Several Random Questions
- Deadalready
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- Joined: Fri Nov 19, 2004 4:37 am
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Several Random Questions
Instead of making a whole lot of threads I think it's just easier to ask a few questions in the same thread.
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1: What unsusual weapons can be used in backstabs? I've heard of staves and maces but is this really true??? Also I'd like to know specific weapons like Mace of Disruption and so on if possible.
2: There is a house in the bridge district where a noble seems to live, it's near (if not next to) where you find the fallen paladins. Is this house involved with any quest?
3: Inside the Jysteevs estate in the Government district there is a locked chest that cannot be lock picked. Is there a quest involved with getting this one open and where is the key? Also what is inside the chest?
4: Why is it that the beholder's "Death Ray" is not stopped by a protection from magic scroll?
5: What is the name of the spell that seems to drop a huge green blob on you and holds your character temporaily? Was this spell available in BG1 and what spell school does this belong to?
6: I know of the wand of summoning, fire, ice, lightning, missiles, cloudkill and paralysis, are there any others available in SOA?
Edited: two more questions.
7: Since the spell Sunfire is simply making your character fire resistant 100%and casting a big fireball on top of him. If I use another spell that increases my fire resistance will I actually be healed?
8: If basically all weapons can attack once per round, what role does weapon speed even play? With one attack per round doesn't that mean speed 0 and 7 are the same? Also why is it that my character will appear to do about 6 attacks but only one will actually have an attack roll?
Thanks beforehand
~
1: What unsusual weapons can be used in backstabs? I've heard of staves and maces but is this really true??? Also I'd like to know specific weapons like Mace of Disruption and so on if possible.
2: There is a house in the bridge district where a noble seems to live, it's near (if not next to) where you find the fallen paladins. Is this house involved with any quest?
3: Inside the Jysteevs estate in the Government district there is a locked chest that cannot be lock picked. Is there a quest involved with getting this one open and where is the key? Also what is inside the chest?
4: Why is it that the beholder's "Death Ray" is not stopped by a protection from magic scroll?
5: What is the name of the spell that seems to drop a huge green blob on you and holds your character temporaily? Was this spell available in BG1 and what spell school does this belong to?
6: I know of the wand of summoning, fire, ice, lightning, missiles, cloudkill and paralysis, are there any others available in SOA?
Edited: two more questions.
7: Since the spell Sunfire is simply making your character fire resistant 100%and casting a big fireball on top of him. If I use another spell that increases my fire resistance will I actually be healed?
8: If basically all weapons can attack once per round, what role does weapon speed even play? With one attack per round doesn't that mean speed 0 and 7 are the same? Also why is it that my character will appear to do about 6 attacks but only one will actually have an attack roll?
Thanks beforehand
Warning: logic and sense is replaced by typos and errors after 11pm
Spoiler
, it has yet to return
Some excellent questions (none of which I can offer answers to yet). #3, that chest in the Jystevv estate, particularly annoys me.
As for listing every kind of wand available in game, I should be able to give you a comprehensive list in a couple of days. In fact, I'm hoping at a certain point that I'll have a save game in which I have -every- item that drops in game in my ease-of-usified bag of holding
Qwinn
As for listing every kind of wand available in game, I should be able to give you a comprehensive list in a couple of days. In fact, I'm hoping at a certain point that I'll have a save game in which I have -every- item that drops in game in my ease-of-usified bag of holding
Qwinn
I can only answer the first one for you - any melee weapon that's normally usable by a thief can be used to backstab.
Thieves can't use a Mace (normally), so they can't backstab with one. They can use Staves, so that's allowed, excluding any that are class-specific for another class. (For example, Staff of the Ram is allowed, but not Staff of the Magi).
Oh, and for a list of wands, check here
Thieves can't use a Mace (normally), so they can't backstab with one. They can use Staves, so that's allowed, excluding any that are class-specific for another class. (For example, Staff of the Ram is allowed, but not Staff of the Magi).
Oh, and for a list of wands, check here
1# Glenfar answered that one. Try backstabbing with the Staff of Ram for huge damage. Never experienced a thief backstabbing with a mace, though. Perhaps it was a staff-mace?
2# Not sure I know what house you're talking about. But since not every building in Amn involves a quests, perhaps the creators just left it a normal house.
3# Can't answer that one either. Never tried lock picking the chest actually.
4# Perhaps it is an innate ability and not a spell?
5# That's the spell Implosion. It is a ToB spell, though.
6# Also answered by Glenfar.
7# I don't think so, because you don't throw a fireball on yourself. I don't have BG installed right now, so why don't you give it a try?
8# Weapon Speed affects Initiative. Initiative is the order of actions within any given combat round, but the Initiative rolls are hidden in BG2. Here's an explanation:[QUOTE=The Great Hairy]In 2nd Ed, initiaitve is rolled on a D10 (ten sided dice) and the lowest number has first action. It is calculated thusly: Initiative = D10 - Dex bonus + Weapon speed ( +/- incidentals such as Haste, Slow, etc).
Also, unlike 3rd Ed, initiative is generated every round (at least in the PnP version, I'm not sure how BG2 does it). Furthermore, all of your actions happen on your initiaitve, so if you have more than one attack, they all occur at once.[/QUOTE]
2# Not sure I know what house you're talking about. But since not every building in Amn involves a quests, perhaps the creators just left it a normal house.
3# Can't answer that one either. Never tried lock picking the chest actually.
4# Perhaps it is an innate ability and not a spell?
5# That's the spell Implosion. It is a ToB spell, though.
6# Also answered by Glenfar.
7# I don't think so, because you don't throw a fireball on yourself. I don't have BG installed right now, so why don't you give it a try?
8# Weapon Speed affects Initiative. Initiative is the order of actions within any given combat round, but the Initiative rolls are hidden in BG2. Here's an explanation:[QUOTE=The Great Hairy]In 2nd Ed, initiaitve is rolled on a D10 (ten sided dice) and the lowest number has first action. It is calculated thusly: Initiative = D10 - Dex bonus + Weapon speed ( +/- incidentals such as Haste, Slow, etc).
Also, unlike 3rd Ed, initiative is generated every round (at least in the PnP version, I'm not sure how BG2 does it). Furthermore, all of your actions happen on your initiaitve, so if you have more than one attack, they all occur at once.[/QUOTE]
"Sometimes Dreams are wiser than waking"
I used to backstab religiously with my stalker and the staff mace. That is one of the only one handed backstabbable weapons a stalker can use.
I've gotten 100+ on the staff of rhyn too... I was surprised and had to pause and recheck the number to be sure. Multipliers that hit x5 make that a little easier, especially for fighter/thieves.
#4 can be, however, reflected, by one of the shields, right?
I think #7 is possible, but I believe the spell *sets* your resistance to 100, so it would mean casting, pausing and adding additional fire resistances before the fireball was launched but after your resistance was set by the spell. It is true that damage resisted by over 100% will heal.
Just my two cents...
N..
I've gotten 100+ on the staff of rhyn too... I was surprised and had to pause and recheck the number to be sure. Multipliers that hit x5 make that a little easier, especially for fighter/thieves.
#4 can be, however, reflected, by one of the shields, right?
I think #7 is possible, but I believe the spell *sets* your resistance to 100, so it would mean casting, pausing and adding additional fire resistances before the fireball was launched but after your resistance was set by the spell. It is true that damage resisted by over 100% will heal.
Just my two cents...
N..
1. Already answered in the post before mine, just want to add that some 'maces' are actually clubs, which can be used to backstab.
2. Not that I know of. There is a mod, I think it's Refinements, which 'repairs' a lot of broken or omitted quests.
3. Same as #2
4. Just a guess: Could be, that it is processed/scripted as an instant-death-EFFECT and not as spell
5. No clue. May be worth to look at some spell guide or adress to scripter out there.
6. Leaving to others to answer (which they did already, no?)
7. Definitely yes; using different spells to enhance resistance e.g. fire to 100+ and than Incendiary Cloud will heal you, can be combined with fire elemental summons (different resistance spells are needed if baldurash fixes are installed, 'cause repeated castings of same spells should not stack (anymore))
8. a) speed factor example: You have weapon with speed 3, the enemy mage next to you casts a spell with casting time 4, leads to you interrupting him; he casting magic missile (casting time 1) against you, leads to you being hit by the spell before you hitting him. And speedfactor 0 should give +one attack see scarlet ninjato and a short swort whose name is beyond me at the time.
b) Seems to be an engine limitation in handling animations per round/sec; just think of it as combat faint to get that one blow/round on target
2. Not that I know of. There is a mod, I think it's Refinements, which 'repairs' a lot of broken or omitted quests.
3. Same as #2
4. Just a guess: Could be, that it is processed/scripted as an instant-death-EFFECT and not as spell
5. No clue. May be worth to look at some spell guide or adress to scripter out there.
6. Leaving to others to answer (which they did already, no?)
7. Definitely yes; using different spells to enhance resistance e.g. fire to 100+ and than Incendiary Cloud will heal you, can be combined with fire elemental summons (different resistance spells are needed if baldurash fixes are installed, 'cause repeated castings of same spells should not stack (anymore))
8. a) speed factor example: You have weapon with speed 3, the enemy mage next to you casts a spell with casting time 4, leads to you interrupting him; he casting magic missile (casting time 1) against you, leads to you being hit by the spell before you hitting him. And speedfactor 0 should give +one attack see scarlet ninjato and a short swort whose name is beyond me at the time.
b) Seems to be an engine limitation in handling animations per round/sec; just think of it as combat faint to get that one blow/round on target
"I have thirteen personalities... twelve are paranoid and one is outta get'em" (from unknown)
"2. Not that I know of. There is a mod, I think it's Refinements, which 'repairs' a lot of broken or omitted quests."
That's actually a more apt description for the mod "Unfinished Business". Refinements is different, it does things like revise the HLA tables, modifies Imoen to a Swashbuckler/Mage, etc. Both are recommended.
Either way, that chest in Jysteev's Estate remains unopenable (as far as I can tell) even with UB, Refinements or any other of the major mods out there installed. I suspect this is the one question on this thread that won't ever get an answer - sigh.
Qwinn
That's actually a more apt description for the mod "Unfinished Business". Refinements is different, it does things like revise the HLA tables, modifies Imoen to a Swashbuckler/Mage, etc. Both are recommended.
Either way, that chest in Jysteev's Estate remains unopenable (as far as I can tell) even with UB, Refinements or any other of the major mods out there installed. I suspect this is the one question on this thread that won't ever get an answer - sigh.
Qwinn
- The Great Hairy
- Posts: 864
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- Location: Sydney, Australia
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[QUOTE=KaaH]7. Definitely yes; using different spells to enhance resistance e.g. fire to 100+ and than Incendiary Cloud will heal you, can be combined with fire elemental summons (different resistance spells are needed if baldurash fixes are installed, 'cause repeated castings of same spells should not stack (anymore))[/QUOTE]
Yeah, generally, but not in the specific case described by Deadalready. He's talking about the spell Sunfire, which gives the PC fire resistance only for the time the spell is activated. This specific fire resistance may in fact be "sun resistance" rather than fire resistance anyway, and may not be applicable with other spells. To test it, you'd have to cast another fire-based spell at exactly the same time as the Sunfire.
[QUOTE=KaaH]8. a) speed factor example: You have weapon with speed 3, the enemy mage next to you casts a spell with casting time 4, leads to you interrupting him; he casting magic missile (casting time 1) against you, leads to you being hit by the spell before you hitting him.[/QUOTE]
Don't forget the other factors included in the generation of Initiative, including the random die roll.
[QUOTE=KaaH]And speedfactor 0 should give +one attack see scarlet ninjato and a short swort whose name is beyond me at the time.[/QUOTE]
This is not the case. A speed factor of 0 does not mean that the speed factor of the weapon gives you a second attack. Speed factor is inherent to the weapon type - i.e./ a dagger has a speed factor of 1, regardless if it is magical or not.
I think the Scarlet Ninjato has "Speed" as a magical property, which is where it gets its second attack from.
[QUOTE=Deadalready]Also why is it that my character will appear to do about 6 attacks but only one will actually have an attack roll?[/QUOTE]
If they only have one attack per round, then it's due to the graphics. Otherwise, you should have more than one attack roll - one per attack. Been a little while since I fired up BG2 (and I need to this weekend) so I'll have a look-see.
Cheers,
TGHO
Yeah, generally, but not in the specific case described by Deadalready. He's talking about the spell Sunfire, which gives the PC fire resistance only for the time the spell is activated. This specific fire resistance may in fact be "sun resistance" rather than fire resistance anyway, and may not be applicable with other spells. To test it, you'd have to cast another fire-based spell at exactly the same time as the Sunfire.
[QUOTE=KaaH]8. a) speed factor example: You have weapon with speed 3, the enemy mage next to you casts a spell with casting time 4, leads to you interrupting him; he casting magic missile (casting time 1) against you, leads to you being hit by the spell before you hitting him.[/QUOTE]
Don't forget the other factors included in the generation of Initiative, including the random die roll.
[QUOTE=KaaH]And speedfactor 0 should give +one attack see scarlet ninjato and a short swort whose name is beyond me at the time.[/QUOTE]
This is not the case. A speed factor of 0 does not mean that the speed factor of the weapon gives you a second attack. Speed factor is inherent to the weapon type - i.e./ a dagger has a speed factor of 1, regardless if it is magical or not.
I think the Scarlet Ninjato has "Speed" as a magical property, which is where it gets its second attack from.
[QUOTE=Deadalready]Also why is it that my character will appear to do about 6 attacks but only one will actually have an attack roll?[/QUOTE]
If they only have one attack per round, then it's due to the graphics. Otherwise, you should have more than one attack roll - one per attack. Been a little while since I fired up BG2 (and I need to this weekend) so I'll have a look-see.
Cheers,
TGHO
I'm wearing Boots of Escaping! I'm wearing Boots of Escaping!
Sunfire
In fact this spell gives fire resistance; take a high level sequencer and store 1 Sunfire and 2 delayed blast fireballs (on self), you won't take damage (you won't heal this way, this is why I explained how to use resistance to the max).
Initiative: Was just an example to give an idea what it's all about.
Weaponwise you got me!
In fact this spell gives fire resistance; take a high level sequencer and store 1 Sunfire and 2 delayed blast fireballs (on self), you won't take damage (you won't heal this way, this is why I explained how to use resistance to the max).
Initiative: Was just an example to give an idea what it's all about.
Weaponwise you got me!
"I have thirteen personalities... twelve are paranoid and one is outta get'em" (from unknown)
- Deadalready
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- Joined: Fri Nov 19, 2004 4:37 am
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Man I love this forum, so much cool stuff to learn from others. Thanks for the info, shame about that damn chest that can't be opened...
Anyway I have one more now that I remembered it.
How exactly can a person "Backstab Repeatedly with Mislead" ? I my experiments the first shot has a multiplier but the rest is simply normal attacks and I'm protected by improved invisbility. Annoying how it seems impossible to differentiate between hidden and improved invisbility...
Do I simply run off again or something???
Anyway I have one more now that I remembered it.
How exactly can a person "Backstab Repeatedly with Mislead" ? I my experiments the first shot has a multiplier but the rest is simply normal attacks and I'm protected by improved invisbility. Annoying how it seems impossible to differentiate between hidden and improved invisbility...
Do I simply run off again or something???
Warning: logic and sense is replaced by typos and errors after 11pm
Spoiler
, it has yet to return
[QUOTE=Deadalready]Man I love this forum, so much cool stuff to learn from others. Thanks for the info, shame about that damn chest that can't be opened...
Anyway I have one more now that I remembered it.
How exactly can a person "Backstab Repeatedly with Mislead" ? I my experiments the first shot has a multiplier but the rest is simply normal attacks and I'm protected by improved invisbility. Annoying how it seems impossible to differentiate between hidden and improved invisbility...
Do I simply run off again or something???[/QUOTE]
Quite easely
For best performance, move out of the field of view of the enemy. Cast Mislead. Move your Mislead to far away location. Go back to your enemies, backstab galore. fighting under the influence of Mislead will not break the invisibility.
If there is a mage among the enemies, kill him first.
Edit:
Removed a ToB spoiler. Whoops.
Anyway I have one more now that I remembered it.
How exactly can a person "Backstab Repeatedly with Mislead" ? I my experiments the first shot has a multiplier but the rest is simply normal attacks and I'm protected by improved invisbility. Annoying how it seems impossible to differentiate between hidden and improved invisbility...
Do I simply run off again or something???[/QUOTE]
Quite easely
For best performance, move out of the field of view of the enemy. Cast Mislead. Move your Mislead to far away location. Go back to your enemies, backstab galore. fighting under the influence of Mislead will not break the invisibility.
If there is a mage among the enemies, kill him first.
Edit:
Removed a ToB spoiler. Whoops.
Ok, just tested it to confirm my memory on multi backstab with mislead
I did twisted rune (so I list some added steps that aren't necessary)
set some traps so the lich can't dispel mislead or even target me with spells
initiate dialog
run back (behind secret door/wall)
cast: mislead
spell immunity: divination (just in case)
(and, though not needed, mass invi (to hide the clone))
then going rampage et voila multiple backstab of 100+ damage against Vampire and fighter in there. No fear of getting hit by beholder or mage, as they never realized I'm there. This is just too easy, well it's a high lvl F/M/T Rhythm Warrior Kit(BP-BGT-NEJ) -> 5 attacks per round (unenhanced) with 2Hd weapon (Phantom Staff -> ranged backstab)
Ahh, the explanation why it works: Mislead = True invi; change to impr. invi. when attacking, changing back at once to true invi. after attack. So as you will know, backstab from invi is possible.
And the credit goes to UserUnfriendly correct me if I'm wrong on this!
I did twisted rune (so I list some added steps that aren't necessary)
set some traps so the lich can't dispel mislead or even target me with spells
initiate dialog
run back (behind secret door/wall)
cast: mislead
spell immunity: divination (just in case)
(and, though not needed, mass invi (to hide the clone))
then going rampage et voila multiple backstab of 100+ damage against Vampire and fighter in there. No fear of getting hit by beholder or mage, as they never realized I'm there. This is just too easy, well it's a high lvl F/M/T Rhythm Warrior Kit(BP-BGT-NEJ) -> 5 attacks per round (unenhanced) with 2Hd weapon (Phantom Staff -> ranged backstab)
Ahh, the explanation why it works: Mislead = True invi; change to impr. invi. when attacking, changing back at once to true invi. after attack. So as you will know, backstab from invi is possible.
And the credit goes to UserUnfriendly correct me if I'm wrong on this!
"I have thirteen personalities... twelve are paranoid and one is outta get'em" (from unknown)
The acid blob is a trap, no? It almost killed Jan once.
Here is the wand list (SPOILER):
http://www.gamebanshee.com/baldursgatei ... /wands.php
Here is the wand list (SPOILER):
http://www.gamebanshee.com/baldursgatei ... /wands.php
If you just HAVE to know...
The Ease of Use Mod includes a No Locks/No Traps component... This will almost certainly solve that pecky chest problem...
It won't affect areas that you've already been to, though... You'd have to load from a save before ever going in, or start a new game.
I think everything else has been said, although I have something to add. You mentioned the Mace of Disruption for backstabbing. Now, while you can't backstab with it, you CAN put it in your off hand, and reap the protective benefits. For offensive undead-killing melee power, your stuck with the Daystar...
Good Luck
The Ease of Use Mod includes a No Locks/No Traps component... This will almost certainly solve that pecky chest problem...
It won't affect areas that you've already been to, though... You'd have to load from a save before ever going in, or start a new game.
I think everything else has been said, although I have something to add. You mentioned the Mace of Disruption for backstabbing. Now, while you can't backstab with it, you CAN put it in your off hand, and reap the protective benefits. For offensive undead-killing melee power, your stuck with the Daystar...
Good Luck
Oh, i wasn't complaining about the acid traps. I was just asking if that was what the poster meant.
[QUOTE=stramoski]The Ease of Use Mod includes a No Locks/No Traps component... This will almost certainly solve that pecky chest problem...
It won't affect areas that you've already been to, though... You'd have to load from a save before ever going in, or start a new game.
I think everything else has been said, although I have something to add. You mentioned the Mace of Disruption for backstabbing. Now, while you can't backstab with it, you CAN put it in your off hand, and reap the protective benefits. For offensive undead-killing melee power, your stuck with the Daystar...
Good Luck[/QUOTE]
[QUOTE=stramoski]The Ease of Use Mod includes a No Locks/No Traps component... This will almost certainly solve that pecky chest problem...
It won't affect areas that you've already been to, though... You'd have to load from a save before ever going in, or start a new game.
I think everything else has been said, although I have something to add. You mentioned the Mace of Disruption for backstabbing. Now, while you can't backstab with it, you CAN put it in your off hand, and reap the protective benefits. For offensive undead-killing melee power, your stuck with the Daystar...
Good Luck[/QUOTE]
[QUOTE=stramoski]The Ease of Use Mod includes a No Locks/No Traps component... This will almost certainly solve that pecky chest problem...[/QUOTE]
I doubt that'll work ... that chest doesn't have a pickable lock, so the mod wouldn't apply to it. To unlock it you need 'something' - could be a key or being assigned a quest. (And judging by the fact that no-one seems to know what's in it, it's quite likely a quest that was dropped).
I doubt that'll work ... that chest doesn't have a pickable lock, so the mod wouldn't apply to it. To unlock it you need 'something' - could be a key or being assigned a quest. (And judging by the fact that no-one seems to know what's in it, it's quite likely a quest that was dropped).