The Hero's Guide to A
Successful Adventure
Version 1.3 Febuary
15, 2003
or 500 ways to use cheese for decimating even the most powerful of foes
By Use R. Unfriendly
"This Guide is a must have for
anyone too wimpy to stare those scary red dragons in the eye. Two thumbs
up!"
Bill Bluster, Washington Toast.
"Even great super-heroes like myself
need a little help from time to time with those extremely vicious and scary
goblins, and this guide has saved my life in several fierce battles against
them. I've even stopped crying every time I meet them!"
Anomen, Knight of Helm.
"This guide stink! Me lose arm and
leg attacking Firkraag with Gorgonzola! Me want money back, or me smash
skull!"
Anonymous Orc, Windspear Hills
"Boo says that great heroes who want
to plant their bootprint firmly on the backside of evil need but two things; a
big sword, and this guide! Evil, meet my cheese! CHEESE, MEET EVIL!!!"
Minsc and Boo, Brave Ranger and his miniature giant space hamster companion of
Rashemen.
"Well, this guide is certainly of
great use to any up-and-coming hero, but the price is a bit high for the
average starting adventurer, considering all the other expenses one must take
into consideration for the kind of undertaking a quest is. If you are
interested,
I can sell you a similar guide, and some equipment, for a much better price, I
am sure you'll agree... Out of the goodness of my heart, of course!"
Saemon Havarian, Flamboyant Merchant.
Thank you for those kind words and encouragement, AG3....
One of the problems with writing guides like this, besides the fact I
am not a good typist, is the fact that most of the cheese is not mine, and its
just about impossible to assign the correct credit to the person or persons
responsible for a true stinker...for example, the infamous ring of free action
while hasted has been floating around for so long, I simply dont know who came
up with that one...so quite frankly, I am going to assign credit only for my
cheese, and cheese i know the author of, and
if anyone knows they came up with a particular stinker, please private
message me on the various forums I am a member of and I will be sure to give
you the proper credit for all stinky bits in a later version....
Without further ado, here is the cheese, which is why you are reading
this guide anyway.....please note, this guide covers advanced cheese only,
omitting obvious and well known tactics like throwing in a cloud kill into a
room and shutting the door.
The cheese is divided into various catagories, in an effort to organize
something that is almost impossible to organize....
Special Thanks go to Michel of the Forgotten Wars Forum, who first got
me into this mess, writing this guide, to AG3 and the gang of the Forgotten
Wars Forums, and the crew of the imoen romance mod forum and of course the
whacky and completely insane asylum inmates of the Game Banshee forum. Without any of these "wild and crazy
guys", and their support and encouragement and their cheese idea posts,
this guide could never have been released to a unsuspecting and defenseless
world...Thanks to Xyx, Alson and
Littiz, who's scholarly and informative spell guide is the foundation for all
cheese everywhere...Another thanks goes to Wes Weimer, author of the sola mod
and the tactics mod, mods which make many many tactical encounters much harder,
thus more fun, and his mods nerf many many of the standard cheese
tactics...which is GREAT, since i have much more fun figuring out ways to still
cheese an encounter even after a particular trick no longer works...
Disclaimer: Baldur's Gate and
Throne of Bhaal is the sole property of Bioware, blah, blah, blah...this is
their game, and their intellectual property, and this is intended to be a
informational only, and if one of the stuff in this document blows up your
computer, all i will do is laugh my ass off....
How to get the most out of
this guide
First of all, read Xyx's Spell guide at
http://members.chello.nl/~j.vanthull/BG2SR/Home.htm
All cheese is based in large part in their enourmously helpful and
informative guide on the spell structure of the infinity engine. Without knowing the fundemental basics and
the laws of the infinity engine, you are tinkering with a blindfold on if you
try to use the cheese in this guide. Cheese is FIRST understanding the rules
and logic of the game world, knowing it throughly and well enough to start
bending the rules...without knowing the rules, how can you bend them???
This guide is the result of being a contributing cheese meister in the
gamebanshee forums, contributing my own cheese, reading about exploits
discovered by others, and refining their techniques, discussing and arguing
finer points of cheese with Kovi, Two, Bruce Lee, and others who are too
numerous to mention....and since the only organization is literally in my
head, the style of writing is rambling
and sometimes chaotic....because cheese is really an art form and not a
science....what i hope you will get out of the guide is a sense of the fun and
chuckles i get from sucessfully exploiting a bug or peculiarity of the game for
my own benefits, "getting one over the game designers" that has kept
me interested in this game for some years....and i hope to encourage you to
find and discover your own cheese, and to share it with others.
Note:
this guide will spoil many encounters and tactics in the game, this is
a cheese guide after all, and it is absolutely recommended you have played thru
the game at least once before reading this guide...you were warned...
Cheat Mode:
Some of the cheese in this guide uses the cheat mode of the game, open
up the install folder of the game, and look for a file called baldur.ini. Scroll down until you see the section called
"[Program Options]".Start a
new line in that section and in the line add this command
"Debug Mode=1".
Game Engine Exploits
Stacking Free Action with
boots of speed, haste and improved haste!
Here is an oldie but goodie...if you equip the ring of free action, or
cast the spell on a npc, they are immune to web and hold and stun effects, but
you cannot improve haste them, or haste them for combat...but if you improve
haste them, or haste them, THEN cast free action or have them equip the ring,
they are free AND hasted....
The exact way this works is...if you haste a npc, and then improve
haste them, their movement rate is increased (as per haste spell) and the
improved haste doubles their attacks, and the movement rate increase(as per
improved haste spell) is stacked, so while both spells are active, they can
move faster than any enemy, and by then casting the free action spell, or
equipping the ring, they are immune to web, hold, and stun effects...
Now some of you are wondering, can i wear boots of speed and still be
free? Yes, but its annoying....equip
the boots of speed and then the ring of free action, you are hasted, and
free...but the next time you reload the game, you lose the haste icon on your
portrait...however, if you unequip the ring of free action, put it in your
inventory, then unequip and re-equip the boots of speed, you are once again
hasted...then equip the ring of free action and you are once again hasted and
free...now you must repeat this strip tease everytime you reload the game.
Tips
This trick allows you to send in fighters into a room full of stacked
webs or in the sola mod, smack the drow spider priestess sent after sola after
you get him....and in the tactics mod, is one of the ways to make yourself
immune to the stun effects of stun bolts in the improved saughin city...or
improve haste a summon, like mordenkainen swords, and free action them for
great offense and defensive ability.
Image Exploits
This does not really belong in the spell cheese exploits section, since
its far more fundemental....images and simuacrums and mislead clones are really
evil things.. truly the must have spell for all cheesers....project image,
simmy and mislead...
Project images and simmys lets you cast spells without using up your
own pool of memorized spells, and use items without expending single use
scrolls and devices, but not everyone knows their true abuse abilities..
Your image can summon more pets than the game allows you to,
normally...like cast project image and your sorc can summon 20 planetars, or
cleric mages can summon 20 devas or using the Vhailor's helm (bought at the
adventure mart) summon multiple elemental princes using jahirea or
cernd...also, jan or a custom thief mage can set more than 7 spike traps in a
map...(but this is nerfed by wes weimer's tactics mod, but a image or simmy can
still override the summon limit even with the mods installed)
Mislead clones, (yes you can cast the spell multiple times, each cast
will produce another mislead decoy) can sing the enhanced bard song, and the
bonuses stack, so haer'dalis can cast many misleads and each decoy can sing
enhanced bard song, which affects the whole map! A chorus of mislead decoys singing enhanced bard song
provides major bonuses to your party, since the song bonuses stack....(and the
song affects the entire map, so stick the decoys in a safe spot and have them
sing their lungs out! for example, stick your decoys in one of the rooms in the
5th level of watcher's keep, and do this little trick, once you shut the door,
the decoys are safe.)
tips
Now i know images far better than simmys, both have their weaknesses and strengths..
Images can cast all the spells of the original, and chaining 3 images
in chain contingency produces 3 images, but true sight, dispell magic(by a
sufficiently high level mage) and deathspell will destroy them...they also
cannot attack meelee without shapeshifting...
Simmys are level drained versions of the original, so they have less
spells and power and duration of the spells is reduced, also you can only have
one simmy at a time, (unless you have a image summon simmys) but a simmy is
immune to dispell and true sight, but deathspell will kill them. They can attack without shapechange, and
uses duplicates of the magical weapons you have looted so far...
...finally, mislead....send the decoy out of sight of the enemy, and
the mage who is mislead cannot be true sighted....the decoy must be in sight of
the enemy for them to true sight the mage....
another super ability of images, simmys and decoys is they dont trigger
dialog or spawns, so sending in a simmy or image to pretrap, or cast many delay
blast fireballs and skulltraps works really well...see the spawn points
exploits below...
You may only have one simmy at a time, the game engine enforces
this...how ever, your image can spawn a simmy and vice versa...for a truly
authoritative explaination of multigenerational clones, please check out Xyx's
spell guide.
Restoration and simmy...get
your levels back...
As I mentioned before, i am a image expert, not simmy, since one of the
things that irritate me about simmys is the fact they are essentially level drained
clones of the sorc or mage...thus they come with less spells than the
original(and cast them at lower levels)...or do they? This stinky bit relies on my evil exploit of Endless Spells, (by
Xyx, Alson and Littiz, cheese masters extraordinare
http://members.chello.nl/~j.vanthull/BG2SR/Home.htm) or the Wish spell, and a
really sick and stinky trick...cast simmy, then have a cleric cast greater
restoration(or lesser restoration), the simmy as it is a member of the party
will regain all its levels, so instead of being a 16th level version of a 24th
level sorceror, it is now 24th level, but without the extra spells a image will
have, cause when you use restoration on a level drained mage, the spell will
restore the level but only rest will restore the memorized spells....so after
casting restoration, you may either use the wish spell, (9th level version) and
try for a "as if party has rested and gotten all their spells back"
or exploit Endless Spells(by Xyx and alson and littiz).
Have the simmy who is equipped
with the staff of magi, or has the spell Spell Trap memorized cast the spell,
and another mage who has power word kill (9th level spell) cast the spell with
the simmy as target...the spell trap will "consume" the power word
kill, then use the mana to restore the spells of the formerly level drained
clone....
Thus you get a simmy with all or some (depending on how many power word
kills or power word stun you have memorized, see Xyx's guide for details on
Endless Spells) of its spells restored....this simmy has all the advantages of
images and simmys....all the spells, immunity to dispell or remove magic,
immunity to true sight, and unlike a image which has to shapechange to attack
meelee, it can attack immediately...phew!
Stinky!
Obviously the best or easiest version uses wish spell to get your
spells back...its quicker, and does a better job, but luck is the major
factor...
Oh, and if your fighter mage casts the spell, or a fighter equipped
with the Vhailor's helm, which can cast the spell once a day (bought at the
adventure mart), casting restoration on the simmy will restore thaco bonuses
and to hit bonues of the simmy, to make it far more effective...thus a true
duplication of a fighter, and not a level drained lesser clone....
Note:
Warning, the restoration and Wish or endless spells trick may only work
with sorcerors...i got a post from littiz saying that this trick definately
does NOT work with mages, but may work with sorcerors...this particular bit of
cheese may not work at all to give you all spells back, i have yet to test it
personally, but this is almost irrelevent...you can always cast more clones, so
the actual number of spells a clone has is not that huge an issue...you see, i
realized that the crucial point of this trick is the fact that the simmy will
cast spells at the original mage or sorceror's LEVEL...so lets say a level 12
mage casts simmy via the helm or spell or scroll, the simmy is the same as a
level 9 mage or sorceror...so it will cast spells like mordenkainen sword or
skeleton warriors as a level 9 mage or sorceror...until you restore it, it will
then cast spells at the same level as the original mage or sorceror...until you
hit very high levels indeed, your simmy cannot cast the more powerful, long
duration spells like the original could...but with this trick, the simmy has
fewer spells, but can cast them at the more powerful level like the
original...and still keep the natural advantages of the simmy over image, like
invulnerability to true sight and dispell magic....
and a fighter mage simmy can attack with duplicates of the powerful
weapons you should accumulate by the time you can cast this spell....whooo
hoo....
Tricks with the "Ugly
Stick"
Gotta love the rod of terror(you need to kill the lich in the hidden
room in the inn at the city gates) ...you give it to a npc who annoys you, but
you had them along for a specific quest or reward, like Cernd or anoweenie,
once they have outlived their usefulness, and have them attack things...you
see, the rod randomly drains charisma, (hence the ugly stick) and if they use
it long enough, they eventually die horribly of self inflicted uglification(is
there even such a word???) of attribute drain...this is always good for a
laugh...but someone, came up with an even more evil and truly sick exploit for
the rod....
give it to your pc....yes, you!!!
and start attacking things, like goblins and other low level creatures,
and wait until your charisma drops to around 2 or 1, then equipp the ring of
human influence...this will SET your charisma to 18, keep using for a long time
after, to make sure your charisma drops BELOW 0, then take off the ring, and
the game engine which does not permit a negative attribute score, will wrap
around the negative value of your charisma score, and you end up with a
charisma of 25....is this evil or what????? yes, i know you can edit your
attributes via shadow keeper, but it just warms up my heart in knowing i
uglified (really, is there such a word???) my pc to godlike good looks.....
Potion Swap
this one is just too evil....you should already know about clicking on
a potion in your inventory, (if you are not a magic user, and you still want a
familiar), right clicking and drinking the potion, then swapping (in the same
slot) a scroll of summon familiar and exiting the inventory screen, your non
mage will cast the spell...but this is just the tip of the ice berg...
using potion swap, any npc, jahiera, minsc, keldorn and others can cast
any mage scroll you got...thats already bad enough, but jahiera becomes a super
npc when you have her potionswap spell trigger, spell sequencer and best of all
chain contingency scrolls...imagine a chain contingency of summon elemental
prince, storm of vengence and aura of flaming death, or a triple nature's
beauty or a triple creeping doom...that alone will disable every mage on the
screen in a single round...yes, kiddies, a chain contingency via potion swap
can load up on druid spells...
Script Breaking, how it
works
scripts are what a enemy runs that makes liches and other monsters so nasty...each
enemy type, or unique enemy has a script written for it that makes them cast
spells and attack using specific tactics...two spells break scripts, feeblemind
and chaos, so if you can get in a chaos spell or feeblemind spell, that dragon
will not be able to use wing buffet, or fire breath, and will generally stand
around looking silly...chaos, however sometimes the behavior allows attacks via
meelee using default weapons...but all the really nasty stuff, like timestop
spells by high level mages, and summons, like demogorgon's summon the infernal
host is scripted, so as long as a enemy is not immune to confusion or
feeblemind (chaos is upgraded confusion, yes confusion breaks scripts too, but
chaos is much better tactically with its save penalty), getting in the chaos
attack or feeblemind spell will defang most of their arsenal...this is one
reason why sorcs are so great, a timestop greater acuity combo allows you to
hit a major monster with many many spells...
Healing Fire Trick
Befrore you install the
baldurdash patch it is possible to stack protection spells on itself,
thus you could cast protection from energy twice on a npc and have the effect
doubled, after the patch is installed, you must cast both protection from
energy AND elements or one of the mage or cleric fire protection spells,you must cast different spells to stack
elemental protection after the patch...(but the patch is totally worth it, it
fixes many many implementation bugs and flaws in the game, and while it keeps
you from using certain cheese, think of it as making them harder to use, thus
more fun to figure them out...)
Using items and spells, for example rings of fire resistance or
stacking protection from energy and protection from elements spell on a npc,
you can raise a character's fire resistance to above 100%, then that character
is not only immune to fire, but standing in a flame source will actually
regenerate that character...this is why fighter mages are such overpowered
characters, they can cast both spells on themselves and chain contingency a
incindiary cloud triple on themselves, and using stacked haste and improved
haste run fast tword a group of enemies, like mind flayers or trolls, and while
being healed by his or her own area effect damage over time spell, the spell
will weaken, even kill the enemy group. And yes, if you are improved hasted,
the healing fire regenerates you at double speed....
Improved haste and
regeneration
When you have a regeneration item equipped, like the ring of gaxx or
the spell regeneration cast by a cleric, if you cast improved haste on that
character, the regeneration effect doubles in rate...the drawback is if you are
in a area effect damage over time spell, like incindiary cloud or cloudkill,
your damage from the spell is doubled too, but a improved hasted character with
the cleric spell regeneration active is almost unkillable....this makes
fighters super fighters, and allows you to protect your weaker spell casters
allowing them to survive certain really nasty encounters, like eclipse, the
heart seal and the wu jen poison challenge.
Recharging once a day items
using bags of holding, recharging wands via shops
I love the staff of magi, and ring of ram items...they have unique
abilites, the super long duration spell trap, fireball lightning attack spell,
and the ring of ram attack can hurt just about anything...the long duration
spell trap is in fact perfect for Endless Spells exploit, for recharging mages
and sorcerors...but its annoying when your items, which can be only used once
or few times a day is expended, and you must rest before you can use the item
again...but if you stick the ring or staff into a bag of holding or a gem bag,
and have more than 0 gold, the item can be used again...and those items you get
in the game, by looting dungeons and monsters, like wands or staff of striking
that have limited number of charges, can be sold to shops and bought back fully
charged...
note:
the trick with bags of holding or gem bags does NOT work on items from
wes weimer's item upgrade and various mods, for example you cannot recharge the
improved daystar, even though the original daystar can be recharged via bag of
holding....can make for some interesting tactical choices..
Melf and Energy Blades,
attacking with off hand ranged...
This one is just too evil, but hey, this entire document is
evil....equipp a weapon with special ability in your fighter mage's off hand,
then cast energy blades or melf minute meteors, and for fun cast improved
haste, now attack a enemy at RANGE, about every 4th or 5th hit by the energy
blades or melf minute meteors, the off handed weapon will hit the enemy at
RANGE...and using such fun things as the scarlet ninja to, if you are a mage
thief, (use any item) you can make poison attacks, and it will also increase the
number of attacks, use blackrazor for ranged level draining attacks, and other
fun things...this is particularly perfect for weaker spell casting members of
your party, like jan with blackrazor, or aerie with blackblood, the acid club
you can buy in trademeet, or the flail of the ages, for slow effects....and
sola can make ranged vorpal hits with the axe of unyielding, while still
enjoying the regeneration benefits...
Ferret Familiar pickpocket
exploit...rift device and drow stuff..(Blucher)
The rift device is one of the most ridiculously overpowering items in
the game, it is a ranged harm(as per the cleric spell Harm) wand, unstoppable
by magic resistance or saves, and it punches thru any spell protection, and it
always drops the enemies hit points by 90%!!!!!!!!!!!! thus they only have 10%
of their hit points left after being hit by it...and best of all, using project
image or simmy spell, you can have your image or simmy use the item, thus never
expend it, since it only has a single charge...too bad you can never take it
out of the temple sewers, as the game will insta-kill you if you try....but you
knew i knew of a way, right??? Make
sure you choose lawful neutral alignment when the game starts, or edit via shadowkeeper,
then summon a familiar via the spell...(can be found in Nalia's Keep near the
forge for the flail of the ages) and you now have a ferret familiar....after
you assemble the rod, and kill the unseeing eye by meelee or spells, have a npc
remove all items on that npc, and only have the rod in the inventory.Release the ferret from your pc's inventory,
and have the ferret pick pocket the npc with no items except the rift
device,and after several tries, the
ferret will pickpocket the npc....put the ferret back into your inventory, and
finish up and leave the temple sewers...release the ferret again, and talk to
it, and have it give you all the items it pickpocketed to you...you now have
the most powerful wand in the game!!!! the "space" pickpocketed items
inhabit on a familiar bypasses the game engine checks, and allows you to
smuggle items out past game engine "checkpoints"...just be careful,
make sure you do not have the rift device in inventory when you go back to the
temple sewers, or you will be killed...this also works for drow items from the
underdark, however the ferret is limited to smuggling 2 items only past the
checks at the elven camp...and of course if you go back to the elven encampment
with drow items in your inventory, they will crumble to dust....let your
friendly ferret hold them until you get to the elven city...
Your Brain sucking army of
clones...(Userunfriendly)
Images cannot attack meelee, the game guide says so, but thats just
simply not true, they can if they are shapechanged!!! I discovered this by
accident fooling around with images and the shapechange spell, and then i
rememebered mind flayer is one of the forms you can choose...
You see, a mindflayer is one of the truly nasty evil creatures in the
game, if they hit in meelee, (they hit as a +1 weapon) their physical meelee
attacks can drain intelligence scores...and any time any attribute like
intelligence, charisma, dexterity is drained to 0, the victim is instantly
killed, no save...you can even kill some immortal creatures in the game, for
example the riddle giving statue in the shade lord's dungeon, or Malchor
Harpell who repossesses the loot you can pick up if you kill drizzt in chapter
6....
Sorcs can load up a chain contingency with 3 images, set on condition
helpless,target SELF(this is important!!!), then cast project image(making
yourself helpless, thus triggering the chain contingency), thus triggering
spawning 4 images....each image can cast spell immunity divination, improved
haste, shapechange and tensors transformation(in this order!!!)...this makes
each image immune to true sight, doubles attacks and good thaco....shapechange
to mindflayers, and send in 4 totally expendable brain sucking minions to kill
dragons, demons and other really tough beasties(beats the army of one, eh??? add protection from magic weapons for sheer
evil meaness) whats even more fun is this is also a game engine exploit, since
images can not attack meelee, but shapechanged, they can.
Contrl-R...blatant cheating,
but fun...
This one is based on pure cheating, edit the balder.ini file to allow
cheat mode..now you can use "ctrl-r" which restores a npc or pc that
the cursor is over(put the cursor over a npc and press ctrl-r)...it restores
all lost hit points and levels and any other
"bad thing" that happens to a character...nowcast the 9th level spell shapechange, the
spell works by giving you in your special abilies button a bunch of new extra
buttons that allow you to shapechange to mind flayer, iron golem, etc....now
cast the spell, or even use potion swap to let a non mage cast the spell, then
put the cursor over the character with the shapechange spell still
active...then ctrl-r the character, and now this npc or pc can shapechange any
time at all, the buttons are permanently added to the character's
abilies...giving minsc the ability to change to iron golem to resist enemy
magic or greater werewolf to regenerate...use with the Vhailor's helm or a
fighter mage to make brainsucking clone armies....
NPC Ability Exploits
Greater
Deathblow!(Userunfriendly)
Well, if I am writing this guide, you knew I would include this....this
is my favorite cheese, and I invented it...once you get the high level ability
greater deathblow, equipp an area effect weapon, and activate the ability and
fire the area effect weapon into a room full of annoying fodder, like mind
flayers and beholders, and every monster in the area of effect will die,
dropping like poisoned roaches. You
see, most of the "fodder" creatures in the game, are below level 12.
And greater deathblow completely ignores saves and magic resistance, if a
creature is below level 12, being hit with any weapon while greater deathblow
is active will insta kill them, no saves, no resistance, only deathward will
protect them (darned drow priestesses!!!). Area effect weapons like fire seeds,
courtesy of any druids, like Jahiera or Cernd...also arrows of detonation works
great, so does the frag grenade ammo used with the big metal rod...
Tips
Area effect nastiness includes the most useful ability, greater
deathblow, but also includes smite, (blow all nearby enemies away from you like
the wing buffect dragon ability) and power attack (a fighter version of power
word stun, this is particularly nasty if you are using energy blades, you can
stun almost anything with a volley of power attack energy blades) and poison
weapon (poison a room full of goblins in one attack) and even if you dont have
area effect weapons, its pretty awesome...try it with melf minute meteors or
energy blades if you are a fighter mage, or have sola for quickly killing most
of the enemies in a room fast....this ability kills mind flayers, beholders,
trolls, vampires, umber hulks, drow, and some demons(tenari)...but certain
individuals of these types are immune, since they are above level 12(does not
work on named vampires, for example, and mindflayer liches, in the mindflayer
lair in the underdark, and elder orbs or hive mothers...)....and vampires can
be killed with greater deathblow, but you cannot hit them with +1 weapons, like
frag grenade or arrows of detonation...use melf or energy blades to kill
vampires fast...the usual rank and file fodder creatures that makes many
"boss" encounters difficult can be slaughtered by this exploit, thus
you can kill off the "support" enemies and concentrate your party
attacks on the boss...who is feeling pretty lonely once its support creatures
are dead.
Guard Button Super Cheese
Now here is one that is truly fiendish.....certain npcs, like Keldorn
and Mazzy, have this button on their screen that resembles a shield... have
Keldorn or Mazzy equipped with a ranged weapon, like long bow, then buff up a
fighter, like Minsc or Saravok, (who can also do this trick) and send him into
a room full of monsters, and close the door behind them...click on the guard
button of the support ranged fighter, then click on the meelee fighter sent
into the room alone, the ranged fighter is now "guarding" the meelee
fighter, but he/she cannot be reached thru the closed door...so the ranged
fighter will now FIRE THRU THE WALLS in support of the meelee fighter he/she has
been assigned to guard...any enemies that the guarded npc attacks will be shot
by the ranged fighter if it is within range of the ranged fighter...
tips
this is almost tailor made for abuse, like when you get solafein, you
can dimention door him into a room full of nastys and guard him with minsc.
activate greater deathblow by minsc, and the slaughter is disgusting....long
bows are the best weapon for this, since the long bow range is the best in the
game....also, and now we just get really evil, you can guard summons like
mordenkainen swords, skeleton warriors, invisible stalkers and such...use
wizard eye or farsight to keep control of your summons, send them into a room
full of mind flayers, have minsc activate greater deathblow, and add up the
experience points....any summons capable of attacking is a valid guardable
target. now specific
examples....remember gorf the squisher who duels mazzy when you get to the
copper coronet?when the duel happens,
mazzy is stripped of all her good equipment, but use the guard button with
minsc or keldorn, and gorf dies fast...this is also good for the druid grove
duel, with faldorn....making the guarded npc, invulnerable to attack, using
protection from magic weapons and mislead, just adds to the fun....and you knew
i love cheating on duels of honor.
Defensive spin and free
action...improved haste and offensive spin
Bards, i dont like them much, i find them close to useless, i prefer
fighter mages for magic and fighter thieves can disarm traps and unlock
chests...but some of their abilites are cool, like the enhanced bard song which
can be cast by mislead decoys, and defensive spin, and offensive spin are good
abilities...defensive spin has a flaw, your bard must remain at one spot to
have the spell active...but cast free action, or equip the ring, and they can
move around....and offensive spin, even though the manual says cannot be
stacked with other attacks per round modifiers, like improved haste, i found
both will stack, giving a bard excellent attacks per round, and good thac0
bonuses...
Yoshimo and dual class abuse
Yoshimo is a interesting character, as the only true thief in the game,
he has an interesting exploit that can be used by a pc if you decide to play a
human true class...first, lay out some traps...like for doing the twisted rune,
or kangaxx, lay out some traps, use them all up, and then go to the stats
screen, click on the dual class button, this brings up the dual class selection
screen, then choose a new class, and when you are taken to the confirmation
screen, choose cancel, and this takes you out to the regular stats
screen....close, and click on the special abilities button, and now Yoshimo has
all his traps BACK...now you can put more traps in, more and more and
more....(note, wes weimer's tactics and sola mods nerfs this too...his mods
rigidly enforce the seven traps per map area rule, but that is seven high level
traps AND seven regular traps...) while regular snares are not as fun or
powerful as spike traps, hitting anything with 7 snares will most likely kill
it...also, if your single class human fighter has used up his/her high level
abilites, like greater deathblow or greater whirlwind attacks, this little
trick, if your stats are high enough to dual class, will give them the
abilities they have expended back without resting...are we having fun yet???
Slayer Change and the
underdark
In the underdark, the mind flayer dungeon has some cool loot, but two
of the doors require a mindflayer to open the doors, so the normal action for
most players is to go to the mind flayer control circlet room, make the
circlets, then charm a mind flayer and have your mind flayer open the
doors...but if you read the item exploits for the mind control circlets, you
know those circlets are too useful and powerful to use on trivial things....but
the slayer change will open the doors!
change into the slayer, and open the doors and you have saved two
circlets...now here is a good time to tell you about some more fun with the slayer
form...it allows you to control your reputation very closely, so if you have
evil party members, and due to some quests you have done, your reputation is
getting too high, simply hit slayer change to drop 2 reputation, and to raise
it donate 1000 gold at any temple...also the slayer form is invulnerable to
maze and imprison, so is a good way of whacking kangaxx...and finally, if you
stay in slayer form too long, you start taking damage, cast protection from
magic energy on yourself, or protection from energy, and these spells will
allow you to stay in slayer form longer...however if you stay slayer too long,
you will still die....
note:
ARcheR_S_ in the gamebanshee forum told me of an another exploit for
getting those doors open in the underdark, it turns out the staff of
domination, a piece of loot in the mind flayer lair, will also charm mind
flayers...the domination spell may do the same, but i suspect the staff is much
more reliable...so you can avoid the reputation loss, and still keep the
wonderful mind flayer circlets...
Time trap...useful?? (or
not??) (Stilgar)
I just saw this one today by stilgar, time trap doesnt seem all that
useful to a thief mage, as it seems to takes a fighter thief to get the most
out of it...you see, it freezes all the monsters and the party in the screen
for about one round, and so if you had a fighter thief with good thac0, its
good for a free round of attacks and no retaliation...so its not a good
selection for jan, the multiclass thief in the game....but wait...stilgar noted
that the duration of the time trap, about one round, is just enough time to
cast timestop, so if you got a situation where you can lure the enemy into a
trap, or a spawn situation, like twisted rune, simply place a time trap into a
area, then let the enemy step on it, triggering it, and then you cast timestop
and greater acuity, and unleash magic hell...the major disadvantages of the
timestop spell has always been its long casting time, and the fact it cannot be
chain contingencied, so if a meelee attack disrupted it, you were screwed...but
this way, certain encounters where you know you are going to get a really bad
enemy coming at you, a little timetrap will give you uninterruptable timestop
casting...
Tactical Abuses
Fun with
Azuredge(Userunfriendly)
I have, in my last run thru
the game with wes weimer's tactics mod, of which i cannot praise enough, came
up with some fun things to do with azuredge to make mincemeat out of some
supposedly "tough" challenges...sorry wes,,,
the lich in the docks, near the thieves guild, has been considered a really
tough enemy, due to uninterruptable timestop, cast via scroll and some nasty
scripted spells...but simply cast improved haste on a fighter, save the game
and send in the fighter solo...as soon as your fighter sees the lich, ignore
everyone else, attack the lich...with specialization in axes, you have about a
40% chance of undead blasting the lich with the first 2-4 hits....you see, the
lich puts up as its defenses protection from spells FIRST...so a straight
ranged attack from a undead disrupting weapon will most likely kill it
immediately...then have the fighter kill the other undead using azuredge, and
you clean up...
tips
Most of the really nasty liches in SOA can be killed by a fast, ambush
with azuredge...the lich in Ust Natha is vulnerable to attack by azuredge...the
kangaxx guardians in the tactics mod is not quite vulnerable, there are two
liches, one puts up physical protections first, the other spell protections, so
send in a fighter with elemental protection, and protection from magic energy (their
scripts run abu dahzims and firebased spells) and attack the lich with spell
protections up first (high feedback, which you can set up in the options screen
of the game helps in figuring out which is which) and kill it fast, kill off
the other undead, and wait for the protection from magic weapons to wear off,
or kill it by other anti-undead tactics... the shade lich and elemental lich
can be attacked while still blue circle using azuredge, before they get
physical protections up. Also, in tob
almost all the liches are vulnerable to ranged azuredge attacks...and if you
have the item upgrade mod installed, you are better off with upgrading azuredge
rather than mace of disruption....the +5 version will destroy kangaxx
fast...almost all the liches in the game puts up magical protection up first in
their scripts, and this makes them very vulnerable to unsporting evil tricks
like this...this trick is particularly nasty if you like stacking haste and
improved haste, you can get into range fast, with the movement bonuses of both
haste and improved haste, and the improved haste gives you enough attacks per
round to really get the one hit you need to undead blast the lich or what ever
undead is the most powerful in a group...
Spawn Tricks
Delay blast fireball is a very underappreciated spell, but used
correctly, it solves certain tactical situations and is funny to boot....in the
twisted rune(original) version, have a sorc or mage cast project image( a image
will NOT trigger spawn or trigger dialog) and put 5 delay blast fireballs where
the beholder and the mage with the staff of magi spawn, and all you have to
really worry about is the lich, who is also vulnerable to ambush by
azuredge....kill off the whimpy vampire and thief, and loot at leisure...you
can use skulltraps or delay blast fireballs...but do not mix skulltraps and
delay blast fireballs...the fireballs always trigger first, and the enemy
usually moves out of range of the skulls after being hurt by the fireball...in
the sola mod, the drow priestess of Lolth can be quick killed before she even
initiates dialog using this, but be careful of range issues, dont fry solafein
by accident...in the unseeing eye quest, the lich in the room full of ghouls is
a spawn, so if you use protection from undead scroll, the lich will not spawn
if you send some one over the trigger point(at the end of the little bridge),
so have a fighter clean up all the small fry undead, then send in a projected
image to load up the spawn point with 5 delay blast fireballs, and send the party
over the spawn point...the lich dies
instantly once it spawns...this can also be done with the lich in the
asylum, the one who guards Dace Sontan....the spawn trigger is near the closed
door...the demon knights in the underdark, the room of demon knights??? they
are invulnerable to fire, but enough skull traps should hurt them, so they are
easier to kill....the rule, as i have discovered with cheese experiments, is
demons=skulltraps....undead=delayblast fireball.
note:
spawn exploits rely on having played the game, and preparing the party
before hand with major nasty weapons, (including prepared or sequenced spells)
and then CONTROLLING the situation or spawn...here are examples from the
tactics and sola mods...
revenge spiders can be set up using this nasty trick...when you are
ready to do the revenge spiders, go to a nice outside location, like the druid
grove or dearnise stronghold, and force talk sola..each force talk will make
him respond a few seconds later with a pre-canned dialog until all the pre
canned dialogs for each of your party members run, then he will start flirting
with the pc...when he stops flirting with the pc, or your pc told him to take a
hike, rest, and after the rest revenge spiders will spawn, so using force talk,
you control the timing of where and when the revenge spiders spawn, allowing
you to set up traps, summon a deathspell immune summon, like demons, and
generally prepare a warm reception....after squishing them, hopefully using
some tactics from this guide, you save the game, and force talk him again, and
you will get the dialog that precedes the spawning of the priestess of
Lloth...as you can see, the trick is to know and control the summon, so you can
prepare the killing ground, and prepare a warm, warm welcome for the scheduled
nasty and then trigger the spawn....eclipse can be controlled by finishing up
the sendai quest in tob, and then go outside sendai's lair, and going into the
woodcutter's cottage, and saving the game and resting until dark, and stepping
outside to spawn eclipse...knowing just when eclipse will spawn will allow you
to cast on your party the short duration party buffing spells, like
regeneration and improved haste, so you can survive eclipse...
cheesing a lot of battles is simply making the enemy come to you on
YOUR own terms, controlling the spawn timing or the timing of triggering
certain events so your party has already been prepared with the short
duration(thus extremely powerful) party enhancer spells, picking the ground if
possible, and thus setting up ambushes...yes, i play a lot of wargames...
Pushing Kangaxx around, ring
of ram exploit
Now here is just a fun one, one that is just too funny....killing
kangaxx is almost a chore, these days...the challenge, and the great loot is
dropped by his guardians if you have the tactics mod installed, so killing
kangy is rather a let down...simply protect the party with protection from
undead scrolls, except one mage or sorceror, who uses spell immunity abjuration
so you do not get the "unkillable kangaxx" bug from having all
members of the party protected from undead, (until the protection wears off,
kangaxx cannot see or initiate dialog, so his dialog will not initialize until
the protection wears off, no dialog, he cannot be killed) then bash with a
weapon until he croaks...but here is a really funny one...if you have jan in
your party, and you decide to pick up the ring of gaxx late in the game, so jan
has spike traps, do the quest, get all the pieces together, then have jan plant
as many traps, spike and regular, in that little platform at the end of the
path that goes up to his coffin...once done, have someone equipped with the
ring of ram, and trigger
kangaxx...after killing his first form, when he transforms into the skull form,
have the npc with the ring of ram use the ring on kangaxx...he is damaged, but
more importantly, he is pushed among all the traps, which all trigger, insta
killing him....i included this fairly trivial bit of cheese for fun, and to illustrate
a point...
do you remember the frag grenade exploits above?? remember how i told
you smite can be made area effect with a fireseed or frag grenade or arrow of
detonation? imagine this, you are
fighting in the oasis, or some battle where you have to fight a lot of lower
level enemies, you cast a incindiary cloud among a group of enemies, but some
of the little buggers manage to escape...so you use the ring of the ram or
fireseed with smite to push them back into the cloud....(evil evil, grin!!!)
Cast and attack...fun with
melf
here is another oldie, cast and attack has been around for a while, but
not everyone knows what it is....the game engine enforces one spell cast per
round, but allows up to 10 attacks per round, so after you cast a spell, you
can still attack with ranged weapons, or best of all, cast improved haste on
the npc, and have them cast melf minute meteors or energy blades...so your
weaker mages before nasty battles should have melf or energy blades loaded up,
so after the beginning of each round, after the mage npc or cleric npc have
cast their spell for that round, they can make themselves usefull attacking
with ranged weapons, or melf or energy blades...and even more fun is if aerie
has flail of the ages in the off hand, and sola blackrazor or axe of the
unyielding upgraded in the off hand.
cast a spell for that round,
start attacking with melf minute meteors, and attack every 4th minute meteor or
energy blades with your off hand weapon ranged...
killing kuro with plain
bolts and fire crossbows.(Userunfriendly)
one of the characters in the tactics mod people get frustrated with and
post requests for help is Kurosian, the acid wu jen.....his many
uninterruptable protection from magic weapons, (cast via scroll) and his cloak
of mirrors makes him almost immune to spells and his katana of regeneration
makes him very difficult to take down easily...NOT!!! all you need to do is control the spawning and get one piece of
equipment...and he is a total pushover...first buy either the heavy crossbow of
searing or firetooth crossbow from watchers keep and about 40 non magical plain
bolts, finish the slave lord's quest, get celestial fury, and equipp it, now
take a trip to some area of the map, like the umar hills, and rest there for a
few days, or do a quest, so a few days of game time have passed...now go back
to the temple or even the docks, kuro should spawn right away...after the
dialog finishes, cast improved haste on the npc who has the heavy crossbow of
searing or the firetooth crossbow, and load up with plain, unmagical bolts...then
cast breach on kurosian, he immediately recasts the protection from magic
weapons, but ignore this...start firing unmagical bolts at kuro and you will
hurt him, and kill him in about 2 rounds...how???kuro has many protection from magical weapons scrolls, and he has
stone skin, and his script will buff him with protection from energy, but his
nasty trick is his protection from magic weapons...so firing plain unmagical
bolts will punch thru the protection from magic weapons, and the heavy crossbow
of searing or firetooth adds a few points of firedamage to any bolts fired thru
them....the fire damage punches right thru the stoneskin, and you essentially
burn him to death!!! his script will recast his stone skin and protection from
magic weapons when you breach him, but his script will not recast his
protection from energy, making him vulnerable to fire damage...pure evil dirty
trick to play on kuro....
note:
Some one reminded me about the acid katana's ability to spit melf acid
arrows at whoever is hurting the bearer...simply use spell immunity
conjuration, or use two scrolls of acid protection on the designated killer,
and the melf acid arrows are useless...also, noted kuro has spell immunity
abjuration, but this does not protect kuro from breach, only spell shield
protects from breach...or the boots of preservation from wes weimers tactics
mod, the ritual..
Blocking doors with wiz
eye...
Here is another oldie but goodie...if you need to pop into a room full
of nastys like mind flayers or undead, you can place a wizard eye summons at
the door, after opening it, then the enemies cannot pass past the wizard eye,
and your range weapon equipped fighters can simply fire arrows or bolts until
they die...wizard eyes got totally nerfed in TOB, it used to be unkillable by
meelee, could only be dispelled with dispell magic, but the new tob version is
killed after taking only a little damage...but delete from the override
directory in the game directory the file "wizeye.cre" and you will
now get the old version back, the one that cannot be killed....a variation of
this trick is to turn off the ai, the lantern button at the lower right hand of
your screen, then prop a fighter with invisibility or sanctury spell in front
of the door, the monsters cannot get past it, so the rest of the party gets
target practice...
Spell Exploits
Strength
Spell(Userunfriendly)
Well, here is another one of mine...its not spectacularly useful, but
it illustrates a point in the next cheese trick....cast str spell on enemies
with major meelee skills, like the shapeshifting demon in watchers keep, or
adamantium golems, or even the units in wes's ritual, and the thing about white
spells...no magic resistance will stop it, and they cant save against it, and
this will SET their strength to 18, regardless of their normal strength...so
their mondo meelee attacks hurts less....those beasties have a strength of
around 22-25, so setting it to 18 makes them much more survivable....now most
white spells are designed to help the party, so magic resistance and saves are
not built in, the strength spell is just about the only one that can be used
offensively, and its evil, and sick, (thus i came up with this...hehehheh) to
abuse the intent of the strength spell to use in combat...
Telly Field(Alson)
Another white spell, and as i mentioned, white spells cant be saved or
magic resisted, and thanks to alson for discovering this, a telly field cast in
a room full of meelee enemies gives your party protection from meelee attack
for 3 rounds....wont protect from ranged attack or spells, but this was tailor
made for eclipse, and improved irenicus....this gives your party breathing room
to attack with spells or ranged attacks or heck, even bash them....your own
party is immune of course...beam me up, scotty!!!!!!!! Oh yes, i found out
spell immunity alteration will make a mage immune to the effects of a
teleportation field, so if a smarter mage from the tactics mod is giving you
grief from their scripted telly field, use spell immunity alteration.
Chain Contingency
Or better known as the cheese spell...the spell is almost designed for
cheese with malice aforethought.....
Lets start off with my own little discovery....
First, the game engine will not allow you to target invisible or
improved invisible creatures with spells, this is why knowledgable sorcerors
use area effect spells almost exclusively.
But chain contingency will target improved invisible creatures!!!!
liches in the tactics mod like to stack improved invisibility, and spell
immunity divination, and spell immunity abjuration, making liches immune to
true sight, and remove magic, and their improved invisibility makes them immune
to magic defence breakers like spell strike which must be cast at a target,
thus the canonical way of attacking them is to wait until their protection from
magic weapons wear off, and attack with a protected fighter...but a fighter
mage, with the spell chain contingency, can attack a lich, use sunfire via
spell trigger to blast the mummies and skeleton warrior friends of the lich (isolating
the target, you need to isolate him, since you cannot control the spell
target), and chain a triple ruby ray of reversal .Set it to trigger at see enemy, cast at nearest enemy, hence why
you have to kill off the liche's mummy and skelly friends.Ruby ray is alteration, so spell immunity
abjuration is useless, this will dump its spell immunities then hit withremove magic (liches are immune to breach)
and bash it to death with azuredge....this also works on undead sola, except i
send in a hasted npc to trigger the dialog, and exit the room and close the
door....sola follows you with dimention door, but once he is isolated, he can
be chain hit with spell protection breakers and easily bashed to death....
the infamous 7 spells per round trick requires chain
contingency....chain contingency ignores acuity, it casts instantly, ignoring
the 1 spell per round the game engine enforces, so you can
face enemy, cast chain contingency, set to go off when facing enemy,
load up with whatever spells you want, then cast contingency, which like its
much more useful brother chain contingency also ignores acuity, and unleash a
spell sequencer or spell trigger....3 spells via trigger or sequencer, 1 spell
with contingency, 3 with chain contingency...7 spells...the chain contingency
and contingency spells will go off in the same round....( a good kill combo is
a triple sunfire via trigger, and sunfire or improved haste via contingency,
and a triple sunfire via chain contingency or ruby ray, breach and slow in chain
contingency...almost anything is good)
wildmages love this spell, (be warned, the tactics mod or sola mod
nerfs this evil trick) you can load up a triple improved chaos shield, which
STACKS 3 improved chaos shield, thus you can combat cast all your reckless
dweomers almost without any worries you will get a bad wild surge...each
improved chaos shield adds to the wild surge roll, so the way i understand wild
surges, you get a 25 point bonus per improved chaos shield, and you add the
level of the wildmage to the roll, so you end up rolling 100 on the wild surge
almost every time....and a 100 on the wild surge table is "spell casts
normally" so in combat, a wild mage can with preparation cast spells just
like a sorceror, without any fears of a bad wild surge, while his/her nrd's
lasts...
aerie can set up a triple summon deva target self for really nasty
encounters...(wes weimers tactics mod or sola mod nerfs this too..sigh...) and
using potion swap jahiera can do a triple summon elemental princes(once again,
wes mods nerfs this...)..and if you do have tactics mod or sola installed,
having sola or a fighter mage triple summon mordenkainen sword target self can
be a lifesaver when your fighter mage is getting chopped to bits...or just
hasted can race into a room full of beasties, the spell triggers, and you can
race out and close the door behind you while the swords do their thing...
Note:
Wes Weimer's mods nerf the ability of chain contingency to stack
certain spells, like a chain contingency triple improved chaos shield, and
chain contingency triple summon deva( if you tried to simply cast the spells,
like summon deva, or improved chaos shield more than once, the game simply
tells you this is illegal, as you cannot stack certain spells)...as of writing
this guide, chain contingency exploits to bypass summon limits or stacking
limits is not allowed, however you can still override the summon limit using
project image, and chain contingency triple project image is still valid,
however there is no way of telling if or when wes weimer's mods will close this
class of exploits...
Note: if your mage is
silenced, you can still cast any spell with chain contingency and contingency..
Special note: Almost forgot, chain contingency and contingency ignores
acuity, you can cast the spell even when paused, simply click on the spell
button while paused and you immediately get into the chain contingency screen,
this spell completely ignores the one spell per round rule.
Sequential Sunfires of
Doom(Userunfriendly)
Now here is one of mine, a cheese i frankly think is pure elegance in
concept...too bad it doesnt always work...you see, the spell sunfire when cast
makes you immune to fire for about 3 seconds, then hits you with a powerful
fireball spell...
First unequip each item in your party that decreases spell casting
time, like the amulet of power and the robe of vecna, then have all your mages
memorize 3 sunfires, and a spell trigger, then load up the spell trigger with 3
sunfires, and surround a blue circle enemy...like the shadow dragon, or the
black dragon, or before eclipse triggers....then pause the game, and click on
each mage, trigger the spell trigger on self, do this with ALL the mages, and
after EACH mage triggers sunfire on self, unpause the game....now if you did
this right, each mage is unloading a triple sunfire on the same instant (this
is very important, and why you had to unequipp all items that decrease spell
casting speed) so at the instant the game is unpaused, each mage is completely
immune to fire, and thus cannot be hurt by the sunfire of the mage next to
you...
3 sunfires, with a cap of 15d6 damage, with say 4 mages in a party, is
3x4x15d6, or a maximum of 1080 points of damage that completely ignores
magic resistance(sunfire can be saved but not resisted)...i have crispy fried
the black and shadow dragons instantly, and its just fun...
but on slower systems, sometimes one mage in certain locations is
slower than the other mages, since the computer has a slight lag, and if one
mage is slower or faster than the others, mages will fry too...but timed right,
its a elegant way to inflict massive damage on magic resistant enemies, like
dragons or demons..if you have slower systems, have each mage cast protion from
elements and protection from energy on themselves, or just spell immunity
evocation..due to ownership rules, you are completely protected by evocation
area damage spells as long as the npc is not the one casting the spell, so it
will protect a mage completely from its neighbor's evocation spell, sunfire...
Lich Killing
Sunfire(UserUnfriendly)
Here is one of mine...now sunfire is a great spell, however one class
of enemies immune to sunfire are liches, liches are immune to 6(? i think 6th
level, cant remember exactly) level spells and below, so sunfire will spell
disrupt the lich, but will not hurt him...so i came up with a alternate to
sunfire, the lich killing sunfire...chain contingency a sunfire, delay blast
fireball, delay blast fireball...the sunfire gives the character casting the
spell about 3 seconds of total immunity to fire effects, so the delay blast
fireball, which would hurt you, activates and detonates within the total
immunity to fire period, and delay blast fireball, which a lich is not immune
to, can kill the lich..this is not a spectacularly usefull exploit, but kinda
fun, and it illustrates a important aspect of sunfire you need to understand to
appreciate and understand the sequential sunfires of doom above.
Wish Spell Exploits
AAAAAHHH....the wish spell not quite as ripe as chain contingency, but
certainly full of fun...the easy to abuse "rest" option, can be
easily exploited by having images and simmys cast wish spell, thus doubling and
tripling your chances to get the "rest" option.....( "rest"
will give you the option of Make it as if the entire party has just rested a
full night and re-memorized all their spells....) but thats not all, many of
the other options are ripe and full of exploits...
Hardiness: unlike the high level ability hardiness which cannot be used
twice on the same npc, (after the baldurdash patch) wish spell hardiness stacks
with itself and stacks with armor of faith and the high level ability
hardiness....get this option 2 times, and you can make your party immune to
physical damage for a short time...
Breach: two options exist for breach, you can get breaching everyone in
the area (including the party), and you could get the breach all enemies(both
options breach everyone!!)...these options will breach even undead sola, who
cannot be breached without removing his improved invisibility....
The magic resistance option SETS the magic resistance of everyone in
the area to 40%, and does not make them hostile, so this is ideal for certain
very magic resistant enemies, like the chromatic demon...
cast abi dahzim's horrid wilting on everyone in the area is a fun
one...if you have a map with no friendly quest specific npcs(temple ruins,
shadelord dungeon after rescuing mazzy) , try for this after protecting your
party with protection from magic energy...think of this as the ultimate in
armegeddon spells, you have just seriously hurt, or killed every single enemy
on the map...
Contagion spell and ray of
enfeeblement( hard to use, but fun)
Cast ray of enfeeblement on a monster, like a dragon, and hit with
multiple contagion spells, and you can drain its attribute strength to 0,
instantly killing it...this is the same principle as the mindflayer
intelligence drain....the way it works is any attribute, like strength,
charisma, etc when drained to 0 will kill anything, including some unkillable
creatures in the game, like the temple ruins talking head who riddles you....
Hardiness and Armor of faith
Now you should all have the baldurdash patch installed, which prevents
you from stacking spells like hardiness, or armor of faith...each cast of the
spell makes you resistant to meelee damage, so you can literally make a cleric
or fighter with high level abilites immune to weapons...but once you install
the baldurdash patch, you can no longer repeat the same spell and get the
bonuses stacked...but armor of faith and hardiness will stack, so you can make
a cleric fighter or a paladin about 50% immune to meelee weapons...highly
useful and this is yet another example of the most powerful buffing spells in
the game being a short duration, so controlling the ground and timing is all
important...this also illustrates an important point, to raise a protection to
really useful levels, cast different spells that do the same thing on a single
npc, like protection from energy and protection from elements, both raise fire
resistance, so casting both on a npc will raise fire resistance beyond what a
single spell can do.
Numinor of the game banshee forum has written a very nice breakdown of
the bonuses and the items necessary to achieve them...here it is in verbatim..
Barbarian >lvl 20: +20%
Defender of Easthaven+2 (Bonus Merchant in the Copper Coronet):
+20% (except missile)
David Gaider's Bhaalspawn powers (evil ability for the 4th challenge):
+25%
Hardiness: +40%
Roranach's Horn: +50% vs blunt
Total 105% (85% vs missile, 127% vs
blunt)
other similarly obscene bonuses are possible, a thief mage or fighter
can use Use Any Item to wear jan's tunic which has a resistance to physical
attacks bonus (if you can stand the turnip smell...phew...) and of course this
will stack with hardiness...
Leonardo in the Gamebanshee forum also noted a important fact...even if
you are immune to physical damage of the type being used against you, like if
you have 100% resistance to missiles, ( Yellow dragon armor from the tactics
ritual mod, and the belt of inertial barrier will almost make you immune to
missile damage) attributes of the
weapon will still hurt you, for example, poison from a bolt of biting should
still get thru....or arrows of fire fire damage...in fact,my evil sneaky tricks for killing kurosian
is based on unmagical bolts still pushing fire damage into him...
Your undead slaves, abusing
limited wish spell
This one is literally a masterpiece of evil, and one that i have
actually improved the implementation...someone posted if you cast the limited
wish spell, and have a low, below 10 wisdom npc or pc talk to the djinn, and
ask "i wish to be protected from the undead right now!!!" the limited
wish spell will summon 6 hostile vampires, who will attack the party....so you
have a evil cleric, like viconia turn undead, you now have 6 vampire slaves who
can then go attack nasty monsters for you, like demogorgon or firkraag....they
attack via level drain, and last all day, and they are possibly the best summons
in the game, with regen, level drain and combat abilities, i mean vampires are
hard to kill, right?
note:
my personal improvements to this cheese is using aerie and
minsc...first, have minsc talk to the djinn when you summon it, he has a wisdom
of 9, so will get the correct option, this allows you to have a mage or sorc pc
with a wisdom higher than 9 to exploit this trick...aerie is a fun npc...the
ability to spell trigger and chain contingency cleric spells makes her by far
the most useful spell caster in the game....now use
"CLUAConsole:CreateItem("helm02")" and you have cheated in
the helm of opposite alignment...have aerie equip this cursed item, and now
when aerie turns undead, instead of blasting them, she makes them her slaves...you
can do this if you dont want viconia in your party, or simply have no room for
her.....use the remove curse spell when you want the old aerie back....and to
keep the party from being hurt by the vampires before your evil cleric can turn
them properly, cast protection from undead scrolls using a simmy or
image....(thus you still keep the scroll)
(Its really funny to put the helm on aerie's head, she becomes chaotic
evil, and its funny to have her butcher
the orphans on the streets of Athkatla and hear her say "i am so glad i
met you, i never imagined we would be doing such good things!!!"yes, kiddies, i am sick...)
Familiar drop trick
simply summon a familiar and then put the familar in your backpack,
after making sure the top left most slot in your inventory is open, the
familiar will plop in there by default...take a quest, for example like the
umar hills, helping the ogres, which gives you an item, most likely the familar
will pop out of your backpack, and it should decompose naturally, like most
items dropped on the ground in the game, thus later on, you can summon a new
familar and you keep the bonus hit points granted by the first familiar...not a
spectacularly useful trick, but fun..note: some people have said this trick did
not work for them, so a patch or mod may have nerfed this trick...they were
unable to summon a new familiar, because their old familar refused to
decompose, and when they went back to the spot where they dropped it, they were
able to pick it up again.
Web and Stinky cloud, thanks
xyx!!!
Web is a wonderful spell, it has some truly cheesy properties, casting
it at blue circle creatures will not make them hostile, and its far far more
effective than either slow or hold family of spells, hold or slow if a enemy
makes its save it is not affected, web, every round they stay in the area of
effect they must make save or be held, thus this and stinky cloud are the area
effect persistant disabler spells, like emotion helplessness...(but emotion is
not a very good spell at higher levels,,,too many high level monsters are
immune) tossing web spells into the fog of war and following up with a cloud
kill or some other area effect damage spell is a easy way to win many
battles...for example, in Nalia's hold, the main room in the first floor of the
hold, is full of trolls, sending in a mage to toss in a couple of webs, and a
couple of cloudkills is easy experience...improved torgal, in the tactics mod,
the final encounter, go into the room, and near the door toss in some webs, and
some cloudkills, and you can kill almost every troll and umber hulk in the
room, except torgal, but without its support crew, torgal is much easier to
take down...in the temple sewers, the toll keepers can be easily disposed of
with web and cloud kills, and in the prominade, mencar pebblecrusher and
company in the upper room of the seven vales inn, go up the stairs, and near
the stairs, toss in webs, and cloudkills...this is the easy way to take out
this fairly powerful group very early in the game...now some creatures who are
resistant to web spells, you should toss in a stinky cloud, since almost no
creature is resistant to both at the same time....like drow, for instance....
Resilient Sphere exploit,
using free action...(kovi)
The resilient sphere... considered by most to be a pretty useless
spell, it has no save penalties so its not as effective as chaos and slow, and
its not area effect, like chaos and slow, and while it can be used to protect a
weaker party member in combat, it immobilizes them, like maze, and unlike maze
the npc's own save can block it...so what good is it??? (note, if you cast maze
on target self, via chain contingency, your weaker spell casters will maze
themselves, but the rest of the chain contingency will still fire, so you can
get off an attack spell, and your weak spell caster is invulnerable from harm
for the duration of the maze spell...thus for fights like eclipse where the
enemy is close and will attack weaker members of your party first, you can
protect and spell attack with your weaker members) cast free action on a npc,
and cast resilient sphere on the npc...if the npc fails to save, they
are almost invulnerable to magic and attack, and can attack and cast spells...kovi
posted this true masterpiece, and its a doozy...the saves and magic resistance
of the npc can prevent the spell from working, so lower resistance and dooming
the npc actually HELPS in this spell....
Spook, wonderspell...
spook is a wonderful spell, it was designed for dragon hunting...its
massive save penalty means that unless a creature is immune to fear, like
certain undead and demons, etc...it will almost always fail the save and
panicked..panicked creatures dont use their special abilities like wing buffet
or spells, so you can then move in fighters and hack it to death fairly easily...and
by using mutiple mages, with minor sequencers or spell sequencers loaded up
with spook, you can hit a dragon with 3-9 spooks, insuring at least one gets
past magic resistance and spook the dragon...this is all you really need to go
big game hunting in baldurs gate 2....
Mislead and the shutter
effect (Xyx)
Mislead is a wonderspell, first you already know about the cheese with
enhanced bard song...now you get to find out the truly sick and cheesy nature
of the spell....the spell makes you improved invisible AND invisible.. cast
mislead, then attack a enemy...while you are attacking or spell casting,
mislead will make you improved invisible, so during the attack duration, you
are "shimmering" as per the spell discription for improved invisibility
and can be targetted by ranged attacks and meelee attacks by monsters, but
CANNOT be targetted by spells, and once the attack or spell casting is done,
mislead snaps you back into true invisibility, so unless your enemies can see
invisible, or dispells mislead or true sights it, they lose targetting lock,
and act as if you are not even there, until you attack or cast another
spell...what this means is you can use mislead, and walk up to monsters, and
almost cast spells and attack with near total impunity...whew...as if this was
not bad enough, sending the decoy out past the view range of the monster, like
sending the decoy off to the fog of war makes you immune to true
sight....unless the decoy is within sight of the monster casting true sight,
true sight cannot dispell the mislead spell...this spell is nearly as evil as
the staff of magi cheese, and requires less clicking of the mouse...
Feeblemind, drooling idiots
One unusual and evil spell
is the feeblemind spell...if you do NOT have wes weimer's tactics mod or sola
installed, casting feeblemind at a blue circle enemy will NOT turn it hostile,
and you can do this all day, especially with a sorceror, using Endless Spells
or wish spell to recharge, until it gets in and sticks..try this with a dragon,
and you can then send in a weak party member, like aerie with a staff and bash
it to death while the enemy just stands around, drooling..
Nature's Beauty, the
wonderspell
Natures Beauty is a truly wonderful spell, it will permanently blind a
bunch of enemies within meelee distances from the caster, allowing you to hit
them with ranged attacks or use spells, and they will only be able to retaliate
with meelee attacks only, and it cannot be saved against!!! However the 3 flaws
are it can only be cast by druids, (jahiera or ick! Cernd), it has a fairly
long cast time, and its stopped cold by magic resistance...but using the sick
and twisted potion swap cheese, (see above) you can eliminate 2 out of the 3
draw backs, making it THE spell for really nasty encounters...once you get some
chain contingency scrolls, have jahirea potion swap a scroll, and load up a
chain contingency (note: you have to click on the priest spells selection in
the chain contingency screen) with a triple nature's beauty set on self when
you see a enemy, a triple natures beauty is a terrifying thing for most
enemies, its chain contingencied, so it is not interruptable, and it triggers
fast, and by using a triple, you have increased its chances of getting past
magic resistance...for example, a dragon has about 60% resistance to magic, so
most of the time a spell is stopped cold, until you manage to lower its
resistance..but a triple natures beauty will force the game to roll 3 times for
the spell attack, giving you a much higher chance to get in the successful
blinding...this spell is a must for eclipse, and the heart seal in watchers
keep...
note:
a truly evil exploit is to use this on large creatures, like dragons or
demogorgon, using a triple via chain, or lower its resistance, then shapechange
a fighter mage or jahiera, with greater elemental transformation into either a
iron golem or earth elemental....due to the implementation of the viewing
distances, the mage or druid can attack as a large creature, and will NOT be
seen by demogorgon or the dragon....i think the way it works is this....the
green circle of your npc or summon or pc must touch the red circle of the
blinded enemy for the blinded enemy to see you if they are blinded, but a earth
elemental or iron golem is also large and the meelee reach of your golem's arms
allows you to attack a large enemy without ever needing for the green circle to
touch the red circle of the enemy....invulnerable to spell and meelee attack in
one!!
AI Exploits
Walking Cuisinart( fun with
blade barrier and globe of blades)
Here is another oldie but a goodie...cast sanctuary, or equip the staff
of magi, or cast invisibility on a cleric, turn off the AI, (its the little
lantern button on the lower right side of your screen) and then cast blade barrier or globe of
blades, walk up to a enemy that is not capable of seeing invisible creatures,
like the greater werewolves in the windspear hills, and watch them get sliced
and diced while they just stand around...it is NOT an attack, so you dont lose
the invisibility, and it doesnt even make them hostile, and the enemy ai does
not even recognize it as an attack....for even more evil fun, before you cast
invisibility or sanctuary, improve haste the cleric, and the blade barrier or
globe does DOUBLE damage, attacking twice per round...best of all, blade
barriers and globes are not stopped by magic resistance...
Bunnies attack! limited wish
spell (Xyx)
The limited wish spell option "i wish to summon a horde to overrun
my enemies" summons about 20 cute, fuzzy rabbits, blue circle, that no
monster can resist going after...this is the ultimate in decoys, allowing your
party a few rounds of uninterrupted spell casting and ranged attacks...the
enemy ai will almost ignore your party to go bunny hunting...
Item exploits
Potions...
There are 3 really useful potions in the game...blue potions, purple
potions and potions of insight....the blue potion, has multiple uses...i
noticed that it boosts not only intelligence, but also dexterity, so as a test
i gave some to nalia, and when her dexterity hit 25, her thief skills improved
dramatically, so it can serve as a emergency substitute for potions of master
thievery....both blue and purple potions increase intelligence, so drinking
them, and scribing scrolls is a way to make sure you can add to aerie or
edwin's spell book that nice new shiny spell you killed some nasty monsters
for( raise to 24 to make absolutely sure you can copy spells to their spell
books....also setting the game on easy settings will automatically scribe
scrolls)....potions of insight sets wisdom to 18, so you get the good options
of limited wish spell and wish spell...and can be used in a mildly stinky
cheese with minsc and cleerics...if your cleric pc is low in wisdom, and you
are facing a nasty fight, simply drink the potion of insight, this will raise
your wisdom to 18, and unlike mages, when your wisdom increases, you get more
spell slots...now normally a few low level extra spell slots is not a big
thing, but you can get an extra draw on holy might, clerics and minsc, and that
spell is what makes clerics so awesome...but notice, the potion only gives you
the extra slot, you still need to select the spell, and rest to get the spell
usable...and rest uses 8 hours game time, and the potion only lasts 8
hours...but use the wish spell, and go for "make it as if i have rested
and memorized all my spells"....fill up all the extra spell slots given to
you by the potion of insight, and for the next 8 hours your clerics have a few
extra spells, not that much, mind you, but its nice....and one more
thing...unless your mage pc has 18 wisdom, you will not get the best options
when casting the limited wish or wish spell, simply chug down a potion of
insight, and you now have all the best options available when you talk to the
djinn
Note:
the potion of insight works only on clerics, and druids, and
minsc...player created rangers and paladins simply do not gain extra spell
slots at all...zvijer pointed this out...
Rod of Resurrection,
unlimited range....Greater Restoration has unlimited range
Healing potions are kinda useless...i mean the most powerful ones, the
potions you get in watchers keep, will only heal a portion of your damage, so i
tend to rely on regeneration items, and the rod of ressurection..even though
its description says its for raising the dead party members, if you use it on a
wounded party member, it heals them completely...and its got unlimited
range...this allows for some interesting abilities...in watchers keep, when
turning the heart, spirit and mind seal keys, i send off the weak members of my
party, like aerie and jan into one of the rooms in that map, close the door,
and they are nice and safe and snug...after they buff up the fighters in my
group...and aerie has the rod, so when my fighters are attacking the monsters,
if they are badly hurt, aerie, from all the way across the map, can use the rod
to heal the fighter in trouble...why not give it to a fighter??? well, if that
fighter gets killed, you have to have someone pick up the rod and use it...they must break off attacking what
ever target they were attacking, and use up a round healing someone....having
aerie safe and away in a locked room is also nice for another spell that is
unlimited range...greater restoration, so if all my fighters are in trouble,
aerie can cast the spell, and heal everyone from all the way across the
map...while still nice and safe...one of the big problems with cleric support
npcs like aerie is they tend to be pretty fragile, this is one battle where
they can be completely safe, but still provide healing support...
Cloak of
Sewers..invulnerable to physical damage or magic using rat and mustard jelly
forms...
this one is kinda funny... the cloak of sewers allows a fighter to
change into mustard jelly or rat form.. the mustard jelly form is completely
immune to magic, so can be used as a decoy for magic using monsters like
liches, they expend all their spells on a immune creature,,,,but it turns out
the rat form is completely immune to meelee attacks...so you might be able to
kill some tough monsters, like the chromatic demon as a rat...hehehhehhehh
Mind Flayer Control Circlets
mind flayer control circlets can dire charm just about anything, like
dragons, and even demi liches...cast simmy or project image, so you dont use up
the circlet, and dire charm dragons, so it will just stand there while your
party hacks it to death, or direcharm kangaxx for easy ring of gaxx....these
circlets wont work on boss type creatures, but gosh, once you get to the
underdark, they are by far the best loot you bring out...
Hitting improved invisible
enemies(wand of spell strike and ring of ram)
improved invisible creatures cannot be hit by spells, but items like
ring of the ram and wands of spell striking can still hit them...this is why
the wand of spell strike is the best wand in the game, it can breach improved
invisible mages, and even liches, (it bypasses lich immunity) making them easy
to kill...
Greenstone
amulet???(UserUnfriendly)
the greenstone amulets dropped by kangaxx guardians, and the gnome
illusionist in vaygar's house does not have the same itm files as the
greenstone amulet you can pick up in the underdark in the beholder
dungeon...these two greenstone amulets need only be equipped to protect the
wearer fully from psionics, stun, fear, charm and the other protections that
the amulet is suppose to give you if you use up a charge...note, the kangaxx
guardians and gnome illusionist are both part of the tactics mod....
Staff of Magi, better known
as the staff of cheese.
simply give the staff to a mage or sorceror, cast a spell at a bunch of
monsters, this will break the true invisibility equipping the staff gives you,
and the monsters will attack, click on the staff in your tactical view, this
restores the invisibility so unless the monsters can see invisible, they will
lose interest, then repeat until all monsters are dead...stinky, stinky,
stinky...add in the 8 hour duration spell trap, which can be used for the
endless spells exploit by xyx, and the fireball lightning bolt spell, both
abilites are once a day and 3 times a day abilities, so they can be recharged
via bag of holding, you now know why this is the best staff in the game...and
the protection from evil and charm immunity and saving throw bonus...too
cheesy...
New Cheese added for version
1.1
Imoen and
Ascention(Userunfriendly)
If you are playing with ascention, and you are getting annoyed with
having to avoid killing imoen because she was slayer changed by Mel, i found a
way to turn her back to her normal at the very beginning of the battle....thus
you need no longer have to run away from her, to avoid killing sis...edit the
baldur.ini to allow cheat mode, and immediately after she is slayer changed,
put the cursor on imoen and ctrl-y her...it does not kill her, it simply turns
her normal...i think ctrl-r might do the same, but not sure...this really isnt
cheese, but it is convienient....
Two rings of the Ram....and
a ring of regeneration, and a flask of djinn summoning
Not everyone knows of these old exploits, so its worth mentioning them
here....ribaud in the adventurer's mart has a ring of regeneration you can
pickpocket off him very early in the game...and the djinn guard outside of the
djinn tent at trademeet has an item you can pickpocket off him, a djinn bottle that summons an afreet once a
day....and if you pickpocket Tolgaris, the guy in the government district that
gives you the vaygar quest, you can get a ring of the ram, and he also drops
another one when you kill him...
New Stuff added for version
1.2
Thanks to zvijer at the forgotten wars studio forum, i have proofread
this document further...thanks!
The User's guide to
understanding spell protection...with smarter mages
Lots of misunderstanding exists for breaking thru the spell protections
of high level spell casting creatures...i am going to simplify everything for
you...(note, this is specific to wes weimer's tactics mod and the component
smarter mages)
What is spell protection??? Spell protection is in 3 catagories...spell
protection to protect you from physical damage, like stoneskin, and protection from magic weapons.It is also elemental protection, like
protection from cold, and protection from the elements.And last, protection from spells, like spell
trap and spell shield.So, to be able
to punch thru protection spells, you need in your arsenal spells that can
destroy all 3 types of spell protection, right?Wrong!Now due to the way
the game works, protection from spells is incredibly easy to get
around...simply hit the target with area effect spells...like my favorite,
incindiary cloud, or abi dahzim's horrid wiltings...since a protection from
spells DEPENDS on the enemy casting a spell directly at you, like polymorph
other, or magic missile, if your enemy hits you with a area effect spell, or
just plain bashes you with this big hammer, all the protection from spells in
the game wont help you at all...so this means that the spell turning, spell
trap, globe of invulnerability and spell shield that enemy mages put up are
completely useless...you hit the mage or spell casting monster with an area
effect spell, or holy avenger, and all the protection from spells it casts does
nothing...
So, as you can see, if your magical arsenal of attack spells is mostly
area effect, and if your party has some good warriors, all you need to punch
thru spell protections is to destroy your targets physical protections, like
stoneskin or absolute immunity and your targets elemental protections, like
protection from energy or fireshield red.
It turns out every two spells will dump all elemental protections and
physical protections....breach and remove (dispell) magic.Both spells will get rid of stoneskin,
protection from magic weapons, mantle, and other physical protections.Both will destroy protection from energy,
protection from fire, protection from acid and other elemental protection
spells.This is why 90% of the time, if
you have breach and remove magic, you can kill any mage or spell casting
monster.Now, remove magic (or dispell
magic) is an area effect spell, so you can hit multiple targets at once. But
instead of always removing protections on the target, you are forced to roll
for it, and your level and the target level will affect the roll, the higher in
level you are, compared to the target, the better your chances.Breach on the other hand is a single target
spell, so the rules apply...the target may not be improved invisible, a valid
target, and you may only breach one monster per casting the spell.Both have their good points, breach always
works, except on liches, and remove magic works on liches.
Breach will strip out any elemental and physical protection, and almost
nothing stops it...spell trap will not stop breach, spell turning will not stop
breach, only spell shield will stop breach, but only once, and the spell shield
is consumed by stopping breach. However
due to its nature as a single target spell, you can stop enemies from breaching
you by being improved invisible.It is
a single target spell, after all.
Liches are immune to breach, since they are immune to spells below a
certain level, and breach is one of the spells liches are immune to.So how do you strip off the protections of a
lich???
Remove magic is an area effect spell, so it can get rid of a lot of
enemies protections at once, but you roll for its effect, if you are much
higher in level than the target, you are almost sure to destroy its spell
protections, however the reverse is true, if your enemy is much higher in level
than you, good luck...however, as usual in this guide, there is a way to stack
the deck...spell sequencer spell allows you to triple your remove magic rolls,
by casting the spell 3 times fast, so your chances of removing a enemy
protections is tripled... and there is the nasty inquisitor dispell, which
casts at twice the level of the inquisitor.
Unfortunately, dispell magic will also dispell YOUR protections, so this
is not good...however, spell immunity abjuration (which does NOT stop breach)
will protect a mage or sorceror from an inquisitor's dispell magic, so your inquisitor
can cast dispell magic all day long, and your protected mages and sorcs will
not care.Remove magic does remove lich
protections...you noticed it is a 3rd level spell, so liches should be immune
to it, however remove and dispell magic are EXCEPTIONS to lich immunity... it
will remove a lich protections if you make the roll.However it is stopped by spell immunity abjuration... sounds
complicated?Actually its simple.Have both spells, and know when to use it.
Use breach for everyone except liches, and use spell sequencer remove magic or
inquisitor dispell after protecting your weaker party members with protection
spells, and spell immunity abjuration.
Now we get to the cases and specifics of Wes Weimer's tactics mod. And why I had such a good time lich hunting
with smarter mages installed...the smarter liches use a almost ubeatable
defense against spell protection removal... almost, that is...it is a
masterpiece of stacked mutally supporting defenses that is very very tough to
crack.But i assure you it can be done
with the right spell selection...smarter liches, cast improved invisibility,
spell immunity abjuration, protection from energy, spell immunity divination
and protection from magic weapons.Whew!thats a lot of spells, but you really have
to understand why smarter liches cast so many spells...First, protection from
magic weapons and protection from energy stops physical attacks and area effect
spells cold.(since the smarter lich
script casts and stacks protection from energy, it is completely immune to
elemental spells and spells like abi dahzim's horrid wilting) Then spell
immunity abjuration will stop remove magic(dispell magic, including inquisitor
dispell) cold. So now you must remove the spell immunity so remove magic (or
dispell) can work, right?Now the
spells that remove spell immunity are spell strike, ruby ray of reversal, and
khelbens warding whip...ALL spells that must be targetted on a single target.So now you understand why the lich casts
improved invisibility and spell immunity divination...You may not target
improved invisible creatures with single target spells. The game engine will
not allow you to target improved invisible creatures with spells, until you get
rid of the improved invisibility...and spell immunity divination will make the
lich immune to true sight... a seemingly closed loop.
However, i have found out that Chain Contingency spell will target
improved invisible creatures with single target spells!!!! (this is covered
above in the Spell Cheeses section). So
when killing smarter liches, (or smarmy liches) the procedure goes like
this....
First, you must first isolate the target. Using a spell triggered triple sunfire will do a good job of
blasting into paste the smarmy liches friends, the skeleton warriors and
mummies smarter liches comes with.Then
immediately after the sunfire fries its friends, move your mage or sorc close
to the lich, and while paused, cast chain contingency, nearest enemy, a triple
ruby ray of reversal.Ruby ray is an
alteration spell, so it is not stopped by spell immunity abjuration, like
khelbens warding whip and other anti-spell immunity spells.Why a triple?I have noticed a while back, that wes put spell shield in the
script for undead sola, so you triple it to blast past the spell shield. (spell
shield will automatically absorb and negate ONE spell protection removal spell,
so the first ruby ray will break the spell shield, and the next two will break
2 spell immunities...spell immunity abjuration and divination.Now the lich has just lost spell immunity
abjuration and divination, so a triple spell sequenced remove magic, or true
sight will work.Why true sight?Once you true sight the lich, it loses its
improved invisibility, so if for any reason it still has spell immunity
abjuration up, you can now target it with ruby ray again.Once you remove magic and it succeeds, bash
it to death with a weapon, or cast abi dazim's horrid wilting on it, since the
remove magic will bring down protection from magic weapons, stoneskin and
protection from energy.
Undead sola has spell shield, spell immunity abjuration, spell immunity
divination, improved invisibility, and protection from magic weapons. The same tactics apply for undead sola as
well.Now wes weimer likes to tinker
with smarter mages and their scripts, so this section of the cheese guide is
intended to give you tactics that work now, and enough understanding of how
smarmy liches spell strategy is designed so you can counter them yourself in
the future.
note:
devices are able to target improved invisible creatures, so wands of
spell striking, easy to get at level 1 of watchers keep, should breach undead
sola and should breach smarter liches.
Called Shot
Someone pointed out that once a archer reaches level 12 or higher, the
ability called shot will drain 1 strength point per hit... use with ray of enfeeblement and high
enchanted arrows(this cheese is only worth using on really nasty monsters, like
adamantium golems and those types of monsters require +2,+3 arrows or bolts to
hit) and improved haste to quickly and rapidly drain strength, resulting in an
attribute drain kill.
Mislead and spell
immunity(perfect spell defense)
Now after having read my guide on spell protection removal, you should
be thinking, hmmm...turnabout is fair play....and you are right...cast spell
immunity divination and abjuration on your mages, and mislead. Now enemy spell casters cannot target you
with single target spells, like breach and feeblemind and other spells like
that.Be warned, however that creatures
that can see invisible, like liches, their SCRIPTS, like the chain contingency
spell, can still target you with spells...and frankly, smarmy liches usually
use area effect spells anyway.
Mislead and backstab
Here is another oldie but
goodie...have a mage thief cast mislead spell, and for the duration of the
mislead spell, your mage thief can backstab over and over again, due to the
"shutter" effect of the mislead spell described in the spell cheese
section....backstabbing requires true invisibility, or hide in shadows, and the
mislead spell shutters between true and improved invisibility, thus the spell
allows you to make multiple backstab attacks per round.
New to version l.3
Three Rings of Ram(Pitspawn)
This one I really like, since it involves sacrificing a npc i find
annoying and a git...Vaygar! Note, this
may not work, due to some mod or patch...
First, pickpocket Tolgerias BEFORE speaking to him in the goverment
district..use potions of master thievery to boost your thief's skills...this
will give you the first ring...then talk to him to get the planar sphere
quest...go to the umar hills, pick up Vaygar, or kill him....(optional: if you
have the weimer tactics mod installed, keep him alive until you kill the
illusionist gnome in his home in the docks...read the readme file in the
tactics mod for details, the gnome carries one of the greenstone amulets that
need only be equipped to give you full psionic immunity) then with the body in
your inventory, or vaygar in the party, go to the slums and OPEN the door to
the planar sphere...now kill vaygar if he is not dead yet, then take the body
to the government district, and sell it to Tolgerias for a second ring of ram,
then go back to the sphere, and run the quest as usual and get a 3rd ring off
Tolgerias's body...Thank you nitewulf for posting this one....
Hell test, Spell Immunity
Divination! (Blucher)
This one is pure, unadulterated evil, i am just so impressed...Blucher
discovered that if you cast spell immunity divination on yourself before you do
the "good" path in hell for the selfish test, where you must choose
between losing attribute points or sacrificing a party member, and you choose
to sacrifice some of your attributes, the spell immunity divination will protect
you completely against the attribute loss...evil, evil evil...hehehheh
This little trick also made
me think, if you track down the correct .spl definitions in shadow keeper, you
should be able to protect yourself from all the negative effects of certain
choices you make in the game, by finding out the spell school of the spell that
is cast at you at certain points in the game, and casting the correct spell
immunity type at the right time...
for example, using potion swap you can make jahiera immune to the
negative effects of the curse in the harper quest. Also, if you choose to keep blackrazor, or kill saverok in anger
in hell, casting the correct spell immunity at the correct time should make you
immune from the alignment change...Sojurner pointed out that the alignment
change actually adds a line to your affects tab in shadowkeeper, so in
actuality, simply deleting the line will restore the original alignment, so
this is of limited real use, but is mighty fun to contemplate..do naughty
things without consequences....
Familar drop trick
revisited(Thesslian)
Similar to the drop trick but
you don't have to wait for it to decay. If you have a mage and summon a
familiar, then export and start a new game Irenicus will steal your familiar
allowing you to summon a new one and keep the hit points from the original.
Rinse and repeat until you are satisfied with the results
Imprison exploits Spawn
point cheese....
Sounds funky, no? But quite simple in concept....cast
timestop, then have the mage run up to a monster that is really nasty, like
dragons, then cast imprison...the beastie is gone, along with the loot, then
use Jan or a pc thief to put as many spike traps where the monster was as you
can, then cast freedom...the dragon or demon or whatever is restored, and the
traps trigger for a big surprise...you may use spike traps, or skulls or delay
blast fireballs...the point is to get the monster out of the way so you can
stack many killer traps or trap spells without getting bothered by fighting it,
and then respawn the creature in the middle of the killzone...
Recharging wands on the
cheap
Another oldie but goodie...you all know if you sell off a wand and buy
it back again you get it fully recharged...simply steal it back, and use
it...when you need to recharge it again, sell it to one of the
"fences" in the game, like roger the fence in the temple sewers,
since a normal merchant will refuse to buy stolen goods...note, this is one of
the money pumps in the game, since a fully charged wand can be sold for many
thousands of gold and by simply stealing it back and reselling it to the same
fence will rapidly improve your funds.
Ok, if you have any suggestions and new cheese ideas, i can be reached
preferably by private message in the forgotten wars forums, the game banshee
forums, the imoen romance mod forum.
Andrew Park
Userunfriendly@Juno.com