z Baldur's Gate 3

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Codcat
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Re: z Baldur's Gate 3

Post by Codcat »

Codcat wrote:
Fri Oct 20, 2023 12:57 pm
Sorry if this has been asked already but just recently 4 of my npc players have become perma invisible, i cannot see them on screen nor at camp. I used the increased party size override script from earlier in the game. I've told them to leave my party and ive saved reload etc but they're stuck that way.
Does anyone know how to fix this?
Actually now that I removed them from my party they seem to be gone from the game

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

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Noway3
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Re: z Baldur's Gate 3

Post by Noway3 »

Hans13q wrote:
Sat Oct 14, 2023 11:36 pm
Hi guys! Is there any command to give spells(for example invisability or animating spores) to my summon(zombie, skeleton, quasit, elemental)?
HI,

In theory there could be a way to add spells or upgrade your summons with cheat engine but I can't find a way to get hold on the UUID of the spawned summons or familiar (not the template uuid) and this is the required first step.

Also, summons are designed to be "expandable" stuff, they cannot be resurrected, so if you want to fine tune them you would need to do it each time you summon a new one. Also, they do not talk so they are excluded from "shout" type of spells... in short, that would be a lot of work with only limited results..

Another option is to get a henchmen: they will scale while you level and you can easily fine tune them with cheat engine:
You could provide them shape changing spell (wild shape, aberrant shape, etc...) but they will still have limited spells capability in this form.

You can also spawn an Unit, e.g. Mizora ("Testing stuff" -> "Spawn Unit") then "MakePlayer" and you get her as a companion that you can fine tune (level, class, spells, etc). You can spawn almost any unit like that, e.g. a Quasit, but it won't have any dialog option and will be again somewhat limited to a familiar role.

Finally, the best option for your use case would be to make an addon: you can start from an existing one like "Better Pact of the Chain Familiars" or "invincible Familiars" or some other available on Nexus. You can easily decompress it, customize it, and re-compress. the customization are limitless with an addon: spells, passives, boost, , dialogs, etc...
Last edited by Noway3 on Fri Oct 20, 2023 2:36 pm, edited 1 time in total.

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Noway3
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Re: z Baldur's Gate 3

Post by Noway3 »

BraxFortex wrote:
Wed Oct 18, 2023 11:17 pm
mo1ester_sta11one wrote:
Mon Oct 16, 2023 4:26 am
Noway3 wrote:
Mon Oct 16, 2023 12:46 am
Would you be able to explain how you got this working? I'm super new, sorry, but I do know that you double click <script> when you want to edit a script. I'm using the v10 table and didn't see the Testing Stuff area, but found a "SetFlag" under an unlabeled checkbox. I pasted the code into that SetFlag script and got a warning that it wouldn't compile.

Thanks in advance.
Just replace the whole code in the setflag script with the one I provided, or better, just replace the uuid in the setflag code (long hex string) with the one provided.
if a checkbox is unlabeled in CE it means that there is something else wrong with the cheat engine table ...

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Noway3
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Re: z Baldur's Gate 3

Post by Noway3 »

mooya5000 wrote:
Thu Oct 19, 2023 5:06 am
Any Waypoint codes in the works so we can get em all? lol
Here is the Waypoints list. Note that some waypoints may be blocked by the game until certain conditions and most of them will only reliably work if you teleport to a waypoint in the same act, you may be struck in some void otherwise and need to reload a save.

To Teleport to a waypoint, use this code template:
TeleportTo code

Code: Select all

{$lua}
if syntaxcheck then return end
[ENABLE]
function TeleportTo(source, target, event)
  if event == nil then
    event = ""
  end
  SetArgToString(0, source) -- sourceObject
  SetArgToString(1, target) -- targetObject
  SetArgToString(2, event) -- Event
  SetArgToLong(3, 1) -- TeleportLinkedCharacters
  SetArgToLong(4, 1) -- TeleportPartyFollowers
  SetArgToLong(5, 1) -- TeleportSummons
  SetArgToLong(6, 1) -- LeaveCombat
  SetArgToLong(7, 1) -- SnapToGround
  ExecuteCall("TeleportTo")
end

-- Change me:
local destination = "S_UND_Beach_WaypointShrine_2acb1470-a608-430b-b2c8-52e2f7a2bf02"

local event = ""
local player = GetHostCharacter()
TeleportTo(player,destination,event)
[DISABLE]
And replace the destination string to one of these "ITEM":
Waypoints list

Code: Select all

Database 'DB_WaypointInfo' (STRING, STRING, ITEM, TRIGGER):
    ("Act1", "WAYP_HAG_Swamp", S_HAG_WaypointShrine_f48ce8dd-1412-4c30-b108-a90bfdd05c15, TRIGGERGUID_S_HAG_WaypointPos_4c92d6c3-055f-40f1-b76b-a3540ffe32ee);
    ("Act1", "WAYP_DEN_Camp", S_DEN_WaypointShrine_ebf0904f-2664-45c9-8e9d-dcd8333097c8, S_DEN_WaypointPos_cdd91969-67d0-454e-b27b-cf34e542956b);
    ("Act1", "WAYP_CHA_Top", S_CHA_WaypointShrine_Top_8ebd584c-97e3-42fd-b81f-80d7841ebdf3, S_CHA_WaypointTrigger_Top_4141c0a2-5ba9-42c0-ab18-082426df45e7);
    ("Act1", "WAYP_CHA_Chapel", S_CHA_WaypointShrine_5107e6b4-5725-43b2-b3c4-f4b05ccbc65d, TRIGGERGUID_S_CHA_WaypointTrigger_5e857e93-203a-4d4a-bd29-8e97eb34dec6);
    ("Act1", "WAYP_PLA_Toll", S_PLA_WaypointShrine_f68dedbb-a256-40f6-a01e-ab261851df5d, TRIGGERGUID_S_PLA_WaypointTrigger_bbe749bf-e6a8-4358-be9c-cd237b8af79d);
    ("Act1", "WAYP_GOB_Temple", S_GOB_WaypointShrine_28452bb5-8d27-4514-acb8-34c453e2cac4, TRIGGERGUID_S_GOB_WaypointTrigger_3b1b1ab2-1962-47cc-8e25-5cfde2a6c32f);
    ("Act1", "WAYP_PLA_Tavern", S_PLA_Tavern_WaypointShrine_43e1743d-8f9d-4fb7-8c01-0270b91657a4, TRIGGERGUID_S_PLA_Tavern_WaypointTrigger_7044aaf2-7ab9-43f6-96f0-08a173fa08b9);
    ("Act1", "WAYP_PLA_ZhentDungeon", S_PLA_WaypointShrine_ZhentDungeon_d1337745-a031-4b7c-b612-5a0814b51f60, S_PLA_WaypointTrigger_ZhentDungeon_f3cf2ab0-4b05-45e4-b2c8-2dda305ac47e);
    ("Act1", "WAYP_FOR_Ruins", S_FOR_WaypointShrine_3884f144-3777-468d-88c9-b7115f0c4f50, TRIGGERGUID_S_FOR_WaypointTrigger_e44f372c-b335-4dc8-8864-f2111c83c6a6);
    ("Act1", "WAYP_FOR_Bottomless", S_FOR_Bottomless_WaypointShrine_0ceff944-8055-4ed0-aff6-5b30571e92e7, S_FOR_Bottomless_WaypointTrigger_ad3614e0-8895-45dd-a05d-a78eba584202);
    ("Act1", "WAYP_UND_Beach", S_UND_Beach_WaypointShrine_2acb1470-a608-430b-b2c8-52e2f7a2bf02, S_UND_Beach_WaypointTrigger_91c3fe06-7d44-4f35-a88a-ea5eb303bb70);
    ("Act1", "WAYP_UND_Duergar", S_UND_Duergar_WaypointShrine_c0199c79-f849-4bdd-ba3b-8886c9b1572e, S_UND_Duergar_WaypointTrigger_01d43e65-d370-46c6-9998-a9f7523221eb);
    ("Act1", "WAYP_UND_Sussur", S_UND_Sussur_WaypointShrine_4784ae8e-e3e3-4f7b-9db8-32ebdbd21a65, S_UND_Sussur_WaypointTrigger_d24b2d8c-a4dc-4367-8da2-c6fa75baa61c);
    ("Act1", "WAYP_UND_Myconid", S_UND_Myconid_WaypointShrine_38490336-56cc-4578-aa86-d8864a669b70, S_UND_Myconid_WaypointTrigger_b83f13a0-e988-48f1-9068-ea9be2adffb2);
    ("Act1", "WAYP_UND_Fort", S_UND_Fort_WaypointShrine_bc4712ae-a62d-41ac-9783-a203843544be, S_UND_Fort_WaypointTrigger_dddb39d6-c5ac-4470-98c5-395ce81af017);
    ("Act1", "WAYP_UND_AdamantineForge", S_UND_AdamantineForge_Waypoint_cf10a89f-223b-432b-acaa-549ef5c999c6, S_UND_AdamantineForge_WaypointTrigger_3a5474b3-2410-4a9c-80a0-ea6bf5ac4446);
    ("Act1b", "WAYP_CRE_Exterior", S_CRE_Exterior_Waypoint_3e2b07ef-4e70-41ee-a9c9-efc885553a97, S_CRE_Exterior_Waypoint_Pos_00abc10c-921d-46f9-80e0-2b8f92f884c7);
    ("Act1b", "WAYP_CRE_Monastery", S_CRE_Monastery_Waypoint_78747efb-8756-4c83-b526-b0792dab9945, S_CRE_Monastery_Waypoint_Pos_6b587ee7-5767-4d3e-8ef4-270976e63ad5);
    ("Act1b", "WAYP_CRE_Creche", S_CRE_Creche_Waypoint_b1af9325-0132-412e-b30a-c1a23d815ead, S_CRE_Creche_Waypoint_Pos_4324dbaf-6533-4b0f-8c99-de4e2adbd4ec);
    ("Act2", "WAYP_SHA_NightsongPrison_Entrance", S_SHA_NightsongPrison_EntranceWaypoint_b73a851d-b186-4f73-a1f9-ba9d54c43cb6, S_SHA_NightsongPrison_EntranceWaypoint_Pos_9b2081b4-d7dd-43ac-8ef0-4acda40379ae);
    ("Act2", "WAYP_SHA_Temple", S_SHA_Temple_WaypointShrine_b7753131-7544-4bc6-85ef-e03ac590462a, S_SHA_Temple_Waypoint_Pos_7d5d94c7-fa75-41f2-9aef-06b9d42757ea);
    ("Act2", "WAYP_TWN_Center", S_TWN_Waypoint_a3bc9d4c-f48c-443f-a332-5a7f182b7ced, S_TWN_Waypoint_Pos_488ce3e4-2239-4623-9aeb-d34cc18bec58);
    ("Act2", "WAYP_TWN_Mausoleum", S_TWN_Mausoleum_Waypoint_46a88c9f-de74-41cb-8849-174f4cdb8774, S_TWN_Mausoleum_Waypoint_Pos_c6faa212-fb0f-4fc5-a011-662a03a3b09a);
    ("Act2", "WAYP_MOO_TowerExterior", S_MOO_TowerExterior_Waypoint_7f36ae4d-f794-4ed2-923a-6f60bbe4d873, S_MOO_TowerExterior_Waypoint_Pos_8fd66a2b-7b29-44f9-b6dd-cd957c91d19c);
    ("Act2", "WAYP_HAV_Outside", S_HAV_Waypoint_606182af-c8ad-4727-a584-c29c44e2918c, S_HAV_Waypoint_Pos_94b462c2-9290-4d4d-8bf4-fbf559f03c3f);
    ("Act2", "WAYP_SCL_Highroad", S_SCL_RoadToBaldursGate_WaypointShrine_2f6f630d-bd04-46b2-8ab7-b19b89d11780, S_SCL_RoadToBaldursGate_Waypoint_Pos_ef45338c-09c7-4904-998f-32c0ad1165b6);
    ("Act2", "WAYP_SCL_OliverHouse", S_SCL_OliverHouse_WaypointShrine_82f24972-bfb0-4eb8-aaef-91f21b57a3a4, S_SCL_OliverHouse_Waypoint_Pos_7c083353-7e5c-4cb7-ac3e-42fc3a19807f);
    ("Act3", "WAYP_WYR_Rivington", S_WYR_Rivington_WaypointShrine_a6fc2763-0721-4509-ad5d-097266d50ee9, S_WYR_Rivington_WaypointTrigger_016ac9ad-ac85-49a0-a6be-e24fdb0de2bb);
    ("Act3", "WAYP_WYR_SharessCaress", S_WYR_SharessCaress_WaypointShrine_afe388e1-dc13-41ec-a5df-7bfdc8048637, S_WYR_SharessCaress_WaypointTrigger_5561c476-c82d-4239-b4a3-baaf2985ef71);
    ("Act3", "WAYP_WYR_WyrmRock", S_WYR_WyrmRock_WaypointShrine_14b3b68b-fcfb-4e12-9601-bc9784c96026, S_WYR_WyrmRock_WaypointTrigger_71df0a8d-2cda-4e2d-b612-9a5f5a80e771);
    ("Act3b", "WAYP_LOW_StartingArea", S_LOW_Waypoint_StartingArea_1a563b67-61b2-42d0-b578-293947fdfab9, S_LOW_Waypoint_StartingAreaTrigger_f0a45122-eca3-4b8f-ad86-c429ca305b3d);
    ("Act3b", "WAYP_LOW_CityBeach", S_LOW_Waypoint_CityBeach_b8feaab1-4913-4b3e-9f96-1901b7a8358a, S_LOW_Waypoint_CityBeachTrigger_f6611899-85b6-45e3-8c1e-3b61590a621f);
    ("Act3b", "WAYP_LOW_CentralWall", S_LOW_Waypoint_CentralWall_4a4128bf-43d2-4740-91ed-f73a539f026a, S_LOW_Waypoint_CentralWallTrigger_97bdf561-7f2b-4618-89ca-5cad0729bd01);
    ("Act3b", "WAYP_LOW_BaldursGateArea", S_LOW_Waypoint_BaldursGateArea_daabc785-6c47-4b5c-a3d8-d4bea24128b7, S_LOW_Waypoint_BaldursGateAreaTrigger_8b1d2cf5-9142-4786-9294-b92b8ec2083f);
    ("Act3b", "WAYP_LOW_DocksArea", S_LOW_Waypoint_DocksArea_b212e754-993a-4cb1-87a4-6837637cb92d, S_LOW_Waypoint_DocksAreaTrigger_1e27d7c2-0914-4717-9a70-37bdcdb3b80b);
    ("Act3b", "WAYP_LOW_Cesspool", S_LOW_Waypoint_Cesspool_ee8328b3-fd43-4ccd-81fe-9f088e5d1c1e, S_LOW_Waypoint_CesspoolTrigger_a081bb35-5fcf-4d9b-8831-1da0ce052c6e);
    ("Act3b", "WAYP_LOW_UndercityRuins", S_LOW_Waypoint_UndercityRuins_3f0b72a1-c27c-48a7-94b3-eeba2b3abfcb, S_LOW_Waypoint_UndercityRuinsTrigger_3e423e81-8d84-463e-b50e-ab8c5869bdf6);
    ("Act3b", "WAYP_LOW_BhaalTemple", S_LOW_Waypoint_BhaalTemple_0a20cf3b-246e-428c-8bef-96f4dd14e0a9, S_LOW_Waypoint_BhaalTempleTrigger_807163bb-8341-49da-a074-c5926bfedf1b);
    ("Act3b", "WAYP_LOW_CazadorsPalace", S_LOW_CazadorsPalace_Dungeon_Waypoint_33e1d474-9343-41dd-b16e-be006160296d, S_LOW_CazadorsPalace_Dungeon_WaypointTrigger_717c1fd4-290a-4fb7-9282-dbcdd17a274b);
    ("Act3b", "WAYP_LOW_MorphicPoolDock", S_LOW_Waypoint_MorphicPoolDock_a3af0ac8-dcb0-4321-b0db-8e08ce713cd9, S_LOW_Waypoint_MorphicPoolDockTrigger_c1ea6981-cfce-495c-8405-3b503df268fd);
This has been tested and it works within the explained limits.

Energize!

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Noway3
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Re: z Baldur's Gate 3

Post by Noway3 »

blueneuron.net wrote:
Fri Oct 20, 2023 8:26 am
I don't know if anyone will find this useful, but figure I might as well share it -- I put a simple little data browser for BG3 on my site [Link] for a friend.
[...]
Nice stuff, are you planning to extend this (spells, equipment, flags, tags, etc)?
I am asking because I was also planning to create such a web interface, sourced with my data files, but if you take the lead, that's good too.

Hans13q
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Re: z Baldur's Gate 3

Post by Hans13q »

Noway3 wrote:
Fri Oct 20, 2023 1:04 pm
Hans13q wrote:
Sat Oct 14, 2023 11:36 pm
Hi guys! Is there any command to give spells(for example invisability or animating spores) to my summon(zombie, skeleton, quasit, elemental)?
HI,

In theory there could be a way to add spells or upgrade your summons with cheat engine but I can't find a way to get hold on the UUID of the spawned summons or familiar (not the template uuid) and this is the required first step.

Also, summons are designed to be "expandable" stuff, they cannot be resurrected, so if you want to fine tune them you would need to do it each time you summon a new one. Also, they do not talk so they are excluded from "shout" type of spells... in short, that would be a lot of work with only limited results..

Another option is to get a henchmen: they will scale while you level and you can easily fine tune them with cheat engine:
You could provide them shape changing spell (wild shape, aberrant shape, etc...) but they will still have limited spells capability in this form.

You can also spawn an Unit, e.g. Mizora ("Testing stuff" -> "Spawn Unit") then "MakePlayer" and you get her as a companion that you can fine tune (level, class, spells, etc). You can spawn almost any unit like that, e.g. a Quasit, but it won't have any dialog option and will be again somewhat limited to a familiar role.

Finally, the best option for your use case would be to make an addon: you can start from an existing one like "Better Pact of the Chain Familiars" or "invincible Familiars" or some other available on Nexus. You can easily decompress it, customize it, and re-compress. the customization are limitless with an addon: spells, passives, boost, , dialogs, etc...
Ok, i have just downloaded mod "better chain familiars" , which can spawn raven with New spell "RendVision" i opened mod in notepad, changed All "RendVision" on "AnimatingSpores", then saved. But after that modmanager just doenst see this mod. I did everything right?

EvenLess
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Re: z Baldur's Gate 3

Post by EvenLess »

Fane the Eternal wrote:
Thu Oct 19, 2023 11:07 pm
some smart modder needs to add animalistic vitality as a box you can check for passive out of combat regeneration. it's from the sabertooth wildshape. but who knows if it would work, the vampire regeneration doesn't work when adding it to my character.
It's a status. Just add with

Code: Select all

ApplyStatusToPlayer("REGENERATION_SABERTOOTH", -1)

trov021
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Re: z Baldur's Gate 3

Post by trov021 »

I increased the level of my main character, and when I'm in a battle and attack, the game freezes and I have to close, what can I do?

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sanitka
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Re: z Baldur's Gate 3

Post by sanitka »

Codcat wrote:
Fri Oct 20, 2023 12:57 pm
Sorry if this has been asked already but just recently 4 of my npc players have become perma invisible, i cannot see them on screen nor at camp. I used the increased party size override script from earlier in the game. I've told them to leave my party and ive saved reload etc but they're stuck that way.
Does anyone know how to fix this?
try earlier save or Debug book (item available as mod)

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sanitka
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Re: z Baldur's Gate 3

Post by sanitka »

trov021 wrote:
Fri Oct 20, 2023 5:32 pm
I increased the level of my main character, and when I'm in a battle and attack, the game freezes and I have to close, what can I do?
use earlier save ;)

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Re: z Baldur's Gate 3

Post by baiabaia »

Anyone knows how crit passive works? Under Crit Passives where they are 4 boxes reducing critical treshold and improved critical hit, if you activate them all which means it crits on 15, 16, 17, 18, 19 if I'm not mistaken and then save the game and reload do these effects persist permanently? And do they stack again with the ingame items/passives? And do this crit passives work on spells?

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Fane the Eternal
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Re: z Baldur's Gate 3

Post by Fane the Eternal »

EvenLess wrote:
Fri Oct 20, 2023 4:51 pm
Fane the Eternal wrote:
Thu Oct 19, 2023 11:07 pm
some smart modder needs to add animalistic vitality as a box you can check for passive out of combat regeneration. it's from the sabertooth wildshape. but who knows if it would work, the vampire regeneration doesn't work when adding it to my character.
It's a status. Just add with

Code: Select all

ApplyStatusToPlayer("REGENERATION_SABERTOOTH", -1)
that sounds awesome but the thing with that add status command is that after using that. when we load a save, long rest or die. it's gone I believe. unless it would be permanent I hope.

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Re: z Baldur's Gate 3

Post by blueneuron.net »

Noway3 wrote:
Fri Oct 20, 2023 2:16 pm
blueneuron.net wrote:
Fri Oct 20, 2023 8:26 am
I don't know if anyone will find this useful, but figure I might as well share it -- I put a simple little data browser for BG3 on my site [Link] for a friend.
[...]
Nice stuff, are you planning to extend this (spells, equipment, flags, tags, etc)?
I am asking because I was also planning to create such a web interface, sourced with my data files, but if you take the lead, that's good too.
Sure, shouldn't take too long. Maybe I'll do that over the weekend. Maybe I'll add a button that generates a CE script and an SE script for people to copy paste too.

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Re: z Baldur's Gate 3

Post by EvenLess »

Fane the Eternal wrote:
Fri Oct 20, 2023 8:25 pm
EvenLess wrote:
Fri Oct 20, 2023 4:51 pm
Fane the Eternal wrote:
Thu Oct 19, 2023 11:07 pm
some smart modder needs to add animalistic vitality as a box you can check for passive out of combat regeneration. it's from the sabertooth wildshape. but who knows if it would work, the vampire regeneration doesn't work when adding it to my character.
It's a status. Just add with

Code: Select all

ApplyStatusToPlayer("REGENERATION_SABERTOOTH", -1)
that sounds awesome but the thing with that add status command is that after using that. when we load a save, long rest or die. it's gone I believe. unless it would be permanent I hope.
My experience is that statuses persist across saves, but is gone at long rests.

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Re: z Baldur's Gate 3

Post by EvenLess »

baiabaia wrote:
Fri Oct 20, 2023 6:20 pm
Anyone knows how crit passive works? Under Crit Passives where they are 4 boxes reducing critical treshold and improved critical hit, if you activate them all which means it crits on 15, 16, 17, 18, 19 if I'm not mistaken and then save the game and reload do these effects persist permanently? And do they stack again with the ingame items/passives? And do this crit passives work on spells?
They just add passives that are found on in-game items, directly to your character, as if you were wearing said item. The [Link] is from the Fighter sub-class Champion.
[Link].
Organ Rearranger: The wielder scores a Critical Hit when rolling a 19. When they roll 2 damage or less, reroll the dice, taking the highest result. (This effect applies to all attack and damage rolls while the weapon is equipped, whether they be physical or magical attacks, and not just rolls made using the weapon itself.)
[Link].
Elegant Duellist: While your off-hand is empty, you score a Critical Hit when rolling a 19. Moreover, you gain an additional reaction per turn
[Link].
Improved Critical: The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
[Link].
Deathbringer's Sight: You gain Darkvision up to a range of 10 ft / 3 m, or 50 ft / 15 m if you already have it. The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
My experience is that the passive works as if all conditions were met. F.ex. "While your off-hand is empty"... Even if your offhand isn't empty, I believe you'd still get the effect when adding the passive using CE. I'm not completely certain though.

Passives persists across saves and long rests.

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