I leveled one more rogue level for Naeblys. I took the Mobile feat, to not provoke opportunity attacks after attacking. This should allow me to hit, move away and hide more easily. I think it only prevents Opportunity Attacks from the target I attacked, though.
It also adds more movement, and immunity to difficult terrain when dashing.
I gave one more Fighter level to Shadowheart, as a Battlemaster. She can now Riposte (Reaction to hit someone that hit me), Disarm (STR save, that I can debuff with my jumping if there is a weapon I really want/need) and Distract (no save, and next attack has ADV, useful for a Sneak Attack)
Astarion gains one more Sorcerer level, and with that he can now add his CHA bonus to Lightning spells. This require testing to see if the damage is added also on Charges, or only if the base damage of the spell is Lightning.
I wanted to test if Disguise Self as a Gith would trigger the Psychic resistance. Seems it does.
W
Well, I removed the Disguise, and I still have the Resistance.
I don't have it if I unequip the armor, so it was coming from the armor.
And it doesn't come back it I equip it again.
So, I can cast Disguise Self as a Gith to trigger the Resistance, then can come back to my usual form without losing the buff. In itself the buff isn't very useful right now (but Psychic Resistance is one of the rarest Resistances so far), but knowing that I can probably trick enchantments with Disguise Self is interesting.
I wanted to test the Drow-specific enchantment on this one, but this is way too specific for a very minor gain. 1d4 Poison damage, against Restrained targets, only if worn by a Drow. Poison is the Damage Type the most resisted, and Restrained is not often applied, and I need to be a Drow. That's too much.
I want to check how long the Arcane Charge lasts, and if it stacks.
So it lasts two turns per hit, and gives +1 Bonus to Damage with spells while Threatened.
If I hit him again, it just recharges the timer, it does not stack.
I wanted to test if it would add the damage on each MM or EB, but the Threatened condition doesn't register with friends.
On the other hand, the Diadem of Arcane Synergy gives me Arcane Synergy whenever I inflict a condition. Hitting someone while having the Mobile Feat gives the target the Sluggardly condition, which prevents them from making Attacks of Opportunity against me. Which triggers Arcane Synergy, that adds my Spellcasting Modifier (and I have one because of my Sorcerer dip) to my weapon damage.
I wanted to test if the Sylvanus Blessing was considered a condition, but nope.
I'm going to test this ring on Astarion. It should infuse my weapon with +1d4 elemental damage if one of my spells or cantrip does elemental damage. I want to see if adding Lightning Charges damage to an EB would trigger it. It would add 1d4 Lightning damage to my attacks.
I have to sacrifice a lot of AC for that build, Astarion is now at 14AC (he used to be at 18-19 before), but as he can cast a Cantrip and fire his Crossbow each round and each get more powerful as the other is used, it might be worth it.
I tested this ring, that gives me the Light cantrip once per turn (as any cantrip). I cannot Light an item in my inventory, but I can drop it, cast Light on it and pick it up. It lasts for 10 Turns.
There are some strange interaction with existing Toxin/Dip. Gonna test that more.
First, it seems I can only Light one item at a time. If I cast it on another item, it removes the Light from the first one. I can pass the Ring through characters in my Party and each can cast their own Light though. Astarion casting Light won't remove the Light already cast by Naeblys.
I can have Light and Fire Dip at the same time, they stack correctly.
I can have Light and Toxin at the same time, they also stack.
Sometimes the info takes a few seconds to be displayed in the inventory tooltip. When equipped, seems to be instant.
As expected, Dipping in Fire an already Coated in Toxin weapons replaces the Toxin with the Fire. It keeps the Light intact, though.
Having two characters cast Light on the same item increases the duration (10 turns each).
The tooltip description says it's until Long Rest, but it seems to only last 10 turns.
Casting Light on a character though, seems to cast it on their weapon, and in that case the duration is infinite.
Dropping the weapon on the floor and casting Light on it with another character seem to have doubled the duration to 20 Turns. This is weird. Oh, no my bad. It seems that the default duration has always been 20 rounds, not 10.
More testing on casting it on someone showed that it will target whatever weapon the target has equipped. So if I have my range weapon equipped, it will Light my crossbow. This is why it didn't work on the elemental, they don't have weapons, they only use their fists. I will also probably not be able to cast it on Shadows, as they probably don't have equipped weapons.
There seems to be a bug where I cannot dip in Toxin while I have Fire on my weapon already. Oh, that might be because the Duration of the Fire Dip is more than the 0
/ -1
from the Toxin. Nothing to do with Light, then.
Got this Amazing Spell! Not sure what it does!
I wanted to check if this one could also have been tricked by Disguise Self. This would grand me ADV on INT saves and aberrations having DIS on attacks against me.
And sure, it worked. Interesting to keep if I ever need to fight Aberrations that do INT attacks. Well, mostly this means Mind Flayers.
I did the Shar Trial of stealth with Shadowheart. With her Shadow Step ability, it was pretty easy.
I somehow inflicted damage to an invisible Shadowheart in the second trial. But she is immune to it. I might drop Gale then.
Wait, she has exactly what I had on me? And the same skills?
I can't pickpocket her.
I tried to disarm her, but I was out of Superiority Dice before I could Thunderjump her.
Oh, this is very nice. One more for my alpha kill combo.
Fighting those rats is pretty easy, as they cannot come close and just die on my aura.
Oh shit, they are becoming weirder and weirder.
Wow, they just kept on coming and coming. The more they came, the more they died, and the more powerful they came again until I could play again.
This is getting honestly pretty tough.
Let's try to understand the damage of Witch Bolt. It's a Level 1 spell supposed to do 1d12 damage on hit, and that I can re-activate each turn for 1d12 additional damage.
To hit is the regular +4 of proficiency, +1 because of the gloves, +3 CHA and situational +2 because of high ground. I have a base +8 to hit with spells.
Damage is 9 from 1d12, +3 CHA because I'm a Draconic Sorcerer and I can add my CHA to lightning spell damage.
Then, the next turn I re-active it.
I gain Arcane Synergy (from the Ring of Arcane Synergy) because it counts as dealing damage with a Cantrip. So my weapon attacks will add my CHA modifier damage.
I also gain Lightning Infusion (from my other ring, the Ring of Elemental Infusion). My next attack will do +1d4 Lightning damage.
The actual damage of the re-activated Witch Bolt is:
Then I attacked with my crossbow as a bonus action. I got the message for losing Lightning Infusion (+1d4 Lightning damage) before the actual attack roll, but it's because I attacked.
I got Arcane Acuity (from the Helmet of Arcane Acuity) because I hit with a weapon, so I have +1 Spell DC and Spell Attack rolls.
The initial attack roll is:
It means that on range attacks, I have a base +6 bonus, and +1 when charges and +2 for high ground.
Damage is 1d6 base, +1 crossbow, +4 DEX and +1 Arcane Synergy. Arcane Synergy is wrong I think. It should add my CHA to weapon damage when I do damage with a Cantrip. So the fact that it's enabled means re-activating Witch Bolt counts as a Cantrip, but once again, the bonus is only +1, while it should be +3.
The additional Lightning Damage is added. +1 because I have Lightning Charges, and +1d4 because I had Lightning Infusion.
It was enough to kill it, but there is something weird with Arcane Synergy. It should trigger only on Cantrips doing damage, and add +CHA to my weapon damage. With Witch Bold it seems to trigger when it shouldn't and only add +1.
I found this, but even if it's written as a Scimitar, I can wield it. It's both Finesse and Light so I can Dual-Wield and Sneak Attack. If attacking with ADV, I can Blind the target (so more ADV)
And it has an amazing Short Rest Ability that does +11 +1d6 Psychic and I can still stay hidden!
It's not like Naeblys wasn't powerful enough already...
I'm not exactly sure what happened, but a lot of creatures seem to be hostile around me. I lockpicked a DC30 Vault door while invisible.
While Astarion got himself first in initiative order.
So, this Balthazar fellow seem to have some stuff in his pocket, so probably a merchant. Nothing extraordinary though.
Well, I think my Aura of Necrotic energy turned everyone hostile. Nevermind, we'll just kill them all.
The Dark Justiciar are not very powerful. I'm letting the black orbs of doom spawning them, to get more XP. Also, they seem to attack each other with the Ghouls. Oh and I killed Balthazar in melee, and am now on to the Flesh Golem.
Ahem, I'm starting to get overwhelmed by the Dark Justiciars actually.
I threw a void bulb to gather them all at the same spot.
And I cast Black Tentacles at them and closed the door.
This has been a very fun fight.
Now, let's loot.
Whoopsie. Maybe I could have used that if I didn't kill the Golem.
Yay \o/
The verticality of this level is impressive.
I got sneaky behind Nightsong, and she kept dying and coming back.
Not sure what's going on.
I put dead Gale in her pockets, she keeps dying and coming back. I think that's fitting for a follower of Shar.
For killing Nightsong, I got some loot. The armor is not interesting. Worse AC than mine, does not offer damage reduction, and only does something when under Shield of Faith.
The boots are very good, teleporting to shadows as a cantrip, but she can do almost the same as a monk already. And it's medium armor so no-one else can use them.
The Spear though is amazing. I have ADV on saves while in shadows, +1d6 damage to creatures that are in shadows. But more importantly I'm immune to Blindness, and can cast more Darkness. So it means more damage and ADV on attacks.
With Astarion that can see in magical darkness and Naeblys that can't be blinded either, I'll cover the battlefield in shadows.
And all my attacks deal 1d4 Necrotic, and I can cast more shadows? Awesome.
The only issue is that I can't cast those spells because I have the aura of no-magic on me. I can still cast it from my Ki points though.
I went on infiltrating Moonrise Towers with only Naeblys. I managed to clear 3 or 4 rooms with him solo, but then I got hit by an unlucky Divine Smite Critical and died. I will now have to rescue him with Shadowheart.
I might have wanted to go the non-brutal way, and start talking to people but I guess I went full murderhobo on that one.
Maybe next playthrough I'll do it more peacefully. I actually didn't understand that Ketheric Thorm was a follower of the Absolute; I actually wanted to join the Absolute Cult (I actually have been branded already). But now it seems that we are at odds with each other and I'll just have to kill them all.
Wait, I think I found a weird bug glitch. Seems like I can stack the Ribcages and it got confused into stacking the ones that are full with the ones that are empty, and somehow it weight less than it should. Oh I need to test that, if I can get a bag of holding this is going to be a lot of fun.
The game won't let you pick up an item that would put you over your encumbrance limit. But there is a trick to it anyway.
Take any container.
Open it, and drag'n'drop all the content of your Traveller's Chest in it.
The game won't prevent you from doing that.
You can even press "Take All" from the container to add it to your inventory.
I haven't a good use for that, but it's possible.
This won't prevent you from moving, it's just that you'll be walking slowly, and you won't be able to jump.
Another useless glitch is not item duplication, but item removal.
For that, you'll need at least 2 Ribcages. To test if the glitch can work, Right Click on the Ribcage in the inventory and send to camp. If they stack in the Traveller's Chest, you're good to go.
It seem to exist two kind of ribcages that don't stack.
When I send mine to camp, some don't stack with the other.
Now, pick two that stack together, and add whatever you want to destroy in the second one, then send both to camp.
They will stack, but if you unstack them, they will have lost their content /o\
Note that the other kind of ribcages (that seem rarer), does not lose its content when you unstack them. And it only weight the weight of the first item in the stack, so that can be a way to carry very heavy things (but because accessing it requires unsplitting the stack, it can quickly over burden your character).
This can be used to transport a whole chest of chest to wherever I want. Getting it back then is much longer and harder.
And then, you drop all the fucking chests on the ground. It also works with Barrels if I need to transport all my barrels somewhere.
For that, you need to first send an empty Ribcage to camp. Then, put all your stuff in a second ribcage and send it to camp. They will stack, but only weight what is in the first one. Pick it up and carry it with you.
When you need access to the barrels, unsplit the stack and help yourself.
That's a lot of chests (yes, I have been picking them up and collecting them for a while now). Dropping them all around someone seem to prevent them from moving.
I seem to have managed to also make bag of holdings with Pouches/Backpacks transformed through the Chest of the Mundane. Stacking them and unsplitting does not revert their content to empty, but they still only weight what is in the first element of the stack.
So here is the processn
I went further into the bag exploit. I somehow manage to sometime create an imperfect bag of holding, sometimes destroying the items and sometimes simply replacing the "Open" context menu with a "Use".
I have been adding a certain number of items in each ribcage, to identify them, and stacking then splitting them to understand.
It works, I can unstack.
Splitting by one, the one that pops is empty.
Splitting by two as well, the third one is removed.
Popping the top one, I manage to get back 1 and 2. But this is weird, I had managed to get as far as 3 previously. This is unreliable, there might be something with some ribcages.
Same if splitting in the middle.
Nope, still not. I'm sure I had it working up to three at some point. I manage to make it bug sometimes, but I'm not sure how.
This time only one failed. I'm starting to wonder that it's not about how many there are, but maybe some ribcages always have their content disappear. Now I'll have to mark the ribcages?
For my tests I have 8 regular ribcages (we'll call them type 1), and 3 specials. 2 of the special stack together (type B), but the third one is type A but its contextual menu says "Use" instead of "Open". I'll put it aside for now.
Dropped on the floor, they all look similar.
The type B are a different size. The one on the back is the "Type A Use", the other two are type B. But they are both bigger than the type A, and one much bigger. Still, I'll keep them aside for now.
I put the special ribcages in a specific chest, to be sure to not confuse them with something else.
And I also have a pouch full of junk for my tests.
I put stuff in each ribcage to numerically identify them. Now I'm going to test stacking them by two and unsplitting them to see if they keep their content or not.
1 and 2, 2 lost it's content.
I'll put in the black box the ribcages that make content disappear.
1 and 3 is fine.
1 and 4 fails.
1 and 5 fails. I didn't take pictures but 6, 7 and 8 also failed.
So only one succeeded. I'll retry and see if I can reproduce the exact same output. I can confirm. One of my ribcages is special and keeps items inside, while the other just discard them.
I also need to test if number 1 is special.
I marked the special as number 10. I can add it to a stack and always get it back. I'll call it the Ribcage Alpha.
Because it also seem that if this Ribcage alpha is the first in a stack, any other ribcage I stack keeps its content.
Wow, wow, wow. Wait I somehow manage to break it. I added stuff on top of the Ribcage Alpha and when I removed them they were empty. There seem to be something with splitting one by one or splitting with a larger range.
Sometimes the menu is different when I stack two of them.
Using Type A Alpha as the beginning of the stack allows me to keep content of the second element in the stack, but nothing afterwards.
I can confirm, Ribcage Type A Alpha has the following properties:
I took my previous Type A Use, and named it 20.
It has somehow lost its "Use" item while playing with it. But it seem to also be an Alpha. No matter where I put it in the stack, it keeps its content, and anything added on top also keep its content.
To quickly know which ribcages are Alpha Ribcages, pick random stuff from your camp and stuff one in each ribcage.
Then select them all and Send to Camp
Now split the stack over and over until you have stacks of one. The ones that still have something in them are Alpha ones.
The first item of the stack will always keep its content. So to double check if it's an alpha one, send one empty ribcage to camp, then the first one and split. If it is empty then it wasn't an alpha one.
To remember which is which, I added stacks of exactly 111 and 222 coins in them.
I somehow someday managed to glitch a ribcage that contains a Sussur flower. It's inside the ribcage, but I can't open it.
The context menu suggests "Use" but clicking on it tells me I can't use this right now.
The trick is to put the ribcage in the backpack, and drop the backpack.
Or actually now, throw it instead.
It will destroy the Backpack, and leave the Ribcage on the floor, to be looted as any other container.
There are two more things I'd like to try.
Oh, I found a way to put back all the barrels or chest, or cadavers, well anything very heavy into my backpack.
First, you need two Alpha Ribcages in your inventory.
Open one, and drop a very heavy chest from your Camp into it. You'll be encumbered but at least everything is in your inventory.
Now drop the Ribcage with the heavy chest into the other ribcage and click Take All.
It will transform it into a stack of two Ribcages, but it will only weight as much as what is in the first one (meaning, nothing).
Because it's then hard to differentiate them, I put two items in it, so it's marked with a 2.
Now if you need to acces it, just Split the Stack, access what you want, and when you're done put the two in your inventory, the heavy one in the light one and press "Take All" to stack them.
They are not really bag of holding as they are not as easy to use, they act a bit like a false bottom in a ribcage somehow.
It's a bit a juggling to make them work, but they technically work as bag of holdings. I just hope you don't need it often.
I can actually carry my whole Traveller's Chest in my inventory with that trick, and it does not weigh anything.
With that many items in my inventory, the game takes a few seconds everytime I click "Take All", so I'm afraid it would crash. I might only keep my equipement with me.
I put 13k gold in the chest of the mundane. That was a mistake.
I think I just found a gold duplication exploit. If I click on Take All while it's still trying to update the content, it adds more gold to my pile and keep continuing. I will have to let it run until the end...
I could drop the Chest, with an anti-magic field around me, and it would stop its duplication.
TIL gold can only stack to 99k.
Ahem? I glitched the Chest it looks like.
I'm not really sure how I did that, but I have a glitchy inventory.
The backpack and pouch on the right are, at the same time, in the first backpack, and in my inventory.
If I put something the backpack in the inventory, it appears in the backpack in the other backpack. If I put something in the pouch in the backpack, it's also added in the pouch in the inventory.
If I move them in the inventory, they don't move in the backpack.
If I move them in the backpack, they disappear from the inventory.
Sorting the Backpack my type put them this way.
Sorting the inventory by type doesn't seem to make them come back.
I made myself a container of random stuff.
So, back to my backpack.
I can move the inner backpack in some places.
But putting it in third position moves the pouch to second position.
Putting it to #4 moves the pouch to #3.
I started in #2, then I put in #3 (Pouch moved to #2). Backpack in #4 (B4) moved Pouch in #3 (P3). Or, as a bullet-list:
It seems that if I put the backpack in #3, then the Pouch follows it:
Initial state.
I put the backpack anywhere.
I put the backpack back in #3, then the pouch goes wherever the backpack was.
If I then move the Backpack, the Pouch doesn't follow.
If I put the backpack in #3, nothing happens but...
...if I move it away, nothing happens either...
I kept playing with it and somehow managed to remove the buggy containers from their backpack and move them to another container, and finally to the chest of the mundane. It primed the chest for the gold glitch, so whenever I add 21 gold into it, it starts printing money.
Now I need to test with other stackable items and see if I can duplicate them.
I put 5 Alchemist Fire, that transformed into 1-1-1-2
If I take them back, they are back as Alchemits Fire.
A second time, they are 2-3.
The split seems to be random.
Now I put 20 Alchemist Fire and got 2-14-1-0-1-1 which is 19... Something is fishy with the 4th slot.
I picked the fork and it added an Alchemist fire at the same position in the chest of where it is in the inventory.
If I move it back up it lets me do it, and removed it from the inventory.
I could pick all the others, no problem.
It's only this element on #5 that is buggy.
When I moved it on top of #4 is added one to the stack. It means that there was an invisible vial in #4.
And now I can pick it up. Let's retry for confirmation.
This time it has only be split in 4 slots, so I should be able to pick them up easily.
I then re-added the 20 and got... 19-1-12. That's way over 20.
I added a Sussur to see what it's about, and it made the 12 fork quickly change into something, then disappear.
I removed the Sussure, and now I have the 6-1-0-1-12, which is 20. So apparently nothing is hidden in the empty one.
I'll still move the #2 on #3 to see if it stacks.
Doesn't stack, but has moved stuff around. The #4 moved to #2.
Putting the sussur light them correctly.
Adding/removing the sussur doesn't change the stack count. So there is something randomly weird sometimes.
Apparently it was something that had to do with slot #5, so I moved the goblet in #4 to #5. The 12 forks followed and moved to #4.
I moved the goblet back to #2 and the forks moved to #5. This is a behavior consistent with what I saw with the backpack and pouches previously.
Goblet in #4, forks moved to #2.
I put a Sussur, picked the 6 vials, added the 12 on top, and it spawned a duplicate 18 in the chest
I can move the 18 in the inventory, without it moving in the chest
Moving in the chest make it disappear in the inventory.
Re-picking those 18 again creates a duplicate in the inventory. I assume this stack is buggy. I think if I add the other two on top, the whole stack will be buggy.
I move the 18 to the top left corner, sure enough it made it disappear from the inventory, and then added one more on top.
I picked it, and it created the duplicate. I'm unsure which is the real one. I think the one in the Chest is the main one (as moving it in the chest influence it in the inventory, but not the opposite).
I moved the stack to #3, then to #5. It went back to #3 and remove one.
Hmm, now I move #4 to #5 and now it's also 19. I don't think I duplicated stuff, just that they both represent the same.
Because I moved #3, and the other disappeared.
I moved it to #4, then #5, and once again, I lost one.
I moved it to #5 again, and this time I lost 2...
To #5 again and I lost 4. I don't get how moving something could remove items.
The weird slot is #5, and #5 is empty in my inventory as well. I'll try to add something there.
I put a ring in Inventory #5, but nothing.
I put the ring in Chest #5, and it seem to have added 12 vials in the inventory. I think it's a duplicate of the vials I have in #4.
Sure enough, I moved the Chest Vials in #1, and they disappeared from the inventory.
I added more rings in the inventory, and will add them to the slots in the chest, to see if it creates any other swapping.
Nope. I don't know where my vials are gone.
I ordered by type, and there are no holes.
Same in the inventory, no holes.
Removing the Sussur creates a weird mix. I assume the two 6 are my stack of vials, the rests being rings.
I "Took All", and now I have big holes in my inventory.
I added 4 "Amulets" and will put them in the holes between the rings.
Hmm, apparently nothing.
Ha! Putting the third amulet moved the purple ring to where the amulet was.
Putting the Githyanki thing in the last hole moved the next ring to where it was.
So in two out of 4 holes, putting stuff in it moved the slot right after to where the thing originally was.
If I sort, I still have the same holes.
Oh, and I didn't realize I have 12-5-15 vials. Are the two 12 the same?
Sure, moving one also moves the other.
If I re-order stuff, they are back as two different things.
I wanted to put all the random stuff back into a container, so I Shift selected from the first ring to the gith thing, and it also highlighted my Sussur sack.
I was able to move the sussur sack.
If I put it in #5 and select again, it's still highlighted.
But if I put an arrow and select the same way, the arrow is not highlihted...
I moved the whole selection to an open bag and:
So, my guess is that it highlights those elements because they contain one of the items I selected. I can understand that the Chest is buggy and might have an afterimage of something I put in it, but the Sussur sack?
#5 in the inventory seems to be considered as the ring
Right clicking let me equip it.
I tried to move it next to the 32 trap tools, but it went in 2-#1 instead, and moved what was there to where I had selected.
I then tried to move it anywhere, but it refused.
The only place I could move it was to my other hand. It's like the slot in the inventory is a ghost one, just a display of it, but it's actually really in my hand.
I removed it from the hand and dropped it in 3-#5, but it went to 2-#6 instead and moved what was there to 3-#5. And it's still considered equipped.
Right-click/unequip does put it back in the first empty slot though.
But wait, now I have even more holes in the bag. The hole in #5 is kinda expected, it's the cursed slot, and it's where I had the ring. But the one in #2?
Adding the Garnet Ring back at the end of the bag did materialize the missing ring at the very end. At 6-#1.
6- #1 in the inventory is supposed to be here. Why did it appear here?
I put an arrow in 6-#1 in inventory, but nothing happened.
I could move the Amethyst Ring around without any weirdess.
Even put it back in #2.
And even putting it back in 5.
But re-ordering by type still has a hole.
Another weirdness I just realized is that the backpack with the rings actually have two entrypoints. One in the magic Bowl, the other directly from the inventory. I'll leave it that way for now.
I put the arrow in Inventory 6-#1 to 1-#1 in the bag. It moved the ring in 1-#3 to 6-#1 in both the inventory AND the backpack.
Moving the arrow to 3-#1 did bring back the Ring to 1-#1 in the Chest and remove it from the ivnentory.
And sorting by type doesn't have holes anymore. I can consider the interior of this chest fixed.
Sorting the inventory by type though, I still have holes AND 3 rings that just appeared.
Those are the missing rings from the backpack...
If I sort the backpack by type, their disappear from the inventory.
Moving the arrrow to the end of the line moved the 12 Alchemist fire to where the arrow was.
This time I'm going to drop a bloodstone from the ground, onto one of the holes.
I tried picking a few items and they were all added to the end of the inventory. I made a hole in the list, a real one, and they got added there. So it's like there are actual items in the inventory in the hole shown when sorting, but I can't see nor interact with them.
Anyway, I went and tried a few other things.
I have this ring equipped.
I can drop it, it's on the floor.
But it's still here. I can right-click equip it, and it teleports from the floor.
I can drop it from the other side of the map, equipping it will bring it to me.
Meh, I double equipped it and don't know how to remove it. It's also in a backpack.
Ahem, I also equipped it as an armor. I can throw it from this screen.
I had 20 such elixirs, and I somehow managed to drop more.
I managed to have two stacks, on two different characters, but they somehow are the same stack.
When on Naeblys, I have a "Send to Naeblys" thing. Picking "Send to Camp" sent the one on Astarion to Camp, but I still have mine.
Dropping it still put two stack on our feet. But they are still linked.
I thought a bit more about what is happening, and I wonder if somehow didn't create stacks of negative amount of stuff. Like a stack of Healing Potions would have a number indicating how many there are, and every time I would use one it would decrease. When it reaches 0, it disappeared.
I wonder if I somehow didn't glitch them to go from 1 to -1, never going at 0 and thus never being removed. But because they still have a quantity, they are still in the inventory, but with no icon because the quantity is negative.
That might maybe explain why I did remove some elements by stacking them. I'm going to check that, and see if I can remove the holes in my inventory by killing/looting someone.
Also, it's probable that my current glitch state is because I started my game in a certain patch and got 2 more patches afterwards, which might have updated the specs of items I already have. I read somewhere that the Chest of the Mundane is no longer pickable...
Reloading a game, her inventory seem to be fixed.
Two things are buggy though. This container has holes in the listing.
And the backpack in that container is ALSO directly in my inventory, they both point to the same space.
I can drop the backpack.
But if I then drop the bowl, the backpack moves with it. Let's see if I can untangle them.
What I can do is use it as some kind of shared stash. I give the backpack to one character and the Bowl to another and they can put stuff in it that both can access. Considering I can already send stuff from one corner of the map to another, not sure of the benefit. Maybe in combat, to have a shared stash of arrows/potions/scrolls.
Interesting. The backpack is on Shadowheart, the Bowl is on Naeblys, so what's in the backpack can only be sent to Astarion.
I put a cadaver in the inner backpack, carried by Naeblys, and sure, my encumbrance increased.
But the same backpack, with only quick access to it on Shadowheart didn't register any weight change. Naeblys is technically the one carrying it.
Even if the backpack tooltip says it's heavy, it doesn't seem to be registered in my total weight.
This, technically, makes it a bag of holding \o/ I can leave the real one in camp, and put stuff in the fake one and access it whenever I want. That's even better than the stacking ribcages exploits.
✔ Infinite Money
✔ Bag of Holding
I now need to find a way to duplicate stackable items and I'm good to go.
I still need to be careful not to drop the Backpack from Shadowheart. It seems I can pass it to other team member, and they have access to it, but Shadowheart always keeps the afterimage. If I do drop the afterimage, it stays stuck to my legs and I can't pick it up though.
So, Shadowheart has the bag of holding.
In it I put the chest with all the corpses, so it's really heavy, that way I won't pick it up by mistake from my Traveller's Chest. I also put everything else I might need, the equipment, barrels, chests, etc.
Oh. It worked well UNTIL I picked something up, and then my encumbrance was calculated again, and this time it did register everything.
So moving stuff in and out of the bag only updated the encumbrace of the character actually carrying the main backpack, but if I update the inventory of the one carrying the afterimage, it does update. Meaning that if I carry the main backpack and its afterimage, I have the weight twice.
Doesn't really work as a bag of holding actually. More like a shared stash that everyone has access to.
Something is wrong with the Lump of Myconid Flesh.
I'm at 38kg with a stack of 13.
If I split it further, it decrease the weight.
One stack of 3 is 0.6kg, the other is 7.5kg. It's like two Lump of Myconid Flesh have different weight and somehow they got stack together.
Some are 2.5kg, others are 0.2kg. They have the exact same name and description, but maybe I got them from different corpses. Maybe small shrooms gave the small one and bigger shrooms the bigger one.
Anyway, at some point the game stacked them while it shouldn't have. I need to understand how to replicate that, so I can try to do it on the items from the chest of the mundane so maybe I can stack a Health Potion transformed into a Goblet with a Scroll transformed into a Goblet as well.
Putting them in the chest did turn them into stuff, but didn't stack them.
Clicking "Take All" (with Sussur in my inventory) did stack some of them. Manually stacking the two bowls together didn't work.
Ahem, what's that? 14 of them?
Hmm, unsplitting them added a hole. I need to do that again, more slowly.
Putting them in a container and picking them up again, I have stacks of 9 and 4. Which is back to the original 13.
Sorting them adds a hole.
I put the stack of 4 in the hole and it moved the stack of 9. Once again, it's #5 the weird slot.
Putting the stack of 9 in the hole did update my total weigh.
And now the stack of 9 is all buggy. It has no right click menu and I can't move it. It seems it's not really there.
Naeblys can't even pickpocket it.
Putting the stack of 4 in #6 made the other one disappear.
But if I sort stuff, there is still a hole
It can be seen in the pickpocket screen, but I can't select it. Can I put something on top? Like the other stack of 4?
Hmm, yes I can.
Sorting, everything seem to be back to normal, except that I lost of stack of the things. Let's reload and try again. What happens to the other stack.
This time I picked the chest of the mundane, put the 13 in it, "Take All" and this happened. Technically I have more than 13. 19. Even considering that the single ones are duplicates, it should still be 15.
If I sort, they are all here and all weight 2.5kg.
I put one on the floor.
A Second one.
So far so good.
One more single.
Ok, so that's 5 for sure.
I'll try to split the stack of 4.
It worked, but some are heavy, some are light.
I split them further.
I could put them on the floor. That's 9 of them, and a stack of 10. And I should only have 4 in the stack, for a total of 13.
I'm going to try to throw one
It did unstack one. Ok. Let's continue and see how many we can unstack that way.
We're at 11 now.
Oh, throwing number 13 removed number 2 and it made a crashing noise, like it exploded.
And the inventory is buggy now.
If we consider I have one left in the inventory, I broke one, and I have 11 on the floor, that's my 13. Why did it break though? Maybe some of them break?
I threw the last one, so I have 12 in total. Only one broke when thrown.
I picked them up. Some had no hitbox to pick so I skipped them, but then when I picked another one they disappeared along with the one I picked, like they were the same.
And my stacks in the inventory are all weird. I could throw the 4 on the ground, one by one, and pick them up again.
I then threw 5 from the stack of 11.
I threw 8. That's a total of 12.
I added the initial 4 for good measure. That's a total of 12, and I should only have one left, but I have a stack of 3 instead.
So that's 13. The stack of 2 shouldn't be here.
WUT
Ok, so I have 15 of them, while I started with only 2. Maybe some of them are actually duplicate and picking one will remove another?
I picked the three from the far row.
I got 6 now.
I got 9.
I got 12...
I got 14 + 1.
That's still one more than what I had before, even if the +1 is buggy. The +1 is heavy while the others are light.
So, not very useful, unless you want to call a way to duplicate Lumps of Myconid Flesh game breaking...
Adding the 14 lumps in the chest kept them as one stack. So maybe they unstack when they are different. I tried several times, and each time, they stayed as one grouped stack of 14.
Seems like putting them on the ground "fixed them". And that I actually had 14 of one type and 1 of the other and not 13 total.
I've been testing so many things I lost too many items. I'm reloading an old save. I managed quickly recreate the two stacks of Rinbcages Alpha (even one with 3 of them).
My chest of the Mundane is no longer buggy, I need re-glitch it.
First I put all my backpacks in the chest and took them all. Seem to work.
Did the same thing with the pouches and I started to have holes.
In the end I reloaded an old save because I couldn't manage to re-prime the Chest, so I loaded a save where it was already primed.
My shadowheart has too many possible builds combos and I'm not sure which to use.
Transporting Gale does 4 Necrotic damage everyone round in an AoE. I like this effect, thematically, even if it's a pain to handle in a group as she can damage every allied character and I have to ungroup her periodically.
That could be fun in a solo run, playing as a demented Necromancer, though.
To not be affected by it, I need Loviatar's Scourge, so I have resistance to Necrotic Damage (so a maximum of 2 damage), and the Adamantine Splint Armor, so I have 2 damage absorbed.
I think I can have more damage absorbed with some Heavy Armor Feat. That would open more slots for armor or weapon.
Each attack does Acid Damage, and each Acid Damage creates a Noxious Fume inflicting 1d4 additional Acid Damage. I think there is a save against that.
I wonder if this spreads like a disease. Would anyone taking damage from the fumes also starts secreting fumes?
Whenever she hits with the staff, she does Cold damage. Any cold damage creates an icy surface that can put creatures prone. And I'm immune to Ice because of the boots. I would prefer if there was a way to add some specific element damage to my attacks, without relying on a specific item. Maybe a subclass feature?
For this one, I'm going to see if I can do something interesting with some Darkness spells. She can't blinded, and seem to deal additional damage when in darkness. So I can cast Darkness, hide in it, and fight people.
With the added Adamantine Shield she is at 21 AC and if missed, she gains a virtual +5 AC. With this setup, she will probably be like a shield, but I'm not sure she'll be doing a lot of damage.
I switched her previous Ring of Acid and Gloves of Noxious Fumes against a simpler +1d4 damage. She will be more mono target with that.
I traded some mobility with a helmet that should increase her critical chances. She will still have Shadow Step, so I think she'll be ok.
The +1d6 damage given by the spear seem to apply to every weapon attack.
So I made her dual wield and keep attacking with the frost staff, which should put people prone.
Shar's Darkness and Beckoning Darkness are once per turn. This in itself is enough to remove the Area of Anti-Magic. I'm going to try this build, without the anti-magic area. But keeping the Necrotic one.
I respec her to a Paladin/Monk. I like her Darkness and Shadow Step monk abilities, and I needed one level dip in either Paladin or Fighter to get the Heavy Armor proficiency.
Being level 9 I could go level 8 Monk, so having two feats. I took Dual Wielder of course, but also went with Heavily Armored, which gave me +1 STR (for a base of 18, I can carry Gale without potions), and -3 damage reduction. That's a total of 5 damage reduction, but the -3 only applies to non-magic damage, so I'll still need some Necrotic protection.
I can open the fight with Darkness, so my first attack has ADV. I deal some damage just by approaching.
Then the 10 is including +1d6 because of the spear, even if I'm not attacking with it. +5 Cold because of the staff and +3 because I now add necrotic to everything. Target fails a saving throw and is now prone.
Actually, the whole Cold thing might not even be useful, I already have ADV because of the darkness, I might not need to put them prone either.
I fired an arrow at a Scrying eye, I got +2 to Hit because of Darkveil precision from the bow. I thought it should be +1d4, not a flat +2. I didn't get anything on the damage though, only on hit.
Beckoning Darkness is on a CHA save, so not automatic.
And the DC is based on by WIS.
Even if my character sheet seem to imply by spell attribute is DEX. My spell DC is still on WIS. Hmm better not to use spells with a DC then. I'm gonna keep using this build a bit, but at some point I might try a full Paladin.
I want to test this combo, and see if it works. Whenever someone hits me, they should take 1d4 Acid damage, which should inflict Noxious Fumes.
In the meantime, the at-will Darkness granted by the Shar spear is great to see items I can interact with.
Ideal to see hidden entrances
Easy to break with my weapons, because 2d6+5 base damage, doubled because vulnerable to bludgeoning.
I also wish I could find a way for other party members to not take damage from the necrotic aura. Naeblys has Uncanny Dodge that divide damage by two, and I can have him drink a potion to give resistance as well, but it would still be ~1 damage every 4 rounds
Wait, one can hit with a Salami?
So I don't trigger noxious fumes when hit. Good to know, next fight I'll re-equip my nice gloves and cloak.
I killed a Deep Gnome so quickly her animation didn't register she's dead.
So I did give to Shadowheart the buggy backpack, the one with an after image. I left it in camp, but put a sussur plant into it. And sure enough, Shadowheart got a sussur activated.
I also put Gale corpse in it, and the other end in Astarion. It means that both Astarion (in camp) and Shadowheart (in Moonrise tower) exude necrotic and anti-magic fields. Astarion is taking damage from it, though.
I sent the backpack and its afterimage to Shadowheart, but she didn't get two auras. Sending it to Naeblys, I do get twice the aura, but it means Naeblys has to carry the whole weight of Gale.
By doing the Ribcage of Holding trick I can carry Gale without incurring the weight cost!
After much fiddling, I managed to put the real backpack, and its after image each in a ribcage, and I stacked the ribcages, keeping the Gale in the second one, so they don't weight anything.
Now, I need to be extra careful never to unsplit them, and I need a better way to represent them.
Dead birds to the rescue. I had kept those raven corpses, they each weight 1kg and will be perfect as containers to hold the ribcages. Double clicking on them won't open the contennt by mistake.
And I put them into two bags, each with its own necrotic aura. Ideally it would be even better if it's something I can throw and that won't get destroyed. Backpacks seem to be destroyed on throw, but not burlap sacks.
Even transformed from the chest of the mundane, all backpacks are destroyed on throw, but burlap sacks and pouches stay intact.
Ribcages also can't be destroyed. It could be fun to use ribcages to symbolize Dead Gale.
This darkness spell really is useful. I wonder what's behind this wall.
Ahem? I'll try it.
It was sonic backlash.
The funny thing is that Astarion is not in the group, is in camp, and I'll have him send the Sussur thing to Naeblys.
And I reversed pickpocketed it into the mage. Let's see what he can do now.
Shadowheart was slowed, but I still made her attack. She managed to hit with both weapons, even if slowed, but because of the Snow Shield, she did took damage, and because of Shield bash she ended up prone.
With my necrotic aura, I managed to push Elminster in the Shadow Curse. Will he die?
Nope, max he can take is 16d4 (which is a maximum of 64) and he has 96 hp and heals fast.
I'll now work on some respec for Astarion. I did like the idea of him firing spells and crossbow, so I'll lean more into the Gish aspect of the build. I feel I had been under using his 1 level of Wizard or his 5 levels of Sorcerer.
I'll do a few respec to get a feel of what I can get. Maybe full Warlock. Maybe Eldritch Knight. Maybe Sorlock. Maybe Gloomstalker. I kinda like staying with the Lightning charge approach.
First, Warlocks don't have access to Shocking Grasp as a cantrip. That alone might make a Wizard or Sorcerer dip interesting.
Also, as level one spells, no Shield. Again, pretty useful spell.
Also, only Light Armor. I might want at least Medium Armor instead.
Level 2 warlock, Agonising Blast, and Devil's Sight (to see in darkness).
Armor of Shadows is also a contender. It's equivalent to the base AC from the Draconic Bloodline. Both only work if not wearing armor, but this becomes moot if I can wear medium armor.
Repelling Blast is another interesting one. I don't always want them to move away, but that could be fun.
Level 3 is where we pick a Pact. Chain would give me a familiar.
Blade would give me +CHA to my attacks \o/
Tome would give me very useful Cantrips like Guidance (+1d4 skills), Vicious Mockery (1d4 Pyschic and DIS attack) and Thorn Whip (to pull a creature closer). Nice utility, but not build defining.
I can summon a magical weapon that will use +CHA. But I can also bind any weapon to add the +CHA. In addition I can't be disarmed (but can't throw either). What is interesting is that I become proficient with it, meaning I can use whatever weapon I'd like.
I need to see if I can bind one in the main hand and summon another in the off-hand.
There are some interesting spells in level 2. But I'll not take Phantasmal Force, it seem less interesting than Hex. Sure it does damage passively without me having to do anything, but it's only 1d6. Maybe I can hide and let it kill someone?
Hunger of Hadar though seems powerful in its own right, but twinned with the items that create Noxious Fumes on Acid Damage and Icy surfaces on cold damage, that might be very powerful.
At level 7, it can gain Dimension Door, and Level 4 Spell Slots.
And new Invocations. Free Ray of Sickness, Chromatic Orb or Silence once per Long rest is nice, especially the Silence one. The other give Confusion, and Polymorph. I like the Polymorph one.
Level 8 was good for War Caster. ADV on Concentration checks, and ability to cast Shocking Grasp as an opportunity attack.
Level 9 gets us some nice level 5 spells. Dominate Person is such a spell I want to try. Hold Monster is nice as well, and Telekinesis can be fun.
As for invocations, Conjure Elemental can be fun.
Also Warlocks do not have Haste, nor Lightning Bolt. Those are Wizard spells, so a Wizard dip can be useful.
Hmm, only two spell slots per short rest. I think I'm not going to like that. Wizards are very versatile and can change their spells on the go, but have an average number of slots. Sorcerers have a limited amount of spells, but can cast them often. Warlock have an in-between variety thanks to their invocation, but can only do small number of casts.
Hmm, I had weapons keep their Bound/Pact attributes after a respec.
Oh, Marcus. You had me at Last Light Inn, now you're mine. First I'm gonna explore the rooms around, but then I'll be here for you.
I ended up in the Ketheric Fight absolutely unprepared, with Shadowheart being teleported there by herself, and the others having to run to get back to her.
But I had left Lae'zel in camp and she has been sending me Sussur plants that I planted on Ketheric.
I also do not like the new Astarion build that much, because it does the same job as Shadowheart, but because I need to split items between the two, both are suboptimal. Also, as he's no longer a Warlock he can't see in the dark, he doesn't have Counterspell, etc, so I'll need to re-respec him into maybe bring back the Sorlock but give him more Warlock levels and less Sorcere and send him to melee.
I tried to cast Perilous Stakes on Ketheric, but he saved. I didn't know it was possible to save against that.
Ah, he's already dead. That was an easy fight, actually, much easier than I anticipated.
Ah shit, Ketheric went away with one of my Sussur flowers... That's not good. I REALLY hope I can get it back.
Ideas for a solo run would be a Gloomstalker. As a ranger you can pick Heavy Armor proficiency at level one as Favored Enemy feature, and proficiency in Sleight of Hand as a Natural Explorer. You also have access to some invisibility spell, Disguise Self, Long Strider as a Gloomstalker, which already gives you a nice edge in exploration.
You equip the Adamantine Splint Mail, along with something to protection from Necrotic energy, and you can walk around with your aura of Necrotic Gale Energy and put it in people pockets. Then you multi-class to Thief, or Assassin for either more actions, or bigger alpha strikes.
You have Hunter's Mark to add some damage, that also counts as Concentration. Maybe a one level dip in Sorcerer or Warlock to get access to Shield and Friends, and you should be good to go. Keep it as a Duergar for the Invisibility at will and let's go solo.
There is so much meta story being told in those books. I'm trying to pierce who are the three. Apparently Myrkul, Bane and Bhaal. They mention Bhaal, I found Mirkulite Flails here, so Ketheric was a follower of Myrkul. Withers seem to be one of them as well... or maybe he's Kelemvor? I can write names off archive lists, I found him in a crypt dedicated to an old god of death and he also mentions "bosom friends".
Gortash, Ketheric and Orin. Orin is a girl, and I think she follows Bhaal. Ketheric is Myrkul, and Gortash is Bane.
So I cast Darkness while invisible (Potion), and in turn-based mode. Once it was the monster turn, they jjust ran out of the Darkness, and when it was my turn again I could attack them without them triggering combat.
They kept not reacting, but only when the Shepherd fell did they start combat.
That was an easy fight all in all. I only have Lae'zel in the party to help me in camp (even if the cutscene brought her to the depths of this horrible place, she is only wearing a robe and doesn't have have weapons). Astarion in his new build is weaker than before and I have to give him one Winged Horror to handle, while Shadowheart and Naeblys are handling the rest.
Ahem? After a reload everything is buggy.
Oh, this alien sea shell is giving me the effect of a long rest? Awesome.
Wait, I can trade with a dead corpse?
I can even donate her items (that come back to my inventory afterward), to increase my attitude with her.
She has never been happier to see me!
Even small NPCs have voice over for small things, like being killed.
We found the Absolute.
Weird armor.
Good. Good. Good. He still has the Sussur flower on him.
Isobel is here. But, is she tadpoled, or has she always been a Thorm?
So we have a Mindflayer on one side, with Intellect Devourers. Necromites on the other side. And Ketheric and Isobel in the center.
Thanks to Darkness, Jump and Shadow Step, I can go next to the necro things.
And, the element of Surprise is for me.
Apparently, I can cheese the dark again. I cast Darkness around them, and move in, they took Necrotic damage because of my aura, but as I wasn't in combat and they are, I can just move away and back and they keep taking damage.
And here they are, dead. Without even entering combat.
I can do it with Isobel and Ketheric as well, but Ketheric has such a high Necrotic resistance that it will take forever. I'll just kill Isobel.
Oh, and it will also give me a reward? Nice!
Wait, I thought her daughter was called Melodia. Was Isobel her daughter?
That was actually pretty easy again.
Ah ok. I didn't say nothing. Nevermind.
Fucking Astarion. Shadowheart drank a potion of speed and then fall on the fucking Ice fucking useless Astarion left on the ground earlier. Ended her turn. Mirkul then swiped her away.
It still has the Sussur Flower, and the Reeling condition, so maybe it's just Ketheric with another form.
It's going down.
Boom!
Pffffiuuu, I'm getting back my Sussur Flower. One other is on Voss, and another on Vlaakith.
Nice armor on Ketheric. Cantrip that could give me ADV on attacks around me. I can also decide to not move. I kinda like the No Crit + Reeling though.
Pfiuu, that story. THAT STORY!
Withers is Kelemvor. I'm sure he his.
And now, let's level up to 10.