Wouldn't it be interesting if a wild mage sometimes spontaneously spawned a relatively large area of wild magic that would effect any caster (friend or foe) within the area for x amount of time?
In Realmslore for the time period of the game there are 'wild magic zones' where the Weave is unstable, and then this happens. But yeah, definitely, it would be neat if the Wild Mage's use of wild magic sometimes triggers that. Probably could be modded (but not by me, as I have no coding skills).
@Lemernis don't they have Magic Resistance? I'm confused right now... I always killed the with Arrows of Boting or in melee so I don't know if they have less than a hundred, plus you can't lower it because in BG:EE there are no Lower Resistance scrolls (if you play Sorcerer you have access to it) and BG2:EE golems aree immune to Lower Resistance (and all the other Magic Resistance Lowering spells). Blind will work very well, since you can take them in ranged easily, Hold Person might not work because they are very probably tagged as large humanoids (I'm not very sure anyways) but if they are humanoids it could be the best option. I'll check how they are in the game now
I always thought golems are their own category; "construct" or something. They aren't living or dead, more like machines. Since they are mindless, they have similar mind control/fear resistances as undead. Not even the bone golem is "undead", technically, as I learned a while ago.
He just happens to be a multiclass character that is also a specialist mage. Now the way you are playing him would restrict him to only casting blindness, spook, and deafness (offensively at least), but since you are a single class mage its quite possible to pick him up at his 3/4 or 5/6 level (due to having a smaller party) where he's very viable. It also frees you up to be something other than an illusionist (like a transmuter for haste/slow).
@Lemernis don't they have Magic Resistance? I'm confused right now... I always killed the with Arrows of Boting or in melee so I don't know if they have less than a hundred, plus you can't lower it because in BG:EE there are no Lower Resistance scrolls (if you play Sorcerer you have access to it) and BG2:EE golems aree immune to Lower Resistance (and all the other Magic Resistance Lowering spells). Blind will work very well, since you can take them in ranged easily, Hold Person might not work because they are very probably tagged as large humanoids (I'm not very sure anyways) but if they are humanoids it could be the best option. I'll check how they are in the game now
You may be right about everything above. Their having MR sounds right, but it's been a while since I fought them.
@Lemeris: I did something similar. I played as diviner to "roleplay" metagaming ("wait! there is a trap right in front of us"). Anyway, acording to NI, flesh golems are immune to normal weapons, have 100% MR, 125% electrical res and 100% cold res.
I always thought golems are their own category; "construct" or something. They aren't living or dead, more like machines. Since they are mindless, they have similar mind control/fear resistances as undead. Not even the bone golem is "undead", technically, as I learned a while ago.
@Lemeris: I did something similar. I played as diviner to "roleplay" metagaming ("wait! there is a trap right in front of us"). Anyway, acording to NI, flesh golems are immune to normal weapons, have 100% MR, 125% electrical res and 100% cold res.
Thanks!
Re: The specialty mage bonuses that @elminster references, I do recall that were never actually implemented for the vanilla game but did EE finally get them into the game? Anyone know?
@Lemeris: I did something similar. I played as diviner to "roleplay" metagaming ("wait! there is a trap right in front of us"). Anyway, acording to NI, flesh golems are immune to normal weapons, have 100% MR, 125% electrical res and 100% cold res.
Thanks!
Re: The specialty mage bonuses that @elminster references, I do recall that were never actually implemented for the vanilla game but did EE finally get them into the game? Anyone know?
According to @Dee (on that same page) it was always in the vanilla games, just never actually known about or reported (though it seems Sorcerer's Place almost got it right http://www.sorcerers.net/Games/BG2/abjurer.php )
I always thought golems are their own category; "construct" or something. They aren't living or dead, more like machines. Since they are mindless, they have similar mind control/fear resistances as undead. Not even the bone golem is "undead", technically, as I learned a while ago.
This is correct.
Flesh golems are like the Frankenstein monster (see here). They're animated via "an elemental spirit and under the control of its creator."
@Lemeris: I did something similar. I played as diviner to "roleplay" metagaming ("wait! there is a trap right in front of us"). Anyway, acording to NI, flesh golems are immune to normal weapons, have 100% MR, 125% electrical res and 100% cold res.
Thanks!
Re: The specialty mage bonuses that @elminster references, I do recall that were never actually implemented for the vanilla game but did EE finally get them into the game? Anyone know?
According to @Dee (on that same page) it was always in the vanilla games, just never actually known about or reported (though it seems Sorcerer's Place almost got it right http://www.sorcerers.net/Games/BG2/abjurer.php )
That's amazing to me, because I've posted about this in various BG forums and modding communities over the years and they (modders) all said it was never implemented! Good to know that it actually is in the game!
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He just happens to be a multiclass character that is also a specialist mage. Now the way you are playing him would restrict him to only casting blindness, spook, and deafness (offensively at least), but since you are a single class mage its quite possible to pick him up at his 3/4 or 5/6 level (due to having a smaller party) where he's very viable. It also frees you up to be something other than an illusionist (like a transmuter for haste/slow).
@Lemeris: I did something similar. I played as diviner to "roleplay" metagaming ("wait! there is a trap right in front of us").
Anyway, acording to NI, flesh golems are immune to normal weapons, have 100% MR, 125% electrical res and 100% cold res.
Re: The specialty mage bonuses that @elminster references, I do recall that were never actually implemented for the vanilla game but did EE finally get them into the game? Anyone know?