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Intresting tidbit about experience

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Troll Slayer
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Intresting tidbit about experience

Post by Troll Slayer »

I was creating an amulet that gave a bonus to experience based upon your wisdom (based on the idea from Planscape Torment) and was testing it last night in Irenicus Dungeon. I found that the lighting mephits are actually worth 453 experience not the 420 that pops up on the screen when you kill them. Makes me wonder if other monsters in the game are worth more or less then what we all throught. My game setting was on normal, so I am sure that I wasnt getting more becasue of that.
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Post by TheDude »

so u get more exp. because of the amulet right??
so that why u got more exp. for the mephits right??
or am i completly wrong?? :D
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Post by Troll Slayer »

No, the test I posted about was without the amulet.
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Post by Glod »

If I recall there used to be a 10 percent bonus to exp in the D+D rules for having your primary stat >15 (been a long time). I think that still exists in BG. Not sure why you'd get 453 from 420 rather than 462 though (unless you're summing over different characters only some of whom get the bonus).
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Post by Stilgar »

So i get more experience when my wisdom is higher?

PLEASE SOMEONE CONFIRM THIS!
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Post by Troll Slayer »

Gond you are right. I posted 453, but i double checked it was 462. I guess you do get a 10% for a primary stat over 15. That would explain it. This solves the puzzle for me. Thanks
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Post by Aranan »

@Stilgar-
Read his post. He said he was making an amulet that would give bonus XP if you had a high wisdom.

So unless you have this amulet, no you don't get bonus xp just for wisdom (unless you're a cleric/druid, and have wis > 15 from what was just said)
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Post by UserUnfriendly »

hey people, this looks like th perfect place to post new exploit....

have aerie or jahiera...(sniff, had to toss jahiera out of party, playing with both sola and tashia...sniff sniff, she is been in every party in the game...sniff....bwaaaaa....)

drink potion of insight, freely available in every stinking temple, this will raise their wisdom to 18,,,, and then cast wonderous recall...after many experiments with potion of insight, and using wish spell rest, found out it like only adds a couple of slots in lv 2 and 3 orso, hardly worth doing, but now, if it adds xp to aerie or jahirea, cool!!!

after drinking potion, you get one extra slot in 3 and one in 2, I think, in most cases, so fill slot with spell, cast wonerous recall, spell slot is filled, then go battle soemthing nasty. the extra spell is handy, and gives you nice feeling of extra security, and aerie gets more xp!!!

not a tasty exploit, but will keep munchies away...

:rolleyes: :cool: :p
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Post by GNGSpam »

Nah, what extra spells would you use on 1st 2nd or 3rd level that are useful for battles? That one more slow posion to go with your other 9 because all 2nd level spells suck? Another cure light wounds in case you desperatly need 8 more hit points?

Clerics shine when your marathoning, going through the game with as little rest as possible. But in battle, not so sexy except for some of their high level spells (and a few low ones, like animate dead, skeleton warriors are one of the most useful summons and you get them so soon!)
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Post by gnomethingy »

Ive always though the absolute meat and drink of cleric battle spells was holy smite which is only lvl 3... it does good dmg and doesnt have an 8 year casting time like some other cleric spells that will remain nameless *coughflamestrike* *ahemBoltofglory*
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Post by TheDude »

great lvl 1 cleric spells:
-Armor of Faith and Sanctuary a lot of extra protection from AoF (since the effects ads up when u cast multiple AoF like Blur right)
and Sanctuary is just great in combination of Turn Undeath and Blade Barrier, (kill everyone in sight without getting hurt)

great lvl 2 spells:
- hold person (always nice)
- draw upon Holy might (+ 4 on your Dex,Str. en Con.)
- and barkskin a nice spell to protect your weaker mages (wich have not much protection)

lvl 3 spells:
- Holy Smight nice dammage to all the bad people
- Animate Death u get is so early and Skeleton Warriors rock!
- and ofcourse disspel Magic maybe the best overall spell in the whole game
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Post by Eerhardt »

@TheDude: I would agree on most of the spells you posted here, but I find that most creatures save vs. hold person and that dispel magic will only come in handy when you're of high enough level (since its success is based on the level of the effects you're trying to dispel and the level of your caster IIRC).
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Post by GNGSpam »

Originally posted by TheDude
great lvl 1 cleric spells:
-Armor of Faith and Sanctuary a lot of extra protection from AoF (since the effects ads up when u cast multiple AoF like Blur right)
and Sanctuary is just great in combination of Turn Undeath and Blade Barrier, (kill everyone in sight without getting hurt)

great lvl 2 spells:
- hold person (always nice)
- draw upon Holy might (+ 4 on your Dex,Str. en Con.)
- and barkskin a nice spell to protect your weaker mages (wich have not much protection)

lvl 3 spells:
- Holy Smight nice dammage to all the bad people
- Animate Death u get is so early and Skeleton Warriors rock!
- and ofcourse disspel Magic maybe the best overall spell in the whole game
Quite right, except....

Level 2
At most ill carry 2 sanctuary's and maybe one or 2 dooms. That leaves lots of room for.......well Cure light wounds I guess.

A single Draw Upon Holy might. Barkskin worthless to armour wearing clerics and Stoneskin using Mages. Only the weak enemies fail their saves v hold person and who cares if those are held?

Level 3
You finally get some decent spells here, but Holy Smight isnt one of them. Hurts evil NPCs as well. Animate dead I adore, and I love dispel. I also carry a zone of sweet air and one or 2 detect invisibilities at this level. THere are some others with utility that I cant think of off the top of my head.

Anyways, all in all, level 1 and 2 are terribly weak on cleric spells. Especially considering the obscene amount of spell slots you have. But cure light wounds really isnt so bad. 10 cure light wounds heals 80 hit points inbetween battles. Not great I guess, but its 80 hit points, and like I said before, what else would you use it for?
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Post by Glod »

Not sure why but it seems like in BG everyone always gets the 10 percent bonus to exp, no matter what their ability scores are. Weird.
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Post by Troll Slayer »

Glond, wouldn't this be becasue every NPC has at least a 15 in their prime requsite?
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Post by Glod »

No I went in and hacked their stats down below that, then when that didnt work I thought maybe it was a static property of the character so I rolled up a PC with all stats 13 or less. Even he still got the 10 percent. Apparently the didn't put in the stat checks and just gave the bonus to everyone.
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Post by Thrar »

cleric lvl 1: doom, doom, doom, a few blessings (about 3-4 for whole party), and maybe cure light. doom is very useful, its -2 to everything after all (THAC0, DMG, saves), no save against it (does not stack tho). 1-2 remove fear, and a sanctuary or 2. maybe command, dunno if its useful.

lvl2: tons of chant, i want one for almost every stinkin fight. its great, even tho it takes long. DUHM for Ano or other fighting clerics, maybe silence? only sucky spells avail for druids :( .

lvl3: animate dead, miscast magic, dispel magic, 1-2 cure disease for party, and a few summon insects. cure medium to fill up.
i never have problems using my lvl3 or lvl1 slots (and 2 with cleric), but i would trade the lvl2 druid spells for almost anything.
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Post by Xyx »

Remove Fear has an enormous @$$-saving per buck, so to speak. Plenty of fear caused by various creatures, and a panicked party member often ends up dead.

Armor of Faith is also half-decent for Rangers and Paladins.
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Post by gnomethingy »

call lighting in nice, specially in tob where more sraps go outside
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