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Pips and dual

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Oh no, an other pips and dual question :( . I’m very sorry for this.

I actually playing a Kensai dual 7 mage. I plan dagger and Qstaff for good synergy. I never dual before.. don’t like the mechanics but i was thinking of this good synergy:
Level 1 : 2 pips dagger 2 pips Qstaff
Level 3 and 6 : 2 pips dagger
So before dual 4 pips dagger and 2 pips QS
Then dual mage
Level 1 pip dagger and level 6 Qs ... you know what I mean ...
I’m so naive, cause when I pass level 8 mage I didn’t get my additional pips like 5 pips dagger and 3 pips QS but only 4 pips dagger and 2 pips QS ... great great great synergy Yeah !

It doesn’t work like that right? I’m good for reroll for dual at 9 or simple take just a sorceror and forget this « good synergy » stupid things ...
Any advice?
Thanks

Evil temples in the games

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I mean temples to evil gods where we can actually get services. I think there is only one, Talos' in BG2. Right?

What is the "spell level" for wands and potions? How do they interact with magic defenses?

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Having recently lost a game at the Bhaal Temple when a single Remove Magic dispelled ALL my pre-buffs from potions and scrolls, I realize that I don't know something essential to battling mages: What is the "spell level" for wands and potions? What is the corresponding "caster level"? As a contrast, all scrolls in the game are regarded as caster lvl 10. (Is this true also for BG2 high level scrolls?) I imagine that for things like Dispel Magic chance calculations, this caster level is used: e.g. a lvl12 mage would have a 70% chance of dispelling your Spirit Armor cast from a scroll. How about wands and potions? Are all potions "level 1" [caster or spell levels]? (i.e. ANY caster can successfully dispel them all in one go) Are all wands cast at "level 1" or at their minimum relevant level (e.g. caster lvl3 and spell lvl 2 for an Aganazzar's Scorcher?) Can a Minor Globe of Invulnerability stop ALL wands? Or only spell equivalents of proper level? (i.e. stop Lightning Wand, but fail to stop Wands of Heavens?) How about the Wand of Paralysis? How many levels of Spell protections (for Spell Deflection etc.) will a wand eat per use?

It's 2017.. is there a solution to transfer games from old iPad to new?

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I've been looking for information on this topic for a while, but the only thing I can find is from several years ago. Even as much as 5 years ago. I played BG:EE and BG2:EE on an older iPad back when those games first came out. But I cannot find a way to transfer my save games and custom portraits to a newer, more modern iPad. Could somebody point me in the right direction? All I can find are solutions talking about using iFunbox, etc. But those ideas are out dated. Help? Thank you!

Baldur's Gate: Insert a Favourite Screenshot here :)

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So I've been doing some digging in my screenshots folders ( I still have screenshots from 2008) I thought we could share some of our favourite screenshot moments, here are some to get us started :) Ah, good to see how gracious she is for turning here back to flesh image Nice one Yogi image Hope that pudding was yummy image Well said sir, well said image You wouldn't believe me if I told ya, chance of this happening; very damn low :) image Ah Minsc, such sage advice image In the original BG 1, this is huge foreshadowing, nice name by the way image So there be a small collection of some of my favs, don't want to throw too many in and spam my own post, but there will be more to come :)

Wild Surge Issue 14 - Time

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qaufa6a9k72r.png
https://drive.google.com/file/d/13wPsNU0umXqTJ02PRWVAFHPzQo2DByYn


The Latest Issue of Wild Surge is out now and it's about time... if you can't tell by the wonderful hourglass drawn by @ashafetov. :)

Procrastination and puns aside, the issue is literally about Time. :smiley: @mlnevese looks at how the topic of time has influenced western culture through different medias, while @semiticgod reviews the 2017 movie Happy Death Day.

We have 4 game reviews starting with @typo_tilly taking a look at Chrono Trigger, considered one of the best jrpgs from the Super Nintendo era, as well as the 1993 puzzle game from Blizzard, The Lost Vikings. @Rik_Kirtaniya also gives his take on the Prince of Persia: Warrior Within while @deltago reviews the isometric role playing game Tower of Time.

@Fandraxx is also back with music reviews of the Chrono Trigger and Chrono Cross soundtracks along with Avantasia's The Mystery of Time epic rock album.

We also end the issue with a short interview regarding Beamdog's next title, Axis & Allies Online. Thank Sarah and the team for answering a few questions. :)



The next issue topic is Star Wars, which we'll be releasing on May 4th. :)

If you want to write a review or look back at any Star Wars books, movies, shows, or games, let us know here or send a message to myself or @Deltago.

Ctrl+J: J is for...

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I'm addicted to the CC commands. If I'm level drained, I could memorize [Lesser] Restoration, rest, cast it, and probably rest again because fatigue. Or I could Ctrl+R. If I've misplaced an important item, I could go look for it, or I could just create a new one. And if I don't want to wait for my party to simply walk somewhere, I press Ctrl+J.

But why J??? Why J. I mean, I like to think of Ctrl+R as casting Restoration. So now there must be some reasoning behind the J. So sayeth the wise enqenq. But I can't decide if J is for Jump or Jaunt. And this has bothered me for years now. HELP ME!

You know you're playing too much Baldur's Gate when...

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1. You complain to your family about having to live in "such a pissant town" 2. You search for objects at the base of every tree you see. 3. You walk into a complete stranger's house and start rummaging through his drawers. 4. You go into your basement to kill spiders. 5. You buy an Irish wolfhound and name him 'Ruffie'. 6. You tell your boss, "I don't like the way this company is working out. Perhaps better leadership would help." 7. You try to pawn severed heads. 8. All your friends have green circles around their feet. 9. You have a collection of odd-looking sticks which you believe contain magic, but haven't been identified yet. 10. On your resume, your education is listed as 'lore' 11. You demand discounts on the grounds that you are a hero for getting a cat out of a tree. 12. You rest for exactly 8 hours every night. 13. You refer to your luxury car as an 'automobile +1' 14. You divorce your wife for 'incompatible alignments' 15. You find a ring and carry it with you for your entire life in the hopes that you will meet the person to whom it belongs and return it. 16. You've been wearing a cloak around the office lately. 17. You scan every square inch of the ground looking for hidden objects when on the way to the store. 18. Your wife says, "Something smells. Have you been hanging around in the sewer again?" 19. You're fired from your job for 'laying hands' on the other employees. 20. You are deathly afraid to kiss women you meet at the beach, especially ones with bluish skin. 21. You have nightmares about your 4th grade teacher screaming, "You WILL Learn!!!" 22. You have bite marks all over you from trying to charm squirrels. 23. Your playing sessions end when you say, "Ooops" as you notice the sun coming in the window. 24. You now hesitate or are paranoid about putting on a belt. 25. When you leave your house and want to get back in you need to give a book worth 50 USD. 26. When you're going to the basement you refer to "The Naskel mines." 27. You feel like being controlled by an omnipresent authority figure. 28. Your boss gives you a new assignment and you reply disdainfully, "A waste of my talent..." 29. You order a large steak in a resturaunt, then grab your knife and cry out "My blade will cut you down to size!" 30. Everytime you see a huskie you cry "vampire wolf!" and run. 31. You are trying to change your appearance, but you cant find the "customize" button any where. 32. You buy a hamster for the sole purpose of naming it Boo. 33. When it starts to snow/rain/thunder&lightning out, you complain that you can't find the gameplay menu to disable weather. 34. When something catches the corner of your eyes and you frantically try to hit the . 35. Everytime you dream you wonder why you didn't get a special ability. 36. You start talking to chickens to see if they can talk. 37. You leave a friend at the mall and, upon returning there the next day on another errand, are confused and annoyed he isn't standing right where you left him waiting for you. 38. On your way to school/work you get waylaid by enemies and have to defend yourself. 39. You stand up in the middle of a meeting and start yelling "Less talk and more fight". 40. You are in your car looking at a street map and you can't figure out where to go, because no other sections are highlighted.

Is wand of frost destroy loot in latest patch ?

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Hi
I never try in the new patch, is it destroy loot as in the vanilla or not ?

Exploits, Tricks, and Nonstandard Tactics

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This thread is here to document all of the glitches, exploits, tricks, and other assorted tactics that people have discovered over the years. Mostly I want to document the weirder tricks, the ones that the average player wouldn't encounter in their first one or two or five playthroughs. The list is divided into EE and pre-EE/pre-update tricks. If you've found a special trick you're proud of, let me know and I'll add in a new entry. Even if you weren't the first to discover a trick, but just found it independently, go ahead and bring it up! And if you happen to know where the trick was first mentioned, please give me a link so I can add it in. And if I made a mistake somewhere, let me know and I'll correct it. I'm sure many of the older tricks will never have confirmed authors, but I'd like to have citations for as many of these tricks as possible. I'll put "Unknown" in front if there's a list of people who discovered the trick, but it's not clear who was first. These are the tricks that are possible in the most recent versions of the game (that is, the latest updates to the Enhanced Edition). Shadowdancer Trick, documented here Author: @Grum Brief Description: [spoiler] You can maintain invisibility indefinitely as a Shadowdancer by manipulating the stealth timer. Use Hide in Plain Sight, then click Detect Traps (or any other button) without actually breaking invisibility. After 6 seconds pass, you will be able to use Hide in Plain Sight again, but you will still be invisible. This allows you to go invisible, wait 6 seconds, backstab, and then go invisible again without ever exposing yourself to attack. [/spoiler] Wand of Lightning Trick, discussed here Author: Unknown Brief Description: [spoiler] The Wand of Lightning in BG2 (but not BG1 or SoD) fires 6 lightning bolts with up to 6 different targets. You can duplicate the effects of any on-self spell or item by targeting the caster with all 6 lightning bolts, then immediately ordering the character to cast the spell in question. Instead of firing 6 lightning bolts, the character will cast the spell 6 times while only using a single spell slot. This only works with spells that are on-self by default, like Sunfire and Mordenkainen's Sword; not Fireball or Animate Dead. This can also be used with any quick item: choose 6 targets with the Wand of Lightning, then go to the inventory screen and swap the Wand of Lightning for another item. If you use to turn pages in the Book of Daily Spell, you'll get 6 copies of the next page, allowing you to duplicate the book (unless you hit the Burning Hands page on the first try). As @sluckers has noted, it's also possible to use the Wand of Lightning trick to target things from all the way across the map by dedicating one of the six targets to a container or item on the ground. [/spoiler] Scorcher Loop, documented here Author: @semiticgod Brief Description: [spoiler] You can multiply the effects of an Agannazar's Scorcher spell (or a Lance of Disruption in IWD:EE) by having two mages cast (Minor) Spell Turning and then casting Agannazar's Scorcher from one to another. The spell turning effect will bounce the scorcher multiple times until it is exhausted. Spells in sequencer strike as a single spell, so putting three scorchers in a Spell Sequencer and combining it with two mages with Spell Turning will deal about 800 damage. Wands of Fire also work. The spell is extremely party-unfriendly, and both mages will suffer fire damage if they are not immune (note that MGOI will block the damage, but also cancel the loop). The Ring of Energy will also work, but only in the vanilla games, as EE has made the Ring of Energy's damage a level 0 effect. In IWD:EE, you can actually lower enemy fire resistance using the level 3 priest spell Protection from Fire, which sets fire resistance to 80%. [/spoiler] Death Ray Zorcher, documented here Author: @semiticgod Brief Description: [spoiler] You can multiply the effects of the scorcher loop even further by combining it with the Wand of Lightning Trick. Have two characters chain-cast Spell Turning using the Wand of Lightning trick and either the Spell Turning page of the Book of Daily Spell, or a Spell Turning scroll. Then have a third character cast Agannazar's Scorcher across both of them. The loop will strike 10,000 times over several rounds, enough to kill any enemy that is not immune to fire or level 2 spells. Testing killed Adalon in Legacy of Bhaal mode in just over a second. This can also be done by using the Reflect Magic HLA from the Wizard Slayer Rebalancing mod. [/spoiler] Lingering Song Trick Author: Unknown Brief Description: [spoiler] In Icewind Dale 2, the Lingering Song trick lets a bard's song continue for 2 rounds after being activated. This allows you to repeatedly click the bard song icon and stack the effects of any song while the game is still paused. The effects scale infinitely, except for the damage bonus from the Ballad of Three Heroes, which is capped at +20. [/spoiler] Mislead Backstabs Author: Unknown Brief Description: [spoiler] Any character under the effects of Mislead is considered constantly invisible for the purposes of backstabbing. Thus, a Misled character can backstab multiple times in a single round, so long as the target does not turn around. Also, if you send the Mislead clone to a safe place (Maze does not count), enemies will not be able to kill it, and so your Misled character will remain completely undetectable, except to enemies who naturally see through invisibility like liches, demons, and dragons, for the duration of the spell. [/spoiler] Clone Quick Items Trick Author: Unknown Brief Description: [spoiler] Clones from spells such as Project Image and Simulacrum, or items such as Vhailor's Helm, can use any quick items the caster had equipped at the time of casting. Any items the clone uses will not use up charges on the original character. This means you can use rare items such as Protection from Magic scrolls once per day for every casting of Simulacrum or Project Image. Protection from Magic scrolls can be used on enemies to disable spellcasting; they work very well on the many enemy mages of BG2. [/spoiler] Clone Traps Author: Unknown Brief Description: [spoiler] The trap limit of 7 traps per map does not apply to clones. Project Image and Simulacrum clones can lay an unlimited number of traps on any map. [/spoiler] Clone Summons Author: Unknown Brief Description: [spoiler] The summon limit of 5 summoned critters per map does not apply to clones. Project Image and Simulacrum clones can summon an unlimited number of critters in any area. This also allows you to summon multiple Devas or Planetars, bypassing the celestial summon limit of 1. [/spoiler] Clone Innate Abilities Author: Unknown Brief Description: [spoiler] Clones can use any innate ability the caster possesses at the time of casting. A level 10 clone may still use all of the original level 20 character's HLAs, and a character under the effects of Polymorph Self or Shapechange will generate a clone that can also use those shapeshifting abilities. If a Project Image clone shapeshifts, it can even attack while shapeshifted, which Project Image clones are not supposed to be able to do. [/spoiler] Spell Trap Trick, documented here Author: Unknown, @semiticgod (Black Blade of Disaster part only) Brief Description: [spoiler] Spell Trap can be used to gain an infinite number of spells per day by using level 9 effects against the caster. A Project Image clone can cast level 7 and level 9 spells to restore the original caster's spells. For a Simulacrum clone to be able to do the same thing, it would have to be level 18, which means only a level 35 mage (impossible without removing the XP cap) could do the same using Simulacrum instead of Project Image. Black Blade of Disaster also strikes as a level 9 spell for each hit. [/spoiler] Limited Wish-resting Author: Unknown Brief Description: [spoiler] Wild Mages can use Nahal's Reckless Dweomer to cast Limited Wish. Limited Wish allows a caster with high Wisdom to restore spell slots: 1 spell for each level from 1 to 4. If the Wild Mage has no empty level 4 spell slots, it will restore a level 3 spell slot instead. With no empty spell slots, a single Limited Wish, generated from a single Nahal's Reckless Dweomer, can restore 4 level 1 spells slots, allowing a Wild Mage to cast spells indefinitely, provided it does not suffer a wild surge that breaks the loop. [/spoiler] Talk-blocking Author: Unknown Brief Description: [spoiler] Clicking on a neutral character will cause the character to turn to you and wait for you to speak with it. It will not take any other action for several seconds even if you order your character to do something else, so you can click on neutral characters to prevent them from talking to you, or even prevent them from defending themselves when you attack them. [/spoiler] Import/Export Trick, documented here Author: Unknown, @OlvynChuru Brief Description: [spoiler] In multiplayer mode, you can duplicate items by exporting a character with, say, Celestial Fury, then dropping Celestial Fury, going into Character Arbitration, deleting the character, and importing the character you just exported. The character will have an extra copy of Celestial Fury and can pick up the original from the ground. This can duplicate any item besides containers and quest items, as they cannot be exported. [/spoiler] Ferret Smuggling Author: Unknown Brief Description: [spoiler] A ferret or cat familiar can pickpocket party members. If you use it to pickpocket the Rift Device, you can smuggle it out of the sewers without triggering the instant death script and then talk to the familiar to give it back to you. This can also work with drow equipment, which is supposed to disintegrate when you leave the Underdark, but the game does not check the ferret or cat's inventory for the items; only yours. [/spoiler] Fire Seed Trick, documented here and here Author: @semiticgod Brief Description: [spoiler] Weapons that use area-effect projectiles can apply on-hit effects to more than one enemy at a time. This bypasses weapon immunities and all forms of spell protections. Thus, a character can use any of the following weapons: 1. Flasher Master Bruiser Mates (which are completely party-friendly) 2. Fire Seeds 3. Arrows of Detonation 4. Scorcher Ammunition (which strikes twice, as it uses the Agannazar's Scorcher projectile) 5. Frag Grenades to apply any of the following effects: 1. Wizard Slayer spell failure 2. Power Attack 3. Smite 4. (Greater) Deathblow 5. Poison Weapon 6. Called Shot to any group of creatures, provided the initial target is not immune to the weapon (throwing a Fire Seed will fail against a mage with PFMW active, but it can hit the mage if you target a nearby character without PFMW). [/spoiler] Infinite Maze Trick Author: @Alesia_BH, @Alesia_B_H Brief Description: [spoiler] A Bounty Hunter can Maze an entire group of enemies using a level 21 Special Snare. This allows the Bounty Hunter to set additional traps while the enemies are gone. When the enemies return--usually one at a time--they will immediately trigger any traps the Bounty Hunter has lain since the first Maze trap. This can be done as long as the Bounty Hunter still has Maze traps. [/spoiler] Lightning Bolt Loop Author: Unknown Brief Description: [spoiler] A Lightning Bolt spell can bounce off of both the Cloak of Reflection and the original version of the Cloak of Mirroring. By deleting the Cloak of Mirroring's file in the override folder and restoring the original version, which reflects rather than blocks spell damage (may not be possible in EE), or by using the Import/Export Trick to duplicate the Cloak of Reflection you can bounce a Lightning Bolt spell or Wand of Lightning charges between two party members indefinitely. You can even dedicate multiple charges and add extra lightning bolts to the loop, making it stronger. Testing has found that the loop can be canceled accidentally due to positioning problems. Testing has also suggested that it is possible to make it impossible for the loop to ever be re-created in a single save game. It's also possible to bounce a Lightning Bolt spell or wand in a reliable path by pointing it directly north or south in close quarters, as lightning bolts bounce directly backwards if cast north or south. This can be used to reliably hit a single target about 5 times in a narrow hallway. But the EE version of the lightning bolt projectile may behave differently. [/spoiler] Fog of War Trick Author: Unknown Brief Description: [spoiler] Some enemies will not react if they suffer damage when the player's characters or summons are not in sight. Thus, you can cast Fireball or Cloudkill and so forth without the enemy ever reacting. I believe this is much less likely to be possible in EE, and should never be possible in a normal SCS install. [/spoiler] Sunfire Trick Author: Unknown Brief Description: [spoiler] Spells cast on self ignore magic resistance. Thus, a Sunfire spell, which is cast on self by default, will bypass magic resistance on nearby targets, allowing you to deal fire damage to golems and other magic-immune critters. According to @SpaceInvader, this no longer works for Sunfire in EE, but it still applies to other spells. [/spoiler] Quick Save Trick, documented here Author: @Abi_Dalzim Brief Description: [spoiler] Loading the game resets the aura and stealth timer of all party members. By quick-saving and then quick-loading, you can cast multiple spells or drink multiple potions within the same round, provided that you are not in combat. This can extend the lifespan of short-duration effects, or allow an Archer to stack Called Shot effects right before combat begins. [/spoiler] Blind Thief Trick, documented here and here Author: @semiticgod Brief Description: [spoiler] Thieves cannot hide or set traps when enemies are near. However, this only applies to the thief's field of vision. A blind thief has a restricted field of vision and can therefore hide in plain sight like a Shadowdancer or even set traps in the middle of combat, provided that no enemies are directly next to him or her. Before EE, thieves could hide when blind even when enemies were near, but not set traps. But this may be a testing error. Combined with the blind thief trick, you can also save or even rest in the presence of enemies, though combat must have ended. [/spoiler] EE Shapechange Trick, documented here Author: @semiticgod Brief Description: [spoiler] In EE, it's still possible to grant a character permanent access to any of the wizard shapeshifts. Basically, you have to shapeshift into the form you want just as the spell's duration is running out. Shapeshifting takes 1.2 seconds, and both spells take tens of rounds to run out, so the timing is difficult (shapeshift continuously to count the rounds). This won't work with the Amulet of Power or Robe of Vecna, and is easier if your character is slowed. The Flail of Ages, Ardulia's Fall, or a jelly attack from another mage can all slow your character. The way it works is that shapeshifting removes and then restores your shapeshifting abilities, but the spell itself removes your shapeshifting powers, without restoring them, after x number of seconds have passed. But if you shapeshift after x-1 seconds, you will begin the shapeshift before you lose it, and complete it after the base spell attempts to take it away, which restores your shapeshifting ability. This has limits, however. If you use it to gain permanent access to ogre form via the Polymorph Self spell, you can't gain permanent access to spider form, also from the Polymorph Self spell, without losing the ogre form. This is because the Polymorph Self spell removes the ogre, jelly, flind, spider, wolf, brown bear, and black bear shapeshifts all at once, but you can only carry one of them past the spell duration. Likewise, you can't get permanent access to both Iron Golem and Mind Flayer form, since they both come from Shapechange. You can, however, get an Iron Golem form from Shapechange and a spider form from Polymorph Self. Before EE, there is a simpler method involving killing the character in question (see pre-EE section below). [/spoiler] Pet Basilisk Strategy/Basilisk XP Loop Author: @semiticgod Brief Description: [spoiler] You can charm a basilisk using Algernon's Cloak from BG1. If you cast Protection from Petrification on the basilisk after charming it, you can use the pet basilisk to clear out Mutamin's Garden much faster than missile weapons, especially in Legacy of Bhaal mode. You can also gain even more XP than would normally be possible in Mutamin's Garden using Stone to Flesh scrolls. After clearing out most of the area, charm a Lesser Basilisk (approach from behind and flee if it doesn't work), cast Protection from Petrification on it, and then have it petrify a Greater Basilisk. Then, before the Lesser Basilisk can attack again and shatter the Greater Basilisk, order it to stop and use a Stone to Flesh scroll on the petrified basilisk. You can then re-petrify it for another 7000 XP for every Stone to Flesh scroll you have. You can buy 19 scrolls from the temples at the Friendly Arm Inn and near Beregost for a total of 38 even before you reach Baldur's Gate (where even more scrolls are for sale). It's by far the fastest way of gaining XP in BG1, and requires little money and virtually no risk. [/spoiler] Fire Giant XP Loop, documented here Author: @Gallowglass, @Caeria Brief Description [spoiler] By placing archers close to the walls of Saradush and either use the vanilla game's Guard function or apply the right AI script, you can get your archers to shoot at Fire Giants just beyond the walls, out of sight, and get XP for every kill at no risk. [/spoiler] Summoned Demon Behavior Author: @OlvynChuru Brief Description: [spoiler] Summoned demons ignore the summoning limit. Normally, summoning multiple demons will cause them to turn against each other, but casting Protection from Evil 10' Radius will get them to ignore each other and concentrate on your enemies instead (though they still won't get you XP for their kills). [/spoiler] Invincible Level 1 Tanks, documented here Author: @OlvynChuru Brief Description: [spoiler] Level 1 characters cannot die in one hit unless they have 14 HP or higher. Level 1 characters who only have 1 HP therefore cannot die from damage, as the game cannot reduce their HP to any fraction of the total. This isn't fully reliable, however, and occasionally a level 1 character will die after taking repeated hits. [/spoiler] Black Raven Monastery Trick, documented here and here Author: @OlvynChuru Brief Description: [spoiler] In Heart of Fury mode in Icewind Dale 2, you can give your entire party HoF-style bonuses by saving and then loading while one of the characters is in one of the chambers in the monk trials at the Black Raven Monastery. When you reload that save, everyone but the character taking the test will have +10 to all stats, +12 to all levels, and triple HP plus 80 on top (and maybe some AB, AC, and save bonuses). Characters with levels about 24 or so will also be able to level up one last time, adding about 230 levels to any class they currently have no levels in. It's generally best to choose rogue or monk for this last level up, as these classes grant 230d6 sneak attack damage for the rogue and 50 SR, +10 AC, and Stunning Blow and Quivering Palm abilities with save DC's over 100, granting a 95% success rate for each one. There is no way to make these bonuses stack. [/spoiler] Resilient Sphere Trick, documented here Author: @semiticgod Brief Description: [spoiler] Barbarian rage makes the Barbarian immune to opcode 185, the opcode that makes Otiluke's Resilient Sphere paralyze its target. Barbarians can get the defensive benefits of Resilient Sphere while still being able to attack. Testing found, however, that the Barbarian didn't always get all of the benefits; only some. [/spoiler] Remove Curse Trick, documented here Author: @OlvynChuru Brief Description: [spoiler] Remove Curse can be cast on enemies with cursed items, who will immediately drop the item. This can be used to weaken characters such as Kontik, Brage, and Smaeluv Orcslicer. [/spoiler] Universal Stealth Trick Author: @Iroumen Brief Description: [spoiler] By mapping stealth to a hotkey, any character can attempt to hide in shadows, though characters who are not thieves, rangers, and monks will have poor stealth scores. [/spoiler] Armored Casting Trick, documented here Author: @Gotural Brief Description: [spoiler] Mages wearing armor can still cast spells if they do so via a hotkey. [/spoiler] Extra Speed Weapons, documented here Author: @Artemius_I Brief Description: [spoiler] In the most recent version of EE, throwing daggers can be dual-wielded provided that the throwing dagger is kept in the main hand. Since throwing daggers grant +1 APR even when used as melee weapons, they function as additional speed weapons alongside Belm, Kundane, and the Ninja-to of the Scarlet Brotherhood. Before EE, there was another speed weapon: the Shadow Thief Dagger, which you can only get by siding with Bodhi and opting for the "unseemly task" for your second assignment, and which you can only keep by returning to Bodhi to report that you spared the target's life. The Shadow Thief Dagger (STD) sets your APR to 2 rather than increasing it by 1, so it's especially effective in the hands of Project Image clones, but it gets no Strength bonus. However, unlike other speed weapons, it is nonmagical and can bypass PFMW. [/spoiler] Hexxat Stun Trick Author: Unknown Brief Description: [spoiler] Hexxat is immune to nearly all disablers except for Power Word: Stun. The effect interferes with her mist form script, so you can hit her with PW: Stun while she's wounded and she will remain stunned but still invincible thanks to her MINHP1 item. [/spoiler] Potion of Power Trick, documented here Author: @Arctodus Brief Description: [spoiler] If you drink multiple potions of power, the HP bonus, if not the THAC0 bonus, will stack indefinitely. Warriors can get hundreds of HP this way, though the bonuses can be dispelled, and Potions of Power are rare. This should be cumulative with the Wand of Lightning trick. [/spoiler] Fatigue Removal Author: @semiticgod Brief Description: [spoiler] Kicking an NPC out of the party and bringing them back in will reset their fatigue to 0. [/spoiler] Killing without Losing Reputation, documented here Author: @bobveng [spoiler] You can kill a character without losing reputation by using a cursed scroll of monster summoning on them. You can also charm them and make them kill themselves with offensive spells, though not all characters have such spells. This can let you avoid reputation loss when killing characters with valuable items such as Firebead Elvenhair, Ordulinian, Noralee, Dushai, and Shandalar's daughters. [/spoiler] Slayer Change Trick for EE, documented here Author: @semiticgod, @Grond0 [spoiler] By combining the Potion of Power trick with the Quick-Save trick and the Item Duplication trick (and perhaps also the Wand of Lightning trick to speed things up), you can boost your HP above 1500 in the ~7 rounds in between the beginning of Slayer Change and the 1500 magic damage that instantly kills you at the end. You have to have 20 or more Potions of Power (or even more, if you're not using the Wand of Lightning trick), probably via item duplication, and you need to be near an area transition. Begin Slayer Change, enter the new area to force the game to auto-save, then load the auto-save. Drink a Potion of Power, force another auto-save by entering the next area, and load up the auto-save again to refresh your aura, allowing you to drink another Potion of Power. If you drink enough potions before the end of Slayer Change, you'll survive the 1500 damage. You will therefore be able to sustain the Slayer form indefinitely. [/spoiler] Reform Party trick, documented here Author: @semiticgod [spoiler] You can temporarily kick characters out of the party to get enemies to ignore them at critical times. Certain spells like Abi-Dalzim's Horrid Wilting, Slow, Greater Malison, and Dragon's Breath will have no effect on neutral critters, so if you kick out a party member before such a spell is about to hit, the spell will fail completely. Enemies will also avoid attacking neutral critters, which means you can get party members out of dangerous situations merely by booting them from the party. The enemy will ignore them until they rejoin the party. If you turn the main character invisible and remove everyone else from the party, you can walk the whole group right past any number of enemies in complete safety while only using a single invisibility spell or potion or Protection from Undead scroll. Single-target and non-party-friendly spells will still hit, however, as will arrows in midair. This means that the Reform Party trick can't rescue party members from all dangers. A character who dies while outside the party cannot be resurrected, so it's not wise to use this trick when a character is close to death. Unlike other escape options, the Reform Party trick can be done at any time, regardless of aura, even when the whole party is disabled, or even during an enemy mage's Time Stop spell. [/spoiler] Item Swapping for Disabled Characters, documented here Author: @Pantalion Brief Description: [spoiler] In the IE games, you cannot access a disabled or charmed character's inventory, but EE allows you to add items to their inventory, if not remove them. However, you can force a disabled character to let go of an equipped item if you replace it. For example, if you need to land an Arrow of Dispelling to cure a feebleminded party member, but they have the Boots of Avoidance equipped and therefore have +5 to AC vs. missiles, you can use an extra pair of boots to remove them and make it easier to land the Arrow of Dispelling. [/spoiler] Spell Trigger Trick, documented here Author: @histamiini Brief Description: [spoiler] You can prevent offensive Spell Triggers from breaking invisibility simply by choosing the caster as the target. Since the game considers spell triggers to be single-target spells, they don't break invisibility when cast on self. This allows you to launch three Death Fog spells, say, without ever becoming invisible. [/spoiler] Nazramu Gold Exploit, documented here Author: @semiticgod Brief description: [spoiler] If you have 20 reputation and 20 Charisma, you can repeatedly sell items to Nazramu and buy them back at a net profit because his buy and sell markups are so close together. Fully-charged Wands of Monster Summoning have the highest value and are therefore the fastest way to gain gold using this trick. This is also possible with the Temple of Sekolah in BG2, unless an update closed the exploit. [/spoiler] Tear of Bhaal Trick, documented here Author: Anonymous, @gorgonzola Brief Description: [spoiler]You can duplicate the effects of the rewards from the Hell trials in Shadows of Amn by dropping the Tear of Bhaal right after activating the door to Irenicus. Normally the tear is removed from your inventory, but the game can't delete it if it's on the ground. You can then pick it up again and repeat the process, gaining the bonus once again. This works up to five times, at which point the door opens. You should only have a single Tear of Bhaal in your inventory when you do this. As long as you keep track of which Tear of Bhaal is from which trial (they all look alike), you can pick and choose which bonuses to duplicate.[/spoiler] Shadow Altar Trick, documented here Author: @histamiini Brief Description: [spoiler] The Shadow Altar in the Shade Lord's lair summons Shadows every 4 seconds, each of which is worth 420 XP. Shadows are level 4 (16 in LoB mode) and a cleric can instantly kill them using Turn Undead while hiding behind invisibility. You can hasten the process by casting Improved Haste on the Shadow Altar, at which point it will spawn a new Shadow every 2 seconds. Unlike other XP loops, this requires almost no input from the player. [/spoiler] The list of still-functional tricks continues on this post. You can find the list of pre-EE and pre-update tricks here.

Demographics Poll: What is your race/ethnicity?

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This is the second in a series of polls to measure the demographics of the Beamdog community (I was just curious). The poll is anonymous by default, but you're welcome to discuss the issue publicly if you like. Due to how polls work, it's not possible to choose multiple options at once, so if you fit multiple categories, just pick whichever seems the closest. The other polls are here: Sex/Gender Nationality Religion Political Affiliation

Mod Squads: running with only modded NPCs

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Like many people here, I'm always on the lookout for newer and better NPC mods that can breathe new life into my playthroughs. This is especially true for BG2, since I've never been that big of a fan of the game's original NPCs.

In my current BG2 run (which is nearing the end of Chapter 3), my party is currently comprised entirely of modded NPCs:

Isra
Auren
Anishai
Fade
Keto

I previously also had Yasraena, Xan, and Angelo in my party, and anticipate swapping out Auren for Sirene before heading off to Spellhold.

Does anyone else here fill their parties almost or entirely full of modded NPCs? What have been some of your favorite mod party compositions?

Understanding Armor Class values

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I have written a description of the values found in the Armor Class section (located at the top right corner of the Inventory screen), and how to interpret them. Let me know what you think.

Armors offer different levels of protection against each of the four types of physical damage. This means that each character has four Armor Classes, one against each type of damage. For instance, a warrior in full plate has an AC of 1 against crushing damage, -3 against slashing damage, and -2 against piercing and missile damage. However, the game only displays one AC value for each character. This value doesn’t have a meaning, it is just a number the game uses to calculate each of the four armor classes. In this discussion I call this number Displayed AC.

The actual AC against each type of damage is the result of adding up the Displayed AC and another value called Armor Class modifier. There are four AC modifiers, one for each type of damage. Just like the Displayed AC, the AC modifiers don’t have a meaning, they are just numbers the game uses to get the actual ACs. For example, the AC against slashing damage is the result of adding up the Displayed AC and the AC modifier against slashing. The values of the AC modifiers can be found at the bottom of the Armor Class section, which is the minipanel located in the top right corner of the Inventory screen.

Example: The Displayed AC value of a bard is -2, and his AC modifiers are: Crushing, +2; Slashing, -2. This means that his actual four armor classes are:
  • AC vs. crushing weapons: -2 + 2 = 0.
  • AC vs. slashing weapons: -2 - 2 = -4.
  • AC vs. piercing weapons: -2.
  • AC vs. missile weapons: -2.

Not all the AC modifiers have to be listed, as seen in this example. When the modifier against a type of damage is missing it means that it’s value is 0, i. e, the AC against that type of damage is the Displayed AC. Depending on the gear and the magical protections of a character, its AC modifiers section can list any number of values, from none to all four of them.

What follows is a discussion of how the game comes up with the values for the Displayed AC and the AC modifiers.
The origin of the Displayed AC number is related to the way armors are described. The descriptions of armors list several values for their AC: one first “main” value followed by one or more values in parenthesis. For example, the description of full plate says “Armor class: 1 (-3 vs. Slashing, -2 vs. Piercing or Missile)”. However, the meaning of that “main” AC value is not fixed, it means something different for each type of armor. For instance, in the case of full plate mail the “main” AC value is the AC against crushing damage, but in the case of plate mail it is the AC against crushing, piercing and missile damage. You can figure out the meaning of the “main” AC value by elimination: It is the AC or ACs against the type of damage NOT mentioned in the parenthesis. For example, the description of the full plate mail mentions in the parenthesis the ACs against slashing, piercing and missiles. Therefore, its “main” AC is against crushing weapons.

These are the meanings of the "main" AC value in the description of each kind of armor:
  • Leather armor: AC vs. crushing and slashing
  • Studded leather armor: AC vs. crushing
  • Hide armor: AC vs. crushing and slashing
  • Chain mail: AC vs. piercing and missile
  • Splint mail: AC vs. slashing
  • Plate mail: AC vs. crushing, piercing and missile
  • Full plate mail: AC vs. crushing
When a character wears an armor, the game uses the “main” value of that armor as a base to calculate the Displayed AC for that character. The Displayed AC is the result of adding up the “main” value of the armor and all the AC modifications that apply to all the ACs. These include Dexterity modifications, bonuses obtained through rings and amulets, etc.

The AC modifiers are the difference between each of the four actual ACs and the Displayed AC.

EXAMPLE


Minsc is wearing a full plate mail. As seen above, the “main” AC value of the full plate mail is 1 against crushing weapons. Minsc’s Dexterity (16) gives him a -2 bonus to his AC. The Dexterity bonus applies to all the ACs, so the game uses it to calculate his Displayed AC: Displayed AC = 1 - 2 = -1.

The four ACs of Minsc are the result of adding up his Dexterity bonus to the ACs provided by the full plate mail:
  • AC vs. crushing weapons: 1 - 2 = -1.
  • AC vs. slashing weapons: -3 - 2 = -5.
  • AC vs. piercing weapons: -2 - 2 = -4.
  • AC vs. missile weapons: -2 - 2 = -4.
The AC modifiers are the difference between each of these four ACs and the Displayed AC, which is -1.
  • Crushing: No difference, so it is not in the list.
  • Slashing: -5 - (-1) = -4.
  • Piercing: -4 - (-1) = -3.
  • Missile: -4 - (-1) = -3.
Now Minsc puts on the Senses of the Cat, a pair of boots that provide a -5 bonus to his AC against missile damage. His new AC against missile damage is: -4 -5 = -9. Since this bonus doesn’t apply to all types of damage, it doesn’t affect the Displayed AC, which remains at -1. The new AC modifier against missile is -9 - (-1) = -8.

Finally, Minsc puts on the Destroyer of the Hills, a belt that gives him a -4 bonus against crushing damage. Again, this doesn’t affect his Displayed AC because this bonus doesn’t apply to all types of damage. The final ACs of Minsc are:
  • AC vs. crushing weapons: -1 - 4 = -5.
  • AC vs. slashing weapons: -5.
  • AC vs. piercing weapons: -4.
  • AC vs. missile weapons: -9.
The values shown in the game for these ACs are:
  • Displayed AC: -1.
  • AC modifier vs. Crushing: -5 - (-1) = -4.
  • AC modifier vs. Slashing: -5 - (-1) = -4.
  • AC modifier vs. Piercing: -4 - (-1) = -3.
  • AC modifier vs. Missile: -9 - (-1) = -8.

Demographics Poll: What is your religion?

Wild Surge: Full Article List and Call for Contributors

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If you'd like to write an article or draw art for an article, email the.wild.surge@gmail.com or send me or @deltago a message. :) The sorts of articles we're looking for are book reviews, mod reviews, game reviews, game first impressions, character overviews, custom D&D rules (e.g., for BG, IWD, or pen and paper), and similar things. If you'd like to draw art for articles (e.g., like the shields in the 5e dwarven defender rules article), give us a shout. Our primary focus are IE games, then other D&D games and books, then other RPGs, then other genres. For every issue, we're aiming to have a game or book review, a mod review, a poem, and Corpse's Corner. Most articles are 500 to 3000 words. We post theme issues, where most articles match the issue's theme. If you have any general questions about contributing, feel free to ask here. If you have a specific article you want to write, send a message to me or @deltago. Current Issues Issue 1: d Infinity Cover Art ...............by Bartosz “O_Bruce” Rudy The Poem: Finding the Familiar ...............by Mark “Lord Rumfish” Burton We Need a Name! (and other fan suggestions) ...............by Julius Borisov A Wizard’s Life: Interview with Elminster ...............by Tyler “deltago” Smith Demivrgvs’ Item and Spell Revisions Mods ...............by Chris “semiticgod” Dix Customizing D&D’s 5e Ruleset: Shields ...............by Ashe “Vallmyr” Leggett God’s Take on Tyranny: Review ...............by Mike “God” Millaire Corpse’s Corner ...............by Andy “Anduin” Beale Issue 2: Dwarves Cover Art ...............by Bartosz “O_Bruce” Rudy The Poem: Inscription from a Dwarven Rune ...............by Mark “Lord Rumfish” Burton History of Dwarves ...............by Julius “Bengoshi” Borisov The Top Ten Dwarves ...............by Paul “Grum” Abels An Alien’s Novel Idea, a book review ...............by Marcelo “mlnevese” Esteves Why you should play a dwarf ...............by Chris “Tresset” Ethier The Mod Highlight: SCS ...............by Chris “semiticgod” Dix The Modding Tutorial, part 1 ...............by Lava Del’Vortel Dwarves, The Game review ...............by Tyler “deltago” Smith D6: Custom D&D 5e Rules, The Dwarven Defender ...............by Ashe “Vallmyr” Leggett Corpse’s Corner ...............by Andy “Anduin” Beale Issue 3: Dragonspear and Torment Cover Art ...............by Bartosz “O_Bruce” Rudy The Poem: Happy Birthday, Dragonspear ...............by Mark “Lord Rumfish” Burton Dragonspear Review ...............by Chris “semiticgod” Dix Andromeda, First Impressions ...............by Tyler “Deltago” Smith D6: Custom D&D 5e Rules, The Kitsune ...............by Ashe “Vallmyr” Leggett The Modding Tutorial, part 2 – Banters ...............by Lava Del’Vortel Totally Called PST:EE ...............by Britta “Buttercheese” H. Torment: Tides of Numenera Review ...............by Tilly “Typo_Tilly” Underwood Corpse’s Corner ...............by Andy “Anduin” Beale Issue 4: Villains Cover Art ...............by Bartosz “O_Bruce” Rudy The Poem: We Want You ...............by Mark “Lord Rumfish” Burton Sarevok vs. Irenicus ...............by Shannon “Nonnahswriter” Ozog 5 Games where the player is the villain ...............by Tyler “Deltago” Smith The Modding Tutorial, part 3 ...............by Lava Del’Vortel A Suped-Up Vanilla ...............by N “CrevsDaak” Clotta Injustice 2 Review ...............by Tyler “Deltago” Smith Corpse’s Corner ...............by Andy “Anduin” Beale Issue 5: Thieves Cover Art ...............by Bartosz “O_Bruce” Rudy The Poem: Taker of the Gold ...............by Andy “Anduin” Beale Silk: Character Highlight ...............by Marcelo "mlnevese" Esteves D6: Custom D&D 5e Rules, Shadowdancer ...............by Ashe “Vallmyr” Leggett Persona 5 Review ...............by Shannon "Nonnahswriter" Ozog Icewind Dale Mega Mod Review (sarevok57) ...............by Chris "semiticgod" Dix The Modding Tutorial, part 4 (Romances and Friendships) ...............by Lava Del'Vortel Pool of Radiance Review ...............by Andy “Anduin” Beale Lander's Adventures, chapter 1 (Nightlight Visitor) ...............by Tilly "typo_tilly" Underwood Corpse's Corner ...............by Andy “Anduin” Beale Issue 6: Ghosts and Spirits Cover Art ...............by Scott "Lord-Jyssev" Fischer The Poem: A Ghostly Pause Before Wailing ...............by Andy "Anduin" Beale Meet the Marags ...............by Marcelo "mlnevese" Esteves Diablo 3: Rise of the Necromancer Review ...............by Bartosz "O_Bruce" Rudy Icewind Dale 2: Weeping Widow Inn ...............by Tyler "deltago" Smith Pillars of Eternity Review ...............by Ashe “Vallmyr” Leggett A Ballad for a King ...............by Shannon "Nonnahswriter" Ozog Durlag's Story ...............by Tilly "typo_tilly" Underwood Modder Freebie: The Crumbling Chapel ...............by Scott "Lord-Jyssev" Fischer Corpse's Corner ...............by Andy "Anduin" Beale Issue 7: Sounds of Gaming Cover Art ...............by Andrii Shafetov The Poem: The Rambling of Sidekicks ...............by Tilly "typo_tilly" Underwood Infinity Engine: The Score ...............by Ryley "Fandraxx" McKiernan An Interview with Jacob Burgess ...............by Tyler "deltago" Smith A Good Book Speaks Volumes ...............by Marcelo "mlnevese" Esteves Modding Tutorial Part 5: Soundsets and Voiced Dialogue ...............by Lava Del'Vortel Music of Past Times ...............by Andy "Anduin" Beale Reviews of Lords of Waterdeep & Tomb of Annihilation ...............by Tyler "deltago" Smith Corpse's Corner ...............by Shandaxx Issue 8: Neverwinter Cover Art ...............by Andrii Shafetov The Poem: The city of summer, spring, and fall ...............by Andy "Anduin" Beale Waking the Witch: An Interview with Rob Bartel ...............by Tyler "deltago" Smith Before Neverwinter Nights, There was Neverwinter Nights ...............by Andy "Anduin" Beale Unlocking the Secrets of the Vault: An interview with niv ............... Neverwinter Nights: The Opus ...............by Ryley "Fandraxx" McKiernan A Guide to Neverwinter Night’s Persistent Worlds ...............by Tyler "deltago" Smith Shadows of Undrentide Review ...............by Andy "Anduin" Beale Neverwinter Nights 2 Opinion Pieces ...............by ComeandSee and mr_otyugh A Look at D&D’s 4e Neverwinter Campaign Setting ...............by Tyler "deltago" Smith Corpse's Corner ...............by Andy "Anduin" Beale Issue 9: Chickens Cover Art ...............by Andrii Shafetov The Poem: Chicken Chicken! ...............by Andy "Anduin" Beale In Search of the Hyper Chicken ...............by Tyler "deltago" Smith The Chicken Quests of Baldur’s Gate ...............by Chris "semiticgod" Dix Continuing the Search for the Hyper Chicken ...............by Tyler "deltago" Smith An Interview with Davide ...............by Matthew "Dragonspear" Brown Hyper Chicken Badge: Speculation ...............by Tyler "deltago" Smith Thayan Labs Presents: Cluckendoom ...............by Rik Kirtaniya Metal Album reviews: Pink Bubbles Go Ape ...............by Ryley "Fandraxx" McKiernan A Peek into the Vault: Chicken Theme ...............by Tyler "deltago" Smith A Review of Troma’s Poultrygeist: Night of the Chicken Dead ...............by Shannon "Nonnahswriter" Ozog Chicku game review ...............by Tyler "deltago" Smith Corpse's Corner ...............by Andy "Anduin" Beale Issue 10: Fan Fiction Cover Art ...............by Andrii Shafetov Nobleman Chase ...............by Luc Roumen The Tale of the Necromancer ...............by Rik Kirtaniya The Entropy Blade ...............by Adantilus Alienna: The Start ...............by Shannon Ozog Where the Water Tastes Like Wine game review ...............by Tyler "deltago" Smith Corpse's Corner ...............by Andy "Anduin" Beale Issue 11: Magic Cover Art ...............by Andrii Shafetov The Poem: Magic is... ...............by Andy Beale Melting the Ice: Soloing IWD:EE ...............by Rik Kirtaniya Supplementing 5e: An Interview with Mark Burton ...............by Tyler Smith A Wizard’s Concoction: A look at Ravnica ...............by Shannon Ozog A Kind of Magic: Magic in Literature ...............by Marcelo Esteves Forgotten Lore: Review of Magic of Faerûn ...............by Tyler Smith On the Nature of Sigils ...............by Rik Kirtaniya Metal Album reviews: Heroes of Mighty Magic ...............by Ryley McKiernan Sacrifice: A game review ...............by Tilly Underwood Corpse’s Corner ...............by Andy Beale Issue 12: Giants Cover Art ...............by Andrii Shafetov The Poem: A Giant Farce ...............by Andy Beale A Look at Yaga-Shura ...............by Tilly Underwood Giants of the Realm: Giantcraft Review ...............by Tyler Smith Metal Album Review: Giants of Canaan ...............by Ryley McKiernan Chasing the Giant: Review of Pillars of Eternity 2: Deadfire ...............by Tyler Smith The Ruins of Mehrihnmar ...............by Rik Kirtaniya Godzilla Anime Trilogy Review ...............by Tilly Underwood Giants: Citizen Kabuto Game Review ...............by Tilly Underwood A Soundtrack of Two Gods: Giants: Citizen Kabuto Album Review ...............by Ryley McKiernan Corpse’s Corner ...............by Andy Beale Issue 13: Loot Cover Art ...............by Andrii Shafetov The Poem: Beauty in Nature ...............by Tyler Smith The Degeneration of Loot ...............by Tyler Smith Interview With Luke Rideout ...............by Tilly Underwood Baldur’s Gate Loot Sheet ...............by Rik Kirtaniya Creating Synergy: Loot in NWN PW ...............by Tyler Smith Valuable Discoveries: Loot in Fantasies ...............by Marcelo Esteves Treasure Island Book Review ...............by Tilly Underwood Metal Album Reviews: Down in The Dark by Blazon Stone ...............by Ryley McKiernan Red Dead Redemption 2 Review ...............by Tyler Smith Red Dead Redemption 2 Soundtrack Review ...............by Ryley McKiernan Issue 14: Time Cover Art ...............by Andrii Shafetov The Poem: Troubled Times ...............by Tilly Underwood The Cultural Concepts of Time ...............by Marcelo Esteves A Look Back at Chrono Trigger ...............by Tilly Underwood Lessons Worth Dying For: Happy Death Day Review ...............by Chris Dix Chrono Series OST Review ...............by Ryley McKiernan Prince of Persia: Warrior Within Review ...............by Rik Kirtaniya Retro Review Presents: The Lost Vikings ...............by Tilly Underwood Metal Album Reviews: The Mystery of Time by Avantasia ...............by Ryley McKiernan Tower of Time Review ...............by Tyler Smith Just In Time: Axis & Allies Announced ...............by Tilly Underwood Want more Surge? Support us through Patreon, Join us on Discord, follow us on Twitter, and visit us at WildSurge.ca.

Demographics Poll: What is Your Native Language?

Wrong behaviour of conjured elementals

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The descriptions of the Conjure elemental spells say:
The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. [...] Every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summon it.
It doesn't look like any of this actually happens. When I summon an elemental, my mage is locked for three rounds, but the elemental is not, I can give it orders straight away. Also, I have used these spells about a hundred times, but I have never seen an elemental turn hostile.

Neverwinter Nights 2 Enhanced Edition

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What's your opinion on giving us a EE of this great game.

Undead immunities

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Undead are immune to many things. I'd like to create a list of all their immunities. This is what I have so far:
  • Mind altering effects, like Sleep, Confusion, Horror, Stun, etc.
  • Poison.
  • Petrification.
  • Some spells: Slay Living, Cause Wounds spells, Vampiric Touch.

Not sure about the spells that create gases. I just tried Stinking cloud on a vampire and he was immune. However, Death Fog did damage him. Also not sure about the stun effect. I think I've seen undead stunned by darts of stunning.

What other immunities do they have?

[BG(2)EE] Issues in the record screen in v2.5

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In 2016 version 2.2 brought some fixes and changes to the Character Record. It left some room for improvement, and I wrote my thoughts about it in this thread. I'm updating it for v2.5. Looks like the only change in these three years is that a minor issue was fixed (listed at the end):
  • No documentation: I've spent hundreds (maybe thousands?) of hours playing BG and IWD in their different flavours, and there are still quite a few data here I don't understand. Imagine how overwhelmed a new player may feel seeing this and having no explanation for what these data mean.
  • The new tabs at the top don't look very well. They are not integrated with the rest of the artwork.
  • Although it's better organized now, there's still a lot of text in some sections. Using some font styles, even if it's just bold and italics, would help to see more clearly the information.
  • Information tab: Most of the information in this tab is repeated in the other tabs. The goal of revamping the record screen was to have the information organized into sections. Having the information repeated doesn't help that goal.
  • Combat stats:
    • Saving throws: When these values are altered (by an item that improves them, for instance), it would be nice to have the values displayed in a differente colour, like they are for the main stats.
    • THAC0 is not a proficiency.
    • The armor class modifiers are repeated over and over. They are displayed twice in this tab, another time in the information tab, and yet another time in the inventory screen.
    • According to the release notes, AC heading in the Combat Stats tab will now be organized intuitively. But that heading is not intuitive at all.
  • Skills: Reputation is not a skill, and arguably lore isn’t a skill either.
  • Abilities: Most information here seems out of place. Abilities are strength, dexterity, etc.
  • Stats: Doesn't sound like a good name for this header. It does display stats, but so do all the other tabs in this screen. Something like "History" or "History with the party" would be more descriptive.
Issues fixed since 2016:
  • Current script used to display a string of letters with unclear meaning, like bddefai. Now it says something more meaningful, like wizard aggressive.
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