Tactics Hints for playing BGII:

One of the biggest things a player needs to know when playing BGII is knowing what the Spells and Potions do and how to defend against them or counteract them.

For example:
There are three different types of Sequencer Spells in BGII; Low, Medium, and Higher Level.
A Sequencer can hold up to 3 Spells and when set up become a quick icon to use for instant casting.
For example if you run into a Dragon they always have a 60% to 100% immunity to spells.
The first thing a dragon usually hits you with is its Breath weapon.
So have your Cleric or Druid summon some creatures and have those creatures attack the Dragon.
At the same time, if you have two Wizard types in your party they can both blow out two sequencer spells at once each holding 3 Lower Resistance spells.
(Lower Resistance: Lowers magical resistance of target by 10% +1% per level of caster)
After that any spell cast on the Dragon is pretty much a guarantee to do damage.
Remember at higher levels you have 3 sequencer spells so you have two more left.
The Dragon will waste its Breath Weapon on the summoned creatures.
That will allow your Fighter(s) and Thieves to move in and wail on it.
The Wizard(s) can use their other sequencer spells.
A simple Magic Missile gets to be a pretty powerful spell at higher levels.
As does the spell Chromatic Orb.
If you use this kind of tactic you’ll defeat that Dragon so fast and easy you’ll think, ‘What? That’s it?’

Golems are a big headache in BGII, but there is a simple way to get rid of them.
Use your Wizards Eye to see them and then Cast Cloud Kill in their area and in a few rounds Bye-Bye Golem. You do not have to confront them toe to toe and fight.

Wizards are another problem to deal with in BGII, but you have all of these spells:

Remove Magic: Dispels magical effects of all enemies in the area
Spell Thrust: Dispels target's protection spells of 5th level or lower
Breach: Breaches and dispels all the specific and combat protections on the target
Warding Whip: Dispels one spell protection per round
Spellstrike: Dispels all of target's magic protections regardless of magical resistance
Greater Malison: All hostile creatures in area receive -4 penalty to all saves

That you could throw in a Sequencer spell and remove all of their protections.
Then your Melee characters can wail on them and you can hit them with another of your sequencer spells holding something like 3 Flame Arrow spells.
(Flame Arrow: 5-30 damage per bolt, 1 bolt per 5 levels of caster)
That Wizard will be toast.

These are only a tiny, tiny fraction of the tactics that could be used in BGII.
Know your Spells and the Potions.

Enjoy
Tsel <img src="/ubbthreads/images/graemlins/wave.gif" alt="" />


Oloth zhah tuth abbil lueth ogglin