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Black Pits - Enemy Gear List

Hi. Does anyone know where to find a list of the gear equipped by enemies? I'm curious what the humanoid ones have equipped; for example, in fights 5 (the margarine of evil), 10 (red shirt wizards), etc. The only NPC with a gear list I could find on the BG Wiki is for Thardek. Thanks.

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  • jmerryjmerry Member Posts: 3,829
    edited June 2020
    A full list of relevant combat stats and equipment for the Black Pits arena fights:

    Since none of them can ever drop anything, their gear doesn't matter much, but here's a list of enemy stats and gear:

    Tier 0:
    Entrance fight:
    Tasloi x3: Level 1, AC 5, 4 HP, saves 14/16/15/17/17, THAC0 20, 1 attack for 1d2 slashing.

    First fight:
    Diseased Gibberling x7: Level 1, AC 10, 10 HP, saves 14/16/15/17/17, THAC0 20, 1 attack for 1d3 slashing.

    Second fight:
    Healthy Gibberling x7: Level 1, AC 10, 10 HP, saves 14/16/15/17/17, THAC0 20, 1 attack for 1d8 slashing.

    Tier 1:
    Battle 1 (The Plan-B Team):
    Bort: Level 3 gnoll barbarian with leather armor, halberd, potion of healing. 2 dots halberd and 2 dots 2-handed. 36 HP. 18/69 Str (22 with rage), 14 Con (18 with rage).

    Apple: Level 3 human totemic druid with leather armor, helmet, spear. 1 dot spear and 1 dot 2-handed. 24 HP. 14 Wis.

    Fargus: Level 3 elf cleric with chain mail, helmet, large shield, flail, potion of healing, antidote. One dot flail and one dot shield. 24 HP. 15 Wis, doesn't have any spells memorized.

    Reginald: Level 3 human fighter with chain mail, helmet, dual katanas, potion of healing. 2 dots katana and 3 dots two-weapon. 30 HP. 18/94 str.

    Tim: Level 3 halfling assassin with leather armor, dagger, shortbow, 20 arrows. 1 dot dagger and 1 dot shortbow. 18 HP. 17 Dex, all 70 skill points to stealth.

    Erasmus: Level 2 half-elf mage with staff, sling, 20 bullets. 1 dot sling. 8 HP.

    Battle 2 (Bad Hobs and Boomsticks):
    3x Redwater Archer: Level 1 hobgoblin thief with leather armor, helmet, bastard sword, shortbow, 20 arrows. 8 HP, saves as level 1 fighter (14/16/15/17/17). THAC0 19 or 22 depending on whether old "large sword" and "bow" proficiencies work. No thief skills.

    3x Redwater Warrior: Level 1 hobgoblin fighter with splint mail, helmet, bastard sword. 30 HP. THAC0 19 or 21.

    2x Redwater Wizard: Level 5 hobgoblin mage with bastard sword. 20 HP. THAC0 24 (including non-proficiency penalty).

    Battle 3 (How to Raise the Dead and Influence People):
    Llyrk: Level 3 human necromancer with Traveler's Robe, quarterstaff, scroll of Stoneskin, scroll of Minor Spell Deflection, 3x scroll of Contagion, 3x scroll of Larloch's Minor Drain, scroll of Glitterdust, 3x scroll of Magic Missile. 26 HP. 1 dot quarterstaff. 16 Con.

    7x Crumbling Skeleton: Level 1, AC 7, 12 HP, saves 14/16/15/17/17. 1 attack, THAC0 14, 1d8 damage (long sword). Immune to cold, 50% resistance to non-crushing physical damage, undead immunities. Neutral alignment, does not count as undead.

    As long as Llyrk is alive, he'll summon additional skeletons to the fight - four every time the "TWO_MINUTES" timer runs down. From experience, I think that's actually two rounds. Once he dies, a global variable is set and all skeletons die. Should you repeat the fight, the variable remains and the skeletons immediately die again.

    Battle 4 (Gauntlet of Ogres):
    8x Ogre: Level 4, AC 5, 30 HP, saves 10/12/11/13/13. 18/00 strength. 1 attack, THAC0 14, 1d2+6 crushing damage.

    Ogre Mage: Level 5, AC 4, 70 HP, saves 11/13/12/13/14. 18/00 strength. 2 attacks, base THAC0 14, no weapon (nonlethal fist attack?). Starts with Mirror Image and Blur active without using spell slots.

    Battle 5 (The Margarine of Evil):
    Owyn: Level 7 gnome cleric with plate mail and mace, 56 HP. 1 dot mace. 17 Str, 12 Con, 17 Wis.

    Krancor the Old: Level 7 human berserker with plate mail, battle axe +1, 3x potion of healing, 77 HP. 4 dots axe. 18/13 Str, 15 Con.

    Ciril: Level 8 halfling thief with leather armor, shortbow, shortsword, 20 arrows +1, 48 HP. 1 dot shortbow, 1 dot short sword, 1 dot single-weapon. 17 Dex, 48 Detect Illusion, 98 points to stealth.

    Wylliam Brand: Level 7 human mage with Knave's Robe, ring of fire resistance, ring of protection +1, quarterstaff +2, 28 HP. 1 dot staff. Starts with Mirror Image, Shield, Minor Spell Turning precast without using spell slots.

    SamJohn BrightWalker: Level 8 elf assassin with leather armor, katana +1, 3 charges blinding powder (single-target blindness for 10 seconds unless target saves vs. death, 40-foot range), 48 HP. 1 dot katana, 1 dot single-weapon. 18 Dex, 25 Detect Illusion, 88 points to stealth.

    Carlos Nuez: Level 7 dwarf fighter with plate mail, helmet, long sword, 84 HP. 4 dots long sword, 2 dots single-weapon. 18/46 Str, 16 Con.

    Tier 2:
    Battle 6 (Bugged):
    5x Rabid Ankheg: Level 3, AC 2, 52 HP, saves 10/12/11/12/13. 2 attacks, THAC0 13. Melee attack for 3d6 crushing + 1d4 acid, hits as +3. Ranged attack for 4d4 missile, save vs death or 4d4 acid, nonmagical.

    Battle 7 (Unfriendly Neighborhood Spider-Man):
    Parker: Level 5 half-elf avenger with +2 leather armor, ring of free action, periapt of proof against poison, girdle of slashing, scimitar, 40 HP. 1 dot scimitar. 17 Wis.

    Sword Spider: Level 5, AC 3, 45 HP, saves 11/13/12/13/14, immune to web. 4 attacks + haste, THAC0 12, 2d6 piercing, hits as +1.

    7x Spider: Level 5, AC 4, 5 HP, saves 12/14/13/14/15, immune to web. 4 attacks, THAC0 16, 2d6 piercing, hits as +1.

    or

    Parker: Level 5 half-elf avenger with +2 leather armor, ring of free action, periapt of proof against poison, girdle of slashing, scimitar, 40 HP. 1 dot scimitar. 17 Wis.

    2x Giant Spider: Level 4, AC 4, 35 HP, saves 9/10/9/10/10, immune to web. 1 attack, THAC0 13, 1d8 piercing, save vs death or 2 poison/sec for 37 seconds.

    10x Spider: Level 5, AC 4, 5 HP, saves 12/14/13/14/15, immune to web. 4 attacks, THAC0 16, 2d6 piercing, hits as +1.

    Battle 8 (Thicket of Thieves):
    6x Night Knives Thief: Level 8, AC 6, 30 HP, saves 11/12/13/14/12, undead immunities, regenerate 3 HP/round. Equipped with studded leather, battle axe, longbow, 20 acid arrows, 20 arrows. 2 dots bow, 2 dots axe, in the old proficiency system. Base THAC0 13, 18/21 Str, 18 Dex, 17 Con. 100 points in stealth.

    2x Shadow: Level 4, AC 7, 34 HP, saves 12/14/13/15/15, undead immunities, immune to cold and electricity, 30% missile resistance, immune to normal weapons. 18 Str. 1 attack, THAC0 16, 1d8+2 damage. Unlike BG2 shadows, does not drain strength.

    The field is trapped for this fight. Any traps you disarm stay disarmed when replaying it. This is also the first battle that you need magical weapons for.

    Battle 9 (Gift of the Ogre Mage):
    5x Mysterious Portal: Level 0, AC 10, 27 HP, saves 20/20/20/20/20. 100% magic resistance.

    Ogre Mage: Level 5, AC 4, 70 HP, saves 11/13/12/13/14. 18/00 strength. 2 attacks, base THAC0 14, no weapon (nonlethal fist attack?). Starts with Mirror Image and Blur active without using spell slots.

    Each portal regularly spawns monsters while "alive". The possible monsters are as follows:

    (8%) Air Mephit: Level 3, AC 4, 27 HP, saves 13/15/14/16/16, regenerates 1 HP/round. Immune to sleep, petrification, level drain, and cloud attacks. 2 attacks, THAC0 17, 1d3 slashing. Casts Blur, Grit (1d6 crushing damage in a cone).

    (8%) Dust Mephit: Level 3, AC 6, 27 HP, saves 13/15/14/16/16, regenerates 1 HP/round, immune to fire, 50% resistant to non-crushing physical. Immune to sleep, petrification, level drain, and cloud attacks. 16 Str. 2 attacks, THAC0 17, 1d2+1 slashing. Casts Glass Dust (Save vs breath or lose 4 points AC and 2 points to hit for five rounds, area effect).

    (8%) Earth Mephit: Level 3, AC 5, 29 HP, saves 13/15/14/16/16. Immune to sleep, petrification, level drain, and cloud attacks. 2 attacks, THAC0 17, 1d4 crushing. Casts Stone Spit (1d6 crushing damage, single target).

    (8%) Fire Mephit: Level 3, AC 5, 28 HP, saves 13/15/14/16/16, 125% fire immune. Immune to sleep, petrification, level drain, and cloud attacks. 2 attacks, THAC0 17, 1d3 slashing + 1 fire. Casts Flame Jet (2d4 damage in a line, hits twice like a scorcher, save vs. breath for half), Flame Fan (4 damage in a line, hits twice like a scorcher).

    (8%) Ice Mephit: Level 3, AC 6, 27 HP, saves 13/15/14/16/16, immune to cold, -50% vulnerable to fire. Immune to sleep, petrification, level drain, and cloud attacks. Casts Ice Shard (2d3 cold damage, single target, save vs. breath for half).

    (7.5%) Gray Ooze: Level 3, AC 8, 25 HP, saves 11/13/12/13/14, immune to fire and cold, 100% magic resistance, ooze immunities. 1 attack, THAC0 17, 2d8 missile damage (ranged).

    (5%) Mustard Jelly: Level 7, AC 4, 65 HP, saves 10/12/11/12/13, immune to electricity, 50% cold resistance, 10% magic resistance, 30% slashing resistance, 30% crushing resistance, immune to piercing, 85% missile resistance, immune to normal weapons, ooze immunities. 1 attack, THAC0 13, 5d4 crushing damage (ranged), save +2 vs death or poison 3/round for 5 rounds, save -2 vs breath or slow for 33 rounds, hits as +2.

    (5%) Ochre Jelly: Level 6, AC 4, 41 HP, saves 10/12/11/12/13, 50% cold resistance, 10% magic resistance, immune to missile damage, ooze immunities. 1 attack, THAC0 13, 3d4 crushing damage (ranged), hits as +2.

    (2.5%) Fission Slime: Level 7, AC 2, 65 HP, saves 8/10/9/10/11, immune to electricity, 50% cold resistance, 30% slashing resistance, 30% crushing resistance, immune to piercing, 85% missile resistance, immune to normal weapons, ooze immunities. 3/2 attacks, THAC0 8, 5d4 crushing damage (ranged), save vs death or poison 3/round for 5 rounds, save -4 vs breath or slow for 33 rounds. Reproduces into two more fission slimes instead of dying unless you dealt it fire damage at some point.

    (25%) Quasit: Level 3, AC -2, 27 HP, saves 10/12/11/12/13, immune to electricity, immune to fire, immune to cold, 25% magic resistance, regenerates 1 HP/round. 18 Dex. 3 attacks, THAC0 17, 1d4 piercing damage, save vs death or 1? poison. Casts various low-level spells

    (10%) Wraith: Level 6, AC 4, 43 HP, saves 7/9/8/9/8, blurred, immune to cold, immune to acid, immune to charm, immune to hold, immune to sleep, immune to non-magic weapons. 2 attacks, THAC0 9, 1d6 slashing damage and one level drained, hits as +4.

    (10%) Flesh Golem: Level 9, AC 9, 40 HP, saves 10/11/10/11/11, immune to cold, 125% immune to electricity, 100% resistant to magic, immune to normal weapons, construct immunities. 19 Str. 2 attacks, THAC0 4, 2d8+7 crushing damage, hits as +3.

    You may have noticed that the probabilities add to 110%. I'm not sure whether some is lost in the overflow, it scales down, or multiple creatures spawn sometimes.

    In fighting them, note the potential presence of fission slimes and wraiths. You might get stuck without fire damage (and the Flame Blade spell won't do it), and level drain doesn't get healed automatically after a win.

    Battle 10 (Red Shirt Wizards):
    Red Tom: Level 8 halfling thief with studded leather +2, buckler, bracers of archery, ring of fire resistance, boots of grounding, 20 darts of stunning, 40 darts, dagger +1 in inventory, 48 HP. 1 dot dart, 1 dot dagger, 1 dot shield. Dex 15, 18 Detect Illusion, 52 points in stealth.

    Lucius: Level 8 elf cleric with chain mail +1, helmet, large shield, ring of fire resistance, mace, 5x scroll of Cure Serious Wounds, 72 HP. 1 dot mace, 1 dot shield. 18 Str, 15 Con, 18 Wis.

    Lucille: Level 8 human blackguard with plate mail +1, helmet of charm protection, large shield, ring of fire resistance, girdle of slashing, Albruin +1, 96 HP. 2 dots bastard sword, 2 dots shield. 18/80 Str, 16 Con.

    Voadikka: Level 8 half-orc barbarian with studded leather +2, helmet, medium shield, ring of fire resistance, Ashideena +2, potion of heroism, 96 HP. 2 dots hammer, 2 dots shield. 19 Str, 14 Con - goes to 23 Str and 18 Con in rage, for 32 extra HP.

    Treacle: Level 9 human conjurer with robe of fire resistance, ring of protection +1, ring of fire resistance, boots of avoidance, quarterstaff, 3x scroll of Monster Summoning II, scroll of Mirror Image, scroll of Improved Invisibility, 5x scroll of Chromatic Orb, 46 HP. 1 dot staff. 15 Con. Starts with 2x Protection from Fire, Mirror Image, Minor Globe of Invulnerability, Protection from Normal Missiles active without spending spell slots.

    Thespia: Level 8 human conjurer with Robe of the Evil Archmagi, ring of fire resistance, ring of free action, quarterstaff +1, 2x potion of healing, 5 charge wand of frost, scroll of Greater Malison, 3x scroll of Cone of Cold, scroll of Minor Globe of Invulnerability, 2x scroll of Mirror Image, scroll of Stoneskin, 5x scroll of Aganazzar's Scorcher, 33 HP. 15 Con. Starts with Stoneskin, Minor Globe of Invulnerability, Minor Spell Deflection active without spending spell slots.

    I strongly suspect one of those Protection from Fire precasts was meant to go to Thespia.

    Tier 3:
    Battle 11 (Swamped):
    2x Troll: Level 6, AC 0, 80 HP, saves 11/13/12/13/14, regenerates 6 HP/round, troll immunities. Str 18, Dex 20. 3 attacks, THAC0 12, 2d6+2 piercing/slashing damage, hits as +2.

    2x Fission Slime: Level 7, AC 2, 65 HP, saves 8/10/9/10/11, immune to electricity, 50% cold resistance, 30% slashing resistance, 30% crushing resistance, immune to piercing, 85% missile resistance, immune to normal weapons, ooze immunities. 3/2 attacks, THAC0 8, 5d4 crushing damage (ranged), save vs death or poison 3/round for 5 rounds, save -4 vs breath or slow for 33 rounds. Reproduces into two more fission slimes instead of dying unless you dealt it fire damage at some point.

    Battle 12 (A History of Violent Beatings):
    5x Clay Golem: Level 9, AC 7, saves 7/9/8/8/10, immune to cold, immune to electricity, 50% fire resistant, 100% magic resistant, immune to non-crushing physical damage, immune to normal weapons, construct immunities, 50 HP. Str 20. 1 attack, THAC0 6, 3d10+8 crushing damage, hits as +4.

    Shambling Mound: Level 12, AC 2, saves 7/9/8/8/10, immune to normal and +1 weapons, 96 HP. Counts as summoned. 19 Str. 1 attack, 4d8+7 crushing damage, hits as +4.

    That Shambling Mound is the first enemy that you need +2 weapons for. The Clay Golems here don't get the haste ability BG2 clay golems have.

    Battle 13 (Ice to See You):
    5x Ice Salamander: Level 8, AC 0, saves 7/9/8/8/8, immune to cold, immune to normal weapons, undead immunities, 75 HP. Carries 2 antidotes and a potion of extra healing. 17 Str. 2 attacks, THAC0 7, 1d6+1 piercing and 2d4 cold damage.

    Ice Salamander Cleric: Level 8, AC 0, saves 7/9/8/8/8, immune to cold, immune to normal weapons, undead immunities, 110 HP. Carries 2 antidotes and a potion of extra healing. 17 Str. 2 attacks, THAC0 7, 1d6+1 piercing and 2d4 cold damage.

    While the fight goes on, ice storms will be continuously active.

    Battle 14 (Catching Fire):
    Hogarl: Level 20 giant berserker, AC -2, saves 0/0/4/99/0, 110% fire immune, 247 HP. Wears full plate (type bonuses apply, base AC superseded), a helmet, and two rings of regeneration. Carries two potions of extra healing and two potions of fire breath. Str 22, Con 17. 3 attacks, THAC0 -7, 2d12+10 slashing and 1d12 fire damage. Casts "Quake" (party saves -2 vs death or falls unconscious for 8 sec)
    Hogarl has 2 dots in old-style axe proficiency and none in the new; the above stats assume no specialization bonus or nonproficiency penalty.

    4x Fire Elemental: Level 12, AC 2, saves 7/9/8/8/10, immune to fire, immune to normal and +1 weapons, 96 HP. 18 Str. 1 attack, THAC0 8, 3d8+2 crushing and 1d6 fire damage. Explodes into a fireball on death.

    Incidentally, there's a bug in Hogarl's script - the block that should have him use a healing potion instead has him use a firebreath potion.

    Final Battle:
    Baeloth: Level 15 elf mage, Robe of Vecna, Dusty Rose Ioun Stone, Bracers of AC 3, Belt of Inertial Barrier, Boots of Avoidance, Quarterstaff +2. 110 HP, saves 1/9/1/13/10, 50% magic resistance. 19 Dex, 15 Con. Spell slots approximately match a level 10 mage; nothing memorized past level 5. THAC0 worse than it should be, at base 18 and no proficiency.
    Starts the battle with Haste, Mirror Image, Stoneskin, and one other random buff, cast without using spell slots. His script has lots of references to spells he doesn't have memorized, and may cast them despite that.

    Thardek: Level 10 duergar fighter, saves as level 8 tall-race fighter, 135 HP. Wears +1 full plate, ring of fire resistance, ring of fire control. 19 Str, 19 Con. Wields a +3 2-handed sword with 5 dots "large swords". Has some inexplicable spells memorized, but is scripted as a simple melee attacker.

    Elan Garaq: Level 11 rakshasa, AC -9, saves 5/7/6/5/8, immune to spells up to level 7, immune to normal and +1 weapons, 143 HP. 19 Dex. 7/2 attacks, base THAC0 10, wields a long sword +2 with 2 dots "large swords". Has some attack spells.

    Ghlouralk: Level 9, AC 0, beholder immunities, 95 HP. 1 attack, 2d4 piercing damage, hits as +3. Casts beholder rays.
    Ghlouralk is summoned after Thardek and Elan die, if Baeloth remains.

    2x Flesh Golem: Level 9, AC 9, 40 HP, saves 10/11/10/11/11, immune to cold, 125% immune to electricity, 100% resistant to magic, immune to normal weapons, construct immunities. 19 Str. 2 attacks, THAC0 4, 2d8+7 crushing damage, hits as +3.
    The Flesh golems are summoned once every 10 rounds after Ghlouralk dies, as long as Baeloth remains.
    Post edited by jmerry on
  • VrokiVroki Member Posts: 3
    Thanks!
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