2-character party, Saving Throw-problems
Wow, incredible. Thanks a lot! Cloak, Belt, Equalizer and Ring of FA will give me almost complete set of protections and Greenstone Amulet fills in where need be. Heh, the Belt conveniently gives +5 Breath save too, even if it doesn't really matter all that much ^^ Just out of curiousity, what kind of equipment do you people usually use to keep the fighting thieves of your party alive? Or are non-Halfling Swashbucklers a rarity?
I usually play with a Fighter-Thief and I mostly end up using the aforementioned items.
When playing the vanilla game with a Swashi, however, I tend to focus more on AC than anything else. Mages and Clerics are capable of granting plenty of resistance to your Swashi (Death Ward, Chaotic Commands, Protection from Energy, Elements, etc), so I prefer to make him near unable to hit.
That said, I like a character who can hold its own, and for that one definitely needs some powerful items, such as the ones you will be equipping.
When playing the vanilla game with a Swashi, however, I tend to focus more on AC than anything else. Mages and Clerics are capable of granting plenty of resistance to your Swashi (Death Ward, Chaotic Commands, Protection from Energy, Elements, etc), so I prefer to make him near unable to hit.
That said, I like a character who can hold its own, and for that one definitely needs some powerful items, such as the ones you will be equipping.
"Sometimes Dreams are wiser than waking"
This might be interesting for you:
From the [url="http://www.baldurdash.org/fixes.html"]Baldurdash SoA fixpack's readme[/url]:
Lark.
From the [url="http://www.baldurdash.org/fixes.html"]Baldurdash SoA fixpack's readme[/url]:
Best regards,Rogue Saving Throw Table Fix resolves the omission of Rogues (Thieves & Bards) still having the BG1 Level 20 Ruleset for their saves, which meant that they did not get the final level 21 decrease that they are entitled to, as they can reach to level 21 (and beyond) under the 2,950,000 experience point cap.
Lark.
Yea, we actually installed it earlier today and it helps a lot ^^ (natural 8, 4, 7, 11, 5>9, 6, 8, 12, 7) I also equipped the Cloak and immediately found out that it doesn't affect Imprisonment and Maze (Elder Orb imprisoned me>load, the mage in that stupid party Mazed me. Gah). I've got everything now save the Equalizer (I'm using Adjantha, the Drinker for protection from domination and charm) and the Belt, and it's working perfectly thus far (although now I can't wear Cloak of Sewers for Troll-healing and AC, but that's an acceptable trade for making the character actually able to take spells). I still got Confused by the stupid Myconids and frightened by some drow mages; I'm so looking forward to Equalizer. Oh well, my Spells-save is 3 (5 natural and Amulet of Spell Warding for now; I'll look into getting some other Amulets when the time comes, perhaps some that provide AC/THAC0 bonuses as I'm not really reliant on Saving Throws for my Magic Defenses anymore) so I shouldn't be too badly off for the time being.
Thanks a lot. Oh, and I got to use Detect Illusions a good deal in the drow city, and with the number of mages in the game, it seems like the skill will be useful for a good while. Protection from Magical Weapons HAS to get the rank of the most annoying spell ever though. Luckily my pal has room for 4 Dispel Magics now.
Oh, another problem showed up. Ring of Free Action doesn't co-operate with Boots of Speed. Is that intentional? I can get them to work together if I unequip Ring, then re-equip boots and finally the ring each time we load a new area, but that seems just stupid. Is Free Action supposed to prevent speed increments as well as speed decreases?
EDIT: Nevermind, I found answers to all my questions through the search feature. Sorry about that, normally I search before asking, but now I just kinda forgot. Although, does anyone know of a mod that would disable it? Because, in my mind, it's just stupid, just because Magic allows me to move doesn't mean it conflicts with Magic that speeds me up -.-
Thanks a lot. Oh, and I got to use Detect Illusions a good deal in the drow city, and with the number of mages in the game, it seems like the skill will be useful for a good while. Protection from Magical Weapons HAS to get the rank of the most annoying spell ever though. Luckily my pal has room for 4 Dispel Magics now.
Oh, another problem showed up. Ring of Free Action doesn't co-operate with Boots of Speed. Is that intentional? I can get them to work together if I unequip Ring, then re-equip boots and finally the ring each time we load a new area, but that seems just stupid. Is Free Action supposed to prevent speed increments as well as speed decreases?
EDIT: Nevermind, I found answers to all my questions through the search feature. Sorry about that, normally I search before asking, but now I just kinda forgot. Although, does anyone know of a mod that would disable it? Because, in my mind, it's just stupid, just because Magic allows me to move doesn't mean it conflicts with Magic that speeds me up -.-
On a side note:
If you wear the Cloak of Mirroring, you will not benefit from the 50% resistance to magic damage, that the Belt of the Inertial Barrier grants, because the cloak will prevent you from being exposed to that kind of damage in the first place. If you wear it just for the resistance to missile damage and the bonus to the save vs. breath, that's okay, although you will not have to make that save very often. The cloak protects you even from some sources of possible saves vs. breath. (the spell Dragon's Breath, red dragons' (Firkraag's) and green dragons' (Fll'Yissetat's) breath (!), Dust Mephits' Glass Dust). Perhaps you will benefit more from a strength belt, but that's just my opinion . The choice is ultimately your's.
[QUOTE=Eldariel]Ring of Free Action doesn't co-operate with Boots of Speed. Is that intentional?[/QUOTE]
[QUOTE=Lark]Free Action hasn't got only advantages.[/Quote]
[QUOTE=Eldariel]Sorry about that, normally I search before asking, but now I just kinda forgot.[/QUOTE]
Never Mind!
Best regards,
Lark.
If you wear the Cloak of Mirroring, you will not benefit from the 50% resistance to magic damage, that the Belt of the Inertial Barrier grants, because the cloak will prevent you from being exposed to that kind of damage in the first place. If you wear it just for the resistance to missile damage and the bonus to the save vs. breath, that's okay, although you will not have to make that save very often. The cloak protects you even from some sources of possible saves vs. breath. (the spell Dragon's Breath, red dragons' (Firkraag's) and green dragons' (Fll'Yissetat's) breath (!), Dust Mephits' Glass Dust). Perhaps you will benefit more from a strength belt, but that's just my opinion . The choice is ultimately your's.
[QUOTE=Eldariel]Ring of Free Action doesn't co-operate with Boots of Speed. Is that intentional?[/QUOTE]
[QUOTE=Lark]Free Action hasn't got only advantages.[/Quote]
[QUOTE=Eldariel]Sorry about that, normally I search before asking, but now I just kinda forgot.[/QUOTE]
Never Mind!
Best regards,
Lark.
[QUOTE=Lark]On a side note:
If you wear the Cloak of Mirroring, you will not benefit from the 50% resistance to magic damage, that the Belt of the Inertial Barrier grants, because the cloak will prevent you from being exposed to that kind of damage in the first place. If you wear it just for the resistance to missile damage and the bonus to the save vs. breath, that's okay, although you will not have to make that save very often. The cloak protects you even from some sources of possible saves vs. breath. (the spell Dragon's Breath, red dragons' (Firkraag's) and green dragons' (Fll'Yissetat's) breath (!), Dust Mephits' Glass Dust). Perhaps you will benefit more from a strength belt, but that's just my opinion . The choice is ultimately your's.[/QUOTE]
Yea, I've got Frost Giant Strength right now and it's serving me well (I'm dealing about 23 damage on average per hit), but my pal wants Crom Fayer, so we're going to put it together soon meaning I'll lose my belt. After that, I guess I'll have to wait until ToB to get Girdle of Fire Giant Strength (I'm not sure if I want to use Angurvadal since while it's a great weapon, it just lacks in terms of abilities. I think the Answerer might serve my needs better alongside Equalizer as the more offensive option (my hand 2 is more or less cemented into Scarlet Ninja-to right now as I went through the trouble to get all the Scimitar-proficiencies and install the bonus merchants and all that to get it)). Thanks a lot!
Btw, a peculiar thing happened in the drow city, we were fighting the stupid slimes and suddenly I just got randomally petrified. I didn't notice it coming from a wizard; do some jellies have a petrification-ability? And btw, this whole deal is working out perfectly, I've only died twice in the chapter and one was to the awkward petrification and one was to MAJOR gamelag (it showed to me as if it was paused while it wasn't) preventing me from drinking potions while being attacked. That's a huge improvement over the random deaths I experienced at the hands of Hold Person and such. Confusion isn't so bad since the character often still fights and Swashbuckler can hold her own.
If you wear the Cloak of Mirroring, you will not benefit from the 50% resistance to magic damage, that the Belt of the Inertial Barrier grants, because the cloak will prevent you from being exposed to that kind of damage in the first place. If you wear it just for the resistance to missile damage and the bonus to the save vs. breath, that's okay, although you will not have to make that save very often. The cloak protects you even from some sources of possible saves vs. breath. (the spell Dragon's Breath, red dragons' (Firkraag's) and green dragons' (Fll'Yissetat's) breath (!), Dust Mephits' Glass Dust). Perhaps you will benefit more from a strength belt, but that's just my opinion . The choice is ultimately your's.[/QUOTE]
Yea, I've got Frost Giant Strength right now and it's serving me well (I'm dealing about 23 damage on average per hit), but my pal wants Crom Fayer, so we're going to put it together soon meaning I'll lose my belt. After that, I guess I'll have to wait until ToB to get Girdle of Fire Giant Strength (I'm not sure if I want to use Angurvadal since while it's a great weapon, it just lacks in terms of abilities. I think the Answerer might serve my needs better alongside Equalizer as the more offensive option (my hand 2 is more or less cemented into Scarlet Ninja-to right now as I went through the trouble to get all the Scimitar-proficiencies and install the bonus merchants and all that to get it)). Thanks a lot!
Btw, a peculiar thing happened in the drow city, we were fighting the stupid slimes and suddenly I just got randomally petrified. I didn't notice it coming from a wizard; do some jellies have a petrification-ability? And btw, this whole deal is working out perfectly, I've only died twice in the chapter and one was to the awkward petrification and one was to MAJOR gamelag (it showed to me as if it was paused while it wasn't) preventing me from drinking potions while being attacked. That's a huge improvement over the random deaths I experienced at the hands of Hold Person and such. Confusion isn't so bad since the character often still fights and Swashbuckler can hold her own.
You'd better be careful with the Scarlet Ninja-To. It messes up the attacks per round (ApR).
[Edit]
I did some testing , here are the results:
All speed weapons (weapons that increase the number of attacks per round (ApR), i.e.: Kundane, Belm and Scarlet Ninja-To) don't give you the correct number of ApR, if you use them in a whirlwind attack:
1) Single Weapon Style, Warrior not proficient/Non-Warrior; Warrior proficient; Warrior specialised (all of lvl 13)
a) normal weapon equipped: 10 ApR; 10 ApR; 10 ApR
b) speed weapon equipped: 1 ApR; 3 ApR; 4ApR
2) Two Weapon Style, Warrior not proficient/Non-Warrior; Warriour proficient; Warrior specialised (all of lvl 13)
a) two normal weapons equipped: 10 ApR; 10 ApR; 10ApR
b) one normal weapon and one speed weapon equipped: 3 ApR; 5ApR; 6ApR
c) two speed weapons equipped: 5 ApR; 7ApR; 8ApR
If you use the Gloves of Extraordinary Specialization in conjunction with the speed weapons during the whirlwind attack, the number of attacks per round will be correct.
Best regards,
Lark
[Edit]
I did some testing , here are the results:
All speed weapons (weapons that increase the number of attacks per round (ApR), i.e.: Kundane, Belm and Scarlet Ninja-To) don't give you the correct number of ApR, if you use them in a whirlwind attack:
1) Single Weapon Style, Warrior not proficient/Non-Warrior; Warrior proficient; Warrior specialised (all of lvl 13)
a) normal weapon equipped: 10 ApR; 10 ApR; 10 ApR
b) speed weapon equipped: 1 ApR; 3 ApR; 4ApR
2) Two Weapon Style, Warrior not proficient/Non-Warrior; Warriour proficient; Warrior specialised (all of lvl 13)
a) two normal weapons equipped: 10 ApR; 10 ApR; 10ApR
b) one normal weapon and one speed weapon equipped: 3 ApR; 5ApR; 6ApR
c) two speed weapons equipped: 5 ApR; 7ApR; 8ApR
If you use the Gloves of Extraordinary Specialization in conjunction with the speed weapons during the whirlwind attack, the number of attacks per round will be correct.
Best regards,
Lark
That never occured to me, but the mustard jelly has a deadly poison ability that seems to be able to kill people even after the poison has been removed (!?). Very strange.Btw, a peculiar thing happened in the drow city, we were fighting the stupid slimes and suddenly I just got randomally petrified. I didn't notice it coming from a wizard; do some jellies have a petrification-ability?
You're welcome. I have been a long time lurker in this forum, and have myself profited very much of the knowledgeable and helpful members here. I thought it would be now a good time to give the forum something back by sharing what i have learned from others here and researched myself. Cheers!I can't begin to say, of how much help you've been.
Lark
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As for belts there's at least three strength giving belts one of which, can be purchased immediately at the Adventuremart in Waukeen's Promenade. It gives about 19 points worth of strength and about 500 carry weight.
~
Nothing except Spell Immunity: Abjuration and the scroll Protection from Magic can stop Imprisonment, which is why it's such a cool spell.
(Except of course when it's used against oneself)
~
I think that battle that you're talking about is where one has to fight cultists who worship jellys. I know that most jellies have some kind of attack that involves a save vs polyporph/petrification (or save vs death) but I've never actually remembered failing that save. I also think that there's some traps in that part of the city as well if I'm not mistaken, maybe even a beholder.
~
As a Swashbuckler I suggest (SOA Wise):
Helm:
Armour: Shadow Dragon Scale or Night Armour
Cloak: Cloak of Mirroring
Belt: Belt of (any) Giant Strength or Inertial Barrier
Shield: Shield of Harmony
Boots:
Weapon 1: Celestial Fury
Weapon 2:
Gloves:
Amulet: Pedipalph Against Poison
Ring 1: Ring of Protection +2 or Earth Control
Ring 2: Ring of Free Action
There's better combinations with TOB and USE ANY ITEM but it's actually quite hard to think of any items that could be useful for your character. I've left some areas blank because I can't really think of what good items you could use. The Shield of Harmony is a no Brainer, it'll protect you against nearly all mind spells and the Cloak of Mirroring good against damage spells. I suggest the Celestial Fury because it's a very good blade for a fighter, which your character essentially is; it is also a weapon your friend has no access to.
~
By the way there's conflicts with wearing the Ring of Free Action as well as the Boots of Speed, so one or the other won't work under most conditions.
Finally it sounds like your friend is getting all the good toys.
~
Nothing except Spell Immunity: Abjuration and the scroll Protection from Magic can stop Imprisonment, which is why it's such a cool spell.
(Except of course when it's used against oneself)
~
I think that battle that you're talking about is where one has to fight cultists who worship jellys. I know that most jellies have some kind of attack that involves a save vs polyporph/petrification (or save vs death) but I've never actually remembered failing that save. I also think that there's some traps in that part of the city as well if I'm not mistaken, maybe even a beholder.
~
As a Swashbuckler I suggest (SOA Wise):
Helm:
Armour: Shadow Dragon Scale or Night Armour
Cloak: Cloak of Mirroring
Belt: Belt of (any) Giant Strength or Inertial Barrier
Shield: Shield of Harmony
Boots:
Weapon 1: Celestial Fury
Weapon 2:
Gloves:
Amulet: Pedipalph Against Poison
Ring 1: Ring of Protection +2 or Earth Control
Ring 2: Ring of Free Action
There's better combinations with TOB and USE ANY ITEM but it's actually quite hard to think of any items that could be useful for your character. I've left some areas blank because I can't really think of what good items you could use. The Shield of Harmony is a no Brainer, it'll protect you against nearly all mind spells and the Cloak of Mirroring good against damage spells. I suggest the Celestial Fury because it's a very good blade for a fighter, which your character essentially is; it is also a weapon your friend has no access to.
~
By the way there's conflicts with wearing the Ring of Free Action as well as the Boots of Speed, so one or the other won't work under most conditions.
Finally it sounds like your friend is getting all the good toys.
Warning: logic and sense is replaced by typos and errors after 11pm
Spoiler
, it has yet to return