User:HarveyPekar/Differences between Tactician and Balanced: Difference between revisions
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* all Gith get Psionic Empowerment if they didn't already have it | * all Gith get Psionic Empowerment if they didn't already have it | ||
* Kobolds: +2 dex (and +1 initiative/ac), evasion | * Kobolds: +2 dex (and +1 initiative/ac), evasion | ||
* Giant eagle: +2 str? possible +2 wis | |||
==== Exception(s) ==== | ==== Exception(s) ==== |
Revision as of 20:15, 7 December 2023
Tactician difficulty is the game's hardest difficulty option and carries with it a variety of changes from Balanced difficulty. Since the game's release, some of these changes have been changed across patches. These differences are occasionally marked by a "Difficulty: Tactician" tag in the game's combat log and/or examine feature, but this is sometimes not the case. This is a list of all currently known differences between Tactician and Balanced.
Universal increases
These are changes that are consistently implemented across all enemies in the game.
Attack Rolls and Difficulty Class
+2 +2
Camp Supplies
you use more
Traders hate you
one weird trick!!!!
Flat increases
These are clearly defined changes that are implemented across classes of enemies, or upon individual enemies.
Unique racial bonuses
- Phase Spiders (including spiderlings and matriarch): +1 str +1 dex (+background poison damage riders?)
- Ogres +1 str
- Goblins: Fury of the small
- Bugbears: Savage attacker
- Minotaur: brutal critical, savage attacker
- all Gith get Psionic Empowerment if they didn't already have it
- Kobolds: +2 dex (and +1 initiative/ac), evasion
- Giant eagle: +2 str? possible +2 wis
Exception(s)
Za'krug fight
Unique individual bonuses
Act 1
- Commander Zhalk: extra attack, opportunity attack
- Redcap Blood Mage: +3 Wisdom DAMN, and War Caster: Concentration
- Gandrel: Scar of the Dunes
- Agile Guardian: Colossus Slayer
- Robust Guardian: Improved Critical Hit
- That One Hyena: DOUBLE ALERT
- Dror Ragzlin: extra attack
- Sarth Bareth: passives
- Gish for'reth: passives
- Raider Zastri: passives
- Raider Chost: passives
- Buthir: phys res when angry
- Bulette: phys rezzes, dual acid res? (or is this honour?)
- Mimic: phys rezzes
- merregon legionnaire: sentinel passives (possibly racial?)
- Death Shepherd: No Rest for the Wicked revived with full HP
Act 2
Act 3
- Viconia DeVir: Sentinel buffs + protector, Tenacity 5
- Houndmaster Pol, Zina, Rocky, and Gordis: Hunter's Camouflage. The dogs also get Evasion.
Cross-Act
- Voss: +2 str, +1 dex
Variable increases
These are changes that are implemented to varying or uncertain degrees across enemies in the game.
Health
It's all over the place man it's just all over the place
Behavior Changes in AI
Is there any actual documentation on this or is it hearsay