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Charm Protection - Spoiler

Posted: Wed Jun 27, 2007 5:05 am
by davfrahen
I will soon need protection against charm. Can somebody remind which items will do the job, please?

Posted: Wed Jun 27, 2007 7:29 am
by Crenshinibon
The spell Spell Trap can stop it or the Helmet of Charm protection as well as the Psionic Sword in ToB, to name a few.

Posted: Wed Jun 27, 2007 8:42 am
by davfrahen
Thanks for that. I don`t think my cleric/ranger gets that spell and I need the helmet for Watchers Keep, which I do berfore TOB.
I got the helmet I wanted from the slavers in the Temple district.

Posted: Wed Jun 27, 2007 9:57 am
by Sytze
Chaotic Commands, not a better mind protecting spell available.

Posted: Wed Jun 27, 2007 12:33 pm
by davfrahen
"Chaotic Commands, not a better mind protecting spell available"

Yes - I just realised that - the trouble is I want it in Watchers Keep for those nasty cucubus. IRC, you cant use spells in the previous room and you don`t have time when you confront them.

Posted: Wed Jun 27, 2007 1:02 pm
by Sytze
The spell lasts really, really long. Pick the room before the no-magic zone and it'll more than likely last until you reach the demons. If you're afraid it'll run out, cast it again during the fight.

Posted: Wed Jun 27, 2007 1:07 pm
by galraen
Somewhat off topic, I created a Mass Chaotic Commands for my clerics. It's a seventh level spell that affects all members of the party. I've attached it if any one wants to try it, simply extract it to your override folder. It replaces the 'Shield of the Archons' spell, so bear that in mind.

Posted: Wed Jun 27, 2007 2:22 pm
by Sytze
That's an interesting spell, especially for a seventh level, and definitely more useful than Shield of the Archons.

I might give it a try.

Posted: Wed Jun 27, 2007 11:45 pm
by Saros
Maybe you should consider replacing Gate instead of the Shield of the Archons? Anyway, the shield is the only deflection spell avaiilable to clerics. And Gate is unusable.

A litthe advice - while in WK, don't forget always to detect traps since the whole place is littered with them and also it will be nice to always have the Shield of the Archons up as well as Death ward and all other clerical protective buffs.

Posted: Thu Jun 28, 2007 2:14 am
by davfrahen
"while in WK, don't forget always to detect traps "

It would be nice to be able to, but my solo Cleric/Ranger 25/21 just runs across them.
He hasn`t been killed by a trap so far.

Posted: Thu Jun 28, 2007 2:23 am
by limitedwhole
I think spear of the unicorn stops charm.

Posted: Thu Jun 28, 2007 3:06 am
by Saros
davfrahen wrote:"while in WK, don't forget always to detect traps "

It would be nice to be able to, but my solo Cleric/Ranger 25/21 just runs across them.
He hasn`t been killed by a trap so far.

Then I guess you play at a low enough difficulty, because on Insane each and every trap is a killer doing massive damage. Especially dangerous for your Cleric/ranger are the Acid traps since he has no protection against them, The charm/domination traps are also quite nasty. There are a few Maze/Imprisonment traps which you should consider, although Chaotic Commands protects from Maze. There is an Abi-Dalzim's Horrid Wilting trap in the southern area of the second lvl Watcher's keep. Also, you will have a difficult time with Stone to Flesh traps. Yet, if you don't play a no-reload, reloading should prove sufficient.

Your clecic/ranger has enough spell slots lvl 2 and the spell FIND TRAPS. It is a second lvl clerical spell and even the game offers an advice "While in dungeon, you should always detect traps either with your thief or the priest spell Find Traps". Now I know that many of the traps are set in such a way that you must activate them, however there are also quite a few that can be passed by if you know exactly where they are. Also, you can buff for a trap if you see that there actually is one, and not buff prematurely for some trappless chest.

Posted: Thu Jun 28, 2007 7:49 am
by davfrahen
I`ve never got round to playing on the insane level - I`m on core rules.
My guy is now level 30/24.

Posted: Sat Jun 30, 2007 4:57 am
by Saros
limitedwhole wrote:I think spear of the unicorn stops charm.
Yes it does, however solo Clerics cannot use it. As well as mages and thieves and druids and some other classes. Nonetheless there are enough spells/items for each of the classes to be completely immune to Charm/Domination/Confusion type spells.

A Wizard Slayer will have the toughest time here because of his inability to use most of the items. Nonetheless, Adjatha the Drinker, the Shield of Harmony, Helmet of Charm Protection, Lilalcor, The Equalizer, Aeger's hide and other nice items are availabe even to him.

Posted: Tue Jul 03, 2007 2:32 pm
by JackOfClubs
davfrahen wrote:the trouble is I want it in Watchers Keep for those nasty cucubus. IRC, you cant use spells in the previous room and you don`t have time when you confront them.
Just have her kiss someone that has level-drain protection. You can avoid the whole fight.

Posted: Tue Jul 03, 2007 10:30 pm
by Deadalready
You're a Cleric? Probably using a 1 handed weapon and a shield? Then the shield of Harmony is just the thing for you!
http://www.gamebanshee.com/showshot.php ... yplus2.jpg

Available to you for saving trademeet!

Posted: Tue Jul 03, 2007 11:25 pm
by Saros
JackOfClubs wrote:Just have her kiss someone that has level-drain protection. You can avoid the whole fight.
Although this way you will lose some haste potions from the alu-fiends as well as the xp of killing them. And I don't kiss demons!

A little tip on the teleport maze(lvl3) of Watcher's keep. You CAN pre-buff for the fight. As far as I remember the succubus room can be entered from 3 different places - a Dead magic room, a Wild magic room and from the room of the Demon Lord Ka'rashur. Scratch the Dead magic room, it dispells all buffs. Scratch the Demon Lord room, it usually is tougher than the Succubus room. The Wild Magic room is easily cleaned(this is the one with the quasits). After cleaning it, go through the northern teleporter. This will return you to the compass room. Rest, then buff here, most importantly with Chaotic Commands. After that, quickly go to the western teleporter. This will return you to the wild magic room with the quasits(which are already dead). Take the southern teleporter from here to fight the succubus and the alu-fiends.

About the Cleric wearing the Shield of Harmony - completely useless. The cleric has Chaotic commands and Free Action spells which give him the same + more immunities and free his left hand for an additional weapon.

Posted: Wed Jul 04, 2007 2:07 pm
by Lark
Have a look at the [url="http://members.chello.nl/~j.vanthull/BG2SR/Immunities.htm#ImmunityToEffect"]spells reference[/url].

Lark

Posted: Wed Jul 04, 2007 5:08 pm
by Saros
According to the link given above, Darkmail +3 gives immunity to Fear, Poison, instant kill effects, Stun and Confusion. Wow! And when I get it in the game, there is written "20% fire resistance". Oh, then I guess that when I wear the Red Dragon Scale which, so it is written, grants 50% fire resistance, in fact I will be immune to Imprisonment, Death Magic, Level Drain, Maze psionic attacks, domination&charm and hold person, right? Please, give a list that can be trusted.

Posted: Fri Jul 06, 2007 11:36 am
by Lark
Dear Saros,

I normally don't give out advice, without being asked, but in this case I'll make an exception. It might not be a bad idea, to read a text carefully and if in doubt, checking it, before commenting on it, especially if you plan to ridicule it. After all, the author might be right.

If you had examined the [url="http://members.chello.nl/~j.vanthull/BG2SR/Immunities.htm#ImmunityToEffect"]list[/url] carefully, you might have noticed, that the Darkmail+3 mentioned there has the item code "SHARARM" and not "CHAN09".
This means the entries in the list aren't about the Darkmail+3 that Shadow Patrick drops (which does indeed only give 20% fire resistance), but about the undroppable armor of Xei Win Toh, the Fighter of the nice last seal party in Watcher's Keep.
Since the armor wouldn't fall into the hands of player characters, the developers probably didn't feel the need to change the name of the armor, which is only a relic of a copy/pasted item file.

You could have noted, too, that the author stated, that the posted list was extracted from the game's files, so it should not only be complete, but accurate as well.

But if still in doubt, consoling the armor in question in and testing it would be (and would have been) an option.


Best regards,
Lark