Tweaks Anthology Rule Changes

These components make alterations to rules, game mechanics, and other aspects of the underlying game.

Two-Handed Bastard Swords
BGEE, BG2EE, IWDEE, EET, BG, BG2, IWD, BGT, Tutu, IWD-in-BG2

It always seemed odd that the general description of bastard swords implied they could be wielded with two hands. This tweak adds an ability to all bastard swords that will create a two-handed version of the sword in your inventory. The one-handed version will be removed. The new sword will have the animation of a two-handed sword but, in all other respects, will be the same as the one-handed version. You can switch back to the one-handed version at any time. The ability is found behind the backpack icon, once the sword is equipped. This component will affect items introduced by mods.

Note: Instances may occur when a bastard sword appears to have a selling price of 1 gp. Resting will fix this.

Two-Handed Katanas
BGEE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD-in-BG2

This tweak adds an ability to all katanas that will create a two-handed version of the sword in your inventory. The one-handed version will be removed. The new sword will have the animation of a two-handed sword but, in all other respects, will be the same as the one-handed version. You can switch back to the one-handed version at any time. The ability is found behind the backpack icon, once the sword is equipped. Monks cannot wield two-handed katanas. This component will affect items introduced by mods.

Note: Instances may occur when a katana appears to have a selling price of 1 gp. Resting will fix this.

Two-Handed Axes
BGEE, BG2EE, IWDEE, EET, BG, BG2, IWD, BGT, Tutu, IWD-in-BG2

A nod to Icewind Dale, this tweak adds an ability to all melee-only axes that will create a two-handed version of the axe in your inventory. The one-handed version will be removed. The new axe will have the animation of a two-handed halberd but, in all other respects, will be the same as the one-handed version. You can switch back to the one-handed version at any time. The ability is found behind the backpack icon, once the axe is equipped. This component will affect items introduced by mods. Axes that are two-handed by default will remain two-handed.

Note: Instances may occur when an axe appears to have a selling price of 1 gp. Resting will fix this.

Universal Clubs
BGEE, BG2EE, IWDEE, EET, BG, BG2, IWD, BGT, Tutu, IWD-in-BG2

From the description of a basic club in BG2: 'Anyone can find a good stout piece of wood and swing it'--so why can't mages use clubs? This tweak allows mages to wield clubs as well as gain a proficiency point in clubs. This component will affect all items in the game, including items introduced by mods.

Weapon Styles for All
BGEE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD-in-BG2

This allows all classes, not just warriors, to gain the maximum number of points in the various weapon styles. Some restrictions remain:

  • Mages are not allowed Sword and Shield Style (they can't use shields anyway).
  • Kensais are not allowed Sword and Shield Style (they can't use shields anyway).
  • Monks are only allowed Single Weapon Style.

Note: This component affects weapon styles, weapon proficiencies remain unaffected.

Delay High Level Abilities
BG2EE, EET, BG2 (requires ToB), BGT

High Level Abilities start at level 21 for all classes.

Change Experience Point Cap
All games except IWD2

All games impose an experience cap. For example, in Baldur's Gate II, characters have a maximum experience point cap of 2,950,000 with Shadows of Amn or 8,000,000 with Throne of Bhaal. In Tutu and Baldur's Gate, these caps are 89,000 in the standard game and 161,000 with the Tales of the Sword Coast expansion. This component will allow you to alter the experience point cap in one of three ways:

  • Remove completely (characters can advance without restriction up to level 50)
  • Cap at level 20 (not available on all platforms)
  • Cap at level 30 (not available on all platforms)

For a challenge, combine the level 20 cap with Delay High Level Abilities in BG2 to never get access to UAI and Improved Alacrity.

Allow Stealth and Thieving Abilities in Heavy Armor per P&P
All games except IWD2

Thieves and rangers are prevented from using stealth and thieving skills while in heavy armor. This component implements the P&P method of allowing these abilities in heavier armor, but at a penalty to the character. There is always a small chance of success or failure regardless of the adjustments below. Any armor above leather will impose penalties on these skills. This component will affect some mod items; if you find armor not affected by these tweaks, please report it at the Tweak Packs forums. The adjustment of the item descriptions to reflect these changes has now been incorporated directly into this component and is done on-the-fly, so it should also catch mod-added items and reduce conflicts. (Note that descriptions are only adjusted if there are translations available.)

In older versions of the engine (original BG and IWD), Move Silently and Hide in Shadows were a single stat called Stealth, and the armor changes in those games will just adjust Stealth. From the Complete Book of Thieves, by armor type:

Armor Pick Pockets Open Locks Find/Disarm Traps Move Silently (non-IWD/BG) Hide in Shadows (non-IWD/BG) Stealth (IWD/BG only)
Leather Armor -- -- -- -- -- --
Robes or No Armor +5% -- -- +10% +5% +10%
Elven Chain -20% -5% -5% -10% -10% -10%
Studded Leather or Padded -30% -10% -10% -20% -20% -20%
Hide Armor -60% -50% -50% -30% -20% -30%
Ring or Chain Mail -40% -15% -15% -40% -30% -30%
Brigandine or Splint Mail -40% -15% -25% -40% -30% -30%
Scale or Banded Mail -50% -20% -20% -60% -50% -50%
Plate Mail -75% -40% -40% -80% -75% -75%
Full or Field Plate Armor -95% -80% -80% -95% -95% -95%

Allow Arcane Spellcasting in Armor
All games except IWD2

This component will allow mages with access to armor the ability to wear it and cast arcane magic, though at a miscast penalty. It will not allow mages to wear armor they normally can't, but it will broaden the selection for multi and dual-class mages. The penalty will not affect divine magic. This component will affect some mod items; if you find armor not affected by these tweaks, please report it at the Tweak Packs forums. The adjustment of the item descriptions to reflect these changes has now been incorporated directly into this component and is done on-the-fly, so it should also catch mod-added items and reduce conflicts. (Note that descriptions are only adjusted if there are translations available.) The full tables of penalties are below (penalties from armor and shields are cumulative):

Armor Miscast Penalty
Buckler 5%
Small Shield 5%
Leather Armor 10%
Medium Shield 15%
Studded Leather 15%
Hide Armor 20%
Scale Mail 25%
Chain Mail 30%
Full Plate Armor 35%
Plate Mail 40%
Splint Mail 40%
Large/Tower Shield 50%

Expanded Dual-Class Options
BGEE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD-in-BG2

This component will allow Barbarians and Wild Mages to dual-class to other classes. Barbarians will have the same dual-class options (cleric, druid, mage, and thief) with the same requirement (15 strength) as fighters. Wild Mages will have the same dual-class options (cleric, fighter, and thief) with the same requirement (15 intelligence) as regular mages.

Wear Multiple Protection Items
All games except IWD2, PsT, PsTEE

This component allows players to wear more than one "X of Protection" item at a time. Players have their choice of two different implementations (originally from Ease of Use and G3/Tutu Tweaks respectively):

  • No restrictions. Players can wear as many items together as they wish.
  • P&P Style: In Pen and Paper AD&D, characters are allowed to wear magical armor with Rings/Cloaks/Amulets of Protection, but only the armor class bonus from one item would apply. This component gives every ring/cloak/amulet of protection the ability to be worn with or without its Armor Class bonus. With the AC bonus, the items retain their usual restrictions from being worn with other protection items or magic armor. Without their AC bonus, they can be worn together. This allows players to gain the benefits of the saving throw bonuses from the items of protection. To toggle between the versions that offer armor class bonuses and those without, use the item's special ability--the new item will be created in your inventory.
  • Allow Armor Plus One Protection Item: The player can wear magical armor plus one more protection item.

Alter Weapon Proficiency System
BGEE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD-in-BG2

This component provides five different options to allow you to change how the weapon proficiency system works.

The first option, Rebalanced Weapon Proficiencies, attempts to rebalance the groupings of weapons proficiencies. There are three main changes:

  • Wakizashis move from Wakizashi/Scimitar/Ninja-to to Katana proficiency
  • Ninja-tos move from Wakizashi/Scimitar/Ninja-to to Short Sword proficiency
  • Morningstars move from Flail/Morningstar to Mace proficiency

Wakizashis are very similar to katanas in usage, and ninja-tos are straight, short blades. Morningstars, while there are several variations in definition, are essentially spiked maces in the game, and have been moved out of the flail category and grouped with maces. The proficiencies themselves get renamed to reflect these changes. Weapon descriptions also get updated if the translations are available.

The second and third options are variants of using the old BG-style system of proficiencies. In BG, the weapons proficiencies were not as specialized (i.e. Large Swords covered bastard swords, two-handed swords, and long swords) and there were only eight categories.

  • Bastard swords, long swords, two-handed swords, katanas, scimitars, wakizashis, and ninja-tos are combined into the Large Sword proficiency.
  • Shorts swords and daggers are combined into the Small Sword proficiency.
  • Hammers, maces, staves and clubs are combined into the Blunt proficiency.
  • Flails and morningstars are now the Spiked proficiency.
  • Halberds and spears are combined in the Spear proficiency
  • Crossbows, darts, and slings are combined in the Missile Weapon proficiency.
  • Long and short bows are combined in the Bow proficiency.

While mainly aimed at Tutu and BGT players to allow them to have a game experience closer to BG, these two options will work on any of the games listed in availability. The two options only vary in allowing the weapon style proficiencies (i.e. Two-Handed Weapon Style, Single Weapon Style, etc.) to be included or not at the player's discretion. If you import your characters to another game without this component you will need to use Shadowkeeper to change their proficiencies to the standard BG2 set.

The fourth and fifth options implement the Icewind Dale style proficiency system. Like the BG-style option, there are fewer proficiencies, but it's not as concentrated as the BG-style system.

  • Bastard swords and two-handed swords are combined into the Great Sword proficiency.
  • Long swords, katanas, scimitars, wakizashis, and ninja-tos are combined into the Large Sword proficiency.
  • The Flail/Morningstar proficiency is renamed Flail proficiency and morningstars are moved into the Mace proficiency.
  • Darts, and slings are combined in the Missile Weapon proficiency.
  • Long and short bows are combined in the Bow proficiency.

IWD-style proficiencies also come with the option to keep or remove the weapon style proficiencies.

Cast Spells from Scrolls (and Other Items) at Character Level
All games

Scrolls and a few other items allow your party to cast spells from the item. When cast in this fashion, the spell is cast as if the character using the item is at a fixed level (for example, 10 in BG2 or 6 in BG) in terms of determining damages, durations, etc. This tweak will allow you to cast spells from items at your character's level, instead of the fixed value. One item to note here--the game will use your character's mage level; if you're in the habit of casting scrolls with your thief via Use Any Item, the spell will likely be cast at a minimum level.

Shopkeepers Have Limited Identification Ability
All games except IWD2

This component makes the identification abilities of stores more in line with the shopkeepers' abilities. There are three ways to implement this, and players are given a choice:

  • Only mages and bards can identify items. Any non-mage, non-bard shopkeeper cannot identify items at all. Mages and bards can identify any item.
  • Identification based on lore. Any shopkeeper can identify items up to their personal lore value, regardless of class. The shopkeepers are given a slight lore boost over normal characters to reflect their occupational experience with magical items. Items with exceptionally high lore may not be able to be identified at all by shopkeepers.
  • Hybrid. Mage and bard shopkeepers can identify anything, and other shopkeepers use lore scores based on their character.

Multi-Class Grandmastery (Weimer)
All games except IWD2, PsT, PsTEE

This is for players who believe that AD&D's dual-class and multi-class system is inherently broken and that there is no conceptual reason for multi-class characters to be denied grandmastery. Multi-class characters can now put more than two pips in things. In effect, any multi-class character that could put two stars in anything can now put five stars in that thing.

Change Grandmastery Bonuses
All games

The first option, 'True Grandmastery', is the standard Baldurdash / TeamBG "un-nerfed" grandmastery patch. In IWD, BG and AD&D guidelines, going from four to five proficiency points in a weapon reduces THAC0 by one, adds one to damage rolls, and gives an extra attack per round to 5/2. In BG2, it only adds one to damage. Rather takes the "Grand" out of "Grandmastery" I think. Install this patch to restore Grandmastery to what it was.

The second option allows you to use the BG2 grandmastery in other games.

Change Magically Created Weapons to Zero Weight
All games except PsT, PsTEE

Nearly all magically created items in BG2 have zero weight, though there are a few exceptions. The reasoning is that if you had a low-strength mage, he or she could become encumbered by a weapon they can't drop. This component will change items such as Melf's Minute Meteors, Jan's Flasher Master Bruiser Mates, weapons created by Enchanted Weapon, Decastave, Shillelagh, and a few others to have zero weight. This component will affect items introduced by mods.

Make +x/+y Weapons Consistent
BG2, BGT
Skipped if BG2 Fixpack installed

The engine does not handle weapons such as the Bastard Sword +1/+3 vs. Shapeshifters, Hammer +1/+4 vs. Giantkin, and Daystar +2/+4 vs. Evil Creatures consistently. In all but a few cases, the weapon uses the higher of the two bonuses as its enchantment level, which determines what the weapon can hit--for example, spell protections such as Mantle or creatures such as Kangaxx. This component will make all weapons of this nature use the higher of the two bonuses as their enchantment; i.e. Daystar will be treated as a +4 weapon. If the BG2 Fixpack is installed, this component will be skipped as this fix is already included in the Fixpack Core Fixes.

Description Updates for Make +x/+y Weapons Consistent Component
BG2, BGT
Requires Make +x/+y Weapons Consistent

This component will update the descriptions of items altered by the Make +x/+y Weapons Consistent component to reflect their adjusted enchantment level.

Warning: If another mod has altered one of the items, the descriptions added by this component may not be accurate as they are based on an unmodded game. This will not affect gameplay or the ability of the items, as the descriptions are purely cosmetic. This component will detect Ashes of Embers and adjust descriptions accordingly.

Un-Nerfed THAC0 Table
All games

A spin-off of the deprecated Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component, this allows the player to select the un-nerfed THAC0 table individually. THAC0 can now progress until it reaches zero instead of no longer improving once you hit level 20.

Un-Nerfed Sorcerer Spell Progression Table
All games

This is the same table from the deprecated Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component, now available individually. A comparison of the spell progression tables is available.

Alter Mage Spell Progression Table
All games

This component offers two variants for mage spell progression. The first option is the same table from the deprecated Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component and the second is the progression table from P&P, previously available in the P&P Spell Progression Tables component. A comparison of the spell progression tables is available.

Alter Bard Spell Progression Table
All games

This component offers two variants for bard spell progression. The first option is the same table from the deprecated Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component and the second is the progression table from P&P, previously available in the P&P Spell Progression Tables component. A comparison of the spell progression tables is available.

Alter Cleric Spell Progression Table
All games

This component offers two variants for cleric spell progression. The first option is the same table from the deprecated Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression component and the second is the progression table from P&P, previously available in the P&P Spell Progression Tables component. A comparison of the spell progression tables is available.

Alter Druid Spell and Level Progression Tables
All games

This component is actually the combination and streamlining of three different components: P&P Spell Progression Tables;, Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression; and Druids Use Cleric Level and Spell Progression. These are now combined and made more granular so that the player can select exactly which level and spell progression tables they wish to use. A comparison of the spell progression tables is available.

Triple-Class HLA Tables
BG2EE, EET, BG2 (requires ToB), BGT
Requires Change Experience Point Cap - Remove completely

This component will max out the HLA tables for fighter-mage-thieves and fighter-mage-clerics. Throne of Bhaal originally used the fighter-thief table for fighter-mage-thieves and the fighter-cleric table for fighter-mage-clerics. Both BG2EE and BG2 (with the BG2 Fixpack installed) alter this so that the triple-classes have unique tables and add the three Extra 6/7/8 Level Spell HLAs from the mage tables. This component adds even more mage HLAs to the tables, at the expense of other HLAs from the other two classes. Fighter-mage-clerics lose access to Deathblow, Greater Deathblow, and War Cry and gain access to Improved Alacrity, Dragon's Breath, Summon (Dark) Planetar, and Comet. Fighter-mage-thieves lose access to Deathblow, Greater Deathblow, War Cry, Alchemy, and Scribe Scrolls and gain access to Energy Blades, Improved Alacrity, Dragon's Breath, Summon (Dark) Planetar, and Comet. Since triple-classes require 9 million XP to reach a level where they can use 9th level mage spells, this component requires removal of the experience point cap.

Add Save Penalties for Spells Cast by High-Level Casters
All games

By request, this component will adjust spells to have save penalties when cast by high-level casters. For every five levels over the minimum level required to learn a spell, a -1 to saves will be imposed.

For example, Hold Person is a second level cleric spell, and can be learned when a character hits level three. When the character hits level eight, the spell now has a -1 penalty to the victim's saving throw. At level 13 it's -2; at 18 it's -3, etc. all the way out to -9 at level 48. The penalties are extended out to level 50 in case players are playing an XP cap-free game or with one of the various level-50 rule sets.

The penalties will work against you for spells from enemies, but I expect this component will, in general, probably make the game a lot easier. You'll have the choice to add these penalties to divine spells, arcane spells, or both.

Trap Cap Removal (Ardanis/GeN1e)
BGEE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD-in-BG2

Courtesy of Ardanis/GeN1e, this component will allow you to bypass the hardcoded limit of seven active traps.

Remove Delay for Magical Traps (Ardanis/GeN1e)
BGEE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD-in-BG2

Also from Ardanis/GeN1e, this component will remove the triggering delay for skull trap, glyph of warding, and delayed blast fireball. This should make them more effective during fights.

Remove Summoning Cap
BGEE, BG2EE, IWDEE, EET

This component will remove the artificial limit of six summoned creatures from the game.

Remove Summoning Cap for Celestials (Ardanis/GeN1e)
BG2EE, EET, BG2 (requires ToB), BGT

Courtesy of Ardanis/GeN1e, this component will allow you to bypass the hardcoded limit of one active celestial (planetar or deva).

Alter Multiclass Restrictions
BGEE, BG2EE, IWDEE, EET, BG2 (requires TobEx), BGT (requires TobEx), Tutu (requires TobEx), IWD-in-BG2

This component has three options for changing who can multi-class, though it remains limited by valid multiclass combos in the game. Valid combos are: fighter/mage, fighter/cleric, fighter/thief, fighter/mage/thief, mage/thief, cleric/mage, cleric/thief, fighter/druid, fighter/mage/cleric, and cleric/ranger.

  • Allow humans to multiclass: This option allows humans to become multiclass characters in any of the allowed combinations.
  • Allow non-humans access to all multiclass combinations: This will allow any non-human class access to any of the valid combinations; e.g. dwarves can now be fighter/mages or half-orc fighter-druids.
  • Allow both: All races have access to every valid multiclass combination.

In some cases (and especially without the Remove Racial Restrictions for Single Classes component) the entries for the multi-class combos may be missing words. You can select these entries and the text and description will remain correct, and it will work in game.

One other restriction is that any mage multiclass for gnomes will be replaced with illusionist, so a gnome will be fighter/illusionist/thief instead of a fighter/mage/thief.

Remove Racial Restrictions for Single Classes
BGEE, BG2EE, IWDEE, EET, BG2 (requires TobEx), BGT (requires TobEx), Tutu (requires TobEx), IWD-in-BG2

This component will remove the racial restrictions for all single classes, allowing for halfling paladins and half-orc mages. This component will also change the maximum charisma for dwarves to 17, allowing them to be paladins. The one exception is that monks remain human-only; other races do not have a monk animation so the game will crash during character creation.

Please note: the game will freeze during the ability score part of character creation if it reaches a point where a class or kit requires a minimum score in an ability that, due to racial limitations, can't be reached. The only potential instance of this in the unmodded game is the charisma requirement for dwarven paladins (which this component addresses) but it can't account for modded kits or requirements.

Alter Dual-class Restrictions
BGEE, BG2EE, IWDEE, EET

This component allows the player to change how the game handles dual- and multiclassing:

  • Humans can no longer dual-class: This simply removes the ability of humans to dual-class.
  • Allow non-humans to dual-class: This option will allow non-humans to option to dual-class. The actual requirements for dual-classing (stat requirements and the like) remain in place.
  • Change both: This option disallows human dual-classes while allowing non-human dual-classing. In short, the opposite of how the game normally works.

Remove Racial Restrictions for Kits
BGEE, BG2EE, IWDEE, EET, BG2 (requires TobEx), BGT (requires TobEx), Tutu (requires TobEx), IWD-in-BG2

This component will remove the racial restrictions for all kits though it will not remove the class restrictions (see the previous component). For example, if your selected race can't be a paladin, then the paladin kits remain unavailable. Two hardcoded limitation remains--gnome mages must be illusionists and monks remain human-only; other races do not have a monk animation so the game will crash during character creation.

Please note: the game will freeze during the ability score part of character creation if it reaches a point where a class or kit requires a minimum score in an ability that, due to racial limitations, can't be reached. The only potential instance of this in the unmodded game is the charisma requirement for dwarven paladins (which this component addresses) but it can't account for modded kits or requirements.

Paladins Use IWD-HoW Spell Progression Tables (grogerson)
BGEE, BG2EE, EET, BG, BG2, IWD2, PsT, PsTEE, BGT, Tutu

Icewind Dale expanded the level and number of spells high level paladins could cast. This component replaces the game tables with those of IWD-HoW. NOTE: If you are playing BG without the expansion Tales of the Sword Coast a paladin will not gain access to spells until 10th level due to a hard-coded bug.

Rangers Use IWD-HoW Spell Progression Tables (grogerson)
BGEE, BG2EE, EET, BG, BG2, IWD2, PsT, PsTEE, BGT, Tutu

Icewind Dale expanded the level and number of spells high level rangers could cast. This component replaces the game tables with those of IWD-HoW.

Druids Use 3e Alignment Restrictions
All games except IWD2, PsT, PsTEE

This component will allow druids to be any alignment as long as it lies on one axis of neutrality (NG, LN, TN, CN, NE), as in the 3e rules. By default druids can only be True Neutral. This component will also try to find and adjust all druid kits to the new allowed alignments, including the original three druid kits.

Loosen Item Restrictions for Multi- and Dual-class Clerics
All games except IWD2, PsT, PsTEE

Multi- and dual-class clerics retain their restrictions on items, i.e. a mage-cleric still cannot use daggers and a fighter-cleric can't use swords. This component will open up more items for cleric multi- and dual-classes by allowing them to use all items available to both classes.

Change Item Restrictions for Multi- and Dual-class Druids
All games except IWD2, PsT, PsTEE

Multi- and dual-class fighter-druids retain some restrictions on items, i.e. a fighter-druid can't use plate armor. This component will allow the player to make these restrictions consistent, by either loosening restrictions--fighter-druids can use any items available to fighters--or by tightening them. Fighter-druids will be allowed amulets, belts, boots, bracers, cloaks, potions, rings, and wands available to fighters, but all other items (such as armor and weapons) will only be available to fighter-druids if single-class druids can use the item. Metallic helmets are also restricted.

Everyone Gets Bonus APR from Specialization (subtledoctor)
BGEE, BG2EE, IWDEE, EET

Only warriors (fighters, paladins, rangers) gain extra attacks per round (APR) from specializing (or more) in weapon proficiencies. This component will grant these APR bonuses from specialization to all classes. Warriors will still receive their extra half-attack per round at levels 7 and 13.

Enforce PnP Proficiency Rules on Dual-Classed Characters (subtledoctor)
BGE, BG2EE, IWDEE, EET, BG2, BGT, Tutu, IWD-in-BG2

This component is designed to enforce the PnP weapon proficiency rule that you can only advance as far as your current class allows.  Meaning, if you dual from fighter to cleric and you only have Mastery (+++) in maces, you will NOT be able to advance to Grandmastery after dual-classing.  For technical reasons the limit after dual-classing from a warrior class to a non-warrior class is actually Specialization (++), so you can still do a little better than single-class priests/rogues/wizards. So in short, as far as proficiencies go, dual-classing is now on par with multiclassing.  (But, you do get to keep any proficiency advancement you achieved before you dual-classed.)

Exceptional Strength Weight Limit Changes (sarevok57)
All games except IWD2

This component will alter the weight limit for characters with exceptional strength, meaning strength scores between 18/01 to 18/100. Instead of five distinct tiers of strength scores and weight limits from PnP, every point of exceptional strength will result in an additional two pounds of carrying capacity before your character becomes encumbered. Outside of very low exceptional strength scores (9 or lower), this will increase your character's weight limit and provide a finer gradient of variation within the scores. All other bonuses for exceptional strength (such as THAC0 and damage bonuses) are unchanged.

Strength Score Weight Limit (2e rules) Weight Limit (with this Tweak)
18 200 200 (no change)
18/01 - 18/50 220 Varies from 202 - 300
18/51 - 18/75 250 Varies from 302 - 350
18/76 - 18/90 280 Varies from 352 - 380
18/91 - 18/99 320 Varies from 382 - 398
18/100 400 400 (no change)
19 500 500 (no change)

Level-Locked Spell Scrolls (Angel)
BG2, Tutu, BGT, BGEE, BG2EE, IWDEE

This component will restrict casting spells from scrolls to the level that the spell can normally be cast by a mage, plus one level beyond. For example, a fifth-level mage can memorize and cast spells of level three or below. With this tweak installed the mage would be able to use spell scrolls of level four or below, e.g. they could use a Stoneskin scroll (level four) but not a Cloudkill scroll (level five). These level requirements do not affect the ability of a mage to scribe a spell into their spellbook, just to cast spells from them.

Allow Mages to Use Bucklers and Thieves to Use Small Shields (Angel)
All games except IWD2, PsT, PstEE

As it says on the label, this component will allow single-class mages and sorcerers to use bucklers, and allow bards and single-class thieves to use small shields.

Lightning Bolts Don't Bounce (Angel)
All games except IWD2, PsT, PstEE

This component will adjust lightning bolts to no longer bounce. On older engines, such as the original IWD or BG, the bolts are now restricted to a single target and use the call lightning animation (e.g. a bolt from the sky). On newer engines, the bolts continue to use their animations and can strike multiple targets, they simply no longer bounce off targets or walls.