Dagger of Venom bug
- Speddyeddy
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Dagger of Venom bug
Hi guys
I recently finished BG/TOTSC with a lvl 3 fighter dualed to a lvl 12 thief (had xp cap removal) and i imported him into BG2 but did the pause at load screen to keep my dagger boots and the shadow armor. Anyways befor that at the skill screen in character creation i noticed i had 5 pts to spend and i could go right up to grand mastery so i dumped 2 pts in dagger 3 in two weapon fighting. Then i got to choose my skills for the thief side and another 5 pts i got to spend and again i could go right up to grand mastery so i put 2 pts in short bow 3 in scimitar. Now at the game when i equip the dagger of venom i noticed that the APR is at 1 even with boots of speed off, yet when i get that dagger behind the painting at the start area and equip that the APR is 3/2 (btw what does 3/2 mean i know its 3APR but the /2? is that 1/2?).
Have any of you noticed that some weapons from BG1 dont work as they should? or is there a problem there that im not seeing.
I recently finished BG/TOTSC with a lvl 3 fighter dualed to a lvl 12 thief (had xp cap removal) and i imported him into BG2 but did the pause at load screen to keep my dagger boots and the shadow armor. Anyways befor that at the skill screen in character creation i noticed i had 5 pts to spend and i could go right up to grand mastery so i dumped 2 pts in dagger 3 in two weapon fighting. Then i got to choose my skills for the thief side and another 5 pts i got to spend and again i could go right up to grand mastery so i put 2 pts in short bow 3 in scimitar. Now at the game when i equip the dagger of venom i noticed that the APR is at 1 even with boots of speed off, yet when i get that dagger behind the painting at the start area and equip that the APR is 3/2 (btw what does 3/2 mean i know its 3APR but the /2? is that 1/2?).
Have any of you noticed that some weapons from BG1 dont work as they should? or is there a problem there that im not seeing.
- Speddyeddy
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well in BG1 its classified as a small sword so im not sure if BG2 changes the classification to short sword or dagger or if they left it as small sword maybe it dosnt benefit at all from the dagger proficiency, kinda pisses me off in a way because that was my most favourite weapon, it really took mages out and even melee because most of the time they couldnt attack when the dmg was ticking over so i pretty much had free shots, when you said 3 attacks per 2 rounds it dosnt really worry me now tho i thought it was 3attacks and 1/2 per round so i was like dam im missing out here, but yeh i think i can deal with that , maybe i will try an gets nebs nasty cutter, had to change my alignment too chaotic evil in gatekeeper tho so i could use it!.
Another thing that troubles me is in BG1 i got the fighter to lvl 3 then dualed a thief to lvl 12 so why in character creation when i import him am i able to go up to grand mastery not only in the fighter skills but the thief skills as well like i get 5 pts in the fighter and 5 in thief plus the 340 pts i get to spend on theif abilities, not like im complaining but maybe that has something to do with the dagger, im trying to turn him into a artemis entreri like a poison dagger MH and have a scimitar in the offhand like that belm.
Another thing that troubles me is in BG1 i got the fighter to lvl 3 then dualed a thief to lvl 12 so why in character creation when i import him am i able to go up to grand mastery not only in the fighter skills but the thief skills as well like i get 5 pts in the fighter and 5 in thief plus the 340 pts i get to spend on theif abilities, not like im complaining but maybe that has something to do with the dagger, im trying to turn him into a artemis entreri like a poison dagger MH and have a scimitar in the offhand like that belm.
- Silvanerian
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Believe the Dagger of Venom is part of the Rogue Rebalancing Mod (believe you can choose only to install the vendor updates, but cannot confirm). The dagger should work properly there.
One note though: I believe the dagger offers a saving throw to avoid the damage which significantly reduces the value of the weapon. (a constant +15 damage per hit is extreme though, so the BG1 version would need updating anyway in order to keep the game balanced)
Regarding your proficiencies - it's an error. You should get 5 proficiencies for your fighter levels and 3 for your thief levels (believe thieves get 1 prof per 4 levels), so total of 8.
Regarding mastery, a level 1 fighter can only go as far as specialised in BG1 (and PnP), however in BG2, they can spend as many points per weapon as they like.
If you want to wield daggers, suggest 5 stars in daggers and 3 in dual wielding for optimal damage output. Otherwise you might go lower on daggers and become proficient in other weapons as well for versatility.
If you have the grandmaster fix, highly recommend 5 stars in daggers, as it will give you 1 extra attack per round when using that weapon.
Regarding your attacks per round, 3/2 means 1.5, however, means you get 1 attack first round and 2 attack second round. This means that whenever you initiate combat, the first round will always give you 1 attack and the second 2 attacks.
Add 1 more each round if you dual wield.
Grandmastery with the fix would yield you 5/2 and 7/2 with dual wield. Had you dualed your character at fighter level 7, you would have had 0.5 attack extra per round (plus more hit points), but that is a bit beside the point I suspect.
Happy gaming!
One note though: I believe the dagger offers a saving throw to avoid the damage which significantly reduces the value of the weapon. (a constant +15 damage per hit is extreme though, so the BG1 version would need updating anyway in order to keep the game balanced)
Regarding your proficiencies - it's an error. You should get 5 proficiencies for your fighter levels and 3 for your thief levels (believe thieves get 1 prof per 4 levels), so total of 8.
Regarding mastery, a level 1 fighter can only go as far as specialised in BG1 (and PnP), however in BG2, they can spend as many points per weapon as they like.
If you want to wield daggers, suggest 5 stars in daggers and 3 in dual wielding for optimal damage output. Otherwise you might go lower on daggers and become proficient in other weapons as well for versatility.
If you have the grandmaster fix, highly recommend 5 stars in daggers, as it will give you 1 extra attack per round when using that weapon.
Regarding your attacks per round, 3/2 means 1.5, however, means you get 1 attack first round and 2 attack second round. This means that whenever you initiate combat, the first round will always give you 1 attack and the second 2 attacks.
Add 1 more each round if you dual wield.
Grandmastery with the fix would yield you 5/2 and 7/2 with dual wield. Had you dualed your character at fighter level 7, you would have had 0.5 attack extra per round (plus more hit points), but that is a bit beside the point I suspect.
Happy gaming!
Qualis Artefix Pereo
The proficiency are correct: 3 lev of fighter -> 5* (4 at 1st lev + 1 at 3rd lev); 12 lev of thief -> 5* (2 at 1st lev + 1 at 4/8/12 lev)Silvanerian wrote: Regarding your proficiencies - it's an error. You should get 5 proficiencies for your fighter levels and 3 for your thief levels (believe thieves get 1 prof per 4 levels), so total of 8.
- Speddyeddy
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Thanks for the input guys yeh i only put 3 pts in daggers kinda glad i put 2 in scimitars tho because that buyable one off joluv does wonders, i recently aquired nebs nasty cutter but alas it only has 5 charges so im a bit bummed out on that im still trying to keep to the artemis setup tho like 1 dagger 1 saber(scimitar,katana) however there is one weapon that intrigues me its the poisoned throwing dagger does anyone know where to get this in bulk stock to buy? im thinking bout keeping the dagger of venom and gettin rid of nebs cutter after the charges are used up.
The lichs seem to be a tough one for me in the end i just kept running in an out of the doorway till alot of his protection spells wore off (including truesight :mischief: hehe) but yeh im glad i got that dagger thing sorted out il probally DL the rogue rebalancing mod, i really like the dagger of venom i know its a bit of a cheese item but it just seems to fit the evil assassin character well
The lichs seem to be a tough one for me in the end i just kept running in an out of the doorway till alot of his protection spells wore off (including truesight :mischief: hehe) but yeh im glad i got that dagger thing sorted out il probally DL the rogue rebalancing mod, i really like the dagger of venom i know its a bit of a cheese item but it just seems to fit the evil assassin character well
Charges in weapon are usually in n°/day, so once you rest you'll find them again. as for wands when they are depleted you can sell them and buy back recharged.Speddyeddy wrote:Thanks for the input guys yeh i only put 3 pts in daggers kinda glad i put 2 in scimitars tho because that buyable one off joluv does wonders, i recently aquired nebs nasty cutter but alas it only has 5 charges so im a bit bummed out on that im still trying to keep to the artemis setup tho like 1 dagger 1 saber(scimitar,katana) however there is one weapon that intrigues me its the poisoned throwing dagger does anyone know where to get this in bulk stock to buy? im thinking bout keeping the dagger of venom and gettin rid of nebs cutter after the charges are used up.
- wise grimwald
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Have any of you noticed that some weapons from BG1 dont work as they should? or is there a problem there that im not seeing.[/QUOTE]
There are a number of items that change their attributes on import, some considerably. The +3 two handed sword and the light armour from Durlag's tower don't just have cosmetic changes!
There are a number of items that change their attributes on import, some considerably. The +3 two handed sword and the light armour from Durlag's tower don't just have cosmetic changes!
The 'Item type' for the Dagger of Venom is dagger but, crucially, the proficiency is set to none, not dagger. This is I suspect a deliberate 'oversight' as of course the dagger shouldn't appear in SoA.
If it bugs you too much, I've attached a .Zip file, which contains a modified .itm file giving the dagger the correct proficiency, just unzip it and place it in your override folder.
Notice it's not even a weapon type file, but a miscelaneous file, it should work though.
If it bugs you too much, I've attached a .Zip file, which contains a modified .itm file giving the dagger the correct proficiency, just unzip it and place it in your override folder.
Notice it's not even a weapon type file, but a miscelaneous file, it should work though.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]
And everything is hidden in the fine print.[/QUOTE]
- Silvanerian
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Proficiencies:
I am quite sure that when dualclassing, you do not get the 'bonus' proficiencies at level 1, as you already had those at your 'first' level 1. Same as if you create at multiclass fighter/thief, you get 4 prof at level 1/1, not 4+2.
Also, while dual and leveling as a thief, he should not be able to spend more than 1 point per weapon as per normal thief - the other thing is a bug (ie spending 3 in scimitar and 2 in short bow).
Anyways, redundant issue perhaps, but wanted to make clear that those are *not* the correct implementation of proficiencies.
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@Speedyeddy:
If you want some serious damage output with your character and obviously have no qualms with a few exploits, I would recommend you change your character in Shadow Keeper (editing tool) to have the assassin kit. It will give you fewer thief skills, but since you are a dual, you will get loads here anyway, a much more powerful backstab - and most importantly for you: the ability to poison your weapon of choice. This ability is really beneficial against spellcasters (as you already know from the dagger of venom)
Alternatively, you could just grant yourself this ability (also in Shadow Keeper) and not change your kit. That way you would be able to use another weapon instead of a bugged dagger of venom.
(Highly recommend that you use Galraen's file, as you are otherwise missing out on a lot of benefits)
Though your character usually becomes more powerful than intended by doing such (minor) changes, to me, after so many replays, it adds more RP feel, and helps sustaining an interest in my character. Oh, and whatever benefits you give yourself, you can always off-set elsewhere to keep the game challenging.
Last advise I can give you if you really want to continue with the dagger of venom (which I agree is a killer weapon (pun intended) in BG1): Try using a weapon that grants '+1 attack per round' in your off-hand when dual wielding. This attack will always be tributed to your main hand (the dagger). There are 2 weapons available from Chapter 2 which grant this ability. (for spoilers, please ask)
I am quite sure that when dualclassing, you do not get the 'bonus' proficiencies at level 1, as you already had those at your 'first' level 1. Same as if you create at multiclass fighter/thief, you get 4 prof at level 1/1, not 4+2.
Also, while dual and leveling as a thief, he should not be able to spend more than 1 point per weapon as per normal thief - the other thing is a bug (ie spending 3 in scimitar and 2 in short bow).
Anyways, redundant issue perhaps, but wanted to make clear that those are *not* the correct implementation of proficiencies.
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@Speedyeddy:
If you want some serious damage output with your character and obviously have no qualms with a few exploits, I would recommend you change your character in Shadow Keeper (editing tool) to have the assassin kit. It will give you fewer thief skills, but since you are a dual, you will get loads here anyway, a much more powerful backstab - and most importantly for you: the ability to poison your weapon of choice. This ability is really beneficial against spellcasters (as you already know from the dagger of venom)
Alternatively, you could just grant yourself this ability (also in Shadow Keeper) and not change your kit. That way you would be able to use another weapon instead of a bugged dagger of venom.
(Highly recommend that you use Galraen's file, as you are otherwise missing out on a lot of benefits)
Though your character usually becomes more powerful than intended by doing such (minor) changes, to me, after so many replays, it adds more RP feel, and helps sustaining an interest in my character. Oh, and whatever benefits you give yourself, you can always off-set elsewhere to keep the game challenging.
Last advise I can give you if you really want to continue with the dagger of venom (which I agree is a killer weapon (pun intended) in BG1): Try using a weapon that grants '+1 attack per round' in your off-hand when dual wielding. This attack will always be tributed to your main hand (the dagger). There are 2 weapons available from Chapter 2 which grant this ability. (for spoilers, please ask)
Qualis Artefix Pereo
I'm not discussinig if those are correct or not implementations of the rules, but:Silvanerian wrote:Proficiencies:
I am quite sure that when dualclassing, you do not get the 'bonus' proficiencies at level 1, as you already had those at your 'first' level 1. Same as if you create at multiclass fighter/thief, you get 4 prof at level 1/1, not 4+2.
Also, while dual and leveling as a thief, he should not be able to spend more than 1 point per weapon as per normal thief - the other thing is a bug (ie spending 3 in scimitar and 2 in short bow).
Anyways, redundant issue perhaps, but wanted to make clear that those are *not* the correct implementation of proficiencies.
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when you dual class your new class start from lev. 1, you lose all the abilities/proficiency of the old class till you regain it, and so you get all the bonus of a new starting class (else you would find yourself with no prof. points in anything). during the lev. up you can only put prof. points accordingly to the rules of your class (in case thief no more of 1* in the weapon alouded), till you regain the first class abilities; from this point you can put proficiency according to the two classes (i.e. if 1st class is a fighter you can get granmastery in any weapon).
In Speedy case it work as: start as fighter and chose 2* daggers 2* two weap. fight at lev.1, at lev. 3 fighter get to 3* two weap. fighting; dual to thief and choose 1* in short bow and 1* in scimitar; at lev. 4 he regain fighter abilities and from this moment is aloud to put 2* (or more) in his weapon of choice (short bow, scimitars, daggers).
I think that does sound correct.
- Speddyeddy
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Hey guys thanks for helping me out on my dilemmas hehe and thanks for the file, i Dled the rogue rebalancing mod tho. Mainly for the returning frost darts i remember them from somewhere but im not sure which game but yeh, Also i got rid of the fighter thief and made a Human Assassin i was very disheartened at first till i managed to down gaxx and get 2 of his rings plus enough cash to buy aegirs hide while the Celestial fury is a damn good sword it feels way to overpowered much more than the dagger of venom but alas it was free and i needed something to help out with my poor poor thaco when i got celestial fury i went to the asylum prison and wow.... that place is a freakin gold mine.
Thanks again for all the help guys really appreciate it
Thanks again for all the help guys really appreciate it
- aVENGER_[RR]
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That is correct. The "Additional equipment for Thieves and Bards" component of Rogue Rebalancing re-introduces the Dagger of Venom and fixes its proficiency type as well.Silvanerian wrote:Believe the Dagger of Venom is part of the Rogue Rebalancing Mod (believe you can choose only to install the vendor updates, but cannot confirm). The dagger should work properly there.
The Returning Frost dart is based on the same named item from Icewind Dale 2.Speddyeddy wrote:Hey guys thanks for helping me out on my dilemmas hehe and thanks for the file, i Dled the rogue rebalancing mod tho. Mainly for the returning frost darts i remember them from somewhere but im not sure which game but yeh
Retired modder
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