User:HarveyPekar/Differences between Tactician and Balanced: Difference between revisions

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=== Creature and archetype bonuses ===
=== Creature and archetype bonuses ===
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The [[Mind flayer|Mind Flayer]] at the Nautiloid's helm does not possess the {{SAI|Charm}} racial passive on Tactician. The goblin raiding party at the [[Druid Grove]] gate are similarly exempt from racial buffs. The goblins, led by [[Za'Krug]], and the [[bugbear]] are missing the passive bonuses that are found elsewhere on otherwise identical creatures on Tactician. They retain the Tactician HP bonus.
The [[Mind flayer|Mind Flayer]] at the Nautiloid's helm does not possess the {{SAI|Charm}} racial passive on Tactician. The goblin raiding party at the [[Druid Grove]] gate are similarly exempt from racial buffs. The goblins, led by [[Za'Krug]], and the [[bugbear]] are missing the passive bonuses that are found elsewhere on otherwise identical creatures on Tactician. They retain the Tactician HP bonus.


== Variable increases ==
== Hit Points ==
These are changes that are implemented to varying degrees across creatures in the game.
 
=== Health ===
NPC hit points are generally increased by 30%, or close to 30%, with some exceptions. These exceptions include but are not limited to:
NPC hit points are generally increased by 30%, or close to 30%, with some exceptions. These exceptions include but are not limited to:



Latest revision as of 15:13, 2 March 2024

Tactician difficulty, as a harder difficulty option, carries with it many differences in gameplay. Among these are enhanced statistics and abilities for creatures. These can be increased ability scores, new passives, permanently applied conditions, or even new or improved actions. This is a list of all such noted differences.

Flat bonuses[edit | edit source]

These are clearly defined changes that are implemented across races of creatures, subsets within those races, or upon individual creatures. For any entity that gains a new or modified action, the game must be on Tactician difficulty before combat is initiated in order for the change to take effect.

Racial bonuses[edit | edit source]

These are bonuses implemented to every member of a specific playable or non-playable race. Some specific creatures or characters encountered within those races may gain additional bonuses, as detailed later.

Racial Bonuses on Tactician
Race Bonuses
Intellect Devourers
Phase spiders
Goblins
Ogres
Bugbears
Githyanki
Minotaurs
Kobolds
Merregon
Meenlocks
Death Shepherds
Dark Justiciars
Mind flayers
Doppelganger
Crawling Claw

Creature and archetype bonuses[edit | edit source]

Some bonuses are applied to subsets of creatures within a race. This can include named NPC's, as long as the group they belong to can be easily generalized. For example, githyanki NPC's who wield a crossbow and have the "Raider" title – even if their name is Hi'so'ka or Ki'llua – in Act One can expect to get the same Tactician bonuses. These apply in addition to any other racial or individual bonuses.

Group Bonuses on Tactician
Group Bonuses
Githyanki Raider
Githyanki Veteran Raider
Githyanki gish
Githyanki warrior
Githyanki Veteran Warrior
Githyanki ardent
Redcap Blood Sage[note 3]
Agile Guardian
Robust Guardian
Scrying Eye
Mimic
  • Resistant to Non-Magical BludgeoningResistant to Non-Magical PiercingResistant to Non-Magical Slashing
Shadow-Cursed Vine Blight
Shadow-Cursed Shambling Mound
Shadow-Cursed Raven
Zealot of the Absolute
Adept of the Absolute
Mistress of Souls
Undead Nurse
Cursed Kuo-Toa (and Chief)
Apostate Destroyer
Fetid Ooze

Unique individual bonuses[edit | edit source]

For any uniquely-occurring creature or NPC that gets their own bonuses. If a named NPC doesn't neatly fit into a generic group, as described above, they'll be included here.

Act One[edit | edit source]

For any entity first encountered in Act One:

Individual Bonuses on Tactician
NPC Bonuses
Commander Zhalk
Gandrel
Hyena[note 4]
  • Alert Alert and additional +4 initiative, for a total +9 Initiative bonus
Dror Ragzlin
Buthir
Sarth Baretha
Kith'rak Voss
Bulette
  • Resistant to Non-Magical BludgeoningResistant to Non-Magical PiercingResistant to Non-Magical SlashingResistant to all Acid
Bernard
Ancient Giant Eagle
Kith'rak Therezzyn
Ur'uth and D'hak
Varsh Ko'kuu
Sa'varsh Kethk
Ghustil Stornugoss

Act Two[edit | edit source]

Individual Bonuses on Tactician
NPC Bonuses

The Warden

Kar'niss
Disciple Z'rell
Lann Tarv
Gerringothe Thorm
Giant Shadow Creeper
Intelligent Sentinel
Charismatic Sentinel
Malus Thorm
Thisobald Thorm
Cloaker
Balthazar
Yurgir
Lyrthindor
Ketheric Thorm

Resistant to Non-Magical BludgeoningResistant to Non-Magical PiercingResistant to Non-Magical Slashing

Apostle of Myrkul
Ch'r'ai Tska'an

Act Three[edit | edit source]

Individual Bonuses on Tactician
NPC Bonuses
Viconia DeVir
  • Houndmaster Pol, Zina, Rocky, and Gordis: Hunter's Camouflage. The dogs also get Evasion.

Exception(s)[edit | edit source]

The Mind Flayer at the Nautiloid's helm does not possess the Charm Charm racial passive on Tactician. The goblin raiding party at the Druid Grove gate are similarly exempt from racial buffs. The goblins, led by Za'Krug, and the bugbear are missing the passive bonuses that are found elsewhere on otherwise identical creatures on Tactician. They retain the Tactician HP bonus.

Hit Points[edit | edit source]

NPC hit points are generally increased by 30%, or close to 30%, with some exceptions. These exceptions include but are not limited to:

Footnotes[edit | edit source]

  1. Gith that already had this ability on Balanced or Explorer, such as Kith'rak Voss, retain the ability. Playable gith such as Lae'zel do not gain this ability.
  2. Replacing Githyanki Parry Githyanki Parry.
  3. Including BOOOAL
  4. Found on The Risen Road at X: 9 Y: 522
  5. Replacing Sanctuary Sanctuary.