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* The "Tavern Brawler" Feat is considered by fans as the go-to feat for characters who want to punch or throw things. While it was a so-so feat in the tabletop version, this game buffed it to insane levels. For its homebrewed version, what it does is that when the character makes an unarmed attack, use an improvised weapon, or throw something, the strength modifier is added twice to the damage and attack rolls. This meant classes like monks can easily annihilate almost every enemy just by either punching them or Frenzied Barbarians who can just chuck weapons using the Frenzied Throw ability like the Returning Pike, the combination itself being a DiscOneNuke as the Returning Pike is sold at the Goblin Camp. Even better, dump strength and put it somewhere else like Dexterity (for faster initiatives and Armor Class), pop an Elixir of Hill Giant Strength (raise the user's strength stat to 21 until long rest) or the better version, Elixir of Cloud Giant Strength (raise the user's strength stat to 27 until long rest) that lasts all day as long as the user doesn't chug a different elixir by accident and everything will die. The feat also benefits [[{{Animorphism}} Circle of the Moon Druids]]. While Wildshaped Druids with Tavern Brawler still only apply their strength modifier to their damage roll once, they apply it to their attack roll ''twice''. An owlbear with a ninety-five percent chance to hit is as intimidating as it sounds.

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* The "Tavern Brawler" Feat is considered by fans as the go-to feat for characters who want to punch or throw things. While it was a so-so feat in the tabletop version, this game buffed it to insane levels. For its homebrewed version, what it does is that when the character makes an unarmed attack, use an improvised weapon, or throw something, the strength modifier is added twice to the damage and attack rolls. This meant classes like monks can easily annihilate almost every enemy just by either punching them or Frenzied Barbarians who can just chuck weapons using the Frenzied Throw ability like the Returning Pike, the combination itself being a DiscOneNuke as the Returning Pike is sold at the Goblin Camp. Even better, dump strength and put it somewhere else like Dexterity (for faster initiatives and Armor Class), pop an Elixir of Hill Giant Strength (raise the user's strength stat to 21 until long rest) or the better version, Elixir of Cloud Giant Strength (raise the user's strength stat to 27 until long rest) that lasts all day as long as the user doesn't chug a different elixir (or, in Act 3, equip the Gauntlets of Ogre Strength, giving you a set 23 in Strength) by accident and everything will die. The feat also benefits [[{{Animorphism}} Circle of the Moon Druids]]. While Wildshaped Druids with Tavern Brawler still only apply their strength modifier to their damage roll once, they apply it to their attack roll ''twice''. An owlbear with a ninety-five percent chance to hit is as intimidating as it sounds.sounds.
* Alert is another feat that is pretty great for breaking the game's combat. It's a pretty straight forward feat, it adds a +5 to your initiative roll and prevents you from being surprised, which in practice tends to guarantee that you end up going first in combat unless an enemy rolls extremely high. Combined with a character that is built to do a lot of damage quickly, you can set it so combat is very much in your favour right from the start.
* The Potent Robe is pretty much the perfect attire for a Bard or Warlock. It's a robe, so its base AC is only 10 and doesn't count as armour, so it can be combined with benefit from being unarmoured (such as casting Mage Armor), but it still adds a +1 to your AC separately. At the start of your turn, you gain a sudden boost of temporary hit points equal to your charisma modifier. But the real bonus comes from it's main bonus, which adds your charisma modifier to your cantrip's damage output. As such, Eldritch Blast (already quite a game breaker) can gain even more bonus damage to each beam, setting the player up for a ''60'' points of damage output per turn with a ''cantrip''.
* Gloves of Dexterity, at least for characters who aren't already built for dex. It sets your Dexterity score to 18, so long as you're not already at 18 or higher, which in itself is generally useful for finesse weapon attacks or general dex checks, but the main benefit is that dexterity is what affects your AC, meaning that no matter your build, you're getting a guaranteed +4 to your AC from these gloves, while not actually counting as armour. Combined with casting Mage Armor (a level 1 spell available to almost every caster class, while Warlocks are able to cast it without using a spell slot once a day), or any additional non-armour gear items that give AC bonuses such as certain boots or capes, you can make your AC score rival the heaviest plate armour even while remaining unarmoured.
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* Items and equipment in general in ''VideoGame/BaldursGateIII'' allow players to build their characters to insane heights as opposed to their tabletop counterparts where they're only allowed to attune three items and they must expend an entire hour to attune with said equipment. Insane Spell DC checks that almost no enemy can save at? Check. Absurd crit chances that can go as low as a ''17 or less'' hit on attack rolls? Check. Mini Bless and Blade Ward just by using a basic Healing Word or the [=AoE=] Mass Healing Word ''without needing to concentrate on said Bless''? Check. Forcing enemies to roll extremely high to natural [=20s=] just to hit your character that makes the Bane spell obsolete with ''no way of saving against''? Check. Magic Missile destroying ''bosses'', a spell that only should do [=1d4=] that only fires three times? Check. And those are just the ''basic'' MinMaxing builds.

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* Items and equipment in general in ''VideoGame/BaldursGateIII'' allow players to build their characters to insane heights as opposed to their tabletop counterparts where they're only allowed to attune three items and they must expend an entire hour to attune with said equipment. Insane Spell DC checks that almost no enemy can save at? Check. Absurd crit chances that can go as low as a ''17 or less'' hit on attack rolls? Check. Mini Bless and Blade Ward just by using a basic Healing Word or the [=AoE=] Mass Healing Word ''without needing to concentrate on said Bless''? Check. Forcing enemies to roll extremely high to natural [=20s=] just to hit your character that makes the Bane spell obsolete with ''no way of saving against''? Check. Magic Missile destroying ''bosses'', a spell that only should do [=1d4=] that only fires three times? times for its first level? Check. And those are just the ''basic'' MinMaxing builds.
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* Items and equipment in general in ''VideoGame/BaldursGateIII'' allow players to build their characters to insane heights as opposed to their tabletop counterparts where they're only allowed to attune three items and they must expend an entire hour to attune with said equipment. Insane Spell DC checks that almost no enemy can save at? Check. Absurd crit chances that can go as low as a ''17 or less'' hit on attack rolls? Check. Mini Bless and Blade Ward with a basic Healing Word or the [=AoE=] Mass Healing Word? Check. Forcing enemies to roll extremely high to natural [=20s=] just to hit your character that makes the Bane spell obsolete with ''no way of saving against''? Check. Magic Missile destroying ''bosses'', a spell that only should do [=1d4=] that only fires three times? Check. And those are just the ''basic'' MinMaxing builds.

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* Items and equipment in general in ''VideoGame/BaldursGateIII'' allow players to build their characters to insane heights as opposed to their tabletop counterparts where they're only allowed to attune three items and they must expend an entire hour to attune with said equipment. Insane Spell DC checks that almost no enemy can save at? Check. Absurd crit chances that can go as low as a ''17 or less'' hit on attack rolls? Check. Mini Bless and Blade Ward with just by using a basic Healing Word or the [=AoE=] Mass Healing Word? Word ''without needing to concentrate on said Bless''? Check. Forcing enemies to roll extremely high to natural [=20s=] just to hit your character that makes the Bane spell obsolete with ''no way of saving against''? Check. Magic Missile destroying ''bosses'', a spell that only should do [=1d4=] that only fires three times? Check. And those are just the ''basic'' MinMaxing builds.
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* The "Tavern Brawler" Feat is considered by fans as the go-to feat for characters who want to punch or throw things. While it was a so-so feat in the tabletop version, this game buffed it to insane levels. For its homebrewed version, what it does is that when the character makes an unarmed attack, use an improvised weapon, or throw something, the strength modifier is added twice to the damage and attack rolls. This meant classes like monks can easily annihilate almost every enemy just by either punching them or Frenzied Barbarians who can just chuck weapons using the Frenzied Throw ability like the Returning Pike, the combination itself being a DiscOneNuke as the Returning Pike is sold at the Goblin Camp. Even better, dump strength and put it somewhere else like Dexterity (for faster initiatives and Armor Class), pop an Elixir of Hill Giant Strength (raise the user's strength stat to 21 until long rest) or the better version, Elixir of Cloud Giant Strength (raise the user's strength stat to 27 until long rest) that lasts all day as long as the user doesn't chug a different elixir by accident and everything will die.

to:

* The "Tavern Brawler" Feat is considered by fans as the go-to feat for characters who want to punch or throw things. While it was a so-so feat in the tabletop version, this game buffed it to insane levels. For its homebrewed version, what it does is that when the character makes an unarmed attack, use an improvised weapon, or throw something, the strength modifier is added twice to the damage and attack rolls. This meant classes like monks can easily annihilate almost every enemy just by either punching them or Frenzied Barbarians who can just chuck weapons using the Frenzied Throw ability like the Returning Pike, the combination itself being a DiscOneNuke as the Returning Pike is sold at the Goblin Camp. Even better, dump strength and put it somewhere else like Dexterity (for faster initiatives and Armor Class), pop an Elixir of Hill Giant Strength (raise the user's strength stat to 21 until long rest) or the better version, Elixir of Cloud Giant Strength (raise the user's strength stat to 27 until long rest) that lasts all day as long as the user doesn't chug a different elixir by accident and everything will die. The feat also benefits [[{{Animorphism}} Circle of the Moon Druids]]. While Wildshaped Druids with Tavern Brawler still only apply their strength modifier to their damage roll once, they apply it to their attack roll ''twice''. An owlbear with a ninety-five percent chance to hit is as intimidating as it sounds.
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* Items and equipment in general in ''VideoGame/BaldursGateIII'' allow players to build their characters to insane heights as opposed to their tabletop counterparts where they're only allowed to attune three items and they must expend an entire hour to attune with said equipment. Insane Spell DC checks that almost no enemy can save at? Check. Absurd crit chances that can go as low as a ''17 or less'' hit on attack rolls? Check. Mini Bless and Blade Ward with a basic Healing Word or the [=AoE=] Mass Healing Word? Check. Forcing enemies to roll extremely high to natural [=20s=] just to hit your character that makes the Bane spell obsolete with ''no way of saving against''? Check. Magic Missile destroying ''bosses'', a spell that only should do [=1d4=] that only fires three times? Check.

to:

* Items and equipment in general in ''VideoGame/BaldursGateIII'' allow players to build their characters to insane heights as opposed to their tabletop counterparts where they're only allowed to attune three items and they must expend an entire hour to attune with said equipment. Insane Spell DC checks that almost no enemy can save at? Check. Absurd crit chances that can go as low as a ''17 or less'' hit on attack rolls? Check. Mini Bless and Blade Ward with a basic Healing Word or the [=AoE=] Mass Healing Word? Check. Forcing enemies to roll extremely high to natural [=20s=] just to hit your character that makes the Bane spell obsolete with ''no way of saving against''? Check. Magic Missile destroying ''bosses'', a spell that only should do [=1d4=] that only fires three times? Check. And those are just the ''basic'' MinMaxing builds.
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None

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* Items and equipment in general in ''VideoGame/BaldursGateIII'' allow players to build their characters to insane heights as opposed to their tabletop counterparts where they're only allowed to attune three items and they must expend an entire hour to attune with said equipment. Insane Spell DC checks that almost no enemy can save at? Check. Absurd crit chances that can go as low as a ''17 or less'' hit on attack rolls? Check. Mini Bless and Blade Ward with a basic Healing Word or the [=AoE=] Mass Healing Word? Check. Forcing enemies to roll extremely high to natural [=20s=] just to hit your character that makes the Bane spell obsolete with ''no way of saving against''? Check. Magic Missile destroying ''bosses'', a spell that only should do [=1d4=] that only fires three times? Check.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The "Tavern Brawler" Feat is considered by fans as the go-to feat for characters who want to punch or throw things. While it was a so-so feat in the tabletop version, this game buffed it to insane levels. For its homebrewed version, what it does is that when the character makes an unarmed attack, use an improvised weapon, or throw something, the strength modifier is added twice to the damage and attack rolls. This meant classes like monks can easily annihilate almost every enemy just by either punching them or Frenzied Barbarians who can just chuck weapons using the Frenzied Throw ability like the Returning Pike, the combination itself being a DiscOneNuke as the Returning Pike is sold at the Goblin Camp. Even better, dump strength and put it somewhere else like Dexterity (for faster initiatives and Armor Class), pop an Elixir of Hill Giant Strength (raise the user's strength stat to 21 until long rest) or the better version, Elixir of Cloud Giant Strength (raise the user's strength stat to 27 until long rest) that lasts all day as long as the user doesn't chug a different elixir by accident and everything will die.
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** Haste is a very powerful buff that can easily more than double a character's damage output. It's offset by being a Concentration spell, which you can only use one of at a time, and giving a turn-skipping debuff if your Concentration breaks, making it not hyper viable on its own for everyone to use. However, this can be largely worked around with the Sorcerer's Twin spell ability, which allows them to use Haste on two characters at once. Not only does this greatly reduce the risk turn of skipping debuffs, but it frees up room for your other party to focus on their own unique Concentration spells without losing out on Haste.
** AOE spells like Wall of Fire and Cloudkill can be utterly devastating to the enemy because the AI is absolutely awful at avoiding them, and will gleefully charge (or even end movement) in a fire wall's effect. Add that shove is a bonus action and throwing enemies who have just charged through a fire wall back to the other side for them to do it again is incredibly effective. If you have multiple casters in a party, these can even be combined to great effect, such as having Spike Growth (which is only a level 2 spell, and has the added bonus of reducing movement and causing damage for every 1.5 metres of movement) over an area that then has Wall of Fire put through the centre, burning enemies while limiting their ability to escape.
** Combined with the above and the number of instant death pits, the Warlock's repelling blast makes Eldritch Blast a force to be reckoned with that can one shot enemies (including some bosses) from across the map. Though winning in this fashion of course means you lose out on any treasure they were carrying when they fell.
** The seemingly mundane "Jump" action allows characters to vastly exceed their movement restrictions or reach area they very likely shouldn't such as jumping several feet up to high vantage points. This allows characters to gain Advantage or initiate melee attacks that wouldn't otherwise be possible. [[GoodBadBug Many players feel these advantages may be unintentional.]]
** Summons in general are a great help in the game. Unlike in 5E, every summon in the game has its own initiative and can attack (in the tabletop itself, Mage Hand and Familiars can't attack at all, unless the latter is a Warlock Pact of the Chain summon, which both they and Ranger Companions require using the character's action to attack), and starting from the mid-level you can get surprisingly tanky summons. Even though most only get one attack, they can help split attack damage away from your main party and help chip away at bosses.
** Stealth in particular is incredibly busted, due to one simple factor: if you attack any enemy while hidden, all enemies in the area get hit with Surprise, a stun that prevents them from taking a turn. Combined with haste, stun and classes with an obscene amount of actions per turn like Fighter, Barbarian and Monk, you can finish off many encounters in the game ''without the enemy even being able to act once'', even on higher difficulties. And even if they do manage to survive your initial onslaught, they will be so low on health that they don't pose much of a threat for long. As a result, the only fights that are a challenge if you use stealth (even on characters that aren't built with it in mind, since it doesn't have any sort of skill requirement so long as you stay out of cones of vision, which is very easy in turn-based mode) are fights that you ''can't'' initiate with stealth, such as boss fights and other encounters with enemies that spawn the instant battle starts.

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** * Haste is a very powerful buff that can easily more than double a character's damage output. It's offset by being a Concentration spell, which you can only use one of at a time, and giving a turn-skipping debuff if your Concentration breaks, making it not hyper viable on its own for everyone to use. However, this can be largely worked around with the Sorcerer's Twin spell ability, which allows them to use Haste on two characters at once. Not only does this greatly reduce the risk turn of skipping debuffs, but it frees up room for your other party to focus on their own unique Concentration spells without losing out on Haste.
** * AOE spells like Wall of Fire and Cloudkill can be utterly devastating to the enemy because the AI is absolutely awful at avoiding them, and will gleefully charge (or even end movement) in a fire wall's effect. Add that shove is a bonus action and throwing enemies who have just charged through a fire wall back to the other side for them to do it again is incredibly effective. If you have multiple casters in a party, these can even be combined to great effect, such as having Spike Growth (which is only a level 2 spell, and has the added bonus of reducing movement and causing damage for every 1.5 metres of movement) over an area that then has Wall of Fire put through the centre, burning enemies while limiting their ability to escape.
** * Combined with the above and the number of instant death pits, the Warlock's repelling blast makes Eldritch Blast a force to be reckoned with that can one shot enemies (including some bosses) from across the map. Though winning in this fashion of course means you lose out on any treasure they were carrying when they fell.
** * The seemingly mundane "Jump" action allows characters to vastly exceed their movement restrictions or reach area they very likely shouldn't such as jumping several feet up to high vantage points. This allows characters to gain Advantage or initiate melee attacks that wouldn't otherwise be possible. [[GoodBadBug Many players feel these advantages may be unintentional.]]
** * Summons in general are a great help in the game. Unlike in 5E, every summon in the game has its own initiative and can attack (in the tabletop itself, Mage Hand and Familiars can't attack at all, unless the latter is a Warlock Pact of the Chain summon, which both they and Ranger Companions require using the character's action to attack), and starting from the mid-level you can get surprisingly tanky summons. Even though most only get one attack, they can help split attack damage away from your main party and help chip away at bosses.
** * Stealth in particular is incredibly busted, due to one simple factor: if you attack any enemy while hidden, all enemies in the area get hit with Surprise, a stun that prevents them from taking a turn. Combined with haste, stun and classes with an obscene amount of actions per turn like Fighter, Barbarian and Monk, you can finish off many encounters in the game ''without the enemy even being able to act once'', even on higher difficulties. And even if they do manage to survive your initial onslaught, they will be so low on health that they don't pose much of a threat for long. As a result, the only fights that are a challenge if you use stealth (even on characters that aren't built with it in mind, since it doesn't have any sort of skill requirement so long as you stay out of cones of vision, which is very easy in turn-based mode) are fights that you ''can't'' initiate with stealth, such as boss fights and other encounters with enemies that spawn the instant battle starts.

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[[folder:Baldur's Gate III]]
** Haste is a very powerful buff that can easily more than double a character's damage output. It's offset by being a Concentration spell, which you can only use one of at a time, and giving a turn-skipping debuff if your Concentration breaks, making it not hyper viable on its own for everyone to use. However, this can be largely worked around with the Sorcerer's Twin spell ability, which allows them to use Haste on two characters at once. Not only does this greatly reduce the risk turn of skipping debuffs, but it frees up room for your other party to focus on their own unique Concentration spells without losing out on Haste.
** AOE spells like Wall of Fire and Cloudkill can be utterly devastating to the enemy because the AI is absolutely awful at avoiding them, and will gleefully charge (or even end movement) in a fire wall's effect. Add that shove is a bonus action and throwing enemies who have just charged through a fire wall back to the other side for them to do it again is incredibly effective. If you have multiple casters in a party, these can even be combined to great effect, such as having Spike Growth (which is only a level 2 spell, and has the added bonus of reducing movement and causing damage for every 1.5 metres of movement) over an area that then has Wall of Fire put through the centre, burning enemies while limiting their ability to escape.
** Combined with the above and the number of instant death pits, the Warlock's repelling blast makes Eldritch Blast a force to be reckoned with that can one shot enemies (including some bosses) from across the map. Though winning in this fashion of course means you lose out on any treasure they were carrying when they fell.
** The seemingly mundane "Jump" action allows characters to vastly exceed their movement restrictions or reach area they very likely shouldn't such as jumping several feet up to high vantage points. This allows characters to gain Advantage or initiate melee attacks that wouldn't otherwise be possible. [[GoodBadBug Many players feel these advantages may be unintentional.]]
** Summons in general are a great help in the game. Unlike in 5E, every summon in the game has its own initiative and can attack (in the tabletop itself, Mage Hand and Familiars can't attack at all, unless the latter is a Warlock Pact of the Chain summon, which both they and Ranger Companions require using the character's action to attack), and starting from the mid-level you can get surprisingly tanky summons. Even though most only get one attack, they can help split attack damage away from your main party and help chip away at bosses.
** Stealth in particular is incredibly busted, due to one simple factor: if you attack any enemy while hidden, all enemies in the area get hit with Surprise, a stun that prevents them from taking a turn. Combined with haste, stun and classes with an obscene amount of actions per turn like Fighter, Barbarian and Monk, you can finish off many encounters in the game ''without the enemy even being able to act once'', even on higher difficulties. And even if they do manage to survive your initial onslaught, they will be so low on health that they don't pose much of a threat for long. As a result, the only fights that are a challenge if you use stealth (even on characters that aren't built with it in mind, since it doesn't have any sort of skill requirement so long as you stay out of cones of vision, which is very easy in turn-based mode) are fights that you ''can't'' initiate with stealth, such as boss fights and other encounters with enemies that spawn the instant battle starts.
[[/folder]]

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* Borador, the dwarf rogue from ''Dark Alliance'' was perhaps the easiest character to solo the entire game with. One of his first skills was a multishot that produced an additional shot from a crossbow at the cost of a little mana. However, the game contained an item enchanting system that allowed you to put up to two special abilities on your weapon, one of which gave you back a fraction of your mana pool on a successful hit. Enchanting a crossbow with this effect, some other enchantment for more damage, and then sinking all other points and money into multishot, armor skills, and hit points netted you the ability to [[{{Whoring}} run up into an enemy's face and hold the multishot button and pour crossbow bolts into their carapace until they resembled a dead bloody hedgehog]]. This held true from everything from two-headed giants to slime creatures to the game's FinalBoss; the only creatures it did not work against were those with resistances to piercing damage and trolls; then the answer was either [[DualWielding dual-wielding]] morningstars, or a pinch of [[KillItWithFire fire]] or acid, respectively.
** The save system used in both Dark Alliance games was another GameBreaker: It was very simple and easy to abuse the "import character" options to essentially get unlimited funds and experience in just a few minutes.


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[[/folder]]

[[folder:Dark Alliance]]
* Borador, the dwarf rogue from ''Dark Alliance'' was perhaps the easiest character to solo the entire game with. One of his first skills was a multishot that produced an additional shot from a crossbow at the cost of a little mana. However, the game contained an item enchanting system that allowed you to put up to two special abilities on your weapon, one of which gave you back a fraction of your mana pool on a successful hit. Enchanting a crossbow with this effect, some other enchantment for more damage, and then sinking all other points and money into multishot, armor skills, and hit points netted you the ability to [[{{Whoring}} run up into an enemy's face and hold the multishot button and pour crossbow bolts into their carapace until they resembled a dead bloody hedgehog]]. This held true from everything from two-headed giants to slime creatures to the game's FinalBoss; the only creatures it did not work against were those with resistances to piercing damage and trolls; then the answer was either [[DualWielding dual-wielding]] morningstars, or a pinch of [[KillItWithFire fire]] or acid, respectively.
** The save system used in both Dark Alliance games was another GameBreaker: It was very simple and easy to abuse the "import character" options to essentially get unlimited funds and experience in just a few minutes.
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* The ''Enhanced Edition'' introduced kits from the sequel. Since the original game was not balanced around these, they can sometimes become truly overpowered. Cavaliers, for example, with their innate immunity to fear and charm, made many difficult encounters totally trivial. Bounty hunters could abuse their traps right from level 1. Berserkers have basically no penalties and a ridiculously powerful status buff.
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* The Wyvern's Cave in the fourth Cloakwood area has a 90% chance to spawn a wyvern whenever you rest in it, allowing you to farm 1400 XP ''and'' 200 golds for every kill. Wyverns are not particularly strong creatures even for a solo fighter, meaning that you can reach (the BG 1) level cap after an hour in the cave at most.

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* The Wyvern's Cave in the fourth Cloakwood area has a 90% chance to spawn a wyvern whenever you rest in it, allowing you to farm 1400 XP ''and'' 200 golds for every kill. Wyverns are not particularly strong creatures even for a solo fighter, meaning that you can reach (the BG 1) level cap after an hour within a few hours in the cave at most.cave.
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* The Wyvern's Cave in the fourth Cloakwood area has a 90% chance to spawn a wyvern whenever you rest in it, allowing you to farm 1400 XP ''and'' 1000 golds for every kill. Wyverns are not particularly strong creatures even for a solo fighter, meaning that you can reach (the BG 1) level cap after an hour in the cave at most.

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* The Wyvern's Cave in the fourth Cloakwood area has a 90% chance to spawn a wyvern whenever you rest in it, allowing you to farm 1400 XP ''and'' 1000 200 golds for every kill. Wyverns are not particularly strong creatures even for a solo fighter, meaning that you can reach (the BG 1) level cap after an hour in the cave at most.
Is there an issue? Send a MessageReason:
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* The Wyvern's Cave in the fourth Cloakwood area has a 90% chance to spawn a wyvern whenever you rest in it, allowing you to farm 1400 XP ''and'' 2000 golds for every kill. Wyverns are not particularly strong creatures even for a solo fighter, meaning that you can reach (the BG 1) level cap after an hour in the cave at most.

to:

* The Wyvern's Cave in the fourth Cloakwood area has a 90% chance to spawn a wyvern whenever you rest in it, allowing you to farm 1400 XP ''and'' 2000 1000 golds for every kill. Wyverns are not particularly strong creatures even for a solo fighter, meaning that you can reach (the BG 1) level cap after an hour in the cave at most.
Is there an issue? Send a MessageReason:
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* The Wyvern's Cave in the fourth Cloakwood area has a 90% chance to spawn a wyvern whenever you rest in it, allowing you to farm 1400 XP ''and'' 2000 golds for every kill. Wyverns are not particularly strong creatures even for a solo fighter, meaning that you can reach (the BG1) level cap after an hour in the cave at most.

to:

* The Wyvern's Cave in the fourth Cloakwood area has a 90% chance to spawn a wyvern whenever you rest in it, allowing you to farm 1400 XP ''and'' 2000 golds for every kill. Wyverns are not particularly strong creatures even for a solo fighter, meaning that you can reach (the BG1) BG 1) level cap after an hour in the cave at most.
Is there an issue? Send a MessageReason:
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* The Wyvern's Cave in the fourth Cloakwood area has a 90% chance to spawn a wyvern whenever you rest in it, allowing you to farm 1400 XP ''and'' 2000 golds for every kill. Wyverns are not particularly strong creatures for even a solo fighter, meaning that you can reach level cap after an hour in the cave at most.

to:

* The Wyvern's Cave in the fourth Cloakwood area has a 90% chance to spawn a wyvern whenever you rest in it, allowing you to farm 1400 XP ''and'' 2000 golds for every kill. Wyverns are not particularly strong creatures for even for a solo fighter, meaning that you can reach (the BG1) level cap after an hour in the cave at most.
Is there an issue? Send a MessageReason:
None


* The Wyvern's Cave in the fourth Cloakwood area has a 90% chance to spawn a wyvern whenever you rest in it, allowing you to farm 1400 XP ''and'' 2000 golds for every kill.

to:

* The Wyvern's Cave in the fourth Cloakwood area has a 90% chance to spawn a wyvern whenever you rest in it, allowing you to farm 1400 XP ''and'' 2000 golds for every kill. Wyverns are not particularly strong creatures for even a solo fighter, meaning that you can reach level cap after an hour in the cave at most.
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Added DiffLines:

* The Wyvern's Cave in the fourth Cloakwood area has a 90% chance to spawn a wyvern whenever you rest in it, allowing you to farm 1400 XP ''and'' 2000 golds for every kill.

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Disambiguated


* An inventory item duplication [[GoodBadBug glitch]] in both games could turn one [[VendorTrash gemstone]] into '''[[UsefulNotes/PowersOfTwoMinusOne 65535]]''' gems that you can then sell to the nearest merchant for an enormous pile of money. You could be financially set for the whole game while still level 1. The [[UpdatedRerelease Enhanced Editions]] sadly patched these bugs out.

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* An inventory item duplication [[GoodBadBug glitch]] in both games could turn one [[VendorTrash gemstone]] gemstone into '''[[UsefulNotes/PowersOfTwoMinusOne 65535]]''' gems that you can then [[ShopFodder sell to the nearest merchant merchant]] for an enormous pile of money. You could be financially set for the whole game while still level 1. The [[UpdatedRerelease Enhanced Editions]] sadly patched these bugs out.
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More accurate.


** The Berserker/Mage has almost all the advantages of the kensai/mage, but trades lower melee damage output and accuracy for a berserker mode that {{No Sell}}s almost every StatusEffect in the game, including mazing and imprisonment, and the ability to wear armour and bracers. Furthermore, berserkers are much less of a GlassCannon than a Kensai and are much more worthwhile in ''VideoGame/BaldursGate''.

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** The Berserker/Mage has almost all the advantages of the kensai/mage, but trades lower melee damage output and accuracy for a berserker mode that {{No Sell}}s [[AntiDebuff stops almost every StatusEffect status effect]] in the game, including mazing and imprisonment, and the ability to wear armour and bracers. Furthermore, berserkers are much less of a GlassCannon than a Kensai and are much more worthwhile in ''VideoGame/BaldursGate''.

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* [[StoneWall Kagain]] is a useful tank already, but equip him with the best armour and shield you can find, as well as the Gauntlets of Dexterity (which gives him a massive boost to his Dexterity stat, enough to increase his AC) he's practically untouchable to enemies except for bosses and high level mooks.

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* [[StoneWall Kagain]] is a useful tank already, but equip him with the best armour and shield you can find, as well as the Gauntlets of Dexterity (which gives him a massive boost to his Dexterity stat, enough to increase his AC) he's practically untouchable to enemies except for bosses and high level high-level mooks.



* Borador, the dwarf rogue from ''[[VideoGame/BaldursGate Baldurs Gate 2: Dark Alliance]]'' was perhaps the easiest character to solo the entire game with. One of his first skills was a multishot that produced an additional shot from a crossbow at the cost of a little mana. However, the game contained an item enchanting system that allowed you to put up to two special abilities on your weapon, one of which gave you back a fraction of your mana pool on a successful hit. Enchanting a crossbow with this effect, some other enchantment for more damage, and then sinking all other points and money into multishot, armor skills, and hit points netted you the ability to [[{{Whoring}} run up into an enemy's face and hold the multishot button and pour crossbow bolts into their carapace until they resembled a dead bloody hedgehog]]. This held true from everything from two-headed giants to slime creatures to the game's FinalBoss; the only creatures it did not work against were those with resistances to piercing damage and trolls; then the answer was either [[DualWielding dual-wielding]] morningstars, or a pinch of [[KillItWithFire fire]] or acid, respectively.

to:

* Borador, the dwarf rogue from ''[[VideoGame/BaldursGate Baldurs Gate 2: Dark Alliance]]'' ''Dark Alliance'' was perhaps the easiest character to solo the entire game with. One of his first skills was a multishot that produced an additional shot from a crossbow at the cost of a little mana. However, the game contained an item enchanting system that allowed you to put up to two special abilities on your weapon, one of which gave you back a fraction of your mana pool on a successful hit. Enchanting a crossbow with this effect, some other enchantment for more damage, and then sinking all other points and money into multishot, armor skills, and hit points netted you the ability to [[{{Whoring}} run up into an enemy's face and hold the multishot button and pour crossbow bolts into their carapace until they resembled a dead bloody hedgehog]]. This held true from everything from two-headed giants to slime creatures to the game's FinalBoss; the only creatures it did not work against were those with resistances to piercing damage and trolls; then the answer was either [[DualWielding dual-wielding]] morningstars, or a pinch of [[KillItWithFire fire]] or acid, respectively.
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None


** The Berserker/Mage has almost all the advantages of the kensai/mage, but trades lower melee damage output and accuracy for a berserker mode that {{No Sell}}s almost every StandardStatusEffect in the game, including mazing and imprisonment, and the ability to wear armour and bracers. Furthermore, berserkers are much less of a GlassCannon than a Kensai and are much more worthwhile in ''VideoGame/BaldursGate''.

to:

** The Berserker/Mage has almost all the advantages of the kensai/mage, but trades lower melee damage output and accuracy for a berserker mode that {{No Sell}}s almost every StandardStatusEffect StatusEffect in the game, including mazing and imprisonment, and the ability to wear armour and bracers. Furthermore, berserkers are much less of a GlassCannon than a Kensai and are much more worthwhile in ''VideoGame/BaldursGate''.
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None


** Equip Vhailor's Helm and Mislead scrolls on quick item slots, cast Simulacrum from Vhailor's Helm, cast Mislead scrolls from the Simulacrum image. When all sing bard songs together, the effects stack. Using this method, Enhanced Bard Song and Skald song are capable of granting 4 x the number of singers bonus to THAC0 and damage per hit for the entire party. (eg. 24 bonus if the number of singers is 6). This exploit no longer works in Enhanced Editions.

to:

** Equip Vhailor's Helm and Mislead scrolls on quick item slots, cast Simulacrum from Vhailor's Helm, cast Mislead scrolls from the Simulacrum image. When all sing bard songs together, the effects stack. Using this method, Enhanced Bard Song and Skald song are capable of granting 4 x the number of singers bonus to THAC0 [=THAC0=] and damage per hit for the entire party. (eg. 24 bonus if the number of singers is 6). This exploit no longer works in Enhanced Editions.
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None

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* Borador, the dwarf rogue from ''[[VideoGame/BaldursGate Baldurs Gate 2: Dark Alliance]]'' was perhaps the easiest character to solo the entire game with. One of his first skills was a multishot that produced an additional shot from a crossbow at the cost of a little mana. However, the game contained an item enchanting system that allowed you to put up to two special abilities on your weapon, one of which gave you back a fraction of your mana pool on a successful hit. Enchanting a crossbow with this effect, some other enchantment for more damage, and then sinking all other points and money into multishot, armor skills, and hit points netted you the ability to [[{{Whoring}} run up into an enemy's face and hold the multishot button and pour crossbow bolts into their carapace until they resembled a dead bloody hedgehog]]. This held true from everything from two-headed giants to slime creatures to the game's FinalBoss; the only creatures it did not work against were those with resistances to piercing damage and trolls; then the answer was either [[DualWielding dual-wielding]] morningstars, or a pinch of [[KillItWithFire fire]] or acid, respectively.
** The save system used in both Dark Alliance games was another GameBreaker: It was very simple and easy to abuse the "import character" options to essentially get unlimited funds and experience in just a few minutes.
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* The Sirine Queen is giving you a hard time because of her army, dire charms and poison arrows? Never fear, it's [[CharmPerson charmed squirrels]] to the rescue! She can't even land a single a hit on them and while she's busy, the PC and his pals effortlessly can shower her with tons of spells and arrows. Who would have thought squirrels were so [[StoneWall tanky]]?

to:

* The Is the Sirine Queen is Queen giving you a hard time because of her army, dire charms and poison arrows? Never fear, it's [[CharmPerson charmed squirrels]] to the rescue! She can't even land a single a hit on them and while she's busy, the PC and his pals pals can effortlessly can shower her with tons of spells and arrows. Who would have thought squirrels were so [[StoneWall tanky]]?
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None


* The Sirine Queen is giving you a hard time because of her army, dire charms and poison arrows? Never fear, it's [[CharmPerson charmed squirrels]] to the rescue! She couldn't even land a single a hit on them and while she was busy, the PC and his pals effortlessly shower her with tons of spells and arrows. Who would have thought squirrels were so [[StoneWall tanky]]?

to:

* The Sirine Queen is giving you a hard time because of her army, dire charms and poison arrows? Never fear, it's [[CharmPerson charmed squirrels]] to the rescue! She couldn't can't even land a single a hit on them and while she was she's busy, the PC and his pals effortlessly can shower her with tons of spells and arrows. Who would have thought squirrels were so [[StoneWall tanky]]?
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The Sirine Queen is giving you a hard time because of her army, dire charms and poison arrows? Never fear, it's [[CharmPerson charmed squirrels]] to the rescue! She couldn't even land a single a hit on them and while she was busy, the PC and his pals effortlessly shower her with tons of spells and arrows. Who would have thought squirrels were so [[StoneWall tanky]]?
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* An inventory item duplication [[GoodBadBug glitch]] in both games could turn one [[VendorTrash gemstone]] into '''[[UsefulNotes/PowersOfTwoMinusOne 65535]]''' gems that you can then sell to the nearest merchant for an enormous pile of money. You could be financially set for the whole game while still level 1. The [[UpdatedRerelease Enhanced Editions]] sadly patched these bugs out.

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