hide results

    Walkthrough by Haeravon

    Version: 1.05 | Updated: 03/09/14 | Search Guide | Bookmark Guide

    This guide is set at a width of 72 characters. For ease of use, make
    sure your browser is displaying all the numbers on the line below.
    |								       |
    | 	    Baldur's Gate 2: Shadows of Amn & Throne of Bhaal	       |
    |								       |
    	      "Beating Baldur's Gate 2 in 1037 Easy Steps!"
    Version 1.05
    Written by: Nathan Garvin
    Edited by: Lee Kadel
    Email: Theendbringer (at) Hotmail (dot) com.
    If you're going to email me about this guide, make sure you put
    "BALDURS GATE 2" in the title, or I'll probably end up deleting it as 
    Guide Information
    This FAQ was made in Notepad, and is best viewed in a simple text
    editor. The default text is Lucida Console at size 10 font, but any
    fixed-width font will work... if not with the intended aesthetics
    Note that this is an incredibly large FAQ, and depending on your 
    computer, internet speed, and the restlessness of computer gremlins,
    you may have to refresh this file several times to get the whole thing
    to load. Look for the ***END OF FILE*** line at the bottom to ensure
    you've got the whole thing.
    I have no affiliation with Bioware, Black Isle, Interplay, Atari, or any
    other parties involved with this game. This is a not-for-profit fan-made
    guide. If you wish to post, mirror, or quote this guide, feel free to do
    so. Credit would make me happy, an email would make me feel good. Let 
    your conscience be your guide, just like all good people.
    HaeravonFAQs on Facebook
    If you liked this FAQ, if you like talking about video games, if you
    think sunshine was for people who were born before they had the good
    sense to invent pixels, then you're not alone. Check out my Facebook
    page at (www.facebook.com/HaeravonFAQs) for mindless video game
    chatter, information about updates and upcoming FAQs, or for just a
    more direct connection to yours truly, so you can tell me in person
    about all the mistakes, typos, and other imperfections you've found.
    Table of Contents
    >>>>>>>>>>>>>>GAMEPLAY INFORMATION<<<<<<<<<<<<<<
    I. Introduction				{INT001}
    	1. Using this FAQ		{INT002}
    	2. Continuity			{INT003}
    	3. Items			{INT004}
    	4. Rewards			{INT005}
    	5. Traps			{INT006}
    	6. Active Pause			{INT007}
    	7. Scaling Enemies		{INT008}
    	8. Mods				{INT009}
    	9. Patching			{INT010}
    II. 2nd Edition Dungeon and Dragons
        Mechanics (Character Creation)	{DND000}
    	1. Composition			{DND001}
    	2. Gender			{DND002}
    	3. Race				{DND003}
    	  3.1 Class Restrictions by Race{DND004}
    	  3.2 Human			{DND005}
    	  3.3 Elf			{DND006}
      	  3.4 Half-Elf			{DND007}
    	  3.5 Gnome			{DND008}
    	  3.6 Halfling			{DND009}
    	  3.7 Dwarf			{DND010}
    	  3.8 Half-Orc			{DND011}
    	4. Class			{DND012}
    	  4.1 Dual-Classing		{DND013}
    	  4.2 Multi-Classing		{DND014}
    	  4.3 Dual-and-Multi-Classing in{DND015}
    	      Baldur's Gate 2	
    	  4.4 Class Kits		{DND016}
    	  4.5 Barbarian			{DND017}
    	  4.5 Bard			{DND018}
    	  4.6 Blade			{DND019}
    	  4.7 Jester			{DND020}
    	  4.8 Skald			{DND021}
    	  4.9 Cleric			{DND022}
    	  4.10 Priest of Talos		{DND023}
    	  4.11 Priest of Helm		{DND024}
    	  4.12 Priest of Lathander	{DND025}
    	  4.13 Cleric/Ranger		{DND026}
    	  4.14 Druid			{DND027}
    	  4.15 Totemic Druid		{DND028}
    	  4.16 Shapeshifter		{DND029}
    	  4.17 Avenger			{DND030}
    	  4.18 Fighter			{DND031}
    	  4.19 Berserker		{DND032}
    	  4.20 Wizard Slayer		{DND033}
    	  4.21 Kensai			{DND034}
    	  4.22 Fighter/Cleric		{DND035}
    	  4.23 Fighter/Druid		{DND036}
    	  4.24 Fighter/Mage		{DND037}
    	  4.25 Fighter/Mage/Cleric	{DND038}
    	  4.26 Fighter/Mage/Thief 	{DND039}
    	  4.27 Fighter/Thief		{DND040}
    	  4.28 Mage			{DND041}
    	  4.29 Mage/Cleric		{DND042}
    	  4.30 Mage/Thief		{DND043}
    	  4.31 Monk			{DND044}
    	  4.32 Paladin			{DND045}
    	  4.33 Cavalier			{DND046}
    	  4.34 Inquisitor		{DND047}
    	  4.35 Undead Hunter		{DND048}
    	  4.37 Ranger			{DND049}
              4.38 Archer			{DND050}
    	  4.39 Stalker			{DND051}
    	  4.40 Beast Master		{DND052}
    	  4.41 Sorcerer			{DND053}
    	  4.42 Thief			{DND054}
    	  4.43 Assassin			{DND055}
    	  4.44 Bounty Hunter		{DND056}
       	  4.45 Swashbuckler		{DND057}
    	  4.46 Thief/Cleric		{DND058}
    	  4.47 Wild Mage		{DND059}
    	  4.48 Wild Surge Table		{DND060}
    	5. Alignment			{DND061}
    	  5.1 Reputation Effects	{DND062}
    	6. Abilities			{DND063}
    	  6.1 Strength			{DND064}
    	  6.2 Dexterity			{DND065}
    	  6.3 Constitution		{DND066}
    	  6.4 Intelligence		{DND067}
    	  6.5 Wisdom			{DND068}
    	  6.6 Charisma			{DND069}
    	  6.7 Improving Your Abilities	{DND070}
    	  6.8 Suggested Abilities by	{DND071}
    	7. Skills			{DND072}
    	  7.1 Weapon Proficiencies by	{DND073}
    	  7.2 Weapon Proficiency Perks 	{DND074}
    	      by Rank
    	  7.3 Fighting Style Perks	{DND075}
    	      by Rank
    	  7.4 Proficiency Selection by	{DND076}
    	8. Thieving Skills		{DND077}
    	  8.1 Pick Pockets		{DND078)
    	  8.2 Open Locks		{DND079}
    	  8.3 Find/Remove Traps		{DND080}
    	  8.4 Move Silently		{DND081}
    	  8.5 Hide in Shadows		{DND082}
    	  8.6 Detect Illusion		{DND083}
    	  8.7 Set Traps			{DND084}
    	9. Hit points			{DND085}
    	10. THAC0 and Armor Class	{DND086}
    	  10.1 THAC0 by Class/Level	{DND087}
    	  10.2 Armor Class Modifiers by	{DND088}
     	       Weapon Type
    	11. Saving Throws		{DND089}
    	12. Starting Spell Selection	{DND090}
    	  12.1 1st-Level Spells		{DND091}
    	  12.2 2nd-Level Spells		{DND092}
    	  12.3 3rd-Level Spells		{DND093}
    	  12.4 4th-Level Spells		{DND094}
    	13. Lore			{DND095}
    	  13.1 Lore by Class/Level	{DND096}
    	14. Experience Point (EXP Cap)	{DND097}
    	15. Throne of Bhaal		{DND098}
    	  15.1 Epic Feats by Class	{DND099}
    	  15.2 Warrior Feats		{DND100}
    	  15.3 Wizard Feats		{DND101}
    	  15.4 Priest Feats		{DND102}
    	  15.5 Rogue Feats		{DND103}
    	16. My Protagonists		{DND104}
    	  16.1 The Fighter/Mage		{DND105}
    	  16.2 The Fighter/Mage/Thief	{DND106}
    	  16.3 Importing your Character {DND107}
    	       from Baldur's Gate 1
    III. Characters				{CHR000}
    	1. Character Starting Stats	{CHR001}
    	2. Aerie			{CHR002}
    	3. Anomen			{CHR003}
    	4. Cernd			{CHR004}
    	5. Edwin			{CHR005}
    	6. Haer'Dalis			{CHR006}
    	7. Imoen			{CHR007}
    	8. Jaheira			{CHR008}
    	9. Jan				{CHR009}
    	10. Keldorn			{CHR010}
    	11. Korgan			{CHR011}
    	12. Mazzy			{CHR012}
    	13. Minsc			{CHR013}
    	14. Nalia			{CHR014}
    	15. ???????			{CHR015}
    	16. Valygar			{CHR016}
    	17. Viconia			{CHR017}
    	18. Yoshimo			{CHR018}
    	19. Table of Character 		{CHR019}
    	20. Chart of Characters by Role {CHR020}
    	21. Suggested Parties by Role	{CHR021}
    	22. Good Party versus Evil Party{CHR022}
    	23. Character Builds and Weapon {CHR023}
    IV. Spell Tactics			{SPT001}
    	1. Healing Spells		{SPT002}
    	2. 1st Level Cleric Spells	{SPT003}
    	3. 2nd Level Cleric Spells	{SPT004}
    	4. 3rd Level Cleric Spells	{SPT005}
    	5. 4th Level Cleric Spells	{SPT006}
    	6. 5th Level Cleric Spells	{SPT007}
    	7. 6th Level Cleric Spells	{SPT008}
    	8. 7th Level Cleric Spells	{SPT009}
    	9. 1st Level Druid Spells	{SPT010}
    	10. 2nd Level Druid Spells	{SPT011}
    	11. 3rd Level Druid Spells	{SPT012}
    	12. 4th Level Druid Spells	{SPT013}
    	13. 5th Level Druid Spells	{SPT014}
    	14. 6th Level Druid Spells	{SPT015}
    	15. 7th Level Druid Spells	{SPT016}
    	16. 1st Level Arcane Spells	{SPT017}
    	17. 2nd Level Arcane Spells	{SPT018}
    	18. 3rd Level Arcane Spells	{SPT019}
    	19. 4th Level Arcane Spells	{SPT020}
    	20. 5th Level Arcane Spells	{SPT021}
    	21. 6th Level Arcane Spells	{SPT022}
    	22. 7th Level Arcane Spells	{SPT023}
    	23. 8th Level Arcane Spells	{SPT024}
    	24. 9th Level Arcane Spells	{SPT025}
    	25. Spell Buff Order		{SPT026}
    	26. Buff Combo: Spell Buff to	{SPT027}
    	    the Max!
    	27. Buff Combo: Dragons and	{SPT028}
    	28. Buff Combo: Illithids	{SPT029}
    	29. Buff Combo: Liches,		{SPT030}
    	    Beholders, and other pesky
    	30. Buff Combo: The Throne of	{SPT031}
    	    Bhaal General Buff
    V. General Tips				{TIP000}
    >>>>>>>>>>>>>>>>MAIN WALKTHROUGH<<<<<<<<<<<<<<<<
    VI. Chapter 1
    	1. Sequence #1			{WLK001}
    		Escape from Irenicus'
    		(33 Steps)
    VII. Chapter 2
    	1. Sequence #1			{WLK002}
    		Five Finger Discounts	
    		(10 Steps)
    	2. Sequence #2			{WLK003}
    		Random Encounters in
    		(10 Steps)
    	3. Sequence #3			{WLK004}
    		Recruiting Korgan, 
    		Viconia, and Jan
    		(9 Steps)
    	4. Sequence #4			{WLK005}
    		Jammin' with Jan
    		(Jan's Family Quest)
    		(8 Steps)
    	5. Sequence #5			{WLK006}
    		Mae'Var's Guildhall
    		(Recruiting Edwin)
    		(24 Steps)
    	6. Sequence #6			{WLK007}
    		Thieves' Guild Quests
    		(5 Steps)
    	7. Sequence #7			{WLK008}
    		The Book of Kaza and the
    		Nether Scroll (Securing
    		Korgan and Edwin)
    		(30 Steps)
    	8. Sequence #8			{WLK009}
    		Unseeing Eye Quest
    		(Recruiting Anomen and
    		Keldorn, Securing 
    		(32 Steps)
    	9. Sequence #9			{WLK010}
    		Family and Honor
    		(Keldorn and Anomen's
    		Family Quests)
    		(14 Steps)
    	10. Sequence #10		{WLK011}
    		Cleric Temple Quests
    		(6 Steps)
    	11. Sequence #11		{WLK012}
    		Astral Prison Quest 
    		(Recruiting and Securing 
    		(22 Steps)
    	13. Sequence #12		{WLK013}
    		Bard's Playhouse Quests
    		(9 Steps)
    	12. Sequence #13		{WLK014}
    		Obtaining Celestial Fury
    		(2 Steps)	
    	14. Sequence #14		{WLK015}
    		Circus Tent Quest
    		(Recruiting and
    		Securing Aerie)
    		(8 Steps)
    	15. Sequence #15		{WLK016}
    		Planar Sphere Quest 
    		(Recruiting and Securing 
    		(27 Steps)
    	16. Sequence #16
    		Mage Stronghold Quests	{WLK017}
    		(13 Steps)
    	17. Sequence #17		{WLK018}
    		de'Arnise Keep
    		(Recruiting and Securing
    		(17 Steps)
    	18. Sequence #18		{WLK019}
    		Fighter Stronghold
    		Quests (Optional) and
    		Nalia's Quest
    		(15 Steps)
    	19. Sequence #19		{WLK020}
    		The Skinner Murders
    		(20 Steps)
    	20. Sequence #20		{WLK021}
    		Umar Hills (Part I)
    		(Recruiting and Securing
    		Mazzy, Mazzy's Family
    		(21 Steps)
    	21. Sequence #21		{WLK022}
    		Trademeet (Recruiting
    		and Securing Cernd,
    		Cernd's Family Quest)
    		(37 Steps)
    	22. Sequence #22		{WLK023}
    		Druid Grove Quests
    		(5 Steps)
    VIII. Chapter 3
    	1. Sequence #1			{WLK024}
    		Siding with Bodhi
    		(17 Steps)
    	2. Sequence #2			{WLK025}
    		Siding with Gaelan Bayle
    		(26 Steps)
    	[End of Chapter 3 Stats]
    IX. Chapter 4
    	1. Sequence #1			{WLK026}
    		(11 Steps)
    	2. Sequence #2			{WLK027}
    		Spellhold Dungeon
    		(38 Steps)
    	3. Sequence #4			{WLK028}
    		To the Underdark
    		(19 Steps)
    X. Chapter 5
    	1. Sequence #1			{WLK029}
    		Exploring the Underdark
    		(23 Steps)
    	2. Sequence #2			{WLK030}
    		The Illithid City
    		(18 Steps)
    	3. Sequence #3			{WLK031}
    		Beholder Den
    		(7 Steps)	
    	4. Sequence #4			{WLK032}
    		Ust Natha
    		(44 Steps)
    	5. Sequence #5			{WLK033}
    		Escaping the Underdark
    		(7 Steps)
    	[End of Chapter 5 Stats]
    XI. Chapter 6
    	1. Sequence #1			{WLK034}
    		Settling into Surface
    		Life/Romancing Jaheira
    		(Baron Ployer's Curse)
    		(The Harper Hold Quests)
    		(28 Steps)
    	2. Sequence #2			{WLK035}
    		Kangaxx the Demilich
    		and The Twisted Rune
    		(8 Steps)
    	3. Sequence #3			{WLK036}
    		Slavers in the Slums
    		(Copper Coronet Quest)
    		(Slaver Stockade Quest)
    		(22 Steps)
    	4. Sequence #4			{WLK037}
    		Clerical Competition
    		(Sir Sarles' Quest)
    		(Dawn Ring Quest)
    		(Fallen Paladins Quest)
    		(23 Steps)
    	5. Sequence #5			{WLK038}
    		Umar Hills (Part II)
    		(14 Steps)
    	6. Sequence #6			{WLK039}
    		Ranger Stronghold Quests
    		(13 Steps)
    	7. Sequence #7			{WLK040}
    		(37 Steps)
    	8. Sequence #8			{WLK041}
    		Paladin Stronghold
    		(9 Steps)
    	9. Sequence #9			{WLK042}
    		Illithid's Under
    		Athkatla (Obtaining
    		Crom Faeyr)
    		(5 Steps)
    	10. Sequence #10		{WLK043}
    		Limited Wish Quests
    		(14 Steps)
    	11. Sequence #11		{WLK044}
    		Exploring Outside of
    		Athkatla (North Forest,
    		Small Teeth Pass,
    		Forest of Tethir)
    		(12 Steps)
    	12. Sequence #12		{WLK045}
    		Showdown with Bodhi
    		(13 Steps)
    XII. Chapter 7
    	1. Sequence #1			{WLK046}
    		(20 Steps)
    	2. Sequence #2			{WLK047}
    		(18 Steps)
    	[End of Chapter 7 Stats]
    XIII. Chapter 8 (THRONE OF BHAAL)
    	1. Sequence #1			{WLK048)
    		The Prophecy Begins
    		(8 Steps)
    	2. Sequence #2			{WLK049}
    		(25 Steps)
    	3. Sequence #3			{WLK050}
    		Gromnir Il-Khan
    		(20 Steps)
    	4. Sequence #4			{WLK051}
    		Watcher's Keep, First
    		(15 Steps)
    	5. Sequence #5			{WLK052}
    		Watcher's Keep, Second
    		(13 Steps)
    	6. Sequence #6			{WLK053}
    		Watcher's Keep, Third
    		(18 Steps)
    	7. Sequence #7			{WLK054}
    		Watcher's Keep, Fourth
    		(17 Steps)
    	8. Sequence #8			{WLK055}
    		Watcher's Keep, Fifth
    		(15 Steps)
    	9. Sequence #9			{WLK056}
    		(21 Steps)
    XIV. Chapter 9
    	1. Sequence #1			{WLK057}
    		(13 Steps)
    	2. Sequence #2			{WLK058}
    		(18 Steps)
    	3. Sequence #3			{WLK059}
    		(16 Steps)
    	4. Sequence #4			{WLK060}
    		(7 Steps)
    XV. Chapter 10
    	1. Sequence #1			{WLK061}
    		Throne of Bhaal
    		(7 Steps)
    	[End of Chapter 10 Stats]
    	Total Walkthrough: 1036 Steps
    XVI. Items				{ITM000}
    	1. Finding Recorded Items in 	{ITM001}
    	   the Walkthrough
    	2. Item List			{ITM002}
    	3. Item Description		{ITM003}
    	4. Book of Infinite Spells	{ITM004}
    	5. Deck of Many Things		{ITM005}
    	6. Wand of Wonder		{ITM006}
    	7. Crafted Items		{ITM007}
    XVII. List of Mage Spells		{SPL000}
    	1. 1st-Level Mage Spells	{SPL001}
    	2. 2nd-Level Mage Spells	{SPL002}
    	3. 3rd-Level Mage Spells	{SPL003}
    	4. 4th-Level Mage Spells	{SPL004}
    	5. 5th-Level Mage Spells	{SPL005}
    	6. 6th-Level Mage Spells	{SPL006}
    	7. 7th-Level Mage Spells	{SPL007}
    	8. 8th-Level Mage Spells	{SPL008}
    	9. 9th-Level Mage Spells	{SPL009}
    XIII. Experience List			{EXP000}
    XIX. Updates/Thanks			{UPD000}
    *Note: When searching for items in the FAQ, be sure to include the
    {} brackets. When I reference other parts of the FAQ outside of the
    index, I put them in [] brackets, so as to make general searches using 
    the index more efficient. For example, when I tell you in the Characters
    section of the FAQ to look at the Walkthrough to find more information
    on an Character quest, I'll refer to that section as [WLK###], when it
    should be understood to search for {WLK###}. This is an organizational
    scheme used to prevent you from having to scroll through several
    referential brackets in order to find what you're looking for, as I
    reference other parts of the FAQ much more frequently in this guide
    than I do in other FAQs I have written. 
    |								       |
    |			Introduction {INT001}			       |
    |								       |
    With the FAQ up for the first game there was little to do but start on
    the second. If you're following through, welcome to the sequel, if
    you're new to my FAQ... well, still. Welcome to the sequel! This guide
    will help you make your way through Baldur's Gate 2 in 1037 steps of
    varying length, complexity, and importance! Holy crap! This is a huge
    game! Err... anyways, we are now deep in our adventure through the
    Baldur's Gate games, which combined make one of the greatest RPG
    experiences in the world of gaming, as far as I'm concerned. Such high
    adoration and respect for this game are what inspired me write a FAQ in
    the first place... and after writing several other FAQs I realized that
    I could, indeed, manage to write a FAQ for a game of this magnitude.
    Baldur's Gate 2 is everything the first game was and so much more. It's
    higher level, higher stakes, and much more immersive. That also means
    that we don't just have to deal with all the spells, levels, and classes
    of the first game, but all the new ones as well. The first game was a
    pretty hefty RPG in itself, but the sequel is another monster entirely.
    I will do my best to get you through the game in one piece, but this is
    a huge game, with many different ways of doing things. I will be playing
    through with a Fighter/Mage (good party) and a Fighter/Mage/Thief (evil
    party) I imported from the first game, recording items, monsters,
    characters, traps, encounters... pretty much everything as I go along,
    as well as giving general advice and strategies. This should at least
    give you a heads up on what to look for in each area, and if you follow
    my lead you should be able to make your way to the end of the game...
    and collect some really cool loot along the way.
    Using this FAQ							{INT002}
    Below I will list some of my quirks, organizational methods, and various
    other tidbits that will help you navigate this guide. For starters,
    during the main FAQ I'll break up the various chapters and 
    organizational components of the guide with a large heading:
    |								       |
    |		              Large Heading  			       |
    |								       |
    During the FAQ, I'll break up different areas with a thick line:
    Thick line
    Multiple parts of a mission in the same area will be broken up with a 
    thin line. This breaks up the missions into a series of steps, and 
    limits how much unbroken text you'll have to read at once. Nobody likes
    Thin line
    Of course, I reserve the right to break my own rules during the FAQ...
    mostly due to being scatter-brained and working on the FAQ in shifts
    over the course of time. Life and all. So cut me some slack. Besides,
    this organizational scheme is mostly for consistency and ease-of-use.
    I'll sometimes substitute the thick area transition line for a thin
    line. I usually do this when entering and leaving the same areas
    multiple times in a short time frame, or when we briefly enter-or pass
    through-an area, but do not explore it in detail at that time. Or if I
    consider the area somehow minor or insignificant.
    Sequence of Events						
    Unlike some of my other guides, this FAQ does hold your hand through the
    game. As I go through areas I will list what I do sequentially. To help
    streamline the guide and make your life easier, I've included a list of
    steps at the beginning of each section, so you can see in what order I
    am about to do things. Each different Sequence of Events is separated by
    a large heading, while each step is divided by a thick line (if we
    travel to a different area) or a thin line (if we don't.)
    Continuity							{INT003}
    If you're playing a character imported from Baldur's Gate 1 (highly
    recommended) there will be a few differences... Namely, you can't take
    advantage of some of the new classes in Baldur's Gate 2. As there was no
    Monk class in Baldur's Gate 1, it goes without saying that there's no
    way you can import a Monk into the sequel. So, I'm assuming we'll be
    playing one of the core classes from the first game. If you're a single
    classed character you CAN change your 'kit', which will be described in
    detail below. Other changes abound. There are more Thief skills in 
    Baldur's Gate 2 than in Baldur's Gate 1, some of the spells have 
    changed, and some of the charaters have different attributes. The class 
    changes are the only serious changes, and if you imported... well, 
    chances are they're not going to affect you. Dual-classing and multi-
    classing is still a superior option to single-classing, so if you 
    followed sound advice in the original game and are playing a 
    Fighter/Mage, Fighter/Thief, or Fighter/Mage/Thief, or some dual-class
    character, you won't miss these new classes.
    Items 								{INT004}
    I'll list items found in containers-bookshelves, chests, environmental
    bodies, etc.-in the ***ITEMS*** category, I'll also list the (x=, x=)
    coordinates the container is found at. The container could be quite
    large, but I try to find areas in the 100s or at least the 10s if
    possible. For example, I wont give you (x=1996, y=217) when I could give
    the coordinates (x=2000, y=200). I'm not going to be as thorough in this
    FAQ as I am in others-there's no reason for me to go around telling you 
    every crate that has a handful of gold in it-but I will typically be 
    more thorough in dungeons and what-not. If it's important, I'll record 
    it; if not, I'll ignore it. Largely this means you'll be free (and 
    expected) to go about towns looting as your heart desires. Just be 
    careful about stealing... the watch doesn't like it. If you open a lock
    with your Thief skills you'll get 400, 950, or 1550 experience per 
    lock, which is the only real incentive to use a Thief rather than to use
    a Knock spell.
    Note that much of the loot you'll find throughout the game is random.
    Gold coin values will almost certainly be different from game to game,
    but it's also possible that you'll find different gems or jewelry in
    some containers (for example, in Irenicus' Dungeon I found a Tchazar Gem
    on one playthrough, and a Laeral's Tear Necklace on another-a huge value
    difference.) Don't be surprised if what you find is somewhat different
    from what is listed-there's a bit of randomness involved. The major
    items should be the same (you'll always find the Pommel Gem to the
    Equalizer in the same area, for example), so don't sweat the small
    stuff. The biggest problem the randomness causes is when I tell you one
    scroll will drop and you get another, but still, many of the better
    scrolls are static loot, dropped from enemies, or bought from stores,
    so you shouldn't find (or miss) anything game-breaking.
    Rewards								{INT005}
    When you complete a quest, or otherwise gain some story award, I will
    list it in the ***REWARDS*** section in the appropriate step in the FAQ.
    I won't go out of my way to label the start and end of quests, as some
    quests have long stretches of game in between their assignment and 
    completion. I will tell you to go activate the quest (even if you don't
    need to activate it to complete it), but I typically include the reward
    upon the quest's conclusion, occasionally requiring you to go back to
    the assigner on your own.
    Traps 								{INT006}
    I list the location of traps in a section similar to the items section,
    except it's wisely called ***TRAPS***. I didn't bother recording what
    sort of trap it was, I intended to disarm traps I come across, and
    frankly, it's just too much of a bother determining the sort of trap.
    If you think you can figure out how to use traps to cause collateral
    damage, that's fine with me, I'll point as many out to you as I found.
    Note that in Baldur's Gate 2 you get experience for disarming traps,
    either 1750, 2750, or 3250 experience per trap.
    Active Pause							{INT007}
    You can pause the game any time by pressing the 'space bar'; Unlike in
    Baldur's Gate 1, the game will remain paused while you're in the
    inventory screen. You'll use this option often to reorganize during
    battles, select new targets... you know, make tactical decisions. It's
    not just helpful, it's vital. If you plan to play any other old school
    Black Isle games, like Planescape or Icewind Dale, they'll also use the
    same system.
    Scaling Enemies							{INT008}
    I'll tell you what enemies I faced on the way through the game, but
    keep in mind that as you progress in levels, some encounters might scale
    in difficulty-either by adding more enemies, stronger versions of the
    enemies that normally appear in the area, or both. If you want to be
    absolutely sure that you'll fight what I fought when I fought it, do
    the quests exactly in the same order I do them. It shouldn't make a huge
    difference, as most 'random' or variable encounters aren't terribly
    difficult. Sure, having to fight a Lich instead of a group of normal
    undead, some Beholders where there were formerly Gauth, or Adamantine
    Golems when you would have fought Stone Golems at lower levels kinda
    sucks, but at higher levels, you'll ideally have better gear and
    characters more suited for the challenges ahead. Just be aware that your
    encounters might not exactly match mine, but the set battles with unique
    characters should remain static.
    Mods								{INT009}
    I didn't mention it in the first game because I didn't use any... but 
    there are many useful mods for Baldur's Gate 2. Firstly I'd like to
    mention the Jaheira romance. Let's just say it's... complicated, it
    takes place over a long period of time, and it is very easy to screw up.
    If  you want to romance Jaheira, it would be a good idea to get a mod
    that fixes the romance. Frankly the Banter Pack Mod is a great addition
    to any game if for nothing else than the fact that it speeds up banters,
    allowing you to experience them more frequently. This takes a large bit
    of the problems out of Jaheira's romance by itself, ensuring your don't
    skip or miss any required banters. Another great addition is the BG2
    Tweak Pack. It hosts a whole slew of game changes, most of which are 
    purely beneficial and either make the game more playable without 
    altering the intended gameplay or game balance. Anything from changing 
    the colors of spells cast to changing the color palette of NPCs, to 
    making your avatar change whether you're wearing robes or armor. It 
    fixes some romance bugs, dialogue bugs, adds the nearly-essential bonus 
    merchants Joluv and Diedre, and sets many things to the core PnP rules 
    (like weapon grandmastery). Nerfing that just seems... wrong, but that,
    and the Hit Point loss many allies will suffer are just some evils we'll
    have to deal with in the name of game balance conservation. Besides 
    cosmetic mods I'll list various interesting mods below, and mark the
    ones I used with an *:
    Collectors Edition	You should get this by installing the latest
    Merchants*		patch, but you can also get it from several mods
    			out there (including the BG2 Tweak Pack.) It'll
    			add a merchant named Deidre to the Adventurer's
    			Mart who will sell you various items, many of 
    			which are from Planescape: Torment. These items 
    			had been regarded with a bit of suspicion before
    	 		by conservative gamers, especially such things 
    			as the Shield of Balduran and the Robe of Vecna.
     			As far as I'm concerned by putting it in the 
    			official patch Bioware is essentially saying 
    			that these are not over-powered and unintended 
    			items. They are now safely in the realm of VITAL
     			and LEGIT items. They said before that they were
     			roughly the equivalent of other high-powered 
    			loot in the game, but you show me something else
    			like the Robe of Vecna.
    PnP Grandmastery	Since Baldur's Gate and Icewind Dale used the 
    			by-the-book grandmastery rules, I'm rather
    			predisposed to implementing this cheat as well, 
    			game balance be damned. One of the few tangible 
    			bonuses a Fighter had was to be able to
    			grandmaster. Alas...
    Maximum PC Hit Points	This one is a bit tricky. On one hand, having
    			BG2-only PCs with maximum Hit Points is lame.
    			On the other hand, some characters that I played
    			through BG1 with (Jaheira, Minsc, Imoen,
    			Viconia, Edwin) HAD maximum Hit Points by the 
    			end of the game. You can either look at it as 
    			maintaining the Hit Points you imported with,
    			or as cheating. Too bad there's not an option to
    			give this to BG1 characters only, eh?
    Bottomless Bags of	Cheating? Yeah, sure. But one of the reasons
    Holding			most people play these games isn't for the
    			thrill of inventory management. Still, it does
    			limit the amount of crap you carry around, so
    			for the sake of objectivity, I won't use this
    			mod for the FAQ walkthrough.
    Unlimited Ammo Stacks	For the same reason I didn't use the Bottomless 
    			Bags of Holding mod, I won't use this. In a
    			playthrough where I wasn't recording a FAQ, I'd
    			use it, if for no better reason that to keep
    			the containers where I stash my loot from 
    			filling up with ammunition (like Kagain's shop
    			in Baldur's Gate 1 did), but I can clearly see
    			how being able to carry around 1000 Arrows +2
    			would benefit me in the early-going... of
    			course, I could just steal them, stash them
    			somewhere, and head back to my stash when I
    			needed them to pretty much the same effect.
    Unlimited Jewelry and	See above.
    Gem Stacks
    Unlimited Potion Stacks	See above.
    Unlimited Scroll Stacks See above.
    Happy Patch		If you want to have a party of any composition,
    			this is for you. I did NOT personally use it
    			myself, but if you wanted, say, Viconia, Edwin,
    			Korgan, and Keldorn in your party, this is a
    			way to do it.
    Romance Cheats*		Face it, some of you don't want to play the game
    (Banter Pack)		multiple times just to see all the romances.
    (Jaheira Romance Mod)	If you want to experience them all without
    			having to make a new character, this is the way
    			to go. My own use of romance mods was to ensure
    			that I would, in fact, experience the romances
    			completely so I could record them for this FAQ.
    			It also might have had the unintended
    			consequence of allowing me to experience the
    			romances-at least in part-in an untimely manner.
    			The important thing is, the romance events will
    			be listed in chronological order in the FAQ,
    			you might just experience them during a 
    			different part of the guide than where I listed
    			it. This will also be true if you did more or
    			fewer quests than I did, or otherwise took more
    			or less time. To compensate for this admittedly
    			haphazard approach to romances, I will talk
    			(in brief) about the flow of the romance in the
    			character's description. That way you'll at 
    			least know vaguely what to do, and be somewhat
    			clued-in to the chain of events.
    Multiple Strongholds*	I use the Ease of Use version of this mod,
    			which allows a character of any class to
    			acquire as many different strongholds as they
    			wish. The reason I use this is quite simple-
    			I love this game, but not enough to play
    			through with a Paladin, Ranger, Druid, Fighter,
    			Mage, Cleric, and Thief. This just allowed me
    			to see (and record) all of these quests for
    			this guide. I suggest this for anybody playing
    			this game, who wants to see as much as
    			possible during their playthrough. Most of
    			these quests are pretty lame, but some should
    			not be missed. If you're worried about what
    			benefits a character will have from doing all
    			these quests... well, you'll get some extra
    			experience from the quests, and a few magical
    			items that aren't all that useful, so don't
    			fret if you don't install this, it won't
    			change the game much, it'll just give you a
    			few more things to do.
    Allow Arcane		Does not change the type(s) of armor a spell-
    Spellcasting in 	caster can wear (Fighter/Mage, etc), however
    Heavy Armor		this mod will allow that character to cast
    			spells while wearing armor, with a penalty to 
    			casting success; the heavier the armor, the
    	 		greater the penalty. Penalties apply to armor
    			and shield use, and is cumulative.
    Allow Stealth and	See above.
    Thieving Abilities in
    Heavy Armor
    Wear Multiple		Removes the restriction on wearing/using more 
    Protection Items	than one magical protection item at a time.
    Identify All Items	Eliminates the need to identify magical items,
    			except for those unique items that require
    			identification as part of a quest or story
    Easy Spell Learning	Removes the chance for failure when learning
    			(scribing) new spells. There are two variations
    			of this mod - the first grants 100% success at
    			spell scribing, the second also removes the
    			cap on the number of spells that can be scribed.
    	       ||/If you want a great site for FAQs, mods, \||
    	       ||cheats, voices, portraits, and anything    ||
    	       ||else relating to Baldur's Gate 2, go visit:||
    	       ||		                            ||
    	       ||	  http://www.sorcerers.net          ||
                   ||                                           ||
    	       ||It comes highly recommended by this humble ||
    	       ||writer. You're likely to find something    ||
    	       ||there to make your gaming experience more  ||
    	       ||\     enjoyable. I know I sure did.       /||
    	       ||/            Editor's Note                \||
    	       ||					    ||
    	       ||		I also use		    ||
    	       ||		                            ||
    	       ||	http://www.gibberlings3.net         ||
                   ||                                           ||
    	       ||  This site is dedicated to the Infinity   ||
    	       ||  Engine gaming series, and contains many  ||
    	       || mod-packs, tweak-packs, and fix-packs for ||
    	       ||  Baldur's Gate, Icewind Dale, and other   ||
    	       ||\  games written on the Infinity Engine.  /||
    Note from Lee: as with all things, use mods with caution. While they are
    fully tested before posting, some of the mods WILL introduce bugs into
    the game, or at least change the gameplay enough so that things will not
    always happen as expected. And, as our author suggested, some of these
    mods do amount to cheating.
    Patching							{INT010}
    Also be sure to install the latest version of the official Shadows of
    Amn or Throne of Bhaal patch. Do this before you mod, and whether or not
    you actually mod. There's an "appears busy" bug you'll get a lot on
    later versions of Windows where NPCs-particularly outdoor merchants-will
    not initiate dialogue with you. This can be really frustrating when you
    are, say, trying to get scrolls from Galoomp the Bookkeeper or buying
    loot from Diedre. Speaking of which, with the official patch you'll get
    access to the aforementioned merchant. Huzzah!
    |								       |
    |              2nd Edition Dungeons and Dragons Mechanics	       |
    |		      (Character Creation) {DND001}		       |
    Below are some suggestions for character creation in Baldur's Gate 2,
    Along with a number of tables, charts, and rules used by the game. 
    Either blindly follow my lead or read up on the section below and make
    your own choices. I'll give opinions and brute facts, but I won't be 
    rating anything. Feel free to make your own-informed-decisions.
    Note: In the class-description sections, all spell-charts are taken
    right from the Baldur's Gate 2 Throne of Bhaal manual.
    Composition 							{DND002}
    Unlike in Icewind Dale, you only create one character-the protagonist.
    This means your character will need some help on their journey through
    Baldur's Gate I & II. In any D&D game you need a Cleric, Fighter, Mage,
    and a Thief, the four 'base' classes. No matter what character you make,
    you NEED one representative of each of those four base classes in your
    party. A party without a front line, spell buffs, healing, and trap
    finding is a party that is probably losing.
    Gender 								{DND003}
    Gender is pretty irrelevant, the only time I can think of where it comes
    into play is during romances. If you're male you can't romance Anomen
    (even though I wonder about him sometimes...) and if you're female you
    can't romance Aerie, and so on. If you want romances, and you don't want
    to use a mod to remove limitations, I'd suggest not playing a Dwarf, 
    Gnome, Halfling, or Half-Orc. No promises any of the in-game PCs will 
    go for that kind of fling.
    Aerie (Female) Lawful Good, Elf
    Anomen (Male) Lawful Neutral, Human
    Jaheira (Female) Neutral, Half-Elf
    Viconia (Female) Neutral Evil, Elf (will not romance Elves!)
    Race 								{DND004}
    Only Humans can dual class. Only Elves and Half-Elves can multi-class
    into a Fighter/Mage. Elves can only begin play with a maximum 
    Constitution of 17, which will make them slightly harder to get off the
    ground. Still, I make my Fighter/Mage (good) protagonist an Elf, and
    my Fighter/Mage/Thief (evil) protagonist a Half-Elf. Some races are
    restricted in what classes they can choose. Only Humans can be every
    class, but they cannot multi-class. Only Humans can dual-class, but they
    cannot dual-class into something that cannot be multi-classed.
    Class Restrictions by Race					{DND005}
    			|   |Elf
    			|   |   |Half-Elf
    			|   |   |   |Gnome*
    			|   |   |   |   |Halfling
    			|   |   |   |   |   |Dwarf
    			|   |   |   |   |   |   |Half-Orc
    Barbarian		| x | x | x | x | x | x | x |
    Bard			| x |   | x |   |   |   |   |
    Cleric			| x | x | x | x | x | x | x |
    Cleric/Mage		| d |   | x | x |   |   |   |
    Cleric/Ranger		| d |   | x |   |   |   | x |
    Cleric/Thief		| d |   |   | x |   |   |   |
    Druid			| x |   | x |   |   |   |   |
    Fighter			| x | x | x | x | x | x | x |
    Fighter/Cleric		| d |   | x | x |   | x | x |
    Fighter/Druid		| d |   | x |   |   |   |   |
    Fighter/Mage		| d | x | x | x |   |   |   |
    Fighter/Mage/Cleric	|   |   | x |   |   |   |   |
    Fighter/Mage/Thief	|   | x | x |   |   |   |   |
    Fighter/Thief		| d | x | x | x | x | x | x |
    Mage			| x | x | x | x |   |   |   |
    Mage/Thief		| d | x | x | x |   |   |   |
    Monk			| x |   |   |   |   |   |   |
    Paladin			| x |   |   |   |   |   |   |
    Ranger			| x | x | x |   |   |   |   |
    Sorcerer		| x | x | x |   |   |   |   |
    Thief			| x | x | x | x | x | x | x |
    * = Instead of a Mage, they are always an Illusionist.
    x = Race/Class combo is allowed.
    d = Can dual class, not multi-class.
    Human								{DND006}
    Humans are the vanilla race of the fantasy genre. I'll bet most of my
    readers are Human (the rest are whatever race Anne Coulter belongs to-
    the reptillians), which begs the question... why play it? Doesn't it
    just inject a bit of mundanity into a fantasy setting? And why would you
    do that? Whatever, the only thing special about Humans is that they can
    (and should) dual-class. Oh, and they can be every class in the game.
    So if you're really hard up for a Monk, Paladin, or some types of
    specialist Mage... well... this is your only option.
    Elf								{DND007}
    Everybody hates Elves these days. Probably because of Orlando Bloom.
    Anyways, Elves are a staple of the fantasy genre. Without giving
    anything away, playing an Elf adds a bit of... tension... with the
    antagonist of this game... At least, it does in my mind, which is what
    matters. Elves have some solid multi-class options, and are decent
    characters all around. The Dexterity bonus is nice... but it's not
    nearly as helpful as the Constitution bonus is harmful. Still,
    considering all the stat boosts you'll find in the game, it's not a
    big deal.
    Elves have the following traits:
      --> 	90% resistance against charm and sleep magics.
      --> 	Infravision.
      --> 	+1 THAC0 bonus with bows and long swords.
      --> 	+1 Dexterity, -1 Constitution.
    Half-Elf							{DND008}
    The bastard off-spring created by Humans and Elves... nobody seems to
    care that an Elf boning a Human is just kind of... weird. I mean, how
    much older is the Elf, on average? It would make for great a fantasy
    Maury show... They've got a few bonuses that Humans don't have-stuff
    you won't really miss-but they trade the ability to dual-class for the
    most extensive multi-class options in the game. They're a great choice
    for any protagonist.
    Half-Elves have the following traits:
      --> 	30% resistance against charm and sleep magics.
      --> 	Infravision.
    Gnome								{DND009}
    Gnomes are retarded and everybody should hate them. They're nothing but
    incompetent Dwarves without any of the cool Dwarfiness. Gnomes have
    one advantage over Dwarves-they can become Mages. But... since they
    default to Illusionists, it's not so great of a bonus.
    Gnomes have the following traits:
      --> 	+2 bonus to Saving Throws vs. Rod/Staff/Wand and vs. Spell.
      --> 	Additional Saving Throw bonuses based on Constitution.
      --> 	Infravision.
      --> 	+1 Intelligence, -1 Wisdom.
    Halfling							{DND010}
    If you wanted my opinion on Halfings... well... look at my opinion
    about Gnomes. It's not a short person thing, I'm not too tall myself,
    but... their class options suck and their racial traits just aren't
    very good. Honestly, I've always hated Halflings. They seem like a
    waste of a race, and in my gaming sessions, I've never been able to find
    a use for them. What are they, always? Wandering thieves and pranksters.
    Almost without variation. Who always plays them? The annoying kid who
    just wanted to be a pain in the ass and slow things down.
    Halflings have the following traits:
      --> 	+2 bonus to Saving Throws vs. Paralyzation/Poison/Death, vs.
          	Rod/Staff/Wand, and vs. Spell.
      --> 	Additional Saving Throw bonuses based on Constitution.
      --> 	+1 THAC0 bonus with slings.
      --> 	+1 Dexterity, -1 Strength, -1 Wisdom.
    Dwarf								{DND011}
    Now Dwarves are where it's at. Who doesn't love Dwarves? They're always
    awesome. Nothing's better than a heavily-armed, ill-tempered, hairy,
    drunk demi-human. Fortunately for you, the game does a decent job in
    supplying you Dwarves to tag along with-leave the Dwarfing to your
    allies and pick stronger multi-or-dual-class options, instead.
    Dwarves have the following traits:
      --> 	+2 bonus to Saving Throws vs. Paralyzation/Poison/Death, vs.
         	Rod/Staff/Wand, and vs. Spell.
      --> 	Additional Saving Throw bonuses based on Constituion.
      --> 	Infravision.
      --> 	+1 Constitution, -1 Dexterity, -2 Charisma.
    Half-Orc							{DND012}
    Not much to say about this class-they have the same appeal as Dwarves
    in my book. Fugly warriors that almost always seem to fall into a well-
    trod stereotype. In this, they excel, and if you plan to make any
    single-class warrior type, go with a Half-Orc. You won't miss that
    Half-Orcs have the following traits:
      --> 	+1 Strength, +1 Constitution, -2 Intelligence.
    Class								{DND013}
    Since you can recruit a character that pretty much covers whatever you
    may lack, you have the freedom to create a character that plays how you
    want. Versatility and power are my goals in character creation, and that
    pretty much cries out for dual-or-multi classing. Also, if the
    developers were so kind as to provide you with a recruitable ally with
    their own unique voice, portrait, history, and statistics, why bother
    making a similar character? Since dual-or-multi class characters are
    invariably stronger in Baldur's Gate 2, they are what I suggest. You
    simply get stronger, more versatile characters if you dual-or-multi-
    A Fighter/Mage is arguably the strongest class in the game by the end of
    Baldur's Gate 2. Magic in Baldur's Gate is incredibly important and
    deep, and controlling a protagonist who cannot cast spells seems
    rather..  blasphemous. And if you can destroy any foe in melee combat as
    well, all the better. Alternatively there's the Fighter/Mage/Thief, who
    isn't as much of a Fighter or Mage, but you don't have to rely upon a
    recruitable Thief to do your trapfinding. There's also the
    Fighter/Cleric, but the spell buffs a Mage can cast are more powerful,
    and a Mage wont be limited to blunt weapons like a Cleric. If you're at
    all interested in making a Fighter/Cleric, try a Ranger/Cleric instead.
    Pretty much the same thing in terms of weapon selection, and Hit Points,
    but they'll also get Druidic spells, in addition to their Clerical
    spells. This means Insect Plague, Elemental Summoning, and Iron Skins...
    it's something to get excited about, trust me, I've never played as a 
    Fighter/Mage/Cleric, but... it certainly sounds interesting. In the end
    I feel a Fighter/Mage is a great protagonist, a great play, and
    certainly a good choice to write a guide around. For the evil party
    play-through (Version 1.02 of the original Baldur's Gate 1 guide) I
    created a Fighter/Mage/Thief so I could use many of the strategies with
    which I am familiar, but also because of how desperately the evil party
    needs a Thief in Baldur's Gate 2. My girlfriend's choice was much the
    same, except she used a Fighter as her protagonist and created a
    Fighter/Mage/Thief sidekick in the sequel to overcome the crippling
    Thief-shortage. It might be cheap, but it's better than dragging around
    Dual-Classing							{DND014}
    To dual-class you must be a Human, and you must be at least 2nd level in
    the class you started out as to dual-class. You must have a 15 in the 
    prime requisites of your current class, and 17 in the prime requisites 
    of the class you want to change to. The prime requisities for each of 
    the four base classes are as follows:
    Cleric:		Wisdom
    Druid:		Wisdom, Charisma
    Fighter:	Strength
    Mage: 		Intelligence
    Ranger:		Strength, Dexterity, Wisdom
    Thief:		Dexterity
    Once you dual-class the experience of your previous class will be capped
    at the minimum required to meet the last level you attained, and it will
    go inactive. You can no longer gain levels in this class, or use any of
    the class abilities. The only thing you keep from that class are the Hit
    Points, you temporarily lose weapon and armor proficiencies, skills,
    spells, THAC0, and even saves.
    You now begin advancing as your second class, following all its rules.
    You pick new proficiencies, and spells or thief abilities, if
    applicable. For example, if you were a Fighter and dual-classed into a
    Mage, you would be bound by the weapon and armor restrictions of the
    Mage. You'd have the saves, THAC0, proficiencies, and spells of a 1st
    level Mage, but you'd have your Fighter Hit Points. Once your level in
    your new class exceeds your level in your old class, your old class
    becomes active again. You cannot gain experience in your old class, but
    you gain back any previously attained abilties, weapon and armor
    proficiencies, skills, spells, THAC0, and saves, if they are better than
    what you have now. Keep in mind that proficiencies are not cumulative.
    For example, take the following case. Start out with a level one Fighter
    and you'll get four weapon proficiencies to spend-you can spend up to
    two points (become Specialized) in any one weapon class or fighting
    style. Let's say the proficienies were allocated as follows:
    Long Sword		++
    Two-Weapon Style	++
    At level two, the character dual-classes to a Thief. They temporarily
    lose those proficiencies, but being a brand-spanking almost new Thief,
    they get two points to distrubte. Let's say it goes as follows:
    Katana			+
    Short Sword		+
    Once the newly dualed Thief becomes level three, they'll get their
    Fighter stats back... at least until their Thief THAC0 and Saving Throws
    surpass whatever their Fighter level gave. Their proficiencies now look
    like this:
    Katana			+
    Long Sword		++
    Short Sword		+
    Two-Weapon Style	++
    So, when dual-classing, do NOT overlap proficiencies. Any overlap
    results in wasted points.
    A good tactic is to start out as a Thief and gain their Find Traps
    skill, get it as high as you need, and then dual-class into something
    more useful, like a Fighter or Mage. This gets you the essential Thief
    skill without having to waste an entire character on a class that,
    frankly, isn't great on its own. Another option is to make a Fighter,
    get up to a high level and attain its high Hit Points, THAC0, and maybe
    even Grand Mastery, then dual-class into something else to retain those
    excellent combat stats to make a more 'hardy' version of that class.
    The experience gained by the first class does count towards your total
    experience, and hence towards the experience cap. If you dual-class a
    character, be sure to dual class early enough so you have enough 
    experience left to exceed your previous classes' level with your new
    class. If you never exceed your first class with your second, it will
    never become active, making the whole process a waste and stunting your
    character. This is obviously more of a preparatory tactic for the 
    sequel, as you will not gain enough experience to get the most out of
    dual-classing for some combos in the first game. If you want to make a
    dual-class Fighter or an Assassin/Fighter, you'll have to play through
    this game as a single-classed character. For characters like Imoen,
    dual class away, but for your main character I do not suggest
    dual-classing until the sequel.
    Multi-Classing							{DND015}
    Mutli-classing is a bit simpler than dual-classing. Most races besides
    Human can multi-class into something, but Half-Elves are by far the
    most versatile multi-classers. Whereas dual-classing means dropping one
    class in favor of another, only to gain the benefits of the previous 
    class back after you exceed its level with the second class, multi-
    classing means pursuing both classes simultaneously. You get the better
    choice of THAC0 and saves between the classes, meaning a Fighter/Mage
    would use their better Fighter THAC0 instead of their worse Mage THAC0 
    or some composite. Hit points, however, are a composite, essentially
    halving the dice rolls of both classes and giving them to you. If a 
    Fighter/Thief levels up in both classes, they get a maximum of eight
    Hit Points (10 + 6 = 16/2 = 8.) Note, however, that if you are a Fighter
    multi-class, you get the highest benefit of your Constitution, meaning
    a Fighter/Cleric with a Constitution score of 18 would get a +4 bonus to
    their Hit Points per composite level, instead of only +2 as a single-
    classed character would. Triple-class characters work the same way,
    except their Hit Points per class/level is split three ways. For
    example a Fighter/Mage/Thief only receives six Hit Points per composite
    level (10 + 6 + 4 = 20/3 = 6.67~, always rounded down = 6).
    Experience is split evenly between the two (or three) classes, which can
    level up independently. This results in a slower rate of leveling than
    a single-classed character. Multi-classed characters typically make up
    for it with versatility, being able to effectively combine multiple
    class abilities to maximum effect. After all, a Thief who can hide in
    shadows and backstab with a Fighter's THAC0 and higher weapon
    proficiencies is better than just a Thief, and a Fighter who can use
    Mage spells to spell buff themselves with Mirror Image, Haste,
    Stoneskin, and Improved Invisibility will be MUCH more effective than
    just a Fighter. Multi-classed characters must abide by the restrictions
    of BOTH classes. A Fighter/Mage could wear Fighter armor, but not cast
    spells while so doing. A Fighter/Cleric could not use Swords or Bows.
    A Thief/Cleric could sneak, but not in heavy armor, and so on. But on
    the plus side, a high level multi-classed character will be able to pick
    epic feats from both trees. A Fighter/Thief could spend all their epic
    feats on Whirlwind and Greater Whirlwind, for example, if they so
    wished, instead of having to pick between the two (i.e. Thief feats on
    Thief levels, Fighter feats on Fighter levels.) This gives them
    another massive benefit over dual-classed characters.
    Dual-and-Multi-Classing in Baldur's Gate 2			{DND016}
    There is one significant advantage to multi-classing over dual-classing
    in Baldur's Gate 2, namely in the selection of Epic Level Feats. Upon
    reaching a certain experience threshold (and every level thereafter)
    you'll get to pick a feat, many of which are phenomonally strong. If
    you dual-class, you'll never again level up with your dormant class,
    meaning you'll never get these feats. A dual-class Fighter/Thief might
    have all the perks of a Fighter, and unimpeded progresion in thieving
    skills as well, but they will never get the Epic Fighter feats. A
    multi-classed Fighter/Thief will, however. Of course another thing to
    keep in mind with multi-classing is that you will not get as many of
    these feats for each class as a single-classed or dual-classed
    character will. It's a fair balancing act I think, and a good
    addition to a game that ultimately penalizes single-classed characters
    too harshly. Consider yourself duly warned-if your 'uber' Fighter/Thief
    turns out to be a sissy late in the sequel because you can't get
    Greater Whirlwind Attack(s)... it's on you.
    Class Kits							{DND017}
    In Baldur's Gate 2 most single-classes have 'kits' which are basically
    variants of the normal class. These include everything from shape
    shifting Druids, combat-focused Bards, Paladins skilled at thwarting
    Mages, sword saint Fighters, and Rangers who are truly dedicated 
    archers. For the most part the kit functions like the normal class, with
    a few advantages and disadvantages thrown in. Note that you cannot 
    multi-class with a kit, but you can start out with a kit or 
    specialization and then dual class into a class without a kit or
    |Barbarian		   |					{DND018}
    Hit points per Level: 	"d12" (really d10)
    A Barbarian certainly looks like a viable choice for any warrior
    starting anew in Baldur's Gate 2. They aren't defensive warriors, as
    they can't use the heaviest armor in the game, and one of their key
    abilities actually lowers their Armor Class, so don't rely on them to
    'hold the line', although the extra Hit Points gained from raging will
    certainly help, despite the fact that their supposed d12 to their Hit
    Points seems to be... well, bogus. Their rage ability raises their
    Strength and Constitution by 4 points, which is HUGE, but since it lasts
    only five rounds... well... you'll need to burn through a lot of them just
    to finish a fight, while a normal Fighter could do just fine with
    potions of giant Strength. All things considered, it might be better to
    just get a Fighter with Grandmastery. They keep those combat bonuses all
    the time, and can wear heavier armor. Unless you're really into role-
    playing a baba, I can't really recommend them over a Fighter, even
    though they move faster and get up to 20% resistance to slashing,
    piercing, crushing, and missile damage. Of course, if you're patient
    and you get your hands on some sweet White Dragon Scale armor, those 
    Armor Class woes will become a thing of the past...
    Level	EXP		HP
    1	n/a		1d10
    2	2,000		2d10
    3	4,000		3d10
    4	8,000		4d10
    5	16,000		5d10
    6	32,000		6d10
    7	64,000		7d10
    8	125,000		8d10
    9	250,000		9d10
    10	500,000 	9d10+3
    11	750,000	  	9d10+6
    12	1,000,000 	9d10+9
    13	1,250,000 	9d10+12
    14	1,500,000 	9d10+15
    15	1,750,000 	9d10+18
    16	2,000,000 	9d10+21
    17	2,250,000 	9d10+24
    18	2,500,000 	9d10+27
    19*	2,750,000 	9d10+30
    40	8,000,000	9d10+93
    - They move at 2 points faster than the usual character.
    - Barbarians are immune to backstab.
    - Can rage once per day every 4 levels (starts at 1st level with one
    use). Rage gives them +4 to Constitution and Strength for 5 rounds.
    Gives a 2 points Armor Class penalty and +2 to saves vs magic (for 5
    rounds). Rage also gives immunity to all charm, hold, fear, maze, and
    confusion and level drain spells.
    - At 11th level the barbarian gains 10% resistance to slashing, 
    piercing, crushing, and missile damage He gains an additional 5% at 
    levels 15 and 19.
    - The barbarian rolls d12 for Hit Points instead of a Fighter's d10.
    Note: I created a fresh Barbarian in Shadows of Amn. They started at
    level 7 with a Constitution of 10 and 80 Hit Points-obviously more than
    the Fighter's 1d10 could have achieved. However, when I leveled them up,
    they received a maximum of 10 Hit Points for their level. At this point
    I'm more than satisfied to blame the often-screwy Hit Point calculations
    made by this game upon character creation for the over-abundant early
    Hit Points, and say definitively that Barbarians do indeed receive
    merely a d10 for Hit Points per level. The Constitution was immaterial,
    when I made another Barbarian with 18 Constitution, they just ended up
    with 108 Hit Points (80 + 4 per level, 7 levels). Looking at the 2DA
    files pretty much puts this question to rest-there are several files
    that determine Hit Point rolls-HPWIZ, HPWAR, HPROG, HPPRS, and HPMONK.
    Notable absent are any extended Hit Point tables for the Barbarian-they
    just don't exist. The d12 the Barbarian is supposed to receive is just
    a myth.
    - A barbarian cannot wear full plate, plate mail.
    - A barbarian cannot specialize past normal specialization
    |Bard			   |					{DND019}
    Hit points per Level:	d6
    Bards were a good class in Baldur's Gate 1, mixing light armor with
    a decent spell selection that went all the way up to 4th level spells,
    providing extra spell power in a pinch. However, they'll reach their
    spellcasting zenith in Baldur's Gate, and while 4th level spells might
    have stacked up well against 5th level Mage spells in Baldur's Gate 1,
    a Bard with 6th level spells will be unimpressive against 9th level Mage
    spells in Baldur's Gate 2. They're segregated more than ever into a 
    support roll, able to cast buffs like Haste and and a few defensive 
    spells to keep them handy, but they'll never contribute to a fight as 
    much as a Fighter, Cleric, or Mage will. The game does say they are 
    jacks-of-all-trades, masters of none, and they mean it... but by now 
    specialization is paying big dividends to single-classed characters, and
    multi-and-dual-classed characters are excelling in two or more fields. 
    Simply put, a Fighter/Thief and Fighter/Mage... or especially a 
    Fighter/Mage/Thief just leave the Bard far behind. You can grab the 
    Enhanced Bard Song feat when you get access to epic feats and make the 
    Bard that much more effective at what they do best: supporting the 
    party. While it's an impressive ability, it's poor compensation when you
    look at a Fighter/Mage who can Time Stop and use Greater Whirlwinds.
    Level	EXP		HP	Spells		Pick Pockets
    1	n/a		1d6			25%
    2	1,250		2d6	1		30%
    3	2,500		3d6	2		35%
    4	5,000		4d6	2/1		40%
    5	10,000		5d6	3/1		45%
    6	20,000		6d6	3/2		50%
    7	40,000		7d6	3/2/1		55%
    8	70,000		8d6	3/3/1		60%
    9	110,000		9d6	3/3/2		65%
    10	160,000		9d6+2	3/3/2/1		70%
    11	220,000		9d6+4	3/3/3/1		75%
    12	440,000		9d6+6	3/3/3/2		80%
    13	660,000		9d6+8	3/3/3/2/1	95%
    14	880,000		9d6+10	3/3/3/3/1	100%
    15	1,100,000	9d6+12	4/3/3/3/2	100%
    16	1,320,000	9d6+14	4/3/3/3/2/1	100%
    17	1,540,000	9d6+16	4/4/3/3/3/1	100%
    18	1,760,000	9d6+18	4/4/4/3/3/2	100%
    19	1,980,000	9d6+20	4/4/4/4/3/2	100%
    20	2,200,000	9d6+22	4/4/4/4/4/3	100%
    21	2,420,000	9d6+24	5/4/4/4/4/3	100%
    22	2,640,000	9d6+26	5/5/4/4/4/3	100%
    23*	2,860,000	9d6+28	5/5/5/4/4/4	100%
    40	8,000,000	9d6+62  5/5/5/5/5/5
    			       (max at level 38)(max at level 14)
    Blade								{DND019}
    A Blade might seem like a good idea on paper, as it gets Offensive Spin
    and Defensive Spin, but think about it. Offensive Spin doesn't stack
    with Haste, so it's really only giving you a +1 bonus to attack and +2 
    damage, which will not make a you a competitive front-liner, even if the
    max damage is nice. Defensive Spin might not go past -10, but for a Bard
    that's still a pretty hefty benefit. Your Bard song sucks anyways, and
    you can just grab Enhanced Bard Song to break even with the best a 
    normal Bard has to offer. Pick Pockets can be raised with potions, and
    won't be a huge issue, and Lore is pretty useless anyways. Keep in mind
    that these benefits are largely going to be redundant by the time you
    reach Throne of Bhaal, your -10 Armor Class isn't going to protect you
    much, and Offensive Spin will not compete with Whirlwinds. A Bard is 
    better off casting defensive spells and using Enhanced Bard Song, making
    this kit rather useless.
    - May use 'Offensive Spin' and 'Defensive Spin' abilities once per day
    per 4 levels.
    - Offensive Spin: lasts 24 seconds, granting the Blade +1 to hit, +2 to
    damage, and an extra attack. As well, all of his attacks do maximum 
    damage for the duration. Offensive spin cannot be used in conjunction
    with haste or improved haste.
    - Defensive Spin: lasts 24 seconds, roots him to the spot but gives -1
    AC per level of experience. The Armor Class bonus does not go over -10.
    - May place 3 slots into two weapon fighting style.
    - Only has one-half normal Lore value.
    - Only have one-half Pick Pockets percentage.
    - Bard Song does not become better over time.
    Jester								{DND020}
    So instead of having an ability to help their allies, they get a
    somewhat unlimited access to a very weak version of a 4th level spell?
    Wouldn't a normal Bard be better off casting a Confusion when it
    mattered at a -2 Save, rather than casting a bunch of +4 Save versions?
    And it's every opponent within 30 feet, meaning this only affects 
    enemies fairly close to the Bard. Generally you want to keep vulnerable
    characters OUT of combat range.
    - Jester's song does not help allies. Instead, it affects every opponent
    within 30 feet, and they must save vs. magic at +4 once per round or be
    confused. (Note: According to the latest patch the Jester's bardsong
    ability gains the slow and stun effects.)
    - None.
    Skald								{DND021}
    Now if you want a melee handy Bard, this is the way to go. +1 to hit and
    damage all the time beats a Blade's offering. And what about their Bard
    song? That looks a lot like... wait... it IS Enhanced Bard Song! They 
    already get it! Pick Pockets is useless anyways, so don't worry about
    having a low value there. You can always use potions when you need to. 
    - +1 to hit and +1 to damage with all weapons.
    - The skald's song is different from the typical bard song and varies 
    with level:
    1st: gives allies +2 to hit, +2 to damage and -2 to AC.
    15th: gives allies +4 to hit, +4 to damage, -4 to AC, and immunity to
    20th: gives allies +4 to hit, +4 to damage, -4 to AC, and immunity to
    Fear, Stun, and Confusion.
    - Pick pockets ability one-quarter normal.
    |Cleric			   |					{DND022}
    Hit points per Level:	d8
    Clerics are essential to any party, being good buffers and healers, and
    while generally not as good at dealing damage, ripping through spell
    defenses, and debuffing as a Mage, there are instances in which they
    shine. They get great spells against undead, namely Sunray, which is
    your best chance of taking down Liches. They also get good offensive 
    spells such as Greater Command, Holy Smite, and Finger of Death, not
    to mention their defensive spells like Death Ward, Chaotic Commands, 
    Defensive Harmony, Protection from Evil 10' Radius, and Dispel Magic.
    And yes, they get healing Spells such as Heal and Restoration, both of
    which are indispensable. They can also typically hold a battle line,
    being able to equip shields and plate armor, even if they can't hold
    up quite as well as Fighters. When you hit epic levels you can get some
    really awesome abilities, such as the defensive Globe of Blades, Aura of
    Flaming Death, and Summon Deva abilities, which further improves their
    defensive capabilities. Frankly, however, it's a poor choice for a main
    character. Firstly, it seems silly for the child of a dead god to be 
    worshiping another deity, especially with so much potential... but
    really, Anomen already beat us to the punch, being a dual-classed
    Fighter/Cleric. And no main character can equal Viconia's natural
    resistance to magic. Don't worry, the game already has plenty of great
    recruitable Clerics. Clerics also get the ability to turn undead, but
    it's not too great of an ability. Big things won't be affected, and
    little things can just be smote. Unlike most classes there is no reason
    to not pick a Cleric kit... they're all beneficial with no downside.
    When a Cleric hits 25th level they gain a holy symbol from their deity,
    which gives them +1 to Strength, 5% magic resistance, and allows them to
    memorize another 6th and 7th level spell. For Clerics with high
    Strength, this can put them over the top, letting them go around without
    having to worry about Girdles of Giant Strength and the like
    (read: Anomen).
    Level	EXP		HP	Spells
    1	n/a		1d8	1
    2	1,500		2d8	2
    3	3,000		3d8	2/1
    4	6,000		4d8	3/2
    5	13,000		5d8	3/3/1
    6	27,500		6d8	3/3/2
    7	55,000		7d8	3/3/2/1	
    8	110,000		8d8	3/3/3/2/1
    9	225,000		9d8	4/4/3/2/1
    10	450,000		9d8+2	4/4/3/3/2
    11	675,000		9d8+4	5/4/4/3/2/1
    12	900,000		9d8+6	6/5/5/3/2/2
    13	1,125,000	9d8+8	6/6/6/4/2/2
    14	1,350,000	9d8+10	6/6/6/5/3/2/1
    15	1,575,000	9d8+12	6/6/6/6/4/2/1
    16	1,800,000	9d8+14	7/7/7/6/4/2/1
    17	2,025,000	9d8+16	8/8/8/8/5/3/2
    18	2,250,000	9d8+18	9/9/8/8/6/4/2
    19	2,475,000	9d8+20	9/9/8/8/6/4/2
    20	2,700,000	9d8+22	9/9/9/8/7/5/2
    21*	2,925,000	9d8+24	9/9/9/9/8/6/2
    25	3,825,000	9d8+32	9/9/9/9/9/7/3 <-- Holy Symbol Obtained
    40	8,000,000	9d8+62	9/9/9/9/9/8/7
    				(max at level 38)
    Holy Symbol: When a character reaches 25th level as a Cleric, they
    will receive a unique 'ring'. This Holy Symbol differs in name based
    upon alignment, evil characters will have a Holy Symbol of Talos, good
    characters will receive a Holy Symbol of Lathander, and neutral
    characters obtain a Holy Symbol of Helm. Regardless of which one they
    get, they're all alignment-conditional Cleric-only items with the same
    properties. If you're a multi-classed character you won't reach this
    total until you max your experience, but single-classed Clerics should
    obtain this Holy Symbol early in Throne of Bhaal. Each one gives a
    +1 bonus to Strength, 5% Magic Resistance, and a bonus 6th and 7th
    level spell slot.
    Priest of Talos							{DND023}
    Lightning Bolt isn't a great spell, but Storm Shield provide some
    interesting bonuses to your resistances, at least. Once per day per ten
    levels of the caster means... once or twice, in Shadows of Amn.. but at 
    least it lasts a long time.
    - May cast 'Lightning bolt' once per day per 5 levels of the caster
    (starts at 1st level with one use.)
    - May cast 'Storm Shield' once per day per 10 levels of the caster 
    (starts at 1st level with one use), as detailed below.
    STORM SHIELD: This spell lasts 6 seconds per level of the caster. It
    protects the caster from lightning, fire, cold, and normal missiles.
    - None
    Priest of Helm							{DND024}
    The Priest of Helm may be the best variant, especially for evil parties.
    Having some extra True Sight spells cannot be underestimated. Seeking
    Sword is a little lame, but it does give you a +4 weapon, allowing you
    to hit things like Kangaxx the Demilich and many demons. Its damage
    doesn't stand up, but it does give you three attacks per round, even
    though it takes away your ability to cast spells for its duration, which
    - May cast 'True Sight' once per day per 5 levels (starts at 1st level
    with one use).
    - May cast 'Seeking Sword' once per day per 10 levels (starts at 1st
    level with one use), as detailed below.
    SEEKING SWORD: This spell creates a sword in the players hand (that 
    cannot be dropped or unequipped). The sword is +4 for purposes of 
    determining what it can hit (but this bonus does not apply to damage),
    and it deals out 2-8 damage to any target it hits. The weapon sets the
    number of attacks of the Cleric to 3. It lasts for 1 round per level of
    the caster. When equipped the wielder cannot cast further spells.
    - None.
    Priest of Lathander						{DND025}
    Another good Cleric kit, if you really don't like undead, this is worth
    a glance. Hold Undead is decent at stopping some undead, but it probably
    won't work terribly often. The Boon of Lathander, however, is a very
    nice ability, making the Cleric more potent for its fairly lengthy
    duration. There are few enough good ways to make yourself immune to
    level drain in Shadows of Amn... unless you're a Mage of some sort, or
    better yet, a multi-or-dual-classed Mage who can take on undead while
    protected. Having this kit and the Boon of Lathander ability will give
    you a character fully capable of taking the fight to Vampires, Wraiths,
    and various Mists without flinching.
    - May cast 'Hold Undead' once per day for every 5 levels of the caster
    (starts at 1st level with one use).
    - May cast 'Boon of Lathander' for every 10 levels of the caster, as
    detailed below (starts at 1st level with one use).
    BOON OF LATHANDER: This spell lasts for 6 seconds per level of the 
    caster. It gives the caster +1 to hit, +1 to damage, +1 on all saving
    throws and gives the caster 1 extra attack per round. It also protects
    the recipient from level drain.
    - None.
    |Cleric/Ranger		   |					{DND026}
    Alright, full disclosure: I was completely wrong about the
    Cleric/Ranger multi-class, and everything that I'm going to say below
    has been revised based on better research. All of this information is
    due to the e-mail I got from Rick Taylor, who tipped me off to the
    merits of this class combo. Now that I got that shameful admission out
    of the way, the Cleric/Ranger is very similar to the Fighter/Cleric.
    You'll essentially get a stronger, healthier, more melee-competent
    Cleric with a slower spell selection. But the Ranger/Cleric has one
    huge bonus over its Fighter/Cleric counterpart: they'll get the full
    selection of Drudic spells each level as well as all the Cleric spells.
    Granted, there's a lot of overlap, but you'll have all the combat perks
    and spells of a Fighter/Cleric, with the addition of spells like Insect
    Plague and Iron Skins... the latter of which is a huge contribution to
    the character's defenses, being essentially the Cleric version of
    Stoneskin. You'll get more spells than a Fighter/Cleric, you'll get
    much better fighting abilities (better Hit Points, THAC0, and feats)
    than a Cleric, and as compared to a Druid you'll have faster spell
    progression AND better fighting abilities. Not to mention you can also
    sneak (if you wear light armor) and you will start out specialized in
    the Two Weapon Style, if you're interested in taking full advantage of
    your awesome melee prowess by wielding, say, Flail of Ages and Crom
    Faeyr. This is the best class to pick if you want to combine fighting
    prowess and divine spells... which is to say, if you want divine spells
    at all, you'll be doing yourself a huge favor by playing a 
    |Druid			   |					{DND027}
    Hit points per Level:	d8
    Druids, well... let me be frank. Druids suck. They gain their own set of
    divine spells, but most of them are wholly inferior to the Cleric's
    spell selection. In addition they're not able to wear heavy armor or use
    most weapons... even the Cleric's own limited martial selection will be
    welcome after seeing the Druid, unless you just like Clubs and Quarter
    Staffs. They can use Scimitars, but with their crappy Armor Class, that
    is just asking for trouble. They get some buggy shapeshifting abilities
    that let you transform into monsters that aren't very strong in a sad
    attempt to counter their lack of martial prowess. Is that going to make
    up for it when a Cleric can use things like Crom Faeyr and Flail of the
    Ages, along with enchanted shields and armor which bring their Armor
    Class down to Fighter-esque levels? No, it's not. A Druid can, however,
    wear unconventional armors, such as Ankheg Plate Mail, Red Dragon Scale,
    and Shadow Dragon Scale, since these are not made out of metal.
    Unfortunately this only brings them to the doorstep of combat-
    effectiveness, as they still cannot use a shield like Clerics can. The
    only reasonable counter to this is to load them up with defensive
    equipment to bring their Armor Class up to snuff, or better yet, to
    make them specialize in Spears, of which several useful specimens
    exist in both Shadows of Amn and Throne of Bhaal, although in my mind,
    Spears are decidedly weaker than Halberds over the course of both the
    main game and the expansion. And of course the fact that they won't
    get Whirlwind makes them patently inferior to any warrior, but at
    least they can-eventually-become useful enough in combat not to scoff
    at... even though a Shielded Cleric with Flail of the Ages or Crom Faeyr
    well out-classes an unshielded Druid, even with Ixil's Nail. On the
    other hand, a Druid is a pretty good class to dual-or-multi class with,
    as a Fighter's martial selection will do wonders to ease the Druid's
    Armor Class woes. Unfortunately, Jaheira already exists, so why bother?
    At least they get immunity to poison and 10% resistance to cold, fire,
    electricity and acid (up to 30% at level 24), which somewhat offsets
    their defensive deficiencies. I feel compelled to point out the Druid's
    erratic experience spikes, and the massive boost to their spells they
    get if they do manage to climb those hurdles and reach levels 13, 14,
    and 15. Sometimes I think all classes should be like that, every level
    takes twice as much as the previous level, but each time you level up
    you get dramatically stronger. What's the difference between an 14th
    and 15th level Thief? Not much. What's the difference between a 14th
    and 15th level Druid? Well. Look for yourself.
    Level	EXP		HP	Spells
    1	n/a		1d8	1
    2	2,000		2d8	2
    3	4,000		3d8	2/1
    4	7,500		4d8	3/2
    5	12,500		5d8	3/3/1
    6	20,000		6d8	3/3/2
    7	35,000		7d8	3/3/2/1
    8	60,000		8d8	3/3/3/2
    9	90,000		9d8	4/4/3/2/1
    10	125,000		9d8+2	4/4/3/3/2
    11	200,000		9d8+4	5/4/4/3/2/1
    12	300,000		9d8+6	6/5/5/3/2/2
    13	750,000		9d8+8	6/6/6/4/2/2
    14*	1,500,000	9d8+10	6/6/6/5/3/2/1
    15	3,000,000	9d8+12	6/6/6/6/6/6/6
    31	8,000,000	9d8+44	9/9/9/9/9/7/7
    				(max at level 25)
    Totemic Druid							{DND028}
    You can summon weak monsters, but you can't shapeshift into weak
    monsters. Huzzah.
    - May summon a special 'spirit' animal once per day per 5 levels of
    experience. Spirit animal is randomly selected from 'Spirit Bear', 
    'Spirit Wolf', 'Spirit Lion' and 'Spirit Snake'.
    - Cannot shapeshift.
    Shapeshifter							{DND029}
    You can become a Werewolf, and eventually a Greater Werewolf, which is
    unfortunately nerfed. Still the Greater Werewolf can't hurt things that
    require +3 weapons to harm... unless you have the BG2 Tweaks installed 
    to fix the Greater Werewolf, in which case you get a much heftier 
    version of the ability. As it stands, however, it's just a matter of 
    choosing between a weak transformation that causes you to lose what 
    little armor you can wear.
    - May shapeshift into the form of a Werewolf once per day for every 2
    levels (starts at 1st level with one use).
    Stats: Strength 19, Dexterity 16, Constitution 15, Armor Class -1,
    Magic Resistance 20%
    - At 13th level gains the ability to change into a Greater Werewolf
    once per day.
    Stats: Strength 21, Dexterity 20, Constitution 25, Armor Class -10,
    Resistance to all Elements 50%, Magic Resistance 40%
    - No other shapeshifting abilities due to the effort required 
    maintaining balance in his primary forms.
    - Cannot wear ANY armor.
    Note: If you want to make the Shapeshifter work, you should install the
    Baldur's Gate II Tweak Pack to fix the Werewolf and Greater Werewolf
    transformations. Below is a table taken directly from their readme
    detailing what you were supposed to receive (and presumably what values
    the Tweak Pack restores the transformations to) and what you actually
    |            Werewolf		|       Greater Werewolf	|
    |    You Were	| You Actually	|    You Were	| You Actually	|
    |  Supposed to	|  Received...  |  Supposed to	|  Received...	|
    |   Receive...	|		|   Receive...	|		|
    |  Base Magic	|     Magic 	|  		|		|
    |  Resistance 	|  Resistance	|  THAC0 of 6	|    Nothing	|
    |    of 20%	| Locked at 20% |		|		|
    |  Immunity to  |    Nothing    |Saves 1/1/1/2/1|    Nothing	|
    |Normal Weapons |		|		|		|
    | Paw does 1d12 | Paw does 1d6  |Base Elemental	|   Elemental	|
    |Slashing Damage|Piercing Damage| Resistance of	|  Resistance   |
    o===============o===============o     50%	| locked at 50% |
    				|  Base Magic	|     Magic	|
    				|  Resistance   |  Resistance 	|
    				|    of 40%	| locked at 40%	|
    				|  Immunity to  |    Nothing	|
    				| Normal Weapons|		|
    				|   Paw is +3   |   Paw is +2	|
    				|    Weapon	|    Weapon	|
    				| Paw does 2d8  | Paw does 1d6	|
    				|Slashing Damage|Slashing Damage|
    				|Regeneration of|		|
    				| 3 Hit Points  |    Nothing	|
    				|  per second	|		|
    Avenger								{DND030}
    Well, I'll admit that Improved Invisibility, Chaos, and Chain Lightning
    are all good additions, but the shapechanges are worthless. And losing
    the Strength and Constitution? The Constitution isn't bad for a single-
    classed Druid as they can't exceed a +2 bonus at 16 anyways, but the
    Strength? That hurts. It's not a like a Druid was going to be very
    strong anyways, so the loss of one point of to hit and damage isn't
    very severe, and nothing a Giant Strength item can't fix, and losing
    access to Studded Leather Armor is, well, annoying, but there's not a
    huge difference between one sucky suit of armor and the next anyways. 
    It's rather hard to critique this subclass at all, given the whole 
    feeling of 'who cares' when talking about the Druid in general... Still,
    while the 4th, 5th, and 6th level all spells are decent, Improved
    Invisibility can be duplicated by a Ring of Air Control, Chaos will
    have to compete with Insect Plague, and Chain Lightning is a mediocore
    damage-dealer. At the end of the day, you're probably better off being
    able to wear better armor than being able to cast Improved Invisibility,
    which is easily duplicated and will be quickly dispelled later in the
    game, and there are plenty of Mages to cast Chaos-but only Druids can
    cast Insect Plague, so why not stick to what they're good at? This class
    is essentially a dubious defensive trade-off in return for a spell you
    won't need to memorize and an okay damage-dealer. It has its good
    points, sure, and is clearly the least-offensive Druid kit... but at the
    end of the day you're still stuck with playing a Druid.
    - May shapechange into normal forms, as well as those of Sword Spider,
    Baby Wyvern, and Fire Salamander.
    - 6 Mage spells are added to his repertoire, all the way up to 6th
    level. These are listed below:
    1st: Chromatic Orb
    2nd: Web
    3rd: Lightning Bolt
    4th: Improved Invisibility
    5th: Chaos
    6th: Chain Lightning
    - May not wear better than Leather Armor.
    - On character creation he receives a -2 penalty to Strength and
    |Fighter		   |					{DND031}
    Hit points per Level:	d10
    The best perk of a Fighter is that they can gain Grand Master in a 
    weapon. This allows them to do the most damage, wear the best armor,
    and generally outclass every other character in melee combat. The 
    Barbarian might have rage, but the perks of picking a Fighter don't
    last merely 5 rounds. The Fighter is also the safe, if dull choice, as
    there's not much strategy involved in playing one. You pick a weapon,
    you put as many points as you can in it, and you hold the line. That
    said, this is a great dual-or-multi class option, and Fighters only get
    stronger with Throne of Bhaal, which gives them access to Greater
    Whirlwind, the feat that makes them better at what they do best: hitting
    things. If you have the default rules of Baldur's Gate 2, their bonuses
    from Grand Mastery are a pathetic +1 bonus to attack and +1 bonus to
    damage over Specialization, and a slight bonus to their weapons' speed
    factor. If you use a mod to get the tables back to the PnP values, a
    Fighter becomes worth playing again.
    Level	EXP		HP
    1	n/a		1d10
    2	2,000		2d10
    3	4,000		3d10
    4	8,000		4d10
    5	16,000		5d10
    6	32,000		6d10
    7	64,000		7d10
    8	125,000		8d10
    9	250,000		9d10
    10	500,000 	9d10+3
    11	750,000	  	9d10+6
    12	1,000,000 	9d10+9
    13	1,250,000 	9d10+12
    14	1,500,000 	9d10+15
    15	1,750,000 	9d10+18
    16	2,000,000 	9d10+21
    17	2,250,000 	9d10+24
    18	2,500,000 	9d10+27
    19*	2,750,000 	9d10+30
    40	8,000,000	9d10+93
    Berserker							{DND032}
    If you want to be like your pal Minsc, this is the way to go. Berserk is
    a decent ability that gives you a bonus to hit and damage, but imposes
    an Armor Class penalty. 60 Seconds is a fairly long time, and since you
    get many of them, you'll be able to keep yourself juiced up. I think
    every Fighter should have a ranged option, however, and not being able
    to specialize in ranged weapons... well, you could always use a Throwing
    Axe or something similar. It's a decent kit, although even with Korgan
    I hardly ever use the abilities it provides. Note that you gain 15
    'temporary' Hit Points when you use enrage. Temporary is not the same as
    free. If you lose any of these Hit Points, you'll suffer when you come
    out of enrage, this just allows you to weather a little more damage
    before you die.
    - May use 'enrage' ability once per day per 4 levels. The enraged state
    lasts for 60 seconds.
    - While enraged: +2 to hit, +2 to damage, -2 AC.
    - While enraged: immune to charm, hold, and fear, maze, imprisonment, 
    stun, and sleep.
    - While enraged: gains 15 Hit Points. These Hit Points are temporary,
    and are taken away at the end of his berserk spree, possibly killing the
    - Becomes winded after berserking. While he's winded he receives a -2 to
    hit, -2 to damage, and a +2 penalty to Armor Class.
    - Cannot specialize in ranged weapons.
    Wizard Slayer							{DND033}
    The Wizard Slayer is good against spell casters, but weak against
    everything else. Their lack of the ability to use any magical equipment
    save weapons and armor might actually make them more vulnerable to Mages
    than a straight Fighter! And they do mean ANY magical items except 
    armor. Fortunately this allows them to wear Helmets and use Shields, but
    no Cloaks, Rings, Bracers, Girdles or Necklaces.
    - For each successful hit on an opponent, 10% cumulative spell failure
    penalty is applied.
    - 1% magic resistance per level. (In TOB the Wizard Slayer gets a +5% 
    resistance at every even level at and after 20th level, this maxes out
    at 84%.)
    - May not use any magic items except for weapons and armor.
    Kensai								{DND034}
    Again, I prefer all my characters to have a ranged option, and this 
    class takes some of the better options away from my characters. Granted
    a Two Weapon Style Fighter will probably not use a ranged weapon very
    much, but there are more severe problems than that. A -2 bonus to Armor
    Class does not counter the lack of wearing any armor at all, and the
    fact that you can't wear gauntlets or bracers means you can't even shore
    up your defenses with Bracers of Armor. Sure, there are plenty of items
    that increase your Armor Class marginally, but the Kensai is going to
    be chewed up in combat nonetheless. Its bonuses are good, but in my mind
    I just don't think a maximum of +6 to hit and damage and five rounds of
    the 'kai' ability make up for the total lack of armor. Note that this
    means ALL armor, even armor which isn't encumbering enough to block
    spells such as Bladesinger Chain. There is one exception though... the
    Big Metal Unit, which will bestow upon the character a phenomenal armor
    class, if you can make it to the end of Throne of Bhaal, anyways. By
    then you're pretty much done with the game though.
    - Bonus +1 to hit and +1 damage for every 3 levels.
    - Bonus -2 to AC.
    - Bonus -1 to speed factor for every 4 levels.
    - May use 'kai' ability one time per day for every 4 levels (starts at
    1st level with one use): this ability lasts ten seconds and makes all
    attacks do maximum damage
    - May not use missile weapons.
    - May not wear armor.
    - May not wear gauntlets or bracers.
    |Fighter/Cleric		   |					{DND035}
    An interesting combination with slightly higher fighting skills than
    the Cleric and some defensive buffs to supplement the Fighter. Frankly,
    however, a Cleric doesn't have as good of a defensive spell selection as
    a Mage, and by itself a Cleric is already a pretty stout Fighter. Sure
    it helps to add more attacks and damage, but it's just not quite as
    potent as the Fighter/Mage. For one, you don't get Time Stop. But at
    least neither of your classes are hurt by wearing heavy armor, so you
    don't need the spell buffs quite so much. A very good thing about this
    combination is they will get both the Fighter and Cleric feats. Having
    a strong melee Fighter who can go up in combat with an Aura of Flaming
    Death, a Globe of Blades, and then use Greater Whirlwind Attacks is a
    thing of beauty. Especially if they can retreat from combat and use Heal
    on themselves before jumping right back into the fray. They can't
    decimate enemies quite as well as a Fighter/Mage, but they can certainly
    make an impact. Unfortunately you'll be regulated to a few types of
    weapon because of the Cleric. You can either go with Flail of the Ages
    or Crom Faeyr and use the Sword and Shield Style, or go with both using
    the Two Weapon Style and really lay waste to enemies. Note that with
    this combo you will still get enough experience to get your holy symbol
    at level 25. Nice.
    |Fighter/Druid		   |					{DND036}
    This combination works almost exactly like the Fighter/Cleric, except
    that you will of course have Druid spells instead of Clerical ones, and
    you will have the Druid weapon selection, which includes Scimitars, but
    doesn't allow War Hammer, Maces, and Flails. The game provides you with
    a perfectly fine recruitable Fighter/Druid in Jaheira, so I don't know
    why you'd ever need to make your own. Note that as a Fighter/Druid
    you'll still get enough experience to get the really good Druid levels,
    making this combo in every way preferable to a single-classed Druid.
    |Fighter/Mage		   |					{DND037}
    My favorite class, and possibly the strongest in the game. You can't
    wear armor and cast spells, but that's hardly an issue in this game,
    where you have many ways to improve your Armor Class without having to
    wear armor. Bracers of Defense are one, obvious way, but in this game
    you will also get your hands on Elven Chain Mail, which allows you to
    cast spells while wearing it. With the better weapons and combat styles
    of Baldur's Gate 2 I drop any and all pretenses of being an archer and
    go for the Two Weapon Style. Thanks to my Fighter levels, I can afford
    to do this, and the amazing defensive spells a Mage has keeps me safer
    than a single-classed Fighter, armor be damned. The best thing of all is
    that a Fighter/Mage can access both Fighter and Mage feats, allowing
    them to pull off Time Stops and Greater Whirlwinds in unison. This is a
    versatile character who can debuff and cast offensive spells at enemies,
    or go toe-to-toe with most anything in melee combat once fully spell
    buffed. It almost makes you feel sorry for the single-classed Mages and
    Fighters you'll slaughter. Almost.
    |Fighter/Mage/Cleric	   |					{DND038}
    An interesting option, this class combines the power of two strong
    spell casters with the solid backing of the Fighter class. Keep in mind
    that your progression will be horribly slow with a triple class
    character, meaning you'll always be one or two spell levels below a
    single-classed character. This class actually has a slightly better hit
    point range than the Fighter/Mage, but worse weapon selection and the
    same lack of armor. I feel this class might be a bit too much, honestly.
    Not as in over-powered, but you're only one character, with one action
    a round just like everybody else. Even having such variety there's only
    so much you can actually DO in a given span of time. It's probably best
    to do fewer things better. I mean, are you ever going to actually get
    out a significant number of Cleric and Mage spells, and then still have
    a battle left to fight? It's a good concept, but this class might just
    be trying to do too much at once. As for weapons and tactics, you're 
    probably better off trying to do what the Fighter/Mage does, but with
    Cleric-allowed weapons. Note that with this build you will not get 9th
    level spells, negating the whole Time Stop tactic that the Fighter/Mage
    can employ. Also, you won't get access to any of the Mage feats, like
    Comet and the bonus 6th, 7th, and 8th level spell slots.
    |Fighter/Mage/Thief	   |					{DND039}
    This class suffers from many of the problems the Fighter/Mage/Cleric
    suffers from, but to a lesser degree. Firstly, most Thief skills are
    only useful out of combat, or as telling first strikes. It's not another
    host of spells you're trying to cast in a finite window of time, meaning
    the Thief actually enhances the Fighter and the Mage. Also, the Thief is
    capable of using a much greater selection of weapons than the Cleric,
    allowing you to diversify your weapons and tactics much more. A 
    Fighter/Mage/Thief in essence works like a combination of the
    Fighter/Mage and Fighter/Thief. Go in with Two Weapon Style, attempt to
    score backstabs, and use defensive spells to compensate for your lack of
    armor. A Fighter/Mage/Thief will not get 9th level Mage spells. Also,
    a Fighter/Mage/Thief will not gain any of the Mage feats. No Comet,
    no extra 6th, 7th, and 8th level spells slots. For the evil party,
    making your protagonist a Fighter/Mage/Thief is the best solution to the
    distinct lack of recruitable Thieves in the game. You'll be able to pull
    off many of the Fighter/Mage tricks (uber spell-buffing in order to
    become nearly invulnerable to enemy spell casters) and handle all the 
    thieving requirements your party will need. You won't be able to pull
    off the devastating Greater Whirlwind/Timestop combo, but being able
    to spell-buff and perform Greater Whirlwind attacks is still quite
    |Fighter/Thief		   |					{DND040}
    As you may have learned in Baldur's Gate 1, the Fighter/Thief was a
    potent combo, easily matching a Ranger's skill with weapons while
    having the same quirks. Some important differences remain, a
    Fighter/Thief can disable traps and backstab, while a Ranger cannot. 
    This makes a Fighter/Thief in my eyes every bit more powerful than a
    Ranger. Sure, the Ranger will have higher Hit Points and some minor
    Druid spells, but a Fighter/Thief can access both the the Fighter and
    the Thief feats. Things only get better for the Fighter/Thief in 
    Baldur's Gate 2 as their backstab reaches a mighty x5 and a deeper melee
    system allows them to abuse it to its fullest advantage. Going for a
    Fighter/Thief with the Two Weapon Style is a very fun thing to do in
    this game.
    |Mage			   |					{DND041}
    Hit points per Level:	d4
    Firstly I just want to say that there is no reason to make a single
    classed Mage protagonist. Edwin out-guns you. Period. If you must make a
    Mage, make a Fighter/Mage or Fighter/Mage/Thief, which increases your
    options immensely. Other than that, if you make a Mage, make a Conjurer.
    They get an extra spell per day per spell level and lose a handful of
    spells that aren't even all that good. The best ones I can think of are
    Identify-which can be replicated with items that have unlimited uses,
    and True Sight, which is more of a significant loss. Still, if you
    have Jaheira and Anomen/Viconia in your group you have two other casters
    who can provide that spell, not to mention the possibility of Keldorn,
    and the Book of Infinite Spells. If you must make a Mage, start out as
    something else first. A Fighter can get to level 8 and dual-class into
    a Mage without wasting a single experience level of the Mage, giving you
    a high hit point Mage who can use Bows, Swords, or whatever your little
    heart desires. A Thief can get to level 9 before dual-classing into a
    Mage, again without using a single level. This negates the need for a
    Thief at all, as you can build a Mage who can Find/Remove Traps on his
    own, as well as having a few more Hit Points and the ability to use Short
    Bows. It is MUCH better to dual-class into a Mage than to go straight
    Mage. Note that if you dual-class into a Mage you cannot legitimately
    dual-class into a Conjurer, or any other type of Specialist. This
    perplexes me to no end, as it was entirely possible to do this in
    Baldur's Gate 1. If you want to do this, you'll have to cheat with a
    save game editor like Shadow Keeper. Oh, and don't bother playing a
    Wild Mage. All their spells have a chance to do something bonkers, and
    a Mage will be casting a lot of spells through the game. Why shoot
    yourself in the foot?
    Specialist	School			Opposition School
    Abjurer		Abjuration		Alteration
    Transmuter	Alteration		Abjuration, Necromancy
    Conjurer	Conjuration/Summoning	Divination
    Diviner		Divination		Conjuration/Summoning
    Enchanter	Enchantment/Charm	Invocation
    Illusionist	Illusion		Necromancy
    Invoker		Invocation		Enchantment/Charm,
    Necromancer	Necromancy		Illusion
    Wild Mage	Wild Magic		N/A
    Level	EXP		HP	Spells
    1	n/a		1d4	1
    2	2,500		2d4	2
    3	5,000		3d4	2/1
    4	10,000		4d4	3/2
    5	20,000		5d4	4/2/1
    6	40,000		6d4	4/2/2
    7	60,000		7d4	4/3/2/1
    8	90,000		8d4	4/3/3/2
    9	135,000 	9d4	4/3/3/2/1
    10	250,000 	9d4+1   4/4/3/2/2
    11	375,000 	9d4+2   4/4/4/3/3
    12	750,000  	9d4+3   4/4/4/4/4/1
    13	1,125,000	9d4+4   5/5/5/4/4/2
    14	1,500,000	9d4+5   5/5/5/4/4/2/1
    15	1,875,000	9d4+6   5/5/5/5/5/2/1
    16	2,250,000	9d4+7   5/5/5/5/5/3/2/1
    17*	2,625,000	9d4+8	5/5/5/5/5/3/3/2
    31	7,875,000	9d4+22  5/5/5/5/5/5/5/5/4
    				(max at level 34)
    |Mage/Cleric		   |					{DND042}
    Not only do you have an ally who fits this role, I'm not entirely
    convinced it's a role worth fitting. It's a good thing to have a 
    character who can pump out Horrid Wiltings, Time Stops, Hastes, Finger
    of Death, and other great Mage spells and then to be able to heal up the
    party after the fight is over... that's nice. But I remain doubtful
    whether the two spell types rolled into one character is terribly
    practical in combat-again, they might have more spell selection, but
    they still can only cast one spell at a time. Having four characters who
    can cast one type of magic well is going to work out better than having
    two who can cast both poorly. Despite being a Cleric, being hampered by
    a lack of armor, as slower progression, and worse Hit Points will all
    but eliminate them from a combat role. On the other hand, adding some
    powerful defensive Mage spells to mingle with the epic level Cleric 
    spells is a devastating combination. Your THAC0 will be lower than a
    Fighter, and your AC will suffer from lack of armor. If you're willing 
    to invest Bladesinger Chain to this character and deal with the poor 
    weapon selection and slow proficiency progression, you may at least be 
    able to stand up in combat... but why pick two spell casting classes if
    that's what you want to do?
    |Mage/Thief		   |					{DND043}
    I find it hard to imagine any case in which a Mage/Thief would be
    particularly useful, especially compared to a Fighter/Mage or
    Fighter/Thief. Being able to use Bows is fine and all, but Mages should
    have something better to do in most combats than shoot things. And you
    never need to hide if you have Invisibility. Imoen has it right, this is
    best done as a dual-class option for the sake of versatility. There's
    nothing wrong with getting a Mage with some Thief abilities, especially
    since you get get plenty of ranks into Find Traps while sacrificing no
    potential Mage levels. You can get to 9th level as a Thief (110,000
    experience) and dual-class into a Mage and reach the maximum level of
    31 (7,875,000 experience) for maximum effect. Frankly, if you're even 
    going to bother making a Mage as your main character, I'd suggest doing 
    this. At least then you can dispense with having a Thief altogether. And
    you'd have extra Hit Points and THAC0 to boot. You lose nothing and gain
    a great deal.
    |Monk			   |					{DND044}
    Hit points per Level:	d8
    Ah, the Monk. There's nothing that frees a player from thought quite as
    much as this class. They're easy to roll up and they can only be Humans,
    which is easily the white-bread choice of the game. They don't require a
    big investment of equipment, and there are no choices to make as to how
    they progress. A Monk needs no gear, they simply go around pummeling
    everything with their fists, and at this they excel. The one problem is
    the fact that they can never control the upgrades to their unarmed
    attacks. They gain damage, speed, and magical enhancement bonuses as
    they level, but this is typically well behind the weapons the rest of
    the party will have access to. For example, you can't even hit anything
    that requires a +4 or better weapon to hit until level 25. That's a HUGE
    handicap, although you can learn to use Thief weapons, but you'll never
    be better at fighting with them than a single-classed Thief, and that's
    not what you played a Monk for, is it? If you can handle not being able
    to attack creatures that require magical weapons to hit, the Monk is
    actually a very solid choice of character. They're fast, they're strong,
    and they just get better as they level up. At level 20 they'll have a
    base Armor Class of -1. With a good Dexterity score, some Bracers of
    Armor, and a protection item, this could potentially take their Armor
    Class very low. Add that to the fact that they get +1 to all saves,
    +2 to saves versus spells, and up to 78% magic resistance and you have
    a very good defensive character. On top of this they gain extra bonuses
    against missiles, up to a presumed +6 to Armor Class at level 18. They
    can't be hasted, however, but with their speed and high number of
    attacks they'll be hitting more often than most anybody else anyways.
    Oh, yeah, and a Monk gains access to warrior feats, meaning they get
    Whirlwind Attack. This is a good thing. Last and not least, Monks can
    sneak. Sure, they can Detect Traps, but they can't do anything about
    them, which makes me wonder... why bother spending points in it?
    Level	EXP		HP
    1	n/a		1d8
    2	1,500		2d8
    3	3,000		3d8
    4	6,000		4d8
    5	13,000		5d8
    6	27,500		6d8
    7	55,000		7d8
    8	110,000		8d8
    9	225,000		9d8
    10	450,000		9d8+2
    11	675,000		9d8+4
    12	900,000		9d8+6
    13	1,125,000	9d8+8
    14	1,350,000	9d8+10
    15	1,575,000	9d8+12
    16	1,800,000	9d8+14
    17	2,025,000	9d8+16
    18	2,250,000	9d8+18
    19	2,475,000	9d8+20
    20	2,700,000	9d8+22
    21*	2,925,000	9d8+24
    40	8,000,000	9d8+62
    - The monk can make 1 unarmed attack per round; he gains 1/2 an
    additional attack every 3 levels. (Max four attacks.)
    - As the monk increases in levels, the damage his fists inflicts does
    as well:
    Level 1-2: 1-6
    Level 3-5: 1-8
    Level 6-8: 1-10
    Level 9-11: 1-12
    Level 12-14: 1-12
    Level 15-17: 1-20
    Level 18+: 1-20
    - A monk's natural Armor Class gets better as he goes up in levels. His
    Armor Class starts off 9, and then it decreases by one 1 for every 2
    levels. (AC -1 at level 20, after which the rate slows, giving a 
    further bonus at 21st, 24th, 27th, 30th, 35th, and 40th levels.)
    - Stunning blow, once per day for every 4 levels. All attacks in the
    next 6 seconds force the victim to save or be stunned: NOTE: this
    special ability automatically modifies a Monk's normal attack, no 
    targeting needs to be done.
    - Monks have the Deflect Missiles ability. This gives them a -1 to their
    AC vs missiles for every three levels.
    - The monk gains a +2 to save vs spells
    - A monk starts off moving at +2 move, then +1 move every five levels.
    - 5th level: Immunity to all diseases, and cannot be Slowed or Hasted.
    - 7th level: Lay on Hands to heal 2 Hit Points per level.
    - 8th level: -1 to speed factor.
    - 9th level: +1 to all saves. Immune to charm. The monk's fist is 
    considered a +1 weapon (+2 at 12th, +3 at 15th). (In TOB this improves
    to +4 at 25th level.)
    - 11th level: Immune to poison.
    - 12th level: Another -1 to speed factor. Fists are considered +2 
    - 13th level: Quivering palm spell once per day. This spell gives them
    one hand attack. If they hit an opponent, the opponent must save or die.
    NOTE: this special ability automatically modifies a Monk's normal
    attack, no targeting needs to be done.
    - 14th level: The monk gains 3% magic resistance per level (ie 42 at
    14th level.) (In TOB this maxes out at 78% at 26th level.)
    - 15th level: Fists are considered +3 weapons.
    - 20th level: Immune to non-magical weapons.
    - The monk cannot wear armor.
    - A monk can only use weapons available to the Thief class (except 2
    |Paladin		   |					{DND045}
    Hit points per Level:	d10
    Paladins are holy warriors, and as such they gain a slew of abilities
    to help them combat evil. They aren't as combat savvy as Fighters, only
    being able to buy two ranks in any weapon proficiency, and they cannot
    multi or dual class. In exchange you'll get the ability to lay on hands
    (heal a character 2 Hit Points per level), detect evil (useful for
    telling which NPCs are bad or not and detecting enemies on the map
    before you even scout), protection from evil, and they can turn undead
    as if they were a Cleric two levels lower than their paladin level.
    Paladin's make great party leaders due to their high minimum Charisma
    (17). In Baldur's Gate 2 you might as well get proficiency points in
    Two Handed Swords, because the best sword in the game is such a weapon,
    and it's only for Paladins. Frankly though, since Keldorn is on the
    scene there's really no reason to make your own Paladin.
    Level	EXP	HP		Spells
    1	n/a		1d10
    2	2,250		2d10
    3	4,500		3d10
    4	9,000		4d10
    5	18,000		5d10
    6	36,000		6d10
    7	75,000		7d10
    8	150,000		8d10
    9	300,000		9d10	1
    10	600,000		9d10+3	2
    11	900,000		9d10+6	2/1
    12	1,200,000	9d10+9	2/2
    13	1,500,000	9d10+12	2/2/1
    14	1,800,000	9d10+15	3/2/1
    15	2,100,000	9d10+18	3/2/1/1
    16	2,400,000	9d10+21	3/3/2/1
    17*	2,700,000	9d10+24	3/3/3/1
    34	7,800,000	9d10+75	3/3/3/3
    				(max at level 20)
    Cavalier							{DND046}
    This is a pretty nice kit, even given the lack of missile weapons.
    Having immunity to fear, charm, and poison are all very nice abilities,
    and getting +3 bonus to hit versus Demons and Dragons is great too. You
    might not come across Dragons much, but Demons are fairly common, and 
    you're going to want every bonus you can get against them. Having 
    Remove Fear once per day per level essentially means that at any time 
    this character can get your party back in line, which is almost as good
    as having a party that's immune to fear as well! It certainly means that
    your Clerics and Mages don't have to focus so much on keeping fear
    effects subdued. A very nice kit indeed.
    - Bonus +3 to hit and +3 to damage against all demonic and draconic
    - May cast 'remove fear' 1 time per day per level.
    - Immune to fear and morale failure.
    - Immune to charm.
    - Immune to poison.
    - 20% resistance to fire.
    - 20% resistance to acid.
    - May not use missile weapons.
    Inquisitor							{DND047}
    This is probably the best kit in the game, and certainly the best of the
    Paladin kits, even though the other two aren't bad. Being able to cast
    Dispel Magic at TWICE your Paladin level means Inquisitors will rip 
    through spell defenses, and will be able to do it often. True Sight is a
    fairly high level debuff, and a very good one. No more can creatures get
    away with Improved Invisibility, Shadow Door, Mirror Image, or anything
    of the sort, and they will try. This frees up spell casters to prepare
    other spells. The disadvantages might seem bad, but you can get plenty
    of healing elsewhere without Lay on Hands, and the turn undead and
    Paladin priest spells are both weak anyways. Would you trade a handful
    of low level Priest spells for two very powerful, very useful, mid level
    spells? I would. This is the class Keldorn is, and it's one of the 
    reasons he's so good.
    - May use 'Dispel Magic' ability once per day per 4 levels (starts at
    1st level with one use): ability is used at speed factor 1 and acts at
    twice his actual level.
    - May cast 'True Sight' once per day per 4 levels (starts at 1st level
    with one use).
    - Immune to Hold and Charm spells.
    - May not use 'lay on hands' ability.
    - May not cast priest spells.
    - May not turn undead.
    Undead Hunter							{DND048}
    Being immune to level drain is nice, but there are spells that do the
    same... granted, there are spells that do the same things that the other
    kits do... but +3 to attack and damage versus undead can't compete with
    the massive debuffs that the Inquisitor has, nor the slew of resistances
    that the Cavalier has. And what's the strongest undead anyways? A Lich.
    +3 to attack and damage isn't going to help you kill a Lich as much as
    disabling it's defensive spells will. Frankly, the Inquisitor is a
    better Undead Hunter than the Undead Hunter when it comes to big game
    hunting! The Undead Hunter will, however, excel against Vampires.
    - +3 to hit and +3 to damage vs. undead.
    - Immune to hold.
    - Immune to level drain.
    - May not use 'lay on hands' ability.
    |Ranger			   |					{DND049}
    Hit points per Level:	d10
    Rangers are defenders of the wilderness, hunters, scouts, and 
    outdoorsmen. They can only get two ranks in a weapon proficiency, but
    in compensation they can use stealth, charm animals, and eventually
    cast druid spells. The stealth ability can only be used in light armor,
    Leather, Studded Leather, or Hide, but it makes them invaluable for
    scouting ahead of the party. Being strong enough to fight their way out
    of trouble helps too. The charm animal ability sucks, but once in a
    while if you want to play with it and charm a bear or something... eh...
    they'll still turn hostile on you when it's over, so why bother? The
    druid spells are a long time in coming, but it's somewhat nice to be
    able to cast Cure Light Wounds or Entangle, although the level cap in
    Baldur's Gate doesn't really allow this feature to pan out.
    Level	EXP		HP	Spells		Stealth
    1	n/a		1d10			15%
    2	2,250		2d10			20%
    3	4,500		3d10			27%
    4	9,000		4d10			33%
    5	18,000		5d10			40%
    6	36,000		6d10			47%
    7	75,000		7d10			55%
    8	150,000		8d10	1		62%
    9	300,000		9d10	2		70%
    10	600,000		9d10+3	2/1		78%
    11	900,000		9d10+6	2/2		86%
    12	1,200,000	9d10+9	2/2/1		94%
    13	1,500,000	9d10+12	3/2/1		99%
    14	1,800,000	9d10+15	3/2/2		99%
    15	2,100,000	9d10+18	3/3/2		99%
    16	2,400,000	9d10+21	3/3/3		99%
    17*	2,700,000	9d10+24	3/3/3		99%
    34	7,800,000	9d10+75	3/3/3		99%
    			       (max at level 16)(max at level 13)
    Archer								{DND050}
    Now this is a kit. Take something and do it VERY well. The bonuses to
    hit and damage with arrows eventually increase to +6 at level 18, and
    by the end of Throne of Bhaal it's up to +9, which is a HUGE bonus to
    your rolls. Somebody who is specialized in bows to that extent isn't
    going to want to use metal armor anyways, and besides, you're a Ranger,
    you want to be able to sneak. The lack of proficiency with melee 
    weapons hurts though, as that costs us half an attack if we ever need to
    get into melee. Keep in mind one tiny little problem. There are no +4
    Arrows, so you'll never be able to hit anything that requires a +4 or
    better weapon to hit with your bow. Also, +3 Arrows aren't unlimited.
    The best unlimited ammo you get are +2 Arrows, and by Throne of Bhaal
    many things won't be bothered by those. In big fights against powerful
    enemies, your Archer isn't going to be able to contribute, at least not
    against the main event. Balors, Greater Wolfweres, Greater Mummies, Pit
    Fiends, and some Vampires will all be out of your league. Note, however,
    that this class improves all missile weapons, so you could use a Sling 
    or throwing weapon instead. The only problem there is for a thrown 
    weapon, you will only be able to become proficient, and you will not 
    attack particularly fast with it. It's a shame there aren't better
    arrows out there, as this class was clearly designed for a bow. It's
    also a shame you can't pick what your called shot does. In higher end
    encounters, taking down an enemies' Strength or THAC0 is much better 
    than two more points of damage 
    - +1 to hit, and +1 to damage with any missile weapon for every three
    levels of experience. (In TOB this slows down to +1 every five levels
    after level 18.)
    - Every 4 levels he gains the ability to make a called shot once per
    day. When he activates this ability, any shot made within the next 10
    seconds is augmented in the following manner (according to the level of
    the archer):
    4th level: -1 to THAC0 of the target.
    8th level: -1 to save vs magic of target.
    12th level: -1 to Strength of target.
    16th level: +2 bonus to damage
    - An archer can only become proficient in Melee weapons; he may never
    - An archer cannot wear any metal armor.
    Stalker								{DND051}
    The 'may not wear armor greater than studded leather' disadvantage isn't
    too bad, as that's the highest grade of armor I tend to throw on a 
    Ranger anyways, so let's look at the advantages. 20% to Stealth is nice,
    but there's always a chance of failure, and with 34 levels, any Ranger
    is going to be good at stealth. The backstab modifier is very nice, as
    it allows a Ranger to play like a Thief, although... and correct me if
    I'm wrong, a x1 multiplier does... nothing... so you really need to get to
    9th level before backstabbing has any effect at all. Haste is a good
    spell for any character to have, and Minor Spell Deflection might come
    in handy. It wont save the Ranger from Imprisonment or Horrid Wilting,
    but it will stop Disintegrate and Finger of Death, and a whole host of
    other annoying low level spells (like Charm, Chaos, and Hold Person). 
    This kit might just be better than the normal Ranger for a change.
    - +20% to stealth ability.
    - May backstab for a lesser amount than the Thief class (level 1-8: x1,
    level 9-16: x2, level 17+ x3).
    - Has access to three Mage spells at 12th level. They are Haste, 
    Protection from Normal Missiles and Minor Spell Deflection.
    - May not wear armor greater than studded leather.
    Beast Master							{DND052}
    And again with the suck. Who wants to play a Ranger that is more like a
    Druid? Druids suck, and Animal Summoning sucks. Don't even give this kit
    a glance, it's not worth your attention.
    - +15% to stealth ability.
    - Enhanced spell ability with regard to the following spells:
    May cast the 4th level Druid spell Animal Summoning 1 at 8th level.
    May cast Animal Summoning 2 at 10th level.
    May cast Animal Summoning 3 at 12th level.
    - Cannot use metal weapons (such as swords, halberds, hammers, or
    morning stars.)
    |Sorcerer		   |					{DND053}
    Hit points per Level:	d6
    If you're familiar with 3rd Edition Sorcerers, you'll be familiar with
    Baldur's Gate 2's Sorcerer, they're just alike. That said, I never liked
    Sorcerers. They function like Mages, except they can only know a handful
    of spells, from which they can cast any of their known spells without
    having to memorize them, although they are still limited to a maximum
    number of spells per day. Ultimately a Sorcerer can know only several
    spells of each spell level, and for many spell levels that's fine. 
    Chances are you won't find too many more 9th level spells, at least
    not ones you'll use often. On the other hand this takes down their
    tactical flexibility a great deal. You either know the spell, or you
    don't, there's no learning it from a scroll or preparing it for a big
    fight when needed. They do get one more spell per day per spell level
    than a normal Mage, but what do they have that Edwin doesn't have? He
    gets two spells per day per spell level over a normal Mage AND has 
    tactical flexibility. On the other hand, when you get right down to it,
    there are only a handful of spells each level that get used frequently,
    and not having to choose the exact number of each to prepare can be
    Level	EXP		HP	Spells (Known)	   Spells (Cast)
    1	n/a		1d4	2		   3
    2	2,500		2d4	2	    	   4
    3	5,000		3d4	3		   5
    4	10,000		4d4	3/1		   6/3
    5	20,000		5d4	4/2		   6/4
    6	40,000		6d4	4/2/1		   6/5/3
    7	60,000		7d4	5/3/2		   6/6/4
    8	90,000		8d4	5/3/2/1		   6/6/5/3
    9	135,000 	9d4	5/4/3/2		   6/6/6/4
    10	250,000 	9d4+1   5/4/3/2/1	   6/6/6/5/3
    11	375,000 	9d4+2   5/5/4/3/2	   6/6/6/6/4
    12	750,000  	9d4+3   5/5/4/3/2/1	   6/6/6/6/5/3
    13	1,125,000	9d4+4   5/5/4/4/3/2   	   6/6/6/6/6/4
    14	1,500,000	9d4+5 	5/5/4/4/3/2/1	   6/6/6/6/6/5/3
    15	1,875,000	9d4+6 	5/5/4/4/4/3/2      6/6/6/6/6/6/4
    16	2,250,000	9d4+7 	5/5/4/4/4/3/2/1    6/6/6/6/6/6/5/3
    17*	2,625,000	9d4+8	5/5/4/4/4/3/3/2	   6/6/6/6/6/6/6/4
    31	7,875,000	9d4+22  5/5/5/5/5/5/5/4/4  6/6/6/6/6/6/6/6/6
    						   (max at level 20)
    |Thief			   |					{DND054}
    Hit points per Level:	d6
    The Thief isn't as combat savvy as the Cleric, and they don't have
    spells. What's the draw then? Their thieving abilities. These allow them
    to pick pockets, find and disarm traps, open locked objects, and hide
    from enemies. Of these skills, one is essential, so some character or
    another with thieving abilities is required in any party. As for combat,
    they can only wear the lightest armors, but they do have access to a 
    variety of weapons. Most importantly, as they gain levels they get the
    ability to 'backstab'. If they are hidden and attack an enemy they
    multiply the damage they deal by their backstab modifier. They are a
    waste of a class on their own, but it is a great dual or multi class
    option, as it gives any class the ability to be more lethal by
    backstabbing... and if you make your own, you don't have to drag around
    a character to do the thieving for you. A Fighter/Thief is a potent
    combination, and so is a Fighter/Mage/Thief. For more information on
    Thief abilities, see [DND046].
    Level	EXP		HP		Backstab Multiplier
    1	n/a		1d6		x2
    2	1,250		2d6		x2
    3	2,500		3d6		x2
    4	5,000		4d6		x2
    5	10,000		5d6		x3
    6	20,000		6d6		x3
    7	40,000		7d6		x3
    8	70,000		8d6		x3
    9	110,000		9d6		x4
    10	160,000		9d6+2		x4
    11	220,000		9d6+4		x4
    12	440,000		9d6+6		x4
    13	660,000		9d6+8		x5
    14	880,000		9d6+10		x5
    15	1,100,000	9d6+12		x5
    16	1,320,000	9d6+14		x5
    17	1,540,000	9d6+16		x5
    19	1,760,000	9d6+18		x5
    20	1,980,000	9d6+20		x5
    21	2,200,000	9d6+22		x5
    22	2,420,000	9d6+24		x5
    23	2,640,000	9d6+26		x5
    24*	2,860,000	9d6+28		x5
    40	8,000,000	9d6+62		x5
    				 (max at level 13)
    Assassin							{DND055}
    You'll be slower with your Thief skills progression, but that seems a
    worthy trade for the x7 backstab multiplier! +1 to hit and damage is
    nice too, but it's totally out-shadowed by the backstab. This is a great
    class to dual-class into a Fighter with. Get your Thief skills in place
    and enjoy your bonus THAC0, damage, and backstab multiplier. There is
    nothing preventing you from poisoning your weapon before you backstab,
    either, although the poison is by itself fairly weak, any little bit
    helps, especially with such a resounding first strike. The only problem
    is you need to make it fairly far as a Thief to get that juicy x7 
    multiplier. Thankfully, however, the Thief is the lowest class to raise.
    Getting to level 13 will only take 660,000 experience, leaving enough
    left over for you to reach level 37 as a Fighter, which is more than
    enough. It'll be a long time hitting level 14 to get your Thief skills
    back... probably not a thing a new player wants to attempt. But 
    worthwhile if you pull it off.
    - May coat his weapon in poison once per day per 4 levels. The next hit
    with that weapon will inject the poison into the target, dealing out 1
    damage per second for 24 seconds (3 damage for the first 6 seconds). A
    saving throw vs. poison limits damage to 12 total.
    - Bonus +1 to hit and +1 damage
    - Backstab reaches x7 instead of x5.
    - Only 15% per level to distribute on abilities.
    Bounty Hunter							{DND056}
    Traps suck, at least until you get some of the epic feats. A trap that
    slows, holds, casts Otiluke's Resilient Sphere, and mazes an enemy is
    a novelty, not a strategy, especially since there's no save penalty.
    Here's a better idea. Use the actual spells instead. There are no save
    penalties, and when you hit a high level you Maze a target? Most things
    are going to resist it, and powerful enemies tend to be smart enough
    that this will not even last long. Not to mention by level 21 all
    Thieves have access to the much better epic feats and their traps. This
    isn't a worthy kit.
    - +15% to trap setting.
    - He can lay special traps (other than the ones that all thieves 
    receive). The traps are more powerful than the typical Thief trap, and
    the effect varies according to level. The effects are listed below:
    1st: the trap deals out damage and slows the target (if save is failed).
    11th: the trap holds the target if a save is failed.
    16th: the trap erects an Otiluke's Resilient Sphere around the target
    (if a save is failed).
    21st: the trap mazes the target.
    - gets only 20% to distribute between Thief abilities each level.
    Swashbuckler							{DND057}
    This is at least a legitimate attempt to make a character who is not a
    Fighter actually able to fight. The bonus to Armor Class and attack and
    damage are both pretty good, and almost overcome the handicap a Thief
    suffers against a Fighter in armor and THAC0. The ability to specialize
    is very welcome, especially in the Two Weapon Style. The only down sides
    are the fact that the Thief loses the backstab ability, and for all its
    trying, a Fighter it is not. Namely they're still losing sorely in the
    Hit Point department. This makes me wonder one thing. Why not make a
    Fighter/Thief instead of a Swashbuckler? You'll have the better THAC0 of
    a Fighter, better Hit Points than a Thief, the ability to specialize in
    weapons, including all the Fighter weapons, and you get to keep your
    backstab. It's a nice offer, but frankly multi-classing still wins.
    - Bonus +1 to AC.
    - He gains another +1 bonus to his Armor Class ever 5 levels.
    - He gains +1 to hit and damage every 5 levels.
    - He can specialize in any melee weapon that a Thief can use.
    - May place 3 slots into the proficiency 'two weapon fighting style.'
    - No backstab multiplier.
    |Thief/Cleric		   |					{DND058}
    Well, might as well mention it eh? The Thief/Cleric is an odd, and at
    odds with itself character. You won't be wearing any heavy armor if you 
    want to keep your Thief skills, but you can certainly wear light armor 
    with no problem. Of course, you're stuck with the Cleric's selection of 
    weapons, but you'll be able to use all the Thief skills, including 
    backstab. Honestly the Mage spells seem a better fit for a Thief, which 
    is more of a stay back out of the way kinda class, as opposed to the 
    Cleric, which is often a decently armored character who can stand up in 
    combat. This might be an interesting dual-class, provided you don't care 
    that your Cleric won't be as tough as if you had dual-classed with a 
    |Wild Mage		   |					{DND059}
    Hit points per Level:	d4
    You take a normal specialist Mage, remove their prohibited school, and
    add massive randonmess to everything they do, and you've got the Wild
    Mage. I know that when I cast spells, I always find myself wistfully
    wishing that I had a chance to change my gender or cast a Fireball on
    myself. Seriously though, the odds of having Wild Magic doing something
    beneficial actually isn't that low. Having it do the RIGHT beneficial
    thing to the right target, however, is rather uncommon. You're
    essentially trading the known penalty of a prohibited spell school for
    the random 5% chance to... well... check out the table below [DND060].
    Suffice to say, I don't find randomness helpful when it comes to my
    Mages. We already have to deal with targeting, Magic Resistance, Saving
    Throws, and the possibility of getting interrupted by damage. Magic is
    busy enough already. On top of that, every spell they DO successfully
    cast without triggering a Magic Surge also fluctuates by up to five
    levels (plus or minus) the caster's level. At level one, this doesn't
    matter much-you really only stand to gain, but as you level up, this
    adds serious uncertainty to the duration and damage of many spells. All
    in all, what does a Wild Mage have over a Conjurer? Identify, True
    Sight, and massive randomness to everything they do, that's what.
    Wild Mage
    Level	EXP		HP	Spells
    1	n/a		1d4	1
    2	2,500		2d4	2
    3	5,000		3d4	2/1
    4	10,000		4d4	3/2
    5	20,000		5d4	4/2/1
    6	40,000		6d4	4/2/2
    7	60,000		7d4	4/3/2/1
    8	90,000		8d4	4/3/3/2
    9	135,000 	9d4	4/3/3/2/1
    Wild Surge Table						{DND060}
    This table was taken straight from the Throne of Bhaal manual.
    |Roll|                        Wild Surge Effect              	       |
    |  1 | Repulsion field centred on the caster			       |
    |  2 | Wild colour changes upon the caster			       |
    |  3 | Squirrels appear around caster				       |
    |  4 | The caster becomes itchy					       |
    |  5 | The caster glows						       |
    |  6 | A fireball centres on the caster				       |
    |  7 | The caster’s sex is changed				       |
    |  8 | The caster’s colour changes				       |
    |  9 | Every one in the area changes direction			       |
    | 10 | Explosion centred on caster				       |
    | 11 | Entangle spell centred on caster				       |
    | 12 | Slow spell centred on target				       |
    | 13 | Target polymorphed into a wolf				       |
    | 14 | Caster held						       |
    | 15 | Caster hasted						       |
    | 16 | Caster changed into a squirrel				       |
    | 17 | Gold on the caster is destroyed				       |
    | 18 | Target weakened						       |
    | 19 | Sunfire spell centred on caster				       |
    | 20 | Movement rate lowered on target				       |
    | 21 | Fireball centred on caster				       |
    | 22 | Caster held as per the spell Hold Person			       |
    | 23 | Fear spell centred on target				       |
    | 24 | Roll twice more. Both effects apply			       |
    | 25 | Entire area explored					       |
    | 26 | Globe of invulnerability centred on target		       |
    | 27 | Silence 15 foot radius centred on caster			       |
    | 28 | Caster dizzy						       |
    | 29 | Target invisible						       |
    | 30 | Pretty sparkles! No other effect				       |
    | 31 | Caster is spell’s target					       |
    | 32 | Caster becomes invisible					       |
    | 33 | Colour spray from caster					       |
    | 34 | Birds appear around the caster				       |
    | 35 | Fireball centred on caster. No damage done		       |
    | 36 | Gems created on caster					       |
    | 37 | Combat music starts					       |
    | 38 | Goodberries created on caster				       |
    | 39 | Fireball flies toward target				       |
    | 40 | Charges drained on area effect around target		       |
    | 41 | Random treasure created on caster			       |
    | 42 | Caster is combat ready (+2 THACO +2 Damage)		       |
    | 43 | Teleport field spell centred on caster			       |
    | 44 | Teleport field spell centred on target			       |
    | 45 | Area effect hiccups centred on target			       |
    | 46 | All doors in area of effect open. If there are no doors, then   |
    |    | roll twice and use both effects				       |
    | 47 | Caster polymorphs into wolf				       |
    | 48 | Change target randomly					       |
    | 49 | Caster recuperates as if he rested			       |
    | 50 | Monsters summoned by target				       |
    | 51 | Start snowing if outside, otherwise roll twice more	       |
    | 52 | Loud noise. Target must save or be stunned		       |
    | 53 | Target’s hit points doubled				       |
    | 54 | Summon demon to attack target				       |
    | 55 | Spell fired but with squealing noise			       |
    | 56 | Spell goes off but duration is halved			       |
    | 57 | Strange visual effect, but the spell fizzles		       |
    | 58 | Projectile speed halved					       |
    | 59 | All weapons in the area glow			 	       |
    | 60 | No saving throw is allowed against the spell		       |
    | 61 | Target is held as per the Hold Person spell		       |
    | 62 | Detect magic spell centred on target			       |
    | 63 | Roll 4 more times. All effects happen			       |
    | 64 | Slow spell centred on target				       |
    | 65 | Instead of the chosen spell, a different spell of the same level|
    |    | goes off							       |
    | 66 | Lightning bolt spell cast at target			       |
    | 67 | Target strengthened					       |
    | 68 | Heal centred on the target				       |
    | 69 | Entangle target						       |
    | 70 | Caster weakened						       |
    | 71 | Fireball spell centred on target				       |
    | 72 | Flesh to stone on target					       |
    | 73 | Spell fired. Caster also recuperated as if rested	       |
    | 74 | Heal spell centred on caster				       |
    | 75 | Target dizzy						       |
    | 76 | Sunfire centred on target (caster unaffected)		       |
    | 77 | Target held						       |
    | 78 | Target blinded						       |
    | 79 | Target charmed						       |
    | 80 | Gems created on target					       |
    | 81 | Target’s movement rate reduced				       |
    | 82 | Random treasure created on target			       |
    | 83 | Target polymorphed into squirrel				       |
    | 84 | Silence 15 foot radius centred on target			       |
    | 85 | Target’s sex changed					       |
    | 86 | Fake explosion (no damage) centred on target		       |
    | 87 | Stinking cloud centred on target				       |
    | 88 | Cow falls from sky on the target				       |
    | 89 | Target dizzy						       |
    | 90 | Spell has 60 foot radius at target (change projectile)	       |
    | 91 | Target itchy						       |
    | 92 | Casters hit points doubled				       |
    | 93 | Target held						       |
    | 94 | Target hastened						       |
    | 95 | Destroy all gold on target				       |
    | 96 | Spell casts at double effectiveness			       |
    | 97 | Spell cast, -4 to target’s saving throw			       |
    | 98 | Target’s colour changed					       |
    | 99 | Spell cast at double level				       |
    |100 | Spell casts normally					       |
    Alignment							{DND061}
    The alignment of your protagonist only matters so much in the first
    game. In the sequel the allies you choose will react to your alignment
    more, so you should try to choose party members who have an alignment
    similar to yours. Where alignment really matters is between your NPCs.
    Evil characters will react poorly to good characters, and vise-verse,
    and in some instances violence may erupt between two allies. This is
    less of a problem in the first game than in the sequel, but spare
    yourself the aggravation and choose party members of like alignment.
    If your protagonist is good-aligned, choose good or neutral characters.
    If your protagonist is evil-aligned, choose evil or neutral characters.
    If your protagonist is neutral, pick either good, or evil, but not
    Another reason for having some continuity of alignment within your
    party is your reputation. Good characters will be happy with a high 
    reputation and unhappy with a low reputation, while evil characters
    will be happy with a low reputation and unhappy with a high reputation.
    At a neutral reputation, nobody is happy. If your reputation gets too
    high (19+), your evil characters will disband. If your reputation gets
    too low (2-) your good characters will disband. Since a high reputation
    will earn you discounts at shops, it's always a good idea to keep your
    alignment in the teens, at least. Discounts are good, and you can't
    really afford to be pure 'evil' anyways, as a reputation of 1 will earn
    you some pretty serious harassment by groups of Cowled Wizards and
    Knights of the Heart. That's right, even evil characters will want to
    keep their reputation reasonable... fairly high, even, for the purpose
    of purchasing items. Speaking of reputation and alignment, your starting
    reputation varies depending upon your protagonist's alignment, as
    		|   Alignment	|   Starting	|
    		|	  	|  Reputation	|
    		|  Lawful Good	|      12	|
    		| Neutral Good	|      11	|
    		| Chaotic Good	|      11	|
    		|Lawful Neutral	|      10	|
    		| True Neutral	|      10	|
    		|Chaotic Neutral|      10	|
    		|  Lawful Evil	|       9	|
    		| Neutral Evil	|	9	|
    		| Chaotic Evil	|	8	|
    Reputation Effects						{DND062}
    These are derived from the manual... save that the manual misprints the
    required donation at reputation values of 13 and 14 as 200 gold and
    500 gold. They should be 1200 gold and 1500 gold, respectively.
    |Reputation|Item Cost|Donation Required|        Additional Effects     |
    |    20    |  -50%   |       --        |+4 Reaction Adjustment	       |
    |    19    |  -40%   |       --        |+3 Reaction Adjustment	       |
    |    18    |  -30%   |       --        |+3 Reaction Adjustment	       |
    |    17    |  -20%   |      5000       |+2 Reaction Adjustment	       |
    |    16    |  -10%   |      2500       |+2 Reaction Adjustment	       |
    |    15    |  -10%   |      2000       |+1 Reaction Adjustment	       |
    |    14    |  base   |      1500       |+1 Reaction Adjustment	       |
    |    13    |  base   |      1200       |N/A			       |
    |    12    |  base   |       900       |N/A			       |
    |    11    |  base   |       700       |N/A			       |
    |    10    |  base   |       500       |N/A			       |
    |     9    |  +10%   |       400       |N/A			       |
    |     8    |  +20%   |       300       |N/A			       |
    |     7    |  +20%   |       200       |-1 Reaction Adjustment	       |
    |     6    |  +30%   |       400       |-2 Reaction Adjustment         |
    |     5    |  +40%   |       500       |-3 Reaction Adjustment         |
    |     4    |  +50%   |      1000       |-4 Reaction Adjustment         |
    |     3    | +100%   |      1000       |-5 Reaction Adjustment*        |
    |     2    |will not |      1200       |-6 Reaction Adjustment*        |
    |     1    |  sell   |      1500       |-7 Reaction Adjustment*        |
    *Indicates that at this reputation you may get attacked by Cowled 
    Wizards and Knights of the Heart. This is not a good thing, and you 
    should try to ensure that your reputation stays above this mark.
    Item Cost: The rate of increase or decrease of the cost of items in a
    store. It's funny, you'd think a thieves guild or dark elves would 
    reward a low reputation, or simply not know about your reputation at 
    all. Either way, the principle is simple, the higher your reputation, 
    the cheaper things will be.
    Donation Required: Just like in Baldur's Gate 1, the lower or higher
    your reputation the more it costs to increase your reputation. The costs
    are a bit steeper in the sequel, however. Again, you'd think donating to
    a 'bad' temple like the temple of Talos would lower your reputation...
    Abilities							{DND063}
    Your abilities define what your character is good at. I prefer to call
    them attributes, so if I mess up and refer to them as attributes later,
    well, I'm talking about abilities. You have six abilities, and you can
    re-roll them until you get what you want... or close to it. Take
    advantage of it, get comfortable, and get rolling. Before that, let me
    explain them a bit, so you know what to shoot for.
    Strength							{DND064}
    Strength is important for many reasons-obvious reasons. The stronger
    you are, the more likely you are to deal effective blows, and the more
    damage you deal in combat. To hit and damage bonuses are good things,
    and higher carry weight can reduce annoying trips back to town. Also,
    your Strength limits what arms and armor you can equip. For that
    reason any and all characters who wish to compete in melee should
    strive for an 18 Strength. Period. Mages can afford to use this as a
    dump-stat, but even Thieves and Bards are going to want to have enough
    Strength to wear some armor, wield swords and bows, and whatnot.
    Warrior types (Barbarians, Fighters, Paladins, Rangers, single, multi,
    or dual-classed) will automatically get exceptional Strength if they
    start out with a Strength score of 18. This is a randomly generated
    percentile from 1-100, commonly known as exceptional Strength. While
    it becomes moot when you get the Manual of Gainful Exercise (thus
    bypassing exceptional Strength altogether an boosting your Strength by
    a point-ideally from 18 to 19), for single-classed warriors starting
    out with a high exceptional Strength should be something to shoot for.
    I mean, a Fighter only needs three attributes at 18, which is easy
    enough to do. For multi-classed Warrior, however, don't sweat the
    exceptional Strength percentile. It's more important to get 18's in
    your Strength, Dexterity, Constitution, and whatever other attribute
    your class would be aided by (Intelligence for Fighter/Mages, Wisdom for
    Fighter/Clerics, etc.).
    		| Score  |THAC0|Damage|Weight|Bash%|
    		|    3   | -3  |  -1  |   5  |  3  |
    		|    4   | -2  |  -1  |  15  |  4  |
    		|    5   | -2  |  -1  |  15  |  4  |
    		|    6   | -1  |   0  |  30  |  6  |
    		|    7   | -1  |   0  |  30  |  6  |
    		|    8   |  0  |   0  |  50  |  8  |
    		|    9   |  0  |   0  |  50  |  8  |
    		|   10   |  0  |   0  |  70  | 10  |
    		|   11   |  0  |   0  |  70  | 10  |
    		|   12   |  0  |   0  |  90  | 12  |
    		|   13   |  0  |   0  |  90  | 12  |
    		|   14   |  0  |   0  | 120  | 14  |
    		|   15   |  0  |   0  | 120  | 14  |
    		|   16   |  0  |  +1  | 150  | 16  |
    		|   17   | +1  |  +1  | 170  | 18  |
    		|   18   | +1  |  +2  | 200  | 20  |
    		|18/01-50| +1  |  +3  | 220  | 25  |
    		|18/51-75| +2  |  +3  | 250  | 30  |
    		|18/76-90| +2  |  +4  | 280  | 35  |
    		|18/91-99| +2  |  +5  | 320  | 40  |
    		| 18/00  | +3  |  +6  | 400  | 45  |
    		|   19	 | +3  |  +7  | 500  | 50  |
    		|   20	 | +3  |  +8  | 600  | 55  |
    		|   21   | +4  |  +9  | 700  | 60  |
    		|   22   | +4  |  +10 | 800  | 65  |
    		|   23   | +5  |  +11 | 1000 | 70  |
    		|   24   | +6  |  +12 | 1200 | 75  |
    		|   25   | +7  |  +14 | 1600 | 80  |
    Dexterity							{DND065}
    This affects your Armor Class and your THAC0 adjustment for missile 
    weapons. EVERY character should get an 18 Dexterity for the wonderful 
    -4 Armor Class modifier. Period. Anybody else find it odd that the
    highest bonus a PC can legitimately have (18, -4) is only two points of
    Armor Class shy of the Armor Class bonus gained by the fastest critters
    in 2nd Edition (25, -6)? Ah, 2nd Edition was funny...
    			| Score |Missile| Armor |
    			|	|Adjust.| Class |
    			|   0	|  -20	|  +5	|
    			|   1	|  -6	|  +5	|
    			|   2   |  -4	|  +5	|
    			|   3   |  -3   |  +4	|
    			|   4   |  -2   |  +3	|
    			|   5   |  -1   |  +2	|
    			|   6   |   0   |  +1	|
    			|   7   |   0   |   0	|
    			|   8   |   0   |   0	|
    			|   9   |   0   |   0	|
    			|  10   |   0   |   0	|
    			|  11   |   0   |   0	|
    			|  12   |   0   |   0	|
    			|  13   |   0   |   0	|
    			|  14   |   0   |   0	|
    			|  15   |   0   |  -1	|
    			|  16   |  +1   |  -2	|
    			|  17   |  +2   |  -3	|
    			|  18   |  +2   |  -4	|
    			|  19	|  +3   |  -4	|
    			|  20	|  +3   |  -4	|
    			|  21   |  +4   |  -5	|
    			|  22   |  +4   |  -5	|
    			|  23   |  +4   |  -5	|
    			|  24   |  +5   |  -6	|
    			|  25   |  +5   |  -6	|
    Note: Your Dexterity will also affect your Thief abilities... if you
    have any, of course. See [DND046] for more information.
    Constitution							{DND066}
    This attribute gives you Hit Points. Hit points are good. At 16, you 
    gain a +2 bonus to Hit Points gained per level, which for non-warriors 
    is the highest bonus possible. The number to the right lists the bonus 
    for warriors (Fighters, Paladins, Rangers, and their kits), which is +4
    at 18. All warriors should have an 18 Constitutuion, but non-warriors
    only really need a 15. Once they get the Manual of Gainful exercise,
    they'll raise to 16, and be good to go.
    		| Score |Hit Points per |Regen. |
    		|	|     Level	| Rate	|
    		|   1	|      -3	|   0	|
    		|   2	|      -2	|   0	|
    		|   3   |      -2	|   0	|
    		|   4   |      -1  	|   0	|
    		|   5   |      -1  	|   0	|
    		|   6   |      -1  	|   0	|
    		|   7   |       0  	|   0	|
    		|   8   |       0  	|   0	|
    		|   9   |       0  	|   0	|
    		|  10   |       0  	|   0	|
    		|  11   |       0  	|   0	|
    		|  12   |       0  	|   0	|
    		|  13   |  	0  	|   0	|
    		|  14   |  	0  	|   0	|
    		|  15   |  	+1  	|   0	|
    		|  16   | 	+2  	|   0	|
    		|  17   |     +2/+3	|   0	|
    		|  18   |     +2/+4	|   0	|
    		|  19	|     +2/+5	|   0	|
    		|  20	|     +2/+5	|  60	|
    		|  21   |     +2/+6	|  50   |
    		|  22   |     +2/+6	|  40   |
    		|  23   |     +2/+6	|  30   |
    		|  24   |     +2/+7	|  20   |
    		|  25   |     +2/+7	|  10   |
    Note: In the Regeneration Rate column, what the hell do those numbers
    mean? Well, they're a measure of the time it takes to regenerate a lost
    Hit Point... but not REAL time, no, that would be too simple-it's the
    number of game-time seconds it takes to regenerate a lost Hit Point.
    So for a Constitution score of 20, it takes 60 seconds-one minute-of
    game-time to recover one Hit Point. One minute of game-time is 2.5
    seconds of real time, so our rate of time-lapse difference is
    60/2.5 = 24:1. This makes sense, doesn't it? It means that one hour
    spent playing in real-time is one day of game-time. So divide all those
    numbers by 24, and that's how many seconds it takes to recover a lost
    Hit Point.
    Intelligence							{DND067}
    If you're a Mage, get an 18, if not, it's a dump stat. By 'dump stat',
    I mean lower it to 10 or so to put the excess points in other attributes
    you actually need. 'Max Spell Level' refers to the highest level of
    spell you'll be able to cast if you're a Mage. Note that if you're a
    triple class Mage, you only need a 15 Intelligence as you'll never be
    able to memorize 9th level spells anyways (the tome will raise your
    intelligence high enough to cast 8th level spells.) 'Max Spells per
    Spell Level' is the maximum number of different spells you can have in
    your spell book per level. This will never be a deciding factor as you
    can simply drink a potion to temporarily allow you to scribe more spells
    than your spells per level allowance. In fact, you can just use potions
    in a timely manner to scribe all the spells you wish, allowing you to
    have as low of an Intelligence as you please regardless of your natural
    'Max Spell Levle or 'Max Spells per Spell Level'. Still, it's just more
    convenient to have the natural Intelligence instead of having to rely on
    potions all the time and scribing spells all at once. If you fail at
    scribing a scroll, simply reload until you succeed. Lore is your ability
    to identify magical  items. You'll legitimately never get high enough to
    identify everything, so you'll always need the Identify spell, making
    lore a non-issue. 
    	|	| Learn	|  Max	|Max Spells per |	|
    	| Score	| Spell	| Spell	|  Spell Level  | Lore	|
    	|	|Chance	| Level	|		|	|
    	|   0	|   0%	|   -	|	-	|  -20	|
    	|   1	|   0%	|   -   |	-	|  -20	|
    	|   2	|   0%	|   -	|	-	|  -20	|
    	|   3   |   0%	|   -   |       -       |  -20	|
    	|   4   |   0%	|   -   |       -       |  -20	|
    	|   5   |   0%	|   -   |       -       |  -20	|
    	|   6   |   0%	|   -   |       -       |  -20	|
    	|   7   |   0%	|   -   |       -       |  -10	|
    	|   8   |   0%	|   -   |       -       |  -10	|
    	|   9   |   0%	|  4th  |       6       |  -10	|
    	|  10   |  35%	|  5th  |       7       |   0 	|
    	|  11   |  40%	|  5th  |       7       |   0 	|
    	|  12   |  45%	|  6th  |       7       |   0 	|
    	|  13   |  50%	|  6th  |       9       |   0 	|
    	|  14   |  55%	|  7th  |       9       |   0 	|
    	|  15   |  60%	|  7th  |      11       |  +3 	|
    	|  16   |  65%	|  8th  |      11       |  +5 	|
    	|  17   |  75%	|  8th  |      14       |  +7 	|
    	|  18   |  85%	|  9th  |      18       |  +10	|
    	|  19	|  95%	|  9th  |      All      |  +12	|
    	|  20	|  96%	|  9th  |      All      |  +15	|
    	|  21   |  97%	|  9th  |      All      |  +20	|
    	|  22   |  98%	|  9th  |      All      |  +25	|
    	|  23   |  99%	|  9th  |      All      |  +30	|
    	|  24   | 100%	|  9th  |      All      |  +35	|
    	|  25   | 100%	|  9th  |      All      |  +40	|
    Wisdom								{DND068}
    If you're a Cleric or a Druid, you want an 18. If you're a Mage, you 
    might want at least a 14 to use the Wish spell effectively in Baldur's 
    Gate 2. Otherwise, it's a dump stat. For Clerics and Druids you don't 
    have a spell level maximum for a low Wisdom in 2nd Wdition, but higher
    Wisdom nets you bonus spells. Definitely a draw for single class
    characters, but if you simply cannot spread your points out enough to
    get a great Wisdom, it's not that big of a deal. And keep in mind, there
    are three tomes in the game that add a 1 point bonus to this stat. The
    bonus spells are listed by level, at 17 you'd get 2 first level spells,
    2 second level spells, and 1 third level spell. 
    		| Score | Bonus Spells  | Lore  |
    		|   3   |-              |  -20	|
    		|   4   |-              |  -20	|
    		|   5   |-              |  -20	|
    		|   6   |-              |  -20	|
    		|   7   |-              |  -10	|
    		|   8   |-              |  -10	|
    		|   9   |0              |  -10	|
    		|  10   |0              |   0 	|
    		|  11   |0              |   0 	|
    		|  12   |0              |   0 	|
    		|  13   |1              |   0 	|
    		|  14   |2              |   0 	|
    		|  15   |2/1            |  +3 	|
    		|  16   |2/2            |  +5 	|
    		|  17   |2/2/1          |  +7 	|
    		|  18   |2/2/1/1        |  +10	|
    		|  19	|3/2/1/2        |  +12	|
    		|  20	|3/3/1/3        |  +15	|
    		|  21   |3/3/2/3/1      |  +20	|
    		|  22   |3/3/2/4/2      |  +25	|
    		|  23   |3/3/2/4/4      |  +30	|
    		|  24   |3/3/2/4/4/2    |  +35	|
    		|  25   |3/3/2/4/4/3/1  |  +40	|
    Charisma							{DND069}
    Charisma affects NPC reactions to you and determines shop
    prices. Rarely you'll get a better reward for having a higher Charisma.
    It's a dump stat for everybody except Bards, who should get an 18 in it,
    and Paladins, who don't really have much of a choice when it comes to
    Charisma. To get the best discounts, make sure to have your character
    with the highest Charisma as party leader when interacting with the
    			| Score  |Reaction|
    			|    3   |   -5   | 
    			|    4   |   -4   |
    			|    5   |   -3   |
    			|    6   |   -2   |
    			|    7   |   -1   |
    			|    8   |    0   |
    			|    9   |    0   |
    			|   10   |    0   |
    			|   11   |    0   |
    			|   12   |    0   |
    			|   13   |   +1   |
    			|   14   |   +2   |
    			|   15   |   +3   |
    			|   16   |   +4   |
    			|   17   |   +4   |
    			|   18   |   +5   |
    			|   19	 |   +8   |
    			|   20	 |   +9   |
    			|   21   |   +10  |
    			|   22   |   +11  |
    			|   23   |   +12  |
    			|   24   |   +13  |
    			|   25   |   +14  |
    Increasing Your Abilities					{DND070}
    In Baldur's Gate 1 there were lovely little books that increased an
    attribute by one when read... no such luck for Baldur's Gate 2, but
    even though you won't be reading your way to superiority, there are
    some ways to improve your attributes in Baldur's Gate 2, which I will
    list below. Most of them are kind of questy, so if you're skittish about
    ***SPOILERS*** you might want to stop reading. Oh, and this list only
    includes permanent attribute increases, and, in a few instances,
    potentially unavoidable losses.
      -->	After being captured by Irenicus in Spellhold, during the
    	Candlekeep dream sequence immediately after losing your soul,
    	you'll have to talk to a Demon at the entrance to the
    	Candlekeep Library. This Demon will require an attribute
    	sacrifice. It's a quest in the main story, and there is no way
    	to avoid this loss, so just pick the least harmful loss you can.
    Attribute LOSS:	[Dexterity -1]	  or
    		[Constitution -1] or 
    		[Intelligence -1] or
    		[Wisdom -1]
      -->	After defeating Irenicus in Suldanesselar you will arrive in
    	Hell, where you must complete several tests. If you pick the
    	evil path during the Test of Fear, you will gain Constitution.
    Attribute GAIN:	[Constitution +2]
      -->	After defeating Irenicus in Suldanesselar you will arrive in
    	Hell, where you must complete several tests. If you pick the
    	good path during the Test of Selfishness, you will lose
    	(Note: There is an exploit to avoid the Dexterity loss here.)
    Attribute LOSS:	[Dexterity -1]
      -->	After defeating Irenicus in Suldanesselar you will arrive in
    	Hell, where you must complete several tests. If you pick the
    	evil path during the Test of Wrath, you will gain Strength, or,
    	if you pick the good path during the Test of Wrath you will gain
    	Wisdom and Charisma.
    Attribute GAIN:	[Strength +2]	or
    		[Wisdom +1] and [Charisma +1]
      -->	With the Deck of Many Things, if you draw the 'Star' card, that
    	character will gain on attribute point, depending upon their
    	(Note: For multi-classed combos, the Fighter class is
    	considered secondary to every other class. A Fighter/Thief will
    	gain Dexterity, a Fighter/Mage will gain Intelligence, and a
    	Fighter/Cleric will gain Wisdom.)
    Attribute GAIN: [Strength +1]     (Warriors)      or
    		[Desterity +1]    (Bard/Thief)    or
    		[Intelligence +1] (Mage)          or
    		[Wisdom +1]       (Cleric/Druid) 
      -->	In Watcher's Keep you will find the Machine of Lum the Mad.
    	If you input the following code: Circle, Blue, Long, you will
    	gain Intelligence.
    Attribute GAIN: [Intelligence +1]
      -->	In Watcher's Keep you will find the Machine of Lum the Mad.
    	If you input the following code: Circle, Red, Long, you will
    	gain Constitution.
    Attribute GAIN: [Constitution +1]
      -->	In Watcher's Keep you will find the Machine of Lum the Mad.
    	If you input the following code: Circle, Square, Triangle, you
    	will gain Wisdom.
    Attribute GAIN: [Wisdom +1]
      -->	In Watcher's Keep you will find the Machine of Lum the Mad.
    	If you input the following code: Square, Blue, Short you will
    	gain Dexterity.
    Attribute GAIN: [Dexterity +1]
      -->	In Watcher's Keep you will find the Machine of Lum the Mad.
    	If you input the following code: Square, Short, Medium, you will
    	gain Strength.
    Attribute GAIN: [Strength +1]
    Suggested Abilities by Class					{DND071}
    Below are the starting abilities I would suggest rolling for each class
    at a minimum, ignoring racial modifiers and class modifiers. All classes
    include their kits-an Inquisitor needs the same abilities as a Paladin,
    a Skald needs the same abilities as a Bard, etc. This list is not set
    in stone-especially for dual-class combos. An Assassin/Fighter, for
    example, need not worry about warrior-esque Constitution (17+) if they
    plan to gain more than ten levels as an Assassin, early dual-classing
    Mages need not worry about high Intelligence, etc. Note that it is
    possible-but extremely time-consuming-to surpass even some of the
    tougher suggestions here-I've rolled up a Fighter/Mage with the
    suggested stats below plus four points to spare before. Three 18's is
    easily attainable if you roll a bit, four 18's is difficult-but possible
    if you're willing to spend... an hour or so. Anything more, and... good
    luck. I know, I know, who wants to spend all day rolling up a character?
    But if you plan to play both Baldur's Gate games with one character,
    that's a lot of time in itself... might as well make sure you've got a
    character who's up to snuff before you start, I say.
    Barbarian		18(91+) 18	18	10~	10~	10~
    Bard			10~	18	15	13~	10~	18
    Cleric			18	18	15	10~	18	10~
    Cleric/Mage		18	18	15	18	18	10~
    Cleric/Ranger		18(xx)	18	18	10~	18~	10~
    Cleric/Thief		18	18	15	10~	18	10~
    Druid			18	18	15	10~	18	15~
    Fighter			18(91+)	18	18	10~	10~	10~
    Fighter/Cleric		18(xx)	18	18	10~	18	10~
    Fighter/Druid		18(xx)	18	18	10~	18	15~
    Fighter/Mage		18(xx)	18	18	18	10~	10~
    Fighter/Mage/Cleric	18(xx)	18	18	18	10~	10~
    Fighter/Mage/Thief	18(xx)	18	18	18	10~	10~
    Fighter/Thief		18(91+)	18	18	10~	10~	10~
    Mage			10~	18	15	18	10~	10~
    Mage/Thief		10~	18	15	18	10~	10~
    Monk			18	18	15	10~	10~	10~
    Paladin			18(91+)	18	18	10~	13~	17~
    Ranger			18(91+)	18	18	10~	14~	10~
    Sorcerer		10~	18	15	18	10~	10~
    Thief			10~	18	15	10~	10~	10~
    Wild Mage		10~	18	16	18	10~	10~
    Skills								{DND072}
    You have a selection of skills... or rather, weapon proficiencies to
    choose from, which has been greatly expanded from the first game. By
    expanded I of course mean separated, so you simply need more points now
    to achieve the same thing. For example, Large Swords has been broken up
    into Two Handed Sword, Long Swords, Scimitars, and Bastard Swords. I'll
    list some suggestions by class for what weapons you might want to look
    out for, and hence, what kinds of proficiencies you want to buy.
    Weapon Proficiencies by Class/Level				{DND073}
     		   1  2  3  4  5  6  7  8  9  10 11 12	
    Warrior		   4  -  1  -  -  1  -  -  1  -  -  1  ...+1/3 levels
    Wizard		   1  -  -  -  -  1  -  -  -  -  -  1  ...+1/6 levels
    Priest		   2  -  -  1  -  -  -  1  -  -  -  1  ...+1/4 levels
    Rogue		   2  -  -  1  -  -  -  1  -  -  -  1  ...+1/4 levels
     -->	Priest includes Druids and Monks.
     -->	Rogue includes Bards.
     -->	Warrior includes Barbarians, Paladins and Rangers.
     -->	Wizard includes Sorcerers.
     -->	Single or dual classed Fighters can spend five ranks in a
     -->	Multi classed Fighters and rangers can spend two ranks in a
     -->	Everybody else can only spend one point in a proficiency, unless 
    	specifically noted otherwise in their class description.
    Weapon Proficiency Perks by Rank				{DND074}
    These are the bonuses you gain by become specialized in a weapon type,
    taken straight from the Baldur's Gate 2 manual. According to the manual
    moving from Master (3) to High Master (4) improves the weapons' speed
    factor (which determines your initiative rank in combat) making you
    attack earlier in a round, not more often.
    	|     Level	| Ranks	|To Hit	|Damage	| Attacks/Round	|
    	|  Proficient	|   1	|  +0	|  +0	|       1	|
    	|  Specialized  |   2	|  +1	|  +2	|      3/2	|
    	|    Master     |   3	|  +2	|  +2	|      3/2	|
    	|  High Master	|   4	|  +2	|  +2	|      3/2	|
    	| Grand Master	|   5	|  +2	|  +3	|      3/2	|
     -->	Bards, Clerics, Druids, Mages, and Thieves can only reach the
    	rank of Proficient.
     -->	Paladins, Rangers, and multi-classed Fighters can only reach the
    	rank of Specialized.
     --> 	The bonus attacks per round only applies to melee weapons.
     -->	Non-warriors (Barbarians, Fighters, Paladins, Rangers, multi,
    	single, or dual-classed) do not gain bonus attacks per round,
    	according to the game text. Of course... outside of the afore-
    	mentioned warriors, only the Swashbuckler (Thief kit) can
    	become Specialized in a weapon class, so it's mostly a moot
    	point, anyways.
    This is the table used for PnP, and in the original Baldur's Gate and
    Icewind Dale. These are the REAL rules, and it might be worth using a
    mod to change to this table if you can. See how much more rewarding 
    Grand Mastery is? It's what makes being a Fighter work. 
    	|     Level	| Ranks	|To Hit	|Damage	| Attacks/Round	|
    	|  Proficient	|   1	|  +0	|  +0	|       1	|
    	|  Specialized  |   2	|  +1	|  +2	|      3/2	|
    	|    Master     |   3	|  +3	|  +3	|      3/2	|
    	|  High Master	|   4	|  +3	|  +4	|      3/2	|
    	| Grand Master	|   5	|  +3	|  +5	|       2	|
     -->	Bards, Clerics, Druids, Mages, and Thieves can only reach the
    	rank of Proficient.
     -->	Paladins, Rangers, and multi-classed Fighters can only reach the
    	rank of Specialized.
     --> 	The bonus attacks per round only applies to melee weapons.
    This is, of course, entirely bogus if you're a Fighter. Instead of the
    +2 THAC0, +3 damage, and 1/2 attack per round you're supposed to get
    for Grand Mastery (as compared to Specialization), you instead only get
    +1 THAC0, +1 damage, and a lower speed factor. Feel cheated yet? Take 
    into consideration that Rangers and Paladins will also get access to 
    Whirlwind, and you've got a very good reason to never play a single-
    classed Fighter. Even if you un-nerf Grand Mastery, Whirlwind does
    negate the difference between your number of attacks... but still, at
    least the Fighter will have a little more THAC0 and Damage.
    Fighting Style Perks by Rank					{DND075}
    Of course, there's more to proficiencies than just the weapon classes-
    there's also fighting styles! They don't give stock bonuses like
    weapon class proficiencies, and they aren't weapon specific-instead,
    they potentially affect bonuses derived from fighting with a variety
    of weapons. Here it doesn't matter what you use, so much as how you use
    it. All fighting styles have two ranks, save Two-Weapon Style, which has
    three ranks. In the case of the latter, you're not gaining bonuses so
    much as you're eliminating penalties-being able to fight with two
    weapons simultaneously is enough of a benefit.
    Two-Handed: This fighting style allows the character to use a two-handed
    ----------- weapon and receive special bonuses.
      Proficient (1 rank): The wielder gets a +1 bonus to damage rolls, a -2
      bonus to Speed Factor, and the ability to score critical hits on a
      roll of 19 or 20 (instead of just 20) when using a two-handed weapon.
      Specialized (2 ranks): The wielder gets a further -2 bonus to Speed
    Sword and Shield: Anyone can pick up a shield and get its basic
    ----------------- protection bonuses, but by spending slots on this
    		  fighting style, an adventurer can maximize the
    		  benefits received.
      Proficient (1 rank): The wielder gets a -2 bonus to AC against missile
      Specialized (2 ranks): The wielder gets a -4 bonus to AC against
      missile weapons.
    Single-Weapon: This fighting style is for characters who do not wish to
    -------------- use a shield but want some bonuses when using a one-
    	       handed weapon.
      Proficient (1 rank): The wielder gets a -1 bonus to AC and inflicts
      critical damage on an attack roll of 19 or 20.
      Specailized (2 ranks): The wielder gets a -2 bonus to AC and inflicts
      critical damage on an attack roll of 19 or 20.
    Two-Weapon: This fighting style allows the character to use two weapons
    ----------- at the same time with fewer penalties. A character wielding
    	    two weapons without a slot in this fighter style would incur
    	    a -4 penalty to attack rolls with the main weapon and a -8
    	    penalty with the off-hand weapon.
      Proficient (1 rank): The wielder's penalties are reduced to -2 with
      the main weapon an -6 with the off-hand weapon.
      Specialized (2 ranks): The wielder's penalties are reduced to 0 with
      the main weapon and -4 with the off-hand weapon.
      Master (3 ranks): The wielder's penalties are reduced to 0 with the
      main weapon and -2 with the off-hand weapon.
    Proficiency Selection by Class					{DND076}
    Below you'll find listed the different weapon types in Baldur's Gate 2,
    and the classes who can use them. Remember that in the case of
    multi-and-dual-classed characters, weapon proficiencies are
    additive-you get the best selections of all your classes... unless
    you're a Cleric or a Druid, then it's restrictive. A Fighter/Mage gets
    all the proficiency options of a Fighter. A Fighter/Druid is restricted
    to using Druid-allowed weapons.
    			|   |Bard
    			|   |   |Cleric
    			|   |   |   |Druid
    			|   |   |   |   |Fighter
    			|   |   |   |   |   |Mage
    			|   |   |   |   |   |   |Monk
    			|   |   |   |   |   |   |   |Paladin
    			|   |   |   |   |   |   |   |   |Ranger
    			|   |   |   |   |   |   |   |   |   |Sorcerer
    			|   |   |   |   |   |   |   |   |   |   |Thief
    			|   |   |   |   |   |   |   |   |   |   |   |
    Bastard Sword		| x | x |   |   | x |   |   | x | x |   |   |
    Long Sword		| x | x |   |   | x |   | x | x | x |   | x |
    Short Sword		| x | x |   |   | x |   | x | x | x |   | x |
    Axe			| x | x |   |   | x |   |   | x | x |   |   |
    Two-Handed Sword	| x | x |   |   | x |   |   | x | x |   |   |
    Katana			| x | x |   |   | x |   | x | x | x |   | x |
    Scimitar, etc.		| x | x |   | x | x |   | x | x | x |   | x |
    Dagger			| x | x |   | x | x | x | x | x | x | x | x |
    War Hammer		| x | x | x |   | x |   |   | x | x |   | x |
    Club			| x | x | x | x | x |   | x | x | x |   | x |
    Spear			| x | x |   | x | x |   |   | x | x |   |   |
    Halberd			| x | x |   |   | x |   |   | x | x |   |   |
    Flail			| x | x | x |   | x |   |   | x | x |   |   |
    Mace			| x | x | x |   | x |   |   | x | x |   |   |
    Quarterstaff		| x | x | x | x | x | x |   | x | x | x | x |
    Crossbow		| x | x |   |   | x |   |   | x | x |   | x |
    Longbow			| x | x |   |   | x |   |   | x | x |   |   |
    Shortbow		| x | x |   |   | x |   |   | x | x |   | x |
    Dart			| x | x |   | x	| x | x | x | x | x | x | x |
    Sling			| x | x | x | x | x | x | x | x | x | x | x |
    Two-Handed Weapon Style | x | x | x | x | x | x |   | x | x | x | x |
    Sword and Shield Style	| x | x | x | x | x | x |   | x | x | x | x |
    Single-Weapon Style	| x | x | x | x | x | x | x | x | x | x | x |
    Two-Weapon Style	| x | x | x | x | x | x |   | x | x | x | x |
     --> 	The Blade (Bard kit) may can Master (three ranks) in the Two-
    	Weapon fighting style.
     -->	The Kensai (Fighte kit) cannot allocate any ranks into missile
    	weapons of any kind-crossbow, longbow, shortbow, dart, or sling,
    	nor can they put any ranks into the Sword and Shield fighting
     -->	The Berserker (Figher kit) can only become Proficient (one rank)
    	in missile weapons-crossbow, longbow, shortbow, dart, or sling.
     -->	The Cavalier (Paladin kit) cannot allocate any ranks into
    	missile weapons of any kind-crossbow, longbow, shortbow, dart,
    	or sling.
     -->	The Ranger (and Ranger kits) can Master (three ranks) in the 
    	Two-Weapon fighting style, and automatically start out
    	Specialized (two ranks) in the Two-Weapon fighting style.
     -->	The Archer (Ranger kit) cannot rise above the level of
    	Proficient (one rank) in any melee weapon class.
     -->	The Beast Master (Ranger kit) cannot allocate any ranks into
    	any metal weapons. They can only allocate ranks into the
    	following weapon classes: club, quarterstaff, crossbow, longbow,
    	shortbow, dart, sling, and the fighting styles.
     -->	The Swashbuckler (Thief kit) can Specialize in all the weapon
    	classes a Thief can allocate ranks into, and they can attain
    	Mastery (three ranks) in the Two-Weapon fighting style.
    Thieving Skills							{DND077}
    In case you're wondering where to allocate your Thief skill points, I'll
    cover that here. In general though, you'll want to shoot for Find/Remove
    Traps. Once you have 100% Find Traps, you can move onto other things. 
    Find/Remove Traps is the only thing that thieves can do that a spell 
    cannot. Note that 100% isn't going to be quite enough to disarm every
    trap in the game, but it should suffice for most of them. The maximum
    value of all thieving skills is 250 plus-or-minus racial and
    Dexterity values.
    		|Pick Pockets
    		|     |Open Locks
    		|     |	    |Find Traps
      		|     |     |     |Move Silently
      		|     |	    |	  |	|Hide in Shadows
    		|     |     |     |     |     |Detect Illusion
      o=============o     |     |     |     |     |     |Set Traps
      |    Race	|     |     |     |     |     |     |     |
      Human		| +15 |	+10 | +5  | +10	| +5  |  0  |  0  |
      Dwarf		| +15 |	+20 | +20 | +10	| +5  | +5  | +10 |
      Elf		| +20 | +5  | +5  | +25 | +15 |  0  |  0  |
      Gnome		| +15 | +15 | +15 | +15 | +10 | +10 | +5  |
      Half-Elf	| +25 | +10 | +5  | +10	| +10 |  0  |  0  |
      Halfling	| +20 | +15 | +10 | +20 | +20 |  0  |  0  |
      Half-Orc	| +15 | +10 | +5  | +10	| +5  |  0  |  0  |
    		  |Pick Pockets
    		  |     |Open Locks
    		  |     |     |Find Traps
      		  |     |     |     |Move Silently
      		  |     |     |	    |	  |Hide in Shadows
    		  |     |     |     |     |     |Detect Illusion
    		  |     |     |     |     |     |     |Set Traps
    		  |     |     |     |     |     |     |     |
            9	  | -15	| -10 | -10 | -20 | -10 |  -  | -10 |
    	10	  | -10	| -5  | -10 | -15 | -5  |  -  | -10 |
    	11	  | -5	|  -  |	-5  | -10 |  -  |  -  | -5  |
    	12	  |  -	|  -  |  -  | -5  |  -  |  -  |  -  |
    	13-15	  |  -	|  -  |  -  |  -  |  -  |  -  |  -  |
    	16	  |  -	| +5  |  -  |  -  |  -  |  -  |  -  |
    	17	  | +5	| +10 |  -  | +5  | +5  |  -  |  -  |
    	18	  | +10	| +15 | +5  | +10 | +10 |  -  | +5  |
    	19	  | +15	| +20 | +10 | +15 | +15 |  -  | +10 |
    	20	  | +20	| +25 | +15 | +18 | +18 |  -  | +15 |
    	21	  | +25	| +30 | +20 | +20 | +20 |  -  | +20 |
    	22	  | +30	| +35 | +25 | +23 | +23 |  -  | +25 |
    	23	  | +35	| +40 | +30 | +25 | +25 |  -  | +30 |
    	24	  | +40	| +45 | +35 | +40 | +30 |  -  | +35 |
    	25	  | +45	| +50 | +40 | +35 | +35 |  -  | +40 |
    Pick Pockets							{DND078}
    There aren't too many items you'll want to pick pocket in this game, and
    you can pretty much steal anything with a low score provided you're
    willing to reload a lot. Of course, you can always pop potions for when
    you really need to steal something. Still, Find Traps is essential and
    Stealth helps with combat, so Pick Pockets should take a back seat to
    those two.
    Open Locks							{DND079}
    You can use Open Locks to... well... open locks. Of course, once you get
    the knock spell you won't need this anymore. Sure, it's nice to have
    a Thief who can pick locks without having to use up 2nd-level spell 
    slots, but it's not essential. You can ignore this skill unless you are
    just overflowing with points to spend.
    Find/Remove Traps						{DND080}
    This is the essential Thief skill. Clerics can find traps with a spell,
    but they can't disarm them. To safely eliminate traps, you need a Thief
    with this skill, and traps can be a problem in this game. In fact, this
    skill is really the reason you need a Thief in your party at all. No
    matter who you have, get their Find Traps to 100% before you do anything
    Move Silently							{DND081}
    One of the two skills that used to comprised 'Stealth'. I guess they
    (correctly) realized that they didn't have enough Thief skills to put
    points into for an expanded level cap. If you want to sneak successfully
    you're going to need equal ranks in both skills. I will still refer to
    it by the terms 'sneaking', 'stealth, and 'hiding'.
    Hide in Shadows							{DND082}
    The other of the two skills that used to comprised 'Stealth'. I guess
    they (correctly) realized that they didn't have enough Thief skills to
    put points into for an expanded level cap. If you want to sneak
    successfully you're going to need equal ranks in both skills. I will
    still refer to it by the terms 'sneaking', 'stealth, and 'hiding'.
    Detect Illusion							{DND083}
    You can use this ability to dispel illusions as if you were using
    True Sight. To activate it, just detect traps and if your score is
    high enough those bad illusions will vanish. Of course, we have many
    characters who can use True Sight, and while you're busy detecting
    illusions, you can't attack.
    Set Traps							{DND084}
    This ability allows you to... wait for it... set traps. Traps are static
    and can't be set during combat, which vastly limits their effectiveness.
    I assume this score makes you more likely to succeed at setting your
    traps, but honestly, I don't care enough to play around with it.
    Hit points 							{DND085}
    These are important- if you run out of Hit Points, you die. 
    Multi-classing averages your Hit Points/level across your classes. A
    Fighter/Mage multi would gain 7 Hit Points a level (10+4)/2 - 5 Fighter,
    2 Mage. A multi-classed character will still get bonus Hit Points for
    having a Fighter class (up to 4), but a dual-class character can start
    out 9 levels of Fighter, get all 9d10+36 Hit Points, and dual class into
    something else. This is in every way favorable. In Baldur's Gate 2 you
    can choose to take maximum Hit Points per level, which removes the pain
    in the ass reloading from the first game. The downside? Well... you're
    mostly done with random Hit Point rolls.
    THAC0 and Armor Class 						{DND086}
    THAC0 is an acronym for 'To Hit Armor Class 0'. This is the roll on a
    d20 (a 20 sided dice) that you'd need to hit somebody with an Armor
    Class of 0. Statistically, each point is a 5% chance to hit Armor
    Class 0, and a roll of 20 is ALWAYS a hit, and a roll of 1 is ALWAYS a
    miss, regardless of your THAC0/their Armor Class. Fighters get a lower
    THAC0 quicker (hence a better chance to hit) than other classes, and
    Mages have the worst THAC0 progression. A lower THAC0 and lower Armor
    Class are better-which seems counter intuitive, but that's 2nd Edition
    for you. (Nostalgia for a moment here.) Having a negative Armor Class
    essentially raises the enemies' THAC0. For instance, if my Paladin has a
    base THAC0 of 5 (-2 with all her proficiencies, Strength, the bonus on
    the weapon, etc), and my Ranger/Cleric has an Armor Class of -13, my
    Paladin would need an 11 on a d20 to hit her (-2 +13 = 11). That's a
    55% chance to miss-a 45% chance to hit. So, for a general rule, lower
    THAC0 and lower Armor Class are good. Unless the enemy has them. Then
    it's not so good.
    THAC0 by Class/Level*						{DND087}
    *This is taken straight from the 2nd Edition Dungeons and Dragon's
    Players Handbook.		
     	1  2  3	 4  5  6  7  8  9  10 11 12 13 14 15 16 17 18 19 20
    Warrior 20 19 18 17 16 15 14 13 12 11 10 9  8  7  6  5  4  3  2  1 
    Wizard	20 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15 15 15 14 14
    Priest	20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8  8
    Rogue   20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11
    +Priest includes Monks and Druids.
     -->	Priest includes Druids.
     -->	Rogue includes Bards.
     -->	Warrior includes Barbarians, Monks, Paladins and Rangers.
     -->	Wizard includes Sorcerers.
    Multi-class characters use the best THAC0 progression of either of
    their classes-Fighter/Mages use the Fighter's THAC0 progression, and
    the Cleric/Thief use the Thief's THAC0 progression.
    Dual-class characters use the THAC0 of their active class if they
    haven't regained their bonuses from the previous (inactive class). If
    they have, they use whichever gives them the best THAC0.
    Armor Class Modifiers by Weapon Type				{DND088}
    Different armor types are strong against different attack types. It
    might seem like information overload, but keep it in mind when picking
    between various types of armor. A suit of Leather Armor +3 versus a
    suit of Studded Leather Armor +2 might both give the same armor class,
    but because of the modifiers the Studded Leather is by far the better
    choice. It comes up. Oh, and remember, in 2nd Edition AD&D, a negative
    number reduces your Armor Class, hence making your more difficult to
    hit, and a positive number increases your Armor Class, which is a bad
    |    Armor	|   Slashing    |   Piercing    |  Bludgeoning	|
    | Leather Armor	|	0	|      +2	| 	0	|
    |Studded Leather|      -2	|      -1	|	0	|
    |  Chain Mail	|      -2	|	0	|      +2	|
    |  Splint Mail  | 	0	|      -1	|      -2	|
    |  Plate Mail	|      -3	|	0	|	0	|
    |  Full Plate	|      -4	|      -3	|	0	|
    Saving Throws							{DND089}
    There are some things that speed and armor just can't protect against.
    This typically means magic, in some form or another, and really, a
    Fireball doesn't care about your Plate Mail Armor. An enchantment can't
    be blocked by a shield, and being fleet of foot won't stop a Lich from
    using vile necromancy to rip the soul from your body. Nope, for that,
    we resort to Saving Throws, needlessly sorted into five categories that
    aren't always as self-explanatory as they seem to be. When your
    character is forced to making a saving throw check against something,
    they 'roll' a d20 and must exceed their Saving Throw. So like Armor
    Class, the lower the better.
    			|	|Petrification/Polymorph
    			|	|	|Breath Weapon
    			|	|	|	|Spells
    Warrior		o=======o=======o=======o=======o=======o
      Level 1-2	|   14	|   16	|   15	|   17	|   17	|
      Level 3-4	|   13	|   15	|   14	|   16	|   16	|
      Level 5-6	|   11	|   13	|   12	|   13	|   14	|
      Level 7-8	|   10	|   12	|   11	|   12	|   13  |
      Level 9-10	|    8	|   10	|    9	|    9	|   11	|
      Level 11-12	|    7	|    9	|    8	|    8  |   10	|
      Level 13-14	|    5	|    7	|    6  |    5	|    8	|
      Level 15-16	|    4	|    6	|    5	|    4	|    7	|
      Level 17+	|    3	|    5	|    4	|    4	|    6	|
    Wizard		|-------|-------|-------|-------|-------|
      Level 1-5	|   14	|   11	|   13	|   15	|   12	|
      Level 6-10	|   13	|    9	|   11	|   13	|   10	|
      Level 11-15	|   11	|    7	|    9	|   11	|    8	|
      Level 16-20	|   10	|    5	|    7	|    9	|    6	|
      Level 21+	|   8	|    3	|    5  |    7	|    4  |
    Priest		|-------|-------|-------|-------|-------|
      Level 1-3	|   10	|   14	|   13  |   16  |   15	|
      Level 4-6	|    9  |   13	|   12	|   15	|   14	|
      Level 7-9     |    7	|   11	|   10	|   13	|   12	|
      Level 10-12	|    6	|   10	|    9	|   12	|   11	|
      Level 13-15	|    5	|    9	|    8	|   11	|   10	|
      Level 16-18	|    4	|    8	|    7	|   10	|    9	|
      Level 19+	|    2	|    6	|    5	|    8	|    7	|
    Rogue		|-------|-------|-------|-------|-------|
      Level 1-4	|   13	|   14	|   12	|   16  |   15	|
      Level 5-8	|   12	|   12	|   11	|   15	|   13	|
      Level 9-12	|   11	|   10	|   10	|   14	|   11	|
      Level 13-16	|   10	|    8	|    9	|   13	|    9  |
      Level 17-20	|    9	|    6	|    8	|   12	|    7	|
      Level 21	|    8	|    4	|    7	|   11	|    5	|
    Monk		|-------|-------|-------|-------|-------|
      Level 1-3	|   10	|   14	|   13  |   16  |   13	|
      Level 4-6	|    9  |   13	|   12	|   15	|   12	|
      Level 7-8     |    7	|   11	|   10	|   13	|   10	|
      Level 9	|    6  |   10  |    9  |   12  |    9  |
      Level 11-12	|    5	|    9	|    8	|   11	|    8	|
      Level 13-15	|    4	|    8	|    7	|   10	|    7	|
      Level 16-18	|    3	|    7	|    6	|    5	|    6	|
      Level 19+	|    1	|    5	|    4	|    7	|    4	|
     -->	Priest includes Druids.
     -->	Rogue includes Bards.
     -->	Warrior includes Barbarians, Paladins, and Rangers.
    Note: Multi-classed characters take the lowest Saving Throws offered by
    any of their classes. For example, a high level Fighter/Mage uses the
    better Fighter Saving Throws versus Paralysis/Poison/Death, and the
    better Mage Saving Throws versus Rod/Staff/Wand.
    Starting Spell Selection					{DND090}
    If you're playing a Bard, Mage, or Sorcerer, you'll get to choose what
    spells your character has in their spellbook... essentially what spells
    your character knows and can choose to prepare and, eventually, cast.
    You'll have to do this again even if you already made your character and
    imported from Baldur's Gate 1. Yeah, you lose all your spells, but you
    can freely pick a number of different spells of each level... provided
    they're not prohibited by your class (specialist Mage, for example).
    The number of spells you'll get by level are as follows:
    Bard		        | 6 | 5 | 4 | - |
    Mage			| 7 | 6 | 5 | 5 |
    Sorcerer		| 5 | 3 | 2 | - |
    Specialist Mage		| 8 | 7 | 6 | 6 |
    Wild Mage*		| 8 | 7 | 6 | 6 |
    *Wild Mages must pick the class-specific spells Nahal's Reckless
    Dweomer (1st-Level) and Chaos Shield (2nd-Level).
    1st Level Spells						{DND091}
    Spell			       Priority	Description
    Blindness			(5th) 	It'll out-last combat and 
    					severely impair one creature in
    					melee, which is good at low
    					levels for bringing down tough
    Burning Hands			(3rd)	You can use it to kill trolls,
    					if need be.
    Charm Person			(7th)	Make one enemy your friend for
    					a while. Not a good idea on NPCs
    					you want to keep alive, but in
    					a pinch it takes from the bad
    					guys and adds to you.	
    Chromatic Orb			(4th) 	At 7th level and above (which
    					nearly every spell caster
    					starts out at or above) it deals
    					some damage and has a small
    					chance to take an enemy out.
    Identify			(1st)	Lets you know what magical items
    Magic Missile			(2nd)	Guaranteed 10-25 damage at 9th
    					level, great for whittling down
    					enemies and disrupting spells.
    Sleep				(6th)	Not really a great spell
    					anymore, as most critters who
    					are actually dangerous are too
    					strong to be affected by Sleep.
    					Still, a few foes in the
    					early-going might be hindered
    					by it... and you really can't
    					expect too much from 1st-Level
    2nd Level Spells (Bard 5, Mage 6, Sorcerer 3)			{DND092}
    Blur				(3rd)	Makes all attacks take a -3
    					penalty and gives you a +1 bonus
    					to your saves. A basic defensive
    					spell you'll use a lot, 
    					especially if you're a dual or
    					multi class Mage.
    Knock				(2nd)	Opens locked things and allows
    					thieves to focus on other 
    					skills. Absolutely essential.
    Melf's Acid Arrow		(5th)   It can put trolls down for good
    					and deals continuous damage that
    					can disrupt spellcasters.
    Mirror Image			(1st)	Not as strong as in Baldur's
    					Gate, you can now be hit instead
    					of an image. but it still gives
    					enemies a much greater chance to
    					hit an image
    Resist Fear			(6th)	It never hurts to have another
    					character who can dispel fear.
    Stinking Cloud			(4th)	Capable of incapacitating groups
    					of enemies and setting them up 
    					for missile attacks. It won't 
    					win every fight like it did in 
    					the first game, but it'll come 
    					in handy once in a while.
    3rd Level Spells (Bard 4, Mage 5, Sorcerer 2)			{DND093}
    Dispel Magic			(1st)	Has a chance to dispel all spell
    					effects on a creature, useful
    					defensively or offensively.
    					Tear down an enemies' buffs or
    					remove debuffs from your party.
    					You really need this spell.
    Fireball			(4th)   Good for crowd control, and for
    					blazing lots of trolls at once.
    					Most enemies will survive this,
    					so it's not the problem-solver
    					like it was in the first game,
    					but it's good for softening
    					baddies up until you get Chain 
    					Lightning and Horrid Wilting.
    Haste				(2nd)	You get double the attacks and
    					movement speed, essentially
    					doubling your offensive power.
    					It leaves you fatigued 
    					afterwards, but it has enough
    					duration to last most major 
    					fights. This spell is one of the
    					essential spell-buffs for this
    Slow				(3rd)   Enemies save at a -4 penalty or
    					they are reduced to half their
    					attacks and movement speed, and
    					suffer a -4 penalty on their
    					attacks and Armor Class. This
    					is a death sentence for a melee
    					character, and used on a group
    					of strong Fighters can have as
    					detrimental an effect as Haste
    					has a beneficial effect.
    Spell Thrust			(5th)	Dispels all low-leveled spell
    					protections on a character.
    4th Level Spells (Mage 5)					{DND094}
    Confusion			(4th)	Enemies save at -2 or become
    					confused. Confused creatures
    					might still attack you, but 
    					Mages won't cast spells and 
    					they are just as likely to
    					attack each other or wander 
    					about aimlessly. This spell wins
    Greater Malison			(3rd)	Makes all enemies save at -4 for
    					2 rounds/level. This should be
    					used at the beginning of every
    					big fight, making Confusion, 
    					Chaos, Insect Plague, Finger of
    					Death, and Vorpal effects all
    					much more likely to succeed. An
    					indispensable offensive debuff.
    Improved Invisibility		(1st)	Enemies cannot target you with
    					spells, and they take a -4
    					penalty to attack rolls. You
    					also get a +4 bonus to your
    					saves. One of the best defensive
    					spells in the game.
    Minor Sequencer			(5th) 	Allows you to instantly cast any
    					two first and/or second level 
    					spells. String along two Magic
    					Missiles to quickly deal 20-50
    					damage, or better yet, a Blur
    					and Mirror Image to bring your
    					defenses up in a pinch.
    Stoneskin			(2nd)	One of the reasons you need
    					Dispel Magic, this gives you
    					(and enemies who can cast it)
    					A number of 'skins' equal to
    					one every two levels. Each skin
    					essentially negates a melee or
    					ranged attack. Stacked with
    					Greater Invisibility, Blur, and
    					Mirror Image and you can see how
    					characters with defensive spells
    					become hard to kill.
    Lore								{DND095}
    Lore is a minor statistic that rates your ability to identify unknown
    magical items. Bards have the best lore, but the identify spell is the
    great equalizer. So long as you get a high enough lore on a character
    to identify minor items that you receive a lot of (such as ammunition)
    you're fine. Lore is even more redundant in Baldur's Gate 2, as 1st
    level Mage spells slink further back into obscurity. You even get
    glasses that let you identify things a number of times per day near the
    beginning of the game! 
    Lore by Class/Level						{DND096}
    Everybody Else	  1 Lore/Level 	
    Mage		  3 Lore/Level
    Thief		  3 Lore/Level
    Bard		  10 Lore/Level
    Experience Points (EXP Cap)					{DND097}
    You kill things, you complete quests, you earn Experience Points. You
    gain Experience Points, you Level up, you gain Levels, you get stronger,
    you can kill more stuff. Fun. In Shadows of Amn you have a maximum
    experience cap of 2,950,000, which is pretty damn high. In Throne of
    Bhaal they just say screw it and let you go wild, up to 8,000,000
    experience points. This gives you nearly unrestricted level achievement
    in this game... even I had to grind to hit the maximum, which is a
    welcome change from the first game. Below is a list of the maximum
    levels that can be achieved by the various classes with the two stated
    experience caps. Note that once Throne of Bhaal is installed the
    experience cap is moved to 8,000,000. Like in Tales of the Sword Coast
    you do not actually have to reach the expansion to benefit from the
    expanded experience cap.
    			|Shadows of|Throne of |
    			|    Amn   |  Bhaal   |
    Barbarian		|    19    |    40    |
    Bard			|    23    |    40    |
    Cleric			|    21    |    40    |
    Cleric/Mage		|  14/13   |  25/20   |
    Cleric/Ranger		|  14/12   |  25/21   |
    Cleric/Thief		|  14/16   |  25/28   |
    Druid			|    14    |    31    |
    Fighter			|    19    |    40    |
    Fighter/Cleric		|  13/14   |  24/25   |
    Fighter/Druid		|  13/13   |  24/21   |
    Fighter/Mage		|  13/13   |  24/20   |
    Fighter/Mage/Cleric	| 11/12/12 | 18/17/19 |
    Fighter/Mage/Thief	| 11/12/14 | 18/17/22 |
    Fighter/Thief		|  13/16   |  24/28   |
    Mage			|    17    |    31    |
    Mage/Thief		|  13/16   |  20/28   |
    Monk			|    21    |    40    |
    Paladin			|    17    |    40    |
    Ranger			|    17    |    40    |
    Sorcerer		|    17    |    31    |
    Thief			|    24    |    40    |
    Throne of Bhaal							{DND098}
    Throne of Bhaal doesn't only add new dungeons and raise the experience
    cap, it fundamentally changes the way the rest of the game plays by
    adding 'High-Level Class Abilities'. This was a meager attempt by the
    staff at BioWare to enhance the product and tie it more with 3rd Edition
    without actually converting. I will use the term 'Epic Feats', since 
    they are gained near epic level for single-classed characters, and many
    emulated 3rd Edition feats. Also, they've added many changes to
    characters who reach above 20th level, which are noted in the class
    entries. Note that in the expansion you cannot wear Red Dragon Scale
    Armor with magical protection items (like Rings of Protection +2). You
    also get the ability to erase spells from your spell book.
    Epic Feats by Class						{DND099}
    When you reach around 3,000,000 experience, whether you're single, dual,
    or multi-classed, you'll start earning 'High Level Abilities'. For most
    single-classed characters, this is around 20th-level, which marks a
    plateau known more commonly as 'Epic level'. Since many of these
    abilities emulate 3rd Edition Feats (Baldur's Gate 2 came out near the
    same time as 3rd Edition Dungeons and Dragons, but a 3rd Edition video
    game wouldn't come until Neverwinter Nights) I prefer to call them
    Epic Feats. Different classes-groups have their own selection of Epic
    Feats to choose from-Warriors (including Rangers, Paladins, Barbarians,
    Monks and of course, Fighters), Wizards (Mages-Specialist, normal, and
    Wild-and Sorcerers), Priests (Druids and Clerics) and Rogues (Bards and
    Thieves), including all relevant kits. All the Epic Feats in the game
    are actually described below in the next section, organized by class.
    Warrior (Fighters, Rangers, Paladins, Barbarians, Monks)
    Critical Strike (requires Power Attack)
    Greater Deathblow (requires Deathblow)
    Greater Whirlwind Attack (requires Whirlwind Attack)
    Power Attack
    Resist Magic
    Smite (requires Power Attack and Critical Strike)
    Summon Deva (Paladins)
    Summon Fallen Deva (Blackguards)
    Track [Ranger only]
    War Cry
    Whirlwind Attack
    Wizard (Mages, Sorcerers, Specialist Mages, Wild Mages)
    Dragon's Breath
    Energy Blades
    Extra Level 6 Spell
    Extra Level 7 Spell
    Extra Level 8 Spell
    Improved Alacrity
    Summon Dark Planetar (evil Mages)
    Summon Planetar (good, neutral Mages)
    Priest (Clerics, Druids)
    Aura of Flaming Death
    Elemental Summoning
    Elemental Transformation (fire) [Druid only]
    Elemental Transformation (earth) [Druid only]
    Energy Blades
    Globe of Blades
    Greater Elemental Summoning (requires Elemental Summoning) [Druid Only]
    Mass Raise Dead
    Storm of Vengeance
    Summon Fallen Deva [evil and neutral Priests]
    Summon Deva [good and neutral Priests]
    Rogue (Bards, Theives)
    Avoid Death
    Enhanced Bard Song [Bard only]
    Greater Evasion (requires Evasion)
    Magic Flute [Bard only]
    Scribe Scrolls (requires Use Any Item)
    Set Spike Trap
    Set Exploding Trap
    Set Time Trap
    Use Any Item
    Warrior Feats							{DND105}
    Critical Strike
    Special Requirements: You must know the Power Attack. You can only
    choose this ability once.
    A high-level warrior's intimate knowledge of vital spots on opponents
    allows him to, once per day, concentrate all of the attacks in one round
    to strike a vital area every time. With this ability, every attack roll
    made in the next round is a natural 20, a critical hit.
    Huh. And here I thought that a warrior was ALWAYS concentrating his
    attacks on vital areas? I guess most of the time they're just screwing
    around trying to score flesh wounds. The best thing about it is that
    it ensures you hit every time in the next round. The criticals are nice,
    but sadly, many things are immune to critical hits.
    The Deathblow ability allows the warrior to blow through the defenses of
    any lesser creature. For the next 2 rounds, any creature of 8th level or
    lower is instantly killed when struck by the warrior.
    I just have one question here... By Throne of Bhaal, what, exactly, is
    below 8th level? Almost nothing. And if it is you can kill it just fine
    without using a feat. This is useless.
    Greater Deathblow
    Special Requirements: You must know the Deathblow ability.
    Like Deathblow, this ability allows the warrior to vanquish lesser foes
    with a single blow. When struck with a Greater Deathblow, any creature
    of 12th level or lower is instantly killed. The ability lasts for 2
    12th level is a little better than 8th, but still too low to make a
    huge difference, even if it lasts twice as long.
    Greater Whirlwind Attack
    Special Requirements: You must know the Whirlwind Attack ability.
    A more powerful version of the Whirlwind Attack, Greater Whirlwind 
    Attack gives the Fighter the same bonuses without penalties. Their 
    number of attacks per round are set to 10 for one round.
    If you hit things with melee weapons, you need this feat. You need it
    many times over. Period. Ten attacks a round? It almost makes up for
    them nerfing grandmastery. In fact, it makes me wonder what the big deal
    was with grandmastery if they were going to throw this monster in? It's
    awesome enough for a Fighter, but think of what it can do for a 
    Fighter/Mage who is using Time Stop? Absolutely magnificent. It's the 
    combo of winners.
    Calling upon hidden reserves of Strength during times of danger, a
    warrior can use the Hardiness ability to gain 40% resistance to all
    forms of physical damage The ability lasts for 1 round for every 2
    levels of the warrior.
    Well, if you don't have any other way to defend yourself, here you go.
    It's great for single-classed Barbarians, Fighters, and Monks, none of
    which can cast spells. When you hit level 40 it'll last some 20 rounds,
    which is phenomenal. This means you only need to get it once, as it'll
    last you pretty much an entire fight. If you're a Fighter/Mage,
    Fighter/Cleric, Ranger/Cleric, Fighter/Druid, Fighter/Mage/Thief, or
    otherwise have some means of putting up defenses, you really don't need
    to waste a pick.
    Power Attack
    A Power Attack allows the warrior to strike blows so forceful that they
    stun an opponent for 2 rounds if it fails its save vs. death at a -4 
    penalty. The ability lasts for 2 rounds.
    I suppose if you followed it up with a Whirlwind Attack... no really,
    you can't Coup'de'Grace in Baldur's Gate 2, so stunning is useless. It
    can delay an enemy, but wouldn't you rather use another Greater
    Whirlwind instead? Why stun when you can kill?
    Resist Magic
    This ability allows the warrior to temporarily tap a great inner 
    Strength and fight off the effects of malevolent magic. For 4 rounds the
    warrior's magic resistance is set to 50 %. This is not cumulative with 
    other forms of magic resistance so if the warrior already has 50 % magic
    resistance or greater, the ability is useless.
    The ability is useless. They got that right. Four rounds? That's 
    Special Requirements: You must know the Power Attack and Critical Strike
    With the Smite ability, the warrior gains the ability to strike a mighty
    blow, knocking an opponent back for a considerable distance and stunning
    the opponent for 1 round. All attacks made in the first round are
    critical hits. The ability lasts for 2 rounds. Large creatures such as a
    dragons or giants will not be knocked back or stunned.
    This ability isn't terrible. At least it's always going to stun
    applicable creatures, and if they're near a wall or boxed in, you can
    attack in unison with other characters, potentially knocking a dangerous
    foe back long enough for other Fighters to get ready to Whirlwind 
    Attack. I still have to balk at wasting a total of three feats to get
    this, however. I'd rather just hit them with more Whirlwind Attacks.
    They can't do any damage to me if they're dead.
    Summon Deva/Fallen Deva (Conjuration/Summoning)
    Level: Quest 
    Casting Time: 5
    Range: 40 yards 
    Area of Effect: Special
    Duration: 4 rounds + 1 round/level
    Saving Throw: None
    This spell opens a celestial gate and calls forth an angelic Deva to 
    fight at the caster's side until the spell expires or the Deva's 
    earthly avatar is slain.
    This spell opens an abyssal gate and calls forth a demonic Deva to fight
    at the caster's side until the spell expires or the Deva's earthly 
    avatar is slain.
    For Paladins and Blackguards, this is a no-brainer. Instead of being
    added to their list of Clerical spells as a 7th-levell spell (which
    they couldn't cast anyways) they get this as a special ability, usable
    a number of times per day equal to the number of times they selected
    the feat. Why would you not want to give a warrior the ability to
    summon such a potent ally, and thus spare your Clerics from having to
    bother? It's just a great move for Dorn/Keldorn.
    Tracking (Ranger only)
    With an intimate knowledge of his surroundings and the creatures that
    live within them, a Ranger can use the Tracking ability to give himself
    a general idea of what creatures are in an area and which direction they
    are. Red arrows at the edge of the screen will point in the general
    direction of the creatures in the area.
    Or you could just follow my guide. :)
    War Cry
    With a War Cry, the warrior emits a powerful and frightening yell that 
    will leave all opponents in a 30' radius stunned with fear if they don't
    make their save vs. spell.
    Or... a Mage could cast Chaos, which takes enemies out of the fight and
    saves at a -4. Then the Fighter can go use the Greater Whirlwind he
    saved by not wasting his time with this feat. Everybody wins.
    Whirlwind Attack
    This ability allows the warrior to unleash a flurry of super-fast blows.
    The ability sets one's number of attacks per round to 10 but one's THAC0
    and damage suffer a -4 penalty. The whirlwind attack lasts for one 
    Get it as a pre-requisite for Greater Whirlwind, and then ignore it. If
    it weren't for Greater Whirlwind, this would be the go-to feat, even
    with its penalties.
    Wizard Feats							{DND106}
    Comet (Any School)
    Level: 10 
    Casting Time: 9
    Range: 90 yards 
    Area of Effect: 30' radius
    Duration: Instantaneous S
    Saving Throw: None
    A more powerful and specialized version of Meteor Swarm, a huge meteor
    or comet strikes the earth damaging all enemies in its path and sending
    out a powerful shockwave that knocks away all foes in the area of 
    effect. Those knocked down must save vs. paralyzation or be stunned for
    1D4 rounds. The comet itself does 10D10 damage This spell will not 
    harm party members.
    10d10 is a nice chunk of damage, and it has a good radius, and it
    can stun and knock enemies down as well? This opens them up for further
    abuse, or at least gets them off of you for a while, allowing you to
    make a telling first strike followed by opportunistic warriors or
    further spell abuse. Any Mage worth their spell-books should get this.
    The best part is, however, it won't cause any collateral damage! It's
    an upgrade over Horrid Wilting to be sure. What it might lack in damage
    it makes up for in stunning and in not allowing the enemy to save for
    half against what damage it does do.
    Dragon's Breath (Any School)
    Level: 10 
    Casting Time: 3
    Range: Visual range of caster 
    Area of Effect: 30-foot radius
    Duration: Instantaneous 
    Saving Throw: Special
    This spell causes a disembodied head of red dragon to appear and 
    breathe fire with the Strength of an adult red dragon. In addition to 
    the enormous 20D10 fireball, the force of the dragon's breath knocks an
    opponent off their feet and away from the caster. The victim can save
    vs. breath to take half damage and not be blown backwards. This spell
    will not harm party members.
    Well... one glaring problem is it's lack of a save penalty, meaning that
    more likely than not they'll be taking half damage, or 10d10, instead of
    20d10. Also, there's no chance to stun, so why not just pick Comet
    Energy Blades (Any School)
    Level: 10 
    Casting Time: 3
    Range: Special 
    Area of Effect: Special
    Duration: 4 turns 
    Saving Throw: None
    An energy blade is a discus made of pure energy. The disc gives +10 to 
    THAC0, and when thrown does 1D4+5 missile damage as well as 1D10 
    additional electrical damage This spell creates 1 energy disc per level 
    of the caster and sets the caster's attacks to 9 as long as the discs 
    are held.
    This spell allows you to do 1d4+5 plus 1d10 electrical damage per blade
    to one creature, or 7-19 damage per Energy Blade. Since you can fire off
    nine blades in one round... That's 63-171 damage if you hit with each
    attack, which you may just do thanks to the THAC0 bonus. Of course, you
    are wasting time throwing things when you COULD be casting more spells,
    but during a Time Stop sequence this will allow you to do some serious
    damage to one creature. Of course, using a Spell Sequencer with three
    Flame Arrows deals 60d6 damage (60-360 damage) with a minimum on a save
    of 36d6 damage (36-216 damage) Or even look at the humble Magic Missile
    with the same spell, which would do a happy 30-75 damage. The point?
    It's not worth a feat. You'll have to get it anyways, but as a Mage,
    I'd never bother wasting a 9th-level spell slot on it.
    Extra Level (6, 7, 8) Spell
    Choosing this ability allows the wizard to cast one additional Level 6,
    7, or 8 spell.
    There are three of these feats, one for 6th-level spells, one for 7th,
    and one for 8th. They're no-brainers why would you not want another
    Death Spell, Pierce Magic, or Horrid Wilting? 7th-level spells aren't
    stellar... but since you need it to get an extra 8th-level spell. Oh,
    also, most Mages won't have much choice but to get these, anyways.
    Limited number of feats and all.
    Improved Alacrity (Any School)
    Level: 10 
    Casting Time: 2
    Range: Unlimited 
    Area of Effect: Special
    Duration: 2 Rounds 
    Saving Throw: Special
    Improved Alacrity essentially erases the pause between casting spells. 
    When cast, the Mage can begin casting a new spell the instant his is 
    finished casting his current spell. The effect lasts for 2 rounds.
    Or you could just cast Time Stop. Longer effect, same results, and you
    don't waste a feat. Or if you used the two together...
    Summon Planetar/Dark Planetar (Any School)
    Level: 10 
    Casting Time: 5
    Range: 40 yards 
    Area of Effect: Special
    Duration: 4 rounds + 1 round/level
    Saving Throw: None
    This spell opens a abyssal gate and calls forth a fallen Planetar to 
    fight at the caster's side until the spell expires or the Planetar's 
    avatar is slain.
    This spell opens a celestial gate and calls forth a Planetar to fight at
    the caster's side until the spell expires or the Planetar's avatar is 
    A nice spell indeed, but frankly it doesn't equal a Time Stop, and it
    can be done just as well by a Cleric or Paladin summoning a Deva.
    Priest Feats							{DND107}
    Elemental Summoning
    Level: Quest 
    Casting Time: 1 round
    Range: 10 yards 
    Area of Effect: Special
    Duration: 10 rounds 
    Saving Throw: None
    Drawing power from the environment, this spell summons 2 16HD elementals
    randomly chosen from earth, air or fire. The elementals stay for 10 
    rounds and will obey the caster as long as they remain summoned. There 
    is a 10% chance that a randomly chosen Elemental Prince will be summoned
    The Elemental Princes rule over other elementals in their respective
    planes. The Elemental Prince of Air is Chan. The Elemental Prince of
    Earth is Sunnis. The Elemental Prince of Fire is Zaaman Rul.
    Ten rounds for two 16HD elementals? Not worth it. But it is a pre-
    requisite for another, better spell.
    Elemental Transformation (Earth), (Fire)
    Level: Quest 
    Casting Time: 4
    Range: 0 
    Area of Effect: Caster
    Duration: 5 turns 
    Saving Throw: None
    Harnessing the power of the earth, this powerful shapechange ability
    allows the druid to become a 24HD earth elemental of immense Strength.
    The elemental form has an AC of -5, a THAC0 of 2 and does 2D10 crushing
    damage with its attacks. When the druid returns to human form, he is
    also healed 3D10 damage
    Harnessing the power of fire, this powerful shapechange ability allows
    the druid to become a 24HD fire elemental of immense Strength. The
    elemental form has an AC of -5, a THAC0 of 2 and does 1D10 normal and
    1D10 fire damage with its attacks. When the druid returns to human form,
    he is also healed 3D10 damage
    A THAC0 of 2 is pretty good... unless you consider the fact that every
    Fighter will surpass it with ease, especially when you include their
    magical weapon bonuses, which you won't have. Also a -5 Armor Class is
    not very good. If you're a single-classed Druid, you're beyond help 
    already, and this isn't going to change things.
    Energy Blades (Any School)
    Level: 10 
    Casting Time: 3
    Range: Special 
    Area of Effect: Special
    Duration: 4 turns 
    Saving Throw: None
    An energy blade is a discus made of pure energy. The disc gives +10 to 
    THAC0, and when thrown does 1D4+5 missile damage as well as 1D10 
    additional electrical damage This spell creates 1 energy disc per level 
    of the caster and sets the caster's attacks to 9 as long as the discs 
    are held.
    This spell allows you to do 1d4+5 plus 1d10 damage per blade to one
    creature. This allows you to do a range of 7-19 damage per Energy Blade,
    and fire off up to nine blades in one round... That's 63-171 damage if
    you hit with each attack, which you may just do thanks to the THAC0
    bonus. For a Mage, this spell is kind of a boner-it takes up a 9th-level
    spell slot which could be used for Time Stop or Comet. For a Cleric,
    with their better THAC0 and less potent 7th-level spells, it might be
    worth casting once in a while... especially for Viconia, who isn't much
    use in melee, anyways.
    Globe of Blades (Evocation)
    Level: Quest 
    Casting Time: 9
    Sphere: Guardian/Creation 
    Area of Effect: Special
    Range: 0 
    Saving Throw: Special
    Duration: 1 turn
    The priest employs this spell to set up a globe of razor-sharp blades.
    These whirl and flash around the caster, creating an impenetrable 
    barrier. Any creature attempting to pass through the blade barrier 
    suffers 10D10 points of damage Creatures within the area of the 
    barrier when it is invoked are entitled to a saving throw vs. 
    spell at -2. If this is successful, the blades are avoided and no 
    damage is suffered. The barrier remains for ten rounds.
    It's better than Blade Barrier, but it can't help but make me wish the
    save was for half instead of none... Still, that gripe aside it's worth
    grabbing. Just keep your companions out of the meat grinder. In
    conjunction with Aura of Flaming Death it really makes it painful for
    enemies to attack your Clerics. As well it should be.
    Greater Elemental Summoning (Druid only)
    Level: Quest 
    Casting Time: 1 round
    Range: 10 yards 
    Area of Effect: Special
    Duration: 10 rounds 
    Saving Throw: None
    Druids, having a more powerful link to the elements, can cast a stronger
    version of Elemental Summoning. This spell can summon the Elemental 
    Princes themselves, randomly chosen from earth, air or fire. The 
    Elemental Princes stay for 10 rounds and will obey the caster as long as
    they remain summoned.
    Summoning the freakin' Elemental Princes themselves? That seems a bit
    much, but if you can get it... You won't find better tanks in the entire
    game, even if it's just for a turn. It's worth it.
    Implosion (Evocation)
    Level: Quest 
    Casting Time: 9
    Range: Visual range of caster 
    Area of Effect: 1 creature
    Duration: 2 Rounds 
    Saving Throw: Special
    This spell creates a rift in the earth beneath the target which implodes
    and closes in upon itself, crushing and burning the target and holding 
    it for 1 round. The spell does 10D10 fire damage and 10D10 blunt damage
    The victim can save vs. spell for half damage
    That's... not quite what the Implosion spell is meant to do, but okay.
    It's like the Dragon's Breath spell, but it only affects one creature.
    In other words, it's full of suck.
    Mass Raise Dead (Necromancy)
    Level: Quest 
    Casting Time: 2
    Sphere: Necromantic 
    Area of Effect: Up to 5 party members
    Range: Sight of the caster Saving Throw: Special
    Duration: Permanent
    A more powerful version of Raise Dead, this spell brings up to 5 party
    members back to life and heals 3D10+1 per level of the caster points of
    damage They can regain the rest of their Hit Points by natural healing
    or curative magic. This spell restores life to dwarves, gnomes, 
    half-elves, halflings, elves, half-orcs and humans.
    What are your characters doing dead in the first place? Try harder. This
    spell sucks. If only you could have been given a straight Mass Heal type
    spell instead.
    Storm of Vengeance
    Level: Quest 
    Casting Time: 8
    Range: 90 Yards 
    Area of Effect: 30 foot radius
    Duration: 3 rounds 
    Saving Throw: Special
    Casting this spell causes the earth to shake and the heavens to boil 
    with blood and energy. All enemies of the caster are stuck down by 
    acidic rain, earthquakes and lightning.
    All enemies of 6th level or lower are slain instantly. The survivors are
    struck by acidic poisonous rain and lightning. The storm lasts for 3 
    rounds. Each round, the victims suffer 1D6 electrical damage, 1D6 fire
    damage and 1D6 acid damage They are also poisoned in the first round.
    3d6 damage per round for three rounds? 9d6 damage? What a waste. If you
    can't think of something better to pick, you need to be smacked about
    the face and neck.
    Summon Deva/Fallen Deva (Conjuration/Summoning)
    Level: Quest 
    Casting Time: 5
    Range: 40 yards 
    Area of Effect: Special
    Duration: 4 rounds + 1 round/level
    Saving Throw: None
    This spell opens a celestial gate and calls forth an angelic Deva to 
    fight at the caster's side until the spell expires or the Deva's 
    earthly avatar is slain.
    This spell opens an abyssal gate and calls forth a demonic Deva to fight
    at the caster's side until the spell expires or the Deva's earthly 
    avatar is slain.
    There's less competition for high-end Cleric and Druid spells as
    opposed to the high-level Mage spells that Summon Planetar will take up,
    so I'd suggest getting a Deva instead if at all possible. After all,
    wouldn't you rather give up a Sunray, Greater Restoration, or Finger
    of Death rather than a Time Stop?
    Rogue Feats							{DND108}
    With Intelligence innate to the class, an experienced rogue has seen
    enough potions in his or her adventuring career to simulate the creation
    of one. With the Alchemy skill, the rogue can create one of eight types
    of potions, once per day.
    The potions a rogue can create are randomly chosen from the following 
    1) Potion of Master Thievery
    2) Potion of Perception
    3) Potion of Extra Healing
    4) Potion of Superior Healing
    5) Potion of Regeneration
    6) Antidote
    7) Oil of Speed
    8) Potion of Frost Giant Strength, only useable by thieves or bards
    One, it's random, although I guess you could just wait around and stock
    up. Still, these are all items you can buy from stores, and many of the
    potions can be replicated with spells, or aren't very useful by the time
    you get unlimited access to them anyways. The only interesting one, the
    potion of Frost Giant Strength, can be permanently gained with girdles
    on your main Fighters, and since it's only usable by thieves and bards,
    it really only is useful on multi-class thieves.
    Using every clever trick an experienced Thief has learned in countless
    battles, this ability allows every strike in the next round to act as a
    backstab, using the Thief's existing backstab modifier to determine
    This is more like it. Every attack counts as a backstab? Obviously the
    more Fighter you have backing this up, the better, and with Haste it
    becomes truly devastating. This is a must-have for thieves. Bards... I'm
    not sure what backstab modifier it's using, exactly. Keep in mind that
    many big bad things in this game are, sadly, immune to backstabs.
    Avoid Death
    With a superhuman effort, a high-level rogue can avoid almost certain 
    death. The effect lasts for 5 rounds and during this time the rogue 
    gains a +5 bonus to save vs. death, his Hit Points are increased by 20 
    and the rogue becomes immune to death magic for the duration of the 
    Eh. I suppose. It only lasts for five rounds, so you really have to know
    that those death effects are coming, and even then, why not just pop on
    a Death Ward spell? It really would protect against, what? Poison? 
    Negative Energy? If it lasted longer, it would be useful, but its
    duration makes it iffy.
    Enhanced Bard Song (Bard only)
    This is a powerful aid to both the bard and to his allies. The song 
    gives the bard himself a 10 point bonus to his AC and 10 % magic 
    resistance bonus due to the power of the song. The song also gives his 
    allies +4 to hit, +4 to damage, +4 to AC, immunity to Fear, Stun and 
    Confusion, +5 % magic resistance and immunity to normal weapons. This 
    ability replaces the current Bard Song.
    A Bard in Baldur's Gate 2 is essentially a support character. And if
    this isn't a superior support ability, I don't know what is. +4 to hit,
    damage, and Armor Class is a VERY good thing. I can't imagine any reason
    for any Bard to skip on this.
    A rogue's natural sense of preservation becomes heightened with the use
    of the Evasion ability. Evasion gives a +4 bonus to AC and +2 to all 
    saving throws. The effect lasts for 3 rounds.
    The best thing to say about it is that it's a requirement for Greater
    Evasion. Other than that, it's about the equivalent of Improved 
    Invisibility, but with much worse duration and no protection against
    Greater Evasion
    Special Requirements: You must know the Evasion ability.
    A more powerful version of Evasion, this ability gives +6 to AC and +3 
    to all saving throws. In addition, Greater Evasion allows the rogue to 
    move so quickly that his movement rate is increased by 2 and normal 
    missiles have no chance of striking him. Greater Evasion lasts for 5 
    A little better, I guess. Better than Improved Invisibility in power,
    but weaker still in duration and magic defense. It at least makes you
    faster, and makes you immune to normal missiles. It'll help a Thief out
    defensively, but if you've got spells as well, you probably won't need
    Magic Flute (Bard only)
    This ability creates a magic flute made of pure magical energy. When 
    played, the flute can be used to cast the following spells:
    Resist Fear (Party) - 1 charge
    Globe of Invulnerability - 1 charge
    Delayed Blast Fireball - 3 charges
    The spell-like abilities on the Flute are used in the same way that a 
    wand's powers are used. The Flute lasts for 1 day.
    What ass. Really? Resist fear is a low-level spell, Globe of 
    Invulnerability isn't going to protect you from anything in Throne of
    Bhaal, and... well, Delayed Blast Fireballs are kinda nice, but it's not
    worth sacrificing a feat over. Getting the bonus spell slots for a Mage
    is one thing... it allows you to prepare any extra spell of that level,
    and is a prerequisite for the 10th level spells, but this? Pass.
    Scribe Scrolls
    Special Requirements: You must know the Use Any Item ability
    This ability allows a rogue to create low and mid-level spell scrolls. 
    The scrolls that the rogue can create are randomly chosen from the 
    following list:
    1) Magic Missile 
    2) Haste 
    3) Fireball 
    4) Dispel Magic 
    5) Dire Charm
    6) Invisibility
    7) Cone of Cold
    8) Monster Summoning II
    9) Monster Summoning III
    By Throne of Bhaal what use are half of these spells? Magic Missile, 
    Dire Charm, Monster Summoning II and III are parlor tricks. Maybe back 
    in Durlag's Tower this would have been handy, but not now. It doesn't do
    anything a Cleric, Druid, or Mage can't do better and more readily.
    Set Exploding Trap
    This ability allows the rogue to set a powerful trap that unleashes a 
    fireball which causes 10d6 damage (save vs. spells for half damage) and
    will knock its victims off their feet.
    I generally think traps are pretty useless. Are traps really going to
    help you against Beholders, Dragons, and Liches? I doubt it. 10d6
    damage? That's a fireball, a 3rd level spell. Don't waste your feat.
    Set Spike Trap
    This ability allows the rogue to set a powerful spring-loaded spike trap
    that does 20D6 damage to the unsuspecting creature that sets it off.
    Now this is a little better. 20d6 is hefty damage, and dealing that will
    actually bother a powerful creature. If you want to do hit and run
    tactics, this is an option.
    Set Time Trap
    This ability allows the rogue to set a magical trap that casts a weaker
    version of the high level Time Stop spell. For 10 seconds, the flow of
    time slows for all but the rogue. Often, a rogue will use this trap to
    get behind an opponent for a free attack.
    This is also an interesting ability. 10 seconds is just over one combat
    round, during which time a Thief can hide in shadows, like the
    description says, or if they're multi-classed they may... say... pop out
    a Whirlwind Attack? Just a thought.
    Use Any Item
    Rogues take pride in their ability to adapt and make clever use of 
    whatever is at hand. This ability is an extension of that basic skill. 
    Once learned, the effect is permanent. The ability allows the rogue to 
    use any item, even items that are typically restricted to one class. 
    This allows the rogue to use everything from wands and scrolls to mighty
    weapons that none but a Fighter could otherwise use. This ability is a 
    prerequisite to the Scribe Scroll ability.
    Well... you never know what is going to be class restricted, but if you
    are a Fighter/Thief, you can already use those mighty weapons, and if
    you're a Thief/Mage, you can already use those wands, right? Not always.
    There are a few instances where this comes in handy, and Haer'Dalis
    should always get it. For a Fighter/Thief or Fighter/Mage/Thief
    protagonist, this is also a must-get. It'll allow you to use such gear
    as Montolio's Cloak or Wondrous Gloves.
    My Protagonists							{DND104}
    I've played this game quite a few times, and have had many protagonists
    over the years... but for these guides I've focused on the strongest,
    most power-gamey characters out there, characters who are individually
    powerful, unique, and fit well into various party setups. I first
    started built this guide around a Fighter/Mage protagonist leading a
    good party, but later added information for you evil folks out there.
    The evil party was, by necessity, led by a Fighter/Mage/Thief
    The Fighter/Mage						{DND105}
    Elf, Male
    True Neutral
    		(base)	(imported)
    Strength:	18/66	19	
    Dexterity:	19	20
    Constitution:	17	18
    Intelligence:	18	19
    Wisdom:		13	16
    Charisma:	10	11
    At the end of this game, the Fighter/Mage is arguably the strongest
    character there is. I don't argue it, but I'm sure somebody might. As
    far as I'm concerned, it's as strong of a protagonist as you can get.
    Since this is your protagonist-the only character whose creation you get
    to determine-you might as well make sure they've got the best possible
    attributes. The ideal is to start out maxed in Strength, Dexterity,
    Constitution, and Intelligence... which I've done. This character is
    further boosted by tomes obtained in the first game, and if you're
    following through with me, yours will be, too. It gives us an extra
    advantage that surely befits our protagonist's paternity, and starting
    out with a 19 Strength really helps this character shine. The Dexterity
    and Constitution give him the ability to survive better, since he will
    not, for most of the game, have much in the way of armor. Intelligence
    is more of a matter of simplicity, as with a 19 Intelligence our
    Fighter/Mage will not be restricted by a maximum number of spell per
    level, and only rarely by failure when scribing scrolls... the latter of
    which can be negated just by shifting the difficulty down to normal or
    by save/loading.
    What does this character do, you ask? A Fighter/Mage is what it sounds
    like, a hybrid of fighting power and magic. Seems cliche, and these
    hybrid characters never work anymore... but go back to the turn of the
    millenium, when 2nd Edition Dungeons and Dragons ruled the land... or
    was so recently subverted that it was still fresh in one's mind, at
    least. The Fighter/Mage really does get the best of both worlds, and
    these are two domains made stupidly strong in Baldur's Gate 2. Weapons
    have never been meaner, and melee attacks soundly leave missile attacks
    in the dust in Baldur's Gate 2, generally having more potent effects
    and requiring no specialized magical ammo to harm creatures. Also,
    freed from the confines of Baldur's Gate 1's level cap, our warriors are
    free to rack up multiple attacks per round and drop their THAC0s to
    stupidly low numbers. Nothing kills quite so quickly or dependably as a
    high-Strength melee character with a good weapon in this game. But
    that's just one side of the coin. The other, of course, is magic. On
    its own, a warrior would be largely incapable of bypassing the defenses
    of many creatures in this game, or surviving their onslaughts. Stoneskin
    has a way of nerfing a warrior's potency, and an Illithid-who kills by
    draining Intelligence instead of chisling away Hit Points are just
    threats a warrior isn't built to handle. The Fighter/Mage, however, is
    equipped to handle anything. Depending on the foe, they can buff
    themselves with the appropriate magics to make themselves resistant
    (or out right immune) to attack in ways a warrior can only dream of-
    armor be damned. Thus protected, they've got a better chance of cutting
    or smashing their way through any opposition, where a single-classed
    Mage or Fighter could not. To say that their magic is purely defensive
    and in service to their melee, however, is not accurate. Certainly
    spells like Stoneskin protects and thus protected, allows the 
    Fighter/Mage to endure and destroy, and spells like Haste only increase
    their death-dealing, but without spells like Dispel Magic and Breach,
    they, like any single-classed warrior, would be unable to harm certain
    foes at all. When necessary, however, they can just outright play the
    Mage card. Lobbing out a Chaos or Slow will hinder enemies more than
    anything any warrior could hope to do in a single round, and while it's
    true that most of the death-dealing will be done with the Fighter/Mage's
    weapons, it's the magic that allows them the security (and deprives the
    enemy of any) to do so. The ultimate expression of the Fighter/Mage
    synthesis is realized late in the game (as a multi-class character, no
    levels are redundant for the Fighter/Mage, who is always improving in
    significant ways long after single-classed warriors have stopped gaining
    anything but Hit Points) with the Time Stop/Greater Whirlwind combo.
    A single-classed Mage with Time Stop and Horrid Wilting is a brutal
    thing, as is a single-classed warrior with Greater Whirlwind. But
    together, you get an attack of such breath-taking potency that even
    late-game bosses have no choice but to topple over and die in front of
    it. And of course, the Fighter/Mage can always just mimic the tactics of
    either of their component classes, as well, when it suits them. The
    Fighter/Mage is the most defensively and offensively powerful character
    out there.
    How to Use the Fighter/Mage Effectively:
    To start out the game, he picks the spells he'll need to get him started
    listed in [DND091]. For his proficiencies, he'll get three ranks in
    Two Weapon Style to reduce two weapon penalties by as much as possible.
    He'll also get two ranks into Katanas (since Celestial Fury is one of
    the best and most easily obtainable one-handed weapons in Shadows of
    Amn) and one rank into Flails (since we'll obtain Flail of Ages
    soon enough to make this a priority.) I could give the Flail of Ages
    to Anomen, but honestly, I prefer him with Crom Faeyr, and this way my
    protagonist has a blunt weapon. Later on in the game he'll get another
    point into Flails, and start working on Axes. This will allow him to
    ditch Celestial Fury sometime in Throne of Bhaal so he can equip the
    Axe of the Unyielding. The entire Fighter/Mage potency thing I drooled
    over above depends on two things-having the best weapons, and the
    right spells. I intend to make sure it happens.
    The Fighter/Mage/Thief						{DND106}
    Half-Elf, Female
    Neutral Evil
    		(base)	(imported)
    Strength:	18/73	19
    Dexterity:	18	19
    Constitution:	18	19
    Intelligence:	18	19
    Wisdom:		10	13
    Charisma:	10	11
    The Fighter/Mage/Thief is a compromise-but not a bad one. The evil
    party needs a Thief, so my typical Fighter/Mage combination puts on a
    Thief hat. Simple as. Instead, however, of making a poor copy of my
    Fighter/Mage and adding in some Thief, we should look at this class as
    an opportunity, rather than as a burden. True, it's the Fighter in the
    name that does the killing, and the Mage that allows it to happen, just
    like with the Fighter/Mage, but the Thief's offerings are capable of
    boosting the former. The idea here is simple-the best offensive benefit
    added by a Thief is the backstabbing, so the Fighter/Mage/Thief should,
    at every opportunity, strive to backstab. It's not easy to achieve in
    Baldur's Gate 2, however, a game where nearly every Mage will gleefully
    expose you with True Sight and some foes are just outright immune to
    backstabs. Also, since my Fighter/Mage/Thief acts as the party tank and
    specialized troubleshooter, it's difficult to work in a backstab when
    you're drawing the attention... something going invisible would work
    against, even if you could do so without being detected.
    This does eventually come to fruition, however, when my evil protagonist
    obtains the Dagger of the Star +5, which has a 15% chance to turn the
    user invisible every time they hit a foe. A bit of micromanagement, or
    simply keeping them behind foes to start with, and you can rely on the
    massive x5 backstab bonus damage to occur. A single such hit with a
    high-Strength evil protagonist will likely seriously wound or even
    outright kill most foes in the game. Additional tactical flexibility is
    made possible with the 'Use Any Item' ability. Again, taking the glass-
    half-full approach, since the Fighter/Mage/Thief is denied access to
    Mage epic feats, getting Thief and Fighter, instead. This ability allows
    the Fighter/Mage/Thief to wear items they would otherwise be prohibited
    from using, allowing them to gear up in ways impossible to the
    Fighter/Mage. I'm not going to lie and claim this makes the
    Fighter/Mage/Thief equal to the Fighter/Mage. It doesn't. Spell
    selection and the ungodly Time Stop/Greater Whirlwind combo will always
    be points in favor of the Fighter/Mage, but the Fighter/Mage/Thief is
    potent in its own right, and in its own way.
    How to Use the Fighter/Mage/Thief Effectively:
    My Fighter/Mage/Thief will likewise pick what spells are best suited
    towards a combat-active Mage's survival, then follows the Fighter/Mage
    by getting two ranks into Katanas and three ranks into the Two Weapon
    Style. She'll spend her last proficiency into Long Swords, instead of
    Flails, however, as Viconia will be using the Flail of Ages for the
    evil party (she just has no business having 25 Strength with one attack
    per round.) Korgan will dual-wield the Axe of the Unyielding and Crom
    Faeyr, meaning Axes are out in the long run. Instead, my evil
    protagonist puts another point into Long Swords and uses the Equalizer
    as her off-hand weapon of choice throughout Shadows of Amn. Afterwards,
    she focuses her energy on Daggers in anticipation of the mighty Dagger
    of the Stars, which will turn her into a back-stabbing monster, and
    switches out the Equalizer for Angurvadal when it becomes useful to do
    so. As a Thief, she gets her Find Traps up to 100 so she can detect and
    disarm pretty much any trap in the game. She also gets her Open Locks
    up to 100 to negate the need for any Knock spells. Lastly, she starts
    to partition her remaining points between Hide in Shadows and Move
    Silently until they are both 100, in preparation for future
    backstabbing. In the meantime, a lower score and Boots of Stealth will
    do just fine. As for Pick Pockets... Haer'Dalis works just fine for that
    purpose... it's certainly better than wasting my protagonist's points
    on it.
    Importing Your Character from Baldur's Gate 1			{DND107}
    It's quite simple to import from Baldur's Gate 1. Just go to the 
    directory in which your Baldur's Gate 1/2 games are saved. It should be
    something like C:\Program Files\Black Isle\Baldur's Gate. Find your 
    Save folder in Baldur's Gate 1 and copy the desired save game (ideally 
    the Final Save) and move it into the Save folder of your Baldur's Gate 2
    game. You can also export your character from within Baldur's Gate 1 and
    move the character file over from the Characters folder in Baldur's 
    Gate 1 to the Characters file in Baldur's Gate 2. When in character
    creation in Baldur's Gate 2 just click the 'Import' button and pick the
    selected save/character. 
    Note that sometimes Baldur's Gate 2 is... kinda weird with the import
    process. Me and my fiance have both had characters import into the game
    with Hit Point values MUCH higher than they should normally be. She was
    playing a Fighter/Mage/Thief who imported into Baldur's Gate 2 with over
    100 Hit Points. I also had a Fighter/Mage whose Hit Points actually
    doubled when I imported from 77 to 154. This is one time where Shadow
    Keeper came in handy for the side of good. As tempting as it is to play
    a character with 77 extra Hit Points, I set it back down to the normal
    value so I could sleep at night. My Fighter/Mage/Thief also had a
    similar problem, but on a much smaller scale-she had 74 Hit Points when
    she should have had 69, a five-point error. If you don't have the
    desired portrait and sounds from the first game you'll need to move
    those from the Baldur's Gate 1 folder to the Baldur's Gate 2 folder.
    Note that Icewind Dale sound files will NOT work in Baldur's Gate. If,
    however, you have both Icewind Dale 1 & 2 you can get a sound converter
    from Sorcerers.net to get you on your way.
    |								       |
    |			   Characters {CHR000}			       |
    |								       |
    You'll notice that there are new friends and old to be recruited in
    Baldur's Gate, but most of them, with the exception of Mazzy and ???????
    can be found fairly early on in the game. You'll also notice that there
    are fewer characters in Baldur's Gate 2. What they lack in numbers they
    make up for in personality, an immeasurably favorable exchange. As there
    are less characters there are less choices, but there are also fewer
    dead-weight characters in this game. Even the characters from the first
    game have typically been buffed up a bit.. and why not? Your main 
    character certainly gained some attribute points over the course of the
    first game, right?
    Most characters have quests associated with recruiting and/or securing
    them, but many also have some quests that need to be completed when
    they are traveling with you. They are mentioned in brief in each 
    character's description, mostly to point them out and let you know 
    where to find them in the Walkthrough, since their inclusion can be 
    somewhat... whimsical... at times. It made sense to me when I was 
    writing, honest.
    While I've avoided them as much as possible in the character 
    descriptions, note that the "Romance" sections of the various character
    descriptions are rife with spoilers. If you don't want to suffer the
    indignity of spoilers, don't read the 'romancing' section under the
    applicable characters.
    Character Starting Stats					{CHR001}
    The starting attributes of recruitable characters can vary wildly
    depending upon when you recruit them. Like in Baldur's Gate 1, they
    will gain experience to scale to your level when you reruit them... to
    an extent, anyways. The computer is never as smart about Hit Point rolls
    or proficiency allocation as you will be, however, so try to get to
    these characters early before the computer nerfs them too much.
    Aerie								{CHR002}
    Female, Elf, Cleric/Mage, Lawful Good
    Str 10, Dex 17, Con 9, Int 16, Wis 16, Cha 14
    Starting Proficiencies:
    Club			+
    Mace			+
    Quarter Staff		+
    Sling			+
    Enter Aerie, both a divine and arcane spell caster as well as a possible
    romantic interest for male protagonists. For reasons I've discussed
    before, I don't really find her very useful. I'm tempted to say that
    with some patience she could pay off, eventually, but I'm restrained
    from such optimism with the following question: who would you replace
    Aerie with in the good party? This depends, of course, on what role you
    want her to play, either filling in for a Cleric, or a Mage. If you try
    to fit her in as a Cleric (in place of Anomen), you're significantly
    weakening the fighting ability of your party. Since Aerie has to play
    by Mage rules (no heavy armor), she's not much for melee combat... and
    I'm sure not taking defensive gear from my Fighter/Mage to accomodate
    her. Her Dexterity means that, technically, she could be moderately
    well-protected in combat, but her Constitution and Strength just ruin
    her. She would, at best, be a much, much more vulnerable version of
    Viconia (lighter armor, no Magic Resistance, lower Dexterity), but
    honestly, Viconia is only in combat in the first place because of her
    defensive performance, and even then, only with a Strength-boosting
    item devoted to the cause. As a multi-class character Aerie will
    develop too slowly to really serve as a stand-alone Cleric, much less
    one that will need the THAC0 and Hit Points to handle melee combat. If
    you want to her to replace Imoen, the problem is even more acute-then
    you need a Thief for the party, on top of the fact that a multi-class
    Mage is not sufficient for the party caster. It would be near the end
    of the game before she got any 9th-level spells, and while I'll suffer
    this downside for a Fighter/Mage, who can contribute mightily in melee,
    I will not suffer it in what is supposed to be our dedicated party
    Mage. Even Imoen is on the cusp of too slow for the position. Failing
    that, we can insert her instead of Minsc, where she can contribute
    mostly with buffs (since her low level will inhibit both her spell
    selection and potency.) In place of Minsc's bow... eh... it's a wash,
    really, but if you're at all attracted to dropping Minsc for ???????
    at any point, dragging out Aerie is pointless. She certainly can't
    compare with ???????'s melee prowess.
    Recruiting Aerie:
    You can find Aerie in the bewitched circus tent in Waukeen's Promenade
    (AR0604). You'll need to go in and free her to recruit her, and defeat
    Kalah and finish the Circus Tent quest to keep her-which really isn't
    too much more of a requirement. This quest is located in the walkthrough
    at [WLk015].
    How to Use Aerie Effectively:
    Aerie comes ready to go with Slings, which is fine. It' how she'll be
    able to contribute to fights without casting spells. Of course, since
    she's a mutli-class Cleric/Mage, if she's not casting a spell at any
    given moment, she's not being used optimally. Her best use for most of
    Shadows of Amn is as a buffer and healer... the equivilent in the evil
    party is Haer'Dalis, save that unlike Haer'Dalis, her caster level will
    be too low to bother with some spells. This does not, however, prevent
    her from using True Sight, Breach, Haste, Slow, or Chaos... when she
    eventually gets them. Her spell progression will be on par with the
    Fighter/Mage's, and hence the easiest fit is to replace Minsc with her,
    and use her as a poor man's Viconia. Give her a suitable melee weapon
    (Flail of the Ages seems profoundly wasted on her), and supplement her
    poor Armor Class with Stoneskin and Blur. She can always inherit the
    Bracers of Defense A.C. 3 after you obtain Bladesinger Chain, which...
    well, is something. Midway through Throne of Bhaal should could actually
    get quite potent, once she can contribute with Horrid wilting, Sunray,
    and Spell Triggers, and she will eventually get Time Stop if you were
    careful to obtain all the scrolls you can find. For most of the game,
    however, she is a buffer/debuffer and a healer, a secondary spell-caster
    through and through.
    Romancing Aerie:
    It might just be me, but I find Aerie to be incredibly annoying. If you
    romance her, you'll have to put up with her constant whining-typically
    about her wings, but other subjects arouse her sense of self-pity, too.
    If there's one word to describe Aerie's romance, it's whine. She'll do
    so consistently, and it's your job to treat her like glass. Handle her
    with kid gloves, try and be optimistic, and when that fails, tell her to
    be strong. That said, her romance is actually pretty easy. Her responses
    (and your required counter-responses) don't have the same ambiguity
    as Viconia's romance, nor does it have the lengthy inter-related quests
    of Jaheira's romance. Just avoid being dismissive, and otherwise be
    as sympathetic as possible and you'll be fine. After a while Aerie
    will want to sleep with you, and afterwards she decides she's moving
    too fast. Don't pick dialogue option #1, as she'll leave your party to
    go 'figure herself out' or 'experience the world' or some other
    inconvenient crap. Beg her to stay and she will.
    Anomen								{CHR003}
    Male, Human, Fighter/Cleric, Lawful Neutral
    Str 18/52, Dex 10, Con 16, Int 10, Wis 12, Cha 13
    Starting Proficiencies:
    War Hammer		+
    Mace			++
    Sling			++
    Sword and Shield Style	+
    Anomen has several perks which makes him the best combat Cleric in the
    game. First, he's a dual-classed Fighter, and while his dumbass didn't
    stay a Fighter long enough (and didn't spend her proficiency points
    wisely enough) to get the most out of it, he will have multiple
    attacks per round and the ability to Specialize in weaponry. He's also
    got a passable Constitution and a high Strength score, meaning you can
    wait quite a while before handing him any Strength-boosting items.
    Of course, at 25th-level he'll automatically get a Holy Symbol which
    boosts his Strength, so really, you never need to concern yourself with
    Strength. His Dexterity, however, is poor for a warrior, and while he
    might benefit from the Gloves of Dexterity, Korgan or Keldorn will
    benefit more-both of them are worth neglecting a shield with, and hence,
    Anomen will just have to make do with heavy armor and a shield. He can
    technically fit into either party, provided you take his story quests
    down the right (or wrong) route, but honestly, a good party playthrough
    with Anomen is all I can stand. The thought of dragging him around with
    me through every playthrough is enough to make me want to poke my eyes
    out and chop off my hands. Not that he's a bad Cleric, he's not, he
    just has a bit of a personality disfunction, and he wears on me... not
    enough, however, that I avoided dragging him around with my evil party
    for a while. You know, so I could explore his romance and record it for
    the guide (and so my evil protagonist could get her fuck on.) Although
    I tout Anomen's melee prowess, he is, first and foremost, a Cleric. A
    good one, too. He's not any worse for the position than Viconia, save
    a few inconsequential extra spells due to Wisdom and somewhat slower
    progression due to his Fighter levels, but nothing that will be an
    issue down the road.
    How to Use Anomen Effectively:
    Anomen is pretty simple-get him some heavy armor and put a blunt weapon
    in his hands. Fortunately for us, he knew he'd be dual-classing into a
    Cleric some day, and hence, he avoided putting any ranks into edged
    weapons. Huzzah. He really excels with either a Flail or a War Hammer,
    however. Yeah, either the Flail of the Ages or Crom Faeyr, what else
    would I be talking about? Either one would work for him, but I prefer
    to give him Crom Faeyr and let my protagonist abuse the best two
    one-handed weapons in the game. He also could potentially dual-wield,
    but since this would critically deprive him of Armor Class (and take
    half of forever for him to accumulate enough proficiencies to bother
    with it), I don't suggest it.
    Recruiting Anomen:
    Anomen can be found in the Copper Coronet (AR0406) at (x=1530, y=1660).
    In Anomen you'll find all the naive charm of Ajantis. Really, who sits
    around in a sleazy bar in the slums asking people if they are courageous
    and good? In any event, assure him that you are both and he'll offer to
    join your quest. He seeks to prove his worth so he can join the Most 
    Noble Order of the Radiant Heart, and with what this game has in store
    for him, he'll get the chance to prove such many times over. 
    Romancing Anomen:
    Anomen is an obnoxious, petulant, arrogant, boastful, would-be knight,
    and he spares you none of his personality faults if you romance him.
    His romance sequence is only less annoying than Aerie's, and frankly,
    not all that interesting. You'll have to put up with plenty of his war
    stories, moral quandaries, and temper tantrums. Simply listen to him,
    and tell him how awesome he is, and you're fine. The only interesting
    part of the romance comes with his family nonesense, and there are two
    ways to succeed. The first is to convince him not to take vengeance
    on Saerk. This leads to him being disowned by his father, and obtaining
    the knighthood he has worked so hard for. After the romance matures,
    he'll eventually get a letter from the Magistrate of Athkatla-the lady
    in the Government District we spoke to earlier about the murder
    investigation-Bylanna Lanulin. The letter informs Anomen that Saerk was
    indeed found to have been connected with the murder of his sister, and
    afterwards his father, Cor, died trying to murder Saerk in revenge.
    Anomen now feels compelled to kill Saerk himself and avenge his family,
    and will leave the party to do so. Follow him to the Estate of Saerk
    Farrahd in the Bridge District. Within, he'll be ready to make good on
    his goals. Convince him to spare Saerk to avoid becoming like his
    father, and promise that you will be by his side to help him overcome
    his all-too-apparent inner demons. The other route involves convincing
    Anomen to take vengeance, fail to enter the Order, and turn Chaotic
    Neutral... obviously not an option if you're traveling with Keldorn.
    After all that, Anomen will eventually get a letter from his father,
    exposing that the killers were not affiliated with Saerk, his revenge
    was-while profitable to Cor himself-misguided. As a parting slap in the
    face, Cor disowns Anomen to protect his business. This compels Anomen to
    leave the party and go to his father's house to 'atone' with him. To
    continue the romance-and Anomen's life-you need to convince him that
    killing his father would be bad, and that he can look forward to
    spending the rest of his broken life with you.
    Anomen's Quest:
    After traveling with Anomen for a while, you'll have to deal with
    Anomen's family quest. It's best if you prompt Anomen to stay virtuous
    and ignore his father's request for revenge. It won't help his family
    life, but it will allow him to join the Most Noble Order of the
    Radiant Heart. If he fails at this, his often antagonistic relationship
    with Keldorn will turn downright divisive. If you want both in your
    party, you have to prevent Anomen from taking justice into his own 
    hands, however unsatisfactory the results. You'll find this quest
    described in full in [WLK010]. If Anomen stays on the right track and
    joins the High Hall of the Radiant Heart his alignment will change to
    Lawful Good and his Wisdom will increase from 12 to 16.
    Cernd								{CHR004}
    Male, Human, Shapeshifter, True Neutral
    Str 13, Dex 9, Con 13, Int 12, Wis 18, Cha 15
    Starting Proficiencies:
    Scimitar		+
    Dagger			+
    Quarter Staff		+
    Sling			+
    I'm not even going to try to be partial here. Cernd sucks. His stats
    suck, and his class sucks. Sure, he can shapeshift into a Werewolf, and
    eventually a Greater Werewolf. Unless you've got a fix installed,
    however, it's horribly nerfed, and even if you unnerf it, I still doubt
    its potency compared to, say, a well-armed Jaheira. His spells are
    fairly effective, but he's not going to cut it as your party's Cleric
    (no Druid really can.) As a Werewolf he's serviceable so long as you're
    committed to giving him nearly every Armor Class boosting item you get.
    He can't wear armor, and a -2 Armor Class just doesn't cut it. Also keep
    in mind he can't cast any Druid spells once he's committed to
    shapeshifting. So what I want to ask is this; why take Cernd over
    Jaheira? Jaheira can wear armor, which gives her a vastly improved Armor
    Class without having to give her preferential treatment. A suit of Full
    Plate Mail +1 and a Large Shield +2 is great early-game defense for her,
    and it requires no real special investment of unique gear. Her THAC0
    will be lower (or at least comparable) to Cernd's in werewolf form, and
    she doesn't have to shapeshift to get these combat stats. Best of all,
    she can cast spells while being combat-able. She won't get quite as many
    Druid spells as Cernd, but her ability to obtain Greater Whirlwind
    Attacks makes her far and away a better combatant by the end of the
    game. There's just absolutely no good reason that I can think of to pick
    Cernd over  Jaheira. At least he doesn't need stat-boosting items. You
    might think he would, but since he's only combat-savvy as a werewolf, he
    can just augment his stats by transforming. Eventually Cernd will be able
    to get the Elemental Transformation ability, and really, to contribute in
    a  fight he'll need it. Still, with a THAC0 of 2 and -5 Armor Class,
    he'll still be eclipsed by all his party members and-more importantly-
    his enemies. By the time Jaheira was ready to get her first high-level
    ability, she had a THAC0 of 1 and a -8 Armor Class-without transforming
    into anything. Not to mention she had more Hit Points than Cernd could
    have hoped to attain, and she could still cast spells while maintaining
    her good combat stats. On top of that, she can grab Whirlwind Attack and
    further widen the gap between herself and Cernd.
    How to Use Cernd Effectively:
    Anything that can boost his Armor Class-Rings of Protection, the Cloak
    of the Sewers, he's going to need it. He can't wear armor, and even if
    he could, he can't bring it with him when he shapechanges, which is
    where all his offense lies. Given his attributes, it's something he will
    have to rely on pretty much all the time. In all honesty, though, he's
    probably better off used as a casting Druid. His shapeshifting abilities
    just aren't good enough to bother putting him in melee combat. Yeah,
    his defenses get fairly good, but he'll never have the THAC0 to compete
    with the game's best... or even mediocre, for that matter. As a caster,
    he does alright... not that Druid spells are so good that the deserve
    a dedicated caster. Melee is, and always will be, his core issue. I
    refuse to waste a spot on my roster for a non-fighting Druid, and
    shapechanged or not, Cernd just can't make a good show for himself in
    combat. Even if you toss him a Strength-boosting item, White Dragon
    Scale, and the Staff of the Ram +6, he won't be up to snuff. On the
    other hand, as a Greater Werewolf, his Armor Class is decent, but his
    melee prowess still leaves much to be desired. The sheer fact that he
    can't hit creatures requiring a +3 weapon or better while shapeshifted
    makes it a useless transformation in Throne of Bhaal, really.
    Recruiting Cernd:
    Cernd finds himself in a precarious position in Trademeet (AR2000),
    where a group of hostile Druids have been attacking. Cernd, trying to
    defuse the situation, becomes a scapegoat. On your word (and promise to
    set things straight) Cernd will be released into your custody. Cernd's
    primary interest is resolving the strife between Trademeet and the
    nearby Druids, which is covered in [WLK022].
    Cernd's Quest:
    When you return to Athkatla with Cernd in your party (after dealing with
    the Druids of Trademeet) he'll have to deal with the ghosts of the life
    he left behind-namely the wife and child he abandoned. The only way you
    can mess this up (besides simply not doing it) is to abandon him when
    he confronts the antagonist of this quest. This quest is covered in
    full in the Walkthrough [WLK022].
    Edwin								{CHR005}
    Male, Human, Conjurer, Lawful Evil
    Str 10, Dex 10, Con 16, Int 18, Wis 10, Cha 10
    Starting Proficiencies:
    Dagger			+
    Quarter Staff		+
    Edwin is a little stronger and wiser than in the first game, but he's
    still the same glass-cannon he ever was. He is in no way a melee 
    character, and his Dexterity ensures he'll never do well in ranged
    combat either. He is, however, the best Mage in the game, and unlike
    Clerics or Druids, I don't expect, nor do I require melee competence
    form my Mages. Edwin is a Conjurer, the best specialist Mage there is,
    and he gets several bonus spells per level. He is, quite simply, a
    better Mage than anything you, or I, or anybody could roll up.
    How to Use Edwin Effectively:
    Have him learn to use Darts and he's all set. Really, being a Mage makes
    it pretty easy when it comes to  proficiencies. The only downside to
    Edwin is that he can't use Divination spells. As far as applicable uses
    goes, this means he can't cast Detect Invisibility or True Sight. Still,
    with Viconia and/or Jaheira in tow, they can handle our True Sight
    needs. Still, he comes with a well-stocked spellbook, and what little
    he lacks can be bolstered by some potion-assisted stealing sprees. He
    really just is the best Mage in the game, from the moment you start
    exploring the Docks District until the end of the game.
    Recruiting Edwin:
    You can find him in the Docks District of Athkatla, in Mae'Var's
    Guildhall (AR0304)  at (x=850, y=350). To recruit him you need to do a
    bit of work, however. Accept Renal Bloodscalp's mission to investigate
    Mae'Var and do some work for both Mae'Var and Edwin, who will both give
    you two missions. After the second Mae'Var mission he'll offer to help
    you take Mae'Var down, allowing you to recruit him.
    Edwin's Quest:
    Even after taking down Mae'Var, Edwin's not in it for the game yet,
    however, as you'll need to track down the Nether Scroll before he'll
    stay for good. Fortunately this is near the same area (AR8002) you need
    to  explore to find the Book of Kaza that Korgan wants. Once obtained...
    well, Edwin will begin translating the damn thing, of course, which
    leads to more trouble. Don't rat him out (but don't refrain from
    teasing him), and if you help him overcome a fellow Red Wizard named
    Degardan, he'll be yours for the rest of the game. This quest is fully
    covered in [WLK008].
    Haer'Dalis							{CHR006}
    Human, Tiefling, Blade, Chaotic Neutral
    Str 17, Dex 17, Con 9, Int 15, Wis 13, Cha 16
    Starting Proficiencies:
    Short Sword		++
    Dagger			+
    Dart			+
    Two Weapon Style	++
    Haer'Dalis is a poor compromise of a character that might just end up in
    an evil party due to a simple lack of options. He's got a high enough
    Strength to start out, but to do anything meaningful in combat, he's
    going to need a Strength-boosting item. His Dexterity is passable, but
    his class and Constitution both conspire-by depriving him of good armor
    and Hit Points-to keep him off the front lines. At the end of the day he
    might as well be viewed as a poor substitute for a Fighter/Mage, with
    less potential Armor Class, Hit Points, THAC0, spell selection, and epic
    level feats. Which is to say that he'll fit into that role about as well
    as an elephant fits into a size-0 bikini. Add to this the fact that he
    has about the most useless starting proficiencies of any recruitable
    character, and we've got a serious... ah... 'fixer upper'. Although he
    only gets up to 6th-level spells, this is good enough to get him some
    essentials-Blur, Mirror Image, Dispel Magic, Haste, Stoneskin,
    Fireshield, Breach, Chaos, Pierce Magic, and True Sight. This will help
    make up for the fact that my Fighter/Mage/Thief protagonist doesn't
    advance very quickly, and Edwin simply can't cast True Sight. By Throne
    of Bhaal, however, Viconia has enough True Sight to make up for Edwin,
    and my protagonist is now a high enough level that we can safely discard
    Haer'Dalis for ???????, which what I intend to do.
    How to Use Haer'Dalis Effectively:
    My suggestion is you get him out of melee combat as soon as you get him.
    He's going to have to level a bit, but once he does, give him a Crossbow
    and keep him back as an archer/support Mage. Of course, while he might
    not be able to contribute in combat himself, he always has his
    bard-song, which at least allows him to do something. When he levels up,
    have him become proficient in Two-Handed Swords first, and Halberds
    later. In many fights later in the game, having an extra hand in combat
    will be more useful than having a bard-song, even with the Enhanced Bard
    Song feat. To this end, having a powerful weapon with reach will allow
    him to deal damage without putting himself too much at risk... and did
    I mention he'll make a great support Mage throughout Shadows of Amn?
    His high level means he'll be a better buffer than pretty much anybody
    else, so if you need a Haste or Dispel Magic, he's the one to go to.
    Recruiting Haer'Dalis:
    To get Haer'Dalis you'll have to rescue him from the Mage Mekrath, who
    has a lair in the sewers (AR0705). You can either kill Mekrath, or help
    him get a mirror back from a wayward imp. Once Haer'Dalis is reunited
    with his misfit troupe back at the Five Flagons Inn (AR5010) they'll
    attempt to planeshift away from their pursuers. Wouldn't you know it,
    the bad guys show up and take them hostage. This forces you to complete
    the Astral Prison quest, after which Haer'Dalis is yours for good. 
    Imoen								{CHR007}
    Female, Human, Mage/Thief, Neutral Good
    Str 9 (10), Dex 18 (19), Con 16, Int 17, Wis 11, Cha 16
    Starting Proficiencies:
    Dagger			+
    Quarter Staff		+
    Short Bow		+
    Dart			+
    Imoen makes it back for Baldur's Gate 2, and like in the first game
    she's the first recruitable character you'll meet. She's a bit of a
    chore to hang onto, however, as she'll need to be rescued shortly after
    you escape, forcing parties who want her back to have to jump deep into
    the story sooner than they might otherwise wish. I sure know I like to
    fool around a lot before doing any major story stuff... just look at my
    guide for Baldur's Gate 1. It took me forever to get to the Nashkel
    Mines! Anyhow, Imoen has apparently made the same career move that we
    made in the first game, and has become a Thief/Mage dual-class. This
    allows her to fill both the Thief and Mage role for a good party,
    although with less potency than Edwin by far. She starts out with the
    ability to use Short Bows, which is good for us, but her Find Traps is
    only 85%... not quite high enough for every trap in the game. It's
    passable, and certainly better than dragging a Thief along, but if your
    protagonist is a Thief (single, multi, or dual-classed) you might not be
    too impressed with Imoen. Although she pales in comparison to Edwin,
    Imoen allows me to play a Fighter/Mage, so as far as I'm concerned, she
    is absolutely indispensible for the good party.
    How to Use Imoen Effectively:
    Imoen, unlike most Mages, can actually contribute to combat effectively
    with Short Bows. Sadly, she will be absent for a large chunk of Shadows
    of Amn, forcing you to drag along an understudy like Nalia or Yoshimo.
    Once she's back, however, load her up with a Short Bow and she's good
    to go. Once you get back to Athkatla you'll be able to assemble the
    Short Bow of Gesen, which is a potent little item that will allow Imoen
    to excel at a range throughout the rest of the game. As I said earlier,
    her Find Traps score is only passable. Equipping a Ring of Danger Sense
    on her (perhaps only when necessary) resolves that issue, however. Of
    course, Imoen's not really a Thief, is she? She's a Mage. At that role,
    she... well, she's better than Jan or Aerie. She pales in comparison to
    Edwin, but who doesn't? Her progression will be slower (due to the fact
    that she tends to miss out on half the experience in Shadows of Amn),
    and she gets fewer spells per level than her red-robed counterpart. She
    will never have the tactical versatility of Edwin, and it'll become
    apparent when the evil party is smiting Umber Hulks with impunity thanks
    to Edwin's Death Spells, and Imoen is... well, really wishing she had
    more Death Spells, I imagine. You can save yourself some trouble by
    storing spell scrolls you find early in the game, so that when reunited,
    Imoen will be able to fill up her spellbook. This will go a long way
    towards catching her up to speed. If you're very enterprising, drop
    everybody else out of your party (save your romantic partner, to be
    safe) and have Imoen scribe (and with Throne of Bhaal installed, erase
    and rescribe multiple copies) spells, which will net a fair bit of
    Recruiting Imoen:
    Imoen joins you at the beginning of the game, springing you from your
    cage in Irenicus' Dungeon. After escaping from Irenicus' Dungeon,
    however, she'll be... well, the subject of the main story for a few
    chapters. You'll have to raise money and take a leisure cruise by boat
    to get her back, and that's just the beginning...
    In Throne of Bhaal, Imoen will start developing Bhaalspawn abilities 
    like we did during Baldur's Gate 1. Whatever Irenicus did to her, it 
    apparently unlocked her innate Bhaalspawn powers. She'll develop her
    powers two at a time, and inform you via banters about her changes.
    First she'll develop the Cause Serious Wounds and Cure Serious Wounds
    abilities. Next she'll gain the Neutralize Poison and Draw Upon Holy
    Might abilities, and she'll get a one-point boost to her Strength and
    Dexterity. Each time she gains new abilities, the party will gain 1000 
    Jaheira								{CHR008}
    Female, Half-elf, Fighter/Druid, True Neutral
    Str 15, Dex 17, Con 17, Int 10, Wis 14, Cha 15
    Starting Proficiencies:
    Scimitar		+
    Club			++
    Quarter Staff		+
    Sling			+
    Sword and Shield Style	+
    Another ally from the first game, and certainly one of the more
    interesting females in gaming... at least as far as I'm concerned. She's
    been given a considerable Dexterity boost in the sequel, taking her from
    almost getting a bonus, to a +3 Armor Class bonus. This is a wonderful
    change, and makes her a much more defensible character. Unlike a single
    classed Druid she can use Plate Armor and Shields, which makes her in a
    different league altogether. She's comparable to a Cleric, but without
    actual access to Cleric spells and with better combat abilities. She
    does, however, gain access to Druid spells, although her progression
    will be painfully slow. Once she gets access to 5th level spells she can
    start throwing out Insect Plagues, which is THE winning spell for most
    of Shadows of Amn, it'll do for you what Stinking Cloud did in Baldur's
    Gate 1. And unlike a single-classed Druid, when she's not casting Insect
    Plague she can contribute to the fight. She's not strong enough to get
    bonuses in combat, and this paired with her slower Fighter progression
    means she's in dire need of a Strength-boosting item. Fortunately, one
    can be provided rather early in the game, after which point Jaheira
    really has no downsides. She'll not only be one of your best warriors,
    but a good healer... not to mention being the only servicable Druid in
    the game.
    How to Use Jaheira Effectively:
    Get her a Strength-boosting item-like the Girdle of Hill Giant Strength-
    from the Adventurer's Mart as soon as you have the scratch. It'll bump
    her up from a mediocre warrior to a great one in short order. Of course,
    her proficiencies also need some work. There are a few good Scimitars
    in Shadows of Amn, but Daggers are really the power weapons for her, so
    work on getting her Specialized in Daggers. Once you get toys such as
    Boneblade +4 or Fire Tooth +3, she'll be all set, and one of the few
    character adept at both ranged and melee combat, to boot. In Throne
    of Bhaal you'll find an absolutely fantastic Scimitar, so as soon as
    you're Specialized in Daggers, get her another rank in Scimitars.
    Jaheira might require the investment of a choice item or two, but
    not any moreso than Keldorn. In the evil party, however, it's not really
    possible to favor Jaheira over Viconia, whose Strength concerns are
    severe enough to prevent her from being armed and armored appropriately.
    Jaheira will have to wait a good while to bring her Strength up to
    snuff... but hey, it'll happen some day.
    Recruiting Jaheira:
    Jaheira can be found in Irenicus' dungeon (AR0602), in a cell
    (x=3850, y=2650) in the same room you start out in.
    Romancing Jaheira:
    Jaheira is the most difficult romance to complete-it requires you to 
    make progress through most of the main story, some outdoor rest, the
    purchase of a locket, and two separate quests dealing with Baron 
    Ployer's Curse and the Harpers. In the middle of all this you'll have to
    avoid kicking her out of the party and hope everything falls in place at
    the right time. Downloading a fix for this romance is highly 
    recommended, and if that's not an option, leave the game paused. The
    game timer will continue to run, which determines when 'party' events
    like banter and romance updates take place. The conversations aren't too
    tricky, just be nice to her and don't guilt her about Khalid too much.
    After a while you'll need to rest outside, during which you'll be
    attacked by bandits. Don't be a sissy-defend Jaheira. You'll take some 
    damage, and Jaheira will be protectively angry afterwards, but it's the 
    right move to make. Later, in the Docks District you'll be able to buy
    a 'Keepsake Locket' from a merchant named Jahaboam for 20 gold. Not
    surprisingly, getting your girlfriend something nice is a good idea.
    Then there are two quests that need to be tackled, the first of which
    is Baron Ployer's Curse. In the Sea's Bounty in the Dock's District
    you'll run afoul of Baron Ployer, who will use his last remaining 
    resources to inflict Jaheira with a rotting disease. Chase him down
    and deal with him to save Jaheira from the curse. The second quest is
    longer and more complicated, and the romance will stall after a certain
    point until you complete it. While wandering around in Athkatla you'll
    get a chance to rescue a man named Renfeld. Bring him to the Harper Hold
    in the Docks District and leave him in the care of Rylock, who stands
    near the door leading to the Harper Hold. Later, Xzar will ask you to
    find a way into the Harper Hold and rescue Montaron. To convince Rylock
    to let you in you'll need to do another quest for him-kill the monsters
    being bred in 'Prebek's Home'. Afterwards you can gain entrance,
    recover Montaron from the Harper Hold, and bring him back to Xzar.
    After Xzar gets what he deserves, Jaheira will be summoned away from
    the party for a while. Rest up, and when Jaheira returns your presence
    will be requested at the Harper Hold. Join her, and deal with Galvarey
    and his Harper buddies. After this Jaheira's romance should start up
    again as normal, and she'll be naturally conflicted over what happened
    in the Harper Hold. After a few more banters you'll be bothered again
    by a Harper named Reviane next time you rest in the wilderness. If you
    have a reputation of 16 or higher, you can avoid a fight, but otherwise
    you'll have to put Reviane and her Harper buddies down as well. 
    Afterwards Jaheira will openly struggle with betraying her kin, and the
    alternative of betraying you. Trust issues arise, and a small argument
    will ensue. As long as you're nice and try and argue for the sake of
    your trust as mildly as possible, you'll be fine. Later on, her mentor
    Dermin will show up and confront her. A fight won't ensue this time,
    but if you are negative it could well result in Jaheira leaving the
    party. Either way, the least she does is renounce her Harper status.
    Jaheira continues to doubt herself, and more especially you. She'll
    even begin asking you some fairly stupid questions-you need to call her
    out on it, but avoid being too harsh. Eventually Dermin will show up
    again and tell Jaheira that she's been declared an enemy of the Harpers,
    and that we can expected relentless assaults unless she turns herself
    in for good old Harper justice. Next time you rest, she does just that,
    and a man named Terminsel will show up and procure a letter he found
    from Jaheira. Head over to the Harper Hold and kill a few Mercenaries.
    You'll find Jaheira on the second level, where she has determined that
    the absence of the Spectral Harpists indicates that she was in the
    right. Accept her back into your party and leave-destroying another
    batch of petty Mercenaries along the way. You've pretty much got
    everything secure with Jaheira by now, there are a few more banters
    where the relationship will deepen, but most of the drama and quest
    nonsense is now over. Eventually Dermin will show up a third and final
    time, and Jaheira will expose him for the serpent he is. A fight ensues,
    and afterward Jaheira will spend some banters being angry at Dermin.
    Cheer her up, and eventually the romance will proceed to its only 
    logical conclusion. Finally, Terminsel will show up again and ask
    Jaheira if what she did was right. Her response depends on your party
    reputation at the moment-a 16+ and she'll defend her actions, if it's
    lower than 16 she'll hesitate. Either way, for completing this string 
    of quests and romancing Jaheira your protagonist will gain a whopping
    100000 experience points. If Jaheira didn't hesitate she'll also gain
    a Harper Pin. Both are pretty nice rewards, and further benefits to
    completing Jaheira's romance.
    Jaheira's Quest:
    Jaheira has two quests associated with her. First is Baron Ployer's 
    Curse, which is pretty simple; find and kill Baron Ployer before time 
    runs out and Jaheira succumbs to his curse. The second is a lot more 
    complex, and involves the Harpers located in the Docks District of 
    Athkatla. These quests are listed in great detail in the ***ROMANCING
    JAHEIRA*** section, so I won't belabor the point by mentioning them
    again here. You'll find both of them in [WLK034].
    Jan								{CHR009}
    Male, Gnome, Illusionist/Thief, Chaotic Neutral
    Str 9, Dex 17, Con 15, Int 16, Wis 14, Cha 10
    Starting Proficiencies:
    Short Sword		+
    Dagger			+
    Quarter Staff		+
    Cross Bow		+
    Jan is, at best, a sub-par Mage who will never be able to cast
    Necromantic spells such as Finger of Death or Horrid Wilting, and his
    Intelligence doesn't do him any favors either. He is a potential
    substitute for Imoen, and for an evil party, his blend of thieving and
    magic might be the only option for an  otherwise Thief-less party.
    Frankly, however, I prefer Imoen to him in every way. She'll become a
    much better Mage (since she's a dual-classed Thief, and not
    multi-classed like Jan) and she's got better Dexterity, Constitution,
    and Intelligence. Heck, when playing a protagonist who has levels of
    Thief I'd even prefer Aerie, who is less annoying and more versatile.
    He's not a terrible character, really, but I'm rather adverse to having
    a multi-class Mage as my primary party Mage. He could, in the evil
    party, substitute for Haer'Dalis (with the same goal of getting
    replaced by ???????), but this hardly gives us the ability to dispense
    with the Fighter/Mage/Thief in the long run, and really, I have to
    wonder how much difference there would be, gameplay wise. At the end of
    the day, if it comes to hearing Jan talk about turnips, or hearing
    Haer'Dalis call me raven, I'd rather take the fruity Bard.
    How to Use Jan Effectively:
    If you do play with Jan... well, he works much like Imoen. Get him Short
    Bows and ignore his silly crossbow nonsense when he gets a proficiency
    point to spend. Just keep in mind he is the weakest recruitable Mage the
    game offers.
    Recruiting Jan:
    Jan can be found in the Government District of Athkatla (AR1000) at
    (x=2730, y=1750). Trax, a representative of the Amnian Revenue and Tax
    Board will show up and try to nab Jan for selling illegal merchandise.
    You can either lie and cover for Jan and get some experience, or you can
    sell Jan out for 100 gold. If you want him in your party you'll either
    have to lie for him (not a hard thing to do, considering the experience
    involved) or pay his 800 gold piece bail and suffer a net loss of 700
    gold... but so annoying is Jan that the Prison Keeper will spot you 200
    gold to get rid of him.
    Jan's Quest:
    After traveling with Jan for a while we'll be bothered by one of his
    numerous relatives, Beeloo, who will tell Jan that a former love of his
    is now staying at the Jansen family home. Go meet with this Lissa, and
    you'll discover that her abusive husband has apparently injured their
    daughter severely, and we need to get help. Jan stays behind and
    refers us to his Uncle Gerhardt, who tells us to look for the 'Hidden'.
    To find the 'Hidden' we need to go to the Government District, talk to
    Lady Jysstev, then head into the sewers under the Copper Coronet. The
    Hidden will promise to help us if we kill a pair of its pursuers. So
    head to the Sea's Bounty, talk to The Thumb, then travel to the Five
    Flagons Inn and kill a pair of Githyanki. Return to the Hidden to learn
    that the girl has been healed, then return to the Jansen home to
    witness an unhappy turn of events.
    Keldorn								{CHR010}
    Male, Human, Paladin (Inquisitor), Lawful Good
    Str 17, Dex 9, Con 17, Int 12, Wis 16, Cha 18
    Starting Proficiencies:
    Long Sword		++
    Two Handed Sword	++
    Cross Bow		++
    Somewhat weaker, but healthier, than Anomen, Keldorn has one glaring
    weakness. His Dexterity is ass, and since he's built for Two Handed
    Swords he won't be using a shield. Simply put, he absolutely requires
    the Gauntlets of Dexterity. His Strength is decent, but not stellar like
    Anomen, Korgan, or Minsc, so he'll need some Strength-boosting item,
    eventually. This is, admittedly a lot of equipment for a single
    character, so why bother with him? Several reasons. First, his high
    Charisma makes him a natural party leader, although on the flip side,
    his Paladinhood makes him unusually liable to interrupt when you're
    trying to be naughty. Then again, as an Inquisitor he has the innate
    ability to cast Dispel Magic and True Sight, essential debuffs that make
    him very capable of taking on enemy Mages. Having these abilities will
    make all Mage fights for your party much easier, as he can easily dispel
    the buffs Mages rely on the defend themselves when conventional spell
    casters may struggle, and he'll certainly have access to True Sight much
    sooner than any Cleric or Mage you'll recruit. And of course, he gets
    Carsomyr +5, a Holy Avenger, that can only be used by Paladins. Short
    of making your protagonist a Paladin, there's no other way to utilize
    this awesome weapon. Well, I mean, you could make your own Inquisitor,
    but why? The game already gives you one! With the admittedly hefty
    investment of the Gauntlets of Dexterity and a Girdle of Giant Strength,
    you'll get a great party leader who can debuff at a whim and see
    through defensive illusions, is very magic resistant, and can support
    the party with Cross Bow fire when needed. The fact that he can select
    Summon Deva as an Epic Feat also makes him more versatile, as it saves
    you from wasting a Cleric's 7th-level spell slot on the ability.
    Keldorn truly is win, and if you're shooting for a good party, you won't
    find a better Mage-killing party leader.
    How to Use Keldorn Effectively:
    Keep on rolling with the Two-Handed Swords, he has no reason to switch.
    Crossbows are also golden, and really, Keldorn comes well-prepared with
    good weapon proficiencies from the start. You might, however, want to
    get him some ranks in Halberds, as there aren't many great Two-Handed
    Swords in the early game, and you'll need a +3 weapon sooner than you
    think. Once done, get him ranks in Two-Weapon Style to enhance his
    primary weapon, and you're good to go. He really does need the Gauntlets
    of Dexterity, though, if you want him to survive in melee combat.
    Recruiting Keldorn:
    When you visit the Temple District of Athkatla, you'll be witness to a
    theological debate of sorts. One shifty, lying, fantasy-peddling
    bullshit dealer will do a better job at convincing the sheep that his
    brand of nonsense is better than another, and the losing side will ask
    you to investigate this 'cult'. Not getting into the atom-thin
    difference between a cult and a religion here... you'll find Keldorn in
    the sewers under this district (AR0701), sent to investigate the cult
    before you. He'll join willingly enough, but he'll only stick around
    for good if you see this cult off.
    Keldorn's Quest:
    When you arrive at the Government District with Keldorn in your party
    he'll express his desire to go see his family. Indulge him, and you'll
    find that all is not well at home, and you'll have to go around and
    try and deal with his wife's infidelity. Keldorn will struggle with his
    need to avenge his honor, and his love for his wife. Direct him on the
    course that will make him the most content-reconciliation with his wife.
    Don't, however, be so helpful as to free him from service so he can see
    to his family affairs, he'll do just as well promising that this will
    be his last expedition. For more information on this quest, see
    section [WLK010] of the Walkthrough.
    Korgan								{CHR011}
    Male, Dwarf, Fighter (Berserker), Chaotic Evil
    Str 18/77, Dex 15, Con 19, Int 12, Wis 9, Cha 7
    Starting Proficiencies:
    Axe			+++++
    War Hammer		+
    Ah Korgan... I guess instead of throwing Kagain into Baldur's Gate 2,
    they decided to replace the whiny evil greed-Dwarf with a psychotic
    evil murder-Dwarf. Korgan is not a nice guy, and if you provoke him in
    banters he'll even turn hostile on you! Still, he's the best Fighter in
    Shadows of Amn, as well a Dwarf should be, and if you can keep from
    provoking him and complete his quest in the timely manner he'll be an
    invaluable asset. He's strong enough, but not so strong that he couldn't
    do with a good boost to his Strength, and he really needs the Gauntlets
    of Dexterity to bring his Armor Class up. His Strength score will allow
    you to ignore him in favor of other characters, and his Hit Points are
    typically high thanks to being a Dwarf with phenomenal Constitution.
    How to Use Korgan Effectively:
    He starts out with Grand Mastery in Axes. This isn't as great as Grand
    Mastery is supposed to be, but it's still a very good thing to have. The
    selection of Axes is slim until Throne of Bhaal, at which point one of
    the best weapons in the game-the Axe of the Unyielding-is obtained.
    Spend his proficiency points in War Hammers until he Grand Masters in 
    those as well, allowing him to use Crom Faeyr. This takes care of any
    Strength issues he may have had. Then have him learn the Two Weapon
    Style. When you obtain the Axe of the Unyielding have him dual-wield it
    with Crom Faeyr as an off-hand weapon to have a vorpal weapon with a
    Strength of 25. There is simply no stronger combo in the game. He's one
    of the simpler-seeming characters, but the weapons in the game dictates
    a fairly radical shift in fighting style. Anything less than a total
    offensive juggernaut is a waste of Korgan's potential, however, and it
    is fun to see him shift from a modest (and well-defended) axe-and-shield
    character to the Axe of the Unyielding/Crom Faeyr offensive phenom.
    Recruiting Korgan:
    You'll find Korgan in the Copper Coronet (AR0406) at (x=950, y=1870),
    making him fairly easy to reach and recruit. Agree to help him track
    down the Book of Kaza and he'll join up with you. If you delay, he will
    of course go find others more interested in helping him out. It's not a
    terribly hard quest, and it doesn't venture out of Athkatla. Best of all
    it's in the same area Edwin's quest takes you, so you can handle both
    jobs in one journey. 
    Mazzy								{CHR012}
    Female, Halfling, Fighter, Lawful Good
    Str 15, Dex 18, Con 16, Int 10, Wis 13, Cha 14
    Starting Proficiencies:
    Short Sword:		+++
    Short Bow		++++
    First let me start out by saying that Mazzy is a perfectly fine
    character. Her Strength sucks, but since most Fighters need 18(xx) or
    more to be optimal, she's only a girdle of giant Strength away from
    being potent. Her Dexterity is outstanding, and her Constitution is
    very good as well. There are only three things that suck about Mazzy.
    First, she's proficient in Short Swords and Short Bows. Short Bows are
    what Thieves use to contribute to battles, not the weapon of a full-
    fledged Fighter, and Short Swords... well, they tend to suck too. So
    you're going to have to completely take her proficiencies in another
    direction to make her strong. Sure, she's an investment, but who's not,
    you say? The second problem is the fact that she's hidden in the Fallen
    Temple of Amaunator in the Temple Ruins area (AR1401), which requires
    you to trek all the way out to the Umar Hills and partially complete a
    lengthy quest there. Certainly not ideal. But you have to do the same
    with Valygar, you say? Sure, but Valygar's quest doesn't require you to
    deal with a DRAGON. The last and most damning thing I have against Mazzy
    is... well, the other good-or-neutral aligned characters you can
    recruit. Mazzy might, with the investment of some levels (and new
    proficiencies) and a girdle of giant Strength be a good Fighter, but is
    she better than Keldorn with his Inquisitor kit, Anomen and his
    dual-classed Cleric spells, or Jaheira and her... well, her Insect
    Plague? No, she isn't. She might outcompete Minsc and Valygar
    (especially if you're playing with a good or neutral Thief-protagonist),
    but I never bring her along. I have considered using her as a 'good'
    Korgan, but the amount of proficiencies it would take for her to be able
    to use Axe of the Unyielding and Crom Faeyr as well as learn the Two
    Weapon Style are just prohibitive, although you could start her out on
    War Hammers early. By the time you actually obtain Crom Faeyr she'll
    likely be at least specialized in their use, and Anomen can just use the
    Flail of the Ages.
    How to Use Mazzy Effectively:
    Good question... one I've pondered a bit, myself. You really have two
    options-make a poor man's attempt at Korgan, either weapon and shield
    or two-weapon style. The latter is... probably just a pipe dream, as it
    would require... oh... thirteen extra proficiencies to pull off. There
    just aren't enough levels in the game for it, and it seems like a bit of
    a waste to strap a shield on a character with such a good Armor Class,
    though. The compromise? Have her use a superior mainhand weapon (Axe of
    the Unyielding or Flail of the Ages) in her mainhand, and the Short
    Sword of Mask in her offhand... or perhaps take the Short Sword of
    Mask as a mainhand weapon (have her use a shield throughout Shadows of
    Amn) while building up War Hammers and Two-Weapon Style, then switch to
    a Short Sword of Mask/Crom Faeyr combo. It's not the ideal setup, but
    it works. Still... it just makes me wish I was using a different
    Mazzy's Quest:
    Mazzy has a rather traditional and uninspired quest that'll pop up after
    a few days of traveling with her. Her sister, Pala, has been poisoned,
    and you need to return to Trademeet to hunt down the poisoner-and 
    perhaps an antidote. For more information about this quest, refer to 
    Minsc								{CHR013}
    Male, Human, Ranger, Neutral Good
    Str 18/93, Dex 16, Con 16, Int 8, Wis 6, Cha 9
    Starting Proficiencies:
    Two Handed Sword	++
    Mace			++
    Long Bow		++
    Two Weapon Style	++
    Our favorite miniature giant space hamster friend, and his Ranger 
    sidekick Minsc! The fact that in Mass Effect 2 you can buy a Space
    Hamster that, if interacted with responds with the same uncanny
    Intelligence and sophistication as Boo merely goes to show how endearing
    these characters are to have transcended time and space. That aside,
    Minsc has improved a bit from the first game, as he now has a better
    Dexterity and Constitution, making him a much sturdier character. He has
    also, for some reason, become proficient in the Two Weapon Style, which
    is a complete and utter waste for him. He's not protected enough for
    protracted front-line action, so the thought of giving him a weapon
    without reach is just silly. He's more of a secondary warrior, striking
    with reach or ranged weapons, as needed. Anything that doesn't require
    +3 weapons can be shot down with bows, and anything that requires a +3
    or better weapon... well, just switch to an appropriately-enchanted
    melee weapon and let Minsc at 'em. Of course, you could just ignore the
    Ranger stealth outright, strap Minsc in heavy armor, and treat him like
    a front-liner, but the good party has a busy enough front-line already,
    so I'm fine with having him contribute at a range. The fact that he
    doesn't need the Gauntlets of Dexterity or any Strength-enhancing gear
    makes him a good fit into the good party. He can still Berserk in this
    game, raising his Strength to 20 and his Dexterity to 18, just make sure
    you have the Hit Points for the endeavor, as he takes 15 damage when it
    ends from his 'improved' Hit Point total. This should last long enough
    to make a difference in most fights, but it should be viewed as wholly
    inferior to, say, gulping a Potion of Giant Strength. The only real
    questions about Minsc are, do you prefer Valygar (I don't) and will
    you bench him in favor of ??????? in Throne of Bhaal?
    How to Use Minsc Effectively:
    Get him points in the Two-Handed Weapon style and let him learn how to
    use Halberds so he can equip one of the best weapons in the game. He'll
    find plenty of Two-Handed Swords to keep him occupied in the mean
    time... usually hand-me-downs from Keldorn, but very good ones, 
    nonetheless. He's also a decent archer, although ranged combat
    rightfully takes a backseat to melee combat in this game. Keep him from
    being the focus of enemy attacks and he'll serve you well as a
    not-quite-front-line Fighter.
    Recruiting Minsc:
    Minsc can be found in Irenicus' dungeon (AR0602) in a cell
    (x=4000, y=2750) in the same room you start out in.
    Nalia								{CHR014}
    Female, Human, Mage/Thief, Chaotic Good
    Str 14, Dex 18, Con 16, Int 17, Wis 9, Cha 13
    Starting Proficiencies:
    Short Sword		+
    Dagger			+
    Quarter Staff		+
    Short Bow		+
    Nalia is bafflingly identical to Imoen, making me wonder if the only
    reason she's included is to tide you over until you get Imoen back. She
    has only four levels of Thief, and because of it she'll never be as good
    as Imoen in combat or with Thief skills, but she does at least come with
    a barely passable Find Traps skill. Anything I said about Imoen applies
    for Nalia, really... But since you can recruit Imoen, why would you ever
    care to recruit Nalia? Imoen is infinitely more connected to the main
    story than Nalia, and while you have to do quests to get both of them,
    Imoen's is mandatory. If Nalia were at least a romance option, then
    there might be a purpose for her, but instead she's just a clone of
    Imoen. Or if she was Neutral or Evil instead of a bleeding heart noble,
    she could at least fit into Evil parties, but again, no such luck.
    How to Use Nalia Effectively:
    She'll use a Short Bow, and will serve a dual role as the party's
    Thief/Mage. Just... get her a Short Bow, and eventually the Gesen
    Bow... The only perk she has over Imoen is the fact that she will not
    go on a main-story inspired hiatus which prevents her from gaining a
    great deal of experience, and you need not save up spell scrolls for
    her... just, scribe at will. Of course, her Find Traps score is hardly
    sufficient, even with the Ring of Danger Sense, so she can barely even
    serve in the capacity of a Thief.
    Recruiting Nalia:
    Nalia, like so many other characters, hangs out in the Copper Coronet
    (AR0406). You don't even need to find her-she'll find you and
    desperately try to induce you into helping her liberate her captured
    family castle. Agree and do so, and she'll stick around for the rest
    of the game. This quest is covered in [WLK018].
    Nalia's Quest:
    Nalia's quest begins after you rescue the de'Arnise Keep-although it
    won't begin within the de'Arnise Keep. After wandering around with her
    for a bit, a messenger will show up and tell her of some problems
    arising with a funeral. Accompany her there and meet some of the more
    unsavory nobles which presumably caused her to disparage her fellow
    aristocracy. A little later, the trouble-maker from the funeral, Isaea
    Roenall will show up and have Nalia arrested. Afterwards a man named
    Khellor Ahmson will show up and point you in the direction of some
    evidence that may incriminate Isaea. The rest of the quest involves
    following obvious leads and talking to various characters in your
    quest to find dirt on Isaea. When you do, head to the Council of Six
    building and present the evidence to Corgeig Axehand and Nalia will be
    returned to you. The full details of this quest can be found in 
    ???????								{CHR015}
    Male, Human, Fighter (Deathbringer), Chaotic Evil
    Str 18/00, Dex 17, Con 18, Int 17, Wis 10, Cha 15
    Starting Proficiencies:
    Two Handed Sword	+++++
    Halberd			+
    Cross Bow		+
    Two Handed Weapon Style ++
    ??????? is the best Fighter in the game. Look at those stats! He
    doesn't need any Strength-boosting items, no Gauntlets of Dexterity,
    nothing but a Two-Handed Sword and something to kill! That said, you
    don't get him until Throne of Bhaal starts, which is too bad, because
    he would have been great through Shadows of Amn. Note that you can
    change his alignment over the course of the game by generally being
    trusting, kind, and good to him, showing him a superior example, and all
    that good stuff. Just keep that in mind if you're a good party, and want
    his alignment to become more fitting. If you're playing an evil party...
    well, just keep being the bastard you've always been, and have fun.
    How to Use ??????? Effectively:
    ??????? starts out with Grandmastery in Two-Handed Swords, so give him
    something suitable to use and build up his proficiency in Halberds.
    Once he gets the Ravager, switch him over and keep on killing. It's as
    easy of an equipment setup as there is.
    Recruiting ???????:
    After entering your Pocket Plane for the first time (a mandatory step
    near the beginning of Throne of Bhaal) ??????? will appear and offer
    to help you out... for part of your soul. An insubstantial part, as it
    turns out, just enough to give ??????? what he wants without
    inconveniencing (or threatening) you. Win-win, right? ??????? sure seems
    to think so, and offers to join up. He can see the way the wind is
    blowing, and is more than content to take some of the table-scraps from
    your epic climb to power. Smart, smart man...
    ***Changing ???????'s Alignment***
    Thanks to Infinity Explorer, I've been able to look into the data files
    and see how all this works. That said, it's probably a good idea to
    explain in more detail how to change ???????'s alignment. Over the
    course of Throne of Bhaal, your new ally will chat with you, as all
    companions in Baldur's Gate 2 do. If you say good things, show trust,
    and express good morality, your behavior will rub off on ???????. Have
    at least two positive alignment global variables while conducting the
    third banter, and you can get ???????'s alignment to change to Chaotic
    Good. Note that it's possible to be... less encouraging, and effect
    ???????'s alignment negatively, but this part of the guide is about
    changing ???????'s alignment to fit into the good party, I'll ignore all
    but the optimum responses. Also, I've kept the name of this character
    replaced by question marks, but I've included some lines of dialogue in
    full, below. The more astute of you may be able to figure out who this
    character is by reading the following... so if you're an idiot, read on
    with no fear. If you're smart, beware of spoilers. Or, just wait until
    the beginning of Throne of Bhaal to bother with this at all.
    |Banter #1|
    ??????? says:  "So. I yet remain at your side. I am surprised. But from
    		your constant wary glances, it seems that you do not
    		trust my presence, yet."
    If you made ??????? take an oath in the Pocket Plane before joining you,
    pick any option regarding the oath. When you get a chance to make
    another response, pick "No, not really. You paid for what you did".
    Afterwards, either say that "No. You're not the same man, are you?" or
    "Perhaps. But I already took my revenge. Now you get the benefit of the
    doubt." Either will improve ???????'s alignment. 
    If you didn't make him take an oath, you'll get three different
    dialogue options, all inconsequential. After he says "It eats away at
    me, then, as to why you would agree to take me with you and not force
    some form of compliance from me through an oath. I told you that oaths
    had real power in our father's realm." you'll get another chance to
    respond. Don't pick the response "I take you with me because you may be
    of use. But I don't need an oath of servitude." Afterwards say either
    "You paid for what you did. You're a new man, free to make new mistakes,
    if you wish." or "You might. But everyone gets a second chance, ???????.
    Even you."
    |Banter #2|
    ??????? says:  "It appears the seeds that our sire sowed long ago are
    		about to come to fruition. For good or ill, the issue
    		will be finally resolved very soon."
    Pick whatever dialogue option you wish-if you made him take the oath
    before joining you, he'll mention the oath, otherwise he'll say the
    more neutral term, 'usefulness'. Afterwards he'll ask what you intend
    for him after it's all over.
    You can pick one of three responses-and really, it doesn't matter what
    you pick, but to make life easier on myself, if you pick "So? What about
    it?" You'll get one of four choices to pick later. Pick "You'll be free
    to go, as you wish.", then pick "Your destiny is your own to forge,
    ???????. Make the same mistakes, if you must." to improve ???????'s
    alignment by one. In response to this he'll ask "And do you believe
    that I have another choice?" Pick either "Another choice than being
    evil? Always." or "It all depends on whether or not you want to end up
    in the same place, ???????." to improve ???????'s alignment again.
    |Banter #3|
    ??????? says:  "The end draws closer. We both know this to be true.
    		Listen to a proposition, then, that I have given much
    		thought to as of late."
    Pick any option other than "I'm not interested in what you have to say."
    and ??????? will comment on your alignment before rambling on, finally
    getting to the point by suggesting that you take over as the new Lord
    of Murder, claim your birthright... and allow ??????? to stand by your
    side. He's canny enough to realize that if you can't wield godly power
    yourself, you might as well bask in its favor. Pick option "I have
    other plans, ???????. Forget it." and a whopping eight dialogue options
    will pop up. Pick any option other than "It doesn't matter what happens
    to me, ???????... you won't be involved, regardless." or "It's none of
    your business, ???????." to get six more dialogue options. Don't pick
    "There are better things than power, don't be a fool." or "I'm not
    going to discuss this with you, as they don't go anywhere, and don't
    pick "It don't know. But it doesn't have to be used for self-serving,
    evil purposes."
    That leaves us with "You can't take an empire with you when you die.
    You should know that.", "There is much good that can be done with that
    power. That is more important.", and "With that power comes great
    responsibility." All three of these options will improve ???????'s
    alignment by one. He'll respond by saying "After... after all you've
    been through? With the taint in your soul, you still believe this?"
    Respond "I do." If you have at least two positive alignment increases at
    this time, ??????? will say "I believe your words may have merit,
    <CHARNAME>. My own methods did not end well... and I have no desire to
    return to the Abyss when I perish next." At this time, ???????'s
    alignment will change to Chaotic Good and he'll say "Perhaps it is time
    to rethink my views. I shall have to think on your words most
    |Banter #4|
    If you had at least one point towards changing ???????'s alignment for
    the better and followed my advice during banter #3, you should get the
    following for banter #4.
    ??????? says:  "I... have been considering your words. I have changed
    		my outlook, and think perhaps it may be a good thing.
    		I feel I must thank you."
    You have three options-but they all result in the same responses from
    ???????... this is just a "hey, I'm a good guy now!" banter.
    Valygar								{CHR016}
    Male, Human, Ranger (Stalker), Neutral Good
    Str 17, Dex 18, Con 16, Int 10, Wis 14, Cha 10
    Starting Proficiencies:
    Katana			++
    Dagger			+
    Spear			++
    Long Bow		++
    Two Weapon Style	++
    Notice that his physical stats are identical to Yoshimo's... anyways,
    Valgyar is a good Ranger, so you won't be using him in any legit evil
    party. Also he's got the Stalker kit, which makes him good at back-
    stabbing and gives him the ability to cast Haste, which is always handy.
    There are few downsides with him, in fact, so few that he's a very
    considerable substitute for Minsc if you're willing to invest an item
    of Giant Strength in him. He comes built for two-weapon fighting, and
    despite his need to stay in lighter armor, his Dexterity makes this
    a real possibility. Nothing really bad to say about Valygar, really,
    save his location kind of sucks... and he'll be waiting for gear for
    a long time. Waiting for Katanas to open up, waiting for items of
    Giant Strength... he needs a lot of gear set aside for other characters,
    but he'll eventually get all he needs-and more-in Throne of Bhaal. I'm
    also indisposed towards picking him over Minsc, who is, after all, an
    old friend from Baldur's Gate 1.
    How to Use Valygar Effectively:
    See that 18 Dexterity? See those proficiencies? They give you good
    incentive to actually follow through on the Two-Weapon Style
    dual-Katanas thing. The only problem is, of course, that I've co-opted
    Katanas for my protagonist, so what to do? Well, he's already got a
    rank in Daggers. Get Specialized in Daggers, and Master in Two Weapon
    Style. This will allow him to use whatever Daggers Jaheira isn't using
    (she certainly doesn't need BOTH Boneblade +4 and Fire Tooth +3, if
    Valygar is needy.) All in all, it's a great set-up. He'll have to use
    second-rate Katanas for most of the game, but he'll survive well
    enough-there are plenty of +2 Katanas that my protagonist will not have
    any use for, like Malakar +2, Dak'kon's Zerth Blade, or hell, even his
    own Corthala Family Blade. In Throne of Bhaal, my protagonist will hand
    off Celestial Fury, which is a good upgrade for Valygar, and in the
    long run he can aspire to dual-wielding the Dagger of The Star +5 and
    Hindo's Doom +4. Give him the White Dragon Scale and he'll have a -6
    Armor Class with nothing else equipped, and once Jaheira hands down her
    Girdle of Hill Giant Strength, he'll be doing pretty well. He's not as
    potent with the whole backstabbing thing as our Fighter/Mage/Thief
    protagonist will be, and he's probably not even as lethal in melee as
    Minsc or ??????? with the Ravager +6, but that doesn't mean he's a
    waste of a character. If you prefer having another front-line melee
    warrior with a backstab dynamic over Minsc's more traditional range and
    reach approach, Valygar does that quite well.
    Recruiting Valygar:
    You can find him in the Umar Hills area (AR1100) in his house marked on
    the map as 'Valygar's Cabin' (AR1101).  To keep him, you're going to
    need to take him back to Athkatla and deal  with the Planar Sphere in
    the Slums District [WLK016].
    Viconia								{CHR017}
    Female, Elf, Cleric, Neutral Evil
    Str 10, Dex 19, Con 8, Int 16, Wis 18, Cha 14
    Starting Proficiencies:
    War Hammer		+
    Mace			+
    Sling			+
    Our old Dark Elven gal-pal has become a bit wisersince the first game...
    not wise enough to avoid nearly getting burnt to crisp by bigots, but
    still... This will give her a few more low-leveled spells, but
    otherwise not much has changed. She still has her great Dexterity
    and her Magic Resistance keeping her safe, but in Baldur's Gate 2 Magic
    Resistance is purely beneficial... no more will you resist healing and
    spell buffs from your own party members. If anything, this makes Viconia
    even more potent this time around. She does have two glaring weaknesses
    however, and you should be able to spot them just by looking over her
    attributes. Her Strength wasn't an issue in the last game, mostly 
    because there was no Strength requirement on gear. Now, however, she
    won't be able to equip many suits of armor until you get her Strength
    up, making a girdle of Giant Strength practically mandatory. Also her
    low Hit Points offset her Dexterity and Magic Resistance a bit, but they
    shouldn't be so low as to cause a problem, all things considered. As
    far as melee combat goes, she will never be in the same league as 
    Jaheira or Anomen, but with her Magic Resistance and Armor Class she can
    at least compete. Get her good armor, a good shield, and some Strength 
    and she's a great defensive character. She's also a romantic option this
    time aroud, provided you can put up with her provocative stories, mood
    swings, and general hatred of the fact that she's falling for you.
    How to Use Viconia Effectively:
    When you have a point to spend, get her a proficiency point in Flails so
    she can use the Flail of the  Ages. A better weapon for her you will not
    find, as Crom Faeyr is a bit  of a waste on her. Her high Charisma, good
    defensive qualities, and ability to equip the Sensate Amulet all combine
    to make her a decent party leader.
    Recruiting Viconia:
    Good old Viconia can be found in the Government District of Athkatla
    (AR1000) at (x=1820, y=1080). Once again, she's gotten herself in 
    trouble. In the first game you had to save her from a Flaming Fist
    Mercenary, but in this game she's gotten captured by an angry mob. It
    makes me wonder why she left your company after the first game... In any
    event to recruit Viconia you'll have to save her. If you screw around 
    too long she'll be burned alive and you'll have lost access to the best
    evil Cleric in the game. Click on the logs next to her twice to set her
    free. You'll have to fight three Fanatics-none of which are very strong-
    for letting her go. Afterwards she'll ask to join up. If you take her
    along you'll lose two points of reputation, just like in the first game,
    but this is a minor penalty for such a good Cleric.
    Romancing Viconia:
    Viconia can be a little tricky to romance. Not in the same way as
    Jaheira, mind you, where the game is just buggy and the conditions to
    keep the romance alive can be fairly draconian. Viconia's romance is
    pretty abusive at times, and you must walk a fine line to weather
    Viconia's aggressive 'courting'. Sometimes you'll need to be fairly
    mean to her, but overly-passive or excessively aggressive responses can
    ruin the relationship. Endure her manic hot-and-cold attitudes, and her
    cruel tongue, and you'll be fine. Be ambitious, and refuse to dismiss
    her or your relationship and eventually she'll come to see things your
    way. Remember, her pessimistic nature wants to find fault in you. It's
    a safety mechanism, but don't tell her to piss off (no matter how much
    you'll want to). After a while you'll get the choice to have half-
    hearted tired sex with her, or just comfort her while she sleeps. Show
    her that you don't need sex to show affection and you'll be doing fine.
    A while later she'll start talking about how she feels her former life
    catching up to her. It's not an exaggeration-a Handmaiden of Lolth and
    a Yochlol will show up to 'reclaim' Viconia, who spends the duration of
    the fight unconscious. After the encounter she becomes more and more
    paranoid about Lolth, until she attempts to leave. Beg her to stay, and
    when she seems set on ending the relationship, ask her to stay in the
    party. Telling her that you need her help against Irenicus is the way to
    Yoshimo								{CHR018}
    Male, Human, Thief (Bounty Hunter), True Neutral
    Str 17, Dex 18, Con 16, Int 13, Wis 10, Cha 14
    Starting Proficiencies:
    Katana			+
    Dagger			+
    Short Bow		+
    Single Weapon Style	+
    Well, he's a Thief, and the lamest of the Thief Kits at that. He's got
    good stats otherwise though, and his Find Traps skill starts out at 100,
    which is all you'll ever really need. His Pick Pockets is only 25 
    however, so to do some early game stealing you'll need to invest some
    Potions of Master Thievery into him. Really, he'll have to chug them by 
    the half dozen to do any stealing. He's also promising because you can 
    dual-class him into a Fighter and make him significantly more useful. 
    Alas, I wouldn't put too much stake in him, as he will not accompany to
    the end of the game. Take him with you until you get Imoen back, but the
    evil party is left bereft of a Thief still.
    How to Use Yoshimo Effectively:
    I wonder if there's really any point to this section? Yoshimo is...
    well, I better keep up appearances, eh? As a single-classed Thief,
    Yoshimo sucks. Fortunately, he's got a 17 Strength, and hence, is
    capable of dual-classing into a Fighter, which is a far, far superior
    build than continuing as a Thief. Given Yoshimo's short-term status,
    however, you might not want to bother. You'll need him as a Thief, and
    you probably won't get enough experience to make the dual-class option
    pay off. Equip him with Short Bows and let him shoot at foes, disarm
    traps, and generally act as a marginal character until you get Imoen
    Recruiting Yoshimo:
    After making your way to the second level of Irenicus' Dungeon (AR0603),
    you'll run across Yoshimo, who is only too eager to join up with your
    party and get the hell out of there.
    You have been warned, if you don't want spoilers don't read ahead. 
    Yoshimo is a promising Thief, at least if you dual-class him into a
    Fighter. But he suffers from one crippling, inextricable, problem. He is
    going to betray you if you take him to Spellhold, as Irenicus has geased
    him. Without getting into it too deeply, one of two things happens to
    Yoshimo. He attacks you at Spellhold and you're forced to kill him, or
    if you leave him behind, he'll die upon sight of the party once they
    return from Spellhold. I have heard of one way to get around this. You
    MUST leave him behind in Athkatla instead of taking him to Spellhold.
    When you come back you must talk to him BEFORE he can die and have him
    rejoin your party. Then when he dies (and he will) you can simply raise
    him. He has no more banters, and nobody will interact with him, but you
    CAN keep Yoshimo with this exploit. Since it's clearly outside what the
    creators of the game intended, I write him off as a dead man after
    Spellhold, but if you're an evil party who is in desperate need of a
    Thief, this is a way to keep Yoshimo. If you keep him alive you'll get a
    character with great fighting stats and crappy proficiencies. Whether
    you have a good or evil party, I'd suggest dual-classing him into a
    Fighter and getting him as many ranks into Halberds and the Two Handed
    Style as possible, allowing him to use the Ravager Halberd you'll
    eventually get. In a good party he'd replace Minsc, and in the evil
    party he'd fill a hole that otherwise needs to be plugged with a
    protagonist Thief or player-created side-kick. He's certainly more
    useful than Jan. In any event, if you bring Yoshimo along with you to
    Spellhold, at least you'll get a ton of experience for it-eventually.
    Table of Character Attributes					{CHR019}
    For reference purposes, here's a list of the attributes of the
    characters you may recruit in the game. It should help you compare their
    strengths and weaknesses of the, and plan for item distribution 
    accordingly. I also threw in some useless 'averages', just because it 
    interested me, and by deduction, every other sentient being in the
    		|  Str  |  Dex	|  Con  |  Int  |  Wis  |  Cha	| Total|
    Aerie		|  10   |  17   |   9   |  16   |  16   |  14   |  82  |
    Anomen		| 18/52 |  10   |  16   |  10   |  12   |  13   |  79  |
    Cernd		|  13   |   9   |  13   |  12   |  18   |  15   |  80  |
    Edwin		|  10   |  10   |  16   |  18   |  10   |  10   |  74  |
    Haer'Dalis	|  17   |  17   |   9   |  15   |  13   |  16   |  87  |
    Imoen		|   9   |  18   |  16   |  17   |  11   |  16   |  87  |
    Jaheira		|  15   |  17   |  17   |  10   |  14   |  15   |  88  |
    Jan		|   9   |  17   |  15   |  16   |  14   |  10   |  81  |
    Keldorn		|  17   |   9   |  17   |  12   |  16   |  18   |  89  |
    Korgan		| 18/77 |  15   |  19   |  12   |   9   |   7   |  80  |
    Mazzy		|  15   |  18   |  16   |  10   |  13   |  14   |  86  |
    Minsc		| 18/93 |  16   |  16   |   8   |   6   |   9   |  73  |
    Nalia		|  14   |  18   |  16   |  17   |   9   |  13   |  87  |
    ???????		| 18/00 |  17   |  18   |  17   |  10   |  15   |  95  |
    Valygar		|  17   |  18   |  16   |  10   |  14   |  10   |  85  |
    Viconia		|  10   |  19   |   8   |  16   |  18   |  14   |  85  |
    Yoshimo		|  17   |  18   |  16   |  13   |  10   |  14   |  88  |
    "Average" PC	| 14.41 | 15.47 | 14.88 | 13.47 | 12.53 | 13.12 | 83.88|
    Note: The average result of a 3d6 dice roll is 10.5 (3.5 per d6).
    Bioware is using some loaded dice to come up with a lot of those
    attributes. Then again, if these were 'average' characters, they 
    wouldn't be worthy traveling companions, right? It's also obvious that
    many of these characters are blatant archetypes, but we all love 
    archetypes. Still, we don't get some of the randomness that we saw in
    some of the Baldur's Gate 1 characters... or in real Dungeons and 
    Dragons. The great thing about anomalies, however, is the possibility
    to dual-class, and in Baldur's Gate 2 major character-building is
    largely-and rightfully-over.
    It also amuses me that the stats that Bioware found the least
    useful-Wisdom and Charisma-are the stats that I found the least
    useful in my days as Dungeon Master. (If I bothered to average
    out stats for Baldur's Gate 2 characters, you can bet I have
    spreadsheets of old campaigns and characters of my own). Many
    characters that are fun to play aren't nice (everybody likes to
    play a jackass, from time to time) and/or they aren't wise. Crazy
    characters... or more politely, dangerously uninhibited characters...
    are often more fun to play than characters who are responsible,
    cautious, and deliberate. I think these are universal traits that
    most long-time players will discover if they bother to average out
    their PC and NPC attributes.
    I must also point out that the characters in Baldur's Gate 2 are
    decidedly superior to the Baldur's Gate 1 characters, being close in
    two of the six attributes, and a point on average superior in Strength,
    Constitution, Wisdom, and Charisma, and having an average total of
    83.88 compared to 79.84 in the last game. The main reason for this is
    the fact that there are much fewer 'junk' characters in this game-higher
    stakes require stronger allies. Only three of the potential allies in
    this game have a total attribute spread of less than 80 points, while
    eight of the twenty-five recruitable characters in Baldur's Gate 1 had
    less than 80 points. It also doesn't hurt that many of the Baldur's
    Gate 1 characters who made it into the sequel have higher attributes in
    the sequel.
    Out of 25 characters in the first game, three had exceptional Strength.
    Only one of them made it into the sequel. In the sequel four out of
    seventeen characters have exceptional Strength.
    Out of seventeen characters, only four do not receive a bonus to Armor
    Class from their Dexterity. Of the thirteen characters who have a bonus
    to their Armor Class, six of them have a +4 bonus to Armor Class.
    No character in the game has a higher-than-useful Constitution (a Mage
    with 17 or 18 Constitution, for example.) No characters receive a
    penalty to their Hit Points from Constitution. Only three Characters do
    not receive a bonus to their Hit Points from Constitution. Seven of the
    seventeen characters in the game have a Constitution score of 16.
    Seven of twenty-five characters had a Charisma score of less than ten
    in the first game. Only two have a Charisma of less than ten in this
    game. We're a prettier bunch, all around.
    Chart of Characters by Role					{CHR020}
    Below is a list of all the recruitable characters in the game and the
    different roles they fill. This will list what roles-both in combat and
    out-each character is best suited for. In addition, below this chart I
    will explain the roles more in-depth, and include why some characters
    meet certain qualifications whereas others do not.
    		    |	|Mage
    		    |	|   |Thief
    		    |	|   |	|Leader
    		    |	|   |	|   |Gauntlets of Dexterity
    		    |	|   |	|   |   |Needs Giant Strength
    		    |	|   |	|   |	|   |Good
    		    |   |   |   |   |   |   |   |Neutral
                        |   |   |   |   |   |   |   |   |Evil
    		    |   |   |   |   |   |   |   |   |
    	            |   |   |   |   |   |   |   |   |
    Aerie		|   | X | X |   |   |   |   | X |   |   |
    Anomen		| X | X |   |   |   | X |   |   | X |   |
    Cernd		|   | X |   |   |   |   |   |   | X |   |
    Edwin		|   |   | X |   |   |   |   |   |   | X |
    Haer'Dalis	|   |   |   |   |   |   | X |   | X |   |
    Imoen		|   |   | X | X |   |   |   | X |   |   |
    Jaheira		| X | X |   |   | X |   | X |   | X |   |
    Jan		|   |   | X | X |   |   |   |   | X |   |
    Keldorn		| X |   |   |   | X | X | X | X |   |   |
    Korgan		| X |   |   |   |   | X |   |   |   | X |
    Mazzy		| X |   |   |   | X |   | X | X |   |   |
    Minsc		| X |   |   |   |   |   |   | X |   |   |
    Nalia		|   |   | X | X |   |   |   | X |   |   |
    ???????		| X |   |   |   | X |   |   |   |   | X |
    Valygar		| X |   |   |   |   |   | X | X |   |   |
    Viconia		| X | X |   |   | X |   | X |   |   | X |
    Yoshimo		|   |   |   | X |   |   |   |   | X |   |
    Fighter: Characters who can meet foes in melee combat with regular
    success. These characters typically have decent Hit Points, a good
    THAC0, and multiple attacks per round. Heavy armor for an exceptionally
    low Armor Class is also a must. A Cleric is typically better at fitting
    into this category than a Ranger or Thief, since they do not work as
    well with heavy armor... and the main point of a Fighter is to tank.
    A character who is a multi-class Cleric may not meet the criteria to be
    a Fighter (such as Aerie) because she cannot wear heavy armor and get
    into combat, and her lower Hit Points and THAC0 progression make her in
    every way a less appealing combatant than, say, Viconia, who might not
    be ideal, but is otherwise comparably superior. Although Cernd and
    Haer'Dalis are weak in armor like Minsc and Valygar, the latter two have
    better options with their proficiencies (such as specialization) a lower
    THAC0, and better Hit Points. Most importantly, they will both get
    Greater Whirlwind, where Cernd and Haer'Dalis do not, making them much
    better at fitting into a Fighter role, despite their lack of heavy 
    Cleric: In order to meet this classification, a character must not only
    be able to heal, but be able to cure poisons, diseases, restore drained
    levels, and cast higher level Clerical spells. A Druid fits into this
    category just fine in Baldur's Gate 2 thanks to the expanded variety of
    healing spells. Clerics in Baldur's Gate 2 are pretty simple, if they
    have the class, they work. In this regards, a Cleric is almost like a
    Thief, it's almost useless on its own (and a poor choice for a main
    character). You should pick what Cleric you want to use not because you
    need one, but because of what other things in addition to Clerical
    power the Cleric brings to the table.
    Anomen has the benefits of a dual-classed Fighters THAC0 and Hit Points.
    Jaheira is a multi-classed Fighter/Druid who can specialize in weapons
    and learn Greater Whirlwind. Viconia has magic resistance and a great
    Dexterity, making her a superior defensive character. Aerie, in
    addition to her Clerical abilities can cast Mage spells, although she
    suffers in weapon and armor selection.
    Mage: The requirements for a Mage are much steeper in Baldur's Gate 2, a
    Bard no longer cuts it... and a triple-class character might not either.
    Ideally a Mage should be able to cast Finger of Death, Horrid Wilting, 
    Spell Trigger, Time Stop, and Comet. If they can't cast those, they 
    need not apply.
    Edwin is the best pure Mage in the game. In fact, he's the only single
    classed Mage in the game! Imoen/Nalia will satisfy your need for a 
    Thief, as well as provide the second most potent selection of Mage 
    spells in the game. Aerie is multi-classed, which will slow her down, 
    and overall she's not as good of a Mage as either Edwin or Imoen/Nalia, 
    but since she's not a specialist she does place ahead of Jan, who cannot
    cast Necromantic spells.
    Thief: A Thief only needs to be able to find and disarm traps.
    Everything else can be done another way. Thus, Bards and Rangers do not
    qualify as Thieves, even though they can use some Thief skills.
    A Thief is in all honesty a waste of a class. With dual-or-multi-
    classing it's a valuable asset to be able to hide and backstab, but not
    on its own. You'll notice that very few characters can actually fit this
    role, the best of which is Yoshimo. Since he's not in it for the long
    haul, we are left with Jan or Imoen. Imoen's prowess as the second best
    Mage in the game makes her a shoo-in for a good party, but evil parties
    are left with Jan. He's serviceable, and with a bow is a decent
    addition, probably better than Haer'Dalis, in any event. 
    The best thing an evil party can do, however, is to either have a main 
    character who is at least in part a Thief (Fighter/Thief, 
    Fighter/Mage/Thief, etc), or was dual-classed from a Thief at one point.
    If that's too much for you, you can always make two custom-characters 
    and play both of them in place of the poor-quality Thief PCs you can
    recruit. This is exactly what my fiance did, playing with a single-
    classed Fighter as her Protagonist while including a side-kick
    Fighter/Mage/Thief of her own  making. She even played through them both
    in Baldur's Gate 1 and imported them both into Baldur's Gate 2. She had
    a great time with Korgan, Viconia, Jaheira, and Edwin.
    To do this simply create a multi-player game and create (or import) two
    characters of your own choosing. Start the game up normally, save it, 
    and quit. Then go into your system folder (C:/Program Files/Black Isle/
    Baldur's Gate 2 for example) and find the folder called 'MPSave.'
    Inside should be your saved game, which you can simply move over to the
    normal Save folder to have it function just like a normal campaign.
    Leader: Technically anybody can be a leader, but to be a good leader,
    you need to have a high Charisma, and you need to be durable enough to
    survive in the front. This narrows our selection down a bit, but with 
    the Sensate Amulet and the Armor of Balduran, even a modest Charisma of,
    say, 14 can get up to snuff. This role isn't a huge deal, as you can
    simply switch out a character with low Charisma for one with higher
    Charisma when you need to do some shopping. Of course, the Ring of
    Human Influence makes this role available to anybody able to endure the
    punishment of being in front-provided they've a ring slot to spare.
    Gauntlets of Dexterity: This character needs the Gauntlets of Dexterity
    to excel. These are typically Fighters with a low Dexterity (and hence, 
    a poor Armor Class). Ideally almost every character could use these, but
    this category is for otherwise decent characters who become much 
    stronger by equipping the gauntlets. This is not a category for 
    characters who do not fit into a fighting role, or characters who will 
    still perform poorly in combat with them. It's also not for characters
    who really don't need these gauntlets to excel. If it's not lowering
    their Armor Class by three or four points, they probably don't need it.
    Giant Strength: These characters need a boost to their Strength to be at
    peak efficiency, pretty much regulating this to Fighter-role characters.
    Since there are multiple such items in the game, including Gauntlets of
    Ogre Power, a Girdle of Hill Giant Strength, a Girdle of Stone Giant 
    Strength, a Girdle of Frost Giant Strength, a Girdle of Fire Giant 
    Strength, Crom Faeyr, Angurvadal, and the Runehammer, to name a few,
    you have lots of opportunities to address this problem. Your goal should
    always be to match the best benefits with the best warriors. Obviously
    a character with two attacks a round will make better use of a higher
    Strength than a character with one. Practically, however, most of these
    items come later in Shadows of Amn or in Throne of Bhaal, so this guide
    is more to give you an idea of who to equip the Girdle of Hill Giant
    Strength and Gauntlets of Ogre Power on, rather than clue you in to who
    will eventually need a Strength-boosting item.
    Good: Characters of Good alignment. These characters can travel with
    Neutral characters, but might fight with characters of Evil alignment
    (especially Keldorn).
    Neutral: Characters of Neutral alignment. Note neutrality is secondary
    to Good and Evil. Chaotic and Lawful characters do not cause problems.
    A Neutral character can travel with either Good or Evil characters,
    although not without some friction.
    Evil: Characters of Evil alignment. These characters can travel with
    Neutral characters. but might provoke Good characters. This doesn't mean
    all Evil characters will get along peachy, but it does mean that they
    won't defect.
    Suggested Parties by Role					{CHR021}
    These are my suggestions for characters, based on their Strengths. The
    order of the character DOES indicate how well I feel they'll fit their
    role (i.e.: Keldorn is a better party leader than Viconia because he's
    named first.) Although keep in mind this doesn't really rate their
    overall usefulness (Korgan's brute Strength over Keldorn's Dispel Magic,
    True Sight, and Holy Avenger) it just rates how well they fill a role.
    Overall it's nothing to get your panties in a twist over. Somebody had 
    to come first, and with how few characters there are and with the
    variety of pros and cons they have it's mostly a matter of opinion.
    Also, you'll obviously have to exclude a party member to make room for
    your main character, although whom you exclude will pretty much be
    resolved by what class your protagonist is.
    Leader (1):	Keldorn, Viconia, Jaheira, ???????, Mazzy
    Fighter (2):	Korgan, Keldorn, ???????, Jaheira, Minsc, Valygar, 
    		Mazzy, Anomen, Viconia 
    Cleric (1):	Viconia, Anomen, Aerie, Cernd
    Mage (1):	Edwin, Imoen, Nalia, Aerie, Jan
    Thief (1):	Jan, Imoen, Nalia
    Example Evil Party
    Leader:		Viconia
    Fighter:	Korgan
    Fighter:	Yoshimo/Haer'Dalis/???????
    Cleric:		Jaheira
    Mage:		Edwin
    Thief:		Yoshimo
    Viconia takes the leader spot pretty much by default, as she's one of
    the few Evil characters in the game with a good Armor Class and 
    Charisma. Korgan is probably the best Fighter in the game, although
    Haer'Dalis is more or less a space-filler. Sure, he's got access to some
    low-end Mage spells, but he's not a good enough Mage or Fighter to
    really get excited over. To that end, dual-classing Yoshimo into a
    Fighter/Thief is a good enough fix. Sure, using Yoshimo has its own
    problems, but since you can complete most of the quests in the main game
    before running off to Spellhold, you won't really be hurting for very 
    long. Once you get to Throne of Bhaal you can recruit ??????? and 
    finally have a second Fighter worthy of the title. Jaheira's versatility
    and neutral alignment makes her a natural second Cleric (and good 
    Fighter, in a pinch) that's really indispensable for any party. Edwin is
    by and far the best Mage the game has to offer, leaving only the
    Thief... Naturally, if you keep Yoshimo you have nothing to worry about. 
    Unfortunately, he can be... fickle... and sans Yoshimo the only good 
    option the Evil party has is for a Thief-classed protagonist, since 
    Imoen and Nalia are both Good-aligned.
    Example Good Party
    Leader:		Keldorn
    Fighter:	Jaheira
    Fighter:	Minsc/???????
    Cleric:		Anomen
    Mage:		Imoen/Nalia
    Thief:		Imoen/Nalia
    Keldorn is a great party leader, as his Paladin class ensures he's got a
    good Charisma. Also he's relatively well-off in the Armor Class
    department, although he needs the Gauntlets of Dexterity to bring him up
    to snuff, especially considering he won't be carrying a shield. His
    ability to Dispel Magic and use True Sight makes him phenomenal for
    destroying enemy Mages, and he's an overall great character. Jaheira can
    specialize in weapons, wear heavy armor, and use a shield. With her
    improved attributes she also has a good amount of Hit Points and Armor
    Class, making her a good Fighter. She might not be as great as Keldorn
    and Anomen, but her compliment of Druidic spells puts her well above any
    competition she might have. Minsc is a secondary Fighter, and can be
    substituted for Valygar, who serves much the same role. There are some
    issues with Valygar that make me pick Minsc over him, however. He's a
    good bit off the beaten path, whereas you get Minsc right in the first
    dungeon. Oh, his lower Strength makes him more of a liability, too, and
    the fact that he's built to fight with two katanas means he won't be
    staying out of melee like Minsc (not to mention the competition he'll
    provoke for other katana-users.) ??????? makes a good replacement for
    Minsc, if you don't mind doing a little roleplaying to change ???????'s
    alignment, and if you won't miss the stealth too much. Anomen is pretty
    much the mandatory Good Cleric... there just isn't another one in the
    game besides Jaheira, and it's always best to have two characters who
    can heal. That's not to say he's baggage, mind you. His high Strength
    and starting proficiencies means he'll be as deadly as... well, as most
    Fighters, even if he won't have access to Whirlwind Attack. Stick Crom
    Faeyr on him, or his holy symbol, and you've got a pretty damn strong
    'Cleric'. Lastly, we have Imoen/Nalia, who are practically identical.
    Again, the lack of a dedicated Thief makes one of them mandatory, as
    well the fact that there's no Good Mage in the game. They fill dual-
    roles, both of which the Good party desperately needs filled. And no,
    I don't consider Jan a viable replacement. If you don't need a Thief...
    well, I'd suggest you still stick with Imoen/Nalia, but even Aerie is a
    better choice than Jan.
    Only the Best Party:
    Leader:		Keldorn
    Fighter:	Korgan/???????
    Fighter:	Jaheira
    Cleric:		Anomen/Viconia
    Mage:		Edwin/Imoen/Nalia
    Thief:		(Main Character)
    Unlike in the original Baldur's Gate you'll have to cheat to make a
    party like this. Keldorn is simply awesome for his ability to debuff and
    Korgan is the best straight Fighter in the game. He's probably better
    than ???????, although his attributes are somewhat inferior. ??????? is
    made for two-handed weapons, and uses the Ravager to good effect. You
    will, however need to consider that Korgan can readily use the Axe of
    the Unyielding and Crom Faeyr. In order to answer this potency ???????
    must be given a valuable Girdle of Giant Strength, but on the other hand
    ??????? doesn't require the Gauntlets of Dexterity, which Korgan and
    Keldorn both need. In the end, it's a toss-up. Jaheira's versatility
    makes her a great addition even to this epic party, and best of all she
    has no gear conflictions with anybody. Anomen gets the nod over Viconia
    because of his much greater prowess in melee, although if you give
    Korgan Crom Faeyr Anomen will have to use the Rune Hammer or the Flail
    of the Ages, which in conjunction with the holy symbol he gets at 25th
    level is enough to raise his Strength to a respectable 19. If you keep
    ??????? Anomen is then free to use Crom Faeyr, but ultimately the fact
    that you don't get ??????? until Throne of Bhaal makes Korgan a much
    more attractive choice. Nobody can argue that Edwin is the best Mage in
    the game, but you can only use him if your protagonist is a Thief.
    Ideally enough levels of Thief (perhaps with the Assassin Kit to get up
    to x7 backstab) to get 100 ranks in Find/Remove Traps. Then if you dual-
    class into a Fighter you'll be a truly awesome character. A
    Fighter/Thief and Fighter/Mage/Thief are also valid and potent multi-
    class options for a protagonist in the epic build. If you don't care to
    have the best recruitable Mage in the game, bring along Imoen/Nalia.
    It's a matter of opinion whether a Fighter/Mage with Imoen/Nalia is a
    better combination than a Fighter/Thief with Edwin. Since you're already
    cheating to get keep this party combination together, disable the level
    cap and play a Fighter/Mage/Thief with Edwin to have the best of both
    worlds. Sure, it will be a long time before you can pull off the Time
    Stop/Greater Whirlwind trick, but it's worth it.
    Good Party versus Evil Party					{CHR022}
    Now, hopefully I've stated enough about your potential allies and their
    relevence in a party to help you build up an idea of what to expect
    from each party member-and in combining all the characters in the game,
    what to then expect from your party as a whole. However, in case it
    wasn't clear enough, I've made this section to cover the differences
    between the parties so you'll know exactly what's going on. Note that
    much of this information is found throughout the Walkthrough itself,
    and in the character and party descriptions above. This is merely a
    condensed and direct comparison of the strengths, weaknesses, and
    resulting tactics covered above.
    Party Composition
    This shouldn't be so very complex. In my mind, the game decides who
    you will travel with as soon as you pick your alignment-with a few
    exceptions. First, let me reiterate. You get five party members plus
    your protagonist, which is well shy of the total number of characters in
    the game. However, since good and evil don't mix, you can only pick so
    many to take with you. If you grab Keldorn, you're not travelling with
    Korgan, Edwin, or Viconia, and so on. Throw in some useless allies like
    Cernd and Jan, and consider that Nalia is just a cheap copy of Imoen,
    and you've thinned the ranks. Then there are the dubious characters-
    Haer'Dalis, Mazzy, and Aerie, who are hard to fit into a party for
    various reasons-mostly because, although they're decent, they're just
    over-matched. Yoshimo is a long-term bust (don't plan a party around
    him) and that leaves us with only one real choice... do we bring along
    Minsc or Valygar in the good party? Much, much later on in the game,
    ??????? joins up, at which point you must decide... ditch whatever extra
    characters you're dragging along in the evil party (likely Haer'Dalis),
    or in the good party ditch Minsc/Valygar, or tell ??????? to take a
    The Protagonist
    Ideally a protagonist is simply the strongest character on the screen
    at any given time-a Fighter/Mage is really the way to go, in my
    opinion. Being able to hold the front-line is good, but being able to
    lend Mage support while you're at it is even better, and the
    Time Stop/Greater Whirlwind tactic just isn't fair... In a good way!
    As far as gear is concerned, a Fighter/Mage can soak up the attacks 
    of enemy spellcasters (read: Liches) without getting scratched once
    the Cloak of Mirroring is obtained. Ilithids are another foe that is
    best handled almost exclusively by a Fighter/Mage. With good combat
    stats, a decent Armor Class, and protective spells like Mirror Image
    and Blur, there really is no better character for weathering psionics
    and surviving Intelligence drain. Last but not least, our protagonist
    Fighter/Mage can handle Vampires once the Amulet of Power is obtained.
    This isn't quite as exclusive as the Illithid tactic, since other
    classes (Clerics) can pick up the slack. Still, a Fighter/Mage is more
    lethal in combat (better weapon selection and Greater Whirlwind Attack)
    and has better defensive spells-all in all, it's the best anti-vampire
    character you'll be able to easily build. That's three very dangerous
    foes that can be completely negated by our protagonist. Of course,
    they're not capable of handling everything-sometimes a Fighter is needed
    for brute work, or a Mage is needed to caster higher-level spells (or
    numerous low-level spells) that the Fighter/Mage just can't access-yet.
    When you slap the Helm of Vhailor on a Fighter/Mage, all those perks
    are doubled.
    Of course, there is one tiny fly in the ointment if you plan to play an
    evil character. The recruitable Thieves in Baldur's Gate 2 are
    laughable. Imoen barely cuts it for the good party, but as far as I'm
    concerned the evil party is just out of luck. And no, I do not consider
    Jan a serious option. How then, do we obtain those awesome perks of
    being a Fighter/Mage and still introduce a decent Thief into the party?
    Easy, make a Fighter/Mage/Thief instead. Is it as good as a
    Fighter/Mage? No, your spell progression will be even more stunted, as
    will your Hit Points and THAC0 progression, and you'll never get 9th-
    level Mage spells (without cheating). On the other hand, all the tactics
    otherwise fit seamlessly (save Time Stop/Greater Whirlwind, obviously),
    and the Fighter/Mage/Thief gains a few very important benefits. First,
    being able to create your own Thief is much better than borrowing an
    recruitable Thief. Imoen can't upgrade her Thief skills any-but you
    can. No stupid kits (Yoshimo) and no annoying turnip-Gnomes (Jan).
    Second-and best of all-is the backstabbing. Adding x5 damage to an
    already potent Bhaalspawn almost ludicriously strong. Of course, many
    enemies will be immune (no cheap-shots on that dragon!) but for most
    enemies... it'll make you forget that you're playing what I view as the
    weaker of two alternatives.
    Jaheira is not an optional character in my mind. Not in Baldur's Gate,
    or in Baldur's Gate 2. Since she's become even stronger in the sequel,
    this is a no-brainer. Every party should have Jaheira. She can assist
    the Clerics in healing and buffing, her Hit Points are some of the best
    you'll find on a recruitable character, she has the THAC0 and armor to
    compete in melee, and she's neutral-every party can have her (albeit,
    with some friction.) Her Druid levels allow you to gain the benefits of
    a Druid, without actually having to suffer the crappiness of an actual
    Druid. And Insect Plague just wins... well... much of Shadows of Amn,
    really. It's the go-to spell of the early-to-mid game. When Jaheira
    levels up, her tactics change, but if anything she gets even stronger.
    When she starts getting high level abilities, she'll be able to compete
    with the best Fighters in the game with her Greater Whirlwind Attacks,
    and if she learns Summon Elemental Prince she can call upon one of the
    strongest summoning spells in the game. Finally, a high Armor Class and
    Iron Skins makes her the closest thing to a Fighter/Mage the game offers
    in terms of brute survivability.
    As far as I'm concerned, this is a real easy choice. Keldorn can gain
    access to a very powerful exclusive weapon and whatever he lacks in
    attributes, he makes up for with True Sight and super-powered Dispel
    Magic. An easy choice for the good party. Korgan is the best pure
    Fighter in the game. Enough said, and an easy choice for the evil
    Here you have some options-watch as I whittle them down. Cernd doesn't
    count for much as a Cleric. Not that Druids can't compete... wait...
    they really can't. Well, that's settled. That leaves us with Aerie,
    Anomen, and Viconia, and when push comes to shove, Aerie clearly loses
    the contest. Viconia and especially Anomen are decent Clerics, although
    Viconia is the fastest-progessing Cleric thanks to her single-classed
    status. Still, this is a matter of a marginal bit of experience, in
    exchange for which Anomen has much higher Hit Points, lower THAC0, and
    all the other perks of dual-classing as a Fighter. What they both can
    do that Aerie cannot is participate in melee combat from the moment
    you recruit them. Sure, Anomen's Dexterity sucks, and Viconia has
    Hit Point and Strength issues, but a Girdle of Hill Giant Strength
    fixes Viconia's problem, and Anomen can just strap on a shield. Aerie,
    however, has to mind her Mage limitations, and offers no easy solution.
    Aerie's slow progression kills whatever usefulness she might have had-
    she's not a good candidate as either the party Mage or the party Cleric.
    On the other hand, Viconia's Armor Class and magic resistance make her
    a potent defensive character, and Anomen's Hit Points and Strength
    make him a sturdy front-liner. Anomen for the good party, Viconia for
    the evil party.
    We have a variety of Mages to choose from, but let me expel two right
    off the bat. Aerie's slow progression makes her less-than-ideal as
    either the party Mage or Cleric. In particular, Edwin, Imoen, and
    Nalia all out-progress her. Jan suffers from the same problem... and on
    top of that, he's a specialist Mage whose class prohibits him from ever
    casting any of a variety of potent Necromancy spells. No thanks. Now
    that we're done with that, we have the aforementioned three. Edwin is
    the evil party Mage pretty much by default. He'll cast more spells per
    day than any Mage you can make, and this allows us to ignore his lack of
    Identify and True Sight. On that note, since Edwin just has so much
    more spell-power than the good-party candidates, the evil party will
    make much more use of spell-assaults, especially in the early-going.
    Having two-extra spell-slots per level and unimpeded progression as a
    Mage just allows Edwin to throw out a Slow or Chaos spell just about any
    time he wishes-not to mention other late-game greats like Horrid
    Wilting, Comet, and debuffs like Breach and Pierce Magic. Our good-
    party candidates on the other hand includes a pair of dual-classed
    Thieves... practically clones, in fact. This makes me think Nalia only
    exists to supply you with an Imoen while the real Imoen is out of
    reach. So that being the case, why not just go with Imoen? She's a
    bit stunted when compared to Edwin, and you'll really notice how many
    more spells per day Edwin gets. Even with a Fighter/Mage on the good
    party versus a Fighter/Mage/Thief on the evil party, Edwin tips the
    spell-power balance towards the evil side. And of course, Imoen has
    better Thief abilities, making her absolutely necessary for a good
    True Sight
    One main tactic in the game for breaching enemy defenses and keeping
    them honest is to use True Sight. You'll do this quite early in the
    game, and it'll be necessary until the end credits roll. How you do it,
    however, depends on who you've brought along. In this regards, the good
    party has a huge advantage in Keldorn. His Inquisitor kit allows him to
    use True Sight very early in the game, and quite often. He's really all
    you need to bust enemy illusions. Of course, Jaheira will also be able
    to pitch in, as will our Clerics, Anomen/Viconia. All that's left are
    our Mages, and here Edwin shows one of his few-yet conspicuous-
    shortcomings. Edwin can never learn Divination spells, and for the
    most part, who cares? Sadly, one of the few spells (and certainly the
    most harmful for Baldur's Gate 2) prohibited is True Sight. That means
    the standard evil party will have no Keldorn, and their Mage-despite
    his staggering number of spell-slots, can never memorize True Sight.
    This leaves True Sight entirely up to Viconia and Jaheira. It's a 
    limitation, to be sure, but one that can be overcome.
    Already touched upon in the Protagonist section is the issue of Thief
    skills. The good party has Imoen, who is just good enough. The best
    answer for the evil party is to have a Thief protagonist.
    The Sixth Wheel
    The sixth wheel is that extra character that sort of solidifies an area
    already bolstered by other party members better suited to the role. For
    the good party you can add one of two Rangers-Minsc or Valygar. Minsc is
    my favorite choice, as... well, he doesn't need any Strength-boosting
    gear, he's hilarious, and he was in the first game. Both have some bad
    points, namely their absurd proficiencies. Both at least have Long Bows,
    but they both also have two ranks wasted on Two Weapon Style. Neither
    really has the Armor Class to pull it off, although Minsc's Two Handed
    Sword specialization makes him more attractive, compared to Valygar's
    Spear. My only guess is that, since Baldur's Gate 2 found itself
    pressured by the release of 3rd Edition Dungeon and Dragons, the
    developers decided to give both their Rangers Two Weapon Style. While
    it's a feature of the class in 3rd Edition, in Baldur's Gate 2, it's
    just a waste of points. Both can pull off stealth for scouting purposes,
    both are decent warriors who will ideally contribute at a range, and
    when proficiencies allow-with reach weapons that keep them out of direct
    melee. Valygar can backstab (albeit poorly) and has a better Dexterity.
    Misnc has better armor selection, and better Strength.
    The evil party has a more difficult time of things. After Edwin,
    Jaheira, Korgan, and Viconia, the well is really running dry. Jan and
    Cernd both suck, and pretty much everybody else is good-aligned. That
    leaves... Haer'Dalis, who sucks, but there just may be no good
    alternative other than to drag him along. Play him like the Rangers,
    above. Mind his poor Armor Class, lower Hit Points, and only allow him
    to participate via spells, missiles, or weapons with reach.
    For either party, once you reach Throne of Bhaal you can recruit
    ???????, who is a great improvement over Haer'Dalis... and more of a
    direct front-line fighter than Minsc or Valygar could ever hope to be.
    By now that Stealth nonesense isn't fooling anybody anyways, and brute
    force might just be more useful than what Valygar and Minsc have to
    Character Builds and Weapon Loadouts				{CHR023}
    This is a section where I'll discuss some high-level tactics which will
    become available for us once we start accumulating loot and levels.
    Ideally, this is a section where I'll discuss various weapon load-outs
    for various PCs. For most of the game, you'll use what you find, and
    honestly your equipment will be more or less cobbled together 
    haphazardly in the early-going through mid-game. The gear you'll equip
    will be determined by opportunity and starting proficiencies, and this
    is obviously not an ideal way to make it through the game. However, as
    we play through the game, you'll be developing your characters to
    obtain the proficiencies they'll need to equip some of the best weapons
    in the game. To that end, this section will describe these weapons and
    their various combinations in some detail. If you don't want to know
    what awesome weapons we'll be finding in this game, don't read any
    more. And as an aside, this isn't an elitist gear rant, putting the
    right gear on the right character is indeed a great deal of the
    strategy this game requires, but building a character to suit the gear
    is more foreknowledge, and not quick-thinking or adaptive practice.
    Spell-buffing and micro-management are much more important tools for
    surviving the few challenging encounters in this game... and of course,
    knowing what you're facing, and what will hurt what you're facing, and
    sheer luck. In large part, using good gear is a matter of common sense.
    Anybody with two brain-cells to rub together will realize that Crom
    Faeyr is an awesome off-hand weapon for the Strength-boost alone, and
    that Celestial Fury is an over-powered weapon for how easily it can be
    obtained. These are-in all honesty-fairly obvious builds, but it doesn't
    take a keen intellect to realize that vorpal weapons are meant to be
    used in the main-hand, followed by debilitating weapons (like Flail
    of the Ages), and defensive or boosting items (like Hindo's Doom, Crom
    Faeyr, and Angurvadal) make great off-hand weapons.
    Best of the Best Two-Fisted Fighter
    Flail of the Ages + Axe of the Unyielding or
    Flail of the Ages/Axe of the Unyielding + Hindo's Doom/Angurvadal
    Suggested Characters: Korgan, Mazzy, Protagonist
    Flail of the Ages is clearly the best one-handed non-edged weapon in
    the game. At its best it deals 10 elemental damage per hit, gives its
    user Free Action, +5% magic resistance, and has a 33% chance to Slow
    without a save. On the other hand, you have Axe of the Unyielding,
    which has a 10% chance to kill outright with no save, +1 Armor Class,
    +1 Constitution, and a regeneration rate of three Hit Points per round.
    Both offer considerable defensive bonuses-which can be obtained just as
    well on the off-hand, so what we have is an offensive comparison. In
    this case, it seems that the Flail of the Ages' 10 damage per hit and
    33% chance to Slow an enemy out-competes even the vorpal property of
    Axe of the Unyielding. For big fights, it's not like you can't just
    switch over to the Axe of the Unyielding as a main-hand weapon after
    the enemy has been Slowed. You can even combine the two as primary
    weapons, and just use Angurvadal as your constant off-hand weapon for
    the Strength and negative plane protection, or Hindo's Doom for the
    magic resistance and Death Ward.
    Crom Faeyr Cleric
    Crom Faeyr
    Suggested Characters: Anomen
    Crom Faeyr is obviously a great weapon, for no better reason than the
    fact that it boosts your Strength to a ludicrous 25. Of course, it
    serves this role just fine as an off-hand weapon, but for lack of
    options it'll work as a primary weapon as well. Especially if you
    want to keep a shield and have other uses for the Flail of the Ages.
    Sure, it doesn't provide any useful offensive or defensive bonuses
    (by Throne of Bhaal, Trolls, Ogres, and Ettins will be the least of your
    problems), but the sheer damage boost gained from having a 25 Strength
    is more than most weapons give.
    Flail of the Ages Cleric
    Flail of the Ages
    Suggested Characters: Anomen, Viconia
    A better solution for equipping your Cleric is to use Flail of the Ages
    and a shield. For Anomen, when he hits level 25 he'll get a Holy
    Symbol which will boost his Strength from 18 to 19, with all the
    awesome benefits that apply. Viconia will need some help-ideally the
    Girdle of Hill Giant Strength, and with her Holy Symbol she'll go from
    19 to 20 Strength.
    Holy Avenger
    Suggested Characters: Keldorn
    Another simple weapon build. You see Carsomyr? If you had anybody who
    could wield it, why would you not equip it? 50% magic resistance?
    That's all the spell defense anybody could ever need, and the fact that
    it casts Dispel Magic on targets means you can rip through enemy spell
    casters. It's certainly one of the better reasons to drag Keldorn along,
    and it makes creating your own Paladin a somewhat interesting
    Perfect Swordsman
    Angurvadal + Hindo's Doom (Spectral Brand + Hindo's Doom/Angurvadal)
    Suggested Characters: Protagonist, Valygar
    This build is especially useful if you're playing with Korgan and
    Viconia, with the implications that you won't have access to Crom Faeyr,
    the Axe of the Unyielding, or Flail of the Ages. The Perfect Swordsman
    begins with points into Katanas, Long Swords, and Two Weapon Style.
    They'll get Celestial Fury early on, and Namarra, Dak'kon's Zerth
    Blade, and Malakar make decent early-to-mid game off-hand weapons. When
    you reach the end of Shadows of Amn you'll add Daystar to your arsenal
    (great against Undead) and the Equalizer, although Celestial Fury
    remains the weapon to beat in Shadows of Amn. By the time you get to
    Throne of Bhaal, however, Celestial Fury is losing its edge, and
    replacements abound. Unfortunately, nothing really steps up to takes
    its place, as there really aren't any great debilitating swords
    (no vorpal one-handed swords, and nothing that forces a save at a
    negative penalty.) In this case, I give Angurvadal the nod over other
    weapons, like Hindo's Doom, simply because of the fire damage... Hindo's
    Doom works just as well as an off-hand weapon. If you don't mind
    depriving Jaheira of a great weapon, grab some proficiency points in
    Scimitars. You can then use Belm through much of Shadows of Amn, and
    when you reach Throne of Bhaal switch to the Spectral Brand as a main
    hand weapon, which more or less removes the need for Angurvadal. If
    you're using this build for your protagonist (with the implication
    that you imported with a 19 Strength) you might as well just use Hindo's
    Doom as your offhand weapon for the Magic Resistance. It's just an
    idea, whether Angurvadal's 1d4 +1 fire damage and 22 Strength is better
    than Spectral Brand's 1d6 cold damage.. well, the two seem close enough
    that one or the other doesn't make a huge difference.
    Suggested Characters: Haer'Dalis, Minsc, ???????, Valygar
    The Ravager Halberd is easily one of the best weapons in the game... in
    fact, it may be THE best two-handed weapon in the game. Of course, I
    prefer Axe of the Unyielding in straight comparison (both are vorpal,
    but the Axe of the Unyielding also boosts Armor Class, gives 
    regeneration, and increases your Constitution.) Still, for a two-handed
    weapon wielding character, you really can't get any better, unless 
    you're a Paladin, and even then it's debatable. It is preferable to 
    Psion's Blade and Gram, which is why most two-handed warriors shun Two 
    Handed Swords for Halberds near the end of Shadows of Amn. The Silver 
    Sword will see them through Shadows of Amn and a bit of Throne of Bhaal,
    but this is the weapon to shoot for. A +6 Halberd with a 10% chance to
    kill with no save? That's a no-brainer, and it's great for dedicated
    two-handed weapon users like ???????, as well as weaker characters who
    should distance themselves from the front-lines, but who shouldn't
    avoid combat entirely.
    Ixil's Spike/Staff of the Ram
    Suggested Characters: Cernd, Protagonist
    This is more of a compromise for a Druid than anything else. They can't
    use shields, and they just aren't strong enough or well-defended enough
    in melee combat to do well without some distance. Since they can't use
    Halberds, this is the next best option. The Staff of the Ram can stun
    and knockback, and deals 12 crushing damage and 1d4 piercing damage 
    while Ixil's Spike can immobilize an enemy for three rounds, while doing
    1d6 +5 damage each round. The Staff of the Ram seems the superior
    offensive weapon, even though Ixil's Spike provides Free Action, and for
    most of Shadows of Amn Spears are superior to Quarter Staffs... although
    on the other hand, you can buy the Staff of Rynn +4 from the 
    Adventurer's Mart at the beginning of the game...
    The Bludgeoner
    Flail of the Ages + Crom Faeyr
    Suggested Characters: Anomen, Protagonist
    This is an idea I've toyed around with, but I've never actually put into
    action. In my mind, a Fighter/Cleric or Cleric/Ranger protagonist would
    make a great candidate for this, but honestly, Anomen would work just as
    well (although Viconia might not have the proficiencies to see this
    through, and she's certainly not nearly a good enough Fighter for it.)
    This build combines the awesome power of Crom Faeyr with the disabling
    properties of the Flail of the Ages, which never loses its potency
    throughout the game, indeed, it only gets stronger. This almost begs
    for a multi-class Fighter/Cleric, who can take advantage of the extra
    proficiencies, use Greater Whirlwind, and scrape together some defensive
    items to make up for their lack of a shield. On top of this, a
    Cleric/Ranger can add Iron Skins to their defenses, making them almost
    comparable to a Fighter/Mage defensively. Eh... at least against
    physical attacks, anyways.
    Ultimate Assassin
    Dagger of the Star + Angurvadal/Hindo's Doom
    Suggested Characters: Protagonist, Valygar
    There's only one real purpose to this build-to take advantage of the
    Dagger of the Star's ability to bestow invisibility on its wielder In
    the hands of a Thief (preferably a Fighter/Thief protagonist) it becomes
    an awesome weapon of mass destruction, as backstabs will flow liberally.
    The off-hand weapon in this case is merely a boosting or defensive item,
    Angurvadal will boost your Strength, while Hindo's Doom will boost your
    magic resistance, as the situation demands. In most situations,
    Angurvadal will be the best choice, as the Strength boost will 
    exponentially increase the damage done by the backstab.. although if
    you're using this build on a protagonist, they may not NEED the 
    Strength boost so much... especially if they're evil (secrets implied).
    Vorpal Juggernaut
    Axe of the Unyielding + Crom Faeyr
    Suggested Characters: Korgan, Mazzy
    One of the more obvious builds in the game, unless you're planning for
    it early, it can be difficult to get the proficiencies for this build
    to work in a timely manner. Korgan is by and far the easiest character
    to fit into this build, as he's a Fighter (and hence will get lots of
    proficiencies) and already starts out with Grand Mastery in Axes. Since
    he already starts out Proficient in War Hammers, it almost feels like
    the game is nudging us in the direction of this build. Gauntlets of
    Dexterity will in large part cover his Armor Class woes, and Crom
    Faeyr will give him all the Strength he needs. Axe of the Unyielding
    further adds to his Armor Class, gives him regeneration, and best of
    all gives him a vorpal weapon to attack with. Mazzy can fit into this
    role as well, but she requires a lot more work. Get her one point into
    War Hammers in Shadows of Amn and try and boost her Two Weapon Style.
    When you get Crom Faeyr.. you should probably just keep it as an off-
    hand weapon, and have her use a Short Sword in her main hand. By
    Throne of Bhaal, look to get her proficient with Axes, and then
    continue to build up both Axes and War Hammers (favoring the former, as
    it is, of course, her main weapon) and switch off to the upgraded Axe
    of the Unyielding as soon as possible. It'll take her longer, but she
    will get there, and she doesn't need the Gauntlets of Dexterity like
    Korgan does.
    |								       |
    |			    Spell Tactics {SPT001}		       |
    |								       |
    This section was added by request, since I had provided detailed 
    information on how to equip and build your characters, a similar section
    was requested to discuss how to build up your spellbooks. I think that
    what was desired were suggestions on what (and how many) spells to
    memorize, so with that in mind, let me mention a few things about this
    section. First, let it be known that most (if not all) of this
    information can be found-sometimes in greater detail and always in
    more pertinent form-in the Walkthrough. When you encounter enemies that
    require certain spell tactics to defeat, they are laid out in detail
    when you fight them. For example, when you deal with Illithids, you'll
    know to have Chaotic Commands at the ready. This, in my mind, pretty
    much covers everything you'll need to know, when you need to know it.
    This section, then, is to provided detailed, general information about
    the spells themselves so that all the information scattered throughout
    the Walkthrough can be consulted here. Note, however, that I won't
    bother suggesting how many spells to memorize, since this is really
    subjective to the enemies at hand, and the caster in question.
    Obviously Edwin will have luxuries that Imoen doesn't, and when fighting
    a dragon they'll want a different spell-loadout than they will when
    fighting a Lich.
    Healing Spells							{SPT002}
    I tend to have a subtractive, rather than additive view towards the
    inclusion of healing spells in my spell-books. Healing spells are good,
    nobody doubts that, but how many should you get? In my mind, it
    varies by spell-level. Cure Serious Wounds is clearly better than
    Cure Light Wounds, but the competition for 1st-level Cleric spells is
    much less intense than for 4th-level spells. So, how do I determine what
    to get? I get all the spells I want besides healing spells, then fill
    up left-over slots with healing. Therefore, most of my 1st-level
    Clerical spells tend to be Cure Light Wounds (with a token Remove Fear
    on every caster, just in case) while on the other hand, I have almost
    no Cure Serious Wounds, as I'd rather have Defensive Harmony, Protection
    from Evil 10' Radius, and so on. The only healing spell unworthy of this
    second-class status is Heal, which is the ultimate healing spell, and
    really, one of the best things about a Cleric or a Druid. Too bad you
    can't get that spell in this game, eh?
    1st Level Cleric Spells						{SPT003}
    ***TOP SPELLS***
    Armor of Faith: Blocks 5% of damage per five levels.
    Cure Light Wounds: Heals 8 Hit Points.
    Remove Fear: cures and prevents fear effects for one turn.
    *Armor of Faith
    A simple defensive spell that will remain in your list of memorized
    spells throughout both games... simply because good defensive Clerical
    spells are so rare. This spell absorbs 5% of all damage the caster
    would otherwise sustain from physical and magical attacks, and protects
    against another 5% for every five levels of the Cleric. Which means...
    up to 10% in this game. That doesn't sound like much-and it isn't-but
    losing one point in ten of damage isn't horrible, and it has a decent
    duration, too. By the time you hit Throne of Bhaal and your Clerics are
    pushing 20th level, it'll be seriously reducing damage.
    Bless gives all allies within a 30-foot radius a +1 bonus to attack
    rolls and a +1 bonus to saves versus fear. I'll be honest, I rarely use
    it, but it's not that bad of a spell. Your THAC0 won't be low enough to
    ignore a +1 bonus... but its six-round duration is just lame. You have
    better buffs to use.
    You can attempt to make an enemy 'die' (go to sleep) for one round.
    Anything under six Hit Dice (about 48 Hit Points) gets no save against
    the effect, but anything with six Hit Dice or more are entitled to a
    Saving Throw vs. Spells. This spell was useful in the first game, but
    by now, pretty much everything you fight will have over six Hit Dice...
    and besides, you have Greater Command, so why bother with this
    under-powered spell?
    *Cure Light Wounds
    The essential healing spell, you'll probably want to keep several
    instances of this spell ready at all times.
    Detect Evil
    It's.. not a great spell, and I wouldn't keep one prepared, but Ajantis
    can use it as a special ability. It's got quite a range, and nearby
    enemies will be detected as evil in your dialogue box. Want to know if
    some Black Talons are currently lurking in Larswood, or want to know if
    those humble-looking fishermen are up to no good? Give this spell a go.
    This curse bestows a -2 penalty to saves and attack rolls upon a single
    enemy. This is actually a decent spell to cast on tougher enemies, as
    that -2 save penalty can end up paying off in a big way if the critter
    then falls victim to some spell or weapon effect. Of course, Greater
    Malison affects multiple creatures and bestows a -4 penalty to their
    saves, making it a far superior cast.
    Magic Stone
    You enchant a small pebble, which flies out and hits a foe for... 1d4
    damage. It counts a magical (+1) weapon, but otherwise gets no bonuses
    to damage. Compare this to, say, Magic Missile and marvel at how much
    this spell sucks.
    Protection from Evil
    A handy little personal buff that gives the target +2 bonus to Saves and
    Armor Class... of course, when you've got Protection from Evil 10'
    Radius, why would you ever bother with this?
    *Remove Fear
    Enemy Mages love using Horror. This spell prevents such magics from
    working, and will counter it if you're affected by fear. Always keep
    one prepared on each Cleric.
    Gives the priest temporary immunity to prosecution by foes, during
    which time he can heal/buff themselves (but they cannot affect other
    creatures without ending the spell). I don't see the point. If you're
    getting hurt, retreat and cast a healing spell. Why waste two rounds
    doing what can be done in one?
    Creates a +1 cudgel that deals 2d4 damage. You won't spend much of the
    game with a permanent weapon worse than this, so why bother?
    2nd Level Cleric Spells						{SPT004}
    ***TOP SPELLS***
    Draw Upon Holy Might: Boosts Strength, Dexterity, and Constitution.
    Hold Person: Paralyzes one living, humanoid foe.
    Resist Fire and Cold: 50% Resistance to Fire and Cold.
    Silence 15' Radius: Shuts up spell-casters.
    Slow Poison: Cures poison.
    Bestows the effects of Bless and heals 1-8 Hit Points. Since it only
    effects one creature, I don't bother with it.
    Grants a target an Armor Class of six, which improves (decreases) by
    one for ever four levels of the caster... This can effectively give you
    an Armor Class that's comparable to Full Plate Mail at higher levels,
    but by then, you've certainly found better, permanent, armor.
    It affects a 30-foot radius, and gives your allies a one-point bonus to
    attack rolls, damage rolls, and saves, and imposes a one-point penalty
    to the same onto your enemies. A decent spell, even though it takes a
    full round to cast... I'm almost never using my Clerics to buff in
    combat, and the first-strikes are handled almost exclusively by my
    Mages... and with a five-round duration, I tend to ignore the spell in
    favor of Defensive Harmony and Protection from Evil 10' Radius.
    *Draw Upon Holy Might
    This is actually a decent spell for some Clerics... alright, it's
    useful for Anomen (and possibly a protagonist with good attributes).
    At first it won't give much of a bonus, but boosting Anomen's Strength
    up to 19 is worthwhile up until he gets his hands on a permanent
    Strength-boosting item. Once you're late in Shadows of Amn or Throne of
    Bhaal, this spell will start adding serious points to Strength,
    Dexterity, and Constitution (up to a +6 bonus at 18th level). This can
    be a serious boost to a Cleric's combat prowess, and should not be
    Find Traps
    Detects traps in a very close range. This spell doesn't disarm them,
    however, so it's rather pointless.
    Flame Blade
    This spell allows the caster to create a flaming blade, which the caster
    is considered Proficient with. It deals 1d4 slashing damage, plus 1d2+4
    fire damage. Despite being a magical blade of flame it does NOT count
    as a magical weapon for determining what it can hit-makes sense to me.
    *Hold Person
    Another spell that should be good, that I just don't use. It affects
    everybody within a 7.5-foot radius, but most often you'll be using this
    on one character. It only affect man-sized humanoids, but fortunately,
    they're common. No save penalty, and it only lasts 10 rounds... which is
    long enough to kill them and then some, to be fair. Still, almost
    anything I would use this on, I could just nail with Chaos or Greater
    Command, instead.
    Know Alignment
    Like Detect Evil, except it detects... everything. Evil things glow red,
    neutral things glow blue, and friendly things glow green... like those
    little circles under your feet!
    *Resist Fire and Cold
    You won't fear the elements too often, but when dealing with fire or
    cold happy foes, this spell can cut their damage in half. I wouldn't
    keep it ready all the time, but it'll come in handy once in a while.
    *Silence 15' Radius
    Enemy Mage or Cleric getting you down? Not if they can't cast spells-
    which is exactly what this little beauty does. It boasts a 15-foot
    radius, a duration of two rounds per level, and forces the save to be
    made at -5... which means it works often. It saw more use in the first
    game, but now, uber-powerful Mages (like Liches) will probably have
    Magic Resistance to avoid it. Failing that, almost every Mage with any
    real power will have Vocalize, which counters this spell handily. This
    makes it decidedly inferior to other Mage-bashing tactics, like Insect
    Plague, which is nearly fool-proof... but it doesn't hurt to cast at
    a group of casters. Cleric have little way to counter it, and forcing
    a Mage to waste time casting Vocalize gives you another round to hit
    them with another spell.
    *Slow Poison
    Slow Poison is being humble. This spell eradicates the effects of most
    poisons in the game. Keep at least one handy on each Cleric all the
    Spiritual Hammer
    Conjures a magical hammer, which may be used as an implement of
    righteous smiting. It counts as a +1 weapon from 1st-6th level, as a
    +2 weapon from 7th-12th level, and a +3 weapon at 13th level and
    beyond. You'll find more powerful weapons than this spell conjures. You
    should never need to use it.
    3rd Level Cleric Spells						{SPT005}
    ***TOP SPELLS***
    Cure Disease: Cures disease, blindness, and feeblemind.
    Cure Medium Wounds: Heals 14 Hit Points.
    Dispel Magic: Remove buffs/debuffs in an area.
    Holy Smite: Deals 1d4 damage/level to evil creatures.
    Protection from Fire: Grants 80% Resistance to Fire.
    Remove Paralysis: Curse paralysis/hold effects.
    Animate Dead
    Ah... Animate Dead... this was a great spell in Baldur's Gate 1, but its
    hour has passed. Skeleton Warriors are nothing special anymore, and
    the Stinking Cloud/Animate Dead tactic has been surpassed by superior
    spells. You'll find better minions who are stronger and can take more
    abuse, so remove this spell from your spellbooks and move on.
    *Cure Disease
    Diseases suck. They function like Poison, but take much longer to deal
    their damage, and tend to last much, much longer. Unless you're injured,
    you rest, or travel across the world map, your chances of dying due to
    disease are pretty low... But having to run back to a temple to get a
    character cured is no good solution, and Mummies aren't uncommon in
    this game. It's a good idea to always have one of these prepared.
    *Cure Medium Wounds
    This spell restores 14 Hit Points.
    *Dispel Magic
    Bad guys cast spells too-buffing themselves, or debuffing you. Just as
    a Chaos spell can win a fight for you, if it's cast on you, it can also
    result in casualties if the enemy gets one on you... unless you're wise
    enough to keep a Dispel Magic handy. This spell is just wonderful, and
    everybody who can cast it should always have one prepared.
    Glyph of Warding
    Creates a static 'trap' that explodes when an enemy comes close, dealing
    1d4 damage/level to foes within range. This spell is party friendly, so
    it should be used-not defensively, as the description suggests, but
    offensively, like Fireball. Still, the Cleric has better 3rd-level
    spells to cast, and the Mage has far, far superior damage-dealers.
    *Holy Smite (Good characters Only)
    One of the rare alignment-specific spells in Baldur's Gate, Holy Blight
    deals 1d4 damage per level of the caster to all evil foes in a 20-ft.
    radius. A fair number of enemies are actually neutral, which limits this
    spell's effectiveness, but there are plenty of evil foes to bring holy
    doom down upon. This spell is party-friendly... provided you're not
    traveling around with evil folks.
    Invisibility Purge
    Like the Arcane spell 'Detect Invisibility' this spell will allow you
    to detect-and therefore thwart-sneaking enemies. You're better off
    springing for True Sight.
    Miscast Magic
    You'll see the enemy cast this spell a few times, but I never bother
    with it. If the enemy fails at a Save vs. Spells (save at -2), they'll
    suffer an 80% spell casting failure rate. Of course, Silence 15' Radius
    can affect multiple foes, imposes a -5 save, and makes spell casting
    100% impossible for affected creatures... and Insect Plague is superior
    to Silence. This puts Miscast Magic pretty low on my list of anti-Mage
    *Protection from Fire
    Like the Resist Fire/Cold, but it protects you from 80% of fire
    damage. Excellent in a few areas.
    Remove Curse
    You should NEVER need to cast this spell. It's grand purpose? Getting
    icky cursed items out of your hands. This guide tells you what items
    you're getting, and you should never equip unidentified items in the
    first place.
    *Remove Paralysis
    Paralysis isn't a terribly uncommon affliction in Baldur's Gate 2, and
    while it's not the main tactic the enemy will be using on you anymore,
    it's still common enough that it's worth having one of these spells
    prepared at all times.
    Rigid Thinking
    Another spell you'll more often see when it's cast on you than when you
    actually waste the time to cast it-it affects one critter and inflicts
    confusion. It lasts one turn, and can be negated by a simple Save vs.
    Spells. Compare this to the 4th-level Arcane spell Confusion, and you'll
    see what a butt-nutter this pansy version is.
    Strength of One
    Gives the entire party a Strength score of 18/75, and lasts for a turn.
    It might seem nifty at first, but once you get the Gauntlets of Ogre
    Power, or any of the other Strength-boosting items in the game, this
    spell will actually hinder you in combat. For natural heavy-hitters like
    Minsc or Korgan, this spell is a meagre bonus from the outset.
    Unholy Blight
    Like Holy Blight, but with different alignment effects. This spell
    deals 1d4 damage per level of the caster to all good foes in the area
    of effect (20-ft. radius). The spell deals half damage on a successful
    save, but on a failed save, it also imposes a -2 penalty 'to all their
    rolls' for four rounds. This spell is massively less useful than Holy
    Blight, since most foes you'll fight are either neutral or evil...
    Meaning few enemies will be affected by this spell at all.
    Zone of Sweet Air
    Dispels spells like Stinking Cloud or Cloudkill. Honestly, I tend to
    be the Cloudkill/Stinking Cloud caster, the computer rarely uses such
    spells... and if they do, I'm more than happy to cast Animate Dead and
    let the computer trip over their own spells. I have never bothered with
    this spell.
    4th Level Cleric Spells						{SPT006}
    ***TOP SPELLS***
    Death Ward: Makes character immune to death magic.
    Neutralize Poison: Cures poison, diease, blindness, deafness, and heals.
    Protection from Evil 10' Radius: Long-lasting party buff.
    Animal Summoning I
    Low-level summoning spell suck in Baldur's Gate 2, where the quality of
    the foes you'll be facing demands higher-quality minions. Think it
    doesn't suck? You'll summon one or two of the following creatures when
    you cast this spell-a Dire Wolf, or a War Dog. Yeah. Pass on it.
    Cause Serious Wounds
    Touch a bad-guy, and deal 17 damage to them. Seriously? There are many
    better ways to deal 17 damage to a creature-ONE creature.
    Cloak of Fear
    This spell creates as three-foot radius fear effect centered on the
    caster. I'm always dubious about spells that require the proximity of
    the caster... but this spell has no effective radius (if your Cleric is
    surrounded, maybe, but good luck getting the spell off) and imposes no
    save penalty. Even worse, it only causes fear for four rounds. How is
    this spell in any way comparable to the 2nd-level Arcane spell, Horror?
    Cure Serious Wounds
    A more potent version of Cure Light Wounds, it must compete with many
    great 4th-level Cleric spells. At the end of the day, healing is just
    not strong enough in this game to save you during a fight, the way the
    'Heal' spell will. 17 Hit Points is just a band-aid, not a life-saver in
    the heat of battle.
    *Death Ward
    Death Ward is a wonderful, indispensible, must-have spell for every
    Cleric in Baldur's Gate 2. You will have lots od death-spells thrown
    your way. Liches and Beholds are especially fond of throwing effects at
    you like Disintegrate and Finger of Death. Want to ensure that a certain
    character won't get offed by a certain enemy? This is the way to counter
    such death-effects.
    Defensive Harmony
    This spell gives you a +2 bonus to Armor Class for ten rounds-the
    perfect last preparation before a big fight. +2 Armor Class is the same
    as 10% miss chance, and it affects the whole party. Kind of the opposite
    of Death Ward, I use it frequently in the first game, but almost never
    in Baldur's Gate 2. Armor Class can get quite low naturally in Baldur's
    Gate 2, but by Throne of Bhaal, we're contending with foes who have
    THAC0s of -10... which renders most Armor Class considerations moot.
    It might be worth a cast once in a while in Shadows of Amn, but...
    really, the duration just sucks so much I don't ever bother with it.
    You could this spell... or you could simply sneak around with a Thief,
    Ranger, or invisible character. You'll see more, and it wastes-at best-
    a 2nd-level Arcane spell.
    Free Action
    This spell comes in handy any time you encounter Carrion Crawlers,
    Ghouls, Ghasts, Greater Ghouls, or butthole Clerics who like to cast
    Hold Person. Of course, it's just as easy to strap on a Ring of Free
    Action and save yourself the 4th-level spell slot.
    Holy Power
    A weak attempt at Tenser's, save it allows the caster to keep their
    spell casting powers. This spell is a mix of good and mediocrity. First,
    one Hit Point per level will not a Fighter make. Second, while it grants
    a massive bonus to combat prowess, it does not increase the Cleric's
    attacks per round... again, 18/00 Strength and a good to hit does not a
    Fighter make. On the other hand, it's still a welcome boost for those
    melee-heavy fights where another competent warrior could tip the
    balance... cast on a 7th-level Viconia, it raised her Hit Points from
    52 to 59, dropped her THAC0 from a wretched 15 to a respectable 10,
    and increased her damage range from 3-8 to 9-14. It duration means it
    won't be worth casting all the time (like Protection from Evil 10'
    Radius will be), but for big fights, it's worth considering. Hybrid
    characters like a Fighter/Cleric will arguably make better use of it-
    they already have the THAC0, but the Strength bonus helps, especially
    with their superior attacks per round. Ultimately, this spell is decent
    at times in the first game, but in Baldur's Gate 2, it'll be utterly
    eclipsed by Draw Upon Holy Might.
    Lesser Restoration
    This spell will remove energy drain on the target, but will fatigue the
    caster outright. Energy drain is quite common in this game, but you
    don't usually need to keep this spell prepared, and my tactic for
    dealing with energy draining foes tends to be... well, preventing any
    energy drain in the first place. But, nothing is perfect, and you might
    well find yourself in need of this spell. Still, it's not like disease
    or poison, where somebody will die if it's not cured quickly, so you can
    always just prepare it after you need it, cast it, and replace it with
    something else when everybody is good to go.
    Mental Domination
    Like the Arcane spell Domination... but Clericy. It allows you to take
    control of a critter and command it. I never bother with these spells,
    as there's always a better debuff to cast.
    Negative Plane Protection
    This spell seems like it might be useful, save for a few sad facts.
    First, it only affects one person. Second, it lasts for only five
    rounds... which is absurd. If you need such protection, you're better
    off casting the 7th-Level Mage spell Limited Wish, which will do the
    same thing for the whole party.
    *Neutralize Poison
    Don't let the name fool you-this spell provides a suite of curative
    effects. It cures poison, sure, but is also cures diseases, blindness,
    deafness, and heals 10 Hit Points. Until you get access to the Heal
    spell, it's the best panacea you've got, and it won't hurt to keep one
    handy... as it cures a variety of afflictions.
    Deals variable damage, but the target receives a Saving Throw vs. Poison
    at no penalty to negate all effects, as follows:
    		|Caster's Level	| Poison Damage |
    		|    7th-9th	| 2d8 + 2/round	|
    		|   10th-12th	| 3d8 + 3/round	|
    		|   13th-14th	| 4d8 + 4/round	|
    		|   15th-16th	| 6d8 + 5/round	|
    		|     17th+	| 8d8 + 6/round	|
    As you can see, its damage scales as you level, but it scales just slow
    enough to be too weak to bother casting at every level. Really, 68-108
    damage sounds like a lot, but since you need to reach 17th-Level to get
    that damage, and it takes ten rounds for this spell to deal it... well,
    it sounds less impressive, doesn't it?
    *Protection from Evil 10' Radius
    One of the best all-purpose buffs in the game, it always deserves a
    4th-level spell slot. Enemies suffer a -2 penalty to attack rolls, and
    your saves against spells and attacks made by such creatures receive
    a +2 bonus. At a turn per level, this spell will last long enough for
    any encounter... or perhaps several encounters.
    Protection From Lightning
    Makes the recpient entirely immune to lightning. It's handy in a few
    instances where a Lightning Bolt trap can be used to cause collateral
    damage, or where a hostile Mage is likely to fling such magic at you,
    but otherwise it's forgettable.
    5th Level Cleric Spells						{SPT007}
    ***TOP SPELLS***
    Chaotic Commands: Makes target immune to mind-affecting effects.
    Flame Strike: 1d8 damage per level to target.
    Greater Command: Puts to sleep all creatures in a 20-foot radius.
    True Sight: Dispels illusion. Party-friendly.
    Animal Summoning II
    Just like Animal Summoning I, but with slightly stronger summons.
    Still, it's competing against True Sight, Chaotic Commands, and Greater
    Command. Far, far superior spells. You can summon either a Black Bear, a
    Brown Bear, a Cave Bear, or a Jaguar. Wee.
    Cause Critical Wounds
    Deal 27 damage to a creature with a successful touch attack... or there
    is Flame Strike, which deals 1d8 damage per level.
    Champion's Strength
    Another Clerical spell that boost the fighting abilities of a character.
    This time, you cna choose the recepient, and the spell actually has a
    passable duration of three rounds per level. When cast, it improves the
    target's THAC0 by one point per three levels (up to a maximum of +6 at
    18th level) and increases (or decreases) the target's Strength to 18/00.
    The downside? Your Cleric can't cast spells while this spell's in
    effect. Losing your Cleric's spell-casting abilities is NOT worth the
    benefits this spell's bestows... not to mention the fact that, for much
    of the game your warriors will have Strength scores in excess of 18/00.
    *Chaotic Commands
    Oh, Chaotic Commands, how I love you... this little spell makes the
    target immune to... pretty much every mental effect out their. Hold,
    Charm, Domination, Suggestion, Psionics, Confusion, all of it. Many
    enemies use these attacks and spells, and so, this spell will come in
    handy often. Best of all, it has a duration of one turn per level.
    Always keep one handy.
    Cure Critical Wounds
    Heals for 27 Hit Points.
    *Flame Strike
    Target a critter and make 'em toasty, that's what this spell does. I
    wouldn't compare it with any of the better Mage damage-dealers, but for
    a Cleric... well, they just don't have much else like it. It deals 1d8
    damage per level, allowing a save for half damage. If you've got some
    free 5th-level spell slots, it might be worthwhile to give your Cleric
    the extra firepower.
    *Greater Command
    Like Command, except it doesn't have a Hit Dice limit and affects all
    creatures in a 20-foot radius, it's a great mind-affecting spell, but it
    does have one problem-it is not party friendly. Aim with caution... and
    if you can, use in conjunction with spells like Greater Malison.
    Magic Resistance
    Gives the caster 2% Magic Resistance per level, up to a maximum of 40%
    at 20th level. Note that it does not RAISE your current Magic Resistance
    to this amount, it SETS it to this amount, potentially even lowering it,
    if it's higher (Viconia, for instance, has a base 50% Magic Resistance).
    It might prove useful, but I don't consider it an essential buff. There
    are, after all, better ways to shield the party from magic...
    Mass Cure
    Heals all allies within a 30-foot radius of the caster for 1d8+1 damage
    per caster level. Honestly... the healing just isn't enough to bother
    with. If you have scrapes and bruises, use a Ring of Regeneration. If
    you need serious healing... well, use Heal.
    Raise Dead
    Revives a dead character... albeit, with one Hit Point. I have a better
    idea-don't die.
    Repulse Undead
    Knocks undead back when they get too close... really, this is as much
    of a hassle for you in combat as it is for your foe, as it'll disrupt
    your attack formation and force you to go chasing enemies. If you think
    it might be a way to counter energy draining foes, know now that it's
    not. It acts in 'pulses', which often doesn't occur frequently enough to
    outright prevent attacks... and of course, it does nothing to Liches, or
    other undead that are just dandy with the idea of pelting you with
    spells or other ranged attacks.
    Righteous Magic
    Yet ANOTHER I-wanna-be-a-warrior spell, this one gives one Hit Point
    per level of the Cleric (up to a maximum of 20) and increases the
    Cleric's Strength by one point per three levels (again, up to a maximum
    of six points). It also makes all their attacks do maximum damage. It
    has a healthy duration of one round per level, but there are still
    issues... it doesn't address the Cleric's poor number of attacks per
    round, and honestly, how much better is it than Draw Upon Holy Might?
    Slay Living
    Touch a living creature and make 'em dead. After casting, the Cleric has
    three round (18 seconds) to touch a creature, at which time they must
    Save vs. Spell or die... taking 2d6+9 damage on a successful save.
    Honestly, I'm not a fan of the touching thing, and no save penalty
    suck. I'd stick to Finger of Death.
    *True Sight
    An essential debuff, True Sight is the bane of all illusions, which
    enemy Mages will use constantly. A party without True Sight is a party
    that's ill-prepared to deal with many of the stronger creatures in the
    game. Have one prepared at all times on every character able to cast
    6th Level Cleric Spells						{SPT008}
    ***TOP SPELLS***
    Bolt of Glory: Deals variable damage based on target type. No save.
    Heal: Fully heals target and cures a variety of status effects.
    Aerial Servant
    Conjures an Aerial Servant for the caster to control. As we should
    remember from Baldur's Gate 1, Aerial Servants aren't terrible strong,
    and really not worth a 6th-Level spell.
    Animal Summoning III
    The highest-level of all the Animal Summoning spells, it still sucks.
    It'll have to compete against Heal, which is not really a good spell to
    compete against. You can summon a Lion, a Winter Wolf, a Cave Bear, or
    a Polar Bear.
    Blade Barrier
    Creates a wall of 'circling, razor-sharp blades' that 'create an
    unpenetrable barrier'... except not, for the last part. Anything
    (friend or foe) attempting to pass through the barrier (like, to make
    a melee attack) suffers 8d8 points of damage. It's just not enough
    damage, really, and the fact that your Cleric-who you might need to
    heal poeple-might hurt your own party members... it really makes me
    think it's not worth the bother.
    *Bolt of Glory
    Against a few, select, enemies, this spell is very useful. It only
    affects one creature, but there's no save, and the damage is pretty
    good. Against normal creatures or elementals it's not worth casting,
    but against undead it'll deal 8d6 damage, and against demons it really
    shines, dealing 10d6 damage. No save, no missing. Before you have wide
    access to highly enchanted weapons, this can be a life-saver, and when
    you just need a sure way to deal some damage, this is a great option.
    Still, I wouldn't keep it prepared unless I knew for certain that I
    would have to fight such creatures.
    Conjure Animals
    ...essentially Animal Summoning IV. In fact, in Infinity Explorer, the
    Animal Summoning spells are listed as 'ANISUM01', 'ANISUM02', etc.
    This literally is 'ANISUM04', whereas Animal Summoning III is
    'ANISUM03'... so, yeah, it's Animal Summoning IV. It allows you to
    summon a Polar Bear or two. Really, really not worth the 6th-Level
    spell slot.
    False Dawn
    Essentially an area-of-effect spell that only harms undead. 6d6 damage,
    no save, and it confuses undead the following round. 6d6 just isn't
    a whole lot of damage, even if the fact that this spell is party-
    friendly helps. Another downside, although I rarely complain about it,
    is that its casting time is horrible for the type of spell it is. It
    doesn't matter anyways, the real reason you should ignore this spell
    is Sunray, which is just far superior.
    The opposite of Heal, it reduces a target's Hit Points to one. It does,
    of course, require a touch attack to work, which makes me less inclined
    to bother with it. But, in case you're enthralled with the damage
    potential, I'll work some math to show you why you shouldn't bother with
    this spell. First, and obviously, it takes a round to cast the spell.
    Then you must make an attack with it to to work-that's two rounds to
    do what Finger of Death attempts to do in one. Second, you must actually
    hit a target unarmed for the spell to work. For most Clerics, it'll
    be easier to overcome an enemy's Save vs. Spells with Finger of Death
    than it will be to overcome their Armor Class with Harm.
    This is the best healing spell in the game, and it really makes all
    other healing spells obsolete. It fully cures any one creature
    regardless of how much damage they've sustained and cures all diseases,
    and a variety of other effects. Most of your 6th level Cleric/Druid
    spell slots should be occupied by Heal spells.
    Physical Mirror
    Creates a barrier that reflects missile attacks back at the attacker...
    while allowing you to make ranged attacks freely. Ranged attacks aren't
    nearly as threatening in Baldur's Gate 2 as they were in the original
    Baldur's Gate, so I really can't recommend taking this extra defensive
    measure. Besides, it only lasts nine rounds... which is probably enough
    to see out a fight, but seriously, ranged attacks are rarely a source
    of serious danger by the time you get 6th-Level spells.
    Sol's Searing Orb
    The caster chucks a glowing orb of fiery not-niceness, which deals 6d6
    damage and blinds the target for 1d6 rounds... if it hits. That's right,
    it's another damage-dealer that requires a to-hit roll. Worse still,
    the target can save for half damage (a successful save also negates the
    blindness). That being the case, why would you ever use this stupid
    spell? Harm deals much more damage, and gives no save. Flame Strike
    deals more damage, is a ranged attack, and doesn't require an attack
    roll. Oh, the spell deals more damage to undead and blinds them longer.
    This spell still sucks.
    Wondrous Recall
    Allows you to recall two spent spells of 5th-Level or lower... which,
    if used to recover important 4th-or-5th-level spells seems like it might
    be useful, right? Sure, save one problem. It picks the spells you
    recover randomly. So... unless you feel particularly lucky, this spell
    is of minimal tactical value.
    7th Level Cleric Spells						{SPT009}
    ***TOP SPELLS***
    Aura of Flaming Death: Protects and deals fire damage to attackers.
    Finger of Death: Enemy must save at -2 or die.
    Greater Restoration: Cures status effects and fully heals target.
    Summon Deva/Summon Fallen Deva: Summons a Deva to fight at your side.
    Sunray: Undead in area take damage and must save or die.
    *Aura of Flaming Death
    An improved version of Fireshield, this spell grants a four-point bonus
    to Armor Class, 90% resistance to fire damage, and deals 2d10+2 points
    of damage to attackers. You should always keep one ready for big fights.
    We all know about Confusion-as a 4th-Level Mage spell, it's pretty
    awesome... or it was, in the first game... or something. As a 7th-Level
    Cleric spell, however, it's a bit of a waste.
    This spell might sound promising, just looking it over. It releases
    three tremors of varying potency. The first deals 6d6 damage to all
    creatures in a wide area (not party-friendly) and if they fail to save
    at -6 they are knocked down for four rounds. The second does 3d6 damage
    (save at -2), and the final deals 2d6 (normal save). So, three saves for
    a total of 11d6 damage and a chance to knock down. The real damning
    thing about this spell, save the fact that enemies get so many saves to
    reduce damage, is the fact that it's not not party-friendly. I've never
    had it deal spectacular damage, and worse still, there's a chance that
    you'll provoke an Earth Elemental. At the end of the day, there are just
    better 7th-Level spells to cast.
    Elemental Summoning
    Summons a pair of 16 Hit Dice elementals (of a random type) to fight
    for you, with a 10% chance to summon an Elemental Prince. This spell is
    a decent summoning spell, but it pales in comparison to Greater
    Elemental Summoning. Alas for Clerics, only Druids get it.
    *Finger of Death
    This spell instantly snuffs out the victim's life force. It's a killer,
    and I love it. It imposes a -2 penalty on the victim's save, which
    makes it a compotent killer, if not a spectacular one, but if you help
    them along with Greater Malison, you actually stand a chance at
    snuffing out baddies. Even if it fails, they still take 2d8+1 damage,
    which isn't much, but it's better than nothing. I always have one
    ready. After all, if you do not play, you cannot win.
    Deals 2d8+1/level damage to everything in the 20-foot radius area of
    effect, and lasts for four rounds. It... has a rare use, perhaps, but
    unless you can keep foes in the area, it's of little value. Also, the
    fact that it's not party-friendly doesn't help.
    Gate is a summoning spell with serious liabilities. Unless you have a
    Protection of Evil spell cast on your caster (and anybody else you don't
    want the Pit Fiend to attack) the Pit Fiend will view them as fair game.
    On one hand, you should be used to using Protection From Evil 10' Radius
    frequently... but on the other hand, having a summon who will turn on
    you if a Dispel Magic is tossed around doesn't strike me as a good
    idea. Besides, there are plenty of other, superior summoning spells out
    there. Ones not coated in liability sauce.
    Globe of Blades
    This spell deals 10d10 points of damage to creatures (friendly or not)
    adjacent to the caster, and lasts a turn. In combination with Aura of
    Flaming Death it can make attacking the caster very, very painful. Just
    beware of friendly fire.
    *Greater Restoration
    This spell cures all level drain, corrects pretty much every status
    effect, and full heals any character it's cast upon. It'll tire the
    caster, but sometimes it's worth casting to bring severely damage
    allies back from the brink.
    Holy Word
    Smites all creatures of evil alignment in the spell's 30-foot radius
    area of effect, depending upon the target's level:
    	|Target's Level	|	      Effect		|
    	|     > 4	|	      Death		|
    	|    4 - 7	|     Stunned for one turn	|
    	|    8 - 11	|  Slowed for 1 turn with 75%   |
    	|		|         spell failure		|
    	|     < 12	| Deafness for 1 turn with 50%	|
    	|		|         spell failure		|
    As you can see, the spell's effects wane as the targets get stronger.
    If your idea of a good time is to smite Goblins, then this is the
    spell for you. If you want to smite strong foes, you'll need to look
    Deals 10d10 fire and 10d10 bludgeoning damage to a single target over
    the course of two rounds. Save for half. It's great damage... even if
    it only affects one creatures and, with no save penalty you're probably
    only going to deal 10d10 damage. This of course, makes me wonder how
    much better this spell is than Flame Strike... probably not worth a
    7th-Level spell slot.
    Mass Raise Dead
    Remember what I said about Raise Dead? Yeah, that plus extra. Don't suck
    and you won't need this spell.
    So... it gives the recepient regeneration of three Hit Points per second
    over the course of one round per two levels. Wouldn't a Heal spell do
    more, and more quickly? Rhetorical question. It would.
    Like Raise Dead, except it fully heals the taget thus revived. Again,
    don't suck and you won't die.
    Shield of the Archons
    Creates a shield that protects the caster from a number of spells equal
    to half the caster's level... potentially blocking quite a few spells at
    higher levels. Of course, it's not proof against area-of-effect spells,
    so it's like conjuring a low-quality, temporary Cloak of Mirroring. It
    might prove to be a useful defensive measure for some people, but I've
    never bothered with it.
    Storm of Vengeance
    Instantly kills foes of 8th-Level or lower... which will not be worthy
    foes by the time you get this spell. Against foes of higher quality, it
    will deal 1d6 acid, 1d6 electrical, and 1d6 fire damage each round for
    three rounds. A non-party-friendly spells that takes three rounds to
    deal 9d6 damage? Yeah, it sucks. Oh, it has a chance to poison on the
    first round. I don't care.
    *Summon Deva/Summon Fallen Deva
    Summons a Deva-a potent angel (or fallen angel) to fight for the caster.
    Strong ally, good duration, no liabilities... yep, it's a great
    summoning spell for the Cleric, alright. The Deva is hardy and strong,
    and has a number of useful spells it can cast. Good stuff.
    The ultimate anti-undead spell, it deals 1d6 points of damage per
    caster level to undead within a 20-foot radius, and the undead must
    save vs. spells or be destroyed. It's a great way to blast away
    Liches... or any other undead creature in general. It's party friendly,
    too. Once you get it, use it to cheap-shot any troublesome undead you
    encounter. It also affects non-undead, but it's not worth wasting it
    on such foes.
    Symbol: Death
    Inscribes a magical symbol that, when approached, causes all creatures
    in the area to Save vs. Death or die. Unfortunately it doesn't work on
    any foes with 60 Hit Points or more, so... yeah. I wipe my ass with this
    Symbol: Fear
    Another Symbol spell, when something enters the area of effect it
    triggers, attempting to cause fear (save at -4). It, like all Symbol
    spells are plagued by the fact that they're not party-friendly... but,
    the range is decent, the save penalty good, and if you prepare with
    Remove Fear, it might not be a terrible spell to cast.
    Symbol: Stun
    Everything within a 30-foot radius must save at -4 or be stunned for
    two rounds, +1 round/3 levels of the caster. Keep in mind that the spell
    is not party friendly.
    Unholy Word
    Unholy word acts exactly like Holy Word, but it only affects good
    creatures. This spell is useless for the same reason that Unholy Blight
    is useless-there just aren't many good foes in the game. Oh, and the
    fact that even if there were good creatures worth smiting, this spell
    would probably just tickle them, anyways.
    	|Target's Level	|	      Effect		|
    	|     > 4	|	      Death		|
    	|    4 - 7	|     Stunned for one turn	|
    	|    8 - 11	|  Slowed for 1 turn with 75%   |
    	|		|         spell failure		|
    	|     < 12	| Deafness for 1 turn with 50%	|
    	|		|         spell failure		|
    1st Level Druid Spells						{SPT010}
    ***TOP SPELLS***
    Armor of Faith: Blocks 5% of damage per five levels.
    Cure Light Wounds: Heals 8 Hit Points.
    *Armor of Faith
    A simple defensive spell that will remain in your list of memorized
    spells throughout both games... simply because good defensive Clerical
    spells are so rare. This spell absorbs 5% of all damage the caster
    would otherwise sustain from physical and magical attacks, and protects
    against another 5% for every five levels of the Cleric. Which means...
    up to 10% in this game. That doesn't sound like much-and it isn't-but
    losing one point in ten of damage isn't horrible, and it has a decent
    duration, too. By the time you hit Throne of Bhaal and your Clerics are
    pushing 20th level, it'll be seriously reducing damage.
    Bless gives all allies within a 30-foot radius a +1 bonus to attack
    rolls and a +1 bonus to saves versus fear. I'll be honest, I rarely use
    it, but it's not that bad of a spell. Your THAC0 won't be low enough to
    ignore a +1 bonus... but its six-round duration is just lame. You have
    better buffs to use.
    *Cure Light Wounds
    The essential healing spell, you'll probably want to keep several
    instances of this spell ready at all times.
    Detect Evil
    It's... not a great spell, and I wouldn't keep one prepared, but Ajantis
    can use it as a special ability. It's got quite a range, and nearby
    enemies will be detected as evil in your dialogue box. Want to know if
    some Black Talons are currently lurking in Larswood, or want to know if
    those humble-looking fishermen are up to no good? Give this spell a go.
    This curse bestows a -2 penalty to saves and attack rolls upon a single
    enemy. This is actually a decent spell to cast on tougher enemies, as
    that -2 save penalty can end up paying off in a big way if the critter
    then falls victim to some spell or weapon effect. Of course, Greater
    Malison affects multiple creatures and bestows a -4 penalty to their
    saves, making it a far superior cast.
    Like Stinking Cloud and Web, this spell is no longer terribly useful.
    We have better spells to debilitate our foes with.
    Creates a +1 cudgel that deals 2d4 damage. You won't spend much of the
    game with a permanent weapon worse than this, so why bother?
    2nd Level Druid Spells						{SPT011}
    ***TOP SPELLS***
    Resist Fire and Cold: 50% Resistance to Fire and Cold.
    Slow Poison: Cures poison.
    Grants a target an Armor Class of six, which improves (decreases) by
    one for ever four levels of the caster... This can effectively give you
    an Armor Class that's comparable to Full Plate Mail at higher levels,
    but by then, you've certainly found better, permanent, armor.
    Charm Person or Mammal
    Like the Arcane spell, Charm Person, save it also can affect a few
    quadrapeds, as well. It's utterly negatable by a single save at no
    penalty, so I wouldn't bother with it.
    Find Traps
    Detects traps in a very close range. This spell doesn't disarm them,
    however, so it's rather pointless.
    Flame Blade
    This spell allows the caster to create a flaming blade, which the caster
    is considered Proficient with. It deals 1d4 slashing damage, plus 1d2+4
    fire damage. Despite being a magical blade of flame it does NOT count
    as a magical weapon for determining what it can hit-makes sense to me.
    Good Berry
    Creates five magical berries that each heal for one Hit Point. They
    last forever, so it's like creating a weak healing potion to use...
    just as long as you don't expect them to be worth anything in combat.
    They take time to use in combat, and since they can only be consumed
    one at a time... yeah, one Hit Point of healing per round will not win
    you any fights. If for some reason you cannot rest, you could
    conceivably give thirty of the weightless things to each party member...
    but I can't think of a single instance where this is necessary. So,
    no combat uses, takes forever to actually use them all, and there's no
    point in time where you'd need to do it. Useless spell.
    Know Alignment
    Like Detect Evil, except it detects.. everything. Evil things glow red,
    neutral things glow blue, and friendly things glow green.. like those
    little circles under your feet!
    *Resist Fire and Cold
    You won't fear the elements too often, but when dealing with fire or
    cold happy foes, this spell can cut their damage in half. I wouldn't
    keep it ready all the time, but it'll come in handy once in a while.
    *Slow Poison
    Slow Poison is being humble. This spell eradicates the effects of most
    poisons in the game. Keep at least one handy on each Cleric all the
    3rd Level Druid Spells						{SPT012}
    ***TOP SPELLS***
    Cure Medium Wounds: Heals 14 Hit Points.
    Dispel Magic: Remove buffs/debuffs in an area.
    Protection from Fire: Grants 80% Resistance to Fire.
    Call Lightning
    This spell calls down lightning to randomly strike foes. Once per turn
    you'll summon one bolt per four levels of the caster, each dealing
    2d8 damage +1d8 per level of the caster. It sounds awesome enough-an
    8th-level caster can call down two bolts a turn, each dealing 10d8
    damage. Still, you can only target the first bolts, and what fight
    lasts longer than a turn? None, really. Ultimately, I just find this
    spell too damn random to bother with.
    *Cure Disease
    Diseases suck. They function like Poison, but take much longer to deal
    their damage, and tend to last much, much longer. Unless you're injured,
    you rest, or travel across the world map, your chances of dying due to
    disease are pretty low... But having to run back to a temple to get a
    character cured is no good solution, and Mummies aren't uncommon in
    this game. It's a good idea to always have one of these prepared.
    *Cure Medium Wounds
    This spell restores 14 Hit Points.
    *Dispel Magic
    Bad guys cast spells too-buffing themselves, or debuffing you. Just as
    a Chaos spell can win a fight for you, if it's cast on you, it can also
    result in casualties if the enemy gets one on you... unless you're wise
    enough to keep a Dispel Magic handy. This spell is just wonderful, and
    everybody who can cast it should always have one prepared.
    Hold Animal
    Another hold spell-it only affects 'normal and giant-sized' animals,
    pointedly exempting Wyverns and Ankhegs, for no good reason. That
    leaves... what? Cave Bears? Who cares? This spell just doesn't have
    enough potential targets to make it worthwhile, nor are the foes it
    affects worth keeping it prepared.
    Invisibility Purge
    Like the Arcane spell 'Detect Invisibility' this spell will allow you
    to detect-and therefore thwart-sneaking enemies. You're better off
    springing for True Sight.
    Miscast Magic
    You'll see the enemy cast this spell a few times, but I never bother
    with it. If the enemy fails at a Save vs. Spells (save at -2), they'll
    suffer an 80% spell casting failure rate. Of course, Silence 15' Radius
    can affect multiple foes, imposes a -5 save, and makes spell casting
    100% impossible for affected creatures... and Insect Plague is superior
    to Silence. This puts Miscast Magic pretty low on my list of anti-Mage
    *Protection from Fire
    Like the Resist Fire/Cold, but it protects you from 80% of fire
    damage. Excellent in a few areas.
    Rigid Thinking
    Another spell you'll more often see when it's cast on you than when you
    actually waste the time to cast it-it affects one critter and inflicts
    confusion. It lasts one turn, and can be negated by a simple Save vs.
    Spells. Compare this to the 4th-level Arcane spell Confusion, and you'll
    see what a butt-nutter this pansy version is.
    Strength of One
    Gives the entire party a Strength score of 18/75, and lasts for a turn.
    It might seem nifty at first, but once you get the Gauntlets of Ogre
    Power, or any of the other Strength-boosting items in the game, this
    spell will actually hinder you in combat. For natural heavy-hitters like
    Minsc or Korgan, this spell is a meagre bonus from the outset.
    Summon Insects
    A very, very weak version of the absolutely devastating 5th-level Druid
    spell, Insect Plague. A single target must Save vs. Breath Weapons
    (at a -2 peanlty) or take one damage per two seconds of duration... why
    such a weird number? I don't know-it deals three damage per round, for
    seven rounds. More importantly, the target suffers a -2 penalty to THAC0
    and Armor Class, and has a 50% spell-casting failure. Ultimately, I'd
    rather use Animate Dead and/or Silence 15' Radius to deal with enemy
    spells, and a Slow spell retards melee combat far more effectively.
    Zone of Sweet Air
    Negates the effects of Stinking Cloud and Cloudkill... two spells that
    are quite uncommon, and really not a severe threat anymore.
    4th Level Druid Spells						{SPT013}
    ***TOP SPELLS***
    Death Ward: Makes character immune to death magic.
    Neutralize Poison: Cures poison, diease, blindness, deafness, and heals.
    Animal Summoning
    Low-level summoning spell suck in Baldur's Gate 2, where the quality of
    the foes you'll be facing demands higher-quality minions. Think it
    doesn't suck? You'll summon one or two of the following creatures when
    you cast this spell-a Dire Wolf, or a War Dog. Yeah. Pass on it.
    Call Woodland Beings
    This spell might have been useful in the first game, but in Baldur's
    Gate 2, it'll take more than the promise of a Confusion spell to make
    me waste a spell slot on it.
    Cause Serious Wounds
    Touch a bad-guy, and deal 17 damage to them. Seriously? There are many
    better ways to deal 17 damage to a creature-ONE creature.
    Cloak of Fear
    This spell creates as three-foot radius fear effect centered on the
    caster. I'm always dubious about spells that require the proximity of
    the caster... but this spell has no effective radius (if your Druid is
    surrounded, maybe, but good luck getting the spell off) and imposes no
    save penalty. Even worse, it only causes fear for four rounds. How is
    this spell in any way comparable to the 2nd-level Arcane spell, Horror?
    Cure Serious Wounds
    A more potent version of Cure Light Wounds, it must compete with many
    great 4th-level Druid spells. At the end of the day, healing is just
    not strong enough in this game to save you during a fight, the way the
    'Heal' spell will in the sequel. 17 Hit Points is just a band-aid to a
    late-game warrior, not a life-saver in the heat of battle.
    *Death Ward
    Death Ward is a wonderful, indispensible, must-have spell for every
    Cleric in Baldur's Gate 2. You will have lots od death-spells thrown
    your way. Liches and Beholds are especially fond of throwing effects at
    you like Disintegrate and Finger of Death. Want to ensure that a certain
    character won't get offed by a certain enemy? This is the way to counter
    such death-effects.
    Defensive Harmony
    This spell gives you a +2 bonus to Armor Class for ten rounds-the
    perfect last preparation before a big fight. +2 Armor Class is the same
    as 10% miss chance, and it affects the whole party. Kind of the opposite
    of Death Ward, I use it frequently in the first game, but almost never
    in Baldur's Gate 2. Armor Class can get quite low naturally in Baldur's
    Gate 2, but by Throne of Bhaal, we're contending with foes who have
    THAC0s of -10... which renders most Armor Class considerations moot.
    It might be worth a cast once in a while in Shadows of Amn, but...
    really, the duration just sucks so much I don't ever bother with it.
    You could this spell... or you could simply sneak around with a Thief,
    Ranger, or invisible character. You'll see more, and it wastes-at best-
    a 2nd-level Arcane spell.
    Negative Plane Protection
    This spell seems like it might be useful, save for a few sad facts.
    First, it only affects one person. Second, it lasts for only five
    rounds... which is absurd. If you need such protection, you're better
    off casting the 7th-Level Mage spell Limited Wish, which will do the
    same thing for the whole party.
    *Neutralize Poison
    Don't let the name fool you-this spell provides a suite of curative
    effects. It cures poison, sure, but is also cures diseases, blindness,
    deafness, and heals 10 Hit Points. Until you get access to the Heal
    spell, it's the best panacea you've got, and it won't hurt to keep one
    handy... as it cures a variety of afflictions.
    Deals variable damage, but the target receives a Saving Throw vs. Poison
    at no penalty to negate all effects, as follows:
    		|Caster's Level	| Poison Damage |
    		|    7th-9th	| 2d8 + 2/round	|
    		|   10th-12th	| 3d8 + 3/round	|
    		|   13th-14th	| 4d8 + 4/round	|
    		|   15th-16th	| 6d8 + 5/round	|
    		|     17th+	| 8d8 + 6/round	|
    The damage it deals is... passable, but I find little merit with spells
    that have no save penalties. Also, that juicy damage that might be
    enticing you isn't going to happen in this game. You'll have to weigh
    it's merits on 2d8 + 2/round damage... or 22-36 damage over one turn,
    to one creature, that's negated by a single save. Doesn't sound so epic
    when you do the math, does it?
    Protection From Lightning
    Makes the recpient entirely immune to lightning. It's handy in a few
    instances where a Lightning Bolt trap can be used to cause collateral
    damage, or where a hostile Mage is likely to fling such magic at you,
    but otherwise it's forgetable.
    5th Level Druid Spells						{SPT014}
    ***TOP SPELLS***
    Chaotic Commands: Makes target immune to mind-affecting effects.
    Insect Plague: Deals damage, prevents spell casting, causes panic.
    Iron Skins: Creates a number of skins that prevent physical damage.
    True Sight: Dispels illusion. Party-friendly.
    Animal Summoning II
    Just like Animal Summoning I, but with slightly stronger summons.
    Still, it's competing against True Sight, Chaotic Commands, and Greater
    Command. Far, far superior spells. You can summon either a Black Bear, a
    Brown Bear, a Cave Bear, or a Jaguar. Wee.
    Cause Critical Wounds
    Deal 27 damage to a creature with a successful touch attack...
    Seriously? This spell is nowhere near competition for awesome 5th-level
    Druid spells like Chaotic Commands, Insect Plague, Iron Skins, or True
    *Chaotic Commands
    Oh, Chaotic Commands, how I love you... this little spell makes the
    target immune to... pretty much every mental effect out their. Hold,
    Charm, Domination, Suggestion, Psionics, Confusion, all of it. Many
    enemies use these attacks and spells, and so, this spell will come in
    handy often. Best of all, it has a duration of one turn per level.
    Always keep one handy.
    Cure Critical Wounds
    Heals for 27 Hit Points.
    *Insect Plague
    One of the best reasons to include Jaheira is Insect Plague, and this
    spell really just dominates Shadows of Amn. You target a single victim,
    and after affecting them the plague will 'jump' to nearby enemies until
    six are affected. The damage is a worthy consideration, as it deals one
    point of damage every two seconds for the duration of the spell, but
    the real reason to use it is that it prevents spell-casters who are
    affected from casting spells. It only lasts six rounds, but this gives
    you plenty of time to hit enemy Mages with Breach and take them down
    with your fighters. It also has a chance to make enemies run around in
    a panic, which can further break up groups of enemies. It's not
    exaggeration to say that in Shadows of Amn, whenever a spell-caster
    rears their ugly magic at you, Insect Plague can effectively handicap
    them. Always keep one ready.
    *Iron Skins
    An indispensible defensive spell for the Druid, it's essentially the
    Druidy version of Stoneskin. Since Stoneskin is one of the best
    defensive spells in the game... well, this is a very good spell to
    have. If only there was a multi-classed Druid somewhere who could take
    this defensive spell into combat... perhaps a Fighter/Druid? That would
    be grand...
    Magic Resistance
    Gives the caster 2% Magic Resistance per level, up to a maximum of 40%
    at 20th level. Note that it does not RAISE your current Magic Resistance
    to this amount, it SETS it to this amount, potentially even lowering it,
    if it's higher (Viconia, for instance, has a base 50% Magic Resistance).
    It might prove useful, but I don't consider it an essential buff. There
    are, after all, better ways to shield the party from magic...
    Mass Cure
    Heals all allies within a 30-foot radius of the caster for 1d8+1 damage
    per caster level. Honestly... the healing just isn't enough to bother
    with. If you have scrapes and bruises, use a Ring of Regeneration. If
    you need serious healing... well, use Heal.
    Pixie Dust
    Makes all allies in a 30-foot radius invisible, as per the Invisibility
    spell. Invisibility sucks compared to its superior counterpart, the
    aptly-named Improved Invisibility. Also... well, this is Baldur's
    Gate 2. Just watch how fast enemy casters sniff you out and cast True
    Raise Dead
    Revives a dead character... albeit, with one Hit Point. I have a better
    idea-don't die.
    *True Sight
    An essential debuff, True Sight is the bane of all illusions, which
    enemy Mages will use constantly. A party without True Sight is a party
    that's ill-prepared to deal with many of the stronger creatures in the
    game. Have one prepared at all times on every character able to cast
    6th Level Druid Spells						{SPT015}
    ***TOP SPELLS***
    Conjure Fire Elemental: Summons a 12, 16, or 24 Hit Dice Elemental.
    Heal: Fully heals target and cures a variety of status effects.
    Animal Summoning III
    The highest-level of all the Animal Summoning spells, it still sucks.
    It'll have to compete against Heal, which is not really a good spell to
    compete against. You can summon a Lion, a Winter Wolf, a Cave Bear, or
    a Polar Bear.
    Conjure Animals
    ...essentially Animal Summoning IV. In fact, in Infinity Explorer, the
    Animal Summoning spells are listed as 'ANISUM01', 'ANISUM02', etc.
    This literally is 'ANISUM04', whereas Animal Summoning III is
    'ANISUM03'... so, yeah, it's Animal Summoning IV. It allows you to
    summon a Polar Bear or two. Really, really not worth the 6th-Level
    spell slot.
    *Conjure Fire Elemental
    Druids gain access to this spell at 6th-Level, and it is in every way
    superior to the Mage version. There's simply no chance that your
    elemental is going to break from your control and run amok. Using the
    5th-Level Mage spell might be necessary simply due to the fact that you
    will get it earlier, but once you can pull this off, use it instead.
    As for what it does... it summons a 12, 16, or 24 Hit Dice Elemental
    to do your bidding. The big draw of an Elemental is that it's immune to
    weapons that don't have an enhancement bonus of +2 or better.
    Fire Seeds
    Creates four 'fire seeds', which will appear in the caster's inventory,
    which can then be thrown at targets, dealing 2d8 damage per hit, and
    allowing a save for half. Do I really need to go on ranting about why
    this spell sucks? Yes, I do. 2d8 damage is sucky damage. No save
    penalty sucks. The fact that you have to throw and hit targets sucks,
    and you probably won't even be able to get all four out in a single
    round sucks. Jaheira using the Fire Tooth +3 Dagger will do far
    superior damage without wasting any spell slots.
    The opposite of Heal, it reduces a target's Hit Points to one. It does,
    of course, require a touch attack to work, which makes me less inclined
    to bother with it. But, in case you're enthralled with the damage
    potential, I'll work some math to show you why you shouldn't bother with
    this spell. First, and obviously, it takes a round to cast the spell.
    Then you must make an attack with it to to work-that's two rounds to
    do what Finger of Death attempts to do in one. Second, you must actually
    hit a target unarmed for the spell to work. For most Clerics, it'll
    be easier to overcome an enemy's Save vs. Spells with Finger of Death
    than it will be to overcome their Armor Class with Harm.
    This is the best healing spell in the game, and it really makes all
    other healing spells obsolete. It fully cures any one creature regardless
    of how much damage they've sustained and cures all diseases, and a
    variety of other effects. Most of your 6th level Cleric/Druid spell
    slots should be occupied by Heal spells.
    Physical Mirror
    Creates a barrier that reflects missile attacks back at the attacker...
    while allowing you to make ranged attacks freely. Ranged attacks aren't
    nearly as threatening in Baldur's Gate 2 as they were in the original
    Baldur's Gate, so I really can't recommend taking this extra defensive
    measure. Besides, it only lasts nine rounds... which is probably enough
    to see out a fight, but seriously, ranged attacks are rarely a source
    of serious danger by the time you get 6th-Level spells.
    Wondrous Recall
    Allows you to recall two spent spells of 5th-Level or lower... which,
    if used to recover important 4th-or-5th-level spells seems like it might
    be useful, right? Sure, save one problem. It picks the spells you
    recover randomly. So... unless you feel particularly lucky, this spell
    is of minimal tactical value.
    7th Level Druid Spells						{SPT016}
    ***TOP SPELLS***
    Aura of Flaming Death: Protects and deals fire damage to attackers.
    Greater Elemental Summoning: Summons an Elemental Prince for one turn.
    *Aura of Flaming Death
    An improved version of Fireshield, this spell grants a four-point bonus
    to Armor Class, 90% resistance to fire damage, and deals 2d10+2 points
    of damage to attackers. You should always keep one ready for big fights.
    Druids should think of this spell even more fondly than Clerics, since
    they can combine it with Iron Skins for extra-potent defense.
    We all know about Confusion-as a 4th-Level Mage spell, it's pretty
    awesome... or it was, in the first game... or something. As a 7th-Level
    Cleric spell, however, it's a bit of a waste.
    Conjure Earth Elemental
    Summons a 12, 16, or 24 Hit Dice Earth Elemental to fight for the Druid.
    Something like this was fine last level, but there are far, far
    superior things for a Druid to cast at 7th-level... like, why not 
    summon an Elemental Prince, instead?
    Creeping Doom
    This spell is like Insect Plague on crack, but with two important
    weaknesses... first, the 5th-level spell is a 5th-level spell, not a
    7th-level spell. Second, it deals double the damage. Score! But it only
    lasts half the time. Since the major benefit of Insect Plague was that
    it interrupted spell-casters, wouldn't you, you know, want that effect
    to last longer?
    Elemental Summoning
    Summons a pair of 16 Hit Dice elementals (of a random type) to fight
    for you, with a 10% chance to summon an Elemental Prince. This spell is
    a decent summoning spell, but it pales in comparison to Greater
    Elemental Summoning.
    Fire Storm
    Deals 2d8+1/level damage to everything in the 20-foot radius area of
    effect, and lasts for four rounds. It... has a rare use, perhaps, but
    unless you can keep foes in the area, it's of little value. Also, the
    fact that it's not party-friendly doesn't help.
    Globe of Blades
    This spell deals 10d10 points of damage to creatures (friendly or not)
    adjacent to the caster, and lasts a turn. In combination with Aura of
    Flaming Death it can make attacking the caster very, very painful. Just
    beware of friendly fire.
    This spell might sound promising, just looking it over. It releases
    three tremors of varying potency. The first deals 6d6 damage to all
    creatures in a wide area (not party-friendly) and if they fail to save
    at -6 they are knocked down for four rounds. The second does 3d6 damage
    (save at -2), and the final deals 2d6 (normal save). So, three saves for
    a total of 11d6 damage and a chance to knock down. The real damning
    thing about this spell, save the fact that enemies get so many saves to
    reduce damage, is the fact that it's not not party-friendly. I've never
    had it deal spectacular damage, and worse still, there's a chance that
    you'll provoke an Earth Elemental. At the end of the day, there are just
    better 7th-Level spells to cast.
    *Greater Elemental Summoning
    Possibly the best summoning spell in the game, it summons an Elemental
    Prince. A great ally, indeed. It only lasts a turn, so only use it in
    the most pressing of fights.
    Nature's Beauty
    Transforms the Druid into the ideal of beauty. Onlookers must Save vs.
    Spell (at a +3 bonus) or die. If they pass the save, they are merely
    blinded. It's party friendly, but you know... I really just don't think
    blinding foes is worth a 7th-Level spell slot.
    So... it gives the recepient regeneration of three Hit Points per second
    over the course of one round per two levels. Wouldn't a Heal spell do
    more, and more quickly? Rhetorical question. It would.
    Shield of the Archons
    Creates a shield that protects the caster from a number of spells equal
    to half the caster's level... potentially blocking quite a few spells at
    higher levels. Of course, it's not proof against area-of-effect spells,
    so it's like conjuring a low-quality, temporary Cloak of Mirroring. It
    might prove to be a useful defensive measure for some people, but I've
    never bothered with it.
    1st Level Arcane Spells						{SPT017}
    ***TOP SPELLS***
    Identify: Identifies magical items.
    Magic Missile: Up to five bolts that unerringly deal 2-5 damage each.
    A simple cast that drops your Armor Class to six (as if you were wearing
    Scale Mail) and lasts for nine hours. Of course, when you realise you
    can buy Bracers of Defense A.C. 3 right at the beginning of the game...
    yeah, this spell's got nothing.
    Like most low-level debuffs, this spell has seen the end of its
    usefulness... this spell attempts to blind one enemy. If they fail to
    save (at no penalty) they'll take a -4 penalty to attack rolls and to
    their Armor Class. You're far better off with Slow.
    Burning Hands
    A simple offensive spell that deals 1d3+2 damage damage per caster
    level, up to a maximum of 1d3+20. Unfortunately, it doesn't have much
    range and isn't party friendly, so it can't be safely cast from behind
    more sturdy characters. It might come in handy once in a while against
    Trolls... but you can always just buy Arrows of Fire. instead.
    Charm Person
    This spell attempts to charm-or befriend-a neutral or hostile foes
    (man-sized humanoids only), but whatever usefulness it might have once
    had has been severely reduced in Baldur's Gate 2. Simply put, any debuff
    without a save penalty is rarely worth casting.
    Chill Touch
    A horrible, horrible damage-dealer, for two reasons-first, the caster
    has to touch the foes in order to deal the damage. Second, this requires
    the caster to actually 'make a successful melee attack'. Two things
    Mages are not built for-being where enemies can hit them, and trying to
    hit foes in melee. On top of that, the 1d8 damage and no save penalty
    side effect of a -2 THAC0 penalty is nothing special.
    Chromatic Orb
    Chromatic Orb is a handy little spell that deals damage and afflicts
    an enemy with status effects. At fourth level the spell can blind, at
    fifth it can stun for three rounds, and at seventh level it will
    paralyze for 20 rounds. Of course, by that time you'll have better
    disabling spells, and if you want to deal damage, the 10-25 damage
    Magic Missile causes will probably be more reliable than a chance to
    Color Spray
    We should consider this spell like a debuff version of Burning Hands...
    you emit a party unfriendly effect in an arc in front of you. Instead of
    damage, however, it'll knock foes out (unless they save at no penalty,
    or they have more than four Hit Dice) for five rounds. A few obvious
    problems... Okay, one, really big problem. Nothing worth killing has
    fewer than four Hit Dice.
    Find Familiar
    Ah... a very odd spell, indeed. We all know what Familiars are, they're
    wizardry lore by now, so onto the spell. First, it can be cast only by
    the Protagonist (that's the guy or gal you made at the beginning of this
    mess) and you can only have one Familiar at a time. The spell lasts...
    indefinately, up until your Familiar dies, which is something you want
    to avoid at all costs... but we'll get to that later. In essence, it's
    a permanent summoning spell that creates a critter you completely
    control. The type of creature is determined by your alignment, and they
    vary widely in capabilities (and I dare say, quality.) Most have 24
    Hit Points, but the Dust Mephit (Neutral Evil) version has merely 18.
    Armor Class ranges from -4 to 6, and Magic Resistance is likewise
    variable from 10% to 75%. If this sounds like a sturdy little critter,
    you're suffering from a severe case of the newbies. Some have spells
    they can use, others have Thief abilities, while another has special
    melee attacks... but they are all short-term benefits and long-term
    liabilities. The benefits are simple-you get a 7th-wheel who does
    whatever you tell it to do. Also, you get 1/2 of the Familiar's Hit
    Points as a bonus to your Mage's Hit Points. For example, when my True
    Neutral Fighter/Mage tested this spell out for this guide, he went from
    72 to 84 Hit Points. Huzzah. Now for the crippling downside. When (not
    if) your Familiar dies, you'll suffer damage equal to half the Hit
    Points your Mage got out of the deal... not too bad, right? That's six
    damage, if you're math-tarded, in my example. Oh, and you also lose a
    point of Constitution permanently. In Baldur's Gate 2, where Dragon
    breath, death magic, and titanic spell battles ensue, this little
    critter is nothing but a walking Constitution handicap waiting to
    There is one redeeming quality to this spell, however. If you summon
    your Familiar and export your character, then reimport said character
    into a new game, you'll lose the Familiar, but keep the bonus Hit
    Points... in theory, it's possible to repeat this process as many times
    as you please. Of course, it's also possible to replay the game
    multiple times with one protagonist to boost all your attributes up 
    to 25... but this guide is for legit, single-playthrough characters.
    Still, whatever you consider fun, right?
    This spell can be useful when shopping, as it raises your Charisma by
    six points temporarily-long enough to lower prices. Keep in mind that
    this spell doesn't seem to have an effect if your Charisma is over 20.
    Much like Web and Stinking Cloud-superior 2nd-level spells-this is an
    area-of-effect spell that hampers anything caught in the area... albeit,
    after a Saving Throw to attempt to negate the effects. Those who fail
    are forced to move quite slowly for the rest of the round, and must save
    every round to avoid the movement impediment. This spell was hardly
    a consideration in the first game, but in the sequel, it's far beyond
    You'll always some of these spells prepared, as they... identify magical
    items. Sure, having a high Lore skill can do the same, but most strong
    magical items require a higher Lore score than you'll probably have...
    and it's not worth playing a Bard just to identify crap. Combat use?
    None. But it'll save you 100 gold that you would have wasted identifying
    items at merchants. Considering how many magical items abound in the
    game, this is a necessary money-saver.
    Cast this spell, and the creature affected gains infravision, which in
    this game makes creatures glow orange. Of course, if you have anybody
    with infravision naturally, you can simply turn on the 'Group
    Infravision' option and use it at will. It's not terribly useful
    anyways, either naturally or as a spell, and at 10 turns, this spell's
    duration isn't terribly enviable.
    Larloch's Minor Drain
    A mediocre damage-dealing spell, this spell deals a measely four points
    of damage and heals the caster for the same amount. On the plus side,
    it's got range and doesn't allow a save, so I find it superior to
    Burning Hands or Chill Touch, at least. Heck, it's even comparable to
    Magic Missile... up until Magic Missile starts getting additional
    missiles. Since every Mage in this game will have multiple-missile
    Magic Missiles... yeah, this spell is useless in Baldur's Gate 2.
    *Magic Missile
    The essential damage-dealing spell you'll use through most of the
    game... it deals 1d4+1 points of damage, and while that sounds paltry-
    and it is-it gains an additional missile at 3rd, 5th, 7th, and finally
    9th level. On top of that it has a casting time of one, it always hits,
    and allows no save. At 9th level, that's 10-25 damage per casting... not
    bad for a 1st-level spell. Honestly, I rarely use this spell, but it
    does come in handy during a few fights... chaining multiple copies of
    this spell via sequencers, Spell Trigger, etc., can be quite potent.
    Nahal's Reckless Dweomer
    A Wild Mage-only spell, this spell gambles on the Mage's wild surge
    ability, which this spell intentionally triggers after you select
    another spell. The Wild Mage attempts to shape the energy into the
    desired form... in other words, into the spell you tried to cast. The
    odds of you casting the desired spell, however, are very slim-on the
    normal table you have a 1% chance of casting a spell normally during a
    wild surge. Of course, since you're not screwing up, you're
    intentionally channeling wild magic, you add your level to the roll on
    the wild surge chart... which means, presumably, you've got a chance to
    cast the desired spell equal to 1% plus your level. Even near the end of
    Baldur's Gate 2, you'll be lucky to get this spell to work when you need
    it, much less to use it regularly. My suggestion? Don't bother with it.
    Protection from Evil
    A low-level buff that protects the recepient...against evil! Attacks
    against the protected character are made at a -2 penalty, while saves
    made by the protected character are made at a +2 bonus. You're better
    off just letting a Cleric do this for the entire party with Protection
    From Evil 10' Radius.
    Protection from Petrification
    Petrification attacks aren't an issue in Baldur's Gate 2... in fact,
    I can't remember a single Basilisk in the entire game... you don't need
    this spell.
    Reflected Image
    A poor man's Mirror Image, it give you one image that mimmics the
    caster. Foes attacking the caster have a 50% chance to hit the image,
    and a 50% chance to hit the caster... if the image is struck, it
    vanishes. Sounds useful, but considering that Mirror Image does the
    same thing-but with two-to-eight images, you're better off just
    Like Armor, this spell drops your Armor Class. Unlike Shield, Armor,
    however, this spell drops your Armor Class to four against melee
    attacks, and two against missile attacks... that's a six or eight
    point bonus. It also renders you immune to Magic Missiles! Score.
    Unfortunately, it-like Armor-doesn't stack with whatever mundane armor
    you may be wearing, and you'll have better permanent armor shortly into
    the game.
    Shocking Grasp
    Another crappy 1st-level damage-dealer, it deals 1d8+1 point of damage
    per level and the opponent has to be touched for the spell's damage to
    be done. You miss, you wasted the spell. Me? I'd rather take the sure
    damage of Magic Missile any day.
    Sleep is one of the best low-level Mage spells in the game. It'll force
    all critters within a 15-foot radius to save at -3 or fall asleep for
    five rounds per level.. an insane amount of time, and more than enough
    time to kill any and all affected critters. Against high-level enemies
    (those with 4+3 Hit Dice or more) it's useless... which means despite
    all its merits in the first game, it's useless now.
    This spell causes one creature to Save versus Spells are run away scared
    for the duration of the spell. The target suffers a -1 save penalty
    against the effect for every two levels of the caster, up to -6 at 12th
    level... which is actually pretty decent. What's not decent, however, is
    the aforementioned duration, a mere three rounds. You have far better
    debuffs to cast.
    2nd Level Arcane Spells						{SPT018}
    ***TOP SPELLS***
    Blur: Gives caster bonus to Armor Class and Saving Throws.
    Knock: Open locked containers/doors.
    Mirror Image: Creates 2-8 illusory images which confound attackers.
    Resist Fear: Removes fear effects in area.
    Agannazar's Scorcher
    This spell creates a 15 foot long jet of flames that deals 3-18 damage
    to everything in its path. Technically, it's possible to hit several
    foes in one cast, but this requires some good luck as to where the foes
    place themselves. Frankly, there are many, many other 2nd-level spells
    worth casting long before your need to settle for a mediocre damager
    like Agannazar's Scorcher... for instance...
    ...Blur. One of the best defensive spells a Mage has to offer, this
    spell forces enemies to suffer a -3 penalty to attack rolls, and gives
    the Mage a +1 bonus to Saving Throws. At four rounds +2 rounds per
    level, it should last an entire encounter once you hit higher levels.
    Granted, for most of the first game it won't really be worth casting,
    but once your Armor Class and level improves, it'll be a spell you'll
    lean on heavily before any large encounter. It might seem over-shadowed
    by spells like Improved Invisibility, but actually the game's AI
    actually favors Blur. Why, you ask? If you're invisible, you will
    provoke a True Sight from many enemy spell-casters... which of course,
    dispels all your illusions. This is almost guaranteed in Throne of
    Bhaal, to the point where Improved Invisiblity actually compromises
    your defenses. Spells like Blur and Mirror Image, however, will not
    provoke such a response.
    Chaos Shield
    This spell is a booster for Nahal's Reckless Dweomer, boosting your roll
    on your magic surge table by 15. This turns your pathetic odds to...
    well, still pathetic, but somewhat plausible. Still, a booster spell for
    another spell that I don't consider worth the trouble, what do you think
    my suggestion is?
    This spell affects one creature and it attempts to deafen the foe, which
    gives them a 50% chance of spell failure. Honestly, however, I'd rather
    just let my Clerics cast Silence 15' Radius, which imposes a -5 save
    penalty, is an area-of-effect spell, and outright prevents affected 
    creatures from casting... which makes Silence 15' Radius superior in
    every category, really. Even better still is Insect Plague, so you can
    safely ignore this spell.
    Detect Evil
    It's... not a great spell, and I wouldn't keep one prepared, it might
    prove interesting from time to time. If you follow my guide, however,
    you will know who to attack and who to leave alone, alignment be damned.
    Detect Invisibility
    Why would you ever use this half-measure when you could cast True
    Ghoul Touch
    A thoroughly bad debuff, this spell attempts to paralyze a foe... as if
    you were a Ghoul, see? Unfortunately, you need to touch an enemy for the
    spell to work and it imposes no save penalty whatsoever.
    Gold! Glitterdust creates a cloud of adhesive, glowing, golden particles
    that cover foes in the area of effect if they fail a save with a -4
    penalty. Affected creatures are blinded (-4 penalty to attack rolls,
    Saving Throws, and Armor Class) and invisible creatures are revealed.
    More good news? It's party-friendly! Unfortunately it only lasts four
    rounds, and we need not ever consider 2nd-level spells when we've got
    access to far superior debuffs like Slow and Chaos.
    Horror was one of the most overly-abused trump cards the computer
    employed in the first game... now it's more of a property than a spell
    most foes will employ (ignoring Symbol: Fear, which is a superior
    spell.) As for you, and this spell... it's day is done. You have better,
    higher-level spells you can cast if you want to break up enemy groups.
    An interesting spell... it makes the caster... well, invisible, of
    course. It might seem somewhat useful, strategically, as your Mage
    would be better able to get into position while invisible, no? Sure,
    but remember that in Baldur's Gate 2 the computer has access to True
    Sight, and many spell-casters will employ it to expose invisible or
    sneaking characters. That being the case, it's probably not going to
    prove interesting very often.
    Another essential Mage spell that has absolutely no use in combat. You
    need to unlock something? Use Knock. If you're blessed with a Thief of
    any quality, you can skip on this spell, but considering the diminished
    status of 2nd-level spells in Baldur's Gate 2, you really don't have
    anything better to fill your spellbook up with.
    Know Alignment
    Want to know somebody's alignment? Cast this spell. Simple as. Of
    course, why do you care anyways? If they're not evil, you don't need to
    worry, and if you follow my guide, you'll know what to do without having
    to pry into everybody's alignment.
    This spell absolutely reeks with suckness. It gives a '5% bonus' to any
    and all actions... whatever the hell that means. I have to assume,
    however, that on a d20 system... 5% equals a +1 bonus. See? I can do
    math. The real suck, however, is that it's a low-powered buff that only
    affects one person, and lasts all of three rounds. It's hard to imagine
    a more underwhelming buff.
    Melf's Acid Arrow
    It might have been an average damage-dealer in the first game, but now,
    it just takes too long to do too little damage. Honestly, I prefer Magic
    Missile, and I'd rather save my 2nd level spells slots for defense
    (Mirror Image, Blur) or utility (Knock).
    *Mirror Image
    You conjure 2-8 images which mimic the caster and confuse enemies.
    Attacks made against the caster have a chance of hitting the caster, or
    a chance of hitting one of the images... presumably proportional to the
    number of images you have. On it's own, it's a pretty good defensive
    spell. Combined with Blur and Stoneskin, it makes a Mage nearly
    invulnerable to melee attacks.
    Power Word: Sleep
    Introducing the Power Word spells-they allow no save, affect one
    creature, and deal various forms of badness. The only defense against
    them is being above their Hit Point threshold. In this case, the
    threshold is twenty Hit Points. Everything with fewer Hit Points than
    this is put to sleep-period. Undead, of course, are not affected... and
    honestly, most foes in the game will be too powerful for this. 
    Ray of Enfeeblement
    Cast this bad ray at a creature and they must make a Saving Throw vs.
    Spells (at no penalty) or have their Strength reduced to five for one
    round per level. No penalty, one target? No thanks.
    *Resist Fear
    If an enemy gets off a Symbol: Fear spell, or you succumb to a dragon's
    or demon's fear aura, it can easily end in a reload. If you have one of
    these spells prepared, however, you have nothing to fear... or at least,
    you need not fear fear. A great protective spell, I tend to just make my
    Clerics prepare Remove Fear, as 2nd level Mage spell slots are more
    precious, and 1st-level Cleric spells are much less so.
    Stinking Cloud
    Stinking Cloud creates nauseating clouds in a 15-yard radius that forces
    enemies to save or be rendered helpless for 1d2 rounds. Lasting one
    turn, this spell might not keep enemies down as long as Sleep, but it
    has no Hit Dice limit. It used to be one of the best early debuffs in
    the first Baldur's Gate, but it's far less useful in Baldur's Gate 2
    as compared to higher-level spells.
    This crappy spell sets the Strength score of the target up to 18/50...
    or rather, sets it to 18/50, potentially lowering their Strength if it's
    higher. For some characters with mediocre Strength-Jaheira and Keldorn,
    come to mind-this spell might prove to be a useful buff, but it's really
    unnecessary for most fights, and where it'll prove useful, Potions of
    Giant Strength abound, and later on, you'll find many items that
    improve your Strength while worn.
    Allows the caster to cast spells without making use of its verbal
    component... or in other words, you can cast spells silently. The
    practical implications of this spell? It allows you to cast spells
    while silenced. It only lasts a turn, however, and very few enemies
    cast Silence. I have never found a use for this spell.
    Web funcitons alot like Stinking Cloud-at least in its overall effect.
    Creatures in the area-of-effect who fail their Saving Throw are
    helpless. Good stuff. It's got a five yard per level radius (up to a
    30 foot radius), lasts two turns per level, and imposes a -2 save
    penalty. It can't, however, compare to higher level spells which we'll
    have in abundance.
    3rd Level Arcane Spells						{SPT019}
    ***TOP SPELLS***
    Dispel Magic: Removes buff/debuffs from all creatures in area.
    Haste: Doubles movement speed, gives an extra attack per round.
    Slow: Slows targets, massive penalties to attack rolls and Armor Class.
    This spell removes the fog-of-war in any outdoor area, but it does not
    show creatures, and it does not allow you to 'see' what's in the area,
    exactly. Again, it just removes the fog-of-war... you know, all that
    black crap that's everywhere in a new area? Instead of casting this
    spell, why not just walk around? Seriously I can't think of a single
    time where this spell is useful.
    Detect Illusion
    Detect Illusion dispells illusion spells of 3rd level or lower in a
    20-foot radius... which means Invisibility, Mirror Image, Blur... the
    weakest, but also fairly common illusion spells. Of course, many foes
    also use Shadow Door, Mislead, Improved Invisibility, etc., which this
    spell does nothing against. Just think instead of this, you could
    prepared a shiney new Dispel Magic, which works on almost all spells.
    Even better, you could go for True Sight, the REAL illusion-buster in
    Baldur's Gate 2.
    Dire Charm
    Just like Charm Person, but with no save bonus for targets. There are
    far more useful 3rd-level spells to prepare.
    *Dispel Magic
    Any time you fight spellcasters, they'll attempt to buff themselves and
    hit you with debilitating spells. Dispel Magic should therefore be
    memorized at least once by every spellcaster in the game, as it gives
    you a chance to take down a protected Mage, or free your characters
    from the effects of another spell. Dispel Magic is your magical safety
    net, and every caster should have one prepared at all times.
    Fireball has its uses, as might be expected from an iconic Mage spell.
    The first time I played this game, I was much less refined in my
    tactics, and was overjoyed by this brute force option. Still...
    experience has taught me that buffs like Haste and debilitative spells
    like Chaos are much better spells. That being the case, I rarely bother
    using this spell.
    Flame Arrow
    A single-target damage-dealer that's far easier to control, and hence,
    more useful than Fireball in some circumstances. It deals 4d6 fire
    damage and 1d6 piercing damage, but the target can save for half the
    fire damage. Like Magic Missile, you obtain another missile-for this
    spell, once every 5th level-so that's two bolts at 10th level, three at
    15th, four at 20th, and so on... This spell is like a beefier Magic
    Missile, and it has the same usefulness. On its own, it's fairly weak,
    but if you chain a few of them together with Spell Trigger, it can
    become monstrously strong... It gets a place of honor in one fight
    late in the game, but otherwise, it's ignorable.
    Ghost Armor
    Yeah, you knew there'd be more of these spells, didn't you? Like the
    old 1st-level Armor spell, I consider these spells useless for
    single-class Mages. They should be kept out of combat anyways, but for
    multi-or-dual-class Mages? Well, let's be honest... you can get better
    permanent armor than these spells provide. Ignore Armor, and ignore
    Ghost Armor.
    Haste is the best buff in the game, hands down. In every somewhat
    difficult encounter, you should employ Haste. It just doubles your
    offensive power. Literally, it gives an extra attack per round and
    doubles you movement speed. Good stuff, indeed. Keep one ready on every
    character who can cast it.
    Hold Person
    Just like the 2nd-level Cleric spell, this spell attempts to 'hold', or
    paralyze a target, and also affects nearby targets in a 7.5-foot radius.
    It only affect man-sized humanoids, but fortunately, they're common. No
    save penalty, and it only lasts 10 rounds... which is long enough to
    kill them and then some, to be fair. Still, almost anything I would use
    this on, I could just use Chaos on instead. Bigger radius, save
    penalty... Yeah, you don't need this spell.
    Hold Undead
    Just like Hold Person, but for undead, which are normally immune to
    these types of spells. It affects all enemies in a 10-foot radius, which
    is a decent radius, but it imposes no save penalty. There are better
    ways to deal with undead.
    Invisibility 10' Radius
    Like Invisibility, but for everybody in an area! It's just as likely to
    be dispelled with True Sight, and there's only one time in the entire
    game where I suggest its use.
    Lightning Bolt
    This is an interesting damage-dealing alternative for enclosed spaces,
    where you can try and bounce it off walls to deal outrageous damage.
    Multiple hits will dispatch most enemies. It's a gimmick, however, and
    I rarely ever use it, as I'm just not good at aiming it, and generally
    find it unreliable.
    Melf's Minute Meteors
    This spell creates one globe per level of the caster, which can then be
    thrown by said caster (with a +5 bonus to hit). Each 'meteor' that hits
    deals 1d4+3 points of damage, plus three fire damage, and the caster can
    hurl five such 'meteors' per round. Quick, somebody explain to me how,
    exactly, this spell is superior to Magic Missile? More damage? Sure, a
    bit, but it's a 3rd-level spell-I'm not using up a 3rd-level spell slot
    for 7-10 damage instead of 2-5 per missile. Also, you have to actually
    hit the target with all five missiles-attack rolls and all that, which
    is something a Mage can't exactly count on, can they? I'll stick to
    Magic Missile, myself.
    Minor Spell Deflection
    This spell absorbs a number of spells directed at the caster, up to four
    spell levels worth... unless it's an area-of-effect spell, or a
    stationary spell effect like Cloudkill or Web. Considering that many
    spells you'll encounter in this game are area-of-effect spells... you
    might as well just ignore this spell...
    Monster Summoning I
    If you think summoning one or two weak monsters will help you out,
    you're in for a rough time... just ignore this useless spell.
    This spell makes you immune to scrying attempts, spells like
    Clairvoyance, Invisibility Purge, etc. You know how many foes will
    use these spells? None. You will never need this spell.
    Protection From Cold
    Protection From Cold does just that-reduces the cold damage that comes
    your way by 50%. You'll face cold attacks very rarely, so preparing a
    3rd-level spell to do so is just a waste. Just use the 2nd-level Cleric
    spell 'Resist Fire and Cold' instead.
    Protection From Fire
    Like Protection From Cold-it protects you against 50% of fire damage
    that comes at you. Fire damage is more common than cold, but still,
    I suggest the Cleric spell 'Resist Fire and Cold' instead.
    Protection From Normal Missiles
    Makes a target invulnerable to normal (non-magical) missiles for five
    turns. This spell is pretty useless in this game. Any foe shooting
    mundane missiles at you probably isn't much of a threat, and any foe
    with magical missiles will ignore it.
    Remove Magic
    Hailed as the 'combat version' of Dispel Magic, it functions exactly
    the same way... save that it only removes buffs/debuffs on foes. This
    might sound handy, and it is-if you have the extra 3rd-level spell
    slots. On the other hand, it won't save you if you have debuffs
    affecting your party, so it's got much less utility overall than Dispel
    Magic, if you have any aim. I'll be honest, I've never found a need 
    for this spell. General party-buffs amongst your foes are rare, and
    there are better spells for taking down more potent, individual buffs.
    Skull Trap
    Create a... skull trap that explodes when enemies get too close to it,
    dealing 1d6 points of damage per level to all critters in a 20-foot
    radius. Honestly, I prefer Fireball. I can aim it, and decide what gets
    hit, when. No need to lure foes into a trap with the hope that it'll
    affect a good number of them.
    This spell affects all enemies in a 30-foot radius, and any melee
    character affected might as well be dead. It forces them to move and
    attack at half the normal rate, and imposes a -4 penalty to attack rolls
    and Armor Class. Enemies save against this effect at a -4 penalty.
    When faced with a group of sturdy melee enemies, there's little better
    to cast.
    Spell Thrust
    Removes a number of spell defenses, including Minor Spell Deflection,
    Minor Globe of Invulnerability, Spell Immunity and Minor Spell Turning.
    Spell Immunity can be particularly troublesome, since it can prevent
    more sophisticated take-down tactics and debuffs, but it's a rare cast
    by enemies in this game, and the other spells are much less fearsome.
    Vampiric Touch
    Deals 1d6 damage per every two caster levels (up to 6d6 damage), and
    heals the caster for that amount. Unfortunately, it's a touch spell
    (see the word 'touch' in the name?) so its utility for a single-classed
    Mage is dubious, at best. 
    4th Level Arcane Spells						{SPT020}
    ***TOP SPELLS***
    Confusion: Foes in area are confused unless they save at -2.
    Greater Malison: Reduces saves by 2, softening up foes.
    Improved Invisibility: Recepient can't be targeted by spells.
    Minor Sequencer: Chain two spells of 2nd-level or lower.
    Stoneskin: Negates physical attacks entirely.
    Confusion is a great debilitating spell, but inferior to Chaos, which
    outshines it in every way. Still, it forces all enemies in a 30-foot
    radius to save at -2 or wander around, go berserk, or simply stand
    there. Simply put, it breaks up all effective resistance and wins
    A fourth-level debilitator with no save penalty? How well do you think
    this spell is going to do? Ah well, let's get it over with... this spell
    attempts to cause 'major disease and weakness' in a creature. The target
    suffers a -2 penalty to Strength, Dexterity, and Charisma, and they
    are slowed. One target. No save penalty. Compare this spell to, say,
    Slow. Wouldn't you be better served by slowing a group of foes at a -4
    save penalty? You would. Ignore this spell.
    Emotion, Hopelessness
    Like Confusion, but with no save, and enemies 'sleep' (lie down and
    remain helpless) for the duration of the spell. If it weren't for the
    lack of a save penalty, it would be a great spell.
    Enchanted Weapon
    Creates a +3 weapon that can be used by anybody-either a Mace, Axe,
    Long Sword, or Short sword. Or... you could just get a permanent weapon.
    Allows you to see an unexplored section of map, much like Clairvoyance.
    Something else that reveals unexplored sections of map? Exploring it.
    Save the spell-slot, just sneak around with a Thief or Ranger.
    Fireshield (Blue)
    An aggressive form of defense, this spell surrounds the caster with a
    shield of 'ice flame'. Yeah, makes sense to me. The caster gains 50%
    Cold Resistance and foes that strike in melee suffer 1d8+2 points of
    damage per hit. It's decent damage, but a single-classed Mage really
    can't accept the damage trade-off. A Fighter/Mage might be able to
    handle the abuse, however, but where it really shines is combined with
    Stoneskin, where you take no damage, and the enemy suffers for removing
    each skin.
    Fireshield (Red)
    Same thing as Fireshield (Blue), save that Fireshield (Red) is... well,
    actually a FIREshield. It grants 50% resistance to fire damage and deals
    1d8+2 fire damage each time an enemy strikes you in melee.
    *Greater Malison
    Hit enemies with this before casting other spells that allow saves and
    you'll stand a greater chance of affecting your enemies. If it's used
    to soften up foes before hitting them with Chaos, Insect Plague, Finger
    or Death, or a Vorpal weapon, it becomes downright unfair.
    Ice Storm
    A direct-damage dealing area of effect spell that allows no save. Sound
    good? Here we go-it only deals 2d8 damage per round (lasting four
    rounds) and is not party friendly. So... why cast something with less
    damage potential than an 9th-level Mage's Fireball?
    *Improved Invisibility
    Another great defensive spell, it imposes a -4 penalty to the attack
    rolls of enemies, and gives the caster a +4 bonus to saving throws. Best
    of all, you can't be targeted with spells until the invisibility is
    dispelled. It does, however, have one Achilles heel-the spell True
    Sight, which will be employed against you if you've got an invisible
    character. By Throne of Bhaal, this counter is so widespread that this
    spell is all but useless... in the mean time, however, abuse it.
    Minor Globe of Invulnerability
    This spell makes you immune to 1st-3rd level spells... alas, since most
    dangerous spells are now higher-level affairs, this is no longer the
    defensive spell it used to be. Most foes will refrain from casting
    such weak spells until they're out of superior spells... and if you
    can't kill a Mage slinging Melf's Acid Arrows at you... well, you
    deserve to lose.
    *Minor Sequencer
    This spell can be quite useful, as it allows the caster to chain two
    spells of 2nd-level or lower together in one quick cast. Want to pelt a
    foe with two Magic Missile spells in one round? Or instantly bring up a
    Mirror Image and Blur? This is the way to do it. Best of all, you can
    cast this spell, prepare the Sequencer, remove this spell, and the
    spells you are chaining together, as well. The only limitation is that
    you must have the spells you want to sequencer memorized at the time
    you cast the sequencer. The only real limitation this spell has? Well,
    you don't get it until awfully late in the game...
    Monster Summoning II
    Like the 3rd level spell, but it'll summon a few more Hit Dice of
    monsters... still not enough to make it useful, however.
    Otilukes's Resilient Sphere
    I'll admit, I like the idea of this spell. Taking a foe out of a fight
    long enough to deal with its buddies makes me feel all strategyful, and
    stuff. But it's just not a good spell. Otiluke's Resilient Sphere
    captures a single foe in a 'globe of shimmering force', which prevents
    the trapped critter from affecting the outside world, and vice versa.
    Still, it's a single creature, the spell has no save penalty, and it
    only lasts a turn... granted, probably enough time to resolve any
    fight... but... Slow, Confusion, or Chaos would all be superior casts.
    Polymorph Other
    Turns another foe into a Squirrel... still, it imposes no save
    penalty and only affects a single target. It's more of a humorous
    spell, than a serious tactical solution to any fight.
    Polymorph Self
    Allows the caster to assume the form of another creature, which you can
    select from a short list of the following (as per the spell's in-game
    Gnoll: wields a magical +1 halberd (+1 fire damage and strikes as an
           enchanted weapon +3)
    Mustard Jelly: capable of slowing opponents (if they fail a Saving
                   Throw when hit)
    Ogre: capable of causing massive damage with its fists
    Spider: causes poison when it hits an opponent.
    You can also assume the form of a Brown Bear, Black Bear, or Wolf... but
    these shapeshifts suck. Just ask any Druid. So, let's look at these in
    depth, shall we?
    First, you can change to any of these creatures at will-and back again-
    for the entire duration of the spell, a passable one turn, plus three
    rounds per level, so you can change your form as events necessitate.
    Your statistics and attributes are affected by each form, which is not
    mentioned by the spell, but which I will show below. Also, you cannot
    cast spells while polymorphed-something to keep in mind, to be sure.
    Your natural Armor Class may change, as well-magical protections will
    still be counted, but armor will not. You can equip and unequip
    clothing, jewelry, and armor at will, but not weapons.
    Armor Class (Base): 2
    Strength: 17
    Dexterity: 17
    Constitution 12
    Mustard Jelly
    Armor Class (Base): 4
    Strength: 14
    Dexterity: 9
    Constitution 9
    Cold Resistance: 50
    Electrical Resistance: 100
    Magic Resistance: 125
    Magic Cold Resistance: 50
    Slashing Resistance: 30
    Crushing Resistance: 30
    Piercing Resistance: 100
    Missile Resistance: 85
    Armor Class (Base): 5
    Strength: 18/00
    Dexterity: 9
    Constitution 18
    Armor Class (Base): 1
    Strength: 16
    Dexterity: 16
    Constitution 9
    So... there everything is, all pink and naked. Honestly, I don't see
    the point in turning a Mage into a melee creature, especially one that's
    likely to be rather weak compared to your mainstay warriors...
    If anything, however, the Mustard Jelly is interesting for its
    resistances, if nothing else. I never make use of this spell, but if
    you feel like giving it a go... eh... it's your Mage's funeral.
    Remove Curse
    You pick up a shiny new ring and stupidly put it on your finger not
    knowing what it is, and boom! Wertle-wertle-woo for you. Honestly,
    that's really the only way to get cursed in this game, save for perhaps
    short-term spells like Doom, and who cares about that anyways? You can
    always go to a church to have curses removed, but this is cheaper. You
    probably will never need to use this spell.
    Secret Word
    Dispels one spell protection of 8th-level or lower, including Minor
    Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Spell
    Deflection, Spell Turning, and Spell Shield. It's... an option if you
    don't want to use Spell Thrust, but there are far too many good
    4th-level spells to bother with this.
    Spider Spawn
    Allows you to summon one (80%) or two (20%) spiders of types that vary
    by level. At 8th-level or lower, you summon wussy Giant Spiders, at
    9th-11th levels you'll summon Phase Spiders, and at 12th-level and
    higher you'll summon Sword spiders. None of these creatures really have
    the muscle you'll want in a summoned creature.
    Spirit Armor
    The strongest of the armor spells, this particular version creates an
    intangible suit of armor that grants an Armor Class of one. It doesn't
    stack with other armor, but it will stack with Dexterity bonuses,
    magical protections, and shields. When the spell ends, it'll deal 2d4
    points of damage to the caster. It's actually potentially very nice
    armor, but honestly, it'll only drop the Armor Class of a well-equipped
    Fighter/Mage by a few points.
    The ultimate physical defensive spell, Stoneskin makes the caster
    outright immune to physical damage. It'll absorb a number of attacks
    equal to the number of 'skins' or layers it has. The caster has one
    skin per two levels, which means a high-level Mage could ignore over
    a dozen melee attacks. These skins last until absorbing (and negating)
    attacks, or until its whopping 12-hour duration ends. On its own, it's
    wonderful physical defense. Mixed with a good Armor Class, and other
    defensive spells like Blur and Mirror Image, and it'll make the Mage
    nearly invulnerable to melee damage. It's the best thing a Fighter/Mage
    can cast in most fights, and really, you should keep one prepared at
    all times... which essentially means it's my 4th-level spell of choice
    for my Fighter/Mage. It's less useful on single-classed Mages, since
    their Armor Class is inferior and they don't tend to be exposed to
    physical assaults often, but it's still useful for them, as well.
    Teleport Field
    Randomly teleports all foes in the area of effect to... another spot in
    the area of effect. I really can't think of a great use for this spell,
    as the radius is actually rather small (it sure doesn't look like a
    30-foot radius on screen, to me). I suppose indoors you could get lucky
    and teleport a foe into another room, hence costing them... I don't
    know, a round to walk back and continue attacking? Or perhaps you'll
    teleport a vulnerable spell-caster closer to your hungry warriors.
    Ultimately, it's just too random for me to bother with. Yes, random in
    a way that Saving Throws are not. Shut up. At least with spells like
    Horror, Slow, Confusion, or Chaos, I know that there's a good chance
    at least one foe will be affected in a way that helps my cause.
    Wizard Eye
    Creates an invisible sensory organ that... essentially allows him to
    spy around and explore the level. Like all other Mage-spy spells, why
    not just explore? Why waste a 4th-level spell slot to do what a hidden
    Ranger or Thief can do?
    5th Level Arcane Spells						{SPT021}
    ***TOP SPELLS***
    Breach: Dispels all combat protections on a target.
    Chaos: Foes in area are confused unless they save at -4.
    Lower Resistance: Lowers targets Magic Resistance by 10% + 1%/level.
    Spell Immunity: Makes caster immune to spells from one school.
    Animate Dead
    Just like the 3rd-Level Cleric spell of the same name, this spell
    allows you to summon undead to fight for you. In Baldur's Gate 2, with
    the level range you'll be dealing with, it pretty much means you'll be
    summoning a Skeleton Warrior. A fairly beefy foe... in Baldur's Gate 1,
    it's no longer much in the way of a threat to... much of anything,
    really. The game has changed and victory now favors new tactics.
    Dispels all 'specific and combat protections on a target creature',
    including Shield, Protection Circle, Resist Fear, Protection From
    Fire/Cold, Fireshield, Protection From Acid, Protection From
    Electricity, Protection From Magic Energy, Protection from The Elements,
    Protection From Energy, Protection From Normal Missiles, Protection From
    Normal Weapons, Protection From Magic Weapons, Stoneskin, Armor, Ghost
    Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle.
    No save, no check, no magic resistance, it's just gone. That's alot of
    spells, and you new gamers out there might not know the signifigance of
    this spell... but that's what I'm here for, right? Almost every Mage in
    Baldur's Gate 2 will, in combat, throw up a Stoneskin and/or Protection
    from Magic Weapons. Since your warriors are probably the characters most
    likely to chop down these Mages, these spells can effectively retard
    their ability to harm the Mage, which in turn will allow said Mage to
    make your life miserable by casting spells. This spell should be used
    any time a Mage brings up one of those two spells, and really, it's just
    essential to Mage take-down tactics in this game. Every Mage who can
    cast it should have at least one prepared at any time, and potentially
    a few more, if expecting Mage-heavy opposition. It is worth noting that
    the only effective way to counter Breach is with Spell Immunity that
    protects against Abjuration. Don't worry, however. You will almost
    always be on the casting end of this spell.
    This spell is one of the go-to debilitator for Baldur's Gate 2...
    Forcing a save at -4 is just not fair. Otherwise it works just like
    Confusion. Get used to hearing about this spell, as I'll be comparing
    5th-level spells to it at every turn.
    The only effective use of this spell that I can think of is in
    conjunction with Animate Dead and Stinking Cloud. Your Skeleton Warriors
    can simply distract enemies and cause them to take damage while they
    remain within the Cloudkill. Still, at 1d10 damage per round, it's not a
    great way to destroy enemies... not when you can just hit them with
    Chaos, instead.
    Cone of Cold
    Creates a... cone of cold, dealing 1d4+1 damage per level to all
    creatures in the area. Not party friendly, but what do you expect?
    Creatures inside the area can save for half. It's not a bad damage
    dealer, really, but it's not exceptional, either.
    Conjure Lesser Air Elemental
    Conjures an 8 Hit Dice Air Elemental to do the caster's whim until the
    spell expires. Note that there are two problems with this spell. First,
    an 8 Hit Dice Elemental is not the strongest of summoning spells in
    the game, and will quickly become obsolete. Second, immediately after
    casting the spell the caster becomes locked in a 'psychic contest' with
    the elemental for three rounds, during which he attempts to establish
    control. Three rounds of inactivity from your Mage is a terrible price
    to pay for any spell, and on top of that there's a 15% chance your Mage
    will not come out on top... that being the case, your summoned elemental
    will... well, attack you. And isn't that kind of the opposite of what
    you were going for? Ultimately, I really can't suggest such a spell when
    Clerics and Druids get superior, less tempermental elemental summoning
    spells. It still might be worth casting a few situtation early in the
    game, as all elementals have one unique defensive property worth
    considering... they are immune to mundane and +1 weapons. So... when
    there are a bunch of foes who don't have the requisitie equipment to
    play, these spells are essentially cheap ways to take them out. It's
    a tactic that quickly stops bearing fruit, however, but since it's one
    Edwin can potentially employ from the second you recruit him...
    Conjure Lesser Earth Elemental
    Conjures an 8 Hit Dice Earth Elemental to do the caster's whim until the
    spell expires. Note that this spell has the same liabilities as Conjure
    Lesser Air Elemental.
    Conjure Lesser Fire Elemental
    Conjures an 8 Hit Dice Fire Elemental to do the caster's whim until the
    spell expires. Note that this spell has the same liabilities as Conjure
    Lesser Air Elemental.
    Control a creature's actions while affected by this spell. It's
    essentially the same as any Charm spell, but it imposes a -2 penalty to
    their Saving Throws. Oh, and it only lasts eight rounds. Again, I'd
    rather disable an entire group of foes with Chaos (at a -4 save!) than
    control one.
    Cast this spell for stupid-making. It's like watching to Fox News! The
    target saves at a -2 penalty and lasts indefinately-unless dispelled.
    This spell lowers the target's Intelligence to three. On most foes, it's
    nothing serious, but if you hit a Mage with it... well, they won't be
    casting anything, will they? Still, I'd rather... you guessed it, just
    use Chaos. A foe affected by Chaos is not going to cast anything, the
    save penalty is -4, and it affects a group.
    Hold Monster
    Like Hold Person, but it affects pretty much any critter. It imposes a
    -2 save penalty and affects any foes within a very small 7.5-foot area
    of the target... which is, for all intents and purposes, adjacent. Chaos
    is still superior.
    *Lower Resistance
    A fair spell that should see its way into your spellbook from time to
    time... at least until you have access to Pierce Magic, but I digress...
    Lower Resistance does exactly what its name implies-it lowers the Magic
    Resistance of a foe by 10% + 1% per caster level. Even a mid-level
    casting of this spell will knock off about 25% Magic Resistance, and
    if you chain two of them and a Breach into a Spell Trigger... yeah, it's
    worth using to soften up some of the bigger foes in the game.
    Minor Spell Turning
    I typically stay away from spell turning spells simply because... well,
    I just don't find them all that useful, really. If you need real defense
    against spells-the best defense is a good offense. Take them down
    quickly with Breach and sharp, pointy things. Failing that, the next
    best defense is an impenetrable defense, which this spell simply is not.
    Rely on Spell Immunity and the Cloak of Mirroring and laugh as your
    foes exhaust themselves trying to harm you-to no avail. This spell
    doesn't contribute to either strategy, so I ignore it.
    Monster Summoning III
    Like the lower spells, but with stronger monsters. Still, not strong
    enough to bother summoning. A single conjured elemental will certainly
    be strong enough to finish off anything this spell summons.
    Dispels all illusion/phantasm spells of 5th-level or lower in the area,
    including Reflected Image, Invisibility, Mirror Image, Non-Detection,
    Improved Invisibility, and Shadow Door. Party Friendly. It also has a
    huge radius, and considering that the only spell this really leaves out
    is Mislead... it seems like a good spell. And it is, but 5th-level
    spells are absurdly good throughout the entire game-you're always going
    to want Breach, and probably a few copies of it. 6th-level spells are
    significantly less impressive, and one of them is True Sight, a superior
    anti-illusion spell that has much less competition. Alas, Oracle, you
    tried well, but just didn't make the cut.
    Phantom Blade
    Creates a... yeah, a phantom blade that acts a +3 weapon, which the
    caster is automatically proficient with. It deals +10 damage to undead,
    but is otherwise not noteworthy. A possibility for a Fighter/Mage, but
    a single-classed Mage is wasting their time... and since you can get
    your hands on permanent +3 weapons fairly early into the game, even
    a combat-focused Mage can ignore this spell.
    Protection From Acid
    Confers complete invulnerability to acid. Fair enough, but you'll only
    encounter acid-using foes a few times in the game, and only once or
    twice are they potent enough to even consider this spell.
    Protection From Electricity
    Confers complete invulernability to electricity. Again, you will seldom
    encounter electric damage, and... you know, I can only think of a
    single enemy that uses electricity potently or exclusively enough for
    this spell to be worth casting... and even then, it's near the end of
    Throne of Bhaal, where you will doubtlessly have superior, more
    all-encompassing elemental protection, like Protection From the
    Shadow Door
    This spell is essentially a 5th-level version of Improved Invisibility,
    save with a longer duration. 4th-and-5th-level spells are highly
    contested, but a Mage will certainly find it easier to spare a 4th-level
    spell slot for Improved Invisibility than they will a 5th-level spell
    slot for Shadow Door.
    *Spell Immunity
    This is the best spell-defense in the game. Enemies tend to use a
    handful of tried-and-true spells to destroy your party, and it can
    be pretty frustrating if you don't know how to protect against them.
    Unwary players might fall victim to various Symbol spells when they
    inadvertantly stumble upon their first Lich (speaking from painful
    experience here.) But fear not, for this is the solution. When you
    cast this spell you'll be prompted to choose what school to protect
    against. The best ones are Abjuration (Breach, Imprisonment) Conjuration
    (Symbol spells, Power Words), Necromancy (Horrid Wilting, Wail of the
    Banshee, Finger of Death), and Transmutation (Flesh to Stone). If you
    cast multiple instance of this spell, you can make yourself immune to
    multiple spellschools. A character wearing the Cloak of Mirroring, with
    three or four instances of Spell Immunity-Abjuration Conjuration,
    Necromancy, and Transmutation-is virtually immune to anything an enemy
    Mage can throw at them. Just sit back, wait for them to deplete their
    arsenals, and then destroy them.
    Spell Shield
    This spell will protect you from one attempt to debuff your spell
    protections, protecting against spells like Breach, Lower Resistance,
    Pierce Magic, and Spell Thrust. If an enemy uses it, give them the
    old try, try again treatment. It's rare that an enemy will use Breach
    or other spell-strippers on you, however, so you probably won't need
    this spell... and Spell Immunity (Abjuration) offers superior protection
    against all these spells.
    Like a Fireball centered around the caster, it deals 1d6 damage per
    level (up to a maximum of 15d6 damage). A protected Mage might make use
    of this spell, or perhaps a Fighter/Mage, but honestly, I'd rather just
    use a Fireball. Puts the Mage-and his allies-at much less risk.
    6th Level Arcane Spells						{SPT022}
    ***TOP SPELLS***
    Death Spell: Kills weaker monsters and summons, no save.
    Pierce Magic: Dispels spell protections, lowers Magic Resistance.
    True Sight: Dispels all enemy illusions in wide area for one turn.
    Carrion Summons
    Life just wouldn't be complete if we didn't start things out with a
    crappy summoning spell, right? This spell summons one or two buffed-up
    (but still weak) Carrion Crawlers to fight for you. Pass.
    Chain Lightning
    At 1d6 points of damage per two levels, it can get up to a hefty bit of
    damage, but note that it won't be until 20th level that it matches
    humble Fireball, and almost all enemies struck will only take half
    damage from being hit by an arc, instead of the main blast-and many
    will save against that to halve the damage yet again. Still, no
    friendly fire, which means you can use it at will. Keep in mind,
    however, that Horrid Wilting is vastly superior once you get access to
    8th level spells, and breaking up a group of foes with Chaos is
    probably better than dealing a bit of damage with Chain Lightning.
    Still, until Pierce Magic becomes necessary you might as well fill up
    your 6th level spell slots with something.
    Conjure Air Elemental
    Didn't we just do this spell? Blah. It's the same as the 5th-level
    'lesser' version of the spell, but you've got a 60% chance of conjuring
    a 12 Hit Dice elemental, a 35% chance of conjuring a 16 Hit Dice
    elemental, and a 5% chance of conjuring a 24 Hit Dice elemental. Still,
    three rounds wasted in a staring contest after summoning, and a 15%
    chance it'll go berserk. There's also a good chance that, by the time
    you can cast 6th-level spells, the novelty of immunity to +1 weapons
    has worn off.
    Conjure Earth Elemental
    Same as the previous spell, but with Earth Elementals. Wee...
    Conjure Fire Elemental
    Yeah, yeah, we get it...
    I personally don't use Contingency often, as I'd rather control when
    my buffs kick in, and honestly, the 'responses' we can pick for the
    Contingency's trigger aren't very great. Enemies use it frequently,
    however, and it can be useful to pop on a Stoneskin, Mirror Image,
    and Blur on when the caster is threatened. It allows you to prepare up
    to 18 spell levels of spells, using no more than three spells, of up to
    6th level. All the spells must target the caster, so this is purely a
    defensive measure.
    Death Fog
    Conjures up an acidic fog, dealing eight points of acid damage per
    round. It also has the added bonus of killing any and all summoned
    creatures in the area, regardless of power or resistances. Score. Still,
    cloud spells tend to suck, since it's never easy to get foes to hang
    around in them... and I'm not fond of delayed gratification when it
    comes to damage.
    *Death Spell
    Although it only affects creatures with 8 Hit Dice or less (by the book
    rules, a Hit Dice for a monster is set at 1d8 Hit Points per die, or
    up to 64 Hit Points) this actually manages to be a great early-to-mid
    game spell. It won't kill many of the more dangerous foes we'll have to
    fight, as the high quality adventurers (like the ones in the sewers
    under Athkatla, and those in the slaver compound in the Temple District)
    are simply higher than 8th level, it doesn't affect undead, and it's
    probably wasted on grunts, guards, and other low-quality foes. But then,
    what use does it have? First, it's an excellent way to dispatch
    dangerous foes like Illithids, Trolls, and Umber Hulks, which are quite
    strong and dangerous to engage in melee. Second, it dispatches summoned
    creatures instantly, which can be useful against summon-happy Mages. If
    you're playing a good party, you probably won't have access to it
    terribly early, but Edwin can get it early, and often, and abusing it
    is a great idea. As you get deeper into Shadows of Amn, however, it
    becomes less useful as foes routinely become too powerful to be affected
    by it.
    You can instantly knock off a creature with this spell, and at first
    it seems pretty great... but it's not. First, whatever gear the target
    has can often be lost with it. Do you want to risk losing gear over this
    spell? Second, it has no save penalty, so chances are it's not going to
    be terribly effective. Don't waste your time, or worse, gear. Just wait
    until you get access to 7th level's Finger of Death.
    Flesh to Stone
    Yeah, it might be novel to be on the afflicting end of petrification for
    a change, but this isn't a great spell. First, no save penalty. Second,
    gear is petrified with it... meaning you'll have to cure the
    petrification if you want the petrified creature's gear. That being the
    case, against many foes it's less of a death spell, and more of an
    over-glorified Otiluke's Resilient Sphere.
    Globe of Invulnerability
    Like the 4th-level spell Minor Globe of Invulnerability, but less minor.
    Tihs spell grants immunity to 1st-4th level spells. Honestly, many enemy
    spell-casters you encounter throughout Shadows of Amn fall into two
    categories-mediocre casters easily slain by Breach and physical attacks,
    or overwhelmingly strong casters (like high-level Mages and Liches) who
    probably will never bother with anything less than a 5th-level spell
    until the fight is mostly decided. In either case, this spell isn't
    useful. Sorry, kids. Baldur's Gate 2 is just a higher spell league. And
    think, really, what 4th-level and lower spells are you really afraid of?
    The best spells in those levels tend to be buffs, which are not what you
    want to stop.
    Improved Haste
    Unlike Improved Invisibility, the 'Improved' part of this spell is
    deceptive. As far as a personal buff goes, it actually does double the
    attacks of the affected character each round. When you're getting four
    attacks per round, doubling that can be... brutal. Unfortunately, it
    doesn't affect the whole party like Haste does, making it a less
    effective buff. Still, if a Fighter/Mage were to work it into a Spell
    Trigger... it could be part of a great buffing sequence. As usual, Edwin
    makes this spell handy by sheer abundance of spell-slots. He can
    prepare enough to boost choice fighters before any significant battle...
    for most fights, however, Haste is more than enough.
    Invisibile Stalker
    Yay... you get to summon another Baldur's Gate 1 critter for fight for
    you. Too bad this is Baldur's Gate 2, and creatures from the first game
    are a little less than fodder now.
    Like Shadow Door, it gives you Improved Invisibility, but unlike the
    former, it creates a little clone of you to fool enemies. I don't see
    the point. True Sight still fixes matters.
    *Pierce Magic
    Remember when I said later enemies would have spell defenses as well as
    magic resistance? Here is your answer to them. Pierce Magic lowers an
    enemy's magic resistance by 1% per caster level and removes one of a
    various group of spell defenses, like Spell Deflection, Spell Turning,
    and Spell Immunity. Use it on dragons, and critters with too many
    defenses before starting with Breach and other spell assaults. Later on
    in the game, replace Lower Resistance with this spell.
    Power Word: Silence
    I would call this spell a poop-master, or something similar... but it's
    actually a decent spell. Using it silences a character-no save, no Hit
    Point threshold, and it lasts seven rounds... not an eternity, but still
    longer than most fights tend to last. The downsides? It does allow Magic
    Resistance, so you're probably not going to get it to work on a Lich.
    Also, by looking at the spell lists of foes on Infinity Explorer, one
    thing becomes abundantly clear-the developers anticipated the use of
    silence effects to shut down Mages, and hence, nearly every Mage of
    substance in the entire game has Vocalize prepared, ready to counter
    this spell. The upside is the fact that they only tend to have one, so
    if you could keep applying pressure-perhaps hit them with this spell,
    then when they countered with Vocalize, hit them with Dispel Magic and
    cast this spell again... but you're better off following other Mage
    busting tactics. It's a good spell, and you might find it useful on
    Clerics or the odd Mage who isn't protected, but most of the time you'll
    want to use it, the computer will have a counter.
    Protection from Magic Energy
    This spell makes a Mage immune to non-elemental, magical damage, such
    as the damage dealt by Magic Missile and Horrid Wilting. Yeah, we'll be
    using it against the latter of the two. 6th-level spells are fairly
    easy to give up, and this spell lasts a whopping turn per level, so
    nobody should be terribly unhappy using up one 6th-level spell slot on
    this. That said, it's mostly useful in Throne of Bhaal, when we might
    encounter strong spell-casters who can cast Horrid Wilting, and either
    the fight takes place where full party attendance is mandatory, or they
    have strong enough allies that leading with a single character otherwise
    protected by the Cloak of Mirroring is ill-advised. In most encounters
    where you might need this spell, it's the third best option for dealing
    with such attacks, the others being, of course 1) Killing the enemy
    spell-caster before they can cast Horrid Wilting, 2) Leading with a
    character wearing the Cloak of Mirroring, and hence immune to Horrid
    Wilting. It's best used as a fairly complete magical-damage defense in
    conjunction with the 7th-level 'Protection from the Elements'. Edwin
    can, of course, skip both those spells and just prepare the 8th-level
    'Protection from Energy', as he will likely have more 8th-level spell
    slots than he needs. Still, this is an infrequent cast, at the very
    Protection from Magical Weapons
    Chances are you'll see the enemy use this more than you will. It makes
    you immune to magical weapons for four rounds. A short time, but later
    on almost all enemies will use magical weapons. Used by an enemy-
    particularly an enemy who is naturally immune to weapons of low
    enchantment, it makes them all but immune to physical attacks. Breach
    still takes care of the problem, however. All in all, I'd rather just
    use Stoneskin.
    Spell Deflection
    Another spell-defense I find wanting. Again, like Minor Spell Turning,
    I find this spell rather low-down on my ways to deal with enemy magic,
    the two leading options being, of course to 1) overwhelm the Mage
    quickly, or 2) lead with a character well and truly protected against
    magic... which calls for Spell Immunity, not Spell Deflection.
    Stone to Flesh
    A remedy for Flesh to Stone or other forms of petrification... I never
    use Flesh to Stone offensively, and if a character is petrified, I tend
    to reload, so I have no use for this spell.
    Summon Nishruu
    Summons a magical creature that feeds on magical energy, this minion is
    interesting because of its properties... first, it is proof against
    magic-actually healed by it, rather. On the other hand, it's not a
    warrior, and stands no chance in melee combat. Its usage, then, is
    obvious-it's an anti-Mage summon. Brought to bear on an enemy Mage,
    it'll quite literally suck up their memorized spells. If it seems too
    good to be true, a real Mage-slayer... well, that's because it is.
    Despite being immune to magic damage, it is NOT immune to spells, and
    a simple Death Spell will see it off. It's a spell most potent enemy
    Mages have. Still, there are a few instances where this spell comes in
    handy. Just note that the Nishruu sucks up charges from magical items
    that targets may be carrying.
    Tenser's Transformation
    The ultimate god-maker in Icewind Dale, it can still be a powerful
    spell in Baldur's Gate, but with one signficant difference. Spell-play
    in Icewind Dale was rather stunted, compared to the rich strategic
    options in Baldur's Gate 2. Icewind Dale was literally a spell-buffers
    paradise, there was little in the way of counters, no sophisticated
    spell-casters that required specialized take-down tactics, and nary a
    single spell sequencer to keep things interesting. In that situation,
    it was fine to buff up and then go nuts with Tenser's. Tenser's, in a
    nutshell, tries to make a warrior out of a Mage. It is largely
    unsuccessful for the same reason that the plethora of Cleric spells that
    attempt the same are-it doesn't increase your attacks per round. That's
    the reason why Viconia is never to be considered a true warrior, despite
    her absurd Armor Class and Flail of the Ages, while Anomen, lazy,
    clumsy, stupid Anomen can be.
    ...but of course, we have a solution, don't we? A Fighter/Mage already
    has the attacks, the THAC0, the specialization, and 3/4 the Hit Points
    of a true Fighter. Take what Tenser's does for a Mage-doubles the Hit
    Points and boosts the Armor Class-and give that to a Fighter/Mage, and
    we're talking about a whole different level of power-play here. My
    late-game Fighter/Mage, when he applied Tenser's, went from 132 Hit
    Points to 264, and from a -9 Armor Class to -13-the spell's maximum of
    -10 be damned, apparently. This, of course, made him a juggernaut that
    not even Korgan would compare to. Of course, it disables their Mage
    spells while cast, so the Icewind Dale rules would have to apply-buff
    first, then Tenser's. But in Baldur's Gate 2, I find myself requiring
    my Fighter/Mage to keep the Mage part of his class. One Stoneskin might
    not last him, especially since he becomes a late-game tank, and you
    never know when you'll need a True Sight or Breach. Lastly... when it
    comes down to it, Time Stop/Greater Whirlwing is a better tactic than
    buffing and Tenser's... although I wouldn't say my Fighter/Mage/Thief
    wouldn't find the latter tactic useful, especially since she's incapable
    of the former... It's an interesting spell, to be sure, but not so
    grand as to be worth negating the spell arsenal of a late-game Mage.
    *True Sight
    This spell instantly removes all hostile illusions within a large
    radius of the caster. This removes Blur, Mirror Image, Shadow Door,
    Mislead, and, of course, Improved Invisibility. It's absolutely
    essential for defeating Mages, who will constantly cloak themselves and
    wreck havoc upon your party-safely immune to spell reprisals until you
    tackle their invisibility. Remember, you can't target enemies with
    spells until you take down their invisibility, and even if you can see
    them to attack them, you can't use Breach to take down their Fireshield,
    Protection from Magical Weapons, and Stoneskin. You need True Sight like
    you need Dispel Magic-every spell caster needs at least one, all the
    time. Better safe than sorry.
    Wyvern Call
    Summons a Wyvern to fight for you... Wyverns are, of course, prequel
    monsters, and hence, not up to snuff.
    7th Level Arcane Spells						{SPT023}
    ***TOP SPELLS***
    Finger of Death: Kills foe unless they save at -2.
    Limited Wish: Summon a Dao to grant a variety of wishes.
    Spell Sequencer: Chain three spells of 4th level or lower.
    Summons a powerful demon to go on a rampage... anybody, even your own
    party, not protected by Protection from Evil will be at risk. It's a
    lesser version of the Gate spell, and shares the same liability-if
    a Dispel Magic drops your Protection from Evil, your cuddle little
    Cacofiend will become... well, less cuddly and more summocidal. I'd
    rather indulge in more reliable summons, myself.
    Control Undead
    Essentially charms several undead with no save allowed... if the undead
    are undead three Hit Dice. What freakin' undead in this game will have
    less than three Hit Dice, you ask? None. Otherwise, it allows a save at
    no penalty. This spell is poop.
    Delayed Blast Fireball
    Delayed Blast Fireball can function as a magical trap of sorts... but
    I prefer to just use it like Fireball and drop it right on foes. In that
    role, its 15d6 damage easily surpasses Fireball's 10d6... but Horrid
    Wilting is just around the corner, guys... if you're having trouble
    filling up 7th-level spell slots, it might be worth a go, but I'd just
    rather pack up some Fingers of Death, instead.
    *Finger of Death
    Speak of the devil! This spell instantly snuffs out the victim's life
    force. It's a killer, and I love it. It imposes a -2 penalty on the
    victim's save, which makes it a compotent killer, if not a spectacular
    one, but if you help them along with Greater Malison, you actually stand
    a chance at snuffing out baddies. Even if it fails, they still take
    2d8+1 damage, which isn't much, but it's better than nothing. I always
    have one ready. After all, if you do not play, you cannot win.
    Khelben's Warding Whip
    This debuffer lasts for three rounds and dispels one spell protection
    up to 8th-level each round. The affected spells include Minor Spell
    Turning, Minor globe of Invulnerability, Spell Immunity, Globe of
    Invulnerability, Minor Spell Deflection, Spell Turning, Spell
    Deflection, Spell Shield, and Spell Invulnerability. Spell
    Invulnerability? What the shit is that? Oh right... it doesn't exist.
    Ooops, Bioware. Frankly, in any situtation where I might want to cast
    this, I find Pierce Magic more useful, instead. Who wants to wait three
    rounds? And if a foe has a specific buff that bothers me, I'll
    specifically counter it... and lower their Magic Resistance, too.
    *Limited Wish
    This spell has many uses, but mostly I use it to protect my entire party
    from level drain. There are a few cases when it will be absolutely vital
    to protect yourself in this manner, but it's nothing you need to keep a
    constant slot tied up for. Also, a number of interesting effects can be
    obtained by making 'one time only wishes', which are covered in the
    walkthrough at [WLK043].
    Protects the caster from all weapons with an enchantment bonus of less
    than +3... but it only lasts for four rounds. You know, Stoneskin
    protects against all weapons, and lasts eight hours. Why not just use
    that, instead? If it wears down, cast another. Easy.
    Mass Invisibility
    Essentially a very potent party-wide spell-buff, with Edwin's sheer
    amount of memorization capacity, the regular use of this spell becomes
    a real option. It will give the benefits of Improved Invisibility to
    everybody within a 30-foot radius, namely a four point bonus to Armor
    Class and a four point bonus to Saving Throws. Huge, huge bonuses. The
    only problem? By Throne of Bhaal, enemies regularly expect-and can
    counter-your Illusion spells. And since a single True Sight can waste
    this spell-buff, it's not something I use often.
    Mordenkainen's Sword
    Mordenkainen's Sword is a fairly useful spell that happens to find
    itself fortunately placed in our books as a 7th-level spell. I don't
    find it to be a game-breaking spell on its own, but since you really
    only need so many 'Finger of Death' spells, it tends to find itself
    prepared. With it, you summon a floating magical sword, which counts as
    a +4 weapon and deals 5-20 damage. The enhancement bonus is pretty nice,
    but the damage and duration (one round per level) aren't anything to get
    worked up over, but the fact that it's nearly impossible to damage is.
    It can be 'slain' by death effects, but it's nearly impossible to hit,
    and immune to physical and elemental damage. This makes it an ideal
    distraction, and you could certainly summon weaker things to draw the
    attention of enemies. Just don't rely on it to deal too much damage,
    it's THAC0 isn't very good.
    Power Word: Stun
    Stuns a creature for a variable duration depending upon their current
    Hit Points, as follows:
    		|  Hit Points   |   Duration    |
    		|     > 29	|  4d4 rounds	|
    		|    30 - 59	|  2d4 rounds	|
    		|    60 - 89	|  1d4 rounds   |
    		|      90+	|  unaffected	|
    No save is otherwise allowed. The best way to use this spell is to
    blast a foe with some dependable damage-dealer (a sequencered series
    of Magic Missiles, or Horrid Wilting, for example) then follow up with
    this spell. And that's exactly what the computer will try to do, quite
    often, actually. Ultimately, it's a spell that the computer gets more
    use out of. Liches with contingencies and natural immunities and
    resistances can afford such tactics, while being immune to them, in
    turn. Our party will get better mileage out of other tactics.
    Prismatic Spray
    Creats a long cone of prismatic light that has varying effects on all
    caught within it, depending upon the color they were struck with. All
    creatures with less than 8 Hit Dice (64 Hit Points) are blinded for 2-8
    rounds regardless of whatever else happens:
    	| Color	|		 Effects		|
    	|  Red	|       20 damage (save for half)	|
    	|Orange |	40 damage (save for half)	|
    	|Yellow	|	80 damage (save for half)	|
    	| Green	| Save vs. Poison or die, 20 damage on	|
    	|	|            successful save		|
    	| Blue	|Save vs. Petrification or be turned to |
    	|	|                 stone			|
    	|Indigo	|       Save vs. Wand or go insane	|
    As you can see, the effects are highly variable, and the spell is not
    party friendly, but if you're careful, it might be worth a gamble
    against a group of foes. My experience with the spell, however, has
    just been underwhelming. It's simply too random to be of much use in
    most fights.
    Project Image
    Makes an illusory copy of the casting wizards, which can cast the same
    spells and has the same Hit Points as the casting Mage... but it makes
    the Mage immobile during the spell, so don't think you're getting to
    double your fun from this spell. Also note the word 'illusory'. It's a
    word that means 'True Sight will counter it', and so it shall be.
    Protection from the Elements
    A rare cast for me, but it has a very, very, important function. When
    you have vulnerable characters with low Hit Points (like, say, Mages,
    for example) and angry critters that cast mean spells or use breath
    weapons, this spell is the answer. It confers 75% immunity to all
    elemental attacks. 75% won't stop the hurt entirely, but it will prevent
    devastating loss of Hit Points. The 8th-level spell 'Protection from
    Energy' covers magical damage (like Horrid Wilting) too, but a 7th-level
    spell-slot is easier to give up than an 8th-level spell slot... unless
    your name is Edwin. Used in combination with the 6th-level spell
    'Protection from Magic Energy' the two provide better protection than
    the 8th-level 'Protection from Energy', and in all honesty, it's easier
    to give up a 6th-and-7th-level spell than it is to give up an 8th-level
    Ruby Ray of Reversal
    Dispels one spell protection of any level, favoring the highest level
    one if there are numerous. This includes the following spells: Minor
    Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe of
    Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield,
    Spell Deflection, and Spell Trap. Really? Did we need this AND Khelben's
    Warding Whip in the same level? I've got the same response to this one,
    too; use Pierce Magic, instead.
    *Spell Sequencer
    Like Minor Sequencer, but it can queue up three spells of 4th level or
    lower. This allows you to chain up three Flame Arrows to really hurt
    something. Another good option for our Fighter/Mage is to chain
    Improved Invisibility, Stoneskin, and Mirror Image. You can also chain
    up a 'super slow', a Greater Malison and two Slow spells, when it just
    needs to work. Still, we're not quite at the heavy tactical stage.
    That, like all things good, must wait until level eight.
    Spell Turning
    ANOTHER one of these? Okay, to be fair, it's not a Spell Deflection-
    it's Spell TURNING... which in this case does the same thing, except
    negated spells are turned back on their caster. Save of course, area of
    effect spells. Again, I don't find a use for it. Many of the more
    dangerous casters (Liches) are likely to be immune to their own spells,
    and it doesn't do one of the two better options for fighting Mages,
    which, in case you forgot, are 1) kill them quickly, or 2) render a
    character lastingly immune to their spells.
    Sphere of Chaos
    Magical effects run rampant in a spherical area for one turn. Every
    round a foe is in the sphere they must save (at no penalty) or suffer
    one of the following effects: polymorphed into a squirrel, confusion,
    burst into flames, paralysis, disintegration, healed for 20 Hit Points,
    randomly teleported a short distance, rendered unconscious, or Hasted.
    Considering that one of the effects can cause the loss of equipment
    (disintegration), one is useless (teleportation) and two are actually
    beneficial to the enemy (healing and Haste), why would you ever cast
    Summon Djinni
    Summons a Djinn to fight for you. They have a selection of a few
    offensive 1st-3rd level Mage spells, but nothing to get excited about,
    and are sub-par melee combatants. All in all, you're better off
    summoning an Efreeti instead. They're somewhat more hardy and have the
    same spells.
    Summon Efreeti
    Like the previous spell, but the Efreeti has a few more Hit Points and
    the same spell selection. Still, it's not a very powerful summon.
    Summon Hakeashar
    A more potent version of Summon Nishruu, the Hakeashar has more Hit
    Points (92 versus 72) better THAC0, and immunity to non-magical weapons.
    If you have the option, and the need, summon a Hakeashar instead, but
    it still won't survive a Death Spell...
    8th Level Arcane Spells						{SPT024}
    ***TOP SPELLS***
    Abi-Dalzim's Horrid Wilting: High-damage, party friendly, area effect.
    Spell Trigger: Simultaneous cast up to three spells, 6th level or less.
    *Abi-Dalzim's Horrid Wilting
    This is one of the best damage-dealing spells of the game, made even
    more useful for the fact that unlike Comet, it doesn't use up a precious
    9th level spell slot, or a high level ability. Let's discuss, shall we?
    It deals a whopping 1d8 damage per caster level, far outpacing the next
    nearest damaging spell out there. It imposes a -2 penalty on the saves
    of an enemy trying to mitigate the damage, further improving the odds
    of it hurting extra. Lastly, it's party friendly. What more could you
    ask for? Learn it, memorize it, use it, love it. It really shines
    against various high-level Mages in Throne of Bhaal, who usually don't
    have the spell defenses or Hit Points to survive too many of these.
    Bigby's Clenched Fist
    Summons a giant fist which will hinder and harm the target for several
    rounds. First round it deals 3d6 damage with no save and holds the
    target. Second round the foe can save at -2 to escape, or suffers 4d6
    damage. Third round the target gets another save at no penalty, or
    suffers 6d6 damage. The problems with this spell are simple to see-
    first, it allows Magic Resistance, so if you think you're going to
    confound any Liches, think again. Second, the saves aren't too
    difficult, and once a save is made, the spell ends. Third, the damage
    isn't great. I don't see why anybody wouldn't just use a Finger of
    Death, instead. Kills if they fail a save at -2, and deals 2d8+1 damage
    as a consolation prize if they survive.
    Improved Mantle
    Yeah... Improved means it protects against +3 weapon (but not +4 or
    higher), not that it lasts longer. It doesn't. Four rounds is all you
    get, and I still have the same remark-Stoneskin doesn't care if it's a
    +3 or a +4 weapon, it just works. It lasts longer. Use Stoneskin,
    Incendiary Cloud
    Deals 1d4 points of damage per level of the caster per round to all
    foes in the area for its one-turn duration. That damage is actually not
    bad, and it can really add up if you can keep a foe in the area for a
    while (perhaps with a summoned Fire Elemental, or a character protected
    by Protection From Fire? This spell has merit, so I won't call it mean
    names, but I won't get it an '*', either. It's no Horrid Wilting, and
    it should lose out to Horrid Wilting every time.
    You'll see this spell in action, oh yes... it's a favorite of enemy
    Mages. Why? Well, it offers no save, and... well, it just works. The
    affected creature is 'mazed' taken to an extra-dimensional maze for a
    variable number of rounds depending on their Intelligence (presumably,
    the dumber you are the more time it takes you to solve the Maze and
    		| Intelligence  |   Duration    |
    		|     > 3	|   2d4 turns	|
    		|    3 - 5	|   1d4 turns	|
    		|    6 - 8	|   5d4 rounds	|
    		|    9 - 11	|   4d4 rounds	|
    		|   12 - 14	|   3d4 rounds	|
    		|   15 - 17	|   2d4 rounds	|
    		|     18+	|   1d4 rounds	|
    Cast on a dumbass like Anomen, this spell could last quite a while-
    probably longer than a late-game fight will take to win-or lose. So,
    it's stritly a way to pick on warriors too dumb to escape, essentially
    removing them from the battlefield so you can deal with greater threats.
    Still, there are superior ways to do this, and at the cost of an
    8th-level spell slot... it's an awful lot to ask me to pass up on a
    Spell Trigger or Horrid Wilting. I'm convinced the spell has strategic
    merit, even though it'll work less often for you than the computer
    (most of them have Magic Resistance, and most of your party will not,
    you see), but I'm not convinced it ranks as one of the best 8th-level
    Pierce Shield
    Like Pierce Magic, but marginally better. Still, not enough better that
    I'd waste an 8th level spell slot on it. It's got a few more spells it
    can dispel, and reduces the enemy's magic resistance by another +10%.
    On the other hand, Pierce Magic can be used with a Spell Trigger, so
    why would you ever use Pierce Shield?
    Power Word: Blind
    Stun is 7th-level and blind is 8th? Oookay... Power Word Blind allows
    no save and affects all creatures within a 10-foot radius of the target
    foe, inflicting blindness upon them all... unless they have Magic
    Resistance (which they will). It could prove useful against some
    tougher melee foes, like Fire Giants... but I have to question how much
    better it is for this than Slow or Chaos. Sure, they both allow saves...
    but at a crippling penalty. And they don't take up an 8th-level
    spell slot... Besides, a Fire Giant with a base THAC0 of 0 will be
    hardly affected by a few point penalty to their THAC0, but Slow or
    Chaos? Slow will reduce their number of attacks, and Chaos might prevent
    them from attacking altogether. All in all, I'd say this spell just
    doesn't bring enough to the table. Especially not with a six-round
    Protection from Energy
    A rare cast for me, but it has a very, very, important function. When
    you have vulnerable characters with low Hit Points (like, say, Mages,
    for example) and angry critters that cast mean spells or use breath
    weapons, this spell is the answer. It confers 75% immunity to all
    energy attacks-which in this case means elements or magic damage (like
    Horrid Wilting). 75% won't stop the hurt entirely, but it will prevent
    devastating loss of Hit Points. In practice, Edwin can use this spell
    whenever he's at risk, but other Mages need to be more stingy-typically
    resorting to the 7th-Level 'Protection from the Elements' to deal with
    elemental damage, or the 6th-level 'Protection from Magic Energy'. It's
    not as complete of a defense, but the instances where we might get hit
    by both a Horrid Wilting and potent elemental attacks are rare. In
    theory, every Mage could qualify for that sort of dual-threat, but such
    Mages are rare until Throne of Bhaal, they typically start throwing out
    Horrid Wilting long before they bother to cast elemental spells (all of
    which are invariably lower-level attacks). Point of the matter is, if
    they're casting elemental spells, they're doing so because they've
    exhausted their initial spell barrages-and most Mages don't tend to last
    more than a few rounds against me. Not boasting, I make it a point to
    kill Mages first. It's a little thing we call 'strategy'.
    A powerful spell that I tend to under-rate for one... or perhaps two
    reasons... First, Vhailor's Helm allows you to create a Simulacrum once
    per day, free of charge. It's a wonderful thing to be able to conjure up
    a copy of an uber powerful Fighter/Mage, complete with his own buffs,
    Greater Whirlwinds, and premium gear... but of course, if we have
    Vhailor's Helm we've got no reason to waste an 8th-level spell slot,
    too. As for our Mages, then, who might actually end up wanting to
    prepare one... this spell has mixed results, really. As far as the
    spell's description is concerned, it's supposed to create a Simulacrum
    at 60% the caster's level. Take a level 28 Edwin, and cut him down to
    60%... you get about a 16th-level Edwin. Fair enough, but it's not the
    same league of potency by a long-shot. Your Simulacrum will be able to
    cast a few Breaches, a Finger of Death or two, which can be pretty
    useful, but not game-breaking. Imoen, on the other hand... well, I sense
    a bug. Her Simulacrum comes packed with up to 9th-level spells, which
    makes it very worthwhile for her to cast this spell. Why is her
    Simulacrum so much stronger than anybody else's? I suspect it might be
    because of her dual-classed status. Take my level 26 Imoen, who at 60%
    should produce a Simulacrum of 15th level (rounded down)... or roughly
    on par with Edwin's. This is not, in fact, what we see. But if we add
    Imoen's seven dormant Thief levels into the equation, we get her
    acting as a 33rd-level Mage for the purposes of this spell, 60% of which
    is 19th-level (rounded down)-enough to cast 9th-level spells. I haven't
    done an exhaustive trial on this idea, but it seems to fit. In any
    event, Simulacrum's usefulness is highly variable. On a well-equipped
    phenom like my Fighter/Mage, it's invaluable... as an item-accessed
    spell. On your Mages, it might be worthwhile if you're very, very
    high-leveled, and your name is Imoen.
    *Spell Trigger
    This spell is where you really get to play with your multi-spell
    tactics. It allows you to chain up to three spells, of sixth level or
    less. Three Chain Lightnings is a pretty awesome combo, but my
    favorite is my one-shot defense breaker. Typically consisting of two
    Pierce Magic spells and a Breach, or a Pierce Magic, Breach, and Greater
    Malison. Start out fights with powerful, well-protected enemies with
    this combo to leave them open to both physical and magical attacks.
    You'll learn to love it, and during Throne of Bhaal you should strive to
    always have one ready to go.
    Summon Fiend
    This spell is just like Gate or Cacodemon, and has the same problem-
    the summoned demon is too unpredictable, and with a single Dispel Magic
    becomes a liability instead of an ally.
    Symbol: Death
    Inscribes a magical symbol that, when approached, causes all creatures
    in the area to Save vs. Death or die. Unfortunately it doesn't work on
    any foes with 60 Hit Points or more, so... yeah. I wipe my ass with this
    Symbol: Fear
    Another Symbol spell, when something enters the area of effect it
    triggers, attempting to cause fear (save at -4). It, like all Symbol
    spells are plagued by the fact that they're not party-friendly... but,
    the range is decent, the save penalty good, and if you prepare with
    Remove Fear, it might not be a terrible spell to cast... it just fails
    for taking up an 8th-level spell slot.
    Symbol: Stun
    Everything within a 30-foot radius must save at -4 or be stunned for
    two rounds, +1 round/3 levels of the caster. Keep in mind that the spell
    is not party friendly.
    9th Level Arcane Spells						{SPT025}
    ***TOP SPELLS***
    Comet: 1d10 damage, party-friendly, chance to stun and knock down foes.
    Time Stop: Gives caster three free rounds to act.
    Absolute Immunity
    Might as well be called 'Ultimate Mantle', it protects against even +5
    weapons... and it's a rare foe indeed who can penetrate that. Of course,
    you know god-damn well what I'm going to say, don't you? Four round
    duration, and we've been stopping weapons of all enhancement bonuses
    since we first got Stoneskin. Stoneskin is king, and won't eat up a
    9th-level spell slot.
    Bigby's Crushing Hand
    Oh Bigby's how you suck, let me count the ways... first, it has a
    maximum damage of 9d10 damage to ONE foe, spread over the course of
    three rounds. The spell gives them three chances to save, just like
    Bigby's Clenched Fist, and if they manage, it negates all future
    damage. First save is at -4, second is at -2, third is at no penalty.
    Why in the hell would ever cast this when you could cast Comet?
    Black Blade of Disaster
    The only thing disasterous about this spell is that it happens to be a
    9th-level spell. It counts as a +5 weapon, which you are a Grand Master
    at wielding. It deals 2d12 damage per hit and every time it hits the
    creature must save (at a generous +4) or be disintegrated... which is,
    if anything, a liability in my eyes. Also, it has a 10% chance to drain
    four levels from the target and heal the wielder (you!) for 20 Hit
    Points. Sounds decent, but when you think of all the damage you could
    do with a single Comet or all the mischief you can cause during a Time
    Stop, and this spell seems pretty patry, indeed.
    Chain Contigency
    Releases three spells under preset conditions, all of which must be
    8th-level or lower. Seems pretty awesome, but since it triggers
    reactionarily, instead of voluntarily, the spells must all be defensive,
    and the best defensive spells are 5th-level or lower. So... you really
    don't need the power of this spell. Also, it's a 9th-level spell. You
    need to be packing a whole lot of badass to make it into my list of
    prepared 9th-level spells. Speaking of badass...
    ...10d10 damage marginally out-does Fireball, but this spell has three
    great advantages that makes it the best damage-dealer in the game.
    First, it offers no save against the damage. Second, it doesn't hurt
    party members. Third, it has a chance to stun enemies for 1d4 rounds
    and knock them down. It's great for dealing a good chunk of damage to
    a lot of enemies, and breaking them up a bit so your fighters can get
    some breathing room. While Horrid Wilting is potentially more damaging,
    Comet's ability to change the course of a fight in a single cast make it
    a better cast on a spell-for-spell basis.
    Dragon's Breath
    Another 9th-level damage dealer, this spell has the allure of dealing
    a possible 20d10 damage to all foes in a 30-foot radius and knocking
    them back. Of course, there is no save penalty for this spell, and a
    save negates the knock-back. All in all, I'd rather use Comet, as in
    all likelyhood they're going to do the same damage, and I'd prefer a
    chance to Stun and knock down for 1d4 rounds, instead ofjust knocking
    a foe away from me.
    Energy Blades
    Creates a number of energy blades which can be thrown at foes. Yes,
    thrown. Still, this spell has the good sense to gives a +10 bonus to
    THAC0 and each one deals 1d4+5 damage, as well as 1d10 additional
    electrical damage. The Mage gets one disc per level to throw, and can
    throw nine per round. Still, the fact that you must hit foes to do any
    damage makes this spell of dubious worth in my eyes. Ultimately,
    assuming no misses, the potential damage of this spell per round is
    9d4+5 (36-81) plus 9d10 (9-90), or 45-171, which sounds fine and all...
    but when you think of how much damage Comet could do if employed against
    a group of enemies, plus the stun and knock-down... You know, I really
    have to wonder if this spell is any better than a high-level Flame
    Arrow. Think about it, at level 20 you'd get four arrows, each doing
    5d6 damage. Thats 20-120 damage with no attack roll. Even if the foes
    saves, they're still going to take 12-72 damage, barring any fire
    resistance (which isn't a valid criticism, considering that much of
    Energy Blade's damage is from equally-resistable electrical damage).
    And you could link three Flame Arrows with a Spell Trigger! Why waste
    a 9th-level spell slot doing what a 3rd-level spell can do almost as
    Energy Drain
    Take two levels from the enemy and laugh. No save allowed, and chances
    are, the computer will not have a Cleric handy. Still, two level isn't
    much, and a single casting of this spell won't seriously diminish any
    foe, much less win fights like Comet or Time Stop can.
    Counters Imprisonment or Maze. I tend to reload if a character is
    Imprisoned, and Maze wears off. You never really have a reason to cast
    this spell.
    Gate is a summoning spell with serious liabilities. Unless you have a
    Protection of Evil spell cast on the caster (and anybody else you don't
    want the Pit Fiend to attack) the Pit Fiend will view them as fair game.
    On one hand, you should be used to using Protection From Evil 10' Radius
    frequently... but on the other hand, having a summon who will turn on
    you if a Dispel Magic is tossed around doesn't strike me as a good
    idea. Besides, there are plenty of other, superior summoning spells out
    there. Ones not coated in liability sauce.
    This spell sucks for the same reason Flesh to Stone sucks. It removes an
    enemy from the fight, sure, but it also takes out their gear, too. If
    you are confident that the foe has no equipment of value on them, by
    all means, Imprison away, there's no saving throw, so it will probably
    work... I mean, except for the fact that quite a few foes have Magic
    Resistance. If you want to retrieve an Imrisoned creature later, you'll
    have to go through the trouble of casting a Freedom spell, and I just
    can't be bothered...
    Improved Alacrity
    Allows a Mage to cast spells more quickly. Normally, a Mage can only
    cast one spell per round. With this spell, the Mage is presumably only
    limited by casting time... which means you'll get variable mileage out
    of this spell depending upon your chosen spells. Of course, the effect
    only lasts two rounds... honestly, I'd stick to Time Stop. That gives
    you three rounds to do whatever you wish... under normal speed rules,
    of course.
    Meteor Swarm
    Despite the awesome-sounding name, this spell leaves a bit to be
    desired in a damage-dealer. Everything-friend or foes-in a 30-foot
    radius will take 4-40 damage if they are hit by one of the meteors.
    Ultimately, this spell is capable of quite a bit of damage, but it's
    also highly variable. Ultimately a factor of randomness I don't find
    fitting for a 9th-level spell... not when Comet is guaranteed to do
    twice as much damage to all foes in an area and not harm any of your
    party members.
    Power word: Kill
    Kills one creature... unless their current Hit Points are higher than
    60. Since this means pretty much every creature worth casting this on,
    you can safely ignore it.
    Like Polymorph Self, the caster can change freely into-and out of-a
    variety of creatures. Namely, a Mind Flayer, Iron Golem, Greater
    Wolfwere, Earth Elemental, Fire Elemental, or Giant Troll. By the time
    you can do this, however, there is no real attraction to it. All the
    Shapechange options are likely to be more vulnerable than your Mage was
    (except perhaps the Iron Golem). In any event, you didn't make a Mage
    so you could pummel things, did you? No, so stick to blasting things
    with spells, buffing, and debuffing. It's what you're good at.
    Spell Trap
    I'll admit, Spell Trap is quite the hefty spell defense, absorbing up
    to 30 spell levels... it could take a while for a mage to penetrate it.
    On the other hand, it will be all but impossible for a Mage to ever
    penetrate three or four Spell Immunities, and that's where the problem
    lies. My Fighter/Mage will never have many 9th-level spell slots, and
    I'd rather save the few I have for Time Stop, rather than waste them
    on Spell Trap when I can just use a few 5th-level spell slots.
    Dispels a number of spell protections including: Minor Spell Turning,
    Minor Globe of Invulnerability, Spell Immunity, Globe of
    Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield,
    Spell Deflection, Spell Invulnerability, and Spell Trap. You know,
    doesn't Pierce Magic do almost the same thing? Yeah, it doesn't take
    down ALL of them, but the odds of a Mage having more than one or two
    up at a time is uncommon, and this spell doesn't do anything to their
    Magic Resistance. Again, I say stick to humble old 5th-level Pierce
    Summon Planetar/Summon Dark Planetar
    Summon a badass celestial minion to help you. These critters come loaded
    with spells, both Druidic (like Insect Plague), Clerical (Heal, Cure
    Disease, Globe of Blades) and Mage (Chaos, Haste). They also come
    with a Silver Sword (not the Vorpal weapon we got from the Gith, just a
    2d10+3 weapon) and the attacks, THAC0, Armor Class, Hit Points, and 
    Strength to make an impression in melee. It's the strongest thing a
    Mage can summon... shame, then, that I feel it's not worth a 9th-level
    spell slot. I say leave the summoning to the Clerics and the Druids.
    Let the Mages stick to Time Stop and Comet.
    *Time Stop
    This is probably the best spell in the game. When cast, you get three
    rounds to do whatever you wish. If you cast spells, those spells will
    all take effect when the Time Stop ends-not during it. If you want to
    sequence spells, you'll need to be a little sneaky. If you cast one
    spell closer to an enemy than another spell, the closer spell will
    reach first, allowing you to thus chain spells that just need to work-
    like Pierce Magic or Breach. Three favorite tactics of mine-and they
    aren't complex, but they are effective-are as follows. First, just
    using three Horrid Wiltings can obliterate enemy opposition, especially
    low Hit Point enemy Mages, who can do little but die under the
    onslaught. Second, use a Spell Trigger to blast an enemy with a
    combination of spells that destroys their defenses, then use a Spell
    Sequencer and Minor Sequencer to hit them with various damage-dealing
    spells, like Flame Arrow, or Magic Missiles. Don't underestimate the
    damage that five Magic Missiles can do on a single unlucky enemy... no
    creature in the game can ignore 50-125 damage. Third, I just cast Time
    Stop and have my Fighter/Mage use up three Greater Whirlwind attacks-
    30 attacks-on a wretched victim.
    Wail of the Banshee
    Honestly, I can't remember ever using this spell, or having it used
    against me. Perhaps it's the lack of a save penalty? Maybe by the time
    I get it, in Throne of Bhaal or damn near it, I'm not worried about
    killing off groups of weak enemies, and have better tools to do it with?
    Why waste a 9th-level spell slot on it?
    Wish... ah, Wish is a very peculiar spell, indeed. See, you are
    attempting to bend cosmic forces to your whim, and apparently this
    can't be done without some wretched Djinni (in place of the typical
    asshole Dungeon Master) trying to distort your intentions while still
    honoring your words. Deliberate misinterpretation, in other words.
    The effectiveness of this spell depends solely on the caster's Wisdom
    score, which will determine what effects you are able to choose from
    after haggling with the Djinni. Without going into too much detail,
    a good number of the options the spell presents are unfavorable, either
    because they harm the party exclusively, or they harm both the party and
    enemies, or they help both the party and enemies. Having a high Wisdom
    gets your more favorable responses, but it doesn't remove any negative
    ones. So... what you get after 'negotiating' are five options, randomly
    chosen from the list of options appropriate for your Wisdom. Some are
    quite good, like casting Breach on all foes in the area, or Improved
    Haste on all allies, or casting a double-length Time Stop and Improved
    Alacrity on the caster, Restoration on the party, or restoring the
    party as if they had rested a full night, restored spells and all. You
    also get the bad ones, of course, but you can chose any of the five
    options you get. Odds are you won't get a terrible option on any
    casting of the spell, but it's not guaranteed you'll get something good,
    either. Ultimately, it's just far too random to bother using Wish. If
    it comes through, it can really help the party, but most likely its
    results will be mediocre. At the end of the day, I really can't justify
    gambling with Wish when a guaranteed Time Stop can be prepared instead.
    Spell Buff Order						{SPT026}
    Now you know what spells to have, and why to have them, but apparently
    this isn't enough for some people. Some people know who they are, but
    I tolerate them because they're usually right when it comes to these
    things. Anyhow, in this section we'll discuss what spells to use-when,
    and in what order you should cast your buffs. What kind of lazy ass FAQ-
    writer wouldn't put this information in the walkthrough, you know, when
    you fight creatures that require buffing? Beats me, I made sure to put
    it in the walkthrough, but here you'll find a stable, easy-to-find
    location that discusses spell-buffing in more detail. I see the appeal,
    I follow FAQs myself (on games I can't bother to learn everything about
    myself or play twice-JRPGs, for example) and it's a pain in the ass to
    have to scroll through a walkthrough to find the author's off-hand
    comments on how to do something that should really be mentioned in its
    own context.
    Also note that many of these buff combos either require-or are vastly
    improved by having-a multi-class Mage of some sort. In case you didn't
    get it earlier, I have pushed the Fighter/Mage = Godly angle throughout
    the guide. While it might not have been obvious in Baldur's Gate 1, it
    will become quite obvious in Baldur's Gate 2. Your Fighter/Mage is your
    combat tactician, the versatile crux upon which most-if not all-
    sophisticated take-down strategies turn. A Fighter/Mage/Thief works
    nearly as well, and Thief/Mages, Cleric/Mages, and Fighter/Cleric/Mages
    are also passable. Any character who can fight and spell-buff with Mage
    spells (many of which are exclusive to the caster). Sure, there are
    other ways to win fights, but the buff combos using a Fighter/Mage or
    Fighter/Mage/Thief are arguably the easiest way to go through the game.
    Buff Combo: Spell Buff to the Max!				{SPT027}
    Requires: 1) Two divine spell casters (Cleric/Druid)
    	  2) Two arcane spell casters (Bard/Mage)
    	  3) Summoning Items
    	  4) Buffing items
    You'll see this phrase used a few times throughout the guide-the phrase
    came before the section, honest. This is the general spell-buffing you
    will use in most major fights. It's name is rather deceptive, since all
    other specific buff combos actually include using MORE spells, not less.
    However, since this is the big, general buff combo, it'll bear the most
    Round #1: Iron Skins/Stoneskin
           (These are the longest-lasting buffs in the game, so they should
    	ALWAYS go first.)
    Round #2: Blur/Protection from Evil 10' Radius
           (Again, two general buffs that last a long time. At 1 turn/level,
    	Protection from Evil 10' Radius is more of a level-lasting buff
    	than a fight-per-fight buff. Cast it when you start an area, and
    	it should stick the whole time. Blur is more modest at 
    	4 + 2 rounds/level, but it's a great Armor Class and Saving
    	Throw booster.)
    Round #3: Armor of Faith/Mirror Image
           (Now for more personal spell-buffs. Armor of Faith and Mirror
    	Image are both decent personal buffs with durations of
    	3 +1 rounds/level.)
    Round #4: Summons
           (Use items, especially Vhailor's Helmet and whatever other
    	trinkets you have, like the Black Spider Figurine, the Silver
    	Horn of Valhalla, and the Efreeti Bottle. Later on in the game,
    	the last three items are not worth the trouble. Summon  an
    	Elemental Prince if you have them, and have Keldorn summon a
    	Deva, or have Viconia summon a Fallen Deva.)
    Round #5: Aura of Flaming Death/Dual Golem Manual/Haste/Item Buffs
           (Now we're on some serious time constaints-many of our summons
    	will only last a turn, or ten rounds. My protagonist-who always
    	wields the Golem Manual and Vhailor's Helm, now uses the former,
    	and so does the Simulacrum we summoned last round. Your
    	dedicated Mage (Edwin or Imoen) should cast the Haste
    	immediately after the Golems appear, and the Divine spell-
    	casters bring up Auras of Flaming Death. If you have the Short
    	Sword Ilbratha and/or Rings of Air Control, now is the time to
    	use them.)
    Round #6: Final Buffing/Attack!
           (Buffing is pretty much over-it's time to start combat. If your
    	Simulacrum is a Fighter/Mage or Fighter/Mage/Thief like mine,
    	it might be a good idea to see what spells they have and pop
    	out a Blur or Stoneskin, although I'm not nearly as concerned
    	about their survival as any of my party members.)
    Buff Combo: Dragons and Demons					{SPT028}
    Requires: 1) Two divine spell casters (Cleric/Druid)
    	  2) Two arcane spell casters (Bard/Mage)
    	  3) Summoning Items
    	  4) Buffing items
    Dragons and Demons require a little extra work. The former employ
    devasting breath weapons that can outright kill weaker party members.
    They absolutely need protection. Against stupid fire-breathing Dragons
    we can buff the whole party with cheap, long-lasting elemental spells,
    but against other Dragons, it just takes too much time-putting up a
    half-dozen 7th-level 'Protection from the Elements'... well, not really,
    but I'm lazy, so I rarely tend to do it. It's just easier to cast a
    Heal spell in the middle of combat. Right before combat, cast 'Remove
    Fear' on your party and their summons. Dragon fear can end fights before
    they begin. Some Demons also use fear, as well.
    Round #1: Iron Skins/Stoneskin
    Round #2: Blur/Protection from Evil 10' Radius
    Round #3: Armor of Faith/Mirror Image
    Round #4: Elemental Buffing
           (Dragons tend to use breath weapons, which are not your friend.
    	To counter that, we need to defend ourselves from them. Against
    	fire, you have an easy time, the 3rd-level spell 'Protection
    	from Fire', or, at higher levels, 'Aura of Flaming Death'. The
    	best all-purpose Mage buff is the 7th-level 'Protection from the
    	Elements'. Sure, there's the 8th-level 'Protection from Energy',
    	but 8th-level spells are precious, and it doesn't add and real
    	protection against what we need it for. In higher-level fights,
    	I tend to just have my Mages buff themselves with 'Protection
    	from Energy', since they're the most vulnerable (and perhaps
    	it's worthwhile to take an extra round out to protect Jaheira/
    	Viconia, who are more vulnerable.)
    Round #5: Summons
    Round #6: Aura of Flaming Death/Dual Golem Manual/Haste/Item Buffs
    Round #7: Final Buffing/Attack!
           (Again, have your Simulacrum buff themselves however they can,
    	but there's a special buff necessary before combating Dragons
    	and many demons-the humble 1st-leve 'Remove Fear'. Make sure it
    	gets all your summons, too. They're absolutely useless if they
    	are running around in fear-same with your party members.)
    Buff Combo: Illithids						{SPT029}
    Requires: 1) Fighter/Mage or Fighter/Mage/Thief who can cast 5th-level
    	     Mage spells (9th-level Mage).
    	  2) Divine Spell caster (Cleric/Druid) who can cast 5th-level
    	     Cleric/Druid spells (8th-level Cleric/9th-level Druid)
    Illithids are an odd sort of creature that requires different, less
    generalized spell-buffing. First, I tend to keep most of my party back
    in reserve, safely using missile weapons. The only character who engages
    the Illithids in melee combat is my protagonist. Why? Illithids drain
    Intelligence every time they hit, at least several points at a time.
    Even my 19+ Intelligence Fighter/Mage can't weather a half dozen hits,
    and box-of-rocks Intelligence warriors like Keldorn, Anomen, and Korgan
    will only survive three or so. My entire strategy therefore becomes
    about making one character as hard to hit as possible-the only character
    that can do this well is a Mage combo. Blur, Greater Invisibility, 
    Mirror Image, and Fighter-esque armor will make Illithids survivable...
    as long as you protect yourself against their psionics, and have a
    staunch offensive effort to keep combat short.
    Round #1: Blur/Chaotic Commands
           (Chaotic Commands is absolutely essential for any character
    	wishing to engage a Mind Flayer in melee. Fortunately, every
    	divine spell-caster can use it, and it lasts one turn per level,
    	so you'll probably only need to use it once. Of course, we all
    	know about Blur and its Armor Class bonuses, as well as its
    Round #2: Mirror Image
           (Take a breather this round and have your protagonist buff
    	himself (or herself) with wonderful, wonderful Mirror Image.
    	Illusion is the name of the game with this buff combo.)
    Round #3: Greater Invisibility/Haste
           (Have your protagonist cast 'Greater Invisibility' on themselves,
    	or use a Ring of Air Control. It'll lower their Armor Class, but
    	note that the point is NOT to avoid becoming a target. Also,
    	catch your entire party in Haste. A good offensive is the best
    	defense, and all that. Seriously though. Dead Illithids aren't
    	eating any brains.)
    Round #4: Combat/Death Spell/Ranged Support
           (Scout out Illithid groups with your invisible Fighter/Mage, and
    	use Death Spell to start out fights. Illithids usually come with
    	Umber Hulks, and Death Spell will smite them unerringly. Once
    	your Protagonist has safely engaged (oxymoron alert!) and
    	absorbed the inevitable psionic assault Illithids begin fights
    	with, having your Hasted party come up and shoot at anything
    	attacking your baitagonist. If your protagonist is taking too
    	many hits, withdraw and lure the Illithids around by running.
    	Hopefully you'll be able to recover some Intelligence or shoot
    	the Illithids down.)
    Alternatives: This strategy still floats if you don't have a multi-class
    	Mage, but it'll take a specific set-up. First, take a strong
    	Fighter (Keldorn or Korgan, for example) and cast Chaotic
    	Commands on them. Make them use Ilbratha (for Mirror Image) and
    	a Ring of Air Control (Greater Invisibility). It's the best you
    	can do, just be very, very attentive to their Intelligence.
    Buff Combo: Liches, Beholders, and other pesky Mages		{SPT030}
    Requires: 1) Multi-class Mage who can cast 5th-level Mage spells,
    	     ideally a Fighter/Mage or Fighter/Mage/Thief. 10th-or-11th-
    	     level Mage is preferable.
    	  2) Divine Spell caster (Cleric/Druid) who can cast 5th-level
    	     Cleric/Druid spells (8th-level Cleric/9th-level Druid).
    	     Note that a Cleric can cast all the required buffs, but
    	     a Druid cannot.
    	  3) The Cloak of Mirroring
    The first time I played this game, nothing gave me more trouble than
    Mages-especially Liches. It's a symptom of not knowing what quests to
    do, what areas to explore, when, and what spells to use-all things that
    this guide helps with! Of course, there are several good ways to take
    down Mages-Insect Plague, the awesome 5th-level Druid spell, is one of
    the easiest and simplest. Backstabbing Mages with a party Thief is also
    possible (if not terribly easy, due to the prevelence of True Sight-any
    Mage worth taking down this way is also usually capable of countering
    it. This buff combo isn't just for any Mages, though, but very, very
    strong, well-prepared Mages we'll typically face. This buff combo is
    great for taking down Liches and other uber-Mages, but you know the
    saying, the high tide raises all boats... err... perhaps the wrong
    saying, but the point is, if you can use it to kill Liches, you can use
    it to kill anything the is dependent upon spells. This buff combo
    REQUIRES a multi-class Mage, a melee competent one is a plus, but not
    necessary. It's also  greatly simplified if you have the Cloak of
    Mirroring-not a direct requirement-if you have a higher-level Mage
    and/or are willing to rely on some luck-but it's a definate plus.
    Round #1: Stoneskin
           (Stoneskin? For Mage take-downs? Sure. First, it lasts forever,
    	so it doesn't really complicate things. Also, many spell
    	casters are not squeamish about summoning things, so it pays to
    	have some melee defense.)
    Round #2: Chaotic Commands/Protection from Evil 10' Radius
           (You should have two divine spell casters in your party, and
    	hence, these two buffs can go at once. Jaheira can cast Chaotic
    	Commands, which should be pretty self-explanatory-it'll stop
    	nasty spells like Charm, Confusion, and Maze. Anomen/Viconia can
    	cast Protection from Evil 10' Radius, which has a very special
    	purpose; Liches are prone to using Gate to summon in a Pit
    	Fiend. With Protection from Evil 10' Radius on, the Pit Fiend
    	won't attack you. In fact, it'll often turn on its summoner!)
    Round #3: Death Ward/Remove Fear/Spell Immunity #1
           (Death Ward seems like an obvious cast, too, as it'll stop evil
    	death spells. It's preferable to Spell Immunity: Necromancy
    	because it also stops Disintigrate (which is an Alteration, not
    	Necromancy.) Remove Fear is another obvious cast, as you
    	wouldn't want to be immune to so many deadly spells, but fall
    	victim to Horror, or something stupid like that. Finally, your
    	first Spell Immunity, the backbone of this strategy. Cast
    	Spell Immunity: Conjuration, which will block all Power Word and
    	Symbol spells. Liches use these quite often.)
    Round #4: Spell Immunity #2
           (Now for your final buff, and arguably the most important-
    	Spell Immunity: Abjuration. This will block spells like Breach,
    	Dispel Magic, and Spell Thrust which otherwise might conspire to
    	strip your spell defenses. Also, another important funciton of
    	this spell is to protect you from Imprisonment spells, a game-
    	ender that Liches love.)
    Round #5: Mage Bane
           (You're as invulnerable to magic as you can hope to be, and with
    	the Cloak of Mirroring, your pretty much ARE immune to magic. No
    	direct damage-dealing spell can harm you through the Cloak of
    	Mirroring. You're also immune to death spells, dispelling,
    	Imprisonment, Symbol and Power Word spells. One of the few
    	things that can bother you are summons-if the enemy summons an
    	Efreeti (which isn't uncommon), but of course, most of the
    	Efreeti's attacks won't work on you, either. Now the strategy
    	is simple-absorb everything the Mage has to throw at you, and
    	when their spell-arsenal is depleted, smite them. Or you can be
    	more pro-active. A competent Fighter/Mage or Fighter/Mage/Thief
    	can use Breach and True Sight to keep the Mage vulnerable and
    	cut them down while they waste magic on you.)
    Buff Combo: The Throne of Bhaal General Buff			{SPT031}
    This one is simpler than many of the other buffs-it's general buffing
    for Throne of Bhaal, buffs you'll want to keep on for most fights. It's
    like the spell buff to the max!, minus the max!
    Round #1: Stoneskin/Iron Skins
           (You have no reason not to have these spells on all the time.
    	It's the best defense against melee attacks in the entire game.
    	It doesn't hurt that if you pair it with a good Armor Class, it
    	only makes you more invulnerable.)
    Round #2: Blur/Protection from Evil 10' Radius
           (More long-lasting buffs that will protect you.)
    Round #3: Haste
           (The best spell-buff in the game. Haste makes all fights easier.)
    |								       |
    |			    General Tips {TIP000}		       |
    |								       |
    Save often. There is a lot of trial and error in this game. If you walk
    into an encounter you weren't ready for, there's a good chance you can
    lose characters. And of course, there is always just bad luck.
    To find objects on the map that can be searched or interacted with hold
    down the 'Tab' key. This will reveal doors, containers, your party's
    Hit Points, and other useful information. Sure beats waving the mouse
    cursor around madly, hoping to find a hidden bit of loot, ala Baldur's
    Gate 1.
    Lead with pretty. Take your character with the highest Charisma and make
    them party leader. That way they will use their reaction adjustment to
    influence people they talk to, getting you better reactions, rewards,
    and prices. Paladins make great natural party leaders, as they are both
    strong and have a high Charisma. Evil parties will have to improvise.
    Lead with steel. Of course, pretty isn't the only consideration to make.
    Your front line characters will be under fire more often than any other
    characters. Put your most well protected allies up front, taking into
    consideration Armor Class and Hit Points.
    The Ring of Human Influence helps the 'lead with pretty, lead with
    steel' rules above. Wearing it increases the wearer's Charisma to 18,
    all but negating Charisma as a noteworthy attribute in any sense. Put
    this ring (and a few other Charisma-boosting items) on a well-defended,
    high Hit Point party leader, and you're all set.
    Spread the wealth. Don't load up good gear all on one character, even
    though it might be tempting to spoil your main character.
    Diversify. This makes spreading the wealth easier. If everybody is
    clamoring for long swords, you'll never have enough to go around. This
    shouldn't be too hard, as most recruitable characters come tailor-made
    to use specific weapons. You think Anomen was meant for anything other
    than War Hammers, and Maces, or that Korgan really wants to fight with
    something other than a Battle Axe?
    Travel with like-minded characters, or rather, characters of the same
    (or similar) alignments. In Baldur's Gate 1 this was less of a problem,
    but in Baldur's Gate 2 characters of different alignments could end up
    fighting. Notoriously Viconia and Keldorn will not last together in a
    party, and Aerie and Korgan cause problems as well.
    Manipulate your reputation. Good parties will want to have a high
    reputation just to keep folks happy, but evil parties will want the
    discounts high reputations bring. Just don't go over 17 or you'll face
    desertion. Go to temples to raise your reputation before major shopping
    sprees. If it gets too high, go kill a peasant in a house.
    Manipulate your Charisma. If it was a good enough tactic in Planescape:
    Torment, it's good enough in Baldur's Gate 2. Equip the 'Ring of Human
    Influence' on a Mage and make them your party leader. Then have them
    cast the spell 'Friends' and equip whatever other Charisma-boosting
    gear you have (like the 'Nymph Cloak'). You'll get a nice discount while
    on your shopping spree with 25 Charisma.
    Stealing might be bad for your soul, but it's good for your wallet. 
    Steal early and steal often, there's no 'karma' meter in this game and
    you only lose reputation if you get caught. By stealing you can get
    yourself early access to moderately useful gear and much more useful
    single-use items like scrolls, potions, and ammunition. It'll make
    completing the early quests that much easier, allowing you to raise
    legitimate gold you'll need to buy things from Diedre and Ribald. A
    minimum Pick Pockets skill of 140% is suggested. Use Potions of Master
    Thievery to this end, they last three hours, raise your skill by 40%
    each, and are a much better alternative to spending points on the Pick
    Pockets skill. It's not like those potions or that skill is useful for
    anything else anyways.
    Scout ahead. If you can find danger before it finds you, you can prepare
    for it and get the drop on it. Difficult encounters can turn into snore
    fests if you make a resounding first strike.
    First strikes win fights. Mark enemy locations with a character who has
    stealth, then at the edge of the fog of war-just before you can see the
    enemy-target the area with an area of effect spell. Web, Stinking Cloud,
    Entangle, and Silence 15' Radius, Confusion, Horrid Wilting, whatever.
    It'll make the encounter much easier if you start with a decisive 
    magical strike.
    Haste is probably the most powerful spell buff in the game. You act
    faster in combat, gain an extra attack per round, and your movement 
    speed is doubled. It is, essentially, a way to vastly increase your 
    offensive power for a short amount of time. Use it before every major 
    Spell-buff before big fights. Any fight that sucks will suck less if you
    cast Protection from Evil 10' Radius, Defensive Harmony, and Haste.
    Insect Plague is THE spell to use for Shadows of Amn. The least it will
    do is deal one damage every two seconds to enemies caught inside of it
    and make spell casting impossible for them, with a save to see if they
    run in fear as well. This destroys enemy spell casters, even whole
    parties of adventurers, and it really makes having a Druid a good thing.
    It only affects six enemies, but most fights don't involve many more
    than that, and it only lasts six rounds, but that's longer than most
    fights take. Use it and take down the spell casters and other 
    vulnerable enemies, then you can deal with the survivors with ease. Oh,
    and being invisible doesn't protect enemies from it. Score.
    Hang on to +3 weapons! It doesn't matter what KIND of weapon it is,
    only that it's of +3 or better enhancement. Many creatures are immune
    to +2 or less weapons... well not many, but when one comes around it's
    typically strong enough to cause problems, problems that might be more
    than one character can handle. Any +3 weapon you can equip for, say, a
    Balor will be one more character that can hurt it, regardless of whether
    they are proficient or not. Being unproficient with a weapon that can
    damage an enemy is infinitely better than being specialized with a
    weapon that can't.
    Summoning spells have been changed for Baldur's Gate 2. No longer will
    you conjure up a horde of weak minions when you cast Summon Monster,
    instead now only one or two will appear. This is just as well, as a
    horde of War Dogs would die with one Death Spell, Fireball, or Dispel
    Magic, all things your enemies can throw about with abandon. Now the
    focus is on powerful singular summons. 
    Conjuring Elementals is a good tactic to use early in the game, as you
    will summon up a relatively potent ally who is immune to anything less
    than a +2 weapon... which most foes early in Shadows of Amn are not
    equipped to handle.
    Summon Nishruu and Summon Hakeashar are also great choices for the Mage,
    especially against other Mages, as these creatures are both immune to
    magic. A timely summon Nishruu can make a Mage powerless as it sucks out
    their memorized spells one by one, so long as the Mage doesn't have any
    buddies able to harm it physically. Just be careful not to use this
    spell against enemies that have magical gear on them, as the Nishruu/
    Hakeashar will feast on magical items once it's done absorbing enemy
    Depending on what class you are, you'll get offered a variety of guilds
    or strongholds throughout the game. These are Mae'Vars Guildhall 
    (Thieves), the de'Arnise Keep (Fighters), the Planar Sphere (Mages),
    Cleric's Temple (Clerics), Five Flagons Playhouse (Bards), and the
    Druid Grove (Druids). Normally you'll get offered one, but a multi-
    classed character can potentially get two.
    Spell Immunity can, in conjunction with other spells, make a character
    nearly impervious to magical attack. While there are just too many
    different Spell Schools out there to protect against all of them, you
    can at least block the spells that the enemy tends to use most often.
    Using Spell Immunity: Conjuration blocks all Symbol and Power Word 
    spells, Necromancy will protect against Finger of Death, Wail of the
    Banshee, and Horrid Wilting, Alteration will negate Flesh to Stone and
    Disintegrate, and Abjuration prevents the enemy from using Imprisonment.
    Combined with Chaotic Commands, Death Ward, and similar spells, you can
    really make it hard for enemy spell-casters to harm you. The best part 
    is, although you have to cast the spell once per school, multiple
    castings stack.
    Dispel Magic is a low level spell that is vital to your survival. 
    It's not party friendly, but removing Confusion from some party members 
    is more important than keeping their Haste. It can also debuff enemies,
    taking away defensive protections and offensive aids alike. It's
    effectiveness increases or decreases depending on whether your level is
    higher or lower than an enemies', but every spell-caster should always
    keep one prepared. Multi-classed characters will likely have much less
    luck with Dispel Magic than singled-classed characters, and Clerics
    can expect to be a higher level than Mages with equal experience, but
    since there's always a chance of success, it's worth using. Many
    enemies will be around or below your experience level, but the odd Lich
    and high level Mage might not be impressed with your Dispel Magic.
    Keldorn's Inquisitor kit gives him the ability to Dispel Magic at twice
    his actual level. Even at mid-levels, his Dispel Magic is more than a
    match for the buffs and debuffs of most enemies!
    Two common enemy defenses: Stoneskin and Protection from Magical
    Weapons, can be overcome with Breach. This is preferable to Dispel Magic
    because you won't remove your own spell-buffs and there's no chance of
    failure... and as a 5th-level spell, it really only competes with Chaos.
    Enemy Mages will commonly use spells like Mislead, Shadow Door, and
    Improved Invisibility to buy themselves time and protection. Use True
    Sight to instantly dispel these effects in an area. It's party-friendly,
    and it'll also remove defensive illusions like Mirror Image.
    More powerful Mages later on in the game will put up more effective
    spell-defenses, like Spell Immunity Abjuration and Spell Deflection,
    which blocks Breach, as well as using Stoneskin, Protection from 
    Magical Weapons, and Mantle. Use Pierce Magic before you use Breach,
    either in tandem with another Mage, via a Spell Trigger, Time Stop, or
    through a Wand of Spell Striking. Or failing that, on subsequent rounds.
    Early in the game, strong enemy Mages can be a huge problem, when you
    lack the stopping power to kill them quickly, the spell arsenals to take
    down their defenses, the saves to resist their spells, or the Hit Points
    to weather them. An effective tactic for when you know such a fight is
    approaching is to scout the area and find the Mage in question, and then
    summon as many creatures as possible (typically through the use of
    infinitely rechargable summoning items) near the Mage. Keep your own
    party out of sight and let your summons soak up the early offensive...
    After all, if an enemy Wizard uses his Horrid Wilting on your summons,
    they can't use it on your party.
    If you're not using an infinite bag of holding mod, you'll need to find
    somewhere to stash your loot. Strongholds are an ideal location-you
    tend to earn money there, and it's hard to forget such things. Just be
    sure not to stash anything in your strongholds until AFTER you have
    obtained them. Many get 'repopulated' after the quests involving them,
    and this includes the containers within. Mae'Var's Guildhall, the
    de'Arnise Keep, and the Planar Sphere are all good choices.
    Cluttered up with Mage spell scrolls? Have Throne of Bhaal installed?
    No problem. You can erase known spells from your spell-book and rescribe
    them. It gets useless extra copies of spells out of your inventory, and
    it earns you experience. Just don't forget that other Mages that you
    might want to recruit later will need those spells... so get your party
    Mage(s), learn them all the spells they can, and then go ahead and
    rescribe your scrolls for extra experience.
    Stealth is not fool-proof. Enemy Mages will cast True Sight if they
    suspect a sneaking foe nearby. Also, some enemies aren't fooled by
    stealth due to extremely acute senses-Fell Cats and Fire Trolls will
    'smell' you out, and Hive Mothers... well, they're a big ball of
    eyeballs. Kinda hard to hide from that.
    |			       Chapter 1			       |
    |								       |
    |		      Escape from Irenicus' Dungeon		       |
    |								       |
    Sequence of Events:						{WLK001}
    		1) You Should Survive the Process
    		2) Minsc
    		3) Jaheira
    		4) Gearing Up
    		5) The Mephit Machine
    		6) Aataqah's Game 
    		7) Goblins
    		8) Stasis Room
    		9) Sewer Golem Room
    		10) Relieving Rielev
    		11) Tales Dead Tell
    		12) The Sewage Chamber
    		13) The Master's Room
    		14) The Dryads Three Make a Plea
    		15) The Master's Wife's Room
    		16) The Library
    		17) Ilyich
    		18) Cambion Containment
    		19) The Genie's Request
    		20) Retrieving the Flask
    		21) The Sword of Chaos
    		22) Yoshimo
    		23) Mephit Spawning Room
    		24) Escaped Clone
    		25) To the Wand Room
    		26) The Wand Room
    		27) The Vampire's Display
    		28) The Smithy
    		29) Freeing Frennedan
    		30) Attacked by Assassins
    Dungeon, Part 1 (AR0602)
    1) You'll be approached by some Mage who will proceed to perform
    'experiments' upon you. Not very nice ones either, judging from the
    death speeches your character makes and from all the fire. A Golem will
    eventually arrive, drawing the man's attention and leading him away to
    deal with 'intruders'. Imoen will show up and spring you from your cage,
    joining your party immediately afterwards. She'll tell you about some
    weapons to the northwest before the game auto-saves and the camera pans
    to the northeast to reveal two captured people.
    Imoen doesn't start out too great in the way of spells. Have her
    memorize some Magic Missiles and maybe a Chromatic Orb. It won't take
    much more than brute force to get out of here. As for 2nd level spells,
    get a Mirror Image, a Melf's Acid Arrow, and a Stinking Cloud. We won't
    fight many large groups of enemies, and even when we do we don't have an
    unlimited supply of ammunition to use on them, so Stinking Cloud isn't
    too important just yet. Melf's is best against trolls and spell casters,
    which won't be a problem for a while yet, but at least it contributes to
    the fight. For 3rd level spells get Haste. It might be fun to Fireball
    some baddies, but really, Haste is going to help you out more in a
    fight. As for 4th level spells, we won't be letting Imoen get hit, so
    don't bother with Fire Shield, and if we do let her get hit, Stoneskin
    would be better anyways. Improved Invisibility can go on anyone, so keep
    it handy to spell-buff your front line Fighter. You don't want to let
    Imoen scribe any scrolls you find, as... it'll be a while before she can
    put them to good use. Save them up for your main character, Edwin, or
    failing that, for Imoen to use at a later date.
    Note: If Imoen suffers mortal damage (if she's reduced to zero Hit
    Points) she'll panic, disband, and flee the dungeon. Of course, since
    you can't raise dead characters at this point in the game, anybody who
    sustains fatal damage is out of the game for the rest of this dungeon,
    but it's still something to be wary of. At least if Imoen starts
    spazzing out, you'll know why.
    2) Go over to the man at (x=4000, y=2750) to find your old friend Minsc.
    The captivity really hasn't made him any saner... or more insane, for
    that matter. Some things are beyond torture. You will eventually provoke
    his wrath to the point where he breaks his 'permanently welded cell'. He
    then accuses you of provoking him to unleash his berserker might. Uh,
    yeah! Sure. Regardless of your intentions he thinks you're one clever
    fellow and offers to join you. By all means take him along, you could
    certainly use his Hit Points and Strength to get out of here. You can
    always ditch him later if you're so inclined. Minsc is, if anything,
    even more hilarious in the sequel. It's just another perk of bringing
    him along.
    (For 'encouraging' Minsc to escape from his cell)
    EXP	3000
    3) Over at (x=3850, y=2650) you'll find another cage with another former
    traveling companion, the Harper agent Jaheira. She's just as hot-headed
    and mouthy as ever, and will give you a run down of your story. The game
    assumes, of course, that you actually traveled with her in the prequel.
    It's possible to blow her off and leave her behind, but you might just
    want her healing power for this dungeon, even if you don't plan to keep
    her. Note that if you turn on her and leave her behind she will say some
    rather disparaging things about you 'turning'. It is all too similar to
    the way others of her ilk will look at you later... but now I'm
    foreshadowing. To get her free go up to the room to the northwest and
    search the table at (x=3050, y=2800). You'll find, along with many
    weapons, a Jail Cell Key. Take the key and open the door.
    (x=3050, y=2800) Long Sword, Short Sword, Quarter Staff, Mace, 
    		 Battle Axe, Spear, Halberd, Jail Cell Key, 
    		 War Hammer, Two Handed Sword, Katana
    (For freeing Jaheira from her cage)
    EXP 	3000
    Have Jaheira get plenty of Cure Light Wounds. You can get Entangle, but
    it by now has long since run its course as a useful spell. Armor of
    Faith is a decent defensive spell that will cause Jaheira to ignore
    10% of the damage she takes at her present level, and lasts long enough
    to be considered as a good defensive buff. Bless can also provide a
    temporary buff to your entire party's attack rolls, but I'd prefer Armor
    of Faith. 2nd level is very slim pickings, as Barkskin does not stack
    with armor. You'd be better off just wearing the Splint Mail. You 
    should, however, always carry a Slow Poison on you, just in case. For 
    3rd level spells, get a Dispel Magic-every spell caster who can cast
    this spell should have one prepared-and a Cure Medium Wounds. Finally
    come 4th level spells, of which you have the very nice Death Ward,
    which has no applicable use just yet. For now either grab Defensive
    Harmony, which is a good spell buff, or Cure Serious Wounds for extra
    healing power.
    4) Go back into the room where you found the Jail Cell Key. As
    previously noted you can find weapons on the table at (x=3050, y=2800).
    Equip your main character with whatever they're good at. Minsc gets the
    Two Handed Sword, Jaheira suffers with a Quarter Staff for now. I set
    Jaheira up as my front-liner, as she's got the Dexterity and the ability
    to wear the heavier armor I need to succeed. Loot the chest for some
    armor. I give Jaheira the Splint Mail, and I have Minsc don the Chain
    Mail. For now getting through the place is more of a priority than
    taking advantage of his ability to Sneak. Besides, he can always take it
    off to scout ahead. Finally, the painting at (x=3130, y=2700) has stuff
    behind it, but be sure to search for traps. This is your introduction to
    traps in this game, and this one isn't very powerful or hard to disarm.
    It is, however, a warning. It's the second room in the game, and there's
    a trap. Oh yes, kiddies, there will be traps in this game, enough to
    ruin your day if you don't bring about a Thief. The Dagger +1... eh...
    well, it can go on Imoen, but it's really just a waste. If you stick it
    on Jaheira you'll raise her THAC0 by one, but then she can use the Small
    Shield to bring her Armor Class down. And of course, if you imported
    your main character with the Golden Pantaloons in their inventory, you
    will find those in here as well. You can talk to the Golem in this room
    but it has little to say. The tunnel to the north leads to a door
    (x=2420, y=2180) we can't open yet. There's also an annoying Smoke
    Mephit down there, which isn't particularly dangerous, but it can blind
    you temporarily.
    (x=3000, y=2750) Helmet, Leather Armor, Studded Leather Armor, 
    		 Small Shield, Buckler, Splint Mail, Chain Mail,
    (x=3130, y=2700) Dagger +1, Potion of Healing x3, Golden Pantaloons
    (x=3130, y=2700)
    5) Head to the southwest. I'd suggest sneaking in with Minsc or Imoen,
    as there is a machine in the middle of the room that creates Lightning
    Mephits which shoot... well, lightning at you. Click on the machine's
    controls at (x=2850, y=3050) twice to turn the machine off and stop it
    from spawning more Mephits.
    (For disabling the Lightning Mephit spawning machine)
    EXP	2000
    6) Continue up to the northwest to find a genie named Aataqah, who
    initiates dialogue with you. If you blow him off he'll leave, if you
    humor him he'll ask you to answer a hypothetical question. If you say
    you'll push the button he'll summon an Ogre Mage for you to fight. If
    you say you won't he'll summon four fearful Gibberlings. I prefer the
    Ogre Mage path, as it at least gets you some experience... and you don't
    have to chase down a bunch of stupid Gibberlings. He'll tell you to seek
    out Rielev after you kill his monsters.
    7) If you go north you'll find a tunnel leading to the east, with a
    Goblin guarding it. The passage ends in a locked door (x=2150, y=1900)
    we can't open. Typical. So head west instead to find some Goblins. Most
    of them will carry Battle Axes, but a few will sit back and fire arrows
    at you, leaving behind Composite Long Bows when they die. How is a
    Goblin firing a Composite Long Bow? Who knows. It's as good an excuse as
    any to get yourself some Bows and Arrows though. I put a bow on Minsc
    so he has a ranged option. Continue heading up the passage until you
    come to two doors, one to the northeast (x=900, y=2200) and one to the
    southwest (x=600, y=2400).
    8) In the southwestern room you'll find a number of containment vats,
    inside of which are various creatures both living and dead. There's
    nothing you can do with them just yet, but there are two Mephits you can
    actively make more dead. Once they're done loot the room. The Short Bow
    goes to Imoen so she can participate effectively in combat, and the
    Quarter Staff +1 goes to Jaheira.
    (x=670, y=2700) Arrows x5, Short Bow, 1 gold
    (x=820, y=3050) Bullets x5
    (x=1050, y=3000) Quarter Staff +1
    (x=1050, y=3000)
    9) Through the northeastern door you'll find a Radiant Mephit which
    needs to be put down. You'll also find a Sewage Golem (x=1070, y=2050)
    you can't interact with yet. You can, however, loot the room. Jaheira
    will be much better off with the Medium Shield and the Scimitar. My
    protagonist scribes Flame Arrow immediately, but I save the Scroll of
    Dispel Magic for later.
    (x=1050, y=2100) War Hammer, Medium Shield, Scimitar, Long Sword +1
    (x=900, y=2000) Arrows x4
    (x=900, y=1950) Potion of Healing, Scroll of Flame Arrow
    (x=1200, y=2100) Scimitar, Potion of Extra Healing x3, Spear,
    		 Scroll of Dispel Magic
    10) Now head up to the northwest, then follow the tunnel to the north-
    east. You'll pass a door (x=520, y=2000) with two Lesser Clay Golems
    inside. Again, you can't bother them now, but they will become hostile
    towards you later in the level if you let them live, so it's a good idea
    to just bump them off now... Unlike the other Clay Golems you'll fight
    later on, these ones can be hurt by non-magical and non-blunt weapons.
    Head northeast some more. You'll come under attack by some Goblins at
    the first intersection to the northwest. Kill them, and then continue
    northeast through a door (x=1020, y=1750). Inside you'll find another
    vat, inside of which is a... creature... called Rielev (x=1170, y=1500).
    Talk to him to find out a bit about Rielev and his master. He'll mention
    the master being 'cast out' and 'one of us no longer'. He'll also
    mention something being taken. Offer to release him from his torment
    and he'll tell you to take some power crystals, with which you can talk
    to other experiments and possibly find out how to escape.
    (x=1250, y=1600) Activation Stone
    (x=1280, y=1400) Potion of Extra Healing x2, Sling, Bullet x8, Halberd,
    		 War Hammer
    (For relieving Rielev from his torment)
    EXP	1000
    ITEM	Energy Cells
    11) Head back to the room with the stasis vats and talk to the various 
    beings, the 'Tortured Ones' (x=400, y=2500), (x=450, y=2900), 
    (x=750, y=2700), (x=1200, y=3100), to learn that-if nothing else, your
    captor can inspire some pretty fanatical devotion. If you go back to the
    Sewer Golem room you can activate it with that Activation Stone you
    found and get it to open the door to the sewage chamber, which causes it
    to merrily run off and open the doors at (x=2420, y=2150), 
    (x=2220, y=1700), and (x=2150, y=1900).
    (For activating the Sewage Golem)
    EXP	3000
    12) Head through any of the aforementioned doors to reach the Sewage
    Chamber, the simplest way is to go through the door north of where you
    met Aataqah. In the Sewage Chamber you'll find an Otyugh, something I
    honestly expected to find in the sewers in Baldur's Gate 1, but was
    nonetheless thrilled to find in the sequel. It can't fit through
    the doors, so if you have a Thief main character you can sneak, run in,
    backstab it, and run back out for an easy time. It's not too rough in
    any event. When it dies grab the Wand of Frost Key and loot the room.
    Minsc enjoys having a Helmet of Infravision again. Go through the door
    to the northeast (x=2800, y=1700).
    (x=2700, y=1720) Oil of Speed, Splint Mail, Potion of Healing x2
    (x=2750, y=1800) Potion of Healing x2, Light Crossbow, Bolt x10,
    		 Scroll of Vocalize
    (x=2900, y=1870) Potion of Healing x3, Helmet of Infravision, 
    		 Scroll of Clairvoyance
    (x=2750, y=1800)
    13) Head northeast through another door (x=3500, y=1250), killing some
    Goblins as you go. You'll find an oddly lavish room - a welcome, if
    ominous change from the dungeons behind you. The game will even warn you
    of the traps ahead, so get to disarming and looting. The Air Elemental
    Statue will get us into another area. It's good to have our Helm of
    Balduran back, too. This time it goes on Jaheira, as my main character
    will soon find a better helmet to see him through the game. My main
    character does, however, retain the Amulet of Metaspell Influence. In
    the room to the northwest you'll find some Goblins and two lootable
    containers. There's also a portal (x=3000, y=550) we need to find a key
    (x=3550, y=900) Scroll of Chromatic Orb, Helm of Balduran
    (x=3600, y=880) Wand of Lightning Key, Scroll of Burning Hands
    (x=3780, y=900) Air Elemental Statue
    (x=3930, y=970) Amulet of Metaspell Influence
    (x=320, y=820) Scroll of Fireball
    (x=3340, y=800) Bullets x20, Scroll of Armor
    (x=3700, y=1000)
    (x=3550, y=900)
    (x=3930, y=970)
    14) Venture southeast to find three Dryads, Elyme, Ulene, and Cania,
    who will beg you to help them escape by taking their acorns to the Fairy
    Queen. They'll also give you the name of your tormentor, Irenicus. 
    Their acorns are held by a mean creature named Ilyich, the clan chief 
    of the master's duergar slaves. They'll also promise to tell you how to 
    escape if you free them. All in good time. First head past them to the 
    15) You'll find a very nice circular room that is covered with traps.
    When you set foot in the room an alarm will sound, summoning the two
    Lesser Clay Golems from before, who will-eventually-make their way to
    you and attack for entering the 'chambers of the the master's wife'...
    unless, of course, you killed them earlier. The Portal Key opens the
    portal in the room north of the room where we found the Helm of
    Balduran. My main character enjoys the Bracers of Defense, as would any
    Mage hurting for Armor Class. And be sure to grab the Pommel Jewel of
    the Equalizer! You're going to want that weapon. Now that we're done
    here head back to the Sewage Chamber and go northwest through the door
    at (x=2220, y=1700).
    (x=3100, y=2300) Portal Key
    (x=3060, y=2220) Potion of Extra Healing, Bracers of Defense A.C. 8,
    		 Pommel Jewel of the Equalizer
    (x=3160, y=2460) Scroll of Dire Charm
    (x=3000, y=2370) Potion of Master Thievery, Scroll of Summon Monster I
    (x=3400, y=2300)
    (x=3400, y=2350)
    (x=3300, y=2250)
    (x=3140, y=2300) 
    (x=3100, y=2300)
    (x=3060, y=2220)
    (x=3160, y=2460) 
    16) You'll find a room with... more Goblins, and a Dust Mephit. There
    are also lots of bookshelves to loot, which I will note ignoring all the 
    useless books on the shelves.
    (x=950, y=750) Agna Mani Necklace
    (x=850, y=850) Potion of Healing x5, Scroll of Larloch's Minor Drain
    (x=1100, y=800) Scroll of Know Alignment
    (x=1500, y=800) Oil of Speed
    (x=1650, y=950) Potion of Extra Healing
    17) Go northwest and follow the passage around to get to a large room
    with Duergar milling about. Further in you'll find Ilyich, who will not
    spare much dialogue before attacking. He's got some crossbowmen and a
    Mage with him. Either use a Haste and set upon them, shooting the Mage
    down to size, or use a Stinking Cloud. Either way, a simple spell should
    see you through this fight with ease. Most of the duergar don't have
    anything interesting on them, but Ilyich will drop a suit of Leather
    Armor, a Medium Shield, Bullets x40, Acorns, Mail of the Dead +2, Battle
    Axe, Sling, and 87 gold. Jaheira slaps on the Mail of the Dead +2.
    During the looting you should find enough weapons and armor to pretty
    much equip everybody the way you want. Especially be sure to strap those
    Helmets on, you don't want to suffer from critical hits. You could give
    Jaheira  that Club, but I want to pretend she doesn't even have any
    proficiency points in Clubs at all.
    (x=1240, y=400) Throwing Axe x5, Potion of Extra Healing x2
    (x=1530, y=250) Chain Mail, Helmet, Medium Shield, Battle Axe, 
    		Two Handed Sword, Scroll of Grease
    (x=1780, y=400) Throwing Dagger x20, Dart x30
    (x=1850, y=500) War Hammer, Leather Armor, Helmet, Small Shield,
    		Quarter Staff, Flail, Sling, Bullet x40, Scimitar
    (x=1900, y=600) Bastard Sword, Long Sword, Short Sword, Arrows x6,
    		Short Bow, Potion of Extra Healing x2, Club, Flail,
    		Morning Star
    18) Head down a tunnel to the northeast and go past a door at 
    (x=1960, y=260). Disarm the trap in the tunnel southeast and continue
    on until you find a room with an odd machine in it and a Cambion 
    (x=2600, y=1040), who is inside some sort of magical barrier. If you
    activate the machine (x=2350, y=1000) you can take down the Cambion's
    barrier, allowing him to attack you... and allowing you to attack him.
    Before you do so encircle the Cambion and caste some defensive spell
    buffs and Haste. He shouldn't be too much of a problem, but why not
    start out prepared? When it's dead loot the Cambion for a suit of Chain
    Mail, a Bastard Sword +1, and 146 gold. Now go back up the hallway 
    and through the door at (x=1960, y=260), which we can access thanks to
    our possession of the Air Elemental Statue.
    (x=2300, y=500)
    The Elemental Plane of Air (AR0601)
    19) Travel northwest and you'll meet a pack of Mephits. I always found
    this encounter annoying... but it might be just because I find Mephits 
    annoying in general. To the west are two more Mephits and a container
    for you to loot. Northwest of the entrance ramp you'll find a large
    circular area with more Mephits. Spell buffing is suggested, Haste in
    particular. Go up another ramp to the west to find the proverbial genie
    bottle at (x=300, y=550). Activate it to get Irenicus' Genie to show up.
    He will offer to give you an item that used to belong to you if you free
    him from his bonds, which you can do by finding the real flask the Genie
    is bound to, a twin of the one here. He'll mention one of the possible
    locations as one of Irenicus' Dryad concubines. See where this is going?
    Time to head back to the Dryads.
    (x=200, y=1220) Scroll of Conjure Air Elemental
    20) Bring the Dryads their acorns and they'll tell you that you must 
    travel up to the next level of the complex using portals... perhaps the
    one we found north of Irenicus' room? (That or the one east of the
    prisons, it doesn't really matter.) Talk to them again and ask for the
    Genie's flask and they'll simply give it to you. Now head back to the
    door leading to the genie.
    (For talking to the Dryads after recovering their acorns from Ilyich)
    EXP	9500
    21) Now return to the Genie and give him his flask for a hefty
    experience reward and the Sword of Chaos-Sarevok's sword from Baldur's
    Gate 1... or what's left of it, anyways. Even though most of it's power
    died with Sarevok, it's still a Two Handed Sword +2, and perfect for
    Minsc. Now head back to the main level of the dungeon and go through a
    portal, either the one at (x=3000, y=550) or (x=3900, y=2400).
    (For freeing the Genie)
    EXP	15000
    ITEM	Sword of Chaos +2
    Dungeon, Part 2 (AR0603)
    22) When you appear you'll instantly be approached by Yoshimo, who asks
    to join your party. Regardless of your end goals as far as party
    composition is concerned, I suggest you take him along. It'll... open up
    options when you get out of this dungeon, and if you don't have a Thief
    as a main character, you'll need him for a while. He'll tell you about
    some room with portals to the east that continuously spawn enemies, and
    beyond that is a room with mounted wands.
    (x=320, y=2880) Scroll of Hold Person
    23) Go through the door to the northeast at (x=880, y=2800) to find a
    room with Mephits and Mephit Portals. Our favorite! Ignore the Mephits
    and concentrate on the portals, which will simply spew out more Mephits
    as you kill them. The Scroll of Protection from Normal Weapons is
    interesting, as from time to time you'll fight monsters that can't harm
    you, lacking in magical weapons and all. It's not an indispensable 
    spell, and soon loses its potency, but it is a defensive option for when
    we get 5th level spells. As you head to the east Jaheira will make a
    most unfortunate discovery. Unfortunate for her. Now that Khalid is out
    of the picture, the Jaheira romance opens up. Of course, you must be
    careful not to say anything disparaging about her dead husband at this
    crucial first step. Go through the door to the north at (x=1120, y=2350)
    and continue up a tunnel to the northwest.
    (x=900, y=2650) Gold Ring, 4 gold
    (x=800, y=2650) Tchazar Gem, Cursed Scroll of Weakness
    (x=1050, y=2530) Potion of Extra Healing, Arrow of Detonation,
    		 Wand of Cloudkill Key
    (x=1350, y=2580) 2 gold, 8 gold, Bolt +1 x3
    (x=1400, y=2500) Wand of Summoning Key,
    		 Scroll of Protection from Normal Weapons
    (x=1250, y=2350) Wand of Fire Key, Bastard Sword, Arrow x5
    24) You'll come to another room with stasis vats, where you'll find an
    Assassin and an Escaped Clone fighting. The clone will typically win 
    this fight and, after a short dialogue, will go hostile on you too, 
    apparently being another one of Irenicus' concubines. She'll cast some
    spells, but she's not too much of a problem. Kill her and take her Wand
    of Missiles Key.
    (x=750, y=2170) Pearl Necklace, Arrows x7
    (x=180, y=2150) Scroll of Fireball, 1 Gold
    25) Go back to the Mephit Spawning Room and through another door at 
    (x=1300, y=2220). You'll find another Assassin fighting a losing battle
    against Mephits, and northwest of that another group of Goblins. Who
    are these assassins that are so incompetent they can't even kill a
    Mephit, and how are they troubling Irenicus so? It is a question for
    somebody wiser than I. Go through the door at (x=550, y=1400) and cross
    a bridge, disarming the trap as you go.
    (x=720, y=1300)
    26) You'll come into a room with a colorful mosaic floor, which an 
    Assassin will try to cross to get at a Duergar with a crossbow. You'll
    see what happens, and why this is not a good idea. Strike the Duergar
    down with missile weapons and spells. This is the wand trap room, and
    it's beyond time we used those wand keys. Don't bother trying to disarm
    the traps in the middle of the room, as you'll just get hurt, instead
    play with the pillars to the north to deactivate the traps across the
    floor. You'll get a wand for each trap you disarm, as noted below, but
    these wands only have one charge each and aren't good for much besides
    selling. Search the statue at the far eastern end of the room to get
    ahold of a Ring of Protection +1. I put this on my main character...
    it's going to be some time before they get themselves some armor. Now
    go through a door to the northwest (x=1320, y=600).
    (x=2000, y=350)
    ***TRAPS***	Deactivated At		Receive
    (x=1200, y=920)	(x=950, y=900)		Wand of Missiles
    (x=1300, y=820)	(x=1180, y=700) 	Wand of Frost
    (x=1400, y=750)	(x=1290, y=650) 	Wand of Fire	
    (x=1500, y=650)	(x=1420, y=550)		Wand of Monster Summoning I
    (x=1700, y=620) (x=1520, y=500)		Wand of Lightning
    (x=1900, y=600) (x=1630, y=400)		Wand of Cloudkill
    27) You'll arrive on the scene just in time to see a Vampire named 
    Ulvaryl go to town on some more Assassins, this time declaring 
    themselves as Shadow Thieves. She'll then turn into mist and disappear.
    Great, Irenicus has Vampires on his side. Who wants to bet those will
    become a pain in the ass sooner or later? If you are very quick and a
    little lucky you can attack Ulvaryl while she's focusing on the Shadow
    Thieves. If you kill her you'll get a nice bit of experience
    (8000 experience total), and you might as well try. She won't attack the
    party and only leaves if she kills all the Shadow Thieves. She's also
    not immune to non-magical weapons as she should be. Anyways, once that's
    done with there are three tunnels in the wand room leading south to
    explore. The western one gets you out of here in short order, but go
    down the eastern passages for some loot, starting with the eastern-most
    passage, then the middle passage, and finally the western passage.
    28) Go down the tunnel until you come to a smithy with Goblins inside.
    To the east you'll find some Duergar. Focus your missile fire on the
    Mage and wipe the Duergar out. In this room you'll find some things
    worth looting. The Girdle of Bluntness is a nice little toy, and it'll
    go good on any character who needs to go toe to toe with Giants,
    Golems, and any other enemy that deals bludgeoning damage. I prefer to
    put it on Anomen, Viconia, or Korgan, as they typically wield blunt
    weapons which are effective against Clay Golems. Still, it'll go just
    as well on Jaheira for now. When you're done, go down the middle tunnel.
    (x=3500, y=850) Dagger, Potion of Extra Healing x2, 
    		Scroll of Charm Person, 100 gold
    (x=3600, y=680) Mace, Potion of Healing x3, Chain Mail, 
    		Girdle of Bluntness
    (x=3600, y=700) Arrows x40, Bolt x20, Splint Mail
    (x=3380, y=630) Heavy Crossbow, Bolts x20, Bolts +1 x7, Short Bow,
    		Arrows x40
    29) Go into a room to the south and somebody named Frennedan will ask
    you to release him from his glass prison. If you decline him he'll turn
    into a little boy and ask you. Something obviously isn't right with our
    friend Frennedan. Unfortunately there's loot back there we want, so you
    should open the door to his cell anyways. He'll follow you around for a
    while if you let him, but he'll turn into a Doppleganger and attack you
    given time. If you refuse to let him accompany you out he'll attack
    sooner rather than later. Once that's done let's head out of this
    dungeon once and for all.
    (x=2220, y=1350) Key to Frennedan's Room, Potion of Healing x5,
    		 Scroll of Knock
    (x=2250, y=1400) Scroll of Protection from Electricity, 
    		 Potion of Firebreath
    (x=2500, y=1200) Elixir of Health x4, Scroll of Invisibility
    (x=2820, y=1420) Scroll of Color Spray, 101 gold
    (x=2850, y=1450) Bolt +1 x4, Scroll of Blindness
    (x=2850, y=1500) Arrows +1 x4
    (x=2800, y=1540) Curse Scroll of Foolishness, Oil of Speed,
    		 Scroll of Blur
    (x=2700, y=1600) Bullets +1 x5, Potion of Extra Healing x2
    (x=2220, y=1350)
    (x=2500, y=1200)
    (x=2800, y=1540) 
    30) You'll come across a trio of Assassins, who will not listen to
    whatever you say and attack. The one who initiates dialogue will cast
    some spells to boost two others who are hidden when the battle starts.
    When they're dead continue southeast through the room and down some
    stairs into a sewer. Now would be a good time to take everything off
    Imoen you want to keep. Head northeast past all the dead Shadow Thieves
    until you find an area transition at (x=3400, y=1300).
    (For escaping from Irenicus' Dungeon)
    EXP	34500 (each character)
    |			       Chapter 2			       |
    |								       |
    |			 Five Finger Discounts			       |
    |								       |
    Sequence of Events:						{WLK002}
    		1) Imoen and Irenicus Incarcerated
    		2) Gooooooooal!
    		3) Lady Beth
    		4) Gaelan Bayle's Offer
    		5) Gaelan Bayle and An Introduction to Larceny
    		6) Shorekeep Stealing
    		7) Cohrvale and Bregg
    		8) Robbing Galoomp the Bookkeeper
    		9) Armor Courtesy of Arnolinus
    		10) Robbing Lady Yuth
    		11) Diedre's Selection
    		12) Ripping Off Ribald's Ring of Regeneration
    		13) To the Copper Coronet
    		14) A Note on Random Encounters
    1) Now Chapter 2 has begun... You'll be treated to a cutscene announcing
    your arrival on the scene of the battle between the Shadow Thieves and
    Irenicus. Irenicus promptly smites a group of impudent Shadow Thieves
    and a group of Mages when they appear. Eventually, however, more will
    gate in and Irenicus concedes to be taken by them... so long as they
    take Imoen as well, who cast spells at Irenicus during the fighting.
    You'd think that these Mages would be happy to receive any aid they
    could against Irenicus, but they probably just wanted to subdue him,
    whatever the cost. So it seems that although interrupted, Irenicus has
    managed to have Imoen taken from you. If you want her in your party,
    you'll have to go and get her back. Jaheira insightfully points out that
    Irenicus most likely wants to be pursued, and indeed going after Imoen
    is the way to advance the main story. Chapter 2 is, however, dedicated
    towards assembling your party, much as the beginning of Baldur's
    Gate 1 was. Who you want in your party will directly determine what
    quests need to be done and how long it'll take you to get to Imoen. Of
    course, if you don't want Imoen in your party then there's no rush to go
    get her. Still, there are things to do before we even rush off after
    party members... Before we even explore the Promenade we now stand in,
    in fact! In the mean time be sure not to cast any Mage spells out in the
    city. You can cast any Priest or Druid spells you wish, and you can cast
    anything if you're indoors, but as we've seen the Cowled Wizards do not
    take kindly to arcane magic being practiced without a license.
    2) We now have an immediate goal: to raise enough money to effect the
    release of Imoen.. or get assistance in reaching Irenicus, the two goals
    seem to be one and the same. First though, we need to assemble our
    parties. Most party members come with quests that need to be resolved
    before they'll remain in the party, and most of these quests involve
    killing things and crawling through dungeons... you know, the kind of
    activities that generally end in us earning money. We can kill two birds
    with one stone! The first party members we should look for are Anomen
    and Keldorn for good parties, and Korgan, Edwin, and Viconia for evil
    parties. Viconia needs only to be found before she'll join, but the
    other four all have quests that need to be done... but nothing so
    extreme that we can't handle it. Other characters like Nalia, Valygar,
    Cernd, Haer'Dalis, and Mazzy require quests that are either difficult or
    far-off, and should be recruited only after the previously mentioned
    characters are recruited... if you even want them at all. Before we head
    off to the Copper Coronet however, let's go get some loot, spells and
    Waukeen's Promenade (AR0700)
    3) Over at (x=3080, y=1080) you'll find Lady Beth, who will help you
    get your bearings if you talk to her. She'll tell you about some guild
    war, apparently between Irenicus (or someone tied to Irenicus) and the
    Shadow Thieves, name the wizards that took Imoen away as the Cowled
    Wizards, and mention that you might be able to find out how to get a
    license to practice magic in the city if you visit the Government
    District. She'll also name your location as Athkatla, the capital city
    of Amn.
    Slums District (AR0400)
    4) Head southwest to exit the Promenade by clicking anywhere on the
    edge of the map. Travel to the Slums District, as it's the only place
    you have access to as of yet. As soon as you arrive you'll be met by a
    rogue named Gaelan Bayle, who will tease you with information as to
    Imoen's location. He'll escort you back to his house and promise you aid
    in rescuing Imoen and finding the Mage Irenicus... for a price of 20,000
    gold. He'll then direct you to his nephew Brus, who will lead you to the
    Copper Coronet, where you should be able to find work; work which will
    allow you to raise the money you need to pay for the assistance offered
    by Gaelen's friends.
    Note that with the beginning of Chapter 2 you'll start getting dreams
    involving Imoen and Irenicus when you rest. They are part of the story
    and there's no wrong way to go about them, just try to appreciate the
    lessons Irenicus is trying to teach you. Or not.
    Gaelan Bayle's House (AR0311)/(AR0312)
    5) Stealing is the name of the game. Okay, not really, it's Baldur's 
    Gate 2, but in the sequel you can score yourself a lot of cash by simply
    stealing. In the first game you could steal... what? Some Large 
    Shields +1, a Ring of Free Action, and a few spell scrolls? In this game
    you can get a lot more mileage out of stealing, but with one important
    note: You need a VERY high Pick Pockets score to pull it off. Poor,
    stupid Yoshimo has only a 25%, which is not going to get us anything.
    Head up the stairs at (x=150, y=350). Upstairs you'll find Arledrian 
    (x=530, y=360), who will sell you various things. Namely he sells
    Potions of Master Thievery. Sell off all the crap from Irenicus' 
    Dungeon with any value-like gems, jewels, cursed scrolls, armor, and
    bows... and those stupid one-charge wands. This gets me a total of 3500
    gold, which I immediately use to buy all the Potions of Master Thievery
    he has (three). Now if you have your own Thief character, you might not
    need as many (this is one of the areas where my evil Fighter/Mage/Thief
    protagonist shines), but Yoshimo chugs all three (and the one we found
    in Irenicus' dungeon) to bring his Pick Pockets up to 185%. Now we're in
    business. You need at least 100% to steal... anything, really, in this
    game, and about 140% to expect to succeed once in a while. At 180%+ you
    can steal with relative impunity, although you'll still get caught from
    time to time, so save often. 
    Keep in mind when stealing you wont be able to sell fenced goods to
    honest merchants, so don't steal EVERYTHING hoping to sell it back and
    make a profit. Besides, the fact that you always have a chance to get
    caught makes stealing minor items more of a pain in the ass than it's
    worth. If you DO want to steal for unlimited cash flow-rejoice! Not all
    merchants are honest! A variety of fences exist, including the fence at
    the Shadow Thief guild, Gorch, in Mae'Var's Guildhall, and Roger the
    Fence, in the Sewers under the Temple District, just to name a few off
    the top of my head. There are a few specific items that are worth
    stealing and reselling (due to their high sell price), which we'll get
    to later. For now, steal things that you will not want to sell back...
    Potions and ammo you will use, Scrolls you will scribe, and items you
    will equip. If you don't have the unlimited ammo stacks mod activated,
    it's still worthwhile to steal a good bit of ammo, you'll just have to
    store them in a container of some sort until you need them. Arrows and
    Bullets +2 are good for hitting magical beasties and Arrows of Acid are
    great against Trolls... they will save you lots of trouble if you get
    them. I also steal the Scimitar +1 for Jaheira to use, a Composite Long
    Bow +1 for Minsc, a Short Bow +1 for Yoshimo, a pair of Katanas +1 for
    my main character, the Glasses of Identification, and the Gem Bag. The
    Glasses of Identification will make preparing Identify spells optional,
    as you can just use these to identify your loot, albeit three times per
    I wouldn't consider it a requirement to steal so much for this game...
    but it sure does make life easier in the short run. If you weren't
    supposed to steal and this was akin to cheating I have the following
    questions to ask: 1) Why would you have a Pick Pockets skill in the 
    first place if you weren't supposed to use it? 2) Why would you be able
    to steal from Vendors? 3) Why would you be able to use multiple Potions
    of Master Thievery to boost your Pick Pockets skill so high?
    If you plan on stealing-and this guide will assume that you did-you will
    need to steal only what you plan to equip or scribe immediately, or you
    will need to find a place to store your excess loot (like Arrows +2,
    Bolts +2, Bullets +2, extra scrolls, potions, etc). The Copper Coronet
    makes a fine place to do so, as well as all the strongholds you can
    acquire. Just make sure you don't store loot in a future stronghold
    before you actually control it. Some areas (particularly thinking of
    Mae'Var's Guildhall here) restock their containers once after you gain
    control of them.
    |Mage Spells|
    4th-Improved Invisibility
    When you're done stealing from Arledrian's shop you can steal from him
    personally to receive a Potion of Invisibility, a Potion of Extra
    Healing, and 29 gold. If you've got an exceptionally high Pick Pocket 
    skill (over 120 will make the process easier) you can steal from Gaelan
    Bayle to receive two Potions of Invisibility, two Potions of Extra 
    Healing, Bolts x20, and Bolts +1 x10. Also be sure to loot before you
    leave. When all that is done leave the building. We've important things
    to do before Yoshimo's Potions of Master Thievery wear off.
    (x=350, y=200) Chain Mail, Battle Axe
    (x=670, y=250) Silver Necklace
    (x=300, y=250) Wand of Magic Missiles, Pearl Necklace, Moonstone Gem,
    	       110 gold
    (x=400, y=150) Aquamarine Gem, Throwing Dagger x10, Dart +1 x10,
    	       History of Amn
    (x=500, y=250) Water Opal, Tchazar Gem, Horn Coral Gem
    ***TRAPS*** (AR0312)
    (x=300, y=250)      
    (x=400, y=150)  
    (x=500, y=250) 
    Slums District (AR0400)
    6) When you exit you'll be approached by Brus, who will tell you about
    a quest and offer to take you to the edge of the district, or to the
    nearest tavern (Copper Coronet). Decline and walk down to the south
    until you find a female storekeep (x=3500, y=1980) who will be our
    second target. Steal a Sling +2 and a suit of Full Plate Mail for 
    Jaheira and a suit of Studded Leather Armor +2 for Yoshimo. Note that
    she will only be around at night time. Also note that along the way you
    can loot the wall at precisely (x=3345, y=1660) to obtain some random
    loot-once I scored a Scroll of Protection from Magic Energy, another
    time I got a Flamedance Ring.
    (x=3345, y=1660) Scroll of Protection from Magic Energy
    7) Continue southwest to find two ruffians named Cohrvale and Bregg.
    They're somewhat sturdy, but not sturdy enough to cause you trouble.
    Bregg leaves behind a suit of Studded Leather Armor, a Short Sword, and
    10 gold. Cohrvale will drop a suit of Chain Mail Armor, a Helmet, a
    Medium Shield, a Battle Axe, and 41 gold. Wee. At least they give good
    experience. Head to an area transition and go back to the Promenade.
    Waukeen's Promenade (AR0700)
    8) When you get to the Promenade hit 'M' to bring up your map and look
    for the marker labeled 'Spell Store'. It's time to do some more... ah...
    shopping. Yeah... You'll find Galoomp the Bookkeeper at (x=3330, y=300),
    who will sell a variety of scrolls. Of course, I have no intention of
    actually buying any of them. Steal as many as you wish, but keep in mind
    the more you steal the better off Imoen's and Edwin's spell arsenals
    will be. Once you've stolen your heart's content (for me this was
    everything) there's another tactic to employ. If you have ToB installed
    you can erase spells from your spell book and rescribe them... earning
    yourself a good bit of experience. The primary goal isn't to 
    significantly level up your party-there are better ways to do that-but
    to get Jaheira to 9th level as a Druid. To better your chances of 
    accomplishing this kick out any characters you can besides her and your
    main character so the experience is only split two ways. On my game she
    needed about 11,000 experience... after dividing that between her
    classes and the rest of the party it meant earning about 110,000
    experience from spells, which seems like a lot until you think about
    the fact that you can earn 5000 from a single scroll. In any event,
    you should consider picking up the following spells: Blur, Chaos,
    Cloudkill, Confusion, Dispel Magic, Flame Arrow, Fireball, Friends,
    Greater Malison, Haste, Improved Invisibility, Knock, Magic Missile,
    Mirror Image, Slow. A full list of Galoomp's spells can be found
    |Mage Spells| Galoomp the Bookeeper
    1st-Burning Hands
    1st-Charm Person
    1st-Chill Touch
    1st-Chromatic Orb
    1st-Color Spray
    1st-Detect Evil
    1st-Larloch's Minor Drain
    1st-Magic Missile
    1st-Protection from Evil
    1st-Protection from Petrification
    1st-Shocking Grasp
    2nd-Agannazar's Scorcher
    2nd-Detect Invisibility
    2nd-Ghoul Touch
    2nd-Know Alignment
    2nd-Melf's Acid Arrow
    2nd-Mirror Image
    2nd-Resist Fear
    2nd-Stinking Cloud
    3rd-Dire Charm
    3rd-Dispel Magic
    3rd-Flame Arrow
    3rd-Ghost Armor
    3rd-Hold Person
    3rd-Lightning Bolt
    3rd-Melf's Minute Meteors
    3rd-Monster Summoning I
    3rd-Protection From Normal Missiles
    3rd-Remove Curse
    3rd-Skull Trap
    3rd-Vampiric Touch
    4th-Greater Malison
    4th-Improved Invisibility
    4th-Minor Globe of Invulnerability
    4th-Monster Summoning II
    4th-Otiluke's Resilient Sphere
    4th-Polymorph Other
    4th-Polymorph Self
    4th-Spirit Armor
    4th-Wizard Eye
    5th-Animate Dead
    5th-Cone of Cold
    5th-Enchanted Weapon
    5th-Hold Monster
    5th-Monster Summoning III
    5th-Shadow Door
    You should ideally have many of these if you are a Mage yourself, but
    keep in mind you've got allies to think about. And the experience always
    helps. What good are spell scrolls going to do on an NPC merchant 
    anyways? Hell, you might as well make the most of your Potions of
    Master Thievery Speaking of which, another merchant named Hes 
    (x=330, y=320) is just to the west, but he doesn't have must of anything
    worth stealing. You could nip some Plate Mail from him, but that's 
    really not necessary. Especially not with so many other fine merchants
    around to steal from. There's a Weaponsmith marked on your map on the 
    other end of the Promenade, but all he sells of interest are Arrows +2 
    and Bullets +2.
    Armorer/Fletcher (AR0706)
    9) Head over to the shop marked Armorer/Fletcher on your map
    (x=1770, y=1200). Inside you'll find Arnolinus (x=420 y=350) the
    armorer, and Perter (x=620, y=230) the Fletcher. Perter only has 
    Arrows +2, but Arnolinus has two suits of Full Plate Mail, a Large 
    Shield +2, a Medium Shield +2, and a Small Shield +2 which will all go a
    long way to making our party more formidable. When you've taken what you
    want from him, head over to the Adventurer's Mart (x=2200, y=1600), 
    which has much richer pickings.
    Adventurer's Mart (AR0702)
    10) Lots of interesting things to see, I know, but first head to the
    back of the store to find Lady Yuth (x=180, y=410). She sells more
    scrolls which you should certainly steal. I know this is a bit of a long
    and tedious process, but it is immeasurably helpful to get access to as
    many spells as possible. She'll also tell you to see somebody named
    Corneil of the Cowled Wizards in the Government District if you want to
    acquire a license to use magic. She's got a few spells that Galoomp
    didn't have, that would be well worth your while to obtain, namely
    Lower Resistance and Stoneskin.
    |Mage Spells| Lady Yuth
    1st-Burning Hands
    1st-Chill Touch
    1st-Color Spray
    1st-Detect Evil
    1st-Larloch's Minor Drain
    1st-Protection from Evil
    1st-Shocking Grasp
    2nd-Agannazar's Scorcher
    2nd-Detect Invisibility
    2nd-Ghoul Touch
    2nd-Know Alignment
    2nd-Melf's Acid Arrow
    2nd-Mirror Image
    2nd-Ray of Enfeeblement
    2nd-Resist Fear
    2nd-Stinking Cloud
    3rd-Dispel Magic
    3rd-Flame Arrow
    3rd-Ghost Armor
    3rd-Hold Person
    3rd-Melf's Minute Meteors
    3rd-Monster Summoning I
    3rd-Protection From Normal Missiles
    3rd-Remove Curse
    3rd-Skull Trap
    3rd-Vampiric Touch
    4th-Improved Invisibility
    4th-Minor Globe of Invulnerability
    5th-Lower Resistance
    5th-Protection From Normal Weapons
    7th-Limited Wish
    8th-Symbol, Death
    8th-Symbol, Stun
    When you're done perusing her spells explore the rest of the
    Adventurer's Mart. We should have all the spells we need for now... or
    at least all the spells we can get our hands on for free.
    11) At (x=500, y=460) you'll find Diedre; a bonus merchant you can get
    from various sources that shipped with the Collector's Edition of the
    game. There's really no excuse not to have her, as even the latest patch
    will put her in the game. She sells a variety of wonderful items we can
    only dream of for the moment, described below:
    Dak'kon's Zerth Blade
    This is a +2 Katana that was expressly designed to be used by a 
    Fighter/Mage... after all, that's what Dak'kon was in Planescape: 
    Torment. It bestows a +1 bonus to Armor Class and gives an additional
    1st, 2nd, 3rd, and 4th level spell. It's not as good as Dak'kons blade
    eventually could get, but it's still a nice off-hand weapon for any
    Fighter/Mage, even if it does become obsolete fairly quickly. Unless
    you've found yourself an over-abundance of money, I wouldn't bother with
    it, although it does serve as a decent off-hand weapon until you get the
    Sensate Amulet
    An amulet that gives you permanent protection from evil, +5 Hit Points,
    and +2 Charisma. This really works well on Viconia, who has a pretty
    good Charisma and thus can serve as a party leader. If anything the hit 
    points and protection from evil will do any Cleric good.
    Vhailor's Helm
    One of the best items Diedre sells and possibly the best helmet in the
    entire game. It gives you a one-point Armor Class bonus and allows you
    to cast simulacrum once per day. Simulacrum creates a duplicate of the
    character casting the spell, who is at about half the creator's
    level. Be that as it may they still have access to all of the 
    creator's items, including the Cloak of Mirroring, weapons, and armor-
    even summoning items! That's right, you can create a simulacrum via
    Vhailor's Helm, then use the simulacrum itself to summon an ally. The
    Efreeti Bottle and Golem Book come readily to mind. This is a good item
    to put on any character, as duplicating a high level Fighter with
    plenty of Greater Whirlwinds and a vorpal weapon or a high level Cleric
    and their Auras of Flaming Death has obvious benefits. It really gets
    out of hand when it's on a multi-classed character, however. Duplicating
    a Fighter/Cleric capable of popping out Auras of Flaming Death and
    Greater Whirlwinds is an obvious improvement over the scenarios
    mentioned above, as is getting two Fighter/Thieves. If each of the
    Fighter/Thieves are wielding the Dagger of the Star they can both
    unleash backstabbing destruction on your foes. It really gets fun with
    the Fighter/Mage, where you'll get two characters who can spell-buff
    themselves to nigh-invulnerability and then go after enemies with
    Greater Whirlwind attacks. The tactics might be somewhat blunt and
    repetitive, but it's also brutally effective.
    Plate of Balduran
    It's armor with an Armor Class of -1, it gives +4 Hit Points, and +1 to
    Charisma. Need I say more? Keldorn would love this. Granted, its -1
    Armor Class doesn't make it much better than Full Plate Mail +1 (which
    we'll find/steal in abundance, don't you doubt), especially for the
    price... But if you have tons of money just burning through your pockets
    later on, it might be something to consider. Also keep in mind that this
    item sells for quite a bundle-in fact, it's one of the highest-selling
    items in the main game. You have to buy it, of course, to be able to
    steal/sell it to a fence, but once you do, you'll be able to easily
    steal/sell grind for unlimited cash.
    Mercykiller Ring
    A ring that improves your Set Snares, Hide in Shadows, and Move Silently
    abilities by 20%. Not essential, but still nice.
    Robe of Vecna
    Possibly the best item sold by Diedre, it lowers casting speed by 4,
    making most spells cast instantaneously. It cannot be over-stated how
    much it helps to be able to get off a spell before the enemy can,
    particularly a debuff or defensive spell. Oftentimes the tempo (and
    outcome) of a battle is set by who gets the first spell off. It makes
    casting every spell that much more effective. It also has an Armor Class
    of 5 and 10% magic resistance, giving it some practical defensive 
    implications as well. For Edwin and Imoen, there is no better robe in
    the game.
    Shield of Balduran
    It imparts a penalty to Strength, but for, say, Jaheira, that's a minor
    concern, since it won't lower her combat effectiveness any. With an
    Armor Class bonus of four it's a pretty solid shield on its own, but it
    really shines because it reflects Beholder rays, turning one of the most
    fearsome monsters in the game into push-overs. It'll come in very handy
    for the Unseeing Eye quest, and should probably be the first item we
    As you can see these items run between 10,000 and 40,000 gold, making
    them well out of our price-range for now. You can't even steal them,
    either! Oh well. It's something to work towards, at least.
    12) At (x=600, y=700) you'll find Ribald Barterman, owner of the
    Adventurer's Mart. It's interesting that he allows so many other
    merchants to ply their trade in his establishment... in any case, he's
    got some good items on him, like a reasonably priced Sling +2, a Short
    Bow +2, several interesting suits of armor that could go well on any
    light-armor wearing character, the Fortress Shield +3, the Reflection
    Shield +1, Bracers of Defense A.C. 3, Potions of Master Thievery,
    Scrolls of Breach, a Girdle of Hill Giant Strength, the Ring of Air
    Control, and plenty of magical ammunition. Depending on who you get in
    your party, some or all of those items should interest you, but
    specifically every party should plan on getting the two shields, the
    Girdle of Hill Giant Strength, and the Ring of Air Control. There are
    also various blunt weapons that would go well on Anomen or Viconia, but
    we have much more important things to buy by far. When you're done 
    gawking at all the things you can't afford, pick pocket Ribald to obtain
    a Ring of Regeneration. I don't usually invest this item into any one
    character, especially not at this point in the game when there are so
    few rings to go around. Give it to whomever is hurt to get some passive
    healing. It'll cut down on healing spells expended and rest times 
    required. Even though its rate of healing is so slow that it won't turn
    a battle in your favor, it will make exploration that much simpler.
    |Mage Spells| Ribald Barterman
    3rd-Melf's Minute Meteors
    4th-Enchanted Weapon
    4th-Secret Word
    Fortress Shield +3
    With a +7 bonus versus missile weapons and an Armor Class bonus of four
    this is a far superior version of the Large Shield +1, +4 vs Missiles
    from the first game. It's a superior shield, and we'll use it a long
    time... at least until we reach Throne of Bhaal. A defensive item that
    you can get this early that'll keep that long is a good investment
    Reflection Shield +1
    While not as powerful as the Fortress Shield +3, it'll come in very
    handy once in a while.
    Girdle of Hill Giant Strength
    Another item that will last us a long time, through the entirety of
    Shadows of Amn at least. No matter who you include in your party, there
    is always somebody who will benefit from having a higher Strength.
    Keldorn, Jaheira, and Viconia are all especially in need of this item.
    Ring of Air Control
    While seeming somewhat lack-luster, there is no underestimating the
    defensive implications of an item that allows you to cast Improved
    Invisibility once per day. Put it on a Thief main character to allow
    them to get out of trouble or to get another backstab ready. Or put it
    on an character with a poor Armor Class to give them a boost for big
    combats. It'll become obsolete later in Shadows of Amn, and especially
    in Throne of Bhaal, as there will almost always be an enemy ready to
    tear down illusions with True Sight.
    Scroll of Breach
    Just look at all the defenses that this spell takes down. It is your
    primary debuffing spell against... well, most anything. You can always
    use a Dispel Magic to do much of the same, but this is a more definite
    means of leaving an enemy open to attack, without risking your own spell
    Bracers of Defense A.C. 3
    Equal to a suit of Plate Mail, these bracers are good for every class
    that is normally deprived armor, especially Monks and Mages. If you are
    a Fighter/Mage, however, it becomes especially vital. Mages are well 
    defended by keeping their distance, but you're going to want to get into
    combat-and survive. These allow you to do so admirably, and will be your
    armor for most of the game.
    13) We still have one more thieving target ahead before these potions
    wear off, but before we get to him, it's time to start forming our
    party. There are still a few other merchants around that have various
    things to steal, but we should have obtained all we really need. Most of
    the random merchants hanging around will sell-at best-a few +1 weapons
    and some +2 ammunition. Granted the latter can be nice, but it's not
    essential at this point. Just remain open to future stealing sprees,
    but don't waste the Potions of Master Thievery, they're not (to my
    knowledge) easy to come by until you complete the Mage's Stronghold.
    Since non-Mages can't even obtain this quest it really means you should
    try and get the most out of your Potions of Master Thievery. To that
    end, let's not dawdle and waste the potions we already have in effect.
    Our next goal is the Copper Coronet, in the Slums. So travel to the
    Slums District (AR0400) and enter the Copper Coronet at
    (x=2490, y=2270)... but before we get there, there's something I
    should mention...
    14) As veterans of Baldur's Gate 1 will remember, going from area to
    area was always a little risky, but in Athkatla there's a guild war
    going on between the Shadow Thieves and another upstart guild that just
    happens to have plenty of Vampires to throw around. In the next few
    event sequences I will make a note of various random encounters that
    can be had-either by just setting foot outside at the wrong hour
    (usually night) or while traveling between districts. Mind you that
    depending on your nocturnal activities it might take a long time to see
    all these, if you ever do. They're not very important, I just feel it's
    better to record them than not. If you don't care to read them and just
    want to get on with it (I can't help but think about Monty Python's
    'Holy Grail' when I read that...) skip to [WLK004]-which is where I'll
    cover the Copper Coronet and our future party-building plans. Just
    don't whine to me later when you get snarfed by a Vampire and don't
    know why.
    |								       |
    |	  	    Random Encounters in Athkatla		       |
    |								       |
    Sequence of Events:						{WLK003}
    		1) Arbane's Sword
    		2) Helping Harpers
    		3) Xzar's Quest
    		4) Hareishan's Warning
    		5) Salia and the Shadow Thieves
    		6) Parisa's Persuasion
    		7) Tanova's Inquiry
    		8) Sansuki's Salvation
    		9) Slaver Smite
    		10) Delon's Plea
    Enroute in Athkatla I (AR0045)
    1) Every time you travel between areas in Athkatla you run the chance
    of encountering Slavers (among other things). In this particular 
    encounter one is named Suna Seni and another is named Eldarin. 
    Immediately focus your fire on the female wizard, and then focus on Suna
    Seni when she goes down. They can be rough on a new party, but brute 
    force and attacking the spellcasters first should be more than enough to
    win. Loot the Slaver Mage for a Scroll of Minor Globe of 
    Invulnerability, a Scroll of Vampiric Touch, a Scroll of Domination, a 
    Scroll of Shocking Grasp, a Scroll of Magic Missile, and a Scroll of 
    Flame Arrow. Loot the Slaver Cleric for a Necklace, a Potion of Frost 
    Giant Strength, a Potion of Stone Giant Strength, and a Mace +1. Suna 
    Seni has a suit of Leather Armor, a Scroll of Charm Person, and Arbane's
    Sword +2. The Slaver with the bow has a Silver Necklace, Arrows +1 x20,
    a Composite Long Bow, and 65 gold. Finally Eldarin drops a Bloodstone 
    Amulet, a suit of Plate Mail +1, Arrows +1 x40, a Composite Long Bow,
    and 623 gold.
    Arbane's Sword is a fair little short sword that offers immunity to hold
    person and allows a character to use haste for two rounds once per day.
    It's not spectacular, but you might as well hold onto it, seeing as how
    having any +2 weapons will be a good thing for a while.
    Enroute in Athkatla II (AR0045)
    2) It seems like a good time to mention another random encounter you
    might run into while traveling between districts... You know, since
    we're on this topic. A group of three Thugs and a Mage will be found
    near a wounded man. They decide to kill the witnesses (you) and a fight
    ensues. They are woefully out-classed, and when they die the injured man
    (Renfeld) asks for your help. Agree to take him to his friends' house
    in the Docks District. Don't waste much time getting there.. just long
    enough to loot the bodies. The Mage will drop a Scroll of Strength, a
    Scroll of Chill Touch, a Scroll of Power Word Sleep, a Scroll of Haste,
    a Scroll of Ghost Armor, a Scroll of Ghoul Touch, and a Scroll of
    Summon Monster I. One of the Thugs will leave behind a Bluestone
    Necklace, a Potion of Genius, a Potion of Defense, and two Daggers +1.
    Another will drop three Potions of Extra Healing and 85 gold, and the
    last Thug will leave behind an Oil of Speed, a Potion of Insight, and
    67 gold.
    Docks District (AR0300)
    3) Go to the Galvery Estate in the southwestern corner of the area and
    talk to Rylock (x=1450, y=2950). Give Renfeld to Rylock for some coins
    and experience. When you head back up north you'll be approached by your
    old friend Xzar, who names the people you just dealt with as Harpers,
    and asks for your assistance in going inside and retrieving Montaron.
    Agree to do it or not, either way, it's something we'll be postponing
    for a long, long time.
    (For Bringing Renfeld to Rylock)
    EXP	14550
    Gold	125
    4) A vampire named Hareishan will destroy a trio of Shadow Thieves.
    Wait, wasn't there a Mage in the Cloakwood Mines named Hareishan? I'm
    sure it's just a coincidence. She'll tell you to bugger off, mentioning
    that until you choose your side the Mistress doesn't want you to come to
    harm. Sure. Loot the dead Shadow Thieves for a suit of Leather Armor, a
    Black Opal, a Water Opal, a Scroll of Contingency, a Note, a Short
    Sword, and 173 gold. Another will have a suit of Leather Armor, a Sphene
    Gem, a Bloodstone Amulet, a Scroll of Spell Thrust, a Dagger, a Scroll
    of Stoneskin, and a Short Sword. The last one will leave behind a suit
    of Leather Armor, a Pearl Necklace, a Dagger, a Short Sword, and 94
    gold. Not a bad bit of loot considering we didn't lift a finger.
    5) If you go out at night you might just see a vampire named Salia
    talking to two Shadow Thieves, obviously trying to lure them into the
    new guild. Unfortunately they notice you and attack while Salia slips
    away. When they die loot them. One has a suit of Leather Armor, a Gold
    Necklace, a Sphene Gem, a Scroll of Disintegrate, a Note, a Short Sword,
    and 68 gold. The other has a suit of Chain Mail, a Pearl, a Garnet, a
    Scroll of Find Familiar, a Scroll of Minor Spell Turning, and a Bastard
    6) You'll find a Vampire named Parisa trying to convince a Shadow Thief
    to come join the new guild. When they refuse, she uses Dire Charm to
    settle matters, and then threatens you before running off. You can kill
    the charmed Shadow Thief for some experience if you wish.
    7) At night you may be questioned by a vampire named Tanova. At any
    early point in the game, you'd be well served by saying you do NOT work
    with the Shadow Thieves, as other responses will provoke Tanova into
    attacking. Vampires are bad enough, but Tanova requires +3 weapons to
    hit, and for a low-level party, that's just too much to overcome.
    8) A Shadow Thief named Sansuki will approach and ask for help, but
    before anything useful can be communicated the source of his woes will
    arrive. A Vampire named Del and two subordinate Vampires will show up 
    and warn you to stay uninvolved. Again, it's best if you simply let the
    Vampires have Sansuki, as your odds against a handful of Vampires
    aren't very good. Sorry Sansuki. If you do bother to help him out, all
    he will do is thank you, and walk away. Really not worth the hassle.
    9) In the Slums of Athkatla you might come across a Slave being
    escorted by a pair of Slaver Guards outside the Copper Coronet. The 
    slave will beg for aid and if you kill his guards you'll get a little 
    experience reward. Inside the Copper Coronet, you can talk to the
    proprietor of the establishment named Lehtinan (x=400, y=1220) and ask
    him about the obvious slave escort from his tavern. He'll play stupid,
    and Anomen suggests we smite him right away. Somebody certainly doesn't
    believe in a trial-by-jury. Lawful Neutral my ass. What's extra funny
    is that later on Anomen will suggest that we should leave a slave in his
    cage... so Anomen believes we should kill slave-masters, but keep unruly
    slaves enslaved. Does this guy have two brain cells to rub together? 
    Anyways, we'll deal with this slavery issue much, much, much later...
    well, not so much later if we're an evil party, but otherwise, my muches
    (For freeing the slave)
    EXP	5500
    10) This isn't a guild-related meeting, but if you have Minsc in your
    party after enough time has passed, you'll be approached by a little boy
    named Delon. He'll tell you-well, Minsc, rather-about the troubles of
    his village Imnesvale in the Umar Hills. He'll mark the area on your map
    and tell you to go to Imnesvale and talk to Minister Lloyd. This starts
    the Umar Hills quest, which is a very rewarding -yet far too difficult
    for us now-quest. Needless to say, I'll be putting it off for a while.
    |								       |
    |	  	   Recruiting Korgan, Jan, and Viconia		       |
    |								       |
    Sequence of Events:						{WLK004}
    		1) Amalas' Challenge
    		2) Nalia in Need
    		3) Korgan's Quest
    		4) Joluv's Wares
    		5) Buying from Bernard
    		6) Guild War Worries
    		7) Viconia at Stake
    		8) Jan Jansen's Gibberish
    		9) Good ol' Garrick
    Now that we're at the Copper Coronet it feels like a good time to
    talk about what our immediate and future goals are. We know we need to
    raise 20,000 gold to get Imoen back and to strike at Irenicus, and while
    we're raising the money we might as well recruit the allies we'll need
    to succeed. This is where the 'good' and 'evil' parties make a serious
    departure, as who you recruit affects what quests you need to do to keep
    them. For example, if you don't want Keldorn there's really no reason
    to go do the Unseeing Eye quest yet, and if you don't care to recruit
    Valygar you have no reason to enter the Planar Sphere. That said, no
    matter who you wish to recruit you should recruit them before going
    after Imoen and Irenicus. For the purposes of providing you-the reader-
    with this information I will complete most of the character-related 
    quests before heading off after Imoen. This will comprise about half of
    the quests that can be performed in and around Athkatla, and if you're
    in a rush to get Imoen back, this is not a great path to take. If you 
    want to follow in the direct footsteps of this FAQ and recruit all the
    PCs in the game (whether you intend to use them or not), then by all
    means, follow me in the order in which I plan to progress. A more
    practical way of playing the game is to just recruit the characters you
    wish to take with you and head off after Imoen. After all, the more
    quests you do before you run off after Imoen, the less you'll have left
    to do when you return with her. Of course, an evil party who doesn't
    care to keep Imoen long-term (why would they? They have Edwin!) can do
    as much as they please. You only really need to rush if you want Imoen,
    and even then, if you care how far behind she gets in experience. Decide
    who you want in your party and make those characters a priority. Below
    is a list of the characters and their related quests which will take up
    the next part of the FAQ:
    |WLK### |              Objectives               |   Suggested For...   |
    |WLK004 | Recruit Korgan, Viconia, and Jan      | Evil Parties	       |
    |WLK005 | Jan's Quest.			        | Stupid People	       |
    |WLK006 | Mae'Var's Guildhall (Recruit Edwin),	| Evil Parties,        |
    |	| Obtain the Thieves' Guild.		| Thief Protagonists   |
    |WLK007 | Thieves' Guild Quests			| Thief Protagonists   |
    |WLK008 | The Book of Kaza (Secure Korgan)      | Evil Parties         |
    |       | The Nether Scroll (Secure Edwin),     |                      |
    |	| Obtain the Pale Green Ioun Stone	|		       |
    |WLK009 | Recruit Anomen, The Unseeing Eye      | Good Parties,        |
    |       | (Recruit and Secure Keldorn),         | Slow People,         |
    |       | Obtain the Gauntlets of Dexterity,    | Cleric Protagonists, |
    |       | Kill the Bandits in the Sewers,	| Ambitious Parties    |
    |       | Obtain the Cloak of the Sewers 	|                      |
    |	| Obtain Saving Grace +3, 		|		       |
    |	| Obtain the Cleric's Stronghold	|		       |
    |WLK010 | Keldorn and Anomen family quests.	| Good Parties with    |
    |	|					| Keldorn and Anomen,  |
    |	|					| People who like quest|
    |	|					| experience.	       |
    |WLK011 | Cleric's Stronghold Quests            | Cleric Protagonists  |
    |WLK012 | Astral Prison (Recruit and Secure     | Impatient People,    |
    |       | Haer'Dalis), Obtain the Boots of      | People Who Like      |
    |       | Speed, Obtain the Wave Shaft,         | Halberds, Bards      |
    |	| Obtain the Bardic Playhouse		|                      |
    |WLK013 | Bardic Playhouse Quests		| Bard Protagonists    |
    |WLK014 | Obtain Celestial Fury			| People Who Like      |
    |       |                                       | Katanas              |
    |WLK015 | The Circus Tent (Recruit and Secure	| Good Parties,	       |
    |       | Aerie), Obtain the Ring of Human 	| Ugly People          |
    |	| Influence				|		       |
    |WLK016 | The Planar Sphere (Recruit and        | Good Parties,	       |
    |	| Secure Valygar), Obtain the Gauntlets | Weak People, 	       |
    |	| of Ogre Power, Obtain the Ring of     | Mage Protagonists    |
    |	| Acuity, Obtain the Ring of Danger	|		       |
    |	| Sense, Obtain the Mage Stronghold	|		       |
    |WLK017 | Mage Stronghold Quests		| Mage Protagonists    |
    |WLK018 | The de'Arnise Keep (Recruit and	| Good Parties,        |
    |	| Secure Nalia), Obtain the Flail of the| Fighter Protagonists,|
    |	| Ages, Obtain the Ring of Earth	| People Who Like      |
    |	| Control, Obtain the Battle Axe +3,    | Flails, People Who   |
    |	| Frostreaver				| Like Axes	       |
    |WLK019 | Fighter Stronghold Quests, 	        | Fighter Protagonists,|
    |	| Nalia Quests				| People Who Like      |
    |	|					| Clones	       |
    |WLK020 | The Skinner Murders, Obtain the Boots | Completionists       |
    |	| of Avoidance				| 		       |
    |WLK021 | The Umar Hills, Part I (Recruit and	| Good Parties	       |
    |	| Secure Mazzy)				|		       |
    |WLK022 | Trademeet (Recruit and Secure Cernd)	| Druid Protagonists,  |
    |       | Obtain the Druid Grove, Obtain the	| People Who Don't Mind|
    |	| Cloak of Displacement, Obtain the Belt| Stealing	       |
    |	| of Inertial Barrier, Obtain 		|                      |
    |	| Tansheron's Bow +3, Obtain the Dwarven|                      |
    |	| Thrower +3, Obtain Belm +2		|                      |
    |WLK023 | Druid Grove Quests			| Druid Protagonists   |
    |WLK043*| Limited Wish Quests, obtain the	| Enterprising Evil    |
    |	| Boomerang Dagger +2, Obtain a second	| Parties with an      |
    |	| pair of Glasses of Idenfication, 	| Edwin who can Cast   |
    |	| Obtain a suit of Full Plate Mail +2	| 7th Level Spells.    |
    |WLK051*| Watcher's Keep (Level 1 only)		| Greedy parties who   |
    |	| Obtain Quiver of Plenty, Case of	| want to score some   |
    |	| Plenty, Ammo Belt, Crimson Dart +3,	| Throne of Bhaal loot |
    |	| Golem Manual				| early.	       |
    *These two quests occur much later in the walkthrough, as they are not
    completed until much later in the guide. First, we're simply not strong
    enough to make it through more than the first level of Watcher's Keep
    until near the end of Shadows of Amn... but I postpone it until we're
    established in Throne of Bhaal, when it's easiest to explore in both
    terms of party experience and story progression. Also, although I
    strongly advocate at least partial exploration of the first level of
    Watcher's Keep as our last endeavor before heading off to pursue
    Irenicus and rescue Imoen I decided not to break up Watcher's Keep into
    seperate parts in the Walkthrough for simple continuity... as opposed to
    Umar Hills, which I broke up in order to lump all our recruiting quests
    into the pre-Chapter 4 portion of the guide. A good party should head to
    Watcher's Keep to obtain a few choice items while completing as few
    quests as possible, whereas an evil party can-and is benefited by-
    exploring the entire first level. This leads to the Limited Wish quest,
    which is ignored entirely by the good party on the grounds that they
    will simply not have enough experience to cast that spell before going
    after Imoen, and the Limited Wish quests cannot otherwise be completed
    again until Chapter 6, hence its chronological placement in the guide
    until the good party can complete it.
    To make life simpler, again, you can just follow the guide sequentially-
    no matter what alignment your party will be. There's no reason an evil
    party can't just leave Keldorn behind and do the Unseeing Eye quest, and
    there's no reason a good party can't play with Korgan/Edwin long enough
    to get their specific quests (the Book of Kaza and the Nether Scroll,
    respectively) out of the way. If you want to just follow the guide-it's
    okay. Imoen ends up fine. If, however, you really, really don't want to
    do anything extraneous in this game, here's a short suggestion of what
    each party should do at the minimum:
    --GOOD--	--EVIL--
    [WLK009]	[WLk004]
    [WLK010]	[WLK006]
    [WLK014]	[WLK008]
    Go recruit what characters you wish in whatever order you wish, after
    which we'll have more than enough money to pick our poison and go after
    Imoen. If you recruit characters you do not wish to keep, disband them
    and send them back to the Copper Coronet when possible. I wouldn't
    suggest doing this in two circumstances. Firstly, don't disband a
    character you haven't secured. For example, don't send Korgan off before
    completing the Book of Kaza quest, and don't send Valygar away before
    completing the Planar Sphere. Also don't disband characters you want to
    romance, as this will likely kill the romance. If you want to play with
    good characters or otherwise don't care to recruit and secure Korgan and
    Edwin skip to [WLK009]. For now, however, let's explore the Copper
    Coronet and deal with-or at least acknowledge-all the minor events
    Copper Coronet (AR0406)
    1) At (x=1100, y=1880) you'll find Amalas. If you talk to him he'll try
    to provoke you into a fight. If you fight him, you'll get to go one on
    one with Amalas, who shouldn't be too tough as long as you have some
    levels of Fighter. Jaheira won't approve of your antics, however. If you
    decline and have Minsc in your party Minsc is riled to attack Amalas.
    Overall it's more profitable to duel Amalas.
    (For beating Amalas in a duel)
    EXP	9500
    2) You'll find a woman named Nalia in the tavern... or rather she'll
    find you. As soon as you're in sight she'll come initiate dialogue, 
    hopelessly aristocratic and asking for help. Her quest takes you out of
    Athkatla and is somewhat difficult, but to keep her happy you'll have to
    do it. If it wasn't for this and the fact that she is practically a
    clone of Imoen I'd consider taking her along. We'll deal with her and
    her quest later. Much later.
    3) Over at (x=950, y=1870) you'll find Korgan. Talk to him if you want
    the best evil Fighter in the game on your side. Agree to help him find
    the Book of Kaza and he'll join with you. We won't delay too long,
    however, as we don't want Korgan to grow impatient and leave. We'll
    get to his quest shortly.
    4) At (x=1350, y=1750) you'll find Joluv... at least, you will if you've
    got the latest patch and hence the bonus merchants. Deidre sold
    Planescape: Torment inspired items, and Joluv sells Icewind Dale
    inspired items. Overall, I don't find his gear nearly as useful as
    Deidre's. Joluv mostly sells an assortment of +2 and +3 weapons that
    will come in handy in the mid-game (Chapters 2-5), but will be
    outclassed by the items we'll find later. Since that's the case, it's
    probably a good idea to ignore his loot and save yourself the 20,000~ 
    or so gold each item will cost. The sole exception is the Sling of
    Everard +5, which is a pretty damn nice sling that has a +5 THAC0 bonus
    and +2 damage bonus, and it doesn't require bullets, greatly improving
    your inventory situation. You'll find a Sling later which is pretty
    nice, and returning Hammers, Axes, and Daggers all exist, but there is
    some merit to the Sling of Everard +5. It's worthy of consideration if
    you ever find yourself too rich... if such a thing exists. Also there's
    the Scarlet Ninja-To +3, which is more of a tease than anything else.
    Its stats are comparable to (and superior than) Belm +2, a nice Scimitar
    we'll find later... but since it can can only be used by Monks, it'll
    just have to remain with Joluv.
    5) There are plenty of things to do in the Copper Coronet still, but all
    of these quests can wait until later. You can go buy (steal) some things
    from the bartender Bernard. He'll sell better things later in the game,
    but until then we can at least nab a Sword of Flame +1, which will help
    with Nalia's quest a good bit. Note that Bernard is ridiculously hard to
    steal from, often requiring a Pick Pockets of 180+ to succeed. Now that
    we're done in here for now let's head over to the Government District.
    |Mage Spells| Bernard
    1st-Charm Person
    1st-Color Spray
    1st-Burning Hands
    1st-Chill Touch
    1st-Chromatic Orb
    1st-Detect Evil
    1st-Larloch's Minor Drain
    2nd-Agannazar's Scorcher
    2nd-Ghoul Touch
    3rd-Dire Charm
    3rd-Ghost Armor
    3rd-Ghost Touch
    3rd-Protection from Normal Missiles
    3rd-Skull Trap
    3rd-Vampiric Touch
    Note: If you want to be a little ahead of the curve, you can complete
    the Copper Coronet Quest now (see [WLK036] for complete coverage). The
    main reason to do this is to get Bernard to sell you better loot,
    including the Sling of Seeking +2, and the Battle Axe +3, Stonefire,
    among other things. And yes, all of these can be stolen, so you don't
    even need money if you've got some Potions of Master Thievery. This is
    by no means necessary... but that loot Bernard has for sale/steal will
    benefit you a lot more now than it will later. When playing with an
    evil party, I typically tackle the Copper Coronet after securing Edwin
    and Korgan (after [WLK008]). With a good party, I feel no real hurry to
    grab the Battle Axe +3, Stonefire, and hence I don't bother with this
    quest until its sequential location in the walkthrough.
    Government District (AR1000)
    6) If you arrive in the Government District at night you'll find some
    Amnish Soldiers in the northern central part of the district. They'll
    question you about your identity and mention a guild war going on in
    the streets between the Shadow Thieves and a new guild... presumably a
    continuation of the fight that allowed your egress from Irenicus'
    7) Head southwest to find a mob of citizens around a familiar dark 
    elf. Viconia (x=1820, y=1080) has landed herself in trouble again, and 
    is standing on the wrong end of an angry mob. More specifically the side
    that's standing on a pile of logs and is about to be burned alive.. And
    this isn't a spectator sport. Screw around too long and the mob will
    burn her alive. Click next to her to free her, Which will provoke the
    mob and force you to waste three Fanatics, who are push-overs anyways.
    One Fanatic has a suit of Plate Mail Armor, and another has two Potions
    of Extra Healing. It might not be much, but they should leave behind
    enough to improve some of the armor you're wearing, and give Viconia
    some rudimentary equipment.
    8) From here travel southeast to find a Gnome named Jan Jansen
    (x=2730, y=1750). He'll describe himself as a part-time adventurer/part
    time turnip salesman. Right. Don't blow him off and he'll try to sell
    you a 'Flasher Master Bruiser Mate'. Shortly thereafter a man named Trax
    will show up to apprehend Jan for the illegal sale of illegal items in 
    an illegal manner. Whatever you do, do NOT goad Trax into summoning the
    guard down on you.. it's a fight we don't need to fight, especially not
    with the reputation loss involved. If you cover for Jan you'll get some
    experience. If you turn him in you'll get 100 gold from Trax. Of course,
    to bail out Jan later you'll need to pay 800 gold, so it's a net loss to
    do this. Get Jan on your side and do what you will with him. If you
    keep him in your party you'll eventually have to deal with a quest
    that pops up. This is common with recruitable characters, and I'll make
    a habit of including the quests that accompany the various PCs in the
    same sequence of events in which the character is recruited, even though
    in all likelihood they will occur much later. Of all the PC quests,
    Jan's is perhaps the most disruptive for this Walkthrough, undoubtedly
    due to the fact that he is recruited so early in the game as it'll take
    you to many areas that I don't intend to cover for a long time. I 
    suppose I could have restructured the FAQ to make Jan a better fit.. but
    overall I find it best to leave the PC quests in the section where they
    are recruited for organizations' sake. This really only negatively
    effects Jan, as most characters have the good sense to have less
    troublesome quests, and at the end of the day.. it's Jan. I can't be
    bothered to make things more convenient for a character I never play and
    whose worth I seriously doubt. The rest of this sequence will cover
    Jan's story quest-most sane people will never bother with this, and if
    you're one of them, skip to [WLK006] if you want to set about recruiting
    (For covering for Jan and prevent him from being sent to jail by Trax)
    EXP	8500
    (For recruiting Jan into the party)
    EXP	11500
    Note from Lee: you can accept Jan into the party, drop pretty much
    anyone to do it, get the experience, then re-accept the dropped person
    back into the party and drop Jan for free experience without actually
    having to put up with Jan and his crap.
    9) This is just an aside, but over in the southeastern corner of the
    map you can find a lady knight named Lady Irlana (x=3000, y=3600), who 
    is being wooed by Garrick-presumably our Garrick from Baldur's Gate 1. 
    Of course, he seems to have lost his edge and is being fed flattering 
    lines by one Cyrando. It's a debacle, of course, but an amusing one,
    |								       |
    |	  	            Jammin' With Jan			       |
    |								       |
    Sequence of Events:						{WLK005}
    		1) Jan's Lost Love
    		2) The Daughter's Sickness of the Mind
    		3) Uncle Gerhardt's Help
    		4) Finding the Hidden
    		5) The Hidden
    		6) Thumb's Up
    		7) Hunting the Hunters
    		8) The Mother's Sickness of the Mind
    1) Now, if you travel with Jan for a while you'll get a visit from a
    relative of his named Beeloo Jansen, who tells Jan that he recently
    escaped from prison and that some lady named 'Lissa' is staying at the
    Jansen family home. After Beeloo leaves, Jan will elaborate-Lissa is
    his childhood friend and former love interest that never panned out.
    She married another Gnome named Vaelag, a far more serious and
    successful criminal than Jan. Agree to help him out and follow him 
    back to his house in the Slums District (AR0400) (x=3550, y=1350).
    The Jansen Home (AR0401)/(AR0402)/(AR0403)
    2) Jan will provide a bad example for his cousin's twins and talk to
    his mother, who fills him in a bit on the Lissa situation. She 
    apparently brought her daughter with her, and she has a problem, of
    course. Her daughter has taken ill, but instead of a physical ailment
    she apparently has some kind of mental impairment, possibly due to her
    father's prevailing abuse. Jan will tell us to talk to Uncle Gerhardt
    in the basement, while he leaves the party to stay by Lissa's side.
    (x=320, y=220) 1 gold
    (x=250, y=200) Elixir of Health
    (x=720, y=320) Potion of Freedom
    (x=480, y=220) 3 gold
    (x=440, y=220) 1 gold
    (x=400, y=210) 1 gold
    (x=200, y=400) 1 gold
    (x=700, y=390) Short Sword, History of Durpar and Var, 5 gold
    (x=270, y=250) Scroll of Identify
    (x=150, y=250) Potion of Extra Healing
    (x=200, y=370) tainted Antidote
    3) Head downstairs and talk to Uncle Gerhardt (x=650, y=350). Wade
    through his circular dialogue and he'll tell you that you need to seek
    out something called 'The Hidden'. A lady named Jysstev can point you
    in the right direction, her estate can be found in the Government
    District of Athkatla. Seems like we're not done with the Government
    District right now after all.
    (For talking to Uncle Gerhardt)
    EXP	3300
    Jysstev Estate (AR1006)
    4) Return to the Government District and enter the Jysstev Estate 
    (x=2900, y=2900). You'll find Lady Jysstev wandering around within.
    Talk to her and ask her about 'The Hidden' and she'll arrange a meeting
    with you and tell you to go to the sewers under the Copper Coronet.
    Now, with a good-aligned protagonist, I don't bother with the Copper
    Coronet and its quests yet, and I certainly don't have a reason to
    drag Jan along with me long enough to start this quest. On the other
    hand, as an evil party I deal with the Copper Coronet early to get
    some better loot. For more information on dealing with the Copper
    Coronet (in part, or in its entirety) see [WLK036].
    (For getting Lady Jysstev to arrange a meeting with the 'Hidden One')
    EXP	8900
    Sewers (AR0404)
    5) Head to the Copper Coronet in the Slums District and talk to
    Lehtinan to gain access to his back rooms. Once you've obtained this
    access you can safely head to the back of the Copper Coronet. There's
    a secret door at (x=2150, y=900) that leads to the sewers 
    (x=2070, y=670) in question. Again, if you decided to take Jan along
    with you-and hence this quest became obligatory and led you into
    these sewers-refer to [WLK036] for everything you might encounter along
    the way. You'll find Hidden at (x=1070, y=2230), who will agree to heal
    Lissa's daughter if you deal with two 'creatures of evil intent' that 
    are chasing him. To uncover them we'll need to go talk to the 
    proprietor of the Sea's Bounty in the Docks District (AR0300).
    Sea's Bounty (AR0313)
    6) By the time Jan's quest occurs we'll hopefully have already explored
    the Docks District-at least crudely (as covered in the next Sequence
    of Events). So, without elaborating further head over to the Sea's
    Bounty (x=2100, y=2100). Be sure to leave Jaheira outside to avoid
    starting another time-sensitive quest, Baron Ployer's Curse. Inside
    the Sea's Bounty you'll find The Thumb, the proprietor we're looking
    for. Talk to him and pick dialogue option #2 to get him to tell you
    that the folks you're looking for are in the Five Flagon's Inn in the
    Bridge District, in a room on the second floor.
    Five Flagons Inn, Second Level (AR5011)
    7) So, head over to the Bridge District (AR0500) and into the Five
    Flagons Inn (x=3200, y=2000). Go up the stairs at (x=600, y=300) to find
    two Githyanki, which can be rather strong for a very low-leveled, 
    under-staffed party. Return to the Hidden and he'll tell you that the
    girl is healed before revealing itself to be an Illithid. It'll leave
    without incident, and we'll be free to return to the Jansen home.
    (For performing the task of the Hidden)
    EXP	17500
    8) Once home, you'll find all is not well. Being the useless bitch that
    she is, Lissa will thank Jan for helping her daughter before telling us
    that Vaelag is downstairs. When Jan goes to investigate the turn of 
    events, follow. Vaelag demands Lissa's return, makes some threats, and
    Lissa only bothers to thank Jan briefly before leaving with Vaelag. Jan
    will attempt to procure from us a promise of aid in the future, if he
    discovers that Vaelag has continued to be abusive. Dude, let the bitch
    (For saving Lissa's daughter)
    EXP	15500
    |								       |
    |		       Mae'Var's Guildhall Quests		       |
    |			   (Recruiting Edwin)			       |
    Sequence of Events:						{WLK006}
    		1) Independent Practice
    		2) Submit to Cyric!
    		3) Thieve's Guild Fence
    		4) Infinite Money Exploit
    		5) Meeting Mister Bloodscalp
    		6) Robbing Gorth
    		7) Mae'Var's First Assignment
    		8) Temple Thieving
    		9) Referred to the Red Wizard
    		10) Thieving Tests
    		11) Edwin's First Task
    		12) Mephit Murdering
    		13) Golem Grinding
    		14) Rayic Gethras
    		15) Edwin's Second Task
    		16) Marcus' Documents
    		17) Mae'Var's Last Task
    		18) Embarl's Loyalty
    		19) Edwin's Evidence
    		20) Reporting to Renal
    		21) Purging Mae'Var's Guildhall
    		22) Making Mae'Var Meet His Maker
    		23) Renal's Reward 
    		24) Valen's Offer
    Docks District (AR0300)
    1) When you arrive in the Docks District you'll get a confession from
    Yoshimo. He'll tell you that he got caught practicing his trade in the
    city by the Shadow Thieves, and was supposed to report to Renal 
    Bloodscalp. He hints that there might a reward involved for completing
    the independent mission he was supposed to get started on. We might as 
    well, right?
    2) Head to the southwest and go down some stairs. You'll be approached
    by a Mad Cleric who will demand that you embrace Cyric. If you decline
    he'll attack you. When he dies he'll drop an Onyx Ring, a Jasper Gem, a
    Quarter Staff, and 20 gold.
    Shadow Thief Guildhall (AR0305)/(AR0306)
    3) Over at (x=1350, y=980) you'll find a Shadow Thief, who will welcome
    you inside being as you're a friend of Gaelan and all. Righty-o. Head
    inside the door at (x=1330, y=900). At (x=950, y=790) you'll find a 
    Black Market Thief. You can sell stolen goods to her, which is an
    invaluable service. You can buy (steal) a variety of scrolls from her if
    you wish, including Fireshield (Blue), which is a great defensive spell,
    especially for a Fighter/Mage. After all, a Mage who doesn't get
    attacked in combat isn't likely to put the shield to full effect. Head
    up the stairs at (x=200, y=350).
    |Mage Spells| Black Market Thief
    1st-Detect Invisibility
    1st-Protection from Petrification
    2nd-Know Alignment
    3rd-Dispel Magic
    3rd-Flame Arrow
    4th-Fireshield (Blue)
    4th-Improved Invisibility
    4th-Minor Globe of Invulnerability
    4th-Monster Summoning II
    5th-Ice Storm
    (x=850, y=800) Potion of Healing x2, Potion of Invisibility,
    	       Potion of Master Thievery 
    (x=900, y=750) 1 gold
    (x=950, y=700) Dagger, Long Sword
    (x=1100, y=700) 3 gold
    (x=750, y=620) Tchazar Gem, 234 gold
    (x=900, y=570) Moonstone Gem, 39 gold
    (x=1150, y=630) Waterstar Gem, Zircon Gem, 26 gold, Dagger
    (x=350, y=470) Dagger, Bastard Sword
    (x=200, y=400) Iol Gem
    4) Note that you can sell stolen goods to the Black Market Thief, and
    you can also steal from her. Can you see the cyclic flow of money at
    work here? Sell her anything valuable you want, steal it back, sell it
    again, repeat until satisfied. This works best with a very expensive
    item, as you'll always have a chance to get caught, and stealing
    multiple cheaper items will get frustrating. On the other hand,
    sell/stealing the Plate of Balduran will see you with enough money to
    buy anything you want in short order. Because you can buy/sell/steal
    from her in an infinite loop, I prefer to sell her all the items I
    accumulate in the game. This is practical, in case you sell anything you
    later want or need, as you can just steal it back. It sure beats having
    to rebuy loot from Ribald. And, of course, it also helps to favor one
    merchant since you'll always remember who you sold your stuff to. Keep
    in mind, however, that as you sell more items to one merchant, the less
    they'll pay for that item in the future. There's a rather generous cut-
    off point, but if you want to maximize your profits, sell in bulk. On
    that note, this level of the Thieves' guild has plenty of containers
    within which you can store your accumulated loot. No wonder I pick this
    spot as my mercantile headquarters, eh? And just one more note, although
    I preach the merits of infinite money, on these walkthroughs I did not
    practice them. I could pretend the reason had something to do with
    gaming purity, but as you've noticed if you've been reading along, I'm
    quite content to use my theiving skills to rob merchants blind. No,
    the reason is much more practical. Good loot equals stronger characters,
    and stronger characters influence what quests we can do, and when. For
    the sheer sake of organization, not using any infinite money tricks
    allows the economy of the game to influence (to some degree) what order
    we do quests. Do the Thieves' Guild quests first, get some money, buy
    the Shield of Balduran, do the Unseeing Eye Quest, get some more money,
    and so forth.
    5) You'll find Renal Bloodscalp at (x=820, y=530). Yoshimo and Renal
    will trade barbs for a bit before Renal decides that he is more
    interested in you than Yoshimo. Long story short Renal wants you to
    investigate a guild leader he suspects of treachery by the name of
    Mae'Var. If you're a Thief he'll also offer you to take up the guild in
    Mae'Var's place if you find something and are forced to... remove
    Mae'Var. Agree and leave via the exit at (x=100, y=600) to get directly
    outside. Head to Mae'Var's Guild (x=3050, y=2500).
    (x=300, y=500) 1 gold
    (x=350, y=650) Garnet Gem, Diamond
    (x=400, y=480) Potion of Extra Healing x5, Potion of Fire Resistance x2
    (x=800, y=770) Pearl x3, 350 gold
    (x=970, y=650) Jasper Gem, 39 gold
    (x=1190, y=725) Light Crossbow, Bolt x60, Bolt +1 x2
    (x=400, y=270) Dagger, Studded Leather Armor, Lynx Eye Gem,
    	       De'Tranion's Balor Ale 
    (x=470, y=250) Potion of Extra Healing x5, Potion of Agility
    (x=600, y=250) 3 gold
    (x=750, y=330) Iol Gem, 217 gold
    (x=970, y=650)
    (x=470, y=250)
    Mae'Var's Guildhall (AR0321)/(AR0322)/(AR0323)/(AR0324)
    6) Over at (x=430, y=580) you'll find Gorch, who will try to peddle you
    some wares. Tell him you're here to see Mae'Var and he'll give you the
    go-ahead to go into the guild in the back. Gorch is the latest in a long
    line of merchants we need to rob, and if you weren't messing around your
    Potions of Master Thievery should still be in effect. In particular grab
    some Maces +2 (enough for each Fighter to wield one regardless of
    proficiency), and some Bullets +2. We'll be needing some +2 weapons
    sooner rather than later. Also grab a Sling +2 and a Short Bow +2. You
    know, since stealing is cheaper than buying them from Ribald. Also,
    since it's 'free', steal the Leather Armor +3 if you still need some
    light armor for somebody. Also nab the Ring of Protection +1, the Nymph
    Cloak, the Bracers of Defense A.C. 6, Potions of Master Thievery (to
    keep our stock up!), and the Rogue Stone. We'll out-grow this gear, but
    we can always sell it back to the Black Market Thief in Renal's Guild.
    Even if you're not really into stealing, you should rob Gorch. As a
    friendly warning, he's not long for this world, and anything you don't
    steal from him will go to waste.
    |Mage Spells| Gorch
    Yoshimo happily accepts the Short Bow +2 and I give the Sling +2 to
    Viconia, who is less potent in melee combat than Jaheira. The Nymph 
    Cloak goes to your preferred party leader. I give Korgan the Ring of
    Protection, as his Armor Class is horrible right now. Also, the Bracers
    of Defense A.C. 6 are an improvement for my main character. Head down
    the stairs at (x=400, y=400).
    (x=350, y=420) 190 gold
    (x=500, y=500) Tainted Oil of Speed, 8 gold
    (x=600, y=600) Scroll of Strength
    (x=600, y=200) Sunstone Gem
    (x=700, y=150) Quarter Staff, 12 gold
    (x=650, y=500) Scroll of Minor Globe of Invulnerability
    Note: Do not sell the Rogue Stone you just stole. It's pretty, sure,
    but it'll give us access to an area from which we can obtain the
    most powerful staff in the game-a real treat for your Mages. It will be
    a while yet, and you'll find several other Rogue Stones while you
    travel, but as a respectable FAQ-writer it seems important to warn you
    now, rather than have you send me unhappy E-mails because you can't
    get an item that really should not be missed.
    Note from Lee:
    Gorch is a dumbass - I stole/sold/restole/resold the Bracers AC6, the
    Rogue Stone, and as many Maces +2 as I could hold over and over and over
    and over and over and over and over and over and over and over and over
    and ended up with over 200k in gold - well more than enough to pick up
    some extremely nice items from Dierdre. Of course having this much cash
    triggers Valen and Brus earlier than "normal", but it doesn't really
    affect the storyline (provided I don't visit the graveyard at night).
    7) You'll find Mae'Var at (x=970, y=300). If you thought Renal was 
    ambiguously hostile, you'll find that Mae'Var is much less ambiguous. 
    He'll give you a job to go steal a religious item from a church, either
    the temple of Lathander or the temple of Talos depending on your 
    alignment. Head off to the Temple District.
    (x=400, y=650) Skydrop Gem
    (x=400, y=850) 5 gold
    (x=500, y=800) 16 gold
    (x=630, y=700) Turquoise Gem
    (x=630, y=680) 1 gold
    (x=1000, y=400) Dagger, Small Shield, 5 gold
    (x=740, y=240) Dagger, 4 gold
    Temple District (AR0900)/(AR0902)/(AR0904)
    8) Enter either the Temple of Lathander (AR0902) (x=2850, y=1500) or the
    Temple of Talos (AR0904) (x=1900, y=2200). Either way you'll need to
    wait until night for the temples to clear out. When you have either the
    Statuette of Lathander or the Necklace of Talos head back to Mae'Var.
    (x=1250, y=1500) 99 gold
    (x=1400, y=1450) Sunstone Gem, Statuette of Lathander
    (x=1350, y=1450) Sunstone Gem
    (x=1400, y=1450) Lynx Eye Gem
    (x=1800, y=950) Potion of Extra Healing x2
    (x=750, y=600) Potion of Extra Healing x2
    (x=470, y=850) Jade Ring, 23 gold
    (x=320, y=750) Scroll of Protection from Poison
    (x=1500, y=360) Potion of Extra Healing x2, Antidote
    (x=1650, y=400) Potion of Extra Healing x5, Wand of the Heavens,
    		210 gold
    (x=700, y=1000) Potion of Insight, Necklace of Talos
    (x=500, y=300) Scroll of Protection from Cold, 
    	       Potion of Storm Giant Strength
    (x=400, y=250) Bloodstone Gem, Potion of Insulation
    (x=250, y=250) Bloodstone Amulet, Antidote x2, 6 gold
    Mae'Var's Guildhall (AR0321)/(AR0322)/(AR0323)/(AR0324)
    9) Mae'Var will brush aside your act of skulduggery and you'll get a
    nice experience reward. He then decides he's too busy for you and refers
    you to his right hand man, a 'bloody good spellcaster' named Edwin. Oh
    boy. Head back upstairs and take the stairs to the second level (AR0323)
    at (x=1100, y=400).
    (For returning to Mae'Var with your stolen artifact)
    EXP	29500
    10) Upstairs you'll find a room to the east that has a bunch of locked
    doors and safes designed to test your Thief skills. If you still have
    Potions of Master Thievery active you should definitely pick these
    locks. Altogether they give a good bit of experience and loot. The ones
    on the north wall are trapped as well, further boosting the experience
    you'll get. when you're done looting head up the stairs at 
    (x=1000, y=500) to reach (AR0324).
    (x=300, y=490) Antidote, Pearl Necklace
    (x=400, y=460) 22 gold
    (x=600, y=200) History of the Drow, 1 gold
    (x=600, y=790) Skydrop Gem, Zircon Gem
    (x=500, y=600) 10 gold
    (x=550, y=600) 20 gold
    (x=600, y=550) 30 gold
    (x=630, y=500) 40 gold
    (x=650, y=500) 50 gold
    (x=700, y=450) 60 gold
    (x=770, y=400) 70 gold
    (x=900, y=500) 2 gold
    (x=900, y=300) 80 gold
    (x=950, y=300) 90 gold
    (x=1000, y=250) Potion of Master Thievery x3, Waterstar Gem,
    		Ziose Gem, 300 gold
    (x=1050, y=250) Emerald, 100 gold
    (x=1050, y=300) Potion of Perception
    (x=1110, y=330) Rogue Stone
    (x=1170, y=300) Lynx Eye Gem, Fire Agate Gem
    (x=1200, y=350) Short Sword +2, Buckler +1, Studded Leather Armor +1
    (x=1050, y=250)
    (x=1050, y=300)
    (x=1110, y=330)
    (x=1170, y=300)
    (x=1200, y=350)
    11) Edwin is over at (x=850, y=350), and he's as haughty as ever. He
    wants you to kill a Cowled Wizard by the name of Rayic Gethras. Seeing
    as how we're not getting along with the Cowled Wizards, knocking off one
    of their members is a welcome job. Leave Mae'Var's Guildhall and enter
    Rayic Gethras' house (AR0315) to the west (x=1500, y=2220).
    (x=1050, y=420) Bastard Sword +1, 35 gold
    (x=1020, y=250) Dagger, 19 gold
    (x=820, y=260) Fire Agate Gem, 63 gold
    (x=500, y=370) Bastard Sword, 13 gold
    (x=670, y=750) Potion of Healing x2
    (x=370, y=550) Gold Ring
    (x=330, y=500) Spear +1
    Rayic Gethras' House (AR0315)/(AR0316)/(AR0317)
    12) Inside you'll find two Fire Mephits, two Magma Mephits, and two Ice
    Mephits. These require no special tactics to bring down. Loot the room
    and make sure you're rested and prepared before you head up the stairs
    at (x=150, y=350). Haste and Protection from Evil 10' Radius is probably
    a good idea, as is Defensive Harmony. Equip whatever +2 weapons you
    have. For me this means those Maces +2 I stole, and Bullets +2 and
    Arrows +2 where available. Resting in this house was where I encountered
    my first dream, by the way.
    (x=500, y=250) History of the Red Ravens,
    	       Scroll of Protection from Magical Energy
    (x=440, y=150) Scroll of Clairvoyance, Cursed Scroll of Weakness
    (x=440, y=150)
    13) Upstairs you'll find much more worthy foes than Mephits. Two Stone
    Golems-which are fairly rough at this stage in the game-await you. They
    aren't push-overs in melee, they have the ability to slow party members,
    and they can only be hurt by +2 weapons. With all the gear we've been
    stealing, however, they fall readily enough, especially with us being
    spell-buffed. Before I loot this level I head upstairs while my spell
    buffs hold (x=400, y=700).
    (x=400, y=270) 115 gold
    14) Rayic Gethras isn't much for talking, and he goes hostile after just
    a bit of chatter. By now Jaheira has hit 9th level as a Druid, and has
    an Insect Plague prepared just for this fight, she casts it as soon as
    she can. As soon as combat starts Rayic will let loose with a Spell
    Trigger, protecting himself with Protection from Magical Weapons and
    Protection from Normal Missiles. He'll also get a Globe of 
    Invulnerability and a Stoneskin up. He is, safe to say, one rough 
    customer at our level. However, if Jaheira gets her Insect Plague off
    he will be unable to cast spells for a few precious rounds... long
    enough for my party to whittle through his Stoneskin and for his
    Protection from Magical Weapons to wear off. His first move is to cast
    Symbol,  Fear, which will pretty much be game over if he doesn't get hit
    with an Insect Plague, or even if he does, if he affects your whole
    party. One way around this is to just head up with the main character
    and Jaheira. My main character attacks and Jaheira stays back and casts
    her spell. If he gets his Symbol, Fear off, the rest of the party can
    then jump in when Insect Plague has rendered him helpless and beat him
    down. When he dies Rayic Gethras will leave behind Bracers of Defense
    A.C. 7, a Scroll of Charm Person, a Quarter Staff +2, and 40 gold. Rob
    his house and leave.
    (x=250, y=500) Scroll of Mislead, 1 gold
    (x=550, y=400) Wand of Fire, 220 gold
    (x=250, y=500)
    (x=550, y=400)
    15) Head back to Mae'Var's Guildhall and talk to Edwin. Next he'll ask
    you to get some documents from a merchant named Marcus at the Sea's
    Bounty. Head back outside and enter the Sea's Bounty (AR0313) 
    (x=2100, y=2100). Whatever you do, do not bring Jaheira in with you. It
    starts a quest we really have no need to complete just yet.
    (For reporting in to Edwin after killing Rayic Gethras)
    EXP	20000
    Sea's Bounty (AR0313)/(AR0314)
    16) You'll find Marcus at (x=530, y=430), and there are many ways to
    deal with him. If you're fast and strong enough you can simply snap his
    neck without raising a fuss. You can pay him 250 gold.. or negotiate it
    down to 200 for the documents. Or you can threaten him for them. Of
    course you can always try to pick his pockets, but with Yoshimo that
    means he's going to have to use some Potions of Master Thievery to
    succeed. Report back to Edwin and he'll inform you that you have one 
    last task to complete, this time from Mae'Var.
    (For bringing Marcus' documents to Edwin)
    EXP	10000
    17) Go downstairs and pay Mae'Var a visit. He'll give you one last 
    mission; head back to the Sea's Bounty and kill a traitor named Embarl,
    bringing back his dagger as proof. This time enter the door at 
    (x=2250, y=2050) to reach the upper level of the Sea's Bounty.
    18) You'll find Embarl at (x=580, y=320). You again have multiple 
    choices. First you can just kill him and grab his Leather Armor, Potion
    of Invisibility, Elixir of Health, Embarl's Dagger, and 36 gold. Or you
    could just let Embarl go in exchange for his dagger. Either way take the
    dagger back to Mae'Var and you'll get rewarded, albeit dismissively.
    He'll tell you to go see if Edwin has any use for you.
    (For bringing Embarl's Dagger to Mae'Var)
    EXP	18750
    19) Edwin guesses that you're not here as an obedient recruit for 
    Mae'Var and offers to help you find the hard evidence that Renal wants.
    He will offer his magical services to you now, along with the key to the
    strongbox in Mae'Var's suite. If you're playing an evil party you should
    happily accept Edwin into your party. For all Edwin's potency, he does
    have some rather glaring omissions from his spellbook. Have him scribe
    Blur, Knock, Invisibility, Stinking Cloud, Dispel Magic, Slow, Improved 
    Invisibility, Stoneskin, Greater Malison, and Confusion to bring him up 
    to speed. Head downstairs and open the cabinet at (x=500, y=300) to find
    Mae'var's Letter and Boots of Stealth. Yoshimo puts the boots on by
    default. With the evidence in hand head off to tell Renal.
    20) Renal will be delighted to see you, even more-so when you give him
    evidence of Mae'Var's treachery. You'll get a hefty experience reward,
    and one last mission from Renal Bloodscalp; go kill Mae'Var. With
    (For bringing Renal proof of Mae'Var's treachery)
    EXP	48250
    21) I suggest spell-buffing before returning to Mae'Var's Guildhall, as
    all the Shadow Thieves within are now hostile. They are fond of getting
    backstabs, and will use Potions of Invisibility and Oils of Speed to
    buff themselves in Combat. I've had Zyntris deal 82 damage with a single
    attack before, which is well more than ridiculous. Needless to say, keep
    unprotected characters safe... perhaps even outside. It only takes one
    bad backstab to ruin your day. One tactic you can use to blunt the
    offensive of the Thieves is as follows: head inside with one protected
    character. In this case I used my protagonist spell-buffed with
    Stoneskin, Blur, and Mirror Image. The Thieves directed their lethal
    backstabs at them to no avail, then I brought in the rest of my fighters
    to take them down, leaving my weaker characters (like Edwin) outside.
    Head up the levels clearing out Shadow Thieves as you go. It's possible
    to repeat the process above on the next floor, as well.
    Note from Lee:
    I recommend going up the exterior stairs and entering on the third floor
    (x=3425, y=2150), then working your way down. There are no attackers on
    the third floor at all, and you enter the second floor in a
    strategically superior position. Plus you don't have the problem of new
    attackers coming at you from both the floors above and the floors below.
    If you have at least two characters equipped with ranged weapons, you
    won't even need spells (or buffs) to clear the second floor. By standing
    at the foot of the stairs, if you do happen to get into trouble, you're
    poised to go back up and regroup (or ambush and take out attackers one
    at a time if they follow). Same with moving down from the second to the
    first floor, and again down to the lower level. I got thru this without
    spell buffing at all, although I did take some damage in the final fight
    with Mae'Var.
    22) Once the upper levels are clear head down into the cellar to
    confront Mae'Var. Mae'Var has some Assassins with him and a Priest of
    Cyric, but for all that, this is a very easy fight. You have two options
    to win this fight hassle free. Use Edwin to conjure a Lesser Fire
    Elemental, which will be immune to their weapons. Then just let the
    elemental kill them all on its own. Or you can use Jaheira's Insect
    Plague to eliminate their spell casting and send many of them fleeing.
    Or do both to ensure a complete rout. Loot Mae'Var for Shadow Armor
    (great for Yoshimo!), Arrows x40, a Scroll of Oracle, a Pearl, a Sphene
    Gem, a Water Opal, a Horn Coral Gem, a Short Sword, a Composite Long
    Bow, and 769 gold. In one of the cells you'll find a prisoner named
    Kamuzu (x=600, y=500). Do what you will with him, but if you're nice, he
    might just come back and lend you a hand one day... When you're done go
    report to Renal.
    23) You'll get your reward all right. Each character will receive
    45500 experience and the party gets a huge sum of gold... so much so
    that you should be close to what Gaelan requires (if so, see Step #22,
    next). If you're a Thief you'll also be given ownership of Mae'Var's
    Guildhall. You can play with your guild if you wish, but time is of
    the essence. Before we deal with it we should secure Korgan and Edwin's
    loyalty [WLK008]. Since, however, you may or may not be recruiting the
    individuals in question, it's my organizational method to include the
    guild/stronghold quests immediately after completing the quest where you
    obtain said guild/stronghold. Skip about as you please.
    (For reporting to Renal after killing Mae'Var)
    EXP	45500 (each character)
    Gold	10500
    24) The following encounter will occur now that we have so much money-
    15,000+ to be precise, and after the reward we just received, it's very
    likely you'll have this amount. When you leave the building a woman
    named Valen will show up and talk to you. She's got a better offer for
    you, or so she says, and asks you to meet her Mistress in the Graveyard
    after sundown. Brus will show up shortly thereafter and tell you that
    Gaelan wants to sweeten the deal before you meet your new contact. Looks
    like both sides are very keen on what we're doing. You might see other
    altercations between the two guilds traveling around at night like the
    encounter you had with Hareishan, and another later encounter you might
    have with another vampire named Salia. If you pay Gaelan a visit he'll
    tell you that the bosses have changed their minds and decided that
    15,000 gold is enough for their aid. How curious. Anyways, both sides
    want our money-and our allegience, but I'm not yet ready to make any
    such decisons. There are two ways to avoid seeing Valen's mistress, who
    waits for us in the Graveyard district-our next destination. First,
    spend some of that money we got until we're under 15000 gold, or second,
    just go to the Graveyard during the day. Simple enough. Resting up for
    our run into the Graveyard triggers my second Irenicus dream.
    |								       |
    |			  Thieves' Guild Quests			       |
    |								       |
    Sequence of Events:						{WLK007}
    		1) Introduction to the Guild Hall
    		2) Rattell the Fence
    		3) Jariel the Taskmaster
    		4) Ama's Revenge
    		5) Whodunit?
    Your Guildhall (AR0321)/(AR0322)/(AR0323)/(AR0324)
    1) If you are playing a Thief (single, multi, or dual-classed), or if
    you have the Multiple Strongholds mod installed, you will be offered
    Mae'Var's Guildhall following his timely demise. It's a good way to make
    money, and it offers you a few more things to do, but nothing too
    extravagant. This section of the FAQ will cover this guildhall, to be
    pursued when you have the time and inclination.
    2) First things first. You'll find a man named Rattell (x=430, y=570)
    standing where Gorch was, who is willing to fence goods for you. He
    doesn't have the selection Gorch does, but he does have some interesting
    scrolls you can pick up. Or at least Invisibility 10' Radius, which will
    come in handy once in a while.
    |Mage Spells| Rattell the Fence
    1st-Magic Missile
    1st-Protection From Evil
    1st-Shocking Grasp
    2nd-Melf's Acid Arrow
    2nd-Mirror Image
    2nd-Resist Fear
    2nd-Stinking Cloud
    3rd-Invisibility, 10' Radius
    3rd-Hold Person
    3rd-Lightning Bolt
    3rd-Monster Summoning I
    3rd-Protection From Normal Missiles
    5th-Animate Dead
    5th-Cone of Cold
    5th-Monster Summoning III
    5th-Shadow Door
    3) The thing to do in the Thieves' Guild is to talk to Jariel
    (x=720, y=320), who will give you the run-down of how this works. You 
    have a stable of thieves and you can direct them to do a variety of jobs
    with varying degrees of risk. The riskier the job the more money it 
    makes, but the more likely they'll get put in prison. If a Thief gets 
    put in jail you'll have to bail them out, which costs you money. See the
    gamble involved herein? All of these success and fail rates are handled
    with dice rolls under the hood and you'll get news of their successes
    roughly every week. Pick settings you like and if they aren't bringing
    you a profit change them as needed. You must pay your dues to Renal,
    however, so keep in mind depending on the prowess of your thieves and
    Renal's humor you might actually lose money. This typically only happens
    if a few of your thieves get caught and you don't bail them out, 
    reducing the operatives you have on the field and thus the potential
    income they might bring. Going with low-risk jobs typically gets you
    more than enough to pay Renal and keep some pocket change, as well.
    When you need to pay Renal a Thief named Joster (x=700, y=290) will show
    up, at which point you really need to pay him off. 
    Note: Unlike most events in this game that seem random but aren't, this
    one actually is. After you change the variables of each Thief's mission,
    a simple random number is rolled and checked against the difficulty of
    the mission. It's a simple 100-scale percentile roll, and oddly enough,
    it's checked immediately after you give your orders-not when they come
    back. Anyways, the more difficult the mission, the less likely they are
    to succeed... which typically involves you paying a bribe to get that
    Thief back in action. If you play it safe and pick the lowest difficulty
    options every time you'll make the least money... but you'll be
    guaranteed success. Performing low-risk missions, I typically made a
    steady income of 1600 gold per five days. Joster will ask for 300, 500,
    or 900 gold every time dues are due. This will earn me anywhere from
    700-1300 gold per week, so it's not a bad bit of business. If you fail
    to pay Renal's representative in time, you'll lose your guild. For some 
    reason this didn't stop me from collecting money from my thieves' jobs,
    it just meant I couldn't do any more quests... and it also meant that
    I didn't have to pay Renal anymore. Anyways, if you lose your guild,
    you can go pay Renal 4000 gold to get it back.
    That's just the basics, though, for those of you who don't want to
    delve too deeply into things. For those that do, here's the full
    details. Each Thief has a number of variables you can set-a 'safe'
    option and a 'risky' option. Risky options return more money, but
    incur a higher rate of potential incarceration. With no risky options,
    their rate of success is 90%. With one risky option, the rate of
    success is 80%, with two, it's 65%, and finally with three it drops down
    to 50%. If one of your rogues is caught during their mission, they
    obviously won't generate any profit, and to have them handy later,
    you'll actually have to pay up. Depending on their potential profits
    as the risk goes up, and the cost of bailing them out, some rogues
    will make you much more money, over a long-term period, with riskier
    tasks. To factor their long-term profitability based on risk, I
    simple simulated ten 'runs' with each rogue and added up the money
    they'd make each time at a certain risk-factor (risk 0 is no risky
    choices, risk 1 is one risky choice, and so on). From this total I
    subtracted an amount based on how likely they were to be incarcerated-
    for example, after ten runs at 'Risk 3' Hanz could potentially make
    you 9000 gold... but with a 50% incarceration rate, that drops to
    about 4500 gold for a ten-run span. With a 100 gold bribe per capture,
    that drops us to 4000 gold total-or an average of 400 gold per run at
    the highest risk. This value is noted in the 'Average' row on the
    table below.
    	| Rogue	|Risk 0	|Risk 1	|Risk 2 |Risk 3 | Bribe |
    	|	|  10%	|  20%	|  35%	|  50%	|	|
    	|Hanz	|  200	|  400  |  600	|  900	|  100	|
    	|Average|  170  |  300	|  355	|  400	|-------|
    	|Goshan	|  200	|  300	|  500	|  750	|  200	|
    	|Average|  160	|  200	|  255	|  275	|-------|
    	|Kretor |  250	|  500	|  750	| 1000	|   50	|
    	|Average|  220  |  390	|  470  |  475	|-------|
    	|Morsa	|  100	|  250	|  500  |  750	|  250	|
    	|Average|   65	|  175	|  237.5|  250	|-------|
    	|Varia  |  150	|  300	|  500  |  800	|  300	|
    	|Average|  105	|  180	|  220	|  250	|-------|
    	|Total	|  900	| 1750	| 2850	| 4200	|-------|
    	|Average|  720	| 1245	| 1537.5| 1650	|-------|
    As you can see from the chart above, not all rogues are made the same.
    Different jobs, different crimes, different penalties. Kretor is the
    king when it comes to profit, while Varia and Morsa kinda suck. A trend
    that is univeral, however, is that there is a huge leap in profit if
    you pick one risky element for each rogue. In the long run, you earn
    more money as risk increases, but I tend to neglect to do this simply
    because it's extra clicky work getting them all out of prison. Still,
    at risk factor one (not to be confused with warp factor one) you'll
    make nearly twice as much as with no risk. The rate of return falls off
    sharply thereafter-with risk factor two you'll make about 20% more than
    with risk factor one, and with maximum risk, the return is only
    marginally better (less than 10%).
    4) You will also find Lathan (x=600, y=270), who will tell you when
    problems arise that require your personal attention. You'll be told that
    there is nothing at this time that requires your attention, only to 
    have somebody named Ama show up and ask you to serve as a decoy contact
    for a politician who is causing the guild trouble. If you freed Kamuzu
    from Mae'Var's Prison he'll show up and warn you about Ama, saying she
    was... close... to Mae'Var, and she is not to be trusted. Good to know.
    Let's deal with this little problem then, shall we? When you arrive at
    Waukeen's Promenade you'll find Ama, who will implore you to wait.
    Eventually a man named Sir Greshal will arrive and Ama will spring her
    ambush. A number of Muggers will pop out and fight in a similar fashion
    as the Shadow Thieves. Still, one Insect Plague should win this fight
    in short order. When Sir Greshal dies he'll leave behind a suit of
    Splint Mail, a Small Shield, a Bloodstone Gem, a Mace +1, and 21 gold.
    On Ama you'll find a suit of Studded Leather Armor, Potions of
    Invisibility x2, a Potion of Extra Healing, a Horn coral Gem, Poisoned
    Throwing Daggers x20, a Dagger, and 340 gold. 
    5) Go back to Lathan, who will apologize for his lapse in security. If
    you kick him out you will-as he warns-not be able to complete the rest
    of the guild quests. I grudgingly keep him aboard. You will be told that
    Kretor has been paying his dues to you out of his own pocket, as one of
    the pickpockets underneath him has been skimming the profits. Apparently
    they know who it is, but aren't coming forward with the information as
    they don't trust you yet. You'll have several options to deal with the
    situation. Let Kretor deal with it himself. Kill them all. Randomly
    kill one of them. Or dock all of their pay. If you dock all their pay
    the guilty one will turn up dead, and everything is resolved. That's it
    for the SHadow Thief guild... you can still collect your money and
    assign missions, but the quests are over. Seems kind of underdeveloped,
    doesn't it? Especially compared to some of the other guilds... oh well.
    |								       |
    |		  The Book of Kaza and the Nether Scroll 	       |
    |			(Securing Korgan and Edwin)		       |
    Sequence of Events:						{WLK008}
    		1) Edwin's Ambition
    		2) Adoptor-Seeking Arenthis
    		3) Tomb (AR0811)
    		4) Wellyn's Rest
    		5) Tomb (AR0810)
    		6) Uncle Lester's Revenge
    		7) Tomb (AR0812)
    		8) Stein and Company
    		9) Tomb (AR0813)
    		10) Tomb (AR0807)
    		11) Buried Alive
    		12) Sethle's Confession
    		13) Tomb (AR0805)
    		14) Tomb (AR0806)
    		15) The Lower Tombs
    		16) Spider Central
    		17) Pai'Na's Den
    		18) Finishing the Lower Tombs
    		19) I Hate Level Drain, I
    		20) To the Split
    		21) Sarcophagi Skeleton
    		21) Nevaziah
    		22) Sniped by Shagbag!
    		23) To Pimlico's Estate 
    		24) Shagbag Strikes Again
    		25) Korgan's Revenge
    		26) Edwin's Translation
    		27) Edwin's Transformation
    		28) Edwin's Tracker
    Graveyard District (AR0800)
    1) When you arrive Edwin will mention the Nether Scroll-which Edwin is
    sure lies in the lower tombs in Athkatla. This is the first area in the
    game we'll explore in a traditional fashion... you know, going around,
    exploring all the places, collecting quests, and otherwise doing
    adventure-y type things, in contrast to briefly running through like we
    have been doing.
    2) Over at (x=2350, y=1880) you will find Arenthis, a priest of
    Lathander and his charge Risa (x=2370, y=1930). He'll ask you to find a
    caretaker for Risa. Fortunately, just such a thing exists right here in
    the Graveyard District. Over at (x=920, y=820) you'll find Kamir, a
    Paladin mourning the loss of his adopted son, Stefan, who was killed by
    bandits in Kamir's absence. If only there were SOME way he could, I
    don't know, get another orphan? After all, if at first you don't
    succeed, try, try again. Suggest Risa to Kamir and you'll get an
    experience reward. Wait a while for Kamir to get over to Arenthis and
    Risa and you'll get a bit more experience.
    (For finding a adoptive parent for Risa)
    EXP	12250 + 3000
    Tomb (AR0811)
    3) Go in the tomb near Arenthis and Risa at (x=2400, y=1850) and loot
    the Sarcophagus at (x=450, y=400). The Staff of Curing is a staff which
    is poor in combat but it can in a pinch cure disease, poison and heal
    for 3-18 +3 Hit Points.
    (x=450, y=400) Lynx Eye Gem, Staff of Curing
    4) Leave and head northwest to find some Halfling 'Mourners' at about
    (x=1620, y=1730). They are Wellyn's parents, whose ghost will be here at
    night. There are ways to get this quest now without having to advance
    the story (namely by being too poor to pay for the help of Valen's
    mistress), and I'll mention the quest here just to complete the
    Graveyard District. At night you'll find Wellyn wandering around his
    grave-or rather, he'll find you and initiate dialogue. He'll tell you
    that he was killed by a Thief, and he needs his bear, Littleman, so he
    can rest. The Thief is one 'Llynis', who spends most his time at the
    Copper Coronet. To reach Llynis you'll have to get access to the back
    rooms, which you can achieve by talking to Lehtinan (x=400, y=1220) and
    selecting dialogue options #1, #2, #2, and #1 (among other options).
    Llynis is at (x=660, y=550), and you can talk him into giving you the
    bear... but why not just kill the bastard? Regardless of how you do it,
    get Littleman back and give it to Wellyn. If you wait until day and talk
    to Wellyn's parents you'll get some more experience for your trouble,
    but no reputation increase... the kind of reward you think such a good
    deed would warrant... ah well.
    (For giving Wellyn his bear, Littleman, so he can rest in peace)
    EXP	15500
    (For talking to Wellyn's parents)
    EXP	5000
    Tomb (AR0810)
    5) Anyways, now that the Halflings are gone, continue into the tomb at
    (x=1450, y=1850). Inside are two Skeleton Warriors... nothing as
    terrible as the ones in Baldur's Gate 1, however. They won't hit you
    much, and aren't immune to non-magical weapons. They do, however, still
    have Two Handed Swords +1, which will sell well.
    (x=450, y=400) 29 gold
    6) Exit the tomb and head northwest to find a scared peasant named
    Nevin, who begs you to help put down his dead uncle Lester. Uncle
    Lester will show up and the two will argue. Note that the voice of Uncle
    Lester is the same actor who does Harold, from the Fallout series. Uncle
    Lester will then attack Nevin, and you can jump in to save him, if you
    (For saving Nevin from Uncle Lester)
    EXP	6500
    Tomb (AR0812)
    7) Ignore the tombs at (x=900, y=1650) and (x=650, y=1800) as they are
    ways to get to where we're going, and it should not be explored before
    we're done with the rest of the graveyard. Instead go into a tomb at
    (x=1350, y=1200). Korgan grabs the Battle Axe +2.
    (x=400, y=350) Battle Axe +2
    (x=350, y=300) Bloodstone Amulet, 1 gold
    (x=400, y=350)
    8) Near the middle of the level, at night, you can find Stein 
    (x=1720, y=1050) near the Crypt at (x=1670, y=1000). Talk to him, and
    pick option #2 to question his activities. If you threaten to put him
    down, he'll summon two of his buddies. They're weak, and really don't
    drop anything of value.
    Tomb (AR0813)
    9) Go up some stairs and into another tomb (x=1670, y=1000) to find two
    Shadow Fiends and a Mummy. Everybody has magical weapons by now, so 
    this isn't a hard fight, just watch out for the Mummy's ability to
    disease you and the Shadow Fiend's paralysis. Both of which can be 
    cleared up easily enough with Clerical spells, but in the middle of a
    fight it can be annoying.
    (x=400, y=350) Gold Ring, Skydrop Gem
    Tomb (AR0807)
    10) At (x=2250, y=1100) you'll find another tomb, this one has two
    nobles standing outside of it by the name of Arthur (x=2240, y=1200) and
    Maggie (x=2150, y=1150) who will reminisce over their deceased butler
    Jeeves. Go inside, loot, and leave.
    (x=400, y=350) 34 gold
    11) Go up some stairs to the northwest and you'll get the following
    "Nearby you see an open grave. A chill runs up your spine as you hear a
    sound emit from it. You shake your head and continue walking. The sound
    is clearer now. You are not imagining it. Muffled cries for help are
    coming from the grave."
    Click at (x=1000, y=670) to help the poor soul. The man in the grave,
    Tirdir, will talk to you, thanking you for rescuing him. He'll tell you
    that some men held him hostage and buried him alive when they received
    the ransom money they asked for. He'll tell you one of the men wore a
    bright red shirt, and give you a piece of it to help in your search and
    he'll tell you that the Gravekeeper spoke to this red-garbed man. Edwin
    will complain about doing something as useless as helping a peasant
    out... Wait... Red clothes? Nah, couldn't be.. Anyways, if you want to
    finish this quest now, you'll need to skip over to [WLK021],
    Steps 10-12.
    (Rescue Tirdir from his grave)
    EXP	6500
    12) Speaking of a Gravekeeper... Over at (x=1550, y=400) you'll find
    Sethle  the gravekeeper. Talk to him and threaten him a bit and he'll
    eventually capitulate and spill the beans, telling you that the man in
    red you're looking for can be found in the Bridge District.
    Tomb (AR0805)
    13) Go in the tomb near Sethle at (x=1450, y=400). Inside you'll find
    two Mummies and a Skeleton Warrior. Give the Mummies priority, because
    again, they can cause disease. Pummel them, loot, and leave.
    (x=450, y=400) Silver Necklace, Scroll of Identify, 6 gold
    Tomb (AR0806)
    14) Head over to the tomb at (x=750, y=850) where you'll find the Crypt
    King. He's got a lot of Hit Points and can dish out some serious damage
    He's immune to non-magical weapons but thankfully he's got a fairly low
    Armor Class. It wouldn't be a bad idea to Haste up and use some Clerical
    spell-buffs before taking him on, as at this point he'll likely do some
    damage to your characters. He's not hard in the grand scheme of things,
    but when the best of my characters is boasting a -4 Armor Class he can
    do a lot of damage. When he dies he'll leave behind a Helmet, a Garnet,
    and Namarra +2. Namarra is a Long Sword +2 that can cast Silence 15'
    Radius three times per day. Not only is a +2 weapon an improvement over
    my Fighter/Mages' Katana +1, but it also serves a useful purpose in
    being able to foil enemy spell casters. It's not a great weapon by 
    itself, but its ability to cast Silence 15' Radius means it might be a
    good idea to keep it on hand long after it's melee usefulness has been
    eclipsed by more powerful weapons.
    (x=400, y=350) 9 gold
    (x=350, y=300) Ziose Gem, Scroll of Summon Efreet
    Lower Tombs (AR0801)
    15) Now it's time to get down to the Lower Tombs. I prefer taking the
    entrance marked on your map at (x=2600, y=850). You'll have to be 
    careful down here, as there are a fair number of traps. In the cavernous
    chamber immediately to the west are a variety spiders and Ettercaps. You
    should view Ettercaps as much more severe threats at this point. Swords
    Spiders can't really do much more than harass you, but Ettercaps can
    poison you, which is much more annoying. Work your way around to the
    south and  Korgan will tell you that you're close to the tombs he's
    interested in. These tombs can be found by taking the area exit at
    (x=2700, y=3300), but we should finish off (AR0801) before we head to
    (x=3550, y=1900) 
    16) North from the exit to (AR0802) you'll find another exit. When you
    approach a Sword Spider, Phase Spider, and Wraith Spider will show up.
    Kill them and spell-buff before before you head to the ominous web-dome
    to the north (x=2400, y=1400).
    Pai'Na's Den (AR0804)
    17) Once you arrive you'll be bothered by a Dark Elf named Pai'Na in a
    place reminiscent of where you fought Centeol in the first game. She'll
    summon a host of weak little spiders to help her, which a Fireball will
    kill admirably. I hit her with Namarra's Silence 15' Radius ability and
    chop her down. Insect Plague also works well, and it's just as good at
    killing her Spiders as it is for stopping her spells. Have some Slow
    Poison spells ready, as her Spiders do some outright stupid poison
    damage. When Pai'Na dies she'll leave behind a Black Spider Figurine and
    a Quarterstaff. The spider summoned by the figurine isn't terribly 
    strong, but having anything that can distract enemies is good. Loot her
    web for some more toys, namely the Pale Green Ioun Stone. It won't
    protect you from critical hits and it doesn't give you an Armor Class
    bonus, but it's still a nice item to put in your helmet slot. Put it on
    a character that struggles with Hit Points and THAC0, but otherwise has
    a good Armor Class. Also, since it does not protect you from critical 
    hits it should go on a more... secondary Fighter. Viconia stands out as
    the best choice for this item, but Jaheira is a good choice as well. In
    the latter instance she can pass off the Helm of Balduran to a stronger
    Fighter. The Scroll of Spell Immunity is also rather useful in certain
    situations. For example, if you know an enemy is going to try something
    sneaky like cast an Imprisonment spell you can use this spell to become
    immune to Abjuration spells, or if you know an enemy is going to hit you
    with death spells you can become immune to Necromancy. You can even
    prepare multiple instances of the spell to become immune to multiple 
    schools of magic... In fact, this spell is the back-bone of my anti-
    Lich strategy, and is perhaps the best defensive spell against magic in
    the entire game. Paired with the Cloak of Mirroring, you can-for all
    intents and purposes-become immune to enemy spells... or at least all
    the ones that matter.
    (x=600, y=380) Pale Green Ioun Stone, Scroll of Spider Spawn,
    	       Scroll of Spell Immunity
    Note from Lee: in my case, the Pale Green Ioun Stone goes on Edwin. My
    party is very well protected, due to having steal/sold over 300k worth
    of items to Gorch in Mae'Var's Guildhall and then purchasing all of the
    best weapons and armor available at this point in the game. Since Edwin
    cannot wear a helmet, and I don't want to lose the critical hit safety
    on the rest of the party, it's the best choice.
    18) Head back out to (AR0801) and continue west to find some more 
    spiders, traps, and loot. You'll also find entrances to the outside, and
    to the north you'll find a door you can't open yet. As for the scroll of
    Horrid Wilting we'll find; Horrid Wilting is one of the best direct
    damage-dealing spells in the game for several reasons. Firstly, it
    simply out-powers spells like Fireball (10d6 versus 20d8). Secondly it's
    not fire damage, so fewer creatures are immune to its effects. And
    lastly, and most importantly, it won't affect party members. Since you
    can throw it into combat with impunity it'll become one of your most
    effective weapons... just as soon as you can cast 8th level spells. Save
    it for Imoen or Edwin to scribe later. You definitely don't want to have
    a character learn it who you won't play with, and being a multi-classed
    Mage, my main character isn't going to be able to cast it for a long,
    long time. When you're done looting head over to (AR0802).
    (x=1100, y=3000) Scroll of Ray of Enfeeblement, 
    		 Scroll of Minor Spell Deflection, Wooden Stake,
    		 Arrows x80, Throwing Axes x30, Bolts x80
    (x=900, y=3570) Scroll of Abi Dalzim's Horrid Wilting, Gold Ring,
    		Scroll of Color Spray, Scroll of Protection from Fire
    (x=420, y=3350) Bluestone Necklace
    (x=1100, y=3000)
    (x=1150, y=3150)
    (x=900, y=3570)
    (x=750, y=3700)
    Southern Dungeons (AR0802)
    19) This room sucks. Ahead of you is a mosaic of a person's bust, on top
    of which are several traps. If you go forward too far you'll provoke an
    attack by assorted undead, the worst of which are Wights, which can
    cause level drain. I must say that I HATE level drain, it's just a pain 
    in the ass to cure, and it annoys me nearly as much as losing one of my
    characters. The best defense against it at this point in the game is
    ranged attacks and spells, as we do not yet have gear that grants us
    immunity-and Negative Plane Protection just has a laughably short
    duration. Failing that, rely on spell buffs like Blur and Mirror Image,
    but keep in mind that while Stoneskin might negate damage, it won't
    negate the level drain. I summon a Lesser Fire Elemental right on the
    mosaic's forehead, and summon Kitthix via the Black Spider Figurine near
    the statue to the south, each one will intercept a Wight while my party
    takes them out with Magic Missiles and missile fire. After the Wights
    die it's just a matter of clearing up the rest of the undead. There is
    also a Vampyre in the far corner which, while not as strong as a normal
    Vampire can still level drain, and three freaking levels a hit at that! 
    So long as you don't go too far forward you shouldn't draw it into your
    fight while the Wights are still alive. Either take it out with your
    Fire Elemental or prepare for it with some spells, this is what we'll
    call our 'vampire Strategy.' Have a Cleric cast Chaotic Commands
    (a 5th level spell) and Negative Plane Protection (4th level) on a
    Fighter. I typically choose my main character, who can spell buff with
    additional magics. Then I engage with my main character while the rest
    of my party lets loose with magical ammunition. Note, this is also my
    strategy for dealing with Illithids, and once I obtain the Amulet of
    Power I can dispense with Negative Plane Protection when fighting level-
    draining foes. The Fire Elemental trick works fine here, but keep in
    mind that it will probably be drained down to nothing on its own.
    Use it to draw the Vampyre in, but then send your party in to kill the 
    Vampyre. My evil party summons Kitthix via the Black Spider Figurine,
    and my protagonist and Edwin shoot the Vampyre down with Magic Missiles,
    since my party is admittably weaker in traditional missile power than it
    should be.
    (x=960, y=260) Pearl Necklace, Scroll of Protection from Electricity,
    	       Bullets +1 x40, Darts +1 x40, 100 gold
    (x=820, y=490)
    (x=870, y=450) 
    (x=900, y=530)
    (x=1050, y=650)
    20) Opposite where the Vampyre came from you'll find a secret door
    (x=900, y=800). Head through it to find some Mummies. Further down the
    hallway you'll find Shadows, a Shadow Fiend, and Wraiths. Thankfully,
    no Wights. Continue on until you come to a fork, one path leading east
    and another leading south.
    (x=530, y=1300) Silver Necklace, Fire Agate Gem, Onyx Ring, 
    		Arrows +1 x40, 70 gold.
    21) To the east you'll find a trap in front of the sarcophagus at 
    (x=820, y=1320). Disarm the trap and activate the sarcophagus to open
    it. A Skeleton Warrior will appear, which can then be lured back to the
    open area where you fought the Wraiths and easily dispatched. Search it
    for a Battle Axe +2 and the Spear +1, Halycon.
    (x=820, y=1400) 
    22) Continue further down the eastern tunnel to find a group of Mummies
    and Ghasts. Fireball and Holy Smite work well to hinder them before
    engaging, just don't catch party members in them. You'll eventually find
    a Lich named Nevaziah if Edwin is in your party. Edwin demands the
    Nether Scroll, Nevaziah declines, and a battle ensues. Nevaziah,
    although a Lich of sorts, isn't nearly as dangerous as a true Lich. Get
    on top of him with your Fighters, Edwin for his part interrupts him as
    often as possible with Magic Missiles. A True Sight spell will keep most
    of his mischief at bay, or at least prevent him from getting respite via
    Shadow Door and protection with Mirror Image. When he falls Edwin will
    claim his Nether Scroll. He's not quite done with the Nether Scroll just
    yet, but it'll take him time to read and interprate it. Now Edwin is
    satisfied, go back to where the path split and head south.
    (x=2070, y=1250) Dagger +1
    (x=2100, y=1200) Silver Ring, Moonbar Gem, Wand of Fear, 
    		 Scroll of Reflected Image, Bolts +1 x40
    (For claiming the Nether Scroll)
    EXP	11750
    23) Disarm the slew of traps on your way south until you come to an
    open room where a Mummy, declaring itself to be a student of Nevaziah,
    will attack the party for defiling the tomb and stealing the Book of
    Kaza. Unfortunately it seems Korgan's old buddies have beat us here, and
    Korgan is beside himself with rage. Search the tomb and leave. Korgan 
    wants to go to Pimlico's and try to head off Shagbag and his crew.
    Onward, to the Temple District.
    (x=1230, y=2130) Throwing Axe x10, Composite Long Bow, Arrows +1 x8
    (x=870, y=2370) Potion of Defense, 110 gold
    (x=300, y=1600)
    (x=450, y=1800)
    (x=700, y=2060)
    Temple District (AR0900)
    24) Pimlico's Estate is northeast of the Temple of Lathander 
    (x=4200, y=1000). Go through the temple in order to avoid triggering the
    start of the Unseeing Eye quest... Not that it's really all that 
    important, I just don't want to cover it now. Enter the Temple of
    Lathander (AR0902) at (x=2880, y=1500), and exit via the door at
    (x=1800, y=1500).
    Pimlico's Estate (AR0905)
    25) Pimlico is indeed dead when you arrive, although why Korgan's crew
    would kill their boss is a mystery (although people who would travel
    around with Korgan can't be very nice folk.) He suggests finding them at
    the Copper Coronet, where they are off celebrating. Loot Pimlico's
    Estate for some meager treasure and head off to the Slums District.
    (x=550, y=250) History of Tethyr, 2 gold
    (x=750, y=110) Oil of Speed, 20 gold
    (x=450, y=420) Tchazar Gem, 7 gold
    (x=350, y=470) Potion of Extra Healing x2, Dart of Wounding x1
    (x=220, y=550) Greenstone Ring, 134 gold
    (x=220, y=550)
    (For discovering Pimlico's fate)
    EXP	8750
    Slums District (AR0400)
    26) Go to the Copper Coronet and head up the stairs to the roof to find
    Shagbag (x=2020, y=1730) and company. Korgan and him will exchange
    pleasantries, after which cheeky hostility verily doth ensue. I hit
    them with two Silence 15' Radius (one from Namarra and one from Viconia)
    to ensure that their Cleric doesn't cause any trouble. I also summon
    Kitthix next to him, which will hopefully distract a few of them.
    Jaheira gets off an Insect Plague and the fight is well in hand. I loot
    Shagbag for a suit of Chain Mail, a Helmet, a Medium Shield, the Book of
    Kaza, a Short Sword, and 250 gold. Scrooloose has a suit of Chain Mail,
    a Helmet, a Medium Shield, a Short Sword, and 200 gold. The Cleric has
    a Quarter Staff and 49 gold, while the two Goons each have a suit of
    Chain Mail, a Helmet, a Medium Shield, a Short Sword, and 100 gold. 
    Korgan is now yours to keep for as long as you want him. He will ask the
    party to go see to some business he is interested in with some fellow
    named Madeen in the Government District, but unless you flat-out deny
    him he'll stick around... even if you let time pass. Frankly at this
    point in the game I could care less about Madeen, and less about
    Korgan's image. Oh, and the Book of Kaza is simply something you can
    (For locating Shagbag and his posse)
    EXP	5000
    I now head over to a merchant and sell my accumulated wealth, bringing
    me over 30,000 gold. I can now buy most anything I want, but considering
    what's coming up next... it's time to get the Shield of Balduran from
    Diedre in the Adventurer's Mart. I also get the Bracers of Defense
    A.C. 3 more or less because it's the only other item I can afford. I put
    the Shield of Balduran on Jaheira, as her Strength is a useless 15, and
    she won't lose a thing by dropping down to 14. The Bracers go to my main
    character, of course. This brings his Armor Class down to an acceptable
    -2. If you're playing an evil party and you don't care to drop Korgan, 
    Viconia, and/or Edwin off, by all means skip down to the Slave Lords 
    quest. Otherwise, head over to the Copper Coronet.
    27) Before I drop anybody off it's time to let Edwin get done with his
    Nether Scroll business. Go and rest for a few days, at which point Edwin
    will exclaim that he has translated the Nether Scroll. He will get a 
    good chunk of experience before letting you continue on. Note that in 
    between resting be sure to check on your Thieves' Guild lest you lose
    it. Pursuing the Thieves' Guild quests is an alternative to just
    frittering away time resting.
    Note from Lee:
    It's best not to be in the Copper Coronet for Edwina's second encounter
    with Degardan. When I hit this encounter while in the bar, the entire
    place turned hostile and I literally had to kill everyone (including
    Bernard, after which I couldn't buy/sell shit there). I just go on with
    the next quest (Unseeing Eye) and deal with Edwina's problems when they
    come up.
    (For Edwin translating the Nether Scroll)
    EXP	50000 (Edwin only)
    28) Rest another day and Edwin will discover a spell of transformation
    in the Nether Scroll, which he thinks is akin to the transformation of a
    Mage into a Lich. He of course, being an ambitious Red Wizard of Thay,
    has no qualms about becoming an undead monster if it means gaining 
    eternal life and the powers of a Lich. Unfortunately Edwin's spell 
    doesn't go quite to plan, and you end up with... Edwina.
    29) This next step takes some time, so sit back, rest up, and have fun
    watching your comrades taunt Edwin. To my knowledge Yoshimo is the first
    and only character to actually refer to Edwin as 'Edwina'. Eventually a
    Mage by the name of Degardan will show up and inquire about Edwin, who
    is apparently not in good standing back home. The surprises never end...
    Don't sell Edwin out or he'll turn hostile and there's no getting him
    back. Wait some more and Degardan will show up again, spotting Edwina
    for who she is. He'll dispel Edwin's unfortunate change of state,
    after which a fight ensues. Degardan is fairly rough, but if you have
    Breach and True Sight ready you'll be much better off. Degardan starts
    out with a Spell Trigger unleashing a Stoneskin and Protection from
    Magical Weapons. Again, you best friend is Insect Plague, along with
    True Sight to keep him honest. When Degardan dies he'll leave behind two
    Potions of Extra Healing, a Wand of Monster Summoning, a Scroll of Death
    Spell, a Small Shield +1, a Quarter Staff +2, and 73 gold. Now we're
    done with Edwin and Korgan for good.
    If you're following the guide to the letter it's time to switch off to
    the good party members and recruit Anomen and Keldorn and complete the
    Unseeing Eye quest. If you want to keep the party the way it is now or
    otherwise don't care to get Anomen and Keldorn either tackle the
    Unseeing Eye quest without them or skip ahead to the Astral Prison
    Quests [WLK012]. For an evil party, it's a great time to deal with the
    Copper Coronet quests we ignored earlier [WLK036]. With a good party,
    my destination is also the Copper Coronet-but to recruit Anomen, not to
    do any sort of questing therein. This involves leaving two of the
    following behind: Edwin, Korgan, or Viconia. The safe choices are Edwin
    and Korgan, as they won't mess up any romances you might have... but
    Edwin's spells will sorely be missed. In any event, if you're an evil
    party following along this need not be a permanent thing. The party
    should remain peaceful long enough to finish the Unseeing Eye quest,
    regardless of your composition.
    |								       |
    |		          The Unseeing Eye Quest		       |
    |	   (Recruiting Anomen and Keldorn, Securing Keldorn)	       |
    Sequence of Events:						{WLK009}
    		1) Anomen
    		2) The Wages of Faith is Stupidity
    		3) Oisig's Request
    		4) Soliciting Sir Sarles
    		5) Priestly Paternity
    		6) Ahh... Kobolds
    		7) Cloak of the Sewers
    		8) Roger the Fence
    		9) Roger's Troll Problem
    		10) Oozes, Slimes, and Jellies
    		11) Keldorn
    		12) Axing the Hatchetman
    		13) The Old Tunnels
    		14) The Gas Room
    		15) Gaal's Request
    		16) Looting the Cult
    		17) Sassar's Request
    		18) I Hate Level Drain, II
    		19) The Lower Reaches
    		20) Yuan-Ti Tunnel
    		21) The Guardian's Riddles
    		22) Guathicide and an Old Friend
    		23) The Diseased Ones
    		24) Empathetic Manifestation
    		25) Tad's Secret Tunnel
    		26) Ghoul Town
    		27) Gauntlets of Dexterity
    		28) Looting the Pit of the Faithless
    		29) The Blind Priests
    		30) End of the Unseeing Eye
    		31) Destroying the Rift Device
    		32) Collapse of the Cult
    The Copper Coronet (AR0406)
    1) Anomen is at (x=1530, y=1660) and will ask you some really stupid
    questions when you talk to him... kinda reminds us of Ajantis in his 
    naivete. Instead of "Halt! Be ye friend or foe?" We have this dork
    asking if we're brave and if we're on the side of good. Get him to join
    and give him some better armor, a shield, and one of the Maces +2 we
    stole a while back. It also might be a good idea to shift the Helm of
    Balduran to him, considering that his Dexterity is putrid. Now that we
    have Anomen, let's head over to the Temple District once more.
    Temple District (AR0900)
    2) Head southeast of the Temple of Lathander to find a man named Gaal
    (x=3250, y=1820) preaching to a group of below-average intellects who
    think invisible critters will make life better for them if they do
    unnatural and harmful things to themselves that otherwise make no sense
    and if anybody else asked them to undergo such hardships for a reward
    that may not be forth-coming they'd tell them to go... *ahem*...
    anyways, he'll try and convince people to join his cult. Dawn Master
    Kreel argues against Gaal with mixed success. One con-man doesn't like
    another huckster cutting in on his business it seems. After the
    conversation is over Gaal lures the foolish away and High Watcher
    Oisig will come to the party, saying he wishes to hire you as
    mercenaries in the service of Helm. The everseeing eye versus the
    unseeing eye? Now that's fun religion there. Eh, I'll bite. Head into
    the temple at (x=2050, y=1000).
    Note: If you're evil, Stormherald Nallabir will give you the quest,
    demanding that you serve as a vassal of Talos' wrath. If you're good
    High Mornmaster Arval will be the quest-giver.
    Temple of Helm (AR0901)
    3) Go inside the Temple of Helm to find High Watcher Oisig again
    (x=700, y=570). He'll ask you to put an end to this cult, as blindness
    is offensive to his vigilant god. He'll also tell you that they hide in
    the sewers somewhere, and that a warrior named Keldorn is looking into
    things as well, and you should seek his aid. He's certainly right on
    that last statement. Sir Donalus (x=880, y=460) sells a variety of armor
    and shields, all of which are fairly nice. You can't steal them, and
    they're nothing you shouldn't already have stolen from Arnolinus, so
    don't bother.
    (x=350, y=200) Helmet, Chain Mail, 2 gold
    (x=400, y=110) 1 gold 
    (x=1220, y=770) 1 gold
    (x=1350, y=820) 1 gold
    4) Over at (x=700, y=700) you will find Guardian Telwyn, who will ask 
    you to do a job. He wants you to recruit an artist by the name of Sir 
    Sarles to create a work of art which will bring glory to Helm. Of 
    course, it can't be too expensive, and Sarles is refusing to work in 
    anything other than pure illithium, a very valuable substance. Sir 
    Sarles can be found in the Government District at the Jysstev estate.
    It's just another little quest to do when we get around to it. Note
    that you can steal the Helm of Glory from Guardian Telwyn, if you're not
    a fan of delayed gratification. And really, why kid ourselves? Nobody is
    a fan of delayed gratification. It's a great choice for the party
    leader, with its Armor Class bonus and Charisma bonus.
    5) Head over to the sewers at (x=2550, y=2620). You'll find a prophet
    near the sewer who will spout nonsense about his non-god. You'll also
    see a woman named Miranda accost a priest of Talos named Talon Nirkhas
    until the 'daughter', Lanie, spills the beans. Oops. If you talk to her
    she'll accuse you as well. You can pay her 100 gold if you wish, but
    there's no real point to this encounter.
    Sewers (AR0701)
    6) Head southwest to where the path splits and deal with a Green Slime.
    There are tunnels leading northwest, south, and southwest. Now is a
    good time to get back into the practice of scouting ahead, so as to not
    run into dangerous encounters unprepared. To the northwest is a fight
    with a group of adventurers we don't want to have just yet, so spell-
    buff and head southwest. Be wary as you adventure around for groups of
    Kobolds. Like in Baldur's Gate 1 these little reptiles seem drawn to
    sewers, and while not dangerous on their own they can whittle down
    health and be annoying. The exception is with Kobold Shamans. For some
    reason my party is inclined to fail their saves against Hold Person
    spells, even though by my level the odds should favor me...
    7) Ahead you'll find a group of Kobolds, including Kobold Commandos.
    More importantly you'll find a Raksasha standing in a depression, who 
    has fair Hit Points, a good Armor Class, spell resistance, and immunity
    to non-magical weapons. For all that, however, he's really just a tank
    who'll cause trouble only if the spell-casting Kobolds nearby-the
    Witch Doctor and Shaman-get spells off. If you start the fight out with
    a Fireball and exterminate whatever Kobolds are left this allows you to
    focus on the Raksasha without fear of spells like Hold Person. Keep in
    mind that the enemies here have few answers to a creature who is immune 
    to non-magical weapons, like say, a Fire Elemental? When the Raksasha
    dies it'll drop a Long Sword and the Cloak of the Sewers. This is one of
    those items that gives you a bonus to Armor Class regardless of whatever
    other magical protections you have on... needless to say, it's something
    you'll probably wear through the rest of the game. Give it to a front
    liner with a lower Armor Class, like Korgan or Anomen (or Keldorn, when
    we get him!), or a secondary Fighter who can't wear heavy armor. One of
    the Kobolds will also drop a Short Sword +1.
    (x=1230, y=1450) Scroll of Conjure Earth Elemental, 3 Gold, 
    		 Dart of Wounding x20, Arros +2 x20, Bolts +2 x20,
    		 Bullets +2 x20
    8) From the center of the level (where the Raksasha was) head south to
    find Roger the Fence (x=1690, y=2300) who will sell you stuff... and of
    course, he'll buy things, too, including stolen merchandise. He'll also
    tell you about a Sea Troll wandering about the sewers, and will pay you
    500 gold to get rid of it. You can also buy (steal) a variety of potions
    from him, including a host of Potions of Giant Strength, Potions of
    Master Thievery, and potions of Magic Shielding and Magic Blocking.
    9) Go northwest until you find a Otyugh, which isn't too tough despite
    the fact it can disease and slow you. Nearby you'll also find Roger's
    Sea Troll. Beat it up and use a spell like Burning Hands, Melf's Acid
    Arrow, Aganazzar's Scorcher, Fireball, Flame Arrow, or something similar
    to  deal the last blow when it falls after reaching the 'Near Death'
    status. If you stole a Sword of Flame you could use that, or some of
    those Arrows of Fire you got from the Kobold Commandos. Return to Roger
    to claim your reward.
    (For killing Roger's Sea Troll)
    EXP	9500
    Gold	500
    Note from Lee:
    In 6 times playing thru this game, I've only once found an Otyugh here.
    10) Head north from where you fought the Otyugh to find a chamber with 
    an Ooze Mephit, Green Slimes, and an Ochre Jelly. All you really have to
    worry about here is the Stinking Cloud the Mephit will unleash at the
    beginning of the fight.
    Note from Lee:
    As above, I only found these foes here once.
    11) Continue north to find Keldorn, who promptly slays a Zombie and then
    addresses the party. Since the only reason we're here this early in the
    game is to recruit Keldorn, you might as well bring him along. If you
    are an evil party and don't care to recruit Keldorn, then by all means
    ignore him. I can't imagine why any good party wouldn't want a warrior
    of Keldorn's caliber on their side, however. He comes pretty well
    equipped with a Two Handed Sword +2 that deals 5 points of magic damage
    to an attacker every time Keldorn is hit and a special suit of Full 
    Plate Armor +1 with Free Action. Note that when taking damage his sword
    emulates a Fireshield: Blue, which stupidly counts as casting a spell
    and can get you in trouble with the Cowled Wizards. Just something to
    keep in mind when you get to the surface. Anyways, with or without 
    Keldorn work your way around to the east. It's time to confront the 
    enemies northwest of where we entered. Ignore the secret door at 
    (x=1100, y=500), as it leads us to where Haer'Dalis is kept. If you want
    him as part of your party, go to [WLK012]. As for me, I prefer to 
    complete the Unseeing Eye quest and lock-in Keldorn, first.
    12) Scout ahead to find a group of adventurers consisting of the
    following folks: Rengaard, Gallchobhair, Gaius, Tarnor the Hatchetman,
    Draug Fea and Zorl. They're a pretty diverse bunch, equal to any
    adventuring party you could cobble together early in the game, with
    plenty of fighting power and spells. What's worse is at this point in
    the game they're likely higher leveled and better equipped: Rengaard is
    a Fighter/Cleric (level 12/11), Gallcobhair is an 11th-level Fighter,
    Gaius is a 14th-level Abjurer (specialist Mage), Tarnor the Hatchetman
    is a 13th-level Fighter, Draug Fea is a 12th-level Fighter, and Zorl
    is a 12-level Cleric. My evil party had about 450,000 experience per
    character at this time, ranging from about 8th-11th level. Clearly,
    in a direct confrontation I'm out-matched...
    ...So we'll just have to out-smart them. Head up to the group with one
    character to trigger  Tarnor the Hatchetman to demand you pay 1000 gold
    to pass. Decline his generous offer and quickly run back to your party.
    If a few of the enemies followed you, spell buff and try to take them
    out piecemeal. More likely they'll bunch up to spell-buff, which suits
    me just fine.
    Creep forward with a hidden character to map their location. Watch out
    for Gaius, as he's easily the most dangerous character there. Not only
    can he cast high level spells, but he'll use True Sight if he even
    suspects an invisible or hidden character nearby. Once they are marked
    spell buff your party and cast as many Chaos spells at the edge of their
    group as you can (without bringing them into sight). Slow and Greater
    Command are also worthy spells, in the absence of Chaos.
    After the first round of spells is off, I summon Kitthix with the Black
    Spider Figurine (any summon will work, however) and lead with some
    fodder. The whole point of this is to get the enemy to focus on the
    summon-right behind it will be Jaheira and my other spell casters. Once
    Jaheira spots an enemy-any enemy-she'll cast Insect Plague on her
    target, while my Mages hit the enemy with another round of debilitative
    spells. If Jaheira were to get hit by Tarnor or Gallchobhair's ranged
    attacks, it would disrupt her Insect Plague, and probably result in a
    reload. A little summoned bait goes a long way in this fight by making
    that unlikely to occur.
    The Insect Plague will, of course, prevent the enemy from casting spells
    and possibly cause them to  panic. With a little luck you can debilitate
    the dwarves with Chaos and Slow, then focus on killing their spell
    casters. First I target Gaius, and when he falls, I work my way through
    the rest of the spell-casters (Zorl and Rengaard). All the while, Edwin
    keeps the baddies pacified with Chaos and Slow spells, rendering them
    completely unable to respond in any meaningful way. When they die
    they'll leave behind the following loot:
    Draug Fea: Plate Mail +1, Helmet of Charm Protection, Small Shield +2,
    Wyvern's Tail +2, Gold Necklace and 192 gold.
    Gaius: Scroll of Warding Whip and 34 gold.
    Gallchobhair: Full Plate Mail, Arrows x40, Silver Necklace x2, Jade
    Ring, Composite Longbow and a Long Sword.
    Rengaard: Plate Mail, Laeral's Tear Necklace and a War Hammer.
    Tarnor the Hatchetman: Full Plate Mail +1, Small Shield +2, Elixir of
    Health, Gold Necklace, Hangard's Axe +2 and 119 gold.
    Zorl: Plate Mail, Large Shield, Skydrop Gem, Mace and 19 gold.
    Now that's a haul! The Full Plate Mail +1 can go on just about
    anybody... except Keldorn, who has better already. I put the Helmet of
    Charm Protection on Jaheira and if you kept Korgan, Hangard's Axe is a
    great ranged weapon. Most of the other items I can't find a use for, but
    they will at least get us a good hunk of gold. Anyhow, head over to the
    exit to the Old Tunnels (x=100, y=400).
    Note from Lee:
    I split up my party into three groups for this encounter, each
    consisting of a fighter-type and a spell caster; send one around and
    approach from the west, another around and approach from the east, and
    the third straight up the middle from the south - this will prevent
    their area spells from affecting more than two characters at a time. 
    It may take a try or two before you can get them all situated as close
    as possible without starting the encounter, but once you do, spell buff
    to the max and save. I normally initiate the encounter from the middle,
    but it really depends on where your strongest fighter is. At any rate,
    start the encounter and cast disabling spells from the sides
    (Chaos, etc) while casting a Fireball or similar high impact spell from
    the center. While this is going on, use your ranged weapons to start
    dealing out damage, even if it's minor. Once that round of spells is
    complete, repeat the process with a Breach or two to take down their
    defenses, and have Jaheira throw out an Insect Plague. After that, swap
    out ranged for melee weapons and let them come to you; they will have to
    split up, and they are much easier to defeat in smaller groups than all
    at once.
    Old Tunnels/Upper Reaches (AR0202)
    13) To the southwest is an Otyugh and a locked door (x=2770, y=500)
    which we can't open yet. So head down a tunnel to the southeast and
    kill a few  Shadows. You'll come to a room with some alcoves, and
    southwest of this room is a chasm bridged by makeshift bridges with
    more Shadows inside. Disarm the trap and some Ettercaps will appear.
    Note from Lee:
    To the southwest, I normally encounter either a Carrion Crawler or an
    Otyugh at about (x=2760,y=650). After killing it, continue south to the
    window at the end of the passage to cause the two Shadows to come around
    and meet you in the hallway. This is a good time to use the hallway
    combat strategy - while they are moving thru the dungeon to get to you,
    you have plenty of time to arrange the party to put the three strongest
    fighters in front. They can usually take out both enemies by themselves,
    but a spell or two can't hurt. Either way, kill them both before heading
    back north and then east to continue this step in the Ettercap room.
    I use the doorway strategy here - get my strongest fighters in the
    doorway with ranged weapons backing them up, then run across, disable
    the trap, and run back to safety before the Ettercaps can catch my
    thief - the Ettercaps are easy for 2-3 fighters who only have to fight
    1-2 at a time. Have a couple Antidotes ready for after the fight.
    (x=3300, y=920)
    14) Continue southwest until you find a door (x=3100, y=1750) that
    leads to a room with a valve in the middle (x=2950, y=1920). Only take
    your Thief inside. As soon as you approach the center two Vampiric Mists
    will show up and a Cloudkill spell will trigger. Go pick the door out
    and lead the Vampiric Mists to the rest of your party where they can be
    smote in detail. These critters are pains in the ass, as they can drain
    levels from you. To make matters worse, while they'll start out fights
    in a fairly straight-forward manner, once they take a bit of damage,
    they'll go invisible and try and seek out the weakest, least-defended
    member of your party (for me this is typically Imoen/Edwin). They'll
    even try to do this if said party member is on the other side of the
    level, or even in another sub-area! What assholes. At this point in the
    game your best bet is to have them attack a character protected by
    Blur, Mirror Image, and Improved Invisibility, and hopefully they'll go
    down without managing to drain any levels. Shooting at them with
    enchanted missiles and popping out a few Magic Missile spells before
    they reach the party is also a good idea.
    Note from Lee:
    If you have a spare Potion of Mastery Thievery handy, I recommend
    drinking it before sending your thief in. Once, I got stuck in here and
    Yoshimo couldn't pick the lock to get back out (useless idiot).
    Equipping a Restoration Scroll or two isn't a bad idea either, just in
    15) Continue southwest into a room where you'll find Gaal and a couple
    of his guards (x=2500, y=2170) from whom you'll learn that the Unseeing
    Eye is a Beholder. For the record, for all of you folks out there who
    don't know much about AD&D, a Beholder is a floating orb of a monster
    with numerous eye stalks that cast spells and a large central eye that
    negates magic. Some Beholders will intentionally blind their largest eye
    so they can learn to cast spells. Some even become Liches of a sort,
    which is just a mix of two types of bad. Such a thing might be strong,
    but it certainly is no god... Still, it's bad news. Ask to do a service
    for the Unseeing Eye and Gaal will tell you to go seek an artifact that
    the Unseeing Eye cannot locate himself. He'll give you a key to open a
    door back the way you came and tell you the artifact you're looking for
    is a part of a rod.
    16) Behind the door Gaal is near you'll find a huge pit surrounded by
    some rather organic looking walls. To the north you can see a cultist
    fail his ocular deprivation initiation. You'll also find Tad 
    (x=1520, y=2020) over by the pit where the faithless are thrown. Other
    than that there's some looting to be done. When you've taken all there
    is to take, head back to the hallway leading to the sewers and travel
    southwest to find a door at (x=2770, y=500).
    Note from Lee:
    I usually just send in Yoshimo to loot the area - his PoMT should still
    be active from the previous encounter. After all, what's the point of
    dragging the entire party thru here if you really don't need to?
    (x=2050, y=2200) Ziose Gem, Bullets +1 x40, Darts +1 x40 
    (x=1800, y=2350) Scroll of Protection from Normal Missiles, 
    		 Scroll of Slow, 980 gold
    (x=1170, y=1670) Scroll of Animate Dead, Scroll of Cone of Cold, 
    	  	 130 gold
    (x=1300, y=1350) Arrows of Ice x40, Bolts of Biting x40, 73 gold
    (x=1520, y=1200) Scroll of Cloudkill
    (x=1700, y=1140) Arrows of Piercing x20, 57 gold
    (x=2050, y=1100) Moonstone Gem, Darts of Wounding x30, 109 gold
    (x=2200, y=1120) Scroll of Non-Detection, Andar Gem, Skydrop Gem, 
    		 24 gold
    17) Go through the door, down a trapped tunnel, and into another room to
    find a man named Sassar (x=2000, y=520). He and his fellows were former
    worshipers of the Unseeing Eye, but they left once they learned the
    depth of the Beholder's evil. He'll also tell you that the Beholder came
    here for the sole purpose of acquiring the artifact you've been sent to
    retrieve, with which it could wreak terrible destruction. If you were to
    retrieve the half of the rod the Beholder wants, however, you could use 
    it to slay the Unseeing Eye. Once you find the missing half of the rod
    Sassar will tell you where the Unseeing Eye keeps its half, leaving our
    primary objective unchanged as of yet. Sassar will warn you not to 
    tamper with the sarcophagus in the middle of the room (x=1700, y=500),
    and it's sound advice. We've no need to tangle with a Lich yet. To the
    northeast you'll find two more former cultists who have little to say
    and two chests you can loot.
    (x=2320, y=270) Bolts +2 x40, 26 gold
    (x=2100, y=220) Scroll of Lower Resistance, 1 gold
    (x=2450, y=550)
    18) Head southwest to find a trapped tunnel with some Shadows and
    Wraiths lurking around. Yeah, more damned undead that can level drain.
    Just lead with your best Armor Class and try not to engage them all at
    once... if for no other reason than to prevent having to cast a
    Restoration. Go past a secret door (x=900, y=1100) that we can't open
    yet to find some stairs (x=100, y=1400). Into the breach, and all that
    (x=1200, y=1100)
    Lower Reaches (AR0204)
    19) Walk forward a ways to trigger an ambush by some Huge Spiders, which
    are sword-fodder by now. Keep heading north until you find a statue
    that 'appears to be screaming'. Disarm the trap to trigger a Wandering
    Horror and two Sword Spiders to pop up. The Wandering Horror can stun
    opponents and cause fear, as well as cast Death Fog, and really, the
    enemy strategy in this encounter is just a simple tactic that was
    common-place in the first game. The Wandering Horror disables a party-
    member (or several), and the Sword Spiders quickly pick off helpless
    victims. It can still work, although with a stronger Baldur's Gate 2
    party it's much less likely to succeed. If you click on the statue
    around the lootable portion you'll get some pop-up text telling you that
    'The mouth of this statue seems to be screaming', which will respawn
    this encounter. You can trigger this encounter a total of five times, if
    you want to grind for extra experience. Considering that the Wandering
    Horror gives 5000 EXP and the Sword Spiders each give you 2000 EXP, you
    can get 9000 EXP per encounter... or a total of 45000 EXP if you keep
    respawning it. It's a nice hunk of experience, especially early in the
    game. Once they're dead loot the statue for some scrolls and gems before
    heading to the east.
    (x=1280, y=2500) Scroll of Vampiric Touch, Scroll of Hold Undead, 
    		 Scroll of Enchanted Weapon,
    		 Scroll of Tenser's Transformation, Star Diopside Gem,
    		 Shandon Gem, Aquamarine Gem, Garnet Gem
    (x=1280, y=2500) 
    20) Continue down a passage to the southeast to find some Mutated
    Gibberlings, followed by a group of Yuan-Ti later on. Yuan-Ti aren't
    tough on their own, but they tend to come in groups including a Yuan-Ti
    Mage. Of these you only need to worry about the Mage, as it'll typically
    start out battles with a Stoneskin, and likes to pop on another
    Stoneskin when its Hit Points fall to 50%. It will also cast Chaos,
    which as we know from experience can win a fight by itself. They also
    employ Shadow Door if they are in trouble. This fight gives Keldorn a
    lot of opportunity to show his worth, as he can cast an awesomely
    powerful Dispel Magic (to counter the Chaos) and True Sight to negate
    Shadow Door. There's not a lot the Yuan-Ti Mage can do that Keldorn
    can't simply counter.
    (x=3100, y=2670)
    Note from Lee:
    I have run into Ghasts and Mummies here instead of the Yuan-Ti on a
    couple of occasions.
    21) Head eastward onto a structure, taking care to disarm the trapped
    first step. Activate the... uh... roof? (x=3300, y=2300) and you'll be
    forced to answer some riddles by a Guardian.
    "The bridge has fallen and ends in death. Call forth the name to 
    summon the path. What is the bridge?"
    Answer: Life is my answer.
    "You are not alone on the bridge. Call forth the name to summon the
    path. It travels with you, and through it you travel, and yet it does
    leave you behind. Who is with you?"
    Answer: Time is my answer.
    "The Bridge is not stable, and the end changes place. Call for the name
    to summon the path. Choose the most difficult step on the bridge."
    Answer: The current one, for it alone is my choice.
    Once you answer the last riddle the bridge will mend itself and you'll
    be able to move onward. You'll also get some juicy quest experience.
    (For answering the guardian's riddles)
    EXP	42250
    22) Go across the bridge with only the character bearing the Shield of
    Balduran. At this level you should be facing some Gauths, who are like
    Beholders but much weaker. They have the power to cast Lightning Bolts, 
    Cause Serious Wounds, Slow, and Paralyze, all of which will be reflected
    back at them by the Shield of Balduran. You need only stand there and 
    let them kill themselves. Thank them for playing and loot the coffer on 
    the wall of the bridge structure to find your old friend, the War 
    Hammer +2 'Ashideena'. How it got from Basillus, to you, to all the way 
    down here, and back to you is probably quite a story. Regardless of the 
    unlikelihood of this reunion, Viconia takes back her old weapon, even if
    just for a little while. You'll find some Shadows and Shadow Fiends 
    along the path to the north, as well as a trap over a bridge spanning 
    some water.
    (x=3720, y=2470) War Hammer +2 'Ashideena', Scroll of Identify
    (x=3400, y=1500)
    Note: If you're doing things out of order, you may run into more trouble
    here than is mentioned. Enemies level up with you, and while the
    standard low-level encounter is a Gauth or two, if you're a higher level
    you may run afoul of several Beholders, as well as Gauth. Still, with
    the Shield of Balduran there's nothing they can do to you, but it's 
    something to be wary of.
    Note from Lee:
    I end up having the Shadows and Shodow Fiends rush me almost every time
    before I ever get done with the Gauths. For this reason, I leave the
    rest of the party way behind (west of the raised platform) and draw them
    back to me, then kill them.
    23) Around this city over the water you'll find its inhabitants, morose
    'diseased ones'. They speak of duty, and immortality, and of hating that
    which sustains them. The most important one is at (x=2430, y=930) who
    will pretty bluntly tell you everything. They were put here to guard
    something - what, why, and by whom they cannot remember, but they have
    apparently been too successful and guarded it for too long. So much so
    that they no longer care to guard their charge and hate the one who put
    them here and gave them the curse of immortality. Enter the temple
    behind him (x=2300, y=800).
    Ancient Temple (AR0203)
    24) Inside you'll find an Empathetic Manifestation (x=600, y=500), a 
    demon created by the hate of the diseased ones outside. Since it's a
    creature born of malice and hate, it cannot be harmed in the 
    conventional sense, as it only feeds off of such aggression. Instead, 
    kill it by casting all the healing spells you can muster and an Avatar
    will appear. It will tell you that it is the remains of a god reduced in
    power, set to guard a device that is not as dangerous as it once had 
    been. Over time the 'diseased ones', the followers of this god grew to
    hate their duty and their god, eventually the loss of faith caused this
    god to fade, and the demon to form, which simply compounded problems.
    Now to the part where this ties with our quest: The Avatar will tell you
    that those who sent you to seek this device intend to kill you, and that
    the Avatar would prefer to gain both pieces of the artifact so he can
    destroy it. Your job is to instill faith in his servants by telling them
    they are to be released, go steal the other half of the rod from the
    Unseeing Eye and use it to kill it, then bring the rod back to the faded
    god in order to destroy it. When you leave the chatty diseased one will
    question you about the device. He seems unimpressed, whatever you say.
    Head back up to sewers.
    (x=270, y=170) Scroll of Skull Trap, Scroll of Cure Serious Wounds x2,
    	       Moonbar Gem, Black Opal
    25) As you approach Sassar will tell you how to retrieve the second half
    of the rod, telling you to go speak to a friend in the cult and say
    'the eye is blind'. You will then be shown how to get to the Beholder's
    lair without being slain by its minions. Note that if you do give the
    rod to Gaal he WILL turn on you. You'll then have to fight the cultists
    and the Unseeing Eye itself. While this is a fight that can be won, it's
    easier and more rewarding to go speak to Tad instead. Talk to him and
    say the password and he'll show you the secret passage to reach the cave
    at the back of the Beholder's lair. Exit the area at (x=1450, y=2100).
    Be ready, as you won't be coming back this way once you go down.
    (For giving Gaal the artifact)
    EXP	75000
    Ghoul Town (AR0201)
    26) Ignore the ominous dead bodies when you arrive and head northwest
    to  find a group of Ghasts and Mummies, two creatures that shouldn't be
    too troublesome. Kill the Ghasts first. A Mummy's disease can harm you,
    but getting paralyzed can be deadly in a close encounter like this.
    Ahead of you will be a Zombie, who will run off to tell the 'mayor'
    about your presence. More Ghasts and Mummies will be on the bridge to
    the northeast. I suggest you lure them to more open ground rather than
    fight them in the natural bottleneck of the bridges, where a paralyzed
    character will quickly be overwhelmed. Once they're dead head into the
    cavern at (x=900, y=1100).
    (x=1350, y=1610) 1 gold
    Undead City (AR0206)
    27 Across a bridge you'll encounter two Zombies and a Ghoul Lord. Lead
    with Keldorn, as he can't be paralyzed while he's in his basic armor.
    Over to the northeast you'll find Theshal, the 'mayor' of this undead
    city. He'll beg you to leave, as the smell of food drives them crazy. It
    doesn't matter what you ask him, the conversation will end with Theshal
    going berserk and attacking. Other than Theshal and the previously
    mentioned undead are Shadow Fiends, Skeleton Warriors, as well as more 
    Ghoul Lords, Ghasts, and Mummies. So long as you don't lure them all to
    you at once, you should be fine. when Theshal dies he'll drop Skin of
    the Ghoul +4, which is excellent armor for Minsc, Yoshimo, or hell, even
    Viconia what with her low Strength and all. And best of all, it's free!
    Take that, Adventurer's Mart. Also loot the pile of bones over at
    (x=600, y=460) to find, among other things, the Gauntlets of Dexterity.
    Slap these on Keldorn or Korgan and they'll do wonders for their armor
    class. With an Armor Class of 0 Keldorn was taking a beating, but now
    that he's at -4 he's in much better shape to hold up the front line.
    Korgan was doing a little better, seeing as his Dexterity isn't quite as
    bad and he uses a shield. Overall this little area did wonders for our
    Armor Class. Leave this area and continue across some more bridges to
    the northeast. You'll encounter one last group of Ghasts and Mummies
    before you find the entrance to the Pit of the Faithless
    (x=2200, y=700).
    (x=600, y=460) Gauntlets of Dexterity, Scroll of Dire Charm, 6 gold
    (x=1350, y=620) Scroll of Friends, Arrows of Fire x30, 
    		Bolts of Lightning x30
    The Pit of the Faithless (AR0205)
    28) With the Shield of Balduran this level is extremely easy. Scout
    forward with a hidden character to mark the locations of the enemies and
    send Jaheira ahead by herself (or whoever has the Shield). Between her
    martial prowess and the Shield of Balduran she should have no trouble
    killing all the beasties on her own. Be sure to grab Dragon Bane +3, if
    for no other reason than the fact that it's a +3 weapon. Do NOT loot the
    Unseeing Eye's stash (x=3000, y=1500) until you're ready to face the
    critter (see Step #30). It will show up when you steal its half of the
    Rift Device... and we have another encounter to deal with, first.
    (x=300, y=1000) Conjure Lesser Fire Elemental, Aquamarine Gem, 
    		Bolts +1 x40
    (x=2000, y=300) Scroll of Protection from Acid, Zircon Gem, Iol Gem,
    		Dragon's Bane +3, Arrows +1 x40
    (x=1800, y=330) Long Sword +1, Dart +1 x40
    (x=2350, y=1110) Gold Ring, Throwing Axe x40, Throwing Dagger x40
    (x=1300, y=2300) Scroll of Secret Word, Bloodstone Gem, Andar Gem,
    		 326 gold
    29) Near (x=1720, y=1320) you'll find a group of Blind Priests. Needless
    to say that no matter how strong your Shield of Balduran bearer is, they
    don't want to be facing six Clerics. We'll use the same tactic against
    them we used on the adventurers in the sewer. Spell buff, then hit them
    will disabling magic, especially focusing on anti-magic spells such as
    Silence 15' Radius, although you can never go wrong with a Chaos spell.
    When they come after you, have Jaheira do her thing. An Insect Plague
    spell can just about win this fight on its own. After three Silence 15'
    Radiuses, a Slow, and an Insect Plague they go down without even
    scratching my party. How can blind people cast spells anyways? I
    wouldn't call this out normally... but don't we use Improved
    Invisibility (and similar spells) because it makes casters unable to
    target us with spells? You know... because they can't see us? Oh well...
    30) When you're done looting and killing head over to the Unseeing
    Eye's stash (x=3000, y=1500) and search the pulsating organ to find
    the 'Rift Device Part', the second half of the artifact you're looking
    for. The two pieces will fuse together and you'll be prompted to equip
    it into a quick item slot immediately. I put it on Jaheira and go back
    down the tunnel. You'll find the Unseeing Eye, who will start the fight
    by spell-buffing itself with defensive magic. With the Shield of
    Balduran this isn't too tough of a fight, but with the Rift Device
    Jaheira is able to simply blast it once, bringing it to 'Near Death'
    status. The rest of the party moves up and quickly subdues the Beholder,
    which drops an Amulet of 5% Magic Resistance. Throw it on a character
    with crappy saves versus spells. It's a nice enough amulet for now, but
    it'll get eclipsed soon enough by better things. Exit the level at 
    (x=1800, y=2100).
    (x=3000, y=1500) Rift Device Part, 227 gold
    (For reassembling the Rift Device)
    EXP	26250
    Item	Rift Device
    31) You'll surface back in the sewers just southwest of Sassar, head
    back down the stairs and travel back to the faded god's temple. Talk to
    the diseased one outside and tell him that you're here to destroy the
    device. He won't believe his trials are nearly over, and will decide he
    must see this for himself. The diseased ones will gather into the 
    temple, where you can convince them to call out the name of their faded
    god. He'll appear and destroy the device, and the diseased ones will
    finally have their rest. You'll be rewarded with some experience and the
    Saving Grace +3, an excellent shield for Korgan or Anomen. The Unseeing
    Eye quest nears its completion... all that is left is to deal with Gaal
    and whatever followers remain loyal to their dead 'god'.
    (For returning the Rift Device to Amaunator's Avatar)
    EXP	47250
    Item	Saving Grace +3
    Note from Lee:
    This is when I get the Yuan-Ti party, heading up the path to the east
    on the way back to the temple.
    32) You'll find Gaal trying to keep his cult together. Largely failing
    in this he decides to take his frustrations out on you. Gaal himself can
    be problematic, but he fortunately decides to focus on offensive spells
    rather than disabling ones. Any defenses he can pop up are easy prey to
    Keldorn's Dispel Magic and True Sight. The real difficulties in this
    fight are due to his Elite Guards, who are plate-armored Fighters, and
    due to the location, which forces you to go from the gas chamber into a 
    bottleneck. Still, spells like Chaos, Haste, Slow, and Insect Plague
    really do a lot of good here, the latter of which can win the fight in
    one casting. The Elite Guards will all drop suits of Plate Mail and 
    plenty of Bolts. The Elite Guard Captain has a Heavy Crossbow of 
    Accuracy and Bracers of Defense A.C. 7 in addition to his normal gear.
    Gaal will drop a Girdle of Fortitude, a Silver Necklace, and a Quarter
    Staff. The Girdle of Fortitude would have gone great on Shar-Teel, but
    as she's not in this game, Viconia will benefit from it almost as well.
    I don't know why it couldn't be a constant effect.. it doesn't affect
    game balance compared to, say, Gauntlets of Dexterity or Girdles of
    Giant Strength. Still, it can be used to bring a character's Hit Points
    up to snuff for eight hours, which is plenty of time. Keldorn accepts
    the Heavy Crossbow of Accuracy, as he's really the only one in any
    position to use it. Head back up to the surface and return to the 
    Temple of Helm. Tell High Watcher Oisig about your triumph and claim
    your reward. If you are a Cleric you'll also be offered a position as
    one of Helm's priests... Of course, I believe your alignment also affects
    what temple will accept you. If you're Good you end up in the Temple of
    Lathander, if you're Evil you end up in the Temple of Talos, and if 
    you're Neutral you'll get accepted into the Temple of Helm. I'll admit
    I'm not certain if completing the Unseeing Eye quest is enough to get
    accepted into the Temple of Talos or Lathander, you may also have to
    complete the quest involving Sir Sarles. If you want to play around with
    your new Cleric Guild, I'll include that section next. If not, or if
    you're not a Cleric, sell off loot and let's get ready to recruit 
    Haer'Dalis. In any event Keldorn is yours. Keldorn will have some
    family issues that pop up when you head to the Government District, and
    Anomen will likewise have to deal with family troubles when enough
    time passes. We'll discuss those matters to finish up the next
    Sequence of Events [WLK010], even if they occur later. If you don't
    have Anomen or Keldorn, feel free to skip to [WLK011] for the Cleric
    Stronghold quests, or [WLK012] for the Astral Prison Quest.
    (For destroying the Cult of the Unseeing Eye)
    EXP	45740 (each character)
    Gold	8000
    |								       |
    |			   Honor and Family			       |
    |                  (Keldorn and Anomen's Family Quests)		       |
    Sequence of Events:						{WLK010}
    		1) Keldorn the Cuckold
    		2) Rekindling the Love
    		3) Anomen's Family Trouble
    		4) Sins of the Father
    		5) Storming Saerk's Estate
    		6) Anomen's Revenge
    		7) Light of His Father's Eye
    		8) Anomen the Unworthy
    		9) Atonement for Two
    		10) Breaking the Chain
    		11) Bureaucracy is the Price we Pay for Impartiality...
    		12) Anomen the Knight
    		13) Maria's Murderer Unmasked
    		14) Anomen's Inner Demons
    Firecam Estate (AR1003)
    1) Head over to the Government District, where we can pick up the
    quest. First, however, if you have a party including Keldorn, you'll
    have to deal with him. Once you arrive he'll talk about his family
    living near here. Agree to go with him and head over to the house at 
    (x=1550, y=1950). It's blatantly marked on your map as the Firecam
    Estate... you can't miss it. Keldorn will even tell you when he's near
    it. Once inside, Keldorn will have a chat with a maid before bringing
    out his wife and kids. Once Lady Maria starts talking, things start
    going downhill. Apparently Keldorn is a bit of a workaholic, and it
    hasn't been good for his marriage. His wife will tell him that she's
    been seeing a man by the name of Sir William of Thorpe. Keldorn will
    send his wife away and speak to you. Don't pick the option goading him
    to consult the courts, instead advise confronting William. If Keldorn
    goes to the courts, he'll tell you to meet him at the Radiant Heart
    building in the Temple District in three hours. His wife will be
    imprisoned and William will be hanged. But what's the fun in that?
    Instead, head over to Waukeen's Promenade.
    (x=920, y=360) Bullet +1 x2
    (x=850, y=450) 20 Gold
    (x=350, y=350) Pearl Necklace, Gold x35
    Mithrest Inn (AR0704)
    2) Head over to (x=3020, y=420) to find the Mithrest Inn. Sir William
    is at (x=350, y=450). When you get close he and Keldorn will talk. Pick
    option #1 or #3 and head back to the Firecam estate and talk to Lady
    Maria. She'll talk with Keldorn and the two will apparently make up. At
    this point you really can't mess this up. You'll get an experience
    reward for whatever option you pick and-if you let Keldorn go, he'll be
    back at his house after a while, ready to be recruited.
    (For allowing Keldorn to return to his wife and family)
    EXP	15500
    3) And since we're dealing with one party member's family problems, I'll
    include Anomen's here too... for organizational purposes, see? After
    traveling with Anomen for a while you'll be approached by a man named
    Terl, who will tell Anomen that his sister was murdered and he is
    requested home by his father. So, off we go to the Government District
    of Athkatla, where we'll find the Delryn Estate at (x=4300, y=2200).
    Delryn Estate (AR1001)
    4) Go talk to Cor Delryn at (x=600, y=240) with Anomen (he won't talk to
    other characters), and listen with bemusement as Cor and Anomen work
    together to air the Delryn family's dirty laundry. Of course Anomen's
    dad is an abusive drunk, you saw that coming. Everything about Anomen
    just screams inadequacy and daddy issues... which is probably why he
    reacts so poorly to Keldorn's tendency to portray himself as a father
    figure for the rest of the party. Anyways, the drunkard blames some
    Calimshite named Saerk, who is obviously the traditional Delryn family
    nemesis. At least, of this generation. Cor blames Anomen for the death
    of Moira, after all, even though he proclaims himself the man of the
    house, the blame should fall on Anomen for not being omniscient and
    preventing Moira's murder. If only Anomen hadn't driven his mother to
    an early grave and caused his father to drink away all the family's
    prestige and wealth! How dare he go out and try and join the Most Noble
    Order of the Radiant Heart! The shame... To further cinch his spot as
    father of the year, Cor demands that Anomen seek out and kill Saerk and
    his son as retribution. Stepping outside the law is surely going to
    impress the Order, but at least Anomen has the sense to speak with you
    about it. If Keldorn is around he'll argue that the law must be upheld,
    while pretty much everybody else will advocate a more direct and sure
    solution. For Anomen to coexist with Keldorn, you need to keep him on
    the straight and narrow, unless the Paladin's chastising finally gets
    under Anomen's skin. Anomen's already feisty enough, allowing him to
    fail his knighthood will make Keldorn unbearable and result in a broken
    good party... which we don't need. Still, for the sake of being a
    completionist, I'll include both paths, starting with the vengeful route
    (Steps #5-#9). The suggested good paths are described in Steps #10-#12.
    If you romanced Anomen and took the good path, the story continues in
    Steps #13-#14.
    (x=450, y=400) 1 gold
    (x=350, y=450) Skydrop Gem
    (x=220, y=550) Flamedance Ring
    Estate of Saerk Farrahd (AR0505)
    5) Advocate Anomen to take revenge by picking options #1 or #3 and
    continue to convince him that his vows to the Order are less important
    than his family. He'll tell his father that he's going to kill Saerk,
    and Cor will conveniently procure a key which will gain us entry into
    the Estate of Saerk Farrahd, which can be found in the Bridge District
    at (x=2050, y=1850). Inside you'll have to fight you way through some
    Guards, who aren't much of a threat to anybody. Go through secret doors
    at (x=1000, y=1300) and (x=770, y=1200) to score some loot, and head to
    the northeast to penetrate deeper into the estate.
    (x=1200, y=1380) 7 gold
    (x=1250, y=1400) Greenstone Ring, 1 gold
    (x=570, y=1170) 2 gold
    (x=450, y=1250) Sunstone Gem
    (x=220, y=1150) 6 gold
    (x=370, y=1050) History of the Dragon Coast, 7 gold
    (x=350, y=950) 4 gold
    6) When you head to the northeast a cutscene will occur where Anomen
    confronts the Farrahd family, including Saerk, his son Yusef, and his
    startled daughter Surayah. While Saerk won't admit to killing Moira, he
    certainly doesn't present himself favorably at all, and he's downright
    delighted that Anomen-the son of his enemy-has barged into his house
    and presented himself to be killed with justifiable self-defense. His
    son is no better, and the two practically drool over the opportunity to
    kill Anomen and hence grind their heel further into the defeated Cor.
    Anomen, however, jumps the gun and kills Surayah in revenge for Moira.
    Keldorn is aghast and you lose two points of reputation, and of course,
    a fight ensues between your party and the surviving Farrahds. Saerk
    casts spells, and Guards are summoned from either side to present 
    missile fire upon the party, but this fight can be entirely won by a 
    simple Insect Plague. After being defeated, Yusef will teleport away, 
    and you can easily mop up the rest of the Guards. Saerk Farrahd will 
    leave behind a suit of Full Plate Mail, Bullets +1 x10, two Potions of
    Extra Healing, a Potion of Fire Giant Strength, a Scroll of Tenser's
    Transformation, a Morning Star +1, a Sling +1, and 455 gold. Surayah
    will also leave behind some trinkets, and one of the guards dropped me
    a Bastard Sword +1 and a suit of Plate Mail Armor. The rest of the 
    Guards will, of course, drop some Arrows and low-quality loot. Before
    we go, we might as well loot the other half of the house. It's not like
    some burglary is going to really be bothersome after Anomen's slaying.
    (x=2400, y=750) History of Tethyr, History of Waterdeep,
    		Potion of Invisibility, Potion of Master Thievery x2
    (x=1800, y=720) Elixir of Health x3, Antidote x4
    (x=1540, y=400) 1 gold
    (x=1330, y=330) 4 gold
    (x=1700, y=400) Tiger Cowrie Shell Necklace
    (x=1670, y=570) Star Sapphire, Ruby Ring, 1250 gold
    (x=1800, y=500) Composite Long Bow, Long Bow, Short Bow, Arrows x40
    (x=1850, y=450) War Hammer, Bastard Sword, Two Handed Sword, Flail +1
    (x=1670, y=570)
    7) After smiting Saerk and dealing a grievous blow to the Farrahd family
    for which Yusef has rightfully promised revenge, return to the Delryn
    Estate and report to Cor. Cor is proud of Anomen, for a change, for
    doing what Cor wasn't man enough to do himself and ending his rivalry
    with Saerk. The little fish always thrives in the absence of
    competition, eh?
    (For killing Saerk Farrahd and avenging Moira)
    EXP	10500
    High Hall of the Radiant Heart (AR0903)
    8) After some time passes a Paladin named Sir Ryan Trawl will show up
    and greet Anomen. The time has come for him to return to the High Hall
    and be judged in Helm's light for his deeds and Strength of arms. If
    only it were just the latter, eh? Head over to the Temple District and
    enter the High Hall of the Radiant Heart (x=3300, y=3350) and watch a
    cutscene describing Anomen's judgment by the Order. It's... pretty
    harsh, but Anomen's actions only acknowledge the fact that he had no
    business being here. Anomen leaves in disgrace and you get a small
    experience reward. Outside Anomen will complain bitterly at his
    treatment, and even entertain the idea of returning to the High Hall to
    seek vengeance against those who judged him unworthy. How very knightly
    of him. If you encourage him to further wrong-doing, he'll leave the 
    party and attack, blaming you for leading him down this path. Pick
    options #1, #2, and #1 to calm the broken shell of a man that was
    Anomen down, and convince him to continue with you. Keldorn will have
    two more banters if they're kept in the same party before Anomen 
    decides to take his frustrations with the Order out on Keldorn. To
    denote his new change in outlook, Anomen's alignment shifts to Chaotic
    (For watching Anomen's expulsion from the Order)
    EXP	5000
    9) During the next few banters Anomen will struggle with his rejection
    and eventually come to the conclusion that he is now free of the Order-
    free to indulge his vices. If your protagonist is female and you have
    been romancing Anomen, you will become his drug of choice. All is not
    well, however. Eventually, a messenger will come and give Anomen a note
    from his father, stating that two workers actually killed his sister.
    Cor continues to be a rat-bastard by thanking Anomen for killing Saerk
    and family, as it has been a great boon to business, but having a wanton
    murderer in the family might be bad for business. After being disowned,
    Anomen will leave the party, ominously saying that he's going to atone
    for himself, and his father. Head back to the Government District to
    find Anomen ready to confront-and kill-his father. Either let him
    continue with his murder-suicide, or talk him down. Afterwards, if he's
    still alive, he'll rejoin the party. 
    10) On the other hand, if you are a good friend and convince Anomen to
    go down the path of good (options 2, 2, 2), he'll listen to reason and
    decide not to be petty and vengeful like his father wishes. After all,
    if she was really murdered, wouldn't somebody have investigated? He'll
    go inform his father of his decision, who will of course be angry. Angry
    enough, even to disown Anomen. Anomen bears it in stride, and suggests
    we go to the Council of Six building and talk with one Bylanna Ianulin,
    the magistrate who can get something done about this. While we're
    dealing with this, let's go see what Madeen and his master wants, and
    get our magic license see [WLK016], below, Steps 1-3. In this case, the
    good party's activities mesh well with our next goal of finding Valygar,
    but since you don't necessarily have to be good to be traveling around
    with Anomen (and hence, doing Anomen's family quest) we'll keep the
    two discreetly separate.
    (For guiding Anomen to uphold his vows to the Order)
    EXP	10500
    Council of Six Building (AR1002)
    11) Make your way over to the Council of Six building (x=3150, y=900),
    inside of which you'll find Bylanna (x=530, y=600). The bureaucratic
    process is predictably frustrating, as there is no real evidence to
    link Saerk to the murders. Anomen swallows his pride and comforts
    himself with petty thoughts of post-life divine retribution for Saerk
    and decides to put all this mess behind him.
    (For attempting to go through the proper legal channels)
    EXP	7500
    High Hall of the Radiant Heart (AR0903)
    12) Again, some time will pass and eventually Sir Ryan Trawl will come
    fetch Anomen to have his worth judged by the Prelate of the Order of
    the Most Radiant Heart. So head on over there. Since Anomen wasn't in
    the business of slaughtering innocent girls with this approach, he's
    accepted into the Order. Really though, one has to think how near a 
    miss this was-a bit of bad advice from a traveling companion and he'd
    have been expelled... But I guess that's life, right? Talk to Sir Ryan
    Trawl, who allows Anomen to continue traveling with you. Everybody
    wins, it seems. Anomen's alignment shifts to Lawful Good, his Wisdom
    increases from 12 to 16, and whatever friction was between him and
    Keldorn now fades. Apparently Keldorn doesn't rankle Anomen so much now
    that they're brothers in arms of the Order-instead of the shining
    example of all Anomen aspires to be-or failed to be, if you did this
    the bad way. Oh, and Anomen becomes 'Sir Anomen'. What a douche. Now
    most players can continue on with life and happily ignore Anomen, but
    if you are romancing him, the story has a few twists left, which I will
    detail in the following steps. Again, the following will only occur if
    you are romancing Anomen and he was knighted by the Order-meaning no
    (For watching Anomen's knighthood)
    EXP	10000
    EXP	50000 (Anomen)
    13) After some time passes, and your romance with Anomen becomes more...
    intimate... in nature, Anomen will be approached by Terl, the bearer of
    Anomen-related news in this game. Terl will pass on a note from
    Bylanna Ianulin, which Anomen will read aloud for our benefit.
    Apparently Saerk WAS responsible for hiring those who murdered Anomen's
    sister, and when Anomen's father found out he attempted-and failed-to
    take justice into his own hands. Now without any family whatsoever,
    Anomen decides his vows to the Order mean little, and paranoid that
    Saerk's wealth will prevent him from being brought to justice, feels
    compelled to rectify his earlier inaction by taking vengeance on Saerk.
    He will, of course, attempt to blame you for advising him to leave
    justice to the law, but with some apologizing he'll forgive you, and
    leave the party to be decidedly un-knightly.
    Estate of Saerk Farrahd (AR0505)
    14) So, head over to the Estate of Saerk Farrahd, in the Bridge District
    at (x=2050, y=1850). Inside, Anomen is apparently on steroids, as he
    will have dispatched all the guards in the place single-handedly, and
    at the moment is already confronting Saerk. After some dialogue, Anomen
    will notice you and question your intent. Tell him that you're here to
    stop him, then tell him either option #1 or #3. This will prompt him to
    doubt his current course of action, and contemplate his inner demons.
    Next pick option #1, or #2 to reassure him that you'll be by his side.
    Anomen will concede to do the right thing, then moralize Saerk, who will
    of course suddenly discover that he has a conscience. It's so
    predictable, it hurts, I know. You might as well loot the place before
    you go... especially all the Guards Anomen killed along the way. Good
    thing for Anomen the Order doesn't care that he murdered a dozen
    nameless Guards, so long as he left Saerk unmolested.
    |								       |
    |			   Cleric Temple Quests			       |
    |								       |
    Sequence of Events:						{WLK011}
    		1) A Note on Petitioners
    		2) Glinden the Cuckold
    		3) Ti'Vael the Dueler
    		4) Rania the Faithless
    		5) Cotirso the Malcontent
    		6) Peace of the Gods
    Note from Lee:
    I was given the Sir Sarles and Dawn Ring quests here (WLK037), before
    any of the Temple Quests started. While I didn't have some of the
    magical items needed to follow the guide exactly (most notably the
    Amulet of Power), I was more than powerful enough to complete these
    quests without sustaining any real damage (thanks again to having
    stole/sold stuff to Gorch and buying all the awesome weaponry). I also
    do the Copper Coronet quests here (WLK036) to get Bernard to sell better
    stuff. There's a lot of time to kill waiting for the Temple quests, and
    this is a great way to use the time.
    1) No matter what temple you end up in, most of the quests run the same
    way. You've got to see petitioners and help them resolve their problems.
    Just like in real life, people can't help but go to ostentatious 
    buildings dedicated to invisible beings to talk to folks who claim to
    hear these invisible beings in order to find guidance and advice. Unlike
    in real life, however, these gods grant spells and manifest themselves,
    so they might actually have some clout. Your job is to answer the 
    petitioners that come to you in a way that best represents your deity
    Of these quests, the priest of Talos has it easiest. You always advise
    folks to kill or destroy. Priests of Talos will also be bothered by
    Inspector Ardis, as a legal response to the less-than-lawful responses
    you give to your petitioners. Dealing with him-and double-crossing the
    folks who came to you for advice-is definately the greedy, evil,
    chaotic, Talosy thing to do, and it nets you extra cash. Just head over
    to the government district after each petitioner carries out your advice
    to tell him about the crimes you advocated. If you're a priest of Helm,
    look for such giveaways as the words 'duty'. Priests of Lathander need
    to be on the lookout for the nicest path, promoting forgiveness,
    renewal, and reconciliation. You'll get your 'results' in every few
    days. You'll know you made the right choice if you get an experience
    reward for your answer, so save/loading is a fine way to get through
    2) Your first petitioner will be a merchant named Glinden, whose wife is
    cheating on him. As a neutral character I tell him to remind his wife of
    their vows. As an evil character I tell him to kill his wife and her
    lover, and as a good character I tell him to forgive his wife and let
    her come to her senses. In a few days return to the temple and you'll
    be updated on the results, and rewarded for a correct response.
    (For telling your petitioner to follow the will of your god)
    EXP	20000
    Gold	200 (Talos only)
    3) Next you'll be visited by a Dwarf named Ti'Vael, who killed a man in
    a duel when he could have spared him. As a neutral character I tell him
    to turn himself in and let the courts decide. As an evil character I 
    tell him to kill the witnesses, and when he returns, I kill him myself
    and turn him in for the reward. As a good character I suggest he pay
    restitution to the family for their loss.
    (For telling your petitioner to follow the will of your god)
    EXP	20000
    Gold	500 (Talos only)
    4) A woman named Rania will approach and admit she's losing faith in
    the church, and needs some reassurance. As a neutral character I 
    helpfully remind her of her duty to the church, and as an evil character
    I simply attack her. As a good character I tell her that it's fine for
    her to take her time to think about it. Imagine that... by Bioware's
    standards, a Cleric telling somebody that doubt is fine is considered
    good, and killing a heretic is evil. Think about it, religious folks.
    Where does your religion stand?
    (For dealing with the heretic appropriately)
    EXP	20000
    5) A man named Cotirso will approach, angry about your position and
    determined to win it from you with a duel. If you're good turn down the
    duel, if you're evil kill him. Neutral characters should deflect the
    duel until Byron can come, then duel Cotirso once formally challenged.
    (For dealing with the upstart appropriately)
    EXP	20000
    6) Now you've a task to perform that has nothing to do with hearing
    whiny petitioners. The Talosites plan to attack the priests of
    Lathander. It's obvious what you must do if you're aligned with either
    of those two factions, but if you're neutral you must defend the priests
    of Lathander from the Talonites without allowing them to destroy each
    other. Once you've killed who needs to be killed you'll get a larger
    experience reward, and your temple quests are completed.
    (For settling the score)
    EXP	35000
    Gold	1000
    |								       |
    |			The Astral Prison Quest			       |
    |		  (Recruiting and Securing Haer'Dalis)		       |
    Sequence of Events:						{WLK012}
    		1) Enroute in Athkatla III
    		2) Bridge District Blues
    		3) Five Flagons
    		4) The Playhouse
    		5) Raelis'Shai's Request
    		6) Durlag's... err... Mekrath's Tower!
    		7) Mekrath's Mission
    		8) Bad Imp! No Mirror!
    		9) Rescuing Haer'Dalis
    		10) Astral Abduction
    		11) The Astral Prison
    		12) Talking to Tagget
    		13) Astral Prison Chamber (AR0520)
    		14) Astral Prison Chamber (AR0521)
    		15) Thrashing Thralls
    		16) Astral Prison Chamber (AR0517)
    		17) The Master's Pet
    		18) The Master of Thralls
    		19) Astral Prison Chamber (AR0518)
    		20) Astral Prison Chamber (AR0519)
    		21) The Warden
    		22) Rescuing the Sigil Troupe
    Now we have access to Keldorn, Korgan, and Edwin, the 'core' allies who
    have quests that must be resolved before you can keep them. The other
    PCs I generally view as optional or less-than-ideal in some way. For
    most players, this should satisfy your need for party-making, as Anomen
    is a better Cleric than Aerie, Edwin is a better Mage, and Korgan and
    Keldorn make up the best recruitable warriors for the evil and good
    parties, respectively. Of course, if you need to fill another party
    space, or you'd prefer Valygar over Minsc, or you don't really care to
    go rescue Imoen, there are still plenty of things to do and characters
    to recruit. Haer'Dalis is the next I'd recruit, as this will also give
    us the peace of mind of completing another part of the sewers. I sell
    off all my accumulated wealth and with the money raised from the
    Unseeing Eye quest I buy Vhailor's Helm from Diedre. This allows me to
    pop out a second character once a day, a summon that will only get
    stronger as I do. If you don't care to buy this item, get another useful
    item... you can't go wrong with a Girdle of Hill Giant Strength. This
    will allow Jaheira to really take off as a Fighter, and will allow
    Viconia to wear heavier armor and shields. When you've purchased what
    you want, head over to the Bridge District (AR0500). If you want Keldorn
    and Anomen in your party, keep them around. Just like with Korgan and
    Edwin there are still mini-quests to do with them first. If anything it
    gives us incentive to delay going after Imoen until those are done.
    Enroute in Athkatla III (AR0046)
    1) On my way to the Bridge District I was attack by Slaves and several
    Orogs. one Slaver had some Arrows +1 and a Short Sword +1, but other
    wise there's not much reason to go looking for this encounter.
    Bridge District (AR0500)
    2) When you arrive you'll be bothered by Lieutenant Aegisfield, who 
    will tell you that there is a murderer about preying on paupers. 
    Skinning them alive in fact. He'll warn you not go looking for trouble,
    but will mention two witnesses, Old Rampah and Rose, which makes it just
    that much harder to stay out of trouble. It's a quest that... you
    guessed it, we can delay for later.
    Five Flagons Inn, Main Floor (AR5009)
    3) Head southwest until you find a door at (x=3190, y=2000), which
    leads to the Five Flagons. Inside you can find numerous patrons-most of
    which don't have anything interesting to say. Samuel Thunderburp
    (x=350, y=410) will chat about the affairs of the day-the war between 
    the thieves guilds, the murderer on the bridge district, and about the
    Cowled Wizards' prison. Head down the stairs at (x=100, y=700).
    Five Flagons Inn, Basement (AR5010)
    4) Once downstairs you'll be bothered by a Receptionist, who will tell
    you the next show is about to start. Donate five gold for a ticket-or
    not-and head in to witness the Sigil Troupe's... er... lacking 
    performance. Biff the Understudy bungles his lines (and really, how
    could somebody named Biff be expected to do anything right?) to the
    derision of the patrons. Raelis Shai will show up an apologize, and ask
    for any who know of those who are skilled in sword and adventure to ask
    such individuals to come speak to her. Swords? Adventure? Hey! That's
    5) You can find Raelis Shai at (x=1320, y=250), near the rest of the
    actors. She'll tell you that their usual 'Rodrigo' the tiefling named
    Haer'Dalis, has been kidnapped by a Amnish wizard. Mekrath, by name,
    he can be reached through the sewers-the very same sewers we were just
    exploring while pursuing the Unseeing Eye quest. The best reward they
    can offer-besides encouraging you to pillage Mekrath's lair-is 300 gold,
    600 if you bring back Haer'Dalis' gem. Head back to the Temple District
    and head back into the sewers.
    (x=250, y=1100) 101 gold
    (x=1450, y=170) 34 gold
    (x=1650, y=320) 34 gold, Scroll of Protection from Energy
    (x=1770, y=715) Bloodstone Gem, Flamedance Ring
    (x=1730, y=830) Scroll of Ghost Armor, Scroll of Confusion,
    		Scroll of Stoneskin
    Mekrath's Lair (AR0705)
    6) You'll pass a secret door at (x=1100, y=500) that leads to a Secret 
    Entrance (x=1200, y=150). Upstairs you'll find.. Durlag's Tower! Not 
    really, but it sure looks like it, right? There are a bunch of Mephits 
    to smite and in a room to the east you'll find a Salamander, an Ice 
    Salamander, and a Yuan-Ti Mage. Of these three, you only need to worry 
    about the Mage.
    Note from Lee:
    Lure the Salamanders out one at a time and deal with them in the main
    (half-circle) room. The Yuan-ti Mage will only follow you out as far as
    the first small room off the main room, but a Dispel Magic or two, along
    with a Greater Malison into that room will weaken him nicely. After he's
    sufficiently de-buffed, send in your Hasted fighters to... well... kill
    (x=600, y=550) Scroll of Contingency 
    (x=600, y=450) Scroll of Spell Deflection
    (x=1200, y=700) Chyrsoberyl Gem, Necklace of Form Stability, Gold Ring
    (x=1300, y=700) Silver Necklace, Gold Necklace, 89 gold
    (x=1450, y=550) Oil of Speed, Scroll of Carrion Summons, 400 gold
    (x=1400, y=140) Portal Gem, Harp of Discord, Laeral's Tear Necklace
    (x=600, y=800) Scroll of Ghoul Touch, 63 gold
    (x=500, y=770) Potion of Invulnerability, Potion of Stone Form,
      	       Potion of Genius, Scroll of Aganazzar's Scorcher
    (x=220, y=280) 17 gold
    (x=150, y=250) Potion of Mind Focusing, Potion of Genius, 
    	       Wand of Cloudkill, Rod of Resurrection
    (x=1200, y=700) 
    (x=1300, y=700)
    (x=1450, y=550)
    (x=1250, y=200)
    (x=1400, y=140)
    (x=500, y=770)
    7) Up at (x=950, y=160) you'll find Haer'Dalis, who doesn't have much
    to say just yet. Mekrath is over at (x=200, y=350), and he's none too
    friendly. Pick options #1, #2, #2, and #1 to opt to go on a mission to
    recover a magic mirror from a wayward imp in exchange for Haer'Dalis.
    Why turn down a quest, right? If you decide you don't want to be
    peaceful, Mekrath is easy to provoke. He'll start up with Stoneskin and
    Protection from Normal Weapons-which is pretty useless. Then he'll cast
    an Animate Dead followed by more protections, such as Mislead. He can
    cast some pretty powerful spells, including Finger of Death and Maze.
    Haste up your party and hit him with a Dispel Magic and get on top of
    him early to prevent him from causing you trouble. Use True Sight if you
    have it when he uses Mislead and Shadow Door. To this end, Keldorn makes
    this fight laughable, as his high-level Dispel Magic and True Sight are
    just too much for Mekrath. Given the nature of the narrow hallway, it's
    probably best to lead with a hasted melee character or two, and just
    make the rest of the party stand band and use ranged-preferably magical
    -weapons. When he falls, Mekrath will leave behind two Potions of Extra
    Healing, a Gold Necklace, a Mage Robe of Fire Resistance, a Quarter
    Staff +1, and 25 gold.
    8) Head back down to the sewers and head east then south to find the Imp
    (x=2520, y=2140), who thankfully isn't very talkative or friendly. It'll
    come with a Lesser Earth Elemental-which can only be hit by magical
    weapons. Kill it, and the Imp-which can cast a few minor spells, and
    grab 'Mekrath's Mirror' when it dies. Return it to Mekrath for some
    juicy experience.
    (For returning Mekrath's Mirror)
    EXP	18750
    9) Once Mekrath is gone, or once he has his mirror back and teleports
    away Haer'Dalis will be freed and will speak with you. Accept him into
    your party if you wish, or turn him away. Either way, your goal now is
    to collect Haer'Dalis' gem from the alter at (x=1400, y=140), which is
    just as simple as going over and grabbing it. It's a wonder he couldn't
    do it himself, eh? Good thing though, as there's some loot worth keeping
    (and selling) along with it. Once you're done head back to the Bridge
    10) Find your favorite group of ill-bred thespians again in the Five 
    Flagons. You can extract an extra 1200 gold from Raelis Shai if you hold
    out on her, but going for more will provoke a fight. If you just hand
    it over, you'll get the gold you previously agreed upon, as well as 
    700 gold and some experience. Haer'Dalis will explain what the Portal
    Gem is while Raelis Shai messes with the gem, eventually spilling that
    they're planning to move to another plane. During this process of 
    finding a new stage, you'll be asked to fend off some unwelcome visitors
    that will come through the portals they're summoning up. Agree to help
    them and fight off two Quasits, a Lesser Fire Elemental, and a Shadow
    Fiend. Eventually a Bounty Hunter will show up and whisk your chums 
    away. Looks like you're going to have to go through that ominous planar
    portal (x=900, y=450) and save them. Note that if you do not help them
    fend off the extra-planar invaders, you will not see what became of
    them, and there will be no portal for you to enter through. It might be
    a good idea to spell-buff before going through the portal.
    (For returning the Portal Gem to the Sigil Troupe)
    Gold	300 + 700 or 1200
    EXP	21250
    Astral Prison (AR0516)
    11) When you make it through the portal, a person named Aawill will
    be yelling at a thrall named Tagget. Once you are noticed, Aawill will
    turn his attention onto you, and a fight ensues thereafter. Send a
    strong Fighter to occupy Aawill and his bounty hunters, while the rest
    of your party focuses their attention on the Yuan-ti behind the party,
    who is easily the most dangerous single opponent there. Take his spell
    defenses down as he raises him and kill him quickly. The rest are just
    melee Fighters, and no serious threat to you.
    12) Tagget will talk to you after the fight, telling you that the only
    way out of here is by killing a creature known as the Warden. Of course,
    it's not that simple, as the warden has a number of Thralls kept as
    slaves. Heading east and killing the Master of Thralls will free the
    thralls and make besting the Warden much easier. Loot the bodies-the
    powerful Yuan-ti to the west will drop a Cloak of the Shield, Bracers of
    Defense A.C. 8, a Scroll of Death Spell, a Scroll of Chain Lightning,
    Quarter Staff, 25 gold. The other Yuan-ti will drop a suit of Chain
    Mail Armor and a Wand of the Heavens. One of the humanoid Bounty Hunters
    will drop Studded Leather Armor, a Small Shield +1, Pixie Prick +3, and
    Boots of Speed. The other two humanoid Bounty Hunters each have a suit
    of Leather Armor +1, some Arrows of Fire and Arrows of Ice, a Long Bow,
    and a Long Sword. Finally Aawill leaves behind Melodic Chain +3, two
    Potions of Extra Healing, a Scroll of Tenser's Transformation, a Scroll
    of Flesh to Stone, and a Two-Handed Sword +1. Wow. First things first,
    the spell scrolls should be given to Edwin or saved for Imoen. The Boots
    of speed should go on a front-line Fighter-either Keldorn or Korgan.
    Since my Fighter/Mage is arguably the strongest character in the party
    when spell buffed and good at countering nearly every threat, they go to
    him in my game. I keep the Pixie Prick +3 on hand, since I'm short of
    +3 weapons, and the Melodic Chain +3.. well, if you're going to keep
    Haer'Dalis, having a suit of armor for him is a good start. He'll be
    wearing this for a long time, indeed.
    Astral Prison Chamber (AR0520)
    13) To the north are two pulsating flesh nodes that will transport
    characters to a chamber if they're caught by the opening diaphragm.
    Yeah. I'd suggest you go ahead and explore these when you find them just
    to get them out of the way, but the ones to the north (x=1550, y=1450)
    and (x=1500, y=1300) are close enough to the Warden that you could
    provoke some unwanted attention by exploring them. In the first one
    you'll find two Prison Captains and four Minotaurs, which are little
    more than an experience bank by now. One Prison Captain will drop a
    Two-Handed Sword +1 and Bracers of Defense A.C. 8, and the other will
    drop a Long Sword +1.
    Astral Prison Chamber (AR0521)
    14) In the second chamber (x=1500, y=1300) you'll find three Prison 
    Captains, a Stone Golem, and a Clay Golem. Two of the Prison Captains 
    will immediately start out with spell-buffs, and you need to get on them
    quick with an Insect Plague to make this go smoothly.. well, as smoothly
    as it can go. As we know from experience Clay Golems and Stone Golems 
    require special attention that makes this precarious fight even more 
    bothersome. Also consider that provoking the Warden is almost a 
    certainty by going up here, which is something I can do without. When 
    they die the Prison Captains will drop the following loot; a Ring of 
    Protection +1, a Mace +1, a Long Sword +1, and a Wand of Fire. Nice, but
    not worth the trouble. Oh, and if you exit this chamber, and I'm sure
    you'll want to do eventually, you'll appear next to the Warden. The bad
    part is, once you kill the Warden you can't go visit these chambers
    15) So instead, let's head over to the east where you'll find a Thrall
    Leader who will talk only long enough to let you know you're in for a
    fight. Focus on the spell-caster in the back, as she's the only one who
    can cause you any real trouble, then kill the other two. They'll all
    drop Thrall Collars and the Thrall Leader will drop a Medium Shield +1.
    Ignore the 'brazier' (x=2500, y=1900) in the center of the room for now
    and continue east until you find a opening fleshy-valve in the center of
    the hallway east.
    (x=2300, y=1800) Arrows of Biting x40, Arrows x160, Bolts x120,
    		 Bullets x120, Darts x80, 1 gold
    Astral Prison Chamber (AR0517)
    16) You can avoid these chambers by running across the fleshy part at
    the right time, but chances are somebody will get caught, and it's just
    better to take care of them-besides, we like experience and loot, don't
    we? I spell buff my Fighter/Mage and send him in alone-include a Chaotic
    Commands in addition to his normal buffs. Inside are some Githyanki, 
    including one Gish, three Warriors, and a Knight. They'll all start out
    by hitting you with psionics, followed by going invisible before 
    unleashing a second round of psionics. Getting knocked unconscious by
    the psionic attacks would not be a good thing, hence the Chaotic 
    Commands. Once the two rounds of psionics is done, send in the rest of
    the party. The Knight and Warriors drop Plate Mail Armor and Two-Handed
    Swords (and possibly a Potion of Extra Healing), while the Gish will
    leave behind.. a bunch of Darts.
    (x=300, y=400) Bullets x80, Bolt x80, Arrows x80, Darts x80, 
    	       Throwing Daggers x40
    17) Leave the chamber and continue east, where you'll find a Yuan-ti 
    Mage, a Salamander, and an Ice Salamander. To the north there are two
    more troublesome Thralls and a Wyvern who will likely bother you while
    you attempt to kill the snake-bodied bastards. It's a good time as any
    to use an Insect Plague and hopefully neutralize one group or the other,
    just don't let either have the freedom to cast spells. Once they're
    dead loot the Female Thrall for a suit of Chain Mail Armor, Gauntlets
    of Weapon Skill, a Ring of Protection +1, a Medium Shield, Kundane +2,
    and a Thrall Collar. The Thrall will leave behind Bracers of Defense
    A.C. 8, a Wand of Lightning, a Potion of Extra Healing, and a Thrall
    Collar. Who do the Gauntlets go to? Well, Korgan/Keldorn has the
    Gauntlets of Dexterity, and Jaheira/Viconia has a Girdle of Hill Giant
    Strength, so just give them to the Fighter with highest (worst) THAC0
    until there's better to be had.
    18) Now we turn northwest for a change, where the Master of Thralls
    will threaten us before summoning some Air Elementals. Be spell buffed
    and keep in mind that you need +2 or better weapons to hit the Air 
    Elementals. As for the Master of Thralls, just be wary of his ability
    to paralyze you and his 'death gaze'. He didn't really cause me any
    trouble. When he dies, pick up the Staff of Air +2 and the Mastery Orb
    that he leaves behind.
    (x=3000, y=950) Moonstone Gem, Dart of Stunning x40
    Astral Prison Chamber (AR0518)
    19) The Warden lies to the west-behind several more pulsating flesh-nod
    chambers. The first (x=2250, y=1100) contains four Wolfweres and a 
    Greater Wolfwere. I'd suggest focusing on the Greater Wolfwere first-
    he's not anywhere near as strong as the Loup Garou of Baldur's Gate 1,
    but he's still the toughest enemy in this area.
    Astral Prison Chamber (AR0519)
    20) The next chamber (x=1940, y=1020) contains three Efreeti, who can
    be pretty damn annoying. Another situation where my Fighter/Mage handles
    it himself-this time with the added benefit of a Protection from Fire
    spell. With that little number, there's just not much they can do,
    even though their Flame Arrow spells will strip you of Mirror Images
    rather quickly. Once dead, they might go into a Gaseous Form, during
    which time they're immune to damage.
    21) Now to deal with the Warden. Go down to the 'brazier' near the
    Githyanki chamber (x=2500, y=1900) and activate it to destroy the Orb.
    If you just rush in and take on the Warden, his pack consists of three
    Thralls, three Warden Thralls, a Salamander, an Ice Salamander, a
    Yuan-ti Mage, and of course, the Warden himself. Destroy the Mastery
    Orb, the Thralls will turn on the Warden, and making this fight much 
    easier. Of course, if you have to fight all six of the Thralls, you've
    got some serious spell power to worry about. First thing to do is hit
    them all with a Dispel Magic, as the Warden and most of the Mages will
    put up defenses to make themselves annoying. Immediately afterwards, 
    have Jaheira hit them with an Insect Plague. If the Thralls are already
    neutralized, it should only take one-targeting in the Yuan-ti Mage-to
    make this fight a cinch. If the Thralls are still hostile, it merely
    takes two to (hopefully) neutralize their magic. Have everybody run in
    and focus on the Warden, and use Keldorn to keep him honest-that and
    Breach-which will be your best friend for tearing down his spell buffs
    without dispelling the Insect Plague. The Warden likes to start out with
    Symbol, Stun, and he can also cast Horrid Wilting. After that, him and
    a few of his Thralls are fond of Finger of Death, which can make a
    reload mandatory by itself. It's highly recommended you destroy the
    Mastery Orb, although I'll be honest, the most challenging thing about
    this fight are the stupid flesh chambers. After they're dead Tagget will
    come and tell you the obvious. The Warden Thralls have Long Swords +1,
    and one of the Thralls (the Cleric) has a Warhammer +1. The Warden has
    three Star Sapphires, two Emeralds, the Wave Shaft (like the Equalizer,
    part of an artifact weapon), Adjatha the Drinker +2 (a worthy compliment
    for Namarra +2), the Planar Prison Cell Key, and 2577 gold.
    (For destroying the Mastery Orb)
    EXP	24750
    (For defeating the Warden and freeing the Thralls)
    EXP	5000
    (x=1250, y=1150) Bolts of Lightning x40, Bullet +1 x40, 
    		Throwing Dagger x30, Throwing Axe x40, 1 gold
    22) Head over to the northwest, where Raelis Shai will thank you for
    saving them-and you'll get a hefty experience reward. Haer'Dalis will
    elect to stay behind and explore the Prime, and if you're a Bard
    Raelis'Shai will offer you the deed to the playhouse. Either way, you'll
    appear back in the playhouse below the Five Flagons, where Haer'Dalis
    will offer to join you for good. The next section will cover the
    playhouse, if it interests you. I'll admit, I didn't spend as much time
    learning all the results as I should have.
    If you don't want to (or can't) do the Bard's quest, there's still
    plenty to do. We still can recruit Cernd, Mazzy, Nalia, and Valygar.
    Valygar and Mazzy require us to tread to the Umar Hills, Cernd requires
    us to tread all the way to Trademeet, and Nalia necessitates a visit to
    the De'Arnise Keep. Of course, if you want to keep your rural virginity
    intact for this game, we can still recruit one more character within
    city limits-Aerie [WLK015]. Before any of that, however, let's go off
    and grab one wonderful weapon that's now well within our ability to
    obtain-the katana Celestial Fury [WLK014].
    (For freeing the Sigil Troupe from the Astral Prison)
    EXP	44000 (each character, including Haer'Dalis)
    |								       |
    |			Bardic Playhouse Quests			       |
    |								       |
    Sequence of Events:						{WLK013}
    		1) New Ownership
    		2) The Lead Actress
    		3) More Actress Drama
    		4) Zaren's Improvisation
    		5) More Improvisation
    		6) The Turmish Curse
    		7) The Missing Score
    		8) Bothered by Barbarians
    		9) The Show Must Go On.. Or Not.
    Note from Lee:
    I try not to leave the city confines until all the various stronghold
    quests are complete, so I do the last part of [WLK037] here (the Fallen
    Paladin quest). It takes damn near forever for these stupid actors and
    directors to get this play going.
    Five Flagons Inn, Basement (AR5010)
    1) Samuel Thunderburp will show up and discuss the running of the 
    playhouse with you, after which he'll send in Higgold, who will tell 
    you that it'll take a week to get some actors, and six weeks for 
    rehearsals, after which the playhouse will start making a profit. Keep
    in mind that this quest takes place over a long length of game-time.
    Every so often you'll get bothered by a runner who will tell you that
    something has come up and you're needed at the playhouse. Do other
    things between each event, or just rest repeatedly to pass the time.
    Once some time has passed a boy named Meck will bother you, telling you 
    that Higgold has the actors. Keep in mind that your decisions do affect
    the quality of the play-a higher-quality play will net you a greater
    reward at the end of the quest. Essentially, all your decisions either
    have no effect on play-quality, a small effect (+1 or -1 to the global
    variable 'playquality') or a significant effect (+2 or -2 to
    2) Return to Higgold and he'll give you the first task right off-picking
    a lead actress. There's also some mention of a curse on the play you're
    performing. Choose either Iltheia (a pompous but experienced elf) or
    Jenna (a naive and less experienced human actress.) Pick whomever you
    wish and then comes the hard part-funding the play. You can pay as
    little as 1000 gold, or as much as 10,000. The better the funds, the
    better the advertisement, props, and costumes, and generally the better
    reviews you'll get and the more money you'll receive later.
    3) After a while you'll get another visit from Meck calling you to visit
    the playhouse and deal with another crisis.
    If you made Iltheia the lead:
    Iltheia is complaining about her lack of recognition-basically, the
    pompous twat wants more money. Jenna just wants to see something done.
    You can pay Iltheia more (100 gold does nothing for the play's
    quality, 500 increases the play's quality, and refusing to pay her
    more decreases the play's quality), threaten to kick her out of the
    play (which decreases the play's quality), give the job to Jenna,
    instead (decreases the quality of the play) or tell the women to solve
    the problem themselves (which significantly decreases the quality of
    the play).
    If you made Jenna the lead:
    Iltheia is upstaging Jenna, and wants a bigger role. You can capitulate
    and let Iltheia have the lead (which increases the quality of the
    play), tell Iltheia to stop screwing around and just play her role as
    it was meant to be (which also increases wthe quality of the play),
    expand Ilthea's role (decreases the quality of the play), or tell
    them to fix it themselves (which significantly decreases the quality
    of the play).
    (For letting Iltheia expand her role)
    EXP	6750
    (For threatening to fire Iltheia)
    EXP	6750
    (For putting Iltheia/Jenna into the leading role)
    EXP 	6750
    (For promising to pay Iltheia more)
    EXP	11500
    (For regulating Iltheia to her role)
    EXP	15750
    4) A few days later you'll be summoned again. This time Zeran thinks
    he's too good to follow the script. Damn actors and their disobedience!
    Zeran will defend himself, saying he can make the play better. Either
    let him change the script (significantly improves the quality of the
    play), tell Higgold the rest of the actors will have to keep up with
    improvisation (slightly improves the quality of the play), or tell
    Zeran to cut it out (decreases the quality of the play).
    (Allow Zaren to improvise)
    EXP	11500
    (Allow Zaren to change the script)
    EXP	15750
    5) Let some more time pass and Higgold will again send for you. This
    time ALL the actors are 'in a state'. Apparently they all have ideas on
    things to change with the script, and something needs to be done one way
    or another. If you tell them to trust in Zaren, and your Charisma is
    less than 17, you will decrease the quality of the play, If you tell
    them to trust in Zaren and your Charisma is 17 or greater, the quality
    of the play will increase. Same goes if you tell them there will be
    no changes-your Charisma determines the outcome. If you bribe them with
    500 gold, you'll increase the quality of the play. If you rewrite
    the play yourself with a Charisma of less than 16, the quality of the
    play will decrease. If you rewrite the play with a Charisma of 16 or 17,
    the quality of the play will remain the same. If your Charisma is 18 or
    higher, you will increase the quality of the play by rewriting it
    yourself. Finally, if you threaten to fire everybody, the quality of
    the play will take a HUGE hit.
    (Pay the actors 500 gold to stop whining)
    EXP	11500
    (Don't allow the changes, with a Charisma score of 17+)
    EXP	11500
    (Allow the changes, with a Charisma score of 17+)
    EXP	11500
    (Rewrite the play yourself)
    EXP	11500
    6) Meck will bug you again after a while, and this time it sounds like
    something serious is taking place. Head back to Higgold and he'll tell
    you about some 'hauntings' and other strange events going on. He'll
    bring in Shvanana, a priest who'll promise to stave off the 'curse' for
    a mere 1000 gold. You can pay the 1000 gold for your actors' peace of
    mind (increases play quality), try and get the price lowered to 500
    (if you have a Charisma score of 17 or higher, but this will not
    increase play quality), realize that you've got Clerics too (will not
    increase play quality), and just get them to do it, or you can tell
    Shvanana to shove off (which will significantly reduce the play's
    quality). Finally, if you legitimately do not have 1000 gold, you can
    tell Higgold you cannot afford Shavanna-if your Charisma is 18 or
    higher, you'll increase play-quality by doing this, if it's less than
    18, you'll significantly reduce the play's quality this way.
    (Have less than 1000 gold, and a Charisma score of 18 or higher)
    EXP	11500
    (Pay Shavanana)
    EXP	11500
    7) Again time will pass, and again you'll be summoned-this time
    something is wrong with the music. Again, you have options. You can get
    Balmitance to do it for 500 gold (which greatly improves the quality of
    the play), you can get Marcus to improve the music and get him to
    rewrite the score (which significantly decreases the quality of the
    play), or you can get Marcus to play and rewrite the score yourself.
    This last approach will save you some money, but your Intelligence
    will determine the outcome. If your Intelligence is less than 14, you
    will significantly reduce the quality of the play. If your Intelligence
    is 14 or 15, you will slightly reduce the quality of the play. If your
    Intelligence is 16 or 17, the quality of the play won't be harmed at
    all. If your Intelligence is 18, the quality of the play will slightly
    improve. If your Intelligence is above 18, the quality of the play
    will significantly improve.
    (Hire the harpist Balmitance)
    EXP	15500
    (Rewrite the score yourself, with an Intelligence of 16 or 17)
    EXP	6500
    (Rewrite the score yourself, with an Intelligence of 18)
    EXP	11500
    (Rewrite the score yourself, with an Intelligence of 19+)
    EXP	15500
    8) More time passes and Meck returns, this time claiming 'barbarians'
    have taken over the playhouse. This time you'll find Higgold outside of
    the playhouse (so resting in the Five Flagons won't work to advance this
    next plot point.) Head inside to confront the Turmish who are refusing
    to let the play take place. A fight ensues, but it's nothing
    spectacular. Kill them, and loot them for the following goodies: The
    Turmish Leader will leave behind Studded Leather Armor +2, a Two-Handed
    Sword +1, a Helmet, and 37 gold. The Turmish Thief drops a Short
    Sword +2, and Leather Armor +1, and a Light Crossbow, and a Scroll of
    Identify. The two Turmish Thugs will each cough up a suit of Studded
    Leather Armor, a Helmet, some Arrows, a Short Bow, a Bastard Sword, and
    some minor wealth. Finally the Turmish Sorceress leaves behind a Quarter
    Staff, Bracers of Defense A.C. 7, and 40 gold.
    (For removing the Turmish barbarians)
    EXP	15500
    9) Wait for a day, then return to the playhouse at Meck's request to 
    go see the dress rehearsal. Watch the monster you've created, then go
    waste another week doing.. whatever. What are the odds that things won't
    go smoothly, do you think? After a while Meck will return, and Higgold
    tells you that some councilman is there, and that Zaren is too ill to
    perform-you'll have to fill his shoes. If you cancel, your playhouse is
    as good as wasted (Samuel Thunderburp will pay you 5000 gold to
    compensate you for the playhouse). I'll assume you'll play the part,
    however, as it's much more lucrative for you to do so. 
    Best dialogue responses
      Scene #1 (with Karenina): #2, #1, #1
      Scene #2 (with Karenina): #1, #2
      Scene #3 (with Marcus):   #1, #2, #1, #2
      Scene #4 (Monologue):     #1
    First, you'll get an experience reward depending upon your performance
    in the play:
    (For refusing to perform)
    Gold	5000
    (For putting on a poor performance of the Turmish play)
    EXP	19500
    (For putting on a good performance of the Turmish play)
    EXP	35500
    (For putting on a great performance of the Turmish play)
    EXP	49500
    ITEM	Azlaer's Harp
    Then you'll get another reward depending upon the quality of the
    play, itself. This depends upon the choices you made throughout the
    (These are all the choices that seemed 'bad' to me.)
    Leading Actress:	Iltheia
    Funding:		Nothing
    Jenna vs. Iltheia	Nothing
    Improvisation:		Don't allow any changes
    Script Change:		Call their bluff on walking out
    Curse:			Nothing
    Music:			Marcus performs and rewrites score	
    (These are all the choices that seemed 'good' to me. When all else 
    failed, I simply followed the experience point rewards. After all,
    getting more experience for a course of action has to mean something
    good, right?)
    Leading Actress:	Jenna
    Funding:		10,000 gold
    Jenna vs. Iltheia	Force Iltheia to stick to her role
    Improvisation:		Allowed Zaren to change the script
    Script Change:		Rewrite the script myself (w/high Charisma)
    Curse:			Hire Shvanana for 1000 gold
    Music:			Rewrite the score myself (w/high Intelligence)
    (For establishing an average playhouse)
    EXP	19500
    Gold	1000
    (For establishing a good playhouse)
    EXP	29500
    (For establishing a great playhouse)
    EXP	50000
    Finally, after completing the play, you'll get crowd feedback-one
    moron peasant always likes it, and the other three following the first
    will have varied reactions. For all that, however, this can only
    really end two ways. Either the play goes on, or it doesn't. Typically
    the play only flops if you had a very poor play quality, or if your
    protagonist refused to act at all on opening night. If that's the
    case, you'll get 5000 gold as consolation from Samuel Thunderburp. If
    the play goes on, no matter the quality, Higgold will offer to buy the
    playhouse off of you for 10,000 gold. If you accept, you'll get a lump
    sum and get to go on with your merry life. If you refuse, you'll get
    weekly proceeds from the playhouse, like the De'Arnise Keep.
    |								       |
    |		       Obtaining Celestial Fury			       |
    |								       |
    Sequence of Events:						{WLK014}
    		1) Glabrezu and Friends
    		2) Obtaining Celestial Fury
    Guarded Compound (AR0906)
    1) Go to the Temple District and head over to the 'Guarded Compound' to
    the east (x=4200, y=2100). Spell-buff before you head in, and make sure
    you have some +2 weapons at the ready. Inside you'll be welcomed by Sion
    and Ketta, who will discuss how they will endeavor in the future to 
    better ward the door. Either pick a fight or pretend you came here by
    accident, either way they'll teleport away. If you go northeast towards
    the stairs some enemies will gate in, including an Efreeti, two
    Ettercaps, an Ogre Berserker, an a Nishruu on one side, and a Glabrezu
    on the other. The Glabrezu and Efreeti are the two somewhat worrisome
    enemies, and the two sides will happily attack the other. The Glabrezu's
    victory is a foregone conclusion, since none of the other enemies have
    the +2 weapons needed to harm the Glabrezu. Trigger their appearance
    then retreat, allowing the Efreeti to cast its Fireball and Flame Strike
    on the Glabrezu before hitting it with a Dispel Magic or Breach and
    stepping in to put them down. If you're in good condition, continue
    upstairs. If you're injured or your spellbuffs have worn off, retreat
    and recover before continuing to the upper level (x=1000, y=500).
    (x=550, y=950) Acid Arrows x4
    (x=450, y=1000) Bloodstone Gem, 15 gold
    (x=400, y=1050) Morning Star +2, 38 gold
    (x=300, y=1100) Moonstone Gem
    (x=200, y=1150) Iol Gem, 8 gold
    (x=150, y=1200) Bloodstone Ring
    (x=750, y=1250) Scroll of Mislead
    (x=730, y=1250) Andar Gem
    (x=670, y=1300) 1 gold
    (x=620, y=1500) Silver Necklace
    (x=1650, y=620) 15 gold
    (x=1650, y=200) 38 gold
    (x=400, y=1050)
    Guarded Compound, Upstairs (AR0907)
    2) Upstairs you'll find a rough party consisting of Sion (14th-level
    Abjurer), Stalman (16th-level Cleric), Koshi (16th-level Kensai), an
    Orog named Olaf Rassmusen (17th-level Fighter), a Minotaur named Maferan
    (17th-level Fighter) and Ketta (19th-level Thief). Like the bandits
    we fought in the sewers under the Temple District a while back, they've
    got a well-balanced party, they'll start out with some spell buffs
    (particularly Stalman), and they will use potions to beef themselves up
    before combat. Ketta begins hidden, and will use Potions of Invisibility
    to hide with the sole goal of hitting you with as many backstabs as she
    can. In a break with tradition, however, the most dangerous foe here
    is Koshi-due only to the fact that he's weilding Celestial Fury-the
    prize we're after. It has the ability to stun foes every strike, and
    with such potent warriors at his side, a stunned party member can find
    themselves in trouble quickly... which isn't to say that Sion and
    Stalman aren't as dangerous as spell casters tend to be, they've just
    got an extraordinary warrior with one of the best weapons in Shadows of
    Amn to measure up to. On top of that you've got traps near the stairs
    that will keep you from advancing. Once again, I find myself facing
    superior opposition-only a massive spell assault will win the day at
    my level. I'm nearing 650,000 experience with my evil party, which
    hasn't translated to much in the way of levels, but my gear as improved
    considerably since fighting the bandits in the sewers.
    Turn off your party AI if it's on, as this fight requires some micro-
    management. I send Keldorn up by the pillar and hit them all with a
    pre-emptive Dispel Magic just to frustrate their early efforts. My Mages
    begin tossing out Chaos spells to hopefully debilitate a few of the
    warriors, while Anomen/Viconia cast True Sight, to thwart Ketta. The
    fight-winner, however, will be Insect Plague, and Jaheira immediately
    sets herself to casting said spell, with Stalman as the target. My
    warriors wait in place, mindful of the traps at their feet. After the
    first round of spells go off, my Thief (either Yoshimo, for the good
    party, or my evil protagonist) search for and disarm the traps nearby,
    while Edwin casts another Chaos. Once done, I focus on taking out Sion
    first, then Stalman, while continuing to use my Mages to throw out Slow
    and Chaos spells to neutralize the enemy warriors. If Sion and Stalman
    go down without much of a fuss, there's a very good chance you'll win
    this fight. After the spell-casters, focus on whatever warriors remain
    able to fight back (those not panicked by the Insect Plague or confused
    by Chaos), favoring Ketta and Koshi if at all possible. When they fall,
    loot them to reap the following rewards:
    Ketta: Leather Armor +3, Short Sword +2, Potion of Invisibility and
    140 gold.
    Koshi: Celestial Fury, Katana +1, Potion of Extra Healing x2,  Oil of
    Speed, Helmet and 120 gold.
    Meferan: Full Plate Mail +1, Helmet of Defense, Large Shield +2,
    Battle Axe +2 and Potion of Extra Healing x3.
    Olaf Rassmusen: Full Plate Mail +1, Helmet of Charm Protection,
    Two-Handed Sword +2 and Potion of Extra Healing x3.
    Sion: Adventurer's Robe and 75 gold.
    Stalman: Plate Mail +1, Mace +2 and 20 gold.
    For the second time in the game we've disposed of a rival group and
    gained-in one battle-loot comparable to what we found in the entire
    first game. With the two suits of Full Plate Mail +1, everybody in your
    party wanting for good magical heavy armor should be satisfied, and the
    Large Shield +2 is sure to help a bunch, not to mention the two magical
    helmets. For all that, however, the real prize is Celestial Fury, a
    +3 Katana with a chance to stun enemies and a chance to deal 20 extra
    lightning damage A katana-wielding character is now set for a long,
    long time. Jaheira (in the good party) or Viconia (in the evil party)
    wears the Helmet of Defense. They both have decent Armor Class, but the
    bonus to their saving throws is a welcome boost for characters that I
    rely on to reverse debuffs on my other party members. Of course, the
    resistances don't hurt, either. In any case, I prefer the protection
    from critical hits and other bonuses given by the Helmet of Defense to
    the Hit Points and THAC0 bonus given by the Pale Green Ioun Stone, which
    goes to Haer'Dalis, Edwin, or some other character who can't wear a
    helmet and needs some protection. Don't be afraid to rob the place now 
    that you've overcome its owners.
    (x=1330, y=350) Bullet +1 x8
    (x=1530, y=400) 56 gold
    (x=1700, y=400) 9 gold
    (x=1670, y=570) Wand of Fear, Arrows of Fire x4, 666 gold
    (x=1800, y=500) Potion of Insight, Spear +3
    (x=1850, y=450) Spear +3
    (x=2350, y=700) History of the North, History of the North, 4 gold
    (x=2400, y=750) History of the Vast, History of the Unicorn Run,
    		History of the North, Skydrop Gem
    (x=1250, y=1400) Sling +2, Bullets +2 x10
    (x=1200, y=1370) Last March of the Giant, History of the Moonsea
    (x=570, y=1170) Wand of Paralyzation, Arrows +1 x9, 
    		Arrows of Piercing x8
    (x=450, y=1250) Asp's Nest x7, Bolt +2 x10, Bolt of Lightning x20
    (x=220, y=1150) Wand of Frost, Dart of Wounding x10
    (x=370, y=1050) Scroll of Shocking Grasp, 2 gold
    (x=1100, y=540) 
    (x=1000, y=590)
    (x=680, y=800)
    (x=600, y=890)
    (x=1850, y=450)
    (x=570, y=1170) 
    (x=450, y=1250)
    (x=220, y=1150)
    |								       |
    |			  The Circus Tent Quest			       |
    |        		    (Recruiting Aerie)			       |
    Sequence of Events:						{WLK015}
    		1) There's Something Foul Afoot...
    		2) Genie Riddles
    		3) Into the Circus Tent
    		4) Aerie the Ogre
    		5) Aerie the Elf
    		6) Werewolves and Shadows
    		7) Kalah's Chamber
    		8) Back to Reality
    Waukeen's Promenade (AR0700)
    1) Head over to Waukeen's Promenade and make your way to the Circus Tent
    area in the center of the map. At (x=2800, y=1550) you'll find a young
    boy named Giran, who will complain that his mother went inside the tent
    and never came out. What kind of mother leaves her son behind to go see
    a circus act? Talk to the guard by the entrance to the circus tent 
    (x=2970, y=1570) and he'll tell you that something bad happened in the
    tent-and he'll suggest evil magic is involved. Nobody has come out save
    one of the animal trainers, and nobody sent in after the disturbance
    has returned. Ask for permission to enter and he'll move out of the way
    sure enough. Over at (x=2700, y=1920) you'll find Fearghus, whom-as the
    first half of his name suggests-is terrified of what happened in the
    circus tent. His story seems to confirm some bad magic as the cause, and
    some 'special performance' as a possible catalyst. Head into the tent at
    (x=2950, y=1500).
    Circus Tent, Exterior (AR0600)
    2) As soon as you enter a Genie will bother you with some riddles.
    Haven't we done this before? Anyways, answer the  riddles so that you
    can cross the bridge and see some 'Kalah' creature, which apparently you
    need/want to do. Or so the Genie assumes.
    "A princess is as old as the prince will be when the princess is twice
    as old as the prince was when the princess' age was half the sum of 
    their present age. Which of the following, then, could be true?"
    Answer: The prince is 30 and the princess is 40.
    If you answer the first riddle correctly you'll get a decent experience
    reward. If not, the nice Genie will give you a second, less math-
    intensive riddle.
    "The poorest have it, the richest need it, but if either was to eat it
    they would certainly perish. Tell me what it is!"
    Answer: Nothing.
    If you bomb both tries the Genie will turn hostile and attack, 
    immediately starting out with Stoneskin and various other defensive
    spells. Offensively, he's fond of turning a character to stone before
    attacking in melee. Still, it's more rewarding (and safer) to just 
    answer the Genie's riddle.
    (For answering the Genie's riddle)
    EXP	19500 (first riddle) or 14500 (second riddle)
    3) You can now cross the bridge and enter a large domed structure 
    (x=1300, y=1500). If you head around the sides of the building you'll 
    find some Shadows and Werewolves. You won't get any experience for 
    killing the latter, and when they die you'll get some 'illusion 
    dispelled' text, and they'll turn back into people. All things 
    considered, it might not be worth it to kill them.
    Circus Tent (AR0604)
    4) When you arrive on this level you'll be approached by an Ogre named
    Aerie. Being the super-sleuth that you all are, I'm sure by now you
    realize Aerie isn't really an Ogre. She claims to be a member of a race
    of winged elves who works at the circus with her uncle, Quayle. It 
    couldn't possibly be... nah... anyways, she tells you that somehow Kalah
    has created this place, affecting everybody with illusions-deadly
    illusions. She'll ask you to free her, which involves getting a sword
    that's a key from some commoners who aren't common. Over at
    (x=250, y=500) you can find a 'spider', who turns out to be Hannah, 
    Giran's mother. She'll give you a bit of information for talking to her.
    5) Up at (x=750, y=280) you'll find a pair of 'Peasants' who'll attack
    you. As you strike them they'll turn into 'Orcs'. Kill them and take
    'The Ogre's Sword' off of one of them. Take the 'sword' back to Aerie
    and give it to her (refusing to give it to her provokes her into
    attacking.) Give her the key and free her, however, and you'll get a
    reward, as well as a new party member, if you're so inclined. Aerie's 
    one of the worst Mages in the game-certainly below Edwin, Imoen, and
    Nalia, and she won't get along with Korgan. Anyways, continue on past a
    'Pleasure Slave' who has little interesting to say, and enter the next
    area at (x=1050, y=400).
    (For restoring Aerie to her true form)
    EXP	18500
    Circus Tent, Tower (AR0605)
    6) This level is fairly uninteresting, being populated by some Shadows
    and Werewolves. There are two vases to loot, but frankly, it might be
    best to head up to the next level and leave the illusions at peace. As
    you ascend the stairs a Genie will bother you and simply annoy you by
    asking if you wish to proceed.
    (x=930, y=400) Scroll of Protection from Petrification, 
    	       Scroll of Dispel Magic
    (x=830, y=350) Scroll of Web
    Circus Tent, Kalah's Chambers (AR0606)
    7) At the top of the tower you'll find Kalah, who starts out the
    conversation fairly threateningly. Quayle (the Ooze in the corner) will
    talk to you and tell you not to acknowledge the illusions by attacking
    them, or they'll become quite real to you. Simple enough, Haste up and
    rush Kalah, who dies extraordinarily quickly (I swear, 47 Hit Points
    of damage was all he could take, which was just two hits from my main
    character.) After Kalah dies you'll be whisked away to the inside of a
    rather normal-looking circus tent. 
    Circus Tent (AR0607)
    8) Kalah, now forced back into his real form of a rather pathetic Gnome
    illusionist, tosses out a few insults and whines a bit before dying.
    Aerie and Quayle talk a bit before Quayle decides Aerie needs to
    experience life outside of the circus. Take Aerie with you-or not
    (she'll remain here for you if you decline)-and loot Kalah's corpse for
    a Girdle of Piercing (great for characters like Korgan or Keldorn who 
    come under missile fire a lot and don't have a shield to protect them),
    a Ring of Human Influence (makes any character fit to lead the party,
    pretty-wise), 20 Bullets, a Garnet, a Flail, a Scroll of Identify, a
    Scroll of Infravision, a Scroll of Magic Missile, a Scroll of Stinking
    Cloud, a Scroll of Stoneskin, a Sling, and 724 gold. Talk to Hannah
    (x=100, y=300) and she'll thank you and you'll get a downright meager
    experience reward. Go outside and talk to Giran and you'll get the rest
    of the reward... which still isn't very much. Ah well, at least now we
    have Aerie at our disposal. For me, I take this literally and leave her
    behind. Anyways, now it's time to leave Athkatla in search of new party
    members. At this time I set my eyes on recruiting Valygar, which also
    includes taking care of the Planar Sphere... and marginally exploring
    the Umar Hills dungeons to dig out Mazzy. This means heading over to
    the Government District, and after all this adventuring we'll probably
    have to deal with Keldorn's family crisis. If so, consult [WLK010].
    (For rescuing Giran's mother from the circus tent)
    EXP	500 + 2500
    |								       |
    |		      The Planar Sphere Quest			       |
    |		  (Recruiting and Securing Valygar)		       |
    Sequence of Events:						{WLK016}
    		1) Madeen's Message
    		2) Magic License
    		3) Tolgerias' Request
    		4) Valygar's House	
    		5) Another Call for Heroes
    		6) A Note on Over-World Travel
    		7) Trouble in Umar Hills
    		8) Finding the Fugitive
    		9) Valygar's Cabin
    		10) Into the Sphere
    		11) The Golem's Arm
    		12) Solamnic Knights
    		13) Sahuagin Room
    		14) Cannibalistic Halflings
    		15) Golem Room
    		16) Furnace Room
    		17) Finishing the Golem
    		18) Subduing Lavok
    		19) Garden Room
    		20) Lizard Man Room
    		21) The Lower Planes
    		22) The Rune Room
    		23) Tolgerias' Reckoning
    		24) Fire Room
    		25) Ice Room
    		26) Engine Room
    		27) Returning Home
    Government District (AR1000)
    1) Now head over to the Government District, where stupid cuckold
    Paladins will no longer bother us with their marital problems.
    Over by the Council of Six building you'll find Madeen, who will tell
    you that he's a representative of one of the leaders of the Cowled
    Wizards. Sounds like just the guy we need to talk to about this Imoen
    thing! Agree to meet with his master, a wizard named Tolgerias, and head
    inside the aforementioned Council of Six building (x=3150, y=900).
    Council of Six Building (AR1002)
    2) There are lots of people here to talk to, although only two have
    anything worth listening to. Just follow the robes-you have Corneil at
    (x=580, y=800) who you can talk to about that whole bothersome magic
    license business. If you pay a ghastly 5000 gold, you'll be able to
    sling spells about within city limits. This isn't a license to kill, of
    course, but by now we have the money for it (or at least, you should).
    No more worrying about the Cowled Wizards when we cast Haste, and no
    more relying solely on Insect Plague to win fights!... well, not really.
    3) As for our quest at hand, we can find Tolgerias at (x=770, y=770).
    He'll promise you magical trinkets, money, and information about Imoen
    in return for your agreement to help him with some matters. Accept and
    he'll tell you that a man named Valygar Corthala has slain some Cowled
    Wizards, and Tolgerias needs you to track him down. First things first,
    let's rule out his presence in Athkatla before we go running off to the 
    Umar Hills. Head to the docks district and enter the house at 
    (x=2450, y=1150), constructively called 'Valygar's Home' on your map. 
    Outside of the house at (x=1270, y=1130)
    Valygar's House (AR0325)/(AR0326)
    4) In Valygar's house, at (x=500, y=280) you'll find Hervo. Tell him
    you're a friend of Valygar's and ask about what happened with the Cowled
    Wizards. He'll let slip a comment about the Umar Hills, and about 
    Valygar being a formerly gifted scout of sorcerous ancestry. In case you
    somehow haven't gathered what's up, loot around the house and upstairs
    to find a Corthala Tax Notice, which clearly mentions a cabin in the
    Umar Hills. Yeah, yeah, we get it. Off we go!
    ***ITEMS*** (AR0325)
    (x=400, y=300) Zios Gem Studded Necklace, 8 gold
    (x=550, y=150) Potion of Insight, 10 gold
    (x=300, y=270) 12 gold
    ***ITEMS*** (AR0326)
    (x=400, y=150) Bloodstone Ring, History of Dambrath
    (x=300, y=250) Bloodstone Gem, Dagger, Corthala Tax Notice, 23 gold
    City Gates (AR0020)
    5) Head over to the City Gates (AR0020) where you'll find a man named 
    Flydian (x=480, y=680). He'll ask you if you can come to Trademeet and 
    meet with one Lord Logan Coprith to discuss resolving that town's 
    problems. Since it has to do with recruiting Cernd we'll pick up the 
    location of Trademeet now and agree to help him. Continue on to the 
    gate, where you'll see a corrupt Soldier get bribed by a ne'er-do-well.
    Oh well, such is life. Exit the city at (x=1100, y=300).
    6) Now, a note on the overworld map. Just like in Baldur's Gate 1, you
    can get ambushed on your way between areas. To my knowledge, none of
    these encounters are anywhere near as threatening as in Baldur's Gate 1.
    By now, you're just beyond the ken of simple bandits. Areas are further
    apart and more significant now-no more trawling through half-empty 
    forests for a handful of simple encounters. I know, I miss it too. You
    also don't need to search the corner of every area to make sure you find
    every place-most of the game areas you'll get through quests and talking
    to NPCs, not random discovery. Right now we should have three areas on
    the map for our perusal: Umar Hills, Trademeet, and Watcher's Keep. The
    latter we won't discuss for a good long time, but if you wish to scope
    it out early nobody will blame you-as long as you go there to shop, and
    don't seriously think you're ready to clear it out. I will admit, I did
    head over there to grab the Potion Case sold by Sister Garlena. Hauling
    my potions around with me was just becoming a chore.
    Umar Hills (AR1100)
    7) When you arrive you'll find Minister Lloyd trying to calm down a
    group of irate and scared townsfolk. You'll hear mention of everything
    from Ogres, to Wolves, and the witch Umar herself. Over at 
    (x=4380, y=3200) Nelleck, who will talk a bit about the murders, and
    over to the west are three merchants-Elence Fielding (x=3580, y=2880),
    Beherant Diir (x=3450, y=2900), and Min Mining (x=3450, y=2990) who have
    more to say on the matter, and a little worth buying (or stealing).
    8) As fascinating as all this Umar witch business and people turned
    inside out nonsense is, it's not what we're here for yet. Head up,
    over, and around the Umar Inn to the east, cross a steam, then cross
    another one to the north. Dispose of the local wildlife and head up some
    natural stone steps. You'll be intercepted by a trio of Rangers, who
    seek to prevent you from finding Valygar. Tell them you mean no harm or
    kill them. They give good experience for only a little bit of trouble,
    although they don't really drop anything fantastic.
    Valygar's Cabin (AR1101)
    9) Head up into Valygar's Cabin (x=1400, y=550) and search the back room
    to find the elusive Valygar himself. He'll tell you that the Cowled
    Wizards lied to you, that they wanted him to get inside a giant Planar
    Sphere that appeared in Athkatla some time ago. Apparently the sphere is
    owned by his ancestor Lavok, who parasitically inhabits the bodies of
    his relatives to keep himself alive. The Cowled Wizards want to get
    inside the sphere, and apparently Valygar's body is the key. When he
    refused to help them (and really, who wouldn't?) they attacked him.
    Naturally he's been on the run ever since. In traditional form for this
    guide, let's discuss the less-than-ideal options for dealing with this
    situation. First, you can kill Valygar and take his body back to
    Tolgerias. So long as you don't try and hold out for more money, he will
    more or less live up to his bargain. Of course, there are consequences
    to this action that make it less than ideal. First, if Keldorn is in
    your party he'll abandon you for attacking Valygar (this can be solved
    by simply not having Keldorn in your party at the time). More
    importantly you'll never get access to the Planar Sphere if you give
    away Valygar's body, which means you'll never get some great items...
    like the Gauntlets of Ogre Power, and hence, Crom Faeyr. You can also
    kill Valygar and take his body into the Planar Sphere yourself, which
    works just fine. Of course, we came here to recruit Valygar, so I'll
    assume you'll take him along... or at least you'll find your way into
    the Planar Sphere, with Valygar alive or not.
    (x=130, y=370) Scroll of Infravision
    (x=250, y=140) Rainbow Obsidian Necklace, Arrows +1 x10, Arrows x40
    (x=350, y=100) Katana, Composite Long Bow, Spear +1
    (Convince Valygar to join you)
    EXP	9500
    (For giving Valygar's body to Tolgerias)
    EXP	11250
    Reputation -1
    Gold	500
    Item	Ring of the Ram
    10) With Valygar (or pieces of him) in tow, head back to the Slums
    District of Athkatla (AR0400). Head to the northern part of the level,
    and when you get near the sphere Valygar will speak a bit. Go through
    the doorway at (x=670, y=700) to reach the exterior of the sphere and
    enter it at (x=200, y=600).
    The Planar Sphere (AR0411)
    11) Through the locked door at (x=3100, y=2500) you'll find a room with
    a Steam Mephit and a scrying pool. Interesting, but not very useful. Go
    through the doors to the west to find a circular room with a Clay Golem
    inside. Clay Golems tend to haste themselves before engaging, they hit
    hard, and require magical blunt weapons to harm. If you stole some 
    Maces +2 from Gorch back at Mae'Var's Guild Hall you should be fine, 
    just be sure to equip your Fighters with them before provoking the 
    Golem. Once you've got the Planar Key, activate the northwestern door
    to initiate planar travel and gain access to the rest of the sphere.
    Now the only way out is to clear the Planar Sphere.
    (x=2300, y=2750) Coal, Scroll of Conjure Lesser Air Elemental,
    		 Scroll of Minor Spell Turning, Bullets +2 x40
    (x=2250, y=2750) Scroll of Polymorph Other, Bolts +2 x40
    (x=2150, y=2800) Golem Arm, Planar Key, Scroll of Breach, Arrows x120
    		 Bolt x120, Bullet x120, Dart x120
    (x=2150, y=2850) Scroll of Haste, Emerald, Arrows +2 x40
    (For activating the Planar Sphere)
    EXP	17500
    12) Head through the doors to the northwest where you'll find three
    Solamnic Knights led by one Reyna, who will initiate dialogue with you.
    Yay, crossover from Dragonlance. Who cares. They'll tell you about some
    'cannibalistic Halflings' ahead that apparently caused the Solamnic 
    Knights some trouble. Talk to the other two knights-Ancan will talk of
    'fish that walk as men' to the north and Onvo will mention a 'damaged
    Golem' past the 'bone room.' 
    (x=2400, y=2200) Scroll of Warding Whip, Golden Necklace, 
    		 Throwing Axe x40
    13) In the room to the north you'll find two Sahuagin, two Sahuagin
    Priestesses, two Sahuagin Baronial Guards, and a Sahuagin Baron. It's
    another fight that Insect Plague wins with ease. Even without Insect
    Plague, they're just not much of a challenge, despite their Clerical
    debuffs and poisoned bolts. Aside from Paralytic Bolts and Bolts of
    Biting, the Baron will drop of a Cloak of Protection +1.
    14) Head through the door to the southwest, where you'll find some of
    the Halflings that the Solamnic Knights mentioned. The Halfling Warriors
    aren't much of a threat, and each carry a Morning Star, a suit of Chain
    Mail Armor, and a Helmet. Ahead you'll find four more Halfling Warriors
    standing in front of a land bridge-behind them is another, more powerful
    runt named Togan. When you come into view, Togan will retreat, and 
    beyond the bridge will join up with Kayardi, Entu, and Mogadish. This
    can be a rough fight, as you probably won't be able to stop Mogadish
    from getting off a Symbol, Stun. The best advice I can give? Lead with a
    summon and hope Mogadish targets it with the Symbol, Stun. Have Keldorn
    hit the enemies with a Dispel Magic to take down their spell buffs (if
    you have him) and use Jaheira to cast Insect Plague. Mages should cast
    Chaos and Clerics should try out Greater Command. The more enemies you
    can incapacitate the better your chances of survival. You can also 
    absorb the Symbol, Stun with a Spell Immunity (Conjuration), and a 
    capable Mage can actually weather the entire group of cannibal Halflings
    well enough (with the aid of  Stoneskin, Improved Invisibility, and 
    Blur) to provide the rest of your group with enough cover to get out
    the spell assault I've listed above. If you don't have Keldorn use Edwin
    to debuff the enemies with Breach after a round or two of Chaos spells.
    Once Mogadish and Kayardi are vulnerable go after them, as they're the
    real threats. After they're dead, loot them for the following goodies:
    Togan: Chain Mail, Helmet, Arrows x40, Flail and Ripper +2.
    Entu: Chain Mail, Gauntlets of Ogre Power, Coal and a Mace.
    Mogadish: Chain Mail and a Club.
    Ripper +2 will go great on Minsc (or any archer capable of using
    Composite Long Bows), as it's easily the best bow we've found yet. The
    Gauntlets of Ogre Power are the real prize, however. Put them on the
    next weakest front-line Fighter, typically Keldorn or Viconia,
    depending on party composition.
    15) Go through the door at (x=400, y=1550) to find a pair of Sword
    Spiders and a pair of Ettercaps. There's more to do in this room, but
    since you don't have the poor Golem's head, you'll have to continue 
    (x=500, y=1450) Golem Building Book, Coal, Emerald, Dart of Wounding x40
    (x=880, y=1300)
    16) Through the northern door you'll find another group of Halflings,
    including a pair of Halfling Warriors, a Mage named Taibela and another
    spellcaster named Necre. This fight isn't nearly as hard as the last
    Halfling fight, as Necre and Taibela are not nearly as well protected.
    Keldorn tears down their spell effects, and the rest of my party simply
    destroys them. Necre will leave behind the Stiletto of Demarchess +2,
    for what it's worth. In this room you'll find three furnaces
    (x=500, y=500), (x=700, y=700), and (x=300, y=700). Put a piece of coal
    into each one-a Fire Elemental will show up after you light each one up.
    (x=800, y=650)
    (x=1120, y=550)
    17) Go east to find a gear room occupied by a pair of Stone Golems. Kill
    them and grab the Golem Head-we can now return to the Golem room and fix
    the Golem (x=300, y=1300). Once the Golem is free it'll declare that 
    there is an intruder and head to the east. Follow it, where it'll open a
    previously locked door (Irenicus' Dungeon much?). Continue following it
    east through a rune room and into a room occupied by an Elder Orb. After
    the Elder Orb makes a defiant-but-futile-statement, it'll attack the
    Golem. Try your best to get the last hit on the Elder Orb for a juicy
    experience reward, which is fairly risk-free considering the Elder Orb
    won't focus on you with the Golem around. Head through the door at 
    (x=3000, y=600) to reach the 'Navigator's Room'. Time to pay Valygar's
    ancestor a visit.
    (x=1620, y=500) Golem Head, Coal, Tchazar Gem x10, 
    		Arrows of Piercing x40
    (x=2440, y=580) Scroll of Spell Thrust, Diamond x2, Moonbar Gem x3,
    		Scroll of Breach, Throwing Daggers x40
    (For repairing the Golem)
    EXP	23500
    Navigator's Room (AR0410)
    18) Before heading through the door ahead of you, spell buff-at the very
    least cast Haste. Lavok is pretty unhappy that you caused the Planar 
    Sphere to move and ruined his 'escape.' If Valygar is with you he'll 
    have some words with Lavok, who will mention something about your 
    intrusion causing the sphere to leap back to his own dimension. 
    Afterwards a fight ensues. Just get on Lavok early and hit him with a
    Breach and Insect Plague to tear down his spell defenses and render him
    helpless, then pummel him into submission. After Lavok loses, he'll
    mention that some being had possessed him, and asks one boon of you-or
    Valygar-that he be allowed to see the sky one last time. In return he'll
    tell you how to return home. To get back, you just need to go get 
    yourself the heart of a powerful demon. Might be pretty hard trapped in
    this sphere, but fortunately the sphere warped back to some lower plane
    when you entered. You might have stopped Lavok, but you're not out of
    the woods yet! Or sphere, rather.
    Garden (AR0419)
    19) First go through the door to the west and exit the area
    (x=100, y=550) to find a garden area, occupied by two Spore Colonies and
    the Myconids they'll summon.
    (x=900, y=450) Quarter Staff +1, Sling +2, Bullet +1 x40,
    	       Potion of Extra Healing x10, 150 gold
    Lizard Man Room (AR420)
    20) Head back to the Navigator's Room and go north, exiting the map at
    (x=500, y=50) to find a triangular room occupied by four Lizard Men.
    Not very epic, but we might as well grab the loot, right?
    (x=500, y=250) Battle Axe +2, Protector of the Second +2, Ninja-To +1,
    	       Dart +1 x60, Bolt of Lightning x40, 350 gold
    Lower Plane (AR0414)
    21) Okay, enough picking on pansy enemies and grabbing easy loot. Head
    back to where you entered the Planar Sphere and head outside
    (x=3400, y=3100) to reach... well, no place good. This level is
    populated by Fire Mephits, Imps, Maurezhi, Quasits, Salamanders, and
    the odd powerful Tanar'ri. The latter are the only real threats,
    especially the unique Lea'liyl. Spell-buff to the max before engaging
    them, send summons first to provide extra targets, and hope their
    'death gaze' doesn't paralyze anybody... Yeah, that's right, they're
    like Aec'Letec from the first game, except their Death Gaze doesn't turn
    you into a Ghoul and perma-kill characters. Keeping Remove Paralysis
    handy comes highly recommended. Lea'liyl is at (x=1920, y=1340), another
    Tanar'ri is at (x=1100, y=2050) and the last is at (x=2150, y=1750). The
    last is probably the easiest to deal with, as it won't summon
    reinforcements, but if you're brave you can test all three, as they each
    give good experience. Besides their 'death gaze' they're fond of using
    Vampiric Touch and Silence 15' Radius, and when all else fails, they're
    fairly strong melee combatants, at least at this point in the game. Kill
    one, kill two, or kill them all, but get a sweet, sweet Demon Heart and
    head back into the Planar Sphere.
    Note from Lee:
    Didn't even have to spell buff much here. Double-hasted the party and
    rushed the Tanar'ri - they went down pretty easily, and mopping up their
    "reinforcements" was a breeze. I had a plethora of Healing Potions, so
    getting back to full strength after each was easy. Once they were all
    dead, I rested back inside the sphere.
    22) Now return to the rune room. To activate the runes, touch the 
    northern one first (x=1500, y=1120), then the southern one 
    (x=1300, y=1500), then the eastern one (x=1600, y=1370), and finally the
    western one (x=1200, y=1220). The door south will open, allowing you to
    head to the lower level (x=1700, y=1800).
    The Planar Sphere, Lower Level (AR0412)
    23) Go through the door to the northeast to find Tolgerias and a
    companion Cowled Wizard. You know the whole 'screwing them over' thing
    that you're doing? Yeah, they're not fans. Naturally, a fight ensues,
    and it would be wise of us to be careful, being rather low-leveled and
    all. Their strategy is as follows. Besides the requisite spell-buffing
    they'll do (Stoneskin to start, True Sight if you try to be sneaky, and
    other defensive buffs like Mirror Image if the fight draws out) their
    main goal is for Tolgerias to hit you with a Horrid Wilting (nearly
    fatal to any character at this level) followed by Power Word: Kill,
    which will almost certainly kill any one character who survived the
    Horrid Wilting due to the damage they just sustained. Afterwards,
    Tolgerias will cast several Power Word: Stun spells, while his Mage
    buddy summons critters to take advantage of any characters who might be
    stunned. Tolgerias's stunning will, of course, be more effective by the
    virtue of the damage done by his Horrid Wilting. It's a simple scheme,
    but it can be brutal. An easy way to blunt their offense? Mark their
    locations with an invisible or sneaking character, then summon
    something near them (making good use of replenishable summon items like
    the Black Spider Figurine.) Tolgerias will then be obligated to use his
    Horrid Wilting on your summon. Afterwards, Haste up, and rush Tolgerias.
    Use Jaheira to cast Insect Plague, and use a Mage to try and take down
    his defenses with Breach. If you manage to hit them with Insect Plague
    at this point, the fight is probably over, and his subordinate Mage is
    much less capable of causing party-destroying mischief. Once they're
    dead, loot Tolgerias for a Ring of the Ram, an Angel Skin Ring, and a
    Quarterstaff. Not very epic loot for such a potent opponent, eh? Ah
    24) To the northeast you'll find a 'fire room'. That's right, it's the 
    elemental part of the planar sphere. Inside is a Greater Fire Elemental,
    an Efreeti, two Salamanders, two Fire Mephits, a Magma Mephit, and a 
    Smoke Mephit. I suggest luring them out if possible-why risk traps and
    the bottleneck of a doorway if you don't have to?
    (x=1900, y=930) Scroll of Globe of Invulnerability, 
    		Scroll of Spirit Armor, 
    		Large Shield +1, +4 vs. Missiles, Staff of Fire +2,
    		Arrows of Fire x40
    (x=1650, y=940)
    (x=2100, y=870)
    25) Through the door to the north-or rather, the large chunk of ice
    that serves as a door-you'll find three Ice Salamanders, three Ice 
    Mephits, and a Troll. Remember to use fire or acid to finish the Troll
    off once you've put it down. Again, luring some of them out is probably
    going to make your life a little easier.
    (x=700, y=550) Scroll of Otiluke's Resilient Sphere, Helmet of Defense
    (x=700, y=760)
    (x=550, y=500)
    Engine Room (AR0413)
    26) Now to get to the Engine Room. You can reach the Engine Room via a
    door north of the fire room (x=1700, y=300), or north of the ice room
    (x=1100, y=50). In the engine room you'll encounter two groups of
    Golems-one that appears along the northern end of the western walkway,
    and one that appears near the engine in the center of the area. Both
    groups consist of a Clay Golem and a pair of Stone Golems. Use the
    narrow walkways to ensure you're only attacked by one Golem at once if
    possible, and be sure to get all the magical blunt weapons you can on
    the Clay Golem. Another Clay Golem guards the treasure stash along
    the eastern walkway. Grab the Ring of Danger Sense (which will bring
    Imoen and Nalia up to snuff when it comes to detecting traps) and the
    largest cash payout we've had yet in this game. Dump your hard-won Demon
    Heart in the power core (x=800, y=800) to get a nice experience reward
    for your effort.
    Note: If you're a higher level, you'll encounter an Iron Golem along
    with the three lesser Golems. Yikes. Fortunately the Iron Golem is
    just too big to move around much, and will likely block off the lesser
    Golems that accompany it. You'll need +3 weapons to hurt an Iron Golem,
    but by now you should have a few of the following: Celestial Fury,
    Dragon's Bane, Stonefire, Pixie Prick, and/or Blade of Roses... which
    doesn't make taking down an Iron Golem easy, but since it can't move
    around, hit and run tactics will suffice. This is another event where
    my protagonist excels-against a foe that can casually pummel my party
    members for 40+ damage a hit, Stoneskin, Improved Invisibility, Blur,
    and Mirror Image go a long way.
    (x=1200, y=350) Ring of Danger Sense, Bloodstone Amulet, Black Opal x3,
    		Ziose Gem x2, King's Tears, 6666 gold
    (x=1200, y=350) 
    (For powering up the Planar Sphere)
    EXP	45500
    27) Return to Lavok and either choose to let him die here, or take him
    with you outside. It is MUCH more rewarding to take him outside, but
    either way he'll give you the Planar Sphere when you're done (so long
    as you're a Mage and haven't taken another stronghold yet.) Valygar
    will talk with you once Lavok dies and ask to remain with you. He's now
    yours for the rest of the game. Loot Lavok and grab his Ring of Acuity
    before heading off on our next quest.
    (For letting Lavok die on his home plane)
    EXP	45500 (each character)
    Next up is to recruit and secure Nalia, which will also nab us the 
    Fighter's Stronghold. Before that, however, I'll cover the Mage 
    Stronghold quests (messing around with your new Planar Sphere.) Also,
    since I've accumulated 34,000 gold over the last several quests, it's
    time to go spend some of it. Since the end of my time here in Athkatla
    is approaching, I buy what I really need before chasing off after 
    Irenicus-including Bracers of Defense A.C. 3, the Fortress Shield +3,
    and the Ring of Air Control. Sure, I'd like to get my hands on the Robe
    of Vecna, the Sensate Amulet, and the Reflection Shield, but I have the
    cheaper defensive items, and that'll do for now.
    |								       |
    |		        Mage's Stronghold Quest			       |
    |								       |
    Sequence of Events:						{WLK017}
    		1) Working With the Enemy
    		2) Slaying the Solamnic Knights
    		3) Sanctuary for the Solamnic Knights
    		4) Sending the Solamnic Knights Home
    		5) The First Task
    		6) The Second Task
    		7) The Third Task
    		8) Graduation
    		9) Assault of Argrim's Anti-Magic Fanatics
    		10) A Bad Day for Hanj...
    		11) Gossip
    		12) Imprisoning Argrim
    		13) Potion Payout
    Planar Sphere (AR0411)
    1) Return to the Planar Sphere, where Reyna of the Solamnic Knights will
    ask you to return her and her companions home. After she leaves, a
    Cowled Wizard named Teos shows up, ready to offer you a deal. Because of
    your seizure of the Planar Sphere (and subsequent smiting of Tolgerias)
    the Cowled Wizards have decided to take you seriously. They'll allow you
    to operate the sphere, and in return you do some mercenary work in
    situations in which they cannot act. He will offer to look into Imoen
    for you, but by now you should realize that this is always a dead end.
    And of course, you might be working for the Cowled Wizards, but it won't
    change how the cowled Wizards treat you in the city (you'll still get in
    trouble if you cast spells in the city without a license, for example.)
    If you ask him about the Solamnic Knights, he'll tell you to just kill
    them and be done with it-or failing that, go ask Ribald at the 
    Adventurer's Mart or the knights or the Most Noble Order of the Radiant 
    2) Well, first things first, we can just kill the Solamnic Knights. They
    give 2000 experience each and drop mundane gear, so it's not much of a
    solution. For a REAL reward, look into either going with the Most Noble 
    Order of the Radiant Heart or Ribald instead.
    High Hall of the Radiant Heart (AR0903)
    3) Head over to the Temple District and go to the southeastern corner
    to find the 'High Hall of the Radiant Heart' (x=3300, y=3400). Find
    Prelate Wessalen (x=350, y=590) and talk to him about it. He'll offer to
    allow them to stay here-not exactly what they wanted, but a bunch of
    stupid paladins should be happy enough hanging around with a bunch of
    other stupid paladins, right? Go back to the Planar Sphere and tell
    Reyna that she can shack up with the Radiant Heart, and she'll resolve
    herself to make the best of it. It's a start-45000 experience beats 
    6000 any day, but we can do better... if you have some money.
    (For getting the Solamnic Knights to join the Radiant Heart)
    EXP	45000
    4) Travel to the Adventurer's Mart and talk to Ribald. He'll say he
    knows a wizard who can help get the Solamnic Knights back-for a fee.
    9000 gold, in fact. Yes, that's a lot of gold, but this crazy FAQ 
    writer must have something in mind if I think this is the best way to
    resolve the quest. Just have some faith. Or better yet, keep reading
    and you'll have knowledge, which is infinitely better than faith. You'll
    be told that this Mage whose services you just procured will be at your
    Planar Sphere in a day. So head on over to the Planar Sphere and rest
    for a while-chances are you'll be bothered by Teos before your Mage will
    show up, but that's fine (see Step #5). After a while, Khollynnus Paac
    will show up and offer to take them away. Before they go, you'll be 
    given a Golden Girdle as a gift, as well as an experience reward. 9000
    gold sound a little steep for a Golden Girdle? Maybe, but these things
    don't grow on trees, and gold is only as useful as what you buy with it.
    It's better to ante up the gold now than wish you had a girdle later on,
    when you've got plenty of money and nothing to spend it on. It'll 
    EXP	45000
    Item	Golden Girdle
    5) About a day after claiming the Planar Sphere and speaking with Teos 
    the first time, he'll show up again and promptly unload three 
    apprentices on you-Morul, Larz, and Nara. You know they're disposable
    because of their short names. Right Teos? After the introductions are
    over you'll be whisked away to the Golem room, where the apprentices
    will discuss what their first task-the enchantment of a magical item-
    should be. You have the following options:
    Dagger of [Character Name] (250 gold)
    The Wand of the Apprenti (1000 gold)
    Ring of Protection +1 (2000 gold)
    Now, this is pretty much going to be the model for all your apprentice
    missions-they'll ask you what they should create, and you'll pay them 
    to make the item. Some items are more difficult than the others and you
    can always follow the cost to determine the difficulty. There's a brute
    percentage chance whether each object will be successfully created by
    your apprentices (so save before you assign and reload if you don't get
    anything out of it!) However, magic is dangerous business-there's a
    chance that one or more of your apprentices will die trying to make
    these items. And by 'chance' I mean pre-determined outcome. The goal of
    this exercise is to get all your apprentices out of their training
    alive-at least, you'll get the best experience reward at the end if all
    three are still breathing. That said, it's also an opportunity to get
    yourself some loot, so we'll need to balance our greed for equipment
    with our greed for experience points. Also, keep in mind that if you
    lose an apprentice in an earlier step, you'll have no chance of getting
    any of the better gear later... and of course, you'll forfeit the
    experience at the end. Trying to make the Ring of Protection will
    always get Larz killed, so go for something else instead. None of the
    items are very powerful, so there's not much point in paying a lot of
    money for one or getting anybody killed over it. I suggest going for the
    Dagger this time around, as it's the least expensive item.
    6) After completing the first item, they'll next move on to scrolls.
    These are your options:
    Scroll of Mislead (250 gold)
    Scroll of Horrid Wilting (1000 gold)
    Scroll of Meteor Swarm (2500 gold)
    The Scroll of Mislead and the Scroll of Horrid Wilting are both doable,
    and the latter is one nice spell, indeed. Going for the Scroll of Meteor
    Swarm will always result in Nara's demise... although it IS possible to
    actually get it. Still, it's not a great spell, so go for a lesser
    scroll, instead.
    Note from Lee:
    While waiting for these stuipd apprentices to complete their work, I go
    off and do the Skinner Murders [WLK020] here.
    7) The final test is a serious enchantment, your apprentices want to
    tackle one of the following options:
    Robe of the Apprenti (250 gold)
    Ring of Wizardry (3000 gold)
    Staff of Power (10000 gold)
    There's no way to get everybody out of this alive, unless you tell them
    not to even try. If you're willing to get Larz killed (or Nara, if Larz
    is already dead, or Morul, if both are already dead) you can score the
    Robe of the Apprenti, which gives you an Armor Class of 3... but it's
    nothing that Bracers of Defense can't do, and it's certainly not better
    than the Robe of Vecna. Going for the Ring of Wizardry will get at
    least both Nara and Larz killed, but again, there's a chance you'll
    actually get a Ring of Wizardry out of this (which gives a bonus 5th,
    6th, and 7th level spell). The Staff of Power, however, is a pipe-dream.
    This one is actually kind of tricky... 50000 experience is pretty nice,
    but then again, so is a Ring of Wizardry. If you've got a Mage-heavy
    party, it might be worthwhile to go for it. Still, there are plenty of
    good rings out there, so it's not like there's any real chance of
    somebody's finger getting cold. We'll find another one of these rings,
    and it's debatable whether this ring is better than the ring of Acuity
    (a bonus 5th-level spell is a good thing, but so are bonus 3rd and 4th
    level spells... 6th and 7th... not so much). Then again, 50000
    experience is child's play come Throne of Bhaal.
    8) About a day and a half after the completion of the last task (add on
    the normal four days wait if you told them to skip the last craft) Teos
    will show up. If you've got any apprentices left they'll have a rather
    silly graduation ceremony, and you'll get a reward if all three are
    still alive. By now you've gotten a crappy wand or a crappy dagger, and
    a Scroll of Mislead or Horrid Wilting. At a cost of 500-2000 gold, it's
    not a bad trade just for the items (especially if you scored yourself a
    Scroll of Horrid Wilting!) but the experience really makes this worth-
    (For successfully mentoring all three apprentices)
    EXP	50000
    9) About two days after the graduation ceremony you'll be approached by
    a Sergeant Natula, who will tell you that Teos needs to see you in the
    Planar Sphere immediately. After returning Teos will gate in and ask
    you why the hell you asked for him. Uh... Sergeant Natula and a group of
    buddies will show up and attack, while Teos bravely flees. None of them
    are spell-casters, which means they're all but helpless once you start
    dishing out spell-buffs, and as usual a single Insect Plague or Chaos
    spell will have this fight well under way. Sergeant Natula will drop a
    suit of Full Plate Mail Armor and Alnarow will drop some Potions of
    Invisibility, but the rest of what you'll get is junk. At least they're
    worth a good  bit of experience. After the fighting is over Teos will
    return and sheepishly explain his departure. He'll also say that one
    Lord Ketlaar Argrim is a fanatic opposed to magic, and will conveniently
    have a rune of imprisonment on hand that will trap Argrim for eternity.
    How nice. Question him about it and he'll admit that Argrim was
    'encouraged' to find you. Time to pay Argrim a visit at the Crooked
    10) When I enter the City Gate District this time, I find a merchant
    being hassled by a ne'er do well named Hanj. If you encourage Hanj to
    kill the merchant, he'll wuss out and leave, if you let the merchant be
    bullied, Hanj will have a good day. If you help the merchant and run 
    Hanj off he'll offer you a discount. You can only buy from the merchant
    if you help him out, and after you're done shopping he'll leave. He
    sells Arrows +2, Bullets +2, Potions of Hill Giant Strength, and a 
    variety of interesting scrolls, including Minor Spell Deflection,
    Breach, Lower Resistance, Conjure Lesser Fire Elemental, Chain 
    Lightning, Disintegrate, Contingency, and Spell Deflection. If you have
    a Pick Pockets skill of 180~ or so, you can steal from him pretty much 
    at whim. I am only too happy to rob him of thousands of gold (and 
    experience points) worth of wares. A bad day for Hanj is not a bad day 
    for me.
    |Mage Scrolls| Merchant
    1st-Find Familiar
    2nd-Power Word, Sleep
    2nd-Ray of Enfeeblement
    3rd-Minor Spell Deflection
    3rd-Protection From Fire
    5th-Conjure Lesser Fire Elemental
    5th-Lower Resistance
    5th-Protection From Normal Weapons
    6th-Chain Lightning
    6th-Spell Deflection
    Crooked Crane, Downstairs (AR0021)
    11) Enter the Crooked Crane at (x=220, y=450). Do NOT enter the secret
    door you may or may not discover at (x=500, y=150), as a messy death is 
    all that awaits you there. Once you enter some dink named Rilmi will 
    babble about Aulava and Tiiro are breaking up. It's really something I
    don't care to deal with right now. Head upstairs at (x=100, y=500)
    Crooked Crane, Upstairs (AR0022)
    12) Once you get upstairs you'll see the drama of Aulava and Tiiro play
    out. *Sigh* I guess we have no choice. Tell them what you think and 
    they'll stay together-or not. In the next room you'll find Lord Ketlaar
    Argrim (x=300, y=450). He'll claim to recognize you for the magical
    abominations that you are. It doesn't matter what you say, a fight
    ensues. Equip the 'Rune of Imprisonment' into your quick-item slot, and
    use it on Argrim. Your character will get close to him and take their
    sweet ass time casting the spell. Once the deed is done and Argrim is
    imprisoned, mop up his guards and head back to the Planar Sphere. Report
    to Teos and you'll get your reward. Teos will also tell you one
    pertinent word regarding Imoen: Spellhold.
    (For killing Argrim)
    EXP	7500
    (For imprisoning Argrim)
    EXP	7500
    13) If you successfully imprisoned Argrim, Morul will return and ask if
    he can stay in the Planar Sphere. In return he'll brew you potions every
    week. It's not quite as nice as cash, but it's something. He'll make
    batches of five potions, which he'll randomly give you when they're 
    ready. The batches are random, but the potions within are not. Here's a
    list of the various batches I've encountered:
    Potion of Genius
    Potion of Invulnerability
    Potion of Frost Giant Strength
    Potion of Regeneration
    Potion of Stone Form
    Potion of Master Thievery
    Potion of Perception
    Tainted Potion of Invulnerability
    Potion of Insight
    Potion of Extra Healing
    Elixir of Health
    Potion of Fire Resistance
    Oil of Speed
    Potion of Genius
    Potion of Genius
    Potion of Defense
    Potion of Cold Resistance
    Potion of Agility
    Potion of Firebreath
    Empty Potion Bottle
    |								       |
    |		             de'Arnise Keep			       |
    |		     (Recruiting and Securing Nalia)		       |
    Sequence of Events:						{WLK018}
    		1) Nalia's Plea
    		2) The Palisade
    		3) Being a Servant Sucks
    		4) Deliberating with Daleson
    		5) Flail Head (Cold)
    		6) Clearing the Level
    		7) Lowering the Drawbridge
    		8) Splitting Trolls
    		9) Flail Head (Acid)
    		10) Lady Delcia Caan
    		11) The Golem Chamber
    		12) Dog Stew
    		13) The Flail of the Ages
    		14) Dog Food and Ultimate Weapons-Check
    		15) Umber Hulk Melee
    		16) Feeding Time
    		17) TorGar the Troll
    Copper Coronet (AR0406)
    1) Now it's time to recruit and secure Nalia-the Imoen clone. Head back
    to the Copper Coronet and hear her out this time. She'll complain that
    her home is under attack, and these ungrateful common folk won't do
    anything to help. And after all she's done for the poor, too! You'd
    think that they'd be more grateful that she was giving back her father's
    tax money-tax money generated by noble land-owners preying on their
    serfs-but still! You can take her with you to the keep, or send her on
    ahead and meet up with her there. I almost always send her ahead and
    complete the quest without her in my party, but for this playthrough
    I'll make an exception and take her along. In my 'good' party she takes
    the place of Yoshimo, and with the Ring of Danger Sense, she'll serve
    well enough in his place for now. Before you exit the city, you may
    wish to get Nalia some fire-based spells if you take her along. She
    comes with Burning Hands, Melf's Acid Arrow, and Flame Arrow, but
    getting her Fireball might not be a bad idea either. Also if you have
    some money lying around, you might consider heading over to Watcher's
    Keep. The Firetooth +4 Crossbow is expensive, but it is incomparably
    effective at clearing the de'Arnise Keep. Also note that Bernard in the
    Copper Coronet sells all the Arrows of Fire and Arrows of Acid you'll
    ever need (400 or so of each.) Although at 20-25 gold pieces per arrow
    (750-1000~ per 40) it might be easier on your finances to steal them.
    de'Arnise Keep, Exterior (AR1300)
    2) When you arrive, Nalia will notice a palisade to the west and assume
    the worst. The crucified corpses in front of the keep don't help ease
    her mind either, I'm sure. Now she'll tell you what scourge has befallen
    the keep: Trolls and 'snake creatures' have attacked. Head over to the
    west to find the palisade, since there's no way we're getting in the
    front gates. You'll find Captain Arat at (x=670, y=3330), who will tell
    you about what happened here in full detail. He confirms the Trolls,
    Yuan-ti, and 'tunneling beasts', and tell you that the secret side
    entrance is the only way in. He'll also mention that if you get the
    drawbridge down he'll lead his men to the attack, which will hopefully
    distract some of the enemy. Then he'll give you 20 Arrows of Fire and
    send you off on your way. Head northeast to find a secret door at
    (x=1300, y=2700).
    de'Arnise Keep, Servants Quarters (AR1302)
    3) Upon entering the keep Nalia will tell you to find Daleson, then
    lower the drawbridge. Sure. Continue through some rooms until you find a
    secret door at (x=600, y=1400). In the next room you'll find a Troll
    abusing a servant, who is promptly mulched when you enter. Oh well,
    can't save everybody, right? Kill the Troll and once it is 'dead' it'll
    fall down and be 'Near Death'. During this time use fire or acid to
    kill it-either a Arrow of Fire, Arrow of Acid, Burning Hands, Melf's
    Acid Arrow, Agannazer's Scorcher, Fireball, Flame Strike, and so forth.
    I know we've met a Troll or two before by now, but this place is
    crawling with them, so knowing how to deal with them is essential.
    (x=530, y=1550) Potion of Extra Healing x5, 
    		Scroll of Agannazar's Scorcher, Bullet x120, Dart x80,
    		1 gold
    (x=350, y=1550) Potion of Defense, Arrows +2 x20, Heavy Crossbow,
    		Bolt +2 x20, Bolt of Lightning x20, Light Crossbow +1
    (x=850, y=1250) Scroll of Protection from Normal Weapons, Bullet +2 x4,
    		Throwing Axe x20, Throwing Dagger x60
    (x=800, y=1380) Scroll of Identify, Bolt of Lightning x6, Bolt +2 x10,
    		Bolt x40, Bullet x40, Bullet +1 x10, Dart +1 x20
    (x=950, y=1450) Scroll of Simulacrum, Bullet x10, Bullet +2 x2, 
    		Dart +1 x9
    (x=1000, y=1400) Bloodstone Gem, 12 gold
    4) Go through the secret door at (x=700, y=1200) to find Daleson. Well,
    that was easy. Watch as Nalia desperately tries to act chummy with the
    commoner, then defends her aunt's noble status in a turn. Ahh...
    Hypocrisy... They'll mention some flail that Nalia's father never got
    reassembled, and talk about the 'cellar', where Lord de'Arnise was
    apparently taken.
    (x=700, y=1140) Composite Long Bow, Long Bow, Long Bow +1, Arrows x120,
    		Arrows of Acid x12, Arrows of Fire x10, Bolt x120,
    		Bolt +1 x20, Throwing Axe x40
    (x=500, y=1000) Spear, Quarter Staff, Quarter Staff +1, Spear +1,
    		Halberd, Arrows of Fire x40, Bolts of Biting x40,
    		Bullet +2 x40, Dart of Wounding x40
    5) We still have no need to barge into the middle of the level. Go
    through two secret doors, one at (x=400, y=950), and the other at
    (x=370, y=720). You're now in a forge room, which will come in handy
    later. Loot the chest and continue through yet another pair of secret 
    doors at(x=650, y=400) and (x=720, y=350) to reach a room with some
    animal statues inside. Loot one of the lions (x=950, y=200) for a 
    Flail Head (Cold), as well as a Ring of Earth Control. I put the latter
    on Keldorn, since it can be worn with magical armor and Keldorn doesn't
    have a shield to boost his Armor Class. As for the Flail Head? Keep it
    handy. It's not worth forging yet, but it will be shortly.
    (x=550, y=400) Scroll of Find Familiar, 37 gold
    (x=950, y=200) Ring of Earth Control, Flail Head (Cold), 810 gold
    6) Now this might seem rather unceremonious, but backtrack and clear out
    the entire level... Yeah, I'm being lazy, but this level isn't that
    interesting anyways. In the middle of the level you can expect to find
    several Trolls, whom can be bottle-necked quite nicely by simply not
    going down to them. Make sure to grab the Star Sapphire from the latrine
    and head out into the courtyard via one of the two entrances
    (x=2000, y=1200)/(x=1600, y=1300).
    Note from Lee:
    I do this with just my main character, Keldorn, and Yoshimo - I have all
    the melee power I need with my character and Keldorn, and Yoshimo brings
    up the rear with Arrows of Fire to finish off the Trolls after melee
    (and to disable the trap at (x=1420, y=1370)). The rest of the party
    stays safely back in Daleson's Room. Moving clockwise from the door at
    (x=625, y=1025) I can clear the level cleanly, then reassemble the party
    to move on with Step 7.
    (x=1420, y=1370) Dagger +2, 450 gold
    (x=1790, y=680) Dart of Stunning, 1 gold
    (x=1765, y=505) Star Sapphire 
    (x=1320, y=420) Silver Necklace, 1 gold
    (x=1250, y=370) Silver Ring
    (x=1170, y=320) Arrows x40
    (x=1250, y=240) Bolts x40
    (x=1420, y=250) Bullets x30
    (x=1520, y=520) Scroll of Protection from Normal Weapons,
    		Scroll of Breach
    (x=1420, y=1370) 
    7) Once outside kill Rover, Rex, Spot, and Sparky and collect their
    delicious Dog Meat. Daleson said that to feed the burrowing creatures in
    the cellar he made some dog meat stew, requiring... exactly four dogs.
    Convenient, that. There's also an Otyugh around and some trolls as you
    make your way up the walls. The wheel that operates the drawbridge is at
    (x=2850, y=1850). Activate it to lower the drawbridge and get some
    reinforcements-and better yet, some experience. Head back down to the
    ground level of the courtyard and kill some Yuan-ti and Trolls that
    have appeared to do battle with some de'Arnise Guards-guards armed with
    Arrows of Fire, I might add. Go back up the stairs and head through the
    door at (x=2450, y=1200) to get to the roof, where you can find more
    foes to slay. Up here you'll find a door (x=1770, y=1200) leading to the
    upper level of the de'Arise Keep.
    (For lowering the drawbridge)
    EXP	29750
    de'Arnise Keep, Upper Level (AR1303)
    8) You'll appear in a room surrounding a Yuan-ti Mage, who also has some
    Trolls nearby. If you jump on the Yuan-ti, this fight'll be over in a
    pinch. Nalia will tell you to find her aunt's room, as there is a
    secret passage (surprise...) to the 'cellar' there. One of the Trolls
    here will split into two mini-trolls as you fight it, which is silly.
    Grab the Keep Key from the bookshelf (x=1600, y=1380) before exploring
    the rest of this level.
    (x=1600, y=1380) Scroll of Conjure Lesser Earth Elemental, Keep Key,
    		 Bolt +1 x20
    (x=1700, y=1550) Scroll of Minor Spell Turning
    9) Go through a door to the north-east and circle up and around counter-
    clockwise. Head into the room beyond the door at (x=1550, y=650),
    wherein Nalia will speak and mention the curious lack of bodies lying
    around. In this room you'll find a secret door to the south at
    (x=1500, y=800) which will lead to another secret door (x=1370, y=1400).
    Go through a trapped and locked door (x=1250, y=1350) to find Glaicus.
    Nalia claims he's been charmed, and sure enough, if you hit him with
    a Dispel Magic he'll come to his senses. He'll implore you to kill the
    leader of the Trolls-a brute named TorGal-before mentioning that Lord
    de'Arnise was trying to reassemble a magical flail that 'had powers of
    flame and acid and the like'... Probably the same device Daleson was
    talking about. Lastly, Glaicus will give you the Flail Head (Acid)
    before mentioning a secret forge on the lower level. Glaicus then makes
    a sorry excuse and runs off. Wuss! Somebody should re-charm him so that
    he does his job! Anyways, if you're the more violent type you can
    always just kill Glaicus. He's fairly strong, but a Slow spell really
    takes the bite out of him. Once he dies, loot him for a suit of Full
    Plate Mail, two Potions of Extra Healing, a Flail Head (Acid), a
    Two-Handed Sword, and 20 gold.
    (x=1990, y=1090) 16 gold
    (x=2100, y=770) Silver Necklace, Fire Agate Ring, Arrow x80, Bolt x80,
    		Throwing Axe x50, Throwing Dagger x40
    (x=1670, y=770) Dart x60, Bullet x80
    (x=1200, y=520) Wand of Frost
    (x=1200, y=1370) Scroll of Spell Thrust, Arrows of Acid x20,
    		 Bolt of Lightning x20, 57 gold
    (x=1200, y=1400) Andar Gem, Bullet +2 x40, Dart of Stunning x20
    (x=1200, y=520)
    (x=1250, y=1350)
    10) Backtrack to the hallways around the perimeter of the level and
    continue counter-clockwise. You can go up some stairs (x=1200, y=300)
    to the roof and kill some more Yuan-ti if you wish, but there's no
    point to it besides the experience in it. Continue through a room with
    a fountain and enter a room (x=570, y=1200) containing Lady Delcia Caan
    (you'll need the 'Keep Key' we found in Step #8 to gain entry to her
    room). She's worse than the Trolls, but you'll suffer a large reputation
    hit if you kill her, so just endure her uselessness. There's a room to
    the south (x=1300, y=1700) you can loot, but to continue on you'll need
    to search Lady Delcia Caan's room.
    (x=1400, y=1500) Scroll of Detect Illusion, Sunstone Gem,
    		 Arrows of Piercing x20
    11) In Lady Delcia Caan's room you'll find a secret door at
    (x=850, y=1050). Go through another secret door at (x=900, y=850) to 
    find a room lined with Golems. At my modest level (about 960,000
    experience per character) there were two Flesh Golems, two Stone Golems,
    one Clay Golem, and one Iron Golem. This is much more than I wish to be
    facing at this time, so we'll have to be... sneaky.
    For the sake of convenience, let's list the Golems by their location,
    numbering them by where they stand. #1 is the Golem (whatever type it
    may be) closest to the secret door, and #6 is the Golem closest to the
    statues. The Golems activate (and attack) when you mess with the statues
    are the far end of the room-namely, certain Golems get touchy when you
    molest certain loot. If you grab Frostreaver +3, Golems #6 and #4 will
    attack. If you fondle the Kneecapper +1, Golems #1 and #2 will become
    irate. If you 'borrow' the Elven Court Bow +3, Golems #3 and #5 will
    attempt to kindly convince you to desist. Since #3 is the Iron Golem,
    this is the group to watch out for. Finally, if you just want to have a
    closer look at that Flail Head (Fire)... well, the Golems don't give a
    crap about the most potent artifact they guard. Lazy Golems! It should
    be pretty obvious how we can handle this encounter simply-take one
    magical item at a time (saving that bow for last) to provoke the
    Golems, and dispatch them piecemeal. Or... you could just manually
    attack a Golem without bothering with its loot first. The attacked
    Golem will fight back, of course, but you can simply slaughter them one
    at a time this way.
    In any event, the big threat here is the Iron Golem. I suggest killing
    off its buddies, then provoking it. Once done, run back out the door
    where the Iron Golem can't reach you. Sure it's not very brave, but
    that's not the point here. The Iron Golem requires +3 weapons to hit,
    and thankfully I've kept the Dragon Bane +3 Halberd. Keldorn equips it,
    then attacks the Iron Golem, which simply cannot reach him to retaliate.
    It'll take half of forever to kill it, but it'll die eventually. Failing
    that, Celestial Fury and Stonefire +3, can be used to harm it-you'll
    just have to withdraw injured characters to heal them.
    Now, for the loot we've just acquired... The bow is great for Minsc, the
    War Hammer should be kept on hand just for occasions when a highly
    enchanted weapon is needed (by the way, Trolls count as giants, so slap
    it on Anomen for now), and the Frostreaver +3 will do wonders for
    Korgan. It was a generous room, indeed. There is another secret door at
    (x=1100, y=850) and stairs down at (x=1250, y=900), but before you go
    there are a few things you may want to do. Head back to the Servant's
    Quarters by heading back down the stairs at (x=2200, y=900) to complete
    a few tasks that'll make your life easier.
    (x=350, y=500) Warhammer +1, +4 vs. Giantkin, Flail Head (Fire)
    (x=450, y=450) Elven Court Bow +3
    (x=570, y=370) Battle Axe +3, Frostreaver
    12) Back in the Servants Quarters (AR1302), activate the kitchen 
    (x=2050, y=700) four times to scrape all the Dog Meat into a cauldron 
    and make a stew. The game gives away the fact that the burrowing 
    beasties below are Umber Hulks, but at least now you have something to 
    distract them.. and some experience. 
    (For making Dog Meat stew)
    EXP	11500
    13) Now head over to the forge (x=400, y=500) and activate it. You
    should have all three Flail Heads in your inventory and ready to go. 
    Once activated you'll get an experience reward, and the best flail in 
    the game. It's a +3 weapon that deals an extra point of acid, cold, and 
    fire damage, and it has a chance to slow creatures when striking. The 
    only downside is I don't really have a character who has the 
    Flail/Morningstar proficiency right now. Still, it's a great weapon for
    Viconia or Anomen, when they become proficient. Anyways, at least we 
    have it, and once we can use it well-watch out, game!
    (For reconstructing the Flail of the Ages)
    EXP	22350
    14) Dog-food and ultimate weapons-check, now it's time to return to the
    upper level (AR1303). Head up the stairs at (x=2300, y=900) to get
    there, then head back to where we slaughtered the Golems. Go through a
    secret door at (x=1100, y=850), then down the stairs at (x=1250, y=900).
    de'Arnise Keep, 'Cellar' (AR1301)
    15) Loot this room, then head southeast and kill the Trolls in the
    next.. not-torture chamber. Before going through the next door, I spell
    buff my protagonist to the fullest, but I include Chaotic Commands to
    his normal defenses. Beyond the door you'll find several Umber Hulks,
    who typically like to start out combat with confusion gazes. This can
    really break up an attack, and having my main character with Celestial
    Fury, Korgan or Keldorn out of the fight (or worse, attacking my own
    party!) can really make things go bad fast. A fully spell-buffed
    Fighter/Mage, however, just waltzes in and endures their attacks. After
    the first round of gaze attacks, the rest of my party walks in and puts
    the beasts down. A lower-leveled party (like one trying to score loot
    early or trying to secure Nalia) might want to try and lure them out one
    at a time.
    (x=880, y=250) Shield Amulet, Scroll of Identify, Arrows x80,
    	       Arrows of Fire x10, Bolts x80, Bullets x80,
    	       Throwing Daggers x30, Darts x100
    (x=1080, y=150) Arrows x80, Bolts x80, 12 gold
    (x=980, y=500) Dart of Wounding x20, Arrows of Fire x40,
    	       Arrows of Acid x40, 1 gold
    (x=1150, y=550) 6 gold
    (x=880, y=250) 
    16) Head to the southwest and enter a cell that has been clearly
    tunneled into. If you search the tunnel you'll find some 'dog bones'.
    This is the game going *hint-hint*. Put the dog stew we brewed earlier
    here (x=650, y=1100) and you'll get some experience. It doesn't really
    matter that we already killed the Umber Hulks, extra experience is
    always good. You can search the rest of the cells if you want, but
    there's nothing in there. All the good stuff is in the Umber Hulk room.
    (x=1750, y=720) Scroll of Infravision, Orc Leather +3
    (x=1900, y=750) Bolt of Biting x40, Bolt +2 x40, 9 gold
    (x=2070, y=900) Bullet +2 x40, Bullet +1 x40, 1 gold
    (x=1900, y=1000) Scroll of Mordenkainen's Sword, Throwing Axe x40,
    		 Dart +1 x60
    (For luring the Umber Hulks)
    EXP	18750
    17) Before you head through the door to the northeast, spell buff to
    the max. I know, two straight battles in which I told you all to spell
    buff, I must be mad. Once you're ready go through with just one
    character (for me this was my Fighter/Mage, who is my one-man problem
    solver/tank.) At (x=2500, y=440) you'll find TorGal, the top Troll.
    He'll spill some interesting information before attacking, not all of
    which will make much sense. He'll come with friends, which can present
    a bit of a problem at higher levels, but at my current, modest, level
    he had only a pair of Giant Trolls with him. I ran back to the Umber
    Hulk room and when the first Troll crossed the threshold I met them,
    bottle-necking them at the door. After they're dead, search the room
    they were in to find Nalia's dad, who is rather dead. After you make
    your way out of the keep you'll get a rather hefty quest reward, in
    both experience and gold. This gives my Viconia just enough experience
    to hit level 12, and hence, get a proficiency point to spend into
    Flails. Better late than never, right?
    (x=2600, y=350) Scroll of Feeblemind, Bloodstone Gem x5,
    		Bloodstone Amulet, Moonbar Gem, Water Opal, 2126 gold
    (For clearing the de'Arnise Keep)
    EXP	45500 (each character)
    Gold	10650
    If you're a Fighter, Nalia will pester you about her problems, saying
    that she's betrothed to a snooty noble named Isaea Roenall. Now that her
    father is dead she's set to marry this noble and fall into a life of
    quiet servitude. Of course, she has a scheme-take control of the
    de'Arnise Keep and she'll be safe from the unwanted marriage. Sounds 
    like a win-win, you get control of a fortress, and she doesn't have to
    marry an arrogant lordling. The missions pertaining to the de'Arnise
    Keep will be discussed in the next Sequence of Events. It will also
    include the Nalia-specific quests, since I traveled around with her for
    a little while. It seems like a good enough place to include them, and
    as far as this FAQ is concerned, I won't bother separating the two. 
    (Even though the two are indeed separate. Just keep Nalia around while
    you do the Fighter's Guild quests to replicate the section below.)
    |								       |
    |		       Fighter's Stronghold Quests		       |
    |		  						       |
    Sequence of Events:						{WLK019}
    		1) The Regent of de'Arnise
    		2) Bandit Problems and Pushy Merchants
    		3) Philosophical Ponderings
    		4) Temple of Tempus
    		5) Lord de'Arnise's Funeral
    		6) Isaea Roenal's Power Play
    		7) Lord Roenal's Power Play
    		8) Barg Blathering
    		9) Dirth's Dirge
    		10) The Roenal Estate
    		11) Initiating Isaea's Investigation
    		12) Her Lord's Blessing
    		13) An Easy Mark
    		14) Financing the Flood
    		15) Winning the War
    De'Arnise Keep (AR1302)
    1) After accepting to lead the keep you'll be taken to see the Major 
    Domo. He'll talk to you about day to day functions of the keep, taxes,
    and other terribly interesting things. You'll be told that you'll be
    making about 500 gold pieces a week, and that every couple of weeks you
    should check in. And of course, you'll be summoned when big things need
    your attention. One bit of good news, however, is the fact that Lady
    Delcia Caan will not be staying. Anyways, check back every time you get
    the message 'gold has been placed in your keep'. Chances are you'll have
    some task you can perform. Like most strongholds, you can trigger most
    quests by simply resting in your keep, but some require you to be 
    outside. I'll try and let you know, but if you just go around and
    adventure like normal and just check back every time you make money,
    you'll be fine.
    You can also talk to the Major Domo about quickly raising taxes at the
    expense of the commoners. This will net you an instant 1000 gold each
    time you do it, but it'll piss of the peasantry, and as time goes on
    your own staff will begin resigning. Spoiled serfs, this is why you 
    don't treat them well, they get all indignant and free-willed for later
    tyrants! Thanks Lord de'Arnise. Extort money like this nine times, and
    your peasants will revolt and you'll lose the de'Arnise Keep-
    permanently. Also Nalia isn't too proud of how you ran things, and will
    leave your party, too. So let's try and balance our greed in the short
    term with our greed in the long term, hmm? Talk to the Major Domo and
    select option #4 "Tell me how things fare." and he'll tell you the
    general disposition of the peasants, which typically increases the more
    benevolent things you do, and drops the more cruel things you do. 
    Following the experience rewards is usually the best option, but there
    are some things you can do that'll make the peasants love or hate you
    more regardless (typically involving you spending money to help
    somebody for no reward.)
    2) After about a week the Major Domo will tell you that a merchant
    named Tolmas Bendelia is demanding to see you. Apparently his caravan
    was waylaid by bandits when passing through the region and he is none
    too happy about it. First, actually choose to see him. Doing nothing is
    almost always the worst solution. He'll storm in and as a merchant he
    naturally wants restitution. If you don't please him he threatens to 
    never travel through these lands again and to foreclose on every farm
    he holds a debt for. To protect against more bandit threats, the Major
    Domo says you'll have to hire mercenaries-you've lost too many guards to
    the Trolls to clear out the bandits with your own men. It'll cost you
    either 500 gold, or 250 for more.. delayed results. As for the merchant
    your options seem numerous, but boil down to a few simple things.
    Either compensate the merchant for his caravan fully (1000 gold), 
    partially (500 gold), or not at all. Or you can buy your farmer's debt
    off of him (1000 gold). Lastly, you can have him executed for being such
    an ingrate. The real experience-earner is the mercenaries, where you
    have the option to pay 500 gold for adequate forces (the best option)
    250 gold, or nothing. You get bonus experience for having the merchant
    (For hiring adequate mercenaries)
    EXP	15000
    (For having the merchant executed and hiring adequate mercenaries)
    EXP	15500
    3) In time talk to the Major Domo and he'll tell you that Captain
    Cernick wishes to see you. He'll tell you that a guard named Lastin has
    been caught red-handed stealing from the manor, and Cernick is unsure of
    how to deal with him. He's an ineffectual pansy who wants to make you
    make all the hard decisions. The Major Domo warns you that people who
    oppose your rule are watching, so be a careful judge. Yeah, yeah..
    If you ask Cernick about the precedence he'll mention that in the past
    one of the servants was stealing tax money-and was executed. Let Lastin
    have his say and he'll give you the sob story about his wife getting
    sick and him needing medicine to heal her. Medicine he could not ever
    afford on his salary. Ah, how many times have I heard this in my
    philosophy classes? Stealing is wrong, but stealing to save a life might
    be less wrong? Bad Bioware, for throwing elementary philosophical
    prime examples at us. If you execute Lastin you'll get no reward, so
    it's probably not the right thing to do, right? You can also fire 
    Lastin, pardon him, or pay for his wife's medicine. Let thy experience
    reward be thy guide. Paying for his wife's medicine doesn't get you
    anything extra, but it is good for your soul. Eh... but since that
    probably doesn't exist, do what you wish.
    (For firing Lastin)
    EXP	11500
    (For pardoning Lastin)
    EXP	15500
    4) After more time passes the Major Domo will inform you that a burly
    man who claims to be a priest of Tempus wishes to speak with you. Enter
    Bolumir, priest of Tempus, who wishes to set himself up here in the
    de'Arnise keep. Keldorn will vouch for him, but Anomen seems to feel
    differently, and the Major Domo will recall that he was ejected from his
    last parish. Your choices here are relatively simple. If you deny him
    rudely you'll get nothing, if you deny him.. less rudely, you'll get an
    experience reward, and if you allow him to set up kip here you'll get
    the best reward. If you want to go see him later, he'll be up in what
    used to be the Golem room. You can buy a few things off of him, potions,
    priest scrolls, a Helmet of Charm Protection, and Boots of Grounding, if
    you still have a need for some boots.
    (For dismissing Bolumir somewhat less rudely)
    EXP	11500
    (For allowing Bolumir to set up a temple)
    EXP	15500
    5) Now, if you have Nalia in your party a Messenger will come find her
    and give her a message. She's not specific, but it has to do with her
    father's funeral. Well, we can't in good conscience leave her to her own
    devices or delay this most important of matters. After all, we're just
    chasing after a friend who's in grave peril, and for all we know Nalia's
    father's grave is in peril! Oh yeah, you just read that. Head over to
    the Graveyard district and the Messenger will meet you again, and
    whisk you away to a tomb, where he says "they are waiting for you
    upstairs." Kay. Head up into the tomb (x=1620, y=750). Upstairs you'll
    find a collection of nobles, talk to them all, and have Nalia nearby.
    Eventually Isaea will start talking to Nalia and as you can expect, it
    doesn't end very well. Afterwards Nalia will fume for a bit before
    resolving to leave.
    Note that this will not happen in the de'Arnise Keep, so go wander
    around Athkatla until the Messenger shows up.
    6) Shortly thereafter I was met by Isaea Roenal on my way back to the
    de'Arnise Keep, who presumes to have Nalia imprisoned for.. well, lack
    of judgement, really. He'll use his station as a noble and as a member
    of the military to get this to pass. Nalia will be taken away, and we'll
    need to recover her-if for no other reason than because of Isaea's
    smugness! Afterwards a man named Khellor Ahmson will show up, and 
    conveniently provide you with a lead. He'll direct you to go to a man
    named Barg at the docks. He'll also tell you to check Isaea's personal
    records, which are in his home in the Government District, and to bring
    anything you find to Corgeig Axehand-Isaea's commander.
    7) Of course, now that Nalia has been removed from my party I'll
    immediately get bothered by a Messenger telling me that Lord Roenal is
    waiting for me at the de'Arnise Keep. Wonderful. When I get there he's
    about as nice as you'd expect-he demands I give over the estate or else.
    If you refuse to see Lord Roenal, or if you refuse to give up the keep
    you're in for a fight with him. Well, while we wait for him to get his
    'army' here, let's go get Nalia back.
    8) Head down to the Dock District and talk to Barg (x=2380, y=2500).
    Ignore his reference to the Canterbury Tales and he'll readily spill
    information about Isaea supporting piracy and slavery, and mention a
    man named Dirth over at the Sea's Bounty. You know, with how easily it
    is to find dirt on Isaea, the rest of the city must be actively looking
    the other way.
    9) Head down the stairs to the Sea's Bounty (x=2100, y=2150) again,
    leaving Jaheira behind so she doesn't come into contact with Baron
    Ployer-yet. Talk to Officer Dirth and (x=350, y=620). He's not quite
    the same level of moron that Barg was, and will fight you if you throw
    out the name Isaea. Kill him and loot him for Isaea's Slavery Document.
    Note that this letter mentions the slavers we killed in the Temple
    District earlier.
    Roenal Estate (AR1009)
    10) Now go to the Government District and enter the Roenal Estate,
    (x=2800, y=150). The house is blissfully empty. Go grab Isaea's 
    Financial Statements (x=450, y=400) and leave.
    (x=220, y=550) 38 gold
    (x=350, y=470) Black Opal
    (x=450, y=400) Isaea's Financial Statements
    11) Head over to the Council of Six building (x=3200, y=950) and talk
    to Corgeig Axehand (x=520, y=730). Show him the evidence you've 
    collected-the gem smuggling, the piracy, and the slaving. Individually
    they are apparently unworthy of investigation, but all together, they
    add up to a big problem for Isaea. You'll be told that you'll find out
    what the score is in a day. Thankfully the game auto-skips ahead. Isaea
    is indignant about the inquiry, but the good guys seem to have won, this
    (For exposing Isaea Roenal)
    EXP	7000 (each character)
    12) Now it's time to return to the de'Arnise Keep and deal with the
    elder Roenal. I'll put this whole family in hell yet! But first.. we 
    have to deal with a problem with a maid named Chanelle. Two men want to
    marry her, and as the new lord of the estate you need to give one of
    them your blessing. Have them brought in and Chanelle will tell you
    what's up. Jessup, a ranger from the local area has been courting
    Chanelle for a while, but Malvolio-a land owner from Roenal lands-has
    decided he wants her. Malvolio isn't the one Chanelle loves, but he will
    pay you 500 gold for her hand. Jessup, on the other hand is rather
    broke, and there's the issue of the dowry that Lord de'Arnise promised
    to pay that now, of course, is on you. Here we go again with this
    status issue again. The experience rewards say be benevolent, and the
    fact that I'm not quite a fan of Roenal folks right now really pushes me
    in that direction out of spite. Giving them the dowry on top of it 
    doesn't net you more experience, but it does make the peasants more 
    happy. After this act of benevolence, the peasants are overjoyed with me
    as their leader. Bring it on, Roenal.
    (Give Chanelle to Malvolio and refuse the gift of 500 gold)
    EXP	11500
    (Let Chanelle marry Jessup)
    EXP	15500
    13) Next up, a well-dressed couple will ask for an audience with you.
    You should know to be wary when they talk and they're identified as
    'Moneylender'. They're here to collect a debt of 2000 gold owed to them
    by the late de'Arnise. Like the last extortionist, they threaten to call
    in debts in the area if you refuse to pay. They profess knowledge of 
    what happened to the last guy who tried this, and yet they somehow won't
    see their own fates mirrored until you order their execution. Once you
    do, their facade cracks and they reveal themselves as crooks. An easy
    mark, indeed. After they're escorted away, the matter of the very real
    debts your people have arises. You can leave them to their fate, pay up
    partially (500 gold) or pay up the full debt to protect your people
    (1000 gold).
    (For paying off half of the debt your people owe)
    EXP	11500
    (For paying off the full debt your people owe)
    EXP	15500
    14) The next thing the Major Domo has to report is damage done to a road
    by a flood. *sigh* This sounds expensive. What's the point of owning a
    keep if you have to spend all the money you make on it! Peasants will
    show up and whine, threaten, and give sob stories. After it's over, the
    Major Domo will tell you it'll cost 5,000 gold to rebuild. If you don't
    plan to pay, at least pick the second option to pay a portion. It'll
    get you some experience, and then you can just opt out. On the other
    hand, if you choose to do a partial rebuild, do NOT then choose to pay
    the whole thing. You'll get an additional 8500 experience... but it's
    still less than the full 15500 you would have had if you just chose to
    fully rebuild from the start. You can rebuild in increments of 1000,
    up to 5,000 gold (the full cost of the rebuild.)
    (For partially rebuilding)
    EXP	4500
    (For partially rebuilding and giving 2,000 gold)
    EXP	2500
    (For partially rebuilding and giving 3,000 gold)
    EXP	4500
    (For partially rebuilding and giving 4,000 gold)
    EXP	6500
    (For partially rebuilding and giving 5,000 gold)
    EXP	8500
    (For fully rebuilding, at an expense of 5,000 gold)
    EXP	15500
    Next it's the dikes, which will cost 2,000 gold to rebuild. This one is
    more cut and dry, either pay the 2,000 gold, or pay nothing.
    15) Finally it's time for the fight with Roenal. Major Domo is panicked,
    and apparently we're out numbered and out matched. Follow Captain
    Cernick outside-his bright idea is that we kill Roenal quickly so his
    army loses spirit and dissolves. Of course he'd suggest something that
    didn't involve him doing the work. Head out past the bridge and find
    Roenal, who will threaten you before attacking. He's horribly out-
    matched, a simple Haste spell and brute force is far too much for him
    to handle. He does have a Mage who might cause you a bit of trouble,
    but it's just a matter of tearing down his defenses with a True Sight
    and Breach. After Roenal dies the battle ends, so you might want to
    save him for last in order to get the max experience from his minions.
    Once he's dead you'll be whisked back into the keep and praised for
    being the awesome fellow that you are. You'll get an experience reward,
    and the keep is yours forever more... or until you over-tax it and the
    peasants revolt. Head back outside and loot the vanquished. Many of the
    troops will have Arrows of Fire, and Roenal's stronger guards will leave
    behind Arrows of Fire and Arrows of Ice, as well as Chain Mail +1.
    Roenal's Mage will leave behind Bracers of Defense A.C. 8 and a Wand of
    Lightning, while Roenal himself drops a suit of Full Plate Mail +1, a
    Bastard Sword +1, and 50 gold. 
    (For defeating Lord Roenal and holding onto the de'Arnise Keep)
    EXP	50000
    Anyways, we've secured all the somewhat prominent PCs in the game, and
    this leaves us only with Cernd and Mazzy. Since we've already partially
    explored Umar Hills, we'll go after Mazzy first. Before any of that,
    however, head over to the Bridge District, where we still have some
    unfinished business that will tie into the Umar Hills quest.
    |								       |
    |		             Skinner Murders                           |
    |		  	   			      		       |
    Sequence of Events:						{WLK020}
    		1) The Skinner Murders
    		2) Mugging at Midnight
    		3) Rampah's Hide
    		4) Rose's Odor
    		5) Bel Dalemark
    		6) Faraji's Witch
    		7) Missus Cragmoon
    		8) Robbing the Robber
    		9) Silver Horn of Valhalla
    		10) The Balthis Estate
    		11) Ankheg Shell House
    		12) Warehouse
    		13) Battle Over Bubbles
    		14) The Man in Red
    		15) Routing the Ransomers
    		16) A Good Deed.. or Silver Pantaloons
    		17) The Murderer Exposed
    		18) A Skinny Shirt 
    		19) Riverside Escape
    		20) Collecting the Reward 
    Before we begin, let me just say that this is going to be a slightly
    unorthodox part of the FAQ. By now you should be used to not completing
    every quest as we encounter it chronologically, but this is even more
    extreme. This section covers much of the ancillary exploration in and
    around Umar Hills, but at this point I have no real intention of
    completing this quest at all. This part of the FAQ is merely for 
    recruiting Mazzy, after which I'm more than happy to abandon the Umar
    Hills quest. I will not resume and complete the Umar Hills quest until
    after recovering Imoen.
    Bridge District (AR0500)
    1) That our Umar Hills explorations starts in the Bridge District of
    Athkatla might seem odd, and really it's only marginally related. Doing
    this quest now saves us the bother of back-tracking later, and it even
    affects some events in Trademeet, so it's worth the bother. If you 
    remember, Lieutenant Aegisfield recommended we talk to Old Rampah and 
    Rose, and that's what we should do now. 
    2) Along the way I was assaulted by Muggers, this is a random encounter
    which I'll note here mostly because... well, this is when and where it
    happened. It's really only notable because one of the Muggers initiated
    dialogue with me and demanded I hand over my money. He then had the
    nerve to only give me 20 experience when he died.
    3) Rampah is at (x=2630, y=1200). He will try to get you to buy 
    something he found, asking for 100 gold. Say you don't have that much 
    and he'll accept half-40 gold-in return for which you'll get an 'Exotic 
    Hide'. He'll also refer you to the 'seller that buys'.
    4) Now head over to Rose (x=2950, y=1970), near the Five Flagons. Money
    talks, as usual. If you're nice to her (option #1) she'll ask for 20
    gold, if you're rude (option #2) she'll ask for 40. Pay her and she'll
    tell you that she distinctly smelled Guril berries when she happened 
    upon the murder. If you bring her some more, she claims she'll be able 
    to identify the smell.
    5) Since Rose and Rampah both suggested it, you might as well talk to
    Bel Dalemark (x=2650, y=2050). If you ask about the slayings he'll talk
    about the flayings being precise, not like the work of some beast. Show
    him the 'Exotic Hide' you bought from Rampah and he'll identify it as
    elephant hide. Who would have such a thing, you ask? A tanner. He'll
    mention one Rejiek. Ask about Guril berries and he'll mention three 
    things with a similar odor-Guril berries, 'the bark of the oak', and
    solik berries. Of the three, the bark is used to make tannin, which is
    used for curing skins. Your merchant will give you a sample of each free
    of charge and again suggest talking to Rejiek.
    6) Return to Rose and get her to smell what the merchant gave you. 
    She'll identify the smell as tannin. Now we could report the information
    to Aegisfield, but let's talk to Faraji (x=1400, y=2800) first. Give him 
    some coins and ask about the murders and he'll mention that he found the
    body of 'old Bilver', and he'll implicate a mean old witch named Missus 
    7) Head over to (x=320, y=2670) and talk to the mean cookie-hoarding
    witch. She'll admit to being a witch, but otherwise seems pretty 
    benevolent. What's the point of all this? Nothing much, but once you're
    done talking to her talk to her again and she'll sell you some potions.
    Namely Potions of Frost Giant Strength, Potions of Stone Giant Strength,
    and Potions of Master Thievery. They're pretty easy to steal, if you 
    don't want to spend any gold. I was fairly successful with a Pick
    Pockets score of only 115%. Note that if you tell Aegisfield that Missus
    Cragmoon is a witch she'll promptly disappear. Those Cowled Wizards are
    nothing if not quick, eh? Later on you'll be attacked by a group of
    Adventurers led by one Strachan Fireblade whom has a note from Missus
    Cragmoon on him. They're pushovers and they have no exceptional gear.
    8) If it's night time you'll find a cutpurse at (x=660, y=2500) who 
    actually sells a variety of good stuff. Namely Arrows +2, Bolts +2,
    Potions of Master Thievery, and a variety of scrolls, the notable ones
    are listed below. Despite being a Thief himself, it's very easy to steal
    from him. Wait until night if possible and time it so you can steal from
    both Missus Cragmoon and the cutpurse in order to conserve Potions of
    Master Thievery. I don't know if it was just a random bug or not, but he
    did not turn hostile when he caught me stealing. What a nice guy!
    |Mage Spells| Cutpurse
    3rd-Detect Illusion
    3rd-Hold Undead
    3rd-Protection from Cold
    3rd-Spell Thrust
    4th-Enchanted Weapon
    4th-Fireshield (Red)
    4th-Minor Sequence
    4th-Spider Spawn
    4th-Teleport Field
    5th-Spell Immunity
    6th-Death Fog
    6th-Improved Haste
    6th-Protection From Magic Weapons
    6th-Power Word, Silence
    Now, for some entirely unrelated exploration. As you may have noticed,
    there are some houses in the north half of this district that we might
    as well explore (or at least discuss) since we're canvassing the area.
    Wealthy Home (AR0527)/(AR0528)
    9) Over at the house at (x=3000, y=770), you can find a fair amount of
    loot (and traps) hidden around. It's probably the most wealthy house in
    this district that we'll explore for no good reason. The best item you
    can find is, of course, the Silver Horn of Valhalla, which is really a
    poor summoning item, but it's still nice to have it.
    Note: You can upgrade the Silver Horn of Valhalla by visiting the
    'Storekeep' (x=1880, y=2070) in Waukeen's Promenade (AR0700). For the
    first upgrade you'll need the Silver Horn of Valhalla (of course) a
    Diamond and 2000 gold. Pick dialogue options #2, #2, and #1 and in
    return you'll get the Bronze Horn of Valhalla, which summons a
    7th-level Berserker instead of the Silver Horn's 5th-level Berserker.
    To upgrade it again you'll need the Bronze Horn of Valhalaa, a Beljuril
    Gem (very rare) and 5000 gold. This second-and final-upgrade will create
    the Iron Horn of Valhalla, which summons a 9th-level Berserker. I played
    through this game about a dozen times now, and never knew this item
    could be upgraded until I saw the other two horns in Infinity Explorer.
    A simple Google search later, and I found myself educated by a poster
    named 'Keylow' on www.ironworksforum.com. Credit where credit is due.
    (x=500, y=250) 87 gold
    (x=430, y=170) Wand of Magic Missiles
    (x=600, y=200) Agni Mani Necklace
    (x=200, y=320) Moonbar Gem, Fire Agate Gem
    (x=300, y=270) Potion of Insulation, Potion of Hill Giant Strength
    (x=400, y=350) 4 gold
    (x=500, y=250) Silver Horn of Valhalla
    (x=450, y=150) 8 gold
    (x=630, y=230) Bolt +2 x2, Onyx Ring
    (x=350, y=350)
    (x=430, y=170)
    (x=300, y=270)
    (x=500, y=250)
    Balthis Estate (AR0506)
    10) In the Balthis Estate (x=4300, y=950), you'll be bothered by Pip, a
    diminuative butler, a host of Amnish Bodyguards, and the typically
    unfriendly Acton Balthis. There's a bit of minor loot in here, but
    nothing worth fighting guards over.
    Ankheg Shell House (AR0531)
    11) Over at (x=3730, y=1400) you'll find an apparently quaint home with
    some nasty traps in it. The best item in here is an Ankheg Shell, from
    which you can make Ankheg Plate Mail. Frankly, however, your fighters
    should all have Full Plate Mail or Full Plate Mail +1. It's just not
    worth the cost to have it made. Remember to loot at night if you want to
    avoid witnesses, guards being called, and all that fun.
    (x=630, y=200) Ankheg Shell
    (x=570, y=200) Turquoise Gem x2, Andar Gem
    (x=400, y=200) Healing Potion x3
    (x=250, y=300) 1 gold
    (x=630, y=200)
    Warehouse (AR0530)
    12) Sick of looting unguarded houses? Me too. So enter the building at
    (x=4000, y=1500), within which you'll find a group of hostiles. There's
    Pitre, the priest, Dracandros, a Mage, Falahar, a Fighter, and
    Valeria... she throws darts, and wears heavy armor... so she's a
    Fighter, too, just not a very good one. By now, we all know what we're
    going to do. Edwin/protagonist hits them with Chaos, and Jaheira targets
    Dracandros with Insect Plague. Then I eliminate Dracandros and Pitre,
    before dispatching the fighters at my leisure. Pitre will leave behind a
    suit of Plate Mail, a Large Shield, a Mace, a Scroll of Identify, and
    30 gold. Falahar forfeits a suit of Chain Mail, a Helmet, a Halberd, and
    a Scroll of Identify. Dracandros drop some Bracers of Defense A.C. 7 and
    43 gold, while Valeria volits a suit of Plate Mail, some Darts, a
    Bastard Sword, and 34 gold. To say they were poorly equipped is an
    understatement... but at least they gave good experience. And now you
    can loot the building... which is quite profitable.
    (x=350, y=550) Medium Shield, Mace, Two Handed Sword
    (x=620, y=200) Star Sapphire, Black Opal, Laeral's Tear Necklace,
    	       460 gold
    (x=570, y=170) Scroll of Spirit Armor, Scroll of Lightning Bolt,
    	       Scroll of Protection from Electricity, Scroll of Breach
    (x=220, y=250) 1 gold
    (x=620, y=200)
    (x=570, y=170)
    13) As another (yes, another) aside, over at (x=1300, y=2190) you'll
    find a lady of the night named Bubbles, who has two lovers by the names
    of Carbos and Shank. Surely you must remember your very first victims in
    the first game? I'm sure they just have the same names. Anyways, they
    argue over their lady, then resolve to fight each other over her. 
    Eventually one will win, and a disinterested Bubbles will wander off.
    14) And since we're here, let's knock off one more quest. Over at 
    (x=1680, y=3520) you'll find a man named Am-Si, who is dressed in a 
    very, very red outfit. Question him about his tendency to bury people
    alive and eventually he'll run off into the house at (x=1420, y=3600).
    Leave most of your party outside the house, then send one character in.
    House, Downstairs (AR0507)
    15) Am-Si will talk to a Dwarf named Camitis before they notice you.
    Once they do, however, Catimis kills Am-Si and makes a break for it,
    along with his buddy Reti. They will, of course, run into the rest of
    your party. Attack them and kill them and grab Retis' Boots of 
    Avoidance. You might remember these from Baldur's Gate 1, they're an
    incomparable defensive item for use against missiles. You might as well
    stick them on whatever character you'll use to draw missile fire, either
    Keldorn or Korgan. They'll probably hand these off to less well-
    protected characters later on. Search the house after you're done
    killing its inhabitant. Once done, head upstairs at (x=200, y=400).
    (x=300, y=280) Turquoise Gem, 3 gold
    (x=550, y=150) 1 gold
    House, Upstairs (AR0508)
    16) Up here you'll find Lady Elgea, who demands to be freed. If you want
    to be a nice guy you can let her go for some experience. Note if Keldorn
    is in your party you have no choice but to free her. Trying to do
    otherwise will prompt Keldorn to overrule you-and will get you a lesser
    experience reward. Of course, you can always just leave him downstairs
    and do as you please. If you're evil, or interested in obtaining the
    Big Metal Unit at some point, you'll be better served by ransoming her.
    Loot the cabinet at (x=400, y=200) and grab the 'Ransom Note'. Read it 
    to discover the location of the exchange, which is in front of 
    everybody's favorite Copper Coronet at nightfall. You'll find Welther
    at (x=2030, y=2670), who will cough up the Silver Pantaloons in return
    for the location of Lady Elgea. You'll lose two points of reputation for
    doing this, but that can be cured with a little donation or two.
    (For freeing Lady Elgea)
    EXP	16750
    (For freeing Lady Elgea.. eventually)
    EXP	8500
    (x=400, y=200) Ransom Note
    (x=400, y=340) 157 gold
    (x=300, y=420) Short Sword
    Tanner's Shop, Upstairs (AR0501)
    17) Anyways, it's time to get back to the Skinner Murders. Report your
    findings to Aegisfield and he'll run off to go check out the tanner.
    Jaheira wisely suggests that since the tanner is our top suspect for a
    series of grisly murders we should probably go with Aegisfield. Head
    over the building marked 'Tanner Shop' on your map (x=2700, y=2600). 
    Once inside our friendly neighborhood tanner will tell us that he's
    closed, and will play innocent about the murders. Press him a bit and
    he confesses before running down the stairs (x=300, y=360). Follow him.
    (For discovering the identity of the Skinner Murderer)
    EXP	23250
    (x=550, y=150) Andar Gem, 19 gold
    (x=660, y=120) Shandon Gem, Potion of Regeneration
    Tanner's Stop, Downstairs (AR0502)
    18) Once downstairs your companions may comment on the corpse-strewn
    room. Disarm the traps in the room and search around to find the
    Inspector's Body, and the 'Tanner's Letter'. The latter object directs
    you to a contact in the Umar Hills. See? I told you there was a 
    connection. Search one of the beds (x=400, y=300) and you'll find a..
    shirt made of human flesh. Wonderful. Once you have all three objects
    go down the stairs at (x=550, y=400).
    (x=700, y=400) Inspector's Body
    (x=200, y=400) Potion of Fire Resistance, Moonbar Gem, Black Opal,
    	       130 gold
    (x=400, y=200) Scroll of Protection from Electricity, Tanner's Letter
    (x=500, y=650)
    (x=500, y=420)
    (x=600, y=430)
    (x=200, y=400)
    (x=400, y=200) 
    Tanner's Shop, Riverside Room (AR0503)
    19) When you reach the next level you'll find that it connects directly
    to the river, apparently to facilitate quick escapes by boat. More
    threateningly you'll find a trio of Ghasts and a Mage named Vellin Dahn.
    A fight soon ensues, and a pair of 'Rune Assassins' and a Bone Golem
    will show up, while Vellin Dahn disappears. The Rune Assassins can be
    pests, as they are fond of going invisible to score cheap backstabs.
    Once they're dead, loot around to obtain the Gesen Bow Shaft. Nice.
    We're just about done with this quest, but there's just one more thing
    that needs to be done. Time to get rid of Aegisfield's body.
    (x=500, y=400) Gesen Bow Shaft, Hide Armor
    (x=670, y=450) Scroll of Improved Invisibility, 
    	       Scroll of Monster Summoning II, Tchazar Gem
    (x=700, y=250) 6 gold
    (x=500, y=400) 
    (x=670, y=450)
    Council of Six Building (AR1002) 
    20) Head over to the Government District and enter the Council of Six
    building. Inside, find Chief Inspector Brega (x=1120, y=500) who will
    take Aegisfield's body off of you. More importantly, he'll reward you
    for solving the crime. Well, that was fun and all, but now it's time to
    pursue our contact to the Umar Hills. And do a few other things and grab
    Mazzy while we're there.
    (For solving the Skinner Murder crimes)
    EXP	45000
    Reputation +1
    Gold	500
    |								       |
    |		           Umar Hills (Part I)			       |
    |			   (Recruiting Mazzy)			       |
    Sequence of Events:						{WLK021}
    		1) His Name Was Darcin Cole
    		2) The Bla... err... Umar Witch Project
    		3) Minister Lloyd
    		4) Daar-Daar-Daar!
    		5) Jermien's Task
    		6) Idle Hands in Imnesvale
    		7) Tales Farmers Tell
    		8) Things Farmers Hide... In Chickens
    		9) Making Peace with Madulf
    		10) Umar Cave
    		11) Addled Mines in Imnesvale
    		12) A Golem Gone Awry	
    		13) Marcella's Cabin
    		14) Anath's Vengeance
    		15) Wolf Den
    		16) Anath's Demise
    		17) Grave Robbing is Bad
    		18) Mazzy
    		19) Pala Poisoned
    		20) A Word with Wallace
    		21) The Predictable Ending
    Umar Hills (AR1100)
    1) Now if you remember, people have been disappearing... after being
    found turned inside out, of course. Some people think it's the wolves,
    some people think it's an Ogre and his band, and other think it's Umar
    herself. I think you should talk to Fael (x=3500, y=2860) and buy a
    copy of 'History of the Zhentarim'. After purchasing it he'll talk to
    you and ask you to call him by the name he used before (as pertaining
    to the riddle on the Tanner's Letter.) Select the following option:
    "Darcin Cole was your name."
    And he'll continue to chat with you. He'll say that he'll add the 
    finishing touches to the human skin (presumably making it into a potent
    suit of armor) once you do one simple task. You merely need to retrieve
    the blood of a Silver Dragon. Simple, right? Obviously this is an evil
    act, but it'll be a while before we have the opportunity to get this
    blood, so you need not worry about it at the present. Also, buy some
    ale from Min Mining and three Bastard Swords from Elence Fielding. We
    MIGHT just need them shortly.
    Umar Inn (AR1105)
    2) Head into the Umar Inn (x=3750, y=2650), which you'll discover is
    somewhat crowded, at least at night. This Umar witch nonsense isn't
    bad for everyone's business, it seems. Talk to Vincenzo the Innkeep
    (x=600, y=600), who has a bit of a story to tell about the Umar witch...
    by now we should realize that this is a spoof of some cheesy low-budget
    witch film. Fortunately Willet the Stableboy keeps us down to earth.
    (x=750, y=250) Wand of Fear, 24 gold
    (x=620, y=420) 448 gold
    (x=160, y=550) Umar Witch Project Journal x10, Antidote x2,
    	       Potion of Extra Healing x2
    (x=750, y=250)
    Minister Lloyd's House (AR1104)
    3) When you're done messing around at the Inn head outside and into the
    house at (x=4970, y=2550) and talk to Minister Lloyd (x=680, y=400).
    He'll tell you less stories and more fact, and mention that their
    Ranger, Merella, has vanished recently, leaving them all but 
    defenseless. He'll reiterate everybody's fears, restating the culprits
    and mentioning that he hired the 'famous knight' Mazzy Fentan to look
    for the source of the problem.
    (x=910, y=410) 3 gold
    (x=170, y=400) 7 gold
    (x=250, y=500) 7 gold
    4) Head outside and find Daar (x=4300, y=2050), who is in love with a
    local girl named Colette. Unfortunately Colette's dad is a powerful
    wizard named Jermien, and like all good dads, he doesn't want anybody
    messing with his daughter. He's not interested in trying to kill the
    guy, so it looks like Daar is at an impasse. Head into the house at
    (x=4440, y=2050).
    Jermien's House (AR1103)
    5) Jermien will question you when you enter the house, and although he's
    gruff he's not outright hostile. Well, except for the whole magic 
    missile comment. Ask him about his Golem and he'll brighten up and
    cheerfully tell you about it. At length he'll ask you if you can find
    the blood of some mimic for him, which you might as well accept. You can
    talk to Colette to get her side of the story, but she doesn't have much
    to say right now. Don't loot the place, as Jermien will go hostile if
    you touch his valuables.
    6) Leave the house and go north, where you'll be accosted by a trio of
    over-eager village boys named Dirbert, Valsben, and Neler. They want 
    you to buy them some Bastard Swords and ale-the start of all great 
    adventures. Don't be a prude and agree to buy them their contraband.
    You'll get 200 gold for the task, which is more than enough. Hey, look
    at that! Somehow you just happened to know ahead of time to buy these
    items! You must be omniscient or something. For aiding in the
    delinquency of the minors you'll get some experience. Huzzah.
    (For aiding idle hands in Imnesvale)
    EXP	2000
    7) To the west you'll find Jeb (x=3770, y=1550), who'll tell you a tale
    for 30 gold (although you can argue him down to 20 gold). After paying
    he'll tell you that Hendrick's daughter used to be an adventurer, and
    that after an encounter with some adventurer's he saw Hendrick trying to
    'stuff somethin' down the gullet of one of them chickens he keeps out
    back.' South of Jeb you'll find Groos the Herder, Atta, Dale the Herder,
    Margie, and Kaatje, all of whom have an opinion about the killings. Of
    them, Kaatje actually has the most interesting story-since it's backed
    up by an eyewitness account of something wicked at Marella's cabin. The
    eyewitness account of a kid, but still...
    8) To the west you'll find Erlin Hendrick (x=3220, y=1900) and his wife
    Enna Hendrick (x=3150, y=1800). Talk to the former, where  you'll have
    several options. First, you can just strong-arm the Hendrick into giving
    up what he hid in the chicken. Second you can buy the chickens off of
    him for 10, 50, or 100 gold, depending on how generous you feel. Either
    way you'll score a Beljuril gem, which is worth far more than the gold
    you spent on it.
    9) Travel past Jeb to the north over a stream until you find Madulf at
    (x=3300, y=720). You can talk to him and provoke a fight, but if you
    don't explicitly go out of your way to do so, he'll ask you to bring
    terms to the villagers. Madulf wants to stay nearby and perhaps protect
    the village against Orcs in the mountains, and trade once every moon.
    Well, somehow I don't think these guys are the killers, especially since
    they're losing members to whatever stalks out in the forests. Return to
    Minister Lloyd and tell him about the deal and he'll agree to go and
    talk to Madulf. Since it's obviously not the Ogre that's killing people,
    Minster Lloyd tells you to investigate Marella's cabin. All in good 
    time. Rest, then talk to Minster Lloyd again and he'll have magically
    gone and met with Madulf, and will thank you for setting up the
    negotiations. Return to Madulf and he'll tell you about a struggle he
    saw near Meralla's cabin. More importantly, he'll give you the Shield
    of the Lost +2, which is a fair enough shield for this point in the
    game. Even more-so considering how little work we had to do to get it.
    (For setting up friendly relations between Madulf and Imnesvale)
    EXP	27500
    Item	Shield of the Lost +2 (from Madulf)
    Umar Cave (AR1106)
    10) West of Madulf you'll find Umar Cave (x=1600, y=1300), wherein 
    you'll find a perfectly unguarded and totally not suspicious treasure
    chest (x=950, y=1050) just lying there for the looting. Don't mind the
    corpses lying around it. Send one character forward and try and loot
    the chest, whereupon everybody within range (which should be only the
    one character) will be subject to the 'chests' mimic glue, which 
    holds characters regardless of free action. Kill the mimic and loot
    it for its juicy Mimic's Blood. Further north into the cave are two
    Umber Hulks waiting to be slaughtered-as in D'Arnise Keep, use Chaotic
    Commands on a strong fighter to absorb their initial Confusion attack,
    then go in and kill them.
    (x=950, y=1050) Mimic's Blood, Diamond, Bullets +1 x40, Darts +1 x40
    (x=900, y=300) 	Greenstone Ring, Flamedance Ring, Short Sword +1,
    		War Hammer, Bolts +1 x40, Arrows +1 x40,
    		Throwing Dagger x40, Throwing Axe x40, 42 gold
    Note from Lee:
    I often had multiple characters 'held' upon opening the chest. The Mimic
    is no big deal to kill, just don't be surprised if you only have 1-2
    characters to fight it.
    11) This is more of an aside, but if you return to Umar Cave later, when
    there are no quests involved with it, you'll find the three kids you
    bought ale for earlier (Dirbert, Valsben, and Neler). They've apparently
    encountered a 'Dragon', and in their inebriated state, they have even
    less sense in their heads than usual. They'll flee, and if you explore
    you'll discover a Mutated Gibberling lurking in the cave... not quite a
    12) Return to Jermien's house and give him his precious Mimic's Blood.
    An overjoyed Jermien will give you a sword for your trouble and merrily
    set off to complete and activate his Golem, so as to ensure his 
    daughter remains unmolested. Unfortunately the Golem goes crazy and
    attack Jermien. Step in and save him, and afterwards Jermien decides 
    that he might not be quite as knowledgeable as he previously thought.
    This prompts him not to stand in the way of Daar and Colette anymore,
    and after they take off, he will too. This grants you yet another
    experience reward and the ability to loot Jermien's house free from
    fear of reprisal. The sword you were given, Ilbratha, isn't very good
    in combat, but the fact that it you can use it to throw on a Mirror
    Image means it's worth putting in one of your Fighter's quick-weapon
    slots. Before big fights they can use this baby to boost their
    defenses, then switch back to a more potent weapon. Minsc, Keldorn, 
    Valygar, and Korgan are all good choices for this defensive item.
    (For giving Jermien the Mimic's Blood)
    EXP	19250
    Item	Ilbratha +1
    (For saving Jermien from his Golem)
    EXP	21250
    (x=150, y=200) Potion of Fire Resistance, Potion of Clarity, 
    	       Potion of Genius
    (x=550, y=250) Scroll of Power Word Sleep, Scroll of Contingency,
    	       Scroll of Protection from Normal Weapons
    (x=500, y=330) Silver Ring, Scroll of Identify
    (x=600, y=400) 3 gold
    Marella's Cabin (AR1102)
    13) Now that we've done everything in Imnesvale we can possibly do, it's
    time to stop delaying and head over to Marella's cabin (x=600, y=2800).
    Make sure to grab Marcella's Journal off the table and then grab 'A Note
    from Mazzy Fentan' off the floor in the bedroom. The journal will point
    to some shadowy wolf-like creatures and intrusive voices. Spooky. Mazzy
    seems to believe it's the wolves too, and both have drawn maps to help
    you find this wolf den. Ignore the messy corpse on the bed and leave the
    house, exit via the edge of the map and travel to the 'Temple Ruins'
    area to the north.
    (For obtaining Marella's Journal)
    EXP	22500
    (x=950, y=370) 1 gold
    (x=550, y=600) Marella's Journal
    (x=450, y=550) 1 gold
    (x=500, y=450) 1 gold, Bolts of Lightning x20
    (x=460, y=375) A Note from Mazzy Fentan
    (x=500, y=200) 1 gold, Acid Arrows x20
    Temple Ruins (AR1404)
    14) In this level, you'll periodically come across Shadows, Shade
    Wolves, and Greater Shade Wolves. By now we can certainly knock off any
    mundane explanation for the murders, although the 'wolves' do seem to
    be involved, but by now I don't think we can safely call them 'wolves'
    anymore. You'll find a cave at (x=600, y=600), outside of which a
    werewolf named Anath will proclaim that you won't steal her vengeance.
    Okay. Head inside the cave to find out what this is about. 
    Wolf Cave (AR1403)
    15) Anath stands at (x=700, y=470), and considering all the corpses 
    lying around, she looks awfully guilty. You can pick a fight here, but
    since she's not a Shadow or some other form of undead, you should
    probably give her the benefit of the doubt. Also she can't be hurt by...
    pretty much any weapon you can get your hands on in Shadows of Amn, so
    unless you have a boatload of Magic Missiles, you might not want to
    tangle with her. Anath blames one 'Shade Lord' for the unnatural and
    unholy darkness in this area, as well as for the belligerence of her
    pack. She also states that the temple to the east has been perverted,
    what was once a temple to Amaunator, a god of the sun, is now the
    sanctuary for this Shade Lord. We remember Amaunator, right? We helped
    him out during the Unseeing Eye quest! She'll admit to killing a man to
    gain Strength enough to fight the Shade Lord, so she's no saint herself,
    but since she's the enemy of our enemy, I let her go try and get her
    vengeance. She'll tell you to meet her by the temple when you're ready.
    Loot the pool and leave.
    (x=900, y=400) Silver Ring, Gold Necklace, Onyx Ring
    16) Head to the northeast to find the temple, which is just crawling
    with shadows. Anath will be there and will tell you that it's a trap,
    and will suggest using a mirror (x=4150, y=300) to beat back the undead.
    After telling you this helpful information, she'll continue to be
    helpful by dropping dead, which saves us the trouble of having to kill
    her. Manipulate the mirror until the area near the crystal lights up.
    Every wretched Shadow that moves into the light will be destroyed, and
    if you move your party into the light the Shadows will gladly chase you
    to their doom... I guess they're not very... bright? Ah-hah. I kill
    myself... Now that you've secured the entrance to the temple, rest up
    and head down the stairs (x=4500, y=200) when you're ready.
    Fallen Temple of Amaunator (AR1401)
    17) Continue down a tunnel and go through a door at (x=1850, y=950) to
    find a room full of Shade Wolves and Skeleton Warriors. Massacre them
    and continue through another doorway to the northwest. We could grab
    Amauna's Bones (x=1850, y=950), but since I have no intention of
    completing this quest right now I prefer to leave them alone. They're
    less likely to get lost if they stay where they are, and they won't
    clutter up my inventory.
    (x=1850, y=950) Amauna's Bones, Arrows x80, Bolts x80, Darts x40, 
    		Throwing Axes x40
    18) Through the doorway awaits more Shadows and a Shadow Jailor, who
    will proclaim that you will not steal his master's consort. Whatever.
    Kill it and loot its body for a 'Shadow Prison Key' with which you
    can prove him wrong. Go through the door at (x=1450, y=550) to find
    Mazzy (x=1500, y=510). You can gallantly rescue her, or try to leave
    her behind (although Keldorn will object to the latter if he's with
    you.) It's her goal to defeat the Shade Lord, and if you ask she'll
    tell you... well... pretty much everything there is to know about the
    situation. Apparently you'll need to pass Amaunator's tests to collect
    'Sun Gems' which will open the doors in this temple. This will allow you
    to reach the bowels of the temple and reach the corrupted altar of
    Amaunator, now more ominously dubbed the 'Shadow Altar'. You also need
    three parts parts of a key that opens a door leading the the 'horror'
    the Shadow Lord commands-a Shadow Dragon. According to Mazzy, the
    Shadow Lord inhabits the body of Meralla and planned to use Mazzy as
    his next vessel when the former faltered. In a nutshell you need to
    find Sun Gems and parts of a key, sneak past a Shadow Dragon, and
    smash a Shadow Altar and kill the Shade Lord. See why we're not doing
    this quest now? It's possible that after doing all the quests we've
    done that we might indeed be powerful enough to kill the Shadow Dragon,
    but it's something I prefer to wait for. Anyways, you can recruit 
    Mazzy now if you wish, or send her off to her family home in Trademeet
    if you don't want her in your party. Either way, we're off to Trademeet
    as well. If you carry Mazzy around with you for a while you'll
    eventually get a quest involving her, which I'll cover below... you
    know, since this part of the Walkthrough is dedicated to recruiting
    Mazzy, might as well keep her quest here, too.
    (x=1360, y=380) Bolts x40, Bullets x80,	1 Gold,
    		Tombelthan's journal (2nd half)
    Note from Lee:
    I never - I repeat, never - take Mazzy along. She is arguably the most
    useless character in the game, and her family quests are worthless. I
    do, however, complete the rest of the temple quest (WLK038) as well as
    the Ranger Stronghold quests (WLK039) here. My party is powerful enough
    to tackle the Shadow Dragon (thanks to having stole/sold my way to all
    the best weapons, etc), although it is far more difficult now than it
    would be later. Not recommended for first-time players-you really have
    to know how to micro-manage a major battle to think about attempting
    19) After a bit of traveling (this quest seems to trigger more through
    game-time, rather than real-time, which determines banters) Danno
    Fairfoot will show up and tell Mazzy that he accidentally poisoned her
    sister, Pala, with a love potion he bought from some huckster in
    Trademeet. Apparently we're going to Trademeet regardless of what we
    wish to do next! Still, full disclosure here, I expect few enough
    people to actually play with Mazzy that I have no real discomfort
    including her family trouble in Trademeet here, while having the
    official exploration of Trademeet just below this. Ignore the goofiness
    engulfing Trademeet for now (or better yet, mix this Sequence of Events
    with the next) and head over to the Fentan Home (x=2750, y=1000).
    Fentan Home (AR2002)
    20) When you arrive, Vara Fentan, Mazzy's mother, will tell you that
    Pala has been poisoned by the old Gnome peddler, Wallace, although why
    remains a mystery. You'll find Wallace in Trademeet at (x=2000, y=2820),
    and he'll show some surprise at Pala's poisoning. He explains that he
    has a new supplier, a priest at the temple of Waukeen named Barl. Mazzy
    accepts him at his word, and you gain a bit of experience for merely
    finding him.
    (For chatting with Wallace)
    EXP	6750
    21) Now it's time to pay a visit to the Temple of Waukeen 
    (x=850, y=2000), within which you'll find Overgold Renwellyn
    (x=550, y=350). Be cordial and he'll agree to disregard Barl's right to
    privacy if it helps discover whether he is evil or not. A quick
    investigation of Barl's room will turn up some 'suspicious 
    paraphernalia' including an alchemy set and a symbol of Talona, the
    'Mistress of Poison'. Can't really get much more cut and dry than this,
    can it? Barl shows up, and his demeanor is laughably confrontational.
    In what is surely some of the more lackluster dialogue in this game,
    Barl blusters and admits to the misdeed before attacking. He'll summon
    some Poison Mists to help him, but they're nothing that can't just be
    chopped down. After he dies, Mazzy hopes for a magical cure for her
    sister, and lo', we discover a vial on his body, after which we'll be
    whisked back to the Fentan Home. The cure, of course, seems to be
    working, and Mazzy will leave your party for a while to stay by her
    sister's side. Wait a day and return and all will be well. Why would a
    Priest of Talona, 'Mistress of Poison' bother carrying around an
    antidote? It's his religious obligation to inflict pain and suffering
    upon people, and if anybody uses the 'blackmail' excuse, I'll hit them
    with a stick. Nobody attempting to murder somebody with poison would
    carry an antidote. This whole quest is just short-sighted and silly,
    and does nothing for my disdain of Mazzy, or of Halflings in general.
    Stupid Halflings!
    (For exposing and killing Barl)
    EXP	25000
    |								       |
    |		               Trademeet			       |
    |		    (Recruiting and Securing Cernd)		       |
    Sequence of Events:						{WLK022}
    		1) Assaulted by Animals
    		2) Genie Monopoly
    		3) Efreeti Bottle
    		4) Khan Zahraa's Fugitive
    		5) Rahee and Salahee and the Family of Rom
    		6) Tall Tales in the Pleasure Tent
    		7) Exploding Bhaalspawn, Vyatri's Pub
    		8) Annoying Neeber
    		9) Itona's Information
    		10) The High Merchant's Request
    		11) Cernd
    		12) Pauden
    		13) The Troll Mound
    		14) Trolls and Shadow Druids
    		15) Kyland Lind and More Shadow Druids
    		16) Ogre's Tower
    		17) Adratha's Cabin
    		18) Dalok and Even More Shadow Druids
    		19) Showdown with Faldorn
    		20) The High Merchant's Reward
    		21) Khan Zahraa's Reward
    		22) The Terror of Tiris of Trademeet
    		23) The Caravan Merchant
    		24) Treasures of Trademeet
    		25) The Smithy
    		26) The Heroes of Trademeet!
    		27) Family Feud
    		28) The Tale of Tiris of Trademeet
    		29) Skin Dancing
    		30) Picking Sides
    		31) Trademeet Tomb
    		32) Delivering the Mantle
    		33) Cernd's Child
    		34) Home Sweet Home
    		35) In Cernd's Absence..
    		36) Reckoning with Deril
    		37) Extra Exploration
    Trademeet (AR2000)
    1) When you arrive at Trademeet you'll immediately find yourself in the
    middle of a battle between wild animals and the townsfolk of Trademeet.
    Kill everything that's hostile and after the carnage has ended the
    Militia Captain will speak with you, telling you that you should leave.
    Offer to help with the animal attacks and you'll be referred to the High
    Merchant, Lord Logan Coprith.
    Caravan Merchant's Tent (AR2015)
    2) Of course, there's a lot to see and do here in Trademeet, so let's
    start out by exploring the southern end of the map from east to west.
    Start by entering the tent at (x=3680, y=3100) and talking to the 
    Caravan Merchant (x=400, y=370), who will inform you they have nothing 
    to sell do to the interference of some genies.
    (x=300, y=300) 1 Gold
    (x=450, y=300) Sunstone Gem
    Note from Lee:
    The second item is apparently random; I've gotten a Scroll of Identify
    here before.
    3) Genies, he says? Just north of his tent you'll find one such creature
    named Taquee (x=3420, y=2950) from whom you can steal an Efreeti Bottle.
    The Efreeti Bottle is a moderately powerful summoning item-certainly
    more potent than the Silver Horn of Valhalla and the Black Spider
    Figurine. The Efreeti will only last a turn, and isn't tremendously
    sturdy or potent in melee, but it can cast a selection of spells,
    including Flame Strike, Magic Missile, Agannazar's Scorcher, Melf's Acid
    Arrow, Stinking Cloud, Flame Arrow, Ghost Armor, and Lightning Bolt.
    The Dao Djinni Tent (AR2014)
    4) Head inside the tent (x=3500, y=2900) and talk to Khan Zahraa
    (x=420, y=320). You know he's special because he's got legs. He'll say
    they've come here from Calimshan hunting a Rakshasa by the name of
    Ihtafeer. Since they're proven inept thus far at finding the Rakshasa,
    they've decided to blockade all the trade into Trademeet by buying all
    incoming goods (using spells to 'convince' the sellers, if necessary)
    then jacking up the prices to effectively strangle the good folk of
    Trademeet. They hope the people will get sick of it and find their
    Rakshasa for them-which under normal circumstances might just work, but
    with the animal attacks... it's a bad combination for Trademeet. Offer
    to bring him Ihtafeer's head and thus resolve this problem. You can
    also purchase some items from the genie. His goods are expensive, but
    not mind-bogglingly so, if you need some +2 ammunition, Potions of
    Master Thievery, or something of the sort. You cannot steal from him.
    If you wanted to resolve this quest the brutish way, you could always
    just kill them-but what's the fun in that?
    |Mage Spells| Khan Zahraa
    4th-Improved Invisibility
    Rahee and Salahee's Tent (AR2016)
    5) Over at (x=2600, y=3250) you'll find Raafee's tent, within which
    reside Raafee (x=350, y=320) and his wife Salahee (x=520, y=320). They
    just complain about the genies. Over to the west you'll find the family
    of Rom, consisting of Kveroslava (x=1050, y=3030), Mastav
    (x=950, y=3030), Jidek  (x=850, y=3050), and Rinin (x=750, y=3030). The
    first will tell you your fortunes for 10 gold-something that we know by
    now is rough on the fortune teller. Talk to Jidek a couple of times to
    involve yourself in some family troubles. Jidek has been struck by
    wanderlust, and thinks Athkatla is some wondrous metropolis where the
    streets are littered with gold. Either indulge his fantasies, crush
    them, play the middle ground, or refuse to get involved. If you tell him
    it's not a bad place he'll set off for Athkatla immediately. Pick any
    other option and he'll just go for a walk. Oh, and along the way, you'll
    find some crates you can loot. Thanks to Lee for that.
    (x=1470, y=3040) Helmet x7 (lots of variety!), 1 gold
    (x=1390, y=3080) Potion of Extra Healing, 3 gold
    The Pleasure Tent (AR2017)
    6) In the tent at (x=320, y=3000) you'll find Wilfred the Red
    (x=420, y=280) who claims to have slain a dragon. The Mistress of this
    brothel-tent and the last remaining working girl both seem to have
    serious doubts about this claim, however. Be a ball-buster and 
    challenge him to duel and he'll confess the truth. To keep you quiet
    he'll pay you off.
    (For getting Wilfred the Red to confess)
    EXP	1000
    Gold	1000
    6) After our unexpected and entirely undeserved payday, head into the
    western side of Trademeet and talk to the Merchant at (x=1680, y=2820).
    He has nothing to sell, but he'll tell you more about the animal 
    attacks, saying that a druid has been arrested and is being kept in
    the High Merchant's manor. He'll also tell you about the genies, and 
    tell you to talk to Guildmistress Busya about the situation.
    (x=970, y=2600) Fire Opal Ring
    Note from Lee:
    This merchant is only here during the day - not at night.
    Vyatri's Pub (AR2010)
    7) Head into Vyatri's Pub (x=2200, y=2350), where you'll find Viekang, 
    who identifies you as a child of Bhaal. Before anything else can be 
    forthcoming, however, there's an explosion and Viekang is gone. Okay.
    Talk to Vyatri (x=770, y=400) to find out some info about the animal 
    attacks and the genies-but by now it's nothing you don't already know.
    8) Now head up to the town center, near the fountain, where you'll be
    accosted by Neeber (x=2430, y=1230). Neeber... Noober...? Naw, it can't
    be.. Endure his annoying line of questioning and he'll eventually give
    you some 'rocks' that other people threw at him.
    (For enduring Neeber's moronic questions)
    EXP	1000 (each character)
    Item	Bullets +2 x5
    9) Head out the northeastern gate of town (dispatching some animals
    along the way) to find a Thief named Itona (x=3750, y=70). She'll offer
    to tell you the location of the Rakshasa, free of charge. Why? Simple,
    the Shadow Thieves can't steal from the genies who hold all the wealth
    in Trademeet, and to get their hands back into other people's pockets,
    the businesses need to be freed of their Djinni monopoly. She'll name an
    old woman, Adratha, as your Rakshasa.
    Mayor's House (AR2007)
    10) We've explored Trademeet enough for now. There are still people to 
    talk to and places to visit, but they're not very interesting at the 
    moment. Enter the Mayor's House (x=1300, y=2300) and talk to 
    Guildmistress Busya (x=700, y=500). She alludes to Trademeets problems
    without really telling you anything. She will, however, tell you to
    talk to her about the Djinni problem after the animal attacks are
    halted. Since she seems like the rewardy type, we should probably delay
    the rakshasa hunt and focus on the animals. Now go find High Merchant
    Logan Coprith (x=1220, y=420). He gets right to the point and asks you
    to escort the druid he has in custody to the grove of the local-and now
    hostile-druids. That or investigate them yourself, which I greatly
    prefer. Head down the stairs at (x=550, y=350).
    (x=850, y=450) 16 gold
    (x=910, y=170) Potion of Extra Healing x2, 1 gold
    (x=1010, y=240) 31 gold
    (x=1300, y=450) History of Dambrath, History of Luiren,
    		History of Halruaa, Potion of Invisibility
    Mayor's House, Dungeon (AR2009)
    11) The only thing to do here is talk to Cernd (x=330, y=300) who is
    being held 'captive' more for his own safety than anything else. He will
    tell you that he was sent from the north to investigate why this grove
    has cut ties with the hierarchy. He suspects a change in leadership as
    the cause. Take him with you-or not. If you don't have a Druid in your
    party you might just want to. Frankly, however, Jaheira is far and away
    a better character, so she'll serve in his stead. It's time to leave
    troubled Trademeet behind and travel to the Druid Grove.
    Note: If your alignment is evil you'll be approached by a Halfling
    named 'Lord Khellon Menold', who will offer you a more permanent
    solution to the Druid problem. Although his reasons seem more personal
    than practical, he wants you to 'exorcize' the spirit of the Druid
    Grove, hence eliminating it once and for all. To do this you need to
    poison the 'holy font' in the grove with 'sulfurous poison'.
    (x=350, y=420) 6 gold
    Note from Lee:
    The amount of gold here seems to be somewhat random - I only got 3
    Druid Grove Area (AR1900)
    12) Fair warning, there are Trolls lurking about. Be sure to have some
    way to deal with them. To the northwest you'll find Pauden, who's
    really trying to be nice-but firm. Mention Cernd and he'll tell you that
    this grove has been usurped by a Shadow Druid named Faldorn. Yep. The
    same Faldorn from Baldur's Gate 1. Well, it looks like we've found the
    source of our Druid problem.
    If you provoke Pauden some Druids (led by Dalok) will overhear and
    attack. These Druids will normally be encountered later in the level.
    Troll Mound (AR1904)
    13) Head to the far southwestern corner of the map, killing Spiders
    and Trolls as you go. Near the Troll Mound I encountered a new sort of
    Troll-the Spirit Troll (if you were higher level during the de'Arnise
    Keep, you'd have fought them there.) Spirit Trolls require magical
    weapons to hit (like Spectral Trolls) and begin battle with an Improved
    Invisibility effect on them. They also drain Strength every time they
    hit-like a Shadow. The effect is temporary, but annoying. Anyways,
    spell-buff and enter the Troll Mound (x=900, y=2500), where you'll find
    Trolls, of course. Kill all the Trolls and loot one pile of skulls for
    some gold and the Spear of the Unicorn +2, and another for Bracers of
    Archery and more gold. I don't have much use for the Spear of the
    Unicorn +2, but characters who contribute primarily with ranged attacks
    (like Minsc, Imoen, Nalia, Yoshimo, etc.) will be well-served by these.
    (x=930, y=700) Spear of the Unicorn +2, 46 gold
    (x=600, y=880) Bracers of Archery, 421 gold
    14) Leave the skull that is the Troll-Mound and head north, then east.
    You'll happen across a group of adventurers fighting Trolls. You can sit
    back and watch, or help the adventurers. After the Trolls are down,
    they'll turn on you, being in league with Faldorn as they are and all.
    The Fighters have some Arrows +1 and Arrows of Fire, and the Druid has
    Leather Armor +1, but it's nothing to get worked up over.
    Note from Lee:
    On one play-thru the Trolls actually won this fight, killing the good
    guys and leaving a single Troll for me to dispose of.
    15) Over at (x=2850, y=1530) you'll find a group of Druids led by one
    Kyland Lind, who is decidedly opposed to your presence here. Since they
    are capable of presenting a lot of spell power against me, I decide to
    treat them as if they are threats. An Insect Plague, two Silence 15'
    Radii, and two Chaos spells make them considerably less threatening.
    They don't drop anything, but it's good experience, nonetheless.
    Ogre's Tower (AR1905)
    15) Continue eastward over some rocks and across a bridge. As soon as
    the bridge ends go south. It looks impassable, but you can go there. 
    Continue on until you find the large door leading to the Ogre's Tower
    (x=4800, y=1200). Inside search the hay (x=380, y=200) for Belm +2, a
    +2 Scimitar that grants an extra attack per round. Perfect for Jaheira,
    who finally finds an excuse to drop that Staff Mace she had been using.
    5 attacks/2 rounds is much better than 3 attacks/2 rounds, after all.
    (x=380, y=200) Silver Ring, Belm +2
    Note from Lee:
    I got a Scroll of Grease, instead of the ring.
    Adratha's Cottage (AR1902)
    16) Head back up to the bridge and continue northeast to find Adratha's
    'Cottage'. One hell of a cottage. Maybe it's just the towers throwing me
    off? Spell-buff and enter the cottage (x=4400, y=900), inside of which
    you'll find 'Adratha' (x=480, y=530), who is, in reality, . Talk to
    Adratha/Ihtafeer and she'll 'smell' the Djinni on you, which naturally
    provokes her into attacking. She'll be joined by Saadat and Jalaal. Just
    focus on Ihtafeer. She can take a lot of punishment, but she can't
    really deal retaliate against my spell-buffed party. Jalaal and Saadat
    will amuse themselves with petty magics, and when Ihtafeer dies... well,
    their experience rewards really does measure their relative level of
    threat. Saadat will drop a Cleric's Staff +3 and a Long sword, Jalaal
    will leave behind a Long Sword, and Ihtafeer drops a Periapt of Proof
    Against Poison, a Long Sword, and Ihtafeer's Head. You'll need the
    latter to prove you've done the Djinni's dirty work.
    (x=620, y=200) Jade Ring, Arrows of Fire x40, Acid Arrows x40, 
    	       Bolts of Biting x40, Bolts of Lightning x40
    17) Head north over another bridge, which terminates in a bunch of
    mushrooms. Nobody should be surprised that several Spore Colonies lie
    nearby, ready to spawn Myconids. Continue to the west where you'll
    find Cernd waiting (x=2420, y=600), provided that you didn't bring him 
    with you. Talk to him and tell him you discovered that a Shadow Druid
    named Faldorn now runs things here. He'll tell you that only a Druid
    can face Faldorn, as it's unlikely she'll leave the grove, within which
    she is nearly invulnerable. She is honor-bound, however, to accept the
    challenge of another legitimate Druid. You can either take Cernd or
    Jaheira with you for the purpose. Note that this will be an unarmed
    fight, one which Cernd is actually probably more capable of handling
    than Jaheira (what with his werewolf shapeshift and all.) Still,
    Jaheira is more than capable. Make sure you have some Druid or another
    in your party and continue to the west.
    18) You'll come across another group of Druids led by Dalok 
    (x=1100, y=670). This is your last obstacle before encountering 
    Faldorn. A few spells will soften them up, but I required no special
    strategies to defeat them. Dalok will drop a Flame Tongue, 3 gold, and
    a Club +2, Gnasher, which is an interesting weapon Jaheira could use,
    but I'd just as well keep Belm +2. Why a Druid was carrying around a
    sword he can't use is beyond me. Before I enter the Druid Grove 
    (x=850, y=250) I have Jaheira prepare an Iron Skins, and a Conjure Fire 
    Druid Grove (AR1901)
    19) Explore the grove unti