I m searching for good roleplay reason for such a choice for my kensai. But it seems to me more a pp choice rather than a justifiable one..
↧
Roleplay reason for kensai going throwing dagger
↧
Eye of the Beholder: Enhanced Edition?
Or just straight up Eye of the Beholder IV using 5e rules.
Someone pitch this to WotC already.
Legend of Grimrock 1&2 have paved the way and showed a modern version of a real time grid based dungeon crawler still works and plays great.
The new twist in addition to the obvious modernizations can be co-op multiplayer.
Any players for that?
Someone pitch this to WotC already.

The new twist in addition to the obvious modernizations can be co-op multiplayer.
Any players for that?
↧
↧
Romace and dead Aerie
Will the romance start if Aerie was dead after the battle with Kalah? She had no dialogue with Quayle about leaving the circus and now after the hour of gameplay she had not started any dialogue from her romance.
↧
What's the newest thing you've learned about BG?
Every day you should learn something new. What have you learned today?
I learned that.... The Cursed Sword of Berserking grants you the same immunities as Minsc's ability
I've also learned that... there IS a difference between the Black and Brown Bear shapeshifting forms (-1AC)
↧
Advanced AI doesn't work properly for Exported characters...(Thank you Bubb and kjeron for the fix!)
v2.3, heavily modded, there was no problem when beating BG1 final boss and got transferred to SOD, but when I exported my f/m/t to Black Pits, Advanced AI can no longer autocast any spells. Other functions like attack, trap detection etc work fine though.
I also tried SOD>BG2, BG1>BG2 exports, same problem, any ideas?
Thanks!
↧
↧
(PS4) Playtime Display?
Is there any way to see my playtime?
Normally you can go to your savegame in PS4 Settings and press Information and it shows you, but not for Baldurs Gate.
Normally you can go to your savegame in PS4 Settings and press Information and it shows you, but not for Baldurs Gate.
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Half-Orcs as Strong as Hill Giants, and Comparing the STR stat to Pen and Paper AD&D
I've always thought the modification to Half-Orcs to make them capable of being naturally as strong as a Hill Giant (19 Strength) was a bit amusing - I tend to be a bit old school though. I still remember from my pen and paper AD&D days back in college, how humans capped at 18/00 (Ogre Strength) and that was such a small percentile. You literally had to roll (like you do in BG Char Gen) 00 on percentile dice, however unlike BG (which I understand is a video game) you got to roll only once. So you usually had someone with a nat 18/00 every few years at best. Which made sense - given the rarity.
Then there's half orcs, which you can just put a 19 in. Crazy. And not really logical, considering being naturally as strong as an ogre while being humanoid is one thing - being naturally as strong as a giant while being that small, is something else.
2nd Ed did tend to eliminate some of the logic 1st Ed introduced though. Also gone were demihuman level limits and other stat max/minimums that made sense based on body-type (such as Elves having a max 18/75 strength).
Ah, nostalgia.
↧
Exploits, Tricks, and Nonstandard Tactics
This thread is here to document all of the glitches, exploits, tricks, and other assorted tactics that people have discovered over the years. Mostly I want to document the weirder tricks, the ones that the average player wouldn't encounter in their first one or two or five playthroughs. The list is divided into EE and pre-EE/pre-update tricks.
If you've found a special trick you're proud of, let me know and I'll add in a new entry. Even if you weren't the first to discover a trick, but just found it independently, go ahead and bring it up! And if you happen to know where the trick was first mentioned, please give me a link so I can add it in. And if I made a mistake somewhere, let me know and I'll correct it.
I'm sure many of the older tricks will never have confirmed authors, but I'd like to have citations for as many of these tricks as possible. I'll put "Unknown" in front if there's a list of people who discovered the trick, but it's not clear who was first.
These are the tricks that are possible in the most recent versions of the game (that is, the latest updates to the Enhanced Edition).
Shadowdancer Trick, documented here
Author: @Grum
Brief Description:
[spoiler]
You can maintain invisibility indefinitely as a Shadowdancer by manipulating the stealth timer. Use Hide in Plain Sight, then click Detect Traps (or any other button) without actually breaking invisibility. After 6 seconds pass, you will be able to use Hide in Plain Sight again, but you will still be invisible. This allows you to go invisible, wait 6 seconds, backstab, and then go invisible again without ever exposing yourself to attack.
[/spoiler]
Wand of Lightning Trick, discussed here
Author: Unknown
Brief Description:
[spoiler]
The Wand of Lightning in BG2 (but not BG1 or SoD) fires 6 lightning bolts with up to 6 different targets. You can duplicate the effects of any on-self spell or item by targeting the caster with all 6 lightning bolts, then immediately ordering the character to cast the spell in question. Instead of firing 6 lightning bolts, the character will cast the spell 6 times while only using a single spell slot. This only works with spells that are on-self by default, like Sunfire and Mordenkainen's Sword; not Fireball or Animate Dead.
This can also be used with any quick item: choose 6 targets with the Wand of Lightning, then go to the inventory screen and swap the Wand of Lightning for another item.
If you use to turn pages in the Book of Daily Spell, you'll get 6 copies of the next page, allowing you to duplicate the book (unless you hit the Burning Hands page on the first try).
As @sluckers has noted, it's also possible to use the Wand of Lightning trick to target things from all the way across the map by dedicating one of the six targets to a container or item on the ground.
[/spoiler]
Scorcher Loop, documented here
Author: @semiticgod
Brief Description:
[spoiler]
You can multiply the effects of an Agannazar's Scorcher spell (or a Lance of Disruption in IWD:EE) by having two mages cast (Minor) Spell Turning and then casting Agannazar's Scorcher from one to another. The spell turning effect will bounce the scorcher multiple times until it is exhausted. Spells in sequencer strike as a single spell, so putting three scorchers in a Spell Sequencer and combining it with two mages with Spell Turning will deal about 800 damage. Wands of Fire also work.
The spell is extremely party-unfriendly, and both mages will suffer fire damage if they are not immune (note that MGOI will block the damage, but also cancel the loop).
The Ring of Energy will also work, but only in the vanilla games, as EE has made the Ring of Energy's damage a level 0 effect.
In IWD:EE, you can actually lower enemy fire resistance using the level 3 priest spell Protection from Fire, which sets fire resistance to 80%.
[/spoiler]
Death Ray Zorcher, documented here
Author: @semiticgod
Brief Description:
[spoiler]
You can multiply the effects of the scorcher loop even further by combining it with the Wand of Lightning Trick. Have two characters chain-cast Spell Turning using the Wand of Lightning trick and either the Spell Turning page of the Book of Daily Spell, or a Spell Turning scroll. Then have a third character cast Agannazar's Scorcher across both of them. The loop will strike 10,000 times over several rounds, enough to kill any enemy that is not immune to fire or level 2 spells. Testing killed Adalon in Legacy of Bhaal mode in just over a second.
This can also be done by using the Reflect Magic HLA from the Wizard Slayer Rebalancing mod.
[/spoiler]
Lingering Song Trick
Author: Unknown
Brief Description:
[spoiler]
In Icewind Dale 2, the Lingering Song trick lets a bard's song continue for 2 rounds after being activated. This allows you to repeatedly click the bard song icon and stack the effects of any song while the game is still paused. The effects scale infinitely, except for the damage bonus from the Ballad of Three Heroes, which is capped at +20.
[/spoiler]
Mislead Backstabs
Author: Unknown
Brief Description:
[spoiler]
Any character under the effects of Mislead is considered constantly invisible for the purposes of backstabbing. Thus, a Misled character can backstab multiple times in a single round, so long as the target does not turn around.
Also, if you send the Mislead clone to a safe place (Maze does not count), enemies will not be able to kill it, and so your Misled character will remain completely undetectable, except to enemies who naturally see through invisibility like liches, demons, and dragons, for the duration of the spell.
[/spoiler]
Clone Quick Items Trick
Author: Unknown
Brief Description:
[spoiler]
Clones from spells such as Project Image and Simulacrum, or items such as Vhailor's Helm, can use any quick items the caster had equipped at the time of casting. Any items the clone uses will not use up charges on the original character. This means you can use rare items such as Protection from Magic scrolls once per day for every casting of Simulacrum or Project Image. Protection from Magic scrolls can be used on enemies to disable spellcasting; they work very well on the many enemy mages of BG2.
[/spoiler]
Clone Traps
Author: Unknown
Brief Description:
[spoiler]
The trap limit of 7 traps per map does not apply to clones. Project Image and Simulacrum clones can lay an unlimited number of traps on any map.
[/spoiler]
Clone Summons
Author: Unknown
Brief Description:
[spoiler]
The summon limit of 5 summoned critters per map does not apply to clones. Project Image and Simulacrum clones can summon an unlimited number of critters in any area. This also allows you to summon multiple Devas or Planetars, bypassing the celestial summon limit of 1.
[/spoiler]
Clone Innate Abilities
Author: Unknown
Brief Description:
[spoiler]
Clones can use any innate ability the caster possesses at the time of casting. A level 10 clone may still use all of the original level 20 character's HLAs, and a character under the effects of Polymorph Self or Shapechange will generate a clone that can also use those shapeshifting abilities. If a Project Image clone shapeshifts, it can even attack while shapeshifted, which Project Image clones are not supposed to be able to do.
[/spoiler]
Spell Trap Trick, documented here
Author: Unknown, @semiticgod (Black Blade of Disaster part only)
Brief Description:
[spoiler]
Spell Trap can be used to gain an infinite number of spells per day by using level 9 effects against the caster. A Project Image clone can cast level 7 and level 9 spells to restore the original caster's spells. For a Simulacrum clone to be able to do the same thing, it would have to be level 18, which means only a level 35 mage (impossible without removing the XP cap) could do the same using Simulacrum instead of Project Image. Black Blade of Disaster also strikes as a level 9 spell for each hit.
[/spoiler]
Limited Wish-resting
Author: Unknown
Brief Description:
[spoiler]
Wild Mages can use Nahal's Reckless Dweomer to cast Limited Wish. Limited Wish allows a caster with high Wisdom to restore spell slots: 1 spell for each level from 1 to 4. If the Wild Mage has no empty level 4 spell slots, it will restore a level 3 spell slot instead. With no empty spell slots, a single Limited Wish, generated from a single Nahal's Reckless Dweomer, can restore 4 level 1 spells slots, allowing a Wild Mage to cast spells indefinitely, provided it does not suffer a wild surge that breaks the loop.
[/spoiler]
Talk-blocking
Author: Unknown
Brief Description:
[spoiler]
Clicking on a neutral character will cause the character to turn to you and wait for you to speak with it. It will not take any other action for several seconds even if you order your character to do something else, so you can click on neutral characters to prevent them from talking to you, or even prevent them from defending themselves when you attack them.
[/spoiler]
Import/Export Trick, documented here
Author: Unknown, @OlvynChuru
Brief Description:
[spoiler]
In multiplayer mode, you can duplicate items by exporting a character with, say, Celestial Fury, then dropping Celestial Fury, going into Character Arbitration, deleting the character, and importing the character you just exported. The character will have an extra copy of Celestial Fury and can pick up the original from the ground. This can duplicate any item besides containers and quest items, as they cannot be exported.
[/spoiler]
Ferret Smuggling
Author: Unknown, @histamiini (Roger the Fence part)
Brief Description:
[spoiler]
A ferret or cat familiar can pickpocket party members. If you use it to pickpocket the Rift Device, you can smuggle it out of the sewers without triggering the instant death script and then talk to the familiar to give it back to you. This can also work with drow equipment, which is supposed to disintegrate when you leave the Underdark, but the game does not check the ferret or cat's inventory for the items; only yours. Note that the familiar needs to have a higher pickpocket score than your character in order to succeed, so it may struggle to pickpocket a character with high Dexterity, racial bonuses to pickpocketing, or thief or bard levels.
Roger the Fence can also smuggle the Rift Device out of the area if you charm him using a spell or the Ring of Human Influence or the Nymph Cloak. If you order him to attack you as you enter the first Unseeing Eye area, you can have him pickpocket the Rift Device and then follow you out of the sewers to the surface, where killing him or pickpocketing him can let you keep the device.
[/spoiler]
Fire Seed Trick, documented here and here
Author: @semiticgod
Brief Description:
[spoiler]
Weapons that use area-effect projectiles can apply on-hit effects to more than one enemy at a time. This bypasses weapon immunities and all forms of spell protections. Thus, a character can use any of the following weapons:
1. Flasher Master Bruiser Mates (which are completely party-friendly)
2. Fire Seeds
3. Arrows of Detonation
4. Scorcher Ammunition (which strikes twice, as it uses the Agannazar's Scorcher projectile)
5. Frag Grenades
to apply any of the following effects:
1. Wizard Slayer spell failure
2. Power Attack
3. Smite
4. (Greater) Deathblow
5. Poison Weapon
6. Called Shot
to any group of creatures, provided the initial target is not immune to the weapon (throwing a Fire Seed will fail against a mage with PFMW active, but it can hit the mage if you target a nearby character without PFMW).
[/spoiler]
Infinite Maze Trick
Author: @Alesia_BH, @Alesia_B_H
Brief Description:
[spoiler]
A Bounty Hunter can Maze an entire group of enemies using a level 21 Special Snare. This allows the Bounty Hunter to set additional traps while the enemies are gone. When the enemies return--usually one at a time--they will immediately trigger any traps the Bounty Hunter has lain since the first Maze trap. This can be done as long as the Bounty Hunter still has Maze traps.
[/spoiler]
Lightning Bolt Loop
Author: Unknown
Brief Description:
[spoiler]
A Lightning Bolt spell can bounce off of both the Cloak of Reflection and the original version of the Cloak of Mirroring. By deleting the Cloak of Mirroring's file in the override folder and restoring the original version, which reflects rather than blocks spell damage (may not be possible in EE), or by using the Import/Export Trick to duplicate the Cloak of Reflection you can bounce a Lightning Bolt spell or Wand of Lightning charges between two party members indefinitely. You can even dedicate multiple charges and add extra lightning bolts to the loop, making it stronger.
Testing has found that the loop can be canceled accidentally due to positioning problems. Testing has also suggested that it is possible to make it impossible for the loop to ever be re-created in a single save game.
It's also possible to bounce a Lightning Bolt spell or wand in a reliable path by pointing it directly north or south in close quarters, as lightning bolts bounce directly backwards if cast north or south. This can be used to reliably hit a single target about 5 times in a narrow hallway. But the EE version of the lightning bolt projectile may behave differently.
[/spoiler]
Fog of War Trick
Author: Unknown
Brief Description:
[spoiler]
Some enemies will not react if they suffer damage when the player's characters or summons are not in sight. Thus, you can cast Fireball or Cloudkill and so forth without the enemy ever reacting.
I believe this is much less likely to be possible in EE, and should never be possible in a normal SCS install.
[/spoiler]
Sunfire Trick
Author: Unknown
Brief Description:
[spoiler]
Spells cast on self ignore magic resistance. Thus, a Sunfire spell, which is cast on self by default, will bypass magic resistance on nearby targets, allowing you to deal fire damage to golems and other magic-immune critters.
According to @SpaceInvader, this no longer works for Sunfire in EE, but it still applies to other spells.
[/spoiler]
Quick Save Trick, documented here
Author: @Abi_Dalzim
Brief Description:
[spoiler]
Loading the game resets the aura and stealth timer of all party members. By quick-saving and then quick-loading, you can cast multiple spells or drink multiple potions within the same round, provided that you are not in combat. This can extend the lifespan of short-duration effects, or allow an Archer to stack Called Shot effects right before combat begins.
[/spoiler]
Blind Thief Trick, documented here and here
Author: @semiticgod
Brief Description:
[spoiler]
Thieves cannot hide or set traps when enemies are near. However, this only applies to the thief's field of vision. A blind thief has a restricted field of vision and can therefore hide in plain sight like a Shadowdancer or even set traps in the middle of combat, provided that no enemies are directly next to him or her.
Before EE, thieves could hide when blind even when enemies were near, but not set traps. But this may be a testing error.
Combined with the blind thief trick, you can also save or even rest in the presence of enemies, though combat must have ended.
[/spoiler]
Pet Basilisk Strategy/Basilisk XP Loop
Author: @semiticgod, @histamiini (BG2 version)
Brief Description:
[spoiler]
You can charm a basilisk using Algernon's Cloak from BG1. If you cast Protection from Petrification on the basilisk after charming it, you can use the pet basilisk to clear out Mutamin's Garden much faster than missile weapons, especially in Legacy of Bhaal mode.
You can also gain even more XP than would normally be possible in Mutamin's Garden using Stone to Flesh scrolls. After clearing out most of the area, charm a Lesser Basilisk (approach from behind and flee if it doesn't work), cast Protection from Petrification on it, and then have it petrify a Greater Basilisk. Then, before the Lesser Basilisk can attack again and shatter the Greater Basilisk, order it to stop and use a Stone to Flesh scroll on the petrified basilisk. You can then re-petrify it for another 7000 XP for every Stone to Flesh scroll you have. You can buy 19 scrolls from the temples at the Friendly Arm Inn and near Beregost for a total of 38 even before you reach Baldur's Gate (where even more scrolls are for sale). It's by far the fastest way of gaining XP in BG1, and requires little money and virtually no risk.
You can also repeatedly petrify targets in BG2 by using the Wand of Wonder, which has a 12% chance of petrifying the target with no save, bypassing spell protections and magic resistance. While the wand needs to be recharged every once in a while, it has the advantage of not turning the target hostile as long as you cancel the spellcasting of its Fireball or Lightning bolt charges (if you see your character casting an evocation spell, just give them a different command to cancel it). Firkraag is a safe target, as he is neutral unless he is attacked.
[/spoiler]
Fire Giant XP Loop, documented here
Author: @Gallowglass, @Caeria
Brief Description
[spoiler]
By placing archers close to the walls of Saradush and either use the vanilla game's Guard function or apply the right AI script, you can get your archers to shoot at Fire Giants just beyond the walls, out of sight, and get XP for every kill at no risk.
[/spoiler]
Summoned Demon Behavior
Author: @OlvynChuru
Brief Description:
[spoiler]
Summoned demons ignore the summoning limit. Normally, summoning multiple demons will cause them to turn against each other, but casting Protection from Evil 10' Radius will get them to ignore each other and concentrate on your enemies instead (though they still won't get you XP for their kills).
[/spoiler]
Invincible Level 1 Tanks, documented here
Author: @OlvynChuru
Brief Description:
[spoiler]
Level 1 characters cannot die in one hit unless they have 14 HP or higher. Level 1 characters who only have 1 HP therefore cannot die from damage, as the game cannot reduce their HP to any fraction of the total. However, level 1 characters can die if they suffer exactly 1 point of damage, so only increasing the difficulty and doubling enemy damage output can ensure that a 1 HP tank is truly safe.
In IWD2, any mage with 3 Constitution, or any bard or thief with 1 Constitution, can start the game with 1 HP. In the other IE games, however, 3 Constitution will only penalize HP per level by 2. A mage in BG must have 1 Constitution in order to have 1 HP at level 1. Summoning a familiar and then killing it can reduce a protagonist mage's Constitution, as can drinking a Vial of Mysterious Liquid, provided that the player rests immediately after drinking the potion (otherwise the lingering poison damage will be fatal). The Claw of Kazgaroth can also decrease CON by 2 points.
[/spoiler]
Black Raven Monastery Trick, documented here and here
Author: @OlvynChuru
Brief Description:
[spoiler]
In Heart of Fury mode in Icewind Dale 2, you can give your entire party HoF-style bonuses by saving and then loading while one of the characters is in one of the chambers in the monk trials at the Black Raven Monastery. When you reload that save, everyone but the character taking the test will have +10 to all stats, +12 to all levels, and triple HP plus 80 on top (and maybe some AB, AC, and save bonuses). Characters with levels about 24 or so will also be able to level up one last time, adding about 230 levels to any class they currently have no levels in. It's generally best to choose rogue or monk for this last level up, as these classes grant 230d6 sneak attack damage for the rogue and 50 SR, +10 AC, and Stunning Blow and Quivering Palm abilities with save DC's over 100, granting a 95% success rate for each one.
There is no way to make these bonuses stack.
[/spoiler]
Resilient Sphere Trick, documented here
Author: @semiticgod
Brief Description:
[spoiler]
Barbarian rage makes the Barbarian immune to opcode 185, the opcode that makes Otiluke's Resilient Sphere paralyze its target. Barbarians can get the defensive benefits of Resilient Sphere while still being able to attack. Testing found, however, that the Barbarian didn't always get all of the benefits; only some.
[/spoiler]
Remove Curse Trick, documented here
Author: @OlvynChuru
Brief Description:
[spoiler]
Remove Curse can be cast on enemies with cursed items, who will immediately drop the item. This can be used to weaken characters such as Kontik, Brage, and Smaeluv Orcslicer.
[/spoiler]
Universal Stealth Trick
Author: @Iroumen
Brief Description:
[spoiler]
By mapping stealth to a hotkey, any character can attempt to hide in shadows, though characters who are not thieves, rangers, and monks will have poor stealth scores.
[/spoiler]
Armored Casting Trick, documented here
Author: @Gotural
Brief Description:
[spoiler]
Mages wearing armor can still cast spells if they do so via a hotkey.
[/spoiler]
Extra Speed Weapons, documented here
Author: @Artemius_I
Brief Description:
[spoiler]
In the most recent version of EE, throwing daggers can be dual-wielded provided that the throwing dagger is kept in the main hand. Since throwing daggers grant +1 APR even when used as melee weapons, they function as additional speed weapons alongside Belm, Kundane, and the Ninja-to of the Scarlet Brotherhood.
Before EE, there was another speed weapon: the Shadow Thief Dagger, which you can only get by siding with Bodhi and opting for the "unseemly task" for your second assignment, and which you can only keep by returning to Bodhi to report that you spared the target's life. The Shadow Thief Dagger (STD) sets your APR to 2 rather than increasing it by 1, so it's especially effective in the hands of Project Image clones, but it gets no Strength bonus. However, unlike other speed weapons, it is nonmagical and can bypass PFMW.
[/spoiler]
Hexxat Stun Trick
Author: Unknown
Brief Description:
[spoiler]
Hexxat is immune to nearly all disablers except for Power Word: Stun. The effect interferes with her mist form script, so you can hit her with PW: Stun while she's wounded and she will remain stunned but still invincible thanks to her MINHP1 item.
[/spoiler]
Potion of Power Trick, documented here
Author: @Arctodus
Brief Description:
[spoiler]
If you drink multiple potions of power, the HP bonus, if not the THAC0 bonus, will stack indefinitely. Warriors can get hundreds of HP this way, though the bonuses can be dispelled, and Potions of Power are rare. This should be cumulative with the Wand of Lightning trick.
[/spoiler]
Killing without Losing Reputation, documented here
Author: @bobveng
[spoiler]
You can kill a character without losing reputation by using a cursed scroll of monster summoning on them. You can also charm them and make them kill themselves with offensive spells, though not all characters have such spells. This can let you avoid reputation loss when killing characters with valuable items such as Firebead Elvenhair, Ordulinian, Noralee, Dushai, and Shandalar's daughters.
[/spoiler]
Slayer Change Trick for EE, documented here
Author: @semiticgod, @Grond0
[spoiler]
By combining the Potion of Power trick with the Quick-Save trick and the Item Duplication trick (and perhaps also the Wand of Lightning trick to speed things up), you can boost your HP above 1500 in the ~7 rounds in between the beginning of Slayer Change and the 1500 magic damage that instantly kills you at the end. You have to have 20 or more Potions of Power (or even more, if you're not using the Wand of Lightning trick), probably via item duplication, and you need to be near an area transition.
Begin Slayer Change, enter the new area to force the game to auto-save, then load the auto-save. Drink a Potion of Power, force another auto-save by entering the next area, and load up the auto-save again to refresh your aura, allowing you to drink another Potion of Power. If you drink enough potions before the end of Slayer Change, you'll survive the 1500 damage. You will therefore be able to sustain the Slayer form indefinitely.
[/spoiler]
Reform Party trick, documented here and here
Author: @semiticgod (projectile dodging, enemy avoidance, and fatigue removal), @jessejmc (avoiding reputation loss), Unknown (restoring kit abilities)
[spoiler]
You can temporarily kick characters out of the party to get enemies to ignore them at critical times. Certain spells like Abi-Dalzim's Horrid Wilting, Slow, Greater Malison, and Dragon's Breath will have no effect on neutral critters, so if you kick out a party member before such a spell is about to hit, the spell will fail completely. Enemies will also avoid attacking neutral critters, which means you can get party members out of dangerous situations merely by booting them from the party. The enemy will ignore them until they rejoin the party. If you turn the main character invisible and remove everyone else from the party, you can walk the whole group right past any number of enemies in complete safety while only using a single invisibility spell or potion or Protection from Undead scroll.
Single-target and non-party-friendly spells will still hit, however, as will arrows in midair. This means that the Reform Party trick can't rescue party members from all dangers. A character who dies while outside the party cannot be resurrected, so it's not wise to use this trick when a character is close to death.
Unlike other escape options, the Reform Party trick can be done at any time, regardless of aura, even when the whole party is disabled, or even during an enemy mage's Time Stop spell.
The Reform Party trick can also be used to avoid reputation loss when killing innocent characters like Algernon. If a party member sets a trap and then is removed from the party before the party turns the target hostile and causes him or her to trigger the trap, the trap will fire and any death from that hit will be credited to the missing party member, resulting in no reputation loss for the party. This can also be done with projectiles such as a Fireball spell or Wand of Missiles: if you kick out the character using the projectile before the projectile hits, you won't lose reputation for killing the target.
Lastly, kicking a party member out of the group will reset their fatigue to zero and restore any innate abilities they get from their kit, such as a thief's Set Snare ability or a monk or paladin's Lay on Hands spell. Other forms of innate abilities, like Bhaalspawn powers and HLAs, are not restored.
[/spoiler]
Item Swapping for Disabled Characters, documented here
Author: @Pantalion
Brief Description:
[spoiler]
In the IE games, you cannot access a disabled or charmed character's inventory, but EE allows you to add items to their inventory, if not remove them. However, you can force a disabled character to let go of an equipped item if you replace it. For example, if you need to land an Arrow of Dispelling to cure a feebleminded party member, but they have the Boots of Avoidance equipped and therefore have +5 to AC vs. missiles, you can use an extra pair of boots to remove them and make it easier to land the Arrow of Dispelling.
[/spoiler]
Spell Trigger Trick, documented here
Author: @histamiini
Brief Description:
[spoiler]
You can prevent offensive Spell Triggers from breaking invisibility simply by choosing the caster as the target. Since the game considers spell triggers to be single-target spells, they don't break invisibility when cast on self. This allows you to launch three Death Fog spells, say, without ever becoming invisible.
[/spoiler]
Nazramu Gold Exploit, documented here
Author: @semiticgod
Brief description:
[spoiler]
If you have 20 reputation and 20 Charisma, you can repeatedly sell items to Nazramu and buy them back at a net profit because his buy and sell markups are so close together. Fully-charged Wands of Monster Summoning have the highest value and are therefore the fastest way to gain gold using this trick.
This is also possible with the Temple of Sekolah in BG2, unless an update closed the exploit.
[/spoiler]
The list of still-functional tricks continues on this post.
You can find the list of pre-EE and pre-update tricks here.
↧
Honest discussion about Legacy of Bhaal
Hello my fellow forumites
The patch v2.0 (and v2.1) has been out for a few weeks now and a few threads about the LoB mode were already created, containing a lot of speculations and many advices to defeat it. We even have a thread dedicated to powergaming in LoB mode.
But today I would like to open a discussion about what does this difficulty setting truly does and the gaming experience it creates.
First, a reminder of what LoB does:
enemies' HP * 3 + 80
-5 to saves (?)
-5 to THAC0 (?)
+12 levels for some checks
+ 1 APR (?)
Summons' HP * 2 + 20
So as you can see, these changes are mirroring the Heart of Fury mode from Icewind Dale (except for summons) but so far most players including myself don't exactly know what it does. I searched on the internet on many sites and asked in different threads in the Road to v2.0 back then and I was not able to find a strict, precise definition of the Legacy of Bhaal mode. This is I think a minor problem in itself but let's continue forward.
Here I'm quoting the official Siege of Dragonspear website :
"Legacy of Bhaal Mode : A difficulty setting offering tactical challenges only the most skilled of players can hope to defeat"
This appears on the website since the extension's announcement.
But is it true?
In my opinion, the Legacy of Bhaal mode doesn't offer any "tactical" challenges, it just increases the HP of your enemies by a enormous amount and that's it mostly.
It slows the game down and doesn't change the gameplay experience in a good way to my mind.
Though I agree that it offers some challenges. Of course a Dragon with 530 HP instead of 150 HP is stronger and thus the game is harder, depending on your party setup it can be a lot more difficult or it can simply be longer.
But is this kind of difficulty setting fun? Do you really enjoy fighting 83HP rats in Candlekeep?
Put in another way, do you think the Legacy of Bhaal mode is an interesting and fun difficulty setting?
Because I think it isn't, and to be honest, when I look back at the quote I posted above, I think the developers were actually thinking of something completely different when they first thought of the Legacy of Bhaal.
Maybe they were thinking about a "super-SCS" mode, which could explain the "tactical" challenges that only the most "skilled" players could hope to defeat, but because of time restrictions, they gave up and instead replicated the Heart of Fury difficulty in Baldur's Gate.
Another reason I think the LoB mode was originally designed as an improved SCS is because of the Insane difficulty changes in SoD. As you may know, moving the difficulty slider in SoD actually change the number of enemies spawning during battles, including new foes (like a caster in a group of fighters) which does offer new tactical challenges!
I think this is really good and a lot better than simply buffing enemies' stats to the point they don't make any sense whatsoever in a D&D setting.
So I would also like to ask Beamdog another question: is the Legacy of Bhaal mode final? Will it receive others updates or will it stay like this?
Because if it is going to get some more love, then it's excellent and I'm eager to see what you have in store for us.
But if that's not the case, no big deal. But I would like to know about the community's opinion about it and what do you think is an interesting difficulty setting.
Have a nice day!
PS: I apologize for my English, especially as I wrote all of this on my phone.
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Is Throne of Bhaal worth playing?
I've never finished the "trilogy", I always play BG1 and SoA and then stop. I keep hearing people say that ToB is boring and monotonous.
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Rarest hidden content in any Baldur's Gate game: Irina the squirrel
I'm not sure if the title is a bit over-exaggerated. Mostly I would like to prompt others to share their own examples which might rival this one in its relative uniqueness.
When referring to rare hidden content, I don't mean in the combat sense of rare rolls, or rare luck in a particular fight...I mean content that most players are unlikely to see without going far out of their way to experience it.
And I can't think of a better example than turning Irina into a squirrel.
In Siege of Dragonspear, there's a quest called Days of Wine and Stealing which is offered by a halfling named Irina in the Elfsong Tavern. She has run out of Ruby Wine and wants you to steal some for her from the Ducal Palace basement. There are a number of ways to do this quest...you can simply do as she asks, or you can tell her you won't steal it and she'll give you 50 gold to leave in place of the barrel. If the character speaking to her is a dwarf they can brew her up something better. Or if the character is a mage or druid, they can offer to transform regular wine into Ruby Wine. And this is where the rare part comes in.
If the mage has 15 or less intelligence, their spell will simply fail and create awful-tasting wine, and they'll have to complete the quest another way. However, if the druid has 15 or less wisdom, the wine will transform Irina into a squirrel permanently, unless you cast Dispel Magic. She will be too freaked out by her experience to be worried about Ruby Wine anymore and you essentially fail the quest. It's a fun little scene, if you can get it to happen.
![ofSB8NQ.png]()
But I got to thinking...under what circumstances would a player's druid even have 15 or less wisdom at this point?
Jaheira is a fighter/druid with 14 wisdom...but you can't have her in your party at this point in the game. The only party members you could have while doing this quest, to my knowledge, are Minsc, Dynaheir, Rasaad, Safana, and Tiax. So this has to either be a main character druid, or else a multiplayer/created-party druid.
Wisdom is a druid's primary stat. Most people know it's a stat you want to have as high as you can get for the bonus spells. Not only that, the minimum wisdom for a druid is 12, so there are only 4 possible digits that can get you into this situation. Not only that, but wisdom also happens to be the easiest stat to raise permanently out of all of them, with three tomes in Baldur's Gate 1. If you're playing Siege, you likely imported from BG1 to continue the story.
Thinking about that further...most people probably aren't playing Siege on its own as their first and only BG game. It seems a bit unthinkable to me. Generally people playing it are already going to be fans, and are already going to know a bit about the mechanics at play, and therefore roll their druid with high wisdom. The only thing I can imagine is self-imposed challenges like building your character on whatever your first roll happens to be.
Druid is also one of the rarer classes, maybe second only to paladin? It can only dual with fighter, and only for humans and half-elves. Human fighter dualed to druid is impossible for seeing this scene as it requires 17 wis to dual. Human druid dualed to fighter is barely possible with 15 wis, but again unlikely.
So ultimately to get yourself into this situation, here is the chain of events:
You could say that even rarer would be seeing the dialogue after dispelling the polymorph, because you also have to go out of your way to do that.
I don't know how anyone could've learned about this except by browsing around in the Near Infinity explorer.
As far as I can tell there is only one clear reference to this on the internet, a comment left here in 2018.
Is there anything else in these games that you would consider buried deeper, or even less well known?
When referring to rare hidden content, I don't mean in the combat sense of rare rolls, or rare luck in a particular fight...I mean content that most players are unlikely to see without going far out of their way to experience it.
And I can't think of a better example than turning Irina into a squirrel.
In Siege of Dragonspear, there's a quest called Days of Wine and Stealing which is offered by a halfling named Irina in the Elfsong Tavern. She has run out of Ruby Wine and wants you to steal some for her from the Ducal Palace basement. There are a number of ways to do this quest...you can simply do as she asks, or you can tell her you won't steal it and she'll give you 50 gold to leave in place of the barrel. If the character speaking to her is a dwarf they can brew her up something better. Or if the character is a mage or druid, they can offer to transform regular wine into Ruby Wine. And this is where the rare part comes in.
If the mage has 15 or less intelligence, their spell will simply fail and create awful-tasting wine, and they'll have to complete the quest another way. However, if the druid has 15 or less wisdom, the wine will transform Irina into a squirrel permanently, unless you cast Dispel Magic. She will be too freaked out by her experience to be worried about Ruby Wine anymore and you essentially fail the quest. It's a fun little scene, if you can get it to happen.

But I got to thinking...under what circumstances would a player's druid even have 15 or less wisdom at this point?
Jaheira is a fighter/druid with 14 wisdom...but you can't have her in your party at this point in the game. The only party members you could have while doing this quest, to my knowledge, are Minsc, Dynaheir, Rasaad, Safana, and Tiax. So this has to either be a main character druid, or else a multiplayer/created-party druid.
Wisdom is a druid's primary stat. Most people know it's a stat you want to have as high as you can get for the bonus spells. Not only that, the minimum wisdom for a druid is 12, so there are only 4 possible digits that can get you into this situation. Not only that, but wisdom also happens to be the easiest stat to raise permanently out of all of them, with three tomes in Baldur's Gate 1. If you're playing Siege, you likely imported from BG1 to continue the story.
Thinking about that further...most people probably aren't playing Siege on its own as their first and only BG game. It seems a bit unthinkable to me. Generally people playing it are already going to be fans, and are already going to know a bit about the mechanics at play, and therefore roll their druid with high wisdom. The only thing I can imagine is self-imposed challenges like building your character on whatever your first roll happens to be.
Druid is also one of the rarer classes, maybe second only to paladin? It can only dual with fighter, and only for humans and half-elves. Human fighter dualed to druid is impossible for seeing this scene as it requires 17 wis to dual. Human druid dualed to fighter is barely possible with 15 wis, but again unlikely.
So ultimately to get yourself into this situation, here is the chain of events:
- Be playing Siege of Dragonspear
- Create a human druid, or half-elf druid or fighter/druid (rare enough class combos as it is)
- Let your wisdom be 12-15 for some reason
- Either miss or avoid the three wisdom tomes in BG1 that would put you over 15, or start a new game in just Siege with this handicapped druid
- Visit Elfsong Tavern (not required)
- Explore into the back room kitchen (also not required)
- Talk to the halfling lady standing there with your druid leading the party
- Agree to help her and notice the dialogue option that lets you attempt druidic magic, and choose it
You could say that even rarer would be seeing the dialogue after dispelling the polymorph, because you also have to go out of your way to do that.
I don't know how anyone could've learned about this except by browsing around in the Near Infinity explorer.

Is there anything else in these games that you would consider buried deeper, or even less well known?
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Alignment question. Why is Anomen so ticked off about ...SPOILERS!!
[SPOILERS] ** I just started playing Baldurs gate 2 again after maybe 10 years remembering pretty much nothing except the big dragon that kills you a lot of times and a few annoying bugs that made you replay the entire game, but my question is about alignment..
After you leave Athkathla for the first time, in my case to go help Nalia at the keep you come across some robbers and after killing him you are asked to bring somebody's body to a building in the Docks district. I'm a lawful good paladin, so I guess I would, right? but everytime I do, Anomen complains about it saying "I''m wasting my time on a drunk"
so my question is.. why wouldn't a Neutral Good character help a very sick man and try to save him from dying?
[spoilers]
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Chaotic neutral anomen
Does CN anomen have a different set of banters, or he just gets the same banters of LG anomen?
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Feedback options details
The in-game description of the feedback options is rather brief and unspecific. Is there any more detailed explanation of what each options does?
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Voice actor behind the lich Coldhearth?
I've googled without finding the answer, does anyone know? He sounds very much like Vincent D'Onofrio in my ears.
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So, I've just whiped out Alatos' entire thieves guild
Normally, no matter what character class or alignment I'm playing, I always feel compelled to agree to work for Alatos when he summons you to his thieves guild. After all, when you work for Alatos,
1. You meet some helpful and colorful companions in Narlen and Husam.
2. You get to take part in some unique and interesting side quests.
3. You can buy some useful magical items and potions from Black Lily.
But this time, I'm playing as a good-aligned barbarian, and I'm RPing more diligently than I ever have before. I imagine my character as being strong-willed, principled, and defiant (which is something of a welcome change of pace for me, since I've usually RP'd my characters as being naive or timid) - so when Alatos summons her to his guild and attempts to apply his sinister charm (and also after Ajantis detects evil from some of the guild members), she is quick to make her displeasure known.
Tensions quickly rise as my barbarian maintains her refusal to work for Alatos.
Although surrounded on all sides by a battalion of bloodthirsty buccaneers, with daggers at the ready to plunge into her party members' backs, and openly threatened with death if she continues to defy their wishes, my barbarian remains firm in her convictions and tells Alatos to bugger off. That's when all hell breaks loose.
Within mere moments, my party has achieved what the City Guard has been unable to do in probably decades. One by one, the thieves fall to our hands.
Alatos is chunked to pieces by a blow from my barbarian's halberd.
Hey Alatos, say "hello" to Revenant for me! - I'm sure that you two will have a lot to talk about.
A well-placed arrow from Imoen, and Resar follows in his accomplice's footsteps.
Then came battles with Narlen and Husam. Knowing what I know from prior playthroughs, I felt somewhat awkward and remorseful about having to kill them - but then, I suppose that's the price that you pay for being a dedicated RPer.
Husam proved to be surprisingly sturdy (I suppose that all that liquor grants an extra con bonus?), but eventually a solid halberd hit shattered him like fine china.
Sorry, Black Lily. You're a good saleswoman, but this is just a bad night for business.
Besides, I get the feeling that there may be something useful in that barrel behind you...







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Playing a Barbarian, Part 2: Advice for using a barb
This is Part 2 of my intended two-part series on playing as a barbarian in BG1:EE.
Part 1, which is here, http://forum.baldursgate.com/discussion/35609/playing-a-barbarian-part-1-advice-for-rping-a-barb , mainly focused on the RP aspect of playing as a barb. With this thread, I hope to generate a discussion on how to use a barb effectively.
As I had explained in Part 1, I had been very reluctant to attempt a serious playthrough as a barbarian in BG1:EE, because I feared that their strengths and weaknesses wouldn't translate well to the style and format of the 1st game. I ended up attempting a playthrough only because I found this portrait, here,
...that I was eager to use for a BG1 playthrough, but only seemed to be appropriate for a barb.
I was also intent on RPing my playthrough more diligently than I had ever done before, so I chose stats and proficiencies based primarily on what I felt best matched the character's portrait and concept moreso than what I though would be the most efficient. For example,
1. I made my character a human, because that's what the portrait depicts - even though literally any other race would've probably been more beneficial.
2. She specializes in halberds, because that's what the picture appears to show her wielding (although I think that it's actually a 2-handed battle axe, but of course those don't exist in BG). I was initially very uncomfortable with this choice, because I felt that it would've been more beneficial to wield a one-handed weapon with either a shield, or (if also using a 2-handed ranged weapon) points in single weapon style, to offset the barb's armor restrictions.
3. Rather than maxing all her combat-oriented stats, I gave her 18/11 str (comparable to respectably strong characters like Kivan and Ajantis, but below hulking brutes like Minsc, Dorn, and Shar-Teel), 17 dext (athletic, but just below a master thief like Imoen), and only 15 con (the minimum amount that will still grant a bonus). The con stat is significant, since it undermines the fact that the barb is typically supposed to have an unusually high number of HPs to help offset the armor restrictions. I'm also playing on core rules and basically just accepting the first random HP roll that I get when leveling up, which further exacerbates the HP issue.
A lot of people seem to believe that a barbarian is supposed to fill a specific role - namely, tanking - and they come to be disappointed when they don't live up to their expectations for that role. However, the barbarian is probably most effective if you treat it as a versatile, but unconventional class with a lot of offbeat strengths and weaknesses. They aren't intended to be played in the same manner as a conventional warrior - their main strength is that they're able to do things that other, conventional characters typically can't do. Depending on your point of view, this may be either a selling point or a turn-off for playing as a barb.
For example, because the barbarian's rage grants a substantial strength bonus (unlike the berserker's rage), you can use it to break open locked chests or doors in situations where you either don't have a thief, or your thief's skills aren't sufficient to get the job done. In my case, I used my barbarian's rage a few times during the transitional period after dualing Imoen to a mage and waiting for Shar-Teel to progress as a thief.
You can also use the barbarian rage to break open that locked chest on the second floor of Wnthrop's Inn and access that very valuable gem (although I didn't do that in my current playthrough, since I'm RPing a good-aligned character who doesn't steal, plus I've also found that getting access to that much gold so early in the game can make the rest of the game seem too easy afterward).
In the early stages of my playthrough, when none of my party members had access to any armor greater than split mail, I used my barbarian largely as a front-line tank, since all of my party members were basically equally vulnerable and unprotected. However, once I started getting ahold of heavier armor, and also more powerful NPCs like Dorn and Kagain had joined my party, my barb settled into the role of an archer and flanker - either sharpshooting from long range with composite longbows, or marching into battle behind my frontline tank(s) once they had engaged and preoccupied the enemy. It was here that I found that the (purely coincidental) choice to specialize in halberds was perfectly suited for my character, since it allowed her to stand directly behind my tank(s) and then "reach" over them with the halberd to do hefty amounts of damage.
I typically try to keep my barbarian rage in reserve (especially since you will never get more than two uses a day in BG1) until mage battles. If I see that I've failed to interrupt a mage's spellcasting with ranged weapons, I will quickly "rage" my barbarian and then send her rushing among the mages (this is where the extra movement rate comes in handy) to do some up-close damage. This is especially useful in situations where an enemy mage casts spells from scripts rather than a spellbook, which makes their casting un-interruptable - like Bassilus or Mulahey.
For example, during the (normally very difficult) battle with the Amazon bounty hunters, while the rest of my party stood at long range and fired missile weapons, I sent my enraged barbarian rushing among the Amazons as their spellcasters prepared to cast. Within mere seconds, she had chunked both of their spellcasters before either of them had gotten a chance to cast even a single spell - and then proceeded to kill a third one of them as well.
So for those of you who also play as barbarians, what advice do you have on the best ways to use a barb?





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Legal good path with third book of understanding
I remember to have read inside this topic a legal good path (roleplay) concerning the third book of wisdom, where you don't actually betray your word. Does anyone have it?
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Can someone explain damage to me?
For example people suggest staff of magi to backstab. But it s a 1d6 weapon. What am I missing ?
And in general I see people actually choosing weapons based on blade or blunt weapon but I don't understand why they would do so. May someone explain it to me?
And in general I see people actually choosing weapons based on blade or blunt weapon but I don't understand why they would do so. May someone explain it to me?
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Can someone explain to me the difference between potion of magic protection and magic shielding?
Can someone explain to me the difference between potion of magic protection and magic shielding?
And which do you use/prefer when fighting magic-users?
Thanks.
And which do you use/prefer when fighting magic-users?
Thanks.
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