To use these two similar exploits you're gonna need a cursed weapon and a character who can equip them. Moreover, in BG1EE and SoD, a Shadowdancer of at least level 5 (to acquire a cast of Shadowstep) dualed to a Fighter is able to attack once during Shadowstep if equipped with The Chesley Crusher halberd.īecome a Fire-spitting Avenger and/or a character capable of using Psionic Blasts (tested in BG2EE 2.6, DOES NOT work in BG1EE 2.6) One may even further abuse the save/reload exploit to Whirlwind, Greater Deathblow and then Shadowstep, for example. All attacks will hit, as you're considered to be under the effect of Time Stop.Īnother alternative is to use a Shadowdancer/Fighter and abuse the save/reload exploit that allows one to cast (Greater) Whirlwind along with other abilities in the same round to be able to: cast Whirlwind, save, reload and use Shadowstep, allowing you to perform 8 attacks during Shadowstep. And if you're improved hasted instead you should be able to attack four times. However, if you're equipped with two of those weapons and you're hasted you'll be able to attack three times. Only equipping one of said weapons doesn't work and neither does equipping one weapon and hasting yourself. If you equip your Shadowdancer (or a character using the Rod of Shadowstep) with two different weapons that increase your attacks per round (one in the mainhand and one in the offhand), you will be able to attack twice during Shadowstep. (This appears to be fixed in BG2EE v2.6.) Mages wearing armor can still cast spells if they do so via a hotkey. Exploits can be rationalized in-universe as natural or causal phenomenon, not as bugs or glitches, allowing players new venues for opportunity, discovery, and exploration.Įxploits working as of the current EE v2.3.673 also on pre-EE games, with a few exceptions. Use of exploits and the related style of power-gaming follows in this vein, allowing the player in-game options for breaking and surpassing the limits set by BioWare, or compensating for unfair advantages or scenarios awarded to or constructed by NPCs. By forcing the player to be either good/neutral, the role-playing, open-ended aspect of these early BioWare games is downplayed, so use of emergent gameplay is required to fully embrace different role-playing experiences. Players are discouraged from role-playing as evil characters - despite the most powerful NPCs, Viconia, Sarevok, Edwin and Korgan being of evil alignment - by reducing the rewards for evil actions, and increasing the penalties associated with them. This serves as a constraint to true roleplay that would take emerge in later generation RPG games. Additionally, BioWare selectively ignores many of the D&D rules for dramatic effect or to force a certain course of action, while in a tabletop game the Dungeon Master would be obliged to follow the game rules, even as he/she invents scenarios for the players.
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