User:HarveyPekar/Differences between Tactician and Balanced

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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

Accuracy for opponents' spells and attacks are universally boosted. All of attack rolls and Difficulty Class rolls against the party are increased by a flat +2.

Camp Supplies

Full Long Rests require 80 camp supplies instead of 40.

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
    • gith archers get passives
    • gish get passives
    • etc
  • Kobolds: +2 dex (and +1 initiative/ac), evasion
  • Giant eagle: +2 str? possible +2 wis
  • Meenlocks: the vast and important fey race of meenlocks gets dex+con bonus

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.

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