Player Vs. Player
A Combat Skills Treatise For Neverwinter Nights
Version 2.21 On America Online
A Work Submitted by Scorn, Warlord of
House ITB
Table Of Contents
VOLUME 1: INTRODUCTORY COMMENTS 1
PREFACE AND PROPAGANDA - ITB Scorn, 10/1/94 1
PvP ETIQUETTE 2
VOLUME 2: THE FIRST STEPS FOR SURVIVAL 3
THE ORIGIN OF SAVING THROWS 3
ARMOR CLASS AND SAVING THROWS 3
WAYS TO IMPROVE SAVING THROWS AND NPC DEFENSE 4
BEWARE OF THE ODDS 4
VOLUME 3: THE ART OF MOVEMENT AND POSITIONING 5
PC MOVEMENT ISSUES 5
MOVEMENT RATES 5
MOVEMENT MULTIPLIERS 5
STRATEGIC POSITIONING WITH NPCS 6
NPC FOCUS DETERMINATION 6
NPC MANIPULATION 7
CASTING DURATIONS IN PVP 8
FLEEING ENCOUNTERS 8
STRATEGIC POSITIONING WITH PCS 8
VOLUME 4: FINALLY, ITS TIME TO CAST SPELLS 9
SPELL SELECTION CRITERIA, DAMAGE TABLES 9
WAND/SCROLL DAMAGE TABLES 9
DISCUSSION ON DAMAGE SPELL SELECTION 10
INCAPACITATION SPELL TABLES 10
SCROLL INCAPACITATION TABLES 11
EFFECTS OF MIRROR IMAGE 13
RECOMMENDED SPELLS 13
TEAM PVP MODIFICATIONS TO SPELL LISTS 14
RECOMMENDED SCROLLS 15
RECOMMENDED ITEMS 15
PREPARATORY SPELL SELECTION 15
ATTACK SPELL SELECTION AT THE BEGINNING OF PvP 16
GLOBE CHECK TECHNIQUES 16
IMAGE REMOVAL AND DAMAGE 16
COUNTING TECHNIQUES 17
DEFENSIVE DOUBLING 18
TACTICAL SPELL CASTING 18
VOLUME 5: SITUATIONAL PvP STRATEGY 19
HINTS FOR AVOIDING TIMERS 19
SOLO COMBAT AGAINST MULTIPLE OPPONENTS 19
COMBAT TECHNIQUES WHEN ODDS FAVOR YOU 20
SEARCH AND DESTROY TECHNIQUES 20
APPENDIX A: SPELLS AND THEIR EFFECTS ON PCS, NWN V2.2 22
What do I hope to accomplish with this somewhat lengthy piece of electronic junk mail? My main objective is to further the Bond's goals in Neverwinter. As the House continues in its role as Neverwinter's leading guild, ITB faces never ending opposition inside the game. Since House ITB's foundation is Player vs. Player confrontation (PvP), building those skills is a necessary part of strengthening our position.
You'll find that most of this information is written in modern, nerdish English. Some of the strategies are best discussed in gameplay terms rather than roleplay terms, especially the probability functions. So you won't see any "Hail" or "Wither thou goest" in this document.
Since some of this information is not common knowledge, I really have to make a disclaimer here. I hope that this is unnecessary, but here it comes anyway. Don't give this information to anyone else without the expressed written consent of the Warlord Council of House ITB. If you do, we'll get you. And keep getting you. Enough said.
I guess that I should also mention that none of this garbage will guarantee success. Duuhhhhh. I don't even know that all of it is absolutely correct, especially given the new spell effect developments in Version 2.2X. But I do believe that there is some good stuff here - otherwise I wouldn't waste sooooooo much time typing it up. Try some of it, it may even work for you.
As more knowledge is gained and as PvP itself changes with NWN revisions, supplementary information will be distrubuted in a somewhat more concise Addendum format. With the expected changes to the game over the next year or so, I would expect that much of this informatino will become obsolete.
Also, I wish to thank those who assisted in review of this document. As some of the are not House personas, I am not at liberty to thank everyone by name. Nonetheless, their help is greatly appreciated.
Scorn.
Warlord, House ITB
10/1/94
While we are not expected to behave ourselves like obnoxious Goody-Goodies, there remain some points of etiquette that all members of the House are expected to follow. I will attempt to cover some of the situations in the next few lines. For those of you who already know what's what - Shaddup and read it anyway!
1) PvP only where PvP is accepted. This is easy to check. Look at the display in the movement window (not the combat window) and it will tell you if you're in a PvP sector. Remember that PVP in the wrong areas is a Terms of Service Violation. "Oops, sorry 'bout that Feeb" usually won't buy much in Non-PvP areas.
2) You don't have to ask before starting or entering a combat in any area. Geez, I hope you knew that already. Most of the best opportunities for PvP victory come from ambushes. Also, the newbie-scare factor when you enter a fight in a non-PvP area can be quite rewarding. However, you should take no action to hinder PCs in non-PvP zones. Even assisting the NPCs can be possible a TOS violation.
3) The use unprovoked Dispel Magic and Silence spells cast directly on a PC is not encouraged by House ITB. Silence now has a saving throw, which will change its usage somewhat in Version 2.2. If you are direct Silenced, get a Bro or Sis to hop in and return the favor. Then add Feebs to taste. Then keep doing it to the offending party until they get the message. See the Tactical Spell Casting section for information on the currently accepted and strategic use of these spells.
4) To Feeb, or not to Feeb - is it really a question? Nope, but it is personal preference. The use of the Feeblemind spell has become a common part of Version 2. Still, many of the more experienced players do not use this spell in "friendly" PvP. There is also an argument that the Hold Monster spell is actually more powerful, since it effectively wins combats. But there is something to be said for the "XXXXX is Stupid" banner. See the Tactical Spell Casting section for suggestions on the use of Feeblemind.
5) Re-entry - ACKKK! No excuse, including a system punt, is acceptable cause for re_entry. The common etiquette for dealing with other PC's re_entering is a good solid Feebing. Generally, everyone in the combat should try to paste one on the offending party until it gets Stupid. You should also note that re-entry is listed in the ITB Charter as grounds for dismissal.
6) CADding (Cntl_Alt_Del, for those of you not in the know) is absolutely, positively prohibited. Stay in the fight and taunt your enemy even as you plaster the Gate. If you have to leave a fight, mention it to the parties involved before leaving and QTS instead of CADding. CADding to preserve scrolls and item charges will be a probably be a commonly seen practice early in Version 2.2 when duping is eliminated. Again, CADding is prohibited in the ITB Charter.
7) Duping is a question not directly addressed by the House charter, and I think I'll leave it to the ethics committee to comment upon. One warning, though. Duping will probably be attempted most frequently in the PC vault, and comments from NW Support indicates that the vaults will be eliminated if there is a serious breech of security.
8) Hacking. Any intentional direct modification of the code or your PC record will result in termination from House ITB. No ifs, ands or buts about it. If you hack, we don't want you anywhere in the game. House Warlords are obligated to report you to NW staff personnel if we have sufficient belief that you have intentionally modified remote code or data.
A large part of PvP is avoiding damage from those pesky NPCs while making saving throws against the spells that idiot you're fighting casts at you. So lets start with the basics. Saving throws fall into several classifications. The most commonly seen save class is Spells. The classifications and base chance of success for saves of a maxxed Cl/MU are as follows:
Paralyzation, Poison and Death Magic: 75%
Petrification and Polymorph: 60%
Rod, Wand and Staff 70%
Breath Weapons 60%
Spells: 65%
Note: These are statistical functions. You won't make exactly the percentage chances listed above.
Saves can be improved in 5% increments through the use of enchanted items, although there is a floor at 5%. Any roll of 1 on the 20 sided die cast for saving throws is a failed save, regardless of your bonuses. So don't expect to ever reach a point where you are invincible, it won't happen.
Save calculation is performed in the following manner. A percentage is generated. If it is equivalent to 5 or less, you fail. This any positive modifications (rings, prep spells, etc) are added. Any spell modifiers are subtracted (for spells like Hold Monster) and the result is compared to the table above.
Optimal PvP defense increases saving throws as much as possible, while maintaining a good AC. Each +1 bonus on an item (cloak or ring, but not armor) is equivalent to a 5% (1 part in 20) increase to the base save efficiency. To maximize save efficiency, the order of preference for items to be worn by a Cleric/Mage is as follows:
ARMOR CLOAKS RINGS
Bracers AC2 Cloak +3 Ring +3
Bracers AC3 Cloak +2 Ring +2
Bracers AC4 Cloak +1 Ring +1
Bracers AC6 Cloak of Displacement
Thus a PC with Bracers AC2, +3 Cloak and +1 Ring receives a +4 bonus (20%) on saves, making him 85% likely to save against spells. 1 save out of 5 will be missed, although prepping can reduce those odds for the duration of the prep spell.
The reasoning for the Cloak of Displacement being at the bottom of the list is that the save bonus for that Cloak has not been properly instituted. It should provide improved saves against directly targeted attacks. However, the code does not yet support that save modification. Area effect spells (Fireball, Ice Storm, etc) are not subject to the Cloaks' save bonus. You will be kept informed as to the code modifications concerning this item.
Note: There is an ongoing debate which rotates around shields improving saves. Having had conversations with several knowledgeable people on the subject, the debate should be laid to rest. Shields will not improve saving throws.
There are some other ways to improve your saving throws. The most obvious is to prepare for PvP before entering the fight. The prep spells will provide duration based bonuses to your saving throws. The durations for prep spells range from 6 rounds to over 100.
However, a lesser known way to improve saves is to always face your opponent. The Shield spell allows +1 on saves from basically frontal attacks. This only works when you face your enemy. Likewise, attack opponents from behind whenever possible to negate this advantage.
Note: This spell effect may not be correctly coded at this time. Staff is looking into its implementation.
This theory holds especially true for NPC defense. Physical shields and the Shield spells only affect frontal AC. Though most NPCs don't backstab for additional damage, they will strike at substantial "to hit" bonuses from behind. This makes it up to 20% more likely that you will be hit moving away from an NPC than moving toward one.
The direction that your PC faces at the end of a round is controlled by the direction of movement and the direction of your spell casts. You can control this movement, even with Hold spells by appropriately picking the target order to end facing the direction you desire.
It is imperative that you be careful entering a fight when you know that the odds will be against you. While you can generally beat 2 bad PvPers alone, you will not beat 6 bad PvPers by yourself. Likewise, 2 good opponents will win most encounters against a single foe.
Not only can you be killed by the having to make twice as many saving throws as your opponents, their ability to do double the damage that you can in each round with Causes and Slays will guarantee your defeat if none of the PvPer's saves are failed.
We know that you will not always be able to engage with even odds. Therefore, there is a later section devoted to ways of increasing your chances of success in unfavorable situations. Also, there is a section intended to assist in strategy for those times when you are on the favorable side of the odds factor.
This issue is substantially different in Version 2.2 than in previous versions. You probably knew that if you've tried to flee an encounter in the Woods. The advent of open areas has a substantial impact on PvP tactics with respect to movement. Since positioning is so important, the path to get to an position is also important.
The first topic to discuss is movement rates. Normal unencumbered movement is 12, Hasted movement is 24. While the movement display on your screen shows a truncated movement remaining for the round, it will not carry the information following the decimal. However, the decimal fraction will be retained in the code. This is why you can sometimes move diagonally with only 1 movement remaining. It also means that diagonal movement is more effective than left/up/left/up combinations. These tables shows the movement requirements for Version 2.
Normal, open movement 1
On to a live tree trunk 1
Into puddle 2
On to rock 2
On to shrub 2
Into stream 4
Out of stream 4
On to tree branches impossible
On to stump impossible
Up, down, left or right 1
Diagonally up or down 1.4
To complete a single movement (one keystroke), you pick a rate and a modifier, then multiply the two. Therefore, moving diagonally into a stream costs 5.6 movement units. Interesting stuff, huh?
Given this information, it becomes apparent this picking a correct path to your target is helpful, since your movement expenditure is path dependent. Taking a step around a puddle can save movement, allowing an extra step or two at the end of the round.
Generally speaking, it is best to stay away from NPCs whenever possible. This is easily accomplished on entering a fight, when you are typically invisible. Weave through the NPCs and find a place out of their line of sight to cast your first spell. Never stop directly beside any NPC, even when invisible, as the likelihood of being damaged or silenced is high.
The trees branches and fallen logs act as barriers to NPCs' lines of sight. However, most NPCs are active enough to move toward their target of focus and re-acquire them. Therefore, avoiding NPCs in the open areas will require constant repositioning to stay out of the line of sight. You can check for line of sight using the AIM/NEXT functions. This is one of those rare occasions that the "I can't see you, so you can't see me" theory actually works.
A common practice in the new open areas is to find a corner or area surrounded by trees and isolate oneself with either Stinking Cloud or Cloudkill. This is extremely effective in preventing attack from large NPCs, which are typically responsible for more damage than the smaller ones. While the merits of such techniques are obvious, you should remember that this approach has two noticeable drawbacks. The first is that by watching your Cloud duration, your opponent will know when your Globe has expired. The second is that you become limited to ranged spell attacks. Instead of being able to close and use strategy, you rely on saving throws as an avenue for victory.
If you are in an encounter, the NPCs focus can be determined by simple observations:
1) Which direction are the NPCs facing. They generally move in the direction that they are facing, unless something else draws their focus. You will see NPCs change the direction that they face with focus changes from left to right.
2) Which PC made the last cast/attack action. NPCs attack spell casters who cast most recently, even if they are not closest or are not facing that direction. Therefore, if your opponent cast last and still has open body area that can be attacked, you should consider NPC Manipulation to cause more problems for him.
3) Who is closest to the NPC. They are lazy and will generally attack the closer PC, unless the focus is drawn to a more distant object.
4) Who can the NPC see? If they can't see you through obstructions and another PC is in view, they will seek the visible PC.
Because directional focus can only be identified left and right by viewing, it is usually better to engage your opponents in the horizontal plane if you are unsure of how NPC focus works. However, you cannot be 100% sure that the NPC will move in the direction it faces, nor that it will always attack the last caster. Otherwise, it would be hard to have an NPC slay a held opponent.
This is a simple technique is designed to allow as many NPCs to attack your opponent as possible. It is achieved by ensuring that the NPCs have focus on your opponent using the hints listed above. This can be further encouraged by repositioning yourself using normal movement practices. Place you opponent between you and the NPC. Then select the DONE/DELAY options in the combat menu. This postpones the remaining actions until the segment next scheduled for PC action (or the end of the round) and allows for some NPC action. You may then complete your attacks using spells, items, etc.
Because of the sequential movement issues surrounding the game engine (each PC and NPC is assigned an action segment), you will be unable to influence all of the NPCs in this fashion. An example is in order to discuss this. Assume there are 3 NPCs, called A, B, and C. You are PvPing Malhavok. The most complicated round could proceed something like this:
Movement segments (from initiative rolls): A moves in 1; ITB You moves in 4, B moves in 5, Malhavok moves in 7, C moves in 9.
1) A attacks one of you in segment 1, probably attacking whichever cast last in the previous round.
2) ITB You moves in segment 4, ensuring the best possible likelihood of NPC focus on Mal and then DONE/DELAYS. This suspends PC action and allows NPCs with initiative in rounds 4-6 to move. The endpoint of the DELAY is set by Mal's movement segment.
3) B moves in segment 5, attacking Malhavok because ITB You is correctly positioned.
4) ITB You casts in action shunted from segment 4 to segment 6.
5) Malhavok moves and casts in segment 7.
6) C moves and attacks in segment 9. It probably attacks Mal, since he's such a putz and the NPCs know it. The actual reason it attacks Mal is that he attacked last.
You should note that the DONE/DELAY option can only be used once per round. Even if no NPCs are available for manipulation, this option can be useful to avoid timers when searching for scrolls.
From observations made in NWN 2.21, it seems that more of the NPC focus issues for the Manipulation actions are revolving around proximity and lines of sight than were seen in previous versions. Due to this trend, positioning yourself so the NPCs cannot see you while you act or delay will be advantageous in ensuring that the NPCs move toward your opponent.
Since the movement of NPCs is broken up between the movement cycles of PCs when more the one PC is in combat, the casting of longer spells is usually easier. While it is common to lose Slays in solo NPC fights, it seldom happens in PvP. The larger the PvP, the less likely it becomes. The use of effective DONE/DELAYS can completely eliminate the possibility of losing spells to NPC damage.
In order to most easily flee an encounter, no NPCs can have direct line of sight contact with your icon. This can readily be tested by using the AIM/NEXT functions in the menu. It you can AIM and sight an NPC, you will not be able to flee the encounter unless your movement meets certain criteria (see below.)
The best locations to flee in wooded areas are moving right/left when even with the branches of trees in the East/West direction and moving up/down from behind or beside tree branches in the North/South direction. In walled areas, merely place a wall in between you and the NPC.
An alternate method of fleeing is to have a higher movement rate than the NPCs, regardless of their location and line of sight. If you and the NPCs have the same movement rate, you have a 50% chance of fleeing the encounter. Therefore, this is a useful fleeing method when you are hasted.
While the advantages of staying away from NPCs are obvious, the positioning around other players is just as crucial. Whenever possible, stay away from all opposing PC's. Since movement is sequential, it is very possible to have a PC Held and Dispelled before you get a chance to move away, especially in large PvP, when there may be 5-10 PC movement segments in between yours. A good rule of thumb is to stay 3 movement squares away. Since the area of effect of Dispel Magic is 3x3, staying more than 2 units away from opponents guarantees than you will not be "Bonus Dissed" unless a PC moves to engage you.
If you are not Globed, positioning away from other PCs becomes even more important. Be sure to stay 8 movement squares away from other unglobed PCs, especially if others know that they are unGlobed. While 4 squares could be enough to avoid fireballs centered on the meat about to be blasted, it doesn't have to be centered on him. Likewise, the maximum stroke length of Lightning Bolt is 8. Best to be safe and sure, from a distance of 8.
If you are casting single target spells (Fumble, Slay, Cause, etc), position yourself so that as few foes (and NPCS) as possible are in direct line of sight contact with you. If you are casting multiple target spells (Hold, Fireball, etc), then position yourself so that you are in the direct line of sight of only as many opponents as you can target.
If you have an ally in the fight, try to keep away from places where both of you can be targeted at the same time. While it will be hard to avoid multiple Hold targeting, you should be able to prevent cheap Ice Storms and Stinking Clouds from hitting both of you.
Why do these things? To make it as hard as possible for others to attack you, of course. Easily said, but it requires some thought, practice and teamwork.
Following is a list of all the damage spells in the game, their high, low and average damage when cast at a foe. For spells with saving throws to reduce damage, a second line is provided with the damage for the attack with a made save. The last column in the table shows the damage multiplier for a PC who as the correct counterspell in place (i.e. Fireball cast at a PC with an active Resist Fire). Following the cast spell damage chart is one for spells throws from scrolls and items.
Spell Name Min. Max. Avg. Countered
Cause Light Wounds 1 8 4
Cause Serious Wounds 3 17 9
Flame Strike 6 48 33 16
Flame Strike (saved) 3 24 16 8
Slay Living 3 17 9
Cause Critical Wounds 6 27 16
Burning Hands 11 11 11 6
Shocking Grasp 12 19 15
Magic Missile 12 30 21 0
Fireball 6 66 38 17
Fireball (saved) 3 33 19 9
Lightning Bolt 6 66 38
Lighting Bolt (saved) 3 33 19
Lightning Bolt (bounce) 12 132 77
Lightning Bolt (bounce, 1 saved) 9 99 57
Lightning Bolt (bounce, 2 saved) 6 66 38
Ice Storm 3 30 19 9
Ice Storm (saved) 1 15 9 4
Cloudkill (per round) 1 10 5
Cone of Cold 22 55 38 19
Cone of Cold (saved) 11 27 19 9
Here is the damage expected when using wands and scrolls. All of these devices, except the Necklace of Ice Storm, operate at 6th level of experience for range and damage calculations.
Spell Name Min. Max. Avg. Countered
Burning Hands 6 6 6 3
Shocking Grasp 7 14 10
Magic Missile 6 15 10 0
Fireball 6 36 21 10
Fireball (saved) 3 18 10 5
Lightning Bolt 6 36 21
Lightning Bolt (saved) 3 18 10 5
Lightning Bolt (bounce) 12 72 42
Lightning Bolt (bounce, 1 save) 9 54 31
Lightning Bolt (bounce, 2 save) 6 36 21
Ice Storm 3 30 19 9
Ice Storm (saved) 1 15 9 4
Note: If the original rules are followed, Lightning Bolt and Fireball wands' minimum damage is 12 (all 1's are counted as 2's). Average damage would be slightly higher as well. This is still under study by staff.
Looking at the table, one sees that there are some choices to be made in the 5th level Cleric, 1st level Mage and 3rd level Mage spells. Should one choose to carry 2 Cause Criticals instead of 2 Slay Livings, thus giving an additional average 10 hit points of damage? The typical belief is no, that the possibility of a fast kill via slay is worth the 10 points of damage. I have found this to be especially true in the onset of Version 2.2, while saving throws are generally poor.
The next question is Shocking Grasp or Magic Missile. While Missile is a great spell when your opponent is unShielded, most serious PvPers don't make this mistake. The possibility of a Shield wearing out without Dispel Magic is non-existent in the course of a normal PvP. Therefore, in 1-1 PvP, Shocking Grasp is the obvious choice. Since there is only a 23% chance of losing both the Globe and Shield spells on a single Dispel Magic (discussed later), Shocking Grasp seems well suited for most multi-player PvP's as well, even with the touch range requirement.
The issue surrounding 3rd levels spells centers on Fireball and Lightning Bolt. The primary advantages of Fireball are the ability to strike a larger area of effect and its immunity to Mirror Images. It is generally more effective for NPC elimination (exceptions are Salamanders, Fire Elementals, etc.) However, for damage to PC's, the clear choice is Lightning Bolt. The lack of a Resist spell to counter it, plus the ability to reflect the Bolt off walls in areas like Berun's Hill makes it an awesome damage spell. The main drawback is that Mirror Image can be used as a counterspell. I think that we will find it used as an ambush entry spell, striking for as much damage as possible before Mirrors and Globe can be raised.
Following are some tables for the durations and supplementary effects of incapacitation spells, assuming the spells are cast. For a more complete discussion of the spell notes and ranges of the spells, see Appendix A.
Spell Name # Targets Duration Notes
Hold Person (Cl) 1-3 14 Save mods
Hold Person (MU) 1-3 22 Save mods
Hold Monster 1-4 11 Save mods
Fumble 1 11 Slow
Stinking Cloud 1-4 2-5 Coughing
Note that the coughing effect from Stinking Cloud lasts only one round.
Here are the modified durations for the spells listed above.
Spell Name # Targets Duration Notes
Hold Person (Cl) 1-3 10 Save mods
Hold Person (MU) 1-3 12 Save mods
Hold Monster 1-4 9 Save mods
Fumble 1 7 Slow
Stinking Cloud 1-4 2-5 Coughing
Note that the incapacitation effect for Stinking Cloud remains 2-5 rounds regardless of the casting medium, although the Cloud area effect duration is reduced to 6 when cast from scroll.
EFFECTS OF DISPEL MAGIC
There has never been an in depth study of this spell with published results. So we're going to take the first swing at it here. The base chances of dispelling are listed in the following tables. Note that there are differences based on 1) if you cast or read the Dispel and 2) if the spell you are trying to eliminate is cast or read from scroll.
In each of the following tables, you will see the statistical odds for removing a spell effect when a Dispel is attempted from a Cleric cast, a Mage cast and when read from scroll. The 3 tables represent each Dispelling technique. The table is read by selecting which effect you are trying to remove (referenced by spell level) and the way in which that spell effect was created.
An example would be to remove a MU hold Monster read from scroll with a Cleric Dispel, use the first table (cast Cleric Dispel) and cross reference Scroll Mage with a 5th level spell. The result is 55% chance of Dispelling the Hold.
Note: Each individual spell effect receives its own saving throw to determine if the effect is terminated.
CASTING THE 3RD LEVEL CLERIC SPELL
Target Spell Level Cast Cleric Scroll Cleric Cast Mage Scroll Mage
1st Level 50% 70% 48% 70%
2nd Level 50% 70% 48% 70%
3rd Level 50% 70% 48% 70%
4th Level 50% 65% 48% 65%
5th Level 50% 55% 48% 55%
CASTING THE 3RD LEVEL MAGE SPELL
Target Spell Level Cast Cleric Scroll Cleric Cast Mage Scroll Mage
1st Level 55% 75% 50% 75%
2nd Level 55% 75% 50% 75%
3rd Level 55% 75% 50% 75%
4th Level 55% 70% 50% 70%
5th Level 55% 60% 50% 60%
READING EITHER DISPEL FROM SCROLL
Target Spell Level Cast Cleric Scroll Cleric Cast Mage Scroll Mage
1st Level 42% 50% 40% 50%
2nd Level 42% 50% 40% 50%
3rd Level 42% 50% 40% 50%
4th Level 42% 48% 40% 48%
5th Level 42% 44% 40% 44%
This assumes that the original AD&D rules were followed. This table is not yet verified, and the modifiers included for level compensation may not exist. If that is the case, all of the effects would be dispelled at exactly 50% probability. If this is the case, the next paragraph becomes pure hogwash.
The above tables indicate that in group PvP, where the possibility of Dispels being cast is high, it is best to use spells instead of scrolls to attack, due to the lower likelihood of effective Dispelling. Likewise, if you are attempting to Dispel an effect, it is better to use the spell version instead of a scroll, as your odds of success are improved. You can also see that the MU spell is up to 5% more effective.
When you are in combat and a foe is dispelled or multiple dispelled, you can use the following table to determine the odds of his prep spells being stripped. This table is particularly useful if you want to know if a prep combination is gone (i.e. Globe/Shield or Globe/Resist Fire). It is also useful in knowing how your preps are affected by bonus Dispels. The table assumes using the Cleric version of the spell remove cast MU effects (i.e. Prep spells).
1 Stripped 2 Stripped 3 Stripped
1 Dispel Cast 48% 23% 11%
2 Dispels Cast 72% 52% 37%
3 Dispels Cast 86% 74% 63%
4 Dispels Cast 93% 86% 80%
Note that rings, cloaks and any other items which affect PC saving throws do not affect the saving throws against Dispel Magic. This holds true even when trying to Dispel a Hold on a PC. You are casting at the spell effect, not the PC. Therefore, DO NOT EVER remove rings or cloaks in an attempt to change the possibility of having an effective Dispel when you are Held. All it would do is increase the likelihood of being re-Held or slain.
Mirror Image is the premier prep defensive spell in PvP. This spell generates 1-4 images which will absorb damage and spell effects. Each countermeasure removes one image. The likelihood of being hit while the spell is in effect is 1/(# images +1). Unfortunately, there is no definitive way to know the number of images you have remaining. Typically. when you are getting hit instead of images, you're probably out of em.
Mirror Images can be stuck by the following by the following spells, regardless of the Globe state of the target.
Magic Missile Shocking Grasp Hold Person
Hold Monster Fumble Stinking Cloud
Ice Storm Cone of Cold Lightning Bolt
Cause Light Wounds Cause Serious Wounds Cause Critical Wounds
Poison Flame Strike
Many quality PvPers use the Mirror Image spell extensively while in combat, forsaking the use of Globe in order to maintain Images and fend off Holds, Causes and Slays. If your opponent is doing this, the most effective countermeasure is to use your lowest level spells to remove Images and follow with more damaging high level spells (i.e. Lightning Bolt).
Here is a fairly typical list of PvP Spells.
Cleric Mage
1st LevelBless Shield
Resist Cold Shocking Grasp x 2
Protect vs. Evil Enlarge
Protect vs. Good
Cause Light Wounds x 2
2nd Level Resist Fire Invisibility
Silence x 2 Mirror Image x 2
Hold Person x 3 Stinking Cloud
3rd Level Prayer Fireball x 2
Dispel Magic x 3 Lightning Bolt
Haste
4th Level Cause Serious Wounds x 3 Fumble
Cure Serious Wounds Globe x 2
5th Level Slay Living x 2 Hold Monsters x 2
Cloudkill
Most people do not think about changes to the spell lists for team encounters. However, you will find that several possible changes can be made, if one person is designated as the team prep caster. The prep caster will take care of the Bless, Prayer, Haste, Protection from Evil/Good, Resist Fire, Resist Cold, Haste and Invisibility spells. This is extremely effective, since it allows the other members of the team to carry extra PvP spells. In the case of team PvP, all but the designated Prepper should consider modifications to carry a list including more Cause/Cure Lights, Silences, Holds, Fireballs, Lightning Bolts and Stinking Clouds. In lieu of the above list, the 1st through 3rd levels might look more like this:
Cleric Mage
1st Level Resist Cold Shocking Grasp x 2
Protect vs. Evil Magic Missile
Cure Light Wounds x 2 Shield
Cause Light Wounds x 2
2nd Level Resist Fire Stinking Cloud x 2
Silence x 3 Mirror Image x 2
Hold Person x 2
3rd Level Dispel Magic x 4 Lightning Bolt x 3
Fireball
Note: The Resist Cold, Resist Fire, and Protect vs. Evil should be held back in the case of a having prep spells dispelled. At the PvPers preference, additional Cause Light Wounds and Hold spells could be memorized.
These are the most highly recommended scrolls. The scrolls with an asterisk marker (*) are not severely compromised in effect when cast from scroll.
Cleric Mage
1st Level Magic Missile
Burning Hands
Shocking Grasp
2nd Level Hold Person Mirror Image*
Stinking Cloud*
3rd Level Cause Disease* Hold Person
Cause Blindness* Fireball
Dispel Magic Lightning Bolt
Dispel Magic
4th Level Cause Serious Wounds* Ice Storm*
Cure Serious Wounds* Dimension Door*
Confusion*
Minor Globe
Fear
Fumble
5th Level Slay Living* Feeblemind*
Cause Critical Wounds* Hold Monster
Cure Critical Wounds* Cloudkill
Flame Strike*
Since item use can also be a vital part of PvP, the items which are most effective are listed below.
Necklace of Ice Storm - penetrates Globe, although Resist Cold reduces its effectiveness.
Wand of Lighting Bolt - highly effective damage device for unGlobed targets.
Wand of Fireball - good for damage, but the Resist Fire spell lowers its effectiveness
Wand of Magic Missile - helpful as Image remover, but the Shield spell lowers its useability.
Amulet of Healing - very useful, allows the PC to memorize Cause Serious x 4
Potion of Extra Healing - useful to allow extra Causes, similar to Healing Amulet
Potion of Healing - helpful to a lesser extent.
Typical prep involves the casting of several spells designed to provide strategic advantage, decreased likelihood of NPC damage and better saves. These spells usually include the following:
Bless Protection from Evil Protection from Good
Resist Cold Resist Fire Prayer
Enlarge Shield Mirror Image
Haste Invisibility
Multiple casting of any of these spells do not enhance the effectiveness of the spell. See the detailed spell descriptions for effects of the prep cycle.
Note: Friends is not on the Prep Spell List. Friends has no effect in PvP. The times when PCs have said that Friends keeps NPCs from attacking them, it is actually an effect of NPC focus, which a knowledgeable opponent will overcome.
Watch your foes when they enter your fight. If the NPCs do not attack them (assuming they walk next to one) and their first cast does not read "JoeBlow is protected" you can be 99% sure that they are not Globed. Hit them with the spells from the "Unglobed Target" section.
If they are attacked, or Globe on entering a fight, you should counter with Fumble. It works well as Image Removal, will slow their movement, and may win the fight for you right off the bat.
If you are unsure of your opponents Globe state, try casting Cause Light Wounds. If you hit or strike an image, he is unGlobed. In either case, you will determine his Globe status - an "Unaffected" post indicates an active Globe.
Another possible checking techniques include casting 3rd level damage spells (Fireball, Lightning Bolt) at the target. I do not favor this technique, as it can waste potentially valuable spells on intact Globes. Also commonly used is the 2nd level Cl spell Hold Person, but this spell tells you nothing about Globe states unless a saving throw is failed.
The most effective and completely foolproof way to check for Globe states is to cast a beneficial spell at your foes (Cure Light Wounds, Bless, Protection). If is sticks, he is unGlobed. Do not attempt this with an Enlarge spell, as it would always work regardless of the globe condition.
If the fight continues past the Fumble stage, the next objective is Image removal. There are two schools of thought in Image removal. Both schools should include the early fight use of Stinking Cloud. It could remove an Image, provide a non-casting round for your opponent or may end the fight early through nausea.
The first theory is to use Hold Person and Monster to remove Images, then follow with damage spells for the kill. This preserves as many damage spells as possible. Casting 3 Holds as Image killers still allows 6 more rounds (1 Fumble, 1 Cloud, 3 Holds = 5 rounds) before your opponents Globe is expired. Hmmm. Some Causes, 2 Slays and a personal re-Globe. You may even get one of the Holds to stick, providing an even easier kill.
Advantages: You retain as many damage spells as possible for attack against your opponent instead of losing them on images. In addition, this is more effective in group PvP, as you are able to target multiple foes.
Disadvantages: The likelihood of Holds sticking through images at the beginning of a fight when Bless and Prayer are still effective is low.
The second school of PvP uses Cause Wounds (Light and Serious) and Lightning Bolt to remove images, inflicting damage as soon as possible, sacrificing some of the damage spells as necessary. The Slays then follow when the Images are removed.
Advantages: You do damage as soon as possible. The Hold Monster spells can be preserved for after round 6 (preferably 11) when your opponents saves are more likely to fail.
Disadvantages: You get fewer easy kills, since you never complete early round Holds. You may lose some Cause damage spells to Image removal.
In either case, the use of Cause Wounds spells before casting the Slays is recommended. This ensures that the Images of your opponent are gone, before using the more effective Slay Living. You should also be absolutely sure that your opponent is Globed or face another 1-4 Images with depleted spell list.
It is commonly believed that the 1st method is preferable for group PvP, while the second method is more widely used in 1-1. The logic is that multiple Images can be removed using Holds, allowing for later damage spells to be cast.
Note: A new development in Version 2.2 is that low level (1-3) damage spells that remove Images will do so regardless of the Globe status. Thus Cause Light Wounds, Shocking Grasp, Burning Hands, Magic Missile, Stinking Cloud and Lightning Bolt can be used to remove images early in a fight. Magic Missile affects Images regardless of both Globe and Shield. For this reason, wands will be commonly used as Image removers.
Note: Some experienced PvPers are under the delusion that Fireball automatically removes all Images if a Globe is not in place. This is patently untrue.
Note: A complete list of the spells that can be used to remove Images is given in the section on Mirror Image as a defensive spell.
To be effective in quality PvP, you must learn to count to 11. This is the key number. It will tell you when your Globe is gone, when your foes Globe is gone and how much time is left on Fumble and Hold spells. In 1-1 PvP, this can be fairly easy. In multi-player PvP, it is helpful to record spell durations on paper.
Get some standard quad paper and label the top by numbering from 1 to 25. This will reflect the round of the fight. Enter the people in the fight on rows and record their Globing round on the matrix. Block off 11 columns in the matrix to mark the Globe duration for each PC. Put a check in a square for each round of activity. In this manner, you can be exactly sure of the Globe states of every PC in the encounter.
If you want to increase your chance of spell success, also mark off 6 rounds from the time they enter the fight. Since Bless has a duration of 6 rounds, you can expect their saving throws to become worse in round 7. Likewise, another incremental decrease in save efficiency will be seen in round 12, after the Prayer spell expires.
I have found that it is useful to record the spells cast as well, so that you know something about which spells remain in their arsenal. You can be sure when they have no more Images to cast and no more 3rd level Mage spells which require you to maintain your Globe. If you do this, disregard any "Casts from Scroll" or "Uses an Item" for the purposes of keeping spell inventories.
In 1-1 PvP, it is crucial to retain Images later in a fight. This can be done by "doubling." It can be somewhat risky, as there is only a 50% chance of successfully completing the double even if correctly implemented. The best method is to wait until your opponent gets 2 casts, back to back. This ensures that you have the 2nd cast in the round. Re-image with that cast. You then have a 50% chance of being able to Globe before being hit with a Fireball or Lightning Bolt.
If you don't wait until your opponent casts back to back casts, you have only a 25% chance of pulling off the double, with a 50% chance of eating at least one 3rd level spell and a 25% chance of eating two 3rd level spells. Given the damage possible with Lightning Bolt, this represents 38 damage, average, if both saves are made.
Warning: NEVER try to double when within 3 movement units of a wall.
Silence, 15' Radius: This spell's use in Version 2.2 seems to be diminished from the previous versions. This is due to the newly instituted saving throw against the spell. Even NPCs get a save and if it is made, this is just another potentially lost round. Add to this is NPC manipulation requirements in a fight area without walls and this spell exhibits its innate hazards. I expect its use will return with more "organized" PvP in V2.2.
Note: Silence cast on PCs will not affect other PCs in close (range = 1) proximity.
Fumble: Fumble is a useful spell when combined with Silence. It helps to keep the PC from escaping the Silence effect that surrounds a successful cast at NPCs.
Feeblemind: With the lack of powerful scrolls in Version 2.2, the Feeb is back with a vengeance. While it is usually looked down upon by old-school PvPers, its effectiveness at eliminating the offense of your opponents cannot be debated. If you are going to use this spell, use it early in the encounter.
Additionally, it is always useful to carry Feeb scrolls for those occasions when you fail your save against this common spell.
Dispel Magic: The "Bonus" is a well recognized part of PvP. If a foe is within 2 movement squares of a Held/Fumbled/Silenced ally, using a Dispel Magic to free your ally and remove the protection from your foe is a tactically sound move. See the Effects of Dispel Magic for odds of removing spell effects with Dispel Magic.
Mirror Image: You can attempt to re-Image by doubling, or by positioning in a place when you cannot be severely attacked during the re-Image/Globe procedure.
Cloudkill: If you cast Cloudkill on a Held, Fumbled opponent, they will take 1-10 in damage for every round in the Cloud. PCs grasped by Shambling Mound and Kamphult special attacks will also take damage and be unable to cast if their initiative roll is lower than the Cloudkill damage initiative.
Hold Spells: Target as few things as possible to reduce the saving throws at the target. You can get a bonus of up to 15% by targeting only one opponent. Use the Hold Person spell to get more than 11 round duration (make sure Globes are down first.)
If you are in an encounter and need to cast from scroll, you can use the DONE/DELAY option to buy some extra time to fins the proper scroll.
If you want to avoid searching for scrolls completely, use a piece of paper to write down the spells on scroll you have. When you use or drop one, simply mark it out. Since the inventory always adds items at the bottom, including newly found scrolls is simple. This enables you to have a full, current, inventory of scrolls in the order they appear in your equipment list.
While this is an undesirable situation, there are some tactics that can be used to increase your likelihood of survival. While some of these techniques either place you at increased risk or lessen the probability of taking being able to kill one of the two, you have better odds of killing both. Here are several suggestions to provide greater chances of success in this situation.
Silence an NPC, preferably a fast one standing near more than one opponent. Try to stay well away from it after that, hiding behind foliage when possible. If you can't target the Silenced NPC and it is not focussed on you, it will attack someone else.
Cast all your Hold Monsters early and back to back, hoping to get multiple Holds and/or NPC assistance with a quick kill. If you get all but one foe Held, Stinking Cloud the free one to prevent him from Dissing his ally - you may get lucky with a Nausea. Follow with quick Slays to kill the free opponent before sticks a Dis on the Held PC
Murtano Laorte
Knight of the Round Table
Lord of Tannisbury
Brewmaster of the renowned Murt's Red Ale