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Baldur's Gate II - Unofficial F.A.Q


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#1
Seneva

Seneva
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Index of this FaQ:


1. Romances in BG II (Karvala)
2. Recipes for Cespenar
3. Recipes for Cromwell
4. Hitpoins calculations (Annowan)
5. Golems (not gollum or constructs) Posted Image
6. Cheating
7. Familiars
7. Area codes SoA & ToB
8. Lum the Mad Machine codes
9. Stealing from merchants
10 Item lists
11. Savegame editors

I'm not going to post the complete item lists here. You should head over to sorcerers place and download the complete list there yourself.


I'd like to give credit to Pirotess. She wrote most of this stuff and posted it on the now dead BiS boards.
Some stuff was taken from other sites. I know most of it but hadn't written it down. That's why I grabbed it from other sites. Didn't want to write it down myself. Call me lazy Posted Image

Modifié par Seneva, 24 octobre 2010 - 12:16 .


#2
Seneva

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This deal with FAQ about the romances in SOA and TOB. Where variable names are used that involve a characters name, the examples shown throughout are for Jaheira; they should be modified to instead use the name of the character that you're romancing.

Patches
You should install the final patch for your game (either SOA or TOB) prior to starting a game. Players without TOB are also recommended to get the Jaheira romance fix from Baldurdash. These will help to ensure that the romance runs as smoothly as possible.

What?
Romances are special interactions between certain NPCs and the PC. They consist of dialogues, and some related events involving other NPCs.

Who?
Male PCs can romance Aerie, Viconia and Jaheira; Female PCs can romance Anomen. Some third-party mods are available offering further romances (such as Nalia and Solaufein), but these are unofficial and not covered further here. In addition to the gender requirement, there is a racial requirement. All four romance characters will romance a Human, Half-Elf and Halfling. In addition, Aerie will romance an Elf and a Gnome, Anomen will romance an Elf and Jaheira will romance an Elf. Viconia will romance a Half-Orc with a bug-fix from Baldurdash.

How?
Romances will start automatically with compatible PCs; no specific action is required by players. Romance dialogues (as opposed to other types of dialogue from romance characters) can usually be identified by the accompanying romance music.

Where?
Romance dialogues will not take place in a dungeon area. For some specific dialogues, some other areas are also excluded. If you feel you should be having a dialogue, moving to another area can sometimes be the solution.

When?
Romances will start at the beginning of chapter 2. The appearance of romance dialogues is timed using real (CPU) time, rather than game time. Romance dialogues are spaced approximately 1 hour real time apart for Jaheira and Anomen, and slightly less for Viconia and Aerie. Real time continues to count even while the game is on pause. Romance dialogues will take place in any chapter, but romance-related events involving other NPCs will not generally take place during chapters 4,5 and 7. If you have reached the stage in a romance when you're waiting for an event to happen, you will not get any further romance dialogues until it has happened.

Why?
For fun!

Troubleshooting Commands
Sometimes, a romance can run into technical trouble. The following is a list of some of the more useful console commands for romance troubleshooting, and the location of these variables in ShadowKeeper (as an alternative method to using the console):-

CLUAConsole:SetGlobal("JaheiraRomance Active","GLOBAL",X) ("Global Variables" tab) - this controls whether or not the romance is currently active, where X is a one of the following numbers: 0 means not started, 1 means currently active in normal stage, 2 means currently active in committed stage, 3 means ended prematurely. CLUAConsole:GetGlobal(" JaheiraRomance Active","GLOBAL") will show the current value

CLUAConsole:SetGlobal("Jaheira Romance", "GLOBAL",1) ("Global Variables" tab) - this will expire the romance timer, causing the next romance dialogue to appear, provided all other conditions for that dialogue have also been fulfilled. Don't ever set this number to anything other than 1.

CLUAConsole:SetGlobal ("Love talk"," LOCALS",X) ("Affects" tab, with Jaheira as the visible character) - this controls whereabouts in the romance you currently are, with X being a number used to indicate the dialogue you are currently on; you must point to the romance character with the mouse before entering this command. You should not change your current Lovetalk value unless you know for certain that it is okay to do so at your stage of the romance, as this can cause serious problems othewise. CLUAConsole:GetGlobal ("Love talk"," LOCALS") will show the current value (and again, the romance character must be pointed to with the mouse before entering the command).

Imprisonment, Petrification, Death
Imprisonment or Petrification of the romance character will immediately terminate that romance. To restore it, simply reset the romance status to active using either ShadowKeeper ("Global Variables" tab) or the following console command: CLUAConsole:SetGlobal ("JaheiraRomance Active","GLOBAL",2) 'Chunking' (death beyond resurrection) will also terminate a romance, but the character will be unavailable, so this does not matter. Ordinary death (=grey portrait), followed by timely (within three days) resurrection of the romance character, will not end the romance; no action is required in this case.

Kicking Out Romance Characters
If Aerie, Viconia or Anomen are kicked out of the party, and rejoin again within three days, the romance will remain active. Beyond three days, if the romance is in the normal stage (JaheiraRomanceActive = 1), it will end. If it is in the committed stage (JaheiraRomanceActive = 2), it will remain active. For Jaheira, the romance will terminate as soon as she is kicked out of the party (it is possible to kick her out and keep the romance active early on in the romance, but this is a bug that may soon be fixed - don't rely on it!). If any of the romance characters leave the party voluntarily for quest reasons, the romance will be unaffected.

Starting A Romance In TOB
Romances will continue in TOB provided that they have reached the committed stage (JaheiraRomanceActive = 2) in SOA. If you have not reached that stage, or wish to have a romance in a new game starting in TOB, you can manually activate the romance using either ShadowKeeper ("Global Variables" tab) or the following console command: CLUAConsole:SetGlobal "JaheiraRomanceActive",2). This will automatically start the TOB romance, and the first romance dialogue will follow after the usual delay (of up to one hour real time).

Missing Dialogues in TOB
In TOB, the romance dialogues are still controlled by a real-time timer variable. However, there are also additional event/plot-related conditions for some dialogues. This works both ways, i.e. it will not only ensure that the romance dialogue will not occur before a certain event has taken place, but for some dialogues will also ensure that a particular dialogue will take place soon after that event, regardless of whether or not that dialogue has actually been reached in sequence. Any dialogues before that one that have not yet been experienced are simply, and deliberately, discarded in this scheme. Missing dialogues in TOB are therefore not something to be worried about.

Anomen's Test (*SPOILER*)
Anomen's romance will continue even if he does not pass his test, but the romance dialogues will be different.

Jaheira and the Harpers (*SPOILER*)
The Harper quests can be done without romancing Jaheira. However, if you do romance her, then the timing of these quests will be connected with the romance. It is essential to successfully complete the Harper quests, including the Xzar/Montaron quest, in order to progress beyond a certain point in the Jaheira romance.

Jaheira Dialogue Loop
The TOB official patch, and the Baldurdash patch for players without TOB, has resolved most of the problems with the Jaheira romance. Most players starting a new game with these installed should not experience any difficulties. One remaining problem, however, is that on some occasions, Jaheira may start to repeat the same dialogue over-and-over in quick succession. This is triggered by having party members badly injured. The solution is to heal the injured party members, which will stop the loop, at least until they become badly injured again. This occurs most commonly for players in chapters 4 and 5, and is normally fully resolved by the next romance-related event that takes place in chapter 6. No additional action is required.

Why aren't I getting any romance dialogues?

Romance dialogues appear at regularly-spaced intervals. However, sometimes there will be a seemingly long gap during which no romance dialogues have taken place. Here are some of the possible reasons why, and where appropriate, what to do about it:-

(1) You are not compatible on race or gender grounds, and so your romance has never started. Play a compatible character, or use the following console commands to force the game to accept your romance irrespective of race and gender:- CLUAConsole:SetGlobal("JaheiraMa tch","GLOBAL",1) and CLUAConsole:SetGlobal("CheckJahei raMatch","GLOBAL",1) and CLUAConsole:SetGlobal("JaheiraRomance Active","GLOBAL",1)

(2) You gave a wrong answer in one of the earlier romance dialogues , and so your romance has prematurely ended. Try again be nicer(!), or use the following console equivalent of flowers and chocolates to get a second chance: CLUAConsole:SetGlobal("JaheiraRomance Active","GLOBAL",2)

(3) You haven't waited long enough for the timer to expire, or the timer has got stuck. Either wait a bit longer, or use the following console command to force the timer to expire: CLUAConsole:SetGlobal("Jaheira Romance","GLOBAL",1)

(4) You're in an area in which the next romance dialogue or event can't take place. Move to another area. (This includes all dungeon areas, and in the case of romance-related events, most indoor areas.)

(5) You need to rest to trigger the next romance dialogue or event. Rest!

(6) You need to rest outside to trigger the next romance dialogue or event. Rest outside!!

(7) You're in an area with enemies nearby. Move away from the enemies.

( You're in chapters 4 or 5, and you're waiting for a romance-related event. Wait for chapter 6 (and probably not the first area in chapter 6 either).

(9) You're in chapter 7 and you're waiting for a romance-related event. Bad luck, you're too late! Either try again in another game, or use this console command as a temporary way of setting the chapter variable back to 6 (but don't carry on with the core plot until you've restored the chapter variable to 7, using a similar command): CLUAConsole:SetGlobal(" Chapter","GLOBAL",6)

(10) You're in TOB, and haven't yet had a plot event required for the next romance dialogue to take place. Carry on with the main plot.

If you've tried all of these, and you still aren't getting any romance dialogues, then you can check out Extremist's Romancing Guide, which has details of the specific conditions required for every romance dialogue in SOA, and could also post a message on board here saying where you are in the romance (what your last dialogue was, who you're romancing, and ideally post some variable values using the commands outlined earlier as well, so that we can help you more effectively), and myself or someone else will be sure to help you.


Happy Romancing!!!!!


Karvala

Modifié par Seneva, 24 octobre 2010 - 12:04 .


#3
Seneva

Seneva
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Cespenar's Recipes

Cespenar's Recipes are only available in Baldur's Gate II: Throne of Bhaal.
Some items can be found in SoA but CANNOT be made by Cromwell.

Angurvadal +5: Flame Tongue
Description Component Location
Sword that increases wielder's strength to 22 permanently and wielder is immune to level drain.
Damage: 1d8+5
Speed Factor: 0 Angurvadal +4 Level 4 of Watcher's Keep
Liquid Mercury In pool in the Mind Flayer Prison of Sendai's Enclave
5,000 GP

Aslyferund Elven Chain +5
Description Component Location
Wearer is permanently immune to normal weapons. Chain Mail +4: Bladesinger Chain From Shadows of Amn
Protection from Normal Weapons Scroll Temple of Waukeen in Saradush
40,000 GP

Axe of Unyielding +5
Description Component Location
Wielder of the axe regenerates 3 hit points per round, has +1 to Constitution, and has a 10% chance of instantly killing opponent with each hit due to decapitation.
Armor class: +1 while equipped Axe of Unyielding +3 Level 4 of Watcher's Keep
Baalor's Claw Kill Berenn in Yaga-Shura's Enclave
5,000 GP

Bag of Plenty +2
Description Component Location
When in an ammunition inventory slot, it will magically create an infinate number of +2 bullets.
Damage: 1d4+3 Bag of Plenty +1 Yaga-Shura's Enclave
King's Tear
10,000 GP

Blessed Bracers
Description Component Location
Special: +10 Hit Points
Bonuses: Cast Cure Critical Wounds and Resurrection once per day.
Usable Only By: Paladins Paladin's Bracers First level of Watcher's Keep
10,000 GP

Blue Dragon Plate
Description Component Location
Bonuses: 90% resistance to Electricity and Lightning attacks.
Requires: 15 Strength to wear Blue Dragon Scales Kill Abazigal
5,000 GP

Case of Plenty +2
Description Component Location
When in an ammunition inventory slot, it will magically create an infinate number of +2 bolts.
Damage: 1d4+3 Case of Plenty +1 First level of Watcher's Keep
5,000 GP

Circlet of Netheril
Description Component Location
Bonuses: Memorize One extra 7th and 8th level spell.
Hit Points: +10
Usable only by: Mage Circlet of Netheril Watcher's Keep Level 2
Bronze Ioun Stone Saradush Prison
5,000 Gold

Clay Golem Manual
Description Component Location
Special: Summons a Clay Golem once per day.
Usable only by: Mage, Bard Flesh Golem Manual In level one of the Watcher's Keep.
Clay Golem Page In level 4 of the Watcher's Keep.
5,000 Gold

Club of Detonation +5
Description Component Location
Special: 30% chance of dealing an extra 10 fire damage with each hit, and has a 5% chance of Fireball centered on target with each successful hit.
Damage: 1d6+5, +5 extra fire damage. Club of Detonation +3 In level 5 of the Watcher's Keep.
Ring of Fire Resistance Found in Saradush, Arcana Archives, or Windspear Hills
5,000 Gold

Dagger of the Star +5
Description Component Location
Special: With each hit, there is a 15% chance of the attacker going invisible for 60 seconds, and with each hit the attacker has a 5% chance of dealing an additional 1d8 fire and 1d8 electric damage to the target.
Damage: 1d4+5 Dagger of the Star +4 In level 4 of the Watcher's Keep.
Five Star Sapphires
5,000 Gold

Darkfire Bow +5
Description Component Location
Special: Improved Haste once a day and it adds +5% to cold and fire resistance.
THAC0: +5 Darkfire Bow +4 Bought in Amkethran.
Bowstring of Gond Found in Mind Flayer Prison in Sendai's Enclave.
5,000 Gold

Erinne Sling +5
Description Component Location
Special: Can create 5 +4 bullets once a day.
Damage: missle damage +5 Erinne Sling +4 In level 5 of the Watcher's Keep.
5,000 Gold

Firetooth +5
Description Component Location
Special: Automatically creates and shoots Fire Arrows, and therefore needs not ammunition.
Damage: 1d8+5, +2 fire damage. Firetooth +4 Bought from Garlena on top of the Watcher's Keep.
Bowstring of Gond Found in Mind Flayer Prison in Sendai's Enclave.
5,000 Gold

Flail of Ages +4 (Electric)
Description Component Location
Special: 33% chance with each hit that the target is slowed (no save).
Damage: 1d6+5, +1 fire damage, +1 cold damage, +1 acid damage, +1 electric damage. Flail of Ages +3 In the de'Arnise Hold, or in the Bag of Holding at the beginning of ToB.
Electric Head Abazigal's Body in his Enclave.
5,000 Gold

Flail of Ages +4 (Poison)
Description Component Location
Special: 33% chance with each hit that the target is slowed (no save).
Damage: 1d6+5, +1 fire damage, +1 cold damage, +1 acid damage, +1 Poison damage. Flail of Ages +3 In the de'Arnise Hold, or in the Bag of Holding at the beginning of ToB.
Poison Head In the slime pit on level two of the Watcher's Keep.
5,000 Gold

Flail of Ages +5
Description Component Location
Special: 33% chance with each hit that the target is slowed (no save). Also gives the wielder Permanent Free Action and +5% magic resistance
Damage: 1d6+6, +2 fire damage, +2 cold damage, +2 acid damage, +2 electric damage, +2 poison damage. Flail of Ages +3 In the de'Arnise Hold, or in the Bag of Holding at the beginning of ToB.
Electric Head Abazigal's Body in his Enclave.
Poison Head In the slime pit on level two of the Watcher's Keep.
5,000 Gold

Foebane +5
Description Component Location
Special: Wielder receives +1 to all saving throws and with each successful hit it casts Larloch's Minor Drain on enemy, no save.
Damage: 2d4+5; +6 vs. undead, shapeshifters, and extra-planar creatures (demons, planetars, etc.) Foebane +3 In level 1 of the Watcher's Keep.
Fflar's Scabbard Chest in dungeon beneath Gromnir's Tower, in Saradush.
5,000 Gold

Gram the Sword of Grief +5
Description Component Location
Special: 10% chance of 2d12 poison damage with each hit, adds 5% to magic resistance, the target must save vs. death or lose 1 level with each hit.
Damage: 1d10+5 Gram the Sword of Grief +4 Abazigal's body.
Heart of the Damned Kill Odamoran the lich in Sendai's Enclave.
5,000 Gold

Heartwood Ring
Description Component Location
Special: Memorize one extra level 6 and 7 spells.
Usable Only By: Druids Oaken Ring Amkethran
Nymph's Tear In a loose floorboard in the Forest of Mir.
5,000 Gold

Helm of the Rock
Description Component Location
Equipped Abilities: Wearer can cast Aura of Command 3 times a day (enemies save vs. spell at -2 or flee in terror).
Special: +25% to fire, cold, acid, poison, and electricity resistance. Helm of the Rock In the second level of the Watcher's Keep.
Horn 1 In the second level of the Watcher's Keep.
Horn 2 In the second level of the Watcher's Keep.
5,000 Gold

Hindo's Doom +4
Description Component Location
Special: Casts Greater Restoration once a day. It also adds 10% to magic resistance and the wielder is immune to all forms of death magic.
Damage: 1d10+3 Hindo's Doom +3 In level 5 of the Watcher's Keep.
Hindo's Hand It is on the body of the imprisoned monk in Abazigal's Enclave.
5,000 Gold

The Holy Avenger: Carsomyr +6
Description Component Location
Special: Cast Dispel Magic three times a day. It also adds 50% Magic Resistance, Dispel Magic on target with each hit, and adds +6 extra damage to chaotic evil enemies.
Damage: 1d12+6
Usable Only By: Paladins The Holy Avenger: Carsomyr +5 Firkraag the Dragon's body in Shadows of Amn.
Eye of Tyr Kill Odamoran the lich in Sendai's Enclave.
5,000 Gold

Ixil's Spike +6
Description Component Location
Special: The wielder has Permanent Free Action and with each hit, enemy must save or be "pinned" for three rounds, taking 1d6+5 damage each round and rendering them immobile.
Damage: 1d6+6 Ixil's Nail +4 In level 5 of the Watcher's Keep.
Ixil's Spike +2 In level 2 of the Watcher's Keep.
5,000 Gold

Juggernaut Golem Manual
Description Component Location
Special: Summons a Juggernaut Golem once per day.
Usable Only By: Mage, Bard Flesh Golem Manual In level one of the Watcher's Keep.
Clay Golem Page In level 4 of the Watcher's Keep.
Stone Golem Page In the wall chest near Yaga-Shura's bed in Yaga-Shura's Enclave.
Juggernaut Golem Page Found on one of the tables near Lycanth in Abazigal's Enclave.
15,000 Gold

Montolio's Cloak
Description Component Location
Special: +2 to THAC0 with off-hand weapon.
Bonuses: +1 to all saving throws.
Usable Only By: Rangers Montolio's Cloak Amkethran
Montolio's Clasp In the Watcher's Keep level 4 (Githyanki area).
5,000 Gold

Purifier +5
Description Component Location
Special: Adds 30% to Magic Resistance. Does +4 damage extra against chaotic evil enemies. May cast Dispel Magic twice a day. May cast Mass Cure once a day.
Damage: 2d4+5
Usable Only By: Paladins Purifier +4 Watcher's Keep level 4, requires a Lawful Good character to get
Eye of Tyr Kill Odamoran the lich in Sendai's Enclave.
5,000 Gold

Quiver of Plenty +2
Description Component Location
Special: When placed in an inventory slot reserved for ammunition, it will magically create an infinate number of +2 arrows.
Damage: 1d6 Quiver of Plenty +1 In level one of the Watcher's Keep.
Rogue Stone
10,000 Gold

Ravager +6
Description Component Location
Special: Cast Cloak of Fear three times a day. Also adds 3-18 bonus damage with each hit unless target saves vs. poison and there is a 10% chance of instant death by decapitation with each hit (no save).
Damage: 1d10+6 Ravager +4 In the inner sanctum of Yaga-Shura's Enclave.
Serpent Shaft Found in Watchers Keep level 5.
5,000 Gold

Runehammer +5
Description Component Location
Special: Wielder permanently imbued with Negative Plane Protection. Deals double damage to undead, and they must save vs. death (-4 penalty) or be destroyed outright. The wielder immune to Fear. Can imbue wearer with Fire Giant Strength once a day. Casts Mass Cure once a day.
Damage: 2d4+5
Requires: 16 Strength to use. Runehammer +4 Kill Yaga-Shura
Rune of Clangeddin Woodcutter's cabin, outside of Sendai's Enclave.
5,000 Gold

Short Sword of the Mask +5
Description Component Location
Special: 15% chance opponent is Entangled on successful hit for 24 seconds, no save. There is also a 15% chance of draining 1 level on a successful hit.
Damage: 1d6+5 Short Sword of the Mask +4 Buy from Garlena, on top of Watcher's Keep.
Heart of the Damned Kill Odamoran the lich in Sendai's Enclave.
5,000 Gold

Spectral Brand +5
Description Component Location
Special: Summon a Spectral Blade once a day, similar to the Mage spell Mordenkainen's Sword, that will fight independantly of the summoner for four rounds, dealing 1d8+3 damage with each hit. Permanent Negative Plane Protection on wielder while equipped. Armor Piercing Strike once a day: gives +10 to THAC0 bonus for one round.
Damage: 1d8+5, +1d6 cold damage. Spectral Brand +4 In the third level of Watcher's Keep.
Skull of the Lich Found in Odamoran's room in Sendai's Enclave.
5,000 Gold

Staff of the Ram +6
Description Component Location
Special: 15% chance that enemy is knocked back and stunned on successful hit.
Damage: 1d6+12 crushing, +1d4 piercing. Staff of the Ram +4 In the fourth level of the Watcher's Keep.
Roranach's Horn Kill Gromnir, in Saradush.
5,000 Gold

Stone Golem Manual
Description Component Location
Special: Summons a Stone Golem once per day.
Usable Only By: Mage, Bard Flesh Golem Manual In level one of the Watcher's Keep.
Clay Golem Page In level 4 of the Watcher's Keep.
Stone Golem Page In the wall chest near Yaga-Shura's bed in Yaga-Shura's Enclave.
10,000 Gold

Storm Star +5
Description Component Location
Special: There is a 5% chance of Chain Lightning being cast with each hit and it also adds 20% to Electricity Resistance.
Damage: 1d6+5, + 1d6 electricity damage. Storm Star +3 Made by the Machine of Lum on the fourth level of the Watcher's Keep.
Starfall Ore Found in Kiser Jhaeri's basement.
10,000 Gold

Taralash +5
Description Component Location
Special: Increases movement rate of wielder by 2.
THAC0: +5 Teralash +4 In level 5 of the Watcher's Keep.
Bowstring of Gond In the Mind Flayer Prison in Sendai's Enclave.
5,000 Gold

Thieves' Hood
Description Component Location
Special: Wearer can cast True Sight 3 times a day.
Equipped Abilities: Wearer is immune to backstab and poison damage.+5 Thieves' Hood The third level of the Watcher's Keep.
Antidote Potion
Ring of Invisibility
5,000 Gold

White Dragon Scale
Description Component Location
Bonuses: 50% resistance to Cold.
Special: Wearer can cast Cone of Cold 3 times a day. Ice Dragon Scales Found in an empty room on the third level of the Watcher's Keep.
5,000 GP

Wondrous Gloves
Description Component Location
Bonuses: Wearer may memorize extra level 2, 3, and 4 spells.
Special: +1 to THAC0.
Usable Only By: Bards Bard's Gloves Found on the symbol of Torm in Yakman's room on the third floor of Watcher's Keep.
Diamond
Sapphire
Emerald
Rogue Stone
10,000 GP

Modifié par Seneva, 24 octobre 2010 - 12:05 .


#4
Seneva

Seneva
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Cromwell recipes:

Note: All of this equipment is forged by Cromwell, the dwarven smith. He is located in a home on the east side of the Docks District. For locations of some of the components, see our Armor, Weapons & Miscellanous sections.

Ankheg Plate Mail

What's Needed & Location(s)
Ankheg Shell - Loot from any ankheg, usually found in Windspear Hills
5,000 Gold Pieces


Crom Faeyr

What's Needed & Location(s)
Crom Faeyr Scroll - Loot from Thaxll'ssillyia himself in the Temple Ruins dungeon
Hammer of Thunderbolts - Found in the Mind Flayer area of the Athkatla Sewers in the last room
Gauntlets of Ogre Power - Loot from Entu, the halfling warrior, on the first level of the Planar Sphere
Girdle of Frost Giant Strength - Loot from one of the Demon Knights in the Kuo-Toa area of the Underdark
10,000 Gold Pieces


Halberd +4, Wave

What's Needed & Location(s)
Wave Shaft - Loot from the Warden of the Astral Prison
Wave Blade - Loot from Price Villynaty in the Sahuagin City
7,500 Gold Pieces


Mace of Disruption +2

What's Needed & Location(s)
Mace of Disruption +1 - Found in a pool of blood in Bodhi's Lair
Illithium Ore - Found during sculpture quest that starts at a temple in the Temple District
7,500 Gold Pieces


Red Dragon Scale

What's Needed & Location(s)
Red Dragon Scale - Loot from Lord Jeirdan Firkraag himself in the Windspear Hills dungeon
5,000 Gold Pieces


Shadow Dragon Scale

What's Needed & Location(s)
Shadow Dragon Scale - Loot from Thaxll'ssillyia himself in the Temple Ruins dungeon
5,000 Gold Pieces


Short Bow of Gesen

What's Needed & Location(s)
Gesen Bow Shaft - Found in the Tanner's basement of the Bridge District
Gesen Bow String - Found in the Asylum on the second floor of the dungeon in the chest surrounded by three golems
7,500 Gold Pieces


Silver Sword

What's Needed & Location(s)
Silver Blade - Reward from Saemon in Brynnlaw after you defeat Desharik the Pirate Lord
Silver Hilt - Loot from Kruin the Githyanki in the Docks District after you have already obtained the Silver Blade
7,500 Gold Pieces


The Equalizer

What's Needed & Location(s)
Pommel Jewel - Found in the mistress' bedroom of Irenicus' Prison level one
Equalizer Hilt - Found in the Mind Flayer area of the Underdark, just outside your prison cell
Equalizer Blade - Loot from the Elder Orb in the first room of the Beholder area in the Underdark
7,500 Gold Pieces

Modifié par Seneva, 24 octobre 2010 - 12:05 .


#5
Seneva

Seneva
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When playing Baldur's Gate 2 on Normal or Novice the amount of hitpoints received at level up will always be the maximum allowed for that class. Playing on Core Rules, Hard or Insane will result in a die roll lower than or equal to the maximum of hitpoints you can get in Normal or Novice difficulty.

Warriors, priests, rogues and wizards form the 4 basic groups of occupation. Each of the classes within these groups share the same hitdice with the other classes in the same group, the only exception to this rule being the Barbarian who has a D12 instead of a D10.
The hitdie represents a die with n sides, where n is determined by the character's class (we will use group from now on, because there are only 4 basic groups whereas there are several classes. Do note however that the Barbarian is the only class that has a different hitdie, but the rules for warriors apply to this class as well).

The "independant" levels are the levels where you only get a small amount of hitpoints (1, 2 or 3 which only depends on the group, not on the character's constitution. The independant levels start at a specific level (10 for warriors and priests, 11 for wizards and rogues), however since this creates some confusion we will also be using the term "breakpoint". This is the point (between 2 levels) where a character stops gaining the normal set of hitpoints, but receives the smaller amount of HP (1, 2 or 3).
Example: the breakpoint for a (single classed) ranger character (group of warriors) is the point where he's going to level 10, meaning he was level 9 and has just received enough experience points to go to level 10. He will gain 3 HP at this level up and every level up thereafter.


* Single class characters

The hitpoints of single class characters are quite easy to calculate, it is in fact the only type of character where nothing abnormal happens.

All groups of characters (warrior, priest, rogue, wizard) will gain hitpoints based on their respective hitdie.

Warriors have a D10 and their independant levels start at level 10 (which means the breakpoint occurs when going from L9 to L10). After the breakpoint they will only gain 3HP/level regardless of constitution.

Priests have a D8 and their independant levels also start at level 10, they will gain 2HP/level from then on regardless of constitution.

Rogues have a D6 and their independant levels start at level 11. After the breakpoint they will also gain 2HP/level regardless of constitution.

Wizards have a D4 and -just like rogues- their breakpoint occurs when going to level 11. After the breakpoint they will always gain 1HP/level regardless of constitution.

Now how does constitution fit into this? Well, constitution adds (or substracts) a small amount of HP to the total sum of hitpoints each level up. To make it less confusing (and usable for later), think of the bonus to the hitpoints as a bonus to your hitdie.
Example: a fighter with a constitution of 18 will gain another 4HP each level up to the breakpoint. By leveling up from L8 to L9 this fighter will gain 10 hitpoints (from his D10 (warrior-group)) and another 4HP due to his 18 CON. So he will get a total amount of 14HP.
Note that at the next level up this fighter will only get 3HP, because the independant levels of a fighter start at L10.
A constitution of 15 will result in a +1 modifier for all classes. A constitution of 16 and above will result in a +2 modifier for all classes, except for warrior-classes. Only warriors benefit from a CON above 16. With a constitution of 17 they will gain 3HP each level up plus the hitpoints they receive from their die roll. A constitution of 18 for warriors will result in a +4 modifier. This table can be found in the manual.


* Dual-classed characters

Dual-classed characters follow the basic rules (written above) for each class. However they will not gain any hitpoints when their new class is not one level higher than their original class regardless of constitution modifiers. Once they regain their inactive class they will follow the basic rules for their new class only.
Example: we will dual a mage (level 8 ) with a constitution of 17 into a fighter. When the mage has finally reached L8 he will have 48 hitpoints (8D4 + 8*2) or less (depending on the game difficulty). At that time we dual him to a fighter. The fighter gains new levels but will not gain any hitpoints until his level is higher than level 8. When the fighter finally receives enough experience points to go to level 9, he will regain the abilities from his inactive class and will also start gaining HP. When he levels from L8 to L9, he will receive a total amount of 13HP (1D10 from his warrior die roll and a bonus of 3HP from his constitution). At the next level up, he will only receive 3HP, because the HP breakpoint for warriors is before L10.


* Multi-classed characters

They are in fact the most difficult characters to calculate the hitpoints for. With no constitution modifiers the amount of HP is pretty normal (it differs by 1 sometimes), however once constitution modifiers enter the calculation, it gets pretty screwed up. Sometimes one of the classes will gain 6HP at one level up and 7 HP at the next. A certain logic I haven't discovered yet.


Two classes
Multi-classed characters with two classes get (at level up) the hitpoints of the class that levels up divided by two and rounded down to the nearest digit (integer) unless the result would be zero (in that case it will be 1).
Example: we create a cleric-mage with a constitution of 13. Right at the beginning of SoA this character has 36 hitpoints. Why? Well, each time the cleric gains a level, he gains 1D8. This number is then divided by two, because the character has 2 classes. On normal or novice this character would get 4HP every level until the breakpoint (from then on he will gain only 1HP (2HP because of the priest-group which is then divided by two (for the number of classes))). The mage part will get 1D4 each level. This number is also divided by two, so the mage class will get 2HP each level. At the start of SoA this character's levels are 6|6. 6 Levels of cleric result in 24HP (6 * 4). 6 Levels of mage result in another 12HP (6 * 2) for a toal sum of 36HP. The mage part will reach his breakpoint first. He will get 1HP (1HP (from the wizard-group)/2 = 0.5 which we have to round down, but this will result in 0HP, so we give 1HP) when he's leveling up from L10 to L11. The cleric part reaches the breakpoint a bit later (check the experience point progression tables in your manual) and will then get 1HP (2HP (from the priest-group) /2 = 1HP) per level up.
I didn't take this example (cleric-mage) for no apparent reason. I took it because now you can easily calculate the number of hitpoints Aerie should have. This brings me to another point: these "rules" apply for all characters, but NPC's start out with a set amount of hitpoints.


Three classes
Just like multi-classed characters with two classes, these characters get the hitpoints of the class that levels up, but this amount is divided by three (for the number of classes) first.
Example: we create a fighter-cleric-mage with a constitution of 16. For each level the fighter gets, he gets 4HP (1D10 + 2(from the constitution) and then we divide it by three). For every level of the cleric, 3HP (1D8 +2 = 10 (max), now we divide by 3 and round down) and for every level of the mage 2HP (1D4 + 2 = 6 (max), divided by 3 and rounded down is 2) up until the breakpoint! Once every class reaches his breakpoint, each class will get 1HP/level (fighters normally get 3HP after the breakpoint, but we divide this by 3 (because of the number of classes). The other classes are analogue).



I hope this clears up most of the questions concerning the amount of hitpoints received each level up.

P.S. I would like to stress one more time that I have seen several "illogical" level up results. Bare this in mind, especially for multi-classed characters

Modifié par Seneva, 24 octobre 2010 - 12:06 .


#6
Seneva

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Flesh Golem: Pinkish, small, 40hp, 2000xp. Requires +1 to hit. Level 9. 100% magic resistance. 100% resistance to cold (but not magic cold) damage. 125% resistance to electricity damage (will regenerate).

Stone Golem: Brownish, small, 60hp, 8000xp. Requires +2 to hit. Level 14. 100% magic resistance. Casts "Slow".

Clay Golem: Brownish, small, 50hp, 8000xp. Requires +1 to hit. Level 9. 100% resistance to all forms of physical damage except crushing damage. 100% magic resistance. 100% resistance to Cold (but not magic cold) and Electricity damage. 50% resistance to fire damage. Casts "Haste".

Magic Golem: Purple (Fire Elemental shape), small, 64hp, 8000xp. Requires normal weapon to hit, immune to magical weapons. Level 10. 100% magic resistance. 100% resistance to all elemental damage. Immune to spell levels 1-9.

Ice Golem: Blue, large, 92hp, 13000xp. Not sure what is needed to hit, but probably +3 (it should not be an issue by the time you meet this kind of golem). Level 20. 20% resistance to all forms of physical damage. 100% resistance to all elemental damage except fire damage. No magic or fire resistance, however will cast spell "Scalding Steam" which automatically targets a character which does fire damage to it with a fireball-like spell.

Iron Golem: Greyish, large, 80hp, 13000xp. Requires +3 to hit. Level 18. 20% resistance to all forms of physical damage. 100% magic resistance. 100% resistance to all elemental damage except fire damage. 125% resistance to fire damage (will regenerate). Casts poison "Gas Cloud".

Adamantite Golem: Greyish, large, 80hp, 25000xp. Requires +3 to hit. Level 18. 90% resistance to all forms of physical damage. 100% magic resistance. 100% resistance to all elemental damage except fire. 125% resistance to fire damage (will regenerate). Casts poison "Gas Cloud".

Bone Golem -
You'll need a +1 weapon to hit them.

Brain Golem -
You'll need a +2 weapon to hit 'em. And they have 100% resistance, not 25% (to physical damage, except crushing).

#7
Seneva

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First, edit the Baldur.ini file. Under Program Options [editors note: corrected error] add the following line:
Cheats=1
Debug Mode=1
Save the file and then launch the game.

Now, with the character you want to cheat with selected, hit the CTRL key and SPACEBAR key at the same time. It will pull up a little window on the bottom. Type your cheat code in there.
CLUAConsole:ExploreArea() - Full map
CLUAConsole:EnableC heatKeys() - Enable in-game key cheats
CLUAConsole:SetCurrent XP("[0-2950000]") - Set experience points for selected character or group
CLUAConsole:AddGold("[number]") - Set available gold
CLUAConsole:MoveToArea("[location number]") - Teleport to indicated location
CLUAConsole:Create Creature("[monster name]") - Spawn monster
CLUAConsole:Create Item("[item name]") - Spawn item
CLUAConsole:Create Item("[item name]",[number]) - Spawn multiple item(s)

CTRL+1 -- change the armor of the paper doll (the armor class doesn't
change)
CTRL+2 -- fades screen to black
CTRL+3 -- fades screen to normal
CTRL+4 -- highlight the background-interactive objects
CTRL+5 -- ???
CTRL+6 -- shapeshift your character into the previous paper doll in list
CTRL+7 -- shapeshift your character into the next paper doll in list
CTRL+8 -- highlights the text boxes
CTRL+9 -- highlight the sprites
CTRL+0 -- ???
CTRL+A -- do a sprite animation (see CTRL+S)
CTRL+B -- view last FMV sequence
CTRL+C -- jump to next chapter
CTRL+D -- display some strange numbers
CTRL+F -- turn the character
CTRL+I -- random party conversation
CTRL+J -- transport onto the position pointed by the cursor
CTRL+L -- information on position (same as X)
CTRL+M -- (Then press ENTER) DEBUG DUMP
pretty much anything
CTRL+R -- heals the party member whose portrait your mouse is currently
over (doesn't have to be selected)
CTRL+S -- select a sprite animation
CTRL+T -- Advances the game time by one hour. This has the effect of
removing spell effects and such.
CTRL+X -- information on position (more)
CTRL+Y -- hurts/kills person mouse cursor is ove
CTRL+H -- Fixes a wild mage to a specific surge, such that every time he
CTRL+Q -- Forces ANY character to join your party

Remember, remove ANY spaces in the cheat commands

Modifié par Seneva, 24 octobre 2010 - 12:08 .


#8
Seneva

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Only your PC mage can cast find familiar, any mage can learn it and memorise it, but can't use it. The type of Familiar you get depends on your alignment: 

For Shadows of Amn, those are:
Lawful Good: Pseudo Dragon AC - -2 HP - 24. 50% magic resistance, renders victims unconscious, casts Blur

Neutral Good: Pseudo Dragon AC - -2 HP - 24 (same as above)

Chaotic Good: Fairy Dragon AC - 4 HP - 24. 32% magic res., casts Invisibility 10'Radius & Mirror Image 1/day

Lawful Neutral: Ferret AC - 0 HP - 24. 50% magic res., 75% Pickpocket, 40% Stealth, 20% Detect Traps

True Neutral: Rabbit AC - -4 HP - 16. 50% Detect Traps, 30% Stealth, 75% resistance to fire, cold, elec.

Chaotic Neutral: Cat AC - 0 HP - 24. 20% Pickpocket, 99% Stealth, 50% magic res.

Lawful Evil: Imp AC - 2 HP - 18. Polymorphs, 25% magic res.

Neutral Evil: Dust Mephit AC - 6 HP - 24. Casts Glitterdust 2/day, 10% magic res.

Chaotic Evil: Quasit AC - 2 HP - 24. Casts Horror, 25% magic resist.




Throne of Bhaal familiars:

Lawful Good: Pseudo Dragon . AC - 0, HP - 48. 35% magic resistance,renders victims unconscious, casts Blur, Ghost Armor, Detect Illusion, 2attacks per round.

Neutral Good: Pseudo Dragon AC - 0 HP - 48. (same as above)

Chaotic Good: Fairy Dragon AC - 0 HP - 24. 45% magic res., casts Invisibility 10' Radius, Imp. Invisibility & Mirror Image 1/day

Lawful Neutral: Ferret AC - -4 HP - 48, 65% magic res., 95% Pickpocket, 60% Stealth, 60% Detect Traps

True Neutral: Rabbit AC - 1 HP - 48, 85% Detect Traps, 60% Stealth, 65 magic res., 50% detect illusion always haste

Chaotic Neutral: Cat AC - -4 HP - 48. Pickpocket, 99% Stealth 65% magic res, 60% Find Traps.

Lawful Evil: Imp AC - -2 HP - 48. Polymorphs, 35% magic res., poison attack, regenerates 1 HP/second

Neutral Evil: Dust Mephit AC - 3 HP - 48. Casts Glitterdust 2/day, 25% magic res., Prismatic Spray, Stoneskin, 60% damage resistant, immune to fire

Chaotic Evil: Quasit AC - -2 HP - 48. Casts Horror, 35% magic resist., immune to fire, cold and elec; regenerates 1 Hp/second, 3 attacks per round, attack reduces targeT DEX.

Modifié par Seneva, 24 octobre 2010 - 12:10 .


#9
Seneva

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Deck Of Many:

The Deck of Many Things (if you killed Aesgareth and got it):

Card Drawn = Effect
Donjon = Imprisoned
Ruin = Lose 100,000 gold
Void = Disintegrated
Magician = Transformed into a rabbit, Remove Curse to undo
Skull = Summons a hostile death shade, harmed by +5 or higher
Key = Random magic item
Star = If you are a warrior then +1 to strength; if you are a Priest, +1 to wisdom; if you are a wizard, +1 to intelligence, if you are a rogue, +1 to dexterity
Throne = Party gets 1,000,000 experience
Moon = Character gets +10 to max hit points
Euryale = Character loses 1 to all saving throws
Flames = Summons a hostile Baalor and some fire elementals
Knight = Summons in four demon knights
Rogue = Charms the character (they become Red and hostile)
Talons = Blinds character. Remove curse to undo
Fool = Lowers Wisdom to 3 and Confuses; remove curse spell
Comet = Character gets +5 fire resistance
The fates = Temporarily boosts +1 to all stats, lasts one day
Gem = Get a rogue stone, king's tear, sapphire, diamond, ruby, and emerald
Vizier = Mantle spell for one day
Jester = Character gains 50,000 experience
Sun = Entire party gains 300,000 experience



Getting the best possible draws:

You meet the gambling Cambion Aesgareth in the maze of the third level of Watcher's Keep. He's big, has a huge sword and probably has more teeth than he knows what to do with. But he's friendly. Gamble with him and you can get a number of interesting things.

You have the option of drawing 3 times with him. The first two, he will allow you to gamble experience or hp permanently. I suggest wagering the EXP, as you can always gain it back by slaying a few monsters here and there. I'm missing the exact numbers for HP and exp, send them to me and your name could be in here!

There are 2 possible effects in each draw, both for you and for him. Your draw is worth a specific number of 'suit' points. The more points, the higher the suit. If your suit points are higher than his, you win the gamble. If you tie, he wins.

1st draw:

You:
Plague - Gambler is Cursed - 1 point
Strife* - Gambler is Slowed - 3 points

Him:
Triumph - 1 point
Construct - 4 points

2nd draw:

You:
Strength - Gambler's str and con are reduced to 6 - 6 points
Guile - Summons 6 assassins to play with - 2 points

Him:
Defiance - 2 points
Empress - 3 points

3rd Draw:

You:
High Priestess - Silence on gambler - 4 points
Emperor - Permanent Mind Shield - 5 points

Him:
Wheel

If you play for the gem in the second round, you can win the gem from him. If you do, however, he will go hostile on you and attempt to kill you, since he *does* want to get out of there.

There is *NO* way to win the last draw. The Cambion will always draw the wheel on the third, and will walk away with the gem. Unless, of course, you kill him and his cronies, and take the deck yourself. You can also pickpocket the Cambion for the Deck as well, and this will *not* affect what happens when you play with him. Once you have the deck in your possession, you move on to...


The Second Encounter

Here's how the deck as an item works. *'ed cards are considered Bad Draws. The previous draw affects the subsequent draw. Note that some of the other draws can be pretty bad too, but they're not considered BAD in terms of subsequent drawing. Once you have drawn a BAD card, you will have to continue using the BAD draw list. This means that if you draw a good, then bad card, your third draw will be from the bad list.

First draw (random):

-Donjon* (Imprison user, save at -4)
-Ruin* (Party loses all gold)
-Euryale (permanent -1 to all saves, no save. ha ha.)
-Flames (Gate in a Balor and 4 fire elementals to play with)
-Gem (Get a rogue stone, king's tear, sapphire, diamond, ruby and emerald)
-Jester (User gets 50,000 exp)

Second Draw (if first draw was a BAD card):

-Void* (Disintegrates user, save at -4)
-Key (Get a powerful magic item, I think it's a ring of protection +3)
-Star (Get +1 to one stat, depending on class (fight/barb/pal/ranger str, mage/sorc int, thief/bard dex, monk/cleric/druid wis)
-Rogue (User is dire charmed and attacks the party until dead. Cannot be dispelled, so kill the person and raise him/her)
-Sun (party gains 300,000 exp)
-Vizier (User gets a mantle spell that lasts 24 hours)

Second Draw (if first draw was a NOT a BAD card):

-Void* (see above)
-Magician* (user turned into a rabbit. Cure with remove curse)
-Knight (summons 4 demon knights to duke it out. They do not drop equipment once killed)
-Rogue (see above)
-Sun (see above)
-Vizier (see above)

Third Draw (no BAD cards yet). Note that this is the final draw you can pull.

-Skull (Gates in a Death Shade to play with. He attacks with +5 weapons, dispels magic with each hit, 100% magic resist, resists most attacks, sees invisible and attacks fast. Only tries to kill the user, and once the user is dead, leaves)
-Moon (+10 hp permanently)
-Talons (user permanently blinded until remove curse is cast)
-Fool (user's Wisdom lowered to 3 + confusion (no save). remove curse to restore wisdom, dispel to fix the confusion)
-Comet (5% fire resist permanently)
-Erinyes (+1 to all stats for 24 hours, also called the Fates)

Third Draw (Bad card happened sometime along the way)

-Skull (see above)
-Throne (party gains 1,000,000 exp)
-Moon (see above)
-Fool (see above)

Draw again? Deck dissappears. By the way, if you want to cheat, you can play with the global variables to manipulate what kind of draws you get, though you still get an equal chance in each case. The global variable is DOMTdraw. A value of 0 means no cards drawn yet, 1 means 1 drawn, etc. If the variable value is 3, it will auto-dissappear whenever you draw another one. The global to see if you've gotten a BAD card draw is BadCardDrawn. 1 meaning yes, 0 meaning no. If you don't mess with the global variables, if you cheat in a deck of many things (item code: deck), your first draw (from the second (cheated) deck will make the deck dissappear (DOMTdraw = 3).

Optimally, you probably want that 1,000,000 exp, you'll go for a bad card in the first draw (and survive, hopefully), then go for either Star, Sun or Key in the second draw, then the Throne in the third. However, I did notice that there are only 4 possibilities on the third draw after having drawn a bad card before. Perhaps those are undisclosed happenings, but I haven't seen it yet. Perhaps that was what DaveG was talking about before, that the strategy guide missed, because everything else shown in here is listed in the guide. If you want to cheat, you can set the global variable BadCardDrawn to 1 before you even start drawing, so you can get a *good* card (jester) in the first draw, and still get to those other cards in the subsequent ones.

Written By: Setsuna

Modifié par Seneva, 24 octobre 2010 - 12:10 .


#10
Seneva

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SoA Area codes:
CLUAConsole:MoveToArea("ARXXXX") will move you to a specific location (xxx is replaced with the particular number)

Irenicus's Dungeon: (AR0602)
Irenicus' Dungeon Level 2: (AR0603)
Waukeen's Promenade: (AR0700)
The Slums: (AR0400)
De'Arnise Hold: (AR1300)
Windspear Hills: (AR1200)
The Graveyard District: (AR0800)
City Gate: (AR0020)
The Bridge District: (AR0500)
Government District: (AR1000)
Umar Hills: (AR1100)
Temple Ruins: (AR1404)
Temple District: (AR0900)
The Sewers: (AR0701)
The Docks: (AR0300)
Trademeet: (AR2000)
Brynnlaw: (AR1600)
Maze Beneath Spellhold: (AR1512)
Spellhold Level Two: (AR1513)
Spellhold Final Level: (AR1514)
Sahuagin City: (AR2300)
The Underdark: (AR2100)
Ust Natha: (AR2200)
Beholder City in the Underdark: (AR2101)
The Illithid Lair in the Underdark: (AR2400)
Exit from the Underdark: (AR2402)
Small Teeth Pass: (AR1700)
Noth Forest: (AR1800)
Forest of Tethir: (AR2600)
Suldanessellar (AR2800)
The Nine Hells (AR2900)


TOB AREA CODES:
CLUAConsole:MoveToArea("ARXXXX") will move you to a specific location (xxx is replaced with the particular number)

ToB Areas:
Watcher's Keep: (AR 3000)
Level 1: (AR 3001)
Level 2: (AR 3016)
Level 3: (AR 3003)
Level 4: (AR 3017)
The Imprisoned One: (AR 3020)
Grove of the Ancients: AR 4000
Saradush: (AR 5000)
Gromnir: (AR 5013)
North Forest: (AR 6400)
Forest of Mir: (AR 5202)
Marching Mountains: (AR 5200)
Siege Camp: (AR 5203)
Oasis: (AR 6300)
Amkethran: (AR 5500)
Sendai (AR 6100)
Draconis's Lair: (AR 6000)
Azabigal's Lair: (AR 6005)
Throne of Bhaal (AR 6200)

Modifié par Seneva, 24 octobre 2010 - 12:12 .


#11
Seneva

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Here is the list of the combinations you can press on the machine to get different bonuses:
Triangle Button, Red Wheel, Medium Lever = Opens the door to Level 5
Triangle Button, Green Wheel, Medium Lever = Storm Star +4 Mace
Red Wheel, Green Wheel, Short Lever = Permanent +1 to Charisma
Blue Wheel, Green Wheel, Long Lever = Permanent +5% to Magic Resistance
Square Button, Short Lever, Medium Lever = Permanent +1 to Strength
Circle Button, Blue Wheel, Long Lever = Permanent +1 to Intelligence
Square Button, Blue Wheel, Short Lever = Permanent +1 to Dexterity
Circle Button, Square Button, Triangle Button = Permanent +1 to Wisdom
Circle Button, Red Wheel, Long Lever = Permanent +1 to Constitution

Modifié par Seneva, 24 octobre 2010 - 12:13 .


#12
Seneva

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The necessary pick pocket scores for successful thefts, courtesy of Blucher

Fences:
Bridge District Storekeep (day): 120%
Roger: 147%
Jayes (night): 150%
Black Market Thief (night): 150%
Cutpurse (night): 170%
Gorch: 170%
PC Guild: 170%
Duergar (when disguised as drow): 188%

Others:
Ms. Cragmoon: 120%
Trademeet: 130%
Brynnlaw: 140%
Galoomp: 149%
Lady Yuth: 155%
Drow (bottom): 161%
Duergar (normal): 168%
Drow (middle): 171%
Drow (top): 179%
Deep Gnome: 188%
Bernard: 228%

Note: A PP% score higher than 255% results in an automatic faillure.

Modifié par Seneva, 24 octobre 2010 - 12:15 .


#13
Seneva

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One of the old savegame editors created for BG is Shadow Keeper. Can do pretty much everything from changing appereances to skills to proficiancies to gold to ingame variables.

http://www.mud-maste...eper/index.html



Near INfinity is also a usefull editor. More difficult though

http://www.idi.ntnu....i/download.html




#14
Morbidest

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Seneva wrote...

Imprisonment, Petrification, Death
Imprisonment or Petrification of the romance character will immediately terminate that romance. To restore it, simply reset the romance status to active using either ShadowKeeper ("Global Variables" tab) or the following console command: CLUAConsole:SetGlobal ("JaheiraRomance Active","GLOBAL",2) 'Chunking' (death beyond resurrection) will also terminate a romance, but the character will be unavailable, so this does not matter. Ordinary death (=grey portrait), followed by timely (within three days) resurrection of the romance character, will not end the romance; no action is required in this case.


Are you positive that Petrification terminates a romance even when you use Stone to Flesh to restore the character and then ask them to rejoin the party? I thought the 3 day rule applied to this; afterall, Petrification is no worse than kicking someone out of the party, and then asking them to rejoin. In my experience Jaheira has a knack for getting petrified by Elder beholders, and I don't recall that killing the romance. Posted Image

#15
Seneva

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Petrification effectivly removes the character from your party and when you speak to them you'll send them away without the option to reinvite that character back to your party again. Now I do not know if this was "fixed" with Baldurdash or with the G3 fixpack but the romance was terminated back in the days.

#16
Morbidest

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In my experience it's easy to get petrified NPCs to rejoin your party once you use Stone to F., so I assume that one of the fix packs took care of this years ago. Of course, if their "statue" was smashed during the fighting, they are GONE and it's either reload or be unromantic.

#17
Carinna

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I see you repeatedly mentioning the Baldurdash patch for those without ToB. I thought this was old and unsupported; further, I thought it was incompatible with many mods now available. Shouldn't people be using the G3Fixpack in lieu of Baldurdash? I understand that you copied the FAQ from old boards; possibly at the time they were written Baldurdash was current.



Please ignore this post if it is some other "Baldurdash" you are describing.

#18
Seneva

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Baldurdash was somewhat mandatory in the early days of BG. Did some checking and you're right about the G3fixpack.



Don't install Baldurdash but install the G3Fixpack instead. Superior to Baldurdash now.

#19
Shadow_Leech07

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Good work Seneva! We had one of these in the old forums, but it's always good to have them here as well I guess.

Modifié par Shadow_Leech07, 25 octobre 2010 - 02:47 .


#20
Seneva

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Yeah, those were the posts I made 6 years ago :P