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Damage bonuses are adding up... Series will be highlights of the run's more notable fights. Mods: Zero Scaling (Workshop) - Reduces damage/armor/vitality scaling to absolute minimums. Armor and vitality increase modestly by level while base damage of weapons and spells will stay relatively the same. This means gear stays relevant longer and being under-leveled or over-leveled proves less of a disadvantage and advantage respectively. Has the weird side effect of randomly generated items having visuals they typically wouldn't have along with unusual names. There are some other implications of the mod, such as STR dual wielding staying more viable. Tactician Scaling (Custom) - Manually modified Tactician multipliers. So rather than, for example, +50% physical armor, enemies get +200%. There is some minor additional scaling and accuracy bonus that were also doubled. Will likely increase this between acts. Food, Drinks, & Potions Fix - Fixes Five Star Diner no longer working with Blood Rose Elixir when you use mods. Majoras - Character Creation Plus (Workshop) - Just for visuals. Gift Bag - Fort Joy Respec Mirror Note: Ifan was temporarily recruited just for getting Shadow's Eye. Fights: Deep-Dweller - Zero Scaling technically makes this fight harder since I'm 2 levels over-leveled, but it clearly didn't matter. Decided to still include it for comparison's sake as it will likely be harder on the Duo Magic run. I should mention that the Aeromancer has Rain, and can break your invisibility. Sech Zapor - Worth showing since he will go first, backstab, and can use Chloroform. This requires you to use Uncanny Evasion, if you want to avoid hits, as well as Peace of Mind to negate sleep. On Classic or below, this wouldn't be that big a deal. Armor of Frost is recommended for anyone near him at the start. This is because Chloroform breaking your armor would allow his aura to charm you. Slane - He's easy once you break armor, but worth showing the pre-buffing. Magic Shell and Uncanny Evasion are basically necessary to survive his first turn. Otherwise you get killed or frozen. You could just out speed like I did, but the double turn is nice. Radeka - She is super annoying with 115 initiative paired with Mosquito Swarm, as it can't be dodged or negated with resist potions. It's almost like necro is OP, huh? You just need to start the fight from far enough away to prevent a hit. Then it's just a game of not dying to retribution. This, besides the Alexander fight in Fort Joy, is the fight most worth using the invisibility potions from Fort Joy on. Note that Exter in Amadia's Sancuary can sell Chanterelle sometimes. They're identical to invisibility potions. Drillworm - This fight isn't too difficult as long as you can appropriately avoid dying when the Drillworm relocates (piercing damage). You can avoid this pretty consistently by not having characters nearby and there being enough magisters near the Drillworm to take aggro. Timestamps: Deep-Dweller: 0:00 Sech Zapor: 9:23 Slane: 15:01 Radeka: 18:49 Drillworm: 29:05 Builds: 44:19