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For ease of use, make sure your browser is displaying all the numbers on the line below. 123456789012345678901234567890123456789012345678901234567890123456789012 o======================================================================o | | | Baldur's Gate 2: Shadows of Amn & Throne of Bhaal | | | o======================================================================o "Beating Baldur's Gate 2 in 1024 Easy Steps!" Version 1.03 Written by: Nathan Garvin Edited by: Lee Kadel Email: Theendbringer (at) Hotmail (dot) com. If you're going to email me about this guide, make sure you put "BALDURS GATE 2" in the title, or I'll probably end up deleting it as junk. Guide Information <----------------------------------------------------------------------> This FAQ was made in Notepad, and is best viewed in a simple text editor. The default text is Lucida Console at size 10 font, but any fixed-width font will work... if not with the intended aesthetics intact. Note that this is an incredibly large FAQ, and depending on your computer, internet speed, and the restlessness of computer gremlins, you may have to refresh this file several times to get the whole thing to load. Look for the ***END OF FILE*** line at the bottom to ensure you've got the whole thing. Legal <----------------------------------------------------------------------> I have no affiliation with Bioware, Black Isle, Interplay, Atari, or any other parties involved with this game. This is a not-for-profit fan-made guide. If you wish to post, mirror, or quote this guide, feel free to do so. Credit would make me happy, an email would make me feel good. Let your conscience be your guide, just like all good people. Supporting HaeravonFAQs <----------------------------------------------------------------------> Now, I know this is a not-for-profit FAQ, but FAQ writing is time consuming work. If you wanted to show your appreciation for this FAQ and/or support for future FAQs by donating to my PayPal account, that would be an above-and-beyond gesture. If every person who downloaded my FAQs donated a penny... well, it would help out immensely (not really, since it won't even cover PayPal's fees, and in fact, very, very few people out of my 2,000,000 hits donate anything-it's hyperbolic speech, people). Now, without any more PBS-style solicitation... https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=delirious devil%40hotmail%2ecom&lc=US&item_name=HaeravonFAQs&currency_code=USD&bn =PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted Alternatively, you can use the PayPal button on my webpage, at www.haeravon.com (Note: For you funny souls who donated exactly $.01... thanks for calling me out on my hyperbolic speech. The real idea behind that statement is the fact that, with over 2,000,000 hits on GameFAQs.com

alone, such a paltry investment on the part of everybody who benefited from my guides would immensely contribute to my ability to create more guides.) HaeravonFAQs on Facebook <----------------------------------------------------------------------> If you liked this FAQ, if you like talking about video games, if you think sunshine was for people who were born before they had the good sense to invent pixels, then you're not alone. Check out my Facebook page at (www.facebook.com/HaeravonFAQs) for mindless video game chatter, information about updates and upcoming FAQs, or for just a more direct connection to yours truly, so you can tell me in person about all the mistakes, typos, and other imperfections you've found. Haeravon.com <----------------------------------------------------------------------> Yeah, there's a website, of course there's a website. You KNEW there would be a website eventually. If the meagre pickings of Facebook doesn't do it for you, if you want full articles, stories, opinion pieces, reviews, and even more in-depth gaming information provided by Haeravon and fellow contributors (die-hard nerds, one and all) check out Haeravon.com, a gaming community that really is made for-and bygamers. Table of Contents o======================================================================o >>>>>>>>>>>>>>GAMEPLAY INFORMATION<<<<<<<<<<<<<< I. Introduction {INT001} 1. Using this FAQ {INT002} 2. Continuity {INT003} 3. Items {INT004} 4. Rewards {INT005} 5. Traps {INT006} 6. Active Pause {INT007} 7. Scaling Enemies {INT008} 8. Mods {INT009} 9. Patching {INT010} II. 2nd Edition Dungeon and Dragons Mechanics (Character Creation) {DND000} 1. Composition {DND001} 2. Gender {DND002} 3. Race {DND003} 3.1 Class Restrictions by Race{DND004} 3.2 Human {DND005} 3.3 Elf {DND006} 3.4 Half-Elf {DND007} 3.5 Gnome {DND008} 3.6 Halfling {DND009} 3.7 Dwarf {DND010} 3.8 Half-Orc {DND011} 4. Class {DND012} 4.1 Dual-Classing {DND013} 4.2 Multi-Classing {DND014} 4.3 Dual-and-Multi-Classing in{DND015} Baldur's Gate 2 4.4 Class Kits {DND016} 4.5 Barbarian {DND017} 4.5 Bard {DND018} 4.6 Blade {DND019} 4.7 Jester {DND020}

4.8 Skald 4.9 Cleric 4.10 Priest of Talos 4.11 Priest of Helm 4.12 Priest of Lathander 4.13 Cleric/Ranger 4.14 Druid 4.15 Totemic Druid 4.16 Shapeshifter 4.17 Avenger 4.18 Fighter 4.19 Berserker 4.20 Wizard Slayer 4.21 Kensai 4.22 Fighter/Cleric 4.23 Fighter/Druid 4.24 Fighter/Mage 4.25 Fighter/Mage/Cleric 4.26 Fighter/Mage/Thief 4.27 Fighter/Thief 4.28 Mage 4.29 Mage/Cleric 4.30 Mage/Thief 4.31 Monk 4.32 Paladin 4.33 Cavalier 4.34 Inquisitor 4.35 Undead Hunter 4.37 Ranger 4.38 Archer 4.39 Stalker 4.40 Beast Master 4.41 Sorcerer 4.42 Thief 4.43 Assassin 4.44 Bounty Hunter 4.45 Swashbuckler 4.46 Thief/Cleric 4.47 Wild Mage 4.48 Wild Surge Table 5. Alignment 5.1 Reputation Effects 6. Abilities 6.1 Strength 6.2 Dexterity 6.3 Constitution 6.4 Intelligence 6.5 Wisdom 6.6 Charisma 6.7 Improving Your Abilities 6.8 Suggested Abilities by Class 7. Skills 7.1 Weapon Proficiencies by Class/Level 7.2 Weapon Proficiency Perks by Rank 7.3 Fighting Style Perks by Rank 7.4 Proficiency Selection by Class

{DND021} {DND022} {DND023} {DND024} {DND025} {DND026} {DND027} {DND028} {DND029} {DND030} {DND031} {DND032} {DND033} {DND034} {DND035} {DND036} {DND037} {DND038} {DND039} {DND040} {DND041} {DND042} {DND043} {DND044} {DND045} {DND046} {DND047} {DND048} {DND049} {DND050} {DND051} {DND052} {DND053} {DND054} {DND055} {DND056} {DND057} {DND058} {DND059} {DND060} {DND061} {DND062} {DND063} {DND064} {DND065} {DND066} {DND067} {DND068} {DND069} {DND070} {DND071} {DND072} {DND073} {DND074} {DND075} {DND076}

8. Thieving Skills {DND077} 8.1 Pick Pockets {DND078) 8.2 Open Locks {DND079} 8.3 Find/Remove Traps {DND080} 8.4 Move Silently {DND081} 8.5 Hide in Shadows {DND082} 8.6 Detect Illusion {DND083} 8.7 Set Traps {DND084} 9. Hit points {DND085} 10. THAC0 and Armor Class {DND086} 10.1 THAC0 by Class/Level {DND087} 10.2 Armor Class Modifiers by {DND088} Weapon Type 11. Saving Throws {DND089} 12. Starting Spell Selection {DND090} 12.1 1st-Level Spells {DND091} 12.2 2nd-Level Spells {DND092} 12.3 3rd-Level Spells {DND093} 12.4 4th-Level Spells {DND094} 13. Lore {DND095} 13.1 Lore by Class/Level {DND096} 14. Experience Point (EXP Cap) {DND097} 15. Throne of Bhaal {DND098} 15.1 Epic Feats by Class {DND099} 15.2 Warrior (Fighters, {DND100} Rangers, Paladins, Barbarians, Monks) 15.3 Cleric {DND101} 15.4 Druid {DND102} 15.5 Thief {DND103} 15.6 Bard {DND104} 15.7 Wizard/Sorcerer {DND105} 15.8 Epic Feats {DND106} 15.9 Alchemy {DND107} 15.10 Assassination {DND108} 15.11 Aura of Flaming Death {DND109} 15.12 Avoid Death {DND110} 15.13 Comet {DND111} 15.14 Critical Strike {DND112} 15.15 Deathblow {DND113} 15.16 Dragon's Breath {DND114} 15.17 Elemental Summoning {DND115} 15.18 Elemental Transformation{DND116} 15.19 Energy Blades {DND117} 15.20 Enhanced Bard Song {DND118} 15.21 Evasion {DND119} 15.22 Globe of Blades {DND120} 15.23 Greater Elemental {DND121} Summoning 15.24 Greater Evasion {DND122} 15.25 Greater Deathblow {DND123} 15.26 Greater Whirlwind Attack{DND124} 15.27 Hardiness {DND125} 15.28 Implosion {DND126} 15.29 Improved Alacrity {DND127} 15.30 Magic Flute {DND128} 15.31 Mass Raise Dead {DND129} 15.32 Power Attack {DND130} 15.33 Resist Magic {DND131} 15.34 Scribe Scrolls {DND132} 15.35 Set Exploding Trap {DND133}

Set Spike Trap {DND134} Set Time Trap {DND135} Smite {DND136} Storm of Vengeance {DND137} Summong Deva/ {DND138} Fallen Deva 15.41 Summon Planetar/ {DND139} Dark Planetar 15.42 Tracking {DND140} 15.43 Use Any Item {DND141} 15.44 War Cry {DND142} 15.45 Whirlwind Attack {DND143} 16. My Protagonists {DND144} 16.1 The Fighter/Mage {DND145} 16.2 The Fighter/Mage/Thief {DND146} 16.3 Importing your Character {DND147} from Baldur's Gate 1 III. Characters {CHR000} 1. Character Starting Stats {CHR001} 2. Aerie {CHR002} 3. Anomen {CHR003} 4. Cernd {CHR004} 5. Edwin {CHR005} 6. Haer'Dalis {CHR006} 7. Imoen {CHR007} 8. Jaheira {CHR008} 9. Jan {CHR009} 10. Keldorn {CHR010} 11. Korgan {CHR011} 12. Mazzy {CHR012} 13. Minsc {CHR013} 14. Nalia {CHR014} 15. ??????? {CHR015} 16. Valygar {CHR016} 17. Viconia {CHR017} 18. Yoshimo {CHR018} 19. Table of Character {CHR019} Attributes 20. Chart of Characters by Role {CHR020} 21. Suggested Parties by Role {CHR021} 22. Good Party versus Evil Party{CHR022} 23. Character Builds and Weapon {CHR023} Loads IV. Spell Tactics {SPT001} 1. Healing Spells {SPT002} 2. 1st Level Cleric Spells {SPT003} 3. 2nd Level Cleric Spells {SPT004} 4. 3rd Level Cleric Spells {SPT005} 5. 4th Level Cleric Spells {SPT006} 6. 5th Level Cleric Spells {SPT007} 7. 6th Level Cleric Spells {SPT008} 8. 7th Level Cleric Spells {SPT009} 9. 1st Level Druid Spells {SPT010} 10. 2nd Level Druid Spells {SPT011} 11. 3rd Level Druid Spells {SPT012} 12. 4th Level Druid Spells {SPT013} 13. 5th Level Druid Spells {SPT014} 14. 6th Level Druid Spells {SPT015} 15. 7th Level Druid Spells {SPT016} 16. 1st Level Arcane Spells {SPT017} 17. 2nd Level Arcane Spells {SPT018}

15.36 15.37 15.38 15.39 15.40

3rd Level Arcane Spells 4th Level Arcane Spells 5th Level Arcane Spells 6th Level Arcane Spells 7th Level Arcane Spells 8th Level Arcane Spells 9th Level Arcane Spells Spell Buff Order Buff Combo: Spell Buff to the Max! 27. Buff Combo: Dragons and Demons 28. Buff Combo: Illithids 29. Buff Combo: Liches, Beholders, and other pesky Mages 30. Buff Combo: The Throne of Bhaal General Buff V. General Tips

18. 19. 20. 21. 22. 23. 24. 25. 26.

{SPT019} {SPT020} {SPT021} {SPT022} {SPT023} {SPT024} {SPT025} {SPT026} {SPT027} {SPT028} {SPT029} {SPT030} {SPT031} {TIP000}

>>>>>>>>>>>>>>>>MAIN WALKTHROUGH<<<<<<<<<<<<<<<< VI. Chapter 1 1. Sequence #1 {WLK001} Escape from Irenicus' Dungeon (33 Steps) VII. Chapter 2 1. Sequence #1 {WLK002} Five Finger Discounts (10 Steps) 2. Sequence #2 {WLK003} Random Encounters in Athkatla (10 Steps) 3. Sequence #3 {WLK004} Recruiting Korgan, Viconia, and Jan (9 Steps) 4. Sequence #4 {WLK005} Jammin' with Jan (Jan's Family Quest) (8 Steps) 5. Sequence #5 {WLK006} Mae'Var's Guildhall Quests (Recruiting Edwin) (24 Steps) 6. Sequence #6 {WLK007} Thieves' Guild Quests (Optional) (5 Steps) 7. Sequence #7 {WLK008} The Book of Kaza and the Nether Scroll (Securing Korgan and Edwin) (30 Steps) 8. Sequence #8 {WLK009} Unseeing Eye Quest (Recruiting Anomen and Keldorn, Securing Keldorn)

(32 Steps) 9. Sequence #9 {WLK010} Family and Honor (Keldorn and Anomen's Family Quests) (14 Steps) 10. Sequence #10 {WLK011} Cleric Temple Quests (Optional) (6 Steps) 11. Sequence #11 {WLK012} Astral Prison Quest (Recruiting and Securing Haer'Dalis) (22 Steps) 13. Sequence #12 {WLK013} Bard's Playhouse Quests (Optional) (9 Steps) 12. Sequence #13 {WLK014} Obtaining Celestial Fury (2 Steps) 14. Sequence #14 {WLK015} Circus Tent Quest (Recruiting and Securing Aerie) (8 Steps) 15. Sequence #15 {WLK016} Planar Sphere Quest (Recruiting and Securing Valygar) (27 Steps) 16. Sequence #16 Mage Stronghold Quests {WLK017} (Optional) (13 Steps) 17. Sequence #17 {WLK018} de'Arnise Keep (Recruiting and Securing Nalia) (17 Steps) 18. Sequence #18 {WLK019} Fighter Stronghold Quests (Optional) and Nalia's Quest (15 Steps) 19. Sequence #19 {WLK020} The Skinner Murders (20 Steps) 20. Sequence #20 {WLK021} Umar Hills (Part I) (Recruiting and Securing Mazzy, Mazzy's Family Quest) (21 Steps) 21. Sequence #21 {WLK022} Trademeet (Recruiting and Securing Cernd, Cernd's Family Quest) (37 Steps) 22. Sequence #22 {WLK023}

Druid Grove Quests (Optional) (5 Steps) VIII. Chapter 3 1. Sequence #1 {WLK024} Siding with Bodhi (17 Steps) 2. Sequence #2 {WLK025} Siding with Gaelan Bayle (26 Steps) [End of Chapter 3 Stats] IX. Chapter 4 1. Sequence #1 {WLK026} Brynnlaw (11 Steps) 2. Sequence #2 {WLK027} Spellhold Dungeon (32 Steps) 3. Sequence #4 {WLK028} To the Underdark (19 Steps) X. Chapter 5 1. Sequence #1 {WLK029} Exploring the Underdark (18 Steps) 2. Sequence #2 {WLK030} The Illithid City (18 Steps) 3. Sequence #3 {WLK031} Beholder Den (7 Steps) 4. Sequence #4 {WLK032} Ust Natha (44 Steps) 5. Sequence #5 {WLK033} Escaping the Underdark (7 Steps) [End of Chapter 5 Stats] XI. Chapter 6 1. Sequence #1 {WLK034} Settling into Surface Life/Romancing Jaheira (Baron Ployer's Curse) (The Harper Hold Quests) (28 Steps) 2. Sequence #2 {WLK035} Kangaxx the Demilich and The Twisted Rune (8 Steps) 3. Sequence #3 {WLK036} Slavers in the Slums (Copper Coronet Quest) (Slaver Stockade Quest) (22 Steps) 4. Sequence #4 {WLK037} Clerical Competition (Sir Sarles' Quest) (Dawn Ring Quest) (Fallen Paladins Quest) (21 Steps) 5. Sequence #5 {WLK038}

Umar Hills (Part II) (14 Steps) 6. Sequence #6 {WLK039} Ranger Stronghold Quests (13 Steps) 7. Sequence #7 {WLK040} Firkraag (37 Steps) 8. Sequence #8 {WLK041} Paladin Stronghold Quests (9 Steps) 9. Sequence #9 {WLK042} Illithid's Under Athkatla (Obtaining Crom Faeyr) (5 Steps) 10. Sequence #10 {WLK043} Limited Wish Quests (14 Steps) 11. Sequence #11 {WLK044} Exploring Outside of Athkatla (North Forest, Small Teeth Pass, Forest of Tethir) (12 Steps) 12. Sequence #12 {WLK045} Showdown with Bodhi (13 Steps) XII. Chapter 7 1. Sequence #1 {WLK046} Suldanessellar (20 Steps) 2. Sequence #2 {WLK047} Hell (18 Steps) [End of Chapter 7 Stats] XIII. Chapter 8 (THRONE OF BHAAL) 1. Sequence #1 {WLK048) The Prophecy Begins (8 Steps) 2. Sequence #2 {WLK049} Saradush (25 Steps) 3. Sequence #3 {WLK050} Gromnir Il-Khan (20 Steps) 4. Sequence #4 {WLK051} Watcher's Keep, First Level (15 Steps) 5. Sequence #5 {WLK052} Watcher's Keep, Second Level (13 Steps) 6. Sequence #6 {WLK053} Watcher's Keep, Third Level (18 Steps) 7. Sequence #7 {WLK054} Watcher's Keep, Fourth

Level (17 Steps) 8. Sequence #8 Watcher's Keep, Fifth Level (15 Steps) 9. Sequence #9 Yaga-Shura (21 Steps) XIV. Chapter 9 1. Sequence #1 Amkethran (13 Steps) 2. Sequence #2 Sendai (18 Steps) 3. Sequence #3 Abazigal (16 Steps) 4. Sequence #4 Balthazar (7 Steps) XV. Chapter 10 1. Sequence #1 Throne of Bhaal (7 Steps) [End of Chapter 10 Stats] Total Walkthrough: 1024 Steps

{WLK055}

{WLK056}

{WLK057} {WLK058} {WLK059} {WLK060}

{WLK061}

>>>>>>>>>>>>>>>>>MISCELLANEOUS<<<<<<<<<<<<<<<<<< XVI. Items {ITM000} 1. Finding Recorded Items in {ITM001} the Walkthrough 2. Item List {ITM002} 3. Item Description {ITM003} 4. Book of Infinite Spells {ITM004} 5. Deck of Many Things {ITM005} 6. Wand of Wonder {ITM006} 7. Crafted Items {ITM007} XVII. List of Mage Spells {SPL000} 1. 1st-Level Mage Spells {SPL001} 2. 2nd-Level Mage Spells {SPL002} 3. 3rd-Level Mage Spells {SPL003} 4. 4th-Level Mage Spells {SPL004} 5. 5th-Level Mage Spells {SPL005} 6. 6th-Level Mage Spells {SPL006} 7. 7th-Level Mage Spells {SPL007} 8. 8th-Level Mage Spells {SPL008} 9. 9th-Level Mage Spells {SPL009} XIII. Experience List {EXP000} XIX. Updates/Thanks {UPD000} *Note: When searching for items in the FAQ, be sure to include the {} brackets. When I reference other parts of the FAQ outside of the index, I put them in [] brackets, so as to make general searches using the index more efficient. For example, when I tell you in the Characters section of the FAQ to look at the Walkthrough to find more information on an Character quest, I'll refer to that section as [WLK###], when it should be understood to search for {WLK###}. This is an organizational scheme used to prevent you from having to scroll through several

referential brackets in order to find what you're looking for, as I reference other parts of the FAQ much more frequently in this guide than I do in other FAQs I have written. o======================================================================o | | | Introduction {INT001} | | | o======================================================================o With the FAQ up for the first game there was little to do but start on the second. If you're following through, welcome to the sequel, if you're new to my FAQ... well, still. Welcome to the sequel! This guide will help you make your way through Baldur's Gate 2 in 1024 steps of varying length, complexity, and importance! Holy crap! This is a huge game! Err... anyways, we are now deep in our adventure through the Baldur's Gate games, which combined make one of the greatest RPG experiences in the world of gaming, as far as I'm concerned. Such high adoration and respect for this game are what inspired me write a FAQ in the first place... and after writing several other FAQs I realized that I could, indeed, manage to write a FAQ for a game of this magnitude. Baldur's Gate 2 is everything the first game was and so much more. It's higher level, higher stakes, and much more immersive. That also means that we don't just have to deal with all the spells, levels, and classes of the first game, but all the new ones as well. The first game was a pretty hefty RPG in itself, but the sequel is another monster entirely. I will do my best to get you through the game in one piece, but this is a huge game, with many different ways of doing things. I will be playing through with a Fighter/Mage (good party) and a Fighter/Mage/Thief (evil party) I imported from the first game, recording items, monsters, characters, traps, encounters... pretty much everything as I go along, as well as giving general advice and strategies. This should at least give you a heads up on what to look for in each area, and if you follow my lead you should be able to make your way to the end of the game... and collect some really cool loot along the way. Using this FAQ {INT002} o======================================================================o Below I will list some of my quirks, organizational methods, and various other tidbits that will help you navigate this guide. For starters, during the main FAQ I'll break up the various chapters and organizational components of the guide with a large heading: o======================================================================o | | | Large Heading | | | o======================================================================o During the FAQ, I'll break up different areas with a thick line: Thick line o======================================================================o Multiple parts of a mission in the same area will be broken up with a thin line. This breaks up the missions into a series of steps, and limits how much unbroken text you'll have to read at once. Nobody likes wordiness: Thin line <---------------------------------------------------------------------->

Of course, I reserve the right to break my own rules during the FAQ... mostly due to being scatter-brained and working on the FAQ in shifts over the course of time. Life and all. So cut me some slack. Besides, this organizational scheme is mostly for consistency and ease-of-use. I'll sometimes substitute the thick area transition line for a thin line. I usually do this when entering and leaving the same areas multiple times in a short time frame, or when we briefly enter-or pass through-an area, but do not explore it in detail at that time. Or if I consider the area somehow minor or insignificant. Sequence of Events <----------------------------------------------------------------------> Unlike some of my other guides, this FAQ does hold your hand through the game. As I go through areas I will list what I do sequentially. To help streamline the guide and make your life easier, I've included a list of steps at the beginning of each section, so you can see in what order I am about to do things. Each different Sequence of Events is separated by a large heading, while each step is divided by a thick line (if we travel to a different area) or a thin line (if we don't.) Continuity {INT003} o======================================================================o If you're playing a character imported from Baldur's Gate 1 (highly recommended) there will be a few differences... Namely, you can't take advantage of some of the new classes in Baldur's Gate 2. As there was no Monk class in Baldur's Gate 1, it goes without saying that there's no way you can import a Monk into the sequel. So, I'm assuming we'll be playing one of the core classes from the first game. If you're a single classed character you CAN change your 'kit', which will be described in detail below. Other changes abound. There are more Thief skills in Baldur's Gate 2 than in Baldur's Gate 1, some of the spells have changed, and some of the charaters have different attributes. The class changes are the only serious changes, and if you imported... well, chances are they're not going to affect you. Dual-classing and multiclassing is still a superior option to single-classing, so if you followed sound advice in the original game and are playing a Fighter/Mage, Fighter/Thief, or Fighter/Mage/Thief, or some dual-class character, you won't miss these new classes. Items {INT004} o======================================================================o I'll list items found in containers-bookshelves, chests, environmental bodies, etc.-in the ***ITEMS*** category, I'll also list the (x=, x=) coordinates the container is found at. The container could be quite large, but I try to find areas in the 100s or at least the 10s if possible. For example, I wont give you (x=1996, y=217) when I could give the coordinates (x=2000, y=200). I'm not going to be as thorough in this FAQ as I am in others-there's no reason for me to go around telling you every crate that has a handful of gold in it-but I will typically be more thorough in dungeons and what-not. If it's important, I'll record it; if not, I'll ignore it. Largely this means you'll be free (and expected) to go about towns looting as your heart desires. Just be careful about stealing... the watch doesn't like it. If you open a lock with your Thief skills you'll get 400, 950, or 1550 experience per lock, which is the only real incentive to use a Thief rather than to use a Knock spell. Note that much of the loot you'll find throughout the game is random. Gold coin values will almost certainly be different from game to game, but it's also possible that you'll find different gems or jewelry in some containers (for example, in Irenicus' Dungeon I found a Tchazar Gem

on one playthrough, and a Laeral's Tear Necklace on another-a huge value difference.) Don't be surprised if what you find is somewhat different from what is listed-there's a bit of randomness involved. The major items should be the same (you'll always find the Pommel Gem to the Equalizer in the same area, for example), so don't sweat the small stuff. The biggest problem the randomness causes is when I tell you one scroll will drop and you get another, but still, many of the better scrolls are static loot, dropped from enemies, or bought from stores, so you shouldn't find (or miss) anything game-breaking. Rewards {INT005} o======================================================================o When you complete a quest, or otherwise gain some story award, I will list it in the ***REWARDS*** section in the appropriate step in the FAQ. I won't go out of my way to label the start and end of quests, as some quests have long stretches of game in between their assignment and completion. I will tell you to go activate the quest (even if you don't need to activate it to complete it), but I typically include the reward upon the quest's conclusion, occasionally requiring you to go back to the assigner on your own. Traps {INT006} o======================================================================o I list the location of traps in a section similar to the items section, except it's wisely called ***TRAPS***. I didn't bother recording what sort of trap it was, I intended to disarm traps I come across, and frankly, it's just too much of a bother determining the sort of trap. If you think you can figure out how to use traps to cause collateral damage, that's fine with me, I'll point as many out to you as I found. Note that in Baldur's Gate 2 you get experience for disarming traps, either 1750, 2750, or 3250 experience per trap. Active Pause {INT007} o======================================================================o You can pause the game any time by pressing the 'space bar'; Unlike in Baldur's Gate 1, the game will remain paused while you're in the inventory screen. You'll use this option often to reorganize during battles, select new targets... you know, make tactical decisions. It's not just helpful, it's vital. If you plan to play any other old school Black Isle games, like Planescape or Icewind Dale, they'll also use the same system. Scaling Enemies {INT008} o======================================================================o I'll tell you what enemies I faced on the way through the game, but keep in mind that as you progress in levels, some encounters might scale in difficulty-either by adding more enemies, stronger versions of the enemies that normally appear in the area, or both. If you want to be absolutely sure that you'll fight what I fought when I fought it, do the quests exactly in the same order I do them. It shouldn't make a huge difference, as most 'random' or variable encounters aren't terribly difficult. Sure, having to fight a Lich instead of a group of normal undead, some Beholders where there were formerly Gauth, or Adamantine Golems when you would have fought Stone Golems at lower levels kinda sucks, but at higher levels, you'll ideally have better gear and characters more suited for the challenges ahead. Just be aware that your encounters might not exactly match mine, but the set battles with unique characters should remain static. Mods {INT009} o======================================================================o

I didn't mention it in the first game because I didn't use any... but there are many useful mods for Baldur's Gate 2. Firstly I'd like to mention the Jaheira romance. Let's just say it's... complicated, it takes place over a long period of time, and it is very easy to screw up. If you want to romance Jaheira, it would be a good idea to get a mod that fixes the romance. Frankly the Banter Pack Mod is a great addition to any game if for nothing else than the fact that it speeds up banters, allowing you to experience them more frequently. This takes a large bit of the problems out of Jaheira's romance by itself, ensuring your don't skip or miss any required banters. Another great addition is the BG2 Tweak Pack. It hosts a whole slew of game changes, most of which are purely beneficial and either make the game more playable without altering the intended gameplay or game balance. Anything from changing the colors of spells cast to changing the color palette of NPCs, to making your avatar change whether you're wearing robes or armor. It fixes some romance bugs, dialogue bugs, adds the nearly-essential bonus merchants Joluv and Diedre, and sets many things to the core PnP rules (like weapon grandmastery). Nerfing that just seems... wrong, but that, and the Hit Point loss many allies will suffer are just some evils we'll have to deal with in the name of game balance conservation. Besides cosmetic mods I'll list various interesting mods below, and mark the ones I used with an *: Collectors Edition Merchants* You should get this by installing the latest patch, but you can also get it from several mods out there (including the BG2 Tweak Pack.) It'll add a merchant named Deidre to the Adventurer's Mart who will sell you various items, many of which are from Planescape: Torment. These items had been regarded with a bit of suspicion before by conservative gamers, especially such things as the Shield of Balduran and the Robe of Vecna. As far as I'm concerned by putting it in the official patch Bioware is essentially saying that these are not over-powered and unintended items. They are now safely in the realm of VITAL and LEGIT items. They said before that they were roughly the equivalent of other high-powered loot in the game, but you show me something else like the Robe of Vecna. Since Baldur's Gate and Icewind Dale used the by-the-book grandmastery rules, I'm rather predisposed to implementing this cheat as well, game balance be damned. One of the few tangible bonuses a Fighter had was to be able to grandmaster. Alas... This one is a bit tricky. On one hand, having BG2-only PCs with maximum Hit Points is lame. On the other hand, some characters that I played through BG1 with (Jaheira, Minsc, Imoen, Viconia, Edwin) HAD maximum Hit Points by the end of the game. You can either look at it as maintaining the Hit Points you imported with, or as cheating. Too bad there's not an option to give this to BG1 characters only, eh? Cheating? Yeah, sure. But one of the reasons most people play these games isn't for the thrill of inventory management. Still, it does

PnP Grandmastery

Maximum PC Hit Points

Bottomless Bags of Holding

limit the amount of crap you carry around, so for the sake of objectivity, I won't use this mod for the FAQ walkthrough. Unlimited Ammo Stacks For the same reason I didn't use the Bottomless Bags of Holding mod, I won't use this. In a playthrough where I wasn't recording a FAQ, I'd use it, if for no better reason that to keep the containers where I stash my loot from filling up with ammunition (like Kagain's shop in Baldur's Gate 1 did), but I can clearly see how being able to carry around 1000 Arrows +2 would benefit me in the early-going... of course, I could just steal them, stash them somewhere, and head back to my stash when I needed them to pretty much the same effect. See above. See above.

Unlimited Jewelry and Gem Stacks

Unlimited Potion Stacks

Unlimited Scroll Stacks See above. Happy Patch If you want to have a party of any composition, this is for you. I did NOT personally use it myself, but if you wanted, say, Viconia, Edwin, Korgan, and Keldorn in your party, this is a way to do it. Face it, some of you don't want to play the game multiple times just to see all the romances. If you want to experience them all without having to make a new character, this is the way to go. My own use of romance mods was to ensure that I would, in fact, experience the romances completely so I could record them for this FAQ. It also might have had the unintended consequence of allowing me to experience the romances-at least in part-in an untimely manner. The important thing is, the romance events will be listed in chronological order in the FAQ, you might just experience them during a different part of the guide than where I listed it. This will also be true if you did more or fewer quests than I did, or otherwise took more or less time. To compensate for this admittedly haphazard approach to romances, I will talk (in brief) about the flow of the romance in the character's description. That way you'll at least know vaguely what to do, and be somewhat clued-in to the chain of events. I use the Ease of Use version of this mod, which allows a character of any class to acquire as many different strongholds as they wish. The reason I use this is quite simpleI love this game, but not enough to play through with a Paladin, Ranger, Druid, Fighter, Mage, Cleric, and Thief. This just allowed me to see (and record) all of these quests for

Romance Cheats* (Banter Pack) (Jaheira Romance Mod)

Multiple Strongholds*

Allow Arcane Spellcasting in Heavy Armor Does not change the type(s) of armor a spellcaster can wear (Fighter/Mage. it won't change the game much. You're likely to find something || ||there to make your gaming experience more || ||\ enjoyable. so don't fret if you don't install this. it'll just give you a few more things to do. and a few magical items that aren't all that useful. If you're worried about what benefits a character will have from doing all these quests.gibberlings3.net || || || ||It comes highly recommended by this humble || ||writer.sorcerers.this guide. I know I sure did. portraits. and is cumulative. the greater the penalty. however this mod will allow that character to cast spells while wearing armor. go visit:|| || || || http://www. except for those unique items that require identification as part of a quest or story progression. but some should not be missed. I suggest this for anybody playing this game. Allow Stealth and Thieving Abilities in Heavy Armor Wear Multiple Protection Items Identify All Items Removes the restriction on wearing/using more than one magical protection item at a time. etc).net || || || || This site is dedicated to the Infinity || || Engine gaming series. Most of these quests are pretty lame. Easy Spell Learning Xoo=========================================ooX ||/If you want a great site for FAQs. /|| Xoo=========================================ooX Xoo=========================================ooX ||/ Editor's Note \|| || || || I also use || || || || http://www. Eliminates the need to identify magical items. Penalties apply to armor and shield use. mods. Removes the chance for failure when learning (scribing) new spells. voices.the first grants 100% success at spell scribing. and contains many || . who wants to see as much as possible during their playthrough. well. with a penalty to casting success.. you'll get some extra experience from the quests. There are two variations of this mod .. See above. the heavier the armor. the second also removes the cap on the number of spells that can be scribed. and anything || ||else relating to Baldur's Gate 2. \|| ||cheats.

or Half-Orc. Aerie (Female) Lawful Good. Elf (will not romance Elves!) . If you want romances. Halfling.. I'd suggest not playing a Dwarf. Do this before you mod. use mods with caution.|| mod-packs. If you're male you can't romance Anomen (even though I wonder about him sometimes. Huzzah! o======================================================================o | | | 2nd Edition Dungeons and Dragons Mechanics | | (Character Creation) {DND001} | o======================================================================o Below are some suggestions for character creation in Baldur's Gate 2. and fix-packs for || || Baldur's Gate. with the official patch you'll get access to the aforementioned merchant. Mage. charts. you NEED one representative of each of those four base classes in your party. and rules used by the game. and other || ||\ games written on the Infinity Engine. tweak-packs. Gnome. There's an "appears busy" bug you'll get a lot on later versions of Windows where NPCs-particularly outdoor merchants-will not initiate dialogue with you. and trap finding is a party that is probably losing. /|| Xoo=========================================ooX Note from Lee: as with all things. No matter what character you make. Feel free to make your own-informed-decisions. In any D&D game you need a Cleric. Half-Elf Viconia (Female) Neutral Evil. the four 'base' classes. No promises any of the in-game PCs will go for that kind of fling. Human Jaheira (Female) Neutral. spell buffs. Either blindly follow my lead or read up on the section below and make your own choices. Composition {DND002} o======================================================================o Unlike in Icewind Dale. you only create one character-the protagonist. Icewind Dale. and whether or not you actually mod. say.) and if you're female you can't romance Aerie. Note: In the class-description sections. Patching {INT010} o======================================================================o Also be sure to install the latest version of the official Shadows of Amn or Throne of Bhaal patch. A party without a front line. some of the mods WILL introduce bugs into the game. and a Thief. This means your character will need some help on their journey through Baldur's Gate I & II. Speaking of which. healing. This can be really frustrating when you are.. as our author suggested. or at least change the gameplay enough so that things will not always happen as expected. some of these mods do amount to cheating. all spell-charts are taken right from the Baldur's Gate 2 Throne of Bhaal manual. and you don't want to use a mod to remove limitations. Fighter. Along with a number of tables. the only time I can think of where it comes into play is during romances. And. Gender {DND003} o======================================================================o Gender is pretty irrelevant. While they are fully tested before posting. trying to get scrolls from Galoomp the Bookkeeper or buying loot from Diedre. Elf Anomen (Male) Lawful Neutral. and so on. I'll give opinions and brute facts. but I won't be rating anything.

Class Restrictions by Race {DND005} <----------------------------------------------------------------------> |Human | |Elf | | |Half-Elf | | | |Gnome* | | | | |Halfling | | | | | |Dwarf | | | | | | |Half-Orc o===o===o===o===o===o===o===o Barbarian | x | x | x | x | x | x | x | |---|---|---|---|---|---|---| Bard | x | | x | | | | | |---|---|---|---|---|---|---| Cleric | x | x | x | x | x | x | x | |---|---|---|---|---|---|---| Cleric/Mage | d | | x | x | | | | |---|---|---|---|---|---|---| Cleric/Ranger | d | | x | | | | x | |---|---|---|---|---|---|---| Cleric/Thief | d | | | x | | | | |---|---|---|---|---|---|---| Druid | x | | x | | | | | |---|---|---|---|---|---|---| Fighter | x | x | x | x | x | x | x | |---|---|---|---|---|---|---| Fighter/Cleric | d | | x | x | | x | x | |---|---|---|---|---|---|---| Fighter/Druid | d | | x | | | | | |---|---|---|---|---|---|---| Fighter/Mage | d | x | x | x | | | | |---|---|---|---|---|---|---| Fighter/Mage/Cleric | | | x | | | | | |---|---|---|---|---|---|---| Fighter/Mage/Thief | | x | x | | | | | |---|---|---|---|---|---|---| Fighter/Thief | d | x | x | x | x | x | x | |---|---|---|---|---|---|---| Mage | x | x | x | x | | | | |---|---|---|---|---|---|---| Mage/Thief | d | x | x | x | | | | |---|---|---|---|---|---|---| Monk | x | | | | | | | |---|---|---|---|---|---|---| Paladin | x | | | | | | | |---|---|---|---|---|---|---| Ranger | x | x | x | | | | | |---|---|---|---|---|---|---| Sorcerer | x | x | x | | | | | |---|---|---|---|---|---|---| . Elves can only begin play with a maximum Constitution of 17. I make my Fighter/Mage (good) protagonist an Elf. but they cannot multi-class. Still. Only Elves and Half-Elves can multi-class into a Fighter/Mage. and my Fighter/Mage/Thief (evil) protagonist a Half-Elf.Race {DND004} o======================================================================o Only Humans can dual class. Only Humans can dual-class. Some races are restricted in what classes they can choose. which will make them slightly harder to get off the ground. Only Humans can be every class. but they cannot dual-class into something that cannot be multi-classed.

-1 Constitution. Without giving anything away.. tension. Elves have some solid multi-class options... with the antagonist of this game.Thief | x | x | x | x | x | x | x | o===o===o===o===o===o===o===o * = Instead of a Mage... . Half-Elves have the following traits: --> 30% resistance against charm and sleep magics... not multi-class. --> +1 THAC0 bonus with bows and long swords. Paladin. nobody seems to care that an Elf boning a Human is just kind of. or some types of specialist Mage. why play it? Doesn't it just inject a bit of mundanity into a fantasy setting? And why would you do that? Whatever. They've got a few bonuses that Humans don't have-stuff you won't really miss-but they trade the ability to dual-class for the most extensive multi-class options in the game. They're nothing but incompetent Dwarves without any of the cool Dwarfiness. The Dexterity bonus is nice. Probably because of Orlando Bloom.. At least. which is what matters. how much older is the Elf. --> Infravision.. --> Infravision. I'll bet most of my readers are Human (the rest are whatever race Anne Coulter belongs tothe reptillians). it does in my mind. on average? It would make for great a fantasy Maury show.. I mean. and are decent characters all around.. they are always an Illusionist. this is your only option. which begs the question. So if you're really hard up for a Monk. But.. well. Human {DND006} <----------------------------------------------------------------------> Humans are the vanilla race of the fantasy genre. Still.. considering all the stat boosts you'll find in the game. d = Can dual class. since they default to Illusionists.... Oh. Elves have the following traits: --> 90% resistance against charm and sleep magics. Gnome {DND009} <----------------------------------------------------------------------> Gnomes are retarded and everybody should hate them. the only thing special about Humans is that they can (and should) dual-class. Gnomes have one advantage over Dwarves-they can become Mages. Elves are a staple of the fantasy genre. but it's not nearly as helpful as the Constitution bonus is harmful. and they can be every class in the game. x = Race/Class combo is allowed. They're a great choice for any protagonist. Half-Elf {DND008} <----------------------------------------------------------------------> The bastard off-spring created by Humans and Elves. it's not a big deal. it's not so great of a bonus. Anyways. weird.. playing an Elf adds a bit of. Elf {DND007} <----------------------------------------------------------------------> Everybody hates Elves these days.... --> +1 Dexterity...

You won't miss that Intelligence. Fugly warriors that almost always seem to fall into a welltrod stereotype. I've always hated Halflings. --> +1 THAC0 bonus with slings. --> Additional Saving Throw bonuses based on Constituion. Fortunately for you. and vs. the game does a decent job in supplying you Dwarves to tag along with-leave the Dwarfing to your allies and pick stronger multi-or-dual-class options.. vs Rod/Staff/Wand. and in my gaming sessions. -1 Wisdom. Half-Orcs have the following traits: --> +1 Strength.. --> +1 Constitution. Who always plays them? The annoying kid who just wanted to be a pain in the ass and slow things down. Spell. Almost without variation. look at my opinion about Gnomes. drunk demi-human. In this.Gnomes have the following traits: --> +2 bonus to Saving Throws vs. I'm not too tall myself. they excel. Spell. Who doesn't love Dwarves? They're always awesome. --> Infravision. Spell. always? Wandering thieves and pranksters. They seem like a waste of a race. their class options suck and their racial traits just aren't very good. -1 Dexterity. Halfling {DND010} <----------------------------------------------------------------------> If you wanted my opinion on Halfings. --> +1 Intelligence. Half-Orc {DND012} <----------------------------------------------------------------------> Not much to say about this class-they have the same appeal as Dwarves in my book. but. Nothing's better than a heavily-armed. Honestly.. It's not a short person thing. Rod/Staff/Wand and vs. Dwarf {DND011} <----------------------------------------------------------------------> Now Dwarves are where it's at. Paralyzation/Poison/Death. -1 Wisdom. +1 Constitution. vs.. --> +1 Dexterity. -2 Intelligence. and vs. -2 Charisma. Rod/Staff/Wand. -1 Strength. --> Additional Saving Throw bonuses based on Constitution. Dwarves have the following traits: --> +2 bonus to Saving Throws vs.. What are they. ill-tempered. I've never been able to find a use for them. and if you plan to make any single-class warrior type. Halflings have the following traits: --> +2 bonus to Saving Throws vs. hairy. Class {DND013} o======================================================================o . go with a Half-Orc. --> Additional Saving Throw bonuses based on Constitution. --> Infravision. instead. Paralyzation/Poison/Death.. well.

The prime requisities for each of the four base classes are as follows: Cleric: Fighter: Mage: Thief: Wisdom Strength Intelligence Dexterity Once you dual-class the experience of your previous class will be capped at the minimum required to meet the last level you attained. but.. if Fighter and dual-classed into a and armor restrictions of the . Pretty much the same thing in terms of weapon selection. following all its rules. if you Mage. or use any of the class abilities. For the evil party play-through (Version 1. and Iron Skins. and that pretty much cries out for dual-or-multi classing. and it will go inactive. but it's better than dragging around Haer'Dalis. they are what I suggest. You simply get stronger. skills. Dual-Classing {DND014} <----------------------------------------------------------------------> To dual-class you must be a Human.. and statistics. THAC0. why bother making a similar character? Since dual-or-multi class characters are invariably stronger in Baldur's Gate 2. Versatility and power are my goals in character creation. and even saves. try a Ranger/Cleric instead. you would be bound by the second spells were a weapon class. or thief abilities. all the better. spells. A Fighter/Mage is arguably the strongest class in the game by the end of Baldur's Gate 2. The only thing you keep from that class are the Hit Points. and controlling a protagonist who cannot cast spells seems rather. and Hit Points. who isn't as much of a Fighter or Mage. You must have a 15 in the prime requisites of your current class. You can no longer gain levels in this class. You now begin advancing as your You pick new proficiencies.. For example. There's also the Fighter/Cleric. Also.. This means Insect Plague. and a Mage wont be limited to blunt weapons like a Cleric. if the developers were so kind as to provide you with a recruitable ally with their own unique voice. it certainly sounds interesting. history. My girlfriend's choice was much the same. in addition to their Clerical spells.02 of the original Baldur's Gate 1 guide) I created a Fighter/Mage/Thief so I could use many of the strategies with which I am familiar. except she used a Fighter as her protagonist and created a Fighter/Mage/Thief sidekick in the sequel to overcome the crippling Thief-shortage. and certainly a good choice to write a guide around. And if you can destroy any foe in melee combat as well. it's something to get excited about. but they'll also get Druidic spells. trust me. you have the freedom to create a character that plays how you want. but the spell buffs a Mage can cast are more powerful. I've never played as a Fighter/Mage/Cleric. portrait. a great play. more versatile characters if you dual-or-multiclass. Elemental Summoning. and you must be at least 2nd level in the class you started out as to dual-class.. and applicable. but you don't have to rely upon a recruitable Thief to do your trapfinding. In the end I feel a Fighter/Mage is a great protagonist.Since you can recruit a character that pretty much covers whatever you may lack. Alternatively there's the Fighter/Mage/Thief. It might be cheap. you temporarily lose weapon and armor proficiencies. Magic in Baldur's Gate is incredibly important and deep. If you're at all interested in making a Fighter/Cleric. blasphemous. and 17 in the prime requisites of the class you want to change to. but also because of how desperately the evil party needs a Thief in Baldur's Gate 2.

proficiencies. do NOT overlap proficiencies. If you never exceed your first class with your second. like a Fighter or Mage. you'll have to play through this game as a single-classed character. Start out with a level one Fighter and you'll get four weapon proficiencies to spend-you can spend up to two points (become Specialized) in any one weapon class or fighting style. then dual-class into something else to retain those excellent combat stats to make a more 'hardy' version of that class. If you want to make a dual-class Fighter or an Assassin/Fighter. The experience gained by the first class does count towards your total experience. at least until their Thief THAC0 and Saving Throws surpass whatever their Fighter level gave. take the following case. Let's say the proficienies were allocated as follows: Long Sword Two-Weapon Style ++ ++ At level two. If you dual-class a character.. and spells of a 1st level Mage. You'd have the saves. your old class becomes active again. they'll get their Fighter stats back. THAC0. but for your main character I do not suggest dual-classing until the sequel. Let's say it goes as follows: Katana Short Sword + + Once the newly dualed Thief becomes level three. if they are better than what you have now. and then dual-class into something more useful. For characters like Imoen. Another option is to make a Fighter. Most races besides Human can multi-class into something. You cannot gain experience in your old class. and hence towards the experience cap. but being a brand-spanking almost new Thief. but you'd have your Fighter Hit Points. the character dual-classes to a Thief. Multi-Classing {DND015} <----------------------------------------------------------------------> Mutli-classing is a bit simpler than dual-classing. skills. For example. dual class away. spells. THAC0. THAC0. frankly. Their proficiencies now look like this: Katana Long Sword Short Sword Two-Weapon Style + ++ + ++ So. Keep in mind that proficiencies are not cumulative. as you will not gain enough experience to get the most out of dual-classing for some combos in the first game.Mage. get up to a high level and attain its high Hit Points. A good tactic is to start out as a Thief and gain their Find Traps skill. when dual-classing. isn't great on its own. be sure to dual class early enough so you have enough experience left to exceed your previous classes' level with your new class. it will never become active.. and maybe even Grand Mastery. weapon and armor proficiencies. This gets you the essential Thief skill without having to waste an entire character on a class that. they get two points to distrubte. Once your level in your new class exceeds your level in your old class. Any overlap results in wasted points. but you gain back any previously attained abilties. making the whole process a waste and stunting your character. but Half-Elves are by far the . This is obviously more of a preparatory tactic for the sequel. and saves. get it as high as you need. They temporarily lose those proficiencies.

After all. essentially halving the dice rolls of both classes and giving them to you. If a Fighter/Thief levels up in both classes. A Fighter/Thief could spend all their epic feats on Whirlwind and Greater Whirlwind. Upon reaching a certain experience threshold (and every level thereafter) you'll get to pick a feat. it's on you.. For example a Fighter/Mage/Thief only receives six Hit Points per composite level (10 + 6 + 4 = 20/3 = 6. Multi-classed characters typically make up for it with versatility. Thief feats on Thief levels. Multi-classed characters must abide by the restrictions of BOTH classes. and unimpeded progresion in thieving skills as well. you'll never again level up with your dormant class. Experience is split evenly between the two (or three) classes. except their Hit Points per class/level is split three ways. you get the highest benefit of your Constitution. but not cast spells while so doing. Fighter feats on Fighter levels. that if you are a Fighter multi-class. many of which are phenomonally strong. meaning a Fighter/Mage would use their better Fighter THAC0 instead of their worse Mage THAC0 or some composite. however. Dual-and-Multi-Classing in Baldur's Gate 2 {DND016} <----------------------------------------------------------------------> There is one significant advantage to multi-classing over dual-classing in Baldur's Gate 2. But on the plus side. A Fighter/Cleric could not use Swords or Bows.) Note. always rounded down = 6). are a composite. and so on.) This gives them another massive benefit over dual-classed characters. A Fighter/Mage could wear Fighter armor. You get the better choice of THAC0 and saves between the classes. A dual-class Fighter/Thief might have all the perks of a Fighter. but they will never get the Epic Fighter feats. meaning a Fighter/Cleric with a Constitution score of 18 would get a +4 bonus to their Hit Points per composite level. multiclassing means pursuing both classes simultaneously. Hit points. Stoneskin. Consider yourself duly warned-if your 'uber' Fighter/Thief turns out to be a sissy late in the sequel because you can't get Greater Whirlwind Attack(s). A multi-classed Fighter/Thief will. if they so wished. a high level multi-classed character will be able to pick epic feats from both trees.. they get a maximum of eight Hit Points (10 + 6 = 16/2 = 8.67~. This results in a slower rate of leveling than a single-classed character. and Improved Invisibility will be MUCH more effective than just a Fighter.e. instead of only +2 as a singleclassed character would. a Thief who can hide in shadows and backstab with a Fighter's THAC0 and higher weapon proficiencies is better than just a Thief. It's a fair balancing act I think.most versatile multi-classers. Class Kits {DND017} <----------------------------------------------------------------------> In Baldur's Gate 2 most single-classes have 'kits' which are basically . Whereas dual-classing means dropping one class in favor of another. If you dual-class. Haste. instead of having to pick between the two (i. but not in heavy armor. being able to effectively combine multiple class abilities to maximum effect. only to gain the benefits of the previous class back after you exceed its level with the second class. Triple-class characters work the same way. namely in the selection of Epic Level Feats. meaning you'll never get these feats. which can level up independently. however. A Thief/Cleric could sneak. and a good addition to a game that ultimately penalizes single-classed characters too harshly. Of course another thing to keep in mind with multi-classing is that you will not get as many of these feats for each class as a single-classed or dual-classed character will. however. and a Fighter who can use Mage spells to spell buff themselves with Mirror Image. for example.

250.000 8d10 9 250. o==========================o |Barbarian | {DND018} o==========================o Hit points per Level: "d12" (really d10) <----------------------------------------------------------------------> A Barbarian certainly looks like a viable choice for any warrior starting anew in Baldur's Gate 2. They keep those combat bonuses all the time.000 9d10+30 40 8.000 9d10+93 Advantages: . piercing.500.250. despite the fact that their supposed d12 to their Hit Points seems to be. Their rage ability raises their Strength and Constitution by 4 points. bogus. even though they move faster and get up to 20% resistance to slashing. you'll need to burn through a lot of them just to finish a fight. They aren't defensive warriors. and missile damage. but you can start out with a kit or specialization and then dual class into a class without a kit or specialization.000 4d10 5 16.000 9d10 10 500. and can wear heavier armor.000 9d10+24 18 2. Note that you cannot multi-class with a kit. crushing. although the extra Hit Points gained from raging will certainly help. I can't really recommend them over a Fighter.000.000 9d10+18 16 2... if you're patient and you get your hands on some sweet White Dragon Scale armor.750. sword saint Fighters. . so don't rely on them to 'hold the line'. those Armor Class woes will become a thing of the past.000. Paladins skilled at thwarting Mages. For the most part the kit functions like the normal class.000 7d10 8 125.000 9d10+3 11 750. well.000 3d10 4 8. and Rangers who are truly dedicated archers.000 9d10+15 15 1. as they can't use the heaviest armor in the game.000 9d10+9 13 1. with a few advantages and disadvantages thrown in.000 6d10 7 64.000 9d10+27 19* 2. it might be better to just get a Fighter with Grandmastery. but since it lasts only five rounds.They move at 2 points faster than the usual character.500... well.750. Barbarian Level EXP HP <----------------------------------------------------------------------> 1 n/a 1d10 2 2.000 9d10+12 14 1. Of course. .Barbarians are immune to backstab. and one of their key abilities actually lowers their Armor Class. Unless you're really into roleplaying a baba. which is HUGE.. while a normal Fighter could do just fine with potions of giant Strength.000 9d10+21 17 2.. All things considered. These include everything from shape shifting Druids.000.000 9d10+6 12 1. combat-focused Bards.000 2d10 3 4.000 5d10 6 32...variants of the normal class.

HPPRS.. Notable absent are any extended Hit Point tables for the Barbarian-they just don't exist. and confusion and level drain spells. The d12 the Barbarian is supposed to receive is just a myth. they just ended up with 108 Hit Points (80 + 4 per level. Cleric. They started at level 7 with a Constitution of 10 and 80 Hit Points-obviously more than the Fighter's 1d10 could have achieved. when I made another Barbarian with 18 Constitution.A barbarian cannot specialize past normal specialization o==========================o |Bard | {DND019} o==========================o Hit points per Level: d6 <----------------------------------------------------------------------> Bards were a good class in Baldur's Gate 1. crushing. You can grab the Enhanced Bard Song feat when you get access to epic feats and make the Bard that much more effective at what they do best: supporting the party. However. The Constitution was immaterial. hold. and they mean it. However. Rage gives them +4 to Constitution and Strength for 5 rounds. and while 4th level spells might have stacked up well against 5th level Mage spells in Baldur's Gate 1.. Gives a 2 points Armor Class penalty and +2 to saves vs magic (for 5 rounds). and say definitively that Barbarians do indeed receive merely a d10 for Hit Points per level. and HPMONK. plate mail. maze. and multi-and-dual-classed characters are excelling in two or more fields..The barbarian rolls d12 for Hit Points instead of a Fighter's d10. The game does say they are jacks-of-all-trades. They're segregated more than ever into a support roll. .At 11th level the barbarian gains 10% resistance to slashing. a Bard with 6th level spells will be unimpressive against 9th level Mage spells in Baldur's Gate 2. it's poor compensation when you look at a Fighter/Mage who can Time Stop and use Greater Whirlwinds. . when I leveled them up. a Fighter/Thief and Fighter/Mage. but they'll never contribute to a fight as much as a Fighter. they'll reach their spellcasting zenith in Baldur's Gate. or Mage will. Rage also gives immunity to all charm. HPWAR. able to cast buffs like Haste and and a few defensive spells to keep them handy. Disadvantages: . and missile damage He gains an additional 5% at levels 15 and 19. but by now specialization is paying big dividends to single-classed characters. mixing light armor with a decent spell selection that went all the way up to 4th level spells. HPROG. At this point I'm more than satisfied to blame the often-screwy Hit Point calculations made by this game upon character creation for the over-abundant early Hit Points. Simply put. providing extra spell power in a pinch.. they received a maximum of 10 Hit Points for their level. fear. 7 levels). piercing.A barbarian cannot wear full plate.Can rage once per day every 4 levels (starts at 1st level with one use).. Looking at the 2DA files pretty much puts this question to rest-there are several files that determine Hit Point rolls-HPWIZ. . (supposedly) Note: I created a fresh Barbarian in Shadows of Amn. Bard . or especially a Fighter/Mage/Thief just leave the Bard far behind. While it's an impressive ability. masters of none.

000.000 9d6+18 4/4/4/3/3/2 100% 19 1.000 9d6 3/3/2 65% 10 160.860. your -10 Armor Class isn't going to protect you much. as it gets Offensive Spin and Defensive Spin. .000 9d6+24 5/4/4/4/4/3 100% 22 2.760.Only has one-half normal Lore value.Defensive Spin: lasts 24 seconds. even if the max damage is nice.000 9d6+14 4/3/3/3/2/1 100% 17 1. making this kit rather useless.Offensive Spin: lasts 24 seconds.000 9d6+6 3/3/3/2 80% 13 660. As well. and you can just grab Enhanced Bard Song to break even with the best a normal Bard has to offer. The Armor Class bonus does not go over -10.000 9d6+26 5/5/4/4/4/3 100% 23* 2. but think about it.000 9d6+28 5/5/5/4/4/4 100% 40 8.640.000 9d6+12 4/3/3/3/2 100% 16 1.000 9d6+20 4/4/4/4/3/2 100% 20 2. .320.100.200.000 9d6+16 4/4/3/3/3/1 100% 18 1. Offensive spin cannot be used in conjunction with haste or improved haste.000 7d6 3/2/1 55% 8 70.May place 3 slots into two weapon fighting style.500 3d6 2 35% 4 5.420. Disadvantages: . and won't be a huge issue. so it's really only giving you a +1 bonus to attack and +2 damage. Pick Pockets can be raised with potions.000 9d6+8 3/3/3/2/1 95% 14 880.Level EXP HP Spells Pick Pockets <----------------------------------------------------------------------> 1 n/a 1d6 25% 2 1. roots him to the spot but gives -1 AC per level of experience. which will not make a you a competitive front-liner.000 9d6+2 3/3/2/1 70% 11 220. and Offensive Spin will not compete with Whirlwinds. but for a Bard that's still a pretty hefty benefit.000 9d6+62 5/5/5/5/5/5 (max at level 38)(max at level 14) Blade {DND019} <----------------------------------------------------------------------> A Blade might seem like a good idea on paper. Your Bard song sucks anyways. +2 to damage. Offensive Spin doesn't stack with Haste. Keep in mind that these benefits are largely going to be redundant by the time you reach Throne of Bhaal. and an extra attack.May use 'Offensive Spin' and 'Defensive Spin' abilities once per day per 4 levels.000 8d6 3/3/1 60% 9 110. all of his attacks do maximum damage for the duration.000 4d6 2/1 40% 5 10.000 5d6 3/1 45% 6 20. Advantages: .250 2d6 1 30% 3 2. . .000 9d6+22 4/4/4/4/4/3 100% 21 2. granting the Blade +1 to hit.540.980.000 6d6 3/2 50% 7 40.000 9d6+10 3/3/3/3/1 100% 15 1. A Bard is better off casting defensive spells and using Enhanced Bard Song. and Lore is pretty useless anyways.000 9d6+4 3/3/3/1 75% 12 440. Defensive Spin might not go past -10.

-4 to AC.Only have one-half Pick Pockets percentage. wait. o==========================o |Cleric | {DND022} o==========================o Hit points per Level: d8 <----------------------------------------------------------------------> Clerics are essential to any party. . Protection from Evil 10' Radius. and they must save vs. They also get good offensive spells such as Greater Command. namely Sunray. Advantages: . They get great spells against undead. it affects every opponent within 30 feet... magic at +4 once per round or be confused. meaning this only affects enemies fairly close to the Bard. and immunity to Fear. and Confusion. Instead.The skald's song is different from the typical bard song and varies with level: 1st: gives allies +2 to hit. even if they can't hold . being good buffers and healers. both of which are indispensable. which is your best chance of taking down Liches. and while generally not as good at dealing damage. it IS Enhanced Bard Song! They already get it! Pick Pockets is useless anyways. +1 to hit and damage all the time beats a Blade's offering.Jester's song does not help allies. rather than casting a bunch of +4 Save versions? And it's every opponent within 30 feet. and debuffing as a Mage. ripping through spell defenses.Bard Song does not become better over time. so don't worry about having a low value there. +4 to damage. this is the way to go. And what about their Bard song? That looks a lot like. being able to equip shields and plate armor. -4 to AC. Stun. they get a somewhat unlimited access to a very weak version of a 4th level spell? Wouldn't a normal Bard be better off casting a Confusion when it mattered at a -2 Save. Holy Smite. . +4 to damage.Pick pockets ability one-quarter normal. +2 to damage and -2 to AC. and Dispel Magic. You can always use potions when you need to. Generally you want to keep vulnerable characters OUT of combat range. And yes. (Note: According to the latest patch the Jester's bardsong ability gains the slow and stun effects. 15th: gives allies +4 to hit. Chaotic Commands. Disadvantages: . Jester {DND020} <----------------------------------------------------------------------> So instead of having an ability to help their allies. Advantages: . they get healing Spells such as Heal and Restoration. Defensive Harmony. They can also typically hold a battle line. 20th: gives allies +4 to hit. there are instances in which they shine.) Disadvantages: . and Finger of Death. Skald {DND021} <----------------------------------------------------------------------> Now if you want a melee handy Bard.+1 to hit and +1 to damage with all weapons... and immunity to fear. not to mention their defensive spells like Death Ward.None..

which gives them +1 to Strength. Firstly.475. If you're a multi-classed character you won't reach this total until you max your experience. Regardless of which one they get. Priest of Talos {DND023} . Big things won't be affected. Aura of Flaming Death.125.. letting them go around without having to worry about Girdles of Giant Strength and the like (read: Anomen).250. and a bonus 6th and 7th level spell slot.000 9d8+6 6/5/5/3/2/2 13 1.000. and allows them to memorize another 6th and 7th level spell. it's a poor choice for a main character.000 9d8+10 6/6/6/5/3/2/1 15 1.000 3d8 2/1 4 6.000 5d8 3/3/1 6 27. Don't worry.025. especially with so much potential. 5% magic resistance.000 9d8 4/4/3/2/1 10 450.000 9d8+14 7/7/7/6/4/2/1 17 2. and Summon Deva abilities.000 9d8+24 9/9/9/9/8/6/2 25 3.. the game already has plenty of great recruitable Clerics.up quite as well as Fighters.000 9d8+62 9/9/9/9/9/8/7 (max at level 38) Holy Symbol: When a character reaches 25th level as a Cleric. When a Cleric hits 25th level they gain a holy symbol from their deity.800.000 8d8 3/3/3/2/1 9 225. 5% Magic Resistance. being a dual-classed Fighter/Cleric.350. such as the defensive Globe of Blades.000 9d8+18 9/9/8/8/6/4/2 19 2.000 9d8+32 9/9/9/9/9/7/3 <-.000 9d8+20 9/9/8/8/6/4/2 20 2. they're all alignment-conditional Cleric-only items with the same properties. they will receive a unique 'ring'. but single-classed Clerics should obtain this Holy Symbol early in Throne of Bhaal. Frankly. this can put them over the top. good characters will receive a Holy Symbol of Lathander.000 4d8 3/2 5 13.000 9d8+8 6/6/6/4/2/2 14 1. and little things can just be smote. For Clerics with high Strength. Clerics also get the ability to turn undead. but really. however. Anomen already beat us to the punch. Each one gives a +1 bonus to Strength.925. it seems silly for the child of a dead god to be worshiping another deity. This Holy Symbol differs in name based upon alignment.825. evil characters will have a Holy Symbol of Talos.575..500 2d8 2 3 3. and neutral characters obtain a Holy Symbol of Helm. Cleric Level EXP HP Spells <----------------------------------------------------------------------> 1 n/a 1d8 1 2 1.700.000 7d8 3/3/2/1 8 110.000 9d8+12 6/6/6/6/4/2/1 16 1.000 9d8+4 5/4/4/3/2/1 12 900.500 6d8 3/3/2 7 55. they're all beneficial with no downside.. And no main character can equal Viconia's natural resistance to magic.000 9d8+22 9/9/9/8/7/5/2 21* 2.Holy Symbol Obtained 40 8. which further improves their defensive capabilities. Unlike most classes there is no reason to not pick a Cleric kit. When you hit epic levels you can get some really awesome abilities.000 9d8+16 8/8/8/8/5/3/2 18 2.000 9d8+2 4/4/3/3/2 11 675. but it's not too great of an ability.

May cast 'Lightning bolt' once per day per 5 levels of the caster (starts at 1st level with one use. and it deals out 2-8 damage to any target it hits. but it does give you three attacks per round. unless you're a Mage of some sort. The Boon of Lathander. Once per day per ten levels of the caster means. The sword is +4 for purposes of determining what it can hit (but this bonus does not apply to damage). Its damage doesn't stand up. at least. Having this kit and the Boon of Lathander ability will give you a character fully capable of taking the fight to Vampires. but it probably won't work terribly often. this is worth a glance. once or twice. fire. and various Mists without flinching.<----------------------------------------------------------------------> Lightning Bolt isn't a great spell. It protects the caster from lightning. and normal missiles. It lasts for 1 round per level of the caster. especially for evil parties.) . SEEKING SWORD: This spell creates a sword in the players hand (that cannot be dropped or unequipped).None. if you really don't like undead. however. There are few enough good ways to make yourself immune to level drain in Shadows of Amn. in Shadows of Amn. is a very nice ability. Advantages: .. Disadvantages: . allowing you to hit things like Kangaxx the Demilich and many demons. Priest of Lathander {DND025} <----------------------------------------------------------------------> Another good Cleric kit. a multi-or-dual-classed Mage who can take on undead while protected. making the Cleric more potent for its fairly lengthy duration. Advantages: . Hold Undead is decent at stopping some undead. Wraiths. Disadvantages: . cold. but it does give you a +4 weapon. even though it takes away your ability to cast spells for its duration. but at least it lasts a long time. Seeking Sword is a little lame. STORM SHIELD: This spell lasts 6 seconds per level of the caster.May cast 'Storm Shield' once per day per 10 levels of the caster (starts at 1st level with one use).May cast 'Seeking Sword' once per day per 10 levels (starts at 1st level with one use).. as detailed below..May cast 'Hold Undead' once per day for every 5 levels of the caster . or better yet.None Priest of Helm {DND024} <----------------------------------------------------------------------> The Priest of Helm may be the best variant. as detailed below.May cast 'True Sight' once per day per 5 levels (starts at 1st level with one use). The weapon sets the number of attacks of the Cleric to 3. but Storm Shield provide some interesting bonuses to your resistances.. When equipped the wielder cannot cast further spells.. Having some extra True Sight spells cannot be underestimated. which blows. . Advantages: .

They gain their own set of divine spells. and Shadow Dragon Scale. if you want divine spells at all. They can use Scimitars.. In addition they're not able to wear heavy armor or use most weapons. along with enchanted shields and armor which bring their Armor Class down to Fighter-esque levels? No. however. and as compared to a Druid you'll have faster spell progression AND better fighting abilities. . more melee-competent Cleric with a slower spell selection. unless you just like Clubs and Quarter Staffs. wear unconventional armors. Red Dragon Scale. but with their crappy Armor Class. They get some buggy shapeshifting abilities that let you transform into monsters that aren't very strong in a sad attempt to counter their lack of martial prowess. THAC0. Not to mention you can also sneak (if you wear light armor) and you will start out specialized in the Two Weapon Style. It also protects the recipient from level drain. being essentially the Cleric version of Stoneskin. who tipped me off to the merits of this class combo. and feats) than a Cleric. All of this information is due to the e-mail I got from Rick Taylor.. Now that I got that shameful admission out of the way. But the Ranger/Cleric has one huge bonus over its Fighter/Cleric counterpart: they'll get the full selection of Drudic spells each level as well as all the Cleric spells. such as Ankheg Plate Mail. +1 to damage. BOON OF LATHANDER: This spell lasts for 6 seconds per level of the caster. say. which is to say. there's a lot of overlap. This is the best class to pick if you want to combine fighting prowess and divine spells.. You'll essentially get a stronger.. let me be frank. o==========================o |Druid | {DND027} o==========================o Hit points per Level: d8 <----------------------------------------------------------------------> Druids. Disadvantages: . it's not. you'll get much better fighting abilities (better Hit Points. if you're interested in taking full advantage of your awesome melee prowess by wielding. It gives the caster +1 to hit. but most of them are wholly inferior to the Cleric's spell selection. as detailed below (starts at 1st level with one use). well. Druids suck. You'll get more spells than a Fighter/Cleric. A Druid can. the latter of which is a huge contribution to the character's defenses. with the addition of spells like Insect Plague and Iron Skins.. .. even the Cleric's own limited martial selection will be welcome after seeing the Druid. o==========================o |Cleric/Ranger | {DND026} o==========================o Alright. but you'll have all the combat perks and spells of a Fighter/Cleric.(starts at 1st level with one use).May cast 'Boon of Lathander' for every 10 levels of the caster.. healthier. full disclosure: I was completely wrong about the Cleric/Ranger multi-class. that is just asking for trouble. +1 on all saving throws and gives the caster 1 extra attack per round. Flail of Ages and Crom Faeyr. Granted.. since these are not made out of metal. you'll be doing yourself a huge favor by playing a Cleric/Ranger. the Cleric/Ranger is very similar to the Fighter/Cleric. and everything that I'm going to say below has been revised based on better research. Is that going to make up for it when a Cleric can use things like Crom Faeyr and Flail of the Ages.None.

electricity and acid (up to 30% at level 24). And of course the fact that they won't get Whirlwind makes them patently inferior to any warrior. On the other hand.000 7d8 3/3/2/1 8 60.500. Spirit animal is randomly selected from 'Spirit Bear'.000 2d8 2 3 4. What's the difference between a 14th and 15th level Druid? Well.Unfortunately this only brings them to the doorstep of combateffectiveness. I feel compelled to point out the Druid's erratic experience spikes.000 9d8+44 9/9/9/9/9/7/7 (max at level 25) Totemic Druid {DND028} <----------------------------------------------------------------------> You can summon weak monsters. Shapeshifter {DND029} .May summon a special 'spirit' animal once per day per 5 levels of experience.000 6d8 3/3/2 7 35.000. fire.500 5d8 3/3/1 6 20. Druid Level EXP HP Spells <----------------------------------------------------------------------> 1 n/a 1d8 1 2 2.000 9d8+4 5/4/4/3/2/1 12 300. Sometimes I think all classes should be like that.000 3d8 2/1 4 7. Look for yourself. What's the difference between an 14th and 15th level Thief? Not much. Jaheira already exists. but you can't shapeshift into weak monsters. even with Ixil's Nail. Unfortunately. every level takes twice as much as the previous level. to make them specialize in Spears.000 8d8 3/3/3/2 9 90.000 9d8+6 6/5/5/3/2/2 13 750.000 9d8 4/4/3/2/1 10 125. 'Spirit Lion' and 'Spirit Snake'. a Druid is a pretty good class to dual-or-multi class with. but each time you level up you get dramatically stronger. The only reasonable counter to this is to load them up with defensive equipment to bring their Armor Class up to snuff.Cannot shapeshift. Huzzah. or better yet. Spears are decidedly weaker than Halberds over the course of both the main game and the expansion. 14. even though a Shielded Cleric with Flail of the Ages or Crom Faeyr well out-classes an unshielded Druid. of which several useful specimens exist in both Shadows of Amn and Throne of Bhaal. Advantages: .000 9d8+2 4/4/3/3/2 11 200.500 4d8 3/2 5 12. as a Fighter's martial selection will do wonders to ease the Druid's Armor Class woes. but at least they can-eventually-become useful enough in combat not to scoff at.000 9d8+8 6/6/6/4/2/2 14* 1. although in my mind. 'Spirit Wolf'.000 9d8+10 6/6/6/5/3/2/1 15 3. and the massive boost to their spells they get if they do manage to climb those hurdles and reach levels 13. Disadvantages: ..000 9d8+12 6/6/6/6/6/6/6 31 8.000. which somewhat offsets their defensive deficiencies. and 15. so why bother? At least they get immunity to poison and 10% resistance to cold.. as they still cannot use a shield like Clerics can.

Stats: Strength 21. Dexterity 20. you should install the Baldur's Gate II Tweak Pack to fix the Werewolf and Greater Werewolf transformations.. As it stands. o===============================o===============================o | Werewolf | Greater Werewolf | o===============o===============o===============o===============o | You Were | You Actually | You Were | You Actually | | Supposed to | Received..May shapeshift into the form of a Werewolf once per day for every 2 levels (starts at 1st level with one use). | | Receive. Constitution 15... it's just a matter of choosing between a weak transformation that causes you to lose what little armor you can wear. however. Advantages: .. Resistance to all Elements 50%. Note: If you want to make the Shapeshifter work.At 13th level gains the ability to change into a Greater Werewolf once per day. Still the Greater Werewolf can't hurt things that require +3 weapons to harm. . Dexterity 16. Stats: Strength 19. | Supposed to | Received. and eventually a Greater Werewolf.. Magic Resistance 20% . in which case you get a much heftier version of the ability.. which is unfortunately nerfed. | | o===============o===============o===============o===============o | Base Magic | Magic | | | | Resistance | Resistance | THAC0 of 6 | Nothing | | of 20% | Locked at 20% | | | |---------------|---------------|---------------|---------------| | Immunity to | Nothing |Saves 1/1/1/2/1| Nothing | |Normal Weapons | | | | |---------------|---------------|---------------|---------------| | Paw does 1d12 | Paw does 1d6 |Base Elemental | Elemental |Slashing Damage|Piercing Damage| Resistance of | Resistance o===============o===============o 50% | locked at 50% | |---------------|---------------| | Base Magic | Magic | | Resistance | Resistance | | of 40% | locked at 40% | |---------------|---------------| | Immunity to | Nothing | | Normal Weapons| | |---------------|---------------| | Paw is +3 | Paw is +2 | | | . Constitution 25.<----------------------------------------------------------------------> You can become a Werewolf.Cannot wear ANY armor.. Armor Class -1. | | Receive..No other shapeshifting abilities due to the effort required maintaining balance in his primary forms. Below is a table taken directly from their readme detailing what you were supposed to receive (and presumably what values the Tweak Pack restores the transformations to) and what you actually received. Armor Class -10.. unless you have the BG2 Tweaks installed to fix the Greater Werewolf. Magic Resistance 40% Disadvantages: .

o==========================o |Fighter | {DND031} o==========================o Hit points per Level: d10 <----------------------------------------------------------------------> The best perk of a Fighter is that they can gain Grand Master in a weapon. This allows them to do the most damage.On character creation he receives a -2 penalty to Strength and Constitution.. . Still. and 6th level all spells are decent. but there's not a huge difference between one sucky suit of armor and the next anyways. but at the end of the day you're still stuck with playing a Druid.. At the end of the day. and Chain Lightning is a mediocore damage-dealer.. It's not a like a Druid was going to be very strong anyways.May shapechange into normal forms. and nothing a Giant Strength item can't fix. It has its good points. and Chain Lightning are all good additions. . while the 4th. as well as those of Sword Spider.| Weapon | Weapon | |---------------|---------------| | Paw does 2d8 | Paw does 1d6 | |Slashing Damage|Slashing Damage| |---------------|---------------| |Regeneration of| | | 3 Hit Points | Nothing | | per second | | o===============o===============o Avenger {DND030} <----------------------------------------------------------------------> Well. and losing access to Studded Leather Armor is. These are listed below: 1st: Chromatic Orb 2nd: Web 3rd: Lightning Bolt 4th: Improved Invisibility 5th: Chaos 6th: Chain Lightning Disadvantages: .May not wear better than Leather Armor. but the shapechanges are worthless. and is clearly the least-offensive Druid kit. annoying. sure. Chaos will have to compete with Insect Plague. all the way up to 6th level. . wear the best armor. so why not stick to what they're good at? This class is essentially a dubious defensive trade-off in return for a spell you won't need to memorize and an okay damage-dealer.. Chaos. Improved Invisibility can be duplicated by a Ring of Air Control. I'll admit that Improved Invisibility. Baby Wyvern. and Fire Salamander. . And losing the Strength and Constitution? The Constitution isn't bad for a singleclassed Druid as they can't exceed a +2 bonus at 16 anyways. which is easily duplicated and will be quickly dispelled later in the game. 5th. It's rather hard to critique this subclass at all.6 Mage spells are added to his repertoire. so the loss of one point of to hit and damage isn't very severe. but the Strength? That hurts. given the whole feeling of 'who cares' when talking about the Druid in general. you're probably better off being able to wear better armor than being able to cast Improved Invisibility. well. and there are plenty of Mages to cast Chaos-but only Druids can cast Insect Plague.

000 3d10 4 8. stun. Advantages: . although even with Korgan I hardly ever use the abilities it provides. The Fighter is also the safe. .000 9d10+21 17 2. but the perks of picking a Fighter don't last merely 5 rounds. well. Temporary is not the same as free. you could always use a Throwing Axe or something similar.000.000 2d10 3 4. You pick a weapon. +2 to damage. hold.250.750. -2 AC.250. you put as many points as you can in it.000 9d10 10 500. and Fighters only get stronger with Throne of Bhaal.000 9d10+93 Berserker {DND032} <----------------------------------------------------------------------> If you want to be like your pal Minsc.500.000 9d10+27 19* 2.000 9d10+6 12 1. and you hold the line.000. and fear. the feat that makes them better at what they do best: hitting things.000 9d10+12 14 1.000 7d10 8 125.000 9d10+15 15 1. a Fighter becomes worth playing again. The enraged state lasts for 60 seconds.000 9d10+9 13 1.000 8d10 9 250. their bonuses from Grand Mastery are a pathetic +1 bonus to attack and +1 bonus to damage over Specialization. this is the way to go. Fighter Level EXP HP <----------------------------------------------------------------------> 1 n/a 1d10 2 2. this just allows you to weather a little more damage before you die. but imposes an Armor Class penalty.. and since you get many of them.While enraged: +2 to hit. . Note that you gain 15 'temporary' Hit Points when you use enrage. this is a great dual-or-multi class option. That said. maze. imprisonment.000 4d10 5 16.000 5d10 6 32.000 6d10 7 64. you'll suffer when you come out of enrage. however.750.000 9d10+18 16 2. which gives them access to Greater Whirlwind. If you have the default rules of Baldur's Gate 2. If you use a mod to get the tables back to the PnP values. and sleep. if dull choice. you'll be able to keep yourself juiced up.000. as there's not much strategy involved in playing one. If you lose any of these Hit Points. I think every Fighter should have a ranged option. It's a decent kit. and not being able to specialize in ranged weapons.May use 'enrage' ability once per day per 4 levels.and generally outclass every other character in melee combat..While enraged: immune to charm.000 9d10+30 40 8.500. 60 Seconds is a fairly long time. and a slight bonus to their weapons' speed factor. Berserk is a decent ability that gives you a bonus to hit and damage. .000 9d10+24 18 2.000 9d10+3 11 750. The Barbarian might have rage.

May use 'kai' ability one time per day for every 4 levels (starts at 1st level with one use): this ability lasts ten seconds and makes all attacks do maximum damage . if you can make it to the end of Throne of Bhaal. and a +2 penalty to Armor Class. A -2 bonus to Armor Class does not counter the lack of wearing any armor at all.Bonus -1 to speed factor for every 4 levels. but weak against everything else..Cannot specialize in ranged weapons.. . but no Cloaks. this maxes out at 84%. 10% cumulative spell failure penalty is applied. Advantages: .While enraged: gains 15 Hit Points. the Big Metal Unit. These Hit Points are temporary. anyways. Granted a Two Weapon Style Fighter will probably not use a ranged weapon very much. . Note that this means ALL armor.Bonus -2 to AC. By then you're pretty much done with the game though. I prefer all my characters to have a ranged option. Girdles or Necklaces.. Advantages: . Their lack of the ability to use any magical equipment save weapons and armor might actually make them more vulnerable to Mages than a straight Fighter! And they do mean ANY magical items except armor. and the fact that you can't wear gauntlets or bracers means you can't even shore up your defenses with Bracers of Armor.Becomes winded after berserking.May not use any magic items except for weapons and armor. and are taken away at the end of his berserk spree. . but in my mind I just don't think a maximum of +6 to hit and damage and five rounds of the 'kai' ability make up for the total lack of armor. . (In TOB the Wizard Slayer gets a +5% resistance at every even level at and after 20th level.1% magic resistance per level. Kensai {DND034} <----------------------------------------------------------------------> Again. -2 to damage. There is one exception though. Fortunately this allows them to wear Helmets and use Shields. and this class takes some of the better options away from my characters.) Disadvantages: . possibly killing the berserker. there are plenty of items that increase your Armor Class marginally. Rings. which will bestow upon the character a phenomenal armor class. but there are more severe problems than that. Disadvantage: . . even armor which isn't encumbering enough to block spells such as Bladesinger Chain. Wizard Slayer {DND033} <----------------------------------------------------------------------> The Wizard Slayer is good against spell casters.For each successful hit on an opponent.Bonus +1 to hit and +1 damage for every 3 levels. Bracers. Sure. While he's winded he receives a -2 to hit. but the Kensai is going to be chewed up in combat nonetheless. Its bonuses are good.

and by itself a Cleric is already a pretty stout Fighter. Bracers of Defense are one. Maces.May not use missile weapons. and you will have the Druid weapon selection.May not wear gauntlets or bracers. Note that with this combo you will still get enough experience to get your holy symbol at level 25. Note that as a Fighter/Druid you'll still get enough experience to get the really good Druid levels. except that you will of course have Druid spells instead of Clerical ones. however. Frankly. o==========================o |Fighter/Cleric | {DND035} o==========================o <----------------------------------------------------------------------> An interesting combination with slightly higher fighting skills than the Cleric and some defensive buffs to supplement the Fighter. but doesn't allow War Hammer. obvious way. and possibly the strongest in the game. I can afford to do this. and the amazing defensive spells a Mage has keeps me safer than a single-classed Fighter.Disadvantages: . you don't get Time Stop. Nice. armor be damned. making this combo in every way preferable to a single-classed Druid. which allows you to cast spells while wearing it. and Flails. This is a versatile character who can debuff and cast offensive spells at enemies. so you don't need the spell buffs quite so much. which includes Scimitars. You can't wear armor and cast spells. o==========================o |Fighter/Druid | {DND036} o==========================o This combination works almost exactly like the Fighter/Cleric.May not wear armor. The best thing of all is that a Fighter/Mage can access both Fighter and Mage feats. Having a strong melee Fighter who can go up in combat with an Aura of Flaming Death. But at least neither of your classes are hurt by wearing heavy armor. a Globe of Blades. A very good thing about this combination is they will get both the Fighter and Cleric feats. where you have many ways to improve your Armor Class without having to wear armor. With the better weapons and combat styles of Baldur's Gate 2 I drop any and all pretenses of being an archer and go for the Two Weapon Style. but they can certainly make an impact. but in this game you will also get your hands on Elven Chain Mail. They can't decimate enemies quite as well as a Fighter/Mage. or go with both using the Two Weapon Style and really lay waste to enemies. You can either go with Flail of the Ages or Crom Faeyr and use the Sword and Shield Style. but it's just not quite as potent as the Fighter/Mage. Thanks to my Fighter levels. so I don't know why you'd ever need to make your own. and then use Greater Whirlwind Attacks is a thing of beauty. a Cleric doesn't have as good of a defensive spell selection as a Mage. allowing them to pull off Time Stops and Greater Whirlwinds in unison. . . . Especially if they can retreat from combat and use Heal on themselves before jumping right back into the fray. Sure it helps to add more attacks and damage. For one. The game provides you with a perfectly fine recruitable Fighter/Druid in Jaheira. Unfortunately you'll be regulated to a few types of weapon because of the Cleric. o==========================o |Fighter/Mage | {DND037} o==========================o <----------------------------------------------------------------------> My favorite class. but that's hardly an issue in this game.

the Thief is capable of using a much greater selection of weapons than the Cleric. It's probably best to do fewer things better. Also. making your protagonist a Fighter/Mage/Thief is the best solution to the distinct lack of recruitable Thieves in the game. negating the whole Time Stop tactic that the Fighter/Mage can employ. A Fighter/Mage/Thief in essence works like a combination of the Fighter/Mage and Fighter/Thief. but you're only one character. but to a lesser degree. 7th. Go in with Two Weapon Style. no extra 6th. but being able to spell-buff and perform Greater Whirlwind attacks is still quite respectable. 7th. o==========================o |Fighter/Mage/Thief | {DND039} o==========================o <----------------------------------------------------------------------> This class suffers from many of the problems the Fighter/Mage/Cleric suffers from. I feel this class might be a bit too much. Not as in over-powered. o==========================o |Fighter/Thief | {DND040} o==========================o <----------------------------------------------------------------------> As you may have learned in Baldur's Gate 1. or as telling first strikes. Also. a . with one action a round just like everybody else. As for weapons and tactics. o==========================o |Fighter/Mage/Cleric | {DND038} o==========================o <----------------------------------------------------------------------> An interesting option. but worse weapon selection and the same lack of armor. you won't get access to any of the Mage feats. meaning the Thief actually enhances the Fighter and the Mage. but this class might just be trying to do too much at once. Also. Note that with this build you will not get 9th level spells. and then still have a battle left to fight? It's a good concept. the Fighter/Thief was a potent combo. A Fighter/Mage/Thief will not get 9th level Mage spells. are you ever going to actually get out a significant number of Cleric and Mage spells. and 8th level spells slots. but with Cleric-allowed weapons. most Thief skills are only useful out of combat. you're probably better off trying to do what the Fighter/Mage does. You'll be able to pull off many of the Fighter/Mage tricks (uber spell-buffing in order to become nearly invulnerable to enemy spell casters) and handle all the thieving requirements your party will need. Even having such variety there's only so much you can actually DO in a given span of time. Firstly. a Fighter/Mage/Thief will not gain any of the Mage feats. I mean. It almost makes you feel sorry for the single-classed Mages and Fighters you'll slaughter. this class combines the power of two strong spell casters with the solid backing of the Fighter class. Some important differences remain. allowing you to diversify your weapons and tactics much more. This class actually has a slightly better hit point range than the Fighter/Mage. Keep in mind that your progression will be horribly slow with a triple class character. For the evil party. No Comet. It's not another host of spells you're trying to cast in a finite window of time. honestly. easily matching a Ranger's skill with weapons while having the same quirks. meaning you'll always be one or two spell levels below a single-classed character.or go toe-to-toe with most anything in melee combat once fully spell buffed. like Comet and the bonus 6th. attempt to score backstabs. and 8th level spell slots. Almost. You won't be able to pull off the devastating Greater Whirlwind/Timestop combo. and use defensive spells to compensate for your lack of armor.

Going for a Fighter/Thief with the Two Weapon Style is a very fun thing to do in this game. while a Ranger cannot. If you must make a Mage. giving you a high hit point Mage who can use Bows. They get an extra spell per day per spell level and lose a handful of spells that aren't even all that good. make a Conjurer. Necromancy Conjurer Conjuration/Summoning Divination Diviner Divination Conjuration/Summoning Enchanter Enchantment/Charm Invocation Illusionist Illusion Necromancy Invoker Invocation Enchantment/Charm. if you make a Mage. but a Fighter/Thief can access both the the Fighter and the Thief feats. or whatever your little heart desires. Conjuration/Summoning Necromancer Necromancy Illusion Wild Mage Wild Magic N/A Mage Level EXP HP Spells <----------------------------------------------------------------------> 1 n/a 1d4 1 2 2. which is more of a significant loss. o==========================o |Mage | {DND041} o==========================o Hit points per Level: d4 <----------------------------------------------------------------------> Firstly I just want to say that there is no reason to make a single classed Mage protagonist. Edwin out-guns you. and a Mage will be casting a lot of spells through the game. Other than that. This makes a Fighter/Thief in my eyes every bit more powerful than a Ranger. Oh. you'll have to cheat with a save game editor like Shadow Keeper. The best ones I can think of are Identify-which can be replicated with items that have unlimited uses. If you must make a Mage. Sure. start out as something else first. and the Book of Infinite Spells. as well as having a few more Hit Points and the ability to use Short Bows. Things only get better for the Fighter/Thief in Baldur's Gate 2 as their backstab reaches a mighty x5 and a deeper melee system allows them to abuse it to its fullest advantage. and True Sight. All their spells have a chance to do something bonkers.500 2d4 2 . If you want to do this. the Ranger will have higher Hit Points and some minor Druid spells. if you have Jaheira and Anomen/Viconia in your group you have two other casters who can provide that spell. or any other type of Specialist. make a Fighter/Mage or Fighter/Mage/Thief. as you can build a Mage who can Find/Remove Traps on his own. again without using a single level. Note that if you dual-class into a Mage you cannot legitimately dual-class into a Conjurer. as it was entirely possible to do this in Baldur's Gate 1. This perplexes me to no end. A Thief can get to level 9 before dual-classing into a Mage. Swords. This negates the need for a Thief at all. Why shoot yourself in the foot? Specialist School Opposition School <----------------------------------------------------------------------> Abjurer Abjuration Alteration Transmuter Alteration Abjuration.Fighter/Thief can disable traps and backstab. and don't bother playing a Wild Mage. Period. Still. not to mention the possibility of Keldorn. which increases your options immensely. A Fighter can get to level 8 and dual-class into a Mage without wasting a single experience level of the Mage. It is MUCH better to dual-class into a Mage than to go straight Mage.

125.. but why pick two spell casting classes if that's what you want to do? o==========================o |Mage/Thief | {DND043} o==========================o <----------------------------------------------------------------------> I find it hard to imagine any case in which a Mage/Thief would be particularly useful.875. Hastes. this is best done as a dual-class option for the sake of versatility. Having four characters who can cast one type of magic well is going to work out better than having two who can cast both poorly. especially since you get get plenty of ranks into Find Traps while sacrificing no potential Mage levels. But I remain doubtful whether the two spell types rolled into one character is terribly practical in combat-again. that's nice.000 90. And you'd have extra Hit Points and THAC0 to boot.3 4 5 6 7 8 9 10 11 12 13 14 15 16 17* 31 5. but Mages should have something better to do in most combats than shoot things. On the other hand. Imoen has it right. At least then you can dispense with having a Thief altogether.000 2. Time Stops. if you're even going to bother making a Mage as your main character. and other great Mage spells and then to be able to heal up the party after the fight is over.000 60. Frankly. but they still can only cast one spell at a time.000 2. and your AC will suffer from lack of armor. You can get to 9th level as a Thief (110. And you never need to hide if you have Invisibility. and worse Hit Points will all but eliminate them from a combat role.000 1.000 40.000 750.000 20. I'm not entirely convinced it's a role worth fitting.000 1. . You lose nothing and gain a great deal.000 experience) and dual-class into a Mage and reach the maximum level of 31 (7.000 1.000 10. Despite being a Cleric. you may at least be able to stand up in combat. Your THAC0 will be lower than a Fighter. Finger of Death. being hampered by a lack of armor.. especially compared to a Fighter/Mage or Fighter/Thief.000 250.000 3d4 4d4 5d4 6d4 7d4 8d4 9d4 9d4+1 9d4+2 9d4+3 9d4+4 9d4+5 9d4+6 9d4+7 9d4+8 9d4+22 2/1 3/2 4/2/1 4/2/2 4/3/2/1 4/3/3/2 4/3/3/2/1 4/4/3/2/2 4/4/4/3/3 4/4/4/4/4/1 5/5/5/4/4/2 5/5/5/4/4/2/1 5/5/5/5/5/2/1 5/5/5/5/5/3/2/1 5/5/5/5/5/3/3/2 5/5/5/5/5/5/5/5/4 (max at level 34) o==========================o |Mage/Cleric | {DND042} o==========================o <----------------------------------------------------------------------> Not only do you have an ally who fits this role. If you're willing to invest Bladesinger Chain to this character and deal with the poor weapon selection and slow proficiency progression. they might have more spell selection.875. adding some powerful defensive Mage spells to mingle with the epic level Cleric spells is a devastating combination.875. I'd suggest doing this.000 experience) for maximum effect.625.000 7. Being able to use Bows is fine and all. It's a good thing to have a character who can pump out Horrid Wiltings. There's nothing wrong with getting a Mage with some Thief abilities.. as slower progression.500..000 135.000 375.250.

but this is typically well behind the weapons the rest of the party will have access to. Oh.000 9d8+4 12 900. A Monk needs no gear. they simply go around pummeling everything with their fists. the Monk is actually a very solid choice of character.000 9d8+2 11 675. Sure.000 9d8+24 40 8. and a protection item. They're easy to roll up and they can only be Humans. speed. you can't even hit anything that requires a +4 or better weapon to hit until level 25. and up to 78% magic resistance and you have a very good defensive character. and magical enhancement bonuses as they level. They can't be hasted.000 9d8+20 20 2. With a good Dexterity score.000 9d8+22 21* 2.350.500 2d8 3 3. up to a presumed +6 to Armor Class at level 18.925. but you'll never be better at fighting with them than a single-classed Thief. +2 to saves versus spells.000 8d8 9 225.000 9d8+16 18 2.000 9d8+12 16 1.000.000 5d8 6 27. Monks can sneak. At level 20 they'll have a base Armor Class of -1.700. and they just get better as they level up. but with their speed and high number of attacks they'll be hitting more often than most anybody else anyways. and a Monk gains access to warrior feats.250. this could potentially take their Armor Class very low.475. That's a HUGE handicap.000 9d8+62 . yeah. and there are no choices to make as to how they progress. Last and not least. why bother spending points in it? Monk Level EXP HP <----------------------------------------------------------------------> 1 n/a 1d8 2 1. some Bracers of Armor. they're strong.000 9d8 10 450. which is easily the white-bread choice of the game. the Monk.000 4d8 5 13.000 9d8+14 17 2. The one problem is the fact that they can never control the upgrades to their unarmed attacks. meaning they get Whirlwind Attack.. they can Detect Traps.500 6d8 7 55. however.000 9d8+10 15 1. although you can learn to use Thief weapons..000 9d8+6 13 1. They gain damage. On top of this they gain extra bonuses against missiles.025.000 9d8+18 19 2.000 9d8+8 14 1. There's nothing that frees a player from thought quite as much as this class.000 3d8 4 6. They're fast. Add that to the fact that they get +1 to all saves. and at this they excel. This is a good thing. which makes me wonder.575. They don't require a big investment of equipment. For example.800.000 7d8 8 110. and that's not what you played a Monk for. but they can't do anything about them.o==========================o |Monk | {DND044} o==========================o Hit points per Level: d8 <----------------------------------------------------------------------> Ah. is it? If you can handle not being able to attack creatures that require magical weapons to hit.125.

Disadvantages: . His Armor Class starts off 9. and 40th levels. and cannot be Slowed or Hasted.5th level: Immunity to all diseases. All attacks in the next 6 seconds force the victim to save or be stunned: NOTE: this special ability automatically modifies a Monk's normal attack.8th level: -1 to speed factor. the opponent must save or die. Fists are considered +2 weapons.A monk starts off moving at +2 move. no targeting needs to be done. Immune to charm. (Max four attacks.7th level: Lay on Hands to heal 2 Hit Points per level. .11th level: Immune to poison. no targeting needs to be done.The monk gains a +2 to save vs spells .13th level: Quivering palm spell once per day. . he gains 1/2 an additional attack every 3 levels.9th level: +1 to all saves. giving a further bonus at 21st. then +1 move every five levels. (AC -1 at level 20.A monk's natural Armor Class gets better as he goes up in levels. .12th level: Another -1 to speed factor. 35th. the damage his fists inflicts does as well: Level 1-2: 1-6 Level 3-5: 1-8 Level 6-8: 1-10 Level 9-11: 1-12 Level 12-14: 1-12 Level 15-17: 1-20 Level 18+: 1-20 . If they hit an opponent. This spell gives them one hand attack.) (In TOB this maxes out at 78% at 26th level. and then it decreases by one 1 for every 2 levels. .Monks have the Deflect Missiles ability.20th level: Immune to non-magical weapons. after which the rate slows. (In TOB this improves to +4 at 25th level.) . .) . .14th level: The monk gains 3% magic resistance per level (ie 42 at 14th level. .) . 27th. once per day for every 4 levels. .As the monk increases in levels. .15th level: Fists are considered +3 weapons. .) . This gives them a -1 to their AC vs missiles for every three levels. The monk's fist is considered a +1 weapon (+2 at 12th.Stunning blow. 30th. .Advantages: . 24th. NOTE: this special ability automatically modifies a Monk's normal attack. +3 at 15th).The monk can make 1 unarmed attack per round.The monk cannot wear armor.

Having Remove Fear once per day per level essentially means that at any time this character can get your party back in line.100. because the best sword in the game is such a weapon.800. Frankly though.500 3d10 4 9. In Baldur's Gate 2 you might as well get proficiency points in Two Handed Swords.Bonus +3 to hit and +3 to damage against all demonic and draconic . even given the lack of missile weapons. and poison are all very nice abilities.200. Paladin's make great party leaders due to their high minimum Charisma (17). They aren't as combat savvy as Fighters.400.. charm. protection from evil.000 9d10+15 3/2/1 15 2. and getting +3 bonus to hit versus Demons and Dragons is great too. but Demons are fairly common. detect evil (useful for telling which NPCs are bad or not and detecting enemies on the map before you even scout).000 9d10+24 3/3/3/1 34 7. Having immunity to fear.000 9d10+18 3/2/1/1 16 2.) o==========================o |Paladin | {DND045} o==========================o Hit points per Level: d10 <----------------------------------------------------------------------> Paladins are holy warriors.A monk can only use weapons available to the Thief class (except 2 handed.250 2d10 3 4. and it's only for Paladins. A very nice kit indeed.000 4d10 5 18.800. and as such they gain a slew of abilities to help them combat evil. Advantages: . which is almost as good as having a party that's immune to fear as well! It certainly means that your Clerics and Mages don't have to focus so much on keeping fear effects subdued.000 9d10+6 2/1 12 1.000 9d10+75 3/3/3/3 (max at level 20) Cavalier {DND046} <----------------------------------------------------------------------> This is a pretty nice kit. You might not come across Dragons much.000 9d10+21 3/3/2/1 17* 2. and they can turn undead as if they were a Cleric two levels lower than their paladin level. and you're going to want every bonus you can get against them.000 9d10 1 10 600.000 9d10+12 2/2/1 14 1.500. since Keldorn is on the scene there's really no reason to make your own Paladin. and they cannot multi or dual class. In exchange you'll get the ability to lay on hands (heal a character 2 Hit Points per level).000 7d10 8 150.000 8d10 9 300.000 9d10+3 2 11 900. Paladin Level EXP HP Spells <----------------------------------------------------------------------> 1 n/a 1d10 2 2. only being able to buy two ranks in any weapon proficiency.000 5d10 6 36.000 9d10+9 2/2 13 1.000 6d10 7 75.700.

. very useful. but you can get plenty of healing elsewhere without Lay on Hands.Immune to fear and morale failure. there are spells that do the same things that the other kits do. nor the slew of resistances that the Cavalier has. Undead Hunter {DND048} <----------------------------------------------------------------------> Being immune to level drain is nice. . and will be able to do it often.Immune to Hold and Charm spells. and they will try. Disadvantages: .May cast 'True Sight' once per day per 4 levels (starts at 1st level with one use).Immune to charm. Would you trade a handful of low level Priest spells for two very powerful. and the turn undead and Paladin priest spells are both weak anyways. +3 to attack and damage isn't going to help you kill a Lich as much as disabling it's defensive spells will. excel against Vampires. but there are spells that do the same. Disadvantages: . ... Shadow Door. This frees up spell casters to prepare other spells.May use 'Dispel Magic' ability once per day per 4 levels (starts at 1st level with one use): ability is used at speed factor 1 and acts at twice his actual level. True Sight is a fairly high level debuff. The disadvantages might seem bad.May not use missile weapons. . And what's the strongest undead anyways? A Lich. Mirror Image. granted. No more can creatures get away with Improved Invisibility. and it's one of the reasons he's so good. mid level spells? I would.May not cast priest spells.Immune to poison. Being able to cast Dispel Magic at TWICE your Paladin level means Inquisitors will rip through spell defenses. even though the other two aren't bad. Advantages: .May cast 'remove fear' 1 time per day per level. . but +3 to attack and damage versus undead can't compete with the massive debuffs that the Inquisitor has. . the Inquisitor is a better Undead Hunter than the Undead Hunter when it comes to big game hunting! The Undead Hunter will. . This is the class Keldorn is. .creatures. and a very good one. . however. or anything of the sort.May not use 'lay on hands' ability.May not turn undead. .20% resistance to acid..20% resistance to fire. Inquisitor {DND047} <----------------------------------------------------------------------> This is probably the best kit in the game. .. Frankly. and certainly the best of the Paladin kits.

but once in a while if you want to play with it and charm a bear or something.000 9d10+18 3/3/2 99% 16 2.000 9d10 2 70% 10 600.700. . as that costs us half an attack if we ever need to .000 4d10 33% 5 18. but in compensation they can use stealth. .000 9d10+75 3/3/3 99% (max at level 16)(max at level 13) Archer {DND050} <----------------------------------------------------------------------> Now this is a kit. Leather. Disadvantages: .000 5d10 40% 6 36.000 7d10 55% 8 150.500 3d10 27% 4 9. they'll still turn hostile on you when it's over. The stealth ability can only be used in light armor.000 9d10+3 2/1 78% 11 900.200.400.000 6d10 47% 7 75. eh. and besides.250 2d10 20% 3 4. The charm animal ability sucks. The lack of proficiency with melee weapons hurts though.000 9d10+9 2/2/1 94% 13 1.Immune to hold. Being strong enough to fight their way out of trouble helps too. but it's somewhat nice to be able to cast Cure Light Wounds or Entangle.000 9d10+15 3/2/2 99% 15 2.. hunters... o==========================o |Ranger | {DND049} o==========================o Hit points per Level: d10 <----------------------------------------------------------------------> Rangers are defenders of the wilderness.+3 to hit and +3 to damage vs. They can only get two ranks in a weapon proficiency. although the level cap in Baldur's Gate doesn't really allow this feature to pan out. but it makes them invaluable for scouting ahead of the party.000 9d10+6 2/2 86% 12 1. you're a Ranger.000 8d10 1 62% 9 300.000 9d10+12 3/2/1 99% 14 1. so why bother? The druid spells are a long time in coming. The bonuses to hit and damage with arrows eventually increase to +6 at level 18. and eventually cast druid spells.. which is a HUGE bonus to your rolls. and outdoorsmen. charm animals. or Hide. undead. Somebody who is specialized in bows to that extent isn't going to want to use metal armor anyways. Take something and do it VERY well.500. and by the end of Throne of Bhaal it's up to +9.100. you want to be able to sneak.Advantages: .000 9d10+21 3/3/3 99% 17* 2.Immune to level drain.800.000 9d10+24 3/3/3 99% 34 7. Studded Leather.May not use 'lay on hands' ability. scouts. Ranger Level EXP HP Spells Stealth <----------------------------------------------------------------------> 1 n/a 1d10 15% 2 2.800.

. but it will stop Disintegrate and Finger of Death. and a whole host of other annoying low level spells (like Charm. Keep in mind one tiny little problem. Greater Wolfweres.Has access to three Mage spells at 12th level. Note. This kit might just be better than the normal Ranger for a change. a x1 multiplier does.May backstab for a lesser amount than the Thief class (level 1-8: x1. When he activates this ability. It wont save the Ranger from Imprisonment or Horrid Wilting. so let's look at the advantages. as it allows a Ranger to play like a Thief. Chaos.. Greater Mummies. and Hold Person). Advantage: . level 9-16: x2. (In TOB this slows down to +1 every five levels after level 18. however. . nothing. Protection from Normal Missiles and Minor Spell Deflection.. There are no +4 Arrows. and you will not attack particularly fast with it. at least not against the main event. They are Haste. as this class was clearly designed for a bow. so you really need to get to 9th level before backstabbing has any effect at all. The only problem there is for a thrown weapon. so you could use a Sling or throwing weapon instead. Pit Fiends. 20% to Stealth is nice.+20% to stealth ability.Every 4 levels he gains the ability to make a called shot once per day. It's also a shame you can't pick what your called shot does. any shot made within the next 10 seconds is augmented in the following manner (according to the level of the archer): 4th level: -1 to THAC0 of the target.. and +1 to damage with any missile weapon for every three levels of experience. you will only be able to become proficient.+1 to hit. that this class improves all missile weapons. . Stalker {DND051} <----------------------------------------------------------------------> The 'may not wear armor greater than studded leather' disadvantage isn't too bad. and Minor Spell Deflection might come in handy. .An archer cannot wear any metal armor. 12th level: -1 to Strength of target. . taking down an enemies' Strength or THAC0 is much better than two more points of damage Advantages: .get into melee.. +3 Arrows aren't unlimited. 8th level: -1 to save vs magic of target. your Archer isn't going to be able to contribute. Haste is a good spell for any character to have. In higher end encounters.An archer can only become proficient in Melee weapons. In big fights against powerful enemies. Also. as that's the highest grade of armor I tend to throw on a Ranger anyways. 16th level: +2 bonus to damage Disadvantages: . he may never specialize. and by Throne of Bhaal many things won't be bothered by those. level 17+ x3). and correct me if I'm wrong. but there's always a chance of failure. and with 34 levels. It's a shame there aren't better arrows out there. any Ranger is going to be good at stealth. The best unlimited ammo you get are +2 Arrows. and some Vampires will all be out of your league. so you'll never be able to hit anything that requires a +4 or better weapon to hit with your bow.. The backstab modifier is very nice.) . Balors. although.

Ultimately a Sorcerer can know only several spells of each spell level. and not having to choose the exact number of each to prepare can be helpful. there are only a handful of spells each level that get used frequently. and for many spell levels that's fine.000 3d4 3 5 4 10.000 9d4+2 5/5/4/3/2 6/6/6/6/4 12 750. Advantages: .000 4d4 3/1 6/3 5 20.) o==========================o |Sorcerer | {DND053} o==========================o Hit points per Level: d6 <----------------------------------------------------------------------> If you're familiar with 3rd Edition Sorcerers. from which they can cast any of their known spells without having to memorize them. you'll be familiar with Baldur's Gate 2's Sorcerer. They function like Mages.000 5d4 4/2 6/4 6 40.000 8d4 5/3/2/1 6/6/5/3 9 135.000 6d4 4/2/1 6/5/3 7 60. or morning stars. On the other hand this takes down their tactical flexibility a great deal. They do get one more spell per day per spell level than a normal Mage. You either know the spell. hammers.May not wear armor greater than studded leather. May cast Animal Summoning 3 at 12th level. Beast Master {DND052} <----------------------------------------------------------------------> And again with the suck. when you get right down to it.Disadvantages: . Don't even give this kit a glance.000 9d4+3 5/5/4/3/2/1 6/6/6/6/5/3 .Cannot use metal weapons (such as swords. Who wants to play a Ranger that is more like a Druid? Druids suck. Chances are you won't find too many more 9th level spells.+15% to stealth ability. May cast Animal Summoning 2 at 10th level. except they can only know a handful of spells.000 9d4+1 5/4/3/2/1 6/6/6/5/3 11 375.Enhanced spell ability with regard to the following spells: May cast the 4th level Druid spell Animal Summoning 1 at 8th level. or you don't. Disadvantages: . halberds. but what do they have that Edwin doesn't have? He gets two spells per day per spell level over a normal Mage AND has tactical flexibility. at least not ones you'll use often. they're just alike.500 2d4 2 4 3 5.000 7d4 5/3/2 6/6/4 8 90. I never liked Sorcerers. it's not worth your attention. and Animal Summoning sucks. although they are still limited to a maximum number of spells per day. On the other hand. there's no learning it from a scroll or preparing it for a big fight when needed. Sorcerer Level EXP HP Spells (Known) Spells (Cast) <----------------------------------------------------------------------> 1 n/a 1d4 2 3 2 2. .000 9d4 5/4/3/2 6/6/6/4 10 250. That said.

000 6d6 x3 7 40.000 9d6+62 x5 (max at level 13) Assassin {DND055} <----------------------------------------------------------------------> You'll be slower with your Thief skills progression.320.540.875. but that seems a .500. find and disarm traps.500 3d6 x2 4 5. Thief Level EXP HP Backstab Multiplier <----------------------------------------------------------------------> 1 n/a 1d6 x2 2 1. If they are hidden and attack an enemy they multiply the damage they deal by their backstab modifier.000 9d6+6 x4 13 660. Most importantly. These allow them to pick pockets. you don't have to drag around a character to do the thieving for you. but they do have access to a variety of weapons.000 9d6+22 x5 22 2.000 5d6 x3 6 20. and so is a Fighter/Mage/Thief.000 7d6 x3 8 70.000 9d6+16 x5 19 1..000.860.000 9d6+8 x5 14 880.13 14 15 16 17* 31 1.250 2d6 x2 3 2.420. and hide from enemies.000 1.000 9d6+20 x5 21 2.000 9d6+12 x5 16 1.625.760.000 4d6 x2 5 10.200.125. and they don't have spells.000 2. For more information on Thief abilities. they can only wear the lightest armors..000 9d6+24 x5 23 2.000 9d6+2 x4 11 220.000 9d6 x4 10 160. see [DND046].640.875. open locked objects.000 9d6+14 x5 17 1.000 9d4+4 9d4+5 9d4+6 9d4+7 9d4+8 9d4+22 5/5/4/4/3/2 5/5/4/4/3/2/1 5/5/4/4/4/3/2 5/5/4/4/4/3/2/1 5/5/4/4/4/3/3/2 5/5/5/5/5/5/5/4/4 6/6/6/6/6/4 6/6/6/6/6/5/3 6/6/6/6/6/6/4 6/6/6/6/6/6/5/3 6/6/6/6/6/6/6/4 6/6/6/6/6/6/6/6/6 (max at level 20) o==========================o |Thief | {DND054} o==========================o Hit points per Level: d6 <----------------------------------------------------------------------> The Thief isn't as combat savvy as the Cleric. They are a waste of a class on their own. so some character or another with thieving abilities is required in any party. one is essential. as it gives any class the ability to be more lethal by backstabbing.000 9d6+4 x4 12 440.250.000 9d6+26 x5 24* 2.980. as they gain levels they get the ability to 'backstab'. As for combat. Of these skills.100. A Fighter/Thief is a potent combination.000 9d6+18 x5 20 1. and if you make your own.000 9d6+28 x5 40 8. but it is a great dual or multi class option.000 1.000 7. What's the draw then? Their thieving abilities.000 8d6 x3 9 110.000 2.000 9d6+10 x5 15 1.

however. and backstab multiplier. poison limits damage to 12 total. probably not a thing a new player wants to attempt. . This is a great class to dual-class into a Fighter with. The only problem is you need to make it fairly far as a Thief to get that juicy x7 multiplier. But worthwhile if you pull it off. and almost overcome the handicap a Thief suffers against a Fighter in armor and THAC0.Only 15% per level to distribute on abilities. It'll be a long time hitting level 14 to get your Thief skills back. casts Otiluke's Resilient Sphere.+15% to trap setting. damage. Advantages: . Thankfully.worthy trade for the x7 backstab multiplier! +1 to hit and damage is nice too.Backstab reaches x7 instead of x5. The bonus to Armor Class and attack and damage are both pretty good. Advantages: . Getting to level 13 will only take 660. the Thief is the lowest class to raise. 11th: the trap holds the target if a save is failed. There are no save penalties. and the effect varies according to level. any little bit helps. Swashbuckler {DND057} <----------------------------------------------------------------------> This is at least a legitimate attempt to make a character who is not a Fighter actually able to fight.. Not to mention by level 21 all Thieves have access to the much better epic feats and their traps. Disadvantages: . . but it's totally out-shadowed by the backstab.gets only 20% to distribute between Thief abilities each level. especially with such a resounding first strike. The next hit with that weapon will inject the poison into the target.He can lay special traps (other than the ones that all thieves receive). Get your Thief skills in place and enjoy your bonus THAC0. Disadvantages: . Use the actual spells instead. Here's a better idea. This isn't a worthy kit. The effects are listed below: 1st: the trap deals out damage and slows the target (if save is failed). A trap that slows. 21st: the trap mazes the target. not a strategy. The traps are more powerful than the typical Thief trap. at least until you get some of the epic feats. 16th: the trap erects an Otiluke's Resilient Sphere around the target (if a save is failed). There is nothing preventing you from poisoning your weapon before you backstab.May coat his weapon in poison once per day per 4 levels.000 experience. leaving enough left over for you to reach level 37 as a Fighter. dealing out 1 damage per second for 24 seconds (3 damage for the first 6 seconds). which is more than enough. although the poison is by itself fairly weak.. and when you hit a high level you Maze a target? Most things are going to resist it. especially since there's no save penalty. and powerful enemies tend to be smart enough that this will not even last long. A saving throw vs.Bonus +1 to hit and +1 damage . and mazes an enemy is a novelty. holds. either. The ability to specialize . Bounty Hunter {DND056} <----------------------------------------------------------------------> Traps suck.

He gains another +1 bonus to his Armor Class ever 5 levels. Magic Resistance.is very welcome. It's a nice offer. Seriously though. . as opposed to the Cleric. I always find myself wistfully wishing that I had a chance to change my gender or cast a Fireball on myself.. remove their prohibited school. o==========================o |Thief/Cleric | {DND058} o==========================o <----------------------------------------------------------------------> Well.. which is more of a stay back out of the way kinda class. Having it do the RIGHT beneficial thing to the right target. and at odds with itself character. All . and you've got the Wild Mage.He can specialize in any melee weapon that a Thief can use. well. Why not make a Fighter/Thief instead of a Swashbuckler? You'll have the better THAC0 of a Fighter. Honestly the Mage spells seem a better fit for a Thief.Bonus +1 to AC. a Fighter it is not. You won't be wearing any heavy armor if you want to keep your Thief skills. Saving Throws. this adds serious uncertainty to the duration and damage of many spells.. might as well mention it eh? The Thief/Cleric is an odd. On top of that. . including all the Fighter weapons. but you'll be able to use all the Thief skills. and for all its trying.No backstab multiplier. this doesn't matter much-you really only stand to gain. Namely they're still losing sorely in the Hit Point department. Advantages: . however. This might be an interesting dual-class. is rather uncommon. especially in the Two Weapon Style.May place 3 slots into the proficiency 'two weapon fighting style. the ability to specialize in weapons. provided you don't care that your Cleric won't be as tough as if you had dual-classed with a Fighter. and the possibility of getting interrupted by damage. Of course. Suffice to say. . . including backstab. but as you level up.He gains +1 to hit and damage every 5 levels. This makes me wonder one thing. At level one. You're essentially trading the known penalty of a prohibited spell school for the random 5% chance to. and add massive randonmess to everything they do. check out the table below [DND060]. which is often a decently armored character who can stand up in combat. better Hit Points than a Thief. The only down sides are the fact that the Thief loses the backstab ability. and you get to keep your backstab.. I don't find randomness helpful when it comes to my Mages. Magic is busy enough already.' Disadvantages: . the odds of having Wild Magic doing something beneficial actually isn't that low. but frankly multi-classing still wins. o==========================o |Wild Mage | {DND059} o==========================o Hit points per Level: d4 <----------------------------------------------------------------------> You take a normal specialist Mage. you're stuck with the Cleric's selection of weapons. but you can certainly wear light armor with no problem. I know that when I cast spells. We already have to deal with targeting. every spell they DO successfully cast without triggering a Magic Surge also fluctuates by up to five levels (plus or minus) the caster's level.

in all. what does a Wild Mage have over a Conjurer? Identify. Wild Mage Level EXP HP Spells <----------------------------------------------------------------------> 1 n/a 1d4 1 2 2.000 9d4 4/3/3/2/1 Wild Surge Table {DND060} <----------------------------------------------------------------------> This table was taken straight from the Throne of Bhaal manual.500 2d4 2 3 5.000 8d4 4/3/3/2 9 135. o====o=================================================================o |Roll| Wild Surge Effect | o====o=================================================================o | 1 | Repulsion field centred on the caster | |----|-----------------------------------------------------------------| | 2 | Wild colour changes upon the caster | |----|-----------------------------------------------------------------| | 3 | Squirrels appear around caster | |----|-----------------------------------------------------------------| | 4 | The caster becomes itchy | |----|-----------------------------------------------------------------| | 5 | The caster glows | |----|-----------------------------------------------------------------| | 6 | A fireball centres on the caster | |----|-----------------------------------------------------------------| | 7 | The caster’s sex is changed | |----|-----------------------------------------------------------------| | 8 | The caster’s colour changes | |----|-----------------------------------------------------------------| | 9 | Every one in the area changes direction | |----|-----------------------------------------------------------------| | 10 | Explosion centred on caster | |----|-----------------------------------------------------------------| | 11 | Entangle spell centred on caster | |----|-----------------------------------------------------------------| | 12 | Slow spell centred on target | |----|-----------------------------------------------------------------| | 13 | Target polymorphed into a wolf | |----|-----------------------------------------------------------------| | 14 | Caster held | |----|-----------------------------------------------------------------| | 15 | Caster hasted | |----|-----------------------------------------------------------------| | 16 | Caster changed into a squirrel | |----|-----------------------------------------------------------------| | 17 | Gold on the caster is destroyed | .000 5d4 4/2/1 6 40.000 7d4 4/3/2/1 8 90.000 4d4 3/2 5 20.000 3d4 2/1 4 10. and massive randomness to everything they do. that's what.000 6d4 4/2/2 7 60. True Sight.

|----|-----------------------------------------------------------------| | 18 | Target weakened | |----|-----------------------------------------------------------------| | 19 | Sunfire spell centred on caster | |----|-----------------------------------------------------------------| | 20 | Movement rate lowered on target | |----|-----------------------------------------------------------------| | 21 | Fireball centred on caster | |----|-----------------------------------------------------------------| | 22 | Caster held as per the spell Hold Person | |----|-----------------------------------------------------------------| | 23 | Fear spell centred on target | |----|-----------------------------------------------------------------| | 24 | Roll twice more. Both effects apply | |----|-----------------------------------------------------------------| | 25 | Entire area explored | |----|-----------------------------------------------------------------| | 26 | Globe of invulnerability centred on target | |----|-----------------------------------------------------------------| | 27 | Silence 15 foot radius centred on caster | |----|-----------------------------------------------------------------| | 28 | Caster dizzy | |----|-----------------------------------------------------------------| | 29 | Target invisible | |----|-----------------------------------------------------------------| | 30 | Pretty sparkles! No other effect | |----|-----------------------------------------------------------------| | 31 | Caster is spell’s target | |----|-----------------------------------------------------------------| | 32 | Caster becomes invisible | |----|-----------------------------------------------------------------| | 33 | Colour spray from caster | |----|-----------------------------------------------------------------| | 34 | Birds appear around the caster | |----|-----------------------------------------------------------------| | 35 | Fireball centred on caster. No damage done | |----|-----------------------------------------------------------------| | 36 | Gems created on caster | |----|-----------------------------------------------------------------| | 37 | Combat music starts | |----|-----------------------------------------------------------------| | 38 | Goodberries created on caster | |----|-----------------------------------------------------------------| | 39 | Fireball flies toward target | |----|-----------------------------------------------------------------| | 40 | Charges drained on area effect around target | |----|-----------------------------------------------------------------| | 41 | Random treasure created on caster | |----|-----------------------------------------------------------------| | 42 | Caster is combat ready (+2 THACO +2 Damage) | |----|-----------------------------------------------------------------| | 43 | Teleport field spell centred on caster | |----|-----------------------------------------------------------------| | 44 | Teleport field spell centred on target | .

but the spell fizzles | |----|-----------------------------------------------------------------| | 58 | Projectile speed halved | |----|-----------------------------------------------------------------| | 59 | All weapons in the area glow | |----|-----------------------------------------------------------------| | 60 | No saving throw is allowed against the spell | |----|-----------------------------------------------------------------| | 61 | Target is held as per the Hold Person spell | |----|-----------------------------------------------------------------| | 62 | Detect magic spell centred on target | |----|-----------------------------------------------------------------| | 63 | Roll 4 more times. If there are no doors. otherwise roll twice more | |----|-----------------------------------------------------------------| | 52 | Loud noise. Target must save or be stunned | |----|-----------------------------------------------------------------| | 53 | Target’s hit points doubled | |----|-----------------------------------------------------------------| | 54 | Summon demon to attack target | |----|-----------------------------------------------------------------| | 55 | Spell fired but with squealing noise | |----|-----------------------------------------------------------------| | 56 | Spell goes off but duration is halved | |----|-----------------------------------------------------------------| | 57 | Strange visual effect. a different spell of the same level| | | goes off | |----|-----------------------------------------------------------------| | 66 | Lightning bolt spell cast at target | |----|-----------------------------------------------------------------| | 67 | Target strengthened | |----|-----------------------------------------------------------------| | 68 | Heal centred on the target | |----|-----------------------------------------------------------------| | 69 | Entangle target | |----|-----------------------------------------------------------------| | 70 | Caster weakened | |----|-----------------------------------------------------------------| | 71 | Fireball spell centred on target | |----|-----------------------------------------------------------------| | 72 | Flesh to stone on target | |----|-----------------------------------------------------------------| . then | | | roll twice and use both effects | |----|-----------------------------------------------------------------| | 47 | Caster polymorphs into wolf | |----|-----------------------------------------------------------------| | 48 | Change target randomly | |----|-----------------------------------------------------------------| | 49 | Caster recuperates as if he rested | |----|-----------------------------------------------------------------| | 50 | Monsters summoned by target | |----|-----------------------------------------------------------------| | 51 | Start snowing if outside.|----|-----------------------------------------------------------------| | 45 | Area effect hiccups centred on target | |----|-----------------------------------------------------------------| | 46 | All doors in area of effect open. All effects happen | |----|-----------------------------------------------------------------| | 64 | Slow spell centred on target | |----|-----------------------------------------------------------------| | 65 | Instead of the chosen spell.

-4 to target’s saving throw | |----|-----------------------------------------------------------------| | 98 | Target’s colour changed | |----|-----------------------------------------------------------------| | 99 | Spell cast at double level | |----|-----------------------------------------------------------------| |100 | Spell casts normally | o====o=================================================================o . Caster also recuperated as if rested | |----|-----------------------------------------------------------------| | 74 | Heal spell centred on caster | |----|-----------------------------------------------------------------| | 75 | Target dizzy | |----|-----------------------------------------------------------------| | 76 | Sunfire centred on target (caster unaffected) | |----|-----------------------------------------------------------------| | 77 | Target held | |----|-----------------------------------------------------------------| | 78 | Target blinded | |----|-----------------------------------------------------------------| | 79 | Target charmed | |----|-----------------------------------------------------------------| | 80 | Gems created on target | |----|-----------------------------------------------------------------| | 81 | Target’s movement rate reduced | |----|-----------------------------------------------------------------| | 82 | Random treasure created on target | |----|-----------------------------------------------------------------| | 83 | Target polymorphed into squirrel | |----|-----------------------------------------------------------------| | 84 | Silence 15 foot radius centred on target | |----|-----------------------------------------------------------------| | 85 | Target’s sex changed | |----|-----------------------------------------------------------------| | 86 | Fake explosion (no damage) centred on target | |----|-----------------------------------------------------------------| | 87 | Stinking cloud centred on target | |----|-----------------------------------------------------------------| | 88 | Cow falls from sky on the target | |----|-----------------------------------------------------------------| | 89 | Target dizzy | |----|-----------------------------------------------------------------| | 90 | Spell has 60 foot radius at target (change projectile) | |----|-----------------------------------------------------------------| | 91 | Target itchy | |----|-----------------------------------------------------------------| | 92 | Casters hit points doubled | |----|-----------------------------------------------------------------| | 93 | Target held | |----|-----------------------------------------------------------------| | 94 | Target hastened | |----|-----------------------------------------------------------------| | 95 | Destroy all gold on target | |----|-----------------------------------------------------------------| | 96 | Spell casts at double effectiveness | |----|-----------------------------------------------------------------| | 97 | Spell cast.| 73 | Spell fired.

it's always a good idea to keep your alignment in the teens. your evil characters will disband. and vise-verse. nobody is happy. Evil characters will react poorly to good characters.Alignment {DND061} o======================================================================o The alignment of your protagonist only matters so much in the first game. pick either good. even. your starting reputation varies depending upon your protagonist's alignment. or evil. save that the manual misprints the required donation at reputation values of 13 and 14 as 200 gold and 500 gold. Speaking of reputation and alignment. If your protagonist is good-aligned. They should be 1200 gold and 1500 gold. Discounts are good. Since a high reputation will earn you discounts at shops. as follows: o===============o===============o | Alignment | Starting | | | Reputation | o===============o===============o | Lawful Good | 12 | |---------------|---------------| | Neutral Good | 11 | |---------------|---------------| | Chaotic Good | 11 | |---------------|---------------| |Lawful Neutral | 10 | |---------------|---------------| | True Neutral | 10 | |---------------|---------------| |Chaotic Neutral| 10 | |---------------|---------------| | Lawful Evil | 9 | |---------------|---------------| | Neutral Evil | 9 | |---------------|---------------| | Chaotic Evil | 8 | o===============o===============o Reputation Effects {DND062} <----------------------------------------------------------------------> These are derived from the manual. If your reputation gets too high (19+). If your reputation gets too low (2-) your good characters will disband. At a neutral reputation.. This is less of a problem in the first game than in the sequel. but not both. but spare yourself the aggravation and choose party members of like alignment. In the sequel the allies you choose will react to your alignment more. If your protagonist is neutral. . even evil characters will want to keep their reputation reasonable. Where alignment really matters is between your NPCs. Good characters will be happy with a high reputation and unhappy with a low reputation. while evil characters will be happy with a low reputation and unhappy with a high reputation. at least. choose good or neutral characters. Another reason for having some continuity of alignment within your party is your reputation. respectively. choose evil or neutral characters. If your protagonist is evil-aligned. for the purpose of purchasing items. so you should try to choose party members who have an alignment similar to yours. and you can't really afford to be pure 'evil' anyways.. as a reputation of 1 will earn you some pretty serious harassment by groups of Cowled Wizards and Knights of the Heart... and in some instances violence may erupt between two allies. fairly high. That's right.

the lower or higher your reputation the more it costs to increase your reputation. Again. the cheaper things will be.. It's funny. I'm talking about abilities. The stronger . and you should try to ensure that your reputation stays above this mark. you'd think donating to a 'bad' temple like the temple of Talos would lower your reputation.. You have six abilities. so you know what to shoot for. however. Either way. Before that. the higher your reputation. the principle is simple.. The costs are a bit steeper in the sequel. get comfortable. Strength {DND064} <----------------------------------------------------------------------> Strength is important for many reasons-obvious reasons. so if I mess up and refer to them as attributes later. and get rolling.. and you can re-roll them until you get what you want. I prefer to call them attributes. you'd think a thieves guild or dark elves would reward a low reputation.o======================================================================o |Reputation|Item Cost|Donation Required| Additional Effects | o==========o=========o=================o===============================o | 20 | -50% | -|+4 Reaction Adjustment | | 19 | -40% | -|+3 Reaction Adjustment | | 18 | -30% | -|+3 Reaction Adjustment | | 17 | -20% | 5000 |+2 Reaction Adjustment | | 16 | -10% | 2500 |+2 Reaction Adjustment | | 15 | -10% | 2000 |+1 Reaction Adjustment | | 14 | base | 1500 |+1 Reaction Adjustment | | 13 | base | 1200 |N/A | | 12 | base | 900 |N/A | | 11 | base | 700 |N/A | | 10 | base | 500 |N/A | | 9 | +10% | 400 |N/A | | 8 | +20% | 300 |N/A | | 7 | +20% | 200 |-1 Reaction Adjustment | | 6 | +30% | 400 |-2 Reaction Adjustment | | 5 | +40% | 500 |-3 Reaction Adjustment | | 4 | +50% | 1000 |-4 Reaction Adjustment | | 3 | +100% | 1000 |-5 Reaction Adjustment* | | 2 |will not | 1200 |-6 Reaction Adjustment* | | 1 | sell | 1500 |-7 Reaction Adjustment* | o======================================================================o *Indicates that at this reputation you may get attacked by Cowled Wizards and Knights of the Heart. let me explain them a bit. Donation Required: Just like in Baldur's Gate 1. well. or close to it. This is not a good thing. Take advantage of it. or simply not know about your reputation at all. Item Cost: The rate of increase or decrease of the cost of items in a store. Abilities {DND063} o======================================================================o Your abilities define what your character is good at.

Constitution. the more likely you are to deal effective blows.you are. for single-classed warriors starting out with a high exceptional Strength should be something to shoot for. This is a randomly generated percentile from 1-100. Dexterity. To hit and damage bonuses are good things. Paladins. It's more important to get 18's in your Strength. wield swords and bows. and higher carry weight can reduce annoying trips back to town. Also. which is easy enough to do. commonly known as exceptional Strength. and the more damage you deal in combat. etc. and whatever other attribute your class would be aided by (Intelligence for Fighter/Mages. Warrior types (Barbarians. however. For that reason any and all characters who wish to compete in melee should strive for an 18 Strength. a Fighter only needs three attributes at 18. single. o========o=====o======o======o=====o | Score |THAC0|Damage|Weight|Bash%| o========o=====o======o======o=====o | 3 | -3 | -1 | 5 | 3 | | 4 | -2 | -1 | 15 | 4 | | 5 | -2 | -1 | 15 | 4 | | 6 | -1 | 0 | 30 | 6 | | 7 | -1 | 0 | 30 | 6 | | 8 | 0 | 0 | 50 | 8 | | 9 | 0 | 0 | 50 | 8 | | 10 | 0 | 0 | 70 | 10 | | 11 | 0 | 0 | 70 | 10 | | 12 | 0 | 0 | 90 | 12 | | 13 | 0 | 0 | 90 | 12 | | 14 | 0 | 0 | 120 | 14 | | 15 | 0 | 0 | 120 | 14 | | 16 | 0 | +1 | 150 | 16 | | 17 | +1 | +1 | 170 | 18 | | 18 | +1 | +2 | 200 | 20 | |18/01-50| +1 | +3 | 220 | 25 | |18/51-75| +2 | +3 | 250 | 30 | |18/76-90| +2 | +4 | 280 | 35 | |18/91-99| +2 | +5 | 320 | 40 | | 18/00 | +3 | +6 | 400 | 45 | | 19 | +3 | +7 | 500 | 50 | | 20 | +3 | +8 | 600 | 55 | | 21 | +4 | +9 | 700 | 60 | | 22 | +4 | +10 | 800 | 65 | | 23 | +5 | +11 | 1000 | 70 | | 24 | +6 | +12 | 1200 | 75 | | 25 | +7 | +14 | 1600 | 80 | o========o=====o======o======o=====o Dexterity {DND065} <----------------------------------------------------------------------> This affects your Armor Class and your THAC0 adjustment for missile weapons. Rangers. and whatnot. multi. but even Thieves and Bards are going to want to have enough Strength to wear some armor. While it becomes moot when you get the Manual of Gainful Exercise (thus bypassing exceptional Strength altogether an boosting your Strength by a point-ideally from 18 to 19).). don't sweat the exceptional Strength percentile. Wisdom for Fighter/Clerics. EVERY character should get an 18 Dexterity for the wonderful . For multi-classed Warrior. I mean. Mages can afford to use this as a dump-stat. Period. Fighters. or dual-classed) will automatically get exceptional Strength if they start out with a Strength score of 18. your Strength limits what arms and armor you can equip.

Hit points are good. o=======o===============o=======o | Score |Hit Points per |Regen. At 16. Anybody highest bonus a PC can legitimately have Armor Class shy of the Armor Class bonus in 2nd Edition (25.-4 Armor Class modifier. and their kits).. Paladins. if you have any. of course. Once they get the Manual of Gainful exercise.. and be good to go.. Constitution {DND066} <----------------------------------------------------------------------> This attribute gives you Hit Points.| Class | o=======o=======o=======o | 0 | -20 | +5 | | 1 | -6 | +5 | | 2 | -4 | +5 | | 3 | -3 | +4 | | 4 | -2 | +3 | | 5 | -1 | +2 | | 6 | 0 | +1 | | 7 | 0 | 0 | | 8 | 0 | 0 | | 9 | 0 | 0 | | 10 | 0 | 0 | | 11 | 0 | 0 | | 12 | 0 | 0 | | 13 | 0 | 0 | | 14 | 0 | 0 | | 15 | 0 | -1 | | 16 | +1 | -2 | | 17 | +2 | -3 | | 18 | +2 | -4 | | 19 | +3 | -4 | | 20 | +3 | -4 | | 21 | +4 | -5 | | 22 | +4 | -5 | | 23 | +4 | -5 | | 24 | +5 | -6 | | 25 | +5 | -6 | o=======o=======o=======o Note: Your Dexterity will also affect your Thief abilities. See [DND046] for more information. All warriors should have an 18 Constitutuion. -6)? Ah. which is +4 at 18. but non-warriors only really need a 15.. | | | Level | Rate | o=======o===============o=======o | 1 | -3 | 0 | | 2 | -2 | 0 | | 3 | -2 | 0 | | 4 | -1 | 0 | | 5 | -1 | 0 | | 6 | -1 | 0 | | 7 | 0 | 0 | . you gain a +2 bonus to Hit Points gained per level. 2nd Edition else find it odd that the (18. Period. they'll raise to 16. o=======o=======o=======o | Score |Missile| Armor | | |Adjust. The number to the right lists the bonus for warriors (Fighters. -4) is only two points of gained by the fastest critters was funny. which for non-warriors is the highest bonus possible. Rangers.

they're a measure of the time it takes to regenerate a lost Hit Point. By 'dump stat'. what the hell do those numbers mean? Well. get an 18. you only need a 15 Intelligence as you'll never be able to memorize 9th level spells anyways (the tome will raise your intelligence high enough to cast 8th level spells. simply reload until you succeed. You'll legitimately never get high enough to identify everything.| 8 | 0 | 0 | | 9 | 0 | 0 | | 10 | 0 | 0 | | 11 | 0 | 0 | | 12 | 0 | 0 | | 13 | 0 | 0 | | 14 | 0 | 0 | | 15 | +1 | 0 | | 16 | +2 | 0 | | 17 | +2/+3 | 0 | | 18 | +2/+4 | 0 | | 19 | +2/+5 | 0 | | 20 | +2/+5 | 60 | | 21 | +2/+6 | 50 | | 22 | +2/+6 | 40 | | 23 | +2/+6 | 30 | | 24 | +2/+7 | 20 | | 25 | +2/+7 | 10 | o=======o===============o=======o Note: In the Regeneration Rate column. Intelligence {DND067} <----------------------------------------------------------------------> If you're a Mage. allowing you to have as low of an Intelligence as you please regardless of your natural 'Max Spell Levle or 'Max Spells per Spell Level'. you can just use potions in a timely manner to scribe all the spells you wish. no.. Note that if you're a triple class Mage. and that's how many seconds it takes to recover a lost Hit Point. it's just more convenient to have the natural Intelligence instead of having to rely on potions all the time and scribing spells all at once.. if not. it takes 60 seconds-one minute-of game-time to recover one Hit Point. This will never be a deciding factor as you can simply drink a potion to temporarily allow you to scribe more spells than your spells per level allowance. but not REAL time. This makes sense. If you fail at scribing a scroll.) 'Max Spells per Spell Level' is the maximum number of different spells you can have in your spell book per level. So for a Constitution score of 20. making lore a non-issue. so you'll always need the Identify spell. Lore is your ability to identify magical items. it's a dump stat. Still. In fact. So divide all those numbers by 24. that would be too simple-it's the number of game-time seconds it takes to regenerate a lost Hit Point. doesn't it? It means that one hour spent playing in real-time is one day of game-time. One minute of game-time is 2. so our rate of time-lapse difference is 60/2. I mean lower it to 10 or so to put the excess points in other attributes you actually need.5 seconds of real time. o=======o=======o=======o===============o=======o | | Learn | Max |Max Spells per | | | Score | Spell | Spell | Spell Level | Lore | | |Chance | Level | | | o=======o=======o=======o===============o=======o | 0 | 0% | | | -20 | . 'Max Spell Level' refers to the highest level of spell you'll be able to cast if you're a Mage.5 = 24:1.

it's a dump stat. And keep in mind. For Clerics and Druids you don't have a spell level maximum for a low Wisdom in 2nd Wdition. there are three tomes in the game that add a 1 point bonus to this stat. The bonus spells are listed by level. If you're a Mage. o=======o===============o=======o | Score | Bonus Spells | Lore | o=======o===============o=======o | 3 || -20 | | 4 || -20 | | 5 || -20 | | 6 || -20 | | 7 || -10 | | 8 || -10 | | 9 |0 | -10 | | 10 |0 | 0 | | 11 |0 | 0 | | 12 |0 | 0 | | 13 |1 | 0 | | 14 |2 | 0 | | 15 |2/1 | +3 | | 16 |2/2 | +5 | | 17 |2/2/1 | +7 | | 18 |2/2/1/1 | +10 | | 19 |3/2/1/2 | +12 | | 20 |3/3/1/3 | +15 | . but higher Wisdom nets you bonus spells. 2 second level spells. at 17 you'd get 2 first level spells. but if you simply cannot spread your points out enough to get a great Wisdom.| 1 | 0% | | | -20 | | 2 | 0% | | | -20 | | 3 | 0% | | | -20 | | 4 | 0% | | | -20 | | 5 | 0% | | | -20 | | 6 | 0% | | | -20 | | 7 | 0% | | | -10 | | 8 | 0% | | | -10 | | 9 | 0% | 4th | 6 | -10 | | 10 | 35% | 5th | 7 | 0 | | 11 | 40% | 5th | 7 | 0 | | 12 | 45% | 6th | 7 | 0 | | 13 | 50% | 6th | 9 | 0 | | 14 | 55% | 7th | 9 | 0 | | 15 | 60% | 7th | 11 | +3 | | 16 | 65% | 8th | 11 | +5 | | 17 | 75% | 8th | 14 | +7 | | 18 | 85% | 9th | 18 | +10 | | 19 | 95% | 9th | All | +12 | | 20 | 96% | 9th | All | +15 | | 21 | 97% | 9th | All | +20 | | 22 | 98% | 9th | All | +25 | | 23 | 99% | 9th | All | +30 | | 24 | 100% | 9th | All | +35 | | 25 | 100% | 9th | All | +40 | o=======o=======o=======o===============o=======o Wisdom {DND068} <----------------------------------------------------------------------> If you're a Cleric or a Druid. and 1 third level spell. Definitely a draw for single class characters. it's not that big of a deal. Otherwise. you want an 18. you might want at least a 14 to use the Wish spell effectively in Baldur's Gate 2.

so if you're skittish about ***SPOILERS*** you might want to stop reading. To get the best discounts.| 21 |3/3/2/3/1 | +20 | | 22 |3/3/2/4/2 | +25 | | 23 |3/3/2/4/4 | +30 | | 24 |3/3/2/4/4/2 | +35 | | 25 |3/3/2/4/4/3/1 | +40 | o=======o===============o=======o Charisma {DND069} <----------------------------------------------------------------------> Charisma affects NPC reactions to you and determines shop prices. and there is no way . --> After being captured by Irenicus in Spellhold. and this list only includes permanent attribute increases. It's a quest in the main story. Oh. who don't really have much of a choice when it comes to Charisma. you'll have to talk to a Demon at the entrance to the Candlekeep Library. o========o========o | Score |Reaction| o========o========o | 3 | -5 | | 4 | -4 | | 5 | -3 | | 6 | -2 | | 7 | -1 | | 8 | 0 | | 9 | 0 | | 10 | 0 | | 11 | 0 | | 12 | 0 | | 13 | +1 | | 14 | +2 | | 15 | +3 | | 16 | +4 | | 17 | +4 | | 18 | +5 | | 19 | +8 | | 20 | +9 | | 21 | +10 | | 22 | +11 | | 23 | +12 | | 24 | +13 | | 25 | +14 | o========o========o Increasing Your Abilities {DND070} <----------------------------------------------------------------------> In Baldur's Gate 1 there were lovely little books that increased an attribute by one when read. Rarely you'll get a better reward for having a higher Charisma. during the Candlekeep dream sequence immediately after losing your soul. which I will list below. and. Most of them are kind of questy. no such luck for Baldur's Gate 2. This Demon will require an attribute sacrifice. who should get an 18 in it.. It's a dump stat for everybody except Bards. but even though you won't be reading your way to superiority. and Paladins. make sure to have your character with the highest Charisma as party leader when interacting with the shopkeeper. there are some ways to improve your attributes in Baldur's Gate 2.. in a few instances. potentially unavoidable losses.

you will gain Strength.) Attribute LOSS: [Dexterity -1] --> After defeating Irenicus in Suldanesselar you will arrive in Hell.) Attribute GAIN: [Strength +1] (Warriors) [Desterity +1] (Bard/Thief) [Intelligence +1] (Mage) [Wisdom +1] (Cleric/Druid) --> or or or In Watcher's Keep you will find the Machine of Lum the Mad. Square. depending upon their class. Attribute GAIN: [Strength +2] or [Wisdom +1] and [Charisma +1] --> With the Deck of Many Things. Attribute GAIN: [Constitution +2] --> After defeating Irenicus in Suldanesselar you will arrive in Hell. where you must complete several tests. you will gain Wisdom. and a Fighter/Cleric will gain Wisdom. that character will gain on attribute point. A Fighter/Thief will gain Dexterity. if you draw the 'Star' card.to avoid this loss. the Fighter class is considered secondary to every other class. (Note: For multi-classed combos. Attribute GAIN: [Constitution +1] --> In Watcher's Keep you will find the Machine of Lum the Mad. if you pick the good path during the Test of Wrath you will gain Wisdom and Charisma. . where you must complete several tests. you will gain Constitution. If you input the following code: Circle. Long. or. you will gain Constitution. Red. Long. Blue. Attribute LOSS: [Dexterity -1] or [Constitution -1] or [Intelligence -1] or [Wisdom -1] --> After defeating Irenicus in Suldanesselar you will arrive in Hell. where you must complete several tests. If you pick the good path during the Test of Selfishness. a Fighter/Mage will gain Intelligence. If you input the following code: Circle. you will lose Dexterity. so just pick the least harmful loss you can. If you pick the evil path during the Test of Fear. you will gain Intelligence. If you pick the evil path during the Test of Wrath. Attribute GAIN: [Intelligence +1] --> In Watcher's Keep you will find the Machine of Lum the Mad. Triangle. If you input the following code: Circle. (Note: There is an exploit to avoid the Dexterity loss here.

Short. I know. Three 18's is easily attainable if you roll a bit.. I know.. you will gain Strength. or rather.Attribute GAIN: [Wisdom +1] --> In Watcher's Keep you will find the Machine of Lum the Mad. an hour or so. I say. Blue. Medium. for example. might as well make sure you've got a character who's up to snuff before you start... and. Anything more. This list is not set in stone-especially for dual-class combos. good luck. etc. early dual-classing Mages need not worry about high Intelligence. Barbarian Bard Cleric Cleric/Mage Cleric/Ranger Cleric/Thief Druid Fighter Fighter/Cleric Fighter/Druid Fighter/Mage Fighter/Mage/Cleric Fighter/Mage/Thief Fighter/Thief Mage Mage/Thief Monk Paladin Ranger Sorcerer Thief Wild Mage STR 18(91+) 10~ 18 18 18(xx) 18 18 18(91+) 18(xx) 18(xx) 18(xx) 18(xx) 18(xx) 18(91+) 10~ 10~ 18 18(91+) 18(91+) 10~ 10~ 10~ DEX 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18 CON 18 15 15 15 18 15 15 18 18 18 18 18 18 18 15 15 15 18 18 15 15 16 INT 10~ 13~ 10~ 18 10~ 10~ 10~ 10~ 10~ 10~ 18 18 18 10~ 18 18 10~ 10~ 10~ 18 10~ 18 WIS 10~ 10~ 18 18 18~ 18 18 10~ 18 18 10~ 10~ 10~ 10~ 10~ 10~ 10~ 13~ 14~ 10~ 10~ 10~ CHA 10~ 18 10~ 10~ 10~ 10~ 15~ 10~ 10~ 15~ 10~ 10~ 10~ 10~ 10~ 10~ 10~ 17~ 10~ 10~ 10~ 10~ Skills {DND072} o======================================================================o You have a selection of skills. If you input the following code: Square. Note that it is possible-but extremely time-consuming-to surpass even some of the tougher suggestions here-I've rolled up a Fighter/Mage with the suggested stats below plus four points to spare before.. An Assassin/Fighter.. four 18's is difficult-but possible if you're willing to spend. need not worry about warrior-esque Constitution (17+) if they plan to gain more than ten levels as an Assassin. that's a lot of time in itself. a Skald needs the same abilities as a Bard. Attribute GAIN: [Dexterity +1] --> In Watcher's Keep you will find the Machine of Lum the Mad. Attribute GAIN: [Strength +1] Suggested Abilities by Class {DND071} <----------------------------------------------------------------------> Below are the starting abilities I would suggest rolling for each class at a minimum. Short you will gain Dexterity. If you input the following code: Square. All classes include their kits-an Inquisitor needs the same abilities as a Paladin. etc. ignoring racial modifiers and class modifiers. who wants to spend all day rolling up a character? But if you plan to play both Baldur's Gate games with one character... weapon proficiencies to .

Mages.. Rangers.... Weapon Proficiency Perks by Rank {DND074} <----------------------------------------------------------------------> These are the bonuses you gain by become specialized in a weapon type.1 . Scimitars.. Weapon Proficiencies by Class/Level {DND073} <----------------------------------------------------------------------> LEVEL 1 2 3 4 5 6 7 8 9 10 11 12 Warrior 4 ..+1/6 levels Priest 2 . According to the manual moving from Master (3) to High Master (4) improves the weapons' speed factor (which determines your initiative rank in combat) making you attack earlier in a round.. not more often. Paladins and Rangers.+1/4 levels Rogue 2 . For example.. Rogue includes Bards. what kinds of proficiencies you want to buy.. and Thieves can only reach the rank of Proficient. I'll list some suggestions by class for what weapons you might want to look out for.1 . Single or dual classed Fighters can spend five ranks in a proficiency.1 . Everybody else can only spend one point in a proficiency..+1/4 levels --> --> --> --> --> --> --> Priest includes Druids and Monks..... Druids. and multi-classed Fighters can only reach the rank of Specialized. Wizard includes Sorcerers. By expanded I of course mean separated. .1 . and Bastard Swords.... Warrior includes Barbarians..1 . Multi classed Fighters and rangers can spend two ranks in a proficiency..1 .choose from. taken straight from the Baldur's Gate 2 manual. so you simply need more points now to achieve the same thing.1 .. o===============o=======o=======o=======o===============o | Level | Ranks |To Hit |Damage | Attacks/Round | o===============o=======o=======o=======o===============o | Proficient | 1 | +0 | +0 | 1 | |---------------|-------|-------|-------|---------------| | Specialized | 2 | +1 | +2 | 3/2 | |---------------|-------|-------|-------|---------------| | Master | 3 | +2 | +2 | 3/2 | |---------------|-------|-------|-------|---------------| | High Master | 4 | +2 | +2 | 3/2 | |---------------|-------|-------|-------|---------------| | Grand Master | 5 | +2 | +3 | 3/2 | o===============o=======o=======o=======o===============o --> --> Bards.1 . Large Swords has been broken up into Two Handed Sword.+1/3 levels Wizard 1 .. Clerics. which has been greatly expanded from the first game. Paladins.1 ....1 .. Long Swords....1 .1 . and hence. unless specifically noted otherwise in their class description.

Rangers. This is the table used for PnP.. See how much more rewarding Grand Mastery is? It's what makes being a Fighter work. and multi-classed Fighters can only reach the rank of Specialized. anyways. Two-Handed: This fighting style allows the character to use a two-handed ----------. and it might be worth using a mod to change to this table if you can.. These are the REAL rules. Here it doesn't matter what you use. and they aren't weapon specific-instead.--> --> The bonus attacks per round only applies to melee weapons. there's more to proficiencies than just the weapon classesthere's also fighting styles! They don't give stock bonuses like weapon class proficiencies. at least the Fighter will have a little more THAC0 and Damage. The bonus attacks per round only applies to melee weapons. Paladins. and you've got a very good reason to never play a singleclassed Fighter. Feel cheated yet? Take into consideration that Rangers and Paladins will also get access to Whirlwind. single. Mages. Of course. Fighting Style Perks by Rank {DND075} <----------------------------------------------------------------------> Of course. which has three ranks. according to the game text. and 1/2 attack per round you're supposed to get for Grand Mastery (as compared to Specialization). entirely bogus if you're a Fighter. Paladins. In the case of the latter. Non-warriors (Barbarians. This is. Fighters. +1 damage... . All fighting styles have two ranks. Instead of the +2 THAC0. and Thieves can only reach the rank of Proficient. and a lower speed factor. so it's mostly a moot point. Druids. +3 damage. Rangers. Even if you un-nerf Grand Mastery. you instead only get +1 THAC0. you're not gaining bonuses so much as you're eliminating penalties-being able to fight with two weapons simultaneously is enough of a benefit. o===============o=======o=======o=======o===============o | Level | Ranks |To Hit |Damage | Attacks/Round | o===============o=======o=======o=======o===============o | Proficient | 1 | +0 | +0 | 1 | |---------------|-------|-------|-------|---------------| | Specialized | 2 | +1 | +2 | 3/2 | |---------------|-------|-------|-------|---------------| | Master | 3 | +3 | +3 | 3/2 | |---------------|-------|-------|-------|---------------| | High Master | 4 | +3 | +4 | 3/2 | |---------------|-------|-------|-------|---------------| | Grand Master | 5 | +3 | +5 | 2 | o===============o=======o=======o=======o===============o --> --> --> Bards.weapon and receive special bonuses. outside of the aforementioned warriors. or dual-classed) do not gain bonus attacks per round. of course. Clerics. multi. and in the original Baldur's Gate and Icewind Dale. so much as how you use it. save Two-Weapon Style. Whirlwind does negate the difference between your number of attacks. they potentially affect bonuses derived from fighting with a variety of weapons. but still. only the Swashbuckler (Thief kit) can become Specialized in a weapon class.

Remember that in the case of multi-and-dual-classed characters. Proficient (1 rank): The wielder's penalties are reduced to -2 with the main weapon an -6 with the off-hand weapon.. and the classes who can use them. Proficient (1 rank): The wielder gets a -1 bonus to AC and inflicts critical damage on an attack roll of 19 or 20. A Fighter/Mage gets all the proficiency options of a Fighter. A Fighter/Druid is restricted to using Druid-allowed weapons. Proficiency Selection by Class {DND076} <----------------------------------------------------------------------> Below you'll find listed the different weapon types in Baldur's Gate 2. and the ability to score critical hits on a roll of 19 or 20 (instead of just 20) when using a two-handed weapon. Specialized (2 ranks): The wielder's penalties are reduced to 0 with the main weapon and -4 with the off-hand weapon. unless you're a Cleric or a Druid. A character wielding two weapons without a slot in this fighter style would incur a -4 penalty to attack rolls with the main weapon and a -8 penalty with the off-hand weapon. a -2 bonus to Speed Factor. weapon proficiencies are additive-you get the best selections of all your classes.use a shield but want some bonuses when using a onehanded weapon.at the same time with fewer penalties. Sword and Shield: Anyone can pick up a shield and get its basic ----------------. Proficient (1 rank): The wielder gets a -2 bonus to AC against missile weapons. Master (3 ranks): The wielder's penalties are reduced to 0 with the main weapon and -2 with the off-hand weapon. Single-Weapon: This fighting style is for characters who do not wish to -------------. an adventurer can maximize the benefits received. Specailized (2 ranks): The wielder gets a -2 bonus to AC and inflicts critical damage on an attack roll of 19 or 20..Proficient (1 rank): The wielder gets a +1 bonus to damage rolls.protection bonuses. but by spending slots on this fighting style. then it's restrictive. Specialized (2 ranks): The wielder gets a further -2 bonus to Speed Factor. Specialized (2 ranks): The wielder gets a -4 bonus to AC against missile weapons. Two-Weapon: This fighting style allows the character to use two weapons ----------. |Barbarian | |Bard | | |Cleric | | | |Druid | | | | |Fighter | | | | | |Mage | | | | | | |Monk | | | | | | | |Paladin .

or sling. shortbow. dart. The Kensai (Fighte kit) cannot allocate any ranks into missile weapons of any kind-crossbow. . longbow. etc. | x | x | | x | x | | x | x | x | | x | |---|---|---|---|---|---|---|---|---|---|---| Dagger | x | x | | x | x | x | x | x | x | x | x | |---|---|---|---|---|---|---|---|---|---|---| War Hammer | x | x | x | | x | | | x | x | | x | |---|---|---|---|---|---|---|---|---|---|---| Club | x | x | x | x | x | | x | x | x | | x | |---|---|---|---|---|---|---|---|---|---|---| Spear | x | x | | x | x | | | x | x | | | |---|---|---|---|---|---|---|---|---|---|---| Halberd | x | x | | | x | | | x | x | | | |---|---|---|---|---|---|---|---|---|---|---| Flail | x | x | x | | x | | | x | x | | | |---|---|---|---|---|---|---|---|---|---|---| Mace | x | x | x | | x | | | x | x | | | |---|---|---|---|---|---|---|---|---|---|---| Quarterstaff | x | x | x | x | x | x | | x | x | x | x | |---|---|---|---|---|---|---|---|---|---|---| Crossbow | x | x | | | x | | | x | x | | x | |---|---|---|---|---|---|---|---|---|---|---| Longbow | x | x | | | x | | | x | x | | | |---|---|---|---|---|---|---|---|---|---|---| Shortbow | x | x | | | x | | | x | x | | x | |---|---|---|---|---|---|---|---|---|---|---| Dart | x | x | | x| x | x | x | x | x | x | x | |---|---|---|---|---|---|---|---|---|---|---| Sling | x | x | x | x | x | x | x | x | x | x | x | |---|---|---|---|---|---|---|---|---|---|---| Two-Handed Weapon Style | x | x | x | x | x | x | | x | x | x | x | |---|---|---|---|---|---|---|---|---|---|---| Sword and Shield Style | x | x | x | x | x | x | | x | x | x | x | |---|---|---|---|---|---|---|---|---|---|---| Single-Weapon Style | x | x | x | x | x | x | x | x | x | x | x | |---|---|---|---|---|---|---|---|---|---|---| Two-Weapon Style | x | x | x | x | x | x | | x | x | x | x | o===o===o===o===o===o===o===o===o===o===o===o --> --> The Blade (Bard kit) may can Master (three ranks) in the TwoWeapon fighting style. nor can they put any ranks into the Sword and Shield fighting style.| | | | | | | | |Ranger | | | | | | | | | |Sorcerer | | | | | | | | | | |Thief | | | | | | | | | | | | o===o===o===o===o===o===o===o===o===o===o===o Bastard Sword | x | x | | | x | | | x | x | | | |---|---|---|---|---|---|---|---|---|---|---| Long Sword | x | x | | | x | | x | x | x | | x | |---|---|---|---|---|---|---|---|---|---|---| Short Sword | x | x | | | x | | x | x | x | | x | |---|---|---|---|---|---|---|---|---|---|---| Axe | x | x | | | x | | | x | x | | | |---|---|---|---|---|---|---|---|---|---|---| Two-Handed Sword | x | x | | | x | | | x | x | | | |---|---|---|---|---|---|---|---|---|---|---| Katana | x | x | | | x | | x | x | x | | x | |---|---|---|---|---|---|---|---|---|---|---| Scimitar.

dart. you can move onto other things. Note that 100% isn't going to be quite enough to disarm every trap in the game. The maximum value of all thieving skills is 250 plus-or-minus racial and Dexterity values. and automatically start out Specialized (two ranks) in the Two-Weapon fighting style. shortbow.--> --> The Berserker (Figher kit) can only become Proficient (one rank) in missile weapons-crossbow. and they can attain Mastery (three ranks) in the Two-Weapon fighting style. Master (Ranger kit) cannot allocate any ranks into weapons. shortbow. you'll want to shoot for Find/Remove Traps. In general though. Thieving Skills {DND077} o======================================================================o In case you're wondering where to allocate your Thief skill points. Find/Remove Traps is the only thing that thieves can do that a spell cannot. and the fighting styles. longbow. The Beast any metal following shortbow. The Cavalier (Paladin kit) cannot allocate any ranks into missile weapons of any kind-crossbow. sling. They can only allocate ranks into the weapon classes: club. or sling. |Pick Pockets | |Open Locks | | |Find Traps | | | |Move Silently | | | | |Hide in Shadows | | | | | |Detect Illusion o=============o | | | | | |Set Traps | Race | | | | | | | | o=============o=====o=====o=====o=====o=====o=====o=====o Human | 15 | 10 | 5 | 10 | 5 | 0 | 0 | <-------------|-----|-----|-----|-----|-----|-----|-----| Dwarf | 15 | 20 | 20 | 10 | 5 | 5 | 10 | <-------------|-----|-----|-----|-----|-----|-----|-----| Elf | 20 | 5 | 5 | 20 | 15 | 0 | 0 | <-------------|-----|-----|-----|-----|-----|-----|-----| Gnome | 15 | 15 | 15 | 15 | 10 | 10 | 5 | <-------------|-----|-----|-----|-----|-----|-----|-----| Half-Elf | 25 | 10 | 5 | 15 | 10 | 0 | 0 | <-------------|-----|-----|-----|-----|-----|-----|-----| Halfling | 20 | 15 | 10 | 25 | 20 | 0 | 0 | <-------------|-----|-----|-----|-----|-----|-----|-----| Half-Orc | 15 | 10 | 5 | 10 | 5 | 0 | 0 | <-------------o=====o=====o=====o=====o=====o=====o=====o |Pick Pockets | |Open Locks . or sling. crossbow. The Archer (Ranger kit) cannot rise above the level of Proficient (one rank) in any melee weapon class. longbow. dart. Once you have 100% Find Traps. dart. The Ranger (and Ranger kits) can Master (three ranks) in the Two-Weapon fighting style. --> --> --> --> The Swashbuckler (Thief kit) can Specialize in all the weapon classes a Thief can allocate ranks into. but it should suffice for most of them. longbow. quarterstaff. I'll cover that here.

| -5 | <---------|-----|-----|-----|-----|-----|-----|-----| 12 | .| +30 | <---------|-----|-----|-----|-----|-----|-----|-----| 24 | +40 | +45 | +35 | +40 | +30 | ..| . Of course.| . it's nice to have a Thief who can pick locks without having to use up 2nd-level spell slots. open locks.| . you can always pop potions for when you really need to steal something. Open Locks {DND079} <----------------------------------------------------------------------> You can use Open Locks to. so Pick Pockets should take a back seat to those two.| .| <---------|-----|-----|-----|-----|-----|-----|-----| 18 | +10 | +15 | +5 | +10 | +10 | .| +10 | <---------|-----|-----|-----|-----|-----|-----|-----| 20 | +20 | +25 | +15 | +18 | +18 | . No .| . Find Traps is essential and Stealth helps with combat.| +5 | <---------|-----|-----|-----|-----|-----|-----|-----| 19 | +15 | +20 | +10 | +15 | +15 | . and traps can be a problem in this game.| +35 | <---------|-----|-----|-----|-----|-----|-----|-----| 25 | +45 | +50 | +40 | +35 | +35 | .| . Find/Remove Traps {DND080} <----------------------------------------------------------------------> This is the essential Thief skill. Sure. Of course. In fact.| +40 | <---------o=====o=====o=====o=====o=====o=====o=====o Pick Pockets {DND078} <----------------------------------------------------------------------> There aren't too many items you'll want to pick pocket in this game. but they can't disarm them.| .| . You can ignore this skill unless you are just overflowing with points to spend.. Still.| . well.| -10 | <---------|-----|-----|-----|-----|-----|-----|-----| 11 | -5 | .| .| .| +5 | +5 | .| . To safely eliminate traps.| .| -10 | <---------|-----|-----|-----|-----|-----|-----|-----| 10 | -10 | -5 | -10 | -15 | -5 | . but it's not essential... Clerics can find traps with a spell. this skill is really the reason you need a Thief in your party at all.| . and you can pretty much steal anything with a low score provided you're willing to reload a lot.| .| -5 | -10 | .| +5 | .| | |Find Traps | | | |Move Silently | | | | |Hide in Shadows | | | | | |Detect Illusion | | | | | | |Set Traps | | | | | | | | o=========o=====o=====o=====o=====o=====o=====o=====o 9 | -15 | -10 | -10 | -20 | -10 | .| .| <---------|-----|-----|-----|-----|-----|-----|-----| 16 | .| +25 | <---------|-----|-----|-----|-----|-----|-----|-----| 23 | +35 | +40 | +30 | +25 | +25 | . once you get the knock spell you won't need this anymore.| -5 | .| +20 | <---------|-----|-----|-----|-----|-----|-----|-----| 22 | +30 | +35 | +25 | +23 | +23 | .| <---------|-----|-----|-----|-----|-----|-----|-----| 17 | +5 | +10 | .| <---------|-----|-----|-----|-----|-----|-----|-----| 13-15 | .| +15 | <---------|-----|-----|-----|-----|-----|-----|-----| 21 | +25 | +30 | +20 | +20 | +20 | . you need a Thief with this skill.

you can't attack. 'stealth.. This is the roll on a d20 (a 20 sided dice) that you'd need to hit somebody with an Armor Class of 0. regardless of your THAC0/their Armor Class. THAC0 and Armor Class {DND086} o======================================================================o THAC0 is an acronym for 'To Hit Armor Class 0'. but honestly. I don't care enough to play around with it.matter who you have. Statistically. Detect Illusion {DND083} <----------------------------------------------------------------------> You can use this ability to dispel illusions as if you were using True Sight. Set Traps {DND084} <----------------------------------------------------------------------> This ability allows you to. To activate it. If you want to sneak successfully you're going to need equal ranks in both skills.5 Fighter.if you run out of Hit Points. and a roll of 20 is ALWAYS a hit. The downside? Well. 'stealth. just detect traps and if your score is high enough those bad illusions will vanish. you're mostly done with random Hit Point rolls. Of course.. Traps are static and can't be set during combat. Strength. but that's 2nd Edition for you. Hit points {DND085} o======================================================================o These are important. but a dual-class character can start out 9 levels of Fighter. A multi-classed character will still get bonus Hit Points for having a Fighter class (up to 4). For instance.. I will still refer to it by the terms 'sneaking'. If you want to sneak successfully you're going to need equal ranks in both skills. and my Ranger/Cleric has an Armor Class of -13. and 'hiding'. etc). the bonus on the weapon. get all 9d10+36 Hit Points. and dual class into something else. get their Find Traps to 100% before you do anything else. Multi-classing averages your Hit Points/level across your classes. you die. set traps. I will still refer to it by the terms 'sneaking'. This is in every way favorable. and 'hiding'. we have many characters who can use True Sight. and while you're busy detecting illusions. A lower THAC0 and lower Armor Class are better-which seems counter intuitive. Fighters get a lower THAC0 quicker (hence a better chance to hit) than other classes..) Having a negative Armor Class essentially raises the enemies' THAC0. Hide in Shadows {DND082} <----------------------------------------------------------------------> The other of the two skills that used to comprised 'Stealth'. and Mages have the worst THAC0 progression. if my Paladin has a base THAC0 of 5 (-2 with all her proficiencies. I assume this score makes you more likely to succeed at setting your traps. wait for it. I guess they (correctly) realized that they didn't have enough Thief skills to put points into for an expanded level cap. and a roll of 1 is ALWAYS a miss. which vastly limits their effectiveness. each point is a 5% chance to hit Armor Class 0.. (Nostalgia for a moment here. my . Move Silently {DND081} <----------------------------------------------------------------------> One of the two skills that used to comprised 'Stealth'. 2 Mage. A Fighter/Mage multi would gain 7 Hit Points a level (10+4)/2 . In Baldur's Gate 2 you can choose to take maximum Hit Points per level.. which removes the pain in the ass reloading from the first game. I guess they (correctly) realized that they didn't have enough Thief skills to put points into for an expanded level cap.

a negative number reduces your Armor Class.Paladin would need an 11 on a d20 to hit her (-2 +13 = 11). but because of the modifiers the Studded Leather is by far the better choice. Wizard includes Sorcerers. hence making your more difficult to hit. It might seem like information overload. in 2nd Edition AD&D. which is a bad thing. Rogue includes Bards. Then it's not so good. LEVEL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 20 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15 15 15 14 14 20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11 includes Monks and Druids. Monks. That's a 55% chance to miss-a 45% chance to hit. they use whichever gives them the best THAC0. lower THAC0 and lower Armor Class are good. Warrior includes Barbarians. Oh. If they have. and remember. Armor Class Modifiers by Weapon Type {DND088} <----------------------------------------------------------------------> Different armor types are strong against different attack types. Paladins and Rangers. for a general rule. Priest includes Druids. It comes up. Warrior Wizard Priest Rogue +Priest --> --> --> --> Multi-class characters use the best THAC0 progression of either of their classes-Fighter/Mages use the Fighter's THAC0 progression. A suit of Leather Armor +3 versus a suit of Studded Leather Armor +2 might both give the same armor class. and a positive number increases your Armor Class. but keep it in mind when picking between various types of armor. So. THAC0 by Class/Level* {DND087} <----------------------------------------------------------------------> *This is taken straight from the 2nd Edition Dungeons and Dragon's Players Handbook. and the Cleric/Thief use the Thief's THAC0 progression. o===============o===============o===============o===============o | Armor | Slashing | Piercing | Bludgeoning o===============o===============o===============o===============o | Leather Armor | 0 | +2 | 0 | |---------------|---------------|---------------|---------------| |Studded Leather| -2 | -1 | 0 | |---------------|---------------|---------------|---------------| | Chain Mail | -2 | 0 | +2 | |---------------|---------------|---------------|---------------| | Splint Mail | 0 | -1 | -2 | |---------------|---------------|---------------|---------------| | Plate Mail | -3 | 0 | 0 | |---------------|---------------|---------------|---------------| | Full Plate | -4 | -3 | 0 | o===============o===============o===============o===============o | . Dual-class characters use the THAC0 of their active class if they haven't regained their bonuses from the previous (inactive class). Unless the enemy has them.

When your character is forced to making a saving throw check against something. and really. Paralysis/Poison/Death |Rod/Staff/Wand | |Petrification/Polymorph | | |Breath Weapon | | | |Spells o=======o=======o=======o=======o=======o | 14 | 16 | 15 | 17 | 17 | | 13 | 15 | 14 | 16 | 16 | | 11 | 13 | 12 | 13 | 14 | | 10 | 12 | 11 | 12 | 13 | | 8 | 10 | 9 | 9 | 11 | | 7 | 9 | 8 | 8 | 10 | | 5 | 7 | 6 | 5 | 8 | | 4 | 6 | 5 | 4 | 7 | | 3 | 5 | 4 | 4 | 6 | |-------|-------|-------|-------|-------| | 14 | 11 | 13 | 15 | 12 | | 13 | 9 | 11 | 13 | 10 | | 11 | 7 | 9 | 11 | 8 | | 10 | 5 | 7 | 9 | 6 | | 8 | 3 | 5 | 7 | 4 | |-------|-------|-------|-------|-------| | 10 | 14 | 13 | 16 | 15 | | 9 | 13 | 12 | 15 | 14 | | 7 | 11 | 10 | 13 | 12 | | 6 | 10 | 9 | 12 | 11 | | 5 | 9 | 8 | 11 | 10 | | 4 | 8 | 7 | 10 | 9 | | 2 | 6 | 5 | 8 | 7 | |-------|-------|-------|-------|-------| | 13 | 14 | 12 | 16 | 15 | | 12 | 12 | 11 | 15 | 13 | | 11 | 10 | 10 | 14 | 11 | | 10 | 8 | 9 | 13 | 9 | | 9 | 6 | 8 | 12 | 7 | | 8 | 4 | 7 | 11 | 5 | |-------|-------|-------|-------|-------| | 10 | 14 | 13 | 16 | 13 | | 9 | 13 | 12 | 15 | 12 | | 7 | 11 | 10 | 13 | 10 | | 6 | 10 | 9 | 12 | 9 | | 5 | 9 | 8 | 11 | 8 | | 4 | 8 | 7 | 10 | 7 | | 3 | 7 | 6 | 5 | 6 | | 1 | 5 | 4 | 7 | 4 | o=======o=======o=======o=======o=======o Warrior Level Level Level Level Level Level Level Level Level Wizard Level Level Level Level Level Priest Level Level Level Level Level Level Level Rogue Level Level Level Level Level Level Monk Level Level Level Level Level Level Level Level 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17+ 1-5 6-10 11-15 16-20 21+ 1-3 4-6 7-9 10-12 13-15 16-18 19+ 1-4 5-8 9-12 13-16 17-20 21 1-3 4-6 7-8 9 11-12 13-15 16-18 19+ . An enchantment can't be blocked by a shield. needlessly sorted into five categories that aren't always as self-explanatory as they seem to be. This typically means magic.Saving Throws {DND089} o======================================================================o There are some things that speed and armor just can't protect against. in some form or another. a Fireball doesn't care about your Plate Mail Armor. the lower the better. and being fleet of foot won't stop a Lich from using vile necromancy to rip the soul from your body. Nope. So like Armor Class. they 'roll' a d20 and must exceed their Saving Throw. for that. we resort to Saving Throws.

you'll get to choose what spells your character has in their spellbook.. For example. if need be. The number of spells you'll get by level are as follows: o===o===o===o===o |1st|2nd|3rd|4th| o===o===o===o===o | 6 | 5 | 4 | .. At 7th level and above (which nearly every spell caster starts out at or above) it deals Burning Hands Charm Person (3rd) (7th) Chromatic Orb (4th) . You'll have to do this again even if you already made your character and imported from Baldur's Gate 1. a high level Fighter/Mage uses the better Fighter Saving Throws versus Paralysis/Poison/Death. and the better Mage Saving Throws versus Rod/Staff/Wand. essentially what spells your character knows and can choose to prepare and. Starting Spell Selection {DND090} o======================================================================o If you're playing a Bard. You can use it to kill trolls. cast.| |---|---|---|---| | 8 | 7 | 6 | 6 | |---|---|---|---| | 8 | 7 | 6 | 6 | o===o===o===o===o Bard Mage Sorcerer Specialist Mage Wild Mage* *Wild Mages must pick the class-specific spells Nahal's Reckless Dweomer (1st-Level) and Chaos Shield (2nd-Level).--> --> --> Priest includes Druids. which is good at low levels for bringing down tough customers. 1st Level Spells {DND091} o----------------------------------------------------------------------o Spell Priority Description Blindness (5th) It'll out-last combat and severely impair one creature in melee. eventually. and Rangers. but in a pinch it takes from the bad guys and adds to you. Paladins. provided they're not prohibited by your class (specialist Mage. you lose all your spells. Warrior includes Barbarians.. Rogue includes Bards.. for example). or Sorcerer. but you can freely pick a number of different spells of each level. Note: Multi-classed characters take the lowest Saving Throws offered by any of their classes. Not a good idea on NPCs you want to keep alive. Make one enemy your friend for a while. Yeah.| |---|---|---|---| | 7 | 6 | 5 | 5 | |---|---|---|---| | 5 | 3 | 2 | . Mage.

Knock (2nd) Opens locked things and allows thieves to focus on other skills. Tear down an enemies' buffs or remove debuffs from your party. Capable of incapacitating groups of enemies and setting them up for missile attacks.. Mage 5. you can now be hit instead of an image. especially if you're a dual or multi class Mage. great for whittling down enemies and disrupting spells. but it'll come in handy once in a while. Sleep (6th) 2nd Level Spells (Bard 5.some damage and has a small chance to take an enemy out. Not as strong as in Baldur's Gate. as most critters who are actually dangerous are too strong to be affected by Sleep. Identify Magic Missile (1st) (2nd) Lets you know what magical items do. a few foes in the early-going might be hindered by it. but it still gives enemies a much greater chance to hit an image It never hurts to have another character who can dispel fear. Guaranteed 10-25 damage at 9th level. It won't win every fight like it did in the first game. and you really can't expect too much from 1st-Level spells.. . A basic defensive spell you'll use a lot. Sorcerer 3) {DND092} o----------------------------------------------------------------------o Blur (3rd) Makes all attacks take a -3 penalty and gives you a +1 bonus to your saves. Melf's Acid Arrow (5th) Mirror Image (1st) Resist Fear Stinking Cloud (6th) (4th) 3rd Level Spells (Bard 4. Absolutely essential. It can put trolls down for good and deals continuous damage that can disrupt spellcasters. Not really a great spell anymore. Still. Mage 6. You really need this spell. useful defensively or offensively. Sorcerer 2) {DND093} o----------------------------------------------------------------------o Dispel Magic (1st) Has a chance to dispel all spell effects on a creature.

It leaves you fatigued afterwards. and Vorpal effects all much more likely to succeed. and for blazing lots of trolls at once. Greater Malison (3rd) Makes all enemies save at -4 for 2 rounds/level. Finger of Death. but it's good for softening baddies up until you get Chain Lightning and Horrid Wilting. This spell wins fights. Insect Plague.Fireball (4th) Good for crowd control. This spell is one of the essential spell-buffs for this game. Chaos. so it's not the problem-solver like it was in the first game. but Mages won't cast spells and they are just as likely to attack each other or wander about aimlessly. Haste (2nd) Slow (3rd) Spell Thrust (5th) 4th Level Spells (Mage 5) {DND094} o----------------------------------------------------------------------o Confusion (4th) Enemies save at -2 or become confused. Enemies save at a -4 penalty or they are reduced to half their attacks and movement speed. This is a death sentence for a melee character. Most enemies will survive this. but it has enough duration to last most major fights. One of the best defensive spells in the game. and used on a group of strong Fighters can have as detrimental an effect as Haste has a beneficial effect. Confused creatures might still attack you. essentially doubling your offensive power. making Confusion. and suffer a -4 penalty on their attacks and Armor Class. An indispensable offensive debuff. This should be used at the beginning of every big fight. Improved Invisibility (1st) . You also get a +4 bonus to your saves. Dispels all low-leveled spell protections on a character. and they take a -4 penalty to attack rolls. Enemies cannot target you with spells. You get double the attacks and movement speed.

Blur.950. as 1st level Mage spells slink further back into obscurity. or better yet. Like in Tales of the Sword Coast you do not actually have to reach the expansion to benefit from the expanded experience cap. This gives you nearly unrestricted level achievement in this game. String along two Magic Missiles to quickly deal 20-50 damage.000. So long as you get a high enough lore on a character to identify minor items that you receive a lot of (such as ammunition) you're fine. you Level up.Minor Sequencer (5th) Allows you to instantly cast any two first and/or second level spells. You even get glasses that let you identify things a number of times per day near the beginning of the game! Lore by Class/Level {DND096} <----------------------------------------------------------------------> Everybody Else 1 Lore/Level Mage 3 Lore/Level Thief 3 Lore/Level Bard 10 Lore/Level Experience Points (EXP Cap) {DND097} o======================================================================o You kill things. and Mirror Image and you can see how characters with defensive spells become hard to kill. you gain Levels. Bards have the best lore. which is a welcome change from the first game.000. you get stronger. which is pretty damn high. even I had to grind to hit the maximum.000. One of the reasons you need Dispel Magic.. Below is a list of the maximum levels that can be achieved by the various classes with the two stated experience caps. Stacked with Greater Invisibility. o==========o==========o |Shadows of|Throne of | | Amn | Bhaal | o==========o==========o | 19 | 40 | | 23 | 40 | | 21 | 40 | Barbarian Bard Cleric . Each skin essentially negates a melee or ranged attack. a Blur and Mirror Image to bring your defenses up in a pinch. Fun.. you can kill more stuff.000. Note that once Throne of Bhaal is installed the experience cap is moved to 8. you complete quests. Stoneskin (2nd) Lore {DND095} o======================================================================o Lore is a minor statistic that rates your ability to identify unknown magical items.000 experience points. this gives you (and enemies who can cast it) A number of 'skins' equal to one every two levels. You gain Experience Points. Lore is even more redundant in Baldur's Gate 2. In Throne of Bhaal they just say screw it and let you go wild. you earn Experience Points. but the identify spell is the great equalizer. In Shadows of Amn you have a maximum experience cap of 2. up to 8.

or multi-classed. Note you actually get epic feats when you reach around 3. Note that in the expansion you cannot wear Red Dragon Scale Armor with magical protection items (like Rings of Protection +2).000 experience points. For example. reaching level 20 was generally considered 'epic level'. Below is a list of the feats available the various classes. and since you get bonus feats when get near 20th level (as a single-classed character. Barbarians.' It certainly sounds more elegant and potent than 'High-Level Class Abilities'. the Fighter/Mage gets their first feats at levels 14/14. Also. I think. whether you're single. it fundamentally changes the way the rest of the game plays by adding 'High-Level Class Abilities'. dual. Monks) {DND100} <----------------------------------------------------------------------> Critical Strike (requires Power Attack) Deathblow Greater Deathblow (requires Deathblow) Greater Whirlwind Attack (requires Whirlwind Attack) Hardiness Power Attack Resist Magic Smite (requires Power Attack and Critical Strike) Track (Rangers Only) Cleric {DND101} . Warrior (Fighters. This was a meager attempt by the staff at BioWare to enhance the product and tie it more with 3rd Edition without actually converting. I will use the term 'Epic Feats'.Cleric/Mage Cleric/Ranger Cleric/Thief Druid Fighter Fighter/Cleric Fighter/Druid Fighter/Mage Fighter/Mage/Cleric Fighter/Mage/Thief Fighter/Thief Mage Mage/Thief Monk Paladin Ranger Sorcerer Thief | 14/13 | 25/20 | | 14/12 | 25/21 | | 14/16 | 25/28 | | 14 | 31 | | 19 | 40 | | 13/14 | 24/25 | | 13/13 | 24/21 | | 13/13 | 24/20 | | 11/12/12 | 18/17/19 | | 11/12/14 | 18/17/22 | | 13/16 | 24/28 | | 17 | 31 | | 13/16 | 20/28 | | 21 | 40 | | 17 | 40 | | 17 | 40 | | 17 | 31 | | 24 | 40 | o==========o==========o Throne of Bhaal {DND098} o======================================================================o Throne of Bhaal doesn't only add new dungeons and raise the experience cap. and many emulated 3rd Edition feats. Rangers. Epic Feats by Class {DND099} o======================================================================o In AD&D. which are noted in the class entries. Paladins. This typically means you'll get your first of these feats when your level exceeds the maximum allowed in Shadows of Amn. You also get the ability to erase spells from your spell book. since they are gained near epic level for single-classed characters. anyways). they've added many changes to characters who reach above 20th level. I dub the new abilities 'Epic Feats.000. and a Paladin will get theirs at level 18.

neutral Mages) .<----------------------------------------------------------------------> Aura of Flaming Death Elemental Summoning Energy Blades Globe of Blades Implosion Mass Raise Dead Storm of Vengeance Summon Fallen Deva (evil and neutral Clerics) Summon Deva (good and neutral Clerics) Druid {DND102} <----------------------------------------------------------------------> Aura of Flaming Death Elemental Summoning Elemental Transformation (fire) Elemental Transformation (earth) Energy Blades Globe of Blades Greater Elemental Summoning (requires Elemental Summoning) Implosion Mass Raise Dead Storm of Vengeance Summon Fallen Deva Summon Deva Thief {DND103} <----------------------------------------------------------------------> Alchemy Assassination Avoid Death Evasion Greater Evasion (requires Evasion) Scribe Scrolls (requires Use Any Item) Set Spike Trap Set Exploding Trap Set Time Trap Use Any Item Bard {DND104} <----------------------------------------------------------------------> Alchemy Avoid Death Enhanced Bard Song Evasion Greater Evasion (requires Evasion) Magic Flute Scribe Scrolls (requires Use Any Item) Set Spike Trap Set Exploding Trap Set Time Trap Use Any Item Wizard/Sorcerer {DND105} <----------------------------------------------------------------------> Comet Dragon's Breath Energy Blades Improved Alacrity Summon Dark Planetar (evil Mages) Summon Planetar (good.

Alteration) {DND109} <----------------------------------------------------------------------> Level: Quest Casting Time: 4 Range: 0 Area of Effect: The Caster Duration: 1 round/ 2 levels Saving Throw: None This spell causes the caster to be enveloped by an aura of intense flame that both injures opponents and protects from damage This shield not only grants the user 90% fire resistance and grants a +4 AC bonus. it's random. because without that this wouldn't be much of a guide. Assassination {DND108} <----------------------------------------------------------------------> Classes: Thief. or aren't very useful by the time you get unlimited access to them anyways. immune to backstabs. would it? Alchemy {DND107} <----------------------------------------------------------------------> Classes: Thief. Bard With Intelligence innate to the class. the potion of Frost Giant Strength. can be permanently gained with girdles on your main Fighters. sadly. With the Alchemy skill. the better. Also my opinions of them. Bards.. the rogue can create one of eight types of potions. only useable by thieves or bards One. this ability allows every strike in the next round to act as a backstab. This is a must-have for thieves. I'm not sure what backstab modifier it's using. and many of the potions can be replicated with spells. these are all items you can buy from stores. exactly. using the Thief's existing backstab modifier to determine damage This is more like it. Bard Using every clever trick an experienced Thief has learned in countless battles. Aura of Flaming Death (Evocation. The only interesting one.. an experienced rogue has seen enough potions in his or her adventuring career to simulate the creation of one. but . and with Haste it becomes truly devastating. and since it's only usable by thieves and bards.Epic Feats {DND106} o======================================================================o This is a list of the Epic Feats and what they do. although I guess you could just wait around and stock up. The potions a rogue can create are randomly chosen from the following list: 1) Potion of Master Thievery 2) Potion of Perception 3) Potion of Extra Healing 4) Potion of Superior Healing 5) Potion of Regeneration 6) Antidote 7) Oil of Speed 8) Potion of Frost Giant Strength. Still. Every attack counts as a backstab? Obviously the more Fighter you have backing this up. once per day. Keep in mind that many big bad things in this game are. it really only is useful on multi-class thieves.

The best part is. Avoid Death {DND110} <----------------------------------------------------------------------> Classes: Thief.. even if it won't last for terribly long. Comet (Any School) {DND111} <----------------------------------------------------------------------> Level: 10 Casting Time: 9 Range: 90 yards Area of Effect: 30' radius Duration: Instantaneous S Saving Throw: None A more powerful and specialized version of Meteor Swarm. so you really have to know that those death effects are coming. and it can stun and knock enemies down as well? This opens them up for further abuse. but its duration makes it iffy.also protects the caster from attacks made within a 5' radius around the caster. the intense heat protects the caster from all non-magical weapons. and it has a good radius. An opponent that hits the caster with any weapons or spells within this radius suffers 2D10 +2 fire damage In addition. making this is a must have ability. Critical Strike {DND112} <----------------------------------------------------------------------> Classes: Fighter. 10d10 is a nice chunk of damage. or at least gets them off of you for a while. Those knocked down must save vs. why not just pop on a Death Ward spell? It really would protect against. This is a buffed up versions of Fire Shield. a huge meteor or comet strikes the earth damaging all enemies in its path and sending out a powerful shockwave that knocks away all foes in the area of effect. which Clerics can normally can't access. It only lasts for five rounds. You can only choose this ability once. death. Ranger. Any Mage worth their spell-books should get this. a high-level rogue can avoid almost certain death. however. Monk. A high-level warrior's intimate knowledge of vital spots on opponents . The effect lasts for 5 rounds and during this time the rogue gains a +5 bonus to save vs. Eh.. Being able to access a very good defensive spell is a nice way to spend a feat. it won't cause any collateral damage! It's an upgrade over Horrid Wilting to be sure. The comet itself does 10D10 damage This spell will not harm party members. it would be useful. and even then. Clerics don't have much in the way of defense. What it might lack in damage it makes up for in stunning and in not allowing the enemy to save for half against what damage it does do. Paladin. what? Poison? Negative Energy? If it lasted longer. Special Requirements: You must know the Power Attack. Bard With a superhuman effort. Barbarian. melee or missile. One or two will see you through most any fight. at least not compared to a Mage. allowing you to make a telling first strike followed by opportunistic warriors or further spell abuse. paralyzation or be stunned for 1D4 rounds. his Hit Points are increased by 20 and the rogue becomes immune to death magic for the duration of the ability. I suppose.

meaning that more likely than not they'll be taking half damage. The criticals are nice. The Elemental Prince of Earth is Sunnis. Deathblow {DND113} <----------------------------------------------------------------------> Classes: Fighter. this spell summons 2 16HD elementals randomly chosen from earth.. every attack roll made in the next round is a natural 20. the force of the dragon's breath knocks an opponent off their feet and away from the caster. The elementals stay for 10 rounds and will obey the caster as long as they remain summoned. Monk.allows him to. exactly. The best thing about it is that it ensures you hit every time in the next round. The Elemental Prince of Air is Chan.. one glaring problem is it's lack of a save penalty. This is useless. what. For the next 2 rounds. The Elemental Prince of Fire is Zaaman Rul. Barbarian. The Deathblow ability allows the warrior to blow through the defenses of any lesser creature. Well.. is below 8th level? Almost nothing. The Elemental Princes rule over other elementals in their respective planes. The victim can save vs. air or fire. concentrate all of the attacks in one round to strike a vital area every time. Paladin. once per day. There is a 10% chance that a randomly chosen Elemental Prince will be summoned instead. so why not just pick Comet instead? Elemental Summoning {DND115} <----------------------------------------------------------------------> Level: Quest Casting Time: 1 round Range: 10 yards Area of Effect: Special Duration: 10 rounds Saving Throw: None Drawing power from the environment. And here I thought that a warrior was ALWAYS concentrating his attacks on vital areas? I guess most of the time they're just screwing around trying to score flesh wounds. a critical hit. In addition to the enormous 20D10 fireball. By Throne of Bhaal. . but sadly. I just have one question here. And if it is you can kill it just fine without using a feat. Huh. Ranger. instead of 20d10. Also. This spell will not harm party members. many things are immune to critical hits. or 10d10. With this ability. breath to take half damage and not be blown backwards.. any creature of 8th level or lower is instantly killed when struck by the warrior. Dragon's Breath (Any School) {DND114} <----------------------------------------------------------------------> Level: 10 Casting Time: 3 Range: Visual range of caster Area of Effect: 30-foot radius Duration: Instantaneous Saving Throw: Special This spell causes a disembodied head of red dragon to appear and breathe fire with the Strength of an adult red dragon. there's no chance to stun.

This allows you to do a range of 7-19 damage per Energy Blade.. he is also healed 3D10 damage A THAC0 of 2 is pretty good. which you won't have. The elemental form has an AC of -5. Both of the alternative spells I mentioned don't require a to-hit roll and are much lower level. When the druid returns to human form. Of course. and this isn't going to change things. a THAC0 of 2 and does 1D10 normal and 1D10 fire damage with its attacks. (Fire) {DND116} <----------------------------------------------------------------------> Level: Quest Casting Time: 4 Range: 0 Area of Effect: Caster Duration: 5 turns Saving Throw: None Harnessing the power of the earth. especially when you include their magical weapon bonuses.. better spell. using a Spell Sequencer with three Flame Arrows deals 60d6 damage (60-360 damage) with a minimum on a save of 36d6 damage (36-216 damage) Or even look at the humble Magic Missile with the same spell.Ten rounds for two 16HD elementals? Not worth it. If you're a single-classed Druid. The disc gives +10 to THAC0. this powerful shapechange ability allows the druid to become a 24HD fire elemental of immense Strength. unless you consider the fact that every Fighter will surpass it with ease. Enhanced Bard Song {DND118} <----------------------------------------------------------------------> . which you may just do thanks to the THAC0 bonus. but during a Time Stop sequence this will allow you to do some serious damage to one creature.. this powerful shapechange ability allows the druid to become a 24HD earth elemental of immense Strength. This spell allows you to do 1d4+5 plus 1d10 damage per blade to one creature. Of course. The point? It's not worth a feat.. and when thrown does 1D4+5 missile damage as well as 1D10 additional electrical damage This spell creates 1 energy disc per level of the caster and sets the caster's attacks to 9 as long as the discs are held. The elemental form has an AC of -5. Energy Blades (Any School) {DND117} <----------------------------------------------------------------------> Level: 10 Casting Time: 3 Range: Special Area of Effect: Special Duration: 4 turns Saving Throw: None An energy blade is a discus made of pure energy. a THAC0 of 2 and does 2D10 crushing damage with its attacks. That's 63-171 damage if you hit with each attack. Elemental Transformation (Earth). When the druid returns to human form. Also a -5 Armor Class is not very good. and fire off up to nine blades in one round. you're beyond help already. But it is a prerequisite for another. he is also healed 3D10 damage Harnessing the power of fire. which would do a happy 30-75 damage. you are wasting time throwing things when you COULD be casting more spells.

it's about the equivalent of Improved Invisibility. Any creature attempting to pass through the blade barrier suffers 10D10 points of damage Creatures within the area of the barrier when it is invoked are entitled to a saving throw vs. immunity to Fear. having a more powerful link to the elements. that gripe aside it's worth grabbing. and Armor Class is a VERY good thing. +4 to damage. The song also gives his allies +4 to hit.Classes: Bard This is a powerful aid to both the bard and to his allies. As well it should be. creating an impenetrable barrier. This ability replaces the current Bard Song. +5 % magic resistance and immunity to normal weapons. Still. Globe of Blades (Evocation) {DND120} <----------------------------------------------------------------------> Level: Quest Casting Time: 9 Sphere: Guardian/Creation Area of Effect: Special Range: 0 Saving Throw: Special Duration: 1 turn The priest employs this spell to set up a globe of razor-sharp blades.. but with much worse duration and no protection against magic. In conjunction with Aura of Flaming Death it really makes it painful for enemies to attack your Clerics. These whirl and flash around the caster. It's better than Blade Barrier. The effect lasts for 3 rounds. A Bard in Baldur's Gate 2 is essentially a support character. spell at -2. can cast a stronger . Evasion gives a +4 bonus to AC and +2 to all saving throws. I can't imagine any reason for any Bard to skip on this. The best thing to say about it is that it's a requirement for Greater Evasion. Evasion {DND119} <----------------------------------------------------------------------> Classes: Thief. Just keep your companions out of the meat grinder. Greater Elemental Summoning {DND121} <----------------------------------------------------------------------> Level: Quest Casting Time: 1 round Range: 10 yards Area of Effect: Special Duration: 10 rounds Saving Throw: None Druids. the blades are avoided and no damage is suffered. damage. +4 to hit. I don't know what is. but it can't help but make me wish the save was for half instead of none. If this is successful. +4 to AC. Other than that. The song gives the bard himself a 10 point bonus to his AC and 10 % magic resistance bonus due to the power of the song. The barrier remains for ten rounds. And if this isn't a superior support ability.. Bard A rogue's natural sense of preservation becomes heightened with the use of the Evasion ability. Stun and Confusion.

Monk. Ten attacks a round? It almost makes up for them nerfing grandmastery. Greater Evasion lasts for 5 rounds. Barbarian. but if you've got spells as well. Barbarian. I guess. Ranger. you probably it. Monk. When struck with a Greater Deathblow. it makes me wonder what the big deal was with grandmastery if they were going to throw this monster in? It's awesome enough for a Fighter. but think of what it can do for a Fighter/Mage who is using Time Stop? Absolutely magnificent. You need it many times over. even if it's just for a turn. Ranger. this ability gives +6 to AC and +3 to all saving throws.. Greater Evasion allows the rogue to move so quickly that his movement rate is increased by 2 and normal missiles have no chance of striking him. It's the combo of winners. A little better. Period. air or fire. It's worth it. Better than Improved Invisibility but weaker still in duration and magic defense. Hardiness {DND125} <----------------------------------------------------------------------> Classes: Fighter. any creature of 12th level or lower is instantly killed. Greater Whirlwind Attack {DND124} <----------------------------------------------------------------------> Classes: Fighter. In addition. but still too low to make a huge difference. Special Requirements: You must know the Whirlwind Attack ability. Summoning the freakin' Elemental Princes themselves? That seems a bit much. in power. The ability lasts for 2 rounds. randomly chosen from earth. A more powerful version of Evasion. and makes you immune to normal missiles. a . even if it lasts twice as long. A more powerful version of the Whirlwind Attack. but if you can get it. you need this feat. Greater Evasion {DND122} <----------------------------------------------------------------------> Classes: Thief. Calling upon hidden reserves of Strength during times of danger. Their number of attacks per round are set to 10 for one round. Like Deathblow. Monk. Paladin. 12th level is a little better than 8th. Barbarian. Paladin. Greater Whirlwind Attack gives the Fighter the same bonuses without penalties. Bard Special Requirements: You must know the Evasion ability. Paladin. The Elemental Princes stay for 10 rounds and will obey the caster as long as they remain summoned. Ranger. Special Requirements: You must know the Deathblow ability.. In fact. This spell can summon the Elemental Princes themselves. If you hit things with melee weapons. makes you a Thief out won't need Greater Deathblow {DND123} <----------------------------------------------------------------------> Classes: Fighter. It'll help defensively. You won't find better tanks in the entire game. It at least faster. this ability allows the warrior to vanquish lesser foes with a single blow.version of Elemental Summoning.

Implosion (Evocation) {DND126} <----------------------------------------------------------------------> Level: Quest Casting Time: 9 Range: Visual range of caster Area of Effect: 1 creature Duration: 2 Rounds Saving Throw: Special This spell creates a rift in the earth beneath the target which implodes and closes in upon itself. . and you don't waste a feat. This means you only need to get it once. but it only affects one creature.warrior can use the Hardiness ability to gain 40% resistance to all forms of physical damage The ability lasts for 1 round for every 2 levels of the warrior. the flute can be used to cast the following spells: Resist Fear (Party) .1 charge Globe of Invulnerability . same results. It's like the Dragon's Breath spell. Fighter/Cleric. In other words.. if you don't have any other way to defend yourself.3 charges The spell-like abilities on the Flute are used in the same way that a wand's powers are used. The Flute lasts for 1 day.1 charge Delayed Blast Fireball . crushing and burning the target and holding it for 1 round. The spell does 10D10 fire damage and 10D10 blunt damage The victim can save vs. Or you could just cast Time Stop. or otherwise have some means of putting up defenses. the Mage can begin casting a new spell the instant his is finished casting his current spell. Fighter/Druid. When cast. Magic Flute {DND128} <----------------------------------------------------------------------> Classes: Bard This ability creates a magic flute made of pure magical energy. It's great for single-classed Barbarians.. spell for half damage That's. When played. but okay. not quite what the Implosion spell is meant to do. If you're a Fighter/Mage. here you go. Ranger/Cleric. Fighter/Mage/Thief. none of which can cast spells. Improved Alacrity (Any School) {DND127} <----------------------------------------------------------------------> Level: 10 Casting Time: 2 Range: Unlimited Area of Effect: Special Duration: 2 Rounds Saving Throw: Special Improved Alacrity essentially erases the pause between casting spells. Longer effect. The effect lasts for 2 rounds. and Monks. which is phenomenal. as it'll last you pretty much an entire fight. When you hit level 40 it'll last some 20 rounds. it's full of suck. you really don't need to waste a pick. Fighters. Well.

The ability is useless. They got that right.. Monk. the ability is useless. Paladin. Really? Resist fear is a low-level spell.What ass. Barbarian. Scribe Scrolls {DND132} <----------------------------------------------------------------------> Classes: Bard. Ranger. This is not cumulative with other forms of magic resistance so if the warrior already has 50 % magic resistance or greater. elves.. This spell restores life to dwarves. The ability lasts for 2 rounds. Delayed Blast Fireballs are kinda nice. Paladin. Four rounds? That's pathetic.. Barbarian. For 4 rounds the warrior's magic resistance is set to 50 %. The scrolls that the rogue can create are randomly chosen from the following list: . It an enemy. half-orcs and humans. This spell sucks. so stunning is useless. and. Thief Special Requirements: You must know the Use Any Item ability This ability allows a rogue to create low and mid-level spell scrolls. A Power Attack allows the warrior to strike blows so forceful that they stun an opponent for 2 rounds if it fails its save vs. well. but this? Pass. Power Attack {DND130} <----------------------------------------------------------------------> Classes: Fighter. no really. This ability allows the warrior to temporarily tap a great inner Strength and fight off the effects of malevolent magic. this spell brings up to 5 party members back to life and heals 3D10+1 per level of the caster points of damage They can regain the rest of their Hit Points by natural healing or curative magic. Ranger. half-elves. death at a -4 penalty. but it's not worth sacrificing a feat over.. Mass Raise Dead (Necromancy) {DND129} <----------------------------------------------------------------------> Level: Quest Casting Time: 2 Sphere: Necromantic Area of Effect: Up to 5 party members Range: Sight of the caster Saving Throw: Special Duration: Permanent A more powerful version of Raise Dead. Monk. gnomes. Getting the bonus spell slots for a Mage is one thing. If only you could have been given a straight Mass Heal type spell instead. Globe of Invulnerability isn't going to protect you from anything in Throne of Bhaal.. and is a prerequisite for the 10th level spells. Coup'de'Grace in Baldur's Gate 2. What are your characters doing dead in the first place? Try harder.. it allows you to prepare any extra spell of that level. but wouldn't you rather use another Greater instead? Why stun when you can kill? Resist Magic {DND131} <----------------------------------------------------------------------> Classes: Fighter. I suppose you can't can delay Whirlwind if you followed it up with a Whirlwind Attack. halflings.

and dealing that will actually bother a powerful creature. Now this is a little better. a 3rd level spell. Are traps really going to help you against Beholders. Bard This ability allows the rogue to set a powerful spring-loaded spike trap that does 20D6 damage to the unsuspecting creature that sets it off. If you want to do hit and run tactics. Druid. 10d6 damage? That's a fireball. Often. Don't waste your feat. Bard This ability allows the rogue to set a powerful trap that unleashes a fireball which causes 10d6 damage (save vs. With the Smite ability. Dragons. Paladin. Maybe back in Durlag's Tower this would have been handy.. I generally think traps are pretty useless. All attacks made in the first round are . Set Time Trap {DND135} <----------------------------------------------------------------------> Classes: Thief. Set Exploding Trap {DND133} <----------------------------------------------------------------------> Classes: Thief.. It doesn't do anything a Cleric. Barbarian. the warrior gains the ability to strike a mighty blow. Monk. Monster Summoning II and III are parlor tricks. 20d6 is hefty damage. 10 seconds is just over one combat round. Special Requirements: You must know the Power Attack and Critical Strike Abilities. a rogue will use this trap to get behind an opponent for a free attack. Smite {DND136} <----------------------------------------------------------------------> Classes: Fighter. Bard This ability allows the rogue to set a magical trap that casts a weaker version of the high level Time Stop spell. knocking an opponent back for a considerable distance and stunning the opponent for 1 round. For 10 seconds. during which time a Thief can hide in shadows. Dire Charm. the flow of time slows for all but the rogue. spells for half damage) and will knock its victims off their feet. or if they're multi-classed they may. this is an option.1) 2) 3) 4) 5) 6) 7) 8) 9) Magic Missile Haste Fireball Dispel Magic Dire Charm Invisibility Cone of Cold Monster Summoning II Monster Summoning III By Throne of Bhaal what use are half of these spells? Magic Missile. like the description says.. This is also an interesting ability. Set Spike Trap {DND134} <----------------------------------------------------------------------> Classes: Thief. and Liches? I doubt it.. pop out a Whirlwind Attack? Just a thought. Ranger. or Mage can't do better and more readily. say. but not now.

critical hits. Each round. 3d6 damage per round for three rounds? 9d6 damage? What a waste. The ability lasts for 2 rounds. 1D6 fire damage and 1D6 acid damage They are also poisoned in the first round. This spell opens an abyssal gate and calls forth a demonic Deva to fight at the caster's side until the spell expires or the Deva's earthly avatar is slain. Storm of Vengeance {DND137} <----------------------------------------------------------------------> Level: Quest Casting Time: 8 Range: 90 Yards Area of Effect: 30 foot radius Duration: 3 rounds Saving Throw: Special Casting this spell causes the earth to shake and the heavens to boil with blood and energy. All enemies of 6th level or lower are slain instantly. There's less competition for high-end opposed to the high-level Mage spells so I'd suggest getting a Deva instead wouldn't you rather give up a Sunray. potentially knocking a dangerous foe back long enough for other Fighters to get ready to Whirlwind Attack. I'd rather just hit them with more Whirlwind Attacks. This ability isn't terrible. or Finger Summon Planetar/Dark Planetar (Any School) {DND139} <----------------------------------------------------------------------> Level: 10 Casting Time: 5 . if at all possible. of Death rather than a Time Stop? Cleric and Druid spells as that Summon Planetar will take up. Summon Deva/Fallen Deva (Conjuration/Summoning) {DND138} <----------------------------------------------------------------------> Level: Quest Casting Time: 5 Range: 40 yards Area of Effect: Special Duration: 4 rounds + 1 round/level Saving Throw: None This spell opens a celestial gate and calls forth an angelic Deva to fight at the caster's side until the spell expires or the Deva's earthly avatar is slain. The storm lasts for 3 rounds. At least it's always going to stun applicable creatures. the victims suffer 1D6 electrical damage. All enemies of the caster are stuck down by acidic rain. If you can't think of something better to pick. They can't do any damage to me if they're dead. Greater Restoration. Large creatures such as a dragons or giants will not be knocked back or stunned. After all. you need to be smacked about the face and neck. The survivors are struck by acidic poisonous rain and lightning. and if they're near a wall or boxed in. I still have to balk at wasting a total of three feats to get this. however. earthquakes and lightning. you can attack in unison with other characters.

spell. There are a few instances where this comes in handy. the warrior emits a powerful and frightening yell that will leave all opponents in a 30' radius stunned with fear if they don't make their save vs. Paladin. and Haer'Dalis should always get it.. This ability is a prerequisite to the Scribe Scroll ability. and if you're a Thief/Mage. you can already use those wands.. This ability is an extension of that basic skill.Range: 40 yards Area of Effect: Special Duration: 4 rounds + 1 round/level Saving Throw: None This spell opens a abyssal gate and calls forth a fallen Planetar to fight at the caster's side until the spell expires or the Planetar's avatar is slain. but if you are a Fighter/Thief. Whirlwind Attack {DND143} . you never know what is going to be class restricted. With a War Cry. Or you could just follow my guide. a Ranger can use the Tracking ability to give himself a general idea of what creatures are in an area and which direction they are. Ranger. Bard Rogues take pride in their ability to adapt and make clever use of whatever is at hand.. War Cry {DND142} <----------------------------------------------------------------------> Classes: Fighter. which takes enemies out of the fight and saves at a -4. Once learned.. The ability allows the rogue to use any item. Monk. A nice spell indeed. the effect is permanent. Tracking {DND140} <----------------------------------------------------------------------> Classes: Ranger With an intimate knowledge of his surroundings and the creatures that live within them. Everybody wins. It'll allow you to use such gear as Montolio's Cloak or Wondrous Gloves. Red arrows at the edge of the screen will point in the general direction of the creatures in the area. a Mage could cast Chaos. this is also a must-get. Then the Fighter can go use the Greater Whirlwind he saved by not wasting his time with this feat. right? Not always. and it can be done just as well by a Cleric summoning a Deva. but frankly it doesn't equal a Time Stop. Well. :) Use Any Item {DND141} <----------------------------------------------------------------------> Classes: Thief. you can already use those mighty weapons. Or. even items that are typically restricted to one class. This spell opens a celestial gate and calls forth a Planetar to fight at the caster's side until the spell expires or the Planetar's avatar is slain. This allows the rogue to use everything from wands and scrolls to mighty weapons that none but a Fighter could otherwise use. For a Fighter/Thief or Fighter/Mage/Thief protagonist. Barbarian.

since he will not. and Intelligence. but go back to the turn of the . but I'm sure somebody might. for most of the game.... The evil party was. yours will be. as with a 19 Intelligence our Fighter/Mage will not be restricted by a maximum number of spell per level. characters who are individually powerful.. and have had many protagonists over the years. It gives us an extra advantage that surely befits our protagonist's paternity. Swashbuckler This ability allows the warrior to unleash a flurry of super-fast blows. Get it as a pre-requisite for Greater Whirlwind. My Protagonists {DND144} o======================================================================o I've played this game quite a few times.... led by a Fighter/Mage/Thief protagonist. and starting out with a 19 Strength really helps this character shine. which I've done. most power-gamey characters out there. unique. The Fighter/Mage {DND145} <----------------------------------------------------------------------> Fighter/Mage Elf. but for these guides I've focused on the strongest. this would be the go-to feat. I first started built this guide around a Fighter/Mage protagonist leading a good party... and then ignore it. The ability sets one's number of attacks per round to 10 but one's THAC0 and damage suffer a -4 penalty. and these hybrid characters never work anymore. the latter of which can be negated just by shifting the difficulty down to normal or by save/loading. a hybrid of fighting power and magic. but later added information for you evil folks out there. As far as I'm concerned. I don't argue it. by necessity. and if you're following through with me.<----------------------------------------------------------------------> Classes: Fighter. you ask? A Fighter/Mage is what it sounds like. The whirlwind attack lasts for one round. Seems cliche. Male True Neutral Strength: Dexterity: Constitution: Intelligence: Wisdom: Charisma: (base) 18/66 19 17 18 13 10 (imported) 19 20 18 19 16 11 Overview: --------At the end of this game. The ideal is to start out maxed in Strength. and fit well into various party setups. If it weren't for Greater Whirlwind. have much in the way of armor. The Dexterity and Constitution give him the ability to survive better. and only rarely by failure when scribing scrolls. Constitution. even with its penalties. This character is further boosted by tomes obtained in the first game. Paladin. Barbarian. it's as strong of a protagonist as you can get. Since this is your protagonist-the only character whose creation you get to determine-you might as well make sure they've got the best possible attributes. What does this character do. Intelligence is more of a matter of simplicity. too. Dexterity. the Fighter/Mage is arguably the strongest character there is. Ranger. Monk.

like any single-classed warrior. Nothing kills quite so quickly or dependably as a high-Strength melee character with a good weapon in this game. Later on in the game he'll get another point into Flails. Also.. but without spells like Dispel Magic and Breach. This will allow him to ditch Celestial Fury sometime in Throne of Bhaal so he can equip the Axe of the Unyielding. How to Use the Fighter/Mage Effectively: ---------------------------------------To start out the game. however. no levels are redundant for the Fighter/Mage. and while it's true that most of the death-dealing will be done with the Fighter/Mage's weapons. The ultimate expression of the Fighter/Mage synthesis is realized late in the game (as a multi-class character. He'll also get two ranks into Katanas (since Celestial Fury is one of the best and most easily obtainable one-handed weapons in Shadows of Amn) and one rank into Flails (since we'll obtain Flail of Ages soon enough to make this a priority. our warriors are free to rack up multiple attacks per round and drop their THAC0s to stupidly low numbers. I prefer him with Crom Faeyr. and these are two domains made stupidly strong in Baldur's Gate 2. Lobbing out a Chaos or Slow will hinder enemies more than anything any warrior could hope to do in a single round. he'll get three ranks in Two Weapon Style to reduce two weapon penalties by as much as possible. The Fighter/Mage really does get the best of both worlds. they can buff themselves with the appropriate magics to make themselves resistant (or out right immune) to attack in ways a warrior can only dream ofarmor be damned. however. or was so recently subverted that it was still fresh in one's mind. when it suits them. is equipped to handle anything.) I could give the Flail of Ages to Anomen. of course. On its own. The other. it's the magic that allows them the security (and deprives the enemy of any) to do so. Depending on the foe. and an Illithid-who kills by draining Intelligence instead of chisling away Hit Points are just threats a warrior isn't built to handle. they've got a better chance of cutting or smashing their way through any opposition. however. The Fighter/Mage is the most defensively and offensively powerful character out there. Certainly spells like Stoneskin protects and thus protected. at least. they. but honestly.millenium. when 2nd Edition Dungeons and Dragons ruled the land. To say that their magic is purely defensive and in service to their melee. is not accurate. they can just outright play the Mage card. the Fighter/Mage can always just mimic the tactics of either of their component classes. When necessary. The Fighter/Mage. as is a single-classed warrior with Greater Whirlwind. Stoneskin has a way of nerfing a warrior's potency. and spells like Haste only increase their death-dealing. freed from the confines of Baldur's Gate 1's level cap. and start working on Axes. as well. Weapons have never been meaner. where a single-classed Mage or Fighter could not. he picks the spells he'll need to get him started listed in [DND091]. But that's just one side of the coin. and this way my protagonist has a blunt weapon. allows the Fighter/Mage to endure and destroy. a warrior would be largely incapable of bypassing the defenses of many creatures in this game. and melee attacks soundly leave missile attacks in the dust in Baldur's Gate 2. Thus protected. For his proficiencies. generally having more potent effects and requiring no specialized magical ammo to harm creatures.. would be unable to harm certain foes at all. A single-classed Mage with Time Stop and Horrid Wilting is a brutal thing. is magic. or surviving their onslaughts. who is always improving in significant ways long after single-classed warriors have stopped gaining anything but Hit Points) with the Time Stop/Greater Whirlwind combo. And of course. But together. you get an attack of such breath-taking potency that even late-game bosses have no choice but to topple over and die in front of it. The entire Fighter/Mage potency thing I drooled .

since my Fighter/Mage/Thief acts as the party tank and specialized troubleshooter.over above depends on two things-having the best weapons. and the Mage that allows it to happen. She'll spend her last proficiency into Long Swords. Instead. however. It's not easy to achieve in Baldur's Gate 2. instead. we should look at this class as an opportunity. and you can rely on the massive x5 backstab bonus damage to occur. however. I intend to make sure it happens. Simple as. but the Fighter/Mage/Thief is potent in its own right. or simply keeping them behind foes to start with. True. The idea here is simple-the best offensive benefit added by a Thief is the backstabbing. and in its own way. it's difficult to work in a backstab when you're drawing the attention. it's the Fighter in the name that does the killing. so the Fighter/Mage/Thief should. A single such hit with a high-Strength evil protagonist will likely seriously wound or even outright kill most foes in the game. The evil party needs a Thief. as Viconia will be using the Flail of Ages for the .. at every opportunity. allowing them to gear up in ways impossible to the Fighter/Mage. just like with the Fighter/Mage. which has a 15% chance to turn the user invisible every time they hit a foe. even if you could do so without being detected. rather than as a burden. Again. Also. getting Thief and Fighter. of making a poor copy of my Fighter/Mage and adding in some Thief. but the Thief's offerings are capable of boosting the former. This ability allows the Fighter/Mage/Thief to wear items they would otherwise be prohibited from using. and the right spells. a game where nearly every Mage will gleefully expose you with True Sight and some foes are just outright immune to backstabs. It doesn't. This does eventually come to fruition. so my typical Fighter/Mage combination puts on a Thief hat. however. The Fighter/Mage/Thief {DND146} <----------------------------------------------------------------------> Fighter/Mage/Thief Half-Elf. Female Neutral Evil Strength: Dexterity: Constitution: Intelligence: Wisdom: Charisma: (base) 18/73 18 18 18 10 10 (imported) 19 19 19 19 13 11 Overview: --------The Fighter/Mage/Thief is a compromise-but not a bad one. instead of Flails. How to Use the Fighter/Mage/Thief Effectively: ---------------------------------------------My Fighter/Mage/Thief will likewise pick what spells are best suited towards a combat-active Mage's survival. when my evil protagonist obtains the Dagger of the Star +5. I'm not going to lie and claim this makes the Fighter/Mage/Thief equal to the Fighter/Mage. then follows the Fighter/Mage by getting two ranks into Katanas and three ranks into the Two Weapon Style. however. taking the glasshalf-full approach. Additional tactical flexibility is made possible with the 'Use Any Item' ability. Spell selection and the ungodly Time Stop/Greater Whirlwind combo will always be points in favor of the Fighter/Mage. since the Fighter/Mage/Thief is denied access to Mage epic feats. something going invisible would work against.. strive to backstab. A bit of micromanagement.

net to get you on your way. and switches out the Equalizer for Angurvadal when it becomes useful to do so. As there are less characters there are less choices.evil party (she just has no business having 25 Strength with one attack per round. she focuses her energy on Daggers in anticipation of the mighty Dagger of the Stars.. You'll also notice that there are fewer characters in Baldur's Gate 2. Note that sometimes Baldur's Gate 2 is. She was playing a Fighter/Mage/Thief who imported into Baldur's Gate 2 with over 100 Hit Points. As a Thief. meaning Axes are out in the long run. You can also export your character from within Baldur's Gate 1 and move the character file over from the Characters folder in Baldur's Gate 1 to the Characters file in Baldur's Gate 2. Lastly. a five-point error. she gets her Find Traps up to 100 so she can detect and disarm pretty much any trap in the game.. however. an immeasurably favorable exchange. kinda weird with the import process. Haer'Dalis works just fine for that purpose. I set it back down to the normal value so I could sleep at night. you have both Icewind Dale 1 & 2 you can get a sound converter from Sorcerers. I also had a Fighter/Mage whose Hit Points actually doubled when I imported from 77 to 154. with the exception of Mazzy and ??????? can be found fairly early on in the game. but on a much smaller scale-she had 74 Hit Points when she should have had 69.. My Fighter/Mage/Thief also had a similar problem. Me and my fiance have both had characters import into the game with Hit Point values MUCH higher than they should normally be.. Instead. Afterwards. it's certainly better than wasting my protagonist's points on it. Even the characters from the first game have typically been buffed up a bit. in preparation for future backstabbing. When in character creation in Baldur's Gate 2 just click the 'Import' button and pick the selected save/character. This is one time where Shadow Keeper came in handy for the side of good. If you don't have the desired portrait and sounds from the first game you'll need to move those from the Baldur's Gate 1 folder to the Baldur's Gate 2 folder. Importing Your Character from Baldur's Gate 1 {DND147} o======================================================================o It's quite simple to import from Baldur's Gate 1. It should be something like C:\Program Files\Black Isle\Baldur's Gate. but most of them. Find your Save folder in Baldur's Gate 1 and copy the desired save game (ideally the Final Save) and move it into the Save folder of your Baldur's Gate 2 game. What they lack in numbers they make up for in personality. a lower score and Boots of Stealth will do just fine. As for Pick Pockets. she starts to partition her remaining points between Hide in Shadows and Move Silently until they are both 100. which will turn her into a back-stabbing monster. and why not? Your main . my evil protagonist puts another point into Long Swords and uses the Equalizer as her off-hand weapon of choice throughout Shadows of Amn. but there are also fewer dead-weight characters in this game. o======================================================================o | | | Characters {CHR000} | | | o======================================================================o You'll notice that there are new friends and old to be recruited in Baldur's Gate. She also gets her Open Locks up to 100 to negate the need for any Knock spells. Just go to the directory in which your Baldur's Gate 1/2 games are saved.. Note that Icewind Dale sound files will NOT work in Baldur's Gate..) Korgan will dual-wield the Axe of the Unyielding and Crom Faeyr. In the meantime.. If. As tempting as it is to play a character with 77 extra Hit Points.

Int 16. Since Aerie has to play by Mage rules (no heavy armor). whimsical. eventually. much less one that will need the THAC0 and Hit Points to handle melee combat. and I'm sure not taking defensive gear from my Fighter/Mage to accomodate her. Con 9. so try to get to these characters early before the computer nerfs them too much. If you try to fit her in as a Cleric (in place of Anomen). lower Dexterity). Cha 14 Starting Proficiencies: Club + Mace + Quarter Staff + Sling + Overview: --------Enter Aerie.. She would. be a much. I don't really find her very useful. technically... since their inclusion can be somewhat.. Viconia is only in combat in the first place because of her defensive performance. but honestly. ***SPOILERS*** While I've avoided them as much as possible in the character descriptions. of course. or a Mage. she could be moderately well-protected in combat. right? Most characters have quests associated with recruiting and/or securing them. don't read the 'romancing' section under the applicable characters. on what role you want her to play. They are mentioned in brief in each character's description. much more vulnerable version of Viconia (lighter armor. however. Cleric/Mage. the problem is even more acute-then . note that the "Romance" sections of the various character descriptions are rife with spoilers. Elf.. Aerie {CHR002} o======================================================================o Female. If you want to her to replace Imoen. only with a Strength-boosting item devoted to the cause. and even then. anyways. but many also have some quests that need to be completed when they are traveling with you. no Magic Resistance.. you're significantly weakening the fighting ability of your party. For reasons I've discussed before. The computer is never as smart about Hit Point rolls or proficiency allocation as you will be. but I'm restrained from such optimism with the following question: who would you replace Aerie with in the good party? This depends. either filling in for a Cleric. Dex 17.character certainly gained some attribute points over the course of the first game. If you don't want to suffer the indignity of spoilers. As a multi-class character Aerie will develop too slowly to really serve as a stand-alone Cleric. at best.. Character Starting Stats {CHR001} <----------------------------------------------------------------------> The starting attributes of recruitable characters can vary wildly depending upon when you recruit them. they will gain experience to scale to your level when you reruit them. but her Constitution and Strength just ruin her. Wis 16. both a divine and arcane spell caster as well as a possible romantic interest for male protagonists. I'm tempted to say that with some patience she could pay off. she's not much for melee combat. to an extent. at times.. Her Dexterity means that. Lawful Good Str 10. honest. It made sense to me when I was writing. mostly to point them out and let you know where to find them in the Walkthrough. Like in Baldur's Gate 1.

3 after you obtain Bladesinger Chain. After a while Aerie will want to sleep with you.. Handle her with kid gloves. we can insert her instead of Minsc.. Romancing Aerie: ---------------It might just be me.. Haste. and she will eventually get Time Stop if you were careful to obtain all the scrolls you can find. Her spell progression will be on par with the Fighter/Mage's. and when that fails. however. but other subjects arouse her sense of self-pity. Sunray.. She'll do so consistently. if she's not casting a spell at any given moment. she is a buffer/debuffer and a healer. or Chaos. For most of the game. Don't pick dialogue option #1.. Even Imoen is on the cusp of too slow for the position. Recruiting Aerie: ----------------You can find Aerie in the bewitched circus tent in Waukeen's Promenade (AR0604). it's a wash. you'll have to put up with her constant whining-typically about her wings. is something. and afterwards she decides she's moving too fast. Midway through Throne of Bhaal should could actually get quite potent. Give her a suitable melee weapon (Flail of the Ages seems profoundly wasted on her). and Spell Triggers. and otherwise be as sympathetic as possible and you'll be fine. and supplement her poor Armor Class with Stoneskin and Blur. Breach.. who can contribute mightily in melee. when she eventually gets them. She certainly can't compare with ???????'s melee prowess. Of course.C. well. eh.you need a Thief for the party. too. which is fine. .. Her best use for most of Shadows of Amn is as a buffer and healer. her romance is actually pretty easy. This does not. Slow. prevent her from using True Sight. and use her as a poor man's Viconia. save that unlike Haer'Dalis. dragging out Aerie is pointless. It would be near the end of the game before she got any 9th-level spells. You'll need to go in and free her to recruit her. and defeat Kalah and finish the Circus Tent quest to keep her-which really isn't too much more of a requirement. once she can contribute with Horrid wilting. it's whine. on top of the fact that a multi-class Mage is not sufficient for the party caster. she's not being used optimally. and while I'll suffer this downside for a Fighter/Mage. It' how she'll be able to contribute to fights without casting spells. Beg her to stay and she will. however. nor does it have the lengthy inter-related quests of Jaheira's romance. I will not suffer it in what is supposed to be our dedicated party Mage. If there's one word to describe Aerie's romance. She can always inherit the Bracers of Defense A. but I find Aerie to be incredibly annoying. which.. If you romance her. her caster level will be too low to bother with some spells. This quest is located in the walkthrough at [WLk015]. That said. really. How to Use Aerie Effectively: ----------------------------Aerie comes ready to go with Slings. but if you're at all attracted to dropping Minsc for ??????? at any point. try and be optimistic. tell her to be strong. Her responses (and your required counter-responses) don't have the same ambiguity as Viconia's romance. Just avoid being dismissive. the equivilent in the evil party is Haer'Dalis. where she can contribute mostly with buffs (since her low level will inhibit both her spell selection and potency... Failing that.) In place of Minsc's bow. since she's a mutli-class Cleric/Mage. a secondary spell-caster through and through. and hence the easiest fit is to replace Minsc with her. and it's your job to treat her like glass. as she'll leave your party to go 'figure herself out' or 'experience the world' or some other inconvenient crap.

he's not. but nothing that will be an issue down the road. save a few inconsequential extra spells due to Wisdom and somewhat slower progression due to his Fighter levels. so I could explore his romance and record it for the guide (and so my evil protagonist could get her fuck on. You know. Cha 13 Starting Proficiencies: War Hammer + Mace ++ Sling ++ Sword and Shield Style + Overview: --------Anomen has several perks which makes him the best combat Cleric in the game. not enough. he's a dual-classed Fighter. and he wears on me. and while his dumbass didn't stay a Fighter long enough (and didn't spend her proficiency points wisely enough) to get the most out of it.Anomen {CHR003} o======================================================================o Male. Dex 10. he knew he'd be dual-classing into a Cleric some day. He's also got a passable Constitution and a high Strength score. a Cleric. however. He also could potentially dual-wield. Human. but I prefer to give him Crom Faeyr and let my protagonist abuse the best two one-handed weapons in the game. is poor for a warrior. who sits around in a sleazy bar in the slums asking people if they are courageous . he will have multiple attacks per round and the ability to Specialize in weaponry. he just has a bit of a personality disfunction. he avoided putting any ranks into edged weapons. what else would I be talking about? Either one would work for him. I don't suggest it. Huzzah. Yeah. He really excels with either a Flail or a War Hammer. Not that he's a bad Cleric. provided you take his story quests down the right (or wrong) route. and hence. either the Flail of the Ages or Crom Faeyr. meaning you can wait quite a while before handing him any Strength-boosting items. y=1660). that I avoided dragging him around with my evil party for a while. first and foremost. Anomen will just have to make do with heavy armor and a shield. but since this would critically deprive him of Armor Class (and take half of forever for him to accumulate enough proficiencies to bother with it).) Although I tout Anomen's melee prowess. He's not any worse for the position than Viconia. a good party playthrough with Anomen is all I can stand. Korgan or Keldorn will benefit more-both of them are worth neglecting a shield with. you never need to concern yourself with Strength. so really. A good one. Fighter/Cleric. and while he might benefit from the Gloves of Dexterity. and hence. He can technically fit into either party. but honestly. First. Really. Lawful Neutral Str 18/52. too. Int 10. Fortunately for us. How to Use Anomen Effectively: -----------------------------Anomen is pretty simple-get him some heavy armor and put a blunt weapon in his hands. Of course. The thought of dragging him around with me through every playthrough is enough to make me want to poke my eyes out and chop off my hands. however. Wis 12. Con 16. he is. however.. at 25th-level he'll automatically get a Holy Symbol which boosts his Strength. In Anomen you'll find all the naive charm of Ajantis.. Recruiting Anomen: -----------------Anomen can be found in the Copper Coronet (AR0406) at (x=1530. His Dexterity.

however unsatisfactory the results. Cor disowns Anomen to protect his business. The letter informs Anomen that Saerk was indeed found to have been connected with the murder of his sister. You'll find this quest described in full in [WLK010]. and you're fine. He seeks to prove his worth so he can join the Most Noble Order of the Radiant Heart. Cernd {CHR004} o======================================================================o Male. If Anomen stays on the right track and joins the High Hall of the Radiant Heart his alignment will change to Lawful Good and his Wisdom will increase from 12 to 16. Con 13. and there are two ways to succeed. Within. and temper tantrums. Cor.. The other route involves convincing Anomen to take vengeance. his often antagonistic relationship with Keldorn will turn downright divisive. and obtaining the knighthood he has worked so hard for. This compels Anomen to leave the party and go to his father's house to 'atone' with him. Cha 15 Starting Proficiencies: Scimitar + Dagger + . and frankly.and good? In any event. exposing that the killers were not affiliated with Saerk. moral quandaries. Anomen's Quest: --------------After traveling with Anomen for a while. obviously not an option if you're traveling with Keldorn. he'll get the chance to prove such many times over. and he spares you none of his personality faults if you romance him. arrogant. his revenge was-while profitable to Cor himself-misguided. It's best if you prompt Anomen to stay virtuous and ignore his father's request for revenge. It won't help his family life. If you want both in your party. Wis 18. would-be knight. not all that interesting. and afterwards his father. You'll have to put up with plenty of his war stories. Romancing Anomen: ----------------Anomen is an obnoxious. After the romance matures. After all that. To continue the romance-and Anomen's life-you need to convince him that killing his father would be bad. Shapeshifter. As a parting slap in the face. you'll have to deal with Anomen's family quest. and will leave the party to do so. and that he can look forward to spending the rest of his broken life with you. Follow him to the Estate of Saerk Farrahd in the Bridge District. Dex 9. His romance sequence is only less annoying than Aerie's. Anomen now feels compelled to kill Saerk himself and avenge his family. died trying to murder Saerk in revenge. The only interesting part of the romance comes with his family nonesense. and turn Chaotic Neutral.. Anomen will eventually get a letter from his father. Int 12. and with what this game has in store for him. he'll be ready to make good on his goals. The first is to convince him not to take vengeance on Saerk. you have to prevent Anomen from taking justice into his own hands. boastful. but it will allow him to join the Most Noble Order of the Radiant Heart. petulant. he'll eventually get a letter from the Magistrate of Athkatla-the lady in the Government District we spoke to earlier about the murder investigation-Bylanna Lanulin. fail to enter the Order. This leads to him being disowned by his father. Convince him to spare Saerk to avoid becoming like his father. and tell him how awesome he is. Simply listen to him. assure him that you are both and he'll offer to join your quest. Human. If he fails at this. and promise that you will be by his side to help him overcome his all-too-apparent inner demons. True Neutral Str 13.

and the Staff of the Ram +6. but he's not going to cut it as your party's Cleric (no Druid really can. however. A suit of Full Plate Mail +1 and a Large Shield +2 is great early-game defense for her.) As a Werewolf he's serviceable so long as you're committed to giving him nearly every Armor Class boosting item you get. he can just augment his stats by transforming. Melee is. I still doubt its potency compared to. Sure.Quarter Staff Sling + + Overview: --------I'm not even going to try to be partial here. a well-armed Jaheira. she can cast spells while being combat-able.. and even if you unnerf it. but his melee prowess still leaves much to be desired. he won't be up to snuff. it's something he will have to rely on pretty much all the time. to contribute in a fight he'll need it. White Dragon Scale. Best of all. He can't wear armor. his defenses get fairly good. Even if you toss him a Strength-boosting item. and really. His spells are fairly effective. the Cloak of the Sewers. he does alright.. he's going to need it. say. with a THAC0 of 2 and -5 Armor Class. and it requires no real special investment of unique gear. but since he's only combat-savvy as a werewolf. and always will be. Cernd sucks. By the time Jaheira was ready to get her first high-level ability. I refuse to waste a spot on my roster for a non-fighting Druid. but her ability to obtain Greater Whirlwind Attacks makes her far and away a better combatant by the end of the game. On the other hand. Given his attributes. really. How to Use Cernd Effectively: ----------------------------Anything that can boost his Armor Class-Rings of Protection. His stats suck. You might think he would. and even if he could. which gives her a vastly improved Armor Class without having to give her preferential treatment. she can grab Whirlwind Attack and further widen the gap between herself and Cernd. His shapeshifting abilities just aren't good enough to bother putting him in melee combat. Not to mention she had more Hit Points than Cernd could have hoped to attain. and she could still cast spells while maintaining her good combat stats. Unless you've got a fix installed. So what I want to ask is this. In all honesty. he can shapeshift into a Werewolf. as a Greater Werewolf. Also keep in mind he can't cast any Druid spells once he's committed to shapeshifting. Still. it's horribly nerfed. and eventually a Greater Werewolf. his core issue.. which is where all his offense lies. Her THAC0 will be lower (or at least comparable) to Cernd's in werewolf form. but he'll never have the THAC0 to compete with the game's best. he'll still be eclipsed by all his party members and-more importantlyhis enemies. As a caster. he can't bring it with him when he shapechanges. why take Cernd over Jaheira? Jaheira can wear armor. his Armor Class is decent. or even mediocre. On top of that. and shapechanged or not. Yeah. and his class sucks. and she doesn't have to shapeshift to get these combat stats. for that matter. The sheer fact that he can't hit creatures requiring a +3 weapon or better while shapeshifted makes it a useless transformation in Throne of Bhaal. not that Druid spells are so good that the deserve a dedicated caster. . she had a THAC0 of 1 and a -8 Armor Class-without transforming into anything. though. There's just absolutely no good reason that I can think of to pick Cernd over Jaheira. Eventually Cernd will be able to get the Elemental Transformation ability. He can't wear armor. he's probably better off used as a casting Druid. She won't get quite as many Druid spells as Cernd.. and a -2 Armor Class just doesn't cut it. Cernd just can't make a good show for himself in combat. At least he doesn't need stat-boosting items.

nor do I require melee competence form my Mages. This quest is covered in full in the Walkthrough [WLK022]. Edwin is a Conjurer. Lawful Evil Str 10. On your word (and promise to set things straight) Cernd will be released into your custody. and what little he lacks can be bolstered by some potion-assisted stealing sprees. and unlike Clerics or Druids. Cha 10 Starting Proficiencies: Dagger + Quarter Staff + Overview: --------Edwin is a little stronger and wiser than in the first game. becomes a scapegoat. Con 16. or I. y=350). I don't expect. in Mae'Var's Guildhall (AR0304) at (x=850. which is covered in [WLK022]. the best Mage in the game. Conjurer. with Viconia and/or Jaheira in tow. and his Dexterity ensures he'll never do well in ranged combat either. He really just is the best Mage in the game. Wis 10. this means he can't cast Detect Invisibility or True Sight. He is. being a Mage makes it pretty easy when it comes to proficiencies. Still. Really. Human. To recruit him you need to do a bit of work. where a group of hostile Druids have been attacking. quite simply. Int 18. After the second Mae'Var mission he'll offer to help you take Mae'Var down. they can handle our True Sight needs. Edwin's Quest: -------------- . from the moment you start exploring the Docks District until the end of the game. the best specialist Mage there is. As far as applicable uses goes. he comes with a well-stocked spellbook. He is. He is in no way a melee character.Recruiting Cernd: ----------------Cernd finds himself in a precarious position in Trademeet (AR2000). Dex 10. Cernd. who will both give you two missions. Edwin {CHR005} o======================================================================o Male. and he gets several bonus spells per level. Recruiting Edwin: ----------------You can find him in the Docks District of Athkatla. but he's still the same glass-cannon he ever was. a better Mage than anything you. The only way you can mess this up (besides simply not doing it) is to abandon him when he confronts the antagonist of this quest. The only downside to Edwin is that he can't use Divination spells. Still. however. Cernd's primary interest is resolving the strife between Trademeet and the nearby Druids. How to Use Edwin Effectively: ----------------------------Have him learn to use Darts and he's all set. Cernd's Quest: -------------When you return to Athkatla with Cernd in your party (after dealing with the Druids of Trademeet) he'll have to deal with the ghosts of the life he left behind-namely the wife and child he abandoned. Accept Renal Bloodscalp's mission to investigate Mae'Var and do some work for both Mae'Var and Edwin. allowing you to recruit him. however. trying to defuse the situation. or anybody could roll up.

Tiefling. When he levels up.. How to Use Haer'Dalis Effectively: ---------------------------------My suggestion is you get him out of melee combat as soon as you get him... and we've got a serious. which at least allows him to do something. Edwin's not in it for the game yet. Once obtained. Dex 17. with less potential Armor Class. Chaos. he's going to need a Strength-boosting item. Don't rat him out (but don't refrain from teasing him). and Halberds later. having a powerful weapon with reach will allow him to deal damage without putting himself too much at risk. Which is to say that he'll fit into that role about as well as an elephant fits into a size-0 bikini. however. and did I mention he'll make a great support Mage throughout Shadows of Amn? His high level means he'll be a better buffer than pretty much anybody else. have him become proficient in Two-Handed Swords first. ah. 'fixer upper'. Recruiting Haer'Dalis: . By Throne of Bhaal. Blade. he's the one to go to. His Dexterity is passable. Con 9. this is good enough to get him some essentials-Blur. of course. Chaotic Neutral Str 17.. Wis 13. however. This quest is fully covered in [WLK008].. Add to this the fact that he has about the most useless starting proficiencies of any recruitable character. Stoneskin. To this end. Fireshield. spell selection.Even after taking down Mae'Var.. At the end of the day he might as well be viewed as a poor substitute for a Fighter/Mage. He's got a high enough Strength to start out. Viconia has enough True Sight to make up for Edwin. while he might not be able to contribute in combat himself. Pierce Magic. well. In many fights later in the game. give him a Crossbow and keep him back as an archer/support Mage. Although he only gets up to 6th-level spells. but once he does. Dispel Magic. Breach. Cha 16 Starting Proficiencies: Short Sword ++ Dagger + Dart + Two Weapon Style ++ Overview: --------Haer'Dalis is a poor compromise of a character that might just end up in an evil party due to a simple lack of options. Edwin will begin translating the damn thing. which what I intend to do. Int 15. having an extra hand in combat will be more useful than having a bard-song. which leads to more trouble. even with the Enhanced Bard Song feat. Of course. Hit Points. and epic level feats. he always has his bard-song. He's going to have to level a bit. he'll be yours for the rest of the game. and my protagonist is now a high enough level that we can safely discard Haer'Dalis for ???????. This will help make up for the fact that my Fighter/Mage/Thief protagonist doesn't advance very quickly.. and if you help him overcome a fellow Red Wizard named Degardan. and True Sight. Mirror Image. but to do anything meaningful in combat. so if you need a Haste or Dispel Magic. THAC0. Fortunately this is near the same area (AR8002) you need to explore to find the Book of Kaza that Korgan wants.. but his class and Constitution both conspire-by depriving him of good armor and Hit Points-to keep him off the front lines. Haer'Dalis {CHR006} o======================================================================o Human. Haste. and Edwin simply can't cast True Sight. as you'll need to track down the Nether Scroll before he'll stay for good.

which is a potent little item that will allow Imoen to excel at a range throughout the rest of the game. At that role. She's a bit of a chore to hang onto. It took me forever to get to the Nashkel Mines! Anyhow. She starts out with the ability to use Short Bows. she is absolutely indispensible for the good party. and she gets fewer spells per level than her red-robed counterpart. You can save yourself some trouble by . and like in the first game she's the first recruitable character you'll meet. Mage/Thief. but if your protagonist is a Thief (single. forcing parties who want her back to have to jump deep into the story sooner than they might otherwise wish. after which Haer'Dalis is yours for good. Wis 11. Although she pales in comparison to Edwin. the bad guys show up and take them hostage. This allows her to fill both the Thief and Mage role for a good party. I imagine. or dual-classed) you might not be too impressed with Imoen. but her Find Traps is only 85%. and has become a Thief/Mage dual-class. who has a lair in the sewers (AR0705). unlike most Mages. Sadly. It's passable. she will be absent for a large chunk of Shadows of Amn. Of course. Neutral Good Str 9 (10). This forces you to complete the Astral Prison quest.. she's better than Jan or Aerie. but who doesn't? Her progression will be slower (due to the fact that she tends to miss out on half the experience in Shadows of Amn). or help him get a mirror back from a wayward imp. Once she's back. just look at my guide for Baldur's Gate 1. As I said earlier.. however. Con 16. well. is she? She's a Mage. She will never have the tactical versatility of Edwin.---------------------To get Haer'Dalis you'll have to rescue him from the Mage Mekrath. She pales in comparison to Edwin. however. Once you get back to Athkatla you'll be able to assemble the Short Bow of Gesen. Once Haer'Dalis is reunited with his misfit troupe back at the Five Flagons Inn (AR5010) they'll attempt to planeshift away from their pursuers. so as far as I'm concerned.. Dex 18 (19). well. Imoen allows me to play a Fighter/Mage. which is good for us. Cha 16 Starting Proficiencies: Dagger + Quarter Staff + Short Bow + Dart + Overview: --------Imoen makes it back for Baldur's Gate 2.. as she'll need to be rescued shortly after you escape. and Imoen is. her Find Traps score is only passable. load her up with a Short Bow and she's good to go. Imoen {CHR007} o======================================================================o Female. Imoen has apparently made the same career move that we made in the first game. can actually contribute to combat effectively with Short Bows. however. really wishing she had more Death Spells. although with less potency than Edwin by far. Human. and certainly better than dragging a Thief along. not quite high enough for every trap in the game. Wouldn't you know it. multi. Int 17. You can either kill Mekrath. she.. Imoen's not really a Thief.. forcing you to drag along an understudy like Nalia or Yoshimo. I sure know I like to fool around a lot before doing any major story stuff. and it'll become apparent when the evil party is smiting Umber Hulks with impunity thanks to Edwin's Death Spells. How to Use Imoen Effectively: ----------------------------Imoen... Equipping a Ring of Danger Sense on her (perhaps only when necessary) resolves that issue.

.. but a good healer.. And unlike a single-classed Druid. Whatever Irenicus did to her.. gain access to Druid spells. Cha 15 Starting Proficiencies: Scimitar + Club ++ Quarter Staff + Sling + Sword and Shield Style + Overview: --------Another ally from the first game.. Unlike a single classed Druid she can use Plate Armor and Shields. Imoen will start developing Bhaalspawn abilities like we did during Baldur's Gate 1. She's comparable to a Cleric.. well. she'll be. Next she'll gain the Neutralize Poison and Draw Upon Holy Might abilities. erase and rescribe multiple copies) spells. Each time she gains new abilities. Int 10. which is THE winning spell for most of Shadows of Amn. Half-elf. although her progression will be painfully slow. This will go a long way towards catching her up to speed. Once she gets access to 5th level spells she can start throwing out Insect Plagues. it apparently unlocked her innate Bhaalspawn powers. which will net a fair bit of experience. however. taking her from almost getting a bonus. not to mention being the only servicable Druid in the game.storing spell scrolls you find early in the game. to be safe) and have Imoen scribe (and with Throne of Bhaal installed. but without actual access to Cleric spells and with better combat abilities. it'll do for you what Stinking Cloud did in Baldur's Gate 1. She'll not only be one of your best warriors. however. and inform you via banters about her changes. the party will gain 1000 experience. This is a wonderful change.. and she'll get a one-point boost to her Strength and Dexterity. Recruiting Imoen: ----------------Imoen joins you at the beginning of the game. Jaheira {CHR008} o======================================================================o Female. so that when reunited. after which point Jaheira really has no downsides. After escaping from Irenicus' Dungeon. and that's just the beginning. which makes her in a different league altogether. drop everybody else out of your party (save your romantic partner. . springing you from your cage in Irenicus' Dungeon. the subject of the main story for a few chapters. She does. Con 17. at least as far as I'm concerned.. and this paired with her slower Fighter progression means she's in dire need of a Strength-boosting item. She's not strong enough to get bonuses in combat. First she'll develop the Cause Serious Wounds and Cure Serious Wounds abilities. and makes her a much more defensible character. True Neutral Str 15. and certainly one of the more interesting females in gaming. She'll develop her powers two at a time. one can be provided rather early in the game. Fortunately. She's been given a considerable Dexterity boost in the sequel. to a +3 Armor Class bonus. ***SPOILERS*** In Throne of Bhaal. Wis 14. when she's not casting Insect Plague she can contribute to the fight. Imoen will be able to fill up her spellbook. Fighter/Druid. Dex 17. You'll have to raise money and take a leisure cruise by boat to get her back. If you're very enterprising.

Jaheira will be summoned away from the party for a while. in the Docks District you'll be able to buy a 'Keepsake Locket' from a merchant named Jahaboam for 20 gold. Romancing Jaheira: -----------------Jaheira is the most difficult romance to complete-it requires you to make progress through most of the main story. recover Montaron from the Harper Hold. While wandering around in Athkatla you'll get a chance to rescue a man named Renfeld. who stands near the door leading to the Harper Hold. and deal with Galvarey and his Harper buddies. In the middle of all this you'll have to avoid kicking her out of the party and hope everything falls in place at the right time.. and when Jaheira returns your presence will be requested at the Harper Hold. some outdoor rest. Rest up. so as soon as you're Specialized in Daggers. and bring him back to Xzar. In Throne of Bhaal you'll find an absolutely fantastic Scimitar. Afterwards you can gain entrance. however. The game timer will continue to run.How to Use Jaheira Effectively: ------------------------------Get her a Strength-boosting item-like the Girdle of Hill Giant Strengthfrom the Adventurer's Mart as soon as you have the scratch. which determines when 'party' events like banter and romance updates take place.. Downloading a fix for this romance is highly recommended. The conversations aren't too tricky. In the evil party. and the romance will stall after a certain point until you complete it. In the Sea's Bounty in the Dock's District you'll run afoul of Baron Ployer. Xzar will ask you to find a way into the Harper Hold and rescue Montaron. and if that's not an option. Later. After Xzar gets what he deserves. Jaheira will have to wait a good while to bring her Strength up to snuff. getting your girlfriend something nice is a good idea. it's not really possible to favor Jaheira over Viconia. in a cell (x=3850. Join her. To convince Rylock to let you in you'll need to do another quest for him-kill the monsters being bred in 'Prebek's Home'. Then there are two quests that need to be tackled. but hey. Don't be a sissy-defend Jaheira. Chase him down and deal with him to save Jaheira from the curse. to boot. get her another rank in Scimitars. whose Strength concerns are severe enough to prevent her from being armed and armored appropriately. and two separate quests dealing with Baron Ployer's Curse and the Harpers. After this Jaheira's romance should start up . so work on getting her Specialized in Daggers. the purchase of a locket. and Jaheira will be protectively angry afterwards. It'll bump her up from a mediocre warrior to a great one in short order. Jaheira might require the investment of a choice item or two. Of course. the first of which is Baron Ployer's Curse. it'll happen some day. her proficiencies also need some work. who will use his last remaining resources to inflict Jaheira with a rotting disease. There are a few good Scimitars in Shadows of Amn. Once you get toys such as Boneblade +4 or Fire Tooth +3. You'll take some damage. but Daggers are really the power weapons for her. Not surprisingly. Bring him to the Harper Hold in the Docks District and leave him in the care of Rylock. during which you'll be attacked by bandits. leave the game paused. Later. Recruiting Jaheira: ------------------Jaheira can be found in Irenicus' dungeon (AR0602). The second quest is longer and more complicated. but it's the right move to make. and one of the few character adept at both ranged and melee combat. y=2650) in the same room you start out in. just be nice to her and don't guilt her about Khalid too much. After a while you'll need to rest outside. but not any moreso than Keldorn. she'll be all set.

These quests are listed in great detail in the ***ROMANCING JAHEIRA*** section. you can avoid a fight. which is pretty simple. for completing this string of quests and romancing Jaheira your protagonist will gain a whopping 100000 experience points. if it's lower than 16 she'll hesitate. Dex 17. and the alternative of betraying you. and a small argument will ensue. You've pretty much got everything secure with Jaheira by now. You'll find both of them in [WLK034]. Chaotic Neutral Str 9. You'll find Jaheira on the second level. Eventually Dermin will show up a third and final time. The second is a lot more complex. and involves the Harpers located in the Docks District of Athkatla. where she has determined that the absence of the Spectral Harpists indicates that she was in the right. Jaheira continues to doubt herself. there are a few more banters where the relationship will deepen. Afterwards Jaheira will openly struggle with betraying her kin. Illusionist/Thief. She'll even begin asking you some fairly stupid questions-you need to call her out on it. and afterward Jaheira will spend some banters being angry at Dermin. Later on. and she'll be naturally conflicted over what happened in the Harper Hold. and Jaheira will expose him for the serpent he is. After a few more banters you'll be bothered again by a Harper named Reviane next time you rest in the wilderness. the least she does is renounce her Harper status. Cheer her up. Cha 10 Starting Proficiencies: Short Sword + Dagger + Quarter Staff + Cross Bow + Overview: . Her response depends on your party reputation at the moment-a 16+ and she'll defend her actions. As long as you're nice and try and argue for the sake of your trust as mildly as possible. Con 15. but otherwise you'll have to put Reviane and her Harper buddies down as well. Gnome. Terminsel will show up again and ask Jaheira if what she did was right. If you have a reputation of 16 or higher. First is Baron Ployer's Curse. Int 16. but avoid being too harsh. Either way. she does just that. but if you are negative it could well result in Jaheira leaving the party. A fight ensues. If Jaheira didn't hesitate she'll also gain a Harper Pin. Jaheira's Quest: ---------------Jaheira has two quests associated with her. Jan {CHR009} o======================================================================o Male.again as normal. you'll be fine. Finally. and eventually the romance will proceed to its only logical conclusion. her mentor Dermin will show up and confront her. Wis 14. Both are pretty nice rewards. A fight won't ensue this time. Trust issues arise. Next time you rest. and further benefits to completing Jaheira's romance. and more especially you. but most of the drama and quest nonsense is now over. and a man named Terminsel will show up and procure a letter he found from Jaheira. Head over to the Harper Hold and kill a few Mercenaries. so I won't belabor the point by mentioning them again here. and that we can expected relentless assaults unless she turns herself in for good old Harper justice. find and kill Baron Ployer before time runs out and Jaheira succumbs to his curse. Either way. Accept her back into your party and leave-destroying another batch of petty Mercenaries along the way. Eventually Dermin will show up again and tell Jaheira that she's been declared an enemy of the Harpers.

but I'm rather adverse to having a multi-class Mage as my primary party Mage. Human. then travel to the Five Flagons Inn and kill a pair of Githyanki. At the end of the day. Paladin (Inquisitor).. Constitution. talk to The Thumb. well. Recruiting Jan: --------------Jan can be found in the Government District of Athkatla (AR1000) at (x=2730.--------Jan is. in the evil party.. To find the 'Hidden' we need to go to the Government District. and his Intelligence doesn't do him any favors either.. Dex 9. and not multi-classed like Jan) and she's got better Dexterity. who tells us to look for the 'Hidden'. and really. when playing a protagonist who has levels of Thief I'd even prefer Aerie. Return to the Hidden to learn that the girl has been healed. or you can sell Jan out for 100 gold. He is a potential substitute for Imoen. a sub-par Mage who will never be able to cast Necromantic spells such as Finger of Death or Horrid Wilting.. at best. he works much like Imoen. Go meet with this Lissa. I have to wonder how much difference there would be. I'd rather take the fruity Bard. substitute for Haer'Dalis (with the same goal of getting replaced by ???????). Jan stays behind and refers us to his Uncle Gerhardt. who will tell Jan that a former love of his is now staying at the Jansen family home. and for an evil party. who is less annoying and more versatile. a representative of the Amnian Revenue and Tax Board will show up and try to nab Jan for selling illegal merchandise. but this hardly gives us the ability to dispense with the Fighter/Mage/Thief in the long run. She'll become a much better Mage (since she's a dual-classed Thief. and we need to get help. y=1750). and you'll discover that her abusive husband has apparently injured their daughter severely. Just keep in mind he is the weakest recruitable Mage the game offers. then return to the Jansen home to witness an unhappy turn of events. but so annoying is Jan that the Prison Keeper will spot you 200 gold to get rid of him. Keldorn {CHR010} o======================================================================o Male. The Hidden will promise to help us if we kill a pair of its pursuers. and Intelligence. then head into the sewers under the Copper Coronet. Jan's Quest: -----------After traveling with Jan for a while we'll be bothered by one of his numerous relatives. Lawful Good Str 17. gameplay wise. Frankly. Con 17. So head to the Sea's Bounty. He's not a terrible character. really. Int 12. talk to Lady Jysstev. Beeloo. Trax. Cha 18 Starting Proficiencies: . If you want him in your party you'll either have to lie for him (not a hard thing to do. his blend of thieving and magic might be the only option for an otherwise Thief-less party. Heck. however. Get him Short Bows and ignore his silly crossbow nonsense when he gets a proficiency point to spend. or hearing Haer'Dalis call me raven. How to Use Jan Effectively: --------------------------If you do play with Jan. considering the experience involved) or pay his 800 gold piece bail and suffer a net loss of 700 gold. Wis 16. You can either lie and cover for Jan and get some experience. He could. I prefer Imoen to him in every way. if it comes to hearing Jan talk about turnips.

His Dexterity is ass. and you'll need a +3 weapon sooner than you think. there's no other way to utilize this awesome weapon. Short of making your protagonist a Paladin. He'll join willingly enough. Korgan. however. he has no reason to switch. essential debuffs that make him very capable of taking on enemy Mages. as an Inquisitor he has the innate ability to cast Dispel Magic and True Sight. Keldorn has one glaring weakness. and can support the party with Cross Bow fire when needed.Long Sword Two Handed Sword Cross Bow ++ ++ ++ Overview: --------Somewhat weaker. fantasy-peddling bullshit dealer will do a better job at convincing the sheep that his brand of nonsense is better than another. or Minsc. he absolutely requires the Gauntlets of Dexterity. but he'll only stick around for good if you see this cult off. is very magic resistant. although on the flip side. Having these abilities will make all Mage fights for your party much easier. And of course. admittedly a lot of equipment for a single character. than Anomen. though. his Paladinhood makes him unusually liable to interrupt when you're trying to be naughty. so he'll need some Strength-boosting item.. Keldorn truly is win. he gets Carsomyr +5. sent to investigate the cult before you. Well. and the losing side will ask you to investigate this 'cult'. First.. a Holy Avenger. and since he's built for Two Handed Swords he won't be using a shield. You might. get him ranks in Two-Weapon Style to enhance his primary weapon. and you're good to go. his high Charisma makes him a natural party leader. Crossbows are also golden. lying. One shifty. Recruiting Keldorn: ------------------When you visit the Temple District of Athkatla. as there aren't many great Two-Handed Swords in the early game. His Strength is decent. Simply put. eventually. Keldorn comes well-prepared with good weapon proficiencies from the start. and really. Then again. but why? The game already gives you one! With the admittedly hefty investment of the Gauntlets of Dexterity and a Girdle of Giant Strength. and if you're shooting for a good party. and he'll certainly have access to True Sight much sooner than any Cleric or Mage you'll recruit. as he can easily dispel the buffs Mages rely on the defend themselves when conventional spell casters may struggle. as it saves you from wasting a Cleric's 7th-level spell slot on the ability. you won't find a better Mage-killing party leader. you'll get a great party leader who can debuff at a whim and see through defensive illusions. He really does need the Gauntlets of Dexterity. I mean. that can only be used by Paladins. you'll find Keldorn in the sewers under this district (AR0701). Not getting into the atom-thin difference between a cult and a religion here. you could make your own Inquisitor. How to Use Keldorn Effectively: ------------------------------Keep on rolling with the Two-Handed Swords. Once done. The fact that he can select Summon Deva as an Epic Feat also makes him more versatile. so why bother with him? Several reasons. but not stellar like Anomen. but healthier. This is. you'll be witness to a theological debate of sorts. Keldorn's Quest: ---------------When you arrive at the Government District with Keldorn in your party . want to get him some ranks in Halberds. if you want him to survive in melee combat.

Con 19. This isn't as great as Grand Mastery is supposed to be. Direct him on the course that will make him the most content-reconciliation with his wife. they decided to replace the whiny evil greed-Dwarf with a psychotic evil murder-Dwarf. The selection of Axes is slim until Throne of Bhaal. at which point one of the best weapons in the game-the Axe of the Unyielding-is obtained. Fighter (Berserker). He's one of the simpler-seeming characters. How to Use Korgan Effectively: -----------------------------He starts out with Grand Mastery in Axes. Then have him learn the Two Weapon Style. and his love for his wife. Int 12. and you'll find that all is not well at home. Agree to help him track down the Book of Kaza and he'll join up with you. Don't. so you can handle both jobs in one journey. see section [WLK010] of the Walkthrough. however. y=1870). and if you can keep from provoking him and complete his quest in the timely manner he'll be an invaluable asset. and he really needs the Gauntlets of Dexterity to bring his Armor Class up. allowing him to use Crom Faeyr. as well a Dwarf should be. and it doesn't venture out of Athkatla. Anything less than a total offensive juggernaut is a waste of Korgan's potential. This takes care of any Strength issues he may have had. and his Hit Points are typically high thanks to being a Dwarf with phenomenal Constitution. but the weapons in the game dictates a fairly radical shift in fighting style. Indulge him. When you obtain the Axe of the Unyielding have him dual-wield it with Crom Faeyr as an off-hand weapon to have a vorpal weapon with a Strength of 25.he'll express his desire to go see his family. Korgan is not a nice guy. he's the best Fighter in Shadows of Amn. Chaotic Evil Str 18/77. For more information on this quest. but it's still a very good thing to have. Dex 15. Recruiting Korgan: -----------------You'll find Korgan in the Copper Coronet (AR0406) at (x=950. and you'll have to go around and try and deal with his wife's infidelity.. If you delay. Cha 7 Starting Proficiencies: Axe +++++ War Hammer + Overview: --------Ah Korgan. He's strong enough. he will of course go find others more interested in helping him out. however. and if you provoke him in banters he'll even turn hostile on you! Still. Keldorn will struggle with his need to avenge his honor. His Strength score will allow you to ignore him in favor of other characters. he'll do just as well promising that this will be his last expedition. Dwarf. It's not a terribly hard quest. Korgan {CHR011} o======================================================================o Male. making him fairly easy to reach and recruit. . but not so strong that he couldn't do with a good boost to his Strength. Spend his proficiency points in War Hammers until he Grand Masters in those as well. I guess instead of throwing Kagain into Baldur's Gate 2.. There is simply no stronger combo in the game. be so helpful as to free him from service so he can see to his family affairs. Best of all it's in the same area Edwin's quest takes you. Wis 9. and it is fun to see him shift from a modest (and well-defended) axe-and-shield character to the Axe of the Unyielding/Crom Faeyr offensive phenom.

.. but it works. although you could start her out on War Hammers early.. Dex 18. But you have to do the same with Valygar. First. then switch to a Short Sword of Mask/Crom Faeyr combo. her Insect Plague? No. Halfling. Fighter. So you're going to have to completely take her proficiencies in another direction to make her strong. well. you say? The second problem is the fact that she's hidden in the Fallen Temple of Amaunator in the Temple Ruins area (AR1401). Certainly not ideal. she's proficient in Short Swords and Short Bows. but since most Fighters need 18(xx) or more to be optimal. you say? Sure. but the amount of proficiencies it would take for her to be able to use Axe of the Unyielding and Crom Faeyr as well as learn the Two Weapon Style are just prohibitive.. Wis 13. but is she better than Keldorn with his Inquisitor kit. as it would require. Her Dexterity is outstanding. and Anomen can just use the Flail of the Ages.. The compromise? Have her use a superior mainhand weapon (Axe of the Unyielding or Flail of the Ages) in her mainhand... Short Bows are what Thieves use to contribute to battles. Mazzy might. By the time you actually obtain Crom Faeyr she'll likely be at least specialized in their use.Mazzy {CHR012} o======================================================================o Female. Cha 14 Starting Proficiencies: Short Sword: +++ Short Bow ++++ Overview: --------First let me start out by saying that Mazzy is a perfectly fine character. one I've pondered a bit. which requires you to trek all the way out to the Umar Hills and partially complete a lengthy quest there. The latter is. though. probably just a pipe dream. Sure. and the Short Sword of Mask in her offhand. they tend to suck too. she's only a girdle of giant Strength away from being potent. thirteen extra proficiencies to pull off. she isn't.. or Jaheira and her. She might outcompete Minsc and Valygar (especially if you're playing with a good or neutral Thief-protagonist). well. Con 16. It's not the ideal setup.. Int 10. You really have two options-make a poor man's attempt at Korgan. oh. not the weapon of a fullfledged Fighter. There just aren't enough levels in the game for it. the other good-or-neutral aligned characters you can recruit.. There are only three things that suck about Mazzy.. either weapon and shield or two-weapon style. Lawful Good Str 15. and it seems like a bit of a waste to strap a shield on a character with such a good Armor Class. it just makes me wish I was using a different character. or perhaps take the Short Sword of Mask as a mainhand weapon (have her use a shield throughout Shadows of Amn) while building up War Hammers and Two-Weapon Style. but Valygar's quest doesn't require you to deal with a DRAGON.. and her Constitution is very good as well. she's an investment. Still. Anomen and his dual-classed Cleric spells. but I never bring her along. and Short Swords. The last and most damning thing I have against Mazzy is.. well. How to Use Mazzy Effectively: ----------------------------Good question. myself. Mazzy's Quest: -------------- .. I have considered using her as a 'good' Korgan. with the investment of some levels (and new proficiencies) and a girdle of giant Strength be a good Fighter... Her Strength sucks.. but who's not..

Minsc {CHR013} o======================================================================o Male. He's not protected enough for protracted front-line action. Anything that doesn't require +3 weapons can be shot down with bows. but it should be viewed as wholly inferior to. and anything that requires a +3 or better weapon. strap Minsc in heavy armor.. and you need to return to Trademeet to hunt down the poisoner-and perhaps an antidote. as he takes 15 damage when it ends from his 'improved' Hit Point total. as he now has a better Dexterity and Constitution. you could just ignore the Ranger stealth outright.. The fact that he doesn't need the Gauntlets of Dexterity or any Strength-enhancing gear makes him a good fit into the good party. so the thought of giving him a weapon without reach is just silly. just switch to an appropriately-enchanted melee weapon and let Minsc at 'em. Cha 9 Starting Proficiencies: Two Handed Sword ++ Mace ++ Long Bow ++ Two Weapon Style ++ Overview: --------Our favorite miniature giant space hamster friend. but very good ones.Mazzy has a rather traditional and uninspired quest that'll pop up after a few days of traveling with her. just make sure you have the Hit Points for the endeavor. Human. and treat him like a front-liner. This should last long enough to make a difference in most fights. Con 16. refer to [WLK021]. Wis 6. well.. Neutral Good Str 18/93. For more information about this quest. if interacted with responds with the same uncanny Intelligence and sophistication as Boo merely goes to show how endearing these characters are to have transcended time and space. He'll find plenty of Two-Handed Swords to keep him occupied in the mean time. raising his Strength to 20 and his Dexterity to 18. do you prefer Valygar (I don't) and will you bench him in favor of ??????? in Throne of Bhaal? How to Use Minsc Effectively: ----------------------------Get him points in the Two-Handed Weapon style and let him learn how to use Halberds so he can equip one of the best weapons in the game. Minsc has improved a bit from the first game. which is a complete and utter waste for him. Her sister. has been poisoned. Of course. although ranged combat rightfully takes a backseat to melee combat in this game. That aside. He can still Berserk in this game. Dex 16. Recruiting Minsc: ----------------Minsc can be found in Irenicus' dungeon (AR0602) in a cell . and his Ranger sidekick Minsc! The fact that in Mass Effect 2 you can buy a Space Hamster that. He has also. say. as needed. Keep him from being the focus of enemy attacks and he'll serve you well as a not-quite-front-line Fighter. Int 8. become proficient in the Two Weapon Style. striking with reach or ranged weapons. Ranger. so I'm fine with having him contribute at a range. for some reason. Pala. He's more of a secondary warrior. He's also a decent archer.. usually hand-me-downs from Keldorn. The only real questions about Minsc are. nonetheless. but the good party has a busy enough front-line already. making him a much sturdier character. gulping a Potion of Giant Strength.

y=2750) in the same room you start out in.(x=4000.. Anything I said about Imoen applies for Nalia. then there might be a purpose for her. head to the Council of Six building and present the evidence to Corgeig Axehand and Nalia will be . and while you have to do quests to get both of them. scribe at will. and eventually the Gesen Bow. Accompany her there and meet some of the more unsavory nobles which presumably caused her to disparage her fellow aristocracy. Agree and do so. Cha 13 Starting Proficiencies: Short Sword + Dagger + Quarter Staff + Short Bow + Overview: --------Nalia is bafflingly identical to Imoen.. her Find Traps score is hardly sufficient. Isaea Roenall will show up and have Nalia arrested. like so many other characters. Of course. Dex 18. Mage/Thief.. She has only four levels of Thief. so she can barely even serve in the capacity of a Thief. Int 17. Imoen's is mandatory. But since you can recruit Imoen. Afterwards a man named Khellor Ahmson will show up and point you in the direction of some evidence that may incriminate Isaea. Chaotic Good Str 14. but again. Human. Wis 9. and because of it she'll never be as good as Imoen in combat or with Thief skills. the trouble-maker from the funeral. why would you ever care to recruit Nalia? Imoen is infinitely more connected to the main story than Nalia. When you do. Recruiting Nalia: ----------------Nalia. even with the Ring of Danger Sense. This quest is covered in [WLK018]. Nalia {CHR014} o======================================================================o Female. A little later. she could at least fit into Evil parties. The rest of the quest involves following obvious leads and talking to various characters in your quest to find dirt on Isaea. just.. really. and will serve a dual role as the party's Thief/Mage. but instead she's just a clone of Imoen. Just. a messenger will show up and tell her of some problems arising with a funeral. and she'll stick around for the rest of the game. After wandering around with her for a bit. making me wonder if the only reason she's included is to tide you over until you get Imoen back.... get her a Short Bow. hangs out in the Copper Coronet (AR0406). You don't even need to find her-she'll find you and desperately try to induce you into helping her liberate her captured family castle. Con 16. and you need not save up spell scrolls for her. but she does at least come with a barely passable Find Traps skill. no such luck. The only perk she has over Imoen is the fact that she will not go on a main-story inspired hiatus which prevents her from gaining a great deal of experience. If Nalia were at least a romance option. Or if she was Neutral or Evil instead of a bleeding heart noble.. Nalia's Quest: -------------Nalia's quest begins after you rescue the de'Arnise Keep-although it won't begin within the de'Arnise Keep. How to Use Nalia Effectively: ----------------------------She'll use a Short Bow.

Over the course of Throne of Bhaal. Smart. Cha 15 Starting Proficiencies: Two Handed Sword +++++ Halberd + Cross Bow + Two Handed Weapon Style ++ Overview: --------??????? is the best Fighter in the game. kind. below. and express good morality. and good to him. just enough to give ??????? what he wants without inconveniencing (or threatening) you.. so give him something suitable to use and build up his proficiency in Halberds. I've kept the name of this character replaced by question marks. and offers to join up. and have fun. I've been able to look into the data files and see how all this works.. Also.. and all that good stuff. I'll ignore all but the optimum responses.. The full details of this quest can be found in [WLK019]. and effect ???????'s alignment negatively. The more astute of you may be able to figure out who this character is by reading the following. Note that you can change his alignment over the course of the game by generally being trusting. no Gauntlets of Dexterity. Fighter (Deathbringer).. as all companions in Baldur's Gate 2 do. your new ally will chat with you. for part of your soul. smart man. Wis 10. Win-win. as it turns out. Human. That said. show trust. ***Changing ???????'s Alignment*** Thanks to Infinity Explorer. Recruiting ???????: ------------------After entering your Pocket Plane for the first time (a mandatory step near the beginning of Throne of Bhaal) ??????? will appear and offer to help you out.returned to you. Have at least two positive alignment global variables while conducting the third banter. but I've included some lines of dialogue in full. How to Use ??????? Effectively: ------------------------------??????? starts out with Grandmastery in Two-Handed Swords. An insubstantial part. Just keep that in mind if you're a good party. read on . your behavior will rub off on ???????. well. and is more than content to take some of the table-scraps from your epic climb to power. Chaotic Evil Str 18/00. Con 18. it's probably a good idea to explain in more detail how to change ???????'s alignment. switch him over and keep on killing. Note that it's possible to be. and want his alignment to become more fitting. because he would have been great through Shadows of Amn.. Look at those stats! He doesn't need any Strength-boosting items. right? ??????? sure seems to think so. He can see the way the wind is blowing. so if you're an idiot.. Dex 17. just keep being the bastard you've always been. ??????? {CHR015} o======================================================================o Male. showing him a superior example. and you can get ???????'s alignment to change to Chaotic Good.. Int 17.. which is too bad. you don't get him until Throne of Bhaal starts. Once he gets the Ravager. It's as easy of an equipment setup as there is. If you say good things. but this part of the guide is about changing ???????'s alignment to fit into the good party. less encouraging. If you're playing an evil party.. nothing but a Two-Handed Sword and something to kill! That said.

finally getting to the point by suggesting that you take over as the new Lord of Murder. After he says "It eats away at me." to improve ???????'s alignment by one." you'll get another chance to respond. are you?" or "Perhaps." Either will improve ???????'s alignment. I am surprised. I told you that oaths had real power in our father's realm. Or." If you made ??????? take an oath in the Pocket Plane before joining you. You paid for what you did". In response to this he'll ask "And do you believe that I have another choice?" Pick either "Another choice than being evil? Always. ???????. If you didn't make him take an oath.with no fear." o=========o |Banter #2| o=========o ??????? says: "It appears the seeds that our sire sowed long ago are about to come to fruition. Now you get the benefit of the doubt. o=========o |Banter #3| o=========o ??????? says: "The end draws closer. But from your constant wary glances. and allow ??????? to stand by your . Don't pick the response "I take you with me because you may be of use. as to why you would agree to take me with you and not force some form of compliance from me through an oath. You're not the same man. all inconsequential. 'usefulness'. Make the same mistakes. you'll get three different dialogue options. he'll mention the oath." or "You might. ???????. as you wish. that I have given much thought to as of late. then." to improve ???????'s alignment again. Afterwards he'll ask what you intend for him after it's all over." or "It all depends on whether or not you want to end up in the same place. When you get a chance to make another response. Afterwards. pick any option regarding the oath." and ??????? will comment on your alignment before rambling on. I yet remain at your side.. then. You're a new man." Pick any option other than "I'm not interested in what you have to say. ???????. not really. If you're smart. But I already took my revenge." Pick whatever dialogue option you wish-if you made him take the oath before joining you. it doesn't matter what you pick. free to make new mistakes. yet. it seems that you do not trust my presence. We both know this to be true. the issue will be finally resolved very soon." Afterwards say either "You paid for what you did. if you pick "So? What about it?" You'll get one of four choices to pick later. For good or ill. beware of spoilers.. But I don't need an oath of servitude. Pick "You'll be free to go. just wait until the beginning of Throne of Bhaal to bother with this at all. but to make life easier on myself. claim your birthright. But everyone gets a second chance. then pick "Your destiny is your own to forge. Listen to a proposition.". You can pick one of three responses-and really. pick "No. either say that "No. if you must. if you wish. o=========o |Banter #1| o=========o ??????? says: "So. Even you. otherwise he'll say the more neutral term.

. you still believe this?" Respond "I do. That is more important. He'll respond by saying "After.. and don't pick "It don't know. ??????? will say "I believe your words may have merit." o=========o |Banter #4| o=========o If you had at least one point towards changing ???????'s alignment for the better and followed my advice during banter #3.". Also he's got the Stalker kit. after all you've been through? With the taint in your soul. ???????'s alignment will change to Chaotic Good and he'll say "Perhaps it is time to rethink my views. his Dexterity makes this . regardless. Pick any option other than "It doesn't matter what happens to me." or "It's none of your business. Ranger (Stalker). and I have no desire to return to the Abyss when I perish next.. as they don't go anywhere. <CHARNAME>.." You have three options-but they all result in the same responses from ???????.side. There are few downsides with him. and think perhaps it may be a good thing. Con 16. I feel I must thank you. you might as well bask in its favor. and "With that power comes great responsibility. Dex 18. My own methods did not end well.. so few that he's a very considerable substitute for Minsc if you're willing to invest an item of Giant Strength in him. have been considering your words. anyways.. this is just a "hey. He's canny enough to realize that if you can't wield godly power yourself. so you won't be using him in any legit evil party. you won't be involved." to get six more dialogue options." That leaves us with "You can't take an empire with you when you die. which makes him good at backstabbing and gives him the ability to cast Haste. in fact. Pick option "I have other plans. "There is much good that can be done with that power. He comes built for two-weapon fighting. Wis 14. Don't pick "There are better things than power. Cha 10 Starting Proficiencies: Katana ++ Dagger + Spear ++ Long Bow ++ Two Weapon Style ++ Overview: --------Notice that his physical stats are identical to Yoshimo's. and despite his need to stay in lighter armor. Human. I'm a good guy now!" banter. ???????." At this time.." All three of these options will improve ???????'s alignment by one. ??????? says: "I. don't be a fool.. Neutral Good Str 17." or "I'm not going to discuss this with you. Int 10... which is always handy. But it doesn't have to be used for self-serving. I have changed my outlook. ???????. Valgyar is a good Ranger.. evil purposes.. Valygar {CHR016} o======================================================================o Male. ???????. you should get the following for banter #4. You should know that." If you have at least two positive alignment increases at this time." and a whopping eight dialogue options will pop up. I shall have to think on your words most carefully.". Forget it.

Con 8. or hell. really. save his location kind of sucks. Elf. he'll be doing pretty well. Cha 14 Starting Proficiencies: War Hammer + Mace + Sling + Overview: --------Our old Dark Elven gal-pal has become a bit wisersince the first game. and he's probably not even as lethal in melee as Minsc or ??????? with the Ravager +6. so what to do? Well. you're going to need to take him back to Athkatla and deal with the Planar Sphere in the Slums District [WLK016]. and in the long run he can aspire to dual-wielding the Dagger of The Star +5 and Hindo's Doom +4. that I've co-opted Katanas for my protagonist.) All in all. he's already got a rank in Daggers. but he'll survive well enough-there are plenty of +2 Katanas that my protagonist will not have any use for.. it's a great set-up. he needs a lot of gear set aside for other characters. Dex 19.. If anything. Cleric. Get Specialized in Daggers. Viconia {CHR017} o======================================================================o Female. but that doesn't mean he's a waste of a character. This will allow him to use whatever Daggers Jaheira isn't using (she certainly doesn't need BOTH Boneblade +4 and Fire Tooth +3. not wise enough to avoid nearly getting burnt to crisp by bigots.. I'm also indisposed towards picking him over Minsc. Valygar does that quite well. but in Baldur's Gate 2 Magic Resistance is purely beneficial. but still. He's not as potent with the whole backstabbing thing as our Fighter/Mage/Thief protagonist will be. Wis 18. Nothing really bad to say about Valygar. after all. like Malakar +2. this makes Viconia even more potent this time around. but otherwise not much has changed. no more will you resist healing and spell buffs from your own party members.. which is a good upgrade for Valygar. an old friend from Baldur's Gate 1. waiting for items of Giant Strength. She does have two glaring weaknesses . Neutral Evil Str 10.. but he'll eventually get all he needs-and more-in Throne of Bhaal. This will give her a few more low-leveled spells. Recruiting Valygar: ------------------You can find him in the Umar Hills area (AR1100) in his house marked on the map as 'Valygar's Cabin' (AR1101). Dak'kon's Zerth Blade.... Waiting for Katanas to open up. Int 16. and Master in Two Weapon Style. of course. Give him the White Dragon Scale and he'll have a -6 Armor Class with nothing else equipped. my protagonist will hand off Celestial Fury. even his own Corthala Family Blade. If you prefer having another front-line melee warrior with a backstab dynamic over Minsc's more traditional range and reach approach.. if Valygar is needy. who is. and once Jaheira hands down her Girdle of Hill Giant Strength.a real possibility. The only problem is. and he'll be waiting for gear for a long time.. In Throne of Bhaal. To keep him. She still has her great Dexterity and her Magic Resistance keeping her safe. He'll have to use second-rate Katanas for most of the game. How to Use Valygar Effectively: ------------------------------See that 18 Dexterity? See those proficiencies? They give you good incentive to actually follow through on the Two-Weapon Style dual-Katanas thing.

mood swings. but this is a minor penalty for such a good Cleric. where the game is just buggy and the conditions to keep the romance alive can be fairly draconian. If you screw around too long she'll be burned alive and you'll have lost access to the best evil Cleric in the game. In any event to recruit Viconia you'll have to save her. Show her that you don't need sex to show affection and you'll be doing fine. Recruiting Viconia: ------------------Good old Viconia can be found in the Government District of Athkatla (AR1000) at (x=1820. but with her Magic Resistance and Armor Class she can at least compete. Also her low Hit Points offset her Dexterity and Magic Resistance a bit. Telling her that you need her help against Irenicus is the way to go. and general hatred of the fact that she's falling for you. mind you. until she attempts to leave. ask her to stay in the party. making a girdle of Giant Strength practically mandatory. Not in the same way as Jaheira. Now. but they shouldn't be so low as to cause a problem. It's a safety mechanism.however. As far as melee combat goes. Her Strength wasn't an issue in the last game. Click on the logs next to her twice to set her free.. After a while you'll get the choice to have halfhearted tired sex with her. Romancing Viconia: -----------------Viconia can be a little tricky to romance. Sometimes you'll need to be fairly mean to her. just like in the first game. all things considered. Afterwards she'll ask to join up. and ability to equip the Sensate Amulet all combine to make her a decent party leader. but in this game she's gotten captured by an angry mob. however. Remember. In the first game you had to save her from a Flaming Fist Mercenary. Once again. mostly because there was no Strength requirement on gear. It makes me wonder why she left your company after the first game. but don't tell her to piss off (no matter how much you'll want to). she will never be in the same league as Jaheira or Anomen. and her cruel tongue. A while later she'll start talking about how she feels her former life catching up to her. and when she seems set on ending the relationship. a good shield. and you should be able to spot them just by looking over her attributes. She's also a romantic option this time aroud. How to Use Viconia Effectively: ------------------------------When you have a point to spend. Endure her manic hot-and-cold attitudes. provided you can put up with her provocative stories. as Crom Faeyr is a bit of a waste on her. y=1080). A better weapon for her you will not find. Get her good armor. . Viconia's romance is pretty abusive at times. Beg her to stay. You'll have to fight three Fanatics-none of which are very strongfor letting her go. who spends the duration of the fight unconscious. It's not an exaggeration-a Handmaiden of Lolth and a Yochlol will show up to 'reclaim' Viconia. and refuse to dismiss her or your relationship and eventually she'll come to see things your way. good defensive qualities. Her high Charisma. but overly-passive or excessively aggressive responses can ruin the relationship. or just comfort her while she sleeps. After the encounter she becomes more and more paranoid about Lolth. she's gotten herself in trouble. and you'll be fine. Be ambitious. her pessimistic nature wants to find fault in you. get her a proficiency point in Flails so she can use the Flail of the Ages. and some Strength and she's a great defensive character.. she won't be able to equip many suits of armor until you get her Strength up. and you must walk a fine line to weather Viconia's aggressive 'courting'. If you take her along you'll lose two points of reputation.

How to Use Yoshimo Effectively: ------------------------------I wonder if there's really any point to this section? Yoshimo is. His Pick Pockets is only 25 however. Dex 18. well. but you CAN keep Yoshimo with this exploit. if you don't want spoilers don't read ahead. disarm traps. ***SPOILERS*** You have been warned. he's a Thief. Then when he dies (and he will) you can simply raise him. Int 13. but the evil party is left bereft of a Thief still. Really. Since it's clearly outside what the creators of the game intended. he'll have to chug them by the half dozen to do any stealing. he's got a 17 Strength. I have heard of one way to get around this. Given Yoshimo's short-term status. Cha 14 Starting Proficiencies: Katana + Dagger + Short Bow + Single Weapon Style + Overview: --------Well. you'll run across Yoshimo. eh? As a single-classed Thief. far superior build than continuing as a Thief. Alas.. Thief (Bounty Hunter). Yoshimo is a promising Thief. problem. he'll die upon sight of the party once they return from Spellhold. which is all you'll ever really need. Take him with you until you get Imoen back. Fortunately. Without getting into it too deeply. I wouldn't put too much stake in him. Wis 10. and you probably won't get enough experience to make the dual-class option pay off. You'll need him as a Thief. He's also promising because you can dual-class him into a Fighter and make him significantly more useful. which is a far. as he will not accompany to the end of the game. He's got good stats otherwise though. who is only too eager to join up with your party and get the hell out of there. but if you're an evil party who is in desperate need of a . and his Find Traps skill starts out at 100. as Irenicus has geased him. Recruiting Yoshimo: ------------------After making your way to the second level of Irenicus' Dungeon (AR0603). You MUST leave him behind in Athkatla instead of taking him to Spellhold. But he suffers from one crippling. or if you leave him behind.Yoshimo {CHR018} o======================================================================o Male. Human. inextricable. True Neutral Str 17. I better keep up appearances. I write him off as a dead man after Spellhold. you might not want to bother. is capable of dual-classing into a Fighter. Equip him with Short Bows and let him shoot at foes. and generally act as a marginal character until you get Imoen back. and the lamest of the Thief Kits at that. When you come back you must talk to him BEFORE he can die and have him rejoin your party. He has no more banters. Con 16. and nobody will interact with him. Yoshimo sucks.. He attacks you at Spellhold and you're forced to kill him. however. so to do some early game stealing you'll need to invest some Potions of Master Thievery into him. He is going to betray you if you take him to Spellhold. one of two things happens to Yoshimo. and hence. at least if you dual-class him into a Fighter.

I'd suggest dual-classing him into a Fighter and getting him as many ranks into Halberds and the Two Handed Style as possible. If you keep him alive you'll get a character with great fighting stats and crappy proficiencies.5 per d6).47 | 14.47 | 12. and plan for item distribution accordingly. here's a list of the attributes of the characters you may recruit in the game. In a good party he'd replace Minsc. Whether you have a good or evil party. this is a way to keep Yoshimo.41 | 15. and in the evil party he'd fill a hole that otherwise needs to be plugged with a protagonist Thief or player-created side-kick. and by deduction. allowing him to use the Ravager Halberd you'll eventually get.12 | 83. Table of Character Attributes {CHR019} o======================================================================o For reference purposes.88| o======================================================o Aerie Anomen Cernd Edwin Haer'Dalis Imoen Jaheira Jan Keldorn Korgan Mazzy Minsc Nalia ??????? Valygar Viconia Yoshimo "Average" PC Note: The average result of a 3d6 dice roll is 10. o=======o=======o=======o=======o=======o=======o======o | Str | Dex | Con | Int | Wis | Cha | Total| o=======o=======o=======o=======o=======o=======o======o | 10 | 17 | 9 | 16 | 16 | 14 | 82 | |-------|-------|-------|-------|-------|-------|------| | 18/52 | 10 | 16 | 10 | 12 | 13 | 79 | |-------|-------|-------|-------|-------|-------|------| | 13 | 9 | 13 | 12 | 18 | 15 | 80 | |-------|-------|-------|-------|-------|-------|------| | 10 | 10 | 16 | 18 | 10 | 10 | 74 | |-------|-------|-------|-------|-------|-------|------| | 17 | 17 | 9 | 15 | 13 | 16 | 87 | |-------|-------|-------|-------|-------|-------|------| | 9 | 18 | 16 | 17 | 11 | 16 | 87 | |-------|-------|-------|-------|-------|-------|------| | 15 | 17 | 17 | 10 | 14 | 15 | 88 | |-------|-------|-------|-------|-------|-------|------| | 9 | 17 | 15 | 16 | 14 | 10 | 81 | |-------|-------|-------|-------|-------|-------|------| | 17 | 9 | 17 | 12 | 16 | 18 | 89 | |-------|-------|-------|-------|-------|-------|------| | 18/77 | 15 | 19 | 12 | 9 | 7 | 80 | |-------|-------|-------|-------|-------|-------|------| | 15 | 18 | 16 | 10 | 13 | 14 | 86 | |-------|-------|-------|-------|-------|-------|------| | 18/93 | 16 | 16 | 8 | 6 | 9 | 73 | |-------|-------|-------|-------|-------|-------|------| | 14 | 18 | 16 | 17 | 9 | 13 | 87 | |-------|-------|-------|-------|-------|-------|------| | 18/00 | 17 | 18 | 17 | 10 | 15 | 95 | |-------|-------|-------|-------|-------|-------|------| | 17 | 18 | 16 | 10 | 14 | 10 | 85 | |-------|-------|-------|-------|-------|-------|------| | 10 | 19 | 8 | 16 | 18 | 14 | 85 | |-------|-------|-------|-------|-------|-------|------| | 17 | 18 | 16 | 13 | 10 | 14 | 88 | |-------|-------|-------|-------|-------|-------|------| | 14.53 | 13.5 (3. . just because it interested me. every other sentient being in the universe. at least you'll get a ton of experience for it-eventually.Thief. It should help you compare their strengths and weaknesses of the. if you bring Yoshimo along with you to Spellhold. He's certainly more useful than Jan. I also threw in some useless 'averages'. In any event.88 | 13.

Bioware is using some loaded dice to come up with a lot of those attributes. only four do not receive a bonus to Armor Class from their Dexterity. and Charisma.88 compared to 79. Only three Characters do not receive a bonus to their Hit Points from Constitution. No character in the game has a higher-than-useful Constitution (a Mage with 17 or 18 Constitution. six of them have a +4 bonus to Armor Class. Many characters that are fun to play aren't nice (everybody likes to play a jackass. they wouldn't be worthy traveling companions. from time to time) and/or they aren't wise. It also doesn't hurt that many of the Baldur's Gate 1 characters who made it into the sequel have higher attributes in the sequel. are often more fun to play than characters who are responsible. right? It's also obvious that many of these characters are blatant archetypes. We're a prettier bunch. I think these are universal traits that most long-time players will discover if they bother to average out their PC and NPC attributes.) No characters receive a penalty to their Hit Points from Constitution. (If I bothered to average out stats for Baldur's Gate 2 characters. Seven of twenty-five characters had a Charisma score of less than ten in the first game. for example. or in real Dungeons and Dragons. three had exceptional Strength. and deliberate. In the sequel four out of seventeen characters have exceptional Strength. and in Baldur's Gate 2 major character-building is largely-and rightfully-over. all around. Still. It also amuses me that the stats that Bioware found the least useful-Wisdom and Charisma-are the stats that I found the least useful in my days as Dungeon Master. I must also point out that the characters in Baldur's Gate 2 are decidedly superior to the Baldur's Gate 1 characters. and a point on average superior in Strength. In addition. Crazy characters. being close in two of the six attributes.. Seven of the seventeen characters in the game have a Constitution score of 16. Out of seventeen characters. Then again. is the possibility to dual-class. The main reason for this is the fact that there are much fewer 'junk' characters in this game-higher stakes require stronger allies. Wisdom. below this chart I will explain the roles more in-depth. and having an average total of 83. if these were 'average' characters.. but we all love archetypes.. Out of 25 characters in the first game. .84 in the last game. Of the thirteen characters who have a bonus to their Armor Class. you can bet I have spreadsheets of old campaigns and characters of my own). Constitution. Only two have a Charisma of less than ten in this game.. Only one of them made it into the sequel.. while eight of the twenty-five recruitable characters in Baldur's Gate 1 had less than 80 points. This will list what roles-both in combat and out-each character is best suited for.. The great thing about anomalies. or more politely. cautious. however. we don't get some of the randomness that we saw in some of the Baldur's Gate 1 characters. Only three of the potential allies in this game have a total attribute spread of less than 80 points. Chart of Characters by Role {CHR020} o======================================================================o Below is a list of all the recruitable characters in the game and the different roles they fill. dangerously uninhibited characters. and include why some characters meet certain qualifications whereas others do not.

since they do not work as well with heavy armor. say. Viconia. who might not be ideal. A character who is a multi-class Cleric may not meet the criteria to be a Fighter (such as Aerie) because she cannot wear heavy armor and get into combat. and the main point of a Fighter is to tank.. and multiple attacks per round.. Heavy armor for an exceptionally low Armor Class is also a must.Aerie Anomen Cernd Edwin Haer'Dalis Imoen Jaheira Jan Keldorn Korgan Mazzy Minsc Nalia ??????? Valygar Viconia Yoshimo Fighter |Cleric | |Mage | | |Thief | | | |Leader | | | | |Gauntlets of Dexterity | | | | | |Needs Giant Strength | | | | | | |Good | | | | | | | |Neutral | | | | | | | | |Evil | | | | | | | | | | | | | | | | | | o===o===o===o===o===o===o===o===o===o===o | | X | X | | | | | X | | | o===o===o===o===o===o===o===o===o===o===o | X | X | | | | X | | | X | | o===o===o===o===o===o===o===o===o===o===o | | X | | | | | | | X | | o===o===o===o===o===o===o===o===o===o===o | | | X | | | | | | | X | o===o===o===o===o===o===o===o===o===o===o | | | | | | | X | | X | | o===o===o===o===o===o===o===o===o===o===o | | | X | X | | | | X | | | o===o===o===o===o===o===o===o===o===o===o | X | X | | | X | | X | | X | | o===o===o===o===o===o===o===o===o===o===o | | | X | X | | | | | X | | o===o===o===o===o===o===o===o===o===o===o | X | | | | X | X | X | X | | | o===o===o===o===o===o===o===o===o===o===o | X | | | | | X | | | | X | o===o===o===o===o===o===o===o===o===o===o | X | | | | X | | X | X | | | o===o===o===o===o===o===o===o===o===o===o | X | | | | | | | X | | | o===o===o===o===o===o===o===o===o===o===o | | | X | X | | | | X | | | o===o===o===o===o===o===o===o===o===o===o | X | | | | X | | | | | X | o===o===o===o===o===o===o===o===o===o===o | X | | | | | | X | X | | | o===o===o===o===o===o===o===o===o===o===o | X | X | | | X | | X | | | X | o===o===o===o===o===o===o===o===o===o===o | | | | X | | | | | X | | o===o===o===o===o===o===o===o===o===o===o Fighter: Characters who can meet foes in melee combat with regular success. A Cleric is typically better at fitting into this category than a Ranger or Thief. but is otherwise comparably superior. a good THAC0. and her lower Hit Points and THAC0 progression make her in every way a less appealing combatant than. These characters typically have decent Hit Points. Although Cernd and .

you can always make two custom-characters and play both of them in place of the poor-quality Thief PCs you can recruit. who cannot cast Necromantic spells. but since she's not a specialist she does place ahead of Jan. and Comet. playing with a singleclassed Fighter as her Protagonist while including a side-kick Fighter/Mage/Thief of her own making. however. despite their lack of heavy armor. Spell Trigger. Bards and Rangers do not qualify as Thieves. The best thing an evil party can do. where Cernd and Haer'Dalis do not.Haer'Dalis are weak in armor like Minsc and Valygar. Anomen has the benefits of a dual-classed Fighters THAC0 and Hit Points. If that's too much for you. Edwin is the best pure Mage in the game. or was dual-classed from a Thief at one point.. Time Stop. Viconia has magic resistance and a great Dexterity. If they can't cast those. a Bard no longer cuts it. Aerie. and with a bow is a decent addition. a character must not only be able to heal. and cast higher level Clerical spells. a Cleric is almost like a Thief. but evil parties are left with Jan. even though they can use some Thief skills. With dual-or-multiclassing it's a valuable asset to be able to hide and backstab. the latter two have better options with their proficiencies (such as specialization) a lower THAC0. is to either have a main character who is at least in part a Thief (Fighter/Thief. making her a superior defensive character. restore drained levels.. they will both get Greater Whirlwind. if they have the class. She even played through them both in Baldur's Gate 1 and imported them both into Baldur's Gate 2. but be able to cure poisons. This is exactly what my fiance did. in addition to her Clerical abilities can cast Mage spells. She had . <----------------------------------------------------------------------> Cleric: In order to meet this classification. A Thief is in all honesty a waste of a class. we are left with Jan or Imoen. etc). Most importantly. and better Hit Points. but not on its own. <----------------------------------------------------------------------> Thief: A Thief only needs to be able to find and disarm traps. diseases. He's serviceable. Thus. he's the only single classed Mage in the game! Imoen/Nalia will satisfy your need for a Thief. Since he's not in it for the long haul. Clerics in Baldur's Gate 2 are pretty simple. In this regards. Aerie is multi-classed. Imoen's prowess as the second best Mage in the game makes her a shoo-in for a good party. Fighter/Mage/Thief. Horrid Wilting. Ideally a Mage should be able to cast Finger of Death. Jaheira is a multi-classed Fighter/Druid who can specialize in weapons and learn Greater Whirlwind. as well as provide the second most potent selection of Mage spells in the game. they work. which will slow her down. You'll notice that very few characters can actually fit this role. probably better than Haer'Dalis. but because of what other things in addition to Clerical power the Cleric brings to the table. In fact. and a triple-class character might not either. although she suffers in weapon and armor selection. the best of which is Yoshimo. in any event. You should pick what Cleric you want to use not because you need one. making them much better at fitting into a Fighter role. they need not apply. Everything else can be done another way. it's almost useless on its own (and a poor choice for a main character). A Druid fits into this category just fine in Baldur's Gate 2 thanks to the expanded variety of healing spells. and overall she's not as good of a Mage as either Edwin or Imoen/Nalia. <----------------------------------------------------------------------> Mage: The requirements for a Mage are much steeper in Baldur's Gate 2.

to name a few. To do this simply create a multi-player game and create (or import) two characters of your own choosing. Crom Faeyr. Obviously a character with two attacks a round will make better use of a higher Strength than a character with one. This narrows our selection down a bit. and you need to be durable enough to survive in the front. a Girdle of Fire Giant Strength. Ideally almost every character could use these.a great time with Korgan. Practically. a Girdle of Frost Giant Strength. but might provoke Good characters. as you can simply switch out a character with low Charisma for one with higher Charisma when you need to do some shopping. A Neutral character can travel with either Good or Evil characters. These characters can travel with Neutral characters. The . <----------------------------------------------------------------------> Good: Characters of Good alignment. so this guide is more to give you an idea of who to equip the Girdle of Hill Giant Strength and Gauntlets of Ogre Power on. but to be a good leader. Note neutrality is secondary to Good and Evil. but with the Sensate Amulet and the Armor of Balduran. a Girdle of Hill Giant Strength. rather than clue you in to who will eventually need a Strength-boosting item. even a modest Charisma of. These are typically Fighters with a low Dexterity (and hence. the Ring of Human Influence makes this role available to anybody able to endure the punishment of being in front-provided they've a ring slot to spare. say. <----------------------------------------------------------------------> Evil: Characters of Evil alignment. although not without some friction. which you can simply move over to the normal Save folder to have it function just like a normal campaign. <----------------------------------------------------------------------> Giant Strength: These characters need a boost to their Strength to be at peak efficiency. Then go into your system folder (C:/Program Files/Black Isle/ Baldur's Gate 2 for example) and find the folder called 'MPSave. It's also not for characters who really don't need these gauntlets to excel. Since there are multiple such items in the game. Of course. <----------------------------------------------------------------------> Leader: Technically anybody can be a leader. If it's not lowering their Armor Class by three or four points. including Gauntlets of Ogre Power. and the Runehammer. This is not a category for characters who do not fit into a fighting role. Suggested Parties by Role {CHR021} o======================================================================o These are my suggestions for characters. but this category is for otherwise decent characters who become much stronger by equipping the gauntlets. save it. 14 can get up to snuff. This doesn't mean all Evil characters will get along peachy. you have lots of opportunities to address this problem. and quit. a Girdle of Stone Giant Strength. based on their Strengths. This role isn't a huge deal. Chaotic and Lawful characters do not cause problems. These characters can travel with Neutral characters. <----------------------------------------------------------------------> Neutral: Characters of Neutral alignment. most of these items come later in Shadows of Amn or in Throne of Bhaal. and Edwin. however. Start the game up normally.' Inside should be your saved game. a poor Armor Class). they probably don't need it. Jaheira. Viconia. pretty much regulating this to Fighter-role characters. <----------------------------------------------------------------------> Gauntlets of Dexterity: This character needs the Gauntlets of Dexterity to excel. but might fight with characters of Evil alignment (especially Keldorn). Your goal should always be to match the best benefits with the best warriors. Angurvadal. you need to have a high Charisma. but it does mean that they won't defect. or characters who will still perform poorly in combat with them.

and Holy Avenger) it just rates how well they fill a role. but he's not a good enough Mage or Fighter to really get excited over. and he's an overall great character. as his Paladin class ensures he's got a good Charisma. His ability to Dispel Magic and use True Sight makes him phenomenal for destroying enemy Mages. in a pinch) that's really indispensable for any party. although he needs the Gauntlets of Dexterity to bring him up to snuff.. Aerie. Viconia Viconia. Aerie. Mazzy. Jaheira. and with how few characters there are and with the variety of pros and cons they have it's mostly a matter of opinion. as she's one of the few Evil characters in the game with a good Armor Class and Charisma. Mazzy Korgan. Keldorn. Jan Jan. although Haer'Dalis is more or less a space-filler. Jaheira's versatility and neutral alignment makes her a natural second Cleric (and good Fighter. Imoen. Once you get to Throne of Bhaal you can recruit ??????? and finally have a second Fighter worthy of the title. True Sight. dual-classing Yoshimo into a Fighter/Thief is a good enough fix. Imoen. leaving only the Thief. To that end. since Imoen and Nalia are both Good-aligned.. and sans Yoshimo the only good option the Evil party has is for a Thief-classed protagonist. Also. Cernd Edwin.) Although keep in mind this doesn't really rate their overall usefulness (Korgan's brute Strength over Keldorn's Dispel Magic.order of the character DOES indicate how well I feel they'll fit their role (i. you won't really be hurting for very long. and use a shield. Jaheira can specialize in weapons. Anomen. but since you can complete most of the quests in the main game before running off to Spellhold. Leader (1): Fighter (2): Cleric (1): Mage (1): Thief (1): Keldorn. wear heavy armor. Somebody had to come first. especially considering he won't be carrying a shield. Sure. Unfortunately. Jaheira. if you keep Yoshimo you have nothing to worry about. Valygar. With her . Also he's relatively well-off in the Armor Class department.. Nalia. Naturally. you'll obviously have to exclude a party member to make room for your main character. although whom you exclude will pretty much be resolved by what class your protagonist is. ???????. Korgan is probably the best Fighter in the game. using Yoshimo has its own problems. Nalia Example Evil Party Leader: Viconia Fighter: Korgan Fighter: Yoshimo/Haer'Dalis/??????? Cleric: Jaheira Mage: Edwin Thief: Yoshimo Viconia takes the leader spot pretty much by default.e.: Keldorn is a better party leader than Viconia because he's named first.. ???????. Anomen. fickle. Viconia. Minsc.. Overall it's nothing to get your panties in a twist over. he's got access to some low-end Mage spells.. Edwin is by and far the best Mage the game has to offer. Sure. he can be. Example Good Party Leader: Keldorn Fighter: Jaheira Fighter: Minsc/??????? Cleric: Anomen Mage: Imoen/Nalia Thief: Imoen/Nalia Keldorn is a great party leader.

Jaheira's versatility makes her a great addition even to this epic party. Anomen gets the nod over Viconia because of his much greater prowess in melee. whereas you get Minsc right in the first dungeon. Again. ??????? is made for two-handed weapons. If you keep ??????? Anomen is then free to use Crom Faeyr.. In order to answer this potency ??????? must be given a valuable Girdle of Giant Strength. however.) ??????? makes a good replacement for Minsc.. Only the Best Party: Leader: Keldorn Fighter: Korgan/??????? Fighter: Jaheira Cleric: Anomen/Viconia Mage: Edwin/Imoen/Nalia Thief: (Main Character) Unlike in the original Baldur's Gate you'll have to cheat to make a party like this. Ideally enough levels of Thief (perhaps with the Assassin Kit to get up to x7 backstab) to get 100 ranks in Find/Remove Traps. his lower Strength makes him more of a liability. even if he won't have access to Whirlwind Attack. Lastly. the lack of a dedicated Thief makes one of them mandatory. That's not to say he's baggage. and the fact that he's built to fight with two katanas means he won't be staying out of melee like Minsc (not to mention the competition he'll provoke for other katana-users. Nobody can argue that Edwin is the best Mage in the game. but on the other hand ??????? doesn't require the Gauntlets of Dexterity. Keldorn is simply awesome for his ability to debuff and Korgan is the best straight Fighter in the game. I don't consider Jan a viable replacement. They fill dualroles. A Fighter/Thief and Fighter/Mage/Thief are also valid and potent multiclass options for a protagonist in the epic build. although his attributes are somewhat inferior. He's a good bit off the beaten path. Then if you dualclass into a Fighter you'll be a truly awesome character. Anomen is pretty much the mandatory Good Cleric. who serves much the same role. which Korgan and Keldorn both need. if you don't mind doing a little roleplaying to change ???????'s alignment. or his holy symbol. but even Aerie is a better choice than Jan. who are practically identical. I'd suggest you still stick with Imoen/Nalia. If you don't care to have the best recruitable Mage in the game. as well the fact that there's no Good Mage in the game.. Minsc is a secondary Fighter. And no. and if you won't miss the stealth too much. it's a toss-up. His high Strength and starting proficiencies means he'll be as deadly as. but ultimately the fact that you don't get ??????? until Throne of Bhaal makes Korgan a much more attractive choice. well. There are some issues with Valygar that make me pick Minsc over him. She might not be as great as Keldorn and Anomen.. You will. In the end. and you've got a pretty damn strong 'Cleric'. If you don't need a Thief... which in conjunction with the holy symbol he gets at 25th level is enough to raise his Strength to a respectable 19. but her compliment of Druidic spells puts her well above any competition she might have. we have Imoen/Nalia. and can be substituted for Valygar. but you can only use him if your protagonist is a Thief. Oh. Stick Crom Faeyr on him. He's probably better than ???????. although if you give Korgan Crom Faeyr Anomen will have to use the Rune Hammer or the Flail of the Ages. making her a good Fighter. and best of all she has no gear conflictions with anybody. and uses the Ravager to good effect. both of which the Good party desperately needs filled. mind you. as most Fighters. and it's always best to have two characters who can heal. bring along Imoen/Nalia. .improved attributes she also has a good amount of Hit Points and Armor Class. however need to consider that Korgan can readily use the Axe of the Unyielding and Crom Faeyr. too. well. there just isn't another one in the game besides Jaheira.

and you've thinned the ranks. You get five party members plus your protagonist. The Protagonist <----------------------------------------------------------------------> Ideally a protagonist is simply the strongest character on the screen at any given time-a Fighter/Mage is really the way to go. and in the character and party descriptions above. you're not travelling with Korgan. However. Party Composition <----------------------------------------------------------------------> This shouldn't be so very complex. Then there are the dubious charactersHaer'Dalis. there really is no better character for weathering psionics and surviving Intelligence drain. and the Time Stop/Greater Whirlwind tactic just isn't fair. or Viconia. and Aerie. you can only pick so many to take with you. the game decides who you will travel with as soon as you pick your alignment-with a few exceptions.. Sure. much later on in the game. since good and evil don't mix. what to then expect from your party as a whole. Being able to hold the front-line is good. In a good way! As far as gear is concerned. Note that much of this information is found throughout the Walkthrough itself. but being able to lend Mage support while you're at it is even better. although they're decent. weaknesses. disable the level cap and play a Fighter/Mage/Thief with Edwin to have the best of both worlds. Since you're already cheating to get keep this party combination together. since other classes (Clerics) can pick up the slack. Last but not least. If you grab Keldorn.. it will be a long time before you can pull off the Time Stop/Greater Whirlwind trick.It's a matter of opinion whether a Fighter/Mage with Imoen/Nalia is a better combination than a Fighter/Thief with Edwin. a Fighter/Mage can soak up the attacks of enemy spellcasters (read: Liches) without getting scratched once the Cloak of Mirroring is obtained. and so on. This is merely a condensed and direct comparison of the strengths. it's the best anti-vampire character you'll be able to easily build.. That's three very dangerous . and protective spells like Mirror Image and Blur. or in the good party ditch Minsc/Valygar. let me reiterate. Good Party versus Evil Party {CHR022} o======================================================================o Now. First. Ilithids are another foe that is best handled almost exclusively by a Fighter/Mage. but it's worth it. However. hopefully I've stated enough about your potential allies and their relevence in a party to help you build up an idea of what to expect from each party member-and in combining all the characters in the game.. which is well shy of the total number of characters in the game. In my mind. a decent Armor Class. I've made this section to cover the differences between the parties so you'll know exactly what's going on. Mazzy. and resulting tactics covered above. Throw in some useless allies like Cernd and Jan. do we bring along Minsc or Valygar in the good party? Much. ??????? joins up. With good combat stats. Still. at which point you must decide. they're just over-matched. Yoshimo is a long-term bust (don't plan a party around him) and that leaves us with only one real choice. Edwin. or tell ??????? to take a walk. in my opinion. in case it wasn't clear enough.. This isn't quite as exclusive as the Illithid tactic.. ditch whatever extra characters you're dragging along in the evil party (likely Haer'Dalis). who are hard to fit into a party for various reasons-mostly because. and consider that Nalia is just a cheap copy of Imoen. our protagonist Fighter/Mage can handle Vampires once the Amulet of Power is obtained. a Fighter/Mage is more lethal in combat (better weapon selection and Greater Whirlwind Attack) and has better defensive spells-all in all.

Finally. Second-and best of all-is the backstabbing. her tactics change. make a Fighter/Mage/Thief instead. Of course. they're not capable of handling everything-sometimes a Fighter is needed for brute work. many enemies will be immune (no cheap-shots on that dragon!) but for most enemies. How then.. Not in Baldur's Gate. she'll be able to compete with the best Fighters in the game with her Greater Whirlwind Attacks. and the Fighter/Mage/Thief gains a few very important benefits. When Jaheira levels up.) Her Druid levels allow you to gain the benefits of a Druid. this is a no-brainer.foes that can be completely negated by our protagonist. he makes up for with True Sight and super-powered Dispel Magic. Enough said. without actually having to suffer the crappiness of an actual Druid. wait. Since she's become even stronger in the sequel. and an easy choice for the evil party.. Korgan is the best pure Fighter in the game. as will your Hit Points and THAC0 progression. It's the go-to spell of the early-to-mid game. really. all the tactics otherwise fit seamlessly (save Time Stop/Greater Whirlwind. Imoen barely cuts it for the good party... Imoen can't upgrade her Thief skills any-but you can. obviously). her Hit Points are some of the best you'll find on a recruitable character. or in Baldur's Gate 2. When you slap the Helm of Vhailor on a Fighter/Mage. The recruitable Thieves in Baldur's Gate 2 are laughable. with some friction. Clerics <----------------------------------------------------------------------> Here you have some options-watch as I whittle them down. And no. she has the THAC0 and armor to compete in melee.. much of Shadows of Amn. Adding x5 damage to an already potent Bhaalspawn almost ludicriously strong. Every party should have Jaheira. I do not consider Jan a serious option. On the other hand. well. your spell progression will be even more stunted. being able to create your own Thief is much better than borrowing an recruitable Thief. Keldorn can gain access to a very powerful exclusive weapon and whatever he lacks in attributes. but as far as I'm concerned the evil party is just out of luck. there is one tiny fly in the ointment if you plan to play an evil character. Cernd doesn't count for much as a Cleric. Fighters <----------------------------------------------------------------------> As far as I'm concerned. First. this is a real easy choice. or a Mage is needed to caster higher-level spells (or numerous low-level spells) that the Fighter/Mage just can't access-yet. it'll make you forget that you're playing what I view as the weaker of two alternatives. and if she learns Summon Elemental Prince she can call upon one of the strongest summoning spells in the game. No stupid kits (Yoshimo) and no annoying turnip-Gnomes (Jan). but if anything she gets even stronger.. and you'll never get 9thlevel Mage spells (without cheating). Of course. When she starts getting high level abilities. Jaheira <----------------------------------------------------------------------> Jaheira is not an optional character in my mind. Of course. She can assist the Clerics in healing and buffing. a high Armor Class and Iron Skins makes her the closest thing to a Fighter/Mage the game offers in terms of brute survivability... and she's neutral-every party can have her (albeit. Not that Druids can't compete. And Insect Plague just wins. An easy choice for the good party. Is it as good as a Fighter/Mage? No. . do we obtain those awesome perks of being a Fighter/Mage and still introduce a decent Thief into the party? Easy. all those perks are doubled...

Imoen has better Thief abilities. He's really all you need to bust enemy illusions. Anomen. making her absolutely necessary for a good party. one of the few spells (and certainly the . as will our Clerics. and for the most part. who cares? Sadly. and quite often. Comet. On that note. This makes me think Nalia only exists to supply you with an Imoen while the real Imoen is out of reach.. and this allows us to ignore his lack of Identify and True Sight. and Anomen's Hit Points and Strength make him a sturdy front-liner. that's settled. And of course. He'll cast more spells per day than any Mage you can make. Viconia's Armor Class and magic resistance make her a potent defensive character. and Viconia. Well. however. Anomen for the good party. On the other hand. What they both can do that Aerie cannot is participate in melee combat from the moment you recruit them.. Aerie's slow progression kills whatever usefulness she might have hadshe's not a good candidate as either the party Mage or the party Cleric. and when push comes to shove. Aerie. the good party has a huge advantage in Keldorn. since Edwin just has so much more spell-power than the good-party candidates. but let me expel two right off the bat. and Nalia all out-progress her. and Viconia has Hit Point and Strength issues. Imoen. and you'll really notice how many more spells per day Edwin gets. and Anomen can just strap on a shield. All that's left are our Mages. and on top of that. why not just go with Imoen? She's a bit stunted when compared to Edwin. Of course. Anomen/Viconia. No thanks. we have the aforementioned three. and it'll be necessary until the end credits roll. You'll do this quite early in the game. Aerie clearly loses the contest.. and all the other perks of dual-classing as a Fighter. Edwin. Sure.. Edwin is the evil party Mage pretty much by default. in exchange for which Anomen has much higher Hit Points. the evil party will make much more use of spell-assaults. How you do it. Our goodparty candidates on the other hand includes a pair of dual-classed Thieves. Jaheira will also be able to pitch in. but a Girdle of Hill Giant Strength fixes Viconia's problem. That leaves us with Aerie. In this regards. especially in the early-going. and here Edwin shows one of his few-yet conspicuousshortcomings.they really can't. Viconia for the evil party. True Sight <----------------------------------------------------------------------> One main tactic in the game for breaching enemy defenses and keeping them honest is to use True Sight. lower THAC0. depends on who you've brought along. In particular. although Viconia is the fastest-progessing Cleric thanks to her single-classed status. Anomen's Dexterity sucks. Now that we're done with that. in fact. Mages <----------------------------------------------------------------------> We have a variety of Mages to choose from. Jan suffers from the same problem. Even with a Fighter/Mage on the good party versus a Fighter/Mage/Thief on the evil party. Edwin can never learn Divination spells. Having two-extra spell-slots per level and unimpeded progression as a Mage just allows Edwin to throw out a Slow or Chaos spell just about any time he wishes-not to mention other late-game greats like Horrid Wilting. and debuffs like Breach and Pierce Magic. Edwin tips the spell-power balance towards the evil side. So that being the case. has to mind her Mage limitations. he's a specialist Mage whose class prohibits him from ever casting any of a variety of potent Necromancy spells. and offers no easy solution. Viconia and especially Anomen are decent Clerics. practically clones. this is a matter of a marginal bit of experience. Aerie's slow progression makes her less-than-ideal as either the party Mage or Cleric. His Inquisitor kit allows him to use True Sight very early in the game. Still. however.

Mind his poor Armor Class. Jan and Cernd both suck. he doesn't need any Strength-boosting gear. Korgan.. once you reach Throne of Bhaal you can recruit ???????. as we play through the game. Play him like the Rangers. That leaves. can never memorize True Sight. who sucks. and this is obviously not an ideal way to make it through the game. but one that can be overcome. After Edwin. Ideally. to be sure. The evil party has a more difficult time of things. Misnc has better armor selection. and when proficiencies allow-with reach weapons that keep them out of direct melee. and only allow him to participate via spells. For the good party you can add one of two Rangers-Minsc or Valygar.. To that end. the developers decided to give both their Rangers Two Weapon Style.most harmful for Baldur's Gate 2) prohibited is True Sight. For either party. While it's a feature of the class in 3rd Edition. above. and Viconia. namely their absurd proficiencies. The gear you'll equip will be determined by opportunity and starting proficiencies. This leaves True Sight entirely up to Viconia and Jaheira. but there just may be no good alternative other than to drag him along. lower Hit Points. By now that Stealth nonesense isn't fooling anybody anyways. who is just good enough. Character Builds and Weapon Loadouts {CHR023} o======================================================================o This is a section where I'll discuss some high-level tactics which will become available for us once we start accumulating loot and levels. missiles. Haer'Dalis. Neither really has the Armor Class to pull it off. Both can pull off stealth for scouting purposes. who is a great improvement over Haer'Dalis. this is a section where I'll discuss various weapon load-outs for various PCs. it's just a waste of points. but they both also have two ranks wasted on Two Weapon Style. Valygar can backstab (albeit poorly) and has a better Dexterity. That means the standard evil party will have no Keldorn. and their Mage-despite his staggering number of spell-slots. in Baldur's Gate 2. as. you'll use what you find. and pretty much everybody else is good-aligned. since Baldur's Gate 2 found itself pressured by the release of 3rd Edition Dungeon and Dragons. you'll be developing your characters to obtain the proficiencies they'll need to equip some of the best weapons in the game. compared to Valygar's Spear.. or weapons with reach. The good party has Imoen. Both have some bad points. both are decent warriors who will ideally contribute at a range. although Minsc's Two Handed Sword specialization makes him more attractive. this section will describe these weapons and . and honestly your equipment will be more or less cobbled together haphazardly in the early-going through mid-game. well. Thieving <----------------------------------------------------------------------> Already touched upon in the Protagonist section is the issue of Thief skills.... However. It's a limitation. he's hilarious. Minsc is my favorite choice. Jaheira. Both at least have Long Bows. and brute force might just be more useful than what Valygar and Minsc have to offer. For most of the game. The Sixth Wheel <----------------------------------------------------------------------> The sixth wheel is that extra character that sort of solidifies an area already bolstered by other party members better suited to the role. and he was in the first game. and more of a direct front-line fighter than Minsc or Valygar could ever hope to be. My only guess is that. The best answer for the evil party is to have a Thief protagonist. the well is really running dry. and better Strength.

Anybody with two brain-cells to rub together will realize that Crom Faeyr is an awesome off-hand weapon for the Strength-boost alone. but for lack of options it'll work as a primary weapon as well. These are-in all honesty-fairly obvious builds. Best of the Best Two-Fisted Fighter <----------------------------------------------------------------------> Flail of the Ages + Axe of the Unyielding or Flail of the Ages/Axe of the Unyielding + Hindo's Doom/Angurvadal Suggested Characters: Korgan. and Angurvadal) make great off-hand weapons. and just use Angurvadal as your constant off-hand weapon for the Strength and negative plane protection. Especially if you want to keep a shield and have other uses for the Flail of the Ages. don't read any more. for no better reason than the fact that it boosts your Strength to a ludicrous 25.. On the other hand. followed by debilitating weapons (like Flail of the Ages). but building a character to suit the gear is more foreknowledge. this isn't an elitist gear rant. Protagonist Flail of the Ages is clearly the best one-handed non-edged weapon in the game. it's not like you can't just switch over to the Axe of the Unyielding as a main-hand weapon after the enemy has been Slowed. which has a 10% chance to kill outright with no save. You can even combine the two as primary weapons.. For big fights. And as an aside. and sheer luck. Ogres. Viconia . using good gear is a matter of common sense. At its best it deals 10 elemental damage per hit.their various combinations in some detail. and Ettins will be the least of your problems). Flail of the Ages Cleric <----------------------------------------------------------------------> Flail of the Ages Suggested Characters: Anomen. In this case. In large part. Spell-buffing and micro-management are much more important tools for surviving the few challenging encounters in this game. it serves this role just fine as an off-hand weapon. +1 Armor Class. and what will hurt what you're facing. knowing what you're facing. +1 Constitution. and of course. Sure. putting the right gear on the right character is indeed a great deal of the strategy this game requires. Both offer considerable defensive bonuses-which can be obtained just as well on the off-hand. and a regeneration rate of three Hit Points per round. Crom Faeyr Cleric <----------------------------------------------------------------------> Crom Faeyr Suggested Characters: Anomen Crom Faeyr is obviously a great weapon. you have Axe of the Unyielding. or Hindo's Doom for the magic resistance and Death Ward. so what we have is an offensive comparison. Mazzy. Trolls. Crom Faeyr. it seems that the Flail of the Ages' 10 damage per hit and 33% chance to Slow an enemy out-competes even the vorpal property of Axe of the Unyielding. and defensive or boosting items (like Hindo's Doom. it doesn't provide any useful offensive or defensive bonuses (by Throne of Bhaal. but the sheer damage boost gained from having a 25 Strength is more than most weapons give. and that Celestial Fury is an over-powered weapon for how easily it can be obtained. Of course. If you don't want to know what awesome weapons we'll be finding in this game. but it doesn't take a keen intellect to realize that vorpal weapons are meant to be used in the main-hand. and not quick-thinking or adaptive practice. and has a 33% chance to Slow without a save. gives its user Free Action. +5% magic resistance.

. and when you reach Throne of Bhaal switch to the Spectral Brand as a main hand weapon. Perfect Swordsman <----------------------------------------------------------------------> Angurvadal + Hindo's Doom (Spectral Brand + Hindo's Doom/Angurvadal) Suggested Characters: Protagonist. Of course. You see Carsomyr? If you had anybody who could wield it. Holy Avenger <----------------------------------------------------------------------> Carsomyr Suggested Characters: Keldorn Another simple weapon build. . nothing really steps up to takes its place. The Perfect Swordsman begins with points into Katanas. For Anomen. Minsc.. Hindo's Doom works just as well as an off-hand weapon. it may be THE best two-handed weapon in the game. and with her Holy Symbol she'll go from 19 to 20 Strength. Valygar The Ravager Halberd is easily one of the best weapons in the game. as there really aren't any great debilitating swords (no vorpal one-handed swords. When you reach the end of Shadows of Amn you'll add Daystar to your arsenal (great against Undead) and the Equalizer. whether Angurvadal's 1d4 +1 fire damage and 22 Strength is better than Spectral Brand's 1d6 cold damage. If you're using this build for your protagonist (with the implication that you imported with a 19 Strength) you might as well just use Hindo's Doom as your offhand weapon for the Magic Resistance. simply because of the fire damage. They'll get Celestial Fury early on. Celestial Fury is losing its edge. I give Angurvadal the nod over other weapons. Valygar This build is especially useful if you're playing with Korgan and Viconia. grab some proficiency points in Scimitars. It's certainly one of the better reasons to drag Keldorn along. and Malakar make decent early-to-mid game off-hand weapons. and replacements abound. when he hits level 25 he'll get a Holy Symbol which will boost his Strength from 18 to 19. and it makes creating your own Paladin a somewhat interesting proposition. and the fact that it casts Dispel Magic on targets means you can rip through enemy spell casters. with all the awesome benefits that apply. well. the two seem close enough that one or the other doesn't make a huge difference. You can then use Belm through much of Shadows of Amn. and Two Weapon Style. the Axe of the Unyielding. Long Swords. why would you not equip it? 50% magic resistance? That's all the spell defense anybody could ever need.) In this case. although Celestial Fury remains the weapon to beat in Shadows of Amn. ???????.. in fact.A better solution for equipping your Cleric is to use Flail of the Ages and a shield. Viconia will need some help-ideally the Girdle of Hill Giant Strength. Ravager <----------------------------------------------------------------------> Ravager Suggested Characters: Haer'Dalis. Dak'kon's Zerth Blade. however. If you don't mind depriving Jaheira of a great weapon. and Namarra.. I prefer Axe of the Unyielding in straight comparison (both are vorpal. which more or less removes the need for Angurvadal. and nothing that forces a save at a negative penalty.. or Flail of the Ages. It's just an idea. By the time you get to Throne of Bhaal. like Hindo's Doom. Unfortunately. with the implications that you won't have access to Crom Faeyr.

Angurvadal will boost your Strength. while Hindo's Doom will boost your . Valygar There's only one real purpose to this build-to take advantage of the Dagger of the Star's ability to bestow invisibility on its wielder In the hands of a Thief (preferably a Fighter/Thief protagonist) it becomes an awesome weapon of mass destruction. but I've never actually put into action. Protagonist This is an idea I've toyed around with. This almost begs for a multi-class Fighter/Cleric.. a Cleric/Ranger can add Iron Skins to their defenses. indeed.. as well as weaker characters who should distance themselves from the front-lines. gives regeneration. Eh. Since they can't use Halberds. The Silver Sword will see them through Shadows of Amn and a bit of Throne of Bhaal. and deals 12 crushing damage and 1d4 piercing damage while Ixil's Spike can immobilize an enemy for three rounds. and she's certainly not nearly a good enough Fighter for it. The off-hand weapon in this case is merely a boosting or defensive item. you can buy the Staff of Rynn +4 from the Adventurer's Mart at the beginning of the game.) Still. anyways. but who shouldn't avoid combat entirely. A +6 Halberd with a 10% chance to kill with no save? That's a no-brainer. it only gets stronger. Protagonist This is more of a compromise for a Druid than anything else. making them almost comparable to a Fighter/Mage defensively. and they just aren't strong enough or well-defended enough in melee combat to do well without some distance. Ultimate Assassin <----------------------------------------------------------------------> Dagger of the Star + Angurvadal/Hindo's Doom Suggested Characters: Protagonist. which never loses its potency throughout the game. although on the other hand. and for most of Shadows of Amn Spears are superior to Quarter Staffs. and increases your Constitution. while doing 1d6 +5 damage each round. this is the next best option. even though Ixil's Spike provides Free Action... It is preferable to Psion's Blade and Gram. but honestly. use Greater Whirlwind. and even then it's debatable.) This build combines the awesome power of Crom Faeyr with the disabling properties of the Flail of the Ages.. Spearman/Staffman <----------------------------------------------------------------------> Ixil's Spike/Staff of the Ram Suggested Characters: Cernd. which is why most two-handed warriors shun Two Handed Swords for Halberds near the end of Shadows of Amn. you really can't get any better. for a two-handed weapon wielding character.but the Axe of the Unyielding also boosts Armor Class. but this is the weapon to shoot for. The Bludgeoner <----------------------------------------------------------------------> Flail of the Ages + Crom Faeyr Suggested Characters: Anomen. The Staff of the Ram can stun and knockback. They can't use shields. as backstabs will flow liberally. and it's great for dedicated two-handed weapon users like ???????.. at least against physical attacks. In my mind. The Staff of the Ram seems the superior offensive weapon. who can take advantage of the extra proficiencies. and scrape together some defensive items to make up for their lack of a shield. On top of this. Anomen would work just as well (although Viconia might not have the proficiencies to see this through. unless you're a Paladin. a Fighter/Cleric or Cleric/Ranger protagonist would make a great candidate for this.

you'll know to have Chaotic Commands at the ready. look to get her proficient with Axes. Obviously Edwin will have luxuries that Imoen doesn't. since I had provided detailed information on how to equip and build your characters. as the Strength boost will exponentially increase the damage done by the backstab. a similar section was requested to discuss how to build up your spellbooks. Gauntlets of Dexterity will in large part cover his Armor Class woes. and she doesn't need the Gauntlets of Dexterity like Korgan does. they may not NEED the Strength boost so much. her main weapon) and switch off to the upgraded Axe of the Unyielding as soon as possible. when you need to know it. is to provided detailed. as the situation demands. In most situations. For example. it can be difficult to get the proficiencies for this build to work in a timely manner. when you deal with Illithids. but she requires a lot more work. I think that what was desired were suggestions on what (and how many) spells to memorize. and Crom Faeyr will give him all the Strength he needs. it almost feels like the game is nudging us in the direction of this build. First. This. although if you're using this build on a protagonist. Healing Spells {SPT002} <----------------------------------------------------------------------> . so with that in mind. It'll take her longer. unless you're planning for it early. and best of all gives him a vorpal weapon to attack with... Axe of the Unyielding further adds to his Armor Class.. and then continue to build up both Axes and War Hammers (favoring the former. you should probably just keep it as an offhand weapon. let it be known that most (if not all) of this information can be found-sometimes in greater detail and always in more pertinent form-in the Walkthrough. Korgan is by and far the easiest character to fit into this build. Since he already starts out Proficient in War Hammers. When you encounter enemies that require certain spell tactics to defeat. however. since this is really subjective to the enemies at hand. pretty much covers everything you'll need to know. Mazzy One of the more obvious builds in the game. especially if they're evil (secrets implied).. When you get Crom Faeyr. then. and have her use a Short Sword in her main hand. and the caster in question. they are laid out in detail when you fight them. as he's a Fighter (and hence will get lots of proficiencies) and already starts out with Grand Mastery in Axes. Vorpal Juggernaut <----------------------------------------------------------------------> Axe of the Unyielding + Crom Faeyr Suggested Characters: Korgan. that I won't bother suggesting how many spells to memorize. general information about the spells themselves so that all the information scattered throughout the Walkthrough can be consulted here. Mazzy can fit into this role as well. as it is. gives him regeneration. This section. Note. o======================================================================o | | | Spell Tactics {SPT001} | | | o======================================================================o This section was added by request. Get her one point into War Hammers in Shadows of Amn and try and boost her Two Weapon Style. of course. but she will get there. By Throne of Bhaal. let me mention a few things about this section.magic resistance. Angurvadal will be the best choice. in my mind. and when fighting a dragon they'll want a different spell-loadout than they will when fighting a Lich.

Protection from Evil 10' Radius. Bless <----------------------------------------------------------------------> Bless gives all allies within a 30-foot radius a +1 bonus to attack rolls and a +1 bonus to saves versus fear.. --Remove Fear: cures and prevents fear effects for one turn. Anything under six Hit Dice (about 48 Hit Points) gets no save against the effect. most of my 1st-level Clerical spells tend to be Cure Light Wounds (with a token Remove Fear on every caster. Which means. it varies by spell-level. but how many should you get? In my mind.. Cure Serious Wounds is clearly better than Cure Light Wounds. you have Greater Command. you'll probably want to keep several instances of this spell ready at all times... This spell was useful in the first game. By the time you hit Throne of Bhaal and your Clerics are pushing 20th level. rather than additive view towards the inclusion of healing spells in my spell-books. Too bad you can't get that spell in this game. So. and so on. how do I determine what to get? I get all the spells I want besides healing spells. I'll be honest. Command <----------------------------------------------------------------------> You can attempt to make an enemy 'die' (go to sleep) for one round. I have almost no Cure Serious Wounds. *Armor of Faith <----------------------------------------------------------------------> A simple defensive spell that will remain in your list of memorized spells throughout both games. Spells. simply because good defensive Clerical spells are so rare.I tend to have a subtractive. one of the best things about a Cleric or a Druid. and really. and protects against another 5% for every five levels of the Cleric. I rarely use it. and besides.. but by now. Your THAC0 won't be low enough to ignore a +1 bonus. eh? 1st Level Cleric Spells {SPT003} o======================================================================o ***TOP SPELLS*** Armor of Faith: Blocks 5% of damage per five levels. pretty much everything you fight will have over six Hit Dice. then fill up left-over slots with healing. nobody doubts that. but the competition for 1st-level Cleric spells is much less intense than for 4th-level spells. . The only healing spell unworthy of this second-class status is Heal.. so why bother with this under-powered spell? *Cure Light Wounds <----------------------------------------------------------------------> The essential healing spell. That doesn't sound like much-and it isn't-but losing one point in ten of damage isn't horrible.. --Cure Light Wounds: Heals 8 Hit Points. and it has a decent duration.. too. This spell absorbs 5% of all damage the caster would otherwise sustain from physical and magical attacks. just in case) while on the other hand. as I'd rather have Defensive Harmony. Healing spells are good. it'll be seriously reducing damage. which is the ultimate healing spell. but its six-round duration is just lame. but anything with six Hit Dice or more are entitled to a Saving Throw vs. but it's not that bad of a spell. You have better buffs to use. Therefore. up to 10% in this game.

If you're getting hurt. Sanctuary <----------------------------------------------------------------------> Gives the priest temporary immunity to prosecution by foes. during which time he can heal/buff themselves (but they cannot affect other creatures without ending the spell). when you've got Protection from Evil 10' Radius. not a great spell. It's got quite a range.. of course. Always keep one prepared on each Cleric.. or want to know if those humble-looking fishermen are up to no good? Give this spell a go. but otherwise gets no bonuses to damage.Detect Evil <----------------------------------------------------------------------> It's. Of course. why would you ever bother with this? *Remove Fear <----------------------------------------------------------------------> Enemy Mages love using Horror. and will counter it if you're affected by fear. --Resist Fire and Cold: 50% Resistance to Fire and Cold. retreat and cast a healing spell.. say. and I wouldn't keep one prepared. --- . Compare this to. Want to know if some Black Talons are currently lurking in Larswood. Protection from Evil <----------------------------------------------------------------------> A handy little personal buff that gives the target +2 bonus to Saves and Armor Class.. humanoid foe. Dexterity. 1d4 damage. making it a far superior cast.. as that -2 save penalty can end up paying off in a big way if the critter then falls victim to some spell or weapon effect. This spell prevents such magics from working. which flies out and hits a foe for. This is actually a decent spell to cast on tougher enemies. Greater Malison affects multiple creatures and bestows a -4 penalty to their saves. You won't spend much of the game with a permanent weapon worse than this. It counts a magical (+1) weapon. Magic Missile and marvel at how much this spell sucks. Why waste two rounds doing what can be done in one? Shillelagh <----------------------------------------------------------------------> Creates a +1 cudgel that deals 2d4 damage. and nearby enemies will be detected as evil in your dialogue box. and Constitution. --Silence 15' Radius: Shuts up spell-casters. Magic Stone <----------------------------------------------------------------------> You enchant a small pebble. Doom <----------------------------------------------------------------------> This curse bestows a -2 penalty to saves and attack rolls upon a single enemy. but Ajantis can use it as a special ability. so why bother? 2nd Level Cleric Spells {SPT004} o======================================================================o ***TOP SPELLS*** Draw Upon Holy Might: Boosts Strength. --Hold Person: Paralyzes one living. I don't see the point.

I don't bother with it. and saves. This spell doesn't disarm them. Find Traps <----------------------------------------------------------------------> Detects traps in a very close range. and imposes a one-point penalty to the same onto your enemies. Know Alignment <----------------------------------------------------------------------> Like Detect Evil. this spell will start adding serious points to Strength. *Hold Person <----------------------------------------------------------------------> Another spell that should be good. but fortunately. plus 1d2+4 fire damage. which improves (decreases) by one for ever four levels of the caster.5-foot radius. Once you're late in Shadows of Amn or Throne of Bhaal. but most often you'll be using this on one character. almost anything I would use this on.. instead. everything. and the first-strikes are handled almost exclusively by my Mages. damage rolls. to be fair. *Draw Upon Holy Might <----------------------------------------------------------------------> This is actually a decent spell for some Clerics. I'm almost never using my Clerics to buff in combat. It deals 1d4 slashing damage. but boosting Anomen's Strength up to 19 is worthwhile up until he gets his hands on a permanent Strength-boosting item. and gives your allies a one-point bonus to attack rolls. however.. armor. I tend to ignore the spell in favor of Defensive Harmony and Protection from Evil 10' Radius. At first it won't give much of a bonus. Aid <----------------------------------------------------------------------> Bestows the effects of Bless and heals 1-8 Hit Points. Despite being a magical blade of flame it does NOT count as a magical weapon for determining what it can hit-makes sense to me. they're common. it's useful for Anomen (and possibly a protagonist with good attributes). and with a five-round duration.. so it's rather pointless. alright. I could just nail with Chaos or Greater Command. Chant <----------------------------------------------------------------------> It affects a 30-foot radius. that I just don't use. Since it only effects one creature.. except it detects.. It only affect man-sized humanoids.. which is long enough to kill them and then some.. permanent. which the caster is considered Proficient with.. even though it takes a full round to cast. and should not be ignored.. Barkskin <----------------------------------------------------------------------> Grants a target an Armor Class of six. Dexterity. Flame Blade <----------------------------------------------------------------------> This spell allows the caster to create a flaming blade. No save penalty. This can effectively give you an Armor Class that's comparable to Full Plate Mail at higher levels. you've certainly found better. and Constitution (up to a +6 bonus at 18th level). but by then.Slow Poison: Cures poison. This can be a serious boost to a Cleric's combat prowess. Still.. Evil things glow red. . and it only lasts 10 rounds.. It affects everybody within a 7.. A decent spell.

. Animate Dead <----------------------------------------------------------------------> Ah. You'll find more powerful weapons than this spell conjures. which may be used as an implement of righteous smiting. which counters this spell handily. Keep at least one handy on each Cleric all the time. this spell can cut their damage in half.. It saw more use in the first game. uber-powerful Mages (like Liches) will probably have Magic Resistance to avoid it. but it doesn't hurt to cast at a group of casters. This spell eradicates the effects of most poisons in the game.. Animate Dead. almost every Mage with any real power will have Vocalize. which means it works often. Failing that. blindness. so remove this spell from your spellbooks and move on. This makes it decidedly inferior to other Mage-bashing tactics. but its hour has passed.. --Cure Medium Wounds: Heals 14 Hit Points. It boasts a 15-foot radius.. Cleric have little way to counter it. *Slow Poison <----------------------------------------------------------------------> Slow Poison is being humble. but now. and forces the save to be made at -5. --Dispel Magic: Remove buffs/debuffs in an area. as a +2 weapon from 7th-12th level.. and feeblemind. --Protection from Fire: Grants 80% Resistance to Fire. like Insect Plague. which is nearly fool-proof. but it'll come in handy once in a while. You'll find better minions who are stronger and can take more abuse.. like those little circles under your feet! *Resist Fire and Cold <----------------------------------------------------------------------> You won't fear the elements too often. and forcing a Mage to waste time casting Vocalize gives you another round to hit them with another spell. and the Stinking Cloud/Animate Dead tactic has been surpassed by superior spells. but when dealing with fire or cold happy foes. 3rd Level Cleric Spells {SPT005} o======================================================================o ***TOP SPELLS*** Cure Disease: Cures disease. this was a great spell in Baldur's Gate 1. and friendly things glow green. *Silence 15' Radius <----------------------------------------------------------------------> Enemy Mage or Cleric getting you down? Not if they can't cast spellswhich is exactly what this little beauty does. It counts as a +1 weapon from 1st-6th level.. Spiritual Hammer <----------------------------------------------------------------------> Conjures a magical hammer. --Holy Smite: Deals 1d4 damage/level to evil creatures. a duration of two rounds per level. ... Skeleton Warriors are nothing special anymore. --Remove Paralysis: Curse paralysis/hold effects.neutral things glow blue. I wouldn't keep it ready all the time. You should never need to use it. and a +3 weapon at 13th level and beyond.

Invisibility Purge <----------------------------------------------------------------------> Like the Arcane spell 'Detect Invisibility' this spell will allow you to detect-and therefore thwart-sneaking enemies. and tend to last much.. and the Mage has far. like Fireball. *Dispel Magic <----------------------------------------------------------------------> Bad guys cast spells too-buffing themselves. They function like Poison. Still. provided you're not traveling around with evil folks.. *Protection from Fire <----------------------------------------------------------------------> Like the Resist Fire/Cold. but it protects you from 80% of fire damage.. Remove Curse . This spell is party friendly. A fair number of enemies are actually neutral. but there are plenty of evil foes to bring holy doom down upon. you rest. This spell is party-friendly. or travel across the world map. Excellent in a few areas. radius. Silence 15' Radius can affect multiple foes. It's a good idea to always have one of these prepared. Spells (save at -2).. This spell is just wonderful. they'll suffer an 80% spell casting failure rate. Glyph of Warding <----------------------------------------------------------------------> Creates a static 'trap' that explodes when an enemy comes close. or debuffing you. Of course. This puts Miscast Magic pretty low on my list of anti-Mage spells. You're better off springing for True Sight. if it's cast on you. which limits this spell's effectiveness. and everybody who can cast it should always have one prepared. Unless you're injured. it can also result in casualties if the enemy gets one on you. but I never bother with it. But having to run back to a temple to get a character cured is no good solution. unless you're wise enough to keep a Dispel Magic handy. and Mummies aren't uncommon in this game.. dealing 1d4 damage/level to foes within range. Holy Blight deals 1d4 damage per level of the caster to all evil foes in a 20-ft. Just as a Chaos spell can win a fight for you. much longer. the Cleric has better 3rd-level spells to cast. *Holy Smite (Good characters Only) <----------------------------------------------------------------------> One of the rare alignment-specific spells in Baldur's Gate. your chances of dying due to disease are pretty low. If the enemy fails at a Save vs... imposes a -5 save. and makes spell casting 100% impossible for affected creatures. Miscast Magic <----------------------------------------------------------------------> You'll see the enemy cast this spell a few times. as the description suggests. so it should be used-not defensively. and Insect Plague is superior to Silence. far superior damage-dealers.*Cure Disease <----------------------------------------------------------------------> Diseases suck.. *Cure Medium Wounds <----------------------------------------------------------------------> This spell restores 14 Hit Points. but offensively. but take much longer to deal their damage.

<----------------------------------------------------------------------> You should NEVER need to cast this spell. I have never bothered with this spell. Animal Summoning I <----------------------------------------------------------------------> Low-level summoning spell suck in Baldur's Gate 2. and if they do. and you should never equip unidentified items in the first place. The spell deals half damage on a successful save. --Neutralize Poison: Cures poison. Spells. but once you get the Gauntlets of Ogre Power. This spell is massively less useful than Holy Blight. and lasts for a turn. This guide tells you what items you're getting. Strength of One <----------------------------------------------------------------------> Gives the entire party a Strength score of 18/75. but on a failed save. It lasts one turn. and heals. but with different alignment effects. this spell is a meagre bonus from the outset. blindness. *Remove Paralysis <----------------------------------------------------------------------> Paralysis isn't a terribly uncommon affliction in Baldur's Gate 2. diease. and can be negated by a simple Save vs. and you'll see what a butt-nutter this pansy version is. I tend to be the Cloudkill/Stinking Cloud caster. since most foes you'll fight are either neutral or evil. where the quality of the foes you'll be facing demands higher-quality minions. the computer rarely uses such spells. I'm more than happy to cast Animate Dead and let the computer trip over their own spells.. Zone of Sweet Air <----------------------------------------------------------------------> Dispels spells like Stinking Cloud or Cloudkill.. Meaning few enemies will be affected by this spell at all.. It might seem nifty at first. 4th Level Cleric Spells {SPT006} o======================================================================o ***TOP SPELLS*** Death Ward: Makes character immune to death magic. this spell will actually hinder you in combat. or any of the other Strength-boosting items in the game. Rigid Thinking <----------------------------------------------------------------------> Another spell you'll more often see when it's cast on you than when you actually waste the time to cast it-it affects one critter and inflicts confusion. Unholy Blight <----------------------------------------------------------------------> Like Holy Blight. and while it's not the main tactic the enemy will be using on you anymore. Compare this to the 4th-level Arcane spell Confusion. It's grand purpose? Getting icky cursed items out of your hands. it also imposes a -2 penalty 'to all their rolls' for four rounds. deafness. Honestly. radius). Think it . This spell deals 1d4 damage per level of the caster to all good foes in the area of effect (20-ft. it's still common enough that it's worth having one of these spells prepared at all times. --Protection from Evil 10' Radius: Long-lasting party buff. For natural heavy-hitters like Minsc or Korgan..

Horror? Cure Serious Wounds <----------------------------------------------------------------------> A more potent version of Cure Light Wounds. Holy Power <----------------------------------------------------------------------> . not a life-saver in the heat of battle. and deal 17 damage to them.. Ranger. Ghasts. Cloak of Fear <----------------------------------------------------------------------> This spell creates as three-foot radius fear effect centered on the caster. Armor Class can get quite low naturally in Baldur's Gate 2. but almost never in Baldur's Gate 2.. I use it frequently in the first game. or you could simply sneak around with a Thief. Kind of the opposite of Death Ward. You'll see more. but this spell has no effective radius (if your Cleric is surrounded. Liches and Beholds are especially fond of throwing effects at you like Disintegrate and Finger of Death. Yeah. we're contending with foes who have THAC0s of -10. healing is just not strong enough in this game to save you during a fight. which renders most Armor Class considerations moot.. It might be worth a cast once in a while in Shadows of Amn. or invisible character. 17 Hit Points is just a band-aid. or a War Dog.doesn't suck? You'll summon one or two of the following creatures when you cast this spell-a Dire Wolf.. I'm always dubious about spells that require the proximity of the caster. At the end of the day. Ghouls. or butthole Clerics who like to cast Hold Person. maybe. How is this spell in any way comparable to the 2nd-level Arcane spell. +2 Armor Class is the same as 10% miss chance. it must compete with many great 4th-level Cleric spells. but good luck getting the spell off) and imposes no save penalty. Defensive Harmony <----------------------------------------------------------------------> This spell gives you a +2 bonus to Armor Class for ten rounds-the perfect last preparation before a big fight. Greater Ghouls. Farsight <----------------------------------------------------------------------> You could this spell.. but. Pass on it. the duration just sucks so much I don't ever bother with it. Cause Serious Wounds <----------------------------------------------------------------------> Touch a bad-guy. Want to ensure that a certain character won't get offed by a certain enemy? This is the way to counter such death-effects. Of course... and it wastes-at besta 2nd-level Arcane spell. must-have spell for every Cleric in Baldur's Gate 2. but by Throne of Bhaal. *Death Ward <----------------------------------------------------------------------> Death Ward is a wonderful. Seriously? There are many better ways to deal 17 damage to a creature-ONE creature. it only causes fear for four rounds. it's just as easy to strap on a Ring of Free Action and save yourself the 4th-level spell slot. indispensible.. You will have lots od death-spells thrown your way. and it affects the whole party. the way the 'Heal' spell will. Even worse. really. Free Action <----------------------------------------------------------------------> This spell comes in handy any time you encounter Carrion Crawlers.

but the Strength bonus helps. This spell is a mix of good and mediocrity. I never bother with these spells. *Neutralize Poison <----------------------------------------------------------------------> Don't let the name fool you-this spell provides a suite of curative effects.. Second. and increased her damage range from 3-8 to 9-14. nothing is perfect. cast on a 7th-level Viconia. and my tactic for dealing with energy draining foes tends to be. Ultimately. it's the best panacea you've got. 18/00 Strength and a good to hit does not a Fighter make. It allows you to take control of a critter and command it. It cures poison. But. preventing any energy drain in the first place. and heals 10 Hit Points. If you need such protection... dropped her THAC0 from a wretched 15 to a respectable 10. Until you get access to the Heal spell. it raised her Hit Points from 52 to 59. but Clericy. save for a few sad facts. and it won't hurt to keep one handy.. and replace it with something else when everybody is good to go... but you don't usually need to keep this spell prepared. save it allows the caster to keep their spell casting powers. but is also cures diseases. this spell is decent at times in the first game. and you might well find yourself in need of this spell. it does not increase the Cleric's attacks per round.. deafness. sure. Negative Plane Protection <----------------------------------------------------------------------> This spell seems like it might be useful. as there's always a better debuff to cast. First. First. Second. but for big fights. Still. but the target receives a Saving Throw vs. but in Baldur's Gate 2. Poison <----------------------------------------------------------------------> Deals variable damage.. it's worth considering. but will fatigue the caster outright. well.. one Hit Point per level will not a Fighter make. Lesser Restoration <----------------------------------------------------------------------> This spell will remove energy drain on the target. it only affects one person. as it cures a variety of afflictions. while it grants a massive bonus to combat prowess.. it's not like disease or poison. again. which is absurd. Mental Domination <----------------------------------------------------------------------> Like the Arcane spell Domination. Energy drain is quite common in this game. it'll be utterly eclipsed by Draw Upon Holy Might. it lasts for only five rounds. It duration means it won't be worth casting all the time (like Protection from Evil 10' Radius will be). where somebody will die if it's not cured quickly. blindness. On the other hand. cast it. it's still a welcome boost for those melee-heavy fights where another competent warrior could tip the balance. Hybrid characters like a Fighter/Cleric will arguably make better use of itthey already have the THAC0. as follows: o===============o===============o |Caster's Level | Poison Damage | o===============o===============o | 7th-9th | 2d8 + 2/round | .. so you can always just prepare it after you need it.A weak attempt at Tenser's. Poison at no penalty to negate all effects.. which will do the same thing for the whole party. especially with their superior attacks per round. you're better off casting the 7th-Level Mage spell Limited Wish.

or perhaps several encounters. Wee. but otherwise it's forgettable.. Party-friendly. a Cave Bear. or a Jaguar. or where a hostile Mage is likely to fling such magic at you. a Brown Bear.. doesn't it? *Protection from Evil 10' Radius <----------------------------------------------------------------------> One of the best all-purpose buffs in the game.. or there is Flame Strike. and it takes ten rounds for this spell to deal it. 68-108 damage sounds like a lot. it sounds less impressive. you cna choose the recepient. When cast.. Champion's Strength <----------------------------------------------------------------------> Another Clerical spell that boost the fighting abilities of a character. Protection From Lightning <----------------------------------------------------------------------> Makes the recpient entirely immune to lightning. It's handy in a few instances where a Lightning Bolt trap can be used to cause collateral damage. Far. it improves the target's THAC0 by one point per three levels (up to a maximum of +6 at .. but with slightly stronger summons. --Greater Command: Puts to sleep all creatures in a 20-foot radius. Chaotic Commands.|---------------|---------------| | 10th-12th | 3d8 + 3/round | |---------------|---------------| | 13th-14th | 4d8 + 4/round | |---------------|---------------| | 15th-16th | 6d8 + 5/round | |---------------|---------------| | 17th+ | 8d8 + 6/round | o===============o===============o As you can see. and Greater Command. Animal Summoning II <----------------------------------------------------------------------> Just like Animal Summoning I. Still. but since you need to reach 17th-Level to get that damage. --Flame Strike: 1d8 damage per level to target.. Really. 5th Level Cleric Spells {SPT007} o======================================================================o ***TOP SPELLS*** Chaotic Commands: Makes target immune to mind-affecting effects. and the spell actually has a passable duration of three rounds per level. its damage scales as you level. far superior spells. You can summon either a Black Bear. This time. but it scales just slow enough to be too weak to bother casting at every level. and your saves against spells and attacks made by such creatures receive a +2 bonus. it's competing against True Sight. Cause Critical Wounds <----------------------------------------------------------------------> Deal 27 damage to a creature with a successful touch attack. this spell will last long enough for any encounter. which deals 1d8 damage per level. well. it always deserves a 4th-level spell slot. At a turn per level. Enemies suffer a -2 penalty to attack rolls. --True Sight: Dispels illusion.

If you think . potentially even lowering it. if it's higher (Viconia. this little spell makes the target immune to. has a base 50% Magic Resistance). Confusion. use Heal. use a Ring of Regeneration. Mass Cure <----------------------------------------------------------------------> Heals all allies within a 30-foot radius of the caster for 1d8+1 damage per caster level. Cure Critical Wounds <----------------------------------------------------------------------> Heals for 27 Hit Points. The downside? Your Cleric can't cast spells while this spell's in effect.. If you have scrapes and bruises.. Many enemies use these attacks and spells. but I don't consider it an essential buff. and so. all of it. Losing your Cleric's spell-casting abilities is NOT worth the benefits this spell's bestows. for much of the game your warriors will have Strength scores in excess of 18/00. allowing a save for half damage. I have a better idea-don't die. There are. the healing just isn't enough to bother with. *Flame Strike <----------------------------------------------------------------------> Target a critter and make 'em toasty. it might be worthwhile to give your Cleric the extra firepower. and if you can.. Aim with caution. Suggestion. up to a maximum of 40% at 20th level. albeit.. Raise Dead <----------------------------------------------------------------------> Revives a dead character. but for a Cleric.. Always keep one handy. they just don't have much else like it. use in conjunction with spells like Greater Malison. Hold. If you need serious healing.. Psionics. *Chaotic Commands <----------------------------------------------------------------------> Oh. Chaotic Commands... Best of all. Note that it does not RAISE your current Magic Resistance to this amount. pretty much every mental effect out their.. it has a duration of one turn per level. this spell will come in handy often.. Domination. it SETS it to this amount. really. *Greater Command <----------------------------------------------------------------------> Like Command. Repulse Undead <----------------------------------------------------------------------> Knocks undead back when they get too close.. Charm.. If you've got some free 5th-level spell slots. except it doesn't have a Hit Dice limit and affects all creatures in a 20-foot radius. Magic Resistance <----------------------------------------------------------------------> Gives the caster 2% Magic Resistance per level... how I love you. better ways to shield the party from magic.. It might prove useful. for instance..18th level) and increases (or decreases) the target's Strength to 18/00. with one Hit Point. as it'll disrupt your attack formation and force you to go chasing enemies.. it's a great mind-affecting spell. after all. well.. this is as much of a hassle for you in combat as it is for your foe. I wouldn't compare it with any of the better Mage damage-dealers. not to mention the fact that. Honestly.. that's what this spell does. but it does have one problem-it is not party friendly.. It deals 1d8 damage per level. well.

No save. and of course. which is not really a good spell to compete against. it still sucks. a Winter Wolf. Spell or die. know now that it's not. *True Sight <----------------------------------------------------------------------> An essential debuff. this one gives one Hit Point per level of the Cleric (up to a maximum of 20) and increases the Cleric's Strength by one point per three levels (again. which often doesn't occur frequently enough to outright prevent attacks. After casting. It's just not enough damage. at which time they must Save vs. or a Polar Bear. I'm not a fan of the touching thing. the Cleric has three round (18 seconds) to touch a creature. Honestly.it might be a way to counter energy draining foes.. to make a melee attack) suffers 8d8 points of damage. Blade Barrier <----------------------------------------------------------------------> Creates a wall of 'circling.. really. or other undead that are just dandy with the idea of pelting you with spells or other ranged attacks.. As we should remember from Baldur's Gate 1. 6th Level Cleric Spells {SPT008} o======================================================================o ***TOP SPELLS*** Bolt of Glory: Deals variable damage based on target type. and honestly. but there are still issues. and really not worth a 6th-Level spell. It'll have to compete against Heal. how much better is it than Draw Upon Holy Might? Slay Living <----------------------------------------------------------------------> Touch a living creature and make 'em dead.. It acts in 'pulses'. it doesn't address the Cleric's poor number of attacks per round. A party without True Sight is a party that's ill-prepared to deal with many of the stronger creatures in the game. it does nothing to Liches. except not. It has a healthy duration of one round per level. and the fact that your Cleric-who you might need to heal poeple-might hurt your own party members. up to a maximum of six points). a Cave Bear. which enemy Mages will use constantly.. I'd stick to Finger of Death. and no save penalty suck. Anything (friend or foe) attempting to pass through the barrier (like. for the last part. --Heal: Fully heals target and cures a variety of status effects.. Aerial Servants aren't terrible strong.. Righteous Magic <----------------------------------------------------------------------> Yet ANOTHER I-wanna-be-a-warrior spell. True Sight is the bane of all illusions. It also makes all their attacks do maximum damage. You can summon a Lion... razor-sharp blades' that 'create an unpenetrable barrier'.. taking 2d6+9 damage on a successful save. Animal Summoning III <----------------------------------------------------------------------> The highest-level of all the Animal Summoning spells. Have one prepared at all times on every character able to cast it. it really makes me . Aerial Servant <----------------------------------------------------------------------> Conjures an Aerial Servant for the caster to control.

it only lasts nine rounds. Before you have wide access to highly enchanted weapons. Besides. and when you just need a sure way to deal some damage.. it'll be easier to overcome an enemy's Save vs. the real reason you should ignore this spell is Sunray.think it's not worth the bother. and against demons it really shines. and the damage is pretty good. it reduces a target's Hit Points to one. etc. and a variety of other effects. Another downside. you must actually hit a target unarmed for the spell to work. Spells with Finger of Death than it will be to overcome their Armor Class with Harm. and obviously. but against undead it'll deal 8d6 damage. 6d6 damage... in case you're enthralled with the damage potential. is that its casting time is horrible for the type of spell it is.. of course. it's Animal Summoning IV. Second. It only affects one creature. so I really can't recommend taking this extra defensive measure.. require a touch attack to work. and it confuses undead the following round. the Animal Summoning spells are listed as 'ANISUM01'. select. False Dawn <----------------------------------------------------------------------> Essentially an area-of-effect spell that only harms undead. But. and it really makes all other healing spells obsolete. yeah. this can be a life-saver.essentially Animal Summoning IV. Really.. this is a great option. although I rarely complain about it... this spell is very useful. it takes a round to cast the spell. It fully cures any one creature regardless of how much damage they've sustained and cures all diseases. No save. whereas Animal Summoning III is 'ANISUM03'. which is just far superior. It doesn't matter anyways. Ranged attacks aren't nearly as threatening in Baldur's Gate 2 as they were in the original Baldur's Gate. Then you must make an attack with it to to work-that's two rounds to do what Finger of Death attempts to do in one. dealing 10d6 damage. It does. In fact. It allows you to summon a Polar Bear or two. 'ANISUM02'. Most of your 6th level Cleric/Druid spell slots should be occupied by Heal spells. First. Against normal creatures or elementals it's not worth casting. Still. which makes me less inclined to bother with it. *Bolt of Glory <----------------------------------------------------------------------> Against a few. 6d6 just isn't a whole lot of damage. enemies. which is probably enough . Harm <----------------------------------------------------------------------> The opposite of Heal. I wouldn't keep it prepared unless I knew for certain that I would have to fight such creatures. even if the fact that this spell is partyfriendly helps. Conjure Animals <----------------------------------------------------------------------> . This literally is 'ANISUM04'. but there's no save. in Infinity Explorer. so. no missing. really not worth the 6th-Level spell slot. Physical Mirror <----------------------------------------------------------------------> Creates a barrier that reflects missile attacks back at the attacker. I'll work some math to show you why you shouldn't bother with this spell. For most Clerics. no save. while allowing you to make ranged attacks freely. *Heal <----------------------------------------------------------------------> This is the best healing spell in the game.

Worse still. You should always keep one ready for big fights. is a ranged attack. Confusion <----------------------------------------------------------------------> We all know about Confusion-as a 4th-Level Mage spell. which.. it's a bit of a waste. Sol's Searing Orb <----------------------------------------------------------------------> The caster chucks a glowing orb of fiery not-niceness. --Finger of Death: Enemy must save at -2 or die.. and doesn't require an attack roll. it's another damage-dealer that requires a to-hit roll. So. *Aura of Flaming Death <----------------------------------------------------------------------> An improved version of Fireshield. --Greater Restoration: Cures status effects and fully heals target. or something. and worse still. That's right. Oh. unless you feel particularly lucky. in the first game. This spell still sucks. there's a chance that you'll provoke an Earth Elemental. save one problem. It releases three tremors of varying potency. if it hits. As a 7th-Level Cleric spell. this spell grants a four-point bonus to Armor Class. I've never had it deal spectacular damage.. At the end of the day. however. which deals 6d6 damage and blinds the target for 1d6 rounds.. Flame Strike deals more damage. three saves for a total of 11d6 damage and a chance to knock down. but seriously. or it was. The real damning thing about this spell.. and deals 2d10+2 points of damage to attackers.. That being the case. save the fact that enemies get so many saves to reduce damage. the target can save for half damage (a successful save also negates the blindness). Wondrous Recall <----------------------------------------------------------------------> Allows you to recall two spent spells of 5th-Level or lower. the spell deals more damage to undead and blinds them longer.. So. is the fact that it's not not party-friendly. why would you ever use this stupid spell? Harm deals much more damage.to see out a fight. --Sunray: Undead in area take damage and must save or die. just looking it over.. if used to recover important 4th-or-5th-level spells seems like it might be useful. right? Sure. and the final deals 2d6 (normal save). this spell is of minimal tactical value. 7th Level Cleric Spells {SPT009} o======================================================================o ***TOP SPELLS*** Aura of Flaming Death: Protects and deals fire damage to attackers. The second does 3d6 damage (save at -2). and gives no save.. there are just . It picks the spells you recover randomly. Earthquake <----------------------------------------------------------------------> This spell might sound promising. it's pretty awesome.. 90% resistance to fire damage. The first deals 6d6 damage to all creatures in a wide area (not party-friendly) and if they fail to save at -6 they are knocked down for four rounds. --Summon Deva/Summon Fallen Deva: Summons a Deva to fight at your side. ranged attacks are rarely a source of serious danger by the time you get 6th-Level spells.

which isn't much. and I love it... It imposes a -2 penalty on the victim's save. but if you help them along with Greater Malison. you actually stand a chance at snuffing out baddies.better 7th-Level spells to cast. *Greater Restoration <----------------------------------------------------------------------> This spell cures all level drain. Gate <----------------------------------------------------------------------> Gate is a summoning spell with serious liabilities. Firestorm <----------------------------------------------------------------------> Deals 2d8+1/level damage to everything in the 20-foot radius area of effect. Holy Word <----------------------------------------------------------------------> Smites all creatures of evil alignment in the spell's 30-foot radius area of effect. It. On one hand.. perhaps. It'll tire the caster. if not a spectacular one. Just beware of friendly fire. they still take 2d8+1 damage. corrects pretty much every status effect. Globe of Blades <----------------------------------------------------------------------> This spell deals 10d10 points of damage to creatures (friendly or not) adjacent to the caster. and full heals any character it's cast upon. After all. Unless you have a Protection of Evil spell cast on your caster (and anybody else you don't want the Pit Fiend to attack) the Pit Fiend will view them as fair game. you should be used to using Protection From Evil 10' Radius frequently. and lasts a turn. In combination with Aura of Flaming Death it can make attacking the caster very. which makes it a compotent killer. very painful. This spell is a decent summoning spell. it's of little value. I always have one ready. and lasts for four rounds. Also. but unless you can keep foes in the area. having a summon who will turn on you if a Dispel Magic is tossed around doesn't strike me as a good idea. has a rare use. but it pales in comparison to Greater Elemental Summoning.. but on the other hand. *Finger of Death <----------------------------------------------------------------------> This spell instantly snuffs out the victim's life force. Ones not coated in liability sauce. but sometimes it's worth casting to bring severely damage allies back from the brink. the fact that it's not party-friendly doesn't help. you cannot win. there are plenty of other. superior summoning spells out there. Besides. only Druids get it. Elemental Summoning <----------------------------------------------------------------------> Summons a pair of 16 Hit Dice elementals (of a random type) to fight for you. It's a killer. but it's better than nothing. depending upon the target's level: o===============o===============================o |Target's Level | Effect | o===============o===============================o | > 4 | Death | |---------------|-------------------------------| . Even if it fails. Alas for Clerics. with a 10% chance to summon an Elemental Prince. if you do not play.

. but I've never bothered with it. Save for half. it has a chance to poison on the first round. This of course. yep. the spell's effects wane as the targets get stronger. Resurrection <----------------------------------------------------------------------> Like Raise Dead. A non-party-friendly spells that takes three rounds to deal 9d6 damage? Yeah. It's great damage. Don't suck and you won't need this spell. Wouldn't a Heal spell do more..| 4 . Storm of Vengeance <----------------------------------------------------------------------> Instantly kills foes of 8th-Level or lower. It would. I don't care. Mass Raise Dead <----------------------------------------------------------------------> Remember what I said about Raise Dead? Yeah. it will deal 1d6 acid. even if it only affects one creatures and. and 1d6 fire damage each round for three rounds. that plus extra. with no save penalty you're probably only going to deal 10d10 damage. makes me wonder how much better this spell is than Flame Strike. Of course. Shield of the Archons <----------------------------------------------------------------------> Creates a shield that protects the caster from a number of spells equal to half the caster's level..7 | Stunned for one turn | |---------------|-------------------------------| | 8 . you'll need to look elsewhere. it's not proof against area-of-effect spells.. so it's like conjuring a low-quality. potentially blocking quite a few spells at higher levels.11 | Slowed for 1 turn with 75% | | | spell failure |---------------|-------------------------------| | < 12 | Deafness for 1 turn with 50% | | | spell failure o===============o===============================o | | As you can see. temporary Cloak of Mirroring. and more quickly? Rhetorical question. it sucks. If your idea of a good time is to smite Goblins. Oh. probably not worth a 7th-Level spell slot. It might prove to be a useful defensive measure for some people.. it gives the recepient regeneration of three Hit Points per second over the course of one round per two levels. which will not be worthy foes by the time you get this spell. Regeneration <----------------------------------------------------------------------> So..... it's a great .. except it fully heals the taget thus revived. good duration. no liabilities. then this is the spell for you. Against foes of higher quality. Strong ally. *Summon Deva/Summon Fallen Deva <----------------------------------------------------------------------> Summons a Deva-a potent angel (or fallen angel) to fight for the caster. If you want to smite strong foes. 1d6 electrical. don't suck and you won't die.. Again.. Implosion <----------------------------------------------------------------------> Deals 10d10 fire and 10d10 bludgeoning damage to a single target over the course of two rounds.

and the fact that even if there were good creatures worth smiting. yeah. Symbol: Death <----------------------------------------------------------------------> Inscribes a magical symbol that. this spell would probably just tickle them. use it to cheap-shot any troublesome undead you encounter. but.. alright. It's party friendly. or any other undead creature in general. and has a number of useful spells it can cast. Symbol: Stun <----------------------------------------------------------------------> Everything within a 30-foot radius must save at -4 or be stunned for two rounds.. the range is decent. It's a great way to blast away Liches. Symbol: Fear <----------------------------------------------------------------------> Another Symbol spell.11 | Slowed for 1 turn with 75% | | | spell failure |---------------|-------------------------------| | < 12 | Deafness for 1 turn with 50% | | | spell failure o===============o===============================o | | 1st Level Druid Spells {SPT010} o======================================================================o ***TOP SPELLS*** Armor of Faith: Blocks 5% of damage per five levels.7 | Stunned for one turn | |---------------|-------------------------------| | 8 . so. but it only affects good creatures.. The Deva is hardy and strong. o===============o===============================o |Target's Level | Effect | o===============o===============================o | > 4 | Death | |---------------|-------------------------------| | 4 . --- .. like all Symbol spells are plagued by the fact that they're not party-friendly. causes all creatures in the area to Save vs. and if you prepare with Remove Fear. it might not be a terrible spell to cast. This spell is useless for the same reason that Unholy Blight is useless-there just aren't many good foes in the game.. the save penalty good. It. it deals 1d6 points of damage per caster level to undead within a 20-foot radius. spells or be destroyed. It also affects non-undead. Good stuff. and the undead must save vs. too. *Sunray <----------------------------------------------------------------------> The ultimate anti-undead spell. Once you get it. Unfortunately it doesn't work on any foes with 60 Hit Points or more. +1 round/3 levels of the caster. but it's not worth wasting it on such foes. when something enters the area of effect it triggers.summoning spell for the Cleric. Oh. anyways. when approached. Keep in mind that the spell is not party friendly. Death or die. I wipe my ass with this spell. attempting to cause fear (save at -4). Unholy Word <----------------------------------------------------------------------> Unholy word acts exactly like Holy Word..

This spell absorbs 5% of all damage the caster would otherwise sustain from physical and magical attacks. up to 10% in this game. This is actually a decent spell to cast on tougher enemies. Bless <----------------------------------------------------------------------> Bless gives all allies within a 30-foot radius a +1 bonus to attack rolls and a +1 bonus to saves versus fear. It's got quite a range. Shillelagh <----------------------------------------------------------------------> Creates a +1 cudgel that deals 2d4 damage.. Doom <----------------------------------------------------------------------> This curse bestows a -2 penalty to saves and attack rolls upon a single enemy. Want to know if some Black Talons are currently lurking in Larswood.. this spell is no longer terribly useful. and I wouldn't keep one prepared. --Slow Poison: Cures poison. and nearby enemies will be detected as evil in your dialogue box. but its six-round duration is just lame. you'll probably want to keep several instances of this spell ready at all times. simply because good defensive Clerical spells are so rare. but Ajantis can use it as a special ability. That doesn't sound like much-and it isn't-but losing one point in ten of damage isn't horrible. making it a far superior cast. I'll be honest. and it has a decent duration. as that -2 save penalty can end up paying off in a big way if the critter then falls victim to some spell or weapon effect. Of course. Your THAC0 won't be low enough to ignore a +1 bonus. *Armor of Faith <----------------------------------------------------------------------> A simple defensive spell that will remain in your list of memorized spells throughout both games. Greater Malison affects multiple creatures and bestows a -4 penalty to their saves. You have better buffs to use. too. Detect Evil <----------------------------------------------------------------------> It's. Entangle <----------------------------------------------------------------------> Like Stinking Cloud and Web. We have better spells to debilitate our foes with.. . it'll be seriously reducing damage.. I rarely use it. Which means. not a great spell... You won't spend much of the game with a permanent weapon worse than this. *Cure Light Wounds <----------------------------------------------------------------------> The essential healing spell.. but it's not that bad of a spell.Cure Light Wounds: Heals 8 Hit Points. By the time you hit Throne of Bhaal and your Clerics are pushing 20th level. so why bother? 2nd Level Druid Spells {SPT011} o======================================================================o ***TOP SPELLS*** Resist Fire and Cold: 50% Resistance to Fire and Cold. or want to know if those humble-looking fishermen are up to no good? Give this spell a go. and protects against another 5% for every five levels of the Cleric..

and friendly things glow green. Evil things glow red. So. except it detects. Despite being a magical blade of flame it does NOT count as a magical weapon for determining what it can hit-makes sense to me. I wouldn't keep it ready all the time. Know Alignment <----------------------------------------------------------------------> Like Detect Evil.. Flame Blade <----------------------------------------------------------------------> This spell allows the caster to create a flaming blade. but it'll come in handy once in a while. armor. This spell doesn't disarm them.. Charm Person. however.. save it also can affect a few quadrapeds.. yeah.. permanent. but when dealing with fire or cold happy foes. one Hit Point of healing per round will not win you any fights.. They take time to use in combat. Keep at least one handy on each Cleric all the time. but by then.. this spell can cut their damage in half.. so it's rather pointless. Charm Person or Mammal <----------------------------------------------------------------------> Like the Arcane spell. and there's no point in time where you'd need to do it. plus 1d2+4 fire damage. --- . everything.Barkskin <----------------------------------------------------------------------> Grants a target an Armor Class of six. Good Berry <----------------------------------------------------------------------> Creates five magical berries that each heal for one Hit Point. like those little circles under your feet! *Resist Fire and Cold <----------------------------------------------------------------------> You won't fear the elements too often. but I can't think of a single instance where this is necessary. takes forever to actually use them all. It's utterly negatable by a single save at no penalty. This can effectively give you an Armor Class that's comparable to Full Plate Mail at higher levels. Find Traps <----------------------------------------------------------------------> Detects traps in a very close range. you could conceivably give thirty of the weightless things to each party member. It deals 1d4 slashing damage. so it's like creating a weak healing potion to use. which the caster is considered Proficient with. you've certainly found better. which improves (decreases) by one for ever four levels of the caster. so I wouldn't bother with it. *Slow Poison <----------------------------------------------------------------------> Slow Poison is being humble. 3rd Level Druid Spells {SPT012} o======================================================================o ***TOP SPELLS*** Cure Medium Wounds: Heals 14 Hit Points. neutral things glow blue. This spell eradicates the effects of most poisons in the game. no combat uses. just as long as you don't expect them to be worth anything in combat.. as well. Useless spell. If for some reason you cannot rest.. They last forever. and since they can only be consumed one at a time.

and Insect Plague is superior to Silence. unless you're wise enough to keep a Dispel Magic handy. and Mummies aren't uncommon in this game. Silence 15' Radius can affect multiple foes. Just as a Chaos spell can win a fight for you. if it's cast on you.. imposes a -5 save. but I never bother with it. what? Cave Bears? Who cares? This spell just doesn't have enough potential targets to make it worthwhile. Once per turn you'll summon one bolt per four levels of the caster.. for no good reason. It sounds awesome enough-an 8th-level caster can call down two bolts a turn.. and everybody who can cast it should always have one prepared. *Dispel Magic <----------------------------------------------------------------------> Bad guys cast spells too-buffing themselves. It's a good idea to always have one of these prepared. or travel across the world map. and what fight lasts longer than a turn? None... You're better off springing for True Sight. you can only target the first bolts. They function like Poison. Spells (save at -2). and makes spell casting 100% impossible for affected creatures. nor are the foes it affects worth keeping it prepared. Unless you're injured. Of course. This spell is just wonderful. If the enemy fails at a Save vs.. --Protection from Fire: Grants 80% Resistance to Fire. pointedly exempting Wyverns and Ankhegs. really. Ultimately. Call Lightning <----------------------------------------------------------------------> This spell calls down lightning to randomly strike foes. Invisibility Purge <----------------------------------------------------------------------> Like the Arcane spell 'Detect Invisibility' this spell will allow you to detect-and therefore thwart-sneaking enemies. you rest. but take much longer to deal their damage.. *Protection from Fire <----------------------------------------------------------------------> . much longer. Still. it can also result in casualties if the enemy gets one on you. and tend to last much. each dealing 2d8 damage +1d8 per level of the caster. But having to run back to a temple to get a character cured is no good solution. *Cure Medium Wounds <----------------------------------------------------------------------> This spell restores 14 Hit Points. your chances of dying due to disease are pretty low. That leaves..Dispel Magic: Remove buffs/debuffs in an area. or debuffing you. Hold Animal <----------------------------------------------------------------------> Another hold spell-it only affects 'normal and giant-sized' animals. each dealing 10d8 damage. *Cure Disease <----------------------------------------------------------------------> Diseases suck. This puts Miscast Magic pretty low on my list of anti-Mage spells. I just find this spell too damn random to bother with. they'll suffer an 80% spell casting failure rate. Miscast Magic <----------------------------------------------------------------------> You'll see the enemy cast this spell a few times.

--Neutralize Poison: Cures poison. It lasts one turn. Spells. and can be negated by a simple Save vs. and a Slow spell retards melee combat far more effectively. and deal 17 damage to them. For natural heavy-hitters like Minsc or Korgan. or a War Dog. diease. where the quality of the foes you'll be facing demands higher-quality minions.. Compare this to the 4th-level Arcane spell Confusion. or any of the other Strength-boosting items in the game. and lasts for a turn.. Pass on it. for seven rounds. two spells that are quite uncommon. Cause Serious Wounds <----------------------------------------------------------------------> Touch a bad-guy. Call Woodland Beings <----------------------------------------------------------------------> This spell might have been useful in the first game. Summon Insects <----------------------------------------------------------------------> A very. More importantly. Think it doesn't suck? You'll summon one or two of the following creatures when you cast this spell-a Dire Wolf. blindness.Like the Resist Fire/Cold.. Seriously? There are many better ways to deal 17 damage to a creature-ONE creature. and heals. but in Baldur's Gate 2. 4th Level Druid Spells {SPT013} o======================================================================o ***TOP SPELLS*** Death Ward: Makes character immune to death magic. Zone of Sweet Air <----------------------------------------------------------------------> Negates the effects of Stinking Cloud and Cloudkill. this spell will actually hinder you in combat. very weak version of the absolutely devastating 5th-level Druid spell. and you'll see what a butt-nutter this pansy version is. Animal Summoning <----------------------------------------------------------------------> Low-level summoning spell suck in Baldur's Gate 2. but once you get the Gauntlets of Ogre Power. and has a 50% spell-casting failure. Ultimately. A single target must Save vs. Excellent in a few areas. Insect Plague. Strength of One <----------------------------------------------------------------------> Gives the entire party a Strength score of 18/75.. this spell is a meagre bonus from the outset. but it protects you from 80% of fire damage. I'd rather use Animate Dead and/or Silence 15' Radius to deal with enemy spells. Cloak of Fear . Yeah. It might seem nifty at first. and really not a severe threat anymore. it'll take more than the promise of a Confusion spell to make me waste a spell slot on it. Rigid Thinking <----------------------------------------------------------------------> Another spell you'll more often see when it's cast on you than when you actually waste the time to cast it-it affects one critter and inflicts confusion. Breath Weapons (at a -2 peanlty) or take one damage per two seconds of duration. why such a weird number? I don't know-it deals three damage per round. deafness. the target suffers a -2 penalty to THAC0 and Armor Class.

which is absurd. Poison <----------------------------------------------------------------------> . indispensible. If you need such protection. as it cures a variety of afflictions.. Want to ensure that a certain character won't get offed by a certain enemy? This is the way to counter such death-effects. Until you get access to the Heal spell. Kind of the opposite of Death Ward. You will have lots od death-spells thrown your way. It cures poison. must-have spell for every Cleric in Baldur's Gate 2. it's the best panacea you've got. but by Throne of Bhaal..<----------------------------------------------------------------------> This spell creates as three-foot radius fear effect centered on the caster. sure. Negative Plane Protection <----------------------------------------------------------------------> This spell seems like it might be useful. Ranger. which will do the same thing for the whole party. but. it only affects one person. maybe. Liches and Beholds are especially fond of throwing effects at you like Disintegrate and Finger of Death. Second. it only causes fear for four rounds. but this spell has no effective radius (if your Druid is surrounded. deafness. Even worse. we're contending with foes who have THAC0s of -10. save for a few sad facts. and it affects the whole party. How is this spell in any way comparable to the 2nd-level Arcane spell... Farsight <----------------------------------------------------------------------> You could this spell. not a life-saver in the heat of battle. it must compete with many great 4th-level Druid spells.... or invisible character. and heals 10 Hit Points. blindness. really. and it wastes-at besta 2nd-level Arcane spell. which renders most Armor Class considerations moot. I use it frequently in the first game. it lasts for only five rounds. healing is just not strong enough in this game to save you during a fight. or you could simply sneak around with a Thief.. I'm always dubious about spells that require the proximity of the caster.. Horror? Cure Serious Wounds <----------------------------------------------------------------------> A more potent version of Cure Light Wounds. you're better off casting the 7th-Level Mage spell Limited Wish. but almost never in Baldur's Gate 2. *Neutralize Poison <----------------------------------------------------------------------> Don't let the name fool you-this spell provides a suite of curative effects.. First. but is also cures diseases. the duration just sucks so much I don't ever bother with it. and it won't hurt to keep one handy. the way the 'Heal' spell will in the sequel.. Defensive Harmony <----------------------------------------------------------------------> This spell gives you a +2 bonus to Armor Class for ten rounds-the perfect last preparation before a big fight. +2 Armor Class is the same as 10% miss chance. but good luck getting the spell off) and imposes no save penalty. You'll see more.. It might be worth a cast once in a while in Shadows of Amn. 17 Hit Points is just a band-aid to a late-game warrior. At the end of the day. *Death Ward <----------------------------------------------------------------------> Death Ward is a wonderful. Armor Class can get quite low naturally in Baldur's Gate 2.

Charm. but the target receives a Saving Throw vs. Psionics. a Cave Bear. Animal Summoning II <----------------------------------------------------------------------> Just like Animal Summoning I. but otherwise it's forgetable. Suggestion. to one creature. far superior spells. or 22-36 damage over one turn.. prevents spell casting. Many .. does it? Protection From Lightning <----------------------------------------------------------------------> Makes the recpient entirely immune to lightning. Insect Plague. You'll have to weigh it's merits on 2d8 + 2/round damage. causes panic. Also. --Insect Plague: Deals damage. Chaotic Commands. that juicy damage that might be enticing you isn't going to happen in this game. Doesn't sound so epic when you do the math. It's handy in a few instances where a Lightning Bolt trap can be used to cause collateral damage. it's competing against True Sight. this little spell makes the target immune to.. Far. and Greater Command. Seriously? This spell is nowhere near competition for awesome 5th-level Druid spells like Chaotic Commands. a Brown Bear.. pretty much every mental effect out their. Party-friendly. *Chaotic Commands <----------------------------------------------------------------------> Oh.. or a Jaguar. as follows: o===============o===============o |Caster's Level | Poison Damage | o===============o===============o | 7th-9th | 2d8 + 2/round | |---------------|---------------| | 10th-12th | 3d8 + 3/round | |---------------|---------------| | 13th-14th | 4d8 + 4/round | |---------------|---------------| | 15th-16th | 6d8 + 5/round | |---------------|---------------| | 17th+ | 8d8 + 6/round | o===============o===============o The damage it deals is. or where a hostile Mage is likely to fling such magic at you. or True Sight. Still. You can summon either a Black Bear. Poison at no penalty to negate all effects.. Hold. Domination. but with slightly stronger summons.Deals variable damage. Confusion. Cause Critical Wounds <----------------------------------------------------------------------> Deal 27 damage to a creature with a successful touch attack.. Iron Skins.. --True Sight: Dispels illusion. Chaotic Commands. but I find little merit with spells that have no save penalties. Wee. 5th Level Druid Spells {SPT014} o======================================================================o ***TOP SPELLS*** Chaotic Commands: Makes target immune to mind-affecting effects. that's negated by a single save. how I love you. --Iron Skins: Creates a number of skins that prevent physical damage. all of it.. passable..

but the real reason to use it is that it prevents spell-casters who are affected from casting spells. if it's higher (Viconia.. this spell will come in handy often. and so.. it's essentially the Druidy version of Stoneskin. but I don't consider it an essential buff. and after affecting them the plague will 'jump' to nearby enemies until six are affected. the aptly-named Improved Invisibility. I have a better idea-don't die.. Cure Critical Wounds <----------------------------------------------------------------------> Heals for 27 Hit Points. Mass Cure <----------------------------------------------------------------------> Heals all allies within a 30-foot radius of the caster for 1d8+1 damage per caster level. It's not exaggeration to say that in Shadows of Amn. Magic Resistance <----------------------------------------------------------------------> Gives the caster 2% Magic Resistance per level. The damage is a worthy consideration.. well.. If you have scrapes and bruises. It also has a chance to make enemies run around in a panic. this is Baldur's Gate 2. as it deals one point of damage every two seconds for the duration of the spell. use a Ring of Regeneration. Raise Dead <----------------------------------------------------------------------> Revives a dead character. use Heal. Note that it does not RAISE your current Magic Resistance to this amount. Invisibility sucks compared to its superior counterpart... has a base 50% Magic Resistance). albeit. this is a very good spell to have. potentially even lowering it. You target a single victim. Always keep one ready. better ways to shield the party from magic.. ... the healing just isn't enough to bother with. well. for instance. Insect Plague can effectively handicap them. after all. There are. and this spell really just dominates Shadows of Amn. perhaps a Fighter/Druid? That would be grand. Honestly. it has a duration of one turn per level...enemies use these attacks and spells. Just watch how fast enemy casters sniff you out and cast True Sight. If only there was a multi-classed Druid somewhere who could take this defensive spell into combat.. *Iron Skins <----------------------------------------------------------------------> An indispensible defensive spell for the Druid. Always keep one handy. whenever a spell-caster rears their ugly magic at you.. Since Stoneskin is one of the best defensive spells in the game. Pixie Dust <----------------------------------------------------------------------> Makes all allies in a 30-foot radius invisible. but this gives you plenty of time to hit enemy Mages with Breach and take them down with your fighters. up to a maximum of 40% at 20th level. *Insect Plague <----------------------------------------------------------------------> One of the best reasons to include Jaheira is Insect Plague. with one Hit Point. It only lasts six rounds. which can further break up groups of enemies... Best of all. If you need serious healing. Also. well. It might prove useful. as per the Invisibility spell. it SETS it to this amount.

it reduces a target's Hit Points to one. It does. require a touch attack to work. or 24 Hit Dice Elemental to do your bidding. in case you're enthralled with the damage potential. and you probably won't even be able to get all four out in a single round sucks. Have one prepared at all times on every character able to cast it. Do I really need to go on ranting about why this spell sucks? Yes. It'll have to compete against Heal. a Cave Bear. It allows you to summon a Polar Bear or two. . but once you can pull this off. or a Polar Bear. it still sucks. 16. yeah. 'ANISUM02'. and it is in every way superior to the Mage version..essentially Animal Summoning IV. Conjure Animals <----------------------------------------------------------------------> . True Sight is the bane of all illusions. or 24 Hit Dice Elemental. which makes me less inclined to bother with it. I do. Really. the Animal Summoning spells are listed as 'ANISUM01'. which will appear in the caster's inventory. which is not really a good spell to compete against.. it summons a 12. which enemy Mages will use constantly. In fact. Using the 5th-Level Mage spell might be necessary simply due to the fact that you will get it earlier.. First. There's simply no chance that your elemental is going to break from your control and run amok. Harm <----------------------------------------------------------------------> The opposite of Heal. and obviously. Animal Summoning III <----------------------------------------------------------------------> The highest-level of all the Animal Summoning spells. and allowing a save for half. a Winter Wolf. 6th Level Druid Spells {SPT015} o======================================================================o ***TOP SPELLS*** Conjure Fire Elemental: Summons a 12. of course..*True Sight <----------------------------------------------------------------------> An essential debuff. use it instead. You can summon a Lion. No save penalty sucks.. The big draw of an Elemental is that it's immune to weapons that don't have an enhancement bonus of +2 or better. Fire Seeds <----------------------------------------------------------------------> Creates four 'fire seeds'. so. As for what it does. I'll work some math to show you why you shouldn't bother with this spell. which can then be thrown at targets. *Conjure Fire Elemental <----------------------------------------------------------------------> Druids gain access to this spell at 6th-Level. in Infinity Explorer. whereas Animal Summoning III is 'ANISUM03'. dealing 2d8 damage per hit. The fact that you have to throw and hit targets sucks. 16. --Heal: Fully heals target and cures a variety of status effects. it's Animal Summoning IV. really not worth the 6th-Level spell slot. 2d8 damage is sucky damage. Jaheira using the Fire Tooth +3 Dagger will do far superior damage without wasting any spell slots. A party without True Sight is a party that's ill-prepared to deal with many of the stronger creatures in the game. But. etc. it takes a round to cast the spell.. This literally is 'ANISUM04'.

. or 24 Hit Dice Earth Elemental to fight for the Druid. it's a bit of a waste. why not summon an Elemental Prince.. this spell is of minimal tactical value. and a variety of other effects. Most of your 6th level Cleric/Druid spell slots should be occupied by Heal spells.. Wondrous Recall <----------------------------------------------------------------------> Allows you to recall two spent spells of 5th-Level or lower. it's pretty awesome. For most Clerics. As a 7th-Level Cleric spell. *Aura of Flaming Death <----------------------------------------------------------------------> An improved version of Fireshield. instead? Creeping Doom . save one problem. while allowing you to make ranged attacks freely.. So. --Greater Elemental Summoning: Summons an Elemental Prince for one turn. 7th Level Druid Spells {SPT016} o======================================================================o ***TOP SPELLS*** Aura of Flaming Death: Protects and deals fire damage to attackers. or it was. however. far superior things for a Druid to cast at 7th-level. you must actually hit a target unarmed for the spell to work.Then you must make an attack with it to to work-that's two rounds to do what Finger of Death attempts to do in one. if used to recover important 4th-or-5th-level spells seems like it might be useful. You should always keep one ready for big fights. Besides. but there are far. It fully cures any one creature regardless of how much damage they've sustained and cures all diseases. so I really can't recommend taking this extra defensive measure.. Something like this was fine last level. right? Sure. it only lasts nine rounds. Druids should think of this spell even more fondly than Clerics. which... ranged attacks are rarely a source of serious danger by the time you get 6th-Level spells. or something. which is probably enough to see out a fight. Confusion <----------------------------------------------------------------------> We all know about Confusion-as a 4th-Level Mage spell. *Heal <----------------------------------------------------------------------> This is the best healing spell in the game. unless you feel particularly lucky. this spell grants a four-point bonus to Armor Class... Physical Mirror <----------------------------------------------------------------------> Creates a barrier that reflects missile attacks back at the attacker. Ranged attacks aren't nearly as threatening in Baldur's Gate 2 as they were in the original Baldur's Gate. but seriously.. 90% resistance to fire damage. since they can combine it with Iron Skins for extra-potent defense. It picks the spells you recover randomly. and deals 2d10+2 points of damage to attackers. Spells with Finger of Death than it will be to overcome their Armor Class with Harm.. it'll be easier to overcome an enemy's Save vs. and it really makes all other healing spells obsolete. 16. in the first game.. Second... Conjure Earth Elemental <----------------------------------------------------------------------> Summons a 12. like.

and lasts a turn. with a 10% chance to summon an Elemental Prince. it gives the recepient regeneration of three Hit Points per second over the course of one round per two levels. you know. very painful. It. perhaps. it's of little value. has a rare use.<----------------------------------------------------------------------> This spell is like Insect Plague on crack. A great ally. there are just better 7th-Level spells to cast.. So.. I've never had it deal spectacular damage. but with two important weaknesses. want that effect to last longer? Elemental Summoning <----------------------------------------------------------------------> Summons a pair of 16 Hit Dice elementals (of a random type) to fight for you. *Greater Elemental Summoning <----------------------------------------------------------------------> Possibly the best summoning spell in the game. At the end of the day. .. In combination with Aura of Flaming Death it can make attacking the caster very. wouldn't you. not a 7th-level spell. It would. so only use it in the most pressing of fights.. is the fact that it's not not party-friendly. but you know.. This spell is a decent summoning spell. Earthquake <----------------------------------------------------------------------> This spell might sound promising. The real damning thing about this spell. they are merely blinded. just looking it over. but it pales in comparison to Greater Elemental Summoning. It only lasts a turn. three saves for a total of 11d6 damage and a chance to knock down. Just beware of friendly fire. Also. Nature's Beauty <----------------------------------------------------------------------> Transforms the Druid into the ideal of beauty. and worse still. Fire Storm <----------------------------------------------------------------------> Deals 2d8+1/level damage to everything in the 20-foot radius area of effect. The second does 3d6 damage (save at -2). Spell (at a +3 bonus) or die. and lasts for four rounds. it summons an Elemental Prince. If they pass the save.. Onlookers must Save vs. there's a chance that you'll provoke an Earth Elemental. It releases three tremors of varying potency. first. the fact that it's not party-friendly doesn't help. Second. Globe of Blades <----------------------------------------------------------------------> This spell deals 10d10 points of damage to creatures (friendly or not) adjacent to the caster. and more quickly? Rhetorical question. I really just don't think blinding foes is worth a 7th-Level spell slot. indeed. The first deals 6d6 damage to all creatures in a wide area (not party-friendly) and if they fail to save at -6 they are knocked down for four rounds. save the fact that enemies get so many saves to reduce damage. It's party friendly. Wouldn't a Heal spell do more.. the 5th-level spell is a 5th-level spell. it deals double the damage.. Score! But it only lasts half the time. Regeneration <----------------------------------------------------------------------> So. but unless you can keep foes in the area. Since the major benefit of Insect Plague was that it interrupted spell-casters. and the final deals 2d6 (normal save).

so it can't be safely cast from behind more sturdy characters. It might prove to be a useful defensive measure for some people. Unfortunately. temporary Cloak of Mirroring. any debuff without a save penalty is rarely worth casting. Simply put. this requires the caster to actually 'make a successful melee attack'. Armor <----------------------------------------------------------------------> A simple cast that drops your Armor Class to six (as if you were wearing Scale Mail) and lasts for nine hours. It might come in handy once in a while against Trolls. Burning Hands <----------------------------------------------------------------------> A simple offensive spell that deals 1d3+2 damage damage per caster level. it's not proof against area-of-effect spells.. If they fail to save (at no penalty) they'll take a -4 penalty to attack rolls and to their Armor Class. the caster has to touch the foes in order to deal the damage.. yeah. for two reasons-first. so it's like conjuring a low-quality.. Of course. it doesn't have much range and isn't party friendly. but you can always just buy Arrows of Fire. up to a maximum of 1d3+20. Second. when you realise you can buy Bracers of Defense A. but I've never bothered with it. and at seventh level it will . but whatever usefulness it might have once had has been severely reduced in Baldur's Gate 2. horrible damage-dealer. You're far better off with Slow. Two things Mages are not built for-being where enemies can hit them. potentially blocking quite a few spells at higher levels. 1st Level Arcane Spells {SPT017} o======================================================================o ***TOP SPELLS*** Identify: Identifies magical items. Chromatic Orb <----------------------------------------------------------------------> Chromatic Orb is a handy little spell that deals damage and afflicts an enemy with status effects... and trying to hit foes in melee. this spell's got nothing. Of course. at fifth it can stun for three rounds.. Charm Person <----------------------------------------------------------------------> This spell attempts to charm-or befriend-a neutral or hostile foes (man-sized humanoids only). instead. *Blindness <----------------------------------------------------------------------> Like most low-level debuffs. --Magic Missile: Up to five bolts that unerringly deal 2-5 damage each. On top of that..Shield of the Archons <----------------------------------------------------------------------> Creates a shield that protects the caster from a number of spells equal to half the caster's level. the 1d8 damage and no save penalty side effect of a -2 THAC0 penalty is nothing special.C. this spell has seen the end of its usefulness. Chill Touch <----------------------------------------------------------------------> A horrible. 3 right at the beginning of the game. At fourth level the spell can blind. this spell attempts to blind one enemy..

Oh. First... Find Familiar <----------------------------------------------------------------------> Ah. Keep in mind that this spell doesn't seem to have an effect if your Charisma is over 20. whatever you consider fun. as it raises your Charisma by six points temporarily-long enough to lower prices. you're suffering from a severe case of the newbies. Nothing worth killing has fewer than four Hit Dice. and Magic Resistance is likewise variable from 10% to 75%. Huzzah. so onto the spell. but they are all short-term benefits and long-term liabilities.. one. but we'll get to that later. you get 1/2 of the Familiar's Hit Points as a bonus to your Mage's Hit Points. In essence.) Most have 24 Hit Points. and titanic spell battles ensue... Of course. you emit a party unfriendly effect in an arc in front of you. Also.. right? Friends <----------------------------------------------------------------------> This spell can be useful when shopping. really big problem. or they have more than four Hit Dice) for five rounds. indeed.. Grease <----------------------------------------------------------------------> . We all know what Familiars are. Still. A few obvious problems.. this little critter is nothing but a walking Constitution handicap waiting to happen. a very odd spell. and you also lose a point of Constitution permanently..paralyze for 20 rounds.. up until your Familiar dies. they're wizardry lore by now. Now for the crippling downside. it'll knock foes out (unless they save at no penalty. The spell lasts. but this guide is for legit. however. then reimport said character into a new game. Of course. by that time you'll have better disabling spells. Color Spray <----------------------------------------------------------------------> We should consider this spell like a debuff version of Burning Hands. which is something you want to avoid at all costs. you'll suffer damage equal to half the Hit Points your Mage got out of the deal. the 10-25 damage Magic Missile causes will probably be more reliable than a chance to stun. you'll lose the Familiar. it's a permanent summoning spell that creates a critter you completely control. single-playthrough characters. and they vary widely in capabilities (and I dare say. There is one redeeming quality to this spell. The benefits are simple-you get a 7th-wheel who does whatever you tell it to do. right? That's six damage. but keep the bonus Hit Points. in my example. The type of creature is determined by your alignment. however. while another has special melee attacks. death magic.. If you summon your Familiar and export your character. not too bad. Some have spells they can use. and if you want to deal damage.. indefinately. When (not if) your Familiar dies. Instead of damage. others have Thief abilities. in theory.. but the Dust Mephit (Neutral Evil) version has merely 18. he went from 72 to 84 Hit Points. Armor Class ranges from -4 to 6.. quality. if you're math-tarded.. where Dragon breath. it can be cast only by the Protagonist (that's the guy or gal you made at the beginning of this mess) and you can only have one Familiar at a time.. when my True Neutral Fighter/Mage tested this spell out for this guide.. Okay. it's also possible to replay the game multiple times with one protagonist to boost all your attributes up to 25. If this sounds like a sturdy little critter. it's possible to repeat this process as many times as you please. For example. In Baldur's Gate 2..

this is a necessary money-saver. identify magical items. and at 10 turns... in other words.. you're intentionally channeling wild magic. it deals 1d4+1 points of damage. Considering how many magical items abound in the game. Honestly. But it'll save you 100 gold that you would have wasted identifying items at merchants.. It's not terribly useful anyways.. you've got a chance to cast the desired spell equal to 1% plus your level. after a Saving Throw to attempt to negate the effects. *Magic Missile <----------------------------------------------------------------------> The essential damage-dealing spell you'll use through most of the game. I rarely use this spell. however. since you're not screwing up. Of course. At 9th level. this spell is useless in Baldur's Gate 2. Since every Mage in this game will have multiple-missile Magic Missiles. presumably. if you have anybody with infravision naturally. which means. this spell gambles on the Mage's wild surge ability. but it does come in handy during a few fights.. The odds of you casting the desired spell. but most strong magical items require a higher Lore score than you'll probably have. 5th.Much like Web and Stinking Cloud-superior 2nd-level spells-this is an area-of-effect spell that hampers anything caught in the area.. and finally 9th level.. you can simply turn on the 'Group Infravision' option and use it at will. On the plus side. Even near the end of Baldur's Gate 2. yeah. can be quite potent.. The Wild Mage attempts to shape the energy into the desired form. 7th. but in the sequel. Infravision <----------------------------------------------------------------------> Cast this spell. and it's not worth playing a Bard just to identify crap. Those who fail are forced to move quite slowly for the rest of the round. at least. so I find it superior to Burning Hands or Chill Touch. you add your level to the roll on the wild surge chart. On top of that it has a casting time of one. This spell was hardly a consideration in the first game... it always hits. and while that sounds paltryand it is-it gains an additional missile at 3rd. which this spell intentionally triggers after you select another spell.. Of course. etc. up until Magic Missile starts getting additional missiles. this spell's duration isn't terribly enviable... not bad for a 1st-level spell. it's even comparable to Magic Missile. are very slim-on the normal table you have a 1% chance of casting a spell normally during a wild surge. it's far beyond obsolete.. which in this game makes creatures glow orange. having a high Lore skill can do the same.. and must save every round to avoid the movement impediment. Sure... Combat use? None. Heck. Nahal's Reckless Dweomer <----------------------------------------------------------------------> A Wild Mage-only spell. you'll be lucky to get this spell to work when you need . Spell Trigger. it's got range and doesn't allow a save. *Identify <----------------------------------------------------------------------> You'll always some of these spells prepared.. and the creature affected gains infravision. Larloch's Minor Drain <----------------------------------------------------------------------> A mediocre damage-dealing spell. into the spell you tried to cast. this spell deals a measely four points of damage and heals the caster for the same amount.. as they. that's 10-25 damage per casting. chaining multiple copies of this spell via sequencers. albeit. and allows no save. either naturally or as a spell..

Spook <----------------------------------------------------------------------> This spell causes one creature to Save versus Spells are run away scared for the duration of the spell. What's not decent.. The target suffers a -1 save penalty against the effect for every two levels of the caster. it's useless now. It also renders you immune to Magic Missiles! Score. an insane amount of time.. up to -6 at 12th level. Foes attacking the caster have a 50% chance to hit the image. and more than enough time to kill any and all affected critters.. it give you one image that mimmics the caster. you don't need this spell. this spell drops your Armor Class to four against melee attacks. much less to use it regularly. . Against high-level enemies (those with 4+3 Hit Dice or more) it's useless. and two against missile attacks. You have far better debuffs to cast.against evil! Attacks against the protected character are made at a -2 penalty. this spell drops your Armor Class. it deals 1d8+1 point of damage per level and the opponent has to be touched for the spell's damage to be done.. you're better off just waiting. It'll force all critters within a 15-foot radius to save at -3 or fall asleep for five rounds per level. Reflected Image <----------------------------------------------------------------------> A poor man's Mirror Image. Me? I'd rather take the sure damage of Magic Missile any day. You're better off just letting a Cleric do this for the entire party with Protection From Evil 10' Radius. and you'll have better permanent armor shortly into the game. My suggestion? Don't bother with it. Armor. which means despite all its merits in the first game. however. but considering that Mirror Image does the same thing-but with two-to-eight images.it. I can't remember a single Basilisk in the entire game. You miss. Unfortunately. if the image is struck. Shield <----------------------------------------------------------------------> Like Armor. Sleep <----------------------------------------------------------------------> Sleep is one of the best low-level Mage spells in the game. that's a six or eight point bonus..... Sounds useful. and a 50% chance to hit the caster. is the aforementioned duration. Protection from Evil <----------------------------------------------------------------------> A low-level buff that protects the recepient.. while saves made by the protected character are made at a +2 bonus.. it vanishes. which is actually pretty decent. a mere three rounds... Shocking Grasp <----------------------------------------------------------------------> Another crappy 1st-level damage-dealer. however.. it-like Armor-doesn't stack with whatever mundane armor you may be wearing. Protection from Petrification <----------------------------------------------------------------------> Petrification attacks aren't an issue in Baldur's Gate 2... you wasted the spell. Unlike Shield. in fact.

is an area-of-effect spell. however.. for most of the first game it won't really be worth casting. --Mirror Image: Creates 2-8 illusory images which confound attackers... --Resist Fear: Removes fear effects in area. but this requires some good luck as to where the foes place themselves. I'd rather just let my Clerics cast Silence 15' Radius. not a great spell. you will know who to attack and who to leave alone.. dispels all your illusions. it might prove interesting from time to time. Why. which gives them a 50% chance of spell failure.. really. boosting your roll on your magic surge table by 15. It might seem over-shadowed by spells like Improved Invisibility.. there are many. which of course. One of the best defensive spells a Mage has to offer. for instance. Even better still is Insect Plague. well. Still. this spell forces enemies to suffer a -3 penalty to attack rolls. Agannazar's Scorcher <----------------------------------------------------------------------> This spell creates a 15 foot long jet of flames that deals 3-18 damage to everything in its path. Spells like Blur and Mirror Image. what do you think my suggestion is? Deafness <----------------------------------------------------------------------> This spell affects one creature and it attempts to deafen the foe. --Knock: Open locked containers/doors. you will provoke a True Sight from many enemy spell-casters. but somewhat plausible. Frankly. and outright prevents affected creatures from casting.2nd Level Arcane Spells {SPT018} o======================================================================o ***TOP SPELLS*** Blur: Gives caster bonus to Armor Class and Saving Throws. however. This turns your pathetic odds to.. alignment be damned. but once your Armor Class and level improves. Technically. will not provoke such a response. which imposes a -5 save penalty. Blur <----------------------------------------------------------------------> . but actually the game's AI actually favors Blur. and gives the Mage a +1 bonus to Saving Throws. Granted. If you follow my guide.. This is almost guaranteed in Throne of Bhaal. however.. a booster spell for another spell that I don't consider worth the trouble. to the point where Improved Invisiblity actually compromises your defenses. still pathetic.... you ask? If you're invisible... At four rounds +2 rounds per level. Chaos Shield <----------------------------------------------------------------------> This spell is a booster for Nahal's Reckless Dweomer. it'll be a spell you'll lean on heavily before any large encounter. so you can safely ignore this spell. and I wouldn't keep one prepared. Honestly. Detect Evil <----------------------------------------------------------------------> It's.Blur. which makes Silence 15' Radius superior in every category. . many other 2nd-level spells worth casting long before your need to settle for a mediocre damager like Agannazar's Scorcher. it's possible to hit several foes in one cast. it should last an entire encounter once you hit higher levels.

but remember that in Baldur's Gate 2 the computer has access to True Sight. well. If you're blessed with a Thief of any quality. of course. you really don't have anything better to fill your spellbook up with. you'll know what to do without having to pry into everybody's alignment. which is a superior spell. Horror <----------------------------------------------------------------------> Horror was one of the most overly-abused trump cards the computer employed in the first game. you need to touch an enemy for the spell to work and it imposes no save penalty whatsoever. and this spell. as if you were a Ghoul. Affected creatures are blinded (-4 penalty to attack rolls. glowing. see? Unfortunately.. Invisibility <----------------------------------------------------------------------> An interesting spell.. however. and if you follow my guide.) As for you. I have to assume.. That being the case. but considering the diminished status of 2nd-level spells in Baldur's Gate 2.. You have better. why do you care anyways? If they're not evil. See? I can do math. Know Alignment <----------------------------------------------------------------------> Want to know somebody's alignment? Cast this spell.... now it's more of a property than a spell most foes will employ (ignoring Symbol: Fear. no? Sure. that on a d20 system. and we need not ever consider 2nd-level spells when we've got access to far superior debuffs like Slow and Chaos. Glitterdust <----------------------------------------------------------------------> Gold! Glitterdust creates a cloud of adhesive. is that it's a low-powered buff that only . strategically. It gives a '5% bonus' to any and all actions. higher-level spells you can cast if you want to break up enemy groups. it makes the caster. Simple as. Luck <----------------------------------------------------------------------> This spell absolutely reeks with suckness. however.. and Armor Class) and invisible creatures are revealed. it's probably not going to prove interesting very often. it's day is done.. You need to unlock something? Use Knock. Of course.Detect Invisibility <----------------------------------------------------------------------> Why would you ever use this half-measure when you could cast True Sight? Ghoul Touch <----------------------------------------------------------------------> A thoroughly bad debuff. as your Mage would be better able to get into position while invisible. More good news? It's party-friendly! Unfortunately it only lasts four rounds. you don't need to worry.. golden particles that cover foes in the area of effect if they fail a save with a -4 penalty.. invisible. *Knock <----------------------------------------------------------------------> Another essential Mage spell that has absolutely no use in combat. The real suck. you can skip on this spell.. and many spell-casters will employ it to expose invisible or sneaking characters. this spell attempts to paralyze a foe.. It might seem somewhat useful.. 5% equals a +1 bonus. Saving Throws. whatever the hell that means.

presumably proportional to the number of images you have. or a chance of hitting one of the images. The only defense against them is being above their Hit Point threshold. *Resist Fear <----------------------------------------------------------------------> If an enemy gets off a Symbol: Fear spell.. Undead. but now. Blur) or utility (Knock).. Power Word: Sleep <----------------------------------------------------------------------> Introducing the Power Word spells-they allow no save. Strength <----------------------------------------------------------------------> This crappy spell sets the Strength score of the target up to 18/50.. Everything with fewer Hit Points than this is put to sleep-period. of course. it's a pretty good defensive spell. you need not fear fear. I prefer Magic Missile. Lasting one turn. sets it to 18/50. but it's really unnecessary for most fights. I tend to just make my Clerics prepare Remove Fear. you'll find many items that improve your Strength while worn. it just takes too long to do too little damage.. or rather. as 2nd level Mage spell slots are more precious. Stinking Cloud <----------------------------------------------------------------------> Stinking Cloud creates nauseating clouds in a 15-yard radius that forces enemies to save or be rendered helpless for 1d2 rounds. Potions of Giant Strength abound.. Ray of Enfeeblement <----------------------------------------------------------------------> Cast this bad ray at a creature and they must make a Saving Throw vs.affects one person. In this case. If you have one of these spells prepared. affect one creature. it makes a Mage nearly invulnerable to melee attacks. it can easily end in a reload. Spells (at no penalty) or have their Strength reduced to five for one round per level. are not affected. come to mind-this spell might prove to be a useful buff. No penalty. and lasts all of three rounds. On it's own. one target? No thanks. It's hard to imagine a more underwhelming buff. Combined with Blur and Stoneskin. and honestly.. and where it'll prove useful. . and later on. and I'd rather save my 2nd level spells slots for defense (Mirror Image. For some characters with mediocre Strength-Jaheira and Keldorn. however. and 1st-level Cleric spells are much less so. the threshold is twenty Hit Points. A great protective spell... Melf's Acid Arrow <----------------------------------------------------------------------> It might have been an average damage-dealer in the first game. Attacks made against the caster have a chance of hitting the caster. potentially lowering their Strength if it's higher. Honestly. It used to be one of the best early debuffs in the first Baldur's Gate. most foes in the game will be too powerful for this. and deal various forms of badness. or you succumb to a dragon's or demon's fear aura. this spell might not keep enemies down as long as Sleep. you have nothing to fear. but it has no Hit Dice limit. *Mirror Image <----------------------------------------------------------------------> You conjure 2-8 images which mimic the caster and confuse enemies. but it's far less useful in Baldur's Gate 2 as compared to higher-level spells. or at least.

Vocalize <----------------------------------------------------------------------> Allows the caster to cast spells without making use of its verbal component... Mislead. and every caster should have one prepared at all times. and it does not allow you to 'see' what's in the area. Mirror Image. you could prepared a shiney new Dispel Magic. Of course. exactly. massive penalties to attack rolls and Armor Class.. Even better. as it gives you a chance to take down a protected Mage. but it does not show creatures. Improved Invisibility.. but with no save bonus for targets. gives an extra attack per round. Again. and imposes a -2 save penalty. 3rd Level Arcane Spells {SPT019} o======================================================================o ***TOP SPELLS*** Dispel Magic: Removes buff/debuffs from all creatures in area. or free your characters from the effects of another spell. the REAL illusion-buster in Baldur's Gate 2. why not just walk around? Seriously I can't think of a single time where this spell is useful. or in other words. which this spell does nothing against.. however. --Slow: Slows targets. but also fairly common illusion spells. they'll attempt to buff themselves and hit you with debilitating spells. the weakest. many foes also use Shadow Door. and very few enemies cast Silence.. Good stuff. *Dispel Magic <----------------------------------------------------------------------> Any time you fight spellcasters. you could go for True Sight. you know. --Haste: Doubles movement speed. Dispel Magic should therefore be memorized at least once by every spellcaster in the game. which means Invisibility. Just think instead of this. The practical implications of this spell? It allows you to cast spells while silenced. it just removes the fog-of-war. Dire Charm <----------------------------------------------------------------------> Just like Charm Person.. Detect Illusion <----------------------------------------------------------------------> Detect Illusion dispells illusion spells of 3rd level or lower in a 20-foot radius. Dispel Magic is your magical safety net. which works on almost all spells. It's got a five yard per level radius (up to a 30 foot radius). however. Blur. It only lasts a turn. you can cast spells silently. It can't. all that black crap that's everywhere in a new area? Instead of casting this spell. .. Clairvoyance <----------------------------------------------------------------------> This spell removes the fog-of-war in any outdoor area. etc. Creatures in the area-of-effect who fail their Saving Throw are helpless. Web <----------------------------------------------------------------------> Web funcitons alot like Stinking Cloud-at least in its overall effect. compare to higher level spells which we'll have in abundance. I have never found a use for this spell.. There are far more useful 3rd-level spells to prepare. lasts two turns per level.

Still. I rarely bother using this spell. more useful than Fireball in some circumstances. There are better ways to deal with undead. but the target can save for half the fire damage. you don't need this spell. didn't you? Like the old 1st-level Armor spell. you can get better permanent armor than these spells provide. and there's only one time in the entire . hands down. The first time I played this game. Like Magic Missile. Hold Person <----------------------------------------------------------------------> Just like the 2nd-level Cleric spell. almost anything I would use this on. but fortunately. four at 20th. Invisibility 10' Radius <----------------------------------------------------------------------> Like Invisibility. and was overjoyed by this brute force option.. experience has taught me that buffs like Haste and debilitative spells like Chaos are much better spells. which is a decent radius. I was much less refined in my tactics.. Still. it's fairly weak. to be fair. They should be kept out of combat anyways. but it imposes no save penalty. you should employ Haste. this spell attempts to 'hold'.. let's be honest. On its own. and it only lasts 10 rounds.5-foot radius. and so on. save penalty. In every somewhat difficult encounter. It just doubles your offensive power. but otherwise. Good stuff.. It gets a place of honor in one fight late in the game. you knew there'd be more of these spells. *Haste <----------------------------------------------------------------------> Haste is the best buff in the game. Flame Arrow <----------------------------------------------------------------------> A single-target damage-dealer that's far easier to control. Ghost Armor <----------------------------------------------------------------------> Yeah. they're common... it can become monstrously strong. Literally. I could just use Chaos on instead.. It only affect man-sized humanoids. indeed. That being the case. Bigger radius. and it has the same usefulness. I consider these spells useless for single-class Mages. once every 5th level-so that's two bolts at 10th level. as might be expected from an iconic Mage spell. but for undead.. or paralyze a target. No save penalty. Yeah. which is long enough to kill them and then some. and hence. it gives an extra attack per round and doubles you movement speed. It deals 4d6 fire damage and 1d6 piercing damage. which are normally immune to these types of spells. but for multi-or-dual-class Mages? Well..Fireball <----------------------------------------------------------------------> Fireball has its uses. This spell is like a beefier Magic Missile. and ignore Ghost Armor... Ignore Armor. Keep one ready on every character who can cast it. it's ignorable. Hold Undead <----------------------------------------------------------------------> Just like Hold Person.. you obtain another missile-for this spell. It affects all enemies in a 10-foot radius. and also affects nearby targets in a 7. but for everybody in an area! It's just as likely to be dispelled with True Sight. three at 15th. but if you chain a few of them together with Spell Trigger.

Minor Spell Deflection <----------------------------------------------------------------------> This spell absorbs a number of spells directed at the caster. This spell is pretty useless in this game. Fire damage is more common than cold. Protection From Normal Missiles <----------------------------------------------------------------------> Makes a target invulnerable to normal (non-magical) missiles for five turns. and generally find it unreliable. Protection From Fire <----------------------------------------------------------------------> Like Protection From Cold-it protects you against 50% of fire damage that comes at you. Non-Detection <----------------------------------------------------------------------> This spell makes you immune to scrying attempts. You will never need this spell. I suggest the Cleric spell 'Resist Fire and Cold' instead.game where I suggest its use. and the caster can hurl five such 'meteors' per round. you have to actually hit the target with all five missiles-attack rolls and all that. and I rarely ever use it. spells like Clairvoyance. you're in for a rough time... Also. just ignore this useless spell.. Just use the 2nd-level Cleric spell 'Resist Fire and Cold' instead. so preparing a 3rd-level spell to do so is just a waste. plus three fire damage. you might as well just ignore this spell. Multiple hits will dispatch most enemies. Monster Summoning I <----------------------------------------------------------------------> If you think summoning one or two weak monsters will help you out. Quick. as I'm just not good at aiming it.. or a stationary spell effect like Cloudkill or Web. but still. Considering that many spells you'll encounter in this game are area-of-effect spells. and any foe with magical missiles will ignore it. unless it's an area-of-effect spell. this spell is superior to Magic Missile? More damage? Sure. but it's a 3rd-level spell-I'm not using up a 3rd-level spell slot for 7-10 damage instead of 2-5 per missile. myself. It's a gimmick. You'll face cold attacks very rarely.. a bit. exactly. . can they? I'll stick to Magic Missile. You know how many foes will use these spells? None.. Protection From Cold <----------------------------------------------------------------------> Protection From Cold does just that-reduces the cold damage that comes your way by 50%. Each 'meteor' that hits deals 1d4+3 points of damage. which is something a Mage can't exactly count on. however. Lightning Bolt <----------------------------------------------------------------------> This is an interesting damage-dealing alternative for enclosed spaces. which can then be thrown by said caster (with a +5 bonus to hit). where you can try and bounce it off walls to deal outrageous damage... somebody explain to me how. up to four spell levels worth. etc. Any foe shooting mundane missiles at you probably isn't much of a threat. Invisibility Purge. Melf's Minute Meteors <----------------------------------------------------------------------> This spell creates one globe per level of the caster.

and imposes a -4 penalty to attack rolls and Armor Class. and it is-if you have the extra 3rd-level spell slots. This might sound handy.. No need to lure foes into a trap with the hope that it'll affect a good number of them. including Minor Spell Deflection. softening up foes. Skull Trap <----------------------------------------------------------------------> Create a. so it's got much less utility overall than Dispel Magic. *Confusion <----------------------------------------------------------------------> Confusion is a great debilitating spell. it's a touch spell (see the word 'touch' in the name?) so its utility for a single-classed Mage is dubious. Spell Immunity and Minor Spell Turning. and heals the caster for that amount. and any melee character affected might as well be dead. --Stoneskin: Negates physical attacks entirely. skull trap that explodes when enemies get too close to it. and the other spells are much less fearsome. dealing 1d6 points of damage per level to all critters in a 20-foot radius. it won't save you if you have debuffs affecting your party. General party-buffs amongst your foes are rare. it functions exactly the same way. Spell Immunity can be particularly troublesome. Vampiric Touch <----------------------------------------------------------------------> Deals 1d6 damage per every two caster levels (up to 6d6 damage)... 4th Level Arcane Spells {SPT020} o======================================================================o ***TOP SPELLS*** Confusion: Foes in area are confused unless they save at -2. when. Unfortunately. individual buffs. but it's a rare cast by enemies in this game. there's little better to cast. and there are better spells for taking down more potent. Minor Globe of Invulnerability. On the other hand. if you have any aim.. I've never found a need for this spell. It forces them to move and attack at half the normal rate. which .Remove Magic <----------------------------------------------------------------------> Hailed as the 'combat version' of Dispel Magic. Spell Thrust <----------------------------------------------------------------------> Removes a number of spell defenses. *Slow <----------------------------------------------------------------------> This spell affects all enemies in a 30-foot radius. save that it only removes buffs/debuffs on foes. Honestly. since it can prevent more sophisticated take-down tactics and debuffs. --Minor Sequencer: Chain two spells of 2nd-level or lower. but inferior to Chaos. I'll be honest. I can aim it. --Improved Invisibility: Recepient can't be targeted by spells. I prefer Fireball. --Greater Malison: Reduces saves by 2. and decide what gets hit. at best. When faced with a group of sturdy melee enemies. Enemies save against this effect at a -4 penalty.

Axe. it forces all enemies in a 30-foot radius to save at -2 or wander around.. Enchanted Weapon <----------------------------------------------------------------------> Creates a +3 weapon that can be used by anybody-either a Mace. Sound good? Here we go-it only deals 2d8 damage per round (lasting four rounds) and is not party friendly. It grants 50% resistance to fire damage and deals 1d8+2 fire damage each time an enemy strikes you in melee. but where it really shines is combined with Stoneskin. Something else that reveals unexplored sections of map? Exploring it. you could just get a permanent weapon. Yeah.. Emotion. or a Vorpal weapon. let's get it over with. and enemies 'sleep' (lie down and remain helpless) for the duration of the spell. actually a FIREshield. Simply put. just sneak around with a Thief or Ranger. but a single-classed Mage really can't accept the damage trade-off. Wouldn't you be better served by slowing a group of foes at a -4 save penalty? You would. Farsight <----------------------------------------------------------------------> Allows you to see an unexplored section of map. Dexterity. Slow. Ice Storm <----------------------------------------------------------------------> A direct-damage dealing area of effect spell that allows no save.outshines it in every way.. and the enemy suffers for removing each skin. Hopelessness <----------------------------------------------------------------------> Like Confusion. So. Compare this spell to. it breaks up all effective resistance and wins fights. much like Clairvoyance. Fireshield (Blue) <----------------------------------------------------------------------> An aggressive form of defense.. *Greater Malison <----------------------------------------------------------------------> Hit enemies with this before casting other spells that allow saves and you'll stand a greater chance of affecting your enemies. Contagion <----------------------------------------------------------------------> A fourth-level debilitator with no save penalty? How well do you think this spell is going to do? Ah well. It's decent damage. it becomes downright unfair. this spell attempts to cause 'major disease and weakness' in a creature. and they are slowed. Long Sword. Save the spell-slot. makes sense to me. If it's used to soften up foes before hitting them with Chaos. or Short sword. Finger or Death. save that Fireshield (Red) is. Or.. The caster gains 50% Cold Resistance and foes that strike in melee suffer 1d8+2 points of damage per hit. Still. A Fighter/Mage might be able to handle the abuse. why cast something with less . If it weren't for the lack of a save penalty. One target. or simply stand there. it would be a great spell. but with no save. No save penalty. go berserk. where you take no damage. and Charisma. Insect Plague. say. however. The target suffers a -2 penalty to Strength.... Fireshield (Red) <----------------------------------------------------------------------> Same thing as Fireshield (Blue). this spell surrounds the caster with a shield of 'ice flame'. Ignore this spell. well.

granted. you can cast this spell. but. Otilukes's Resilient Sphere <----------------------------------------------------------------------> I'll admit. but it'll summon a few more Hit Dice of monsters.. than a serious tactical solution to any fight. abuse it. Want to pelt a foe with two Magic Missile spells in one round? Or instantly bring up a Mirror Image and Blur? This is the way to do it. or Chaos would all be superior casts.. alas..damage potential than an 9th-level Mage's Fireball? *Improved Invisibility <----------------------------------------------------------------------> Another great defensive spell. which prevents the trapped critter from affecting the outside world. and gives the caster a +4 bonus to saving throws.. I like the idea of this spell. however.. Polymorph Self <----------------------------------------------------------------------> Allows the caster to assume the form of another creature. however. It's more of a humorous spell. Still. The only limitation is that you must have the spells you want to sequencer memorized at the time you cast the sequencer. you don't get it until awfully late in the game. Confusion. this counter is so widespread that this spell is all but useless. Best of all. you can't be targeted with spells until the invisibility is dispelled. remove this spell.. Otiluke's Resilient Sphere captures a single foe in a 'globe of shimmering force'. and it only lasts a turn. Taking a foe out of a fight long enough to deal with its buddies makes me feel all strategyful. Monster Summoning II <----------------------------------------------------------------------> Like the 3rd level spell.. probably enough time to resolve any fight. still not enough to make it useful.. you deserve to lose.. *Minor Sequencer <----------------------------------------------------------------------> This spell can be quite useful. well. in the mean time. however. Most foes will refrain from casting such weak spells until they're out of superior spells. it's a single creature. and stuff.. which you can select from a short list of the following (as per the spell's in-game description): . and vice versa.. Slow... have one Achilles heel-the spell True Sight. Polymorph Other <----------------------------------------------------------------------> Turns another foe into a Squirrel. and if you can't kill a Mage slinging Melf's Acid Arrows at you.. But it's just not a good spell... By Throne of Bhaal. as it allows the caster to chain two spells of 2nd-level or lower together in one quick cast. It does.. it imposes no save penalty and only affects a single target. the spell has no save penalty.. and the spells you are chaining together. Minor Globe of Invulnerability <----------------------------------------------------------------------> This spell makes you immune to 1st-3rd level spells. Best of all. this is no longer the defensive spell it used to be. since most dangerous spells are now higher-level affairs. it imposes a -4 penalty to the attack rolls of enemies. prepare the Sequencer. as well. still.. The only real limitation this spell has? Well.. which will be employed against you if you've got an invisible character.

especially one that's likely to be rather weak compared to your mainstay warriors. but these shapeshifts suck.. there everything is. If anything. but which I will show below. Your natural Armor Class may change. so you can change your form as events necessitate. I don't see the point in turning a Mage into a melee creature.. but armor will not. Your statistics and attributes are affected by each form. You can equip and unequip clothing. I never make use of this spell.Gnoll: wields a magical +1 halberd (+1 fire damage and strikes as an enchanted weapon +3) Mustard Jelly: capable of slowing opponents (if they fail a Saving Throw when hit) Ogre: capable of causing massive damage with its fists Spider: causes poison when it hits an opponent. a passable one turn. plus three rounds per level. all pink and naked. So.. the Mustard Jelly is interesting for its resistances.. Flind Armor Class (Base): 2 Strength: 17 Dexterity: 17 Constitution 12 Mustard Jelly Armor Class (Base): 4 Strength: 14 Dexterity: 9 Constitution 9 Cold Resistance: 50 Electrical Resistance: 100 Magic Resistance: 125 Magic Cold Resistance: 50 Slashing Resistance: 30 Crushing Resistance: 30 Piercing Resistance: 100 Missile Resistance: 85 Ogre Armor Class (Base): 5 Strength: 18/00 Dexterity: 9 Constitution 18 Spider Armor Class (Base): 1 Strength: 16 Dexterity: 16 Constitution 9 So. to be sure. Also. Just ask any Druid. Black Bear. however. shall we? First. or Wolf. Honestly. you can change to any of these creatures at will-and back againfor the entire duration of the spell.. which is not mentioned by the spell.. and armor at will. jewelry. let's look at these in depth. You can also assume the form of a Brown Bear. but if . but not weapons. you cannot cast spells while polymorphed-something to keep in mind. if nothing else. as well-magical protections will still be counted.

Mixed with a good Armor Class. and at 12th-level and higher you'll summon Sword spiders. Spell Deflection. but it will stack with Dexterity bonuses. You probably will never need to use this spell. which essentially means it's my 4th-level spell of choice for my Fighter/Mage. it'll only drop the Armor Class of a well-equipped Fighter/Mage by a few points.. as the radius is actually rather small (it sure doesn't look like a 30-foot radius on screen. It's. and Spell Shield. but it's still useful for them. another spot in the area of effect. I suppose indoors you could get lucky and teleport a foe into another room. Remove Curse <----------------------------------------------------------------------> You pick up a shiny new ring and stupidly put it on your finger not knowing what it is. *Stoneskin <----------------------------------------------------------------------> The ultimate physical defensive spell. you should keep one prepared at all times. The caster has one skin per two levels. Spell Turning. or until its whopping 12-hour duration ends. but this is cheaper. Spider Spawn <----------------------------------------------------------------------> Allows you to summon one (80%) or two (20%) spiders of types that vary by level. Spirit Armor <----------------------------------------------------------------------> The strongest of the armor spells. save for perhaps short-term spells like Doom. On its own.. It doesn't stack with other armor. magical protections.. It'll absorb a number of attacks equal to the number of 'skins' or layers it has. as well. It's less useful on single-classed Mages. These skins last until absorbing (and negating) attacks. but honestly. you summon wussy Giant Spiders. It's actually potentially very nice armor. but there are far too many good 4th-level spells to bother with this. and really. it's your Mage's funeral.. and other defensive spells like Blur and Mirror Image. and it'll make the Mage nearly invulnerable to melee damage. at 9th-11th levels you'll summon Phase Spiders.. that's really the only way to get cursed in this game. Honestly. When the spell ends. and boom! Wertle-wertle-woo for you. Minor Globe of Invulnerability. this particular version creates an intangible suit of armor that grants an Armor Class of one. including Minor Spell Turning. Secret Word <----------------------------------------------------------------------> Dispels one spell protection of 8th-level or lower. since their Armor Class is inferior and they don't tend to be exposed to physical assaults often. I really can't think of a great use for this spell.. I don't . hence costing them.. At 8th-level or lower. eh..you feel like giving it a go. Teleport Field <----------------------------------------------------------------------> Randomly teleports all foes in the area of effect to. it'll deal 2d4 points of damage to the caster. and shields. None of these creatures really have the muscle you'll want in a summoned creature.. an option if you don't want to use Spell Thrust. which means a high-level Mage could ignore over a dozen melee attacks. and who cares about that anyways? You can always go to a church to have curses removed.. Spell Immunity. it's wonderful physical defense.. It's the best thing a Fighter/Mage can cast in most fights. to me).. Stoneskin makes the caster outright immune to physical damage.

Since your warriors are probably the characters most likely to chop down these Mages. Protection From Acid.know. It is worth noting that the only effective way to counter Breach is with Spell Immunity that protects against Abjuration. Protection Circle. --Spell Immunity: Makes caster immune to spells from one school. essentially allows him to spy around and explore the level. Ultimately. A fairly beefy foe. and really. Fireshield. Protection From Fire/Cold... in Baldur's Gate 1. You will almost always be on the casting end of this spell. Spirit Armor. Protection From Electricity. That's alot of spells. No save. Slow. and potentially a few more. Shut up. however. throw up a Stoneskin and/or Protection from Magic Weapons. a round to walk back and continue attacking? Or perhaps you'll teleport a vulnerable spell-caster closer to your hungry warriors.. if expecting Mage-heavy opposition. Like all other Mage-spy spells. The game has changed and victory now favors new tactics. this spell allows you to summon undead to fight for you. Protection From Magic Energy.. Yes. Animate Dead <----------------------------------------------------------------------> Just like the 3rd-Level Cleric spell of the same name. --Chaos: Foes in area are confused unless they save at -4. but that's what I'm here for. these spells can effectively retard their ability to harm the Mage. In Baldur's Gate 2. and Improved Mantle. or Chaos. At least with spells like Horror. Protection From Magic Weapons. Armor. --Lower Resistance: Lowers targets Magic Resistance by 10% + 1%/level. really. in combat. much of anything. right? Almost every Mage in Baldur's Gate 2 will. Protection From Normal Missiles. it pretty much means you'll be summoning a Skeleton Warrior. it's just too random for me to bother with. Stoneskin. random in a way that Saving Throws are not. which in turn will allow said Mage to make your life miserable by casting spells. Resist Fear. no magic resistance. Mantle. Protection From Energy. with the level range you'll be dealing with. *Breach <----------------------------------------------------------------------> Dispels all 'specific and combat protections on a target creature'. Every Mage who can cast it should have at least one prepared at any time. including Shield.. This spell should be used any time a Mage brings up one of those two spells. Protection From Normal Weapons.. no check. Protection from The Elements. Ghost Armor. Don't worry. I know that there's a good chance at least one foe will be affected in a way that helps my cause. it's just essential to Mage take-down tactics in this game. and you new gamers out there might not know the signifigance of this spell. Absolute Immunity. it's no longer much in the way of a threat to. why not just explore? Why waste a 4th-level spell slot to do what a hidden Ranger or Thief can do? 5th Level Arcane Spells {SPT021} o======================================================================o ***TOP SPELLS*** Breach: Dispels all combat protections on a target. Wizard Eye <----------------------------------------------------------------------> Creates an invisible sensory organ that. Confusion.. it's just gone. *Chaos ..

. that being the case. First. Note that there are two problems with this spell. well. Oh.. as all elementals have one unique defensive property worth considering.. Domination <----------------------------------------------------------------------> Control a creature's actions while affected by this spell. Conjure Lesser Earth Elemental <----------------------------------------------------------------------> Conjures an 8 Hit Dice Earth Elemental to do the caster's whim until the spell expires... it's not a great way to destroy enemies. and on top of that there's a 15% chance your Mage will not come out on top.. It's not a bad damage dealer. Cone of Cold <----------------------------------------------------------------------> Creates a. but since it's one Edwin can potentially employ from the second you recruit him. less tempermental elemental summoning spells. and it only lasts eight rounds. It still might be worth casting a few situtation early in the game.. I really can't suggest such a spell when Clerics and Druids get superior. at 1d10 damage per round. not when you can just hit them with Chaos. Your Skeleton Warriors can simply distract enemies and cause them to take damage while they remain within the Cloudkill. during which he attempts to establish control. Note that this spell has the same liabilities as Conjure Lesser Air Elemental. cone of cold. Note that this spell has the same liabilities as Conjure Lesser Air Elemental.. as I'll be comparing 5th-level spells to it at every turn. really. It's a tactic that quickly stops bearing fruit. instead. Get used to hearing about this spell... Not party friendly. And isn't that kind of the opposite of what you were going for? Ultimately. however. when there are a bunch of foes who don't have the requisitie equipment to play. Second. either. Still. but what do you expect? Creatures inside the area can save for half. these spells are essentially cheap ways to take them out. So. your summoned elemental will. Three rounds of inactivity from your Mage is a terrible price to pay for any spell. Cloudkill <----------------------------------------------------------------------> The only effective use of this spell that I can think of is in conjunction with Animate Dead and Stinking Cloud. Again. Conjure Lesser Fire Elemental <----------------------------------------------------------------------> Conjures an 8 Hit Dice Fire Elemental to do the caster's whim until the spell expires. Otherwise it works just like Confusion. It's essentially the same as any Charm spell. but it imposes a -2 penalty to their Saving Throws. they are immune to mundane and +1 weapons.. an 8 Hit Dice Elemental is not the strongest of summoning spells in the game. dealing 1d4+1 damage per level to all creatures in the area. Forcing a save at -4 is just not fair. Conjure Lesser Air Elemental <----------------------------------------------------------------------> Conjures an 8 Hit Dice Air Elemental to do the caster's whim until the spell expires.. immediately after casting the spell the caster becomes locked in a 'psychic contest' with the elemental for three rounds.... but it's not exceptional.. attack you. and will quickly become obsolete. I'd .<----------------------------------------------------------------------> This spell is one of the go-to debilitator for Baldur's Gate 2.

the next best defense is an impenetrable defense. for all intents and purposes. so I ignore it.. but it affects pretty much any critter. not strong enough to bother summoning. and one of them is True Sight. just use Chaos. 6th-level spells are significantly less impressive.5-foot area of the target. Non-Detection. a superior anti-illusion spell that has much less competition. Oracle. and considering that the only spell this really leaves out is Mislead. and Shadow Door. Take them down quickly with Breach and sharp. Lower Resistance does exactly what its name implies-it lowers the Magic Resistance of a foe by 10% + 1% per caster level. and probably a few copies of it.. you tried well.. Failing that. Mirror Image. Improved Invisibility. On most foes. If you need real defense against spells-the best defense is a good offense. Party Friendly.. Oracle <----------------------------------------------------------------------> Dispels all illusion/phantasm spells of 5th-level or lower in the area.. Still. and it affects a group. which is. will they? Still.. which this spell simply is not. pointy things. well. Invisibility. it's worth using to soften up some of the bigger foes in the game.. at least until you have access to Pierce Magic.. I'd rather. but 5th-level spells are absurdly good throughout the entire game-you're always going to want Breach. Rely on Spell Immunity and the Cloak of Mirroring and laugh as your foes exhaust themselves trying to harm you-to no avail.. but I digress. and if you chain two of them and a Breach into a Spell Trigger. it seems like a good spell. A single conjured elemental will certainly be strong enough to finish off anything this spell summons. adjacent. It also has a huge radius. really. Phantom Blade . Minor Spell Turning <----------------------------------------------------------------------> I typically stay away from spell turning spells simply because. including Reflected Image. I just don't find them all that useful. but if you hit a Mage with it. Feeblemind <----------------------------------------------------------------------> Cast this spell for stupid-making.. This spell doesn't contribute to either strategy... but just didn't make the cut.rather disable an entire group of foes with Chaos (at a -4 save!) than control one. yeah.. you guessed it. Monster Summoning III <----------------------------------------------------------------------> Like the lower spells. but with stronger monsters. It imposes a -2 save penalty and affects any foes within a very small 7. Even a mid-level casting of this spell will knock off about 25% Magic Resistance.. well. the save penalty is -4.. Chaos is still superior. they won't be casting anything. This spell lowers the target's Intelligence to three. It's like watching to Fox News! The target saves at a -2 penalty and lasts indefinately-unless dispelled. And it is. A foe affected by Chaos is not going to cast anything. it's nothing serious. *Lower Resistance <----------------------------------------------------------------------> A fair spell that should see its way into your spellbook from time to time.. Hold Monster <----------------------------------------------------------------------> Like Hold Person. Alas.

yeah. but a single-classed Mage is wasting their time.. which the caster is automatically proficient with. If an enemy uses it. but you'll only encounter acid-using foes a few times in the game. more all-encompassing elemental protection. Shadow Door <----------------------------------------------------------------------> This spell is essentially a 5th-level version of Improved Invisibility.. It deals +10 damage to undead. 4th-and-5th-level spells are highly contested. . however. you know. like Protection From the Elements.. A character wearing the Cloak of Mirroring. wait for them to deplete their arsenals. save with a longer duration.. and only once or twice are they potent enough to even consider this spell. a phantom blade that acts a +3 weapon. so you probably won't need this spell. where you will doubtlessly have superior. Fair enough. *Spell Immunity <----------------------------------------------------------------------> This is the best spell-defense in the game.<----------------------------------------------------------------------> Creates a. and Transmutation (Flesh to Stone). Just sit back. When you cast this spell you'll be prompted to choose what school to protect against. Spell Shield <----------------------------------------------------------------------> This spell will protect you from one attempt to debuff your spell protections. Wail of the Banshee. The best ones are Abjuration (Breach.. with three or four instances of Spell Immunity-Abjuration Conjuration. A possibility for a Fighter/Mage.. Protection From Electricity <----------------------------------------------------------------------> Confers complete invulernability to electricity. and then destroy them. and Spell Immunity (Abjuration) offers superior protection against all these spells. and even then. Necromancy. you can make yourself immune to multiple spellschools. and Spell Thrust. Power Words). and Transmutation-is virtually immune to anything an enemy Mage can throw at them. and since you can get your hands on permanent +3 weapons fairly early into the game. but a Mage will certainly find it easier to spare a 4th-level spell slot for Improved Invisibility than they will a 5th-level spell slot for Shadow Door.. Finger of Death).. I can only think of a single enemy that uses electricity potently or exclusively enough for this spell to be worth casting. Again. even a combat-focused Mage can ignore this spell. protecting against spells like Breach. for this is the solution.) But fear not. you will seldom encounter electric damage. If you cast multiple instance of this spell.. and. give them the old try. try again treatment. it's near the end of Throne of Bhaal. Unwary players might fall victim to various Symbol spells when they inadvertantly stumble upon their first Lich (speaking from painful experience here. Imprisonment) Conjuration (Symbol spells. but is otherwise not noteworthy. Enemies tend to use a handful of tried-and-true spells to destroy your party. Lower Resistance. Protection From Acid <----------------------------------------------------------------------> Confers complete invulnerability to acid. Pierce Magic. Necromancy (Horrid Wilting.. and it can be pretty frustrating if you don't know how to protect against them. It's rare that an enemy will use Breach or other spell-strippers on you.

. 6th Level Arcane Spells {SPT022} o======================================================================o ***TOP SPELLS*** Death Spell: Kills weaker monsters and summons. and breaking up a group of foes with Chaos is probably better than dealing a bit of damage with Chain Lightning. lowers Magic Resistance. and honestly. Still. Wee. Still. Still. There's also a good chance that. Carrion Summons <----------------------------------------------------------------------> Life just wouldn't be complete if we didn't start things out with a crappy summoning spell.. A protected Mage might make use of this spell. however. the novelty of immunity to +1 weapons has worn off. and a 15% chance it'll go berserk. as I'd rather control when my buffs kick in. that Horrid Wilting is vastly superior once you get access to 8th level spells. but with Earth Elementals. Keep in mind. Puts the Mage-and his allies-at much less risk. until Pierce Magic becomes necessary you might as well fill up your 6th level spell slots with something. --Pierce Magic: Dispels spell protections. it can get up to a hefty bit of damage.Sunfire <----------------------------------------------------------------------> Like a Fireball centered around the caster. the 'responses' we can pick for the Contingency's trigger aren't very great. . Pass. we get it. and a 5% chance of conjuring a 24 Hit Dice elemental. but honestly. but note that it won't be until 20th level that it matches humble Fireball. or perhaps a Fighter/Mage. and almost all enemies struck will only take half damage from being hit by an arc. which means you can use it at will. yeah. Conjure Air Elemental <----------------------------------------------------------------------> Didn't we just do this spell? Blah. but you've got a 60% chance of conjuring a 12 Hit Dice elemental. a 35% chance of conjuring a 16 Hit Dice elemental. three rounds wasted in a staring contest after summoning.. Chain Lightning <----------------------------------------------------------------------> At 1d6 points of damage per two levels. it deals 1d6 damage per level (up to a maximum of 15d6 damage). no save. by the time you can cast 6th-level spells. no friendly fire. Contingency <----------------------------------------------------------------------> I personally don't use Contingency often. --True Sight: Dispels all enemy illusions in wide area for one turn. Conjure Fire Elemental <----------------------------------------------------------------------> Yeah. I'd rather just use a Fireball. right? This spell summons one or two buffed-up (but still weak) Carrion Crawlers to fight for you. instead of the main blast-and many will save against that to halve the damage yet again. Enemies use it frequently. It's the same as the 5th-level 'lesser' version of the spell. Conjure Earth Elemental <----------------------------------------------------------------------> Same as the previous spell..

Honestly. First. Don't waste your time. and often. Second.. but this isn't a great spell. or up to 64 Hit Points) this actually manages to be a great early-to-mid game spell. and those in the slaver compound in the Temple District) are simply higher than 8th level. and Blur on when the caster is threatened. Trolls. whatever gear the target has can often be lost with it. dealing eight points of acid damage per round. But then. cloud spells tend to suck. guards. Still. it has no save penalty. and it's probably wasted on grunts. you probably won't have access to it terribly early. and more of an over-glorified Otiluke's Resilient Sphere. a Hit Dice for a monster is set at 1d8 Hit Points per die... it doesn't affect undead. First. Globe of Invulnerability <----------------------------------------------------------------------> Like the 4th-level spell Minor Globe of Invulnerability. so chances are it's not going to be terribly effective. but less minor. and it can be useful to pop on a Stoneskin. Tihs spell grants immunity to 1st-4th level spells. as the high quality adventurers (like the ones in the sewers under Athkatla.. and at first it seems pretty great. meaning you'll have to cure the petrification if you want the petrified creature's gear. Score. since it's never easy to get foes to hang around in them. it's an excellent way to dispatch dangerous foes like Illithids.. All the spells must target the caster. Death Fog <----------------------------------------------------------------------> Conjures up an acidic fog. many enemy spell-casters you encounter throughout Shadows of Amn fall into two categories-mediocre casters easily slain by Breach and physical attacks. what use does it have? First. regardless of power or resistances. using no more than three spells. and other low-quality foes. Second. which can be useful against summon-happy Mages. so this is purely a defensive measure. If you're playing a good party. of up to 6th level. Flesh to Stone <----------------------------------------------------------------------> Yeah. but it's not.. or worse. *Death Spell <----------------------------------------------------------------------> Although it only affects creatures with 8 Hit Dice or less (by the book rules. or overwhelmingly strong casters (like high-level Mages and Liches) who probably will never bother with anything less than a 5th-level spell . and I'm not fond of delayed gratification when it comes to damage. It allows you to prepare up to 18 spell levels of spells. gear. Mirror Image. gear is petrified with it. It won't kill many of the more dangerous foes we'll have to fight. Do you want to risk losing gear over this spell? Second. Just wait until you get access to 7th level's Finger of Death. As you get deeper into Shadows of Amn. Disintegrate <----------------------------------------------------------------------> You can instantly knock off a creature with this spell. against many foes it's less of a death spell. and abusing it is a great idea. which are quite strong and dangerous to engage in melee. It also has the added bonus of killing any and all summoned creatures in the area.however. it dispatches summoned creatures instantly. That being the case. it might be novel to be on the afflicting end of petrification for a change. and Umber Hulks. however. it becomes less useful as foes routinely become too powerful to be affected by it. no save penalty. but Edwin can get it early.

. Baldur's Gate 2 is just a higher spell league.until the fight is mostly decided. Improved Haste <----------------------------------------------------------------------> Unlike Improved Invisibility. and creatures from the first game are a little less than fodder now. replace Lower Resistance with this spell. and it lasts seven rounds. nearly every Mage of substance in the entire game has Vocalize prepared. it actually does double the attacks of the affected character each round.. *Pierce Magic <----------------------------------------------------------------------> Remember when I said later enemies would have spell defenses as well as magic resistance? Here is your answer to them. you get to summon another Baldur's Gate 1 critter for fight for you. one thing becomes abundantly clear-the developers anticipated the use of silence effects to shut down Mages. Use it on dragons. but most of the time you'll want to use it.. In either case. or something similar.. like Spell Deflection.. and Spell Immunity. hit them with Dispel Magic and cast this spell again. Mislead <----------------------------------------------------------------------> Like Shadow Door. I don't see the point. Sorry. no Hit Point threshold. so you're probably not going to get it to work on a Lich. then when they countered with Vocalize. not an eternity. Unfortunately. Too bad this is Baldur's Gate 2.. really. As far as a personal buff goes. Protection from Magic Energy . but you're better off following other Mage busting tactics. Edwin makes this spell handy by sheer abundance of spell-slots. Later on in the game. doubling that can be. Using it silences a character-no save. which are not what you want to stop. When you're getting four attacks per round. kids. making it a less effective buff. and hence. and you might find it useful on Clerics or the odd Mage who isn't protected.. and critters with too many defenses before starting with Breach and other spell assaults.. Haste is more than enough.. the computer will have a counter. Power Word: Silence <----------------------------------------------------------------------> I would call this spell a poop-master. True Sight still fixes matters. but it's actually a decent spell.. Spell Turning. It's a good spell. it creates a little clone of you to fool enemies. Pierce Magic lowers an enemy's magic resistance by 1% per caster level and removes one of a various group of spell defenses. Also. what 4th-level and lower spells are you really afraid of? The best spells in those levels tend to be buffs.. And think. He can prepare enough to boost choice fighters before any significant battle. this spell isn't useful. As usual. the 'Improved' part of this spell is deceptive. ready to counter this spell. it gives you Improved Invisibility. but still longer than most fights tend to last. but unlike the former. The upside is the fact that they only tend to have one. so if you could keep applying pressure-perhaps hit them with this spell. by looking at the spell lists of foes on Infinity Explorer. it doesn't affect the whole party like Haste does. for most fights. however... Still. if a Fighter/Mage were to work it into a Spell Trigger. The downsides? It does allow Magic Resistance. it could be part of a great buffing sequence. brutal. Invisibile Stalker <----------------------------------------------------------------------> Yay..

of course to 1) overwhelm the Mage quickly.. at the very best. In most encounters where you might need this spell. I'd rather just use Stoneskin. it is NOT immune to spells. It's best used as a fairly complete magical-damage defense in conjunction with the 7th-level 'Protection from the Elements'. it'll quite literally suck up their memorized spells. I find this spell rather low-down on my ways to deal with enemy magic. Used by an enemyparticularly an enemy who is naturally immune to weapons of low enchantment. I tend to reload. then. the others being. well. which calls for Spell Immunity. Breach still takes care of the problem. and if a character is petrified. magical damage. 2) Leading with a character wearing the Cloak of Mirroring. this is an infrequent cast. so I have no use for this spell. but later on almost all enemies will use magical weapons. . skip both those spells and just prepare the 8th-level 'Protection from Energy'. of course 1) Killing the enemy spell-caster before they can cast Horrid Wilting. of course. Yeah. It makes you immune to magical weapons for four rounds. like Minor Spell Turning.. it makes them all but immune to physical attacks. first. Spell Deflection <----------------------------------------------------------------------> Another spell-defense I find wanting. and a simple Death Spell will see it off.. It's a spell most potent enemy Mages have. and stands no chance in melee combat. there are a few instances where this spell comes in handy. the two leading options being. or 2) lead with a character well and truly protected against magic. it is proof against magic-actually healed by it. a real Mage-slayer. it's the third best option for dealing with such attacks. A short time. On the other hand. we'll be using it against the latter of the two. so nobody should be terribly unhappy using up one 6th-level spell slot on this. 6th-level spells are fairly easy to give up. is obvious-it's an anti-Mage summon. That said. and either the fight takes place where full party attendance is mandatory.. however.. not Spell Deflection. rather.. If it seems too good to be true. Protection from Magical Weapons <----------------------------------------------------------------------> Chances are you'll see the enemy use this more than you will. it's not a warrior.. Just note that the Nishruu sucks up charges from magical items that targets may be carrying. Brought to bear on an enemy Mage. Despite being immune to magic damage..<----------------------------------------------------------------------> This spell makes a Mage immune to non-elemental. Stone to Flesh <----------------------------------------------------------------------> A remedy for Flesh to Stone or other forms of petrification. this minion is interesting because of its properties. All in all. and this spell lasts a whopping turn per level. Again. that's because it is. Still. it's mostly useful in Throne of Bhaal. when we might encounter strong spell-casters who can cast Horrid Wilting. Its usage. I never use Flesh to Stone offensively. as he will likely have more 8th-level spell slots than he needs. Summon Nishruu <----------------------------------------------------------------------> Summons a magical creature that feeds on magical energy. or they have strong enough allies that leading with a single character otherwise protected by the Cloak of Mirroring is ill-advised. Still. such as the damage dealt by Magic Missile and Horrid Wilting. and hence immune to Horrid Wilting. Edwin can.

went from 132 Hit Points to 264. but with one signficant difference. Protection from Magical Weapons.. .. stupid Anomen can be. of course. This removes Blur.Tenser's Transformation <----------------------------------------------------------------------> The ultimate god-maker in Icewind Dale. *True Sight <----------------------------------------------------------------------> This spell instantly removes all hostile illusions within a large radius of the caster. 7th Level Arcane Spells {SPT023} o======================================================================o ***TOP SPELLS*** Finger of Death: Kills foe unless they save at -2. despite her absurd Armor Class and Flail of the Ages. to be sure.. .. although I wouldn't say my Fighter/Mage/Thief wouldn't find the latter tactic useful. clumsy. Improved Invisibility. who will constantly cloak themselves and wreck havoc upon your party-safely immune to spell reprisals until you tackle their invisibility. Spell-play in Icewind Dale was rather stunted. while Anomen. you can't use Breach to take down their Fireshield. But in Baldur's Gate 2. Time Stop/Greater Whirlwing is a better tactic than buffing and Tenser's. tries to make a warrior out of a Mage. Better safe than sorry. Take what Tenser's does for a Mage-doubles the Hit Points and boosts the Armor Class-and give that to a Fighter/Mage. compared to the rich strategic options in Baldur's Gate 2.but of course. it was fine to buff up and then go nuts with Tenser's. Lastly. It's absolutely essential for defeating Mages. Tenser's. apparently. My late-game Fighter/Mage. I find myself requiring my Fighter/Mage to keep the Mage part of his class. Wyverns are. That's the reason why Viconia is never to be considered a true warrior.. you can't target enemies with spells until you take down their invisibility. but not so grand as to be worth negating the spell arsenal of a late-game Mage.. all the time.. and hence.. Of course.. lazy. and 3/4 the Hit Points of a true Fighter. Mislead. then Tenser's. it disables their Mage spells while cast. of course. especially since he becomes a late-game tank. It's an interesting spell. Shadow Door.. In that situation. and. in a nutshell. no sophisticated spell-casters that required specialized take-down tactics. and Stoneskin. not up to snuff. of course. Remember. Mirror Image. when it comes down to it. Wyvern Call <----------------------------------------------------------------------> Summons a Wyvern to fight for you. it can still be a powerful spell in Baldur's Gate. Icewind Dale was literally a spell-buffers paradise. and from a -9 Armor Class to -13-the spell's maximum of -10 be damned. prequel monsters. It is largely unsuccessful for the same reason that the plethora of Cleric spells that attempt the same are-it doesn't increase your attacks per round. You need True Sight like you need Dispel Magic-every spell caster needs at least one. This. and even if you can see them to attack them. the THAC0. don't we? A Fighter/Mage already has the attacks. and we're talking about a whole different level of power-play here. especially since she's incapable of the former. and nary a single spell sequencer to keep things interesting. the specialization. so the Icewind Dale rules would have to apply-buff first. and you never know when you'll need a True Sight or Breach. when he applied Tenser's. made him a juggernaut that not even Korgan would compare to. we have a solution. there was little in the way of counters. One Stoneskin might not last him.

Otherwise. There are a few cases when it will be absolutely vital to protect yourself in this manner. but it's better than nothing. you ask? None. they still take 2d8+1 damage. if you do not play. Spell Deflection.. This spell is poop. you actually stand a chance at snuffing out baddies.. a number of interesting effects can be obtained by making 'one time only wishes'. which makes it a compotent killer. It's a killer.--Limited Wish: Summon a Dao to grant a variety of wishes. Globe of Invulnerability. Also. What freakin' undead in this game will have less than three Hit Dice. if the undead are undead three Hit Dice. but if you help them along with Greater Malison. It's a lesser version of the Gate spell. Bioware. but Horrid Wilting is just around the corner.. --Spell Sequencer: Chain three spells of 4th level or lower. but I prefer to just use it like Fireball and drop it right on foes. too.. . it might be worth a go. Spell Shield. it allows a save at no penalty. myself. *Limited Wish <----------------------------------------------------------------------> This spell has many uses. and Spell Invulnerability. Spell Immunity. Even if it fails. and shares the same liability-if a Dispel Magic drops your Protection from Evil... if you're having trouble filling up 7th-level spell slots. even your own party.. Who wants to wait three rounds? And if a foe has a specific buff that bothers me. Khelben's Warding Whip <----------------------------------------------------------------------> This debuffer lasts for three rounds and dispels one spell protection up to 8th-level each round... less cuddly and more summocidal.. your cuddle little Cacofiend will become. Spell Turning. Ooops. in any situtation where I might want to cast this. Minor globe of Invulnerability. its 15d6 damage easily surpasses Fireball's 10d6. you cannot win. *Finger of Death <----------------------------------------------------------------------> Speak of the devil! This spell instantly snuffs out the victim's life force. but I'd just rather pack up some Fingers of Death. which are covered in the walkthrough at [WLK043]. it doesn't exist. but it's nothing you need to keep a constant slot tied up for. instead. Frankly. but mostly I use it to protect my entire party from level drain. Minor Spell Deflection. Spell Invulnerability? What the shit is that? Oh right.. well. After all. instead. which isn't much. guys. It imposes a -2 penalty on the victim's save. In that role. I'd rather indulge in more reliable summons.. Cacofiend <----------------------------------------------------------------------> Summons a powerful demon to go on a rampage.. Delayed Blast Fireball <----------------------------------------------------------------------> Delayed Blast Fireball can function as a magical trap of sorts. and I love it.. Control Undead <----------------------------------------------------------------------> Essentially charms several undead with no save allowed. not protected by Protection from Evil will be at risk. anybody. The affected spells include Minor Spell Turning. and lower their Magic Resistance.. I always have one ready. I'll specifically counter it. if not a spectacular one.. I find Pierce Magic more useful.

Easy. Mordenkainen's Sword <----------------------------------------------------------------------> Mordenkainen's Sword is a fairly useful spell that happens to find itself fortunately placed in our books as a 7th-level spell. This makes it an ideal distraction. it's THAC0 isn't very good. but it only lasts for four rounds.89 | 1d4 rounds | |---------------|---------------| | 90+ | unaffected | o===============o===============o No save is otherwise allowed. Why not just use that.59 | 2d4 rounds | |---------------|---------------| | 60 . Just don't rely on it to deal too much damage. it's a spell that the computer gets more use out of.. Stoneskin protects against all weapons. Mass Invisibility <----------------------------------------------------------------------> Essentially a very potent party-wide spell-buff. The only problem? By Throne of Bhaal. in turn.. but the damage and duration (one round per level) aren't anything to get worked up over. Power Word: Stun <----------------------------------------------------------------------> Stuns a creature for a variable duration depending upon their current Hit Points. which counts as a +4 weapon and deals 5-20 damage. The enhancement bonus is pretty nice. or Horrid Wilting. but the fact that it's nearly impossible to damage is. And that's exactly what the computer will try to do. you summon a floating magical sword. with Edwin's sheer amount of memorization capacity. enemies regularly expect-and can counter-your Illusion spells. With it. it tends to find itself prepared. as follows: o===============o===============o | Hit Points | Duration | o===============o===============o | > 29 | 4d4 rounds | |---------------|---------------| | 30 . while being immune to them. The best way to use this spell is to blast a foe with some dependable damage-dealer (a sequencered series of Magic Missiles. I don't find it to be a game-breaking spell on its own. And since a single True Sight can waste this spell-buff. It will give the benefits of Improved Invisibility to everybody within a 30-foot radius. namely a four point bonus to Armor Class and a four point bonus to Saving Throws. but since you really only need so many 'Finger of Death' spells.Mantle <----------------------------------------------------------------------> Protects the caster from all weapons with an enchantment bonus of less than +3. Liches with contingencies and natural immunities and resistances can afford such tactics. and immune to physical and elemental damage. Ultimately. huge bonuses. quite often. actually. It can be 'slain' by death effects. . it's not something I use often. but it's nearly impossible to hit. instead? If it wears down. You know. cast another. Our party will get better mileage out of other tactics. for example) then follow up with this spell. the regular use of this spell becomes a real option. Huge. and lasts eight hours. and you could certainly summon weaker things to draw the attention of enemies.

Also note the word 'illusory'. It's simply too random to be of much use in most fights. this spell is the answer. however. but it has a very. say. Spell Shield. Ruby Ray of Reversal <----------------------------------------------------------------------> Dispels one spell protection of any level. .. Minor Spell Deflection. the effects are highly variable. but it makes the Mage immobile during the spell. My experience with the spell. it's easier to give up a 6th-and-7th-level spell than it is to give up an 8th-level spell. When you have vulnerable characters with low Hit Points (like. Used in combination with the 6th-level spell 'Protection from Magic Energy' the two provide better protection than the 8th-level 'Protection from Energy'. 20 damage on | | | successful save | |-------|---------------------------------------| | Blue |Save vs. Spell Immunity.. important function. Poison or die. favoring the highest level one if there are numerous. The 8th-level spell 'Protection from Energy' covers magical damage (like Horrid Wilting) too. but if you're careful. 75% won't stop the hurt entirely. depending upon the color they were struck with. It confers 75% immunity to all elemental attacks. and the spell is not party friendly. Protection from the Elements <----------------------------------------------------------------------> A rare cast for me. Project Image <----------------------------------------------------------------------> Makes an illusory copy of the casting wizards. It's a word that means 'True Sight will counter it'. but a 7th-level spell-slot is easier to give up than an 8th-level spell slot. Minor Globe of Invulnerability. Globe of Invulnerability. for example) and angry critters that cast mean spells or use breath weapons. which can cast the same spells and has the same Hit Points as the casting Mage. and in all honesty.. All creatures with less than 8 Hit Dice (64 Hit Points) are blinded for 2-8 rounds regardless of whatever else happens: o=======o=======================================o | Color | Effects | o=======o=======================================o | Red | 20 damage (save for half) | |-------|---------------------------------------| |Orange | 40 damage (save for half) | |-------|---------------------------------------| |Yellow | 80 damage (save for half) | |-------|---------------------------------------| | Green | Save vs.Prismatic Spray <----------------------------------------------------------------------> Creats a long cone of prismatic light that has varying effects on all caught within it.. and so it shall be. unless your name is Edwin. has just been underwhelming. This includes the following spells: Minor Spell Turning. Spell Turning. Petrification or be turned to | | | stone |-------|---------------------------------------| |Indigo | Save vs. Mages. very. so don't think you're getting to double your fun from this spell. but it will prevent devastating loss of Hit Points. Wand or go insane | o=======o=======================================o | As you can see. it might be worth a gamble against a group of foes.

a Greater Malison and two Slow spells. Many of the more dangerous casters (Liches) are likely to be immune to their own spells. Considering that one of the effects can cause the loss of equipment (disintegration). and Mirror Image. too.. disintegration. instead.. and immunity to non-magical weapons. to be fair. If you have the option. or Hasted. are 1) kill them quickly.. the Hakeashar has more Hit Points (92 versus 72) better THAC0. but the Efreeti has a few more Hit Points and the same spell selection. paralysis. except negated spells are turned back on their caster. summon a Hakeashar instead. They have a selection of a few offensive 1st-3rd level Mage spells. which.Spell Deflection. Save of course. in case you forgot. *Spell Sequencer <----------------------------------------------------------------------> Like Minor Sequencer. must wait until level eight. which in this case does the same thing. healed for 20 Hit Points. why would you ever cast this? Summon Djinni <----------------------------------------------------------------------> Summons a Djinn to fight for you. Summon Hakeashar <----------------------------------------------------------------------> A more potent version of Summon Nishruu. That. and the need. Another good option for our Fighter/Mage is to chain Improved Invisibility. 8th Level Arcane Spells {SPT024} o======================================================================o ***TOP SPELLS*** . but it can queue up three spells of 4th level or lower. Summon Efreeti <----------------------------------------------------------------------> Like the previous spell. Still. confusion. Every round a foe is in the sphere they must save (at no penalty) or suffer one of the following effects: polymorphed into a squirrel. one is useless (teleportation) and two are actually beneficial to the enemy (healing and Haste). Really? Did we need this AND Khelben's Warding Whip in the same level? I've got the same response to this one. Still. You can also chain up a 'super slow'. you're better off summoning an Efreeti instead. but it still won't survive a Death Spell. Again. Spell Turning <----------------------------------------------------------------------> ANOTHER one of these? Okay. area of effect spells. when it just needs to work. and it doesn't do one of the two better options for fighting Mages. or 2) render a character lastingly immune to their spells. like all things good. use Pierce Magic. but nothing to get excited about. Stoneskin.. we're not quite at the heavy tactical stage. and are sub-par melee combatants. it's not a Spell Deflectionit's Spell TURNING. it's not a very powerful summon. randomly teleported a short distance. They're somewhat more hardy and have the same spells. I don't find a use for it. All in all. burst into flames. and Spell Trap. This allows you to chain up three Flame Arrows to really hurt something. rendered unconscious. Sphere of Chaos <----------------------------------------------------------------------> Magical effects run rampant in a spherical area for one turn.

further improving the odds of it hurting extra. Second round the foe can save at -2 to escape. either. not that it lasts longer. and I still have the same remark-Stoneskin doesn't care if it's a +3 or a +4 weapon. it offers no save. love it.. Maze <----------------------------------------------------------------------> You'll see this spell in action. It lasts longer. far outpacing the next nearest damaging spell out there. shall we? It deals a whopping 1d8 damage per caster level. the spell ends. I don't see why anybody wouldn't just use a Finger of Death. Improved means it protects against +3 weapon (but not +4 or higher). Four rounds is all you get. and deals 2d8+1 damage as a consolation prize if they survive. or suffers 6d6 damage. Kills if they fail a save at -2. the saves aren't too difficult. it allows Magic Resistance. and. and it can really add up if you can keep a foe in the area for a while (perhaps with a summoned Fire Elemental. It doesn't.. Third. 6th level or less.. who usually don't have the spell defenses or Hit Points to survive too many of these. area effect. oh yes. use it. it's a favorite of enemy Mages. so if you think you're going to confound any Liches. --Spell Trigger: Simultaneous cast up to three spells. That damage is actually not bad. Improved Mantle <----------------------------------------------------------------------> Yeah. but I won't get it an '*'.Abi-Dalzim's Horrid Wilting: High-damage. What more could you ask for? Learn it. or suffers 4d6 damage. made even more useful for the fact that unlike Comet. Why? Well. it just works. *Abi-Dalzim's Horrid Wilting <----------------------------------------------------------------------> This is one of the best damage-dealing spells of the game. it doesn't use up a precious 9th level spell slot. the dumber you are the more time it takes you to solve the Maze and escape): o===============o===============o | Intelligence | Duration | o===============o===============o . instead. or a character protected by Protection From Fire? This spell has merit. The problems with this spell are simple to seefirst. It imposes a -2 penalty on the saves of an enemy trying to mitigate the damage. Third round the target gets another save at no penalty. or a high level ability. party friendly. The affected creature is 'mazed' taken to an extra-dimensional maze for a variable number of rounds depending on their Intelligence (presumably. and it should lose out to Horrid Wilting every time. well. It really shines against various high-level Mages in Throne of Bhaal. it just works. memorize it. the damage isn't great. It's no Horrid Wilting.. Second.. Incendiary Cloud <----------------------------------------------------------------------> Deals 1d4 points of damage per level of the caster per round to all foes in the area for its one-turn duration.. First round it deals 3d6 damage with no save and holds the target. think again. Let's discuss. Bigby's Clenched Fist <----------------------------------------------------------------------> Summons a giant fist which will hinder and harm the target for several rounds. Use Stoneskin. it's party friendly. so I won't call it mean names. Lastly. instead. and once a save is made.

it's an awful lot to ask me to pass up on a Spell Trigger or Horrid Wilting. a Fire Giant with a base THAC0 of 0 will be hardly affected by a few point penalty to their THAC0. say. Pierce Magic can be used with a Spell Trigger.| > 3 | 2d4 turns | |---------------|---------------| | 3 . It could prove useful against some tougher melee foes. Edwin can use this spell whenever he's at risk. but marginally better.. for example) and angry critters that cast mean spells or use breath weapons. not enough better that I'd waste an 8th level spell slot on it.. All in all. On the other hand. It's got a few more spells it can dispel.5 | 1d4 turns | |---------------|---------------| | 6 . there are superior ways to do this. I'm convinced the spell has strategic merit. important function.. it's stritly a way to pick on warriors too dumb to escape. you see). inflicting blindness upon them all.. unless they have Magic Resistance (which they will). Power Word Blind allows no save and affects all creatures within a 10-foot radius of the target foe.17 | 2d4 rounds | |---------------|---------------| | 18+ | 1d4 rounds | o===============o===============o Cast on a dumbass like Anomen. And they don't take up an 8th-level spell slot. Sure. even though it'll work less often for you than the computer (most of them have Magic Resistance. and reduces the enemy's magic resistance by another +10%. this spell is the answer.. Pierce Shield <----------------------------------------------------------------------> Like Pierce Magic. but it has a very. 75% won't stop the hurt entirely. so why would you ever use Pierce Shield? Power Word: Blind <----------------------------------------------------------------------> Stun is 7th-level and blind is 8th? Oookay. they both allow saves.. In practice.11 | 4d4 rounds | |---------------|---------------| | 12 . but other Mages need to be more stingy-typically ..14 | 3d4 rounds | |---------------|---------------| | 15 .. but at a crippling penalty. but I have to question how much better it is for this than Slow or Chaos. and Chaos might prevent them from attacking altogether. and at the cost of an 8th-level spell slot..8 | 5d4 rounds | |---------------|---------------| | 9 . I'd say this spell just doesn't bring enough to the table. essentially removing them from the battlefield so you can deal with greater threats. Still. very. like Fire Giants. but I'm not convinced it ranks as one of the best 8th-level spells. So. and most of your party will not. but Slow or Chaos? Slow will reduce their number of attacks.. Mages.. Besides. It confers 75% immunity to all energy attacks-which in this case means elements or magic damage (like Horrid Wilting). Protection from Energy <----------------------------------------------------------------------> A rare cast for me. but it will prevent devastating loss of Hit Points. Still. When you have vulnerable characters with low Hit Points (like. Especially not with a six-round duration. this spell could last quite a whileprobably longer than a late-game fight will take to win-or lose..

it might be worthwhile if you're very. very high-leveled. and during Throne of Bhaal you should strive to always have one ready to go. This is not. but such Mages are rare until Throne of Bhaal. I sense a bug. who might actually end up wanting to prepare one. It's a little thing we call 'strategy'. free of charge. Simulacrum's usefulness is highly variable.. we get her acting as a 33rd-level Mage for the purposes of this spell. First. and Greater Malison. too. I make it a point to kill Mages first. and with a single Dispel Magic becomes a liability instead of an ally. a Finger of Death or two. and your name is Imoen. It allows you to chain up to three spells. which can be pretty useful. Fair enough.. but not game-breaking. but of course. Breach... In any event. or perhaps two reasons. Your Simulacrum will be able to cast a few Breaches. *Spell Trigger <----------------------------------------------------------------------> This spell is where you really get to play with your multi-spell tactics. but my favorite is my one-shot defense breaker. but the instances where we might get hit by both a Horrid Wilting and potent elemental attacks are rare. they're doing so because they've exhausted their initial spell barrages-and most Mages don't tend to last more than a few rounds against me.. on the other hand. which makes it very worthwhile for her to cast this spell. you get about a 16th-level Edwin. But if we add Imoen's seven dormant Thief levels into the equation. Simulacrum <----------------------------------------------------------------------> A powerful spell that I tend to under-rate for one. or a Pierce Magic.. of sixth level or less. It's not as complete of a defense. Typically consisting of two Pierce Magic spells and a Breach.. it's invaluable.. and has the same problemthe summoned demon is too unpredictable.. or roughly on par with Edwin's.resorting to the 7th-Level 'Protection from the Elements' to deal with elemental damage. and cut him down to 60%. In theory. On a well-equipped phenom like my Fighter/Mage. Why is her Simulacrum so much stronger than anybody else's? I suspect it might be because of her dual-classed status. really. I haven't done an exhaustive trial on this idea. but it's not the same league of potency by a long-shot. this spell has mixed results. It's a wonderful thing to be able to conjure up a copy of an uber powerful Fighter/Mage. . Start out fights with powerful... On your Mages.. Three Chain Lightnings is a pretty awesome combo. what we see. as an item-accessed spell. they typically start throwing out Horrid Wilting long before they bother to cast elemental spells (all of which are invariably lower-level attacks). You'll learn to love it. Imoen. Take my level 26 Imoen. Her Simulacrum comes packed with up to 9th-level spells. As for our Mages. then. Not boasting. it's supposed to create a Simulacrum at 60% the caster's level.. complete with his own buffs.. every Mage could qualify for that sort of dual-threat. well-protected enemies with this combo to leave them open to both physical and magical attacks. 60% of which is 19th-level (rounded down)-enough to cast 9th-level spells. if they're casting elemental spells. who at 60% should produce a Simulacrum of 15th level (rounded down). Summon Fiend <----------------------------------------------------------------------> This spell is just like Gate or Cacodemon.. Greater Whirlwinds. As far as the spell's description is concerned. Point of the matter is. Vhailor's Helm allows you to create a Simulacrum once per day. well.. Take a level 28 Edwin. but it seems to fit. and premium gear. or the 6th-level 'Protection from Magic Energy'. if we have Vhailor's Helm we've got no reason to waste an 8th-level spell slot. in fact.

. and it's a rare foe indeed who can penetrate that. it has a maximum damage of 9d10 damage to ONE foe. I wipe my ass with this spell.. chance to stun and knock down foes.. and if they manage. Keep in mind that the spell is not party friendly. yeah. and we've been stopping weapons of all enhancement bonuses since we first got Stoneskin. Bigby's Crushing Hand <----------------------------------------------------------------------> Oh Bigby's how you suck. Why in the hell would ever cast this when you could cast Comet? Black Blade of Disaster <----------------------------------------------------------------------> The only thing disasterous about this spell is that it happens to be a 9th-level spell.. spread over the course of three rounds. Symbol: Fear <----------------------------------------------------------------------> Another Symbol spell. but. if anything. and won't eat up a 9th-level spell slot. like all Symbol spells are plagued by the fact that they're not party-friendly. It deals 2d12 damage per hit and every time it hits the creature must save (at a generous +4) or be disintegrated. you know god-damn well what I'm going to say. a liability in my eyes. Also. it protects against even +5 weapons. so.. Stoneskin is king. causes all creatures in the area to Save vs. Symbol: Stun <----------------------------------------------------------------------> Everything within a 30-foot radius must save at -4 or be stunned for two rounds. 9th Level Arcane Spells {SPT025} o======================================================================o ***TOP SPELLS*** Comet: 1d10 damage.. . the range is decent. Death or die. attempting to cause fear (save at -4). it negates all future damage. and this spell seems pretty patry.. first. Unfortunately it doesn't work on any foes with 60 Hit Points or more. Sounds decent. it just fails for taking up an 8th-level spell slot. second is at -2..Symbol: Death <----------------------------------------------------------------------> Inscribes a magical symbol that. which you are a Grand Master at wielding. let me count the ways. and if you prepare with Remove Fear. when approached. third is at no penalty. The spell gives them three chances to save.. +1 round/3 levels of the caster. Absolute Immunity <----------------------------------------------------------------------> Might as well be called 'Ultimate Mantle'. It. It counts as a +5 weapon. party-friendly. don't you? Four round duration. just like Bigby's Clenched Fist. but when you think of all the damage you could do with a single Comet or all the mischief you can cause during a Time Stop.. which is. it has a 10% chance to drain four levels from the target and heal the wielder (you!) for 20 Hit Points. it might not be a terrible spell to cast. when something enters the area of effect it triggers. First save is at -4. indeed. the save penalty good. Of course... --Time Stop: Gives caster three free rounds to act.

. but this spell has three great advantages that makes it the best damage-dealer in the game. you really don't need the power of this spell. instead of voluntarily. Dragon's Breath <----------------------------------------------------------------------> Another 9th-level damage dealer. Thats 20-120 damage with no attack roll. but when you think of how much damage Comet could do if employed against a group of enemies. And you could link three Flame Arrows with a Spell Trigger! Why waste a 9th-level spell slot doing what a 3rd-level spell can do almost as well? Energy Drain <----------------------------------------------------------------------> Take two levels from the enemy and laugh. Think about it. and chances are. as in all likelyhood they're going to do the same damage. Second.. it offers no save against the damage. The Mage gets one disc per level to throw. I'd rather use Comet. Seems pretty awesome.10d10 damage marginally out-does Fireball. and a single casting of this spell won't seriously diminish any foe. considering that much of Energy Blade's damage is from equally-resistable electrical damage). Still. and the best defensive spells are 5th-level or lower. Yes. which sounds fine and all. Comet's ability to change the course of a fight in a single cast make it a better cast on a spell-for-spell basis. this spell has the allure of dealing a possible 20d10 damage to all foes in a 30-foot radius and knocking them back. Still. . While Horrid Wilting is potentially more damaging. No save allowed. You need to be packing a whole lot of badass to make it into my list of prepared 9th-level spells. but since it triggers reactionarily. much less win fights like Comet or Time Stop can. there is no save penalty for this spell.. It's great for dealing a good chunk of damage to a lot of enemies. and can throw nine per round. each doing 5d6 damage. Speaking of badass.. it doesn't hurt party members. Even if the foes saves. at level 20 you'd get four arrows. as well as 1d10 additional electrical damage. *Comet <----------------------------------------------------------------------> . all of which must be 8th-level or lower.. instead ofjust knocking a foe away from me. Third. the potential damage of this spell per round is 9d4+5 (36-81) plus 9d10 (9-90)... So. this spell has the good sense to gives a +10 bonus to THAC0 and each one deals 1d4+5 damage. I really have to wonder if this spell is any better than a high-level Flame Arrow.. the fact that you must hit foes to do any damage makes this spell of dubious worth in my eyes.. thrown. plus the stun and knock-down. and breaking them up a bit so your fighters can get some breathing room. the spells must all be defensive. First. Energy Blades <----------------------------------------------------------------------> Creates a number of energy blades which can be thrown at foes. Still. barring any fire resistance (which isn't a valid criticism. You know.Chain Contigency <----------------------------------------------------------------------> Releases three spells under preset conditions. or 45-171. they're still going to take 12-72 damage. two level isn't much. and a save negates the knock-back. Ultimately. and I'd prefer a chance to Stun and knock down for 1d4 rounds. it's a 9th-level spell. the computer will not have a Cleric handy. Of course. Also. All in all. it has a chance to stun enemies for 1d4 rounds and knock them down.. assuming no misses.

I tend to reload if a character is Imprisoned. but on the other hand. the caster can change freely into-and out of-a variety of creatures. With this spell. having a summon who will turn on you if a Dispel Magic is tossed around doesn't strike me as a good idea. On one hand. That gives you three rounds to do whatever you wish. Imprison away. Ones not coated in liability sauce. sure. by all means. Unless you have a Protection of Evil spell cast on the caster (and anybody else you don't want the Pit Fiend to attack) the Pit Fiend will view them as fair game. Everything-friend or foes-in a 30-foot radius will take 4-40 damage if they are hit by one of the meteors. of course.. there's no saving throw. Iron Golem. but it's also highly variable. which means you'll get variable mileage out of this spell depending upon your chosen spells. you should be used to using Protection From Evil 10' Radius frequently. but it also takes out their gear. If you want to retrieve an Imrisoned creature later.. this spell is capable of quite a bit of damage. this spell leaves a bit to be desired in a damage-dealer.. I'd stick to Time Stop. Power word: Kill <----------------------------------------------------------------------> Kills one creature. and Maze wears off. too. the effect only lasts two rounds.. Gate <----------------------------------------------------------------------> Gate is a summoning spell with serious liabilities. Normally. you can safely ignore it. a Mind Flayer.. or Giant Troll. By the time you can do this. You never really have a reason to cast this spell.. Namely. Shapechange <----------------------------------------------------------------------> Like Polymorph Self. there is no real attraction to it. Meteor Swarm <----------------------------------------------------------------------> Despite the awesome-sounding name.Freedom <----------------------------------------------------------------------> Counters Imprisonment or Maze. so it will probably work.. Imprisonment <----------------------------------------------------------------------> This spell sucks for the same reason Flesh to Stone sucks. honestly. Ultimately a factor of randomness I don't find fitting for a 9th-level spell... superior summoning spells out there. however. Besides. the Mage is presumably only limited by casting time. I mean. Improved Alacrity <----------------------------------------------------------------------> Allows a Mage to cast spells more quickly.. All the .. If you are confident that the foe has no equipment of value on them. except for the fact that quite a few foes have Magic Resistance.. Greater Wolfwere. not when Comet is guaranteed to do twice as much damage to all foes in an area and not harm any of your party members.. Fire Elemental. and I just can't be bothered. a Mage can only cast one spell per round. under normal speed rules... Ultimately. unless their current Hit Points are higher than 60. Of course. you'll have to go through the trouble of casting a Freedom spell.. Since this means pretty much every creature worth casting this on. there are plenty of other. It removes an enemy from the fight. Earth Elemental.

just a 2d10+3 weapon) and the attacks. it doesn't take down ALL of them. In any event. then. Spell Trap <----------------------------------------------------------------------> I'll admit. shame. then use a Spell Sequencer and Minor Sequencer to hit them with various damage-dealing spells. Minor Spell Deflection. I say stick to humble old 5th-level Pierce Magic. especially low Hit Point enemy Mages. but the odds of a Mage having more than one or two up at a time is uncommon. the closer spell will reach first. no creature in the game can ignore 50-125 damage. Spell Immunity. It's the strongest thing a Mage can summon. rather than waste them on Spell Trap when I can just use a few 5th-level spell slots. doesn't Pierce Magic do almost the same thing? Yeah. I say leave the summoning to the Clerics and the Druids. Hit Points. Let the Mages stick to Time Stop and Comet. did you? No. Minor Globe of Invulnerability. Summon Planetar/Summon Dark Planetar <----------------------------------------------------------------------> Summon a badass celestial minion to help you. THAC0. Third. you didn't make a Mage so you could pummel things.Shapechange options are likely to be more vulnerable than your Mage was (except perhaps the Iron Golem). buffing. Spell Deflection. Spellstrike <----------------------------------------------------------------------> Dispels a number of spell protections including: Minor Spell Turning. you get three rounds to do whatever you wish. If you want to sequence spells. and that's where the problem lies. Globe of Invulnerability. like Flame Arrow. On the other hand. and Strength to make an impression in melee. so stick to blasting things with spells. it will be all but impossible for a Mage to ever penetrate three or four Spell Immunities. it could take a while for a mage to penetrate it. Globe of Blades) and Mage (Chaos.. These critters come loaded with spells... Second. and I'd rather save the few I have for Time Stop. If you cast one spell closer to an enemy than another spell. Wail of the Banshee . Don't underestimate the damage that five Magic Missiles can do on a single unlucky enemy. and this spell doesn't do anything to their Magic Resistance. If you cast spells. I just cast Time Stop and have my Fighter/Mage use up three Greater Whirlwind attacks30 attacks-on a wretched victim. and debuffing. Clerical (Heal. They also come with a Silver Sword (not the Vorpal weapon we got from the Gith. both Druidic (like Insect Plague). absorbing up to 30 spell levels. *Time Stop <----------------------------------------------------------------------> This is probably the best spell in the game.. Spell Invulnerability. those spells will all take effect when the Time Stop ends-not during it. When cast. My Fighter/Mage will never have many 9th-level spell slots.. or Magic Missiles. Again. you'll need to be a little sneaky. who can do little but die under the onslaught. allowing you to thus chain spells that just need to worklike Pierce Magic or Breach. Armor Class. Three favorite tactics of mine-and they aren't complex. Spell Turning. First. but they are effective-are as follows. and Spell Trap. Spell Trap is quite the hefty spell defense. Cure Disease. Spell Shield. that I feel it's not worth a 9th-level spell slot.. You know. use a Spell Trigger to blast an enemy with a combination of spells that destroys their defenses. just using three Horrid Wiltings can obliterate enemy opposition. Haste). It's what you're good at.

Wish is a very peculiar spell. Also note that many of these buff combos either require-or are vastly improved by having-a multi-class Mage of some sort. Some people know who they are. A Fighter/Mage/Thief works nearly as well. Restoration on the party. easy-to-find location that discusses spell-buffing in more detail. Anyhow. Deliberate misinterpretation.. I see the appeal. Your Fighter/Mage is your combat tactician. but most likely its results will be mediocre. If it comes through. or restoring the party as if they had rested a full night. At the end of the day. Some are quite good. but here you'll find a stable. or they harm both the party and enemies.. in this section we'll discuss what spells to use-when. either because they harm the party exclusively. it's just far too random to bother using Wish. and apparently this can't be done without some wretched Djinni (in place of the typical asshole Dungeon Master) trying to distort your intentions while still honoring your words. So. I really can't justify gambling with Wish when a guaranteed Time Stop can be prepared instead. but you can chose any of the five options you get. but I tolerate them because they're usually right when it comes to these things. in Throne of Bhaal or damn near it... or casting a double-length Time Stop and Improved Alacrity on the caster. in other words. I'm not worried about killing off groups of weak enemies. and why to have them. of course. or Improved Haste on all allies. when you fight creatures that require buffing? Beats me. you know. Having a high Wisdom gets your more favorable responses. Any character who can fight and spell-buff with Mage . You also get the bad ones. and Thief/Mages. Perhaps it's the lack of a save penalty? Maybe by the time I get it. Spell Buff Order {SPT026} o======================================================================o Now you know what spells to have. In case you didn't get it earlier. for example) and it's a pain in the ass to have to scroll through a walkthrough to find the author's off-hand comments on how to do something that should really be mentioned in its own context. a good number of the options the spell presents are unfavorable. While it might not have been obvious in Baldur's Gate 1. but it doesn't remove any negative ones.<----------------------------------------------------------------------> Honestly. randomly chosen from the list of options appropriate for your Wisdom. it will become quite obvious in Baldur's Gate 2. Odds are you won't get a terrible option on any casting of the spell. indeed. The effectiveness of this spell depends solely on the caster's Wisdom score. ah. I made sure to put it in the walkthrough. Without going into too much detail. I follow FAQs myself (on games I can't bother to learn everything about myself or play twice-JRPGs. and in what order you should cast your buffs. I have pushed the Fighter/Mage = Godly angle throughout the guide. either. it can really help the party. which will determine what effects you are able to choose from after haggling with the Djinni. and Fighter/Cleric/Mages are also passable. I can't remember ever using this spell. Cleric/Mages. restored spells and all. like casting Breach on all foes in the area. What kind of lazy ass FAQwriter wouldn't put this information in the walkthrough. Ultimately. but it's not guaranteed you'll get something good. See. the versatile crux upon which most-if not allsophisticated take-down strategies turn. or they help both the party and enemies. you are attempting to bend cosmic forces to your whim. and have better tools to do it with? Why waste a 9th-level spell slot on it? Wish <----------------------------------------------------------------------> Wish. or having it used against me. but apparently this isn't enough for some people. what you get after 'negotiating' are five options.

like the Black Spider Figurine.spells (many of which are exclusive to the caster).) Round #4: Summons (Use items. the Silver Horn of Valhalla. Your dedicated Mage (Edwin or Imoen) should cast the Haste immediately after the Golems appear. Armor of Faith and Mirror Image are both decent personal buffs with durations of 3 +1 rounds/level.) Round #2: Blur/Protection from Evil 10' Radius (Again. If you have the Short Sword Ilbratha and/or Rings of Air Control. Round #1: Iron Skins/Stoneskin (These are the longest-lasting buffs in the game. now uses the former. Sure. or have Viconia summon a Fallen Deva. Buff Combo: Spell Buff to the Max! {SPT027} <----------------------------------------------------------------------> Requires: 1) Two divine spell casters (Cleric/Druid) 2) Two arcane spell casters (Bard/Mage) 3) Summoning Items 4) Buffing items You'll see this phrase used a few times throughout the guide-the phrase came before the section. and so does the Simulacrum we summoned last round. or ten rounds. and it should stick the whole time. it'll bear the most explanation. since all other specific buff combos actually include using MORE spells. However. honest. It's name is rather deceptive. it might be a good idea to see what spells they have and pop out a Blur or Stoneskin. although I'm not nearly as concerned about their survival as any of my party members.) Round #3: Armor of Faith/Mirror Image (Now for more personal spell-buffs. Protection from Evil 10' Radius is more of a level-lasting buff than a fight-per-fight buff.) Buff Combo: Dragons and Demons {SPT028} <----------------------------------------------------------------------> Requires: 1) Two divine spell casters (Cleric/Druid) 2) Two arcane spell casters (Bard/Mage) 3) Summoning Items . there are other ways to win fights. Later on in the game. and have Keldorn summon a Deva. two general buffs that last a long time.) Round #5: Aura of Flaming Death/Dual Golem Manual/Haste/Item Buffs (Now we're on some serious time constaints-many of our summons will only last a turn. but it's a great Armor Class and Saving Throw booster. and the Efreeti Bottle. so they should ALWAYS go first. At 1 turn/level. If your Simulacrum is a Fighter/Mage or Fighter/Mage/Thief like mine. Cast it when you start an area.) Round #6: Final Buffing/Attack! (Buffing is pretty much over-it's time to start combat. This is the general spell-buffing you will use in most major fights. the last three items are not worth the trouble. and the Divine spellcasters bring up Auras of Flaming Death. now is the time to use them. but the buff combos using a Fighter/Mage or Fighter/Mage/Thief are arguably the easiest way to go through the game. especially Vhailor's Helmet and whatever other trinkets you have. Summon an Elemental Prince if you have them. not less. My protagonist-who always wields the Golem Manual and Vhailor's Helm. Blur is more modest at 4 + 2 rounds/level. general buff combo. since this is the big.

'Aura of Flaming Death'. but against other Dragons. the 3rd-level spell 'Protection from Fire'. safely using missile weapons. cast 'Remove Fear' on your party and their summons. Some Demons also use fear. In higher-level fights. They're absolutely useless if they are running around in fear-same with your party members. To counter that. and box-of-rocks Intelligence warriors like Keldorn.) Buff Combo: Illithids {SPT029} <----------------------------------------------------------------------> Requires: 1) Fighter/Mage or Fighter/Mage/Thief who can cast 5th-level Mage spells (9th-level Mage). who are more vulnerable. Sure. Make sure it gets all your summons. Round #1: Blur/Chaotic Commands . since they're the most vulnerable (and perhaps it's worthwhile to take an extra round out to protect Jaheira/ Viconia. Greater Invisibility. Even my 19+ Intelligence Fighter/Mage can't weather a half dozen hits. you have an easy time. I tend to keep most of my party back in reserve. and have a staunch offensive effort to keep combat short. but 8th-level spells are precious. as long as you protect yourself against their psionics. First. The only character who engages the Illithids in melee combat is my protagonist. The former employ devasting breath weapons that can outright kill weaker party members. but I'm lazy. They absolutely need protection. My entire strategy therefore becomes about making one character as hard to hit as possible-the only character that can do this well is a Mage combo. The best all-purpose Mage buff is the 7th-level 'Protection from the Elements'. and Korgan will only survive three or so. as well. at higher levels. Against stupid fire-breathing Dragons we can buff the whole party with cheap.4) Buffing items Dragons and Demons require a little extra work. 2) Divine Spell caster (Cleric/Druid) who can cast 5th-level Cleric/Druid spells (8th-level Cleric/9th-level Druid) Illithids are an odd sort of creature that requires different. or. Against fire. Blur. long-lasting elemental spells. we need to defend ourselves from them. there's the 8th-level 'Protection from Energy'. so I rarely tend to do it. well. less generalized spell-buffing. too. have your Simulacrum buff themselves however they can. and Fighter-esque armor will make Illithids survivable. It's just easier to cast a Heal spell in the middle of combat. and it doesn't add and real protection against what we need it for. Round Round Round Round #1: Iron Skins/Stoneskin #2: Blur/Protection from Evil 10' Radius #3: Armor of Faith/Mirror Image #4: Elemental Buffing (Dragons tend to use breath weapons. at least several points at a time. not really. Anomen.. Why? Illithids drain Intelligence every time they hit. it just takes too much time-putting up a half-dozen 7th-level 'Protection from the Elements'... Dragon fear can end fights before they begin.) Round #5: Summons Round #6: Aura of Flaming Death/Dual Golem Manual/Haste/Item Buffs Round #7: Final Buffing/Attack! (Again.. I tend to just have my Mages buff themselves with 'Protection from Energy'. but there's a special buff necessary before combating Dragons and many demons-the humble 1st-leve 'Remove Fear'. Mirror Image. Right before combat. which are not your friend.

Once your Protagonist has safely engaged (oxymoron alert!) and absorbed the inevitable psionic assault Illithids begin fights with. very strong.) Round #3: Greater Invisibility/Haste (Have your protagonist cast 'Greater Invisibility' on themselves. Illithids usually come with Umber Hulks. wonderful Mirror Image. It's the best you can do. This buff combo . but you know the saying. This buff combo is great for taking down Liches and other uber-Mages. and use Death Spell to start out fights. or use a Ring of Air Control. just be very. First. 10th-or-11thlevel Mage is preferable. err. It's a symptom of not knowing what quests to do. Make them use Ilbratha (for Mirror Image) and a Ring of Air Control (Greater Invisibility)..) Round #4: Combat/Death Spell/Ranged Support (Scout out Illithid groups with your invisible Fighter/Mage. It'll lower their Armor Class. well-prepared Mages we'll typically face. so you'll probably only need to use it once. If your protagonist is taking too many hits. very attentive to their Intelligence. Illusion is the name of the game with this buff combo. every divine spell-caster can use it. Seriously though. Also.(Chaotic Commands is absolutely essential for any character wishing to engage a Mind Flayer in melee. Note that a Cleric can cast all the required buffs. and it lasts one turn per level. as well as its duration. Of course. what areas to explore. nothing gave me more trouble than Mages-especially Liches. but the point is. having your Hasted party come up and shoot at anything attacking your baitagonist. Dead Illithids aren't eating any brains.) Alternatives: This strategy still floats if you don't have a multi-class Mage. A good offensive is the best defense. 2) Divine Spell caster (Cleric/Druid) who can cast 5th-level Cleric/Druid spells (8th-level Cleric/9th-level Druid).. the awesome 5th-level Druid spell. and other pesky Mages {SPT030} <----------------------------------------------------------------------> Requires: 1) Multi-class Mage who can cast 5th-level Mage spells. if you can use it to kill Liches. though.. the high tide raises all boats. we all know about Blur and its Armor Class bonuses. you can use it to kill anything the is dependent upon spells. This buff combo isn't just for any Mages. Backstabbing Mages with a party Thief is also possible (if not terribly easy.. for example) and cast Chaotic Commands on them. Beholders. and what spells to use-all things that this guide helps with! Of course. is one of the easiest and simplest. take a strong Fighter (Keldorn or Korgan. Fortunately. but a Druid cannot. Hopefully you'll be able to recover some Intelligence or shoot the Illithids down. there are several good ways to take down Mages-Insect Plague.) Round #2: Mirror Image (Take a breather this round and have your protagonist buff himself (or herself) with wonderful. but note that the point is NOT to avoid becoming a target. withdraw and lure the Illithids around by running. catch your entire party in Haste. and all that. and Death Spell will smite them unerringly. but it'll take a specific set-up. when. due to the prevelence of True Sight-any Mage worth taking down this way is also usually capable of countering it. perhaps the wrong saying. 3) The Cloak of Mirroring The first time I played this game. ideally a Fighter/Mage or Fighter/Mage/Thief. Buff Combo: Liches. but very.

which should be pretty self-explanatory-it'll stop nasty spells like Charm. dispelling. Symbol and Power Word spells. Now the strategy is simple-absorb everything the Mage has to throw at you. but fall victim to Horror.) Round #2: Chaotic Commands/Protection from Evil 10' Radius (You should have two divine spell casters in your party. the backbone of this strategy. It's the best defense against melee attacks in the entire game. and hence. and Spell Thrust which otherwise might conspire to strip your spell defenses. minus the max! Round #1: Stoneskin/Iron Skins (You have no reason not to have these spells on all the time. most of the Efreeti's attacks won't work on you. It's like the spell buff to the max!. it lasts forever. but not necessary. Round #1: Stoneskin (Stoneskin? For Mage take-downs? Sure. so it doesn't really complicate things. a melee competent one is a plus. Confusion. A competent Fighter/Mage or Fighter/Mage/Thief can use Breach and True Sight to keep the Mage vulnerable and cut them down while they waste magic on you. your first Spell Immunity. and when their spell-arsenal is depleted. not Necromancy. Imprisonment.REQUIRES a multi-class Mage. many spell casters are not squeamish about summoning things. so it pays to have some melee defense. Also.) Buff Combo: The Throne of Bhaal General Buff {SPT031} <----------------------------------------------------------------------> This one is simpler than many of the other buffs-it's general buffing for Throne of Bhaal. these two buffs can go at once. a gameender that Liches love. No direct damage-dealing spell can harm you through the Cloak of Mirroring. and with the Cloak of Mirroring. Or you can be more pro-active. In fact. it'll often turn on its summoner!) Round #3: Death Ward/Remove Fear/Spell Immunity #1 (Death Ward seems like an obvious cast. Liches use these quite often.) Round #4: Spell Immunity #2 (Now for your final buff. and arguably the most importantSpell Immunity: Abjuration. Anomen/Viconia can cast Protection from Evil 10' Radius. It doesn't hurt that if you pair it with a good Armor Class. Finally. as you wouldn't want to be immune to so many deadly spells. It's also greatly simplified if you have the Cloak of Mirroring-not a direct requirement-if you have a higher-level Mage and/or are willing to rely on some luck-but it's a definate plus. which has a very special purpose.) Round #5: Mage Bane (You're as invulnerable to magic as you can hope to be. another important funciton of this spell is to protect you from Imprisonment spells. Also. It's preferable to Spell Immunity: Necromancy because it also stops Disintigrate (which is an Alteration. First. which will block all Power Word and Symbol spells. buffs you'll want to keep on for most fights. Jaheira can cast Chaotic Commands. or something stupid like that. smite them. You're also immune to death spells. This will block spells like Breach. Dispel Magic. it . Cast Spell Immunity: Conjuration. With Protection from Evil 10' Radius on. Liches are prone to using Gate to summon in a Pit Fiend. and Maze. the Pit Fiend won't attack you. too. your pretty much ARE immune to magic. but of course. as it'll stop evil death spells. One of the few things that can bother you are summons-if the enemy summons an Efreeti (which isn't uncommon). either.) Remove Fear is another obvious cast.

Go to temples to raise your reputation before major shopping sprees. <----------------------------------------------------------------------> Lead with pretty. Wearing it increases the wearer's Charisma to 18. Evil parties will have to improvise. there is always just bad luck. pretty isn't the only consideration to make.) Round #3: Haste (The best spell-buff in the game. Good parties will want to have a high reputation just to keep folks happy. and other useful information. If it gets too high. your party's Hit Points. And of course. This shouldn't be too hard. <----------------------------------------------------------------------> To find objects on the map that can be searched or interacted with hold down the 'Tab' key. This makes spreading the wealth easier. ala Baldur's Gate 1. all but negating Charisma as a noteworthy attribute in any sense. <----------------------------------------------------------------------> Diversify. <----------------------------------------------------------------------> Manipulate your reputation. <----------------------------------------------------------------------> The Ring of Human Influence helps the 'lead with pretty. Sure beats waving the mouse cursor around madly. and Aerie and Korgan cause problems as well. Put your most well protected allies up front. There is a lot of trial and error in this game. containers. Of course. getting you better reactions. and you're all set. If everybody is clamoring for long swords. You think Anomen was meant for anything other than War Hammers. This will reveal doors. If it was a good enough tactic in Planescape: . but in Baldur's Gate 2 characters of different alignments could end up fighting. Take your character with the highest Charisma and make them party leader. <----------------------------------------------------------------------> Manipulate your Charisma. Don't load up good gear all on one character. taking into consideration Armor Class and Hit Points. or that Korgan really wants to fight with something other than a Battle Axe? <----------------------------------------------------------------------> Travel with like-minded characters. but evil parties will want the discounts high reputations bring. <----------------------------------------------------------------------> Spread the wealth. go kill a peasant in a house.) o======================================================================o | | | General Tips {TIP000} | | | o======================================================================o Save often. as most recruitable characters come tailor-made to use specific weapons. Your front line characters will be under fire more often than any other characters. there's a good chance you can lose characters. characters of the same (or similar) alignments. or rather. Paladins make great natural party leaders. as they are both strong and have a high Charisma. lead with steel' rules above. Haste makes all fights easier. If you walk into an encounter you weren't ready for. Put this ring (and a few other Charisma-boosting items) on a well-defended. high Hit Point party leader. and Maces. even though it might be tempting to spoil your main character. That way they will use their reaction adjustment to influence people they talk to. Just don't go over 17 or you'll face desertion. Notoriously Viconia and Keldorn will not last together in a party. In Baldur's Gate 1 this was less of a problem. hoping to find a hidden bit of loot. rewards.) Round #2: Blur/Protection from Evil 10' Radius (More long-lasting buffs that will protect you.only makes you more invulnerable. you'll never have enough to go around. <----------------------------------------------------------------------> Lead with steel. and prices.

The least it will do is deal one damage every two seconds to enemies caught inside of it and make spell casting impossible for them. It'll make completing the early quests that much easier. If you can find danger before it finds you. <----------------------------------------------------------------------> Spell-buff before big fights. Oh. and it really makes having a Druid a good thing. Then have them cast the spell 'Friends' and equip whatever other Charisma-boosting gear you have (like the 'Nymph Cloak'). <----------------------------------------------------------------------> First strikes win fights. You act faster in combat. with a save to see if they run in fear as well. but when one comes around it's typically strong enough to cause problems. essentially. then you can deal with the survivors with ease. It is. but most fights don't involve many more than that. they last three hours. A minimum Pick Pockets skill of 140% is suggested. Confusion. Mark enemy locations with a character who has stealth. whatever.. Defensive Harmony. Steal early and steal often. Difficult encounters can turn into snore fests if you make a resounding first strike. Use it before every major fight. potions. and Haste. but that's longer than most fights take. only that it's of +3 or better enhancement. It'll make the encounter much easier if you start with a decisive magical strike. No longer will . Stinking Cloud. By stealing you can get yourself early access to moderately useful gear and much more useful single-use items like scrolls. well not many. it's good enough in Baldur's Gate 2. problems that might be more than one character can handle. Score. Many creatures are immune to +2 or less weapons. Any fight that sucks will suck less if you cast Protection from Evil 10' Radius. and your movement speed is doubled. <----------------------------------------------------------------------> Hang on to +3 weapons! It doesn't matter what KIND of weapon it is. This destroys enemy spell casters. Use Potions of Master Thievery to this end. and are a much better alternative to spending points on the Pick Pockets skill.Torment. there's no 'karma' meter in this game and you only lose reputation if you get caught. It's not like those potions or that skill is useful for anything else anyways. <----------------------------------------------------------------------> Haste is probably the most powerful spell buff in the game. gain an extra attack per round. a way to vastly increase your offensive power for a short amount of time. Entangle. regardless of whether they are proficient or not. raise your skill by 40% each. It only affects six enemies. Any +3 weapon you can equip for. allowing you to raise legitimate gold you'll need to buy things from Diedre and Ribald. you can prepare for it and get the drop on it. Equip the 'Ring of Human Influence' on a Mage and make them your party leader. and ammunition. <----------------------------------------------------------------------> Stealing might be bad for your soul. Web. and being invisible doesn't protect enemies from it. Use it and take down the spell casters and other vulnerable enemies. but it's good for your wallet. and Silence 15' Radius. a Balor will be one more character that can hurt it. Being unproficient with a weapon that can damage an enemy is infinitely better than being specialized with a weapon that can't. and it only lasts six rounds. Horrid Wilting.. <----------------------------------------------------------------------> Insect Plague is THE spell to use for Shadows of Amn. You'll get a nice discount while on your shopping spree with 25 Charisma. even whole parties of adventurers. <----------------------------------------------------------------------> Scout ahead. <----------------------------------------------------------------------> Summoning spells have been changed for Baldur's Gate 2. say. then at the edge of the fog of war-just before you can see the enemy-target the area with an area of effect spell.

It's effectiveness increases or decreases depending on whether your level is higher or lower than an enemies'. make a character nearly impervious to magical attack.. and Horrid Wilting. <----------------------------------------------------------------------> Spell Immunity can. Necromancy will protect against Finger of Death. and the Druid Grove (Druids). which most foes early in Shadows of Amn are not equipped to handle. and Abjuration prevents the enemy from using Imprisonment. especially against other Mages. you can at least block the spells that the enemy tends to use most often. as these creatures are both immune to magic. A timely summon Nishruu can make a Mage powerless as it sucks out their memorized spells one by one. This is preferable to Dispel Magic because you won't remove your own spell-buffs and there's no chance of failure. you'll get offered a variety of guilds or strongholds throughout the game. Normally you'll get offered one. Using Spell Immunity: Conjuration blocks all Symbol and Power Word spells. instead now only one or two will appear. the de'Arnise Keep (Fighters). The best part is. multiple castings stack. Cleric's Temple (Clerics). but a multiclassed character can potentially get two. While there are just too many different Spell Schools out there to protect against all of them. <----------------------------------------------------------------------> Dispel Magic is a low level spell that is vital to your survival. Many enemies will be around or below your experience level. although you have to cast the spell once per school. as the Nishruu/ Hakeashar will feast on magical items once it's done absorbing enemy spells. or Dispel Magic. but the odd Lich and high level Mage might not be impressed with your Dispel Magic. all things your enemies can throw about with abandon. Fireball. you can really make it hard for enemy spell-casters to harm you. taking away defensive protections and offensive aids alike. Five Flagons Playhouse (Bards). Alteration will negate Flesh to Stone and Disintegrate. Combined with Chaotic Commands. the Planar Sphere (Mages). These are Mae'Vars Guildhall (Thieves). This is just as well. Multi-classed characters will likely have much less luck with Dispel Magic than singled-classed characters. <----------------------------------------------------------------------> Conjuring Elementals is a good tactic to use early in the game.. so long as the Mage doesn't have any buddies able to harm it physically. can be overcome with Breach. but since there's always a chance of success. as a horde of War Dogs would die with one Death Spell.. as you will summon up a relatively potent ally who is immune to anything less than a +2 weapon. Wail of the Banshee. but every spell-caster should always keep one prepared. it's worth using. it really only competes with Chaos.. but removing Confusion from some party members is more important than keeping their Haste. Even at mid-levels. and as a 5th-level spell. It can also debuff enemies. Just be careful not to use this spell against enemies that have magical gear on them.you conjure up a horde of weak minions when you cast Summon Monster. . and similar spells. <----------------------------------------------------------------------> Depending on what class you are. It's not party friendly. his Dispel Magic is more than a match for the buffs and debuffs of most enemies! <----------------------------------------------------------------------> Two common enemy defenses: Stoneskin and Protection from Magical Weapons. in conjunction with other spells. Now the focus is on powerful singular summons. Death Ward. <----------------------------------------------------------------------> Keldorn's Inquisitor kit gives him the ability to Dispel Magic at twice his actual level. <----------------------------------------------------------------------> Summon Nishruu and Summon Hakeashar are also great choices for the Mage. and Clerics can expect to be a higher level than Mages with equal experience.

Protection from Magical Weapons. the spell arsenals to take down their defenses. Use Pierce Magic before you use Breach. they're a big ball of eyeballs. <----------------------------------------------------------------------> More powerful Mages later on in the game will put up more effective spell-defenses. It's party-friendly. o======================================================================o | Chapter 1 | o======================================================================o | | | Escape from Irenicus' Dungeon | | | o======================================================================o Sequence of Events: {WLK001} 1) You Should Survive the Process 2) Minsc 3) Jaheira 4) Gearing Up 5) The Mephit Machine 6) Aataqah's Game 7) Goblins .<----------------------------------------------------------------------> Enemy Mages will commonly use spells like Mislead. if an enemy Wizard uses his Horrid Wilting on your summons. Use True Sight to instantly dispel these effects in an area. so get your party Mage(s). either in tandem with another Mage. It gets useless extra copies of spells out of your inventory. <----------------------------------------------------------------------> Stealth is not fool-proof. Also. the de'Arnise Keep. and then summon as many creatures as possible (typically through the use of infinitely rechargable summoning items) near the Mage. on subsequent rounds. and it'll also remove defensive illusions like Mirror Image. Time Stop. or through a Wand of Spell Striking. via a Spell Trigger. Strongholds are an ideal location-you tend to earn money there. Enemy Mages will cast True Sight if they suspect a sneaking foe nearby. Just be sure not to stash anything in your strongholds until AFTER you have obtained them.. and this includes the containers within. After all. An effective tactic for when you know such a fight is approaching is to scout the area and find the Mage in question. and Hive Mothers. as well as using Stoneskin. Mae'Var's Guildhall. Just don't forget that other Mages that you might want to recruit later will need those spells. <----------------------------------------------------------------------> Early in the game. or the Hit Points to weather them. Or failing that. well. Shadow Door. <----------------------------------------------------------------------> Cluttered up with Mage spell scrolls? Have Throne of Bhaal installed? No problem.. the saves to resist their spells. strong enemy Mages can be a huge problem.. and the Planar Sphere are all good choices. and it's hard to forget such things... Kinda hard to hide from that. and it earns you experience. and Mantle. when you lack the stopping power to kill them quickly. you'll need to find somewhere to stash your loot. Many get 'repopulated' after the quests involving them. they can't use it on your party. and then go ahead and rescribe your scrolls for extra experience. and Improved Invisibility to buy themselves time and protection. You can erase known spells from your spell-book and rescribe them. learn them all the spells they can. <----------------------------------------------------------------------> If you're not using an infinite bag of holding mod. Keep your own party out of sight and let your summons soak up the early offensive. some enemies aren't fooled by stealth due to extremely acute senses-Fell Cats and Fire Trolls will 'smell' you out.. like Spell Immunity Abjuration and Spell Deflection. which blocks Breach.

Stoneskin would be better anyways. y=2750) to find your old friend Minsc. for Imoen to use at a later date. Haste is going to help you out more in a fight. Part 1 (AR0602) o======================================================================o 1) You'll be approached by some Mage who will proceed to perform 'experiments' upon you. and a Stinking Cloud. Save them up for your main character. You don't want to let Imoen scribe any scrolls you find. and even when we do we don't have an unlimited supply of ammunition to use on them. so Stinking Cloud isn't too important just yet. She'll tell you about some weapons to the northwest before the game auto-saves and the camera pans to the northeast to reveal two captured people. yeah! Sure. which won't be a problem for a while yet. a Melf's Acid Arrow. A Golem will eventually arrive. As for 4th level spells. You will eventually provoke his wrath to the point where he breaks his 'permanently welded cell'. so don't bother with Fire Shield. Some things are beyond torture. It won't take much more than brute force to get out of here. we won't be letting Imoen get hit. joining your party immediately afterwards. and if we do let her get hit. or more insane. get a Mirror Image. Not very nice ones either. It might be fun to Fireball some baddies. but really.. so keep it handy to spell-buff your front line Fighter... Have her memorize some Magic Missiles and maybe a Chromatic Orb. as. Uh. Melf's is best against trolls and spell casters. You can . The captivity really hasn't made him any saner. He then accuses you of provoking him to unleash his berserker might. or failing that. you could certainly use his Hit Points and Strength to get out of here. judging from the death speeches your character makes and from all the fire. Imoen will show up and spring you from your cage. for that matter. By all means take him along. it'll be a while before she can put them to good use. drawing the man's attention and leading him away to deal with 'intruders'.. Improved Invisibility can go on anyone. As for 2nd level spells. Regardless of your intentions he thinks you're one clever fellow and offers to join you. We won't fight many large groups of enemies. Edwin. <----------------------------------------------------------------------> 2) Go over to the man at (x=4000.8) Stasis Room 9) Sewer Golem Room 10) Relieving Rielev 11) Tales Dead Tell 12) The Sewage Chamber 13) The Master's Room 14) The Dryads Three Make a Plea 15) The Master's Wife's Room 16) The Library 17) Ilyich 18) Cambion Containment 19) The Genie's Request 20) Retrieving the Flask 21) The Sword of Chaos 22) Yoshimo 23) Mephit Spawning Room 24) Escaped Clone 25) To the Wand Room 26) The Wand Room 27) The Vampire's Display 28) The Smithy 29) Freeing Frennedan 30) Attacked by Assassins Dungeon. For 3rd level spells get Haste. but at least it contributes to the fight. Imoen doesn't start out too great in the way of spells.

but you might just want her healing power for this dungeon.. Take the key and open the door. a warning. Note that if you turn on her and leave her behind she will say some rather disparaging things about you 'turning'. and lasts long enough to be considered as a good defensive buff. enough to ruin your day if you don't bring about a Thief. She's just as hot-headed and mouthy as ever. The game assumes. even more hilarious in the sequel. which is a good spell buff. but be sure to search for traps. Halberd. For now either grab Defensive Harmony. Katana ***REWARD*** (For freeing Jaheira from her cage) EXP 3000 Have Jaheira get plenty of Cure Light Wounds. Jail Cell Key. and I have Minsc don the Chain Mail. along with many weapons. As previously noted you can find weapons on the table at (x=3050. Equip your main character with whatever they're good at. a Jail Cell Key. This is your introduction to traps in this game.. the painting at (x=3130. Quarter Staff. but I'd prefer Armor of Faith. It's just another perk of bringing him along. even if you don't plan to keep her. of which you have the very nice Death Ward. if anything. Minsc gets the Two Handed Sword. Mace. y=2650) you'll find another cage with another former traveling companion. which has no applicable use just yet. Loot the chest for some armor. of course. . get a Dispel Magic-every spell caster who can cast this spell should have one prepared-and a Cure Medium Wounds. For 3rd level spells. always carry a Slow Poison on you. Besides. You should. Short Sword. ***ITEMS*** (x=3050. It is all too similar to the way others of her ilk will look at you later. You'll find. and there's a trap. Armor of Faith is a decent defensive spell that will cause Jaheira to ignore 10% of the damage she takes at her present level. It's possible to blow her off and leave her behind. the Harper agent Jaheira. he can always take it off to scout ahead. however. eh. and this one isn't very powerful or hard to disarm. I give Jaheira the Splint Mail. Bless can also provide a temporary buff to your entire party's attack rolls.. Finally come 4th level spells. To get her free go up to the room to the northwest and search the table at (x=3050.. You'd be better off just wearing the Splint Mail. Battle Axe. War Hammer. as she's got the Dexterity and the ability to wear the heavier armor I need to succeed. ***REWARD*** (For 'encouraging' Minsc to escape from his cell) EXP 3000 <----------------------------------------------------------------------> 3) Over at (x=3850. there will be traps in this game. Oh yes. Minsc is. y=2800). Two Handed Sword. y=2700) has stuff behind it. You can get Entangle. y=2800). and will give you a run down of your story. but it by now has long since run its course as a useful spell. that you actually traveled with her in the prequel. It is.. For now getting through the place is more of a priority than taking advantage of his ability to Sneak. It's the second room in the game. just in case.always ditch him later if you're so inclined. kiddies. Finally. y=2800) Long Sword. Jaheira suffers with a Quarter Staff for now. I set Jaheira up as my front-liner.. <----------------------------------------------------------------------> 4) Go back into the room where you found the Jail Cell Key. The Dagger +1. 2nd level is very slim pickings. Spear. however. or Cure Serious Wounds for extra healing power. but now I'm foreshadowing. as Barkskin does not stack with armor.

Most of them will carry Battle Axes. Buckler (x=3130. Chain Mail. Short Bow. It's as good an excuse as any to get yourself some Bows and Arrows though. y=3050) Bullets x5 (x=1050. Leather Armor. Continue heading up the passage until you come to two doors. I'd suggest sneaking in with Minsc or Imoen. The Short Bow goes to Imoen so she can participate effectively in combat. There's also an annoying Smoke Mephit down there. y=2700) Dagger +1. Click on the machine's controls at (x=2850. If you blow him off he'll leave. one to the northeast (x=900. Potion of Healing x3. but it can blind you temporarily.. <----------------------------------------------------------------------> 7) If you go north you'll find a tunnel leading to the east. He'll tell you to seek out Rielev after you kill his monsters. <----------------------------------------------------------------------> 8) In the southwestern room you'll find a number of containment vats. There's nothing you can do with them just yet. well. which isn't particularly dangerous. Typical. Small Shield. The tunnel to the north leads to a door (x=2420. I prefer the Ogre Mage path. y=2750) Helmet. as it at least gets you some experience.. Splint Mail. with a Goblin guarding it. The passage ends in a locked door (x=2150. but then she can use the Small Shield to bring her Armor Class down. If you stick it on Jaheira you'll raise her THAC0 by one. ***REWARD*** (For disabling the Lightning Mephit spawning machine) EXP 2000 <----------------------------------------------------------------------> 6) Continue up to the northwest to find a genie named Aataqah. Studded Leather Armor. leaving behind Composite Long Bows when they die. y=2400).well. 1 gold (x=820. y=1900) we can't open. You can talk to the Golem in this room but it has little to say. Golden Pantaloons ***TRAPS*** (x=3130. if you humor him he'll ask you to answer a hypothetical question. but a few will sit back and fire arrows at you. inside of which are various creatures both living and dead. Once they're done loot the room.. y=3000) Quarter Staff +1 . y=2200) and one to the southwest (x=600. How is a Goblin firing a Composite Long Bow? Who knows. y=2180) we can't open yet. If you say you won't he'll summon four fearful Gibberlings. y=2700) <----------------------------------------------------------------------> 5) Head to the southwest. but it's really just a waste. if you imported your main character with the Golden Pantaloons in their inventory. If you say you'll push the button he'll summon an Ogre Mage for you to fight. and the Quarter Staff +1 goes to Jaheira. as there is a machine in the middle of the room that creates Lightning Mephits which shoot. y=3050) twice to turn the machine off and stop it from spawning more Mephits. y=2700) Arrows x5. ***ITEMS*** (x=670. who initiates dialogue with you. it can go on Imoen. you will find those in here as well. and you don't have to chase down a bunch of stupid Gibberlings. Buckler. I put a bow on Minsc so he has a ranged option. And of course. So head west instead to find some Goblins. but there are two Mephits you can actively make more dead. ***ITEMS*** (x=3000. lightning at you..

. the 'Tortured Ones' (x=400. y=2100) War Hammer... y=2000) with two Lesser Clay Golems inside. y=1700). It can't fit through . Long Sword +1 (x=900. and (x=2150. y=1750). Scroll of Dispel Magic <----------------------------------------------------------------------> 10) Now head up to the northwest. You'll come under attack by some Goblins at the first intersection to the northwest. He'll also mention something being taken. your captor can inspire some pretty fanatical devotion.. Jaheira will be much better off with the Medium Shield and the Scimitar. If you go back to the Sewer Golem room you can activate it with that Activation Stone you found and get it to open the door to the sewage chamber. you can't bother them now. y=1400) Potion of Extra Healing x2. Head northeast some more. Offer to release him from his torment and he'll tell you to take some power crystals. My protagonist scribes Flame Arrow immediately. creature. to learn that-if nothing else. Medium Shield. Potion of Extra Healing x3. y=2000) Arrows x4 (x=900. You'll pass a door (x=520. (x=450. You can. and then continue northeast through a door (x=1020.. these ones can be hurt by non-magical and non-blunt weapons. Spear. ***REWARD*** (For activating the Sewage Golem) EXP 3000 <----------------------------------------------------------------------> 12) Head through any of the aforementioned doors to reach the Sewage Chamber. y=2150).. loot the room. y=2700). but was nonetheless thrilled to find in the sequel. ***ITEMS*** (x=1250. y=2900). called Rielev (x=1170. You'll also find a Sewage Golem (x=1070. but I save the Scroll of Dispel Magic for later. y=1900). however. Halberd. y=1950) Potion of Healing. with which you can talk to other experiments and possibly find out how to escape. Talk to him to find out a bit about Rielev and his master. inside of which is a. Again. Unlike the other Clay Golems you'll fight later on.***TRAPS*** (x=1050. but they will become hostile towards you later in the level if you let them live. y=2050) you can't interact with yet. so it's a good idea to just bump them off now. Bullet x8. (x=1200. He'll mention the master being 'cast out' and 'one of us no longer'. which causes it to merrily run off and open the doors at (x=2420. y=2100) Scimitar. (x=750. y=3000) <----------------------------------------------------------------------> 9) Through the northeastern door you'll find a Radiant Mephit which needs to be put down. Kill them. Scimitar. War Hammer ***REWARD*** (For relieving Rielev from his torment) EXP 1000 ITEM Energy Cells <----------------------------------------------------------------------> 11) Head back to the room with the stasis vats and talk to the various beings. y=2500). Sling. something I honestly expected to find in the sewers in Baldur's Gate 1. In the Sewage Chamber you'll find an Otyugh. Scroll of Flame Arrow (x=1200. y=1600) Activation Stone (x=1280. y=1500). ***ITEMS*** (x=1050. Inside you'll find another vat. (x=2220. the simplest way is to go through the door north of where you met Aataqah. then follow the tunnel to the northeast. y=3100).

Irenicus. Helm of Balduran (x=3600. however. You'll find an oddly lavish room . First head past them to the south. Scroll of Armor ***TRAPS*** (x=3700. ***ITEMS*** (x=3550. y=900) Air Elemental Statue (x=3930. When you set foot in the room an alarm will sound. so get to disarming and looting. . Bolt x10. My main character does. <----------------------------------------------------------------------> 15) You'll find a very nice circular room that is covered with traps. as my main character will soon find a better helmet to see him through the game. The Portal Key opens the portal in the room north of the room where we found the Helm of Balduran. Ulene. y=970) <----------------------------------------------------------------------> 14) Venture southeast to find three Dryads. Splint Mail. you killed them earlier. too. and Cania. In the room to the northwest you'll find some Goblins and two lootable containers. y=1800) <----------------------------------------------------------------------> 13) Head northeast through another door (x=3500. run in. y=900) (x=3930. The Air Elemental Statue will get us into another area.. unless. the clan chief of the master's duergar slaves. Scroll of Burning Hands (x=3780. And be sure to grab the Pommel Jewel of the Equalizer! You're going to want that weapon. Scroll of Vocalize (x=2900. Their acorns are held by a mean creature named Ilyich. It's good to have our Helm of Balduran back. y=800) Bullets x20. Scroll of Clairvoyance ***TRAPS*** (x=2750. so if you have a Thief main character you can sneak. Helmet of Infravision. They'll also give you the name of your tormentor. summoning the two Lesser Clay Golems from before. y=820) Scroll of Fireball (x=3340. Potion of Healing x2 (x=2750. who will-eventually-make their way to you and attack for entering the 'chambers of the the master's wife'. y=1870) Potion of Healing x3. My main character enjoys the Bracers of Defense. y=550) we need to find a key for. y=900) Scroll of Chromatic Orb. y=1720) Oil of Speed. y=1250). if ominous change from the dungeons behind you. y=880) Wand of Lightning Key. ***ITEMS*** (x=2700. backstab it. y=1700). The game will even warn you of the traps ahead. Minsc enjoys having a Helmet of Infravision again. y=1700). y=1800) Potion of Healing x2. It's not too rough in any event. Go through the door to the northeast (x=2800. Now that we're done here head back to the Sewage Chamber and go northwest through the door at (x=2220. y=970) Amulet of Metaspell Influence (x=320. killing some Goblins as you go. When it dies grab the Wand of Frost Key and loot the room. retain the Amulet of Metaspell Influence. and run back out for an easy time. of course. They'll also promise to tell you how to escape if you free them. as would any Mage hurting for Armor Class. Light Crossbow.a welcome. y=1000) (x=3550. Elyme. This time it goes on Jaheira. All in good time.. There's also a portal (x=3000.the doors. who will beg you to help them escape by taking their acorns to the Fairy Queen.

Flail. Scroll of Summon Monster I ***TRAPS*** (x=3400. Short Bow. Scroll of Grease (x=1780.***ITEMS*** (x=3100. who will not spare much dialogue before attacking. you don't want to suffer from critical hits. Dart x30 (x=1850. y=850) Potion of Healing x5. Jaheira slaps on the Mail of the Dead +2. Potion of Extra Healing x2. y=2220) (x=3160. y=600) Bastard Sword. Small Shield. Battle Axe. He's got some crossbowmen and a Mage with him. 8. y=2350) (x=3300. a simple spell should see you through this fight with ease. shooting the Mage down to size. but Ilyich will drop a suit of Leather Armor. Either use a Haste and set upon them. y=2220) Potion of Extra Healing. During the looting you should find enough weapons and armor to pretty much equip everybody the way you want. y=250) Chain Mail. Bracers of Defense A. y=800) Oil of Speed (x=1650. Before you do so encircle the Cambion and caste some defensive spell buffs and Haste. Bullets x40. Mail of the Dead +2.. but I want to pretend she doesn't even have any proficiency points in Clubs at all. Two Handed Sword. y=500) War Hammer. a Medium Shield. but why not . Leather Armor.. Arrows x6. y=950) Potion of Extra Healing <----------------------------------------------------------------------> 17) Go northwest and follow the passage around to get to a large room with Duergar milling about. Acorns. Pommel Jewel of the Equalizer (x=3160. Flail.. Disarm the trap in the tunnel southeast and continue on until you find a room with an odd machine in it and a Cambion (x=2600.C. Potion of Extra Healing x2 (x=1530. y=800) Scroll of Know Alignment (x=1500. which I will note ignoring all the useless books on the shelves. Scimitar (x=1900. y=1040). y=750) Agna Mani Necklace (x=850. Quarter Staff. There are also lots of bookshelves to loot. who is inside some sort of magical barrier.. y=2300) (x=3400. Scroll of Larloch's Minor Drain (x=1100. y=2250) (x=3140. If you activate the machine (x=2350. Either way. more Goblins. y=400) Throwing Axe x5. Especially be sure to strap those Helmets on. You could give Jaheira that Club. Morning Star <----------------------------------------------------------------------> 18) Head down a tunnel to the northeast and go past a door at (x=1960. y=2300) Portal Key (x=3060. y=260). Short Sword. Bullet x40. y=2300) (x=3060. ***ITEMS*** (x=1240. y=1000) you can take down the Cambion's barrier. Most of the duergar don't have anything interesting on them. or use a Stinking Cloud. ***ITEMS*** (x=950. and allowing you to attack him. Further in you'll find Ilyich. and a Dust Mephit. y=2460) Scroll of Dire Charm (x=3000. Helmet. He shouldn't be too much of a problem. Club. Medium Shield. Sling. Long Sword. and 87 gold. Sling. Battle Axe. y=2300) (x=3100. y=400) Throwing Dagger x20. Helmet. y=2370) Potion of Master Thievery. y=2460) <----------------------------------------------------------------------> 16) You'll find a room with. allowing him to attack you.

y=2400). and perfect for Minsc. perhaps the one we found north of Irenicus' room? (That or the one east of the prisons. Spell buffing is suggested. and 146 gold. y=260). See where this is going? Time to head back to the Dryads. ***ITEMS*** (x=200. y=550). ***TRAPS*** (x=2300. either the one at (x=3000.. y=550) or (x=3900. I always found this encounter annoying.. He'll tell you about some room with portals to the east that continuously spawn enemies. who asks to join your party.start out prepared? When it's dead loot the Cambion for a suit of Chain Mail. Part 2 (AR0603) o======================================================================o 22) When you appear you'll instantly be approached by Yoshimo. To the west are two more Mephits and a container for you to loot.. you'll need him for a while. which we can access thanks to our possession of the Air Elemental Statue. y=2880) Scroll of Hold Person . Northwest of the entrance ramp you'll find a large circular area with more Mephits. open up options when you get out of this dungeon.. a twin of the one here. but it might be just because I find Mephits annoying in general. He'll mention one of the possible locations as one of Irenicus' Dryad concubines.. Now head back to the door leading to the genie. y=500) The Elemental Plane of Air (AR0601) o======================================================================o 19) Travel northwest and you'll meet a pack of Mephits. it doesn't really matter.. Regardless of your end goals as far as party composition is concerned. a Bastard Sword +1. It'll. ***REWARD*** (For freeing the Genie) EXP 15000 ITEM Sword of Chaos +2 Dungeon. y=1220) Scroll of Conjure Air Elemental <----------------------------------------------------------------------> 20) Bring the Dryads their acorns and they'll tell you that you must travel up to the next level of the complex using portals.. or what's left of it. and if you don't have a Thief as a main character. I suggest you take him along. it's still a Two Handed Sword +2. anyways. and beyond that is a room with mounted wands. Now go back up the hallway and through the door at (x=1960. Haste in particular. Activate it to get Irenicus' Genie to show up. ***ITEMS*** (x=320. He will offer to give you an item that used to belong to you if you free him from his bonds. ***REWARD*** (For talking to the Dryads after recovering their acorns from Ilyich) EXP 9500 <----------------------------------------------------------------------> 21) Now return to the Genie and give him his flask for a hefty experience reward and the Sword of Chaos-Sarevok's sword from Baldur's Gate 1.) Talk to them again and ask for the Genie's flask and they'll simply give it to you.. Even though most of it's power died with Sarevok. which you can do by finding the real flask the Genie is bound to. Now head back to the main level of the dungeon and go through a portal. Go up another ramp to the west to find the proverbial genie bottle at (x=300.

and northwest of that another group of Goblins. ***ITEMS*** (x=900. 1 Gold <----------------------------------------------------------------------> 25) Go back to the Mephit Spawning Room and through another door at (x=1300. y=2150) Scroll of Fireball. but these wands only have one charge each and aren't good for much besides selling. It's not an indispensable spell. Bolt +1 x3 (x=1400. y=1400) and cross a bridge. Our favorite! Ignore the Mephits and concentrate on the portals. but she's not too much of a problem. y=2350) Wand of Fire Key. you must be careful not to say anything disparaging about her dead husband at this crucial first step. but it is a defensive option for when we get 5th level spells. 8 gold. will go hostile on you too. 4 gold (x=800. y=2650) Gold Ring. Go through the door to the north at (x=1120. As you head to the east Jaheira will make a most unfortunate discovery. and soon loses its potency. . and it's beyond time we used those wand keys. y=2350) and continue up a tunnel to the northwest. Now go through a door to the northwest (x=1320. Don't bother trying to disarm the traps in the middle of the room. You'll find another Assassin fighting a losing battle against Mephits. Strike the Duergar down with missile weapons and spells. which will simply spew out more Mephits as you kill them.. Unfortunate for her. She'll cast some spells. where you'll find an Assassin and an Escaped Clone fighting. y=600). as you'll just get hurt. Search the statue at the far eastern end of the room to get ahold of a Ring of Protection +1. disarming the trap as you go. ***ITEMS*** (x=750. Arrow of Detonation. y=2170) Pearl Necklace. y=2220). y=2530) Potion of Extra Healing. Bastard Sword. lacking in magical weapons and all. y=2650) Tchazar Gem. Go through the door at (x=550. Scroll of Protection from Normal Weapons (x=1250. apparently being another one of Irenicus' concubines. Kill her and take her Wand of Missiles Key. You'll see what happens. y=1300) <----------------------------------------------------------------------> 26) You'll come into a room with a colorful mosaic floor. y=2500) Wand of Summoning Key. Arrows x7 (x=180. after a short dialogue. as noted below. The clone will typically win this fight and. You'll get a wand for each trap you disarm. Who are these assassins that are so incompetent they can't even kill a Mephit. as from time to time you'll fight monsters that can't harm you. instead play with the pillars to the north to deactivate the traps across the floor. I put this on my main character.<----------------------------------------------------------------------> 23) Go through the door to the northeast at (x=880. The Scroll of Protection from Normal Weapons is interesting. which an Assassin will try to cross to get at a Duergar with a crossbow. Wand of Cloudkill Key (x=1350. Of course. the Jaheira romance opens up. Arrow x5 <----------------------------------------------------------------------> 24) You'll come to another room with stasis vats. Now that Khalid is out of the picture. ***TRAPS*** (x=720. and how are they troubling Irenicus so? It is a question for somebody wiser than I. y=2800) to find a room with Mephits and Mephit Portals. Cursed Scroll of Weakness (x=1050. it's going to be some time before they get themselves some armor.. and why this is not a good idea. This is the wand trap room. y=2580) 2 gold.

Something obviously isn't right with our friend Frennedan. y=550) Wand of Monster Summoning I (x=1700. y=620) (x=1520. go down the middle tunnel. y=750) (x=1290. y=1400) Scroll of Protection from Electricity. Anyways. He'll follow you around for a while if you let him. y=900) Wand of Missiles (x=1300. She'll then turn into mist and disappear. this time declaring themselves as Shadow Thieves. Focus your missile fire on the Mage and wipe the Duergar out. and you might as well try. and finally the western passage. and any other enemy that deals bludgeoning damage. y=630) Heavy Crossbow. y=1350) Key to Frennedan's Room. y=920) (x=950. The western one gets you out of here in short order. In this room you'll find some things worth looting. To the east you'll find some Duergar. y=700) Wand of Frost (x=1400. y=500) Wand of Lightning (x=1900. y=700) Arrows x40. it'll go just as well on Jaheira for now. Splint Mail (x=3380. Arrows x40 <----------------------------------------------------------------------> 29) Go into a room to the south and somebody named Frennedan will ask you to release him from his glass prison. as they typically wield blunt weapons which are effective against Clay Golems. Golems. She's also not immune to non-magical weapons as she should be. Viconia. Girdle of Bluntness (x=3600. Bolts x20. but he'll turn into a Doppleganger and attack you given time. and it'll go good on any character who needs to go toe to toe with Giants.***ITEMS*** (x=2000. If you decline him he'll turn into a little boy and ask you. Potion of Firebreath (x=2500. I prefer to put it on Anomen. but go down the eastern passages for some loot. or Korgan. Chain Mail. ***ITEMS*** (x=3500. Great. Potion of Extra Healing x2. Unfortunately there's loot back there we want. When you're done. If you refuse to let him accompany you out he'll attack sooner rather than later. 100 gold (x=3600. The Girdle of Bluntness is a nice little toy. Scroll of Charm Person. y=820) (x=1180. y=600) (x=1630. Irenicus has Vampires on his side. Once that's done let's head out of this dungeon once and for all. She won't attack the party and only leaves if she kills all the Shadow Thieves. starting with the eastern-most passage. y=1200) Elixir of Health x4. y=350) ***TRAPS*** Deactivated At Receive (x=1200. Potion of Healing x5. y=650) Wand of Fire (x=1500. y=400) Wand of Cloudkill <----------------------------------------------------------------------> 27) You'll arrive on the scene just in time to see a Vampire named Ulvaryl go to town on some more Assassins. Bolt x20. Scroll of Invisibility . Potion of Healing x3. Bolts +1 x7. then the middle passage. y=850) Dagger. y=680) Mace. Scroll of Knock (x=2250. y=650) (x=1420. Short Bow. <----------------------------------------------------------------------> 28) Go down the tunnel until you come to a smithy with Goblins inside. ***ITEMS*** (x=2220. so you should open the door to his cell anyways. Who wants to bet those will become a pain in the ass sooner or later? If you are very quick and a little lucky you can attack Ulvaryl while she's focusing on the Shadow Thieves. once that's done with there are three tunnels in the wand room leading south to explore. Still. If you kill her you'll get a nice bit of experience (8000 experience total).

(x=2850. more will gate in and Irenicus concedes to be taken by them. Now would be a good time to take everything off Imoen you want to keep. When they're dead continue southeast through the room and down some stairs into a sewer. (x=2800. so long as they take Imoen as well. Oil of Speed. y=1350) (x=2500. Irenicus has managed to have Imoen taken from you. Potion of Extra Healing x2 ***TRAPS*** (x=2220. You'd think that these Mages would be happy to receive any aid they could against Irenicus. Chapter 2 is. Jaheira insightfully points out that Irenicus most likely wants to be pursued. You'll be treated to a cutscene announcing your arrival on the scene of the battle between the Shadow Thieves and Irenicus. Eventually. The one who initiates dialogue will cast some spells to boost two others who are hidden when the battle starts. ***REWARD*** (For escaping from Irenicus' Dungeon) EXP 34500 (each character) o======================================================================o | Chapter 2 | o======================================================================o | | | Five Finger Discounts | | | o======================================================================o Sequence of Events: {WLK002} 1) Imoen and Irenicus Incarcerated 2) Gooooooooal! 3) Lady Beth 4) Gaelan Bayle's Offer 5) Gaelan Bayle and An Introduction to Larceny 6) Shorekeep Stealing 7) Cohrvale and Bregg 8) Robbing Galoomp the Bookkeeper 9) Armor Courtesy of Arnolinus 10) Robbing Lady Yuth 11) Diedre's Selection 12) Ripping Off Ribald's Ring of Regeneration 13) To the Copper Coronet 14) A Note on Random Encounters 1) Now Chapter 2 has begun. whatever the cost. y=1300). Irenicus promptly smites a group of impudent Shadow Thieves and a group of Mages when they appear.(x=2820. however. If you want her in your party. y=1600) Bullets +1 x5.. Scroll of Color Spray. y=1200) (x=2800.. So it seems that although interrupted. but they probably just wanted to subdue him. dedicated y=1420) y=1450) y=1500) y=1540) . and indeed going after Imoen is the way to advance the main story. Scroll of Blindness Arrows +1 x4 Curse Scroll of Foolishness. however... who will not listen to whatever you say and attack. Scroll of Blur (x=2700. (x=2850. who cast spells at Irenicus during the fighting. you'll have to go and get her back. y=1540) <----------------------------------------------------------------------> 30) You'll come across a trio of Assassins. 101 gold Bolt +1 x4. Head northeast past all the dead Shadow Thieves until you find an area transition at (x=3400.

Before we head off to the Copper Coronet however. and Korgan. She'll also name your location as Athkatla. Most party members come with quests that need to be resolved before they'll remain in the party.. the two goals seem to be one and the same. and you can cast anything if you're indoors. who will tease you with information as to Imoen's location. Still. Gaelan Bayle's House (AR0311)/(AR0312) o======================================================================o 5) Stealing is the name of the game. As soon as you arrive you'll be met by a rogue named Gaelan Bayle. Haer'Dalis. it's Baldur's . Waukeen's Promenade (AR0700) o======================================================================o 3) Over at (x=3080. as it's the only place you have access to as of yet. <----------------------------------------------------------------------> 2) We now have an immediate goal: to raise enough money to effect the release of Imoen. Okay. You can cast any Priest or Druid spells you wish. We can kill two birds with one stone! The first party members we should look for are Anomen and Keldorn for good parties. Viconia needs only to be found before she'll join... not really. Before we even explore the Promenade we now stand in. spells and experience. Cernd. Slums District (AR0400) o======================================================================o 4) Head southwest to exit the Promenade by clicking anywhere on the edge of the map. there are things to do before we even rush off after party members. for a price of 20.. Travel to the Slums District. Who you want in your party will directly determine what quests need to be done and how long it'll take you to get to Imoen. Of course. Other characters like Nalia. She'll tell you about some guild war. work which will allow you to raise the money you need to pay for the assistance offered by Gaelen's friends. if you don't want Imoen in your party then there's no rush to go get her. and mention that you might be able to find out how to get a license to practice magic in the city if you visit the Government District. and most of these quests involve killing things and crawling through dungeons. if you even want them at all. name the wizards that took Imoen away as the Cowled Wizards. in fact! In the mean time be sure not to cast any Mage spells out in the city.towards assembling your party. Note that with the beginning of Chapter 2 you'll start getting dreams involving Imoen and Irenicus when you rest. let's go get some loot. y=1080) you'll find Lady Beth. He'll then direct you to his nephew Brus.. much as the beginning of Baldur's Gate 1 was. Valygar. who will lead you to the Copper Coronet. but as we've seen the Cowled Wizards do not take kindly to arcane magic being practiced without a license. just try to appreciate the lessons Irenicus is trying to teach you.. and Mazzy require quests that are either difficult or far-off... you know. Or not. the capital city of Amn. who will help you get your bearings if you talk to her. we need to assemble our parties. but the other four all have quests that need to be done. First though. and Viconia for evil parties. where you should be able to find work. apparently between Irenicus (or someone tied to Irenicus) and the Shadow Thieves... They are part of the story and there's no wrong way to go about them. but nothing so extreme that we can't handle it. the kind of activities that generally end in us earning money. and should be recruited only after the previously mentioned characters are recruited. Edwin.000 gold. He'll escort you back to his house and promise you aid in rescuing Imoen and finding the Mage Irenicus. or get assistance in reaching Irenicus..

. which is not going to get us anything. Gorch. steal things that you will not want to sell back. it's still worthwhile to steal a good bit of ammo. or you will need to find a place to store your excess loot (like Arrows +2. Bullets +2.. and those stupid one-charge wands. in Mae'Var's Guildhall.. Poor. so save often. what? Some Large Shields +1.Gate 2. Bolts +2. although you'll still get caught from time to time. Keep in mind when stealing you wont be able to sell fenced goods to honest merchants. If you don't have the unlimited ammo stacks mod activated.. I wouldn't consider it a requirement to steal so much for this game. Namely he sells Potions of Master Thievery. as you can just use these to identify your loot. which we'll get to later. Arrows and Bullets +2 are good for hitting magical beasties and Arrows of Acid are great against Trolls. as well as all the strongholds you can acquire. Now if you have your own Thief character. a Ring of Free Action. you might not need as many (this is one of the areas where my evil Fighter/Mage/Thief protagonist shines). In the first game you could steal. stupid Yoshimo has only a 25%. You need at least 100% to steal. and a few spell scrolls? In this game you can get a lot more mileage out of stealing. For now. but in the sequel you can score yourself a lot of cash by simply stealing. If you weren't supposed to steal and this was akin to cheating I have the following questions to ask: 1) Why would you have a Pick Pockets skill in the first place if you weren't supposed to use it? 2) Why would you be able to steal from Vendors? 3) Why would you be able to use multiple Potions of Master Thievery to boost your Pick Pockets skill so high? If you plan on stealing-and this guide will assume that you did-you will need to steal only what you plan to equip or scribe immediately. and items you will equip. just to name a few off the top of my head. and about 140% to expect to succeed once in a while. Head up the stairs at (x=150. armor. a Short Bow +1 for Yoshimo. Just make sure you don't store loot in a future stronghold before you actually control it. The Copper Coronet makes a fine place to do so. albeit three times per day. the fact that you always have a chance to get caught makes stealing minor items more of a pain in the ass than it's worth. and Roger the Fence. This gets me a total of 3500 gold. in this game. a Composite Long Bow +1 for Minsc. but with one important note: You need a VERY high Pick Pockets score to pull it off. and the Gem Bag. who will sell you various things. The Glasses of Identification will make preparing Identify spells optional. really. etc). they will save you lots of trouble if you get them. but Yoshimo chugs all three (and the one we found in Irenicus' dungeon) to bring his Pick Pockets up to 185%. which I immediately use to buy all the Potions of Master Thievery he has (three).. Scrolls you will scribe. Now we're in business. in the Sewers under the Temple District. jewels. y=350).. At 180%+ you can steal with relative impunity. I also steal the Scimitar +1 for Jaheira to use. the Glasses of Identification.. anything. There are a few specific items that are worth stealing and reselling (due to their high sell price). but it sure does make life easier in the short run. If you DO want to steal for unlimited cash flow-rejoice! Not all merchants are honest! A variety of fences exist. potions. so don't steal EVERYTHING hoping to sell it back and make a profit. you'll just have to store them in a container of some sort until you need them. and bows. cursed scrolls.. y=360)... extra scrolls. a pair of Katanas +1 for my main character.. Upstairs you'll find Arledrian (x=530. Potions and ammo you will use. Sell off all the crap from Irenicus' Dungeon with any value-like gems. including the fence at the Shadow Thief guild.. Some areas (particularly thinking of Mae'Var's Guildhall here) restock their containers once after you gain . Besides.

Decline and walk down to the south until you find a female storekeep (x=3500. Bolts x20. History of Amn (x=500. When you're done stealing from Arledrian's shop you can steal from him personally to receive a Potion of Invisibility. Head to an area transition and go back to the Promenade. Cohrvale will drop a suit of Chain Mail Armor.. You'll find Galoomp the Bookkeeper at (x=3330. Of course. shopping. y=150) Aquamarine Gem. Bregg leaves behind a suit of Studded Leather Armor. y=250) Water Opal.. y=200) Chain Mail. but not sturdy enough to cause you trouble.control of them. y=250) Silver Necklace (AR0312) (x=300. y=300). They're somewhat sturdy. earning yourself a good bit of experience. It's time to do some more. who will sell a variety of scrolls. y=250) Slums District (AR0400) o======================================================================o 6) When you exit you'll be approached by Brus. I have no intention of actually buying any of them. Dart +1 x10. Yeah.. y=150) (x=500. If you've got an exceptionally high Pick Pocket skill (over 120 will make the process easier) you can steal from Gaelan Bayle to receive two Potions of Invisibility. a Helmet. ***ITEMS*** (AR0311) (x=350. The primary goal isn't to . a Short Sword.. Throwing Dagger x10. y=1660) Scroll of Protection from Magic Energy <----------------------------------------------------------------------> 7) Continue southwest to find two ruffians named Cohrvale and Bregg.. Steal as many as you wish. Pearl Necklace. At least they give good experience. Once you've stolen your hearts content (for me this was everything) there's another tactic to employ. Tchazar Gem. who will tell you about a quest and offer to take you to the edge of the district. and Bolts +1 x10. but keep in mind the more you steal the better off Imoen's and Edwin's spell arsenals will be. ah. Waukeen's Promenade (AR0700) o======================================================================o 8) When you get to the Promenade hit 'M' to bring up your map and look for the marker labeled 'Spell Store'. Steal a Sling +2 and a suit of Full Plate Mail for Jaheira and a suit of Studded Leather Armor +2 for Yoshimo. and 41 gold. y=250) Wand of Magic Missiles. and 10 gold. 110 gold (x=400. Also note that along the way you can loot the wall at precisely (x=3345.. Wee. Horn Coral Gem ***TRAPS*** (AR0312) (x=300. We've important things to do before Yoshimo's Potions of Master Thievery wear off. Battle Axe (x=670. two Potions of Extra Healing.. ***ITEMS*** (x=3345. If you have ToB installed you can erase scrolls from your spell book and rescribe them. Also be sure to loot before you leave. and 29 gold. When all that is done leave the building. a Battle Axe. y=250) (x=400. a Medium Shield. y=1660) and obtain a Scroll of Protection from Magic Energy. y=1980) who will be our second target. Moonstone Gem.. or to the nearest tavern (Copper Coronet). a Potion of Extra Healing.

which seems like a lot until you think about the fact that you can earn 5000 from a single scroll. There's a Weaponsmith marked on your map on the other end of the Promenade. On my game she needed about 11. after dividing that between her classes and the rest of the party it meant earning about 110. y=1200). and Perter (x=620. you might as well make the most of your Potions of Master Thievery Speaking of which.000 experience from spells. a Large Shield +2. a Medium Shield +2. She'll also tell you to see somebody named Corneil of the Cowled Wizards in the Government District if you want to . another merchant named Hes (x=330.. which has much richer pickings. You could nip some Plate Mail from him. but that's really not necessary. but all he sells of interest are Arrows +2 and Bullets +2. but first head to the back of the store to find Lady Yuth (x=180. but keep in mind you've got allies to think about. To better your chances of accomplishing this kick out any characters you can besides her and your main character so the experience is only split two ways. but Arnolinus has two suits of Full Plate Mail. head over to the Adventurer's Mart (x=2200.000 experience. and a Small Shield +2 which will all go a long way to making our party more formidable. but it is immeasurably helpful to get access to as many spells as possible. She sells more scrolls which you should certainly steal.significantly level up your party-there are better ways to do that-but to get Jaheira to 9th level as a Druid. Here's a list of the spells you should be sure to pick up: Blur Chaos Cloudkill Confusion Dispel Magic Enchanted Weapon Flame Arrow Fireball Friends Greater Malison Haste Hold Monster Improved Invisibility Knock Magic Missile Mirror Image Slow Stinking Cloud web You should ideally have many of these if you are a Mage yourself. y=1600). y=320) is just to the west. y=410). When you've taken what you want from him. Adventurer's Mart (AR0702) o======================================================================o 10) Lots of interesting things to see. I know this is a bit of a long and tedious process. What good are spell scrolls going to do on an NPC merchant anyways? Hell. Especially not with so many other fine merchants around to steal from. Armorer/Fletcher (AR0706) o======================================================================o 9) Head over to the shop marked Armorer/Fletcher on your map (x=1770. but he doesn't have must of anything worth stealing. y=230) the Fletcher. Inside you'll find Arnolinus (x=420 y=350) the armorer. I know. And the experience always helps. Perter only has Arrows +2..

Unless you've found yourself an over-abundance of money. described below: Dak'kon's Zerth Blade This is a +2 Katana that was expressly designed to be used by a Fighter/Mage.acquire a license to use magic. It really gets fun with the Fighter/Mage. as even the latest patch will put her in the game. She sells a variety of wonderful items we can only dream of for the moment. but it's also brutally effective. It gives you a one-point Armor Class bonus and allows you to cast simulacrum once per day. that's what Dak'kon was in Planescape: Torment. Granted. If anything the hit points and protection from evil will do any Cleric good.. however. as duplicating a high level Fighter with plenty of Greater Whirlwinds and a vorpal weapon or a high level Cleric and their Auras of Flaming Death has obvious benefits. y=460) you'll find Diedre. If each of the Fighter/Thieves are wielding the Dagger of the Star they can both unleash backstabbing destruction on your foes. Plate of Balduran It's armor with an Armor Class of -1. where you'll get two characters who can spell-buff themselves to nigh-invulnerability and then go after enemies with Greater Whirlwind attacks. then use the simulacrum itself to summon an ally. There's really no excuse not to have her. although it does serve as a decent off-hand weapon until you get the Equalizer. but it's still a nice off-hand weapon for any Fighter/Mage.. Need I say more? Keldorn would love this. its -1 Armor Class doesn't make it much better than Full Plate Mail +1 (which . It's not as good as Dak'kons blade eventually could get. namely ones we couldn't find in Galoomp's shop: Lower Resistance Stoneskin When you're done perusing her spells explore the rest of the Adventurer's Mart. +5 Hit Points. It bestows a +1 bonus to Armor Class and gives an additional 1st. This really works well on Viconia. who is at about half the creator's level. and +1 to Charisma. <----------------------------------------------------------------------> 11) At (x=500. It really gets out of hand when it's on a multi-classed character. and 4th level spell. We should have all the spells we need for now.. The Efreeti Bottle and Golem Book come readily to mind. Be that as it may they still have access to all of the creator's items. you can create a simulacrum via Vhailor's Helm. it gives +4 Hit Points. Below are some spells of note you should pick up. and armoreven summoning items! That's right. including the Cloak of Mirroring. and +2 Charisma. weapons. Sensate Amulet An amulet that gives you permanent protection from evil. The tactics might be somewhat blunt and repetitive. who has a pretty good Charisma and thus can serve as a party leader. Simulacrum creates a duplicate of the character casting the spell. 2nd. Duplicating a Fighter/Cleric capable of popping out Auras of Flaming Death and Greater Whirlwinds is an obvious improvement over the scenarios mentioned above. I wouldn't bother with it. after all. a bonus merchant you can get from various sources that shipped with the Collector's Edition of the game. Vhailor's Helm One of the best items Diedre sells and possibly the best helmet in the entire game. as is getting two Fighter/Thieves. 3rd. even if it does become obsolete fairly quickly. This is a good item to put on any character. or at least all the spells we can get our hands on..

and Move Silently abilities by 20%. It'll cut down on healing spells expended and rest times required. Robe of Vecna Possibly the best item sold by Diedre. and should probably be the first item we get. You can't even steal them. Bracers of Defense A.we'll find/steal in abundance. but it really shines because it reflects Beholder rays. since it won't lower her combat effectiveness any. especially for the price. a Short Bow +2. he's got some good items on him. pick pocket Ribald to obtain a Ring of Regeneration. Give it to whomever is hurt to get some passive healing. but we have much more important things to buy by far. giving it some practical defensive implications as well. particularly a debuff or defensive spell. <----------------------------------------------------------------------> 12) At (x=600. Depending on who you get in your party. some or all of those items should interest you. but still nice. it might be something to consider.. turning one of the most fearsome monsters in the game into push-overs. For Edwin and Imoen. there is no better robe in the game. It's something to work towards. it will make exploration that much simpler. Oftentimes the tempo (and outcome) of a battle is set by who gets the first spell off. the Girdle of Hill Giant Strength.. several interesting suits of armor that could go well on any light-armor wearing character. But if you have tons of money just burning through your pockets later on. of course. that's a minor concern. Potions of Master Thievery. to be able to steal/sell it to a fence. but for. in any case. I don't usually invest this item into any one character. It cannot be over-stated how much it helps to be able to get off a spell before the enemy can. Hide in Shadows. especially not at this point in the game when there are so few rings to go around.C. It also has an Armor Class of 5 and 10% magic resistance. Even though its rate of healing is so slow that it won't turn a battle in your favor. Scrolls of Breach.000 gold. like a reasonably priced Sling +2. the Reflection Shield +1. Shield of Balduran It imparts a penalty to Strength. don't you doubt).. Mercykiller Ring A ring that improves your Set Snares. owner of the Adventurer's Mart. at least. Jaheira. As you can see these items run between 10. but specifically every party should plan on getting the two shields. When you're done gawking at all the things you can't afford. a Girdle of Hill Giant Strength. y=700) you'll find Ribald Barterman. the Ring of Air Control. making most spells cast instantaneously. say. it lowers casting speed by 4. It'll come in very handy for the Unseeing Eye quest.000 and 40. and plenty of magical ammunition. It's interesting that he allows so many other merchants to ply their trade in his establishment. making them well out of our price-range for now. it's one of the highest-selling items in the main game. You have to buy it. With an Armor Class bonus of four it's a pretty solid shield on its own. and the Ring of Air Control. Fortress Shield +3 With a +7 bonus versus missile weapons and an Armor Class bonus of four this is a far superior version of the Large Shield +1. 3. either! Oh well.. but once you do. Not essential. It makes casting every spell that much more effective. the Fortress Shield +3. Also keep in mind that this item sells for quite a bundle-in fact. you'll be able to easily steal/sell grind for unlimited cash. There are also various blunt weapons that would go well on Anomen or Viconia. +4 vs Missiles .

without risking your own spell buffs. So travel to the Slums District (AR0400) and enter the Copper Coronet at (x=2490. Or put it on an character with a poor Armor Class to give them a boost for big combats. These allow you to do so admirably. but before we get to him. these bracers are good for every class that is normally deprived armor. Keldorn. <----------------------------------------------------------------------> 14) As veterans of Baldur's Gate 1 will remember. Our next goal is the Copper Coronet. through the entirety of Shadows of Amn at least. well. In the next few . there's something I should mention. however. but this is a more definite means of leaving an enemy open to attack. but we should have obtained all we really need. going from area to area was always a little risky. and especially in Throne of Bhaal. it's time to start forming our party. and we'll use it a long time.. there is no underestimating the defensive implications of an item that allows you to cast Improved Invisibility once per day.from the first game.. and Viconia are all especially in need of this item.. It'll become obsolete later in Shadows of Amn. There are still a few other merchants around that have various things to steal. Just remain open to future stealing sprees. <----------------------------------------------------------------------> 13) We still have one more thieving target ahead before these potions wear off.. most anything. Put it on a Thief main character to allow them to get out of trouble or to get another backstab ready. and will be your armor for most of the game. as there will almost always be an enemy ready to tear down illusions with True Sight. let's not dawdle and waste the potions we already have in effect. but it's not essential at this point. It's a superior shield. it becomes especially vital.C. but before we get there. Scroll of Breach Just look at all the defenses that this spell takes down. Most of the random merchants hanging around will sell-at best-a few +1 weapons and some +2 ammunition. y=2270). If you are a Fighter/Mage. Reflection Shield +1 While not as powerful as the Fortress Shield +3. especially Monks and Mages. there is always somebody who will benefit from having a higher Strength. No matter who you include in your party. Mages are well defended by keeping their distance.. but you're going to want to get into combat-and survive. they're not (to my knowledge) easy to come by until you complete the Mage's Stronghold. Jaheira. it'll come in very handy once in a while. Granted the latter can be nice. but don't waste the Potions of Master Thievery. Bracers of Defense A.. but in Athkatla there's a guild war going on between the Shadow Thieves and another upstart guild that just happens to have plenty of Vampires to throw around. Since non-Mages can't even obtain this quest it really means you should try and get the most out of your Potions of Master Thievery. Girdle of Hill Giant Strength Another item that will last us a long time. To that end. Ring of Air Control While seeming somewhat lack-luster.. It is your primary debuffing spell against. at least until we reach Throne of Bhaal. in the Slums. You can always use a Dispel Magic to do much of the same.. A defensive item that you can get this early that'll keep that long is a good investment indeed. 3 Equal to a suit of Plate Mail.

but you might as well hold onto it. Loot the Slaver Mage for a Scroll of Minor Globe of Invulnerability. and when they die the injured man (Renfeld) asks for your help.. Arrows +1 x20. a Scroll of Charm Person.event sequences I will make a note of various random encounters that can be had-either by just setting foot outside at the wrong hour (usually night) or while traveling between districts. Just don't whine to me later when you get snarfed by a Vampire and don't know why. In this particular encounter one is named Suna Seni and another is named Eldarin. o======================================================================o | | | Random Encounters in Athkatla | | | o======================================================================o Sequence of Events: {WLK003} 1) Arbane's Sword 2) Helping Harpers 3) Xzar's Quest 4) Hareishan's Warning 5) Salia and the Shadow Thieves 6) Parisa's Persuasion 7) Tanova's Inquiry 8) Sansuki's Salvation 9) Slaver Smite 10) Delon's Plea Enroute in Athkatla I (AR0045) o======================================================================o 1) Every time you travel between areas in Athkatla you run the chance of encountering Slavers (among other things). Arrows +1 x40. I just feel it's better to record them than not. It's not spectacular.. a Composite Long Bow. and 65 gold. a Potion of Frost Giant Strength. and 623 gold. since we're on this topic.. Loot the Slaver Cleric for a Necklace. If you don't care to read them and just want to get on with it (I can't help but think about Monty Python's 'Holy Grail' when I read that. and a Mace +1. Finally Eldarin drops a Bloodstone Amulet. Enroute in Athkatla II (AR0045) o======================================================================o 2) It seems like a good time to mention another random encounter you might run into while traveling between districts. a Scroll of Shocking Grasp. They're not very important. seeing as how having any +2 weapons will be a good thing for a while. They decide to kill the witnesses (you) and a fight ensues. if you ever do. Arbane's Sword is a fair little short sword that offers immunity to hold person and allows a character to use haste for two rounds once per day. Suna Seni has a suit of Leather Armor.) skip to [WLK004]-which is where I'll cover the Copper Coronet and our future party-building plans. and then focus on Suna Seni when she goes down. They can be rough on a new party. a suit of Plate Mail +1. a Scroll of Magic Missile. a Scroll of Vampiric Touch. but brute force and attacking the spellcasters first should be more than enough to win. a Composite Long Bow. a Scroll of Domination. They are woefully out-classed. a Potion of Stone Giant Strength. Mind you that depending on your nocturnal activities it might take a long time to see all these. You know. and a Scroll of Flame Arrow. Immediately focus your fire on the female wizard. and Arbane's Sword +2. Agree to take him to his friends' house . The Slaver with the bow has a Silver Necklace.. A group of three Thugs and a Mage will be found near a wounded man.

long time. a Scroll of Disintegrate. When they die loot them. Don't waste much time getting there. a Sphene Gem. a Scroll of Stoneskin. she uses Dire Charm to settle matters. Loot the dead Shadow Thieves for a suit of Leather Armor. you'd be well served by saying you do NOT work with the Shadow Thieves. and a Short Sword. it's best if you simply let the . a Short Sword. a Potion of Defense. Vampires are bad enough. a Scroll of Power Word Sleep. a Pearl. a Scroll of Ghoul Touch. a Scroll of Minor Spell Turning. Another will drop three Potions of Extra Healing and 85 gold. Again. Agree to do it or not.. a Dagger. Sure. She'll tell you to bugger off. <----------------------------------------------------------------------> 8) A Shadow Thief named Sansuki will approach and ask for help. When you head back up north you'll be approached by your old friend Xzar. and then threatens you before running off. Another will have a suit of Leather Armor. either way. a Dagger. a Scroll of Contingency. Not a bad bit of loot considering we didn't lift a finger. a Scroll of Chill Touch. and asks for your assistance in going inside and retrieving Montaron. At any early point in the game. and 67 gold. ***REWARD*** (For Bringing Renfeld to Rylock) EXP 14550 Gold 125 <----------------------------------------------------------------------> 4) A vampire named Hareishan will destroy a trio of Shadow Thieves. Unfortunately they notice you and attack while Salia slips away. and a Scroll of Summon Monster I.in the Docks District. a Scroll of Find Familiar. The Mage will drop a Scroll of Strength. who names the people you just dealt with as Harpers. a Note. a Scroll of Spell Thrust. but Tanova requires +3 weapons to hit. and for a low-level party. a Short Sword. and a Bastard Sword. a Scroll of Haste. a Gold Necklace. a Potion of Insight. When they refuse. a Note. a Pearl Necklace. The other has a suit of Chain Mail. wasn't there a Mage in the Cloakwood Mines named Hareishan? I'm sure it's just a coincidence. mentioning that until you choose your side the Mistress doesn't want you to come to harm. a Bloodstone Amulet. a Sphene Gem. Wait. a Scroll of Ghost Armor. and two Daggers +1. One has a suit of Leather Armor. and 94 gold. as other responses will provoke Tanova into attacking. Give Renfeld to Rylock for some coins and experience. that's just too much to overcome. <----------------------------------------------------------------------> 5) If you go out at night you might just see a vampire named Salia talking to two Shadow Thieves. You can kill the charmed Shadow Thief for some experience if you wish. a Potion of Genius. a Black Opal. The last one will leave behind a suit of Leather Armor. and 68 gold. and the last Thug will leave behind an Oil of Speed. a Short Sword. A Vampire named Del and two subordinate Vampires will show up and warn you to stay uninvolved. a Garnet. y=2950). a Water Opal. but before anything useful can be communicated the source of his woes will arrive. and 173 gold. just long enough to loot the bodies. Docks District (AR0300) o======================================================================o 3) Go to the Galvery Estate in the southwestern corner of the area and talk to Rylock (x=1450. One of the Thugs will leave behind a Bluestone Necklace. obviously trying to lure them into the new guild. it's something we'll be postponing for a long. <----------------------------------------------------------------------> 6) You'll find a Vampire named Parisa trying to convince a Shadow Thief to come join the new guild. <----------------------------------------------------------------------> 7) At night you may be questioned by a vampire named Tanova.

and walk away. This starts the Umar Hills quest. my muches stand. all he will do is thank you. I'll be putting it off for a while. you can talk to the proprietor of the establishment named Lehtinan (x=400. Needless to say. The slave will beg for aid and if you kill his guards you'll get a little experience reward. ***REWARD*** (For freeing the slave) EXP 5500 <----------------------------------------------------------------------> 10) This isn't a guild-related meeting. well. We know we need to raise 20. if you don't want Keldorn there's really no reason to go do the Unseeing Eye quest yet. For example. but otherwise. Sorry Sansuki.. we'll deal with this slavery issue much.. If you do bother to help him out. What's extra funny is that later on Anomen will suggest that we should leave a slave in his cage. Really not worth the hassle. For the purposes of providing you-the readerwith this information I will complete most of the character-related quests before heading off after Imoen. and Anomen suggests we smite him right away. Minsc.. much. and if you don't care to recruit Valygar you have no reason to enter the Planar Sphere. He'll mark the area on your map and tell you to go to Imnesvale and talk to Minister Lloyd. much later. rather-about the troubles of his village Imnesvale in the Umar Hills.. which is a very rewarding -yet far too difficult for us now-quest. o======================================================================o | | | Recruiting Korgan. as your odds against a handful of Vampires aren't very good. and Viconia | | | o======================================================================o Sequence of Events: {WLK004} 1) Amalas' Challenge 2) Nalia in Need 3) Korgan's Quest 4) Joluv's Wares 5) Buying from Bernard 6) Guild War Worries 7) Viconia at Stake 8) Jan Jansen's Gibberish 9) Good ol' Garrick Now that we're at the Copper Coronet it feels like a good time to talk about what our immediate and future goals are. and if you're . y=1220) and ask him about the obvious slave escort from his tavern. but if you have Minsc in your party after enough time has passed. This will comprise about half of the quests that can be performed in and around Athkatla. you'll be approached by a little boy named Delon. not so much later if we're an evil party. so Anomen believes we should kill slave-masters. He'll tell you-well. This is where the 'good' and 'evil' parties make a serious departure. Inside the Copper Coronet.000 gold to get Imoen back and to strike at Irenicus. Does this guy have two brain cells to rub together? Anyways. Jan. as who you recruit affects what quests you need to do to keep them. <----------------------------------------------------------------------> 9) In the Slums of Athkatla you might come across a Slave being escorted by a pair of Slaver Guards outside the Copper Coronet. That said. Lawful Neutral my ass.Vampires have Sansuki. no matter who you wish to recruit you should recruit them before going after Imoen and Irenicus. but keep unruly slaves enslaved. He'll play stupid. Somebody certainly doesn't believe in a trial-by-jury. and while we're raising the money we might as well recruit the allies we'll need to succeed.

. After all. and Jan | Evil Parties | |-------|---------------------------------------|----------------------| |WLK005 | Jan's Quest. | | | Obtain the Thieves' Guild. | Ambitious Parties | | | Obtain the Cloak of the Sewers | | | | Obtain Saving Grace +3. this is not a great path to take. | | | (Recruit and Secure Keldorn). | Slow People. | | | | Obtain the Cleric's Stronghold | | |-------|---------------------------------------|----------------------| |WLK010 | Keldorn and Anomen family quests. Viconia. | Halberds. and even then. | | | Obtain the Gauntlets of Dexterity. | | | Kill the Bandits in the Sewers. A more practical way of playing the game is to just recruit the characters you wish to take with you and head off after Imoen. | Stupid People | |-------|---------------------------------------|----------------------| |WLK006 | Mae'Var's Guildhall (Recruit Edwin). follow me in the order in which I plan to progress. | |-------|---------------------------------------|----------------------| |WLK011 | Cleric's Stronghold Quests | Cleric Protagonists | |-------|---------------------------------------|----------------------| |WLK012 | Astral Prison (Recruit and Secure | Impatient People. The Unseeing Eye | Good Parties. Obtain the Boots of | People Who Like | | | Speed. Decide who you want in your party and make those characters a priority. Obtain the Wave Shaft. | Cleric Protagonists. the less you'll have left to do when you return with her.. If you want to follow in the direct footsteps of this FAQ and recruit all the PCs in the game (whether you intend to use them or not). the more quests you do before you run off after Imoen. an evil party who doesn't care to keep Imoen long-term (why would they? They have Edwin!) can do as much as they please. | Evil Parties.in a rush to get Imoen back. | | | | Obtain the Pale Green Ioun Stone | | |-------|---------------------------------------|----------------------| |WLK009 | Recruit Anomen. | | | | People who like quest| | | | experience. You only really need to rush if you want Imoen. | o=======o=======================================o======================o |WLK004 | Recruit Korgan. Bards | | | Obtain the Bardic Playhouse | | |-------|---------------------------------------|----------------------| |WLK013 | Bardic Playhouse Quests | Bard Protagonists | |-------|---------------------------------------|----------------------| |WLK014 | Obtain Celestial Fury | People Who Like | | | | Katanas | |-------|---------------------------------------|----------------------| . | Good Parties with | | | | Keldorn and Anomen. Of course. Below is a list of the characters and their related quests which will take up the next part of the FAQ: o=======o=======================================o======================o |WLK### | Objectives | Suggested For. then by all means. | Thief Protagonists | |-------|---------------------------------------|----------------------| |WLK007 | Thieves' Guild Quests | Thief Protagonists | |-------|---------------------------------------|----------------------| |WLK008 | The Book of Kaza (Secure Korgan) | Evil Parties | | | The Nether Scroll (Secure Edwin). | | | Haer'Dalis). if you care how far behind she gets in experience.

|WLK015 | The Circus Tent (Recruit and Secure | Good Parties. obtain the | Enterprising Evil | | | Boomerang Dagger +2. Obtain | | | | Tansheron's Bow +3. Crimson Dart +3. First. Obtain the | People Who Don't Mind| | | Cloak of Displacement. Case of | want to score some | | | Plenty. Obtain the Gauntlets | Weak People. although I strongly advocate at least partial exploration of the first level of Watcher's Keep as our last endeavor before heading off to pursue Irenicus and rescue Imoen I decided not to break up Watcher's Keep into . | Fighter Protagonists. when it's easiest to explore in both terms of party experience and story progression. | | | Secure Nalia). | | | Obtain the Druid Grove. | | | of Ogre Power. Obtain the Ring of | Mage Protagonists | | | Acuity.| | | Ages. Obtain Belm +2 | | |-------|---------------------------------------|----------------------| |WLK023 | Druid Grove Quests | Druid Protagonists | |-------|---------------------------------------|----------------------| |WLK043*| Limited Wish Quests. | Flails. People Who | | | Frostreaver | Like Axes | |-------|---------------------------------------|----------------------| |WLK019 | Fighter Stronghold Quests. | o=======o=======================================o======================o *These two quests occur much later in the walkthrough. Ammo Belt. | Throne of Bhaal loot | | | Golem Manual | early.| | | Nalia Quests | People Who Like | | | | Clones | |-------|---------------------------------------|----------------------| |WLK020 | The Skinner Murders.. Obtain the Flail of the| Fighter Protagonists. Also. | Edwin who can Cast | | | Obtain a suit of Full Plate Mail +2 | 7th Level Spells. | |-------|---------------------------------------|----------------------| |WLK051*| Watcher's Keep (Level 1 only) | Greedy parties who | | | Obtain Quiver of Plenty. Obtain the Belt| Stealing | | | of Inertial Barrier. Obtain the Battle Axe +3. Obtain the Ring of Earth | People Who Like | | | Control. Obtain the Ring of Human | Ugly People | | | Influence | | |-------|---------------------------------------|----------------------| |WLK016 | The Planar Sphere (Recruit and | Good Parties. but I postpone it until we're established in Throne of Bhaal. Part I (Recruit and | Good Parties | | | Secure Mazzy) | | |-------|---------------------------------------|----------------------| |WLK022 | Trademeet (Recruit and Secure Cernd) | Druid Protagonists. Obtain the Dwarven| | | | Thrower +3. Obtain the Boots | Completionists | | | of Avoidance | | |-------|---------------------------------------|----------------------| |WLK021 | The Umar Hills. Obtain a second | Parties with an | | | pair of Glasses of Idenfication. as they are not completed until much later in the guide. we're simply not strong enough to make it through more than the first level of Watcher's Keep until near the end of Shadows of Amn. Obtain the Ring of Danger | | | | Sense. | | | Aerie). Obtain the Mage Stronghold | | |-------|---------------------------------------|----------------------| |WLK017 | Mage Stronghold Quests | Mage Protagonists | |-------|---------------------------------------|----------------------| |WLK018 | The de'Arnise Keep (Recruit and | Good Parties.. | | | Secure Valygar).

hopelessly aristocratic and asking for help. I wouldn't suggest doing this in two circumstances. here's a short suggestion of what each party should do at the minimum: --GOOD-[WLK009] [WLK010] [WLK014] --EVIL-[WLk004] [WLK006] [WLK008] [WLK012] [WLK014] Go recruit what characters you wish in whatever order you wish. and there's no reason a good party can't play with Korgan/Edwin long enough to get their specific quests (the Book of Kaza and the Nether Scroll. and don't send Valygar away before completing the Planar Sphere. as this will likely kill the romance. If you decline and have Minsc in your party Minsc is riled to attack Amalas. but to keep her happy you'll have to do it. which is ignored entirely by the good party on the grounds that they will simply not have enough experience to cast that spell before going after Imoen.. as opposed to Umar Hills. If you fight him. As soon as you're in sight she'll come initiate dialogue. Copper Coronet (AR0406) o======================================================================o 1) At (x=1100. If you talk to him he'll try to provoke you into a fight. Jaheira won't approve of your antics.seperate parts in the Walkthrough for simple continuity. Her quest takes you out of Athkatla and is somewhat difficult. Imoen ends up fine. If you want to just follow the guide-it's okay. respectively) out of the way. let's explore the Copper Coronet and deal with-or at least acknowledge-all the minor events within. hence its chronological placement in the guide until the good party can complete it.. For example. If. y=1880) you'll find Amalas. If you recruit characters you do not wish to keep. you really. you'll get to go one on one with Amalas.. don't disband a character you haven't secured. This leads to the Limited Wish quest. and the Limited Wish quests cannot otherwise be completed again until Chapter 6. who shouldn't be too tough as long as you have some levels of Fighter. For now. ***REWARD*** (For beating Amalas in a duel) EXP 9500 <----------------------------------------------------------------------> 2) You'll find a woman named Nalia in the tavern. There's no reason an evil party can't just leave Keldorn behind and do the Unseeing Eye quest. really don't want to do anything extraneous in this game. however. Also don't disband characters you want to romance. disband them and send them back to the Copper Coronet when possible. whereas an evil party can-and is benefited byexploring the entire first level. which I broke up in order to lump all our recruiting quests into the pre-Chapter 4 portion of the guide. however. don't send Korgan off before completing the Book of Kaza quest. If you want to play with good characters or otherwise don't care to recruit and secure Korgan and Edwin skip to [WLK009]. or rather she'll find you. again. To make life simpler. you can just follow the guide sequentiallyno matter what alignment your party will be. If it wasn't for this and the fact that she is practically a . Firstly. Overall it's more profitable to duel Amalas. however.. after which we'll have more than enough money to pick our poison and go after Imoen. A good party should head to Watcher's Keep to obtain a few choice items while completing as few quests as possible.

and Daggers all exist. which will help with Nalia's quest a good bit. Stonefire. y=1750) you'll find Joluv.. often requiring a Pick Pockets of 180+ to succeed. I don't find his gear nearly as useful as Deidre's. Also there's the Scarlet Ninja-To +3. It's worthy of consideration if you ever find yourself too rich.. and it doesn't require bullets. Talk to him if you want the best evil Fighter in the game on your side. They'll question you about your identity and mention a guild war going on in the streets between the Shadow Thieves and a new guild. a nice Scimitar we'll find later. I typically tackle the Copper Coronet after securing Edwin and Korgan (after [WLK008]). Deidre sold Planescape: Torment inspired items. and Joluv sells Icewind Dale inspired items. Stonefire. Agree to help him find the Book of Kaza and he'll join with you. And yes. Much later.. you will if you've got the latest patch and hence the bonus merchants.. but there is some merit to the Sling of Everard +5. <----------------------------------------------------------------------> 5) There are plenty of things to do in the Copper Coronet still. <----------------------------------------------------------------------> 3) Over at (x=950. We'll deal with her and her quest later. You can go buy (steal) some things from the bartender Bernard. presumably a continuation of the fight that allowed your egress from Irenicus' Dungeon.. Since that's the case. Now that we're done in here for now let's head over to the Government District. and . This is by no means necessary. The main reason to do this is to get Bernard to sell you better loot. Government District (AR1000) o======================================================================o 6) If you arrive in the Government District at night you'll find some Amnish Soldiers in the northern central part of the district.. among other things. which is a pretty damn nice sling that has a +5 THAC0 bonus and +2 damage bonus. but will be outclassed by the items we'll find later. and the Battle Axe +3.clone of Imoen I'd consider taking her along. With a good party. and hence I don't bother with this quest until its sequential location in the walkthrough. but since it can can only be used by Monks. Its stats are comparable to (and superior than) Belm +2. however. Viconia (x=1820. at least. you can complete the Copper Coronet Quest now (see [WLK036] for complete coverage). You'll find a Sling later which is pretty nice. all of these can be stolen. and returning Hammers. Note that Bernard is ridiculously hard to steal from. but that loot Bernard has for sale/steal will benefit you a lot more now than it will later.000~ or so gold each item will cost. y=1080) has landed herself in trouble again. but until then we can at least nab a Sword of Flame +1. greatly improving your inventory situation. I feel no real hurry to grab the Battle Axe +3. which is more of a tease than anything else. it'll just have to remain with Joluv. as we don't want Korgan to grow impatient and leave. it's probably a good idea to ignore his loot and save yourself the 20. if such a thing exists. We'll get to his quest shortly. but all of these quests can wait until later. He'll sell better things later in the game. Note: If you want to be a little ahead of the curve. The sole exception is the Sling of Everard +5. When playing with an evil party. <----------------------------------------------------------------------> 7) Head southwest to find a mob of citizens around a familiar dark elf. We won't delay too long. Axes. Overall.. so you don't even need money if you've got some Potions of Master Thievery. including the Sling of Seeking +2. <----------------------------------------------------------------------> 4) At (x=1350... y=1870) you'll find Korgan. Joluv mostly sells an assortment of +2 and +3 weapons that will come in handy in the mid-game (Chapters 2-5)..

undoubtedly due to the fact that he is recruited so early in the game as it'll take you to many areas that I don't intend to cover for a long time.is standing on the wrong end of an angry mob. then re-accept the dropped person back into the party and drop Jan for free experience without actually having to put up with Jan and his crap. and give Viconia some rudimentary equipment. and at the end of the day. The rest of this sequence will cover Jan's story quest-most sane people will never bother with this. One Fanatic has a suit of Plate Mail Armor. Don't blow him off and he'll try to sell you a 'Flasher Master Bruiser Mate'. do NOT goad Trax into summoning the guard down on you. This is common with recruitable characters. Right.. it's Jan.. so it's a net loss to do this. but an amusing one. it's a fight we don't need to fight. and another has two Potions of Extra Healing. nonetheless. and if you're one of them. Shortly thereafter a man named Trax will show up to apprehend Jan for the illegal sale of illegal items in an illegal manner. This really only negatively effects Jan. <----------------------------------------------------------------------> 9) This is just an aside. but overall I find it best to leave the PC quests in the section where they are recruited for organizations' sake. More specifically the side that's standing on a pile of logs and is about to be burned alive. I suppose I could have restructured the FAQ to make Jan a better fit. Jan's is perhaps the most disruptive for this Walkthrough. It's a debacle. y=1750). who are push-overs anyways. ***REWARD*** (For covering for Jan and prevent him from being sent to jail by Trax) EXP 8500 ***REWARD*** (For recruiting Jan into the party) EXP 11500 Note from Lee: you can accept Jan into the party. If you keep him in your party you'll eventually have to deal with a quest that pops up. drop pretty much anyone to do it. who is being wooed by Garrick-presumably our Garrick from Baldur's Gate 1. Whatever you do. It might not be much. I can't be bothered to make things more convenient for a character I never play and whose worth I seriously doubt. Click next to her to free her. but they should leave behind enough to improve some of the armor you're wearing. And this isn't a spectator sport. Which will provoke the mob and force you to waste three Fanatics. If you cover for Jan you'll get some experience. get the experience. to bail out Jan later you'll need to pay 800 gold. y=3600). especially not with the reputation loss involved. Of course.. but over in the southeastern corner of the map you can find a lady knight named Lady Irlana (x=3000. and I'll make a habit of including the quests that accompany the various PCs in the same sequence of events in which the character is recruited. Get Jan on your side and do what you will with him.. as most characters have the good sense to have less troublesome quests. If you turn him in you'll get 100 gold from Trax. Of all the PC quests. Of course. skip to [WLK006] if you want to set about recruiting Edwin. he seems to have lost his edge and is being fed flattering lines by one Cyrando. o======================================================================o . <----------------------------------------------------------------------> 8) From here travel southeast to find a Gnome named Jan Jansen (x=2730. Screw around too long and the mob will burn her alive. of course. He'll describe himself as a part-time adventurer/part time turnip salesman. even though in all likelihood they will occur much later.

but instead of a physical ailment she apparently has some kind of mental impairment. Agree to help him out and follow him back to his house in the Slums District (AR0400) (x=3550. y=370) tainted Antidote <----------------------------------------------------------------------> 3) Head downstairs and talk to Uncle Gerhardt (x=650. Seems like we're not done with the Government District right now after all. y=350). and she has a problem. if you travel with Jan for a while you'll get a visit from a relative of his named Beeloo Jansen. possibly due to her father's prevailing abuse. Wade through his circular dialogue and he'll tell you that you need to seek out something called 'The Hidden'. After Beeloo leaves. The Jansen Home (AR0401)/(AR0402)/(AR0403) o======================================================================o 2) Jan will provide a bad example for his cousin's twins and talk to his mother. y=320) Potion of Freedom (AR0402) (x=480. ***ITEMS*** (AR0401) (x=320. Jan will elaborate-Lissa is his childhood friend and former love interest that never panned out. y=220) (x=400. y=210) (x=200. of course. ***REWARD*** (For talking to Uncle Gerhardt) EXP 3300 . y=1350). who tells Jan that he recently escaped from prison and that some lady named 'Lissa' is staying at the Jansen family home. Jan will tell us to talk to Uncle Gerhardt in the basement. y=250) Potion of Extra Healing (x=200.| | | Jammin' With Jan | | | o======================================================================o Sequence of Events: {WLK005} 1) Jan's Lost Love 2) The Daughter's Sickness of the Mind 3) Uncle Gerhardt's Help 4) Finding the Hidden 5) The Hidden 6) Thumb's Up 7) Hunting the Hunters 8) The Mother's Sickness of the Mind 1) Now. y=200) Elixir of Health (x=720. y=220) (x=440. y=400) 3 1 1 1 gold gold gold gold (AR0403) (x=700. 5 gold (x=270. while he leaves the party to stay by Lissa's side. a far more serious and successful criminal than Jan. y=220) 1 gold (x=250. She married another Gnome named Vaelag. y=390) Short Sword. who fills him in a bit on the Lissa situation. She apparently brought her daughter with her. y=250) Scroll of Identify (x=150. A lady named Jysstev can point you in the right direction. Her daughter has taken ill. History of Durpar and Var. her estate can be found in the Government District of Athkatla.

the proprietor we're looking for. and . Talk to her and ask her about 'The Hidden' and she'll arrange a meeting with you and tell you to go to the sewers under the Copper Coronet.Jysstev Estate (AR1006) o======================================================================o 4) Return to the Government District and enter the Jysstev Estate (x=2900. Lissa will thank Jan for helping her daughter before telling us that Vaelag is downstairs. without elaborating further head over to the Sea's Bounty (x=2100. y=2100). follow. Baron Ployer's Curse. Inside the Sea's Bounty you'll find The Thumb. ***REWARD*** (For performing the task of the Hidden) EXP 17500 <----------------------------------------------------------------------> 8) Once home. Go up the stairs at (x=600. Be sure to leave Jaheira outside to avoid starting another time-sensitive quest. under-staffed party. y=2900). Once you've obtained this access you can safely head to the back of the Copper Coronet. On the other hand. Return to the Hidden and he'll tell you that the girl is healed before revealing itself to be an Illithid. and I certainly don't have a reason to drag Jan along with me long enough to start this quest. makes some threats. y=2230). in a room on the second floor. Vaelag demands Lissa's return. Second Level (AR5011) o======================================================================o 7) So. So. Sea's Bounty (AR0313) o======================================================================o 6) By the time Jan's quest occurs we'll hopefully have already explored the Docks District-at least crudely (as covered in the next Sequence of Events). y=900) that leads to the sewers (x=2070. It'll leave without incident. if you decided to take Jan along with you-and hence this quest became obligatory and led you into these sewers-refer to [WLK036] for everything you might encounter along the way. who will agree to heal Lissa's daughter if you deal with two 'creatures of evil intent' that are chasing him. Now. For more information on dealing with the Copper Coronet (in part. you'll find all is not well. with a good-aligned protagonist. and we'll be free to return to the Jansen home. y=670) in question. Being the useless bitch that she is. head over to the Bridge District (AR0500) and into the Five Flagons Inn (x=3200. Again. I don't bother with the Copper Coronet and its quests yet. ***REWARD*** (For getting Lady Jysstev to arrange a meeting with the 'Hidden One') EXP 8900 Sewers (AR0404) o======================================================================o 5) Head to the Copper Coronet in the Slums District and talk to Lehtinan to gain access to his back rooms. When Jan goes to investigate the turn of events. To uncover them we'll need to go talk to the proprietor of the Sea's Bounty in the Docks District (AR0300). as an evil party I deal with the Copper Coronet early to get some better loot. or in its entirety) see [WLK036]. You'll find Hidden at (x=1070. You'll find Lady Jysstev wandering around within. There's a secret door at (x=2150. Talk to him and pick dialogue option #2 to get him to tell you that the folks you're looking for are in the Five Flagon's Inn in the Bridge District. y=2000). Five Flagons Inn. which can be rather strong for a very low-leveled. y=300) to find two Githyanki.

right? <----------------------------------------------------------------------> 2) Head to the southwest and go down some stairs. He hints that there might a reward involved for completing the independent mission he was supposed to get started on. You can buy (steal) a variety of scrolls from her if . if he discovers that Vaelag has continued to be abusive. You'll be approached by a Mad Cleric who will demand that you embrace Cyric. y=980) you'll find a Shadow Thief. Jan will attempt to procure from us a promise of aid in the future. Righty-o. which is an invaluable service. and was supposed to report to Renal Bloodscalp. ***REWARD*** (For saving Lissa's daughter) EXP 15500 o======================================================================o | | | Mae'Var's Guildhall Quests | | (Recruiting Edwin) | o======================================================================o Sequence of Events: {WLK006} 1) Independent Practice 2) Submit to Cyric! 3) Thieve's Guild Fence 4) Infinite Money Exploit 5) Meeting Mister Bloodscalp 6) Robbing Gorth 7) Mae'Var's First Assignment 8) Temple Thieving 9) Referred to the Red Wizard 10) Thieving Tests 11) Edwin's First Task 12) Mephit Murdering 13) Golem Grinding 14) Rayic Gethras 15) Edwin's Second Task 16) Marcus' Documents 17) Mae'Var's Last Task 18) Embarl's Loyalty 19) Edwin's Evidence 20) Reporting to Renal 21) Purging Mae'Var's Guildhall 22) Making Mae'Var Meet His Maker 23) Renal's Reward 24) Valen's Offer Docks District (AR0300) o======================================================================o 1) When you arrive in the Docks District you'll get a confession from Yoshimo. You can sell stolen goods to her. y=900). Shadow Thief Guildhall (AR0305)/(AR0306) o======================================================================o 3) Over at (x=1350. We might as well. a Jasper Gem. a Quarter Staff. Dude. If you decline he'll attack you. let the bitch go. Head inside the door at (x=1330. At (x=950. He'll tell you that he got caught practicing his trade in the city by the Shadow Thieves. y=790) you'll find a Black Market Thief. who will welcome you inside being as you're a friend of Gaelan and all. When he dies he'll drop an Onyx Ring. and 20 gold.Lissa only bothers to thank Jan briefly before leaving with Vaelag.

I'm quite content to use my theiving skills to rob merchants blind. Yoshimo and Renal will trade barbs for a bit before Renal decides that he is more interested in you than Yoshimo. the less they'll pay for that item in the future. and you can also steal from her. y=800) Potion of Healing x2. sell in bulk. remove Mae'Var. y=700) 3 gold (x=750. Bastard Sword (x=200. y=530). and stronger characters influence what quests we can do. 234 gold (x=900. but if you want to maximize your profits. as you can just steal it back. Head up the stairs at (x=200. If you're a Thief he'll also offer you to take up the guild in Mae'Var's place if you find something and are forced to. Diamond (x=400. y=470) Dagger. Potion of Fire Resistance x2 . including Fireshield (Blue). Good loot equals stronger characters. repeat until satisfied. Long story short Renal wants you to investigate a guild leader he suspects of treachery by the name of Mae'Var. 39 gold (x=1150. get some money. get some more money. I could pretend the reason had something to do with gaming purity. y=700) Dagger. ***ITEMS*** (x=850. steal it back. y=630) Waterstar Gem. y=600) to get directly outside. <----------------------------------------------------------------------> 5) You'll find Renal Bloodscalp at (x=820. although I preach the merits of infinite money. a Mage who doesn't get attacked in combat isn't likely to put the shield to full effect. of course. For the sheer sake of organization. eh? And just one more note. but as you've noticed if you've been reading along. Dagger (x=350. not using any infinite money tricks allows the economy of the game to influence (to some degree) what order we do quests. Agree and leave via the exit at (x=100. sell/stealing the Plate of Balduran will see you with enough money to buy anything you want in short order. the reason is much more practical. Potion of Invisibility. y=480) Potion of Extra Healing x5. it also helps to favor one merchant since you'll always remember who you sold your stuff to. Keep in mind. There's a rather generous cutoff point.you wish. which is a great defensive spell. y=570) Moonstone Gem. Can you see the cyclic flow of money at work here? Sell her anything valuable you want. y=2500). And. buy the Shield of Balduran. Head to Mae'Var's Guild (x=3050. This is practical. After all. that as you sell more items to one merchant. this level of the Thieves' guild has plenty of containers within which you can store your accumulated loot. and when. and stealing multiple cheaper items will get frustrating. Do the Thieves' Guild quests first. on these walkthroughs I did not practice them. On the other hand. ***ITEMS*** (x=300. y=350). Zircon Gem. especially for a Fighter/Mage. in case you sell anything you later want or need. and so forth. y=750) 1 gold (x=950. No. I prefer to sell her all the items I accumulate in the game. This works best with a very expensive item. y=500) 1 gold (x=350. however. y=650) Garnet Gem. as you'll always have a chance to get caught. Long Sword (x=1100. y=400) Iol Gem <----------------------------------------------------------------------> 4) Note that you can sell stolen goods to the Black Market Thief. y=620) Tchazar Gem. sell it again. Because you can buy/sell/steal from her in an infinite loop. It sure beats having to rebuy loot from Ribald.. 26 gold. Potion of Master Thievery (x=900.. do the Unseeing Eye Quest. On that note. No wonder I pick this spot as my mercantile headquarters.

C. Yoshimo happily accepts the Short Bow +2 and I give the Sling +2 to Viconia.C. 6. since stealing is cheaper than buying them from Ribald. y=250) 3 gold (x=750. Tell him you're here to see Mae'Var and he'll give you the go-ahead to go into the guild in the back. y=500) 190 gold Tainted Oil of Speed. y=250) Potion of Extra Healing x5. It will be a while yet. y=330) Iol Gem. We'll out-grow this gear. and anything you don't steal from him will go to waste. steal the Leather Armor +3 if you still need some light armor for somebody. he's not long for this world. 217 gold ***TRAPS*** (x=970. Even if you're not really into stealing. y=500) (x=600. I give Korgan the Ring of Protection. De'Tranion's Balor Ale (x=470. y=770) Pearl x3. Note from Lee: Gorch is a dumbass . since it's 'free'. the Nymph Cloak. Studded Leather Armor. as his Armor Class is horrible right now. Also nab the Ring of Protection +1. and as many Maces +2 as I could hold over and over and over and over and over and over and over and over and over and over and over and ended up with over 200k in gold . y=725) Light Crossbow. Also. but as a respectable FAQ-writer it seems important to warn you now. Bolt +1 x2 (x=400. 8 gold Scroll of Strength Sunstone Gem Quarter Staff. the Bracers of Defense A. the Rogue Stone. y=150) (x=650. y=580) you'll find Gorch. 12 gold Scroll of Minor Globe of Invulnerability Note: Do not sell the Rogue Stone you just stole. y=650) (x=470. 39 gold (x=1190. Lynx Eye Gem. and some Bullets +2. Potion of Agility (x=600. y=600) (x=600. but we can always sell it back to the Black Market Thief in Renal's Guild. sure. In particular grab some Maces +2 (enough for each Fighter to wield one regardless of proficiency). ***ITEMS*** (x=350. Head down the stairs at (x=400. but it'll give us access to an area from which we can obtain the most powerful staff in the game-a real treat for your Mages. 6 are an improvement for my main character. and you'll find several other Rogue Stones while you travel. and if you weren't messing around your Potions of Master Thievery should still be in effect. Bolt x60. rather than have you send me unhappy E-mails because you can't get an item that really should not be missed. 350 gold (x=970. As a friendly warning.I stole/sold/restole/resold the Bracers AC6. y=200) (x=700. y=650) Jasper Gem. Potions of Master Thievery (to keep our stock up!). y=400). Gorch is the latest in a long line of merchants we need to rob. It's pretty. you should rob Gorch. Also. who is less potent in melee combat than Jaheira. the Bracers of Defense A. Also grab a Sling +2 and a Short Bow +2. y=420) (x=500. and the Rogue Stone.well more than enough to pick up . You know.(x=800. who will try to peddle you some wares. We'll be needing some +2 weapons sooner rather than later. y=250) Mae'Var's Guildhall (AR0321)/(AR0322)/(AR0323)/(AR0324) o======================================================================o 6) Over at (x=430. y=270) Dagger. The Nymph Cloak goes to your preferred party leader.

210 gold (x=700. y=750) Scroll of Protection from Poison (AR0904) (x=1500. ***ITEMS*** (AR0902) (x=1250. either the temple of Lathander or the temple of Talos depending on your alignment. Antidote x2. y=400). y=650) Skydrop Gem (x=400. If you still have . Antidote (x=1650. 5 gold (x=740. y=400) Dagger. y=1500) or the Temple of Talos (AR0904) (x=1900. y=1450) Sunstone Gem. Wand of the Heavens. y=850) Jade Ring. He'll give you a job to go steal a religious item from a church. but it doesn't really affect the storyline (provided I don't visit the graveyard at night). y=240) Dagger. y=250) Bloodstone Amulet. y=1450) Lynx Eye Gem (x=1800. When you have either the Statuette of Lathander or the Necklace of Talos head back to Mae'Var. Oh boy. y=300) Scroll of Protection from Cold. Statuette of Lathander (x=1350. Necklace of Talos (x=500. y=850) 5 gold (x=500. 23 gold (x=320.some extremely nice items from Dierdre. y=1500) 99 gold (x=1400. y=400) Potion of Extra Healing x5. Potion of Insulation (x=250. y=950) Potion of Extra Healing x2 (x=750. <----------------------------------------------------------------------> 7) You'll find Mae'Var at (x=970. ***REWARD*** (For returning to Mae'Var with your stolen artifact) EXP 29500 <----------------------------------------------------------------------> 10) Upstairs you'll find a room to the east that has a bunch of locked doors and safes designed to test your Thief skills. a 'bloody good spellcaster' named Edwin. y=600) Potion of Extra Healing x2 (x=470. Either way you'll need to wait until night for the temples to clear out. Head off to the Temple District. y=800) 16 gold (x=630. 6 gold Mae'Var's Guildhall (AR0321)/(AR0322)/(AR0323)/(AR0324) o======================================================================o 9) Mae'Var will brush aside your act of skulduggery and you'll get a nice experience reward. y=250) Bloodstone Gem. 4 gold Temple District (AR0900)/(AR0902)/(AR0904) o======================================================================o 8) Enter either the Temple of Lathander (AR0902) (x=2850. y=360) Potion of Extra Healing x2. y=680) 1 gold (x=1000. y=1450) Sunstone Gem (x=1400. Head back upstairs and take the stairs to the second level (AR0323) at (x=1100. Potion of Storm Giant Strength (x=400. He then decides he's too busy for you and refers you to his right hand man. ***ITEMS*** (x=400. Of course having this much cash triggers Valen and Brus earlier than "normal". y=1000) Potion of Insight. y=2200). you'll find that Mae'Var is much less ambiguous. y=300). If you thought Renal was ambiguously hostile. y=700) Turquoise Gem (x=630. Small Shield.

y=260) Fire Agate Gem. Zircon Gem (x=500. Resting in this house was where I encountered my first dream. y=300) Potion of Perception (x=1110. further boosting the experience you'll get.Potions of Master Thievery active you should definitely pick these locks. y=500) 2 gold (x=900. y=250) (x=1050. y=420) Bastard Sword +1. Leave Mae'Var's Guildhall and enter Rayic Gethras' house (AR0315) to the west (x=1500. y=350) <----------------------------------------------------------------------> 11) Edwin is over at (x=850. when you're done looting head up the stairs at (x=1000. ***ITEMS*** (x=300. y=400) 70 gold (x=900. Studded Leather Armor +1 ***TRAPS*** (x=1050. 300 gold (x=1050. y=450) 60 gold (x=770. . y=330) Rogue Stone (x=1170. The ones on the north wall are trapped as well. 13 gold (x=670. y=500) to reach (AR0324). y=300) 80 gold (x=950. y=550) Gold Ring (x=330. and two Ice Mephits. as is Defensive Harmony. 19 gold (x=820. y=490) Antidote. y=600) 10 gold (x=550. y=330) (x=1170. Buckler +1. Pearl Necklace (x=400. y=300) 90 gold (x=1000. y=550) 30 gold (x=630. y=300) (x=1200. y=300) Lynx Eye Gem. y=600) 20 gold (x=600. 100 gold (x=1050. Equip whatever +2 weapons you have. For me this means those Maces +2 I stole. Altogether they give a good bit of experience and loot. y=350). y=250) Dagger. y=460) 22 gold (x=600. Seeing as how we're not getting along with the Cowled Wizards. y=370) Bastard Sword. He wants you to kill a Cowled Wizard by the name of Rayic Gethras. y=300) (x=1110. knocking off one of their members is a welcome job. Fire Agate Gem (x=1200. ***ITEMS*** (x=1050. y=2220). 1 gold (x=600. These require no special tactics to bring down. y=500) 50 gold (x=700. y=790) Skydrop Gem. y=500) Spear +1 Rayic Gethras' House (AR0315)/(AR0316)/(AR0317) o======================================================================o 12) Inside you'll find two Fire Mephits. y=200) History of the Drow. and he's as haughty as ever. two Magma Mephits. by the way. y=350). y=750) Potion of Healing x2 (x=370. y=500) 40 gold (x=650. y=350) Short Sword +2. Loot the room and make sure you're rested and prepared before you head up the stairs at (x=150. 63 gold (x=500. and Bullets +2 and Arrows +2 where available. Waterstar Gem. Ziose Gem. y=250) Potion of Master Thievery x3. y=250) Emerald. Haste and Protection from Evil 10' Radius is probably a good idea. 35 gold (x=1020.

y=500) (x=550. safe to say. she casts it as soon as she can. a Scroll of Charm Person. Two Stone Golems-which are fairly rough at this stage in the game-await you. y=270) 115 gold <----------------------------------------------------------------------> 14) Rayic Gethras isn't much for talking. y=150) <----------------------------------------------------------------------> 13) Upstairs you'll find much more worthy foes than Mephits. or even if he does. It starts a quest we really have no need to complete just yet.C. Before I loot this level I head upstairs while my spell buffs hold (x=400. if he affects your whole party. y=2100). if Jaheira gets her Insect Plague off he will be unable to cast spells for a few precious rounds. y=500) Scroll of Mislead. y=400) Wand of Fire. My main character attacks and Jaheira stays back and casts her spell. long enough for my party to whittle through his Stoneskin and for his Protection from Magical Weapons to wear off. which will pretty much be game over if he doesn't get hit with an Insect Plague. ***ITEMS*** (x=400. One way around this is to just head up with the main character and Jaheira. He is. They aren't push-overs in melee. His first move is to cast Symbol. Cursed Scroll of Weakness ***TRAPS*** (x=440. a Quarter Staff +2. Fear. and they can only be hurt by +2 weapons. the rest of the party can then jump in when Insect Plague has rendered him helpless and beat him down. Whatever you do. y=150) Scroll of Clairvoyance. especially with us being spell-buffed. and he goes hostile after just a bit of chatter. ***REWARD*** (For reporting in to Edwin after killing Rayic Gethras) EXP 20000 Sea's Bounty (AR0313)/(AR0314) o======================================================================o . and 40 gold. 220 gold ***TRAPS*** (x=250. however. y=250) History of the Red Ravens. If he gets his Symbol. 7. ***ITEMS*** (x=250. Scroll of Protection from Magical Energy (x=440. Rob his house and leave. they have the ability to slow party members. He'll also get a Globe of Invulnerability and a Stoneskin up.. As soon as combat starts Rayic will let loose with a Spell Trigger. 1 gold (x=550. and has an Insect Plague prepared just for this fight. protecting himself with Protection from Magical Weapons and Protection from Normal Missiles.***ITEMS*** (x=500.. Next he'll ask you to get some documents from a merchant named Marcus at the Sea's Bounty. When he dies Rayic Gethras will leave behind Bracers of Defense A. Head back outside and enter the Sea's Bounty (AR0313) (x=2100. However. y=700). Fear off. one rough customer at our level. they fall readily enough. By now Jaheira has hit 9th level as a Druid. y=400) <----------------------------------------------------------------------> 15) Head back to Mae'Var's Guildhall and talk to Edwin. do not bring Jaheira in with you. With all the gear we've been stealing.

Blur. or negotiate it down to 200 for the documents. Embarl's Dagger. but with Yoshimo that means he's going to have to use some Potions of Master Thievery to succeed.. perhaps even outside. With the evidence in hand head off to tell Renal. You can pay him 250 gold. even more-so when you give him evidence of Mae'Var's treachery. Stoneskin. Report back to Edwin and he'll inform you that you have one last task to complete. <----------------------------------------------------------------------> 20) Renal will be delighted to see you. ***REWARD*** (For bringing Embarl's Dagger to Mae'Var) EXP 18750 <----------------------------------------------------------------------> 19) Edwin guesses that you're not here as an obedient recruit for Mae'Var and offers to help you find the hard evidence that Renal wants. One tactic you can use to blunt the offensive of the Thieves is as follows: head inside with one protected character. This time enter the door at (x=2250. and Mirror Image. Knock. ***REWARD*** (For bringing Marcus' documents to Edwin) EXP 10000 <----------------------------------------------------------------------> 17) Go downstairs and pay Mae'Var a visit. First you can just kill him and grab his Leather Armor. Invisibility. Greater Malison. Either way take the dagger back to Mae'Var and you'll get rewarded. It only takes one bad backstab to ruin your day. keep unprotected characters safe. bringing back his dagger as proof. Needless to say. which is well more than ridiculous. Yoshimo puts the boots on by default. Have him scribe Blur. y=300) to find Mae'var's Letter and Boots of Stealth. In this case I used my protagonist spell-buffed with Stoneskin. If you're playing an evil party you should happily accept Edwin into your party. Dispel Magic. Elixir of Health. He will offer his magical services to you now. and will use Potions of Invisibility and Oils of Speed to buff themselves in Combat. Improved Invisibility. y=430). If you're fast and strong enough you can simply snap his neck without raising a fuss. Potion of Invisibility. Or you could just let Embarl go in exchange for his dagger. You'll get a hefty experience reward. and one last mission from Renal Bloodscalp.16) You'll find Marcus at (x=530. then I brought in the rest of my fighters . ***REWARD*** (For bringing Renal proof of Mae'Var's treachery) EXP 48250 <----------------------------------------------------------------------> 21) I suggest spell-buffing before returning to Mae'Var's Guildhall. y=320). along with the key to the strongbox in Mae'Var's suite. The Thieves directed their lethal backstabs at them to no avail. Or you can threaten him for them. and 36 gold. head back to the Sea's Bounty and kill a traitor named Embarl. Head downstairs and open the cabinet at (x=500. Slow. With pleasure. and there are many ways to deal with him. Stinking Cloud. <----------------------------------------------------------------------> 18) You'll find Embarl at (x=580. For all Edwin's potency. You again have multiple choices.. and Confusion to bring him up to speed. this time from Mae'Var. albeit dismissively. Of course you can always try to pick his pockets. he does have some rather glaring omissions from his spellbook. He'll give you one last mission. as all the Shadow Thieves within are now hostile. I've had Zyntris deal 82 damage with a single attack before. y=2050) to reach the upper level of the Sea's Bounty. go kill Mae'Var.. He'll tell you to go see if Edwin has any use for you. They are fond of getting backstabs.

If you have at least two characters equipped with ranged weapons. so much so that you should be close to what Gaelan requires (if so. and 769 gold. a Pearl. Head up the levels clearing out Shadow Thieves as you go. see Step #22. this is a very easy fight. but if you're nice. Since. and you enter the second floor in a strategically superior position. By standing at the foot of the stairs. You might see other altercations between the two guilds traveling around at night like the encounter you had with Hareishan. When you leave the building a woman named Valen will show up and talk to you. next).000+ to be precise. <----------------------------------------------------------------------> 22) Once the upper levels are clear head down into the cellar to confront Mae'Var. although I did take some damage in the final fight with Mae'Var. you're poised to go back up and regroup (or ambush and take out attackers one at a time if they follow). a Horn Coral Gem. he might just come back and lend you a hand one day. Looks like both sides are very keen on what we're doing. as well. Or do both to ensure a complete rout. and after the reward we just received. Mae'Var has some Assassins with him and a Priest of Cyric. it's my organizational method to include the guild/stronghold quests immediately after completing the quest where you obtain said guild/stronghold. a Sphene Gem. or so she says. It's possible to repeat the process above on the next floor. You have two options to win this fight hassle free. a Water Opal. a Short Sword. Then just let the elemental kill them all on its own. a Composite Long Bow. Note from Lee: I recommend going up the exterior stairs and entering on the third floor (x=3425. you won't even need spells (or buffs) to clear the second floor. and again down to the lower level. I got thru this without spell buffing at all.. y=2150). Skip about as you please. a Scroll of Oracle. You can play with your guild if you wish. but time is of the essence. When you're done go report to Renal. however. and asks you to meet her Mistress in the Graveyard after sundown. Plus you don't have the problem of new attackers coming at you from both the floors above and the floors below. Loot Mae'Var for Shadow Armor (great for Yoshimo!). <----------------------------------------------------------------------> 23) You'll get your reward all right. Do what you will with him. ***REWARD*** (For reporting to Renal after killing Mae'Var) EXP 45500 (each character) Gold 10500 <----------------------------------------------------------------------> 24) The following encounter will occur now that we have so much money15. She's got a better offer for you. Each character will receive 45500 experience and the party gets a huge sum of gold. leaving my weaker characters (like Edwin) outside. Arrows x40. Before we deal with it we should secure Korgan and Edwin's loyalty [WLK008]. In one of the cells you'll find a prisoner named Kamuzu (x=600...to take them down. Use Edwin to conjure a Lesser Fire Elemental. Or you can use Jaheira's Insect Plague to eliminate their spell casting and send many of them fleeing. Brus will show up shortly thereafter and tell you that Gaelan wants to sweeten the deal before you meet your new contact. which will be immune to their weapons. it's very likely you'll have this amount. you may or may not be recruiting the individuals in question. Same with moving down from the second to the first floor. y=500). if you do happen to get into trouble. There are no attackers on the third floor at all. If you pay Gaelan a visit he'll . but for all that. then working your way down.. and another later encounter you might have with another vampire named Salia. If you're a Thief you'll also be given ownership of Mae'Var's Guildhall.

or if you have the Multiple Strongholds mod installed. The riskier the job the more money it makes. or second. this one actually is. who is willing to fence goods for you. You have a stable of thieves and you can direct them to do a variety of jobs with varying degrees of risk. <----------------------------------------------------------------------> 2) First things first. which costs you money. o======================================================================o | | | Thieves' Guild Quests | | | o======================================================================o Sequence of Events: {WLK007} 1) Introduction to the Guild Hall 2) Rattell the Fence 3) Jariel the Taskmaster 4) Ama's Revenge 5) Whodunit? Your Guildhall (AR0321)/(AR0322)/(AR0323)/(AR0324) o======================================================================o 1) If you are playing a Thief (single. Or at least Invisibility 10' Radius. Anyways. as well. It's a good way to make money. both sides want our money-and our allegience. a simple random number is rolled and checked against the difficulty of the mission. After you change the variables of each Thief's mission.000 gold is enough for their aid. y=320). See the gamble involved herein? All of these success and fail rates are handled with dice rolls under the hood and you'll get news of their successes roughly every week. You must pay your dues to Renal. Note: Unlike most events in this game that seem random but aren't. Simple enough. or dual-classed). y=570) standing where Gorch was. How curious. to be pursued when you have the time and inclination. multi. When you need to pay Renal a Thief named Joster (x=700. so keep in mind depending on the prowess of your thieves and Renal's humor you might actually lose money. This section of the FAQ will cover this guildhall. who waits for us in the Graveyard district-our next destination. which will come in handy once in a while. just go to the Graveyard during the day. but nothing too extravagant. who will give you the run-down of how this works. y=290) will show up. spend some of that money we got until we're under 15000 gold. at which point you really need to pay him off. but the more likely they'll get put in prison. He doesn't have the selection Gorch does. <----------------------------------------------------------------------> 3) The thing to do in the Thieves' Guild is to talk to Jariel (x=720. First. it's checked immediately after you give your orders-not when they come . Resting up for our run into the Graveyard triggers my second Irenicus dream. Pick settings you like and if they aren't bringing you a profit change them as needed. reducing the operatives you have on the field and thus the potential income they might bring. but he does have some interesting scrolls you can pick up. Going with low-risk jobs typically gets you more than enough to pay Renal and keep some pocket change. There are two ways to avoid seeing Valen's mistress. and it offers you a few more things to do. and oddly enough. If a Thief gets put in jail you'll have to bail them out. but I'm not yet ready to make any such decisons. This typically only happens if a few of your thieves get caught and you don't bail them out. It's a simple 100-scale percentile roll. however.tell you that the bosses have changed their minds and decided that 15. You'll find a man named Rattell (x=430. you will be offered Mae'Var's Guildhall following his timely demise.

When Sir Greshal dies he'll leave behind a suit of Splint Mail.back.. Anyways. Potions of Invisibility x2. a Bloodstone Gem. Eventually a man named Sir Greshal will arrive and Ama will spring her ambush. A number of Muggers will pop out and fight in a similar fashion as the Shadow Thieves. you can still collect your money and assign missions. If you dock all their pay the guilty one will turn up dead. a Mace +1. and it also meant that I didn't have to pay Renal anymore. Still. This will earn me anywhere from 700-1300 gold per week. a Horn coral Gem. which typically involves you paying a bribe to get that Thief back in action. You'll have several options to deal with the situation. If you kick him out you will-as he warns-not be able to complete the rest of the guild quests. Anyways. a Small Shield. a Potion of Extra Healing. but the quests are over. it just meant I couldn't do any more quests. You'll be told that there is nothing at this time that requires your attention.. On Ama you'll find a suit of Studded Leather Armor. who will apologize for his lapse in security. doesn't it? Especially compared to some of the other guilds.. Poisoned Throwing Daggers x20. That's it for the SHadow Thief guild. Or dock all of their pay. If you fail to pay Renal's representative in time. and 340 gold.. a Dagger. you'll lose your guild. If you freed Kamuzu from Mae'Var's Prison he'll show up and warn you about Ama. Let Kretor deal with it himself. as one of the pickpockets underneath him has been skimming the profits... shall we? When you arrive at Waukeen's Promenade you'll find Ama. and 21 gold.. and everything is resolved... you can go pay Renal 4000 gold to get it back. I typically made a steady income of 1600 gold per five days. oh well. only to have somebody named Ama show up and ask you to serve as a decoy contact for a politician who is causing the guild trouble. but aren't coming forward with the information as they don't trust you yet. Joster will ask for 300. <----------------------------------------------------------------------> 4) You will also find Lathan (x=600. Good to know. <----------------------------------------------------------------------> 5) Go back to Lathan. to Mae'Var. the less likely they are to succeed.. or 900 gold every time dues are due. and she is not to be trusted.. one Insect Plague should win this fight in short order. You will be told that Kretor has been paying his dues to you out of his own pocket. I grudgingly keep him aboard. the more difficult the mission. but you'll be guaranteed success.. who will tell you when problems arise that require your personal attention. For some reason this didn't stop me from collecting money from my thieves' jobs. If you play it safe and pick the lowest difficulty options every time you'll make the least money. who will implore you to wait. Apparently they know who it is. 500. Kill them all. so it's not a bad bit of business. y=270). Seems kind of underdeveloped. o======================================================================o | | | The Book of Kaza and the Nether Scroll | | (Securing Korgan and Edwin) | o======================================================================o Sequence of Events: {WLK008} 1) Edwin's Ambition 2) Adoptor-Seeking Arenthis 3) Tomb (AR0811) 4) Wellyn's Rest 5) Tomb (AR0810) 6) Uncle Lester's Revenge 7) Tomb (AR0812) 8) Stein and Company 9) Tomb (AR0813) . saying she was.. if you lose your guild.. Let's deal with this little problem then. close. Performing low-risk missions. Randomly kill one of them.

. a priest of Lathander and his charge Risa (x=2370. if at first you don't succeed. you know. y=1880) you will find Arenthis. try. try again. y=1930). The Staff of Curing is a staff which is poor in combat but it can in a pinch cure disease. There are ways to get this quest now without having to advance the story (namely by being too poor to pay for the help of Valen's mistress). I don't know. whose ghost will be here at night. Staff of Curing <----------------------------------------------------------------------> 4) Leave and head northwest to find some Halfling 'Mourners' at about (x=1620. This is the first area in the game we'll explore in a traditional fashion. who was killed by bandits in Kamir's absence. Wait a while for Kamir to get over to Arenthis and Risa and you'll get a bit more experience. ***ITEMS*** (x=450. He'll ask you to find a caretaker for Risa. Stefan.. a Paladin mourning the loss of his adopted son. in contrast to briefly running through like we have been doing. collecting quests. y=1730). Suggest Risa to Kamir and you'll get an experience reward. exploring all the places. At night you'll find Wellyn wandering around his . If only there were SOME way he could. <----------------------------------------------------------------------> 2) Over at (x=2350. and otherwise doing adventure-y type things. Fortunately. get another orphan? After all.10) 11) 12) 13) 14) 15) 16) 17) 18) 19) 20) 21) 21) 22) 23) 24) 25) 26) 27) 28) Tomb (AR0807) Buried Alive Sethle's Confession Tomb (AR0805) Tomb (AR0806) The Lower Tombs Spider Central Pai'Na's Den Finishing the Lower Tombs I Hate Level Drain. ***REWARD*** (For finding a adoptive parent for Risa) EXP 12250 + 3000 Tomb (AR0811) o======================================================================o 3) Go in the tomb near Arenthis and Risa at (x=2400. y=400). They are Wellyn's parents. poison and heal for 3-18 +3 Hit Points. Over at (x=920. y=820) you'll find Kamir. y=400) Lynx Eye Gem. just such a thing exists right here in the Graveyard District. going around. y=1850) and loot the Sarcophagus at (x=450. and I'll mention the quest here just to complete the Graveyard District. I To the Split Sarcophagi Skeleton Nevaziah Sniped by Shagbag! To Pimlico's Estate Shagbag Strikes Again Korgan's Revenge Edwin's Translation Edwin's Transformation Edwin's Tracker Graveyard District (AR0800) o======================================================================o 1) When you arrive Edwin will mention the Nether Scroll-which Edwin is sure lies in the lower tombs in Athkatla.

Inside are two Skeleton Warriors. at night. To reach Llynis you'll have to get access to the back rooms. and pick option #2 to question his activities. Llynis is at (x=660. which will sell well. if you wish. but no reputation increase. Talk to him.grave-or rather. y=1050) near the Crypt at (x=1670. nothing as terrible as the ones in Baldur's Gate 1.. Uncle Lester will show up and the two will argue. ***ITEMS*** (x=400. The Thief is one 'Llynis'. Uncle Lester will then attack Nevin. and he needs his bear. but why not just kill the bastard? Regardless of how you do it. ***REWARD*** (For giving Wellyn his bear. Littleman. y=1650) and (x=650. y=350) Battle Axe +2 (x=350. get Littleman back and give it to Wellyn. Littleman. If you threaten to put him down. still have Two Handed Swords +1. He'll tell you that he was killed by a Thief. ah well. Instead go into a tomb at (x=1350. you can find Stein (x=1720. They're weak. y=1220) and selecting dialogue options #1. ***REWARD*** (For saving Nevin from Uncle Lester) EXP 6500 Tomb (AR0812) o======================================================================o 7) Ignore the tombs at (x=900. he'll summon two of his buddies. ***ITEMS*** (x=450. continue into the tomb at (x=1450. y=300) Bloodstone Amulet. which you can achieve by talking to Lehtinan (x=400. from the Fallout series. and really don't . who spends most his time at the Copper Coronet. and it should not be explored before we're done with the rest of the graveyard... now that the Halflings are gone.. y=400) 29 gold <----------------------------------------------------------------------> 6) Exit the tomb and head northwest to find a scared peasant named Nevin. however. who begs you to help put down his dead uncle Lester. the kind of reward you think such a good deed would warrant. he'll find you and initiate dialogue.. y=1000). y=1200). and #1 (among other options). and aren't immune to non-magical weapons. They do. 1 gold ***TRAPS*** (x=400. y=1850). however. #2.. y=550). If you wait until day and talk to Wellyn's parents you'll get some more experience for your trouble. y=350) <----------------------------------------------------------------------> 8) Near the middle of the level. Korgan grabs the Battle Axe +2. y=1800) as they are ways to get to where we're going.. and you can jump in to save him. They won't hit you much. so he can rest in peace) EXP 15500 ***REWARD*** (For talking to Wellyn's parents) EXP 5000 Tomb (AR0810) o======================================================================o 5) Anyways. so he can rest. and you can talk him into giving you the bear. #2. Note that the voice of Uncle Lester is the same actor who does Harold..

Steps 10-12. You shake your head and continue walking. ***REWARD*** (Rescue Tirdir from his grave) EXP 6500 <----------------------------------------------------------------------> 12) Speaking of a Gravekeeper. Give the Mummies priority. He'll tell you one of the men wore a bright red shirt. Red clothes? Nah. ***ITEMS*** (x=400. Scroll of Identify. A chill runs up your spine as you hear a it. Over at (x=1550. they can cause disease. The man in the grave. loot.. ***ITEMS*** (x=400. thanking you for rescuing him. y=400) you'll find Sethle the gravekeeper. Inside you'll find two Mummies and a Skeleton Warrior. will talk to you. loot. this one has two nobles standing outside of it by the name of Arthur (x=2240. and leave. just watch out for the Mummy's ability to disease you and the Shadow Fiend's paralysis. Tomb (AR0805) o======================================================================o 13) Go in the tomb near Sethle at (x=1450. if you want to finish this quest now.drop anything of value. Everybody has magical weapons by now. ***ITEMS*** (x=450. y=350) 34 gold <----------------------------------------------------------------------> 11) Go up some stairs to the northwest and you'll get the following message: "Nearby you see sound emit from is clearer now. y=670) to help the poor soul. y=1150) who will reminisce over their deceased butler Jeeves. Wait. y=400)." Click at (x=1000. you'll need to skip over to [WLK021]. He'll tell you that some men held him hostage and buried him alive when they received the ransom money they asked for. y=1200) and Maggie (x=2150. Edwin will complain about doing something as useless as helping a peasant out. Tirdir. and give you a piece of it to help in your search and he'll tell you that the Gravekeeper spoke to this red-garbed man. telling you that the man in red you're looking for can be found in the Bridge District.. Muffled cries for help are grave. because again. coming from the an open grave.. but in the middle of a fight it can be annoying.. 6 gold .. Skydrop Gem Tomb (AR0807) o======================================================================o 10) At (x=2250. Go inside.. Both of which can be cleared up easily enough with Clerical spells. y=400) Silver Necklace. y=350) Gold Ring. Talk to him and threaten him a bit and he'll eventually capitulate and spill the beans. Anyways. The sound You are not imagining it. and leave. y=1000) to find two Shadow Fiends and a Mummy.. y=1100) you'll find another tomb. Tomb (AR0813) o======================================================================o 9) Go up some stairs and into another tomb (x=1670. so this isn't a hard fight. couldn't be. Pummel them.

It's not a great weapon by itself. y=350) 9 gold (x=350.Tomb (AR0806) o======================================================================o 14) Head over to the tomb at (x=750. and Wraith Spider will show up. Swords Spiders can't really do much more than harass you. Also. I hit her with Namarra's Silence 15' Radius ability and chop her down. The spider summoned by the figurine isn't terribly strong. y=1900) <----------------------------------------------------------------------> 16) North from the exit to (AR0802) you'll find another exit. but it's still a nice item to put in your helmet slot. and Namarra +2. When he dies he'll leave behind a Helmet. as at this point he'll likely do some damage to your characters. y=1400). He's got a lot of Hit Points and can dish out some serious damage He's immune to non-magical weapons but thankfully he's got a fairly low Armor Class. which a Fireball will kill admirably. Loot her web for some more toys. When Pai'Na dies she'll leave behind a Black Spider Figurine and a Quarterstaff. which is much more annoying. Have some Slow Poison spells ready. These tombs can be found by taking the area exit at (x=2700. Namarra is a Long Sword +2 that can cast Silence 15' Radius three times per day. as her Spiders do some outright stupid poison damage. Work your way around to the south and Korgan will tell you that you're close to the tombs he's interested in. Pai'Na's Den (AR0804) o======================================================================o 17) Once you arrive you'll be bothered by a Dark Elf named Pai'Na in a place reminiscent of where you fought Centeol in the first game. Kill them and spell-buff before before you head to the ominous web-dome to the north (x=2400. It won't protect you from critical hits and it doesn't give you an Armor Class bonus. Scroll of Summon Efreet Lower Tombs (AR0801) o======================================================================o 15) Now it's time to get down to the Lower Tombs. y=850). Phase Spider. You'll have to be careful down here. but Ettercaps can poison you. ***ITEMS*** (x=400. Insect Plague also works well. since it does not protect you from critical . y=850) where you'll find the Crypt King. It wouldn't be a bad idea to Haste up and use some Clerical spell-buffs before taking him on. Not only is a +2 weapon an improvement over my Fighter/Mages' Katana +1. She'll summon a host of weak little spiders to help her. namely the Pale Green Ioun Stone. a Garnet. I prefer taking the entrance marked on your map at (x=2600. y=3300). When you approach a Sword Spider. He's not hard in the grand scheme of things. but otherwise has a good Armor Class. but it also serves a useful purpose in being able to foil enemy spell casters. but its ability to cast Silence 15' Radius means it might be a good idea to keep it on hand long after it's melee usefulness has been eclipsed by more powerful weapons. and it's just as good at killing her Spiders as it is for stopping her spells. In the cavernous chamber immediately to the west are a variety spiders and Ettercaps. but when the best of my characters is boasting a -4 Armor Class he can do a lot of damage. ***TRAPS*** (x=3550. You should view Ettercaps as much more severe threats at this point. but having anything that can distract enemies is good. Put it on a character that struggles with Hit Points and THAC0. as there are a fair number of traps. but we should finish off (AR0801) before we head to (AR0802). y=300) Ziose Gem.

<----------------------------------------------------------------------> 18) Head back out to (AR0801) and continue west to find some more spiders.. When you're done looting head over to (AR0802). Scroll of Color Spray. In the latter instance she can pass off the Helm of Balduran to a stronger Fighter. long time. Viconia stands out as the best choice for this item. if you know an enemy is going to try something sneaky like cast an Imprisonment spell you can use this spell to become immune to Abjuration spells. secondary Fighter.. y=3570) (x=750. My party is very well protected. Scroll of Minor Spell Deflection. traps.hits it should go on a more. it's the best choice. You can even prepare multiple instances of the spell to become immune to multiple schools of magic. Wooden Stake. Since you can throw it into combat with impunity it'll become one of your most effective weapons. Since Edwin cannot wear a helmet. ***ITEMS*** (x=1100. y=3700) Southern Dungeons (AR0802) o======================================================================o 19) This room sucks. As for the scroll of Horrid Wilting we'll find. Horrid Wilting is one of the best direct damage-dealing spells in the game for several reasons. you can-for all intents and purposes-become immune to enemy spells. it's just a pain . In fact. so fewer creatures are immune to its effects.. y=3350) Bluestone Necklace ***TRAPS*** (x=1100.. Scroll of Protection from Fire (x=420. Paired with the Cloak of Mirroring. and is perhaps the best defensive spell against magic in the entire game. and being a multi-classed Mage. ***ITEMS*** (x=600. and loot. You definitely don't want to have a character learn it who you won't play with. y=3150) (x=900. my main character isn't going to be able to cast it for a long. on top of which are several traps. Bolts x80 (x=900. this spell is the back-bone of my antiLich strategy. y=3570) Scroll of Abi Dalzim's Horrid Wilting.. Arrows x80.. but Jaheira is a good choice as well. Ahead of you is a mosaic of a person's bust. Scroll of Spell Immunity Note from Lee: in my case. y=3000) (x=1150.. For example. Secondly it's not fire damage. just as soon as you can cast 8th level spells. If you go forward too far you'll provoke an attack by assorted undead. Save it for Imoen or Edwin to scribe later. And lastly. Firstly. Gold Ring. which can cause level drain. You'll also find entrances to the outside. the Pale Green Ioun Stone goes on Edwin. the worst of which are Wights. or at least all the ones that matter. or if you know an enemy is going to hit you with death spells you can become immune to Necromancy. Throwing Axes x30. and I don't want to lose the critical hit safety on the rest of the party.. The Scroll of Spell Immunity is also rather useful in certain situations. it won't affect party members. and to the north you'll find a door you can't open yet. due to having steal/sold over 300k worth of items to Gorch in Mae'Var's Guildhall and then purchasing all of the best weapons and armor available at this point in the game. I must say that I HATE level drain. Scroll of Spider Spawn. y=3000) Scroll of Ray of Enfeeblement. and most importantly. y=380) Pale Green Ioun Stone. it simply out-powers spells like Fireball (10d6 versus 20d8).

' Have a Cleric cast Chaotic Commands (a 5th level spell) and Negative Plane Protection (4th level) on a Fighter. After the Wights die it's just a matter of clearing up the rest of the undead. The Fire Elemental trick works fine here. y=1320). y=650) <----------------------------------------------------------------------> 20) Opposite where the Vampyre came from you'll find a secret door (x=900.in the ass to cure. this is what we'll call our 'vampire Strategy. each one will intercept a Wight while my party takes them out with Magic Missiles and missile fire. Fire Agate Gem. Onyx Ring. Disarm the trap and activate the sarcophagus to open it. Use it to draw the Vampyre in. Then I engage with my main character while the rest of my party lets loose with magical ammunition. Darts +1 x40. y=260) Pearl Necklace. Halycon. Scroll of Protection from Electricity. this is also my strategy for dealing with Illithids. while not as strong as a normal Vampire can still level drain. and Wraiths. <----------------------------------------------------------------------> 21) To the east you'll find a trap in front of the sarcophagus at (x=820. but keep in mind that it will probably be drained down to nothing on its own. Further down the hallway you'll find Shadows. y=490) (x=870. but keep in mind that while Stoneskin might negate damage. 70 gold. Thankfully. one path leading east and another leading south. and it annoys me nearly as much as losing one of my characters. ***TRAPS*** (x=820. ***ITEMS*** (x=960. Head through it to find some Mummies. A Skeleton Warrior will appear. since my party is admittably weaker in traditional missile power than it should be. y=450) (x=900. ***ITEMS*** (x=530. as we do not yet have gear that grants us immunity-and Negative Plane Protection just has a laughably short duration. Continue on until you come to a fork. and three freaking levels a hit at that! So long as you don't go too far forward you shouldn't draw it into your fight while the Wights are still alive. Failing that. y=800). I summon a Lesser Fire Elemental right on the mosaic's forehead. but then send your party in to kill the Vampyre. a Shadow Fiend. y=530) (x=1050. which can then be lured back to the open area where you fought the Wraiths and easily dispatched. 100 gold ***TRAPS*** (x=820. rely on spell buffs like Blur and Mirror Image. y=1400) <----------------------------------------------------------------------> 22) Continue further down the eastern tunnel to find a group of Mummies . There is also a Vampyre in the far corner which. y=1300) Silver Necklace. I typically choose my main character. The best defense against it at this point in the game is ranged attacks and spells. who can spell buff with additional magics. and summon Kitthix via the Black Spider Figurine near the statue to the south. My evil party summons Kitthix via the Black Spider Figurine. Either take it out with your Fire Elemental or prepare for it with some spells. Search it for a Battle Axe +2 and the Spear +1. and once I obtain the Amulet of Power I can dispense with Negative Plane Protection when fighting leveldraining foes. no Wights. and my protagonist and Edwin shoot the Vampyre down with Magic Missiles. Bullets +1 x40. it won't negate the level drain. Note. Arrows +1 x40.

***ITEMS*** (x=2070. will attack the party for defiling the tomb and stealing the Book of Kaza. isn't nearly as dangerous as a true Lich. 2 gold Oil of Speed. y=1000). y=2370) Potion of Defense. Loot Pimlico's Estate for some meager treasure and head off to the Slums District. A True Sight spell will keep most of his mischief at bay. When he falls Edwin will claim his Nether Scroll. y=1500). Nevaziah. y=250) (x=750. Nevaziah declines. just don't catch party members in them. Unfortunately it seems Korgan's old buddies have beat us here.and Ghasts. Edwin demands the Nether Scroll. 7 gold Potion of Extra Healing x2. where they are off celebrating. Go through the temple in order to avoid triggering the start of the Unseeing Eye quest. Wand of Fear. Scroll of Reflected Image. y=1500). I just don't want to cover it now. Not that it's really all that important. Pimlico's Estate (AR0905) o======================================================================o 25) Pimlico is indeed dead when you arrive.. Get on top of him with your Fighters. y=420) (x=350. Enter the Temple of Lathander (AR0902) at (x=2880. y=1600) (x=450. although a Lich of sorts.. ***ITEMS*** (x=550. declaring itself to be a student of Nevaziah. y=2130) Throwing Axe x10. Search the tomb and leave. y=1800) (x=700. or at least prevent him from getting respite via Shadow Door and protection with Mirror Image. ***ITEMS*** (x=1230. and Korgan is beside himself with rage. Fireball and Holy Smite work well to hinder them before engaging. Arrows +1 x8 (x=870. Dart of Wounding x1 .) He suggests finding them at the Copper Coronet. y=2060) Temple District (AR0900) o======================================================================o 24) Pimlico's Estate is northeast of the Temple of Lathander (x=4200. y=110) (x=450. 110 gold ***TRAPS*** (x=300. but it'll take him time to read and interprate it. and exit via the door at (x=1800. y=1200) Silver Ring. You'll eventually find a Lich named Nevaziah if Edwin is in your party. He's not quite done with the Nether Scroll just yet. to the Temple District. Korgan wants to go to Pimlico's and try to head off Shagbag and his crew. Edwin for his part interrupts him as often as possible with Magic Missiles. Now Edwin is satisfied. y=1250) Dagger +1 (x=2100. 20 gold Tchazar Gem. Bolts +1 x40 ***REWARD*** (For claiming the Nether Scroll) EXP 11750 <----------------------------------------------------------------------> 23) Disarm the slew of traps on your way south until you come to an open room where a Mummy. Moonbar Gem. Composite Long Bow. Onward. go back to where the path split and head south. and a battle ensues. although why Korgan's crew would kill their boss is a mystery (although people who would travel around with Korgan can't be very nice folk. y=470) History of Tethyr.

I put the Shield of Balduran on Jaheira.000 gold.. by all means skip down to the Slave Lords quest. He will ask the party to go see to some business he is interested in with some fellow named Madeen in the Government District. Otherwise. the Book of Kaza. Korgan and him will exchange pleasantries. Jaheira gets off an Insect Plague and the fight is well in hand. Korgan is now yours to keep for as long as you want him. When I hit this encounter while in the bar. Frankly at this point in the game I could care less about Madeen. a Medium Shield. the entire place turned hostile and I literally had to kill everyone (including Bernard.C. Note from Lee: It's best not to be in the Copper Coronet for Edwina's second encounter with Degardan. Viconia. but considering what's coming up next. The Bracers go to my main character. 3 more or less because it's the only other item I can afford. a Helmet. Oh. a Medium Shield. ***REWARD*** (For locating Shagbag and his posse) EXP 5000 I now head over to a merchant and sell my accumulated wealth.(x=220. as her Strength is a useless 15. a Short Sword. of course. Go and rest for a few days. The Cleric has a Quarter Staff and 49 gold. and 250 gold. even if you let time pass. Scrooloose has a suit of Chain Mail.. while the two Goons each have a suit of Chain Mail. y=1730) and company. bringing me over 30. y=550) ***REWARD*** (For discovering Pimlico's fate) EXP 8750 Slums District (AR0400) o======================================================================o 26) Go to the Copper Coronet and head up the stairs to the roof to find Shagbag (x=2020. a Helmet. If you're playing an evil party and you don't care to drop Korgan. I also get the Bracers of Defense A. a Short Sword. and 200 gold. I hit them with two Silence 15' Radius (one from Namarra and one from Viconia) to ensure that their Cleric doesn't cause any trouble. 134 gold ***TRAPS*** (x=220.. and the Book of Kaza is simply something you can sell. and 100 gold. a Medium Shield. a Short Sword. which will hopefully distract a few of them. after which cheeky hostility verily doth ensue. y=550) Greenstone Ring. Pursuing the Thieves' Guild quests is an alternative to just frittering away time resting. but unless you flat-out deny him he'll stick around. it's time to get the Shield of Balduran from Diedre in the Adventurer's Mart. Note that in between resting be sure to check on your Thieves' Guild lest you lose it. and she won't lose a thing by dropping down to 14.. I also summon Kitthix next to him. and less about Korgan's image. <----------------------------------------------------------------------> 27) Before I drop anybody off it's time to let Edwin get done with his Nether Scroll business. I loot Shagbag for a suit of Chain Mail. at which point Edwin will exclaim that he has translated the Nether Scroll. He will get a good chunk of experience before letting you continue on. I just go on with the next quest (Unseeing Eye) and deal with Edwina's problems when they . I can now buy most anything I want. after which I couldn't buy/sell shit there). head over to the Copper Coronet. a Helmet. and/or Edwin off. This brings his Armor Class down to an acceptable -2.

you best friend is Insect Plague. Unfortunately Edwin's spell doesn't go quite to plan. Degardan is fairly rough. Wait some more and Degardan will show up again. Edwina. after which a fight ensues. which he thinks is akin to the transformation of a Mage into a Lich. Korgan. When Degardan dies he'll leave behind two Potions of Extra Healing. He'll dispel Edwin's unfortunate change of state. Degardan starts out with a Spell Trigger unleashing a Stoneskin and Protection from Magical Weapons.. being an ambitious Red Wizard of Thay. For an evil party. if you're an evil party following along this need not be a permanent thing. To my knowledge Yoshimo is the first and only character to actually refer to Edwin as 'Edwina'. rest up.. This involves leaving two of the following behind: Edwin.. spotting Edwina for who she is. He of course. not to do any sort of questing therein. Don't sell Edwin out or he'll turn hostile and there's no getting him back. along with True Sight to keep him honest. and you end up with. a Small Shield +1. The surprises never end. If you're following the guide to the letter it's time to switch off to the good party members and recruit Anomen and Keldorn and complete the Unseeing Eye quest. so sit back. ***REWARD*** (For Edwin translating the Nether Scroll) EXP 50000 (Edwin only) <----------------------------------------------------------------------> 28) Rest another day and Edwin will discover a spell of transformation in the Nether Scroll. a Wand of Monster Summoning. In any event. If you want to keep the party the way it is now or otherwise don't care to get Anomen and Keldorn either tackle the Unseeing Eye quest without them or skip ahead to the Astral Prison Quests [WLK012]. Kobolds 7) Cloak of the Sewers 8) Roger the Fence 9) Roger's Troll Problem . a Scroll of Death Spell..... The safe choices are Edwin and Korgan. who is apparently not in good standing back home. as they won't mess up any romances you might have. Again.come up. a Quarter Staff +2. Now we're done with Edwin and Korgan for good. Eventually a Mage by the name of Degardan will show up and inquire about Edwin. has no qualms about becoming an undead monster if it means gaining eternal life and the powers of a Lich. or Viconia. it's a great time to deal with the Copper Coronet quests we ignored earlier [WLK036]. but if you have Breach and True Sight ready you'll be much better off. and have fun watching your comrades taunt Edwin. The party should remain peaceful long enough to finish the Unseeing Eye quest. but Edwin's spells will sorely be missed. Securing Keldorn) | o======================================================================o Sequence of Events: {WLK009} 1) Anomen 2) The Wages of Faith is Stupidity 3) Oisig's Request 4) Soliciting Sir Sarles 5) Priestly Paternity 6) Ahh. <----------------------------------------------------------------------> 29) This next step takes some time. regardless of your composition. and 73 gold. my destination is also the Copper Coronet-but to recruit Anomen. With a good party.. o======================================================================o | | | The Unseeing Eye Quest | | (Recruiting Anomen and Keldorn.

One con-man doesn't like another huckster cutting in on his business it seems. y=1000). II The Lower Reaches Yuan-Ti Tunnel The Guardian's Riddles Guathicide and an Old Friend The Diseased Ones Empathetic Manifestation Tad's Secret Tunnel Ghoul Town Gauntlets of Dexterity Looting the Pit of the Faithless The Blind Priests End of the Unseeing Eye Destroying the Rift Device Collapse of the Cult The Copper Coronet (AR0406) o======================================================================o 1) Anomen is at (x=1530. It also might be a good idea to shift the Helm of Balduran to him. Temple of Helm (AR0901) o======================================================================o 3) Go inside the Temple of Helm to find High Watcher Oisig again (x=700.. He'll also tell you that they hide in . After the conversation is over Gaal lures the foolish away and High Watcher Oisig will come to the party. let's head over to the Temple District once more. considering that his Dexterity is putrid. If you're good High Mornmaster Arval will be the quest-giver. he'll try and convince people to join his cult. y=1660) and will ask you some really stupid questions when you talk to him.10) 11) 12) 13) 14) 15) 16) 17) 18) 19) 20) 21) 22) 23) 24) 25) 26) 27) 28) 29) 30) 31) 32) Oozes. I'll bite. The everseeing eye versus the unseeing eye? Now that's fun religion there. y=570). Instead of "Halt! Be ye friend or foe?" We have this dork asking if we're brave and if we're on the side of good. Get him to join and give him some better armor.. anyways. Eh. and Jellies Keldorn Axing the Hatchetman The Old Tunnels The Gas Room Gaal's Request Looting the Cult Sassar's Request I Hate Level Drain. *ahem*. saying he wishes to hire you as mercenaries in the service of Helm. y=1820) preaching to a group of below-average intellects who think invisible critters will make life better for them if they do unnatural and harmful things to themselves that otherwise make no sense and if anybody else asked them to undergo such hardships for a reward that may not be forth-coming they'd tell them to go. Head into the temple at (x=2050. a shield. Now that we have Anomen. He'll ask you to put an end to this cult.. Temple District (AR0900) o======================================================================o 2) Head southeast of the Temple of Lathander to find a man named Gaal (x=3250... Note: If you're evil. Stormherald Nallabir will give you the quest. kinda reminds us of Ajantis in his naivete. as blindness is offensive to his vigilant god. demanding that you serve as a vassal of Talos' wrath.. Slimes. Dawn Master Kreel argues against Gaal with mixed success. and one of the Maces +2 we stole a while back.

Give it to a front liner with a lower Armor Class. and while not dangerous on their own they can whittle down health and be annoying. He wants you to recruit an artist by the name of Sir Sarles to create a work of art which will bring glory to Helm. Chain Mail. Keep in mind that the enemies here have few answers to a creature who is immune to non-magical weapons. however. a very valuable substance. If you talk to her she'll accuse you as well. when . why kid ourselves? Nobody is a fan of delayed gratification. who will ask you to do a job.. like Korgan or Anomen (or Keldorn.the sewers somewhere. You can't steal them. You'll find a prophet near the sewer who will spout nonsense about his non-god. even though by my level the odds should favor me. <----------------------------------------------------------------------> 5) Head over to the sewers at (x=2550. Now is a good time to get back into the practice of scouting ahead. all of which are fairly nice. y=460) sells a variety of armor and shields. needless to say. and that a warrior named Keldorn is looking into things as well. y=770) 1 gold (x=1350. Like in Baldur's Gate 1 these little reptiles seem drawn to sewers. If you start the fight out with a Fireball and exterminate whatever Kobolds are left this allows you to focus on the Raksasha without fear of spells like Hold Person.. He's certainly right on that last statement. There are tunnels leading northwest. It's just another little quest to do when we get around to it. Oops. with its Armor Class bonus and Charisma bonus. like say. Be wary as you adventure around for groups of Kobolds. spills the beans. For some reason my party is inclined to fail their saves against Hold Person spells. south. so don't bother. ***ITEMS*** (x=350. it's something you'll probably wear through the rest of the game. a Fire Elemental? When the Raksasha dies it'll drop a Long Sword and the Cloak of the Sewers. Sir Donalus (x=880. y=2620). Of course. y=820) 1 gold <----------------------------------------------------------------------> 4) Over at (x=700. who has fair Hit Points. so as to not run into dangerous encounters unprepared. More importantly you'll find a Raksasha standing in a depression. he's really just a tank who'll cause trouble only if the spell-casting Kobolds nearby-the Witch Doctor and Shaman-get spells off. This is one of those items that gives you a bonus to Armor Class regardless of whatever other magical protections you have on. And really. The exception is with Kobold Shamans. It's a great choice for the party leader.. but there's no real point to this encounter. y=110) 1 gold (x=1220. a good Armor Class. spell resistance. You'll also see a woman named Miranda accost a priest of Talos named Talon Nirkhas until the 'daughter'. For all that. Lanie. including Kobold Commandos. so spellbuff and head southwest. and southwest.. if you're not a fan of delayed gratification. it can't be too expensive. and immunity to non-magical weapons. y=200) Helmet. y=700) you will find Guardian Telwyn. To the northwest is a fight with a group of adventurers we don't want to have just yet. and you should seek his aid. and they're nothing you shouldn't already have stolen from Arnolinus. 2 gold (x=400. Sir Sarles can be found in the Government District at the Jysstev estate. You can pay her 100 gold if you wish. Sewers (AR0701) o======================================================================o 6) Head southwest to where the path splits and deal with a Green Slime. <----------------------------------------------------------------------> 7) Ahead you'll find a group of Kobolds. and Sarles is refusing to work in anything other than pure illithium. Note that you can steal the Helm of Glory from Guardian Telwyn.

Aganazzar's Scorcher. As for me. Ignore the secret door at (x=1100. as it leads us to where Haer'Dalis is kept. Gallchobhair-an elven archer. Bolts +2 x20. which stupidly counts as casting a spell and can get you in trouble with the Cowled Wizards. Melf's Acid Arrow. who promptly slays a Zombie and then addresses the party. I only found these foes here once. If you are an evil party and don't care to recruit Keldorn. or a secondary Fighter who can't wear heavy armor. however. then by all means ignore him. and potions of Magic Shielding and Magic Blocking. Return to Roger to claim your reward. You can also buy (steal) a variety of potions from him. go to [WLK012]. Beat it up and use a spell like Burning Hands. Nearby you'll also find Roger's Sea Troll. including a host of Potions of Giant Strength. He comes pretty well equipped with a Two Handed Sword +2 that deals 5 points of magic damage to an attacker every time Keldorn is hit and a special suit of Full Plate Armor +1 with Free Action. including stolen merchandise. If you want him as part of your party. he'll buy things. first.we get him!). One of the Kobolds will also drop a Short Sword +1. y=500). Note that when taking damage his sword emulates a Fireshield: Blue. If you stole a Sword of Flame you could use that. Anyways. <----------------------------------------------------------------------> 11) Continue north to find Keldorn. and of course. Just something to keep in mind when you get to the surface. or something similar to deal the last blow when it falls after reaching the 'Near Death' status. I can't imagine why any good party wouldn't want a warrior of Keldorn's caliber on their side. Note from Lee: As above. Potions of Master Thievery. ***REWARD*** (For killing Roger's Sea Troll) EXP 9500 Gold 500 Note from Lee: In 6 times playing thru this game. <----------------------------------------------------------------------> 10) Head north from where you fought the Otyugh to find a chamber with an Ooze Mephit. Green Slimes.. and will pay you 500 gold to get rid of it. Flame Arrow. I've only once found an Otyugh here. 3 Gold. Fireball. He'll also tell you about a Sea Troll wandering about the sewers. I prefer to complete the Unseeing Eye quest and lock-in Keldorn. . and an Ochre Jelly. Since the only reason we're here this early in the game is to recruit Keldorn. <----------------------------------------------------------------------> 12) Scout ahead to find a group of adventurers consisting of the following folks: Rengaard-a Cleric. Bullets +2 x20 <----------------------------------------------------------------------> 8) From the center of the level (where the Raksasha was) head south to find Roger the Fence (x=1690. too. ***ITEMS*** (x=1230. All you really have to worry about here is the Stinking Cloud the Mephit will unleash at the beginning of the fight. <----------------------------------------------------------------------> 9) Go northwest until you find a Otyugh. with or without Keldorn work your way around to the east. Dart of Wounding x20. you might as well bring him along. Arros +2 x20. y=1450) Scroll of Conjure Earth Elemental. or some of those Arrows of Fire you got from the Kobold Commandos. which isn't too tough despite the fact it can disease and slow you. y=2300) who will sell you stuff.. It's time to confront the enemies northwest of where we entered.

This is one of the first noticable fights in the game where the evil party excels. y=400). Decline his generous offer and quickly run back to your party. with plenty of fighting power and spells. so as soon as your first wave of spells go off the enemies still around will respond. which suits me just fine. Creep forward with a hidden character to map their location. Silver Necklace x2. Hangard's Axe is a great ranged weapon. What's worse is at this point in the game they're likely higher leveled and better equipped. most importantly Jaheira casts Insect Plague. Note from Lee: I split up my party into three groups for this encounter. Tarnor the Hatchetman-a dwarven Fighter. Set your Fighters to intercept their Fighters while whatever spellcasters you have prepare a second round of spells. and Slow are all great-first strike spells. Small Shield +2. Most of the other items I can't find a use for. as he's easily the most dangerous character there. Rengaard: Plate Mail. Tarnor the Hatchetman: Full Plate Mail +1. So we'll just have to out-smart them. except Keldorn. Gallchobhair: Full Plate Mail. Edwin keeps the baddies pacified with Chaos and Slow spells. Gold Necklace. Zorl: Plate Mail. Once they are marked spell buff your party and cast as many area of effect spells at the edge of their group as you can (without bringing them into sight). Then I rush Gaius. All the while. Gaius: Scroll of Warding Whip and 34 gold. Unlike in Baldur's Gate 1. the enemy will not sit back and let you hit them with spells. spell buff and try to take them out piecemeal. and Zorl-another Cleric. Small Shield +2. I work my way through the rest of the spell-casters. who has better already. Now that's a haul! The Full Plate Mail +1 can go on just about anybody. rendering them completely unable to respond in any meaningful way. Chaos. Elixir of Health. I simplly rush up to them. Anyhow. Wyvern's Tail +2. Draug Fea-another dwarven Fighter. Failing that a Holy Smite will have to suffice. but he'll use True Sight if he even suspects an invisible or hidden character nearby.Gaius-a Mage. Helmet of Charm Protection. More likely they'll bunch up to spell-buff. I put the Helmet of Charm Protection on Jaheira and if you kept Korgan. hit them with a pair of Chaos spells (from Edwin and my protagonist) and an Insect Plague. With a little luck you can take out the dwarves and then focus on killing their spell casters. Large Shield. each consisting of a fighter-type and a spell caster. This will. When they die they'll leave behind the following loot: Draug Fea: Plate Mail +1. Gold Necklace and 192 gold. Edwin's spellcasting abilities allow me to pepper them with Chaos and Slow spells throughout the encounter. ideally hitting the spellcasters. Head up to the group with one character to trigger Tarnor the Hatchetman to demand you pay 1000 gold to pass. Not only can he cast high level spells. Arrows x40. As you can plainly see they're equal to any adventuring party you could cobble together. Skydrop Gem. and when he falls. Jade Ring. send one around and . head over to the exit to the Old Tunnels (x=100. but they will at least get us a good hunk of gold. Greater Command. of course. Laeral's Tear Necklace and a War Hammer.. Watch out for Gaius. Hangard's Axe +2 and 119 gold. prevent them from casting spells and possibly cause them to panic. If a few of the enemies followed you. Composite Longbow and a Long Sword. Mace and 19 gold..

At any rate. etc) while casting a Fireball or similar high impact spell from the center. Only take your Thief inside.get my strongest fighters in the doorway with ranged weapons backing them up. At this point in the game your best bet is to have them attack a character protected by Blur. Go pick the door out and lead the Vampiric Mists to the rest of your party where they can be smote in detail. So head down a tunnel to the southeast and kill a few Shadows. but a spell or two can't hurt. Disarm the trap and some Ettercaps will appear.the Ettercaps are easy for 2-3 fighters who only have to fight 1-2 at a time. and Improved Invisibility. and the third straight up the middle from the south . Shooting at them with enchanted missiles and popping out a few Magic Missile spells before they reach the party is also a good idea. then run across. and they are much easier to defeat in smaller groups than all at once. Either way. They can usually take out both enemies by themselves. These critters are pains in the ass.y=650). but once you do. While this is going on. I normally initiate the encounter from the middle. once they take a bit of damage. but it really depends on where your strongest fighter is. and hopefully they'll go down without managing to drain any levels. y=1920). y=500) which we can't open yet. swap out ranged for melee weapons and let them come to you. kill them both before heading back north and then east to continue this step in the Ettercap room. As soon as you approach the center two Vampiric Mists will show up and a Cloudkill spell will trigger.approach from the west. This is a good time to use the hallway combat strategy . It may take a try or two before you can get them all situated as close as possible without starting the encounter. you have plenty of time to arrange the party to put the three strongest fighters in front. they'll go invisible and try and seek out the weakest. To make matters worse. Note from Lee: To the southwest. while they'll start out fights in a fairly straight-forward manner. Old Tunnels/Upper Reaches (AR0202) o======================================================================o 13) To the southwest is an Otyugh and a locked door (x=2770. least-defended member of your party (for me this is typically Imoen/Edwin). Have a couple Antidotes ready for after the fight. I normally encounter either a Carrion Crawler or an Otyugh at about (x=2760. You'll come to a room with some alcoves. y=920) <----------------------------------------------------------------------> 14) Continue southwest until you find a door (x=3100. use your ranged weapons to start dealing out damage. disable the trap. Once that round of spells is complete. After killing it. They'll even try to do this if said party member is on the other side of the level. they will have to split up. . or even in another sub-area! What assholes. and southwest of this room is a chasm bridged by makeshift bridges with more Shadows inside.while they are moving thru the dungeon to get to you. repeat the process with a Breach or two to take down their defenses. Mirror Image. as they can drain levels from you. ***TRAPS*** (x=3300.this will prevent their area spells from affecting more than two characters at a time. After that. and have Jaheira throw out an Insect Plague. y=1750) that leads to a room with a valve in the middle (x=2950. continue south to the window at the end of the passage to cause the two Shadows to come around and meet you in the hallway. another around and approach from the east. start the encounter and cast disabling spells from the sides (Chaos. spell buff to the max and save. I use the doorway strategy here . even if it's minor. and run back to safety before the Ettercaps can catch my thief .

Bullets +1 x40. you could use it to slay the Unseeing Eye. 73 gold (x=1520. Andar Gem. Scroll of Slow. but they left once they learned the depth of the Beholder's evil. y=1140) Arrows of Piercing x20. Sassar will warn you not to tamper with the sarcophagus in the middle of the room (x=1700. leaving our primary objective unchanged as of yet. Equipping a Restoration Scroll or two isn't a bad idea either.Note from Lee: If you have a spare Potion of Mastery Thievery handy. y=2170) from whom you'll learn that the Unseeing Eye is a Beholder. Skydrop Gem. Once you find the missing half of the rod Sassar will tell you where the Unseeing Eye keeps its half.his PoMT should still be active from the previous encounter. <----------------------------------------------------------------------> 15) Continue southwest into a room where you'll find Gaal and a couple of his guards (x=2500. Ask to do a service for the Unseeing Eye and Gaal will tell you to go seek an artifact that the Unseeing Eye cannot locate himself. y=500). 57 gold (x=2050. If you were to retrieve the half of the rod the Beholder wants. and it's sound advice. He'll give you a key to open a door back the way you came and tell you the artifact you're looking for is a part of a rod. y=2350) Scroll of Protection from Normal Missiles. He'll also tell you that the Beholder came here for the sole purpose of acquiring the artifact you've been sent to retrieve. down a trapped tunnel. Scroll of Cone of Cold. Bolts of Biting x40.. I recommend drinking it before sending your thief in. y=1200) Scroll of Cloudkill (x=1700. y=520). y=2200) Ziose Gem. y=1100) Moonstone Gem. Some even become Liches of a sort. which is just a mix of two types of bad. y=1120) Scroll of Non-Detection. Some Beholders will intentionally blind their largest eye so they can learn to cast spells. Other than that there's some looting to be done. Darts of Wounding x30. Darts +1 x40 (x=1800. After all. it's bad news. just in case. To the northeast you'll find two more former cultists who have little to say .. He and his fellows were former worshipers of the Unseeing Eye. For the record. y=1350) Arrows of Ice x40. We've no need to tangle with a Lich yet. however. Such a thing might be strong. <----------------------------------------------------------------------> 16) Behind the door Gaal is near you'll find a huge pit surrounded by some rather organic looking walls. and into another room to find a man named Sassar (x=2000. what's the point of dragging the entire party thru here if you really don't need to? ***ITEMS*** (x=2050. y=2020) over by the pit where the faithless are thrown. You'll also find Tad (x=1520. Still. To the north you can see a cultist fail his ocular deprivation initiation. y=500). for all of you folks out there who don't know much about AD&D. 980 gold (x=1170. I got stuck in here and Yoshimo couldn't pick the lock to get back out (useless idiot). but it certainly is no god. a Beholder is a floating orb of a monster with numerous eye stalks that cast spells and a large central eye that negates magic. with which it could wreak terrible destruction. head back to the hallway leading to the sewers and travel southwest to find a door at (x=2770. y=1670) Scroll of Animate Dead. Once. 24 gold <----------------------------------------------------------------------> 17) Go through the door. 130 gold (x=1300. When you've taken all there is to take. 109 gold (x=2200. Note from Lee: I usually just send in Yoshimo to loot the area .

y=270) Bolts +2 x40.and two chests you can loot. If you click on the statue around the lootable portion you'll get some pop-up text telling you that 'The mouth of this statue seems to be screaming'. and really. but they tend to come in groups including a Yuan-Ti Mage. Considering that the Wandering Horror gives 5000 EXP and the Sword Spiders each give you 2000 EXP. Yuan-Ti aren't tough on their own. Of these you only need to worry about the Mage. y=1100) that we can't open yet to find some stairs (x=100. and likes to pop on another Stoneskin when its Hit Points fall to 50%.. as it'll typically start out battles with a Stoneskin. ***TRAPS*** (x=1200. which as we know from experience can win a fight by itself. if you want to grind for extra experience. although with a stronger Baldur's Gate 2 party it's much less likely to succeed. Once they're dead loot the statue for some scrolls and gems before heading to the east. Scroll of Hold Undead. 1 gold ***TRAPS*** (x=2450. which will respawn this encounter. which are sword-fodder by now. Yeah. ***ITEMS*** (x=2320. Scroll of Enchanted Weapon. Scroll of Tenser's Transformation. y=2500) Scroll of Vampiric Touch.. The Wandering Horror can stun opponents and cause fear. Into the breach. Go past a secret door (x=900. followed by a group of Yuan-Ti later on. and all that rot. as he can cast an awesomely powerful Dispel Magic (to counter the Chaos) and True Sight to negate . It will also cast Chaos. The Wandering Horror disables a partymember (or several). if for no other reason than to prevent having to cast a Restoration. It can still work.. Just lead with your best Armor Class and try not to engage them all at once. y=2500) <----------------------------------------------------------------------> 20) Continue down a passage to the southeast to find some Mutated Gibberlings. y=550) <----------------------------------------------------------------------> 18) Head southwest to find a trapped tunnel with some Shadows and Wraiths lurking around. ***ITEMS*** (x=1280. You can trigger this encounter a total of five times.. It's a nice hunk of experience. Garnet Gem ***TRAPS*** (x=1280. This fight gives Keldorn a lot of opportunity to show his worth. and the Sword Spiders quickly pick off helpless victims. y=1100) Lower Reaches (AR0204) o======================================================================o 19) Walk forward a ways to trigger an ambush by some Huge Spiders. Aquamarine Gem. especially early in the game. They also employ Shadow Door if they are in trouble. as well as cast Death Fog. more damned undead that can level drain. Disarm the trap to trigger a Wandering Horror and two Sword Spiders to pop up. the enemy strategy in this encounter is just a simple tactic that was common-place in the first game. y=1400). y=220) Scroll of Lower Resistance. Keep heading north until you find a statue that 'appears to be screaming'. or a total of 45000 EXP if you keep respawning it. Star Diopside Gem. you can get 9000 EXP per encounter. 26 gold (x=2100. Shandon Gem.

if you may run afoul of several Beholders. You'll find some Shadows and Shadow Fiends along the path to the north. standard low-level encounter is a Gauth or two. ***ITEMS*** (x=3720. ***TRAPS*** (x=3100. Activate the. Once you answer the last riddle the bridge will mend itself and you'll be able to move onward. ***REWARD*** (For answering the guardian's riddles) EXP 42250 <----------------------------------------------------------------------> 22) Go across the bridge with only the character bearing the Shield of Balduran. Regardless of the unlikelihood of this reunion. the War Hammer +2 'Ashideena'. Who is with you?" Answer: Time is my answer. y=2300) and you'll be forced to answer some riddles by a Guardian. to all the way down here. to you. "You are not alone on the bridge. with .." Answer: The current one. roof? (x=3300. as well as a trap over a bridge spanning some water. It travels with you. You'll also get some juicy quest experience. Still. <----------------------------------------------------------------------> 21) Head eastward onto a structure. Scroll of Identify ***TRAPS*** (x=3400. Viconia takes back her old weapon. Slow. Enemies level up with you. At this level you should be facing some Gauths. What is the bridge?" Answer: Life is my answer. even if just for a little while. "The bridge has fallen and ends in death. and through it you travel.Shadow Door. You need only stand there and let them kill themselves. and yet it does leave you behind. for it alone is my choice. and back to you is probably quite a story... you may here than is mentioned. They have the power to cast Lightning Bolts.. and Paralyze. There's not a lot the Yuan-Ti Mage can do that Keldorn can't simply counter. Thank them for playing and loot the coffer on the wall of the bridge structure to find your old friend. Call forth the name to summon the path. uh. Call for the name to summon the path. How it got from Basillus. and the end changes place. y=2670) Note from Lee: I have run into Ghasts and Mummies here instead of the Yuan-Ti on a couple of occasions. y=1500) Note: If you're doing things out of order. Choose the most difficult step on the bridge. Cause Serious Wounds. all of which will be reflected back at them by the Shield of Balduran. "The Bridge is not stable. as well as run into more trouble and while the you're a higher level Gauth. taking care to disarm the trapped first step. Call forth the name to summon the path. who are like Beholders but much weaker. y=2470) War Hammer +2 'Ashideena'.

Scroll of Cure Serious Wounds x2. Talk to him and say the password and he'll show you the secret passage to reach the cave at the back of the Beholder's lair. eventually the loss of faith caused this god to fade. as it only feeds off of such aggression. Your job is to instill faith in his servants by telling them they are to be released. y=500). and that the Avatar would prefer to gain both pieces of the artifact so he can destroy it. and immortality. It will tell you that it is the remains of a god reduced in power. and of hating that which sustains them. y=930) who will pretty bluntly tell you everything. and the demon to form. The most important one is at (x=2430. kill it by casting all the healing spells you can muster and an Avatar will appear. telling you to go speak to a friend in the cult and say 'the eye is blind'. Be ready. go steal the other half of the rod from the Unseeing Eye and use it to kill it. They were put here to guard something . Moonbar Gem. When you leave the chatty diseased one will question you about the device. <----------------------------------------------------------------------> 23) Around this city over the water you'll find its inhabitants. Black Opal <----------------------------------------------------------------------> 25) As you approach Sassar will tell you how to retrieve the second half of the rod. then kill them. Note from Lee: I end up having the Shadows and Shodow Fiends rush me almost every time before I ever get done with the Gauths. then bring the rod back to the faded god in order to destroy it. ***REWARD*** (For giving Gaal the artifact) EXP 75000 Ghoul Town (AR0201) . Note that if you do give the rod to Gaal he WILL turn on you. Now to the part where this ties with our quest: The Avatar will tell you that those who sent you to seek this device intend to kill you. For this reason. as you won't be coming back this way once you go down. but they have apparently been too successful and guarded it for too long. Instead. Over time the 'diseased ones'.what. They speak of duty. Head back up to sewers. and by whom they cannot remember. morose 'diseased ones'. Enter the temple behind him (x=2300. a demon created by the hate of the diseased ones outside. why. Ancient Temple (AR0203) o======================================================================o 24) Inside you'll find an Empathetic Manifestation (x=600. He seems unimpressed. Exit the area at (x=1450. it's easier and more rewarding to go speak to Tad instead.the Shield of Balduran there's nothing they can do to you. While this is a fight that can be won. the followers of this god grew to hate their duty and their god. I leave the rest of the party way behind (west of the raised platform) and draw them back to me. Since it's a creature born of malice and hate. set to guard a device that is not as dangerous as it once had been. ***ITEMS*** (x=270. You will then be shown how to get to the Beholder's lair without being slain by its minions. it cannot be harmed in the conventional sense. y=800). y=2100). You'll then have to fight the cultists and the Unseeing Eye itself. which simply compounded problems. So much so that they no longer care to guard their charge and hate the one who put them here and gave them the curse of immortality. y=170) Scroll of Skull Trap. whatever you say. but it's something to be wary of.

Other than Theshal and the previously mentioned undead are Shadow Fiends. among other things. you should be fine. where a paralyzed character will quickly be overwhelmed. but getting paralyzed can be deadly in a close encounter like this. y=460) Gauntlets of Dexterity. Skeleton Warriors. if for no other reason than the fact that it's a +3 weapon. With an Armor Class of 0 Keldorn was taking a beating. even Viconia what with her low Strength and all. Yoshimo. and we have another encounter to deal with. Be sure to grab Dragon Bane +3. but now that he's at -4 he's in much better shape to hold up the front line. as he can't be paralyzed while he's in his basic armor. It doesn't matter what you ask him. who will run off to tell the 'mayor' about your presence. 6 gold (x=1350. ***ITEMS*** (x=600. or hell. I suggest you lure them to more open ground rather than fight them in the natural bottleneck of the bridges. it's free! Take that. A Mummy's disease can harm you. Scroll of Dire Charm. y=460) to find. Between her martial prowess and the Shield of Balduran she should have no trouble killing all the beasties on her own. Ghasts. Bolts +1 x40 (x=2000. Arrows of Fire x30. Aquamarine Gem. first. Korgan was doing a little better. the conversation will end with Theshal going berserk and attacking.. y=1100). Ahead of you will be a Zombie. as well as more Ghoul Lords. Lead with Keldorn. More Ghasts and Mummies will be on the bridge to the northeast. y=620) Scroll of Friends.. Also loot the pile of bones over at (x=600. Leave this area and continue across some more bridges to the northeast. Zircon Gem. Slap these on Keldorn or Korgan and they'll do wonders for their armor class. Adventurer's Mart. He'll beg you to leave. Overall this little area did wonders for our Armor Class. Over to the northeast you'll find Theshal. It will show up when you steal its half of the Rift Device. Do NOT loot the Unseeing Eye's stash (x=3000. the Gauntlets of Dexterity. y=1610) 1 gold Undead City (AR0206) o======================================================================o 27 Across a bridge you'll encounter two Zombies and a Ghoul Lord. Once they're dead head into the cavern at (x=900. which is excellent armor for Minsc. the 'mayor' of this undead city. And best of all. Iol Gem. seeing as his Dexterity isn't quite as bad and he uses a shield. Scout forward with a hidden character to mark the locations of the enemies and send Jaheira ahead by herself (or whoever has the Shield). y=1000) Conjure Lesser Fire Elemental.o======================================================================o 26) Ignore the ominous dead bodies when you arrive and head northwest to find a group of Ghasts and Mummies. You'll encounter one last group of Ghasts and Mummies before you find the entrance to the Pit of the Faithless (x=2200. ***ITEMS*** (x=1350. Kill the Ghasts first. when Theshal dies he'll drop Skin of the Ghoul +4. . Bolts of Lightning x30 The Pit of the Faithless (AR0205) o======================================================================o 28) With the Shield of Balduran this level is extremely easy. as the smell of food drives them crazy. So long as you don't lure them all to you at once. y=300) Scroll of Protection from Acid. ***ITEMS*** (x=300. y=1500) until you're ready to face the critter (see Step #30). and Mummies. two creatures that shouldn't be too troublesome. y=700).

y=1500) and search the pulsating organ to find the 'Rift Device Part'. and will decide he must see this for himself. and the diseased ones will finally have their rest. head back down the stairs and travel back to the faded god's temple. With the Shield of Balduran this isn't too tough of a fight. y=1110) Gold Ring.. The Unseeing Eye quest nears its completion. and an Insect Plague they go down without even scratching my party. He won't believe his trials are nearly over. then hit them will disabling magic. He'll appear and destroy the device. It's a nice enough amulet for now. After three Silence 15' Radiuses. Throw it on a character with crappy saves versus spells.. who will start the fight by spell-buffing itself with defensive magic. all that is left is to deal with Gaal and whatever followers remain loyal to their dead 'god'.. y=330) Long Sword +1. Needless to say that no matter how strong your Shield of Balduran bearer is. but don't we use Improved Invisibility (and similar spells) because it makes casters unable to target us with spells? You know.. We'll use the same tactic against them we used on the adventurers in the sewer. The rest of the party moves up and quickly subdues the Beholder.. Talk to the diseased one outside and tell him that you're here to destroy the device. bringing it to 'Near Death' status. The diseased ones will gather into the temple. An Insect Plague spell can just about win this fight on its own. Throwing Dagger x40 (x=1300. they don't want to be facing six Clerics. Bloodstone Gem. have Jaheira do her thing. Dart +1 x40 (x=2350. 227 gold ***REWARD*** (For reassembling the Rift Device) EXP 26250 Item Rift Device <----------------------------------------------------------------------> 31) You'll surface back in the sewers just southwest of Sassar.Dragon's Bane +3. where you can convince them to call out the name of their faded god. y=2300) Scroll of Secret Word. ***REWARD*** (For returning the Rift Device to Amaunator's Avatar) EXP 47250 Item Saving Grace +3 Note from Lee: . <----------------------------------------------------------------------> 30) When you're done looting and killing head over to the Unseeing Eye's stash (x=3000. ***ITEMS*** (x=3000. especially focusing on anti-magic spells such as Silence 15' Radius. How can blind people cast spells anyways? I wouldn't call this out normally... y=2100). an excellent shield for Korgan or Anomen. Exit the level at (x=1800. but with the Rift Device Jaheira is able to simply blast it once. y=1500) Rift Device Part. a Slow. but it'll get eclipsed soon enough by better things. y=1320) you'll find a group of Blind Priests. The two pieces will fuse together and you'll be prompted to equip it into a quick item slot immediately. although you can never go wrong with a Chaos spell. the second half of the artifact you're looking for. When they come after you. Andar Gem. Spell buff. Throwing Axe x40. Arrows +1 x40 (x=1800.. I put it on Jaheira and go back down the tunnel. You'll find the Unseeing Eye. 326 gold <----------------------------------------------------------------------> 29) Near (x=1720. You'll be rewarded with some experience and the Saving Grace +3. because they can't see us? Oh well. which drops an Amulet of 5% Magic Resistance.

I'll include that section next. the latter of which can win the fight in one casting.. which is plenty of time. In any event Keldorn is yours. who are plate-armored Fighters. I believe your alignment also affects what temple will accept you.. I'll admit I'm not certain if completing the Unseeing Eye quest is enough to get accepted into the Temple of Talos or Lathander. it doesn't affect game balance compared to. Slow. I don't know why it couldn't be a constant effect. ***REWARD*** (For destroying the Cult of the Unseeing Eye) EXP 45740 (each character) Gold 8000 o======================================================================o | | | Honor and Family | | (Keldorn and Anomen's Family Quests) | o======================================================================o Sequence of Events: {WLK010} 1) Keldorn the Cuckold 2) Rekindling the Love 3) Anomen's Family Trouble 4) Sins of the Father 5) Storming Saerk's Estate 6) Anomen's Revenge .This is when I get the Yuan-Ti party. If you are a Cleric you'll also be offered a position as one of Helm's priests. as he's really the only one in any position to use it. sell off loot and let's get ready to recruit Haer'Dalis. Viconia will benefit from it almost as well. Head back up to the surface and return to the Temple of Helm. If not. heading up the path to the east on the way back to the temple. Tell High Watcher Oisig about your triumph and claim your reward. spells like Chaos. If you want to play around with your new Cleric Guild. The real difficulties in this fight are due to his Elite Guards. and a Quarter Staff. Gaal will drop a Girdle of Fortitude. We'll discuss those matters to finish up the next Sequence of Events [WLK010]. feel free to skip to [WLK011] for the Cleric Stronghold quests. and if you're Neutral you'll get accepted into the Temple of Helm.C.. <----------------------------------------------------------------------> 32) You'll find Gaal trying to keep his cult together. The Girdle of Fortitude would have gone great on Shar-Teel. Largely failing in this he decides to take his frustrations out on you. you may also have to complete the quest involving Sir Sarles. and Insect Plague really do a lot of good here. Gaal himself can be problematic. even if they occur later. 7 in addition to his normal gear. it can be used to bring a character's Hit Points up to snuff for eight hours. Still. Any defenses he can pop up are easy prey to Keldorn's Dispel Magic and True Sight. if you're Evil you end up in the Temple of Talos. The Elite Guards will all drop suits of Plate Mail and plenty of Bolts. but he fortunately decides to focus on offensive spells rather than disabling ones. Keldorn will have some family issues that pop up when you head to the Government District. Still. The Elite Guard Captain has a Heavy Crossbow of Accuracy and Bracers of Defense A. or if you're not a Cleric. Gauntlets of Dexterity or Girdles of Giant Strength. which forces you to go from the gas chamber into a bottleneck. say. and due to the location. or [WLK012] for the Astral Prison Quest. Of course. Haste. and Anomen will likewise have to deal with family troubles when enough time passes. a Silver Necklace. If you don't have Anomen or Keldorn. but as she's not in this game. Keldorn accepts the Heavy Crossbow of Accuracy. If you're Good you end up in the Temple of Lathander.

and listen with bemusement as Cor and Anomen work together to air the Delryn family's dirty laundry. Once inside. Keldorn will send his wife away and speak to you. But what's the fun in that? Instead. he'll be back at his house after a while. y=360) Bullet +1 x2 (x=850. Once you arrive he'll talk about his family living near here. if you have a party including Keldorn. where we'll find the Delryn Estate at (x=4300. you can't miss it. Gold x35 Mithrest Inn (AR0704) o======================================================================o 2) Head over to (x=3020. y=450). y=450) 20 Gold (x=350. First. Don't pick the option goading him to consult the courts.. I'll include Anomen's here too.. At this point you really can't mess this up. head over to Waukeen's Promenade. instead advise confronting William. off we go to the Government District of Athkatla. y=240) with Anomen (he won't talk to other characters). y=420) to find the Mithrest Inn. She'll talk with Keldorn and the two will apparently make up. Pick option #1 or #3 and head back to the Firecam estate and talk to Lady Maria. If Keldorn goes to the courts. Once Lady Maria starts talking. His wife will be imprisoned and William will be hanged. Keldorn will have a chat with a maid before bringing out his wife and kids. where we can pick up the quest. Keldorn will even tell you when he's near it. y=2200). ready to be recruited. 12) Anomen the Knight 13) Maria's Murderer Unmasked 14) Anomen's Inner Demons Firecam Estate (AR1003) o======================================================================o 1) Head over to the Government District. Sir William is at (x=350.. however. So. ***ITEMS*** (x=920. y=1950). His wife will tell him that she's been seeing a man by the name of Sir William of Thorpe.. things start going downhill. see? After traveling with Anomen for a while you'll be approached by a man named Terl. you saw that coming.. Apparently Keldorn is a bit of a workaholic. he'll tell you to meet him at the Radiant Heart building in the Temple District in three hours. for organizational purposes. who will tell Anomen that his sister was murdered and he is requested home by his father. Agree to go with him and head over to the house at (x=1550. When you get close he and Keldorn will talk. y=350) Pearl Necklace.7) Light of His Father's Eye 8) Anomen the Unworthy 9) Atonement for Two 10) Breaking the Chain 11) Bureaucracy is the Price we Pay for Impartiality. It's blatantly marked on your map as the Firecam Estate. You'll get an experience reward for whatever option you pick and-if you let Keldorn go. Everything about Anomen . Delryn Estate (AR1001) o======================================================================o 4) Go talk to Cor Delryn at (x=600. and it hasn't been good for his marriage.. ***REWARD*** (For allowing Keldorn to return to his wife and family) EXP 15500 <----------------------------------------------------------------------> 3) And since we're dealing with one party member's family problems. Of course Anomen's dad is an abusive drunk. you'll have to deal with him.

For Anomen to coexist with Keldorn. 7 gold (x=350.. y=550) Flamedance Ring Estate of Saerk Farrahd (AR0505) o======================================================================o 5) Advocate Anomen to take revenge by picking options #1 or #3 and continue to convince him that his vows to the Order are less important than his family. Stepping outside the law is surely going to impress the Order. and the two practically drool over the opportunity to kill Anomen and hence grind their heel further into the defeated Cor. unless the Paladin's chastising finally gets under Anomen's skin. Still. however. If only Anomen hadn't driven his mother to an early grave and caused his father to drink away all the family's prestige and wealth! How dare he go out and try and join the Most Noble Order of the Radiant Heart! The shame. and his startled daughter Surayah. of this generation. while pretty much everybody else will advocate a more direct and sure solution. He'll tell his father that he's going to kill Saerk.. y=1300) and (x=770. which can be found in the Bridge District at (x=2050. even though he proclaims himself the man of the house. To further cinch his spot as father of the year. you need to keep him on the straight and narrow. which is probably why he reacts so poorly to Keldorn's tendency to portray himself as a father figure for the rest of the party. If you romanced Anomen and took the good path. Cor blames Anomen for the death of Moira. At least. Anyways. Inside you'll have to fight you way through some Guards. y=1200) to score some loot. who aren't much of a threat to anybody. y=400) 1 gold (x=350. . I'll include both paths. after all. Cor demands that Anomen seek out and kill Saerk and his son as retribution..just screams inadequacy and daddy issues. y=1150) 6 gold (x=370. 1 gold (x=570. ***ITEMS*** (x=450. Anomen.. His son is no better. ***ITEMS*** (x=1200. y=1850). y=1170) 2 gold (x=450. the story continues in Steps #13-#14. The suggested good paths are described in Steps #10-#12. and Cor will conveniently procure a key which will gain us entry into the Estate of Saerk Farrahd. and head to the northeast to penetrate deeper into the estate. y=1050) History of the Dragon Coast. but at least Anomen has the sense to speak with you about it.. who is obviously the traditional Delryn family nemesis. the drunkard blames some Calimshite named Saerk. the blame should fall on Anomen for not being omniscient and preventing Moira's murder. y=1400) Greenstone Ring. he certainly doesn't present himself favorably at all. allowing him to fail his knighthood will make Keldorn unbearable and result in a broken good party. y=1250) Sunstone Gem (x=220. for the sake of being a completionist. Anomen's already feisty enough. which we don't need. his son Yusef. Go through secret doors at (x=1000. While Saerk won't admit to killing Moira. starting with the vengeful route (Steps #5-#9).. y=950) 4 gold <----------------------------------------------------------------------> 6) When you head to the northeast a cutscene will occur where Anomen confronts the Farrahd family. y=450) Skydrop Gem (x=220. including Saerk. jumps the gun and kills Surayah in revenge for Moira. If Keldorn is around he'll argue that the law must be upheld. and he's downright delighted that Anomen-the son of his enemy-has barged into his house and presented himself to be killed with justifiable self-defense. y=1380) 7 gold (x=1250.

but this fight can be entirely won by a simple Insect Plague. and of course. Saerk casts spells. Short Bow. and one of the guards dropped me a Bastard Sword +1 and a suit of Plate Mail Armor. y=570) Star Sapphire. a fight ensues between your party and the surviving Farrahds. a Morning Star +1. pretty harsh. Anomen's alignment shifts to Chaotic Neutral. y=400) 1 gold (x=1330. of course. a Potion of Fire Giant Strength. for doing what Cor wasn't man enough to do himself and ending his rivalry with Saerk. and convince him to continue with you.. Flail +1 ***TRAPS*** (x=1670. If only it were just the latter. y=750) History of Tethyr. y=570) <----------------------------------------------------------------------> 7) After smiting Saerk and dealing a grievous blow to the Farrahd family for which Yusef has rightfully promised revenge. for a change. Ruby Ring. but Anomen's actions only acknowledge the fact that he had no business being here. Before we go. Pick options #1. blaming you for leading him down this path. Saerk Farrahd will leave behind a suit of Full Plate Mail.. y=400) Tiger Cowrie Shell Necklace (x=1670. Keldorn will have two more banters if they're kept in the same party before Anomen decides to take his frustrations with the Order out on Keldorn. ***ITEMS*** (x=2400. a Scroll of Tenser's Transformation. It's. Bastard Sword. Bullets +1 x10.Keldorn is aghast and you lose two points of reputation. Antidote x4 (x=1540. Arrows x40 (x=1850. After being defeated. History of Waterdeep. y=3350) and watch a cutscene describing Anomen's judgment by the Order. y=450) War Hammer. To denote his new change in outlook. he'll leave the party and attack. The rest of the Guards will. drop some Arrows and low-quality loot. Long Bow. If you encourage him to further wrong-doing. Potion of Invisibility. y=330) 4 gold (x=1700. The time has come for him to return to the High Hall and be judged in Helm's light for his deeds and Strength of arms. and 455 gold. It's not like some burglary is going to really be bothersome after Anomen's slaying. 1250 gold (x=1800. How very knightly of him. two Potions of Extra Healing. Outside Anomen will complain bitterly at his treatment. Surayah will also leave behind some trinkets. return to the Delryn Estate and report to Cor. and you can easily mop up the rest of the Guards. The little fish always thrives in the absence of competition. and Guards are summoned from either side to present missile fire upon the party. Anomen leaves in disgrace and you get a small experience reward. eh? ***REWARD*** (For killing Saerk Farrahd and avenging Moira) EXP 10500 High Hall of the Radiant Heart (AR0903) o======================================================================o 8) After some time passes a Paladin named Sir Ryan Trawl will show up and greet Anomen. eh? Head over to the Temple District and enter the High Hall of the Radiant Heart (x=3300. y=720) Elixir of Health x3. a Sling +1. . y=500) Composite Long Bow. Two Handed Sword. Potion of Master Thievery x2 (x=1800. #2. Yusef will teleport away. and #1 to calm the broken shell of a man that was Anomen down. Cor is proud of Anomen. and even entertain the idea of returning to the High Hall to seek vengeance against those who judged him unworthy. we might as well loot the other half of the house.

doing Anomen's family quest) we'll keep the two discreetly separate. even to disown Anomen. stating that two workers actually killed his sister. he'll rejoin the party. you will become his drug of choice. Afterwards.. and suggests we go to the Council of Six building and talk with one Bylanna Ianulin. If your protagonist is female and you have been romancing Anomen. But I guess that's life. he's accepted into the Order. below. if she was really murdered. however. as there is no real evidence to link Saerk to the murders. 2. ***REWARD*** (For attempting to go through the proper legal channels) EXP 7500 High Hall of the Radiant Heart (AR0903) o======================================================================o 12) Again. let's go see what Madeen and his master wants. Angry enough. but having a wanton murderer in the family might be bad for business. who will of course be angry. All is not well. ***REWARD*** (For guiding Anomen to uphold his vows to the Order) EXP 10500 Council of Six Building (AR1002) o======================================================================o 11) Make your way over to the Council of Six building (x=3150. Steps 1-3. In this case. So head on over there. After all.. as it has been a great boon to business. ominously saying that he's going to atone for himself.***REWARD*** (For watching Anomen's expulsion from the Order) EXP 5000 <----------------------------------------------------------------------> 9) During the next few banters Anomen will struggle with his rejection and eventually come to the conclusion that he is now free of the Orderfree to indulge his vices. and his father. Head back to the Government District to find Anomen ready to confront-and kill-his father. Anomen bears it in stride. one has to think how near a miss this was-a bit of bad advice from a traveling companion and he'd have been expelled. and get our magic license see [WLK016]. the magistrate who can get something done about this. Cor continues to be a rat-bastard by thanking Anomen for killing Saerk and family. right? Talk to Sir Ryan . the good party's activities mesh well with our next goal of finding Valygar. Since Anomen wasn't in the business of slaughtering innocent girls with this approach. 2). if he's still alive. <----------------------------------------------------------------------> 10) On the other hand. or talk him down. After being disowned. y=600). The bureaucratic process is predictably frustrating. wouldn't somebody have investigated? He'll go inform his father of his decision. inside of which you'll find Bylanna (x=530. Really though. but since you don't necessarily have to be good to be traveling around with Anomen (and hence. some time will pass and eventually Sir Ryan Trawl will come fetch Anomen to have his worth judged by the Prelate of the Order of the Most Radiant Heart. Anomen will leave the party. While we're dealing with this. Eventually. Anomen swallows his pride and comforts himself with petty thoughts of post-life divine retribution for Saerk and decides to put all this mess behind him. a messenger will come and give Anomen a note from his father. if you are a good friend and convince Anomen to go down the path of good (options 2. Either let him continue with his murder-suicide. he'll listen to reason and decide not to be petty and vengeful like his father wishes. y=900).

I know. head over to the Estate of Saerk Farrahd. the following will only occur if you are romancing Anomen and he was knighted by the Order-meaning no vengeance. intimate. Anomen will concede to do the right thing. Tell him that you're here to stop him. What a douche. Again. and whatever friction was between him and Keldorn now fades. and contemplate his inner demons. in the Bridge District at (x=2050. Anomen will be approached by Terl.. Next pick option #1.. You might as well loot the place before you go. then moralize Saerk. so long as he left Saerk unmolested. He will. y=1850).. After some dialogue. as he will have dispatched all the guards in the place single-handedly. Good thing for Anomen the Order doesn't care that he murdered a dozen nameless Guards. the bearer of Anomen-related news in this game. if you did this the bad way. It's so predictable. Anomen will notice you and question your intent. it hurts. This will prompt him to doubt his current course of action. in nature. Apparently Saerk WAS responsible for hiring those who murdered Anomen's sister. Now without any family whatsoever.. which Anomen will read aloud for our benefit. it seems. his Wisdom increases from 12 to 16. then tell him either option #1 or #3. feels compelled to rectify his earlier inaction by taking vengeance on Saerk.. and Anomen becomes 'Sir Anomen'. Now most players can continue on with life and happily ignore Anomen. o======================================================================o | | | Cleric Temple Quests | | | o======================================================================o Sequence of Events: {WLK011} 1) A Note on Petitioners 2) Glinden the Cuckold 3) Ti'Vael the Dueler 4) Rania the Faithless 5) Cotirso the Malcontent . Anomen decides his vows to the Order mean little. ***REWARD*** (For watching Anomen's knighthood) EXP 10000 EXP 50000 (Anomen) <----------------------------------------------------------------------> 13) After some time passes. but if you are romancing him. who allows Anomen to continue traveling with you. and leave the party to be decidedly un-knightly. and when Anomen's father found out he attempted-and failed-to take justice into his own hands.. who will of course suddenly discover that he has a conscience. or #2 to reassure him that you'll be by his side. Estate of Saerk Farrahd (AR0505) o======================================================================o 14) So. which I will detail in the following steps. attempt to blame you for advising him to leave justice to the law. Inside. and your romance with Anomen becomes more. and at the moment is already confronting Saerk. of course. Anomen is apparently on steroids. but with some apologizing he'll forgive you. Apparently Keldorn doesn't rankle Anomen so much now that they're brothers in arms of the Order-instead of the shining example of all Anomen aspires to be-or failed to be.Trawl. Oh. especially all the Guards Anomen killed along the way. Everybody wins. the story has a few twists left. Terl will pass on a note from Bylanna Ianulin. Anomen's alignment shifts to Lawful Good. and paranoid that Saerk's wealth will prevent him from being brought to justice.

6) Peace of the Gods Note from Lee: I was given the Sir Sarles and Dawn Ring quests here (WLK037). and rewarded for a correct response. 1) No matter what temple you end up in. Priests of Lathander need to be on the lookout for the nicest path. so they might actually have some clout. most of the quests run the same way. whose wife is cheating on him. the priest of Talos has it easiest. before any of the Temple Quests started. promoting forgiveness. As an evil character I tell him to kill his wife and her lover. and it nets you extra cash. Just head over to the government district after each petitioner carries out your advice to tell him about the crimes you advocated. While I didn't have some of the magical items needed to follow the guide exactly (most notably the Amulet of Power). You'll know you made the right choice if you get an experience reward for your answer. You'll get your 'results' in every few days. As an evil character I tell him to kill the witnesses. these gods grant spells and manifest themselves. I kill him myself and turn him in for the reward. You've got to see petitioners and help them resolve their problems. Talosy thing to do. renewal. ***REWARD*** (For telling your petitioner to follow the will of your god) EXP 20000 Gold 500 (Talos only) <----------------------------------------------------------------------> 4) A woman named Rania will approach and admit she's losing faith in . If you're a priest of Helm. As a neutral character I tell him to remind his wife of their vows. so save/loading is a fine way to get through this. and reconciliation. Your job is to answer the petitioners that come to you in a way that best represents your deity Of these quests. look for such giveaways as the words 'duty'. Just like in real life. I also do the Copper Coronet quests here (WLK036) to get Bernard to sell better stuff. and when he returns. chaotic. As a good character I suggest he pay restitution to the family for their loss. ***REWARD*** (For telling your petitioner to follow the will of your god) EXP 20000 Gold 200 (Talos only) <----------------------------------------------------------------------> 3) Next you'll be visited by a Dwarf named Ti'Vael. who killed a man in a duel when he could have spared him. people can't help but go to ostentatious buildings dedicated to invisible beings to talk to folks who claim to hear these invisible beings in order to find guidance and advice. You always advise folks to kill or destroy. There's a lot of time to kill waiting for the Temple quests. evil. In a few days return to the temple and you'll be updated on the results. As a neutral character I tell him to turn himself in and let the courts decide. as a legal response to the less-than-lawful responses you give to your petitioners. I was more than powerful enough to complete these quests without sustaining any real damage (thanks again to having stole/sold stuff to Gorch and buying all the awesome weaponry). Unlike in real life. Dealing with him-and double-crossing the folks who came to you for advice-is definately the greedy. and as a good character I tell him to forgive his wife and let her come to her senses. and this is a great way to use the time. <----------------------------------------------------------------------> 2) Your first petitioner will be a merchant named Glinden. however. Priests of Talos will also be bothered by Inspector Ardis.

. ***REWARD*** (For dealing with the upstart appropriately) EXP 20000 <----------------------------------------------------------------------> 6) Now you've a task to perform that has nothing to do with hearing whiny petitioners. It's obvious what you must do if you're aligned with either of those two factions. Imagine that..the church. then duel Cotirso once formally challenged. religious folks. by Bioware's standards. a Cleric telling somebody that doubt is fine is considered good. err. As a neutral character I helpfully remind her of her duty to the church. if you're evil kill him. and as an evil character I simply attack her. As a good character I tell her that it's fine for her to take her time to think about it. The Talosites plan to attack the priests of Lathander. and needs some reassurance. Think about it. If you're good turn down the duel. ***REWARD*** (For settling the score) EXP 35000 Gold 1000 o======================================================================o | | | The Astral Prison Quest | | (Recruiting and Securing Haer'Dalis) | o======================================================================o Sequence of Events: {WLK012} 1) Enroute in Athkatla III 2) Bridge District Blues 3) Five Flagons 4) The Playhouse 5) Raelis'Shai's Request 6) Durlag's. Once you've killed who needs to be killed you'll get a larger experience reward. Where does your religion stand? ***REWARD*** (For dealing with the heretic appropriately) EXP 20000 <----------------------------------------------------------------------> 5) A man named Cotirso will approach.. Neutral characters should deflect the duel until Byron can come.. Mekrath's Tower! 7) Mekrath's Mission 8) Bad Imp! No Mirror! 9) Rescuing Haer'Dalis 10) Astral Abduction 11) The Astral Prison 12) Talking to Tagget 13) Astral Prison Chamber (AR0520) 14) Astral Prison Chamber (AR0521) 15) Thrashing Thralls 16) Astral Prison Chamber (AR0517) 17) The Master's Pet 18) The Master of Thralls 19) Astral Prison Chamber (AR0518) 20) Astral Prison Chamber (AR0519) . but if you're neutral you must defend the priests of Lathander from the Talonites without allowing them to destroy each other. and your temple quests are completed. and killing a heretic is evil. angry about your position and determined to win it from you with a duel...

Five Flagons Inn. If you don't care to buy this item. This will allow Jaheira to really take off as a Fighter. Samuel Thunderburp (x=350. The other PCs I generally view as optional or less-than-ideal in some way. Edwin is a better Mage.. I sell off all my accumulated wealth and with the money raised from the Unseeing Eye quest I buy Vhailor's Helm from Diedre. Enroute in Athkatla III (AR0046) o======================================================================o 1) On my way to the Bridge District I was attack by Slaves and several Orogs. If anything it gives us incentive to delay going after Imoen until those are done. how could somebody named Biff be expected to do anything right?) to the derision of the patrons. respectively. if you need to fill another party space. Main Floor (AR5009) o======================================================================o 3) Head southwest until you find a door at (x=3190.. This allows me to pop out a second character once a day. one Slaver had some Arrows +1 and a Short Sword +1. or you'd prefer Valygar over Minsc. get another useful item. Donate five gold for a ticket-or not-and head in to witness the Sigil Troupe's. y=2000). Skinning them alive in fact. which makes it just that much harder to stay out of trouble. but will mention two witnesses. there are still plenty of things to do and characters to recruit. but other wise there's not much reason to go looking for this encounter. this should satisfy your need for party-making. a summon that will only get stronger as I do. who will tell you that there is a murderer about preying on paupers. as this will also give us the peace of mind of completing another part of the sewers.. and ask for any who know of those who are skilled in sword and adventure to ask such individuals to come speak to her. When you've purchased what you want. Korgan. Raelis Shai will show up an apologize. or you don't really care to go rescue Imoen.21) The Warden 22) Rescuing the Sigil Troupe Now we have access to Keldorn. Five Flagons Inn. we can delay for later. head over to the Bridge District (AR0500).. the 'core' allies who have quests that must be resolved before you can keep them. y=410) will chat about the affairs of the day-the war between the thieves guilds. Head down the stairs at (x=100. Inside you can find numerous patrons-most of which don't have anything interesting to say. and about the Cowled Wizards' prison. which leads to the Five Flagons. Of course. Biff the Understudy bungles his lines (and really. Bridge District (AR0500) o======================================================================o 2) When you arrive you'll be bothered by Lieutenant Aegisfield. who will tell you the next show is about to start. Basement (AR5010) o======================================================================o 4) Once downstairs you'll be bothered by a Receptionist. and will allow Viconia to wear heavier armor and shields. you guessed it. as Anomen is a better Cleric than Aerie. you can't go wrong with a Girdle of Hill Giant Strength. lacking performance.. keep them around. If you want Keldorn and Anomen in your party. It's a quest that. For most players. Just like with Korgan and Edwin there are still mini-quests to do with them first. the murderer on the bridge district. er... y=700). Swords? Adventure? Hey! That's us! . and Korgan and Keldorn make up the best recruitable warriors for the evil and good parties. and Edwin.. He'll warn you not go looking for trouble. Old Rampah and Rose. Haer'Dalis is the next I'd recruit.

y=715) (x=1730. and he's none too friendly. you only need to worry about the Mage. y=770) Potion of Invulnerability. y=140) Portal Gem. Of these three. by name. he can be reached through the sewers-the very same sewers we were just exploring while pursuing the Unseeing Eye quest. 89 gold (x=1450. y=150). Potion of Genius. y=500) that leads to a Secret Entrance (x=1200..<----------------------------------------------------------------------> 5) You can find Raelis Shai at (x=1320. Laeral's Tear Necklace (x=600. y=550) (x=1250. 63 gold (x=500. Scroll of Carrion Summons. but a Dispel Magic or two. Scroll of Stoneskin Mekrath's Lair (AR0705) o======================================================================o 6) You'll pass a secret door at (x=1100. The Yuan-ti Mage will only follow you out as far as the first small room off the main room. y=700) Chyrsoberyl Gem.. Mekrath. has been kidnapped by a Amnish wizard. Gold Necklace. Scroll of Aganazzar's Scorcher (x=220.. y=700) Silver Necklace. Mekrath is over at (x=200. Upstairs you'll find. along with a Greater Malison into that room will weaken him nicely. and a Yuan-Ti Mage. y=550) Scroll of Contingency (x=600. y=140) (x=500. y=450) Scroll of Spell Deflection (x=1200. well. y=350). Harp of Discord. Gold Ring (x=1300. y=250). Necklace of Form Stability. right? There are a bunch of Mephits to smite and in a room to the east you'll find a Salamander. y=320) (x=1770. y=280) 17 gold (x=150. #2. y=550) Oil of Speed. y=1100) (x=1450. Scroll of Confusion.. The best reward they can offer-besides encouraging you to pillage Mekrath's lair-is 300 gold.. Head back to the Temple District and head back into the sewers. send in your Hasted fighters to. y=700) (x=1450. y=170) (x=1650. 600 if you bring back Haer'Dalis' gem. Potion of Stone Form. an Ice Salamander. After he's sufficiently de-buffed. ***ITEMS*** (x=600. Pick options #1. ***ITEMS*** (x=250. #2. near the rest of the actors. kill him. Note from Lee: Lure the Salamanders out one at a time and deal with them in the main (half-circle) room. who doesn't have much to say just yet. Wand of Cloudkill. Rod of Resurrection ***TRAPS*** (x=1200. She'll tell you that their usual 'Rodrigo' the tiefling named Haer'Dalis. Scroll of Protection from Energy Bloodstone Gem. y=200) (x=1400. y=250) Potion of Mind Focusing. . but it sure looks like it. Durlag's Tower! Not really. y=160) you'll find Haer'Dalis. y=770) <----------------------------------------------------------------------> 7) Up at (x=950. y=800) Scroll of Ghoul Touch. y=700) (x=1300. and #1 to opt to go on a mission to recover a magic mirror from a wayward imp in exchange for Haer'Dalis. y=830) 101 gold 34 gold 34 gold. Flamedance Ring Scroll of Ghost Armor. Potion of Genius. 400 gold (x=1400.

During this process of finding a new stage. a Lesser Fire Elemental. Given the nature of the narrow hallway. Note that if you do not help them fend off the extra-planar invaders. as well as 700 gold and some experience. y=140). Haer'Dalis will explain what the Portal Gem is while Raelis Shai messes with the gem. To this end. If you just hand it over. It might be a good idea to spell-buff before going through the portal. Return it to Mekrath for some juicy experience. Then he'll cast an Animate Dead followed by more protections. Either way. which is just as simple as going over and grabbing it. a Mage Robe of Fire Resistance. Eventually a Bounty Hunter will show up and whisk your chums away. who thankfully isn't very talkative or friendly. a Gold Necklace. Accept him into your party if you wish. When he falls. and the Imp-which can cast a few minor spells. Mekrath is easy to provoke. Keldorn makes this fight laughable. or once he has his mirror back and teleports away Haer'Dalis will be freed and will speak with you. your goal now is to collect Haer'Dalis' gem from the alter at (x=1400. Mekrath will leave behind two Potions of Extra Healing. <----------------------------------------------------------------------> 8) Head back down to the sewers and head east then south to find the Imp (x=2520. He'll start up with Stoneskin and Protection from Normal Weapons-which is pretty useless. Haste up your party and hit him with a Dispel Magic and get on top of him early to prevent him from causing you trouble. right? If you decide you don't want to be peaceful. eventually spilling that they're planning to move to another plane. but going for more will provoke a fight. you will not see what became of them. and grab 'Mekrath's Mirror' when it dies. <----------------------------------------------------------------------> 10) Find your favorite group of ill-bred thespians again in the Five Flagons. such as Mislead. and there will be no portal for you to enter through. ***REWARD*** (For returning the Portal Gem to the Sigil Troupe) Gold 300 + 700 or 1200 EXP 21250 Astral Prison (AR0516) o======================================================================o 11) When you make it through the portal. Agree to help them and fight off two Quasits. Use True Sight if you have it when he uses Mislead and Shadow Door. or turn him away. it's probably best to lead with a hasted melee character or two. y=450) and save them. as there's some loot worth keeping (and selling) along with it. It'll come with a Lesser Earth Elemental-which can only be hit by magical weapons. eh? Good thing though. including Finger of Death and Maze. a Quarter Staff +1. Looks like you're going to have to go through that ominous planar portal (x=900. you'll be asked to fend off some unwelcome visitors that will come through the portals they're summoning up. a person named Aawill will . It's a wonder he couldn't do it himself. Kill it.Why turn down a quest. and a Shadow Fiend. Once you're done head back to the Bridge District. ***REWARD*** (For returning Mekrath's Mirror) EXP 18750 <----------------------------------------------------------------------> 9) Once Mekrath is gone. and 25 gold. He can cast some pretty powerful spells. and just make the rest of the party stand band and use ranged-preferably magical -weapons. you'll get the gold you previously agreed upon. You can extract an extra 1200 gold from Raelis Shai if you hold out on her. as his high-level Dispel Magic and True Sight are just too much for Mekrath. y=2140).

Aawill will turn his attention onto you. a Scroll of Tenser's Transformation. which are little more than an experience bank by now. Nice. and a Clay Golem. One Prison Captain will drop a Two-Handed Sword +1 and Bracers of Defense A. two Potions of Extra Healing. Once you are noticed. As we know from experience Clay Golems and Stone Golems require special attention that makes this precarious fight even more bothersome. In the first one you'll find two Prison Captains and four Minotaurs. The Boots of speed should go on a front-line Fighter-either Keldorn or Korgan. a Small Shield +1. and a Two-Handed Sword +1. <----------------------------------------------------------------------> 12) Tagget will talk to you after the fight.C. some Arrows of Fire and Arrows of Ice. having a suit of armor for him is a good start. I keep the Pixie Prick +3 on hand. a Scroll of Chain Lightning. well. a Scroll of Flesh to Stone. the spell scrolls should be given to Edwin or saved for Imoen. Astral Prison Chamber (AR0520) o======================================================================o 13) To the north are two pulsating flesh nodes that will transport characters to a chamber if they're caught by the opening diaphragm. but not worth the trouble. First things first. it's not that simple. y=1300) are close enough to the Warden that you could provoke some unwanted attention by exploring them. telling you that the only way out of here is by killing a creature known as the Warden. 25 gold. y=1450) and (x=1500. . Send a strong Fighter to occupy Aawill and his bounty hunters. The other two humanoid Bounty Hunters each have a suit of Leather Armor +1. Take his spell defenses down as he raises him and kill him quickly. 8. while the rest of your party focuses their attention on the Yuan-ti behind the party. and no serious threat to you. and I'm sure you'll want to do eventually. and a fight ensues thereafter. but the ones to the north (x=1550. 8. as smoothly as it can go. a Long Bow. Wow. Oh. Astral Prison Chamber (AR0521) o======================================================================o 14) In the second chamber (x=1500. Also consider that provoking the Warden is almost a certainty by going up here. a Mace +1. Finally Aawill leaves behind Melodic Chain +3. y=1300) you'll find three Prison Captains. and Boots of Speed. they go to him in my game. a Long Sword +1. a Stone Golem. since I'm short of +3 weapons. Yeah. The bad part is. When they die the Prison Captains will drop the following loot.. Quarter Staff. and the other will drop a Long Sword +1. if you're going to keep Haer'Dalis. as the warden has a number of Thralls kept as slaves. a Scroll of Death Spell. Pixie Prick +3. Since my Fighter/Mage is arguably the strongest character in the party when spell buffed and good at countering nearly every threat. you'll appear next to the Warden. well. and a Long Sword. I'd suggest you go ahead and explore these when you find them just to get them out of the way. He'll be wearing this for a long time. Two of the Prison Captains will immediately start out with spell-buffs. and you need to get on them quick with an Insect Plague to make this go smoothly. who is easily the most dangerous single opponent there. a Ring of Protection +1. and the Melodic Chain +3. One of the humanoid Bounty Hunters will drop Studded Leather Armor. The rest are just melee Fighters. Bracers of Defense A. Heading east and killing the Master of Thralls will free the thralls and make besting the Warden much easier.C. and a Wand of Fire.be yelling at a thrall named Tagget. and if you exit this chamber. Of course. once you kill the Warden you can't go visit these chambers anymore. indeed. which is something I can do without. The other Yuan-ti will drop a suit of Chain Mail Armor and a Wand of the Heavens.. Loot the bodies-the powerful Yuan-ti to the west will drop a Cloak of the Shield.

y=1800) Arrows of Biting x40. ***ITEMS*** (x=300.. don't we? I spell buff my Fighter/Mage and send him in alone-include a Chaotic Commands in addition to his normal buffs. Arrows x80. but chances are somebody will get caught. Dart of Stunning x40 Astral Prison Chamber (AR0518) . where you'll find a Yuan-ti Mage. while the Gish will leave behind. <----------------------------------------------------------------------> 18) Now we turn northwest for a change. a Salamander. ***ITEMS*** (x=3000. Gauntlets of Weapon Skill. so just give them to the Fighter with highest (worst) THAC0 until there's better to be had. we like experience and loot. They'll all drop Thrall Collars and the Thrall Leader will drop a Medium Shield +1. a Ring of Protection +1. Bolts x120. and a Thrall Collar. 1 gold Astral Prison Chamber (AR0517) o======================================================================o 16) You can avoid these chambers by running across the fleshy part at the right time. Kundane +2. just be wary of his ability to paralyze you and his 'death gaze'. They'll all start out by hitting you with psionics. Darts x80. y=400) Bullets x80.<----------------------------------------------------------------------> 15) So instead. Throwing Daggers x40 <----------------------------------------------------------------------> 17) Leave the chamber and continue east. a bunch of Darts. including one Gish. and it's just better to take care of them-besides. hence the Chaotic Commands. as she's the only one who can cause you any real trouble. Bolt x80. let's head over to the east where you'll find a Thrall Leader who will talk only long enough to let you know you're in for a fight. followed by going invisible before unleashing a second round of psionics. The Thrall will leave behind Bracers of Defense A. 8. and a Knight. Darts x80. send in the rest of the party. a Medium Shield. a Potion of Extra Healing. just don't let either have the freedom to cast spells. He didn't really cause me any trouble. where the Master of Thralls will threaten us before summoning some Air Elementals. Focus on the spell-caster in the back. Bullets x120. Korgan/Keldorn has the Gauntlets of Dexterity. ***ITEMS*** (x=2300. Once the two rounds of psionics is done. Be spell buffed and keep in mind that you need +2 or better weapons to hit the Air Elementals.C. Inside are some Githyanki. The Knight and Warriors drop Plate Mail Armor and Two-Handed Swords (and possibly a Potion of Extra Healing). pick up the Staff of Air +2 and the Mastery Orb that he leaves behind. and an Ice Salamander. y=1900) in the center of the room for now and continue east until you find a opening fleshy-valve in the center of the hallway east. It's a good time as any to use an Insect Plague and hopefully neutralize one group or the other. To the north there are two more troublesome Thralls and a Wyvern who will likely bother you while you attempt to kill the snake-bodied bastards. When he dies. and Jaheira/Viconia has a Girdle of Hill Giant Strength. three Warriors. Arrows x160. As for the Master of Thralls. and a Thrall Collar. Who do the Gauntlets go to? Well. Ignore the 'brazier' (x=2500. Once they're dead loot the Female Thrall for a suit of Chain Mail Armor. then kill the other two. y=950) Moonstone Gem. Getting knocked unconscious by the psionic attacks would not be a good thing. a Wand of Lightning.

Throwing Axe x40. it should only take one-targeting in the Yuan-ti Mage-to make this fight a cinch. With that little number. have Jaheira hit them with an Insect Plague. Destroy the Mastery Orb. Either way. you'll . and if you're a Bard Raelis'Shai will offer you the deed to the playhouse. Of course. him and a few of his Thralls are fond of Finger of Death. but he's still the toughest enemy in this area. a Salamander. After that. the most challenging thing about this fight are the stupid flesh chambers. I'd suggest focusing on the Greater Wolfwere firsthe's not anywhere near as strong as the Loup Garou of Baldur's Gate 1. the Planar Prison Cell Key. if you have to fight all six of the Thralls. the Wave Shaft (like the Equalizer. y=1150) Bolts of Lightning x40. even though their Flame Arrow spells will strip you of Mirror Images rather quickly. Bullet +1 x40. they might go into a Gaseous Form. and making this fight much easier. y=1100) contains four Wolfweres and a Greater Wolfwere. and he can also cast Horrid Wilting. part of an artifact weapon). and 2577 gold. a Yuan-ti Mage. Have everybody run in and focus on the Warden. After they're dead Tagget will come and tell you the obvious. Another situation where my Fighter/Mage handles it himself-this time with the added benefit of a Protection from Fire spell. where Raelis Shai will thank you for saving them-and you'll get a hefty experience reward. the Thralls will turn on the Warden. which can make a reload mandatory by itself. ***REWARD*** (For destroying the Mastery Orb) EXP 24750 ***REWARD*** (For defeating the Warden and freeing the Thralls) EXP 5000 ***ITEMS*** (x=1250. as the Warden and most of the Mages will put up defenses to make themselves annoying. The first (x=2250. it merely takes two to (hopefully) neutralize their magic. If the Thralls are already neutralized. Stun. there's just not much they can do. although I'll be honest. Adjatha the Drinker +2 (a worthy compliment for Namarra +2). If the Thralls are still hostile. If you just rush in and take on the Warden. y=1020) contains three Efreeti. The Warden has three Star Sapphires. three Warden Thralls. Astral Prison Chamber (AR0519) o======================================================================o 20) The next chamber (x=1940. Throwing Dagger x30. who can be pretty damn annoying. It's highly recommended you destroy the Mastery Orb.o======================================================================o 19) The Warden lies to the west-behind several more pulsating flesh-nod chambers. The Warden likes to start out with Symbol. and use Keldorn to keep him honest-that and Breach-which will be your best friend for tearing down his spell buffs without dispelling the Insect Plague. and one of the Thralls (the Cleric) has a Warhammer +1. his pack consists of three Thralls. an Ice Salamander. you've got some serious spell power to worry about. 1 gold <----------------------------------------------------------------------> 22) Head over to the northwest. The Warden Thralls have Long Swords +1. Go down to the 'brazier' near the Githyanki chamber (x=2500. and of course. <----------------------------------------------------------------------> 21) Now to deal with the Warden. y=1900) and activate it to destroy the Orb. the Warden himself. Once dead. during which time they're immune to damage. Immediately afterwards. Haer'Dalis will elect to stay behind and explore the Prime. two Emeralds. First thing to do is hit them all with a Dispel Magic.

let's go off and grab one wonderful weapon that's now well within our ability to obtain-the katana Celestial Fury [WLK014]. or just rest repeatedly to pass the time. Mazzy. Note from Lee: I try not to leave the city confines until all the various stronghold quests are complete. Do other things between each event. It takes damn near forever for these stupid actors and directors to get this play going. <----------------------------------------------------------------------> 2) Return to Higgold and he'll give you the first task right off-picking . ***REWARD*** (For freeing the Sigil Troupe from the Astral Prison) EXP 44000 (each character. Essentially. The next section will cover the playhouse. We still can recruit Cernd. Before any of that. Nalia. who will tell you that it'll take a week to get some actors. and Nalia necessitates a visit to the De'Arnise Keep.appear back in the playhouse below the Five Flagons. Cernd requires us to tread all the way to Trademeet. Of course. Basement (AR5010) o======================================================================o 1) Samuel Thunderburp will show up and discuss the running of the playhouse with you. I'll admit. if you want to keep your rural virginity intact for this game. there's still plenty to do. Every so often you'll get bothered by a runner who will tell you that something has come up and you're needed at the playhouse. all your decisions either have no effect on play-quality. I didn't spend as much time learning all the results as I should have. including Haer'Dalis) o======================================================================o | | | Bardic Playhouse Quests | | | o======================================================================o Sequence of Events: {WLK013} 1) New Ownership 2) The Lead Actress 3) More Actress Drama 4) Zaren's Improvisation 5) More Improvisation 6) The Turmish Curse 7) The Missing Score 8) Bothered by Barbarians 9) The Show Must Go On. telling you that Higgold has the actors. Valygar and Mazzy require us to tread to the Umar Hills. Once some time has passed a boy named Meck will bother you. so I do the last part of [WLK037] here (the Fallen Paladin quest). after which the playhouse will start making a profit. Five Flagons Inn.. we can still recruit one more character within city limits-Aerie [WLK015]. Keep in mind that this quest takes place over a long length of game-time. where Haer'Dalis will offer to join you for good. after which he'll send in Higgold. If you don't want to (or can't) do the Bard's quest. and six weeks for rehearsals. and Valygar. a small effect (+1 or -1 to the global variable 'playquality') or a significant effect (+2 or -2 to 'playquality'). Or Not. Keep in mind that your decisions do affect the quality of the play-a higher-quality play will net you a greater reward at the end of the quest. however. if it interests you.

instead (decreases the quality of the play) or tell the women to solve the problem themselves (which significantly decreases the quality of the play). give the job to Jenna. and refusing to pay her more decreases the play's quality). threaten to kick her out of the play (which decreases the play's quality). You can pay as little as 1000 gold. 500 increases the play's quality. and generally the better reviews you'll get and the more money you'll receive later. The better the funds. or as much as 10. tell Iltheia to stop screwing around and just play her role as it was meant to be (which also increases wthe quality of the play). <----------------------------------------------------------------------> 3) After a while you'll get another visit from Meck calling you to visit the playhouse and deal with another crisis. saying he can make the play better. You can capitulate and let Iltheia have the lead (which increases the quality of the play). and wants a bigger role. There's also some mention of a curse on the play you're performing. the pompous twat wants more money. props. ***REWARD*** (Allow Zaren to improvise) . or tell Zeran to cut it out (decreases the quality of the play). Choose either Iltheia (a pompous but experienced elf) or Jenna (a naive and less experienced human actress. Jenna just wants to see something done.a lead actress. ***REWARD*** (For letting Iltheia expand her role) EXP 6750 ***REWARD*** (For threatening to fire Iltheia) EXP 6750 ***REWARD*** (For putting Iltheia/Jenna into the leading role) EXP 6750 ***REWARD*** (For promising to pay Iltheia more) EXP 11500 ***REWARD*** (For regulating Iltheia to her role) EXP 15750 <----------------------------------------------------------------------> 4) A few days later you'll be summoned again. You can pay Iltheia more (100 gold does nothing for the play's quality. tell Higgold the rest of the actors will have to keep up with improvisation (slightly improves the quality of the play). the better the advertisement. expand Ilthea's role (decreases the quality of the play). If you made Jenna the lead: Iltheia is upstaging Jenna. This time Zeran thinks he's too good to follow the script. Damn actors and their disobedience! Zeran will defend himself. or tell them to fix it themselves (which significantly decreases the quality of the play). Either let him change the script (significantly improves the quality of the play).000.) Pick whomever you wish and then comes the hard part-funding the play. and costumes. If you made Iltheia the lead: Iltheia is complaining about her lack of recognition-basically.

If you tell them to trust in Zaren and your Charisma is 17 or greater. the quality of the play will remain the same. you'll significantly reduce the play's quality this way. and something needs to be done one way or another. a priest who'll promise to stave off the 'curse' for a mere 1000 gold. realize that you've got Clerics too (will not increase play quality). and a Charisma score of 18 or higher) EXP 11500 ***REWARD*** (Pay Shavanana) EXP 11500 <----------------------------------------------------------------------> . you will decrease the quality of the play. If you rewrite the play yourself with a Charisma of less than 16. you'll increase play-quality by doing this. if you threaten to fire everybody. try and get the price lowered to 500 (if you have a Charisma score of 17 or higher. you will increase the quality of the play by rewriting it yourself. you can tell Higgold you cannot afford Shavanna-if your Charisma is 18 or higher. you'll increase the quality of the play. ***REWARD*** (Pay the actors 500 gold to stop whining) EXP 11500 ***REWARD*** (Don't allow the changes. Same goes if you tell them there will be no changes-your Charisma determines the outcome. if it's less than 18. the quality of the play will decrease. If you rewrite the play with a Charisma of 16 or 17. Head back to Higgold and he'll tell you about some 'hauntings' and other strange events going on. Finally. but this will not increase play quality). with a Charisma score of 17+) EXP 11500 ***REWARD*** (Rewrite the play yourself) EXP 11500 <----------------------------------------------------------------------> 6) Meck will bug you again after a while. the quality of the play will increase. He'll bring in Shvanana.EXP 11500 ***REWARD*** (Allow Zaren to change the script) EXP 15750 <----------------------------------------------------------------------> 5) Let some more time pass and Higgold will again send for you. You can pay the 1000 gold for your actors' peace of mind (increases play quality). Finally. if you legitimately do not have 1000 gold. the quality of the play will take a HUGE hit. Apparently they all have ideas on things to change with the script. and just get them to do it. or you can tell Shvanana to shove off (which will significantly reduce the play's quality). ***REWARD*** (Have less than 1000 gold. with a Charisma score of 17+) EXP 11500 ***REWARD*** (Allow the changes. If you tell them to trust in Zaren. and your Charisma is less than 17. This time ALL the actors are 'in a state'. and this time it sounds like something serious is taking place. If you bribe them with 500 gold. If your Charisma is 18 or higher.

but your Intelligence will determine the outcome.7) Again time will pass. the quality of the play will slightly improve. as it's much more lucrative for you to do so. you will significantly reduce the quality of the play. your playhouse is as good as wasted (Samuel Thunderburp will pay you 5000 gold to compensate you for the playhouse). What are the odds that things won't go smoothly. Finally the Turmish Sorceress leaves behind a Quarter Staff. do you think? After a while Meck will return. and a Scroll of Identify. then go waste another week doing. and a Light Crossbow. with an Intelligence of 16 or 17) EXP 6500 ***REWARD*** (Rewrite the score yourself. a Helmet. If your Intelligence is 16 or 17. and 40 gold. and that Zaren is too ill to perform-you'll have to fill his shoes. Bracers of Defense A. whatever. and Higgold tells you that some councilman is there. but it's nothing spectacular. then return to the playhouse at Meck's request to go see the dress rehearsal. a Two-Handed Sword +1. Again. ***REWARD*** (For removing the Turmish barbarians) EXP 15500 <----------------------------------------------------------------------> 9) Wait for a day. you have options. with an Intelligence of 18) EXP 11500 ***REWARD*** (Rewrite the score yourself. and some minor wealth. You can get Balmitance to do it for 500 gold (which greatly improves the quality of the play). you will slightly reduce the quality of the play. a Helmet. If you cancel. I'll assume you'll play the part. The Turmish Thief drops a Short Sword +2. #1. the quality of the play won't be harmed at all. and again you'll be summoned-this time something is wrong with the music. with an Intelligence of 19+) EXP 15500 <----------------------------------------------------------------------> 8) More time passes and Meck returns. and Leather Armor +1. Best dialogue responses Scene #1 (with Karenina): #2.) Head inside to confront the Turmish who are refusing to let the play take place. The two Turmish Thugs will each cough up a suit of Studded Leather Armor. or you can get Marcus to play and rewrite the score yourself.C. Kill them. If your Intelligence is less than 14.. Watch the monster you've created. this time claiming 'barbarians' have taken over the playhouse. #1 . the quality of the play will significantly improve. and loot them for the following goodies: The Turmish Leader will leave behind Studded Leather Armor +2. If your Intelligence is 18. This time you'll find Higgold outside of the playhouse (so resting in the Five Flagons won't work to advance this next plot point. a Short Bow. and 37 gold. If your Intelligence is 14 or 15. ***REWARD*** (Hire the harpist Balmitance) EXP 15500 ***REWARD*** (Rewrite the score yourself. however. If your Intelligence is above 18. a Bastard Sword. A fight ensues. 7. you can get Marcus to improve the music and get him to rewrite the score (which significantly decreases the quality of the play). This last approach will save you some money. some Arrows.

Iltheia Improvisation: Script Change: Curse: Music: Jenna 10.000 gold Force Iltheia to stick to her role Allowed Zaren to change the script Rewrite the script myself (w/high Charisma) Hire Shvanana for 1000 gold Rewrite the score myself (w/high Intelligence) ***REWARD*** (For establishing an average playhouse) EXP 19500 Gold 1000 .Scene #2 (with Karenina): #1. itself. (These are all the choices that seemed 'bad' to me. I simply followed the experience point rewards. After all. #1. right?) Leading Actress: Funding: Jenna vs. you'll get an experience reward depending upon your performance in the play: ***REWARD*** (For refusing to perform) Gold 5000 ---OR--***REWARD*** (For putting on a poor performance of the Turmish play) EXP 19500 ---OR--***REWARD*** (For putting on a good performance of the Turmish play) EXP 35500 ---OR--***REWARD*** (For putting on a great performance of the Turmish play) EXP 49500 ITEM Azlaer's Harp Then you'll get another reward depending upon the quality of the play. This depends upon the choices you made throughout the quest. #2. #2 Scene #4 (Monologue): #1 First. Iltheia Nothing Improvisation: Don't allow any changes Script Change: Call their bluff on walking out Curse: Nothing Music: Marcus performs and rewrites score (These are all the choices that seemed 'good' to me. getting more experience for a course of action has to mean something good. When all else failed.) Leading Actress: Iltheia Funding: Nothing Jenna vs. #2 Scene #3 (with Marcus): #1.

after completing the play. like the De'Arnise Keep. and a Glabrezu on the other. y=1150) Iol Gem. Higgold will offer to buy the playhouse off of you for 10. If the play goes on.---OR--***REWARD*** (For establishing a good playhouse) EXP 29500 ---OR--***REWARD*** (For establishing a great playhouse) EXP 50000 Finally. continue upstairs. allowing the Efreeti to cast its Fireball and Flame Strike on the Glabrezu before hitting it with a Dispel Magic or Breach and stepping in to put them down. If you go northeast towards the stairs some enemies will gate in. Inside you'll be welcomed by Sion and Ketta. two Ettercaps.000 gold. you'll get weekly proceeds from the playhouse. ***ITEMS*** (x=550. an Ogre Berserker. this can only really end two ways. y=950) Acid Arrows x4 (x=450. retreat and recover before continuing to the upper level (x=1000. If you refuse. Spell-buff before you head in. however. y=1100) Moonstone Gem (x=200. 38 gold (x=300. If you accept. The Glabrezu and Efreeti are the two somewhat worrisome enemies. you'll get crowd feedback-one moron peasant always likes it. no matter the quality. or if your protagonist refused to act at all on opening night. you'll get 5000 gold as consolation from Samuel Thunderburp. you'll get a lump sum and get to go on with your merry life. Either pick a fight or pretend you came here by accident. or it doesn't. The Glabrezu's victory is a foregone conclusion. If you're in good condition. Typically the play only flops if you had a very poor play quality. including an Efreeti. 15 gold (x=400. 8 gold (x=150. y=500). an a Nishruu on one side. If you're injured or your spellbuffs have worn off. For all that. o======================================================================o | | | Obtaining Celestial Fury | | | o======================================================================o Sequence of Events: {WLK014} 1) Glabrezu and Friends 2) Obtaining Celestial Fury Guarded Compound (AR0906) o======================================================================o 1) Go to the Temple District and head over to the 'Guarded Compound' to the east (x=4200. and make sure you have some +2 weapons at the ready. Either the play goes on. Trigger their appearance then retreat. y=1000) Bloodstone Gem. y=2100). y=1050) Morning Star +2. y=1200) Bloodstone Ring . If that's the case. either way they'll teleport away. since none of the other enemies have the +2 weapons needed to harm the Glabrezu. who will discuss how they will endeavor in the future to better ward the door. and the other three following the first will have varied reactions. and the two sides will happily attack the other.

a Mage. Upstairs (AR0907) o======================================================================o 2) Upstairs you'll find a rough party consisting of Sion. Olaf Rassmusen: Full Plate Mail +1. y=200) ***TRAPS*** (x=400. y=1250) (x=670. everybody in your party wanting for good magical heavy armor should be satisfied. Once they're afflicted. and Ketta. and Koshi can stun you with a hit. After the first round of spells go off. a +3 Katana with a chance to stun enemies and a chance to deal 20 extra lightning damage A katana-wielding character is now set for a long. and they will use potions to beef themselves up before combat. For the second time in the game we've disposed of a rival group and gained-in one battle-loot comparable to what we found in the entire first game. Helmet of Charm Protection. Jaheira (in the good party) or Viconia (in the evil party) . y=1250) (x=730. there's a very good chance you'll win this fight. Ketta begins hidden. and Edwin/protagonist use Chaos to further soften any potential resistance. Potion of Extra Healing x2. y=620) (x=1650. Breach takes down spell effects and I focus on taking out Sion first. a Thief. If those two go down. Jaheira lets loose with a second Insect Plague if anybody is up. which can be a death sentence. Maferan. I send Keldorn up by the pillar and hit them all with a pre-emptive Dispel Magic just to frustrate their early efforts. Katana +1. loot them to reap the following rewards: Ketta: Leather Armor +3. For all that. Oil of Meferan: Full Plate Mail +1. They've got a well-balanced party. while Anomen/Viconia cast Greater Command. however. Battle Axe +2 and Potion of Extra Healing x3. Koshi. and will use Potions of Invisibility to hide with the sole goal of hitting you with as many backstabs as she can. then Stalman. Mace +2 and 20 gold. Potion of Invisibility and 140 gold. Stalman. they'll start out with some spell buffs (particularly Stalman). y=1050) Scroll of Mislead Andar Gem 1 gold Silver Necklace 15 gold 38 gold Guarded Compound. Speed. On top of that you've got traps near the stairs that will keep you from advancing. Helmet and 120 gold. Jaheira immediately begins casting Insect Plague and Yoshimo beings searching for traps. long time. y=1300) (x=620. Koshi: Celestial Fury.(x=750. a Cleric. Short Sword +2. and the Large Shield +2 is sure to help a bunch. When they fall. Two-Handed Sword +2 and Potion of Extra Healing x3. Olaf Rassmusen. My main character (and/or Edwin) follow up with Greater Malison. It also won't hurt to cast a Slow spell to inhibit their Fighters. Helmet of Defense. as they're all fairly capable of hitting a -5 Armor Class at will. as this fight requires some micromanagement. Sion: Adventurer's Robe and 75 gold. With the two suits of Full Plate Mail +1. the real prize is Celestial Fury. y=1500) (x=1650. Large Shield +2. not to mention the two magical helmets. Turn off your party AI if it's on. Stalman: Plate Mail +1. a Minotaur. a kensai (Fighter). an Orog.

Dart of Wounding x10 (x=370.. either.wears the Helmet of Defense. y=450) (x=2350. y=1170) Wand of Paralyzation. y=890) (x=1850. y=570) (x=1800. y=1250) Asp's Nest x7. Don't be afraid to rob the place now that you've overcome its owners. y=1150) Wand of Frost. y=1250) (x=220. y=1150) o======================================================================o | | | The Circus Tent Quest | | (Recruiting Aerie) | o======================================================================o Sequence of Events: {WLK015} 1) There's Something Foul Afoot. History of the Moonsea (x=570. which goes to Haer'Dalis. y=400) (x=1670. y=750) Bullet +1 x8 56 gold 9 gold Wand of Fear. who will complain that his mother went inside the tent and never came out. 2) Genie Riddles 3) Into the Circus Tent 4) Aerie the Ogre 5) Aerie the Elf 6) Werewolves and Shadows 7) Kalah's Chamber 8) Back to Reality Waukeen's Promenade (AR0700) o======================================================================o 1) Head over to Waukeen's Promenade and make your way to the Circus Tent area in the center of the map. but the bonus to their saving throws is a welcome boost for characters that I rely on to reverse debuffs on my other party members. 4 gold History of the Vast. y=700) (x=2400. Arrows +1 x9.. Spear +3 Spear +3 History of the North. y=500) (x=1850. y=400) (x=1700. I prefer the protection from critical hits and other bonuses given by the Helmet of Defense to the Hit Points and THAC0 bonus given by the Pale Green Ioun Stone. y=1050) Scroll of Shocking Grasp. the resistances don't hurt. History of the North. y=350) (x=1530. y=1400) Sling +2. Arrows of Piercing x8 (x=450. What kind of mother leaves her son behind to go see a circus act? Talk to the guard by the entrance to the circus tent . Of course. Skydrop Gem (x=1250. Edwin. y=800) (x=600. Bolt of Lightning x20 (x=220. At (x=2800. y=1550) you'll find a young boy named Giran. Arrows of Fire x4. y=1170) (x=450. or some other character who can't wear a helmet and needs some protection. In any case. y=1370) Last March of the Giant. y=540) (x=1000. y=450) (x=570. y=590) (x=680. They both have decent Armor Class. ***ITEMS*** (x=1330. History of the North. 2 gold ***TRAPS*** (x=1100. Bullets +2 x10 (x=1200. 666 gold Potion of Insight. Bolt +2 x10. History of the Unicorn Run.

and they'll turn back into people. She'll give you a bit of information for talking to her. You won't get any experience for killing the latter. y=1500). Haven't we done this before? Anyways. she tells you that somehow Kalah has created this place. If you answer the first riddle correctly you'll get a decent experience reward.. Circus Tent (AR0604) o======================================================================o 4) When you arrive on this level you'll be approached by an Ogre named Aerie. whom-as the first half of his name suggests-is terrified of what happened in the circus tent.. Nobody has come out save one of the animal trainers. All things considered. His story seems to confirm some bad magic as the cause. She'll ask you to free her. Over at (x=2700. If you head around the sides of the building you'll find some Shadows and Werewolves. "The poorest have it. less mathintensive riddle. who turns out to be Hannah.. affecting everybody with illusions-deadly illusions. Offensively. and some 'special performance' as a possible catalyst. which involves getting a sword that's a key from some commoners who aren't common. . could be true?" Answer: The prince is 30 and the princess is 40. Giran's mother. Which of the following. She claims to be a member of a race of winged elves who works at the circus with her uncle.(x=2970.. y=1500). answer the riddles so that you can cross the bridge and see some 'Kalah' creature. Over at (x=250. y=1920) you'll find Fearghus. nah. which apparently you need/want to do. it's more rewarding (and safer) to just answer the Genie's riddle. he's fond of turning a character to stone before attacking in melee. the richest need it. Tell me what it is!" Answer: Nothing. but if either was to eat it they would certainly perish. it might not be worth it to kill them. If you bomb both tries the Genie will turn hostile and attack. I'm sure by now you realize Aerie isn't really an Ogre. Circus Tent. and when they die you'll get some 'illusion dispelled' text. anyways. ***REWARD*** (For answering the Genie's riddle) EXP 19500 (first riddle) or 14500 (second riddle) <----------------------------------------------------------------------> 3) You can now cross the bridge and enter a large domed structure (x=1300. "A princess is as old as the prince will be when the princess is twice as old as the prince was when the princess' age was half the sum of their present age. If not. Still. the nice Genie will give you a second. Quayle. then. Or so the Genie assumes. It couldn't possibly be. Head into the tent at (x=2950. Ask for permission to enter and he'll move out of the way sure enough. and nobody sent in after the disturbance has returned. Being the super-sleuth that you all are. immediately starting out with Stoneskin and various other defensive spells. Exterior (AR0600) o======================================================================o 2) As soon as you enter a Genie will bother you with some riddles. y=500) you can find a 'spider'. y=1570) and he'll tell you that something bad happened in the tent-and he'll suggest evil magic is involved.

***REWARD*** (For restoring Aerie to her true form) EXP 18500 Circus Tent. y=400) Scroll of Protection from Petrification.. now forced back into his real form of a rather pathetic Gnome illusionist. continue on past a 'Pleasure Slave' who has little interesting to say. being populated by some Shadows and Werewolves. or they'll become quite real to you. This means heading over to . y=400). however. As you strike them they'll turn into 'Orcs'. a Scroll of Identify. tosses out a few insults and whines a bit before dying. Aerie and Quayle talk a bit before Quayle decides Aerie needs to experience life outside of the circus. For me. ***ITEMS*** (x=930. now it's time to leave Athkatla in search of new party members. it might be best to head up to the next level and leave the illusions at peace. Anyways. a Garnet. Haste up and rush Kalah. and Nalia. a Ring of Human Influence (makes any character fit to lead the party. Kalah's Chambers (AR0606) o======================================================================o 7) At the top of the tower you'll find Kalah.) After Kalah dies you'll be whisked away to the inside of a rather normal-looking circus tent. a Sling. pretty-wise). As you ascend the stairs a Genie will bother you and simply annoy you by asking if you wish to proceed. who dies extraordinarily quickly (I swear. Anyways. Take the 'sword' back to Aerie and give it to her (refusing to give it to her provokes her into attacking. but frankly. Tower (AR0605) o======================================================================o 6) This level is fairly uninteresting.. y=300) and she'll thank you and you'll get a downright meager experience reward. At this time I set my eyes on recruiting Valygar. Simple enough. Ah well. and marginally exploring the Umar Hills dungeons to dig out Mazzy. Circus Tent (AR0607) o======================================================================o 8) Kalah. at least now we have Aerie at our disposal. Aerie's one of the worst Mages in the game-certainly below Edwin.. which was just two hits from my main character. Quayle (the Ooze in the corner) will talk to you and tell you not to acknowledge the illusions by attacking them. 47 Hit Points of damage was all he could take. and she won't get along with Korgan. Talk to Hannah (x=100.. which still isn't very much. I take this literally and leave her behind. a Scroll of Magic Missile. Scroll of Dispel Magic (x=830.<----------------------------------------------------------------------> 5) Up at (x=750. There are two vases to loot. as well as a new party member. y=280) you'll find a pair of 'Peasants' who'll attack you. Take Aerie with you-or not (she'll remain here for you if you decline)-and loot Kalah's corpse for a Girdle of Piercing (great for characters like Korgan or Keldorn who come under missile fire a lot and don't have a shield to protect them). a Scroll of Stinking Cloud. who starts out the conversation fairly threateningly. Kill them and take 'The Ogre's Sword' off of one of them. a Flail. a Scroll of Infravision. which also includes taking care of the Planar Sphere. Go outside and talk to Giran and you'll get the rest of the reward. and you'll get a reward. Imoen. if you're so inclined. and 724 gold.) Give her the key and free her. y=350) Scroll of Web Circus Tent. a Scroll of Stoneskin. and enter the next area at (x=1050. 20 Bullets.

Just follow the robes-you have Corneil at (x=580. well. and no more relying solely on Insect Plague to win fights!. you should). If so. who will tell you that he's a representative of one of the leaders of the Cowled Wizards. Over by the Council of Six building you'll find Madeen. you'll be able to sling spells about within city limits. If you pay a ghastly 5000 gold. This isn't a license to kill. Sounds like just the guy we need to talk to about this Imoen thing! Agree to meet with his master. No more worrying about the Cowled Wizards when we cast Haste.the Government District. and head inside the aforementioned Council of Six building (x=3150. not really.. and after all this adventuring we'll probably have to deal with Keldorn's family crisis. of course. where stupid cuckold Paladins will no longer bother us with their marital problems. . although only two have anything worth listening to. y=900). consult [WLK010]. a wizard named Tolgerias. ***REWARD*** (For rescuing Giran's mother from the circus tent) EXP 500 + 2500 o======================================================================o | | | The Planar Sphere Quest | | (Recruiting and Securing Valygar) | o======================================================================o Sequence of Events: {WLK016} 1) Madeen's Message 2) Magic License 3) Tolgerias' Request 4) Valygar's House 5) Another Call for Heroes 6) A Note on Over-World Travel 7) Trouble in Umar Hills 8) Finding the Fugitive 9) Valygar's Cabin 10) Into the Sphere 11) The Golem's Arm 12) Solamnic Knights 13) Sahuagin Room 14) Cannibalistic Halflings 15) Golem Room 16) Furnace Room 17) Finishing the Golem 18) Subduing Lavok 19) Garden Room 20) Lizard Man Room 21) The Lower Planes 22) The Rune Room 23) Tolgerias' Reckoning 24) Fire Room 25) Ice Room 26) Engine Room 27) Returning Home Government District (AR1000) o======================================================================o 1) Now head over to the Government District. y=800) who you can talk to about that whole bothersome magic license business. but by now we have the money for it (or at least.. Council of Six Building (AR1002) o======================================================================o 2) There are lots of people here to talk to.

Head to the docks district and enter the house at (x=2450. and information about Imoen in return for your agreement to help him with some matters. let's rule out his presence in Athkatla before we go running off to the Umar Hills. Dagger. y=150) Bloodstone Ring. First things first. By now. a note on the overworld map. He'll ask you if you can come to Trademeet and meet with one Lord Logan Coprith to discuss resolving that town's problems. 23 gold City Gates (AR0020) o======================================================================o 5) Head over to the City Gates (AR0020) where you'll find a man named Flydian (x=480. y=1130) Valygar's House (AR0325)/(AR0326) o======================================================================o 4) In Valygar's house. you can get ambushed on your way between areas. Oh well. I miss it too. we get it. Since it has to do with recruiting Cernd we'll pick up the location of Trademeet now and agree to help him. He'll let slip a comment about the Umar Hills. y=300). and Watcher's Keep. y=300) Zios Gem Studded Necklace. y=150) Potion of Insight. y=680). Tell him you're a friend of Valygar's and ask about what happened with the Cowled Wizards. and about Valygar being a formerly gifted scout of sorcerous ancestry. y=770). Umar Hills (AR1100) o======================================================================o 7) When you arrive you'll find Minister Lloyd trying to calm down a group of irate and scared townsfolk. You'll hear mention of everything from Ogres. I know. not random discovery. you're just beyond the ken of simple bandits. we can find Tolgerias at (x=770. but if you wish to scope it out early nobody will blame you-as long as you go there to shop. y=1150). Off we go! ***ITEMS*** (AR0325) (x=400. Just like in Baldur's Gate 1. I will admit. and the witch Umar herself. yeah. money. y=280) you'll find Hervo. Right now we should have three areas on the map for our perusal: Umar Hills. none of these encounters are anywhere near as threatening as in Baldur's Gate 1. He'll promise you magical trinkets. I did head over there to grab the Potion Case sold by Sister Garlena. at (x=500. Exit the city at (x=1100. which clearly mentions a cabin in the Umar Hills. You also don't need to search the corner of every area to make sure you find every place-most of the game areas you'll get through quests and talking to NPCs.<----------------------------------------------------------------------> 3) As for our quest at hand. Hauling my potions around with me was just becoming a chore. 10 gold (x=300. Continue on to the gate. Over at . The latter we won't discuss for a good long time. and don't seriously think you're ready to clear it out. <----------------------------------------------------------------------> 6) Now. loot around the house and upstairs to find a Corthala Tax Notice. Outside of the house at (x=1270. Accept and he'll tell you that a man named Valygar Corthala has slain some Cowled Wizards. Corthala Tax Notice. To my knowledge. such is life. In case you somehow haven't gathered what's up. Areas are further apart and more significant now-no more trawling through half-empty forests for a handful of simple encounters. where you'll see a corrupt Soldier get bribed by a ne'er-do-well. constructively called 'Valygar's Home' on your map. Trademeet. y=250) Bloodstone Gem. and Tolgerias needs you to track him down. to Wolves. Yeah. 8 gold (x=550. History of Dambrath (x=300. y=270) 12 gold ***ITEMS*** (AR0326) (x=400.

cross a steam. Dispose of the local wildlife and head up some natural stone steps. who will talk a bit about the murders. Head to the northern part of the level. ***ITEMS*** (x=130. although they don't really drop anything fantastic. Tell them you mean no harm or kill them. First. y=3200) Nelleck. Beherant Diir (x=3450. there are consequences to this action that make it less than ideal. and hence. Apparently the sphere is owned by his ancestor Lavok. head back to the Slums District of Athkatla (AR0400). you can kill Valygar and take his body back to Tolgerias. They give good experience for only a little bit of trouble. and Min Mining (x=3450. y=550) and search the back room to find the elusive Valygar himself. Arrows x40 (x=350. it's not what we're here for yet. we came here to recruit Valygar. You'll be intercepted by a trio of Rangers. y=100) Katana. over. he will more or less live up to his bargain. which works just fine. Go through the doorway at (x=670. and when you get near the sphere Valygar will speak a bit. so I'll assume you'll take him along. then cross another one to the north. and around the Umar Inn to the east. <----------------------------------------------------------------------> 8) As fascinating as all this Umar witch business and people turned inside out nonsense is. if Keldorn is in your party he'll abandon you for attacking Valygar (this can be solved by simply not having Keldorn in your party at the time). and apparently Valygar's body is the key.. y=140) Rainbow Obsidian Necklace. Composite Long Bow. First. and over to the west are three merchants-Elence Fielding (x=3580..(x=4380. Of course. Crom Faeyr. Naturally he's been on the run ever since. y=700) to reach the exterior of the sphere and enter it at (x=200. who seek to prevent you from finding Valygar. who parasitically inhabits the bodies of his relatives to keep himself alive. and a little worth buying (or stealing).. So long as you don't try and hold out for more money. which means you'll never get some great items. with Valygar alive or not. y=2880). He'll tell you that the Cowled Wizards lied to you. Spear +1 ***REWARD*** (Convince Valygar to join you) EXP 9500 ***REWARD*** (For giving Valygar's body to Tolgerias) EXP 11250 Reputation -1 Gold 500 Item Ring of the Ram <----------------------------------------------------------------------> 10) With Valygar (or pieces of him) in tow. who wouldn't?) they attacked him. The Cowled Wizards want to get inside the sphere. Head up.. let's discuss the less-than-ideal options for dealing with this situation. . Valygar's Cabin (AR1101) o======================================================================o 9) Head up into Valygar's Cabin (x=1400. y=2900). y=370) Scroll of Infravision (x=250. y=2990) who have more to say on the matter. Of course. like the Gauntlets of Ogre Power. More importantly you'll never get access to the Planar Sphere if you give away Valygar's body. or at least you'll find your way into the Planar Sphere. You can also kill Valygar and take his body into the Planar Sphere yourself. that they wanted him to get inside a giant Planar Sphere that appeared in Athkatla some time ago. When he refused to help them (and really. Arrows +1 x10. In traditional form for this guide. y=600).

Scroll of Breach. as you probably won't be able to stop Mogadish from getting off a Symbol. y=2750) Scroll of Polymorph Other.The Planar Sphere (AR0411) o======================================================================o 11) Through the locked door at (x=3100. If you stole some Maces +2 from Gorch back at Mae'Var's Guild Hall you should be fine. Yay. Arrows x120 Bolt x120. The more enemies you can incapacitate the better your chances of survival. Who cares. but not very useful. <----------------------------------------------------------------------> 14) Head through the door to the southwest. Talk to the other two knights-Ancan will talk of 'fish that walk as men' to the north and Onvo will mention a 'damaged Golem' past the 'bone room. Ahead you'll find four more Halfling Warriors standing in front of a land bridge-behind them is another. y=2800) Golem Arm. Arrows +2 x40 ***REWARD*** (For activating the Planar Sphere) EXP 17500 <----------------------------------------------------------------------> 12) Head through the doors to the northwest where you'll find three Solamnic Knights led by one Reyna. they're just not much of a challenge. The best advice I can give? Lead with a summon and hope Mogadish targets it with the Symbol. y=2200) Scroll of Warding Whip. Togan will retreat. Clay Golems tend to haste themselves before engaging. they hit hard. and a Helmet. Mages should cast Chaos and Clerics should try out Greater Command. Scroll of Minor Spell Turning. Scroll of Conjure Lesser Air Elemental. Bullets +2 x40 (x=2250. two Sahuagin Baronial Guards. Once you've got the Planar Key. Stun with a Spell Immunity (Conjuration). Golden Necklace. Emerald. and a capable Mage can actually weather the entire group of cannibal Halflings . and Mogadish. Bullet x120. a suit of Chain Mail Armor. They'll tell you about some 'cannibalistic Halflings' ahead that apparently caused the Solamnic Knights some trouble. more powerful runt named Togan. Go through the doors to the west to find a circular room with a Clay Golem inside. This can be a rough fight. Even without Insect Plague. and require magical blunt weapons to harm. just be sure to equip your Fighters with them before provoking the Golem.' ***ITEMS*** (x=2400. the Baron will drop of a Cloak of Protection +1. Planar Key. Bolts +2 x40 (x=2150. Stun. y=2750) Coal. It's another fight that Insect Plague wins with ease. who will initiate dialogue with you. Interesting. When you come into view. crossover from Dragonlance. y=2500) you'll find a room with a Steam Mephit and a scrying pool. despite their Clerical debuffs and poisoned bolts. activate the northwestern door to initiate planar travel and gain access to the rest of the sphere. Stun. Have Keldorn hit the enemies with a Dispel Magic to take down their spell buffs (if you have him) and use Jaheira to cast Insect Plague. ***ITEMS*** (x=2300. Dart x120 (x=2150. and each carry a Morning Star. and a Sahuagin Baron. Now the only way out is to clear the Planar Sphere. You can also absorb the Symbol. Throwing Axe x40 <----------------------------------------------------------------------> 13) In the room to the north you'll find two Sahuagin. two Sahuagin Priestesses. and beyond the bridge will join up with Kayardi. y=2850) Scroll of Haste. The Halfling Warriors aren't much of a threat. where you'll find some of the Halflings that the Solamnic Knights mentioned. Aside from Paralytic Bolts and Bolts of Biting. Entu.

Once Mogadish and Kayardi are vulnerable go after them. as it's easily the best bow we've found yet. you'll have to continue exploring. y=700). Continue following it east through a rune room and into a room occupied by an Elder Orb. including a pair of Halfling Warriors. Diamond x2. y=500) Golem Head. Ripper +2 will go great on Minsc (or any archer capable of using Composite Long Bows). depending on party composition. Keldorn tears down their spell effects. y=700). as Necre and Taibela are not nearly as well protected. Put them on the next weakest front-line Fighter. Necre will leave behind the Stiletto of Demarchess +2. y=550) <----------------------------------------------------------------------> 17) Go east to find a gear room occupied by a pair of Stone Golems. Entu: Chain Mail. y=1300). y=1450) Golem Building Book. and the rest of my party simply destroys them. Emerald. y=600) to reach the 'Navigator's Room'. Try your best to get the last hit on the Elder Orb for a juicy experience reward. In this room you'll find three furnaces (x=500. however. Once the Golem is free it'll declare that there is an intruder and head to the east. Dart of Wounding x40 ***TRAPS*** (x=880. Arrows of Piercing x40 (x=2440. Improved Invisibility. Moonbar Gem x3. as they're the real threats. (x=700. Mogadish: Chain Mail and a Club. If you don't have Keldorn use Edwin to debuff the enemies with Breach after a round or two of Chaos spells. Coal. and Blur) to provide the rest of your group with enough cover to get out the spell assault I've listed above. Kill them and grab the Golem Head-we can now return to the Golem room and fix the Golem (x=300. Coal and a Mace. typically Keldorn or Viconia. loot them for the following goodies: Togan: Chain Mail. for what it's worth. and (x=300. . Tchazar Gem x10. There's more to do in this room. Head through the door at (x=3000. y=500). <----------------------------------------------------------------------> 15) Go through the door at (x=400. ***ITEMS*** (x=500. Flail and Ripper +2. y=1550) to find a pair of Sword Spiders and a pair of Ettercaps. Arrows x40. y=580) Scroll of Spell Thrust. After they're dead. The Gauntlets of Ogre Power are the real prize. ***ITEMS*** (x=1620. Put a piece of coal into each one-a Fire Elemental will show up after you light each one up. This fight isn't nearly as hard as the last Halfling fight. y=1300) <----------------------------------------------------------------------> 16) Through the northern door you'll find another group of Halflings. a Mage named Taibela and another spellcaster named Necre. Coal. it'll attack the Golem. Helmet. After the Elder Orb makes a defiant-but-futile-statement. but since you don't have the poor Golem's head. y=650) (x=1120. Gauntlets of Ogre Power. which is fairly risk-free considering the Elder Orb won't focus on you with the Golem around. Time to pay Valygar's ancestor a visit. where it'll open a previously locked door (Irenicus' Dungeon much?). ***TRAPS*** (x=800. Follow it.well enough (with the aid of Stoneskin.

send summons first to provide extra targets. they're like Aec'Letec from the first game. well. spell buff-at the very least cast Haste. but you're not out of the woods yet! Or sphere. enough picking on pansy enemies and grabbing easy loot.Scroll of Breach. y=3100) to reach. Protector of the Second +2. Salamanders. To get back.. but if you're brave you can test all three. Might be pretty hard trapped in this sphere. Afterwards a fight ensues. but we might as well grab the loot. Keeping Remove Paralysis handy comes highly recommended. right? ***ITEMS*** (x=500. and hope their 'death gaze' doesn't paralyze anybody. as it won't summon reinforcements. you just need to go get yourself the heart of a powerful demon.. Potion of Extra Healing x10. This level is populated by Fire Mephits. y=550) to find a garden area. Ninja-To +1. y=1340). Garden (AR0419) o======================================================================o 19) First go through the door to the west and exit the area (x=100.. no place good. Besides their 'death gaze' they're fond of using . Bullet +1 x40. Not very epic. especially the unique Lea'liyl. y=2050) and the last is at (x=2150. rather. y=250) Battle Axe +2.. and asks one boon of you-or Valygar-that he be allowed to see the sky one last time. y=1750). y=50) to find a triangular room occupied by four Lizard Men. Lavok is pretty unhappy that you caused the Planar Sphere to move and ruined his 'escape. Sling +2.' If Valygar is with you he'll have some words with Lavok. Maurezhi. ***ITEMS*** (x=900. 350 gold Lower Plane (AR0414) o======================================================================o 21) Okay. Bolt of Lightning x40. You might have stopped Lavok. Head back to where you entered the Planar Sphere and head outside (x=3400. another Tanar'ri is at (x=1100. exiting the map at (x=500. Imps. except their Death Gaze doesn't turn you into a Ghoul and perma-kill characters. Yeah. Dart +1 x60. The last is probably the easiest to deal with. that's right. and the odd powerful Tanar'ri. occupied by two Spore Colonies and the Myconids they'll summon. Spell-buff to the max before engaging them. In return he'll tell you how to return home. The latter are the only real threats. Just get on Lavok early and hit him with a Breach and Insect Plague to tear down his spell defenses and render him helpless. who will mention something about your intrusion causing the sphere to leap back to his own dimension. Lea'liyl is at (x=1920. y=450) Quarter Staff +1. Throwing Daggers x40 ***REWARD*** (For repairing the Golem) EXP 23500 Navigator's Room (AR0410) o======================================================================o 18) Before heading through the door ahead of you. Quasits. After Lavok loses. he'll mention that some being had possessed him. as they each give good experience. 150 gold Lizard Man Room (AR420) o======================================================================o 20) Head back to the Navigator's Room and go north. but fortunately the sphere warped back to some lower plane when you entered. then pummel him into submission.

Their strategy is as follows. Missiles. Note from Lee: Didn't even have to spell buff much here. y=930) Scroll of Globe of Invulnerability. but get a sweet. I had a plethora of Healing Potions. It's a simple scheme. Lower Level (AR0412) o======================================================================o 23) Go through the door to the northeast to find Tolgerias and a companion Cowled Wizard. and it would be wise of us to be careful. but it can be brutal. and a Quarterstaff. touch the northern one first (x=1500. y=1120). the fight is probably over. and rush Tolgerias. sweet Demon Heart and head back into the Planar Sphere. a Magma Mephit. they're not fans. an Angel Skin Ring. they're fairly strong melee combatants. while his Mage buddy summons critters to take advantage of any characters who might be stunned. An easy way to blunt their offense? Mark their locations with an invisible or sneaking character. and when all else fails. and finally the western one (x=1200. and mopping up their "reinforcements" was a breeze. +4 vs. <----------------------------------------------------------------------> 24) To the northeast you'll find a 'fire room'. an Efreeti. eh? Ah well. Kill one. Naturally. at least at this point in the game. a fight ensues. I suggest luring them out if possible-why risk traps and the bottleneck of a doorway if you don't have to? ***ITEMS*** (x=1900. The door south will open. Inside is a Greater Fire Elemental. The Planar Sphere. then the southern one (x=1300. y=1500). To activate the runes. Once they're dead. Afterwards. Tolgerias's stunning will. That's right. it's the elemental part of the planar sphere. of course. and his subordinate Mage is much less capable of causing party-destroying mischief. <----------------------------------------------------------------------> 22) Now return to the rune room. y=1370). Use Jaheira to cast Insect Plague. You know the whole 'screwing them over' thing that you're doing? Yeah. Haste up.they went down pretty easily.Vampiric Touch and Silence 15' Radius. and a Smoke Mephit. Afterwards. y=1800). If you manage to hit them with Insect Plague at this point. Staff of Fire +2. then the eastern one (x=1600. Tolgerias will cast several Power Word: Stun spells. Besides the requisite spell-buffing they'll do (Stoneskin to start. Scroll of Spirit Armor. allowing you to head to the lower level (x=1700. then summon something near them (making good use of replenishable summon items like the Black Spider Figurine. Arrows of Fire x40 ***TRAPS*** . Large Shield +1. kill two. and use a Mage to try and take down his defenses with Breach.) Tolgerias will then be obligated to use his Horrid Wilting on your summon. or kill them all. Double-hasted the party and rushed the Tanar'ri . Not very epic loot for such a potent opponent. loot Tolgerias for a Ring of the Ram. two Fire Mephits. be more effective by the virtue of the damage done by his Horrid Wilting. True Sight if you try to be sneaky. so getting back to full strength after each was easy. and other defensive buffs like Mirror Image if the fight draws out) their main goal is for Tolgerias to hit you with a Horrid Wilting (nearly fatal to any character at this level) followed by Power Word: Kill. Once they were all dead. being rather low-leveled and all. two Salamanders. which will almost certainly kill any one character who survived the Horrid Wilting due to the damage they just sustained. I rested back inside the sphere. y=1220).

which will also nab us the Fighter's Stronghold. y=870) <----------------------------------------------------------------------> 25) Through the door to the north-or rather.000 gold over the last several quests.C. the Sensate Amulet. it's time to go spend some of it. ***REWARD*** (For letting Lavok die on his home plane) EXP 45500 (each character) Next up is to recruit and secure Nalia. Helmet of Defense ***TRAPS*** (x=700. Loot Lavok and grab his Ring of Acuity before heading off on our next quest.) Also. You can reach the Engine Room via a door north of the fire room (x=1700. and the Ring of Air Control. or north of the ice room (x=1100. y=350) ***REWARD*** (For powering up the Planar Sphere) EXP 45500 <----------------------------------------------------------------------> 27) Return to Lavok and either choose to let him die here. In the engine room you'll encounter a Clay Golem and some Stone Golems will spawn as you move about. the large chunk of ice that serves as a door-you'll find three Ice Salamanders. Black Opal x3. but I have the . Before that. Since the end of my time here in Athkatla is approaching. Use the narrow walkways to ensure you're only attacked by one Golem at once if possible. I buy what I really need before chasing off after Irenicus-including Bracers of Defense A. and a Troll. three Ice Mephits. y=550) Scroll of Otiluke's Resilient Sphere. y=800) to get a nice experience reward for your effort. y=300). He's now yours for the rest of the game. Ziose Gem x2. luring some of them out is probably going to make your life a little easier.(x=1650. Dump your hard-won Demon Heart in the power core (x=800. 3. y=50). Bloodstone Amulet. y=940) (x=2100. King's Tears. Again. It is MUCH more rewarding to take him outside. y=350) Ring of Danger Sense. since I've accumulated 34. the Fortress Shield +3. I'd like to get my hands on the Robe of Vecna. y=500) Engine Room (AR0413) o======================================================================o 26) Now to get to the Engine Room.) Valygar will talk with you once Lavok dies and ask to remain with you. but either way he'll give you the Planar Sphere when you're done (so long as you're a Mage and haven't taken another stronghold yet. ***ITEMS*** (x=1200. I'll cover the Mage Stronghold quests (messing around with your new Planar Sphere. ***ITEMS*** (x=700. y=760) (x=550. 6666 gold ***TRAPS*** (x=1200. Grab the Ring of Danger Sense (which will bring Imoen and Nalia up to snuff when it comes to detecting traps) and the largest cash payout we've had yet in this game. and the Reflection Shield. Sure. however. Remember to use fire or acid to finish the Troll off once you've put it down. and be sure to get all the magical blunt weapons you can on the Clay Golem. or take him with you outside.

and that'll do for now. ready to offer you a deal. It's a start-45000 experience beats 6000 any day. o======================================================================o | | | Mage's Stronghold Quest | | | o======================================================================o Sequence of Events: {WLK017} 1) Working With the Enemy 2) Slaying the Solamnic Knights 3) Sanctuary for the Solamnic Knights 4) Sending the Solamnic Knights Home 5) The First Task 6) The Second Task 7) The Third Task 8) Graduation 9) Assault of Argrim's Anti-Magic Fanatics 10) A Bad Day for Hanj. They'll allow you to operate the sphere. so it's not much of a solution. where Reyna of the Solamnic Knights will ask you to return her and her companions home. we can just kill the Solamnic Knights. y=590) and talk to him about it. And of course. a Cowled Wizard named Teos shows up. After she leaves. but it won't change how the cowled Wizards treat you in the city (you'll still get in trouble if you cast spells in the city without a license. but by now you should realize that this is always a dead end.cheaper defensive items. For a REAL reward. They give 2000 experience each and drop mundane gear. for example.) If you ask him about the Solamnic Knights. 11) Gossip 12) Imprisoning Argrim 13) Potion Payout Planar Sphere (AR0411) o======================================================================o 1) Return to the Planar Sphere... but a bunch of stupid paladins should be happy enough hanging around with a bunch of other stupid paladins. and she'll resolve herself to make the best of it.. right? Go back to the Planar Sphere and tell Reyna that she can shack up with the Radiant Heart. Find Prelate Wessalen (x=350. go ask Ribald at the Adventurer's Mart or the knights or the Most Noble Order of the Radiant Heart. look into either going with the Most Noble Order of the Radiant Heart or Ribald instead. ***REWARD*** (For getting the Solamnic Knights to join the Radiant Heart) EXP 45000 .. if you have some money. and in return you do some mercenary work in situations in which they cannot act. first things first. but we can do better. y=3400). Because of your seizure of the Planar Sphere (and subsequent smiting of Tolgerias) the Cowled Wizards have decided to take you seriously. you might be working for the Cowled Wizards. He will offer to look into Imoen for you. High Hall of the Radiant Heart (AR0903) o======================================================================o 3) Head over to the Temple District and go to the southeastern corner to find the 'High Hall of the Radiant Heart' (x=3300. he'll tell you to just kill them and be done with it-or failing that. <----------------------------------------------------------------------> 2) Well. He'll offer to allow them to stay here-not exactly what they wanted.

And by 'chance' I mean pre-determined outcome. they'll next move on to scrolls. and gold is only as useful as what you buy with it. Or better yet. Some items are more difficult than the others and you can always follow the cost to determine the difficulty. 9000 gold sound a little steep for a Golden Girdle? Maybe. These are your options: Scroll of Mislead (250 gold) . magic is dangerous business-there's a chance that one or more of your apprentices will die trying to make these items. you'll have no chance of getting any of the better gear later.. Before they go. when you've got plenty of money and nothing to spend it on. He'll say he knows a wizard who can help get the Solamnic Knights back-for a fee. so we'll need to balance our greed for equipment with our greed for experience points. The goal of this exercise is to get all your apprentices out of their training alive-at least. this is pretty much going to be the model for all your apprentice missions-they'll ask you what they should create. so go for something else instead. he'll show up again and promptly unload three apprentices on you-Morul. That said. in fact. but that's fine (see Step #5). you'll forfeit the experience at the end. 9000 gold. <----------------------------------------------------------------------> 6) After completing the first item. ***REWARD*** EXP 45000 Item Golden Girdle <----------------------------------------------------------------------> 5) About a day after claiming the Planar Sphere and speaking with Teos the first time. It's better to ante up the gold now than wish you had a girdle later on. keep reading and you'll have knowledge.<----------------------------------------------------------------------> 4) Travel to the Adventurer's Mart and talk to Ribald. Right Teos? After the introductions are over you'll be whisked away to the Golem room. It'll happen. so there's not much point in paying a lot of money for one or getting anybody killed over it. There's a brute percentage chance whether each object will be successfully created by your apprentices (so save before you assign and reload if you don't get anything out of it!) However. You'll be told that this Mage whose services you just procured will be at your Planar Sphere in a day. I suggest going for the Dagger this time around. You have the following options: Dagger of [Character Name] (250 gold) The Wand of the Apprenti (1000 gold) Ring of Protection +1 (2000 gold) Now. and of course. and Nara. which is infinitely better than faith.. Trying to make the Ring of Protection will always get Larz killed. you'll get the best experience reward at the end if all three are still breathing. Larz. Just have some faith. as well as an experience reward. Khollynnus Paac will show up and offer to take them away. keep in mind that if you lose an apprentice in an earlier step. it's also an opportunity to get yourself some loot. but this crazy FAQ writer must have something in mind if I think this is the best way to resolve the quest. So head on over to the Planar Sphere and rest for a while-chances are you'll be bothered by Teos before your Mage will show up. that's a lot of gold. Yes. and you'll pay them to make the item. but these things don't grow on trees. None of the items are very powerful. You know they're disposable because of their short names. where the apprentices will discuss what their first task-the enchantment of a magical itemshould be. as it's the least expensive item. Also. After a while. you'll be given a Golden Girdle as a gift.

it's not a bad trade just for the items (especially if you scored yourself a Scroll of Horrid Wilting!) but the experience really makes this worthwhile. The Staff of Power. so it's not like there's any real chance of somebody's finger getting cold.. <----------------------------------------------------------------------> 8) About a day and a half after the completion of the last task (add on the normal four days wait if you told them to skip the last craft) Teos will show up. 6th and 7th. If you've got any apprentices left they'll have a rather silly graduation ceremony. and it's certainly not better than the Robe of Vecna. but then again. but it's nothing that Bracers of Defense can't do. unless you tell them not to even try. 50000 experience is child's play come Throne of Bhaal. it's not a great spell. although it IS possible to actually get it. is a pipe-dream. not so much).. or Morul. Still. so go for a lesser scroll. indeed.. if Larz is already dead. and a Scroll of Mislead or Horrid Wilting. there's a chance you'll actually get a Ring of Wizardry out of this (which gives a bonus 5th. 50000 experience is pretty nice. while Teos bravely flees. I go off and do the Skinner Murders [WLK020] here.. Sergeant Natula will drop a . If you're willing to get Larz killed (or Nara. If you've got a Mage-heavy party. Uh. This one is actually kind of tricky.. however.. but so are bonus 3rd and 4th level spells. so is a Ring of Wizardry.. ***REWARD*** (For successfully mentoring all three apprentices) EXP 50000 <----------------------------------------------------------------------> 9) About two days after the graduation ceremony you'll be approached by a Sergeant Natula. Sergeant Natula and a group of buddies will show up and attack. We'll find another one of these rings. Then again. your apprentices want to tackle one of the following options: Robe of the Apprenti (250 gold) Ring of Wizardry (3000 gold) Staff of Power (10000 gold) There's no way to get everybody out of this alive. Going for the Ring of Wizardry will get at least both Nara and Larz killed. which means they're all but helpless once you start dishing out spell-buffs.. it might be worthwhile to go for it.. and the latter is one nice spell.. <----------------------------------------------------------------------> 7) The final test is a serious enchantment. if both are already dead) you can score the Robe of the Apprenti. there are plenty of good rings out there. By now you've gotten a crappy wand or a crappy dagger. and as usual a single Insect Plague or Chaos spell will have this fight well under way.. but again. and you'll get a reward if all three are still alive. Still. and 7th level spell).Scroll of Horrid Wilting (1000 gold) Scroll of Meteor Swarm (2500 gold) The Scroll of Mislead and the Scroll of Horrid Wilting are both doable. who will tell you that Teos needs to see you in the Planar Sphere immediately. At a cost of 500-2000 gold. Note from Lee: While waiting for these stuipd apprentices to complete their work.. 6th. instead. After returning Teos will gate in and ask you why the hell you asked for him. None of them are spell-casters. Going for the Scroll of Meteor Swarm will always result in Nara's demise. and it's debatable whether this ring is better than the ring of Acuity (a bonus 5th-level spell is a good thing. which gives you an Armor Class of 3.

Crooked Crane. Once you enter some dink named Rilmi will babble about Aulava and Tiiro are breaking up. Contingency. and Spell Deflection. In return he'll brew you potions every week. He'll make batches of five potions. but it's something. After the fighting is over Teos will return and sheepishly explain his departure. How nice. Chain Lightning. He'll claim to recognize you for the magical abominations that you are. The batches are random. Question him about it and he'll admit that Argrim was 'encouraged' to find you. Downstairs (AR0021) o======================================================================o 11) Enter the Crooked Crane at (x=220. Conjure Lesser Fire Elemental. you can steal from him pretty much at whim. A bad day for Hanj is not a bad day for me.suit of Full Plate Mail Armor and Alnarow will drop some Potions of Invisibility. Equip the 'Rune of Imprisonment' into your quick-item slot. and a variety of interesting scrolls. and will conveniently have a rune of imprisonment on hand that will trap Argrim for eternity. but the rest of what you'll get is junk. Hanj will have a good day. I am only too happy to rob him of thousands of gold (and experience points) worth of wares. *Sigh* I guess we have no choice. y=450). including Minor Spell Deflection. as a messy death is all that awaits you there. If you encourage Hanj to kill the merchant. Morul will return and ask if he can stay in the Planar Sphere. Once the deed is done and Argrim is imprisoned. but the potions within are not. a fight ensues. Teos will also tell you one pertinent word regarding Imoen: Spellhold. y=450). He'll also say that one Lord Ketlaar Argrim is a fanatic opposed to magic. Lower Resistance. y=500) Crooked Crane. Potions of Hill Giant Strength. which he'll randomly give you when they're ready. and after you're done shopping he'll leave. and use it on Argrim. If you help the merchant and run Hanj off he'll offer you a discount. In the next room you'll find Lord Ketlaar Argrim (x=300. At least they're worth a good bit of experience. You can only buy from the merchant if you help him out. Head upstairs at (x=100. ***REWARD*** (For killing Argrim) EXP 7500 ***REWARD*** (For imprisoning Argrim) EXP 7500 <----------------------------------------------------------------------> 13) If you successfully imprisoned Argrim. It's not quite as nice as cash. if you let the merchant be bullied. Report to Teos and you'll get your reward. Bullets +2. Do NOT enter the secret door you may or may not discover at (x=500. I find a merchant being hassled by a ne'er do well named Hanj. Your character will get close to him and take their sweet ass time casting the spell. It doesn't matter what you say. y=150). <----------------------------------------------------------------------> 10) When I enter the City Gate District this time. Upstairs (AR0022) o======================================================================o 12) Once you get upstairs you'll see the drama of Aulava and Tiiro play out. Breach. Time to pay Argrim a visit at the Crooked Crane. He sells Arrows +2. It's really something I don't care to deal with right now. Disintegrate. he'll wuss out and leave. mop up his guards and head back to the Planar Sphere. Here's a list of the various batches I've encountered: . If you have a Pick Pockets skill of 180~ or so. Tell them what you think and they'll stay together-or not.

I almost always send her ahead and complete the quest without her in my party. and these ungrateful common folk won't do anything to help. but for this playthrough I'll make an exception and take her along. or send her on ahead and meet up with her there. Head back to the Copper Coronet and hear her out this time. In my 'good' party she takes . She'll complain that her home is under attack. too! You'd think that they'd be more grateful that she was giving back her father's tax money-tax money generated by noble land-owners preying on their serfs-but still! You can take her with you to the keep. And after all she's done for the poor.Potion Potion Potion Potion Potion of of of of of Genius Invulnerability Frost Giant Strength Regeneration Stone Form Potion of Master Thievery Potion of Perception Tainted Potion of Invulnerability Potion of Insight Potion of Extra Healing Elixir Potion Oil of Potion Potion of Health of Fire Resistance Speed of Genius of Genius Potion of Defense Potion of Cold Resistance Potion of Agility Potion of Firebreath Empty Potion Bottle o======================================================================o | | | de'Arnise Keep | | (Recruiting and Securing Nalia) | o======================================================================o Sequence of Events: {WLK018} 1) Nalia's Plea 2) The Palisade 3) Being a Servant Sucks 4) Deliberating with Daleson 5) Flail Head (Cold) 6) Clearing the Level 7) Lowering the Drawbridge 8) Splitting Trolls 9) Flail Head (Acid) 10) Lady Delcia Caan 11) The Golem Chamber 12) Dog Stew 13) The Flail of the Ages 14) Dog Food and Ultimate Weapons-Check 15) Umber Hulk Melee 16) Feeding Time 17) TorGar the Troll Copper Coronet (AR0406) o======================================================================o 1) Now it's time to recruit and secure Nalia-the Imoen clone.

Dart x80. y=1400). Bolt of Lightning x6. Bolt +2 x20. During this time use fire or acid to kill it-either a Arrow of Fire. Now she'll tell you what scourge has befallen the keep: Trolls and 'snake creatures' have attacked. Bolt x40. Bullet +1 x10. The crucified corpses in front of the keep don't help ease her mind either. de'Arnise Keep. right? Kill the Troll and once it is 'dead' it'll fall down and be 'Near Death'. and with the Ring of Danger Sense. 1 gold (x=350. Bolt +2 x10. Oh well. Heavy Crossbow. 12 gold <----------------------------------------------------------------------> 4) Go through the secret door at (x=700. Bullet x120. you might consider heading over to Watcher's Keep.the place of Yoshimo.. Dart +1 x20 (x=950. she'll serve well enough in his place for now. Also if you have some money lying around. and tell you that the secret side entrance is the only way in. Sure. de'Arnise Keep. Exterior (AR1300) o======================================================================o 2) When you arrive. Bolt of Lightning x20.. Arrows +2 x20. He'll also mention that if you get the drawbridge down he'll lead his men to the attack. which will hopefully distract some of the enemy. Also note that Bernard in the Copper Coronet sells all the Arrows of Fire and Arrows of Acid you'll ever need (400 or so of each. but getting her Fireball might not be a bad idea either. you may wish to get Nalia some fire-based spells if you take her along. who will tell you about what happened here in full detail. so knowing how to deal with them is essential. but it is incomparably effective at clearing the de'Arnise Keep. In the next room you'll find a Troll abusing a servant. then defends her aunt's noble status in a turn. Hypocrisy. Ahh. Burning Hands. but this place is crawling with them. Dart +1 x9 (x=1000. Head over to the west to find the palisade.. Fireball. She comes with Burning Hands. that was easy. y=1380) Scroll of Identify. Bullet +2 x4. y=1550) Potion of Extra Healing x5. Scroll of Agannazar's Scorcher. and 'tunneling beasts'. since there's no way we're getting in the front gates. You'll find Captain Arat at (x=670. ***ITEMS*** (x=530.) Although at 20-25 gold pieces per arrow (750-1000~ per 40) it might be easier on your finances to steal them. then lower the drawbridge. Bullet x40. Bullet +2 x2. Throwing Dagger x60 (x=800. Well. y=2700). Melf's Acid Arrow. Throwing Axe x20. Agannazer's Scorcher. and talk about the 'cellar'. Melf's Acid Arrow. Bullet x10. who is promptly mulched when you enter. y=1550) Potion of Defense.. Arrow of Acid. They'll mention some flail that Nalia's father never got reassembled. . Before you exit the city. y=3330). y=1400) Bloodstone Gem. can't save everybody. I'm sure. Yuan-ti. y=1200) to find Daleson. I know we've met a Troll or two before by now. Continue through some rooms until you find a secret door at (x=600. Nalia will notice a palisade to the west and assume the worst. The Firetooth +4 Crossbow is expensive. Watch as Nalia desperately tries to act chummy with the commoner. Servants Quarters (AR1302) o======================================================================o 3) Upon entering the keep Nalia will tell you to find Daleson. Then he'll give you 20 Arrows of Fire and send you off on your way. y=1250) Scroll of Protection from Normal Weapons. and so forth. Light Crossbow +1 (x=850. Head northeast to find a secret door at (x=1300. He confirms the Trolls. where Lord de'Arnise was apparently taken. Flame Strike. and Flame Arrow. y=1450) Scroll of Simulacrum.

. Loot the chest and continue through yet another pair of secret doors at(x=650. y=950). and Yoshimo . y=1300). Scroll of Breach ***TRAPS*** (x=1420. I put the latter on Keldorn. y=505) Star Sapphire (x=1320. and Yoshimo brings up the rear with Arrows of Fire to finish off the Trolls after melee (and to disable the trap at (x=1420.I have all the melee power I need with my character and Keldorn. Arrows of Acid x12. y=400) Scroll of Find Familiar. Arrows of Fire x10. 37 gold (x=950. y=420) Silver Necklace. Loot one of the lions (x=950. y=720). Yeah. y=240) Bolts x40 (x=1420. Bullet +2 x40. Moving clockwise from the door at (x=625. Arrows x120. requiring. Make sure to grab the Star Sapphire from the latrine and head out into the courtyard via one of the two entrances (x=2000. y=1370) <----------------------------------------------------------------------> 7) Once outside kill Rover. Quarter Staff +1. whom can be bottle-necked quite nicely by simply not going down to them. Rex. y=680) Dart of Stunning. y=1140) Composite Long Bow. Flail Head (Cold). Arrows of Fire x40. There's also an Otyugh around and some trolls as you make your way up the walls. y=1370) Dagger +2. y=1025) I can clear the level cleanly. but this level isn't that interesting anyways. Spear +1. Bolt +1 x20. as well as a Ring of Earth Control. y=350) to reach a room with some animal statues inside. then reassemble the party to move on with Step 7. Halberd. and Sparky and collect their delicious Dog Meat. You're now in a forge room. Go through two secret doors. since it can be worn with magical armor and Keldorn doesn't have a shield to boost his Armor Class. Convenient. y=520) Scroll of Protection from Normal Weapons. ***ITEMS*** (x=1420. Dart of Wounding x40 <----------------------------------------------------------------------> 5) We still have no need to barge into the middle of the level. It's not worth forging yet. Long Bow. I'm being lazy.. The rest of the party stays safely back in Daleson's Room. y=1370)). but backtrack and clear out the entire level. 1 gold (x=1250. exactly four dogs. ***ITEMS*** (x=550. y=200) Ring of Earth Control. The wheel that operates the drawbridge is at . one at (x=400. Throwing Axe x40 (x=500. y=320) Arrows x40 (x=1250. 450 gold (x=1790. Bolts of Biting x40. Daleson said that to feed the burrowing creatures in the cellar he made some dog meat stew. y=1000) Spear. Note from Lee: I do this with just my main character. y=200) for a Flail Head (Cold). y=250) Bullets x30 (x=1520. Quarter Staff. but it will be shortly. In the middle of the level you can expect to find several Trolls. Keldorn. Long Bow +1..***ITEMS*** (x=700. 810 gold <----------------------------------------------------------------------> 6) Now this might seem rather unceremonious. that. y=370) Silver Ring (x=1170. and the other at (x=370. y=1200)/(x=1600. Bolt x120. which will come in handy later.. y=400) and (x=720. As for the Flail Head? Keep it handy. 1 gold (x=1765. Spot.

Nalia claims he's been charmed.(x=2850. y=1400) Andar Gem. Bullet x80 (x=1200. He's fairly strong. Once he dies. Fire Agate Ring. a Flail Head (Acid). Head into the room beyond the door at (x=1550. wherein Nalia will speak and mention the curious lack of bodies lying around. y=800) which will lead to another secret door (x=1370. y=1090) 16 gold (x=2100. Upper Level (AR1303) o======================================================================o 8) You'll appear in a room surrounding a Yuan-ti Mage. ***ITEMS*** (x=1600. which is silly. y=1200) to get to the roof. y=1380) before exploring the rest of this level. Continue through a room with a fountain and enter a room (x=570. Arrows of Acid x20. 57 gold (x=1200. y=1350) to find Glaicas. Go back up the stairs and head through the door at (x=2450. y=770) Dart x60. Bullet +2 x40. One of the Trolls here will split into two mini-trolls as you fight it. y=1200) containing Lady Delcia Caan (you'll need the 'Keep Key' we found in Step #8 to gain entry to her room).. he's in the way. Charmed or not. two Potions of Extra Healing. y=1370) Scroll of Spell Thrust. In this room you'll find a secret door to the south at (x=1500. some experience. but there's no point to it besides the experience in it.. Go through a trapped and locked door (x=1250. y=1350) <----------------------------------------------------------------------> 10) Backtrack to the hallways around the perimeter of the level and continue counter-clockwise. ***REWARD*** (For lowering the drawbridge) EXP 29750 de'Arnise Keep. Arrow x80. Grab the Keep Key from the bookshelf (x=1600. y=520) Wand of Frost (x=1200. y=1400). Bolt x80. Bolt +1 x20 (x=1700. y=1200) leading to the upper level of the de'Arise Keep. If you jump on the Yuan-ti. who also has some Trolls nearby. y=1550) Scroll of Minor Spell Turning <----------------------------------------------------------------------> 9) Go through a door to the northeast and circle up and around counterclockwise. but a Slow spell really takes the bite out of him. y=520) (x=1250. I might add. There's a room to . y=1380) Scroll of Conjure Lesser Earth Elemental. You can go up some stairs (x=1200. as there is a secret passage (surprise. y=300) to the roof and kill some more Yuan-ti if you wish. and 20 gold. Dart of Stunning x20 ***TRAPS*** (x=1200. ***ITEMS*** (x=1990. Activate it to lower the drawbridge and get some reinforcements-and better yet. y=770) Silver Necklace. so just endure her uselessness. but you'll suffer a large reputation hit if you kill her. Up here you'll find a door (x=1770. y=1850). Keep Key. Nalia will tell you to find her aunt's room.) to the 'cellar' there. y=650). Throwing Dagger x40 (x=1670. Bolt of Lightning x20. loot him for a suit of Full Plate Mail. She's worse than the Trolls. this fight'll be over in a pinch. where you can find more foes to slay. a Two-Handed Sword. Head back down to the ground level of the courtyard and kill some Yuan-ti and Trolls that have appeared to do battle with some de'Arnise Guards-guards armed with Arrows of Fire. Throwing Axe x50.

Once done. At my modest level (about 960. this is the group to watch out for. y=1700) you can loot. y=500) Warhammer +1.. activate the kitchen (x=2050. the Warhammer should be kept on hand just for occasions when a highly enchanted weapon is needed (by the way. and some experience. but at least now you have something to distract them. Giantkin. but before you go there are a few things you may want to do. There is another secret door at (x=1100. and thankfully I've kept the Dragon Bane +3 Halberd. and the Battle Axe +3. y=370) Battle Axe +3. of course. two Stone Golems. #1 is the Golem (whatever type it may be) closest to the secret door. If you grab the Battle Axe +3. Lazy Golems! It should be pretty obvious how we can handle this encounter simply-take one magical item at a time (saving that bow for last) to provoke the Golems. Finally. +4 vs. +4 vs. but to continue on you'll need to search Lady Delcia Caan's room. Sure it's not very brave. Frostreaver will do wonders for Korgan.. The game gives away the fact that the burrowing beasties below are Umber Hulks. It'll take half of forever to kill it.000 experience per character) there were two Flesh Golems. . Golems #3 and #5 will attempt to kindly convince you to desist. the Golems don't give a crap about the most potent artifact they guard. Trolls count as giants. y=900) to complete a few tasks that'll make your life easier. so slap it on Anomen for now).. Giantkin. y=1050). Sunstone Gem. This is much more than I wish to be facing at this time. Keldorn equips it. ***ITEMS*** (x=1400. Stonefire. Arrows of Piercing x20 <----------------------------------------------------------------------> 11) In Lady Delcia Caan's room you'll find a secret door at (x=850.the south (x=1300. sneaky.. If you 'borrow' the Elven Court Bow +3. Golems #1 and #2 will become irate.. Now. Head back to the Servant's Quarters by heading back down the stairs at (x=2200. certain Golems get touchy when you molest certain loot. if you just want to have a closer look at that Flail Head (Fire). y=1500) Scroll of Detect Illusion. Go through another secret door at (x=900. y=850) and stairs down at (x=1250. y=700) four times to scrape all the Dog Meat into a cauldron and make a stew. then attacks the Iron Golem. run back out the door where the Iron Golem can't reach me. numbering them by where they stand. In any event. but it'll die eventually. one Clay Golem. Or. The attacked Golem will fight back. y=900). indeed. but that's not the point here. you could just manually attack a Golem without bothering with its loot first. but you can simply slaughter them one at a time this way. for the loot we've just acquired. The Golems activate (and attack) when you mess with the statues are the far end of the room-namely.. I suggest killing off its buddies. Since #3 is the Iron Golem. The Iron Golem requires +3 weapons to hit. y=850) to find a room lined with Golems. well. It was a generous room. Frostreaver. Celestial Fury and the Battle Axe +3. and dispatch them piecemeal. so we'll have to be. Golems #6 and #4 will attack. then provoking it. let's list the Golems by their location. For the sake of convenience. Flail Head (Fire) (x=450. The bow is great for Minsc. y=450) Elven Court Bow +3 (x=570. Frostreaver <----------------------------------------------------------------------> 12) Back in the Servants Quarters (AR1302). Failing that.. can be used to harm it-you'll just have to withdraw injured characters to heal them. which simply cannot reach him to retaliate. the big threat here is the Iron Golem. and one Iron Golem. and #6 is the Golem closest to the statues. If you fondle the Warhammer +1.. ***ITEMS*** (x=350.

Throwing Daggers x30. Beyond the door you'll find several Umber Hulks. y=250) Shield Amulet. it's a great weapon for Viconia or Anomen. Bolts x80. Orc Leather +3 . y=850). After the first round of gaze attacks. at least we have it. ***ITEMS*** (x=1750. y=1100) and you'll get some experience. now it's time to return to the upper level (AR1303). Arrows of Fire x10. who typically like to start out combat with confusion gazes. Still. The only downside is I don't really have a character who has the Flail/Morningstar proficiency right now. de'Arnise Keep. You should have all three Flail Heads in your inventory and ready to go. If you search the tunnel you'll find some 'dog bones'. 12 gold (x=980. y=250) <----------------------------------------------------------------------> 16) Head to the southwest and enter a cell that has been clearly tunneled into. y=720) Scroll of Infravision. Arrows of Fire x40. Bolts x80. the rest of my party walks in and puts the beasts down. ***ITEMS*** (x=880. Korgan or Keldorn out of the fight (or worse. This can really break up an attack. cold. and having my main character with Celestial Fury. but there's nothing in there. but I include Chaotic Commands to his normal defenses. y=900) to get there. You can search the rest of the cells if you want. Bullets x80. It's a +3 weapon that deals an extra point of acid. A lower-leveled party (like one trying to score loot early or trying to secure Nalia) might want to try and lure them out one at a time. Darts x100 (x=1080. extra experience is always good.***REWARD*** (For making Dog Meat stew) EXP 11500 <----------------------------------------------------------------------> 13) Now head over to the forge (x=400. just waltzes in and endures their attacks. Before going through the next door. y=500) Dart of Wounding x20. Arrows x80. Anyways. 1 gold (x=1150. and fire damage. not-torture chamber. and it has a chance to slow creatures when striking. attacking my own party!) can really make things go bad fast. and the best flail in the game. y=550) 6 gold ***TRAPS*** (x=880. then head southeast and kill the Trolls in the next. Head up the stairs at (x=2300. and once we can use it well-watch out. however. Put the dog stew we brewed earlier here (x=650. y=150) Arrows x80. This is the game going *hint-hint*. y=900). then down the stairs at (x=1250. 'Cellar' (AR1301) o======================================================================o 15) Loot this room. game! ***REWARD*** (For reconstructing the Flail of the Ages) EXP 22350 <----------------------------------------------------------------------> 14) Dog-food and ultimate weapons-check. A fully spell-buffed Fighter/Mage. Arrows of Acid x40. Go through a secret door at (x=1100. Scroll of Identify. then head back to where we slaughtered the Golems. y=500) and activate it. I spell buff my protagonist to the fullest. All the good stuff is in the Umber Hulk room. when they become proficient. It doesn't really matter that we already killed the Umber Hulks.. Once activated you'll get an experience reward.

The missions pertaining to the de'Arnise Keep will be discussed in the next Sequence of Events. Bolt +2 x40. I ran back to the Umber Hulk room and when the first Troll crossed the threshold I met them. After you make your way out of the keep you'll get a rather hefty quest reward.) o======================================================================o | | | Fighter's Stronghold Quests | | | o======================================================================o Sequence of Events: {WLK019} 1) The Regent of de'Arnise 2) Bandit Problems and Pushy Merchants 3) Philosophical Ponderings 4) Temple of Tempus 5) Lord de'Arnise's Funeral 6) Isaea Roenal's Power Play . which can present a bit of a problem at higher levels. It seems like a good enough place to include them. Throwing Axe x40. 9 gold (x=2070. since I traveled around with her for a little while. but at my current. 2126 gold ***REWARD*** (For clearing the de'Arnise Keep) EXP 45500 (each character) Gold 10650 If you're a Fighter. He'll spill some interesting information before attacking. y=750) Bolt of Biting x40. spell buff to the max. in both experience and gold. I know. After they're dead. the top Troll. right? ***ITEMS*** (x=2600. Better late than never. Dart +1 x60 ***REWARD*** (For luring the Umber Hulks) EXP 18750 <----------------------------------------------------------------------> 17) Before you head through the door to the northeast. level he had only a pair of Giant Trolls with him. two straight battles in which I told you all to spell buff.(x=1900. (Even though the two are indeed separate. y=440) you'll find TorGal. Of course. not all of which will make much sense. I must be mad. This gives my Viconia just enough experience to hit level 12. 1 gold (x=1900. search the room they were in to find Nalia's dad. Once you're ready go through with just one character (for me this was my Fighter/Mage. who is my one-man problem solver/tank. He'll come with friends. I won't bother separating the two. modest. Nalia will pester you about her problems. saying that she's betrothed to a snooty noble named Isaea Roenall. Now that her father is dead she's set to marry this noble and fall into a life of quiet servitude. Just keep Nalia around while you do the Fighter's Guild quests to replicate the section below. Bloodstone Gem x5. y=350) Scroll of Feeblemind. she has a scheme-take control of the de'Arnise Keep and she'll be safe from the unwanted marriage. Water Opal. and hence. Bullet +1 x40. Sounds like a win-win. and she doesn't have to marry an arrogant lordling. y=900) Bullet +2 x40. y=1000) Scroll of Mordenkainen's Sword. who is rather dead. Bloodstone Amulet. get a proficiency point to spend into Flails.) At (x=2500. and as far as this FAQ is concerned. you get control of a fortress. Moonbar Gem. bottle-necking them at the door. It will also include the Nalia-specific quests.

however. where you have the option to pay 500 gold for adequate forces (the best option) . which typically increases the more benevolent things you do. you'll be summoned when big things need your attention. partially (500 gold). but some require you to be outside. If you don't please him he threatens to never travel through these lands again and to foreclose on every farm he holds a debt for. too." and he'll tell you the general disposition of the peasants. I'll try and let you know. Like most strongholds. Also Nalia isn't too proud of how you ran things. or 250 for more. taxes. and other terribly interesting things. You can also talk to the Major Domo about quickly raising taxes at the expense of the commoners.7) Lord Roenal's Power Play 8) Barg Blathering 9) Dirth's Dirge 10) The Roenal Estate 11) Initiating Isaea's Investigation 12) Her Lord's Blessing 13) An Easy Mark 14) Financing the Flood 15) Winning the War De'Arnise Keep (AR1302) o======================================================================o 1) After accepting to lead the keep you'll be taken to see the Major Domo. It'll cost you either 500 gold. Apparently his caravan was waylaid by bandits when passing through the region and he is none too happy about it. and will leave your party. Lastly. but if you just go around and adventure like normal and just check back every time you make money. Extort money like this nine times. actually choose to see him. but it'll piss of the peasantry. So let's try and balance our greed in the short term with our greed in the long term. One bit of good news. they get all indignant and free-willed for later tyrants! Thanks Lord de'Arnise. but there are some things you can do that'll make the peasants love or hate you more regardless (typically involving you spending money to help somebody for no reward. the Major Domo says you'll have to hire mercenaries-you've lost too many guards to the Trolls to clear out the bandits with your own men. and drops the more cruel things you do. and your peasants will revolt and you'll lose the de'Arnise Keeppermanently. To protect against more bandit threats.. Chances are you'll have some task you can perform. check back every time you get the message 'gold has been placed in your keep'. and as time goes on your own staff will begin resigning. Doing nothing is almost always the worst solution. you'll be fine. you can trigger most quests by simply resting in your keep. you can have him executed for being such an ingrate. He'll talk to you about day to day functions of the keep.) <----------------------------------------------------------------------> 2) After about a week the Major Domo will tell you that a merchant named Tolmas Bendelia is demanding to see you. hmm? Talk to the Major Domo and select option #4 "Tell me how things fare. this is why you don't treat them well. The real experience-earner is the mercenaries. Following the experience rewards is usually the best option. And of course. delayed results. This will net you an instant 1000 gold each time you do it. Or you can buy your farmer's debt off of him (1000 gold). As for the merchant your options seem numerous. and that every couple of weeks you should check in. Spoiled serfs. is the fact that Lady Delcia Caan will not be staying. First. but boil down to a few simple things. He'll storm in and as a merchant he naturally wants restitution. Anyways. You'll be told that you'll be making about 500 gold pieces a week. Either compensate the merchant for his caravan fully (1000 gold). or not at all.

if you still have a need for some boots. If you want to go see him later. who wishes to set himself up here in the de'Arnise keep.250 gold.. If you execute Lastin you'll get no reward. The Major Domo warns you that people who oppose your rule are watching. priest of Tempus. priest scrolls. Let Lastin have his say and he'll give you the sob story about his wife getting sick and him needing medicine to heal her. ***REWARD*** (For dismissing Bolumir somewhat less rudely) EXP 11500 ***REWARD*** (For allowing Bolumir to set up a temple) EXP 15500 <----------------------------------------------------------------------> 5) Now. a Helmet of Charm Protection. Medicine he could not ever afford on his salary. Enter Bolumir. but it is good for your soul. but since that probably doesn't exist. Ah. if you deny him. Eh. pardon him. but stealing to save a life might be less wrong? Bad Bioware. He's an ineffectual pansy who wants to make you make all the hard decisions. You can buy a few things off of him. ***REWARD*** (For firing Lastin) EXP 11500 ***REWARD*** (For pardoning Lastin) EXP 15500 <----------------------------------------------------------------------> 4) After more time passes the Major Domo will inform you that a burly man who claims to be a priest of Tempus wishes to speak with you. right? You can also fire Lastin.. If you ask Cernick about the precedence he'll mention that in the past one of the servants was stealing tax money-and was executed. but Anomen seems to feel differently. do what you wish. or pay for his wife's medicine. and the Major Domo will recall that he was ejected from his last parish. so be a careful judge. Yeah. you'll get an experience reward. If you deny him rudely you'll get nothing. how many times have I heard this in my philosophy classes? Stealing is wrong. Paying for his wife's medicine doesn't get you anything extra. Keldorn will vouch for him. ***REWARD*** (For hiring adequate mercenaries) EXP 15000 ***REWARD*** (For having the merchant executed and hiring adequate mercenaries) EXP 15500 <----------------------------------------------------------------------> 3) In time talk to the Major Domo and he'll tell you that Captain Cernick wishes to see you.. He'll tell you that a guard named Lastin has been caught red-handed stealing from the manor. You get bonus experience for having the merchant executed.. for throwing elementary philosophical prime examples at us. and Cernick is unsure of how to deal with him. and if you allow him to set up kip here you'll get the best reward. Let thy experience reward be thy guide. less rudely. yeah. Your choices here are relatively simple. and Boots of Grounding. he'll be up in what used to be the Golem room. so it's probably not the right thing to do. or nothing. if you have Nalia in your party a Messenger will come find her . potions.

<----------------------------------------------------------------------> 6) Shortly thereafter I was met by Isaea Roenal on my way back to the de'Arnise Keep. <----------------------------------------------------------------------> 9) Head down the stairs to the Sea's Bounty (x=2100. When I get there he's about as nice as you'd expect-he demands I give over the estate or else. <----------------------------------------------------------------------> 7) Of course. y=150). or if you refuse to give up the keep you're in for a fight with him. He'll use his station as a noble and as a member of the military to get this to pass. Talk to Officer Dirth and (x=350. Go grab Isaea's Financial Statements (x=450. well. She's not specific. Wonderful. where he says "they are waiting for you upstairs. really. Note that this letter mentions the slavers we killed in the Temple District earlier.. The house is blissfully empty. lack of judgement. and will fight you if you throw out the name Isaea. Well. y=620). After all. Afterwards Nalia will fume for a bit before resolving to leave. it doesn't end very well. but it has to do with her father's funeral. which are in his home in the Government District. y=400) and leave. You know. and whisk you away to a tomb. If you refuse to see Lord Roenal. the rest of the city must be actively looking the other way. Ignore his reference to the Canterbury Tales and he'll readily spill information about Isaea supporting piracy and slavery. and we'll need to recover her-if for no other reason than because of Isaea's smugness! Afterwards a man named Khellor Ahmson will show up. y=2150) again. let's go get Nalia back. who presumes to have Nalia imprisoned for. He's not quite the same level of moron that Barg was. with how easily it is to find dirt on Isaea. talk to them all. we're just chasing after a friend who's in grave peril. y=470) Black Opal (x=450. and mention a man named Dirth over at the Sea's Bounty. and conveniently provide you with a lead. y=550) 38 gold (x=350. Note that this will not happen in the de'Arnise Keep. and for all we know Nalia's father's grave is in peril! Oh yeah. Well. and have Nalia nearby. so go wander around Athkatla until the Messenger shows up. He'll direct you to go to a man named Barg at the docks. Kill him and loot him for Isaea's Slavery Document. leaving Jaheira behind so she doesn't come into contact with Baron Ployer-yet. Nalia will be taken away.and give her a message." Kay. Head up into the tomb (x=1620. Roenal Estate (AR1009) o======================================================================o 10) Now go to the Government District and enter the Roenal Estate. Eventually Isaea will start talking to Nalia and as you can expect. y=2500). Upstairs you'll find a collection of nobles. now that Nalia has been removed from my party I'll immediately get bothered by a Messenger telling me that Lord Roenal is waiting for me at the de'Arnise Keep. He'll also tell you to check Isaea's personal records. y=400) Isaea's Financial Statements <----------------------------------------------------------------------> . and to bring anything you find to Corgeig Axehand-Isaea's commander. Head over to the Graveyard district and the Messenger will meet you again. while we wait for him to get his 'army' here. we can't in good conscience leave her to her own devices or delay this most important of matters. you just read that. ***ITEMS*** (x=220. y=750). <----------------------------------------------------------------------> 8) Head down to the Dock District and talk to Barg (x=2380. (x=2800.

but it does make the peasants more happy. and the fact that I'm not quite a fan of Roenal folks right now really pushes me in that direction out of spite. Have them brought in and Chanelle will tell you what's up. You should know to be wary when they talk and they're identified as 'Moneylender'. a well-dressed couple will ask for an audience with you. Here we go again with this status issue again. You'll be told that you'll find out what the score is in a day. They profess knowledge of what happened to the last guy who tried this. ***REWARD*** (For exposing Isaea Roenal) EXP 7000 (each character) <----------------------------------------------------------------------> 12) Now it's time to return to the de'Arnise Keep and deal with the elder Roenal. Individually they are apparently unworthy of investigation. and as the new lord of the estate you need to give one of them your blessing. the piracy. and there's the issue of the dowry that Lord de'Arnise promised to pay that now. but all together. Bring it on. Giving them the dowry on top of it doesn't net you more experience. is on you. and the slaving. a ranger from the local area has been courting Chanelle for a while. You can leave them to their fate. pay up partially (500 gold) or pay up the full debt to protect your people (1000 gold). Roenal. Two men want to marry her. Jessup. their facade cracks and they reveal themselves as crooks. Thankfully the game auto-skips ahead. on the other hand is rather broke. y=950) and talk to Corgeig Axehand (x=520. ***REWARD*** (For paying off half of the debt your people owe) EXP 11500 ***REWARD*** (For paying off the full debt your people owe) EXP 15500 <----------------------------------------------------------------------> 14) The next thing the Major Domo has to report is damage done to a road . we have to deal with a problem with a maid named Chanelle. but he will pay you 500 gold for her hand. Show him the evidence you've collected-the gem smuggling. They're here to collect a debt of 2000 gold owed to them by the late de'Arnise. this time. Malvolio isn't the one Chanelle loves. Once you do. indeed. y=730).11) Head over to the Council of Six building (x=3200. the matter of the very real debts your people have arises. The experience rewards say be benevolent. but the good guys seem to have won. Jessup.. Like the last extortionist. An easy mark. but Malvolio-a land owner from Roenal lands-has decided he wants her. they threaten to call in debts in the area if you refuse to pay. they add up to a big problem for Isaea. Isaea is indignant about the inquiry. ***REWARD*** (Give Chanelle to Malvolio and refuse the gift of 500 gold) EXP 11500 ***REWARD*** (Let Chanelle marry Jessup) EXP 15500 <----------------------------------------------------------------------> 13) Next up. of course. and yet they somehow won't see their own fates mirrored until you order their execution. After they're escorted away. After this act of benevolence. the peasants are overjoyed with me as their leader. I'll put this whole family in hell yet! But first.

as well as Chain Mail +1. He does have a Mage who might cause you a bit of trouble. Many of the troops will have Arrows of Fire. and apparently we're out numbered and out matched. and give sob stories. Follow Captain Cernick outside-his bright idea is that we kill Roenal quickly so his army loses spirit and dissolves. at least pick the second option to pay a portion. Roenal's Mage will leave behind Bracers of Defense A. Once he's dead you'll be whisked back into the keep and praised for being the awesome fellow that you are. This one is more cut and dry. or until you over-tax it and the peasants revolt. up to 5. *sigh* This sounds expensive. and Roenal's stronger guards will leave behind Arrows of Fire and Arrows of Ice. You'll get an experience reward. If you don't plan to pay. and then you can just opt out. either pay the 2. but it's just a matter of tearing down his defenses with a True Sight and Breach. who will threaten you before attacking.. do NOT then choose to pay the whole thing. It'll get you some experience. and 50 gold.000 gold) EXP 8500 ***REWARD*** (For fully rebuilding.000 gold) EXP 15500 Next it's the dikes.000 gold.. a Bastard Sword +1. You'll get an additional 8500 experience. Major Domo is panicked.000 gold) EXP 4500 ***REWARD*** (For partially rebuilding and giving 4. or pay nothing.by a flood. What's the point of owning a keep if you have to spend all the money you make on it! Peasants will show up and whine.000 gold to rebuild. and the keep is yours forever more. but it's still less than the full 15500 you would have had if you just chose to fully rebuild from the start. He's horribly outmatched. Head out past the bridge and find Roenal.000 gold) EXP 2500 ***REWARD*** (For partially rebuilding and giving 3. ***REWARD*** . which will cost 2. After Roenal dies the battle ends. if you choose to do a partial rebuild.) ***REWARD*** (For partially rebuilding) EXP 4500 ***REWARD*** (For partially rebuilding and giving 2. 8 and a Wand of Lightning.. the Major Domo will tell you it'll cost 5. a simple Haste spell and brute force is far too much for him to handle. <----------------------------------------------------------------------> 15) Finally it's time for the fight with Roenal. while Roenal himself drops a suit of Full Plate Mail +1.000 gold) EXP 6500 ***REWARD*** (For partially rebuilding and giving 5. threaten. After it's over. at an expense of 5.000 gold (the full cost of the rebuild. You can rebuild in increments of 1000.. Head back outside and loot the vanquished.000 gold to rebuild. On the other hand. Of course he'd suggest something that didn't involve him doing the work. so you might want to save him for last in order to get the max experience from his minions.C.

we'll go after Mazzy first. Before any of that. and it even affects some events in Trademeet.. we've secured all the somewhat prominent PCs in the game. Doing this quest now saves us the bother of back-tracking later. this is when and where it happened. Lieutenant Aegisfield recommended we talk to Old Rampah and Rose. I will not resume and complete the Umar Hills quest until after recovering Imoen. Bridge District (AR0500) o======================================================================o 1) That our Umar Hills explorations starts in the Bridge District of Athkatla might seem odd. but at this point I have no real intention of completing this quest at all. but this is even more extreme. <----------------------------------------------------------------------> 2) Along the way I was assaulted by Muggers. and this leaves us only with Cernd and Mazzy. He then had the nerve to only give me 20 experience when he died. head over to the Bridge District. This part of the FAQ is merely for recruiting Mazzy.. this is a random encounter which I'll note here mostly because. It's really only notable because one of the Muggers initiated dialogue with me and demanded I hand over my money.(For defeating Lord Roenal and holding onto the de'Arnise Keep) EXP 50000 Anyways. This section covers much of the ancillary exploration in and around Umar Hills. Since we've already partially explored Umar Hills. and that's what we should do now. so it's worth the bother. where we still have some unfinished business that will tie into the Umar Hills quest.. let me just say that this is going to be a slightly unorthodox part of the FAQ. and really it's only marginally related. well. By now you should be used to not completing every quest as we encounter it chronologically. If you remember. o======================================================================o | | | Skinner Murders | | | o======================================================================o Sequence of Events: {WLK020} 1) The Skinner Murders 2) Mugging at Midnight 3) Rampah's Hide 4) Rose's Odor 5) Bel Dalemark 6) Faraji's Witch 7) Missus Cragmoon 8) Robbing the Robber 9) Silver Horn of Valhalla 10) The Balthis Estate 11) Ankheg Shell House 12) Warehouse 13) Battle Over Bubbles 14) The Man in Red 15) Routing the Ransomers 16) A Good Deed. after which I'm more than happy to abandon the Umar Hills quest. or Silver Pantaloons 17) The Murderer Exposed 18) A Skinny Shirt 19) Riverside Escape 20) Collecting the Reward Before we begin. however. <----------------------------------------------------------------------> .

if you don't want to spend any gold. and he'll implicate a mean old witch named Missus Cragmoon. Of the three. I don't know if it was just a random bug or not. but let's talk to Faraji (x=1400. 'the bark of the oak'. Bolts +2. but he did not turn hostile when he caught me stealing. Give him some coins and ask about the murders and he'll mention that he found the body of 'old Bilver'. y=2050). He'll also refer you to the 'seller that buys'. <----------------------------------------------------------------------> 7) Head over to (x=320. not like the work of some beast. and Potions of Master Thievery. y=1200). If you're nice to her (option #1) she'll ask for 20 gold. He will try to get you to buy something he found. Potions of Master Thievery. Ask about Guril berries and he'll mention three things with a similar odor-Guril berries. What's the point of all this? Nothing much. Who would have such a thing.3) Rampah is at (x=2630. and solik berries. y=2500) who actually sells a variety of good stuff. you ask? A tanner. Despite being a Thief himself. Pay her and she'll tell you that she distinctly smelled Guril berries when she happened upon the murder. Potions of Stone Giant Strength. I was fairly successful with a Pick Pockets score of only 115%. which is used for curing skins. Say you don't have that much and he'll accept half-40 gold-in return for which you'll get an 'Exotic Hide'. They're pushovers and they have no exceptional gear. it's very easy to steal from him. <----------------------------------------------------------------------> 5) Since Rose and Rampah both suggested it. Show him the 'Exotic Hide' you bought from Rampah and he'll identify it as elephant hide. asking for 100 gold. the notable ones are listed below. <----------------------------------------------------------------------> 8) If it's night time you'll find a cutpurse at (x=660. but otherwise seems pretty benevolent. the bark is used to make tannin. Wait until night if possible and time it so you can steal from both Missus Cragmoon and the cutpurse in order to conserve Potions of Master Thievery. <----------------------------------------------------------------------> 6) Return to Rose and get her to smell what the merchant gave you. She'll admit to being a witch. y=2670) and talk to the mean cookie-hoarding witch. but once you're done talking to her talk to her again and she'll sell you some potions. y=1970). Now we could report the information to Aegisfield. If you ask about the slayings he'll talk about the flayings being precise. Those Cowled Wizards are nothing if not quick. <----------------------------------------------------------------------> 4) Now head over to Rose (x=2950. If you bring her some more. Namely Arrows +2. if you're rude (option #2) she'll ask for 40. near the Five Flagons. They're pretty easy to steal. Namely Potions of Frost Giant Strength. as usual. eh? Later on you'll be attacked by a group of Adventurers led by one Strachan Fireblade whom has a note from Missus Cragmoon on him. What a nice guy! Death Fog Fireshield (Red) Improved Haste Minor Sequencer Protection from Cold Protection from Magic Weapons Spell Immunity Spell Thrust . you might as well talk to Bel Dalemark (x=2650. He'll mention one Rejiek. Note that if you tell Aegisfield that Missus Cragmoon is a witch she'll promptly disappear. Your merchant will give you a sample of each free of charge and again suggest talking to Rejiek. y=2800) first. she claims she'll be able to identify the smell. and a variety of scrolls. Money talks. She'll identify the smell as tannin.

Potion of Hill Giant Strength 4 gold Silver Horn of Valhalla 8 gold Bolt +2 x2. It's probably the most wealthy house in this district that we'll explore for no good reason. The best item in here is an Ankheg Shell.Now. y=350) (x=500. but it's still nice to have it. It's just not worth the cost to have it made. y=350) (x=430. Frankly. however. but nothing worth fighting guards over. from which you can make Ankheg Plate Mail. y=170) (AR0528) (x=300. y=250) (x=450. guards being called. and the typically unfriendly Acton Balthis. y=200) (x=400. y=170) Wand of Magic Missiles (x=600. ***ITEMS*** (x=630. you can find a fair amount of loot (and traps) hidden around. There's a bit of minor loot in here. y=250) Balthis Estate (AR0506) o======================================================================o 10) In the Balthis Estate (x=4300. a host of Amnish Bodyguards. y=320) (x=300. Fire Agate Gem Potion of Insulation. y=300) ***TRAPS*** (x=630. y=250) 87 gold (x=430. y=270) (x=500. Andar Gem Healing Potion x3 1 gold Moonbar Gem. a diminuative butler. y=230) ***TRAPS*** (AR0527) (x=350. y=950). y=770). ***ITEMS*** (AR0527) (x=500. there are some houses in the north half of this district that we might as well explore (or at least discuss) since we're canvassing the area. y=150) (x=630. for some entirely unrelated exploration. of course. y=200) Agni Mani Necklace (AR0528) (x=200. y=270) (x=400. Ankheg Shell House (AR0531) o======================================================================o 11) Over at (x=3730. Remember to loot at night if you want to avoid witnesses. The best item you can find is. Onyx Ring . which is really a poor summoning item. Wealthy Home (AR0527)/(AR0528) o======================================================================o 9) Over at the house at (x=3000. your fighters should all have Full Plate Mail or Full Plate Mail +1. y=1400) you'll find an apparently quaint home with some nasty traps in it. y=200) (x=250. you'll be bothered by Pip. y=200) (x=570. the Silver Horn of Valhalla. y=200) Warehouse (AR0530) Ankheg Shell Turquoise Gem x2. As you may have noticed. and all that fun.

Attack them and kill them and grab Retis' Boots of Avoidance. y=3600). y=250) 1 gold ***TRAPS*** (x=620. they're an incomparable defensive item for use against missiles. a Halberd. y=550) Medium Shield. Dracandros. They'll probably hand these off to less wellprotected characters later on. and 34 gold. some Darts. 460 gold (x=570. but at least they gave good experience. Once they do. of course. Black Opal. Dracandros drop some Bracers of Defense A. Surely you must remember your very first victims in the first game? I'm sure they just have the same names.. y=200) Star Sapphire. another) aside. run into the rest of your party.. a Scroll of Identify. just not a very good one. Scroll of Lightning Bolt.. let's knock off one more quest. Mace. Laeral's Tear Necklace. before dispatching the fighters at my leisure. You might remember these from Baldur's Gate 1. By now. y=1500). along with his buddy Reti. y=3520) you'll find a man named Am-Si. Leave most of your party outside the house. House. Edwin/protagonist hits them with Chaos. Catimis kills Am-Si and makes a break for it. a Bastard Sword. Falahar forfeits a suit of Chain Mail. y=200) (x=570. who is dressed in a very.C. the priest. and a Scroll of Identify. too. and 30 gold.. Question him about his tendency to bury people alive and eventually he'll run off into the house at (x=1420. Eventually one will win. Scroll of Protection from Electricity. y=150) 1 gold House. they argue over their lady. within which you'll find a group of hostiles. a Helmet. ***ITEMS*** (x=350. Two Handed Sword (x=620. Anyways. Over at (x=1680. 3 gold (x=550. a Fighter. very red outfit. y=170) Scroll of Spirit Armor. Falahar. Upstairs (AR0508) o======================================================================o . and Jaheira targets Dracandros with Insect Plague. a Large Shield. ***ITEMS*** (x=300. To say they were poorly equipped is an understatement. and a disinterested Bubbles will wander off. You might as well stick them on whatever character you'll use to draw missile fire. head upstairs at (x=200.. Scroll of Breach (x=220. who has two lovers by the names of Carbos and Shank. Once done. Downstairs (AR0507) o======================================================================o 15) Am-Si will talk to a Dwarf named Camitis before they notice you. Search the house after you're done killing its inhabitant. <----------------------------------------------------------------------> 14) And since we're here. which is quite profitable. so she's a Fighter. either Keldorn or Korgan. y=280) Turquoise Gem.. There's Pitre. a Mage. then send one character in. a Mace. we all know what we're going to do. and Valeria.. she throws darts. And now you can loot the building. over at (x=1300. Then I eliminate Dracandros and Pitre. So enter the building at (x=4000. They will. Pitre will leave behind a suit of Plate Mail. however. and wears heavy armor. y=170) <----------------------------------------------------------------------> 13) As another (yes.. y=400). then resolve to fight each other over her.o======================================================================o 12) Sick of looting unguarded houses? Me too. 7 and 43 gold. y=2190) you'll find a lady of the night named Bubbles. while Valeria volits a suit of Plate Mail.

If you want to be a nice guy you can let her go for some experience. you can always just leave him downstairs and do as you please. Upstairs (AR0501) o======================================================================o 17) Anyways. Note if Keldorn is in your party you have no choice but to free her. Disarm the traps in the room and search around to find the Inspector's Body. Report your findings to Aegisfield and he'll run off to go check out the tanner. ***REWARD*** (For freeing Lady Elgea) EXP 16750 ***REWARD*** (For freeing Lady Elgea.. Jaheira wisely suggests that since the tanner is our top suspect for a series of grisly murders we should probably go with Aegisfield. The latter object directs you to a contact in the Umar Hills. y=200) and grab the 'Ransom Note'. y=340) 157 gold (x=300. See? I told you there was a connection. Tanner's Letter .. Once you have all three objects go down the stairs at (x=550. 130 gold (x=400. Downstairs (AR0502) o======================================================================o 18) Once downstairs your companions may comment on the corpse-strewn room. ***ITEMS*** (x=700. and will play innocent about the murders. Once inside our friendly neighborhood tanner will tell us that he's closed. y=150) Andar Gem. Loot the cabinet at (x=400. 19 gold (x=660. who will cough up the Silver Pantaloons in return for the location of Lady Elgea. Potion of Regeneration Tanner's Stop. shirt made of human flesh. or interested in obtaining the Big Metal Unit at some point. it's time to get back to the Skinner Murders. y=120) Shandon Gem. y=400) Potion of Fire Resistance. Trying to do otherwise will prompt Keldorn to overrule you-and will get you a lesser experience reward. y=420) Short Sword Tanner's Shop. Wonderful. ***REWARD*** (For discovering the identity of the Skinner Murderer) EXP 23250 ***ITEMS*** (x=550. You'll find Welther at (x=2030. You'll lose two points of reputation for doing this. Moonbar Gem. Press him a bit and he confesses before running down the stairs (x=300. eventually) EXP 8500 ***ITEMS*** (x=400. y=200) Ransom Note (x=400. and the 'Tanner's Letter'. Read it to discover the location of the exchange. who demands to be freed. y=300) and you'll find a. which is in front of everybody's favorite Copper Coronet at nightfall. y=2600). y=360). Search one of the beds (x=400. Black Opal. Follow him. you'll be better served by ransoming her.16) Up here you'll find Lady Elgea. Head over the building marked 'Tanner Shop' on your map (x=2700. y=400) Inspector's Body (x=200. y=200) Scroll of Protection from Electricity. but that can be cured with a little donation or two. y=400). y=2670). If you're evil. Of course.

and a pair of 'Rune Assassins' and a Bone Golem will show up. y=450) Council of Six Building (AR1002) o======================================================================o 20) Head over to the Government District and enter the Council of Six building.. Hide Armor (x=670.. The Rune Assassins can be pests. as they are fond of going invisible to score cheap backstabs. that was fun and all.. y=400) Gesen Bow Shaft.. y=650) (x=500. Scroll of Monster Summoning II. apparently to facilitate quick escapes by boat. y=500) who will take Aegisfield's body off of you. y=400) (x=400. Riverside Room (AR0503) o======================================================================o 19) When you reach the next level you'll find that it connects directly to the river. Well. y=430) (x=200. find Chief Inspector Brega (x=1120. y=400) (x=670. We're just about done with this quest. And do a few other things and grab Mazzy while we're there. Nice. Tchazar Gem (x=700.***TRAPS*** (x=500.. err. More importantly. Umar Witch Project 3) Minister Lloyd 4) Daar-Daar-Daar! 5) Jermien's Task 6) Idle Hands in Imnesvale 7) Tales Farmers Tell 8) Things Farmers Hide. but there's just one more thing that needs to be done. but now it's time to pursue our contact to the Umar Hills. he'll reward you for solving the crime. Once they're dead. Inside. y=200) Tanner's Shop. loot around to obtain the Gesen Bow Shaft. Time to get rid of Aegisfield's body. More threateningly you'll find a trio of Ghasts and a Mage named Vellin Dahn. while Vellin Dahn disappears. A fight soon ensues. y=450) Scroll of Improved Invisibility. ***ITEMS*** (x=500. ***REWARD*** (For solving the Skinner Murder crimes) EXP 45000 Reputation +1 Gold 500 o======================================================================o | | | Umar Hills (Part I) | | (Recruiting Mazzy) | o======================================================================o Sequence of Events: {WLK021} 1) His Name Was Darcin Cole 2) The Bla. In Chickens 9) Making Peace with Madulf 10) Umar Cave . y=250) 6 gold ***TRAPS*** (x=500. y=420) (x=600..

Also. y=600). leaving them all but defenseless. After purchasing it he'll talk to you and ask you to call him by the name he used before (as pertaining to the riddle on the Tanner's Letter. Potion of Extra Healing x2 ***TRAPS*** (x=750. buy some ale from Min Mining and three Bastard Swords from Elence Fielding. right? Obviously this is an evil act. by now we should realize that this is a spoof of some cheesy low-budget witch film. at least at night. Some people think it's the wolves. y=550) Umar Witch Project Journal x10. y=2550) and talk to Minister Lloyd (x=680. has vanished recently. some people think it's an Ogre and his band. . Simple.) Select the following option: "Darcin Cole was your name. You merely need to retrieve the blood of a Silver Dragon. and mention that their Ranger. and other think it's Umar herself. 24 gold (x=620. people have been disappearing. We MIGHT just need them shortly." And he'll continue to chat with you. y=2650). He'll say that he'll add the finishing touches to the human skin (presumably making it into a potent suit of armor) once you do one simple task. it seems.. who has a bit of a story to tell about the Umar witch. after being found turned inside out. so you need not worry about it at the present. but it'll be a while before we have the opportunity to get this blood. Antidote x2. y=2860) and buy a copy of 'History of the Zhentarim'. He'll tell you less stories and more fact.. y=250) Wand of Fear. He'll reiterate everybody's fears. of course. ***ITEMS*** (x=750.11) 12) 13) 14) 15) 16) 17) 18) 19) 20) 21) Addled Mines in Imnesvale A Golem Gone Awry Marcella's Cabin Anath's Vengeance Wolf Den Anath's Demise Grave Robbing is Bad Mazzy Pala Poisoned A Word with Wallace The Predictable Ending Umar Hills (AR1100) o======================================================================o 1) Now if you remember. This Umar witch nonsense isn't bad for everyone's business. Talk to Vincenzo the Innkeep (x=600. restating the culprits and mentioning that he hired the 'famous knight' Mazzy Fentan to look for the source of the problem. Umar Inn (AR1105) o======================================================================o 2) Head into the Umar Inn (x=3750. I think you should talk to Fael (x=3500.. y=420) 448 gold (x=160. y=400). Merella. which you'll discover is somewhat crowded.. Fortunately Willet the Stableboy keeps us down to earth. y=250) Minister Lloyd's House (AR1104) o======================================================================o 3) When you're done messing around at the Inn head outside and into the house at (x=4970.

Either way you'll score a Beljuril gem. First. Jermien's House (AR1103) o======================================================================o 5) Jermien will question you when you enter the house. where you'll be accosted by a trio of over-eager village boys named Dirbert. They want you to buy them some Bastard Swords and ale-the start of all great adventures. and trade once every moon. or 100 gold. <----------------------------------------------------------------------> 8) To the west you'll find Erlin Hendrick (x=3220. y=410) 3 gold (x=170. You'll get 200 gold for the task. who is in love with a local girl named Colette. Unfortunately Colette's dad is a powerful wizard named Jermien. except for the whole magic missile comment. but if you don't explicitly go out of your way to do so. You can talk to Colette to get her side of the story. Huzzah. y=1800). Kaatje actually has the most interesting story-since it's backed up by an eyewitness account of something wicked at Marella's cabin. depending on how generous you feel. who'll tell you a tale for 30 gold (although you can argue him down to 20 gold). 50. but she doesn't have much to say right now. <----------------------------------------------------------------------> 9) Travel past Jeb to the north over a stream until you find Madulf at (x=3300.. and although he's gruff he's not outright hostile. Madulf wants to stay nearby and perhaps protect the village against Orcs in the mountains. he doesn't want anybody messing with his daughter. which you might as well accept. and that after an encounter with some adventurer's he saw Hendrick trying to 'stuff somethin' down the gullet of one of them chickens he keeps out back. Second you can buy the chickens off of him for 10.***ITEMS*** (x=910. y=2050). He's not interested in trying to kill the guy. he'll ask you to bring terms to the villagers. somehow I don't think these guys are the killers. Well. and Kaatje. Hey. but still. especially since . <----------------------------------------------------------------------> 6) Leave the house and go north. and like all good dads. ***REWARD*** (For aiding idle hands in Imnesvale) EXP 2000 <----------------------------------------------------------------------> 7) To the west you'll find Jeb (x=3770. y=2050). Talk to the former. You can talk to him and provoke a fight. The eyewitness account of a kid. which is more than enough. y=1550). Margie.. Valsben. as Jermien will go hostile if you touch his valuables. so it looks like Daar is at an impasse. look at that! Somehow you just happened to know ahead of time to buy these items! You must be omniscient or something.' South of Jeb you'll find Groos the Herder. where you'll have several options. Of them. y=1900) and his wife Enna Hendrick (x=3150. Head into the house at (x=4440. Don't be a prude and agree to buy them their contraband. which is worth far more than the gold you spent on it. After paying he'll tell you that Hendrick's daughter used to be an adventurer. For aiding in the delinquency of the minors you'll get some experience. Well. Ask him about his Golem and he'll brighten up and cheerfully tell you about it. all of whom have an opinion about the killings. Don't loot the place. Dale the Herder. At length he'll ask you if you can find the blood of some mimic for him. y=400) 7 gold (x=250. Atta. y=500) 7 gold <----------------------------------------------------------------------> 4) Head outside and find Daar (x=4300. and Neler. you can just strong-arm the Hendrick into giving up what he hid in the chicken. y=720).

whereupon everybody within range (which should be only the one character) will be subject to the 'chests' mimic glue. he'll give you the Shield of the Lost +2. y=1050) Mimic's Blood. but the fact that it you can use it to throw on a Mirror Image means it's worth putting in one of your Fighter's quick-weapon . All in good time. but if you return to Umar Cave later. <----------------------------------------------------------------------> 12) Return to Jermien's house and give him his precious Mimic's Blood. ***ITEMS*** (x=950. Unfortunately the Golem goes crazy and attack Jermien. Diamond. y=300) Greenstone Ring. Arrows +1 x40. and Neler). Return to Minister Lloyd and tell him about the deal and he'll agree to go and talk to Madulf. Throwing Axe x40. War Hammer. just don't be surprised if you only have 1-2 characters to fight it. they have even less sense in their heads than usual. Bolts +1 x40. More importantly. y=1050) just lying there for the looting. ***REWARD*** (For setting up friendly relations between Madulf and Imnesvale) EXP 27500 Item Shield of the Lost +2 (from Madulf) Umar Cave (AR1106) o======================================================================o 10) West of Madulf you'll find Umar Cave (x=1600. isn't very good in combat.. An overjoyed Jermien will give you a sword for your trouble and merrily set off to complete and activate his Golem. They'll flee. and if you explore you'll discover a Mutated Gibberling lurking in the cave. wherein you'll find a perfectly unguarded and totally not suspicious treasure chest (x=950. Ilbratha. and will thank you for setting up the negotiations. Return to Madulf and he'll tell you about a struggle he saw near Meralla's cabin. and in their inebriated state. 42 gold Note from Lee: I often had multiple characters 'held' upon opening the chest.they're losing members to whatever stalks out in the forests. Rest. Bullets +1 x40. Don't mind the corpses lying around it. Since it's obviously not the Ogre that's killing people. then go in and kill them. use Chaotic Commands on a strong fighter to absorb their initial Confusion attack.. not quite a Dragon. This grants you yet another experience reward and the ability to loot Jermien's house free from fear of reprisal. Flamedance Ring. so as to ensure his daughter remains unmolested. Valsben. when there are no quests involved with it. This prompts him not to stand in the way of Daar and Colette anymore. Short Sword +1. and after they take off. Darts +1 x40 (x=900. Send one character forward and try and loot the chest. which is a fair enough shield for this point in the game. Kill the mimic and loot it for its juicy Mimic's Blood. Further north into the cave are two Umber Hulks waiting to be slaughtered-as in D'Arnise Keep. They've apparently encountered a 'Dragon'. Even more-so considering how little work we had to do to get it. The Mimic is no big deal to kill. <----------------------------------------------------------------------> 11) This is more of an aside. and afterwards Jermien decides that he might not be quite as knowledgeable as he previously thought. he will too. Throwing Dagger x40. Step in and save him. The sword you were given. you'll find the three kids you bought ale for earlier (Dirbert. which holds characters regardless of free action. y=1300). Minster Lloyd tells you to investigate Marella's cabin. then talk to Minster Lloyd again and he'll have magically gone and met with Madulf.

Potion of Clarity. y=450) (x=460. y=2800). exit via the edge of the map and travel to the 'Temple Ruins' area to the north. Before big fights they can use this baby to boost their defenses. outside of which a werewolf named Anath will proclaim that you won't steal her vengeance. it's time to stop delaying and head over to Marella's cabin (x=600. Minsc. of Genius of Power Word Sleep. Shade Wolves. then switch back to a more potent weapon.slots. Also she can't be hurt by. Acid Arrows x20 Temple Ruins (AR1404) o======================================================================o 14) In this level. and Greater Shade Wolves. y=200) 1 gold Marella's Journal 1 gold 1 gold. Valygar. . you'll periodically come across Shadows. y=375) (x=500. Make sure to grab Marcella's Journal off the table and then grab 'A Note from Mazzy Fentan' off the floor in the bedroom. y=370) (x=550. Head inside the cave to find out what this is about. Ignore the messy corpse on the bed and leave the house. By now we can certainly knock off any mundane explanation for the murders. although the 'wolves' do seem to be involved. she looks awfully guilty. y=600) (x=450. Wolf Cave (AR1403) o======================================================================o 15) Anath stands at (x=700. Scroll of Contingency. ***REWARD*** (For obtaining Marella's Journal) EXP 22500 ***ITEMS*** (x=950. y=400) 3 gold of Fire Resistance. Okay.. y=550) (x=500. y=600). you should probably give her the benefit of the doubt. You can pick a fight here. but since she's not a Shadow or some other form of undead. Bolts of Lightning x20 A Note from Mazzy Fentan 1 gold. y=250) Scroll Scroll (x=500. and both have drawn maps to help you find this wolf den. Spooky. and Korgan are all good choices for this defensive item. Scroll of Identify Marella's Cabin (AR1102) o======================================================================o 13) Now that we've done everything in Imnesvale we can possibly do. y=200) Potion Potion (x=550. ***REWARD*** (For giving Jermien the Mimic's Blood) EXP 19250 Item Ilbratha +1 ***REWARD*** (For saving Jermien from his Golem) EXP 21250 ***ITEMS*** (x=150. of Protection from Normal Weapons Ring. The journal will point to some shadowy wolf-like creatures and intrusive voices. Keldorn. but by now I don't think we can safely call them 'wolves' anymore. Mazzy seems to believe it's the wolves too. y=470). and considering all the corpses lying around. y=330) Silver (x=600. You'll find a cave at (x=600..

You can gallantly rescue her. y=950) Amauna's Bones. Now that you've secured the entrance to the temple. y=550) to find Mazzy (x=1500. Manipulate the mirror until the area near the crystal lights up. Anath blames one 'Shade Lord' for the unnatural and unholy darkness in this area. as well as for the belligerence of her pack. but since she's the enemy of our enemy. you might not want to tangle with her. Go through the door at (x=1450. and will suggest using a mirror (x=4150. well. Throwing Axes x40 <----------------------------------------------------------------------> 18) Through the doorway awaits more Shadows and a Shadow Jailor. what was once a temple to Amaunator. Every wretched Shadow that moves into the light will be destroyed. You also need three parts parts of a key that opens a door leading the the 'horror' the Shadow Lord commands-a Shadow Dragon. y=510). Arrows x80. y=300) to beat back the undead.. which is just crawling with shadows. Massacre them and continue through another doorway to the northwest. who will proclaim that you will not steal his master's consort. now more ominously dubbed the 'Shadow Altar'. See why we're not doing this quest now? It's possible that after doing all the quests we've . or try to leave her behind (although Keldorn will object to the latter if he's with you.. This will allow you to reach the bowels of the temple and reach the corrupted altar of Amaunator. We could grab Amauna's Bones (x=1850. right? We helped him out during the Unseeing Eye quest! She'll admit to killing a man to gain Strength enough to fight the Shade Lord. Darts x40. According to Mazzy. I kill myself. Anath will be there and will tell you that it's a trap. rest up and head down the stairs (x=4500. pretty much everything there is to know about the situation. she'll continue to be helpful by dropping dead.pretty much any weapon you can get your hands on in Shadows of Amn.. sneak past a Shadow Dragon. They're less likely to get lost if they stay where they are. Fallen Temple of Amaunator (AR1401) o======================================================================o 17) Continue down a tunnel and go through a door at (x=1850. I guess they're not very. so she's no saint herself. y=400) Silver Ring. She'll tell you to meet her by the temple when you're ready.. and smash a Shadow Altar and kill the Shade Lord. Gold Necklace.. and if you move your party into the light the Shadows will gladly chase you to their doom. the Shadow Lord inhabits the body of Meralla and planned to use Mazzy as his next vessel when the former faltered. but since I have no intention of completing this quest right now I prefer to leave them alone... a god of the sun. bright? Ah-hah. so unless you have a boatload of Magic Missiles. Apparently you'll need to pass Amaunator's tests to collect 'Sun Gems' which will open the doors in this temple. Kill it and loot its body for a 'Shadow Prison Key' with which you can prove him wrong. y=200) when you're ready. We remember Amaunator. y=950) to find a room full of Shade Wolves and Skeleton Warriors.. Bolts x80. is now the sanctuary for this Shade Lord. ***ITEMS*** (x=1850.) It's her goal to defeat the Shade Lord.. Whatever. She also states that the temple to the east has been perverted. and they won't clutter up my inventory. I let her go try and get her vengeance.. In a nutshell you need to find Sun Gems and parts of a key. After telling you this helpful information. y=950). and if you ask she'll tell you. ***ITEMS*** (x=900. which saves us the trouble of having to kill her. Loot the pool and leave. Onyx Ring <----------------------------------------------------------------------> 16) Head to the northeast to find the temple.

Anyways. y=380) Bolts x40. might as well keep her quest here. A quick investigation of Barl's room will turn up some 'suspicious paraphernalia' including an alchemy set and a symbol of Talona. She is arguably the most useless character in the game.. y=1000). you know. Be cordial and he'll agree to disregard Barl's right to privacy if it helps discover whether he is evil or not..done that we might indeed be powerful enough to kill the Shadow Dragon. ***ITEMS*** (x=1360. however. Tombelthan's journal (2nd half) Note from Lee: I never . Fentan Home (AR2002) o======================================================================o 20) When you arrive. I expect few enough people to actually play with Mazzy that I have no real discomfort including her family trouble in Trademeet here. with a love potion he bought from some huckster in Trademeet. since this part of the Walkthrough is dedicated to recruiting Mazzy. Mazzy's mother. Either way. will tell you that Pala has been poisoned by the old Gnome peddler. and her family quests are worthless. mix this Sequence of Events with the next) and head over to the Fentan Home (x=2750. we're off to Trademeet as well. within which you'll find Overgold Renwellyn (x=550. y=2000). and he'll show some surprise at Pala's poisoning. although why remains a mystery. too. although it is far more difficult now than it would be later. Bullets x80. complete the rest of the temple quest (WLK038) as well as the Ranger Stronghold quests (WLK039) here. He'll summon some Poison Mists to help him. You'll find Wallace in Trademeet at (x=2000. Apparently we're going to Trademeet regardless of what we wish to do next! Still. My party is powerful enough to tackle the Shadow Dragon (thanks to having stole/sold my way to all the best weapons. In what is surely some of the more lackluster dialogue in this game. but it's something I prefer to wait for. y=2820). a priest at the temple of Waukeen named Barl. If you carry Mazzy around with you for a while you'll eventually get a quest involving her. never . Ignore the goofiness engulfing Trademeet for now (or better yet. or send her off to her family home in Trademeet if you don't want her in your party. y=350). you can recruit Mazzy now if you wish. Can't really get much more cut and dry than this.take Mazzy along.I repeat. Pala. the 'Mistress of Poison'. Barl blusters and admits to the misdeed before attacking. He explains that he has a new supplier. Not recommended for first-time players-you really have to know how to micro-manage a major battle to think about attempting this. 1 Gold. <----------------------------------------------------------------------> 19) After a bit of traveling (this quest seems to trigger more through game-time. and you gain a bit of experience for merely finding him. Wallace. etc). and his demeanor is laughably confrontational. Vara Fentan. while having the official exploration of Trademeet just below this. rather than real-time. can it? Barl shows up. Mazzy accepts him at his word.. full disclosure here. which I'll cover below. ***REWARD*** (For chatting with Wallace) EXP 6750 <----------------------------------------------------------------------> 21) Now it's time to pay a visit to the Temple of Waukeen (x=850. which determines banters) Danno Fairfoot will show up and tell Mazzy that he accidentally poisoned her sister. I do. but they're nothing that can't just be ..

Mazzy hopes for a magical cure for her sister. after which we'll be whisked back to the Fentan Home. Stupid Halflings! ***REWARD*** (For exposing and killing Barl) EXP 25000 o======================================================================o | | | Trademeet | | (Recruiting and Securing Cernd) | o======================================================================o Sequence of Events: {WLK022} 1) Assaulted by Animals 2) Genie Monopoly 3) Khan Zahraa's Fugitive 4) Rahee and Salahee 5) The Family of Rom 6) Tall Tales in the Pleasure Tent 7) Exploding Bhaalspawn.. This whole quest is just short-sighted and silly. and if anybody uses the 'blackmail' excuse. The cure. and Mazzy will leave your party for a while to stay by her sister's side.chopped down. or of Halflings in general. Nobody attempting to murder somebody with poison would carry an antidote. seems to be working. of course. and does nothing for my disdain of Mazzy. Wait a day and return and all will be well. Why would a Priest of Talona. I'll hit them with a stick. Vyatri's Pub 8) Annoying Neeber 9) Itona's Information 10) The High Merchant's Request 11) Cernd 12) Pauden 13) The Troll Mound 14) Trolls and Shadow Druids 15) Kyland Lind and More Shadow Druids 16) Ogre's Tower 17) Adratha's Cabin 18) Dalok and Even More Shadow Druids 19) Showdown with Faldorn 20) The High Merchant's Reward 21) Khan Zahraa's Reward 22) The Terror of Tiris of Trademeet 23) The Caravan Merchant 24) Treasures of Trademeet 25) The Smithy 26) The Heroes of Trademeet! 27) Family Feud 28) The Tale of Tiris of Trademeet 29) Skin Dancing 30) Picking Sides 31) Trademeet Tomb 32) Delivering the Mantle 33) Cernd's Child 34) Home Sweet Home 35) In Cernd's Absence. we discover a vial on his body. After he dies. 'Mistress of Poison' bother carrying around an antidote? It's his religious obligation to inflict pain and suffering upon people. 36) Reckoning with Deril 37) Extra Exploration . and lo'.

Talk to Jidek a couple of times to involve yourself in some family troubles. You know he's special because he's got legs. I've gotten a Scroll of Identify here before.Trademeet (AR2000) o======================================================================o 1) When you arrive at Trademeet you'll immediately find yourself in the middle of a battle between wild animals and the townsfolk of Trademeet. If you tell him it's not a bad . and thinks Athkatla is some wondrous metropolis where the streets are littered with gold. Head inside the tent (x=3500. or refuse to get involved. y=300) 1 Gold (x=450. They just complain about the genies. Offer to bring him Ihtafeer's head and thus resolve this problem. ***ITEMS*** (x=300. The Dao Djinni Tent (AR2014) o======================================================================o 3) Genies. y=320) and his wife Salahee (x=520. y=2900) and talk to Khan Zahraa (x=420. His goods are expensive. he says? Just north of his tent you'll find one such creature named Taquee (x=3420. it's a bad combination for Trademeet. and Rinin (x=750. y=3100) and talking to the Caravan Merchant (x=400. but not mind-bogglingly so. y=3030). Offer to help with the animal attacks and you'll be referred to the High Merchant. who will inform you they have nothing to sell do to the interference of some genies. Since they're proven inept thus far at finding the Rakshasa. Caravan Merchant's Tent (AR2015) o======================================================================o 2) Of course. Mastav (x=950. but with the animal attacks. y=3250) you'll find Raafee's tent. y=300) Sunstone Gem Note from Lee: The second item is apparently random. The first will tell you your fortunes for 10 gold-something that we know by now is rough on the fortune teller.. Jidek has been struck by wanderlust. You cannot steal from him. If you wanted to resolve this quest the brutish way. Start by entering the tent at (x=3680. or something of the sort. there's a lot to see and do here in Trademeet. play the middle ground. Either indulge his fantasies. if necessary) then jacking up the prices to effectively strangle the good folk of Trademeet. crush them. you could always just kill them-but what's the fun in that? Rahee and Salahee's Tent (AR2016) o======================================================================o 4) Over at (x=2600. y=3050). They hope the people will get sick of it and find their Rakshasa for them-which under normal circumstances might just work. y=3030). y=320). He'll say they've come here from Calimshan hunting a Rakshasa by the name of Ihtafeer. so let's start out by exploring the southern end of the map from east to west. they've decided to blockade all the trade into Trademeet by buying all incoming goods (using spells to 'convince' the sellers. if you need some +2 ammunition. y=2950) from whom you can steal an Efreeti Bottle. Jidek (x=850. y=370). You can also purchase some items from the genie. <----------------------------------------------------------------------> 5) Over to the west you'll find the family of Rom. Lord Logan Coprith. within which reside Raafee (x=350. y=3030). telling you that you should leave. consisting of Kveroslava (x=1050. Potions of Master Thievery. y=320). Kill everything that's hostile and after the carnage has ended the Militia Captain will speak with you.

but he'll tell you more about the animal attacks. y=1230). Before anything else can be forthcoming. the Shadow Thieves can't steal from the genies who hold all the wealth in Trademeet. however. there's an explosion and Viekang is gone. The Mistress of this brothel-tent and the last remaining working girl both seem to have serious doubts about this claim. Pick any other option and he'll just go for a walk. ***REWARD*** (For getting Wilfred the Red to confess) EXP 1000 Gold 1000 <----------------------------------------------------------------------> 6) After our unexpected and entirely undeserved payday. She'll name an old woman. however.. . y=2820). it can't be. He'll also tell you about the genies. free of charge. ***ITEMS*** (x=970. where you'll find Viekang. To keep you quiet he'll pay you off. 1 gold (x=1390.. Thanks to Lee for that. Neeber. and along the way. y=70). y=400) to find out some info about the animal attacks and the genies-but by now it's nothing you don't already know. Oh. y=3080) Potion of Extra Healing. saying that a druid has been arrested and is being kept in the High Merchant's manor. Vyatri's Pub (AR2010) o======================================================================o 7) Head into Vyatri's Pub (x=2200.? Naw.not at night. ***REWARD*** (For enduring Neeber's moronic questions) EXP 1000 (each character) Item Bullets +2 x5 <----------------------------------------------------------------------> 9) Head out the northeastern gate of town (dispatching some animals along the way) to find a Thief named Itona (x=3750. who identifies you as a child of Bhaal. Noober.. and tell you to talk to Guildmistress Busya about the situation. He has nothing to sell. head into the western side of Trademeet and talk to the Merchant at (x=1680. and to get their hands back into other people's pockets. Endure his annoying line of questioning and he'll eventually give you some 'rocks' that other people threw at him. Be a ball-buster and challenge him to duel and he'll confess the truth. Adratha. y=280) who claims to have slain a dragon.. Talk to Vyatri (x=770. Okay. Why? Simple. y=2600) Fire Opal Ring Note from Lee: This merchant is only here during the day . ***ITEMS*** (x=1470. She'll offer to tell you the location of the Rakshasa. you'll find some crates you can loot. y=2350). <----------------------------------------------------------------------> 8) Now head up to the town center. the businesses need to be freed of their Djinni monopoly. as your Rakshasa.. near the fountain. y=3000) you'll find Wilfred the Red (x=420. y=3040) Helmet x7 (lots of variety!). 3 gold The Pleasure Tent (AR2017) o======================================================================o 6) In the tent at (x=320. where you'll be accosted by Neeber (x=2430.place he'll set off for Athkatla immediately.

If you don't have a Druid in your party you might just want to. who's really trying to be nice-but firm. y=240) 31 gold (x=1300. hence eliminating it once and for all. That or investigate them yourself. She alludes to Trademeets problems without really telling you anything. History of Luiren. He suspects a change in leadership as the cause. These Druids will normally be encountered later in the level. Now go find High Merchant Logan Coprith (x=1220. y=450) History of Dambrath. y=350). Head down the stairs at (x=550. but they're not very interesting at the moment. Note: If your alignment is evil you'll be approached by a Halfling named 'Lord Khellon Menold'. ***ITEMS*** (x=350. y=500). Dungeon (AR2009) o======================================================================o 11) The only thing to do here is talk to Cernd (x=330.Mayor's House (AR2007) o======================================================================o 10) We've explored Trademeet enough for now. History of Halruaa. She will. Troll Mound (AR1904) o======================================================================o 13) Head to the far southwestern corner of the map. killing Spiders . ***ITEMS*** (x=850.I only got 3 Druid Grove Area (AR1900) o======================================================================o 12) Fair warning. To the northwest you'll find Pauden. The same Faldorn from Baldur's Gate 1. Potion of Invisibility Mayor's House. Since she seems like the rewardy type. There are still people to talk to and places to visit. y=420). Mention Cernd and he'll tell you that this grove has been usurped by a Shadow Druid named Faldorn. however. He gets right to the point and asks you to escort the druid he has in custody to the grove of the local-and now hostile-druids. we should probably delay the rakshasa hunt and focus on the animals. so she'll serve in his stead. it looks like we've found the source of our Druid problem. It's time to leave troubled Trademeet behind and travel to the Druid Grove. y=420) 6 gold Note from Lee: The amount of gold here seems to be somewhat random . 1 gold (x=1010. y=170) Potion of Extra Healing x2. He will tell you that he was sent from the north to investigate why this grove has cut ties with the hierarchy. Be sure to have some way to deal with them. which I greatly prefer. Take him with you-or not. y=450) 16 gold (x=910. however. Frankly. y=300) who is being held 'captive' more for his own safety than anything else. Well. Jaheira is far and away a better character. who will offer you a more permanent solution to the Druid problem. there are Trolls lurking about. Although his reasons seem more personal than practical. y=2300) and talk to Guildmistress Busya (x=700. Yep. he wants you to 'exorcize' the spirit of the Druid Grove. If you provoke Pauden some Druids (led by Dalok) will overhear and attack. Enter the Mayor's House (x=1300. To do this you need to poison the 'holy font' in the grove with 'sulfurous poison'. tell you to talk to her about the Djinni problem after the animal attacks are halted.

nonetheless. Near the Troll Mound I encountered a new sort of Troll-the Spirit Troll (if you were higher level during the de'Arnise Keep. 46 gold (x=600. You'll happen across a group of adventurers fighting Trolls. They don't drop anything. who is. Just focus on Ihtafeer. Nalia. 421 gold <----------------------------------------------------------------------> 14) Leave the skull that is the Troll-Mound and head north. etc. and two Chaos spells make them considerably less threatening. They also drain Strength every time they hit-like a Shadow. Anyways. or help the adventurers. y=880) Bracers of Archery. Perfect for Jaheira. One hell of a cottage. . being in league with Faldorn as they are and all. but you can go there. An Insect Plague. Adratha's Cottage (AR1902) o======================================================================o 16) Head back up to the bridge and continue northeast to find Adratha's 'Cottage'. where you'll find Trolls. then east. Jalaal and Saadat . Maybe it's just the towers throwing me off? Spell-buff and enter the cottage (x=4400. Note from Lee: On one play-thru the Trolls actually won this fight. ***ITEMS*** (x=380. but characters who contribute primarily with ranged attacks (like Minsc. but it's nothing to get worked up over. ***ITEMS*** (x=930. you'd have fought them there. After the Trolls are down. but she can't really deal retaliate against my spell-buffed party. She can take a lot of punishment. and the Druid has Leather Armor +1. y=200) Silver Ring. Talk to Adratha/Ihtafeer and she'll 'smell' the Djinni on you. y=1200). a +2 Scimitar that grants an extra attack per round. The effect is temporary. Inside search the hay (x=380. y=1530) you'll find a group of Druids led by one Kyland Lind. inside of which you'll find 'Adratha' (x=480. y=2500). Kill all the Trolls and loot one pile of skulls for some gold and the Spear of the Unicorn +2. after all. Belm +2 Note from Lee: I got a Scroll of Grease. spell-buff and enter the Troll Mound (x=900. I don't have much use for the Spear of the Unicorn +2. but annoying. y=200) for Belm +2. Imoen. Ogre's Tower (AR1905) o======================================================================o 15) Continue eastward over some rocks and across a bridge. and another for Bracers of Archery and more gold. y=530). killing the good guys and leaving a single Troll for me to dispose of.and Trolls as you go. of course. <----------------------------------------------------------------------> 15) Over at (x=2850. they'll turn on you. who is decidedly opposed to your presence here. instead of the ring. 5 attacks/2 rounds is much better than 3 attacks/2 rounds. y=900).) will be well-served by these. Yoshimo. y=700) Spear of the Unicorn +2. who finally finds an excuse to drop that Staff Mace she had been using. I decide to treat them as if they are threats. As soon as the bridge ends go south. She'll be joined by Saadat and Jalaal. Since they are capable of presenting a lot of spell power against me. but it's good experience. in reality. two Silence 15' Radii. The Fighters have some Arrows +1 and Arrows of Fire. It looks impassable. You can sit back and watch. which naturally provokes her into attacking. Continue on until you find the large door leading to the Ogre's Tower (x=4800.) Spirit Trolls require magical weapons to hit (like Spectral Trolls) and begin battle with an Improved Invisibility effect on them.

provided that you didn't bring him with you. y=200) Jade Ring. and he tells you to pick up whatever crap you dropped before the fight with Faldorn. If you accept (and why wouldn't you?) you'll receive a Staff of Thunder and Lightning. you need to activate the 'holy font' at (x=1100. and a Club +2. 3 gold. well. Why a Druid was carrying around a sword he can't use is beyond me. which terminates in a bunch of mushrooms. but Faldorn isn't very keen on using spells. If you accepted the poison earlier. and Ihtafeer drops a Periapt of Proof Against Poison. This is your last obstacle before encountering Faldorn. Talk to him and tell him you discovered that a Shadow Druid named Faldorn now runs things here. but the point remains-don't do this with good party members present! If you wanted to see what could unite Druids and Shadow . This will provoke Cernd. as it's unlikely she'll leave the grove. Jalaal will leave behind a Long Sword. ready to spawn Myconids. y=580). Master Verthan will tell you to rest in the grove when you're ready to 'accept the joyous burden the Spirit offers'. Gnasher. to accept the challenge of another legitimate Druid. as well as all the Druids in the grove. and Ihtafeer's Head. Oh yeah. their experience rewards really does measure their relative level of threat. Whittle away Faldorn's 90 or so Hit Points and victory is yours. y=670). within which she is nearly invulnerable. Jaheira and Keldorn to leave your party and attack. however. Continue to the west where you'll find Cernd waiting (x=2420.. and when Ihtafeer dies. Before I enter the Druid Grove (x=850. You'll need the latter to prove you've done the Djinni's dirty work. Cernd will then talk and say that a Druid named Verthan will serve as the head of this grove until the time comes when a new Great Druid can be chosen. Bolts of Lightning x40 <----------------------------------------------------------------------> 17) Head north over another bridge. and a Conjure Fire Elemental. command of the grove will be offered to you. Saadat will drop a Cleric's Staff +3 and a Long sword. one which Cernd is actually probably more capable of handling than Jaheira (what with his werewolf shapeshift and all. A few spells will soften them up. but first it's time to wrap things up in Trademeet. After which your applicable character will be stripped of all their items and placed into a rather small pit with Faldorn. a Long Sword. I can only imagine what Aerie. Mazzy. You could also cast an Insect Plague. so challenge her for the grove.will amuse themselves with petty magics. You can either take Cernd or Jaheira with you for the purpose. Jaheira is more than capable. which is an interesting weapon Jaheira could use.) Still. Acid Arrows x40. She is honor-bound. y=300). but I'd just as well keep Belm +2. ***ITEMS*** (x=620. We'll get to the Druid Grove quests in a bit. Druid Grove (AR1901) o======================================================================o 19) Explore the grove until you find Faldorn (x=330. y=250) I have Jaheira prepare an Iron Skins. but I required no special strategies to defeat them. Bolts of Biting x40. <----------------------------------------------------------------------> 18) You'll come across another group of Druids led by Dalok (x=1100. Make sure you have some Druid or another in your party and continue to the west. y=600). Arrows of Fire x40. She has little of interest to say. and Minsc will do in response to this. He'll tell you that only a Druid can face Faldorn. Note that this will be an unarmed fight. If you're a Druid yourself. Jaheira casts Iron Skins and then conjures herself a Fire Elemental before shapeshifting into a Brown Bear. Dalok will drop a Flame Tongue. Nobody should be surprised that several Spore Colonies lie nearby..

Babies. no less? If you haven't stolen the Efreeti Bottle from Taquee outside. Also be sure to have purchased everything you want from the Khan before you complete this quest. Didn't we find this thing on top of Durlag's Tower? How'd it get all the way down here. and in the hands of a Djinni. Pause.. or destroy them if that fails. well. why not? <----------------------------------------------------------------------> 20) Exit the Druid Grove and head west to exit the area and return to Trademeet..Faldorn is a pussy . He'll tell you about the Djinni and refer you to Guildmistress Busya. and you should be able to re-equip the Druid with everything except armor (can't change armor in battle).. but we might as well go check it out. He'll then tell you about Trademeet's other problem-the Djinni-which unbeknownst to him you've already resolved. ***REWARD*** (For delivering Ihtafeer's head to Khan Zahraa) EXP 10000 Item Scimitar +2. This certainly doesn't seem like something worth bothering adventurers of our caliber over. it's too late to do so after returning the head to Khan Zahraa. you poisoned the grove you'll lose a point of reputation. who will tell you that her son Tiris is too frightened to leave their home. magic items. <----------------------------------------------------------------------> 23) Before we return to Mistress Busya. y=2320). Waste little time in returning to the Mayor's House. Rashad's Talon <----------------------------------------------------------------------> 22) Upon leaving the tent you'll be bothered by a lady named Jenia. and the carrying character as close as possible to your Druid. on the other hand.. Strip Jaheira/Cernd/Main Character (depending on who will fight Faldorn) of all their gear and give it to another character before issuing the challenge. He sells gear that is identical to the stuff the Cutpurse in the Bridge District of . Indeed. To get any reward you need to travel to Vyatri's Pub and talk to Lord Khellon Menold.but hey. as well as an experience reward. She'll offer gold and a magical item for your help. First we have access to the Caravan Merchant in the tent south of the Djinni Tent (AR2015). and other gear for the fight. Once you appear in the battle pit. ***REWARD*** (For poisoning the Druid Grove) Gold 1000 Item Shield of Harmony +2 <----------------------------------------------------------------------> 21) Head over to the Djinni tent and talk to Khan Zahraa. I'll discuss the shops in Trademeet that have now reopened. but you'll have all your weapons. Not that you really need it . Your reward from this greedy halfling is significantly less than it would have been from the High Merchant. she'll tell you to convince them to leave. Note from Lee: Battle trick.Druids. who is now presumably in a better mood to deal with you. ***REWARD*** (For eliminating the Shadow Druid menace) EXP 18000 (each character) Gold 2000 If. who waits outside (x=2080. this is it. where Logan Coprith is waiting to reward you.. move your Druid as close to the edge of the pit as possible. In return for Ihtafeer's head he'll give you a Scimitar +2" 'Rashad's Talon'..

rather than melee attacks. but magic like Magic Missiles and Horrid Wilting. All of this can be had at a five-finger discount. Blackblood A possible upgrade for Jaheira. Cloak of Displacement You should remember this from the first game. breath weapons. Especially against giants. His wares are honestly quite nice: Club +3. and the +3 acid damage is a bonus. +4 versus Missiles of the Fortress Shield) the Boots of Avoidance. and 50% resistance to magic damage Not magical fire or magical ice. Steal from him liberally. Belt of Inertial Barrier This belt gives a +5 bonus to saves vs. this can make a character almost invulnerable to ranged attacks. Stealing all 175%. and a +2 bonus to saves versus death. Wizards. breath. it can also spread out the bonuses to other characters. however. I prefer Belm +2. and some useful spell scrolls. although he already has Hangard's Axe +2. Stacked with a shield (like the Shield +1. Ras +2 A +2 Long Sword isn't very special by now. 25% resistance to missile damage. of course. Tansheron's Bow +3 One of the better weapons this merchant sells. As it stands. On the other hand. In most fights. steal the Wand of Fire from him. The fact that it also boost their saves is just an added reason to put it on a Cleric. depending which one of them I bring along. I tend to put it on Viconia or Anomen. Dwarven Thrower +3 This would be a good weapon for Anomen-if he were a dwarf. with their low Hit Points make natural benefactors of these bonuses. As Korgan becomes more proficient with Hammers. but the cool thing about Ras is that it can fight on its own for four rounds. but it's worth carrying around. and really it's the best Short Bow you're going to find until you create the Ge