![]() |
Another update! [img]smile.gif[/img]
Naturally, not as massive as the last one. </font>
Any feedback is welcomed. [img]smile.gif[/img] |
Yet again, I salute you Alson! [img]graemlins/thumbsup.gif[/img]
Well done! |
Thanks, DJG!! [img]smile.gif[/img]
Any other feedback? Suggestions? Additions? |
Anybody?
|
<font color="lightblue">I still think you should use the Staff of the Magi spelltrap over a memorised version; because it lasts longer, absorbs more spells, and doesn`t waste a potentially dangerous (to your opponents) spell slot, which could very well mean the difference between needing to recharge it again, and winning outright while still being able to go on to your next fight... </font>
|
The SotM-spell trap doesnt absorb more spells, it simply last longer when nobody is trying to dispell it somehow. Both the regular and the SotM-spell trap can absorb 30 spell-lvls.Further on, as Alson mentioned a few times allready, the memorized spell trap can be re-memorized during the recharging ... shooting spells at the SotM-spell trap, wont recharge that spell-trap. So the SotM-spell trap only allows for the tactic to work once per rest, while the other can go on forever.
|
Thank you, Daan. [img]smile.gif[/img]
Technically, there IS a way to rechagre the Staff's Spell Trap - but the random factor of it makes it, IMO, less useful. |
I have really learned a lot from your site. Of course, being new to BG and new to AD&D at the same time, there's a lot to learn though that's not to take anything away from your stuff.
However, in trying out some of your suggestions, I find in improved haste that I simply don't know what you are saying. "This spell has a "power" of only 3, meaning it knocks only three levels off (Minor) Spell Deflection or Turning. This may have been BioWare's intention, since you now cannot destroy a Minor Spell Turning by bouncing one of these off it." I know you are listing it as a bug, but what it means is beyond me. Do you mean to say that if you use one after the other, then...or what? Since you are an expert in contrast to me, I wanted to let you know that this was the only thing on your site that I have found so far, that I didn't know what you meant. (Besides, I still want to know what you mean. [img]smile.gif[/img] ) Job well done mate! pook |
Oh yes, I forgot. How do you "technically" update the SOM spell trap?
[img]smile.gif[/img] Pook |
Quote:
Almost all of the spells are correctly implemented - their "Power" is indeed equal to their level. In some cases, like Improved Haste (which is a level 6 spell, but has a "Power" level of 3) or Remove Curse (which is a level 4 spell, but has a "Power" level of 3), there was an error in implementing the spell. BioWare were too lazy, i suppose, so they just "Copy&Pasted" spells instead of creating new ones. :rolleyes: This doesn't matter much - but, for example, when trying to soak back a level 6 spells with a Spell Trap, don't use Improved Haste - it won't work. (It WILL recharge a level 3 spell, though [img]smile.gif[/img] ) Quote:
[ 10-24-2002, 04:05 PM: Message edited by: Alson ] |
Quote:
|
Quote:
Firstly I'd like to say that that's a great spell guide and it's obvious that a lot of hard time and effort has gone into its creation. I would like to comment of a few points however: It seems that you've mentioned the saving throw bonus/penalty that some spells give, but not all of them. In order to make the guide consistent, I'd suggest mentioning all the saving throw modifiers for applicable spells. A quick browse found the following saves that need adding, but I've a feeling there's a few more: web (-2) confusion (-2) slow (-4) feeblemind (-2) finger of death (divine and arcane) (-2) The symbol spell fear and stuns (-4) mental domination (-2) There was a comment about the use any item ability, to allow a thief to use Carsomyr, Human Flesh, Ring of Gaxx, Amulet of Seradine to provide 90% MR. I know these items were only given as examples, but Carsomyr grants 50% MR, not +50% MR, so you can see the MR stack only if you equip the Carsomyr first, then the other items, but the first time you actually use Carsomyr, its 50% MR will be applied and override any other bonuses (apart from innate MR), so this combination won't actually give 90% MR. Quote:
Example (prices in brackets reflect percentage discount): Staff of Rynn +4, Base cost: 22275 16 CHA = 21060 (5%) 17 CHA = 19980 (10%) 18 CHA= 18900 (15%) 19 CHA= 17820 (20%) 20 CHA= 16605 (25%) Quote:
The following are some minor corrections to the guide: Sword Spiders have 5 attacks per round, not 4 as was referenced by the spider spawn spell (as creatures they have 4 APR base, but have permament haste). Here are some of my opinions regarding spells: Quote:
It was suggested to take skull trap over sunfire, but sunfire is available by level 9 (so a skull trap would do 9D6 at this equivalent level) and deals 50% more damage than a fireball dealing 15D6 damage! I think sunfire is a very capable spell. There's also no danger of harming the caster like there is for a fireball or skull trap spell. I wouldn't refer to Protection from Acid as "Worthless" since it makes one particular engagement in the game much easier and it lasts an age (upto 20 turns). It was stated that the Divine and Arcane Protection from Fire spells were identical. This isn't the case. The arcane version lasts 1 turn per level and grants +50% fire resistance. The divine version grants +80% and lasts 3 rounds +1/level. This also makes the 2nd level priest spell "Resist Fire/Cold" useful since the fire bonuses from this spell and from "Protection from Fire" are cumulative, therefore granting the max 127% fire resistance to allow fire to heal you. Regarding Unholy Blight: Quote:
Quote:
There was also a comment about the Aerial Servant being about as touch as a mountain bear. In fact, the AS is much tougher with 128 HP compared to 70 HP. I've also never understood the fascination with Natures Beauty. They get a +3 bonus to the save or die, and the blindness only affects a tiny 5 foot radius around the caster, so I'm not sure how you disable half the battlefield with this one. It's a good spell, but there are much better 7th level divine spells IMO. I'm sure there were other things I was going to comment on but can't remember at the moment. I'll let you know if I think of anything else. Again, nice guide! |
Alson, you are a saint!
I've bookmarked your site! I had some queries about spells and your site really helped! PS: I've lost my manual. PPS: I'll help you with your site in any way I can Alson! |
A little nitpick about Spike Traps. They do not affect everybody. The blue guardians in Watcher's Keep level 5 are immuned to them.
On this page, Liches can and will cast on you with direct-damage spells even if you are totally invisible. This applies to other enemies that can see through invisibility. ADD] The website seems leery of having high resistances, judging from the way it described the various Protection from ~~ spells, but resistances should not be underestimated, and should be highly embraced at all times. Healing from the enemy is a wonderful power tactic, and there is no problem with spell disruption because you can just choose to cast when the enemy is not casting. Remember, if they cannot hurt you, they cannot kill you. Pierce Shield was a bit of misinformation as well. It is not a RRoR+Weaker Lower Resistance, but a Secret Word+Lower Resistance. At level 20, both LR and PS lowers the enemy's Magic Resistance by 30%. 3 of these in a Chain Contingency is extremely scary to an enemy Mage. Take out one and throw in a RRoR if the target has Spell Trap. Quote:
ADD] ADD] Quote:
Quote:
Quote:
Quote:
Quote:
I will continue tomorrow. [ 11-03-2002, 03:18 PM: Message edited by: Dundee Slaytern ] |
Quote:
Quote:
Quote:
Will replace with Purifier. Quote:
Quote:
Quote:
Quote:
Skull Trap: 60D6 = Average 183. Level 3. [img]tongue.gif[/img] Quote:
Skull Trap is availabe earlier, and deals better damage. A simple aiming will prevent damaging the caster. Quote:
Every spell can be useful once, but we're talking about good overall spells. Quote:
The Manual is wrong - Protecion from Fire (both Arcane and Divine) grants 100% resistance. Havn't checked into the duration part. Quote:
Quote:
CMW cures 14 damage. CSW cures 17. 17 - 14 = [img]tongue.gif[/img] Quote:
We're also talking about AC, resistances, immunities, etc... Quote:
The Area of Effect is not 5 foot - it is as big as Cloudkill, Fireball, etc!!! AND, it can be cast without breaking invisibility, which is CHEAP, considering the whole idea of the spell... :rolleyes: The Instakill is just gravy. Quote:
|
Quote:
Will reword. Quote:
I'm quite sure they can't. The only way to cast a spell on a shimering target is ForceSpell(), which most liches don't use. Quote:
Littiz is the one that tries to balance it out. [img]smile.gif[/img] We believe that resistances are usually irrelevent - if they can't see you (aka Mislead(TM)), they can't kill you. [img]tongue.gif[/img] Quote:
I learnt it from Xyx. :D Quote:
And MM is usually the last spell in the Mages script. Littiz is a big fun of this spell, though - maybe we can be slightly less harsh about it. Quote:
Nature's Beauty is sorta like an Area of Affect FoD for Druids (Die, or be Blinded and THEN die), and if you're facing Fire Giants, your cleric should have at least one HLA anyway. Deva will slaughter a Fire Giant anyday, and will do soooo much more. Quote:
I will test it, and if you're right, we'll reword. Quote:
And the cheesy use of it is mentioned. ;) Quote:
Quote:
I talked to Xyx about it many times, but it's HIS guide, after all. He has the final word, and he doesn't like it as much as we do. A matter of style, i guess. Quote:
Thanks for the reply. I was waiting to hear from you. |
"It does provide total immunity to Magic Missiles (though not in Baldur's Gate I or Icewind Dale)"
Quote:
Quote:
"It was suggested to take skull trap over sunfire, but sunfire is available by level 9 (so a skull trap would do 9D6 at this equivalent level) and deals 50% more damage than a fireball dealing 15D6 damage! I think sunfire is a very capable spell. There's also no danger of harming the caster like there is for a fireball or skull trap spell." Quote:
Quote:
Quote:
Quote:
Mountain Bear: AC = 6, HP=70, saving throws: 8,10,9,10,11, resistances: none Hmm, both have equal resistances, but the aerial servant has a better armour class, superior HP and superior saving throws. I still can't agree with the statement that mountain bears are as tough as aerial servants [img]smile.gif[/img] . I'll have to look into natures beauty if that is the case. Quote:
|
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
If this was not the case, I would have long ago abandon ADHW and choose Incendiary Cloud to use in conjunction with Skeleton Warriors. Quote:
Quote:
Quote:
-------- Quote:
Quote:
For a level 20+ Mage, Melf's Acid Arrow deals 14-56 Acid Damage in seven rounds. "Compare" this to Flame Arrow which does 4-24 Piercing Damage + 16-96 Fire Damage, 2-12 PiDmg + 8-48 FiDmg if target saves vs spells. 3 of these in a Spell Sequencer means KO to a Beholder or an Elder Orb. Quote:
Quote:
Quote:
Oh, and I agree with Jim. List out all the save penalties to avoid confusion. Correct ones can be in black. I will go through the Divine List another time. |
The big brother is listening! :D
I refered Xyx to your feedback, guys. Here is his reply: Quote:
|
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
1) They are not invisible 2) They suck against Mind Flayers Quote:
Quote:
|
Another Email from Xyx!
Spell Reference is updated, BTW. [img]smile.gif[/img] Quote:
|
Quote:
|
Quote:
Quote:
Assuming a level 20 Mage, Pierce Shield remove one spell protection of level 8 or lower and lowers the target's Magic Resistance by 30%. RRoR removes one spell protection of level 9 or lower. Ergo, Pierce Shield is not <font color="white">RRoR + Weaker Lower Resistance</font>. Pierce Shield is <font color="white">Improved Secret Word + Lower Resistance</font>. Improved Secret Word because it ignores Globe of Invulnerability. Quote:
Quote:
Quote:
Quote:
Quote:
---- Thanks for going through the trouble of reviewing our comments. |
Quote:
Quote:
Quote:
As I have mentioned in my earlier reply, Polymorph Other works differently from Feeblemind and Finger of Death. They use different saving throws to determine the success of the spell. As a result, Polymorph Other suffers badly in ToB, but Feeblemind and FoD continues to work well. One of these days I should only cast FoD at a Dragon though, they do not usually survive to get hit by the level 4 spells... too many level 1-3 spells hitting them. I would garner that my success rate with sniping with FoD is around 75%, which is very good odds already. If you want to talk about luck though... there was this one time where I slayed a Mind Flayer with a Chromatic Orb, and another time, a Pit Fiend. Now THAT, is luck. Quote:
|
I must say though, this "old" dog is learning new tricks and being enlighted on several ones as well.
Here's one from me regarding Khelben's Warding Whip. It is a little known fact that KWW disrupts a Mage's spellcasting when its' grayish sphere appears. It is possible to totally wreck a Mage's spellcasting by bombarding him with KWWs. |
Quote:
That's the point behind the Spell Reference (well, IMO at least... It was Xyx who started it) - it is suited for the "fresh meat" and for the "old dogs" alike. [img]smile.gif[/img] Quote:
Enemy Mages are easy once you know your spells. That's why i like the Improved Mages so much. They are soooo much better. Cast&Attack with MMM's was never so scary... ;) |
Just got round to reading the spells guide finally(I've been meaning to for a while but haven't had the time) and I must say a job well done to all those involved! This guide has inspired me to try a few spells I've never used before. I've bookmarked this site, once again well done!
|
Quote:
|
Listening to Xyx and Dundee debating about spells is something i wanted to see a long time ago... *My* best spells debates were with those two. [img]smile.gif[/img]
Xyx strikes back: Quote:
|
Quote:
Some players advocate the usage of high-level, heavy-duty spells to cast on the enemy, but they tend to have long casting times. The majority of my offensive spells have a casting time of 0 after you factor in the Robe of Vecna and the Amulet of Power. Thus, I can flood out all my level 1-7 spells( and certain level 9 ones) and still have time to cast my level 8 ones( usually about 4 Abi-Dalzim's Horrid Wilting). In addition, were this to be my real Sorcerer doing the casting, you can also include all the Sequencers and pre-stored Contingencies. To cut a long story short, I cast the fast spells first, then cast the slow spells. Chain Lightning, Finger of Death, Dragon's Breath, Wish, etc... are all above level 5, but still have a casting time of 0 due to their low base casting time. Throw a stone at a guy, and he will most likely live. Throw a hundred stones at the same guy... and he will most likely die. Quote:
True, it is not necessary all the time, but it is handy when it is needed. Quote:
As an early Anti-Spellcaster spell, Miscast Magic is superior. Quote:
Quote:
Quote:
Quote:
To defeat a Lich, I just need a good old sling( usually the Sling of Everand), some resistance spells( using Contingencies), and Spell Immunity. The robe and amulet are taken for granted of course, since you can easily get them in Chapter 2. Quote:
Here are some screenshots of the tactic in action with a Necromancer before I incorporated Project Image into it, http://www.angelfire.com/poetry/ds_s...l/Gromnir.html Quote:
Quote:
|
Quote:
|
Nothing to add really, since it has boiled down to matter of taste now. The invisibility for Aerial Servants seems pointless though, if it is true, since the point of having an Aerial Servant is to smash the brains of enemies. Had it been Improved Invisibility, then it might be worth mentioning. Of course, I guess this means that they get first strike.
Cheerio. |
With a +4 THAC0/DMG bonus. [img]tongue.gif[/img]
|
Quote:
|
I think that just being Invisible grants you these bonuses - becuase attacking for the shadows grants them, too. It's a mere speculation, though.
You are right about the +4 to Saving Throws, but AFAIK, it also grants "Attack Bonus" - which is a bonus to both THAC0 and damage. |
I highly doubt Improved Invisibility grants damage bonuses. It is not an Attack Bonus, but a bonus to Attack Roll( as in THACO). I referred to IWD as well, and there was no mention of damage bonuses either in the character list or spell description.
An easy experiment will be to create a Mage, a Kensai, and a target. Use the Mage to cast II on the Kensai, then using the Kensai, activate Kai and hit the target( who should be armed). [ 11-07-2002, 04:10 AM: Message edited by: Dundee Slaytern ] |
I tested the Improved Invisibility out on my mage carefully writing down his saving throws, THAC0 and bonuses to damage by reading them off character information screen. Casting improved I i noticed the THAC0 went down by 4 but i failed to see any change in saving throws. Unless its a hidden bonus there is no bonus to saving throws that i can see from Improved I, even though its states that it does have it in the description. Bonus to Damage remained the same. Further digging into improved invisibility by looking at the spell with near infinity and infinity engine editor pro failed to turn up anything about bonuses to saving throws.
|
Bleah. ;) [img]tongue.gif[/img] No bonus to saving throws huh? I am a bit muddled by your comments on damage though. Is there, or is there not a bonus to damage?
|
The Saving Throws bonus IS there.
I'll test about the damage bonus issue. |
All times are GMT -4. The time now is 11:12 PM. |
Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved