An Inquisitor's Dispel Magic maxes out at level 20, when it is caster level 40. Higher levels don't make the spell any stronger, and Legacy of Bhaal enemies will still sometimes resist it.
Find Familiar is hilariously broken in LoB if you get it at level 1. It's stronger than all your party members, immune to petrification (hello basilisks), gives you a ton of bonus hit points and, if it's a thief, can pickpocket and carry ankheg shells for thousands of easy gold. It gives mages the easiest start of any class in the game.
Did you know that there is a board game set in Baldur's Gate that is coming out? Well, more specifically its a game based off of Betrayal at House on the Hill.
An Inquisitor's Dispel Magic maxes out at level 20, when it is caster level 40. Higher levels don't make the spell any stronger, and Legacy of Bhaal enemies will still sometimes resist it.
Is this true for wizards/clerics as well? I always just assumed dispel magic was the one exception to spells scaling to 20.
@TheElf: For all other classes, Dispel Magic scales with level indefinitely. Hypothetically, if you set your mage's level to 1,000 and your cleric's level to 999, your mage would have a 55% chance of dispelling the cleric's buffs with Dispel Magic or Remove Magic, just like your mage was level 7 and your cleric was level 6.
This is because the Dispel Magic opcode, opcode 58, automatically takes your caster level into account, no matter what it is. But it's also possible to rig opcode 58 to cast at a specific level, and for the Inquisitor, the Dispel Magic innate ability is actually 20 different sub-spells, each with its own parameters. That's how most spells scale with level: they're divided up into multiple different sub-spells, each of which has a different magnitude and/or duration, and your caster level determines which sub-spell gets cast.
But in the original IE games (with the exception of Icewind Dale), spells nearly always stop scaling at level 20. There are only 20 different sub-spells at maximum for any given spell, and level 20 is the highest one. An Inquisitor's Dispel Magic is set up the same way: at level 1, opcode 58 is set to cast at level 2; at level 15, opcode 58 is set to cast at level 30; and at level 20, opcode 58 is set to cast at level 40.
But there are no sub-spells above level 20 for an Inquisitor's Dispel Magic, so it no longer gets any stronger, no matter how many levels your Inquisitor gains. You'd need to create more sub-spells to make it scale beyond level 20.
Can a multiplier be hacked into opcode 58's parameters, so that Inquisitor Dispel continues to scale past level 20 without having to make 20 more sub-spells?
Conceivably, you could use opcode 191 to do much the same thing. Opcode 191 modifies your caster level. However, to my knowledge, it only works on mage spells and cleric spells, not innate abilities. And giving +1 to casting level for innate abilities for an Inquisitor would also boost the power of their Bhaalspawn DUHM ability, and also the modified Slayer Change spell from Tactics.
But you could turn an Inquisitor's Dispel Magic spell into a cleric spell, but still have it cast from the Innate Abilities menu (a spell's type and the place where a spell shows up are actually two different parameters, so you can have an innate ability that appears in your spellbook and a mage spell that appears in your innate abilities). Then you could give your Inquisitor +1 to cleric caster level every level, which means Dispel Magic could be cast at double the Inquisitor's level by default, though you'd have to delete 19 of the sub-spells and tweak the remaining 1 sub-spell. And since Inquisitors can't cast cleric spells anyway, this method would have no side effects. But you might need to give the Inquisitor an additional +7 or +10 bonus at level 1, because paladin spells are hard-coded to be cast at a lower level than normal cleric spells (same goes for their Turn Undead ability).
You might have to give it a special flag to make the Dispel Magic spell ignore silence and spell failure, since making it a cleric would make it susceptible to those things. The only side effect would be that it would also ignore spell failure that is applied to innate abilities, which normally would block an Inquisitor's Dispel Magic. But I'm not sure such effects are present in the unmodded game.
Or, you could just create an extra 30 sub-spells to extend it to level 50.
Seriously. Creating the sub-spells would be easy; all you'd have to do is copy and paste the existing sub-spells and change two numbers, 30 times over. It would take less than half the time I spent writing this comment.
In Baldur's Gate 1, the revenant says that the dagger it wants (the Dagger +2) is the dagger of the one who murdered him/her. Specifically, the revenant says that it's the dagger of Alatos. Alatos is the leader of the Baldur's Gate thieves' guild.
In Baldur's Gate 1, the revenant says that the dagger it wants (the Dagger +2) is the dagger of the one who murdered him/her. Specifically, the revenant says that it's the dagger of Alatos. Alatos is the leader of the Baldur's Gate thieves' guild.
I was never sure why giving him the dagger caused him to 'rest', as I thought the revenant was supposed to continue on UNTIL they killed their killer. Anyway, I often give him his dagger back and then proceed to help ol rev out by approaching Alatos and tellin him to 'go scratch'. Just because I he wants to set me up, if nothin else, hehheh.
In Baldur's Gate 1, the revenant says that the dagger it wants (the Dagger +2) is the dagger of the one who murdered him/her. Specifically, the revenant says that it's the dagger of Alatos. Alatos is the leader of the Baldur's Gate thieves' guild.
I was never sure why giving him the dagger caused him to 'rest', as I thought the revenant was supposed to continue on UNTIL they killed their killer.
Yeah, but with Alatos all the way up in Baldur's Gate, getting to him seems like kind of a hassle.
I'm sure taking Alatos' precious dagger from him would be sufficient vengeance for a lazy revenant.
@semiticgod True, very true. I spect it would take alot for the ol rev to crutch his behind ALL the way up yonder, all the while trying not to get 'toe up from the flo up' in the process. All those meddling 'venturin types n such.
Here's a useful trick to calculate how much a dice roll will be on average:
Say you have a roll XdY. The average is equal to ½(Y + 1) * X
So for example, let's compare long swords and bastard swords. A long sword on average deals
½(8 + 1) * 1 = 4.5 damage
A bastard sword on average deals
½(4 + 1) * 2 = 5 damage
So you can see why 2d4 damage is better than 1d8. Now let's compare spells:
At level 1, Magic Missile on average deals
½(4 + 1) * 1 + 1 = 3.5 damage
whereas Larloch's Minor Drain deals 4 damage in addition to giving the mage bonus hit points. So at levels 1 and 2, Larloch's Minor Drain is actually better than Magic Missile.
Here's a useful trick to calculate how much a dice roll will be on average:
Say you have a roll XdY. The average is equal to ½(Y + 1) * X
So for example, let's compare long swords and bastard swords. A long sword on average deals
½(8 + 1) * 1 = 4.5 damage
A bastard sword on average deals
½(4 + 1) * 2 = 5 damage
So you can see why 2d4 damage is better than 1d8. Now let's compare spells:
At level 1, Magic Missile on average deals
½(4 + 1) * 1 + 1 = 3.5 damage
whereas Larloch's Minor Drain deals 4 damage in addition to giving the mage bonus hit points. So at levels 1 and 2, Larloch's Minor Drain is actually better than Magic Missile.
Whilst this is true, You are twice as likely to get a roll of 8 from a long sword as you are with a bastard sword. There is also the type of damage done to take into consideration, whether you can backstab with a weapon etc. etc. Which weapon is best is not always easy to decide particularly when there are bonus effects to take into consideration.
With the spells, the damage caused might not be the prime objective. Getting rid of mirror image might be far more important.
Charm them with what? There isn't a charm monster spell in this game, and I don't think charm animal works on them. I guess you could do it in BG2 with those Illithid control collars used on one of the ones in the Windspear Hills, but that's kind of stupid.
Charm them with what? There isn't a charm monster spell in this game, and I don't think charm animal works on them. I guess you could do it in BG2 with those Illithid control collars used on one of the ones in the Windspear Hills, but that's kind of stupid.
The Nymph/Algernon cloak, Mental Domination, Domination. There are probably a few ways to go about doing it.
Did you know that there are shadows (as well as a werewolf) along the sides of the illusionary circus tent.
I always just talk to the Genie on the bridge and then proceed in. I didn't even know about them until today (when I was checking the area file and noticed them).
Did you know that there are shadows (as well as a werewolf) along the sides of the illusionary circus tent.
I always just talk to the Genie on the bridge and then proceed in. I didn't even know about them until today (when I was checking the area file and noticed them).
I discovered that a few years ago, but the ones that I found were in the opposite direction. I still don't bother with them though.
Comments
By Helm man what are you doing
http://geekandsundry.com/betrayal-at-baldurs-gate-brings-house-on-the-hill-to-dungeons-and-dragons/
(I posted a thread to discuss it here).
This is because the Dispel Magic opcode, opcode 58, automatically takes your caster level into account, no matter what it is. But it's also possible to rig opcode 58 to cast at a specific level, and for the Inquisitor, the Dispel Magic innate ability is actually 20 different sub-spells, each with its own parameters. That's how most spells scale with level: they're divided up into multiple different sub-spells, each of which has a different magnitude and/or duration, and your caster level determines which sub-spell gets cast.
But in the original IE games (with the exception of Icewind Dale), spells nearly always stop scaling at level 20. There are only 20 different sub-spells at maximum for any given spell, and level 20 is the highest one. An Inquisitor's Dispel Magic is set up the same way: at level 1, opcode 58 is set to cast at level 2; at level 15, opcode 58 is set to cast at level 30; and at level 20, opcode 58 is set to cast at level 40.
But there are no sub-spells above level 20 for an Inquisitor's Dispel Magic, so it no longer gets any stronger, no matter how many levels your Inquisitor gains. You'd need to create more sub-spells to make it scale beyond level 20.
Conceivably, you could use opcode 191 to do much the same thing. Opcode 191 modifies your caster level. However, to my knowledge, it only works on mage spells and cleric spells, not innate abilities. And giving +1 to casting level for innate abilities for an Inquisitor would also boost the power of their Bhaalspawn DUHM ability, and also the modified Slayer Change spell from Tactics.
But you could turn an Inquisitor's Dispel Magic spell into a cleric spell, but still have it cast from the Innate Abilities menu (a spell's type and the place where a spell shows up are actually two different parameters, so you can have an innate ability that appears in your spellbook and a mage spell that appears in your innate abilities). Then you could give your Inquisitor +1 to cleric caster level every level, which means Dispel Magic could be cast at double the Inquisitor's level by default, though you'd have to delete 19 of the sub-spells and tweak the remaining 1 sub-spell. And since Inquisitors can't cast cleric spells anyway, this method would have no side effects. But you might need to give the Inquisitor an additional +7 or +10 bonus at level 1, because paladin spells are hard-coded to be cast at a lower level than normal cleric spells (same goes for their Turn Undead ability).
You might have to give it a special flag to make the Dispel Magic spell ignore silence and spell failure, since making it a cleric would make it susceptible to those things. The only side effect would be that it would also ignore spell failure that is applied to innate abilities, which normally would block an Inquisitor's Dispel Magic. But I'm not sure such effects are present in the unmodded game.
Or, you could just create an extra 30 sub-spells to extend it to level 50.
Seriously. Creating the sub-spells would be easy; all you'd have to do is copy and paste the existing sub-spells and change two numbers, 30 times over. It would take less than half the time I spent writing this comment.
Anyway, I often give him his dagger back and then proceed to help ol rev out by approaching Alatos and tellin him to 'go scratch'. Just because I he wants to set me up, if nothin else, hehheh.
I'm sure taking Alatos' precious dagger from him would be sufficient vengeance for a lazy revenant.
Say you have a roll XdY. The average is equal to ½(Y + 1) * X
So for example, let's compare long swords and bastard swords. A long sword on average deals
½(8 + 1) * 1 = 4.5 damage
A bastard sword on average deals
½(4 + 1) * 2 = 5 damage
So you can see why 2d4 damage is better than 1d8. Now let's compare spells:
At level 1, Magic Missile on average deals
½(4 + 1) * 1 + 1 = 3.5 damage
whereas Larloch's Minor Drain deals 4 damage in addition to giving the mage bonus hit points. So at levels 1 and 2, Larloch's Minor Drain is actually better than Magic Missile.
1d2: 1.5 (base damage for Jan's flashers)
1d3: 2.0 (dart)
1d4: 2.5 (dagger
1d4+1: 3.5 (war hammer)
1d6: 3.5 (short sword)
1d8: 4.5 (axe)
1d10: 5.5 (katana)
1d12: 6.5 (IWD two-handed axe)
1d20: 10.5 (monk fist, without the damage bonuses)
And the common multiple dice rolls...
2d4: 5 (bastard sword)
2d6: 7 (IWD2 greatsword)
3d6: 10.5 (Agannazar's Scorcher)
5d6: 17.5 (weakest Fireball, at level 5)
6d6: 21 (Fireball from a Wand of Fire)
10d6: 35 (strongest Fireball, at level 10)
20d6: 70 (Spike Trap or level 20 Skull Trap)
20d8: 90 (level 20 Horrid Wilting)
10d10: 55 (Comet)
20d10: 110 (Dragon's Breath)
With the spells, the damage caused might not be the prime objective. Getting rid of mirror image might be far more important.
The Nymph/Algernon cloak, Mental Domination, Domination. There are probably a few ways to go about doing it.
(not sure its worth it but it is doable)
I always just talk to the Genie on the bridge and then proceed in. I didn't even know about them until today (when I was checking the area file and noticed them).