i use @Grond0 strategy ( luring gnolls from the fog of war to go attack drizzt ) every time at level 1 and drizzt dies without a hitch ( although ironically at level 1 that group of gnolls can be a problem to HAHA, so i lure them out 2 or 3 at a time once drizzt dies )
now if you want to battle him legitimately here are some things to remember:
HP: 92
magic resistance: 98% ( so basically anything magic is a no-no although i did have a hold person connect once out of 1000+ battles so yeah.... )
base AC is -16 save vs death: 1 save vs spell: 5 ( if you somehow can get a spell through ) number of attacks per round: 4.5 damage resistance: 30% to all physical damage
*can see through invisibility ( but still gets the to hit penalty )* so no surrounding him with invisible chums and just using ranged weapons on him anymore
AC is negative 16 ( ouch ) and worse yet, because he is wearing that sweetski chainmail its -18 vs slashing, but only -14 ( lol ) vs crushing, which is usually why crushing weapons are preferred against this guy
to make numbers simple, to know if you are even going to start hitting drizzt with 19s or less this is what your thac0 needs to be given the choice of weapon:
so unless you can hit those values, don't bother wasting unnecessary potions unless you can start hitting with a 19
now luckily, beamdog has "nerfed" his to hit a bit, in bg1 is was absolutely insane ( anywhere from thac0 of -9 to -16, forget which one ) but now his main hand is only -4 and his off hand is -2, so if you are going to go into melee with this guy, make sure who ever is fighting him has full plate mail of some sort and the golden girdle, just those 2 items alone, will give drizzt an extra -7 penalty to his attack roll ( plus if that same character has improved invisibility active drizzt will receive an extra -4 penalty for a total of -11 snice )
so for example you can have any warrior character wear: full plate mail, gauntlets of dexterity or potion of agility ( if you dont have 18 dex ) potion of mind focusing ( x2 if you really want to ), helm of balduran, large shield +2, ring of protection +2, claw of kazgaroth, golden girdle, cloak of balduran, have improved invisibility active, potion of invulnerability/defence
so with all that, with a dex of 24 you will have -14 AC, and drizzt will also receive another -11 to hit penalty on you ( for as long as the improved invisibility lasts for ) which will make it so he cannot hit you at all except with 20s ( HA take that drizzt you aren't the only one that can get killer AC ) but once your improved invisibility wears out he will be able to hit you with 17s on his main hand and 19s on his offhand, so if you can, try and keep plenty a memorized ( there are other ways to drop your AC more, but those also have shorter durations ( aka berserker's enrage, defensive harmony ) unless you have skald playing their bard song, then you can get a bonus to your AC of 2 for as long as they play )
now that best that i have done in melee legitimate combat with drizzt, i believe my team was around the 55 000 xp mark ( maybe 64 000...... not to terribly sure) for all 6 guys and i think i use a fighter cleric to go toe to toe with him and i had some archer person ( coran perhaps? ) and was able to take him out with relative ease with the use of spells and potions and the like ( i think i used potions of cloud giant str then draw upon holy might, and a potion of heroism and defence and mind focusing and all that good stuff to have 25 STR and DEX while using the gauntlets of weapon expertise ( for that extra to hit/ to damage ) and i think i was able to get my thac0 down to around 0 and i was probably using a morningstar +1
other tips: one good weapon to use if you can get some good to hit with it is the stupifier, although now in the 2.5 patch it is more fair, it can still do wonders if it connects, if drizzt can fail that save, even if its for a round, then his AC will be null if he is stunned and then you can bring in the army and whack him up without being able to miss
Hm? Cloackwood 1 shows up on the map after clearing chapter 3, does it not? I think even in the original it did or at least you could scout into it without ever talking to Elminster. EDIT: Didn't realize this is already on page 2 and the post I thought I'm replying after was answered already.
Oh, that explains why he was missing some hits when I tried engaging him for the first time. I think I'll try the gnoll strategy next time then. Seems to get a lot of support here and since I'm likely to hit basilisks first I should have access to invisibility so the gnolls themselves won't be a problem for me.
It's better than basically winning by throwing money at him like I've done in EE (recharge monster summoning wand and spam that with full party of ranged). That should work for a small party and I certainly don't mind how he goes down. I just want that sweet, sweet loot.
BTW, I've never had Drizzt right out attack me in BG2. Is this because I've transferred a character file instead of a save? Does that still work like that in EE or does the game actually give you some sort of a flag that always carries over if Drizzt died in BG1?
BTW, I've never had Drizzt right out attack me in BG2. Is this because I've transferred a character file instead of a save? Does that still work like that in EE or does the game actually give you some sort of a flag that always carries over if Drizzt died in BG1?
It should still work. IIRC he only attacks you right out if you are an elf by race with a bad reputation who is also named Drizzt. You may need to be male as well; I don't remember...
If you had any of Drizzt's 3 items in your inventory when you start the game (even though they are removed once you spawn in Chateau Irenicus, the game makes a note that you had them when you started) he will be hostile in his dialog when you encounter him later on because you "attacked him and stole his equipment" earlier in BG1, but you should be able to talk him down if you choose the right dialog options. He may still even agree to help you with the vampires.
I generally use the Gnoll trick, but just started my first evil playthrough, so wanted to kill him myself. On lvl 1, so had to revert to surrounding him by kicked out party members, and beat him with a long stick.
If you have godlike patience, you should try with LOADS of arrows/bullets/bolts (xbow of speed helps a tiny bit). Once you have party members equipped, give one of them boots of cheetah, oil of speed and Haste. One guy is kiting, the rest is shooting. Lots of micro.
You can try more cheesy, ancient methods such as trapping him on the southern bank of Fishermen's Lake and shooting him from the islet (I haven't checked if it works in BG:EE yet), or even doing it with a solo character, kiting and firing at safe distance - but it will take forever. Others mentioned the cheesiest trick with party members kicked out of a team, trapping him inbetween.
[ Perhaps the funniest method back in a day implemented backstabbing, but again, I believe it doesn't work in BG:EE since Drizzt detects illusion. You had Coran/Montaron/dualed Shar-Teel/your own F/T, boosted with potions of heroism, great strength etc. (just lower thac0) and backstabbed the sucker five times in a row, chugging potions of invisibility. It might still work IF you figure out how to protect your invisiblity though, I don't think Non-detection spell or cloak would be enough. ]
In BGEE Drizzt doesn't have fast movement. It's therefore quite possible to kill him with a level 1 party without even using an oil of speed (though that makes it a bit easier) - just have one character kiting him in a circle round the others. That does require micro management, but it's actually not that difficult - and with 5 characters shooting at him doesn't take that long to rack up enough criticals.
In BGEE Drizzt doesn't have fast movement. It's therefore quite possible to kill him with a level 1 party without even using an oil of speed (though that makes it a bit easier) - just have one character kiting him in a circle round the others. That does require micro management, but it's actually not that difficult - and with 5 characters shooting at him doesn't take that long to rack up enough criticals.
Oh, it should be easier then. Plus BG:EE has traps, I bet they work wonders too
If you have godlike patience, you should try with LOADS of arrows/bullets/bolts (xbow of speed helps a tiny bit). Once you have party members equipped, give one of them boots of cheetah, oil of speed and Haste. One guy is kiting, the rest is shooting. Lots of micro.
You can try more cheesy, ancient methods such as trapping him on the southern bank of Fishermen's Lake and shooting him from the islet (I haven't checked if it works in BG:EE yet), or even doing it with a solo character, kiting and firing at safe distance - but it will take forever. Others mentioned the cheesiest trick with party members kicked out of a team, trapping him inbetween.
[ Perhaps the funniest method back in a day implemented backstabbing, but again, I believe it doesn't work in BG:EE since Drizzt detects illusion. You had Coran/Montaron/dualed Shar-Teel/your own F/T, boosted with potions of heroism, great strength etc. (just lower thac0) and backstabbed the sucker five times in a row, chugging potions of invisibility. It might still work IF you figure out how to protect your invisiblity though, I don't think Non-detection spell or cloak would be enough. ]
ah, the good ol' shooting missiles weapons from the lake and trapping him on the bank, the reason why that worked back in the day was when the path search notes was set to 4000, now that the EEs use the SoA search nodes, it is set to 400000, so he will indeed not sit there and get hit by missiles weapons, unless you go into the .ini file and set it back down to 4000 then he will sit there with a finger up his rear end, but be warned: don't keep it at 4000 because this also affects your characters as well, and if you thought the path finding was bad now, making the nodes only 1% of what it is now will give all your characters a lobotomy when it comes to moving around
I suspected it had something to do with path searching values since that method didn't really work with SoA mods, iirc. So it'd make sense to be even more outdated with BG:EE mechanics.
...but I didn't know you could change the number that easily! I think I'll try it one day for nostalgia reasons.
By the time I read the latest responses, OP becomes dim and distant memory
Anyways, can anyone shed light on Drizzt detect illusion abilities? Is it innate or spell, or just an item feature?
its an innate ability, so you can't dispel it, but even though he can see through invisible creatures, he still gets the penalty to hit, beamdog just implemented this ability to drizzt so you couldn't cheese him with the "surround him with invisible team mates and hit him from afar" tactics
By the time I read the latest responses, OP becomes dim and distant memory
Anyways, can anyone shed light on Drizzt detect illusion abilities? Is it innate or spell, or just an item feature?
its an innate ability, so you can't dispel it, but even though he can see through invisible creatures, he still gets the penalty to hit, beamdog just implemented this ability to drizzt so you couldn't cheese him with the "surround him with invisible team mates and hit him from afar" tactics
instead that opens up the otiluke strategy, thanks beamdog
By the time I read the latest responses, OP becomes dim and distant memory
Anyways, can anyone shed light on Drizzt detect illusion abilities? Is it innate or spell, or just an item feature?
its an innate ability, so you can't dispel it, but even though he can see through invisible creatures, he still gets the penalty to hit, beamdog just implemented this ability to drizzt so you couldn't cheese him with the "surround him with invisible team mates and hit him from afar" tactics
instead that opens up the otiluke strategy, thanks beamdog
Otiluke at least makes more sense. If an invisible crowd obstructed his path surely he'd just attack them or move them to the side or something, instead of standing there like an idiot, but the Sphere is an actual barrier he can't really do anything about.
If you have godlike patience, you should try with LOADS of arrows/bullets/bolts (xbow of speed helps a tiny bit). Once you have party members equipped, give one of them boots of cheetah, oil of speed and Haste. One guy is kiting, the rest is shooting. Lots of micro.
You can try more cheesy, ancient methods such as trapping him on the southern bank of Fishermen's Lake and shooting him from the islet (I haven't checked if it works in BG:EE yet), or even doing it with a solo character, kiting and firing at safe distance - but it will take forever. Others mentioned the cheesiest trick with party members kicked out of a team, trapping him inbetween.
[ Perhaps the funniest method back in a day implemented backstabbing, but again, I believe it doesn't work in BG:EE since Drizzt detects illusion. You had Coran/Montaron/dualed Shar-Teel/your own F/T, boosted with potions of heroism, great strength etc. (just lower thac0) and backstabbed the sucker five times in a row, chugging potions of invisibility. It might still work IF you figure out how to protect your invisiblity though, I don't think Non-detection spell or cloak would be enough. ]
ah, the good ol' shooting missiles weapons from the lake and trapping him on the bank, the reason why that worked back in the day was when the path search notes was set to 4000, now that the EEs use the SoA search nodes, it is set to 400000, so he will indeed not sit there and get hit by missiles weapons, unless you go into the .ini file and set it back down to 4000 then he will sit there with a finger up his rear end, but be warned: don't keep it at 4000 because this also affects your characters as well, and if you thought the path finding was bad now, making the nodes only 1% of what it is now will give all your characters a lobotomy when it comes to moving around
Just a question here, I checked Baldur.lua and it seems Path search Notes are changed to 32000. I'm sure setting to 4000 still works for the "old school" Drizzt kill, but I'm curious why its not 400000 like you mentioned... is this a change in version 2, or is mine just jacked for some reason?
If you don't mind not getting the xp you can just wander around him revealing the area without letting him actually see you. Most of the gnolls you reveal will immediately move to attack Drizzt still obscured in the fog of war. Drizzt will not return fire and will succumb eventually (good time to make a cup of tea or take a bathroom break). The other advantage of this method is no reputation hit!
If you have godlike patience, you should try with LOADS of arrows/bullets/bolts (xbow of speed helps a tiny bit). Once you have party members equipped, give one of them boots of cheetah, oil of speed and Haste. One guy is kiting, the rest is shooting. Lots of micro.
You can try more cheesy, ancient methods such as trapping him on the southern bank of Fishermen's Lake and shooting him from the islet (I haven't checked if it works in BG:EE yet), or even doing it with a solo character, kiting and firing at safe distance - but it will take forever. Others mentioned the cheesiest trick with party members kicked out of a team, trapping him inbetween.
[ Perhaps the funniest method back in a day implemented backstabbing, but again, I believe it doesn't work in BG:EE since Drizzt detects illusion. You had Coran/Montaron/dualed Shar-Teel/your own F/T, boosted with potions of heroism, great strength etc. (just lower thac0) and backstabbed the sucker five times in a row, chugging potions of invisibility. It might still work IF you figure out how to protect your invisiblity though, I don't think Non-detection spell or cloak would be enough. ]
ah, the good ol' shooting missiles weapons from the lake and trapping him on the bank, the reason why that worked back in the day was when the path search notes was set to 4000, now that the EEs use the SoA search nodes, it is set to 400000, so he will indeed not sit there and get hit by missiles weapons, unless you go into the .ini file and set it back down to 4000 then he will sit there with a finger up his rear end, but be warned: don't keep it at 4000 because this also affects your characters as well, and if you thought the path finding was bad now, making the nodes only 1% of what it is now will give all your characters a lobotomy when it comes to moving around
Just a question here, I checked Baldur.lua and it seems Path search Notes are changed to 32000. I'm sure setting to 4000 still works for the "old school" Drizzt kill, but I'm curious why its not 400000 like you mentioned... is this a change in version 2, or is mine just jacked for some reason?
although i'm super late to the question, i have no idea to be honest, i just checked mine now and it is set to 400000 and that is with the 2.6.6 patch
If you don't mind not getting the xp you can just wander around him revealing the area without letting him actually see you. Most of the gnolls you reveal will immediately move to attack Drizzt still obscured in the fog of war. Drizzt will not return fire and will succumb eventually (good time to make a cup of tea or take a bathroom break). The other advantage of this method is no reputation hit!
Patches have stopped this method working.
even though this may be true, he is still killable with a party or even solo at level 1, although the amount of extreme cheese required is quite monumental
If you don't mind not getting the xp you can just wander around him revealing the area without letting him actually see you. Most of the gnolls you reveal will immediately move to attack Drizzt still obscured in the fog of war. Drizzt will not return fire and will succumb eventually (good time to make a cup of tea or take a bathroom break). The other advantage of this method is no reputation hit!
Patches have stopped this method working.
I just found that out the hard way. My new way was trying the old way, failing, running for my life while pot-shotting at him with my shortbow, almost dying and being saved by a lightning bolt. Definitely not recommended for a no-reload run...
The best way to kill Drizzt is and has always been thief traps. Yeah, it involves rest spamming, but it's still less cheesy than NPC barriers and more reliable than kiting.
If you have the SCS component that gives you control over leveling NPCs, you can kill Drizzt as early as level 1 using Montaron. It makes RP sense too, given how wicked and greedy he is.
The best way to kill Drizzt is and has always been thief traps. Yeah, it involves rest spamming, but it's still less cheesy than NPC barriers and more reliable than kiting.
If you have the SCS component that gives you control over leveling NPCs, you can kill Drizzt as early as level 1 using Montaron. It makes RP sense too, given how wicked and greedy he is.
they only problem with thief traps at level 1 is that even with 7, they never deal enough damage to kill him outright, and usually you have to land a solid melee attack on him afterwards to finish the job, which may take many many reloads to finally get a nat 20
which i don't mind since i never play no reload runs, but its much less reliable than booted companion barriers, which works without faill 100% of the time
So a little update on how i managed to safely kill Drizzt on 2.6 using a fighter/mage character. I've found a few safe, consistent methods that still work as the gnoll FoW trigger ''doesn't work'' anymore. Difficulty was LoB using SCS on insane settings, this should work the same way without it i think let me know if it doesn't:
1- Drizzt have 98% MR and will not agro if you spawn a wand of paralyzation at him. He will only agro is he get stunned and not if he saves of resist it, which gives you 1 turn to end him. This should be very easy with a decent fighter or a wand of monster summoning. 76 WoP charges were needed (this is a low % tactic on LoB for sure but it's safe). If you play with a party and have a single class druid like Faldorn, a single use of Magic Resistance would make this strat a cakewalk.
2- Kiting him with arrows of detonation and an oil of speed. They will have guaranteed damage (around 5-7) and will sometime land some fire damage for a quicker kill. Required around 60 arrows but he was at injured state on LoB after defeating the gnolls. It should way much faster on other difficulties. You can use WoMS and use Otiluke to keep him in place for a bit, it should be enough until his death.
3-Wand of monster summoning doesn't agro him at all, so you can spam the wand and make them attack him without him caring about you. Required around 35 charged were needed.
4-I didn't manage to make him take damage at all with fireshield red (like if it just wouldn't trigger at all), but fireshield blue worked just fine still. So a Fireshield Blue + Otiluke combo will make him kill himself. On LoB, 1 time won't be enough. Good thing is, he doesn't have any regen so just run away, rest and do it again until he dies. 2x casts were needed/1 rest.
5- His AI still won't trigger if you explore his area with a familiar under invisibility. He'll stay there until the gnolls kill him so it is still possible to get his gear without a rep loss for an arcane caster main character, like the previous exploit.
6-Now if you play with a party and don't have a main character mage, you can still achieve this by using Farsight and a charmed creature. Charm a creature (i had a gnoll on interrupted rest) go near him without agroing any gnolls, farsight his area, bring the gnoll there and make him attack another gnoll or Drizzt then wait. The summon has to stay in the area or Drizzt will start attacking so using a summon won't work due to spawn duration.
I think this should cover most solo classes on any difficulty for an easy kill except Clerics or those who cannot use arrows of detonation like Cavalier. Clerics would have no use for his stuff anyway.
However for those Cavalier player, i attempted another test that proved to be successful, but you have to be accurate and it might require a few reloads for adjustment. On the plus side, it should be possible to do this method with all characters right at level 1, at least on my settings. Again charm a gnoll with Algernon's/Nymph cloak and get as close as possible to a gnoll surrounding Drizzt. Move your charmed gnoll as close as possible from the FoW and he should auto-attack (you might have to reajust, you're safe to move until you see the attacking gnolls, just keep Drizzt out of sight).
I think that what happen here is that Drizzt will priorize your charmed gnoll to attack, but he isn't able to because he's surrounded so he just stands there until he dies (not sure if it works with other creature, but if using WoMS, he will kill your gnolls if any are spawned). This should work will all classes but might require a few attempts to be at the right distance for it to work especially if your gnoll just choose to run away. In the end, it works the same way as before, you can activate all the gnolls yourself, you just have to send your own charmed gnoll in the mix for it to auto-attack other gnolls. Now the thing is, your gnoll might kill too many to them to be able to finish Drizzt. This didn't happen on LoB, but i guess that it is a possible scenario on lower difficulties.
If any of those doesn't work on Vanilla or lower difficulties, let me know so i don't start spreading false informations. Broke the legend again
Edit: Figured out a way to make sure that your gnoll doesn't kill the other gnolls attacking Drizzt. if you get close enough to see the gnolls but not Drizzt, you can bring your charmed gnoll close enough and keep control of it to prevent it from attacking the enemy gnolls, like this.
This seems totally fine for a NR scenario now on all difficulties IMO.
@XDarkStrikerX Of course it doesn't HAVE to be a gnoll. A wolf works equally as well.
A skull trap afterwards meant that the gnolls were no problem.
ah, but killing drizzt is no fun unless you do so at level 1, because if not, then you might as well fight him normally
Ah, but I was at level 2 virtually as soon as I had left Candlekeep. Being a Cavalier, I needed Montaron to pickpocket Algernon's Cloak and wanted his ability to be sufficient to pickpocket rings, hammers and scrolls in Ulgoth's Beard.
If I roll a party including a thief, I may well use this tactic at level 1. Being a Cavalier I didn't want to kill Drizzt!
(Unlike my last game where I played a blackguard and killing him was the thing to do. In that game I blundered through the Drizzt battle and was fortunate to win)
Pummel him with arrows and bolts and bullets while someone with the Boots of Speed distracts him.
A good method, but you then have to wait until those boots are available. Some other posters have shown ways of killing him at level 1. I have tested thm out and they worrk! They are only for people like Wallace and Grommit though.
Let's hope that Wallace and Grommit are famous enough for people to get my meaning.
@XDarkStrikerX Of course it doesn't HAVE to be a gnoll. A wolf works equally as well.
A skull trap afterwards meant that the gnolls were no problem.
ah, but killing drizzt is no fun unless you do so at level 1, because if not, then you might as well fight him normally
Ah, but I was at level 2 virtually as soon as I had left Candlekeep. Being a Cavalier, I needed Montaron to pickpocket Algernon's Cloak and wanted his ability to be sufficient to pickpocket rings, hammers and scrolls in Ulgoth's Beard.
If I roll a party including a thief, I may well use this tactic at level 1. Being a Cavalier I didn't want to kill Drizzt!
(Unlike my last game where I played a blackguard and killing him was the thing to do. In that game I blundered through the Drizzt battle and was fortunate to win)
That must have been a Cavalier with INT as a dump stat, never noticing how his companions pickpocket and kill everyone
Comments
now if you want to battle him legitimately here are some things to remember:
HP: 92
magic resistance: 98% ( so basically anything magic is a no-no although i did have a hold person connect once out of 1000+ battles so yeah.... )
base AC is -16
save vs death: 1
save vs spell: 5 ( if you somehow can get a spell through )
number of attacks per round: 4.5
damage resistance: 30% to all physical damage
*can see through invisibility ( but still gets the to hit penalty )* so no surrounding him with invisible chums and just using ranged weapons on him anymore
AC is negative 16 ( ouch ) and worse yet, because he is wearing that sweetski chainmail its -18 vs slashing, but only -14 ( lol ) vs crushing, which is usually why crushing weapons are preferred against this guy
to make numbers simple, to know if you are even going to start hitting drizzt with 19s or less this is what your thac0 needs to be given the choice of weapon:
slashing weapons: 1
crushing weapons: 5
missile/piercing weapons: 3
so unless you can hit those values, don't bother wasting unnecessary potions unless you can start hitting with a 19
now luckily, beamdog has "nerfed" his to hit a bit, in bg1 is was absolutely insane ( anywhere from thac0 of -9 to -16, forget which one ) but now his main hand is only -4 and his off hand is -2, so if you are going to go into melee with this guy, make sure who ever is fighting him has full plate mail of some sort and the golden girdle, just those 2 items alone, will give drizzt an extra -7 penalty to his attack roll ( plus if that same character has improved invisibility active drizzt will receive an extra -4 penalty for a total of -11 snice )
so for example you can have any warrior character wear: full plate mail, gauntlets of dexterity or potion of agility ( if you dont have 18 dex ) potion of mind focusing ( x2 if you really want to ), helm of balduran, large shield +2, ring of protection +2, claw of kazgaroth, golden girdle, cloak of balduran, have improved invisibility active, potion of invulnerability/defence
so with all that, with a dex of 24 you will have -14 AC, and drizzt will also receive another -11 to hit penalty on you ( for as long as the improved invisibility lasts for ) which will make it so he cannot hit you at all except with 20s ( HA take that drizzt you aren't the only one that can get killer AC ) but once your improved invisibility wears out he will be able to hit you with 17s on his main hand and 19s on his offhand, so if you can, try and keep plenty a memorized ( there are other ways to drop your AC more, but those also have shorter durations ( aka berserker's enrage, defensive harmony ) unless you have skald playing their bard song, then you can get a bonus to your AC of 2 for as long as they play )
now that best that i have done in melee legitimate combat with drizzt, i believe my team was around the 55 000 xp mark ( maybe 64 000...... not to terribly sure) for all 6 guys and i think i use a fighter cleric to go toe to toe with him and i had some archer person ( coran perhaps? ) and was able to take him out with relative ease with the use of spells and potions and the like ( i think i used potions of cloud giant str then draw upon holy might, and a potion of heroism and defence and mind focusing and all that good stuff to have 25 STR and DEX while using the gauntlets of weapon expertise ( for that extra to hit/ to damage ) and i think i was able to get my thac0 down to around 0 and i was probably using a morningstar +1
other tips:
one good weapon to use if you can get some good to hit with it is the stupifier, although now in the 2.5 patch it is more fair, it can still do wonders if it connects, if drizzt can fail that save, even if its for a round, then his AC will be null if he is stunned and then you can bring in the army and whack him up without being able to miss
EDIT: Didn't realize this is already on page 2 and the post I thought I'm replying after was answered already.
It's better than basically winning by throwing money at him like I've done in EE (recharge monster summoning wand and spam that with full party of ranged). That should work for a small party and I certainly don't mind how he goes down. I just want that sweet, sweet loot.
BTW, I've never had Drizzt right out attack me in BG2. Is this because I've transferred a character file instead of a save? Does that still work like that in EE or does the game actually give you some sort of a flag that always carries over if Drizzt died in BG1?
If you had any of Drizzt's 3 items in your inventory when you start the game (even though they are removed once you spawn in Chateau Irenicus, the game makes a note that you had them when you started) he will be hostile in his dialog when you encounter him later on because you "attacked him and stole his equipment" earlier in BG1, but you should be able to talk him down if you choose the right dialog options. He may still even agree to help you with the vampires.
You can try more cheesy, ancient methods such as trapping him on the southern bank of Fishermen's Lake and shooting him from the islet (I haven't checked if it works in BG:EE yet), or even doing it with a solo character, kiting and firing at safe distance - but it will take forever. Others mentioned the cheesiest trick with party members kicked out of a team, trapping him inbetween.
[ Perhaps the funniest method back in a day implemented backstabbing, but again, I believe it doesn't work in BG:EE since Drizzt detects illusion. You had Coran/Montaron/dualed Shar-Teel/your own F/T, boosted with potions of heroism, great strength etc. (just lower thac0) and backstabbed the sucker five times in a row, chugging potions of invisibility. It might still work IF you figure out how to protect your invisiblity though, I don't think Non-detection spell or cloak would be enough. ]
...but I didn't know you could change the number that easily!
And yeah, Drizzt indeed does not get stuck at the South end of the pond. I said that in the OP and it's one of the reasons for this very thread
Anyways, can anyone shed light on Drizzt detect illusion abilities? Is it innate or spell, or just an item feature?
Just a question here, I checked Baldur.lua and it seems Path search Notes are changed to 32000. I'm sure setting to 4000 still works for the "old school" Drizzt kill, but I'm curious why its not 400000 like you mentioned... is this a change in version 2, or is mine just jacked for some reason?
Patches have stopped this method working.
Just go. Go to the western side of the FAI and you can go without speaking to him.
although i'm super late to the question, i have no idea to be honest, i just checked mine now and it is set to 400000 and that is with the 2.6.6 patch
even though this may be true, he is still killable with a party or even solo at level 1, although the amount of extreme cheese required is quite monumental
I just found that out the hard way. My new way was trying the old way, failing, running for my life while pot-shotting at him with my shortbow, almost dying and being saved by a lightning bolt. Definitely not recommended for a no-reload run...
If you have the SCS component that gives you control over leveling NPCs, you can kill Drizzt as early as level 1 using Montaron. It makes RP sense too, given how wicked and greedy he is.
they only problem with thief traps at level 1 is that even with 7, they never deal enough damage to kill him outright, and usually you have to land a solid melee attack on him afterwards to finish the job, which may take many many reloads to finally get a nat 20
which i don't mind since i never play no reload runs, but its much less reliable than booted companion barriers, which works without faill 100% of the time
1- Drizzt have 98% MR and will not agro if you spawn a wand of paralyzation at him. He will only agro is he get stunned and not if he saves of resist it, which gives you 1 turn to end him. This should be very easy with a decent fighter or a wand of monster summoning. 76 WoP charges were needed (this is a low % tactic on LoB for sure but it's safe). If you play with a party and have a single class druid like Faldorn, a single use of Magic Resistance would make this strat a cakewalk.
2- Kiting him with arrows of detonation and an oil of speed. They will have guaranteed damage (around 5-7) and will sometime land some fire damage for a quicker kill. Required around 60 arrows but he was at injured state on LoB after defeating the gnolls. It should way much faster on other difficulties. You can use WoMS and use Otiluke to keep him in place for a bit, it should be enough until his death.
3-Wand of monster summoning doesn't agro him at all, so you can spam the wand and make them attack him without him caring about you. Required around 35 charged were needed.
4-I didn't manage to make him take damage at all with fireshield red (like if it just wouldn't trigger at all), but fireshield blue worked just fine still. So a Fireshield Blue + Otiluke combo will make him kill himself. On LoB, 1 time won't be enough. Good thing is, he doesn't have any regen so just run away, rest and do it again until he dies. 2x casts were needed/1 rest.
5- His AI still won't trigger if you explore his area with a familiar under invisibility. He'll stay there until the gnolls kill him so it is still possible to get his gear without a rep loss for an arcane caster main character, like the previous exploit.
6-Now if you play with a party and don't have a main character mage, you can still achieve this by using Farsight and a charmed creature. Charm a creature (i had a gnoll on interrupted rest) go near him without agroing any gnolls, farsight his area, bring the gnoll there and make him attack another gnoll or Drizzt then wait. The summon has to stay in the area or Drizzt will start attacking so using a summon won't work due to spawn duration.
I think this should cover most solo classes on any difficulty for an easy kill except Clerics or those who cannot use arrows of detonation like Cavalier. Clerics would have no use for his stuff anyway.
However for those Cavalier player, i attempted another test that proved to be successful, but you have to be accurate and it might require a few reloads for adjustment. On the plus side, it should be possible to do this method with all characters right at level 1, at least on my settings. Again charm a gnoll with Algernon's/Nymph cloak and get as close as possible to a gnoll surrounding Drizzt. Move your charmed gnoll as close as possible from the FoW and he should auto-attack (you might have to reajust, you're safe to move until you see the attacking gnolls, just keep Drizzt out of sight).
I think that what happen here is that Drizzt will priorize your charmed gnoll to attack, but he isn't able to because he's surrounded so he just stands there until he dies (not sure if it works with other creature, but if using WoMS, he will kill your gnolls if any are spawned). This should work will all classes but might require a few attempts to be at the right distance for it to work especially if your gnoll just choose to run away. In the end, it works the same way as before, you can activate all the gnolls yourself, you just have to send your own charmed gnoll in the mix for it to auto-attack other gnolls. Now the thing is, your gnoll might kill too many to them to be able to finish Drizzt. This didn't happen on LoB, but i guess that it is a possible scenario on lower difficulties.
If any of those doesn't work on Vanilla or lower difficulties, let me know so i don't start spreading false informations. Broke the legend again
Edit: Figured out a way to make sure that your gnoll doesn't kill the other gnolls attacking Drizzt. if you get close enough to see the gnolls but not Drizzt, you can bring your charmed gnoll close enough and keep control of it to prevent it from attacking the enemy gnolls, like this.
A skull trap afterwards meant that the gnolls were no problem.
ah, but killing drizzt is no fun unless you do so at level 1, because if not, then you might as well fight him normally
Ah, but I was at level 2 virtually as soon as I had left Candlekeep. Being a Cavalier, I needed Montaron to pickpocket Algernon's Cloak and wanted his ability to be sufficient to pickpocket rings, hammers and scrolls in Ulgoth's Beard.
If I roll a party including a thief, I may well use this tactic at level 1. Being a Cavalier I didn't want to kill Drizzt!
(Unlike my last game where I played a blackguard and killing him was the thing to do. In that game I blundered through the Drizzt battle and was fortunate to win)
A good method, but you then have to wait until those boots are available. Some other posters have shown ways of killing him at level 1. I have tested thm out and they worrk!
Let's hope that Wallace and Grommit are famous enough for people to get my meaning.
That must have been a Cavalier with INT as a dump stat, never noticing how his companions pickpocket and kill everyone
"A den of stinking evil!"