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-   -   Questions for the advanced spellcasters... (http://www.ironworksforum.com/forum/showthread.php?t=11993)

Lord Demerol 03-06-2003 01:24 PM

Hi everybody. I need one of the gurus out there to help me clarify this...

1.- Is there a "Spell Inmunity" that counteracts those "green blob" traps? I have tried a few (evocation, alteration) but I still get hit unless I make a successful save. And playing on "Insane", this trap scan make a LOT of damage. BTW, is it acid damage?

2.- In ShadowKeeper, there's a variable that shows the spells you have stored in a sequencer or trigger. Is there any in-game option to view this? (like you do with the "contingency" spells). I'm asking this one because in my current game I just shot myself with three 'Flame Arrows' instead of the 3 'Sunfires' I thought I had... really funny. [img]smile.gif[/img]

3.- If you cast "Spell Inmunity - Evocation" inmediately followed by a "Spell Inmunity - Divination", are you protected from both schools or just the last one?

4.- I put this in a Trigger:

1- Lower Resistance
2- Greater Malison
3- Death Spell.

When I fire it, sometimes I get messages like this one:

Rock Golem - Resistance Lowered by ___%
Rock Golem - Dead
Rock Golem - Saving Throws Lowered

The question is, will the spells hit the target in the same order you store them? In the example, it seems the "Saving Throws Lowered" was a "Post-Mortem" effect...

5.- In my previous game I started playing an Invoker. I was truly surprised when I found out that "Greater Malison" is an "Enchantment/Charm" spell. IMHO, it should be "Alteration" (like "DOOM"), "Abjuration" (like "Lower Resistance") or even "Necromancy". But, "Enchantment"? Naaah. I think this is a mistake from the BioWare people. What do you think?

In the same fashion, "Enchanted Weapon" is labeled as "Enchantment Spell". But just read the description:

"This spell conjures forth a +3 enchanted weapon that..."

Clearly, this can't be an "Enchantment"...

There was another question, but I can't remember it right now... Thanks in advance. [img]smile.gif[/img]

daan 03-06-2003 01:34 PM

2. Not sure, but I believe ToB gets you the option to view whats in your triggers .. only if you have ToB though

3. Both effects apply

4. well, the spells come out in the order you store them ..
But every spell goes at its own speed ( flame-arrow goes faster than Greater Malison ). F.e. A spell-trigger with : Greater Malison - Doom - spook
is better than one with : Spook - greater malison - doom.

Spook is a save vs. spell .. so both Greater Malison and Doom should be flying ahead of it. Doom is fastest usually, so make him go second but still before Spook to ensure an extra save vs. penalty for the spook. ( A very effective trigger by the way .. only cleric/mages get to have it .. but it makes the save vs. Spook go at a whopping -12 penalty )

Also, if you store 2 skull-traps and a flame-arrow ... make sure you cast the trigger at such distance that you can cast the skull-trap. A flame-arrow can be cast from a greater distance .. but if you do .. the skull-trap will fail.
Always take into account the "normal" range you can cast a spell from.

[img]tongue.gif[/img] Not sure about the rest .. hope it helpz [img]smile.gif[/img]

[ 03-06-2003, 01:36 PM: Message edited by: daan ]

Alson 03-06-2003 01:56 PM

Quote:

Originally posted by Lord Demerol:
1.- Is there a "Spell Inmunity" that counteracts those "green blob" traps? I have tried a few (evocation, alteration) but I still get hit unless I make a successful save. And playing on "Insane", this trap scan make a LOT of damage. BTW, is it acid damage?
I assume you mean the trap in the Slavers Ship, right? No, you can't counter it with Spell Immunity, as it is a "melee trap" and not a "magic trap". It does not deal acid damage, neither -- just pure, mean, 14D6 piercing damage. It also causes a Hold effect.

Quote:

2.- In ShadowKeeper, there's a variable that shows the spells you have stored in a sequencer or trigger. Is there any in-game option to view this? (like you do with the "contingency" spells).
Nope. :( It's a well-known, annoying problem.

Howeveeeer...

Cirerrek made a mini-mod to fix it. [img]smile.gif[/img] You can find it here. Be sure to read the README file.

Quote:

3.- If you cast "Spell Inmunity - Evocation" inmediately followed by a "Spell Inmunity - Divination", are you protected from both schools or just the last one?
Both.

Quote:

4.- I put this in a Trigger:
...
...
The question is, will the spells hit the target in the same order you store them?

The order in which the spells are cast is the order in which they have been placed in the trigger, though casting appears instantly. The order in which the effects are applied depends on the types of spells put in:

</font>
  • Area spells take effect after everything else except spell protection removal. Fireball and Protection from Fire in that order still means you don't get hurt. Mordenkainen's Sword and Mass Invisibility in that order still gets you invisible Swords.</font>
  • Spell protection removal will take effect last, only after previous spells have been negated.</font>
Hope this helps. [img]smile.gif[/img]

Lord Demerol 03-06-2003 04:56 PM

Thanks for the replies, daan and Alson! It sure helps.

Any thoughts on the "Greater Malison" question?

[img]smile.gif[/img]

Dundee Slaytern 03-06-2003 10:48 PM

To add on the trap question. Such traps are easily countered with... Stoneskin. [img]tongue.gif[/img]

As for Greater Malison, it makes the target(s) feel crummy.

Lord Demerol 03-07-2003 02:26 AM

Are you sure? My char is always stoneskinned, and even with the 'StoneSkin + Mirror Image' combo he sometimes takes a lot of damage from these traps... specially the one at Neb's house (Illithium Quest).

:(

Dundee Slaytern 03-07-2003 02:47 AM

That should not happen if you have had Stoneskins on. The Hold effect will still take place, but the physical damage is ignored.

Rataxes 03-07-2003 03:12 AM

Those traps do deal pure acid damage, so stoneskin should not protect you from them. Not sure about the Slaver ship trap since I always go there pretty early, but equipped with Sanchuu, I've never taken any damage whatsoever from similar traps.

Dundee Slaytern 03-07-2003 04:34 AM

????

It can't be acid, or it won't explain why Stoneskins block the trap. According to Alson above, it deals piercing damage.

Amnesty 03-07-2003 04:40 AM

I have a question regarding spell slingers too. My mages I create dont seem to be getting any bonus spells for high wisdom, just clerics. Is that just the way it is? IIRC mages got bonus spells in PnP AD&D

Alson 03-07-2003 07:30 AM

Quote:

Originally posted by Rataxes:
Those traps do deal pure acid damage, so stoneskin should not protect you from them. Not sure about the Slaver ship trap since I always go there pretty early, but equipped with Sanchuu, I've never taken any damage whatsoever from similar traps.
Perhaps we're referring to different kinds of traps, but the so called "green blob" traps, such as the one just before the stairs in the Slavers Ship, do deal piercing damage, and piercing damage alone.

Alson 03-07-2003 07:33 AM

Quote:

Originally posted by Amnesty:
I have a question regarding spell slingers too. My mages I create dont seem to be getting any bonus spells for high wisdom, just clerics. Is that just the way it is? IIRC mages got bonus spells in PnP AD&D
People should stop thinking about BG2 in PnP D&D terms, really. [img]tongue.gif[/img]

To answer your question, no, Mages do not gain any bonus spells from high WIS.

Vedran 03-07-2003 07:56 AM

Only Clerics and Druids get bonus spells for high Wisdom. Even Rangers and Paladins get nothing.

Rataxes 03-07-2003 09:49 AM

Quote:

Originally posted by Alson:
</font><blockquote>Quote:</font><hr />Originally posted by Rataxes:
Those traps do deal pure acid damage, so stoneskin should not protect you from them. Not sure about the Slaver ship trap since I always go there pretty early, but equipped with Sanchuu, I've never taken any damage whatsoever from similar traps.

Perhaps we're referring to different kinds of traps, but the so called "green blob" traps, such as the one just before the stairs in the Slavers Ship, do deal piercing damage, and piercing damage alone.</font>[/QUOTE]No I'm quite certain that's not the case. Spear traps (a huge spear shoots out from the ground and impales you), such as the one right infront of the chest guarding the portal key in Irenicus dungeon, do indeed deal massive piercing damage, and can be stopped by both stoneskin and Mirror Image. The "Green lob" traps (which also have the standard "pffsss..." acid damage sound) however, such as the one in Mekraths lair and the old Drow part of the Sahuagin City, do nothing but pure acid damage. Stoneskin wont stop it, but acid resistance will. I already tested this and can upload screenshots if you still have doubts [img]smile.gif[/img]

The stair trap in the Slaver Ship is a "Green lob" trap and should be stopped by acid resistance, but not by stoneskin. I haven't actually tested if acid resistance protects you from that particular trap since I usually dont have any resistances at that point, but I do know that it isn't stopped by stoneskin and I've no reason to believe that it differs from any other acid trap in the game.

[ 03-07-2003, 09:57 AM: Message edited by: Rataxes ]

Dundee Slaytern 03-07-2003 12:30 PM

Would I have my CDs now, I would be able to take a screenshot of the trap in Mekrath's Lair and the Slaver Ship. Those are the ones that I remember the most( of this particular trap), and by gosh did Stoneskin stop their damage alright.

Lord Demerol 03-07-2003 01:32 PM

There are several more: the City of Caverns, the Guarded Compound, Neb's House, and a few more I can't remember. In my current game I just left the Underdark; as soon as I get to the city I'll try the Illithium quest to check the trap at Neb's house.

[img]smile.gif[/img]

SixOfSpades 03-07-2003 01:50 PM

Of this dialogue, the only thing interesting to me is the Green Blob trap in Neb's house, as it's the only one mentioned that cannot be Disarmed.

Rataxes 03-07-2003 02:14 PM

http://www.geocities.com/rataxes98/Acid1.jpg
<font color=white>Imoen taking damage with Stoneskin on
http://www.geocities.com/rataxes98/Acid2.jpg
Minsc taking no damage with 100% Acid Res (Note that he has Sanchuudoku equipped)</font>

If the images wont load, use this link.

[ 03-07-2003, 02:21 PM: Message edited by: Rataxes ]

Dundee Slaytern 03-07-2003 02:28 PM

This is starting to remind of the story of "Do summons expire after you leave the area". [img]tongue.gif[/img] Whereby half say yes, and half say no, and both are right.

Seriously, the IE Engine can be such an enigma sometimes. In any case, I cannot test it out myself now, so I will leave it to the rest like, Jim, Alson or SixOfSpades( and others) to test it out themselves and see what we get.

Rataxes 03-07-2003 02:32 PM

I don't doubt that it's possible that the trap actually functions differently in your game due to some mysterious bug Dundee, but you have to admit that it does make perfect sense that the trap deals acid damage, while there's no logical reason whatsoever that it should deal piercing damage, based on the sound it makes and the animation it has? [img]smile.gif[/img]

[ 03-07-2003, 02:34 PM: Message edited by: Rataxes ]

Xero279 03-07-2003 02:38 PM

Quote:

Originally posted by Alson:
</font><blockquote>Quote:</font><hr />Originally posted by Amnesty:
I have a question regarding spell slingers too. My mages I create dont seem to be getting any bonus spells for high wisdom, just clerics. Is that just the way it is? IIRC mages got bonus spells in PnP AD&D

People should stop thinking about BG2 in PnP D&D terms, really. [img]tongue.gif[/img]
To answer your question, no, Mages do not gain any bonus spells from high WIS.
</font>[/QUOTE]<font color="cyan"> mages learn more spells the higher intelligence you have, not wisdom. sorry. </font>

[ 03-07-2003, 02:39 PM: Message edited by: Dundee Slaytern ]

Dundee Slaytern 03-07-2003 02:39 PM

I used to think that it was acid or poison damage the first time I saw it, but when I discovered that acid or poison resistance did nothing to stop it, I tried other methods, and it was to my surprise that Stoneskins worked.

Even 2 reinstalls later, that is the way it works in my game.

Dundee Slaytern 03-07-2003 02:42 PM

Quote:

Originally posted by Xero279:
<font color="cyan"> mages learn more spells the higher intelligence you have, not wisdom. sorry. </font>
Actually... to be more precise. Higher INT enables a Mage to scribe more scrolls, increase your scribing success rate and learn higher level spells. It does not however, give you more spell slots.

Lord Demerol 03-07-2003 03:40 PM

I just checked it... Protection from Acid (green) seems to do the job!!

I just tested it on the second floor of the Guarded Compound. I CLUAConsoled a "Dispel Magic" scroll to remove my stoneskin, and them imported 3 green PfA scrolls. Walked over all the 4 traps... I'm not sure if all the 4 were "Green Blobs", since I only saw the green animation thingie in 2 of them. In any case, I got "Held" for a brief moment, but took no damage, even without stoneskin or mirror images!

I'll test it again @ Neb's House. Like SixofSpades said, it's the only one that can't be disarmed...

[img]smile.gif[/img] Cheers [img]smile.gif[/img]

[ 03-07-2003, 03:43 PM: Message edited by: Lord Demerol ]

Thorfinn 03-07-2003 04:28 PM

Gonna throw in with Alson here, and based on the testing by Lord Demerol, with Dundee, too.

I know for a fact that Nalia walked through the trap on the Guarded Compound with only a stoneskin on. Her only resistance item was her ring. The message box said she sprung the trap, but absolutely nothing happened. And I know for a fact that the previous game, my wife's cleric of Lathander, (obviously, no Stoneskin) tripped the trap and died, 108 points of damage, or something like that.

I don't know how the BGII system works, but in PNP, you could eliminate damage from a acid spear with either stoneskin, keeping it from hitting you, or from protection from Acid, other than the possible damage from the spear. Though I have a hard time imagining itin the real world, from a data structure POV, I don't doubt that any given trap might have flags of piercing and acid, so that either may prevent it.

Guess what I'm saying is that the green blob animation may be used for several difffernt types of traps, some of which may be prevented by one type of protection, some from another, and some from both...

Lord Demerol 03-07-2003 06:08 PM

Thorfinn:
I believe you're allowed a Save when you spring one of these traps. I know sometimes I have walked over them with StoneSkin & Mirror Image and nothing has happened... because I made a succesful Save. At some other times, my char gets a lot of dmg, even with the fresh stoneskin & MI.

I just tested again, this time at Neb's house. The same procedure:
1- Cast a 'Dispel Magic' to eliminate protections.
2- Remove all armor and protective items.
3- Cast a Protection from Acid (This time a "Blue" (memorized) PfA). It works better than the green ones - the blue one "Confers complete invulnerability to all acid-based attacks".
4- Spring the trap - "Held" for a brief moment but no damage taken.

3 reloads, the same result every time: No damage...

[img]smile.gif[/img]


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