____ ___ _ ____ __ __ _____ _ ____ _____ ___ _____ _____
| __ \ / _ \ | | | _ \ | || || ___ \|// __| | ___| / _ \ |_ _|| ___ |
| __ <| _ || |__ | |_> || -- || / \__ \ | |__--| _ | | | | ___|
|____/|_| |_||____||____/ \____/ |_|\__\ |____/ |_____||_| |_| |_| |_____|
BALDUR'S GATE: DARK ALLIANCE--NINTENDO GAMECUBE
Baulder's Gate Dark Alliance FAQ/Walkthrough by Kevin Zhu (nucleargamer12)
Visit my site for more walkthroughs and guides: http://www.g-cubed.co.nr
=================
***0: Contents***
=================
0) Contents
0.1) Notes on the FAQ
1) Introduction--About Me
1.1) What's in the FAQ
2) Version History
3) Legal Information
4) Welcome to Baldur's Gate
4.1) Controls and Basics
4.2) How to Aim the Bow
5) Characters: Spells, Feats, Abilities
5.1) List of Spells/Feats
5.2) Human Archer
5.3) Dwarven Fighter
5.4) Elven Sorceress
5.5) Drow Ranger
6) Items
6.1) One-Handed Weapons
6.2) Two-Handed Weapons
6.3) Armor
6.4) Shields
6.5) Potions
6.6) Jewelry
6.7) Key Items/Quest Items
7) Walkthrough
7.1) Tutorial Game
7.2) Act 1: Baldur's Gate
7.3) Act 2: Sunset Mountains
7.4) Act 3: Marsh of Chelimber
7.5) The Gauntlet/Extreme Mode
8) Strategies
8.1) Enemy List
8.2) Containers
8.3) Importing Characters
8.4) Two-player Strategies
9) FAQ--Frequently Asked Questions
9.1) Tips and Tricks
9.2) In-Game Cheats
10) Credits
11) End
---------------------
0.1: Notes on the FAQ
---------------------
~ Printing:
Only print important parts of this document, since it is many pages long.
~ Searching:
Press Ctrl+F to find what you're looking for; type in the section number.
~ Finding an item/weapon:
Type the full name of the item you are looking for into the Find Bar.
~ Finding a section:
Type the Section Number, colon, and Section name. (Example - 6.3: Armor)
~ About the version:
Please note that my FAQ is designed for the Gamecube version of the game.
~ About the game:
Baldur's Gate Dark Alliance is copyrighted by Snowblind and Black Isle Studios.
~ Contacting the author:
Suggestions, questions, or comments should be sent to nucleargamer12@gmail.com.
~ Astericks:
I use triple astericks (***) to break up subsections within a section.
===============================
***1: Introduction--About Me***
===============================
I'm nucleargamer12, the author and editor of my walkthroughs and FAQs. As a
third sequel to the classic Gauntlet/Diablo-style hack and slash RPG of
Baldur's Gate, Dark Alliance is also the first game of the franchise to come
onto the consoles. And that is the reason why I wrote this FAQ, plus the fact
that I like to help anyone I can.
As mentioned before, Dark Alliance is mainly a hectic "kill or get killed" type
of game. This is an aspect that makes it fun! Please contact me via Email at
nucleargamer12@gmail.com. Alternatively, use AOL Instant Messaging, screename
nucleargamer12. Any contributions, corrections, and comments are welcome.
---------------------------
1.1: What's Inside the FAQ?
---------------------------
Included in this document are various collections of data and help about
Baldur's Gate: Dark Alliance. There is an informative item list, a section on
character statistics, and all there is to need to know about playing the game.
Finally, a walkthrough section is included, with descriptions, maps,
checklists, and strategies.
I will be updating this FAQ and adding new information to it regularly. If you
notice something that's not in the FAQ and should be, you may contact me via
the methods mentioned above. I'd appreciate additions and will give you credit.
========================
***2: Version History***
========================
V. 1.2 10/28/04 Updates: My Email no longer works, so I have an alternate
address. I added my website URL, where you can find this guide and more.
V. 1.1 8/19/04 Changes: Updated Legal Information. Corrected some errors.
V. 1.0 5/27/04 Initial release: Everything is pretty much up to speed.
Walkthrough and other information finished.
==========================
***3: Legal Information***
==========================
The text you're reading is my own work. Therefore, it is copyrighted 2004-2005
by nucleargamer12. It may not be reproduced in any way without my permission.
This FAQ is designed for personal use only. However...
The FAQ may appear on the following sites, because permission was granted:
~ www.gamefaqs.com
~ www.freewebs.com/gameguidegalaxy
~ www.g-cubed.co.nr
If, for some reason, you'd like to put my FAQ on your site, please send an
Email to me regarding the use of this document. Please include the URL of your
site so that I can view it. Consent will be given at my leisure. If permission
is given, do not make any changes to my FAQ; paste it onto your site as it is,
WITH the legal information included. Failure to use any of the above procedures
may result in legal action. If you wish to print these pages, please do so, but
only for your private enjoyment and leisure.
Please note that I should not be held responsible to any problems of your own
resulting in the reading, following, or downloading of this guide. Thank you in
advance.
Now that the Legal stuff is taken care of, it's time for the FUN!!!
=================================
***4: Welcome to Baldur's Gate***
=================================
Baldur's Gate is a port city on the shores of Sword Coast and near the
Chionthar River. This is where the beginnings of your adventure takes place.
Over time, you'll be able to enter other Acts, fight harder enemies, and take
on harder quests. Here is the story of Baldur's Gate: Dark Alliance, described
in the instruction manual.
***
The Story:
Baldur's Gate is a city recently plagued by a growing evil. Members of the
city watch have been found dead, townsfolk are afread to leave their homes,
and unsettling rumors of a Thieves' Gulid cival war beneath the streets run
rampant throught the taverns of the city.
Your arrival has placed you in the middle of this cauldron of danger. A young
hero, fresh to Baldur's Gate and fresh to the world of adventuring, you're
carrying little except a blade and a small purse of coins. You've come to the
city to seek your fortune.
That is, if the danger that threatens Baldur's Gate doesn't claim you
first....
***
But why is evil running throughout the city? The answer lies in the tale of
Eldrith the Betrayer, the main cause of the conflict and the most powerful
villan in the game. The source of the evil roaming in Baldur's Gate is
described below.
***
The Background:
Have you not heard of Eldrith the Betrayer, the Traitress of swords, Eldrith
of the Westering Sun? That she has been forgotten is an...irony of a sort.
Eldrith was one of the greatest generals of the Sword Coast, commander of the
Company of the Bladed Crescent, sworn sword and defender of Baldur's Gate. She
served with honor and distinction in the first and last seasones of the
Sundering war, the Stillwater Port siege, and finally, the campaign against
the Black Horde. In all these battles, she was victorious.
I do not know when pride burrowed into her heart, but it poisoned her. Eldrith
had fought too many battles, achieved too many victories, and she had come to
see the city of Baldur's Gate as her own.
On the day of the Great Betrayal, Eldrith's company took the field against the
Black Horde and scattered them, even though the orcs and goblins outnumbered
her troops five to one. Still, in the rout, almost half of their forces
survived and fled the field. Eldrith was determined to pursue them. The Dukes
of Baldur's Gate refused. Too many good soldiers had been lost, the Dukes told
her. They--and the people--wanted no more of blood and death, and they felt
the Horde would not return.
Eldrith was furious. Even though she had lost many men, she felt it was better
to deal a deathblow to the Horde and insure they never threatened Baldur's
Gate again. And so she defied the Dukes, and led her soldiers to their deaths.
Far from Baldur's Gate, she cornered the Horde in a narrow defile, but once
their retreat was denied them, they proved more vicious than anticipated.
Eldrith, fearful of losing the field, sent a messenger back to Baldur's Gate
for reinforcements before the Horde broke free of her trap. The reinforcements
never came, and the Horde overran Eldrith's weakened troops. Eldrith
survived...but many of the Company of the Bladed Crescent did not.
Eldrith became a creature consumed by fury. Wounded, she returned to Baldur's
Gate to demand an audience with the Dukes. Instead, she met at the gates and
told that for disobedience upon the battlefield, the watlls of Baldur's Gate
would borever be closed to her and the Bladed Crescent.
Eldrith gathered all of the Bladed Crescent who remained, all who had sworn to
serve her, and she ordered her broken company to attack the walls of her
city...she swore she would take it from the Dukes and put them to the sword.
It would be justice, she said.
Eldrith's attack was like the charge of a maddened animal. It was suicide.
The Bladed Crescent were slain almost to the man, and they were driven from
the city, hounded by the remaining troops of Baldur's Gate. They pursued
Eldrith for leagues, all the way to the Marsh of Chelimber. As the last of her
soldiers floundered and died within the marsh, the soldiers closed upon her.
She was no longer recognizable--blood caked her armor, and her helmet. Barely
able to put one foot in front of the other--she was dying, but even in death,
she still struggled onwards, fueled by her lust for vengeance.
Fearing her skills with the sword, the soldiers band did not approach within
arm's reach of her--instead, they felled her from a distance with crossbow
bolts. It was a cowardly execution, one without honor.
As Eldrith fell, she cursed Baldur's Gate and all within it. And with her
death, the Dark Alliance was born.
***
So, you see, Eldrith is the antagonist, and when she fell, her curse was cast
over the three acts in the Forbidden Realms--Baldur's Gate, Sunset Mountains,
and Marsh of Chelimber. Each area, has countless minions and evildoers running
around, searching for someone to kill. Your ultimate goal is to stop these
enemies and solve this curse. The fate of Baldur's Gate depends on you!
Dark Alliance, unlike the previous computer-based Baldur's Gate games, does not
let you customize or characterize your own characters. Instead, it gives you
three pre-decided characters to pick from. There's more on the characters in
section 5.
------------------------
4.1: Controls and Basics
------------------------
Controls of the Game:
In order to excel in Baldur's Gate: Dark Alliance, one must first master the
Nintendo Gamecube controller. If you have a PS2 or Xbox port, familiarize your
controller via the instruction manual. But for Gamecube owners (like me), I'll
list all the buttons, functions, and other details about the controller.
Please note that this FAQ was intended for the Gamecube, so in the walkthrough,
I will be referring to Gamecube terms (i.e. Z button, C-stick, etc.). That,
however, doesn't mean that owners of other ports won't be able to follow along
with the walkthrough as a whole.
*Button* *Location/Color* *Function*
D-Pad Front left, bottom gray Toggle Spells/Feats List, switch weapons
Stick Front left, top gray Moves character in proper direction
A Front right, large green Attack, confirm selections
B Front right, small red Use Feat/Spell, cancels selections
C Stick Front right, yellow Rotates camera
Y Front right, left gray Jump, throw away
X Front right, right gray Action button, pick up/talk
L Side left, gray Drink Rejuvenation Potion
R Side right, gray Drink Health Potion
Z Side right, blue Block/parry
Start Front center, gray Pause Game, activates Pause Menu
***
Starting the Game:
When you start the game, choose Start New Game in the main menu. This will let
you choose a character: Adrianna, Vahn, or Kromlech. The characters will be
described in section 5. Also, select the difficulty. For first-time players, it
will be wise to select "Easy". You can also choose to play a Tutorial game,
explained in the walkthrough (section 8).
To play with a friend in a two-player game, you must have two controllers
plugged into the ports of your system. The game will then have the option of a
two player quest. When selecting characters, your partner cannot choose the
same player as yours.
To save your game in the quest, simply find a save spot in the game and press
the X button. Save spots look like diaries on pedestals, and they open up once
you have saved. Save often, because you never know what'll happen! I'll list
the number of Save Pedestals in every area of the game in the walkthrough later
on in the document.
Also, please note that if you are playing a two-player game and your partner
dies, you can go to the nearest save spot and he/she will be resurrected! Be
wary that the revived partner will only have half health; simply use some
Healing Potions to get him/her ready to battle.
***
Other Basics:
Press the Start button during play to enter the Pause Menu, or the main menu of
the game.
The Pause Menu is very important in the game. You will be able to select armor,
weapons, and shields by using the Inventory/Level Up option. Using the Toggle
Automap, you can put a handy map on the screen and adjust it to a position. Use
Load Game to load another game from your Memory Card.
Recall uses one of your Recall Potions and teleports you back to a safe area.
Change the dialouge, brightness, and controller functions in the Options menu.
Import another player into the game using the Change Players option. Be sure to
test these options out!
On the top-left of your screen, you'll notice three bars: one red, one green,
and another blue. The red one shows your HP, the green tells you of your
Experience, and the blue one shows your Arcane Energy.
When you run out of HP, you're dead and have to start over again. If your
Arcane Energy is depleted, you won't be able to use Spells and Feats. When your
Experience bar is full, it means you can level up. An icon will show up below
the thee bars if you can level up.
Also, icons will be displayed below the bars if you run out of Healing Potions,
Rejuvenation Potions, Arrows, or are unable to rotate the Camera. They are good
indications for you to restock or readjust.
***
Inventory/Level Up:
In the Inventory/Level Up menu, You are given six tabs for you to scroll around
on. These will be explained below. More information on items and how to equip
them can be found in section 6.
Weapons: You will see a list of the weapons you currently possess, their
damages, weights, prices, and special attributes. You can equip a weapon with
the A button, or drop it with the Y button. Please note that you need to have
both Arrows and Shortbow equipped in order to use a bow! You may have one
Ranged Weapon and one Melee Weapon at a time.
Armor: This window displays all the armor your character is holding, and their
Armor Class Bonuses, prices, and weights. You can have one helmet, one pair of
gloves, one chest armor, a pair of boots, and a shield at the same time. Also
note that shields contradict with two-handed weapons, so you may only have one
or the other at the same time.
Potions/Magic: Healing, Rejuvenation, and Recall Potions of different sizes are
shown in this tab, along with their prices and weights. Healing Potions revive
HP, Rejuvenation Potions recover magic, and Recall Potions were explained
earlier. Also, Magic items, like Amulets and Rings, are included. You can only
equip one Amulet and two Rings at a time, due to magical contradictions.
Statistics: Your character's abilities, explained below, experience points, and
other information is displayed in this section. Refer to section 5 for further
information.
Journal: This tab lists your character's current quests. Quests can be given
from the various NPC's in the game. When you complete a quest, you will get a
reward! Some quests are mandatory to complete, while others are optional and
serve only to raise your experience.
Spells/Feats: The character's current spells and feats are listed there, and
the ranks they possess in each of them. Refer to Section 5 for more detailed
explanations.
You can access the Inventory/Level Up menu by pausing the game and highlighting
the first option. Additionally, you can scroll through it when selling at a
shop, or when leveling up.
***
Using the Automap:
A handy feature often overlooked by players of the game, the automap will give
you a sense of where you're going. It's most useful if you set the map on the
upper right corner of the screen by hitting the Toggle Automap button twice.
This way, the map won't impede your sight.
You are represented on the map with a yellow arrow, and the way the arrow is
pointing is the direction you're facing. An exit to the level you're at is
marked by a curved yellow arrow, and water areas are marked by blue.
-----------------------
4.2: How to Aim the Bow
-----------------------
The bow is an essensial part to any character's arsenal, as it sometimes can
be used very strategically in killing enemies from long range. But what if you
have trouble aiming the bow so it will hit a target? Read the tips and
strategies below, especially if you're starting out as an archer.
First, though, you should go along a while in the game first (use the
walkthrough if you need help) until you find a Shortbow and Arrows. Now, refer
to this section after equipping the items.
***
Tips:
~ The prime lesson on aiming is to walk towards the foe when you're aiming.
Your character will shoot the arrow in the precise direction he/she is WALKING,
not particularly the direction he/she is FACING.
~ As an installment to the strategy above, you can lightly tap A when walking
the direction you're aiming. This will make you stop while in the aiming pose.
Shoot the arrow from here, and you'll get an almost sure hit.
~ Don't run towards the enemy with a bow, or shoot at it from close range
(unless using Hail of Arrows). This defeats the purpose of a long-range weapon.
~ Noted in section 4.1, you can rotate in place while aiming by pressing the A
button lightly. But, this method only shoots the arrow in the GENERAL direction
you're aiming at, not precise. I use the above methods instead.
~ Some characters, like Adrianna, do not rely on arrows as their projectile. In
these cases, it's still smart to carry about 100 arrows around with you, in
case you run out of magic.
~ The bow you carry is very crucial to the effect of the arrow you shoot. With
a better bow, you waste less arrows to kill a target and have a lower chance of
misfiring or getting hit by an enemy.
~ Arrows are in no short supply, as they are on sale in any shop, but your pack
can only hold a certain amount, making aiming the bow more important.
***
This has been a rather short section, but I hope it'll be a useful one, as
it teaches the player the basics of aiming. Practice shooting at torches on
dungeon walls and maybe some slower enemies, and you'll have the whole thing
down in no time.
Well, these are pretty much the basics of the game. Check out the next section
for tips on which character to use!
=============================================
***5: Characters: Spells, Feats, Abilities***
=============================================
At the beginning of the game, you'll have accessibility to three characters to
play as in your quest. These characters all have different statistics, spells,
feats, strengths, and weaknesses.
- Vahn, the Arcane Archer:
Arcane Archers are archers known for their supernatural accuracy with a bow and
the ability to imbue their arrows with magic. A fusion of skill and innate
magical ability has turned them into fearsome and respected warriors. A good
character for taking down opponents from a distance, the Arcane Archer employs
a number of magical powers related to his archery skills, including the ability
to enchant arrows with magical accuracy, create fire arrows, exploding arrows,
and even fire off several arrows at once.
- Kromlech, the Dwarven Fighter:
The youngest of the Bruenghor Clan in the Sunset Mountains, this gruff and
opinionated dwarf is a fearsome warrior - tough, strong and devastating in
combat when wielding melee weapons. A good character for hand-to-hand combat
and sheer toughness, the dwarf also has access to a number of specialized
fighting feats unavailable to the Arcane Archer and the Sorceress.
- Adrianna, the Elven Sorceress:
A strikingly beautiful female elf with exotic features, the Elven Sorceress can
create magic the way a poet creates poems, by drawing on the raw power within
themselves... and unleashing it with devastating effects. The Sorceress has the
ability to cast spells, an ability unavailable to the Dwarven Fighter or the
Arcane Archer, and she has a number of specialized metamagic fields and spells
available to her as she advances in level. Unlike the Dwarven Fighter or the
Arcane Archer, however, the Sorceress cannot use weapons that require more than
one hand such as two-handed swords and two-handed axes.
Note that once you beat the game once, you'll gain access to Drizzt, the secret
character in the game, discussed in section 5.5.
All the characters of Baldur's Gate: Dark Alliance will be listed in the later
subsections, along with their statistics, spells and feats, abilities, and
recommendations. The characters are the same for all the ports of the game.
***
Abilities:
There are several character abilities that the game will have. These will be
found in the Character Statistics tab in the Inventory/Level Up menu. Here are
some definitions for these abilities:
Strength: The weight a character can hold and the damage one can deal.
Dexterity: The Armor Class of a character, and his/her accuracy with bows.
Constitution: The health a character has, and the time taken for it to renew.
Intellegence: The magic a character has, and the time taken for it to renew.
Wisdom: The amount of experience points a character will get from enemies.
Charisma: The buy/sell prices a character will have at a shop.
You can improve any of these abilities once every four levels you gain,
starting from level four. When you are at the correct level, you can increase
any one of your abilities by one. Select carefully!
***
Secondary Statistics:
Secondary statistics are the other things I will be listing in a character's
description. They are listed in the same place as the character's abilities.
Here are the meanings of those:
Race: The character's formation and species.
Class: The character's main attack type.
Health: The points of health, or Hit Points, of a chaaracter.
Arcane Energy: The amount of magic, or Arcane Energy, a character has.
Armor Class: The protection a character holds. Can be altered using armor.
Damage: The amount of damage one can do. Holding weapons improves this.
Base Attack Bonus: A bonus that allows you to hit a foe easier.
***
Spells/Feats:
There are a number of spells and feats available to the characters as they
progress in the game. They help to customize and improve your characters as
their levels increase. Every time you gain a level, press Start to level up.
When leveling up, you gain points equal to the level you are currently at.
These points can be used to increase your spells and feats, in the Spells/Feats
section of the Inventory/Level Up menu.
Passive Feats, like Dodge and Endurance, are always turned on. Your character
will experience the feat without having to select it. Active Feats, on the
other hand, must be turned on with the Directional Pad (up and down) and used
with the B button. These include Shock Arrows and Bull Rush.
Spells are available to the Elven Sorceress only, as a replacement to Active
Feats (which she doesn't posess). Spells are used similarly to Active Feats,
since they have to be turned on and used with the B button. Also, the Bonus
Character, Drizzt, will possess spells.
When you select a feat to improve, one of the faded dots alongside the feat
will turn red. This indicates the number of ranks you have in this feat. The
higher the rank, the more damage the feat will do, or the more effective it
will become. Choose your feats wisely, or turn to Section 5 to see my
recommendations about every feat (they are listed in the appropriate
character's section).
-------------------------
5.1: List of Spells/Feats
-------------------------
All spells and feats available to the characters will be listed in this
section, along with the characters able to use them. Recommendations for the
spells and feats will be given in sections 5.2 to 5.5 for the proper character.
Get ready for a lot of lists below!
***
Passive Feats
Accuracy: (Arcane Archer, Dwarven Fighter, and Sorceress) Improves the accuracy
of your ranged attacks. You'll find it much easier to wound creatures at a
distance when you have this feat.
Slots Filled Cost (Skill Points) Effect
1 1 Better arrow accuracy
Arcane Quiver: (Arcane Archer) This feat reduces the weight of arrows in your
inventory, allowing you tol hold enough to take down an army.
Slots Filled Cost (Skill Points) Effect
1 5 Halves arrow weight
Combat Reflexes: (Arcane Archer, Ranger, and Dwarven Fighter) With this feat,
your attack speed increases slightly, allowing you to hammer down your foes
more quickly.
Slots Filled Cost (Skill Points) Effect
1 2 5% faster
2 4 10% faster
3 6 15% faster
4 8 20% faster
5 10 25% faster
Death Blow: (Arcane Archer, Ranger, and Dwarven Fighter) If you take the Death
Blow feat, your critical hits will deal more damage.
Slots Filled Cost (Skill Points) Effect
1 1 +2 damage
2 2 +4 damage
3 3 +6 damage
4 4 +8 damage
5 5 +10 damage
Deflect Missiles: (Arcane Archer and Ranger) This feat gives you a chance of
automatically blocking missile attacks. This is useful when a swarm of Kobold
archers suddenly pops up from around the corner.
Slots Filled Cost (Skill Points) Effect
1 1 5% chance
2 2 10% chance
3 3 15% chance
4 4 20% chance
5 5 25% chance
Dodge: (Arcane Archer, Ranger, and Dwarven Fighter) If you don't like being
hit, take the Dodge feat. It gives you a +1 bonus to Armor Class and makes your
enemies' lives much harder.
Slots Filled Cost (Skill Points) Effect
1 1 +1 armor class
2 2 +2 armor class
3 3 +3 armor class
4 4 +4 armor class
5 5 +5 armor class
Enchant Arrows: (Arcane Archer) With this feat, every normal arrow you fire
becomes echanted, doing additional damage when it hits.
Slots Filled Cost (Skill Points) Effect
1 1 +2 damage
2 4 +4 damage
3 8 +6 damage
4 14 +8 damage
5 20 +10 damage
Endurance: (Arcane Archer, Ranger, and Dwarven Fighter) Increases your carrying
capacity, allowing you to haul more loot out of dungeons.
Slots Filled Cost (Skill Points) Effect
1 2 +15 pounds
2 4 +30 pounds
3 6 +45 pounds
4 8 +60 pounds
5 10 +75 pounds
Improved Block: (Ranger and Dwarven Fighter) Improved Block allows you to block
with a melee weapon, without having a shield equipped. Perfect for characters
who prefer two-handed weapons but still want the ability to block when need be.
Slots Filled Cost (Skill Points) Effect
1 5 Block without shield
Improved Critical: (Arcane Archer, Ranger, and Dwarven Fighter) Increases your
chance of scoring a critical hit in combat, something your enemies won't care
for too much.
Slots Filled Cost (Skill Points) Effect
1 1 +5% chance
2 2 +10% chance
3 3 +15% chance
4 4 +20% chance
5 5 +25% chance
Intestinal Fortitude: (All) Intestinal Fortitude increases your health
regeneration rate. This reduces the amount of time you have to spend to wait
to get back up to full health in the dungeon.
Slots Filled Cost (Skill Points) Effect
1 1 +150% faster
2 2 +200% faster
3 3 +250% faster
4 4 +300% faster
5 5 +350% faster
Meditation: (All) Increases your arcane energy regeneration rate. Just as
Intestinal Fortitude aids your health recovery, Meditation reduces the amount
of time you have to spend to wait to get back to full power in the dungeon.
Slots Filled Cost (Skill Points) Effect
1 1 +125% faster
2 2 +150% faster
3 3 +175% faster
4 4 +200% faster
5 5 +225% faster
Shield Expert: (Dwarven Fighter) Your character really knows how to use a
shield. This feat gives you an additional armor class bonus when you have a
shield equipped.
Slots Filled Cost (Skill Points) Effect
1 2 +1 armor class
2 4 +2 armor class
3 6 +3 armor class
4 8 +4 armor class
5 10 +5 armor class
Sword and Fist: (Dwarven Fighter) This feat increases your chance to hit with
melee weapons.
Slots Filled Cost (Skill Points) Effect
1 2 +1 to hit/+1 damage
2 4 +2 to hit/+2 damage
3 6 +3 to hit/+3 damage
4 8 +4 to hit/+4 damage
5 10 +5 to hit/+5 damage
Targeting: (Arcane Archer, Dwarven Fighter, and Sorceress) Helps you aim your
ranged weapon by providing a targeting line on the screen. This handy feat can
save you a fortune in arrows in the longrun.
Slots Filled Cost (Skill Points) Effect
1 1 Targeting line
Toughness: (Arcane Archer, Ranger, and Dwarven Fighter) This feat grants you a
permanent +3 health bonus per rank.
Slots Filled Cost (Skill Points) Effect
1 1 +3 health
2 2 +6 health
3 3 +9 health
4 4 +12 health
5 5 +15 health
Willpower: (All) This feat gives you +5 arcane energy permanently for each rank
you take in it. Useful for the sorceress and other characters who rely on
energy for their main attacks.
Slots Filled Cost (Skill Points) Effect
1 1 +5 energy
2 2 +10 energy
3 3 +15 energy
4 4 +20 energy
5 5 +25 energy
***
Active Feats
Bull Rush: (Dwarven Fighter) This is a short, powerful charge that inflicts
tremendous damage. It costs arcane energy to use, but the results are worth it.
Slots Filled Cost (Skill Points) Cost (Energy) Effect
1 3 4 12-21 damage
2 6 4 18-26 damage
3 9 4 23-31 damage
4 12 4 28-36 damage
5 15 4 33-41 damage
Clangeddin's Fist: (Dwarven Fighter) A gift of the dwarven god Clangeddin, this
feat allows you to strike the ground with a warhammer to smite your foes.
Slots Filled Cost (Skill Points) Cost (Energy) Effect
1 10 10 1-40 damage
Exploding Arrows: (Arcane Archer) Enchants arrows so that they explode when
they strike a target. Perfect for scaterring large clumps of monsters quickly.
Slots Filled Cost (Skill Points) Cost (Energy) Effect
1 5 5 1-15 damage
2 6 6 1-20 damage
3 8 7 1-25 damage
4 10 8 1-30 damage
5 14 9 1-35 damage
Flaming Arrows: (Arcane Archer) This feat grants a flaming aura to your arrows,
causing them to do more damage when they hit.
Slots Filled Cost (Skill Points) Cost (Energy) Effect
1 2 5 15-20 damage
2 4 6 20-27 damage
3 6 7 25-27 damage
4 8 8 30-41 damage
5 10 9 35-49 damage
Hail of Arrows: (Arcane Archer) Allows you to fire multiple arrows at once,
starting with two arrows at rank one, all the way up to six arrows at rank 5.
This feat allows you to get more bang from your buck from any quiver of arrows
you pick up in a dungeon.
Slots Filled Cost (Skill Points) Cost (Energy) Effect
1 5 4 2 arrows at once
2 7 6 3 arrows at once
3 10 8 4 arrows at once
4 14 10 5 arrows at once
5 20 12 6 arrows at once
Ice Arrows: (Arcane Archer) This feat echants your arrows with an icy aura,
increasing their damage and can freeze opponents struck by them.
Slots Filled Cost (Skill Points) Cost (Energy) Effect
1 5 8 20-26 damage
2 6 9 25-35 damage
3 8 10 30-45 damage
4 10 11 35-56 damage
5 14 12 40-67 damage
Repulsion: (Arcane Archer and Ranger) Repulsion causes a ring of force to
spread out from the castor, driving enemies away and doing damage to them in
the process. It's useful for telling a horde of melee attackers to "back off."
Slots Filled Cost (Skill Points) Cost (Energy) Effect
1 5 8 1-10 damage
2 6 8 1-17 damage
3 8 8 1-24 damage
4 10 8 1-31 damage
5 14 8 1-39 damage
Shock Arrows: (Arcane Archer) This feat enchants arrows with an electrical
aura, increasing the damage they do and shocking opponents. At higher levels,
shock arrows gain an electrical trail that damages any enemies along their
path.
Slots Filled Cost (Skill Points) Cost (Energy) Effect
1 10 10 30-48 damage
2 11 11 35-59 damage
3 13 12 40-73 damage
4 15 13 45-89 damage
5 19 14 50-105 damage
Whirlwind Attack: (Dwarven Fighter) When you equip a two-handed axe or hammer,
you can put this feat to good use. The whirlwind attack costs arcane energy to
use, but it causes you to perform a devastating circular attack on any
opponents within reach.
Slots Filled Cost (Skill Points) Cost (Energy) Effect
1 9 20 Damage varies
***
Spells
Ball Lightning: (Sorceress) A ball of electricity travels forth from the
caster, striking all nearby foes with lightning. Much like the Arcane Archer's
Hail of Arrows feat, Ball Lightning helps you clear a room quickly.
Slots Filled Cost (Skill Points) Cost (Energy) Effect
1 16 15 36 damage
2 17 15 72 damage
3 19 15 108 damage
4 21 15 144 damage
5 25 15 180 damage
Burning Hands: (Sorceress) The Sorceress automatically begins the game with
this spell. When cast, Burning Hands turns the sorceress into a magical
flamethrower, emitting a cone-shaped blast of fire from her hands to torch
any enemies within range.
Slots Filled Cost (Skill Points) Cost (Energy) Effect
1 1 6/second 12 damage/second
2 2 9/second 15 damage/second
3 3 12/second 18 damage/second
4 4 15/second 21 damage/second
5 5 18/second 24 damage/second
Fire Shield: (Sorceress) This spells encircles the caster in a flaming wreath
that damages any enemy that comes into contact with it. Perfect for those
close-quarters combats when you're being mobbed from all sides.
Slots Filled Cost (Skill Points) Cost (Energy) Effect
1 18 20 18 damage, 1 second
2 19 20 18 damage, 2 seconds
3 21 20 18 damage, 3 seconds
4 23 20 18 damage, 4 seconds
5 27 20 18 damage, 5 seconds
Fireball: (Sorceress) A Dungeons and Dragons classic, a fireball is a burst of
flame that the Sorceress can hurl at a target. It detonates when it hits, doing
damage to all creatures within its radius; the greater the number of ranks in
the spell, the more damage it does.
Slots Filled Cost (Skill Points) Cost (Energy) Effect
1 8 10 1-25 damage, 25 direct damage
2 9 10 1-30 damage, 25 direct damage
3 11 10 1-35 damage, 25 direct damage
4 13 10 1-40 damage, 25 direct damage
5 17 10 1-45 damage, 25 direct damage
Lightning Bolt: (Sorceress) When cast, a bolt of lightning streaks from the
sorceress toward a nearby enemy, inflicting electrical damage. At higher ranks
of this spell, it evolves into Chain Lightning, allowing the sorceress to harm
multiple enemies in the bolt's path.
Slots Filled Cost (Skill Points) Cost (Energy) Effect
1 (Bolt) 12 24 72 damage
2 (Chain) 13 27 72 damage, path arcs
Magic Missile: (Sorceress) When used, a missile of magical energy darts forth
and unerringly strikes a target. The Sorceress gains an additional magic
missile for every two levels she is above the first (at 3rd level she fires
two missiles, at 5th she fires three missiles) up to a maximum of 5 missiles.
Slots Filled Cost (Skill Points) Cost (Energy) Effect
1 1 12 3-6 damage per missile
Melf's Acid Arrow: (Sorceress) Named for the famed elven adventurer Melf, this
spell causes a magical arrow of acid to spring from the sorceress' hand, doing
acid damage to any creature struck by it.
Note: all values for the arrow's duration were calculated by experiment and
rounded to the nearest two decimal places.
Slots Filled Cost (Skill Points) Cost (Energy) Effect
1 4 5 8-18 damage/1.5 seconds
2 8 5 13-23 damage/1.9 seconds
3 12 5 18-28 damage/2.35 seconds
4 16 5 23-33 damage/2.75 seconds
5 20 5 28-38 damage/3.15 seconds
Meteor Swarm: (Sorceress) When cast, the heavens open up and meteors rain down
around the caster, doing tremendous damage to any enemies in range. This spell
is the ultimate spell in the sorceress' arsenal, and puts the skies themselves
at her command.
Slots Filled Cost (Skill Points) Cost (Energy) Effect
1 22 40 1-40 damage per meteor
Mordenkainen's Sword: (Sorceress) This spells summons a magical weapon of force
to your aid, slashing at enemies within range. For every rank of this spell,
the weapon and the damage it does improves.
Note: All durations for the sword are about 30 seconds, regardless of level.
Slots Filled Cost (Skill Points) Cost (Energy) Effect
1 12 20 1-20 damage
2 18 25 1-40 damage
3 24 30 1-60 damage
4 32 35 1-80 damage
5 40 40 1-100 damage
Otiluke's Icy Sphere: (Sorceress and Ranger) This spells summons a sphere of
intense cold to strike targets, doing frost damage and freezing targets in
place.
Slots Filled Cost (Skill Points) Cost (Energy) Effect
1 14 12 1-20 damage
2 15 12 1-25 damage
3 17 12 1-30 damage
4 19 12 1-35 damage
5 23 12 1-40 damage
Snowblind: (Sorceress) A mysterious spell from the wizards of the Far North,
Snowblind causes a cone of frost to shoot forth from the sorceress' hands,
doing frost damage to any targets within range. It behaves similarly to
Burning Hands, except that it also has the power to freeze enemies, reducing
their movement rate and combat ability.
Slots Filled Cost (Skill Points) Cost (Energy) Effect
1 10 15/second 18 damage/second
2 11 18/second 21 damage/second
3 13 21/second 24 damage/second
4 15 24/second 27 damage/second
5 19 27/second 30 damage/second
***
The information below will be listed in this order:
General Information
Character Statistics
Strengths/Weaknesses
Character Passive Feats
Character Active Feats
Character Spells
Tips
Other
The information will be breaked by astericks (***), just like how my other info
is broken into.
-----------------
5.2: Human Archer
-----------------
General Information:
The Human Archer, or Arcane Archer, is terrific at shooting arrows. Thus, he
has the ability to enhance his arrows with various types of magic, including
fire, ice, electricity, and dynamite. Most of his active feats center around
his arrow-casting abilities, so it is essential to have a good bow for the
Archer early in the game. He is well-balanced in terms of stats, and is a good
character to use for beginners.
Note: any feat with (+) on it means the character starts out with a skill point
in the particular feat.
***
Character Statistics:
Race: Human
Class: Archer
Strength: 17
Dexterity: 11
Constitution: 13
Intelligence: 15
Wisdom: 14
Charisma: 11
Health: 14
Arcane Energy: 10
Armor Class: 12
Base Attack Bonus: 4
***
Strengths:
- Well-balanced stats, good HP
- Handles bows extremely well
- Great Active Feats, takes advantage of arrows
- Flexible battle style, good for beginners
Weaknesses:
- Requires many arrows and a good bow
- Most Active Feats require arrows/bows along with Magic Points
- Not outstanding in any trait
***
Character Passive Feats:
Accuracy: This feat improves the accuracy of your ranged attacks, and it makes
your arrows more effective when hitting an enemy. (+)
Arcane Quiver: This halves the weight of arrows in your inventory. You will
have more space to carry more items this way.
Combat Reflexes: Your attack speed is increased, allowing you to kill off your
enemies more quickly.
Death Blow: If you get a critical hit, the Death Blow feat will increase its
damage. Take out your foes more effectively with this.
Deflect Missiles: This gives you a small chance of deflecting a missile attack
without manually controlling anything.
Dodge: This feat adds a bonus to your Armor Class, making it tougher for you
to get hit by enemies.
Enchant Arrows: This feat allows every arrow you fire to do additional magical
damage if it hits a target.
Endurance: A character's carrying capacity is improved if you choose this Feat.
You can loot more effectively with more pounds available to carry.
Improved Critical: Your chances of scoring Critical Hits in battle will be
improved, causing you to frequently do double damage.
Intestinal Fortitude: Your Health Regeneration Rate is improved with this, so
you don't have to spend your money on Health Potions.
Meditation: This improves your Magic Regeneration Rate, and is essential if
magic is your primary offense.
Targeting: A targeting line appears whenever you shoot an arrow, making it
much easier to aim at your target. (+)
Toughness: You will gain three Health Points permanently if you choose this
feat. You will be harder to kill if you have many HP.
Willpower: This will grant you five more Magic Points. This is permanent, and
useful for magic users.
***
Character Active Feats:
Exploding Arrows: Your arrows will explode when hitting a target, dealing
frequent Critical Hits and major damage.
Flaming Arrows: This feat lends a flaming aura to your arrows. Extra damage
will be done when these arrows hit a target.
Hail of Arrows: You will be able to shoot up to six arrows with just a single
execution, thus doing up to six times as much damage.
Ice Arrows: Your arrows will do ice damage to opponents when cast. You also
have a chance to paralyze an enemy.
Repulsion: A ring of force exerts from your character, driving enemies away and
damaging them at the same time.
Shock Arrows: The ultimate arrow in any character's arsenal, Shock Arrows will
do major shock damage to an opponent, effectively killing it at long range.
***
Character Spells:
None: The Arcane Archer and the Dwarven Fighter have Active Feats in place of
spells; only the Sorceress and Ranger can cast spells.
***
Tips:
~ The Arcane Archer's main strength is his powerful arrows. Save up your first
few level up points to get the Arcane Quiver feat. The reduced arrow weight
really helps you in carrying more items.
~ Vahn should have no less than 400 arrows in his pack at all times, especially
if he has the Hail of Arrows feat.
~ Use the Accuracy feat to your advantage by shooting your bow often. You'll be
surprised at how much it tends to hit the enemy!
~ Combat Reflexes is extremely important for the archer, allowing him to score
multiple hits at a great speed.
~ Death Blow and Improved Critical go hand in hand with each other. First,
improve your critical in the beginning stages of the game, then work on
increasing the damage. An archer with 5 ranks on both feats is very deadly!
~ Although unpredictable, Deflect Missiles are a great help when battling
swarms of enemies. A 25% chance of not getting hit is quite good, actually.
~ While an extra point in Armor Class is nice, Dodge should only be reserved
when you have a few extra skill points to spare. Your armor, boots, and shields
make good enough protection already.
~ Enchant Arrows is very bad compared to Vahn's Active Feats. Sure, it will
conserve Magic, but an extra damage point or two is nothing compared to the
almighty Shock Arrow.
~ If you don't want to increase the archer's Strength ability, the Endurance
feat is a must. 15 pounds of extra capacity could mean one less wasted Recall
Potion in your travels.
~ Intestinal Fortitude is very effective when its ranks are high. You won't
need to worry about Healing Potions if your HP recovers quickly by itself.
~ The archer is half and half with Melee and Magic. He doesn't rely on one type
like the other characters, so half of your skill points should go to improving
Meditation, and half should be used on the feat above.
~ You already have a targeting line, thanks to your character's skills. Aiming
becomes a useful tactic with the line (section 4.2).
~ The archer's Hit Points are only average, so you might want to spend a few
skill points on Toughness to beef him up. Or, you could just spend your Ability
Points on Constitution improvement.
~ You don't need a lot of Magic regeneration as much as health, so spend less
points on this feat and more on Constitution.
~ As soon as possible, spend some skill points on Repulsion. It's useful for
scattering masses of enemies. From then on, save your points until Shock Arrows
and Hail of Arrows become possible. They are both very useful tactics.
~ Flaming Arrows are a big help in damaging enemies early in the game, when all
you have is a Worn Shortbow. Its damage is not affected by the bow type, so
when you get a decent bow, stop using it.
~ The Ice Arrows can paralyze and freeze opponents, but Frost Shortbows can do
the same without wasting Magic. Save your points for Shock Arrows.
~ Shock Arrows can do up to 105 damage to an unsuspecting opponent, and that's
not counting the swarms of additional damage it leaves in its tracks. Use this
as soon as possible, and a decent bow isn't even required!
~ Hail of Arrows may not be very useful in early ranks, but when you have six
arrows simultaneously, the results are amazing. Simply get close to an enemy
and let loose. Also, get a good bow for this, as the damage depends on the bow.
~ Exploding Arrows suck. Don't use them. If the arrow hits a target, a blast
follows, dealing two hits on the foe. But the explosion does too little damage,
and so the feat isn't very good.
~ Dexterity and Constitution are where most of your abilities should be turned
towards. Constitution at level 20 means 20 more HP, plus a better regeneration
rate. Dexterity greatly improves your aim and damage with Vahn's arrows.
***
Other:
- When you use your feats that involve arrows, the archer will automatically
switch his weapon to the bow.
- The explosion of the Exploding Arrows, if it hits a target, will not hurt the
person who casted it.
- Vahn can use both one-handed and two-handed weapons. He is able to carry a
shield with a one-handed weapon and therefore block infinitely. He can only
block for a moment with only a weapon.
--------------------
5.3: Dwarven Fighter
--------------------
General Information:
The youngest member of the Bruenghor Clan is no slouch at melee combat.
Kromlech can wield any type of axe, hammer, or sword with ease, and has the
highest base endurance of all the characters. However, with every strength
comes a weakness, and Kromlech's Achilles heel is the fact that his long range
attacks are weak and limited to his arrows. Get past this obstacle, and you'll
be great with him. Kromlech is recommended to people who either don't like long
range attacks, or enjoy to get into the fray close-up.
Note: any feat with (+) on it means the character starts out with a skill point
in the particular feat.
***
Character Statistics:
Race: Dwarf
Class: Fighter
Strength: 18
Dexterity: 12
Constitution: 15
Intelligence: 10
Wisdom: 11
Charisma: 10
Health: 15
Arcane Energy: 8
Armor Class: 12
Base Attack Bonus: 5
***
Strengths:
- Great HP and Health Regeneration
- Many Passive feats exclusive to himself
- Does great damage with weapons
- Stocky, good defense
Weaknesses:
- No long range attacks except regular arrows
- Bad Magic supply and regeneration
- High prices for items in shops
***
Character Passive Feats:
Accuracy: This feat improves the accuracy of your ranged attacks, and it makes
your arrows more effective when hitting an enemy.
Combat Reflexes: Your attack speed is increased, allowing you to kill off your
enemies more quickly.
Death Blow: If you get a critical hit, the Death Blow feat will increase its
damage. Take out your foes more effectively with this.
Dodge: This feat adds a bonus to your Armor Class, making it tougher for you
to get hit by enemies.
Endurance: A character's carrying capacity is improved if you choose this Feat.
You can loot more effectively with more pounds available to carry.
Improved Block: This allows you to continually block forever without a shield
necessary. You still cannot block with a bow or without a weapon.
Improved Critical: Your chances of scoring Critical Hits in battle will be
improved, causing you to frequently do double damage.
Intestinal Fortitude: Your Health Regeneration Rate is improved with this, so
you don't have to spend your money on Health Potions. (+)
Meditation: This improves your Magic Regeneration Rate, and is essential if
magic is your primary offense.
Shield Expert: Your character will gain an extra armor bonus if a shield is
equipped on him/her.
Sword and Fist: This increases your chance to strike the enemy with melee
weapons, and gives you one more damage point when you hit a foe.
Targeting: A targeting line appears whenever you shoot an arrow, making it
much easier to aim at your target.
Toughness: You will gain three Health Points permanently if you choose this
feat. You will be harder to kill if you have many HP.
Willpower: This will grant you five more Magic Points. This is permanent, and
useful for magic users.
***
Character Active Feats:
Bull Rush: The fighter will perform a quick, powerful charge, causing
tremendous damage even without a weapon.
Clangeddin's Fist: This feat sends the user's warhammer crashing to the ground,
emitting a small shock and damaging nearby enemies.
Whirlwind Attack: A two-handed warhammer or axe must be held by the user in
order to do a swift, powerful circular attack.
***
Character Spells:
None: The Arcane Archer and the Dwarven Fighter have Active Feats in place of
spells; only the Sorceress and Ranger can cast spells.
***
Tips:
~ In order to capitalize on the Dwarf's main strength, you need to equip him
with some powerful weapons, like halberds and great swords. Combined with his
powerful Strength stat, Kromlech can handle any weapon quite well.
~ While you may not think long range is important, it's always nice to have a
couple of arrows to weaken a strong foe without getting hurt.
~ If you wanted to be good with bows, you should've chosen Vahn, the Arcane
Archer. Still, if you have some points to spare, Accuracy isn't a bad choice.
~ Combat Reflexes is extremely important for the fighter, because a faster
attack could mean faster enemy kills.
~ Death Blow and Improved Critical go hand in hand with each other. First,
improve your critical in the beginning stages of the game, then work on
increasing the damage. A fighter with 5 ranks on both feats is very deadly!
~ While an extra point in Armor Class is nice, Dodge should only be reserved
when you have a few extra skill points to spare. Your armor, boots, and shields
make good enough protection already.
~ If you don't want to increase the Fighter's Strength ability, the Endurance
feat is a must. 15 pounds of extra capacity could mean one less wasted Recall
Potion in your travels.
~ Improved Block lets you block forever without sacrificing your best Bastard
Sword/Great Sword, and for that reason, it's highly useful in many situations.
~ For the close range fighter, hit points go down rather quickly as you're
always in the enemy's attacking range. That's why it's good to boast a good
health regeneration rate and spend some points on Intestinal Fortitude.
~ You'll only need your magic a few times for the whole game, so Meditation
shouldn't be very useful.
~ The Shield Expert feat is just like Dodge, but works only when Kromlech has
a shield. And, since Dodge isn't very good itself, this feat is even worse.
~ Combined with a high Strength, Sword and Fist is absolutely lethal in front
of the many enemies you face in your quest.
~ If you use arrows and want to save money, invest the Targeting point, since
it can help you aim much better. Again, Vahn is much better at long range.
~ Kromlech has the largest amount of hit points among all the characters. But
still, you might find the need to beef up his Toughness once in a while.
~ Willpower is for Adrianna, not Kromlech.
~ Bull Rush may be good at early levels of the game (where it does much more
damage as your regular weapon), but it is weak at later stages. Maybe only fill
up a few of this feat, and remember not to charge into an army of opponents!
~ The fighter's Clangeddin's Fist technique is not particularly useful, but it
has a very good knockback rate (like Repulsion). Be careful when using it, as
you are still vulnerable when you prepare for the attack.
~ The Whirlwind Attack is probably the most useful Active Feat Kromlech has. A
720 degree spin can clear everyone within radius, especially with a good axe.
~ Your Ability Points should be targeted towards Strength and Constitution. The
fighter relies on Strength to carry items and deal lots of damage, and his
health relies on Constitution to regenerate faster.
***
Other:
- You have to have the specific type of weapon to use two of Kromlech's three
Active Feats: warhammers or axes.
- When Kromlech is not wielding a shield, he cannot block forever without the
Improved Block technique. Kromlech can never block with a bow.
- Kromlech can use both one-hand and two-handed melee weapons. He can only
carry a shield if he doesn't have a two-handed weapon (includes bows).
--------------------
5.4: Elven Sorceress
--------------------
General Information:
Beautiful and exotic, if the Elven Sorceress fails to get past an obstacle with
her looks, she relies upon her various spells and magic. Adrianna has little
need for arrows; over half of her spells involve projectiles and long range.
The sorceress' need for Magic is painfully obvious, so increasing the amount of
energy she has is crucial. Adrianna is very frail and vulnerable in hand-to-
hand combat, partly because she cannot wield a two-handed weapon.
Note: any feat with (+) on it means the character starts out with a skill point
in the particular feat.
***
Character Statistics:
Race: Elf
Class: Mage/Sorceress
Strength: 13
Dexterity: 14
Constitution: 13
Intelligence: 17
Wisdom: 12
Charisma: 15
Health: 12
Arcane Energy: 16
Armor Class: 12
Base Attack Bonus: 2
***
Strengths:
- Damaging, unique spells
- Great at long range attacks
- Good Magic total, good regeneration rate
- Attractive, cheaper item prices
Weaknesses:
- Frail, poor HP and Strength
- Cannot bear two-handed weapons
- Not able to carry heavy weight
***
Character Passive Feats:
Accuracy: This feat improves the accuracy of your ranged attacks, and it makes
your arrows more effective upon hitting an enemy.
Intestinal Fortitude: Your Health Regeneration Rate is improved with this, so
you don't have to spend your money on Health Potions.
Meditation: This improves your Magic Regeneration Rate, and is essential if
magic is your primary offense.
Targeting: A targeting line appears whenever you shoot an arrow, making it
much easier to aim at your target.
Willpower: This will grant you five more Magic Points. This is permanent, and
useful for magic users.
***
Character Active Feats:
None: The Sorceress can only cast spells in place of Active Feats. Only the
Archer, Fighter, and Ranger can learn Active Feats.
***
Character Spells:
Ball Lightning: An enormous ball of electricity can do tremendous damage and
help you defeat enemies at long range very quickly.
Burning Hands: Cones of fire will spread from the caster's hand, damaging all
foes in range. (+)
Fire Shield: The caster will be surrounded in a ring of fire for a time. Simply
running into foes during this time will cause damage!
Fireball: Hurled at a target, the Fireball will do respectable fire damage to
any foes within its radius.
Lightning Bolt: A bolt of electricity will stun and damage a nearby foe. This
evolves into Chain Lightning, which can harm multiple enemies.
Magic Missile: Small projectiles will track down an enemy's location and do
damage to it. The more ranks Adrianna has, the more missiles she can cast.
Melf's Acid Arrow: A poisonous green arrow will fire from the caster, and can
poison a foe it hits.
Meteor Swarm: Random amounts of meteors rain down near the castor, doing great
damage and stunning any enemies in range.
Mordenkainen's Sword: This summons a mysterious sword-bearing creature to your
aid, slashing at foes with its magical sword.
Otiluke's Icy Sphere: A ball of icy cold is summoned to freeze and slow targets
down, and does moderate damage.
Snowblind: An upgrade of Burning Hands, Snowblind has the power to freeze
enemies, slowing down their movement.
***
Tips:
~ Adrianna's main strength is her magic spells, but in order to use them, you
must save lots of Skill Points and Magic increases. She is weak in melee combat,
so don't think you're a coward by using "hit-and-run" techniques.
~ Although great spells, like Ball Lightning, Melf's Acid Arrow, and Lightning
Bolt do the long-range job pretty well, it's good to have some arrows in your
pack in case you run out of Magic.
~ The Accuracy feat is good for anyone, but Adrianna doesn't particularly need
it because her spells are much better.
~ Because her health grows the least out of all the characters, it's important
to increase the mage's health regeneration using Intestinal Fortitude.
~ Go for Meditation if you need a quick Magic regeneration boost. Otherwise, go
for Intelligence for this purpose.
~ Targeting makes it easier to aim your bow. But, the sorceress' spells don't
require a bow, and they do more damage than an arrow does.
~ Like Meditation, Willpower is good for a quick boost in Magic. Otherwise,
spend your ability point on Intelligence.
~ Ball Lightning holds to be the cheapest thing in the whole game. 180 fixed
damage to anything the ball hits can clear entire rooms in seconds. The Magic
needed isn't much, and you should start saving for this as soon as possible.
~ Burning Hands is a very useless spell, draining loads of magic for an
unimpressive turnout. Don't use any more points on this feat.
~ A unique defensive spell, Fire Shield will cause Adrianna to hurt foes simply
by walking into them. It's very useful for killing groups of tough enemies.
~ Fireball's inaccuracy and low overall damage keeps me from recommending it.
Sure, it's a D&D classic, but that doesn't mean it's very good.
~ Lightning Bolt is an interesting, albeit weaker, Ball Lightning alternative.
This long-range electric charge will hurt foes many times, doing 72 damage each
time. The upgraded Chain Lightning is even better and can hit multiple enemies.
~ Although half-decent at the earliest levels of the game, Magic Missile does
not hold on with its pitiful damage, even though it attempts to track the foe.
~ For creatures resistant to Lightning damage, Melf's Arrow can serve as a
decent long range alternative. It is the only attack a player can use in the
game that can poison your foe, so that's definitely a plus.
~ Meteor Swarm is a great finisher spell on close-range opponents. Just watch
your back, because there's a rather long pause before you can use it again.
But, the amount of meteors she fires is inconsistant and pretty much random.
~ While thirty seconds of summoned aid is a very good help, you really cannot
control Mordenkainen's Sword during its cast. It uses a great deal of Skill
Points to do decent damage, also.
~ Although the random freezing effect is nice, the Icy Sphere stays inferior to
many of Adrianna's other spells; its minimum damage is always 1.
~ Snowblind has a worse Energy-to-damage ratio than Burning Hands. Your Magic
will drain like mad when using this. An upgrade to Burning Hands? I think not.
~ As you gain more Ability Points, you should spend them towards Intelligence
and Constitution feats. Intelligence will give the sorceress some much-needed
Magic, and Constitution will improve her lacking Health total.
***
Other:
- The sorceress cannot wield halberds, warhammers, bastard swords, or any
weapon which requires two hands to hold, except Staves.
- Adrianna can block infinitely with a shield, but can only block a short time
with a weapon only. She cannot block at all with a bow.
- The sword summoned using the Mordenkainen's Sword technique always lasts
thirty seconds, while the ring of fire summoned by Fire Shield is consistently
five seconds in duration.
----------------
5.5: Drow Ranger
----------------
General Information:
Many Baldur's Gate fans have heard of Drizzt Do'Urden, a benevolent but harsh
member of the Drow clan (the one we all liked to pickpocket or kill in the days
of Baldur's Gate II). Drizzt returns as a playable character in Baldur's Gate:
Dark Alliance, and boasts his famous dual scimitars in his arsenal. As a bonus
character in the game, Drizzt must be unlocked through a series of events in
order to be playable. This procedure will be described in section 7.5: The
Gauntlet. None of his feats are exclusive to himself.
Note: any feat with (+) on it means the character starts out with a skill point
in the particular feat.
***
Character Statistics:
Race: Drow
Class: Ranger
Strength: 13
Dexterity: 20
Constitution: 15
Intelligence: 17
Wisdom: 17
Charisma: 14
Health: 160
Arcane Energy: 57
Armor Class: 49
Base Attack Bonus: 45
Drizzt starts at level 16 when he is inherited, with 122000 Experience Points.
***
Strengths:
- Starts at a high level when inherited
- Lots of health and Base Attack
- Able to hold two weapons, high damage
- Can keep items found in The Gauntlet mode
Weaknesses:
- Lack of Feats, both Active and Passive
- Bad Magic total and regeneration rate
- Sub-par at long range attacks, cannot use bow
***
Character Passive Feats:
Combat Reflexes: Your attack speed is increased, allowing you to kill off your
enemies more quickly.
Death Blow: If you get a critical hit, the Death Blow feat will increase its
damage. Take out your foes more effectively with this. (+++++)
Deflect Missiles: This gives you a small chance of deflecting a missile attack
without manually controlling anything. (+++)
Dodge: This feat adds a bonus to your Armor Class, making it tougher for you
to get hit by enemies.
Endurance: A character's carrying capacity is improved if you choose this Feat.
You can loot more effectively with more pounds available to carry.
Improved Block: This allows you to continually block forever without a shield
necessary. You still cannot block with a bow or without a weapon. (+)
Improved Critical: Your chances of scoring Critical Hits in battle will be
improved, causing you to frequently do double damage. (+++++)
Intestinal Fortitude: Your Health Regeneration Rate is improved with this, so
you don't have to spend your money on Health Potions. (++)
Meditation: This improves your Magic Regeneration Rate, and is essential if
magic is your primary offense.
Toughness: You will gain three Health Points permanently if you choose this
feat. You will be harder to kill if you have many HP.
Willpower: This will grant you five more Magic Points. This is permanent, and
useful for magic users. (+)
***
Character Active Feats:
Repulsion: A ring of force exerts from your character, driving enemies away and
damaging them at the same time. (++)
***
Character Spells:
Otiluke's Icy Sphere: A ball of icy cold is summoned to freeze and slow targets
down, and does moderate damage. (+++)
***
Tips:
~ Drizzt, statwise, is a cross between the Archer and the Fighter. So, he has
lots of HP and little Magic. Use physical attacks often, as Drizzt is meant to
be a close-range fighter.
~ Although the ranger already has a good amount of points on Otiluke's Sphere,
the spell is his only projectile attack and you may want to stock up on arrows.
~ Combat Reflexes is a great feat to spend points on, especially at level 16
where points are of abundance. A faster attack rate means faster kills.
~ The ranger already has full points on both Death Blow and Improved Critical,
making for a very nasty combo of offense.
~ A helpful feat against Kobold spear-throwers is Deflect Missiles, which, at
full power, can give you a one-in-four chance of dodging a projectile.
~ Since Drizzt is already at a high level, you can get all five points of the
Dodge feat upon only one level-up. But there is little benefit, so why bother?
~ If you are impatient for the next Strength upgrade, you may want to consider
Endurance. It's a fast way to increase your carrying capacity.
~ Because Drizzt already has Improved Block, you don't need to worry about it.
The feat is still very useful, though.
~ Use the "hit and run" techniques more effectively with Intestinal Fortitude,
which increases your Health regeneration rate.
~ Meditation is less useful to the ranger, simply because he only has two
techniques that use magic. But if you like Repulsion or Otiluke's Icy Sphere,
it'll be useful.
~ As with Endurance, the Toughness feat is a less rewarding way to increase a
stat without waiting for that Ability increase.
~ Drizzt is better off with melee weapons than he is with magic, so you can
skip the Willpower feat for him.
~ Repulsion is extremely useful in a case where you're surrounded by foes. The
damage it causes doesn't increase much even if you spend many points, so just
leave the feat as it is and use it well.
~ An often overlooked spell in the sorceress' collection of magic, Otiluke's
Icy Sphere becomes highly useful for the ranger, since he has nothing better to
cast. It's a decent long range missile with a chance to freeze foes.
~ Target the Strength and Wisdom feats as your ability levels increase. Since
you're at a high level, Wisdom can get you to the next level faster from its
experience increase. Strength is vital for a close range fighter like Drizzt.
***
Other:
- Drizzt is the only character in the game who can attack with two weapons at
once: his dual scimitars.
- The ranger's scimitars cannot be sold or dropped, and they are exclusive for
him only, meaning other characters cannot find/wield them.
- Drizzt is the only character with both active feats and spells, albeit only
one of each. He can be unlocked by beating the game once on any difficulty,
then beating the Gauntlet and Extreme modes, respectively (see section 7.5).
==============
***6: Items***
==============
Overall Summary:
Throughout your adventure at Baldur's gate and its surrounding areas, you'll
have an inventory of items you can carry. Items in the game include weapons,
armor, shields, potions, and jewelry. Some items can be found on the ground,
while others are gotten after you kill enemies, break open containers, or open
treasure chests. Still others can be bought at the local shop for summations
of Gold Pieces (also called Gold, GP, G, etc).
Items exist to improve your offense, defense, agility, health, and other
attributes. When equipped, they give you a bonus on top of your normal attack,
defense, or other statistic. This makes you in much better shape for battles.
Items like Potions recover damaged statistics from battle.
***
Equipping Items:
In order to make use of a certain item, you must equip it. To do that, go to
the Inventory/Level Up option in the Pause Menu. Use left and right on the
control stick to change tabs, and use up and down on the stick to select items
from each tab. Press the A button to equip an item. You may only equip a
certain amount of any type of item: one weapon (one-handed or two-handed), one
set of armor (helmet, clothes, gloves, boots), one shield (with one-handed
weapon), and one set of jewelry (one amulet and two rings).
There are some items in the game that do not require equipping, like potions.
To make use of a potion, just press the appropriate button on the controller.
Press R to use a Healing Potion, L to use a Rejuvenation Potion, and select the
Recall option on the Start menu to use a Recall Potion. Other items, like ruby
and sapphire, are just for selling.
Also, some Key Items will come your way as you go through your quest. These
usually have an obvious use; they're usually the objectives of some quests. I
have these items listed in section 6.7.
***
Finding Items:
The most powerful items in Baldur's Gate are not obtained simply from buying
them in stores; they are found in enemy corpses, treasure chests, and weapon
racks all throughout your adventure. In the beginnings of the game, less
powerful items, like Daggers, Padded Armor, and Lesser Health Potions are often
dropped. However, as you advance, Great Swords, Chainmail, and Extra Health
Potions often drop your way.
From the middle of Act I onwards, the items dropped from a chest, weapon rack,
or foe are all random. They get better and better as you progress through the
game, but essentially, anything could drop. For obvious reasons, weapon racks
only drop weapons and arrows.
***
Modifiers/Magical Properties:
Some items you collect may have a +x attached to their names, with x being a
number from 1 to 5. These are modifiers, and an item with an x modifier has an
attack or defense value x points above the normal item. Modified items are
dropped by monsters at random, or bought from shops throughout the game. An
increase in modifiers is definitely to your advantage.
There are different other kinds of modifiers in the game, sometimes referred to
as Magical Properties. For example, a "rusty" dagger does half the damage a
normal dagger is supposed to do. Modifiers of each type of item will be listed
in the item lists below. They help to make regular weapons more powerful.
Below contains information of all the items in the game. I'll be using some of
the terms listed in the previous sections of the guide, so refer back to the
appropriate section if you don't understand something. Also, G means Gold, or
the amount of money something is. Just to clear things up.
-----------------------
6.1: One-Handed Weapons
-----------------------
Overall Summary:
Weapons wielded by only one hand generically produce quick and nimble hits,
although, in most cases, the damages of these weapons are lower than the
damages of two-handed weapons. There are two ways to classify these weapons:
whether they are sharp or dull, and whether they are made of steel or wood.
Different types of weapons have different modifiers. Note that you are able to
have a shield equipped with a one-handed weapon.
All lists are in alphabetical order, and will contain whatever information I
feel important to the item. I will not list any buying prices, since you cannot
buy every item, and because the buying price of an item is roughly twice the
selling price, depending on your charisma.
***
Notes on Weapons:
Weapons that are less than 5 pounds are light weight.
Weapons that are 5 to 10 pounds are medium weight.
Weapons that are 10 to 15 pounds are heavy weight.
Weapons that are more than 15 pounds are very heavy weight.
Weapons that average less than 5 damage per hit have low base attacks.
Weapons that average 5 to 10 damage per hit have medium base attacks.
Weapons that average 10 to 15 damage per hit have high base attacks.
Weapons that average more than 15 damage per hit have very high base attacks.
Weapons that sell for less than 850G are cheap.
Weapons that sell for 850G or more are expensive.
***
Club
A primitive weapon used to bang the lights out from your foe. Clubs come in
abundance throughout the game, and are normally pretty weak and basic. However,
modifiers can change this. Clubs are useful against the undead.
- A dull, wood bludgeon.
- 3.0 pounds, light weight.
- 2-3 low base attack.
- 59G to sell, cheap.
***
Dagger
Used mainly at the starting levels of the game, daggers are quick weapons that
do pretty weak damage. A high modifier can get a dagger to be pretty powerful,
but it is ousted by Long Swords and Morning Stars in its category.
- A sharp, steel blade.
- 1.0 pounds, light weight.
- 1-4 low base attack.
- 50G to sell, cheap.
***
Handaxe
Its original purpose was to cut down trees, but I guess it could be used to
dismantle foes' heads also. A pretty decent beginning weapon hindered by the
fact that it's hard to find one with a good modifier.
- A sharp, steel axe.
- 5.0 pounds, medium weight.
- 1-6 low base attack.
- 92G to sell, cheap.
***
Long Sword
Along with the Morning Star, Long Swords are very practical and reliable
weapons for you to have, and the sorceress commonly uses this type of weapon.
It's relatively cheap, and can have many modifiers on it.
- A sharp, steel blade.
- 4.0 pounds, light weight.
- 2-8 medium base attack.
- 194G to sell, cheap.
***
Lt. Mace
Basically a club with a steel head attached to it, the Lt. Mace excels at
destroying the undead, but is still outclassed by better weapons. The Morning
Star is a better choice.
- A dull, steel bludgeon.
- 6.0 pounds, medium weight.
- 1-6 low base attack.
- 205G to sell, cheap.
***
Morning Star
The best regular one-handed weapon in terms of damage and price, the Morning
Star is a solid clobbering item that does a lot of damage early in the game.
The only downside is its weight, but it's still the best way to go if you want
a solid blunt weapon with a shield.
- A dull, steel bludgeon.
- 8.0 pounds, medium weight.
- 8-12 high base attack.
- 832G to sell, cheap.
***
Onyx Sword (spoiler)
Forged from the Onyx Tower itself, the Onyx Sword is an incredibly powerful
weapon that possesses the highest unmodified attack power in the game. Found
only by defeating the Onyx Golem near the end of the game, this special Long
Sword is one of the best weapons for any character you choose.
(Note: this weapon cannot have modifiers on it.)
- A sharp, steel blade.
- 10.0 pounds, heavy weight.
- 90-120 very high base attack.
- 89480G to sell, expensive.
***
Scimitar
A great alternative to a Long Sword, Scimitars can inflict lots of damage,
especially with modifiers. Scimitars do very consistent damage compared to
other swords, but are relatively hard to find. Also, scimitars have increased
critical hit percentage when equipped.
- A sharp, steel blade.
- 4.0 pounds, light weight.
- 5-7 medium base attack.
- 333G to sell, cheap.
***
Short Sword
Short Swords are upgrades to daggers in the beginnings of your journey, but are
outclassed by Long Swords later on. This blade excels at fast, light hits that
do little damage.
- A sharp, steel blade.
- 3.0 pounds, light weight.
- 1-4 low base attack.
- 92G to sell, cheap.
***
Recommendations:
One-handed weapons are fit for every character, but the sorceress will be using
them most, as she cannot wield many two-handed weapons. If you want to pick
one, a Morning Star, Scimitar, or Long Sword will give you the best results.
Equip a weapon with preferably many modifiers, since that will increase damage
and results.
***
Drizzt's Scimitars (spoiler)
The two Scimitars Drizzt, the hidden character, possesses are moderately
powerful and the only weapons in the game that can be used together. Twinkle,
the more powerful of the swords, does 17-33 damage per hit, while Icingdeath,
the other sword, does 11-25 and can freeze the enemy. Drizzt is stuck with
these two weapons for the entire game, and cannot use a shield since the swords
take up both his hands.
***
List of Modifiers:
Below are all the modifiers found for one-handed weapons in Baldur's Gate: Dark
Alliance. All modifiers will increase or decrease the price of a weapon by an
amount that seems to vary from weapon to weapon.
*Modifier (1)* *Weapon Type* *Description*
Adamantine Steel Weapon gets 400% of regular base attack.
Darkwood Wood Weapon gets 300% of regular base attack.
Fine All Weapon gets 150% of regular base attack.
Masterwork All Weapon gets 200% of regular base attack.
Mithril Steel Weapon gets 300% of regular base attack.
Oak Wood Weapon gets 400% of regular base attack.
Rusty Steel Weapon gets 50% of regular base attack.
Worn Wood Weapon gets 50% of regular base attack.
~ Please note that a weapon can only have one modifier of the eight above.
*Modifier (2)* *Weapon Type* *Description*
Flaming All Weapon gets 1-6 additional base attack. (fire)
On critical hits, may burn enemy.
Flaming Burst All Weapon gets 1-6 additional base attack. (fire)
On critical hits, gets 1-10 more base attack.
On critical hits, may burn enemy.
Frost All Weapon gets 1-12 additional base attack. (ice)
On critical hits, may freeze enemy.
Icy Burst All Weapon gets 1-12 additional base attack. (ice)
On critical hits, gets 1-20 more base attack.
On critical hits, may freeze enemy.
Jeweled All Weapon sells for more money.
Keen All Weapon has an increased chance of critical hits.
Adds about 5% chance to regular critical rate.
Serrated Sharp Always does maximum damage with every hit.
Shock All Weapon gets 1-24 additional base attack. (elec)
On critical hits, does 3 times regular damage.
Shocking Burst All Weapon gets 1-24 additional base attack. (elec)
On critical hits, gets 1-40 more base attack.
On critical hits, does 3 times regular damage.
Spiked Dull Always does maximum damage with every hit.
Wounding All Does additional 1-5 damage for two seconds.
~ Please note that a weapon can only have one modifier of the eleven above.
*Modifier (3)* *Weapon Type* *Description*
Of Defense +x All Weapon gets additional x damage (x is 1 to 5).
Weapon adds x/2 armor (round to nearest whole).
Of Disruption +x Dull Chance of automatically killing undead foes.
Additional x damage to weapon (x is 0 to 5).
Of Speed +x All Weapon gets additional x damage (x is 1 to 5).
Weapon adds attack speed bonus (5% for each x).
+x All Additional x damage to weapon, weapon glows.
Variable x is an integer from 1 through 5.
~ Please note that a weapon can only have one modifier of the four above.
***
Notes on Modifiers:
There is a specific order that the modifiers are added to each other in a
weapon. First, the weapon's base damage is added to its modifier (3). Then, the
result is multiplied by the modifier (1). Finally, the bonus on modifier (2)
adds on. This is worth noting particularly because the base damages shown for
weapons in the inventory of the game are calculated incorrectly.
You see, the game itself uses the method I previously mentioned to calculate
damages onto a foe. But, the display in the inventory does it another way: it
adds modifier (2) before multiplying by modifier (1), thus producing often
higher results. You might be noticing that your Shock Mithral Bastard Sword +2
isn't getting 100 damage at all, like its base attack promises. But:
(8+1+2)*3 = 33 minimum damage
(18+24+2)*3 = 132 maximum damage
This is how the inventory figures it out: a 33-132 weapon. Now, consider:
(8+2)*3 = 30 minimum damage
((18+2)*3)+24 = 84 maximum damage
It's a very significant decrease, probably one that answers why the sword
couldn't do 100 damage barring a critical hit. So, before you pick up that
majorly enhanced weapon of yours, consider the above and calculate if you've
made a wise choice. Remember, the inventory may be lying.
-----------------------
6.2: Two-Handed Weapons
-----------------------
Overall Summary:
In contrast to their one-handed alternatives, two-handed weapons tend to
have larger base attack powers, enabling your hits to become more effective.
There are a few downsides to this; your attack speed is slightly reduced, and
you cannot wield a shield in combat. The sorceress may not hold many of these
weapons, and it's up to you to decide whether the archer or fighter will be
better off with one of these.
The shortbow is a unique two-handed weapon, largely because it is the only
ranged weapon in the game. You can equip one shortbow and one weapon of your
choice simultaneously, and alternate between them with the Directional Pad on
the controller. Be sure to also equip arrows with your shortbow, if you choose
to have one. Refer back to section 4.2 for more information on bows.
All lists are in alphabetical order, and will contain whatever information I
feel important to the item. I will not list any buying prices, since you cannot
buy every item, and because the buying price of an item is roughly twice the
selling price, depending on your charisma.
***
Notes on Weapons:
Weapons that are less than 5 pounds are light weight.
Weapons that are 5 to 10 pounds are medium weight.
Weapons that are 10 to 15 pounds are heavy weight.
Weapons that are more than 15 pounds are very heavy weight.
Weapons that average less than 5 damage per hit have low base attacks.
Weapons that average 5 to 10 damage per hit have medium base attacks.
Weapons that average 10 to 15 damage per hit have high base attacks.
Weapons that average more than 15 damage per hit have very high base attacks.
Weapons that sell for less than 850G are cheap.
Weapons that sell for 850G or more are expensive.
***
Bastard Sword
The Bastard Sword is a very good blade, which can serve as a lighter alternative
to Great Swords and Great Axes. These weapons can get very powerful at the
later levels of the game, especially in the Onyx Tower.
- A sharp, steel blade.
- 10.0 pounds, heavy weight.
- 8-18 high base attack.
- 878G to sell, expensive.
***
Battle Axe
Relatively light and useful for splitting enemy heads, the Battle Axe can be
found or bought in abundance right from the game's first act. You'll want to
keep only the ones that have good modifiers, though.
- A sharp, steel axe.
- 7.0 pounds, medium weight.
- 4-12 medium base attack.
- 307G to sell, cheap.
***
Great Axe
An enormous double-sided weapon, the Great Axe's size dwarves many weapons of
your foes. These weapons are able to inflict triple damage on critical hits,
and do a respectable amount of damage even without a critical hit. It is very
heavy, though, so save space in your inventory for it.
- A sharp, steel axe.
- 20.0 pounds, very heavy weight.
- 12-16 high base attack.
- 1064G to sell, expensive.
***
Great Sword
These ultimate swords are treasured pieces of weaponry, with sky-high damage
potential and profitable selling price. Unfortunately, these can only be found
in the last levels of the game and cannot be bought. Great Swords are very
heavy, but the highest base damages in the game are just too good to pass up.
- A sharp, steel blade.
- 15.0 pounds, very heavy weight.
- 10-24 very high base attack.
- 1390G to sell, expensive.
***
Halberd
Very long in size, Halberds are powerful weapons that can be bought early in
the game. Though it can do massive damage at times, the Halberd is known for
its very low minimum damage and its overall inconsistency plus its high weight.
- A sharp, steel axe.
- 18.0 pounds, very heavy weight.
- 2-24 high base attack.
- 1122G to sell, expensive.
***
Spear
Shouldn't Spears be used for throwing? In this game, though, it's used just
like a staff. And, with its low base damage, it's not worth much. A notable
thing in the game is that the characters swing Spears with the tips facing the
wrong way, therefore hitting enemies with the blunt end. Smart...
(Note that this two-handed weapon can be used by the sorceress.)
- A sharp, steel blade.
- 8.0 pounds, medium weight.
- 2-6 low base attack.
- 131G to sell, cheap.
***
Staff
Basically, Staves are just pieces of wood used to whack things with. They're
traditionally used by sorceresses, but I prefer Long Swords and Morning Stars
for Adrianna, who has no business fighting without a shield.
(Note that this two-handed weapon can be used by the sorceress.)
- A dull, wood bludgeon.
- 4.0 pounds, light weight.
- 1-6 low base attack.
- 177G to sell, cheap.
***
Warhammer
These are crude metal weapons with a large, blunt end. Warhammers are good
weapons for Dwarves if you want to use their Active Feats. Otherwise, stick
with a more reliable Great Sword or Great Axe.
- A dull, steel bludgeon.
- 8.0 pounds, medium weight.
- 1-8 low base attack.
- 88G to sell, cheap.
***
Recommendations:
For the Dwarf and the Human, I suggest a sturdy Great Sword, Bastard Sword, or
Great Axe, or whatever you find with a good enough modifier. The Elf shouldn't
fight with staves or spears because she needs the shield. Overall, if you can
sacrifice that shield, use these. Also, carry (don't equip) a one-handed weapon
and a shield, for good measure.
***
The Shortbow
This is the only ranged weapon in the game, so it's a must-have for everyone.
You can have a shortbow equipped with a regular weapon and toggle between the
two with the directional pad. There's not much choice in the type of bow, so
equip the best one you can find. Be sure to equip arrows with the bow.
(Note that this two-handed weapon can be used by the sorceress.)
- A wood arrow-launcher.
- 2.0 pounds, light weight.
- 4-8 medium base attack.
- 234G to sell, cheap.
***
Arrows
Arrows are complementary to shortbows, as you can't fire one without arrows.
Have at least 150-300 arrows, and although they take up a lot of space, you'll
be using them fast. Use Vahn's Arcane Quiver feat to half the weight of arrows.
(Note that the weight of one arrow decreases as the total amount increases.)
- A sharp, steel blade.
- 0.19 pounds each, weight varies.
- Damage varies with bow.
- 0.55G to sell each, sold in twenties, price varies.
***
List of Modifiers:
Below are all the modifiers found for two-handed weapons in Baldur's Gate: Dark
Alliance. All modifiers will increase or decrease the price of a weapon by an
amount that seems to vary from weapon to weapon.
*Modifier (1)* *Weapon Type* *Description*
Adamantine Steel Weapon gets 400% of regular base attack.
Darkwood Wood Weapon gets 300% of regular base attack.
Fine All Weapon gets 150% of regular base attack.
Masterwork All Weapon gets 200% of regular base attack.
Mithril Steel Weapon gets 300% of regular base attack.
Oak Wood Weapon gets 400% of regular base attack.
Rusty Steel Weapon gets 50% of regular base attack.
Worn Wood Weapon gets 50% of regular base attack.
~ Please note that a weapon can only have one modifier from the eight above.
*Modifier (2)* *Weapon Type* *Description*
Flaming All Weapon gets 1-6 additional base attack. (fire)
On critical hits, may burn enemy.
Flaming Burst All Weapon gets 1-6 additional base attack. (fire)
On critical hits, gets 1-10 more base attack.
On critical hits, may burn enemy.
Frost All Weapon gets 1-12 additional base attack. (ice)
On critical hits, may freeze enemy.
Icy Burst All Weapon gets 1-12 additional base attack. (ice)
On critical hits, gets 1-20 more base attack.
On critical hits, may freeze enemy.
Jeweled All Weapon sells for more money.
Keen All Weapon has an increased chance of critical hits.
Adds about 5% chance to regular critical rate.
Serrated Sharp Always does maximum damage with every hit.
Shock All Weapon gets 1-24 additional base attack. (elec)
On critical hits, does 3 times regular damage.
Shocking Burst All Weapon gets 1-24 additional base attack. (elec)
On critical hits, gets 1-40 more base attack.
On critical hits, does 3 times regular damage.
Spiked Dull Always does maximum damage with every hit.
Wounding All Does additional 1-5 damage for two seconds.
~ elec = electric
~ Please note that a weapon can only have one modifier from the eleven above.
*Modifier (3)* *Weapon Type* *Description*
Of Defense +x All Weapon gets additional x damage (x is 1 to 5).
Weapon adds x/2 armor (round to nearest whole).
Of Disruption +x Dull Chance of automatically killing undead foes.
Additional x damage to weapon (x is 0 to 5).
Of Speed +x All Weapon gets additional x damage (x is 1 to 5).
Weapon adds attack speed bonus (5% for each x).
+x All Additional x damage to weapon, weapon glows.
Variable x is an integer from 1 through 5.
~ Please note that a weapon can only have one modifier from the four above.
***
Notes on Modifiers:
There is a specific order that the modifiers are added to each other in a
weapon. First, the weapon's base damage is added to its modifier (3). Then, the
result is multiplied by the modifier (1). Finally, the bonus on modifier (2)
adds on. This is worth noting particularly because the base damages shown for
weapons in the inventory of the game are calculated incorrectly.
You see, the game itself uses the method I previously mentioned to calculate
damages onto a foe. But, the display in the inventory does it another way: it
adds modifier (2) before multiplying by modifier (1), thus producing often
higher results. You might be noticing that your Shock Mithral Bastard Sword +2
isn't getting 100 damage at all, like its base attack promises. But:
(8+1+2)*3 = 33 minimum damage
(18+24+2)*3 = 132 maximum damage
This is how the inventory figures it out: a 33-132 weapon. Now, consider:
(8+2)*3 = 30 minimum damage
((18+2)*3)+24 = 84 maximum damage
It's a very significant decrease, probably one that answers why the sword
couldn't do 100 damage barring a critical hit. So, before you pick up that
majorly enhanced weapon of yours, consider the above and calculate if you've
made a wise choice. Remember, the inventory may be lying.
----------
6.3: Armor
----------
Overall Summary:
Armor is used to defend your character against enemy blows, or otherwise cover
him/her up. From the start of the game, you have a default set of clothes. You
can enhance your defense by switching those clothes to sets of armor, boots,
gloves, and helmets. You can get armor from stores, simply by finding them
throughout your quest.
When you are wearing a set of armor, your Armor Class gets raised by a set
amount, depending on which armor you're wearing. Armor Class (or AC) determines
the chances you'll receive damage from enemy blows; the higher your AC, the
less likely you'll get hurt. Enemies have an attacking potential, or a chance
of successfully hitting you. Your Armor Class decreases that percentage,
sometimes to the point where the enemy may miss. Some enemies have so high
attacking potentials, though, that it is impossible to make them miss! Watch
out, because in these cases, your armor is nigh useless.
Depending on the difficulty game you're playing on, your enemies have different
attacking potentials. For example, on Easy mode, your armor will work well for
you entirely through the game. In Medium, enemies start having great attacking
potentials in the middle of Act III. For Hard mode, they come around Act II. In
Extreme mode, armor is just a trinket, as the hit will almost never be blocked.
***
Modifiers/Magical Properties:
There are a few modifiers given to the armor you can find in the game. Some
will increase/decrease your Armor Class, while others serve to decrease the
armor's weight and prices. Keep an eye out for any modifiers you encounter when
choosing which armors to wear.
Below is a full list of armor, with all the sets of armors in the game, and
their possible modifiers. This list is in alphabetical order.
***
Chain Boots
These boots are good ones to possess in the latter parts of Act II, like the
Ice Caves. It's not very heavy compared to later sets, and this could probably
get you through the game if it has a +3 or more modifier.
Type: Boots
Armor Class: 7
Weight: 4.0 pounds
Sell: 1349G
***
Chain Gloves
Unlike the boots above, Chain Gloves are not a good set because the Half and
Full Plate Gloves offer better protection with the same weight. So, get a set
of Full Plate Gloves instead of this.
Type: Gloves
Armor Class: 7
Weight: 4.0 pounds
Sell: 1349G
***
Chain Helmet
Considering that the sets of helmets with more protection than this one are
much heavier, the Chain Helmet is a good choice with its medium Armor Class and
semi-light weight.
Type: Helmet
Armor Class: 7
Weight: 4.0 pounds
Sell: 1552G
***
Chainmail
It's a pretty heavy set of armor, but from here on out, armors are going to
skyrocket in weight. So, you might as well try to find one of these with a high
enough modifier and stick with it for the rest of the game.
Type: Armor
Armor Class: 24
Weight: 40.0 pounds
Sell: 1349G
***
Cloth Boots
These boots you have at the start of the game do nothing except cover you up.
Sell these upon finding a new set of boots. They're not worth much, either...
Type: Boots
Armor Class: 0
Weight: 3.0 pounds
Sell: 1G
***
Cloth Bracers
They're not used for anything practical, so these "gloves" have no point and
offer no protection. Sell them for the single gold piece it's worth.
Type: Gloves
Armor Class: 0
Weight: 1.0 pounds
Sell: 1G
***
Clothes
They look pretty nice on your character, but do nothing except weigh him/her
down. So, sell these as soon as you find any other armor.
Type: Armor
Armor Class: 0
Weight: 5.0 pounds
Sell: 2G
***
Full Plate Boots
This set of boots comes with a nifty Armor Class, but it's pretty heavy. The
weight doesn't really matter, though, when you reach the last levels in the
game and can get some Rings/Amulets of Strength.
Type: Boots
Armor Class: 12
Weight: 6.0 pounds
Sell: 1484G
***
Full Plate Gloves
This is obviously the best set of gloves, and the fact that it's the same
weight as the Half Plate and Chain Gloves makes these gloves an even better
deal. You won't regret getting this set.
Type: Gloves
Armor Class: 12
Weight: 4.0 pounds
Sell: 1709G
***
Full Plate Helmet
It has the decent AC bonus and the cool look to your character, but this helmet
isn't as good as the Half Plate in terms of weight to Armor Class ratio. So,
get the other set unless you can carry this without a problem.
Type: Helmet
Armor Class: 12
Weight: 8.0 pounds
Sell: 1349G
***
Full Platemail
The Armor Class of this set of armor is extremely high - and so is its price.
Really, it comes down to where you're at in the game. If you're near the end,
even this high of an armor class won't do you much good. Look for an Elven
modifier if you do choose to wear this, though.
Type: Armor
Armor Class: 39
Weight: 50.0 pounds
Sell: 11249G
***
Half Plate Boots
This is a decent set of boots; not very heavy, and a good Armor Class.
Basically a matter of choice between this and Full Plate Boots, I'd personally
choose the latter, but it's your decision.
Type: Boots
Armor Class: 9
Weight: 5.0 pounds
Sell: 1574G
***
Half Plate Gloves
Like the Chain Gloves, Half Plate Gloves are at a disadvantage with their Full
Plate counterparts because the Full Plate has a higher Armor Class and the same
weight. With that said, I will go ahead and recommend the other set.
Type: Gloves
Armor Class: 9
Weight: 4.0 pounds
Sell: 1664G
***
Half Plate Helmet
An interesting fact is that the Chain Helmet actually has the best weight to
Armor Class ratio of all the helmets. So, the Half and Full Plate Helmets
should only be worn by those who have the inventory room.
Type: Helmet
Armor Class: 9
Weight: 6.0 pounds
Sell: 1484G
***
Half Platemail
It doesn't matter what set you choose between this and the Full Plate, but just
consider that whichever you choose, the armor will have a very little chance of
working since you're probably very far into the game. Consider that fact.
Type: Armor
Armor Class: 30
Weight: 46.0 pounds
Sell: 7199G
***
Leather Armor
A basic set of armor found in the beginnings of the game, the Leather Armor
offers little protection at a small weight. Use this armor until you find
Studded Leather, but if you find a high modifier, stick with it.
Type: Armor
Armor Class: 9
Weight: 15.0 pounds
Sell: 539G
***
Leather Boots
Use these as soon as you find them; you'll be using them until you find a
better pair. A high modifier in Armor Class usually can make you wear these
longer.
Type: Boots
Armor Class: 2
Weight: 2.0 pounds
Sell: 134G
***
Leather Gloves
They're only one pound, but the Armor Class bonus you get is only two. It's
better than Padded Gloves, but better pairs will do you more good.
Type: Gloves
Armor Class: 2
Weight: 1.0 pounds
Sell: 157G
***
Leather Helmet
These are just like the gloves in AC and weight. It's probably the first or
second helmet you get to wear, but you can buy better stuff from Bartley's
armor shop.
Type: Helmet
Armor Class: 2
Weight: 1.0 pounds
Sell: 157G
***
Padded Armor
A seriously weak set of armor, the Padded Armor is just to make you a tiny bit
less vulnerable to enemy attacks. Replace them with Leather as soon as you can,
but if you find a +5 modifier or something like that, use it longer.
Type: Armor
Armor Class: 6
Weight: 12.0 pounds
Sell: 179G
***
Padded Boots
These boots have minimal AC and not much weight, so it really doesn't matter
much if you wear them or not. Wait until you get Leather or Studded Leather.
Type: Boots
Armor Class: 1
Weight: 2.0 pounds
Sell: 44G
***
Padded Gloves
The difference is minuscule, if any, whether you have these on or not. Just
wear these until Leather is available, and note that Worn Padded Gloves give
you +0 protection.
Type: Gloves
Armor Class: 1
Weight: 1.0 pounds
Sell: 49G
***
Padded Helmet
A simple bowl-shaped headgear, the Padded Helm should be replaced with a better
one as soon as you find another one. Worn versions of these helmets don't offer
any protection at all.
Type: Helmet
Armor Class: 1
Weight: 1.0 pounds
Sell: 53G
***
Scale Boots
The first metal set of boots is a pretty good improvement, but the weight has
also increased. Nevertheless, put these to replace your Leather Boots, and wait
for the next upgrade.
Type: Boots
Armor Class: 5
Weight: 3.0 pounds
Sell: 652G
***
Scale Gloves
For the two pounds it weighs, these Scale Gloves offer very good protection.
With a modifier, you can wear these all the way till you get the Full Plates!
Type: Gloves
Armor Class: 5
Weight: 2.0 pounds
Sell: 607G
***
Scale Helmet
These are identical to the boots in terms of AC and weight, and they're good
improvements to the last set. It may be somewhat heavy, but that's pretty
trivial and negligible.
Type: Helmet
Armor Class: 5
Weight: 3.0 pounds
Sell: 652G
***
Scale Mail
Scale Mail is available to you right at the beginnings of Act II, but it's
probably too heavy for you at that time. At 30 pounds, this set of mail can be
skipped directly to the more protective Chainmail if you want.
Type: Armor
Armor Class: 21
Weight: 30.0 pounds
Sell: 2249G
***
Studded Leather Armor
This is definitely a better set than every one before it; if you can find a
decent modifier (like +5) for it, the armor can become very versatile,
especially if you have a sorceress and can't have heavy steel armors.
Type: Armor
Armor Class: 12
Weight: 17.0 pounds
Sell: 989G
***
Studded Leather Boots
It's not a particularly good deal of getting 3 AC for 3.5 pounds. But, if you
want to take these boots, you can. They're inferior to Scale Boots, though.
Type: Boots
Armor Class: 3
Weight: 3.5 pounds
Sell: 292G
***
Studded Leather Gloves
These are a good set of gloves, but again, Scale Gloves beat this kind. The
Scale Gloves have better Armor Class while maintaining the low weight, so I
suggest you choose those.
Type: Gloves
Armor Class: 3
Weight: 2.0 pounds
Sell: 292G
***
Studded Leather Helmet
This is one decent helmet, and I might even go as far as to saying it is better
than the Scale Helmet, simply because of its light weight. Use this along with
your Studded Leather Armor or Scale Mail.
Type: Helmet
Armor Class: 3
Weight: 2.0 pounds
Sell: 292G
***
List of Modifiers:
Here are all the armor modifiers of the game. These modifiers will change the
price of the armor somewhat if they are added. Note that steel armor includes
the Scale, Chain, Half Plate, and Full Plate sets, and regular armor contains
all other armors except for clothes, cloth bracers, and cloth boots.
*Modifier (1)* *Armor Type* *Description*
Elven All Halves armor weight, increases price.
Jeweled All Doubles armor prices.
Rusty Steel Decreases Armor Class.
Worn Regular Decreases Armor Class.
~ Please note that armor can only have one modifier from the four above.
*Modifier (2)* *Armor Type* *Description*
+x All Additional x Armor Class to armor, armor glows.
Variable x is an integer from 1 through 5.
~ Please note that armor can only have one modifier from the one above.
***
Notes on Modifiers:
The process of adding modifiers on armor should be straightforward. You just
add the Modifier (2) first, and then factor in Modifier (1). But, I haven't
found a Rusty/Worn piece of armor with a Modifier (2) yet, so I may have to fix
the chart.
------------
6.4: Shields
------------
Overall Summary:
Wielding a shield with your weapon is often a good idea, as you'll have the
ability to block (Z button) for an infinite amount of time. This is useful
especially for weaker characters like the sorceress and maybe the archer, since
blocking the hit with your shield would be avoiding a large dent in your
health. Besides, the Sorceress can't even hold most two-handed weapons, so use
a shield instead!
Blocking without a shield is often a risky maneuver. Your block with just a
weapon is limited to one second (give or take some milliseconds). After you
block, your character will be unable to move for an instant. At that time, if
the foe attacks you, you'll be hit for sure and the block will not work.
***
Using the Shield:
Simply equip your shield when blocking to get more desired results! There are
two types of shields in the game, and they both give the user infinite blocking
power. The difference lies in the additional Armor Class bonus your character
receives upon equipping the shield. So, if you have a shield equipped, your
enemies will have lower chances to hit you, even if you don't block.
Shields are essentially pieces of armor, and are thus listed in the Armor
section of the Inventory/Level Up menu. The modifiers for shields are the same
as the ones for armor, so you can find a shield with better Armor Class, if
you'd like. Also, an Iron Shield is Steel, and a Wood Shield is Wood, if you're
wondering what kinds of modifiers they have.
Below is a list of shields in the game. They are described in the layout like
the armor in the previous section.
***
Iron Shield
Heavy but reliable, the Iron Shield has decent Armor Class for a semi-high
weight. Use it on your character if you have enough space, and be sure to look
for a good modifier, possibly even an Elven modifier.
Type: Shield
Armor Class: 4
Weight: 15.0 pounds
Sell: 261G
***
Wood Shield
The other shield in the game. This one is lighter and can be carried with ease
by your Sorceress or anyone else. The downside is the lessened Armor Class, but
a +5 modifier can fix that up...
Type: Shield
Armor Class: 2
Weight: 5.0 pounds
Sell: 35G
***
Recommendations:
If you choose to use a shield, it really doesn't matter which one you choose.
The Wood Shield has a better Armor to weight ratio, but the Iron Shield can get
up to nine AC (with +5 modifier). Also, the Wooden Shield cannot be bought in
any stores, only from monster cadavers.
------------
6.5: Potions
------------
Overall Summary:
In the world of Adventure RPGs, a well-prepared adventurer always has many
varieties of potions in his inventory. There are a couple sorts of potions in
this game, and they can be consumed anytime you need to replenish health or
magic, or anytime you need to warp to a safe area. It's good to keep at least
ten of each kind of potion with you at all times.
***
Using Potions:
The three kinds of potions in the game can be used rather simply. Health
Potions are consumed with the R button, and Rejuvenation Potions can be used
with the L button. If you have a Recall Potion and want to Recall to a safe
place, simply press start during game play and select Recall. After recalling,
make sure you don't leave the safe area. What you can do is press Recall again
to recall back to the place you came from. It's a neat feature, and it only
uses one Recall Potion!
Potions (excluding Recall) heal a set amount of lost Health or Magic. So, as you
progress levels and gain more HP and Magic, you might notice the effect of
Potions lessening. This is when you should buy the potion upgrades, like Extra
potions and such. The upgraded potions replenish more damage, but are more
expensive to buy.
Note that Health and Rejuvenation Potions can be used by selecting the item
from the Inventory/Level Up menu, but this way isn't any different and wastes
more time to use.
There is a list below of all the potions in the game.
***
Extra Healing Potion
This potion is a must for any character in the later levels of the game, where
they can be found and bought of abundance. Be sure to carry at least twenty of
these no matter where you are going or how unimportant it may seem. It may
weigh you down, but that's what Jewelry of Strength are for.
Weight: 1.0 pounds
Effect: Recovers 66 health to player.
Sell: 84G
***
Extra Rejuvenation Potion
Depending on what character you're using, I have different recommendations for
this potion. If you're an Archer or Sorceress, carry 5 to 10 of these; if you
are a Fighter or Ranger, don't bother, since they just waste inventory room and
you'll hardly use them.
Weight: 2.0 pounds
Effect: Recovers 66 magic to player.
Sell: 84G
***
Healing Potion
This is the mid-sized potion you get in Act II and up. You'll be using these a
lot, especially if you've leveled up a lot and they're not increasing much
health. Carry as much as you can; about 25 is good.
Weight: 0.75 pounds
Effect: Recovers 44 health to player.
Sell: 28G
***
Lesser Healing Potion
The Lesser version of this red liquid can be found throughout the beginning of
the game. They usually do their job well in Act I, but sell them as soon as you
can in Act II, as enemies start doing more damage.
Weight: 0.5 pounds
Effect: Recovers 22 health to player.
Sell: 8G
***
Lesser Rejuvenation Potion
These are mainly for selling at this early stage of the game where you'll find
them. Only the sorceress has any use for them, and that use is limited. Other
characters don't even have Active Feats/Spells yet, so don't bother.
Weight: 1.0 pounds
Effect: Recovers 22 magic to player.
Sell: 8G
***
Recall Potion
Recall potions are helpful if you've filled up your space and want to sell off
your loot. They can only be used after a safe area is found, and cannot be used
in the last levels of the game. Sell them off or use them before then. Also,
when in the safe are, recall again to go back to where you came from.
Weight: 1.0 pounds
Effect: Recalls player back and forth from an area to a safe area.
Sell: 50G
***
Rejuvenation Potion
As with all types of this potion, use only if your character uses magic as a
primary or important method of attack. Otherwise, you're just using up space in
your inventory by stocking too much.
Weight: 1.5 pounds
Effect: Recovers 44 magic to player.
Sell: 28G
***
Recommendations:
Take them as they come. Stronger types of potions will, at some point, replace
the ones you currently have. Basically, sell your old potions as new ones
become available, since you'll probably need it since your HP and Magic have
increased. Keep Recall Potions throughout the game, until the Onyx Tower (more
in the walkthrough).
------------
6.6: Jewelry
------------
Wearing Jewelry:
Jewelry in the game is worn on your character's fingers as rings, or around the
character's neck as amulets. Generally serving no purpose, these pieces of
jewelry can be forged with magic to increase your characters' statistics. Only
the jewelry with magic is worth wearing, since normal jewelry doesn't do
anything at all. Jewelry is light, and will get you good prices in shops.
Magical jewelry is hard to come by at first, but can be bought and found in
abundance in the game's later levels. Many statistics can be increased by this
modified jewelry, including health, strength, intelligence, and many others. A
full list can be found after the jewelry list. The modifier can range from +1
all the way to +15! Look carefully, as jewelry is small and easy to miss when
dropped from an enemy or chest.
Jewelry can be equipped in the Potions tab in the Inventory/Level Up menu (the
third tab from the left). You can only have one amulet and two rings worn at a
time, since wearing too much will cause magical interference. Also, there are
some precious stones in the game, like Rubies and Sapphires. They cannot be
worn, attached, or used in any way. Their main purpose is to be sold for quick
cash, and they're pretty hard to find.
Here is a jewelry list:
***
Amulet
The amulet is like a necklace, except used to ward off evil spirits. In the
game, you won't find many amulets dropping on the ground until the later acts,
so you can buy one at a shop. Look for a high modifier!
Weight: 0.5 pounds
Effect: Can be modified to help player
Sell: 134G
***
Diamond
This is pretty rare to find, and pretty expensive to sell. Oddly, you can buy
diamonds in Bartley's shop, but they don't do anything, so you'll have to sell
them again.
Weight: 1.0 pounds
Effect: None
Sell: 697G
***
Emerald
A sparkling green rock, the Emerald serves no other purpose than to be sold for
a relatively low price. Bummer.
Weight: 0.05 pounds
Effect: None
Sell: 112G
***
Ring
A multi-colored band designed to fit your finger, rings can help you in many
different attributes depending on what magic is forged upon it. They can be
found or bought, but are very small and very hard to see on the ground.
Weight: 0.2 pounds
Effect: Can be modified to help player
Sell: 141G
***
Ruby
The cheapest gem, the Ruby has next to no value, especially since it can't do
anything to your character.
Weight: 0.05 pounds
Effect: None
Sell: 22G
***
Sapphire
A gem of medium selling price, the Sapphire should be cashed in for gold as
soon as you visit a shopkeeper.
Weight: 0.05 pounds
Effect: None
Sell: 258G
***
List of Modifiers:
Only Rings and Amulets can be worn, and therefore only those two can be
modified. Jewelry modifiers differ from other modifiers in that it can go to
+15, whereas other modifiers can only reach +5. Depending on what attribute the
modifier is, the ring or amulet will have different effects. All of these
effects are beneficial to the character. The modifiers for Rings and Amulets
are the same. Here is the list, in alphabetical order:
*Modifier* *Description*
of Constitution +x Adds x Constitution to character, where x is from 1 to 15.
of Dexterity +x Adds x Dexterity to character, where x is from 1 to 15.
of Intellect +x Adds x Intelligence to character, where x is from 1 to 15.
of Protection +x Adds x Armor Class to character, where x is from 1 to 15.
of Regeneration +x Adds x Intestinal Fortitude ranks, where x is from 1 to 15.
of Rejuvenation +x Adds x Willpower ranks, where x is from 1 to 15.
of Strength +x Adds x Strength to character, where x is from 1 to 15.
~ Please note that jewelry can only have one modifier from the seven above.
***
Recommendations:
Use these rings and amulets to help assist a statistic that you're lacking at.
Beware, if you take the jewelry off, your statistic will decrease to before you
put the jewelry on. Use the three pieces of jewelry you're allotted to increase
three different stats, for maximum effect.
--------------------------
6.7: Key Items/Quest Items
--------------------------
Various items are found in the game that are essential to progressing in the
quest. Some other items are used to complete quests in the game, some of which
are optional. Here is a list of Key and Quest items, in the order you get them.
***
Cellar Door Key
- Found in the Tavern, Act I.
- Used to open Cellar door.
***
Bottle of Fine Wine
- Found in the Cellar, Act I.
- Used to complete Nebbish's Quest.
***
Sewer Level 1 Door Key
- Found in the Tavern, Act I.
- Used to open Sewers Level 1 door.
***
Prison Cell Key
- Found in the Sewers Level 1, Act I.
- Used to open Sewers Cell.
***
Sewer Level 2 Door Key
- Found in the Sewers Level 1, Act I.
- Used to open Sewers Level 2 door.
***
Ipswitch's Medallion
- Found in the Crypts Level 1, Act I.
- Used to complete Ipswitch's Quest.
***
Thief's Map
- Found in the Crypts Level 2, Act I.
- Used to complete Osala's Quest.
***
Secret Door Key
- Found in the Tavern, Act I.
- Used to open Thieves Guild Level 1 door.
***
Box of Rare Spice
- Found in the Thieves' Guild Level 1, Act I.
- Used to complete Kaeira's Quest.
***
Flint
- Found in the Burning Eye Summit West, Act II.
- Used to light Signal Fire.
***
Torch
- Found in the Burning Eye Summit East, Act II.
- Used to light Signal Fire.
***
Oil Flask
- Found in the Burning Eye Summit, Act II.
- Used to light Signal Fire.
***
Key of Dumthoin
- Found in the Burning Eye Peak, Act II.
- Used to enter Drow Mines.
***
Steel Shaft Gear
- Found in the Drow Mines Level 1, Act II.
- Used to enter Drow Mines Level 2.
***
Silver Shaft Gear
- Found in the Drow Mines Level 1, Act II.
- Used to enter Drow Mines Level 2.
***
Gold Shaft Gear
- Found in the Drow Mines Level 1, Act II.
- Used to enter Drow Mines Level 2.
***
Illivara's Key
- Found in the Drow Underworld, Act II.
- Used to open Brogan's Cell.
***
Illivara's Horn of Shahri
- Found in the Drow Underworld, Act II.
- Used to enter Ice Caves.
***
Forest Map
- Found in the Dwarven Mining Camp, Act II.
- Used to enter Dark Forest.
***
Sleyvas' Consent
- Found in the Adderspine Road West, Act III.
- Used to access Adderspine Road East.
====================
***7: Walkthrough***
====================
Are you stuck in a part of the game? Do you want some hints on defeating a
particular boss? Would you like assistance on how to spend your gold or which
items to carry? Or, are you just bored? If you've answered yes to any of the
questions above, read the following walkthrough, with all the tips, strategies,
and descriptions you'll ever want.
If you find anything untrue, mistaken, or incomplete about the walkthrough (or
my entire FAQ), please contact me by means of email. That information is in
Section 1. If you cannot understand a part of the guide, contact me.
Please note that any Non-Player Characters or Bosses in the game are denoted by
hyphens (---) in the walkthrough. Breaks are represented by asterisks (***).
------------------
7.1: Tutorial Game
------------------
If you've never played an Action/RPG game before, the Tutorial game is a good
place to start. Begin by pressing New Game on the game menu, and selecting
Tutorial on the next screen. You'll start as Vahn, the Human Archer.
***
Tutorial Level
Save Pedestals: 1
Enemies: Rats
This is an optional level of the game to get you accustomed to the controls and
basics. You may want to read section 4 to get the game basics before even
playing this, just to get used to the game.
Area Checklist:
- Toggle the Automap on the Main Menu so it is visible.
- Learn to use the Action Button for doors, levers, chests, etc.
- Equip weapons found using Start and attack using the A button, jump using Y.
- Equip and attack with a ranged weapon and toggle ranged and melee weapons.
- Save the game and exit. (tutorial game is not really saved)
-------------------------
7.2: Act I: Baldur's Gate
-------------------------
Pick a difficulty for your game after selecting New Game from the main menu.
Newcomers to the genre should select Easy, while skilled players might go for
Medium or Hard.
As you start a new game, you'll be able to choose one of three well-balanced
characters. They were described in previous sections: Vahn, the human archer,
Kromlech, the dwarven fighter, and Adrianna, the sorceress. Note that the quest
is the same for all three characters, but the dialouge you'll hear is sometimes
different. Refer to section 5 for the analysis on each character.
And so, your journey starts.
***
Elfsong Tavern
Save Pedestals: 1
Enemies: none
You start the adventure as an adventurer down on your luck. With your few
possessions, you come to the port city of Baldur's Gate in hopes of a fortune.
But, all you get is a hard blow to the back by a thief, one that knocks you
unconscious. A cutsene occurs, and you are brought to the Elfsong Tavern, where
you are informed of your status and mission.
Area Checklist:
- Save the game using the save pedestal on the far corner of the tavern.
- A woman will have an exlamation point above her head. Speak to her.
- After finishing the conversation, speak to the man standing near you.
- Equip weapon and go into Cellars.
--- Alyth ---
Alyth the bartender will tell you about the rats invading the tavern cellar.
She tells you to talk to Ethon, who has the key to the cellar. Alyth will give
you several quests throughout the first act.
--- Ethon ---
Ethon will give you the key to the cellar. He is a good source of information
as the game progresses. You will also recieve a Rusty Dagger to fight with.
Equip it and save your game.
Progress to the left corner of the room and enter the cellar.
***
The Cellar
Save Pedestals: 3
Enemies: Rats
This is the first dungeon in the game. Navigate the cellar carefully with the
Automap feature, and kill all of the rats with the A button. Break open all of
the boxes and chests; you might find some valuable stuff. If you find a weapon
or armor, equip it using Inventory/Level Up in the Start menu.
Area Checklist:
- Kill rats using the A button. Block with Z button.
- Open chests and doors using X. Pick up items using X.
- Use Health Potion using R and Rejuvenation Potion using L when needed.
- Upon killing all rats, go back to Elfsong Tavern.
If you have a Recall Potion right now, use it by selecting Recall from the main
menu. You can recall from the tavern back to this place using Recall again. No
additional Potion will be needed. Recall gets increasingly useful in later
levels, and more Recall Potions can be bought.
***
Elfsong Tavern (2)
Ethon will be missing upon your return. Alyth will tell you how he went down to
get you. She will give you a reward for the rats. Because you got some gold and
items from the Cellar, you might want to talk to Bartley and Nebbish by the
looping stairs.
Area Checklist:
- Talk to Alyth, receive reward and key.
- Talk to Bartley and Nebbish for various information.
- Head back to Cellars. Save your Game.
--- Alyth ---
The bartender will reward you for the rat extermination and give you a sewer
key to go find Ethon. Go to Bartley by the stairs.
--- Bartley ---
Bartley sells all kinds of swords, bows, armor, and potions. If you don't have
enough potions, he is the guy to come to. Sell unused weapons and accessories
for cash at his shop. Press B to leave.
--- Nebbish ---
Nebbish is also by the stairs. He wants you to fetch him a bottle of wine from
the cellars since Alyth won't let him go himself. Accept his quest and head
back down to the cellar.
If you Recalled up from the cellar, press Recall again to head back down.
Otherwise, go back down on foot.
***
The Cellar