About this mod
An update to a classic roguelike mod, with bug fixes, overhauled monsters, new scaling, brand-new enemies adapted from tabletop.
- Requirements
- Permissions and credits
- Changelogs
Standalone Roguelike Game Mode: Test Your Limits in Battle.
Random Locations | Random Enemies | Random Loot | Special Unlocks | Scaling Difficulty | New Game Mode
Now with new content, courtesy of ATTSpells.
The original Trials of Tav was, without a doubt, one of my favourite of all mods released for this game, and when I started making ATTSpells, it was natural to use ToT as a testing grounds for the higher-level magic I was adding to the game. Soon enough, I got curious about enemy design and started making custom bosses to utilize the spells I was implementing. Then I learned enough about the game's mechanics to recognize the bugs in the enemy implementations and how to fix them, why dragons couldn't fly, why Ethel's Trickery didn't work, and so on. Way before all this, a long time ago, I played with adding Gale's Ascension as a shop option, and I started to get into the idea of adding more and new shop options for purchase (some of which are still in the works).
Eventually I started dedicating even more time to the revised ToT than ATTSpells, and with Hippo0o having given their permission to carry on their work if they became inactive, I decided to fully publish the revision. So here's what's new:
- 100+ added monsters from base game, including all Legendary monsters except Netherbrain (...for now), as well as extremely unique, rarely-fought enemies like Nine-Fingers Keene, the Countermeasures, or Harvard Willoughby: Nature's Vengeance
- 10+ custom bosses, adapted from either the BG3 narrative or relevant tabletop material with spells from ATTSpells and custom abilities of their own.
- 20 new maps.
- Bug-fixed bosses across the board, such as dragon flight, Ethel's Trickery, etc. Some bosses who relied on narrative/arena gimmicks that aren't relevant in a roguelike, such as Raphael with his pillars or Grym with the lava, were re-tooled to fit a combat randomizer better. (Please let me know if any monsters are still bugged.)
- New, tier-based rates of scaling, so that creatures with thematic, powerful abilities can be reasonably added without having to worry the player will be unable to ever make the Saving Throw.
Simply put, at the earliest possible opportunity a creature can appear in a run, it should have its base stats, and it will scale at a rate relative to its base power. (So monsters with debilitating abilities like Oscar's Beloved are back in the pool.) But if you're playing on Challenge Mode (especially if combined with Honour ruleset), please note there is a reasonable chance a creature can appear before you have the tools to deal with it. Knowing when to escape an encounter can be part of the strategy of the challenge.
- Re-balanced shop options. Divine Ascension was added as an unlock. Some price changes, some requirement changes, Slayer gaining magical attacks, retained mental stats and spellcasting, and so on. This is still work-in-progress.
- One veritable "superboss", level 27, designed to pull all the stops in the classic RPG fashion. He's the last creature to become available in the scaling, and if you defeat him, you can essentially consider the run "won".
I cannot overstate how incredible the work Hippo0o has done is. While I have the benefit of the toolkit and a lot of time digging into the game mechanics, the lua scripting Hippo0o wrote to create an entire, functional, and now extendable game mode from scratch is true passion, a ton of effort, and real skill. I hope that those of you who are like me and wished the tactical combat of BG3 could be extended to higher levels enjoy my additions. The rest of this will be quoted from the original description:
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This combat-only mode let's you fight waves of enemies in progressively harder encounters. Doing so will net you random loot with rarity-based drop rates as well as a RogueScore and currency used to unlock powerful power-ups.
- 200+ enemies
- 80 maps
- 100h of new gameplay
- Works in multiplayer too!
- Doesn't require you to go through tutorial or anything else: it just works!
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Designed to be played from a new save, you will be teleported to random maps and get to fight challenging encounters with enemies scaled to your level. The game can also be played on an existing save and your starting RogueScore will reflect your level. However, it will mess up your story progression. It can be played solo or with friends on any difficulty. Honor mode is recommended for the true roguelike permadeath experience, some
additional enemies are also spawnable. You can recruit Origin
characters, play only with friends or recruit hirelings.
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Try to get the highest RogueScore, unlock all the power-ups and go to NG+* to start again with an all-powerful party and all-new unlocks!
* NG+ is a permanent (across saves) unlock that will both make you
stronger (powerful unlocks like reset stock of all the other unlocks)
and make the game harder (double RogueScore progression).
Caveats, please read:Making it harder -
- The mod's usage on a save will have lasting consequences. I do not
recommend you start playing normally on the same save again. Since the
mod is off by default, it will not mess up your other saves.- Mods with custom items need to be higher in the load order for the items to have a chance to drop as a reward.
- Origin characters are a bit clunky at the moment (it still works). We recommend you get hirelings from Withers.
- I generate the random item pool myself, so mods that add or modify Treasure Tables are without effect.
- Enable "Challenge Mode" to have enemies scale faster with your RogueScore. And get shadowlands maps earlier.
- Turn down the Exp Multiplier slider (Exp should be very slow already tho)
- Use addition Mods: Combat Extender or Valkrana's Skeletal Challenge - Difficulty Mod (there are probably more)
Code on Github
Boring nerdy stuff - How it works:
- I parsed through the games root templates and rated enemies in 6 different tiers based on hp/stats/level etc. So
almost all enemies can spawn. (need to manually delete non functioning when i find them)- Loot can be all items from the game with certain filters applied e.g. food/alchemy/scrolls/weapons/armor etc.
Drop rates are divided by the games rarity definition.- Maps are defined with a name, the main/party spawn point and multiple coordinates which represent the spawn points for enemies.
- Scenarios are defined with a name, drop rates by rarity and a timeline - enemies by tier per round
- Maps will be entered when the party leaves camp (See in game notifications)
- Experience gain is adjusted and overall higher so reaching max level just by playing is possible
Roughly 600h have passed since i started developing this mod.
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Updates will slow down from now on.
Everyone is free to publish their own version in case i don't show activity anymore.
Credits -
This mod wouldn't be possible without Norbyte's Script Extender.
More credits to Norbyte (and team if there is one) for all their help and efforts.
Thanks to Chronos and tinybike for providing us with amazing maps. Thanks to Juum for their help with stats modding. And to all the Modding CMTY members for listening to my stupid things. Thanks to Nattern for providing the great visual. Thanks FallenStar for being there I suppose (and helping). Thanks to sensha for helping with writing.
My forked github repo.
Potentially Asked Questions:
"100 of these are from the base game? Where did all these new enemies come from?"
- Root templates exist in a lot more places than they first appear. There's not just a general pool of global templates, there's also local templates in each map. You wouldn't have any idea unless you had the benefit of the toolkit or specifically went digging through the maps. There's at least dozens more I could include, but I made an effort to grab all of the most thematic creatures and even NPCs I could think of, such as the Guild bodyguards, who are unique Rogue multiclasses with no global template.
- Technically, I don't think so? The relevant spell data for new monsters is contained in ATTSpells, so, if for some reason you wanted to do a masochistic run where you fight demigods while capped to level 12, that may be an option? I tested this with Expansion though, using its default scaling to level 20.
- Because this mod wasn't adapted for the official toolkit, and I didn't want to risk breaking something by trying to adapt it to the toolkit. ATTSpells was going to be a dependency regardless because its spells were used, so it seemed like the simplest solution.
Note that Trials of Tav - Reloaded must be after AdvancedTabletopSpells in the load order.
"Are you going to continue updating this?"
- Yes, I plan to update the shop, add more maps, and add any more particularly interesting monsters from the base game, along with the usual bug-fixes and tweaks.
- I was inspired by a boss from Pathfinder: Wrath of the Righteous named "The Pathetic Quasit".
- I based Jon's and Bodhi's appearances largely on their depictions in Minsc and Boo's Journal of Villainy, a book written by alumni of Bioware's BG2 team.