Please note that new user registrations disabled at this time.

Weapons skill and summoned weapons (MMM, etc.)

This forum is to be used for all discussions pertaining to BioWare's Baldur's Gate II: Shadows of Amn.
Post Reply
User avatar
nephtu
Posts: 989
Joined: Wed Mar 06, 2002 10:38 am
Location: Bellevue, WA
Contact:

Weapons skill and summoned weapons (MMM, etc.)

Post by nephtu »

This may sound like a goofy question, but do weapons skills have any relevance to any summoned weapons? (other than the mage level 4 Enchanted Weapon spell, of course)

I'm curious about ones like the cleric cause wounds series, fire seeds, etc. - I presume they don't, because clerics can use fire sword and can't even wield swords, but do they use Base THAC0 modified by STR, class bonuses, etc. and item enchantment (if any), or just Base THAC0 with summoned item mods? Anyone know ?

Thanks!
I have given up all lesser evils as inadequate to my purpose.
User avatar
UserUnfriendly
Posts: 4109
Joined: Mon Aug 06, 2001 10:00 pm
Location: Sluggy Zone
Contact:

Post by UserUnfriendly »

melf and i think energy blades are affected by the dagger skill...

flame blade is scimatar, and phantom blade is long sword

black blade is long sword, but due to a bug in implementation your fighter mage, will not get the extra attacks per round when you cast it, because the spell itself gives you temporary grandmastery on long blade...unless you are already grandmaster on long blade...(ease of use multiclass grandmastery)

i think harm and the cleric stuff are dagger, that's what i suspect...

however, most of these spells, like melf and energy blades, for example, raises thaco and attacks per round so it hardly matters...

now harm, well, the best use for harm is to have a cleric mage attack while in timestop...automatic to hit while you're timestopped... :p :p :p
They call me Darth...

Darth Gizka!

Muwahahahahhahahha!!!
Post Reply