Flesh Golem XP exploit
Flesh golems will frequently spawn in Black Alaric's Cave, allowing players to progress in level more quickly than originally intended.
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Changed Rest Spawn to Carrion Crawler in AR3601
(Originally found and fixed in DudlyFix)
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Changed Rest Spawn to Carrion Crawler in AR3601
(Originally found and fixed in DudlyFix)
Post edited by Bhryaen on
1
Comments
Yes, and carrion crawlers are a lot faster and a lot nastier, not to mention only 21% of the XP. It is preferable after all... so I'm not opposed... I was going to suggest no rest spawns, but I think I'll just step out of the way of this particular progress...
Edit: He became a master in avoiding the sirens and flesh golems...
On the other hand, wyverns are harder to solo in normal situations (I consider the wyvern cave to be a glitch myself), and it takes longer to reach that part of the game. You'll usually be around level 4-5 already when in wyverns cavern, so it's impact is less important. One the other hand, the golem cavern can be accessible even before beregost. So... level 2 usually. Might even be level 1 if you are a tad bit reckless.
All that fairly easy. So yes, I think the carrion crawler are best suited here. Nothing more to add, it's a good fix.
@ Lunever Fighter/Thief with the dagger of venom used to be a particular favourite of mine. In fact, that dagger could use a bit of nerfing.
Another location would probably be Durlag's Tower first underground level (not the 4 warder ones, the cellar one). Sometimes, resting there will spawn some Ghasts, if I am not mistaken?
There probably are many more, but these two come to my mind currently.
The flesh golems hit ungodly hard, if I remember right. Also, can't they just spawn right next to you if you rest or get a random encounter?
Flesh golems are constructs, there is no golem factory to keep up the pace of a determined grinder.
Crawlers at least occur "naturally", especially with the lot of unclaimed flesh from the golems.
Oddly, I've never personally bothered to level around the flesh golem cave. In fact, I had forgotten about it until a recent play through in the past few days with a solo fighter/mage/thief. It's nice, but I have my own locations for farming XP and treasure, and now I wonder "If I mentioned my favorite leveling spots, would there suddenly be people claiming that it's too convenient, time to nerf it?". For example, pre-cloakwood you can buy anything you want from the shops south of Baldur's Gate with maybe an hour of hunting a certain respawning creature. When you get to cloakwood and wyverns, then you can load up on delay poisons and some ammo and hunt wyverns for huge XP and sweet cash.
I've never once heard anyone complain that you level up too fast in BG I & II. Quite the opposite in fact. In several guides I've seen, they suggest using smaller parties because XP is a trickle (especially in BG I where quests provide party XP instead of individual XP). As someone who loves the NPC Banter (in BG II, and I have the Gibberlings 3 NPC pack for BG I) and variety, I love having 6 person parties; but honestly going hours and hours without any levels can be a bit extreme.
IMHO, things like this actually improve a game. They open up opportunities and paths for different ways to play the game. For example, all-class challenges, single character challenges, low-level challenges, speed runs, perfect games, etc. In a low-level challenge, people would probably avoid the golem cave, while in a perfect game challenge (where you hit the level-cap with each character in the game) it might see much more use.
In the meantime, the best location for just milking the heck out of random spawns is -- to me -- actually on the path to the bandit camp (Pevdale I believe it's called). Bandits spawn there apparently based on your party size, and each bandit has a restock of arrows, bandit scalps, and some random loot. If memory serves, I think the bandits spawn 2 per party member (I know they only spawn about 2 in my solo run, but in hordes in my 6 man game). Since they wear leather armor, their AC sucks against archers, all are vulnerable to sleep and/or CC spells, and casting Animate Dead pre-resting means having meat-shields ready to run defense when they ambush you.
Each wave of bandits gives as much XP as a carrion crawler, and you can quickly collect entire inventories full of bandit scalps. Even with Sword Coast Stratagems installed (making the bandits target your party more intelligently), I've found it's a hugely effective place to build up your coin to deck out your party with all the nicest gear at Thunderhammer's.
But oh, please don't remove the bandit spawns. :P