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This include enemies patrolling behind a door some doors allows projectiles to go through, but the target won't change its pattern or open the door even if pelted with arrows. A lot of enemies follow a given pattern of movement and don't change it unless having a straight line to the party, or being themselves attacked.Xanathar's can be exploited - as well as the doors' tendency to block all projectiles, including magical ones - to fight him in relative safety since he can't open the doors (which also allows you to rest in the middle of the battle).The second game also has an NPC that runs off, but he won't do it if you reduce your party size after recruiting him. Arbitrary Headcount Limit: You start the game with four characters, even when importing to the sequels.
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Quite necessary, since at that time your cleric isn't high level enough to cast neutralize poison, only the weaker delay poison spell, which just gains you some time. Antidote Effect: In the first game, you can find potions of counterpoison in the Giant Spiders level.The one stand-out is the ring of wizardry, however, which doubles the amount of spells of a certain level a wizard can cast each day. Amplifier Artifact: Most of the magic items giving pluses, as is standard for D&D, count as this.Alien Blood: Xanathar bleeds green when he's finally killed.It's inhabited by kobolds, giant leeches, zombies and skeletons, as well as flinds and kuo-toas. Absurdly Spacious Sewer: The first game begins in Waterdeep's sewers.
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#Dungeons and dragons eye of the beholder walkthrough archive#
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