INTRODUCTION
Welcome to my FAQ and walkthrough for Baldur's Gate II: Shadows of Amn.
Due to the inclusion of class-specific quests, it will be a long time
before I complete this FAQ - but bear with me. Further versions will
include all the extra quests I missed, as well as information on the
different strongholds other classes can use.
From now on, each version I'll outline the stronghold quest for each
class. With Paladin, Cleric, Thief and Fighter down, more are coming.
Please note this FAQ is just one big spoiler, as it contains full
information on every part of the game. If you only want tid-bits of
help, then refer to the Q/A section just before the main FAQ.
Note that the appendices are now considerably larger and more in-depth,
in particular my "Spellbook" which provides the world's most
comprehensive magic-using guide.
INFO
By: Matt Gregory
E-mail: hellkite_7@hotmail.com
Version: 1.65
E-MAIL POLICY
Please please please e-mail me. I'm after corrections in particular, as
well as any hints or tips you have, your discoveries, and any quests
I've missed. Include in the subject line "bgate2", and I'll try to give
an answer if I can. If its specially good, I'll add your info in the
next version, and you'll get mentioned in the credits section. OK -
let's go...
Also, if you have any strategies or your opinions of what spells to
take, what party to use, or anything, please e-mail in, it will almost
certainly be included.
NEXT FAQ DECIDED
Having done this FAQ as "testing the waters" kind of thing, and having
found them fairly hospitable, I'm going to really go for it in my next
FAQ, which will be for Neverwinter Nights. In the meantime, I'll be
honing this FAQ and possibly writing one for Baldur's Gate and maybe the
unrepresented Discworld Noir.
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all my FAQ ventures.
CONTENTS
QUESTIONS AND ANSWERS
1. Walkthrough: chapter 1
a. Irenicus' Dungeon Level 1
b. Irenicus' Dungeon Level 2
c. Waukeen's Promenade
2. Walkthrough: chapter 2
a. The slums
b. The city gate
c. The docks **THIEF STRONGHOLD**
d. Temple **CLERIC and PALADIN STRONGHOLD**
e. Government District
f. The Bridge District
g. Graveyard District
h. The Planar Sphere **MAGE STRONGHOLD**
3. Walkthrough: chapter 3
a. The aid of the Shadow Thieves
4. Walkthrough: chapter 4
a. Spellhold Island
b. Spellhold
c. The Underwater City
5. Walkthrough - chapter 5
a. The Underdark
b. Ust Natha
6. Walkthrough - chapter 6
a. Exit from the Underdark
b. Small Teeth Pass and North Woods
c. Graveyard revisited
d. Forest of Tethir
7. Walkthrough - chapter 7
a. Suldanessellar
b. Woodland Clearing
c. Hell
8. Walkthrough - other non-Athkatla areas
a. D'Arnise Hold **FIGHTER STRONGHOLD**
b. Windspear Hills
c. Umar Hills
d. Temple Ruins
e. Trademeet
f. Druid Grove
9. Walkthrough - chapter 8
a. Early Sections
b. Saradush
c. Northern Forest
APPENDICES
Notes on Slayer
Character Creation
Monster Fighting Tactics
Party Skills
NPC Breakdown
Cheating!
Other Miscellaneous Stuff
Webring
Baldur's Gate
Monster/NPC Info
Spell Tactics
Spellbook
Playing Multiplayer On Your Own
How To Kill A Dragon
Credits And Addendum
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QUESTIONS AND ANSWERS
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This section will reduce spoilers drastically for those of you wanting
only minor pieces of spoil.
Chapter 1:
Q: How do I free Minsc and Jaheira?
A: The key on the table in the nearby room opens Jaheira's cell, and to
free Minsc just keep talking to him.
Q: What do I do now?
A: You need to find the Sewage Golem and its activation stone. The Golem
is in a circular room just off the second hallway, and the small chamber
where you find Rielev is where you get the stone. Give the stone to the
Golem to get past the locked doors.
Q: What am I looking for?
A: A portal key that will grant access to the upper levels. The key is
found in the Mistress' room just beyond the wooded area.
Q: What do the dryads do?
A: There are two quests they help you with/give you. You really have to
look down for more info - I can't cover that here.
Q: How do I get past those damn wands?
A: You need to use the wand keys with the pedestals, they will release
the wands, so you won't get blasted by them - in fact you get them with
one charge each.
Q: Where do I go from here?
A: The passage to the right just before the wands leads to the exit.
Just follow this.
Q: What was the point of all that with the wands then?!?
A: There are other passages beyond there which lead to magic items and a
bit of experience. It's worth it.
Q: Now I'm out of there, what do I do?
A: Stock up at the various shops. From there, go to the Slums.
Chapter 2:
Q: How do I free Imoen?
A: For good characters, take Gaelan Bayle's offer. Evil characters will
soon have the option of taking an offer from Bodhi.
Q: So I can't free her straight away then?
A: Nope, you've got a long wait for that.
Q: So, where do I go now?
A: Search for quests! There are hundreds, do as many as possible for
experience.
Q: Which NPCs should I use?
A: Look in the appendices for the guide to managing your party.
Q: OK, so what do I do now I've got some experience and neat items?
A: Complete the appropriate quest to find Imoen... Just follow the
instructions from the Shadow Thieves or the Vampires.
Chapter 3:
Q: What do I do now?
A: Exactly what you're told to do. You'll get experience, items, and a
boat to chapter 4.
Chapter 4:
Q: OK, where the hell am I?
A: On Brynnlaw, Spellhold Island. You've got to try and infiltrate
Spellhold, basically.
Q: How???
A: There are two ways, but look down into the appropriate section for
more detailed info. One involves getting a pass-key thing, the other
getting people to believe you're mad and put you there.
Q: Er... I've just been caught by Irenicus. Help???
A: This bit's hard, and you'll do a lot of dungeoneering now. You have
to escape this dungeon - plenty of distractions here. You need the hand
of the vampire to open the door, then the statue horns to leave the door
on the next level. After this, just do as you're told.
Q: That was tough - now what?
A: Enter the asylum, offer the bloke the middle amount of money. Now
fight Irenicus - at 1hp, he flees. Now you get the option of the long
but lots of stuff way (by boat) or straight to the Underdark.
Q: OK, I'm in the Sahaugin City. What do I do?
A: You need to get the artefact in the weird Drow quarter of the city
(in the south). Join with the rebels, then, when all is done, enter the
Underdark with the rope.
Chapter 5:
Q: Where do I go?
A: First to the city of gnomes in the N. Then follow the quests to a
Silver Dragon then throughout Ust Natha. Eventually you will get out.
Q: Do I follow all the Drow quests?
A: All but one. Don't kill Solaufein, and he'll help you. Keep the real
eggs and use the other two to fool both the Drow.
Q: Hey, now my romantic NPC hates me!
A: Yep, that happens when you sleep with the Drow. Sorry.
Q: OK, now I'm trying to get out. Help?
A: Keep following the path, wading through all the Drow. Not easy, but
eventually you'll get out, no problem!
Chapter 6:
Q: Do I co-operate with the elves?
A: Yes - fully. Tell the truth, and agree to help them.
Q: I met Drizzt - what do I do?
A: He can help you, but if you kill him, he carries some of the best
magic items in the game!
Q: Where's the Lanthorn?
A: Bodhi has it in the crypts under the Graveyard District. This quest
also gets Imoen's soul back. She's exceptionally well guarded though.
Q: I got the Lanthorn. What now?
A: Take it back to the Elves. Agree to help them in Suldanesselar, and
they'll grant you access.
Chapter 7:
Q: Where do I go?
A: You need the artefacts that will awake the Avatar that will break
down the gate to Elliseme's palace. When you have the artefacts, the
Avatar will break the gates down. Also get the two stone instruments -
you'll need them.
Q: I'm in the palace, what do I do now?
A: Get the nuts from the tree, and place the stone instruments on the
statues to reveal the passage to the Tree of Life.
Q: What do I do here?
A: You need to kill the three parasites on the tree, when you attack
each one it will release elementals to defend it. Kill them then the
parasite dies easily. You are now taken to Irenicus, and you have to
kill him.
Q: What's going on? I killed him!!
A: Yep, but you've just been sucked down to hell. All you party and
items are restored (despite death) and you need to find the Tears of
Bhaal to get through the door.
Q: Where are they?
A: Down each tunnel is a challenge of some description - complete them
for a Tear of Bhaal. When you have the lot, break the seals on the door
for the final fight - Irenicus as the Slayer and four Demons. Kill him
and you complete the game.
Other sections:
D'ARNISE HOLD
Q: What is besieging the hold?
A: Yuan-ti and Trolls. There are a few Umber Hulks too.
Q: Where's the boss of the Trolls?
A: On the second floor you find a secret door leading to a spiral
staircase. Go down here. There are some enemies then you reach a bunch
of trolls including their boss.
WINDSPEAR HILLS
Q: Where's Fikraag gone?
A: He is in fact the main man behind a big plot. He's the bad guy here.
Q: What do I do?
A: Go down the dungeon in the NE, it's very hard but ultimately very
rewarding. Look down for full information, I can't cover it all here.
UMAR HILLS
Q: Who do I help?
A: Minister Lloyd - assure him it's not Madaulf but in fact go to the
Temple Ruins, complete that then tell him you have and you get credit
for it.
Q: Where's Valygar?
A: Whatever your purpose with him, he's in a cabin in the NW, guarded by
a few rangers.
TEMPLE RUINS
Q: That werewolf - what do I do with her?
A: Let her help you, she is handy against the Shade Lord.
Q: How do I stop those Shadows at the entrance?
A: Activate the stained glass window. Then they all die.
Q: There's that Indy-style letters puzzle, what's the name?
A: "Amunator".
FORESTS OF TETHIR
Q: What's there to do here?
A: A few quests, nothing major. Be sure to pick up the Mana bow +4 -
it's in the cave in the E of the area.
TRADEMEET
Q: What do the Dao Genies want?
A: In the Druid Grove area there is a cottage containing three
Rakshasas, get the leader's head and give it to them.
Q: Who do I help?
A: No real difference - if you're skint help one of the families,
otherwise aid the High Merchant.
DRUID GROVE
Q: Where in the name of hades is the Grove?
A: In the NW. It's a bit hard to find.
Q: Where do I find other distractions?
A: The Troll Cave/Ogre Tower provide magic items and monsters to bash.
In this main walkthrough there are countless spoilers, so beware!
A few points about this walkthrough: First, that I often use a map
reference - to discover a reference place your cursor over the spot you
want to find the reference of and press X (you can configure this in the
BGConfig); second, it is assumed you are playing on Core Rules
difficulty setting; lastly, each section is split into the Walkthrough,
the things you MUST do, and the optional quests, which I recommend doing
as they get you extra experience and treasure.
All NPCs get a score in stars. This goes as follows:
* - Awful, don't go near with a sharp stick.
** - Bad, avoid unless you have a very good reason.
*** - Quite good, OK but think hard before including them.
**** - Very good, excellent at what they do and worthwhile having.
***** - Exceptional, don't hesitate to use them!
SHOPS
Most shops are mentioned below. I will list all unusual items they sell,
but there are three lists here: Mundane, Standard Magical and Potions,
which are considerably more common - I'll simply state that "this shop
uses the Mundane items list" or whatever. Note these lists assume an
"average" reputation and charisma 18.
MUNDANE ITEMS LIST:
Battleaxe - 7 gp
5 Throwing Axes - 7 gp
Club - 1 gp
Flail - 21 gp
Mace - 11 gp
Morning Star - 14 gp
Dagger - 2 gp
10 Throwing Daggers - 14 gp
10 Darts - 1 gp
Halberd - 14 gp
Warhammer - 2 gp
Sling - 1 gp
Spear - 1 gp
Quarterstaff - 1 gp
Bastard Sword - 35 gp
Longsword - 21 gp
Short Sword - 14 gp
Scimitar - 77 gp
Katana - 700 gp
Wakizashi - 70 gp*
Ninja-to - 16 gp*
Two-handed Sword - 70 gp
Heavy Crossbow - 70 gp
Light Crossbow - 49 gp
Shortbow - 42 gp
Longbow - 105 gp
Composite Longbow - 140 gp
40 Arrows/Bolts/Bullets - 1 gp
Chainmail - 105 gp
Splint Mail - 112 gp
Leather Armour - 7 gp
Studded Leather Armour - 28 gp
Plate Mail - 840 gp
Full Plate Mail - 8400 gp
Small Shield - 4 gp
Medium Shield - 9 gp
Buckler - 1 gp
Helmet - 7 gp
* Not all shops stocking this list have these swords available.
STANDARD MAGICAL LIST:
Battleaxe +1 - 2100 gp
Flail +1 - 2800 gp
Mace +1 - 2100 gp
Dagger +1 - 420 gp
20 Darts +1 - 224 gp
Warhammer +1 - 2100 gp
Spear +1 - 1400 gp
Longsword +1 - 1750 gp
Short Sword +1 - 1120 gp
Scimitar +1 - 1400 gp
Katana +1 - 1400 gp
Two-handed Sword +1 - 1260 gp
Heavy Crossbow +1 - 4200 gp
Light Crossbow +1 - 3500 gp
Longbow +1 - 2240 gp
Composite Longbow +1 - 3500 gp
Shortbow +1 - 490 gp
40 Arrows/Bolts +1 - 280 gp
40 Bullets +1 - 448 gp
40 Arrows/Bolts +2 - 560 gp
40 Bullets +2 - 840 gp
Splint Mail +1 - 2800 gp
Plate Mail +1 - 7000 gp
Large Shield +1 - 2800 gp
Small Shield +1 - 1400 gp
Medium Shield +1 - 2100 gp
Protection Scrolls - 1050 gp
Protection from Petrification - 840 gp
Protection from Magic - 2800 gp
Level 1 Scrolls - 140 gp
Level 2 Scrolls - 280 gp
Level 3 Scrolls - 420 gp
Level 4 Scrolls - 700 gp
Level 5 Scrolls - 1400 gp
Level 6 Scrolls - 2800 gp
NOTE: Some scroll costs can vary.
POTIONS LIST:
Potion of Healing - 105 gp
Potion of Extra Healing - 630 gp
Antidote - 140 gp
Elixir of Health - 350 gp
Oil of Speed - 700 gp
Potion of Invisibility - 350 gp
Potion of Fire Resistance - 560 gp
Potion of Cold Resistance - 350 gp
Potion of Heroism - 1120 gp
Potion of Strength - 490 gp
Potion of Frost Giant Strength - 1050 gp
Potion of Agility - 420 gp
Potion of Firebreath - 350 gp
Potion of Insulation - 238 gp
Potion of Master Thievery - 560 gp
Potion of Perception - 490 gp
Potion of Regeneration - 700 gp
Potion of Freedom - 350 gp
Potion of Insight - 393 gp
Potion of Genius - 393 gp
Potion of Mind Focusing - 655 gp
TEMPLE STANDARD SERVICES:
Cast
Cure Light Wounds - 50 gp
Dispel Magic - 200 gp
Remove Curse - 300 gp
Cure Serious Wounds - 150 gp
Slow Poison - 150 gp
Raise Dead - 800 gp
Cure Critical Wounds - 200 gp
Heal - 750 gp
Resurrection - 1200 gp
Greater Restoration - 750 gp
A few items from the lists above plus the following scrolls:
Neutralise Poison - 624 gp
Raise Dead - 4585 gp
Restoration - 982 gp
Identification
Any item for 100 gp.
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1.a. Irenicus' Dungeon Level 1 (AR 0602)
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PLOT POINT:
Having fled Baldur's Gate due to your lineage, you were captured, and
now awake trapped in the dungeon of the evil mage Irenicus, undergoing
torture or "experiments". As the Shadow Thieves break in, you take
advantage of the confusion to attempt to escape.
Treasures: Long sword +1, Bastard sword +1, Helmet of infravision,
Bracers of defence AC 8, Amulet of Metaspell Influence, Helm of
Balduran, Quaterstaff +1, Mail of the Dead +2, Sword of Chaos +2, Dagger
+1.
NPCs: Imoen, Jaheira, Minsc.
Imoen 9 18 16 17 11 16 Human Mage/Thief Neutral Good
Imoen is your foster sister, also an oprphan brought up by Gorion,
and the same age as you. After travelling with you she too has
been captured by Irenicus.
Found: Appears at very beginning.
Score: ***
Good mage, OK thief, but poor at fighting - seeing as you
lose her soon on in the game her score doesn't matter too
much - use Jan instead.
NOTE: Imoen's Belt, which cannot be removed, prevents her from
dying and protects her from the effects of most spells, so
she can survive the dungeon for the sake of the plot.
Jaheira was a friend of Gorion, and her and her husband Khalid
agreed to protect you after he died. However, they too have been
captured and while Jaheira is found in a locked cell, Khalid is
nowhere to be seen. They were both members of the Harpers, that
semi-secret force of good to which Elminster belongs.
Found: In a locked cage in the room you start. The key is in the
room with the weapons on the table.
Score: ***
Good stats, but in the long run a fighter/druid is of
little use, as they have limited access to equipment and
cast less well than clerics.
Minsc 18/98 16 16 8 6 9 Human Ranger Chaotic Good
Minsc was the guardian of the witch Dynaheir, who, after picking
up a nasty head wound, has been going increasingly more insane, to
the point where he has befriended a miniature giant space hamster
(he claims) called Boo. He thinks Boo is a source of wisdom who
gives him advice. Nevertheless he is unfailingly loyal.
Found: In a cage near Jaheira. Simply keep talking to him to set
him free.
Score: ****
Very good physical stats and a excellent fighter, the only
reason he gets four stars is his terrible mental stats, but
these are unimportant to his class - Minsc is one of the
best warriors in the game.
After the opening cut-scenes, Imoen will come up to you and free you. Be
nice to her and she'll join your party.
GETTING EQUIPMENT:
Head to the north-west room as she advises. Equip yourself with weapons
and armour and take the key. If you open the locked/trapped picture at
(x 3120 y 2690) you get:
Dagger +1
3 Potions of Healing
(Golden Pantaloons, if you imported with them from BG1)
There is a smoke mephit along the corridor past the door the golem is
guarding.
NOTE: To kill the jailkeep golem, buff up a priest and get him to
cast Spiritual Hammer. If the priest kills the golem it is worth
5000 xps.
FREEING MINSC AND JAHEIRA:
To free Jaheira (x 3898 y 2675), a half-elf fighter/druid, talk to her
using dialogue options 4 then 2, then with the key from the equipment
room you can open the door and she'll join (3000 xps).
To free Minsc (x 4025 y 2758), a mad human ranger and his pet hamster
Boo, simply talk to him, saying whatever you like. Eventually he'll
break free of his cage. Now be nice to him and he'll join your party
(3000 xps).
THE LIGHTNING MEPHIT MACHINE:
Now carry along the W passage into a room with a large blue machine in
the middle. Every time the machine throws out a bolt of lightning, it
creates a lightning mephit. To turn the machine off "use" the control
panel on the wall (x 2864 y 3086) twice (2000 xps).
NOTE: Lots of "use" items require two clicks - one to identify
what it does and the second to actually use it.
AATAQH'S RIDDLE:
Now carry on into a room filled with crystals. Talk to Aataqh and answer
his riddle. If you say you'd press the button, he'll summon an Ogre
Mage. Answer you'd not press the button and he'll summon a group of
panicked gibberlings. He'll come back to talk to you afterwards and give
you the clue to talk to Rielev.
The pools around the edge provide interesting reading but nothing more.
There are some goblins through both exits but the N one is locked so use
the W one. To kill goblins get rid of the archers first, they're the
only half-dangerous ones.
SEWAGE GOLEM ACTIVATION:
Head W still. Enter the room with the sewage golem at the junction past
the goblins. Talk to it, if you pretend to be it's master, it'll tell
you to find the activation stone which Rielev has. Search the room for
goodies, inc:
Long sword +1
Spells (Flame Arrow, Dispel Magic)
3 Potions of Extra Healing
1 Healing Potion
Some mundane items (5 arrows, 2 scimitars, warhammer, spear, medium
shield)
In the panelled corridors, enter the first room on the right, and talk
to Rielev. Agree to release him (4000 xps) for some energy cells which
you CAN use on the bodies in the room W of the sewage golem for some
weird dialogue. At least be sure to search that room thoroughly. There
is:
Quaterstaff +1
1 gp
Some mundane items (5 arrows, 6 bullets, short bow)
And in Rielev's room:
Activation Stone
2 Potions of Healing
Mundane items (Sling, 8 bullets, halberd, warhammer)
Get the activation stone from Rielev's table and give it to the sewage
golem (3000 xps). Follow it and enter one of the doors it opens. The
otyugh in the central room can only be harmed with magic. The various
boxes (one of them is trapped) contain:
Helm of Infravision
Spells (Clairvoyance, Vocalise)
7 Potions of Healing
1 Oil of Speed
Mundane items (10 bolts, splint mail, light crossbow)
And the otyugh itself has the wand of frost key.
THE MASTER'S AND MISTRESS'S ROOMS:
Now head up the passage to the master's room, complete with lots of
traps. Search it, get the Air Elemental Statue. There is also:
Amulet of Metaspell Influence
Helm of Balduran
Wand of lightning key
Go South-east, past the dryads, down to the Mistress's room. In here are
even more traps plus:
Portal Key
Spell (Dire Charm)
Wand of key
NOTE: The Portal Key cannot be removed from an inventory, so
make sure Imoen takes it, or one party member will be stuck with
it permanently. Imoen doesn't have it again in Spellhold.
When you go back you may encounter the two lesser clay golems that were
standing inert back in the panelled corridors. They can only be harmed
by melee weapons.
Now you have the portal go back through the master's room into the
portal room, search it for:
Spells (Fireball, Armour)
20 bullets
Now simply "use" the portal to be teleported to the next level of the
dungeon.
OPTIONAL QUESTS >>>
LIBRARY AND GUARDROOM:
The room beyond the pannelled coridors and the one beyond that. In the
library is a band of goblins and a lone mephit. Deal with them and loot
the room for:
Spells (Larloch's Minor Drain, Know Alignment)
5 Potions of Healing
1 Potion of Extra Healing
1 Oil of Speed
Agni Mani Necklace
LOTS of books!
The linking corridor is guarded by a fire mephit. In the guardroom can
be found Illyich and his group of duergars (evil underground dwarfs).
They have crossbows and one of them is a mage. Casting Fireball and
Summon Insects is a brilliant way of killing half of them and stopping
the mage casting. Illyich himself has the Mail of the Dead +2 and the
acorns for the Dryads's quest. The ordinary duergars have basic
equipment and gold and the mage has just gold. Loot the various tables,
chests and barrels for:
Spell (Grease)
2 Potions of Healing
4 Potions of Extra Healing
Lots of mundane equipment
THE CAMBION:
Carry on down the trapped corridor past the guardroom to arrive in a
room with a bizarre machine and a force field-protected cambion. To
disable the force field use the whirring machine twice. The cambion has
a Bastard Sword +1 and some gold.
THE ELEMENTAL PLAIN OF AIR (AR 0601):
In between these two quests there is a door. This can only be opened
with the air elemental statue from the master's room. Inside are lots of
mephits.
The first branch of this wooden structure leads to a mephit-guarded
Summon Air Elemental scroll. If you carry on the main route, then at x
310 y 558 you will find a genie flask. Use it to summon a djinni. He
tells you that if you retrieve his true flask and hence his freedom, he
will give you a weapon belonging to you that he possesses.
The true flask is held by the dryads in the forested area between the
two bedrooms. Ask for it and they'll give it you. Return it to the
djinni for 15000 xps and the Sword of Chaos +2, Sarevok's sword.
THE DRAYDS AND THE ACORNS PART ONE:
When you first encounter the dryads mentioned above they give you a
quest to find some acorns held by the duergar Illyich and take them to
the Fairy Queen in the Windspear Hills so they can be freed.
If you agree, then fetch the acorns from Illyich (the only way is to
kill him and his friends, see above) and show the dryads you have them
for 9500 xps.
The second part of this quest is found in the Windspear Hills section.
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1.b. Irenicus' Dungeon Level 2 (AR 0603)
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PLOT POINT:
Continuing your attempt to escape from the nightmare dungeon of
Irenicus, you are assisted by a mysterious rogue by the name of
Yoshimo...
Yoshimo is a mysterious bounty hunter claiming to be from distant
Kara-Tur. He also says he is a thief of high repute, though you
have never heard of him. Whether you trust him or not is another
matter.
Found: Appears at beginning of second level.
Score: *****
A superb thief, easily the best and also a competent
fighter when needed, there is really no problem with
Yoshimo. He even gets five stars despite the fact he
betrays you - this guy is something special!
NOTE: Comes with a Katana +1 that only he can use.
As you arrive on this side of the portal Yoshimo will appear with more
explanations, and he can join your party (let him unless you are a
thief). Search a crate beside the portal for a Hold Person scroll.
THE MEPHIT PORTALS:
In the next room are four mephit portals through which mephits (radiant,
smoke, ice and magma). To stop the mephits pouring through kill the
portals (5000 xps each). The actual summoned mephits are worth no xps.
When they are dead, search the room, you can find a lot:
Wand of Summoning, Fire and Cloudkill keys
2 Potions of Extra Healing
5 gp
CURSED Scroll of Weakness
3 Bolts +1
Iol Gem
Sunstone Gem
Skydrop Gem
Silver Necklace
Gold Ring
Mundane items (5 arrows, bastard sword)
Also, on the torture rack at x 1399 y 2420 is Khalid's body, the dead
husband of Jaheira - if she is with you this will cause a lengthy piece
of dialogue to occur, where she mourns for Khalid's death and gets very
upset indeed.
Take the second of the two doors in the North-east corner of the room,
carry along the corridor which is filled with goblins and mephits. On
the bridge there is a deadly steam trap hal way across.
THE WAND ROOM:
To exit the level directly take the first passage on the right and
you'll never encounter any danger bar the two duergars who are easily
despatched with ranged weapons.
If, however, you wish to do the quests down the other end, to get past
the wands (arranged in this order: Missiles; frost; fireball; summoning;
lightning; cloudkill), "use" the pedestals down the left hand side while
you have the various wand keys. If you failed to collect a key along the
way you can simply walk down the left keeping off the mosaics and still
avoid the wand blasts.
Every time you disable a wand you are given that wand, unidentified,
with one charge left each.
At the far end of the room is an unlocked, untrapped statue with a Ring
of Protection +1 in it.
THE SHADOW THIEVES:
If you ignore the upper wand room and exit straight away (you must leave
this way regardless), go along the first corridor on the right. In the
very first room you reach a Shadow Thief with mage abilities and two
bow-armed thieves will appear and, regardless of what you say, attack
you. Kill them by taking out the mage first and other thieves second.
Now simply keep following this unguarded passage to reach the exit.
OPTIONAL QUESTS >>>
THE VAMPIRE AND THE SHADOW THIEVES:
The room on the left contains a vampire which flees and leaves you to
fight two Shadow Thieves. Nothing special about this, it's just a matter
of a few extra xps.
THE UPPER GUARDROOM:
In the North-east of the wand room there are two corridors. The second
one leads through a goblin-guarded forge to a guardroom containing four
duergars, one of whom is a mage. Once you have despatched them (nice and
easy), loot the room:
Girdle of Bluntness
100 gp
3 Potions of Healing
Charm Person scroll
Mundane items (Splint mail, chainmail, 40 arrows, mace)
FRENNEDAN THE DOPPELGANGER:
The first corridor leads into a room with a division. On the other side
of the division is Frennedan who asks to be rescued, first as an old man
and if you refuse as a little boy. To state the obvious he is a
doppelganger - attack him and the divide door opens and he attacks in
his true shape.
Loot the room:
Spells (Blur, Blindness, Color Spray, Knock, Invisibility)
106 gp
6 Bullets +1
4 Arrows +1
4 Bolts +1
2 Potions of Extra Healing
4 Elixirs of Health
1 Potion of Firebreath
Protection from Electricity Scroll
CURSED Scroll of Foolishness
1 Oil of Speed
If you agree to help him he'll follow you for a short while prior to
assuming his natural shape and attacking you.
THE ESCAPED CLONE:
Back in the mephit portal room, the first of the two doors leads to a
scuffle between an escaped clone (x 311 y 2228) of the mistress
(Ellesime, as you will discover much later) and a Shadow Thief. The
victor (basically the clone) will attack you. The clone casts Mirror
Image, Minor Spell Turning and, given half a chance, Monster Summoning
II, and is worth 1250 xps upon its death.
Search the room afterwards for:
Wand of Missiles key
Fireball Scroll
1 gp
Pearl Necklace
7 arrows
-----------------------------------------------------------------------
1.c. Waukeen's Promenade (AR 0700)
-----------------------------------------------------------------------
PLOT POINT:
Having miraculously escaped the dungeon if Jon Irenicus you reach the
outside world where you emerge in the city of Athkatla, City of the
Coin. However, though this should be welcome news, it is tainted with
grief - Imoen has been taken by the Cowled Wizards along with Irenicus -
and for now, there is nothing you can do to find her.
Monsters: Illusionary Werewolves, Shadows.
Treasures: Girdle of Piercing, Ring of Human Influence, War Hammer +1,
CURSED Sword of Berserking +3, Cloak of Non-detection.
Aerie was a member of the winged elves, the Avariel, before being
captured as a circus showpiece. In her cage her wings wilted and
now she has lost the gift of flight. Her saviour was a gnome by
the name of Quayle who took her on as a daughter - and now she is
healthy enough to leave her new home.
Found: Circus tent. She is the ogre that will transform into Aerie
if given the Ogre Sword held by the "peasent" beasts.
Score: ***
A perfectly good spellcaster but possibly the most fragile
NPC in the game - when I used her she died pretty much
every fifth encounter. Not terrible, but I recommend
avoiding her.
WALKTHROUGH:
There is nothing compulsory to be done in Waukeen's Promenade, except
leave for the Slums.
OPTIONAL QUESTS>>>
THE CIRCUS TENT:
The major quest here is the circus tent. Talk to the guard outside and
say you'll try to end the evil inside, he'll let you in. Inside, answer
the genie on the bridge's riddle with dialogue option 3 (19500 xps).
Enter the tent. If you want to leyt Aerie join, you need to agree to
help her and get the Ogre's Sword off the "peasents" which transform
when you attack them, and give it to her. If you refuse her she'll
attack you. Freeing her gets you 18500 xps.
Enter the door guarded by the pleasure slave. Inside, kill all the
monsters and enter the door at the top of the staircase (the genie will
reappear and give some information). Search first the vases for some
scrolls.
Inside this circular room, Kalah will try to kill you, but first he
tries to kill Quayle while some monsters attack you. Use party members
to disrupt Kalah's spellcasting, and deal with the monsters. KEEP QUAYLE
ALIVE. Kill Kalah (2000 xps). He carries
Ring of Human Influence
Girdle of Piercing
Everything will be back to normal, and Aerie will stay with the group if
you want. Take Kalah's treasure and leave. Outside, talk to the guard
again for reputation +1.
THE ADVENTURER'S MART:
In the Adventurer's Mart is a huge selection of magical goods, to
satisfy any adventurer. You should definitely visit here to buy and sell
for some better magical equipment.
This is the complete Adventurer's Mart item sale list, excluding the
standard Mundane Item list (see above), Standard Magical list (also
above) and Potions list (yet again, above):
Flail +2 - 4200 gp
Halberd +2 - 4900 gp
Warhammer +2, +1 electric damage - 6300 gp
Warhammer +2 - 4200 gp
Sling +2 - 1050 gp
Spear +2 - 2100 gp
Quaterstaff +2 - 3500 gp
Staff Mace - 2100 gp
Staff of Rynn +4 - 18900 gp
Short Sword +2 - 5600 gp
Heavy Crossbow of Searing +1 - 9800 gp
Heavy Crossbow +2 - 6300 gp
Giant Hair Crossbow +3 - 12600 gp
Shortbow +2 - 3080 gp
Longbow +2 - 2800 gp
Strong Arm +2 - 7700 gp
Chainmail +2 - 7000 gp
Leather Armour +2 - 4900 gp
Studded Leather Armour +2 - 6300 gp
Karajah's Leather - 7700 gp
Armour of Deep Night - 14000 gp
Aeger's Hide +3 - 12600 gp
Medium Shield +2 - 3500 gp
Fortress Shield +3 - 12600 gp
Reflection Shield +1 - 3500 gp
Ring of Protection +1 - 2100 gp
Ring of Energy - 1680 gp
Bracers of Defence AC 3 - 9100 gp
Bracers of Defence AC 7 - 3500 gp
Amulet of Protection +1 - 4200 gp
Rod of Resurrection - 11200 gp
Gem Bag - 280 gp
Ring of Air Control - 4200 gp
Sword of Flame +1 - 6650 gp
Ring of Animal Friendship - 490 gp
Bracers of Defence AC 4 - 7000 gp
Girdle of Hill Giant Strength - 14000 gp
Knave's Robe - 840 gp
Ribald himself has a Ring of Regeneration that you can pickpocket off of
him, but as he casts True Sight instantly if you cast Invisibility type
spells or hide in the shadows, you really need the Cloak of Non-
detection, see below.
Also in the Adventurer's Mart you can purchase wizarding goods from Lady
Yuth, who stocks scrolls from the Standard Magical list.
PARTY IN THE DEN OF SEVEN VALES:
The Den of Seven Vales is a reasonable inn staffed by a bossy barmaid
and an inept singer, the entrance is in the North-east on the tiers at
(x 3320 y 430).
On the top floor of the Den of Seven Vales, there is a group of
adventurers. Be nasty to them and they'll attack you. A tough battle,
but ultimately rewarding. Search the bodies and chests for some of the
magic items from BG1. The party consists of three tough fighters and a
mage with a familiar.
Cloak of Non-detection
War Hammer +1
CURSED Sword of Berserking +3
VICONIA SPOTTED:
Near the NW entrance is a man in blue by the fountain. If he sees
Viconia, he will yell out that she is a Drow and all the citizens of the
Promenade will be your enemies - not the best way to get along. Either
use another exit or make Viconia invisible/blind him.
A SHRINE OF ILMATER:
There is a shrine in the North-east corner at (x 3236 y 723) to the
Crying God, a good deity. Here you can make use of all the usual
priestly services. There are also two beggar children here who beg money
off you.
GALOOMP THE "BOOKKEEPER":
Also on the tiers is Galoomp (x 3333 y 296) who stocks a huge variety of
lower level mage spell scrolls and protection scrolls.
MIRA THE STALLKEEP:
Just North of the Circus Tent at (x 3448 y 1324) you can buy the whole
mundane list, and a couple of the standard magical and potions, lists.
She is also a mine of information about the local area.
-----------------------------------------------------------------------
2.a. The Slums (AR 0400)
-----------------------------------------------------------------------
Having gained your first contact with the bustling Amnian underworld,
you must now raise the money to pay your "friend" to get you to both
Imoen and Irenicus.
Treasure: Shaman's Staff, Gloves of Pickpocketing, Tuigan Short Bow +1,
Studded Leather Armour +2, Bastard Sword +1, +3 vs. Shapeshifters,
Lilracor +3.
NPCs: Nalia, Korgan, Anomen.
Nalia 14 18 16 17 9 13 Human Mage/Thief Chaotic Good
Nalia is a good hearted daughter of a rich family that often
ventures from her castle home to give aid to the poor and the
homeless, a course her family would disapprove of - but now she is
seeking a band of fighters to help clear her home of the evil that
has invaded it.
Found: Copper Coronet
Score: ***
While she has some good stats, she is a terrible thief and
hasn't got great mental ability, as well as being dualled
to the effects that she has limited access to decent gear,
and is bad at using it.
A bloodthirsty axe-wielding dwarf that regularly drinks himself
halfway to death, Korgan is currently seeking to find a group of
adventurers who will help him retrieve a tome from an ancient
crypt.
Found: Copper Coronet
Score: ****
Has very good physical stats, and makes a very solid
fighter but has such terrible mental abilities that, like
Minsc, he can't be given full marks. In an evil party, he
is a must have.
A proud and judgemental follower of Helm, Anomen has devoted his
recent life to gaining a place in the hallowed ranks of the Order
Of The Radiant Heart. He still seeks to quest in order to earn his
place.
Found: Copper Coronet
Score: ****
Makes a reasonable fighter and has cleric spells so he gets
four stars for being really a jack of all trades, master of
none. If you have one last slot for party members then he
makes a good choice.
WALKTHROUGH:
On your way you may get ambushed by Suna Seni, Eldarin and some slavers.
Kill 'em. Suna Seni carries:
Arbane's Sword +2
Short Sword +1
And there is plenty of gold and scrolls on the other bodies.
Gaelan Bayle will appear and will offer to get the organisation he knows
to help you find Imoen and Irenicus for 20000 gp - steep. You can give
him a real grilling for plenty of hints and clues as to what is
going on.
You can buy a selection of items from the lists in addition to the
Glasses of Identification and a few other interesting items from a
Shadow Thief fence upstairs in Gaelan's house. There are also three
trapped containers (two with difficult locks on them) containing a wide
variety of gems you can sell to the fence.
When you go outside you'll his nephew Brus waiting for you, he'll point
you towards your stronghold quest for later, so listen to what he tells
you.
OPTIONAL QUESTS >>>
Copper Coronet (AR 0406)
PIT FIGHTING:
Talk to Amalas and he'll challenge you to a fight in the pit. Defeat him
(9500 xps and 1800 xps), it's a fairly easy fight. You can also talk to
Surly and bet 10 gp on a dog fight. You get 20 back if you win. Woohoo...
THE WINDSPEAR HILLS QUESTS PART 1:
Talk to Lord Jierdan. He'll ask for help on the Windspear Hills, agree
and you'll be able to do some hugely difficult and rewarding
dungeoneering in the Windspear Hills, but beware - the quests are
seriously difficult. The second part is in the Windspear Hills section.
THE BACK ROOMS:
Talk to Garrol, and he'll refer you to Lehtinan, ask about
'entertainment' and 'other entertainment' and he'll let you through the
locked door at the top of the stairs.
Search the rooms for mostly minor treasures and the
Gloves of Pickpocketing (x 747 y 614)
These corridors lead to further quests...
THE LILARCOR:
Head South-east and on and enter the second secret door, then go through
the door here. You're in some sewers. Kill the Hobgoblins, then head in
to a circular room South-west, kill all the jellies and search the grate
in the middle of the room for a hand (x 516 y 959) (you take 10 damage
doing this so don't make a badly wounded NPC do it).
The hand is one of four keys to a sword. To get this quest, head
onwards, South-west and on, over the TRAPPED bridge, then North-east,
into a room with four pipes. A voice will talk to you, and then you
should look at the four clues (the voice is found at x 2815 y 1755).
Quallo, as the voice mentioned, is found South-west of here (beware a
very nasty cloudkill trap). Talk and he'll tell you about all the keys.
The hand is the first, place it in the third pipe. Second is a Ring,
carried by two skeletons just beyond the hobgoblins (x 1938 y 854),
place it in the first pipe. Thirdly, kill Quallo's Carrion Crawler (x
2320 y 2712) and take its blood, this is the third key, place in the
second pipe. Lastly, is the Shaman's Staff, carried by a Kobold Shaman
East of the bridge (x 2329 y 1334), place this in the fourth pipe. The
sword is the talking
Lilarcor +3
handy but sometimes annoying. You also get 18000 xps per head for
completing this quest.
HENDAK AND THE GLADIATOR SLAVES:
In the Copper Coronet back rooms, you can go right through to the back
where a man called Hendak (x 2693 y 514), who is a slave forced to take
part in gladiatorial combat, begs you to free him and the other
gladiators. Before you talk to him however, you must fight off some
guard members, which proves nice and easy.
Head South then East (going through some pits which hold a winter wolf)
to find the beastmaster and his animals (x 3562 y 2009), which are
various big cats, bears, gibberlings and even a minotaur - kill them all
and grab the key (the beastmaster also carries the Tuigan Short Bow +1).
Give the key to Hendak and wade your way through the Copper Coronet
guards (7500 xps), who will assault you from all directions. If you're
present when Hendak kills Lehtinan (just keep up with him), you get
48750 xps and a request to infiltrate the slaver stockade to the East of
the Copper Coronet (Lehtinan carries many gems and spells).
Note that once Lehtinan is dead, you can get all the usual services
cheaper plus some interesting magic items from Bernard, the fat guy
hanging around the bar. He stocks the Mundane list and much from the
Standard Magical list, as well as a couple from Potions, plus:
Mauler's Arm +2 - 2025 gp
The Sleeper +2 - 2025 gp
Sling of Seeking +2 - 1350 gp
Light Crossbow of Speed - 4500 gp
Blade of Roses - 5950 gp
Battleaxe +3, Stonefire - 3585 gp
Azuredge - 2625 gp
Sword of Flame +1 - 3562 gp
In the Slaver Stockade, there are LOTS of enemies, and lots of traps,
and lots of minor treasures throughout, so ensure you always have trap
finding on.
Go through, killing as you go, following the obvious path which doesn't
branch. When you reach the two rooms on either side of the passage
containing children that have been kidnapped for slaves, unlock the
doors for 2500 xps each. Go onwards, kill the Slaver Captain and his
lackeys and take the key. Now enter the next room, kill the two trolls
and free the girl (3500 xps). If you pay her 100 gps, you get reputation
+1.
Now tell Hendak about your clearing of the stockade for reputation +1,
quest xps, 3900 gps and the
Bastard sword +1, +3 vs. Shapeshifters.
Non Copper Coronet
HAREISHAN THE VAMPIRE:
Near the gate Hareishan the vampire attacks a couple of Shadow Thieves.
If you are ready to take her on and intend to the follow the game's good
path, then kill her, but if the answer to either question is no then
it's best to ignore her.
COHRVALE AND BREGG:
Two rather stupid bandits called Cohrvale and Bregg, found just to the
East of the Copper Coronet main entrance (x 3009 y 2206), will threaten
you - if you threaten back they'll attack, it's an easy fight. They
carry some gold and mundane equipment.
SHADOW THIEF FENCE:
At x 3494 y 1984 there is a Shadow Thief fence selling off stolen items
from the Mundane and Standard Magical lists, plus a few very cheap +2
items.
GAELAN BAYLE AGAIN:
You can revisit Gaelan's house whenever you wish, it's marked on the map
(x 3141 y 1170), but when you get Brus' message from somewhere in
Athkatla to return to Gaelan, if you intend to follow the "good" path
through the game then turn up and he'll offer to help you find Imoen for
15000 gp.
TEMPLE OF ILMATER:
On the Copper Coronet roof is a larger Ilmater temple, that have got all
the usual services. Just outside the steps leading to the temple is a
band of surprisingly tough thugs that try to kill you, but it's not a
hard fight.
THE PLANAR SPHERE:
The Planar Sphere, found in the top left of the map, is such a large
section that it is described individually below, with its very own
section.
-----------------------------------------------------------------------
2.b. City Gate
-----------------------------------------------------------------------
Athkatla may be massive, but there's only one exit to the outside world,
where you can also rest at the Crooked Crane, a renowned tavern for
gossip.
Monsters: 1 Lich.
Treasure: Daystar, Rod of Terror, Ring of Invisibility, Wand of Fire,
Wand of Cloudkill, Wand of Lightning.
NPCs: none.
A very small area, the only interesting area is the Crooked Crane
tavern. However, at the start you'll witness ANOTHER vampire vs. Shadow
Thieves battle. Then talk to Flydian and readily accept his quest (10000
gps will get you nearly there).
In the Crane, everybody is talking about Aulava and Tiiro. You can talk
to them upstairs, if you so desire.
I don't recommend trying this now, but later, enter the secret door in
the tavern. It leads to a tomb guarded by a VERY powerful Lich.
The tomb is empty, but the chest behind is not:
Daystar
Rod of Terror
Ring of Invisibility
Wand of Fire
Wand of Cloudkill
Wand of Lightning
-------------------------------------------------------------
2.c. The Docks (AR 0300)
-------------------------------------------------------------
Another place where you might find employment and contacts, the Docks is
the route in and out of Athkatla for smugglers and travellers.
Treasure: Helmet of Charm Protection, Staff spear +2, Spear +1, Bracers
of defence AC 6 (x2), Bracer of defence AC 7, Quaterstaff +2, Short
sword +2, Katana +1, Two-handed sword +1, Cloak of protection +1, Ring
of Wizardry, Boots of Stealth, Shadow Armour.
Edwin Odesserion was first met by you back in Nashkel, where he
sought the death of Minsc's charge Dynaheir. Now he has moved on,
it is rumoured that he has taken up a position of responsibility
somewhere among the Shadow Thieves.
Found: Mae'Var's Guildhouse
Score: *****
With maximum intelligence he is by far the best caster in
the game, he is also no weakling (for a mage) and can
stand firm in a fight, plus he gets tons of spells. Want a
wizard? Edwin is the ONLY choice.
WALKTHROUGH
There is nothing compulsory to do in the Docks section.
OPTIONAL QUESTS >>>
RENAL BLOODSCALP AND THE SHADOW THIEVES (**Thief Stronghold**)
If you have Yoshimo with you, he'll tell you that you need to see Renal
Bloodscalp, a high-ranking member of the Shadow Thieves for a quest.
Inside, go forward then up and follow round. If you accept Renal's offer
to spy on Mae'Var, it leads not only to a rewarding quest but also to
the thief stronghold - the ownership of Mae'Var's guildhouse. Leave and
go to the guildhouse (it's marke on your map). Inside, show Gorch the
documents Renal gave to you, then go through and down the steps.
Mae'Var will now give you a series of tasks. The first is to recover an
amulet or statuette from one of the more important temples. See the
Temple section for details of how to get the object you require.
Having got the amulet or statuette, give it to Mae'Var (29500 xps),
he'll tell you to visit his assistant, Edwin, who will give you further
challenges.
Speak to Edwin (he's on the top floor of the guildhouse) and he'll give
you a hard errand, to dispose of a prying Cowled Wizard called Reyic
Gethras. Accept it if you desire, and search the chests and rooms for
treasures, including a:
Spear +1
On your way downstairs, in the room filled with doors, you can pick the
locks on all thre doors for increasing rewards of gold, and the last few
are trapped, but hold very great rewards indeed.
Go to Rayic's house (again, this is marked on the map - it is wedged
between the Harper Hold and the Shadow Thief main guildhouse) and enter.
Kill the mephits, then SAVE - it gets TOUGH. Upstairs are two stone
golems. Kill them, then go upstairs and kill Rayic. Search his body. The
best way to kill Rayic is to send an invisible character upstairs so he
casts his spells, then wait a while for the durations to finish, then go
and kill him.
Tell Edwin you killed the wizard, he'll give you another task: collect
some documents from Marcus in the Sea's Bounty Tavern.
If you don't have Jaheira, enter and agree to buy the documents off of
Marcus for 200 gold. Give them to Edwin (10000 xps). Go to Mae'Var,
he'll ask you to kill Embarl and bring his dagger as proof of his death.
Go to Embarl in the Tavern again and either kill him or let him go but
make sure you get the dagger one way or another. Bring back the dagger
to Mae'Var (28750 xps).
Go to Edwin again, and he knows the truth about why you're in the guild,
agree to help him for the key to Mae'Var's personal chest - you can also
let Edwin join your party at this point if you want to. Enter Mae'Var's
chamber and open the locked chest. Take the letter you find inside to
Renal (48250 xps). He'll tell you to kill Mae'Var and the rest of the
guild.
Everyone in his guild will know about your attempt, so wade in and kill
everybody - a lot of thieves appear but they're not overly hard so they
just get in the way more than anyuthing else. With Mae'Var dead (search
his body for the Shadow Armour), head back to Renal for your reward:
some quest xps and 10500 gps.
When the Renal/Mae'Var quest is resolved, Renal gives you control over
his old guild. Enter the guildhouse and talk to the two men in the room
where the steps to the basement are.
They will tell you about all your rogues, what they do, and give you the
option of altering how they work, making things risky or less risky for
them.
There are also some events that occur.
EVENT 1: Ama, Shadowmistress of the East, requires you to make a
rendezvous and assassination at Waukeen's Promenade. Go there at dark
and Ama will spring a trap of half a dozen muggers, herself and the
bloke you thought you would assassinate. Kill them all, there are some
minor treasures on the bodies.
EVENT 2: One of the young thieves under Kretor is skimming off the top,
reducing returns. To deal with this, cut all their wages. In five days
time the matter will be resolved.
The boy who can otherwise be found in the Government District seeking
someone to help with some difficulties in the Umar Hills will appear
after this in your guild.
The amount Joster, Renal's quarter-master, demands, changes. It goes:
500, 500, 1000, 1000, 350.
THE PIRATES IN THE SEA'S BOUNTY:
Back in the Sea's Bounty Tavern, there is a secret door. Inside is a
bunch of pirates, who provide a fairly simple fight, search the water
after killing them for cash.
THE HARPER'S PIN QUESTS:
If you have the body of Renfeld (you'll get this if you try to travel to
the De'Arnise Hold), deliver it to the estate in the SW. Give it to
Rylock outside for 14550 xps and 125 gps.
As you leave, another old "friend", Xzar, will come up to you on the
steps leading up to the Northern half of the docks and give you a quest
to find yet another old aquaintance, Montaron, who he says is being held
prisoner by the Harpers.
Go back to Rylock and ask to enter. He'll make you perform a service
first. Do this by going to Prebek's house and killing everyone inside
(loot for treasure), though it is quite clear that Rylock wasn't quite
telling you the truth about Prebek.
Report back to Rylock (14500 xps), he'll let you enter. Inside, search
the rooms especially the end room for an amulet. You also get a
Helm of Charm Protection
Put this amulet on your best thief and send him upstairs. Doing this
will stop the spectral harpers attacking, as they recognise the amulet
that marks all the harpers there. Search, but head into the first door
on the left you see. Enter the cage and take the bird.
Deliver this to Xzar, who thinks it is Montaron, and polymorphs it: it
is Lucette who kills Xzar (some xps), and briefly chats. Loot his corpse
for a Staff-spear +2 (a good weapon for a mage).
ANOTHER VAMPIRE KILLING:
Near the first exit, a bloke will come up to you then get attacked by
vampires. You can flee or fight as you wish, but three vampires is a
tough prospect at this stage in the game.
CROMWELL THE DWARF:
The Dwarf Cromwell will forge items out of component parts and monster
hides. Each work will lose you one day of possible adventuring and costs
you 5000 gps. His forge is marked clearly on the map.
He makes:
Red Dragon Scales - Red Dragon Scale
Ankheg Hide - Ankheg Plate Mail
Shadow Dragon Scales - Shadow Dragon Leather
3 parts of the Equalizer - Long Sword: Equalizer
2 parts of the Wave - Halberd +4: Wave
2 parts of the Gesen - Gesen Short Bow
4 parts of the Crom Faeyr - Crom Faeyr
BARON PLOYER'S REVENGE:
In the Sea's Bounty Tavern is a guy called Baron Ployer who was a slaver
that Jaheira ruined. He gets a mage to put a curse on Jaheira before
running away. Don't undertake other quests prior to solving this one as
Jaheira gets a statistics penalty and if you aren't fast, she dies.
First, go to the Government District. Enter the Council of Six building
and when you leave, a mage called Terrence will be waiting, who offers
the services of the mages Baron Ployer is using for a price. Pay 1000
gps and his gang won't attack you with Ployer, otherwise you'll have to
face them, turning an easy fight into moderately difficult one.
Now go to the Derelict House in the Slums (marked on map), in the North-
east corner. Inside, threaten to kill Ployer if he doesn't help you. If
you paid the mercenary wizards off they won't turn up, otherwise they
will. He'll either give you Jaheira's hair (21250 xps) and Jaheira will
kill him (21250 xps again), or you can get it off of his body, but
either way just rest a full day in the Copper Coronet and she'll revive
from the effects of the curse.
THE MAD CLERIC OF CYRIC:
Just outside the Shadow Thief guildhouse a mad priest of Cyric tries to
convert you. You can either say you already worship him and he'll go
away or get an easy 750 xps and a bit of cash by killing him.
In a place like Athkatla, it's unsurprising that people will turn to the
Gods in everyday life. Here you will find the honest priests of major
gods, as well as those who have little skill but ply their trade simply
for dishonest coin.
Treasure: Hallowed Redeemer (Keldon), Firecam Full-plate armour
(Keldon), Cloak of the Sewers, Rod of Resurrection, Necklace of Form
Stability, Harp of Discord, Entropy (Haer'Dalis), Chaos (Haer'Dalis),
Full plate +1, Wyvern's Tail +2, Hangard's Axe +2, Pride of the Legion
+2, Large Shield +2, Helm of Glory, Mace +1: Ardulia's Fall, Dragon's
Bane +3, +6 vs Dragons, Amulet of Magic Resistance 5%, War Hammer +2, +1
electric damage, Saving Grace +3, Skin of the Ghoul, Celestial Fury +3,
Adventurer's Robe, Plate Mail +1, Mace +2, Large Shield +2, Battle Axe
+2, Helmet of Defence, Helm of Charm Protection, Two Handed Sword +2,
Full Plate +1, Short Sword +2, Leather Armour +3, Asp's Nest, Sling +2,
Spear +3, Morning Star +2.
You will be waylaid by Orogs on the way - a tough fight. Here, a man
will ramble on about the "Unseen Eye" cult. After his sermon, a priest
of Helm will escort you to his temple. Here, talk to both High Watcher
Oisig and Telwyn for quests (do them after finishing with the Shadow
Thieves). The Unseeing Eye Cult is found in the tunnels off the NW of
the map. Go down the sidepath and wade through until you reach the Gas
Chamber.
When you reach the centre the door shuts and fills the room with deadly
gas. Turn the wheel to stop the gas, then defend yourself against
Vampiric Mists.
Ask Gaal to let you join the Cult, but tell him you'd rather keep your
eyes. Accept his quest. Go back to the main tunnel then down to the
door. Beware traps - in the room is Sassar who has seen the evil in the
Unseeing Eye Beholder. Accept. Note that for the Kangaxx quest, the
sarcophagus is of the Shade Lich!
Carry on down, beware further traps. In the next area, go forward then
right. Here are some Yuan-ti. Go up to the building via the trapped
stairs and answer the questions: Life; Time; The Current One (42250
xps).
Across the bridge is a tough fight, but afterwards search the nook for
the brilliant Warhammer +2, +1 electrical (this was my close combat
weapon of choice, after Drizzt's scimitars, in the original game).
In the next room ignore the people, then enter the Temple. In here is
the Emphatic Manifestation. The only way to kill it is with Cure Light
Wounds, oddly enough. You get 25,750 xps for finding the Avatar (it
appears now). Accept its quest.
Return to Sassar with the Avatar's rod half. Talk to Tad in the cult
(not Gaal!!!). The password is "The Eye is Blind". Keep going down the
pit (lots of undead).
Search for the
Ghoul's Skin
Gauntlets of Dexterity
Wade through to the Lair.
In each eye shoot of the lair, a Gauth guards treasure. Search all for
Cash
Spells
Dragon's Bane +3, +6 vs. Dragons
Other rod part
Fix the two rod parts together and put it as a quick item for 26,250
xps.
Then use the rod to disable the Unseeing Eye's protections and kill him,
he carries the
Amulet of 5% magic resistance.
Go left, give the Avatar the rod on the way, then enter the temple and
convince everyone that if they believe in their god, he will appear. He
won't, they'll vanish. Get your reward: 47,250 xps.
Saving Grace +3
Go back to the cult, Gaal's blokes will attack you. Kill them (search
for treasures). Now return to the Temple you got the quest from for
45,750 xps/head, Mace +1: Ardulia's Fall, 7000 gold and reputation +1.
***CLERIC STRONGHOLD QUEST***
Once you have completed the Unseeing Eye Quest, you are made an acolyte
of your Temple. There is another acolyte who will tell you what to do.
There are a few visitors, you must advise them as an acolyte of your
church. You will be graded by the other acolyte a day after each visitor
arrives. Note you can be chucked out if you act against your church's
wishes. Simply said, if you're Lathander take the good option, Helm the
neutral, Talos the evil.
VISITOR 1: Glinden's wife is unfaithful and wants advice.
Lathander - Tell him to forgive her (20000 xps).
Helm - Tell him to remand her vows (20000 xps).
Talos - Tell him to murder her and her lover, then turn him in when
the guard arrives (200 gps and 20000 xps).
VISITOR 2: Ti'Vael has killed a man.
Lathander - Tell him to pay restitution to the man's family (20000
xps).
Helm - Tell him to give himself up (20000 xps).
Talos - Tell him to kill all witnesses, then kill him. Take his head
to the inspector in the Council of Six (500 gps, 20000 xps).
VISITOR 3: Rania has lost her faith.
Lathander - Give her time to think (20000 xps).
Helm - Stress the importance of duty (20000 xps).
Talos - Kill her and keep her head.
VISITOR 4: Cortirso got put down when you got promoted, he wants a duel.
Lathander - Refuse the duel (20000 xps).
Helm - Accept and win (20000 xps).
Talos - Take Rania's head to the Inspector and frame Cortirso for the
murder (30000 xps).
You are now either given the task of killing the chief of the opposing
church (do so for 35000 xps and 1000/2000 gps), or for Helm supporters,
stop the Talosian attack, then talk Lara out of a vengeance attack (same
reward).
For thieves: Go now to the Talos temple. There are three rooms here with
some handy minor treasures to loot. The amulet you were sent for is in
the W room, collect it and leave (20000 xps). Head now back to the
docks. If you were to find the statuette, go to the Lathander temple and
in the E you will find a priest. Wait for a bit and he'll leave, you can
now loot for the statue and cash.
Once finished with all that, enter the sewers at the entrance by the
Prophet. Inside, head straight on to a fight with Kobolds and a deadly
Rakshasa (which carries the Cloak of the Sewers).
Continue on to a fight with a sea troll (remember to use fire or acid on
it when it drops!). At the last junction, head N, kill the gibberlings
and continue. Let Keldon join - he's very good with cool magical items.
Head NE, and kill the goblins. Here there is a secret door, go through,
right and up.
In this room (from BG1's Durlag's tower), kill the mephits then go
south. Go round and enter Mekrath's room, threaten him and kill him
(warning: hard wizard!). Search the room for
Cloudkill Wand
Rod of Resurrection.
Upon leaving you will be approached by Haer'Dalis, who can join. He'll
ask you to get a gem and return it to its owner at the Five Flagons.
This gem is a Portal Gem on this level (trapped shrine).
Head NE from the secret door to a fight with six tough opponents. Try it
- it's hard but rewarding.
Talk to Roger the Fence south of the central area. If you're persuasive
he'll give you 250 gps. You can buy/sell too.
Outside Valen will tell you you are being spied upon and you should meet
with her mistress in the graveyard. Directly after, Brus tells you to
visit Gaelan Bayle again - they seemed to be linked...
There is an exit NW of where you got Keldon to the sewers beneath the
Bridge, but I'd leave this for later, as it's not at all easy.
Telwyn in the Helm Temple wants you to get the services of Sir Sales. To
do so, first go to Sales in the Jystevv Estate (Government District),
then to the Ore Merchant at Waukeen's Promenade. Ask for real stuff, for
1000 gps she'll tell you to look for Unger in the Copper Coronet. He'll
tell you Neb (yes, THE Neb, the evil child murderer who lets you out of
prison in BG1) stole his ilithium and he is in the Bridge area.
Go to the derelict house here, attack Neb. He'll go invisible and cower
in a corner while four Child Spirits attack you. Now kill him with magic
(this is one sick man). Take the ilithium and give it to Sales (21750
xps) and tell Telwyn (1000 gps, 20000 xps and Helm of Glory).
He now gives you a second task. Go to Dawnbringer Sain inside the
Lathander Temple and accept his task. Go to the N Slums exit by night
and use some spell (Dispel Illusion, Detect Invisibility, Invisibility
Purge, True Sight etc.) to reveal Travin.
Pay him 400 gps for information. Enter Borinall's locked house, and
either (if you are very evil or a priest of Talos) recite the vow OR (if
you're anything else) refuse and kill him and his muggers. Take the Dawn
Ring and also search for a Warhammer +1 and gold.
Take the Dawn Ring to Sain and he'll give you 16250 xps and 1000 gps.
At some point after chapter 5 a Githyanki will appear and demand the
silver blade of you. Fight or give as you desire.
***PALADIN STRONGHOLD QUEST***
When you've been given a recommendation by Garren Windspear (see
Windspear Hills), you can enter the High Hall of the Radiant Heart.
Inside, tell Squire Cathras you want to visit the Prelate. Accept his
offer, then talk to Sir William Reirrac. Accept his first task, head
over to the Umar Hills directly.
Here, a knight of the Most Noble Order of the Radiant Heart takes you to
the fight: two ettins, two ogre magi, four orcs and a spotted lion. Kill
them all, keep the knights all alive.
After the fight, a Squire will congratulate you. Head back to the High
Hall and accept your next task, taking you to the Umar Hills again
(10000 xps).
Talk to the Baron in the Inn, then go outside and talk to Brunson, he'll
leave.
Go back to the Order HQ and you get another quest (1000 xps). Go to the
appointed building at the docks. Talk, don't let her out. Fight the
assassins upstairs and down. When her guardian arrives, let him take
her.
Return to the Order. You're given a final task and your reward (magical
armour and 10000 xps). This task is to kill the Red Dragon under the
Windspear Hills, this is Fikraag. He is exactly where you last left him.
This time though, kill him. He carries the
Holy Avenger: Carsomyr +5
Cloak of the Shield
Red Dragon Scales.
Return to the Order for 35000 xps. You've completed your stronghold
quest.
In the Guarded Compound, go in slowly then kill the summoned monsters.
Search the downstairs area for
Morning Star +2
Minor Treasures
Upstairs is a much harder fight. I suggest going downstairs so you only
get one or two at a time. When successful, search around. The guards and
the search will get you:
Celestial Fury +3
Adventurer's Robe
Plate Mail +1
Mace +2
Large Shield +2
Battle Axe +2
Helm of Defence
Helm of Charm Protection
Two Handed Sword +2
Full Plate +1
Short Sword +2
Leather Armour +3
2x Spear +3
Asp's Nest
Sling +2
Many minor treasures and several wands
Nice selection, eh?
-------------------------------------------------------------
2.e. Government District
-------------------------------------------------------------
Athkatla often seems highly disorganised, but the truth is that there
are groups of either dishonest ne'er-do-wells or greedy governors. This
is a place where corruption is rife in Athkatla.
Monsters: none so far.
Treasure: Techno-Gloves (Jan), Spectroscopes (Jan), Flasher Bruiser Mate
(Jan), Metal Repelling Adventure Wear (Jan), Ring of the Ram.
NPCs: Viconia deVir, Jan Jansen.
VICONIA (elf; female; neutral evil; cleric; str.10 dex.19 con.8 int.16
wis.18 cha.14; upon joining party loses reputation 2)
JAN (gnome; male; thief/illusionist; str.9 dex.17 con.15 int.16 wis.14
cha.10)
If Keldon is with you, he'll ask to visit his family.
Just outside the prison Viconia is about to be burnt at the stake. Untie
her and you'll have to fight three fanatics, then she can join.
Visit Keldon's estate and his wife will admit to seeing another man. Go
to the Mithrest Inn at the Promenade. Talk to Sir William and suggest a
peaceful return to Keldon's home. Here, talk to his wife, and say Keldon
must stay with you, at least for now (15500 xps).
Head through the park and talk to Delon, accept. Carry on to the Council
of Six building. Agree to Madeen and Tolgerias.
Anomen will eventually demand he visit his father when he finds out his
sister is dead. Take him to his home. In the dialogue, convince him to
take the path of the magistrate (10500 xps), he'll be exiled from his
family.
Talk to the magistrate in the Council of Six building for 7500 xps, just
convince Anomen to let things be.
Jan is here and tries to sell you his inventions. Trax will come and try
to arrest him. Tell Trax you were just discussing the weather for 8500
xps and the chance to let Jan join up (11500 xps).
If you have Valygar's body, go to Tolgerias, threaten him for a promise
of death or give it to him for 11250 xps, 500 gps, -1 reputation and the
Ring of the Ram
Talk to Corneil after doing this and for 5000 gps he'll let you cast
spells in Athkatla legally - very useful, and worth every penny.
-------------------------------------------------------------
2.f. The Bridge District
-------------------------------------------------------------
Connecting the two sides of Athkatla is a gigantic bridge, where you can
drown your sorrows in salty taverns, but as of late a shadows has been
hanging over the area - the shadow of gruesome murder.
Treasures: Kundane +2: Sword of Quickness, Staff of Air +2, Melodic
Chain +3, Cloak of the Shield, Bracers of Defence AC6, Horn of Valhalla,
Boomerang Dagger +2, Neb's Nasty Cutter, Boots of Avoidance.
NPCs: none.
If Haer'Dalis is with you, go to the playhouse beneath the Five Flagons.
Here he will give Raelis Shai her portal gem and she will open a portal
and let stuff through, kill them.
When they go through, follow. In here, basically go right round killing
everything (avoid the disgusting bulbous things, they are portals into a
room of spell-casting and invisible Githyanki).
When you get the Orb of Mastery off of the Demon, use it on the brazier
near the beginning to destroy it. This makes the fight against the
warden much easier.
Now when you fight the warden, it doesn't have its thralls to help it.
Kill the Hulks and it (10000 xps for the warden).
W of here is a jail, it contains Haer'Dalis and the other bards, beware,
there is a Flesh to Stone trap! When you get through, Haer'Dalis can
rejoin. Everyone now leaves.
In a house S of Delosar's Inn, there is a basement containing an
Elemental Lich.
In Delosar's Inn itself there is a group of tough mercenaries, kill them
for good experience, cash and a magical item.
In a house in the NW there are several traps, minor treasures and the
Horn of Valhalla
a handy item in a tight combat.
In the E by the docks there is a house containing four people who fight
you and a bunch of brigands.
Lieutenant Aegsfield in the N tells you about some recent murders you
can investigate. Go to the Merchant Square, buy Rampah's hide and get
Rose's information on berries.
Now talk to Bel, he'll give you samples of things that small like guril
berries and identify Rampah's hide. Rose will tell you that it was the
tannin she smelt.
Go to the tanner and attack him, he'll admit to the crime and flee
(23250 xps).
On the second floor down, there are several traps as well as damning
evidence (be sure to get the letter) and minor treasures.
One more floor down and you're attacked by two ghasts and rune
assassins. Kill them and search for the Gesen Shaft.
By the edge on the far W you find Am-Si, Tirdir's kidnapper. Talk to
him, tell him you know and follow him into the house. He'll be killed.
Now pursue the two others outside and kill them. One carries the
Boots of Avoidance
Back inside on the top floor, either free Lady Elgea (16750 xps) or get
cash by arranging to meet for the ransom outside the Copper Coronet.
-------------------------------------------------------------
2.g. Graveyard District
-------------------------------------------------------------
Once a peaceful resting place for the dead, and on the surface still the
same, underneath this is a hive for kidnappers and other illicit
workers. And in the darkest crypts, can be found the vampire-run guild
than opposes the Shadow Thieves...
The main purpose of this area is as a staging ground for Chapter 3.
There is a tomb to the E of the main entrance to the Lower Crypts
containing a dangerous Crypt King who attacks. Kill him and search the
tomb.
There are several other tombs exactly like this, with a few undead
monsters and various treasures.
There are two quests: Firstly, you will see two gnomes mourning at
Wellyn's grave. Eventually Wellyn appears as a spirit and asks for his
teddy, explaining a man in the Copper Coronet's back rooms stole it.
Also, again E of the entrance to lower crypts, Tirdir has been buried
alive (you must "use" the grave). He'll give you a piece of red fabric
that points to his kidnapper. He is found in the Bridge District
(above), as told by Sethle to the E.
Both Edwin and Korgan want texts found in the Southern Dungeons of the
Lower Crypts, found S of the big spider nest thing. For more information
on the lower crypts, look in section 3.a.
When you reach the branch in the southern dungeons, head E first. Here,
if you have Edwin, you will meet Neveziah, a not especially powerful
lich. Talk twice, BE NICE. On the second time, Edwin will initiate a
combat. Just keep at him to disrupt spellcasting for an easy win.
If you win you get the Nether Scroll. Let Edwin keep it as his own if
you want to progress further with the spell (11750 xps).
Korgan finds the tomb he intended to rob already looted (11250 xps) and
begs you to give chase by going to Pimlico's house - you'll find it
empty (8750 xps) except for dead.
Go now to the Copper Coronet's roof. Kill Shagbag and his party, and you
can recover the Book of Kaza (purely for gold - 5000 xps).
Edwin's Nether Scroll - after a few days he translates a bit, and a day
later, regardless of warning, he casts a transformation spell intended
to turn him into a kind of living lich, but fails and turns into a
touchy woman (hilarious JJ).
-------------------------------------------------------------
2.h. The Planar Sphere
-------------------------------------------------------------
A recent arrival in Athkatla, and guided by the dreaded Lavok, the only
key to the Sphere is the body of Valygar Corthala, and nobody knows what
horrors will be uncovered inside...
Treasures: Gauntlets of Ogre Power, Ripper +2, Stiletto of Damarche +2,
Battle Axe +2, Ninja-to +1, Leather Armour +2, Sling +2, Ring of the
Ram, Helmet of Defense, Large Shield +1, +4 vs Missiles, Staff of Fire
+2, Ring of Acuity, Golden Girdle.
NPCs: None.
The only way to enter the Planar Sphere is with Valygar, or his body.
Inside, go through the W door, kill the Golem, and get everything. Use
the piece of the Control Panel to fix it so you can go through the N
door.
Through here are some Knights of Solamnia. Don't kill them - if you
want, they offer advice. The N door leads to a group of Sahaugin, with
the
Cloak of Protection +1
Minor treasures
To the W are Feral Halflings. There are three group of Halflings. The
first, as you enter their village, is easy. The second is tougher, but
the rewards are greater:
Gauntlets of Ogre Power
Ripper +2
And the third guards the furnace room, and have
Stiletto of Damarche +2
In the Golem room, add the arm to the machine and search. When you have
three coals, use one on each furnace to activate them. When activated,
they create a Fire Elemental to kill you.
The Golem's head is found in the clockwork room (guarded by Stone
Golems) E of the furnace room, there's a nook by the big spindle.
Add the Head and the Golem gets up (23500 xps) and declares he must kill
the intruder - a Beholder. Follow through here and into the Navigator's
Room.
In here, use Breach to pull down Lavok's combat protections and he'll
eventually repent, apologising for his wrongs. He asks you to take him
back to the Prime Material Plane (ie yours), accept for 28750 xps.
The two doors lead to lightly guarded area with medium treasures
including most the +1 and +2 items listed above. Search the Navigator's
Room for minor treasures in a locked capsule.
Leave the Planar Sphere. From where you are, you enter the Abyss. You
need a Demon's heart so you can power the Sphere to travel again. The
best way is to kill the Demon Tanar'ri, who is Northwest of the Sphere,
just beware his guardians getting in your way.
With the heart, go to the room with four runes on the floor. Activate
them in this order:
1
4 3
2
And then go down the stairs.
In the next room, you must fight Tolgerias and one of his lackeys. Use
one Breach for each of them or you have no chance against their barrage
of spells.
The two doors lead to Trapped and guarded rooms with nice treasures in -
I recommend sweeping both. The Ice Room contains:
Helmet of Defense
Spell
Minor treasures
The Fire room contains:
Staff of Fire +2
Large Shield +1, 4 vs Missiles
Spells
Minor treasures
Onwards one, you'll find a room where you can get some treasures, might
have to fight some Golems, and will have to place the heart in the
machine (45500 xps).
Now return to Lavok, and take him outside, where he'll die (????? xps).
He carries the
Ring of Acuity
and if you're a Mage, gives you the Planar Sphere as a stronghold.
***MAGE STRONGHOLD QUEST***
There are several things to do in this Stronghold.
At first, the Knights of Solamnia will ask you to help them home.
Directly afterwards, a Cowled Wizard called Teos will force you to join
with his group. If you ask him to help you free the Knights, he'll refer
you to Ribald in the Adventurer's Mart.
Ribald, for a small fee, will organise you a mage. In one day exactly, a
mage will teleport in and free the Knights. You'll be given 45000 xps
and the Golden Girdle (CHEAT: If you're really quick, you can talk to
her multiple times and get the reward multiple times)
The less useful alternative is to talk to Wessellan in the Radiant Heart
HQ, and he'll fix up accommodation for them. Tell them this for 45000
xps (Note that for the Girdle, you can pickpocket the leader of the
Knights).
-------------------------------------------------------------
3.a. The aid of the Shadow Thieves
-------------------------------------------------------------
Having discovered how to find Imoen, you must attain the help of the
Shadow Thieves. However, to get their help, they will require yours.
Treasures: Amulet of power, Ring of protection +2, Mace of Disruption
+1, Spear +1, Halcyon, Black spider figurine, Ashen Scales +2, Katana
+2.
NPCs: none.
Go to Gaelan Bayle and accept his offer of 15000 gps (???? xps). Go to
the Shadow Thieves' and head E then down the passage. Carry on, head NE
from this room.
Accept Aran Linvail's first quest. Head down to the shipyard docks. Talk
to Mook. Lassal will appear and kill Mook, fight him, he'll eventually
run away.
Head back to Aran and accept again. Go to the Bridge and enter the five
flagons. Upstairs, enter the far NE room of the four, kill the traitors.
Then the contact will appear, his name is Gracen. Kill him (1400 xps).
Again accept Aran's quest. Head to the graveyard district, enter the
tomb S of where you meet Uncle Lester and his relative.
Inside, follow on, beware of traps. Head N through the spiders' lair,
then meet Haz and his golem. Kill the warders then purge the inner
sanctum through the blue doors.
In the NW door, kill and search the blood pool. Head S, kill the clay
golem and stake the vampires in their coffins (9000 xps each).
Head SE. Kill Tanova - don't enter the next room.
Along the spider area, enter the "cocoon" thing over the "drawbridge".
Kill those inside.
Enter the Southern Dungeons. Kill all the monsters, beware the painting
on the floor - it's trapped.
Head S, killing as you go. At the junction, go E. Open the sarcophagus,
kill the skeleton warrior and take his magical weapon:
Spear, Halcyon +1
Further on is a small room with treasures.
On the S branch, beware traps and enter room for more minor treasures.
Head back to the Inner Sanctum. Go down the NE stairs. Go along, enter
and fight the vampires and grimwarders. Search the NW and NE rooms for
treasure. Lassal will appear and tell you to meet him upstairs.
Head to the room full of spikes, blood and very deadly traps. Lassal is
on the far E side. Kill him.
Now head back to the room where you staked the vampires in their
coffins. Stake the last one and Bodhi will appear, talk a bit, then
attack you - you can't kill her, she'll run when wounded sufficiently
(18750 xps).
Now go back to Aran and he'll take you to a ship, which will take you
all the way to Spellhold Island (??? xps). He also rewards you:
Ring of Protection +2
Amulet of Power
-------------------------------------------------------------
4.a. Spellhold Island
-------------------------------------------------------------
The quiet Brynnlaw, is another place with a dark interior - ruled by
tyrannical pirates, the residents are mostly enslaved. It is also home
to Spellhold, the dark and forbidding asylum of the Cowled Wizards.
Leave the ship, you'll be attacked by Del, Parisa and Valen, vampires.
Kill them.
Head to the tavern (The Vulgar Monkey), and talk to Sanik. He'll get
assassinated (kill the assassin) before he can help you at all. Great.
Now talk to the innkeeper who'll tell you to find Claire. To do this, go
to Lady Galvena's Festhall and talk to the appropriate courtesan
outside. For 100 gps you'll be taken to an inner room. Inside, tell her
you'll leave then give her 100 gps to shut up about it.
Outside, head NW, kill the guards. Enter the room guarded by the first
guard and take the skeleton key.
Head through the far NW door to the prison. Enter the NE door and kill
Vadek and Galvena. Be nice to Claire and she'll take you to see her
captain by the docks (10000 xps).
Take his information (2000 xps).
Go to Ginia, and agree to help her. Go to Chremy and kill him. Now head
to Calahan and agree to pay (2000 xps). Go back and tell Ginia, she'll
be very happy (9000 xps).
Now go to the Pirate Lord's home. Tell the door guard and the lord
himself that Golin sent you. Tell him you need to get into Spellhold and
act mad. If Yoshimo is in your party, this is very easy (36500 xps
each).
Inside, get out and open the locked door S of where you are (talk
several times to the bloke on the left and you get gems every time).
Attack Wanev and Irenicus appears and takes you in. He'll explain
Yoshimo's treachery and you'll be put in the same process Imoen went
through.
In your dream, enter the Library and talk to Imoen. Go back out, head W
and tell Bhaal to "catch you if he can". Run back to Imoen and fight
Bhaal. If you win, you're sent back to Irenicus' lab.
Spellhold is an asylum, but there is a way of "testing" the unfortunates
who claim to be sane and safe - they are thrown into one of the world's
most dangerous dungeons where they will die. You're unlucky enough to be
another inevitable victim of this deadly maze.
Treasures: Spear +3, Ring of Regeneration, Ring of Free Action, Malakar
+2, Flame of the North, Cloak of Reflection, Bone Club +2, +3 vs undead.
NPCs: Imoen.
Inside, Bodhi will gloat a bit and give you a "fighting chance". Talk to
Imoen, she can join again (hurrah!). Head through the SW door, fight,
loot the statue will give you a clue to how to leave (this is the exit).
Head through the NW door. In the W door, search, E, fight and search -
easy enough. Go through N door. The N from here leads to a tough fight.
The E door leads to a room full of faces. Activating these faces will
lead you to the Statue of Riddles who will pose a riddle. The answers
(in no order) are: darkness; stars; candle; coffin; fire; ice; shadows;
sponge; breath; fish; a secret; a hole. Answer all the riddles for 5000
xps per head.
Carry on through, fight the yuan-ti, carry on again - beware squashing
mechanism. Enter the room, fight the clay golem and search.
In the next area (use the door from the main square), fight the umber
hulks (v. hard, obviously).
At the end of the corridor, head NE. Keep going until you find a
yellowed book. Keep using it to make these enemies (in order) appear:
Kobold captain, sword spider, umber hulk, mind flayer, beholder). Kill
them all, the re-use the book for
2 spells
Ring of Free Action
and 8000 xps each. In the secret door, kill all the enemies. In the room
with the kobolds' crystal, kill the "avatars" to get a crystal shard,
which you need.
Back to the end of the corridor. Head SW. Kill the enemies, there is a
lot to search for here and in the library just N of your position.
Go onwards, enter and kill Dace Solan, a very powerful vampire. When he
retreats to his coffin, stake him for the hand you need to escape.
Go back to the statue on the first level, use the hand on it to open the
door (29500 xps per head). Go through.
Down here, enter the W door. Go along a bit. Enter the S secret door,
and turn the wheel to open the N one. Enter and kill the trolls, search.
Head on, and when you've killed all the minotaurs, head NE. Search the
water, then the statues - beware!!!
W statue: troll painting, disintegrate trap
N statue: umber hulk painting, cloudkill trap
E statue: djinni painting, fireball trap
Head right on, you'll soon encounter Bodhi. This bit's fixed. You will
turn into the Slayer, avatar of Bhaal and attack everything, friend or
foe. Bodhi will flee, you're the big danger here.
Note: if you have a romance, you will transform again and kill your
girl/boy.
In this room are four globes. If you stand on the mosaic then activate
them one-by-one, they'll cast spells: slow, heal, haste, lightning bolt.
From this room, head N, wipe this place clean (not easy!!!).
Go back then SW and search. With the two stone horns, use them on the
statue to open the door - but do this later, first, go right back to the
start.
Now go down the E tunnel. Kill the yuan-ti, then enter, one by one, the
doors corresponding to the paintings you should have.
Behind them are: MIND FLAYER: kill the mind flayer (11000 xps). It
carries
Malakar +2
TROLL: Kill the Spirit Troll (8000 xps)
DJINNI: kill the djinni (10000 xps)
UMBER HULK: kill the umber hulk (10000 xps). Go on until you reach a
junction. Go SW. Kill the Stone Golem guard, search. Now head SW again.
In here is a machine that gives you magical items for mithril tokens,
which are scattered around. I've found 21 so far. They get you:
5 tokens: Boots of the North
10 tokens: Boots of Grounding
15 tokens: Boots of Speed
20 tokens: Jester's Chain +4
Head back NE from the first junction. There is a bit of dexterity needed
here. Inside is a chest guarded by three clay golems that attack when
you open the chest.
To do this, send one person in hasted. Unlock the chest then open it and
pause. Take the contents then RUN! Shut the door behind and for some
reason (presumably so it's actually possible to get the loot) the golems
don't come through.
Now leave into a room full of commandos, kill 'em all. Back at the
stairs an apparition appears. Let him test you, it's the way out. For
the first test you have to kill a big mushroom with spell abilities -
not too hard. Now he'll ask a question, the answer is splinter.
Now you go to a dining hall with four apparitions. Search the table for
the
Robe of Reflection
then talk to any one and you'll get four questions, the answers are:
nothing, a river, fear, memory. You'll now be taken on to a platform.
The apparition will free you, go down the invisible steps. Through here
your treacherous captain will appear again.
Go upstairs and kill Lonik the Sane. You'll be taken to a room full of
all the captives. Be nice and they'll join you as you attack Irenicus
himself... Beware, they can be a liability, especially Wanev!
Eventually Irenicus will run away and Yoshimo will arrive with a bunch
of murderers and you'll be involved in a HUGE battle.
Complete it (be sure to get the heart off Yoshimo's body) and rest.
You'll have a dream in which you'll be granted the ability to shapeshift
into the Slayer at will.
Go back up, Saemon will appear again and offer you an exit over sea or
through the Underdark. I'll be pursuing the sea route this time round.
Back outside, head W and along, killing all and make your way to the SW
corner where you can finally get to Brynnlaw at last!
Back in the town, go to the Tavern and talk to Saemon. Accept, when it's
night go to Cayia's house. Fight the guards, the horn is on the table.
Take it to Saemon Havarian and you'll board ship. Desharik will appear,
kill his lackeys and you'll leave.
On your way your ship will be attacked by two different parties, and
you're captured by the Sahaugin.
-------------------------------------------------------------
4.c. The Underwater City
-------------------------------------------------------------
The world conceals many secrets, but deep beneath the waves is the city
of the shark-like Sahaugin, brutal but clever. Here you must gain their
trust and aid in re-finding the outside world.
Treasures: Cloak of Mirroring, Cloak of protection +2, Boots of
Etherealness, Rod of Lordly Power, Scimitar +2, Belm.
NPCs: none.
You'll be taken to the underwater city by the sahaugin. You're taken to
an audience with their king, Ixilthetocal.
He'll explain you are to save the city as part of an old prophecy by
their god. To prove your worth, you're put in an arena to kill an Ettin.
When dead, accept all.
Go to their High Priest and she'll change everything - accept all.
Go to the Drow SE section, beware traps. Kill as you go. You will come
to an area where some imps will set you a challenge - accept.
The answer is: Helmet - Piergorian
Pipe - Elminster
Scimitar - Drizzt
Staff - Khelben
Amulet - Alaustriel
Get the treasures, head N, talk to the Spectator. Kill it (it's a
Beholder, of course it's hard). The chest contains the tooth you need.
Now head to the NE corner, go down the steps and through the door,
fighting as you go onwards. Inside the door, accept an offer of an
audience (if you kept the orb the Priestess gave you).
Accept all his offers and head back to the throne area. Give the false
heart to the King then you're discovered, so kill them all (the rebels
will arrive to help you).
At the end, the Prince of the Rebels will give you all the treasures
including
Rod of Lordly Power
and a way down to the Underdark you tried to avoid in the first place
(60500 xps/head).
-------------------------------------------------------------
5.a. The Underdark
-------------------------------------------------------------
The most evil and dangerous place in the entire world, the renowned and
feared Underdark is home to all the most deadly creatures across the
Planes. So few survive, that you feel your death is at hand.
Monsters: Drow, Drow Warriors, Drow Priestesses, Earth Elementals, Air
Elementals, Fire Elementals, Lizard Men, Kuo-toa wizard, monitor,
warrior and leader, Myconids, 1 Balor, Umber Hulks, 1 Greater Elemental
each of Earth, Air and Fire, 1 myconid king, Mind Flayers, Beholders.
Treasures: Jhor the Bleeder +2, CURSED Spear +3 'Backstabber', CURSED
Ring of Folly, Rod of Absorption, Bracers of Defence AC 4, Skullcrusher
+3, Dragon's Breath +4, Necradon's Crossbow +3.
NOTE: Drow equipment is typically better than any magic armour but will
disintegrate above ground. Be certain to keep hold of old armour and
weapons for when you leave. Drow equipment: Full Plate +5, Chainmail +3
(useable by mages!), Long Sword +3, Light Crossbow +3, Flail +3, Amulet
of Spell Warding. There are others too, but mostly that's what you'll
find.
NPCs: none.
From your starting position after the descent (20000 xps/head), head E.
Talk Duergars, buy a Freedom scroll. Beware the elemental respawn
points, they keep coming every time you kill one.
Head N. Fight Drow. You'll come to a crystal. By using the panels "lost
souls" will come out and attack you (except one, who tells you to visit
his village).
Now cast the Freedom spell. Between the crystal and the duergars a mage
named Vithal appears and gives you a quest - accept.
Head back to the crystal and head along E, killing the bridge guards.
Go back to the crystal now and head W, kill all the myconids, just
further W are three Mind Flayers that come round and attack.
From here, head N to the Dark Gnome village, accept peaceful entry, go
around and talk to their chief, accept. The cave is in the village, a
little E. Use the stone and kill the Balor (VERY, VERY, VERY HARD).
Now return to the king for a
Light Gem
Skullcrusher +3.
In the next house along, talk to the Innkeeper and buy Vithal's book off
him for 300 gps.
The other Gnome is father of the gnome that you freed from the mage
crystal prison, the one that walked off. Talk to him for 10000 xps and
the
Bracers of Defence AC 4.
Now go to the Earth portal and give Vithal his book. He'll summon a
Greater Earth Elemental, kill it (keep Vithal alive!!) and he'll
disappear and return.
You'll repeat this three times, once for each portal. At the end he'll
reward you, press for more ONCE - more than once and he'll attack and
win very easily. Be happy with this good reward.
With the Light Gem go now to the Dark Cave near the entrance to Ust
Natha. Inside, accept the Silver Dragon's quest. As Drow, enter Ust
Natha.
When you are back out again to hunt the illithid, a party of adventurers
try to kill you, it's a tough fight. One of them carries the
Dragon's Breath +4
From here, go to the extreme SE, talk and kill those that appear. Head
back to the Drow City at your leisure (20000 xps).
When you've escaped the city, go to the Dragon, talk for your reward:
78500 xps/head and
Necradon's Crossbow +3
You'll be taken to a gate, fight the Drow. Go through, fight again.
There are fights in the next room, the next and the next. Eventually,
you'll reach the exit to the Surface!!! At last!!!
Safety is not found in a place more than the Drow capital, but still
this is a place of constant danger, death, assassination, political
intrigue, and typical Drow brutality.
Monsters: Drow, Mind Flayers, Mustard Jelly, Gray Ooze, Green Slime,
Ochre Jelly, Beholder.
Treasures: BoneBlade +4, Ring of Spell Turning, Gorgon Plate +4.
NPCs: none.
At the Bazaar, you can buy and sell magical items and mostly scrolls.
Go straight to the Male Fighter's Association. Talk to Solaufein
outside, accept. Go right back to the exit (if asked which way the
"quarry" went in a pre-death chase, it was that woman that legged it
past yelling, respond as you wish).
Now talk to Imrae and accept. You can rest/restock as you wish before.
Refer back to the Underdark section now.
Back in the city, a Duergar will tell you to talk to his master, go up
to the tank, talk to Aboleth and accept.
Qilue's house is guarded by Servants, all with up to level 8 spells -
beware! Kill her, get her brain, take this to Aboleth for your reward,
10000 xps.
Talk to Phaene as agreed. Accept, go to the extreme SE, talk then murder
the Beholder (20000 additional xps).
Go back to the tavern.
You're given another task, this time to kill a patrol of sverfneblin. Go
to the Myconid patch and kill the gnomes. Take the gnomic leader's helm
as proof of your feat.
Give this to Phaere and she'll tell you to meet her again. Go to the
Female Fighter's Association and accept.
There is a Drow Priestess, accept her quest, go to the SE and kill the
lot. There's no xps for completing that though.
Go to Solaufein and kill him. Tell Phaere. If you are male, at this
point, you sleep with her (I don't know what happens if you're female!).
Go to the Temple of Lolth, accept the quest. Go to the Beholder cave in
the Underdark (the southern tunnels on the map), and kill the Beholders,
get the eye from the Elder.
Go back to the temple (22000 xps). Go now to Phaere in her apartments at
the Female Fighters' again. Accept.
Enter the Temple, the treasury is in the NE. I suggest you cast
(Improved) Invisibility first. Replace the Egg in the N bowl-thing, the
golems will attack, shut the door on them. Kill the Egg Guards.
There are now to ways. Hard and Easy:
Hard:
Take the Egg to Phaere (10000 xps). She'll vanish, an Imp will appear
and give you instructions. Go to the Temple. In the ritual room,
interrupt what Phaere is saying, kill the Demon and her (the demon is
VERY HARD). Outside, every Drow in Ust Natha tries to kill you, you're
only chance is to peg it outside the city gates. Note that the Matron
has
Gorgon's Plate +4
Easy: Keep the eggs and leave the city. Nearly no xps for that though.
Refer to the above Underdark section again now.
-------------------------------------------------------------
6.a. Exit from the Underdark
-------------------------------------------------------------
As the sunlight gradually re-finds your party, you find a war-torn out
post of the surface elves, as they fight their constant war against the
vicious Drow.
Monsters: none.
Treasures: none.
NPCs: none.
A nice short section. When out of the Underdark, you're taken to an
audience with Elhan, the War Elf leader. NOTE: Before you leave, remove
all Drow equipment, there is a bug in some versions that means the dust
doesn't stop re-spawning!
Agree to everything and be careful to tell the truth. If Viconia is with
you, she'll be put under a geas. He gives you a quest to find an
artefact that allows the Elves entry to Suldanesselar.
This is carried by Bodhi, you can ask for stakes and holy water to sort
her out.
The most interesting bit is that when you leave, Drizzt and his friends
meet you. If you're nice, Drizzt will agree to meet you at Bodhi's guild
and aid you. Of course, you can kill him and his friends, and nick all
their brilliant items, but it's so hard I wouldn't bother. My advice is
perhaps kill Drizzt when he's alone in the Graveyard District...
-------------------------------------------------------------
6.b. Small Teeth Pass and North Woods
-------------------------------------------------------------
The Elven forests of Tethir are full of danger and intrigue, and these
two distinct area will give you the opportunity to discover some evil
secrets.
The main purpose of this place is as a gateway to Tethir. To navigate
the map you must walk along the main tree-trunk down the centre and get
off it at certain points.
In the NW you find an old companion, Coran, who asks you to help him
rescue Safana. Go to the Wolfwere camp. Here, Safana turns out to be
very nasty indeed and both Safana and Coran will die. Kill the
Wolfweres.
You can search his cabin also. Defeat the nasties inside (Horrors,
Mists, and Deaths) and search the cabin for several minor treasures and
some healing/extra healing potions (very useful, but beware, all three
chests in the N room are trapped with quite hard-to-spot traps.
In the central W you can fight two members of a wyvern-worshipping cult
and their idols, if you so desire. Not much on their bodies, however.
In the E there is a cave (literally a door in the ground, Alice in
Wonderland style). Inside is a pool to search for my favourite bow in
the game, the
Treasures: Elven Chain Mail, Cloak of Elvenkind, Boots of Elvenkind,
Girdle of Stone Giant Strength.
NPCs: none.
After entering (74500 xps/head), and talking to Elhan, fight your way to
Demin's house. Inside, kill all your enemies, and talk to Demin, her
route is the only way.
Many rooms in the city have level 9 spell scrolls inside, I've uncovered
Time Stop, Meteor Swarm and Gate so far.
First, go to the House of the Talisman. Inside, use the puzzle box, the
correct order is: Corellan, Rillifane, Water, Tree of Life,
Suldanessellar.
Now, go to the House of the Moon. Inside, simply get the Moonblade off
of the Elf's body.
Head to the NW now, and enter the Woodland Clearing (see that section)
There are also two stone artefacts, a horn and a harp, one held by the
House of the Horn, the other by the Harpists, which you need.
When you return from the clearing, go to the Temple of Rillifane. Place
the artefacts on the altar (65000 xps/head) and the avatar will appear
and grant you access to the palace.
Outside, Reirra will appear with useful items and the
Staff of the Woodlands +4.
In the palace, gather the nuts from the tree. Go through, and use the
harp/horn on the statues (3000 xps each) and go down (use option 2 when
talking to party members and they will stay).
Accept Ellesime, and find the three parasites. Attack them, and two
elementals will appear and attack. Kill them then the parasites.
You are automatically taken to Irenicus, where you must kill him.
However, instead of this being the end, you and all your friends are
sucked into hell...
Don't worry about deaths from your fight with Irenicus, all your party
will be restored with their equipment.
You must go down each tunnel in turn and achieve a Tear of Bhaal. In
order from right to left, the tunnels contain:
E: PRIDE - show no pride, question why you should kill the enemy and the
demon will vanish. Walk through and talk to the dragon and you get your
easiest tear.
SE: FEAR - head along the N passage and kill all the Beholders (if you
can!). Now grab the tear from the crystals at the end.
S: SELFISH - to get the tear you must choose. Go down the right-hand
path and your part member will die, and you will become a Fallen
character, losing class-specific abilities (if you're good).
The left path means you keep your friend and abilities, and also lose
2HPS from maximum, 1 dex., and some xps. You get the tear either way.
SW: GREED - take the sword. I recommend giving it to the genie, but you
can fight it (v. hard) instead. You get the tear one way or another.
W: SAREVOK - in here, you are forced to fight a wraith of Sarevok, the
main bad guy from BG1. Kill him for the tear. Note that he's every bit
as tough as last time round!
Now use the tears on the Abyssal Door. Save and prepare, this is the
last battle...
Irenicus will appear and summon two Glabrezus and two Balors to help
him, in addition he turns into the Slayer!
Here's how I did it. First concentrate on the demons. When dead, get rid
of the Misleading slayer, then head S. Here, use pierce magic, breach
etc. to remove his protections. Now fight him - use only hand-to-hand
combat weapons, and change into the Slayer. With a bit of luck and
skill, Irenicus will finally die!
Now you can watch and enjoy the sinister cut-scene... I think there's a
BG3 for the future...
*****CONGRATULATIONS, YOU HAVE COMPLETED BALDUR'S GATE 2*****
-------------------------------------------------------------
8.a. D'Arnise Hold
-------------------------------------------------------------
Treasures: Ring of Earth Elemental Control, Dagger +2, Warhammer +1, +4
vs. Giantkin, Elven Court Bow +3, Battle Axe +3, Frostreaver, Shield
Amulet, Flail of Ages, Orc Leather +3, Full Plate +1, Boots of
Grounding, Staff of Striking.
NPCs: Nalia.
If you didn't get her in the Copper Coronet, she's in a palisade in the
SW corner. See The Slums section for her stats.
***FIGHTER STRONGHOLD QUEST***
When you've completed this section, a fighter gets his Fortress.
Initially, once you have the keep, all you can do is sort out taxes with
your Major. I advise keeping the taxes as they are for now.
Each week, you get 500 gps and a visitor to deal with.
VISITOR 1: A merchant whose caravan has been robbed by bandits wants to
be payed for the caravan. You can also hire mercenaries to deal with the
bandits.
I suggest this: give the merchant 500 gps (cha.15 or more) or 1000 gps
(less cha.) and paying 500 gps for the mercs (15000 xps).
VISITOR 2: Captain Cernick has caught a man thieving. H's excuse is that
he needs money for his wife's medicine. Let him off entirely and buy the
potions he needs for 15500 xps.
VISITOR 3: Bolumir, Cleric of Tempus, wants to set up a chapel in the
keep. This is advantageous as not only will you now have access to
healing, he sells magic items (inc. Staff of Striking and Boots of
Grounding), and accepting gets you 15500 xps. He is found on the upper
floor in the room previously full of golems.
VISITOR 4: Roenall himself demands your land. Refuse.
VISITOR 5: Chantelle the maid wants to marry Jessup, but Malvolio wants
to marry Chantelle also. Let Jessup marry and pay the full dowry for
15500 xps.
VISITOR 6: Two moneylenders demand 2000 gps. Pay them 1000 and all will
be fine.
VISITOR 7: Four citizens demand 7000 gps for damage from a great flood
and to build dikes to prevent further flooding. Pay the lot for 15500
xps.
VISITOR 8: Finally, Lord Roenall attacks. You have a set time to kill
him, or you lose the keep. If you succeed, you get 50000 xps. He carries
Full Plate +1 also.
In the SW, there is a secret door in the side of the Keep, marked on the
map. Enter, the idea on this level is simply wander around killing any
stray trolls and searching for the treasure littered around.
In the NW, there is a special forge that can be used to repair the Flail
of Ages (though it doesn't need all three heads, it's much better with
them). Repair it for the item and 223500 xps.
The second floor, head S. In the library, get the key, this opens the
doors. Same as before, wander, kill, search. On the W side you can enter
a room where you'll find Nalia's aunt. Free her. Through the far door
there are two secret doors. One leads to the stairs that take you to the
basement where Lord d'Arnise is being held.
In the other room are six golems. Whenever you disturb the alcoves
(containing powerful magical items), two golems attack. Take them two at
a time, using your mace/halberd armed men/women to block the doorway and
kill them all.
You can access the roof from this level, but there isn't much to do up
there.
In the basement, go through the first two doors, searching - in the
third room are the leader's pet Umber Hulks.
In the room to the E are the trolls and their grand leader, it's a tough
fight. Search the shrine and TorGal's body for some gems.
Go up and out to the courtyard, kill the otyugh and leave the dogs
alone. Nalia now rewards you (10650 gps, ??? xps) and if you're a
fighter she gives you the stronghold as your, er... stronghold.
Treasures: Amulet of Protection +1, Battle Axe +2, Large Shield +2,
Dragon Scale +2, Dragonslayer +2 (Peridan), Studded Leather +2, Two-
handed Sword +2, Heartseeker +3, Holy Avenger: Carsomyr +5, Cloak of the
Shield.
NPCs: none.
At the start you are forced to kill some monsters who turn out, when all
dead, to be paladins (including Ajantis from BG1).
Accept Garren Windspear's aid and be very good to him and all his
friends who talk to you - some bandits will enter, make a spirited
attempt to kill you and teleport Garren's daughter off. Say you'll save
her.
Head to the NE and enter the dungeons. Kill all, and in the main cavern,
there are two smaller ones. Go through the N door (the only door!),
fight all inside (beware the golems). Head W, accept Samia. Head NE, NW,
NW, N, N, N, N and then prepare yourself.
When you've cleared the floor of all its treasure (neat items!) Samia
reappears with a powerful war-party. Kill 'em all (hard!).
Now head back to the first golem fight and head E. Kill the vampires,
carry on and take the Greater Wraith. Get the chapel key.
Go now to the entrance to the maze and head down the W branch, kill the
wolfies, note that Greater Wolfweres regenerate amazingly fast, so
Disintegrate, Slay Living and similar are about the only ways to kill
them.
From the circular room, W heads into a room where to "men" try to lure
you into their "den". To get the treasures w/out a fight, send an
invisible character through past the two men and get the goodies from
the rooms past there.
When you re-enter their room they'll tell you to follow them, don't go
through, nick the goodies from THIS room then leave.
NW heads to a room where some squabble between a troll, a wolfwere and a
hobgoblin leaves some minor items on the ground.
Through the secret door is a very hard fight with some golems - their
treasure behind them is the Heartseeker +3 longbow.
The N passage leads to another golem fight, then an orog fight. Go
through the locked door, over the stairs into the next room, where you
find DigDag, two orc lackeys and an old "friend" of yours, the ogre
Tazok. Kill 'em.
Go into the cavern, talk to Fikraag, the red dragon (!) and when his
wizard dimension doors, run upstairs quickly! Kill him, get the key and
free Iltha (23750 xps). Now, leave!
Back at Garren's cabin, you'll be rewarded. If you're a paladin, you can
now enter the High Hall of the Radiant Heart, see Temple section.
If you've kept the acorns from the dryads in Irenicus' dungeon, the
Fairy Queen is found in the SE section. Give her the acorns for 32500
xps + 9750 xps.
-------------------------------------------------------------
8.c. Umar Hills
-------------------------------------------------------------
There is a quest from the Government District in Athkatla to kill
Valygar. You can let him join or kill him, it's you to you. He is the
only way to enter the Planar Sphere in the Slums, I'll cover this in a
later version.
Most of this section centres around a series of odd murders. Go to the
village in the SW. Around the fountain, listen, then go to Minister
Lloyd's house. Accept his quest.
Madaulf and his band are found in the centre of the map. Talk to them
and they'll propose a peace deal, accept their quest to tell the village
leader.
Go to Lloyd and tell him, he'll wander off (27500 xps). If you speak to
Vincenzo in the Inn, there is the amusing "Umar Witch Project" tale,
which takes the rip completely (fine by me because I HATE the Blair
Witch Project!).
At the entrance to the town a group of youngsters give you 200 gps to
buy them some swords and ale. Buy the swords and ale from merchants in
and around the inn, give them the stuff for 2000 xps.
In the village, a mage named Jermien wants some mimic's blood for a
golem. This is found (along with a killer mimic and other monsters) in
the Umar Cave - open the chest once you've killed the killer mimic for
some other stuff as well. Give him the blood for 19250 xps and the
Ilbratha +1
However, his golem will attack - kill it and talk to him for 21250 xps.
You can now search for spells and potions.
The concerns about a hired ranger voiced in the town can be realised in
the SW, there are some interesting books to read here too.
Valygar, and whatever fate you have in store for him, are found in the
NW corner. If you come from the W, there are some rangers who may try to
stop you, come from the E and you'll meet them on the way out, if you
head E, anyway.
Jeb, just outside the village will sell you some information for 300
gps. Accept, he'll tell you about Hendrick's chicken. Tell Hendrick you
know about his item and offer to buy it for 50 gps - it's a priceless
gem, worth 600 gps (not quite priceless then).
If you've solved the Skinner murders in the Bridge district you should
have a letter. Follow the instructions - by the History of the Zhentarim
off Fael. His "secret name" is Darcin Cole.
If you have the Human Skin on you, you can get silver dragon's blood as
he requests. I'll continue with this in another, later version.
Treasures: Cloak of the Stars, Halberd +2: Duskblade, Darkmail +3.
NPCs: Mazzy Fentan.
MAZZY (halfling; female; fighter; lawful good; str.
The Temple itself is found in the NE of the map. It is swarming with
monsters. By activating the Stained-glass window, you can dispel any
shadows that come into the light.
Beneath the dungeon, head N from the junction. Kill everything in this
room and the next, being sure to find the bones and the jail key.
In the jail is Mazzy Fentan, a famous Halfling knight. She offers advice
and can join your party.
Head W from the jails and get the sun gem. You can head N as well to
kill things, if you wish.
With the gem you can pass through the first shadow barrier. Go through
and over the bridge, get everything and kill everyone in this Room of
Fire and the E room.
In the W room from here, give the bones to the ghosts for part of the
Sun Icon and the Shadow Dragon Wardstone, plus 17750 xps.
Carry on and you'll come to a room with letters on the floor. This is
done in the same way as Indiana Jones and the Last Crusade was done.
The name is Amunator, just walk over those letters in that order and no
damage is done. Only send one man over.
In the next two rooms: the N room contains important items and the S
room contains a Shadow that can't be trusted (kill it) and the second
part of the Sun Icon.
Head back to the Statue at the beginning. Answer his questions on the
rituals, if you get them all right he gives you the last Sun Icon piece
(45500 xps) and you'll complete the Icon (21250 xps).
Go right back and now go straight past through the door into the cavern.
If you have the Wardstone the Dragon leaves you alone. Use the exit in
the NW. Here you have to defeat the Shadow Lord (25000 xps) and his
Altar. When all the enemies are dead, light returns (44250 xps/head).
Merella appears and dies.
Fight the animals and agree to help the city when challenged by the
Militia Captain.
Go to the High Merchant Lord's house, accept. Go downstairs and find
Cernd.
You should now head over to the Druid Grove.
When that matter is resolved, tell the High Merchant (2000 gps) and
accept his new quest.
Go to the tent of the Dao Genies. Give their Khan the head of Ihtafeer
(the Rakshasa in the Druid Grove area) for 10000 xps and a sword.
Tell the Guildmistress in the Mayor's home for 7500 xps, gems and a
magic shield. Tell the High Merchant himself and you'll be honoured and
get reputation +1, 25250 xps/head and 10750 gps.
You're also given the same quest by two feuding families. The best way
to do this quest is this: go to either mansion and accept, you'll get
the key.
Go to the tomb and accept the High Merchant's offer when he appears. Go
in, kill all and get the Circlet.
Take it to the High Merchant for 250 gps, 8000 xps and reputation +1.
There is found in Trademeet Neeber, presumably cousin of Noober (from
BG1) or something. Talk to him loads of times and much like Noober, you
get 1000 xps/head and some
+2 bullets
-------------------------------------------------------------
8.f. Druid Grove
-------------------------------------------------------------
Treasures: Cleric's Staff +3, Amulet of Proof Against Poison, Scimitar
of Speed +2: Belm, Bracers of Archery, Spear of the Unicorn +2.
NPCs: none.
Once you've agreed to help Trademeet, head to the NW. Here, meet Cernd
and let him challenge Faldorn. Cernd will win, and you've freed the
Druid Grove from the depredations of the Shadow Thieves, leaving
Trademeet safe. That was easy.
There is a cottage in the NE belonging to a woman who is actually a
Rakshasa. Kill her and her friends. You can get her head, and there are
some minor treasures in a chest in this cottage.
In the deserted Ogre's Tower, there is a magical scimitar.
There is a Troll Mound in the SW. Enter, kill all the (many) trolls, and
you can search the bones at the far side for some nice treasures.
-----------------------------------------------------------------------
9.a. Early Sections
-----------------------------------------------------------------------
PLOT POINT:
Having killed Irenicus you now live in peace - you think. But now the
Bhaalspawn are marching, and five armies, each lead by one of the most
powerful of Bhaal's children, are marching on the Realms, seeking world
domination and to ascend to the throne of their father. You have been
told by the elven queen Ellesime to commune with gods in a sacred grove,
and now you must discover your fate as a child of Bhaal.
Sarevok murdered your father and nearly you, and you have been
forced to kill him twice. Now he appears, and if you implant a
piece of your soul in him he will be reborn again, and you may
fing him a useful ally... or a bitter foe.
Found: Hell.
Score: *****
OK, he's evil, but he is by far and away the best fighter
in the game. He's incredible with a two-handed sword and in
combat remains incredibly dangerous.
WALKTHROUGH:
THE OPENING BITS:
At the very beginning, simply talk to the gods to hear their rhyme, then
when you appear in the clearing, prepare for a fight, as another
Bhaalspawn, Illasera "the quick", appears to try and kill you. She'll
cast Mirror Image and Monster Summoning first, just kill her, it's not
too hard. She carries all the treasures listed above and:
2 Potions of Extra Healing
After this you will be transported to your very own hell, once owned by
Bhaal. Here two people will appear. The first is Solar, who offers some
advice and tells you that she will watch over you. The second is
Sarevok, who appears and will offer to help you if you give him a piece
of your spirit. Agree, he'll do it and open the first portal of four for
you. He can also join you - if you want him to, make him swear an oath
so he can't betray you.
YOUR PERSONAL HELL:
From this hell you can do four things. Firstly, you can summon any NPC
except Yoshimo to aid you. This makes it far easier to tailor-make
parties for specific areas. You get 2000 xps each time you do this, and
they level up.
Secondly, there is Bhaal's imp "butler", Cespenar, who can upgrade
existing magic items with special items you find during the game. The
special items are (location in brackets):
-Heart of The Damned
-Liquid Mercury
-Eye of Tyr
-Fflar's Scabbard (Gromnir's castle level 1, Saradush)
-Baalor's Claw (Berenn has in Yaga-Shur's chambers)
-Roranach's Horn (Gromnir Il-Khan wears)
-Serpent Shaft
-Skull of the Lich
-Hindo's Hand
-Starfall Ore (Kiser's basement, Saradush)
-Rune of Clangeddin
-Bowstring of Gond
-Montolio's Clasp
-Montolio's Cloak
-Circlet of Netheril
-White Dragon Scales
-Blue Dragon Scales
-Star sapphires, rogue stones, diamonds, rubies, emeralds, sapphires,
king's tears, nymph's tears. (various)
-Scrolls of Invisibility and Improved Haste. (various)
And this is the combinations of upgrades and what they produce:
-Cloak of Protection +2
-with scrolls of Invisibility and Improved Haste
-create
-Flail of Ages
-with
-create
-Bag of Plenty +1
-with King's Tear and 10,000 gps
-create
-Ravager +4
-with Serpent's Shaft
-create
Thirdly, you can use the portal to access anywhere on the map, though
you cannot visit everywhere from the start, you must gain access to each
one, as they appear on your map.
Lastly, the shimmering portals around the edges all hold different tasks
and challenges you need to complete before you can progress.
THE FIRST PORTAL:
When Sarevok opens the first portal, enter it when you've rested and
prepared. A Bhaalspawn called Gavid will appear and talk to you about
the nature of Bhaal's children and retribution, before a horde of all
the monsters above appear in a seemingly never-ending stream, finishing
with the drow. This can be quite taxing but you should pull through.
After this Gavid will reappear, say a few more things, and you will get
25000 quest xps per head. Not bad! You will also gain the Pocket Plane
special ability, which will allow you to return to your Hell whenever
you desire.
Now use the portal to leave - on this occassion you will automatically
go to Saradush.
-----------------------------------------------------------------------
9.b. Saradush (AR 5000)
-----------------------------------------------------------------------
PLOT POINT:
Saradush is besieged by one of your brothers, a Fire Giant, and the
town, which has recently become a haven for lesser Bhaalspawn, has not
got long left, but the most dangerous threat is their own leader,
Gromnir Il-Khan, who appears insane, and is starving his own people. Now
many turn to you for assistance in this darkest hour...
Treasure: Shakhti Figurine, Grandmaster Armour +6, Lavender Ioun Stone,
Quaterstaffs +2, Ice Star +4, Morning Star +3, Full Plate +2.
NPCs: None.
WALKTHROUGH:
MELISSAN:
When you first teleport into Saradush you will witness Melissan, a
fellow Bhaalspawn, pleading with some Il-Khan soldiers (the soldiers of
Gromnir Il-Khan, the tyrannous local leader) to permit an audience with
Gromnir. They suspect you to be spies of the besieging armies and will
attack you. Keep casting area-affect spells and you shouldn't find this
too hard. They all carry Potions of Extra Healing, and some have magical
halberds on them. Melissan will then tell you the situation and beg for
your help in ending the siege. Accept, of course.
RESTING, HEALING AND SUPPLIES:
You can rest and buy some various items at the Tavern Tree, a small inn
in the centre of the map (marked). Just South of that is a Temple of
Waukeen, where you can purchase all the usual services.
Once you have completed the Lazarus' Spellbook quest (see below) you can
also buy and sell magical items at the magic shop (again, marked on the
map).
GETTING INTO THE CASTLE:
There are two methods to entering the castle proper. The first is
getting the sewer key and creeping up via the sewers. The second is
entering via the vampire-filled old jails. Both lead to the same level
of the castle. The latter is more dangerous but more rewarding.
THE SEWER METHOD:
To enter the sewers you need the key, which is in the Guardhouse of
Gromnir's soldiers (in the West, marked on map).
Just wade and kill the host of warriors awaiting you, and ensure you
search all the bodies and chests in the room to get the key and the odd
minor treasure, but there's nothing of any real value.
The quickest entrance to the sewers for reaching the castle is the sewer
entrance right next to the main castle doors near where you teleported
in at the beginning.
Go down, follow the corridor, and deal with the Devil Shades quickly
before they can respawn and overwhelm you completely. Next head up the
Northernmost of the branches at the junction, up here is a secret door
near which can be found an Umber Hulk and a few NPCs, no real challenge.
Bands like this litter the sewers. The secret door is along this
corridor, it leads to a room full of Gibberlings, and then to a set of
stairs that lead up inside Gromnir's castle.
THE OLD JAIL METHOD:
If you are nonevil, enter the Temple of Waukeen (on map) and ask Sister
Farielle about entering the castle. She'll give you the key to enter the
jails, which are full of vampires (3000 xps). In fact, the rumour you
can hear in the Tavern Tree about the whores being vampires is correct!
Simply enter the jail and work your way around. There are plenty of
vampires. You can find minor treasures at: x 805 y 520 and x 740 y 395.
Twice, at x 1295 y 310 and x 540 y 620, you will encounter a silent
spectre who mimes putting on a necklace, which is the rusted amulet in
one of the jails next to the area you see him the second time. I must
admit, I haven't a clue what purpose this has.
At the end you encounter Phylidian, a powerful vampire who makes a last
ditch effort to stop you. If you succeed in getting through, you'll
enter the same level as the sewer method but over the other side of the
map.
INSIDE GROMNIR'S CASTLE:
If you enter from the sewers, enter the room straight in front of you,
then keep going North, collecting various minor treasures as you go
along, the best bits are found at x 960 y 1240 and x 750 y 1210.
If you arrived from the vampire-infested jail you will first encounter
Amsay Jahag, a fellow Bhaalspawn seeking to escape. She tells you about
the numerous highly sensitive traps in the building. There are lots of
traps and lots of guards, all carrying +1 weapons, but they're not ultra
hard to get past.
There are two prisoners on this level who, if you open their cell doors
and talk to them, get you Reputation +1 for freeing them. They can be
found at x 1065 y 1630 and x 1315 y 975 (the latter's called Vinke, for
no apparent reason).
Follow the corridors around to the same place, it is a circular
staircase. This leads you up to a small atrium-like room with a band of
reasonably tough NPCs in it.
Now go upstairs to Gromnir's audience chamber. Here he will talk to
Melissan and attack you. This a hard fight, but if you take out the
mages fast and then Gromnir then his other soldiers you should win. They
carry much treasure, the highlights of which include:
Rornarch's Horn
Lavender Ioun Stone
Full Plate Mail +2
5 Potions of Superior Healing
2 Potions of Extra Healing
Morningstar +3
Ice Star +4
Grandmasters Armour +6
2 Quaterstaffs +2
1200 gp
Melissan will reappear and tell you about Yaga-Shur's apparent
invincibility, giving you lots of locations on the map. Now return to
your hell, using the pocket plane skill in your special abilities bar,
and then leave it again, asking to go to the home of Yaga-Shur.
OPTIONAL QUESTS >>>
KISER AND MATEO:
If you enter the Militia Jail (on map), you will witness Mateo being
jailed as a traitor. If you talk to the captain of the guard he will
tell you that he thinks it is a bit odd. Talk to Mateo, hear what he has
to say, then visit Kiser in his home (again, map). He'll tell you it is
in fact Errard.
Now go to the Countess and she'll tell you Kiser's threatening to kill
her kidnapped son. Now talk to Errard on top of the walls fighting back
the siege. Tell him about the accusation but say you won't kill him.
He'll cast a divination that tells you to look in Kiser's house.
Go back, Kiser's downstairs, kill him and his lackeys, search for
various treasures (nothing special), and free the Countess' son (he's
round the bend guarded by the mage for 7000 xps/head, then return to the
Countess for 5000 xps/head and 2000 gps.
LAZARUS' STOLEN SPELLBOOK:
Lazarus at the magic store has had his spellbook stolen. He suspects
Hectan, in the Tavern Tree, he also says he found a boy's muddy
footprints.
Talk to Squip just outside the magic shop with some other boys and just
be generally horrible, he'll tell you he stole it and gave it to Hectan.
Confront Hectan in the Tavern Tree with this information and he'll ask
for a teleportation scroll in return from the spellbook.
Get this from Lazarus who will warn you it won't work. Give it to Hectan
for the book and 5000 xps and if you don't tell him the scroll is
dangerous he'll die and you get Reputation -1, no change if you do tell
him.
After doing this quest you can buy stuff from Lazarus.
-----------------------------------------------------------------------
9.c. Northern Forest (AR 6400)
-----------------------------------------------------------------------
PLOT POINT:
In your quests to discover the secret of Yaga-Shur, you will have to
pass through the Mir Forest, and it is nothing short of teeming with the
Bhaalspawn's evil minions.
Monsters: Fire Giants.
Treasure: Minor treasures only.
NPCs: None.
WALKTHROUGH:
This map is simple, just wade through the seemingly never-ending horde
of soldiers and fire giants to get to the other side. If you go North at
first rather than South you'll meet Karthis al-Hezzar, a merchant
vivtimised by the soldiers you just killed. Be nice to him and you get
Reputation +1 and 100 gps, plus of course he sells things. The ford
across the river is to the South, you have to march through dozens of
soldiers to get to the other end, but when you do leave for the Forest
of Mir and the Bhaal Temple there.
-----------------------------------------------------------------------
9.d. Forest of Mir - Temple
-----------------------------------------------------------------------
Treasures: Ring of Animal Friendship, Cleric's Staff +3.
NPCs: None.
WALKTHROUGH:
CLEANSING THE RUINS:
As you walk along the clear causeway, Gorion will appear (apparently).
Regardless of what you say Gorion says you were cunning to "resist" him
(5000 xps/head), and he shows his true colours as a Master Wraith and
summons a number of mists to fight with him. This battle is very hard,
and from this point on the game really does get difficult for even the
best players. If you defeat them all, head into the ruins of the Bhaal
temple. Here a group of skeletons will attack you to protect their home.
Concentrate on using fighters to down the warriors and assassin and
mages and clerics to use Magic Missiles, Breaches and Pierce Magics to
stop the cleric and mage casting and keep the vulnerable.
Having killed the group, you can find 40 +3 bullets at x 750 y 1250.
NYALEE:
Now go up the stairs to find Nyalee, who gives you an important quest to
retrieve both her heart and Yaga-Shur's from the fires of the Marching
Mountains. Accept this or you have no way to defeat Yaga-Shur. Nyalee is
at x 545 y 610.
Now leave this area and carry on to the marching mountains.
When you return with the hearts, she'll go mad and attack you, summoning
two nymphs and two shambling mounds, dispatch them all.
-----------------------------------------------------------------------
9.e. Marching Mountains (AR 5200)
-----------------------------------------------------------------------
Monsters: Outside - Fire Giants. Inside - Fire Giants, Elite Fire
Giants, Fire Salamanders, Fire Trolls, 1 Clay Golem, 1 Adamantine Golem,
1 Magic Golem, Flaming Skulls, Fell Cats, 1 Erinyes, Bone Fiends,
Burning Men, Greater Fire Elementals.
Treasures: Girdle of Fire Giant Strength, Psion's Blade +5, Bag of
Plenty +1, Ravager +4, Amulet of the Master Harper.
NPCs: None
WALKTHROUGH:
FINDING THE ENTRANCE:
The entrance to the caverns is found at x 2165 y 290. If you go the
fastest route, to the East staying as far South as possible, you'll only
face three Fire Giants, but there are others. When located, enter the
caverns.
THE SYMBOLS:
In here you are immediately waylaid by Fire Giants. Once dead, enter the
rooms to the East and West, killing their Elite Fire Giant guardians.
Inside each are gongs, one with a Hammer symbol at x 425 y 1995 and one
with a Skull at x 1705 y 2020. We will come back to these later.
Go up both flights of stairs. Note - you can step in the lava channels
but not the circular pools, they deal fire damage. At the top you find a
weird machine with symbols on it at x 1935 y 1235. Go up the West stairs
first. Around the pool are traps. When you open the container (x 1185 y
720) Fire Salamanders and Fire Trolls appear. In the container is the
Hammer wardstone (matching the gongs, see?), a book that is useful to
read, and the Fire Giant Strength girdle.
Up the East stairs, guarded by Fire Giants, at x 2685 y 1470 is the
second container, in it is minor treasures, the same book (odd), and the
Skull wardstone. This time three golems warp in to be dispatched.
Now go to the gongs and insert the appropriate wardstones into the
gongs, for 5000 xps/head each. Now the shields blocking the rooms on the
second floor are removed. The West room first - both are guarded by a
group of Fire Salamanders, Burning Men, Flaming Skulls and Fell Cats.
Watch out for the Skulls' and Men's spell-like attacks, and worry about
the Fell Cats in combat. Now the container can be opened (guarded by
Burning Men and Greater Fire Elementals), to get the Psion's Blade +5 (a
fantastic weapon) and one of the two remaing wardstones. In the East
area you get the other one, this time the after-opening guards are two
bone fiends and an erinyes. Take all the four stones to the machine and
place them in it for 20000 xps/head and the doors to Yaga-Shur's
chambers open.
YAGA-SHUR'S CHAMBERS:
Now in his chambers, wade through the opening guards then go left or
right down the tunnels, along the lava channels, and then you're into a
long room full of enemies. Just kill them all, searching the containers
as you go for various items. When you find Yaga-Shur's heart at x 2075 y
1095 remove it from the flames (20000 xps/head).
Open either set of doors and go through. Along this corridor are a
number of traps and enemies, but in a trapped container at x 2485 y 670
you'll get the Bag of Plenty +1, and in the plinth in the centre of the
corridor you find Nyalee's heart and some other items. There is also on
this section a trapped slave woman, if you free her you get 15000
xps/head, she's at x 2485 y 670.
With the hearts use your pocket plane to get out and back off to the
ruined temple and Nyalee, see above.
OPTIONAL QUESTS >>>
A MOTLEY BAND OF BHAALSPAWN:
Outside, at x 1030 y 655 you find a four-strong and completely bizarre
party of Bhaalspawn, including a goblin, a kobold and... a chinchilla.
An easy fight, they usually run away given a chance.
-------------------------------------------------------------
NOTES ON THE SLAYER
-------------------------------------------------------------
At a certain point you gain the ability to shapechange at will into the
Slayer, an incredibly powerful avatar form of Bhaal.
This may seem like an excellent idea, but I warn against it. Use only
when ABSOLUTELY necessary.
Once the ability is used, you get one chance to turn back and stay as a
human. If you continue the transformation, you first lose 2 reputation
points.
After a short period you will start taking damage due to your slipping
control on your self. Most likely if you start taking wounds as the
Slayer you might die before you can change back - you can only use the
change once a day, so if damage interrupts your "Shapeshift normal form"
ability you're stuck as the Slayer for a day.
You continue to sustain damage for roughly one turn.
The Slayer's merits though is that it has huge strength, high
resistances, causes horrific cold damage and looks very cool indeed.
-------------------------------------------------------------
CHARACTER CREATION
-------------------------------------------------------------
Creating a character
Due to higher levels than BG1, mages are finally powerful from the very
start. At the end? Well, they're amazing.
For experienced role-players, a mage can be extremely deadly, and is
probably the best choice. For a novice or one who is not into the
magical arts (or, like me, just loooves paladins), the cavalier is
probably the ideal class. Loads of protective and healing abilities,
resistances to acid and bonuses against the tougher monsties make them
perfect at combat.
However, the lack of ranged power is probably a bitter blow to the real
newbie, so I recommend beginners pick a fighter. No restrictions and
easy to get to grips with, there is no easier class to use.
Class by class rundown:
Fighter: easy to use, no restrictions, ideal for those new to TSR.
Kensai: an even more dangerous fighter. Not recommended to new
players due to the lack of any armour - careful use required.
Berserker: probably a bit better than the bog-standard fighter due
to the beserk ability but the disadvantages mean that it isn't as easy
to handle as the standard fighter.
Wizard Slayer: in my humble opinion the second weakest class. Sure
they can do serious damage to all wizards including the game's main
protagonist, but the lack of magical items means that against non-
wizards they can be very weak late on in the game, which is when it
counts.
Mage & Specialist Mage: excellent now for a clever or experienced
player. The reason they are not as good for beginners is their lack of
staying power. Always choose a specialist over a standard one - the
extra spells can make a HUGE difference to your game.
Sorcerer: strong in the hands of a good player, but very hard to get to
understand properly. Beginners should stay well clear until they have
reached a respectable level of ability. Play up its strengths and try to
hide its weaknesses.
Ranger: Ahh, a characterful and powerful warrior. Racial enemies and
stealth make them very dangerous when used correctly. Use them as
trackers and hunters. The only real weakness is their lack of large
bonuses, but stacks of minor ones can be nasty.
Stalker: Good a stalking (obviously), high stealth, pretty good. A
few mage spells are handy too. They lack metal armour, but it's a fair
trade.
Beastmaster: Good for bringing help to the fray and no lack of
combat strengths. They just aren't powerful enough to over-rule other
classes.
Archer: Again, not an ideal beginner choice due to lack of armour,
they are perfect snipers. Very good class this. Use called shots often.
Bard: fairly weak at the lower levels, only really useful for
identifying stuff and boosting morale.
Blade: Good defensive power but they have a lack of rogue-ishness
as the penalty. Can be good used carefully, but very poor in the thick
of things, though they have staying power.
Jester: Appalling. The ability to cause confusion against weak
enemies (which are in short supply) traded for rogue abilities and just
about everything worthwhile in a bard. Stay well clear, everyone.
Skald: Nothing special at lower levels, but a very strong addition
later on. Huge bonuses from their bard songs at high levels can swing
entire battles.
Paladin: tough, many abilities and ideal for beginners. Can't say much
more.
Inquisitor: a worthy addition to the class list, their ability to
almost ignore defensive magics mean that they actually beat the wizard
slayer at their own job.
Cavalier: my favourite. Stacked full of defensive upgrades and
offensive bonuses against the super-powerful monsters make them
characterful and dangerous in the extreme. The lack of any ranged power
is a gripe but is easily outweighed.
Undead Slayer: very powerful against the undead, but there isn't
enough dead activity in the game to recommend them - they're just too
specialised.
Monk: Weird and super powerful at high levels. Ki energy abilities means
that they can get away with costing little to equip and doing powerful
damage. A bit complicated but very good. My second favourite.
Cleric: Can't get to high enough levels and their spells are mostly a
bit rubbish. Not that bad, but in my opinion not worth bothering with.
Priests are better but a bit similar.
Thief: Cunning and guile in a PC can turn these not too tough characters
into stealthy killing machines. Setting traps makes them even better.
Swashbuckler: good in combat, but not good enough at their
thieving skills to be as good as the standard thief.
Assassin: a cunning player can take out very powerful characters
very quickly with this kit. Deadly but quite difficult to use and not as
good at thieving stuff as they could be.
Bounty Hunter: the best thief, their custom traps and nasty
abilities make up for the lack of thieving effectiveness.
Druid: More poor priest spells, low armour and poor weapons. WTF is
going on? Don't even bother.
Totemic druid: a druid with very weak bonuses. Don't bother.
Shapechanger: A better option but still not really worth your
while.
Avenger: the most powerful druid, but it still suffers from the
often woeful restrictions of its mother class. Stay clear of all these
classes if you want my advice (and if you don't, why are you here?).
NOTE: I've had a lot of e-mails telling me Avengers are very good. Why?
They lose 2 on two vital stats, their spells are mostly poor until level
6/7, they make poor fighters and can't use most weapons/armour.
Multi-classes: Hmm... the best for a cunning player is the mage/thief.
Annoying weapon restrictions aside, they can make themselves invisible
and stab the enemy in the back, hard.
If you insist on priest spells, a fighter/druid is the best bet. The
fighter knocks off the terrible restrictions of the standard druid and
improves the class vastly. I prefer to steer away from multi-classers,
as they take too long to level up to satisfactory levels and often never
reach high enough levels to do any real damage.
My character is: human; male; lawful good; cavalier, with weapon
abilities spread across all sorts of weapons and fighting styles. This
gives you a close-combat monster.
stats
Charisma - use it! A high charisma is your best friend and can get you
cheaper goods and makes people generally kinder to you. Coupled with a
high reputation and it's a huge bonus. However, I say skip it. Why?
Because before it becomes at all useful you can get the Ring of Human
Influence. Problem solved.
Wisdom - unless you're a type of spellcaster, I'd keep it down to 9
unless you have plenty of extra points.
Intelligence - vital for mages but not that hot for anybody else. Mages
should get it up, but keep it to 10 for others.
Constitution - the most important. Get an 18 here if at all possible. It
makes your character tougher, more resistant to all sorts of things and
more likely to stay on his feet.
Dexterity - handy for mages, thieves, bards and druids but those capable
of wearing decent armour might as well forget about it. If the Gauntlets
of dexterity turn up you might be able to ignore it altogether.
Strength - second most important after constitution. Again, do your best
to get 18+ on this. The 19s possible on str. And con. Make half-orcs an
enticing prospect.
Stone Golems (Edwin's first quest): Use polymorph self to get a mustard
jelly, much less killable and more dangerous, then use magical spears to
finish the job. It's the only way...
The Umber Hulks' room in Spellhold: This is so @!"%* hard I'd just turn
the difficulty down to Easy to do it. Cast spells galore and with a
little luck you can take them down. It's not easy though.
Drow parties: Drow AI means they are very hard. Aside from being fast,
all carrying magical equipment as standard, having a huge magical
resistance and being able to cast spells (now see why I love Viconia?),
they help each other - great AI - if one Drow can't get to the fight but
is near another taking a battering he'll cast healing spells, which
showcases the AI. This is more to notify you of their cunning (they hide
round corners too, just when you think you've finally got rid of them...),
but I recommend this course of action - use your warriors and other
tanks as a front line to fill the narrow Underdark corridors, and use
sling/bow armed thieves/mages at the back to mop up the healers and
spell-casters hanging about ruining everything - you won't do the damage
to kill, but you can easily disrupt their spells in this way. Good luck!
The d'Arnise Hold golems: Take them on two at a time by pillaging the
alcoves one by one. Retreat to the doorway and use mace-armed, spell
protected characters to take out the golems as they appear in the
doorway. Easy when you know how!
All especially hard characters (ie dragons): If you have to talk to them
to attack, click to talk, then stop and attack. You've now got plenty of
time to thump it before it wakes up and starts thumping back!
Dealing with Mind Flayers: Simply summon a few Invisible Stalkers
(you're a fool if you don't have this spell memorised), preferably
buffed up a bit (a buff is a purely beneficial spell ie Bless, Chant,
Haste etc), and use them to attack the 'Flayers. The 'Flayers special
abilities have no effect on them whatsoever. Sometimes the swirly
Confusion thing appears on their heads, but they're not confused, and
will easily tear the 'Flayers apart!
Dealing with Beholders: Easy really - if you haven't got the Robe of
Reflection you need to cast spell turning, and the Beholder will drop
dead of its own spells, unless you're unlucky and it makes all its saves
before the spell turning wears off.
-------------------------------------------------------------
PARTY SKILLS
-------------------------------------------------------------
The ideal party should be capable of performing any task, and should
include about one of each main class section. If I'm playing as the
cavalier, my party is always as follows:
Mazzy (a great fighter, pure and simple)
Jan (the best thief with good stats and a few spells)
Minsc (tough, good stats and versatile)
Edwin (a very good caster)
Viconia (VERY good dex. And wis., high magic resistance, useful in the
Underdark)
I also like Valygar, Keldon, Aerie, Haer'Dalis and Jaheira in my party.
Select your formations carefully, based on ease of movement and various
combat situations.
That's my advice anyway.
The part I use mostly now is this:
Mazzy
Valygar (Probably just me, but does he EVER fail a saving throw?)
I hope this helps you select your party - for more detailed information
on the locations of the NPCs see the appropriate location pages. I've
summarised the locations here:
Aerie: Waukeen's Promenade
Anomen: The Slums
Cernd: Trademeet
Edwin: The Docks
Haer'Dalis: Temple District
Imoen: Irenicus' Dungeon
Jaheira: Irenicus' Dungeon
Jan: Government District
Keldorn: Temple District
Korgan: The Slums
Mazzy: Ruined Temple
Minsc: Irenicus' Dungeon
Nalia: The Slums
Valygar: Umar Hills
Viconia: Government District
Yoshimo: Irenicus' Dungeon
The cheat features are largely unchanged since the original Baldur's
Gate. There are some minor differences, but that is to be expected. To
get the cheats activated do these steps:
Step One: Open the game's directory C:\Program Files\Black Isle\BGII -
SoA
Step Two: Open the Baldur.ini file in notepad.
Step Three: Find the line [Program Options]. Under it are a variety of
settings for your game. Add this line: Debug Mode=1. And it must be
Debug Mode=1, not debug mode=1 or anything else. Save and close notepad.
Step Four: Now when you are in the game, press CTRL-SPACE to bring up
the Console. This is where you will enter all the cheats. Anyone
familiar with the original Baldur's Gate cheats will find that the
cheats are mostly the same from this point. At any point in the game,
press CTRL-SPACE to bring up the console. There you enter in your cheat
and press ENTER to execute the cheat.
EXTRA EXPERIENCE:
Open console and type CLUAConsole:SetCurrentXP(xxxx)
Where xxxx is the number of xps you want your character to have.
Note this has no bearing on your level.
ITEM CREATION:
Open console and type CLUAConsole:CreateItem(xxxxxx,yy)
Where xxxxxxx is the item code (see below) and yy is the amount you
want. If you just want one, don't type this.
Item Codes:
AMULETS:
AMUL01 - Necklace of Missiles
AMUL02 - Necklace
AMUL04 - Studded Necklace with Zios Gems
AMUL05 - Bluestone Necklace
AMUL06 - Agni Mani Necklace
AMUL07 - Rainbow Obsidian Necklace
AMUL08 - Tiger Cowrie Shell Necklace
AMUL09 - Silver Necklace
AMUL10 - Gold Necklace
AMUL11 - Pearl Necklace
AMUL12 - Laeral's Tear Necklace (3000 gp)
AMUL13 - Bloodstone Amulet
AMUL14 - Amulet of Protection +1
AMUL15 - Shield Amulet
AMUL16 - Amulet of Metaspell Influence (+1 2nd level spell)
AMUL17 - Greenstone Amulet
AMUL18 - Wolfsbane Charm +2 vs Lycanthropes
AMUL19 - Amulet of 5% Magic Resistance
AMUL20 - Kaligun's Amulet of Magic Resistance
AMUL21 - Amulet of Power
AMUL22 - Periapt of Proof Against Poison
AMUL23 - Periapt of Life Protection
AMUL24 - Necklace of Form Stability
AMUL25 - Amulet of Spell Warding
ARROWS:
AROW01 - Arrow
AROW02 - Arrow +1
AROW03 - Arrow of Slaying
AROW04 - Acid Arrow
AROW05 - Arrow of Biting
AROW06 - Arrow of Detonation
AROW07 - Arrow or Dispelling
AROW08 - Arrow of Fire
AROW09 - Arrow of Ice
AROW10 - Arrow of Piercing
AROW11 - Arrow +2
AROW12 - Arrow of Biting
AROW1A - Arrow +2 (different picture)
BAGS:
BAG02 - Gem Bag
BAG03 - Scroll Case
BAG04 - Bag of Holding
BELTS:
BELT01 - Girdle
BELT02 - Golden Girdle
BELT03 - Girdle of Bluntness
BELT04 - Girdle of Piercing
BELT05 - Girdle of Masculinity/Femininity
BELT06 - Girdle of Hill Giant Strength (19 STR)
BELT07 - Girdle of Stone Giant Strength (20 STR)
BELT08 - Girdle of Frost Giant Strength (21 STR)
BELT09 - Girdle of Fortitude (sets CON to 18 for 8 hours)
BELT10 - Belt of Inertial Barrier (resist damage)
BLUNT WEAPONS:
BLUN01 - Club
BLUN02 - Flail
BLUN03 - Flail +1
BLUN04 - Mace
BLUN05 - Mace +1
BLUN06 - Morning Star
BLUN07 - Morning Star +1
BLUN08 - Flail
BLUN09 - Kiel's Morningstar
BLUN10 - The Root of the Problem Club +1, +3 vs. unnatural creatures
BLUN11 - Mace
BLUN12 - Mace of Disruption +1
BLUN13 - Flail +2
BLUN14 - Flail of Ages +3 (complete, Fire + Acid + Cold)
BLUN14A - Flail Head (Cold)
BLUN14B - Flail Head (Fire)
BLUN14C - Flail Head (Acid)
BLUN14D - Flail of Ages (Fire + Cold)
BLUN14E - Flail of Ages (Acid + Cold)
BLUN14F - Flail of Ages (Fire + Acid)
BLUN14G - Flail of Ages (Cold)
BLUN14H - Flail of Ages (Fire)
BLUN14I - Flail of Ages (Acid)
BLUN15 - Morning Star +2
BLUN16 - Morningstar + 2: The Sleeper
BLUN17 - Morningstar +2: Wyvern's Tail
BLUN18 - Mace +3: Skullcrusher
BLUN19 - Mace +2: Mauler's Arm
BLUN20 - Mace +1: Ardulia's Fall
BLUN21 - Mace +2
BLUN22 - Club +3, Blackblood
BLUN23 - Bone Club +2, +3 vs. Undead
BLUN24 - Club +2, Gnasher
BLUN25 - Mace of Disruption +2
BOOKS:
BOOK01 - Magical Book
BOOK02 - Spell Book
BOOK03 - Manual of Bodily Health +1 Con
BOOK04 - Manual of Gainful Exercise +1 Str
BOOK05 - Manual of Quickness of Action +1 Dex
BOOK06 - Tome of Clear Thought +1 Int
BOOK07 - Tome of Leadership and Influence +1 Chr
BOOK08 - Tome of Understanding +1 Wis
BOOK09 - Normal Book
BOOK10 to BOOK67 - Various Histories
BOOK68 - Book of Ancient Knowledge/History of the Nether Scrolls (must
be Identified) BOOK70 - Yago's Book of Curses
BOOK71 to BOOK86 - Various Dusty Books
BOOK87 - Balduran's Log Book
BOOK88 - The Recipes and Ruminations of One Dradeel of Tethir
BOOK89 - The Book of Kaza
BOOK90 - Golem Building Book
BOOK91 - Tome of Amaunator
BOOK92 - Merella's Journal
BOOK93 - Orcish Cookbook
BOOK94 - The Vapiricus Omnibus: Unabridged
BOOK95 - Dea Vampir Becomos
BOOK96 - Conjur Ota Servanta
BOOK97 - Lellyn's Journal
BOOK98 - Book of King Strohm III
BOOTS:
BOOT01 - Boots of Speed
BOOT02 - Boots of Stealth
BOOT03 - Boots of the North
BOOT04 - Boots of Avoidance
BOOT05 - Boots of Grounding
BOOT06 - Worn Out Boots
BOOT07 - Boots of Elvenkind
BOOT08 - Boots of Phasing
BOOT09 - Boots
BOOT10 - Boots of Lightning Speed (double haste)
BOOT11 - Boots of Etherealness
BOOTDRIZ - Drizzt's Boots of Speed
BOWS:
BOW01 - Composite Long Bow
BOW02 - Composite Long Bow +1
BOW03 - Long Bow
BOW04 - Long Bow +1
BOW05 - Short Bow
BOW06 - Short Bow +1
BOW07 - Long Bow of Marksmanship
BOW08 - Eagle Bow (Short Bow +2)
BOW09 - Ripper +2
BOW10 - Heartseeker +3
BOW11 - Strong Arm +2
BOW12 - Elven Court Bow +3
BOW13 - Mana Bow +4
BOW14 - Tuigan Short Bow +1
BOW15 - Tansheron's Short Bow +3 (needs no ammo)
BOW16 - Composite Long Bow +2
BOW17 - Long Bow +2
BOW18 - Short Bow +2
BOW19 - Short Bow of Gesen (needs no ammo)
BOW19A - Gesen Bow Shaft
BOW19B - Gesen Bow String
BOW99 - Eagle Bow (short bow +2)
NPBOW - Bow of Arvoreen (Mazzy)
BRACERS:
BRAC01 - Bracers of Defense AC 8
BRAC02 - Bracers of Defense AC 7
BRAC03 - Bracers of Defense AC 6
BRAC04 - Bracers of Archery
BRAC05 - Bracers
BRAC06 - Gauntlets of Ogre Power
BRAC07 - Gauntlets of Dexterity
BRAC08 - Gauntlets of Fumbling
BRAC09 - Gauntlets of Weapon Skill
BRAC10 - Gauntlets of Weapon Expertise
BRAC11 - Bracers of Binding (cursed item)
BRAC12 - Bracers
BRAC13 - Bracers of Defense AC 5
BRAC14 - Bracers of Defense AC 4
BRAC15 - Bracers of Defense AC 3
BRAC16 - Bracers of Blinding Strike (improved haste once a day)
BRAC17 - Gloves of Pick Pocketing
BRAC18 - Gloves of Missile Snaring
BRAC19 - Gauntlets of Crushing (extra fist damage)
BRAC20 - Gloves of Healing
CLOAKS & ROBES:
CLCK01 - Cloak of Protection +1
CLCK02 - Cloak of Protection +2
CLCK03 - Cloak of Displacement
CLCK04 - Cloak of the Wolf
CLCK05 - Cloak of Balduran
CLCK06 - Cloak of Non-Detection
CLCK07 - Nymph Cloak
CLCK08 - Algernon's Cloak
CLCK09 - Mage Robe of Cold Resistance
CLCK10 - Mage Robe of Fire Resistance
CLCK11 - Mage Robe of Electrical Resistance
CLCK12 - Knave's Robe
CLCK13 - Traveller's Robe
CLCK14 - Adventurer's Robe
CLCK15 - Robe of the Good Archmagi
CLCK16 - Robe of the Neutral Archmagi
CLCK17 - Robe of the Evil Archmagi
CLCK18 - Knave's Robe
CLCK19 - Robe of the Good Archmagi
CLCK20 - Cloak of the Shield
CLCK21 - Holy cloak
CLCK22 - Shandalar's cloak
CLCK23 - Cloak of Elvenkind (hide in shadows bonus)
CLCK24 - Cloak of Reflection
CLCK25 - Cloak of the Stars
CLCK26 - Cloak of Mirroring
CLCK27 - Cloak of the Sewers (AC +1)
CLCK28 - Shadow Thief Cloak
CLCK29 - Robe of the Apprenti
CLCK30 - Cloak of Bravery
NPARM - Jansen AdventureWear
NPCLCK - Cloak of the High Forest (Cernd)
HAMMERS:
HAMM01 - War Hammer
HAMM02 - War Hammer +1
HAMM03 - War hammer +2
HAMM04 - Warhammer +1,+4 vs giant humanoids
HAMM05 - War Hammer +2
HAMM06 - Dwarven Thrower +3
HAMM07 - Dwarven Warhammer of Thunderbolts +3
HAMM08 - War Hammer +2
HAMM09 - Crom Faeyr (best weapon in the game)
HELMS:
HELM01 - Helmet
HELM02 - Helm of Opposite Alignment
HELM03 - Helm of Glory
HELM04 - Helm of Defense
HELM05 - Helm of Infravision
HELM06 - Helm of Charm Protection
HELM07 - Helm of Balduran
HELM08 through HELM13, HELM15 - Helmet
HELM14 - Kiel's Helmet
HELM16 - Helm of Brilliance
HELM17 - Skull of Death
HELM18 - Pearly White Ioun Stone (regenerate HP)
HELM19 - Dusty Rose Ioun Stone (AC +1)
HELM20 - Pale Green Ioun Stone (bonus HP and THAC0)
HELM21 - Dragon Helm
HELM22 - Amnish Helmet
ICEWIND ITEMS (with the Preorder Bonus CD):
WAAXE - Hrothgar's Axe +3
WAFLAIL - Defender of Easthaven +2
WAMACE - Jerrod's Mace
WANINJA - Scarlet Ninja-To +3
WAS2H - Joril's Dagger +3
WASLING - Sling of Everard +5 (needs no ammo)
WASPEAR - Spear of Kuldahar +3
WASTAFF - Staff of Arundel
WASTAR - Everard's Morning Star +2
WAWAK - Kachiko's Wakizashi +3
KEYS: (that aren't "MISC" codes)
EDWINKEY - Mae'Var's Strongbox Key
KEY01 - Cult Key
KEY02 - Gaal's Key
KEY03 - Planar Key
KEY04 - Sun Ray Symbol
KEY05 - Dawn's Light Symbol
KEY06 - Lightstone Symbol
KEY07 - Chapel Key
KEY08 - Chain Key
KEY09 - Firkraag Prison Key
KEY10 - Keep Key
KEY11 - Planar Prison Cell Key
KEY12 - Key to Aran's Lair
KEY13 - Shadow Thief Prison Key
KEY14 - Piece of Burial Mask
KEY15 - Piece of Burial Mask
KEY16 - Piece of Burial Mask
KEY17 - Piece of Burial Mask
KEY18 - Piece of Burial Mask
KEY19 - Piece of Burial Mask
KEY20 - Burial Mask of King Strohm III
KEY21 - Samia's Key
KEY22 - Shadow Prison Key
KEY23 - Symbol of Amaunator
KEY24 - Sahuagin Treasury Key
KEY25 - Despana Treasury Key
KEY26 - Sekolah's Tooth
KEY27 - Guildhouse Key
KEY28 - Jon's Key
KEY29 - Sewer Key
MAGE01 - Ring of Invisibility
MAGE02 - Ring of Barkskin
MAGE03 - Ring of Mirror Image
MAGE04 - Pseudo Ring of Blur
MAGE05 - Pseudo Ring of Free Action
MAGE06 - Ring of Haste
MISC01 - Winter Wolf Pelt
MISC02 - Mirror
MISC03 - Small Box
MISC04 - Bassilus' Holy Symbol
MISC07 - Gold Piece
MISC12 - Ankheg Shell
MISC13 - Samuel (body)
MISC16 - Fire Agate Gem
MISC17 - Lynx Eye Gem
MISC18 - Sunstone Gem
MISC19 - Turquoise Gem
MISC1A - Bottle of Wine
MISC1B - Butter Knife of Balduran
MISC1C - Sea Charts
MISC1E - Evan's Body
MISC1F - Dradeel's Spell Book
MISC1G - Farthing's Dolly
MISC1H - Gong Mallet
MISC1I - Belladonna flowers
MISC1J - Glittering Beljuril Gemstone
MISC20 - Bloodstone Gem
MISC21 - Skydrop Gem
MISC22 - Andar Gem
MISC23 - Jasper Gem
MISC24 - Tchazar Gem
MISC25 - Zircon Gem
MISC26 - Iol Gem
MISC27 - Moonstone Gem
MISC28 - Waterstar Gem
MISC29 - Ziose Gem
MISC2A - Doppelganger Wardstone
MISC2B - Level 1 Exit Wardstone
MISC2C - Islanne Wardstone
MISC2D - Kiel Wardstone
MISC2E - Fuernebol Wardstone
MISC2F - Teleportation Wardstone
MISC2G - Level 2 Exit Wardstone
MISC2I - Wardstone Forgery
MISC2K - Compass Wardstone
MISC2L - Bone Wardstone
MISC2M - Dwarven Rune 1 Wardstone
MISC2N - Dwarven Rune 2 Wardstone
MISC2O - Lock of hair from Kirinhale
MISC2P - Harp of ?
MISC30 - Chrysoberyl Gem
MISC31 - Star Diopside Gem
MISC32 - Shandon Gem
MISC33 - Aquamarine Gem
MISC34 - Garnet Gem
MISC35 - Horn Coral Gem
MISC36 - Pearl
MISC37 - Sphene Gem
MISC38 - Black Opal
MISC39 - Water Opal
MISC3A - Book of Infinite Spells (Fireball)
MISC3A1 - Book of Infinite Spells (Invisibility)
MISC3A2 - Book of Infinite Spells (Protection from Evil)
MISC3A3 - Book of Infinite Spells (True Seeing)
MISC3A4 - Book of Infinite Spells (Farsight)
MISC3A5 - Book of Infinite Spells (Spell Turning)
MISC3A6 - Book of Infinite Spells (Wyvern Call)
MISC3A7 - Book of Infinite Spells (Stinking Cloud)
MISC3A8 - Book of Infinite Spells (Lightning Bolt)
MISC3A9 - Book of Infinite Spells (Burning Hands)
MISC3C - Efreeti Bottle
MISC3D - Golden Lion Figurine
MISC3E - Black Spider Figurine
MISC3F - Jade Hound
MISC3H - Horn of Blasting
MISC3I - Silver Horn of Valhalla
MISC3J - Bronze Horn of Valhalla
MISC3K - Iron Horn of Valhalla
MISC3L - Horn of Silence
MISC3M - Harp of Discord
MISC3N - Azlaer's Harp
MISC3O - Methild's Harp
MISC3P - Glasses of Identification
MISC40 - Moonbar Gem
MISC41 - Star Sapphire
MISC42 - Diamond
MISC43 - Emerald
MISC44 - Kings Tears
MISC45 -Rogue Stone
MISC47 - Golden Pantaloons
MISC48 - Idol
MISC49 - Melicamp the Chicken
MISC4A - Activation Stone
MISC4B - Jail Cell Key (Jaheira)
MISC4C - Air Elemental Statue
MISC4D - The Genie's Flask
MISC4E - Energy Cells
MISC4G - Portal Key
MISC4H - Wand of Fire Key
MISC4I - Wand of Frost Key
MISC4J - Wand of Summoning Key
MISC4K - Wand of Lightning Key
MISC4L - Wand of Cloudkill Key
MISC4M - Wand of Missiles Key
MISC4N - Acorns
MISC4O - Sewage Golem Key
MISC4P - Key to Frennedan's Room
MISC4Q - The Ogre's Sword
MISC4R - Haegan's Key
MISC4S - Key to Shadow Thieves Cellar (Gaelan's Key)
MISC4T - Letter of Transfer
MISC4U - Embarl's Dagger
MISC4V - Mae'Var's Letter
MISC4W - Edwin's Documents
MISC4X - Statuette of Lathander
MISC4Y - Necklace of Talos
MISC4Z - Beastmaster Key
MISC50 - Skull
MISC51 - Lock of Nymph's Hair
MISC52 - Wyvern Head
MISC53 - Bowl of Water Elemental Control
MISC54 - Child's Body
MISC55 - Duke Eltan's Body
MISC56 - Broken Weapon
MISC57 - Broken Shield
MISC58 - Broken Armor
MISC59 - Broken Miscellaneous
MISC5A - Rift Device Part
MISC5B - Rift Device Part 2
MISC5C - Rift Device
MISC5D - Harper Bird
MISC5E - Harper Amulet
MISC5F - Renfeld's Body
MISC5G - Exotic Hide
MISC5H - Guril Berries
MISC5I - Am-si's Key
MISC5J - Writ of Innocence
MISC5K - Illithium Ore (200 pounds)
MISC5L - Littleman The Stuffed Bear
MISC5M - Inspector's Body
MISC5N - Piece of Red Cloth
MISC5O - Silver Pantaloons
MISC5P - Ransom Note
MISC5Q - Blood of Quallo's Friend
MISC5R - The Lover's Ring
MISC5S - Hand
MISC5T - Shaman's Staff
MISC5U - Montaron's Body
MISC5V - Lock of Jaheira's Hair
MISC5W - Keepsake Locket
MISC5X - Harper Pin
MISC5Y - Jaheira's Note
MISC5Z - Rift Device (used)
MISC60 - Spider Body
MISC61 - Bottle of Wine
MISC62 - Dead Cat
MISC63 - Chew Toy
MISC64 - Telescope
MISC65 - Brage's Body
MISC66 - Farmer Brun's son (DEAD)
MISC67 - Brun's Dead Son
MISC68 - Abela the Nymph
MISC69 - Helshara's Artifact Fragment
MISC6A - Tanner's Letter
MISC6B - Dennis' Mother's Gong
MISC6C - Guril Berries
MISC6D - Solik Berries
MISC6E - Oak Bark
MISC6F - Quataris' Confession
MISC6G - Bust of Sune
MISC6H - Mekrath's Mirror
MISC6I - Anarg's Cup
MISC6J - Golem Head
MISC6K - Golem Arm
MISC6L - Golem Brain
MISC6M - Demon Heart
MISC6N - Sun Gem
MISC6O - Sun Gem
MISC6P - Shadow Dragon Wardstone
MISC6Q - Amuana's Bones
MISC6R - Note to Order
MISC6S - Chunk of Illithium Alloy
MISC6T - Planar Stone
MISC6U - Firkraag's Challenge
MISC6V - Smuggled Shipment
MISC6W - Wooden Stake
MISC6X - Portal Gem
MISC6Y - Mimic's Blood
MISC6Z - Beljuril
MISC70 - Delorna's Statue
MISC71 - Delorna's Spellbook
MISC72 - The Claw of Kazgaroth
MISC73 - The Horn of Kazgaroth
MISC74 - The Candle
MISC75 - Dagger of Venom
MISC76 - The Dream Potion
MISC77 - Skull of Kereph
MISC78 - Invitation
MISC79 - Female Body
MISC7A - Chicken
MISC7B - Chicken
MISC7C - Contact's Note
MISC7D - Barl's Antidote
MISC7E - Fairy Dust
MISC7F - Ti'Vael's Head
MISC7G - Jaheira's note for
MISC7H - Umar Witch Project Journal
MISC7I - Chaos Tome
MISC7J - Wand of Activation
MISC7K - Head of Cotirso
MISC7L - Valygar's Body
MISC7M - Corthala Tax Notice
MISC7N - Wand of Lightning
MISC7O - Note (from Cragmoon)
MISC7P - Tombelthen's Journal (first half)
MISC7Q - Tombelthen's Journal (2nd half)
MISC7R - Mithril Medallion
MISC7S - Lord Tombelthen's Note
MISC7T - Moon Dog Figurine
MISC7U - Dog Stew
MISC7V - Dog Meat
MISC7W - Lavok's Tome
MISC7X - Mastery Orb
MISC7Y - Thrall Collar
MISC7Z - Coal
MISC80 - Male Body
MISC82 - Ancient Armor
MISC83 - Key to River Plug
MISC84 - Boo
MISC85 - Mulahey's Holy Symbol
MISC86 - Bandit Scalp
MISC87 - Contaminated Iron
MISC88 - Rabbit's Foot
MISC89 - Edwin's Amulet
MISC8A - Note (for Shadow Thieves)
MISC8B - Note (for Shadow Thieves 2)
MISC8C - Morn Ritual
MISC8D - Noontide Ritual
MISC8E - Dusk Ritual
MISC8F - Playhouse Deed
MISC8G - Rune of Imprisonment
MISC8H - Blood of a Silver Dragon
MISC8I - Note from Imnesvale
MISC8J - Boots of the West (CHA +1)
MISC8K - Ihtafeer's head
MISC8L - Mantle of Waukeen
MISC8M - Trademeet Tomb Key
MISC8N - Isaea's Financial Statements
MISC8O - Isaea's Signet Ring
MISC8P - Isaea's Slavery Document
MISC8Q - Rebel's Orb
MISC8R - Fake Rebel's Heart
MISC8S - Rebel's Heart
MISC8T - Cernd's Baby
MISC8U - Silver Blade (Vorpal Sword piece)
MISC8V - Wardstone for Asylum
MISC8W - Opal Stone
MISC8X - Ruby Stone
MISC8Y - Sapphire Stone
MISC8Z - Kurtulmak's Crystal Shard
MISC90 - Chelak's Body
MISC91 - Grapes
MISC92 - Switch for engine
MISC93 - Odd looking key
MISC94 - Mallet head
MISC95 - Mallet handle
MISC96 - Peladon
MISC97 - De'Tranion's Baalor ale
MISC98 - Durlag's goblet
MISC99 - Cursed Plate mail armor (belt icon)
MISC9A - The Hand of Dace
MISC9B - Vampire Stake
MISC9C - Lium's Journal of Malevolent Magicks
MISC9D - Giant Troll's Head
MISC9E - Minotaur Horn
MISC9F - Minotaur Horn 2
MISC9G - Pirate Horn
MISC9H - Neb's Head
MISC9I - First journal of Jon Irenicus
MISC9J - Second journal of Jon Irenicus
MISC9K - Third journal of Irenicus
MISC9L - Deed to the Windspear Hills
MISC9M - Pipe
MISC9N - Pendant
MISC9O - Staff
MISC9P - Helmet
MISC9Q - Scimitar
MISC9R - Light Gem
MISC9S - Mind Amplification Device
MISC9T - Dragon Eggs
MISC9U - Fake Dragon Eggs (Phaere's)
MISC9V - Fake Dragon Eggs (Solaufein)
MISC9W - Drow Piwafwi Cloak (Solaufein's)
MISC9X - Control Circlet
MISC9Y - Brine Potion
MISC9Z - Corrupted Tadpoles
MISCA1 - Gem ?
MISCA2 - Sulphurous Poison
MISCA3 - Book of Rituals
MISCA4 - Potion of Squirrel Change
MISCA5 - Stoneshape Scroll
MISCA6 - Patrol Leader's Helmet
MISCA7 - Kuo-Toan's Blood
MISCA8 - Eyestalk of an Elder Orb
MISCA9 - Star Medallion
MISCAA - Golden Circlet
MISCAB - Jar of Water
MISCAC - Sundial
MISCAD - Sun Medallion
MISCAE - Sword Medallion
MISCAF - The Gagged Man
MISCAG - Mirror
MISCAH - Hourglass
MISCAI - Worn Out Boots
MISCAJ - Grinning Skull
MISCAK - Warden's Note
MISCAL - Mithril Token
MISCAM - Galvena's Key
MISCAN - Galvena's Medallion
MISCAO - Mind Flayer Painting
MISCAP - Umberhulk Painting
MISCAQ - Troll Painting
MISCAR - Djinni Painting
MISCAS - Sleeping Draught
MISCAT - Mug of Ale
MISCAU - Elven Holy Water
MISCAV - Golden Skull
MISCAW - Golden Arm and Leg
MISCAX - Golden Leg
MISCAY - Golden Torso
MISCAZ - Beholder Eye
MISCB1 - Talisman of Rillifane
MISCB2 - Golden Goblet of Life
MISCB3 - Moonblade
MISCB4 - Tree of Life Nuts
MISCB5 - Tears of Bhaal
MISCB6 - Tears of Bhaal
MISCB7 - Tears of Bhaal
MISCB8 - Tears of Bhaal
MISCB9 - Tears of Bhaal
MISCBA - Tears of Bhaal
MISCBC - Blackrazor, Long Sword +3
MISCBD - Dog Bones
MISCBE - Gilded Rope
MISCBF - Jae'llat Wardstone
MISCBG - Lich's Tooth
MISCBH - Deirex's Gem
MISCBI - Magical Rope
MISCBJ - Qilue's Brain
MISCBK - Illithid Serum
MISCBL - Aerie's Body
MISCBM - Anomen's Body
MISCBN - Jaheira's Body
MISCBO - Viconia's Body
MISCBP - Bodhi's Black Heart
MISCBQ - Tree of Life Nuts (edible)
MISCBR - Stone Harp
MISCBS - Stone Horn
MISCBT - Elven Priest Stone
MISCBU - Yoshimo's Heart
MISCBV - Elder Brain Blood
MISCBW - Sahuagin Scribe's Notes
MISCBX - Note (to Ployer)
MISCBY - Tainted Dragon Eggs
MISCBZ - Tizzak's Journal
MISCCA - Demin's Note
MISCCC - Drow Note
NPMISC1 - Jansen Spectroscopes
NPMISC2 - Jansen Techno-Gloves
PLATE & FULL PLATE ARMORS:
PLAT01 - Plate Mail Armor
PLAT02 - Plate Mail +1
PLAT04 - Full Plate Mail
PLAT05 - Full Plate Mail +1
PLAT06 - Ankheg Plate Mail
PLAT07 - Plate Mail
PLAT08 - Plate Mail +3
PLAT09 - Mithral Field Plate Armor +2
PLAT10 - Plate Mail +1
PLAT11 - Delver's Plate +2
PLAT12 - Doomplate +3
PLAT13 - Gorgon Plate +4
PLAT14 - Full Plate Mail +1
PLAT15 - Pride of the Legion +2
PLAT16 - Armor of the Hart +3
PLAT17 - T'rahcie's Plate +5
PLAT18 - Red Dragon Scale
PLAT19 - Full Plate + 2
NPPLAT - Firecam Full-Plate Armor (Keldorn)
POTIONS:
POTN02 - Potion of Fire Resistance
POTN03 - Potion of Hill Giant Strength
POTN04 - Potion of Frost Giant Strength
POTN05 - Potion of Fire Giant Strength
POTN06 - Potion of Cloud Giant Strength
POTN07 - Potion of Storm Giant Strength
POTN08 - Potion of Healing
POTN09 - Potion of Heroism
POTN10 - Potion of Invisibility
POTN11 - Potion of Invulnerability
POTN12 - Potion of Stone Giant Strength
POTN13 - Oil of Firey Burning
POTN14 - Oil of Speed
POTN15 - Red Potion
POTN16 - Violet Potion
POTN17 - Elixir of Health
POTN18 - Potion of Absorption
POTN19 - Potion of Agility
POTN20 - Antidote
POTN21 - Potion of Clarity
POTN22 - Potion of Cold Resistance
POTN23 - Oil of Speed
POTN24 - Potion of Defense
POTN25 - Potion of Healing
POTN26 - Potion of Explosions
POTN27 - Potion of Firebreath
POTN28 - Potion of Fortitude
POTN29 - Potion of Genius
POTN30 - Potion of Infravision
POTN31 - Potion of Insulation
POTN32 - Antidote
POTN33 - Potion of Magic Blocking
POTN34 - Potion of Magic Protection
POTN35 - Potion of Magic Shielding
POTN36 - Potion of Master Thievery
POTN37 - Potion of Mind Focusing
POTN38 - Potion of Mirrored Eyes
POTN39 - Potion of Perception
POTN40 - Potion of Invulnerability
POTN41 - Potion of Power
POTN42 - Potion of Regeneration
POTN43 - Potion of Insight
POTN44 - Potion of Strength
POTN45 - Potion of Freedom
POTN46 - Potion of Stone Form
POTN47 - Marek's Antidote (better than normal antidote)
POTN48 - Vial of Mysterious Liquid (used in Nashkel mines to poison iron
ore)
POTN52 - Potion of Extra Healing
POTN53 - Festule the Alchemist's Potion
POTN54 - Empty Potion Bottle
RINGS:
RING01 - Plain Ring
RING02 - Ring of Fire Resistance
RING03 - Ring of Animal Friendship
RING04 - Ring of Clumsiness
RING05 - Ring of Invisibility
RING06 - Ring of Protection +1
RING07 - Ring of Protection +2
RING08 - Ring of Wizardry
RING09 - Ring of Free Action
RING10 - Gold Ring
RING11 - Silver Ring
RING12 - Onyx Ring
RING13 - Jade Ring
RING14 - Greenstone Ring
RING15 - Bloodstone Ring
RING16 - Angel Skin Ring
RING17 - Flamedance Ring
RING18 - Fire Opal Ring
RING19 - Ruby Ring
RING20 - Ring of Energy
RING21 - Ring of Infravision
RING22 - Ring of Holiness
RING23 - Ring of Folly
RING25 - Koveras' Ring of Protection (+1)
RING26 - Ring of Djinni Summoning
RING27 - Ring of Fire Control
RING28 - Ring of Air Control
RING29 - Ring of Earth Control
RING30 - Ring of Human Influence
RING31 - Ring of Regeneration
RING32 - Ring
RING33 - Ring of the Ram
RING34 - Ring of Spell Turning
RING35 - Ring of Lock Picks
RING36 - Ring of Danger Sense
RING37 - Storm Ring
RING38 - Dawn Ring
RING39 - Ring of Gaxx
RING40 - Ring of Acuity
NPRING01 - D'Arnisse Signet Ring (Nalia)
RODS:
RODS01 - Rod of Absorption
RODS02 - Rod of Lordly Might
RODS03 - Rod of Resurrection
RODS04 - Rod of Smiting
RODS05 - Rod of Terror
STAVES:
STAF01 - Quarterstaff
STAF02 - Quarterstaff +1
STAF03 - Quarterstaff
STAF04 - Quarterstaff
STAF05 - Staff of Striking
STAF06 - Staff Mace
STAF07 - Staff Spear +2
STAF08 - Quarterstaff +3
STAF09 - Staff of Command
STAF10 - Staff of Curing
STAF11 - Staff of the Magi
STAF12 - Staff of Power
STAF13 - Staff of Thunder and Lightning +2
STAF14 - Staff of the Woodlands +4
STAF15 - Staff of Air +2 (looks like a machinegun)
STAF16 - Staff of Earth +2
STAF17 - Staff of Fire +2
STAF18 - Quarter Staff +2
STAF19 - Cleric's Staff +3
STAF20 - Staff of Rynn +4
NPSTAF - Staff of the High Forest (Cernd)
ONE HANDED SWORDS:
SW1H01 - Bastard Sword
SW1H02 - Bastard Sword +1
SW1H03 - Bastard Sword +1, +3 vs. Shapeshifters
SW1H04 - Long Sword
SW1H05 - Long Sword +1
SW1H06 - Long Sword +2
SW1H07 - Short Sword
SW1H08 - Short Sword +1
SW1H09 - Short Sword +2
SW1H10 - Short Sword of Backstabbing
SW1H11 - Odd Flame Sword (Creature Attack?)
SW1H12 - Hull's Long Sword
SW1H13 - Moonblade
SW1H14 - Short Sword +1
SW1H15 - Scimitar +3, Frostbrand
SW1H16 - Scimitar +5, Defender
SW1H17 - Perdue's Short Sword
SW1H18 - Sword of Balduran
SW1H19 - The Vampire's Revenge (cursed)
SW1H20 - Scimitar
SW1H21 - Short Sword
SW1H22 - Scimitar +1
SW1H23 - Scimitar +2
SW1H24 - Long Sword +1, Flame Tongue
SW1H25 - Kundane +2: Sword of Quickness
SW1H26 - Ilbratha, Short Sword + 1
SW1H27 - Arbane's Sword +2
SW1H28 - Cutthroat +4
SW1H29 - Short Sword +2
SW1H30 - Scimitar of Speed +2: Belm
SW1H31 - Sunblade: Daystar
SW1H32 - Long sword +2: Dragonslayer (Peridan)
SW1H33 - Long Sword +2: Ras, The Dancing Blade
SW1H34 - Bastard Sword +1: Albruin
SW1H35 - Adjatha the Drinker, Long Sword +2
SW1H36 - Namarra, Long Sword +2
SW1H37 - Taragarth the Bloodbrand, Bastard Sword +1
SW1H38 - Jhor the Bleeder, Bastard Sword +2
SW1H39 - Blade of Searing, Bastard Sword +3
SW1H40 - Blade of Roses, Long Sword +3
SW1H41 - Long Sword +2
SW1H42 - Bastard Sword +2
SW1H43 - Katana
SW1H44 - Katana +1
SW1H45 - Katana +2: Malakar
SW1H46 - Wakizashi
SW1H47 - Wakizashi +1
SW1H48 - Ninja-To
SW1H49 - Ninja-To +1
SW1H50 - Scimitar +1, Shazzellim
SW1H51 - Celestial Fury Katana +3
SW1H52 - Scimitar +3: 'Water's Edge'
SW1H53 - Sword of Flame +1
SW1H54 - Long Sword: The Equalizer
SW1H54A, SW1H54B, SW1H54C - Pieces of the Equalizer
SW1H55 - Katana +2
SW1H56 - Scimitar
NPSW01 - Sword of Arvoreen (Mazzy)
NPSW02 - Katana +1 (Yoshimo)
NPSW03 - Hallowed Redeemer +2 (Keldorn)
NPSW04 - Corthala Family Blade +2 (Valygar)
NPSW05 - Entropy (Haer'Dalis)
NPSW06 - Chaos Blade (Haer'Dalis)
TORMENT ITEMS (with Collector's Edition Bonus CD):
WA2AMU - Sensate Amulet
WA2DAK - Dak'kon's Zerth Blade
WA2HALB - Harmonium Halberd
WA2HARP - Harp of Pandemonium
WA2HELM - Vhailor's Helm
WA2PLAT - Plate of Balduran
WA2RING - Mercykiller Ring
WA2ROBE - Robe of Vecna
WA2S1H - Sword of Balduran
WA2SHIEL - Shield of Balduran
TWO HANDED SWORDS:
SW2H01 - Two Handed Sword
SW2H02 - Two Handed Sword +1
SW2H03 - Two Handed Sword, Berserking
SW2H05 - Two Handed Sword (no image)
SW2H06 - Spider's Bane
SW2H07 - Two Handed Sword +3
SW2H08 - Two Handed sword +2
SW2H09 - Two Handed Sword +4, Warblade
SW2H10 - Holy Avenger (Two Handed Sword +5)
SW2H11 - Two Handed Sword +2
SW2H12 - Two Handed Sword: Flame of the North + 2
SW2H13 - Spider's Bane + 2
SW2H14 - Lilarcor (Sentient Sword)
SW2H15 - Silver Sword (Vorpal Sword)
SW2H15A - Silver Hilt (piece of Vorpal Sword)
SW2H16 - Sword of Chaos +2
SW2H99 - Cursed Berserking Sword +3
SW2HDEAT - Soul Reaver +4
WANDS:
WAND02 - Wand of Fear
WAND03 - Wand of Magic Missiles
WAND04 - Wand of Paralyzation
WAND05 - Wand of Fire
WAND06 - Wand of Frost
WAND07 - Wand of Lightning
WAND08 - Wand of Sleep
WAND09 - Wand of Polymorphing
WAND10 - Wand of Monster Summoning
WAND11 - Wand of the Heavens
WAND12 - Wand of Wonder
WAND13 - Wand of Cloudkill
WAND14 - Web Sack
WAND15 - Wand of Apprenti
WAND16 - Potion of Icedust
CROSSBOWS:
XBOW01 - Heavy Crossbow
XBOW02 - Heavy Crossbow +1
XBOW03 - Heavy Crossbow of Accuracy
XBOW04 - Light Crossbow
XBOW05 - Light Crossbow +1
XBOW06 - Light Crossbow of Speed
XBOW07 - Heavy Crossbow +2
XBOW08 - Giant Hair Crossbow +3
XBOW09 - Light Crossbow +2
XBOW10 - Necaradan's Crossbow +3
XBOW12 - Flasher Launcher
XBOW13 - Crossbow of Affliction +4
XBOW14 - Heavy Crossbow of Searing +1
Phew...
EXTRA GOLD:
Write in the console CLUAConsole:AddGold(xxxx)
Where xxxx is the amount of gold you want.
GO TO AREA:
Write in the console CLUAConsole:MoveToArea(ARxxxx)
Where xxxx is the area number (ie AR1000)
There are a couple more cheats and lists to do (including an area list)
but I haven't got them yet so you'll have to wait...
-------------------------------------------------------------
OTHER MISCELLANEOUS STUFF
-------------------------------------------------------------
Modraikinnen's Sword is not alone, it would seem - if it dies (can be
poisoned) or you pickpocket it, it actually carries a magical Greenstone
Amulet (casts Mind Blank, for some reason not in BG2)!
If you have over 100% resistance to anything (usually fire), then it
HEALS you rather than hurting you!
Tactic: Put two invisible party members to cover a doorway completely.
Move your character through them, then when an enemy pursues, they won't
be able to move through your human blockade (provided they don't
attack). The target is now easily defeated from range.
There's loads of BG2 stuff on the net - try the following brilliant
websites:
Information and Downloads-
http://bg2.dbtavern.com (this is brilliant!)
http://www.bgdungeon.com/bg2 (so is this!)
http://www.interplay.com/bgate2 (the official one)
http://www.planetbaldursgate.com (this is the best!)
http://www.bg2world.com (not as good as the others)
If you like BG2, I urge you to get BG1, it's possibly even BETTER than
the sequel - the best use of sound in any game, the best dungeons by far
(really scary - good lighting, great sound, brilliantly designed), and
it had this indefinable charm to it that makes it easily the equal of
its sequel - and possibly even better - imagine mixing the best of both
games... what a game that would be! (BioWare, are you listening for BG3
advice?)
But for £15 with the expansion pack (essential), it's a knockdown
bargain, and it's even less if you buy it of gameplay.com, so go and buy
it now!
-------------------------------------------------------------
MONSTER/NPC INFO
-------------------------------------------------------------
There are countless different spell combinations that can lead to
victory. Here I'll show you through a handful of them.
"Lay Down And Die!": A tactical spell to put any opponent out of the
picture. Either naturally or in a Sequencer cast Greater Malison
followed by Emotion (both level 4). This should make any opponent fall
down on the ground in despair. If it still doesn't work, try a Stinking
Cloud, but the original effects with a -8 penalty should be enough.
Doesn't work on magic resistance though.
"Don't cast that spell at me!": Similar to above, but replace Emotion
with Creeping Doom or Miscast Magic. No spellcaster can handle that.
Couple with a Wizard Slayer for maximum effect.
The Elemental Risks: I don't recommend summon elemental spells
(especially the lesser summonings) with mages as either one of two
things tends to happen: they either attack you or stand about doing
nothing (this is especially true of Air Elementals, they just sit there
doing nothing). Do it with priests, it works then.
The many uses of Magic Missile: Annoying spell protections nos. 1 and 2:
Mirror Image and Stoneskin. Either of these (and Iron Skins too) fall
quickly to one or two Magic Missiles. A level 9 missile will inflict
this spell removal against any of these with almost guaranteed effect.
Of course, Greater Malison is one of the game's best spells, and nearly
all spells work under its effects.
Welcome to the most comprehensive spell guide in the world. This
contains a brief introduction to spell types and choice, and includes
the effect and my advice for every last spell in the entire game.
SPELL TYPES:
There are three spell types - Mage, Cleric, Druid.
Mages have the largest selection of spells and are generally better
casters. They have the strongest offensive magics as well as a broad
range of effects. Their magic is written from scrolls allowing the
player choice of spells.
Cleric magic focuses on healing spells and other buffs. Defensively
speaking, they have the best whole-party spells (though mages get better
one-person abjurative spells). All priests get a set selection of spells
dependant on their god, alignment etc.
Druids are basically clerics that put more emphasis on elemental power
(especially fire) and summoning (though they have less choice, they are
more effective). In all other respects, Druid spellcasting is identical
to Cleric spellcasting.
MAGE SCHOOLS:
Mages can be Specialist Mages, allowing extra spells/level at the cost
of another school opposite to the one they have selected.
Abjuration - protective spells. Opposite school - Alteration.
Alteration - changing things for the caster's benefit. Opposite school -
Abjuration.
Conjuration - bring things to the caster from elsewhere. Opposite school
- Divination.
Enchantment - change items or enemies somehow. Opposite school -
Invocation.
Divination - reading the future or the unknown. Opposite school -
Conjuration.
Illusion - making things appear what they are not. Opposite school -
Necromancy.
Invocation - calling upon divine powers or similar channelling for
offensive spells. Opposite school - Enchantment.
Necromancy - spells relating to the dead, or the restoration of the
wounded. Opposite school - Illusion.
***THE SPELLBOOK***
Mage Spells - Level 1
ARMOUR (Conjuration)
Range: 0
Casting Time: 1 round
Duration: 10 turns
Saving Throw: N/A
Area of Effect: Caster
Creates a magical field of force equal to Splint Mail (AC 6). It is
cumulative with other AC bonuses and does not hinder movement,
spellcasting, nor create encumbrance.
ADVICE - The weakest protective spell, not really worth the spell slot.
Useful however, when the Mage has a decent AC anyway, as unlike Shield
it is cumulative with other effects.
BLINDNESS (Illusion)
Range: LoS (Line of Sight)
Casting Time: 2
Duration: 10 turns
Saving Throw: Neg.
Area of Effect: 1 creature
Blinds the target. Upon a failed save causes -4 to hit on attack rolls
and +4 AC penalties.
ADVICE - A good spell. Like all spells, great in conjunction with
Greater Malison (that applies to every spell here). Use one the most
dangerous enemy.
BURNING HANDS (Alteration)
Range: 0
Casting Time: 1
Duration: Instant
Saving Throw: Half
Area of Effect: Small Wedge in front of Caster
Causes a wedge of flame to leap from the wizard's hands. Any creature
hit takes 1d3 damage plus 2 per level of the caster, up to 1d3 + 20. A
saving throw causes half damage.
ADVICE - Not bad at all, but I prefer Magic Missile as the lesser damage
is countered by no saving throw and better range - use of Burning Hands
requires dangerous proximity to the target.
CHARM PERSON (Enchantment)
Range: LoS
Casting Time: 1
Duration: 5 rounds
Saving Throws: Neg.
Area of Effect: 1 creature.
Affects any one human(oid) creature it is cast upon. That creature is,
if the saving throw is failed, under complete control of the caster,
though it cannot talk or attack a non-hostile target. Any attempt to
harm the charmed creature removes the spell. If more than 1 charm spell
effects a person the most recent works. Note also that the charmed
person may dislike you after the spell's duration is complete.
ADVICE - Handy against enemies simply to make them help you. However,
named NPCs often give you quests and may not after being charmed, so
it's not very good on non-hostile NPCs.
CHILL TOUCH (Necromancy)
Range: Touch
Casting Time: 1
Duration: 1 turn
Saving Throw: Neg.
Area of Effect: Caster
This creates a weapon the mage may use that causes d8 damage and -2
THAC0 unless a saving throw is made.
ADVICE - Nothing to write home about. OK if your mage is virtually
unarmed, otherwise useless.
CHROMATIC ORB (Invocation)
Range: LoS
Casting Time: 1
Duration: Special
Saving Throw: Neg.
Area of Effect: 1 creature
Causes a sphere to fly from the caster to the target. The effect of the
sphere depends on the caster's level.
1st level - 1d4 damage and blinds for 1 round
2nd level - 1d6 damage and inflicts pain
3rd level - 1d8 damage and burns the victim
4th level - 1d10 damage and blinds for 1 turn
5th level - 1d12 damage and stuns for 3 rounds
6th level - 2d8 damage and causes weakness
7th level and higher - 2d8 damage and paralyses for 2 turns
A successful saving throw negates all effects.
ADVICE - A good spell, as at higher levels it can be really very
effective - most likely you'll paralyse any enemy you attack in this
manner. The saving throw once again takes it below Magic Missile however
- but I say have one or two in your memory anyway.
COLOUR SPRAY (Alteration)
Range: 0
Casting Time: 1
Duration: Instant
Saving Throw: Neg.
Area of Effect: Medium-size wedge
Creates a lurid fan of colour. Up to six creatures in the Area of Effect
must roll a saving throw or be rendered unconscious.
ADVICE - Awful against tougher/smaller groups of enemies, but when used
on a large swarm of weaker enemies can be surprisingly effective.
FIND FAMILIAR (Conjuration)
Range: N/A
Casting Time: 1 round
Duration: Special
Saving Throw: N/A
Area of Effect: 1 familiar
When cast summons a familiar to aid the caster (note Find Familiar can
only be cast by the main protagonist). The familiar acts as a
guard/spy/guide etc, and talking to it reveals its many functions. A
familiar grants a permanent hit point bonus of half its total hit
points. If a familiar dies, however, the mage loses the extra hit points
and also 1 point of constitution permanently.
ADVICE - Worth casting once, but unless you want Con.3, you'll just
leave it in your pack most of the time. Some can be handy, so it's
probably worth it once, but note NPCs can't cast the spell, so don't
bother trying.
FRIENDS (Enchantment)
Range: 0
Casting Time: 1
Duration: 1d4 rounds + 1 round/level
Saving Throw: None
Area of Effect: caster
The wizard, by means of this spell, makes himself more impressive. He
temporarily gains 2d4 charisma, and is more likely to receive a
favourable reaction from NPCs.
ADVICE - A must for evil mages - they tend to get band responses so
Friends is a good spell if your reputation is suffering. Good/Neutral
mages should use their spell slot on another Magic Missile though.
GREASE (Conjuration)
Range: 10 yards
Casting Time: 1
Duration: 3 rounds + 1 round/level
Saving Throw: Special
Area of Effect: 15-foot radius
Causes an area to become filled with slippery sludge. Any creature in
the area, friend or foe, must roll a saving throw or slip and slide and
be rendered immobile. You must continue making saves until the spell
duration expires.
ADVICE - A bit rubbish, but survivable. Again, a reasonable spell
against large bands of lesser foes but no match for other spells of its
type.
IDENTIFY (Divination)
Range: N/A
Casting Time: N/A
Duration: N/A
Saving Throw: None
Area of Effect: 1 item
By means of Identify a wizard can discover the function of any item he
carries. Just right-click on the item in your inventory, click
"Identify" then "Spell" or "Scroll". The item's full information is
displayed to you.
ADVICE - The best Divination, extremely useful as identified items are
much better than unidentified ones. One or two spell slots is a
reasonable amount to give up to this not at all bad spell.
INFRAVISION (Divination)
Range: 0
Casting Time: Instant
Duration: 10 turns
Saving Throw: None
Area of Effect: 1 creature.
The recipient of this spell gains the ability to see in the dark like an
Elf or Dwarf.
ADVICE - The worst spell in the game. Even if you actually notice
infravision, only one character gets it and if you feel it even remotely
important you'll have Group Infravision on anyway. Don't bother even
writing it, at 50 gps for this spell scroll, it's much better to get the
money.
LARLOCH'S MINOR DRAIN (Necromancy)
Range: LoS
Casting Time: 1
Duration: Instant
Saving Throw: None
Area of Effect: 1 creature
This spell transfers the life force of the victim to the wizard. The
target takes 1d4 damage, which then heals the caster. If this takes him
over his maximum hit point level, he loses the extra hit points after a
few rounds.
ADVICE - For lower level wizards with very small hit point levels, a
great spell, equal almost to Magic Missile. At higher levels, nearly
useless as it doesn't have enough effect to really make a difference.
Can be handy though, and perhaps some casters might like a couple of
them available.
MAGIC MISSILE (Invocation)
Range: LoS
Casting Time: 1
Duration: Instant
Saving Throw: None
Area of Effect: 1 creature.
Creates one or more glowing missiles to hit the target. One missile per
two levels of the caster, starting at one at first level but having no
more than five at ninth level, strike the enemy, dealing an automatic
1d4 + 1 damage per missile.
ADVICE - By far and away the best level 1 mage spell. Can do surprising
damage at most levels, there's no save and no chance of missing. It's
also great against Mirror Image, Stoneskin and Iron Skins as well as the
amount of hits normally entirely removes those particular spells. Over
half your level 1 slots should be Magic Missile.
PROTECTION FROM EVIL (Abjuration)
Range: Touch
Casting Time: 1
Duration: 10 rounds
Saving Throw: None
Area of Effect: 1 creature
The recipient of this spell gains a magical barrier that protects him
from any evil-aligned creatures. Any evil creatures attacking the
protected creature get -2 to all attack rolls. Also, all attacks made by
the protected creature against evil creatures get a +2 bonus.
ADVICE - Not bad, though the level 4 priest spell PFE 10' radius is much
better. Basically, before all fights with evil creatures cast it. It
might not make a big difference but it can help. Note that paladins get
it automatically so if you have a paladin you're wasting spell slots
with this.
PROTECTION FROM PETRIFICATION (Abjuration)
Range: Touch
Casting Time: 1
Duration: 3 rounds/level
Saving Throw: N/A
Area of Effect: 1 creature
The creature touched by the mage with this spell gains complete immunity
to all petrification attacks, like Basilisk gaze or Flesh to Stone
spells.
ADVICE - Obviously, if you know you're up against such attacks, have a
few ready so your party is immune. These situations are very rare
(unlike BG1), which is why it has been demoted to level 1 for BG2.
Creates another image of the caster that does everything he does. There
is a fifty-fifty chance that attacks will hit the other image, in which
case it will disappear, having taken damage for the caster.
ADVICE - A watered-down Mirror Image, and as such a bit useless.
Absorbing one attack? Not worth it when Shield and Armour will last much
longer. Don't bother.
SHIELD (Invocation)
Range: 0
Casting Time: 1
Duration: 5 turns
Saving Throw: N/A
Area of Effect: caster
Creates a barrier of magical energy in front of the caster. It sets the
caster's AC to 4 versus normal weapons and 2 versus missile weapons.
ADVICE - A pretty good defensive spell, one is always a good idea.
Particularly good against weaker enemies, of course, but still good
against tougher ones though. If you already have a lower AC this
actually RISES your AC as it sets it, unlike Armour. When you have
better than these Acs, drop it.
SHOCKING GRASP (Alteration)
Range: Touch
Casting Time: 1
Duration: Instant
Saving Throw: None
Area of Effect: 1 creature
Causes an electric charge to build up around the caster's hand. The
unfortunate victim takes 1d10 electrical damage.
ADVICE - Simply, at low levels it's good, but at the higher echelons of
magery not any worth. Does a decent dame but at level 5 Magic Missile
will almost always do better. Also there's no range, creating the same
problem as Burning Hands.
SLEEP (Enchantment)
Range: LoS
Casting Time: 1
Duration: 5 rounds/level
Saving Throw: Neg.
Area of Effect: 30-foot radius
Any creature hit by this spell must make a saving throw at -3 or fall
asleep for the duration. Monsters with 4 + 3 hit dice or more,
Elves/Half-elves and Undead are immune to this spell. There are great
bonuses to attacking sleeping enemies.
ADVICE - Like so many level 1 spells, great against the weak stuff but
in BG2 most monsters are immune to it. OK sometimes, but mostly it's not
worth it.
SPOOK (Illusion)
Range: 30 feet
Casting Time: 1
Duration: 3 rounds
Saving Throw: Neg.
Area of Effect: 1 creature
Causes the victim to become afraid of the shadows around him. A failed
save (the save is reduced by 1 every 2 levels up to -6 at 12th level)
causes the target (except intelligence 1 creatures or undead) to flee
for the duration.
ADVICE - Would be a good spell were it not for the poor duration. At
higher levels this is actually pretty good due to the big save modifier,
but again the terrible duration reduces what is quite a good spell from
what it could have been.
Mage Spells - level 2
AGANNAZAR'S SCORCHER (Invocation)
Range: 20 yards
Casting Time: 3
Duration: Instant
Saving Throw: None
Area of Effect: 2 by 60 foot beam
This spell creates a burning beam of flame to launch from the caster's
fingertips. Any creature hit by the flame takes 3d6 damage.
ADVICE - Simply, a good damage-dealer. It's nothing stunning, but
perhaps worth a spell slot or two. Note that for me it never seems to
hit more than one creature, so if that's this spell's appeal for you,
beware.
BLUR (Illusion)
Range: 0
Casting Time: 2
Duration: 3 rounds + 1 round/level
Saving Throw: N/A
Area of Effect: caster
Causes the caster's form to blur and waver, making it hard to land an
accurate hit. All attacks made against the mage suffer a -3 to hit
penalty. In addition the wizard receives +1 to all saving throws.
ADVICE - Really a very good protection. The problem is many creatures
are powerful enough to hit you anyway. The saving throw up however mean
this spell is worth having.
DEAFNESS (Illusion)
Range: 60 yards
Casting Time: 2
Duration: Permanent
Saving Throw: Neg.
Area of Effect: 1 creature
Successful casting causes the target to become completely deaf, causing
50% spell failure rates. The only way to remove the effects is with
Dispel Magic or Cure Disease.
ADVICE - The permanent duration would make this very good if the effects
were more pronounced. Nevertheless a handy spell for wizards if other,
better, higher-level spells to perform the same function have been
pushed out of their spell slots.
DETECT INVISIBILITY (Divination)
Range: 10 yards/level
Casting Time: 2
Duration: 4 turns
Saving Throw: None
Area of Effect: Special
This spell automatically causes all invisible creatures within the area
of effect to be rendered visible for the duration.
ADVICE - Another great spell, this is absolutely vital to you as a mage,
as several creatures are invisible. Only one is normally necessary in
your spell slots, but it is necessary.
GHOUL TOUCH (Necromancy)
Range: Touch
Casting Time: 3
Duration: 5 rounds
Saving Throw: Neg.
Area of Effect: caster
Similar to Chill Touch, this creates a more powerful hand. Any touched
creature must make a saving throw or be paralysed for 5 rounds.
ADVICE - Not that bad, but the short duration combined with minimal
effect means it's not really worth the spell slot. Avoid.
GLITTERDUST (Conjuration)
Range: 10 yards
Casting Time: 2
Duration: 4 rounds
Saving Throw: Special
Area of Effect: 1 foot radius
Creates sparkling dust that settles over everything. All creatures
touched must make a saving throw or be blinded (-4 to attack rolls,
saving throws and +4 to AC) for 4 rounds. In addition, all invisible
creatures are revealed for 4 rounds.
ADVICE - Another great spell, one of my favourite at this level as it
creates a mass blindness and combines watered-down Greater Malison and
Detect Invisibility spells too. Definitely use this, especially against
large groups of creatures with possible invisibilities.
HORROR (Necromancy)
Range: LoS
Casting Time: 2
Duration: 1 turn
Saving Throw: Neg.
Area of Effect: 15-foot radius
All enemies within the Area of Effect must roll a saving throw or flee
in terror.
ADVICE - A simple spell with a simple effect, however it is really quite
good for rendering your enemies useless when it's necessary. On some
occasions it should be worth the slot it takes up.
INVISIBILITY (Illusion)
Range: Touch
Casting Time: 2
Duration: Special
Saving Throw: N/A
Area of Effect: 1 creature
The touched creature is made totally invisible. He will remain unknown
until they attack or do anything other than move or cast defensive
spells, when he is revealed. If he is not revealed, the spell will last
for a full game day.
ADVICE - Handy for keeping poor fighters that you want to keep out of
trouble safe. Generally, however, this spell is not as good as could be
hoped for.
KNOCK (Alteration)
Range: LoS
Casting Time: 1
Duration: Permanent
Saving Throw: None
Area of Effect: 1 lock
This spell will automatically unlock any lock, or open any door. The
exception is locks that are magically warded against unlocking spells -
these are normally openable by keys.
ADVICE - Handy to have so you can memorise and then use it when your
thief is not adequate for the job in hand. Write it and use it when you
need it (which is not often).
KNOW ALIGNMENT (Divination)
Range: 10 yards
Casting Time: 1 round
Duration: Instant
Saving Throw: Neg.
Area of Effect: 1 creature
This spell will reveal the alignment of the target (evil will glow red,
neutral blue, and good green). If a saving throw is made nothing is
learnt by the caster.
ADVICE - a bit pointless as in general you don't need to know a
creature's alignment. If, for some bizarre reason, you do want to know,
it takes a while to cast and then the target has a saving throw. Like
Infravision, you're better off with the money from selling the scroll.
LUCK (Enchantment)
Range: 10 yards
Casting Time: 2
Duration: 3 rounds
Saving Throw: N/A
Area of Effect: 1 creature
This charm grants the recipient a bonus of +1 or -1 (which ever is
appropriate) to all rolls they make for the next 3 rounds.
ADVICE - Mediocre. The short duration makes it not especially
worthwhile, but sometimes you need to do something and can't, in which
case Luck may make it possible. Worth having in your book for such rare
occasions, but don't waste spell slots.
MELF'S ACID ARROW (Conjuration)
Range: LoS
Casting Time: 2
Duration: Special
Saving Throw: None
Area of Effect: 1 creature
This makes a magical arrow that burns at flesh it touches. It hits
automatically and causes 2d4 acid damage. For every three levels of the
caster, it lasts for another round, causing a further 2d4 damage.
ADVICE - The "Magic Missile" of level 2. Always have a few ready. Not
only quite powerful, few creatures have acid resistance, it can kill
trolls, and is generally handy.
MIRROR IMAGE (Illusion)
Range: 0
Casting Time: 2
Duration: 3 rounds/level
Saving Throw: N/A
Area of Effect: caster
Creates 2d4 exact duplicates of the mage, in a fashion similar to the
level 1 spell Reflect Image. Enemies are unable to distinguish between
the duplicates and so hits will be allocated randomly. Once a duplicate
is hit it will vanish.
ADVICE - My second favourite protection of this level, after Blur. The
fact that there is still the possibility of hitting the mage is what
makes it weak - Blur reduces the odds to a bit less but they don't
change, Mirror Image's does - quite rapidly. Also, there is no saving
throw bonus. Good, but stick to Blur.
POWER WORD: SLEEP
Range: 30 yards
Casting Time: 1
Duration: 5 rounds
Saving Throw: None
Area of Effect: 1 creature
Causes one creature (not undead, elves/half-elves or creatures of over
20 hit points) to fall asleep for the duration.
ADVICE - Not that good. OK, there's no save but it works on very few
creatures and doesn't even last that long. Another forgettable spell.
RAY OF ENFEEBLEMENT (Enchantment)
Range: LoS
Casting Time: 2
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: 1 creature
This spell causes a beam to strike the target and instantly weaken it.
This spell reduces its target's Str. to 5 for the duration, unless a
save is made.
ADVICE - Not bad at all - if there was no save I'd say very good indeed.
If the save is made it turns even Drizzt into a rabbit. However, there's
no saving throw penalty. Worth considering. Note you should only ever
use it on warriors of some kind, as it doesn't really affect a mage.
RESIST FEAR (Abjuration)
Range: 10 yards
Casting Time: 1
Duration: Special
Saving Throw: N/A
Area of Effect: 1 creature
This spell makes the target totally immune to fear or fear magic. The
recipient's morale will gradually reset.
ADVICE - Ignore completely. The level 1 priest spell Remove Fear does
exactly the same for more people.
STINKING CLOUD (Invocation)
Range: LoS
Casting Time: 2
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: 20-foot radius
Creates a noxious cloud of green vapours to overwhelm foes. All
creatures inside the cloud must make a saving throw or be rendered
unconscious for 1d4 + 1 rounds. You must keep making saving throws every
round.
ADVICE - Similar use to Horror (for taking out enemies), but can affect
your own party or at least not let you close enough. Better to use
Horror, though this is second best.
STRENGTH (Alteration)
Range: Touch
Casting Time: 1 turn
Duration: 1 hour/level
Saving Throw: N/A
Area of Effect: 1 creature
The affected creature become much stronger. This spell automatically
alters the recipient's strength to 18/50, regardless or prior score.
ADVICE - A good spell for obvious reasons. I recommend using it with
mages or priests who need to be better in a battle. The long duration
makes it worthwhile.
VOCALISE (Alteration)
Range: Touch
Casting Time: 2
Duration: 5 rounds
Saving Throw: None
Area of Effect: 1 spell caster
The recipient of Vocalise finds themselves able to cast spells without
use of voice. All spells cast by the affected caster have the vocal
component removed - in other words they can still cast spells if unable
to speak.
ADVICE - If you know Silence 15' is coming a perfectly good spell, but
that happens so rarely another spell would be better.
WEB (Invocation)
Range: 5 yards/level
Casting Time: 2
Duration: 2 turns/level
Saving Throw: Neg.
Area of Effect: Special
Creates a giant spider's web to trap foes. Anyone in the area must make
a save at -2 or be caught, immobile. If the save is successful you may
make your way out, but must continue making saves each round. No
physical attacks can be made in the web.
ADVICE - The best spell of its type due to the fact not only does it
render your enemies useless, they keep still to be attacked rather than
run around like Horror. In addition the duration is massive so it just
keeps going. Worth a slot, even above Horror.
Mage Spells - Level 3
CLAIRVOYANCE (Divination)
Range: N/A
Casting Time: 3
Duration: 1 round
Saving Throw: None
Area of Effect: Whole area
This spell allows the wizard to see the entire map.
ADVICE - Rarely used as most areas are now fog-less (unlike BG1), so it
is only useable a couple of times. Perhaps have it available, but don't
waste spell slots on it.
DETECT ILLUSION (Divination)
Range: N/A
Casting Time: 3
Duration: Instant
Saving Throw: None
Area of Effect: 20 foot radius
All illusions of third level or lower within the radius are instantly
dispelled, including friendly creatures. Note magic resistance has no
effect on this spell.
ADVICE - Not that useful as only the odd mage uses Mirror Image and
otherwise the only common illusions are invisibilities, revealed by the
much better Detect Invisibility. Wait for True Sight.
DIRE CHARM (Enchantment)
Range: 20 yards
Casting Time: 3
Duration: 10 rounds
Saving Throw: Neg.
Area of Effect: 1 creature
This spell is almost identical to Charm Person. The exception is that
the creature goes beserk, attacking any enemies of the caster. Otherwise
all the limitations of Charm Person apply.
ADVICE - A very good spell, if beaten by (Mental) Domination at higher
levels. I recommend having one, as extra allies are always very useful.
DISPEL MAGIC (Abjuration)
Range: LoS
Casting Time: 3
Duration: Instant
Saving Throw: None
Area of Effect: 30 foot cube
Everyone within the radius touched by the spell has all magic dispelled
instantly, whether friend or foe. There is a percentage chance of the
spell dispelling all magic - the base chance of success is 50%. For each
level higher the caster is than the target, the chance increases by 5%,
for each level lower it decreases by 5%.
ADVICE - A very important spell. Most people use it on enemies, but
don't, use Remove Magic for that so your men don't have protections
removed. Use Dispel Magic to rid your party of hostile magics first,
then as an enemy protection-remover second.
FIREBALL (Invocation)
Range: LoS
Casting Time: 3
Duration: Instant
Saving Throw: Half
Area of Effect: 20 foot radius
FireBall causes a blossoming ball of flame to explode, causing great
damage to all hit. All hit suffer 1d6 damage/level (up to 10d6 at level
10). There is a save for half damage.
ADVICE - Level 3's very best spell. About two spell slots should be
given over here - up to 60 damage over a wide area flattens weak
opponents and softens tougher ones. Very good indeed.
FLAME ARROW (Conjuration)
Range: LoS
Casting Time: 3
Duration: Instant
Saving Throw: Special
Area of Effect: 1 creature
Creates one flaming arrow for every five levels of the caster. Each
arrow inflicts 1d6 points of piercing damage (no save), and 4d6 points
of fire damage (save for half).
ADVICE - One of the finest lower-level offensive spells. 5d6 points of
damage will floor many creatures, and the fact it does two kinds of
damage (immunities to ranged weapons will block off the piercing but not
the fire etc), fires multiple bolts the higher your level and allows no
full saves, is a lot of gravy indeed. Very worthwhile.
GHOST ARMOUR (Conjuration)
Range: Touch
Casting Time: 1
Duration: 10 turns
Saving Throw: N/A
Area of Effect: 1 creature
This spell creates an ethereal shield around the recipient's body, that
has an AC2, that stacks with other bonuses. It adds no encumbrance and
permits spellcasting, stealth and so on.
ADVICE - Not a bad defensive spell by any means but as you can get
better spells from the start (the FireShields, for instance), there's
just no point. For fighter/mage/thieves, however, this is a truly great
spell - AC2 plus any shield or bracer bonuses, with stealth and spells
available. It brings out the best in that triple-class. Otherwise, best
ignored.
HASTE (Alteration)
Range: LoS
Casting Time: 3
Duration: 3 rounds + 1 round/level
Saving Throw: N/A
Area of Effect: 20' radius
All allies in the area of effect affected by this spell find their
movement doubled and gain a -2 initiative bonus. They also gain an extra
attack each round. All non-movement/attacking effects are not sped up.
At the end the recipients may also suffer a whole day's worth of
fatigue.
ADVICE - One of the best utility spells at lower levels, the speed it
gives you can serve two purposes - make difficult fights simple as you
can attack far faster than your opponent, and if that doesn't work, you
can easily flee, regroup and go back for another attempt. One spell slot
should be freed for this spell.
HOLD PERSON (Enchantment)
Range: LoS
Casting Time: 3
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: Special
This spell holds 1-4 humanoid creatures totally immobile for 1
round/caster level. They cannot perform any actions but are aware of
their surroundings still. Otherwise they remain exactly as they were
before the spell was cast.
ADVICE - The save means that this is essentially only useful very early
in the game. Later on it is absolutely useless. Mage/thieves may find it
more useful because they can cast this on a target for pick-pocketing
then can easily pick-pocket from the victim and get away quickly.
HOLD UNDEAD (Necromancy)
Range: LoS
Casting Time: 3
Duration: 2 rounds/level
Saving Throw: Neg.
Area of Effect: Special
1-4 undead creatures are affected by this spell in exactly the same way
as living ones are affected by Hold Person, except the duration is
doubled.
ADVICE - When you know you will be fighting undead this is more useful
than Hold Person because of the doubled duration. Even so, few targets
will be affected simply because the saves will mostly be made.
INVISIBILITY 10' RADIUS (Illusion)
Range: 0
Casting Time: 1 round
Duration: Special
Saving Throw: N/A
Area of Effect: 10' radius centred on caster
All affected creatures are affected exactly as if the spell Invisibility
had been cast on them. The durations of each recipients invisibility are
separate.
ADVICE - A good spell for creeping up on unfortunate victims unaware, or
creeping past enemies you are not confident of defeating. Remember when
invisible you can still be heard.
LIGHTNING BOLT (Invocation)
Range: LoS
Casting Time: 3
Duration: Instant
Saving Throw: Half
Area of Effect: Special
Creates a bolt of sizzling lightning that leaps from the caster's hands
directly towards its target. It passes through victims and bounces off
walls until it has travelled its maximum distance. It deals 1d6 electric
damage/level, up to 10d6. There is a save for half.
ADVICE - At first it seems as good as Fireball, but don't think that.
Why? With Fireball you know exactly where the area of effect will be.
With this it bounces all over the place and is almost as likely to
frazzle your allies as your enemies. Absolutely never use in tight
streets with dead ends - it will bounce back at you. In long corridors
filled with enemies though, this is utterly lethal. Use down dungeons
but nowhere else.
MELF'S MINUTE METEORS (Invocation, Alteration)
Range: 70 yds
Casting Time: 3
Duration: Special
Saving Throw: None
Area of Effect: Special
This spell creates 1 fiery missile for each caster level. When thrown
like missile weapons they deal 1d4+3 normal damage +3 fire damage. They
also do 1d4 fire damage to every creature in 1' radius. There is a +5
attack roll bonus. A wizards can throw up to 5 per round.
ADVICE - OK, very good hitting chances but not much damage done. This is
little more than lots of pathetic flame arrows. The only benefit is you
get a few. They aren't even guaranteed to hit like many offensive
spells. Leave alone, but if you want it, get it at the beginning as
scrolls are very rare indeed.
MINOR SPELL DEFLECTION (Abjuration)
Range: Touch
Casting Time: 3
Duration: 3 rounds/level
Saving Throw: N/A
Area of Effect: Caster
A total of 4 spell levels are absorbed by this spell. It only affects
spells directly cast at the caster. Spells over its level limit will
cancel the spell and have their affect.
ADVICE - The very worst spell protection spell around. Don't waste spell
slots with this fairly awful spell.
MONSTER SUMMONING I (Conjuration)
Range: LoS
Casting Time: 4
Duration: 3 rounds + 1 round/level
Saving Throw: N/A
Area of Effect: Special
This spell calls 8HD of monsters to aid you. They are under your
complete control, and can perform any action you bid them. They vanish
when they die or the duration expires.
ADVICE - On paper, this is a great spell. However, 8HD of monsters will
do so little against most opponents it's a poor spell. The foes they
will be useful against are so easy to defeat anyway that this is no good
really at all. Don't bother.
NON-DETECTION (Abjuration)
Range: LoS
Casting Time: 3
Duration: 20 turns
Saving Throw: N?A
Area of Effect: 1 creature
The recipient of this spell is totally immune to the effects of all
divination spells that would usually reveal him.
ADVICE - Most NPCs don't use divinations so it has limited use though.
On invisible creatures creeping up on foes this is a handy spell. A
thief that is invisible and non-detectable can pick pocket anybody. Use
when needed but don't keep it in a spell slot.
PROTECTION FROM COLD (Abjuration)
Range: Touch
Casting Time: 3
Duration: Special
Saving Throw: N/A
Area of Effect: 1 creature
The recipient of this spell is, for one turn per caster level,
invulnerable to all normal cold damage and absorbs 50% of all magical
cold damage.
ADVICE - When facing cold creatures, a good spell but there are two
reasons it is pointless. One - cold is so rare you will almost never
need it, and two - FireShields have the effects of protecting from
elements and dealing damage back, so really there's no point in using
this.
PROTECTION FROM FIRE (Abjuration)
Range: Touch
Casting Time: 6
Duration: 3 rounds + 1 round/level
Saving Throw: None
Area of Effect: 1 Creature
This makes the recipient immune to normal fire, and absorbs 80% of all
magical fire damage.
ADVICE - See Protection From Cold advice above. It's the same, in other
words don't bother.
PROTECTION FROM NORMAL MISSILES (Abjuration)
Range: Touch
Casting Time: 3
Duration: 1 turn/level
Saving Throw: N/A
Area of Effect: 1 creature
This spell's recipient is totally invulnerable to all normal arrows,
bolts and bullets.
ADVICE - In BG1 this was a great spell because normal missiles were so
common. Not so in BG2. You will so rarely be attacked by normal missiles
that you simply will be wasting time with it. The cash from selling the
scroll is more worthwhile than writing it into your spellbook.
REMOVE MAGIC (Abjuration)
Range: LoS
Casting Time: 3
Duration: Instant
Saving Throw: None
Area of Effect: 30' cube
This will dispel any magic affecting all foes within the radius. This
does not include curses. The base chance of a successful dispel is 50%.
For each level the caster is higher than the target the chance is
increased by 5%, and it is decreased 5% for every level the caster is
lower than the target.
ADVICE - This is almost as important as Dispel Magic. There are two
instances this spell should be selected above Dispel Magic. Firstly, if
you are going to cast lots of buff spells on yourself and your party.
Secondly, if you know your enemies will cast loads of buffs on
themselves but have few enchantments that will adversely affect you.
Otherwise, use Dispel Magic.
SKULL TRAP (Necromancy)
Range: 20 yds
Casting Time: 3
Duration: Until triggered
Saving Throw: None
Area of Effect: 30' radius
This spell creates a trap that remains in place until triggered by
moving too close to it. When this happens the trap explodes causing 1d6
damage/caster level.
ADVICE - A much underrated spell this will stay in place and then do
lots of damage (for a level 3 spell) with no save. This is perfect in
ambushes, and is effectively a slightly dampened-down Fireball that can
be laid as a trap. Certainly worth considering for a spell slot.
SLOW (Alteration)
Range: LoS
casting Time: 3
Duration: 10 rounds
saving Throw; Neg.
Area of Effect: 40' cube
All foes struck by this spell have their movement halved, and have an AC
penalty of +4 and an attack penalty of -4. A save at -4 negates the
spell. This spell negates Haste and is negated by Haste.
ADVICE - This spell is brilliant if your party relies heavily on ranged
fire (ie every party based on a classic BG1 style). It is also good for
fleeing or chasing. Consider it whenever you are facing large groups of
enemies.
SPELL THRUST (Abjuration)
Range: LoS
Casting Time: 3
Duration: Instant
Saving Throw: None
Area of Effect: 1 creature
This spell will automatically remove all the target's spell protections
of 5th level or lower. Spell resistance does not affect this.
ADVICE - This would be a good spell were it not for the fact that you
seldom encounter these spell protections. Higher level protections are
quite common but you will find little use for this particular spell.
VAMPIRIC TOUCH (Necromancy)
Range: Touch
Casting Time: 3
Duration: Instant
Saving Throw: None
Area of Effect: 1 creature
When the caster touches an enemy with this spell, the victim loses 1d6
hit points for every 2 levels of the caster, to a maximum of 6d6. These
hit points are added to the caster's total, with extra hit points
lasting 5 turns.
ADVICE - Powerful but the caster must get into combat to use it and this
means the mage will quite likely sustain damage quickly using this
spell. Hence fighter/mages should use it, but otherwise it is wise to
ignore it.
Mage Spells - Level 4
CONFUSION (Enchantment)
Range: LoS
Casting Time: 4
Duration: 2 rounds + 1 round/level
Saving Throw: Neg.
Area of Effect: 30' radius
Unless the targets succeeds in a saving throw at -2 the victims become
dazed and confused, and wander about randomly, go beserk, stand around
or attack party members. They can still attack people attacking them.
ADVICE - This is a very powerful spell and it can render entire hordes
of enemies totally useless. It is always best to have a Confusion-type
spell handy. With Greater Malison it becomes the best level 4 spell.
CONTAGION (Necromancy)
Range: 30 yds
Casting Time: 4
Duration: Permanent
Saving throw: Neg.
Area of Effect: 1 creature
Causes a major disease in the victim. Strength, Dexterity and Charisma
are all reduced by -2. They also suffer being slowed. The spell can only
be removed by Cure Disease.
ADVICE - Quite nasty but no save reduction means it will rarely have any
affect. When it does though, It greatly reduces the fighting ability of
a foe. Use on powerful NPCs with low saving throws.
EMOTION: HOPELESSNESS (Enchantment)
Range: LoS
Casting Time: 4
Duration: 2 rounds + 1/level
Saving Throw: Neg.
Area of Effect: 30' radius
The first effect of this spell is to, upon a failed save, cause all
enemies to lay down with the utter hopelessness of it all. The second
affect is to instil upon the caster a feeling of courage that counters
all forms of fear or panic.
ADVICE - While the affects of this spell are more deadly than Confusion,
the save is easy. Against low-level, low-save enemies this is a superb
spell. Otherwise stick to confusion.
ENCHANTED WEAPON (Enchantment)
Range: 0
Casting Time: 4
Duration: 1 day
Saving Throw: None
Area of Effect: N/A
This spell calls into being a mace, axe, longsword or short sword
(caster's choice), with a +3 enchantment bonus.
ADVICE - Early on, this is good because it allows you to get good
weapons free. Later, though, when better weapons are available, it's
just a waste of space. You can do much better in your slots. It just
isn't productive enough to make the grade.
FARSIGHT (Divination)
Range: Special
Casting Time: 4
Duration: 3 rounds + 1 round/level
Saving Throw: None
Area of Effect: Special
When this spell is cast, an area of unexplored map is made visible so
that the caster can spy on what is coming.
ADVICE - In theory you might think a spell that lets you know what's
coming is great, but there is a better way to find out what's coming,
without wasting spell slots. Save, wade in, if you die, you know what to
do in advance. If you survive, no problem. Hence, there's no point in
making use of Farsight.
These spells create an elemental barrier around the caster. They confer
50% resistance to the corresponding element. They also protect from
melee attacks. Opponents hitting the caster take damage of the
appropriate element.
ADVICE - Always have one handy, as they are the only spells that get
their revenge on opponents as well as conferring protection, and they're
good protection. Use the red shield unless you know you'll be facing
cold damage as fire is far more common.
GREATER MALISON (Enchantment)
Range: LoS
Casting Time: 4
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: 30' radius
All opponents affected suffer a -4 penalty to all saving throws. Spell
resistance does not apply.
ADVICE - The best level 4 spell. Not only does it mean that your magical
equipment will work far better, it improves the potency of spells beyond
belief. ALWAYS use this against groups of enemies with good saves. Note
that there are NO scrolls in the game, so if you want it, get it at the
start.
ICE STORM (Invocation)
Range: LoS
Casting Time: 4
Duration: 4 rounds
Saving Throw: None
Area of Effect: 40' diameter
Great ice blocks rain down from the sky and deal 2d8 points of damage to
all enemies in the area.
ADVICE - Three words: Virtually no damage. This spell is awful because
2d8 damage is simply not enough to be dealing at level 7. Forget this
spell entirely.
IMPROVED INVISIBILITY (Illusion)
Range: Touch
Casting Time: 4
Duration: 1 turn
Saving Throw: N/A
Area of Effect: 1 creature
The touched creature is affected as if by Invisibility, with one major
difference - when they make a hostile action rather than becoming
visible they appear only as a faint distortion in the air.
ADVICE - This is a great spell for protecting fragile
archers/spellcasters, as well as being brilliant at helping along
thievery. If you think you have characters that could make constructive
uses out of this spell, use it, it's surprisingly versatile.
MINOR GLOBE OF INVULNERABILITY (Abjuration)
Range: 0
Casting Time: 4
Duration: 1 round/level
Saving Throw: N/A
Area of Effect: Caster
This creates an immobile sphere in the air that prevents any 1st-, 2nd-,
or 3rd-level spells targeted directly at the caster from touching the
caster, they are automatically countered. Spells can leave the sphere.
Dispel Magic brings down the globe.
ADVICE - A good spell, if not great, against low-level wizard NPCs this
is very powerful as the enemy will almost always become powerless.
However there are better spells that will find more general use so most
of the time this spell should be let alone.
MINOR SEQUENCER (Invocation)
Range: N/A
Casting Time: 1 round
Duration: N/A
Saving Throw: N/A
Area of Effect: N/A
This spell creates a glyph or sequencer that can contain up to two
spells of 2nd level or lower. The glyph can be hurled at any time using
the special abilities button. The effects of the stored spells then
apply to the target. Note you can carry only one sequencer at a time.
ADVICE - This would be powerful but the range of spells available for
use is small and unpowerful, so there's little point in using it. If you
cast it once then rest then you aren't losing out, but this spell is
poor for general use.
MONSTER SUMMONING II (Conjuration)
Range: LoS
Casting Time: 4
Duration: 3 rounds + 1 round/level
Saving Throw: N/A
Area of Effect: N/A
This spell conjures 12HD of monsters to fight at your side, in the same
way as Monster Summoning I.
ADVICE - The same advice applies here as to MS1, the summoned beasts
just aren't powerful enough. The MS spells get better as they go along
though, but even so there are far more worthy spells around.
OTILUKE'S RESILIENT SPHERE (Alteration)
Range: 0
Casting Time: 1
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: 1 creature
The target of this spell becomes frozen in the sphere. They cannot
perform any actions, but at the same time actions cannot affect them.
They are effectively not there.
ADVICE - A double-edged blade if ever there was one. This spell is a
boon and a curse at once. The best use of this spell is to freeze the
most powerful foe out of things for a while so you can destroy the rest
of the group before taking him on, or even to protect a vital NPC in
serious trouble.
POLYMORPH OTHER (Alteration)
Range: LoS
Casting Time: 4
Duration: Permanent
Saving Throw: Neg.
Area of Effect: 1 creature
This spell, if the save is failed, turns its unfortunate victim an all
his equipment into a squirrel.
ADVICE - This seems like a hugely dangerous spell, but in reality most
saves will be made. Hence unless you're fighting low-save enemies this
is a weak spell. Otherwise, it's deadly.
When this spell is cast the caster can, from his special abilities
button bar, transform into any one of the following creatures:
1 - Gnoll, with a halberd +3, +1 fire damage.
2 - Mustard Jelly
3 - Ogre
4 - Spider
5 - Druid forms (black bear, brown bear, wolf)
ADVICE - This is a very handy spell because it allows you to tailor
yourself for any eventuality. Lots of spells flying around? A mustard
jelly is invulnerable. Can't scratch your enemy? An ogre will sort that
out. It is very useful and thus deserves a place in your spellbook.
REMOVE CURSE (Abjuration)
Range: Touch
Casting Time: 6
Duration: Permanent
Saving Throw: N/A
Area of Effect: 1 creature
If this spell is cast upon a cursed character, the cursed item he/she is
stuck with can be dropped, removing the curse.
ADVICE - Never put it into general use but have a copy handy for when
you need to remove a curse. Then rest, cast, rest and back to normal.
It's useful but doesn't come into use often enough.
SECRET WORD (Abjuration)
Range: LoS
Casting Time: 4
Duration: Instant
Saving Throw: None
Area of Effect: 1 creature
When this spell is cast at a target, that target has one spell
protection of eighth level or lower dispelled. Magic resistance does not
affect this.
ADVICE - A specialist use spell, keep it tucked away until you face any
wizard, as against wizards this is a peach of a spell for fourth level.
Otherwise, don't use it.
This spell creates 1 or 2 (20% chance) spiders depending on the casters
level. They obey the caster just like summoned monsters from MS. The
types are:
ADVICE - There is only one benefit of this over MS, that is you know
what is coming. However this means it lacks the versatility. This is
just an altered MS, so avoid it, really.
SPIRIT ARMOUR (Necromancy)
Range: Touch
Casting Time: 3
Duration: 10 turns
Saving Throw: N/A
Area of Effect: 1 creature
This creates a shadowy set of armour around the caster, with an AC1 that
stacks with all other bonuses. He will also gain a +3 bonus to his saves
vs. Spells. The armour does not hinder movement, add encumbrance or stop
spellcasting/stealth etc. At the end of the duration, the caster takes
2d4 damage unless he makes a save vs. Spells.
ADVICE - A potent set of armour that will protect a fragile character
very well is a good spell indeed. The damage at the end is low and will
seldom come into affect anyway. This is a good protection spell that
should be considered. Note that of the three good lvl4 defensive spells
(FireShield, Spirit Armour and Stoneskin), this is the only one that can
be cast on other people.
STONESKIN (Alteration)
Range: 0
Casting Time: 1 round
Duration: 12 hours
Saving Throw: N?A
Area of Effect: Caster
This spell creates layers of solid stone around the caster. They hinder
the wizard in no way. A wizard gains 1 layer for every 2 levels he has
achieved. Each time the caster would suffer damage, a skin is removed
instead. This only works against physical attacks of any kind.
ADVICE - The best defensive spell of lvl4. Always have this one ready -
it's fast to cast and it doesn't matter if you take 200 damage, you
don't get scratched. It's best because rather than decreasing your
chances of getting hit it stops it entirely.
TELEPORT FIELD (Alteration)
Range: LoS
Casting Time: 4
Duration: 1 turn
saving Throw: None
Area of Effect: 30' radius
This spell creates an area of distortions where creatures will be
randomly teleported around the area of the spell.
ADVICE - There is only one advantage in this abysmal spell - it gives
you time to regroup, heal, and activate defences. Really though it's not
a particularly good spell, so don't bother with it.
WIZARD EYE (Alteration)
Range: 0
Casting Time: 1 round
Duration: 1 round/level
Saving Throw: N/A
Area of Effect: Special
This creates an eye that can see for 60' around it with infravision. It
is invisible hence it makes a good spy. It is solid and can be divined
and cannot pass through walls. Any gaze attacks met by the eye affect
the caster.
ADVICE - See my comments on Farsight for why you shouldn't use this
spell.
Mage Spells - Level 5
ANIMATE DEAD (Necromancy)
Range: 10 yds
Casting Time: 5
Duration: Instant
Saving Throw: N/A
Area of Effect: Special
This spell raises one skeleton or zombie for each level of experience of
the caster. The serve the caster fully until they are killed or turned.
They cannot be dispelled.
ADVICE - A powerful spell, repeated castings create a horde of skeletons
at your command. While they are emminently usful as a shield, they often
get in your way. I recommend using this spell in large areas to screen
your party and distract spells, I won the final battle easily by casting
this 100 times (literally - 1,000+ skeletons filled up the room so I had
to stop). Useful, but can get in your way, basically).
BREACH (Abjuration)
Range: LoS
Casting Time: 5
Duration: Instant
Saving Throw: None
Area of Effect: 1 creature
This spell automatically removes any combat protections the target has.
Magic resistance does not apply.
ADVICE - A great spell, makes NPCs casting spells making them immune to
your attacks a thing of the past. This makes life far easier, hence I
recommend using it.
CHAOS (Enchantment)
Range: LoS
Casting Time: 4
Duration: 5 rounds + 1/6 levels
Saving Throw: Neg.
Area of Effect: 30' radius
In all respects this spell is like Confusion. However 4th level or lower
characters get no save and above this it is made at -4.
ADVICE - Well, what are you waiting for?!? An improved version of
Confusion makes this a first class spell, so get out there and use it!!!
CLOUDKILL (Invocation)
Range: 10 yds
Casting Time: 5
Duration: 1 round/level
Saving Throw: Special
Area of Effect: 20' radius
This spell causes a billowing cloud of poisonous vapours to asphyxiate
all foolish enough to enter its radius. Creatures with up to 4+1HD get
no save and die instantly. Up to 6HD there is a save at -4 or death is
caused. Above this there is no save for 1d10 poison damage every round
spent in the cloud.
ADVICE - Utterly lethal, this will cause devastation against lesser
enemies. Use it, but with caution - hit your own party and they'll start
taking damage fast.
CONE OF COLD (Invocation)
Range: 0
Casting Time: 5
Duration: Instant
Saving Throw: Half
Area of Effect: Special
When this spell is cast, a cone of ice spreads out in an area five feet
long and one foot in diameter for every level of the caster. It drains
all heat and causes 1d4+1 damage per level of the caster.
ADVICE - A dangerous spell, again it is worthwhile using if you are
careful to avoid hitting your allies. The other benefit of this is it
does cold damage, which few foes have protections against.
CONJURE LESSER AIR/EARTH/FIRE ELEMENTAL (Conjuration)
Range: 15 yds
Casting Time: Special
Duration: 1 turn + 1 round/level
Saving Throw: None
Area of Effect: Special
All these spells summon an 8HD elemental to do their caster's bidding.
Every time this is cast there is a 15% chance the summoned elemental
will attack its supposed master. After being summoned, the caster must
engage in a battle of psyche for 3 rounds. If the caster wins control is
established, otherwise the elemental goes beserk.
ADVICE - Why you'd want to cast this is beyond me. Let's see, what
you're doing is taking MS1 up 2 levels, giving a good chance of getting
attacked and taking ages to cast. Ignore these spells utterly.
DOMINATION (Enchantment)
Range: LoS
Casting Time: 5
Duration: 9 rounds
Saving Throw: Neg.
Area of Effect: 1 creature
This spell allows the caster to fully control the actions of the target.
The target gets a saving throw at -2.
ADVICE - The only problem with this respectable spell is that there is a
high chance of the intended victim escaping it. Don't discount it, but
think hard before using a spell slot on it.
FEEBLEMIND (Enchantment)
Range: LoS
Casting Time: 5
Duration: Permanent
Saving throw: Neg.
Area of Effect: 1 creature
This spell causes the subject's intellect to degenerate masively. The
victim gets a save at -2 to prevent this.
ADVICE - This can have a very pronounced affect on spellcasters but
still there is a problem of the save. There is not enough versatility in
this spell to justify anything other than an occassional slot.
HOLD MONSTER (Enchantment)
Range: LoS
Casting Time: 5
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: 30' radius
This spell holds 1d4 creatures of any time immobile just like Hold
Person. At the beginning and every nine rounds after, a save at -2 is
made to shake off the effects.
ADVICE - Better than hold person but like that spell the chances of
enemies avoiding it are too likely. You'd be better off with other
spells, though this is no terrible spell.
LOWER RESISTANCE (Abjuration, Alteration)
Range: LoS
Casting Time: 5
Duration: 1 round/level
Saving Throw: None
Area of Effect: 1 creature
The victim of this spell has their magic resistance automatically
lowered by 10% + 1% per caster level. There is no save and magic
resistance does not apply. This spell is not affected by Dispel Magic.
ADVICE - A good spell but only really useful when you know you're up
against a big dragon or something. Don't use generally, but have it
available for unusual scenarios.
MINOR SPELL TURNING (Abjuration)
Range: Touch
Casting Time: 5
Duration: 3 rounds/level
Saving Throw: N/A
Area of Effect: Caster
This spell rebounds a total of 4 spell levels back at the original
caster. It only works if the spell was directed at the caster. This
works only on spells of 4th-level or lower. Dispel Magic functions
normally.
ADVICE - A potent effect, but lasts very short periods of time and the
spells it works against are enough of a threat enough of the time. Leave
it be, I say.
MONSTER SUMMONING III (Conjuration)
Range: LoS
Casting Time: 5
Duration: 4 rounds + 1/level
saving Throw: N?A
Area of Effect: N/A
This is exactly the same as MS1 except it creates 16HD of monsters.
ADVICE - Like the others, the monsters simply aren't good enough to make
this spell worth casting at all.
ORACLE (Divination)
Range: LoS
Casting Time: 5
Duration: Instant
Saving Throw: None
Area of Effect: 20' radius
When cast, all illusions of 5th-level or lower in the area are
automatically dispelled. Note this also works on allies. Magic
resistance does not apply.
ADVICE - A good effect, but there are simply not enough low-level
illusions hanging around to make general use feasible. But in certain
situations this can be a godsend.
This creates a weightless blade in the caster's hand. It acts as a +3
sword, with a extra +10 damage bonus against undead. This sword can only
be used by the caster.
ADVICE - The same applied as did to Enchanted Weapon, unless you're
fighting undead, in which case +13 damage makes it utterly lethal. Don't
use in non-undead-infested areas though.
PROTECTION FROM ACID/ELECTRICITY (Abjuration)
Range: Touch
Casting Time: 6/5
Duration: 1 turn/level
Saving Throw: N/A
Area of Effect: 1 creature
The affect of these spells is to confer complete invulnerability from
the appropriate elements.
ADVICE - Powerful, but so rare it is to find these elements that they
should again only be used when it is absolutely necessary, otherwise
they are nearly never needed.
PROTECTION FROM NORMAL WEAPONS (Abjuration)
Range: Touch
Casting Time: 2
Duration: 1 round/level
Saving Throw: N/A
Area of Effect: 1 creature
This spell confers complete invulnerability to all non-magical weapons.
This cannot be cast on someone who is Protected From Magical Weapons.
ADVICE - Very potent, this spell, and despite the short duration will
keep you well protected against any lesser creature. Its use becomes
less as the game wears on though.
SHADOW DOOR (Illusion)
Range: 10 yds
Casting Time: 2
Duration: 1 round/level
Saving Throw: N/A
Area of Effect: N/A
This spell creates the illusion of the caster stepping through a
shimmering door and vanishing, in reality he is invisible and can act
freely under the effects of Invisibility.
ADVICE - The only reason to cast this above Invisibility is that enemy
creatures don't try to find you if you cast it in combat. Is that worth
paying three levels for? Nope, so don't bother wasting slots on this
one.
This spell grants total immunity to any spells of a single school of the
caster's choice.
ADVICE - Very potent if you know what spells your foe will be casting at
you, but in encounters where you don't know what you're doing, this is
no help at all.
SPELL SHIELD (Abjuration)
Range: 0
Casting Time: 8
Duration: 3 rounds/level
Saving Throw: N/A
Area of Effect: Caster
This spell will counter the effects of one spell which would normally
cause your spell defences to drop.
ADVICE - As it only works once there is very limited appeal in the
spell, but if you're obsessed with protecting yourself, in which case
you may want to make more general use of it.
SUNFIRE (Invocation)
Range: Caster
Casting Time: 3
Duration: Instant
Saving Throw: Half
Area of Effect: 30' radius
This is identical to Fireball but for two differences. Firstly the
effects are centred on the caster (causing no harm to them), second the
maximum damage is 15d6.
ADVICE - Quite why you'd want to pay 2 levels for additional damage at
higher levels and probably to put your party in danger, is beyond me.
This is more dangerous to your party except in circumstances too rare to
make it worth using spell slots on it.
This spell calls into being a magically mutated carrion crawler that
will obey all the orders of the caster. There is a 35% chance that two
carrion crawlers will be summoned instead of one.
ADVICE - While the carrion crawlers are nasty, it's the same problem
with the majority of summoning spells, that the monsters just aren't
hard enough. Like MS, best ignored.
CHAIN LIGHTNING (Invocation)
Range: LoS
Casting Time: 5
Duration: Instant
Saving Throw: Half
Area of Effect: Special
This creates a bolt of electrical energy that leaps from foe to foe,
doing 1d6 damage for every 2 levels of the caster.
ADVICE - Though the damage isn't very high, it hits several enemies and
they all take some damage, making it good, but when Fireball is acually
more dangerous, it makes this spell seem a bit weak. Usable, but not
great.
CONJURE AIR/EARTH/FIRE ELEMENTAL (Conjuration)
Range: LoS
Casting Time: Special
Duration: 1 turn/level
Saving Throw: N/A
Area of Effect: N/A
When this spell is cast, there is a 60% chance of summoning a 12HD
elemental, a 35% chance of a 16HD elemental, and a 5% chance of a 24HD
elemental. The caster must concentrate on controlling the elemental for
3 rounds after the spell is cast.
ADVICE - The first half-decent summon spell, it still has a high chance
of getting you a poor creature that won't help. However if you insist
upon a summon elemental spell use fire, it's damage is super effective
against more kinds of enemy.
CONTINGENCY (Invocation)
Range: N/A
Casting Time: 1 turn
Duration: 1 day/level
Saving Throw: N/A
Area of Effect: Caster
This spell allows the caster to store one spell of a level no higher
than one-third his experience level, and set conditions under which it
is automatically cast. For instance you might want to cast Protection
from Evil if you are attacked. No more than one contingency may be held
at a time.
ADVICE - A superb spell - it can really save your skin if you put a
sufficiently powerful spell in it. Always have a contingency on you,
they really do work wonders.
DEATH FOG (Invocation)
Range: 10 yds
Casting Time: 6
Duration: 15 rounds
Saving Throw: None
Area of Effect: 20' radius
This creates a solid cloud of acidic vapours. Animal life suffers 8
damage per round in the vapours. Summoned creatures are instantly killed
by the fog.
ADVICE - Against casters that like to summon creatures, this is
brilliant, but like so many spells, it is best used only when you're in
a particular situation.
DEATH SPELL (Necromancy)
Range: LoS
Casting Time: 6
Duration: Instant
Saving Throw: None
Area of Effect: 30' radius
This spell instantly kills all creatures under 6HD and summoned
creatures in the area. They cannot be resurrected.
ADVICE - The only problem with this is that most creatures are well
above 6HD. The only time this spell becomes useful is when you're facing
huge hoards of orcs or the like.
DISINTERGRATE (Alteration)
Range: LoS
Casting Time: 6
Duration: Instant
Saving Throw: Neg.
Area of Effect: 1 creature
The target of this spell must make a save vs. Spells or be turned to
dust, along with much of his equipment.
ADVICE - Hugely powrful, with two drawbacks - the save (with greater
malison, though...), and the equipment destroying. When you're fighting
big monsters with no stuff, get lucky and you can kill them very easily.
FLESH TO STONE (Alteration)
Range: LoS
Casting Time: 6
Duration: Permanent
Saving Throw: Neg.
Area of Effect: 1 creature
This spell instantly turns the victim and everything they carry to
stone, unless they make a save vs. Spells. They can be shattered if they
are attacked, and can only be restored if the reverse spell is cast
(Flesh to Stone).
ADVICE - Simply, this is Disintergrate where ALL the equipment is
destroyed and the victim can be restored. So use disintergrate instead.
GLOBE OF INVULNERABILITY (Abjuration)
Range: 0
Casting Time: 4
Duration: 1 round/level
Saving Throw: N/A
Area of Effect: Caster
This spell is identical to the Minor Globe Of Invulnerability, except
all spells up to 4th level are blocked.
ADVICE - The same as the Minor version - how often do lower level spells
get cast at you? Not often. So leave this spell on the scroll where it
belongs.
IMPROVED HASTE (Alteration)
Range: LoS
Casting Time: 3
Duration: 3 rounds + 1 round/level
Saving Throw: N/A
Area of Effect: 1 creature
This spell doubles movement and attack rates of its subject. They gain a
-2 initiative bonus. This spell causes no fatigue. It is not cumulative
but negates Slow.
ADVICE - Powerful, but only one subject means you'll have one guy
zipping miles ahead, getting into potential danger. Hence a lot of
micro-management will be involved but if you're OK with thay, this is a
good spell.
INVISIBLE STALKER (Conjuration)
Range: 40 yds
Casting Time: 1 round
Duration: 9 hours
saving Throw: N/A
Area of Effect: N/A
This spell summons an Invisible Stalker. It has 8HD and obeys the caster
utterly.
ADVICE - The Invisible Stalker is a dangerous creature and hence this is
a good summon spell. It isn't great in a slogging fight though - use
subtlety and its natural invisibility.
MISLEAD (Illusion)
Range: 0
Casting Time: 1
Duration: 1 round/level
Saving Throw: N/A
Area of Effect: Caster
This spell causes the caster to become improved invisible, and also
creates an immobile duplicate of the caster, which remains until reduced
to 0HP of dispelled.
ADVICE - This is effective against low intellegence monsters as they
will attack the dummy, allowing you to prepare or even continue fighting
with the monsters unknowing. This is a worthwhile spell, so I recommend
keeping one available.
PIERCE MAGIC (Abjuration)
Range: LoS
Casting Time: 6
Duration: Special
Saving Throw: None
Area of Effect: 1 creature
The first affect of this spell is, for 1 round/level of caster, to
reduce the target's magic resistance by 1%/level. The second is to
remove one spell protection of 6th level or lower. Magic resistance does
not apply.
ADVICE - This is dangerous when you're facing enemies with MR and spell
protections, so use it if you know you're coming up against such NPCs,
but otherwise, ignore.
POWER WORD SILENCE (Conjuration)
Range: 30 yds
Casting Time: 1
Duration: 3 rounds
Saving Throw: None
Area of Effect: 1 creature
This spell totally silences the victim and all within 1 foot for the
duration.
ADVICE - The abysmal duration makes this spell terrible, but I used it
once in the game... when fighting Irenicus at the end for 3 rounds he was
totally unable to defend himself while I lopped hit points off him.
That's the only situation it's any use in - buying time against tough
wizards.
PROTECTION FROM MAGIC ENERGY (Abjuration)
Range: Touch
Casting time: 6
Duration: 1 round/level
Saving Throw: N/A
Area of Effect: 1 creature
This confers 50% invulnerability to all magical based attacks.
ADVICE - A very good spell protection, half a chance of causing problems
with spells, I recommend this spell.
PROTECTION FROM MAGICAL WEAPONS (Abjuration)
Range: 0
Casting Time: 1
Duration: 4 rounds
Saving Throw: N/A
Area of Effect: Caster
This confers total invulnerability to all magical weapons. It cannot be
cast on someone who is protected from normal weapons.
ADVICE - Highly powerful, but with short duration, it's high speed
casting means that it's built for the thick of combat to buy time. Use
it for no other purpose.
SPELL DEFLECTION (Abjuration)
Range: 0
Casting Time: 6
Duration: 3 rounds/level
Saving Throw: N/A
Area of effect: Caster
This identical to Minor Spell Deflection except it it affects a total of
up to 10 spell levels.
ADVICE - At last a decent spell protection, that will find decent usage.
Problem is it will deflect 2 spells at best, so it doesn't last long.
But for that time you're well protected.
STONE TO FLESH (Alteration)
Range: LoS
Casting Time: 6
Duration: Permanent
Saving Throw: None
Area of Effect: 1 creature
This automatically turns any petrified creature back to life, along with
their gear.
ADVICE - You'll use it rarely if at all, but always have it to hand in
case, you never know when you'll need it. Don't waste slots on it
though.
SUMMON NISHRUU (Conjuration)
Range: 40 yds
Casting Time: 1 round
Duration: 1 round/level
Saving Throw: N/A
Area of Effect: N/A
This will summon a deady, magic consuming Nishruu into being totally
under the power of the caster.
ADVICE - Easily more powerful than any summon so far, always have this
in a slot, it creates a creature possibly more dangerous than any other
to magic users.
TENSER'S TRANSFORMATION (Alteration)
Range: 0
Casting Time: 6
Duration: 1 round/level
Saving Throw: None
Area of Effect: Caster
This spell turns the wizard into a veritable fighting machine. H's HPs
double, his AC is 4 better, his fighting abilities are that of a fighter
of his level, each attack is made at +2 and has +2 damage.
ADVICE - Weak spellcasters should use this regularly, it really does
turn the caster into a capable fighter - when combat looms, this is a
vital spell to use.
TRUE SIGHT (Divination)
Range: LoS
Casting Time: 6
Duration: Instant
Saving Throw: None
Area of Effect: 20' radius
This automatically dispels all hostile illusions in the area.
ADVICE - By far the best divination around, this chops all
invisibilities away - you'd be amazed how many invisible characters
there are. Always give over a spell slot.
WYVERN CALL (Conjuration)
Range: 40 yds
Casting Time: 1 round
Duration: 1 rund/level
Saving Throw: N/A
Area of Effect: N/A
This calls a wyvern to appear under the influence of the caster, and it
will obey his every command.
ADVICE - This is quite powerful, but to tell you the truth a Nishruu is
far better, so use that summon spell, not this one.
Mage Spells - Level 7
CACOFIEND (Conjuration)
Range: LoS
Casting Time: Special
Duration: 15 rounds
Saving Throw: N/A
Area of Effect: N/A
This will summon a powerful demon into existence that fights anyone,
unless they are Protected From Evil.
ADVICE - The danger of it attacking you is non-existent if you have
Keldorn in your party, he can cast PFE repeatedly. However, it just
seems... the demon never does much damage. No idea why. Maybe it's just me
- anyway, I leave it alone for that reason.
CONTROL UNDEAD (Necromancy)
Range: LoS
Casting Time: 7
Duration: 6 rounds + 1 round/level
Saving Throw: Special
Area of Effect: N/A
This spell control 1-4 undead creatures in the area. They serve the
caster utterly for the duration. Undead of up to 3HD get no save, 4HD+
they may make a save to negate.
ADVICE - The attraction of controlling huge undead is obvious, but they
almost always make the save. Weeny undead get no save but if you cast
Animate Dead, you save two levels and get more minor undead. This makes
this spell fairly poor.
DELAYED BLAST FIREBALL (Invocation)
Range: LoS
Casting Time: 7
Duration: Special
Saving Throw: Half
Area of Effect: 30' radius
This spell is identical to the spell Skull Trap, except it deals 14d6
damage.
ADVICE - Simply, this spell deals so much damage it can floor several
creatures - plus you can use it as an ambush trap as well. I recommend
giving over a spell slot to it.
FINGER OF DEATH (Necromancy)
Range: LoS
Casting Time: 5
Duration: Instant
Saving Throw: Neg.
Area of Effect: 1 creature
The target of this spell must make a save at -2, or die instantly.
ADVICE - Incredibly powerful, casting this on lower-save, greater
malisoned creatures means a kill most times. Even without these the
chance of a kill is still good, plus it can affect ANYONE, no
limitations on HD. Definitely worth using.
LIMITED WISH (Conjuration)
Range: N/A
Casting Time: 9
Duration: Special
Saving Throw: N/A
Area of Effect: Special
This spell allows the caster to pick a wish from a list. The higher the
wisdom of the caster, the more likely the spells will have beneficial
effects - you won't know until they're cast.
ADVICE - The more powerful the wish, the higher the wisdom needed. Never
attempt this without high wisdom, but if you do have good wisdom, cast
at will.
MANTLE (Abjuration)
Range: 0
Casting Time: 1
Duration: 4 rounds
Saving Throw: N/A
Area of Effect: Caster
The effect of this spell is to confer invulnerability to the caster from
all weapons less than +3 in enchantment.
ADVICE - Quite powerful, designed to buy time in the middle of combat,
to tell the truth I'd rather spend my time casting an offensive spell.
Your wizards shouldn't be in the thick of it anyway.
MASS INVISIBILITY (Illusion)
Range: LoS
Casting Time: 7
Duration: 1 round/level
Saving Throw: N/A
Area of Effect: 30' radius
All allies in the radius of this spell are affected by the spell
Improved Invisibility.
ADVICE - A very potent spell, causing your entire party to become
invisible, the short duration is the only problem. Otherwise, this a
recommended spell.
MORDENKAINEN'S SWORD (Invocation)
Range: 0
Casting Time: 7
Duration: 1 round/level
Saving Throw: N/A
Area of Effect: N/A
This creates a sentient sword under the control of the caster that
attack and moves independantly of a wielder. It has the THAC0 of a
fighter half the wizard's level, and acts as a +4 weapon, dealing 1d16
(+4) damage.
ADVICE - As mentioned above, this bizarrely has a Greenstone Amulet in
its protection, which you can pick-pocket of it. Note it can be
poisoned! This sword is powerful and can lend an edge in combat, and for
the duration it can be used to take on especially scary enemies without
the caster and allies getting involved - it can't take normal damage,
after all. Not brilliant, but very versatile and often useful.
POWER WORD STUN (Conjuration)
Range: LoS
Casting Time: 1
Duration: Special
Saving Throw: None
Area of Effect: 1 creature
The target becomes stunned - if it has up to 29 HPs are stunned for 4d4
rounds, 30-59 for 2d4 rounds, 60-89 for 1d4 rounds, and 90+ are not
affected. Note the current HPs are used.
ADVICE - Powerful, as no save is allowed, and I stunned a dragon once
when it was down to Injured. However, it only has one target, so if
you're facing 1 enemy, this is good otherwise leave it alone.
PRISMATIC SPRAY (Conjuration)
Range: 20 yds
Casting Time: 7
Duration: Instant
Saving Throw: Special
Area of Effect: 70' long cone.
When this is cast, a clolourful spray of magic is thrown out. Any
creature under 8HD is blinded for 5 rounds by the spell. Also if struck
by the rays they suffer other affects, even if over 8HD:
Red - 20 HPs damage, save for half
Orange - 40 HPs damage, save for half
Yellow - 80 HPs damage, save for half
Green - Save or die, if saved 20 HPs damage
Blue - Save or be petrified
Indigo - Save or be feebleminded
Violet - Save or be disintergrated.
ADVICE - Obviously, this spell is shockingly potent, the only problm
being you need good range judgement for full effect, but with practice
this spell is awesomely dangerous. Worth using, especially against low-
save creatures like Umber Hulks.
PROJECT IMAGE (Illusion)
Range: 0
Casting Time: 1
Duration: 1 round/level
Saving Throw: N/A
Area of Effect: Caster
This creates a copy of the caster that is identical in every respect.
The caster cannot move while his copy is alive. If he is hurt or the
copy killed, he can move again.
ADVICE - Essentially, this is giving the caster a second life. Because
of this it can be very helpful indeed provided you find a safe place for
the actual caster.
PROTECTION FROM THE ELEMENTS (Abjuration)
Range: Touch
Casting Time: 7
Duration: 1 round/level
Saving Throw: N/A
Area of Effect: 1 creature
This spell confers 75% resistance to all forms of magical or non-magical
element-based attacks.
ADVICE - Very powerful indeed - a reasonable duration, and if you add
Protection from Magic Weapons and Normal Missiles (a nasty combo),
you're nearly invincible. Many attacks will be absorbed by this, so it's
probably the best defensive level 7 spell.
RUBY RAY OF REVERSAL (Alteration)
Range: LoS
Casting Time: 5
Duration: Instant
Saving Throw: None
Area of Effect: 1 creature
This will immediately remove one spell protection of the highest level
on the target. Magic resistance does not apply.
ADVICE - This isn't weak, but it's far too high a level, so wasting high
slots on it is pointless.
SPELL SEQUENCER (Invocation)
Range: N/A
Casting Time: 1 round
Duration: Special
Saving Throw: N/A
Area of Effect: N/A
This spell is identical to Minor Spell Sequencer, except that you can
store 3 spells of up to 4th level.
ADVICE - When you reach the stage of the game where you're casting 7th
level spells, 4th level spells just aren't good enough. Hence this
sequencer isn't particularly useful.
SPELL TURNING (Abjuration)
Range: 0
Casting Time: 7
Duration: 3 rounds/level
Saving Throw: N/A
Area of Effect: Caster
This is identical to Minor Spell Turning, except it reflects up to 12
spell levels.
ADVICE - Like all spell protections, despite this being very potent, it
doesn't last very long. The effect is good though, and you may want to
consider using this.
SPHERE OF CHAOS (Alteration)
Range: 0
Casting Time: 7
Duration: 1 turn
Saving Throw: Special
Area of Effect: 30' radius
In the area a save must be made every round or they will be randomly
either: polymorphed into a squirrel, confused, set alight, paralysed,
disintergrated, healed 20 HPs, randomly teleported, made unconscious or
hasted.
ADVICE - You need to know what you're doing when you cast spells, and
this is far too random and dangerous to your party. Never cast this,
EVER, unless you're only playing for fun, in which case it can be quite
amusing and spectacular!
This summons an even more powerful version of the deadly Nishruu, with
similar effects to that spell.
ADVICE - Nishruu are deadly, these are so dangerous I'll go as far as to
say I fear them far more than any other summonable creature. Keep this
available, use it often, it is simply astonishing how incredible this
is.
WARDING WHIP (Abjuration)
Range: 10 yds
Casting Time: 7
Duration: 3 rounds
Saving Throw: None
Area of Effect: 1 creature
This will remove one spell protection from the target, highest level
ones first, one each round for the duration.
ADVICE - The Ruby Ray times 3 on the same level - why bother with the
other one? This is an excellent spell protection remover, very good when
you need it.
Mage Spells - Level 8
ABI DALZIM'S HORRID WILTING (Necromancy)
Range: LoS
Casting Time: 8
Duration: Instant
Saving Throw: Half
Area of Effect: 15' radius
This drains bodies of water. It does 1d8 damage/level, save for half.
Water and plant creatures have a -2 penalty to their save.
ADVICE - Very powerful indeed, and one of the better offensive spells,
while I didn't use it much, don't discount it by any means. The big
problem is the small area.
IMPROVED MANTLE (Abjuration)
Range: 0
Casting Time: 1
Duration: 4 rounds
Saving Throw: N/A
Area of Effect: Caster
This spell offers protection from all weapons of enchantment under +4.
ADVICE - Like Mantle, it is useful for fighter/mages in the thick of
things, but for most casters it shouldn't be used because you shouldn't
be in combat in the first place. Very powerful though.
INCEDIARY CLOUD (Invocation)
Range: 10 yds
Casting Time: 8
Duration: 1 round/level
Saving Throw: Half
Area of Effect: 20' radius
This creates a cloud of flame. For every round in it you suffer 1d4
damage/level, save for half.
ADVICE - Bad, because the damage is low and the area too small too keep
enemies in it so they take lots of damage. Use Horrid Wilting instead,
it's much better.
MAZE (Conjuration)
Range: Touch
Casting Time: 3
Duration: Special
Saving Throw: None
Area of Effect: 1 creature
This traps the victim in an extraplanar maze. The time it takes him to
escape depend on his intellegence. When escapes they are returned to the
spot they left. Freedom prematurely dispels the maze.
ADVICE - A great combo is with Feeblemind here, they stay gone for ages.
This is very powerful, instantly, no save, removing the toughest of NPCs
from the equation. Use it to make a fight easier or regroup, heal and
preapre, but use it.
PIERCE SHIELD (Abjuration)
Range: LoS
Casting Time: 8
Duration: Instant
Saving Throw: None
Area of Effect: 1 creature
The victim of this spell first loses 10% + 1%/level magic resistance.
Then they lose one spell protection of any level. Magic resistance does
not apply.
ADVICE - Powerful, but there are far better spells here, so I leave it
alone, you'd be better off with most the level 8s.
POWER WORD BLIND (Conjuration)
Range: LoS
Casting Time: 1
Duration: 6 rounds
Saving Throw: None
Area of Effect: 10' radius
The affected creatures become blind for the duration.
ADVICE - At this level, blindness is simply not a great enough effect
for 6 rounds. It won't help much, so leave this spell well alone.
PROTECTION FROM ENERGY (Abjuration)
Range: Touch
Casting Time: 8
Duration: 1 round/level
Saving Throw: N/A
Area of Effect: 1 creature
This spell confers 75% resistance to all non-physical attacks.
ADVICE - Very powerful, the best defensive spell at this level. It's
good because your wizard should be out the fighting, but spells can
still get him. With Protection From Normal Missiles he's almost
invincible.
SIMULACRUM (Illusion)
Range: 0
Casting Time: 9
Duration: 1 round/level
Saving Throw: N/A
Area of Effect: Caster
This creates a duplicate of the caster, with 60% the level but otherwise
identical.
ADVICE - Why bother? You don't need another caster, for that 9 you could
cast spells that affect the combat. The spells from your duplicate are
of lower level hence a good bit weaker. If it's for misleading enemies
try Mislead or Shadow Door.
SPELL TRIGGER (Invocation)
Range: 0
Casting Time: 1 round
Duration: Permanent
Saving Throw: N/A
Area of Effect: Caster
This is identical to Spell Sequencer, except the spells stored may be up
to 6th level.
ADVICE - Better than the others, but still the comments I made for them
apply, though I think much more of this than the other two.
SUMMON FIEND (Conjuration)
Range: LoS
Casting Time: 9
Duration: 15 rounds
Saving Throw: N/A
Area of Effect: N/A
The same as Cacofiend, but the summoned demon is more powerful.
ADVICE - The same as for Cacofiend.
SYMBOL, DEATH (Conjuration)
Range: 30 yds
Casting Time: 1 round
Duration: Permanent
Saving Throw: Neg.
Area of Effect: Special
This symbol remains like a Skull Trap, except that it kills any creature
under 60 HPs failing their save. Creatures of over 60 current HPs are
unaffected.
ADVICE - Very powerful effect, but most creatures will make their save,
and you have to reduce many to 60 HPs, which is hard when you can't set
the symbol off by coming too close. Dangerous, but not vastly.
SYMBOL, FEAR (Conjuration)
Range: 100'
Casting Time: 1 round
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: Special
This symbol causes all creatures to make a save at -4 or flee for the
duration.
ADVICE - More likely to work but less powerful, also inconvenient as
some enemies just right away so you lose them.
SYMBOL, STUN (Conjuration)
Range: 30 yds
Casting Time: 1 round
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: Special
This symbol is identical to the Fear one except victims are stunned.
ADVICE - Simply brilliant - your enemies stunned totally making them
easy targets. This is essential, the best spell at this level. Always
have one handy!
Mage Spells - Level 9
ABSOLUTE IMMUNITY (Abjuration)
Range: 0
Casting Time: 1
Duration: 4 rounds
Saving Throw: N/A
Area of Effect: Caster
This confers complete invulnerability to all weapons except of +5 or
better enchantment.
ADVICE - Very powerful but not the best spell on level 9 by any stretch,
so there's no point in using because of the considerably better spells
around. Otherwise, use in the same fashion as the Mantle spells (buy
time in combat). See those entries for further advice.
BLACK BLADE OF DISASTER (Invocation)
Range: 0
Casting Time: 9
Duration: 1 round/level
Saving Throw: N/A
Area of Effect: N/A
This creates a sword like rift in the fabric of reality. It acts as a +5
sword the caster is proficient with. It deals 2-24 damage. The sword
gives the caster the THAC0 of a fighter of half his level. Every target
hit must make a save at +4 or be disintergrated.
ADVICE - For fighter/mages, immensely powerful. For ordinary casters
though, they should never get close enough to wield a sword - they
should be well out of the way, hence you shouldn't need this spell
unless you're a fighter/mage.
CHAIN CONTINGENCY (Invocation)
Range: 0
Casting Time: 1 turn
Duration: Special
Saving Throw: N/A
Area of Effect: Caster
This spell is identical to Contingency except you can store three spells
of up to any level.
ADVICE - Simply, the greatest spell in the game. Always be able to use
it, and try it with Time Stop, Shapechange and Spell Trap! Don't forget
to remove Contingency if you get slots at 9th level.
ENERGY DRAIN (Necromancy)
Range: Touch
Casting Time: 3
Duration: Permanent
Saving Throw: None
Area of Effect: 1 creature
This spell automatically drains 2 levels from the target.
ADVICE - Incredibly powerful, but beware you must get close to cast it.
Any victim of this spell is going to be considerably less of a
challenge. Brilliant for fighter/mages.
FREEDOM (Abjuration)
Range: 0
Casting Time: 9
Duration: Instant
Saving Throw: None
Area of Effect: Current map
Everyone affected by Maze or Imprisonment in the area is automatically
freed and returned to the point they were standing when they were
imprisoned.
ADVICE - Never generally use it, but this can potentially be a vital
spell. Have it available but not in spell slots.
GATE (Conjuration)
Range: LoS
Casting Time: 9 rounds
Duration: 33 rounds
Saving Throw: N/A
Area of Effect: N/A
Similar to Summon Fiend, except the summoned monstrosity is of immense
power.
ADVICE - The creature here is vastly powerful and hangs around for an
age. Note that the duration sometimes means Protection From Evil runs
out while the Pit Fiend is still around! I don't use it much but if you
want a summoning this is serious stuff!
IMPRISONMENT (Abjuration)
Range: Touch
Casting Time: 9
Duration: Permanent
Saving Throw: N/A
Area of Effect: 1 creature
This spell automatically imprisons the touched creature many leagues
into the Earth's crust, only to be freed when Freedom is cast, otherwise
the victim will be stuck for all time.
ADVICE - I'm not even bothered by the range of this spell - instant
imprisonment? Effectively, they're dead, I've never seen any NPC cast
Freedom. Instant death, no save. OK, you don't get their equipment, but
by the time you can cast this you should have most the game's best stuff
anyway.
METEOR SWARM (Invocation)
Range: 90 yds
Casting Time: 9
Duration: 4 rounds
Saving Throw: None
Area of Effect: Special
This calls burning rocks to rain upon the area. Any struck will take 4-
40 damage, no save.
ADVICE - No save but the 4d10 damage rarely does too much. Plus it can
hurt friends, hence I never use this spell, it's far too weak for level
9.
POWER WORD KILL (Conjuration)
Range: LoS
Casting Time: 1
Duration: Instant
Saving Throw: None
Area of Effect: 1 creature
This spell automatically slays and creature with 60 or less current HPs,
no save.
ADVICE - Another hugely powerful spell. This can floor badly injured
dragons even. Really is capable of big things, but I prefer Imprisonment
as it just outright destroys, regardless of HPs.
SHAPECHANGE (Alteration)
Range: 0
Casting Time: 9
Duration: 5 turns
Saving Throw: N/A
Area of Effect: Caster
This spell is like Polymorph Self, except the available creatures are:
Mind Flayer; Iron Golem; Greater Wolfwere; Earth or Fire Elemental;
Giant Troll.
ADVICE - A superb spell, which allows you to get into the thick of
things. I like to first stun as a Mind Flayer then turn into an Iron
Golem, if I get damaged (fat chance!), a Greater Wolfwere to regenerate.
Use this spell often.
SPELLSTRIKE (Abjuration, Alteration)
Range: LoS
Casting Time: 5
Duration: Instant
Saving Throw: None
Area of Effect: 1 creature
This totally destroys all spell protections of the target. Magic
Resistance does not apply.
ADVICE - Very good whenever you're up against wizard NPCs late on, they
are fond of protections like this. Only use if you know you're oppoenent
will be casting spell protections though.
SPELL TRAP (Abjuration)
Range: 0
casting Time: 9
Duration: 1 round/level
Saving Throw: N/A
Area of Effect: Caster
This creates an effect similar to Spell Deflection, that affects up to
30 levels of spells. In addition, it restores to your memory cast spells
of equal level to those absorbed.
ADVICE - A superb spell protection - restores spells of yours as it
blocks out (lots of) enemy ones. If you want a spell protection, this is
the only one to use!
TIME STOP (Alteration)
Range: 0
Casting Time: 9
Duration: 6 rounds
Saving Throw: None
Area of Effect: Special
This spell totally freezes time for all but the caster for the duration.
He may cast spells and attack, but the effect will not appear until the
spell stops.
ADVICE - Highly powerful, allows you to run away, cast important spells
faster and generally sort things out without any difficulties. I suggest
using it.
WAIL OF THE BANSHEE (Necromancy)
Range: 0
casting Time: 9
Duration: Instant
Saving Throw: Neg.
Area of Effect: 30' radius
The spell causes a ghostly wail to echo from the caster's lips. Those
who fail the save die instantly. Friends are immune.
-------------------------------------------------------------
PLAYING MULTIPLAYER ON YOUR OWN
-------------------------------------------------------------
A valuable tool that lets you make your own party meaning maximum effect
against all enemies. I recommend this party:
Human cavalier: The ultimate unkillable combat monster.
Elf archer: The ultimate ranged beast.
Halfling thief: Full thief skills, essential.
Human conjurer: Spell casting power doesn't come any easier.
Human priest of xxxxx: For healing and creeping doom.
Half-orc Kensai: Tres tres nasty, my friends, with str. and con. at 19!
The alternative is the classic BG1 party - the Ranger bash.
Human ranger: combat nasty with bonuses.
" ":" "
Elf archer: nastier from range.
Human Cleric: Buff/healing/creeping doom.
Human specialist mage: the obvious
Halfling Thief: for the obvious.
I prefer the first one, but it's entirely up to you, I certainly used
the second in BG1 (Me, Minsc, Kivan, Branwen, Dynaheir,
Quayle/Safana/Imoen).
Of course there are countless combinations and you can experiment, those
are just the most common ones. Themed parties are great for a bit of fun
also.
-------------------------------------------------------------
HOW TO KILL A DRAGON
-------------------------------------------------------------
Possibly the most powerful and diverse species you encounter is the
dragon. There are five in the game, all of different species, that do
different damage. And you might think that your hero with 125% magic
resistance, cloak of mirroring and the Dragonslayer sword is safe, but
oh no...
Here's a run down on the three dragons you fight (you help the Silver
Dragon, and she helps you, see Underdark section, and the other one is
avoidable).
Red: The Red Dragon is actually Lord Jierdan Fikraag. He is found
underneath the Windspear Hills.
BREATH TYPE: fire damage, circular radius.
MAGIC RESISTANCE: very high.
ITS MAGIC: level 3/4 spells (hold person, dispel magic, stoneskin).
HORDE: money, red dragon scales, Holy Avenger Carsomyr +5.
Shadow: This Dragon is under the Ruined Temple. You can be rendered
invisible to it by a Wardstone.
BREATH TYPE: electric damage, cone radius.
MAGIC RESISTANCE: medium.
ITS MAGIC: level 3/4 spells.
HORDE: money, shadow dragon scales, crom faeyr scroll.
Black: Called Nizidramonii'yt, this is Irenicus' steed, found in the
Woodland Clearing NE of Suldanessellar.
BREATH TYPE: acid damage, cone radius.
MAGIC RESISTANCE: low.
ITS MAGIC: equivalent to level 1/2 with stoneskin too.
HORDE: money, cup of life, bladeslinger chain +4.
In addition all dragons do great damage with their slashing claws and
have "wing attack", which blows your party away unconscious (I believe
there is a save vs. Spells, but it has a very large penalty).
Of course if you have Lower Resistance then suddenly that high magic
resistance is not so much of a problem, and Finger of Death preceded by
Greater Malison will finish off most any beast.
-------------------------------------------------------------
CREDITS AND ADDENDUM
-------------------------------------------------------------
Credits: To Rasskazov Konstantin and eagle3 for information on the
Plane of Air bit.
Jay h cunningham for some player character info.
Medanmann for far too much stuff to list here!
Michael Koo for plenty of stuff.
Jody Hehenkamp for even more help.
Jordan Cherncev for a large heap of useful stuff also.
Drogo (keep up the Dragon's Breath Tavern!), Cyber_bob and
many, many others for bringing stuff to my attention. There are
literally dozens so instead of mentioning everybody here, I'll thank you
all as a whole!
I'd especially like to re-mention Medanmann, Mike Koo and Jody
H, as they gave hordes of help and were very supportive, polite and
courteous.
To everyone who's helped with finding magic items so far, I've
been inundated with e-mails about this!
To all of you who send e-mails of encouragement - it's
appreciated!
Page History: -preliminary 0.1 completed.
-preliminary 0.2 completed.
The slums section added.
City Gates section added.
The docks section added.
Temple section added.
New monsters + NPCs added to list.
Misleading errors corrected.
Clarity of FAQ improved.
Added to Monster Fighting Tactics section.
-preliminary 0.3 completed.
Information added to Dungeon under Waukeen's
Promenade section.
Information added to Temple section.
Government District section added.
The aid of the Shadow Thieves section added.
Spellhold Island section added.
Information added to the Slums section.
Information added to the Docks section.
New monsters + NPCs added to list.
Misleading errors completed.
-preliminary 0.35 completed.
Information added to Spellhold Island section.
Spellhold section added.
New monsters + NPCs added to list.
-preliminary 0.4 completed.
Information added to Spellhold section.
The Underwater City section added.
Added greatly to appendices.
New monsters + NPCs added to list.
-preliminary 0.5 completed.
Information added to the Slums section.
The Underdark section added.
Ust Natha section added.
New monsters + NPCs added to list.
-preliminary 0.6 completed.
Exit from the Underdark section added.
D'Arnise Hold section added.
Windspear Hills section added.
Umar Hills section added.
Temple Ruins section added.
Trademeet section added.
Druid Grove section added.
Small Teeth Pass and North Woods section added.
Forest of Tethir section added.
Graveyard revisited section added.
Bridge District section added.
Suldanessellar section added.
Information added to Temple section.
Information added to the City Gates section.
Information added to the Government District
section.
New monsters + NPCs added to list.
-preliminary 0.65 completed.
Woodland Clearing section added.
Information added to the Forest of Tethir section.
Information added to Suldanessellar section.
New monsters added to list.
Added How To Kill A Dragon appendice.
-version 1.0 completed.
Information added to Suldanessellar section.
Hell section added.
New monsters and NPCs added to list.
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-version 1.1 completed.
Information added to D'Arnise hold section.
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section.
Information added to Bridge section.
Corrected some misleading errors.
-version 1.2 completed.
Information added to Government District section.
Information added to Umar Hills section.
Information added to Temple section.
Information added to the Bridge section.
Information added to De'Arnise hold section.
Information added to Waukeen's Promenade section.
Corrected a misleading error.
-version 1.3 completed.
Information added to the Slums section.
Information added to Umar Hills section.
Added Graveyard District section.
New monsters + NPCs added to list.
Information added to Trademeet section.
Information added to Docks section.
Corrected a misleading error.
Information added to Bridge District
section.
-version 1.4 completed.
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-version 1.5 completed.
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-version 1.6 completed.
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