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

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Revision as of 21:38, 29 December 2023

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.

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.

Racial Bonuses on Tactician
Race Bonuses
Intellect Devourers Synaptic Discharge Synaptic Discharge
Phase spiders Strength icon.png Strength +1

Dexterity icon.png Dexterity +1

Goblins Fury of the Small Fury of the Small
Ogres Strength icon.png Strength +1
Bugbears Savage Attacker Savage Attacker
Minotaurs Savage Attacker Savage AttackerBrutal Critical Brutal Critical
Kobolds Dexterity icon.png Dexterity +2

Evasion Evasion

Meenlocks Dexterity icon.png Dexterity +1

Constitution icon.png Constitution +4

Githyanki Psionic Empowerment Psionic Empowerment[note 1]

Giant eagle: +2 str? possible +2 wis

  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.

Group Bonuses

Some subsets of enemies within a race get bonuses applied to multiple individuals within a group. For example, all githyanki NPC's who wield a crossbow - generically called a "Githyanki Raider" - 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) Archery Archery
Githyanki Gish (Level 5) War Caster: Concentration War Caster: ConcentrationWar Caster: Opportunity Spell War Caster: Opportunity Spell
Githyanki Warriors (Level 5) Great Weapon Fighting Great Weapon Fighting
Githyanki Ardent (Level 5) Potent Cantrip Potent Cantrip
Redcap Blood Sage Wisdom icon.png Wisdom +3

War Caster: Concentration War Caster: Concentration

Agile Guardian Colossus Slayer Colossus Slayer
Robust Guardian Improved Critical Hit Improved Critical Hit

Unique individual bonuses

For any uniquely named NPC that gets their own bonuses.

Group Bonuses on Tactician
Group Bonuses
Commander Zhalk Extra Attack Extra AttackOpportunity Attack Opportunity Attack
Gandrel Scar of the Dunes Scar of the Dunes
Hyena[note 1] Alert Alert x2, for a total +11 Initiative
Dror Ragzlin Extra Attack Extra Attack
Buthir Buthir's Wrath Buthir's Wrath provides physical resistances
Ancient Giant Eagle Strength icon.png Strength +2

Wisdom icon.png Wisdom +2

Varsh Ko'kuu Mage Armour Mage Armour

Crossbow Expert: Point-Blank Crossbow Expert: Point-Blank Crossbow Expert: Wounding Crossbow Expert: Wounding

Sa'varsh Kethk Archery Archery
Death Shepherd No Rest for the Wicked No Rest for the Wicked revives targets with full HP
Act 1
  • Commander Zhalk: extra attack, opportunity attack
  • Redcap Blood Mage: +3 Wisdom DAMN, and War Caster: Concentration (affects BOOOOOAL)
  • Gandrel: Scar of the Dunes
  • Agile Guardian: Colossus Slayer
  • Robust Guardian: Improved Critical Hit
  • That One Hyena: DOUBLE ALERT
  • Dror Ragzlin: extra attack
  • 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

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
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