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

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Revision as of 18:03, 3 January 2024

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.

Racial Bonuses on Tactician
Race Bonuses
Intellect Devourers
Phase spiders
Goblins
Ogres
Bugbears
Minotaurs
Kobolds
Merregon
Meenlocks
Githyanki

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 Raider (Level 5)
Githyanki gish (Level 5)
Githyanki warrior (Level 5)
Githyanki ardent (Level 5)
Redcap Blood Sage[note 2]
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]
  • Alert Alert and additional +4 initiative, for a total +11 Initiative
Dror Ragzlin
Buthir
Sarth Baretha
Ancient Giant Eagle
Kith'rak Therezzyn
Ur'uth and D'hak
Varsh Ko'kuu
Sa'varsh Kethk
Ghustil Stornugoss
Death Shepherd
Act 1
  • 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

Footnotes

  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.
  2. Including BOOOAL
  3. Found on The Risen Road at X: 9 Y: 522
  4. The game must be on Tactician difficulty from the moment the barn doors are opened in order for this to be true.