When you call Tazok a sissy as a means of getting into the bandit camp... you can actually kill him during the fight. The other bandits won't even care.
I did not know it was even possible. I assumed the game had a way of preventing him from death, like a 1HP item.
He'll probably show up again at the end. The guy never seems to stay dead permanently.
Saving throws can never exceed 20. This means that you can't force an enemy to fail against a spell that offers a save bonus. Even if you hit an enemy 50 times with Called Shot, the enemy still has a chance of surviving a Chromatic Orb.
Critical hits from draining attacks (such as vampire bites) actually double the level drain. So if it's normally -3 level then a crit will do -6 level.
I dont know if its been fixed post 2.0, but if you control shadows with evil turn undead, for some reason you can make them cast a bunch of random spells ranging from level 1 to 8. No mods. Free flesh to stone from a 420 xp critter!
I dont know if its been fixed post 2.0, but if you control shadows with evil turn undead, for some reason you can make them cast a bunch of random spells ranging from level 1 to 8. No mods. Free flesh to stone from a 420 xp critter!
was a bug in vanilla aswell
That happens if you control Shadow Fiends and other types of strong spectres. I've always thought that it made sense that such powerful undead were dead wizards and sorcerers.
The Priest of Tyr can use their Acclamation special ability to cure the berserk state caused by the sword of Cursed Berserking, Kiel's Morning Star, and Minsc's Rage. If Acclamation is cast on someone wielding either of the weapons then they will never lose control unless the weapon is unequipped (with a Remove Curse casting) and equipped again. If Acclamation is cast on Minsc after he has activated his Berserk ability then he will not lose control and will still be able to keep the other bonuses of his ability.
The only downside to doing this is that you lose the +2 bonus to THAC0 and damage that is a part of being berserk.
When you call Tazok a sissy as a means of getting into the bandit camp... you can actually kill him during the fight. The other bandits won't even care.
I did not know it was even possible. I assumed the game had a way of preventing him from death, like a 1HP item.
He'll probably show up again at the end. The guy never seems to stay dead permanently.
It's sooo disappointing whenever a new fact turns up that is later revealed to be SCS related. Has there ever been a pol on how many of the forumites use it? That, I would be interested in.
If you install Item Revisions, BG1 Wands of Lightning will have three targets instead of one, which means you can use the Wand of Lightning trick in BG1. This allows you to get triple the benefit from ability score tomes.
One of the two bat animations in BG2 has peculiar collision physics. If you give that animation to a character, they can fly right over other characters' circles without getting stuck.
They can also use touch-range spells like Maze and Vampiric Touch from long distances, and can attack anything in sight even when using a melee weapon. But their semi-omnipresence goes both ways: it's also possible for enemies to attack a bat with a melee weapon even if the bat is out of range, which makes it difficult for a bat to run away from an attacker.
You can see this behavior in SCS vampires, which will attack you at range in bat form even though you can't click on them. To attack them back, you need to enable party AI. Although you can't target the bat, your character can do so via their AI.
Did you know that the sharrans had a supply of the shadow ore found in the deepstone clanhold way back in BG1? It makes you wonder where they got these supplies and whether they originally traded with the dwarves for the stone, before they took the mines for themselves that is.
Did you know: encumbrance only affects party members. F-ing bs.
I also found this out the hard way. Ray of Enfeeblement fails to stop heavily loaded fighters even without strength potions. B.S. indeed.
Also found out something new myself today, which may be of interest mostly to those using mods that changes the Irenicus battle in spellhold.
When the battle opens Irenicus uses a custom spell called 'Create Clones' (or something similar). Depending on your mod setup, this either creates unarmed copies of your party, or fully equipped equals with all of the party's abilities. This can make the clones a serious threat.
Yet they are still treated as summoned creatures. A death spell kills them outright.
I myself did not install the SCS option to make Irenicus' clones equal to my party, as I found that battle difficult enough as it was. Anyone else ever tried this with the full SCS setup? It would be interesting to know if changing the clones also changes whether they are flagged as 'summoned' or not.
Lest anyone forget...behold the cannons of Balduran!
Um, how do those fire? I thought gunpowder didn't work on Faerun. Oh, and did you know that Gond, god of craft, actively prevents gunpowder from working on Faerun?
The Balor you need to kill for the Svirfneblin in the Underdark - the one they awoke when they dug too deep - is of course a reference to the Balrog of Moria. This one is well known.
But the description of the Darksteel Shield +4 which Captain Egeissag drops in Sendai's enclave tells that it was created by a Dwarven clan to fight a terrible foe. Seems these dwarves also delved too deep in the Marching Mountains in search of darksteel, and the survivors came back telling of drow and illithid and other darker, nameless horrors.
Although Wild Mages can use Nahal's Reckless Dwoemer to access spells well beyond their casting level, they can never use it to cast Spell Triggers or Sequencers, or even Contingency.
The Balor you need to kill for the Svirfneblin in the Underdark - the one they awoke when they dug too deep - is of course a reference to the Balrog of Moria. This one is well known.
It would be nice if some modder made that quest more epic, rather than just opening the bloody hole and destroying the creature."
Crom Faeyr has a different unused item appearance that never made it in. It looks much more refined and polished than the odd garbled hammer of bolts. I dont have access to the bam right now but modders will surely know what I am talking about.
Although Wild Mages can use Nahal's Reckless Dwoemer to access spells well beyond their casting level, they can never use it to cast Spell Triggers or Sequencers, or even Contingency.
That... was a relatively recent change made by the devs. I didn't really like it much (especially since it seems to be hardcoded), but I do know of a way to work around the change. My workaround isn't perfect, but it works well enough.
Comments
I did not know it was even possible. I assumed the game had a way of preventing him from death, like a 1HP item.
He'll probably show up again at the end. The guy never seems to stay dead permanently.
Learned that from my own keepered vampire
was a bug in vanilla aswell
The only downside to doing this is that you lose the +2 bonus to THAC0 and damage that is a part of being berserk.
They can also use touch-range spells like Maze and Vampiric Touch from long distances, and can attack anything in sight even when using a melee weapon. But their semi-omnipresence goes both ways: it's also possible for enemies to attack a bat with a melee weapon even if the bat is out of range, which makes it difficult for a bat to run away from an attacker.
You can see this behavior in SCS vampires, which will attack you at range in bat form even though you can't click on them. To attack them back, you need to enable party AI. Although you can't target the bat, your character can do so via their AI.
Glitterdust, Deafness, and Contagion all bypass magic resistance.
Also found out something new myself today, which may be of interest mostly to those using mods that changes the Irenicus battle in spellhold.
When the battle opens Irenicus uses a custom spell called 'Create Clones' (or something similar). Depending on your mod setup, this either creates unarmed copies of your party, or fully equipped equals with all of the party's abilities. This can make the clones a serious threat.
Yet they are still treated as summoned creatures. A death spell kills them outright.
I myself did not install the SCS option to make Irenicus' clones equal to my party, as I found that battle difficult enough as it was. Anyone else ever tried this with the full SCS setup? It would be interesting to know if changing the clones also changes whether they are flagged as 'summoned' or not.
Oh, and did you know that Gond, god of craft, actively prevents gunpowder from working on Faerun?
The Balor you need to kill for the Svirfneblin in the Underdark - the one they awoke when they dug too deep - is of course a reference to the Balrog of Moria. This one is well known.
But the description of the Darksteel Shield +4 which Captain Egeissag drops in Sendai's enclave tells that it was created by a Dwarven clan to fight a terrible foe. Seems these dwarves also delved too deep in the Marching Mountains in search of darksteel, and the survivors came back telling of drow and illithid and other darker, nameless horrors.
Although Wild Mages can use Nahal's Reckless Dwoemer to access spells well beyond their casting level, they can never use it to cast Spell Triggers or Sequencers, or even Contingency.