Did you know that the Demonknight in Durlag's Tower is Lawful Good? In his file, his alignment is Chaotic Evil, but he wear the Helmet of Opposite Alignment, changing it to Lawful Good.
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.
Apologies if this was already posted -- I haven't read the whole thread -- but I recently discovered that you can one-shot the sleeping green dragon in SoD if you hit it with a throwing dagger.
Did you know that the Demonknight in Durlag's Tower is Lawful Good? In his file, his alignment is Chaotic Evil, but he wear the Helmet of Opposite Alignment, changing it to Lawful Good.
But he actually wear the helmet? Isn't it in his inventory?
Did you know that the Demonknight in Durlag's Tower is Lawful Good? In his file, his alignment is Chaotic Evil, but he wear the Helmet of Opposite Alignment, changing it to Lawful Good.
But he actually wear the helmet? Isn't it in his inventory?
What exactly is his file name? (The one at the bottom) I would like to investigate as mine doesn't drop the helm.
Something from my last playthrough - you get 7500 exp from each of the "furry" Bhaalspawn in the Marching Mountains (Chinchilla, Toop the Brave, et al.) if you let them run away unscathed. A nice reward for those have no interest in killing unworthy opponents.
Did you know that you get the the "Master Thief" Steam achievement for stealing the telescope from the High House of Wonders even if you got caught stealing it?
Did you know that the Tarnished Sentries in Icewind Dale wield nonmagical weapons but are also immune to nonmagical weapons? If you dominated a sentry and sent it against another one, they'd be unable to damage each other. Although they are immune to domination in the enhanced edition, they were not immune to it in the original version of the game.
Apologies if this was already posted -- I haven't read the whole thread -- but I recently discovered that you can one-shot the sleeping green dragon in SoD if you hit it with a throwing dagger.
Huh, gonna have to try that as I depend on and like throwin daggers alot.
Well that takes guts to find out. Goin up to a dragon and throwin a lil dagger at this big armor plated critter. Maybe it's a nod to Bard in The Hobbit with Smaug.
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.
Must.Clear.Entire.Map.
The real fun is that there are illusion werewolves there too. So if you attack them they will hurt you, but if you don't and use detect illusion (like thieves), they disappear.
To add to the list of characters with names spelled backwards, the guy in the warehouse in Baldur's Gate who is running away from the basilisk is named Nivek.
Apologies if this was already posted -- I haven't read the whole thread -- but I recently discovered that you can one-shot the sleeping green dragon in SoD if you hit it with a throwing dagger.
Huh, gonna have to try that as I depend on and like throwin daggers alot.
Well that takes guts to find out. Goin up to a dragon and throwin a lil dagger at this big armor plated critter. Maybe it's a nod to Bard in The Hobbit with Smaug.
I have heard that it has to be a non-magical throwing dagger. I Haven't tested it yet.
Did you know that you can get a second Boots of Speed in Baldur's Gate 1? Lothander has it; you can kill him and Marek before they talk to you with no consequence.
Did you know that you can get a second Boots of Speed in Baldur's Gate 1? Lothander has it; you can kill him and Marek before they talk to you with no consequence.
Just adding that from BG2 on your way to the end of ToB you'll have the opportunity to get five (pairs of) Boots of Speed and one Leather Armor that doubles the wearer's speed. Here's where you can find each:
1- From the body of the dwarven thief who attacks you in Haer Dalis' Planar Prison 2- By collecting 15 mithril tokens at the third level of Spellhold's Asylum, and placing them on a hidden machine. 3- From Illasera's body in ToB. 4- From Lazarus Librarius in Saradush 5-At the Tankard Tree in Saradush 6- From Gromnir's guard , the leather armor +6 .
Et voila, your whole party can speed run throughout the maps.
Did you know that you can get a second Boots of Speed in Baldur's Gate 1? Lothander has it; you can kill him and Marek before they talk to you with no consequence.
You can also kill him at the inn. That way you can get the Tome of Understanding as well.
Did you know that you can get a second Boots of Speed in Baldur's Gate 1? Lothander has it; you can kill him and Marek before they talk to you with no consequence.
You can also kill him at the inn. That way you can get the Tome of Understanding as well.
as I recall you can still pickpocket the Tome. Even og you dont do the quest
Did you know that you can get a second Boots of Speed in Baldur's Gate 1? Lothander has it; you can kill him and Marek before they talk to you with no consequence.
You can also kill him at the inn. That way you can get the Tome of Understanding as well.
as I recall you can still pickpocket the Tome. Even og you dont do the quest
You can even pickpocket the geas scroll and still request the Tome.
Did you know that you can get a second Boots of Speed in Baldur's Gate 1? Lothander has it; you can kill him and Marek before they talk to you with no consequence.
Just adding that from BG2 on your way to the end of ToB you'll have the opportunity to get five (pairs of) Boots of Speed and one Leather Armor that doubles the wearer's speed. Here's where you can find each:
1- From the body of the dwarven thief who attacks you in Haer Dalis' Planar Prison 2- By collecting 15 mithril tokens at the third level of Spellhold's Asylum, and placing them on a hidden machine. 3- From Illasera's body in ToB. 4- From Lazarus Librarius in Saradush 5-At the Tankard Tree in Saradush 6- From Gromnir's guard , the leather armor +6 .
Et voila, your whole party can speed run throughout the maps.
There's a sixth pair, too.
They're on Renal Bloodscalp. You can't* kill him in Chapter 2/3 or else you'll get attacked by an unkillable assassin who instakills you with every hit, but if you side with the Shadow Thieves in Chapter 3 you can come back in Chapter 6 and kill him without consequences.
*"can't" here means "aren't supposed to", but as with most things there are exploits to get around developer intent. I've feebleminded Renal and killed him without consequence in Chapter 2, for instance.
*"can't" here means "aren't supposed to", but as with most things there are exploits to get around developer intent. I've feebleminded Renal and killed him without consequence in Chapter 2, for instance.
Doing that isn't an exploit. It's using your brains. Outmaneuvering the devs intent is a positive thing to do. It makes the game more realistic. This is why I dislike them changing the game when people discover ways of doing things that they don't like. Killing Tazok at the bandit camp and killing the demonknight at the top of Durlag's tower are two cases that I can think of. Why shouldn't you be able to kill them? It doesn't matter that they need to be alive later in the game. Surely everyone has heard of resurrection spells.
There are two characters in Baldur's Gate 1 named Palin. One of them is a hunter friend of Aldeth. The other is a wolfwere who tries to lure you into an ambush on the island.
Doing that isn't an exploit. It's using your brains. Outmaneuvering the devs intent is a positive thing to do. It makes the game more realistic. This is why I dislike them changing the game when people discover ways of doing things that they don't like. Killing Tazok at the bandit camp and killing the demonknight at the top of Durlag's tower are two cases that I can think of. Why shouldn't you be able to kill them? It doesn't matter that they need to be alive later in the game. Surely everyone has heard of resurrection spells.
I would say it's less "using my brain" and more "sequentially trying a string of arbitrary actions until I happen across one that, for reasons unknown and unknowable, yields the desired result".
You can't kill Renal because attacking him results in help being called. Casting a spell on Renal to make him too stupid to call for help shouldn't magically make everyone else in the room to stupid to call for help once you start bashing his face in, too. The Feeblemind trick really, really, really shouldn't work in this instance. But it does.
The original developers sometimes had a rather dirty sense of humor.
If you have both Edwin and Cernd in the party in BG2 when the nether scroll turns Edwin into a woman, you may see a conversation between them where Cernd teases Edwina with his parable about "how nature fells the mighty oak, yielding to the furrows and valleys of a more subtle landscape".
Well, in Baldur's Gate you may run into Peter of the North in Cloakwood, named after porn star Peter North. In the Enhanced Edition he drops a magical club, "The Mighty Oak +2".
Seems like someone at Beamdog also has a dirty sense of humor!
Question (related to the Renal Bloodscalp murder trick) - why doesn't casting Feeblemind on a neutral target break neutrality?
This one is actually easy to provide an in-universe justification for, IMO. It depends on whether you think of Saving Throws as a passive resistance or an active one.
If they're an active resistance, then when you cast a "Save or Else" spell on a neutral character, they will realize they're the target of the spell and actively shrug off its effects. This should understandably piss them off and cause them to go hostile.
If saves are a passive resistance, though, then they wouldn't necessarily be aware that they were making the save. They'd just be thinking "Weird, what the heck is that guy mumbling about over there? Is he trying to cast a spell? I wonder who he's casting it on." Unless and until they actually failed the save, they'd have no reason to go hostile on you.
Now, with something like Blind, once they failed a save they'd have a very good reason to go hostile. It's not hard to connect the dots between "that guy was casting a spell" and "suddenly I can't see anything". And I'd imagine that would kind of piss off the recipient enough to attack. Indeed, this is exactly how spells like Blind and Charm work; successful saves result in no hostilities, failed saves result in hostilities.
But the defining feature of Feeblemind is that it essentially makes you Too Stupid to Live(tm). When the spell fails, the recipient doesn't realize they were the target. When the spell succeeds, the recipient is too stupid to realize that they were affected by a spell. Hence, no hostile response.
If you really want to go into it, successfully casting feeblemind should probably make *nearby* NPCs go hostile as they suddenly see their friend turned into a slack-jawed idiot and connect the dots. But if there aren't any NPCs near enough, hostility wouldn't necessarily ensue. If you're standing guard on one end of the promenade, it'd be hard to tell the difference between feeblemindedness and just general guard duty from your partner across the way.
Given engine limitations, I don't know if it'd be possible to code something like causing NPCs within a certain radius of the target to go hostile provided they also have LoS on the caster, but I suspect it wouldn't. So you're left with a version of Feeblemind that never causes anyone to go hostile.
(Which I'm okay with because it makes for some tremendously entertaining cheese. Feeblemind cheese = best cheese.)
Comments
Apologies if this was already posted -- I haven't read the whole thread -- but I recently discovered that you can one-shot the sleeping green dragon in SoD if you hit it with a throwing dagger.
Well that takes guts to find out. Goin up to a dragon and throwin a lil dagger at this big armor plated critter.
Maybe it's a nod to Bard in The Hobbit with Smaug.
2- By collecting 15 mithril tokens at the third level of Spellhold's Asylum, and placing them on a hidden machine.
3- From Illasera's body in ToB.
4- From Lazarus Librarius in Saradush
5-At the Tankard Tree in Saradush
6- From Gromnir's guard , the leather armor +6 .
Et voila, your whole party can speed run throughout the maps.
*"can't" here means "aren't supposed to", but as with most things there are exploits to get around developer intent. I've feebleminded Renal and killed him without consequence in Chapter 2, for instance.
You can't kill Renal because attacking him results in help being called. Casting a spell on Renal to make him too stupid to call for help shouldn't magically make everyone else in the room to stupid to call for help once you start bashing his face in, too. The Feeblemind trick really, really, really shouldn't work in this instance. But it does.
If you have both Edwin and Cernd in the party in BG2 when the nether scroll turns Edwin into a woman, you may see a conversation between them where Cernd teases Edwina with his parable about "how nature fells the mighty oak, yielding to the furrows and valleys of a more subtle landscape".
Well, in Baldur's Gate you may run into Peter of the North in Cloakwood, named after porn star Peter North. In the Enhanced Edition he drops a magical club, "The Mighty Oak +2".
Seems like someone at Beamdog also has a dirty sense of humor!
If they're an active resistance, then when you cast a "Save or Else" spell on a neutral character, they will realize they're the target of the spell and actively shrug off its effects. This should understandably piss them off and cause them to go hostile.
If saves are a passive resistance, though, then they wouldn't necessarily be aware that they were making the save. They'd just be thinking "Weird, what the heck is that guy mumbling about over there? Is he trying to cast a spell? I wonder who he's casting it on." Unless and until they actually failed the save, they'd have no reason to go hostile on you.
Now, with something like Blind, once they failed a save they'd have a very good reason to go hostile. It's not hard to connect the dots between "that guy was casting a spell" and "suddenly I can't see anything". And I'd imagine that would kind of piss off the recipient enough to attack. Indeed, this is exactly how spells like Blind and Charm work; successful saves result in no hostilities, failed saves result in hostilities.
But the defining feature of Feeblemind is that it essentially makes you Too Stupid to Live(tm). When the spell fails, the recipient doesn't realize they were the target. When the spell succeeds, the recipient is too stupid to realize that they were affected by a spell. Hence, no hostile response.
If you really want to go into it, successfully casting feeblemind should probably make *nearby* NPCs go hostile as they suddenly see their friend turned into a slack-jawed idiot and connect the dots. But if there aren't any NPCs near enough, hostility wouldn't necessarily ensue. If you're standing guard on one end of the promenade, it'd be hard to tell the difference between feeblemindedness and just general guard duty from your partner across the way.
Given engine limitations, I don't know if it'd be possible to code something like causing NPCs within a certain radius of the target to go hostile provided they also have LoS on the caster, but I suspect it wouldn't. So you're left with a version of Feeblemind that never causes anyone to go hostile.
(Which I'm okay with because it makes for some tremendously entertaining cheese. Feeblemind cheese = best cheese.)