what are some obscure tips you know of in this game?
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I recently found that bard songs luck bonus can be a defense against pretty much anything, but unlike the mage spell does not improve thieving skills.
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Luck spell cast after Improved Alacrity and just before damaging spells can add significant damage.
Acid Arrows can make Mage/Lich fights extremely trivial, even with SCS, just kite out their weapon protections and even a non-proficient fighter using Tuigan will be able to prevent them casting many of their spells. Note that for some reason Chaos and Confusion will rarely be interrupted, so be warned lol.
On the subject of mage killing always pays to carry at least 1 non-magical weapon so you can wear out stoneskins when non-liches cast PFMW.
Last point on spell casters is "The Brick" from the half orc wild mage at Neeras Hidden Refuge is amazeballs Vs casters.
- It can also, if a cat or ferret, pick pocket gear off party members for free storage space with no weight limits.
- A thief can hide or set traps so long as they cannot see enemies. Blind thieves cannot see further than right next to them.
- [un]Holy Word, the level 7 Cleric spell, gives all nearby enemies 1 Turn of 50% spell casting failure with no save. It also stacks with itself, so two clerics or one cleric over two rounds can shut down any mage that's not immune to Conjuration spells.
- The Magic Resistance spell sets MR to a set amount. When cast on a target with 100% MR it reduces MR by more than Lower Resistance ever could.
- A Projected Image gets all your spells, innates (like set snare), and items, with no level penalty. It can make itself immune to being Dispelled and True Sighted with two castings of Spell Immunity and then go to town with every spell you have memorised and three level nine spell scrolls, all for the cost of one level seven spell slot. Combine with fireshields, PfMW and the usual buffs and it can also tank while doing so.
- A Mustard Jelly is completely immune to magic and piercing damage. Pit Fiends are literally unable to hurt them, as are the vast majority of mages.
- You can drop items into a panicked or confused character's inventory. If your mage is running around like a lemon, just drop some ankheg shells in there, they won't be able to move, preventing them from getting into even more trouble until the effect wears off.
- For Cleric/Mages, Lesser Sequencer Chant and Luck on self really drops the incoming damage, and combined with MMMs or Sword Spider polyself is going to give you a decent damage boost.
- Quivering Palm and Stunning Blow both bypass stoneskins.
Just wanted to say not only are there some very good tips there, but you have explained them very clearly as well.
if your mage has level 6 spell slots and this spell, this is the ultimate mind flayer killer, for many reasons:
- they are immune to all mind flayer psionic whackiness
- that have really good AC so they won't be getting hit by mind flayers ( and sometimes umber hulks )
- they can dish out some decent damage and mop the floor up with mind flayers
yep, found this out when I rushed straight to the underdark and was looking for spells to fight the mind flayers at low levels, and tried out invisible stalker for the lulz, and boy was I surprised how effective it was, TAKE THAT MIND FLAYER SCUM!
You need to apply -LUCK modifier on enemies for better damage. For instance chant or wish intoxication.
Aerie, for example, can be a tremendous front-liner if you have time to buff her properly. Wielding Crom Faeyr, with the Shield of Harmony, the Helm of Vailhor (apologies for spellings), and with her access to cleric and mage spells, she can tank against some nasty stuff ... for one combat. But she can be game-creakingly good for that combat.
And then there is Jan, an illusionist/thief, wielding his crossbow and flashers, then putting web, haste, and polymorph self (spider) into a spell trigger.
1) Get a bard.
2) Make the bard sing.
3) Shoot the bard with magic missile ten times.
A) If Luck increases and decreases magic damage, then the expected damage range for magic missile will be 2-5 per missile, no matter how high level the bard is. (Your shooter's luck and your bard's luck will always be equal, adding and lowering damage at the same rate).
If Luck does not increase magic damage, then the expected damage range for magic missile will be 2-4 per missile, decreasing as the bard gains levels. (though the shooter and the bard have equal luck, luck only decreases magic damage taken, not magic damage dealt).
Next, summon a hostile Bard and cast "Chant", and then shoot him with ten magic missiles before they manage to sing.
If Chant's decreased luck increases enemy magic damage taken, then the expected damage range for magic missile will be 3-5 per missile.
If Chant's decreased luck and increased luck both apply, then the expected damage range for magic missile will be 4-5 per missile.
Finally, for lulz, have the first bard drink until they're completely ratfaced, then shoot them some more, and observe the damage from magic missile. It should be maximum 5 damage every missile.
If you're character is feared, casting protection from fear will remove the effect. Can be kind of annoying to use though if your character is running around because he can run out of the effect area, so make sure the caster is relatively close to the target so the spell effect has less distance to travel before detonating.
Best thing for Mind Flayers and such is Chaotic Commands, it will render the target immune to mind controlling effects. Chaotic Commands will also protect you from Maze spells which are really annoying.
Death Ward will protect you from insta death spell from Beholders and high level mages.
Tested it moments ago with bard casting luck on sorc just to be sure. Still rolled 2 damage few times with magic missile which is minimum. You need -LUCK modifier on enemy to increase magic damage stated before.
There was huge thread about it while ago where @semiticgod and other people explained luck in detail.
Source: https://forums.beamdog.com/discussion/61569/luck-what-it-is-and-how-it-works/p1
Note i am not saying you are wrong about how it works in game, i'm just saying that what you are saying does not match the spell description.
Quick note, actually description says that "a 6d6 fireball will do 6d5 damage" so it says it will do less damage. In the past I was wondering about this myself, I thought it will reduce my damage done actually but what it doesn't say it is about damage taken, not dealt.
Indeed the description seems to be wrong. I would say it's vauge rather than wrong. Since if you think about it +LUCK is giving opposite effect to -LUCK. Therefore from second part of description where it states that you take less damage from spells, that means that you take extra damage from spells if you get -LUCK modifier on yourself. Since -LUCK does increase your damage taken if you apply it on enemy then your they will take extra damage from your spells.
Same goes for physical damage done. If you get +1 to minimum damage roll then in order for you to take less physical damage from enemies a -LUCK must be applied on them. This is why I love Mage/Cleric and FMC combos for instant chant in minor sequencer. Not only I deal more damage but I also take less damage +1 LUCK on me from chant and -1 LUCK for enemies is amazing.
-LUCK modifier is best for spells which hit multiple of times for mutiple D rolls. Like flame arrow, at high level you shot like 5+ arrows each dealing 1d6 piercing and 4d6 fire damage. So CHANT effectively boosts your damage by about 15-20% on spell that already deals around 20d6 (all arrows combined) at lvl 20 so not bad (in IA you cast 6-7 of them in millisecond for hundreds of damage). It is also pretty brutal for weapons which apply dice rolled elemental damage since then it gives +1 to physical roll and +1 to magic damage roll.
Also description aside I actually wonder if it is how they state because adding 1 to minimum damage roll isn't the same as lowering maximum dice.
If fireball does 6d6 damage then you have 6 times split of 6 possible dice sides (1,2,3,4,5,6) making it average 3.5 x 6 = 21 damage on average per fireball.
so scenario #1 +1 to minimum rolls
6d6 fireball with +1 added to minimum rolls on d6 dice means distribution of 2,3,4,5,6,6 making it average 4.3(3) damage so 26 average per fireball.
now for scenario #2 reducing dice size but adding +1 damage overall
6d5+6 means distribution of 1,2,3,4,5 with average of 3 rolled 6 times +6 base = 24 damage average per fireball.
This is simply because with 6d5+6 best case damage scenario is when you roll 5,5,5,5,5 and add 6 damage so 31 damage fireball is max. By adding +1 to minimum roll of 6d6 best case scenario of rolls is 6,6,6,6,6,6 so 36 max damage. Where worst case scenario for first is 1,1,1,1,1+6 = 11 damage and for second 2,2,2,2,2,2 = 12 damage.
From the linked conversation I think it was @Lord_Tansheron or @semiticgod who explained that luck in fact adds/substrats from rolled number rather than remove dices which would be scenario #1 but I think without access to source code we can't verify which one it is.
+1 Luck: 1D6 becomes 1D6+1 but not more than 6. Possible outcomes: 2, 3, 4, 5, 6, 6.
-1 Luck: 1D6 becomes 1D6-1, but not less than 1. Possible outcomes: 1, 1, 2, 3, 4, 5.
This is why crit miss and crit hit chance are unchanged, because the die is still a D20, just with a conditional +/- bonus.
Also, +1 Luck and -1 Luck combined (enemy chant, friendly bard): 1D6 becomes 1D6.
I said, So its exactly the same. Single roll of 6d5 is 1d5 which means all possible roll results set consisting of 1,2,3,4,5. So a single roll averages at 3, then you roll it 6 times for total average of 18 dmg.
Baldur's Gate 1 - The amulet of spell warding
bg1 is pretty low on the magical amulet side of things that don't come with charges, and thanks to the EEs beamdog decided to bring in this beauty, so every play through i do now i always grab this item, here is the easiest way to pick it up:
- make it to the friendly arm inn and talk to dorn
- travel all the way down to nashkiel ( when at nashkiel make sure your party only consists of 5 people, dorn is going to be #6)
- travel south of nashkiel and go to the nashkiel mines, on the way you will be way layed ( laid? ) by enemies and dorn will help you out, when dorn speaks to you afterwards tell him he can join you
* do note: when dorn joins your team your REP will go down 2 points ( if you are a paladin or ranger make sure you REP is at least 10 at this point or you will become fallen )
* also note: since chapter 2 just started if you REP is below 10 and you rest and have a dream sequence you will get the ability: lairoch's minor drain instead of cure light wounds, so just a heads up on that
- after Dorn has joined the party go down to nashkiel mines
- after reaching nashkiel mines run straight to the right of the map and open up the area that is next to the nashkiel mines area on the world map
- go and travel to that new area, and in about 10 seconds or so 4 skellies will come out and eat your flesh ( yum ) so take 'em out and Dorn will continue on with more banter
- once you reach this area start going to the right and follow that rock face up and around, and once around go straight to the right
- if followed correctly you should find the person Dorn was looking for
- make mince meat out of all the baddies
- pick up the letter tell Dorn you will help him and pick up that sweetski amulet
- once you finished your banter with Dorn and have the amulet in hand, reform Dorn from party get +2 REP and now you have a sweet amulet
and quest complete, now if you wish, you can continue the awesomeness by playing the game normally and when it comes time to go to BG the city in chapter 5, drop somebody out for Dorn and meet up with the group of chums that he wants to slay there ( although your REP can't be over 18 or else Dorn will not join your group ) there at that fight you will find even more cool items ( personally i've never done it myself, but from what i hear, there is some great stuff there, like elven chainmail for example and a fancy bastard sword)
alrighty and now for the next one-
Baldur's Gate II - Ring of Wizardry
there are only 2 rings of wizardry in bg2 ( not to be confused by the ring of acuity ) one ring you must be a wizard/sorcerer to obtain and the other ring you need jaheira in your group, but what if you don't want jaheira and want the ring? well, here is the most painless way of doing it
- first off, when you reform party and kick jaheira out she will automatically go to the harper hold ( very VERY convenient )
- next you need to get waylaid by enemies and must defend yourself against baddie group 2 ( the first group is basically a bunch of mercenaries with assorted magical items) group 2 is a group of dudes that has a guy lying on the ground ( Renfeld i want to say his name is )
- defeat those baddies and tell Renfeld you will bring him back to the harper hold and save him
- travel to the docks district and go to the building on the lower left hand side, and hand in Renfeld to the guy standing outside the building ( forgot his name - kind of funny actually 1000s and 1000s of play throughs and i don't even remember this guy's name, anyway )
- after handing in Renfeld if you go back up towards the sea's bounty Xzar will meet up with you and ask you to do a favor
- agree to do him the favor and complete the quest ( it's not particularily difficult to complete and common sense is all you need to complete it)
- complete the quest by giving Xzar the bird and watch what happens next
- after all this is done, drop one of your team mates ( close to where jaheira is, you saw here at the harper compound) and pick up jaheira
- as soon as you pick up jaheira mel... something er rather will come and grab jaheira,
- jaheira will disappear so rest for 8 hours and jaheira will come back telling you, you need to go to the harper compound ( ah convenient since we are already here )
- go inside the compound and kick some harper butt ( if you are too lazy to read the walls of dialogue, you can just spam 1 until the baddies turn hostile)
- mop up the floor of baddie filth and pick up the cooool items ( especially that sexy ring )
- after when done, kick jaheira out of your group ( although if you do this she will never come back she says and will disappear forever? ) and go and grab your other companion that you left outside the door
and voila, ring of wizardry, one of the best items a wizerd can have
( press the "X" key to find the x and y coordinates )
Area directly East of Candlekeep ( where chapter 1 starts )
Area directly East of previous area ( where you meet the "Old Man" )
Friendly Arm Inn
Area directly North of the Carnival area
Area directly West of Nashkel Mines
Area directly East of Nashkel Mines
Nashkel
Nashkel Mines