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Im sure that Genie is an endboss in BG3 lol
I had a Warlock/Sorcerer, great consistent damage and big CC, also Pact of the Blade so if someone was in melee they could handle themselves. A fighter, big consistent damage and target specific CC, a Cleric, support abilities to raise accuracy/AC/etc. and a Theif/Ranger that takes out key targets and stays safe.
If the game was a lot harder a wizard might have been useful, but even then, why not just another sorcerer, or better yet a 1 level dip in Wizard and you can learn any spell anyways
You know i just got the Amulette from those Ogres in the Village in the first Part of the Game. That one that gives you always 18IINT. In EA when i first found it i thought "wow what an OP item" You could make a Mage with all points in KON and just take the Amulett.
Now when i got it .. i had just no use for it.. no character who has any use for it.
It's good for some checks, ESPECIALLY if you don't have an INT character
why int is bad:
- the skills related to it are not major. The only one with tangible benefits is nature, which lets you collect exactly 1 alchemy ingredient easier. This is not a 5e problem, its a BG3 problem... arcana is used just a little bit and is useful where they put it in, but the others provide next to zero other than flavor text. To be fair, str is also almost unused and mostly flavor.
- there are no feats with +1 int and something useful. Even learning to play music with cha beats ... nothing at all.
- there are no multiclass synergies with int; at best you can be a wizard/EK fighter or something that is likely to less than stellar.
- there are not a lot of int based saving throws.
You can do exactly 1 thing with a really smart character. It can be a wizard. That is it, done.
It's 17, which is +3, so too low for a mage to be useful.
And the game has far too few impactful Int checks, and although we're fighting Intellect Devourers and Mind Flayers, the way the game uses them the Int ST are really not that important. Can be a dump stat for the party for sure.
the int headband is for an arcane rogue or fighter subclass so they can roll that 8 int up to 17 and have a small chance of making an emergency grease or something work out, or the occasional scroll use to go a little better. Or early game shadowheart can use her badly chose fire cantrip racial instead of the always fail one. Etc. Its not meant to roll an 8 int mage but you could do that for support -- if your mage is casting haste and darkness and such to enable your team and only attacking with aoe bombs, its not so bad. The AI makes its saves against aoe whether your int is 30 or 8, so a 17 int supporter ... is weird but viable. Other than cantrips there are not any (?) items I know of that let you add int bonus to damage or anything, it just ups the save DC which is moot against AI.
Honestly, a dumb joke and just wrong.
Being dumb and rich means you will lose the money and the power.
But if you are intelligent you have the means to become rich and powerful. So that is the only correct answer.
INT to spell damage is a class feature AFAIK, like evocation's level 10.
INT also determines how many spells you can prepare per day (in addition to your spellcaster level).
Wyll's rapier quest item from mizora in ACT 2 lets you use int for attack/damage for characters which last added Fighter/Rogue/Wizard. But that is basically never useful as either you give up DEX (the best stat in the game just above CHA) or STR (easily made higher than the INT max through elixirs.
High INT could be useful to avoid Retributive Brainquake punishment (10d6 PSY damage) on the very last battle. It's either you have high psychic resistance or high INT pass the DC.