@histamiini: Death Fog might only be able to fit into a Spell Trigger, but Spell Sequencer and Minor Sequencer should also be able to throw out Stinking Clouds and such. I don't see why it wouldn't work with the other triggers, since they're all coded the same as far as I can tell in Near Infinity.
If a new patch comes out that removes the trick, I'll just move it to the list of tricks that only work in previous patches.
It only works with Trigger because the other 2 have already been fixed to grant the "p" suffixed activation spell when all selected spells target a location. Trigger still grants the "d" suffixed activation spell regardless of spells selected. It's rather easy to fix, just alter the ability targeting on "SPWI809P.SPL" from "Living Actor(1)" to "Any Point in Range(4)"
@Skatan's trick can probably be useful also for mages using a sling and switching to a dart to get the good damage of the first and 2 more dart attacks. a mage with enchanted sling and bullets and good STR from spell or items can easily reach 20 dmg for each sling attack, add a couple of stunning or poisoning darts on top and he becomes really effective even if he is not casting.
don't know if it is a trick but is the way to infinite experience as soon as you have a mage able to cast pi. go to wk and get the 2 wish scrolls from there, then equip them, a limited wish scroll and the cursed scroll that drops wisdom to 3. then begin to spam pi, sending the pi and a cleric in some room and close the door. then the pi casts the wishes hoping for the rest option and then uses the cursed scroll and the limited wish, choosing to be protected from undeads. some vampires pop out, the pi vanishes and the cleric makes the vampires explode. more than 60k free experience for the party. cast an other pi and repeat. with 3 or 4 lev 7 castings and a good starting wis you have a good chance to find the rest option. you can also pack the wish scrolls and other lev 7 ones that recharge via spell trap and use the sotm, so you have 7pi, or 14 wishes, to find the rest option, this way you have to sleep very seldom. the more you use the trick the more you gain levels so pi memorized, at high levels the wish becomes redundant as is more reliable to use the spell trap to replenish the pi casting.
i know that is possible and easier to cluaconsole the xp, but in the trick you use only legal spells, without abusing of some engine exploits, like it happens with blocking the tanner and talking to him many times.
when i want more experience for my parties i usually do it without the cleric part, i have to fight with the vampires to "earn" the experience. more fun, more rp sense, as is logic that the more you fight the more you gain experience. for the same reason i often turn to stone and back to flash multiple times the dragons, and is really easy if you have them under the feeblemind spell, the fun is without it....
the killing the clone trick by @squiros not only works very well with darts from the cloak and bullets from erinne sling, it works very well with the wands and potions you get as you are spamming wishes to get the rest option and also with the money the party loose if the clone has to chose that option instead of others more annoying. kill the clone and you will loot darts, bullets+4, some useful potions and best of all plenty of wands, including the WK types, as side effects of having a free rest. and you will loot back also the money you were supposed to loose as result of the wish choice. perfect for sorcerers that want to abuse the wish rest. is important that you kill the clone or that he suicides himself with damaging spells, if DM is used to get rid of him all the loot vanishes with him. in the original he can also use the scribe scroll and alchemy hla and you can also loot the summoned scrolls and potions, in EE those hla are removed for mage so only a MT can do it, if he is so fool to waste hla on that stuff.
The vampire's revenge long sword is from the original BG game - something of an easter egg, but cursed. In BGEE it heals an opponent 7 HPs per successful hit and inflicts 7 HPs per hit on the user (killing you if there are fewer HPs than that left). It can't heal above maximum HPs though, so it doesn't give a great advantage. Potentially it could be used to help keep a tank going in a long fight, but I think such tactics are unlikely to be optimal use of a party. Other than having fun I think the described use of speeding up healing prior to resting / travelling to trigger constitution regeneration is the only real benefit in the unmodded game. If you introduced the sword into BG2 or introduced regeneration spells or items into BG1 the equation could well be different, however.
I can think of one usage: A party member gets held by a Ghast, and his HP are draining rapidly from attacks. You're out of 'remove paralylis', 'invisibility' and healing spells. What do you do? Equip the Vampire's revenge and start whacking the helpless person. Meanwhile, your spell casters can deal damage spells upon the enemy.
The vampire's revenge long sword is from the original BG game - something of an easter egg, but cursed. In BGEE it heals an opponent 7 HPs per successful hit and inflicts 7 HPs per hit on the user (killing you if there are fewer HPs than that left). It can't heal above maximum HPs though, so it doesn't give a great advantage. Potentially it could be used to help keep a tank going in a long fight, but I think such tactics are unlikely to be optimal use of a party. Other than having fun I think the described use of speeding up healing prior to resting / travelling to trigger constitution regeneration is the only real benefit in the unmodded game. If you introduced the sword into BG2 or introduced regeneration spells or items into BG1 the equation could well be different, however.
I can think of one usage: A party member gets held by a Ghast, and his HP are draining rapidly from attacks. You're out of 'remove paralylis', 'invisibility' and healing spells. What do you do? Equip the Vampire's revenge and start whacking the helpless person. Meanwhile, your spell casters can deal damage spells upon the enemy.
Too bad you can't reverse pickpocket the vampire's revenge into enemies weapon slots. Would be hilarious to be able to do that and then let them whack themselves to death while healing CHARNAME.
recently tested and works in EE. Hell trials, every tear causes a different effect. You can activate a tear and as soon as the sound starts you can pause and drop the tear to the ground, is not immediately destroyed. You can pick it up later and use it again. the game checks only how many times the tears are activated, at the fifth time opens the door and Irenicus appears, but does not check which tear is used.
So you can collect the tears and use only one or few of them, but multiple times, stacking the bonuses. i did it with the good choices activating 2 times the one that gives +2 at ST and 3 times the one that gives +10MR (with a character that can use the pally sword). having +4 to all ST, so with the right gear and levels all the ST in the negative range, and 95% MR is much better than being immune to +1 or less weapons, as in TOB most of the minor foe uses +2 or more, or having +1 charisma and similar stuff. for evil choices is even better i suppose,wanna +6 STR... yep, but i always play good.
Not sure if this trick was reported before, but in BG2EE 1.3 it's still possible to get 2 rings of the ram from Tolgerias. I doubt this was fixed in later versions because it takes rather specific circumstances to do so, but correct me if I'm wrong. If you go into the government house with Valygar in the party, and you haven't accepted Tolgerias' quest to catch the guy, T gets all angry and scared and teleports away. If you pickpocket him before he disappears, you'll have the ring, and he'll drop it again when you kill him in the planar sphere.
the Spell Trap (power version) endless spell strategy is still possible in EE, but only using a PI and a simulacrum. you can find the complete description here https://www.sorcerers.net/Games/BG2/SpellsReference/EndlessSpells.htm and obviously i am not the author of this little masterpiece, i only post to tell that using a simulacrum it works in EE, while in original it works with 2 PI, so is more powerful.
short description: a mage or sorcerer casts a spell trap and then, with the game paused, a CC with a PI and a simulacrum inside, in EE he has to waste also a low level spell, condition enemy sight. then the PI and a blink after the simulacrum cast time stop (you have to equip 2 TS scrolls in a quick slot as the sim probably does not have the level to do it from spellbook). as soon as the TS is active the clone cast a lev9 and a lev7 or 8 spell to the mage and then cast the 2nd TS. almost immediately after the TS expires the one of the 2nd clone start, he does the same. at this point the spells of the mage are replenished, only the 3rd spell of the cc is lost. as soon as the ts expires the 2nd one of the 1rst clone starts and then he cast IA and have 2 rounds to unleash his spellbook (wearing RoV and AoP). as soon as the ts expires the 2nd one of the simulacrum start, then he have 3 rounds to use a shapechange scroll and go mlee in mind flyer or werewolf form. as the simmy can not cast IA an alternative can be using it only to replenish the mage spell book and use a 3rd TS with the PI. or maybe use the simmy to cast 3 high damaging spells, or cast mmm and attack.
this was a masterpiece of timing as it does not need a preparation before you meet the enemy, costs only 1 low level spell and as long as the mage is not disrupted while he cast the trap and the clones are not dispelled before they cast the 1rst TS there is nothing that an enemy not immune to TS can do to counter it. so potentially the combo can be used for free all day long.
the only credits i can have are on the checking that in EE is still possible and in the possible uses of the simmi, the original recipe with 2 PI is no more possible in EE.
The vampire's revenge long sword is from the original BG game - something of an easter egg, but cursed. In BGEE it heals an opponent 7 HPs per successful hit and inflicts 7 HPs per hit on the user (killing you if there are fewer HPs than that left). It can't heal above maximum HPs though, so it doesn't give a great advantage. Potentially it could be used to help keep a tank going in a long fight, but I think such tactics are unlikely to be optimal use of a party. Other than having fun I think the described use of speeding up healing prior to resting / travelling to trigger constitution regeneration is the only real benefit in the unmodded game. If you introduced the sword into BG2 or introduced regeneration spells or items into BG1 the equation could well be different, however.
I can think of one usage: A party member gets held by a Ghast, and his HP are draining rapidly from attacks. You're out of 'remove paralylis', 'invisibility' and healing spells. What do you do? Equip the Vampire's revenge and start whacking the helpless person. Meanwhile, your spell casters can deal damage spells upon the enemy.
Too bad you can't reverse pickpocket the vampire's revenge into enemies weapon slots. Would be hilarious to be able to do that and then let them whack themselves to death while healing CHARNAME.
I wonder if that tactic would work with Seducer kit Seduce-recruit an enemy, give him the sword, release from a group and enjoy (there is always Ctrl-Q there too, of course).
The Seducer's Recruit Follower ability could indeed do that, but it's already an instant kill if you want it to be. Once a critter is in your party, you can attack it and kill it without it turning hostile, just like any other party member. There are some limitations, though. Recruit Follower only works on critters who are half the Seducer's level or lower.
At any rate, we're reserving this thread for non-mod-related exploits, because mod exploits tend to get removed in updates especially quickly and are not applicable for most people's installs, since most people play the unmodded game.
The exploits can't all fit in a single post, so I have to create a separate post to add further exploits.
These are more tricks that are possible in the most recent versions of the game (that is, the latest updates to the Enhanced Edition).
Killing Drizzt, documented here (other citations not yet available) Author: Unknown, @Gotural, @semiticgod, @jessejmc Brief Description:
Aside from conventional means such as spamming the Wand of Monster Summoning or fighting him at higher levels with better gear, there are several ways to safely kill Drizzt in Baldur's Gate, not all of which are necessarily possible in each version of the game:
1. You can trap Drizzt in place by placing several party members around him and then removing them from the party. Drizzt will not attack them when they're out of the party, so your main character can very slowly shoot him down with arrows while Drizzt is stuck in place. 2. A mage can kill Drizzt with Fire Shield backlash damage, which bypasses magic resistance, provided that he or she can survive Drizzt's attacks with enough castings of Mirror Image and Stoneskin. 3. Arrows of Detonation strike automatically, ignoring the target's AC. A Blackguard or Assassin can poison Drizzt by using Poison Weapon and then firing an Arrow of Detonation at Drizzt before running away (or having another character tank Drizzt). This is possible but less practical without using Poison Weapon. Credit goes to @Gotural. 4. Walking towards Drizzt until the gnolls enter your line of sight will trigger the gnolls to attack Drizzt, but he will not fight back as long as the player never enters Drizzt's line of sight, and the gnolls will very slowly kill him on their own. This may not work if the player moves around after activating the gnolls. 5. By charming Teyngan in the northwest of the same area, you can have Teyngan lure Drizzt around in a wide circle while a party member fires arrows at him. This likely will not work in vanilla, pre-EE Baldur's Gate due to Teyngan's lower movement rate. Credit goes to @semiticgod. 6. Drizzt will not fight back against charmed creatures assuming you do not enter his line of sight yourself. Cast Farsight to reveal Drizzt, then charm an enemy on the map, kill the gnolls, and have the charmed enemy attack Drizzt. Credit goes to @jessejmc.
Encumbrance Trick Author: Unknown, freddit32 (Reddit account; pinning down disabled uncontrolled members part) Brief Description:
A character who is weighed down so much that they cannot move is able to speak with other characters at a distance. Keeping heavy items in a Bag of Holding, unequipping a STR-boosting item like the Gauntlets of Ogre Power, or simply moving items from one party member to another can let you toggle this on and off.
This can be used to save a slight amount of time, or even bail the player out of dangerous situations. For example, in Lord Pyros' lair in Icewind Dale 2, you can use the trick to speak with the Archon even when enemies are blocking the way.
Purposefully over-encumbering a character can also halt their movement when the player otherwise does not have control over them. Thus, a confused, panicking, berserking, or charmed party member can be held in place by passing them heavy items. This can keep uncontrolled party members from accidentally wandering into traps, into the line of sight of other enemies, or prevent them from attacking friendly targets in melee.
When a character polymorphs into a critter with a larger circle in an area that's too small for it, the game will teleport that character to the nearest available spot. By putting several party members or summoned critters around the caster and boxing them in before having them shapeshift, you can teleport them past walls and barriers. Hide in Shadows can be used to force a collision check.
Releasing a familiar from your inventory will displace your main character slightly, teleporting them slightly to the northeast. This can be used to bypass obstacles such as thin walls. A very precise clip can let you teleport past the Bridgefort gate in SoD as well as the subsequent wall of barrels, allowing you to skip the entire Bridgefort questline.
Potion of Genius Trick, documented here Author: @Jaheiras_Witness Brief Description:
Potions of Genius stack, and can boost your Intelligence above 25, though the Record screen will only display 25 at maximum. If you drink 10 Potions of Genius with 11 base Intelligence, for example, you will achieve 51 Intelligence, which means that mind flayers would need to successfully hit your 11 times to kill them with INT drain. This allows characters without mage spells or scrolls to safely handle mind flayers in melee, since the Potions of Genius will provide a significant buffer against INT drain.
Tear of Bhaal Trick, documented here Author: Anonymous, @gorgonzola Brief Description:
You can duplicate the effects of the rewards from the Hell trials in Shadows of Amn by dropping the Tear of Bhaal right after activating the door to Irenicus. Normally the tear is removed from your inventory, but the game can't delete it if it's on the ground. You can then pick it up again and repeat the process, gaining the bonus once again. This works up to five times, at which point the door opens. You should only have a single Tear of Bhaal in your inventory when you do this.
As long as you keep track of which Tear of Bhaal is from which trial (they all look alike), you can pick and choose which bonuses to duplicate.
Shadow Altar Trick, documented here Author: @histamiini Brief Description:
The Shadow Altar in the Shade Lord's lair summons Shadows every 4 seconds, each of which is worth 420 XP. Shadows are level 4 (16 in LoB mode) and a cleric can instantly kill them using Turn Undead while hiding behind invisibility. You can hasten the process by casting Improved Haste on the Shadow Altar, at which point it will spawn a new Shadow every 2 seconds. Unlike other XP loops, this requires almost no input from the player.
Ammunition Duplication, documented here Author: @jmerry Brief Description:
As long as a merchant has more than one stack of a type of ammunition, you can generate more by buying a stack and then selling the ammunition back individually. The merchant will then have a larger supply for you to purchase. You can then buy an unlimited supply of that ammunition, as long as you have the gold to afford it.
Quest Item Duplication, documented here Author: @jmerry Brief Description:
When Rasaad leaves the party in BG2, he will give the player two copies of any plot-critical items in his possession. For example, if you place the Flail of Ages in his inventory before completing his questline and letting him go, you will get two copies of the Flail of Ages. This will work for any item flagged as "critical," though many quest items are only useful for completing a quest once. The Ring of Gaxx, the Silver Sword, the Rift Device (if smuggled out via a separate trick), and the Control Circlets from the mind flayer city can also be duplicated in this way.
EE Shapechange Trick, documented here Author: @semiticgod Brief Description:
In EE, it's still possible to grant a character permanent access to any of the wizard shapeshifts. Basically, you have to shapeshift into the form you want just as the spell's duration is running out. Shapeshifting takes 0.6 seconds, and both spells take tens of rounds to run out, so the timing is difficult (shapeshift continuously to count the rounds). This won't work with the Amulet of Power or Robe of Vecna, and is easier if your character is slowed. The Flail of Ages, Ardulia's Fall, or a jelly attack from another mage can all slow your character.
The way it works is that shapeshifting removes and then restores your shapeshifting abilities, but the spell itself removes your shapeshifting powers, without restoring them, after x number of seconds have passed. But if you shapeshift after a little over x-1 seconds, you will begin the shapeshifting ability before you lose it, and complete it after the base spell attempts to take it away, which restores your shapeshifting ability.
This has limits, however. If you use it to gain permanent access to ogre form via the Polymorph Self spell, you can't gain permanent access to spider form, also from the Polymorph Self spell, without losing the ogre form. This is because the Polymorph Self spell removes the ogre, jelly, flind, spider, wolf, brown bear, and black bear shapeshifts all at once, but you can only carry one of them past the spell duration. Likewise, you can't get permanent access to both Iron Golem and Mind Flayer form, since they both come from Shapechange. You can, however, get an Iron Golem form from Shapechange and a spider form from Polymorph Self.
As of one of the v2.5 updates, this trick only works for Polymorph Self if you have Improved Alacrity or use the quick save trick (it works with Shapechange even without either of these things). This is because Polymorph Self removes the shapeshifting spells twice: once at the end of Polymorph Self's duration, and another time 4 seconds later. The only way to perform the trick is to use the shapeshifting ability during both of those windows, and since your aura won't clear in that 4-second period, the only way to skip past both windows is to either use Improved Alacrity or the quick save trick to keep your aura clear.
Reputation Trick, documented here Author: @jessejmc Brief Description:
Viconia, Dorn, Baeloth, and M'Khiin (SoD only) can be used to quickly and cheaply raise reputation without using reputation quests or donating large amounts of gold to temples. The cheapest points to increase reputation are at 7 and 8, which cost 150 and 100 gold to increase at a temple, respectively. By recruiting these characters until your reputation drops to these levels, you can increase your reputation with very small donations, then dismiss them for a 2-point bonus to reputation each. If you recruit every available reputation-negative NPC while doing this trick, you can hit 20 reputation by only donating enough to hit 14 reputation in BG1 (Viconia+Dorn+Baeloth), 12 reputation in SoD (M'Khiin plus the other three), and 16 reputation in BG2 (Dorn+Viconia).
Repeating Fireball traps can be deliberately triggered multiple times in order to deal with tough enemies. This is especially useful in Durlag's Tower, where the Wardens can be very difficult to bring down. In the north end of the Warden level of Durlag's Tower, there is a repeating Fireball trap right before the anvil, and if you lead the Wardens over to it, you can trigger the trap repeatedly and roast them.
While Love, at least in SCS, will automatically re-cast Globe of Invulnerability and grant her immunity to Fireballs (aside from those of the One Gift Lost, which strike as a level 9 spell), its GOI will wear off normally and it will only re-cast it if it sees the player. Thus, an invisible character can wait for Love's defenses to wear off and then trigger the trap while Love is vulnerable.
This trick can also be used against Rayic Gethras in BG2, who is right next to a repeating Fireball trap.
Dang. I'm at the point where I don't even notice a lot of exploits until somebody lists them and I say to myself, "Oh yeah, I remember that..." Guess I'll list a couple I know that are more engine quirks than exploits.
-Haste causes certain effects that occur over time to proc at double speed (regeneration, poison, disease damage) or sometimes even faster (like opcode 272 "use EFF file on condition" with the condition set to "once per Value seconds.") Likewise, Slow causes these effects to happen at a slower speed.
-Haste speeds up spellcasting via scroll by a considerable amount and allows quickslot items to activate slightly faster.
-Slow causes spells to take longer to cast (despite its description denying this) and causes quickslot items that aren't potions to activate slower.
-Spellcasting from scrolls cannot be interrupted by damage or casting failure.
Was recently reminded about how the "guard" functionality is super broken with ranged attackers.
For those who don't know: any fighter-type with no caster or thief levels has a guard icon on their quickbar, (looks like a shield). Upon clicking this icon, you can either click on a different character to guard that person, or you can click and drag on the ground to guard an area.
When guarding a person, normal targeting rules cease to apply. Archers are suddenly capable of firing through walls and well beyond their visual range. (Range isn't unlimited and it's hard to say exactly how far it extends, but I just tested with Minsc and a shortbow in Irenicus' dungeon and he was able to kill goblins at more than three times visual range.)
The ability to fire through walls also lets you "assist" in many "one-on-one" battles such as Mazzy's fight against Gorf, a Druid PC's grove challenge, and the arena battles in the drow tavern.
The only reason I suspect this has survived this long is that nobody actually uses the guard function.
I use it a ton in BG1 in lieu of the "follow-the-leader" party formation. Get one tank geared for melee, guard him with three ranged fighters, (Kivan, Khalid, Shar-Teel, Minsc, Dorn, Ajantis, Mod NPCs if they're your thing), and then wander the map. Unfortunately, Coran is not eligible for guard duty. Kagain theoretically would be, but if he's in your party, he's almost certainly your tank.
Probably the easiest / most-minimal-effort playthrough possible.
I have never even once used the guard function. It's kinda spectacular considering the hours I've played this game. I wonder what else is in there that I have never used.
I haven't seen it posted before, if it has, please ignore.
Sanctuary + Offensive Potions exploit:
It is common knowledge that being under the effects of invisibility or sanctuary then taking an offensive action will instantly break said invisibility or sanctuary.
Until now.
I was minding my own bussiness with my mage/cleric exploding, disabling and overall magicking my way through BGEE solo run when I realised:
Casting sanctuary + using a scroll/wand of fireball = breaks sanctuary. Casting sanctuary + using a 'Potion of explosions' (fireball in a bottle) = keeps sanctuary intact and enemies continue to ignore you while you can safely keep blasting them until dead.
Has this been adressed? Since there are beneficial self buff potions that are clearly not considered hostile actions and therefore sanctuary see no reason to break, is the game coded in such a way that considers ALL potions harmless regardless of function?
Since 60% of all BG1 enemies are majorly critters and low level bosses, you can waltz your way through the game untouched as long as you have gold and vendors keep restocking offensive potions and have enough sanctuaries prepared.
Of course this exploit diminishes its use the higher level you are since the 'Potions of explosions' can do so much damage until they'll barely scratch enemies who have so much HP it becomes irrelevant and tedious to continue, also magic potion vendors don't have unlimited stock (unless you play with mods that add aditional magic item vendors).
I haven't seen it posted before, if it has, please ignore.
Sanctuary + Offensive Potions exploit:
It is common knowledge that being under the effects of invisibility or sanctuary then taking an offensive action will instantly break said invisibility or sanctuary.
The Sword of Chaos and similar weapons will heal the wielder when battling inanimate unkillable neutral objects. For instance, if you have Minsc wield it and hit the jailer golems in the starting dungeon you get him back to full health while the golem stays neutral.
Comments
If a new patch comes out that removes the trick, I'll just move it to the list of tricks that only work in previous patches.
It's rather easy to fix, just alter the ability targeting on "SPWI809P.SPL" from
"Living Actor(1)"
to
"Any Point in Range(4)"
a mage with enchanted sling and bullets and good STR from spell or items can easily reach 20 dmg for each sling attack, add a couple of stunning or poisoning darts on top and he becomes really effective even if he is not casting.
go to wk and get the 2 wish scrolls from there, then equip them, a limited wish scroll and the cursed scroll that drops wisdom to 3. then begin to spam pi, sending the pi and a cleric in some room and close the door. then the pi casts the wishes hoping for the rest option and then uses the cursed scroll and the limited wish, choosing to be protected from undeads. some vampires pop out, the pi vanishes and the cleric makes the vampires explode. more than 60k free experience for the party. cast an other pi and repeat. with 3 or 4 lev 7 castings and a good starting wis you have a good chance to find the rest option. you can also pack the wish scrolls and other lev 7 ones that recharge via spell trap and use the sotm, so you have 7pi, or 14 wishes, to find the rest option, this way you have to sleep very seldom. the more you use the trick the more you gain levels so pi memorized, at high levels the wish becomes redundant as is more reliable to use the spell trap to replenish the pi casting.
i know that is possible and easier to cluaconsole the xp, but in the trick you use only legal spells, without abusing of some engine exploits, like it happens with blocking the tanner and talking to him many times.
when i want more experience for my parties i usually do it without the cleric part, i have to fight with the vampires to "earn" the experience. more fun, more rp sense, as is logic that the more you fight the more you gain experience.
for the same reason i often turn to stone and back to flash multiple times the dragons, and is really easy if you have them under the feeblemind spell, the fun is without it....
is important that you kill the clone or that he suicides himself with damaging spells, if DM is used to get rid of him all the loot vanishes with him.
in the original he can also use the scribe scroll and alchemy hla and you can also loot the summoned scrolls and potions, in EE those hla are removed for mage so only a MT can do it, if he is so fool to waste hla on that stuff.
A party member gets held by a Ghast, and his HP are draining rapidly from attacks. You're out of 'remove paralylis', 'invisibility' and healing spells. What do you do? Equip the Vampire's revenge and start whacking the helpless person. Meanwhile, your spell casters can deal damage spells upon the enemy.
Hell trials, every tear causes a different effect. You can activate a tear and as soon as the sound starts you can pause and drop the tear to the ground, is not immediately destroyed. You can pick it up later and use it again.
the game checks only how many times the tears are activated, at the fifth time opens the door and Irenicus appears, but does not check which tear is used.
So you can collect the tears and use only one or few of them, but multiple times, stacking the bonuses.
i did it with the good choices activating 2 times the one that gives +2 at ST and 3 times the one that gives +10MR (with a character that can use the pally sword).
having +4 to all ST, so with the right gear and levels all the ST in the negative range, and 95% MR is much better than being immune to +1 or less weapons, as in TOB most of the minor foe uses +2 or more, or having +1 charisma and similar stuff.
for evil choices is even better i suppose,wanna +6 STR... yep, but i always play good.
you can find the complete description here
https://www.sorcerers.net/Games/BG2/SpellsReference/EndlessSpells.htm
and obviously i am not the author of this little masterpiece, i only post to tell that using a simulacrum it works in EE, while in original it works with 2 PI, so is more powerful.
short description:
a mage or sorcerer casts a spell trap and then, with the game paused, a CC with a PI and a simulacrum inside, in EE he has to waste also a low level spell, condition enemy sight.
then the PI and a blink after the simulacrum cast time stop (you have to equip 2 TS scrolls in a quick slot as the sim probably does not have the level to do it from spellbook).
as soon as the TS is active the clone cast a lev9 and a lev7 or 8 spell to the mage and then cast the 2nd TS.
almost immediately after the TS expires the one of the 2nd clone start, he does the same. at this point the spells of the mage are replenished, only the 3rd spell of the cc is lost.
as soon as the ts expires the 2nd one of the 1rst clone starts and then he cast IA and have 2 rounds to unleash his spellbook (wearing RoV and AoP).
as soon as the ts expires the 2nd one of the simulacrum start, then he have 3 rounds to use a shapechange scroll and go mlee in mind flyer or werewolf form. as the simmy can not cast IA an alternative can be using it only to replenish the mage spell book and use a 3rd TS with the PI. or maybe use the simmy to cast 3 high damaging spells, or cast mmm and attack.
this was a masterpiece of timing as it does not need a preparation before you meet the enemy, costs only 1 low level spell and as long as the mage is not disrupted while he cast the trap and the clones are not dispelled before they cast the 1rst TS there is nothing that an enemy not immune to TS can do to counter it.
so potentially the combo can be used for free all day long.
the only credits i can have are on the checking that in EE is still possible and in the possible uses of the simmi, the original recipe with 2 PI is no more possible in EE.
At any rate, we're reserving this thread for non-mod-related exploits, because mod exploits tend to get removed in updates especially quickly and are not applicable for most people's installs, since most people play the unmodded game.
These are more tricks that are possible in the most recent versions of the game (that is, the latest updates to the Enhanced Edition).
Killing Drizzt, documented here (other citations not yet available)
Author: Unknown, @Gotural, @semiticgod, @jessejmc
Brief Description:
Aside from conventional means such as spamming the Wand of Monster Summoning or fighting him at higher levels with better gear, there are several ways to safely kill Drizzt in Baldur's Gate, not all of which are necessarily possible in each version of the game:
1. You can trap Drizzt in place by placing several party members around him and then removing them from the party. Drizzt will not attack them when they're out of the party, so your main character can very slowly shoot him down with arrows while Drizzt is stuck in place.
2. A mage can kill Drizzt with Fire Shield backlash damage, which bypasses magic resistance, provided that he or she can survive Drizzt's attacks with enough castings of Mirror Image and Stoneskin.
3. Arrows of Detonation strike automatically, ignoring the target's AC. A Blackguard or Assassin can poison Drizzt by using Poison Weapon and then firing an Arrow of Detonation at Drizzt before running away (or having another character tank Drizzt). This is possible but less practical without using Poison Weapon. Credit goes to @Gotural.
4. Walking towards Drizzt until the gnolls enter your line of sight will trigger the gnolls to attack Drizzt, but he will not fight back as long as the player never enters Drizzt's line of sight, and the gnolls will very slowly kill him on their own. This may not work if the player moves around after activating the gnolls.
5. By charming Teyngan in the northwest of the same area, you can have Teyngan lure Drizzt around in a wide circle while a party member fires arrows at him. This likely will not work in vanilla, pre-EE Baldur's Gate due to Teyngan's lower movement rate. Credit goes to @semiticgod.
6. Drizzt will not fight back against charmed creatures assuming you do not enter his line of sight yourself. Cast Farsight to reveal Drizzt, then charm an enemy on the map, kill the gnolls, and have the charmed enemy attack Drizzt. Credit goes to @jessejmc.
Encumbrance Trick
Author: Unknown, freddit32 (Reddit account; pinning down disabled uncontrolled members part)
Brief Description:
A character who is weighed down so much that they cannot move is able to speak with other characters at a distance. Keeping heavy items in a Bag of Holding, unequipping a STR-boosting item like the Gauntlets of Ogre Power, or simply moving items from one party member to another can let you toggle this on and off.
This can be used to save a slight amount of time, or even bail the player out of dangerous situations. For example, in Lord Pyros' lair in Icewind Dale 2, you can use the trick to speak with the Archon even when enemies are blocking the way.
Purposefully over-encumbering a character can also halt their movement when the player otherwise does not have control over them. Thus, a confused, panicking, berserking, or charmed party member can be held in place by passing them heavy items. This can keep uncontrolled party members from accidentally wandering into traps, into the line of sight of other enemies, or prevent them from attacking friendly targets in melee.
Polymorph Self Teleportation
Author: Unknown
Brief Description:
When a character polymorphs into a critter with a larger circle in an area that's too small for it, the game will teleport that character to the nearest available spot. By putting several party members or summoned critters around the caster and boxing them in before having them shapeshift, you can teleport them past walls and barriers. Hide in Shadows can be used to force a collision check.
Familiar Teleportation
Author: Unknown
Brief Description:
Releasing a familiar from your inventory will displace your main character slightly, teleporting them slightly to the northeast. This can be used to bypass obstacles such as thin walls. A very precise clip can let you teleport past the Bridgefort gate in SoD as well as the subsequent wall of barrels, allowing you to skip the entire Bridgefort questline.
Potion of Genius Trick, documented here
Author: @Jaheiras_Witness
Brief Description:
Potions of Genius stack, and can boost your Intelligence above 25, though the Record screen will only display 25 at maximum. If you drink 10 Potions of Genius with 11 base Intelligence, for example, you will achieve 51 Intelligence, which means that mind flayers would need to successfully hit your 11 times to kill them with INT drain. This allows characters without mage spells or scrolls to safely handle mind flayers in melee, since the Potions of Genius will provide a significant buffer against INT drain.
Tear of Bhaal Trick, documented here
Author: Anonymous, @gorgonzola
Brief Description:
As long as you keep track of which Tear of Bhaal is from which trial (they all look alike), you can pick and choose which bonuses to duplicate.
Shadow Altar Trick, documented here
Author: @histamiini
Brief Description:
The Shadow Altar in the Shade Lord's lair summons Shadows every 4 seconds, each of which is worth 420 XP. Shadows are level 4 (16 in LoB mode) and a cleric can instantly kill them using Turn Undead while hiding behind invisibility. You can hasten the process by casting Improved Haste on the Shadow Altar, at which point it will spawn a new Shadow every 2 seconds. Unlike other XP loops, this requires almost no input from the player.
Ammunition Duplication, documented here
Author: @jmerry
Brief Description:
As long as a merchant has more than one stack of a type of ammunition, you can generate more by buying a stack and then selling the ammunition back individually. The merchant will then have a larger supply for you to purchase. You can then buy an unlimited supply of that ammunition, as long as you have the gold to afford it.
Quest Item Duplication, documented here
Author: @jmerry
Brief Description:
When Rasaad leaves the party in BG2, he will give the player two copies of any plot-critical items in his possession. For example, if you place the Flail of Ages in his inventory before completing his questline and letting him go, you will get two copies of the Flail of Ages. This will work for any item flagged as "critical," though many quest items are only useful for completing a quest once. The Ring of Gaxx, the Silver Sword, the Rift Device (if smuggled out via a separate trick), and the Control Circlets from the mind flayer city can also be duplicated in this way.
EE Shapechange Trick, documented here
Author: @semiticgod
Brief Description:
In EE, it's still possible to grant a character permanent access to any of the wizard shapeshifts. Basically, you have to shapeshift into the form you want just as the spell's duration is running out. Shapeshifting takes 0.6 seconds, and both spells take tens of rounds to run out, so the timing is difficult (shapeshift continuously to count the rounds). This won't work with the Amulet of Power or Robe of Vecna, and is easier if your character is slowed. The Flail of Ages, Ardulia's Fall, or a jelly attack from another mage can all slow your character.
The way it works is that shapeshifting removes and then restores your shapeshifting abilities, but the spell itself removes your shapeshifting powers, without restoring them, after x number of seconds have passed. But if you shapeshift after a little over x-1 seconds, you will begin the shapeshifting ability before you lose it, and complete it after the base spell attempts to take it away, which restores your shapeshifting ability.
This has limits, however. If you use it to gain permanent access to ogre form via the Polymorph Self spell, you can't gain permanent access to spider form, also from the Polymorph Self spell, without losing the ogre form. This is because the Polymorph Self spell removes the ogre, jelly, flind, spider, wolf, brown bear, and black bear shapeshifts all at once, but you can only carry one of them past the spell duration. Likewise, you can't get permanent access to both Iron Golem and Mind Flayer form, since they both come from Shapechange. You can, however, get an Iron Golem form from Shapechange and a spider form from Polymorph Self.
As of one of the v2.5 updates, this trick only works for Polymorph Self if you have Improved Alacrity or use the quick save trick (it works with Shapechange even without either of these things). This is because Polymorph Self removes the shapeshifting spells twice: once at the end of Polymorph Self's duration, and another time 4 seconds later. The only way to perform the trick is to use the shapeshifting ability during both of those windows, and since your aura won't clear in that 4-second period, the only way to skip past both windows is to either use Improved Alacrity or the quick save trick to keep your aura clear.
Reputation Trick, documented here
Author: @jessejmc
Brief Description:
Viconia, Dorn, Baeloth, and M'Khiin (SoD only) can be used to quickly and cheaply raise reputation without using reputation quests or donating large amounts of gold to temples. The cheapest points to increase reputation are at 7 and 8, which cost 150 and 100 gold to increase at a temple, respectively. By recruiting these characters until your reputation drops to these levels, you can increase your reputation with very small donations, then dismiss them for a 2-point bonus to reputation each. If you recruit every available reputation-negative NPC while doing this trick, you can hit 20 reputation by only donating enough to hit 14 reputation in BG1 (Viconia+Dorn+Baeloth), 12 reputation in SoD (M'Khiin plus the other three), and 16 reputation in BG2 (Dorn+Viconia).
Durlag's Tower Warden Fireball Trick / Rayic Gethras Fireball Trick, documented here
Author: @AvidGamerFan
Brief Description:
Repeating Fireball traps can be deliberately triggered multiple times in order to deal with tough enemies. This is especially useful in Durlag's Tower, where the Wardens can be very difficult to bring down. In the north end of the Warden level of Durlag's Tower, there is a repeating Fireball trap right before the anvil, and if you lead the Wardens over to it, you can trigger the trap repeatedly and roast them.
While Love, at least in SCS, will automatically re-cast Globe of Invulnerability and grant her immunity to Fireballs (aside from those of the One Gift Lost, which strike as a level 9 spell), its GOI will wear off normally and it will only re-cast it if it sees the player. Thus, an invisible character can wait for Love's defenses to wear off and then trigger the trap while Love is vulnerable.
This trick can also be used against Rayic Gethras in BG2, who is right next to a repeating Fireball trap.
-Haste causes certain effects that occur over time to proc at double speed (regeneration, poison, disease damage) or sometimes even faster (like opcode 272 "use EFF file on condition" with the condition set to "once per Value seconds.") Likewise, Slow causes these effects to happen at a slower speed.
-Haste speeds up spellcasting via scroll by a considerable amount and allows quickslot items to activate slightly faster.
-Slow causes spells to take longer to cast (despite its description denying this) and causes quickslot items that aren't potions to activate slower.
-Spellcasting from scrolls cannot be interrupted by damage or casting failure.
For those who don't know: any fighter-type with no caster or thief levels has a guard icon on their quickbar, (looks like a shield). Upon clicking this icon, you can either click on a different character to guard that person, or you can click and drag on the ground to guard an area.
When guarding a person, normal targeting rules cease to apply. Archers are suddenly capable of firing through walls and well beyond their visual range. (Range isn't unlimited and it's hard to say exactly how far it extends, but I just tested with Minsc and a shortbow in Irenicus' dungeon and he was able to kill goblins at more than three times visual range.)
The ability to fire through walls also lets you "assist" in many "one-on-one" battles such as Mazzy's fight against Gorf, a Druid PC's grove challenge, and the arena battles in the drow tavern.
The only reason I suspect this has survived this long is that nobody actually uses the guard function.
Probably the easiest / most-minimal-effort playthrough possible.
Sanctuary + Offensive Potions exploit:
It is common knowledge that being under the effects of invisibility or sanctuary then taking an offensive action will instantly break said invisibility or sanctuary.
Until now.
I was minding my own bussiness with my mage/cleric exploding, disabling and overall magicking my way through BGEE solo run when I realised:
Casting sanctuary + using a scroll/wand of fireball = breaks sanctuary.
Casting sanctuary + using a 'Potion of explosions' (fireball in a bottle) = keeps sanctuary intact and enemies continue to ignore you while you can safely keep blasting them until dead.
Has this been adressed? Since there are beneficial self buff potions that are clearly not considered hostile actions and therefore sanctuary see no reason to break, is the game coded in such a way that considers ALL potions harmless regardless of function?
Since 60% of all BG1 enemies are majorly critters and low level bosses, you can waltz your way through the game untouched as long as you have gold and vendors keep restocking offensive potions and have enough sanctuaries prepared.
Of course this exploit diminishes its use the higher level you are since the 'Potions of explosions' can do so much damage until they'll barely scratch enemies who have so much HP it becomes irrelevant and tedious to continue, also magic potion vendors don't have unlimited stock (unless you play with mods that add aditional magic item vendors).
Evidence:
Thoughts?
THAT'S AWESOME!
The Sword of Chaos and similar weapons will heal the wielder when battling inanimate unkillable neutral objects.
For instance, if you have Minsc wield it and hit the jailer golems in the starting dungeon you get him back to full health while the golem stays neutral.
Slow but steady.