User:HarveyPekar/Differences between Tactician and Balanced: Difference between revisions
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=== Behavior Changes in AI === | === Behavior Changes in AI === | ||
Is there any actual documentation on this or is it hearsay | Is there any actual documentation on this or is it hearsay | ||
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== Footnotes == | == Footnotes == | ||
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Revision as of 22:57, 29 December 2023
Tactician difficulty, as a harder difficulty option, carries with it many differences gameplay. Chief 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 increases
These are clearly defined changes that are implemented across races of creatures, subsets within those races, or upon individual creatures.
Racial bonuses
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.
Race | Bonuses |
---|---|
Intellect Devourers | |
Phase spiders | +1
+1 |
Goblins | |
Ogres | +1 |
Bugbears | |
Minotaurs | |
Kobolds | +2
|
Merregon | |
Meenlocks | +1
+4 |
Githyanki | [note 1] |
Group Bonuses
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 - generically called a "Githyanki Raider" even if their name is Hi'So'Ka or Ki'Lua - 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 Raiders (Level 5) | |
Githyanki Gish (Level 5) | |
Githyanki Warriors (Level 5) | |
Githyanki Ardent (Level 5) | |
Redcap Blood Sage[note 2] | +3
|
Agile Guardian | |
Robust Guardian | |
Unique individual bonuses
For any uniquely named 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.
Group Bonuses on Tactician | |
---|---|
Group | Bonuses |
Commander Zhalk | |
Gandrel | |
Hyena[note 3] | x2, for a total +11 Initiative |
Dror Ragzlin | |
Buthir | provides physical resistances |
Ancient Giant Eagle | +2
+2 Giant Eagles, instead of 3 summons 5 |
Kith'rak Therezzyn | |
Ur'uth and D'hak | |
Varsh Ko'kuu | Affected by
|
Sa'varsh Kethk | |
Ghustil Stornugoss | Affected by |
Death Shepherd | revives targets with full HP |
- 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
Exception(s)
The enemies in one specific encounter, the goblin raiding party at the Druid Grove gate, are exempt from 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, however, the Tactician HP bonus.
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