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    FAQ/Walkthrough by hellkite_7

    Version: 1.65 | Updated: 10/11/01 | Search Guide | Bookmark Guide

    Welcome to my FAQ and walkthrough for Baldur's Gate II: Shadows of Amn. 
    Due to the inclusion of class-specific quests, it will be a long time 
    before I complete this FAQ - but bear with me. Further versions will 
    include all the extra quests I missed, as well as information on the 
    different strongholds other classes can use.
    From now on, each version I'll outline the stronghold quest for each 
    class. With Paladin, Cleric, Thief and Fighter down, more are coming. 
    Please note this FAQ is just one big spoiler, as it contains full 
    information on every part of the game. If you only want tid-bits of 
    help, then refer to the Q/A section just before the main FAQ.
    Note that the appendices are now considerably larger and more in-depth, 
    in particular my "Spellbook" which provides the world's most 
    comprehensive magic-using guide.
    By: Matt Gregory
    E-mail: hellkite_7@hotmail.com
    Version: 1.65
    Please please please e-mail me. I'm after corrections in particular, as 
    well as any hints or tips you have, your discoveries, and any quests 
    I've missed. Include in the subject line "bgate2", and I'll try to give 
    an answer if I can. If its specially good, I'll add your info in the 
    next version, and you'll get mentioned in the credits section. OK - 
    let's go...
    Also, if you have any strategies or your opinions of what spells to 
    take, what party to use, or anything, please e-mail in, it will almost 
    certainly be included.
    Having done this FAQ as "testing the waters" kind of thing, and having 
    found them fairly hospitable, I'm going to really go for it in my next 
    FAQ, which will be for Neverwinter Nights. In the meantime, I'll be 
    honing this FAQ and possibly writing one for Baldur's Gate and maybe the 
    unrepresented Discworld Noir.
    If you like what you see, why not join the Dragon Mailing List, just e-
    mail me and ask to join and you'll be added immediately, for updates on 
    all my FAQ ventures.
    1. Walkthrough: chapter 1
    a. Irenicus' Dungeon Level 1
    b. Irenicus' Dungeon Level 2
    c. Waukeen's Promenade
    2. Walkthrough: chapter 2
    a. The slums
    b. The city gate
    c. The docks  **THIEF STRONGHOLD**
    d. Temple  **CLERIC and PALADIN STRONGHOLD**
    e. Government District  
    f. The Bridge District
    g. Graveyard District
    h. The Planar Sphere  **MAGE STRONGHOLD**
    3. Walkthrough: chapter 3
       a. The aid of the Shadow Thieves
    4. Walkthrough: chapter 4
       a. Spellhold Island
    b. Spellhold
    c. The Underwater City
    5. Walkthrough - chapter 5
    a. The Underdark
    b. Ust Natha
    6. Walkthrough - chapter 6
    a. Exit from the Underdark
    b. Small Teeth Pass and North Woods
    c. Graveyard revisited
    d. Forest of Tethir
    7. Walkthrough - chapter 7
    a. Suldanessellar
    b. Woodland Clearing
    c. Hell
    8. Walkthrough - other non-Athkatla areas 
    a. D'Arnise Hold  **FIGHTER STRONGHOLD**
    b. Windspear Hills  
    c. Umar Hills  
    d. Temple Ruins
    e. Trademeet
    f. Druid Grove
    9. Walkthrough - chapter 8
       a. Early Sections
       b. Saradush
       c. Northern Forest
    Notes on Slayer
    Character Creation
    Monster Fighting Tactics
    Party Skills
    NPC Breakdown
    Other Miscellaneous Stuff
    Baldur's Gate
    Monster/NPC Info
    Spell Tactics
    Playing Multiplayer On Your Own
    How To Kill A Dragon
    Credits And Addendum
    This section will reduce spoilers drastically for those of you wanting 
    only minor pieces of spoil.
    Chapter 1:
    Q: How do I free Minsc and Jaheira?
    A: The key on the table in the nearby room opens Jaheira's cell, and to 
    free Minsc just keep talking to him.
    Q: What do I do now?
    A: You need to find the Sewage Golem and its activation stone. The Golem 
    is in a circular room just off the second hallway, and the small chamber 
    where you find Rielev is where you get the stone. Give the stone to the 
    Golem to get past the locked doors.
    Q: What am I looking for?
    A: A portal key that will grant access to the upper levels. The key is 
    found in the Mistress' room just beyond the wooded area.
    Q: What do the dryads do?
    A: There are two quests they help you with/give you. You really have to 
    look down for more info - I can't cover that here.
    Q: How do I get past those damn wands?
    A: You need to use the wand keys with the pedestals, they will release 
    the wands, so you won't get blasted by them - in fact you get them with 
    one charge each.
    Q: Where do I go from here?
    A: The passage to the right just before the wands leads to the exit. 
    Just follow this.
    Q: What was the point of all that with the wands then?!?
    A: There are other passages beyond there which lead to magic items and a 
    bit of experience. It's worth it.
    Q: Now I'm out of there, what do I do?
    A: Stock up at the various shops. From there, go to the Slums.
    Chapter 2:
    Q: How do I free Imoen?
    A: For good characters, take Gaelan Bayle's offer. Evil characters will 
    soon have the option of taking an offer from Bodhi.
    Q: So I can't free her straight away then?
    A: Nope, you've got a long wait for that.
    Q: So, where do I go now?
    A: Search for quests! There are hundreds, do as many as possible for 
    Q: Which NPCs should I use?
    A: Look in the appendices for the guide to managing your party.
    Q: OK, so what do I do now I've got some experience and neat items?
    A: Complete the appropriate quest to find Imoen... Just follow the 
    instructions from the Shadow Thieves or the Vampires.
    Chapter 3:
    Q: What do I do now?
    A: Exactly what you're told to do. You'll get experience, items, and a 
    boat to chapter 4.
    Chapter 4:
    Q: OK, where the hell am I?
    A: On Brynnlaw, Spellhold Island. You've got to try and infiltrate 
    Spellhold, basically.
    Q: How???
    A: There are two ways, but look down into the appropriate section for 
    more detailed info. One involves getting a pass-key thing, the other 
    getting people to believe you're mad and put you there.
    Q: Er... I've just been caught by Irenicus. Help???
    A: This bit's hard, and you'll do a lot of dungeoneering now. You have 
    to escape this dungeon - plenty of distractions here. You need the hand 
    of the vampire to open the door, then the statue horns to leave the door 
    on the next level. After this, just do as you're told.
    Q: That was tough - now what?
    A: Enter the asylum, offer the bloke the middle amount of money. Now 
    fight Irenicus - at 1hp, he flees. Now you get the option of the long 
    but lots of stuff way (by boat) or straight to the Underdark.
    Q: OK, I'm in the Sahaugin City. What do I do?
    A: You need to get the artefact in the weird Drow quarter of the city 
    (in the south). Join with the rebels, then, when all is done, enter the 
    Underdark with the rope.
    Chapter 5:
    Q: Where do I go?
    A: First to the city of gnomes in the N. Then follow the quests to a 
    Silver Dragon then throughout Ust Natha. Eventually you will get out.
    Q: Do I follow all the Drow quests?
    A: All but one. Don't kill Solaufein, and he'll help you. Keep the real 
    eggs and use the other two to fool both the Drow.
    Q: Hey, now my romantic NPC hates me!
    A: Yep, that happens when you sleep with the Drow. Sorry.
    Q: OK, now I'm trying to get out. Help?
    A: Keep following the path, wading through all the Drow. Not easy, but 
    eventually you'll get out, no problem!
    Chapter 6:
    Q: Do I co-operate with the elves?
    A: Yes - fully. Tell the truth, and agree to help them.
    Q: I met Drizzt - what do I do?
    A: He can help you, but if you kill him, he carries some of the best 
    magic items in the game!
    Q: Where's the Lanthorn?
    A: Bodhi has it in the crypts under the Graveyard District. This quest 
    also gets Imoen's soul back. She's exceptionally well guarded though.
    Q: I got the Lanthorn. What now?
    A: Take it back to the Elves. Agree to help them in Suldanesselar, and 
    they'll grant you access.
    Chapter 7:
    Q: Where do I go?
    A: You need the artefacts that will awake the Avatar that will break 
    down the gate to Elliseme's palace. When you have the artefacts, the 
    Avatar will break the gates down. Also get the two stone instruments - 
    you'll need them.
    Q: I'm in the palace, what do I do now?
    A: Get the nuts from the tree, and place the stone instruments on the 
    statues to reveal the passage to the Tree of Life.
    Q: What do I do here?
    A: You need to kill the three parasites on the tree, when you attack 
    each one it will release elementals to defend it. Kill them then the 
    parasite dies easily. You are now taken to Irenicus, and you have to 
    kill him.
    Q: What's going on? I killed him!!
    A: Yep, but you've just been sucked down to hell. All you party and 
    items are restored (despite death) and you need to find the Tears of 
    Bhaal to get through the door.
    Q: Where are they?
    A: Down each tunnel is a challenge of some description - complete them 
    for a Tear of Bhaal. When you have the lot, break the seals on the door 
    for the final fight - Irenicus as the Slayer and four Demons. Kill him 
    and you complete the game.
    Other sections:
    Q: What is besieging the hold?
    A: Yuan-ti and Trolls. There are a few Umber Hulks too.
    Q: Where's the boss of the Trolls?
    A: On the second floor you find a secret door leading to a spiral 
    staircase. Go down here. There are some enemies then you reach a bunch 
    of trolls including their boss.
    Q: Where's Fikraag gone?
    A: He is in fact the main man behind a big plot. He's the bad guy here.
    Q: What do I do?
    A: Go down the dungeon in the NE, it's very hard but ultimately very 
    rewarding. Look down for full information, I can't cover it all here.
    Q: Who do I help?
    A: Minister Lloyd - assure him it's not Madaulf but in fact go to the 
    Temple Ruins, complete that then tell him you have and you get credit 
    for it.
    Q: Where's Valygar?
    A: Whatever your purpose with him, he's in a cabin in the NW, guarded by 
    a few rangers.
    Q: That werewolf - what do I do with her?
    A: Let her help you, she is handy against the Shade Lord.
    Q: How do I stop those Shadows at the entrance?
    A: Activate the stained glass window. Then they all die.
    Q: There's that Indy-style letters puzzle, what's the name?
    A: "Amunator".
    Q: What's there to do here?
    A: A few quests, nothing major. Be sure to pick up the Mana bow +4 - 
    it's in the cave in the E of the area.
    Q: What do the Dao Genies want?
    A: In the Druid Grove area there is a cottage containing three 
    Rakshasas, get the leader's head and give it to them.
    Q: Who do I help?
    A: No real difference - if you're skint help one of the families, 
    otherwise aid the High Merchant.
    Q: Where in the name of hades is the Grove?
    A: In the NW. It's a bit hard to find.
    Q: Where do I find other distractions?
    A: The Troll Cave/Ogre Tower provide magic items and monsters to bash.
    In this main walkthrough there are countless spoilers, so beware!
    A few points about this walkthrough: First, that I often use a map 
    reference - to discover a reference place your cursor over the spot you 
    want to find the reference of and press X (you can configure this in the 
    BGConfig); second, it is assumed you are playing on Core Rules 
    difficulty setting; lastly, each section is split into the Walkthrough, 
    the things you MUST do, and the optional quests, which I recommend doing 
    as they get you extra experience and treasure.
    All NPCs get a score in stars. This goes as follows:
    * - Awful, don't go near with a sharp stick.
    ** - Bad, avoid unless you have a very good reason.
    *** - Quite good, OK but think hard before including them.
    **** - Very good, excellent at what they do and worthwhile having.
    ***** - Exceptional, don't hesitate to use them!
    Most shops are mentioned below. I will list all unusual items they sell, 
    but there are three lists here: Mundane, Standard Magical and Potions, 
    which are considerably more common - I'll simply state that "this shop 
    uses the Mundane items list" or whatever. Note these lists assume an 
    "average" reputation and charisma 18.
    Battleaxe - 7 gp
    5 Throwing Axes - 7 gp
    Club - 1 gp
    Flail - 21 gp
    Mace - 11 gp
    Morning Star - 14 gp
    Dagger - 2 gp
    10 Throwing Daggers - 14 gp
    10 Darts - 1 gp
    Halberd - 14 gp
    Warhammer - 2 gp
    Sling - 1 gp
    Spear - 1 gp
    Quarterstaff - 1 gp
    Bastard Sword - 35 gp
    Longsword - 21 gp
    Short Sword - 14 gp
    Scimitar - 77 gp
    Katana - 700 gp
    Wakizashi - 70 gp*
    Ninja-to - 16 gp*
    Two-handed Sword - 70 gp
    Heavy Crossbow - 70 gp
    Light Crossbow - 49 gp
    Shortbow - 42 gp
    Longbow - 105 gp
    Composite Longbow - 140 gp
    40 Arrows/Bolts/Bullets - 1 gp
    Chainmail - 105 gp
    Splint Mail - 112 gp
    Leather Armour - 7 gp
    Studded Leather Armour - 28 gp
    Plate Mail - 840 gp
    Full Plate Mail - 8400 gp
    Small Shield - 4 gp
    Medium Shield - 9 gp
    Buckler - 1 gp
    Helmet - 7 gp
    * Not all shops stocking this list have these swords available.
    Battleaxe +1 - 2100 gp
    Flail +1 - 2800 gp
    Mace +1 - 2100 gp
    Dagger +1 - 420 gp
    20 Darts +1 - 224 gp
    Warhammer +1 - 2100 gp
    Spear +1 - 1400 gp
    Longsword +1 - 1750 gp
    Short Sword +1 - 1120 gp
    Scimitar +1 - 1400 gp
    Katana +1 - 1400 gp
    Two-handed Sword +1 - 1260 gp
    Heavy Crossbow +1 - 4200 gp
    Light Crossbow +1 - 3500 gp
    Longbow +1 - 2240 gp
    Composite Longbow +1 - 3500 gp
    Shortbow +1 - 490 gp
    40 Arrows/Bolts +1 - 280 gp
    40 Bullets +1 - 448 gp
    40 Arrows/Bolts +2 - 560 gp
    40 Bullets +2 - 840 gp
    Splint Mail +1 - 2800 gp
    Plate Mail +1 - 7000 gp
    Large Shield +1 - 2800 gp
    Small Shield +1 - 1400 gp
    Medium Shield +1 - 2100 gp
    Protection Scrolls - 1050 gp
    Protection from Petrification - 840 gp
    Protection from Magic - 2800 gp
    Level 1 Scrolls - 140 gp
    Level 2 Scrolls - 280 gp
    Level 3 Scrolls - 420 gp
    Level 4 Scrolls - 700 gp
    Level 5 Scrolls - 1400 gp
    Level 6 Scrolls - 2800 gp
    NOTE: Some scroll costs can vary.
    Potion of Healing - 105 gp
    Potion of Extra Healing - 630 gp
    Antidote - 140 gp
    Elixir of Health - 350 gp
    Oil of Speed - 700 gp
    Potion of Invisibility - 350 gp
    Potion of Fire Resistance - 560 gp
    Potion of Cold Resistance - 350 gp
    Potion of Heroism - 1120 gp
    Potion of Strength - 490 gp
    Potion of Frost Giant Strength - 1050 gp
    Potion of Agility - 420 gp
    Potion of Firebreath - 350 gp
    Potion of Insulation - 238 gp
    Potion of Master Thievery - 560 gp
    Potion of Perception - 490 gp
    Potion of Regeneration - 700 gp
    Potion of Freedom - 350 gp
    Potion of Insight - 393 gp
    Potion of Genius - 393 gp
    Potion of Mind Focusing - 655 gp
    Cure Light Wounds - 50 gp
    Dispel Magic - 200 gp
    Remove Curse - 300 gp
    Cure Serious Wounds - 150 gp
    Slow Poison - 150 gp
    Raise Dead - 800 gp
    Cure Critical Wounds - 200 gp
    Heal - 750 gp
    Resurrection - 1200 gp
    Greater Restoration - 750 gp
    Cost to add +1 to Reputation      Current Reputation
              1500                             1
              1200                             2
              1000                             3
              1000                             4
              500                              5
              400                              6
              200                              7
              300                              8
              400                              9
              500                              10
              700                              11
              900                              12
              1200                             13
              1500                             14
              2000                             15
              2500                             16
              5000                             17
               -                               18+
    Scrolls and Potions
    A few items from the lists above plus the following scrolls:
    Neutralise Poison - 624 gp
    Raise Dead - 4585 gp
    Restoration - 982 gp
    Any item for 100 gp.
    1.a. Irenicus' Dungeon Level 1 (AR 0602)
    Having fled Baldur's Gate due to your lineage, you were captured, and 
    now awake trapped in the dungeon of the evil mage Irenicus, undergoing 
    torture or "experiments". As the Shadow Thieves break in, you take 
    advantage of the confusion to attempt to escape.
    Monsters: Goblins, lesser clay golems, mephits (lightning, ice, steam, 
    smoke, mineral, dust, fire, air), duergars, 1 cambion, 1 ogre mage, 1 
    Treasures: Long sword +1, Bastard sword +1, Helmet of infravision, 
    Bracers of defence AC 8, Amulet of Metaspell Influence, Helm of 
    Balduran, Quaterstaff +1, Mail of the Dead +2, Sword of Chaos +2, Dagger 
    NPCs: Imoen, Jaheira, Minsc. 
    Imoen       9  18  16  17  11  16   Human  Mage/Thief  Neutral Good
         Imoen is your foster sister, also an oprphan brought up by Gorion,  
         and the same age as you. After travelling with you she too has 
         been captured by Irenicus.
         Found: Appears at very beginning.
         Score: ***
                Good mage, OK thief, but poor at fighting - seeing as you 
                lose her soon on in the game her score doesn't matter too 
                much - use Jan instead.
         NOTE: Imoen's Belt, which cannot be removed, prevents her from
               dying and protects her from the effects of most spells, so
               she can survive the dungeon for the sake of the plot.
    Jaheira     15  17  17  10  14  15   Half-elf  Fighter/Druid  Neutral 
         Jaheira was a friend of Gorion, and her and her husband Khalid
         agreed to protect you after he died. However, they too have been
         captured and while Jaheira is found in a locked cell, Khalid is
         nowhere to be seen. They were both members of the Harpers, that 
         semi-secret force of good to which Elminster belongs.
         Found: In a locked cage in the room you start. The key is in the 
                room with the weapons on the table.
         Score: ***
                Good stats, but in the long run a fighter/druid is of 
                little use, as they have limited access to equipment and
                cast less well than clerics.
    Minsc      18/98 16  16  8  6   9    Human     Ranger    Chaotic Good 
         Minsc was the guardian of the witch Dynaheir, who, after picking
         up a nasty head wound, has been going increasingly more insane, to
         the point where he has befriended a miniature giant space hamster
         (he claims) called Boo. He thinks Boo is a source of wisdom who
         gives him advice. Nevertheless he is unfailingly loyal.
         Found: In a cage near Jaheira. Simply keep talking to him to set 
                him free.
         Score: ****
                Very good physical stats and a excellent fighter, the only 
                reason he gets four stars is his terrible mental stats, but
                these are unimportant to his class - Minsc is one of the 
                best warriors in the game.
    After the opening cut-scenes, Imoen will come up to you and free you. Be 
    nice to her and she'll join your party.
    Head to the north-west room as she advises. Equip yourself with weapons 
    and armour and take the key. If you open the locked/trapped picture at 
    (x 3120 y 2690) you get:
         Dagger +1
         3 Potions of Healing
         (Golden Pantaloons, if you imported with them from BG1)
    There is a smoke mephit along the corridor past the door the golem is 
         NOTE: To kill the jailkeep golem, buff up a priest and get him to
         cast Spiritual Hammer. If the priest kills the golem it is worth
         5000 xps.
    To free Jaheira (x 3898 y 2675), a half-elf fighter/druid, talk to her 
    using dialogue options 4 then 2, then with the key from the equipment
    room you can open the door and she'll join (3000 xps).
    To free Minsc (x 4025 y 2758), a mad human ranger and his pet hamster 
    Boo, simply talk to him, saying whatever you like. Eventually he'll 
    break free of his cage. Now be nice to him and he'll join your party 
    (3000 xps).
    Now carry along the W passage into a room with a large blue machine in 
    the middle. Every time the machine throws out a bolt of lightning, it 
    creates a lightning mephit. To turn the machine off "use" the control 
    panel on the wall (x 2864 y 3086) twice (2000 xps).
         NOTE: Lots of "use" items require two clicks - one to identify
         what it does and the second to actually use it. 
    Now carry on into a room filled with crystals. Talk to Aataqh and answer 
    his riddle. If you say you'd press the button, he'll summon an Ogre 
    Mage. Answer you'd not press the button and he'll summon a group of 
    panicked gibberlings. He'll come back to talk to you afterwards and give 
    you the clue to talk to Rielev.
    The pools around the edge provide interesting reading but nothing more.
    There are some goblins through both exits but the N one is locked so use 
    the W one. To kill goblins get rid of the archers first, they're the 
    only half-dangerous ones.
    Head W still. Enter the room with the sewage golem at the junction past 
    the goblins. Talk to it, if you pretend to be it's master, it'll tell 
    you to find the activation stone which Rielev has. Search the room for 
    goodies, inc:
         Long sword +1
         Spells (Flame Arrow, Dispel Magic)
         3 Potions of Extra Healing
         1 Healing Potion
         Some mundane items (5 arrows, 2 scimitars, warhammer, spear, medium 
    In the panelled corridors, enter the first room on the right, and talk 
    to Rielev. Agree to release him (4000 xps) for some energy cells which 
    you CAN use on the bodies in the room W of the sewage golem for some 
    weird dialogue. At least be sure to search that room thoroughly. There 
         Quaterstaff +1
         1 gp
         Some mundane items (5 arrows, 6 bullets, short bow)
    And in Rielev's room:
         Activation Stone
         2 Potions of Healing
         Mundane items (Sling, 8 bullets, halberd, warhammer)
    Get the activation stone from Rielev's table and give it to the sewage 
    golem (3000 xps). Follow it and enter one of the doors it opens. The 
    otyugh in the central room can only be harmed with magic. The various 
    boxes (one of them is trapped) contain:
         Helm of Infravision
         Spells (Clairvoyance, Vocalise)
         7 Potions of Healing
         1 Oil of Speed
         Mundane items (10 bolts, splint mail, light crossbow)
    And the otyugh itself has the wand of frost key.
    Now head up the passage to the master's room, complete with lots of 
    traps. Search it, get the Air Elemental Statue. There is also:
         Amulet of Metaspell Influence
         Helm of Balduran
         Wand of lightning key
    Go South-east, past the dryads, down to the Mistress's room. In here are 
    even more traps plus:
         Portal Key
         Spell (Dire Charm)
         Wand of key
         NOTE: The Portal Key cannot be removed from an inventory, so 
         make sure Imoen takes it, or one party member will be stuck with
         it permanently. Imoen doesn't have it again in Spellhold.
    When you go back you may encounter the two lesser clay golems that were 
    standing inert back in the panelled corridors. They can only be harmed 
    by melee weapons.
    Now you have the portal go back through the master's room into the 
    portal room, search it for:
         Spells (Fireball, Armour)
         20 bullets
    Now simply "use" the portal to be teleported to the next level of the 
    The room beyond the pannelled coridors and the one beyond that. In the 
    library is a band of goblins and a lone mephit. Deal with them and loot 
    the room for:
         Spells (Larloch's Minor Drain, Know Alignment)
         5 Potions of Healing
         1 Potion of Extra Healing
         1 Oil of Speed
         Agni Mani Necklace
         LOTS of books!
    The linking corridor is guarded by a fire mephit. In the guardroom can 
    be found Illyich and his group of duergars (evil underground dwarfs). 
    They have crossbows and one of them is a mage. Casting Fireball and 
    Summon Insects is a brilliant way of killing half of them and stopping 
    the mage casting. Illyich himself has the Mail of the Dead +2 and the 
    acorns for the Dryads's quest. The ordinary duergars have basic 
    equipment and gold and the mage has just gold. Loot the various tables, 
    chests and barrels for:
         Spell (Grease)
         2 Potions of Healing
         4 Potions of Extra Healing
         Lots of mundane equipment
    Carry on down the trapped corridor past the guardroom to arrive in a 
    room with a bizarre machine and a force field-protected cambion. To 
    disable the force field use the whirring machine twice. The cambion has 
    a Bastard Sword +1 and some gold.
    In between these two quests there is a door. This can only be opened 
    with the air elemental statue from the master's room. Inside are lots of 
    The first branch of this wooden structure leads to a mephit-guarded 
    Summon Air Elemental scroll. If you carry on the main route, then at x 
    310 y 558 you will find a genie flask. Use it to summon a djinni. He 
    tells you that if you retrieve his true flask and hence his freedom, he 
    will give you a weapon belonging to you that he possesses. 
    The true flask is held by the dryads in the forested area between the 
    two bedrooms. Ask for it and they'll give it you. Return it to the 
    djinni for 15000 xps and the Sword of Chaos +2, Sarevok's sword.
    When you first encounter the dryads mentioned above they give you a 
    quest to find some acorns held by the duergar Illyich and take them to 
    the Fairy Queen in the Windspear Hills so they can be freed.
    If you agree, then fetch the acorns from Illyich (the only way is to 
    kill him and his friends, see above) and show the dryads you have them 
    for 9500 xps.
    The second part of this quest is found in the Windspear Hills section.
    1.b. Irenicus' Dungeon Level 2 (AR 0603)
    Continuing your attempt to escape from the nightmare dungeon of 
    Irenicus, you are assisted by a mysterious rogue by the name of 
    Monsters: Mephit portals, mephits (magma, ice, radiant, smoke and dust), 
    goblins, duergars, 1 doppelganger, 1 vampire.
    Treasure: Girdle of Bluntness, Ring of Protection +1.
    NPCs: Yoshimo.
    Yoshimo         17  18  16  13  10  14   Human  Bounty Hunter  Neutral 
         Yoshimo is a mysterious bounty hunter claiming to be from distant
         Kara-Tur. He also says he is a thief of high repute, though you
         have never heard of him. Whether you trust him or not is another 
         Found: Appears at beginning of second level.
         Score: *****     
                A superb thief, easily the best and also a competent 
                fighter when needed, there is really no problem with
                Yoshimo. He even gets five stars despite the fact he 
                betrays you - this guy is something special!
         NOTE: Comes with a Katana +1 that only he can use.
    As you arrive on this side of the portal Yoshimo will appear with more 
    explanations, and he can join your party (let him unless you are a 
    thief). Search a crate beside the portal for a Hold Person scroll.
    In the next room are four mephit portals through which mephits (radiant, 
    smoke, ice and magma). To stop the mephits pouring through kill the 
    portals (5000 xps each). The actual summoned mephits are worth no xps.
    When they are dead, search the room, you can find a lot:
         Wand of Summoning, Fire and Cloudkill keys
         2 Potions of Extra Healing
         5 gp
         CURSED Scroll of Weakness
         3 Bolts +1
         Iol Gem
         Sunstone Gem
         Skydrop Gem
         Silver Necklace
         Gold Ring
         Mundane items (5 arrows, bastard sword)
    Also, on the torture rack at x 1399 y 2420 is Khalid's body, the dead 
    husband of Jaheira - if she is with you this will cause a lengthy piece 
    of dialogue to occur, where she mourns for Khalid's death and gets very 
    upset indeed.
    Take the second of the two doors in the North-east corner of the room, 
    carry along the corridor which is filled with goblins and mephits. On 
    the bridge there is a deadly steam trap hal way across.
    To exit the level directly take the first passage on the right and 
    you'll never encounter any danger bar the two duergars who are easily 
    despatched with ranged weapons.
    If, however, you wish to do the quests down the other end, to get past 
    the wands (arranged in this order: Missiles; frost; fireball; summoning; 
    lightning; cloudkill), "use" the pedestals down the left hand side while 
    you have the various wand keys. If you failed to collect a key along the 
    way you can simply walk down the left keeping off the mosaics and still 
    avoid the wand blasts.
    Every time you disable a wand you are given that wand, unidentified, 
    with one charge left each.
    At the far end of the room is an unlocked, untrapped statue with a Ring 
    of Protection +1 in it.
    If you ignore the upper wand room and exit straight away (you must leave 
    this way regardless), go along the first corridor on the right. In the 
    very first room you reach a Shadow Thief with mage abilities and two 
    bow-armed thieves will appear and, regardless of what you say, attack 
    you. Kill them by taking out the mage first and other thieves second.
    Now simply keep following this unguarded passage to reach the exit.
    The room on the left contains a vampire which flees and leaves you to 
    fight two Shadow Thieves. Nothing special about this, it's just a matter 
    of a few extra xps.
    In the North-east of the wand room there are two corridors. The second 
    one leads through a goblin-guarded forge to a guardroom containing four 
    duergars, one of whom is a mage. Once you have despatched them (nice and 
    easy), loot the room:
         Girdle of Bluntness
         100 gp
         3 Potions of Healing
         Charm Person scroll
         Mundane items (Splint mail, chainmail, 40 arrows, mace)
    The first corridor leads into a room with a division. On the other side 
    of the division is Frennedan who asks to be rescued, first as an old man 
    and if you refuse as a little boy. To state the obvious he is a 
    doppelganger - attack him and the divide door opens and he attacks in 
    his true shape.
    Loot the room:
         Spells (Blur, Blindness, Color Spray, Knock, Invisibility)
         106 gp
         6 Bullets +1
         4 Arrows +1
         4 Bolts +1
         2 Potions of Extra Healing
         4 Elixirs of Health
         1 Potion of Firebreath
         Protection from Electricity Scroll
         CURSED Scroll of Foolishness
         1 Oil of Speed
    If you agree to help him he'll follow you for a short while prior to 
    assuming his natural shape and attacking you.
    Back in the mephit portal room, the first of the two doors leads to a 
    scuffle between an escaped clone (x 311 y 2228) of the mistress 
    (Ellesime, as you will discover much later) and a Shadow Thief. The 
    victor (basically the clone) will attack you. The clone casts Mirror 
    Image, Minor Spell Turning and, given half a chance, Monster Summoning 
    II, and is worth 1250 xps upon its death.
    Search the room afterwards for:
         Wand of Missiles key
         Fireball Scroll
         1 gp
         Pearl Necklace
         7 arrows
    1.c. Waukeen's Promenade (AR 0700)
    Having miraculously escaped the dungeon if Jon Irenicus you reach the 
    outside world where you emerge in the city of Athkatla, City of the 
    Coin. However, though this should be welcome news, it is tainted with 
    grief - Imoen has been taken by the Cowled Wizards along with Irenicus - 
    and for now, there is nothing you can do to find her.
    Monsters: Illusionary Werewolves, Shadows.
    Treasures: Girdle of Piercing, Ring of Human Influence, War Hammer +1, 
    CURSED Sword of Berserking +3, Cloak of Non-detection.
    NPCs: Aerie.
    Aerie           10  17  9  16  16  14    Elf  Mage/Cleric  Lawful Good 
         Aerie was a member of the winged elves, the Avariel, before being 
         captured as a circus showpiece. In her cage her wings wilted and
         now she has lost the gift of flight. Her saviour was a gnome by 
         the name of Quayle who took her on as a daughter - and now she is
         healthy enough to leave her new home.
         Found: Circus tent. She is the ogre that will transform into Aerie
                if given the Ogre Sword held by the "peasent" beasts.
         Score: ***
                A perfectly good spellcaster but possibly the most fragile
                NPC in the game - when I used her she died pretty much 
                every fifth encounter. Not terrible, but I recommend 
                avoiding her.
    There is nothing compulsory to be done in Waukeen's Promenade, except 
    leave for the Slums.
    The major quest here is the circus tent. Talk to the guard outside and 
    say you'll try to end the evil inside, he'll let you in. Inside, answer 
    the genie on the bridge's riddle with dialogue option 3 (19500 xps). 
    Enter the tent. If you want to leyt Aerie join, you need to agree to 
    help her and get the Ogre's Sword off the "peasents" which transform 
    when you attack them, and give it to her. If you refuse her she'll 
    attack you. Freeing her gets you 18500 xps.
    Enter the door guarded by the pleasure slave. Inside, kill all the 
    monsters and enter the door at the top of the staircase (the genie will 
    reappear and give some information). Search first the vases for some 
    Inside this circular room, Kalah will try to kill you, but first he 
    tries to kill Quayle while some monsters attack you. Use party members 
    to disrupt Kalah's spellcasting, and deal with the monsters. KEEP QUAYLE 
    ALIVE. Kill Kalah (2000 xps). He carries
         Ring of Human Influence
         Girdle of Piercing
    Everything will be back to normal, and Aerie will stay with the group if 
    you want. Take Kalah's treasure and leave. Outside, talk to the guard 
    again for reputation +1.
    In the Adventurer's Mart is a huge selection of magical goods, to 
    satisfy any adventurer. You should definitely visit here to buy and sell 
    for some better magical equipment.
    This is the complete Adventurer's Mart item sale list, excluding the 
    standard Mundane Item list (see above), Standard Magical list (also 
    above) and Potions list (yet again, above):
    Flail +2 - 4200 gp
    Halberd +2 - 4900 gp
    Warhammer +2, +1 electric damage - 6300 gp
    Warhammer +2 - 4200 gp
    Sling +2 - 1050 gp
    Spear +2 - 2100 gp
    Quaterstaff +2 - 3500 gp
    Staff Mace - 2100 gp
    Staff of Rynn +4 - 18900 gp
    Short Sword +2 - 5600 gp
    Heavy Crossbow of Searing +1 - 9800 gp
    Heavy Crossbow +2 - 6300 gp
    Giant Hair Crossbow +3 - 12600 gp
    Shortbow +2 - 3080 gp
    Longbow +2 - 2800 gp
    Strong Arm +2 - 7700 gp
    Chainmail +2 - 7000 gp
    Leather Armour +2 - 4900 gp
    Studded Leather Armour +2 - 6300 gp
    Karajah's Leather - 7700 gp
    Armour of Deep Night - 14000 gp
    Aeger's Hide +3 - 12600 gp
    Medium Shield +2 - 3500 gp
    Fortress Shield +3 - 12600 gp
    Reflection Shield +1 - 3500 gp
    Ring of Protection +1 - 2100 gp
    Ring of Energy - 1680 gp
    Bracers of Defence AC 3 - 9100 gp
    Bracers of Defence AC 7 - 3500 gp
    Amulet of Protection +1 - 4200 gp
    Rod of Resurrection - 11200 gp
    Gem Bag - 280 gp
    Ring of Air Control - 4200 gp
    Sword of Flame +1 - 6650 gp
    Ring of Animal Friendship - 490 gp
    Bracers of Defence AC 4 - 7000 gp
    Girdle of Hill Giant Strength - 14000 gp
    Knave's Robe - 840 gp
    Ribald himself has a Ring of Regeneration that you can pickpocket off of 
    him, but as he casts True Sight instantly if you cast Invisibility type 
    spells or hide in the shadows, you really need the Cloak of Non-
    detection, see below.
    Also in the Adventurer's Mart you can purchase wizarding goods from Lady 
    Yuth, who stocks scrolls from the Standard Magical list.
    The Den of Seven Vales is a reasonable inn staffed by a bossy barmaid 
    and an inept singer, the entrance is in the North-east on the tiers at 
    (x 3320 y 430).
    On the top floor of the Den of Seven Vales, there is a group of 
    adventurers. Be nasty to them and they'll attack you. A tough battle, 
    but ultimately rewarding. Search the bodies and chests for some of the 
    magic items from BG1. The party consists of three tough fighters and a 
    mage with a familiar.
         Cloak of Non-detection
         War Hammer +1
         CURSED Sword of Berserking +3
    Near the NW entrance is a man in blue by the fountain. If he sees 
    Viconia, he will yell out that she is a Drow and all the citizens of the 
    Promenade will be your enemies - not the best way to get along. Either 
    use another exit or make Viconia invisible/blind him.
    There is a shrine in the North-east corner at (x 3236 y 723) to the 
    Crying God, a good deity. Here you can make use of all the usual 
    priestly services. There are also two beggar children here who beg money 
    off you.
    Also on the tiers is Galoomp (x 3333 y 296) who stocks a huge variety of 
    lower level mage spell scrolls and protection scrolls.
    Just North of the Circus Tent at (x 3448 y 1324) you can buy the whole 
    mundane list, and a couple of the standard magical and potions, lists. 
    She is also a mine of information about the local area.
    2.a. The Slums (AR 0400)
    Having gained your first contact with the bustling Amnian underworld, 
    you must now raise the money to pay your "friend" to get you to both 
    Imoen and Irenicus.
    Monsters: Hobgoblins (Archers, Warriors, Shaman, Captain, Elites), 
    Mustard and ochre jellies, 1 otyugh, Myconids, 1 Myconid king, Kobolds 
    (Commandos, Shaman, Captain), Carrion Crawlers, Yuan-ti, Slaver Guards, 
    Treasure: Shaman's Staff, Gloves of Pickpocketing, Tuigan Short Bow +1, 
    Studded Leather Armour +2, Bastard Sword +1, +3 vs. Shapeshifters, 
    Lilracor +3.
    NPCs: Nalia, Korgan, Anomen.
    Nalia         14  18  16  17  9  13    Human   Mage/Thief  Chaotic Good 
         Nalia is a good hearted daughter of a rich family that often 
         ventures from her castle home to give aid to the poor and the
         homeless, a course her family would disapprove of - but now she is
         seeking a band of fighters to help clear her home of the evil that
         has invaded it.
         Found: Copper Coronet
         Score: ***
                While she has some good stats, she is a terrible thief and
                hasn't got great mental ability, as well as being dualled 
                to the effects that she has limited access to decent gear,
                and is bad at using it.
    Korgan      18/77 15  19  12  9  7     Dwarf     Fighter   Chaotic Evil 
         A bloodthirsty axe-wielding dwarf that regularly drinks himself
         halfway to death, Korgan is currently seeking to find a group of
         adventurers who will help him retrieve a tome from an ancient
         Found: Copper Coronet
         Score: ****
                Has very good physical stats, and makes a very solid
                fighter but has such terrible mental abilities that, like
                Minsc, he can't be given full marks. In an evil party, he 
                is a must have.
    Anomen      18/52 10  16  10  12 13   Human Fighter/Cleric Lawful Neut.
         A proud and judgemental follower of Helm, Anomen has devoted his
         recent life to gaining a place in the hallowed ranks of the Order
         Of The Radiant Heart. He still seeks to quest in order to earn his
         Found: Copper Coronet
         Score: ****
                Makes a reasonable fighter and has cleric spells so he gets
                four stars for being really a jack of all trades, master of
                none. If you have one last slot for party members then he
                makes a good choice.
    On your way you may get ambushed by Suna Seni, Eldarin and some slavers. 
    Kill 'em. Suna Seni carries:
         Arbane's Sword +2
         Short Sword +1
    And there is plenty of gold and scrolls on the other bodies.
    Gaelan Bayle will appear and will offer to get the organisation he knows 
    to help you find Imoen and Irenicus for 20000 gp - steep. You can give 
    him a real grilling for plenty of hints and clues as to what is
    going on.
    You can buy a selection of items from the lists in addition to the 
    Glasses of Identification and a few other interesting items from a 
    Shadow Thief fence upstairs in Gaelan's house. There are also three 
    trapped containers (two with difficult locks on them) containing a wide 
    variety of gems you can sell to the fence.
    When you go outside you'll his nephew Brus waiting for you, he'll point 
    you towards your stronghold quest for later, so listen to what he tells 
    Copper Coronet (AR 0406)
    Talk to Amalas and he'll challenge you to a fight in the pit. Defeat him 
    (9500 xps and 1800 xps), it's a fairly easy fight. You can also talk to 
    Surly and bet 10 gp on a dog fight. You get 20 back if you win. Woohoo...
    Talk to Lord Jierdan. He'll ask for help on the Windspear Hills, agree 
    and you'll be able to do some hugely difficult and rewarding 
    dungeoneering in the Windspear Hills, but beware - the quests are 
    seriously difficult. The second part is in the Windspear Hills section.
    Talk to Garrol, and he'll refer you to Lehtinan, ask about 
    'entertainment' and 'other entertainment' and he'll let you through the 
    locked door at the top of the stairs.
    Search the rooms for mostly minor treasures and the 
         Gloves of Pickpocketing (x 747 y 614)
    These corridors lead to further quests...
    Head South-east and on and enter the second secret door, then go through 
    the door here. You're in some sewers. Kill the Hobgoblins, then head in 
    to a circular room South-west, kill all the jellies and search the grate 
    in the middle of the room for a hand (x 516 y 959) (you take 10 damage 
    doing this so don't make a badly wounded NPC do it).
    The hand is one of four keys to a sword. To get this quest, head 
    onwards, South-west and on, over the TRAPPED bridge, then North-east, 
    into a room with four pipes. A voice will talk to you, and then you 
    should look at the four clues (the voice is found at x 2815 y 1755).
    Quallo, as the voice mentioned, is found South-west of here (beware a 
    very nasty cloudkill trap). Talk and he'll tell you about all the keys.
    The hand is the first, place it in the third pipe. Second is a Ring, 
    carried by two skeletons just beyond the hobgoblins (x 1938 y 854), 
    place it in the first pipe.  Thirdly, kill Quallo's Carrion Crawler (x 
    2320 y 2712) and take its blood, this is the third key, place in the 
    second pipe. Lastly, is the Shaman's Staff, carried by a Kobold Shaman 
    East of the bridge (x 2329 y 1334), place this in the fourth pipe. The 
    sword is the talking 
         Lilarcor +3
    handy but sometimes annoying. You also get 18000 xps per head for 
    completing this quest.
    In the Copper Coronet back rooms, you can go right through to the back 
    where a man called Hendak (x 2693 y 514), who is a slave forced to take 
    part in gladiatorial combat, begs you to free him and the other 
    gladiators. Before you talk to him however, you must fight off some 
    guard members, which proves nice and easy.
    Head South then East (going through some pits which hold a winter wolf) 
    to find the beastmaster and his animals (x 3562 y 2009), which are 
    various big cats, bears, gibberlings and even a minotaur - kill them all 
    and grab the key (the beastmaster also carries the Tuigan Short Bow +1).
    Give the key to Hendak and wade your way through the Copper Coronet 
    guards (7500 xps), who will assault you from all directions. If you're 
    present when Hendak kills Lehtinan (just keep up with him), you get 
    48750 xps and a request to infiltrate the slaver stockade to the East of 
    the Copper Coronet (Lehtinan carries many gems and spells).
    Note that once Lehtinan is dead, you can get all the usual services 
    cheaper plus some interesting magic items from Bernard, the fat guy 
    hanging around the bar. He stocks the Mundane list and much from the 
    Standard Magical list, as well as a couple from Potions, plus:
    Mauler's Arm +2 - 2025 gp
    The Sleeper +2 - 2025 gp
    Sling of Seeking +2 - 1350 gp
    Light Crossbow of Speed - 4500 gp
    Blade of Roses - 5950 gp
    Battleaxe +3, Stonefire - 3585 gp
    Azuredge - 2625 gp
    Sword of Flame +1 - 3562 gp
    In the Slaver Stockade, there are LOTS of enemies, and lots of traps, 
    and lots of minor treasures throughout, so ensure you always have trap 
    finding on.
    Go through, killing as you go, following the obvious path which doesn't 
    branch. When you reach the two rooms on either side of the passage 
    containing children that have been kidnapped for slaves, unlock the 
    doors for 2500 xps each. Go onwards, kill the Slaver Captain and his 
    lackeys and take the key. Now enter the next room, kill the two trolls 
    and free the girl (3500 xps). If you pay her 100 gps, you get reputation 
    Now tell Hendak about your clearing of the stockade for reputation +1, 
    quest xps, 3900 gps and the 
         Bastard sword +1, +3 vs. Shapeshifters.
    Non Copper Coronet
    Near the gate Hareishan the vampire attacks a couple of Shadow Thieves. 
    If you are ready to take her on and intend to the follow the game's good 
    path, then kill her, but if the answer to either question is no then 
    it's best to ignore her.
    Two rather stupid bandits called Cohrvale and Bregg, found just to the 
    East of the Copper Coronet main entrance (x 3009 y 2206), will threaten 
    you - if you threaten back they'll attack, it's an easy fight. They 
    carry some gold and mundane equipment.
    At x 3494 y 1984 there is a Shadow Thief fence selling off stolen items 
    from the Mundane and Standard Magical lists, plus a few very cheap +2 
    You can revisit Gaelan's house whenever you wish, it's marked on the map 
    (x 3141 y 1170), but when you get Brus' message from somewhere in 
    Athkatla to return to Gaelan, if you intend to follow the "good" path 
    through the game then turn up and he'll offer to help you find Imoen for 
    15000 gp.
    On the Copper Coronet roof is a larger Ilmater temple, that have got all 
    the usual services. Just outside the steps leading to the temple is a 
    band of surprisingly tough thugs that try to kill you, but it's not a 
    hard fight.
    The Planar Sphere, found in the top left of the map, is such a large 
    section that it is described individually below, with its very own 
    2.b. City Gate
    Athkatla may be massive, but there's only one exit to the outside world, 
    where you can also rest at the Crooked Crane, a renowned tavern for 
    Monsters: 1 Lich.
    Treasure: Daystar, Rod of Terror, Ring of Invisibility, Wand of Fire, 
    Wand of Cloudkill, Wand of Lightning.
    NPCs: none.
    A very small area, the only interesting area is the Crooked Crane 
    tavern. However, at the start you'll witness ANOTHER vampire vs. Shadow 
    Thieves battle. Then talk to Flydian and readily accept his quest (10000 
    gps will get you nearly there).
    In the Crane, everybody is talking about Aulava and Tiiro. You can talk 
    to them upstairs, if you so desire.
    I don't recommend trying this now, but later, enter the secret door in 
    the tavern. It leads to a tomb guarded by a VERY powerful Lich. 
    The tomb is empty, but the chest behind is not:
                        Rod of Terror
                        Ring of Invisibility
                        Wand of Fire
                        Wand of Cloudkill
                        Wand of Lightning
    2.c. The Docks (AR 0300)
    Another place where you might find employment and contacts, the Docks is 
    the route in and out of Athkatla for smugglers and travellers.
    Monsters: Mephits (Magma, Fire, Ice), Stone Golems, Vampires, Thugs, 
    Muggers, Pirates.
    Treasure: Helmet of Charm Protection, Staff spear +2, Spear +1, Bracers 
    of defence AC 6 (x2), Bracer of defence AC 7, Quaterstaff +2, Short 
    sword +2, Katana +1, Two-handed sword +1, Cloak of protection +1, Ring 
    of Wizardry, Boots of Stealth, Shadow Armour.
    NPCs: Edwin.
    Edwin            10  10  16  18  10  10    Human  Conjurer  Lawful Evil 
         Edwin Odesserion was first met by you back in Nashkel, where he 
         sought the death of Minsc's charge Dynaheir. Now he has moved on, 
         it is rumoured that he has taken up a position of responsibility
         somewhere among the Shadow Thieves.
         Found: Mae'Var's Guildhouse
         Score: *****
                With maximum intelligence he is by far the best caster in
                the game, he is also no weakling (for a mage) and can
                stand firm in a fight, plus he gets tons of spells. Want a
                wizard? Edwin is the ONLY choice.
    There is nothing compulsory to do in the Docks section.
    If you have Yoshimo with you, he'll tell you that you need to see Renal 
    Bloodscalp, a high-ranking member of the Shadow Thieves for a quest. 
    Inside, go forward then up and follow round. If you accept Renal's offer 
    to spy on Mae'Var, it leads not only to a rewarding quest but also to 
    the thief stronghold - the ownership of Mae'Var's guildhouse. Leave and 
    go to the guildhouse (it's marke on your map). Inside, show Gorch the 
    documents Renal gave to you, then go through and down the steps. 
    Mae'Var will now give you a series of tasks. The first is to recover an 
    amulet or statuette from one of the more important temples. See the 
    Temple section for details of how to get the object you require.
    Having got the amulet or statuette, give it to Mae'Var (29500 xps), 
    he'll tell you to visit his assistant, Edwin, who will give you further 
    Speak to Edwin (he's on the top floor of the guildhouse) and he'll give 
    you a hard errand, to dispose of a prying Cowled Wizard called Reyic 
    Gethras. Accept it if you desire, and search the chests and rooms for 
    treasures, including a:
         Spear +1
    On your way downstairs, in the room filled with doors, you can pick the 
    locks on all thre doors for increasing rewards of gold, and the last few 
    are trapped, but hold very great rewards indeed.
    Go to Rayic's house (again, this is marked on the map - it is wedged 
    between the Harper Hold and the Shadow Thief main guildhouse) and enter. 
    Kill the mephits, then SAVE - it gets TOUGH. Upstairs are two stone 
    golems. Kill them, then go upstairs and kill Rayic. Search his body. The 
    best way to kill Rayic is to send an invisible character upstairs so he 
    casts his spells, then wait a while for the durations to finish, then go 
    and kill him.
    Tell Edwin you killed the wizard, he'll give you another task: collect 
    some documents from Marcus in the Sea's Bounty Tavern. 
    If you don't have Jaheira, enter and agree to buy the documents off of 
    Marcus for 200 gold. Give them to Edwin (10000 xps). Go to Mae'Var, 
    he'll ask you to kill Embarl and bring his dagger as proof of his death. 
    Go to Embarl in the Tavern again and either kill him or let him go but 
    make sure you get the dagger one way or another. Bring back the dagger 
    to Mae'Var (28750 xps).
    Go to Edwin again, and he knows the truth about why you're in the guild, 
    agree to help him for the key to Mae'Var's personal chest - you can also 
    let Edwin join your party at this point if you want to. Enter Mae'Var's 
    chamber and open the locked chest. Take the letter you find inside to 
    Renal (48250 xps). He'll tell you to kill Mae'Var and the rest of the 
    Everyone in his guild will know about your attempt, so wade in and kill 
    everybody - a lot of thieves appear but they're not overly hard so they 
    just get in the way more than anyuthing else. With Mae'Var dead (search 
    his body for the Shadow Armour), head back to Renal for your reward: 
    some quest xps and 10500 gps.
    When the Renal/Mae'Var quest is resolved, Renal gives you control over 
    his old guild. Enter the guildhouse and talk to the two men in the room 
    where the steps to the basement are.
    They will tell you about all your rogues, what they do, and give you the 
    option of altering how they work, making things risky or less risky for 
    There are also some events that occur. 
    EVENT 1: Ama, Shadowmistress of the East, requires you to make a 
    rendezvous and assassination at Waukeen's Promenade. Go there at dark 
    and Ama will spring a trap of half a dozen muggers, herself and the 
    bloke you thought you would assassinate. Kill them all, there are some 
    minor treasures on the bodies.
    EVENT 2: One of the young thieves under Kretor is skimming off the top, 
    reducing returns. To deal with this, cut all their wages. In five days 
    time the matter will be resolved.
    The boy who can otherwise be found in the Government District seeking 
    someone to help with some difficulties in the Umar Hills will appear 
    after this in your guild.
    The amount Joster, Renal's quarter-master, demands, changes. It goes: 
    500, 500, 1000, 1000, 350.
    Back in the Sea's Bounty Tavern, there is a secret door. Inside is a 
    bunch of pirates, who provide a fairly simple fight, search the water 
    after killing them for cash.
    If you have the body of Renfeld (you'll get this if you try to travel to 
    the De'Arnise Hold), deliver it to the estate in the SW. Give it to 
    Rylock outside for 14550 xps and 125 gps. 
    As you leave, another old "friend", Xzar, will come up to you on the 
    steps leading up to the Northern half of the docks and give you a quest 
    to find yet another old aquaintance, Montaron, who he says is being held 
    prisoner by the Harpers.
    Go back to Rylock and ask to enter. He'll make you perform a service 
    first. Do this by going to Prebek's house and killing everyone inside 
    (loot for treasure), though it is quite clear that Rylock wasn't quite 
    telling you the truth about Prebek.
    Report back to Rylock (14500 xps), he'll let you enter. Inside, search 
    the rooms especially the end room for an amulet. You also get a
         Helm of Charm Protection
    Put this amulet on your best thief and send him upstairs. Doing this 
    will stop the spectral harpers attacking, as they recognise the amulet 
    that marks all the harpers there. Search, but head into the first door 
    on the left you see. Enter the cage and take the bird.
    Deliver this to Xzar, who thinks it is Montaron, and polymorphs it: it 
    is Lucette who kills Xzar (some xps), and briefly chats. Loot his corpse 
    for a Staff-spear +2 (a good weapon for a mage).
    Near the first exit, a bloke will come up to you then get attacked by 
    vampires. You can flee or fight as you wish, but three vampires is a 
    tough prospect at this stage in the game.
    The Dwarf Cromwell will forge items out of component parts and monster 
    hides. Each work will lose you one day of possible adventuring and costs 
    you 5000 gps. His forge is marked clearly on the map.
    He makes: 
       Red Dragon Scales - Red Dragon Scale 
       Ankheg Hide - Ankheg Plate Mail
       Shadow Dragon Scales - Shadow Dragon Leather
       3 parts of the Equalizer - Long Sword: Equalizer
       2 parts of the Wave - Halberd +4: Wave
       2 parts of the Gesen - Gesen Short Bow
       4 parts of the Crom Faeyr - Crom Faeyr
    In the Sea's Bounty Tavern is a guy called Baron Ployer who was a slaver 
    that Jaheira ruined. He gets a mage to put a curse on Jaheira before 
    running away. Don't undertake other quests prior to solving this one as 
    Jaheira gets a statistics penalty and if you aren't fast, she dies.
    First, go to the Government District. Enter the Council of Six building 
    and when you leave, a mage called Terrence will be waiting, who offers 
    the services of the mages Baron Ployer is using for a price. Pay 1000 
    gps and his gang won't attack you with Ployer, otherwise you'll have to 
    face them, turning an easy fight into moderately difficult one.
    Now go to the Derelict House in the Slums (marked on map), in the North-
    east corner. Inside, threaten to kill Ployer if he doesn't help you. If 
    you paid the mercenary wizards off they won't turn up, otherwise they 
    will. He'll either give you Jaheira's hair (21250 xps) and Jaheira will 
    kill him (21250 xps again), or you can get it off of his body, but 
    either way just rest a full day in the Copper Coronet and she'll revive 
    from the effects of the curse.
    Just outside the Shadow Thief guildhouse a mad priest of Cyric tries to 
    convert you. You can either say you already worship him and he'll go 
    away or get an easy 750 xps and a bit of cash by killing him.
    2.d. Temple
    In a place like Athkatla, it's unsurprising that people will turn to the 
    Gods in everyday life. Here you will find the honest priests of major 
    gods, as well as those who have little skill but ply their trade simply 
    for dishonest coin.
    Monsters: Rakshasa, Kobolds, Kobold Commandos, Kobold Captain, Kobold 
    Shamen, Kobold Witch Doctor, Sea troll, Gibberlings, Mutated 
    gibberlings, Mephits (Ice, Dust, Magma, Fire, Lightning), goblins, 
    Salamanders, Ice salamanders, Ghasts, Zombies, Mummies, Gauth, 
    Ettercaps, Sword Spiders, Vampiric Mists, Shadows, 1 Nishruu, Ogre 
    Berserkers, 1 Glabrezu.
    Treasure: Hallowed Redeemer (Keldon), Firecam Full-plate armour 
    (Keldon), Cloak of the Sewers, Rod of Resurrection, Necklace of Form 
    Stability, Harp of Discord, Entropy (Haer'Dalis), Chaos (Haer'Dalis), 
    Full plate +1, Wyvern's Tail +2, Hangard's Axe +2, Pride of the Legion 
    +2, Large Shield +2, Helm of Glory, Mace +1: Ardulia's Fall, Dragon's 
    Bane +3, +6 vs Dragons, Amulet of Magic Resistance 5%, War Hammer +2, +1 
    electric damage, Saving Grace +3, Skin of the Ghoul, Celestial Fury +3, 
    Adventurer's Robe, Plate Mail +1, Mace +2, Large Shield +2, Battle Axe 
    +2, Helmet of Defence, Helm of Charm Protection, Two Handed Sword +2, 
    Full Plate +1, Short Sword +2, Leather Armour +3, Asp's Nest, Sling +2, 
    Spear +3, Morning Star +2.
    NPCs: Keldon Firecam, Haer'Dalis.
    KELDON (human; male; lawful good; inquisitor; str.17 dex.9 con.17 int.12 
    wis.16 cha.18)
    HAER'DALIS (tiefling; male; chaotic neutral; blade; str.17 dex.17 con.9 
    int.15 wis.13 cha.16)
    You will be waylaid by Orogs on the way - a tough fight. Here, a man 
    will ramble on about the "Unseen Eye" cult. After his sermon, a priest 
    of Helm will escort you to his temple. Here, talk to both High Watcher 
    Oisig and Telwyn for quests (do them after finishing with the Shadow 
    Thieves). The Unseeing Eye Cult is found in the tunnels off the NW of 
    the map. Go down the sidepath and wade through until you reach the Gas 
    When you reach the centre the door shuts and fills the room with deadly 
    gas. Turn the wheel to stop the gas, then defend yourself against 
    Vampiric Mists.
    Ask Gaal to let you join the Cult, but tell him you'd rather keep your 
    eyes. Accept his quest. Go back to the main tunnel then down to the 
    door. Beware traps - in the room is Sassar who has seen the evil in the 
    Unseeing Eye Beholder. Accept. Note that for the Kangaxx quest, the 
    sarcophagus is of the Shade Lich!
    Carry on down, beware further traps. In the next area, go forward then 
    right. Here are some Yuan-ti. Go up to the building via the trapped 
    stairs and answer the questions: Life; Time; The Current One (42250 
    Across the bridge is a tough fight, but afterwards search the nook for 
    the brilliant Warhammer +2, +1 electrical (this was my close combat 
    weapon of choice, after Drizzt's scimitars, in the original game).
    In the next room ignore the people, then enter the Temple. In here is 
    the Emphatic Manifestation. The only way to kill it is with Cure Light 
    Wounds, oddly enough. You get 25,750 xps for finding the Avatar (it 
    appears now). Accept its quest.
    Return to Sassar with the Avatar's rod half. Talk to Tad in the cult 
    (not Gaal!!!). The password is "The Eye is Blind". Keep going down the 
    pit (lots of undead).
    Search for the 
                        Ghoul's Skin 
                        Gauntlets of Dexterity 
    Wade through to the Lair. 
    In each eye shoot of the lair, a Gauth guards treasure. Search all for 
                        Dragon's Bane +3, +6 vs. Dragons 
                        Other rod part 
    Fix the two rod parts together and put it as a quick item for 26,250 
    Then use the rod to disable the Unseeing Eye's protections and kill him, 
    he carries the 
                        Amulet of 5% magic resistance.
    Go left, give the Avatar the rod on the way, then enter the temple and 
    convince everyone that if they believe in their god, he will appear. He 
    won't, they'll vanish. Get your reward: 47,250 xps.
                        Saving Grace +3 
    Go back to the cult, Gaal's blokes will attack you. Kill them (search 
    for treasures). Now return to the Temple you got the quest from for 
    45,750 xps/head, Mace +1: Ardulia's Fall, 7000 gold and reputation +1.
    Once you have completed the Unseeing Eye Quest, you are made an acolyte 
    of your Temple. There is another acolyte who will tell you what to do.
    There are a few visitors, you must advise them as an acolyte of your 
    church. You will be graded by the other acolyte a day after each visitor 
    arrives. Note you can be chucked out if you act against your church's 
    wishes. Simply said, if you're Lathander take the good option, Helm the 
    neutral, Talos the evil.
    VISITOR 1: Glinden's wife is unfaithful and wants advice.
       Lathander - Tell him to forgive her (20000 xps).
       Helm - Tell him to remand her vows (20000 xps).
       Talos - Tell him to murder her and her lover, then turn him in when 
    the guard arrives (200 gps and 20000 xps).
    VISITOR 2: Ti'Vael has killed a man.
       Lathander - Tell him to pay restitution to the man's family (20000 
       Helm - Tell him to give himself up (20000 xps).
       Talos - Tell him to kill all witnesses, then kill him. Take his head 
    to the inspector in the Council of Six (500 gps, 20000 xps).
    VISITOR 3: Rania has lost her faith.
       Lathander - Give her time to think (20000 xps).
       Helm - Stress the importance of duty (20000 xps).
       Talos - Kill her and keep her head.
    VISITOR 4: Cortirso got put down when you got promoted, he wants a duel.
       Lathander - Refuse the duel (20000 xps).
       Helm - Accept and win (20000 xps).
       Talos - Take Rania's head to the Inspector and frame Cortirso for the 
    murder (30000 xps).
    You are now either given the task of killing the chief of the opposing 
    church (do so for 35000 xps and 1000/2000 gps), or for Helm supporters, 
    stop the Talosian attack, then talk Lara out of a vengeance attack (same 
    For thieves: Go now to the Talos temple. There are three rooms here with 
    some handy minor treasures to loot. The amulet you were sent for is in 
    the W room, collect it and leave (20000 xps). Head now back to the 
    docks. If you were to find the statuette, go to the Lathander temple and 
    in the E you will find a priest. Wait for a bit and he'll leave, you can 
    now loot for the statue and cash.
    Once finished with all that, enter the sewers at the entrance by the 
    Prophet. Inside, head straight on to a fight with Kobolds and a deadly 
    Rakshasa (which carries the Cloak of the Sewers).
    Continue on to a fight with a sea troll (remember to use fire or acid on 
    it when it drops!). At the last junction, head N, kill the gibberlings 
    and continue. Let Keldon join - he's very good with cool magical items. 
    Head NE, and kill the goblins. Here there is a secret door, go through, 
    right and up.
    In this room (from BG1's Durlag's tower), kill the mephits then go 
    south. Go round and enter Mekrath's room, threaten him and kill him 
    (warning: hard wizard!). Search the room for
                        Cloudkill Wand
                        Rod of Resurrection.
    Upon leaving you will be approached by Haer'Dalis, who can join. He'll 
    ask you to get a gem and return it to its owner at the Five Flagons. 
    This gem is a Portal Gem on this level (trapped shrine).
    Head NE from the secret door to a fight with six tough opponents. Try it 
    - it's hard but rewarding.
    Talk to Roger the Fence south of the central area. If you're persuasive 
    he'll give you 250 gps. You can buy/sell too.
    Outside Valen will tell you you are being spied upon and you should meet 
    with her mistress in the graveyard. Directly after, Brus tells you to 
    visit Gaelan Bayle again - they seemed to be linked... 
    There is an exit NW of where you got Keldon to the sewers beneath the 
    Bridge, but I'd leave this for later, as it's not at all easy.
    Telwyn in the Helm Temple wants you to get the services of Sir Sales. To 
    do so, first go to Sales in the Jystevv Estate (Government District), 
    then to the Ore Merchant at Waukeen's Promenade. Ask for real stuff, for 
    1000 gps she'll tell you to look for Unger in the Copper Coronet. He'll 
    tell you Neb (yes, THE Neb, the evil child murderer who lets you out of 
    prison in BG1) stole his ilithium and he is in the Bridge area.
    Go to the derelict house here, attack Neb. He'll go invisible and cower 
    in a corner while four Child Spirits attack you. Now kill him with magic 
    (this is one sick man). Take the ilithium and give it to Sales (21750 
    xps) and tell Telwyn (1000 gps, 20000 xps and Helm of Glory).
    He now gives you a second task. Go to Dawnbringer Sain inside the 
    Lathander Temple and accept his task. Go to the N Slums exit by night 
    and use some spell (Dispel Illusion, Detect Invisibility, Invisibility 
    Purge, True Sight etc.) to reveal Travin.
    Pay him 400 gps for information. Enter Borinall's locked house, and 
    either (if you are very evil or a priest of Talos) recite the vow OR (if 
    you're anything else) refuse and kill him and his muggers. Take the Dawn 
    Ring and also search for a Warhammer +1 and gold.
    Take the Dawn Ring to Sain and he'll give you 16250 xps and 1000 gps.
    At some point after chapter 5 a Githyanki will appear and demand the 
    silver blade of you. Fight or give as you desire.
    When you've been given a recommendation by Garren Windspear (see 
    Windspear Hills), you can enter the High Hall of the Radiant Heart.
    Inside, tell Squire Cathras you want to visit the Prelate. Accept his 
    offer, then talk to Sir William Reirrac. Accept his first task, head 
    over to the Umar Hills directly.
    Here, a knight of the Most Noble Order of the Radiant Heart takes you to 
    the fight: two ettins, two ogre magi, four orcs and a spotted lion. Kill 
    them all, keep the knights all alive.
    After the fight, a Squire will congratulate you. Head back to the High 
    Hall and accept your next task, taking you to the Umar Hills again 
    (10000 xps).
    Talk to the Baron in the Inn, then go outside and talk to Brunson, he'll 
    Go back to the Order HQ and you get another quest (1000 xps). Go to the 
    appointed building at the docks. Talk, don't let her out. Fight the 
    assassins upstairs and down. When her guardian arrives, let him take 
    Return to the Order. You're given a final task and your reward (magical 
    armour and 10000 xps). This task is to kill the Red Dragon under the 
    Windspear Hills, this is Fikraag. He is exactly where you last left him. 
    This time though, kill him. He carries the 
                        Holy Avenger: Carsomyr +5
                        Cloak of the Shield
                        Red Dragon Scales.
    Return to the Order for 35000 xps. You've completed your stronghold 
    In the Guarded Compound, go in slowly then kill the summoned monsters. 
    Search the downstairs area for
                        Morning Star +2
                        Minor Treasures
    Upstairs is a much harder fight. I suggest going downstairs so you only 
    get one or two at a time. When successful, search around. The guards and 
    the search will get you:
                        Celestial Fury +3
                        Adventurer's Robe
                        Plate Mail +1
                        Mace +2
                        Large Shield +2
                        Battle Axe +2
                        Helm of Defence
                        Helm of Charm Protection
                        Two Handed Sword +2
                        Full Plate +1
                        Short Sword +2
                        Leather Armour +3
                        2x Spear +3
                        Asp's Nest
                        Sling +2
                        Many minor treasures and several wands
    Nice selection, eh?
    2.e. Government District
    Athkatla often seems highly disorganised, but the truth is that there 
    are groups of either dishonest ne'er-do-wells or greedy governors. This 
    is a place where corruption is rife in Athkatla.
    Monsters: none so far.
    Treasure: Techno-Gloves (Jan), Spectroscopes (Jan), Flasher Bruiser Mate 
    (Jan), Metal Repelling Adventure Wear (Jan), Ring of the Ram.
    NPCs: Viconia deVir, Jan Jansen.
    VICONIA (elf; female; neutral evil; cleric; str.10 dex.19 con.8 int.16 
    wis.18 cha.14; upon joining party loses reputation 2)
    JAN (gnome; male; thief/illusionist; str.9 dex.17 con.15 int.16 wis.14 
    If Keldon is with you, he'll ask to visit his family.
    Just outside the prison Viconia is about to be burnt at the stake. Untie 
    her and you'll have to fight three fanatics, then she can join.
    Visit Keldon's estate and his wife will admit to seeing another man. Go 
    to the Mithrest Inn at the Promenade. Talk to Sir William and suggest a 
    peaceful return to Keldon's home. Here, talk to his wife, and say Keldon 
    must stay with you, at least for now (15500 xps).
    Head through the park and talk to Delon, accept. Carry on to the Council 
    of Six building. Agree to Madeen and Tolgerias. 
    Anomen will eventually demand he visit his father when he finds out his 
    sister is dead. Take him to his home. In the dialogue, convince him to 
    take the path of the magistrate (10500 xps), he'll be exiled from his 
    Talk to the magistrate in the Council of Six building for 7500 xps, just 
    convince Anomen to let things be.
    Jan is here and tries to sell you his inventions. Trax will come and try 
    to arrest him. Tell Trax you were just discussing the weather for 8500 
    xps and the chance to let Jan join up (11500 xps).
    If you have Valygar's body, go to Tolgerias, threaten him for a promise 
    of death or give it to him for 11250 xps, 500 gps, -1 reputation and the 
                        Ring of the Ram
    Talk to Corneil after doing this and for 5000 gps he'll let you cast 
    spells in Athkatla legally - very useful, and worth every penny.
    2.f. The Bridge District
    Connecting the two sides of Athkatla is a gigantic bridge, where you can 
    drown your sorrows in salty taverns, but as of late a shadows has been 
    hanging over the area - the shadow of gruesome murder.
    Monsters: 1 Shadow Fiend, 1 Fire Elemental, 1 Ice Salamander, Githyanki, 
    Umber Hulks, 1 Wyvern, 1 Elemental Lich, Muggers, Ghasts, Rune 
    Treasures: Kundane +2: Sword of Quickness, Staff of Air +2, Melodic 
    Chain +3, Cloak of the Shield, Bracers of Defence AC6, Horn of Valhalla, 
    Boomerang Dagger +2, Neb's Nasty Cutter, Boots of Avoidance.
    NPCs: none.
    If Haer'Dalis is with you, go to the playhouse beneath the Five Flagons. 
    Here he will give Raelis Shai her portal gem and she will open a portal 
    and let stuff through, kill them.
    When they go through, follow. In here, basically go right round killing 
    everything (avoid the disgusting bulbous things, they are portals into a 
    room of spell-casting and invisible Githyanki).
    When you get the Orb of Mastery off of the Demon, use it on the brazier 
    near the beginning to destroy it. This makes the fight against the 
    warden much easier. 
    Now when you fight the warden, it doesn't have its thralls to help it. 
    Kill the Hulks and it (10000 xps for the warden).
    W of here is a jail, it contains Haer'Dalis and the other bards, beware, 
    there is a Flesh to Stone trap! When you get through, Haer'Dalis can 
    rejoin. Everyone now leaves.
    In a house S of Delosar's Inn, there is a basement containing an 
    Elemental Lich.
    In Delosar's Inn itself there is a group of tough mercenaries, kill them 
    for good experience, cash and a magical item.
    In a house in the NW there are several traps, minor treasures and the 
                        Horn of Valhalla
    a handy item in a tight combat.
    In the E by the docks there is a house containing four people who fight 
    you and a bunch of brigands.
    Lieutenant Aegsfield in the N tells you about some recent murders you 
    can investigate. Go to the Merchant Square, buy Rampah's hide and get 
    Rose's information on berries.
    Now talk to Bel, he'll give you samples of things that small like guril 
    berries and identify Rampah's hide. Rose will tell you that it was the 
    tannin she smelt.
    Go to the tanner and attack him, he'll admit to the crime and flee 
    (23250 xps). 
    On the second floor down, there are several traps as well as damning 
    evidence (be sure to get the letter) and minor treasures.
    One more floor down and you're attacked by two ghasts and rune 
    assassins. Kill them and search for the Gesen Shaft.
    By the edge on the far W you find Am-Si, Tirdir's kidnapper. Talk to 
    him, tell him you know and follow him into the house. He'll be killed. 
    Now pursue the two others outside and kill them. One carries the
                        Boots of Avoidance
    Back inside on the top floor, either free Lady Elgea (16750 xps) or get 
    cash by arranging to meet for the ransom outside the Copper Coronet.
    2.g. Graveyard District
    Once a peaceful resting place for the dead, and on the surface still the 
    same, underneath this is a hive for kidnappers and other illicit 
    workers. And in the darkest crypts, can be found the vampire-run guild 
    than opposes the Shadow Thieves...
    Monsters: Mummies, Skeleton Warriors, 1 Crypt King.
    Treasure: Two-handed sword +1, Nether Scroll, Namarra +2.
    NPCs: none.
    The main purpose of this area is as a staging ground for Chapter 3. 
    There is a tomb to the E of the main entrance to the Lower Crypts 
    containing a dangerous Crypt King who attacks. Kill him and search the 
    There are several other tombs exactly like this, with a few undead 
    monsters and various treasures.
    There are two quests: Firstly, you will see two gnomes mourning at 
    Wellyn's grave. Eventually Wellyn appears as a spirit and asks for his 
    teddy, explaining a man in the Copper Coronet's back rooms stole it.
    Also, again E of the entrance to lower crypts, Tirdir has been buried 
    alive (you must "use" the grave). He'll give you a piece of red fabric 
    that points to his kidnapper. He is found in the Bridge District 
    (above), as told by Sethle to the E.
    Both Edwin and Korgan want texts found in the Southern Dungeons of the 
    Lower Crypts, found S of the big spider nest thing. For more information 
    on the lower crypts, look in section 3.a.
    When you reach the branch in the southern dungeons, head E first. Here, 
    if you have Edwin, you will meet Neveziah, a not especially powerful 
    lich. Talk twice, BE NICE. On the second time, Edwin will initiate a 
    combat. Just keep at him to disrupt spellcasting for an easy win.
    If you win you get the Nether Scroll. Let Edwin keep it as his own if 
    you want to progress further with the spell (11750 xps).
    Korgan finds the tomb he intended to rob already looted (11250 xps) and 
    begs you to give chase by going to Pimlico's house - you'll find it 
    empty (8750 xps) except for dead.
    Go now to the Copper Coronet's roof. Kill Shagbag and his party, and you 
    can recover the Book of Kaza (purely for gold - 5000 xps).
    Edwin's Nether Scroll - after a few days he translates a bit, and a day 
    later, regardless of warning, he casts a transformation spell intended 
    to turn him into a kind of living lich, but fails and turns into a 
    touchy woman (hilarious JJ).
    2.h. The Planar Sphere
    A recent arrival in Athkatla, and guided by the dreaded Lavok, the only 
    key to the Sphere is the body of Valygar Corthala, and nobody knows what 
    horrors will be uncovered inside...
    Monsters: Sahaugin, Mephits, Halfling Warriors, Ettercaps, Sword 
    Spiders, 1 Clay Golem, Stone Golems, Fire Elementals, 1 Elder Orb 
    Beholder, Lizardmen, Myconids, Salamanders, Imps, Quasits, Demons, Ice 
    Salamanders, 1 Snow Troll, 1 Efreeti.
    Treasures: Gauntlets of Ogre Power, Ripper +2, Stiletto of Damarche +2, 
    Battle Axe +2, Ninja-to +1, Leather Armour +2, Sling +2, Ring of the 
    Ram, Helmet of Defense, Large Shield +1, +4 vs Missiles, Staff of Fire 
    +2, Ring of Acuity, Golden Girdle.
    NPCs: None.
    The only way to enter the Planar Sphere is with Valygar, or his body. 
    Inside, go through the W door, kill the Golem, and get everything. Use 
    the piece of the Control Panel to fix it so you can go through the N 
    Through here are some Knights of Solamnia. Don't kill them - if you 
    want, they offer advice. The N door leads to a group of Sahaugin, with 
                       Cloak of Protection +1
                       Minor treasures
    To the W are Feral Halflings. There are three group of Halflings. The 
    first, as you enter their village, is easy. The second is tougher, but 
    the rewards are greater:
                       Gauntlets of Ogre Power
                       Ripper +2
    And the third guards the furnace room, and have
                       Stiletto of Damarche +2
    In the Golem room, add the arm to the machine and search. When you have 
    three coals, use one on each furnace to activate them. When activated, 
    they create a Fire Elemental to kill you.
    The Golem's head is found in the clockwork room (guarded by Stone 
    Golems) E of the furnace room, there's a nook by the big spindle.
    Add the Head and the Golem gets up (23500 xps) and declares he must kill 
    the intruder - a Beholder. Follow through here and into the Navigator's 
    In here, use Breach to pull down Lavok's combat protections and he'll 
    eventually repent, apologising for his wrongs. He asks you to take him 
    back to the Prime Material Plane (ie yours), accept for 28750 xps.
    The two doors lead to lightly guarded area with medium treasures 
    including most the +1 and +2 items listed above. Search the Navigator's 
    Room for minor treasures in a locked capsule.
    Leave the Planar Sphere. From where you are, you enter the Abyss. You 
    need a Demon's heart so you can power the Sphere to travel again. The 
    best way is to kill the Demon Tanar'ri, who is Northwest of the Sphere, 
    just beware his guardians getting in your way.
    With the heart, go to the room with four runes on the floor. Activate 
    them in this order:
                  4         3
    And then go down the stairs.
    In the next room, you must fight Tolgerias and one of his lackeys. Use 
    one Breach for each of them or you have no chance against their barrage 
    of spells.
    The two doors lead to Trapped and guarded rooms with nice treasures in - 
    I recommend sweeping both. The Ice Room contains:
                       Helmet of Defense
                       Minor treasures
    The Fire room contains:
                       Staff of Fire +2
                       Large Shield +1, 4 vs Missiles
                       Minor treasures
    Onwards one, you'll find a room where you can get some treasures, might 
    have to fight some Golems, and will have to place the heart in the 
    machine (45500 xps).
    Now return to Lavok, and take him outside, where he'll die (????? xps). 
    He carries the
                       Ring of Acuity
    and if you're a Mage, gives you the Planar Sphere as a stronghold.
    There are several things to do in this Stronghold.
    At first, the Knights of Solamnia will ask you to help them home. 
    Directly afterwards, a Cowled Wizard called Teos will force you to join 
    with his group. If you ask him to help you free the Knights, he'll refer 
    you to Ribald in the Adventurer's Mart.
    Ribald, for a small fee, will organise you a mage. In one day exactly, a 
    mage will teleport in and free the Knights. You'll be given 45000 xps 
    and the Golden Girdle (CHEAT: If you're really quick, you can talk to 
    her multiple times and get the reward multiple times)
    The less useful alternative is to talk to Wessellan in the Radiant Heart 
    HQ, and he'll fix up accommodation for them. Tell them this for 45000 
    xps (Note that for the Girdle, you can pickpocket the leader of the 
    3.a. The aid of the Shadow Thieves
    Having discovered how to find Imoen, you must attain the help of the 
    Shadow Thieves. However, to get their help, they will require yours.
    Monsters: Vampires, Phase spiders, Sword spiders, Spiders, Giant 
    spiders, Fledgling Vampires, Greater ghouls, Grimwarders, Grimwarder 
    archers, Ettercaps, 1 clay golem, Shadows, 1 Shadow fiend, Wights, 
    Wraiths, Ghasts, Mummies, Skeleton warriors. 
    Treasures: Amulet of power, Ring of protection +2, Mace of Disruption 
    +1, Spear +1, Halcyon, Black spider figurine, Ashen Scales +2, Katana 
    NPCs: none.
    Go to Gaelan Bayle and accept his offer of 15000 gps (???? xps). Go to 
    the Shadow Thieves' and head E then down the passage. Carry on, head NE 
    from this room.
    Accept Aran Linvail's first quest. Head down to the shipyard docks. Talk 
    to Mook. Lassal will appear and kill Mook, fight him, he'll eventually 
    run away.
    Head back to Aran and accept again. Go to the Bridge and enter the five 
    flagons. Upstairs, enter the far NE room of the four, kill the traitors. 
    Then the contact will appear, his name is Gracen. Kill him (1400 xps).
    Again accept Aran's quest. Head to the graveyard district, enter the 
    tomb S of where you meet Uncle Lester and his relative.
    Inside, follow on, beware of traps. Head N through the spiders' lair, 
    then meet Haz and his golem. Kill the warders then purge the inner 
    sanctum through the blue doors.
    In the NW door, kill and search the blood pool. Head S, kill the clay 
    golem and stake the vampires in their coffins (9000 xps each).
    Head SE. Kill Tanova - don't enter the next room.
    Along the spider area, enter the "cocoon" thing over the "drawbridge". 
    Kill those inside.
    Enter the Southern Dungeons. Kill all the monsters, beware the painting 
    on the floor - it's trapped.
    Head S, killing as you go. At the junction, go E. Open the sarcophagus, 
    kill the skeleton warrior and take his magical weapon:
                        Spear, Halcyon +1
    Further on is a small room with treasures.
    On the S branch, beware traps and enter room for more minor treasures.
    Head back to the Inner Sanctum. Go down the NE stairs. Go along, enter 
    and fight the vampires and grimwarders.  Search the NW and NE rooms for 
    treasure. Lassal will appear and tell you to meet him upstairs.
    Head to the room full of spikes, blood and very deadly traps. Lassal is 
    on the far E side. Kill him.
    Now head back to the room where you staked the vampires in their 
    coffins. Stake the last one and Bodhi will appear, talk a bit, then 
    attack you - you can't kill her, she'll run when wounded sufficiently 
    (18750 xps).
    Now go back to Aran and he'll take you to a ship, which will take you 
    all the way to Spellhold Island (??? xps). He also rewards you:
                        Ring of Protection +2
                        Amulet of Power
    4.a. Spellhold Island
    The quiet Brynnlaw, is another place with a dark interior - ruled by 
    tyrannical pirates, the residents are mostly enslaved. It is also home 
    to Spellhold, the dark and forbidding asylum of the Cowled Wizards.
    Monsters: Pirates.
    Treasures: Quaterstaff +2, Flail +2, Leather Armour +3, Longbow +2, 
    Light Crossbow +1.
    NPCs: none.
    Leave the ship, you'll be attacked by Del, Parisa and Valen, vampires. 
    Kill them.
    Head to the tavern (The Vulgar Monkey), and talk to Sanik. He'll get 
    assassinated (kill the assassin) before he can help you at all. Great.
    Now talk to the innkeeper who'll tell you to find Claire. To do this, go 
    to Lady Galvena's Festhall and talk to the appropriate courtesan 
    outside. For 100 gps you'll be taken to an inner room. Inside, tell her 
    you'll leave then give her 100 gps to shut up about it.
    Outside, head NW, kill the guards. Enter the room guarded by the first 
    guard and take the skeleton key.
    Head through the far NW door to the prison. Enter the NE door and kill 
    Vadek and Galvena. Be nice to Claire and she'll take you to see her 
    captain by the docks (10000 xps).
    Take his information (2000 xps).
    Go to Ginia, and agree to help her. Go to Chremy and kill him. Now head 
    to Calahan and agree to pay (2000 xps). Go back and tell Ginia, she'll 
    be very happy (9000 xps).
    Now go to the Pirate Lord's home. Tell the door guard and the lord 
    himself that Golin sent you. Tell him you need to get into Spellhold and 
    act mad. If Yoshimo is in your party, this is very easy (36500 xps 
    Inside, get out and open the locked door S of where you are (talk 
    several times to the bloke on the left and you get gems every time).
    Attack Wanev and Irenicus appears and takes you in. He'll explain 
    Yoshimo's treachery and you'll be put in the same process Imoen went 
    In your dream, enter the Library and talk to Imoen. Go back out, head W 
    and tell Bhaal to "catch you if he can". Run back to Imoen and fight 
    Bhaal. If you win, you're sent back to Irenicus' lab.
    You'll be put in the labyrinth under the asylum.
    4.b. Spellhold
    Spellhold is an asylum, but there is a way of "testing" the unfortunates 
    who claim to be sane and safe - they are thrown into one of the world's 
    most dangerous dungeons where they will die. You're unlucky enough to be 
    another inevitable victim of this deadly maze.
    Monsters: Yuan-ti, Ice salamanders, Salamanders, Gibberlings, Mutated 
    Gibberlings, Mephits (Ice, Fire, Air, Smoke, Steam), 1 ruhk, Umber 
    hulks, 1 mist horror, kobolds, kobold commandos, kobold witch doctors, 
    imps, quasits, shadow fiends, skeleton warriors, trolls, spirit trolls, 
    minotaurs, shadows, wraiths, 1 mind flayer, murderers, goblin commandos, 
    1 djinni, clay golems, 1 stone golem, 1 spectral troll, 1 greater 
    Treasures: Spear +3, Ring of Regeneration, Ring of Free Action, Malakar 
    +2, Flame of the North, Cloak of Reflection, Bone Club +2, +3 vs undead.
    NPCs: Imoen.
    Inside, Bodhi will gloat a bit and give you a "fighting chance". Talk to 
    Imoen, she can join again (hurrah!). Head through the SW door, fight, 
    loot the statue will give you a clue to how to leave (this is the exit). 
    Head through the NW door. In the W door, search, E, fight and search - 
    easy enough. Go through N door. The N from here leads to a tough fight. 
    The E door leads to a room full of faces. Activating these faces will 
    lead you to the Statue of Riddles who will pose a riddle. The answers 
    (in no order) are: darkness; stars; candle; coffin; fire; ice; shadows; 
    sponge; breath; fish; a secret; a hole. Answer all the riddles for 5000 
    xps per head.
    Carry on through, fight the yuan-ti, carry on again - beware squashing 
    mechanism. Enter the room, fight the clay golem and search.
    In the next area (use the door from the main square), fight the umber 
    hulks (v. hard, obviously).
    At the end of the corridor, head NE. Keep going until you find a 
    yellowed book. Keep using it to make these enemies (in order) appear: 
    Kobold captain, sword spider, umber hulk, mind flayer, beholder). Kill 
    them all, the re-use the book for 
                       2 spells
                       Ring of Free Action 
    and 8000 xps each. In the secret door, kill all the enemies. In the room 
    with the kobolds' crystal, kill the "avatars" to get a crystal shard, 
    which you need.
    Back to the end of the corridor. Head SW. Kill the enemies, there is a 
    lot to search for here and in the library just N of your position.
    Go onwards, enter and kill Dace Solan, a very powerful vampire. When he 
    retreats to his coffin, stake him for the hand you need to escape.
    Go back to the statue on the first level, use the hand on it to open the 
    door (29500 xps per head). Go through.
    Down here, enter the W door. Go along a bit. Enter the S secret door, 
    and turn the wheel to open the N one. Enter and kill the trolls, search.
    Head on, and when you've killed all the minotaurs, head NE. Search the 
    water, then the statues - beware!!!
           W statue: troll painting, disintegrate trap
           N statue: umber hulk painting, cloudkill trap
           E statue: djinni painting, fireball trap
    Head right on, you'll soon encounter Bodhi. This bit's fixed. You will 
    turn into the Slayer, avatar of Bhaal and attack everything, friend or 
    foe. Bodhi will flee, you're the big danger here.
    Note: if you have a romance, you will transform again and kill your 
    In this room are four globes. If you stand on the mosaic then activate 
    them one-by-one, they'll cast spells: slow, heal, haste, lightning bolt.
    From this room, head N, wipe this place clean (not easy!!!).
    Go back then SW and search. With the two stone horns, use them on the 
    statue to open the door - but do this later, first, go right back to the 
    Now go down the E tunnel. Kill the yuan-ti, then enter, one by one, the 
    doors corresponding to the paintings you should have.
    Behind them are: MIND FLAYER: kill the mind flayer (11000 xps). It 
                        Malakar +2
    TROLL: Kill the Spirit Troll (8000 xps)
    DJINNI: kill the djinni (10000 xps)
    UMBER HULK: kill the umber hulk (10000 xps). Go on until you reach a 
    junction. Go SW. Kill the Stone Golem guard, search. Now head SW again. 
    In here is a machine that gives you magical items for mithril tokens, 
    which are scattered around. I've found 21 so far. They get you:
           5 tokens: Boots of the North
           10 tokens: Boots of Grounding
           15 tokens: Boots of Speed
           20 tokens: Jester's Chain +4
    Head back NE from the first junction. There is a bit of dexterity needed 
    here. Inside is a chest guarded by three clay golems that attack when 
    you open the chest.
    To do this, send one person in hasted. Unlock the chest then open it and 
    pause. Take the contents then RUN! Shut the door behind and for some 
    reason (presumably so it's actually possible to get the loot) the golems 
    don't come through.
    Now leave into a room full of commandos, kill 'em all. Back at the 
    stairs an apparition appears. Let him test you, it's the way out. For 
    the first test you have to kill a big mushroom with spell abilities - 
    not too hard. Now he'll ask a question, the answer is splinter.
    Now you go to a dining hall with four apparitions. Search the table for 
                       Robe of Reflection
    then talk to any one and you'll get four questions, the answers are: 
    nothing, a river, fear, memory. You'll now be taken on to a platform. 
    The apparition will free you, go down the invisible steps. Through here 
    your treacherous captain will appear again.
    Go upstairs and kill Lonik the Sane. You'll be taken to a room full of 
    all the captives. Be nice and they'll join you as you attack Irenicus 
    himself... Beware, they can be a liability, especially Wanev!
    Eventually Irenicus will run away and Yoshimo will arrive with a bunch 
    of murderers and you'll be involved in a HUGE battle.
    Complete it (be sure to get the heart off Yoshimo's body) and rest. 
    You'll have a dream in which you'll be granted the ability to shapeshift 
    into the Slayer at will.
    Go back up, Saemon will appear again and offer you an exit over sea or 
    through the Underdark. I'll be pursuing the sea route this time round.
    Back outside, head W and along, killing all and make your way to the SW 
    corner where you can finally get to Brynnlaw at last!
    Back in the town, go to the Tavern and talk to Saemon. Accept, when it's 
    night go to Cayia's house. Fight the guards, the horn is on the table.
    Take it to Saemon Havarian and you'll board ship. Desharik will appear, 
    kill his lackeys and you'll leave.
    On your way your ship will be attacked by two different parties, and 
    you're captured by the Sahaugin. 
    4.c. The Underwater City
    The world conceals many secrets, but deep beneath the waves is the city 
    of the shark-like Sahaugin, brutal but clever. Here you must gain their 
    trust and aid in re-finding the outside world.
    Monsters: Rebels, Sahaugin, 1 Ettin, Sword Spiders, Ettercaps, 1 Bone 
    Treasures: Cloak of Mirroring, Cloak of protection +2, Boots of 
    Etherealness, Rod of Lordly Power, Scimitar +2, Belm.
    NPCs: none.
    You'll be taken to the underwater city by the sahaugin. You're taken to 
    an audience with their king, Ixilthetocal.
    He'll explain you are to save the city as part of an old prophecy by 
    their god. To prove your worth, you're put in an arena to kill an Ettin. 
    When dead, accept all.
    Go to their High Priest and she'll change everything - accept all. 
    Go to the Drow SE section, beware traps. Kill as you go. You will come 
    to an area where some imps will set you a challenge - accept.
    The answer is: Helmet - Piergorian
                   Pipe - Elminster
                   Scimitar - Drizzt
                   Staff - Khelben
                   Amulet - Alaustriel
    Get the treasures, head N, talk to the Spectator. Kill it (it's a 
    Beholder, of course it's hard). The chest contains the tooth you need.
    Now head to the NE corner, go down the steps and through the door, 
    fighting as you go onwards. Inside the door, accept an offer of an 
    audience (if you kept the orb the Priestess gave you).
    Accept all his offers and head back to the throne area. Give the false 
    heart to the King then you're discovered, so kill them all (the rebels 
    will arrive to help you).
    At the end, the Prince of the Rebels will give you all the treasures 
                        Rod of Lordly Power
    and a way down to the Underdark you tried to avoid in the first place 
    (60500 xps/head).
    5.a. The Underdark
    The most evil and dangerous place in the entire world, the renowned and 
    feared Underdark is home to all the most deadly creatures across the 
    Planes. So few survive, that you feel your death is at hand.
    Monsters: Drow, Drow Warriors, Drow Priestesses, Earth Elementals, Air 
    Elementals, Fire Elementals, Lizard Men, Kuo-toa wizard, monitor, 
    warrior and leader, Myconids, 1 Balor, Umber Hulks, 1 Greater Elemental 
    each of Earth, Air and Fire, 1 myconid king, Mind Flayers, Beholders.
    Treasures: Jhor the Bleeder +2, CURSED Spear +3 'Backstabber', CURSED 
    Ring of Folly, Rod of Absorption, Bracers of Defence AC 4, Skullcrusher 
    +3, Dragon's Breath +4, Necradon's Crossbow +3.
    NOTE: Drow equipment is typically better than any magic armour but will 
    disintegrate above ground. Be certain to keep hold of old armour and 
    weapons for when you leave. Drow equipment: Full Plate +5, Chainmail +3 
    (useable by mages!),  Long Sword +3, Light Crossbow +3, Flail +3, Amulet 
    of Spell Warding. There are others too, but mostly that's what you'll 
    NPCs: none.
    From your starting position after the descent (20000 xps/head), head E. 
    Talk Duergars, buy a Freedom scroll. Beware the elemental respawn 
    points, they keep coming every time you kill one.
    Head N. Fight Drow. You'll come to a crystal. By using the panels "lost 
    souls" will come out and attack you (except one, who tells you to visit 
    his village).
    Now cast the Freedom spell. Between the crystal and the duergars a mage 
    named Vithal appears and gives you a quest - accept. 
    Head back to the crystal and head along E, killing the bridge guards.
    Go back to the crystal now and head W, kill all the myconids, just 
    further W are three Mind Flayers that come round and attack.
    From here, head N to the Dark Gnome village, accept peaceful entry, go 
    around and talk to their chief, accept. The cave is in the village, a 
    little E. Use the stone and kill the Balor (VERY, VERY, VERY HARD).
    Now return to the king for a 
                       Light Gem 
                       Skullcrusher +3.
    In the next house along, talk to the Innkeeper and buy Vithal's book off 
    him for 300 gps.
    The other Gnome is father of the gnome that you freed from the mage 
    crystal prison, the one that walked off. Talk to him for 10000 xps and 
                       Bracers of Defence AC 4.
    Now go to the Earth portal and give Vithal his book. He'll summon a 
    Greater Earth Elemental, kill it (keep Vithal alive!!) and he'll 
    disappear and return.
    You'll repeat this three times, once for each portal. At the end he'll 
    reward you, press for more ONCE - more than once and he'll attack and 
    win very easily. Be happy with this good reward.
    With the Light Gem go now to the Dark Cave near the entrance to Ust 
    Natha. Inside, accept the Silver Dragon's quest. As Drow, enter Ust 
    When you are back out again to hunt the illithid, a party of adventurers 
    try to kill you, it's a tough fight. One of them carries the
                       Dragon's Breath +4
    From here, go to the extreme SE, talk and kill those that appear. Head 
    back to the Drow City at your leisure (20000 xps).
    When you've escaped the city, go to the Dragon, talk for your reward: 
    78500 xps/head and 
                       Necradon's Crossbow +3
    You'll be taken to a gate, fight the Drow. Go through, fight again. 
    There are fights in the next room, the next and the next. Eventually, 
    you'll reach the exit to the Surface!!! At last!!!
    5.b. Ust Natha
    Safety is not found in a place more than the Drow capital, but still 
    this is a place of constant danger, death, assassination, political 
    intrigue, and typical Drow brutality.
    Monsters: Drow, Mind Flayers, Mustard Jelly, Gray Ooze, Green Slime, 
    Ochre Jelly, Beholder.
    Treasures: BoneBlade +4, Ring of Spell Turning, Gorgon Plate +4.
    NPCs: none.
    At the Bazaar, you can buy and sell magical items and mostly scrolls.
    Go straight to the Male Fighter's Association. Talk to Solaufein 
    outside, accept. Go right back to the exit (if asked which way the 
    "quarry" went in a pre-death chase, it was that woman that legged it 
    past yelling, respond as you wish).
    Now talk to Imrae and accept. You can rest/restock as you wish before. 
    Refer back to the Underdark section now.
    Back in the city, a Duergar will tell you to talk to his master, go up 
    to the tank, talk to Aboleth and accept.
    Qilue's house is guarded by Servants, all with up to level 8 spells - 
    beware! Kill her, get her brain, take this to Aboleth for your reward, 
    10000 xps.
    Talk to Phaene as agreed. Accept, go to the extreme SE, talk then murder 
    the Beholder (20000 additional xps).
    Go back to the tavern.
    You're given another task, this time to kill a patrol of sverfneblin. Go 
    to the Myconid patch and kill the gnomes. Take the gnomic leader's helm 
    as proof of your feat.
    Give this to Phaere and she'll tell you to meet her again. Go to the 
    Female Fighter's Association and accept.
    There is a Drow Priestess, accept her quest, go to the SE and kill the 
    lot. There's no xps for completing that though.
    Go to Solaufein and kill him. Tell Phaere. If you are male, at this 
    point, you sleep with her (I don't know what happens if you're female!).
    Go to the Temple of Lolth, accept the quest. Go to the Beholder cave in 
    the Underdark (the southern tunnels on the map), and kill the Beholders, 
    get the eye from the Elder.
    Go back to the temple (22000 xps). Go now to Phaere in her apartments at 
    the Female Fighters' again. Accept.
    Enter the Temple, the treasury is in the NE. I suggest you cast 
    (Improved) Invisibility first. Replace the Egg in the N bowl-thing, the 
    golems will attack, shut the door on them. Kill the Egg Guards.
    There are now to ways. Hard and Easy:
    Take the Egg to Phaere (10000 xps). She'll vanish, an Imp will appear 
    and give you instructions. Go to the Temple. In the ritual room, 
    interrupt what Phaere is saying, kill the Demon and her (the demon is 
    VERY HARD). Outside, every Drow in Ust Natha tries to kill you, you're 
    only chance is to peg it outside the city gates. Note that the Matron 
                       Gorgon's Plate +4
    Easy: Keep the eggs and leave the city. Nearly no xps for that though.
    Refer to the above Underdark section again now.
    6.a. Exit from the Underdark
    As the sunlight gradually re-finds your party, you find a war-torn out 
    post of the surface elves, as they fight their constant war against the 
    vicious Drow.
    Monsters: none.
    Treasures: none.
    NPCs: none.
    A nice short section. When out of the Underdark, you're taken to an 
    audience with Elhan, the War Elf leader. NOTE: Before you leave, remove 
    all Drow equipment, there is a bug in some versions that means the dust 
    doesn't stop re-spawning!
    Agree to everything and be careful to tell the truth. If Viconia is with 
    you, she'll be put under a geas. He gives you a quest to find an 
    artefact that allows the Elves entry to Suldanesselar.  
    This is carried by Bodhi, you can ask for stakes and holy water to sort 
    her out.
    The most interesting bit is that when you leave, Drizzt and his friends 
    meet you. If you're nice, Drizzt will agree to meet you at Bodhi's guild 
    and aid you. Of course, you can kill him and his friends, and nick all 
    their brilliant items, but it's so hard I wouldn't bother. My advice is 
    perhaps kill Drizzt when he's alone in the Graveyard District...
    6.b. Small Teeth Pass and North Woods
    The Elven forests of Tethir are full of danger and intrigue, and these 
    two distinct area will give you the opportunity to discover some evil 
    Monsters: 1 Efreeti, 1 Dao, Wolfweres, Ankhegs, Gnolls (Veterans, 
    Elites, Slashers, Captains).
    Treasures: several +1 items.
    NPCs: none.
    These two small and boring areas have been put into a single section 
    because it's pointless making two tiny sections.
    Small Teeth Pass is basically a small monster-thump.
    North Woods is a bit different, there are two groups, one of various 
    adventurers, one of an efreeti and a dao. Each holds/guards some minor 
    7.c. Forest of Tethir
    Monsters: Mist Horrors, Vampiric Mists, Poison Mists, Crimson Deaths, 
    Panthers, 1 Greater Wyvern, 1 Baby Wyvern, Kuo-toa, Wolfweres, Wandering 
    Treasures: Mana Bow +4.
    NPCs: none.
    The main purpose of this place is as a gateway to Tethir. To navigate 
    the map you must walk along the main tree-trunk down the centre and get 
    off it at certain points.
    In the NW you find an old companion, Coran, who asks you to help him 
    rescue Safana. Go to the Wolfwere camp. Here, Safana turns out to be 
    very nasty indeed and both Safana and Coran will die. Kill the 
    You can search his cabin also. Defeat the nasties inside (Horrors, 
    Mists, and Deaths) and search the cabin for several minor treasures and 
    some healing/extra healing potions (very useful, but beware, all three 
    chests in the N room are trapped with quite hard-to-spot traps.
    In the central W you can fight two members of a wyvern-worshipping cult 
    and their idols, if you so desire. Not much on their bodies, however.
    In the E there is a cave (literally a door in the ground, Alice in 
    Wonderland style). Inside is a pool to search for my favourite bow in 
    the game, the 
                       Mana Bow +4
    and two bands of Kuo-toa.
    7.d. Graveyard revisited
    Monsters: Vampires, Fledgling Vampires, Vampiric Mists, Skeleton 
    Warriors, Grimwarders.
    Treasures: Cutthroat +4.
    NPCs: none.
    At the district entrance, Bodhi appears, runs off and leaves you with 
    four vampires to fight.
    Now the crypts can only be accessed by the roof of the building in the 
    E. Underneath, some minor treasures have been replaced or even changed.
    In the NW, Drizzt and his party appear (if you enlisted their aid, that 
    is). Eventually only Drizzt will stay for you.
    If you got Holy Water from Elhan, you can pour this into the pool of 
    blood to stop the vampires regenerating from it.
    Head downstairs and kill Bodhi. Go to her coffin in the NE room, stake 
    her (55000 xps/head and you get her heart and the Lanthorn).
    In the rooms you can also find the 
                       Cutthroat +4.
    Tell Elhan of your success, and he takes you to the Elven city of 
    Suldanessellar, where a bitter war is raging...
    7.a. Suldanessellar
    Monsters: Stone Golems, Clay Golems, Adamantine Golems, Iron Golems, 
    Rakshasas, Rajahs, Maharajahs, Trolls, Skeleton Warriors, 1 Nabassu, 1 
    Sand Golem, 1 Balor, Earth/Fire/Air elementals.
    Treasures: Elven Chain Mail, Cloak of Elvenkind, Boots of Elvenkind, 
    Girdle of Stone Giant Strength.
    NPCs: none.
    After entering (74500 xps/head), and talking to Elhan, fight your way to 
    Demin's house. Inside, kill all your enemies, and talk to Demin, her 
    route is the only way.
    Many rooms in the city have level 9 spell scrolls inside, I've uncovered 
    Time Stop, Meteor Swarm and Gate so far.
    First, go to the House of the Talisman. Inside, use the puzzle box, the 
    correct order is: Corellan, Rillifane, Water, Tree of Life, 
    Now, go to the House of the Moon. Inside, simply get the Moonblade off 
    of the Elf's body.
    Head to the NW now, and enter the Woodland Clearing (see that section)
    There are also two stone artefacts, a horn and a harp, one held by the 
    House of the Horn, the other by the Harpists, which you need.
    When you return from the clearing, go to the Temple of Rillifane. Place 
    the artefacts on the altar (65000 xps/head) and the avatar will appear 
    and grant you access to the palace.
    Outside, Reirra will appear with useful items and the 
                       Staff of the Woodlands +4.
    In the palace, gather the nuts from the tree. Go through, and use the 
    harp/horn on the statues (3000 xps each) and go down (use option 2 when 
    talking to party members and they will stay).
    Accept Ellesime, and find the three parasites. Attack them, and two 
    elementals will appear and attack. Kill them then the parasites.
    You are automatically taken to Irenicus, where you must kill him. 
    However, instead of this being the end, you and all your friends are 
    sucked into hell...
    7.b. Woodland Clearing
    Monsters: Nizidramonii'yt, a Black Dragon.
    Treasures: Bladeslinger Chain +4.
    NPCs: none.
    Only one thing to do here, but it's a BIG thing, a black dragon. No 
    matter what you say, you are forced to kill it.
    In its horde is the final artefact of the elven gods that you need to 
    summon the avatar. You're nearly there.
    7.c. Hell
    Monsters: Beholders, Gauth, Elder orbs.
    Treasures: Blackrazor.
    NPCs: none.
    Don't worry about deaths from your fight with Irenicus, all your party 
    will be restored with their equipment.
    You must go down each tunnel in turn and achieve a Tear of Bhaal. In 
    order from right to left, the tunnels contain:
    E: PRIDE - show no pride, question why you should kill the enemy and the 
    demon will vanish. Walk through and talk to the dragon and you get your 
    easiest tear.
    SE: FEAR - head along the N passage and kill all the Beholders (if you 
    can!). Now grab the tear from the crystals at the end.
    S: SELFISH - to get the tear you must choose. Go down the right-hand 
    path and your part member will die, and you will become a Fallen 
    character, losing class-specific abilities (if you're good).
    The left path means you keep your friend and abilities, and also lose 
    2HPS from maximum, 1 dex., and some xps. You get the tear either way.
    SW: GREED - take the sword. I recommend giving it to the genie, but you 
    can fight it (v. hard) instead. You get the tear one way or another.
    W: SAREVOK - in here, you are forced to fight a wraith of Sarevok, the 
    main bad guy from BG1. Kill him for the tear. Note that he's every bit 
    as tough as last time round!
    Now use the tears on the Abyssal Door. Save and prepare, this is the 
    last battle...
    Irenicus will appear and summon two Glabrezus and two Balors to help 
    him, in addition he turns into the Slayer!
    Here's how I did it. First concentrate on the demons. When dead, get rid 
    of the Misleading slayer, then head S. Here, use pierce magic, breach 
    etc. to remove his protections. Now fight him - use only hand-to-hand 
    combat weapons, and change into the Slayer. With a bit of luck and 
    skill, Irenicus will finally die! 
    Now you can watch and enjoy the sinister cut-scene... I think there's a 
    BG3 for the future...
    8.a. D'Arnise Hold
    Monsters: Trolls, Ice Trolls, Giant Trolls, 1 Spectral Troll, Yuan-ti, 
    Yuan-ti mages, Umber Hulks, Flesh Golems, 1 Stone Golem, Clay Golems, 1 
    Iron Golem, 1 Otyugh.
    Treasures: Ring of Earth Elemental Control, Dagger +2, Warhammer +1, +4 
    vs. Giantkin, Elven Court Bow +3, Battle Axe +3, Frostreaver, Shield 
    Amulet, Flail of Ages, Orc Leather +3, Full Plate +1, Boots of 
    Grounding, Staff of Striking.
    NPCs: Nalia.
    If you didn't get her in the Copper Coronet, she's in a palisade in the 
    SW corner. See The Slums section for her stats.
    When you've completed this section, a fighter gets his Fortress.
    Initially, once you have the keep, all you can do is sort out taxes with 
    your Major. I advise keeping the taxes as they are for now.
    Each week, you get 500 gps and a visitor to deal with.
    VISITOR 1: A merchant whose caravan has been robbed by bandits wants to 
    be payed for the caravan. You can also hire mercenaries to deal with the 
    I suggest this: give the merchant 500 gps (cha.15 or more) or 1000 gps 
    (less cha.) and paying 500 gps for the mercs (15000 xps).
    VISITOR 2: Captain Cernick has caught a man thieving. H's excuse is that 
    he needs money for his wife's medicine. Let him off entirely and buy the 
    potions he needs for 15500 xps.
    VISITOR 3: Bolumir, Cleric of Tempus, wants to set up a chapel in the 
    keep. This is advantageous as not only will you now have access to 
    healing, he sells magic items (inc. Staff of Striking and Boots of 
    Grounding), and accepting gets you 15500 xps. He is found on the upper 
    floor in the room previously full of golems.
    VISITOR 4: Roenall himself demands your land. Refuse.
    VISITOR 5: Chantelle the maid wants to marry Jessup, but Malvolio wants 
    to marry Chantelle also. Let Jessup marry and pay the full dowry for 
    15500 xps.
    VISITOR 6: Two moneylenders demand 2000 gps. Pay them 1000 and all will 
    be fine.
    VISITOR 7: Four citizens demand 7000 gps for damage from a great flood 
    and to build dikes to prevent further flooding. Pay the lot for 15500 
    VISITOR 8: Finally, Lord Roenall attacks. You have a set time to kill 
    him, or you lose the keep. If you succeed, you get 50000 xps. He carries 
    Full Plate +1 also.
    In the SW, there is a secret door in the side of the Keep, marked on the 
    map. Enter, the idea on this level is simply wander around killing any 
    stray trolls and searching for the treasure littered around.
    In the NW, there is a special forge that can be used to repair the Flail 
    of Ages (though it doesn't need all three heads, it's much better with 
    them). Repair it for the item and 223500 xps.
    The second floor, head S. In the library, get the key, this opens the 
    doors. Same as before, wander, kill, search. On the W side you can enter 
    a room where you'll find Nalia's aunt. Free her. Through the far door 
    there are two secret doors. One leads to the stairs that take you to the 
    basement where Lord d'Arnise is being held.
    In the other room are six golems. Whenever you disturb the alcoves 
    (containing powerful magical items), two golems attack. Take them two at 
    a time, using your mace/halberd armed men/women to block the doorway and 
    kill them all.
    You can access the roof from this level, but there isn't much to do up 
    In the basement, go through the first two doors, searching - in the 
    third room are the leader's pet Umber Hulks.
    In the room to the E are the trolls and their grand leader, it's a tough 
    fight. Search the shrine and TorGal's body for some gems.
    Go up and out to the courtyard, kill the otyugh and leave the dogs 
    alone. Nalia now rewards you (10650 gps, ??? xps) and if you're a 
    fighter she gives you the stronghold as your, er... stronghold.
    8.b. Windspear Hills
    Monsters: Ogres, 1 Gnoll Elite, 1 Baby Wyvern, Orcs, Wild Dogs, Ankhegs, 
    Black Bears, Goblins, Hobgoblins (wizards, elites, captains), Vampiric 
    mists, Shadow Fiends, Ruhk Transmuter, Kamikaze Kobolds, Vampires, 1 
    Adamantine Golem, Iron Golems, Stone Golems, Clay Golems, Dread Wolves, 
    Wolfweres, Greater Wolfweres, "Guardians", Orc Archers, 1 Greater 
    Wraith, Orogs, Trolls, Mutated Gibberlings, Fell Ghasts, Werewolves.
    Treasures: Amulet of Protection +1, Battle Axe +2, Large Shield +2, 
    Dragon Scale +2, Dragonslayer +2 (Peridan), Studded Leather +2, Two-
    handed Sword +2, Heartseeker +3, Holy Avenger: Carsomyr +5, Cloak of the 
    NPCs: none.
    At the start you are forced to kill some monsters who turn out, when all 
    dead, to be paladins (including Ajantis from BG1).
    Accept Garren Windspear's aid and be very good to him and all his 
    friends who talk to you - some bandits will enter, make a spirited 
    attempt to kill you and teleport Garren's daughter off. Say you'll save 
    Head to the NE and enter the dungeons. Kill all, and in the main cavern, 
    there are two smaller ones. Go through the N door (the only door!), 
    fight all inside (beware the golems). Head W, accept Samia. Head NE, NW, 
    NW, N, N, N, N and then prepare yourself.
    When you've cleared the floor of all its treasure (neat items!) Samia 
    reappears with a powerful war-party. Kill 'em all (hard!).
    Now head back to the first golem fight and head E. Kill the vampires, 
    carry on and take the Greater Wraith. Get the chapel key.
    Go now to the entrance to the maze and head down the W branch, kill the 
    wolfies, note that Greater Wolfweres regenerate amazingly fast, so 
    Disintegrate, Slay Living and similar are about the only ways to kill 
    From the circular room, W heads into a room where to "men" try to lure 
    you into their "den". To get the treasures w/out a fight, send an 
    invisible character through past the two men and get the goodies from 
    the rooms past there.
    When you re-enter their room they'll tell you to follow them, don't go 
    through, nick the goodies from THIS room then leave.
    NW heads to a room where some squabble between a troll, a wolfwere and a 
    hobgoblin leaves some minor items on the ground.
    Through the secret door is a very hard fight with some golems - their 
    treasure behind them is the Heartseeker +3 longbow.
    The N passage leads to another golem fight, then an orog fight. Go 
    through the locked door, over the stairs into the next room, where you 
    find DigDag, two orc lackeys and an old "friend" of yours, the ogre 
    Tazok. Kill 'em.
    Go into the cavern, talk to Fikraag, the red dragon (!) and when his 
    wizard dimension doors, run upstairs quickly! Kill him, get the key and 
    free Iltha (23750 xps). Now, leave!
    Back at Garren's cabin, you'll be rewarded. If you're a paladin, you can 
    now enter the High Hall of the Radiant Heart, see Temple section.
    If you've kept the acorns from the dryads in Irenicus' dungeon, the 
    Fairy Queen is found in the SE section. Give her the acorns for 32500 
    xps + 9750 xps.
    8.c. Umar Hills
    Monsters: Umber Hulks, 1 Killer Mimic, Shadows, Shadow Fiends, Spotted 
    Treasures: Corthala Family Armour (Valygar), Corthala Family Blade 
    (Valygar), Spear +1, Ilbratha +1.
    NPCs: Valygar Corthala.
    VALYGAR (human; male; neutral good; stalker; str.17 dex.18 con.16 int.10 
    wis.14 cha.10)
    There is a quest from the Government District in Athkatla to kill 
    Valygar. You can let him join or kill him, it's you to you. He is the 
    only way to enter the Planar Sphere in the Slums, I'll cover this in a 
    later version.
    Most of this section centres around a series of odd murders. Go to the 
    village in the SW. Around the fountain, listen, then go to Minister 
    Lloyd's house. Accept his quest.
    Madaulf and his band are found in the centre of the map. Talk to them 
    and they'll propose a peace deal, accept their quest to tell the village 
    Go to Lloyd and tell him, he'll wander off (27500 xps). If you speak to 
    Vincenzo in the Inn, there is the amusing "Umar Witch Project" tale, 
    which takes the rip completely (fine by me because I HATE the Blair 
    Witch Project!).
    At the entrance to the town a group of youngsters give you 200 gps to 
    buy them some swords and ale. Buy the swords and ale from merchants in 
    and around the inn, give them the stuff for 2000 xps.
    In the village, a mage named Jermien wants some mimic's blood for a 
    golem. This is found (along with a killer mimic and other monsters) in 
    the Umar Cave - open the chest once you've killed the killer mimic for 
    some other stuff as well. Give him the blood for 19250 xps and the 
                       Ilbratha +1
    However, his golem will attack - kill it and talk to him for 21250 xps. 
    You can now search for spells and potions.
    The concerns about a hired ranger voiced in the town can be realised in 
    the SW, there are some interesting books to read here too.
    Valygar, and whatever fate you have in store for him, are found in the 
    NW corner. If you come from the W, there are some rangers who may try to 
    stop you, come from the E and you'll meet them on the way out, if you 
    head E, anyway.
    Jeb, just outside the village will sell you some information for 300 
    gps. Accept, he'll tell you about Hendrick's chicken. Tell Hendrick you 
    know about his item and offer to buy it for 50 gps - it's a priceless 
    gem, worth 600 gps (not quite priceless then).
    If you've solved the Skinner murders in the Bridge district you should 
    have a letter. Follow the instructions - by the History of the Zhentarim 
    off Fael. His "secret name" is Darcin Cole.
    If you have the Human Skin on you, you can get silver dragon's blood as 
    he requests. I'll continue with this in another, later version.
    8.d. Temple Ruins
    Monsters: Shadows, Shade Wolves, Shadow Fiends, 1 Greater Shade Wolf, 
    Greater Mummies, Skeleton Warriors, Bone Golems, 1 Shadow Dragon, Wild 
    Dogs, Giant Lynxes.
    Treasures: Cloak of the Stars, Halberd +2: Duskblade, Darkmail +3.
    NPCs: Mazzy Fentan.
    MAZZY (halfling; female; fighter; lawful good; str. 
    The Temple itself is found in the NE of the map. It is swarming with 
    monsters. By activating the Stained-glass window, you can dispel any 
    shadows that come into the light.
    Beneath the dungeon, head N from the junction. Kill everything in this 
    room and the next, being sure to find the bones and the jail key.
    In the jail is Mazzy Fentan, a famous Halfling knight. She offers advice 
    and can join your party.
    Head W from the jails and get the sun gem. You can head N as well to 
    kill things, if you wish.
    With the gem you can pass through the first shadow barrier.  Go through 
    and over the bridge, get everything and kill everyone in this Room of 
    Fire and the E room.
    In the W room from here, give the bones to the ghosts for part of the 
    Sun Icon and the Shadow Dragon Wardstone, plus 17750 xps.
    Carry on and you'll come to a room with letters on the floor. This is 
    done in the same way as Indiana Jones and the Last Crusade was done.
    The name is Amunator, just walk over those letters in that order and no 
    damage is done. Only send one man over.
    In the next two rooms: the N room contains important items and the S 
    room contains a Shadow that can't be trusted (kill it) and the second 
    part of the Sun Icon.
    Head back to the Statue at the beginning. Answer his questions on the 
    rituals, if you get them all right he gives you the last Sun Icon piece 
    (45500 xps) and you'll complete the Icon (21250 xps).
    Go right back and now go straight past through the door into the cavern.
    If you have the Wardstone the Dragon leaves you alone. Use the exit in 
    the NW. Here you have to defeat the Shadow Lord (25000 xps) and his 
    Altar. When all the enemies are dead, light returns (44250 xps/head). 
    Merella appears and dies.
    8.e. Trademeet
    Monsters: Dire Wolves, Giant Spiders, Wild Tigers.
    Treasures: Staff of the High Forest (Cernd), Cloak of the High Forest 
    (Cernd), Shield of Harmony +2, Scimitar +2, Rashad's Talon.
    NPCs: Cernd.
    CERND (human; male; shapeshifter; true neutral; str.13 dex.9 con.13 
    int.12 wis.18 cha.15)
    Fight the animals and agree to help the city when challenged by the 
    Militia Captain.
    Go to the High Merchant Lord's house, accept. Go downstairs and find 
    You should now head over to the Druid Grove.
    When that matter is resolved, tell the High Merchant (2000 gps) and 
    accept his new quest.
    Go to the tent of the Dao Genies. Give their Khan the head of Ihtafeer 
    (the Rakshasa in the Druid Grove area) for 10000 xps and a sword.
    Tell the Guildmistress in the Mayor's home for 7500 xps, gems and a 
    magic shield. Tell the High Merchant himself and you'll be honoured and 
    get reputation +1, 25250 xps/head and 10750 gps.
    You're also given the same quest by two feuding families. The best way 
    to do this quest is this: go to either mansion and accept, you'll get 
    the key.
    Go to the tomb and accept the High Merchant's offer when he appears. Go 
    in, kill all and get the Circlet.
    Take it to the High Merchant for 250 gps, 8000 xps and reputation +1.
    There is found in Trademeet Neeber, presumably cousin of Noober (from 
    BG1) or something. Talk to him loads of times and much like Noober, you 
    get 1000 xps/head and some 
                       +2 bullets
    8.f. Druid Grove
    Monsters: Trolls, Ice Trolls, Myconids, Spore Colonies, Rakshasas, Sword 
    Spiders, Phase Spiders, Giant Spiders, Spiders, Ettercaps, Spirit 
    Trolls, Spectral Trolls, Giant Trolls.
    Treasures: Cleric's Staff +3, Amulet of Proof Against Poison, Scimitar 
    of Speed +2: Belm, Bracers of Archery, Spear of the Unicorn +2.
    NPCs: none.
    Once you've agreed to help Trademeet, head to the NW. Here, meet Cernd 
    and let him challenge Faldorn. Cernd will win, and you've freed the 
    Druid Grove from the depredations of the Shadow Thieves, leaving 
    Trademeet safe. That was easy.
    There is a cottage in the NE belonging to a woman who is actually a 
    Rakshasa. Kill her and her friends. You can get her head, and there are 
    some minor treasures in a chest in this cottage.
    In the deserted Ogre's Tower, there is a magical scimitar.
    There is a Troll Mound in the SW. Enter, kill all the (many) trolls, and 
    you can search the bones at the far side for some nice treasures.
    9.a. Early Sections
    Having killed Irenicus you now live in peace - you think. But now the 
    Bhaalspawn are marching, and five armies, each lead by one of the most 
    powerful of Bhaal's children, are marching on the Realms, seeking world 
    domination and to ascend to the throne of their father. You have been 
    told by the elven queen Ellesime to commune with gods in a sacred grove, 
    and now you must discover your fate as a child of Bhaal.
    Monsters: Kobolds, Kobold Commandos, Dopplegangers, Gnoll Elites, 
    Sahaugin, Ogre Mages, Drow.
    Treasure: Dagger +2, Boots of Speed, Ring of Protection +1.
    NPCs: Sarevok.
    Sarevok     18/00  17  18  17  10  15      Human  Fighter  Chaotic Evil  
         Sarevok murdered your father and nearly you, and you have been
         forced to kill him twice. Now he appears, and if you implant a
         piece of your soul in him he will be reborn again, and you may
         fing him a useful ally... or a bitter foe.
         Found: Hell.
         Score: *****
                OK, he's evil, but he is by far and away the best fighter
                in the game. He's incredible with a two-handed sword and in
                combat remains incredibly dangerous.
    At the very beginning, simply talk to the gods to hear their rhyme, then 
    when you appear in the clearing, prepare for a fight, as another 
    Bhaalspawn, Illasera "the quick", appears to try and kill you. She'll 
    cast Mirror Image and Monster Summoning first, just kill her, it's not 
    too hard. She carries all the treasures listed above and:
         2 Potions of Extra Healing
    After this you will be transported to your very own hell, once owned by 
    Bhaal. Here two people will appear. The first is Solar, who offers some 
    advice and tells you that she will watch over you. The second is 
    Sarevok, who appears and will offer to help you if you give him a piece 
    of your spirit. Agree, he'll do it and open the first portal of four for 
    you. He can also join you - if you want him to, make him swear an oath 
    so he can't betray you.
    From this hell you can do four things. Firstly, you can summon any NPC 
    except Yoshimo to aid you. This makes it far easier to tailor-make 
    parties for specific areas. You get 2000 xps each time you do this, and 
    they level up.
    Secondly, there is Bhaal's imp "butler", Cespenar, who can upgrade 
    existing magic items with special items you find during the game. The 
    special items are (location in brackets):
    -Heart of The Damned
    -Liquid Mercury
    -Eye of Tyr
    -Fflar's Scabbard (Gromnir's castle level 1, Saradush)
    -Baalor's Claw (Berenn has in Yaga-Shur's chambers)
    -Roranach's Horn (Gromnir Il-Khan wears)
    -Serpent Shaft
    -Skull of the Lich
    -Hindo's Hand
    -Starfall Ore (Kiser's basement, Saradush)
    -Rune of Clangeddin
    -Bowstring of Gond
    -Montolio's Clasp
    -Montolio's Cloak
    -Circlet of Netheril
    -White Dragon Scales
    -Blue Dragon Scales
    -Star sapphires, rogue stones, diamonds, rubies, emeralds, sapphires,  
    king's tears, nymph's tears. (various)
    -Scrolls of Invisibility and Improved Haste. (various)
    And this is the combinations of upgrades and what they produce:
    -Cloak of Protection +2
         -with scrolls of Invisibility and Improved Haste
    -Flail of Ages
    -Bag of Plenty +1
         -with King's Tear and 10,000 gps
    -Ravager +4
         -with Serpent's Shaft
    Thirdly, you can use the portal to access anywhere on the map, though 
    you cannot visit everywhere from the start, you must gain access to each 
    one, as they appear on your map.
    Lastly, the shimmering portals around the edges all hold different tasks 
    and challenges you need to complete before you can progress.
    When Sarevok opens the first portal, enter it when you've rested and 
    prepared. A Bhaalspawn called Gavid will appear and talk to you about 
    the nature of Bhaal's children and retribution, before a horde of all 
    the monsters above appear in a seemingly never-ending stream, finishing 
    with the drow. This can be quite taxing but you should pull through. 
    After this Gavid will reappear, say a few more things, and you will get 
    25000 quest xps per head. Not bad! You will also gain the Pocket Plane 
    special ability, which will allow you to return to your Hell whenever 
    you desire.
    Now use the portal to leave - on this occassion you will automatically 
    go to Saradush.
    9.b. Saradush (AR 5000)
    Saradush is besieged by one of your brothers, a Fire Giant, and the 
    town, which has recently become a haven for lesser Bhaalspawn, has not 
    got long left, but the most dangerous threat is their own leader, 
    Gromnir Il-Khan, who appears insane, and is starving his own people. Now 
    many turn to you for assistance in this darkest hour...
    Monsters: Devil Shades, Greater Shadows, Umber Hulks, Elite Orcs, Elite 
    Orogs, Fledgling Vampires, Vampires.
    Treasure: Shakhti Figurine, Grandmaster Armour +6, Lavender Ioun Stone, 
    Quaterstaffs +2, Ice Star +4, Morning Star +3, Full Plate +2.
    NPCs: None.
    When you first teleport into Saradush you will witness Melissan, a 
    fellow Bhaalspawn, pleading with some Il-Khan soldiers (the soldiers of 
    Gromnir Il-Khan, the tyrannous local leader) to permit an audience with 
    Gromnir. They suspect you to be spies of the besieging armies and will 
    attack you. Keep casting area-affect spells and you shouldn't find this 
    too hard. They all carry Potions of Extra Healing, and some have magical 
    halberds on them. Melissan will then tell you the situation and beg for 
    your help in ending the siege. Accept, of course.
    You can rest and buy some various items at the Tavern Tree, a small inn 
    in the centre of the map (marked). Just South of that is a Temple of 
    Waukeen, where you can purchase all the usual services.
    Once you have completed the Lazarus' Spellbook quest (see below) you can 
    also buy and sell magical items at the magic shop (again, marked on the 
    There are two methods to entering the castle proper. The first is 
    getting the sewer key and creeping up via the sewers. The second is 
    entering via the vampire-filled old jails. Both lead to the same level 
    of the castle. The latter is more dangerous but more rewarding.
    To enter the sewers you need the key, which is in the Guardhouse of 
    Gromnir's soldiers (in the West, marked on map). 
    Just wade and kill the host of warriors awaiting you, and ensure you 
    search all the bodies and chests in the room to get the key and the odd 
    minor treasure, but there's nothing of any real value.
    The quickest entrance to the sewers for reaching the castle is the sewer 
    entrance right next to the main castle doors near where you teleported 
    in at the beginning.
    Go down, follow the corridor, and deal with the Devil Shades quickly 
    before they can respawn and overwhelm you completely. Next head up the 
    Northernmost of the branches at the junction, up here is a secret door 
    near which can be found an Umber Hulk and a few NPCs, no real challenge. 
    Bands like this litter the sewers. The secret door is along this 
    corridor, it leads to a room full of Gibberlings, and then to a set of 
    stairs that lead up inside Gromnir's castle.
    If you are nonevil, enter the Temple of Waukeen (on map) and ask Sister 
    Farielle about entering the castle. She'll give you the key to enter the 
    jails, which are full of vampires (3000 xps). In fact, the rumour you 
    can hear in the Tavern Tree about the whores being vampires is correct!
    Simply enter the jail and work your way around. There are plenty of 
    vampires. You can find minor treasures at: x 805 y 520 and x 740 y 395. 
    Twice, at x 1295 y 310 and x 540 y 620, you will encounter a silent 
    spectre who mimes putting on a necklace, which is the rusted amulet in 
    one of the jails next to the area you see him the second time. I must 
    admit, I haven't a clue what purpose this has.
    At the end you encounter Phylidian, a powerful vampire who makes a last 
    ditch effort to stop you. If you succeed in getting through, you'll 
    enter the same level as the sewer method but over the other side of the 
    If you enter from the sewers, enter the room straight in front of you, 
    then keep going North, collecting various minor treasures as you go 
    along, the best bits are found at x 960 y 1240 and x 750 y 1210.
    If you arrived from the vampire-infested jail you will first encounter 
    Amsay Jahag, a fellow Bhaalspawn seeking to escape. She tells you about 
    the numerous highly sensitive traps in the building. There are lots of 
    traps and lots of guards, all carrying +1 weapons, but they're not ultra 
    hard to get past.
    There are two prisoners on this level who, if you open their cell doors 
    and talk to them, get you Reputation +1 for freeing them. They can be 
    found at x 1065 y 1630 and x 1315 y 975 (the latter's called Vinke, for 
    no apparent reason).
    Follow the corridors around to the same place, it is a circular 
    staircase. This leads you up to a small atrium-like room with a band of 
    reasonably tough NPCs in it.
    Now go upstairs to Gromnir's audience chamber. Here he will talk to 
    Melissan and attack you. This a hard fight, but if you take out the 
    mages fast and then Gromnir then his other soldiers you should win. They 
    carry much treasure, the highlights of which include:
         Rornarch's Horn
         Lavender Ioun Stone
         Full Plate Mail +2
         5 Potions of Superior Healing
         2 Potions of Extra Healing
         Morningstar +3
         Ice Star +4
         Grandmasters Armour +6
         2 Quaterstaffs +2
         1200 gp
    Melissan will reappear and tell you about Yaga-Shur's apparent 
    invincibility, giving you lots of locations on the map. Now return to 
    your hell, using the pocket plane skill in your special abilities bar, 
    and then leave it again, asking to go to the home of Yaga-Shur.
    If you enter the Militia Jail (on map), you will witness Mateo being 
    jailed as a traitor. If you talk to the captain of the guard he will 
    tell you that he thinks it is a bit odd. Talk to Mateo, hear what he has 
    to say, then visit Kiser in his home (again, map). He'll tell you it is 
    in fact Errard.
    Now go to the Countess and she'll tell you Kiser's threatening to kill 
    her kidnapped son. Now talk to Errard on top of the walls fighting back 
    the siege. Tell him about the accusation but say you won't kill him. 
    He'll cast a divination that tells you to look in Kiser's house.
    Go back, Kiser's downstairs, kill him and his lackeys, search for 
    various treasures (nothing special), and free the Countess' son (he's 
    round the bend guarded by the mage for 7000 xps/head, then return to the 
    Countess for 5000 xps/head and 2000 gps.
    Lazarus at the magic store has had his spellbook stolen. He suspects 
    Hectan, in the Tavern Tree, he also says he found a boy's muddy 
    Talk to Squip just outside the magic shop with some other boys and just 
    be generally horrible, he'll tell you he stole it and gave it to Hectan. 
    Confront Hectan in the Tavern Tree with this information and he'll ask 
    for a teleportation scroll in return from the spellbook.
    Get this from Lazarus who will warn you it won't work. Give it to Hectan 
    for the book and 5000 xps and if you don't tell him the scroll is 
    dangerous he'll die and you get Reputation -1, no change if you do tell 
    After doing this quest you can buy stuff from Lazarus.
    9.c. Northern Forest (AR 6400)
    In your quests to discover the secret of Yaga-Shur, you will have to 
    pass through the Mir Forest, and it is nothing short of teeming with the 
    Bhaalspawn's evil minions.
    Monsters: Fire Giants.
    Treasure: Minor treasures only.
    NPCs: None.
    This map is simple, just wade through the seemingly never-ending horde 
    of soldiers and fire giants to get to the other side. If you go North at 
    first rather than South you'll meet Karthis al-Hezzar, a merchant 
    vivtimised by the soldiers you just killed. Be nice to him and you get 
    Reputation +1 and 100 gps, plus of course he sells things. The ford 
    across the river is to the South, you have to march through dozens of 
    soldiers to get to the other end, but when you do leave for the Forest 
    of Mir and the Bhaal Temple there.
    9.d. Forest of Mir - Temple
    Monsters: Swamp Horrors, Devil Shades, Vampiric Mist, 1 Master Wraith, 
    Skeletons (Warriors/Clerics/Mages/Assassins), Shambling Mounds, Nymphs.
    Treasures: Ring of Animal Friendship, Cleric's Staff +3.
    NPCs: None.
    As you walk along the clear causeway, Gorion will appear (apparently). 
    Regardless of what you say Gorion says you were cunning to "resist" him 
    (5000 xps/head), and he shows his true colours as a Master Wraith and 
    summons a number of mists to fight with him. This battle is very hard, 
    and from this point on the game really does get difficult for even the 
    best players. If you defeat them all, head into the ruins of the Bhaal 
    temple. Here a group of skeletons will attack you to protect their home. 
    Concentrate on using fighters to down the warriors and assassin and 
    mages and clerics to use Magic Missiles, Breaches and Pierce Magics to 
    stop the cleric and mage casting and keep the vulnerable.
    Having killed the group, you can find 40 +3 bullets at x 750 y 1250.
    Now go up the stairs to find Nyalee, who gives you an important quest to 
    retrieve both her heart and Yaga-Shur's from the fires of the Marching 
    Mountains. Accept this or you have no way to defeat Yaga-Shur. Nyalee is 
    at x 545 y 610.
    Now leave this area and carry on to the marching mountains.
    When you return with the hearts, she'll go mad and attack you, summoning 
    two nymphs and two shambling mounds, dispatch them all.
    9.e. Marching Mountains (AR 5200)
    Monsters: Outside - Fire Giants. Inside - Fire Giants, Elite Fire 
    Giants, Fire Salamanders, Fire Trolls, 1 Clay Golem, 1 Adamantine Golem, 
    1 Magic Golem, Flaming Skulls, Fell Cats, 1 Erinyes, Bone Fiends, 
    Burning Men, Greater Fire Elementals.
    Treasures: Girdle of Fire Giant Strength, Psion's Blade +5, Bag of 
    Plenty +1, Ravager +4, Amulet of the Master Harper.
    NPCs: None
    The entrance to the caverns is found at x 2165 y 290. If you go the 
    fastest route, to the East staying as far South as possible, you'll only 
    face three Fire Giants, but there are others. When located, enter the 
    In here you are immediately waylaid by Fire Giants. Once dead, enter the 
    rooms to the East and West, killing their Elite Fire Giant guardians. 
    Inside each are gongs, one with a Hammer symbol at x 425 y 1995 and one 
    with a Skull at x 1705 y 2020. We will come back to these later.
    Go up both flights of stairs. Note - you can step in the lava channels 
    but not the circular pools, they deal fire damage. At the top you find a 
    weird machine with symbols on it at x 1935 y 1235. Go up the West stairs 
    first. Around the pool are traps. When you open the container (x 1185 y 
    720) Fire Salamanders and Fire Trolls appear. In the container is the 
    Hammer wardstone (matching the gongs, see?), a book that is useful to 
    read, and the Fire Giant Strength girdle.
    Up the East stairs, guarded by Fire Giants, at x 2685 y 1470 is the 
    second container, in it is minor treasures, the same book (odd), and the 
    Skull wardstone. This time three golems warp in to be dispatched.
    Now go to the gongs and insert the appropriate wardstones into the 
    gongs, for 5000 xps/head each. Now the shields blocking the rooms on the 
    second floor are removed. The West room first - both are guarded by a 
    group of Fire Salamanders, Burning Men, Flaming Skulls and Fell Cats. 
    Watch out for the Skulls' and Men's spell-like attacks, and worry about 
    the Fell Cats in combat. Now the container can be opened (guarded by 
    Burning Men and Greater Fire Elementals), to get the Psion's Blade +5 (a 
    fantastic weapon) and one of the two remaing wardstones. In the East 
    area you get the other one, this time the after-opening guards are two 
    bone fiends and an erinyes. Take all the four stones to the machine and 
    place them in it for 20000 xps/head and the doors to Yaga-Shur's 
    chambers open.
    Now in his chambers, wade through the opening guards then go left or 
    right down the tunnels, along the lava channels, and then you're into a 
    long room full of enemies. Just kill them all, searching the containers 
    as you go for various items. When you find Yaga-Shur's heart at x 2075 y 
    1095 remove it from the flames (20000 xps/head).
    Open either set of doors and go through. Along this corridor are a 
    number of traps and enemies, but in a trapped container at x 2485 y 670 
    you'll get the Bag of Plenty +1, and in the plinth in the centre of the 
    corridor you find Nyalee's heart and some other items. There is also on 
    this section a trapped slave woman, if you free her you get 15000 
    xps/head, she's at x 2485 y 670.
    With the hearts use your pocket plane to get out and back off to the 
    ruined temple and Nyalee, see above.
    Outside, at x 1030 y 655 you find a four-strong and completely bizarre 
    party of Bhaalspawn, including a goblin, a kobold and... a chinchilla. 
    An easy fight, they usually run away given a chance.
    At a certain point you gain the ability to shapechange at will into the 
    Slayer, an incredibly powerful avatar form of Bhaal.
    This may seem like an excellent idea, but I warn against it. Use only 
    when ABSOLUTELY necessary.
    Once the ability is used, you get one chance to turn back and stay as a 
    human. If you continue the transformation, you first lose 2 reputation 
    After a short period you will start taking damage due to your slipping 
    control on your self. Most likely if you start taking wounds as the 
    Slayer you might die before you can change back - you can only use the 
    change once a day, so if damage interrupts your "Shapeshift normal form" 
    ability you're stuck as the Slayer for a day.
    You continue to sustain damage for roughly one turn.
    The Slayer's merits though is that it has huge strength, high 
    resistances, causes horrific cold damage and looks very cool indeed.
    Creating a character
    Due to higher levels than BG1, mages are finally powerful from the very 
    start. At the end? Well, they're amazing.
    For experienced role-players, a mage can be extremely deadly, and is 
    probably the best choice. For a novice or one who is not into the 
    magical arts (or, like me, just loooves paladins), the cavalier is 
    probably the ideal class. Loads of protective and healing abilities, 
    resistances to acid and bonuses against the tougher monsties make them 
    perfect at combat.
    However, the lack of ranged power is probably a bitter blow to the real 
    newbie, so I recommend beginners pick a fighter. No restrictions and 
    easy to get to grips with, there is no easier class to use.
    Class by class rundown:
    Fighter: easy to use, no restrictions, ideal for those new to TSR.
         Kensai: an even more dangerous fighter. Not recommended to new 
    players due to the lack of any armour - careful use required.
         Berserker: probably a bit better than the bog-standard fighter due 
    to the beserk ability but the disadvantages mean that it isn't as easy 
    to handle as the standard fighter.
         Wizard Slayer: in my humble opinion the second weakest class. Sure 
    they can do serious damage to all wizards including the game's main 
    protagonist, but the lack of magical items means that against non-
    wizards they can be very weak late on in the game, which is when it 
    Mage & Specialist Mage: excellent now for a clever or experienced 
    player. The reason they are not as good for beginners is their lack of 
    staying power. Always choose a specialist over a standard one - the 
    extra spells can make a HUGE difference to your game.
    Sorcerer: strong in the hands of a good player, but very hard to get to 
    understand properly. Beginners should stay well clear until they have 
    reached a respectable level of ability. Play up its strengths and try to 
    hide its weaknesses.
    Ranger: Ahh, a characterful and powerful warrior. Racial enemies and 
    stealth make them very dangerous when used correctly. Use them as 
    trackers and hunters. The only real weakness is their lack of large 
    bonuses, but stacks of minor ones can be nasty.
         Stalker: Good a stalking (obviously), high stealth, pretty good. A 
    few mage spells are handy too. They lack metal armour, but it's a fair 
         Beastmaster: Good for bringing help to the fray and no lack of 
    combat strengths. They just aren't powerful enough to over-rule other 
         Archer: Again, not an ideal beginner choice due to lack of armour, 
    they are perfect snipers. Very good class this. Use called shots often.
    Bard: fairly weak at the lower levels, only really useful for 
    identifying stuff and boosting morale.
         Blade: Good defensive power but they have a lack of rogue-ishness 
    as the penalty. Can be good used carefully, but very poor in the thick 
    of things, though they have staying power.
         Jester: Appalling. The ability to cause confusion against weak 
    enemies (which are in short supply) traded for rogue abilities and just 
    about everything worthwhile in a bard. Stay well clear, everyone.
         Skald: Nothing special at lower levels, but a very strong addition 
    later on. Huge bonuses from their bard songs at high levels can swing 
    entire battles.
    Paladin: tough, many abilities and ideal for beginners. Can't say much 
          Inquisitor: a worthy addition to the class list, their ability to 
    almost ignore defensive magics mean that they actually beat the wizard 
    slayer at their own job.
          Cavalier: my favourite. Stacked full of defensive upgrades and 
    offensive bonuses against the super-powerful monsters make them 
    characterful and dangerous in the extreme. The lack of any ranged power 
    is a gripe but is easily outweighed.
          Undead Slayer: very powerful against the undead, but there isn't 
    enough dead activity in the game to recommend them - they're just too 
    Monk: Weird and super powerful at high levels. Ki energy abilities means 
    that they can get away with costing little to equip and doing powerful 
    damage. A bit complicated but very good. My second favourite.
    Cleric: Can't get to high enough levels and their spells are mostly a 
    bit rubbish. Not that bad, but in my opinion not worth bothering with. 
    Priests are better but a bit similar.
    Thief: Cunning and guile in a PC can turn these not too tough characters 
    into stealthy killing machines. Setting traps makes them even better.
          Swashbuckler: good in combat, but not good enough at their 
    thieving skills to be as good as the standard thief.
          Assassin: a cunning player can take out very powerful characters 
    very quickly with this kit. Deadly but quite difficult to use and not as 
    good at thieving stuff as they could be.
          Bounty Hunter: the best thief, their custom traps and nasty 
    abilities make up for the lack of thieving effectiveness.
    Druid: More poor priest spells, low armour and poor weapons. WTF is 
    going on? Don't even bother.
          Totemic druid: a druid with very weak bonuses. Don't bother.
          Shapechanger: A better option but still not really worth your 
          Avenger: the most powerful druid, but it still suffers from the 
    often woeful restrictions of its mother class. Stay clear of all these 
    classes if you want my advice (and if you don't, why are you here?).
    NOTE: I've had a lot of e-mails telling me Avengers are very good. Why? 
    They lose 2 on two vital stats, their spells are mostly poor until level 
    6/7, they make poor fighters and can't use most weapons/armour.
    Multi-classes: Hmm... the best for a cunning player is the mage/thief. 
    Annoying weapon restrictions aside, they can make themselves invisible 
    and stab the enemy in the back, hard.
    If you insist on priest spells, a fighter/druid is the best bet. The 
    fighter knocks off the terrible restrictions of the standard druid and 
    improves the class vastly. I prefer to steer away from multi-classers, 
    as they take too long to level up to satisfactory levels and often never 
    reach high enough levels to do any real damage.
    My character is: human; male; lawful good; cavalier, with weapon 
    abilities spread across all sorts of weapons and fighting styles. This 
    gives you a close-combat monster.
    Charisma - use it! A high charisma is your best friend and can get you 
    cheaper goods and makes people generally kinder to you. Coupled with a 
    high reputation and it's a huge bonus. However, I say skip it. Why? 
    Because before it becomes at all useful you can get the Ring of Human 
    Influence. Problem solved.
    Wisdom - unless you're a type of spellcaster, I'd keep it down to 9 
    unless you have plenty of extra points.
    Intelligence - vital for mages but not that hot for anybody else. Mages 
    should get it up, but keep it to 10 for others.
    Constitution - the most important. Get an 18 here if at all possible. It 
    makes your character tougher, more resistant to all sorts of things and 
    more likely to stay on his feet.
    Dexterity - handy for mages, thieves, bards and druids but those capable 
    of wearing decent armour might as well forget about it. If the Gauntlets 
    of dexterity turn up you might be able to ignore it altogether.
    Strength - second most important after constitution. Again, do your best 
    to get 18+ on this. The 19s possible on str. And con. Make half-orcs an 
    enticing prospect.
    Stone Golems (Edwin's first quest): Use polymorph self to get a mustard 
    jelly, much less killable and more dangerous, then use magical spears to 
    finish the job. It's the only way...
    The Umber Hulks' room in Spellhold: This is so @!"%* hard I'd just turn 
    the difficulty down to Easy to do it. Cast spells galore and with a 
    little luck you can take them down. It's not easy though.
    Drow parties: Drow AI means they are very hard. Aside from being fast, 
    all carrying magical equipment as standard, having a huge magical 
    resistance and being able to cast spells (now see why I love Viconia?), 
    they help each other - great AI - if one Drow can't get to the fight but 
    is near another taking a battering he'll cast healing spells, which 
    showcases the AI. This is more to notify you of their cunning (they hide 
    round corners too, just when you think you've finally got rid of them...), 
    but I recommend this course of action - use your warriors and other 
    tanks as a front line to fill the narrow Underdark corridors, and use 
    sling/bow armed thieves/mages at the back to mop up the healers and 
    spell-casters hanging about ruining everything - you won't do the damage 
    to kill, but you can easily disrupt their spells in this way. Good luck!
    The d'Arnise Hold golems: Take them on two at a time by pillaging the 
    alcoves one by one. Retreat to the doorway and use mace-armed, spell 
    protected characters to take out the golems as they appear in the 
    doorway. Easy when you know how!
    All especially hard characters (ie dragons): If you have to talk to them 
    to attack, click to talk, then stop and attack. You've now got plenty of 
    time to thump it before it wakes up and starts thumping back!
    Dealing with Mind Flayers: Simply summon a few Invisible Stalkers 
    (you're a fool if you don't have this spell memorised), preferably 
    buffed up a bit (a buff is a purely beneficial spell ie Bless, Chant, 
    Haste etc), and use them to attack the 'Flayers. The 'Flayers special 
    abilities have no effect on them whatsoever. Sometimes the swirly 
    Confusion thing appears on their heads, but they're not confused, and 
    will easily tear the 'Flayers apart!
    Dealing with Beholders: Easy really - if you haven't got the Robe of 
    Reflection you need to cast spell turning, and the Beholder will drop 
    dead of its own spells, unless you're unlucky and it makes all its saves 
    before the spell turning wears off.
    The ideal party should be capable of performing any task, and should 
    include about one of each main class section. If I'm playing as the 
    cavalier, my party is always as follows:
      Mazzy (a great fighter, pure and simple)
      Jan (the best thief with good stats and a few spells)
      Minsc (tough, good stats and versatile)
      Edwin (a very good caster)
      Viconia (VERY good dex. And wis., high magic resistance, useful in the 
    I also like Valygar, Keldon, Aerie, Haer'Dalis and Jaheira in my party. 
    Select your formations carefully, based on ease of movement and various 
    combat situations.
    That's my advice anyway.
    The part I use mostly now is this:
    Valygar (Probably just me, but does he EVER fail a saving throw?)
    Anomen (Just for variety, you understand!:))
    Yoshimo (Good, and when he leaves you get Imoen).
    I still prefer the top part though.
    Here is a complete list of the NPCs by category to make it easier for 
    you to select your party:
    WARRIORS (Fighters, Rangers, Paladins)
    Name           Class    Align.   Str  Dex  Con  Int  Wis  Cha
    Keldorn         Inq      LG      17    9   17   12   16   18
    Korgan          Fig      CE     18/77 15   19   12   9    7
    Mazzy           Fig      LG
    Minsc           Ran      CG     18/98 16   16   8    6    9      
    Valygar         Sta      NG      17   18   16   10   14   10
    PRIESTS (Clerics, Druids)
    Cernd           Sha      TN      13    9   13   12   18   15
    Viconia         Cle      NE      10   19   8    16   18   14
    WIZARDS (Mages)
    Edwin           Con      CE      10   10   16   18   10   10
    ROGUES (Thieves, Bards)
    Haer'Dalis      Bla      CN      17   17   9    15   13   16
    Yoshimo         Bou      TN      17   18   16   13   10   14
    Aerie         Mag/Cle    LG      10   17   9    16   16   14
    Anomen        Fig/Cle    LN     18/52 10   16   10   12   13
    Imoen         Mag/Thi    NG      9    18   16   17   11   16
    Jaheira       Fig/Dru    TN      15   17   17   10   14   15
    Jan           Ill/Thi    CN      9    17   15   16   14   10
    Nalia         Mag/Thi    CG      14   18   16   17   9    13
    I hope this helps you select your party - for more detailed information 
    on the locations of the NPCs see the appropriate location pages. I've 
    summarised the locations here:
    Aerie: Waukeen's Promenade
    Anomen: The Slums
    Cernd: Trademeet
    Edwin: The Docks
    Haer'Dalis: Temple District
    Imoen: Irenicus' Dungeon
    Jaheira: Irenicus' Dungeon
    Jan: Government District
    Keldorn: Temple District
    Korgan: The Slums
    Mazzy: Ruined Temple
    Minsc: Irenicus' Dungeon
    Nalia: The Slums
    Valygar: Umar Hills
    Viconia: Government District
    Yoshimo: Irenicus' Dungeon     
    The cheat features are largely unchanged since the original Baldur's 
    Gate. There are some minor differences, but that is to be expected. To 
    get the cheats activated do these steps: 
    Step One: Open the game's directory C:\Program Files\Black Isle\BGII - 
    Step Two: Open the Baldur.ini file in notepad. 
    Step Three: Find the line [Program Options]. Under it are a variety of 
    settings for your game. Add this line: Debug Mode=1. And it must be 
    Debug Mode=1, not debug mode=1 or anything else. Save and close notepad. 
    Step Four: Now when you are in the game, press CTRL-SPACE to bring up 
    the Console. This is where you will enter all the cheats. Anyone 
    familiar with the original Baldur's Gate cheats will find that the 
    cheats are mostly the same from this point. At any point in the game, 
    press CTRL-SPACE to bring up the console. There you enter in your cheat 
    and press ENTER to execute the cheat.
    Open console and type CLUAConsole:SetCurrentXP(xxxx)
    Where xxxx is the number of xps you want your character to have.
    Note this has no bearing on your level.
    Open console and type CLUAConsole:CreateItem(xxxxxx,yy)
    Where xxxxxxx is the item code (see below) and yy is the amount you 
    want. If you just want one, don't type this.
    Item Codes:
    AMUL01 - Necklace of Missiles 
    AMUL02 - Necklace 
    AMUL04 - Studded Necklace with Zios Gems 
    AMUL05 - Bluestone Necklace 
    AMUL06 - Agni Mani Necklace 
    AMUL07 - Rainbow Obsidian Necklace 
    AMUL08 - Tiger Cowrie Shell Necklace 
    AMUL09 - Silver Necklace 
    AMUL10 - Gold Necklace 
    AMUL11 - Pearl Necklace 
    AMUL12 - Laeral's Tear Necklace (3000 gp) 
    AMUL13 - Bloodstone Amulet 
    AMUL14 - Amulet of Protection +1 
    AMUL15 - Shield Amulet 
    AMUL16 - Amulet of Metaspell Influence (+1 2nd level spell) 
    AMUL17 - Greenstone Amulet 
    AMUL18 - Wolfsbane Charm +2 vs Lycanthropes 
    AMUL19 - Amulet of 5% Magic Resistance 
    AMUL20 - Kaligun's Amulet of Magic Resistance 
    AMUL21 - Amulet of Power 
    AMUL22 - Periapt of Proof Against Poison 
    AMUL23 - Periapt of Life Protection 
    AMUL24 - Necklace of Form Stability 
    AMUL25 - Amulet of Spell Warding 
    AROW01 - Arrow 
    AROW02 - Arrow +1 
    AROW03 - Arrow of Slaying 
    AROW04 - Acid Arrow 
    AROW05 - Arrow of Biting 
    AROW06 - Arrow of Detonation 
    AROW07 - Arrow or Dispelling 
    AROW08 - Arrow of Fire 
    AROW09 - Arrow of Ice 
    AROW10 - Arrow of Piercing 
    AROW11 - Arrow +2 
    AROW12 - Arrow of Biting 
    AROW1A - Arrow +2 (different picture) 
    AX1H01 - Battle Axe 
    AX1H02 - Battle Axe +1 
    AX1H03 - Battle Axe +2 
    AX1H04 - Throwing Axe 
    AX1H05 - Throwing Axe +2 
    AX1H06 - Throwing Axe +2 
    AX1H07 - Bala's Axe (miscast magic) 
    AX1H08 - Hangard's Axe +2 
    AX1H09 - Rifthome Axe +3 (thrown) 
    AX1H10 - Azuredge Axe +3 
    AX1H11 - Battle Axe +2 
    AX1H12 - Battle Axe +3, Stonefire 
    AX1H13 - Battle Axe +3, Frostreaver 
    BAG02 - Gem Bag 
    BAG03 - Scroll Case 
    BAG04 - Bag of Holding 
    BELT01 - Girdle 
    BELT02 - Golden Girdle 
    BELT03 - Girdle of Bluntness 
    BELT04 - Girdle of Piercing 
    BELT05 - Girdle of Masculinity/Femininity 
    BELT06 - Girdle of Hill Giant Strength (19 STR) 
    BELT07 - Girdle of Stone Giant Strength (20 STR) 
    BELT08 - Girdle of Frost Giant Strength (21 STR) 
    BELT09 - Girdle of Fortitude (sets CON to 18 for 8 hours) 
    BELT10 - Belt of Inertial Barrier (resist damage) 
    BLUN01 - Club 
    BLUN02 - Flail 
    BLUN03 - Flail +1 
    BLUN04 - Mace 
    BLUN05 - Mace +1 
    BLUN06 - Morning Star 
    BLUN07 - Morning Star +1 
    BLUN08 - Flail 
    BLUN09 - Kiel's Morningstar 
    BLUN10 - The Root of the Problem Club +1, +3 vs. unnatural creatures 
    BLUN11 - Mace 
    BLUN12 - Mace of Disruption +1 
    BLUN13 - Flail +2 
    BLUN14 - Flail of Ages +3 (complete, Fire + Acid + Cold) 
    BLUN14A - Flail Head (Cold) 
    BLUN14B - Flail Head (Fire) 
    BLUN14C - Flail Head (Acid) 
    BLUN14D - Flail of Ages (Fire + Cold) 
    BLUN14E - Flail of Ages (Acid + Cold) 
    BLUN14F - Flail of Ages (Fire + Acid) 
    BLUN14G - Flail of Ages (Cold) 
    BLUN14H - Flail of Ages (Fire) 
    BLUN14I - Flail of Ages (Acid) 
    BLUN15 - Morning Star +2 
    BLUN16 - Morningstar + 2: The Sleeper 
    BLUN17 - Morningstar +2: Wyvern's Tail 
    BLUN18 - Mace +3: Skullcrusher 
    BLUN19 - Mace +2: Mauler's Arm 
    BLUN20 - Mace +1: Ardulia's Fall 
    BLUN21 - Mace +2 
    BLUN22 - Club +3, Blackblood 
    BLUN23 - Bone Club +2, +3 vs. Undead 
    BLUN24 - Club +2, Gnasher 
    BLUN25 - Mace of Disruption +2 
    BOLT01 - Bolt 
    BOLT02 - Bolt +1 
    BOLT03 - Bolt of Lightning 
    BOLT04 - Bolt of Biting 
    BOLT05 - Bolt of Polymorphing 
    BOLT06 - Bolt +2 
    BOLT07 - Flasher Master Bruiser Mate (Jan Jansen) 
    BOLT08 - Blessed Bolt 
    BOOK01 - Magical Book 
    BOOK02 - Spell Book 
    BOOK03 - Manual of Bodily Health +1 Con 
    BOOK04 - Manual of Gainful Exercise +1 Str 
    BOOK05 - Manual of Quickness of Action +1 Dex 
    BOOK06 - Tome of Clear Thought +1 Int 
    BOOK07 - Tome of Leadership and Influence +1 Chr 
    BOOK08 - Tome of Understanding +1 Wis 
    BOOK09 - Normal Book 
    BOOK10 to BOOK67 - Various Histories
    BOOK68 - Book of Ancient Knowledge/History of the Nether Scrolls (must 
    be Identified) BOOK70 - Yago's Book of Curses 
    BOOK71 to BOOK86 - Various Dusty Books
    BOOK87 - Balduran's Log Book 
    BOOK88 - The Recipes and Ruminations of One Dradeel of Tethir 
    BOOK89 - The Book of Kaza 
    BOOK90 - Golem Building Book 
    BOOK91 - Tome of Amaunator 
    BOOK92 - Merella's Journal 
    BOOK93 - Orcish Cookbook 
    BOOK94 - The Vapiricus Omnibus: Unabridged 
    BOOK95 - Dea Vampir Becomos 
    BOOK96 - Conjur Ota Servanta 
    BOOK97 - Lellyn's Journal 
    BOOK98 - Book of King Strohm III 
    BOOT01 - Boots of Speed 
    BOOT02 - Boots of Stealth 
    BOOT03 - Boots of the North 
    BOOT04 - Boots of Avoidance 
    BOOT05 - Boots of Grounding 
    BOOT06 - Worn Out Boots 
    BOOT07 - Boots of Elvenkind 
    BOOT08 - Boots of Phasing 
    BOOT09 - Boots 
    BOOT10 - Boots of Lightning Speed (double haste) 
    BOOT11 - Boots of Etherealness 
    BOOTDRIZ - Drizzt's Boots of Speed 
    BOW01 - Composite Long Bow 
    BOW02 - Composite Long Bow +1 
    BOW03 - Long Bow 
    BOW04 - Long Bow +1 
    BOW05 - Short Bow 
    BOW06 - Short Bow +1 
    BOW07 - Long Bow of Marksmanship 
    BOW08 - Eagle Bow (Short Bow +2) 
    BOW09 - Ripper +2 
    BOW10 - Heartseeker +3 
    BOW11 - Strong Arm +2 
    BOW12 - Elven Court Bow +3 
    BOW13 - Mana Bow +4 
    BOW14 - Tuigan Short Bow +1 
    BOW15 - Tansheron's Short Bow +3 (needs no ammo) 
    BOW16 - Composite Long Bow +2 
    BOW17 - Long Bow +2 
    BOW18 - Short Bow +2 
    BOW19 - Short Bow of Gesen (needs no ammo) 
    BOW19A - Gesen Bow Shaft 
    BOW19B - Gesen Bow String 
    BOW99 - Eagle Bow (short bow +2) 
    NPBOW - Bow of Arvoreen (Mazzy) 
    BRAC01 - Bracers of Defense AC 8 
    BRAC02 - Bracers of Defense AC 7 
    BRAC03 - Bracers of Defense AC 6 
    BRAC04 - Bracers of Archery 
    BRAC05 - Bracers 
    BRAC06 - Gauntlets of Ogre Power 
    BRAC07 - Gauntlets of Dexterity 
    BRAC08 - Gauntlets of Fumbling 
    BRAC09 - Gauntlets of Weapon Skill 
    BRAC10 - Gauntlets of Weapon Expertise 
    BRAC11 - Bracers of Binding (cursed item) 
    BRAC12 - Bracers 
    BRAC13 - Bracers of Defense AC 5 
    BRAC14 - Bracers of Defense AC 4 
    BRAC15 - Bracers of Defense AC 3 
    BRAC16 - Bracers of Blinding Strike (improved haste once a day) 
    BRAC17 - Gloves of Pick Pocketing 
    BRAC18 - Gloves of Missile Snaring 
    BRAC19 - Gauntlets of Crushing (extra fist damage) 
    BRAC20 - Gloves of Healing 
    BULL01 - Bullet 
    BULL02 - Bullet +1 
    BULL03 - Bullet +2 
    BULL04 - Sunstone Bullet +1 
    CHAN01 - Chainmail 
    CHAN02 - Chainmail +1 
    CHAN03 - Chainmail +2 
    CHAN04 - Splint Mail 
    CHAN05 - Splint Mail +1 
    CHAN06 - Mithril Chain Mail +4 (Drizzt's Chainmail) 
    CHAN07 - Chain Mail +3 
    CHAN08 - Chain Mail +2 
    CHAN09 - Darkmail +3 
    CHAN10 - Jester's Chain +4 
    CHAN11 - Crimson Chain +5 
    CHAN12 - Elven Chain Mail 
    CHAN13 - Elven Chain +1 
    CHAN14 - Sylvan Chain +2 
    CHAN15 - Melodic Chain +3 
    CHAN16 - Bladesinger Chain +4 
    CHAN17 - Ashen Scales +2 
    CHAN18 - Armor of Faith +3 
    NPCHAN - Corthala Family Armor 
    CLCK01 - Cloak of Protection +1 
    CLCK02 - Cloak of Protection +2 
    CLCK03 - Cloak of Displacement 
    CLCK04 - Cloak of the Wolf 
    CLCK05 - Cloak of Balduran 
    CLCK06 - Cloak of Non-Detection 
    CLCK07 - Nymph Cloak 
    CLCK08 - Algernon's Cloak 
    CLCK09 - Mage Robe of Cold Resistance 
    CLCK10 - Mage Robe of Fire Resistance 
    CLCK11 - Mage Robe of Electrical Resistance 
    CLCK12 - Knave's Robe 
    CLCK13 - Traveller's Robe 
    CLCK14 - Adventurer's Robe 
    CLCK15 - Robe of the Good Archmagi 
    CLCK16 - Robe of the Neutral Archmagi 
    CLCK17 - Robe of the Evil Archmagi 
    CLCK18 - Knave's Robe 
    CLCK19 - Robe of the Good Archmagi 
    CLCK20 - Cloak of the Shield 
    CLCK21 - Holy cloak 
    CLCK22 - Shandalar's cloak 
    CLCK23 - Cloak of Elvenkind (hide in shadows bonus) 
    CLCK24 - Cloak of Reflection 
    CLCK25 - Cloak of the Stars 
    CLCK26 - Cloak of Mirroring 
    CLCK27 - Cloak of the Sewers (AC +1) 
    CLCK28 - Shadow Thief Cloak 
    CLCK29 - Robe of the Apprenti 
    CLCK30 - Cloak of Bravery 
    NPARM - Jansen AdventureWear 
    NPCLCK - Cloak of the High Forest (Cernd) 
    DAGG01 - Dagger 
    DAGG02 - Dagger +1 
    DAGG03 - Dagger +2 
    DAGG04 - Dagger +2, Longtooth 
    DAGG05 - Throwing Dagger 
    DAGG06 - Nester's Dagger 
    DAGG07 - Kylee's Dagger 
    DAGG08 - Hentold's Dagger 
    DAGG09 - Silver dagger - Werebane 
    DAGG10 - Soultaker Dagger 
    DAGG11 - Boomerang Dagger +2 (thrown, returns) 
    DAGG12 - Dagger of Throwing +3 Firetooth 
    DAGG13 - Pixie Prick +3 
    DAGG14 - Dagger +4: 'BoneBlade' 
    DAGG15 - Dagger +2 
    DAGG16 - Poisoned Throwing Dagger 
    DAGG17 - Stiletto of Demarchess +2 
    DAGG18 - Shadow Thief Dagger 
    DAGG19 - Dagger of <CHARNAME> 
    DAGG20 - Dagger +4, Life-Stealer 
    NEBDAG - Neb's Nasty Cutter 
    DART01 - Dart 
    DART02 - Dart +1 
    DART03 - Dart of Stunning 
    DART04 - Dart of Wounding 
    DART05 - Asp's Nest (poison) 
    DART06 - Giant Rock 
    STARDART - Darts +5 (lasts for 4 hours) 
    DWBLUN01 - Drow Flail +3 
    DWBOLT01 - Drow Bolt of Sleep 
    DWBOLT02 - Drow Bolt of Stunning 
    DWBOLT03 - Drow Bolt +1 
    DWCHAN01 - Drow Elven Chain +3 
    DWCHAN02 - Drow Adamantine Chain +5 
    DWCLCK01 - Drow Piwafwi Cloak 
    DWDUST - Adamantine Dust 
    DWHALB01 - Drow Halberd +3 
    DWPLAT01 - Drow Full Plate +5 
    DWSHLD01 - Drow Shield +3 
    DWSPER01 - Drow Lance +3 
    DWSW1H01 - Drow Scimitar +3 
    DWSW1H02 - Drow Longsword +3 
    DWXBOW01 - Drow Crossbow of Speed 
    FAMCAT - A familiar, cat 
    FAMDUST - A familiar, dust mephit 
    FAMFAIR - A familiar, fairy dragon 
    FAMFER - A familiar, ferret 
    FAMIMP - A familiar, imp 
    FAMPSD - A familiar, pseudodragon 
    FAMQUAS - A familiar, quasit 
    FAMRAB - A familiar, rabbit 
    HALB01 - Halberd 
    HALB02 - Halberd +1 
    HALB03 - Halberd +2 
    HALB04 - Halberd +3: Dragon's Bane 
    HALB05 - Halberd +4 Dragon's Breath 
    HALB06 - Halberd +4 Blackmist 
    HALB07 - Halberd +2 
    HALB08 - Halberd +2, Duskblade 
    HALB09 - Wave Halberd +4 
    HALB09A & HALB09B - Wave Shaft & Blade 
    HAMM01 - War Hammer 
    HAMM02 - War Hammer +1 
    HAMM03 - War hammer +2 
    HAMM04 - Warhammer +1,+4 vs giant humanoids 
    HAMM05 - War Hammer +2 
    HAMM06 - Dwarven Thrower +3 
    HAMM07 - Dwarven Warhammer of Thunderbolts +3 
    HAMM08 - War Hammer +2 
    HAMM09 - Crom Faeyr (best weapon in the game) 
    HELM01 - Helmet 
    HELM02 - Helm of Opposite Alignment 
    HELM03 - Helm of Glory 
    HELM04 - Helm of Defense 
    HELM05 - Helm of Infravision 
    HELM06 - Helm of Charm Protection 
    HELM07 - Helm of Balduran 
    HELM08 through HELM13, HELM15 - Helmet 
    HELM14 - Kiel's Helmet 
    HELM16 - Helm of Brilliance 
    HELM17 - Skull of Death 
    HELM18 - Pearly White Ioun Stone (regenerate HP) 
    HELM19 - Dusty Rose Ioun Stone (AC +1) 
    HELM20 - Pale Green Ioun Stone (bonus HP and THAC0) 
    HELM21 - Dragon Helm 
    HELM22 - Amnish Helmet 
    ICEWIND ITEMS (with the Preorder Bonus CD): 
    WAAXE - Hrothgar's Axe +3 
    WAFLAIL - Defender of Easthaven +2 
    WAMACE - Jerrod's Mace 
    WANINJA - Scarlet Ninja-To +3 
    WAS2H - Joril's Dagger +3 
    WASLING - Sling of Everard +5 (needs no ammo) 
    WASPEAR - Spear of Kuldahar +3 
    WASTAFF - Staff of Arundel 
    WASTAR - Everard's Morning Star +2 
    WAWAK - Kachiko's Wakizashi +3 
    KEYS: (that aren't "MISC" codes) 
    EDWINKEY - Mae'Var's Strongbox Key 
    KEY01 - Cult Key 
    KEY02 - Gaal's Key 
    KEY03 - Planar Key 
    KEY04 - Sun Ray Symbol 
    KEY05 - Dawn's Light Symbol 
    KEY06 - Lightstone Symbol 
    KEY07 - Chapel Key 
    KEY08 - Chain Key 
    KEY09 - Firkraag Prison Key 
    KEY10 - Keep Key 
    KEY11 - Planar Prison Cell Key 
    KEY12 - Key to Aran's Lair 
    KEY13 - Shadow Thief Prison Key 
    KEY14 - Piece of Burial Mask 
    KEY15 - Piece of Burial Mask 
    KEY16 - Piece of Burial Mask 
    KEY17 - Piece of Burial Mask 
    KEY18 - Piece of Burial Mask 
    KEY19 - Piece of Burial Mask 
    KEY20 - Burial Mask of King Strohm III 
    KEY21 - Samia's Key 
    KEY22 - Shadow Prison Key 
    KEY23 - Symbol of Amaunator 
    KEY24 - Sahuagin Treasury Key 
    KEY25 - Despana Treasury Key 
    KEY26 - Sekolah's Tooth 
    KEY27 - Guildhouse Key 
    KEY28 - Jon's Key 
    KEY29 - Sewer Key 
    LEAT01 - Leather Armor 
    LEAT02 - Leather Armor +1 
    LEAT03 - Leather Armor +2 
    LEAT04 - Studded Leather Armor 
    LEAT05 - Studded Leather Armor +1 
    LEAT06 - Studded Leather Armor +2, missile attraction 
    LEAT07 - Studded Leather Armor +2 
    LEAT08 - Shadow Armor (Studded Leather +3) 
    LEAT09 - Leather Armor +3 
    LEAT10 - Hide Armor 
    LEAT11 - Leather Armor +2 
    LEAT12 - Leather Armor +3 
    LEAT13 - Skin of the Ghoul +4 
    LEAT14 - The Night's Gift +5 
    LEAT15 - Studded Leather Armor +2 
    LEAT16 - Orc Leather +3 
    LEAT17 - Armor of Deep Night +4 
    LEAT18 - Armor of the Viper +5 LEAT19 - Shadow Dragon Scale LEAT20 - 
    Aeger's Hide +3 LEAT21 - Human Flesh +5 
    LEAT22 - Human Flesh (not finished) 
    C6LANTHO - The Lanthorn 
    MAGE01 - Ring of Invisibility 
    MAGE02 - Ring of Barkskin 
    MAGE03 - Ring of Mirror Image 
    MAGE04 - Pseudo Ring of Blur 
    MAGE05 - Pseudo Ring of Free Action 
    MAGE06 - Ring of Haste
    MISC01 - Winter Wolf Pelt 
    MISC02 - Mirror 
    MISC03 - Small Box 
    MISC04 - Bassilus' Holy Symbol 
    MISC07 - Gold Piece 
    MISC12 - Ankheg Shell 
    MISC13 - Samuel (body) 
    MISC16 - Fire Agate Gem 
    MISC17 - Lynx Eye Gem 
    MISC18 - Sunstone Gem 
    MISC19 - Turquoise Gem 
    MISC1A - Bottle of Wine 
    MISC1B - Butter Knife of Balduran 
    MISC1C - Sea Charts 
    MISC1E - Evan's Body 
    MISC1F - Dradeel's Spell Book 
    MISC1G - Farthing's Dolly 
    MISC1H - Gong Mallet 
    MISC1I - Belladonna flowers 
    MISC1J - Glittering Beljuril Gemstone 
    MISC20 - Bloodstone Gem 
    MISC21 - Skydrop Gem 
    MISC22 - Andar Gem 
    MISC23 - Jasper Gem 
    MISC24 - Tchazar Gem 
    MISC25 - Zircon Gem 
    MISC26 - Iol Gem 
    MISC27 - Moonstone Gem 
    MISC28 - Waterstar Gem 
    MISC29 - Ziose Gem 
    MISC2A - Doppelganger Wardstone 
    MISC2B - Level 1 Exit Wardstone 
    MISC2C - Islanne Wardstone 
    MISC2D - Kiel Wardstone 
    MISC2E - Fuernebol Wardstone 
    MISC2F - Teleportation Wardstone 
    MISC2G - Level 2 Exit Wardstone 
    MISC2I - Wardstone Forgery 
    MISC2K - Compass Wardstone 
    MISC2L - Bone Wardstone 
    MISC2M - Dwarven Rune 1 Wardstone 
    MISC2N - Dwarven Rune 2 Wardstone 
    MISC2O - Lock of hair from Kirinhale 
    MISC2P - Harp of ? 
    MISC30 - Chrysoberyl Gem 
    MISC31 - Star Diopside Gem 
    MISC32 - Shandon Gem 
    MISC33 - Aquamarine Gem 
    MISC34 - Garnet Gem 
    MISC35 - Horn Coral Gem 
    MISC36 - Pearl 
    MISC37 - Sphene Gem 
    MISC38 - Black Opal 
    MISC39 - Water Opal 
    MISC3A - Book of Infinite Spells (Fireball) 
    MISC3A1 - Book of Infinite Spells (Invisibility) 
    MISC3A2 - Book of Infinite Spells (Protection from Evil) 
    MISC3A3 - Book of Infinite Spells (True Seeing) 
    MISC3A4 - Book of Infinite Spells (Farsight) 
    MISC3A5 - Book of Infinite Spells (Spell Turning) 
    MISC3A6 - Book of Infinite Spells (Wyvern Call) 
    MISC3A7 - Book of Infinite Spells (Stinking Cloud) 
    MISC3A8 - Book of Infinite Spells (Lightning Bolt) 
    MISC3A9 - Book of Infinite Spells (Burning Hands) 
    MISC3C - Efreeti Bottle 
    MISC3D - Golden Lion Figurine 
    MISC3E - Black Spider Figurine 
    MISC3F - Jade Hound 
    MISC3H - Horn of Blasting 
    MISC3I - Silver Horn of Valhalla 
    MISC3J - Bronze Horn of Valhalla 
    MISC3K - Iron Horn of Valhalla 
    MISC3L - Horn of Silence 
    MISC3M - Harp of Discord 
    MISC3N - Azlaer's Harp 
    MISC3O - Methild's Harp 
    MISC3P - Glasses of Identification 
    MISC40 - Moonbar Gem 
    MISC41 - Star Sapphire 
    MISC42 - Diamond 
    MISC43 - Emerald 
    MISC44 - Kings Tears 
    MISC45 -Rogue Stone 
    MISC47 - Golden Pantaloons 
    MISC48 - Idol 
    MISC49 - Melicamp the Chicken 
    MISC4A - Activation Stone 
    MISC4B - Jail Cell Key (Jaheira) 
    MISC4C - Air Elemental Statue 
    MISC4D - The Genie's Flask 
    MISC4E - Energy Cells 
    MISC4G - Portal Key 
    MISC4H - Wand of Fire Key 
    MISC4I - Wand of Frost Key 
    MISC4J - Wand of Summoning Key 
    MISC4K - Wand of Lightning Key 
    MISC4L - Wand of Cloudkill Key 
    MISC4M - Wand of Missiles Key 
    MISC4N - Acorns 
    MISC4O - Sewage Golem Key 
    MISC4P - Key to Frennedan's Room 
    MISC4Q - The Ogre's Sword 
    MISC4R - Haegan's Key 
    MISC4S - Key to Shadow Thieves Cellar (Gaelan's Key) 
    MISC4T - Letter of Transfer 
    MISC4U - Embarl's Dagger 
    MISC4V - Mae'Var's Letter 
    MISC4W - Edwin's Documents 
    MISC4X - Statuette of Lathander 
    MISC4Y - Necklace of Talos 
    MISC4Z - Beastmaster Key 
    MISC50 - Skull 
    MISC51 - Lock of Nymph's Hair 
    MISC52 - Wyvern Head 
    MISC53 - Bowl of Water Elemental Control 
    MISC54 - Child's Body 
    MISC55 - Duke Eltan's Body 
    MISC56 - Broken Weapon 
    MISC57 - Broken Shield 
    MISC58 - Broken Armor 
    MISC59 - Broken Miscellaneous 
    MISC5A - Rift Device Part 
    MISC5B - Rift Device Part 2 
    MISC5C - Rift Device 
    MISC5D - Harper Bird 
    MISC5E - Harper Amulet 
    MISC5F - Renfeld's Body 
    MISC5G - Exotic Hide 
    MISC5H - Guril Berries 
    MISC5I - Am-si's Key 
    MISC5J - Writ of Innocence 
    MISC5K - Illithium Ore (200 pounds) 
    MISC5L - Littleman The Stuffed Bear 
    MISC5M - Inspector's Body 
    MISC5N - Piece of Red Cloth 
    MISC5O - Silver Pantaloons 
    MISC5P - Ransom Note 
    MISC5Q - Blood of Quallo's Friend 
    MISC5R - The Lover's Ring 
    MISC5S - Hand 
    MISC5T - Shaman's Staff 
    MISC5U - Montaron's Body 
    MISC5V - Lock of Jaheira's Hair 
    MISC5W - Keepsake Locket 
    MISC5X - Harper Pin 
    MISC5Y - Jaheira's Note 
    MISC5Z - Rift Device (used) 
    MISC60 - Spider Body 
    MISC61 - Bottle of Wine 
    MISC62 - Dead Cat 
    MISC63 - Chew Toy 
    MISC64 - Telescope 
    MISC65 - Brage's Body 
    MISC66 - Farmer Brun's son (DEAD) 
    MISC67 - Brun's Dead Son 
    MISC68 - Abela the Nymph 
    MISC69 - Helshara's Artifact Fragment 
    MISC6A - Tanner's Letter 
    MISC6B - Dennis' Mother's Gong 
    MISC6C - Guril Berries 
    MISC6D - Solik Berries 
    MISC6E - Oak Bark 
    MISC6F - Quataris' Confession 
    MISC6G - Bust of Sune 
    MISC6H - Mekrath's Mirror 
    MISC6I - Anarg's Cup 
    MISC6J - Golem Head 
    MISC6K - Golem Arm 
    MISC6L - Golem Brain 
    MISC6M - Demon Heart 
    MISC6N - Sun Gem 
    MISC6O - Sun Gem 
    MISC6P - Shadow Dragon Wardstone 
    MISC6Q - Amuana's Bones 
    MISC6R - Note to Order 
    MISC6S - Chunk of Illithium Alloy 
    MISC6T - Planar Stone 
    MISC6U - Firkraag's Challenge 
    MISC6V - Smuggled Shipment 
    MISC6W - Wooden Stake 
    MISC6X - Portal Gem 
    MISC6Y - Mimic's Blood 
    MISC6Z - Beljuril 
    MISC70 - Delorna's Statue 
    MISC71 - Delorna's Spellbook 
    MISC72 - The Claw of Kazgaroth 
    MISC73 - The Horn of Kazgaroth 
    MISC74 - The Candle 
    MISC75 - Dagger of Venom 
    MISC76 - The Dream Potion 
    MISC77 - Skull of Kereph 
    MISC78 - Invitation 
    MISC79 - Female Body 
    MISC7A - Chicken 
    MISC7B - Chicken 
    MISC7C - Contact's Note 
    MISC7D - Barl's Antidote 
    MISC7E - Fairy Dust 
    MISC7F - Ti'Vael's Head 
    MISC7G - Jaheira's note for <CHARNAME> 
    MISC7H - Umar Witch Project Journal 
    MISC7I - Chaos Tome 
    MISC7J - Wand of Activation 
    MISC7K - Head of Cotirso 
    MISC7L - Valygar's Body 
    MISC7M - Corthala Tax Notice 
    MISC7N - Wand of Lightning 
    MISC7O - Note (from Cragmoon) 
    MISC7P - Tombelthen's Journal (first half) 
    MISC7Q - Tombelthen's Journal (2nd half) 
    MISC7R - Mithril Medallion 
    MISC7S - Lord Tombelthen's Note 
    MISC7T - Moon Dog Figurine 
    MISC7U - Dog Stew 
    MISC7V - Dog Meat 
    MISC7W - Lavok's Tome 
    MISC7X - Mastery Orb 
    MISC7Y - Thrall Collar 
    MISC7Z - Coal 
    MISC80 - Male Body 
    MISC82 - Ancient Armor 
    MISC83 - Key to River Plug 
    MISC84 - Boo 
    MISC85 - Mulahey's Holy Symbol 
    MISC86 - Bandit Scalp 
    MISC87 - Contaminated Iron 
    MISC88 - Rabbit's Foot 
    MISC89 - Edwin's Amulet 
    MISC8A - Note (for Shadow Thieves) 
    MISC8B - Note (for Shadow Thieves 2) 
    MISC8C - Morn Ritual 
    MISC8D - Noontide Ritual 
    MISC8E - Dusk Ritual 
    MISC8F - Playhouse Deed 
    MISC8G - Rune of Imprisonment 
    MISC8H - Blood of a Silver Dragon 
    MISC8I - Note from Imnesvale 
    MISC8J - Boots of the West (CHA +1) 
    MISC8K - Ihtafeer's head 
    MISC8L - Mantle of Waukeen 
    MISC8M - Trademeet Tomb Key 
    MISC8N - Isaea's Financial Statements 
    MISC8O - Isaea's Signet Ring 
    MISC8P - Isaea's Slavery Document 
    MISC8Q - Rebel's Orb 
    MISC8R - Fake Rebel's Heart 
    MISC8S - Rebel's Heart 
    MISC8T - Cernd's Baby 
    MISC8U - Silver Blade (Vorpal Sword piece) 
    MISC8V - Wardstone for Asylum 
    MISC8W - Opal Stone 
    MISC8X - Ruby Stone 
    MISC8Y - Sapphire Stone 
    MISC8Z - Kurtulmak's Crystal Shard 
    MISC90 - Chelak's Body 
    MISC91 - Grapes 
    MISC92 - Switch for engine 
    MISC93 - Odd looking key 
    MISC94 - Mallet head 
    MISC95 - Mallet handle 
    MISC96 - Peladon 
    MISC97 - De'Tranion's Baalor ale 
    MISC98 - Durlag's goblet 
    MISC99 - Cursed Plate mail armor (belt icon) 
    MISC9A - The Hand of Dace 
    MISC9B - Vampire Stake 
    MISC9C - Lium's Journal of Malevolent Magicks 
    MISC9D - Giant Troll's Head 
    MISC9E - Minotaur Horn 
    MISC9F - Minotaur Horn 2 
    MISC9G - Pirate Horn 
    MISC9H - Neb's Head 
    MISC9I - First journal of Jon Irenicus 
    MISC9J - Second journal of Jon Irenicus 
    MISC9K - Third journal of Irenicus 
    MISC9L - Deed to the Windspear Hills 
    MISC9M - Pipe 
    MISC9N - Pendant 
    MISC9O - Staff 
    MISC9P - Helmet 
    MISC9Q - Scimitar 
    MISC9R - Light Gem 
    MISC9S - Mind Amplification Device 
    MISC9T - Dragon Eggs 
    MISC9U - Fake Dragon Eggs (Phaere's) 
    MISC9V - Fake Dragon Eggs (Solaufein) 
    MISC9W - Drow Piwafwi Cloak (Solaufein's) 
    MISC9X - Control Circlet 
    MISC9Y - Brine Potion 
    MISC9Z - Corrupted Tadpoles 
    MISCA1 - Gem ? 
    MISCA2 - Sulphurous Poison 
    MISCA3 - Book of Rituals 
    MISCA4 - Potion of Squirrel Change 
    MISCA5 - Stoneshape Scroll 
    MISCA6 - Patrol Leader's Helmet 
    MISCA7 - Kuo-Toan's Blood 
    MISCA8 - Eyestalk of an Elder Orb 
    MISCA9 - Star Medallion 
    MISCAA - Golden Circlet 
    MISCAB - Jar of Water 
    MISCAC - Sundial 
    MISCAD - Sun Medallion 
    MISCAE - Sword Medallion 
    MISCAF - The Gagged Man 
    MISCAG - Mirror 
    MISCAH - Hourglass 
    MISCAI - Worn Out Boots 
    MISCAJ - Grinning Skull 
    MISCAK - Warden's Note 
    MISCAL - Mithril Token 
    MISCAM - Galvena's Key 
    MISCAN - Galvena's Medallion 
    MISCAO - Mind Flayer Painting 
    MISCAP - Umberhulk Painting 
    MISCAQ - Troll Painting 
    MISCAR - Djinni Painting 
    MISCAS - Sleeping Draught 
    MISCAT - Mug of Ale 
    MISCAU - Elven Holy Water 
    MISCAV - Golden Skull 
    MISCAW - Golden Arm and Leg 
    MISCAX - Golden Leg 
    MISCAY - Golden Torso 
    MISCAZ - Beholder Eye 
    MISCB1 - Talisman of Rillifane 
    MISCB2 - Golden Goblet of Life 
    MISCB3 - Moonblade 
    MISCB4 - Tree of Life Nuts 
    MISCB5 - Tears of Bhaal 
    MISCB6 - Tears of Bhaal 
    MISCB7 - Tears of Bhaal 
    MISCB8 - Tears of Bhaal 
    MISCB9 - Tears of Bhaal 
    MISCBA - Tears of Bhaal 
    MISCBC - Blackrazor, Long Sword +3 
    MISCBD - Dog Bones 
    MISCBE - Gilded Rope 
    MISCBF - Jae'llat Wardstone
    MISCBG - Lich's Tooth 
    MISCBH - Deirex's Gem 
    MISCBI - Magical Rope 
    MISCBJ - Qilue's Brain 
    MISCBK - Illithid Serum 
    MISCBL - Aerie's Body 
    MISCBM - Anomen's Body 
    MISCBN - Jaheira's Body 
    MISCBO - Viconia's Body 
    MISCBP - Bodhi's Black Heart 
    MISCBQ - Tree of Life Nuts (edible) 
    MISCBR - Stone Harp 
    MISCBS - Stone Horn 
    MISCBT - Elven Priest Stone 
    MISCBU - Yoshimo's Heart 
    MISCBV - Elder Brain Blood 
    MISCBW - Sahuagin Scribe's Notes 
    MISCBX - Note (to Ployer) 
    MISCBY - Tainted Dragon Eggs 
    MISCBZ - Tizzak's Journal 
    MISCCA - Demin's Note 
    MISCCC - Drow Note 
    NPMISC1 - Jansen Spectroscopes 
    NPMISC2 - Jansen Techno-Gloves 
    PLAT01 - Plate Mail Armor 
    PLAT02 - Plate Mail +1 
    PLAT04 - Full Plate Mail 
    PLAT05 - Full Plate Mail +1 
    PLAT06 - Ankheg Plate Mail 
    PLAT07 - Plate Mail 
    PLAT08 - Plate Mail +3 
    PLAT09 - Mithral Field Plate Armor +2 
    PLAT10 - Plate Mail +1 
    PLAT11 - Delver's Plate +2 
    PLAT12 - Doomplate +3 
    PLAT13 - Gorgon Plate +4 
    PLAT14 - Full Plate Mail +1 
    PLAT15 - Pride of the Legion +2 
    PLAT16 - Armor of the Hart +3 
    PLAT17 - T'rahcie's Plate +5 
    PLAT18 - Red Dragon Scale 
    PLAT19 - Full Plate + 2 
    NPPLAT - Firecam Full-Plate Armor (Keldorn) 
    POTN02 - Potion of Fire Resistance 
    POTN03 - Potion of Hill Giant Strength 
    POTN04 - Potion of Frost Giant Strength 
    POTN05 - Potion of Fire Giant Strength 
    POTN06 - Potion of Cloud Giant Strength 
    POTN07 - Potion of Storm Giant Strength 
    POTN08 - Potion of Healing 
    POTN09 - Potion of Heroism 
    POTN10 - Potion of Invisibility 
    POTN11 - Potion of Invulnerability
    POTN12 - Potion of Stone Giant Strength 
    POTN13 - Oil of Firey Burning 
    POTN14 - Oil of Speed 
    POTN15 - Red Potion 
    POTN16 - Violet Potion
    POTN17 - Elixir of Health 
    POTN18 - Potion of Absorption 
    POTN19 - Potion of Agility
    POTN20 - Antidote 
    POTN21 - Potion of Clarity 
    POTN22 - Potion of Cold Resistance 
    POTN23 - Oil of Speed 
    POTN24 - Potion of Defense 
    POTN25 - Potion of Healing 
    POTN26 - Potion of Explosions 
    POTN27 - Potion of Firebreath 
    POTN28 - Potion of Fortitude 
    POTN29 - Potion of Genius 
    POTN30 - Potion of Infravision 
    POTN31 - Potion of Insulation 
    POTN32 - Antidote 
    POTN33 - Potion of Magic Blocking 
    POTN34 - Potion of Magic Protection 
    POTN35 - Potion of Magic Shielding 
    POTN36 - Potion of Master Thievery 
    POTN37 - Potion of Mind Focusing 
    POTN38 - Potion of Mirrored Eyes 
    POTN39 - Potion of Perception 
    POTN40 - Potion of Invulnerability 
    POTN41 - Potion of Power 
    POTN42 - Potion of Regeneration 
    POTN43 - Potion of Insight 
    POTN44 - Potion of Strength 
    POTN45 - Potion of Freedom 
    POTN46 - Potion of Stone Form 
    POTN47 - Marek's Antidote (better than normal antidote) 
    POTN48 - Vial of Mysterious Liquid (used in Nashkel mines to poison iron 
    POTN52 - Potion of Extra Healing 
    POTN53 - Festule the Alchemist's Potion 
    POTN54 - Empty Potion Bottle 
    RING01 - Plain Ring 
    RING02 - Ring of Fire Resistance 
    RING03 - Ring of Animal Friendship 
    RING04 - Ring of Clumsiness 
    RING05 - Ring of Invisibility 
    RING06 - Ring of Protection +1 
    RING07 - Ring of Protection +2 
    RING08 - Ring of Wizardry 
    RING09 - Ring of Free Action 
    RING10 - Gold Ring 
    RING11 - Silver Ring 
    RING12 - Onyx Ring 
    RING13 - Jade Ring 
    RING14 - Greenstone Ring 
    RING15 - Bloodstone Ring 
    RING16 - Angel Skin Ring 
    RING17 - Flamedance Ring 
    RING18 - Fire Opal Ring 
    RING19 - Ruby Ring 
    RING20 - Ring of Energy 
    RING21 - Ring of Infravision 
    RING22 - Ring of Holiness 
    RING23 - Ring of Folly 
    RING25 - Koveras' Ring of Protection (+1) 
    RING26 - Ring of Djinni Summoning 
    RING27 - Ring of Fire Control 
    RING28 - Ring of Air Control 
    RING29 - Ring of Earth Control 
    RING30 - Ring of Human Influence 
    RING31 - Ring of Regeneration 
    RING32 - Ring 
    RING33 - Ring of the Ram 
    RING34 - Ring of Spell Turning 
    RING35 - Ring of Lock Picks 
    RING36 - Ring of Danger Sense 
    RING37 - Storm Ring 
    RING38 - Dawn Ring 
    RING39 - Ring of Gaxx 
    RING40 - Ring of Acuity 
    NPRING01 - D'Arnisse Signet Ring (Nalia) 
    RODS01 - Rod of Absorption 
    RODS02 - Rod of Lordly Might 
    RODS03 - Rod of Resurrection 
    RODS04 - Rod of Smiting 
    RODS05 - Rod of Terror 
    SCALEB - Shadow Dragon Scales 
    SCALER - Red Dragon Scales 
    SCRL02 - Spell Scroll 
    SCRL03 - Protection from Acid 
    SCRL04 - Protection from Cold 
    SCRL05 - Protection from Electricity 
    SCRL06 - Protection from Fire 
    SCRL07 - Protection from Magic 
    SCRL08 - Protection from Poison 
    SCRL09 - Protection from Undead 
    SCRL10 - Cursed Scroll of Weakness 
    SCRL11 - Cursed Scroll of Clumsiness 
    SCRL12 - Cursed Scroll of Foolishness 
    SCRL13 - Cursed Scroll of Ugliness 
    SCRL14 - Cursed Scroll of Summon Monster 
    SCRL15 - Protection from Petrification 
    SCRL16 - Cursed Scroll of Petrification 
    SCRL17 - Cursed Scroll of Ailment 
    SCRL18 - Cursed Scroll of Stupidity 
    SCRL1B - Agannazar's Scorcher 
    SCRL1C - Ghoul Touch 
    SCRL1D - Clairvoyance 
    SCRL1E - Dispel Magic 
    SCRL1F - Flame Arrow 
    SCRL1G - Fireball 
    SCRL1H - Haste 
    SCRL1I - Hold Person 
    SCRL1J - Invisibility 10' radius 
    SCRL1K - Lightning Bolt 
    SCRL1L - Monster Summoning I 
    SCRL1M - Non-Detection 
    SCRL1N - Protection from Normal Missiles 
    SCRL1O - Slow 
    SCRL1P - Skull Trap 
    SCRL1Q - Vampiric Touch 
    SCRL1S - Dire Charm 
    SCRL1T - Ghost Armor 
    SCRL1U - Confusion 
    SCRL1V - Stoneskin 
    SCRL1W - Fireshield (Blue) 
    SCRL1X - Ice Storm 
    SCRL1Y - Improved Invisibility 
    SCRL1Z - Minor Globe of Invulnerability 
    SCRL2A - Monster Summoning II 
    SCRL2B - Stoneskin 
    SCRL2D - Animate Dead 
    SCRL2E - Cloudkill 
    SCRL2F - Cone of Cold 
    SCRL2G - Monster Summoning III 
    SCRL2H - Shadow Door 
    SCRL2I-SCRL3F - Letters 
    SCRL3G - Vocalize 
    SCRL3H - Protection from Evil 
    SCRL3I - Letter 
    SCRL3Z - Letter 
    SCRL56 - Cure Serious Wounds 
    SCRL58 - Free Action 
    SCRL59 - Neutralize Poison 
    SCRL5A - Mental Domination 
    SCRL5B - Defensive Harmony 
    SCRL5C - Protection from Lightning 
    SCRL5D - Protection from Evil 10' radius 
    SCRL5E - Champion's Strength 
    SCRL5F - Chaotic Commands 
    SCRL5G - Remove Curse 
    SCRL5H - Emotion 
    SCRL5I, SCRL5W - Greater Malison 
    SCRL5J - Otiluke's Resilient Sphere 
    SCRL5K - Spirit Armor 
    SCRL5L - Polymorph Other 
    SCRL5M - Polymorph Self 
    SCRL5N - Domination 
    SCRL5O - Hold Monster 
    SCRL5P - Chaos 
    SCRL5Q - Feeblemind 
    SCRL5T - Protection from Electricity 
    SCRL5U - Reflected Image 
    SCRL5Z - Fireball 
    SCRL61 - Cure Critical Wounds 
    SCRL62 - Flame Strike 
    SCRL63 - Raise Dead 
    SCRL66 - Grease 
    SCRL67 - Armor 
    SCRL68 - Burning Hands 
    SCRL69 - Charm Person 
    SCRL6D - Find Familiar 
    SCRL6E - Power Word, Sleep 
    SCRL6F - Ray of Enfeeblement 
    SCRL6G - Minor Spell Deflection 
    SCRL6H - Protection from Fire 
    SCRL6I - Protection from Cold 
    SCRL6J - Spell Thrust 
    SCRL6K - Detect Illusion 
    SCRL6L - Hold Undead 
    SCRL6M - Enchanted Weapon 
    SCRL6N - Fireshield (Red) 
    SCRL6O - Secret Word 
    SCRL6P - Minor Sequencer 
    SCRL6Q - Teleport Field 
    SCRL6R - Spider Spawn 
    SCRL6S - Spell Immunity 
    SCRL6T - Protection from Normal Weapons 
    SCRL6U - Breach 
    SCRL6V - Lower Resistance 
    SCRL6W - Oracle 
    SCRL6X - Conjure Lesser Fire Elemental 
    SCRL6Y - Protection from Acid 
    SCRL6Z - Phantom Blade 
    SCRL70 - Color Spray 
    SCRL71 - Blindness 
    SCRL72 - Friends 
    SCRL73 - Protection from Petrification 
    SCRL75 - Identify 
    SCRL76 - Infravision 
    SCRL77 - Magic Missile 
    SCRL78 - Protection from Evil 
    SCRL79 - Shield 
    SCRL7B - Conjure Lesser Air Elemental 
    SCRL7C - Conjure Lesser Earth Elemental 
    SCRL7D - Minor Spell Turning 
    SCRL7E - Invisible Stalker 
    SCRL7F - Globe of Invulnerability 
    SCRL7G - Tenser's Transformation 
    SCRL7H - Flesh to Stone 
    SCRL7I - Death Spell 
    SCRL7J - Protection from Magic 
    SCRL7K - Mislead 
    SCRL7L - Pierce Magic 
    SCRL7M - True Sight 
    SCRL7O - Protection from Magical Weapons 
    SCRL7P - Power Word, Silence 
    SCRL7Q - Improved Haste 
    SCRL7R - Death Fog 
    SCRL7S - Chain Lightning 
    SCRL7T - Disintegrate 
    SCRL7U - Contingency 
    SCRL7V - Spell Deflection 
    SCRL7W - Wyvern Call 
    SCRL7X - Conjure Fire Elemental 
    SCRL7Y - Conjure Air Elemental 
    SCRL7Z - Conjure Earth Elemental 
    SCRL80 - Shocking Grasp 
    SCRL81 - Sleep 
    SCRL82 - Chill Touch 
    SCRL83 - Chromatic Orb 
    SCRL84 - Larloch's Minor Drain 
    SCRL85 - Blur 
    SCRL86 - Detect Evil 
    SCRL87 - Detect Invisibility 
    SCRL89 - Horror 
    SCRL8A - Carrion Summons 
    SCRL8B - Summon Nishruu 
    SCRL8C - Stone to Flesh 
    SCRL8D - Spell Turning 
    SCRL8E - Protection from the Elements 
    SCRL8F - Project Image 
    SCRL8G - Ruby Ray of Reversal 
    SCRL8H - Khelben's Warding Whip 
    SCRL8I - Cacofiend 
    SCRL8J - Mantle 
    SCRL8L - Spell Sequencer 
    SCRL8M - Sphere of Chaos 
    SCRL8N - Delayed Blast Fireball 
    SCRL8O - Finger of Death 
    SCRL8P - Prismatic Spray 
    SCRL8Q - Power Word, Stun 
    SCRL8R - Mordenkainen's Sword 
    SCRL8S - Summon Efreeti 
    SCRL8T - Summon Djinni 
    SCRL8U - Summon Hakeashar 
    SCRL8V - Control Undead 
    SCRL8W - Mass Invisibility 
    SCRL8X - Spell Shield 
    SCRL8Y - Protection from Energy 
    SCRL8Z - Simulacrum 
    SCRL90 - Invisibility 
    SCRL91 - Knock 
    SCRL92 - Know Alignment 
    SCRL93 - Luck 
    SCRL94 - Resist Fear 
    SCRL95 - Melf's Acid Arrow 
    SCRL96 - Mirror Image 
    SCRL97 - Stinking Cloud 
    SCRL98 - Strength 
    SCRL99 - Web 
    SCRL9A - Pierce Shield 
    SCRL9B - Summon Fiend 
    SCRL9C - Improved Mantle 
    SCRL9D - Spell Trigger 
    SCRL9E - Incendiary Cloud 
    SCRL9F - Symbol, Fear 
    SCRL9G - Abi-Dalzim's Horrid Wilting 
    SCRL9H - Maze 
    SCRL9J - Power Word, Blind 
    SCRL9L - Spell Trap 
    SCRL9M - Spellstrike 
    SCRL9N - Gate 
    SCRL9P - Absolute Immunity 
    SCRL9Q - Chain Contingency 
    SCRL9R - Time Stop 
    SCRL9S - Imprisonment 
    SCRL9T - Meteor Swarm 
    SCRL9U - Power Word, Kill 
    SCRL9V - Wail of the Banshee 
    SCRL9W - Energy Drain 
    SCRL9X - Black Blade of Disaster 
    SCRL9Y - Shapechange 
    SCRL9Z - Freedom 
    SCRLA1 - Wizard Eye 
    SCRLA2 - Deafness 
    SCRLA3 - Glitterdust 
    SCRLA4 - Limited Wish 
    SCRLA5 - Melf's Minute Meteors 
    SCRLA6 - Spook 
    SCRLA7 - Remove Magic 
    SCRLA8 - Contagion 
    SCRLAG - Scroll of Crom Faeyr 
    SCRLAI - Ray of Enfeeblement 
    SCRLAJ - Farsight 
    SCRLAK - Remove Curse 
    SCRLAL - Sunfire 
    SCRLAM, SCRLAO - Symbol, Death 
    SCRLAN - Symbol, Stun 
    SCRLPET - Stone to Flesh 
    SCRLZZ - Summon Cow 
    SHLD01 - Small Shield 
    SHLD02 - Small Shield +1 
    SHLD03 - Medium Shield 
    SHLD04 - Medium Shield +1 
    SHLD05 - Large Shield 
    SHLD06 - Large Shield +1 
    SHLD07 - Large Shield +1, +4 vs Missiles 
    SHLD08 - Buckler 
    SHLD09 - Buckler
    SHLD10 - Buckler 
    SHLD11 - Small Shield 
    SHLD12 - Small Shield 
    SHLD13 - Medium Shield 
    SHLD14 - Medium Shield 
    SHLD15 - Large Shield 
    SHLD16 - Large Shield 
    SHLD17 - Buckler +1 
    SHLD18 - Large Shield 
    SHLD19 - Large Shield +2 
    SHLD20 - Kiel's Buckler 
    SHLD21 - Dragon Scale Shield +2 
    SHLD22 - Sentinel +4 
    SHLD23 - Fortress Shield +3 
    SHLD24 - Reflection Shield +1 
    SHLD25 - Shield of Harmony +2 
    SHLD26 - Shield of the Lost +2 
    SHLD27 - Saving Grace +3 
    SHLD28 - Small Shield +2 
    SHLD29 - Medium Shield +2 
    SHLD30 - Large Shield +2 
    NPSHLD - Delryn Family Shield (Anomen) 
    SLNG01 - Sling 
    SLNG02 - Sling +1 
    SLNG03 - Sling +3
    SLNG04 - Sling +2 
    SLNG05 - Sling +3 : 'Arla's Dragonbane' 
    SLNG06 - Sling of Arvoreen +4 
    SLNG07 - Sling of Seeking +2 
    SPER01 - Spear 
    SPER02 - Spear +1 
    SPER03 - Spear +3, Backbiter 
    SPER04 - Spear 
    SPER05 - Spear +2 
    SPER06 - Spear +3 
    SPER07 - Spear of the Unicorn +2 
    SPER08 - Spear +3, Impaler 
    SPER09 - Spear +1, Halcyon 
    SPER10 - Spear of Withering +4 
    STAF01 - Quarterstaff 
    STAF02 - Quarterstaff +1 
    STAF03 - Quarterstaff 
    STAF04 - Quarterstaff 
    STAF05 - Staff of Striking 
    STAF06 - Staff Mace 
    STAF07 - Staff Spear +2 
    STAF08 - Quarterstaff +3 
    STAF09 - Staff of Command 
    STAF10 - Staff of Curing 
    STAF11 - Staff of the Magi 
    STAF12 - Staff of Power 
    STAF13 - Staff of Thunder and Lightning +2 
    STAF14 - Staff of the Woodlands +4 
    STAF15 - Staff of Air +2 (looks like a machinegun) 
    STAF16 - Staff of Earth +2 
    STAF17 - Staff of Fire +2 
    STAF18 - Quarter Staff +2 
    STAF19 - Cleric's Staff +3 
    STAF20 - Staff of Rynn +4 
    NPSTAF - Staff of the High Forest (Cernd) 
    SW1H01 - Bastard Sword 
    SW1H02 - Bastard Sword +1 
    SW1H03 - Bastard Sword +1, +3 vs. Shapeshifters 
    SW1H04 - Long Sword 
    SW1H05 - Long Sword +1 
    SW1H06 - Long Sword +2 
    SW1H07 - Short Sword 
    SW1H08 - Short Sword +1 
    SW1H09 - Short Sword +2 
    SW1H10 - Short Sword of Backstabbing 
    SW1H11 - Odd Flame Sword (Creature Attack?) 
    SW1H12 - Hull's Long Sword 
    SW1H13 - Moonblade 
    SW1H14 - Short Sword +1 
    SW1H15 - Scimitar +3, Frostbrand 
    SW1H16 - Scimitar +5, Defender 
    SW1H17 - Perdue's Short Sword 
    SW1H18 - Sword of Balduran 
    SW1H19 - The Vampire's Revenge (cursed) 
    SW1H20 - Scimitar 
    SW1H21 - Short Sword 
    SW1H22 - Scimitar +1 
    SW1H23 - Scimitar +2 
    SW1H24 - Long Sword +1, Flame Tongue 
    SW1H25 - Kundane +2: Sword of Quickness 
    SW1H26 - Ilbratha, Short Sword + 1 
    SW1H27 - Arbane's Sword +2 
    SW1H28 - Cutthroat +4 
    SW1H29 - Short Sword +2 
    SW1H30 - Scimitar of Speed +2: Belm 
    SW1H31 - Sunblade: Daystar 
    SW1H32 - Long sword +2: Dragonslayer (Peridan) 
    SW1H33 - Long Sword +2: Ras, The Dancing Blade 
    SW1H34 - Bastard Sword +1: Albruin 
    SW1H35 - Adjatha the Drinker, Long Sword +2 
    SW1H36 - Namarra, Long Sword +2 
    SW1H37 - Taragarth the Bloodbrand, Bastard Sword +1 
    SW1H38 - Jhor the Bleeder, Bastard Sword +2 
    SW1H39 - Blade of Searing, Bastard Sword +3 
    SW1H40 - Blade of Roses, Long Sword +3 
    SW1H41 - Long Sword +2 
    SW1H42 - Bastard Sword +2 
    SW1H43 - Katana 
    SW1H44 - Katana +1 
    SW1H45 - Katana +2: Malakar 
    SW1H46 - Wakizashi 
    SW1H47 - Wakizashi +1 
    SW1H48 - Ninja-To 
    SW1H49 - Ninja-To +1 
    SW1H50 - Scimitar +1, Shazzellim 
    SW1H51 - Celestial Fury Katana +3 
    SW1H52 - Scimitar +3: 'Water's Edge' 
    SW1H53 - Sword of Flame +1 
    SW1H54 - Long Sword: The Equalizer 
    SW1H54A, SW1H54B, SW1H54C - Pieces of the Equalizer 
    SW1H55 - Katana +2 
    SW1H56 - Scimitar 
    NPSW01 - Sword of Arvoreen (Mazzy) 
    NPSW02 - Katana +1 (Yoshimo) 
    NPSW03 - Hallowed Redeemer +2 (Keldorn) 
    NPSW04 - Corthala Family Blade +2 (Valygar) 
    NPSW05 - Entropy (Haer'Dalis) 
    NPSW06 - Chaos Blade (Haer'Dalis) 
    TORMENT ITEMS (with Collector's Edition Bonus CD): 
    WA2AMU - Sensate Amulet 
    WA2DAK - Dak'kon's Zerth Blade 
    WA2HALB - Harmonium Halberd 
    WA2HARP - Harp of Pandemonium 
    WA2HELM - Vhailor's Helm 
    WA2PLAT - Plate of Balduran 
    WA2RING - Mercykiller Ring 
    WA2ROBE - Robe of Vecna 
    WA2S1H - Sword of Balduran 
    WA2SHIEL - Shield of Balduran 
    SW2H01 - Two Handed Sword 
    SW2H02 - Two Handed Sword +1 
    SW2H03 - Two Handed Sword, Berserking 
    SW2H05 - Two Handed Sword (no image) 
    SW2H06 - Spider's Bane 
    SW2H07 - Two Handed Sword +3 
    SW2H08 - Two Handed sword +2 
    SW2H09 - Two Handed Sword +4, Warblade 
    SW2H10 - Holy Avenger (Two Handed Sword +5) 
    SW2H11 - Two Handed Sword +2 
    SW2H12 - Two Handed Sword: Flame of the North + 2 
    SW2H13 - Spider's Bane + 2 
    SW2H14 - Lilarcor (Sentient Sword) 
    SW2H15 - Silver Sword (Vorpal Sword) 
    SW2H15A - Silver Hilt (piece of Vorpal Sword) 
    SW2H16 - Sword of Chaos +2 
    SW2H99 - Cursed Berserking Sword +3 
    SW2HDEAT - Soul Reaver +4 
    WAND02 - Wand of Fear 
    WAND03 - Wand of Magic Missiles 
    WAND04 - Wand of Paralyzation 
    WAND05 - Wand of Fire 
    WAND06 - Wand of Frost 
    WAND07 - Wand of Lightning 
    WAND08 - Wand of Sleep 
    WAND09 - Wand of Polymorphing 
    WAND10 - Wand of Monster Summoning
    WAND11 - Wand of the Heavens
    WAND12 - Wand of Wonder 
    WAND13 - Wand of Cloudkill 
    WAND14 - Web Sack 
    WAND15 - Wand of Apprenti 
    WAND16 - Potion of Icedust 
    XBOW01 - Heavy Crossbow 
    XBOW02 - Heavy Crossbow +1 
    XBOW03 - Heavy Crossbow of Accuracy 
    XBOW04 - Light Crossbow
    XBOW05 - Light Crossbow +1 
    XBOW06 - Light Crossbow of Speed 
    XBOW07 - Heavy Crossbow +2
    XBOW08 - Giant Hair Crossbow +3 
    XBOW09 - Light Crossbow +2 
    XBOW10 - Necaradan's Crossbow +3 
    XBOW12 - Flasher Launcher 
    XBOW13 - Crossbow of Affliction +4 
    XBOW14 - Heavy Crossbow of Searing +1
    Write in the console CLUAConsole:AddGold(xxxx)
    Where xxxx is the amount of gold you want.
    Write in the console CLUAConsole:MoveToArea(ARxxxx)
    Where xxxx is the area number (ie AR1000)
    There are a couple more cheats and lists to do (including an area list) 
    but I haven't got them yet so you'll have to wait...
    Modraikinnen's Sword is not alone, it would seem - if it dies (can be 
    poisoned) or you pickpocket it, it actually carries a magical Greenstone 
    Amulet (casts Mind Blank, for some reason not in BG2)!
    If you have over 100% resistance to anything (usually fire), then it 
    HEALS you rather than hurting you!
    Tactic: Put two invisible party members to cover a doorway completely. 
    Move your character through them, then when an enemy pursues, they won't 
    be able to move through your human blockade (provided they don't 
    attack). The target is now easily defeated from range.
    There's loads of BG2 stuff on the net - try the following brilliant 
    Information and Downloads-
       http://bg2.dbtavern.com (this is brilliant!)
       http://www.bgdungeon.com/bg2 (so is this!)
       http://www.interplay.com/bgate2 (the official one)
       http://www.planetbaldursgate.com (this is the best!)
       http://www.bg2world.com (not as good as the others)
    I think all those links are correct.
    If you like BG2, I urge you to get BG1, it's possibly even BETTER than 
    the sequel - the best use of sound in any game, the best dungeons by far 
    (really scary - good lighting, great sound, brilliantly designed), and 
    it had this indefinable charm to it that makes it easily the equal of 
    its sequel - and possibly even better - imagine mixing the best of both 
    games... what a game that would be! (BioWare, are you listening for BG3 
    But for £15 with the expansion pack (essential), it's a knockdown 
    bargain, and it's even less if you buy it of gameplay.com, so go and buy 
    it now!
    Monster               Experience   Notes
    Mephit (all types)    420 xps      spell abilities
    Ogre Mage             650 xps      spell abilities
    Goblin                20/60 xps    some carry bows (60 xps)
    Duergar               420 xps      ranged weapons
    Cambion               6000 xps     protective field?
    Lesser clay golem     1000 xps     magic resistance
    Otyugh                650 xps      non-magic resistance
    Vampire               8500 xps     level drain, undead
    Greater doppelganger  3000 xps     ---
    Assassin              varies       ---
    Shadow                420 xps      ability drains, non-magic
    Shadow Thief          varies       ---
    Thug                  varies       ---
    Mugger                varies       ---
    Stone golems          8000 xps     only magical spears/
                                       blunts kill 
    Slaver                varies       ---
    Orog                  600 xps      ---
    Sea Troll             1400 xps     use fire/acid to kill
    Kobold                6 xps        ---
    Kobold captain        14 xps       ---
    Kobold commando       34 xps       uses fire arrows
    Kobold shaman         64 xps       minor magical spells
    Kobold witch doctor   64 xps       minor magical spells
    Rakshasa              3000 xps     very resistant
    Gibberling            34 xps       ---
    Mutated gibberling    14 xps       ---
    Salamander            2000 xps     minor spells
    Ice Salamander        3000 xps     medium spells
    Fanatic               2000 xps     ---
    Dire Wolf             124 xps      ---
    Phase spider          850 xps      poisonous
    Skeleton              varies       undead
    Pirate                varies       ---
    Sword spider          2000 xps     poisonous
    Spider                10 xps       ---
    Giant spider          450 xps      poisonous
    Fledgling vampire     8500 xps     vampire
    Grimwarder (archer)   4000 xps     immune to normal weapons
    Greater ghoul         2000 xps     haste, paralysis
    Skeleton warrior      4000 xps     undead
    Clay golem            8000 xps     only magical blunts kill
    Ettercap              650 xps      poisonous
    Wraith Spider         2000 xps     poisonous, immune to 
                                       normal weapons.
    Zombie                974 xps      undead, immune to normal 
    Ghast                 650 xps      hold person, disease
    Vampyre               2000 xps     level drain, immune to
                                       normal weapons
    Mummy                 3000 xps     undead, immune TNW
    Wraith                2000 xps     immune TNW
    Shadow Fiend          2000 xps     immune TNW
    Bandit                varies       ---
    Guard                 varies       ---
    Yuan-ti               1500 xps     ---
    Yuan-ti mage          7000 xps     spell abilities
    Ruhk                  7000 xps     immune to magic, minor 
                                       spell abilities
    Umber Hulks           4000 xps     confusion, burrowing
    Mist horror           3000 xps     minor spells, immune TNW
    Mind Flayer           9000 xps     major spells, magic 
    Beholder              14000 xps    very major spells
    Imp                   1400 xps     ---
    Quasit                2000 xps     ---
    Troll                 1400 xps     regenerate, use fire/acid
    Spirit Troll          12000 xps    minor spells, as trolls
    Minotaur              3000 xps     ---
    Goblin Commando       34 xps       ---
    Spectral Troll        3500 xps     minor spells
    Myconid               420 xps      confusion
    Sahaugin/Rebel        3000 xps     some cast spells
    Bone Golem            18000 xps    magic resistance
    Ettin                 5000 xps     ---
    Air Elemental         7000 xps     immune TNW/air
    Earth Elemental       7000 xps     immune TNW/earth
    Fire Elemental        7000 xps     immune TNW/fire
    Greater Elementals    10000 xps    immune TNW/xxx
    Lizard Man            270 xps      ---
    Drow (all kinds)      varies       spells, magic resistance
    Efreeti               8000 xps     medium spells
    Kuo-toa Leader        2400 xps     ---
    Kuo-toa Monitor       1400 xps     ---
    Kuo-toa Wizard        2000 xps     medium spells
    Kuo-toa Warrior       1000 xps     ---
    Hobgoblin Warrior     34 xps       ---
    Hobgoblin Archer      34 xps       ---
    Hobgoblin Shaman      34 xps       minor spells
    Hobgoblin Elite       94 xps       ---
    Hobgoblin Captain     420 xps      ---
    Carrion Crawler       974 xps      hold person, disease
    Mustard Jelly         2000 xps     immune TNW, magic 
                                       resistance, slow
    Ochre Jelly           5000 xps     immune TNW, magic
    Myconid King          1200 xps     ---  
    Sverfneblin           1250 xps     ---
    Sverfneblin Leader    4000 xps     ---
    Green Slime           64 xps       magic resistance
    Gray Ooze             274 xps      magic resistance 
    Flesh Golem           2000 xps     immune TNW, magic
                                       resistance, electric heals
    Iron Golem            13000 xps    only magic blunt/pierce
                                       weapons kill.
    Ice Troll             174 xps      troll
    Orc (Archer)          varies       ---
    Baby Wyvern           6000 xps     poison 
    Spotted Lion          974 xps      ---
    Killer Mimic          5000 xps     hold person 
    Fell Ghast            850 xps      disease, undead 
    Lich                  22000 xps    major spells, undead         
    Giant Lynx            174 xps      ---
    Wild Tiger            650 xps      ---
    Poison Mist           3500 xps     poison, immune TNW
    Crimson Death         9000 xps     level drain, immune TNW
    Gnoll                 10 xps       ---
    Gnoll Captain         120 xps      ---
    Gnoll Veteran         34 xps       ---
    Gnoll Elite           64 xps       ---
    Gnoll Slasher         64 xps       ---
    Dao                   5000 xps     medium spells, immune TNW
    Rajah                 7000 xps     medium spells, resistances
    Nabassu               16000 xps    immune TNW, magic 
    Pit Fiend             16000 xps    magic resistance, gated
    Adamantine Golem      25000 xps    magic blunts/piercing 
    Gauth                 9000 xps     mini beholder
    Rune Assassins        4500 xps     short swords +1, potions
    Child Spirit          1500 xps     immune TNW, magic resist.
    Crypt King            15000 xps    immune TNW, magic resist.
    Goon                  164 xps      ---
    Black Bear            200 xps      ---
    Grizzly Bear          1150 xps     ---
    Leopard               270 xps      ---
    Panther               420 xps      ---
    Winter Wolf           974 xps      cold breath
    Elite Orc             650 xps      Battleaxes +1
    Elite Orog            850 xps      ---
    Fire Giant            16000 xps    fire damage and resistance
    Elite Fire Giant      26000 xps    "                        "
    Skeleton Mage         7200 xps     spellcasting, undead
    Skeleton Cleric       10000 xps    spellcasting, undead
    Skeleton Assassin     6000 xps     undead
    Burning Man           12000 xps    fire, spells
    Fire Salamander       3500 xps     fire
    Fire Troll            3500 xps     fire, ice or acid kills
    Magic Golem           8000 xps     immune TMW
    Flaming Skull         9000 xps     fire, spells
    Fell Cat              9000 xps     fire, immune TNW
    Bone Fiend            12000 xps    cold, undead
    Erinyes               15000 xps    fire, demon
    Shambling Mound       16000 xps    plant
    Ilyich                520 xps      Mail of the dead +2
    Kalah                 2000 xps     Girdle/Piercing, 
                                       Ring/Human Influence
    Mencar Pebblecrusher  10000 xps    Full Plate, W/hammer +1
    Smaulev Orcslicer     4000 xps     Cursed sword/berserking +3
    Pooky                 4000 xps     ---
    Sorcerous Amon        6000 xps     Cloak/non-detection, 
                                       wand of lightning
    Rayic Gethras         9000 xps     quaterstaff +2, BoD AC7
    Eldarin               480 xps      plate mail +1, mace +1
    Suna Seni             4480 xps     arbane's sword +2, s sword   
    Bessen                2500 xps     BoD AC6
    Kail                  3000 xps     short sword +1
    Iko                   3000 xps     Katana +1
    Nardinal              ???? xps     cloak/protection +1, ring
                                       of wizardry, q/staff +1
    Amalas                1800 xps     ---
    Mekrath               14000 xps    major spell abilities
    Gaius                 4000 xps     spell caster
    Zorl                  2000 xps     spell caster
    Gallchobhair          7200 xps     spell caster
    Rengaard              6000 xps     ---
    Draug Fea             7000 xps     wyvern's tail +2
    Tarnor the Hatchetman 8000 xps     full plate +1, helmet/
                                       charm prot., hangard's axe 
    Bregg                 4000 xps     ---
    Cohrvale              6000 xps     ---
    Embarl                750 xps      ---
    Gorch                 14 xps       ---
    Mae'Var               14000 xps    shadow armour
    Caehan                1400 xps     ---
    Jaylos                1400 xps     ---
    Gellal                14500 xps    vampire
    Embarl                750 xps      ---
    Durst                 14500 xps    vampire
    Tanova                ---          vampire, major spellcaster
    Pai'na                4000 xps     black spider figurine
    Lassal                11500 xps    vampire
    Vadek                 8000 xps     spells, q/staff +2
    Galvena               4000 xps     flail +2, l armour +3
    Dale Solan            8500 xps     vampire
    King Ixilthetocal     4000 xps     ---
    Alchra Diggot         22000 xps    major spells
    Riti                  8000 xps     backstabber spear
    Raevilin Strathin     20000 xps    major spells
    Madman Agnalo         6000 xps     jhor the bleeder +2
    Simbja                5000 xps     ---
    N'ashtar              4000 xps     medium spells
    Chandrilla            4000 xps     medium spells
    Boz                   6000 xps     dragon's breath +4
    Damien                4000 xps     minor spells
    Qilue                 4000 xps     BoneBlade +4
    Phaere                12000 xps    minor treasures
    Solaufein             6000 xps     drow stuff
    Glacias               9500 xps     minor treasures
    TorGal                15000 xps    troll
    Samia                 9000 xps     ---
    Legdoril              6000 xps     s leather +2, m shield +1
    Akae                  8000 xps     plate mail +1
    Chak                  6000 xps     b axe +2, l shield +2
    Kaol                  8000 xps     ---
    Chieftain DigDag      2000 xps     ---
    Tazok                 6000 xps     2-handed sword +2
    Conster               6000 xps     medium spells
    Fikraag               64000 xps    major spells, red dragon
    Adsaan                15000 xps    rakshasa
    Sarevok               20000 xps    ---
    Captain Dennis        7300 xps     boomerang dagger +2
    Valeria               12000 xps    priest spells
    Falchar               12000 xps    ---
    Dracondro             8000 xps     minor spells, BoD AC6
    Pitre                 6000 xps     ---
    Neb                   3500 xps     Neb's nasty slasher.
    Shagbag               4000 xps     Book of Kaza
    Scrooloose            1950 xps     --- 
    Tabitha               650 xps      animal
    Ama                   2000 xps     poison t. daggers
    Sir Greshal           1600 xps     mace +1
    Reti                  1250 xps     boots of avoidance
    Camitis               3000 xps     ---
    Unseeing Eye          30000 xps    amulet/5% resistance
    Phlydian              19500 xps    vampire
    Illasera              10000 xps    medium spells, medium treasures
    Kiser                 6500 xps     shakti figurine
    Eler Had              12500 xps    grandmaster armour +6
    Berena Elkan          12500 xps    spear +3
    Karun the Black       21250 xps    major spells, quaterstaff +2
    Gromnir Il-Khan       22500 xps    multiple powerful magic items
    Berenn                40500 xps    fire, balor's claw
    Toop the Brave        6000 xps     ---
    Imix, Prince of Fire  50000 xps    fire, spells, ravager +4,
                                       amulet/master harping
    Nyalee                12000 xps    spells, ring/anim. friend, cleric's
                                       staff +3
    One day I'll put this in some kind of order. Don't hold your breath.
    Note that many of these characters carry potion etc. but I have only 
    noted the most valuable items they have.
    There are countless different spell combinations that can lead to 
    victory. Here I'll show you through a handful of them.
    "Lay Down And Die!": A tactical spell to put any opponent out of the 
    picture. Either naturally or in a Sequencer cast Greater Malison 
    followed by Emotion (both level 4). This should make any opponent fall 
    down on the ground in despair. If it still doesn't work, try a Stinking 
    Cloud, but the original effects with a -8 penalty should be enough. 
    Doesn't work on magic resistance though.
    "Don't cast that spell at me!": Similar to above, but replace Emotion 
    with Creeping Doom or Miscast Magic. No spellcaster can handle that. 
    Couple with a Wizard Slayer for maximum effect.
    The Elemental Risks: I don't recommend summon elemental spells 
    (especially the lesser summonings) with mages as either one of two 
    things tends to happen: they either attack you or stand about doing 
    nothing (this is especially true of Air Elementals, they just sit there 
    doing nothing). Do it with priests, it works then.
    The many uses of Magic Missile: Annoying spell protections nos. 1 and 2: 
    Mirror Image and Stoneskin. Either of these (and Iron Skins too) fall 
    quickly to one or two Magic Missiles. A level 9 missile will inflict 
    this spell removal against any of these with almost guaranteed effect.
    Of course, Greater Malison is one of the game's best spells, and nearly 
    all spells work under its effects.
    Welcome to the most comprehensive spell guide in the world. This 
    contains a brief introduction to spell types and choice, and includes 
    the effect and my advice for every last spell in the entire game.
    There are three spell types - Mage, Cleric, Druid.
    Mages have the largest selection of spells and are generally better 
    casters. They have the strongest offensive magics as well as a broad 
    range of effects. Their magic is written from scrolls allowing the 
    player choice of spells.
    Cleric magic focuses on healing spells and other buffs. Defensively 
    speaking, they have the best whole-party spells (though mages get better 
    one-person abjurative spells). All priests get a set selection of spells 
    dependant on their god, alignment etc.
    Druids are basically clerics that put more emphasis on elemental power 
    (especially fire) and summoning (though they have less choice, they are 
    more effective). In all other respects, Druid spellcasting is identical 
    to Cleric spellcasting.
    Mages can be Specialist Mages, allowing extra spells/level at the cost 
    of another school opposite to the one they have selected.
    Abjuration - protective spells. Opposite school - Alteration.
    Alteration - changing things for the caster's benefit. Opposite school - 
    Conjuration - bring things to the caster from elsewhere. Opposite school 
    - Divination.
    Enchantment - change items or enemies somehow. Opposite school - 
    Divination - reading the future or the unknown. Opposite school - 
    Illusion - making things appear what they are not. Opposite school - 
    Invocation - calling upon divine powers or similar channelling for 
    offensive spells. Opposite school - Enchantment.
    Necromancy - spells relating to the dead, or the restoration of the 
    wounded. Opposite school - Illusion.
    Mage Spells - Level 1
    ARMOUR (Conjuration)
    Range: 0  
    Casting Time: 1 round  
    Duration: 10 turns  
    Saving Throw: N/A  
    Area of Effect: Caster
    Creates a magical field of force equal to Splint Mail (AC 6). It is 
    cumulative with other AC bonuses and does not hinder movement, 
    spellcasting, nor create encumbrance.
    ADVICE - The weakest protective spell, not really worth the spell slot. 
    Useful however, when the Mage has a decent AC anyway, as unlike Shield 
    it is cumulative with other effects.
    BLINDNESS (Illusion)
    Range: LoS (Line of Sight)
    Casting Time: 2 
    Duration: 10 turns
    Saving Throw: Neg.
    Area of Effect: 1 creature
    Blinds the target. Upon a failed save causes -4 to hit on attack rolls 
    and +4 AC penalties.
    ADVICE - A good spell. Like all spells, great in conjunction with 
    Greater Malison (that applies to every spell here). Use one the most 
    dangerous enemy.
    BURNING HANDS (Alteration)
    Range: 0
    Casting Time: 1
    Duration: Instant
    Saving Throw: Half
    Area of Effect: Small Wedge in front of Caster
    Causes a wedge of flame to leap from the wizard's hands. Any creature 
    hit takes 1d3 damage plus 2 per level of the caster, up to 1d3 + 20. A 
    saving throw causes half damage.
    ADVICE - Not bad at all, but I prefer Magic Missile as the lesser damage 
    is countered by no saving throw and better range - use of Burning Hands 
    requires dangerous proximity to the target.
    CHARM PERSON (Enchantment)
    Range: LoS
    Casting Time: 1
    Duration: 5 rounds
    Saving Throws: Neg.
    Area of Effect: 1 creature.
    Affects any one human(oid) creature it is cast upon. That creature is, 
    if the saving throw is failed, under complete control of the caster, 
    though it cannot talk or attack a non-hostile target. Any attempt to 
    harm the charmed creature removes the spell. If more than 1 charm spell 
    effects a person the most recent works. Note also that the charmed 
    person may dislike you after the spell's duration is complete.
    ADVICE - Handy against enemies simply to make them help you. However, 
    named NPCs often give you quests and may not after being charmed, so 
    it's not very good on non-hostile NPCs.
    CHILL TOUCH (Necromancy)
    Range: Touch
    Casting Time: 1
    Duration: 1 turn
    Saving Throw: Neg.
    Area of Effect: Caster
    This creates a weapon the mage may use that causes d8 damage and -2 
    THAC0 unless a saving throw is made.
    ADVICE - Nothing to write home about. OK if your mage is virtually 
    unarmed, otherwise useless.
    CHROMATIC ORB (Invocation)
    Range: LoS
    Casting Time: 1
    Duration: Special
    Saving Throw: Neg.
    Area of Effect: 1 creature
    Causes a sphere to fly from the caster to the target. The effect of the 
    sphere depends on the caster's level.
    1st level - 1d4 damage and blinds for 1 round
    2nd level - 1d6 damage and inflicts pain
    3rd level - 1d8 damage and burns the victim
    4th level - 1d10 damage and blinds for 1 turn
    5th level - 1d12 damage and stuns for 3 rounds
    6th level - 2d8 damage and causes weakness
    7th level and higher - 2d8 damage and paralyses for 2 turns
    A successful saving throw negates all effects.
    ADVICE - A good spell, as at higher levels it can be really very 
    effective - most likely you'll paralyse any enemy you attack in this 
    manner. The saving throw once again takes it below Magic Missile however 
    - but I say have one or two in your memory anyway.
    COLOUR SPRAY (Alteration)
    Range: 0
    Casting Time: 1
    Duration: Instant
    Saving Throw: Neg.
    Area of Effect: Medium-size wedge
    Creates a lurid fan of colour. Up to six creatures in the Area of Effect 
    must roll a saving throw or be rendered unconscious.
    ADVICE - Awful against tougher/smaller groups of enemies, but when used 
    on a large swarm of weaker enemies can be surprisingly effective.
    FIND FAMILIAR (Conjuration)
    Range: N/A
    Casting Time: 1 round
    Duration: Special
    Saving Throw: N/A
    Area of Effect: 1 familiar
    When cast summons a familiar to aid the caster (note Find Familiar can 
    only be cast by the main protagonist). The familiar acts as a 
    guard/spy/guide etc, and talking to it reveals its many functions. A 
    familiar grants a permanent hit point bonus of half its total hit 
    points. If a familiar dies, however, the mage loses the extra hit points 
    and also 1 point of constitution permanently.
    ADVICE - Worth casting once, but unless you want Con.3, you'll just 
    leave it in your pack most of the time. Some can be handy, so it's 
    probably worth it once, but note NPCs can't cast the spell, so don't 
    bother trying.
    FRIENDS (Enchantment)
    Range: 0
    Casting Time: 1
    Duration: 1d4 rounds + 1 round/level
    Saving Throw: None
    Area of Effect: caster
    The wizard, by means of this spell, makes himself more impressive. He 
    temporarily gains 2d4 charisma, and is more likely to receive a 
    favourable reaction from NPCs.
    ADVICE - A must for evil mages - they tend to get band responses so 
    Friends is a good spell if your reputation is suffering. Good/Neutral 
    mages should use their spell slot on another Magic Missile though.
    GREASE (Conjuration)
    Range: 10 yards
    Casting Time: 1
    Duration: 3 rounds + 1 round/level
    Saving Throw: Special
    Area of Effect: 15-foot radius
    Causes an area to become filled with slippery sludge. Any creature in 
    the area, friend or foe, must roll a saving throw or slip and slide and 
    be rendered immobile. You must continue making saves until the spell 
    duration expires.
    ADVICE - A bit rubbish, but survivable. Again, a reasonable spell 
    against large bands of lesser foes but no match for other spells of its 
    IDENTIFY (Divination)
    Range: N/A
    Casting Time: N/A
    Duration: N/A
    Saving Throw: None
    Area of Effect: 1 item
    By means of Identify a wizard can discover the function of any item he 
    carries. Just right-click on the item in your inventory, click 
    "Identify" then "Spell" or "Scroll". The item's full information is 
    displayed to you.
    ADVICE - The best Divination, extremely useful as identified items are 
    much better than unidentified ones. One or two spell slots is a 
    reasonable amount to give up to this not at all bad spell.
    INFRAVISION (Divination)
    Range: 0
    Casting Time: Instant
    Duration: 10 turns
    Saving Throw: None
    Area of Effect: 1 creature.
    The recipient of this spell gains the ability to see in the dark like an 
    Elf or Dwarf.
    ADVICE - The worst spell in the game. Even if you actually notice 
    infravision, only one character gets it and if you feel it even remotely 
    important you'll have Group Infravision on anyway. Don't bother even 
    writing it, at 50 gps for this spell scroll, it's much better to get the 
    LARLOCH'S MINOR DRAIN (Necromancy)
    Range: LoS
    Casting Time: 1
    Duration: Instant
    Saving Throw: None
    Area of Effect: 1 creature
    This spell transfers the life force of the victim to the wizard. The 
    target takes 1d4 damage, which then heals the caster. If this takes him 
    over his maximum hit point level, he loses the extra hit points after a 
    few rounds.
    ADVICE - For lower level wizards with very small hit point levels, a 
    great spell, equal almost to Magic Missile. At higher levels, nearly 
    useless as it doesn't have enough effect to really make a difference. 
    Can be handy though, and perhaps some casters might like a couple of 
    them available.
    MAGIC MISSILE (Invocation)
    Range: LoS
    Casting Time: 1
    Duration: Instant
    Saving Throw: None
    Area of Effect: 1 creature.
    Creates one or more glowing missiles to hit the target. One missile per 
    two levels of the caster, starting at one at first level but having no 
    more than five at ninth level, strike the enemy, dealing an automatic 
    1d4 + 1 damage per missile.
    ADVICE - By far and away the best level 1 mage spell. Can do surprising 
    damage at most levels, there's no save and no chance of missing. It's 
    also great against Mirror Image, Stoneskin and Iron Skins as well as the 
    amount of hits normally entirely removes those particular spells. Over 
    half your level 1 slots should be Magic Missile.
    Range: Touch
    Casting Time: 1
    Duration: 10 rounds
    Saving Throw: None
    Area of Effect: 1 creature
    The recipient of this spell gains a magical barrier that protects him 
    from any evil-aligned creatures. Any evil creatures attacking the 
    protected creature get -2 to all attack rolls. Also, all attacks made by 
    the protected creature against evil creatures get a +2 bonus.
    ADVICE - Not bad, though the level 4 priest spell PFE 10' radius is much 
    better. Basically, before all fights with evil creatures cast it. It 
    might not make a big difference but it can help. Note that paladins get 
    it automatically so if you have a paladin you're wasting spell slots 
    with this.
    Range: Touch
    Casting Time: 1
    Duration: 3 rounds/level
    Saving Throw: N/A
    Area of Effect: 1 creature
    The creature touched by the mage with this spell gains complete immunity 
    to all petrification attacks, like Basilisk gaze or Flesh to Stone 
    ADVICE - Obviously, if you know you're up against such attacks, have a 
    few ready so your party is immune. These situations are very rare 
    (unlike BG1), which is why it has been demoted to level 1 for BG2.
    REFLECTED IMAGE (Illusion)
    Range: 0
    Casting Time: 1
    Duration: 3 rounds + 1 round/level
    Saving Throw: N/A
    Area of Effect: caster
    Creates another image of the caster that does everything he does. There 
    is a fifty-fifty chance that attacks will hit the other image, in which 
    case it will disappear, having taken damage for the caster.
    ADVICE - A watered-down Mirror Image, and as such a bit useless. 
    Absorbing one attack? Not worth it when Shield and Armour will last much 
    longer. Don't bother.
    SHIELD (Invocation)
    Range: 0
    Casting Time: 1
    Duration: 5 turns
    Saving Throw: N/A
    Area of Effect: caster
    Creates a barrier of magical energy in front of the caster. It sets the 
    caster's AC to 4 versus normal weapons and 2 versus missile weapons.
    ADVICE - A pretty good defensive spell, one is always a good idea. 
    Particularly good against weaker enemies, of course, but still good 
    against tougher ones though. If you already have a lower AC this 
    actually RISES your AC as it sets it, unlike Armour. When you have 
    better than these Acs, drop it.
    SHOCKING GRASP (Alteration)
    Range: Touch
    Casting Time: 1
    Duration: Instant
    Saving Throw: None
    Area of Effect: 1 creature
    Causes an electric charge to build up around the caster's hand. The 
    unfortunate victim takes 1d10 electrical damage.
    ADVICE - Simply, at low levels it's good, but at the higher echelons of 
    magery not any worth. Does a decent dame but at level 5 Magic Missile 
    will almost always do better. Also there's no range, creating the same 
    problem as Burning Hands.
    SLEEP (Enchantment)
    Range: LoS
    Casting Time: 1
    Duration: 5 rounds/level
    Saving Throw: Neg.
    Area of Effect: 30-foot radius
    Any creature hit by this spell must make a saving throw at -3 or fall 
    asleep for the duration. Monsters with 4 + 3 hit dice or more, 
    Elves/Half-elves and Undead are immune to this spell. There are great 
    bonuses to attacking sleeping enemies.
    ADVICE - Like so many level 1 spells, great against the weak stuff but 
    in BG2 most monsters are immune to it. OK sometimes, but mostly it's not 
    worth it.
    SPOOK (Illusion)
    Range: 30 feet
    Casting Time: 1
    Duration: 3 rounds
    Saving Throw: Neg.
    Area of Effect: 1 creature
    Causes the victim to become afraid of the shadows around him. A failed 
    save (the save is reduced by 1 every 2 levels up to -6 at 12th level) 
    causes the target (except intelligence 1 creatures or undead) to flee 
    for the duration.
    ADVICE - Would be a good spell were it not for the poor duration. At 
    higher levels this is actually pretty good due to the big save modifier, 
    but again the terrible duration reduces what is quite a good spell from 
    what it could have been.
    Mage Spells - level 2
    Range: 20 yards
    Casting Time: 3
    Duration: Instant
    Saving Throw: None
    Area of Effect: 2 by 60 foot beam
    This spell creates a burning beam of flame to launch from the caster's 
    fingertips. Any creature hit by the flame takes 3d6 damage.
    ADVICE - Simply, a good damage-dealer. It's nothing stunning, but 
    perhaps worth a spell slot or two. Note that for me it never seems to 
    hit more than one creature, so if that's this spell's appeal for you, 
    BLUR (Illusion)
    Range: 0
    Casting Time: 2
    Duration: 3 rounds + 1 round/level
    Saving Throw: N/A
    Area of Effect: caster
    Causes the caster's form to blur and waver, making it hard to land an 
    accurate hit. All attacks made against the mage suffer a -3 to hit 
    penalty. In addition the wizard receives +1 to all saving throws.
    ADVICE - Really a very good protection. The problem is many creatures 
    are powerful enough to hit you anyway. The saving throw up however mean 
    this spell is worth having.
    DEAFNESS (Illusion)
    Range: 60 yards
    Casting Time: 2
    Duration: Permanent
    Saving Throw: Neg.
    Area of Effect: 1 creature
    Successful casting causes the target to become completely deaf, causing 
    50% spell failure rates. The only way to remove the effects is with 
    Dispel Magic or Cure Disease.
    ADVICE - The permanent duration would make this very good if the effects 
    were more pronounced. Nevertheless a handy spell for wizards if other, 
    better, higher-level spells to perform the same function have been 
    pushed out of their spell slots.
    Range: 10 yards/level
    Casting Time: 2
    Duration: 4 turns
    Saving Throw: None
    Area of Effect: Special
    This spell automatically causes all invisible creatures within the area 
    of effect to be rendered visible for the duration.
    ADVICE - Another great spell, this is absolutely vital to you as a mage, 
    as several creatures are invisible. Only one is normally necessary in 
    your spell slots, but it is necessary.
    GHOUL TOUCH (Necromancy)
    Range: Touch
    Casting Time: 3
    Duration: 5 rounds
    Saving Throw: Neg.
    Area of Effect: caster
    Similar to Chill Touch, this creates a more powerful hand. Any touched 
    creature must make a saving throw or be paralysed for 5 rounds.
    ADVICE - Not that bad, but the short duration combined with minimal 
    effect means it's not really worth the spell slot. Avoid.
    GLITTERDUST (Conjuration)
    Range: 10 yards
    Casting Time: 2
    Duration: 4 rounds
    Saving Throw: Special
    Area of Effect: 1 foot radius
    Creates sparkling dust that settles over everything. All creatures 
    touched must make a saving throw or be blinded (-4 to attack rolls, 
    saving throws and +4 to AC) for 4 rounds. In addition, all invisible 
    creatures are revealed for 4 rounds.
    ADVICE - Another great spell, one of my favourite at this level as it 
    creates a mass blindness and combines watered-down Greater Malison and 
    Detect Invisibility spells too. Definitely use this, especially against 
    large groups of creatures with possible invisibilities.
    HORROR (Necromancy)
    Range: LoS
    Casting Time: 2
    Duration: 1 turn
    Saving Throw: Neg.
    Area of Effect: 15-foot radius
    All enemies within the Area of Effect must roll a saving throw or flee 
    in terror.
    ADVICE - A simple spell with a simple effect, however it is really quite 
    good for rendering your enemies useless when it's necessary. On some 
    occasions it should be worth the slot it takes up.
    INVISIBILITY (Illusion)
    Range: Touch
    Casting Time: 2
    Duration: Special
    Saving Throw: N/A
    Area of Effect: 1 creature
    The touched creature is made totally invisible. He will remain unknown 
    until they attack or do anything other than move or cast defensive 
    spells, when he is revealed. If he is not revealed, the spell will last 
    for a full game day.
    ADVICE - Handy for keeping poor fighters that you want to keep out of 
    trouble safe. Generally, however, this spell is not as good as could be 
    hoped for.
    KNOCK (Alteration)
    Range: LoS
    Casting Time: 1
    Duration: Permanent
    Saving Throw: None
    Area of Effect: 1 lock
    This spell will automatically unlock any lock, or open any door. The 
    exception is locks that are magically warded against unlocking spells - 
    these are normally openable by keys.
    ADVICE - Handy to have so you can memorise and then use it when your 
    thief is not adequate for the job in hand. Write it and use it when you 
    need it (which is not often).
    KNOW ALIGNMENT (Divination)
    Range: 10 yards
    Casting Time: 1 round
    Duration: Instant
    Saving Throw: Neg.
    Area of Effect: 1 creature
    This spell will reveal the alignment of the target (evil will glow red, 
    neutral blue, and good green). If a saving throw is made nothing is 
    learnt by the caster.
    ADVICE - a bit pointless as in general you don't need to know a 
    creature's alignment. If, for some bizarre reason, you do want to know, 
    it takes a while to cast and then the target has a saving throw. Like 
    Infravision, you're better off with the money from selling the scroll.
    LUCK (Enchantment)
    Range: 10 yards
    Casting Time: 2
    Duration: 3 rounds
    Saving Throw: N/A
    Area of Effect: 1 creature
    This charm grants the recipient a bonus of +1 or -1 (which ever is 
    appropriate) to all rolls they make for the next 3 rounds.
    ADVICE - Mediocre. The short duration makes it not especially 
    worthwhile, but sometimes you need to do something and can't, in which 
    case Luck may make it possible. Worth having in your book for such rare 
    occasions, but don't waste spell slots.
    MELF'S ACID ARROW (Conjuration)
    Range: LoS
    Casting Time: 2
    Duration: Special
    Saving Throw: None
    Area of Effect: 1 creature
    This makes a magical arrow that burns at flesh it touches. It hits 
    automatically and causes 2d4 acid damage. For every three levels of the 
    caster, it lasts for another round, causing a further 2d4 damage.
    ADVICE - The "Magic Missile" of level 2. Always have a few ready. Not 
    only quite powerful, few creatures have acid resistance, it can kill 
    trolls, and is generally handy.
    MIRROR IMAGE (Illusion)
    Range: 0
    Casting Time: 2
    Duration: 3 rounds/level
    Saving Throw: N/A
    Area of Effect: caster
    Creates 2d4 exact duplicates of the mage, in a fashion similar to the 
    level 1 spell Reflect Image. Enemies are unable to distinguish between 
    the duplicates and so hits will be allocated randomly. Once a duplicate 
    is hit it will vanish.
    ADVICE - My second favourite protection of this level, after Blur. The 
    fact that there is still the possibility of hitting the mage is what 
    makes it weak - Blur reduces the odds to a bit less but they don't 
    change, Mirror Image's does - quite rapidly. Also, there is no saving 
    throw bonus. Good, but stick to Blur.
    Range: 30 yards
    Casting Time: 1
    Duration: 5 rounds
    Saving Throw: None
    Area of Effect: 1 creature
    Causes one creature (not undead, elves/half-elves or creatures of over 
    20 hit points) to fall asleep for the duration.
    ADVICE - Not that good. OK, there's no save but it works on very few 
    creatures and doesn't even last that long. Another forgettable spell.
    RAY OF ENFEEBLEMENT (Enchantment)
    Range: LoS
    Casting Time: 2
    Duration: 1 round/level
    Saving Throw: Neg.
    Area of Effect: 1 creature
    This spell causes a beam to strike the target and instantly weaken it. 
    This spell reduces its target's Str. to 5 for the duration, unless a 
    save is made.
    ADVICE - Not bad at all - if there was no save I'd say very good indeed. 
    If the save is made it turns even Drizzt into a rabbit. However, there's 
    no saving throw penalty. Worth considering. Note you should only ever 
    use it on warriors of some kind, as it doesn't really affect a mage.
    RESIST FEAR (Abjuration)
    Range: 10 yards
    Casting Time: 1
    Duration: Special
    Saving Throw: N/A
    Area of Effect: 1 creature
    This spell makes the target totally immune to fear or fear magic. The 
    recipient's morale will gradually reset.
    ADVICE - Ignore completely. The level 1 priest spell Remove Fear does 
    exactly the same for more people.
    STINKING CLOUD (Invocation)
    Range: LoS
    Casting Time: 2
    Duration: 1 round/level
    Saving Throw: Neg.
    Area of Effect: 20-foot radius
    Creates a noxious cloud of green vapours to overwhelm foes. All 
    creatures inside the cloud must make a saving throw or be rendered 
    unconscious for 1d4 + 1 rounds. You must keep making saving throws every 
    ADVICE - Similar use to Horror (for taking out enemies), but can affect 
    your own party or at least not let you close enough. Better to use 
    Horror, though this is second best.
    STRENGTH (Alteration)
    Range: Touch
    Casting Time: 1 turn
    Duration: 1 hour/level
    Saving Throw: N/A
    Area of Effect: 1 creature
    The affected creature become much stronger. This spell automatically 
    alters the recipient's strength to 18/50, regardless or prior score.
    ADVICE - A good spell for obvious reasons. I recommend using it with 
    mages or priests who need to be better in a battle. The long duration 
    makes it worthwhile. 
    VOCALISE (Alteration)
    Range: Touch
    Casting Time: 2
    Duration: 5 rounds
    Saving Throw: None
    Area of Effect: 1 spell caster
    The recipient of Vocalise finds themselves able to cast spells without 
    use of voice. All spells cast by the affected caster have the vocal 
    component removed - in other words they can still cast spells if unable 
    to speak.
    ADVICE - If you know Silence 15' is coming a perfectly good spell, but 
    that happens so rarely another spell would be better.
    WEB (Invocation)
    Range: 5 yards/level
    Casting Time: 2
    Duration: 2 turns/level
    Saving Throw: Neg.
    Area of Effect: Special
    Creates a giant spider's web to trap foes. Anyone in the area must make 
    a save at -2 or be caught, immobile. If the save is successful you may 
    make your way out, but must continue making saves each round. No 
    physical attacks can be made in the web.
    ADVICE - The best spell of its type due to the fact not only does it 
    render your enemies useless, they keep still to be attacked rather than 
    run around like Horror. In addition the duration is massive so it just 
    keeps going. Worth a slot, even above Horror.
    Mage Spells - Level 3
    CLAIRVOYANCE (Divination)
    Range: N/A
    Casting Time: 3
    Duration: 1 round
    Saving Throw: None
    Area of Effect: Whole area
    This spell allows the wizard to see the entire map.
    ADVICE - Rarely used as most areas are now fog-less (unlike BG1), so it 
    is only useable a couple of times. Perhaps have it available, but don't 
    waste spell slots on it.
    DETECT ILLUSION (Divination)
    Range: N/A
    Casting Time: 3
    Duration: Instant
    Saving Throw: None
    Area of Effect: 20 foot radius
    All illusions of third level or lower within the radius are instantly 
    dispelled, including friendly creatures. Note magic resistance has no 
    effect on this spell.
    ADVICE - Not that useful as only the odd mage uses Mirror Image and 
    otherwise the only common illusions are invisibilities, revealed by the 
    much better Detect Invisibility. Wait for True Sight.
    DIRE CHARM (Enchantment)
    Range: 20 yards
    Casting Time: 3
    Duration: 10 rounds
    Saving Throw: Neg.
    Area of Effect: 1 creature
    This spell is almost identical to Charm Person. The exception is that 
    the creature goes beserk, attacking any enemies of the caster. Otherwise 
    all the limitations of Charm Person apply.
    ADVICE - A very good spell, if beaten by (Mental) Domination at higher 
    levels. I recommend having one, as extra allies are always very useful.
    DISPEL MAGIC (Abjuration)
    Range: LoS
    Casting Time: 3
    Duration: Instant
    Saving Throw: None
    Area of Effect: 30 foot cube
    Everyone within the radius touched by the spell has all magic dispelled 
    instantly, whether friend or foe. There is a percentage chance of the 
    spell dispelling all magic - the base chance of success is 50%. For each 
    level higher the caster is than the target, the chance increases by 5%, 
    for each level lower it decreases by 5%.
    ADVICE - A very important spell. Most people use it on enemies, but 
    don't, use Remove Magic for that so your men don't have protections 
    removed. Use Dispel Magic to rid your party of hostile magics first, 
    then as an enemy protection-remover second.
    FIREBALL (Invocation)
    Range: LoS
    Casting Time: 3
    Duration: Instant
    Saving Throw: Half
    Area of Effect: 20 foot radius
    FireBall causes a blossoming ball of flame to explode, causing great 
    damage to all hit. All hit suffer 1d6 damage/level (up to 10d6 at level 
    10). There is a save for half damage.
    ADVICE - Level 3's very best spell. About two spell slots should be 
    given over here - up to 60 damage over a wide area flattens weak 
    opponents and softens tougher ones. Very good indeed.
    FLAME ARROW (Conjuration)
    Range: LoS
    Casting Time: 3
    Duration: Instant
    Saving Throw: Special
    Area of Effect: 1 creature
    Creates one flaming arrow for every five levels of the caster. Each 
    arrow inflicts 1d6 points of piercing damage (no save), and 4d6 points 
    of fire damage (save for half).
    ADVICE - One of the finest lower-level offensive spells. 5d6 points of 
    damage will floor many creatures, and the fact it does two kinds of 
    damage (immunities to ranged weapons will block off the piercing but not 
    the fire etc), fires multiple bolts the higher your level and allows no 
    full saves, is a lot of gravy indeed. Very worthwhile.
    GHOST ARMOUR (Conjuration)
    Range: Touch
    Casting Time: 1
    Duration: 10 turns
    Saving Throw: N/A
    Area of Effect: 1 creature
    This spell creates an ethereal shield around the recipient's body, that 
    has an AC2, that stacks with other bonuses. It adds no encumbrance and 
    permits spellcasting, stealth and so on.
    ADVICE - Not a bad defensive spell by any means but as you can get 
    better spells from the start (the FireShields, for instance), there's 
    just no point. For fighter/mage/thieves, however, this is a truly great 
    spell - AC2 plus any shield or bracer bonuses, with stealth and spells 
    available. It brings out the best in that triple-class. Otherwise, best 
    HASTE (Alteration)
    Range: LoS
    Casting Time: 3
    Duration: 3 rounds + 1 round/level
    Saving Throw: N/A
    Area of Effect: 20' radius
    All allies in the area of effect affected by this spell find their 
    movement doubled and gain a -2 initiative bonus. They also gain an extra 
    attack each round. All non-movement/attacking effects are not sped up. 
    At the end the recipients may also suffer a whole day's worth of 
    ADVICE - One of the best utility spells at lower levels, the speed it 
    gives you can serve two purposes - make difficult fights simple as you 
    can attack far faster than your opponent, and if that doesn't work, you 
    can easily flee, regroup and go back for another attempt. One spell slot 
    should be freed for this spell.
    HOLD PERSON (Enchantment)
    Range: LoS
    Casting Time: 3
    Duration: 1 round/level
    Saving Throw: Neg.
    Area of Effect: Special
    This spell holds 1-4 humanoid creatures totally immobile for 1 
    round/caster level. They cannot perform any actions but are aware of 
    their surroundings still. Otherwise they remain exactly as they were 
    before the spell was cast.
    ADVICE - The save means that this is essentially only useful very early 
    in the game. Later on it is absolutely useless. Mage/thieves may find it 
    more useful because they can cast this on a target for pick-pocketing 
    then can easily pick-pocket from the victim and get away quickly.
    HOLD UNDEAD (Necromancy)
    Range: LoS
    Casting Time: 3
    Duration: 2 rounds/level
    Saving Throw: Neg.
    Area of Effect: Special
    1-4 undead creatures are affected by this spell in exactly the same way 
    as living ones are affected by Hold Person, except the duration is 
    ADVICE - When you know you will be fighting undead this is more useful 
    than Hold Person because of the doubled duration. Even so, few targets 
    will be affected simply because the saves will mostly be made.
    INVISIBILITY 10' RADIUS (Illusion)
    Range: 0
    Casting Time: 1 round
    Duration: Special
    Saving Throw: N/A
    Area of Effect: 10' radius centred on caster
    All affected creatures are affected exactly as if the spell Invisibility 
    had been cast on them. The durations of each recipients invisibility are 
    ADVICE - A good spell for creeping up on unfortunate victims unaware, or 
    creeping past enemies you are not confident of defeating. Remember when 
    invisible you can still be heard.
    LIGHTNING BOLT (Invocation)
    Range: LoS
    Casting Time: 3
    Duration: Instant
    Saving Throw: Half
    Area of Effect: Special
    Creates a bolt of sizzling lightning that leaps from the caster's hands 
    directly towards its target. It passes through victims and bounces off 
    walls until it has travelled its maximum distance. It deals 1d6 electric 
    damage/level, up to 10d6. There is a save for half.
    ADVICE - At first it seems as good as Fireball, but don't think that. 
    Why? With Fireball you know exactly where the area of effect will be. 
    With this it bounces all over the place and is almost as likely to 
    frazzle your allies as your enemies. Absolutely never use in tight 
    streets with dead ends - it will bounce back at you. In long corridors 
    filled with enemies though, this is utterly lethal. Use down dungeons 
    but nowhere else.
    MELF'S MINUTE METEORS (Invocation, Alteration)
    Range: 70 yds
    Casting Time: 3
    Duration: Special
    Saving Throw: None
    Area of Effect: Special
    This spell creates 1 fiery missile for each caster level. When thrown 
    like missile weapons they deal 1d4+3 normal damage +3 fire damage. They 
    also do 1d4 fire damage to every creature in 1' radius. There is a +5 
    attack roll bonus. A wizards can throw up to 5 per round.
    ADVICE - OK, very good hitting chances but not much damage done. This is 
    little more than lots of pathetic flame arrows. The only benefit is you 
    get a few. They aren't even guaranteed to hit like many offensive 
    spells. Leave alone, but if you want it, get it at the beginning as 
    scrolls are very rare indeed.
    Range: Touch
    Casting Time: 3
    Duration: 3 rounds/level
    Saving Throw: N/A
    Area of Effect: Caster
    A total of 4 spell levels are absorbed by this spell. It only affects 
    spells directly cast at the caster. Spells over its level limit will 
    cancel the spell and have their affect.
    ADVICE - The very worst spell protection spell around. Don't waste spell 
    slots with this fairly awful spell.
    MONSTER SUMMONING I (Conjuration)
    Range: LoS
    Casting Time: 4
    Duration: 3 rounds + 1 round/level
    Saving Throw: N/A
    Area of Effect: Special
    This spell calls 8HD of monsters to aid you. They are under your 
    complete control, and can perform any action you bid them. They vanish 
    when they die or the duration expires.
    ADVICE - On paper, this is a great spell. However, 8HD of monsters will 
    do so little against most opponents it's a poor spell. The foes they 
    will be useful against are so easy to defeat anyway that this is no good 
    really at all. Don't bother.
    NON-DETECTION (Abjuration)
    Range: LoS
    Casting Time: 3
    Duration: 20 turns
    Saving Throw: N?A
    Area of Effect: 1 creature
    The recipient of this spell is totally immune to the effects of all 
    divination spells that would usually reveal him.
    ADVICE - Most NPCs don't use divinations so it has limited use though. 
    On invisible creatures creeping up on foes this is a handy spell. A 
    thief that is invisible and non-detectable can pick pocket anybody. Use 
    when needed but don't keep it in a spell slot.
    Range: Touch
    Casting Time: 3
    Duration: Special
    Saving Throw: N/A
    Area of Effect: 1 creature
    The recipient of this spell is, for one turn per caster level, 
    invulnerable to all normal cold damage and absorbs 50% of all magical 
    cold damage.
    ADVICE - When facing cold creatures, a good spell but there are two 
    reasons it is pointless. One - cold is so rare you will almost never 
    need it, and two - FireShields have the effects of protecting from 
    elements and dealing damage back, so really there's no point in using 
    Range: Touch
    Casting Time: 6
    Duration: 3 rounds + 1 round/level
    Saving Throw: None
    Area of Effect: 1 Creature
    This makes the recipient immune to normal fire, and absorbs 80% of all 
    magical fire damage.
    ADVICE - See Protection From Cold advice above. It's the same, in other 
    words don't bother.
    Range: Touch
    Casting Time: 3
    Duration: 1 turn/level
    Saving Throw: N/A
    Area of Effect: 1 creature
    This spell's recipient is totally invulnerable to all normal arrows, 
    bolts and bullets.
    ADVICE - In BG1 this was a great spell because normal missiles were so 
    common. Not so in BG2. You will so rarely be attacked by normal missiles 
    that you simply will be wasting time with it. The cash from selling the 
    scroll is more worthwhile than writing it into your spellbook.
    REMOVE MAGIC (Abjuration)
    Range: LoS
    Casting Time: 3
    Duration: Instant
    Saving Throw: None
    Area of Effect: 30' cube
    This will dispel any magic affecting all foes within the radius. This 
    does not include curses. The base chance of a successful dispel is 50%. 
    For each level the caster is higher than the target the chance is 
    increased by 5%, and it is decreased 5% for every level the caster is 
    lower than the target.
    ADVICE - This is almost as important as Dispel Magic. There are two 
    instances this spell should be selected above Dispel Magic. Firstly, if 
    you are going to cast lots of buff spells on yourself and your party. 
    Secondly, if you know your enemies will cast loads of buffs on 
    themselves but have few enchantments that will adversely affect you. 
    Otherwise, use Dispel Magic.
    SKULL TRAP (Necromancy)
    Range: 20 yds
    Casting Time: 3
    Duration: Until triggered
    Saving Throw: None
    Area of Effect: 30' radius
    This spell creates a trap that remains in place until triggered by 
    moving too close to it. When this happens the trap explodes causing 1d6 
    damage/caster level.
    ADVICE - A much underrated spell this will stay in place and then do 
    lots of damage (for a level 3 spell) with no save. This is perfect in 
    ambushes, and is effectively a slightly dampened-down Fireball that can 
    be laid as a trap. Certainly worth considering for a spell slot.
    SLOW (Alteration)
    Range: LoS
    casting Time: 3
    Duration: 10 rounds
    saving Throw; Neg.
    Area of Effect: 40' cube
    All foes struck by this spell have their movement halved, and have an AC 
    penalty of +4 and an attack penalty of -4. A save at -4 negates the 
    spell. This spell negates Haste and is negated by Haste.
    ADVICE - This spell is brilliant if your party relies heavily on ranged 
    fire (ie every party based on a classic BG1 style). It is also good for 
    fleeing or chasing. Consider it whenever you are facing large groups of 
    SPELL THRUST (Abjuration)
    Range: LoS
    Casting Time: 3
    Duration: Instant
    Saving Throw: None
    Area of Effect: 1 creature
    This spell will automatically remove all the target's spell protections 
    of 5th level or lower. Spell resistance does not affect this.
    ADVICE - This would be a good spell were it not for the fact that you 
    seldom encounter these spell protections. Higher level protections are 
    quite common but you will find little use for this particular spell.
    VAMPIRIC TOUCH (Necromancy)
    Range: Touch
    Casting Time: 3
    Duration: Instant
    Saving Throw: None
    Area of Effect: 1 creature
    When the caster touches an enemy with this spell, the victim loses 1d6 
    hit points for every 2 levels of the caster, to a maximum of 6d6. These 
    hit points are added to the caster's total, with extra hit points 
    lasting 5 turns.
    ADVICE - Powerful but the caster must get into combat to use it and this 
    means the mage will quite likely sustain damage quickly using this 
    spell. Hence fighter/mages should use it, but otherwise it is wise to 
    ignore it.
    Mage Spells - Level 4
    CONFUSION (Enchantment)
    Range: LoS
    Casting Time: 4
    Duration: 2 rounds + 1 round/level
    Saving Throw: Neg.
    Area of Effect: 30' radius
    Unless the targets succeeds in a saving throw at -2 the victims become 
    dazed and confused, and wander about randomly, go beserk, stand around 
    or attack party members. They can still attack people attacking them.
    ADVICE - This is a very powerful spell and it can render entire hordes 
    of enemies totally useless. It is always best to have a Confusion-type 
    spell handy. With Greater Malison it becomes the best level 4 spell.
    CONTAGION (Necromancy)
    Range: 30 yds
    Casting Time: 4
    Duration: Permanent
    Saving throw: Neg.
    Area of Effect: 1 creature
    Causes a major disease in the victim. Strength, Dexterity and Charisma 
    are all reduced by -2. They also suffer being slowed. The spell can only 
    be removed by Cure Disease.
    ADVICE - Quite nasty but no save reduction means it will rarely have any 
    affect. When it does though, It greatly reduces the fighting ability of 
    a foe. Use on powerful NPCs with low saving throws.
    Range: LoS
    Casting Time: 4
    Duration: 2 rounds + 1/level
    Saving Throw: Neg.
    Area of Effect: 30' radius
    The first effect of this spell is to, upon a failed save, cause all 
    enemies to lay down with the utter hopelessness of it all. The second 
    affect is to instil upon the caster a feeling of courage that counters 
    all forms of fear or panic.
    ADVICE - While the affects of this spell are more deadly than Confusion, 
    the save is easy. Against low-level, low-save enemies this is a superb 
    spell. Otherwise stick to confusion.
    ENCHANTED WEAPON (Enchantment)
    Range: 0
    Casting Time: 4
    Duration: 1 day
    Saving Throw: None
    Area of Effect: N/A
    This spell calls into being a mace, axe, longsword or short sword 
    (caster's choice), with a +3 enchantment bonus.
    ADVICE - Early on, this is good because it allows you to get good 
    weapons free. Later, though, when better weapons are available, it's 
    just a waste of space. You can do much better in your slots. It just 
    isn't productive enough to make the grade.
    FARSIGHT (Divination)
    Range: Special
    Casting Time: 4
    Duration: 3 rounds + 1 round/level
    Saving Throw: None
    Area of Effect: Special
    When this spell is cast, an area of unexplored map is made visible so 
    that the caster can spy on what is coming.
    ADVICE - In theory you might think a spell that lets you know what's 
    coming is great, but there is a better way to find out what's coming, 
    without wasting spell slots. Save, wade in, if you die, you know what to 
    do in advance. If you survive, no problem. Hence, there's no point in 
    making use of Farsight.
    FIRESHIELD (BLUE/RED) (Invocation, Alteration)
    Range: 0
    Casting Time: 4
    Duration: 3 rounds + 1 round/level
    Saving Throw: None
    Area of Effect: Caster
    These spells create an elemental barrier around the caster. They confer 
    50% resistance to the corresponding element. They also protect from 
    melee attacks. Opponents hitting the caster take damage of the 
    appropriate element.
    ADVICE - Always have one handy, as they are the only spells that get 
    their revenge on opponents as well as conferring protection, and they're 
    good protection. Use the red shield unless you know you'll be facing 
    cold damage as fire is far more common.
    GREATER MALISON (Enchantment)
    Range: LoS
    Casting Time: 4
    Duration: 2 rounds/level
    Saving Throw: None
    Area of Effect: 30' radius
    All opponents affected suffer a -4 penalty to all saving throws. Spell 
    resistance does not apply.
    ADVICE - The best level 4 spell. Not only does it mean that your magical 
    equipment will work far better, it improves the potency of spells beyond 
    belief. ALWAYS use this against groups of enemies with good saves. Note 
    that there are NO scrolls in the game, so if you want it, get it at the 
    ICE STORM (Invocation)
    Range: LoS
    Casting Time: 4
    Duration: 4 rounds
    Saving Throw: None
    Area of Effect: 40' diameter
    Great ice blocks rain down from the sky and deal 2d8 points of damage to 
    all enemies in the area.
    ADVICE - Three words: Virtually no damage. This spell is awful because 
    2d8 damage is simply not enough to be dealing at level 7. Forget this 
    spell entirely.
    Range: Touch
    Casting Time: 4
    Duration: 1 turn
    Saving Throw: N/A
    Area of Effect: 1 creature
    The touched creature is affected as if by Invisibility, with one major 
    difference - when they make a hostile action rather than becoming 
    visible they appear only as a faint distortion in the air.
    ADVICE - This is a great spell for protecting fragile 
    archers/spellcasters, as well as being brilliant at helping along 
    thievery. If you think you have characters that could make constructive 
    uses out of this spell, use it, it's surprisingly versatile.
    Range: 0
    Casting Time: 4
    Duration: 1 round/level
    Saving Throw: N/A
    Area of Effect: Caster
    This creates an immobile sphere in the air that prevents any 1st-, 2nd-, 
    or 3rd-level spells targeted directly at the caster from touching the 
    caster, they are automatically countered. Spells can leave the sphere. 
    Dispel Magic brings down the globe.
    ADVICE - A good spell, if not great, against low-level wizard NPCs this 
    is very powerful as the enemy will almost always become powerless. 
    However there are better spells that will find more general use so most 
    of the time this spell should be let alone.
    MINOR SEQUENCER (Invocation)
    Range: N/A
    Casting Time: 1 round
    Duration: N/A
    Saving Throw: N/A
    Area of Effect: N/A
    This spell creates a glyph or sequencer that can contain up to two 
    spells of 2nd level or lower. The glyph can be hurled at any time using 
    the special abilities button. The effects of the stored spells then 
    apply to the target. Note you can carry only one sequencer at a time.
    ADVICE - This would be powerful but the range of spells available for 
    use is small and unpowerful, so there's little point in using it. If you 
    cast it once then rest then you aren't losing out, but this spell is 
    poor for general use.
    MONSTER SUMMONING II (Conjuration)
    Range: LoS
    Casting Time: 4
    Duration: 3 rounds + 1 round/level
    Saving Throw: N/A
    Area of Effect: N/A
    This spell conjures 12HD of monsters to fight at your side, in the same 
    way as Monster Summoning I.
    ADVICE - The same advice applies here as to MS1, the summoned beasts 
    just aren't powerful enough. The MS spells get better as they go along 
    though, but even so there are far more worthy spells around.
    Range: 0
    Casting Time: 1
    Duration: 1 round/level
    Saving Throw: Neg.
    Area of Effect: 1 creature
    The target of this spell becomes frozen in the sphere. They cannot 
    perform any actions, but at the same time actions cannot affect them. 
    They are effectively not there.
    ADVICE - A double-edged blade if ever there was one. This spell is a 
    boon and a curse at once. The best use of this spell is to freeze the 
    most powerful foe out of things for a while so you can destroy the rest 
    of the group before taking him on, or even to protect a vital NPC in 
    serious trouble.
    POLYMORPH OTHER (Alteration)
    Range: LoS
    Casting Time: 4
    Duration: Permanent
    Saving Throw: Neg.
    Area of Effect: 1 creature
    This spell, if the save is failed, turns its unfortunate victim an all 
    his equipment into a squirrel.
    ADVICE - This seems like a hugely dangerous spell, but in reality most 
    saves will be made. Hence unless you're fighting low-save enemies this 
    is a weak spell. Otherwise, it's deadly.
    POLYMORPH SELF (Alteration)
    Range: 0
    Casting Time: 4
    Duration: 1 turn + 3 rounds/level
    Saving Throw: N/A
    Area of Effect: Caster
    When this spell is cast the caster can, from his special abilities 
    button bar, transform into any one of the following creatures:
    1 - Gnoll, with a halberd +3, +1 fire damage.
    2 - Mustard Jelly
    3 - Ogre
    4 - Spider
    5 - Druid forms (black bear, brown bear, wolf)
    ADVICE - This is a very handy spell because it allows you to tailor 
    yourself for any eventuality. Lots of spells flying around? A mustard 
    jelly is invulnerable. Can't scratch your enemy? An ogre will sort that 
    out. It is very useful and thus deserves a place in your spellbook.
    REMOVE CURSE (Abjuration)
    Range: Touch
    Casting Time: 6
    Duration: Permanent
    Saving Throw: N/A
    Area of Effect: 1 creature
    If this spell is cast upon a cursed character, the cursed item he/she is 
    stuck with can be dropped, removing the curse.
    ADVICE - Never put it into general use but have a copy handy for when 
    you need to remove a curse. Then rest, cast, rest and back to normal. 
    It's useful but doesn't come into use often enough.
    SECRET WORD (Abjuration)
    Range: LoS
    Casting Time: 4
    Duration: Instant
    Saving Throw: None
    Area of Effect: 1 creature
    When this spell is cast at a target, that target has one spell 
    protection of eighth level or lower dispelled. Magic resistance does not 
    affect this.
    ADVICE - A specialist use spell, keep it tucked away until you face any 
    wizard, as against wizards this is a peach of a spell for fourth level. 
    Otherwise, don't use it.
    SPIDER SPAWN (Conjuration)
    Range: 40 yds
    Casting Time: 6
    Duration: 5 rounds + 1 round/level
    Saving Throw: N/A
    Area of Effect: N/A
    This spell creates 1 or 2 (20% chance) spiders depending on the casters 
    level. They obey the caster just like summoned monsters from MS. The 
    types are:
    7th level - Giant spider
    9th level - Phase spider
    12th+ level - Sword spider
    ADVICE - There is only one benefit of this over MS, that is you know 
    what is coming. However this means it lacks the versatility. This is 
    just an altered MS, so avoid it, really.
    SPIRIT ARMOUR (Necromancy)
    Range: Touch
    Casting Time: 3
    Duration: 10 turns
    Saving Throw: N/A
    Area of Effect: 1 creature
    This creates a shadowy set of armour around the caster, with an AC1 that 
    stacks with all other bonuses. He will also gain a +3 bonus to his saves 
    vs. Spells. The armour does not hinder movement, add encumbrance or stop 
    spellcasting/stealth etc. At the end of the duration, the caster takes 
    2d4 damage unless he makes a save vs. Spells.
    ADVICE - A potent set of armour that will protect a fragile character 
    very well is a good spell indeed. The damage at the end is low and will 
    seldom come into affect anyway. This is a good protection spell that 
    should be considered. Note that of the three good lvl4 defensive spells 
    (FireShield, Spirit Armour and Stoneskin), this is the only one that can 
    be cast on other people.
    STONESKIN (Alteration)
    Range: 0
    Casting Time: 1 round
    Duration: 12 hours
    Saving Throw: N?A
    Area of Effect: Caster
    This spell creates layers of solid stone around the caster. They hinder 
    the wizard in no way. A wizard gains 1 layer for every 2 levels he has 
    achieved. Each time the caster would suffer damage, a skin is removed 
    instead. This only works against physical attacks of any kind.
    ADVICE - The best defensive spell of lvl4. Always have this one ready - 
    it's fast to cast and it doesn't matter if you take 200 damage, you 
    don't get scratched. It's best because rather than decreasing your 
    chances of getting hit it stops it entirely.
    TELEPORT FIELD (Alteration)
    Range: LoS
    Casting Time: 4
    Duration: 1 turn
    saving Throw: None
    Area of Effect: 30' radius
    This spell creates an area of distortions where creatures will be 
    randomly teleported around the area of the spell.
    ADVICE - There is only one advantage in this abysmal spell - it gives 
    you time to regroup, heal, and activate defences. Really though it's not 
    a particularly good spell, so don't bother with it.
    WIZARD EYE (Alteration)
    Range: 0
    Casting Time: 1 round
    Duration: 1 round/level
    Saving Throw: N/A
    Area of Effect: Special
    This creates an eye that can see for 60' around it with infravision. It 
    is invisible hence it makes a good spy. It is solid and can be divined 
    and cannot pass through walls. Any gaze attacks met by the eye affect 
    the caster.
    ADVICE - See my comments on Farsight for why you shouldn't use this 
    Mage Spells - Level 5
    ANIMATE DEAD (Necromancy)
    Range: 10 yds
    Casting Time: 5
    Duration: Instant
    Saving Throw: N/A
    Area of Effect: Special
    This spell raises one skeleton or zombie for each level of experience of 
    the caster. The serve the caster fully until they are killed or turned. 
    They cannot be dispelled.
    ADVICE - A powerful spell, repeated castings create a horde of skeletons 
    at your command. While they are emminently usful as a shield, they often 
    get in your way. I recommend using this spell in large areas to screen 
    your party and distract spells, I won the final battle easily by casting 
    this 100 times (literally - 1,000+ skeletons filled up the room so I had 
    to stop). Useful, but can get in your way, basically).
    BREACH (Abjuration)
    Range: LoS
    Casting Time: 5
    Duration: Instant
    Saving Throw: None
    Area of Effect: 1 creature
    This spell automatically removes any combat protections the target has. 
    Magic resistance does not apply.
    ADVICE - A great spell, makes NPCs casting spells making them immune to 
    your attacks a thing of the past. This makes life far easier, hence I 
    recommend using it.
    CHAOS (Enchantment)
    Range: LoS
    Casting Time: 4
    Duration: 5 rounds + 1/6 levels
    Saving Throw: Neg.
    Area of Effect: 30' radius
    In all respects this spell is like Confusion. However 4th level or lower 
    characters get no save and above this it is made at -4.
    ADVICE - Well, what are you waiting for?!? An improved version of 
    Confusion makes this a first class spell, so get out there and use it!!!
    CLOUDKILL (Invocation)
    Range: 10 yds
    Casting Time: 5
    Duration: 1 round/level
    Saving Throw: Special
    Area of Effect: 20' radius
    This spell causes a billowing cloud of poisonous vapours to asphyxiate 
    all foolish enough to enter its radius. Creatures with up to 4+1HD get 
    no save and die instantly. Up to 6HD there is a save at -4 or death is 
    caused. Above this there is no save for 1d10 poison damage every round 
    spent in the cloud.
    ADVICE - Utterly lethal, this will cause devastation against lesser 
    enemies. Use it, but with caution - hit your own party and they'll start 
    taking damage fast.
    CONE OF COLD (Invocation)
    Range: 0
    Casting Time: 5
    Duration: Instant
    Saving Throw: Half
    Area of Effect: Special
    When this spell is cast, a cone of ice spreads out in an area five feet 
    long and one foot in diameter for every level of the caster. It drains 
    all heat and causes 1d4+1 damage per level of the caster.
    ADVICE - A dangerous spell, again it is worthwhile using if you are 
    careful to avoid hitting your allies. The other benefit of this is it 
    does cold damage, which few foes have protections against.
    Range: 15 yds
    Casting Time: Special
    Duration: 1 turn + 1 round/level
    Saving Throw: None
    Area of Effect: Special
    All these spells summon an 8HD elemental to do their caster's bidding. 
    Every time this is cast there is a 15% chance the summoned elemental 
    will attack its supposed master. After being summoned, the caster must 
    engage in a battle of psyche for 3 rounds. If the caster wins control is 
    established, otherwise the elemental goes beserk.
    ADVICE - Why you'd want to cast this is beyond me. Let's see, what 
    you're doing is taking MS1 up 2 levels, giving a good chance of getting 
    attacked and taking ages to cast. Ignore these spells utterly.
    DOMINATION (Enchantment)
    Range: LoS
    Casting Time: 5
    Duration: 9 rounds
    Saving Throw: Neg.
    Area of Effect: 1 creature
    This spell allows the caster to fully control the actions of the target. 
    The target gets a saving throw at -2.
    ADVICE - The only problem with this respectable spell is that there is a 
    high chance of the intended victim escaping it. Don't discount it, but 
    think hard before using a spell slot on it.
    FEEBLEMIND (Enchantment)
    Range: LoS
    Casting Time: 5
    Duration: Permanent
    Saving throw: Neg.
    Area of Effect: 1 creature
    This spell causes the subject's intellect to degenerate masively. The 
    victim gets a save at -2 to prevent this.
    ADVICE - This can have a very pronounced affect on spellcasters but 
    still there is a problem of the save. There is not enough versatility in 
    this spell to justify anything other than an occassional slot.
    HOLD MONSTER (Enchantment)
    Range: LoS
    Casting Time: 5
    Duration: 1 round/level
    Saving Throw: Neg.
    Area of Effect: 30' radius
    This spell holds 1d4 creatures of any time immobile just like Hold 
    Person. At the beginning and every nine rounds after, a save at -2 is 
    made to shake off the effects.
    ADVICE - Better than hold person but like that spell the chances of 
    enemies avoiding it are too likely. You'd be better off with other 
    spells, though this is no terrible spell.
    LOWER RESISTANCE (Abjuration, Alteration)
    Range: LoS
    Casting Time: 5
    Duration: 1 round/level
    Saving Throw: None
    Area of Effect: 1 creature
    The victim of this spell has their magic resistance automatically 
    lowered by 10% + 1% per caster level. There is no save and magic 
    resistance does not apply. This spell is not affected by Dispel Magic.
    ADVICE - A good spell but only really useful when you know you're up 
    against a big dragon or something. Don't use generally, but have it 
    available for unusual scenarios.
    MINOR SPELL TURNING (Abjuration)
    Range: Touch
    Casting Time: 5
    Duration: 3 rounds/level
    Saving Throw: N/A
    Area of Effect: Caster
    This spell rebounds a total of 4 spell levels back at the original 
    caster. It only works if the spell was directed at the caster. This 
    works only on spells of 4th-level or lower. Dispel Magic functions 
    ADVICE - A potent effect, but lasts very short periods of time and the 
    spells it works against are enough of a threat enough of the time. Leave 
    it be, I say.
    Range: LoS
    Casting Time: 5
    Duration: 4 rounds + 1/level
    saving Throw: N?A
    Area of Effect: N/A
    This is exactly the same as MS1 except it creates 16HD of monsters.
    ADVICE - Like the others, the monsters simply aren't good enough to make 
    this spell worth casting at all.
    ORACLE (Divination)
    Range: LoS
    Casting Time: 5
    Duration: Instant
    Saving Throw: None
    Area of Effect: 20' radius
    When cast, all illusions of 5th-level or lower in the area are 
    automatically dispelled. Note this also works on allies. Magic 
    resistance does not apply.
    ADVICE - A good effect, but there are simply not enough low-level 
    illusions hanging around to make general use feasible. But in certain 
    situations this can be a godsend.
    PHANTOM BLADE (Invocation)
    Range: 0
    Casting Time: 5
    Duration: 3 rounds + 1 round/level
    Saving Throw: N/A
    Area of Effect: N/A
    This creates a weightless blade in the caster's hand. It acts as a +3 
    sword, with a extra +10 damage bonus against undead. This sword can only 
    be used by the caster.
    ADVICE - The same applied as did to Enchanted Weapon, unless you're 
    fighting undead, in which case +13 damage makes it utterly lethal. Don't 
    use in non-undead-infested areas though.
    Range: Touch
    Casting Time: 6/5
    Duration: 1 turn/level
    Saving Throw: N/A
    Area of Effect: 1 creature
    The affect of these spells is to confer complete invulnerability from 
    the appropriate elements.
    ADVICE - Powerful, but so rare it is to find these elements that they 
    should again only be used when it is absolutely necessary, otherwise 
    they are nearly never needed.
    Range: Touch
    Casting Time: 2
    Duration: 1 round/level
    Saving Throw: N/A
    Area of Effect: 1 creature
    This spell confers complete invulnerability to all non-magical weapons. 
    This cannot be cast on someone who is Protected From Magical Weapons.
    ADVICE - Very potent, this spell, and despite the short duration will 
    keep you well protected against any lesser creature. Its use becomes 
    less as the game wears on though.
    SHADOW DOOR (Illusion)
    Range: 10 yds
    Casting Time: 2
    Duration: 1 round/level
    Saving Throw: N/A
    Area of Effect: N/A
    This spell creates the illusion of the caster stepping through a 
    shimmering door and vanishing, in reality he is invisible and can act 
    freely under the effects of Invisibility.
    ADVICE - The only reason to cast this above Invisibility is that enemy 
    creatures don't try to find you if you cast it in combat. Is that worth 
    paying three levels for? Nope, so don't bother wasting slots on this 
    SPELL IMMUNITY (Abjuration)
    Range: 0
    Casting Time: 5
    Duration: 3 rounds + 1 round/level
    Saving Throw: N/A
    Area of Effect: Caster
    This spell grants total immunity to any spells of a single school of the 
    caster's choice.
    ADVICE - Very potent if you know what spells your foe will be casting at 
    you, but in encounters where you don't know what you're doing, this is 
    no help at all.
    SPELL SHIELD (Abjuration)
    Range: 0
    Casting Time: 8
    Duration: 3 rounds/level
    Saving Throw: N/A
    Area of Effect: Caster
    This spell will counter the effects of one spell which would normally 
    cause your spell defences to drop.
    ADVICE - As it only works once there is very limited appeal in the 
    spell, but if you're obsessed with protecting yourself, in which case 
    you may want to make more general use of it.
    SUNFIRE (Invocation)
    Range: Caster
    Casting Time: 3
    Duration: Instant
    Saving Throw: Half
    Area of Effect: 30' radius
    This is identical to Fireball but for two differences. Firstly the 
    effects are centred on the caster (causing no harm to them), second the 
    maximum damage is 15d6.
    ADVICE - Quite why you'd want to pay 2 levels for additional damage at 
    higher levels and probably to put your party in danger, is beyond me. 
    This is more dangerous to your party except in circumstances too rare to 
    make it worth using spell slots on it.
    Mage Spells - Level 6
    CARRION SUMMONS (Conjuration)
    Range: 40 yds
    Casting Time: 1 round
    Duration: 7 rounds + 1 round/level
    Saving Throw: N/A
    Area of Effect: N/A
    This spell calls into being a magically mutated carrion crawler that 
    will obey all the orders of the caster. There is a 35% chance that two 
    carrion crawlers will be summoned instead of one.
    ADVICE - While the carrion crawlers are nasty, it's the same problem 
    with the majority of summoning spells, that the monsters just aren't 
    hard enough. Like MS, best ignored.
    CHAIN LIGHTNING (Invocation)
    Range: LoS
    Casting Time: 5
    Duration: Instant
    Saving Throw: Half
    Area of Effect: Special
    This creates a bolt of electrical energy that leaps from foe to foe, 
    doing 1d6 damage for every 2 levels of the caster.
    ADVICE - Though the damage isn't very high, it hits several enemies and 
    they all take some damage, making it good, but when Fireball is acually 
    more dangerous, it makes this spell seem a bit weak. Usable, but not 
    Range: LoS
    Casting Time: Special
    Duration: 1 turn/level
    Saving Throw: N/A
    Area of Effect: N/A
    When this spell is cast, there is a 60% chance of summoning a 12HD 
    elemental, a 35% chance of a 16HD elemental, and a 5% chance of a 24HD 
    elemental. The caster must concentrate on controlling the elemental for 
    3 rounds after the spell is cast.
    ADVICE - The first half-decent summon spell, it still has a high chance 
    of getting you a poor creature that won't help. However if you insist 
    upon a summon elemental spell use fire, it's damage is super effective 
    against more kinds of enemy.
    CONTINGENCY (Invocation)
    Range: N/A
    Casting Time: 1 turn
    Duration: 1 day/level
    Saving Throw: N/A
    Area of Effect: Caster
    This spell allows the caster to store one spell of a level no higher 
    than one-third his experience level, and set conditions under which it 
    is automatically cast. For instance you might want to cast Protection 
    from Evil if you are attacked. No more than one contingency may be held 
    at a time.
    ADVICE - A superb spell - it can really save your skin if you put a 
    sufficiently powerful spell in it. Always have a contingency on you, 
    they really do work wonders.
    DEATH FOG (Invocation)
    Range: 10 yds
    Casting Time: 6
    Duration: 15 rounds
    Saving Throw: None
    Area of Effect: 20' radius
    This creates a solid cloud of acidic vapours. Animal life suffers 8 
    damage per round in the vapours. Summoned creatures are instantly killed 
    by the fog.
    ADVICE - Against casters that like to summon creatures, this is 
    brilliant, but like so many spells, it is best used only when you're in 
    a particular situation.
    DEATH SPELL (Necromancy)
    Range: LoS
    Casting Time: 6
    Duration: Instant
    Saving Throw: None
    Area of Effect: 30' radius
    This spell instantly kills all creatures under 6HD and summoned 
    creatures in the area. They cannot be resurrected.
    ADVICE - The only problem with this is that most creatures are well 
    above 6HD. The only time this spell becomes useful is when you're facing 
    huge hoards of orcs or the like.
    DISINTERGRATE (Alteration)
    Range: LoS
    Casting Time: 6
    Duration: Instant
    Saving Throw: Neg.
    Area of Effect: 1 creature
    The target of this spell must make a save vs. Spells or be turned to 
    dust, along with much of his equipment.
    ADVICE - Hugely powrful, with two drawbacks - the save (with greater 
    malison, though...), and the equipment destroying. When you're fighting 
    big monsters with no stuff, get lucky and you can kill them very easily.
    FLESH TO STONE (Alteration)
    Range: LoS
    Casting Time: 6
    Duration: Permanent
    Saving Throw: Neg.
    Area of Effect: 1 creature
    This spell instantly turns the victim and everything they carry to 
    stone, unless they make a save vs. Spells. They can be shattered if they 
    are attacked, and can only be restored if the reverse spell is cast 
    (Flesh to Stone).
    ADVICE - Simply, this is Disintergrate where ALL the equipment is 
    destroyed and the victim can be restored. So use disintergrate instead.
    Range: 0
    Casting Time: 4
    Duration: 1 round/level
    Saving Throw: N/A
    Area of Effect: Caster
    This spell is identical to the Minor Globe Of Invulnerability, except 
    all spells up to 4th level are blocked.
    ADVICE - The same as the Minor version - how often do lower level spells 
    get cast at you? Not often. So leave this spell on the scroll where it 
    IMPROVED HASTE (Alteration)
    Range: LoS
    Casting Time: 3
    Duration: 3 rounds + 1 round/level
    Saving Throw: N/A
    Area of Effect: 1 creature
    This spell doubles movement and attack rates of its subject. They gain a 
    -2 initiative bonus. This spell causes no fatigue. It is not cumulative 
    but negates Slow.
    ADVICE - Powerful, but only one subject means you'll have one guy 
    zipping miles ahead, getting into potential danger. Hence a lot of 
    micro-management will be involved but if you're OK with thay, this is a 
    good spell.
    INVISIBLE STALKER (Conjuration)
    Range: 40 yds
    Casting Time: 1 round
    Duration: 9 hours
    saving Throw: N/A
    Area of Effect: N/A
    This spell summons an Invisible Stalker. It has 8HD and obeys the caster 
    ADVICE - The Invisible Stalker is a dangerous creature and hence this is 
    a good summon spell. It isn't great in a slogging fight though - use 
    subtlety and its natural invisibility.
    MISLEAD (Illusion)
    Range: 0
    Casting Time: 1
    Duration: 1 round/level
    Saving Throw: N/A
    Area of Effect: Caster
    This spell causes the caster to become improved invisible, and also 
    creates an immobile duplicate of the caster, which remains until reduced 
    to 0HP of dispelled.
    ADVICE - This is effective against low intellegence monsters as they 
    will attack the dummy, allowing you to prepare or even continue fighting 
    with the monsters unknowing. This is a worthwhile spell, so I recommend 
    keeping one available.
    PIERCE MAGIC (Abjuration)
    Range: LoS
    Casting Time: 6
    Duration: Special
    Saving Throw: None
    Area of Effect: 1 creature
    The first affect of this spell is, for 1 round/level of caster, to 
    reduce the target's magic resistance by 1%/level. The second is to 
    remove one spell protection of 6th level or lower. Magic resistance does 
    not apply.
    ADVICE - This is dangerous when you're facing enemies with MR and spell 
    protections, so use it if you know you're coming up against such NPCs, 
    but otherwise, ignore.
    POWER WORD SILENCE (Conjuration)
    Range: 30 yds
    Casting Time: 1
    Duration: 3 rounds
    Saving Throw: None
    Area of Effect: 1 creature
    This spell totally silences the victim and all within 1 foot for the 
    ADVICE - The abysmal duration makes this spell terrible, but I used it 
    once in the game... when fighting Irenicus at the end for 3 rounds he was 
    totally unable to defend himself while I lopped hit points off him. 
    That's the only situation it's any use in - buying time against tough 
    Range: Touch
    Casting time: 6
    Duration: 1 round/level
    Saving Throw: N/A
    Area of Effect: 1 creature
    This confers 50% invulnerability to all magical based attacks.
    ADVICE - A very good spell protection, half a chance of causing problems 
    with spells, I recommend this spell.
    Range: 0
    Casting Time: 1
    Duration: 4 rounds
    Saving Throw: N/A
    Area of Effect: Caster
    This confers total invulnerability to all magical weapons. It cannot be 
    cast on someone who is protected from normal weapons.
    ADVICE - Highly powerful, but with short duration, it's high speed 
    casting means that it's built for the thick of combat to buy time. Use 
    it for no other purpose.
    SPELL DEFLECTION (Abjuration)
    Range: 0
    Casting Time: 6
    Duration: 3 rounds/level
    Saving Throw: N/A
    Area of effect: Caster
    This identical to Minor Spell Deflection except it it affects a total of 
    up to 10 spell levels.
    ADVICE - At last a decent spell protection, that will find decent usage. 
    Problem is it will deflect 2 spells at best, so it doesn't last long. 
    But for that time you're well protected.
    STONE TO FLESH (Alteration)
    Range: LoS
    Casting Time: 6
    Duration: Permanent
    Saving Throw: None
    Area of Effect: 1 creature
    This automatically turns any petrified creature back to life, along with 
    their gear.
    ADVICE - You'll use it rarely if at all, but always have it to hand in 
    case, you never know when you'll need it. Don't waste slots on it 
    SUMMON NISHRUU (Conjuration)
    Range: 40 yds
    Casting Time: 1 round
    Duration: 1 round/level
    Saving Throw: N/A
    Area of Effect: N/A
    This will summon a deady, magic consuming Nishruu into being totally 
    under the power of the caster.
    ADVICE - Easily more powerful than any summon so far, always have this 
    in a slot, it creates a creature possibly more dangerous than any other 
    to magic users.
    Range: 0
    Casting Time: 6
    Duration: 1 round/level
    Saving Throw: None
    Area of Effect: Caster
    This spell turns the wizard into a veritable fighting machine. H's HPs 
    double, his AC is 4 better, his fighting abilities are that of a fighter 
    of his level, each attack is made at +2 and has +2 damage.
    ADVICE - Weak spellcasters should use this regularly, it really does 
    turn the caster into a capable fighter - when combat looms, this is a 
    vital spell to use.
    TRUE SIGHT (Divination)
    Range: LoS
    Casting Time: 6
    Duration: Instant
    Saving Throw: None
    Area of Effect: 20' radius
    This automatically dispels all hostile illusions in the area.
    ADVICE - By far the best divination around, this chops all 
    invisibilities away - you'd be amazed how many invisible characters 
    there are. Always give over a spell slot.
    WYVERN CALL (Conjuration)
    Range: 40 yds
    Casting Time: 1 round
    Duration: 1 rund/level
    Saving Throw: N/A
    Area of Effect: N/A
    This calls a wyvern to appear under the influence of the caster, and it 
    will obey his every command.
    ADVICE - This is quite powerful, but to tell you the truth a Nishruu is 
    far better, so use that summon spell, not this one.
    Mage Spells - Level 7
    CACOFIEND (Conjuration)
    Range: LoS
    Casting Time: Special
    Duration: 15 rounds
    Saving Throw: N/A
    Area of Effect: N/A
    This will summon a powerful demon into existence that fights anyone, 
    unless they are Protected From Evil.
    ADVICE - The danger of it attacking you is non-existent if you have 
    Keldorn in your party, he can cast PFE repeatedly. However, it just 
    seems... the demon never does much damage. No idea why. Maybe it's just me 
    - anyway, I leave it alone for that reason.
    CONTROL UNDEAD (Necromancy)
    Range: LoS
    Casting Time: 7
    Duration: 6 rounds + 1 round/level
    Saving Throw: Special
    Area of Effect: N/A
    This spell control 1-4 undead creatures in the area. They serve the 
    caster utterly for the duration. Undead of up to 3HD get no save, 4HD+ 
    they may make a save to negate.
    ADVICE - The attraction of controlling huge undead is obvious, but they 
    almost always make the save. Weeny undead get no save but if you cast 
    Animate Dead, you save two levels and get more minor undead. This makes 
    this spell fairly poor.
    Range: LoS
    Casting Time: 7
    Duration: Special
    Saving Throw: Half
    Area of Effect: 30' radius
    This spell is identical to the spell Skull Trap, except it deals 14d6 
    ADVICE - Simply, this spell deals so much damage it can floor several 
    creatures - plus you can use it as an ambush trap as well. I recommend 
    giving over a spell slot to it.
    FINGER OF DEATH (Necromancy)
    Range: LoS
    Casting Time: 5
    Duration: Instant
    Saving Throw: Neg.
    Area of Effect: 1 creature
    The target of this spell must make a save at -2, or die instantly.
    ADVICE - Incredibly powerful, casting this on lower-save, greater 
    malisoned creatures means a kill most times. Even without these the 
    chance of a kill is still good, plus it can affect ANYONE, no 
    limitations on HD. Definitely worth using.
    LIMITED WISH (Conjuration)
    Range: N/A
    Casting Time: 9
    Duration: Special
    Saving Throw: N/A
    Area of Effect: Special
    This spell allows the caster to pick a wish from a list. The higher the 
    wisdom of the caster, the more likely the spells will have beneficial 
    effects - you won't know until they're cast.
    ADVICE - The more powerful the wish, the higher the wisdom needed. Never 
    attempt this without high wisdom, but if you do have good wisdom, cast 
    at will.
    MANTLE (Abjuration)
    Range: 0
    Casting Time: 1
    Duration: 4 rounds
    Saving Throw: N/A
    Area of Effect: Caster
    The effect of this spell is to confer invulnerability to the caster from 
    all weapons less than +3 in enchantment.
    ADVICE - Quite powerful, designed to buy time in the middle of combat, 
    to tell the truth I'd rather spend my time casting an offensive spell. 
    Your wizards shouldn't be in the thick of it anyway.
    Range: LoS
    Casting Time: 7
    Duration: 1 round/level
    Saving Throw: N/A
    Area of Effect: 30' radius
    All allies in the radius of this spell are affected by the spell 
    Improved Invisibility.
    ADVICE - A very potent spell, causing your entire party to become 
    invisible, the short duration is the only problem. Otherwise, this a 
    recommended spell.
    Range: 0
    Casting Time: 7
    Duration: 1 round/level
    Saving Throw: N/A
    Area of Effect: N/A
    This creates a sentient sword under the control of the caster that 
    attack and moves independantly of a wielder. It has the THAC0 of a 
    fighter half the wizard's level, and acts as a +4 weapon, dealing 1d16 
    (+4) damage.
    ADVICE - As mentioned above, this bizarrely has a Greenstone Amulet in 
    its protection, which you can pick-pocket of it. Note it can be 
    poisoned! This sword is powerful and can lend an edge in combat, and for 
    the duration it can be used to take on especially scary enemies without 
    the caster and allies getting involved - it can't take normal damage, 
    after all. Not brilliant, but very versatile and often useful.
    POWER WORD STUN (Conjuration)
    Range: LoS
    Casting Time: 1
    Duration: Special
    Saving Throw: None
    Area of Effect: 1 creature
    The target becomes stunned - if it has up to 29 HPs are stunned for 4d4 
    rounds, 30-59 for 2d4 rounds, 60-89 for 1d4 rounds, and 90+ are not 
    affected. Note the current HPs are used.
    ADVICE - Powerful, as no save is allowed, and I stunned a dragon once 
    when it was down to Injured. However, it only has one target, so if 
    you're facing 1 enemy, this is good otherwise leave it alone.
    PRISMATIC SPRAY (Conjuration)
    Range: 20 yds
    Casting Time: 7
    Duration: Instant
    Saving Throw: Special
    Area of Effect: 70' long cone.
    When this is cast, a clolourful spray of magic is thrown out. Any 
    creature under 8HD is blinded for 5 rounds by the spell. Also if struck 
    by the rays they suffer other affects, even if over 8HD:
    Red - 20 HPs damage, save for half
    Orange - 40 HPs damage, save for half
    Yellow - 80 HPs damage, save for half
    Green - Save or die, if saved 20 HPs damage
    Blue - Save or be petrified
    Indigo - Save or be feebleminded
    Violet - Save or be disintergrated.
    ADVICE - Obviously, this spell is shockingly potent, the only problm 
    being you need good range judgement for full effect, but with practice 
    this spell is awesomely dangerous. Worth using, especially against low-
    save creatures like Umber Hulks.
    PROJECT IMAGE (Illusion)
    Range: 0
    Casting Time: 1
    Duration: 1 round/level
    Saving Throw: N/A
    Area of Effect: Caster
    This creates a copy of the caster that is identical in every respect. 
    The caster cannot move while his copy is alive. If he is hurt or the 
    copy killed, he can move again.
    ADVICE - Essentially, this is giving the caster a second life. Because 
    of this it can be very helpful indeed provided you find a safe place for 
    the actual caster.
    Range: Touch
    Casting Time: 7
    Duration: 1 round/level
    Saving Throw: N/A
    Area of Effect: 1 creature
    This spell confers 75% resistance to all forms of magical or non-magical 
    element-based attacks.
    ADVICE - Very powerful indeed - a reasonable duration, and if you add 
    Protection from Magic Weapons and Normal Missiles (a nasty combo), 
    you're nearly invincible. Many attacks will be absorbed by this, so it's 
    probably the best defensive level 7 spell.
    RUBY RAY OF REVERSAL (Alteration)
    Range: LoS
    Casting Time: 5
    Duration: Instant
    Saving Throw: None
    Area of Effect: 1 creature
    This will immediately remove one spell protection of the highest level 
    on the target. Magic resistance does not apply.
    ADVICE - This isn't weak, but it's far too high a level, so wasting high 
    slots on it is pointless.
    SPELL SEQUENCER (Invocation)
    Range: N/A
    Casting Time: 1 round
    Duration: Special
    Saving Throw: N/A
    Area of Effect: N/A
    This spell is identical to Minor Spell Sequencer, except that you can 
    store 3 spells of up to 4th level.
    ADVICE - When you reach the stage of the game where you're casting 7th 
    level spells, 4th level spells just aren't good enough. Hence this 
    sequencer isn't particularly useful.
    SPELL TURNING (Abjuration)
    Range: 0
    Casting Time: 7
    Duration: 3 rounds/level
    Saving Throw: N/A
    Area of Effect: Caster
    This is identical to Minor Spell Turning, except it reflects up to 12 
    spell levels.
    ADVICE - Like all spell protections, despite this being very potent, it 
    doesn't last very long. The effect is good though, and you may want to 
    consider using this.
    SPHERE OF CHAOS (Alteration)
    Range: 0
    Casting Time: 7
    Duration: 1 turn
    Saving Throw: Special
    Area of Effect: 30' radius
    In the area a save must be made every round or they will be randomly 
    either: polymorphed into a squirrel, confused, set alight, paralysed, 
    disintergrated, healed 20 HPs, randomly teleported, made unconscious or 
    ADVICE - You need to know what you're doing when you cast spells, and 
    this is far too random and dangerous to your party. Never cast this, 
    EVER, unless you're only playing for fun, in which case it can be quite 
    amusing and spectacular!
    Range: 40 yds
    Casting Time: 1 round
    Duration: 1 round/level / 8 rounds + 1 round/level
    Saving Throw: N/A
    Area of Effect: N/A
    This summons the appropriate magical beast to fight on your side. Note 
    they will turn on casters who mistreat them badly.
    ADVICE - Powerful creatures, yet the only summon spell on level 7 that's 
    truly fantastic is the Hakeashar one, so while these are fine, use that 
    SUMMON HAKEASHAR (Conjuration)
    Range: 40 yds
    Casting Time: 1 round
    Duration: 8 rounds + 1 round/level
    Saving Throw: N/A
    Area of Effect: N/A
    This summons an even more powerful version of the deadly Nishruu, with 
    similar effects to that spell.
    ADVICE - Nishruu are deadly, these are so dangerous I'll go as far as to 
    say I fear them far more than any other summonable creature. Keep this 
    available, use it often, it is simply astonishing how incredible this 
    WARDING WHIP (Abjuration)
    Range: 10 yds
    Casting Time: 7
    Duration: 3 rounds
    Saving Throw: None
    Area of Effect: 1 creature
    This will remove one spell protection from the target, highest level 
    ones first, one each round for the duration.
    ADVICE - The Ruby Ray times 3 on the same level - why bother with the 
    other one? This is an excellent spell protection remover, very good when 
    you need it.
    Mage Spells - Level 8
    Range: LoS
    Casting Time: 8
    Duration: Instant
    Saving Throw: Half
    Area of Effect: 15' radius
    This drains bodies of water. It does 1d8 damage/level, save for half. 
    Water and plant creatures have a -2 penalty to their save.
    ADVICE - Very powerful indeed, and one of the better offensive spells, 
    while I didn't use it much, don't discount it by any means. The big 
    problem is the small area.
    IMPROVED MANTLE (Abjuration)
    Range: 0
    Casting Time: 1
    Duration: 4 rounds
    Saving Throw: N/A
    Area of Effect: Caster
    This spell offers protection from all weapons of enchantment under +4.
    ADVICE - Like Mantle, it is useful for fighter/mages in the thick of 
    things, but for most casters it shouldn't be used because you shouldn't 
    be in combat in the first place. Very powerful though.
    INCEDIARY CLOUD (Invocation)
    Range: 10 yds
    Casting Time: 8
    Duration: 1 round/level
    Saving Throw: Half
    Area of Effect: 20' radius
    This creates a cloud of flame. For every round in it you suffer 1d4 
    damage/level, save for half.
    ADVICE - Bad, because the damage is low and the area too small too keep 
    enemies in it so they take lots of damage. Use Horrid Wilting instead, 
    it's much better.
    MAZE (Conjuration)
    Range: Touch
    Casting Time: 3
    Duration: Special
    Saving Throw: None
    Area of Effect: 1 creature
    This traps the victim in an extraplanar maze. The time it takes him to 
    escape depend on his intellegence. When escapes they are returned to the 
    spot they left. Freedom prematurely dispels the maze.
    Intellegence under 3     2d4 turns trapped
    3-5                      1d4 turns
    6-8                      5d4 rounds
    9-11                     4d4 rounds
    12-14                    3d4 rounds
    15-17                    2d4 rounds
    18+                      1d4 rounds
    ADVICE - A great combo is with Feeblemind here, they stay gone for ages. 
    This is very powerful, instantly, no save, removing the toughest of NPCs 
    from the equation. Use it to make a fight easier or regroup, heal and 
    preapre, but use it.
    PIERCE SHIELD (Abjuration)
    Range: LoS
    Casting Time: 8
    Duration: Instant
    Saving Throw: None
    Area of Effect: 1 creature
    The victim of this spell first loses 10% + 1%/level magic resistance. 
    Then they lose one spell protection of any level. Magic resistance does 
    not apply.
    ADVICE - Powerful, but there are far better spells here, so I leave it 
    alone, you'd be better off with most the level 8s.
    POWER WORD BLIND (Conjuration)
    Range: LoS
    Casting Time: 1
    Duration: 6 rounds
    Saving Throw: None
    Area of Effect: 10' radius
    The affected creatures become blind for the duration.
    ADVICE - At this level, blindness is simply not a great enough effect 
    for 6 rounds. It won't help much, so leave this spell well alone.
    Range: Touch
    Casting Time: 8
    Duration: 1 round/level
    Saving Throw: N/A
    Area of Effect: 1 creature
    This spell confers 75% resistance to all non-physical attacks.
    ADVICE - Very powerful, the best defensive spell at this level. It's 
    good because your wizard should be out the fighting, but spells can 
    still get him. With Protection From Normal Missiles he's almost 
    SIMULACRUM (Illusion)
    Range: 0
    Casting Time: 9
    Duration: 1 round/level
    Saving Throw: N/A
    Area of Effect: Caster
    This creates a duplicate of the caster, with 60% the level but otherwise 
    ADVICE - Why bother? You don't need another caster, for that 9 you could 
    cast spells that affect the combat. The spells from your duplicate are 
    of lower level hence a good bit weaker. If it's for misleading enemies 
    try Mislead or Shadow Door.
    SPELL TRIGGER (Invocation)
    Range: 0
    Casting Time: 1 round
    Duration: Permanent
    Saving Throw: N/A
    Area of Effect: Caster
    This is identical to Spell Sequencer, except the spells stored may be up 
    to 6th level.
    ADVICE - Better than the others, but still the comments I made for them 
    apply, though I think much more of this than the other two.
    SUMMON FIEND (Conjuration)
    Range: LoS
    Casting Time: 9
    Duration: 15 rounds
    Saving Throw: N/A
    Area of Effect: N/A
    The same as Cacofiend, but the summoned demon is more powerful.
    ADVICE - The same as for Cacofiend.
    SYMBOL, DEATH (Conjuration)
    Range: 30 yds
    Casting Time: 1 round
    Duration: Permanent
    Saving Throw: Neg.
    Area of Effect: Special
    This symbol remains like a Skull Trap, except that it kills any creature 
    under 60 HPs failing their save. Creatures of over 60 current HPs are 
    ADVICE - Very powerful effect, but most creatures will make their save, 
    and you have to reduce many to 60 HPs, which is hard when you can't set 
    the symbol off by coming too close. Dangerous, but not vastly.
    SYMBOL, FEAR (Conjuration)
    Range: 100'
    Casting Time: 1 round
    Duration: 1 round/level
    Saving Throw: Neg.
    Area of Effect: Special
    This symbol causes all creatures to make a save at -4 or flee for the 
    ADVICE - More likely to work but less powerful, also inconvenient as 
    some enemies just right away so you lose them.
    SYMBOL, STUN (Conjuration)
    Range: 30 yds
    Casting Time: 1 round
    Duration: 1 round/level
    Saving Throw: Neg.
    Area of Effect: Special
    This symbol is identical to the Fear one except victims are stunned.
    ADVICE - Simply brilliant - your enemies stunned totally making them 
    easy targets. This is essential, the best spell at this level. Always 
    have one handy!
    Mage Spells - Level 9
    ABSOLUTE IMMUNITY (Abjuration)
    Range: 0
    Casting Time: 1
    Duration: 4 rounds
    Saving Throw: N/A
    Area of Effect: Caster
    This confers complete invulnerability to all weapons except of +5 or 
    better enchantment.
    ADVICE - Very powerful but not the best spell on level 9 by any stretch, 
    so there's no point in using because of the considerably better spells 
    around. Otherwise, use in the same fashion as the Mantle spells (buy 
    time in combat). See those entries for further advice.
    Range: 0
    Casting Time: 9
    Duration: 1 round/level
    Saving Throw: N/A
    Area of Effect: N/A
    This creates a sword like rift in the fabric of reality. It acts as a +5 
    sword the caster is proficient with. It deals 2-24 damage. The sword 
    gives the caster the THAC0 of a fighter of half his level. Every target 
    hit must make a save at +4 or be disintergrated.
    ADVICE - For fighter/mages, immensely powerful. For ordinary casters 
    though, they should never get close enough to wield a sword - they 
    should be well out of the way, hence you shouldn't need this spell 
    unless you're a fighter/mage.
    CHAIN CONTINGENCY (Invocation)
    Range: 0
    Casting Time: 1 turn
    Duration: Special
    Saving Throw: N/A
    Area of Effect: Caster
    This spell is identical to Contingency except you can store three spells 
    of up to any level.
    ADVICE - Simply, the greatest spell in the game. Always be able to use 
    it, and try it with Time Stop, Shapechange and Spell Trap! Don't forget 
    to remove Contingency if you get slots at 9th level.
    ENERGY DRAIN (Necromancy)
    Range: Touch
    Casting Time: 3
    Duration: Permanent
    Saving Throw: None
    Area of Effect: 1 creature
    This spell automatically drains 2 levels from the target.
    ADVICE - Incredibly powerful, but beware you must get close to cast it. 
    Any victim of this spell is going to be considerably less of a 
    challenge. Brilliant for fighter/mages.
    FREEDOM (Abjuration)
    Range: 0
    Casting Time: 9
    Duration: Instant
    Saving Throw: None
    Area of Effect: Current map
    Everyone affected by Maze or Imprisonment in the area is automatically 
    freed and returned to the point they were standing when they were 
    ADVICE - Never generally use it, but this can potentially be a vital 
    spell. Have it available but not in spell slots.
    GATE (Conjuration)
    Range: LoS
    Casting Time: 9 rounds
    Duration: 33 rounds
    Saving Throw: N/A
    Area of Effect: N/A
    Similar to Summon Fiend, except the summoned monstrosity is of immense 
    ADVICE - The creature here is vastly powerful and hangs around for an 
    age. Note that the duration sometimes means Protection From Evil runs 
    out while the Pit Fiend is still around! I don't use it much but if you 
    want a summoning this is serious stuff!
    IMPRISONMENT (Abjuration)
    Range: Touch
    Casting Time: 9
    Duration: Permanent
    Saving Throw: N/A
    Area of Effect: 1 creature
    This spell automatically imprisons the touched creature many leagues 
    into the Earth's crust, only to be freed when Freedom is cast, otherwise 
    the victim will be stuck for all time.
    ADVICE - I'm not even bothered by the range of this spell - instant 
    imprisonment? Effectively, they're dead, I've never seen any NPC cast 
    Freedom. Instant death, no save. OK, you don't get their equipment, but 
    by the time you can cast this you should have most the game's best stuff 
    METEOR SWARM (Invocation)
    Range: 90 yds
    Casting Time: 9
    Duration: 4 rounds
    Saving Throw: None
    Area of Effect: Special
    This calls burning rocks to rain upon the area. Any struck will take 4-
    40 damage, no save.
    ADVICE - No save but the 4d10 damage rarely does too much. Plus it can 
    hurt friends, hence I never use this spell, it's far too weak for level 
    POWER WORD KILL (Conjuration)
    Range: LoS
    Casting Time: 1
    Duration: Instant
    Saving Throw: None
    Area of Effect: 1 creature
    This spell automatically slays and creature with 60 or less current HPs, 
    no save.
    ADVICE - Another hugely powerful spell. This can floor badly injured 
    dragons even. Really is capable of big things, but I prefer Imprisonment 
    as it just outright destroys, regardless of HPs.
    SHAPECHANGE (Alteration)
    Range: 0
    Casting Time: 9
    Duration: 5 turns
    Saving Throw: N/A
    Area of Effect: Caster
    This spell is like Polymorph Self, except the available creatures are: 
    Mind Flayer; Iron Golem; Greater Wolfwere; Earth or Fire Elemental; 
    Giant Troll.
    ADVICE - A superb spell, which allows you to get into the thick of 
    things. I like to first stun as a Mind Flayer then turn into an Iron 
    Golem, if I get damaged (fat chance!), a Greater Wolfwere to regenerate. 
    Use this spell often.
    SPELLSTRIKE (Abjuration, Alteration)
    Range: LoS
    Casting Time: 5
    Duration: Instant
    Saving Throw: None
    Area of Effect: 1 creature
    This totally destroys all spell protections of the target. Magic 
    Resistance does not apply.
    ADVICE - Very good whenever you're up against wizard NPCs late on, they 
    are fond of protections like this. Only use if you know you're oppoenent 
    will be casting spell protections though.
    SPELL TRAP (Abjuration)
    Range: 0
    casting Time: 9
    Duration: 1 round/level
    Saving Throw: N/A
    Area of Effect: Caster
    This creates an effect similar to Spell Deflection, that affects up to 
    30 levels of spells. In addition, it restores to your memory cast spells 
    of equal level to those absorbed.
    ADVICE - A superb spell protection - restores spells of yours as it 
    blocks out (lots of) enemy ones. If you want a spell protection, this is 
    the only one to use!
    TIME STOP (Alteration)
    Range: 0
    Casting Time: 9
    Duration: 6 rounds
    Saving Throw: None
    Area of Effect: Special
    This spell totally freezes time for all but the caster for the duration. 
    He may cast spells and attack, but the effect will not appear until the 
    spell stops.
    ADVICE - Highly powerful, allows you to run away, cast important spells 
    faster and generally sort things out without any difficulties. I suggest 
    using it.
    WAIL OF THE BANSHEE (Necromancy)
    Range: 0
    casting Time: 9
    Duration: Instant
    Saving Throw: Neg.
    Area of Effect: 30' radius
    The spell causes a ghostly wail to echo from the caster's lips. Those 
    who fail the save die instantly. Friends are immune.
    A valuable tool that lets you make your own party meaning maximum effect 
    against all enemies. I recommend this party:
    Human cavalier: The ultimate unkillable combat monster.
    Elf archer: The ultimate ranged beast.
    Halfling thief: Full thief skills, essential.
    Human conjurer: Spell casting power doesn't come any easier.
    Human priest of xxxxx: For healing and creeping doom.
    Half-orc Kensai: Tres tres nasty, my friends, with str. and con. at 19!
    The alternative is the classic BG1 party - the Ranger bash.
    Human ranger: combat nasty with bonuses.
    "           ":"                        "
    Elf archer: nastier from range.
    Human Cleric: Buff/healing/creeping doom.
    Human specialist mage: the obvious
    Halfling Thief: for the obvious.
    I prefer the first one, but it's entirely up to you, I certainly used 
    the second in BG1 (Me, Minsc, Kivan, Branwen, Dynaheir, 
    Of course there are countless combinations and you can experiment, those 
    are just the most common ones. Themed parties are great for a bit of fun 
    Possibly the most powerful and diverse species you encounter is the 
    dragon. There are five in the game, all of different species, that do 
    different damage. And you might think that your hero with 125% magic 
    resistance, cloak of mirroring and the Dragonslayer sword is safe, but 
    oh no...
    Here's a run down on the three dragons you fight (you help the Silver 
    Dragon, and she helps you, see Underdark section, and the other one is 
    Red: The Red Dragon is actually Lord Jierdan Fikraag. He is found 
    underneath the Windspear Hills.
       BREATH TYPE: fire damage, circular radius.
       MAGIC RESISTANCE: very high.
       ITS MAGIC: level 3/4 spells (hold person, dispel magic, stoneskin).
       HORDE: money, red dragon scales, Holy Avenger Carsomyr +5.
    Shadow: This Dragon is under the Ruined Temple. You can be rendered 
    invisible to it by a Wardstone.
       BREATH TYPE: electric damage, cone radius.
       MAGIC RESISTANCE: medium.
       ITS MAGIC: level 3/4 spells.
       HORDE: money, shadow dragon scales, crom faeyr scroll.
    Black: Called Nizidramonii'yt, this is Irenicus' steed, found in the 
    Woodland Clearing NE of Suldanessellar.
       BREATH TYPE: acid damage, cone radius.
       ITS MAGIC: equivalent to level 1/2 with stoneskin too.
       HORDE: money, cup of life, bladeslinger chain +4.
    In addition all dragons do great damage with their slashing claws and 
    have "wing attack", which blows your party away unconscious (I believe 
    there is a save vs. Spells, but it has a very large penalty).
    Of course if you have Lower Resistance then suddenly that high magic 
    resistance is not so much of a problem, and Finger of Death preceded by 
    Greater Malison will finish off most any beast. 
    Credits: To Rasskazov Konstantin and eagle3 for information  on the 
    Plane of Air bit.
             Jay h cunningham for some player character info.
             Medanmann for far too much stuff to list here!
             Michael Koo for plenty of stuff.
             Jody Hehenkamp for even more help.
             Jordan Cherncev for a large heap of useful stuff also.
             Drogo (keep up the Dragon's Breath Tavern!), Cyber_bob and 
    many, many others for bringing stuff to my attention. There are 
    literally dozens so instead of mentioning everybody here, I'll thank you 
    all as a whole!
             I'd especially like to re-mention Medanmann, Mike Koo and Jody 
    H, as they gave hordes of help and were very supportive, polite and 
             To everyone who's helped with finding magic items so far, I've 
    been inundated with e-mails about this!
             To all of you who send e-mails of encouragement -  it's 
    Page History: -preliminary 0.1 completed.  
                  -preliminary 0.2 completed.
                        The slums section added.
                        City Gates section added.
                        The docks section added.
                        Temple section added.
                        New monsters + NPCs added to list.
                        Misleading errors corrected.
                        Clarity of FAQ improved.  
                       Added to Monster Fighting Tactics section.  
                  -preliminary 0.3 completed.
                        Information added to Dungeon under Waukeen's 
    Promenade section.
                        Information added to Temple section.
                        Government District section added.
                        The aid of the Shadow Thieves section added.
                        Spellhold Island section added.
                        Information added to the Slums section.
                        Information added to the Docks section.
                        New monsters + NPCs added to list.
                        Misleading errors completed.
                  -preliminary 0.35 completed.
                        Information added to Spellhold Island section.
                        Spellhold section added.
                        New monsters + NPCs added to list.
                  -preliminary 0.4 completed.
                        Information added to Spellhold section.
                        The Underwater City section added.
                        Added greatly to appendices.
                        New monsters + NPCs added to list.
                  -preliminary 0.5 completed.
                        Information added to the Slums section.
                        The Underdark section added.
                        Ust Natha section added.
                        New monsters + NPCs added to list.
                  -preliminary 0.6 completed.
                        Exit from the Underdark section added.
                        D'Arnise Hold section added.
                        Windspear Hills section added.
                        Umar Hills section added.
                        Temple Ruins section added.
                        Trademeet section added.
                        Druid Grove section added.
                        Small Teeth Pass and North Woods section added.
                        Forest of Tethir section added.
                        Graveyard revisited section added.
                        Bridge District section added.
                        Suldanessellar section added.
                        Information added to Temple section.
                        Information added to the City Gates section.
                        Information added to the Government District 
                        New monsters + NPCs added to list.
                  -preliminary 0.65 completed.
                        Woodland Clearing section added.
                        Information added to the Forest of Tethir section.
                        Information added to Suldanessellar section.
                        New monsters added to list.
                        Added How To Kill A Dragon appendice.
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                        Hell section added.
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                        Corrected some misleading errors.
                  -version 1.1 completed.
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                        Information added to Government District 
                        Information added to Bridge section.
                        Corrected some misleading errors.
                  -version 1.2 completed.
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                        Information added to Temple section.
                        Information added to the Bridge section.
                        Information added to De'Arnise hold section.
                        Information added to Waukeen's Promenade section.
                        Corrected a misleading error.
                  -version 1.3 completed.
                        Information added to the Slums section.
                        Information added to Umar Hills section.
                        Added Graveyard District section.
                        New monsters + NPCs added to list.
                        Information added to Trademeet section.
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                        Corrected a misleading error.
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                  -version 1.4 completed.
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