1. Disease can do many different things, from dealing poison damage over time to lowering ability scores to slowing the target. It all depends on the spell or item in question. Neither ghasts nor ghouls inflict disease (though they may apply a disease portrait icon). Rather, ghast and ghoul attacks paralyze the target on a failed save vs. death or breath weapon. You may be thinking of mummies, who deal poison damage over time using a disease effect. Otyughs apply poison damage as well, and also slow the target without a save.
2. In BG1, BG2, and IWD, the only difference between Slow Poison and Neutralize Poison is that Neutralize poison also heals 10 HP. In IWD2, though, Slow Poison does in fact only slow poison rather than cure it, while Neutralize Poison negates the poison effect.
3) The item "Beladona" from the Werewolf's Island in ToSC does something? The NPC that requires it doesn't takes it. I know it can be eaten through the quickslot, but for what purpose?
I havent tested it. But if you dont kill the werewolf leaders, you transform yourself after a timer went to 0. The beladona postpones this. Maybe
Well, in actual pen and paper rules belladonna can be used to cure lycanthropy, though I think the specific rules on this vary between editions.
Here's what dandwiki says:
An afflicted character who eats a sprig of belladonna (also called wolfsbane) within 1 hour of a lycanthrope’s attack can attempt a DC 20 Fortitude save to shake off the affliction. If a healer administers the herb, use the character’s save bonus or the healer’s Heal modifier, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).
However, fresh or not, belladonna is toxic. The character must succeed on a DC 13 Fortitude save or take 1d6 points of Strength damage. One minute later, the character must succeed on a second DC 13 save or take an additional 2d6 points of Strength damage.
It didn't say which edition though, so I am guessing it's 5th edition.
In second edition, direct from my Monstrous Manual:
If the character eats belladonna within an hour of the attack, there is a 25% chance this will cure the affliction; it definitely incapacitates the character for 1d4 days. Note that only a sprig of belladonna need be eaten, and it must be reasonably fresh (picked within the last week). If too much is eaten, the character may still be cured, but is incapacitated for 2d4 days.
Did you know that baby wyverns in the latest version can't enter the bridge on Cloakwood 4 map (their circles are too big), so you can shoot them down from that bridge?
Just found out that someone slipped the Boomerang +2 throwing dagger into BG1. And now I can't find it again! Argh!! Redshirt Ricky, the dagger throwing Kensai, wants to know.
I have only found it once.
On Shoal the Neried's map the party was approached by someone called a 'Malenti'. No idea of the lore here, or what that even is, but that doesn't matter. This Malenti struck up a conversation with Kivan and after a lengthy banter the party was given the option to help her against some Sahuagin near Mad Arcand's ship. The Malenti tells us she has stashed some nifty items into the ship's hold.
We defeat the Sahuagin and open the ship to find the ring of folly joined by a nice gem and a nifty throwing dagger, the very same from Captain Dennis.
Trying to go back to the map with Kivan has not yielded the same result. I'm wondering if other NPC's make a difference, party at the time was Kivan, Minsc, Shar-Teel, Imoen.
Only mods I have installed are BG1 NPC project and SCS, so it must be one of those two, but can't find any mention of this malenti online despite using many different possible keywords.
EDIT: searched 'Sea Elf' instead of Malenti and found it. You have to go with Kivan to the coast map at night.
Did you know if you have 20,000 gold when you first meet Gaelan Bayle (whether by cheesing Cowled Wizard fights, pickpocketing, or just selling everything you can get) you can pay him right away and go straight into Chapter 3?
In Icewind Dale 2's Heart of Fury mode, there's a glitch that gives your characters all sorts of huge bonuses which I think might be the same bonuses that the enemies get. If you have a character enter one of the Eight Chambers, then you save the game and reload to that save, you will find that all of the characters in your party who were waiting outside the chamber in stasis will have gotten the following bonuses:
*They will gain 12 levels in each of their classes. This won't let them be higher than level 30 in a single class, but it will let them have a total level higher than 30. *All six of their stats will increase by 10. *They will get a LOT of health, probably as much as the enemies do. A max-level fighter will most likely end up with more than 1000 HP.
I've used this glitch to create all sorts of extremely overpowered characters, such as one who could get an AC of 64 without any buffs other than Expertise. His armor class was so good that even the ridiculously accurate Heart of Fury enemies would miss him... some of the time.
I just tested this out. Confirmed. The odd thing is that the extra 12 levels per class don't grant all the bonuses they would normally.
The stuff you get: 1. Caster level 2. Level-based innate ability power (like a paladin's Lay on Hands, a monk's Stunning Blow DC) 3. Spell slots 4. Rogue sneak attack dice 5. Automatic feats (like a fighter's proficiency with all weapons)
The stuff you don't get: 1. New spells for druids, clerics, bards, and sorcerers 2. Hit points, saving throw bonuses, attack bonuses (that is, not for each individual class) 3. Skill points and feats 4. New innate abilities and resistances (such as monk spell resistance, barbarian damage reduction, and druid shapeshifting)
Thus, a level 8 cleric who got this boost would be just like a level 20 cleric afterwards, except he or she wouldn't have any level 5-9 spells.
In my experience (playing with a few mods, some of which tweak Heart of Fury mode in unrelated ways, and with characters who already had a level up), you also get one last level up, on top of the +12 levels to all your current classes. But this one works even weirder.
If you level up one of your existing classes, that class either drops down to a lower value (going from level 30 to level 10) or gets deleted entirely. But if you pick a new class for your next level up, you gain 236 levels in that class.
But those levels also don't work normally.
The stuff you get: 1. Rogue sneak attack dice (118d6, or over 400 extra damage on sneak attacks) 2. Innate abilities such as druid shapeshifting and Quivering Palm 3. Monk spell resistance (capped at 50), AC bonuses (capped at +10, though level 30 is normally +6), and damage reduction (20/+1, same as you get at level 20) 4. Barbarian damage reduction (10- to physical damage, though normally level 30 caps at 7-) 5. Level-based innate ability power (like a paladin's Lay on Hands, a monk's Stunning Blow DC) 6. Bard songs 7. Automatic feats (like a fighter's proficiency with all weapons
The stuff you don't get: 1. Spell slots 2. New spells 3. Skill points and feats
So choosing cleric, sorcerer, or wizard for your 236 level jump gets you basically nothing, while choosing rogue can let you one-shot Heart of Fury enemies with sneak attacks, and choosing monk will give you 50 spell resistance, +10 AC, and over 100 uses of Stunning Blow with a save DC above 100 (that is, 95% success rate against ANY enemy not immune to stun).
It's not possible to duplicate the Heart of Fury bonuses by saving twice or even by importing and exporting characters.
Just found out that someone slipped the Boomerang +2 throwing dagger into BG1. And now I can't find it again! Argh!! Redshirt Ricky, the dagger throwing Kensai, wants to know.
I have only found it once.
On Shoal the Neried's map the party was approached by someone called a 'Malenti'. No idea of the lore here, or what that even is, but that doesn't matter. This Malenti struck up a conversation with Kivan and after a lengthy banter the party was given the option to help her against some Sahuagin near Mad Arcand's ship. The Malenti tells us she has stashed some nifty items into the ship's hold.
We defeat the Sahuagin and open the ship to find the ring of folly joined by a nice gem and a nifty throwing dagger, the very same from Captain Dennis.
Trying to go back to the map with Kivan has not yielded the same result. I'm wondering if other NPC's make a difference, party at the time was Kivan, Minsc, Shar-Teel, Imoen.
Only mods I have installed are BG1 NPC project and SCS, so it must be one of those two, but can't find any mention of this malenti online despite using many different possible keywords.
EDIT: searched 'Sea Elf' instead of Malenti and found it. You have to go with Kivan to the coast map at night.
Haer'Dalis is a member of the Doomguard, a Planescape faction whose central belief is that the universe is given to entropy. The direct benefit of playing as a Doomguard is that you can use any type of sword and take proficiencies in swords, regardless of class restrictions. This can help explain the extra proficiency Haer'Dalis has towards short swords.
Did you know: Chill Touch and Shocking Grasp are +6 enchanted weapons, meaning they can hit through Absolute Immunity. These two spells that everyone considers garbage are technically as powerful as ToB endgame weapons. Huh.
Spontaneous casting in IWD2--which allows good and neutral clerics to change any memorized spells to a healing spell, and evil clerics to switch their spells to inflict spells, by holding Shift before selecting a spell--ignores aura. This means you can cast two healing spells per round using spontaneous casting.
I believe this is the correct PnP 3.5E implementation. Death Ward protects against death spells, magical death effects and negative energy effects.
Quivering Palm is technically an instant-death technique. "Death ward does not protect against other sorts of attacks even if those attacks might be lethal."
Comments
1. Disease can do many different things, from dealing poison damage over time to lowering ability scores to slowing the target. It all depends on the spell or item in question. Neither ghasts nor ghouls inflict disease (though they may apply a disease portrait icon). Rather, ghast and ghoul attacks paralyze the target on a failed save vs. death or breath weapon. You may be thinking of mummies, who deal poison damage over time using a disease effect. Otyughs apply poison damage as well, and also slow the target without a save.
2. In BG1, BG2, and IWD, the only difference between Slow Poison and Neutralize Poison is that Neutralize poison also heals 10 HP. In IWD2, though, Slow Poison does in fact only slow poison rather than cure it, while Neutralize Poison negates the poison effect.
The beladona postpones this. Maybe
Here's what dandwiki says:
It didn't say which edition though, so I am guessing it's 5th edition.
Anyway, it must be just a leftover of some unused quest.
I was really surprised when I found this out. This means that you can't ferret out doppelganger imposters using Detect Evil.
Listen here.
Did you know? Autocorrect claims they are indeed, paperhangers.
I have only found it once.
On Shoal the Neried's map the party was approached by someone called a 'Malenti'. No idea of the lore here, or what that even is, but that doesn't matter. This Malenti struck up a conversation with Kivan and after a lengthy banter the party was given the option to help her against some Sahuagin near Mad Arcand's ship. The Malenti tells us she has stashed some nifty items into the ship's hold.
We defeat the Sahuagin and open the ship to find the ring of folly joined by a nice gem and a nifty throwing dagger, the very same from Captain Dennis.
Trying to go back to the map with Kivan has not yielded the same result. I'm wondering if other NPC's make a difference, party at the time was Kivan, Minsc, Shar-Teel, Imoen.
Only mods I have installed are BG1 NPC project and SCS, so it must be one of those two, but can't find any mention of this malenti online despite using many different possible keywords.
EDIT: searched 'Sea Elf' instead of Malenti and found it. You have to go with Kivan to the coast map at night.
"Yeah, you pay twenty gold for each head, or lose head!"
The stuff you get:
1. Caster level
2. Level-based innate ability power (like a paladin's Lay on Hands, a monk's Stunning Blow DC)
3. Spell slots
4. Rogue sneak attack dice
5. Automatic feats (like a fighter's proficiency with all weapons)
The stuff you don't get:
1. New spells for druids, clerics, bards, and sorcerers
2. Hit points, saving throw bonuses, attack bonuses (that is, not for each individual class)
3. Skill points and feats
4. New innate abilities and resistances (such as monk spell resistance, barbarian damage reduction, and druid shapeshifting)
Thus, a level 8 cleric who got this boost would be just like a level 20 cleric afterwards, except he or she wouldn't have any level 5-9 spells.
In my experience (playing with a few mods, some of which tweak Heart of Fury mode in unrelated ways, and with characters who already had a level up), you also get one last level up, on top of the +12 levels to all your current classes. But this one works even weirder.
If you level up one of your existing classes, that class either drops down to a lower value (going from level 30 to level 10) or gets deleted entirely. But if you pick a new class for your next level up, you gain 236 levels in that class.
But those levels also don't work normally.
The stuff you get:
1. Rogue sneak attack dice (118d6, or over 400 extra damage on sneak attacks)
2. Innate abilities such as druid shapeshifting and Quivering Palm
3. Monk spell resistance (capped at 50), AC bonuses (capped at +10, though level 30 is normally +6), and damage reduction (20/+1, same as you get at level 20)
4. Barbarian damage reduction (10- to physical damage, though normally level 30 caps at 7-)
5. Level-based innate ability power (like a paladin's Lay on Hands, a monk's Stunning Blow DC)
6. Bard songs
7. Automatic feats (like a fighter's proficiency with all weapons
The stuff you don't get:
1. Spell slots
2. New spells
3. Skill points and feats
So choosing cleric, sorcerer, or wizard for your 236 level jump gets you basically nothing, while choosing rogue can let you one-shot Heart of Fury enemies with sneak attacks, and choosing monk will give you 50 spell resistance, +10 AC, and over 100 uses of Stunning Blow with a save DC above 100 (that is, 95% success rate against ANY enemy not immune to stun).
It's not possible to duplicate the Heart of Fury bonuses by saving twice or even by importing and exporting characters.
Did you know, that the portrait @TrentOster is using (but also @Artemius_I above) comes from NwN1's default portraits?
Also, it's really hard to get blood stains out of cloth, so ...
Death Ward protects against death spells, magical death effects and negative energy effects.
Quivering Palm is technically an instant-death technique.
"Death ward does not protect against other sorts of attacks even if those attacks might be lethal."
http://www.d20srd.org/srd/spells/deathWard.htm