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Everyone talking about "playing hardcore" aka. no reload. And of course focus on playing solo. Difficulty setting considered Core Rules, adjusted by gaining maximum HP. You can do otherwise, adjust numbers to your settings.

I decided to make a guide for it while playing. If you wantto help, I'll add your info.

I. Character Creation:
Sex: be male for extra reputation, quests, and more.
Name: unless you plan on messingwith Drizzt in BG 2 it doesn't matter. If you want to do that callyourself Drizzt. You mus be an elf too to make it work.
Stats: you know the drill: max STR, DEX, CON, WIS and CHA dumpstats, dump extra points in INT against mindflayers and sirens and such. Note: if you want the +1 free magic dagger at the start oyu'll need 17-18 CHA,seems depends on class (my bard got it with 17, my pala did not).
Alignment: evil if you can. Makes life easier.
Race: shorty races get bonus saves, others have different advantages. Choose what you can. Keep in mind dualclassing from a good-HP-class is very profitable if you decide so.
note on weapon proficiencies: remember that in BG1 many enemy is immun to piercing damage, and in BG2 you need crushing damage against Clay Golems.
Class: while ranged attacks in the beginning work nice for most of the time it has its problems. Another problem with a no-reload game is, you can be hit independent of your equipment, so you desperatly need HP as soon as possible. This means for a no-reload game you'll best start with a warrior class. You MIGHT get lucky and not die with some thief-mage, butI wouldn't bet my life on it. You MIGHT get away with a cleric (10 HP at start with 16 CON), but they're definitely not the best option.
Barbarians are fun, and total badass when developed fully, still, their limitation to studded leather and BMU is noticable, even along their rage ability. They also can not be mazed while enraged,and they don't get tired after it. Things that could imprison you are practicaly nonexistent, so Berserkers are very much weaker.
Berserkers are practicaly fighters without kit. As their fatigue don'tgo away, their ability is less useful than you'd think.
Wizard Slayers are fun, but their limitations are noticable at times.
Kensai might be insane fully developed, turned into thief, but you must reach that point, and you'll have definite trouble with it in BG1.
Dwarven Defender if you have EE sounds attractive.
Rangers are also ok. If you can supply it and keep the distance, Archer sounds strong, Stalker has the problem that many lategame enemy, especialy in ToB can see the invisible. Beastmasters have the problem of armor and weapon limitation, but has the advantage of Summon Familiar which comes handy early game, and provides extra HP all along. Still, don't send it into war against anything stronger than a hobgoblin. For any ranger I suggest choosing dragon or demon as racial enemy.
Paladins are again formidable choices, although limits you to good humans :( Kits are all better than pureclass. Undead Hunter has the least advantages: immunity against Hold is very limited, and immunity to leveldrain comes on many items, not to mention not THAT frequent early game. Inquisitor is ok, but not good for solo. During the timeit casts a Dispel you could bash away whatever you're dispelling with a Greater Whirlwind you know. TrueSight is again just convenience. Immunity to Hold Person is again limited to 1 thing from many similar stuff, and immunity to charm is easy if you can wear a helmet. This leaves the best kit for paladin the Cavalier, which though can't use ranged weapons (aside axes, daggers, hammers), but has actualy strong useful abilities: resistance to fire (common), acid (some dragons have it), extra buff against demons and dragons, also immun to poison (very convenient early-midgame), immunity to charm (sure comes handy), immnunity to fear (which is a constant bloody problem in the game). Cavalier is a beast when it comes to conditions.

Another bane of a no-reload character is the Random Encounter: archers. They are many, so even if you are in big armor, they'll hit you a couple of times before you run away. It does NOT worth trying to kill random-encounter-dudes because they respawn.
Now if these guys appearearly, for a low AC, low HP character (rgoue, mage etc.), you're simply dead.Yes, you might turn lucky, but yu might as well not.

Areas:
In general with a no-reload game youwon't loot random chests,as who knows which summons the guards.
Candlekeep: talk with Firebeared exactly 30 times (this also means leaving the converstaion 30 times). Do not move, do not do anything for like 5 ticks and you gain 300 free gold. Do your stuff here, and buy all health potions you can afford before leaving. Best armor here is scale mail.
South of Friendly Arm Inn: leave the Ogre alone until you're at least clvl 2. Why? Because the thing hits very hard (especialy if it gets lucky and does a critical), and doing ranged damage is harder than you'd think as it is close to some Spawning Locations, so you can soon get overwhelmed.
Friendly Arm Inn: if you have problem with the assassination, lure the guy to the local milita and let them kill it. If you want, you can buy a Large Shield +1 here.
You likely won't try to go north (to reach Ulgoth Beard), because of the ankeghs. They have ranged attack and hit very hard. Your next stop should be Beregost, as that has some "free" exp (aka. no fight involved).
Beregost + Temple: first do some easy questing to gain clvl 2, then go and finish the spiders. If you're not Cavalier, you'll need a couple of Elixir of Health. Not including Silke my paladin became clvl 3 here. The hardest part here is Silke. While fighting Silke keep inmind she's a caster, and she'll shoot a lightning,so position yourself to make no important bystander killed.
to Nashkel: it is an easy trip, gives some more exp, and inNashkel if you want can get the Ankegh Plate if you can wear it at all. But with no reload you might strongly decide against it,as a Ring of Protection gives saves instead. Before the journey though worth going for the Girdle of Piercing.
If you have trouble with the assassination attempt leave the inn and lure the enemy on the local militia. While they bother with each other you canland free hits on the caster (starts with Fear).
Tome of Charisma: this goal is still easier then the rest, and gives hihg profit on shop rpices.First: SW of Beregost you can ONLY pick up the talking chicken, don't try the rest (Basillus somehow bypasses Potion of Freedom)..NW of Nashkel is very ok. In Wof Nashkel if you don't want to, you don't have to attack Borda,remember that. Borda has a Fear and 4*magic missle (5 missle per shot,deal 3-5 dmg per missile). N of Gnoll Stronghold should be manageable - if you get damaged change area and get healing. The stronghold itself will give nothing new.
In the end of all this you should have accumated a high enough discount to buy the Dagger of Venom. Pretty good weapon, can be worn along a shield too.
necessary improving: SW and S of Nashkel are ok areas, and the exterior of the Nashkel Mines provides you that nice +2 longsword which is both magical and not piercing,so you can bring it to kill mustard jellies at the existfrom theNaskel Mines. It isagood idea to clear that area before entering themines, especialy if you manage to have high CHA, or simply buy a prot. from undead scroll, so with the same breathyou canclear the local caves. Don't sell the sword for similar issues.
Also a good idea to get the Gauntlets of Expertise. Unfortunately the local ogre mage can turn to be a nuisance, so wait with that.Instead get like 10 healing potions, and an oil of speed of sg, and get the Tome of Strength. Todeal with the sirens you either need a Potion of Clarity so they won't have any magic on you, or Cavalier immun to charm, and can pass the Rigid Thinking they try to put on you with every hit (its a confusion-spell with insane 90 tick duration). The flesh golems are though, that's why you need oil of speed.

Btw which #&@ put basilisks into random encounters? That, and the extremly limited supply of anti-that-stuff makes the whole game into jeopardy.

At this point all the places are problematic. 3 places are bandit-related, the Cloakwood is of course blocked, still not got stronger to try the firewine bridge's ogre mage, 2 places have groups of enemies what is always bad news, north is risky-blocked by ankeghs (though an alternative), and another 2 places are infested with Hold Person creatures. And there's Durlkag's Tower.
As even the exit if Nashkel Mine has a group (avoidable if you go left instead of up) thought some potion, namely Oil of Speed would be convenient, but turned out none sells that. So I even checked the houses in Beregost (practicaly the only place with containers outside BG, but after that who gives a darn),and aside a couple hundred gold/worth gems (realy, not even a thousand) there are practicaly nothing there (aside maybe an agility-potion, but just make your character right at the start or use the gauntlets of dexterity, ok?). And thereare only half a dozen potions in the game until now, what is pretty scary (there'sa 100% electric res potion, an invulnerabilty on, an of Defense, 1-2 cold res which are pretty useless, and generaly that's it).

The important part of the N-Mines is, there are some traps at lvl 3 which prevents backing up, and Mulahey is a cleric, which means buy a Potion of Freedom to dealwith him. Well, it might happen that in my version that does nt work after all... But there's always Potion of Magic Blocking, or of Invulnerability. This is annoying.
Post edited April 28, 2018 by twillight
See lots of advice at PlayItHardcore wiki for that.
EDIT: the above mentioned link by @burn leads to a general walkthrough/wiki. It is not, inany way, shape or form discusses no-reload gameplay advices. And as it though offers tematic analysis, not the bestsource of informations either.
Let me give my usualy used links: and walkthrough part [url=https://gamefaqs.gamespot.com/pc/75251-baldurs-gate/faqs/2456]BG 1 part BG2 + ToB

Onto Bandits: In Larswood I have no idea what they tried to cast, 'cause I landed every hit. East of that place is doable with the right resources (ranged attack, or just 100HP and a couple of healing potions,also likely they cast fear).
Peldvale is again easy, then there's finaly the Bandit's Camp. My usual strategy there is Girdle of Piercing (which pretty much becomes obsolate at this point, so you might as well drop the quest) + Boots of Avoidance (pretty much the last you'll need this item is the C-Mine), a Potion of Heroism to fight the melee boss outside the tent, then use the Potion of Firebreath you find in the camp on the mage inside. Oh,and don't get killed by the lightning trap on the big chest.
In Cloakwood 2 don't forget to bring 1-2 dose of Potion of Freedom against the web-traps. And if you need a strength potion.Also, during the game up to this point you could find 2 fireball-potion, comes handy in the lair.
In CW 4 remember the super-dryad. And in general that spiders are poisonous. Not to mention wyverns (which are all optional). With Spiders' Bane finaly you canhave something to make you immun to HoldPerson, so Basillus it is if you can wield it. If not, and potions don't work for you either, you'll have to wait until you geta Ring of Freedom. Oh, and there's the area west of High Hedge too blocked by carrion crawlers until Freedom.
At the CW-Mine the invisible mage casts Fear, just so you know. Against the boss better bring a Potion of Insulation or Scroll of prot from Lightning - you don't want to loose for such a nuisance, right? Also, the horrors are strong, so bring like 10 healing potions, and a Potion of Heroism (you should be able to just find 2-3 until this point). Of course the mage just might be able to cast horror (not sure).

Tip: if you play a Cavalier, and don't want or can't (yet) use the Spiders' Bane, you still can do ranged damage by Wand of Missiles. Shop-recharge the first you fin - it's pretty expensive, but comes back with 100 charges.

More shennanigans: Ulcaster had the problem during nighttime throwing ghasts on you. This is solved now. And you're probably stronger enough to dealwith the ogre mage of firewine bridge (ca. 20K exp on me this time). Gullykin is free-to-loot too. The group there casts rigid thinking and hold person, so you know (try leaving visibility when he's casting). Oh, and be sure to be immun to lightning inside the dungeon. What I don't get is why I so rarely get that"save the cow" quest... Well, at least the basilisk area you can trust (buy theprot. from pterification scroll from the Carnival). Of course now the ankeghs are a "must" (not with Boots of Speed if you have trouble), and the zombie-infested-farm is just there for the taking too. I suggest entering to Ulgoth's Beard even if justspeaking with the ice-island-mage, so he won't bother you with surprise-teleporting. The cloak is also nice.
Ice Island is manageable if you can avoid being charmed and held. The confusions shouldn't be your end I mean, you'd either run far in Boots of Speed, or keep attacking them. Against the ankegh-aligned-one somepotion of fireball might serve right.

Baldur's Gate, Being Poisoned: This is how you regularly play, but nontheles I give my 50c. Also, many doors/chests can only be opened with 18 STR in case you forgot. So, in E you pick up the quests andloot the thieves guild (they have someok items). You can kill the mages in that shop (beware, they cast Fear). The visit the south part of NE to meet Lathander&Co plus move the Werewolf Island quest (if you have TotSC, and the exp-limit is merged with ToB, otherwise likely not worth the effort). In the central area start the Lothander's Gease/Poisoned quest rolling. There are some quests to pick up, but lacking healing you probably not want to fight. Get south, pick up the quests, but don't bother yet with the major fights (ogre assassins, the ship, Iron Throne). Go N, where the important part is to speak with Ramazith. Next go W. Pro Tip: in the house of the father of the dead child is a book of History of the Unicorn Run. Out of convenience drop the Nymph quest (N) before going for the dead boy's body (S). Go SEand get the 1st half of the antidote, then NE for the other half. Oh, don't forget that thatdarnassassin-ogre is hard as crap (Potion of Heroism and Healings are advisable at the ver least - or ranged damage with Boot of Speed).

Baldur's Gate shennanigans: if you need the Ring of Freedom of course you want to do the Iron Fistasap, but if not, delay that a bit more, and instead do all sidequests which are not including going SW with the exception of:
- the ogre mage assassination (optional) might worth delaying as you know, they are ogre mages.
- bringing a corpse to Agiron, and the sewers in general are best doing while working for the flaming fist (SW)
- the Cloak of Balduran starts with entering to Degrodel, but that's a pretty challenging place
The antagonist group in the Cloack&Helm isofcourse optional, but pretty much proves, it is safe toassume every single mage willcast Fear on you, while clerics cast Hold Person. So plan your game accordingly.
When going SW first do the easy parts, then enter the Merchant League Estate. You'll need a Potion of 19 STR to bash the container with the evidence.
With the potion running you might want to use its duration to eliminate the Ogre Mage Assassin Group - they heavly work with Confusion, so might worth drinking a potion of Clarity here. Darn, that potion is extremly rare. They alsoshoot a lightning and several Aganzanar's Scorcher, so some potions are in order. And if you potion up, you might as well use all this preparation to storm the Iron Fist. Before going to the top floor though drink a Potion of Heroism mainly for the extra HP,and every "round" drink a Potion of Healing. Start aiming on the clerics until they start melee, then focus on the mages. When you get Aganzanared run around and deal massive damage to the whole group.
While THOSE potion last you can try Degrodel's home. Helmet horrors are the worst, Invisible stalkers are weakest, so you know. in full plate, 32 ring of prot, belt of slashing and more, they actualy aren't much threat (though if they roll good those hits hurt). If you feel the need of some extra here, I suggest a potion of 21 STR, and oil of speed. Remember when you deliver the helm the questor remains blue and disappears after 10-30 seconds, so force-attack him to get the helm back.
The Archeological Dig comes to my mind at this point too, and with a good armor it is a smooth thing. If you're with lesser equipment though a Potion of Defense, Potion of 21 STR is in order. In general Potion of Heroism is in order too.
For now I say pack up and go to Candlekeep, leaving the TotSC areas for later. They are hard. Don't forget to pack a Potion of 24 STR, and a Potion of Mirrored Eyes. Something to resist fire and lightning is in order too. There'll be plenty of time to sleep, and unless you attack the Council - which you shouldn't - there won't be any major fights either.
Post edited April 29, 2018 by twillight
avatar
twillight: EDIT: the above mentioned link by @burn leads to a general walkthrough/wiki. It is not, inany way, shape or form discusses no-reload gameplay advices. And as it though offers tematic analysis, not the bestsource of informations either.
lol
Durlag'sTower: Getting in of course requires to fight Battle Horrors. you can at least single them out. Inside the upper levels are full of ghasts (hold person), and there's the optional ghost, which has quite good stats and a capable caster too. There is also some entirely optional basilisk hunting if you want.
In case you are curious yes, the Helmet of Different Alignment DOES exist. To get it you must hire Ike, make the Demon Knight appear on ground zero, hit it successfuly with a Wand of Paralyzation (if you have other methods feel free to let us know) which makes all your hits land automaticaly, then hit it like 300+ HP. while thatshot last, which must succeed the first time you try, because the DK is only present for such a short period.
Another serious problem with the upper levels that literaly everything is trapped. Damage-traps I could dealwith, but there's a Lightning-Trap-In-Compound-Space (you candie faster by it than you'd have the chance to drink a potion), and the Tome of Wisdom is protected by a charm trap. There are other spell-traps, but I saved against. So it is not encouraged to try to loot these levels.
The Dwarven Guardians level is filled with fire and lightning traps for starter, and at least oneoccasion a trap throws a spell on you. Lastly, the wardens are boss-creatures, so try Potion of21 STR against them amongst others. Potion of Heroism comes to my mind. If your char is not a warrior class, you might also need an Oil of Speed too.
The third level is way easier if you use the Control Room to bypass the whole puzzle of doors thingy. Also worth mention the Grail of Fear is awesome fullheal item if you can eliminate its fear-factor (Kiel's Helmet, or Cavalier innate). Ifyoutryto go east though, prepare that thatfightis problematic because casting (I think confusion).
On the Dwarven Runestonessome are enough to aquire, some must be brought close to the place they activate. No idea what the two "legit" stone does if anything which can be bought in Ulgoth Beard, or the exact duplicant at Ike. But if you see 'em doing something you can right there throw that piece away.
On the 4th level remember, you only have to do 1 room of 3 to get to the 4 tunnel-room. The easiest is the greater wyvern room. The skeleton archer room by its sheer number causes problems, and the maze-roomhas dangerous greater ghasts and backstabbing things (in theory they are syrens but never seen them charming).
This level requires something which dealfire damage, like the Potion of Firebreath you can find inside the tower, or something.

Chessboard, Demon Knight,and the Tanarri: coming back is problematic if you leave, sotry our best not do that. You'll have to pack:
- 1 Potion of Invisibility
- 1 Potion of Lightning Resistance (100% needed).
The trick is to drink both at arrival, then move up&down until everyone is dead. Congratulation, you are better than Ron Weasley.
The area is also infested by mega-spiders, but in the acid-area you can find quit a few antidotes. Incase you want the Staff of Striking you need one of the three 24 STR potions.
To deal with the DK run to the mirror and break it. Try to land the finishing blow on the real one (left side),and the mirror fiend disappears with it. If the mirror of yours causes trouble you can shoot it ranged, but in full plate and a +3 weapon it's ok in melee.
In Ulgoth Beard every single cultist will drop a Potion of Heroism, souse them to defeat them. When reaching to their temple you'll need:
- 1 Potion of Invisibility
- something to deal ranged damage. Cavaliers canuse Wand of Magic Missle: needs 90-100 charges, and you have to deal with the two furthermost cultist with a long weapon (twohanded sword, quarterstaff etc.)
- 2+ Potion of Mirrored Eyes
- either ranged weapon, or serious buffs to deal with the demon. Suggested buffs: Potion of Power, Oil of Speed, Potion of 23 STR.
Don't forget the +2 large shield.

Werewolf Island: it is mostly boring fighting. In full plate it isn't even hard, but for those whogo forthe best-chainmail-in-the-game has its challenges.For the I suggest somePotion of Heroism, Potion of Defense, Oil of Speed, Potion of 23 STR. Everyone will need +3 weapons, or use those silver/gold weapons to deal with the bosses. The head-guy in Ulgoth Beard is the biggest boss though, so against him "simple" +3 weapons (like quarterstaff) don't work, but The Victor, otherwise known as Energy Ring kills him (while you're running around).

Endgame: Tamoko's armor only equals the Plate +3 from Durlag's, but exp is exp. To save at least one prince a Potion of Herois, and an Oil of Speed is recommended. If the fight calms, but the prince/s don't talk to you enter the royal treasury for paniced doppelgangers.

----------------

Irenicus' Dungeon: I can even do this poverty, so please. One thing though: you only get exp for Jaheria/Minsc if they join, so don't bother.
Waukeen Prmenade: I know some people likes to attack Mencar&Co right away. The problem is the thief, especialy in ano reload game can easilyescape with his ring of invisbility. But ultimately it's up to you.
Slum: the slavers use Power Word Stun,and that's a superspeed spell, so have 90+ HP to prevent it. Forsolo games it is a lesser known fact that whatever your character is, you can pose as Champion of Evil and pump XP from Anomen that way (he becomes hostile in his home in the government district). In the sewers there are Carrion Crawlers, and the new hobby of the folk is Hold Person, which surprisingly hard to find a counter-solution for again. The people also heavily experiment on the confusion-department, sowatch out for that. Fortunately charm is preventable witha little investment in the Temple of Lathender (if you can wear helmet).

Money can accumlate very quickly, and unless you side with the thieves (lesser option) you might want to have priority in doing the Mae Var Stronghold. Another thing to prioritise is the Silver Pantaloon. Remember that the villains don't go hostile unless you manage to land a hit on each - as supplies are not such limited here, they worth an Oil of Speed. AND you want to hop away for the Potion Bag at the Watcher's Keep.
Pro tip: don't talk with the soldier outside the circus tent until youaquire the silver pantaloon. There are surprisingly few quests giving you reputation. The other reputation can be either holding back talking to Hendak after solving the Copper Coronet (can be unfomfortable), or killing Neb - at least these are the easiest options.
Pro tip: once you trained your reputation back, it is suggested to buy the Nymph Cloak and Rogue Stone from Mae Var's guild. The cloak is not avaliable elsewhere (and the extra CHA helps you buy stuff cheaper even if you end up not using it otherwise), and the gem is otherwise problematic to aquire. Also helps you with the "I have too much money" problem.
Pro tip: the mage Edwin wants to liquidate has some pretty massive spell on him. One option is the "uhm, see ya" strategy, what means every single time he starts casting you change floor. And at the start you do that anyway to drain his protection spells (of magic item, mirror image). This might still involve a bit of a risk, and well, there's the berserker horn's problem. Not that it it'd be indisposable, but still, I end up not using thise prot. from magic scrolls anyway. And as that item is protected by a lvl 8 spell, there isn't much you can do about it if you are not a mage, bard, or thief. You can use the remaining duration to get rid Tarnor&Co in the sewers or something.

You also want to keep in mind time-of-day related, and timed quests. Like right after the Slums you want to check the Temple of Thalos, which'll close down for a day after your rob their necklace (though this is almostnegligeable if you time visiting Watcher's Keep after that). Enter the City Gate to initiate the special merchant (not that he has anything good), and Welyn's Ghost only appears nighttime while his parents daytime. There's the paladin and the orphan which is also frustratingly time-sensitive. Oh, and there's the twoquests for the temple aside the Unseeing Eye which both involve timing. AND there's the case of Mrs. Cragmoon.

About containers: in the city they don't worth checking, only in dungeons. What are still worth a look are those nook-spots like in BG 1 (check in the Slums, on Jan's house for example).

Traps: there are some annoying poison traps (especialy early those hurt a lot), some extreme damage traps (70+ dmg), the familiar lightning traps, and some leveldrain traps for flavour, not to mention charm traps. So always wear protective gear and be adequatly healthy when opening containers.
Post edited May 01, 2018 by twillight
One speedrun strategy that might help even if you are playing by the "rules":

You don't have to fight everything. Especially if you have Boots of Speed or the Haste spell, you can just run past many otherwise nasty encounters (and since you're going solo, you only need to get one character to the door leading to the next area). Apparently, if you are playing the Enhanced Edition, those two speedboosts *statck*, allowing you 4x speed, which should be enough to get past most encounters unscathed.

Of course, there are times you will be forced to fight, and you will want to get *some* experience, but other than that, you can just skip past many battles with this strategy.

In original (non-EE), BG1, you could also try using the Dimension Door spell, though you may need some protection to keep it from being disrupted.

There's also strategies you can use with Invisibility or Sanctuary spells; cast the spell, then run past the enemies.
Even easier than pesky spells limited to certain classes, and having massive durations is Potion of Invisibility. Drink it and poof, you're gone instantly.
Well, not in BG 2 where everyone and their mother cast True Sight.
And if it's invisibility-strategies: Cloak of Non-Detection helps those classes which can sneak immensly. Enemies which have a set spellslot and not just cycle through spells indefinitely will waste ton of spells trying to sense you/protecting themselves.

Invisibilty don't solve everything though. We can sum up stages of the game like this:
- character starting: you're gambling for 25+ HP here to not get accidentaly oneshotted.
Note: lightning traps/spells are always a problem in componded spaces, so taking a good position is essential.
- BG 1: everyone and their brother has Fear and Charm to cast on you. You might survive Fear if it is not one of the group-encounters, but still. Also: poison is a darn danger, even in early BG 2.
Note: there are some Hugh Physical Damage Traps.Always have a healthy amount of HP.
Note: in BG1 there are some Hold Person monsters, namely Carrion Crawlers. Deal with them from distance. There are running-speed versions in Durlag's Tower
- BG 2: Fear is still a factor, and even single enemies can bite you in half if you're hit with it, and there's barely any protection against it. Only the Dragonslayer Sword comes to my mind to be honest in Firkraag's Dungeon.
Hold Person and Confusion suddenly became common, so you desperatly need immunities against them.
there are also various exotic spells where you need to do the saving throw or it is instant death. So say good bye to high-AC armor (Plate of Balduran and such) and play BG1-style wearing of Protection items.
- later stages info to be added (Icould come up with things like Hive Mothers and dragons, but I want to give everything proper)

While you can run away from fights, as mentioned sooner or later you will HAVE TO fight, and all the problems mentioned above WILL COME OUT. So you might as well prepare yourself and fight every fight because avoiding them don't make any difference.
Of course it is true some situations are more problematic and less beneficial to certain characters. These are though mostly related to the physical punishment you suffer at those places (like Lycan Island), not tricks from the monsters. Still, trust your on judgement.

----------

Back on advancing:
- you'll need to do fire damage sooner or later. These are finishing shots on trolls, so you can solve it with arrows if you want. In actuality ranged capability is not demanded. Only in Spellhold you MUST be able to deal out ranged damage, but there your opponents are goblins, so you don't have to be good in it. Even the Wand of Wonders can solve that! Back on track: while the most popular weapons are Small Bows which are in actuality crap, crossbows are equals of Long Bows even, and have the added benefit of being able to buy a fire arrow shooting variant at the beginning of BG2, AND it works as the bow is enchanted, not as the arrow,meaning it is +4 inits basic form not +2 as it should be, so can hit iron/adamantite golems.
Cavalier can't use those, and in theory should not be ableto use throwing weapons either. Not that you'd need them. Buy the Sword of Flame if you're a purist like me - you won't feel any difference.
- other items you'll want to invest are the Shield of Balduran, and Helm of Vhailor. The later is very much abusable by more paranoid, or narcoleptic players.
- Slums, Slaver Compund: at the cage with the trollsavoid standing in the doorway,else it canhappen the second troll will block the doorway while hidden byit. It's not lifechanging, but annoying.
- De'Arnise Hold: the extra thing you must be aware, that the chest with the +2 dagger has leveldrain trap.
- Planar Prison (RescueHaer Dhalis): the problem here is mainly at the start. The snake on the left starts with prot from magic weapons + stone skin, and then goes invisible, and then casts a Fingerof Death which has a-2 penalty on saves. So you can't kill it or prevent casting, must survive that FoD naturaly. My suggestion is a potion of Invunerability or similar (unless you come here VERY late/equipped), and an oil of speed. I also find the pockets boring (and dangerous), so I generaly skip them every time.

Working forBodhi, or the Shadow Thieves?
- the first quest is totaly the same for both sides
- if you work for the Shadow Thieves you simply clear the vampires' nest twice, what is boring
- if you work for Bodhi you get easy access to Mace of Disruption
- Bodhi's second "good"quest is involved in Bodhi's 3rd quest, and as the "evil" quest don't interfer with anything...
- equipment-wise you end up exactly the same, except if you work for Bodhi you gain an extra item, the Ring of Djinn Summoning. Which I give you is a pretty weak thing, but still.
Mentioning summoning items, they are invaluable at laterstages/harder enemies, so collect them if you can. Though I end up never using the Efreeti Bottle, so might as well not get it.
- if you work for Bodhi the though spots are: the mage in the cloth-room has a Finger of death (drink Potion of Invulnerability). One of the traps at the floor of the ambush mazes you if I'm correct. Do not step on it (stay at the edge and you shoulkd be fine). Haz (who has the final key) has a stun which bypasses Keldorn's armor (nota problem if everyone else is dead and youhave some good HP). At the very end the casters start with summoning a demon. Let them start casting while you're at the door of their room, but run through the door on the corridor on close it. The demon will do your job.

Gaining the Ring of Gaxx:
this is a turning-point for my Cavalier,because it reaches so low saves itno longer has to worry about practicaly anything (minimum save is -1 or lower). This is with -5 from items: Helm of Balduran (-1), Ring of Gaxx (-2), Ring of Protection +2 (wear full plate along) OR Keldorn's Armor + Ring of Earth Control (only true in vanilla version). Paladin's lowest saves w/o equipment is 6.
To GET the RoG you have to do the Unseeing Eye quest, which'll either take a/the secondScroll of Protection from Magic, or visiting Spellhold, or get the DLC/Pre-Order merchants and grabthat stupid Shield of Balduran. Also take notice that the lich in the undead cave has a Finger of Death. I bet the cultist group in the beholder lair has nothing interesting.
The liches themselves naturaly have Time Stop (move out of sight), and be very aware thatwhen they try to come close to you they are trying to Maze you. With a twohanded weapont hough you CAN land hits on 'em then run away in safety. Of course you might just use a Scroll of Prot. from Undead, which you'll have to use anyway against Kangaxx. If it is/turns blue, just talk to it yourself. NOTE theliches can somehow instantly death-spell from some innate ability any summoned creatures, thus it is entirely futile tryingto hold them up with those (you can't prevent their try of mazing).
WARNING: seems a lot of events, like the beholders to the temple of Amanuator showing up, or the secret door unlocking is related to the CHARNAME passing a checkpoint. This passing canbe bypassed and thus the event never happen if you wear Boots of Speed. Only wear BoS during fights, or if walking already discovered areas.

EXP-shennanigans:
Rogue Stone Doorway: there are a multitude of issues here: the beholder (obviously), the vampire (leveldrain), and 2 mages whocan prot from magic weapon AND maze you. Oh, and one summons a demon. Of course the whole thing is primaly trophy.
First destroy the beholder ASAP, and run out of sight of the humanmage to the bottom,so during its Time Stop she won't cast her spells reaching Maze.
As soon as that ends usea prot. from undead scroll. Will castbefore the lich's time stop occurs.
Now destroy the thief and the vampire. Cast prot from evil if the mage starts summoning demon.
Now deal with the lich. The prime problemat this point is likes to go invisibile. You can either cast some spell to get rid of it, or summon Ras but that did not linger enough for me as the lich went invisible again. Summoning a Deva is also option, and it is cool.
The mage with itsmaze is of course dangerous, but she is left alone atthis point, so use some ranged damage (Wand of Magic Missile for example). Actualy with all the time passed her defenses (mirror image, prot. from weapons) should be down, so you canhit her with some elemental damage weapon too and prevent her casting.
Planar Sphere: the main group of the feral halflings is seriously problematic. The mage has spell reflection, weapon immunity, invisibility, and asap tries to maze you while all those are running. My solution was to summon a deva (it sees the invisible) right when I saw that mage. The deva lasted for the second group of FHs too (also included a mage, but no idea on that's specifics).
I'd also bet a serious amount that Tolgerias has Maze too (his friend is a summoner by the way).And the demons outside have some nasty ability too (leveldrain?).
Samia&Co: aside the toss-in-a-cloudkill you rly should prevent them escaping. Especialy the thief likes to do that. Soclose the door beind you before picking up the dragon stuff.
Dragonslaying: be paranoid! Do your best summons, pull out all the big guns, cast the matching green protection scroll! Dragons are scary, mainly for their breath attack! The shadow dragon also drains levels. So if you have at least 2 point in two weapons style you can use your main hand without penalty, and the offhand as shield-with-benefit.
Post edited May 03, 2018 by twillight
Durlag's Tower:
Coming here late makes the place way more easy. Seems around 6million EXP (ca. lvl 30) the place is the easiest. Actualy this is mainly true for WK lvl 1, as no other level is effected at all, aside that you'll have HLAs.
lvl 1: if you come here with 8million EXP the guardiantstatues get doubled (with insignificant, generic placements). Might or might not be related to exp also, but to my experience coming early on the west side you get shadows, while coming later gives you (way easier, as they don't drain level for starter) orogs.
Pro Tip: before doing the ritual pick up the magic book from the altair. This act releases the first couple of statues, while doing the ritual releases all statues at once.
lvl 2: since the very beginning there's the misconception that the Chromatic Demon has insane regeneration and that's why it is so hard. Absolutly false. The problem is, it gets a full heal whenever it changes form! Also has such resistances every physical hit hurts it only 1 dmg. Each form has elemental weakness to ONE element, which type of damage passes without change. Crom Faeyr + Greater Whirlwind kills this thing every time without problem, you don't even need prophiciency.Derive you strategy form this.
lvl 3: Sure, there's the Purifier for Lawful Good characters, but who uses that? Evil characters on the other hand can skip one of the major battles here, which is very handy if you come early, and otherwise.
Tip: try to avoid fights in Wild Magic Zone, and be very sure when it comes to No Magic Zone.
Deck of Many Things: with No Reload you don't want this. The problem is one of the Good draws are miscoded, and ruins your saving throws which you need. If that'd be fixed (not even in EE), you might give a try and get second draw IF you get a bad draw where you go for either Star (+1 stat), or the Ring of Protection +3. The 3rd draw is pretty inconsequential.
Now on the other hand you probably should gamble with the cambion for the item of your desire (maybe Wish if mage, Spectral Band otherwise). The problem is of course if you loose. Especialy for the 3rd draw, which is permanent silence, so you cann o longer shop, get healed by NPC - pretty much screwed if solo character. So if you cansummon up a creature which can Remove Curse, or by rumour Remove Disease. Both Planetar and Deva can remove curse.
Otherwise you're better off attacking the cambion - or you might hope Dispel works on you. Maybe the dragon on the nextlevel would cast it? Becaustious thugh, you not just become unable to cast spells, but also specialabilities! And your simulacrum becomes affected too.
lvl 4: remember that the dragon gets stuck and can't realy hurt you. And unless you're specialized forits item, don't mess the demilich.
In the illithis lair, the southernomst room's container is maze/imprisonment, so don't mess with it.
Also: if you started with 18 CON, here you will gain the 20th CON, and thus inherent regeneration. Of course Ring of Gaxx beats that as well as a couple of other things, but stil.
lvl 5: likely the only thing you actualy want is the Gauntlets of Extraordinary Specialisation from the finaly seal. Then run to the portal and escape ASAP. The most instant problem is the Hive Mother which canmaze/imprison you!
Until then: the dragon uses Entangle,whichagain somehow bypasses Free Action. It also has the Warrior Skull demanded for naother of the key-quests. The 3rd key-quest which gives orbs is pretty tedious, and the beholders are problematic as at least one can imprison you. Also, only the 64 HP orb might be any interest, and that's indistinguishable from the rest, so you can as well forget about it.
For me the key from the south questgave the key to the "final" (NW) seal.

Pirate city: the local mage has a maze. Fortunately it'll cast on anything, so summon the berserker warrior and let it go. His Boook of Infinite Spells has potential The best option is if you ask me True Seeing, or Spell Turning, depending on your need, but a free invisibility is also ok.
Maze of Spellhold: you will need to do ranged damage. Unavoidable, or you're stuck. Use spells,wands, bows, throing weapons - whatever you have.
Shark-people: you don't have to visit here, although there are some nice items to pick up. Watch out for traps at the imps though. Not sure, but one might be dangerous.
Underdark: most things are entirely optional here. Stricktly speaking you can get away by killing the gnome city for the gem (independent of class, no consequence), doing the main quest for the dark elves, telling the aboleth to piss off, defeat the cultists.
For the Blood-quest:
- kuo toa is the easiest,you'll probably do that thing mostly anyway
- beholders are the mostdangerous with Hive Mothers who canimprison you. The only item there is a Greenstone Amulet (short term mindshield), so it is also the least profitable.
- the illithids are solvable, and they have 2 things: 1) ring of fire control,what is slightly better than the rin of fire control 2) staff of domination which has ca.20 charges of dire charm which everything WILL resist, the funny thing is, the elder brain itself won't.
Pro Tip: when exiting the drow gate at the kuo toas,don't stop fighting. The surface elves regularly turn hostile towards youfor some reason,and that's gamebreaking.
Note on the Demogorgon Statue: ANY summon can do, including flying swords.
Note on Silver Dragon: if you fight it know its breath attack is extremly damaging. Fear her. Otherwise I think she is fire variant.
Dangers: when you come out first of the city tosave the female, the mage of the adventurer party has Maze,and starts out as invisible. Fortunately he's pretty agressive, so have 1-3 summons at you. Also have a couple of Potion of Invisibility, so he can't hit you, but you can lure him away until dealing with the company.
Suldanesselar: the dragon might have an "alternative", which is probably too frustrating to do, so just kill it. It isn't special after all.
Tree of Life: Irenicus has a Maze. Fortunately he isn't picky who to imprison, so block him with summon.
Abyss of Tears: beware that Irenicus/Slayer can cast Maze,and likes to target YOU. Also has insane regeneration, so keep away. Run out of sight (Boots of Speed or similar)so he changes his mind and whacks your summon.

1st Trial: the headhunter is nothing special, and the trial is harder if your alignment is good with the inclusion of Bodhi, wholeveldrains.
2nd Trial (Gromnir): generaly speaking nothing worth in the town aside the magic shop maybe. I usualy use the barrack/sewer entrance,as that's shorter, less complicated,and being immun to normal weapons makes you invulnerable.
3rd Trial (Yaga Sura): when entering the giants be fully healed, do not move around if you don't absolutely have to, prepare with fire resistance. The innermost part is easiest as the giants get stuck in the doorway if you have to.
For Yaga Sura: first run in and hit him once, just to run out asap. Stay at the end of the bridge so he spawns in a mostly convenient location. Concentrate on him.
For the pocket plane trial one thing is sure: one of the characters do leveldrain. Annoying.
4th Tria (Sendai)l: you'll likely have to deal with the Mayor's Daughter and Samon Havarian. The journey will likely be planned according to what items you can/wish to aquire early. Gaining the BMU before the tunnel-challenge (slave tunnel is easier, half of them only have 0-1 enchanted weapons) is highly recommended, AC does count.
Talking about the tunnel(s): drink a potion of invisibility as soon as you enter and chase the Master to the endpoint. It notices you but none else, making things even more safe. But Abazigal's dragons are bloody hard in comparsion, so best option seems 1 Potion ofInvisibility, killing the Master asap, take his key, get out if you get into trouble. Or drink more invisibility to get safe and drink to be healed. Forget the dragons. Sendai is pathetic in comparsion.
For Sendai herself is though annoying, far from unbeatable. Rules:
a) stay at the door, so you can even hop to the Pocket Dimension for a good sleep if required.
b) the second form has Maze. Either try to interrupt casting by elemental damage, or use summons.
c) the final form is annoying af crap, but at worst it takes only time. Don't bother with the summons if you don't absolutely have to.
Note: The BMU can't get on the platforms of Sendai, even has trouble with long weapons. Missile weapons (if you aren't archer) worth nothing here.
The pocket-trial is nothing special.
5th Trail: Draconis is a blasted acid dragon. His human for can't do anything if you are immun to 0/+1 weapons, but I have no sure way to beat the dragon form with its massive breeath attack (which it can abuse and cast repeatedly), sleep-wingbuff, abusable stone skin, definitely abused teleport-invisibility, haste, and full heals.
Within the were-wyvern can be problematic for low DPH classes, and the ice-salamanders worth a protection scroll. Drink invisibility to avoid the annyoing eyes. Get the pantalloon. Do not fight the guardian dragon unless you absolutely have to because aliens threaten to blast the Earth in real life or something. Pick down the salamanders before bothering with Abazigail, who is in theory a lightning-dragon (and again a darn annoying one with full heals and abused breath attack).
Post edited May 07, 2018 by twillight
Draconis - maybe valid - guide

If you can do traps this should not concern you.
The Improved Alactricity + time stop + shapechange might work for mages. Summons are NOT good, it can destroy, paralyse, or otherwise make useless them.
As far as I could notice thac0-draining, level-draining and similar equipment worth squat.
Draconis sees the invisible.
As told if you are immun to +1 weapons his human form and his summons are negligable.
Seems it has a special Non-Detection which makes True Sight questionable (or its delay between occasions are too long for this fight).

The main problem is, it does so much damage you can't heal it back, and is so elusive you hardly have time to hit it.
But seems this setup lowers his damage to tolerable level:
- cast Protection from Acid scroll + wear Shadow Dragon Scale (100% acid protection)
- cast Armor of Faith + cast Hardiness (65% phyiscal resistance). Recast as needed.
- when the human form is about to go out stand to the open, so you'll be pushed far. I don't know why, but otherwise you'llsuffer a lot more, just trust me on this.
- with all the above running with Superior Healing Potions you should manage to heal back HP as needed
- use Rod of Reversal (casts Ruby Ray of Reversal) if you notice it put up Stone Skin
- I used Carsomyr +6 and whirlwinds to deal out damage when it was possible
- also wear Boots of Speed
- a Potion of 24 STR might be advisable. Unfortunately it casts Dispel when transforming, and I'm not sure whatthat can take away.

This of course needs futher testing, but seems reliable enough.