BALDUR'S GATE II: SHADOWS OF AMN FAQ/WALKTHROUGH INTRODUCTION Welcome to my FAQ and walkthrough for Baldur's Gate II: Shadows of Amn. Due to the inclusion of class-specific quests, it will be a long time before I complete this FAQ - but bear with me. Further versions will include all the extra quests I missed, as well as information on the different strongholds other classes can use. From now on, each version I'll outline the stronghold quest for each class. With Paladin, Cleric, Thief and Fighter down, more are coming. Please note this FAQ is just one big spoiler, as it contains full information on every part of the game. If you only want tid-bits of help, then refer to the Q/A section just before the main FAQ. Note that the appendices are now considerably larger and more in-depth, in particular my "Spellbook" which provides the world's most comprehensive magic-using guide. INFO By: Matt Gregory E-mail: firstname.lastname@example.org Version: 1.65 E-MAIL POLICY Please please please e-mail me. I'm after corrections in particular, as well as any hints or tips you have, your discoveries, and any quests I've missed. Include in the subject line "bgate2", and I'll try to give an answer if I can. If its specially good, I'll add your info in the next version, and you'll get mentioned in the credits section. OK - let's go... Also, if you have any strategies or your opinions of what spells to take, what party to use, or anything, please e-mail in, it will almost certainly be included. NEXT FAQ DECIDED Having done this FAQ as "testing the waters" kind of thing, and having found them fairly hospitable, I'm going to really go for it in my next FAQ, which will be for Neverwinter Nights. In the meantime, I'll be honing this FAQ and possibly writing one for Baldur's Gate and maybe the unrepresented Discworld Noir. ----------------------------------------------------------------------- DRAGON MAILING LIST ----------------------------------------------------------------------- If you like what you see, why not join the Dragon Mailing List, just e- mail me and ask to join and you'll be added immediately, for updates on all my FAQ ventures. CONTENTS QUESTIONS AND ANSWERS 1. Walkthrough: chapter 1 a. Irenicus' Dungeon Level 1 b. Irenicus' Dungeon Level 2 c. Waukeen's Promenade 2. Walkthrough: chapter 2 a. The slums b. The city gate c. The docks **THIEF STRONGHOLD** d. Temple **CLERIC and PALADIN STRONGHOLD** e. Government District f. The Bridge District g. Graveyard District h. The Planar Sphere **MAGE STRONGHOLD** 3. Walkthrough: chapter 3 a. The aid of the Shadow Thieves 4. Walkthrough: chapter 4 a. Spellhold Island b. Spellhold c. The Underwater City 5. Walkthrough - chapter 5 a. The Underdark b. Ust Natha 6. Walkthrough - chapter 6 a. Exit from the Underdark b. Small Teeth Pass and North Woods c. Graveyard revisited d. Forest of Tethir 7. Walkthrough - chapter 7 a. Suldanessellar b. Woodland Clearing c. Hell 8. Walkthrough - other non-Athkatla areas a. D'Arnise Hold **FIGHTER STRONGHOLD** b. Windspear Hills c. Umar Hills d. Temple Ruins e. Trademeet f. Druid Grove 9. Walkthrough - chapter 8 a. Early Sections b. Saradush c. Northern Forest APPENDICES Notes on Slayer Character Creation Monster Fighting Tactics Party Skills NPC Breakdown Cheating! Other Miscellaneous Stuff Webring Baldur's Gate Monster/NPC Info Spell Tactics Spellbook Playing Multiplayer On Your Own How To Kill A Dragon Credits And Addendum ----------------------------------------------------------------------- QUESTIONS AND ANSWERS ----------------------------------------------------------------------- This section will reduce spoilers drastically for those of you wanting only minor pieces of spoil. Chapter 1: Q: How do I free Minsc and Jaheira? A: The key on the table in the nearby room opens Jaheira's cell, and to free Minsc just keep talking to him. Q: What do I do now? A: You need to find the Sewage Golem and its activation stone. The Golem is in a circular room just off the second hallway, and the small chamber where you find Rielev is where you get the stone. Give the stone to the Golem to get past the locked doors. Q: What am I looking for? A: A portal key that will grant access to the upper levels. The key is found in the Mistress' room just beyond the wooded area. Q: What do the dryads do? A: There are two quests they help you with/give you. You really have to look down for more info - I can't cover that here. Q: How do I get past those damn wands? A: You need to use the wand keys with the pedestals, they will release the wands, so you won't get blasted by them - in fact you get them with one charge each. Q: Where do I go from here? A: The passage to the right just before the wands leads to the exit. Just follow this. Q: What was the point of all that with the wands then?!? A: There are other passages beyond there which lead to magic items and a bit of experience. It's worth it. Q: Now I'm out of there, what do I do? A: Stock up at the various shops. From there, go to the Slums. Chapter 2: Q: How do I free Imoen? A: For good characters, take Gaelan Bayle's offer. Evil characters will soon have the option of taking an offer from Bodhi. Q: So I can't free her straight away then? A: Nope, you've got a long wait for that. Q: So, where do I go now? A: Search for quests! There are hundreds, do as many as possible for experience. Q: Which NPCs should I use? A: Look in the appendices for the guide to managing your party. Q: OK, so what do I do now I've got some experience and neat items? A: Complete the appropriate quest to find Imoen... Just follow the instructions from the Shadow Thieves or the Vampires. Chapter 3: Q: What do I do now? A: Exactly what you're told to do. You'll get experience, items, and a boat to chapter 4. Chapter 4: Q: OK, where the hell am I? A: On Brynnlaw, Spellhold Island. You've got to try and infiltrate Spellhold, basically. Q: How??? A: There are two ways, but look down into the appropriate section for more detailed info. One involves getting a pass-key thing, the other getting people to believe you're mad and put you there. Q: Er... I've just been caught by Irenicus. Help??? A: This bit's hard, and you'll do a lot of dungeoneering now. You have to escape this dungeon - plenty of distractions here. You need the hand of the vampire to open the door, then the statue horns to leave the door on the next level. After this, just do as you're told. Q: That was tough - now what? A: Enter the asylum, offer the bloke the middle amount of money. Now fight Irenicus - at 1hp, he flees. Now you get the option of the long but lots of stuff way (by boat) or straight to the Underdark. Q: OK, I'm in the Sahaugin City. What do I do? A: You need to get the artefact in the weird Drow quarter of the city (in the south). Join with the rebels, then, when all is done, enter the Underdark with the rope. Chapter 5: Q: Where do I go? A: First to the city of gnomes in the N. Then follow the quests to a Silver Dragon then throughout Ust Natha. Eventually you will get out. Q: Do I follow all the Drow quests? A: All but one. Don't kill Solaufein, and he'll help you. Keep the real eggs and use the other two to fool both the Drow. Q: Hey, now my romantic NPC hates me! A: Yep, that happens when you sleep with the Drow. Sorry. Q: OK, now I'm trying to get out. Help? A: Keep following the path, wading through all the Drow. Not easy, but eventually you'll get out, no problem! Chapter 6: Q: Do I co-operate with the elves? A: Yes - fully. Tell the truth, and agree to help them. Q: I met Drizzt - what do I do? A: He can help you, but if you kill him, he carries some of the best magic items in the game! Q: Where's the Lanthorn? A: Bodhi has it in the crypts under the Graveyard District. This quest also gets Imoen's soul back. She's exceptionally well guarded though. Q: I got the Lanthorn. What now? A: Take it back to the Elves. Agree to help them in Suldanesselar, and they'll grant you access. Chapter 7: Q: Where do I go? A: You need the artefacts that will awake the Avatar that will break down the gate to Elliseme's palace. When you have the artefacts, the Avatar will break the gates down. Also get the two stone instruments - you'll need them. Q: I'm in the palace, what do I do now? A: Get the nuts from the tree, and place the stone instruments on the statues to reveal the passage to the Tree of Life. Q: What do I do here? A: You need to kill the three parasites on the tree, when you attack each one it will release elementals to defend it. Kill them then the parasite dies easily. You are now taken to Irenicus, and you have to kill him. Q: What's going on? I killed him!! A: Yep, but you've just been sucked down to hell. All you party and items are restored (despite death) and you need to find the Tears of Bhaal to get through the door. Q: Where are they? A: Down each tunnel is a challenge of some description - complete them for a Tear of Bhaal. When you have the lot, break the seals on the door for the final fight - Irenicus as the Slayer and four Demons. Kill him and you complete the game. Other sections: D'ARNISE HOLD Q: What is besieging the hold? A: Yuan-ti and Trolls. There are a few Umber Hulks too. Q: Where's the boss of the Trolls? A: On the second floor you find a secret door leading to a spiral staircase. Go down here. There are some enemies then you reach a bunch of trolls including their boss. WINDSPEAR HILLS Q: Where's Fikraag gone? A: He is in fact the main man behind a big plot. He's the bad guy here. Q: What do I do? A: Go down the dungeon in the NE, it's very hard but ultimately very rewarding. Look down for full information, I can't cover it all here. UMAR HILLS Q: Who do I help? A: Minister Lloyd - assure him it's not Madaulf but in fact go to the Temple Ruins, complete that then tell him you have and you get credit for it. Q: Where's Valygar? A: Whatever your purpose with him, he's in a cabin in the NW, guarded by a few rangers. TEMPLE RUINS Q: That werewolf - what do I do with her? A: Let her help you, she is handy against the Shade Lord. Q: How do I stop those Shadows at the entrance? A: Activate the stained glass window. Then they all die. Q: There's that Indy-style letters puzzle, what's the name? A: "Amunator". FORESTS OF TETHIR Q: What's there to do here? A: A few quests, nothing major. Be sure to pick up the Mana bow +4 - it's in the cave in the E of the area. TRADEMEET Q: What do the Dao Genies want? A: In the Druid Grove area there is a cottage containing three Rakshasas, get the leader's head and give it to them. Q: Who do I help? A: No real difference - if you're skint help one of the families, otherwise aid the High Merchant. DRUID GROVE Q: Where in the name of hades is the Grove? A: In the NW. It's a bit hard to find. Q: Where do I find other distractions? A: The Troll Cave/Ogre Tower provide magic items and monsters to bash. ----------------------------------------------------------------------- WALKTHROUGH ----------------------------------------------------------------------- In this main walkthrough there are countless spoilers, so beware! A few points about this walkthrough: First, that I often use a map reference - to discover a reference place your cursor over the spot you want to find the reference of and press X (you can configure this in the BGConfig); second, it is assumed you are playing on Core Rules difficulty setting; lastly, each section is split into the Walkthrough, the things you MUST do, and the optional quests, which I recommend doing as they get you extra experience and treasure. All NPCs get a score in stars. This goes as follows: * - Awful, don't go near with a sharp stick. ** - Bad, avoid unless you have a very good reason. *** - Quite good, OK but think hard before including them. **** - Very good, excellent at what they do and worthwhile having. ***** - Exceptional, don't hesitate to use them! SHOPS Most shops are mentioned below. I will list all unusual items they sell, but there are three lists here: Mundane, Standard Magical and Potions, which are considerably more common - I'll simply state that "this shop uses the Mundane items list" or whatever. Note these lists assume an "average" reputation and charisma 18. MUNDANE ITEMS LIST: Battleaxe - 7 gp 5 Throwing Axes - 7 gp Club - 1 gp Flail - 21 gp Mace - 11 gp Morning Star - 14 gp Dagger - 2 gp 10 Throwing Daggers - 14 gp 10 Darts - 1 gp Halberd - 14 gp Warhammer - 2 gp Sling - 1 gp Spear - 1 gp Quarterstaff - 1 gp Bastard Sword - 35 gp Longsword - 21 gp Short Sword - 14 gp Scimitar - 77 gp Katana - 700 gp Wakizashi - 70 gp* Ninja-to - 16 gp* Two-handed Sword - 70 gp Heavy Crossbow - 70 gp Light Crossbow - 49 gp Shortbow - 42 gp Longbow - 105 gp Composite Longbow - 140 gp 40 Arrows/Bolts/Bullets - 1 gp Chainmail - 105 gp Splint Mail - 112 gp Leather Armour - 7 gp Studded Leather Armour - 28 gp Plate Mail - 840 gp Full Plate Mail - 8400 gp Small Shield - 4 gp Medium Shield - 9 gp Buckler - 1 gp Helmet - 7 gp * Not all shops stocking this list have these swords available. STANDARD MAGICAL LIST: Battleaxe +1 - 2100 gp Flail +1 - 2800 gp Mace +1 - 2100 gp Dagger +1 - 420 gp 20 Darts +1 - 224 gp Warhammer +1 - 2100 gp Spear +1 - 1400 gp Longsword +1 - 1750 gp Short Sword +1 - 1120 gp Scimitar +1 - 1400 gp Katana +1 - 1400 gp Two-handed Sword +1 - 1260 gp Heavy Crossbow +1 - 4200 gp Light Crossbow +1 - 3500 gp Longbow +1 - 2240 gp Composite Longbow +1 - 3500 gp Shortbow +1 - 490 gp 40 Arrows/Bolts +1 - 280 gp 40 Bullets +1 - 448 gp 40 Arrows/Bolts +2 - 560 gp 40 Bullets +2 - 840 gp Splint Mail +1 - 2800 gp Plate Mail +1 - 7000 gp Large Shield +1 - 2800 gp Small Shield +1 - 1400 gp Medium Shield +1 - 2100 gp Protection Scrolls - 1050 gp Protection from Petrification - 840 gp Protection from Magic - 2800 gp Level 1 Scrolls - 140 gp Level 2 Scrolls - 280 gp Level 3 Scrolls - 420 gp Level 4 Scrolls - 700 gp Level 5 Scrolls - 1400 gp Level 6 Scrolls - 2800 gp NOTE: Some scroll costs can vary. POTIONS LIST: Potion of Healing - 105 gp Potion of Extra Healing - 630 gp Antidote - 140 gp Elixir of Health - 350 gp Oil of Speed - 700 gp Potion of Invisibility - 350 gp Potion of Fire Resistance - 560 gp Potion of Cold Resistance - 350 gp Potion of Heroism - 1120 gp Potion of Strength - 490 gp Potion of Frost Giant Strength - 1050 gp Potion of Agility - 420 gp Potion of Firebreath - 350 gp Potion of Insulation - 238 gp Potion of Master Thievery - 560 gp Potion of Perception - 490 gp Potion of Regeneration - 700 gp Potion of Freedom - 350 gp Potion of Insight - 393 gp Potion of Genius - 393 gp Potion of Mind Focusing - 655 gp TEMPLE STANDARD SERVICES: Cast Cure Light Wounds - 50 gp Dispel Magic - 200 gp Remove Curse - 300 gp Cure Serious Wounds - 150 gp Slow Poison - 150 gp Raise Dead - 800 gp Cure Critical Wounds - 200 gp Heal - 750 gp Resurrection - 1200 gp Greater Restoration - 750 gp Donations REPUTATION INCREASE BY DONATION TABLE Cost to add +1 to Reputation Current Reputation 1500 1 1200 2 1000 3 1000 4 500 5 400 6 200 7 300 8 400 9 500 10 700 11 900 12 1200 13 1500 14 2000 15 2500 16 5000 17 - 18+ Scrolls and Potions A few items from the lists above plus the following scrolls: Neutralise Poison - 624 gp Raise Dead - 4585 gp Restoration - 982 gp Identification Any item for 100 gp. ----------------------------------------------------------------------- 1.a. Irenicus' Dungeon Level 1 (AR 0602) ----------------------------------------------------------------------- PLOT POINT: Having fled Baldur's Gate due to your lineage, you were captured, and now awake trapped in the dungeon of the evil mage Irenicus, undergoing torture or "experiments". As the Shadow Thieves break in, you take advantage of the confusion to attempt to escape. Monsters: Goblins, lesser clay golems, mephits (lightning, ice, steam, smoke, mineral, dust, fire, air), duergars, 1 cambion, 1 ogre mage, 1 otyugh. Treasures: Long sword +1, Bastard sword +1, Helmet of infravision, Bracers of defence AC 8, Amulet of Metaspell Influence, Helm of Balduran, Quaterstaff +1, Mail of the Dead +2, Sword of Chaos +2, Dagger +1. NPCs: Imoen, Jaheira, Minsc. Imoen 9 18 16 17 11 16 Human Mage/Thief Neutral Good Imoen is your foster sister, also an oprphan brought up by Gorion, and the same age as you. After travelling with you she too has been captured by Irenicus. Found: Appears at very beginning. Score: *** Good mage, OK thief, but poor at fighting - seeing as you lose her soon on in the game her score doesn't matter too much - use Jan instead. NOTE: Imoen's Belt, which cannot be removed, prevents her from dying and protects her from the effects of most spells, so she can survive the dungeon for the sake of the plot. Jaheira 15 17 17 10 14 15 Half-elf Fighter/Druid Neutral Jaheira was a friend of Gorion, and her and her husband Khalid agreed to protect you after he died. However, they too have been captured and while Jaheira is found in a locked cell, Khalid is nowhere to be seen. They were both members of the Harpers, that semi-secret force of good to which Elminster belongs. Found: In a locked cage in the room you start. The key is in the room with the weapons on the table. Score: *** Good stats, but in the long run a fighter/druid is of little use, as they have limited access to equipment and cast less well than clerics. Minsc 18/98 16 16 8 6 9 Human Ranger Chaotic Good Minsc was the guardian of the witch Dynaheir, who, after picking up a nasty head wound, has been going increasingly more insane, to the point where he has befriended a miniature giant space hamster (he claims) called Boo. He thinks Boo is a source of wisdom who gives him advice. Nevertheless he is unfailingly loyal. Found: In a cage near Jaheira. Simply keep talking to him to set him free. Score: **** Very good physical stats and a excellent fighter, the only reason he gets four stars is his terrible mental stats, but these are unimportant to his class - Minsc is one of the best warriors in the game. After the opening cut-scenes, Imoen will come up to you and free you. Be nice to her and she'll join your party. GETTING EQUIPMENT: Head to the north-west room as she advises. Equip yourself with weapons and armour and take the key. If you open the locked/trapped picture at (x 3120 y 2690) you get: Dagger +1 3 Potions of Healing (Golden Pantaloons, if you imported with them from BG1) There is a smoke mephit along the corridor past the door the golem is guarding. NOTE: To kill the jailkeep golem, buff up a priest and get him to cast Spiritual Hammer. If the priest kills the golem it is worth 5000 xps. FREEING MINSC AND JAHEIRA: To free Jaheira (x 3898 y 2675), a half-elf fighter/druid, talk to her using dialogue options 4 then 2, then with the key from the equipment room you can open the door and she'll join (3000 xps). To free Minsc (x 4025 y 2758), a mad human ranger and his pet hamster Boo, simply talk to him, saying whatever you like. Eventually he'll break free of his cage. Now be nice to him and he'll join your party (3000 xps). THE LIGHTNING MEPHIT MACHINE: Now carry along the W passage into a room with a large blue machine in the middle. Every time the machine throws out a bolt of lightning, it creates a lightning mephit. To turn the machine off "use" the control panel on the wall (x 2864 y 3086) twice (2000 xps). NOTE: Lots of "use" items require two clicks - one to identify what it does and the second to actually use it. AATAQH'S RIDDLE: Now carry on into a room filled with crystals. Talk to Aataqh and answer his riddle. If you say you'd press the button, he'll summon an Ogre Mage. Answer you'd not press the button and he'll summon a group of panicked gibberlings. He'll come back to talk to you afterwards and give you the clue to talk to Rielev. The pools around the edge provide interesting reading but nothing more. There are some goblins through both exits but the N one is locked so use the W one. To kill goblins get rid of the archers first, they're the only half-dangerous ones. SEWAGE GOLEM ACTIVATION: Head W still. Enter the room with the sewage golem at the junction past the goblins. Talk to it, if you pretend to be it's master, it'll tell you to find the activation stone which Rielev has. Search the room for goodies, inc: Long sword +1 Spells (Flame Arrow, Dispel Magic) 3 Potions of Extra Healing 1 Healing Potion Some mundane items (5 arrows, 2 scimitars, warhammer, spear, medium shield) In the panelled corridors, enter the first room on the right, and talk to Rielev. Agree to release him (4000 xps) for some energy cells which you CAN use on the bodies in the room W of the sewage golem for some weird dialogue. At least be sure to search that room thoroughly. There is: Quaterstaff +1 1 gp Some mundane items (5 arrows, 6 bullets, short bow) And in Rielev's room: Activation Stone 2 Potions of Healing Mundane items (Sling, 8 bullets, halberd, warhammer) Get the activation stone from Rielev's table and give it to the sewage golem (3000 xps). Follow it and enter one of the doors it opens. The otyugh in the central room can only be harmed with magic. The various boxes (one of them is trapped) contain: Helm of Infravision Spells (Clairvoyance, Vocalise) 7 Potions of Healing 1 Oil of Speed Mundane items (10 bolts, splint mail, light crossbow) And the otyugh itself has the wand of frost key. THE MASTER'S AND MISTRESS'S ROOMS: Now head up the passage to the master's room, complete with lots of traps. Search it, get the Air Elemental Statue. There is also: Amulet of Metaspell Influence Helm of Balduran Wand of lightning key Go South-east, past the dryads, down to the Mistress's room. In here are even more traps plus: Portal Key Spell (Dire Charm) Wand of key NOTE: The Portal Key cannot be removed from an inventory, so make sure Imoen takes it, or one party member will be stuck with it permanently. Imoen doesn't have it again in Spellhold. When you go back you may encounter the two lesser clay golems that were standing inert back in the panelled corridors. They can only be harmed by melee weapons. Now you have the portal go back through the master's room into the portal room, search it for: Spells (Fireball, Armour) 20 bullets Now simply "use" the portal to be teleported to the next level of the dungeon. OPTIONAL QUESTS >>> LIBRARY AND GUARDROOM: The room beyond the pannelled coridors and the one beyond that. In the library is a band of goblins and a lone mephit. Deal with them and loot the room for: Spells (Larloch's Minor Drain, Know Alignment) 5 Potions of Healing 1 Potion of Extra Healing 1 Oil of Speed Agni Mani Necklace LOTS of books! The linking corridor is guarded by a fire mephit. In the guardroom can be found Illyich and his group of duergars (evil underground dwarfs). They have crossbows and one of them is a mage. Casting Fireball and Summon Insects is a brilliant way of killing half of them and stopping the mage casting. Illyich himself has the Mail of the Dead +2 and the acorns for the Dryads's quest. The ordinary duergars have basic equipment and gold and the mage has just gold. Loot the various tables, chests and barrels for: Spell (Grease) 2 Potions of Healing 4 Potions of Extra Healing Lots of mundane equipment THE CAMBION: Carry on down the trapped corridor past the guardroom to arrive in a room with a bizarre machine and a force field-protected cambion. To disable the force field use the whirring machine twice. The cambion has a Bastard Sword +1 and some gold. THE ELEMENTAL PLAIN OF AIR (AR 0601): In between these two quests there is a door. This can only be opened with the air elemental statue from the master's room. Inside are lots of mephits. The first branch of this wooden structure leads to a mephit-guarded Summon Air Elemental scroll. If you carry on the main route, then at x 310 y 558 you will find a genie flask. Use it to summon a djinni. He tells you that if you retrieve his true flask and hence his freedom, he will give you a weapon belonging to you that he possesses. The true flask is held by the dryads in the forested area between the two bedrooms. Ask for it and they'll give it you. Return it to the djinni for 15000 xps and the Sword of Chaos +2, Sarevok's sword. THE DRAYDS AND THE ACORNS PART ONE: When you first encounter the dryads mentioned above they give you a quest to find some acorns held by the duergar Illyich and take them to the Fairy Queen in the Windspear Hills so they can be freed. If you agree, then fetch the acorns from Illyich (the only way is to kill him and his friends, see above) and show the dryads you have them for 9500 xps. The second part of this quest is found in the Windspear Hills section. ----------------------------------------------------------------------- 1.b. Irenicus' Dungeon Level 2 (AR 0603) ----------------------------------------------------------------------- PLOT POINT: Continuing your attempt to escape from the nightmare dungeon of Irenicus, you are assisted by a mysterious rogue by the name of Yoshimo... Monsters: Mephit portals, mephits (magma, ice, radiant, smoke and dust), goblins, duergars, 1 doppelganger, 1 vampire. Treasure: Girdle of Bluntness, Ring of Protection +1. NPCs: Yoshimo. Yoshimo 17 18 16 13 10 14 Human Bounty Hunter Neutral Yoshimo is a mysterious bounty hunter claiming to be from distant Kara-Tur. He also says he is a thief of high repute, though you have never heard of him. Whether you trust him or not is another matter. Found: Appears at beginning of second level. Score: ***** A superb thief, easily the best and also a competent fighter when needed, there is really no problem with Yoshimo. He even gets five stars despite the fact he betrays you - this guy is something special! NOTE: Comes with a Katana +1 that only he can use. As you arrive on this side of the portal Yoshimo will appear with more explanations, and he can join your party (let him unless you are a thief). Search a crate beside the portal for a Hold Person scroll. THE MEPHIT PORTALS: In the next room are four mephit portals through which mephits (radiant, smoke, ice and magma). To stop the mephits pouring through kill the portals (5000 xps each). The actual summoned mephits are worth no xps. When they are dead, search the room, you can find a lot: Wand of Summoning, Fire and Cloudkill keys 2 Potions of Extra Healing 5 gp CURSED Scroll of Weakness 3 Bolts +1 Iol Gem Sunstone Gem Skydrop Gem Silver Necklace Gold Ring Mundane items (5 arrows, bastard sword) Also, on the torture rack at x 1399 y 2420 is Khalid's body, the dead husband of Jaheira - if she is with you this will cause a lengthy piece of dialogue to occur, where she mourns for Khalid's death and gets very upset indeed. Take the second of the two doors in the North-east corner of the room, carry along the corridor which is filled with goblins and mephits. On the bridge there is a deadly steam trap hal way across. THE WAND ROOM: To exit the level directly take the first passage on the right and you'll never encounter any danger bar the two duergars who are easily despatched with ranged weapons. If, however, you wish to do the quests down the other end, to get past the wands (arranged in this order: Missiles; frost; fireball; summoning; lightning; cloudkill), "use" the pedestals down the left hand side while you have the various wand keys. If you failed to collect a key along the way you can simply walk down the left keeping off the mosaics and still avoid the wand blasts. Every time you disable a wand you are given that wand, unidentified, with one charge left each. At the far end of the room is an unlocked, untrapped statue with a Ring of Protection +1 in it. THE SHADOW THIEVES: If you ignore the upper wand room and exit straight away (you must leave this way regardless), go along the first corridor on the right. In the very first room you reach a Shadow Thief with mage abilities and two bow-armed thieves will appear and, regardless of what you say, attack you. Kill them by taking out the mage first and other thieves second. Now simply keep following this unguarded passage to reach the exit. OPTIONAL QUESTS >>> THE VAMPIRE AND THE SHADOW THIEVES: The room on the left contains a vampire which flees and leaves you to fight two Shadow Thieves. Nothing special about this, it's just a matter of a few extra xps. THE UPPER GUARDROOM: In the North-east of the wand room there are two corridors. The second one leads through a goblin-guarded forge to a guardroom containing four duergars, one of whom is a mage. Once you have despatched them (nice and easy), loot the room: Girdle of Bluntness 100 gp 3 Potions of Healing Charm Person scroll Mundane items (Splint mail, chainmail, 40 arrows, mace) FRENNEDAN THE DOPPELGANGER: The first corridor leads into a room with a division. On the other side of the division is Frennedan who asks to be rescued, first as an old man and if you refuse as a little boy. To state the obvious he is a doppelganger - attack him and the divide door opens and he attacks in his true shape. Loot the room: Spells (Blur, Blindness, Color Spray, Knock, Invisibility) 106 gp 6 Bullets +1 4 Arrows +1 4 Bolts +1 2 Potions of Extra Healing 4 Elixirs of Health 1 Potion of Firebreath Protection from Electricity Scroll CURSED Scroll of Foolishness 1 Oil of Speed If you agree to help him he'll follow you for a short while prior to assuming his natural shape and attacking you. THE ESCAPED CLONE: Back in the mephit portal room, the first of the two doors leads to a scuffle between an escaped clone (x 311 y 2228) of the mistress (Ellesime, as you will discover much later) and a Shadow Thief. The victor (basically the clone) will attack you. The clone casts Mirror Image, Minor Spell Turning and, given half a chance, Monster Summoning II, and is worth 1250 xps upon its death. Search the room afterwards for: Wand of Missiles key Fireball Scroll 1 gp Pearl Necklace 7 arrows ----------------------------------------------------------------------- 1.c. Waukeen's Promenade (AR 0700) ----------------------------------------------------------------------- PLOT POINT: Having miraculously escaped the dungeon if Jon Irenicus you reach the outside world where you emerge in the city of Athkatla, City of the Coin. However, though this should be welcome news, it is tainted with grief - Imoen has been taken by the Cowled Wizards along with Irenicus - and for now, there is nothing you can do to find her. Monsters: Illusionary Werewolves, Shadows. Treasures: Girdle of Piercing, Ring of Human Influence, War Hammer +1, CURSED Sword of Berserking +3, Cloak of Non-detection. NPCs: Aerie. Aerie 10 17 9 16 16 14 Elf Mage/Cleric Lawful Good Aerie was a member of the winged elves, the Avariel, before being captured as a circus showpiece. In her cage her wings wilted and now she has lost the gift of flight. Her saviour was a gnome by the name of Quayle who took her on as a daughter - and now she is healthy enough to leave her new home. Found: Circus tent. She is the ogre that will transform into Aerie if given the Ogre Sword held by the "peasent" beasts. Score: *** A perfectly good spellcaster but possibly the most fragile NPC in the game - when I used her she died pretty much every fifth encounter. Not terrible, but I recommend avoiding her. WALKTHROUGH: There is nothing compulsory to be done in Waukeen's Promenade, except leave for the Slums. OPTIONAL QUESTS>>> THE CIRCUS TENT: The major quest here is the circus tent. Talk to the guard outside and say you'll try to end the evil inside, he'll let you in. Inside, answer the genie on the bridge's riddle with dialogue option 3 (19500 xps). Enter the tent. If you want to leyt Aerie join, you need to agree to help her and get the Ogre's Sword off the "peasents" which transform when you attack them, and give it to her. If you refuse her she'll attack you. Freeing her gets you 18500 xps. Enter the door guarded by the pleasure slave. Inside, kill all the monsters and enter the door at the top of the staircase (the genie will reappear and give some information). Search first the vases for some scrolls. Inside this circular room, Kalah will try to kill you, but first he tries to kill Quayle while some monsters attack you. Use party members to disrupt Kalah's spellcasting, and deal with the monsters. KEEP QUAYLE ALIVE. Kill Kalah (2000 xps). He carries Ring of Human Influence Girdle of Piercing Everything will be back to normal, and Aerie will stay with the group if you want. Take Kalah's treasure and leave. Outside, talk to the guard again for reputation +1. THE ADVENTURER'S MART: In the Adventurer's Mart is a huge selection of magical goods, to satisfy any adventurer. You should definitely visit here to buy and sell for some better magical equipment. This is the complete Adventurer's Mart item sale list, excluding the standard Mundane Item list (see above), Standard Magical list (also above) and Potions list (yet again, above): Flail +2 - 4200 gp Halberd +2 - 4900 gp Warhammer +2, +1 electric damage - 6300 gp Warhammer +2 - 4200 gp Sling +2 - 1050 gp Spear +2 - 2100 gp Quaterstaff +2 - 3500 gp Staff Mace - 2100 gp Staff of Rynn +4 - 18900 gp Short Sword +2 - 5600 gp Heavy Crossbow of Searing +1 - 9800 gp Heavy Crossbow +2 - 6300 gp Giant Hair Crossbow +3 - 12600 gp Shortbow +2 - 3080 gp Longbow +2 - 2800 gp Strong Arm +2 - 7700 gp Chainmail +2 - 7000 gp Leather Armour +2 - 4900 gp Studded Leather Armour +2 - 6300 gp Karajah's Leather - 7700 gp Armour of Deep Night - 14000 gp Aeger's Hide +3 - 12600 gp Medium Shield +2 - 3500 gp Fortress Shield +3 - 12600 gp Reflection Shield +1 - 3500 gp Ring of Protection +1 - 2100 gp Ring of Energy - 1680 gp Bracers of Defence AC 3 - 9100 gp Bracers of Defence AC 7 - 3500 gp Amulet of Protection +1 - 4200 gp Rod of Resurrection - 11200 gp Gem Bag - 280 gp Ring of Air Control - 4200 gp Sword of Flame +1 - 6650 gp Ring of Animal Friendship - 490 gp Bracers of Defence AC 4 - 7000 gp Girdle of Hill Giant Strength - 14000 gp Knave's Robe - 840 gp Ribald himself has a Ring of Regeneration that you can pickpocket off of him, but as he casts True Sight instantly if you cast Invisibility type spells or hide in the shadows, you really need the Cloak of Non- detection, see below. Also in the Adventurer's Mart you can purchase wizarding goods from Lady Yuth, who stocks scrolls from the Standard Magical list. PARTY IN THE DEN OF SEVEN VALES: The Den of Seven Vales is a reasonable inn staffed by a bossy barmaid and an inept singer, the entrance is in the North-east on the tiers at (x 3320 y 430). On the top floor of the Den of Seven Vales, there is a group of adventurers. Be nasty to them and they'll attack you. A tough battle, but ultimately rewarding. Search the bodies and chests for some of the magic items from BG1. The party consists of three tough fighters and a mage with a familiar. Cloak of Non-detection War Hammer +1 CURSED Sword of Berserking +3 VICONIA SPOTTED: Near the NW entrance is a man in blue by the fountain. If he sees Viconia, he will yell out that she is a Drow and all the citizens of the Promenade will be your enemies - not the best way to get along. Either use another exit or make Viconia invisible/blind him. A SHRINE OF ILMATER: There is a shrine in the North-east corner at (x 3236 y 723) to the Crying God, a good deity. Here you can make use of all the usual priestly services. There are also two beggar children here who beg money off you. GALOOMP THE "BOOKKEEPER": Also on the tiers is Galoomp (x 3333 y 296) who stocks a huge variety of lower level mage spell scrolls and protection scrolls. MIRA THE STALLKEEP: Just North of the Circus Tent at (x 3448 y 1324) you can buy the whole mundane list, and a couple of the standard magical and potions, lists. She is also a mine of information about the local area. ----------------------------------------------------------------------- 2.a. The Slums (AR 0400) ----------------------------------------------------------------------- Having gained your first contact with the bustling Amnian underworld, you must now raise the money to pay your "friend" to get you to both Imoen and Irenicus. Monsters: Hobgoblins (Archers, Warriors, Shaman, Captain, Elites), Mustard and ochre jellies, 1 otyugh, Myconids, 1 Myconid king, Kobolds (Commandos, Shaman, Captain), Carrion Crawlers, Yuan-ti, Slaver Guards, Trolls. Treasure: Shaman's Staff, Gloves of Pickpocketing, Tuigan Short Bow +1, Studded Leather Armour +2, Bastard Sword +1, +3 vs. Shapeshifters, Lilracor +3. NPCs: Nalia, Korgan, Anomen. Nalia 14 18 16 17 9 13 Human Mage/Thief Chaotic Good Nalia is a good hearted daughter of a rich family that often ventures from her castle home to give aid to the poor and the homeless, a course her family would disapprove of - but now she is seeking a band of fighters to help clear her home of the evil that has invaded it. Found: Copper Coronet Score: *** While she has some good stats, she is a terrible thief and hasn't got great mental ability, as well as being dualled to the effects that she has limited access to decent gear, and is bad at using it. Korgan 18/77 15 19 12 9 7 Dwarf Fighter Chaotic Evil A bloodthirsty axe-wielding dwarf that regularly drinks himself halfway to death, Korgan is currently seeking to find a group of adventurers who will help him retrieve a tome from an ancient crypt. Found: Copper Coronet Score: **** Has very good physical stats, and makes a very solid fighter but has such terrible mental abilities that, like Minsc, he can't be given full marks. In an evil party, he is a must have. Anomen 18/52 10 16 10 12 13 Human Fighter/Cleric Lawful Neut. A proud and judgemental follower of Helm, Anomen has devoted his recent life to gaining a place in the hallowed ranks of the Order Of The Radiant Heart. He still seeks to quest in order to earn his place. Found: Copper Coronet Score: **** Makes a reasonable fighter and has cleric spells so he gets four stars for being really a jack of all trades, master of none. If you have one last slot for party members then he makes a good choice. WALKTHROUGH: On your way you may get ambushed by Suna Seni, Eldarin and some slavers. Kill 'em. Suna Seni carries: Arbane's Sword +2 Short Sword +1 And there is plenty of gold and scrolls on the other bodies. Gaelan Bayle will appear and will offer to get the organisation he knows to help you find Imoen and Irenicus for 20000 gp - steep. You can give him a real grilling for plenty of hints and clues as to what is going on. You can buy a selection of items from the lists in addition to the Glasses of Identification and a few other interesting items from a Shadow Thief fence upstairs in Gaelan's house. There are also three trapped containers (two with difficult locks on them) containing a wide variety of gems you can sell to the fence. When you go outside you'll his nephew Brus waiting for you, he'll point you towards your stronghold quest for later, so listen to what he tells you. OPTIONAL QUESTS >>> Copper Coronet (AR 0406) PIT FIGHTING: Talk to Amalas and he'll challenge you to a fight in the pit. Defeat him (9500 xps and 1800 xps), it's a fairly easy fight. You can also talk to Surly and bet 10 gp on a dog fight. You get 20 back if you win. Woohoo... THE WINDSPEAR HILLS QUESTS PART 1: Talk to Lord Jierdan. He'll ask for help on the Windspear Hills, agree and you'll be able to do some hugely difficult and rewarding dungeoneering in the Windspear Hills, but beware - the quests are seriously difficult. The second part is in the Windspear Hills section. THE BACK ROOMS: Talk to Garrol, and he'll refer you to Lehtinan, ask about 'entertainment' and 'other entertainment' and he'll let you through the locked door at the top of the stairs. Search the rooms for mostly minor treasures and the Gloves of Pickpocketing (x 747 y 614) These corridors lead to further quests... THE LILARCOR: Head South-east and on and enter the second secret door, then go through the door here. You're in some sewers. Kill the Hobgoblins, then head in to a circular room South-west, kill all the jellies and search the grate in the middle of the room for a hand (x 516 y 959) (you take 10 damage doing this so don't make a badly wounded NPC do it). The hand is one of four keys to a sword. To get this quest, head onwards, South-west and on, over the TRAPPED bridge, then North-east, into a room with four pipes. A voice will talk to you, and then you should look at the four clues (the voice is found at x 2815 y 1755). Quallo, as the voice mentioned, is found South-west of here (beware a very nasty cloudkill trap). Talk and he'll tell you about all the keys. The hand is the first, place it in the third pipe. Second is a Ring, carried by two skeletons just beyond the hobgoblins (x 1938 y 854), place it in the first pipe. Thirdly, kill Quallo's Carrion Crawler (x 2320 y 2712) and take its blood, this is the third key, place in the second pipe. Lastly, is the Shaman's Staff, carried by a Kobold Shaman East of the bridge (x 2329 y 1334), place this in the fourth pipe. The sword is the talking Lilarcor +3 handy but sometimes annoying. You also get 18000 xps per head for completing this quest. HENDAK AND THE GLADIATOR SLAVES: In the Copper Coronet back rooms, you can go right through to the back where a man called Hendak (x 2693 y 514), who is a slave forced to take part in gladiatorial combat, begs you to free him and the other gladiators. Before you talk to him however, you must fight off some guard members, which proves nice and easy. Head South then East (going through some pits which hold a winter wolf) to find the beastmaster and his animals (x 3562 y 2009), which are various big cats, bears, gibberlings and even a minotaur - kill them all and grab the key (the beastmaster also carries the Tuigan Short Bow +1). Give the key to Hendak and wade your way through the Copper Coronet guards (7500 xps), who will assault you from all directions. If you're present when Hendak kills Lehtinan (just keep up with him), you get 48750 xps and a request to infiltrate the slaver stockade to the East of the Copper Coronet (Lehtinan carries many gems and spells). Note that once Lehtinan is dead, you can get all the usual services cheaper plus some interesting magic items from Bernard, the fat guy hanging around the bar. He stocks the Mundane list and much from the Standard Magical list, as well as a couple from Potions, plus: Mauler's Arm +2 - 2025 gp The Sleeper +2 - 2025 gp Sling of Seeking +2 - 1350 gp Light Crossbow of Speed - 4500 gp Blade of Roses - 5950 gp Battleaxe +3, Stonefire - 3585 gp Azuredge - 2625 gp Sword of Flame +1 - 3562 gp In the Slaver Stockade, there are LOTS of enemies, and lots of traps, and lots of minor treasures throughout, so ensure you always have trap finding on. Go through, killing as you go, following the obvious path which doesn't branch. When you reach the two rooms on either side of the passage containing children that have been kidnapped for slaves, unlock the doors for 2500 xps each. Go onwards, kill the Slaver Captain and his lackeys and take the key. Now enter the next room, kill the two trolls and free the girl (3500 xps). If you pay her 100 gps, you get reputation +1. Now tell Hendak about your clearing of the stockade for reputation +1, quest xps, 3900 gps and the Bastard sword +1, +3 vs. Shapeshifters. Non Copper Coronet HAREISHAN THE VAMPIRE: Near the gate Hareishan the vampire attacks a couple of Shadow Thieves. If you are ready to take her on and intend to the follow the game's good path, then kill her, but if the answer to either question is no then it's best to ignore her. COHRVALE AND BREGG: Two rather stupid bandits called Cohrvale and Bregg, found just to the East of the Copper Coronet main entrance (x 3009 y 2206), will threaten you - if you threaten back they'll attack, it's an easy fight. They carry some gold and mundane equipment. SHADOW THIEF FENCE: At x 3494 y 1984 there is a Shadow Thief fence selling off stolen items from the Mundane and Standard Magical lists, plus a few very cheap +2 items. GAELAN BAYLE AGAIN: You can revisit Gaelan's house whenever you wish, it's marked on the map (x 3141 y 1170), but when you get Brus' message from somewhere in Athkatla to return to Gaelan, if you intend to follow the "good" path through the game then turn up and he'll offer to help you find Imoen for 15000 gp. TEMPLE OF ILMATER: On the Copper Coronet roof is a larger Ilmater temple, that have got all the usual services. Just outside the steps leading to the temple is a band of surprisingly tough thugs that try to kill you, but it's not a hard fight. THE PLANAR SPHERE: The Planar Sphere, found in the top left of the map, is such a large section that it is described individually below, with its very own section. ----------------------------------------------------------------------- 2.b. City Gate ----------------------------------------------------------------------- Athkatla may be massive, but there's only one exit to the outside world, where you can also rest at the Crooked Crane, a renowned tavern for gossip. Monsters: 1 Lich. Treasure: Daystar, Rod of Terror, Ring of Invisibility, Wand of Fire, Wand of Cloudkill, Wand of Lightning. NPCs: none. A very small area, the only interesting area is the Crooked Crane tavern. However, at the start you'll witness ANOTHER vampire vs. Shadow Thieves battle. Then talk to Flydian and readily accept his quest (10000 gps will get you nearly there). In the Crane, everybody is talking about Aulava and Tiiro. You can talk to them upstairs, if you so desire. I don't recommend trying this now, but later, enter the secret door in the tavern. It leads to a tomb guarded by a VERY powerful Lich. The tomb is empty, but the chest behind is not: Daystar Rod of Terror Ring of Invisibility Wand of Fire Wand of Cloudkill Wand of Lightning ------------------------------------------------------------- 2.c. The Docks (AR 0300) ------------------------------------------------------------- Another place where you might find employment and contacts, the Docks is the route in and out of Athkatla for smugglers and travellers. Monsters: Mephits (Magma, Fire, Ice), Stone Golems, Vampires, Thugs, Muggers, Pirates. Treasure: Helmet of Charm Protection, Staff spear +2, Spear +1, Bracers of defence AC 6 (x2), Bracer of defence AC 7, Quaterstaff +2, Short sword +2, Katana +1, Two-handed sword +1, Cloak of protection +1, Ring of Wizardry, Boots of Stealth, Shadow Armour. NPCs: Edwin. Edwin 10 10 16 18 10 10 Human Conjurer Lawful Evil Edwin Odesserion was first met by you back in Nashkel, where he sought the death of Minsc's charge Dynaheir. Now he has moved on, it is rumoured that he has taken up a position of responsibility somewhere among the Shadow Thieves. Found: Mae'Var's Guildhouse Score: ***** With maximum intelligence he is by far the best caster in the game, he is also no weakling (for a mage) and can stand firm in a fight, plus he gets tons of spells. Want a wizard? Edwin is the ONLY choice. WALKTHROUGH There is nothing compulsory to do in the Docks section. OPTIONAL QUESTS >>> RENAL BLOODSCALP AND THE SHADOW THIEVES (**Thief Stronghold**) If you have Yoshimo with you, he'll tell you that you need to see Renal Bloodscalp, a high-ranking member of the Shadow Thieves for a quest. Inside, go forward then up and follow round. If you accept Renal's offer to spy on Mae'Var, it leads not only to a rewarding quest but also to the thief stronghold - the ownership of Mae'Var's guildhouse. Leave and go to the guildhouse (it's marke on your map). Inside, show Gorch the documents Renal gave to you, then go through and down the steps. Mae'Var will now give you a series of tasks. The first is to recover an amulet or statuette from one of the more important temples. See the Temple section for details of how to get the object you require. Having got the amulet or statuette, give it to Mae'Var (29500 xps), he'll tell you to visit his assistant, Edwin, who will give you further challenges. Speak to Edwin (he's on the top floor of the guildhouse) and he'll give you a hard errand, to dispose of a prying Cowled Wizard called Reyic Gethras. Accept it if you desire, and search the chests and rooms for treasures, including a: Spear +1 On your way downstairs, in the room filled with doors, you can pick the locks on all thre doors for increasing rewards of gold, and the last few are trapped, but hold very great rewards indeed. Go to Rayic's house (again, this is marked on the map - it is wedged between the Harper Hold and the Shadow Thief main guildhouse) and enter. Kill the mephits, then SAVE - it gets TOUGH. Upstairs are two stone golems. Kill them, then go upstairs and kill Rayic. Search his body. The best way to kill Rayic is to send an invisible character upstairs so he casts his spells, then wait a while for the durations to finish, then go and kill him. Tell Edwin you killed the wizard, he'll give you another task: collect some documents from Marcus in the Sea's Bounty Tavern. If you don't have Jaheira, enter and agree to buy the documents off of Marcus for 200 gold. Give them to Edwin (10000 xps). Go to Mae'Var, he'll ask you to kill Embarl and bring his dagger as proof of his death. Go to Embarl in the Tavern again and either kill him or let him go but make sure you get the dagger one way or another. Bring back the dagger to Mae'Var (28750 xps). Go to Edwin again, and he knows the truth about why you're in the guild, agree to help him for the key to Mae'Var's personal chest - you can also let Edwin join your party at this point if you want to. Enter Mae'Var's chamber and open the locked chest. Take the letter you find inside to Renal (48250 xps). He'll tell you to kill Mae'Var and the rest of the guild. Everyone in his guild will know about your attempt, so wade in and kill everybody - a lot of thieves appear but they're not overly hard so they just get in the way more than anyuthing else. With Mae'Var dead (search his body for the Shadow Armour), head back to Renal for your reward: some quest xps and 10500 gps. When the Renal/Mae'Var quest is resolved, Renal gives you control over his old guild. Enter the guildhouse and talk to the two men in the room where the steps to the basement are. They will tell you about all your rogues, what they do, and give you the option of altering how they work, making things risky or less risky for them. There are also some events that occur. EVENT 1: Ama, Shadowmistress of the East, requires you to make a rendezvous and assassination at Waukeen's Promenade. Go there at dark and Ama will spring a trap of half a dozen muggers, herself and the bloke you thought you would assassinate. Kill them all, there are some minor treasures on the bodies. EVENT 2: One of the young thieves under Kretor is skimming off the top, reducing returns. To deal with this, cut all their wages. In five days time the matter will be resolved. The boy who can otherwise be found in the Government District seeking someone to help with some difficulties in the Umar Hills will appear after this in your guild. The amount Joster, Renal's quarter-master, demands, changes. It goes: 500, 500, 1000, 1000, 350. THE PIRATES IN THE SEA'S BOUNTY: Back in the Sea's Bounty Tavern, there is a secret door. Inside is a bunch of pirates, who provide a fairly simple fight, search the water after killing them for cash. THE HARPER'S PIN QUESTS: If you have the body of Renfeld (you'll get this if you try to travel to the De'Arnise Hold), deliver it to the estate in the SW. Give it to Rylock outside for 14550 xps and 125 gps. As you leave, another old "friend", Xzar, will come up to you on the steps leading up to the Northern half of the docks and give you a quest to find yet another old aquaintance, Montaron, who he says is being held prisoner by the Harpers. Go back to Rylock and ask to enter. He'll make you perform a service first. Do this by going to Prebek's house and killing everyone inside (loot for treasure), though it is quite clear that Rylock wasn't quite telling you the truth about Prebek. Report back to Rylock (14500 xps), he'll let you enter. Inside, search the rooms especially the end room for an amulet. You also get a Helm of Charm Protection Put this amulet on your best thief and send him upstairs. Doing this will stop the spectral harpers attacking, as they recognise the amulet that marks all the harpers there. Search, but head into the first door on the left you see. Enter the cage and take the bird. Deliver this to Xzar, who thinks it is Montaron, and polymorphs it: it is Lucette who kills Xzar (some xps), and briefly chats. Loot his corpse for a Staff-spear +2 (a good weapon for a mage). ANOTHER VAMPIRE KILLING: Near the first exit, a bloke will come up to you then get attacked by vampires. You can flee or fight as you wish, but three vampires is a tough prospect at this stage in the game. CROMWELL THE DWARF: The Dwarf Cromwell will forge items out of component parts and monster hides. Each work will lose you one day of possible adventuring and costs you 5000 gps. His forge is marked clearly on the map. He makes: Red Dragon Scales - Red Dragon Scale Ankheg Hide - Ankheg Plate Mail Shadow Dragon Scales - Shadow Dragon Leather 3 parts of the Equalizer - Long Sword: Equalizer 2 parts of the Wave - Halberd +4: Wave 2 parts of the Gesen - Gesen Short Bow 4 parts of the Crom Faeyr - Crom Faeyr BARON PLOYER'S REVENGE: In the Sea's Bounty Tavern is a guy called Baron Ployer who was a slaver that Jaheira ruined. He gets a mage to put a curse on Jaheira before running away. Don't undertake other quests prior to solving this one as Jaheira gets a statistics penalty and if you aren't fast, she dies. First, go to the Government District. Enter the Council of Six building and when you leave, a mage called Terrence will be waiting, who offers the services of the mages Baron Ployer is using for a price. Pay 1000 gps and his gang won't attack you with Ployer, otherwise you'll have to face them, turning an easy fight into moderately difficult one. Now go to the Derelict House in the Slums (marked on map), in the North- east corner. Inside, threaten to kill Ployer if he doesn't help you. If you paid the mercenary wizards off they won't turn up, otherwise they will. He'll either give you Jaheira's hair (21250 xps) and Jaheira will kill him (21250 xps again), or you can get it off of his body, but either way just rest a full day in the Copper Coronet and she'll revive from the effects of the curse. THE MAD CLERIC OF CYRIC: Just outside the Shadow Thief guildhouse a mad priest of Cyric tries to convert you. You can either say you already worship him and he'll go away or get an easy 750 xps and a bit of cash by killing him. ------------------------------------------------------------- 2.d. Temple ------------------------------------------------------------- In a place like Athkatla, it's unsurprising that people will turn to the Gods in everyday life. Here you will find the honest priests of major gods, as well as those who have little skill but ply their trade simply for dishonest coin. Monsters: Rakshasa, Kobolds, Kobold Commandos, Kobold Captain, Kobold Shamen, Kobold Witch Doctor, Sea troll, Gibberlings, Mutated gibberlings, Mephits (Ice, Dust, Magma, Fire, Lightning), goblins, Salamanders, Ice salamanders, Ghasts, Zombies, Mummies, Gauth, Ettercaps, Sword Spiders, Vampiric Mists, Shadows, 1 Nishruu, Ogre Berserkers, 1 Glabrezu. Treasure: Hallowed Redeemer (Keldon), Firecam Full-plate armour (Keldon), Cloak of the Sewers, Rod of Resurrection, Necklace of Form Stability, Harp of Discord, Entropy (Haer'Dalis), Chaos (Haer'Dalis), Full plate +1, Wyvern's Tail +2, Hangard's Axe +2, Pride of the Legion +2, Large Shield +2, Helm of Glory, Mace +1: Ardulia's Fall, Dragon's Bane +3, +6 vs Dragons, Amulet of Magic Resistance 5%, War Hammer +2, +1 electric damage, Saving Grace +3, Skin of the Ghoul, Celestial Fury +3, Adventurer's Robe, Plate Mail +1, Mace +2, Large Shield +2, Battle Axe +2, Helmet of Defence, Helm of Charm Protection, Two Handed Sword +2, Full Plate +1, Short Sword +2, Leather Armour +3, Asp's Nest, Sling +2, Spear +3, Morning Star +2. NPCs: Keldon Firecam, Haer'Dalis. KELDON (human; male; lawful good; inquisitor; str.17 dex.9 con.17 int.12 wis.16 cha.18) HAER'DALIS (tiefling; male; chaotic neutral; blade; str.17 dex.17 con.9 int.15 wis.13 cha.16) You will be waylaid by Orogs on the way - a tough fight. Here, a man will ramble on about the "Unseen Eye" cult. After his sermon, a priest of Helm will escort you to his temple. Here, talk to both High Watcher Oisig and Telwyn for quests (do them after finishing with the Shadow Thieves). The Unseeing Eye Cult is found in the tunnels off the NW of the map. Go down the sidepath and wade through until you reach the Gas Chamber. When you reach the centre the door shuts and fills the room with deadly gas. Turn the wheel to stop the gas, then defend yourself against Vampiric Mists. Ask Gaal to let you join the Cult, but tell him you'd rather keep your eyes. Accept his quest. Go back to the main tunnel then down to the door. Beware traps - in the room is Sassar who has seen the evil in the Unseeing Eye Beholder. Accept. Note that for the Kangaxx quest, the sarcophagus is of the Shade Lich! Carry on down, beware further traps. In the next area, go forward then right. Here are some Yuan-ti. Go up to the building via the trapped stairs and answer the questions: Life; Time; The Current One (42250 xps). Across the bridge is a tough fight, but afterwards search the nook for the brilliant Warhammer +2, +1 electrical (this was my close combat weapon of choice, after Drizzt's scimitars, in the original game). In the next room ignore the people, then enter the Temple. In here is the Emphatic Manifestation. The only way to kill it is with Cure Light Wounds, oddly enough. You get 25,750 xps for finding the Avatar (it appears now). Accept its quest. Return to Sassar with the Avatar's rod half. Talk to Tad in the cult (not Gaal!!!). The password is "The Eye is Blind". Keep going down the pit (lots of undead). Search for the Ghoul's Skin Gauntlets of Dexterity Wade through to the Lair. In each eye shoot of the lair, a Gauth guards treasure. Search all for Cash Spells Dragon's Bane +3, +6 vs. Dragons Other rod part Fix the two rod parts together and put it as a quick item for 26,250 xps. Then use the rod to disable the Unseeing Eye's protections and kill him, he carries the Amulet of 5% magic resistance. Go left, give the Avatar the rod on the way, then enter the temple and convince everyone that if they believe in their god, he will appear. He won't, they'll vanish. Get your reward: 47,250 xps. Saving Grace +3 Go back to the cult, Gaal's blokes will attack you. Kill them (search for treasures). Now return to the Temple you got the quest from for 45,750 xps/head, Mace +1: Ardulia's Fall, 7000 gold and reputation +1. ***CLERIC STRONGHOLD QUEST*** Once you have completed the Unseeing Eye Quest, you are made an acolyte of your Temple. There is another acolyte who will tell you what to do. There are a few visitors, you must advise them as an acolyte of your church. You will be graded by the other acolyte a day after each visitor arrives. Note you can be chucked out if you act against your church's wishes. Simply said, if you're Lathander take the good option, Helm the neutral, Talos the evil. VISITOR 1: Glinden's wife is unfaithful and wants advice. Lathander - Tell him to forgive her (20000 xps). Helm - Tell him to remand her vows (20000 xps). Talos - Tell him to murder her and her lover, then turn him in when the guard arrives (200 gps and 20000 xps). VISITOR 2: Ti'Vael has killed a man. Lathander - Tell him to pay restitution to the man's family (20000 xps). Helm - Tell him to give himself up (20000 xps). Talos - Tell him to kill all witnesses, then kill him. Take his head to the inspector in the Council of Six (500 gps, 20000 xps). VISITOR 3: Rania has lost her faith. Lathander - Give her time to think (20000 xps). Helm - Stress the importance of duty (20000 xps). Talos - Kill her and keep her head. VISITOR 4: Cortirso got put down when you got promoted, he wants a duel. Lathander - Refuse the duel (20000 xps). Helm - Accept and win (20000 xps). Talos - Take Rania's head to the Inspector and frame Cortirso for the murder (30000 xps). You are now either given the task of killing the chief of the opposing church (do so for 35000 xps and 1000/2000 gps), or for Helm supporters, stop the Talosian attack, then talk Lara out of a vengeance attack (same reward). For thieves: Go now to the Talos temple. There are three rooms here with some handy minor treasures to loot. The amulet you were sent for is in the W room, collect it and leave (20000 xps). Head now back to the docks. If you were to find the statuette, go to the Lathander temple and in the E you will find a priest. Wait for a bit and he'll leave, you can now loot for the statue and cash. Once finished with all that, enter the sewers at the entrance by the Prophet. Inside, head straight on to a fight with Kobolds and a deadly Rakshasa (which carries the Cloak of the Sewers). Continue on to a fight with a sea troll (remember to use fire or acid on it when it drops!). At the last junction, head N, kill the gibberlings and continue. Let Keldon join - he's very good with cool magical items. Head NE, and kill the goblins. Here there is a secret door, go through, right and up. In this room (from BG1's Durlag's tower), kill the mephits then go south. Go round and enter Mekrath's room, threaten him and kill him (warning: hard wizard!). Search the room for Cloudkill Wand Rod of Resurrection. Upon leaving you will be approached by Haer'Dalis, who can join. He'll ask you to get a gem and return it to its owner at the Five Flagons. This gem is a Portal Gem on this level (trapped shrine). Head NE from the secret door to a fight with six tough opponents. Try it - it's hard but rewarding. Talk to Roger the Fence south of the central area. If you're persuasive he'll give you 250 gps. You can buy/sell too. Outside Valen will tell you you are being spied upon and you should meet with her mistress in the graveyard. Directly after, Brus tells you to visit Gaelan Bayle again - they seemed to be linked... There is an exit NW of where you got Keldon to the sewers beneath the Bridge, but I'd leave this for later, as it's not at all easy. Telwyn in the Helm Temple wants you to get the services of Sir Sales. To do so, first go to Sales in the Jystevv Estate (Government District), then to the Ore Merchant at Waukeen's Promenade. Ask for real stuff, for 1000 gps she'll tell you to look for Unger in the Copper Coronet. He'll tell you Neb (yes, THE Neb, the evil child murderer who lets you out of prison in BG1) stole his ilithium and he is in the Bridge area. Go to the derelict house here, attack Neb. He'll go invisible and cower in a corner while four Child Spirits attack you. Now kill him with magic (this is one sick man). Take the ilithium and give it to Sales (21750 xps) and tell Telwyn (1000 gps, 20000 xps and Helm of Glory). He now gives you a second task. Go to Dawnbringer Sain inside the Lathander Temple and accept his task. Go to the N Slums exit by night and use some spell (Dispel Illusion, Detect Invisibility, Invisibility Purge, True Sight etc.) to reveal Travin. Pay him 400 gps for information. Enter Borinall's locked house, and either (if you are very evil or a priest of Talos) recite the vow OR (if you're anything else) refuse and kill him and his muggers. Take the Dawn Ring and also search for a Warhammer +1 and gold. Take the Dawn Ring to Sain and he'll give you 16250 xps and 1000 gps. At some point after chapter 5 a Githyanki will appear and demand the silver blade of you. Fight or give as you desire. ***PALADIN STRONGHOLD QUEST*** When you've been given a recommendation by Garren Windspear (see Windspear Hills), you can enter the High Hall of the Radiant Heart. Inside, tell Squire Cathras you want to visit the Prelate. Accept his offer, then talk to Sir William Reirrac. Accept his first task, head over to the Umar Hills directly. Here, a knight of the Most Noble Order of the Radiant Heart takes you to the fight: two ettins, two ogre magi, four orcs and a spotted lion. Kill them all, keep the knights all alive. After the fight, a Squire will congratulate you. Head back to the High Hall and accept your next task, taking you to the Umar Hills again (10000 xps). Talk to the Baron in the Inn, then go outside and talk to Brunson, he'll leave. Go back to the Order HQ and you get another quest (1000 xps). Go to the appointed building at the docks. Talk, don't let her out. Fight the assassins upstairs and down. When her guardian arrives, let him take her. Return to the Order. You're given a final task and your reward (magical armour and 10000 xps). This task is to kill the Red Dragon under the Windspear Hills, this is Fikraag. He is exactly where you last left him. This time though, kill him. He carries the Holy Avenger: Carsomyr +5 Cloak of the Shield Red Dragon Scales. Return to the Order for 35000 xps. You've completed your stronghold quest. In the Guarded Compound, go in slowly then kill the summoned monsters. Search the downstairs area for Morning Star +2 Minor Treasures Upstairs is a much harder fight. I suggest going downstairs so you only get one or two at a time. When successful, search around. The guards and the search will get you: Celestial Fury +3 Adventurer's Robe Plate Mail +1 Mace +2 Large Shield +2 Battle Axe +2 Helm of Defence Helm of Charm Protection Two Handed Sword +2 Full Plate +1 Short Sword +2 Leather Armour +3 2x Spear +3 Asp's Nest Sling +2 Many minor treasures and several wands Nice selection, eh? ------------------------------------------------------------- 2.e. Government District ------------------------------------------------------------- Athkatla often seems highly disorganised, but the truth is that there are groups of either dishonest ne'er-do-wells or greedy governors. This is a place where corruption is rife in Athkatla. Monsters: none so far. Treasure: Techno-Gloves (Jan), Spectroscopes (Jan), Flasher Bruiser Mate (Jan), Metal Repelling Adventure Wear (Jan), Ring of the Ram. NPCs: Viconia deVir, Jan Jansen. VICONIA (elf; female; neutral evil; cleric; str.10 dex.19 con.8 int.16 wis.18 cha.14; upon joining party loses reputation 2) JAN (gnome; male; thief/illusionist; str.9 dex.17 con.15 int.16 wis.14 cha.10) If Keldon is with you, he'll ask to visit his family. Just outside the prison Viconia is about to be burnt at the stake. Untie her and you'll have to fight three fanatics, then she can join. Visit Keldon's estate and his wife will admit to seeing another man. Go to the Mithrest Inn at the Promenade. Talk to Sir William and suggest a peaceful return to Keldon's home. Here, talk to his wife, and say Keldon must stay with you, at least for now (15500 xps). Head through the park and talk to Delon, accept. Carry on to the Council of Six building. Agree to Madeen and Tolgerias. Anomen will eventually demand he visit his father when he finds out his sister is dead. Take him to his home. In the dialogue, convince him to take the path of the magistrate (10500 xps), he'll be exiled from his family. Talk to the magistrate in the Council of Six building for 7500 xps, just convince Anomen to let things be. Jan is here and tries to sell you his inventions. Trax will come and try to arrest him. Tell Trax you were just discussing the weather for 8500 xps and the chance to let Jan join up (11500 xps). If you have Valygar's body, go to Tolgerias, threaten him for a promise of death or give it to him for 11250 xps, 500 gps, -1 reputation and the Ring of the Ram Talk to Corneil after doing this and for 5000 gps he'll let you cast spells in Athkatla legally - very useful, and worth every penny. ------------------------------------------------------------- 2.f. The Bridge District ------------------------------------------------------------- Connecting the two sides of Athkatla is a gigantic bridge, where you can drown your sorrows in salty taverns, but as of late a shadows has been hanging over the area - the shadow of gruesome murder. Monsters: 1 Shadow Fiend, 1 Fire Elemental, 1 Ice Salamander, Githyanki, Umber Hulks, 1 Wyvern, 1 Elemental Lich, Muggers, Ghasts, Rune Assassins. Treasures: Kundane +2: Sword of Quickness, Staff of Air +2, Melodic Chain +3, Cloak of the Shield, Bracers of Defence AC6, Horn of Valhalla, Boomerang Dagger +2, Neb's Nasty Cutter, Boots of Avoidance. NPCs: none. If Haer'Dalis is with you, go to the playhouse beneath the Five Flagons. Here he will give Raelis Shai her portal gem and she will open a portal and let stuff through, kill them. When they go through, follow. In here, basically go right round killing everything (avoid the disgusting bulbous things, they are portals into a room of spell-casting and invisible Githyanki). When you get the Orb of Mastery off of the Demon, use it on the brazier near the beginning to destroy it. This makes the fight against the warden much easier. Now when you fight the warden, it doesn't have its thralls to help it. Kill the Hulks and it (10000 xps for the warden). W of here is a jail, it contains Haer'Dalis and the other bards, beware, there is a Flesh to Stone trap! When you get through, Haer'Dalis can rejoin. Everyone now leaves. In a house S of Delosar's Inn, there is a basement containing an Elemental Lich. In Delosar's Inn itself there is a group of tough mercenaries, kill them for good experience, cash and a magical item. In a house in the NW there are several traps, minor treasures and the Horn of Valhalla a handy item in a tight combat. In the E by the docks there is a house containing four people who fight you and a bunch of brigands. Lieutenant Aegsfield in the N tells you about some recent murders you can investigate. Go to the Merchant Square, buy Rampah's hide and get Rose's information on berries. Now talk to Bel, he'll give you samples of things that small like guril berries and identify Rampah's hide. Rose will tell you that it was the tannin she smelt. Go to the tanner and attack him, he'll admit to the crime and flee (23250 xps). On the second floor down, there are several traps as well as damning evidence (be sure to get the letter) and minor treasures. One more floor down and you're attacked by two ghasts and rune assassins. Kill them and search for the Gesen Shaft. By the edge on the far W you find Am-Si, Tirdir's kidnapper. Talk to him, tell him you know and follow him into the house. He'll be killed. Now pursue the two others outside and kill them. One carries the Boots of Avoidance Back inside on the top floor, either free Lady Elgea (16750 xps) or get cash by arranging to meet for the ransom outside the Copper Coronet. ------------------------------------------------------------- 2.g. Graveyard District ------------------------------------------------------------- Once a peaceful resting place for the dead, and on the surface still the same, underneath this is a hive for kidnappers and other illicit workers. And in the darkest crypts, can be found the vampire-run guild than opposes the Shadow Thieves... Monsters: Mummies, Skeleton Warriors, 1 Crypt King. Treasure: Two-handed sword +1, Nether Scroll, Namarra +2. NPCs: none. The main purpose of this area is as a staging ground for Chapter 3. There is a tomb to the E of the main entrance to the Lower Crypts containing a dangerous Crypt King who attacks. Kill him and search the tomb. There are several other tombs exactly like this, with a few undead monsters and various treasures. There are two quests: Firstly, you will see two gnomes mourning at Wellyn's grave. Eventually Wellyn appears as a spirit and asks for his teddy, explaining a man in the Copper Coronet's back rooms stole it. Also, again E of the entrance to lower crypts, Tirdir has been buried alive (you must "use" the grave). He'll give you a piece of red fabric that points to his kidnapper. He is found in the Bridge District (above), as told by Sethle to the E. Both Edwin and Korgan want texts found in the Southern Dungeons of the Lower Crypts, found S of the big spider nest thing. For more information on the lower crypts, look in section 3.a. When you reach the branch in the southern dungeons, head E first. Here, if you have Edwin, you will meet Neveziah, a not especially powerful lich. Talk twice, BE NICE. On the second time, Edwin will initiate a combat. Just keep at him to disrupt spellcasting for an easy win. If you win you get the Nether Scroll. Let Edwin keep it as his own if you want to progress further with the spell (11750 xps). Korgan finds the tomb he intended to rob already looted (11250 xps) and begs you to give chase by going to Pimlico's house - you'll find it empty (8750 xps) except for dead. Go now to the Copper Coronet's roof. Kill Shagbag and his party, and you can recover the Book of Kaza (purely for gold - 5000 xps). Edwin's Nether Scroll - after a few days he translates a bit, and a day later, regardless of warning, he casts a transformation spell intended to turn him into a kind of living lich, but fails and turns into a touchy woman (hilarious JJ). ------------------------------------------------------------- 2.h. The Planar Sphere ------------------------------------------------------------- A recent arrival in Athkatla, and guided by the dreaded Lavok, the only key to the Sphere is the body of Valygar Corthala, and nobody knows what horrors will be uncovered inside... Monsters: Sahaugin, Mephits, Halfling Warriors, Ettercaps, Sword Spiders, 1 Clay Golem, Stone Golems, Fire Elementals, 1 Elder Orb Beholder, Lizardmen, Myconids, Salamanders, Imps, Quasits, Demons, Ice Salamanders, 1 Snow Troll, 1 Efreeti. Treasures: Gauntlets of Ogre Power, Ripper +2, Stiletto of Damarche +2, Battle Axe +2, Ninja-to +1, Leather Armour +2, Sling +2, Ring of the Ram, Helmet of Defense, Large Shield +1, +4 vs Missiles, Staff of Fire +2, Ring of Acuity, Golden Girdle. NPCs: None. The only way to enter the Planar Sphere is with Valygar, or his body. Inside, go through the W door, kill the Golem, and get everything. Use the piece of the Control Panel to fix it so you can go through the N door. Through here are some Knights of Solamnia. Don't kill them - if you want, they offer advice. The N door leads to a group of Sahaugin, with the Cloak of Protection +1 Minor treasures To the W are Feral Halflings. There are three group of Halflings. The first, as you enter their village, is easy. The second is tougher, but the rewards are greater: Gauntlets of Ogre Power Ripper +2 And the third guards the furnace room, and have Stiletto of Damarche +2 In the Golem room, add the arm to the machine and search. When you have three coals, use one on each furnace to activate them. When activated, they create a Fire Elemental to kill you. The Golem's head is found in the clockwork room (guarded by Stone Golems) E of the furnace room, there's a nook by the big spindle. Add the Head and the Golem gets up (23500 xps) and declares he must kill the intruder - a Beholder. Follow through here and into the Navigator's Room. In here, use Breach to pull down Lavok's combat protections and he'll eventually repent, apologising for his wrongs. He asks you to take him back to the Prime Material Plane (ie yours), accept for 28750 xps. The two doors lead to lightly guarded area with medium treasures including most the +1 and +2 items listed above. Search the Navigator's Room for minor treasures in a locked capsule. Leave the Planar Sphere. From where you are, you enter the Abyss. You need a Demon's heart so you can power the Sphere to travel again. The best way is to kill the Demon Tanar'ri, who is Northwest of the Sphere, just beware his guardians getting in your way. With the heart, go to the room with four runes on the floor. Activate them in this order: 1 4 3 2 And then go down the stairs. In the next room, you must fight Tolgerias and one of his lackeys. Use one Breach for each of them or you have no chance against their barrage of spells. The two doors lead to Trapped and guarded rooms with nice treasures in - I recommend sweeping both. The Ice Room contains: Helmet of Defense Spell Minor treasures The Fire room contains: Staff of Fire +2 Large Shield +1, 4 vs Missiles Spells Minor treasures Onwards one, you'll find a room where you can get some treasures, might have to fight some Golems, and will have to place the heart in the machine (45500 xps). Now return to Lavok, and take him outside, where he'll die (????? xps). He carries the Ring of Acuity and if you're a Mage, gives you the Planar Sphere as a stronghold. ***MAGE STRONGHOLD QUEST*** There are several things to do in this Stronghold. At first, the Knights of Solamnia will ask you to help them home. Directly afterwards, a Cowled Wizard called Teos will force you to join with his group. If you ask him to help you free the Knights, he'll refer you to Ribald in the Adventurer's Mart. Ribald, for a small fee, will organise you a mage. In one day exactly, a mage will teleport in and free the Knights. You'll be given 45000 xps and the Golden Girdle (CHEAT: If you're really quick, you can talk to her multiple times and get the reward multiple times) The less useful alternative is to talk to Wessellan in the Radiant Heart HQ, and he'll fix up accommodation for them. Tell them this for 45000 xps (Note that for the Girdle, you can pickpocket the leader of the Knights). ------------------------------------------------------------- 3.a. The aid of the Shadow Thieves ------------------------------------------------------------- Having discovered how to find Imoen, you must attain the help of the Shadow Thieves. However, to get their help, they will require yours. Monsters: Vampires, Phase spiders, Sword spiders, Spiders, Giant spiders, Fledgling Vampires, Greater ghouls, Grimwarders, Grimwarder archers, Ettercaps, 1 clay golem, Shadows, 1 Shadow fiend, Wights, Wraiths, Ghasts, Mummies, Skeleton warriors. Treasures: Amulet of power, Ring of protection +2, Mace of Disruption +1, Spear +1, Halcyon, Black spider figurine, Ashen Scales +2, Katana +2. NPCs: none. Go to Gaelan Bayle and accept his offer of 15000 gps (???? xps). Go to the Shadow Thieves' and head E then down the passage. Carry on, head NE from this room. Accept Aran Linvail's first quest. Head down to the shipyard docks. Talk to Mook. Lassal will appear and kill Mook, fight him, he'll eventually run away. Head back to Aran and accept again. Go to the Bridge and enter the five flagons. Upstairs, enter the far NE room of the four, kill the traitors. Then the contact will appear, his name is Gracen. Kill him (1400 xps). Again accept Aran's quest. Head to the graveyard district, enter the tomb S of where you meet Uncle Lester and his relative. Inside, follow on, beware of traps. Head N through the spiders' lair, then meet Haz and his golem. Kill the warders then purge the inner sanctum through the blue doors. In the NW door, kill and search the blood pool. Head S, kill the clay golem and stake the vampires in their coffins (9000 xps each). Head SE. Kill Tanova - don't enter the next room. Along the spider area, enter the "cocoon" thing over the "drawbridge". Kill those inside. Enter the Southern Dungeons. Kill all the monsters, beware the painting on the floor - it's trapped. Head S, killing as you go. At the junction, go E. Open the sarcophagus, kill the skeleton warrior and take his magical weapon: Spear, Halcyon +1 Further on is a small room with treasures. On the S branch, beware traps and enter room for more minor treasures. Head back to the Inner Sanctum. Go down the NE stairs. Go along, enter and fight the vampires and grimwarders. Search the NW and NE rooms for treasure. Lassal will appear and tell you to meet him upstairs. Head to the room full of spikes, blood and very deadly traps. Lassal is on the far E side. Kill him. Now head back to the room where you staked the vampires in their coffins. Stake the last one and Bodhi will appear, talk a bit, then attack you - you can't kill her, she'll run when wounded sufficiently (18750 xps). Now go back to Aran and he'll take you to a ship, which will take you all the way to Spellhold Island (??? xps). He also rewards you: Ring of Protection +2 Amulet of Power ------------------------------------------------------------- 4.a. Spellhold Island ------------------------------------------------------------- The quiet Brynnlaw, is another place with a dark interior - ruled by tyrannical pirates, the residents are mostly enslaved. It is also home to Spellhold, the dark and forbidding asylum of the Cowled Wizards. Monsters: Pirates. Treasures: Quaterstaff +2, Flail +2, Leather Armour +3, Longbow +2, Light Crossbow +1. NPCs: none. Leave the ship, you'll be attacked by Del, Parisa and Valen, vampires. Kill them. Head to the tavern (The Vulgar Monkey), and talk to Sanik. He'll get assassinated (kill the assassin) before he can help you at all. Great. Now talk to the innkeeper who'll tell you to find Claire. To do this, go to Lady Galvena's Festhall and talk to the appropriate courtesan outside. For 100 gps you'll be taken to an inner room. Inside, tell her you'll leave then give her 100 gps to shut up about it. Outside, head NW, kill the guards. Enter the room guarded by the first guard and take the skeleton key. Head through the far NW door to the prison. Enter the NE door and kill Vadek and Galvena. Be nice to Claire and she'll take you to see her captain by the docks (10000 xps). Take his information (2000 xps). Go to Ginia, and agree to help her. Go to Chremy and kill him. Now head to Calahan and agree to pay (2000 xps). Go back and tell Ginia, she'll be very happy (9000 xps). Now go to the Pirate Lord's home. Tell the door guard and the lord himself that Golin sent you. Tell him you need to get into Spellhold and act mad. If Yoshimo is in your party, this is very easy (36500 xps each). Inside, get out and open the locked door S of where you are (talk several times to the bloke on the left and you get gems every time). Attack Wanev and Irenicus appears and takes you in. He'll explain Yoshimo's treachery and you'll be put in the same process Imoen went through. In your dream, enter the Library and talk to Imoen. Go back out, head W and tell Bhaal to "catch you if he can". Run back to Imoen and fight Bhaal. If you win, you're sent back to Irenicus' lab. You'll be put in the labyrinth under the asylum. ------------------------------------------------------------- 4.b. Spellhold ------------------------------------------------------------- Spellhold is an asylum, but there is a way of "testing" the unfortunates who claim to be sane and safe - they are thrown into one of the world's most dangerous dungeons where they will die. You're unlucky enough to be another inevitable victim of this deadly maze. Monsters: Yuan-ti, Ice salamanders, Salamanders, Gibberlings, Mutated Gibberlings, Mephits (Ice, Fire, Air, Smoke, Steam), 1 ruhk, Umber hulks, 1 mist horror, kobolds, kobold commandos, kobold witch doctors, imps, quasits, shadow fiends, skeleton warriors, trolls, spirit trolls, minotaurs, shadows, wraiths, 1 mind flayer, murderers, goblin commandos, 1 djinni, clay golems, 1 stone golem, 1 spectral troll, 1 greater wolfwere. Treasures: Spear +3, Ring of Regeneration, Ring of Free Action, Malakar +2, Flame of the North, Cloak of Reflection, Bone Club +2, +3 vs undead. NPCs: Imoen. Inside, Bodhi will gloat a bit and give you a "fighting chance". Talk to Imoen, she can join again (hurrah!). Head through the SW door, fight, loot the statue will give you a clue to how to leave (this is the exit). Head through the NW door. In the W door, search, E, fight and search - easy enough. Go through N door. The N from here leads to a tough fight. The E door leads to a room full of faces. Activating these faces will lead you to the Statue of Riddles who will pose a riddle. The answers (in no order) are: darkness; stars; candle; coffin; fire; ice; shadows; sponge; breath; fish; a secret; a hole. Answer all the riddles for 5000 xps per head. Carry on through, fight the yuan-ti, carry on again - beware squashing mechanism. Enter the room, fight the clay golem and search. In the next area (use the door from the main square), fight the umber hulks (v. hard, obviously). At the end of the corridor, head NE. Keep going until you find a yellowed book. Keep using it to make these enemies (in order) appear: Kobold captain, sword spider, umber hulk, mind flayer, beholder). Kill them all, the re-use the book for 2 spells Ring of Free Action and 8000 xps each. In the secret door, kill all the enemies. In the room with the kobolds' crystal, kill the "avatars" to get a crystal shard, which you need. Back to the end of the corridor. Head SW. Kill the enemies, there is a lot to search for here and in the library just N of your position. Go onwards, enter and kill Dace Solan, a very powerful vampire. When he retreats to his coffin, stake him for the hand you need to escape. Go back to the statue on the first level, use the hand on it to open the door (29500 xps per head). Go through. Down here, enter the W door. Go along a bit. Enter the S secret door, and turn the wheel to open the N one. Enter and kill the trolls, search. Head on, and when you've killed all the minotaurs, head NE. Search the water, then the statues - beware!!! W statue: troll painting, disintegrate trap N statue: umber hulk painting, cloudkill trap E statue: djinni painting, fireball trap Head right on, you'll soon encounter Bodhi. This bit's fixed. You will turn into the Slayer, avatar of Bhaal and attack everything, friend or foe. Bodhi will flee, you're the big danger here. Note: if you have a romance, you will transform again and kill your girl/boy. In this room are four globes. If you stand on the mosaic then activate them one-by-one, they'll cast spells: slow, heal, haste, lightning bolt. From this room, head N, wipe this place clean (not easy!!!). Go back then SW and search. With the two stone horns, use them on the statue to open the door - but do this later, first, go right back to the start. Now go down the E tunnel. Kill the yuan-ti, then enter, one by one, the doors corresponding to the paintings you should have. Behind them are: MIND FLAYER: kill the mind flayer (11000 xps). It carries Malakar +2 TROLL: Kill the Spirit Troll (8000 xps) DJINNI: kill the djinni (10000 xps) UMBER HULK: kill the umber hulk (10000 xps). Go on until you reach a junction. Go SW. Kill the Stone Golem guard, search. Now head SW again. In here is a machine that gives you magical items for mithril tokens, which are scattered around. I've found 21 so far. They get you: 5 tokens: Boots of the North 10 tokens: Boots of Grounding 15 tokens: Boots of Speed 20 tokens: Jester's Chain +4 Head back NE from the first junction. There is a bit of dexterity needed here. Inside is a chest guarded by three clay golems that attack when you open the chest. To do this, send one person in hasted. Unlock the chest then open it and pause. Take the contents then RUN! Shut the door behind and for some reason (presumably so it's actually possible to get the loot) the golems don't come through. Now leave into a room full of commandos, kill 'em all. Back at the stairs an apparition appears. Let him test you, it's the way out. For the first test you have to kill a big mushroom with spell abilities - not too hard. Now he'll ask a question, the answer is splinter. Now you go to a dining hall with four apparitions. Search the table for the Robe of Reflection then talk to any one and you'll get four questions, the answers are: nothing, a river, fear, memory. You'll now be taken on to a platform. The apparition will free you, go down the invisible steps. Through here your treacherous captain will appear again. Go upstairs and kill Lonik the Sane. You'll be taken to a room full of all the captives. Be nice and they'll join you as you attack Irenicus himself... Beware, they can be a liability, especially Wanev! Eventually Irenicus will run away and Yoshimo will arrive with a bunch of murderers and you'll be involved in a HUGE battle. Complete it (be sure to get the heart off Yoshimo's body) and rest. You'll have a dream in which you'll be granted the ability to shapeshift into the Slayer at will. Go back up, Saemon will appear again and offer you an exit over sea or through the Underdark. I'll be pursuing the sea route this time round. Back outside, head W and along, killing all and make your way to the SW corner where you can finally get to Brynnlaw at last! Back in the town, go to the Tavern and talk to Saemon. Accept, when it's night go to Cayia's house. Fight the guards, the horn is on the table. Take it to Saemon Havarian and you'll board ship. Desharik will appear, kill his lackeys and you'll leave. On your way your ship will be attacked by two different parties, and you're captured by the Sahaugin. ------------------------------------------------------------- 4.c. The Underwater City ------------------------------------------------------------- The world conceals many secrets, but deep beneath the waves is the city of the shark-like Sahaugin, brutal but clever. Here you must gain their trust and aid in re-finding the outside world. Monsters: Rebels, Sahaugin, 1 Ettin, Sword Spiders, Ettercaps, 1 Bone golem. Treasures: Cloak of Mirroring, Cloak of protection +2, Boots of Etherealness, Rod of Lordly Power, Scimitar +2, Belm. NPCs: none. You'll be taken to the underwater city by the sahaugin. You're taken to an audience with their king, Ixilthetocal. He'll explain you are to save the city as part of an old prophecy by their god. To prove your worth, you're put in an arena to kill an Ettin. When dead, accept all. Go to their High Priest and she'll change everything - accept all. Go to the Drow SE section, beware traps. Kill as you go. You will come to an area where some imps will set you a challenge - accept. The answer is: Helmet - Piergorian Pipe - Elminster Scimitar - Drizzt Staff - Khelben Amulet - Alaustriel Get the treasures, head N, talk to the Spectator. Kill it (it's a Beholder, of course it's hard). The chest contains the tooth you need. Now head to the NE corner, go down the steps and through the door, fighting as you go onwards. Inside the door, accept an offer of an audience (if you kept the orb the Priestess gave you). Accept all his offers and head back to the throne area. Give the false heart to the King then you're discovered, so kill them all (the rebels will arrive to help you). At the end, the Prince of the Rebels will give you all the treasures including Rod of Lordly Power and a way down to the Underdark you tried to avoid in the first place (60500 xps/head). ------------------------------------------------------------- 5.a. The Underdark ------------------------------------------------------------- The most evil and dangerous place in the entire world, the renowned and feared Underdark is home to all the most deadly creatures across the Planes. So few survive, that you feel your death is at hand. Monsters: Drow, Drow Warriors, Drow Priestesses, Earth Elementals, Air Elementals, Fire Elementals, Lizard Men, Kuo-toa wizard, monitor, warrior and leader, Myconids, 1 Balor, Umber Hulks, 1 Greater Elemental each of Earth, Air and Fire, 1 myconid king, Mind Flayers, Beholders. Treasures: Jhor the Bleeder +2, CURSED Spear +3 'Backstabber', CURSED Ring of Folly, Rod of Absorption, Bracers of Defence AC 4, Skullcrusher +3, Dragon's Breath +4, Necradon's Crossbow +3. NOTE: Drow equipment is typically better than any magic armour but will disintegrate above ground. Be certain to keep hold of old armour and weapons for when you leave. Drow equipment: Full Plate +5, Chainmail +3 (useable by mages!), Long Sword +3, Light Crossbow +3, Flail +3, Amulet of Spell Warding. There are others too, but mostly that's what you'll find. NPCs: none. From your starting position after the descent (20000 xps/head), head E. Talk Duergars, buy a Freedom scroll. Beware the elemental respawn points, they keep coming every time you kill one. Head N. Fight Drow. You'll come to a crystal. By using the panels "lost souls" will come out and attack you (except one, who tells you to visit his village). Now cast the Freedom spell. Between the crystal and the duergars a mage named Vithal appears and gives you a quest - accept. Head back to the crystal and head along E, killing the bridge guards. Go back to the crystal now and head W, kill all the myconids, just further W are three Mind Flayers that come round and attack. From here, head N to the Dark Gnome village, accept peaceful entry, go around and talk to their chief, accept. The cave is in the village, a little E. Use the stone and kill the Balor (VERY, VERY, VERY HARD). Now return to the king for a Light Gem Skullcrusher +3. In the next house along, talk to the Innkeeper and buy Vithal's book off him for 300 gps. The other Gnome is father of the gnome that you freed from the mage crystal prison, the one that walked off. Talk to him for 10000 xps and the Bracers of Defence AC 4. Now go to the Earth portal and give Vithal his book. He'll summon a Greater Earth Elemental, kill it (keep Vithal alive!!) and he'll disappear and return. You'll repeat this three times, once for each portal. At the end he'll reward you, press for more ONCE - more than once and he'll attack and win very easily. Be happy with this good reward. With the Light Gem go now to the Dark Cave near the entrance to Ust Natha. Inside, accept the Silver Dragon's quest. As Drow, enter Ust Natha. When you are back out again to hunt the illithid, a party of adventurers try to kill you, it's a tough fight. One of them carries the Dragon's Breath +4 From here, go to the extreme SE, talk and kill those that appear. Head back to the Drow City at your leisure (20000 xps). When you've escaped the city, go to the Dragon, talk for your reward: 78500 xps/head and Necradon's Crossbow +3 You'll be taken to a gate, fight the Drow. Go through, fight again. There are fights in the next room, the next and the next. Eventually, you'll reach the exit to the Surface!!! At last!!! ------------------------------------------------------------- 5.b. Ust Natha ------------------------------------------------------------- Safety is not found in a place more than the Drow capital, but still this is a place of constant danger, death, assassination, political intrigue, and typical Drow brutality. Monsters: Drow, Mind Flayers, Mustard Jelly, Gray Ooze, Green Slime, Ochre Jelly, Beholder. Treasures: BoneBlade +4, Ring of Spell Turning, Gorgon Plate +4. NPCs: none. At the Bazaar, you can buy and sell magical items and mostly scrolls. Go straight to the Male Fighter's Association. Talk to Solaufein outside, accept. Go right back to the exit (if asked which way the "quarry" went in a pre-death chase, it was that woman that legged it past yelling, respond as you wish). Now talk to Imrae and accept. You can rest/restock as you wish before. Refer back to the Underdark section now. Back in the city, a Duergar will tell you to talk to his master, go up to the tank, talk to Aboleth and accept. Qilue's house is guarded by Servants, all with up to level 8 spells - beware! Kill her, get her brain, take this to Aboleth for your reward, 10000 xps. Talk to Phaene as agreed. Accept, go to the extreme SE, talk then murder the Beholder (20000 additional xps). Go back to the tavern. You're given another task, this time to kill a patrol of sverfneblin. Go to the Myconid patch and kill the gnomes. Take the gnomic leader's helm as proof of your feat. Give this to Phaere and she'll tell you to meet her again. Go to the Female Fighter's Association and accept. There is a Drow Priestess, accept her quest, go to the SE and kill the lot. There's no xps for completing that though. Go to Solaufein and kill him. Tell Phaere. If you are male, at this point, you sleep with her (I don't know what happens if you're female!). Go to the Temple of Lolth, accept the quest. Go to the Beholder cave in the Underdark (the southern tunnels on the map), and kill the Beholders, get the eye from the Elder. Go back to the temple (22000 xps). Go now to Phaere in her apartments at the Female Fighters' again. Accept. Enter the Temple, the treasury is in the NE. I suggest you cast (Improved) Invisibility first. Replace the Egg in the N bowl-thing, the golems will attack, shut the door on them. Kill the Egg Guards. There are now to ways. Hard and Easy: Hard: Take the Egg to Phaere (10000 xps). She'll vanish, an Imp will appear and give you instructions. Go to the Temple. In the ritual room, interrupt what Phaere is saying, kill the Demon and her (the demon is VERY HARD). Outside, every Drow in Ust Natha tries to kill you, you're only chance is to peg it outside the city gates. Note that the Matron has Gorgon's Plate +4 Easy: Keep the eggs and leave the city. Nearly no xps for that though. Refer to the above Underdark section again now. ------------------------------------------------------------- 6.a. Exit from the Underdark ------------------------------------------------------------- As the sunlight gradually re-finds your party, you find a war-torn out post of the surface elves, as they fight their constant war against the vicious Drow. Monsters: none. Treasures: none. NPCs: none. A nice short section. When out of the Underdark, you're taken to an audience with Elhan, the War Elf leader. NOTE: Before you leave, remove all Drow equipment, there is a bug in some versions that means the dust doesn't stop re-spawning! Agree to everything and be careful to tell the truth. If Viconia is with you, she'll be put under a geas. He gives you a quest to find an artefact that allows the Elves entry to Suldanesselar. This is carried by Bodhi, you can ask for stakes and holy water to sort her out. The most interesting bit is that when you leave, Drizzt and his friends meet you. If you're nice, Drizzt will agree to meet you at Bodhi's guild and aid you. Of course, you can kill him and his friends, and nick all their brilliant items, but it's so hard I wouldn't bother. My advice is perhaps kill Drizzt when he's alone in the Graveyard District... ------------------------------------------------------------- 6.b. Small Teeth Pass and North Woods ------------------------------------------------------------- The Elven forests of Tethir are full of danger and intrigue, and these two distinct area will give you the opportunity to discover some evil secrets. Monsters: 1 Efreeti, 1 Dao, Wolfweres, Ankhegs, Gnolls (Veterans, Elites, Slashers, Captains). Treasures: several +1 items. NPCs: none. These two small and boring areas have been put into a single section because it's pointless making two tiny sections. Small Teeth Pass is basically a small monster-thump. North Woods is a bit different, there are two groups, one of various adventurers, one of an efreeti and a dao. Each holds/guards some minor treasures. ------------------------------------------------------------- 7.c. Forest of Tethir ------------------------------------------------------------- Monsters: Mist Horrors, Vampiric Mists, Poison Mists, Crimson Deaths, Panthers, 1 Greater Wyvern, 1 Baby Wyvern, Kuo-toa, Wolfweres, Wandering Horrors. Treasures: Mana Bow +4. NPCs: none. The main purpose of this place is as a gateway to Tethir. To navigate the map you must walk along the main tree-trunk down the centre and get off it at certain points. In the NW you find an old companion, Coran, who asks you to help him rescue Safana. Go to the Wolfwere camp. Here, Safana turns out to be very nasty indeed and both Safana and Coran will die. Kill the Wolfweres. You can search his cabin also. Defeat the nasties inside (Horrors, Mists, and Deaths) and search the cabin for several minor treasures and some healing/extra healing potions (very useful, but beware, all three chests in the N room are trapped with quite hard-to-spot traps. In the central W you can fight two members of a wyvern-worshipping cult and their idols, if you so desire. Not much on their bodies, however. In the E there is a cave (literally a door in the ground, Alice in Wonderland style). Inside is a pool to search for my favourite bow in the game, the Mana Bow +4 and two bands of Kuo-toa. ------------------------------------------------------------- 7.d. Graveyard revisited ------------------------------------------------------------- Monsters: Vampires, Fledgling Vampires, Vampiric Mists, Skeleton Warriors, Grimwarders. Treasures: Cutthroat +4. NPCs: none. At the district entrance, Bodhi appears, runs off and leaves you with four vampires to fight. Now the crypts can only be accessed by the roof of the building in the E. Underneath, some minor treasures have been replaced or even changed. In the NW, Drizzt and his party appear (if you enlisted their aid, that is). Eventually only Drizzt will stay for you. If you got Holy Water from Elhan, you can pour this into the pool of blood to stop the vampires regenerating from it. Head downstairs and kill Bodhi. Go to her coffin in the NE room, stake her (55000 xps/head and you get her heart and the Lanthorn). In the rooms you can also find the Cutthroat +4. Tell Elhan of your success, and he takes you to the Elven city of Suldanessellar, where a bitter war is raging... ------------------------------------------------------------- 7.a. Suldanessellar ------------------------------------------------------------- Monsters: Stone Golems, Clay Golems, Adamantine Golems, Iron Golems, Rakshasas, Rajahs, Maharajahs, Trolls, Skeleton Warriors, 1 Nabassu, 1 Sand Golem, 1 Balor, Earth/Fire/Air elementals. Treasures: Elven Chain Mail, Cloak of Elvenkind, Boots of Elvenkind, Girdle of Stone Giant Strength. NPCs: none. After entering (74500 xps/head), and talking to Elhan, fight your way to Demin's house. Inside, kill all your enemies, and talk to Demin, her route is the only way. Many rooms in the city have level 9 spell scrolls inside, I've uncovered Time Stop, Meteor Swarm and Gate so far. First, go to the House of the Talisman. Inside, use the puzzle box, the correct order is: Corellan, Rillifane, Water, Tree of Life, Suldanessellar. Now, go to the House of the Moon. Inside, simply get the Moonblade off of the Elf's body. Head to the NW now, and enter the Woodland Clearing (see that section) There are also two stone artefacts, a horn and a harp, one held by the House of the Horn, the other by the Harpists, which you need. When you return from the clearing, go to the Temple of Rillifane. Place the artefacts on the altar (65000 xps/head) and the avatar will appear and grant you access to the palace. Outside, Reirra will appear with useful items and the Staff of the Woodlands +4. In the palace, gather the nuts from the tree. Go through, and use the harp/horn on the statues (3000 xps each) and go down (use option 2 when talking to party members and they will stay). Accept Ellesime, and find the three parasites. Attack them, and two elementals will appear and attack. Kill them then the parasites. You are automatically taken to Irenicus, where you must kill him. However, instead of this being the end, you and all your friends are sucked into hell... ------------------------------------------------------------- 7.b. Woodland Clearing ------------------------------------------------------------- Monsters: Nizidramonii'yt, a Black Dragon. Treasures: Bladeslinger Chain +4. NPCs: none. Only one thing to do here, but it's a BIG thing, a black dragon. No matter what you say, you are forced to kill it. In its horde is the final artefact of the elven gods that you need to summon the avatar. You're nearly there. ------------------------------------------------------------- 7.c. Hell ------------------------------------------------------------- Monsters: Beholders, Gauth, Elder orbs. Treasures: Blackrazor. NPCs: none. Don't worry about deaths from your fight with Irenicus, all your party will be restored with their equipment. You must go down each tunnel in turn and achieve a Tear of Bhaal. In order from right to left, the tunnels contain: E: PRIDE - show no pride, question why you should kill the enemy and the demon will vanish. Walk through and talk to the dragon and you get your easiest tear. SE: FEAR - head along the N passage and kill all the Beholders (if you can!). Now grab the tear from the crystals at the end. S: SELFISH - to get the tear you must choose. Go down the right-hand path and your part member will die, and you will become a Fallen character, losing class-specific abilities (if you're good). The left path means you keep your friend and abilities, and also lose 2HPS from maximum, 1 dex., and some xps. You get the tear either way. SW: GREED - take the sword. I recommend giving it to the genie, but you can fight it (v. hard) instead. You get the tear one way or another. W: SAREVOK - in here, you are forced to fight a wraith of Sarevok, the main bad guy from BG1. Kill him for the tear. Note that he's every bit as tough as last time round! Now use the tears on the Abyssal Door. Save and prepare, this is the last battle... Irenicus will appear and summon two Glabrezus and two Balors to help him, in addition he turns into the Slayer! Here's how I did it. First concentrate on the demons. When dead, get rid of the Misleading slayer, then head S. Here, use pierce magic, breach etc. to remove his protections. Now fight him - use only hand-to-hand combat weapons, and change into the Slayer. With a bit of luck and skill, Irenicus will finally die! Now you can watch and enjoy the sinister cut-scene... I think there's a BG3 for the future... *****CONGRATULATIONS, YOU HAVE COMPLETED BALDUR'S GATE 2***** ------------------------------------------------------------- 8.a. D'Arnise Hold ------------------------------------------------------------- Monsters: Trolls, Ice Trolls, Giant Trolls, 1 Spectral Troll, Yuan-ti, Yuan-ti mages, Umber Hulks, Flesh Golems, 1 Stone Golem, Clay Golems, 1 Iron Golem, 1 Otyugh. Treasures: Ring of Earth Elemental Control, Dagger +2, Warhammer +1, +4 vs. Giantkin, Elven Court Bow +3, Battle Axe +3, Frostreaver, Shield Amulet, Flail of Ages, Orc Leather +3, Full Plate +1, Boots of Grounding, Staff of Striking. NPCs: Nalia. If you didn't get her in the Copper Coronet, she's in a palisade in the SW corner. See The Slums section for her stats. ***FIGHTER STRONGHOLD QUEST*** When you've completed this section, a fighter gets his Fortress. Initially, once you have the keep, all you can do is sort out taxes with your Major. I advise keeping the taxes as they are for now. Each week, you get 500 gps and a visitor to deal with. VISITOR 1: A merchant whose caravan has been robbed by bandits wants to be payed for the caravan. You can also hire mercenaries to deal with the bandits. I suggest this: give the merchant 500 gps (cha.15 or more) or 1000 gps (less cha.) and paying 500 gps for the mercs (15000 xps). VISITOR 2: Captain Cernick has caught a man thieving. H's excuse is that he needs money for his wife's medicine. Let him off entirely and buy the potions he needs for 15500 xps. VISITOR 3: Bolumir, Cleric of Tempus, wants to set up a chapel in the keep. This is advantageous as not only will you now have access to healing, he sells magic items (inc. Staff of Striking and Boots of Grounding), and accepting gets you 15500 xps. He is found on the upper floor in the room previously full of golems. VISITOR 4: Roenall himself demands your land. Refuse. VISITOR 5: Chantelle the maid wants to marry Jessup, but Malvolio wants to marry Chantelle also. Let Jessup marry and pay the full dowry for 15500 xps. VISITOR 6: Two moneylenders demand 2000 gps. Pay them 1000 and all will be fine. VISITOR 7: Four citizens demand 7000 gps for damage from a great flood and to build dikes to prevent further flooding. Pay the lot for 15500 xps. VISITOR 8: Finally, Lord Roenall attacks. You have a set time to kill him, or you lose the keep. If you succeed, you get 50000 xps. He carries Full Plate +1 also. In the SW, there is a secret door in the side of the Keep, marked on the map. Enter, the idea on this level is simply wander around killing any stray trolls and searching for the treasure littered around. In the NW, there is a special forge that can be used to repair the Flail of Ages (though it doesn't need all three heads, it's much better with them). Repair it for the item and 223500 xps. The second floor, head S. In the library, get the key, this opens the doors. Same as before, wander, kill, search. On the W side you can enter a room where you'll find Nalia's aunt. Free her. Through the far door there are two secret doors. One leads to the stairs that take you to the basement where Lord d'Arnise is being held. In the other room are six golems. Whenever you disturb the alcoves (containing powerful magical items), two golems attack. Take them two at a time, using your mace/halberd armed men/women to block the doorway and kill them all. You can access the roof from this level, but there isn't much to do up there. In the basement, go through the first two doors, searching - in the third room are the leader's pet Umber Hulks. In the room to the E are the trolls and their grand leader, it's a tough fight. Search the shrine and TorGal's body for some gems. Go up and out to the courtyard, kill the otyugh and leave the dogs alone. Nalia now rewards you (10650 gps, ??? xps) and if you're a fighter she gives you the stronghold as your, er... stronghold. ------------------------------------------------------------- 8.b. Windspear Hills ------------------------------------------------------------- Monsters: Ogres, 1 Gnoll Elite, 1 Baby Wyvern, Orcs, Wild Dogs, Ankhegs, Black Bears, Goblins, Hobgoblins (wizards, elites, captains), Vampiric mists, Shadow Fiends, Ruhk Transmuter, Kamikaze Kobolds, Vampires, 1 Adamantine Golem, Iron Golems, Stone Golems, Clay Golems, Dread Wolves, Wolfweres, Greater Wolfweres, "Guardians", Orc Archers, 1 Greater Wraith, Orogs, Trolls, Mutated Gibberlings, Fell Ghasts, Werewolves. Treasures: Amulet of Protection +1, Battle Axe +2, Large Shield +2, Dragon Scale +2, Dragonslayer +2 (Peridan), Studded Leather +2, Two- handed Sword +2, Heartseeker +3, Holy Avenger: Carsomyr +5, Cloak of the Shield. NPCs: none. At the start you are forced to kill some monsters who turn out, when all dead, to be paladins (including Ajantis from BG1). Accept Garren Windspear's aid and be very good to him and all his friends who talk to you - some bandits will enter, make a spirited attempt to kill you and teleport Garren's daughter off. Say you'll save her. Head to the NE and enter the dungeons. Kill all, and in the main cavern, there are two smaller ones. Go through the N door (the only door!), fight all inside (beware the golems). Head W, accept Samia. Head NE, NW, NW, N, N, N, N and then prepare yourself. When you've cleared the floor of all its treasure (neat items!) Samia reappears with a powerful war-party. Kill 'em all (hard!). Now head back to the first golem fight and head E. Kill the vampires, carry on and take the Greater Wraith. Get the chapel key. Go now to the entrance to the maze and head down the W branch, kill the wolfies, note that Greater Wolfweres regenerate amazingly fast, so Disintegrate, Slay Living and similar are about the only ways to kill them. From the circular room, W heads into a room where to "men" try to lure you into their "den". To get the treasures w/out a fight, send an invisible character through past the two men and get the goodies from the rooms past there. When you re-enter their room they'll tell you to follow them, don't go through, nick the goodies from THIS room then leave. NW heads to a room where some squabble between a troll, a wolfwere and a hobgoblin leaves some minor items on the ground. Through the secret door is a very hard fight with some golems - their treasure behind them is the Heartseeker +3 longbow. The N passage leads to another golem fight, then an orog fight. Go through the locked door, over the stairs into the next room, where you find DigDag, two orc lackeys and an old "friend" of yours, the ogre Tazok. Kill 'em. Go into the cavern, talk to Fikraag, the red dragon (!) and when his wizard dimension doors, run upstairs quickly! Kill him, get the key and free Iltha (23750 xps). Now, leave! Back at Garren's cabin, you'll be rewarded. If you're a paladin, you can now enter the High Hall of the Radiant Heart, see Temple section. If you've kept the acorns from the dryads in Irenicus' dungeon, the Fairy Queen is found in the SE section. Give her the acorns for 32500 xps + 9750 xps. ------------------------------------------------------------- 8.c. Umar Hills ------------------------------------------------------------- Monsters: Umber Hulks, 1 Killer Mimic, Shadows, Shadow Fiends, Spotted Lions. Treasures: Corthala Family Armour (Valygar), Corthala Family Blade (Valygar), Spear +1, Ilbratha +1. NPCs: Valygar Corthala. VALYGAR (human; male; neutral good; stalker; str.17 dex.18 con.16 int.10 wis.14 cha.10) There is a quest from the Government District in Athkatla to kill Valygar. You can let him join or kill him, it's you to you. He is the only way to enter the Planar Sphere in the Slums, I'll cover this in a later version. Most of this section centres around a series of odd murders. Go to the village in the SW. Around the fountain, listen, then go to Minister Lloyd's house. Accept his quest. Madaulf and his band are found in the centre of the map. Talk to them and they'll propose a peace deal, accept their quest to tell the village leader. Go to Lloyd and tell him, he'll wander off (27500 xps). If you speak to Vincenzo in the Inn, there is the amusing "Umar Witch Project" tale, which takes the rip completely (fine by me because I HATE the Blair Witch Project!). At the entrance to the town a group of youngsters give you 200 gps to buy them some swords and ale. Buy the swords and ale from merchants in and around the inn, give them the stuff for 2000 xps. In the village, a mage named Jermien wants some mimic's blood for a golem. This is found (along with a killer mimic and other monsters) in the Umar Cave - open the chest once you've killed the killer mimic for some other stuff as well. Give him the blood for 19250 xps and the Ilbratha +1 However, his golem will attack - kill it and talk to him for 21250 xps. You can now search for spells and potions. The concerns about a hired ranger voiced in the town can be realised in the SW, there are some interesting books to read here too. Valygar, and whatever fate you have in store for him, are found in the NW corner. If you come from the W, there are some rangers who may try to stop you, come from the E and you'll meet them on the way out, if you head E, anyway. Jeb, just outside the village will sell you some information for 300 gps. Accept, he'll tell you about Hendrick's chicken. Tell Hendrick you know about his item and offer to buy it for 50 gps - it's a priceless gem, worth 600 gps (not quite priceless then). If you've solved the Skinner murders in the Bridge district you should have a letter. Follow the instructions - by the History of the Zhentarim off Fael. His "secret name" is Darcin Cole. If you have the Human Skin on you, you can get silver dragon's blood as he requests. I'll continue with this in another, later version. ------------------------------------------------------------- 8.d. Temple Ruins ------------------------------------------------------------- Monsters: Shadows, Shade Wolves, Shadow Fiends, 1 Greater Shade Wolf, Greater Mummies, Skeleton Warriors, Bone Golems, 1 Shadow Dragon, Wild Dogs, Giant Lynxes. Treasures: Cloak of the Stars, Halberd +2: Duskblade, Darkmail +3. NPCs: Mazzy Fentan. MAZZY (halfling; female; fighter; lawful good; str. The Temple itself is found in the NE of the map. It is swarming with monsters. By activating the Stained-glass window, you can dispel any shadows that come into the light. Beneath the dungeon, head N from the junction. Kill everything in this room and the next, being sure to find the bones and the jail key. In the jail is Mazzy Fentan, a famous Halfling knight. She offers advice and can join your party. Head W from the jails and get the sun gem. You can head N as well to kill things, if you wish. With the gem you can pass through the first shadow barrier. Go through and over the bridge, get everything and kill everyone in this Room of Fire and the E room. In the W room from here, give the bones to the ghosts for part of the Sun Icon and the Shadow Dragon Wardstone, plus 17750 xps. Carry on and you'll come to a room with letters on the floor. This is done in the same way as Indiana Jones and the Last Crusade was done. The name is Amunator, just walk over those letters in that order and no damage is done. Only send one man over. In the next two rooms: the N room contains important items and the S room contains a Shadow that can't be trusted (kill it) and the second part of the Sun Icon. Head back to the Statue at the beginning. Answer his questions on the rituals, if you get them all right he gives you the last Sun Icon piece (45500 xps) and you'll complete the Icon (21250 xps). Go right back and now go straight past through the door into the cavern. If you have the Wardstone the Dragon leaves you alone. Use the exit in the NW. Here you have to defeat the Shadow Lord (25000 xps) and his Altar. When all the enemies are dead, light returns (44250 xps/head). Merella appears and dies. ------------------------------------------------------------- 8.e. Trademeet ------------------------------------------------------------- Monsters: Dire Wolves, Giant Spiders, Wild Tigers. Treasures: Staff of the High Forest (Cernd), Cloak of the High Forest (Cernd), Shield of Harmony +2, Scimitar +2, Rashad's Talon. NPCs: Cernd. CERND (human; male; shapeshifter; true neutral; str.13 dex.9 con.13 int.12 wis.18 cha.15) Fight the animals and agree to help the city when challenged by the Militia Captain. Go to the High Merchant Lord's house, accept. Go downstairs and find Cernd. You should now head over to the Druid Grove. When that matter is resolved, tell the High Merchant (2000 gps) and accept his new quest. Go to the tent of the Dao Genies. Give their Khan the head of Ihtafeer (the Rakshasa in the Druid Grove area) for 10000 xps and a sword. Tell the Guildmistress in the Mayor's home for 7500 xps, gems and a magic shield. Tell the High Merchant himself and you'll be honoured and get reputation +1, 25250 xps/head and 10750 gps. You're also given the same quest by two feuding families. The best way to do this quest is this: go to either mansion and accept, you'll get the key. Go to the tomb and accept the High Merchant's offer when he appears. Go in, kill all and get the Circlet. Take it to the High Merchant for 250 gps, 8000 xps and reputation +1. There is found in Trademeet Neeber, presumably cousin of Noober (from BG1) or something. Talk to him loads of times and much like Noober, you get 1000 xps/head and some +2 bullets ------------------------------------------------------------- 8.f. Druid Grove ------------------------------------------------------------- Monsters: Trolls, Ice Trolls, Myconids, Spore Colonies, Rakshasas, Sword Spiders, Phase Spiders, Giant Spiders, Spiders, Ettercaps, Spirit Trolls, Spectral Trolls, Giant Trolls. Treasures: Cleric's Staff +3, Amulet of Proof Against Poison, Scimitar of Speed +2: Belm, Bracers of Archery, Spear of the Unicorn +2. NPCs: none. Once you've agreed to help Trademeet, head to the NW. Here, meet Cernd and let him challenge Faldorn. Cernd will win, and you've freed the Druid Grove from the depredations of the Shadow Thieves, leaving Trademeet safe. That was easy. There is a cottage in the NE belonging to a woman who is actually a Rakshasa. Kill her and her friends. You can get her head, and there are some minor treasures in a chest in this cottage. In the deserted Ogre's Tower, there is a magical scimitar. There is a Troll Mound in the SW. Enter, kill all the (many) trolls, and you can search the bones at the far side for some nice treasures. ----------------------------------------------------------------------- 9.a. Early Sections ----------------------------------------------------------------------- PLOT POINT: Having killed Irenicus you now live in peace - you think. But now the Bhaalspawn are marching, and five armies, each lead by one of the most powerful of Bhaal's children, are marching on the Realms, seeking world domination and to ascend to the throne of their father. You have been told by the elven queen Ellesime to commune with gods in a sacred grove, and now you must discover your fate as a child of Bhaal. Monsters: Kobolds, Kobold Commandos, Dopplegangers, Gnoll Elites, Sahaugin, Ogre Mages, Drow. Treasure: Dagger +2, Boots of Speed, Ring of Protection +1. NPCs: Sarevok. Sarevok 18/00 17 18 17 10 15 Human Fighter Chaotic Evil Sarevok murdered your father and nearly you, and you have been forced to kill him twice. Now he appears, and if you implant a piece of your soul in him he will be reborn again, and you may fing him a useful ally... or a bitter foe. Found: Hell. Score: ***** OK, he's evil, but he is by far and away the best fighter in the game. He's incredible with a two-handed sword and in combat remains incredibly dangerous. WALKTHROUGH: THE OPENING BITS: At the very beginning, simply talk to the gods to hear their rhyme, then when you appear in the clearing, prepare for a fight, as another Bhaalspawn, Illasera "the quick", appears to try and kill you. She'll cast Mirror Image and Monster Summoning first, just kill her, it's not too hard. She carries all the treasures listed above and: 2 Potions of Extra Healing After this you will be transported to your very own hell, once owned by Bhaal. Here two people will appear. The first is Solar, who offers some advice and tells you that she will watch over you. The second is Sarevok, who appears and will offer to help you if you give him a piece of your spirit. Agree, he'll do it and open the first portal of four for you. He can also join you - if you want him to, make him swear an oath so he can't betray you. YOUR PERSONAL HELL: From this hell you can do four things. Firstly, you can summon any NPC except Yoshimo to aid you. This makes it far easier to tailor-make parties for specific areas. You get 2000 xps each time you do this, and they level up. Secondly, there is Bhaal's imp "butler", Cespenar, who can upgrade existing magic items with special items you find during the game. The special items are (location in brackets): -Heart of The Damned -Liquid Mercury -Eye of Tyr -Fflar's Scabbard (Gromnir's castle level 1, Saradush) -Baalor's Claw (Berenn has in Yaga-Shur's chambers) -Roranach's Horn (Gromnir Il-Khan wears) -Serpent Shaft -Skull of the Lich -Hindo's Hand -Starfall Ore (Kiser's basement, Saradush) -Rune of Clangeddin -Bowstring of Gond -Montolio's Clasp -Montolio's Cloak -Circlet of Netheril -White Dragon Scales -Blue Dragon Scales -Star sapphires, rogue stones, diamonds, rubies, emeralds, sapphires, king's tears, nymph's tears. (various) -Scrolls of Invisibility and Improved Haste. (various) And this is the combinations of upgrades and what they produce: -Cloak of Protection +2 -with scrolls of Invisibility and Improved Haste -create -Flail of Ages -with -create -Bag of Plenty +1 -with King's Tear and 10,000 gps -create -Ravager +4 -with Serpent's Shaft -create Thirdly, you can use the portal to access anywhere on the map, though you cannot visit everywhere from the start, you must gain access to each one, as they appear on your map. Lastly, the shimmering portals around the edges all hold different tasks and challenges you need to complete before you can progress. THE FIRST PORTAL: When Sarevok opens the first portal, enter it when you've rested and prepared. A Bhaalspawn called Gavid will appear and talk to you about the nature of Bhaal's children and retribution, before a horde of all the monsters above appear in a seemingly never-ending stream, finishing with the drow. This can be quite taxing but you should pull through. After this Gavid will reappear, say a few more things, and you will get 25000 quest xps per head. Not bad! You will also gain the Pocket Plane special ability, which will allow you to return to your Hell whenever you desire. Now use the portal to leave - on this occassion you will automatically go to Saradush. ----------------------------------------------------------------------- 9.b. Saradush (AR 5000) ----------------------------------------------------------------------- PLOT POINT: Saradush is besieged by one of your brothers, a Fire Giant, and the town, which has recently become a haven for lesser Bhaalspawn, has not got long left, but the most dangerous threat is their own leader, Gromnir Il-Khan, who appears insane, and is starving his own people. Now many turn to you for assistance in this darkest hour... Monsters: Devil Shades, Greater Shadows, Umber Hulks, Elite Orcs, Elite Orogs, Fledgling Vampires, Vampires. Treasure: Shakhti Figurine, Grandmaster Armour +6, Lavender Ioun Stone, Quaterstaffs +2, Ice Star +4, Morning Star +3, Full Plate +2. NPCs: None. WALKTHROUGH: MELISSAN: When you first teleport into Saradush you will witness Melissan, a fellow Bhaalspawn, pleading with some Il-Khan soldiers (the soldiers of Gromnir Il-Khan, the tyrannous local leader) to permit an audience with Gromnir. They suspect you to be spies of the besieging armies and will attack you. Keep casting area-affect spells and you shouldn't find this too hard. They all carry Potions of Extra Healing, and some have magical halberds on them. Melissan will then tell you the situation and beg for your help in ending the siege. Accept, of course. RESTING, HEALING AND SUPPLIES: You can rest and buy some various items at the Tavern Tree, a small inn in the centre of the map (marked). Just South of that is a Temple of Waukeen, where you can purchase all the usual services. Once you have completed the Lazarus' Spellbook quest (see below) you can also buy and sell magical items at the magic shop (again, marked on the map). GETTING INTO THE CASTLE: There are two methods to entering the castle proper. The first is getting the sewer key and creeping up via the sewers. The second is entering via the vampire-filled old jails. Both lead to the same level of the castle. The latter is more dangerous but more rewarding. THE SEWER METHOD: To enter the sewers you need the key, which is in the Guardhouse of Gromnir's soldiers (in the West, marked on map). Just wade and kill the host of warriors awaiting you, and ensure you search all the bodies and chests in the room to get the key and the odd minor treasure, but there's nothing of any real value. The quickest entrance to the sewers for reaching the castle is the sewer entrance right next to the main castle doors near where you teleported in at the beginning. Go down, follow the corridor, and deal with the Devil Shades quickly before they can respawn and overwhelm you completely. Next head up the Northernmost of the branches at the junction, up here is a secret door near which can be found an Umber Hulk and a few NPCs, no real challenge. Bands like this litter the sewers. The secret door is along this corridor, it leads to a room full of Gibberlings, and then to a set of stairs that lead up inside Gromnir's castle. THE OLD JAIL METHOD: If you are nonevil, enter the Temple of Waukeen (on map) and ask Sister Farielle about entering the castle. She'll give you the key to enter the jails, which are full of vampires (3000 xps). In fact, the rumour you can hear in the Tavern Tree about the whores being vampires is correct! Simply enter the jail and work your way around. There are plenty of vampires. You can find minor treasures at: x 805 y 520 and x 740 y 395. Twice, at x 1295 y 310 and x 540 y 620, you will encounter a silent spectre who mimes putting on a necklace, which is the rusted amulet in one of the jails next to the area you see him the second time. I must admit, I haven't a clue what purpose this has. At the end you encounter Phylidian, a powerful vampire who makes a last ditch effort to stop you. If you succeed in getting through, you'll enter the same level as the sewer method but over the other side of the map. INSIDE GROMNIR'S CASTLE: If you enter from the sewers, enter the room straight in front of you, then keep going North, collecting various minor treasures as you go along, the best bits are found at x 960 y 1240 and x 750 y 1210. If you arrived from the vampire-infested jail you will first encounter Amsay Jahag, a fellow Bhaalspawn seeking to escape. She tells you about the numerous highly sensitive traps in the building. There are lots of traps and lots of guards, all carrying +1 weapons, but they're not ultra hard to get past. There are two prisoners on this level who, if you open their cell doors and talk to them, get you Reputation +1 for freeing them. They can be found at x 1065 y 1630 and x 1315 y 975 (the latter's called Vinke, for no apparent reason). Follow the corridors around to the same place, it is a circular staircase. This leads you up to a small atrium-like room with a band of reasonably tough NPCs in it. Now go upstairs to Gromnir's audience chamber. Here he will talk to Melissan and attack you. This a hard fight, but if you take out the mages fast and then Gromnir then his other soldiers you should win. They carry much treasure, the highlights of which include: Rornarch's Horn Lavender Ioun Stone Full Plate Mail +2 5 Potions of Superior Healing 2 Potions of Extra Healing Morningstar +3 Ice Star +4 Grandmasters Armour +6 2 Quaterstaffs +2 1200 gp Melissan will reappear and tell you about Yaga-Shur's apparent invincibility, giving you lots of locations on the map. Now return to your hell, using the pocket plane skill in your special abilities bar, and then leave it again, asking to go to the home of Yaga-Shur. OPTIONAL QUESTS >>> KISER AND MATEO: If you enter the Militia Jail (on map), you will witness Mateo being jailed as a traitor. If you talk to the captain of the guard he will tell you that he thinks it is a bit odd. Talk to Mateo, hear what he has to say, then visit Kiser in his home (again, map). He'll tell you it is in fact Errard. Now go to the Countess and she'll tell you Kiser's threatening to kill her kidnapped son. Now talk to Errard on top of the walls fighting back the siege. Tell him about the accusation but say you won't kill him. He'll cast a divination that tells you to look in Kiser's house. Go back, Kiser's downstairs, kill him and his lackeys, search for various treasures (nothing special), and free the Countess' son (he's round the bend guarded by the mage for 7000 xps/head, then return to the Countess for 5000 xps/head and 2000 gps. LAZARUS' STOLEN SPELLBOOK: Lazarus at the magic store has had his spellbook stolen. He suspects Hectan, in the Tavern Tree, he also says he found a boy's muddy footprints. Talk to Squip just outside the magic shop with some other boys and just be generally horrible, he'll tell you he stole it and gave it to Hectan. Confront Hectan in the Tavern Tree with this information and he'll ask for a teleportation scroll in return from the spellbook. Get this from Lazarus who will warn you it won't work. Give it to Hectan for the book and 5000 xps and if you don't tell him the scroll is dangerous he'll die and you get Reputation -1, no change if you do tell him. After doing this quest you can buy stuff from Lazarus. ----------------------------------------------------------------------- 9.c. Northern Forest (AR 6400) ----------------------------------------------------------------------- PLOT POINT: In your quests to discover the secret of Yaga-Shur, you will have to pass through the Mir Forest, and it is nothing short of teeming with the Bhaalspawn's evil minions. Monsters: Fire Giants. Treasure: Minor treasures only. NPCs: None. WALKTHROUGH: This map is simple, just wade through the seemingly never-ending horde of soldiers and fire giants to get to the other side. If you go North at first rather than South you'll meet Karthis al-Hezzar, a merchant vivtimised by the soldiers you just killed. Be nice to him and you get Reputation +1 and 100 gps, plus of course he sells things. The ford across the river is to the South, you have to march through dozens of soldiers to get to the other end, but when you do leave for the Forest of Mir and the Bhaal Temple there. ----------------------------------------------------------------------- 9.d. Forest of Mir - Temple ----------------------------------------------------------------------- Monsters: Swamp Horrors, Devil Shades, Vampiric Mist, 1 Master Wraith, Skeletons (Warriors/Clerics/Mages/Assassins), Shambling Mounds, Nymphs. Treasures: Ring of Animal Friendship, Cleric's Staff +3. NPCs: None. WALKTHROUGH: CLEANSING THE RUINS: As you walk along the clear causeway, Gorion will appear (apparently). Regardless of what you say Gorion says you were cunning to "resist" him (5000 xps/head), and he shows his true colours as a Master Wraith and summons a number of mists to fight with him. This battle is very hard, and from this point on the game really does get difficult for even the best players. If you defeat them all, head into the ruins of the Bhaal temple. Here a group of skeletons will attack you to protect their home. Concentrate on using fighters to down the warriors and assassin and mages and clerics to use Magic Missiles, Breaches and Pierce Magics to stop the cleric and mage casting and keep the vulnerable. Having killed the group, you can find 40 +3 bullets at x 750 y 1250. NYALEE: Now go up the stairs to find Nyalee, who gives you an important quest to retrieve both her heart and Yaga-Shur's from the fires of the Marching Mountains. Accept this or you have no way to defeat Yaga-Shur. Nyalee is at x 545 y 610. Now leave this area and carry on to the marching mountains. When you return with the hearts, she'll go mad and attack you, summoning two nymphs and two shambling mounds, dispatch them all. ----------------------------------------------------------------------- 9.e. Marching Mountains (AR 5200) ----------------------------------------------------------------------- Monsters: Outside - Fire Giants. Inside - Fire Giants, Elite Fire Giants, Fire Salamanders, Fire Trolls, 1 Clay Golem, 1 Adamantine Golem, 1 Magic Golem, Flaming Skulls, Fell Cats, 1 Erinyes, Bone Fiends, Burning Men, Greater Fire Elementals. Treasures: Girdle of Fire Giant Strength, Psion's Blade +5, Bag of Plenty +1, Ravager +4, Amulet of the Master Harper. NPCs: None WALKTHROUGH: FINDING THE ENTRANCE: The entrance to the caverns is found at x 2165 y 290. If you go the fastest route, to the East staying as far South as possible, you'll only face three Fire Giants, but there are others. When located, enter the caverns. THE SYMBOLS: In here you are immediately waylaid by Fire Giants. Once dead, enter the rooms to the East and West, killing their Elite Fire Giant guardians. Inside each are gongs, one with a Hammer symbol at x 425 y 1995 and one with a Skull at x 1705 y 2020. We will come back to these later. Go up both flights of stairs. Note - you can step in the lava channels but not the circular pools, they deal fire damage. At the top you find a weird machine with symbols on it at x 1935 y 1235. Go up the West stairs first. Around the pool are traps. When you open the container (x 1185 y 720) Fire Salamanders and Fire Trolls appear. In the container is the Hammer wardstone (matching the gongs, see?), a book that is useful to read, and the Fire Giant Strength girdle. Up the East stairs, guarded by Fire Giants, at x 2685 y 1470 is the second container, in it is minor treasures, the same book (odd), and the Skull wardstone. This time three golems warp in to be dispatched. Now go to the gongs and insert the appropriate wardstones into the gongs, for 5000 xps/head each. Now the shields blocking the rooms on the second floor are removed. The West room first - both are guarded by a group of Fire Salamanders, Burning Men, Flaming Skulls and Fell Cats. Watch out for the Skulls' and Men's spell-like attacks, and worry about the Fell Cats in combat. Now the container can be opened (guarded by Burning Men and Greater Fire Elementals), to get the Psion's Blade +5 (a fantastic weapon) and one of the two remaing wardstones. In the East area you get the other one, this time the after-opening guards are two bone fiends and an erinyes. Take all the four stones to the machine and place them in it for 20000 xps/head and the doors to Yaga-Shur's chambers open. YAGA-SHUR'S CHAMBERS: Now in his chambers, wade through the opening guards then go left or right down the tunnels, along the lava channels, and then you're into a long room full of enemies. Just kill them all, searching the containers as you go for various items. When you find Yaga-Shur's heart at x 2075 y 1095 remove it from the flames (20000 xps/head). Open either set of doors and go through. Along this corridor are a number of traps and enemies, but in a trapped container at x 2485 y 670 you'll get the Bag of Plenty +1, and in the plinth in the centre of the corridor you find Nyalee's heart and some other items. There is also on this section a trapped slave woman, if you free her you get 15000 xps/head, she's at x 2485 y 670. With the hearts use your pocket plane to get out and back off to the ruined temple and Nyalee, see above. OPTIONAL QUESTS >>> A MOTLEY BAND OF BHAALSPAWN: Outside, at x 1030 y 655 you find a four-strong and completely bizarre party of Bhaalspawn, including a goblin, a kobold and... a chinchilla. An easy fight, they usually run away given a chance. ------------------------------------------------------------- NOTES ON THE SLAYER ------------------------------------------------------------- At a certain point you gain the ability to shapechange at will into the Slayer, an incredibly powerful avatar form of Bhaal. This may seem like an excellent idea, but I warn against it. Use only when ABSOLUTELY necessary. Once the ability is used, you get one chance to turn back and stay as a human. If you continue the transformation, you first lose 2 reputation points. After a short period you will start taking damage due to your slipping control on your self. Most likely if you start taking wounds as the Slayer you might die before you can change back - you can only use the change once a day, so if damage interrupts your "Shapeshift normal form" ability you're stuck as the Slayer for a day. You continue to sustain damage for roughly one turn. The Slayer's merits though is that it has huge strength, high resistances, causes horrific cold damage and looks very cool indeed. ------------------------------------------------------------- CHARACTER CREATION ------------------------------------------------------------- Creating a character Due to higher levels than BG1, mages are finally powerful from the very start. At the end? Well, they're amazing. For experienced role-players, a mage can be extremely deadly, and is probably the best choice. For a novice or one who is not into the magical arts (or, like me, just loooves paladins), the cavalier is probably the ideal class. Loads of protective and healing abilities, resistances to acid and bonuses against the tougher monsties make them perfect at combat. However, the lack of ranged power is probably a bitter blow to the real newbie, so I recommend beginners pick a fighter. No restrictions and easy to get to grips with, there is no easier class to use. Class by class rundown: Fighter: easy to use, no restrictions, ideal for those new to TSR. Kensai: an even more dangerous fighter. Not recommended to new players due to the lack of any armour - careful use required. Berserker: probably a bit better than the bog-standard fighter due to the beserk ability but the disadvantages mean that it isn't as easy to handle as the standard fighter. Wizard Slayer: in my humble opinion the second weakest class. Sure they can do serious damage to all wizards including the game's main protagonist, but the lack of magical items means that against non- wizards they can be very weak late on in the game, which is when it counts. Mage & Specialist Mage: excellent now for a clever or experienced player. The reason they are not as good for beginners is their lack of staying power. Always choose a specialist over a standard one - the extra spells can make a HUGE difference to your game. Sorcerer: strong in the hands of a good player, but very hard to get to understand properly. Beginners should stay well clear until they have reached a respectable level of ability. Play up its strengths and try to hide its weaknesses. Ranger: Ahh, a characterful and powerful warrior. Racial enemies and stealth make them very dangerous when used correctly. Use them as trackers and hunters. The only real weakness is their lack of large bonuses, but stacks of minor ones can be nasty. Stalker: Good a stalking (obviously), high stealth, pretty good. A few mage spells are handy too. They lack metal armour, but it's a fair trade. Beastmaster: Good for bringing help to the fray and no lack of combat strengths. They just aren't powerful enough to over-rule other classes. Archer: Again, not an ideal beginner choice due to lack of armour, they are perfect snipers. Very good class this. Use called shots often. Bard: fairly weak at the lower levels, only really useful for identifying stuff and boosting morale. Blade: Good defensive power but they have a lack of rogue-ishness as the penalty. Can be good used carefully, but very poor in the thick of things, though they have staying power. Jester: Appalling. The ability to cause confusion against weak enemies (which are in short supply) traded for rogue abilities and just about everything worthwhile in a bard. Stay well clear, everyone. Skald: Nothing special at lower levels, but a very strong addition later on. Huge bonuses from their bard songs at high levels can swing entire battles. Paladin: tough, many abilities and ideal for beginners. Can't say much more. Inquisitor: a worthy addition to the class list, their ability to almost ignore defensive magics mean that they actually beat the wizard slayer at their own job. Cavalier: my favourite. Stacked full of defensive upgrades and offensive bonuses against the super-powerful monsters make them characterful and dangerous in the extreme. The lack of any ranged power is a gripe but is easily outweighed. Undead Slayer: very powerful against the undead, but there isn't enough dead activity in the game to recommend them - they're just too specialised. Monk: Weird and super powerful at high levels. Ki energy abilities means that they can get away with costing little to equip and doing powerful damage. A bit complicated but very good. My second favourite. Cleric: Can't get to high enough levels and their spells are mostly a bit rubbish. Not that bad, but in my opinion not worth bothering with. Priests are better but a bit similar. Thief: Cunning and guile in a PC can turn these not too tough characters into stealthy killing machines. Setting traps makes them even better. Swashbuckler: good in combat, but not good enough at their thieving skills to be as good as the standard thief. Assassin: a cunning player can take out very powerful characters very quickly with this kit. Deadly but quite difficult to use and not as good at thieving stuff as they could be. Bounty Hunter: the best thief, their custom traps and nasty abilities make up for the lack of thieving effectiveness. Druid: More poor priest spells, low armour and poor weapons. WTF is going on? Don't even bother. Totemic druid: a druid with very weak bonuses. Don't bother. Shapechanger: A better option but still not really worth your while. Avenger: the most powerful druid, but it still suffers from the often woeful restrictions of its mother class. Stay clear of all these classes if you want my advice (and if you don't, why are you here?). NOTE: I've had a lot of e-mails telling me Avengers are very good. Why? They lose 2 on two vital stats, their spells are mostly poor until level 6/7, they make poor fighters and can't use most weapons/armour. Multi-classes: Hmm... the best for a cunning player is the mage/thief. Annoying weapon restrictions aside, they can make themselves invisible and stab the enemy in the back, hard. If you insist on priest spells, a fighter/druid is the best bet. The fighter knocks off the terrible restrictions of the standard druid and improves the class vastly. I prefer to steer away from multi-classers, as they take too long to level up to satisfactory levels and often never reach high enough levels to do any real damage. My character is: human; male; lawful good; cavalier, with weapon abilities spread across all sorts of weapons and fighting styles. This gives you a close-combat monster. stats Charisma - use it! A high charisma is your best friend and can get you cheaper goods and makes people generally kinder to you. Coupled with a high reputation and it's a huge bonus. However, I say skip it. Why? Because before it becomes at all useful you can get the Ring of Human Influence. Problem solved. Wisdom - unless you're a type of spellcaster, I'd keep it down to 9 unless you have plenty of extra points. Intelligence - vital for mages but not that hot for anybody else. Mages should get it up, but keep it to 10 for others. Constitution - the most important. Get an 18 here if at all possible. It makes your character tougher, more resistant to all sorts of things and more likely to stay on his feet. Dexterity - handy for mages, thieves, bards and druids but those capable of wearing decent armour might as well forget about it. If the Gauntlets of dexterity turn up you might be able to ignore it altogether. Strength - second most important after constitution. Again, do your best to get 18+ on this. The 19s possible on str. And con. Make half-orcs an enticing prospect. ------------------------------------------------------------- MONSTER FIGHTING TACTICS ------------------------------------------------------------- Stone Golems (Edwin's first quest): Use polymorph self to get a mustard jelly, much less killable and more dangerous, then use magical spears to finish the job. It's the only way... The Umber Hulks' room in Spellhold: This is so @!"%* hard I'd just turn the difficulty down to Easy to do it. Cast spells galore and with a little luck you can take them down. It's not easy though. Drow parties: Drow AI means they are very hard. Aside from being fast, all carrying magical equipment as standard, having a huge magical resistance and being able to cast spells (now see why I love Viconia?), they help each other - great AI - if one Drow can't get to the fight but is near another taking a battering he'll cast healing spells, which showcases the AI. This is more to notify you of their cunning (they hide round corners too, just when you think you've finally got rid of them...), but I recommend this course of action - use your warriors and other tanks as a front line to fill the narrow Underdark corridors, and use sling/bow armed thieves/mages at the back to mop up the healers and spell-casters hanging about ruining everything - you won't do the damage to kill, but you can easily disrupt their spells in this way. Good luck! The d'Arnise Hold golems: Take them on two at a time by pillaging the alcoves one by one. Retreat to the doorway and use mace-armed, spell protected characters to take out the golems as they appear in the doorway. Easy when you know how! All especially hard characters (ie dragons): If you have to talk to them to attack, click to talk, then stop and attack. You've now got plenty of time to thump it before it wakes up and starts thumping back! Dealing with Mind Flayers: Simply summon a few Invisible Stalkers (you're a fool if you don't have this spell memorised), preferably buffed up a bit (a buff is a purely beneficial spell ie Bless, Chant, Haste etc), and use them to attack the 'Flayers. The 'Flayers special abilities have no effect on them whatsoever. Sometimes the swirly Confusion thing appears on their heads, but they're not confused, and will easily tear the 'Flayers apart! Dealing with Beholders: Easy really - if you haven't got the Robe of Reflection you need to cast spell turning, and the Beholder will drop dead of its own spells, unless you're unlucky and it makes all its saves before the spell turning wears off. ------------------------------------------------------------- PARTY SKILLS ------------------------------------------------------------- The ideal party should be capable of performing any task, and should include about one of each main class section. If I'm playing as the cavalier, my party is always as follows: Mazzy (a great fighter, pure and simple) Jan (the best thief with good stats and a few spells) Minsc (tough, good stats and versatile) Edwin (a very good caster) Viconia (VERY good dex. And wis., high magic resistance, useful in the Underdark) I also like Valygar, Keldon, Aerie, Haer'Dalis and Jaheira in my party. Select your formations carefully, based on ease of movement and various combat situations. That's my advice anyway. The part I use mostly now is this: Mazzy Valygar (Probably just me, but does he EVER fail a saving throw?) Edwin Anomen (Just for variety, you understand!:)) Yoshimo (Good, and when he leaves you get Imoen). I still prefer the top part though. ------------------------------------------------------------- NPC BREAKDOWN ------------------------------------------------------------- Here is a complete list of the NPCs by category to make it easier for you to select your party: WARRIORS (Fighters, Rangers, Paladins) Name Class Align. Str Dex Con Int Wis Cha Keldorn Inq LG 17 9 17 12 16 18 Korgan Fig CE 18/77 15 19 12 9 7 Mazzy Fig LG Minsc Ran CG 18/98 16 16 8 6 9 Valygar Sta NG 17 18 16 10 14 10 PRIESTS (Clerics, Druids) Cernd Sha TN 13 9 13 12 18 15 Viconia Cle NE 10 19 8 16 18 14 WIZARDS (Mages) Edwin Con CE 10 10 16 18 10 10 ROGUES (Thieves, Bards) Haer'Dalis Bla CN 17 17 9 15 13 16 Yoshimo Bou TN 17 18 16 13 10 14 MULTI-CLASS Aerie Mag/Cle LG 10 17 9 16 16 14 Anomen Fig/Cle LN 18/52 10 16 10 12 13 Imoen Mag/Thi NG 9 18 16 17 11 16 Jaheira Fig/Dru TN 15 17 17 10 14 15 Jan Ill/Thi CN 9 17 15 16 14 10 Nalia Mag/Thi CG 14 18 16 17 9 13 I hope this helps you select your party - for more detailed information on the locations of the NPCs see the appropriate location pages. I've summarised the locations here: Aerie: Waukeen's Promenade Anomen: The Slums Cernd: Trademeet Edwin: The Docks Haer'Dalis: Temple District Imoen: Irenicus' Dungeon Jaheira: Irenicus' Dungeon Jan: Government District Keldorn: Temple District Korgan: The Slums Mazzy: Ruined Temple Minsc: Irenicus' Dungeon Nalia: The Slums Valygar: Umar Hills Viconia: Government District Yoshimo: Irenicus' Dungeon ------------------------------------------------------------- CHEATING! ------------------------------------------------------------- The cheat features are largely unchanged since the original Baldur's Gate. There are some minor differences, but that is to be expected. To get the cheats activated do these steps: Step One: Open the game's directory C:\Program Files\Black Isle\BGII - SoA Step Two: Open the Baldur.ini file in notepad. Step Three: Find the line [Program Options]. Under it are a variety of settings for your game. Add this line: Debug Mode=1. And it must be Debug Mode=1, not debug mode=1 or anything else. Save and close notepad. Step Four: Now when you are in the game, press CTRL-SPACE to bring up the Console. This is where you will enter all the cheats. Anyone familiar with the original Baldur's Gate cheats will find that the cheats are mostly the same from this point. At any point in the game, press CTRL-SPACE to bring up the console. There you enter in your cheat and press ENTER to execute the cheat. EXTRA EXPERIENCE: Open console and type CLUAConsole:SetCurrentXP(xxxx) Where xxxx is the number of xps you want your character to have. Note this has no bearing on your level. ITEM CREATION: Open console and type CLUAConsole:CreateItem(xxxxxx,yy) Where xxxxxxx is the item code (see below) and yy is the amount you want. If you just want one, don't type this. Item Codes: AMULETS: AMUL01 - Necklace of Missiles AMUL02 - Necklace AMUL04 - Studded Necklace with Zios Gems AMUL05 - Bluestone Necklace AMUL06 - Agni Mani Necklace AMUL07 - Rainbow Obsidian Necklace AMUL08 - Tiger Cowrie Shell Necklace AMUL09 - Silver Necklace AMUL10 - Gold Necklace AMUL11 - Pearl Necklace AMUL12 - Laeral's Tear Necklace (3000 gp) AMUL13 - Bloodstone Amulet AMUL14 - Amulet of Protection +1 AMUL15 - Shield Amulet AMUL16 - Amulet of Metaspell Influence (+1 2nd level spell) AMUL17 - Greenstone Amulet AMUL18 - Wolfsbane Charm +2 vs Lycanthropes AMUL19 - Amulet of 5% Magic Resistance AMUL20 - Kaligun's Amulet of Magic Resistance AMUL21 - Amulet of Power AMUL22 - Periapt of Proof Against Poison AMUL23 - Periapt of Life Protection AMUL24 - Necklace of Form Stability AMUL25 - Amulet of Spell Warding ARROWS: AROW01 - Arrow AROW02 - Arrow +1 AROW03 - Arrow of Slaying AROW04 - Acid Arrow AROW05 - Arrow of Biting AROW06 - Arrow of Detonation AROW07 - Arrow or Dispelling AROW08 - Arrow of Fire AROW09 - Arrow of Ice AROW10 - Arrow of Piercing AROW11 - Arrow +2 AROW12 - Arrow of Biting AROW1A - Arrow +2 (different picture) AXES: AX1H01 - Battle Axe AX1H02 - Battle Axe +1 AX1H03 - Battle Axe +2 AX1H04 - Throwing Axe AX1H05 - Throwing Axe +2 AX1H06 - Throwing Axe +2 AX1H07 - Bala's Axe (miscast magic) AX1H08 - Hangard's Axe +2 AX1H09 - Rifthome Axe +3 (thrown) AX1H10 - Azuredge Axe +3 AX1H11 - Battle Axe +2 AX1H12 - Battle Axe +3, Stonefire AX1H13 - Battle Axe +3, Frostreaver BAGS: BAG02 - Gem Bag BAG03 - Scroll Case BAG04 - Bag of Holding BELTS: BELT01 - Girdle BELT02 - Golden Girdle BELT03 - Girdle of Bluntness BELT04 - Girdle of Piercing BELT05 - Girdle of Masculinity/Femininity BELT06 - Girdle of Hill Giant Strength (19 STR) BELT07 - Girdle of Stone Giant Strength (20 STR) BELT08 - Girdle of Frost Giant Strength (21 STR) BELT09 - Girdle of Fortitude (sets CON to 18 for 8 hours) BELT10 - Belt of Inertial Barrier (resist damage) BLUNT WEAPONS: BLUN01 - Club BLUN02 - Flail BLUN03 - Flail +1 BLUN04 - Mace BLUN05 - Mace +1 BLUN06 - Morning Star BLUN07 - Morning Star +1 BLUN08 - Flail BLUN09 - Kiel's Morningstar BLUN10 - The Root of the Problem Club +1, +3 vs. unnatural creatures BLUN11 - Mace BLUN12 - Mace of Disruption +1 BLUN13 - Flail +2 BLUN14 - Flail of Ages +3 (complete, Fire + Acid + Cold) BLUN14A - Flail Head (Cold) BLUN14B - Flail Head (Fire) BLUN14C - Flail Head (Acid) BLUN14D - Flail of Ages (Fire + Cold) BLUN14E - Flail of Ages (Acid + Cold) BLUN14F - Flail of Ages (Fire + Acid) BLUN14G - Flail of Ages (Cold) BLUN14H - Flail of Ages (Fire) BLUN14I - Flail of Ages (Acid) BLUN15 - Morning Star +2 BLUN16 - Morningstar + 2: The Sleeper BLUN17 - Morningstar +2: Wyvern's Tail BLUN18 - Mace +3: Skullcrusher BLUN19 - Mace +2: Mauler's Arm BLUN20 - Mace +1: Ardulia's Fall BLUN21 - Mace +2 BLUN22 - Club +3, Blackblood BLUN23 - Bone Club +2, +3 vs. Undead BLUN24 - Club +2, Gnasher BLUN25 - Mace of Disruption +2 BOLTS: BOLT01 - Bolt BOLT02 - Bolt +1 BOLT03 - Bolt of Lightning BOLT04 - Bolt of Biting BOLT05 - Bolt of Polymorphing BOLT06 - Bolt +2 BOLT07 - Flasher Master Bruiser Mate (Jan Jansen) BOLT08 - Blessed Bolt BOOKS: BOOK01 - Magical Book BOOK02 - Spell Book BOOK03 - Manual of Bodily Health +1 Con BOOK04 - Manual of Gainful Exercise +1 Str BOOK05 - Manual of Quickness of Action +1 Dex BOOK06 - Tome of Clear Thought +1 Int BOOK07 - Tome of Leadership and Influence +1 Chr BOOK08 - Tome of Understanding +1 Wis BOOK09 - Normal Book BOOK10 to BOOK67 - Various Histories BOOK68 - Book of Ancient Knowledge/History of the Nether Scrolls (must be Identified) BOOK70 - Yago's Book of Curses BOOK71 to BOOK86 - Various Dusty Books BOOK87 - Balduran's Log Book BOOK88 - The Recipes and Ruminations of One Dradeel of Tethir BOOK89 - The Book of Kaza BOOK90 - Golem Building Book BOOK91 - Tome of Amaunator BOOK92 - Merella's Journal BOOK93 - Orcish Cookbook BOOK94 - The Vapiricus Omnibus: Unabridged BOOK95 - Dea Vampir Becomos BOOK96 - Conjur Ota Servanta BOOK97 - Lellyn's Journal BOOK98 - Book of King Strohm III BOOTS: BOOT01 - Boots of Speed BOOT02 - Boots of Stealth BOOT03 - Boots of the North BOOT04 - Boots of Avoidance BOOT05 - Boots of Grounding BOOT06 - Worn Out Boots BOOT07 - Boots of Elvenkind BOOT08 - Boots of Phasing BOOT09 - Boots BOOT10 - Boots of Lightning Speed (double haste) BOOT11 - Boots of Etherealness BOOTDRIZ - Drizzt's Boots of Speed BOWS: BOW01 - Composite Long Bow BOW02 - Composite Long Bow +1 BOW03 - Long Bow BOW04 - Long Bow +1 BOW05 - Short Bow BOW06 - Short Bow +1 BOW07 - Long Bow of Marksmanship BOW08 - Eagle Bow (Short Bow +2) BOW09 - Ripper +2 BOW10 - Heartseeker +3 BOW11 - Strong Arm +2 BOW12 - Elven Court Bow +3 BOW13 - Mana Bow +4 BOW14 - Tuigan Short Bow +1 BOW15 - Tansheron's Short Bow +3 (needs no ammo) BOW16 - Composite Long Bow +2 BOW17 - Long Bow +2 BOW18 - Short Bow +2 BOW19 - Short Bow of Gesen (needs no ammo) BOW19A - Gesen Bow Shaft BOW19B - Gesen Bow String BOW99 - Eagle Bow (short bow +2) NPBOW - Bow of Arvoreen (Mazzy) BRACERS: BRAC01 - Bracers of Defense AC 8 BRAC02 - Bracers of Defense AC 7 BRAC03 - Bracers of Defense AC 6 BRAC04 - Bracers of Archery BRAC05 - Bracers BRAC06 - Gauntlets of Ogre Power BRAC07 - Gauntlets of Dexterity BRAC08 - Gauntlets of Fumbling BRAC09 - Gauntlets of Weapon Skill BRAC10 - Gauntlets of Weapon Expertise BRAC11 - Bracers of Binding (cursed item) BRAC12 - Bracers BRAC13 - Bracers of Defense AC 5 BRAC14 - Bracers of Defense AC 4 BRAC15 - Bracers of Defense AC 3 BRAC16 - Bracers of Blinding Strike (improved haste once a day) BRAC17 - Gloves of Pick Pocketing BRAC18 - Gloves of Missile Snaring BRAC19 - Gauntlets of Crushing (extra fist damage) BRAC20 - Gloves of Healing BULLETS: BULL01 - Bullet BULL02 - Bullet +1 BULL03 - Bullet +2 BULL04 - Sunstone Bullet +1 CHAINMAILS: CHAN01 - Chainmail CHAN02 - Chainmail +1 CHAN03 - Chainmail +2 CHAN04 - Splint Mail CHAN05 - Splint Mail +1 CHAN06 - Mithril Chain Mail +4 (Drizzt's Chainmail) CHAN07 - Chain Mail +3 CHAN08 - Chain Mail +2 CHAN09 - Darkmail +3 CHAN10 - Jester's Chain +4 CHAN11 - Crimson Chain +5 CHAN12 - Elven Chain Mail CHAN13 - Elven Chain +1 CHAN14 - Sylvan Chain +2 CHAN15 - Melodic Chain +3 CHAN16 - Bladesinger Chain +4 CHAN17 - Ashen Scales +2 CHAN18 - Armor of Faith +3 NPCHAN - Corthala Family Armor CLOAKS & ROBES: CLCK01 - Cloak of Protection +1 CLCK02 - Cloak of Protection +2 CLCK03 - Cloak of Displacement CLCK04 - Cloak of the Wolf CLCK05 - Cloak of Balduran CLCK06 - Cloak of Non-Detection CLCK07 - Nymph Cloak CLCK08 - Algernon's Cloak CLCK09 - Mage Robe of Cold Resistance CLCK10 - Mage Robe of Fire Resistance CLCK11 - Mage Robe of Electrical Resistance CLCK12 - Knave's Robe CLCK13 - Traveller's Robe CLCK14 - Adventurer's Robe CLCK15 - Robe of the Good Archmagi CLCK16 - Robe of the Neutral Archmagi CLCK17 - Robe of the Evil Archmagi CLCK18 - Knave's Robe CLCK19 - Robe of the Good Archmagi CLCK20 - Cloak of the Shield CLCK21 - Holy cloak CLCK22 - Shandalar's cloak CLCK23 - Cloak of Elvenkind (hide in shadows bonus) CLCK24 - Cloak of Reflection CLCK25 - Cloak of the Stars CLCK26 - Cloak of Mirroring CLCK27 - Cloak of the Sewers (AC +1) CLCK28 - Shadow Thief Cloak CLCK29 - Robe of the Apprenti CLCK30 - Cloak of Bravery NPARM - Jansen AdventureWear NPCLCK - Cloak of the High Forest (Cernd) DAGGERS: DAGG01 - Dagger DAGG02 - Dagger +1 DAGG03 - Dagger +2 DAGG04 - Dagger +2, Longtooth DAGG05 - Throwing Dagger DAGG06 - Nester's Dagger DAGG07 - Kylee's Dagger DAGG08 - Hentold's Dagger DAGG09 - Silver dagger - Werebane DAGG10 - Soultaker Dagger DAGG11 - Boomerang Dagger +2 (thrown, returns) DAGG12 - Dagger of Throwing +3 Firetooth DAGG13 - Pixie Prick +3 DAGG14 - Dagger +4: 'BoneBlade' DAGG15 - Dagger +2 DAGG16 - Poisoned Throwing Dagger DAGG17 - Stiletto of Demarchess +2 DAGG18 - Shadow Thief Dagger DAGG19 - Dagger of <CHARNAME> DAGG20 - Dagger +4, Life-Stealer NEBDAG - Neb's Nasty Cutter DARTS: DART01 - Dart DART02 - Dart +1 DART03 - Dart of Stunning DART04 - Dart of Wounding DART05 - Asp's Nest (poison) DART06 - Giant Rock STARDART - Darts +5 (lasts for 4 hours) DROW ITEMS: DWBLUN01 - Drow Flail +3 DWBOLT01 - Drow Bolt of Sleep DWBOLT02 - Drow Bolt of Stunning DWBOLT03 - Drow Bolt +1 DWCHAN01 - Drow Elven Chain +3 DWCHAN02 - Drow Adamantine Chain +5 DWCLCK01 - Drow Piwafwi Cloak DWDUST - Adamantine Dust DWHALB01 - Drow Halberd +3 DWPLAT01 - Drow Full Plate +5 DWSHLD01 - Drow Shield +3 DWSPER01 - Drow Lance +3 DWSW1H01 - Drow Scimitar +3 DWSW1H02 - Drow Longsword +3 DWXBOW01 - Drow Crossbow of Speed FAMILIARS: FAMCAT - A familiar, cat FAMDUST - A familiar, dust mephit FAMFAIR - A familiar, fairy dragon FAMFER - A familiar, ferret FAMIMP - A familiar, imp FAMPSD - A familiar, pseudodragon FAMQUAS - A familiar, quasit FAMRAB - A familiar, rabbit HALBERDS: HALB01 - Halberd HALB02 - Halberd +1 HALB03 - Halberd +2 HALB04 - Halberd +3: Dragon's Bane HALB05 - Halberd +4 Dragon's Breath HALB06 - Halberd +4 Blackmist HALB07 - Halberd +2 HALB08 - Halberd +2, Duskblade HALB09 - Wave Halberd +4 HALB09A & HALB09B - Wave Shaft & Blade HAMMERS: HAMM01 - War Hammer HAMM02 - War Hammer +1 HAMM03 - War hammer +2 HAMM04 - Warhammer +1,+4 vs giant humanoids HAMM05 - War Hammer +2 HAMM06 - Dwarven Thrower +3 HAMM07 - Dwarven Warhammer of Thunderbolts +3 HAMM08 - War Hammer +2 HAMM09 - Crom Faeyr (best weapon in the game) HELMS: HELM01 - Helmet HELM02 - Helm of Opposite Alignment HELM03 - Helm of Glory HELM04 - Helm of Defense HELM05 - Helm of Infravision HELM06 - Helm of Charm Protection HELM07 - Helm of Balduran HELM08 through HELM13, HELM15 - Helmet HELM14 - Kiel's Helmet HELM16 - Helm of Brilliance HELM17 - Skull of Death HELM18 - Pearly White Ioun Stone (regenerate HP) HELM19 - Dusty Rose Ioun Stone (AC +1) HELM20 - Pale Green Ioun Stone (bonus HP and THAC0) HELM21 - Dragon Helm HELM22 - Amnish Helmet ICEWIND ITEMS (with the Preorder Bonus CD): WAAXE - Hrothgar's Axe +3 WAFLAIL - Defender of Easthaven +2 WAMACE - Jerrod's Mace WANINJA - Scarlet Ninja-To +3 WAS2H - Joril's Dagger +3 WASLING - Sling of Everard +5 (needs no ammo) WASPEAR - Spear of Kuldahar +3 WASTAFF - Staff of Arundel WASTAR - Everard's Morning Star +2 WAWAK - Kachiko's Wakizashi +3 KEYS: (that aren't "MISC" codes) EDWINKEY - Mae'Var's Strongbox Key KEY01 - Cult Key KEY02 - Gaal's Key KEY03 - Planar Key KEY04 - Sun Ray Symbol KEY05 - Dawn's Light Symbol KEY06 - Lightstone Symbol KEY07 - Chapel Key KEY08 - Chain Key KEY09 - Firkraag Prison Key KEY10 - Keep Key KEY11 - Planar Prison Cell Key KEY12 - Key to Aran's Lair KEY13 - Shadow Thief Prison Key KEY14 - Piece of Burial Mask KEY15 - Piece of Burial Mask KEY16 - Piece of Burial Mask KEY17 - Piece of Burial Mask KEY18 - Piece of Burial Mask KEY19 - Piece of Burial Mask KEY20 - Burial Mask of King Strohm III KEY21 - Samia's Key KEY22 - Shadow Prison Key KEY23 - Symbol of Amaunator KEY24 - Sahuagin Treasury Key KEY25 - Despana Treasury Key KEY26 - Sekolah's Tooth KEY27 - Guildhouse Key KEY28 - Jon's Key KEY29 - Sewer Key LEATHER ARMORS: LEAT01 - Leather Armor LEAT02 - Leather Armor +1 LEAT03 - Leather Armor +2 LEAT04 - Studded Leather Armor LEAT05 - Studded Leather Armor +1 LEAT06 - Studded Leather Armor +2, missile attraction LEAT07 - Studded Leather Armor +2 LEAT08 - Shadow Armor (Studded Leather +3) LEAT09 - Leather Armor +3 LEAT10 - Hide Armor LEAT11 - Leather Armor +2 LEAT12 - Leather Armor +3 LEAT13 - Skin of the Ghoul +4 LEAT14 - The Night's Gift +5 LEAT15 - Studded Leather Armor +2 LEAT16 - Orc Leather +3 LEAT17 - Armor of Deep Night +4 LEAT18 - Armor of the Viper +5 LEAT19 - Shadow Dragon Scale LEAT20 - Aeger's Hide +3 LEAT21 - Human Flesh +5 LEAT22 - Human Flesh (not finished) MISC: C6LANTHO - The Lanthorn MAGE01 - Ring of Invisibility MAGE02 - Ring of Barkskin MAGE03 - Ring of Mirror Image MAGE04 - Pseudo Ring of Blur MAGE05 - Pseudo Ring of Free Action MAGE06 - Ring of Haste MISC01 - Winter Wolf Pelt MISC02 - Mirror MISC03 - Small Box MISC04 - Bassilus' Holy Symbol MISC07 - Gold Piece MISC12 - Ankheg Shell MISC13 - Samuel (body) MISC16 - Fire Agate Gem MISC17 - Lynx Eye Gem MISC18 - Sunstone Gem MISC19 - Turquoise Gem MISC1A - Bottle of Wine MISC1B - Butter Knife of Balduran MISC1C - Sea Charts MISC1E - Evan's Body MISC1F - Dradeel's Spell Book MISC1G - Farthing's Dolly MISC1H - Gong Mallet MISC1I - Belladonna flowers MISC1J - Glittering Beljuril Gemstone MISC20 - Bloodstone Gem MISC21 - Skydrop Gem MISC22 - Andar Gem MISC23 - Jasper Gem MISC24 - Tchazar Gem MISC25 - Zircon Gem MISC26 - Iol Gem MISC27 - Moonstone Gem MISC28 - Waterstar Gem MISC29 - Ziose Gem MISC2A - Doppelganger Wardstone MISC2B - Level 1 Exit Wardstone MISC2C - Islanne Wardstone MISC2D - Kiel Wardstone MISC2E - Fuernebol Wardstone MISC2F - Teleportation Wardstone MISC2G - Level 2 Exit Wardstone MISC2I - Wardstone Forgery MISC2K - Compass Wardstone MISC2L - Bone Wardstone MISC2M - Dwarven Rune 1 Wardstone MISC2N - Dwarven Rune 2 Wardstone MISC2O - Lock of hair from Kirinhale MISC2P - Harp of ? MISC30 - Chrysoberyl Gem MISC31 - Star Diopside Gem MISC32 - Shandon Gem MISC33 - Aquamarine Gem MISC34 - Garnet Gem MISC35 - Horn Coral Gem MISC36 - Pearl MISC37 - Sphene Gem MISC38 - Black Opal MISC39 - Water Opal MISC3A - Book of Infinite Spells (Fireball) MISC3A1 - Book of Infinite Spells (Invisibility) MISC3A2 - Book of Infinite Spells (Protection from Evil) MISC3A3 - Book of Infinite Spells (True Seeing) MISC3A4 - Book of Infinite Spells (Farsight) MISC3A5 - Book of Infinite Spells (Spell Turning) MISC3A6 - Book of Infinite Spells (Wyvern Call) MISC3A7 - Book of Infinite Spells (Stinking Cloud) MISC3A8 - Book of Infinite Spells (Lightning Bolt) MISC3A9 - Book of Infinite Spells (Burning Hands) MISC3C - Efreeti Bottle MISC3D - Golden Lion Figurine MISC3E - Black Spider Figurine MISC3F - Jade Hound MISC3H - Horn of Blasting MISC3I - Silver Horn of Valhalla MISC3J - Bronze Horn of Valhalla MISC3K - Iron Horn of Valhalla MISC3L - Horn of Silence MISC3M - Harp of Discord MISC3N - Azlaer's Harp MISC3O - Methild's Harp MISC3P - Glasses of Identification MISC40 - Moonbar Gem MISC41 - Star Sapphire MISC42 - Diamond MISC43 - Emerald MISC44 - Kings Tears MISC45 -Rogue Stone MISC47 - Golden Pantaloons MISC48 - Idol MISC49 - Melicamp the Chicken MISC4A - Activation Stone MISC4B - Jail Cell Key (Jaheira) MISC4C - Air Elemental Statue MISC4D - The Genie's Flask MISC4E - Energy Cells MISC4G - Portal Key MISC4H - Wand of Fire Key MISC4I - Wand of Frost Key MISC4J - Wand of Summoning Key MISC4K - Wand of Lightning Key MISC4L - Wand of Cloudkill Key MISC4M - Wand of Missiles Key MISC4N - Acorns MISC4O - Sewage Golem Key MISC4P - Key to Frennedan's Room MISC4Q - The Ogre's Sword MISC4R - Haegan's Key MISC4S - Key to Shadow Thieves Cellar (Gaelan's Key) MISC4T - Letter of Transfer MISC4U - Embarl's Dagger MISC4V - Mae'Var's Letter MISC4W - Edwin's Documents MISC4X - Statuette of Lathander MISC4Y - Necklace of Talos MISC4Z - Beastmaster Key MISC50 - Skull MISC51 - Lock of Nymph's Hair MISC52 - Wyvern Head MISC53 - Bowl of Water Elemental Control MISC54 - Child's Body MISC55 - Duke Eltan's Body MISC56 - Broken Weapon MISC57 - Broken Shield MISC58 - Broken Armor MISC59 - Broken Miscellaneous MISC5A - Rift Device Part MISC5B - Rift Device Part 2 MISC5C - Rift Device MISC5D - Harper Bird MISC5E - Harper Amulet MISC5F - Renfeld's Body MISC5G - Exotic Hide MISC5H - Guril Berries MISC5I - Am-si's Key MISC5J - Writ of Innocence MISC5K - Illithium Ore (200 pounds) MISC5L - Littleman The Stuffed Bear MISC5M - Inspector's Body MISC5N - Piece of Red Cloth MISC5O - Silver Pantaloons MISC5P - Ransom Note MISC5Q - Blood of Quallo's Friend MISC5R - The Lover's Ring MISC5S - Hand MISC5T - Shaman's Staff MISC5U - Montaron's Body MISC5V - Lock of Jaheira's Hair MISC5W - Keepsake Locket MISC5X - Harper Pin MISC5Y - Jaheira's Note MISC5Z - Rift Device (used) MISC60 - Spider Body MISC61 - Bottle of Wine MISC62 - Dead Cat MISC63 - Chew Toy MISC64 - Telescope MISC65 - Brage's Body MISC66 - Farmer Brun's son (DEAD) MISC67 - Brun's Dead Son MISC68 - Abela the Nymph MISC69 - Helshara's Artifact Fragment MISC6A - Tanner's Letter MISC6B - Dennis' Mother's Gong MISC6C - Guril Berries MISC6D - Solik Berries MISC6E - Oak Bark MISC6F - Quataris' Confession MISC6G - Bust of Sune MISC6H - Mekrath's Mirror MISC6I - Anarg's Cup MISC6J - Golem Head MISC6K - Golem Arm MISC6L - Golem Brain MISC6M - Demon Heart MISC6N - Sun Gem MISC6O - Sun Gem MISC6P - Shadow Dragon Wardstone MISC6Q - Amuana's Bones MISC6R - Note to Order MISC6S - Chunk of Illithium Alloy MISC6T - Planar Stone MISC6U - Firkraag's Challenge MISC6V - Smuggled Shipment MISC6W - Wooden Stake MISC6X - Portal Gem MISC6Y - Mimic's Blood MISC6Z - Beljuril MISC70 - Delorna's Statue MISC71 - Delorna's Spellbook MISC72 - The Claw of Kazgaroth MISC73 - The Horn of Kazgaroth MISC74 - The Candle MISC75 - Dagger of Venom MISC76 - The Dream Potion MISC77 - Skull of Kereph MISC78 - Invitation MISC79 - Female Body MISC7A - Chicken MISC7B - Chicken MISC7C - Contact's Note MISC7D - Barl's Antidote MISC7E - Fairy Dust MISC7F - Ti'Vael's Head MISC7G - Jaheira's note for <CHARNAME> MISC7H - Umar Witch Project Journal MISC7I - Chaos Tome MISC7J - Wand of Activation MISC7K - Head of Cotirso MISC7L - Valygar's Body MISC7M - Corthala Tax Notice MISC7N - Wand of Lightning MISC7O - Note (from Cragmoon) MISC7P - Tombelthen's Journal (first half) MISC7Q - Tombelthen's Journal (2nd half) MISC7R - Mithril Medallion MISC7S - Lord Tombelthen's Note MISC7T - Moon Dog Figurine MISC7U - Dog Stew MISC7V - Dog Meat MISC7W - Lavok's Tome MISC7X - Mastery Orb MISC7Y - Thrall Collar MISC7Z - Coal MISC80 - Male Body MISC82 - Ancient Armor MISC83 - Key to River Plug MISC84 - Boo MISC85 - Mulahey's Holy Symbol MISC86 - Bandit Scalp MISC87 - Contaminated Iron MISC88 - Rabbit's Foot MISC89 - Edwin's Amulet MISC8A - Note (for Shadow Thieves) MISC8B - Note (for Shadow Thieves 2) MISC8C - Morn Ritual MISC8D - Noontide Ritual MISC8E - Dusk Ritual MISC8F - Playhouse Deed MISC8G - Rune of Imprisonment MISC8H - Blood of a Silver Dragon MISC8I - Note from Imnesvale MISC8J - Boots of the West (CHA +1) MISC8K - Ihtafeer's head MISC8L - Mantle of Waukeen MISC8M - Trademeet Tomb Key MISC8N - Isaea's Financial Statements MISC8O - Isaea's Signet Ring MISC8P - Isaea's Slavery Document MISC8Q - Rebel's Orb MISC8R - Fake Rebel's Heart MISC8S - Rebel's Heart MISC8T - Cernd's Baby MISC8U - Silver Blade (Vorpal Sword piece) MISC8V - Wardstone for Asylum MISC8W - Opal Stone MISC8X - Ruby Stone MISC8Y - Sapphire Stone MISC8Z - Kurtulmak's Crystal Shard MISC90 - Chelak's Body MISC91 - Grapes MISC92 - Switch for engine MISC93 - Odd looking key MISC94 - Mallet head MISC95 - Mallet handle MISC96 - Peladon MISC97 - De'Tranion's Baalor ale MISC98 - Durlag's goblet MISC99 - Cursed Plate mail armor (belt icon) MISC9A - The Hand of Dace MISC9B - Vampire Stake MISC9C - Lium's Journal of Malevolent Magicks MISC9D - Giant Troll's Head MISC9E - Minotaur Horn MISC9F - Minotaur Horn 2 MISC9G - Pirate Horn MISC9H - Neb's Head MISC9I - First journal of Jon Irenicus MISC9J - Second journal of Jon Irenicus MISC9K - Third journal of Irenicus MISC9L - Deed to the Windspear Hills MISC9M - Pipe MISC9N - Pendant MISC9O - Staff MISC9P - Helmet MISC9Q - Scimitar MISC9R - Light Gem MISC9S - Mind Amplification Device MISC9T - Dragon Eggs MISC9U - Fake Dragon Eggs (Phaere's) MISC9V - Fake Dragon Eggs (Solaufein) MISC9W - Drow Piwafwi Cloak (Solaufein's) MISC9X - Control Circlet MISC9Y - Brine Potion MISC9Z - Corrupted Tadpoles MISCA1 - Gem ? MISCA2 - Sulphurous Poison MISCA3 - Book of Rituals MISCA4 - Potion of Squirrel Change MISCA5 - Stoneshape Scroll MISCA6 - Patrol Leader's Helmet MISCA7 - Kuo-Toan's Blood MISCA8 - Eyestalk of an Elder Orb MISCA9 - Star Medallion MISCAA - Golden Circlet MISCAB - Jar of Water MISCAC - Sundial MISCAD - Sun Medallion MISCAE - Sword Medallion MISCAF - The Gagged Man MISCAG - Mirror MISCAH - Hourglass MISCAI - Worn Out Boots MISCAJ - Grinning Skull MISCAK - Warden's Note MISCAL - Mithril Token MISCAM - Galvena's Key MISCAN - Galvena's Medallion MISCAO - Mind Flayer Painting MISCAP - Umberhulk Painting MISCAQ - Troll Painting MISCAR - Djinni Painting MISCAS - Sleeping Draught MISCAT - Mug of Ale MISCAU - Elven Holy Water MISCAV - Golden Skull MISCAW - Golden Arm and Leg MISCAX - Golden Leg MISCAY - Golden Torso MISCAZ - Beholder Eye MISCB1 - Talisman of Rillifane MISCB2 - Golden Goblet of Life MISCB3 - Moonblade MISCB4 - Tree of Life Nuts MISCB5 - Tears of Bhaal MISCB6 - Tears of Bhaal MISCB7 - Tears of Bhaal MISCB8 - Tears of Bhaal MISCB9 - Tears of Bhaal MISCBA - Tears of Bhaal MISCBC - Blackrazor, Long Sword +3 MISCBD - Dog Bones MISCBE - Gilded Rope MISCBF - Jae'llat Wardstone MISCBG - Lich's Tooth MISCBH - Deirex's Gem MISCBI - Magical Rope MISCBJ - Qilue's Brain MISCBK - Illithid Serum MISCBL - Aerie's Body MISCBM - Anomen's Body MISCBN - Jaheira's Body MISCBO - Viconia's Body MISCBP - Bodhi's Black Heart MISCBQ - Tree of Life Nuts (edible) MISCBR - Stone Harp MISCBS - Stone Horn MISCBT - Elven Priest Stone MISCBU - Yoshimo's Heart MISCBV - Elder Brain Blood MISCBW - Sahuagin Scribe's Notes MISCBX - Note (to Ployer) MISCBY - Tainted Dragon Eggs MISCBZ - Tizzak's Journal MISCCA - Demin's Note MISCCC - Drow Note NPMISC1 - Jansen Spectroscopes NPMISC2 - Jansen Techno-Gloves PLATE & FULL PLATE ARMORS: PLAT01 - Plate Mail Armor PLAT02 - Plate Mail +1 PLAT04 - Full Plate Mail PLAT05 - Full Plate Mail +1 PLAT06 - Ankheg Plate Mail PLAT07 - Plate Mail PLAT08 - Plate Mail +3 PLAT09 - Mithral Field Plate Armor +2 PLAT10 - Plate Mail +1 PLAT11 - Delver's Plate +2 PLAT12 - Doomplate +3 PLAT13 - Gorgon Plate +4 PLAT14 - Full Plate Mail +1 PLAT15 - Pride of the Legion +2 PLAT16 - Armor of the Hart +3 PLAT17 - T'rahcie's Plate +5 PLAT18 - Red Dragon Scale PLAT19 - Full Plate + 2 NPPLAT - Firecam Full-Plate Armor (Keldorn) POTIONS: POTN02 - Potion of Fire Resistance POTN03 - Potion of Hill Giant Strength POTN04 - Potion of Frost Giant Strength POTN05 - Potion of Fire Giant Strength POTN06 - Potion of Cloud Giant Strength POTN07 - Potion of Storm Giant Strength POTN08 - Potion of Healing POTN09 - Potion of Heroism POTN10 - Potion of Invisibility POTN11 - Potion of Invulnerability POTN12 - Potion of Stone Giant Strength POTN13 - Oil of Firey Burning POTN14 - Oil of Speed POTN15 - Red Potion POTN16 - Violet Potion POTN17 - Elixir of Health POTN18 - Potion of Absorption POTN19 - Potion of Agility POTN20 - Antidote POTN21 - Potion of Clarity POTN22 - Potion of Cold Resistance POTN23 - Oil of Speed POTN24 - Potion of Defense POTN25 - Potion of Healing POTN26 - Potion of Explosions POTN27 - Potion of Firebreath POTN28 - Potion of Fortitude POTN29 - Potion of Genius POTN30 - Potion of Infravision POTN31 - Potion of Insulation POTN32 - Antidote POTN33 - Potion of Magic Blocking POTN34 - Potion of Magic Protection POTN35 - Potion of Magic Shielding POTN36 - Potion of Master Thievery POTN37 - Potion of Mind Focusing POTN38 - Potion of Mirrored Eyes POTN39 - Potion of Perception POTN40 - Potion of Invulnerability POTN41 - Potion of Power POTN42 - Potion of Regeneration POTN43 - Potion of Insight POTN44 - Potion of Strength POTN45 - Potion of Freedom POTN46 - Potion of Stone Form POTN47 - Marek's Antidote (better than normal antidote) POTN48 - Vial of Mysterious Liquid (used in Nashkel mines to poison iron ore) POTN52 - Potion of Extra Healing POTN53 - Festule the Alchemist's Potion POTN54 - Empty Potion Bottle RINGS: RING01 - Plain Ring RING02 - Ring of Fire Resistance RING03 - Ring of Animal Friendship RING04 - Ring of Clumsiness RING05 - Ring of Invisibility RING06 - Ring of Protection +1 RING07 - Ring of Protection +2 RING08 - Ring of Wizardry RING09 - Ring of Free Action RING10 - Gold Ring RING11 - Silver Ring RING12 - Onyx Ring RING13 - Jade Ring RING14 - Greenstone Ring RING15 - Bloodstone Ring RING16 - Angel Skin Ring RING17 - Flamedance Ring RING18 - Fire Opal Ring RING19 - Ruby Ring RING20 - Ring of Energy RING21 - Ring of Infravision RING22 - Ring of Holiness RING23 - Ring of Folly RING25 - Koveras' Ring of Protection (+1) RING26 - Ring of Djinni Summoning RING27 - Ring of Fire Control RING28 - Ring of Air Control RING29 - Ring of Earth Control RING30 - Ring of Human Influence RING31 - Ring of Regeneration RING32 - Ring RING33 - Ring of the Ram RING34 - Ring of Spell Turning RING35 - Ring of Lock Picks RING36 - Ring of Danger Sense RING37 - Storm Ring RING38 - Dawn Ring RING39 - Ring of Gaxx RING40 - Ring of Acuity NPRING01 - D'Arnisse Signet Ring (Nalia) RODS: RODS01 - Rod of Absorption RODS02 - Rod of Lordly Might RODS03 - Rod of Resurrection RODS04 - Rod of Smiting RODS05 - Rod of Terror DRAGON SCALES: SCALEB - Shadow Dragon Scales SCALER - Red Dragon Scales SCROLLS: SCRL02 - Spell Scroll SCRL03 - Protection from Acid SCRL04 - Protection from Cold SCRL05 - Protection from Electricity SCRL06 - Protection from Fire SCRL07 - Protection from Magic SCRL08 - Protection from Poison SCRL09 - Protection from Undead SCRL10 - Cursed Scroll of Weakness SCRL11 - Cursed Scroll of Clumsiness SCRL12 - Cursed Scroll of Foolishness SCRL13 - Cursed Scroll of Ugliness SCRL14 - Cursed Scroll of Summon Monster SCRL15 - Protection from Petrification SCRL16 - Cursed Scroll of Petrification SCRL17 - Cursed Scroll of Ailment SCRL18 - Cursed Scroll of Stupidity SCRL1B - Agannazar's Scorcher SCRL1C - Ghoul Touch SCRL1D - Clairvoyance SCRL1E - Dispel Magic SCRL1F - Flame Arrow SCRL1G - Fireball SCRL1H - Haste SCRL1I - Hold Person SCRL1J - Invisibility 10' radius SCRL1K - Lightning Bolt SCRL1L - Monster Summoning I SCRL1M - Non-Detection SCRL1N - Protection from Normal Missiles SCRL1O - Slow SCRL1P - Skull Trap SCRL1Q - Vampiric Touch SCRL1S - Dire Charm SCRL1T - Ghost Armor SCRL1U - Confusion SCRL1V - Stoneskin SCRL1W - Fireshield (Blue) SCRL1X - Ice Storm SCRL1Y - Improved Invisibility SCRL1Z - Minor Globe of Invulnerability SCRL2A - Monster Summoning II SCRL2B - Stoneskin SCRL2D - Animate Dead SCRL2E - Cloudkill SCRL2F - Cone of Cold SCRL2G - Monster Summoning III SCRL2H - Shadow Door SCRL2I-SCRL3F - Letters SCRL3G - Vocalize SCRL3H - Protection from Evil SCRL3I - Letter SCRL3Z - Letter SCRL56 - Cure Serious Wounds SCRL58 - Free Action SCRL59 - Neutralize Poison SCRL5A - Mental Domination SCRL5B - Defensive Harmony SCRL5C - Protection from Lightning SCRL5D - Protection from Evil 10' radius SCRL5E - Champion's Strength SCRL5F - Chaotic Commands SCRL5G - Remove Curse SCRL5H - Emotion SCRL5I, SCRL5W - Greater Malison SCRL5J - Otiluke's Resilient Sphere SCRL5K - Spirit Armor SCRL5L - Polymorph Other SCRL5M - Polymorph Self SCRL5N - Domination SCRL5O - Hold Monster SCRL5P - Chaos SCRL5Q - Feeblemind SCRL5T - Protection from Electricity SCRL5U - Reflected Image SCRL5Z - Fireball SCRL61 - Cure Critical Wounds SCRL62 - Flame Strike SCRL63 - Raise Dead SCRL66 - Grease SCRL67 - Armor SCRL68 - Burning Hands SCRL69 - Charm Person SCRL6D - Find Familiar SCRL6E - Power Word, Sleep SCRL6F - Ray of Enfeeblement SCRL6G - Minor Spell Deflection SCRL6H - Protection from Fire SCRL6I - Protection from Cold SCRL6J - Spell Thrust SCRL6K - Detect Illusion SCRL6L - Hold Undead SCRL6M - Enchanted Weapon SCRL6N - Fireshield (Red) SCRL6O - Secret Word SCRL6P - Minor Sequencer SCRL6Q - Teleport Field SCRL6R - Spider Spawn SCRL6S - Spell Immunity SCRL6T - Protection from Normal Weapons SCRL6U - Breach SCRL6V - Lower Resistance SCRL6W - Oracle SCRL6X - Conjure Lesser Fire Elemental SCRL6Y - Protection from Acid SCRL6Z - Phantom Blade SCRL70 - Color Spray SCRL71 - Blindness SCRL72 - Friends SCRL73 - Protection from Petrification SCRL75 - Identify SCRL76 - Infravision SCRL77 - Magic Missile SCRL78 - Protection from Evil SCRL79 - Shield SCRL7B - Conjure Lesser Air Elemental SCRL7C - Conjure Lesser Earth Elemental SCRL7D - Minor Spell Turning SCRL7E - Invisible Stalker SCRL7F - Globe of Invulnerability SCRL7G - Tenser's Transformation SCRL7H - Flesh to Stone SCRL7I - Death Spell SCRL7J - Protection from Magic SCRL7K - Mislead SCRL7L - Pierce Magic SCRL7M - True Sight SCRL7O - Protection from Magical Weapons SCRL7P - Power Word, Silence SCRL7Q - Improved Haste SCRL7R - Death Fog SCRL7S - Chain Lightning SCRL7T - Disintegrate SCRL7U - Contingency SCRL7V - Spell Deflection SCRL7W - Wyvern Call SCRL7X - Conjure Fire Elemental SCRL7Y - Conjure Air Elemental SCRL7Z - Conjure Earth Elemental SCRL80 - Shocking Grasp SCRL81 - Sleep SCRL82 - Chill Touch SCRL83 - Chromatic Orb SCRL84 - Larloch's Minor Drain SCRL85 - Blur SCRL86 - Detect Evil SCRL87 - Detect Invisibility SCRL89 - Horror SCRL8A - Carrion Summons SCRL8B - Summon Nishruu SCRL8C - Stone to Flesh SCRL8D - Spell Turning SCRL8E - Protection from the Elements SCRL8F - Project Image SCRL8G - Ruby Ray of Reversal SCRL8H - Khelben's Warding Whip SCRL8I - Cacofiend SCRL8J - Mantle SCRL8L - Spell Sequencer SCRL8M - Sphere of Chaos SCRL8N - Delayed Blast Fireball SCRL8O - Finger of Death SCRL8P - Prismatic Spray SCRL8Q - Power Word, Stun SCRL8R - Mordenkainen's Sword SCRL8S - Summon Efreeti SCRL8T - Summon Djinni SCRL8U - Summon Hakeashar SCRL8V - Control Undead SCRL8W - Mass Invisibility SCRL8X - Spell Shield SCRL8Y - Protection from Energy SCRL8Z - Simulacrum SCRL90 - Invisibility SCRL91 - Knock SCRL92 - Know Alignment SCRL93 - Luck SCRL94 - Resist Fear SCRL95 - Melf's Acid Arrow SCRL96 - Mirror Image SCRL97 - Stinking Cloud SCRL98 - Strength SCRL99 - Web SCRL9A - Pierce Shield SCRL9B - Summon Fiend SCRL9C - Improved Mantle SCRL9D - Spell Trigger SCRL9E - Incendiary Cloud SCRL9F - Symbol, Fear SCRL9G - Abi-Dalzim's Horrid Wilting SCRL9H - Maze SCRL9J - Power Word, Blind SCRL9L - Spell Trap SCRL9M - Spellstrike SCRL9N - Gate SCRL9P - Absolute Immunity SCRL9Q - Chain Contingency SCRL9R - Time Stop SCRL9S - Imprisonment SCRL9T - Meteor Swarm SCRL9U - Power Word, Kill SCRL9V - Wail of the Banshee SCRL9W - Energy Drain SCRL9X - Black Blade of Disaster SCRL9Y - Shapechange SCRL9Z - Freedom SCRLA1 - Wizard Eye SCRLA2 - Deafness SCRLA3 - Glitterdust SCRLA4 - Limited Wish SCRLA5 - Melf's Minute Meteors SCRLA6 - Spook SCRLA7 - Remove Magic SCRLA8 - Contagion SCRLAG - Scroll of Crom Faeyr SCRLAI - Ray of Enfeeblement SCRLAJ - Farsight SCRLAK - Remove Curse SCRLAL - Sunfire SCRLAM, SCRLAO - Symbol, Death SCRLAN - Symbol, Stun SCRLPET - Stone to Flesh SCRLZZ - Summon Cow SHIELDS: SHLD01 - Small Shield SHLD02 - Small Shield +1 SHLD03 - Medium Shield SHLD04 - Medium Shield +1 SHLD05 - Large Shield SHLD06 - Large Shield +1 SHLD07 - Large Shield +1, +4 vs Missiles SHLD08 - Buckler SHLD09 - Buckler SHLD10 - Buckler SHLD11 - Small Shield SHLD12 - Small Shield SHLD13 - Medium Shield SHLD14 - Medium Shield SHLD15 - Large Shield SHLD16 - Large Shield SHLD17 - Buckler +1 SHLD18 - Large Shield SHLD19 - Large Shield +2 SHLD20 - Kiel's Buckler SHLD21 - Dragon Scale Shield +2 SHLD22 - Sentinel +4 SHLD23 - Fortress Shield +3 SHLD24 - Reflection Shield +1 SHLD25 - Shield of Harmony +2 SHLD26 - Shield of the Lost +2 SHLD27 - Saving Grace +3 SHLD28 - Small Shield +2 SHLD29 - Medium Shield +2 SHLD30 - Large Shield +2 NPSHLD - Delryn Family Shield (Anomen) SLINGS: SLNG01 - Sling SLNG02 - Sling +1 SLNG03 - Sling +3 SLNG04 - Sling +2 SLNG05 - Sling +3 : 'Arla's Dragonbane' SLNG06 - Sling of Arvoreen +4 SLNG07 - Sling of Seeking +2 SPEARS: SPER01 - Spear SPER02 - Spear +1 SPER03 - Spear +3, Backbiter SPER04 - Spear SPER05 - Spear +2 SPER06 - Spear +3 SPER07 - Spear of the Unicorn +2 SPER08 - Spear +3, Impaler SPER09 - Spear +1, Halcyon SPER10 - Spear of Withering +4 STAVES: STAF01 - Quarterstaff STAF02 - Quarterstaff +1 STAF03 - Quarterstaff STAF04 - Quarterstaff STAF05 - Staff of Striking STAF06 - Staff Mace STAF07 - Staff Spear +2 STAF08 - Quarterstaff +3 STAF09 - Staff of Command STAF10 - Staff of Curing STAF11 - Staff of the Magi STAF12 - Staff of Power STAF13 - Staff of Thunder and Lightning +2 STAF14 - Staff of the Woodlands +4 STAF15 - Staff of Air +2 (looks like a machinegun) STAF16 - Staff of Earth +2 STAF17 - Staff of Fire +2 STAF18 - Quarter Staff +2 STAF19 - Cleric's Staff +3 STAF20 - Staff of Rynn +4 NPSTAF - Staff of the High Forest (Cernd) ONE HANDED SWORDS: SW1H01 - Bastard Sword SW1H02 - Bastard Sword +1 SW1H03 - Bastard Sword +1, +3 vs. Shapeshifters SW1H04 - Long Sword SW1H05 - Long Sword +1 SW1H06 - Long Sword +2 SW1H07 - Short Sword SW1H08 - Short Sword +1 SW1H09 - Short Sword +2 SW1H10 - Short Sword of Backstabbing SW1H11 - Odd Flame Sword (Creature Attack?) SW1H12 - Hull's Long Sword SW1H13 - Moonblade SW1H14 - Short Sword +1 SW1H15 - Scimitar +3, Frostbrand SW1H16 - Scimitar +5, Defender SW1H17 - Perdue's Short Sword SW1H18 - Sword of Balduran SW1H19 - The Vampire's Revenge (cursed) SW1H20 - Scimitar SW1H21 - Short Sword SW1H22 - Scimitar +1 SW1H23 - Scimitar +2 SW1H24 - Long Sword +1, Flame Tongue SW1H25 - Kundane +2: Sword of Quickness SW1H26 - Ilbratha, Short Sword + 1 SW1H27 - Arbane's Sword +2 SW1H28 - Cutthroat +4 SW1H29 - Short Sword +2 SW1H30 - Scimitar of Speed +2: Belm SW1H31 - Sunblade: Daystar SW1H32 - Long sword +2: Dragonslayer (Peridan) SW1H33 - Long Sword +2: Ras, The Dancing Blade SW1H34 - Bastard Sword +1: Albruin SW1H35 - Adjatha the Drinker, Long Sword +2 SW1H36 - Namarra, Long Sword +2 SW1H37 - Taragarth the Bloodbrand, Bastard Sword +1 SW1H38 - Jhor the Bleeder, Bastard Sword +2 SW1H39 - Blade of Searing, Bastard Sword +3 SW1H40 - Blade of Roses, Long Sword +3 SW1H41 - Long Sword +2 SW1H42 - Bastard Sword +2 SW1H43 - Katana SW1H44 - Katana +1 SW1H45 - Katana +2: Malakar SW1H46 - Wakizashi SW1H47 - Wakizashi +1 SW1H48 - Ninja-To SW1H49 - Ninja-To +1 SW1H50 - Scimitar +1, Shazzellim SW1H51 - Celestial Fury Katana +3 SW1H52 - Scimitar +3: 'Water's Edge' SW1H53 - Sword of Flame +1 SW1H54 - Long Sword: The Equalizer SW1H54A, SW1H54B, SW1H54C - Pieces of the Equalizer SW1H55 - Katana +2 SW1H56 - Scimitar NPSW01 - Sword of Arvoreen (Mazzy) NPSW02 - Katana +1 (Yoshimo) NPSW03 - Hallowed Redeemer +2 (Keldorn) NPSW04 - Corthala Family Blade +2 (Valygar) NPSW05 - Entropy (Haer'Dalis) NPSW06 - Chaos Blade (Haer'Dalis) TORMENT ITEMS (with Collector's Edition Bonus CD): WA2AMU - Sensate Amulet WA2DAK - Dak'kon's Zerth Blade WA2HALB - Harmonium Halberd WA2HARP - Harp of Pandemonium WA2HELM - Vhailor's Helm WA2PLAT - Plate of Balduran WA2RING - Mercykiller Ring WA2ROBE - Robe of Vecna WA2S1H - Sword of Balduran WA2SHIEL - Shield of Balduran TWO HANDED SWORDS: SW2H01 - Two Handed Sword SW2H02 - Two Handed Sword +1 SW2H03 - Two Handed Sword, Berserking SW2H05 - Two Handed Sword (no image) SW2H06 - Spider's Bane SW2H07 - Two Handed Sword +3 SW2H08 - Two Handed sword +2 SW2H09 - Two Handed Sword +4, Warblade SW2H10 - Holy Avenger (Two Handed Sword +5) SW2H11 - Two Handed Sword +2 SW2H12 - Two Handed Sword: Flame of the North + 2 SW2H13 - Spider's Bane + 2 SW2H14 - Lilarcor (Sentient Sword) SW2H15 - Silver Sword (Vorpal Sword) SW2H15A - Silver Hilt (piece of Vorpal Sword) SW2H16 - Sword of Chaos +2 SW2H99 - Cursed Berserking Sword +3 SW2HDEAT - Soul Reaver +4 WANDS: WAND02 - Wand of Fear WAND03 - Wand of Magic Missiles WAND04 - Wand of Paralyzation WAND05 - Wand of Fire WAND06 - Wand of Frost WAND07 - Wand of Lightning WAND08 - Wand of Sleep WAND09 - Wand of Polymorphing WAND10 - Wand of Monster Summoning WAND11 - Wand of the Heavens WAND12 - Wand of Wonder WAND13 - Wand of Cloudkill WAND14 - Web Sack WAND15 - Wand of Apprenti WAND16 - Potion of Icedust CROSSBOWS: XBOW01 - Heavy Crossbow XBOW02 - Heavy Crossbow +1 XBOW03 - Heavy Crossbow of Accuracy XBOW04 - Light Crossbow XBOW05 - Light Crossbow +1 XBOW06 - Light Crossbow of Speed XBOW07 - Heavy Crossbow +2 XBOW08 - Giant Hair Crossbow +3 XBOW09 - Light Crossbow +2 XBOW10 - Necaradan's Crossbow +3 XBOW12 - Flasher Launcher XBOW13 - Crossbow of Affliction +4 XBOW14 - Heavy Crossbow of Searing +1 Phew... EXTRA GOLD: Write in the console CLUAConsole:AddGold(xxxx) Where xxxx is the amount of gold you want. GO TO AREA: Write in the console CLUAConsole:MoveToArea(ARxxxx) Where xxxx is the area number (ie AR1000) There are a couple more cheats and lists to do (including an area list) but I haven't got them yet so you'll have to wait... ------------------------------------------------------------- OTHER MISCELLANEOUS STUFF ------------------------------------------------------------- Modraikinnen's Sword is not alone, it would seem - if it dies (can be poisoned) or you pickpocket it, it actually carries a magical Greenstone Amulet (casts Mind Blank, for some reason not in BG2)! If you have over 100% resistance to anything (usually fire), then it HEALS you rather than hurting you! Tactic: Put two invisible party members to cover a doorway completely. Move your character through them, then when an enemy pursues, they won't be able to move through your human blockade (provided they don't attack). The target is now easily defeated from range. ------------------------------------------------------------- WEBRING ------------------------------------------------------------- There's loads of BG2 stuff on the net - try the following brilliant websites: Information and Downloads- http://bg2.dbtavern.com (this is brilliant!) http://www.bgdungeon.com/bg2 (so is this!) http://www.interplay.com/bgate2 (the official one) http://www.planetbaldursgate.com (this is the best!) http://www.bg2world.com (not as good as the others) I think all those links are correct. ------------------------------------------------------------- BALDUR'S GATE ------------------------------------------------------------- If you like BG2, I urge you to get BG1, it's possibly even BETTER than the sequel - the best use of sound in any game, the best dungeons by far (really scary - good lighting, great sound, brilliantly designed), and it had this indefinable charm to it that makes it easily the equal of its sequel - and possibly even better - imagine mixing the best of both games... what a game that would be! (BioWare, are you listening for BG3 advice?) But for £15 with the expansion pack (essential), it's a knockdown bargain, and it's even less if you buy it of gameplay.com, so go and buy it now! ------------------------------------------------------------- MONSTER/NPC INFO ------------------------------------------------------------- Monster Experience Notes Mephit (all types) 420 xps spell abilities Ogre Mage 650 xps spell abilities Goblin 20/60 xps some carry bows (60 xps) Duergar 420 xps ranged weapons Cambion 6000 xps protective field? Lesser clay golem 1000 xps magic resistance Otyugh 650 xps non-magic resistance Vampire 8500 xps level drain, undead Greater doppelganger 3000 xps --- Assassin varies --- Shadow 420 xps ability drains, non-magic resistance Shadow Thief varies --- Thug varies --- Mugger varies --- Stone golems 8000 xps only magical spears/ blunts kill Slaver varies --- Orog 600 xps --- Sea Troll 1400 xps use fire/acid to kill Kobold 6 xps --- Kobold captain 14 xps --- Kobold commando 34 xps uses fire arrows Kobold shaman 64 xps minor magical spells Kobold witch doctor 64 xps minor magical spells Rakshasa 3000 xps very resistant Gibberling 34 xps --- Mutated gibberling 14 xps --- Salamander 2000 xps minor spells Ice Salamander 3000 xps medium spells Fanatic 2000 xps --- Dire Wolf 124 xps --- Phase spider 850 xps poisonous Skeleton varies undead Pirate varies --- Sword spider 2000 xps poisonous Spider 10 xps --- Giant spider 450 xps poisonous Fledgling vampire 8500 xps vampire Grimwarder (archer) 4000 xps immune to normal weapons Greater ghoul 2000 xps haste, paralysis Skeleton warrior 4000 xps undead Clay golem 8000 xps only magical blunts kill Ettercap 650 xps poisonous Wraith Spider 2000 xps poisonous, immune to normal weapons. Zombie 974 xps undead, immune to normal weapons. Ghast 650 xps hold person, disease Vampyre 2000 xps level drain, immune to normal weapons Mummy 3000 xps undead, immune TNW Wraith 2000 xps immune TNW Shadow Fiend 2000 xps immune TNW Bandit varies --- Guard varies --- Yuan-ti 1500 xps --- Yuan-ti mage 7000 xps spell abilities Ruhk 7000 xps immune to magic, minor spell abilities Umber Hulks 4000 xps confusion, burrowing Mist horror 3000 xps minor spells, immune TNW Mind Flayer 9000 xps major spells, magic resistance Beholder 14000 xps very major spells Imp 1400 xps --- Quasit 2000 xps --- Troll 1400 xps regenerate, use fire/acid Spirit Troll 12000 xps minor spells, as trolls Minotaur 3000 xps --- Goblin Commando 34 xps --- Spectral Troll 3500 xps minor spells Myconid 420 xps confusion Sahaugin/Rebel 3000 xps some cast spells Bone Golem 18000 xps magic resistance Ettin 5000 xps --- Air Elemental 7000 xps immune TNW/air Earth Elemental 7000 xps immune TNW/earth Fire Elemental 7000 xps immune TNW/fire Greater Elementals 10000 xps immune TNW/xxx Lizard Man 270 xps --- Drow (all kinds) varies spells, magic resistance Efreeti 8000 xps medium spells Kuo-toa Leader 2400 xps --- Kuo-toa Monitor 1400 xps --- Kuo-toa Wizard 2000 xps medium spells Kuo-toa Warrior 1000 xps --- Hobgoblin Warrior 34 xps --- Hobgoblin Archer 34 xps --- Hobgoblin Shaman 34 xps minor spells Hobgoblin Elite 94 xps --- Hobgoblin Captain 420 xps --- Carrion Crawler 974 xps hold person, disease Mustard Jelly 2000 xps immune TNW, magic resistance, slow Ochre Jelly 5000 xps immune TNW, magic resistance Myconid King 1200 xps --- Sverfneblin 1250 xps --- Sverfneblin Leader 4000 xps --- Green Slime 64 xps magic resistance Gray Ooze 274 xps magic resistance Flesh Golem 2000 xps immune TNW, magic resistance, electric heals Iron Golem 13000 xps only magic blunt/pierce weapons kill. Ice Troll 174 xps troll Orc (Archer) varies --- Baby Wyvern 6000 xps poison Spotted Lion 974 xps --- Killer Mimic 5000 xps hold person Fell Ghast 850 xps disease, undead Lich 22000 xps major spells, undead Giant Lynx 174 xps --- Wild Tiger 650 xps --- Poison Mist 3500 xps poison, immune TNW Crimson Death 9000 xps level drain, immune TNW Gnoll 10 xps --- Gnoll Captain 120 xps --- Gnoll Veteran 34 xps --- Gnoll Elite 64 xps --- Gnoll Slasher 64 xps --- Dao 5000 xps medium spells, immune TNW Rajah 7000 xps medium spells, resistances Nabassu 16000 xps immune TNW, magic resistance Pit Fiend 16000 xps magic resistance, gated Adamantine Golem 25000 xps magic blunts/piercing kills Gauth 9000 xps mini beholder Rune Assassins 4500 xps short swords +1, potions Child Spirit 1500 xps immune TNW, magic resist. Crypt King 15000 xps immune TNW, magic resist. Goon 164 xps --- Black Bear 200 xps --- Grizzly Bear 1150 xps --- Leopard 270 xps --- Panther 420 xps --- Winter Wolf 974 xps cold breath Elite Orc 650 xps Battleaxes +1 Elite Orog 850 xps --- Fire Giant 16000 xps fire damage and resistance Elite Fire Giant 26000 xps " " Skeleton Mage 7200 xps spellcasting, undead Skeleton Cleric 10000 xps spellcasting, undead Skeleton Assassin 6000 xps undead Burning Man 12000 xps fire, spells Fire Salamander 3500 xps fire Fire Troll 3500 xps fire, ice or acid kills Magic Golem 8000 xps immune TMW Flaming Skull 9000 xps fire, spells Fell Cat 9000 xps fire, immune TNW Bone Fiend 12000 xps cold, undead Erinyes 15000 xps fire, demon Shambling Mound 16000 xps plant NPC ENEMIES Ilyich 520 xps Mail of the dead +2 Kalah 2000 xps Girdle/Piercing, Ring/Human Influence Mencar Pebblecrusher 10000 xps Full Plate, W/hammer +1 Smaulev Orcslicer 4000 xps Cursed sword/berserking +3 Pooky 4000 xps --- Sorcerous Amon 6000 xps Cloak/non-detection, wand of lightning Rayic Gethras 9000 xps quaterstaff +2, BoD AC7 Eldarin 480 xps plate mail +1, mace +1 Suna Seni 4480 xps arbane's sword +2, s sword +1 Bessen 2500 xps BoD AC6 Kail 3000 xps short sword +1 Iko 3000 xps Katana +1 Nardinal ???? xps cloak/protection +1, ring of wizardry, q/staff +1 Amalas 1800 xps --- Mekrath 14000 xps major spell abilities Gaius 4000 xps spell caster Zorl 2000 xps spell caster Gallchobhair 7200 xps spell caster Rengaard 6000 xps --- Draug Fea 7000 xps wyvern's tail +2 Tarnor the Hatchetman 8000 xps full plate +1, helmet/ charm prot., hangard's axe Bregg 4000 xps --- Cohrvale 6000 xps --- Embarl 750 xps --- Gorch 14 xps --- Mae'Var 14000 xps shadow armour Caehan 1400 xps --- Jaylos 1400 xps --- Gellal 14500 xps vampire Embarl 750 xps --- Durst 14500 xps vampire Tanova --- vampire, major spellcaster Pai'na 4000 xps black spider figurine Lassal 11500 xps vampire Vadek 8000 xps spells, q/staff +2 Galvena 4000 xps flail +2, l armour +3 Dale Solan 8500 xps vampire King Ixilthetocal 4000 xps --- Alchra Diggot 22000 xps major spells Riti 8000 xps backstabber spear Raevilin Strathin 20000 xps major spells Madman Agnalo 6000 xps jhor the bleeder +2 Simbja 5000 xps --- N'ashtar 4000 xps medium spells Chandrilla 4000 xps medium spells Boz 6000 xps dragon's breath +4 Damien 4000 xps minor spells Qilue 4000 xps BoneBlade +4 Phaere 12000 xps minor treasures Solaufein 6000 xps drow stuff Glacias 9500 xps minor treasures TorGal 15000 xps troll Samia 9000 xps --- Legdoril 6000 xps s leather +2, m shield +1 Akae 8000 xps plate mail +1 Chak 6000 xps b axe +2, l shield +2 Kaol 8000 xps --- Chieftain DigDag 2000 xps --- Tazok 6000 xps 2-handed sword +2 Conster 6000 xps medium spells Fikraag 64000 xps major spells, red dragon Adsaan 15000 xps rakshasa Sarevok 20000 xps --- Captain Dennis 7300 xps boomerang dagger +2 Valeria 12000 xps priest spells Falchar 12000 xps --- Dracondro 8000 xps minor spells, BoD AC6 Pitre 6000 xps --- Neb 3500 xps Neb's nasty slasher. Shagbag 4000 xps Book of Kaza Scrooloose 1950 xps --- Tabitha 650 xps animal Ama 2000 xps poison t. daggers Sir Greshal 1600 xps mace +1 Reti 1250 xps boots of avoidance Camitis 3000 xps --- Unseeing Eye 30000 xps amulet/5% resistance Phlydian 19500 xps vampire Illasera 10000 xps medium spells, medium treasures Kiser 6500 xps shakti figurine Eler Had 12500 xps grandmaster armour +6 Berena Elkan 12500 xps spear +3 Karun the Black 21250 xps major spells, quaterstaff +2 Gromnir Il-Khan 22500 xps multiple powerful magic items Berenn 40500 xps fire, balor's claw Toop the Brave 6000 xps --- Imix, Prince of Fire 50000 xps fire, spells, ravager +4, amulet/master harping Nyalee 12000 xps spells, ring/anim. friend, cleric's staff +3 One day I'll put this in some kind of order. Don't hold your breath. Note that many of these characters carry potion etc. but I have only noted the most valuable items they have. ------------------------------------------------------------- SPELL TACTICS ------------------------------------------------------------- There are countless different spell combinations that can lead to victory. Here I'll show you through a handful of them. "Lay Down And Die!": A tactical spell to put any opponent out of the picture. Either naturally or in a Sequencer cast Greater Malison followed by Emotion (both level 4). This should make any opponent fall down on the ground in despair. If it still doesn't work, try a Stinking Cloud, but the original effects with a -8 penalty should be enough. Doesn't work on magic resistance though. "Don't cast that spell at me!": Similar to above, but replace Emotion with Creeping Doom or Miscast Magic. No spellcaster can handle that. Couple with a Wizard Slayer for maximum effect. The Elemental Risks: I don't recommend summon elemental spells (especially the lesser summonings) with mages as either one of two things tends to happen: they either attack you or stand about doing nothing (this is especially true of Air Elementals, they just sit there doing nothing). Do it with priests, it works then. The many uses of Magic Missile: Annoying spell protections nos. 1 and 2: Mirror Image and Stoneskin. Either of these (and Iron Skins too) fall quickly to one or two Magic Missiles. A level 9 missile will inflict this spell removal against any of these with almost guaranteed effect. Of course, Greater Malison is one of the game's best spells, and nearly all spells work under its effects. ------------------------------------------------------------- SPELLBOOK ------------------------------------------------------------- Welcome to the most comprehensive spell guide in the world. This contains a brief introduction to spell types and choice, and includes the effect and my advice for every last spell in the entire game. SPELL TYPES: There are three spell types - Mage, Cleric, Druid. Mages have the largest selection of spells and are generally better casters. They have the strongest offensive magics as well as a broad range of effects. Their magic is written from scrolls allowing the player choice of spells. Cleric magic focuses on healing spells and other buffs. Defensively speaking, they have the best whole-party spells (though mages get better one-person abjurative spells). All priests get a set selection of spells dependant on their god, alignment etc. Druids are basically clerics that put more emphasis on elemental power (especially fire) and summoning (though they have less choice, they are more effective). In all other respects, Druid spellcasting is identical to Cleric spellcasting. MAGE SCHOOLS: Mages can be Specialist Mages, allowing extra spells/level at the cost of another school opposite to the one they have selected. Abjuration - protective spells. Opposite school - Alteration. Alteration - changing things for the caster's benefit. Opposite school - Abjuration. Conjuration - bring things to the caster from elsewhere. Opposite school - Divination. Enchantment - change items or enemies somehow. Opposite school - Invocation. Divination - reading the future or the unknown. Opposite school - Conjuration. Illusion - making things appear what they are not. Opposite school - Necromancy. Invocation - calling upon divine powers or similar channelling for offensive spells. Opposite school - Enchantment. Necromancy - spells relating to the dead, or the restoration of the wounded. Opposite school - Illusion. ***THE SPELLBOOK*** Mage Spells - Level 1 ARMOUR (Conjuration) Range: 0 Casting Time: 1 round Duration: 10 turns Saving Throw: N/A Area of Effect: Caster Creates a magical field of force equal to Splint Mail (AC 6). It is cumulative with other AC bonuses and does not hinder movement, spellcasting, nor create encumbrance. ADVICE - The weakest protective spell, not really worth the spell slot. Useful however, when the Mage has a decent AC anyway, as unlike Shield it is cumulative with other effects. BLINDNESS (Illusion) Range: LoS (Line of Sight) Casting Time: 2 Duration: 10 turns Saving Throw: Neg. Area of Effect: 1 creature Blinds the target. Upon a failed save causes -4 to hit on attack rolls and +4 AC penalties. ADVICE - A good spell. Like all spells, great in conjunction with Greater Malison (that applies to every spell here). Use one the most dangerous enemy. BURNING HANDS (Alteration) Range: 0 Casting Time: 1 Duration: Instant Saving Throw: Half Area of Effect: Small Wedge in front of Caster Causes a wedge of flame to leap from the wizard's hands. Any creature hit takes 1d3 damage plus 2 per level of the caster, up to 1d3 + 20. A saving throw causes half damage. ADVICE - Not bad at all, but I prefer Magic Missile as the lesser damage is countered by no saving throw and better range - use of Burning Hands requires dangerous proximity to the target. CHARM PERSON (Enchantment) Range: LoS Casting Time: 1 Duration: 5 rounds Saving Throws: Neg. Area of Effect: 1 creature. Affects any one human(oid) creature it is cast upon. That creature is, if the saving throw is failed, under complete control of the caster, though it cannot talk or attack a non-hostile target. Any attempt to harm the charmed creature removes the spell. If more than 1 charm spell effects a person the most recent works. Note also that the charmed person may dislike you after the spell's duration is complete. ADVICE - Handy against enemies simply to make them help you. However, named NPCs often give you quests and may not after being charmed, so it's not very good on non-hostile NPCs. CHILL TOUCH (Necromancy) Range: Touch Casting Time: 1 Duration: 1 turn Saving Throw: Neg. Area of Effect: Caster This creates a weapon the mage may use that causes d8 damage and -2 THAC0 unless a saving throw is made. ADVICE - Nothing to write home about. OK if your mage is virtually unarmed, otherwise useless. CHROMATIC ORB (Invocation) Range: LoS Casting Time: 1 Duration: Special Saving Throw: Neg. Area of Effect: 1 creature Causes a sphere to fly from the caster to the target. The effect of the sphere depends on the caster's level. 1st level - 1d4 damage and blinds for 1 round 2nd level - 1d6 damage and inflicts pain 3rd level - 1d8 damage and burns the victim 4th level - 1d10 damage and blinds for 1 turn 5th level - 1d12 damage and stuns for 3 rounds 6th level - 2d8 damage and causes weakness 7th level and higher - 2d8 damage and paralyses for 2 turns A successful saving throw negates all effects. ADVICE - A good spell, as at higher levels it can be really very effective - most likely you'll paralyse any enemy you attack in this manner. The saving throw once again takes it below Magic Missile however - but I say have one or two in your memory anyway. COLOUR SPRAY (Alteration) Range: 0 Casting Time: 1 Duration: Instant Saving Throw: Neg. Area of Effect: Medium-size wedge Creates a lurid fan of colour. Up to six creatures in the Area of Effect must roll a saving throw or be rendered unconscious. ADVICE - Awful against tougher/smaller groups of enemies, but when used on a large swarm of weaker enemies can be surprisingly effective. FIND FAMILIAR (Conjuration) Range: N/A Casting Time: 1 round Duration: Special Saving Throw: N/A Area of Effect: 1 familiar When cast summons a familiar to aid the caster (note Find Familiar can only be cast by the main protagonist). The familiar acts as a guard/spy/guide etc, and talking to it reveals its many functions. A familiar grants a permanent hit point bonus of half its total hit points. If a familiar dies, however, the mage loses the extra hit points and also 1 point of constitution permanently. ADVICE - Worth casting once, but unless you want Con.3, you'll just leave it in your pack most of the time. Some can be handy, so it's probably worth it once, but note NPCs can't cast the spell, so don't bother trying. FRIENDS (Enchantment) Range: 0 Casting Time: 1 Duration: 1d4 rounds + 1 round/level Saving Throw: None Area of Effect: caster The wizard, by means of this spell, makes himself more impressive. He temporarily gains 2d4 charisma, and is more likely to receive a favourable reaction from NPCs. ADVICE - A must for evil mages - they tend to get band responses so Friends is a good spell if your reputation is suffering. Good/Neutral mages should use their spell slot on another Magic Missile though. GREASE (Conjuration) Range: 10 yards Casting Time: 1 Duration: 3 rounds + 1 round/level Saving Throw: Special Area of Effect: 15-foot radius Causes an area to become filled with slippery sludge. Any creature in the area, friend or foe, must roll a saving throw or slip and slide and be rendered immobile. You must continue making saves until the spell duration expires. ADVICE - A bit rubbish, but survivable. Again, a reasonable spell against large bands of lesser foes but no match for other spells of its type. IDENTIFY (Divination) Range: N/A Casting Time: N/A Duration: N/A Saving Throw: None Area of Effect: 1 item By means of Identify a wizard can discover the function of any item he carries. Just right-click on the item in your inventory, click "Identify" then "Spell" or "Scroll". The item's full information is displayed to you. ADVICE - The best Divination, extremely useful as identified items are much better than unidentified ones. One or two spell slots is a reasonable amount to give up to this not at all bad spell. INFRAVISION (Divination) Range: 0 Casting Time: Instant Duration: 10 turns Saving Throw: None Area of Effect: 1 creature. The recipient of this spell gains the ability to see in the dark like an Elf or Dwarf. ADVICE - The worst spell in the game. Even if you actually notice infravision, only one character gets it and if you feel it even remotely important you'll have Group Infravision on anyway. Don't bother even writing it, at 50 gps for this spell scroll, it's much better to get the money. LARLOCH'S MINOR DRAIN (Necromancy) Range: LoS Casting Time: 1 Duration: Instant Saving Throw: None Area of Effect: 1 creature This spell transfers the life force of the victim to the wizard. The target takes 1d4 damage, which then heals the caster. If this takes him over his maximum hit point level, he loses the extra hit points after a few rounds. ADVICE - For lower level wizards with very small hit point levels, a great spell, equal almost to Magic Missile. At higher levels, nearly useless as it doesn't have enough effect to really make a difference. Can be handy though, and perhaps some casters might like a couple of them available. MAGIC MISSILE (Invocation) Range: LoS Casting Time: 1 Duration: Instant Saving Throw: None Area of Effect: 1 creature. Creates one or more glowing missiles to hit the target. One missile per two levels of the caster, starting at one at first level but having no more than five at ninth level, strike the enemy, dealing an automatic 1d4 + 1 damage per missile. ADVICE - By far and away the best level 1 mage spell. Can do surprising damage at most levels, there's no save and no chance of missing. It's also great against Mirror Image, Stoneskin and Iron Skins as well as the amount of hits normally entirely removes those particular spells. Over half your level 1 slots should be Magic Missile. PROTECTION FROM EVIL (Abjuration) Range: Touch Casting Time: 1 Duration: 10 rounds Saving Throw: None Area of Effect: 1 creature The recipient of this spell gains a magical barrier that protects him from any evil-aligned creatures. Any evil creatures attacking the protected creature get -2 to all attack rolls. Also, all attacks made by the protected creature against evil creatures get a +2 bonus. ADVICE - Not bad, though the level 4 priest spell PFE 10' radius is much better. Basically, before all fights with evil creatures cast it. It might not make a big difference but it can help. Note that paladins get it automatically so if you have a paladin you're wasting spell slots with this. PROTECTION FROM PETRIFICATION (Abjuration) Range: Touch Casting Time: 1 Duration: 3 rounds/level Saving Throw: N/A Area of Effect: 1 creature The creature touched by the mage with this spell gains complete immunity to all petrification attacks, like Basilisk gaze or Flesh to Stone spells. ADVICE - Obviously, if you know you're up against such attacks, have a few ready so your party is immune. These situations are very rare (unlike BG1), which is why it has been demoted to level 1 for BG2. REFLECTED IMAGE (Illusion) Range: 0 Casting Time: 1 Duration: 3 rounds + 1 round/level Saving Throw: N/A Area of Effect: caster Creates another image of the caster that does everything he does. There is a fifty-fifty chance that attacks will hit the other image, in which case it will disappear, having taken damage for the caster. ADVICE - A watered-down Mirror Image, and as such a bit useless. Absorbing one attack? Not worth it when Shield and Armour will last much longer. Don't bother. SHIELD (Invocation) Range: 0 Casting Time: 1 Duration: 5 turns Saving Throw: N/A Area of Effect: caster Creates a barrier of magical energy in front of the caster. It sets the caster's AC to 4 versus normal weapons and 2 versus missile weapons. ADVICE - A pretty good defensive spell, one is always a good idea. Particularly good against weaker enemies, of course, but still good against tougher ones though. If you already have a lower AC this actually RISES your AC as it sets it, unlike Armour. When you have better than these Acs, drop it. SHOCKING GRASP (Alteration) Range: Touch Casting Time: 1 Duration: Instant Saving Throw: None Area of Effect: 1 creature Causes an electric charge to build up around the caster's hand. The unfortunate victim takes 1d10 electrical damage. ADVICE - Simply, at low levels it's good, but at the higher echelons of magery not any worth. Does a decent dame but at level 5 Magic Missile will almost always do better. Also there's no range, creating the same problem as Burning Hands. SLEEP (Enchantment) Range: LoS Casting Time: 1 Duration: 5 rounds/level Saving Throw: Neg. Area of Effect: 30-foot radius Any creature hit by this spell must make a saving throw at -3 or fall asleep for the duration. Monsters with 4 + 3 hit dice or more, Elves/Half-elves and Undead are immune to this spell. There are great bonuses to attacking sleeping enemies. ADVICE - Like so many level 1 spells, great against the weak stuff but in BG2 most monsters are immune to it. OK sometimes, but mostly it's not worth it. SPOOK (Illusion) Range: 30 feet Casting Time: 1 Duration: 3 rounds Saving Throw: Neg. Area of Effect: 1 creature Causes the victim to become afraid of the shadows around him. A failed save (the save is reduced by 1 every 2 levels up to -6 at 12th level) causes the target (except intelligence 1 creatures or undead) to flee for the duration. ADVICE - Would be a good spell were it not for the poor duration. At higher levels this is actually pretty good due to the big save modifier, but again the terrible duration reduces what is quite a good spell from what it could have been. Mage Spells - level 2 AGANNAZAR'S SCORCHER (Invocation) Range: 20 yards Casting Time: 3 Duration: Instant Saving Throw: None Area of Effect: 2 by 60 foot beam This spell creates a burning beam of flame to launch from the caster's fingertips. Any creature hit by the flame takes 3d6 damage. ADVICE - Simply, a good damage-dealer. It's nothing stunning, but perhaps worth a spell slot or two. Note that for me it never seems to hit more than one creature, so if that's this spell's appeal for you, beware. BLUR (Illusion) Range: 0 Casting Time: 2 Duration: 3 rounds + 1 round/level Saving Throw: N/A Area of Effect: caster Causes the caster's form to blur and waver, making it hard to land an accurate hit. All attacks made against the mage suffer a -3 to hit penalty. In addition the wizard receives +1 to all saving throws. ADVICE - Really a very good protection. The problem is many creatures are powerful enough to hit you anyway. The saving throw up however mean this spell is worth having. DEAFNESS (Illusion) Range: 60 yards Casting Time: 2 Duration: Permanent Saving Throw: Neg. Area of Effect: 1 creature Successful casting causes the target to become completely deaf, causing 50% spell failure rates. The only way to remove the effects is with Dispel Magic or Cure Disease. ADVICE - The permanent duration would make this very good if the effects were more pronounced. Nevertheless a handy spell for wizards if other, better, higher-level spells to perform the same function have been pushed out of their spell slots. DETECT INVISIBILITY (Divination) Range: 10 yards/level Casting Time: 2 Duration: 4 turns Saving Throw: None Area of Effect: Special This spell automatically causes all invisible creatures within the area of effect to be rendered visible for the duration. ADVICE - Another great spell, this is absolutely vital to you as a mage, as several creatures are invisible. Only one is normally necessary in your spell slots, but it is necessary. GHOUL TOUCH (Necromancy) Range: Touch Casting Time: 3 Duration: 5 rounds Saving Throw: Neg. Area of Effect: caster Similar to Chill Touch, this creates a more powerful hand. Any touched creature must make a saving throw or be paralysed for 5 rounds. ADVICE - Not that bad, but the short duration combined with minimal effect means it's not really worth the spell slot. Avoid. GLITTERDUST (Conjuration) Range: 10 yards Casting Time: 2 Duration: 4 rounds Saving Throw: Special Area of Effect: 1 foot radius Creates sparkling dust that settles over everything. All creatures touched must make a saving throw or be blinded (-4 to attack rolls, saving throws and +4 to AC) for 4 rounds. In addition, all invisible creatures are revealed for 4 rounds. ADVICE - Another great spell, one of my favourite at this level as it creates a mass blindness and combines watered-down Greater Malison and Detect Invisibility spells too. Definitely use this, especially against large groups of creatures with possible invisibilities. HORROR (Necromancy) Range: LoS Casting Time: 2 Duration: 1 turn Saving Throw: Neg. Area of Effect: 15-foot radius All enemies within the Area of Effect must roll a saving throw or flee in terror. ADVICE - A simple spell with a simple effect, however it is really quite good for rendering your enemies useless when it's necessary. On some occasions it should be worth the slot it takes up. INVISIBILITY (Illusion) Range: Touch Casting Time: 2 Duration: Special Saving Throw: N/A Area of Effect: 1 creature The touched creature is made totally invisible. He will remain unknown until they attack or do anything other than move or cast defensive spells, when he is revealed. If he is not revealed, the spell will last for a full game day. ADVICE - Handy for keeping poor fighters that you want to keep out of trouble safe. Generally, however, this spell is not as good as could be hoped for. KNOCK (Alteration) Range: LoS Casting Time: 1 Duration: Permanent Saving Throw: None Area of Effect: 1 lock This spell will automatically unlock any lock, or open any door. The exception is locks that are magically warded against unlocking spells - these are normally openable by keys. ADVICE - Handy to have so you can memorise and then use it when your thief is not adequate for the job in hand. Write it and use it when you need it (which is not often). KNOW ALIGNMENT (Divination) Range: 10 yards Casting Time: 1 round Duration: Instant Saving Throw: Neg. Area of Effect: 1 creature This spell will reveal the alignment of the target (evil will glow red, neutral blue, and good green). If a saving throw is made nothing is learnt by the caster. ADVICE - a bit pointless as in general you don't need to know a creature's alignment. If, for some bizarre reason, you do want to know, it takes a while to cast and then the target has a saving throw. Like Infravision, you're better off with the money from selling the scroll. LUCK (Enchantment) Range: 10 yards Casting Time: 2 Duration: 3 rounds Saving Throw: N/A Area of Effect: 1 creature This charm grants the recipient a bonus of +1 or -1 (which ever is appropriate) to all rolls they make for the next 3 rounds. ADVICE - Mediocre. The short duration makes it not especially worthwhile, but sometimes you need to do something and can't, in which case Luck may make it possible. Worth having in your book for such rare occasions, but don't waste spell slots. MELF'S ACID ARROW (Conjuration) Range: LoS Casting Time: 2 Duration: Special Saving Throw: None Area of Effect: 1 creature This makes a magical arrow that burns at flesh it touches. It hits automatically and causes 2d4 acid damage. For every three levels of the caster, it lasts for another round, causing a further 2d4 damage. ADVICE - The "Magic Missile" of level 2. Always have a few ready. Not only quite powerful, few creatures have acid resistance, it can kill trolls, and is generally handy. MIRROR IMAGE (Illusion) Range: 0 Casting Time: 2 Duration: 3 rounds/level Saving Throw: N/A Area of Effect: caster Creates 2d4 exact duplicates of the mage, in a fashion similar to the level 1 spell Reflect Image. Enemies are unable to distinguish between the duplicates and so hits will be allocated randomly. Once a duplicate is hit it will vanish. ADVICE - My second favourite protection of this level, after Blur. The fact that there is still the possibility of hitting the mage is what makes it weak - Blur reduces the odds to a bit less but they don't change, Mirror Image's does - quite rapidly. Also, there is no saving throw bonus. Good, but stick to Blur. POWER WORD: SLEEP Range: 30 yards Casting Time: 1 Duration: 5 rounds Saving Throw: None Area of Effect: 1 creature Causes one creature (not undead, elves/half-elves or creatures of over 20 hit points) to fall asleep for the duration. ADVICE - Not that good. OK, there's no save but it works on very few creatures and doesn't even last that long. Another forgettable spell. RAY OF ENFEEBLEMENT (Enchantment) Range: LoS Casting Time: 2 Duration: 1 round/level Saving Throw: Neg. Area of Effect: 1 creature This spell causes a beam to strike the target and instantly weaken it. This spell reduces its target's Str. to 5 for the duration, unless a save is made. ADVICE - Not bad at all - if there was no save I'd say very good indeed. If the save is made it turns even Drizzt into a rabbit. However, there's no saving throw penalty. Worth considering. Note you should only ever use it on warriors of some kind, as it doesn't really affect a mage. RESIST FEAR (Abjuration) Range: 10 yards Casting Time: 1 Duration: Special Saving Throw: N/A Area of Effect: 1 creature This spell makes the target totally immune to fear or fear magic. The recipient's morale will gradually reset. ADVICE - Ignore completely. The level 1 priest spell Remove Fear does exactly the same for more people. STINKING CLOUD (Invocation) Range: LoS Casting Time: 2 Duration: 1 round/level Saving Throw: Neg. Area of Effect: 20-foot radius Creates a noxious cloud of green vapours to overwhelm foes. All creatures inside the cloud must make a saving throw or be rendered unconscious for 1d4 + 1 rounds. You must keep making saving throws every round. ADVICE - Similar use to Horror (for taking out enemies), but can affect your own party or at least not let you close enough. Better to use Horror, though this is second best. STRENGTH (Alteration) Range: Touch Casting Time: 1 turn Duration: 1 hour/level Saving Throw: N/A Area of Effect: 1 creature The affected creature become much stronger. This spell automatically alters the recipient's strength to 18/50, regardless or prior score. ADVICE - A good spell for obvious reasons. I recommend using it with mages or priests who need to be better in a battle. The long duration makes it worthwhile. VOCALISE (Alteration) Range: Touch Casting Time: 2 Duration: 5 rounds Saving Throw: None Area of Effect: 1 spell caster The recipient of Vocalise finds themselves able to cast spells without use of voice. All spells cast by the affected caster have the vocal component removed - in other words they can still cast spells if unable to speak. ADVICE - If you know Silence 15' is coming a perfectly good spell, but that happens so rarely another spell would be better. WEB (Invocation) Range: 5 yards/level Casting Time: 2 Duration: 2 turns/level Saving Throw: Neg. Area of Effect: Special Creates a giant spider's web to trap foes. Anyone in the area must make a save at -2 or be caught, immobile. If the save is successful you may make your way out, but must continue making saves each round. No physical attacks can be made in the web. ADVICE - The best spell of its type due to the fact not only does it render your enemies useless, they keep still to be attacked rather than run around like Horror. In addition the duration is massive so it just keeps going. Worth a slot, even above Horror. Mage Spells - Level 3 CLAIRVOYANCE (Divination) Range: N/A Casting Time: 3 Duration: 1 round Saving Throw: None Area of Effect: Whole area This spell allows the wizard to see the entire map. ADVICE - Rarely used as most areas are now fog-less (unlike BG1), so it is only useable a couple of times. Perhaps have it available, but don't waste spell slots on it. DETECT ILLUSION (Divination) Range: N/A Casting Time: 3 Duration: Instant Saving Throw: None Area of Effect: 20 foot radius All illusions of third level or lower within the radius are instantly dispelled, including friendly creatures. Note magic resistance has no effect on this spell. ADVICE - Not that useful as only the odd mage uses Mirror Image and otherwise the only common illusions are invisibilities, revealed by the much better Detect Invisibility. Wait for True Sight. DIRE CHARM (Enchantment) Range: 20 yards Casting Time: 3 Duration: 10 rounds Saving Throw: Neg. Area of Effect: 1 creature This spell is almost identical to Charm Person. The exception is that the creature goes beserk, attacking any enemies of the caster. Otherwise all the limitations of Charm Person apply. ADVICE - A very good spell, if beaten by (Mental) Domination at higher levels. I recommend having one, as extra allies are always very useful. DISPEL MAGIC (Abjuration) Range: LoS Casting Time: 3 Duration: Instant Saving Throw: None Area of Effect: 30 foot cube Everyone within the radius touched by the spell has all magic dispelled instantly, whether friend or foe. There is a percentage chance of the spell dispelling all magic - the base chance of success is 50%. For each level higher the caster is than the target, the chance increases by 5%, for each level lower it decreases by 5%. ADVICE - A very important spell. Most people use it on enemies, but don't, use Remove Magic for that so your men don't have protections removed. Use Dispel Magic to rid your party of hostile magics first, then as an enemy protection-remover second. FIREBALL (Invocation) Range: LoS Casting Time: 3 Duration: Instant Saving Throw: Half Area of Effect: 20 foot radius FireBall causes a blossoming ball of flame to explode, causing great damage to all hit. All hit suffer 1d6 damage/level (up to 10d6 at level 10). There is a save for half damage. ADVICE - Level 3's very best spell. About two spell slots should be given over here - up to 60 damage over a wide area flattens weak opponents and softens tougher ones. Very good indeed. FLAME ARROW (Conjuration) Range: LoS Casting Time: 3 Duration: Instant Saving Throw: Special Area of Effect: 1 creature Creates one flaming arrow for every five levels of the caster. Each arrow inflicts 1d6 points of piercing damage (no save), and 4d6 points of fire damage (save for half). ADVICE - One of the finest lower-level offensive spells. 5d6 points of damage will floor many creatures, and the fact it does two kinds of damage (immunities to ranged weapons will block off the piercing but not the fire etc), fires multiple bolts the higher your level and allows no full saves, is a lot of gravy indeed. Very worthwhile. GHOST ARMOUR (Conjuration) Range: Touch Casting Time: 1 Duration: 10 turns Saving Throw: N/A Area of Effect: 1 creature This spell creates an ethereal shield around the recipient's body, that has an AC2, that stacks with other bonuses. It adds no encumbrance and permits spellcasting, stealth and so on. ADVICE - Not a bad defensive spell by any means but as you can get better spells from the start (the FireShields, for instance), there's just no point. For fighter/mage/thieves, however, this is a truly great spell - AC2 plus any shield or bracer bonuses, with stealth and spells available. It brings out the best in that triple-class. Otherwise, best ignored. HASTE (Alteration) Range: LoS Casting Time: 3 Duration: 3 rounds + 1 round/level Saving Throw: N/A Area of Effect: 20' radius All allies in the area of effect affected by this spell find their movement doubled and gain a -2 initiative bonus. They also gain an extra attack each round. All non-movement/attacking effects are not sped up. At the end the recipients may also suffer a whole day's worth of fatigue. ADVICE - One of the best utility spells at lower levels, the speed it gives you can serve two purposes - make difficult fights simple as you can attack far faster than your opponent, and if that doesn't work, you can easily flee, regroup and go back for another attempt. One spell slot should be freed for this spell. HOLD PERSON (Enchantment) Range: LoS Casting Time: 3 Duration: 1 round/level Saving Throw: Neg. Area of Effect: Special This spell holds 1-4 humanoid creatures totally immobile for 1 round/caster level. They cannot perform any actions but are aware of their surroundings still. Otherwise they remain exactly as they were before the spell was cast. ADVICE - The save means that this is essentially only useful very early in the game. Later on it is absolutely useless. Mage/thieves may find it more useful because they can cast this on a target for pick-pocketing then can easily pick-pocket from the victim and get away quickly. HOLD UNDEAD (Necromancy) Range: LoS Casting Time: 3 Duration: 2 rounds/level Saving Throw: Neg. Area of Effect: Special 1-4 undead creatures are affected by this spell in exactly the same way as living ones are affected by Hold Person, except the duration is doubled. ADVICE - When you know you will be fighting undead this is more useful than Hold Person because of the doubled duration. Even so, few targets will be affected simply because the saves will mostly be made. INVISIBILITY 10' RADIUS (Illusion) Range: 0 Casting Time: 1 round Duration: Special Saving Throw: N/A Area of Effect: 10' radius centred on caster All affected creatures are affected exactly as if the spell Invisibility had been cast on them. The durations of each recipients invisibility are separate. ADVICE - A good spell for creeping up on unfortunate victims unaware, or creeping past enemies you are not confident of defeating. Remember when invisible you can still be heard. LIGHTNING BOLT (Invocation) Range: LoS Casting Time: 3 Duration: Instant Saving Throw: Half Area of Effect: Special Creates a bolt of sizzling lightning that leaps from the caster's hands directly towards its target. It passes through victims and bounces off walls until it has travelled its maximum distance. It deals 1d6 electric damage/level, up to 10d6. There is a save for half. ADVICE - At first it seems as good as Fireball, but don't think that. Why? With Fireball you know exactly where the area of effect will be. With this it bounces all over the place and is almost as likely to frazzle your allies as your enemies. Absolutely never use in tight streets with dead ends - it will bounce back at you. In long corridors filled with enemies though, this is utterly lethal. Use down dungeons but nowhere else. MELF'S MINUTE METEORS (Invocation, Alteration) Range: 70 yds Casting Time: 3 Duration: Special Saving Throw: None Area of Effect: Special This spell creates 1 fiery missile for each caster level. When thrown like missile weapons they deal 1d4+3 normal damage +3 fire damage. They also do 1d4 fire damage to every creature in 1' radius. There is a +5 attack roll bonus. A wizards can throw up to 5 per round. ADVICE - OK, very good hitting chances but not much damage done. This is little more than lots of pathetic flame arrows. The only benefit is you get a few. They aren't even guaranteed to hit like many offensive spells. Leave alone, but if you want it, get it at the beginning as scrolls are very rare indeed. MINOR SPELL DEFLECTION (Abjuration) Range: Touch Casting Time: 3 Duration: 3 rounds/level Saving Throw: N/A Area of Effect: Caster A total of 4 spell levels are absorbed by this spell. It only affects spells directly cast at the caster. Spells over its level limit will cancel the spell and have their affect. ADVICE - The very worst spell protection spell around. Don't waste spell slots with this fairly awful spell. MONSTER SUMMONING I (Conjuration) Range: LoS Casting Time: 4 Duration: 3 rounds + 1 round/level Saving Throw: N/A Area of Effect: Special This spell calls 8HD of monsters to aid you. They are under your complete control, and can perform any action you bid them. They vanish when they die or the duration expires. ADVICE - On paper, this is a great spell. However, 8HD of monsters will do so little against most opponents it's a poor spell. The foes they will be useful against are so easy to defeat anyway that this is no good really at all. Don't bother. NON-DETECTION (Abjuration) Range: LoS Casting Time: 3 Duration: 20 turns Saving Throw: N?A Area of Effect: 1 creature The recipient of this spell is totally immune to the effects of all divination spells that would usually reveal him. ADVICE - Most NPCs don't use divinations so it has limited use though. On invisible creatures creeping up on foes this is a handy spell. A thief that is invisible and non-detectable can pick pocket anybody. Use when needed but don't keep it in a spell slot. PROTECTION FROM COLD (Abjuration) Range: Touch Casting Time: 3 Duration: Special Saving Throw: N/A Area of Effect: 1 creature The recipient of this spell is, for one turn per caster level, invulnerable to all normal cold damage and absorbs 50% of all magical cold damage. ADVICE - When facing cold creatures, a good spell but there are two reasons it is pointless. One - cold is so rare you will almost never need it, and two - FireShields have the effects of protecting from elements and dealing damage back, so really there's no point in using this. PROTECTION FROM FIRE (Abjuration) Range: Touch Casting Time: 6 Duration: 3 rounds + 1 round/level Saving Throw: None Area of Effect: 1 Creature This makes the recipient immune to normal fire, and absorbs 80% of all magical fire damage. ADVICE - See Protection From Cold advice above. It's the same, in other words don't bother. PROTECTION FROM NORMAL MISSILES (Abjuration) Range: Touch Casting Time: 3 Duration: 1 turn/level Saving Throw: N/A Area of Effect: 1 creature This spell's recipient is totally invulnerable to all normal arrows, bolts and bullets. ADVICE - In BG1 this was a great spell because normal missiles were so common. Not so in BG2. You will so rarely be attacked by normal missiles that you simply will be wasting time with it. The cash from selling the scroll is more worthwhile than writing it into your spellbook. REMOVE MAGIC (Abjuration) Range: LoS Casting Time: 3 Duration: Instant Saving Throw: None Area of Effect: 30' cube This will dispel any magic affecting all foes within the radius. This does not include curses. The base chance of a successful dispel is 50%. For each level the caster is higher than the target the chance is increased by 5%, and it is decreased 5% for every level the caster is lower than the target. ADVICE - This is almost as important as Dispel Magic. There are two instances this spell should be selected above Dispel Magic. Firstly, if you are going to cast lots of buff spells on yourself and your party. Secondly, if you know your enemies will cast loads of buffs on themselves but have few enchantments that will adversely affect you. Otherwise, use Dispel Magic. SKULL TRAP (Necromancy) Range: 20 yds Casting Time: 3 Duration: Until triggered Saving Throw: None Area of Effect: 30' radius This spell creates a trap that remains in place until triggered by moving too close to it. When this happens the trap explodes causing 1d6 damage/caster level. ADVICE - A much underrated spell this will stay in place and then do lots of damage (for a level 3 spell) with no save. This is perfect in ambushes, and is effectively a slightly dampened-down Fireball that can be laid as a trap. Certainly worth considering for a spell slot. SLOW (Alteration) Range: LoS casting Time: 3 Duration: 10 rounds saving Throw; Neg. Area of Effect: 40' cube All foes struck by this spell have their movement halved, and have an AC penalty of +4 and an attack penalty of -4. A save at -4 negates the spell. This spell negates Haste and is negated by Haste. ADVICE - This spell is brilliant if your party relies heavily on ranged fire (ie every party based on a classic BG1 style). It is also good for fleeing or chasing. Consider it whenever you are facing large groups of enemies. SPELL THRUST (Abjuration) Range: LoS Casting Time: 3 Duration: Instant Saving Throw: None Area of Effect: 1 creature This spell will automatically remove all the target's spell protections of 5th level or lower. Spell resistance does not affect this. ADVICE - This would be a good spell were it not for the fact that you seldom encounter these spell protections. Higher level protections are quite common but you will find little use for this particular spell. VAMPIRIC TOUCH (Necromancy) Range: Touch Casting Time: 3 Duration: Instant Saving Throw: None Area of Effect: 1 creature When the caster touches an enemy with this spell, the victim loses 1d6 hit points for every 2 levels of the caster, to a maximum of 6d6. These hit points are added to the caster's total, with extra hit points lasting 5 turns. ADVICE - Powerful but the caster must get into combat to use it and this means the mage will quite likely sustain damage quickly using this spell. Hence fighter/mages should use it, but otherwise it is wise to ignore it. Mage Spells - Level 4 CONFUSION (Enchantment) Range: LoS Casting Time: 4 Duration: 2 rounds + 1 round/level Saving Throw: Neg. Area of Effect: 30' radius Unless the targets succeeds in a saving throw at -2 the victims become dazed and confused, and wander about randomly, go beserk, stand around or attack party members. They can still attack people attacking them. ADVICE - This is a very powerful spell and it can render entire hordes of enemies totally useless. It is always best to have a Confusion-type spell handy. With Greater Malison it becomes the best level 4 spell. CONTAGION (Necromancy) Range: 30 yds Casting Time: 4 Duration: Permanent Saving throw: Neg. Area of Effect: 1 creature Causes a major disease in the victim. Strength, Dexterity and Charisma are all reduced by -2. They also suffer being slowed. The spell can only be removed by Cure Disease. ADVICE - Quite nasty but no save reduction means it will rarely have any affect. When it does though, It greatly reduces the fighting ability of a foe. Use on powerful NPCs with low saving throws. EMOTION: HOPELESSNESS (Enchantment) Range: LoS Casting Time: 4 Duration: 2 rounds + 1/level Saving Throw: Neg. Area of Effect: 30' radius The first effect of this spell is to, upon a failed save, cause all enemies to lay down with the utter hopelessness of it all. The second affect is to instil upon the caster a feeling of courage that counters all forms of fear or panic. ADVICE - While the affects of this spell are more deadly than Confusion, the save is easy. Against low-level, low-save enemies this is a superb spell. Otherwise stick to confusion. ENCHANTED WEAPON (Enchantment) Range: 0 Casting Time: 4 Duration: 1 day Saving Throw: None Area of Effect: N/A This spell calls into being a mace, axe, longsword or short sword (caster's choice), with a +3 enchantment bonus. ADVICE - Early on, this is good because it allows you to get good weapons free. Later, though, when better weapons are available, it's just a waste of space. You can do much better in your slots. It just isn't productive enough to make the grade. FARSIGHT (Divination) Range: Special Casting Time: 4 Duration: 3 rounds + 1 round/level Saving Throw: None Area of Effect: Special When this spell is cast, an area of unexplored map is made visible so that the caster can spy on what is coming. ADVICE - In theory you might think a spell that lets you know what's coming is great, but there is a better way to find out what's coming, without wasting spell slots. Save, wade in, if you die, you know what to do in advance. If you survive, no problem. Hence, there's no point in making use of Farsight. FIRESHIELD (BLUE/RED) (Invocation, Alteration) Range: 0 Casting Time: 4 Duration: 3 rounds + 1 round/level Saving Throw: None Area of Effect: Caster These spells create an elemental barrier around the caster. They confer 50% resistance to the corresponding element. They also protect from melee attacks. Opponents hitting the caster take damage of the appropriate element. ADVICE - Always have one handy, as they are the only spells that get their revenge on opponents as well as conferring protection, and they're good protection. Use the red shield unless you know you'll be facing cold damage as fire is far more common. GREATER MALISON (Enchantment) Range: LoS Casting Time: 4 Duration: 2 rounds/level Saving Throw: None Area of Effect: 30' radius All opponents affected suffer a -4 penalty to all saving throws. Spell resistance does not apply. ADVICE - The best level 4 spell. Not only does it mean that your magical equipment will work far better, it improves the potency of spells beyond belief. ALWAYS use this against groups of enemies with good saves. Note that there are NO scrolls in the game, so if you want it, get it at the start. ICE STORM (Invocation) Range: LoS Casting Time: 4 Duration: 4 rounds Saving Throw: None Area of Effect: 40' diameter Great ice blocks rain down from the sky and deal 2d8 points of damage to all enemies in the area. ADVICE - Three words: Virtually no damage. This spell is awful because 2d8 damage is simply not enough to be dealing at level 7. Forget this spell entirely. IMPROVED INVISIBILITY (Illusion) Range: Touch Casting Time: 4 Duration: 1 turn Saving Throw: N/A Area of Effect: 1 creature The touched creature is affected as if by Invisibility, with one major difference - when they make a hostile action rather than becoming visible they appear only as a faint distortion in the air. ADVICE - This is a great spell for protecting fragile archers/spellcasters, as well as being brilliant at helping along thievery. If you think you have characters that could make constructive uses out of this spell, use it, it's surprisingly versatile. MINOR GLOBE OF INVULNERABILITY (Abjuration) Range: 0 Casting Time: 4 Duration: 1 round/level Saving Throw: N/A Area of Effect: Caster This creates an immobile sphere in the air that prevents any 1st-, 2nd-, or 3rd-level spells targeted directly at the caster from touching the caster, they are automatically countered. Spells can leave the sphere. Dispel Magic brings down the globe. ADVICE - A good spell, if not great, against low-level wizard NPCs this is very powerful as the enemy will almost always become powerless. However there are better spells that will find more general use so most of the time this spell should be let alone. MINOR SEQUENCER (Invocation) Range: N/A Casting Time: 1 round Duration: N/A Saving Throw: N/A Area of Effect: N/A This spell creates a glyph or sequencer that can contain up to two spells of 2nd level or lower. The glyph can be hurled at any time using the special abilities button. The effects of the stored spells then apply to the target. Note you can carry only one sequencer at a time. ADVICE - This would be powerful but the range of spells available for use is small and unpowerful, so there's little point in using it. If you cast it once then rest then you aren't losing out, but this spell is poor for general use. MONSTER SUMMONING II (Conjuration) Range: LoS Casting Time: 4 Duration: 3 rounds + 1 round/level Saving Throw: N/A Area of Effect: N/A This spell conjures 12HD of monsters to fight at your side, in the same way as Monster Summoning I. ADVICE - The same advice applies here as to MS1, the summoned beasts just aren't powerful enough. The MS spells get better as they go along though, but even so there are far more worthy spells around. OTILUKE'S RESILIENT SPHERE (Alteration) Range: 0 Casting Time: 1 Duration: 1 round/level Saving Throw: Neg. Area of Effect: 1 creature The target of this spell becomes frozen in the sphere. They cannot perform any actions, but at the same time actions cannot affect them. They are effectively not there. ADVICE - A double-edged blade if ever there was one. This spell is a boon and a curse at once. The best use of this spell is to freeze the most powerful foe out of things for a while so you can destroy the rest of the group before taking him on, or even to protect a vital NPC in serious trouble. POLYMORPH OTHER (Alteration) Range: LoS Casting Time: 4 Duration: Permanent Saving Throw: Neg. Area of Effect: 1 creature This spell, if the save is failed, turns its unfortunate victim an all his equipment into a squirrel. ADVICE - This seems like a hugely dangerous spell, but in reality most saves will be made. Hence unless you're fighting low-save enemies this is a weak spell. Otherwise, it's deadly. POLYMORPH SELF (Alteration) Range: 0 Casting Time: 4 Duration: 1 turn + 3 rounds/level Saving Throw: N/A Area of Effect: Caster When this spell is cast the caster can, from his special abilities button bar, transform into any one of the following creatures: 1 - Gnoll, with a halberd +3, +1 fire damage. 2 - Mustard Jelly 3 - Ogre 4 - Spider 5 - Druid forms (black bear, brown bear, wolf) ADVICE - This is a very handy spell because it allows you to tailor yourself for any eventuality. Lots of spells flying around? A mustard jelly is invulnerable. Can't scratch your enemy? An ogre will sort that out. It is very useful and thus deserves a place in your spellbook. REMOVE CURSE (Abjuration) Range: Touch Casting Time: 6 Duration: Permanent Saving Throw: N/A Area of Effect: 1 creature If this spell is cast upon a cursed character, the cursed item he/she is stuck with can be dropped, removing the curse. ADVICE - Never put it into general use but have a copy handy for when you need to remove a curse. Then rest, cast, rest and back to normal. It's useful but doesn't come into use often enough. SECRET WORD (Abjuration) Range: LoS Casting Time: 4 Duration: Instant Saving Throw: None Area of Effect: 1 creature When this spell is cast at a target, that target has one spell protection of eighth level or lower dispelled. Magic resistance does not affect this. ADVICE - A specialist use spell, keep it tucked away until you face any wizard, as against wizards this is a peach of a spell for fourth level. Otherwise, don't use it. SPIDER SPAWN (Conjuration) Range: 40 yds Casting Time: 6 Duration: 5 rounds + 1 round/level Saving Throw: N/A Area of Effect: N/A This spell creates 1 or 2 (20% chance) spiders depending on the casters level. They obey the caster just like summoned monsters from MS. The types are: 7th level - Giant spider 9th level - Phase spider 12th+ level - Sword spider ADVICE - There is only one benefit of this over MS, that is you know what is coming. However this means it lacks the versatility. This is just an altered MS, so avoid it, really. SPIRIT ARMOUR (Necromancy) Range: Touch Casting Time: 3 Duration: 10 turns Saving Throw: N/A Area of Effect: 1 creature This creates a shadowy set of armour around the caster, with an AC1 that stacks with all other bonuses. He will also gain a +3 bonus to his saves vs. Spells. The armour does not hinder movement, add encumbrance or stop spellcasting/stealth etc. At the end of the duration, the caster takes 2d4 damage unless he makes a save vs. Spells. ADVICE - A potent set of armour that will protect a fragile character very well is a good spell indeed. The damage at the end is low and will seldom come into affect anyway. This is a good protection spell that should be considered. Note that of the three good lvl4 defensive spells (FireShield, Spirit Armour and Stoneskin), this is the only one that can be cast on other people. STONESKIN (Alteration) Range: 0 Casting Time: 1 round Duration: 12 hours Saving Throw: N?A Area of Effect: Caster This spell creates layers of solid stone around the caster. They hinder the wizard in no way. A wizard gains 1 layer for every 2 levels he has achieved. Each time the caster would suffer damage, a skin is removed instead. This only works against physical attacks of any kind. ADVICE - The best defensive spell of lvl4. Always have this one ready - it's fast to cast and it doesn't matter if you take 200 damage, you don't get scratched. It's best because rather than decreasing your chances of getting hit it stops it entirely. TELEPORT FIELD (Alteration) Range: LoS Casting Time: 4 Duration: 1 turn saving Throw: None Area of Effect: 30' radius This spell creates an area of distortions where creatures will be randomly teleported around the area of the spell. ADVICE - There is only one advantage in this abysmal spell - it gives you time to regroup, heal, and activate defences. Really though it's not a particularly good spell, so don't bother with it. WIZARD EYE (Alteration) Range: 0 Casting Time: 1 round Duration: 1 round/level Saving Throw: N/A Area of Effect: Special This creates an eye that can see for 60' around it with infravision. It is invisible hence it makes a good spy. It is solid and can be divined and cannot pass through walls. Any gaze attacks met by the eye affect the caster. ADVICE - See my comments on Farsight for why you shouldn't use this spell. Mage Spells - Level 5 ANIMATE DEAD (Necromancy) Range: 10 yds Casting Time: 5 Duration: Instant Saving Throw: N/A Area of Effect: Special This spell raises one skeleton or zombie for each level of experience of the caster. The serve the caster fully until they are killed or turned. They cannot be dispelled. ADVICE - A powerful spell, repeated castings create a horde of skeletons at your command. While they are emminently usful as a shield, they often get in your way. I recommend using this spell in large areas to screen your party and distract spells, I won the final battle easily by casting this 100 times (literally - 1,000+ skeletons filled up the room so I had to stop). Useful, but can get in your way, basically). BREACH (Abjuration) Range: LoS Casting Time: 5 Duration: Instant Saving Throw: None Area of Effect: 1 creature This spell automatically removes any combat protections the target has. Magic resistance does not apply. ADVICE - A great spell, makes NPCs casting spells making them immune to your attacks a thing of the past. This makes life far easier, hence I recommend using it. CHAOS (Enchantment) Range: LoS Casting Time: 4 Duration: 5 rounds + 1/6 levels Saving Throw: Neg. Area of Effect: 30' radius In all respects this spell is like Confusion. However 4th level or lower characters get no save and above this it is made at -4. ADVICE - Well, what are you waiting for?!? An improved version of Confusion makes this a first class spell, so get out there and use it!!! CLOUDKILL (Invocation) Range: 10 yds Casting Time: 5 Duration: 1 round/level Saving Throw: Special Area of Effect: 20' radius This spell causes a billowing cloud of poisonous vapours to asphyxiate all foolish enough to enter its radius. Creatures with up to 4+1HD get no save and die instantly. Up to 6HD there is a save at -4 or death is caused. Above this there is no save for 1d10 poison damage every round spent in the cloud. ADVICE - Utterly lethal, this will cause devastation against lesser enemies. Use it, but with caution - hit your own party and they'll start taking damage fast. CONE OF COLD (Invocation) Range: 0 Casting Time: 5 Duration: Instant Saving Throw: Half Area of Effect: Special When this spell is cast, a cone of ice spreads out in an area five feet long and one foot in diameter for every level of the caster. It drains all heat and causes 1d4+1 damage per level of the caster. ADVICE - A dangerous spell, again it is worthwhile using if you are careful to avoid hitting your allies. The other benefit of this is it does cold damage, which few foes have protections against. CONJURE LESSER AIR/EARTH/FIRE ELEMENTAL (Conjuration) Range: 15 yds Casting Time: Special Duration: 1 turn + 1 round/level Saving Throw: None Area of Effect: Special All these spells summon an 8HD elemental to do their caster's bidding. Every time this is cast there is a 15% chance the summoned elemental will attack its supposed master. After being summoned, the caster must engage in a battle of psyche for 3 rounds. If the caster wins control is established, otherwise the elemental goes beserk. ADVICE - Why you'd want to cast this is beyond me. Let's see, what you're doing is taking MS1 up 2 levels, giving a good chance of getting attacked and taking ages to cast. Ignore these spells utterly. DOMINATION (Enchantment) Range: LoS Casting Time: 5 Duration: 9 rounds Saving Throw: Neg. Area of Effect: 1 creature This spell allows the caster to fully control the actions of the target. The target gets a saving throw at -2. ADVICE - The only problem with this respectable spell is that there is a high chance of the intended victim escaping it. Don't discount it, but think hard before using a spell slot on it. FEEBLEMIND (Enchantment) Range: LoS Casting Time: 5 Duration: Permanent Saving throw: Neg. Area of Effect: 1 creature This spell causes the subject's intellect to degenerate masively. The victim gets a save at -2 to prevent this. ADVICE - This can have a very pronounced affect on spellcasters but still there is a problem of the save. There is not enough versatility in this spell to justify anything other than an occassional slot. HOLD MONSTER (Enchantment) Range: LoS Casting Time: 5 Duration: 1 round/level Saving Throw: Neg. Area of Effect: 30' radius This spell holds 1d4 creatures of any time immobile just like Hold Person. At the beginning and every nine rounds after, a save at -2 is made to shake off the effects. ADVICE - Better than hold person but like that spell the chances of enemies avoiding it are too likely. You'd be better off with other spells, though this is no terrible spell. LOWER RESISTANCE (Abjuration, Alteration) Range: LoS Casting Time: 5 Duration: 1 round/level Saving Throw: None Area of Effect: 1 creature The victim of this spell has their magic resistance automatically lowered by 10% + 1% per caster level. There is no save and magic resistance does not apply. This spell is not affected by Dispel Magic. ADVICE - A good spell but only really useful when you know you're up against a big dragon or something. Don't use generally, but have it available for unusual scenarios. MINOR SPELL TURNING (Abjuration) Range: Touch Casting Time: 5 Duration: 3 rounds/level Saving Throw: N/A Area of Effect: Caster This spell rebounds a total of 4 spell levels back at the original caster. It only works if the spell was directed at the caster. This works only on spells of 4th-level or lower. Dispel Magic functions normally. ADVICE - A potent effect, but lasts very short periods of time and the spells it works against are enough of a threat enough of the time. Leave it be, I say. MONSTER SUMMONING III (Conjuration) Range: LoS Casting Time: 5 Duration: 4 rounds + 1/level saving Throw: N?A Area of Effect: N/A This is exactly the same as MS1 except it creates 16HD of monsters. ADVICE - Like the others, the monsters simply aren't good enough to make this spell worth casting at all. ORACLE (Divination) Range: LoS Casting Time: 5 Duration: Instant Saving Throw: None Area of Effect: 20' radius When cast, all illusions of 5th-level or lower in the area are automatically dispelled. Note this also works on allies. Magic resistance does not apply. ADVICE - A good effect, but there are simply not enough low-level illusions hanging around to make general use feasible. But in certain situations this can be a godsend. PHANTOM BLADE (Invocation) Range: 0 Casting Time: 5 Duration: 3 rounds + 1 round/level Saving Throw: N/A Area of Effect: N/A This creates a weightless blade in the caster's hand. It acts as a +3 sword, with a extra +10 damage bonus against undead. This sword can only be used by the caster. ADVICE - The same applied as did to Enchanted Weapon, unless you're fighting undead, in which case +13 damage makes it utterly lethal. Don't use in non-undead-infested areas though. PROTECTION FROM ACID/ELECTRICITY (Abjuration) Range: Touch Casting Time: 6/5 Duration: 1 turn/level Saving Throw: N/A Area of Effect: 1 creature The affect of these spells is to confer complete invulnerability from the appropriate elements. ADVICE - Powerful, but so rare it is to find these elements that they should again only be used when it is absolutely necessary, otherwise they are nearly never needed. PROTECTION FROM NORMAL WEAPONS (Abjuration) Range: Touch Casting Time: 2 Duration: 1 round/level Saving Throw: N/A Area of Effect: 1 creature This spell confers complete invulnerability to all non-magical weapons. This cannot be cast on someone who is Protected From Magical Weapons. ADVICE - Very potent, this spell, and despite the short duration will keep you well protected against any lesser creature. Its use becomes less as the game wears on though. SHADOW DOOR (Illusion) Range: 10 yds Casting Time: 2 Duration: 1 round/level Saving Throw: N/A Area of Effect: N/A This spell creates the illusion of the caster stepping through a shimmering door and vanishing, in reality he is invisible and can act freely under the effects of Invisibility. ADVICE - The only reason to cast this above Invisibility is that enemy creatures don't try to find you if you cast it in combat. Is that worth paying three levels for? Nope, so don't bother wasting slots on this one. SPELL IMMUNITY (Abjuration) Range: 0 Casting Time: 5 Duration: 3 rounds + 1 round/level Saving Throw: N/A Area of Effect: Caster This spell grants total immunity to any spells of a single school of the caster's choice. ADVICE - Very potent if you know what spells your foe will be casting at you, but in encounters where you don't know what you're doing, this is no help at all. SPELL SHIELD (Abjuration) Range: 0 Casting Time: 8 Duration: 3 rounds/level Saving Throw: N/A Area of Effect: Caster This spell will counter the effects of one spell which would normally cause your spell defences to drop. ADVICE - As it only works once there is very limited appeal in the spell, but if you're obsessed with protecting yourself, in which case you may want to make more general use of it. SUNFIRE (Invocation) Range: Caster Casting Time: 3 Duration: Instant Saving Throw: Half Area of Effect: 30' radius This is identical to Fireball but for two differences. Firstly the effects are centred on the caster (causing no harm to them), second the maximum damage is 15d6. ADVICE - Quite why you'd want to pay 2 levels for additional damage at higher levels and probably to put your party in danger, is beyond me. This is more dangerous to your party except in circumstances too rare to make it worth using spell slots on it. Mage Spells - Level 6 CARRION SUMMONS (Conjuration) Range: 40 yds Casting Time: 1 round Duration: 7 rounds + 1 round/level Saving Throw: N/A Area of Effect: N/A This spell calls into being a magically mutated carrion crawler that will obey all the orders of the caster. There is a 35% chance that two carrion crawlers will be summoned instead of one. ADVICE - While the carrion crawlers are nasty, it's the same problem with the majority of summoning spells, that the monsters just aren't hard enough. Like MS, best ignored. CHAIN LIGHTNING (Invocation) Range: LoS Casting Time: 5 Duration: Instant Saving Throw: Half Area of Effect: Special This creates a bolt of electrical energy that leaps from foe to foe, doing 1d6 damage for every 2 levels of the caster. ADVICE - Though the damage isn't very high, it hits several enemies and they all take some damage, making it good, but when Fireball is acually more dangerous, it makes this spell seem a bit weak. Usable, but not great. CONJURE AIR/EARTH/FIRE ELEMENTAL (Conjuration) Range: LoS Casting Time: Special Duration: 1 turn/level Saving Throw: N/A Area of Effect: N/A When this spell is cast, there is a 60% chance of summoning a 12HD elemental, a 35% chance of a 16HD elemental, and a 5% chance of a 24HD elemental. The caster must concentrate on controlling the elemental for 3 rounds after the spell is cast. ADVICE - The first half-decent summon spell, it still has a high chance of getting you a poor creature that won't help. However if you insist upon a summon elemental spell use fire, it's damage is super effective against more kinds of enemy. CONTINGENCY (Invocation) Range: N/A Casting Time: 1 turn Duration: 1 day/level Saving Throw: N/A Area of Effect: Caster This spell allows the caster to store one spell of a level no higher than one-third his experience level, and set conditions under which it is automatically cast. For instance you might want to cast Protection from Evil if you are attacked. No more than one contingency may be held at a time. ADVICE - A superb spell - it can really save your skin if you put a sufficiently powerful spell in it. Always have a contingency on you, they really do work wonders. DEATH FOG (Invocation) Range: 10 yds Casting Time: 6 Duration: 15 rounds Saving Throw: None Area of Effect: 20' radius This creates a solid cloud of acidic vapours. Animal life suffers 8 damage per round in the vapours. Summoned creatures are instantly killed by the fog. ADVICE - Against casters that like to summon creatures, this is brilliant, but like so many spells, it is best used only when you're in a particular situation. DEATH SPELL (Necromancy) Range: LoS Casting Time: 6 Duration: Instant Saving Throw: None Area of Effect: 30' radius This spell instantly kills all creatures under 6HD and summoned creatures in the area. They cannot be resurrected. ADVICE - The only problem with this is that most creatures are well above 6HD. The only time this spell becomes useful is when you're facing huge hoards of orcs or the like. DISINTERGRATE (Alteration) Range: LoS Casting Time: 6 Duration: Instant Saving Throw: Neg. Area of Effect: 1 creature The target of this spell must make a save vs. Spells or be turned to dust, along with much of his equipment. ADVICE - Hugely powrful, with two drawbacks - the save (with greater malison, though...), and the equipment destroying. When you're fighting big monsters with no stuff, get lucky and you can kill them very easily. FLESH TO STONE (Alteration) Range: LoS Casting Time: 6 Duration: Permanent Saving Throw: Neg. Area of Effect: 1 creature This spell instantly turns the victim and everything they carry to stone, unless they make a save vs. Spells. They can be shattered if they are attacked, and can only be restored if the reverse spell is cast (Flesh to Stone). ADVICE - Simply, this is Disintergrate where ALL the equipment is destroyed and the victim can be restored. So use disintergrate instead. GLOBE OF INVULNERABILITY (Abjuration) Range: 0 Casting Time: 4 Duration: 1 round/level Saving Throw: N/A Area of Effect: Caster This spell is identical to the Minor Globe Of Invulnerability, except all spells up to 4th level are blocked. ADVICE - The same as the Minor version - how often do lower level spells get cast at you? Not often. So leave this spell on the scroll where it belongs. IMPROVED HASTE (Alteration) Range: LoS Casting Time: 3 Duration: 3 rounds + 1 round/level Saving Throw: N/A Area of Effect: 1 creature This spell doubles movement and attack rates of its subject. They gain a -2 initiative bonus. This spell causes no fatigue. It is not cumulative but negates Slow. ADVICE - Powerful, but only one subject means you'll have one guy zipping miles ahead, getting into potential danger. Hence a lot of micro-management will be involved but if you're OK with thay, this is a good spell. INVISIBLE STALKER (Conjuration) Range: 40 yds Casting Time: 1 round Duration: 9 hours saving Throw: N/A Area of Effect: N/A This spell summons an Invisible Stalker. It has 8HD and obeys the caster utterly. ADVICE - The Invisible Stalker is a dangerous creature and hence this is a good summon spell. It isn't great in a slogging fight though - use subtlety and its natural invisibility. MISLEAD (Illusion) Range: 0 Casting Time: 1 Duration: 1 round/level Saving Throw: N/A Area of Effect: Caster This spell causes the caster to become improved invisible, and also creates an immobile duplicate of the caster, which remains until reduced to 0HP of dispelled. ADVICE - This is effective against low intellegence monsters as they will attack the dummy, allowing you to prepare or even continue fighting with the monsters unknowing. This is a worthwhile spell, so I recommend keeping one available. PIERCE MAGIC (Abjuration) Range: LoS Casting Time: 6 Duration: Special Saving Throw: None Area of Effect: 1 creature The first affect of this spell is, for 1 round/level of caster, to reduce the target's magic resistance by 1%/level. The second is to remove one spell protection of 6th level or lower. Magic resistance does not apply. ADVICE - This is dangerous when you're facing enemies with MR and spell protections, so use it if you know you're coming up against such NPCs, but otherwise, ignore. POWER WORD SILENCE (Conjuration) Range: 30 yds Casting Time: 1 Duration: 3 rounds Saving Throw: None Area of Effect: 1 creature This spell totally silences the victim and all within 1 foot for the duration. ADVICE - The abysmal duration makes this spell terrible, but I used it once in the game... when fighting Irenicus at the end for 3 rounds he was totally unable to defend himself while I lopped hit points off him. That's the only situation it's any use in - buying time against tough wizards. PROTECTION FROM MAGIC ENERGY (Abjuration) Range: Touch Casting time: 6 Duration: 1 round/level Saving Throw: N/A Area of Effect: 1 creature This confers 50% invulnerability to all magical based attacks. ADVICE - A very good spell protection, half a chance of causing problems with spells, I recommend this spell. PROTECTION FROM MAGICAL WEAPONS (Abjuration) Range: 0 Casting Time: 1 Duration: 4 rounds Saving Throw: N/A Area of Effect: Caster This confers total invulnerability to all magical weapons. It cannot be cast on someone who is protected from normal weapons. ADVICE - Highly powerful, but with short duration, it's high speed casting means that it's built for the thick of combat to buy time. Use it for no other purpose. SPELL DEFLECTION (Abjuration) Range: 0 Casting Time: 6 Duration: 3 rounds/level Saving Throw: N/A Area of effect: Caster This identical to Minor Spell Deflection except it it affects a total of up to 10 spell levels. ADVICE - At last a decent spell protection, that will find decent usage. Problem is it will deflect 2 spells at best, so it doesn't last long. But for that time you're well protected. STONE TO FLESH (Alteration) Range: LoS Casting Time: 6 Duration: Permanent Saving Throw: None Area of Effect: 1 creature This automatically turns any petrified creature back to life, along with their gear. ADVICE - You'll use it rarely if at all, but always have it to hand in case, you never know when you'll need it. Don't waste slots on it though. SUMMON NISHRUU (Conjuration) Range: 40 yds Casting Time: 1 round Duration: 1 round/level Saving Throw: N/A Area of Effect: N/A This will summon a deady, magic consuming Nishruu into being totally under the power of the caster. ADVICE - Easily more powerful than any summon so far, always have this in a slot, it creates a creature possibly more dangerous than any other to magic users. TENSER'S TRANSFORMATION (Alteration) Range: 0 Casting Time: 6 Duration: 1 round/level Saving Throw: None Area of Effect: Caster This spell turns the wizard into a veritable fighting machine. H's HPs double, his AC is 4 better, his fighting abilities are that of a fighter of his level, each attack is made at +2 and has +2 damage. ADVICE - Weak spellcasters should use this regularly, it really does turn the caster into a capable fighter - when combat looms, this is a vital spell to use. TRUE SIGHT (Divination) Range: LoS Casting Time: 6 Duration: Instant Saving Throw: None Area of Effect: 20' radius This automatically dispels all hostile illusions in the area. ADVICE - By far the best divination around, this chops all invisibilities away - you'd be amazed how many invisible characters there are. Always give over a spell slot. WYVERN CALL (Conjuration) Range: 40 yds Casting Time: 1 round Duration: 1 rund/level Saving Throw: N/A Area of Effect: N/A This calls a wyvern to appear under the influence of the caster, and it will obey his every command. ADVICE - This is quite powerful, but to tell you the truth a Nishruu is far better, so use that summon spell, not this one. Mage Spells - Level 7 CACOFIEND (Conjuration) Range: LoS Casting Time: Special Duration: 15 rounds Saving Throw: N/A Area of Effect: N/A This will summon a powerful demon into existence that fights anyone, unless they are Protected From Evil. ADVICE - The danger of it attacking you is non-existent if you have Keldorn in your party, he can cast PFE repeatedly. However, it just seems... the demon never does much damage. No idea why. Maybe it's just me - anyway, I leave it alone for that reason. CONTROL UNDEAD (Necromancy) Range: LoS Casting Time: 7 Duration: 6 rounds + 1 round/level Saving Throw: Special Area of Effect: N/A This spell control 1-4 undead creatures in the area. They serve the caster utterly for the duration. Undead of up to 3HD get no save, 4HD+ they may make a save to negate. ADVICE - The attraction of controlling huge undead is obvious, but they almost always make the save. Weeny undead get no save but if you cast Animate Dead, you save two levels and get more minor undead. This makes this spell fairly poor. DELAYED BLAST FIREBALL (Invocation) Range: LoS Casting Time: 7 Duration: Special Saving Throw: Half Area of Effect: 30' radius This spell is identical to the spell Skull Trap, except it deals 14d6 damage. ADVICE - Simply, this spell deals so much damage it can floor several creatures - plus you can use it as an ambush trap as well. I recommend giving over a spell slot to it. FINGER OF DEATH (Necromancy) Range: LoS Casting Time: 5 Duration: Instant Saving Throw: Neg. Area of Effect: 1 creature The target of this spell must make a save at -2, or die instantly. ADVICE - Incredibly powerful, casting this on lower-save, greater malisoned creatures means a kill most times. Even without these the chance of a kill is still good, plus it can affect ANYONE, no limitations on HD. Definitely worth using. LIMITED WISH (Conjuration) Range: N/A Casting Time: 9 Duration: Special Saving Throw: N/A Area of Effect: Special This spell allows the caster to pick a wish from a list. The higher the wisdom of the caster, the more likely the spells will have beneficial effects - you won't know until they're cast. ADVICE - The more powerful the wish, the higher the wisdom needed. Never attempt this without high wisdom, but if you do have good wisdom, cast at will. MANTLE (Abjuration) Range: 0 Casting Time: 1 Duration: 4 rounds Saving Throw: N/A Area of Effect: Caster The effect of this spell is to confer invulnerability to the caster from all weapons less than +3 in enchantment. ADVICE - Quite powerful, designed to buy time in the middle of combat, to tell the truth I'd rather spend my time casting an offensive spell. Your wizards shouldn't be in the thick of it anyway. MASS INVISIBILITY (Illusion) Range: LoS Casting Time: 7 Duration: 1 round/level Saving Throw: N/A Area of Effect: 30' radius All allies in the radius of this spell are affected by the spell Improved Invisibility. ADVICE - A very potent spell, causing your entire party to become invisible, the short duration is the only problem. Otherwise, this a recommended spell. MORDENKAINEN'S SWORD (Invocation) Range: 0 Casting Time: 7 Duration: 1 round/level Saving Throw: N/A Area of Effect: N/A This creates a sentient sword under the control of the caster that attack and moves independantly of a wielder. It has the THAC0 of a fighter half the wizard's level, and acts as a +4 weapon, dealing 1d16 (+4) damage. ADVICE - As mentioned above, this bizarrely has a Greenstone Amulet in its protection, which you can pick-pocket of it. Note it can be poisoned! This sword is powerful and can lend an edge in combat, and for the duration it can be used to take on especially scary enemies without the caster and allies getting involved - it can't take normal damage, after all. Not brilliant, but very versatile and often useful. POWER WORD STUN (Conjuration) Range: LoS Casting Time: 1 Duration: Special Saving Throw: None Area of Effect: 1 creature The target becomes stunned - if it has up to 29 HPs are stunned for 4d4 rounds, 30-59 for 2d4 rounds, 60-89 for 1d4 rounds, and 90+ are not affected. Note the current HPs are used. ADVICE - Powerful, as no save is allowed, and I stunned a dragon once when it was down to Injured. However, it only has one target, so if you're facing 1 enemy, this is good otherwise leave it alone. PRISMATIC SPRAY (Conjuration) Range: 20 yds Casting Time: 7 Duration: Instant Saving Throw: Special Area of Effect: 70' long cone. When this is cast, a clolourful spray of magic is thrown out. Any creature under 8HD is blinded for 5 rounds by the spell. Also if struck by the rays they suffer other affects, even if over 8HD: Red - 20 HPs damage, save for half Orange - 40 HPs damage, save for half Yellow - 80 HPs damage, save for half Green - Save or die, if saved 20 HPs damage Blue - Save or be petrified Indigo - Save or be feebleminded Violet - Save or be disintergrated. ADVICE - Obviously, this spell is shockingly potent, the only problm being you need good range judgement for full effect, but with practice this spell is awesomely dangerous. Worth using, especially against low- save creatures like Umber Hulks. PROJECT IMAGE (Illusion) Range: 0 Casting Time: 1 Duration: 1 round/level Saving Throw: N/A Area of Effect: Caster This creates a copy of the caster that is identical in every respect. The caster cannot move while his copy is alive. If he is hurt or the copy killed, he can move again. ADVICE - Essentially, this is giving the caster a second life. Because of this it can be very helpful indeed provided you find a safe place for the actual caster. PROTECTION FROM THE ELEMENTS (Abjuration) Range: Touch Casting Time: 7 Duration: 1 round/level Saving Throw: N/A Area of Effect: 1 creature This spell confers 75% resistance to all forms of magical or non-magical element-based attacks. ADVICE - Very powerful indeed - a reasonable duration, and if you add Protection from Magic Weapons and Normal Missiles (a nasty combo), you're nearly invincible. Many attacks will be absorbed by this, so it's probably the best defensive level 7 spell. RUBY RAY OF REVERSAL (Alteration) Range: LoS Casting Time: 5 Duration: Instant Saving Throw: None Area of Effect: 1 creature This will immediately remove one spell protection of the highest level on the target. Magic resistance does not apply. ADVICE - This isn't weak, but it's far too high a level, so wasting high slots on it is pointless. SPELL SEQUENCER (Invocation) Range: N/A Casting Time: 1 round Duration: Special Saving Throw: N/A Area of Effect: N/A This spell is identical to Minor Spell Sequencer, except that you can store 3 spells of up to 4th level. ADVICE - When you reach the stage of the game where you're casting 7th level spells, 4th level spells just aren't good enough. Hence this sequencer isn't particularly useful. SPELL TURNING (Abjuration) Range: 0 Casting Time: 7 Duration: 3 rounds/level Saving Throw: N/A Area of Effect: Caster This is identical to Minor Spell Turning, except it reflects up to 12 spell levels. ADVICE - Like all spell protections, despite this being very potent, it doesn't last very long. The effect is good though, and you may want to consider using this. SPHERE OF CHAOS (Alteration) Range: 0 Casting Time: 7 Duration: 1 turn Saving Throw: Special Area of Effect: 30' radius In the area a save must be made every round or they will be randomly either: polymorphed into a squirrel, confused, set alight, paralysed, disintergrated, healed 20 HPs, randomly teleported, made unconscious or hasted. ADVICE - You need to know what you're doing when you cast spells, and this is far too random and dangerous to your party. Never cast this, EVER, unless you're only playing for fun, in which case it can be quite amusing and spectacular! SUMMON DJINNI/EFREETI (Conjuration) Range: 40 yds Casting Time: 1 round Duration: 1 round/level / 8 rounds + 1 round/level Saving Throw: N/A Area of Effect: N/A This summons the appropriate magical beast to fight on your side. Note they will turn on casters who mistreat them badly. ADVICE - Powerful creatures, yet the only summon spell on level 7 that's truly fantastic is the Hakeashar one, so while these are fine, use that one. SUMMON HAKEASHAR (Conjuration) Range: 40 yds Casting Time: 1 round Duration: 8 rounds + 1 round/level Saving Throw: N/A Area of Effect: N/A This summons an even more powerful version of the deadly Nishruu, with similar effects to that spell. ADVICE - Nishruu are deadly, these are so dangerous I'll go as far as to say I fear them far more than any other summonable creature. Keep this available, use it often, it is simply astonishing how incredible this is. WARDING WHIP (Abjuration) Range: 10 yds Casting Time: 7 Duration: 3 rounds Saving Throw: None Area of Effect: 1 creature This will remove one spell protection from the target, highest level ones first, one each round for the duration. ADVICE - The Ruby Ray times 3 on the same level - why bother with the other one? This is an excellent spell protection remover, very good when you need it. Mage Spells - Level 8 ABI DALZIM'S HORRID WILTING (Necromancy) Range: LoS Casting Time: 8 Duration: Instant Saving Throw: Half Area of Effect: 15' radius This drains bodies of water. It does 1d8 damage/level, save for half. Water and plant creatures have a -2 penalty to their save. ADVICE - Very powerful indeed, and one of the better offensive spells, while I didn't use it much, don't discount it by any means. The big problem is the small area. IMPROVED MANTLE (Abjuration) Range: 0 Casting Time: 1 Duration: 4 rounds Saving Throw: N/A Area of Effect: Caster This spell offers protection from all weapons of enchantment under +4. ADVICE - Like Mantle, it is useful for fighter/mages in the thick of things, but for most casters it shouldn't be used because you shouldn't be in combat in the first place. Very powerful though. INCEDIARY CLOUD (Invocation) Range: 10 yds Casting Time: 8 Duration: 1 round/level Saving Throw: Half Area of Effect: 20' radius This creates a cloud of flame. For every round in it you suffer 1d4 damage/level, save for half. ADVICE - Bad, because the damage is low and the area too small too keep enemies in it so they take lots of damage. Use Horrid Wilting instead, it's much better. MAZE (Conjuration) Range: Touch Casting Time: 3 Duration: Special Saving Throw: None Area of Effect: 1 creature This traps the victim in an extraplanar maze. The time it takes him to escape depend on his intellegence. When escapes they are returned to the spot they left. Freedom prematurely dispels the maze. Intellegence under 3 2d4 turns trapped 3-5 1d4 turns 6-8 5d4 rounds 9-11 4d4 rounds 12-14 3d4 rounds 15-17 2d4 rounds 18+ 1d4 rounds ADVICE - A great combo is with Feeblemind here, they stay gone for ages. This is very powerful, instantly, no save, removing the toughest of NPCs from the equation. Use it to make a fight easier or regroup, heal and preapre, but use it. PIERCE SHIELD (Abjuration) Range: LoS Casting Time: 8 Duration: Instant Saving Throw: None Area of Effect: 1 creature The victim of this spell first loses 10% + 1%/level magic resistance. Then they lose one spell protection of any level. Magic resistance does not apply. ADVICE - Powerful, but there are far better spells here, so I leave it alone, you'd be better off with most the level 8s. POWER WORD BLIND (Conjuration) Range: LoS Casting Time: 1 Duration: 6 rounds Saving Throw: None Area of Effect: 10' radius The affected creatures become blind for the duration. ADVICE - At this level, blindness is simply not a great enough effect for 6 rounds. It won't help much, so leave this spell well alone. PROTECTION FROM ENERGY (Abjuration) Range: Touch Casting Time: 8 Duration: 1 round/level Saving Throw: N/A Area of Effect: 1 creature This spell confers 75% resistance to all non-physical attacks. ADVICE - Very powerful, the best defensive spell at this level. It's good because your wizard should be out the fighting, but spells can still get him. With Protection From Normal Missiles he's almost invincible. SIMULACRUM (Illusion) Range: 0 Casting Time: 9 Duration: 1 round/level Saving Throw: N/A Area of Effect: Caster This creates a duplicate of the caster, with 60% the level but otherwise identical. ADVICE - Why bother? You don't need another caster, for that 9 you could cast spells that affect the combat. The spells from your duplicate are of lower level hence a good bit weaker. If it's for misleading enemies try Mislead or Shadow Door. SPELL TRIGGER (Invocation) Range: 0 Casting Time: 1 round Duration: Permanent Saving Throw: N/A Area of Effect: Caster This is identical to Spell Sequencer, except the spells stored may be up to 6th level. ADVICE - Better than the others, but still the comments I made for them apply, though I think much more of this than the other two. SUMMON FIEND (Conjuration) Range: LoS Casting Time: 9 Duration: 15 rounds Saving Throw: N/A Area of Effect: N/A The same as Cacofiend, but the summoned demon is more powerful. ADVICE - The same as for Cacofiend. SYMBOL, DEATH (Conjuration) Range: 30 yds Casting Time: 1 round Duration: Permanent Saving Throw: Neg. Area of Effect: Special This symbol remains like a Skull Trap, except that it kills any creature under 60 HPs failing their save. Creatures of over 60 current HPs are unaffected. ADVICE - Very powerful effect, but most creatures will make their save, and you have to reduce many to 60 HPs, which is hard when you can't set the symbol off by coming too close. Dangerous, but not vastly. SYMBOL, FEAR (Conjuration) Range: 100' Casting Time: 1 round Duration: 1 round/level Saving Throw: Neg. Area of Effect: Special This symbol causes all creatures to make a save at -4 or flee for the duration. ADVICE - More likely to work but less powerful, also inconvenient as some enemies just right away so you lose them. SYMBOL, STUN (Conjuration) Range: 30 yds Casting Time: 1 round Duration: 1 round/level Saving Throw: Neg. Area of Effect: Special This symbol is identical to the Fear one except victims are stunned. ADVICE - Simply brilliant - your enemies stunned totally making them easy targets. This is essential, the best spell at this level. Always have one handy! Mage Spells - Level 9 ABSOLUTE IMMUNITY (Abjuration) Range: 0 Casting Time: 1 Duration: 4 rounds Saving Throw: N/A Area of Effect: Caster This confers complete invulnerability to all weapons except of +5 or better enchantment. ADVICE - Very powerful but not the best spell on level 9 by any stretch, so there's no point in using because of the considerably better spells around. Otherwise, use in the same fashion as the Mantle spells (buy time in combat). See those entries for further advice. BLACK BLADE OF DISASTER (Invocation) Range: 0 Casting Time: 9 Duration: 1 round/level Saving Throw: N/A Area of Effect: N/A This creates a sword like rift in the fabric of reality. It acts as a +5 sword the caster is proficient with. It deals 2-24 damage. The sword gives the caster the THAC0 of a fighter of half his level. Every target hit must make a save at +4 or be disintergrated. ADVICE - For fighter/mages, immensely powerful. For ordinary casters though, they should never get close enough to wield a sword - they should be well out of the way, hence you shouldn't need this spell unless you're a fighter/mage. CHAIN CONTINGENCY (Invocation) Range: 0 Casting Time: 1 turn Duration: Special Saving Throw: N/A Area of Effect: Caster This spell is identical to Contingency except you can store three spells of up to any level. ADVICE - Simply, the greatest spell in the game. Always be able to use it, and try it with Time Stop, Shapechange and Spell Trap! Don't forget to remove Contingency if you get slots at 9th level. ENERGY DRAIN (Necromancy) Range: Touch Casting Time: 3 Duration: Permanent Saving Throw: None Area of Effect: 1 creature This spell automatically drains 2 levels from the target. ADVICE - Incredibly powerful, but beware you must get close to cast it. Any victim of this spell is going to be considerably less of a challenge. Brilliant for fighter/mages. FREEDOM (Abjuration) Range: 0 Casting Time: 9 Duration: Instant Saving Throw: None Area of Effect: Current map Everyone affected by Maze or Imprisonment in the area is automatically freed and returned to the point they were standing when they were imprisoned. ADVICE - Never generally use it, but this can potentially be a vital spell. Have it available but not in spell slots. GATE (Conjuration) Range: LoS Casting Time: 9 rounds Duration: 33 rounds Saving Throw: N/A Area of Effect: N/A Similar to Summon Fiend, except the summoned monstrosity is of immense power. ADVICE - The creature here is vastly powerful and hangs around for an age. Note that the duration sometimes means Protection From Evil runs out while the Pit Fiend is still around! I don't use it much but if you want a summoning this is serious stuff! IMPRISONMENT (Abjuration) Range: Touch Casting Time: 9 Duration: Permanent Saving Throw: N/A Area of Effect: 1 creature This spell automatically imprisons the touched creature many leagues into the Earth's crust, only to be freed when Freedom is cast, otherwise the victim will be stuck for all time. ADVICE - I'm not even bothered by the range of this spell - instant imprisonment? Effectively, they're dead, I've never seen any NPC cast Freedom. Instant death, no save. OK, you don't get their equipment, but by the time you can cast this you should have most the game's best stuff anyway. METEOR SWARM (Invocation) Range: 90 yds Casting Time: 9 Duration: 4 rounds Saving Throw: None Area of Effect: Special This calls burning rocks to rain upon the area. Any struck will take 4- 40 damage, no save. ADVICE - No save but the 4d10 damage rarely does too much. Plus it can hurt friends, hence I never use this spell, it's far too weak for level 9. POWER WORD KILL (Conjuration) Range: LoS Casting Time: 1 Duration: Instant Saving Throw: None Area of Effect: 1 creature This spell automatically slays and creature with 60 or less current HPs, no save. ADVICE - Another hugely powerful spell. This can floor badly injured dragons even. Really is capable of big things, but I prefer Imprisonment as it just outright destroys, regardless of HPs. SHAPECHANGE (Alteration) Range: 0 Casting Time: 9 Duration: 5 turns Saving Throw: N/A Area of Effect: Caster This spell is like Polymorph Self, except the available creatures are: Mind Flayer; Iron Golem; Greater Wolfwere; Earth or Fire Elemental; Giant Troll. ADVICE - A superb spell, which allows you to get into the thick of things. I like to first stun as a Mind Flayer then turn into an Iron Golem, if I get damaged (fat chance!), a Greater Wolfwere to regenerate. Use this spell often. SPELLSTRIKE (Abjuration, Alteration) Range: LoS Casting Time: 5 Duration: Instant Saving Throw: None Area of Effect: 1 creature This totally destroys all spell protections of the target. Magic Resistance does not apply. ADVICE - Very good whenever you're up against wizard NPCs late on, they are fond of protections like this. Only use if you know you're oppoenent will be casting spell protections though. SPELL TRAP (Abjuration) Range: 0 casting Time: 9 Duration: 1 round/level Saving Throw: N/A Area of Effect: Caster This creates an effect similar to Spell Deflection, that affects up to 30 levels of spells. In addition, it restores to your memory cast spells of equal level to those absorbed. ADVICE - A superb spell protection - restores spells of yours as it blocks out (lots of) enemy ones. If you want a spell protection, this is the only one to use! TIME STOP (Alteration) Range: 0 Casting Time: 9 Duration: 6 rounds Saving Throw: None Area of Effect: Special This spell totally freezes time for all but the caster for the duration. He may cast spells and attack, but the effect will not appear until the spell stops. ADVICE - Highly powerful, allows you to run away, cast important spells faster and generally sort things out without any difficulties. I suggest using it. WAIL OF THE BANSHEE (Necromancy) Range: 0 casting Time: 9 Duration: Instant Saving Throw: Neg. Area of Effect: 30' radius The spell causes a ghostly wail to echo from the caster's lips. Those who fail the save die instantly. Friends are immune. ------------------------------------------------------------- PLAYING MULTIPLAYER ON YOUR OWN ------------------------------------------------------------- A valuable tool that lets you make your own party meaning maximum effect against all enemies. I recommend this party: Human cavalier: The ultimate unkillable combat monster. Elf archer: The ultimate ranged beast. Halfling thief: Full thief skills, essential. Human conjurer: Spell casting power doesn't come any easier. Human priest of xxxxx: For healing and creeping doom. Half-orc Kensai: Tres tres nasty, my friends, with str. and con. at 19! The alternative is the classic BG1 party - the Ranger bash. Human ranger: combat nasty with bonuses. " ":" " Elf archer: nastier from range. Human Cleric: Buff/healing/creeping doom. Human specialist mage: the obvious Halfling Thief: for the obvious. I prefer the first one, but it's entirely up to you, I certainly used the second in BG1 (Me, Minsc, Kivan, Branwen, Dynaheir, Quayle/Safana/Imoen). Of course there are countless combinations and you can experiment, those are just the most common ones. Themed parties are great for a bit of fun also. ------------------------------------------------------------- HOW TO KILL A DRAGON ------------------------------------------------------------- Possibly the most powerful and diverse species you encounter is the dragon. There are five in the game, all of different species, that do different damage. And you might think that your hero with 125% magic resistance, cloak of mirroring and the Dragonslayer sword is safe, but oh no... Here's a run down on the three dragons you fight (you help the Silver Dragon, and she helps you, see Underdark section, and the other one is avoidable). Red: The Red Dragon is actually Lord Jierdan Fikraag. He is found underneath the Windspear Hills. BREATH TYPE: fire damage, circular radius. MAGIC RESISTANCE: very high. ITS MAGIC: level 3/4 spells (hold person, dispel magic, stoneskin). HORDE: money, red dragon scales, Holy Avenger Carsomyr +5. Shadow: This Dragon is under the Ruined Temple. You can be rendered invisible to it by a Wardstone. BREATH TYPE: electric damage, cone radius. MAGIC RESISTANCE: medium. ITS MAGIC: level 3/4 spells. HORDE: money, shadow dragon scales, crom faeyr scroll. Black: Called Nizidramonii'yt, this is Irenicus' steed, found in the Woodland Clearing NE of Suldanessellar. BREATH TYPE: acid damage, cone radius. MAGIC RESISTANCE: low. ITS MAGIC: equivalent to level 1/2 with stoneskin too. HORDE: money, cup of life, bladeslinger chain +4. In addition all dragons do great damage with their slashing claws and have "wing attack", which blows your party away unconscious (I believe there is a save vs. Spells, but it has a very large penalty). Of course if you have Lower Resistance then suddenly that high magic resistance is not so much of a problem, and Finger of Death preceded by Greater Malison will finish off most any beast. ------------------------------------------------------------- CREDITS AND ADDENDUM ------------------------------------------------------------- Credits: To Rasskazov Konstantin and eagle3 for information on the Plane of Air bit. Jay h cunningham for some player character info. Medanmann for far too much stuff to list here! Michael Koo for plenty of stuff. Jody Hehenkamp for even more help. Jordan Cherncev for a large heap of useful stuff also. Drogo (keep up the Dragon's Breath Tavern!), Cyber_bob and many, many others for bringing stuff to my attention. There are literally dozens so instead of mentioning everybody here, I'll thank you all as a whole! I'd especially like to re-mention Medanmann, Mike Koo and Jody H, as they gave hordes of help and were very supportive, polite and courteous. To everyone who's helped with finding magic items so far, I've been inundated with e-mails about this! To all of you who send e-mails of encouragement - it's appreciated! Page History: -preliminary 0.1 completed. -preliminary 0.2 completed. The slums section added. City Gates section added. The docks section added. Temple section added. New monsters + NPCs added to list. Misleading errors corrected. Clarity of FAQ improved. Added to Monster Fighting Tactics section. -preliminary 0.3 completed. Information added to Dungeon under Waukeen's Promenade section. Information added to Temple section. Government District section added. The aid of the Shadow Thieves section added. Spellhold Island section added. Information added to the Slums section. Information added to the Docks section. New monsters + NPCs added to list. Misleading errors completed. -preliminary 0.35 completed. Information added to Spellhold Island section. Spellhold section added. New monsters + NPCs added to list. -preliminary 0.4 completed. Information added to Spellhold section. The Underwater City section added. Added greatly to appendices. New monsters + NPCs added to list. -preliminary 0.5 completed. Information added to the Slums section. The Underdark section added. Ust Natha section added. New monsters + NPCs added to list. -preliminary 0.6 completed. Exit from the Underdark section added. D'Arnise Hold section added. Windspear Hills section added. Umar Hills section added. Temple Ruins section added. Trademeet section added. Druid Grove section added. Small Teeth Pass and North Woods section added. Forest of Tethir section added. Graveyard revisited section added. Bridge District section added. Suldanessellar section added. Information added to Temple section. Information added to the City Gates section. Information added to the Government District section. New monsters + NPCs added to list. -preliminary 0.65 completed. Woodland Clearing section added. Information added to the Forest of Tethir section. Information added to Suldanessellar section. New monsters added to list. Added How To Kill A Dragon appendice. -version 1.0 completed. Information added to Suldanessellar section. Hell section added. New monsters and NPCs added to list. Corrected some misleading errors. -version 1.1 completed. Information added to D'Arnise hold section. Information added to Government District section. Information added to Bridge section. Corrected some misleading errors. -version 1.2 completed. Information added to Government District section. Information added to Umar Hills section. Information added to Temple section. Information added to the Bridge section. Information added to De'Arnise hold section. Information added to Waukeen's Promenade section. Corrected a misleading error. -version 1.3 completed. Information added to the Slums section. Information added to Umar Hills section. Added Graveyard District section. New monsters + NPCs added to list. Information added to Trademeet section. Information added to Docks section. Corrected a misleading error. Information added to Bridge District section. -version 1.4 completed. Began massive appendices expansion. Information added to Temple section. -version 1.5 completed. Continuation of appendices expansion. Layout changed. Plot points added. Mage spells added. -version 1.6 completed. Continuation of appendices expansion.