View Full Version : Many (advanced) questions about abilities & functions


Forashi
Fri, 12th Jul '02, 2:07pm
It'll take some time till I get to my own comp, so I'll ask some stupid questions beforehand. Keep in mind that I need the following information mainly for a druid I'm about to create. But there are more general questions as well.

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-Is Bastard Sword considered Martial or Exotic? In manual it says martial, but I think my pally had to take exotic before getting it.

-Druid's 7:th level spell "Aura of Vitality" adds +4 to the str, dex and con of all allies in vicinity. What is the duration of this spell? (in case I need "Extend Spell" feat)

-Druid has a 9:th level spell "Shapechange" where he/she can change into a dragon. What type of dragon and how powerful/which spells/abilities does this dragon possess?

-How are druid's stats (str, con, special abilities) affected by shape/elementalchange? If I have a 2-weapon using druid with ambidexterity and 2-w.fighting feats, how do they affect this?

-What is the max dexterity bonus allowed with a med armor?

-When selecting from the following 4, should a dual wielder use 2xlongswords, 2xbastardswords, 2xscimitars, 1xof the previous + 1xsmallarm -in terms of getting the best weapons (I am aware of the penalty if off-weapon is not light) ie. does the game offer better longswords than bastardswords for example? Because if yes, then I'll focus on them instead. I want to use the same type of weapons from the beginning, that's why I'm asking.

-Does the "call lightning" only work outside as in BG?

-The manual suggests that a doublewielder gets 1 extra-attack per round with the offhand weapon (and another still with the Impr.2-W.Fighting). Does this mean that when your character advances enough levels to get 2 attacks per round, the same 1 attack still applies to the offweapon? Or do you actually strike 2 times with both weapons?

-Sorcerer/Wizard spell "Polymorph Self" claims to give ability to shapechange into several forms of your own choosing. My chaotic good sorcerer has from lvl 5 to lvl 11 only been able to change to a spider. How can I change this, or is it allignment -affected?

-When you begin the game, some basic abilities such as summon familiar, powerattack, lay on hands etc. are automatically added to the quickbar. After removing them, however, I have not found a way to put them back. Is there a way to do this? Using the radial menu for Knockdown, Powerattack, Turn undead etc is rather slow when multiplaying and unable to pause the game.

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A whole lot of guestions, but I'd hope for you to answer any you can. I don't expect you to spend the whole day writing. :)
Thanks.

Rhythm
Fri, 12th Jul '02, 2:52pm
To answer your some of your questions, as I'm answering from memory (having played a Druid)

- Exotic.

- A red dragon. AFAIK, it's zilch on the spells/abilities front.

- AFAIK, during the shape/elemental change, your weapons change to the default of the creature you assume, as with the stats. It will revert to normal when the change ends.

- Call lightning works as in BG, but much more powerful.

- To assign abilities to the Quickbar, simply right-click on it. A radial menu will appear and just reiterate the steps needed for the abilities.

Kull
Fri, 12th Jul '02, 2:57pm
I'll answer a few of your questions.

The bastard sword is an exotic weapon.

Although it is a topic of debate, I believe that I have shown that a two hand weapon is more effective than dual wielding in general (use search for the topic). The hammer of thunderbolts is the only reason I would consider dual wielding. Unfortunately, it seems that many people complete the game without finding it? There are some good bastard swords, but that requires another feat. Why would you want your druid to dual wield? The use of summoned pets, Daelan, and spells is what I think will be most effective. Otherwise, you might consider a weapon and shield for a druid?

Doesn't one of the appendix tables in the manual (which I don't have with me) answer your question concerning the max dex bonus for the medium armor?

I think call lightning works only outside.

You get one extra attack for dual wielding and one extra attack for improved two weapon fighting regardless of the number of base attacks. You also get these attacks only if the character does not move (more than 5 feet).

You can add those abilities back to the quick bar. Try right clicking on an empty slot.

Forashi
Fri, 12th Jul '02, 3:38pm
Yeah I'm aware of the stupid unbalance conserning dualwielding compared to 2h weapon. I hope it will be fixed in the future, and even if not, I WANT to have a dualwielding druid at the expence of eventual power if that's how it must be. As for max dex bonus with med arm, my manual doesn't have anything on it. And thanks for the quickbar tip!

Capt. Tripps
Fri, 12th Jul '02, 6:58pm
Call lightning does work inside and it's a group attack spell rather then a single attack. More like chain lightning in IWD.