"Illithid" is the type of creature that Mind Flayers are, so any option with that in the choice is due to your mind flayer "tadpole" in some way. And yes, even numbers are better. The way stat bonuses work is as follows. Every stat is a base of 10, or in other words, at a 10, the stat gets no positive or negative value. Anything below 10 gets a negative. 8-9 is a -1, 7-6 is a -2, and if it goes all the way down to 5, it's a whopping -4 modifier. Inversely, for every 2 points a stat is ABOVE 10, you get an additional modifier. That's is why even numbers are better, the bonus only goes up for every 2 points. So constitution for example boosts HP totals as one of the modifiers effects (every stat does multiple things). If you have 10 constitution, your hp growth his normal. If it's at 11, you get no bonus, but at a 12 you get +1 hp per level. 13 you're still at a +1, but at 14 it goes to +2 hp per level, 15 is unchanged, 16 is +3, etc. You get the idea. (going above 14 constitution is rarely worth it though considering how important your other stats are, just fyi. Karlach is fine with her 16, but for most characters I wouldn't advise it.) You'll note the boost in Karlach's hp from the constitution increase. When she leveled, it said she had 41 HP, but after you boosted her constitition from 15 to 16, her picture on the left says 45 HP. This is because she got an additional +1 modifier from constitution for HP (going from the +2 at 15 to the +3 of 16), and the HP bonus works retroactively, so the +1 applied 4 times, once for each level she has attained, giving her an extra 4 hp, boosting her from 41 to 45. As far as knowing which bonuses apply to which dialogue options the general rule is this: If it applies to knowledge you might have, such as all of your woodland/animal knowledge/medicine or mind reading, or detect thoughts, etc. it will be an intelligence check every time, which means you will always have a -1 on those checks until your intelligence stat goes up. If it involves persuasion, deception, performance, or intimidation, it's a charisma check. And if it involves making peace between people, or choosing the strictly pragmatic option, etc. it will be wisdom. Just something to keep in mind for when they are unlabeled. Also, if you didn't notice, some spells say "Concentration". Any spell with this tag will cease to function the instant you try to cast another concentration spell. You cannot concentrate on more than one spell in other words, so they are "one at a time" effects. They can also be turned off if you take damage, because any time you get hurt while concentrating you have to pass a check to stay concentrating (which is why Ruvyn lost Divine Favor's damage buff as soon as the warg hit him while fighting the goblins.) For something like Divine Favor, it's better to cast it on yourself before the fight actually starts so that you can guarantee the first attack you make has the damage bonus. Don't forget that you can use combat spells outside of combat too. And I am so proud of you for shoving that one goblin off the cliff edge. I was wondering when you would start to use the environment to your advantage. Something else to keep in mind is where your opponents are standing. For example, if they are out of reach of your fire spell, but they are standing in oil, you can target the ground with the fire spell instead and light the oil on fire. Likewise, you can electrocute the water they stand on, etc. (I'm assuming anyway since this is both made by Larian and modelled from DnD.) For example, blood conducts electricity. So if there are several enemies standing in the same pool of blood, one spell that shocks the blood on the ground would probably hit both of them at the same time in theory. But you need to be careful, as if you are also standing in the blood or oil or what have you those spells will end up affecting you as well. You are not inherently prevented from hurting your own teammates.
Hey, Dudette! How's it going? I'm glad to see you were able to find your way around the skill check bonuses (I must admit I didn't quite get to watch the video yet, but I wanted to check if you had managed it 😉) Oh, just realized I didn't get around to look at your artistic work either. Will try and see to it over the weekend. Cheers!
I don't think I'd have ever noticed if you hadn't said anything, I thanked you in the video and everything! I really do appreciate when people give me tips 🙏
@@DudettePlayz I'm glad to help. To be honest, it's hard to find time to watch all the playthrough videos in full, so most of the time I have to be content with leaving them playing in the background when I'm not doing anything too intellectually demanding. But I enjoy your wholesome attitude, so I'll do my best to follow your journey. Cheers!
"Illithid" is the type of creature that Mind Flayers are, so any option with that in the choice is due to your mind flayer "tadpole" in some way.
And yes, even numbers are better. The way stat bonuses work is as follows. Every stat is a base of 10, or in other words, at a 10, the stat gets no positive or negative value. Anything below 10 gets a negative. 8-9 is a -1, 7-6 is a -2, and if it goes all the way down to 5, it's a whopping -4 modifier. Inversely, for every 2 points a stat is ABOVE 10, you get an additional modifier. That's is why even numbers are better, the bonus only goes up for every 2 points.
So constitution for example boosts HP totals as one of the modifiers effects (every stat does multiple things). If you have 10 constitution, your hp growth his normal. If it's at 11, you get no bonus, but at a 12 you get +1 hp per level. 13 you're still at a +1, but at 14 it goes to +2 hp per level, 15 is unchanged, 16 is +3, etc. You get the idea. (going above 14 constitution is rarely worth it though considering how important your other stats are, just fyi. Karlach is fine with her 16, but for most characters I wouldn't advise it.)
You'll note the boost in Karlach's hp from the constitution increase. When she leveled, it said she had 41 HP, but after you boosted her constitition from 15 to 16, her picture on the left says 45 HP. This is because she got an additional +1 modifier from constitution for HP (going from the +2 at 15 to the +3 of 16), and the HP bonus works retroactively, so the +1 applied 4 times, once for each level she has attained, giving her an extra 4 hp, boosting her from 41 to 45.
As far as knowing which bonuses apply to which dialogue options the general rule is this: If it applies to knowledge you might have, such as all of your woodland/animal knowledge/medicine or mind reading, or detect thoughts, etc. it will be an intelligence check every time, which means you will always have a -1 on those checks until your intelligence stat goes up. If it involves persuasion, deception, performance, or intimidation, it's a charisma check. And if it involves making peace between people, or choosing the strictly pragmatic option, etc. it will be wisdom. Just something to keep in mind for when they are unlabeled.
Also, if you didn't notice, some spells say "Concentration". Any spell with this tag will cease to function the instant you try to cast another concentration spell. You cannot concentrate on more than one spell in other words, so they are "one at a time" effects. They can also be turned off if you take damage, because any time you get hurt while concentrating you have to pass a check to stay concentrating (which is why Ruvyn lost Divine Favor's damage buff as soon as the warg hit him while fighting the goblins.) For something like Divine Favor, it's better to cast it on yourself before the fight actually starts so that you can guarantee the first attack you make has the damage bonus. Don't forget that you can use combat spells outside of combat too.
And I am so proud of you for shoving that one goblin off the cliff edge. I was wondering when you would start to use the environment to your advantage. Something else to keep in mind is where your opponents are standing. For example, if they are out of reach of your fire spell, but they are standing in oil, you can target the ground with the fire spell instead and light the oil on fire. Likewise, you can electrocute the water they stand on, etc. (I'm assuming anyway since this is both made by Larian and modelled from DnD.) For example, blood conducts electricity. So if there are several enemies standing in the same pool of blood, one spell that shocks the blood on the ground would probably hit both of them at the same time in theory. But you need to be careful, as if you are also standing in the blood or oil or what have you those spells will end up affecting you as well. You are not inherently prevented from hurting your own teammates.
This makes a lot of sense, thanks for sharing! It's much appreciated as always.
Hey, Dudette! How's it going? I'm glad to see you were able to find your way around the skill check bonuses (I must admit I didn't quite get to watch the video yet, but I wanted to check if you had managed it 😉)
Oh, just realized I didn't get around to look at your artistic work either. Will try and see to it over the weekend.
Cheers!
I don't think I'd have ever noticed if you hadn't said anything, I thanked you in the video and everything! I really do appreciate when people give me tips 🙏
@@DudettePlayz I'm glad to help. To be honest, it's hard to find time to watch all the playthrough videos in full, so most of the time I have to be content with leaving them playing in the background when I'm not doing anything too intellectually demanding. But I enjoy your wholesome attitude, so I'll do my best to follow your journey.
Cheers!
Hey!! I'm at work and I'm soooooo bored. It's a slow day today. What should I do? Please help, I got nothing!!! 😂😂😂❤❤❤
Hang in there, it's almost the weekend - you've got this! 🙌