Question about Belhifet immunities
kotophey
Member Posts: 97
Belhifet is immune to arcane spell 'Lightning Bolt' (3 lvl) and 'Feeblemind' (5 lvl). Is this intended or not?
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what to know what other immunities he has here is a list;
sleep
confusion
unconscious
charm creature ( or any charming effect )
power word stun
stun
poison
panic ( has no morale failure )
cloudkill
lightning bolt
fireball
fire storm
poison resistance 100% ( which is redundant )
can detect invisible creatures
regenerates 3 HP/ 3 seconds
immune to non magical and +1 weapons
feeblemind
polymorph
fire resistance 100
magic fire resistance 100
cold resistance 50
magic cold resistance 50
magic resistance 80
slashing 25
piercing 25
crushing 25
missile 50
I know about his immunities (I already checked them in NI), but the specific immunity to the "Lightning Bolt" spell (as well as to the "Fireball/Firestorm", since it has 100% fire immunity) surprised me quite a bit.
Also, in my opinion, in the early versions he can be feebleminded by apropriate spell. But I'm not quite sure about that.
Thanks anyway.
Yes, I also think it's most likly because of the Cornugons. But, in my opinion, this is quite strange decision, since using 'Lightning Bolt' spell against him (by any arcane caster or, especially, avenger) would be the most obvious solution for the player.
As far as I know, he is still vulnerable to 'Hold Monster' spell, which can also 'can solving whole encounter'.
But, in any case thank your for answer.
Alas, he is also immune to polymorph. So, unfortunately, no demonic squirrels
But in SOD he at least can be 'gunned down' with some magic, for example, in the IWD1 he is completely immune to all spells (except for those that create magic weapons, such as MMM).
Unless there's a specific immunity in play, all of those other effects will apply if you can get the wand through his other resistances. The demon immunity item does grant that immunity to Polymorph Other, but not to the want.
One caveat on that HP adjustment - the game won't let any creature have lower maximum hit points than its level. Belhifet would actually end up at 5/N hit points, where N is his level.
Hmmm, it's funny, but you're right!
Everything you say is true. I just tested it in practice.
Result of using this 'SO magic' wand on Belhifet:
1) Visually he isn't changes (apparently immunity to the corresponding animation)
2) STR - 3, DEX - 10, CON - 10
3) THAC0 - 3
4) AC is -12 (minus twelve)
5) Weapon set to 'squirrel weapon' - 1d2, non-magical
6) His initial HP is 5 (five) and slowly regenerate to the current maximum of 25 HP
As total, I think this is a fierce bug.
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As a solution: instead of all this fancy mess of effects, they must assign to the wand usage of appropriate spell (SPWI415).
Like this, for example. It's my fix and it seems to be working correctly so far.
Edit. Some changes in fix - change type&duration to standart.
Edit#2. No, it doesn't work as i intended
Spell effect from the wand must be avoided by 'rod/staff/wand' saving throws, bu instead it uses 'Petrification/Polymorph' (as SPWI415 spell) ones. Bummer ...
Yes, thanks, yesterday I also came to the same conclusion. But:
#1 In addition to Belhifet, perhaps someone else should be immune to polymorph, so serach and edit all these creatures (their equipped items) for theese new immunities is quet overwhelming task for me.
#2 BG2e also has such a wand, and there - see #1.