Kerkes
Jul 24 2008, 11:02 PM
Is having a low AC in IA any good for "difficut" fights? I noticed that, for example, my fight/thief gets slaughered by skeleton lords/granlords, orcs, drow, figh/mages, tethyrn soldiers, golems, fire giants, mind flayers, corpse eating halflings, spiders, demons, deep shadows, slavers, asassins etc... if she doesn't have hardiness up or drinks healing potions regularry (ok, not for mind flayers or shadows, but she dies just the same:)). She has an AC of -13. I tought that's good. It's not:). Even Anomen gets killed easilly with -4 great wyrm, his family shield upgraded, dex braces, rings.... What's up with that? I'm sure that skeletons don't use critical strike, yet he's dead in one round if they get close.
Is it possible to finish IA without "wish" spell ? I have only EDE left to do, so I think I know the game quite well. This is 3rd time I got to that point, with 3 different parties, never actually finishing it.. (just HOW do you kill that guy??) But again, I never relied on wish as much as now.. Wish actually made a lot of battles so much easier, almost to the point where I was thinking that it's pure cheese to use it. With enough luck, you can wish and wish and wish....again and again, never relying on greater restoration, imp haste, resting, etc. Really, has anyone ever tried the game wuithout it?
Do the new upgrades make old "hot weapons" useless? For example, ravager vs.dragon lord? Bleeding bastard vs.foebane and purifier? Grandmaster of asassins vs.dagger of star? (ok, this is a bad comparison:)) and even more, old armor. Does anybody use shurrupak plate when you've got huskar, wyrm, great wyrm?
Imo, much of the vanilla game powerful items are quite useless in IA.
Sikret
Jul 25 2008, 12:46 PM
1- Low AC is quite useful in the SOA portion of the game; in TOB, its significance diminishes a bit, though it can still be useful if you know how to lower your AC to really good numbers. The point is that sometimes you don't need good AC against all weapon types; if you can find a way to decrease your AC against one or two relevant weapon types, it can still matter a lot even in TOB.
2- Casting wish spell effectively comes with its own price; you need to create a mage with 18 wisdom from the beginning of the game and scrifice having good other stats. Of course, a cheater can use SK to give the mage high wisdom, but for those who don't cheat (= typical IA players), the expense is not small. Even with 18 wisdom, the effect is still random and can sometimes fail to work as you wish! All this said, it's one of my favorite 9th level spells, but using it is bit tricky; you should know when it is the right time to cast it if you see what I mean.
Jon Irenicus
Jul 25 2008, 10:20 PM
i had a base ac -18 on on my multi fighter/thief and some -x vs certain types of weapons that i don't recall anymore since its been a while since i trashed the guy from EDE, and while having ac is nice to avoid those more regular enemies like gem,coin,amber golems and suff like that i found it tottally unrealible vs the enemies that really matter like those important in EDE, ac was prety meningless,either you get high damage resitance or use protection from magic weapons, maybe with SI:A to prevent dispel, by using use any item HLA.This way i needed only to worry in using assassination with my massive backstab multiplier and critical strike with 8 attacks per round, thanks to that dagger with permanent improved haste for thieves.Enemies like noble rakshasas and other not immune to backstab were chunked easily in less than a round that way.But i am guessing you probably have a dual class F/T no?If that is so then your only choice is to rely on damage resitance , hardiness, wish's hardiness, potions of barbarian essence, there's also a monk amulet that give +5% res to all, but then again you need use any item HLA for this one.For Anomen, its quite simple,don't use him combat on later stages of ToB,it's simply not worth it,any char not protected with massive damage resitance , or protection of magic weapons/absolute imunity will get squashed in an instant, specially on EDE.I always kept him of the fray and used him for some dmg spells,but mostly its just for greater restorations on latter half of ToB.I just leave him out of battle always ready to cast greater restoration, with about 10 castings of that spell,it ensures that in my party no one ever dies,that and the wish spells my 2 sorcs cast both ensures a never ending supllies of fast heals without worring about range, or chances of ever being interrupted
About wish...it's possible to finisih the game without it,though you will be on for some frustating, pulling off your hair types of moments,if you enoy that especially on EDE, go wild
.I disagree with fact wish has "high" casting requirements;all you need is 18 wisdom, and at char creation its pretty easy to have it.i had 2 sorcs on this IA run with both 18wisom,18 dex , 16 cons, and rest stats just the on 10, and i didn't feel i sacrificed anything honestly,with them in tob by the end of the game i had about at least 15 cast of wish,(i had a couple of items that gave extra spells on all lv's, like that new IA robe for mages that uses the stuff your aprentices mages make as component, and the robe of eloquence ?, i think it was the name from the mod The Four).Anyway i don't see whats the big sacrifice in stats that you make at startup.Maybe some people like to have their sorcs with 18 str, i personally don't care for that, casters should just do what their best at, and that's casting spells,either offensive,summons,or refreshing other's abilities,especially with my main sorc char that had the robe of eloquence,going in melle between spells would just be a complete waste of his constantly clean aura.the few times i actually used them for combat dmg, i used energy blades spell,which was far more usefull than going with a staff to crack their finger toe nails with 2 lousy attacks per round with poor thaco.Even with energy blades they will miss constantly on those dangerous, hard to hit and crack cookies like the ones in EDE, unless you do what i did which was to use the long sword The Answerer, and waste their defense first with 1 round using my fighter/thief with 8 attacks per round with critical strike,that's about -16 ac in a single round, then you can start popping up all your frisbees your mages created on them,without missing almost none,pretty good to help counter those annoying massive regenaration, massive damage resistance enemies.In my opinion wish spell is overpowered, compared with other lv 9 spells, i mean...in vanilla game pretty much all lv9 spells looked juicy and fun to use, but in IA i found myself using pretty much only wish, with the veeeeery ocasionally cast of spell strike,absolute immunity, chain contingency, and time stop when they were not immune to it.Latter on ToB i even had trouble picking lv9 spells for one of my sorc simply because all were pretty much useless...i ended picking up as my last choice Freedom...lol....that's like the only spell i would never ever pick on vanilla,how ironic.
Pretty much all those weapons cool ToB weapons are now trash,with few exceptions , compared to the IA ones,like staff of the ram.Foebane isn't bad either as the lardorch drain's effect is cumulative now even if they are immune to magic dmg.My multi fight/mage used it some times while having active greater whirl, and was constantly healing himself or with hp going over the 300 easily,though the bastard sword with slashing dmg is better vs those regenaration enemies to help counter it.
Sikret
Jul 26 2008, 08:02 AM
@Jon_Irenicus
That's because you are playing an evil protagonist; otherwise, you couldn't use (or even have) 'Robe of Eloquence' at all. Playing an evil protagonist may be a good choice for those who want some such powerful equipments from "The Four" with the expense of not seeing lots of new content in IA.
In general, it's not recommended to play IA with evil protagonists; but if you do, then you should just avoid advising others about spells and items, because they can't have things you have in the game. For example, for most players "Improved Alacrity" is also a very important 9th level spell; for you who wear the evil robe of Eloquence, Imp. Alacrity is not needed. This makes your playing style totally different with typical IA players.
Vuki
Jul 28 2008, 07:55 AM
In the Mistery of the Third Color quest I am not able to answer the right name. I know the reason but unfortunately I have only very old save. So, I would like to avoid to load it back (it should be but I do not want to replay 10 hours of game again). Am I missing an item component if I do not finish this quest? If yes then what? Could someone pm me or post here an answer?
Kerkes
Aug 6 2008, 09:30 PM
@ Sikret
Tnx for info for AC..
I finished the game for the very first time (EDE included). You're right about AC, it can be very useful.
I still think that wish spell is the best in the game. And about making custom NPC's - I never make a custom sorc, I take Imoen. You made her very well, and I go to spellhold as suggested (13lvl). I did go later once, and had to restart the game. So I don't need a sorc before Imoen. And I ALWAYS take her. She's great.
Btw, I'm thinking of putting up a post with some of my toughts about items, tactics, party composition, how and what to use in EDE etc. I don't know if it would be too cheesy, I think it isn't, but... So I'd like to send it to you via PM, so you can give me some feedback on it. Is that ok with you?
@Jon Irenicus
figh/thief is multi halfling female - starting stats - 17str, 19dex, 18con, 10wis, 10int, 6 cha
didn't use backstab on rakshasa, will do another time. Tought they were immune
About Anomen - trust me, I know
Where is robe of eloquence??!! Not in IA5 for sure.
Staff of Ram is EXELLENT. Period. it sucked in vanilla, in IA it's great.
Raven
Aug 7 2008, 09:53 AM
QUOTE(Kerkes @ Aug 6 2008, 10:30 PM)
Where is robe of eloquence??!! Not in IA5 for sure.
It's one of the items which can be found in Sikret's mini-mod The Four.
Kerkes
Aug 7 2008, 10:17 AM
Thanx! Just read the readme of zhe four... no tnx, robe will kill my mages. Bard item ok, others no no. Will install it, and get Haer'Dalis in party.
Kerkes
Aug 7 2008, 10:21 AM
One question about compatibility/or is this class overpowered? I found it on sorcerer's place. This is class description:
CODE
BLACKGUARD: The Blackguard epitomises evil. The quintessential black knight, this villain carries a reputation of the foulest sort that is truly well-deserved. Blackguards are resistant to many effects that leave lesser mortals cowering, and their fighting prowess is bolstered with dark magics.
Blackguards must be of Evil alignment.
Advantages:
Immunity to Fear, Stun and Poison.
Gains +1% Magic Resistance and +2% Resistance to Magic Damage per level.
Gains access to the High Level Ability 'Summon Fallen Deva'.
Gains the following special abilities:
BLOOD TITHE: Once per day the Blackguard may fully restore his health... at the expense of his allies. Blood Tithe will cure the Blackguard of deafness, blindness, disease and level drain, and heal his hitpoints to their maximum; but other party members lose 20% of their current hitpoints. A second per day use is granted at level 20.
FLENSE: Once per day from level 5 the Blackguard can unleash this wild attack style to shred his enemies. Flense lasts for three rounds, during which time the Blackguard gains an extra attack per round, a +20% fire resistance bonus, and a -1 penalty to his THAC0. Each successful melee attack, in addition to its normal damage, will inflict 1d6+1 slashing damage plus a random effect:
50% chance of an additional 1d8+1 fire damage
30% chance of an additional 1d4+1 piercing damage
20% chance of stunning the target for two rounds (no save)
Additional uses per day are gained at levels 14, 23 and 32.
ABLATE: Once per day from level 8 the Blackguard may focus his attacks upon the surgical reduction of his opponents' abilities. This precise combat style of torturous debilitation can be maintained for two and a half rounds, although its effects linger far longer. The Blackguard gains a +1 bonus to THAC0 and a +2 bonus to Armor Class while Ablate is active, but his movement rate is halved. Each successful melee attack made deals an additional 2 acid damage and inflicts the following effects:
THAC0 penalty: -1
Armor Class penalty: -1
Magic Resistance reduced by 5%
These effects are cumulative if a target is struck multiple times. They last for two turns and cannot be dispelled. Additional uses of Ablate are gained at levels 17 and 26.
BLOOD PACT: Also know as 'Dire Rage', for only in the most dire circumstances would anyone willingly partake of such a pact, this ability transforms the Blackguard into a destructive powerhouse. Such power comes at a hefty price and an even greater risk. Blood Pact lasts one turn, during which time the Blackguard gains immunity to charm, domination, confusion, imprisonment and level drain, a +50% resistance bonus to all non-elemental physical damage types, a +25% magic resistance bonus, and +4 Strength. Also, each successful melee strike has a 50% chance of inflicting 2d10 lightning damage. However the Blackguard also has his Armor Class and all Saving Throws penalised by 2, is prevented from activating any other innate abilites (including HLAs) and has his maximum hitpoints halved for the duration of the Blood Pact. Uses per day are granted at levels 11, 20 and 30.
Disadvantages:
Evil alignment.
May not Dual-class.
Loses access to the High Level Abilities 'Hardiness' and 'Resist Magic'.
The Blackguard may use any weapon available to a Fighter of evil alignment, but his weapon proficiency choices are limited. He may not place any proficiency points in missile weapons (bows, crossbow, sling, dart), blunt weapons (quarterstaff, club, hammer, mace, flail), Two Weapon fighting style or Single Weapon fighting style. In the remaining weapon categories and fighting styles, he may only attain the Specialised level of proficiency (2 stars).
Sikret
Aug 7 2008, 02:27 PM
QUOTE(Kerkes @ Aug 7 2008, 02:00 AM)
I still think that wish spell is the best in the game.
If you mean that the spell is a tad overpowered, I have good news for you. We are working on rebalancing the spell a bit for IA v6 (nothing very radical though).
Interestingly, when I was going to give Imoen a wisdom of 18 for effective use of wish spell, some people with limited tactical knowldge told me (at that time) that the wish spell is rubbish and is not worth memorizing!
QUOTE
And about making custom NPC's - I never make a custom sorc, I take Imoen. You made her very well, and I go to spellhold as suggested (13lvl). I did go later once, and had to restart the game. So I don't need a sorc before Imoen. And I ALWAYS take her. She's great.
Glad to hear! Thanks!
QUOTE
Btw, I'm thinking of putting up a post with some of my toughts about items, tactics, party composition, how and what to use in EDE etc. I don't know if it would be too cheesy, I think it isn't, but... So I'd like to send it to you via PM, so you can give me some feedback on it. Is that ok with you?
It's a great idea. If you can compose your walkthrough in a story-telling fashion it will be much better; but even if it's normal report, it's fine too. Send the PM.
BTW, the kit you described is incompatbile with IA. Don't use it.
Kerkes
Aug 7 2008, 06:49 PM
@Sikret
will send it to you soon.
About wish, I don't think it's overpowered. After all, it's highly random. In EDE, the thing that saved me after Imoen wasting all 9th level spells (yes, a lot of wishing) was JD. 20seconds after Immy bashing golems I got "make if party rested..."
What I would do is remove it from JD sword. You'll probably want your fighter guys to have a decent wis anyway due to wisdom draining enemies. I know that JD (and flail of def/wounding) are "trademarks items" of IA (I still have 1.1 version on my Hard Disk
) but I'd nerf JD. But nerfing wish would also do nice. Perhaps "make if rested" should be something like that druid "wonderous recall", so sorcs cannot refresh 9th level spells and not being able to refresh fighter HLAs, or even better, refreshing half of them or so. I'm pretty sure you guys will figure something out.
trufa
Aug 14 2008, 03:51 PM
The elemental staffs(Noblefire,nobleair,Royal) are usable to fighter-mages (dual) too
Raven
Aug 14 2008, 05:05 PM
QUOTE(trufa @ Aug 14 2008, 04:51 PM)
The elemental staffs(Noblefire,nobleair,Royal) are usable to fighter-mages (dual) too
As far as I'm aware, that's what should be happening. It doesn't mention in the description that they should be useable only by single-class mages. Or did you mean that you think it should be restricted to single-class mages?
trufa
Aug 14 2008, 05:13 PM
No, it was a question, but my keyboard is far from perfect.
Raven
Aug 14 2008, 05:20 PM
QUOTE(trufa @ Aug 14 2008, 06:13 PM)
No, it was a question, but my keyboard is far from perfect.
Oh, I see. In that case, yes, they are usable by all mages, not just single class.
Shadan
Aug 19 2008, 12:20 PM
I have a question about (Greater) Whirlwind. My character attacks 2 times per round with his main hand, and 1 time with his offhand. I cast Improved Haste, so he attacks 4 times with main, 2 times with offhand, doesn't it? So what is with GWW, that 10 attacks per round maens only main hand attacks? So while GWW active he won't attack with offhand?
I just started to think about this because you will get 10 atatcks with 2 handed weapon or single weapon also.
Daulmakan
Aug 19 2008, 01:49 PM
10 attacks per round is a hardcoded limit.
Raven
Aug 19 2008, 02:27 PM
QUOTE(shadan @ Aug 19 2008, 01:20 PM)
I have a question about (Greater) Whirlwind. My character attacks 2 times per round with his main hand, and 1 time with his offhand. I cast Improved Haste, so he attacks 4 times with main, 2 times with offhand, doesn't it? So what is with GWW, that 10 attacks per round maens only main hand attacks? So while GWW active he won't attack with offhand?
I'm
pretty sure that GWW will include a mixture of on- and off-hand attacks, with 10 attacks in total. I'm not sure what the distribution is, I imagine two are made with the off-hand. For this reason, it may be worth unequipping your off-hand weapon for GWW (assuming it is inferior to your on-hand weapon).
To test for sure, you can turn on the feedback options in the options menu. This then shows you the 'to-hit' roll for each attack, and it mentions as well whether the attack is made with the off-hand.
leonidas
Aug 19 2008, 03:31 PM
Personally I always equip a two-handed weapon to GWW. Otherwise it just seems like a waste.
matti
Aug 19 2008, 03:47 PM
QUOTE(shadan @ Aug 19 2008, 02:20 PM)
I have a question about (Greater) Whirlwind. My character attacks 2 times per round with his main hand, and 1 time with his offhand. I cast Improved Haste, so he attacks 4 times with main, 2 times with offhand, doesn't it? So what is with GWW, that 10 attacks per round maens only main hand attacks? So while GWW active he won't attack with offhand?
I just started to think about this because you will get 10 atatcks with 2 handed weapon or single weapon also.
To put it bluntly, no.
IMO, it works like this:
Normaly, if you have 2 ApR, the main hand will hit once and the off hand will hit once.
With 3 ApR, main hit twice, off hit once, etc...
Let's see
1)
2 ApR with improved haste:
1 hit - main
2 hit - off
3 hit - main
4 hit - off
2)
3 ApR w/ih:
1 hit - main
2 hit - main
3 hit - off
4 hit - main
5 hit - main
6 hit - off
3)
4 ApR w/ih:
1 hit - main
2 hit - main
3 hit - main
4 hit - off
5 hit - main
6 hit - main
7 hit - main
8 hit - off
The off hand will always be the last hit of the round.
Greater Whirlwind sets your ApR to 5, and then improved haste you for 1 round = 10 ApR.
10 ApR when dual wielding:
1 - main
2 - main
3 - main
4 - main
5 - off
6 - main
7 - main
8 - main
9 - main
10 - off
(GWW is definitely for the two handed weapon, folks! especialy with vorpal hit like Silver Sword, drasticly increases a chance for insta kill)
So GWW is pertty much nullified by dual wielding. When dual wield, improved haste + critical strike combo is better than GWW.
sorry for my "english" ;]
Shadan
Aug 19 2008, 07:50 PM
I will try later it in my new game. I just started to think because I have a halfling F/T now, and if I use GoA+5 in his main, and I use GWW, he has 25 % chance to go to invis from the dagger, every 4th attack makes him to invis, so every 5th will be backstab. If I attack 10 times with my main hand, that means 8 normal attack and 2 BS in one round. Ofcourse only when enemy is not immune to BS and if he is not facing toward you. (Or can I BS from invis if my enemy faced towards me?)
matti
Aug 21 2008, 07:58 AM
QUOTE(shadan @ Aug 19 2008, 09:50 PM)
(Or can I BS from invis if my enemy faced towards me?)
Impossible for you (player) but your enemy (hostile thiefs, stalkers and the like) can backstab you from any direction, due to game engine limitations. This is hardcoded.
Kerkes
Aug 22 2008, 06:20 PM
A question about spell shield - can a succesful "remove magic" remove physical protections even if an enemy has it on? (for example, a 20 lvl enemy with spell shield on is hit by a 21st lvl inquisitor's dispel. will it remove enemy's stoneskin and pfmw, while still keeping spell shield active?)
Vuki
Aug 22 2008, 07:24 PM
I have found the Ring of Lock Picks in the thief HQ (I got it from the thief who tried to betray Aran). And suddenly it disappeared from my inventory. I checked it carefully and I did not sell it (and definitely did not throw it away). Does anybody aware of this bug?
Raven
Aug 22 2008, 07:41 PM
QUOTE(Kerkes @ Aug 22 2008, 07:20 PM)
A question about spell shield - can a succesful "remove magic" remove physical protections even if an enemy has it on? (for example, a 20 lvl enemy with spell shield on is hit by a 21st lvl inquisitor's dispel. will it remove enemy's stoneskin and pfmw, while still keeping spell shield active?)
As far as I know Spell Shield shouldn't be interfering with Dispel/Remove Magic.
Jon Irenicus
Aug 22 2008, 08:23 PM
QUOTE(Vuki @ Aug 22 2008, 08:24 PM)
I have found the Ring of Lock Picks in the thief HQ (I got it from the thief who tried to betray Aran). And suddenly it disappeared from my inventory. I checked it carefully and I did not sell it (and definitely did not throw it away). Does anybody aware of this bug?
I had that happen in my game too, i remember using an older save when i still had the ring and retracing back what i did again and i found out when i entered the smith's house in docks district(forgot his name) the ring vanished.
SpellStorm
Aug 22 2008, 08:35 PM
The Ring of Lock Picks is in the Item Randomizer. I remember finding it on the body of Firkraag the Red Dragon.
Maybe the ring should not be in the Shadow thief's inventory at all?
Vuki
Aug 22 2008, 09:08 PM
QUOTE(Jon Irenicus @ Aug 22 2008, 10:23 PM)
I had that happen in my game too, i remember using an older save when i still had the ring and retracing back what i did again and i found out when i entered the smith's house in docks district(forgot his name) the ring vanished.
Yes, that could happen! I had before I entered there and I missed it after it.
Sikret! Is there a fix for it? I installed all of the fixes that you mentioned in the V6 topic. Or may I put it back using Shadow Keeper? It is not an important item (my thief is dualled
to thief, so I will have more than enough thieving points). It is about justice: I deserved this item!
Sikret
Aug 23 2008, 06:57 AM
It's as SpellStorm said. The ring should be found only at its new location in the game. If you find it anywhere else, it will disappear. Two creatures in the vanilla game had that ring; I took it from one of them, but it seems that I had missed the other creature. I locally fixed the problem to make sure that the shadow thief won't have the ring anymore. For now, let it disappear normally. You shouldn't have found it in the thieve's building in the first place.
Vuki
Aug 23 2008, 09:58 AM
Ok, I will do it this way.
matti
Aug 26 2008, 09:47 AM
QUOTE(Raven @ Aug 22 2008, 09:41 PM)
QUOTE(Kerkes @ Aug 22 2008, 07:20 PM)
A question about spell shield - can a succesful "remove magic" remove physical protections even if an enemy has it on? (for example, a 20 lvl enemy with spell shield on is hit by a 21st lvl inquisitor's dispel. will it remove enemy's stoneskin and pfmw, while still keeping spell shield active?)
As far as I know Spell Shield shouldn't be interfering with Dispel/Remove Magic.
Dispel and Remove Magic, if they take effect, will remove all protections.
Vuki
Aug 26 2008, 09:49 AM
QUOTE(matti @ Aug 26 2008, 11:47 AM)
Dispel and Remove Magic, if they take effect, will remove all protections.
That is not true. Most of the protection spells cannot be dispelled.
Raven
Aug 26 2008, 10:30 AM
Spell Protections e.g. (Minor) Globe of Invulnerability, (Minor) Spell Deflection, (Minor) Spell Turning, Spell Immunity, Spell Trap are never affected by Remove or Dispel Magic. There are other spells and effects which are not affected by Remove or Dispel Magic as well, such as Tensor's Transformation.
matti
Aug 26 2008, 12:36 PM
Yeah, my bad.
Nivellen
Aug 26 2008, 12:41 PM
I haven't been playing BG2 for really long time and i have a question. Is Charisma stat usefull for anything at all?
Vuki
Aug 26 2008, 01:24 PM
QUOTE(Nivellen @ Aug 26 2008, 02:41 PM)
I haven't been playing BG2 for really long time and i have a question. Is Charisma stat usefull for anything at all?
It is good when you buy items in shops. One character with high charisma is usually enough. Pratically it should be a bard or a mage (because of spell Friends).
Raven
Aug 26 2008, 01:24 PM
QUOTE(Nivellen @ Aug 26 2008, 01:41 PM)
I haven't been playing BG2 for really long time and i have a question. Is Charisma stat usefull for anything at all?
I find it useful to have a character in the party with high Cha because it makes a bit of a difference to item prices, many of which are made a lot more expensive in IA. Generally I have a mage with Cha 14 with the Friends spell to take it to 20 (the maximum Cha for discounts).
Bear in mind that unlike in the vanilla game you cannot pick up the Ring of Human Influence from the circus.
Sikret
Aug 26 2008, 01:32 PM
Charisma can also have some effects during certain dialogues in the vanilla game and the way certain events will happen as well (though such cases are very rare). None of the IA specific events check for charisma.
LZJ
Aug 26 2008, 01:34 PM
Agreed. I couldn't remember if the maximum charisma needed was 20 or 21 though, but Raven should be right.
Just a note: i think you would have to set the party member with the high Charisma as the leader of the party in order to use his/her Charisma stat for the discount.
Nivellen
Aug 26 2008, 02:15 PM
I wasn't sure if Charisma have any effect on discounts as i remembered from my previous game that nymph cloak on my protagonist did make changes in prices and in my current game it didn't have any effect (protagonist with 12 charisma, leader) - was wondering if i made a mistake by not buying it(can't buy anymore since i cleared Mae'var guild).
This all may be because i have Keldorn in party and he has 19 charisma atm, 18 of his own and +1 from helm of glory. He though is not set to be a leader. I will check prices i have without him in a party
I found 1 quest where charisma matters but its very very minor. Edwin sends us to retrieve some documents for him. Talking with protagonist i couldn't get documents by threating the guy, but Keldorn managed it somehow
P.S. I remember trying to use friends with Aerie and talking to shopkeeper with her - no effect - maybe high charisma character have to be set to leader - will check.
Raven
Aug 26 2008, 03:07 PM
Like LZJ said in the above post, the leader has to be the one with the high Cha for the store to give the discount.
Vuki
Aug 27 2008, 04:30 PM
Is it not cheesy to kill those assassins in the Slaver Ship? I mean to stand there and kill them one by one to get the potion? I know it is a feature and not a bug and you cannot do it too long time (you cannot sleep) but I still have some doubts.
geh4th
Aug 27 2008, 04:56 PM
This is by no means confirmed by my own testing, but I got the impression that only a certain number of assassins had the potion on them. Those appearing past that number didn't seem to have one, so there was no "reward".
If this isn't already the case, perhaps it's a solution.
Vuki
Aug 27 2008, 05:23 PM
QUOTE(geh4th @ Aug 27 2008, 06:56 PM)
This is by no means confirmed by my own testing, but I got the impression that only a certain number of assassins had the potion on them. Those appearing past that number didn't seem to have one, so there was no "reward".
If this isn't already the case, perhaps it's a solution.
My experience was different. You did not find a potion on him if you cannot kill him in time and he drinks it. Assassins stop to appear when you killed all enemies in the area (or at least the important ones: Haegan and his party, wizard, and the slave golem).
Remark: I did not really use this cheesy tactics. PArty was waiting till thief collected all items from corpses of Haegan's party (+wizard) and then we moved forward. It could be done faster but I did not want to run into traps.
geh4th
Aug 27 2008, 05:53 PM
QUOTE(Vuki @ Aug 27 2008, 12:23 PM)
QUOTE(geh4th @ Aug 27 2008, 06:56 PM)
This is by no means confirmed by my own testing, but I got the impression that only a certain number of assassins had the potion on them. Those appearing past that number didn't seem to have one, so there was no "reward".
If this isn't already the case, perhaps it's a solution.
My experience was different. You did not find a potion on him if you cannot kill him in time and he drinks it. Assassins stop to appear when you killed all enemies in the area (or at least the important ones: Haegan and his party, wizard, and the slave golem).
Remark: I did not really use this cheesy tactics. PArty was waiting till thief collected all items from corpses of Haegan's party (+wizard) and then we moved forward. It could be done faster but I did not want to run into traps.
Yes, you're probably right. I thought I was watching for them drinking their potions though. My impression certainly isn't based on seeing a large number of them; I know every time one of them appeared I killed him as fast as I could. In my last run thru that area I saw maybe... six? of them before I finished off the key enemies you mentioned. I was thinking that the last one or two assassins didn't have potions. Perhaps I'm mistaken.
Shadan
Sep 4 2008, 03:53 PM
I am bored with my wild mage protagonist. What do you think, if I change him to necromancer with SK will I be able to continue my game? I don't want to start the whole game again.
Heh, I know what you mean about restarting the entire game. Honestly, I foresee only one problem if you use SK to change your wild mage to the necromancer kit (for IA v5): you might not be able to upgrade the Amulet of Hades.
Of course, others might also frown on using SK to switch kits/classes halfway, especially if you've experienced an easier time in the early game by using the wild mage. Further, you would have had access to useful illusion spells like Mirror Image and Imp. Invisibility (and probably used them), so by switching kits halfway, people might not view your IA run as totally legitimate.
If you really wish to do so however, do remember to delete the Divination spells you've memorized... that's the drawback of being a Necromancer.
Raven
Sep 6 2008, 11:22 AM
QUOTE(LZJ @ Sep 6 2008, 11:11 AM)
If you really wish to do so however, do remember to delete the Illusion spells you've memorized... that's the drawback of being a Necromancer.
Fixed.
@Raven:
Hmm did I type Illusion or Divination in my above post? Illusion is the opposite school of Necromancy so necromancers cannot cast Illusion spells. Conjurers (Edwin) are the ones unable to cast Divination spells.
Raven
Sep 6 2008, 06:31 PM
You wrote Divination. I corrected it to Illusion in my reply. Sorry for the confusion.
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