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'''Tactician difficulty | '''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 | These are changes that are consistently implemented across all enemies in the game. | ||
=== | === Attack Rolls and Difficulty Class === | ||
These are bonuses implemented to every member of a specific playable or [[:Category:Non-playable races|non-playable race]]. Some specific creatures or characters encountered within those races may gain additional bonuses | 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 Rest|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 === | |||
These are bonuses implemented to every member of a specific playable or [[:Category:Non-playable races|non-playable race]]. Some specific creatures or characters encountered within those races may gain additional bonuses. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+Racial Bonuses on Tactician | |+Racial Bonuses on Tactician | ||
!Race | !Race | ||
!Bonuses | !Bonuses | ||
|- | |- | ||
|[[Phase spiders]] | |[[Phase spiders]] | ||
| | |{{Ability|Strength|24}} '''+1''', {{Ability|Dexterity|24}} '''+1'''. | ||
|- | |- | ||
|[[Goblins]] | |[[Goblins]] | ||
| | |{{SAI|Fury of the Small}} | ||
|- | |- | ||
|[[Ogres]] | |[[Ogres]] | ||
| | |{{Ability|Strength|24}} '''+1''' | ||
|- | |- | ||
|[[ | |[[Bugbears]] | ||
| | |{{SAI|Savage Attacker}} | ||
|- | |- | ||
|[[ | |[[Minotaurs]] | ||
| | |{{SAI|Savage Attacker}}, {{SAI|Brutal Critical}} | ||
|- | |- | ||
|[[Kobolds]] | |[[Kobolds]] | ||
| | |{{Ability|Dexterity|24}} '''+2''', {{SAI|Evasion}} | ||
|- | |- | ||
|[[ | |[[Giant Eagles]] | ||
| | | | ||
|- | |- | ||
|[[Meenlocks]] | |[[Meenlocks]] | ||
| | | | ||
|- | |- | ||
|[[Githyanki]] | |||
|{{SAI|Psionic Empowerment}}{{Note|Gith that already had this ability on Balanced or Explorer, such as [[Kith'rak Voss]], retain the ability.}} | |||
|[[Githyanki | |||
| | |||
|} | |} | ||
* Phase Spiders | |||
* 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. | * 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 | |||