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#1
thehun

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I thought it might be helpful to have a thread detailing some of the more unique things a player can do in this game's rich environment, whether it be in regards to spell mechanics, abilities, or indeed just generally useful and rare pieces of information that players may not be aware of. These may be most useful to a newer player, but certainly can be useful to anyone who may not be aware of them.

I'll start with some things I've heard over the years, or discovered myself, that have proved invaluable. If anything is wrong, let me know and I'll update my information accordingly. This is aimed at being a discussion aswell as a list of sorts:

-Can detect and disarm traps whilst remaining invisible, but not in stealth. Cannot open locks/open containers without breaking invisibility (aswell as stealth). Sanctuary allows all of these things without breaking its effect (I think...it certainly allows you to loot - anyone confirm?)

-Elemental damage bypasses stoneskins, so a weapon with +2 fire damage (for e.g.) is invaluable for interrupting spellcasting (good for troll killing too!).

-'Summons' are killed automatically by things like 'death spell', but 'gated' creatures are not: e.g. Genies, Demons, Planetars, Devas.

-Being immune to damage does not prevent spell failure from the interruption. '0 damage taken' still results in spell loss, unless Tobex used to modify otherwise. (i.e. use Death Fog or Incendiary cloud as spell disruptors. If the enemy is protected from acid or fire, respectively, the spells will not deal damage, but will disrupt spellcasting).

-A thief with detect illusion 100% bypasses SI:Divination and dispels enemy illusions.

-Remove/Dispel Magic will always dispel mirror image/project image (unless protected by SI:Abjuration).

-Each and every 'magic attack' spell (Spell Thrust, Secret Word, Pierce Magic, etc) bypasses SI:Abjuration despite being Abjuration spells.

-Being more than 100% resistant to an element (fire, cold, acid, electricity) means such elemental based attacks will actually heal you.

-Mislead (first paragraph taken from http://www.sorcerers...erence/Main.htm)
Incredibly powerful invisibility spell and fodder summon in one. Fastest possible Casting Time makes it a great spell for when you are caught off guard. Makes you invisible and improved invisible. You become visible only when the decoy is killed, and even then only partially until the spell's duration runs out properly. Attacking or spellcasting breaks the invisibility for only a split second, after which it is re-applied. Mislead is the only spell that allows you to attack and cast spells while remaining unseen.
Let your Thief/Mage (or Thief with Use Any Item and a scroll) backstab over and over. You're not restricted to a single decoy either, so just cast another Mislead if you think your decoy might get killed.

In summary: Losing the illusory double still allows you to keep improv-invis-style partial invis (untargetable by spells directly). Whilst the double remains you get to have absolute invis, which FURTHERMORE keeps refreshing every second, even as you 'lose' it by attacking/casting. So, backstab on every attack is possible! (stay behind target as per usual).

-Liches are immune to 5th level and lower spells (but not breach?), Rakshasas are immune to 7th level and lower spells (again, breach/antimagic an exception?)

-Insect Plague/Creeping Doom can be cast on a nearby item (perhaps even on a party member?) to guarantee the spell's success.

Note: Some of these things, particularly the last item, are cheesy (don't use that myself, but it's interesting), but that's up to each person to decide themselves, and I won't stop others posting such things either.

Modifié par thehun, 22 mai 2011 - 02:06 .


#2
Cowboy_christo

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Some good tips, didnt even know the last one haha. Not playing much with druids might be why.

Modifié par Cowboy_christo, 22 mai 2011 - 02:43 .


#3
Ishad Nha

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Shield of Balduran makes fighting Beholders so much fun, they get blasted by their own rays!
True Sight is the ticket for fighting mages, it destroys all illusions every round.
Chaotic Commands gives some protection against Mind Flayers.

#4
Ponce de Leon

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Lowering the magic resistance of an opponent can make Vampiric touch, Magic Missiles and Chromatic Orbs a VERY effective spell (as long as they aren't immune to them naturally)

During a Timestop spell, the "to hit" rolls aren't made, making every strike a direct hit (even though I DID notice that sometimes characters still miss).

Using a "+1 bonus to attack per rounds" weapon in the offhand will add the bonus to the main hand weapon.

#5
thehun

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Ishad Nha wrote...
Chaotic Commands gives some protection against Mind Flayers.


Just how much is 'some'? Which psionic powers are affected - does it protect against the intelligence-drain effect etc?

dark-lauron wrote...
During a Timestop spell, the "to hit" rolls aren't made, making every strike a direct hit (even though I DID notice that sometimes characters still miss).


Is it only on critical misses (rolling a 1) that this happens, or otherwise aswell?
I believe stun is the same - autohits, apart from perhaps critical misses once again.

Modifié par thehun, 23 mai 2011 - 07:04 .


#6
Ponce de Leon

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Well, if the roll isn't made, critical misses can't be made either, as far as I can tell (if you check the to hit rolls in the game options, they won't appear once the time is stopped). Might as well be that however, I can't really say for sure.

As for Chaotic Commands, it helps against any stun, chaos or similar spells. The intelligence drain is still present, but you can keep it in control with Chaotic commands (as soon as one of your character reaches a limit point, it's time to make a run for it). Chaotic commands also protects against the effects of the Maze spell.

Another thing : An average to high level cleric, if he/she casts Holy Power, Righteous Magic and Draw upon Holy Might (in this specific order), will become a perfect tanking machine. If the cleric is also a mage, add stoneskin and Tenser Transformation for the possibly strongest tank in the game. (also, with a mage, said cleric spells can be put in a spell trigger, making them ready for whenever the time comes).

#7
silenceall

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dark-lauron wrote...

Well, if the roll isn't made, critical misses can't be made either, as far as I can tell (if you check the to hit rolls in the game options, they won't appear once the time is stopped). Might as well be that however, I can't really say for sure. 


Could this be a case of the animation not actually conforming to the game-play (i.e. the animation shows more swings per round than attacks that are actually made)?  I know that happens when you're not in time stop...

#8
AnonymousHero

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thehun wrote...
Just how much is 'some'? Which psionic powers are affected - does it protect against the intelligence-drain effect etc?

Barring modded items/spells the only 100% protection from the INT drain effect is by avoiding getting hit in the first place. In other words: PfMW and the Mantle family of Spells. (I believe the Mind Flayer attacks count as +2 enchantment level).

#9
Ishad Nha

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Yes, the Item Browser in ShadowKeeper has a MINDFLAY record. It says Enchantment is +2, range is 1, Int -5...

#10
morbidest2

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If you are doing Nalia's castle early in a run, your weak party might have trouble with the Iron Golem in the golem guarded 2nd floor treasure room. After you kill the other 5 golems, and if you have +3 weapons, you can slug it out with Ironhead, but this generally means using up a lot of healing potions that you might want to save for the dungeon. An alternate strategy is to have a cleric cast Sanctuary on themselves, go in and clean out the central treasure locker and leave rustbucket stewing in his own poison gas. A second strategy is that if you are Image IPB enough to have Azuredge with you,  you can clean up the the other lockers and golems, take the party back into the anteroom, have your ax weilder taunt him into attacking, and then rangeweapon him to death from outside the gas cloud. Obviously you could also do this with Firkraags Adam. golem, and early in Suldanesselar.

#11
Charlestonian Knight Templar

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I like to load up my mage with lots of spells like breach, secret word, Spell Thrust etc for battles with enchanted creatures.

But my favorite for guys like the Iron Golem, Adamantite Golem, Firkraag the Red Dragon is Lower Resistance.

I use my mage to cast one (or two) Lower Resitance spells - then start poppin' 'em w/ offensive spells. That also makes them vulnerable to Cleric offensive Spells and magical weapons so they go down much more easily.

#12
Ponce de Leon

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All this Golem talk reminded me :

Clay Golems can only be harmed by Blunt weapons, if I recall correctly, meaning you'd need some spare maces, clubs, etc, to kill them. IF you happen to have a druid in your party (PC, Jaheira or Cernd), the sixth level spell, "Conjure Animals" will create two polar bears. Their paws aren't considered as slashing or piercing, so they're extremely effective against Clay Golems (especially when hasted).

Another : Level 15 clerics will create Skeleton Warriors with their third level spell (duh, brainloss, forgot the name of it). 5 of them are killing machines, especially if you buff them up with area of effect spells like Protection from evil, radius 10', chant, haste, defensive harmony, etc.
As such, Skeleton warriors are more than capable of taking a fight against mind flayers, even if they WILL die in a few blows. But by the time you are there, you'll be able to summon armies of these creatures.

A high level mage, thief or bard can be very effective with the combination of two weapons : Staff of the Magi and Staff of the Ram. The first can easily debuff enemy mages, renders invisible for fast run-aways and grants protection from evil. The second one is just pure force and raw power, basically giving a chance to harm opponents very easily. Critical hits can reach 60 damage and more with SotR. As a mage, these two items are even better thanks to the natural ability of being able to use both as well as having low level or high level buffs available. Thieves have the advantage of Assassination, bards have the advantage of... well, being bards, etc... Max potential is of course reached with multi classes or Dual classes.

#13
thehun

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With the Iron golem, you can stand in his cloud with protection from poison, I believe. Zone of sweet air is not incredibly effective as he just keeps re-casting it soon after, and it takes but a second in there to get affected.

Since we're talking about golems so much...

Following is collated from posts on: http://www.gamefaqs....of-amn/55452180

Lesser clay: 100% cold & magic, 125% electric, no physical resistance; hit by all weapons.

Clay: 100% cold, electricity, magic, piercing, slashing, and missile resistance, 50% fire resistance; +1 blunt required.

Stone: 100% magic resistance, no physical resistance; +2 required.

Flesh: 100% cold & magic, 125% electric, no physical resistance; +1 required.

Sand: 100% cold, electricity, missile, and magic resistance, 85% piercing and slashing, 50% fire; +2 required.

Brain: 100% cold, electricity, magic, piercing, slashing, and missile resistance, 50% fire resistance; +2 required.

Bone: 100% acid, cold, electricity, fire, and magic resistance, 50% piercing, slashing, and missile (50% resistant to slashing and piercing since they are skeletal, but they are not undead so spells/effects such as Sunray have no added advantage); +1 required.

Iron: 100% acid, cold, electricity, and magic resistance. 125% fire resistance, 20% physical resistance; +3 required.

Adamantite: 100% acid, cold, electricity, and magic resistance. 125% fire resistance, 90% physical resistance; +3 required.

Note: Magic resistance includes magical ice/fire, among other things. So, for example, ice storm to a stone golem will do nothing, as it is treated as a spell first and foremost, and therefore avoided via 100% magic resistance, despite no actual 'cold immunity' on the stone golem.

Modifié par thehun, 24 mai 2011 - 05:12 .


#14
AnonymousHero

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Interesting little-known fact: Invisible characters can sometimes grab things from containers without becoming visible. They can also pick up items from the floor without becoming visible. Simply right-click on the container or the items.

It doesn't always work for containers, though. Whether it works seems to have something to with the overlap between the player's "sprite" and the container's area (as shown by Alt-Tab)

#15
Ishad Nha

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When a Mage gains access to a new level of spells he can drink a Potion of Genius to boost his Intelligence then Write Magic, scribe, all the scrolls (of the new level) at once. His chance of learning a new spell depends upon his current Intelligence. Hence he should have a much higher success rate thanks to the potion.

Modifié par Ishad Nha, 26 mai 2011 - 03:20 .


#16
thehun

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Heh, I was going to post something similar:

-Characters with 19+ intelligence can learn as many spells (from scrolls) as they like for each spell level. Any character can do this via a potion of genius; hopefully temporarily increasing their intelligence to 19+, and the spells learnt will stay after the potion's effect wears off, i.e. any unkitted mage can know every single spell in the game. This is in addition to the effect you mention of decreased chance of failure when attempting to learn due to higher intelligence.

Edit: In case anyone doesn't know, there are limits to the amount of spells you can learn depending on your intelligence, e.g. 11 per level at int 15 and 16;14 per level at int 17; 18 at int 18, and then as many as you like for 19+. Note that too many spells learnt will actually go off the page, but a scrollable spellbook from the ToBEx, or taimn's hacks mods will solve this issue.

Modifié par thehun, 26 mai 2011 - 02:09 .


#17
Charlestonian Knight Templar

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Ditto. I always keep a few Potions of Genius on hand for my Mages' "study time".

If Potions of Genius are not to be found, I use Potions of Mind Focusing as a substitute.

Question: You know, Dynahier's line, "Magic does not nest well in a tired mind." If I am in a remote area and want to learn a spell but have neither of the above, I will ALWAYS "rest" my party before my mage "studies". Does that have any real impact on spell learning?

#18
Ishad Nha

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When equipped, items with the regeneration property can do impressive healing when travelling from one town to another.

#19
morbidest2

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If you're short of healing potions or clerical spells and are in an area that's too dangerous to rest in, passing around the Cloak of the Sewers and spending some time as a troll is a good way to recover your health.

#20
Grond0

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Or just pickpocket Ribald for the ring of regeneration.

#21
Thailog

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Also, characters with a Constitution score of 20 or better regenerate naturally. This regeneration is a bit slower than what the items provide, but it's usually enough to heal a character completely over night.

In fact, you can cast Draw Upon Holy Might before resting to raise your CON over 20 and heal fully.

#22
thehun

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Thieving abilities: The game allows you to put up to 255 points in each of the skills a thief receives, but you need only 100 in Pick Locks, Find Traps, Detect Illusion and Set Traps, since this is apparently treated as a percentage.

I am not certain, but I think over 100 actually improves pickpocketing further still.

Hide in shadows and Move Silently are, I think, averaged out to get an overall 'stealth' level, essentially one stat that determines stealth like the ranger class. These are the ones that confuse me the most though; as I have heard that Hide in Shadows is more potent, as it actually determines you going into stealth when you click the button, i.e. 100 in Hide is all you need to guarantee not failing going into stealth. I'm not sure if you need more than 100 for this, or for avoiding being seen/falling out of it. Point being, move silently may well be 'useless' if that is correct; but I doubt it.

Further, I'm not sure if there are separate spot/listen checks for creatures, or how the enemies detect you at all. Hopefully someone can clarify all the above and relate their own experiences, or even experiements if you have time.

Modifié par thehun, 29 mai 2011 - 12:24 .


#23
kenng

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Liches are in fact immune to spells of 5th lv and lower, so breach would not work on them. You will want spells like pierce magic/shield to dispel their buffs, or simply wait them out. Staff of the magi and inquisitor's dispel magic work well though, since they are not level-based.

As for pickpocketing, you receive a penalty to your percentage check depending on the level of your target, so it definitely helps to continue pumping it above 100%.

As for the iron golem in Nalia's Keep, I typically just fight the other 5 golems, then take the loot and run. It is too big to exit the room anyways. Also, while Glacias can be charmed to dispel the domination effect on him, he did not give me the 3rd flail head when I did this. So if you want to forge the flail of ages, you have no choice but to off him.

Could be another bug, but when I was soloing Umar hills dungeon under the effect of protection from undead, the child ghost did not give me the shadow dragon wardstone or the 3rd piece of the holy symbol, leaving me unable to unlock the final door and complete the quest. I had to wait out the duration before talking to him. May want to keep in mind.

#24
Ishad Nha

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Celestial Fury is the Katana that you win on the second level of the Slaver HQ Compound in the Temple District. It can stun opponents frequently, well worth having.
(First floor of compound, if you say "let's try the lesson", stand near the door and let the summoned monsters fight each other.)

Send one PC ahead of the party to check for traps. Ditto, PC will trigger fights that might leave the party surrounded when they enter a room. When fight is triggered he can rush back to the party.

#25
Carinna

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kenng wrote...

Also, while Glacias can be charmed to dispel the domination effect on him, he did not give me the 3rd flail head when I did this. So if you want to forge the flail of ages, you have no choice but to off him.


This is a bug in your game.  Glacias always gives the third flail head if you "cure" him.  What you do not get are his armor and weapon, which you do if you just kill him.

Could be another bug, but when I was soloing Umar hills dungeon under the effect of protection from undead, the child ghost did not give me the shadow dragon wardstone or the 3rd piece of the holy symbol, leaving me unable to unlock the final door and complete the quest. I had to wait out the duration before talking to him. May want to keep in mind.


This could be a bug, or you could have forgotten to take the child ghost's bones with you from the other room.  She only gives the items if you're carrying her mortal remains.