- "You can rename Shovel"
But IIRC you really shouldnt because it leads to bugs.
- "Ray of Frost puts out ALL fire surfaces."
Interesting, didnt knew that. Cant think of too many instances of a Wall of Fire cast by opponents though.
- "You can dump any amount of weight from the stash onto a character"
Thankfully. Its allowing to organize the static container in camp even after you have collected for example heaps of food. Cant think of any instance that this is helpful in any other place. And IIRC if you have too much weight in the inventory you cannot move at all.
- "Ritual Spells are free when not in turn-based mode."
Thats literally the defining feature of the very term "Ritual Spell". The only way to avoid knowing this is if you havent bothered informing yourself what the term means.
- "Longstrider can target one additional character per spell level slot assigned"
Not really important. At best this saves some clicks.
- "Summoned Monsters and Concentration Spells will all be canceled if someone leaves the party, as will transmuter stones."
Wasnt there an exception to that rule ? Its been a while since I've played.
- "Aid and Heroes Feast will also hit all summons including undead. Be sure to summon your undead before you buff up"
Well yeah
- "You can animate dead from the same corpse every long rest. So once I have a campsite I know I will return to, I dump bodies there to raise my skeletons."
That one I didnt knew either, though its not something of much consequence.
- "Once you pickpocket someone or steal an item off the ground that will be noticed (i.e. anything not in a container), leave turn-based mode and fast-travel to camp for a couple minutes."
Well yeah.
- "Save every water you find."
Well yeah.
- "Freedom of Movement will not save you from slipping on ice."
Dunno why it should. Slipping on ice is a Larian mechanic not part of D&D.
- "Tiger Barbs can completely avoid self-damage from using the ritual mace AOE."
Okay.
- ""Returning" items such as the returning pike will not return to the user if combat is started by throwing them."
I am painfully aware.
- "Although assassins ..."
Okay.
- "Conditions that apply vulnerability have priority over "resistance.""
Yeah.
Out of the top of my head:
- Since Initiative is rolled on a d4 instead of a d20 as by the original rules, the Alert feat is worlds more powerful than in the original rulesystem and basically a musthave for all characters. In combination with high dexterity and initiative gear it is easy to go first in almost all combat.
- Also try to get a surprise round at the start of battle, so only you can act in the first round. Together with Alert, this gives you two rounds before the opponents can do anything. This is easier to archieve if you first start round based mode before you attack. Some boss opponents have the Alert feat and are immune to being surprised.
- Whenever possible, attack from high ground.
- The same potion can be applied to multiple people if they are all in the splash range, i.e. if three people stand as close as possible to each other. But this doesnt work properly for elixiers (day long buffs).
- Giant Strength Elixiers allow to have enormous strength of 21 or 27, despite a strength score of just 8. Especially important for characters with demand of many high attributes, such as Monk or Paladin.
- Resistance, thief uncanny dodge, and damage split (either through rings or the cleric spell) each halve damage by themselves independently, allowing to reduce damage up to 1/8 of the original value.
- Mage Hand is incredibly powerful and a must to pick if you get the option. It provides 10 rounds of actions, including but not limited to throwing weapons from high positions for gravity damage, or simply throwing potions. Ideally you should cast this spell right before combat.
- Minor Illusion is another amazing musthave Cantrip and helps to sort out opponents before combat, such as getting multiple opponents in the same place or separating an opponent from their allies.
- About background experience, only the experience of the main character matters. Everyone else gets adjusted to the protagonist experience when they join the party. Thats why you should play The Dark Urge because they get the most background related experience in Act 1 and 2.
- If you want to merely knock out an opponent, enable non-lethal in your passives, and only attack with melee once the hitpoints of the opponent get low.
- Your first character should be a custom one, because all origin characters get part of the story spoiled to them.
- Every time one of your character levels up, all merchants reset their inventory.
- Your protagonist basically has to be a Lore Bard. They get so many advantages in dialogues over all other options, its not even funny. And the protagonist is often forced to be the one to communicate with, so their communication skills are by far the most decisive. Also all Bards are masters at opponent disabling spells like Tasha's Hideous Laughter, Hypnotic Pattern, Hold Monster, etc, which is the second most important ability to have right after raw damage output.
Etc etc etc