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Presented here: stats for BG1 (Easy)Tutu Familiars


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#1
Jianson

Jianson
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There seems to be a bit of of confusion when it comes to the actual stats of these critters. Find Familiar spell description in Tutu (and also item descriptions if you look at the familiar as an 'item' in inventory) seem to be a bit off in places, even giving some info that isn't true until you get to summon a ToB version of the familiar.

So I looked into the actual .cre files in my EasyTutu Override folder using Near Infinity. Disclaimer: I am not particularly familiar (hehe!) with this tool, so I may not always interpret things correctly. If you find anything below that you know is wrong, let me know and I'll update.

EDIT: a little playing around with ShadowKeeper and CTRL-Q in the game has confirmed a lot of the info. All AC values, attacks per round and resists should now be correct. Even though the Rabbit has listed pickpocket and open locks values, it has a greyed-out thieving button, so it can only do stealth and trap finding.

The resists listed on the Find Familiar scroll are almost correct. It's only wrong for the Imp: it mentions (erringly) the three physical damage type resists that the Dust Mephit has, and also fails to mention the immunity to electrical damage.


Basics
Most familiars have the following base stats:
STR 15
DEX 18
CON 9
INT 9
WIS 9
CHA 9

The Dust Mephit is an exception, because it has 16 STR and 19 DEX.
(I include stat bonuses when I present numbers for AC, damage and thieving skills below.)


All familars have 12 hitpoints. This means that they give their master a 6HP boost. If the familiar dies, the protagonist will lose the 6 bonus HP, take an additional 6 HP damage and lose one point Constitution (which will result in further HP loss if current CON is such that one less point will give fewer bonus HPs). This means that (unless you have something that boosts your HP (item, or have just cast a Larloch's)) it's generally very dangerous for a level 1 mage to bring their familiar into battle. A single critical bandit/kobold/hobgoblin/skeleton arrow can kill it, since it is not protected from critical hits, and arrows hit for at least 1d6 damage. The Dust Mephit is an exception because of its damage resistances. But keep it away from ogres and bears!


The saving throws for most familiars are:
Paralyze/Poison/Death 13
Wand 15
Petr./Poly. 14
Breath 16
Spells 16

Imp and Quasit have considerably better saves:
Paralyze/Poison/Death 10
Wand 12
Petr./Poly. 11
Breath 12
Spells 13


Base THAC0 for familiars is 17, with the exception of the Imp, which has 19.


The three neutral familiars are classed as thieves, and can backstab for double damage if they attack from stealth.


Pseudo Dragon
AC 0
Resists: Magic 50%
Regenerates 2HP/round
2 attacks per round, 1d3 Slashing damage, victim must save vs. death or fall unconscious for 20 rounds
Spells: Blur 1/day


Fairy Dragon
AC 0
Resists: Magic 32%, Fire 100%, Electricity 125%
2 attacks per round, 1d3 Slashing damage +1 electrical
Spells: Mirror Image 1/day, Invisibility 10' Radius 1/day


Ferret
AC -4
Resists: Magic 50%
2 attacks per round, 1d3 Slashing damage
Stealth 50%
Pick Pockets 85%
Find Traps 25%
Open Locks 15%


Rabbit
AC 1
Resists: Fire 125%, Electricity 75%, Cold 75%, Acid 75%
2 attacks per round, 1d3 Slashing damage +1 fire
Stealth 40%
Find Traps 55%


Cat
AC -4
Resists: Magic 50%
4 attacks per round, 1d3 Slashing damage
Stealth 109%
Pick Pockets 30%
Find Traps 5%
Open Locks 15%


Imp
AC -2
Resists: Magic 25%, Fire 100%, Cold 100%, Electricity 100%
Regenerates 2HP/round
1 attack per round, 1d4 Piercing damage
Spells: Polymorph Self 1/day


Dust Mephit
AC 2
Resists: Magic 10%, Fire 100%, Slashing 50%, Piercing 50%, Missile 50%
Regenerates 2HP/round
2 attacks per round, 1d2+1 Slashing damage
Spells: Glitterdust 1/day, Glassdust 2/day (a projectile spell with 15' range that will 'irritate' enemies that are caught in its AoE radius. My Near Infinity fu is not strong enough to figure out what the effect actually means - penalty to AC and/or THAC0 is my guess. I have no idea about the effect duration either.)


Quasit
AC -2
Resists: Magic 25%, Fire 100%, Cold 100%, Electricity 100%
Regenerates 2HP/round
3 attacks per round, 1d4 Piercing damage
Spells: Horror 1/day, Blur 1/day

#2
corey_russell

corey_russell
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Very interesting info, thanks for drawing this up. Looks like something that should be in a FAQ...that's pretty sweet some familiars have -4 AC...