{"id":1262,"date":"2024-11-06T21:56:01","date_gmt":"2024-11-07T00:56:01","guid":{"rendered":"https:\/\/revolutionarena.com\/english\/?p=1262"},"modified":"2024-11-06T21:56:04","modified_gmt":"2024-11-07T00:56:04","slug":"baldurs-gate-ii-enhanced-edition-complete-walkthrough-step-by-step-strategy-guide","status":"publish","type":"post","link":"https:\/\/revolutionarena.com\/english\/baldurs-gate-ii-enhanced-edition-complete-walkthrough-step-by-step-strategy-guide\/","title":{"rendered":"Baldur&#8217;s Gate II: Enhanced Edition\u00a0\u2013 Complete Walkthrough (Step-by-Step Strategy Guide)"},"content":{"rendered":"\n<h2 class=\"wp-block-heading\">Complete Walkthrough (Step-by-Step Strategy Guide) of\u00a0Baldur&#8217;s Gate II: Enhanced Edition<\/h2>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">Table of Contents\no======================================================================o\n&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;GAMEPLAY INFORMATION&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;\n\nI. Introduction\t\t\t\t{INT001}\n\t1. Using this FAQ\t\t{INT002}\n\t2. Items\t\t\t{INT003}\n\t3. Rewards\t\t\t{INT004}\n\t4. Traps\t\t\t{INT005}\n\t5. Videos\t\t\t{INT006}\n\t5. Active Pause\t\t\t{INT007}\n\t6. Scaling Enemies\t\t{INT008}\n\t7. Difficulty Settings\t\t{INT009}\n\t8. Enhanced Edition Notes\t{INT010}\n\t9. Console Commands\t\t{INT011}\nII. 2nd Edition Dungeon and Dragons\n    Mechanics (Character Creation)\t{DND001}\n\t1. Composition\t\t\t{DND002}\n\t2. Gender\t\t\t{DND003}\n\t3. Race\t\t\t\t{DND004}\n\t  3.1 Class Restrictions by Race{DND005}\n\t  3.2 Human\t\t\t{DND006}\n\t  3.3 Elf\t\t\t{DND007}\n  \t  3.4 Half-Elf\t\t\t{DND008}\n\t  3.5 Gnome\t\t\t{DND009}\n\t  3.6 Halfling\t\t\t{DND010}\n\t  3.7 Dwarf\t\t\t{DND011}\n\t  3.8 Half-Orc\t\t\t{DND012}\n\t4. Class\t\t\t{DND013}\n\t  4.1 Dual-Classing\t\t{DND014}\n\t  4.2 Multi-Classing\t\t{DND015}\n\t  4.3 Dual-and-Multi-Classing in{DND016}\n\t      Baldur's Gate 2\t\n\t  4.4 Class Kits\t\t{DND017}\n\t  4.5 Barbarian\t\t\t{DND018}\n\t  4.5 Bard\t\t\t{DND019}\n\t  4.6 Blade\t\t\t{DND020}\n\t  4.7 Jester\t\t\t{DND021}\n\t  4.8 Skald\t\t\t{DND022}\n\t  4.9 Cleric\t\t\t{DND023}\n\t  4.10 Priest of Talos\t\t{DND024}\n\t  4.11 Priest of Helm\t\t{DND025}\n\t  4.12 Priest of Lathander\t{DND026}\n\t  4.13 Cleric\/Ranger\t\t{DND027}\n\t  4.14 Druid\t\t\t{DND028}\n\t  4.15 Totemic Druid\t\t{DND029}\n\t  4.16 Shapeshifter\t\t{DND030}\n\t  4.17 Avenger\t\t\t{DND031}\n\t  4.18 Fighter\t\t\t{DND032}\n\t  4.19 Berserker\t\t{DND033}\n\t  4.20 Wizard Slayer\t\t{DND034}\n\t  4.21 Kensai\t\t\t{DND035}\n\t  4.22 Dwarven Defender\t\t{DND036}\n\t  4.23 Fighter\/Cleric\t\t{DND037}\n\t  4.24 Fighter\/Druid\t\t{DND038}\n\t  4.25 Fighter\/Mage\t\t{DND039}\n\t  4.26 Fighter\/Mage\/Cleric\t{DND040}\n\t  4.27 Fighter\/Mage\/Thief \t{DND041}\n\t  4.28 Fighter\/Thief\t\t{DND042}\n\t  4.29 Mage\t\t\t{DND043}\n\t  4.30 Mage\/Cleric\t\t{DND044}\n\t  4.31 Mage\/Thief\t\t{DND045}\n\t  4.32 Monk\t\t\t{DND046}\n\t  4.33 Dark Moon Monk\t\t{DND047}\n\t  4.34 Sun Soul Monk\t\t{DND048}\n\t  4.35 Paladin\t\t\t{DND049}\n\t  4.36 Cavalier\t\t\t{DND050}\n\t  4.37 Inquisitor\t\t{DND051}\n\t  4.38 Undead Hunter\t\t{DND052}\n\t  4.39 Blackguard\t\t{DND053}\n\t  4.40 Ranger\t\t\t{DND054}\n          4.41 Archer\t\t\t{DND055}\n\t  4.42 Stalker\t\t\t{DND056}\n\t  4.43 Beast Master\t\t{DND057}\n\t  4.44 Sorcerer\t\t\t{DND058}\n\t  4.45 Dragon Disciple\t\t{DND059}\n\t  4.46 Thief\t\t\t{DND060}\n\t  4.47 Assassin\t\t\t{DND061}\n\t  4.48 Bounty Hunter\t\t{DND062}\n   \t  4.49 Swashbuckler\t\t{DND063}\n\t  4.50 Shadowdancer\t\t{DND064}\n\t  4.51 Thief\/Cleric\t\t{DND065}\n\t  4.52 Wild Mage\t\t{DND066}\n\t  4.53 Wild Surge Table\t\t{DND067}\n\t5. Alignment\t\t\t{DND068}\n\t  5.1 Reputation Effects\t{DND069}\n\t6. Abilities\t\t\t{DND070}\n\t  6.1 Strength\t\t\t{DND071}\n\t  6.2 Dexterity\t\t\t{DND072}\n\t  6.3 Constitution\t\t{DND073}\n\t  6.4 Intelligence\t\t{DND074}\n\t  6.5 Wisdom\t\t\t{DND075}\n\t  6.6 Charisma\t\t\t{DND076}\n\t  6.7 Improving Your Abilities\t{DND077}\n\t  6.8 Suggested Abilities by\t{DND078}\n\t      Class\t\n\t7. Skills\t\t\t{DND079}\n\t  7.1 Weapon Proficiencies by\t{DND080}\n\t      Class\/Level\n\t  7.2 Weapon Proficiency Perks \t{DND081}\n\t      by Rank\n\t  7.3 Fighting Style Perks\t{DND082}\n\t      by Rank\n\t  7.4 Proficiency Selection by\t{DND083}\n\t      Class\t\n\t8. Thieving Skills\t\t{DND084}\n\t  8.1 Pick Pockets\t\t{DND085)\n\t  8.2 Open Locks\t\t{DND086}\n\t  8.3 Find\/Remove Traps\t\t{DND087}\n\t  8.4 Move Silently\/Hide in\t{DND088}\n\t      Shadows\n\t  8.5 Detect Illusion\t\t{DND089}\n\t  8.6 Set Traps\t\t\t{DND090}\n\t9. Hit points\t\t\t{DND091}\n\t10. THAC0 and Armor Class\t{DND092}\n\t  10.1 THAC0 by Class\/Level\t{DND093}\n\t  10.2 Armor Class Modifiers by\t{DND094}\n \t       Weapon Type\n\t11. Saving Throws\t\t{DND095}\n\t12. Starting Spell Selection\t{DND096}\n\t  12.1 1st-Level Spells\t\t{DND097}\n\t  12.2 2nd-Level Spells\t\t{DND098}\n\t  12.3 3rd-Level Spells\t\t{DND099}\n\t  12.4 4th-Level Spells\t\t{DND100}\n\t13. Lore\t\t\t{DND101}\n\t  13.1 Lore by Class\/Level\t{DND102}\n\t14. Experience Point (EXP Cap)\t{DND103}\n\t15 Epic Feats by Class\t\t{DND104}\n\t  15.1 Warrior Feats\t\t{DND105}\n\t  15.2 Wizard Feats\t\t{DND106}\n\t  15.3 Priest Feats\t\t{DND107}\n\t  15.4 Rogue Feats\t\t{DND108}\n\t16. My Protagonists\t\t{DND109}\n\t  16.1 The Fighter\/Mage\t\t{DND110}\n\t  16.2 The Fighter\/Mage\/Thief\t{DND111}\n\t  16.3 Importing your Character {DND112}\n\t       from Baldur's Gate 1\nIII. Characters\t\t\t\t{CHR001}\n\t1. Character Starting Stats\t{CHR002}\n\t2. Aerie\t\t\t{CHR003}\n\t3. Anomen\t\t\t{CHR004}\n\t4. Cernd\t\t\t{CHR005}\n\t5. Dorn\t\t\t\t{CHR006}\n\t6. Edwin\t\t\t{CHR007}\n\t7. Haer'Dalis\t\t\t{CHR008}\n\t8. Hexxat\t\t\t{CHR009}\n\t9. Imoen\t\t\t{CHR010}\n\t10. Jaheira\t\t\t{CHR011}\n\t11. Jan\t\t\t\t{CHR012}\n\t12. Keldorn\t\t\t{CHR013}\n\t13. Korgan\t\t\t{CHR014}\n\t14. Mazzy\t\t\t{CHR015}\n\t15. Minsc\t\t\t{CHR016}\n\t16. Nalia\t\t\t{CHR017}\n\t17. Neera\t\t\t{CHR018}\n\t18. Rasaad\t\t\t{CHR019}\n\t19. ???????\t\t\t{CHR020}\n\t20. Valygar\t\t\t{CHR021}\n\t21. Viconia\t\t\t{CHR022}\n\t22. Yoshimo\t\t\t{CHR023}\n\t23. Table of Character \t\t{CHR024}\n\t    Attributes\n\t24. Chart of Characters by Role {CHR025}\n\t25. Suggested Parties by Role\t{CHR026}\n\t26. Good Party versus Evil Party{CHR027}\n\t27. Character Builds and Weapon {CHR028}\n\t    Loads\nIV. Spell Tactics\t\t\t{SPT001}\n\t1. Healing Spells\t\t{SPT002}\n\t2. 1st Level Cleric Spells\t{SPT003}\n\t3. 2nd Level Cleric Spells\t{SPT004}\n\t4. 3rd Level Cleric Spells\t{SPT005}\n\t5. 4th Level Cleric Spells\t{SPT006}\n\t6. 5th Level Cleric Spells\t{SPT007}\n\t7. 6th Level Cleric Spells\t{SPT008}\n\t8. 7th Level Cleric Spells\t{SPT009}\n\t9. 1st Level Druid Spells\t{SPT010}\n\t10. 2nd Level Druid Spells\t{SPT011}\n\t11. 3rd Level Druid Spells\t{SPT012}\n\t12. 4th Level Druid Spells\t{SPT013}\n\t13. 5th Level Druid Spells\t{SPT014}\n\t14. 6th Level Druid Spells\t{SPT015}\n\t15. 7th Level Druid Spells\t{SPT016}\n\t16. 1st Level Arcane Spells\t{SPT017}\n\t17. 2nd Level Arcane Spells\t{SPT018}\n\t18. 3rd Level Arcane Spells\t{SPT019}\n\t19. 4th Level Arcane Spells\t{SPT020}\n\t20. 5th Level Arcane Spells\t{SPT021}\n\t21. 6th Level Arcane Spells\t{SPT022}\n\t22. 7th Level Arcane Spells\t{SPT023}\n\t23. 8th Level Arcane Spells\t{SPT024}\n\t24. 9th Level Arcane Spells\t{SPT025}\n\t25. Spell Buff Order\t\t{SPT026}\n\t26. Buff Combo: Spell Buff to\t{SPT027}\n\t    the Max!\n\t27. Buff Combo: Dragons and\t{SPT028}\n\t    Demons\n\t28. Buff Combo: Illithids\t{SPT029}\n\t29. Buff Combo: Liches,\t\t{SPT030}\n\t    Beholders, and other pesky\n\t    Mages\n\t30. Buff Combo: The Throne of\t{SPT031}\n\t    Bhaal General Buff\nV. General Tips\t\t\t\t{TIP000}\n\n&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;MAIN WALKTHROUGH&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;\nVI. Chapter 1\n\t1. Sequence #1\t\t\t{WLK001}\n\t\tEscape from Irenicus'\n\t\tDungeon\n\t\t(30 Steps)\nVII. Chapter 2\n\t1. Sequence #1\t\t\t{WLK002}\n\t\tFive Finger Discounts\t\n\t\t(14 Steps)\n\t2. Sequence #2\t\t\t{WLK003}\n\t\tRandom Encounters in\n\t\tAthkatla\n\t\t(10 Steps)\n\t3. Sequence #3\t\t\t{WLK004}\n\t\tRecruiting Anomen, Dorn,\n\t\tHexxat, Korgan, Viconia,\n\t\tand Jan\n\t\t(17 Steps)\n\t4. Sequence #4\t\t\t{WLK005}\n\t\tJammin' with Jan\n\t\t(Jan's Family Quest)\n\t\t(8 Steps)\n\t5. Sequence #5\t\t\t{WLK006}\n\t\tMae'Var's Guildhall\n\t\tQuests\n\t\t(Recruiting Edwin)\n\t\t(24 Steps)\n\t6. Sequence #6\t\t\t{WLK007}\n\t\tThieves' Guild Quests\n\t\t(Optional)\n\t\t(5 Steps)\n\t7. Sequence #7\t\t\t{WLK008}\n\t\tThe Book of Kaza and the\n\t\tNether Scroll (Securing\n\t\tKorgan and Edwin)\n\t\t(27 Steps)\n\t8. Sequence #8\t\t\t{WLK009}\n\t\tUnseeing Eye Quest\n\t\t(Recruiting Anomen and\n\t\tKeldorn, Securing \n\t\tKeldorn)\n\t\t(28 Steps)\n\t9. Sequence #9\t\t\t{WLK010}\n\t\tFamily and Honor\n\t\t(Keldorn and Anomen's\n\t\tFamily Quests)\n\t\t(14 Steps)\n\t10. Sequence #10\t\t{WLK011}\n\t\tCleric Temple Quests\n\t\t(Optional)\n\t\t(6 Steps)\n\t11. Sequence #11\t\t{WLK012}\n\t\tAstral Prison Quest \n\t\t(Recruiting and Securing \n\t\tHaer'Dalis)\n\t\t(22 Steps)\n\t13. Sequence #12\t\t{WLK013}\n\t\tBard's Playhouse Quests\n\t\t(Optional)\n\t\t(9 Steps)\n\t12. Sequence #13\t\t{WLK014}\n\t\tObtaining Celestial Fury\n\t\t(2 Steps)\t\n\t14. Sequence #14\t\t{WLK015}\n\t\tCircus Tent Quest\n\t\t(Recruiting and\n\t\tSecuring Aerie)\n\t\t(8 Steps)\n\t15. Sequence #15\t\t{WLK016}\n\t\tPlanar Sphere Quest \n\t\t(Recruiting and Securing \n\t\tValygar)\n\t\t(27 Steps)\n\t16. Sequence #16\n\t\tMage Stronghold Quests\t{WLK017}\n\t\t(Optional)\n\t\t(13 Steps)\n\t17. Sequence #17\t\t{WLK018}\n\t\tde'Arnise Keep\n\t\t(Recruiting and Securing\n\t\tNalia)\n\t\t(17 Steps)\n\t18. Sequence #18\t\t{WLK019}\n\t\tFighter Stronghold\n\t\tQuests (Optional) and\n\t\tNalia's Quest\n\t\t(15 Steps)\n\t19. Sequence #19\t\t{WLK020}\n\t\tThe Skinner Murders\n\t\t(22 Steps)\n\t20. Sequence #20\t\t{WLK021}\n\t\tUmar Hills (Part I)\n\t\t(Recruiting and Securing\n\t\tMazzy, Mazzy's Family\n\t\tQuest)\n\t\t(21 Steps)\n\t21. Sequence #21\t\t{WLK022}\n\t\tTrademeet (Recruiting\n\t\tand Securing Cernd,\n\t\tCernd's Family Quest)\n\t\t(39 Steps)\n\t22. Sequence #22\t\t{WLK023}\n\t\tDruid Grove Quests\n\t\t(Optional)\n\t\t(5 Steps)\nVIII. Chapter 3\n\t1. Sequence #1\t\t\t{WLK024}\n\t\tSiding with Bodhi\n\t\t(17 Steps)\n\t2. Sequence #2\t\t\t{WLK025}\n\t\tSiding with Gaelan Bayle\n\t\t(26 Steps)\n\t[End of Chapter 3 Stats]\nIX. Chapter 4\n\t1. Sequence #1\t\t\t{WLK026}\n\t\tBrynnlaw\n\t\t(14 Steps)\n\t2. Sequence #2\t\t\t{WLK027}\n\t\tSpellhold Dungeon\n\t\t(38 Steps)\n\t3. Sequence #4\t\t\t{WLK028}\n\t\tTo the Underdark\n\t\t(19 Steps)\nX. Chapter 5\n\t1. Sequence #1\t\t\t{WLK029}\n\t\tExploring the Underdark\n\t\t(23 Steps)\n\t2. Sequence #2\t\t\t{WLK030}\n\t\tIllithid City\n\t\t(18 Steps)\n\t3. Sequence #3\t\t\t{WLK031}\n\t\tBeholder Den\n\t\t(7 Steps)\t\n\t4. Sequence #4\t\t\t{WLK032}\n\t\tUst Natha\n\t\t(44 Steps)\n\t5. Sequence #5\t\t\t{WLK033}\n\t\tEscaping the Underdark\n\t\t(7 Steps)\n\t[End of Chapter 5 Stats]\nXI. Chapter 6\n\t1. Sequence #1\t\t\t{WLK034}\n\t\tSettling into Surface\n\t\tLife\/Romancing Jaheira\n\t\t(Baron Ployer's Curse)\n\t\t(The Harper Hold Quests)\n\t\t(28 Steps)\n\t2. Sequence #2\t\t\t{WLK035}\n\t\tKangaxx the Demilich\n\t\tand The Twisted Rune\n\t\t(8 Steps)\n\t3. Sequence #3\t\t\t{WLK036}\n\t\tSlavers in the Slums\n\t\t(Copper Coronet Quest)\n\t\t(Slaver Stockade Quest)\n\t\t(22 Steps)\n\t4. Sequence #4\t\t\t{WLK037}\n\t\tClerical Competition\n\t\t(Sir Sarles' Quest)\n\t\t(Dawn Ring Quest)\n\t\t(Fallen Paladins Quest)\n\t\t(23 Steps)\n\t5. Sequence #5\t\t\t{WLK038}\n\t\tUmar Hills (Part II)\n\t\t(14 Steps)\n\t6. Sequence #6\t\t\t{WLK039}\n\t\tRanger Stronghold Quests\n\t\t(13 Steps)\n\t7. Sequence #7\t\t\t{WLK040}\n\t\tFirkraag\n\t\t(37 Steps)\n\t8. Sequence #8\t\t\t{WLK041}\n\t\tPaladin Stronghold\n\t\tQuests\n\t\t(9 Steps)\n\t9. Sequence #9\t\t\t{WLK042}\n\t\tIllithid's Under\n\t\tAthkatla (Obtaining\n\t\tCrom Faeyr)\n\t\t(5 Steps)\n\t10. Sequence #10\t\t{WLK043}\n\t\tLimited Wish Quests\n\t\t(14 Steps)\n\t11. Sequence #11\t\t{WLK044}\n\t\tExploring Outside of\n\t\tAthkatla (North Forest,\n\t\tSmall Teeth Pass,\n\t\tForest of Tethir)\n\t\t(12 Steps)\n\t12. Sequence #12\t\t{WLK045}\n\t\tDorn's Bloody Path\n\t\t(Part I)\n\t\t(17 Steps)\n\t13. Sequence #13\t\t{WLK046}\n\t\tHexxat's Request\n\t\t(Part I)\n\t\t(30 Steps)\n\t14. Sequence #14\t\t{WLK047}\n\t\tNeera's Hidden Refuge\n\t\t(30 Steps)\n\t15. Sequence #15\t\t{WLK048}\n\t\tRasaad's Journey\n\t\t(Part I)\n\t\t(20 Steps)\n\t16. Sequence #16\t\t{WLK049}\n\t\tShowdown with Bodhi\n\t\t(13 Steps)\nXII. Chapter 7\n\t1. Sequence #1\t\t\t{WLK050}\n\t\tSuldanessellar\n\t\t(20 Steps)\n\t2. Sequence #2\t\t\t{WLK051}\n\t\tHell\n\t\t(18 Steps)\n\t[End of Chapter 7 Stats]\nXIII. Chapter 8 (THRONE OF BHAAL)\n\t1. Sequence #1\t\t\t{WLK052)\n\t\tThe Prophecy Begins\n\t\t(8 Steps)\n\t2. Sequence #2\t\t\t{WLK053}\n\t\tSaradush\n\t\t(25 Steps)\n\t3. Sequence #3\t\t\t{WLK054}\n\t\tGromnir Il-Khan\n\t\t(20 Steps)\n\t4. Sequence #4\t\t\t{WLK055}\n\t\tWatcher's Keep, First\n\t\tLevel\n\t\t(15 Steps)\n\t5. Sequence #5\t\t\t{WLK056}\n\t\tWatcher's Keep, Second\n\t\tLevel\n\t\t(13 Steps)\n\t6. Sequence #6\t\t\t{WLK057}\n\t\tWatcher's Keep, Third\n\t\tLevel\n\t\t(18 Steps)\n\t7. Sequence #7\t\t\t{WLK058}\n\t\tWatcher's Keep, Fourth\n\t\tLevel\n\t\t(17 Steps)\n\t8. Sequence #8\t\t\t{WLK059}\n\t\tWatcher's Keep, Fifth\n\t\tLevel\n\t\t(15 Steps)\n\t9. Sequence #9\t\t\t{WLK060}\n\t\tYaga-Shura\n\t\t(21 Steps)\nXIV. Chapter 9\n\t1. Sequence #1\t\t\t{WLK061}\n\t\tAmkethran\n\t\t(15 Steps)\n\t2. Sequence #2\t\t\t{WLK062}\n\t\tDorn's Blood Path\n\t\t(Part II)\n\t\t(9 Steps)\n\t3. Sequence #3\t\t\t{WLK063}\n\t\tHexxat's Request\n\t\t(Part II)\n\t\t(17 Steps)\n\t4. Sequence #4\t\t\t{WLK064}\n\t\tDestroying the Order of\n\t\tEight Staves\n\t\t(12 Steps)\n\t5. Sequence #5\t\t\t{WLK065}\n\t\tRasaad's Journey\n\t\t(Part II)\n\t\t(20 Steps)\n\t6. Sequence #6\t\t\t{WLK066}\n\t\tSendai\n\t\t(18 Steps)\n\t7. Sequence #7\t\t\t{WLK067}\n\t\tAbazigal\n\t\t(16 Steps)\n\t8. Sequence #8\t\t\t{WLK068}\n\t\tBalthazar\n\t\t(7 Steps)\nXV. Chapter 10\n\t1. Sequence #1\t\t\t{WLK069}\n\t\tThrone of Bhaal\n\t\t(7 Steps)\n\t[End of Chapter 10 Stats]\n\n\tTotal Walkthrough: 1202 Steps\n\n&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;VIDEOS&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;\nXVI. Walkthrough Videos\n\t1. Temple District Sewer Fight\t{VID001}\n\t2. Celestial Fury\t\t{VID002}\n\t3. Twisted Rune\t\t\t{VID003}\n\t4. Kangaxx the Demilich\t\t{VID004}\n\t5. Shadow Dragon\t\t{VID005}\n\t6. Firkraag\t\t\t{VID006}\n\t7. Ur-Gothoz and Azothet\t{VID007}\n\t8. Nizidramanii'yt\t\t{VID008}\n\t9. Irenicus in Suldanessellar\t{VID009}\n\t10. Irenicus in Hell\t\t{VID010}\n\t11. Gromnir Il-Khan\t\t{VID011}\n\t12. Chromatic Demon\t\t{VID012}\n\t13. Tahazzar\t\t\t{VID013}\n\t14. Ka'rushur\t\t\t{VID014}\n\t15. Demon Wraith\t\t{VID015}\n\t16. Saladrex\t\t\t{VID016}\n\t17. Mind Key\t\t\t{VID017}\n\t18. Test of Courage\t\t{VID018}\n\t19. Heart Key\t\t\t{VID019}\n\t20. Demogorgon\t\t\t{VID020}\n\t21. Lunia\t\t\t{VID021}\n\t22. Vicross and Szass Tam\t{VID022}\n\n&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;MISCELLANEOUS&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;\nXVI. Items\t\t\t\t{ITM000}\n\t1. Finding Recorded Items in \t{ITM001}\n\t   the Walkthrough\n\t2. Item List\t\t\t{ITM002}\n\t3. Item Description\t\t{ITM003}\n\t4. Book of Infinite Spells\t{ITM004}\n\t5. Deck of Many Things\t\t{ITM005}\n\t6. Wand of Wonder\t\t{ITM006}\n\t7. Crafted Items\t\t{ITM007}\nXVII. List of Mage Spells\t\t{SPL000}\n\t1. 1st-Level Mage Spells\t{SPL001}\n\t2. 2nd-Level Mage Spells\t{SPL002}\n\t3. 3rd-Level Mage Spells\t{SPL003}\n\t4. 4th-Level Mage Spells\t{SPL004}\n\t5. 5th-Level Mage Spells\t{SPL005}\n\t6. 6th-Level Mage Spells\t{SPL006}\n\t7. 7th-Level Mage Spells\t{SPL007}\n\t8. 8th-Level Mage Spells\t{SPL008}\n\t9. 9th-Level Mage Spells\t{SPL009}\nXIII. Experience List\t\t\t{EXP000}\nXIX. Updates\/Thanks\t\t\t{UPD000}\n\n*Note: When searching for items in the FAQ, be sure to include the\n{} brackets. When I reference other parts of the FAQ outside of the\nindex, I put them in [] brackets, so as to make general searches using \nthe index more efficient. For example, when I tell you in the Characters\nsection of the FAQ to look at the Walkthrough to find more information\non an Character quest, I'll refer to that section as [WLK###], when it\nshould be understood to search for {WLK###}. This is an organizational\nscheme used to prevent you from having to scroll through several\nreferential brackets in order to find what you're looking for, as I\nreference other parts of the FAQ much more frequently in this guide\nthan I do in other FAQs I have written. \n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\tIntroduction {INT001}\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nWhew. It seems like I devoted most of 2013 to the Baldur's Gate: \nEnhanced Edition guide, going through no fewer than four versions of\nthat guide in one year. I cranked out v1.04 just a few days after the\nrelease of Baldur's Gate 2: Enhanced Edition, and the same day that\nversion of the BGEE guide went up, I downloaded and started work on\nthe BG2EE guide. As with the previous guide, I massively converted my\noriginal Baldur's Gate 2 guide into an Enhanced Edition version, using\nthe same basic layout, but making changes wherever necessary. As for\nthe game itself... What can you really say about Baldur's Gate 2? It's\neverything the first game was, but more, bigger, better. All things\nconsidered, the two Baldur's Gate games (and their expansions) are\nprobably my favorite RPGs. I can't honestly think of a better gaming\nexperience than that which beings in candlekeep, and ends at the Throne\nof Bhaal. So, download yourself the BG2EE, import your character from\nthe BGEE, get ready to fight the worst foes 2nd Edition Dungeons and\nDragons has to offer... and collect some really epic loot along the\nway. Most of all, however, enjoy the HaeravonFAQs guide \"Beating\nBaldur's Gate 2: Enhanced Edition in 1202 Steps\" of varying length,\ncomplexity, and importance!\n\nUsing this FAQ\t\t\t\t\t\t\t{INT002}\no======================================================================o\nBelow I will list some of my quirks, organizational methods, and various\nother tidbits that will help you navigate this guide. For starters,\nduring the main FAQ I'll break up the various chapters and \norganizational components of the guide with a large heading:\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t              Large Heading  \t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\n\nDuring the FAQ, I'll break up different areas with a thick line:\n\nThick line\no======================================================================o\n\nMultiple parts of a mission in the same area will be broken up with a \nthin line. This breaks up the missions into a series of steps, and \nlimits how much unbroken text you'll have to read at once. Nobody likes\nwordiness:\n\nThin line\n&lt;----------------------------------------------------------------------&gt;\n\nOf course, I reserve the right to break my own rules during the FAQ..\nmostly due to being scatter-brained and working on the FAQ in shifts\nover the course of time. Life and all. So cut me some slack. Besides,\nthis organizational scheme is mostly for consistency and ease-of-use.\n\nSequence of Events\t\t\t\t\t\t\n&lt;----------------------------------------------------------------------&gt;\nUnlike some of my other guides, this FAQ does hold your hand through the\ngame. As I go through areas I will list what I do sequentially. To help\nstreamline the guide and make your life easier, I've included a list of\nsteps at the beginning of each section, so you can see in what order I\nam about to do things. Each different Sequence of Events is separated by\na large heading, while each step is divided by a thick line (if we\ntravel to a different area) or a thin line (if we don't.)\n\nItems \t\t\t\t\t\t\t\t{INT003}\no======================================================================o\nI'll list items found in containers-bookshelves, chests, environmental\nbodies, etc.-in the ***ITEMS*** category, I'll also list the (x=, x=)\ncoordinates the container is found at. The container could be quite\nlarge, but I try to find areas in the 100s or at least the 10s if\npossible. For example, I wont give you (x=1996, y=217) when I could give\nthe coordinates (x=2000, y=200). I'm not going to be as thorough in this\nFAQ as I am in others-there's no reason for me to go around telling you \nevery crate that has a handful of gold in it-but I will typically be \nmore thorough in dungeons and what-not. If it's important, I'll record \nit; if not, I'll ignore it. Largely this means you'll be free (and \nexpected) to go about towns looting as your heart desires. Just be \ncareful about stealing... the watch doesn't like it. If you open a lock\nwith your Thief skills you'll get 400, 950, or 1550 experience per \nlock, which is the only real incentive to use a Thief rather than to use\na Knock spell.\n\nNote that much of the loot you'll find throughout the game is random.\nGold coin values will almost certainly be different from game to game,\nbut it's also possible that you'll find different gems or jewelry in\nsome containers (for example, in Irenicus' Dungeon I found a Tchazar Gem\non one playthrough, and a Laeral's Tear Necklace on another-a huge value\ndifference.) Don't be surprised if what you find is somewhat different\nfrom what is listed-there's a bit of randomness involved. The major\nitems should be the same (you'll always find the Pommel Gem to the\nEqualizer in the same area, for example), so don't sweat the small\nstuff. The biggest problem the randomness causes is when I tell you one\nscroll will drop and you get another, but still, many of the better\nscrolls are static loot, dropped from enemies, or bought from stores,\nso you shouldn't find (or miss) anything game-breaking.\n\nRewards\t\t\t\t\t\t\t\t{INT004}\no======================================================================o\nWhen you complete a quest, or otherwise gain some story award, I will\nlist it in the ***REWARDS*** section in the appropriate step in the FAQ.\nI won't go out of my way to label the start and end of quests, as some\nquests have long stretches of game in between their assignment and \ncompletion. I will tell you to go activate the quest (even if you don't\nneed to activate it to complete it), but I typically include the reward\nupon the quest's conclusion, occasionally requiring you to go back to\nthe assigner on your own.\n\nTraps \t\t\t\t\t\t\t\t{INT005}\no======================================================================o\nI'll list the location of traps in a section similar to the items\nsection, except it's wisely called ***TRAPS***. I didn't bother\nrecording what sort of trap it was, I intended to disarm traps I come\nacross, and frankly, it's just too much of a bother determining the sort\nof trap. If you think you can figure out how to use traps to cause\ncollateral damage, that's fine with me, I'll point as many out to you as\nI found. Note that in Baldur's Gate 2 you get experience for disarming\ntraps, either 1750, 2750, or 3250 experience per trap.\n\nVideos\t\t\t\t\t\t\t\t{INT006}\no======================================================================o\nVideos have been provided for some of the larger, more difficult, or\nmore interesting encounters in the game... you know, because a picture\nis worth a thousand words, so a gameplay movie has to be worth millions!\nYou'll find links to videos throughout the walkthrough under the heading\n***VIDEO***. The videos are relevent to the Step they are found in. You\ncan also find a list of all the videos in the guide in the index, and\nuse search keys to find a specific video in the walkthrough. The tactics\nin the videos are the same as those provided in the walkthrough.\n\nActive Pause\t\t\t\t\t\t\t{INT007}\no======================================================================o\nYou can pause the game any time by pressing the 'space bar' button. In\nthe original game, the game would not remained paused in your inventory\nscreen (which was just Bioware's idea of being hardasses.) In the\nEnhanced Edition, they rightfully allowed the game to remained paused\nin your inventory screen (like in Baldur's Gate 2). Anyways, you'll use\nthis option often to reorganize during battles, select new targets...\nyou know, make tactical decisions. It's not just helpful, it's vital. If\nyou plan to play any other old school Black Isle games, like Planescape\nor Icewind Dale, they'll also use the same system.\n\nScaling Enemies\t\t\t\t\t\t\t{INT008}\no======================================================================o\nI'll tell you what enemies I faced on the way through the game, but\nkeep in mind that as you progress in levels, some encounters might scale\nin difficulty-either by adding more enemies, stronger versions of the\nenemies that normally appear in the area, or both. If you want to be\nabsolutely sure that you'll fight what I fought when I fought it, do\nthe quests exactly in the same order I do them. It shouldn't make a huge\ndifference, as most 'random' or variable encounters aren't terribly\ndifficult. Sure, having to fight a Lich instead of a group of normal\nundead, some Beholders where there were formerly Gauth, or Adamantine\nGolems when you would have fought Stone Golems at lower levels kinda\nsucks, but at higher levels, you'll ideally have better gear and\ncharacters more suited for the challenges ahead. Just be aware that your\nencounters might not exactly match mine, but the set battles with unique\ncharacters should remain static.\n\nDifficulty Settings\t\t\t\t\t\t{INT009}\no======================================================================o\nThere are five difficulty settings as follows:\n\nINSANE (far right): Hit Point rolls are random, characters can\n\t\t    permanently die, scribing spells can fail, enemies\n\t\t    do 200% normal damage.\n\nHARD (middle-right): Hit Point rolls are random, characters can\n\t\t     permanently die, scribing spells can fail, enemies\n\t\t     do 150% normal damage.\n\nCORE RULES (middle): Normal rules. Hit Point rolls are random,\n\t\t     characters can permanently die, scribing spells can\n\t\t     fail, enemies do 100% normal damage.\n\nNORMAL (middle-left): All Hit Point rolls are maxed, characters cannot\n\t\t      permanently die, all spells are automatically\n\t\t      learned, enemies do 75% normal damage.\n\nNOVICE (far left): All Hit Point rolls are maxed, characters cannot\n\t\t   permanently die, all spells are automatically\n\t\t   learned, enemies do 50% normal damage.\n\nMy suggestion? Play the game under CORE RULES, but when you level up\nor scribe scrolls, switch to NORMAL. Look, I don't know about you, but\nin the original game I always save\/loaded to get maximum Hit Points per\nlevel and to ensure I always succeeded at scribing scrolls. Manipulating\nthe difficulty settings just saves time, and life is too short (as is my\npatience) to waste it save\/loading Baldur's Gate.\n\nEnhanced Edition Notes\t\t\t\t\t\t{INT010}\no======================================================================o\nI will admit, I am too much of a fan to resist pointing out story\/event\nchanges throughout the guide as I notice them. These changes (usually\ninconsequential stuff) will be noted under the ***ENHANCED EDITION***\nheading. This is just me showing off what knowledge I have of the game\nand is entirely useless fluff... But, it interests me, so it's in\nthere. It may contain spoilers (although I've tried to keep them fairly\nminor) but if you want to play it safe, just ignore them. I've also\nstarted to use them to discuss various changes between Enhanced Edition\npatches, as well.\n\nConsole Commands\t\t\t\t\t\t{INT011}\no======================================================================o\nIn a game the size of Baldur's Gate 2, there's bound to be bugs. Rather\nthan let them ruin your day, you might want to try entering console\ncommands to set things right. I'm not going to provide any commands-you\ncan look up fixes found by people smarter than myself, but if you need\nto get the console working you can do so by editing the Baldur.ini\nfile, which is found (for Windows users) in the following folder:\n\nDocuments\/Baldur's Gate II - Enhanced Edition\n\nAll you have to do is open said file in Notepad and copy\/paste the\nfollowing line:\n\n'Program Options',\t'Debug Mode',\t'1'\n\nThe tab-spaces are necessary between each item, and the preceeding\noption line... just let the other options be your guide. Place that\nline at the bottom of the file, just below the last option, but before\nall the ',',\n gibberish.\n\nOnce in the game, hit (control + space) to bring up the console\ncommand entry bar.\n\nAnd of course, be smart-make a safety version of Baldur.ini, and play\naround with the console commands on a disposable save game.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|              2nd Edition Dungeons and Dragons Mechanics\t       |\n|\t\t      (Character Creation) {DND001}\t\t       |\no======================================================================o\nBelow are some suggestions for character creation in Baldur's Gate 2,\nAlong with a number of tables, charts, and rules used by the game. \nEither blindly follow my lead or read up on the section below and make\nyour own choices. I'll give opinions and brute facts, but I won't be \nrating anything. Feel free to make your own-informed-decisions.\n\nComposition \t\t\t\t\t\t\t{DND002}\no======================================================================o\nUnlike in Icewind Dale, you only create one character-the protagonist.\nThis means your character will need some help on their journey through\nBaldur's Gate 2. In any Dungeons and Dragons game you need a Cleric,\nFighter, Mage, and a Thief, the four 'base' classes. No matter what\ncharacter you make, you NEED one representative of each of those four\nbase classes in your party. A party without a front line, spell buffs,\nhealing, and trap finding is a party that is probably losing.\n\nGender \t\t\t\t\t\t\t\t{DND003}\no======================================================================o\nGender is pretty irrelevant, the only time I can think of where it comes\ninto play is during romances. If you're male you can't romance Anomen\n(even though I wonder about him sometimes...) and if you're female you\ncan't romance Aerie, and so on. If you want romances, and you don't want \nto use a mod to remove limitations, I'd suggest not playing a Dwarf, \nGnome, Halfling, or Half-Orc. No promises any of the in-game PCs will \ngo for that kind of fling.\n\nRace \t\t\t\t\t\t\t\t{DND004}\no======================================================================o\nThere are more pronounced differences between the races in the Enhanced\nEdition, but the big restrictions are still what they were in the\noriginal. Humans can dual-class, everybody else cannot. All the other\nraces can multi-class (to varying degrees), but Humans cannot. I\nSTRONGLY advocate either dual-classing as a Human, or multi-classing.\nClass restriction by race are shown on the table below.\n\nClass Restrictions by Race\t\t\t\t\t{DND005}\n&lt;----------------------------------------------------------------------&gt;\n\t\t\t|Human\n\t\t\t|   |Elf\n\t\t\t|   |   |Half-Elf\n\t\t\t|   |   |   |Gnome*\n\t\t\t|   |   |   |   |Halfling\n\t\t\t|   |   |   |   |   |Dwarf\n\t\t\t|   |   |   |   |   |   |Half-Orc\n\t\t\to===o===o===o===o===o===o===o\nBarbarian\t\t| x | x | x | x | x | x | x |\n\t\t\t|---|---|---|---|---|---|---|\nBard\t\t\t| x |   | x |   |   |   |   |\n\t\t\t|---|---|---|---|---|---|---|\nCleric\t\t\t| x | x | x | x | x | x | x |\n\t\t\t|---|---|---|---|---|---|---|\nCleric\/Mage\t\t| d |   | x | x |   |   |   |\n\t\t\t|---|---|---|---|---|---|---|\nCleric\/Ranger\t\t| d |   | x |   |   |   | x |\n\t\t\t|---|---|---|---|---|---|---|\nCleric\/Thief\t\t| d |   |   | x |   |   |   |\n\t\t\t|---|---|---|---|---|---|---|\nDruid\t\t\t| x |   | x |   |   |   |   |\n\t\t\t|---|---|---|---|---|---|---|\nFighter\t\t\t| x | x | x | x | x | x | x |\n\t\t\t|---|---|---|---|---|---|---|\nFighter\/Cleric\t\t| d |   | x | x |   | x | x |\n\t\t\t|---|---|---|---|---|---|---|\nFighter\/Druid\t\t| d |   | x |   |   |   |   |\n\t\t\t|---|---|---|---|---|---|---|\nFighter\/Mage\t\t| d | x | x | x |   |   |   |\n\t\t\t|---|---|---|---|---|---|---|\nFighter\/Mage\/Cleric\t|   |   | x |   |   |   |   |\n\t\t\t|---|---|---|---|---|---|---|\nFighter\/Mage\/Thief\t|   | x | x |   |   |   |   |\n\t\t\t|---|---|---|---|---|---|---|\nFighter\/Thief\t\t| d | x | x | x | x | x | x |\n\t\t\t|---|---|---|---|---|---|---|\nMage\t\t\t| x | x | x | x |   |   |   |\n\t\t\t|---|---|---|---|---|---|---|\nMage\/Thief\t\t| d | x | x | x |   |   |   |\n\t\t\t|---|---|---|---|---|---|---|\nMonk\t\t\t| x |   |   |   |   |   |   |\n\t\t\t|---|---|---|---|---|---|---|\nPaladin\t\t\t| x |   |   |   |   |   |   |\n\t\t\t|---|---|---|---|---|---|---|\nRanger\t\t\t| x | x | x |   |   |   |   |\n\t\t\t|---|---|---|---|---|---|---|\nSorcerer\t\t| x | x | x |   |   |   |   |\n\t\t\t|---|---|---|---|---|---|---|\nThief\t\t\t| x | x | x | x | x | x | x |\n\t\t\to===o===o===o===o===o===o===o\n\n* = Instead of a Mage, they are always an Illusionist.\nx = Race\/Class combo is allowed.\nd = Can dual class, not multi-class.\n\nHuman\t\t\t\t\t\t\t\t{DND006}\n&lt;----------------------------------------------------------------------&gt;\nHumans are the vanilla race of the fantasy genre. I'll bet most of my\nreaders are Human (the rest are whatever race Anne Coulter belongs to-\nthe reptilians), which begs the question... why play it? Doesn't it\njust inject a bit of mundanity into a fantasy setting? And why would you\ndo that? Whatever, the only thing special about Humans is that they can\n(and should) dual-class. Oh, and they can be every class in the game.\nSo if you're really hard up for a Monk, Paladin, or some types of\nspecialist Mage... well... this is your only option.\n\nHumans have the following traits:\n  --&gt;\tThief Skills: +15% Pick Pockets, +10% Open Locks,\n\t+5% Find Traps, +10% Move Silently, +5% Hide in Shadows.\n\nElf\t\t\t\t\t\t\t\t{DND007}\n&lt;----------------------------------------------------------------------&gt;\nEverybody hates Elves these days. Probably because of Orlando Bloom.\nAnyways, Elves have some solid multi-class options, and are decent\ncharacters all around. The Dexterity bonus is nice... but it's not\nnearly as helpful as the Constitution bonus is harmful. Still,\nconsidering all the stat boosts you'll find in the game, it's not a big\ndeal.\n\nElves have the following traits:\n  --&gt; \t90% resistance against charm and sleep magics.\n\n  --&gt; \tInfravision.\n\n  --&gt; \t+1 THAC0 bonus with bows, short swords, and long swords.\n\n  --&gt;\tThief Skills: +20% Pick Pockets, +5% Open Locks,\n\t+5% Find Traps, +15% Move Silently, +15% Hide in Shadows.\n\n  --&gt; \t+1 Dexterity, -1 Constitution.\n\nHalf-Elf\t\t\t\t\t\t\t{DND008}\n&lt;----------------------------------------------------------------------&gt;\nThe bastard off-spring created by Humans and Elves... nobody seems to\ncare that an Elf boning a Human is just kind of... weird. I mean, how\nmuch older is the Elf, on average? It would make for great a fantasy\nMaury show... They've got a few bonuses that Humans don't have-stuff\nyou won't really miss-but they trade the ability to dual-class for the\nmost extensive multi-class options in the game. They're a great choice\nfor any protagonist.\n\nHalf-Elves have the following traits:\n  --&gt; \t30% resistance against charm and sleep magics.\n\n  --&gt; \tInfravision.\n\n  --&gt;\tThief Skills: +25% Pick Pockets, +10% Open Locks,\n\t+5% Find Traps, +10% Move Silently, +10% Hide in Shadows.\n\nGnome\t\t\t\t\t\t\t\t{DND009}\n&lt;----------------------------------------------------------------------&gt;\nGnomes are retarded and everybody should hate them. They're nothing but\nincompetent Dwarves without any of the cool Dwarfiness. Gnomes have\none advantage over Dwarves-they can become Mages. But... since they\ndefault to Illusionists, it's not so great of a bonus.\n\nGnomes have the following traits:\n  --&gt; \t+2 bonus to Saving Throws vs. Rod\/Staff\/Wand and vs. Spell\n\twith additional bonuses based on Constitution.\n\n  --&gt; \tInfravision.\n\n  --&gt;\tThief Skills: +15% Pick Pockets, +15% Open Locks,\n\t+15% Find Traps, +15% Move Silently, +10% Hide in Shadows,\n\t+10% Detect Illusion, +5% Set Traps.\n\n  --&gt; \t+1 Intelligence, -1 Wisdom.\n\nHalfling\t\t\t\t\t\t\t{DND010}\n&lt;----------------------------------------------------------------------&gt;\nIf you wanted my opinion on Halfings... well... look at my opinion\nabout Gnomes. It's not a short person thing, I'm not too tall myself,\nbut... their class options suck and their racial traits just aren't\nvery good. Honestly, I've always hated Halflings. They seem like a\nwaste of a race, and in my gaming sessions, I've never been able to find\na use for them. What are they, always? Wandering thieves and pranksters.\nAlmost without variation. Who always plays them? The annoying kid who\njust wanted to be a pain in the ass and slow things down. On the plus\nside, Halflings arguably make the best Thieves in the game, starting\nout with whopping skill points bonuses into what are the most useful\nTheiving skills, and that Dexterity bonus doesn't hurt, either. Still,\nwith the level cap in Baldur's Gate 2, even a triple-classed Thief will\nearn more skill points than they know what to do with.\n\nHalflings have the following traits:\n  --&gt; \t+2 bonus to Saving Throws vs. Paralyzation\/Poison\/Death, vs\n    \tRod\/Staff\/Wand, and vs. Spell, with additional bonuses based\n\ton Constitution.\n\n  --&gt; \t+1 THAC0 bonus with slings.\n\n  --&gt;\tThief Skills: +20% Pick Pockets, +15% Open Locks,\n\t+10% Find Traps, +20% Move Silently, +20% Hide in Shadows.\n\n  --&gt; \t+1 Dexterity, -1 Strength, -1 Wisdom.\n\nDwarf\t\t\t\t\t\t\t\t{DND011}\n&lt;----------------------------------------------------------------------&gt;\nNow Dwarves are where it's at. Who doesn't love Dwarves? They're always\nawesome. Nothing's better than a heavily-armed, ill-tempered, hairy,\ndrunk demi-human. Fortunately for you, the game does a decent job in\nsupplying you Dwarves to tag along with-leave the Dwarfing to your\nallies and pick stronger multi-or-dual-class options, instead.\n\nDwarves have the following traits:\n  --&gt; \t+2 bonus to Saving Throws vs. Paralyzation\/Poison\/Death, vs.\n     \tRod\/Staff\/Wand, and vs. Spell, with additional bonuses based on\t\n\tConstitution.\n\n  --&gt; \tInfravision.\n\n  --&gt;\tThief Skills: +15% Pick Pockets, +20% Open Locks,\n\t+20% Find Traps, +10% Move Silently, +5% Hide in Shadows,\n\t+5% Detect Illusion, +10% Set Traps.\n\n  --&gt; \t+1 Constitution, -1 Dexterity, -2 Charisma.\n\nHalf-Orc\t\t\t\t\t\t\t{DND012}\n&lt;----------------------------------------------------------------------&gt;\nNot much to say about this class-they have the same appeal as Dwarves\nin my book. Fugly warriors that almost always seem to fall into a well-\ntrod stereotype. In this, they excel, and if you plan to make any\nsingle-class warrior type, go with a Half-Orc. You won't miss that\nIntelligence.\n\nHalf-Orcs have the following traits:\n  --&gt; \t+1 Strength, +1 Constitution, -2 Intelligence.\n\n  --&gt;\tThief Skills: +15% Pick Pockets, +10% Open Locks,\n\t+5% Find Traps, +10% Move Silently, +5% Hide in Shadows.\n\nClass\t\t\t\t\t\t\t\t{DND013}\no======================================================================o\nSince you can recruit a character that pretty much covers whatever you\nmay lack, you have the freedom to create a character that plays how you\nwant. Versatility and power are my goals in character creation, and that\npretty much cries out for dual-or-multi classing. Also, if the\ndevelopers were so kind as to provide you with a recruitable ally with\ntheir own unique voice, portrait, history, and statistics, why bother\nmaking a similar character? Since dual-or-multi class characters are\ninvariably stronger in Baldur's Gate 2, they are what I suggest. You\nsimply get stronger, more versatile characters if you dual-or-multi-\nclass.\n\nA Fighter\/Mage is arguably the strongest class in the game by the end of\nBaldur's Gate 2. Magic in Baldur's Gate is incredibly important and\ndeep, and controlling a protagonist who cannot cast spells seems\nrather..  blasphemous. And if you can destroy any foe in melee combat as\nwell, all the better. Alternatively there's the Fighter\/Mage\/Thief, who\nisn't as much of a Fighter or Mage, but you don't have to rely upon a\nrecruitable Thief to do your trapfinding. There's also the\nFighter\/Cleric, but the spell buffs a Mage can cast are more powerful,\nand a Mage wont be limited to blunt weapons like a Cleric. If you're at\nall interested in making a Fighter\/Cleric, try a Ranger\/Cleric instead.\nPretty much the same thing in terms of weapon selection, and Hit Points,\nbut they'll also get Druidic spells, in addition to their Clerical\nspells. This means Insect Plague, Elemental Summoning, and Iron Skins...\nit's something to get excited about, trust me, I've never played as a \nFighter\/Mage\/Cleric, but... it certainly sounds interesting. In the end\nI feel a Fighter\/Mage is a great protagonist, a great play, and\ncertainly a good choice to write a guide around. For the evil party\nplay-through (Version 1.02 of the original Baldur's Gate 1 guide) I\ncreated a Fighter\/Mage\/Thief so I could use many of the strategies with\nwhich I am familiar, but also because of how desperately the evil party\nneeds a Thief in Baldur's Gate 2. For the record, Hexxat alleviates the\nneed for a Thief somewhat, but in my mind, she's just nowhere near as\nstrong as a Fighter\/Mage\/Thief protagonist. My girlfriend's choice was\nmuch the same, except she used a Fighter as her protagonist and created\na Fighter\/Mage\/Thief sidekick in the sequel to overcome the crippling\nThief-shortage. It might be cheap, but it's better than dragging around\nHaer'Dalis.\n\nDual-Classing\t\t\t\t\t\t\t{DND014}\n&lt;----------------------------------------------------------------------&gt;\nTo dual-class you must be a Human, and you must be at least 2nd level in\nthe class you started out as to dual-class. You must have a 15 in the \nprime requisites of your current class, and 17 in the prime requisites \nof the class you want to change to. The prime requisities for each of \nthe four base classes are as follows:\n\nCleric:\t\tWisdom\nDruid:\t\tWisdom, Charisma\nFighter:\tStrength\nMage: \t\tIntelligence\nRanger:\t\tStrength, Dexterity, Wisdom\nThief:\t\tDexterity\n\nOnce you dual-class the experience of your previous class will be capped\nat the minimum required to meet the last level you attained, and it will\ngo inactive. You can no longer gain levels in this class, or use any of\nthe class abilities. The only thing you keep from that class are the Hit\nPoints, you temporarily lose weapon and armor proficiencies, skills,\nspells, THAC0, and even saves.\n\nYou now begin advancing as your second class, following all its rules.\nYou pick new proficiencies, and spells or thief abilities, if\napplicable. For example, if you were a Fighter and dual-classed into a\nMage, you would be bound by the weapon and armor restrictions of the\nMage. You'd have the saves, THAC0, proficiencies, and spells of a 1st\nlevel Mage, but you'd have your Fighter Hit Points. Once your level in\nyour new class exceeds your level in your old class, your old class\nbecomes active again. You cannot gain experience in your old class, but\nyou gain back any previously attained abilties, weapon and armor\nproficiencies, skills, spells, THAC0, and saves, if they are better than\nwhat you have now. Keep in mind that proficiencies are not cumulative.\nFor example, take the following case. Start out with a level one Fighter\nand you'll get four weapon proficiencies to spend-you can spend up to\ntwo points (become Specialized) in any one weapon class or fighting\nstyle. Let's say the proficienies were allocated as follows:\n\nLong Sword\t\t++\nTwo-Weapon Style\t++\n\nAt level two, the character dual-classes to a Thief. They temporarily\nlose those proficiencies, but being a brand-spanking almost new Thief,\nthey get two points to distrubte. Let's say it goes as follows:\n\nKatana\t\t\t+\nShort Sword\t\t+\n\nOnce the newly dualed Thief becomes level three, they'll get their\nFighter stats back... at least until their Thief THAC0 and Saving Throws\nsurpass whatever their Fighter level gave. Their proficiencies now look\nlike this:\n\nKatana\t\t\t+\nLong Sword\t\t++\nShort Sword\t\t+\nTwo-Weapon Style\t++\n\nSo, when dual-classing, do NOT overlap proficiencies. Any overlap\nresults in wasted points. On the other hand, one of the bonuses you\nwill retain while dual-classing is Weapon Proficiency progression-a\nFighter\/Thief dual-class will, for example, still be able to attain\nGrand Mastery, a Ranger\/Cleric can attain Specialization, and so on.\n\nA good tactic is to start out as a Thief and gain their Find Traps\nskill, get it as high as you need, and then dual-class into something\nmore useful, like a Fighter or Mage. This gets you the essential Thief\nskill without having to waste an entire character on a class that,\nfrankly, isn't great on its own. Another option is to make a Fighter,\nget up to a high level and attain its high Hit Points, THAC0, and maybe\neven Grand Mastery, then dual-class into something else to retain those\nexcellent combat stats to make a more 'hardy' version of that class.\nThe experience gained by the first class does count towards your total\nexperience, and hence towards the experience cap. If you dual-class a\ncharacter, be sure to dual class early enough so you have enough \nexperience left to exceed your previous classes' level with your new\nclass. If you never exceed your first class with your second, it will\nnever become active, making the whole process a waste and stunting your\ncharacter. This is obviously more of a preparatory tactic for the \nsequel, as you will not gain enough experience to get the most out of\ndual-classing for some combos in the first game. If you want to make a\ndual-class Fighter or an Assassin\/Fighter, you'll have to play through\nthis game as a single-classed character. For characters like Imoen,\ndual class away, but for your main character I do not suggest\ndual-classing until the sequel.\n\nMulti-Classing\t\t\t\t\t\t\t{DND015}\n&lt;----------------------------------------------------------------------&gt;\nMutli-classing is a bit simpler than dual-classing. Most races besides\nHuman can multi-class into something, but Half-Elves are by far the\nmost versatile multi-classers. Whereas dual-classing means dropping one\nclass in favor of another, only to gain the benefits of the previous \nclass back after you exceed its level with the second class, multi-\nclassing means pursuing both classes simultaneously. You get the better\nchoice of THAC0 and saves between the classes, meaning a Fighter\/Mage\nwould use their better Fighter THAC0 instead of their worse Mage THAC0 \nor some composite. Hit points, however, are a composite, essentially\nhalving the dice rolls of both classes and giving them to you. If a \nFighter\/Thief levels up in both classes, they get a maximum of eight\nHit Points (10 + 6 = 16\/2 = 8.) Note, however, that if you are a Fighter\nmulti-class, you get the highest benefit of your Constitution, meaning\na Fighter\/Cleric with a Constitution score of 18 would get a +4 bonus to\ntheir Hit Points per composite level, instead of only +2 as a single-\nclassed character would. Triple-class characters work the same way,\nexcept their Hit Points per class\/level is split three ways. For\nexample a Fighter\/Mage\/Thief only receives six Hit Points per composite\nlevel (10 + 6 + 4 = 20\/3 = 6.67~, always rounded down = 6).\n\nExperience is split evenly between the two (or three) classes, which can\nlevel up independently. This results in a slower rate of leveling than\na single-classed character. Multi-classed characters typically make up\nfor it with versatility, being able to effectively combine multiple\nclass abilities to maximum effect. After all, a Thief who can hide in\nshadows and backstab with a Fighter's THAC0 and higher weapon\nproficiencies is better than just a Thief, and a Fighter who can use\nMage spells to spell buff themselves with Mirror Image, Haste,\nStoneskin, and Improved Invisibility will be MUCH more effective than\njust a Fighter. Multi-classed characters must abide by the restrictions\nof BOTH classes. A Fighter\/Mage could wear Fighter armor, but not cast\nspells while so doing. A Fighter\/Cleric could not use Swords or Bows.\nA Thief\/Cleric could sneak, but not in heavy armor, and so on. But on\nthe plus side, a high level multi-classed character will be able to pick\nepic feats from both trees. A Fighter\/Thief could spend all their epic\nfeats on Whirlwind and Greater Whirlwind, for example, if they so\nwished, instead of having to pick between the two (i.e. Thief feats on\nThief levels, Fighter feats on Fighter levels.) This gives them\nanother massive benefit over dual-classed characters.\n\nDual-and-Multi-Classing in Baldur's Gate 2\t\t\t{DND016}\n&lt;----------------------------------------------------------------------&gt;\nThere is one significant advantage to multi-classing over dual-classing\nin Baldur's Gate 2, namely in the selection of Epic Level Feats. Upon\nreaching a certain experience threshold (and every level thereafter)<\/pre>\n\n\n\n<pre id=\"faqspan-2\" class=\"wp-block-preformatted\">you'll get to pick a feat, many of which are phenomonally strong. If\nyou dual-class, you'll never again level up with your dormant class,\nmeaning you'll never get these feats. A dual-class Fighter\/Thief might\nhave all the perks of a Fighter, and unimpeded progresion in thieving\nskills as well, but they will never get the Epic Fighter feats. A\nmulti-classed Fighter\/Thief will, however. Of course another thing to\nkeep in mind with multi-classing is that you will not get as many of\nthese feats for each class as a single-classed or dual-classed\ncharacter will. It's a fair balancing act I think, and a good\naddition to a game that ultimately penalizes single-classed characters\ntoo harshly. Consider yourself duly warned-if your 'uber' Fighter\/Thief\nturns out to be a sissy late in the sequel because you can't get\nGreater Whirlwind Attack(s)... it's on you.\n\nClass Kits\t\t\t\t\t\t\t{DND017}\n&lt;----------------------------------------------------------------------&gt;\nIn Baldur's Gate 2 most single-classes have 'kits' which are basically\nvariants of the normal class. These include everything from shape\nshifting Druids, combat-focused Bards, Paladins skilled at thwarting\nMages, sword saint Fighters, and Rangers who are truly dedicated \narchers. For the most part the kit functions like the normal class, with\na few advantages and disadvantages thrown in. Note that you cannot \nmulti-class with a kit, but you can start out with a kit or \nspecialization and then dual class into a class without a kit or\nspecialization.\n\no==========================o\n|Barbarian\t\t   |\t\t\t\t\t{DND018}\no==========================o\nCLASS FEATURES:\n  --&gt; \tMay not wear armor heavier than splint mail.\n\n  --&gt; \tMay not exceed Specialization (two slots) with any weapon class.\n\n  --&gt; \tMay achieve Specialization (two slots) in any fighting style and\n     \tallocate three slots in Two-Weapon Style.\n\n  --&gt; \tMoves 2 points faster than other characters.\n\n  --&gt; \tImmune to Backstab.\n\n  --&gt; \tMay use the Rage ability once per day every 4 levels (starts at\n\t1st level with one use).\n\nRAGE: The enraged status lasts for five rounds and provides a +4 bonus\nto Strength and Constitution, a -2 penalty to Armor Class and a +2 bonus\nto Saving Throws vs. Spell, as well as immunity to all Charm, Hold,\nFear, Maze, Stun, Sleep, Confusion, and Level Drain spells.\n\n  --&gt; \t11th level: Gains 10% resistance to crushing, slashing,\n\tpiercing, and missile damage. An additional 5% is gained at\n\tlevel 15 and 19.\n\n  --&gt; \tHit Dice: d12\n&lt;----------------------------------------------------------------------&gt;\nA Barbarian certainly looks like a viable choice for any warrior, but\nkeep in mind that they aren't great on defense, as they can't use the\nheaviest armor in the game. It doesn't help that one of their key\nabilities actually lowers their Armor Class further, so don't rely on\nthem to 'hold the line', although the extra Hit Points gained from\nraging will certainly help, even more so considering that Overhaul Games\nhad to good sense to actually give them the d12 Hit Dice they were\nsupposed to have had in the original Baldur's Gate 2. Their rage ability\nraises their Strength and Constitution by 4 points, which is HUGE, but\nsince it lasts only five rounds... well... you'll need to burn through\na lot of them just to finish a fight, while a normal Fighter could do\njust fine with potions of giant Strength, and later on in a sequel that\nStrength superiority will be rendered less impressive. Girdles of Giant\nStrength means any Fighter can enjoy being part of the high-Strength\nclub... all the time... with no fatigue. All things considered, it might\nbe better to just get a Fighter with Grand Mastery. They keep those\ncombat bonuses all the time, and can wear heavier armor. Unless you're\nreally into role-playing a baba, I can't really recommend them over a\nFighter, even though they move faster and gain some resistances to\nslashing, piercing, crushing, and missile damage. Of course, if you're\npatient and you get your hands on some sweet White Dragon Scale armor\nthose Armor Class woes will become a thing of the past...\n\nBarbarian\nLevel\tEXP\t\tHP\n&lt;----------------------------------------------------------------------&gt;\n1\tn\/a\t\t1d10\n2\t2,000\t\t2d10\n3\t4,000\t\t3d10\n4\t8,000\t\t4d10\n5\t16,000\t\t5d10\n6\t32,000\t\t6d10\n7\t64,000\t\t7d10\n8\t125,000\t\t8d10\n9\t250,000\t\t9d10\n10\t500,000 \t9d10+3\n11\t750,000\t  \t9d10+6\n12\t1,000,000 \t9d10+9\n13\t1,250,000 \t9d10+12\n14\t1,500,000 \t9d10+15\n15\t1,750,000 \t9d10+18\n16\t2,000,000 \t9d10+21\n17\t2,250,000 \t9d10+24\n18\t2,500,000 \t9d10+27\n19*\t2,750,000 \t9d10+30\n40\t8,000,000\t9d10+93\n\no==========================o\n|Bard\t\t\t   |\t\t\t\t\t{DND019}\no==========================o\nCLASS FEATURES:\n  --&gt; \tMay not wear armor heavier than chain mail. (Spells canont be\n\tcast while wearing armor.)\n\n  --&gt; \tMay not equip shields larger than bucklers.\n\n  --&gt; \tMay only become Proficient (one slot) in any weapon class.\n\n  --&gt; \tMay only become Proficient (one slot) in any fighting style.\n\n  --&gt; \tThieving abilities: Pick Pockets.\n\n  --&gt;\tIncreased Lore score.\n\n  --&gt;\tMay cast arcane spells starting at 2nd level.\n\n  --&gt; \tMay use Bard Song ability. While active, the Bard Song has the\n     \tfollowing effects:\n\t\n\tRestore Morale to its average value\n\t\n\tRemove Fear\n\t\n\tProtection From Fear\n\n  --&gt;\tAlignment restricted to any neutral.\n\n  --&gt; \tHit die: d6\n&lt;----------------------------------------------------------------------&gt;\nBards were a good class in Baldur's Gate 1, mixing light armor with\na decent spell selection that went all the way up to 4th level spells,\nproviding extra spell power in a pinch. However, they'll reach their\nspellcasting zenith in Baldur's Gate, and while 4th level spells might\nhave stacked up well against 5th level Mage spells in Baldur's Gate 1,\na Bard with 6th level spells will be unimpressive against 9th level Mage\nspells in Baldur's Gate 2. They're segregated more than ever into a \nsupport roll, able to cast buffs like Haste and and a few defensive \nspells to keep them handy, but they'll never contribute to a fight as \nmuch as a Fighter, Cleric, or Mage will. The game does say they are \njacks-of-all-trades, masters of none, and they mean it... but by now \nspecialization is paying big dividends to single-classed characters, and\nmulti-and-dual-classed characters are excelling in two or more fields. \nSimply put, a Fighter\/Thief and Fighter\/Mage... or especially a \nFighter\/Mage\/Thief just leave the Bard far behind. You can grab the \nEnhanced Bard Song feat when you get access to epic feats and make the \nBard that much more effective at what they do best: supporting the \nparty. While it's an impressive ability, it's poor compensation when you\nlook at a Fighter\/Mage who can Time Stop and use Greater Whirlwinds.\n\nBard\nLevel\tEXP\t\tHP\tSpells\t\tPick Pockets\n&lt;----------------------------------------------------------------------&gt;\n1\tn\/a\t\t1d6\t\t\t40%\n2\t1,250\t\t2d6\t1\t\t45%\n3\t2,500\t\t3d6\t2\t\t50%\n4\t5,000\t\t4d6\t2\/1\t\t55%\n5\t10,000\t\t5d6\t3\/1\t\t60%\n6\t20,000\t\t6d6\t3\/2\t\t65%\n7\t40,000\t\t7d6\t3\/2\/1\t\t70%\n8\t70,000\t\t8d6\t3\/3\/1\t\t75%\n9\t110,000\t\t9d6\t3\/3\/2\t\t80%\n10\t160,000\t\t9d6+2\t3\/3\/2\/1\t\t85%\n11\t220,000\t\t9d6+4\t3\/3\/3\/1\t\t90%\n12\t440,000\t\t9d6+6\t3\/3\/3\/2\t\t95%\n13\t660,000\t\t9d6+8\t3\/3\/3\/2\/1\t100%\n14\t880,000\t\t9d6+10\t3\/3\/3\/3\/1\t100%\n15\t1,100,000\t9d6+12\t4\/3\/3\/3\/2\t100%\n16\t1,320,000\t9d6+14\t4\/3\/3\/3\/2\/1\t100%\n17\t1,540,000\t9d6+16\t4\/4\/3\/3\/3\/1\t100%\n18\t1,760,000\t9d6+18\t4\/4\/4\/3\/3\/2\t100%\n19\t1,980,000\t9d6+20\t4\/4\/4\/4\/3\/2\t100%\n20\t2,200,000\t9d6+22\t4\/4\/4\/4\/4\/3\t100%\n21\t2,420,000\t9d6+24\t5\/4\/4\/4\/4\/3\t100%\n22\t2,640,000\t9d6+26\t5\/5\/4\/4\/4\/3\t100%\n23*\t2,860,000\t9d6+28\t5\/5\/5\/4\/4\/4\t100%\n40\t8,000,000\t9d6+62  5\/5\/5\/5\/5\/5\n\t\t\t       (max at level 38)(max at level 14)\n\nBlade\t\t\t\t\t\t\t\t{DND020}\n&lt;----------------------------------------------------------------------&gt;\nA Blade might seem like a good idea on paper, as it gets Offensive Spin\nand Defensive Spin, but think about it. Offensive Spin doesn't stack\nwith Haste, so it's really only giving you a +1 bonus to attack and +2 \ndamage, which will not make a you a competitive front-liner, even if the\nmax damage is nice. Defensive Spin might not go past -10, but for a Bard\nthat's still a pretty hefty benefit. Your Bard song sucks anyways, and\nyou can just grab Enhanced Bard Song to break even with the best a \nnormal Bard has to offer. Pick Pockets can be raised with potions, and\nwon't be a huge issue, and Lore is pretty useless anyways. Keep in mind\nthat these benefits are largely going to be redundant by the time you\nreach Throne of Bhaal, your -10 Armor Class isn't going to protect you\nmuch, and Offensive Spin will not compete with Whirlwinds. A Bard is \nbetter off casting defensive spells and using Enhanced Bard Song, making\nthis kit rather useless.\n\nAdvantages:\n  --&gt; \tMay play 3 slots in Two-Weapon Style.\n\n  --&gt; \tMay use the Offensive Spin and Defensive Spin abilities once per\n     \tday per 4 levels.\n\nOFFENSIVE SPIN: During the next 24 seconds, the Blade's movement rate\ndoubles and she gains a +2 bonus to hit and damage rolls as well as an\nextra attack per round. All attacks deal maximum damage for the\nduration. Offensive spin may not be used in conjunction with the Haste\nor Improved Haste spells.\n\nDEFENSIVE SPIN: During the next 24 seconds, the Blade is rooted to the\nspot and gains a +1 bonus to Armor Class per level, up to a maximum of\n+10.\n\nDisadvantages:\n  --&gt; \tOnly has one half normal Lore value.\n\n  --&gt; \tOnly has one half normal Pick Pockets score.\n  \nJester\t\t\t\t\t\t\t\t{DND021}\n&lt;----------------------------------------------------------------------&gt;\nThe Jester has been improved somewhat in the Enhanced Edition, and it\nmight have been kind of cute-seeming in the first game. You might have\nlooked at it and determined that most of its abilities would be out of\nreach until the sequel, where this class would 'mature'. Granted, it\ndoes stack effects as you level up-adding a chance to Slow and later,\nknock foes unconscious to the base confusion effect, but there are a\nfew things to consider. First, all the saves made against these effects\nare at a +2 bonus. That might have cut it in the first game, when saves\nwere generally high, but we're dealing with bigger, badder, better foes\nin this game. Any foes of substance will generally resist the effects,\nand really, you're going to be counting on the brute 5% fail rate\n(rolling a natural one on a d20 roll-a critical failure) for each\nsuch effect. On the other hand, any Mage can use Chaos or Slow to do\nmuch the same thing-except they don't need to be standing near the foes,\nand their spells actually impose a -4 save penalty, which has a much\nbetter chance of working. Even a Jester itself would be better off just\ncasting spells than performing their bardsong, which makes me wonder...\nwhy not pick a kit that actually adds something else?\n\nAdvantages:\n  --&gt; \tJester's song does not help allies. Instead, every opponent\n\twithin 30 feet must save once per round to avoid falling under\n\tits effects:\n\n\t1st level: Enemies must save vs. Spell with a +2 bonus or be\n\tbe confused\n\n   \t15th level: Enemies must save vs. Spell with a +2 bonus or be\n\tconfused, and must save vs. Spell or be slowed.\n\n\t20th level: Enemies must save vs. Spell with a +2 bonus or be\n\tconfused, must save vs. Spell at +2 or be knocked unconsious,\n\tand must save vs. Spell or be slowed.\n\nDisadvantages:\n  --&gt; \tNone.\n\nSkald\t\t\t\t\t\t\t\t{DND022}\n&lt;----------------------------------------------------------------------&gt;\nNow if you want a melee handy Bard, this is the way to go. +1 to hit and\ndamage all the time beats a Blade's offering. And what about their Bard\nsong? That looks a lot like... wait... it IS Enhanced Bard Song! They \nalready get it! Pick Pockets isn't necessary anyways, so don't worry\nabout having a low value there. You can always use potions when you need\nto. \n\nAdvantages:\n  --&gt; \t+1 to hit and +1 to damage rolls.\n\n  --&gt; \tThe Skald's song is different from the typical Bard's and varies\n     \twith level:\n\t\n\t1st: Grants allies a +2 to hit and damage rolls, and a +2 bonus\n\tto AC.\n\t\n\t15th: Grants allies a +4 to hit and damage rolls, a +4 bonus\n\tto AC, and immunity to fear.\n\n\t20th: Grants allies a +4 to hit and damage rolls, a +4 bonus\n\tto AC, and immunity to fear, stun, and confusion.\n\nDisadvantages:\n  --&gt; \tOnly has one quarter the normal Pick Pockets score.\n\no==========================o\n|Cleric\t\t\t   |\t\t\t\t\t{DND023}\no==========================o\nCLASS FEATURES:\n  --&gt; \tMay wear helmets.\n \n  --&gt; \tMay wear any armor.\n\n  --&gt; \tMay only use non-bladed, non-piercing weapons (war hammer, club,\n     \tflail, mace, quarterstaff, sling).\n\n  --&gt; \tMay only become Proficient (one slot) in any weapon class.\n\n  --&gt; \tMay only become Proficient (on slot) in any weapon fight style.\n\n  --&gt; \tMay Turn Undead.\n\n  --&gt; \tMay cast priest spells.\n\n  --&gt; \tHit Die: d8\n\nPrime Requisite for Dual-Classing: Wisdom\n&lt;----------------------------------------------------------------------&gt;\nClerics are essential to any party, being good buffers and healers, and\nwhile generally not as good at dealing damage, ripping through spell\ndefenses, and debuffing as a Mage, there are instances in which they\nshine. They get great spells against undead, namely Sunray, which is\nyour best chance of taking down Liches. They also get good offensive \nspells such as Greater Command, Holy Smite, and Finger of Death, not\nto mention their defensive spells like Death Ward, Chaotic Commands, \nDefensive Harmony, Protection from Evil 10' Radius, and Dispel Magic.\nAnd yes, they get healing Spells such as Heal and Restoration, both of\nwhich are indispensable. They can also typically hold a battle line,\nbeing able to equip shields and plate armor, even if they can't hold\nup quite as well as Fighters. When you hit epic levels you can get some\nreally awesome abilities, such as the defensive Globe of Blades, Aura of\nFlaming Death, and Summon Deva abilities, which further improves their\ndefensive capabilities. Frankly, however, it's a poor choice for a main\ncharacter. Firstly, it seems silly for the child of a dead god to be \nworshiping another deity, especially with so much potential... but\nreally, Anomen already beat us to the punch, being a dual-classed\nFighter\/Cleric. And no main character can equal Viconia's natural\nresistance to magic. Don't worry, the game already has plenty of great\nrecruitable Clerics. Clerics also get the ability to turn undead, but\nit's not too great of an ability. Big things won't be affected, and\nlittle things can just be smote. Unlike most classes there is no reason\nto not pick a Cleric kit... they're all beneficial with no downside.\nWhen a Cleric hits 25th level they gain a holy symbol from their deity,\nwhich gives them +1 to Strength, 5% magic resistance, and allows them to\nmemorize another 6th and 7th level spell. For Clerics with high\nStrength, this can put them over the top, letting them go around without\nhaving to worry about Girdles of Giant Strength and the like\n(read: Anomen).\n\nCleric\nLevel\tEXP\t\tHP\tSpells\n&lt;----------------------------------------------------------------------&gt;\n1\tn\/a\t\t1d8\t1\n2\t1,500\t\t2d8\t2\n3\t3,000\t\t3d8\t2\/1\n4\t6,000\t\t4d8\t3\/2\n5\t13,000\t\t5d8\t3\/3\/1\n6\t27,500\t\t6d8\t3\/3\/2\n7\t55,000\t\t7d8\t3\/3\/2\/1\t\n8\t110,000\t\t8d8\t3\/3\/3\/2\/1\n9\t225,000\t\t9d8\t4\/4\/3\/2\/1\n10\t450,000\t\t9d8+2\t4\/4\/3\/3\/2\n11\t675,000\t\t9d8+4\t5\/4\/4\/3\/2\/1\n12\t900,000\t\t9d8+6\t6\/5\/5\/3\/2\/2\n13\t1,125,000\t9d8+8\t6\/6\/6\/4\/2\/2\n14\t1,350,000\t9d8+10\t6\/6\/6\/5\/3\/2\/1\n15\t1,575,000\t9d8+12\t6\/6\/6\/6\/4\/2\/1\n16\t1,800,000\t9d8+14\t7\/7\/7\/6\/4\/2\/1\n17\t2,025,000\t9d8+16\t8\/8\/8\/8\/5\/3\/2\n18\t2,250,000\t9d8+18\t9\/9\/8\/8\/6\/4\/2\n19\t2,475,000\t9d8+20\t9\/9\/8\/8\/6\/4\/2\n20\t2,700,000\t9d8+22\t9\/9\/9\/8\/7\/5\/2\n21*\t2,925,000\t9d8+24\t9\/9\/9\/9\/8\/6\/2\n25\t3,825,000\t9d8+32\t9\/9\/9\/9\/9\/7\/3 &lt;-- Holy Symbol Obtained\n40\t8,000,000\t9d8+62\t9\/9\/9\/9\/9\/8\/7\n\t\t\t\t(max at level 38)\n\nHoly Symbol: When a character reaches 25th level as a Cleric, they\nwill receive a unique 'ring'. This Holy Symbol differs in name based\nupon alignment, evil characters will have a Holy Symbol of Talos, good\ncharacters will receive a Holy Symbol of Lathander, and neutral\ncharacters obtain a Holy Symbol of Helm. Regardless of which one they\nget, they're all alignment-conditional Cleric-only items with the same\nproperties. If you're a multi-classed character you won't reach this\ntotal until you max your experience, but single-classed Clerics should\nobtain this Holy Symbol early in Throne of Bhaal. Each one gives a\n+1 bonus to Strength, 5% Magic Resistance, and a bonus 6th and 7th\nlevel spell slot.\n\nPriest of Talos\t\t\t\t\t\t\t{DND024}\n&lt;----------------------------------------------------------------------&gt;\nLightning Bolt isn't a great spell, but Storm Shield provide some\ninteresting bonuses to your resistances, at least. Once per day per ten\nlevels of the caster means... once or twice, in Shadows of Amn.. but at \nleast it lasts a long time.\n\nAdvantages:\n  --&gt; \tMay cast Lightning bolt once per day per 5 levels of the caster\n     \t(starts at 1st level with one use.)\n\n  --&gt; \tMay cast 'Storm Shield' once per day per 10 levels of the caster \n     \t(starts at 1st level with one use), as detailed below.\n\nSTORM SHIELD: This spell lasts 1 round per level of the caster. It\nprotects the caster from lightning, fire, cold, and normal missiles.\n\nDisadvantages:\n  --&gt; \tAlignment restricted to evil.\n\nPriest of Helm\t\t\t\t\t\t\t{DND025}\n&lt;----------------------------------------------------------------------&gt;\nThe Priest of Helm may be the best variant, especially for evil parties.\nHaving some extra True Sight spells cannot be underestimated. Seeking\nSword is a little lame, but it does give you a +4 weapon, allowing you\nto hit things like Kangaxx the Demilich and many demons. Its damage\ndoesn't stand up, but it does give you three attacks per round, even\nthough it takes away your ability to cast spells for its duration, which\nblows.\n\nAdvantages:\n  --&gt; \tMay cast True Sight once per day per 5 levels (starts at 1st\n\tlevel with one use).\n\n  --&gt; \tMay cast Seeking Sword once per day per 10 levels (starts at 1st\n     \tlevel with one use), as detailed below.\n\nSEEKING SWORD: This spell creates a sword in the Cleric's hand (that \ncannot be dropped or unequipped). The sword is +4 for purposes of \ndetermining what it can hit (but this bonus does not apply to attack or\ndamage rolls), and it deals out 2d4 damage to any target it hits. The\nweapon sets the number of attacks of the Cleric to 3. It lasts for 1\nround per level of the caster. When equipped the wielder cannot cast\nfurther spells.\n\nDisadvantages:\n  --&gt; \tAlignment restricted to neutral.\n\nPriest of Lathander\t\t\t\t\t\t{DND026}\n&lt;----------------------------------------------------------------------&gt;\nAnother good Cleric kit, if you really don't like undead, this is worth\na glance. Hold Undead is decent at stopping some undead, but it probably\nwon't work terribly often. The Boon of Lathander, however, is a very\nnice ability, making the Cleric more potent for its fairly lengthy\nduration. There are few enough good ways to make yourself immune to\nlevel drain in Shadows of Amn... unless you're a Mage of some sort, or\nbetter yet, a multi-or-dual-classed Mage who can take on undead while\nprotected. Having this kit and the Boon of Lathander ability will give\nyou a character fully capable of taking the fight to Vampires, Wraiths,\nand various Mists without flinching.\n\nAdvantages:\n  --&gt; \tMay cast Hold Undead once per day for every 5 levels of the\n\tcaster (starts at 1st level with one use).\n\n  --&gt; \tMay cast Boon of Lathander for every 10 levels of the caster,\n     \t(starts at 1st level with one use), as detailed below.\n\nBOON OF LATHANDER: This spell lasts for 1 round per level of the \ncaster. It gives the caster a +1 bonus to attack and damage rolls, a +1\nbonus to all Saving Throws, and 1 extra attack per round. It also\nprotects the recipient from level drain.\n\nDisadvantages:\n  --&gt; \tAlignment restricted to good.\n\no==========================o\n|Cleric\/Ranger\t\t   |\t\t\t\t\t{DND027}\no==========================o\nAlright, full disclosure: I was completely wrong about the\nCleric\/Ranger multi-class, and everything that I'm going to say below\nhas been revised based on better research. All of this information is\ndue to the e-mail I got from Rick Taylor, who tipped me off to the\nmerits of this class combo. Now that I got that shameful admission out\nof the way, the Cleric\/Ranger is very similar to the Fighter\/Cleric.\nYou'll essentially get a stronger, healthier, more melee-competent\nCleric with a slower spell selection. But the Ranger\/Cleric has one\nhuge bonus over its Fighter\/Cleric counterpart: they'll get the full\nselection of Drudic spells each level as well as all the Cleric spells.\nGranted, there's a lot of overlap, but you'll have all the combat perks\nand spells of a Fighter\/Cleric, with the addition of spells like Insect\nPlague and Iron Skins... the latter of which is a huge contribution to\nthe character's defenses, being essentially the Cleric version of\nStoneskin. You'll get more spells than a Fighter\/Cleric, you'll get\nmuch better fighting abilities (better Hit Points, THAC0, and feats)\nthan a Cleric, and as compared to a Druid you'll have faster spell\nprogression AND better fighting abilities. Not to mention you can also\nsneak (if you wear light armor) and you will start out specialized in\nthe Two Weapon Style, if you're interested in taking full advantage of\nyour awesome melee prowess by wielding, say, Flail of Ages and Crom\nFaeyr. This is the best class to pick if you want to combine fighting\nprowess and divine spells... which is to say, if you want divine spells\nat all, you'll be doing yourself a huge favor by playing a \nCleric\/Ranger.\n\no==========================o\n|Druid\t\t\t   |\t\t\t\t\t{DND028}\no==========================o\nCLASS FEATURES:\n  --&gt; \tMay not wear armor heavier than studded leather.\n\n  --&gt; \tMay not equip shields larger than bucklers.\n\n  --&gt; \tMay only use the following weapons: scimitar, dagger, club,\n\tspear, quarterstaff, dart, sling.\n\n  --&gt; \tMay only become proficient (one slot) in any weapon class.\n\n  --&gt; \tMay only become proficient (one slot) in any fighting style.\n\n  --&gt; \tMay cast druidic spells.\n\n  --&gt; \t7th level: May Shapeshift into a wolf, black bear, or brown bear\n     \tonce per day.\n\n  --&gt; \t15th level: Becomes immune to poison.\n\n  --&gt; \t18th level: Gains 10% resistance to cold, fire, electricity and\n     \tacid, gains a further 10% resistance at levels 21 and 24.\n\n  --&gt;\tAlignment resticted to true neutral.\n\n  --&gt; \tHit Die: d8\n\nPrime Requisite for Dual-Classing: Wisdom, Charisma\n&lt;----------------------------------------------------------------------&gt;\nDruids, well... let me be frank. Druids suck. They gain their own set of\ndivine spells, but most of them are wholly inferior to the Cleric's\nspell selection. In addition they're not able to wear heavy armor or use\nmost weapons... even the Cleric's own limited martial selection will be\nwelcome after seeing the Druid, unless you just like Clubs and Quarter\nStaffs. They can use Scimitars, but with their crappy Armor Class, that\nis just asking for trouble. They get some buggy shapeshifting abilities\nthat let you transform into monsters that aren't very strong in a sad\nattempt to counter their lack of martial prowess. Is that going to make\nup for it when a Cleric can use things like Crom Faeyr and Flail of the\nAges, along with enchanted shields and armor which bring their Armor\nClass down to Fighter-esque levels? No, it's not. A Druid can, however,\nwear unconventional armors, such as Ankheg Plate Mail, Red Dragon Scale,\nand Shadow Dragon Scale, since these are not made out of metal.\nUnfortunately this only brings them to the doorstep of combat-\neffectiveness, as they still cannot use a shield like Clerics can. The\nonly reasonable counter to this is to load them up with defensive\nequipment to bring their Armor Class up to snuff, or better yet, to\nmake them specialize in Spears, of which several useful specimens\nexist in both Shadows of Amn and Throne of Bhaal, although in my mind,\nSpears are decidedly weaker than Halberds over the course of both the\nmain game and the expansion. And of course the fact that they won't\nget Whirlwind makes them patently inferior to any warrior, but at\nleast they can-eventually-become useful enough in combat not to scoff\nat... even though a Shielded Cleric with Flail of the Ages or Crom Faeyr\nwell out-classes an unshielded Druid, even with Ixil's Nail. On the\nother hand, a Druid is a pretty good class to dual-or-multi class with,\nas a Fighter's martial selection will do wonders to ease the Druid's\nArmor Class woes. Unfortunately, Jaheira already exists, so why bother?\nAt least they get immunity to poison and 10% resistance to cold, fire,\nelectricity and acid (up to 30% at level 24), which somewhat offsets\ntheir defensive deficiencies. I feel compelled to point out the Druid's\nerratic experience spikes, and the massive boost to their spells they\nget if they do manage to climb those hurdles and reach levels 13, 14,\nand 15. Sometimes I think all classes should be like that, every level\ntakes twice as much as the previous level, but each time you level up\nyou get dramatically stronger. What's the difference between an 14th\nand 15th level Thief? Not much. What's the difference between a 14th\nand 15th level Druid? Well. Look for yourself.\n\nDruid\nLevel\tEXP\t\tHP\tSpells\n&lt;----------------------------------------------------------------------&gt;\n1\tn\/a\t\t1d8\t1\n2\t2,000\t\t2d8\t2\n3\t4,000\t\t3d8\t2\/1\n4\t7,500\t\t4d8\t3\/2\n5\t12,500\t\t5d8\t3\/3\/1\n6\t20,000\t\t6d8\t3\/3\/2\n7\t35,000\t\t7d8\t3\/3\/2\/1\n8\t60,000\t\t8d8\t3\/3\/3\/2\n9\t90,000\t\t9d8\t4\/4\/3\/2\/1\n10\t125,000\t\t9d8+2\t4\/4\/3\/3\/2\n11\t200,000\t\t9d8+4\t5\/4\/4\/3\/2\/1\n12\t300,000\t\t9d8+6\t6\/5\/5\/3\/2\/2\n13\t750,000\t\t9d8+8\t6\/6\/6\/4\/2\/2\n14*\t1,500,000\t9d8+10\t6\/6\/6\/5\/3\/2\/1\n15\t3,000,000\t9d8+12\t6\/6\/6\/6\/6\/6\/6\n31\t8,000,000\t9d8+44\t9\/9\/9\/9\/9\/7\/7\n\t\t\t\t(max at level 25)\n\nTotemic Druid\t\t\t\t\t\t\t{DND029}\n&lt;----------------------------------------------------------------------&gt;\nYou can summon weak monsters, but you can't shapeshift into weak\nmonsters. Huzzah.\n\nAdvantages:\n  --&gt; \tMay summon a special spirit animal (spirit bear, spirit wolf,\n     \tspirit lion, spirit snake) once per day ever 5 levels. The\n\tTotemic Druid can call a 1 HD animal at level 1, a 3 HD animal\n\tat level 3, a 5 HD animal aat level 5, a 7 HD animal at level\n\t10, and a 10 HD animal at level 10.\n\nDisadvantages:\n  --&gt; \tCannot Shapeshift.\n\nShapeshifter\t\t\t\t\t\t\t{DND030}\n&lt;----------------------------------------------------------------------&gt;\nYou can become a Werewolf, and eventually a Greater Werewolf, which\nis... well... everything to this kit. Unfortunately in the original\nBaldur's Gate 2 this class was nerfed-the Werewolf you got was nowhere\nnear where it should have been... even still, if it wasn't nerfed, it\nwould be nowhere near as strong as it would need to be to compete.\nThings honestly didn't look good for the Shapeshifter in the first\nEnhanced Edition game-Overhaul Games didn't fix anything with the\nShapeshifter... meaning you weren't even getting the better version of\nan obsolete shapeshift. Simply put, even if the Greater Werewolf was as\nstrong of a transformation as it was an enemy, it would still be\nout-competed by pretty much any late-game Fighter. And by late-game I\nmean towards the end of Shadows of Amn-this class is pathetically\nunder-powered in Throne of Bhaal.\n\nAdvantages:\n  --&gt; \tMay shapeshift into the form of a Werewolf once per day for\n\tevery 2 levels (starts at 1st level with one use).\n\n  --&gt; \tAt 13th level gains the ability to change into a Greater\n\tWerewolf once per day.\n\nDisadvantages:\n  --&gt; \tMay not wear any armor.\n\n  --&gt; \tNo other shapeshifting abilities due to the effort required in\n     \tmaintaining balance in his primary forms.\n\nAvenger\t\t\t\t\t\t\t\t{DND031}\n&lt;----------------------------------------------------------------------&gt;\nWell, I'll admit that Improved Invisibility, Chaos, and Chain Lightning\nare all good additions, but the shapechanges are worthless. And losing\nthe Strength and Constitution? The Constitution isn't bad for a single-\nclassed Druid as they can't exceed a +2 bonus at 16 anyways, but the\nStrength? That hurts. It's not a like a Druid was going to be very\nstrong anyways, so the loss of one point of to hit and damage isn't\nvery severe, and nothing a Giant Strength item can't fix, and losing\naccess to Studded Leather Armor is, well, annoying, but there's not a\nhuge difference between one sucky suit of armor and the next anyways. \nIt's rather hard to critique this subclass at all, given the whole \nfeeling of 'who cares' when talking about the Druid in general... Still,\nwhile the 4th, 5th, and 6th level all spells are decent, Improved\nInvisibility can be duplicated by a Ring of Air Control, Chaos will\nhave to compete with Insect Plague, and Chain Lightning is a mediocore\ndamage-dealer. At the end of the day, you're probably better off being\nable to wear better armor than being able to cast Improved Invisibility,\nwhich is easily duplicated and will be quickly dispelled later in the\ngame, and there are plenty of Mages to cast Chaos-but only Druids can\ncast Insect Plague, so why not stick to what they're good at? This class\nis essentially a dubious defensive trade-off in return for a spell you\nwon't need to memorize and an okay damage-dealer. It has its good\npoints, sure, and is clearly the least-offensive Druid kit... but at the\nend of the day you're still stuck with playing a Druid.\n\nAdvantages:\n  --&gt; \tMay shapechange into the form of a sword spider, baby wyvern,\n\tand fire salamander besides the normal shapeshifting abilities.\n\n  --&gt;  \tSix mage spells are added to his repertoire, all the way up to\n      \t6th level.\n\t\n\tThese are listed below:\n\t\n\t1st level: Chromatic Orb.\n\t\n\t2nd level: Web.\n\t\n\t3rd level: Lightning Bolt.\n\t\n\t4th level: Improved Invisibility.\n\t\n\t5th level: Chaos.\n\t\n\t6th level: Chain Lightning.\n\nDisadvantages:\n  --&gt; \tMay not wear heavier armor than leather.\n\n  --&gt; \tIncurs a -2 penalty to Strength and Constitution.\n\no==========================o\n|Fighter\t\t   |\t\t\t\t\t{DND032}\no==========================o\nCLASS FEATURES:\n  --&gt; \tMay wear helmets.\n\n  --&gt; \tMay wear any armor and use any weapon.\n\n  --&gt; \tMay achieve Grand Mastery (five slots) with any weapon class.\n\n  --&gt; \tMay achieve Specialization (two slots) in any fighting style and\n     \tallocate three slots in Two-Weapon Style.\n\n  --&gt; \tHit Die: d10\n\nPrime Requisite for Dual-Classing: Strength\n&lt;----------------------------------------------------------------------&gt;\nThe best perk of a Fighter is that they can gain Grand Master in a \nweapon. This allows them to do the most damage, wear the best armor,\nand generally outclass every other character in melee combat. The \nBarbarian might have rage, but the perks of picking a Fighter don't\nlast merely 5 rounds. The Fighter is also the safe, if dull choice, as\nthere's not much strategy involved in playing one. You pick a weapon,\nyou put as many points as you can in it, and you hold the line. That\nsaid, this is a great dual-or-multi class option, and Fighters only get\nstronger with Throne of Bhaal, which gives them access to Greater\nWhirlwind, the feat that makes them better at what they do best: hitting\nthings.\n\nFighter\nLevel\tEXP\t\tHP\n&lt;----------------------------------------------------------------------&gt;\n1\tn\/a\t\t1d10\n2\t2,000\t\t2d10\n3\t4,000\t\t3d10\n4\t8,000\t\t4d10\n5\t16,000\t\t5d10\n6\t32,000\t\t6d10\n7\t64,000\t\t7d10\n8\t125,000\t\t8d10\n9\t250,000\t\t9d10\n10\t500,000 \t9d10+3\n11\t750,000\t  \t9d10+6\n12\t1,000,000 \t9d10+9\n13\t1,250,000 \t9d10+12\n14\t1,500,000 \t9d10+15\n15\t1,750,000 \t9d10+18\n16\t2,000,000 \t9d10+21\n17\t2,250,000 \t9d10+24\n18\t2,500,000 \t9d10+27\n19*\t2,750,000 \t9d10+30\n40\t8,000,000\t9d10+93\n\nBerserker\t\t\t\t\t\t\t{DND033}\n&lt;----------------------------------------------------------------------&gt;\nIf you want to be like your pal Minsc, this is the way to go. Rage is\na decent ability that gives you a bonus to hit and damage, but imposes\nan Armor Class penalty. One turn is a fairly long time, and since you\nget many of them, you'll be able to keep yourself juiced up. I think\nevery Fighter should have a ranged option, however, and not being able\nto specialize in ranged weapons... well, you could always use a Throwing\nAxe or something similar. It's a decent kit, although even with Korgan\n I hardly ever used the abilities it provides. Again, not because it's\nnot good, but because I was wary of the Hit Point loss at the end.\nI never felt it absolutely necessary to have those bonuses at the\npotential risk of having a character come down from Rage and die. Also\nnote the penalties after you exit Rage-it's not a free ride. Still, all\nthings considered it adds a little extra potential to the Fighter with\nno significant downsides. I give it a pass, especially since the list of\nimmunities while enraged has increased a good deal in the Enhanced\nEdition. Immunity to imprisonment, stun, and level drain? Yes please.\nPop this ability on every time you have to fight some stupid undead who\nwants to drain your levels, and your tank can go fisticuffs with the\ncreatures and draw their attention away from your less drain-resistant\ncharacters... you know, like a tank? Since this class makes a great\nsingle-class option, it should be no surprise that it would also make a\ngreat dual-class base. A Berserker\/Thief, Berserker\/Mage, or\nBerserker\/Cleric certainly wouldn't be hurt by the ability to Rage.\n\nNote that you gain 15 'temporary' Hit Points when you use enrage.\nTemporary is not the same as free. If you lose any of these Hit Points,\nyou'll suffer when you come out of Rage, this just allows you to weather\na little more damage before you die while in Rage. Be sure to have a\nCleric handy to heal a Rage-using Berserker if their Hit Points are low.\nNothing sucks more than having a character fall over dead after winning\na tough fight. Right Aec'Letec? Asshole.\n\nAdvantages:\n  --&gt; \tMay use Rage ability once per day every four levels.\n\nRAGE: The enraged state lasts for 1 turn. While enraged, a Berserker\ngains a bonus of +2 to his attack and damage rolls as well as his Armor\nClass, and becomes immune to charm, confusion, fear, feeblemind, hold,\nmaze, imprisonment, level drain, maze, stun, and sleep. The Berserker\nalso gains 15 temporary Hit Points which are taken away at the end of\nhis berserk spree, possibly killing him.\n\nDisadvantages:\n  --&gt; \tBecomes winded after berserking: -2 penalty to Armor Class,\n\tto-hit rolls and damage rolls.\n\n  --&gt; \tMay not Specialize in ranged weapons.\n\nWizard Slayer\t\t\t\t\t\t\t{DND034}\n&lt;----------------------------------------------------------------------&gt;\nThe Wizard Slayer is good against spell casters, but weak against\neverything else. Their lack of the ability to use any magical equipment\nsave weapons and armor might actually make them more vulnerable to Mages\nthan a straight Fighter! And they do mean ANY magical items except \narmor. Fortunately this allows them to wear Helmets and use Shields, but\nno Cloaks, Rings, Bracers, Girdles or Necklaces. Honestly, an Inquisitor\nPaladin kit is a MUCH better Mage-killer than this class could ever\naspire to be. Being able to drop a True Sight or Dispel Magic at will\nabsolutely confounds most Mages, especially with their quick cast times.\nIf you want a Mage-buster, do that instead. The Inquisitor suffers no\nsignificant drawbacks and gets-for my money-better abilities in return.\n\nAdvantages:\n  --&gt; \tEach successful hit bestows a 10% cumulative chance of spell\n     \tfailure on the target.\n\n  --&gt; \t1% Magic Resistance per level.\n\nDisadvantages:\n  --&gt; \tMay not use any magic items except for weapons and armor.\n\nKensai\t\t\t\t\t\t\t\t{DND035}\n&lt;----------------------------------------------------------------------&gt;\nAgain, I prefer all my characters to have a ranged option, and this \nclass takes some of the better options away from my characters. Granted\na Two Weapon Style Fighter will probably not use a ranged weapon very\nmuch, but there are more severe problems than that. A +2 bonus to Armor\nClass does not counter the lack of wearing any armor at all, and the\nfact that you can't wear gauntlets or bracers means you can't even shore\nup your defenses with Bracers of Defense. Sure, there are plenty of\nitems that increase your Armor Class marginally, but the Kensai is going\nto be chewed up in combat nonetheless. Its bonuses are good, but in my\nmind I just don't think the bonuses to hit and damage and a few rounds\nof the 'kai' ability make up for the total lack of armor. And of course,\nif you're throwing every scrap of Armor Class lowering gear on the\nKensai, every other character who needs it will suffer, too. They just\ndrag the whole party down with their suck. I almost hate to say it, but\nthe Berserker, Inquisitor, or even a plain Fighter will be stronger, all\nthings considered. In fact, I'd even rather play a Skald through both\ngames than play a Kensai. At least the Skald could temper their inferior\noffense with magic and a great Bard Song. But wait... maybe I'm missing\nsomething... right, this is the Enhanced Edition! One of the big draws\nof any Fighter is their ability to dual-class, right? But in the\noriginal guides, I wanted continuity, which meant I couldn't (for\nobvious reasons) start as a Kensai in Baldur's Gate 1, then dual-class\nin Baldur's Gate 2. Of course, I could have made my own Kensai in\nBaldur's Gate 2 and dual-classed... but what fun is that? I wanted to\ngo through BOTH games with the SAME character. Now you can have your\nKensai and eat it too. If you were thinking about dual-classing with a\nFighter as your base class, it might not be a terrible idea to get some\nof those Kensai bonuses. A Kensai\/Mage or Kensai\/Thief isn't a terrible\nidea, and in the sequel you can cover up your Armor Class woes a bit by\ngetting some of the superior Bracers of Defense the game offers. I still\ndon't find the dual-class option nearly as appealing as a multi-class\none, but the bonuses gained by a Kensai will make a superior character\nbase to dual with. After all, a dual-class Kensai\/Mage will have\ndefensive buffs to help them out, and a dual-class Kensai\/Thief\nshouldn't be expected to hold the line anyways. A single-class Kensai,\nhowever, is garbage.\n\nNote that the Kensai's armor exemption really does mean ALL armor, even\narmor which isn't encumbering enough to block spells such as Bladesinger\nChain. There is one exception though.. the Big Metal Unit near the end\nof the sequel, which will bestow upon the character a phenomenal armor\nclass, if you can make it to the end of Throne of Bhaal, anyways. By\nthen you're pretty much done with the game though.\n\nAdvantages:\n  --&gt;\t+2 bonus to Armor Class.\n\n  --&gt; \t+1 to hit and damage rolls every 3 levels.\n\n  --&gt; \t-1 bonus to Speed Factor every 4 levels.\n\n  --&gt; \tMay use the Kai ability once per day ever 4 level (starting at\n\t1st level with one use).\n\nKAI: All successful attacks within the next 10 seconds deal maximum\ndamage.\n\nDisadvantages:\n  --&gt; \tMay not wear any armor.\n\n  --&gt; \tMay not use missile weapons.\n\n  --&gt;\tMay not wear gauntlets or bracers.\n\nDwarven Defender\t\t\t\t\t\t{DND036}\n&lt;----------------------------------------------------------------------&gt;\nThe only class the Human can't play, the Dwarven Defender, as its name\nsubtly implies, requires a Dwarven protagonist. As you might expect,\nthis class is all about fitting into cliches and defense. What do\nDwarves fight with? Axes and War Hammers. So what are the only two\nweapons the Dwarven Defender can attain High Mastery (four ranks) with?\nAxe and War Hammers, of course. Fair enough, one of the best weapons\nin the game is a War Hammer, which can be obtained almost right out of\nCandlekeep, and whilest good magical axes are scarce, they're not\nnon-existent. Not being able to Grand Master in any weapons might hurt\nin the long-run (and when it comes to character creation, this is a\nlong-run kind of guide), but many other classes get away with worse\nrestrictions-it all depends on what other abilities they bring to the\ntable. On this account the Dwarven Defender does alright. Their\nDefensive Stance seems great-the 50% resistance to physical damage,\nespecially, but one turn is ten rounds, which isn't the longest period\nof time, especially when they're moving at half speed. Also, mind that\nthe resistance is to 'physical damage'. This will not help a bit against\nspells, which will be much more of a concern in the sequel, but at least\nthey throw in a +2 bonus to Saving Throws, whatever small measure that\nis. I'm also concernted about the movement speed issue, which might make\ntactical withdrawals (not retreats!) for healing less likely to end in\npreserving the life of the Dwarven Defender... an ironic disadvantage,\nto be sure. More mouth-watering to gamers will be the brute 5% damage\nreduction gain every 5th level (maximum 20% at 20th level) and the d12\nHit Dice per level... but wait... this sounds awfully familiar, doesn't\nit? Pretty much identical bonuses to what the Barbarian gets. Good thing\nthe Dwarven Defender has better proficiency selection and can wear\nheavier armor, making them the superior choice in my book. The Dwarven\nDefender might be one of those rare kits which is actually better than\nthe base class-but it still pales in comparison with some of the better\ndual-and-multi-class combinations out there. Surely no character who\ncan cast Stoneskin will care a bit about any of the Dwarven Defender's\nresistances.\n\nAdvantages:\n  --&gt;\tMay use Defensive Stance once per day every 4 levels (starts at\n\t1st level with one use).\n\nDEFENSIVE STANCE: For 1 turn, the Dwarven Defender gains +50% resistance\nto all forms of physical damage, a +2 bonus to Saving Throws, and a 50%\nmovement rate penalty.\n\n  --&gt;\tGains 5% resistance to crushing, slashing, piercing, and missile\n\tdamage every 5 levels to a maximum of 20% at level 20.\n\n  --&gt;\tHit Dice: d12\n\nDisadvantages:\n  --&gt;\tRace restricted to Dwarf.\n\n  --&gt;\tMay not exceed High Mastery (four slots) in axes and war\n\thammers.\n\n  --&gt;\tMay not exceed Specialization (two slots) in any other weapon.\n\no==========================o\n|Fighter\/Cleric\t\t   |\t\t\t\t\t{DND037}\no==========================o\n&lt;----------------------------------------------------------------------&gt;\nAn interesting combination with slightly higher fighting skills than\nthe Cleric and some defensive buffs to supplement the Fighter. Frankly,\nhowever, a Cleric doesn't have as good of a defensive spell selection as\na Mage, and by itself a Cleric is already a pretty stout Fighter. Sure\nit helps to add more attacks and damage, but it's just not quite as\npotent as the Fighter\/Mage. For one, you don't get Time Stop. But at\nleast neither of your classes are hurt by wearing heavy armor, so you\ndon't need the spell buffs quite so much. A very good thing about this\ncombination is they will get both the Fighter and Cleric feats. Having\na strong melee Fighter who can go up in combat with an Aura of Flaming\nDeath, a Globe of Blades, and then use Greater Whirlwind Attacks is a\nthing of beauty. Especially if they can retreat from combat and use Heal\non themselves before jumping right back into the fray. They can't\ndecimate enemies quite as well as a Fighter\/Mage, but they can certainly\nmake an impact. Unfortunately you'll be regulated to a few types of\nweapon because of the Cleric. You can either go with Flail of the Ages\nor Crom Faeyr and use the Sword and Shield Style, or go with both using\nthe Two Weapon Style and really lay waste to enemies. Note that with\nthis combo you will still get enough experience to get your holy symbol\nat level 25. Nice.\n\no==========================o\n|Fighter\/Druid\t\t   |\t\t\t\t\t{DND038}\no==========================o\nThis combination works almost exactly like the Fighter\/Cleric, except\nthat you will of course have Druid spells instead of Clerical ones, and\nyou will have the Druid weapon selection, which includes Scimitars, but\ndoesn't allow War Hammer, Maces, and Flails. The game provides you with\na perfectly fine recruitable Fighter\/Druid in Jaheira, so I don't know\nwhy you'd ever need to make your own. Note that as a Fighter\/Druid\nyou'll still get enough experience to get the really good Druid levels,\nmaking this combo in every way preferable to a single-classed Druid.\n\no==========================o\n|Fighter\/Mage\t\t   |\t\t\t\t\t{DND039}\no==========================o\n&lt;----------------------------------------------------------------------&gt;\nMy favorite class, and possibly the strongest in the game. You can't\nwear armor and cast spells, but that's hardly an issue in this game,\nwhere you have many ways to improve your Armor Class without having to\nwear armor. Bracers of Defense are one, obvious way, but in this game\nyou will also get your hands on Elven Chain Mail, which allows you to\ncast spells while wearing it. With the better weapons and combat styles\nof Baldur's Gate 2 I drop any and all pretenses of being an archer and\ngo for the Two Weapon Style. Thanks to my Fighter levels, I can afford\nto do this, and the amazing defensive spells a Mage has keeps me safer\nthan a single-classed Fighter, armor be damned. The best thing of all is\nthat a Fighter\/Mage can access both Fighter and Mage feats, allowing\nthem to pull off Time Stops and Greater Whirlwinds in unison. This is a\nversatile character who can debuff and cast offensive spells at enemies,\nor go toe-to-toe with most anything in melee combat once fully spell\nbuffed. It almost makes you feel sorry for the single-classed Mages and\nFighters you'll slaughter. Almost.\n\no==========================o\n|Fighter\/Mage\/Cleric\t   |\t\t\t\t\t{DND040}\no==========================o\n&lt;----------------------------------------------------------------------&gt;\nAn interesting option, this class combines the power of two strong\nspell casters with the solid backing of the Fighter class. Keep in mind\nthat your progression will be horribly slow with a triple class\ncharacter, meaning you'll always be one or two spell levels below a\nsingle-classed character. This class actually has a slightly better hit\npoint range than the Fighter\/Mage, but worse weapon selection and the\nsame lack of armor. I feel this class might be a bit too much, honestly.\nNot as in over-powered, but you're only one character, with one action\na round just like everybody else. Even having such variety there's only\nso much you can actually DO in a given span of time. It's probably best\nto do fewer things better. I mean, are you ever going to actually get\nout a significant number of Cleric and Mage spells, and then still have\na battle left to fight? It's a good concept, but this class might just\nbe trying to do too much at once. As for weapons and tactics, you're \nprobably better off trying to do what the Fighter\/Mage does, but with\nCleric-allowed weapons. Note that with this build you will not get 9th\nlevel spells, negating the whole Time Stop tactic that the Fighter\/Mage\ncan employ. Also, you won't get access to any of the Mage feats, like\nComet and the bonus 6th, 7th, and 8th level spell slots.\n\no==========================o\n|Fighter\/Mage\/Thief\t   |\t\t\t\t\t{DND041}\no==========================o\n&lt;----------------------------------------------------------------------&gt;\nThis class suffers from many of the problems the Fighter\/Mage\/Cleric\nsuffers from, but to a lesser degree. Firstly, most Thief skills are\nonly useful out of combat, or as telling first strikes. It's not another\nhost of spells you're trying to cast in a finite window of time, meaning\nthe Thief actually enhances the Fighter and the Mage. Also, the Thief is\ncapable of using a much greater selection of weapons than the Cleric,\nallowing you to diversify your weapons and tactics much more. A \nFighter\/Mage\/Thief in essence works like a combination of the\nFighter\/Mage and Fighter\/Thief. Go in with Two Weapon Style, attempt to\nscore backstabs, and use defensive spells to compensate for your lack of\narmor. A Fighter\/Mage\/Thief will not get 9th level Mage spells. Also,\na Fighter\/Mage\/Thief will not gain any of the Mage feats. No Comet,\nno extra 6th, 7th, and 8th level spells slots. For the evil party,\nmaking your protagonist a Fighter\/Mage\/Thief is the best solution to the\ndistinct lack of recruitable Thieves in the game. You'll be able to pull\noff many of the Fighter\/Mage tricks (uber spell-buffing in order to\nbecome nearly invulnerable to enemy spell casters) and handle all the \nthieving requirements your party will need. You won't be able to pull\noff the devastating Greater Whirlwind\/Timestop combo, but being able\nto spell-buff and perform Greater Whirlwind attacks is still quite\nrespectable.\n\no==========================o\n|Fighter\/Thief\t\t   |\t\t\t\t\t{DND042}\no==========================o\n&lt;----------------------------------------------------------------------&gt;\nAs you may have learned in Baldur's Gate 1, the Fighter\/Thief was a\npotent combo, easily matching a Ranger's skill with weapons while\nhaving the same quirks. Some important differences remain, a\nFighter\/Thief can disable traps and backstab, while a Ranger cannot. \nThis makes a Fighter\/Thief in my eyes every bit more powerful than a\nRanger. Sure, the Ranger will have higher Hit Points and some minor\nDruid spells, but a Fighter\/Thief can access both the the Fighter and\nthe Thief feats. Things only get better for the Fighter\/Thief in \nBaldur's Gate 2 as their backstab reaches a mighty x5 and a deeper melee\nsystem allows them to abuse it to its fullest advantage. Going for a\nFighter\/Thief with the Two Weapon Style is a very fun thing to do in\nthis game.\n\no==========================o\n|Mage\t\t\t   |\t\t\t\t\t{DND043}\no==========================o\nCLASS FEATURES:\n  --&gt; \tMay not wear any armor.\n\n  --&gt; \tMay only use the following weapons: dagger, quarterstaff, dart,\n     \tsling.\n\n  --&gt; \tMay only become Proficient (one slot) in any weapon class.\n\n  --&gt; \tMay only become Proficient (one slot) in any fighting style.\n\n  --&gt; \tMay cast arcane spells.\n\n  --&gt; \tHit Die: d4\n\nPrime Requisite for Dual-Classing: Intelligence<\/pre>\n\n\n\n<pre id=\"faqspan-3\" class=\"wp-block-preformatted\">&lt;----------------------------------------------------------------------&gt;\nFirstly I just want to say that there is no reason to make a single\nclassed Mage protagonist. Edwin out-guns you. Period. If you must make a\nMage, make a Fighter\/Mage or Fighter\/Mage\/Thief, which increases your\noptions immensely. Other than that, if you make a Mage, make a Conjurer.\nThey get an extra spell per day per spell level and lose a handful of\nspells that aren't even all that good. The best ones I can think of are\nIdentify-which can be replicated with items that have unlimited uses,\nand True Sight, which is more of a significant loss. Still, if you\nhave Jaheira and Anomen\/Viconia in your group you have two other casters\nwho can provide that spell, not to mention the possibility of Keldorn,\nand the Book of Infinite Spells. If you must make a Mage, start out as\nsomething else first. A Fighter can get to level 8 and dual-class into\na Mage without wasting a single experience level of the Mage, giving you\na high hit point Mage who can use Bows, Swords, or whatever your little\nheart desires. A Thief can get to level 9 before dual-classing into a\nMage, again without using a single level. This negates the need for a\nThief at all, as you can build a Mage who can Find\/Remove Traps on his\nown, as well as having a few more Hit Points and the ability to use Short\nBows. It is MUCH better to dual-class into a Mage than to go straight\nMage. Note that if you dual-class into a Mage you cannot legitimately\ndual-class into a Conjurer, or any other type of Specialist. This\nperplexes me to no end, as it was entirely possible to do this in\nBaldur's Gate 1. If you want to do this, you'll have to cheat with a\nsave game editor like Shadow Keeper. Oh, and don't bother playing a\nWild Mage. All their spells have a chance to do something bonkers, and\na Mage will be casting a lot of spells through the game. Why shoot\nyourself in the foot?\n\nSpecialist\tSchool\t\t\tOpposition School\n&lt;----------------------------------------------------------------------&gt;\nAbjurer\t\tAbjuration\t\tAlteration\nConjurer\tConjuration\/Summoning\tDivination\nDiviner\t\tDivination\t\tConjuration\nEnchanter\tEnchantment\/Charm\tInvocation\nIllusionist\tIllusion\t\tNecromancy\nInvoker\t\tInvocation\t\tEnchantment\nNecromancer\tNecromancy\t\tIllusion\nTransmuter\tAlteration\t\tAbjuration\n\nMage\nLevel\tEXP\t\tHP\tSpells\n&lt;----------------------------------------------------------------------&gt;\n1\tn\/a\t\t1d4\t1\n2\t2,500\t\t2d4\t2\n3\t5,000\t\t3d4\t2\/1\n4\t10,000\t\t4d4\t3\/2\n5\t20,000\t\t5d4\t4\/2\/1\n6\t40,000\t\t6d4\t4\/2\/2\n7\t60,000\t\t7d4\t4\/3\/2\/1\n8\t90,000\t\t8d4\t4\/3\/3\/2\n9\t135,000 \t9d4\t4\/3\/3\/2\/1\n10\t250,000 \t9d4+1   4\/4\/3\/2\/2\n11\t375,000 \t9d4+2   4\/4\/4\/3\/3\n12\t750,000  \t9d4+3   4\/4\/4\/4\/4\/1\n13\t1,125,000\t9d4+4   5\/5\/5\/4\/4\/2\n14\t1,500,000\t9d4+5   5\/5\/5\/4\/4\/2\/1\n15\t1,875,000\t9d4+6   5\/5\/5\/5\/5\/2\/1\n16\t2,250,000\t9d4+7   5\/5\/5\/5\/5\/3\/2\/1\n17*\t2,625,000\t9d4+8\t5\/5\/5\/5\/5\/3\/3\/2\n31\t7,875,000\t9d4+22  5\/5\/5\/5\/5\/5\/5\/5\/4\n\t\t\t\t(max at level 34)\n\no==========================o\n|Mage\/Cleric\t\t   |\t\t\t\t\t{DND044}\no==========================o\n&lt;----------------------------------------------------------------------&gt;\nNot only do you have an ally who fits this role, I'm not entirely\nconvinced it's a role worth fitting. It's a good thing to have a \ncharacter who can pump out Horrid Wiltings, Time Stops, Hastes, Finger\nof Death, and other great Mage spells and then to be able to heal up the\nparty after the fight is over... that's nice. But I remain doubtful\nwhether the two spell types rolled into one character is terribly\npractical in combat-again, they might have more spell selection, but\nthey still can only cast one spell at a time. Having four characters who\ncan cast one type of magic well is going to work out better than having\ntwo who can cast both poorly. Despite being a Cleric, being hampered by\na lack of armor, as slower progression, and worse Hit Points will all\nbut eliminate them from a combat role. On the other hand, adding some\npowerful defensive Mage spells to mingle with the epic level Cleric \nspells is a devastating combination. Your THAC0 will be lower than a\nFighter, and your AC will suffer from lack of armor. If you're willing \nto invest Bladesinger Chain to this character and deal with the poor \nweapon selection and slow proficiency progression, you may at least be \nable to stand up in combat... but why pick two spell casting classes if\nthat's what you want to do?\n\no==========================o\n|Mage\/Thief\t\t   |\t\t\t\t\t{DND045}\no==========================o\n&lt;----------------------------------------------------------------------&gt;\nI find it hard to imagine any case in which a Mage\/Thief would be\nparticularly useful, especially compared to a Fighter\/Mage or\nFighter\/Thief. Being able to use Bows is fine and all, but Mages should\nhave something better to do in most combats than shoot things. And you\nnever need to hide if you have Invisibility. Imoen has it right, this is\nbest done as a dual-class option for the sake of versatility. There's\nnothing wrong with getting a Mage with some Thief abilities, especially\nsince you get get plenty of ranks into Find Traps while sacrificing no\npotential Mage levels. You can get to 9th level as a Thief (110,000\nexperience) and dual-class into a Mage and reach the maximum level of\n31 (7,875,000 experience) for maximum effect. Frankly, if you're even \ngoing to bother making a Mage as your main character, I'd suggest doing \nthis. At least then you can dispense with having a Thief altogether. And\nyou'd have extra Hit Points and THAC0 to boot. You lose nothing and gain\na great deal.\n\no==========================o\n|Monk\t\t\t   |\t\t\t\t\t{DND046}\no==========================o\nCLASS FEATURES:\n  --&gt; \tMay not wear any armor.\n\n  --&gt; \tMay only use weapons available to the Thief class (except two-\n     \thanded).\n\n  --&gt; \tMay only become Proficient (one slot) in any weapon class.\n\n  --&gt; \tMay only become Proficient (one slot) in Single Weapon Style and\n     \tmay not put slots into any other style.\n\n  --&gt; \tMoves 2 points faster than other characters. Movement rate\n\tfurther improves by 1 every 5 levels.\n\n  --&gt; \tMay make 1 unarmed attack per round. An additional 1\/2 attack\n\tper round is gained every 3 levels. Damage dealt by unarmed\n\tattacks increases with level as follows:\n\t\n\tLevel 1-2: 1d6\n\t\n\tLevel 3-5: 1d8\n\t\n\tLevel 6-8: 1d10\n\t\n\tLevel 9-14: 1d12\n\t\n\tLevel 15+: 1d20\n\n  --&gt; \tAt level 9, unarmed attacks are treated as a +1 magical weapon\n\tand gain a +1 bonus to hit and damage rolls. This enchantment\n\timproves to +2 at level 12, +3 at level 15, and +4 at level 25.\n\n  --&gt; \tReceives a +2 bonus to Saving Throws vs. Spell.\n\n  --&gt; \tDeflect Missiles: +1 bonus to AC vs. missile attacks every 3\n     \tlevels.\n\n  --&gt; \tStarts with an Armor Class of 9 at 1st level and gains an\n     \tadditional +1 bonus every 2 levels.\n\n  --&gt; \tMay use Stunning Blow ability once per day every 4 levels.\n\nSTUNNING BLOW: All successful attacks within the next round force\nthe victim to save or be stunned. This special ability automatically\nmodifies normal attacks, no targeting needs to be done.\n\n  --&gt; \t5th level: Becomes immune to all diseases and cannot be slowed\n\tor hasted.\n\n  --&gt; \t7th level: May use Lay on Hands ability to heal 2 Hit Points per\n     \tlevel.\n\n  --&gt; \t8th level: Gains a -1 bonus to Speed Factor.\n\n  --&gt; \t9th level: Gains a +1 bonus to all Saving Throws and becomes\n     \timmune to Charm.\n\n  --&gt; \t11th level: Becomes immune to poison.\n\n  --&gt; \t12th level: Gains another -1 bonus to Speed Factory.\n\n  --&gt; \t13th level: May use the Quivering Palm ability once per day.\n\nQUIVERING PALM: The next successful attack forces the opponent to save\nor die. This special ability automatically modifies normal attacks, no\ntargeting needs to be done.\n\n  --&gt; \t14th level: Gains 3% Magic Resistance per level (starting with\n\t42% at 14th level).\n\n  --&gt; \t20th level: Becomes immune to non-magical weapons.\n\n  --&gt;\tAlignment restricted to lawful.\n\n  --&gt; \tHit Die: d8\n&lt;----------------------------------------------------------------------&gt;\nAh, the Monk. There's nothing that frees a player from thought quite as\nmuch as this class. They're easy to roll up and they can only be Humans,\nwhich is easily the white-bread choice of the game. They don't require a\nbig investment of equipment, and there are no choices to make as to how\nthey progress. A Monk needs no gear, they simply go around pummeling\neverything with their fists, and at this they excel. The one problem is\nthe fact that they can never control the upgrades to their unarmed\nattacks. They gain damage, speed, and magical enhancement bonuses as\nthey level, but this is typically well behind the weapons the rest of\nthe party will have access to. For example, you can't even hit anything\nthat requires a +4 or better weapon to hit until level 25. That's a HUGE\nhandicap, although you can learn to use Thief weapons, but you'll never\nbe better at fighting with them than a single-classed Thief, and that's\nnot what you played a Monk for, is it? If you can handle not being able\nto attack creatures that require magical weapons to hit, the Monk is\nactually a very solid choice of character. They're fast, they're strong,\nand they just get better as they level up. At level 20 they'll have a\nbase Armor Class of -1. With a good Dexterity score, some Bracers of\nArmor, and a protection item, this could potentially take their Armor\nClass very low. Add that to the fact that they get +1 to all saves,\n+2 to saves versus spells, and up to 78% magic resistance and you have\na very good defensive character. On top of this they gain extra bonuses\nagainst missiles, up to a presumed +6 to Armor Class at level 18. They\ncan't be hasted, however, but with their speed and high number of\nattacks they'll be hitting more often than most anybody else anyways.\nOh, yeah, and a Monk gains access to warrior feats, meaning they get\nWhirlwind Attack. This is a good thing. Last and not least, Monks can\nsneak. Sure, they can Detect Traps, but they can't do anything about\nthem, which makes me wonder... why bother spending points in it?\n\nMonk\nLevel\tEXP\t\tHP\n&lt;----------------------------------------------------------------------&gt;\n1\tn\/a\t\t1d8\n2\t1,500\t\t2d8\n3\t3,000\t\t3d8\n4\t6,000\t\t4d8\n5\t13,000\t\t5d8\n6\t27,500\t\t6d8\n7\t55,000\t\t7d8\n8\t110,000\t\t8d8\n9\t225,000\t\t9d8\n10\t450,000\t\t9d8+2\n11\t675,000\t\t9d8+4\n12\t900,000\t\t9d8+6\n13\t1,125,000\t9d8+8\n14\t1,350,000\t9d8+10\n15\t1,575,000\t9d8+12\n16\t1,800,000\t9d8+14\n17\t2,025,000\t9d8+16\n18\t2,250,000\t9d8+18\n19\t2,475,000\t9d8+20\n20\t2,700,000\t9d8+22\n21*\t2,925,000\t9d8+24\n40\t8,000,000\t9d8+62\n\nDark Moon Monk\t\t\t\t\t\t\t{DND047}\n&lt;----------------------------------------------------------------------&gt;\nOnce upon a time, just having the Monk was good enough... then Overhaul\nGames had to add new classes, force me to stir from my lair, and\ncomment on two more freakin' Monk kits... *sigh*... okay, let's get this\nover with... The changes aren't very big, essentially you're\nrestricted to one set alignment (Lawful Evil) and you trade your\nunimpressive Lay On Hands and Stunning Blow abilities for a bunch of\nlow-level spell-like abilities. Since these include Blur and Blindness,\nhowever, it's not really a bad trade-off. Sure, Frozen Fist probably\nisn't as good Stunning Blow (although with no save penalty, it'll\nrarely be a primary debilitation attack anymore anyways) but you can't\npoo-poo Blur and Mirror Image. These themselves will grow increasingly\nmore obsolete as the game goes on, however, as more and more foes will\ncome ready with True Sight to tear down your illusions So... you're\ngiving up Stunning Blow and Lay on Hands for two points of cold damage\nper attack for one round per level. Trying to decide what's better, when\npaired with Greater Whirlwind... stunning, or extra cold damage... Eh.\nIt's really a wash.\n\nAdvantages:\n  --&gt; \tPerception: +2 bonus to Saving Throws vs. Illusion spells.\n\n  --&gt; \tMay cast Frozen Fist once per day ever four levels (starts at\n\t1st level with one use).\n\nFROZEN FIST: When this ability is activated, the Dark Moon Monk's fists\nare wreathed in a frosty shell. For one round per level, the Dark Moon\nMonk's unarmed attacks deal an additional 2 cold damage per successful\nattack.\n\n  --&gt; \t1st level: May cast Blindness once per day.\n\n  --&gt; \t3rd level: May cast Blur once per day.\n\n  --&gt; \t7th level: May cast Vampiric Touch once per day.\n\n  --&gt; \t11th level: May cast Mirror Image once per day.\n\nDisadvantages:\n  --&gt; \tAlignment restricted to lawful evil.\n\n  --&gt; \tMay not use Lay on Hands ability.\n\n  --&gt; \tMay not use Stunning Blow ability.\n\nSun Soul Monk\t\t\t\t\t\t\t{DND048}\n&lt;----------------------------------------------------------------------&gt;\nI really want to call this class a piece of shit, and settle into\nredundant mockery... but, you know what? It's actually pretty good.\nI know, I'm shocked, too. It trades off Stunning Blow and Quivering\nPalm in return for a bunch of flamey-sunny abilities, which are probably\nworth the trade off... you know, since neither Quiver Palm nor Stunning\nBlow have Save penalties. The staple ability is, in my eyes, Flaming\nFists, which adds 2d6 fire damage to the Monk's attacks, and once\nleveled, lasts for several rounds. Far more reliable than Stunning Blow.\nIt'll only get better when your Monk starts performing Whirlwind\nAttacks-that +2d6 damage doesn't seem like much, but when you're getting\nten attacks per round, it adds up. They also have a Sun Soulray (low\ndamage attack), Greater Sun (Fireshield (Red)), and Sun Soulbeam, an\narea-of-effect, moderately damaging attack that for some stupid reason\nmust succeed at an attack roll. Sure, the abilities aren't overwhelming,\nand it's debatable whether it's better than the Monk... but it's less\nuseless than the Dark Moon Monk. At the very least, the Sun Soul Monk\nwas designed with abilities that extend past 11th level.\n\nAdvantages:\n  --&gt; \t2nd level: May cast Sun Soulray once per day.\n\nSUN SOULRAY: The Sun Soul Monk projects a blast of light from her open\npalm, dealing 1d8 damage every 2 levels to a maximum of 5d8. This\nability does an additional 6 damage vs. undead.\n\n  --&gt; \t5th level: May cast Flaming Fists once per day.\n\nFLAMING FISTS: The Sun Soul Monk channels her inner light into her\nunarmed attacks, turning her fists into flaming weapons that deal an\nadditional 2d6 fire damage per hit for the next round. The duration\nincreases to 2 rounds at level 9, 3 rounds at level 12, 4 rounds at\nlevel 15, and 5 rounds at level 25. This special ability automatically\nmodifies normal attacks. No weapon-switching needs to be done.\n\n  --&gt; \t6th level: Gains an additional use of Sun Soulray.\n\n  --&gt; \t8th level: May cast Greater Sun once per day.\n\nGREATER SUN: The Sun Soul Monk wreathes herself in flames that act as a\nFireshield (Red), granting the Monk 50% Fire Resistance and protecting\nher from attacks made within a 5-ft. radius. An opponent that hits the\nMonk with any weapons or spells within this radius suffers 1d8+2 points\nof fire damage.\n\n  --&gt; \t10th level: Gains an additional use of Sun Soulray.\n\n  --&gt; \t13th level: May cast Soul Sunbeam once per day.\n\nSUN SOULBEAM: The Sun Soul Monk emits a dazzling burst of light that\nstrikes at all other creatures within a 30-ft. radius. The Sun Soulbeam\ndoes not automatically hit all targets, but makes a melee attack using\nthe Monk's current THAC0 (+3 to hit vs. undead). Struck creatures\nsuffer 9d6 points of damage (9d6+3 if undead), unless they save vs.\nSpell for half. In addition, all creatures except the Monk must save\nvs. Spell or be blinded for 10 turns.\n\n  --&gt; \t15th level: Gains an additional use of Sun Soulray.\n\nDisadvantages:\n  --&gt; \tAlignment restricted to lawful good.\n\n  --&gt; \tMay not use Stunning Blow ability.\n\n  --&gt; \tMay not use Quivering Palm ability.\n\no==========================o\n|Paladin\t\t   |\t\t\t\t\t{DND049}\no==========================o\nCLASS FEATURES:\n  --&gt; \tMay wear helmets.\n\n  --&gt; \tMay wear any armor and use any weapon.\n\n  --&gt; \tMay not exceed Specialization (two slots) in any weapon class.\n\n  --&gt; \tMay achieve Specialization (two slots) in any fighting style and\n     \tallocate three slots in Two Weapon Style.\n\n  --&gt; \tMay use Lay on Hands ability once per day to heal a target for\n     \t2 Hit Points per level of the Paladin.\n\n  --&gt; \tMay cast Detect Evil once per day per level (starts at 1st level\n     \twith 3 uses).\n\n  --&gt; \tMay cast Protection from Evil once per day per level (starts at\n     \t1st level with one use).\n\n  --&gt; \tMay Turn Undead as a Cleric two levels lower, starting at\n\tlevel 3.\n\n  --&gt; \tMay cast priest spells starting at level 9.\n\n  --&gt; \tReceives a +2 bonus to all Saving Throws.\n\n  --&gt;\tAlignment restricted to lawful good.\n\n  --&gt; \tHit Die: d10\n&lt;----------------------------------------------------------------------&gt;\nPaladins are holy warriors, and as such they gain a slew of abilities\nto help them combat evil. They aren't as combat savvy as Fighters, only\nbeing able to buy two ranks in any weapon proficiency, and they cannot\nmulti or dual class. In exchange you'll get the ability to lay on hands\n(heal a character 2 Hit Points per level), detect evil (useful for\ntelling which NPCs are bad or not and detecting enemies on the map\nbefore you even scout), protection from evil, and they can turn undead\nas if they were a Cleric two levels lower than their paladin level.\nPaladin's make great party leaders due to their high minimum Charisma\n(17). In Baldur's Gate 2 you might as well get proficiency points in\nTwo Handed Swords, because the best sword in the game is such a weapon,\nand it's only for Paladins. Frankly though, since Keldorn is on the\nscene there's really no reason to make your own Paladin.\n\nPaladin\nLevel\tEXP\tHP\t\tSpells\n&lt;----------------------------------------------------------------------&gt;\n1\tn\/a\t\t1d10\n2\t2,250\t\t2d10\n3\t4,500\t\t3d10\n4\t9,000\t\t4d10\n5\t18,000\t\t5d10\n6\t36,000\t\t6d10\n7\t75,000\t\t7d10\n8\t150,000\t\t8d10\n9\t300,000\t\t9d10\t1\n10\t600,000\t\t9d10+3\t2\n11\t900,000\t\t9d10+6\t2\/1\n12\t1,200,000\t9d10+9\t2\/2\n13\t1,500,000\t9d10+12\t2\/2\/1\n14\t1,800,000\t9d10+15\t3\/2\/1\n15\t2,100,000\t9d10+18\t3\/2\/1\/1\n16\t2,400,000\t9d10+21\t3\/3\/2\/1\n17*\t2,700,000\t9d10+24\t3\/3\/3\/1\n34\t7,800,000\t9d10+75\t3\/3\/3\/3\n\t\t\t\t(max at level 20)\n\nCavalier\t\t\t\t\t\t\t{DND050}\n&lt;----------------------------------------------------------------------&gt;\nThis is a pretty nice kit, even given the lack of missile weapons.\nHaving immunity to fear, charm, and poison are all very nice abilities,\nand getting +3 bonus to hit versus Demons and Dragons is great too. You\nmight not come across Dragons much, but Demons are fairly common, and \nyou're going to want every bonus you can get against them. Having \nRemove Fear once per day per level essentially means that at any time \nthis character can get your party back in line, which is almost as good\nas having a party that's immune to fear as well! It certainly means that\nyour Clerics and Mages don't have to focus so much on keeping fear\neffects subdued. A very nice kit indeed.\n\nAdvantages:\n  --&gt; \t+3 bonus to hit and damage rolls against all fiendish and\n     \tdraconic creatures.\n\n  --&gt; \tMay cast Remove Fear once per day per level.\n\n  --&gt; \tImmune to fear and morale failure.\n\n  --&gt; \tImmune to charm, fear, poison, and morale failure.\n\n  --&gt; \t20% resistance to fire and acid.\n\nDisadvantages:\n  --&gt; \tMay not use missile weapons.\n\nInquisitor\t\t\t\t\t\t\t{DND051}\n&lt;----------------------------------------------------------------------&gt;\nThis is probably the best kit in the game, and certainly the best of the\nPaladin kits, even though the other two aren't bad. Being able to cast\nDispel Magic at TWICE your Paladin level means Inquisitors will rip \nthrough spell defenses, and will be able to do it often. True Sight is a\nfairly high level debuff, and a very good one. No more can creatures get\naway with Improved Invisibility, Shadow Door, Mirror Image, or anything\nof the sort, and they will try. This frees up spell casters to prepare\nother spells. The disadvantages might seem bad, but you can get plenty\nof healing elsewhere without Lay on Hands, and the turn undead and\nPaladin priest spells are both weak anyways. Would you trade a handful\nof low level Priest spells for two very powerful, very useful, mid level\nspells? I would. This is the class Keldorn is, and it's one of the \nreasons he's so good.\n\nAdvantages:\n  --&gt; \tMay cast Dispel Magic once per day per 4 levels (starts at 1st\n     \tlevel with one use). The spell is cast at Speed Factor 1 and\n\tacts at twice the Inquisitor's character level.\n\n  --&gt; \tMay cast True Sight once per day per 4 levels (starts at 1st\n\tlevel with one use).\n\n  --&gt; \tImmune to hold and charm.\n\nDisadvantages:\n  --&gt; \tMay not Turn Undead.\n\n  --&gt; \tMay not use Lay on Hands ability.\n\n  --&gt; \tMay not cast priest spells.\n\nUndead Hunter\t\t\t\t\t\t\t{DND052}\n&lt;----------------------------------------------------------------------&gt;\nBeing immune to level drain is nice, but there are spells that do the\nsame... granted, there are spells that do the same things that the other\nkits do... but +3 to attack and damage versus undead can't compete with\nthe massive debuffs that the Inquisitor has, nor the slew of resistances\nthat the Cavalier has. And what's the strongest undead anyways? A Lich.\n+3 to attack and damage isn't going to help you kill a Lich as much as\ndisabling its defensive spells will. Frankly, the Inquisitor is a\nbetter Undead Hunter than the Undead Hunter when it comes to big game\nhunting! The Undead Hunter will, however, excel against Vampires.\nStill, undead are quite common, so picking up this kit certainly is\nbetter than playing a vanilla Paladin.\n\nAdvantages:\n  --&gt; \t+3 bonus to hit and +3 to damage rolls against undead creatures.\n\n  --&gt; \tImmune to hold and level drain.\n\nDisadvantages:\n  --&gt; \tMay not use Lay on Hands ability.\n\nBlackguard\t\t\t\t\t\t\t{DND053}\n&lt;----------------------------------------------------------------------&gt;\nHoly crap! A new kit! The Blackguard is actually a pretty decent kit,\ntaking the Cavalier's nice immunity level drain and adding immunity\nto fear. They also have the ability to steal health from foes-similar to\nthe Lay on Hands ability... but evil! Yeah, it's pretty uninspiring,\nespecially since it allows a Save vs. Spell at no save to negate it.\nPoison weapon really just deals an extra twelve damage-again, making it\na lack-luster bonus. On the other hand, the Aura of Despair ability can\nget pretty damn good-essentially acting like the Skald's Bard Song...\nbut in reverse. All in all, it's an interesting possibility for the\nevil party, with a good pair of immunities and a wonderful debuff. Does\nthis class compare to an Inquisitor? No, it doesn't, but that's not\nreally fair.\n\nAdvantages:\n  --&gt; \tImmune to level drain and fear.\n\n  --&gt; \tMay Rebuke Undead as Paladin of the same level.\n\n  --&gt; \tMay use Absorb Health ability once per day.\n\nABSORB HEALTH: Deals 2 points of damage per level to an enemy, healing\nthe Blackguard the same number of Hit Points. A successful Saving Throw\nvs. Spell negates the effect.\n\n  --&gt; \tMay use Poison Weapon ability once per day every 5 level\n\t(starting at 1st level with one use).\n\nPOISON WEAPON: Each successful hit within the next round will inject\npoison into the target, dealing an extra 2 points of damage per second\nwith no Saving Throw (for a total of 12 points of damage). Moreover, if\nthe target fails a Saving Throw vs. Poison, he will suffer 1 additional\npoint of damage per round for 4 rounds thereafter.\n\n  --&gt; \tMay use Aura of Despair ability once per day starting at 3rd\n\tlevel, with effects that improve based on level:\n\n\t3rd level: Bestows nearby enemies with a -1 penalty to hit and\n\tdamage rolls and a -1 penalty to Armor Class.\n\n\t6th level: Bestows nearby enemies with a -2 penalty to hit and\n\tdamage rolls and a -2 penalty to Armor Class.\n\n\t15th level: Bestows nearby enemies with a -4 penalty to hit and\n\tdamage rolls and a -4 penalty to Armor Class, causes Fear in\n\tenemies of level 8 or below.\n\n\t20th level: Bestows nearby enemies with a -4 penalty to hit and\n\tdamage rolls and a -4 penalty to Armor Class, causes Fear in\n\tenemies of level 18 or below.\n\nDisadvantages:\n  --&gt; \tAlignment restricted to evil.\n\n  --&gt; \tMay not cast Detect Evil.\n\n  --&gt; \tMay not cast Protection from Evil.\n\n  --&gt;\t May not use Lay on Hands ability.\n\no==========================o\n|Ranger\t\t\t   |\t\t\t\t\t{DND054}\no==========================o\nCLASS FEATURES:\n  --&gt; \tMay wear helmets.\n\n  --&gt; \tMay wear any armor and use any weapon.\n\n  --&gt; \tMay not exceed Specialization (two slots) in any weapon class.\n\n  --&gt; \tMay achieve Specialization (two slots) in any fighting style.\n\n  --&gt; \tBegins Specialized (two slots) in Two-Weapon Style and may place\n     \ta third slot into it.\n\n  --&gt; \tMay select a racial enemy, which grants a +4 bonus to hit and\n     \tdamage rolls against the selected enemy race.\n\n  --&gt; \tMay use Charm Animal ability once per day every 2 levels (starts\n     \tat 1st level with one use).\n\n  --&gt; \tMay Hide in Shadows while wearing no armor, leather armor, or\n     \tstudded leather armor.\n\n  --&gt; \tMay cast druidic spells starting at level 8.\n\n  --&gt;\tAlignment restricted to good.\n\n  --&gt; \tHit Die: d10\n\nPrime Requisites for Dual-Classing: Strength, Dexterity, Wisdom\n&lt;----------------------------------------------------------------------&gt;\nRangers are defenders of the wilderness, hunters, scouts, and \noutdoorsmen. They can only get two ranks in a weapon proficiency, but\nin compensation they can use stealth, charm animals, and eventually\ncast druid spells. The stealth ability can only be used in light armor,\nLeather, Studded Leather, or Hide, but it makes them invaluable for\nscouting ahead of the party. Being strong enough to fight their way out\nof trouble helps too. The charm animal ability sucks, but once in a\nwhile if you want to play with it and charm a bear or something... eh...\nthey'll still turn hostile on you when it's over, so why bother? The\ndruid spells are a long time in coming, but adding Armor of Faith,\nSlow Poison, Dispel Magic, and some basic healing spells can't hurt.\nLast but not least, the Ranger has a racial enemy they can choose,\nagainst which they'll deal +4 damage. A decent boost, but there's alot\nof foes-what do you pick? As far as I'm concerned, picking something\ndangerous as well as common is a good choice, but also picking foes\nthe damage will actually help against is better, still. Dragons,\nLiches, Mind Flayers, Beholders, Vampires, and Demons are all fair\nenough choices, but the first two are too uncommony, against the next\nthree I've developed strategies against that, honestly, +4 damage\nwouldn't really do much to make any more likely do succeed. In my\nmind, the Demonic\/Fell category is the best one to choose-they're\ncommon, dangerous foes against which brute damage will be much more\nappreciated.\n\nRanger\nLevel\tEXP\t\tHP\tSpells\t\tStealth\n&lt;----------------------------------------------------------------------&gt;\n1\tn\/a\t\t1d10\t\t\t15%\n2\t2,250\t\t2d10\t\t\t20%\n3\t4,500\t\t3d10\t\t\t27%\n4\t9,000\t\t4d10\t\t\t33%\n5\t18,000\t\t5d10\t\t\t40%\n6\t36,000\t\t6d10\t\t\t47%\n7\t75,000\t\t7d10\t\t\t55%\n8\t150,000\t\t8d10\t1\t\t62%\n9\t300,000\t\t9d10\t2\t\t70%\n10\t600,000\t\t9d10+3\t2\/1\t\t78%\n11\t900,000\t\t9d10+6\t2\/2\t\t86%\n12\t1,200,000\t9d10+9\t2\/2\/1\t\t94%\n13\t1,500,000\t9d10+12\t3\/2\/1\t\t99%\n14\t1,800,000\t9d10+15\t3\/2\/2\t\t99%\n15\t2,100,000\t9d10+18\t3\/3\/2\t\t99%\n16\t2,400,000\t9d10+21\t3\/3\/3\t\t99%\n17*\t2,700,000\t9d10+24\t3\/3\/3\t\t99%\n34\t7,800,000\t9d10+75\t3\/3\/3\t\t99%\n\t\t\t       (max at level 16)(max at level 13)\n\nArcher\t\t\t\t\t\t\t\t{DND055}\n&lt;----------------------------------------------------------------------&gt;\nNow this is a kit. Take something and do it VERY well. The bonuses to\nhit and damage with arrows eventually increase to +6 at level 18, and\nby the end of Throne of Bhaal it's up to +9, which is a HUGE bonus to\nyour rolls. Somebody who is specialized in bows to that extent isn't\ngoing to want to use metal armor anyways, and besides, you're a Ranger,\nyou want to be able to sneak. The lack of proficiency with melee \nweapons hurts though, as that costs us half an attack if we ever need to\nget into melee. Keep in mind one tiny little problem. There are no +4\nArrows, so you'll never be able to hit anything that requires a +4 or\nbetter weapon to hit with most bows. Also, +3 Arrows aren't unlimited.\nThe best unlimited ammo you get are +2 Arrows, and by Throne of Bhaal\nmany things won't be bothered by those. In big fights against powerful\nenemies, your Archer isn't going to be able to contribute, at least not\nagainst the main event. Balors, Greater Wolfweres, Greater Mummies, Pit\nFiends, and some Vampires will all be out of your league. There are a\nfew exceptions, however-there are two Short Bows in this game that\ngenerate their own ammo-Tansheron's Bow +3 and the Gesen Bow +4.\nObviously the latter is superior, providing unlimited ammo that counts\nas +4 for determining what it can hit. Also, since this class improves\nall missile weapons, you could always use a Sling or throwing weapon\ninstead. In the latter case, there are plenty of good throwing Axes\nthroughout both games, even a +4 specimen in Throne of Bhaal. The only\nproblem? You will only be able to become proficient with throwing\nweapons, and you will not attack particularly fast with them... at least,\nnot compared to bows. Still, as an anodyne for our suffering Overhaul\nGames decided to fix the Called Shot ability-it's now cumulative,\nmeaning the higher you level the more your arrows do. Previously the\nCalled Shot ability only did whatever your level plateau indicated,\ninstead of keeping the bonuses you had at lower levels. It's a big\nimprovement. If you're planning on making an Archer, I'd suggest\nfocusing on Shortbows, as the only two bows that generate their own\nammunition (which strike as +3 and +4 weapons) are Shortbows. Simply\nput, Shortbows can harm foes that Longbows can't, and one such bow can\nbe obtained fairly early in the game, making Longbows obsolete\nthroughout the game.\n\nAdvantages:\n  --&gt; \t+1 to hit and damage rolls with any missile weapon for every 3\n     \tlevels.\n\n  --&gt;\tMay achieve Grandmastery (5 slots) in longbows, shortbows, and\n\tcrossbows.\n\n  --&gt;\tMay use Called Shot ability once per day every 4 levels.\n\nCALLED SHOT: All successful ranged attacks within the next 10 seconds\nhave the following cumulative effects besides normal damage, according\nto the level of the Archer:\n\n\t4th level: -1 penalty to target's THAC0.\n\n\t8th level: -1 penalty to target's Saving Throws vs. Spell.\n\n\t12th level: -1 penalty to the target's Strength score.\n\n\t16th level: +2 bonus to damage roll.\n\t\t\t\t\nDisadvantages:\n  --&gt; \tMay not wear any metal armor.\n\n  --&gt; \tMay only become proficient (one slot) with melee weapons.\n\n  --&gt;\tMay not use Charm Animal ability.\n\nStalker\t\t\t\t\t\t\t\t{DND056}\n&lt;----------------------------------------------------------------------&gt;\nThe 'may not wear armor greater than studded leather' disadvantage isn't\ntoo bad, as that's the highest grade of armor I tend to throw on a \nRanger anyways, so let's look at the advantages. +20% to Stealth is\nnice, but there's always a chance of failure, and considering how many\nlevels you can get... well... any Ranger is going to be good at stealth,\neventually, making the bonus Stealth incredibly short-sighted. The\nbackstab modifier is very nice, as it allows a Ranger to play like a\nThief. Haste is a good spell for any character to have, and Minor Spell\nDeflection might come in handy. It won't save the Ranger from\nImprisonment or Horrid Wilting, but it will stop Disintegrate and Finger\nof Death, and a whole host of other annoying low level spells (like \nCharm, Chaos, and Hold Person). This kit might just be better than the\nnormal Ranger, but it's really just a poor substitute for a Fighter\/Mage\nor Fighter\/Thief, both of which will be far, far superior.\n\nAdvantages:\n  --&gt; \t+20% to Move Silently and Hide in Shadows.\n\n  --&gt; \tMay use Backstab ability, although for a lower damage multiplier\n     \tthan Thieves:\n\t\n\tLevel 1-8: x2\n\t\n\tLevel 9-16: x3\n\t\n\tLevel 17+: x4\n\n  --&gt; \t12th Level: May memorize 3 Mage spells: Haste, Protection From\n     \tNormal Missiles and Minor Spell Deflection.\n\nDisadvantages:\n  --&gt; \tMay not wear armor heavier than studded leather.\n\nBeast Master\t\t\t\t\t\t\t{DND057}\n&lt;----------------------------------------------------------------------&gt;\nAnd again with the suck. Who wants to play a Ranger that is more like a\nDruid? Druids suck, and Animal Summoning sucks. Don't even give this kit\na glance, it's not worth your attention.\n\nAdvantages:\n  --&gt; \t+15% to Move Silently and Hide in Shadows.\n\n  --&gt;\tMay use Find Familiar ability to summon a Psuedo Dragon (if\n\tlawful or neutral good) or Fairy Dragon (if chaotic good)\n\tcompanion.\n\n  --&gt; \t8th level: May cast Animal Summoning I\n\n  --&gt; \t10th level: May cast Animal Summoning II.\n\n  --&gt; \t12th level: May cast Animal Summoning III.\n\nDisadvantages:\n  --&gt;  \tMay not use any metal weapons (for example: swords, halberds,\n\twar hammers, or morning stars).\n\n  --&gt; \tMay not wear armor heavier than studded leather.\n\no==========================o\n|Sorcerer\t\t   |\t\t\t\t\t{DND058}\no==========================o\nCLASS FEATURES:\n  --&gt; \tMay not wear any armor.\n\n  --&gt; \tMay only use the following weapons: dagger, quarterstaff, dart,\n     \tsling.\n\n  --&gt; \tMay only become Proficient (one slot) in any weapon class.\n\n  --&gt; \tMay not place any slots in any fighting style.\n\n  --&gt; \tMay cast arcane spells.\n\n  --&gt; \tMay not scribe spells into their spellbooks as Mages do. Instead,\n     \tSorcerers learn a small number of spells at each level, which\n\tthey can cast daily without memorization.\n\n  --&gt; \tHit Die: d4\n&lt;----------------------------------------------------------------------&gt;\nIf you're familiar with 3rd Edition Sorcerers, you'll be familiar with\nBaldur's Gate 2's Sorcerer, they're just alike. That said, I never liked\nSorcerers. They function like Mages, except they can only know a handful\nof spells, from which they can cast any of their known spells without\nhaving to memorize them, although they are still limited to a maximum\nnumber of spells per day. Ultimately a Sorcerer can know only several\nspells of each spell level, and for many spell levels that's fine. \nChances are you won't find too many more 9th level spells, at least\nnot ones you'll use often. On the other hand this takes down their\ntactical flexibility a great deal. You either know the spell, or you\ndon't, there's no learning it from a scroll or preparing it for a big\nfight when needed. They do get one more spell per day per spell level\nthan a normal Mage, but what do they have that Edwin doesn't have? He\ngets two spells per day per spell level over a normal Mage AND has \ntactical flexibility. On the other hand, when you get right down to it,\nthere are only a handful of spells each level that get used frequently,\nand not having to choose the exact number of each to prepare can be\nhelpful.\n\nSorcerer\nLevel\tEXP\t\tHP\tSpells (Known)\t   Spells (Cast)\n&lt;----------------------------------------------------------------------&gt;\n1\tn\/a\t\t1d4\t2\t\t   3\n2\t2,500\t\t2d4\t2\t    \t   4\n3\t5,000\t\t3d4\t3\t\t   5\n4\t10,000\t\t4d4\t3\/1\t\t   6\/3\n5\t20,000\t\t5d4\t4\/2\t\t   6\/4\n6\t40,000\t\t6d4\t4\/2\/1\t\t   6\/5\/3\n7\t60,000\t\t7d4\t5\/3\/2\t\t   6\/6\/4\n8\t90,000\t\t8d4\t5\/3\/2\/1\t\t   6\/6\/5\/3\n9\t135,000 \t9d4\t5\/4\/3\/2\t\t   6\/6\/6\/4\n10\t250,000 \t9d4+1   5\/4\/3\/2\/1\t   6\/6\/6\/5\/3\n11\t375,000 \t9d4+2   5\/5\/4\/3\/2\t   6\/6\/6\/6\/4\n12\t750,000  \t9d4+3   5\/5\/4\/3\/2\/1\t   6\/6\/6\/6\/5\/3\n13\t1,125,000\t9d4+4   5\/5\/4\/4\/3\/2   \t   6\/6\/6\/6\/6\/4\n14\t1,500,000\t9d4+5 \t5\/5\/4\/4\/3\/2\/1\t   6\/6\/6\/6\/6\/5\/3\n15\t1,875,000\t9d4+6 \t5\/5\/4\/4\/4\/3\/2      6\/6\/6\/6\/6\/6\/4\n16\t2,250,000\t9d4+7 \t5\/5\/4\/4\/4\/3\/2\/1    6\/6\/6\/6\/6\/6\/5\/3\n17*\t2,625,000\t9d4+8\t5\/5\/4\/4\/4\/3\/3\/2\t   6\/6\/6\/6\/6\/6\/6\/4\n31\t7,875,000\t9d4+22  5\/5\/5\/5\/5\/5\/5\/4\/4  6\/6\/6\/6\/6\/6\/6\/6\/6\n\t\t\t\t\t\t   (max at level 20)\n\nDragon Disciple\t\t\t\t\t\t\t{DND059}\n&lt;----------------------------------------------------------------------&gt;\nOh my... where to even begin? Well, lets start out with the obvious.\nWhat is the primary role of a Sorcerer? Casting spells. What's their\nbiggest limitation? The number of spells per level they know. If there\nis any one problem with the Sorcerer, it's that their spells per day\nlimit their tactical flexibility. Their biggest perk is the ability to\nbe able to cast any of their known spells at will, up until their number\nof spells castable per level per day. So, any class kit that proposes\nto reduce the number of spells the Sorcerer can know absolutely must\nprovide outstanding benefits to compensate... preferably ones that\namplify in other ways the magical prowess of the class. Is that the\ncase, then, with the Dragon Disciple? Of course not. What do you get in\nreturn for shearing off one spell known per day? 100% Fire Resistance,\n+4 Armor Class, +2 Constitution, and an 8d8 breath weapon. First, you\ncan get Fire Resistance from all sorts of sources, but since we're\ntalking about Sorcerers, lets assume they could get them from spells-\nspells they would have the flexibility to learn if you had just picked\na normal Sorcerer, or better yet, a REAL Mage. Armor Class shouldn't be\nvery important for a Mage, who belongs out of melee combat... but it can\nalso be improved by spells... again, more spells known, more defensive\nspells available. Third, why the hell do you need the Constitution\nbonus? Start out with a sixteen, the Sorcerer can't get more than +2\nHit Points per level anyways. Lastly... a once per day 8d8 damage\nbreath weapon? Fireball will deal comparable damage, why not use that?\nNot saying it's not beneficial, but is it really worth the loss of\nspells? Heck, you can find a book that will allow you to cast a Fireball\n(amongst other spells) once per day, and that item is rarely useful, so\nhow often do you think you'll need to call upon your inferior breath\nweapon? The best perk this class adds is the superior d6 Hit Dice.\n18 extra Hit Points is not bogus, but the rest of this class's perks\nare replacable with spells... spells you would know if you weren't this\nclass! Worse still, almost all the bonuses of this class are defensive,\nand defensive boosts that a Mage doesn't really need. I say, just be a\nnormal Sorceror, or better yet, a Specialist Mage, or best of all, just\nrecruit Edwin.\n\n  --&gt; \t1st level: +1 bonus to AC.\n\n  --&gt; \t3rd level: May use Breath Weapon once per day.\n\nBREATH WEAPON: The Dragon Disciple breathes a gout of flame up to 30 ft.\nlong, inflicting 3d8 points of fire damage on all creatures caught\nwithin the 140 degree cone.\n\n  --&gt; \t4th level: Gains 25% innate Fire Resistance.\n\n  --&gt; \t5th level: +1 bonus to AC and Constitution.\n\n  --&gt; \t6th level: Breath Weapon damage increases to 4d8.\n\n  --&gt; \t8th level: Innate Fire Resistance rises to 50%.\n\n  --&gt; \t9th level: Breath Weapon damage increases to 5d8.\n\n  --&gt; \t10th level: +1 bonus to AC.\n\n  --&gt; \t12th level: Innate Fire Resistance rises to 75%.\n\n  --&gt; \t12th level: Breath Weapon damage increases to 6d8.\n\n  --&gt; \t15th level: +1 bonus to AC and Constitution.\n\n  --&gt; \t15th level: Breath Weapon damage increases to 7d8.\n\n  --&gt; \t16th level: Innate Fire Resistance rises to 100%.\n\n  --&gt; \t18th level: Breath Weapon damage increases to 8d8.\n\n  --&gt; \t20th level: +1 bonus to AC.\n\n  --&gt; \tHit Dice: d6\n\nDisadvantages:\n  --&gt; May cast one fewer spell per level per day.\n\no==========================o\n|Thief\t\t\t   |\t\t\t\t\t{DND060}\no==========================o\nCLASS FEATURES:\n  --&gt; \tMay not wear armor heavier than studded leather.\n\n  --&gt; \tMay not equip shields larger than bucklers.\n\n  --&gt; \tMay only use the following weapons: long sword, short sword,\n     \tkatana, scimitar, dagger, club, quarterstaff, crossbow,\n\tshortbow, dart, sling.\n\n  --&gt; \tMay only become Proficient (one slot) in any weapon class.\n\n  --&gt; \tMay only become Proficient (one slot) in any fighting style.\n\n  --&gt; \tMay distribute 25 points per level (40 at level 1) in thieving\n     \tabilities: Open Locks, Pick Pockets, Find\/Disarm Traps, Move\n     \tSilently, Hide in Shadows, Detect Illusions, Set Traps.\n\n  --&gt; \tMay use Set Snare ability once per day every 5 levels (starts at\n     \t1st level with one use).\n\n\t1st Level: Deals 2d8+5 missile damage.\n\n\t11th Level: Deals 2d8+5 missile damage and additional deals\n\t2d6 poison damager per round for the next 3 rounds.\n\n\t16th Level: Deals 3d8+5 missile damage and 4d8+2 fire damage.\n\n\t21st Level: Deals 3d8+5 missile damage and 20 poison damage\n\twith no save, slays target if a Save vs. Death with a +4\n\tbonus is failed.\n\n  --&gt; \tMay use Backstab ability for increased damage.\n\t\n   \tLevel 1-4: x2\n\t\n\tLevel 5-8: x3\n\t\n\tLevel 9-12: x4\n\t\n\tLevel 13+: x5\n\n  --&gt;\tHit Die: d6\n\nPrime Requisites for Dual-Classing: Dexterity\n&lt;----------------------------------------------------------------------&gt;\nThe Thief isn't as combat savvy as the Cleric, and they don't have\nspells. What's the draw then? Their thieving abilities. These allow them\nto pick pockets, find and disarm traps, open locked objects, and hide\nfrom enemies. Of these skills, one is essential, so some character or\nanother with thieving abilities is required in any party. As for combat,\nthey can only wear the lightest armors, but they do have access to a \nvariety of weapons. Most importantly, as they gain levels they get the\nability to 'backstab'. If they are hidden and attack an enemy they\nmultiply the damage they deal by their backstab modifier. They are a\nwaste of a class on their own, but it is a great dual or multi class\noption, as it gives any class the ability to be more lethal by\nbackstabbing... and if you make your own, you don't have to drag around\na character to do the thieving for you. A Fighter\/Thief is a potent\ncombination, and so is a Fighter\/Mage\/Thief. For more information on\nThief abilities, see [DND084].\n\t\t\nThief\nLevel\tEXP\t\tHP\t\tBackstab Multiplier\n&lt;----------------------------------------------------------------------&gt;\n1\tn\/a\t\t1d6\t\tx2\n2\t1,250\t\t2d6\t\tx2\n3\t2,500\t\t3d6\t\tx2\n4\t5,000\t\t4d6\t\tx2\n5\t10,000\t\t5d6\t\tx3\n6\t20,000\t\t6d6\t\tx3\n7\t40,000\t\t7d6\t\tx3\n8\t70,000\t\t8d6\t\tx3\n9\t110,000\t\t9d6\t\tx4\n10\t160,000\t\t9d6+2\t\tx4\n11\t220,000\t\t9d6+4\t\tx4\n12\t440,000\t\t9d6+6\t\tx4\n13\t660,000\t\t9d6+8\t\tx5\n14\t880,000\t\t9d6+10\t\tx5\n15\t1,100,000\t9d6+12\t\tx5\n16\t1,320,000\t9d6+14\t\tx5\n17\t1,540,000\t9d6+16\t\tx5\n19\t1,760,000\t9d6+18\t\tx5\n20\t1,980,000\t9d6+20\t\tx5\n21\t2,200,000\t9d6+22\t\tx5\n22\t2,420,000\t9d6+24\t\tx5\n23\t2,640,000\t9d6+26\t\tx5\n24*\t2,860,000\t9d6+28\t\tx5\n40\t8,000,000\t9d6+62\t\tx5\n\t\t\t\t (max at level 13)\n\nAssassin\t\t\t\t\t\t\t{DND061}\n&lt;----------------------------------------------------------------------&gt;\nYou'll be slower with your Thief skills progression, but that seems a\nworthy trade for the x7 backstab multiplier! +1 to hit and damage is\nnice too, but it's totally out-shadowed by the backstab. This is a great\nclass to dual-class into a Fighter with. Get your Thief skills in place\nand enjoy your bonus THAC0, damage, and backstab multiplier. There is\nnothing preventing you from poisoning your weapon before you backstab,\neither, although the poison is by itself fairly weak, any little bit\nhelps, especially with such a resounding first strike. The only problem\nis you need to make it fairly far as a Thief to get that juicy x7 \nmultiplier. Thankfully, however, the Thief is the lowest class to raise.\nGetting to level 13 will only take 660,000 experience, leaving enough\nleft over for you to reach level 37 as a Fighter, which is more than\nenough. It'll be a long time hitting level 14 to get your Thief skills\nback... probably not a thing a new player wants to attempt. But \nworthwhile if you pull it off.\n\nAdvantages:\n  --&gt; \t+1 bonus to hit and damage rolls.\n\n  --&gt; \tBackstab ability reaches x7 multiplier instead of capping at x5.\n\n  --&gt; \tMay use Poison Weapon ability once per day ever 4 levels.\n\nPOISON WEAPON: Each successful hit within the next round will inject\npoison into the target, dealing an extra 2 points of damage per second\nwith no Saving Throw (for a total of 12 points of damage). Moreover, if\nthe target fails a Saving Throw vs. Poison, he will suffer 1 additional\npoint of damage per round for 4 rounds thereafter.\n\nDisadvantages:\n  --&gt; \tMay only distribute 15 skill points per level among thieving\n     \tskills.\n\nBounty Hunter\t\t\t\t\t\t\t{DND062}\n&lt;----------------------------------------------------------------------&gt;\nSome changes were made to this kit in recent patches, so let's take a\nlook... the first two traps are somewhat decent, although 3d8+5 damage\nand Slow isn't nothing to go crazy over, either. After that, though,\nthe traps just get worse. I'd rather have the slow at a -4 Save than\nHold at -1-a slowed enemy is so crippled they might as well be\ndefenseless. By level 16, this class is a joke. Otiluke's Resilient\nSphere just removes a foe from combat for a short while, and Maze?\nPretty much the same thing, for a period of time that varies based on\nIntelligence. Is this kit supposed to compare in any way to the\nAssassin, Swashbuckler, or Shadowdancer? Because it fails. I can't see\nhow any of these would be terribly useful against most foes in Baldur's\nGate 2, and getting sixteen levels in a class just so you can use a less\nreliable version of Otiluke's Reslient Sphere-a 4th level Mage spell\njust seems incredibly stupid. Hell, I'd rather have the normal Thief's\n21st level trap than the Bounty Hunter's; 3d8+25 damage with Save vs.\nDeath or die is much better than freakin' Maze. Point is, this kit is\nfull of suck. Someone, somewhere, is laughing at if you if you pick\nthis kit.\n\nAdvantages:\n  --&gt; \t+15% bonus to Set Traps.\n\n  --&gt; \tMay luse Set Special Snare ability once per day every 5 levels\n\t(starts at 1st level with one use) in addition to the normal\n\tThief's Set Snare.\n\nSET SPECIAL SNARE: Set a trap in the chosen location when no hostile\ncreatures are in sight. Traps grow more powerful with the Bounty\nHunter's level and can only be triggered by enemies.\n\t\n\t1st level: Deals 3d8+5 missile damage and slows target for 5\n\trounds is a Save vs. Spell with a -4 penalty is failed.\n\n\t11th Level: Deals 4d8+5 missile damage and holds target for 5\n\trounds if a Save vs. Spell with a -1 penalty is failed.\n\n\t16th Level: The trap erects an Otiluke's Resilient Sphere around\n\tthe target for 7 rounds if a Saving Throw is failed.\n\t\n\t21st Level: The trap mazes the target.\n\nDisadvantages:\n  --&gt; \tMay only distribute 20 skill points per level among thieving\n     \tskills.\n\nSwashbuckler\t\t\t\t\t\t\t{DND063}\n&lt;----------------------------------------------------------------------&gt;\nThis is at least a legitimate attempt to make a character who is not a\nFighter actually able to fight. The bonus to Armor Class and attack and\ndamage are both pretty good, and almost overcome the handicap a Thief\nsuffers against a Fighter in armor and THAC0. The ability to specialize\nis very welcome, especially in the Two Weapon Style. The only down sides\nare the fact that the Thief loses the backstab ability, and for all its\ntrying, a Fighter it is not. Namely they're still losing sorely in the\nHit Point department. This makes me wonder one thing. Why not make a\nFighter\/Thief instead of a Swashbuckler? You'll have the better THAC0 of\na Fighter, better Hit Points than a Thief, the ability to specialize in\nweapons, including all the Fighter weapons, and you get to keep your\nbackstab. It's a nice offer, but frankly multi-classing still wins.\n\nAdvantages:\n  --&gt; \t+1 bonus to Armor Class at 1st level, plus an additional\n\t+1 bonus every 5 levels.\n\n  --&gt; \t+1 bonus to hit and damage rolls every 5 levels.\n\n  --&gt; \tMay Specialize (two slots) in any melee weapon available to\n     \tThieves.\n\n  --&gt; \tMay place 3 slots into Two-Weapon Style.\n\nDisadvantages:\n  --&gt; \tMay not use Backstab ability.\n\nShadowdancer\t\t\t\t\t\t\t{DND064}\n&lt;----------------------------------------------------------------------&gt;\nThe Shadowdancer once had its merits, but I now consider well and\ntruly nerfed by Overhaul Games. First, however, let me just point out\nthat I consider it a waste to make a single-classed Thief for any\nreason, no matter what the kit. The point of having a Thief is, first\nand foremost, to get that necessary Find Traps skill into your party.\nFortunately, you can multi-class and dual-class to make the best of\nhaving a Thief. Not that a Thief is terrible, but a Fighter\/Thief or\nMage\/Thief (or best yet, a Fighter\/Mage\/Thief!) is much better than\na single-classed Thief. The draw of mixing a Shadowdancer into a\ndual-classed kit is, of course, its superior back-stabbing abilities,\nthanks to its Hide in Plain Sight ability-so good it had to be ripped\nout of 3rd Edition (except for the Assassin and Ranger, who just get\nscrewed here). What does it do? Lets you hide... in plain sight!\nNormally if a foe spots you, you can't hide. I know, this ability is a\nlittle lame because you can always run around a corner or cast\ninvisibility... so a multi-class Thief who can cast Mage spells need\nnot worry, nor does any Thief equipped with The Paws of the Cheetah,\nand ignoring the fact that invisibility items are common as dirt in this\ngame, it's a good ability. They also get Shadowstep once for every\nfive levels, which acts like a non-combative Time Stop, allowing\nyou to move for one round while everything else is frozen... which is\nactually a pretty good tactical ability. Need to get behind that Mage\nin the midst of a group of guards before they can expose your\ninvisibility, and want to get back out in one piece after attacking?\nHere you go. The downsides to this kit always limited the benefits,\nbut less so before than now. The folks at Overhaul Games apparently\nrealized that a Shadowdancer with good Hide in Shadows and Move\nSilenty could essentially backstab foes at will thanks to Hide in\nPlain sight, and responded with putting a cooldown timer (about one\nround) on the Stealth skill after using Backstab. Worse still, they\nnerfed the Shadowdancer's short-term Backstab multiplier in favor of<\/pre>\n\n\n\n<pre id=\"faqspan-4\" class=\"wp-block-preformatted\">long-term gains, which is not what we want as a potential dual-class.\nPreviously you could obtain a x3 multiplier by the time you hit 9th\nlevel, but the same bonus now requires an 18th level Shadowdancer.\nYou'd have to exceed that level with a second class to get your original\nbonuses back, and that is simply impractical, even if you're rather\npower-gamey (by comparison, an Assassin would enjoy a x7 backstab at\na lower level, plus a flat +1 bonus to attack and damage). Put those\ntwo together and you've got a class that can't quite backstab with\nimpunity, and doesn't even recieve a backstab damage bonus until 9th\nlevel.\n\nAdvantages:\n  --&gt;\t+10% bonus to Hide in Shadows and Move Silently.\n \n  --&gt;\tHide in Plain Sight: A Shadowdancer may Hide in Shadows even\n\twhile being observed.\n\n  --&gt;\tMay cast Shadowstep once per day every 5 levels.\n\nSHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while\nothers are frozen in time. The Shadowdancer cannot attack or cast spells\nwhile in the Shadow Plane:\n\n  --&gt;\tSlippery Mind: +1 bonus to Saving Throws.\n\nDisadvantages:\n  --&gt;\tAlignment restricted to any non-lawful.\n\n  --&gt;\tMay use Backstab ability, although for a lower damage mutliplier\n\tthan Thieves:\n\tLevel 1-8: x1 (no multiplier)\n\tLevel 9-17: x2\n\tLevel 18-24: x3\n\tLevel 25+ x4\n\n  --&gt;\tMay only distribute 20 skill points per level (30 at level 1)\n\tamong thieving skills.\n\n  --&gt;\tMay not use Set Snare ability.\n\no==========================o\n|Thief\/Cleric\t\t   |\t\t\t\t\t{DND065}\no==========================o\n&lt;----------------------------------------------------------------------&gt;\nWell, might as well mention it eh? The Thief\/Cleric is an odd, and at\nodds with itself character. You won't be wearing any heavy armor if you \nwant to keep your Thief skills, but you can certainly wear light armor \nwith no problem. Of course, you're stuck with the Cleric's selection of \nweapons, but you'll be able to use all the Thief skills, including \nbackstab. Honestly the Mage spells seem a better fit for a Thief, which \nis more of a stay back out of the way kinda class, as opposed to the \nCleric, which is often a decently armored character who can stand up in \ncombat. This might be an interesting dual-class, provided you don't care \nthat your Cleric won't be as tough as if you had dual-classed with a \nFighter.\n\no==========================o\n|Wild Mage\t\t   |\t\t\t\t\t{DND066}\no==========================o\nCLASS FEATURES:\n  --&gt;\tMay memorize one additional spell per level.\n \n  --&gt; \tMay cast the 1st level spell Nahal's Reckless Dweomer.\n\n  --&gt; \tMay cast the 2nd level spell Chaos Shield (included in spellbook\n     \tfor free).\n\n  --&gt; \tMay cast the 7th level spell Improved Chaos Shield (included in\n     \tspellbook for free).\n\n  --&gt;\tUpon casting a spell, there is a 5% chance of incurring in a \n     \tWild Surge.\n\nWILD SURGE: A Wild Surge generates a completely random magical effect\nfrom the spell being cast. Its effects may be either beneficial or\ndetrimental to the Wild Mage and her allies.\n\n  --&gt;\tCasting level varies slightly whenever she casts a spell--\n\tanywhere between five levels lower and five levels higher than\n\tthe WildMage's true level.\n\n  --&gt;\tHit Die: d4\n&lt;----------------------------------------------------------------------&gt;\nYou take a normal specialist Mage, remove their prohibited school, and\nadd massive randonmess to everything they do, and you've got the Wild\nMage. I know that when I cast spells, I always find myself wistfully\nwishing that I had a chance to change my gender or cast a Fireball on\nmyself. Seriously though, the odds of having Wild Magic doing something\nbeneficial actually isn't that low. Having it do the RIGHT beneficial\nthing to the right target, however, is rather uncommon. You're\nessentially trading the known penalty of a prohibited spell school for\nthe random 5% chance to... well... check out the table below [DND069].\nSuffice to say, I don't find randomness helpful when it comes to my\nMages. We already have to deal with targeting, Magic Resistance, Saving\nThrows, and the possibility of getting interrupted by damage. Magic is\nbusy enough already. On top of that, every spell they DO successfully\ncast without triggering a Magic Surge also fluctuates by up to five\nlevels (plus or minus) the caster's level. At level one, this doesn't\nmatter much-you really only stand to gain, but as you level up, this\nadds serious uncertainty to the duration and damage of many spells. All\nin all, what does a Wild Mage have over a Conjurer? Identify, True\nSight, and massive randomness to everything they do, that's what.\n\nWild Mage\nLevel\tEXP\t\tHP\tSpells\n&lt;----------------------------------------------------------------------&gt;\n1\tn\/a\t\t1d4\t1\n2\t2,500\t\t2d4\t2\n3\t5,000\t\t3d4\t2\/1\n4\t10,000\t\t4d4\t3\/2\n5\t20,000\t\t5d4\t4\/2\/1\n6\t40,000\t\t6d4\t4\/2\/2\n7\t60,000\t\t7d4\t4\/3\/2\/1\n8\t90,000\t\t8d4\t4\/3\/3\/2\n9\t135,000 \t9d4\t4\/3\/3\/2\/1\n10\t250,000 \t9d4+1   4\/4\/3\/2\/2\n11\t375,000 \t9d4+2   4\/4\/4\/3\/3\n12\t750,000  \t9d4+3   4\/4\/4\/4\/4\/1\n13\t1,125,000\t9d4+4   5\/5\/5\/4\/4\/2\n14\t1,500,000\t9d4+5   5\/5\/5\/4\/4\/2\/1\n15\t1,875,000\t9d4+6   5\/5\/5\/5\/5\/2\/1\n16\t2,250,000\t9d4+7   5\/5\/5\/5\/5\/3\/2\/1\n17*\t2,625,000\t9d4+8\t5\/5\/5\/5\/5\/3\/3\/2\n31\t7,875,000\t9d4+22  5\/5\/5\/5\/5\/5\/5\/5\/4\n\t\t\t\t(max at level 34)\n\nWild Surge Table\t\t\t\t\t\t{DND067}\n&lt;----------------------------------------------------------------------&gt;\nThis table was taken straight from the Throne of Bhaal manual.\n\no====o=================================================================o\n|Roll|                        Wild Surge Effect              \t       |\no====o=================================================================o\n|  1 | Repulsion field centred on the caster\t\t\t       |\n|----|-----------------------------------------------------------------|\n|  2 | Wild colour changes upon the caster\t\t\t       |\n|----|-----------------------------------------------------------------|\n|  3 | Squirrels appear around caster\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n|  4 | The caster becomes itchy\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n|  5 | The caster glows\t\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n|  6 | A fireball centres on the caster\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n|  7 | The caster\u2019s sex is changed\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n|  8 | The caster\u2019s colour changes\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n|  9 | Every one in the area changes direction\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 10 | Explosion centred on caster\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 11 | Entangle spell centred on caster\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 12 | Slow spell centred on target\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 13 | Target polymorphed into a wolf\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 14 | Caster held\t\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 15 | Caster hasted\t\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 16 | Caster changed into a squirrel\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 17 | Gold on the caster is destroyed\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 18 | Target weakened\t\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 19 | Sunfire spell centred on caster\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 20 | Movement rate lowered on target\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 21 | Fireball centred on caster\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 22 | Caster held as per the spell Hold Person\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 23 | Fear spell centred on target\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 24 | Roll twice more. Both effects apply\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 25 | Entire area explored\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 26 | Globe of invulnerability centred on target\t\t       |\n|----|-----------------------------------------------------------------|\n| 27 | Silence 15 foot radius centred on caster\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 28 | Caster dizzy\t\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 29 | Target invisible\t\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 30 | Pretty sparkles! No other effect\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 31 | Caster is spell\u2019s target\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 32 | Caster becomes invisible\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 33 | Colour spray from caster\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 34 | Birds appear around the caster\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 35 | Fireball centred on caster. No damage done\t\t       |\n|----|-----------------------------------------------------------------|\n| 36 | Gems created on caster\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 37 | Combat music starts\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 38 | Goodberries created on caster\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 39 | Fireball flies toward target\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 40 | Charges drained on area effect around target\t\t       |\n|----|-----------------------------------------------------------------|\n| 41 | Random treasure created on caster\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 42 | Caster is combat ready (+2 THACO +2 Damage)\t\t       |\n|----|-----------------------------------------------------------------|\n| 43 | Teleport field spell centred on caster\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 44 | Teleport field spell centred on target\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 45 | Area effect hiccups centred on target\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 46 | All doors in area of effect open. If there are no doors, then   |\n|    | roll twice and use both effects\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 47 | Caster polymorphs into wolf\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 48 | Change target randomly\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 49 | Caster recuperates as if he rested\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 50 | Monsters summoned by target\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 51 | Start snowing if outside, otherwise roll twice more\t       |\n|----|-----------------------------------------------------------------|\n| 52 | Loud noise. Target must save or be stunned\t\t       |\n|----|-----------------------------------------------------------------|\n| 53 | Target\u2019s hit points doubled\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 54 | Summon demon to attack target\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 55 | Spell fired but with squealing noise\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 56 | Spell goes off but duration is halved\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 57 | Strange visual effect, but the spell fizzles\t\t       |\n|----|-----------------------------------------------------------------|\n| 58 | Projectile speed halved\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 59 | All weapons in the area glow\t\t\t \t       |\n|----|-----------------------------------------------------------------|\n| 60 | No saving throw is allowed against the spell\t\t       |\n|----|-----------------------------------------------------------------|\n| 61 | Target is held as per the Hold Person spell\t\t       |\n|----|-----------------------------------------------------------------|\n| 62 | Detect magic spell centred on target\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 63 | Roll 4 more times. All effects happen\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 64 | Slow spell centred on target\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 65 | Instead of the chosen spell, a different spell of the same level|\n|    | goes off\t\t\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 66 | Lightning bolt spell cast at target\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 67 | Target strengthened\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 68 | Heal centred on the target\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 69 | Entangle target\t\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 70 | Caster weakened\t\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 71 | Fireball spell centred on target\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 72 | Flesh to stone on target\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 73 | Spell fired. Caster also recuperated as if rested\t       |\n|----|-----------------------------------------------------------------|\n| 74 | Heal spell centred on caster\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 75 | Target dizzy\t\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 76 | Sunfire centred on target (caster unaffected)\t\t       |\n|----|-----------------------------------------------------------------|\n| 77 | Target held\t\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 78 | Target blinded\t\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 79 | Target charmed\t\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 80 | Gems created on target\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 81 | Target\u2019s movement rate reduced\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 82 | Random treasure created on target\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 83 | Target polymorphed into squirrel\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 84 | Silence 15 foot radius centred on target\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 85 | Target\u2019s sex changed\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 86 | Fake explosion (no damage) centred on target\t\t       |\n|----|-----------------------------------------------------------------|\n| 87 | Stinking cloud centred on target\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 88 | Cow falls from sky on the target\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 89 | Target dizzy\t\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 90 | Spell has 60 foot radius at target (change projectile)\t       |\n|----|-----------------------------------------------------------------|\n| 91 | Target itchy\t\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 92 | Casters hit points doubled\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 93 | Target held\t\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 94 | Target hastened\t\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 95 | Destroy all gold on target\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 96 | Spell casts at double effectiveness\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 97 | Spell cast, -4 to target\u2019s saving throw\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 98 | Target\u2019s colour changed\t\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n| 99 | Spell cast at double level\t\t\t\t       |\n|----|-----------------------------------------------------------------|\n|100 | Spell casts normally\t\t\t\t\t       |\no====o=================================================================o\n\nAlignment\t\t\t\t\t\t\t{DND068}\no======================================================================o\nThe alignment of your protagonist only matters so much in the first\ngame. In the sequel the allies you choose will react to your alignment\nmore, so you should try to choose party members who have an alignment\nsimilar to yours. Where alignment really matters is between your NPCs.\nEvil characters will react poorly to good characters, and vise-verse,\nand in some instances violence may erupt between two allies. This is\nless of a problem in the first game than in the sequel, but spare\nyourself the aggravation and choose party members of like alignment.\nIf your protagonist is good-aligned, choose good or neutral characters.\nIf your protagonist is evil-aligned, choose evil or neutral characters.\nIf your protagonist is neutral, pick either good, or evil, but not\nboth.\n\nAnother reason for having some continuity of alignment within your\nparty is your reputation. Good characters will be happy with a high \nreputation and unhappy with a low reputation, while evil characters\nwill be happy with a low reputation and unhappy with a high reputation.\nAt a neutral reputation, nobody is happy. If your reputation gets too\nhigh (19+), your evil characters will disband. If your reputation gets\ntoo low (2-) your good characters will disband. Since a high reputation\nwill earn you discounts at shops, it's always a good idea to keep your\nalignment in the teens, at least. Discounts are good, and you can't\nreally afford to be pure 'evil' anyways, as a reputation of 1 will earn\nyou some pretty serious harassment by groups of Cowled Wizards and\nKnights of the Heart. That's right, even evil characters will want to\nkeep their reputation reasonable... fairly high, even, for the purpose\nof purchasing items. Speaking of reputation and alignment, your starting\nreputation varies depending upon your protagonist's alignment, as\nfollows:\n\n\t\to===============o===============o\n\t\t|   Alignment\t|   Starting\t|\n\t\t|\t  \t|  Reputation\t|\n\t\to===============o===============o\n\t\t|  Lawful Good\t|      12\t|\n\t\t|---------------|---------------|\n\t\t| Neutral Good\t|      11\t|\n\t\t|---------------|---------------|\n\t\t| Chaotic Good\t|      11\t|\n\t\t|---------------|---------------|\n\t\t|Lawful Neutral\t|      10\t|\n\t\t|---------------|---------------|\n\t\t| True Neutral\t|      10\t|\n\t\t|---------------|---------------|\n\t\t|Chaotic Neutral|      10\t|\n\t\t|---------------|---------------|\n\t\t|  Lawful Evil\t|       9\t|\n\t\t|---------------|---------------|\n\t\t| Neutral Evil\t|\t9\t|\n\t\t|---------------|---------------|\n\t\t| Chaotic Evil\t|\t8\t|\n\t\to===============o===============o\n\nReputation Effects\t\t\t\t\t\t{DND069}\n&lt;----------------------------------------------------------------------&gt;\nThese are derived from the manual... save that the manual misprints the\nrequired donation at reputation values of 13 and 14 as 200 gold and\n500 gold. They should be 1200 gold and 1500 gold, respectively.\n\t\t\t\no======================================================================o\n|Reputation|Item Cost|Donation Required|        Additional Effects     |\no==========o=========o=================o===============================o\n|    20    |  -50%   |       --        |+4 Reaction Adjustment\t       |\n|    19    |  -40%   |       --        |+3 Reaction Adjustment\t       |\n|    18    |  -30%   |       --        |+3 Reaction Adjustment\t       |\n|    17    |  -20%   |      5000       |+2 Reaction Adjustment\t       |\n|    16    |  -10%   |      2500       |+2 Reaction Adjustment\t       |\n|    15    |  -10%   |      2000       |+1 Reaction Adjustment\t       |\n|    14    |  base   |      1500       |+1 Reaction Adjustment\t       |\n|    13    |  base   |      1200       |N\/A\t\t\t       |\n|    12    |  base   |       900       |N\/A\t\t\t       |\n|    11    |  base   |       700       |N\/A\t\t\t       |\n|    10    |  base   |       500       |N\/A\t\t\t       |\n|     9    |  +10%   |       400       |N\/A\t\t\t       |\n|     8    |  +20%   |       300       |N\/A\t\t\t       |\n|     7    |  +20%   |       200       |-1 Reaction Adjustment\t       |\n|     6    |  +30%   |       400       |-2 Reaction Adjustment         |\n|     5    |  +40%   |       500       |-3 Reaction Adjustment         |\n|     4    |  +50%   |      1000       |-4 Reaction Adjustment         |\n|     3    | +100%   |      1000       |-5 Reaction Adjustment*        |\n|     2    |will not |      1200       |-6 Reaction Adjustment*        |\n|     1    |  sell   |      1500       |-7 Reaction Adjustment*        |\no======================================================================o\n\n*Indicates that at this reputation you may get attacked by Cowled \nWizards and Knights of the Heart. This is not a good thing, and you \nshould try to ensure that your reputation stays above this mark.\n\nItem Cost: The rate of increase or decrease of the cost of items in a\nstore. It's funny, you'd think a thieves guild or dark elves would \nreward a low reputation, or simply not know about your reputation at \nall. Either way, the principle is simple, the higher your reputation, \nthe cheaper things will be.\n\nDonation Required: Give money to churches, and your reputation\nincreases. Why we assume that churches morally benefit humanity, I will\nnever be able to understand. It reminds me of watching the 700 Club\nwhen I was bored, listening to these predators telling desperately\npoor people that they can afford to give money to 'Jesus'... anyways,\nin a world with good and evil deities (as opposed to reality, which just\nhas evil ones) wouldn't giving money to an evil diety like Umberlee\nlower your reputation? Evidently not. Even if you give money to sexist,\njealous, petty gods who delight in killing humans, your reputation\nimproves. Talk about art imitating reality..\n\nAbilities\t\t\t\t\t\t\t{DND070}\no======================================================================o\nYour abilities define what your character is good at. I prefer to call\nthem attributes, so if I mess up and refer to them as attributes later,\nwell, I'm talking about abilities. You have six abilities, and you can\nre-roll them until you get what you want... or close to it. Take\nadvantage of it, get comfortable, and get rolling. Before that, let me\nexplain them a bit, so you know what to shoot for.\n\nStrength\t\t\t\t\t\t\t{DND071}\n&lt;----------------------------------------------------------------------&gt;\nStrength is important for many reasons-obvious reasons. The stronger\nyou are, the more likely you are to deal effective blows, and the more\ndamage you deal in combat. To hit and damage bonuses are good things,\nand higher carry weight can reduce annoying trips back to town. Also,\nyour Strength limits what arms and armor you can equip. For that\nreason any and all characters who wish to compete in melee should\nstrive for an 18 Strength. Period. Mages can afford to use this as a\ndump-stat, but even Thieves and Bards are going to want to have enough\nStrength to wear some armor, wield swords and bows, and whatnot.\nWarrior types (Barbarians, Fighters, Paladins, Rangers, single, multi,\nor dual-classed) will automatically get exceptional Strength if they\nstart out with a Strength score of 18. This is a randomly generated\npercentile from 1-100, commonly known as exceptional Strength. While\nit becomes moot when you get the Manual of Gainful Exercise (thus\nbypassing exceptional Strength altogether an boosting your Strength by\na point-ideally from 18 to 19), for single-classed warriors starting\nout with a high exceptional Strength should be something to shoot for.\nI mean, a Fighter only needs three attributes at 18, which is easy\nenough to do. For multi-classed Warrior, however, don't sweat the\nexceptional Strength percentile. It's more important to get 18's in\nyour Strength, Dexterity, Constitution, and whatever other attribute\nyour class would be aided by (Intelligence for Fighter\/Mages, Wisdom for\nFighter\/Clerics, etc.).\n\n\t\to========o=====o======o======o=====o\n\t\t| Score  |THAC0|Damage|Weight|Bash%|\n\t\to========o=====o======o======o=====o\n\t\t|    3   | -3  |  -1  |   5  |  3  |\n\t\t|    4   | -2  |  -1  |  15  |  4  |\n\t\t|    5   | -2  |  -1  |  15  |  4  |\n\t\t|    6   | -1  |   0  |  30  |  6  |\n\t\t|    7   | -1  |   0  |  30  |  6  |\n\t\t|    8   |  0  |   0  |  50  |  8  |\n\t\t|    9   |  0  |   0  |  50  |  8  |\n\t\t|   10   |  0  |   0  |  70  | 10  |\n\t\t|   11   |  0  |   0  |  70  | 10  |\n\t\t|   12   |  0  |   0  |  90  | 12  |\n\t\t|   13   |  0  |   0  |  90  | 12  |\n\t\t|   14   |  0  |   0  | 120  | 14  |\n\t\t|   15   |  0  |   0  | 120  | 14  |\n\t\t|   16   |  0  |  +1  | 150  | 16  |\n\t\t|   17   | +1  |  +1  | 170  | 18  |\n\t\t|   18   | +1  |  +2  | 200  | 20  |\n\t\t|18\/01-50| +1  |  +3  | 220  | 25  |\n\t\t|18\/51-75| +2  |  +3  | 250  | 30  |\n\t\t|18\/76-90| +2  |  +4  | 280  | 35  |\n\t\t|18\/91-99| +2  |  +5  | 320  | 40  |\n\t\t| 18\/00  | +3  |  +6  | 400  | 45  |\n\t\t|   19\t | +3  |  +7  | 500  | 50  |\n\t\t|   20\t | +3  |  +8  | 600  | 55  |\n\t\t|   21   | +4  |  +9  | 700  | 60  |\n\t\t|   22   | +4  |  +10 | 800  | 65  |\n\t\t|   23   | +5  |  +11 | 1000 | 70  |\n\t\t|   24   | +6  |  +12 | 1200 | 75  |\n\t\t|   25   | +7  |  +14 | 1600 | 80  |\n\t\to========o=====o======o======o=====o\n\n\nDexterity\t\t\t\t\t\t\t{DND072}\n&lt;----------------------------------------------------------------------&gt;\nThis affects your Armor Class and your THAC0 adjustment for missile \nweapons. EVERY character should get an 18 Dexterity for the wonderful \n-4 Armor Class modifier. Period. Anybody else find it odd that the\nhighest bonus a PC can legitimately have (18, -4) is only two points of\nArmor Class shy of the Armor Class bonus gained by the fastest critters\nin 2nd Edition (25, -6)? Ah, 2nd Edition was funny...\n\n\t\t\to=======o=======o=======o\n\t\t\t| Score |Missile| Armor |\n\t\t\t|\t|Adjust.| Class |\n\t\t\to=======o=======o=======o\n\t\t\t|   0\t|  -20\t|  +5\t|\n\t\t\t|   1\t|  -6\t|  +5\t|\n\t\t\t|   2   |  -4\t|  +5\t|\n\t\t\t|   3   |  -3   |  +4\t|\n\t\t\t|   4   |  -2   |  +3\t|\n\t\t\t|   5   |  -1   |  +2\t|\n\t\t\t|   6   |   0   |  +1\t|\n\t\t\t|   7   |   0   |   0\t|\n\t\t\t|   8   |   0   |   0\t|\n\t\t\t|   9   |   0   |   0\t|\n\t\t\t|  10   |   0   |   0\t|\n\t\t\t|  11   |   0   |   0\t|\n\t\t\t|  12   |   0   |   0\t|\n\t\t\t|  13   |   0   |   0\t|\n\t\t\t|  14   |   0   |   0\t|\n\t\t\t|  15   |   0   |  -1\t|\n\t\t\t|  16   |  +1   |  -2\t|\n\t\t\t|  17   |  +2   |  -3\t|\n\t\t\t|  18   |  +2   |  -4\t|\n\t\t\t|  19\t|  +3   |  -4\t|\n\t\t\t|  20\t|  +3   |  -4\t|\n\t\t\t|  21   |  +4   |  -5\t|\n\t\t\t|  22   |  +4   |  -5\t|\n\t\t\t|  23   |  +4   |  -5\t|\n\t\t\t|  24   |  +5   |  -6\t|\n\t\t\t|  25   |  +5   |  -6\t|\n\t\t\to=======o=======o=======o\n\nNote: Your Dexterity will also affect your Thief abilities... if you\nhave any, of course. See [DND084] for more information.\n\nConstitution\t\t\t\t\t\t\t{DND073}\n&lt;----------------------------------------------------------------------&gt;\nThis attribute gives you Hit Points. Hit points are good. At 16, you \ngain a +2 bonus to Hit Points gained per level, which for non-warriors \nis the highest bonus possible. The number to the right lists the bonus \nfor warriors (Fighters, Paladins, Rangers, and their kits), which is +4\nat 18. All warriors should have an 18 Constitutuion, but non-warriors\nonly really need a 15. Once they get the Manual of Gainful exercise,\nthey'll raise to 16, and be good to go.\n\n\t\to=======o===============o=======o\n\t\t| Score |Hit Points per |Regen. |\n\t\t|\t|     Level\t| Rate\t|\n\t\to=======o===============o=======o\n\t\t|   1\t|      -3\t|   0\t|\n\t\t|   2\t|      -2\t|   0\t|\n\t\t|   3   |      -2\t|   0\t|\n\t\t|   4   |      -1  \t|   0\t|\n\t\t|   5   |      -1  \t|   0\t|\n\t\t|   6   |      -1  \t|   0\t|\n\t\t|   7   |       0  \t|   0\t|\n\t\t|   8   |       0  \t|   0\t|\n\t\t|   9   |       0  \t|   0\t|\n\t\t|  10   |       0  \t|   0\t|\n\t\t|  11   |       0  \t|   0\t|\n\t\t|  12   |       0  \t|   0\t|\n\t\t|  13   |  \t0  \t|   0\t|\n\t\t|  14   |  \t0  \t|   0\t|\n\t\t|  15   |  \t+1  \t|   0\t|\n\t\t|  16   | \t+2  \t|   0\t|\n\t\t|  17   |     +2\/+3\t|   0\t|\n\t\t|  18   |     +2\/+4\t|   0\t|\n\t\t|  19\t|     +2\/+5\t|   0\t|\n\t\t|  20\t|     +2\/+5\t|  60\t|\n\t\t|  21   |     +2\/+6\t|  50   |\n\t\t|  22   |     +2\/+6\t|  40   |\n\t\t|  23   |     +2\/+6\t|  30   |\n\t\t|  24   |     +2\/+7\t|  20   |\n\t\t|  25   |     +2\/+7\t|  10   |\n\t\to=======o===============o=======o\n\nNote: In the Regeneration Rate column, what the hell do those numbers\nmean? Well, they're a measure of the time it takes to regenerate a lost\nHit Point... but not REAL time, no, that would be too simple-it's the\nnumber of game-time seconds it takes to regenerate a lost Hit Point.\nSo for a Constitution score of 20, it takes 60 seconds-one minute-of\ngame-time to recover one Hit Point. One minute of game-time is 2.5\nseconds of real time, so our rate of time-lapse difference is\n60\/2.5 = 24:1. This makes sense, doesn't it? It means that one hour\nspent playing in real-time is one day of game-time. So divide all those\nnumbers by 24, and that's how many seconds it takes to recover a lost\nHit Point.\n\nIntelligence\t\t\t\t\t\t\t{DND074}\n&lt;----------------------------------------------------------------------&gt;\nIf you're a Mage, get an 18, if not, it's a dump stat. By 'dump stat',\nI mean lower it to 10 or so to put the excess points in other attributes\nyou actually need. 'Max Spell Level' refers to the highest level of\nspell you'll be able to cast if you're a Mage. Note that if you're a\ntriple class Mage, you only need a 15 Intelligence as you'll never be\nable to memorize 9th level spells anyways (the tome will raise your\nintelligence high enough to cast 8th level spells.) 'Max Spells per\nSpell Level' is the maximum number of different spells you can have in\nyour spell book per level. This will never be a deciding factor as you\ncan simply drink a potion to temporarily allow you to scribe more spells\nthan your spells per level allowance. In fact, you can just use potions\nin a timely manner to scribe all the spells you wish, allowing you to\nhave as low of an Intelligence as you please regardless of your natural\n'Max Spell Levle or 'Max Spells per Spell Level'. Still, it's just more\nconvenient to have the natural Intelligence instead of having to rely on\npotions all the time and scribing spells all at once. If you fail at\nscribing a scroll, simply reload until you succeed. Lore is your ability\nto identify magical  items. You'll legitimately never get high enough to\nidentify everything, so you'll always need the Identify spell, making\nlore a non-issue. \n\n\to=======o=======o=======o===============o=======o\n\t|\t| Learn\t|  Max\t|Max Spells per |\t|\n\t| Score\t| Spell\t| Spell\t|  Spell Level  | Lore\t|\n\t|\t|Chance\t| Level\t|\t\t|\t|\n\to=======o=======o=======o===============o=======o\n\t|   0\t|   0%\t|   -\t|\t-\t|  -20\t|\n\t|   1\t|   0%\t|   -   |\t-\t|  -20\t|\n\t|   2\t|   0%\t|   -\t|\t-\t|  -20\t|\n\t|   3   |   0%\t|   -   |       -       |  -20\t|\n\t|   4   |   0%\t|   -   |       -       |  -20\t|\n\t|   5   |   0%\t|   -   |       -       |  -20\t|\n\t|   6   |   0%\t|   -   |       -       |  -20\t|\n\t|   7   |   0%\t|   -   |       -       |  -10\t|\n\t|   8   |   0%\t|   -   |       -       |  -10\t|\n\t|   9   |   0%\t|  4th  |       6       |  -10\t|\n\t|  10   |  35%\t|  5th  |       7       |   0 \t|\n\t|  11   |  40%\t|  5th  |       7       |   0 \t|\n\t|  12   |  45%\t|  6th  |       7       |   0 \t|\n\t|  13   |  50%\t|  6th  |       9       |   0 \t|\n\t|  14   |  55%\t|  7th  |       9       |   0 \t|\n\t|  15   |  60%\t|  7th  |      11       |  +3 \t|\n\t|  16   |  65%\t|  8th  |      11       |  +5 \t|\n\t|  17   |  75%\t|  8th  |      14       |  +7 \t|\n\t|  18   |  85%\t|  9th  |      18       |  +10\t|\n\t|  19\t|  95%\t|  9th  |      All      |  +12\t|\n\t|  20\t|  96%\t|  9th  |      All      |  +15\t|\n\t|  21   |  97%\t|  9th  |      All      |  +20\t|\n\t|  22   |  98%\t|  9th  |      All      |  +25\t|\n\t|  23   |  99%\t|  9th  |      All      |  +30\t|\n\t|  24   | 100%\t|  9th  |      All      |  +35\t|\n\t|  25   | 100%\t|  9th  |      All      |  +40\t|\n\to=======o=======o=======o===============o=======o\n\nWisdom\t\t\t\t\t\t\t\t{DND075}\n&lt;----------------------------------------------------------------------&gt;\nIf you're a Cleric or a Druid, you want an 18. If you're a Mage, you \nmight want at least a 14 to use the Wish spell effectively in Baldur's \nGate 2. Otherwise, it's a dump stat. For Clerics and Druids you don't \nhave a spell level maximum for a low Wisdom in 2nd Wdition, but higher\nWisdom nets you bonus spells. Definitely a draw for single class\ncharacters, but if you simply cannot spread your points out enough to\nget a great Wisdom, it's not that big of a deal. And keep in mind, there\nare three tomes in the game that add a 1 point bonus to this stat. The\nbonus spells are listed by level, at 17 you'd get 2 first level spells,\n2 second level spells, and 1 third level spell. \n\n\t\to=======o===============o=======o\n\t\t| Score | Bonus Spells  | Lore  |\n\t\to=======o===============o=======o\n\t\t|   3   |-              |  -20\t|\n\t\t|   4   |-              |  -20\t|\n\t\t|   5   |-              |  -20\t|\n\t\t|   6   |-              |  -20\t|\n\t\t|   7   |-              |  -10\t|\n\t\t|   8   |-              |  -10\t|\n\t\t|   9   |0              |  -10\t|\n\t\t|  10   |0              |   0 \t|\n\t\t|  11   |0              |   0 \t|\n\t\t|  12   |0              |   0 \t|\n\t\t|  13   |1              |   0 \t|\n\t\t|  14   |2              |   0 \t|\n\t\t|  15   |2\/1            |  +3 \t|\n\t\t|  16   |2\/2            |  +5 \t|\n\t\t|  17   |2\/2\/1          |  +7 \t|\n\t\t|  18   |2\/2\/1\/1        |  +10\t|\n\t\t|  19\t|3\/2\/1\/2        |  +12\t|\n\t\t|  20\t|3\/3\/1\/3        |  +15\t|\n\t\t|  21   |3\/3\/2\/3\/1      |  +20\t|\n\t\t|  22   |3\/3\/2\/4\/2      |  +25\t|\n\t\t|  23   |3\/3\/2\/4\/4      |  +30\t|\n\t\t|  24   |3\/3\/2\/4\/4\/2    |  +35\t|\n\t\t|  25   |3\/3\/2\/4\/4\/3\/1  |  +40\t|\n\t\to=======o===============o=======o\n\nCharisma\t\t\t\t\t\t\t{DND076}\n&lt;----------------------------------------------------------------------&gt;\nCharisma affects NPC reactions to you and determines shop\nprices. Rarely you'll get a better reward for having a higher Charisma.\nIt's a dump stat for everybody except Bards, who should get an 18 in it,\nand Paladins, who don't really have much of a choice when it comes to\nCharisma. To get the best discounts, make sure to have your character\nwith the highest Charisma as party leader when interacting with the\nshopkeeper.\n\n\t\t\to========o========o\n\t\t\t| Score  |Reaction|\n\t\t\to========o========o\n\t\t\t|    3   |   -5   | \n\t\t\t|    4   |   -4   |\n\t\t\t|    5   |   -3   |\n\t\t\t|    6   |   -2   |\n\t\t\t|    7   |   -1   |\n\t\t\t|    8   |    0   |\n\t\t\t|    9   |    0   |\n\t\t\t|   10   |    0   |\n\t\t\t|   11   |    0   |\n\t\t\t|   12   |    0   |\n\t\t\t|   13   |   +1   |\n\t\t\t|   14   |   +2   |\n\t\t\t|   15   |   +3   |\n\t\t\t|   16   |   +4   |\n\t\t\t|   17   |   +4   |\n\t\t\t|   18   |   +5   |\n\t\t\t|   19\t |   +8   |\n\t\t\t|   20\t |   +9   |\n\t\t\t|   21   |   +10  |\n\t\t\t|   22   |   +11  |\n\t\t\t|   23   |   +12  |\n\t\t\t|   24   |   +13  |\n\t\t\t|   25   |   +14  |\n\t\t\to========o========o\n\nIncreasing Your Abilities\t\t\t\t\t{DND077}\n&lt;----------------------------------------------------------------------&gt;\nIn Baldur's Gate 1 there were lovely little books that increased an\nattribute by one when read... no such luck for Baldur's Gate 2, but\neven though you won't be reading your way to superiority, there are\nsome ways to improve your attributes in Baldur's Gate 2, which I will\nlist below. Most of them are kind of questy, so if you're skittish about\n***SPOILERS*** you might want to stop reading. Oh, and this list only\nincludes permanent attribute increases, and, in a few instances,\npotentially unavoidable losses.\n\n  --&gt;\tAfter being captured by Irenicus in Spellhold, during the\n\tCandlekeep dream sequence immediately after losing your soul,\n\tyou'll have to talk to a Demon at the entrance to the\n\tCandlekeep Library. This Demon will require an attribute\n\tsacrifice. It's a quest in the main story, and there is no way\n\tto avoid this loss, so just pick the least harmful loss you can.\n\t\nAttribute LOSS:\t[Dexterity -1]\t  or\n\t\t[Constitution -1] or \n\t\t[Intelligence -1] or\n\t\t[Wisdom -1]\n\n  --&gt;\tAfter defeating Irenicus in Suldanesselar you will arrive in\n\tHell, where you must complete several tests. If you pick the\n\tevil path during the Test of Fear, you will gain Constitution.\n\nAttribute GAIN:\t[Constitution +2]\n\n  --&gt;\tAfter defeating Irenicus in Suldanesselar you will arrive in\n\tHell, where you must complete several tests. If you pick the\n\tgood path during the Test of Selfishness, you will lose\n\tDexterity.\n\nAttribute LOSS:\t[Dexterity -1]\n\n  --&gt;\tAfter defeating Irenicus in Suldanesselar you will arrive in\n\tHell, where you must complete several tests. If you pick the\n\tevil path during the Test of Wrath, you will gain Strength, or,\n\tif you pick the good path during the Test of Wrath you will gain\n\tWisdom and Charisma.\n\nAttribute GAIN:\t[Strength +2]\tor\n\t\t[Wisdom +1] and [Charisma +1]\n\n  --&gt;\tWith the Deck of Many Things, if you draw the 'Star' card, that\n\tcharacter will gain on attribute point, depending upon their\n\tclass.\n\n\t(Note: For multi-classed combos, the Fighter class is\n\tconsidered secondary to every other class. A Fighter\/Thief will\n\tgain Dexterity, a Fighter\/Mage will gain Intelligence, and a\n\tFighter\/Cleric will gain Wisdom.)\n\nAttribute GAIN: [Strength +1]     (Warriors)      or\n\t\t[Desterity +1]    (Bard\/Thief)    or\n\t\t[Intelligence +1] (Mage)          or\n\t\t[Wisdom +1]       (Cleric\/Druid) \n\n  --&gt;\tIn Watcher's Keep you will find the Machine of Lum the Mad.\n\tIf you input the following code: Circle, Blue, Long, you will\n\tgain Intelligence.\n\nAttribute GAIN: [Intelligence +1]\n\n  --&gt;\tIn Watcher's Keep you will find the Machine of Lum the Mad.\n\tIf you input the following code: Circle, Red, Long, you will\n\tgain Constitution.\n\nAttribute GAIN: [Constitution +1]\n\n  --&gt;\tIn Watcher's Keep you will find the Machine of Lum the Mad.\n\tIf you input the following code: Circle, Square, Triangle, you\n\twill gain Wisdom.\n\nAttribute GAIN: [Wisdom +1]\n\n  --&gt;\tIn Watcher's Keep you will find the Machine of Lum the Mad.\n\tIf you input the following code: Square, Blue, Short you will\n\tgain Dexterity.\n\nAttribute GAIN: [Dexterity +1]\n\n  --&gt;\tIn Watcher's Keep you will find the Machine of Lum the Mad.\n\tIf you input the following code: Square, Short, Medium, you will\n\tgain Strength.\n\nAttribute GAIN: [Strength +1]\n\nSuggested Abilities by Class\t\t\t\t\t{DND078}\n&lt;----------------------------------------------------------------------&gt;\nBelow are the starting abilities I would suggest rolling for each class\nat a minimum, ignoring racial modifiers and class modifiers. All classes\ninclude their kits-an Inquisitor needs the same abilities as a Paladin,\na Skald needs the same abilities as a Bard, etc. This list is not set\nin stone-especially for dual-class combos. An Assassin\/Fighter, for\nexample, need not worry about warrior-esque Constitution (17+) if they\nplan to gain more than ten levels as an Assassin, early dual-classing\nMages need not worry about high Intelligence, etc. Note that it is\npossible-but extremely time-consuming-to surpass even some of the\ntougher suggestions here-I've rolled up a Fighter\/Mage with the\nsuggested stats below plus four points to spare before. Three 18's is\neasily attainable if you roll a bit, four 18's is difficult-but possible\nif you're willing to spend... an hour or so. Anything more, and... good\nluck. I know, I know, who wants to spend all day rolling up a character?\nBut if you plan to play both Baldur's Gate games with one character,\nthat's a lot of time in itself... might as well make sure you've got a\ncharacter who's up to snuff before you start, I say.\n\n\t\t\tSTR\tDEX\tCON\tINT\tWIS\tCHA\nBarbarian\t\t18(91+) 18\t18\t10~\t10~\t10~\nBard\t\t\t10~\t18\t15\t13~\t10~\t18\nCleric\t\t\t18\t18\t15\t10~\t18\t10~\nCleric\/Mage\t\t18\t18\t15\t18\t18\t10~\nCleric\/Ranger\t\t18(xx)\t18\t18\t10~\t18~\t10~\nCleric\/Thief\t\t18\t18\t15\t10~\t18\t10~\nDruid\t\t\t18\t18\t15\t10~\t18\t15~\nFighter\t\t\t18(91+)\t18\t18\t10~\t10~\t10~\nFighter\/Cleric\t\t18(xx)\t18\t18\t10~\t18\t10~\nFighter\/Druid\t\t18(xx)\t18\t18\t10~\t18\t15~\nFighter\/Mage\t\t18(xx)\t18\t18\t18\t10~\t10~\nFighter\/Mage\/Cleric\t18(xx)\t18\t18\t18\t10~\t10~\nFighter\/Mage\/Thief\t18(xx)\t18\t18\t18\t10~\t10~\nFighter\/Thief\t\t18(91+)\t18\t18\t10~\t10~\t10~\nMage\t\t\t10~\t18\t15\t18\t10~\t10~\nMage\/Thief\t\t10~\t18\t15\t18\t10~\t10~\nMonk\t\t\t18\t18\t15\t10~\t10~\t10~\nPaladin\t\t\t18(91+)\t18\t18\t10~\t13~\t17~\nRanger\t\t\t18(91+)\t18\t18\t10~\t14~\t10~\nSorcerer\t\t10~\t18\t15\t18\t10~\t10~\nThief\t\t\t10~\t18\t15\t10~\t10~\t10~\nWild Mage\t\t10~\t18\t16\t18\t10~\t10~\n\nSkills\t\t\t\t\t\t\t\t{DND079}\no======================================================================o\nYou have a selection of skills... or rather, weapon proficiencies to\nchoose from, which has been greatly expanded from the first game. By\nexpanded I of course mean separated, so you simply need more points now\nto achieve the same thing. For example, Large Swords has been broken up\ninto Two Handed Sword, Long Swords, Scimitars, and Bastard Swords. I'll\nlist some suggestions by class for what weapons you might want to look\nout for, and hence, what kinds of proficiencies you want to buy.\n\nWeapon Proficiencies by Class\/Level\t\t\t\t{DND080}\n&lt;----------------------------------------------------------------------&gt;\n\t\t       \t          LEVEL\n \t\t   1  2  3  4  5  6  7  8  9  10 11 12\t\nWarrior\t\t   4  -  1  -  -  1  -  -  1  -  -  1  ...+1\/3 levels\nWizard\t\t   1  -  -  -  -  1  -  -  -  -  -  1  ...+1\/6 levels\nPriest\t\t   2  -  -  1  -  -  -  1  -  -  -  1  ...+1\/4 levels\nRogue\t\t   2  -  -  1  -  -  -  1  -  -  -  1  ...+1\/4 levels\n\n --&gt;\tPriest includes Druids and Monks.\n\n --&gt;\tRogue includes Bards.\n\n --&gt;\tWarrior includes Barbarians, Paladins and Rangers.\n\n --&gt;\tWizard includes Sorcerers.\n\nWeapon Proficiency Perks by Rank\t\t\t\t{DND081}\n&lt;----------------------------------------------------------------------&gt;\nThese are the bonuses you gain by spending proficiency ranks in a weapon\ntype, taken straight from the screen.\n\no===============o=======o=======o=======o===============o==============o\n|     Level\t| Ranks\t|To Hit\t|Damage\t| Attacks\/Round\t| Speed Factor |\no===============o=======o=======o=======o===============o==============o\n|  Proficient\t|   1\t|  +0\t|  +0\t|       1\t|      +0      |\n|---------------|-------|-------|-------|---------------|--------------|\n|  Specialized  |   2\t|  +1\t|  +2\t|      3\/2\t|      +0      |\n|---------------|-------|-------|-------|---------------|--------------|\n|    Master     |   3\t|  +3\t|  +3\t|      3\/2\t|      +0      |\n|---------------|-------|-------|-------|---------------|--------------|\n|  High Master\t|   4\t|  +3\t|  +4\t|      3\/2\t|      +1      |\n|---------------|-------|-------|-------|---------------|--------------|\n| Grand Master\t|   5\t|  +3\t|  +5\t|       2\t|      +3      |\no===============o=======o=======o=======o===============o==============o\n\n --&gt;\tBards, Clerics, Druids, Mages, and Thieves can only reach the\n\trank of Proficient.\n\n --&gt;\tPaladins, Rangers, and multi-classed Fighters can only reach the\n\trank of Specialized.\n\n --&gt; \tThe bonus attacks per round only applies to melee weapons.\n\n --&gt;\tNon-warriors (Barbarians, Fighters, Paladins, Rangers, multi,\n\tsingle, or dual-classed) do not gain bonus attacks per round,\n\taccording to the game text. Of course... outside of the afore-\n\tmentioned warriors, only the Swashbuckler (Thief kit) can\n\tbecome Specialized in a weapon class, so it's mostly a moot\n\tpoint, anyways.\n\nFighting Style Perks by Rank\t\t\t\t\t{DND082}\n&lt;----------------------------------------------------------------------&gt;\nOf course, there's more to proficiencies than just the weapon classes-\nthere's also fighting styles! They don't give stock bonuses like\nweapon class proficiencies, and they aren't weapon specific-instead,\nthey potentially affect bonuses derived from fighting with a variety\nof weapons. Here it doesn't matter what you use, so much as how you use\nit. All fighting styles have two ranks, save Two-Weapon Style, which has\nthree ranks. In the case of the latter, you're not gaining bonuses so\nmuch as you're eliminating penalties-being able to fight with two\nweapons simultaneously is enough of a benefit.\n\nTwo-Handed: This fighting style allows the character to use a two-handed\n----------- weapon and receive special bonuses.\n\n  Proficient (1 rank): The wielder gets a +1 bonus to damage rolls, a -2\n  bonus to Speed Factor, and the ability to score critical hits on a\n  roll of 19 or 20 (instead of just 20) when using a two-handed weapon.\n\n  Specialized (2 ranks): The wielder gets a further -2 bonus to Speed\n  Factor.\n\nSword and Shield: Anyone can pick up a shield and get its basic\n----------------- protection bonuses, but by spending slots on this\n\t\t  fighting style, an adventurer can maximize the\n\t\t  benefits received.\n\n  Proficient (1 rank): The wielder gets a -2 bonus to AC against missile\n  weapons.\n\n  Specialized (2 ranks): The wielder gets a -4 bonus to AC against\n  missile weapons.\n\nSingle-Weapon: This fighting style is for characters who do not wish to\n-------------- use a shield but want some bonuses when using a one-\n\t       handed weapon.\n\n  Proficient (1 rank): The wielder gets a -1 bonus to AC and inflicts\n  critical damage on an attack roll of 19 or 20.\n\n  Specailized (2 ranks): The wielder gets a -2 bonus to AC and inflicts\n  critical damage on an attack roll of 19 or 20.\n\nTwo-Weapon: This fighting style allows the character to use two weapons\n----------- at the same time with fewer penalties. A character wielding\n\t    two weapons without a slot in this fighter style would incur\n\t    a -4 penalty to attack rolls with the main weapon and a -8\n\t    penalty with the off-hand weapon.\n\n  Proficient (1 rank): The wielder's penalties are reduced to -2 with\n  the main weapon an -6 with the off-hand weapon.\n\n  Specialized (2 ranks): The wielder's penalties are reduced to 0 with\n  the main weapon and -4 with the off-hand weapon.\n\n  Master (3 ranks): The wielder's penalties are reduced to 0 with the\n  main weapon and -2 with the off-hand weapon.\n\nProficiency Selection by Class\t\t\t\t\t{DND083}\n&lt;----------------------------------------------------------------------&gt;\nBelow you'll find listed the different weapon types in the Enhanced\nEdition of Baldur's Gate, and the classes who can use them. Remember\nthat in the case of multi-and-dual-classed characters, weapon\nproficiencies are additive-you get the best selections of all your\nclasses... unless you're a Cleric or a Druid, then it's restrictive.\nA Fighter\/Mage gets all the proficiency options of a Fighter.\nA Fighter\/Druid is restricted to using Druid-allowed weapons.\n\n\t\t\t|Barbarian\n\t\t\t|   |Bard\n\t\t\t|   |   |Cleric\n\t\t\t|   |   |   |Druid\n\t\t\t|   |   |   |   |Fighter\n\t\t\t|   |   |   |   |   |Mage\n\t\t\t|   |   |   |   |   |   |Monk\n\t\t\t|   |   |   |   |   |   |   |Paladin\n\t\t\t|   |   |   |   |   |   |   |   |Ranger\n\t\t\t|   |   |   |   |   |   |   |   |   |Sorcerer\n\t\t\t|   |   |   |   |   |   |   |   |   |   |Thief\n\t\t\t|   |   |   |   |   |   |   |   |   |   |   |\n\t\t\to===o===o===o===o===o===o===o===o===o===o===o\nBastard Sword\t\t| x | x |   |   | x |   |   | x | x |   |   |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nLong Sword\t\t| x | x |   |   | x |   | x | x | x |   | x |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nShort Sword\t\t| x | x |   |   | x |   | x | x | x |   | x |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nAxe\t\t\t| x | x |   |   | x |   |   | x | x |   |   |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nTwo-Handed Sword\t| x | x |   |   | x |   |   | x | x |   |   |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nKatana\t\t\t| x | x |   |   | x |   | x | x | x |   | x |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nScimitar, etc.\t\t| x | x |   | x | x |   | x | x | x |   | x |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nDagger\t\t\t| x | x |   | x | x | x | x | x | x | x | x |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nWar Hammer\t\t| x | x | x |   | x |   |   | x | x |   | x |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nClub\t\t\t| x | x | x | x | x |   | x | x | x |   | x |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nSpear\t\t\t| x | x |   | x | x |   |   | x | x |   |   |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nHalberd\t\t\t| x | x |   |   | x |   |   | x | x |   |   |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nFlail\t\t\t| x | x | x |   | x |   |   | x | x |   |   |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nMace\t\t\t| x | x | x |   | x |   |   | x | x |   |   |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nQuarterstaff\t\t| x | x | x | x | x | x |   | x | x | x | x |<\/pre>\n\n\n\n<pre id=\"faqspan-5\" class=\"wp-block-preformatted\">\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nCrossbow\t\t| x | x |   |   | x |   |   | x | x |   | x |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nLongbow\t\t\t| x | x |   |   | x |   |   | x | x |   |   |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nShortbow\t\t| x | x |   |   | x |   |   | x | x |   | x |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nDart\t\t\t| x | x |   | x\t| x | x | x | x | x | x | x |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nSling\t\t\t| x | x | x | x | x | x | x | x | x | x | x |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nTwo-Handed Weapon Style | x | x | x | x | x | x |   | x | x | x | x |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nSword and Shield Style\t| x | x | x | x | x | x |   | x | x | x | x |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nSingle-Weapon Style\t| x | x | x | x | x | x | x | x | x | x | x |\n\t\t\t|---|---|---|---|---|---|---|---|---|---|---|\nTwo-Weapon Style\t| x | x | x | x | x | x |   | x | x | x | x |\n\t\t\to===o===o===o===o===o===o===o===o===o===o===o\n\n  --&gt; \tThe Blade (Bard kit) can Master (three ranks) in the Two-Weapon\n\tfighting style.\n\n  --&gt;\tThe Kensai (Fighter kit) cannot allocate any ranks into missile\n\tweapons of any kind-crossbow, longbow, shortbow, dart, or sling,\n\tnor can they put any ranks into the Sword and Shield fighting\n\tstyle.\n\n  --&gt;\tThe Berserker (Fighter kit) can only become Proficient\n\t(one rank) in missile weapons-crossbow, longbow, shortbow,\n\tdart, or sling.\n\n  --&gt;\tThe Dwarven Defender (Fighter Kit) can attain High Mastery\n\t(four ranks) in Axes and War Hammers.\n\n  --&gt;\tThe Dwarven Defender (Fighter Kit) cannot rise above the level\n\tof Specialized (two ranks) in any weapon class save Axes and\n\tWar Hammers.\n\n  --&gt;\tThe Cavalier (Paladin kit) cannot allocate any ranks into\n\tmissile weapons of any kind-crossbow, longbow, shortbow, dart,\n\tor sling.\n\n  --&gt;\tThe Ranger (and Ranger kits) can Master (three ranks) in the \n\tTwo-Weapon fighting style, and automatically start out\n\tSpecialized (two ranks) in the Two-Weapon fighting style.\n\n  --&gt;\tThe Archer (Ranger kit) cannot rise above the level of\n\tProficient (one rank) in any melee weapon class.\n\n  --&gt;\tThe Archer (Ranger kit) can attain the rank of Grand Mastery\n\t(five ranks) in missile weapons.\n\n  --&gt;\tThe Beast Master (Ranger kit) cannot allocate any ranks into\n\tany metal weapons. They can only allocate ranks into the\n\tfollowing weapon classes: club, quarterstaff, crossbow, longbow,\n\tshortbow, dart, sling, and the fighting styles.\n\n  --&gt;\tThe Swashbuckler (Thief kit) can Specialize in all the weapon\n\tclasses a Thief can allocate ranks into, and they can attain\n\tMastery (three ranks) in the Two-Weapon fighting style.\n\nThieving Skills\t\t\t\t\t\t\t{DND084}\no======================================================================o\nIn case you're wondering where to allocate your Thief ability points,\nI'll cover that here. In general though, you'll want to shoot for Find\nTraps. Once you have 100% Find Traps, you can move onto other things.\nFind Traps is the only thing that Thieves can do that a spell cannot.\nBelow are tables detailing how a character's race and Dexterity affects\ntheir Thief skills.\n\n\t\t|Pick Pockets\n\t\t|     |Open Locks\n\t\t|     |\t    |Find Traps\n  \t\t|     |     |     |Move Silently\n  \t\t|     |\t    |\t  |\t|Hide in Shadows\n\t\t|     |     |     |     |     |Detect Illusion\n  o=============o     |     |     |     |     |     |Set Traps\n  |    Race\t|     |     |     |     |     |     |     |\n  o=============o=====o=====o=====o=====o=====o=====o=====o\n  Human\t\t| +15 |\t+10 | +5  | +10\t| +5  |  0  |  0  |\n  &lt;-------------|-----|-----|-----|-----|-----|-----|-----|\n  Dwarf\t\t| +15 |\t+20 | +20 | +10\t| +5  | +5  | +10 |\n  &lt;-------------|-----|-----|-----|-----|-----|-----|-----|\n  Elf\t\t| +20 | +5  | +5  | +25 | +15 |  0  |  0  |\n  &lt;-------------|-----|-----|-----|-----|-----|-----|-----|\n  Gnome\t\t| +15 | +15 | +15 | +15 | +10 | +10 | +5  |\n  &lt;-------------|-----|-----|-----|-----|-----|-----|-----|\n  Half-Elf\t| +25 | +10 | +5  | +10\t| +10 |  0  |  0  |\n  &lt;-------------|-----|-----|-----|-----|-----|-----|-----|\n  Halfling\t| +20 | +15 | +10 | +20 | +20 |  0  |  0  |\n  &lt;-------------|-----|-----|-----|-----|-----|-----|-----|\n  Half-Orc\t| +15 | +10 | +5  | +10\t| +5  |  0  |  0  |\n  &lt;-------------o=====o=====o=====o=====o=====o=====o=====o\n\n\t\t  |Pick Pockets\n\t\t  |     |Open Locks\n\t\t  |     |     |Find Traps\n  \t\t  |     |     |     |Move Silently\n  \t\t  |     |     |\t    |\t  |Hide in Shadows\n\t\t  |     |     |     |     |     |Detect Illusion\n\t\t  |     |     |     |     |     |     |Set Traps\n\t\t  |     |     |     |     |     |     |     |\n\to=========o=====o=====o=====o=====o=====o=====o=====o\n        9\t  | -15\t| -10 | -10 | -20 | -10 |  -  | -10 |\n\t&lt;---------|-----|-----|-----|-----|-----|-----|-----|\n\t10\t  | -10\t| -5  | -10 | -15 | -5  |  -  | -10 |\n\t&lt;---------|-----|-----|-----|-----|-----|-----|-----|\n\t11\t  | -5\t|  -  |\t-5  | -10 |  -  |  -  | -5  |\n\t&lt;---------|-----|-----|-----|-----|-----|-----|-----|\n\t12\t  |  -\t|  -  |  -  | -5  |  -  |  -  |  -  |\n\t&lt;---------|-----|-----|-----|-----|-----|-----|-----|\n\t13-15\t  |  -\t|  -  |  -  |  -  |  -  |  -  |  -  |\n\t&lt;---------|-----|-----|-----|-----|-----|-----|-----|\n\t16\t  |  -\t| +5  |  -  |  -  |  -  |  -  |  -  |\n\t&lt;---------|-----|-----|-----|-----|-----|-----|-----|\n\t17\t  | +5\t| +10 |  -  | +5  | +5  |  -  |  -  |\n\t&lt;---------|-----|-----|-----|-----|-----|-----|-----|\n\t18\t  | +10\t| +15 | +5  | +10 | +10 |  -  | +5  |\n\t&lt;---------|-----|-----|-----|-----|-----|-----|-----|\n\t19\t  | +15\t| +20 | +10 | +15 | +15 |  -  | +10 |\n\t&lt;---------|-----|-----|-----|-----|-----|-----|-----|\n\t20\t  | +20\t| +25 | +15 | +18 | +18 |  -  | +15 |\n\t&lt;---------|-----|-----|-----|-----|-----|-----|-----|\n\t21\t  | +25\t| +30 | +20 | +20 | +20 |  -  | +20 |\n\t&lt;---------|-----|-----|-----|-----|-----|-----|-----|\n\t22\t  | +30\t| +35 | +25 | +23 | +23 |  -  | +25 |\n\t&lt;---------|-----|-----|-----|-----|-----|-----|-----|\n\t23\t  | +35\t| +40 | +30 | +25 | +25 |  -  | +30 |\n\t&lt;---------|-----|-----|-----|-----|-----|-----|-----|\n\t24\t  | +40\t| +45 | +35 | +40 | +30 |  -  | +35 |\n\t&lt;---------|-----|-----|-----|-----|-----|-----|-----|\n\t25\t  | +45\t| +50 | +40 | +35 | +35 |  -  | +40 |\n\t&lt;---------o=====o=====o=====o=====o=====o=====o=====o\n\nPick Pockets\t\t\t\t\t\t\t{DND085}\n&lt;----------------------------------------------------------------------&gt;\nPicking pockets is a pretty big deal in Baldur's Gate 2-certainly more\nimportant than in the first game. In particular, stealing from shops\nis the best way to score a full arsenal of spell-scrolls for your Mages\nto scribe. There are also a number of arms and armor you can steal\nearly on that'll make life much, much easier. It's not necessary, but\nit helps.\n\nOpen Locks\t\t\t\t\t\t\t{DND086}\n&lt;----------------------------------------------------------------------&gt;\nYou can use Open Locks to... well... open locks. Of course, once you get\nthe knock spell you won't need this anymore. Sure, it's nice to have\na Thief who can pick locks without having to use up 2nd-level spell \nslots, but it's not essential. You can ignore this skill unless you are\njust overflowing with points to spend.\n\nFind\/Remove Traps\t\t\t\t\t\t{DND087}\n&lt;----------------------------------------------------------------------&gt;\nThis is the essential Thief skill. Clerics can find traps with a spell,\nbut they can't disarm them. To safely eliminate traps, you need a Thief\nwith this skill, and traps can be a problem in this game. In fact, this\nskill is really the reason you need a Thief in your party at all. No\nmatter who you have, get their Find Traps to 100% before you do anything\nelse.\n\nMove Silently\/Hide in Shadows\t\t\t\t\t{DND088}\n&lt;----------------------------------------------------------------------&gt;\nThese skills work together to serve the same purpose-to keep enemies\nfrom detecting you. In the original game, these skills were lumped up\ninto one skill, 'Stealth'. In Baldur's Gate 2 the skills were split to\nmake you waste extra points, and so the Enhanced Edition follows suit.\nStill, they're practically the same thing-getting one is a waste of\ntime, so they'll be discussed in tandem. If you enter into Stealth mode,\nyou can move about undetected by foes and, if you're a Thief, backstab\nenemies for heavy damage. This is pretty much the one combat upside to\nbeing a Thief, and it's deceptively good. Seriously, if you have a Thief\nwith a good strength score, a magic weapon, and a good backstab\nmultiplier, you could end up doing well over 50 damage in a hit.\nConsidering that the most powerful enemies in this game will be lucky\nto push 200 Hit Points, that's good stuff. For a combat-focused Thief,\nthis should be a priority... after Find Traps. You should aspire to get\nthese skills both up to 100, but keep in mind that later on in the game\nany sneakiness will draw a True Sight counter, making it much less\neffective.\n\nDetect Illusion\t\t\t\t\t\t\t{DND089}\n&lt;----------------------------------------------------------------------&gt;\nYou can use this ability to dispel illusions as if you were using\nTrue Sight. To activate it, just detect traps and if your score is\nhigh enough those bad illusions will vanish. Of course, we have many\ncharacters who can use True Sight, and while you're busy detecting\nillusions, you can't attack.\n\nSet Traps\t\t\t\t\t\t\t{DND090}\n&lt;----------------------------------------------------------------------&gt;\nThis ability allows you to.. wait for it.. set traps. Traps are static\nand can't be set during combat, which vastly limits their effectiveness.\nI assume this score makes you more likely to succeed at setting your\ntraps, but honestly, I don't care enough to play around with it. Most\ntraps deal 2d8+5\/3d8+5 damage, which is fair enough, but for all the\ntrouble it takes to set a trap and lure a foe onto it, you're probably\nbetter off just using a bow.\n\nHit points \t\t\t\t\t\t\t{DND091}\no======================================================================o\nYou run out of Hit Points, and you die. These are important. \nMulti-classing averages your Hit Points\/level across your classes.\nFor example, take the Fighter\/Mage:\n\nFighter (Hit Die: d10) + Mage (Hit Die: d4) = 14\nHit Points per Level: 14\/Number of Classes: 2 = 7\nTherefore the Fighter\/Mage would have a maximum of 7 Hit Points per\nlevel, or 5 for each Fighter level and 2 for each Mage level... plus\nany relevant Constitution bonuses.\n\nA multi-classed character will still get bonus Hit Points for having a\nFighter class and a high Constitution, but a dual-class character can\nstart out 9 levels of Fighter, get all 9d10+36 Hit Points,and dual-class\ninto something else. This is in every way favorable, and given the\nexperience cap in Baldur's Gate 2, nine levels of Fighter will have\nvirtually no effect on your second class' progression.\n\nTHAC0 and Armor Class \t\t\t\t\t\t{DND092}\no======================================================================o\nTHAC0 is an acronym for 'To Hit Armor Class 0'. This is the roll on a\nd20 (a 20 sided dice) that you'd need to hit somebody with an Armor\nClass of 0. Statistically, each point is a 5% chance to hit Armor\nClass 0, and a roll of 20 is ALWAYS a hit, and a roll of 1 is ALWAYS a\nmiss, regardless of your THAC0\/their Armor Class. Fighters get a lower\nTHAC0 quicker (hence a better chance to hit) than other classes, and\nMages have the worst THAC0 progression. A lower THAC0 and lower Armor\nClass are better-which seems counter intuitive, but that's 2nd Edition\nfor you. (Nostalgia for a moment here.) Having a negative Armor Class\nessentially raises the enemies' THAC0. For instance, if my Paladin has a\nbase THAC0 of 5 (-2 with all her proficiencies, Strength, the bonus on\nthe weapon, etc), and my Ranger\/Cleric has an Armor Class of -13, my\nPaladin would need an 11 on a d20 to hit her (-2 +13 = 11). That's a\n55% chance to miss-a 45% chance to hit. So, for a general rule, lower\nTHAC0 and lower Armor Class are good. Unless the enemy has them. Then\nit's not so good.\n\nTHAC0 by Class\/Level*\t\t\t\t\t\t{DND093}\n&lt;----------------------------------------------------------------------&gt;\n*This is taken straight from the 2nd Edition Dungeons and Dragon's\nPlayers Handbook.\t\t\n\n\t\t\t\tLEVEL\n \t1  2  3\t 4  5  6  7  8  9  10 11 12 13 14 15 16 17 18 19 20\nWarrior 20 19 18 17 16 15 14 13 12 11 10 9  8  7  6  5  4  3  2  1 \nWizard\t20 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15 15 15 14 14\nPriest\t20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8  8\nRogue   20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11\n+Priest includes Monks and Druids.\n\n  --&gt;\tWarrior includes Barbarians, Paladins and Rangers.\n\n  --&gt;\tWizard includes Sorcerers.\n\n  --&gt;\tPriest includes Druids and Monks.\n\n  --&gt;\tRogue includes Bards\n\nMulti-class characters use the best THAC0 progression of either of\ntheir classes-Fighter\/Mages use the Fighter's THAC0 progression, and\nthe Cleric\/Thief use the Thief's THAC0 progression.\n\nDual-class characters use the THAC0 of their active class if they\nhaven't regained their bonuses from the previous (inactive class). If\nthey have, they use whichever gives them the best THAC0.\n\nArmor Class Modifiers by Weapon Type\t\t\t\t{DND094}\n&lt;----------------------------------------------------------------------&gt;\nDifferent armor types are strong against different attack types. It\nmight seem like information overload, but keep it in mind when picking\nbetween various types of armor. A suit of Leather Armor +3 versus a\nsuit of Studded Leather Armor +2 might both give the same armor class,\nbut because of the modifiers the Studded Leather is by far the better\nchoice. It comes up.\n\no===============o===============o===============o===============o\n|    Armor\t|   Slashing    |   Piercing    |  Bludgeoning\t|\no===============o===============o===============o===============o\n| Leather Armor\t|\t0\t|      +2\t| \t0\t|\n|---------------|---------------|---------------|---------------|\n|Studded Leather|      -2\t|      -1\t|\t0\t|\n|---------------|---------------|---------------|---------------|\n|  Chain Mail\t|      -2\t|\t0\t|      +2\t|\n|---------------|---------------|---------------|---------------|\n|  Splint Mail  | \t0\t|      -1\t|      -2\t|\n|---------------|---------------|---------------|---------------|\n|  Plate Mail\t|      -3\t|\t0\t|\t0\t|\n|---------------|---------------|---------------|---------------|\n|  Full Plate\t|      -4\t|      -3\t|\t0\t|\no===============o===============o===============o===============o\n\nSaving Throws\t\t\t\t\t\t\t{DND095}\no======================================================================o\nThere are some things that speed and armor just can't protect against.\nThis typically means magic, in some form or another, and really, a\nFireball doesn't care about your Plate Mail Armor. An enchantment can't\nbe blocked by a shield, and being fleet of foot won't stop a Lich from\nusing vile necromancy to rip the soul from your body. Nope, for that,\nwe resort to Saving Throws, needlessly sorted into five categories that\naren't always as self-explanatory as they seem to be. When your\ncharacter is forced to making a saving throw check against something,\nthey 'roll' a d20 and must exceed their Saving Throw. So like Armor\nClass, the lower the better.\n\n\t\tParalysis\/Poison\/Death\n\t\t\t|Rod\/Staff\/Wand\n\t\t\t|\t|Petrification\/Polymorph\n\t\t\t|\t|\t|Breath Weapon\n\t\t\t|\t|\t|\t|Spells\nWarrior\t\to=======o=======o=======o=======o=======o\n  Level 1-2\t|   14\t|   16\t|   15\t|   17\t|   17\t|\n  Level 3-4\t|   13\t|   15\t|   14\t|   16\t|   16\t|\n  Level 5-6\t|   11\t|   13\t|   12\t|   13\t|   14\t|\n  Level 7-8\t|   10\t|   12\t|   11\t|   12\t|   13  |\n  Level 9-10\t|    8\t|   10\t|    9\t|    9\t|   11\t|\n  Level 11-12\t|    7\t|    9\t|    8\t|    8  |   10\t|\n  Level 13-14\t|    5\t|    7\t|    6  |    5\t|    8\t|\n  Level 15-16\t|    4\t|    6\t|    5\t|    4\t|    7\t|\n  Level 17+\t|    3\t|    5\t|    4\t|    4\t|    6\t|\nWizard\t\t|-------|-------|-------|-------|-------|\n  Level 1-5\t|   14\t|   11\t|   13\t|   15\t|   12\t|\n  Level 6-10\t|   13\t|    9\t|   11\t|   13\t|   10\t|\n  Level 11-15\t|   11\t|    7\t|    9\t|   11\t|    8\t|\n  Level 16-20\t|   10\t|    5\t|    7\t|    9\t|    6\t|\n  Level 21+\t|   8\t|    3\t|    5  |    7\t|    4  |\nPriest\t\t|-------|-------|-------|-------|-------|\n  Level 1-3\t|   10\t|   14\t|   13  |   16  |   15\t|\n  Level 4-6\t|    9  |   13\t|   12\t|   15\t|   14\t|\n  Level 7-9     |    7\t|   11\t|   10\t|   13\t|   12\t|\n  Level 10-12\t|    6\t|   10\t|    9\t|   12\t|   11\t|\n  Level 13-15\t|    5\t|    9\t|    8\t|   11\t|   10\t|\n  Level 16-18\t|    4\t|    8\t|    7\t|   10\t|    9\t|\n  Level 19+\t|    2\t|    6\t|    5\t|    8\t|    7\t|\nRogue\t\t|-------|-------|-------|-------|-------|\n  Level 1-4\t|   13\t|   14\t|   12\t|   16  |   15\t|\n  Level 5-8\t|   12\t|   12\t|   11\t|   15\t|   13\t|\n  Level 9-12\t|   11\t|   10\t|   10\t|   14\t|   11\t|\n  Level 13-16\t|   10\t|    8\t|    9\t|   13\t|    9  |\n  Level 17-20\t|    9\t|    6\t|    8\t|   12\t|    7\t|\n  Level 21\t|    8\t|    4\t|    7\t|   11\t|    5\t|\nMonk\t\t|-------|-------|-------|-------|-------|\n  Level 1-3\t|   10\t|   14\t|   13  |   16  |   13\t|\n  Level 4-6\t|    9  |   13\t|   12\t|   15\t|   12\t|\n  Level 7-8     |    7\t|   11\t|   10\t|   13\t|   10\t|\n  Level 9\t|    6  |   10  |    9  |   12  |    9  |\n  Level 11-12\t|    5\t|    9\t|    8\t|   11\t|    8\t|\n  Level 13-15\t|    4\t|    8\t|    7\t|   10\t|    7\t|\n  Level 16-18\t|    3\t|    7\t|    6\t|    5\t|    6\t|\n  Level 19+\t|    1\t|    5\t|    4\t|    7\t|    4\t|\n\t\to=======o=======o=======o=======o=======o\n\n --&gt;\tWarrior includes Barbarians, Paladins, and Rangers.\n\n --&gt;\tPriest includes Druids.\n\n --&gt;\tRogue includes Bards.\n\nNote: Multi-classed characters take the lowest Saving Throws offered by\nany of their classes. For example, a high level Fighter\/Mage uses the\nbetter Fighter Saving Throws versus Paralysis\/Poison\/Death, and the\nbetter Mage Saving Throws versus Rod\/Staff\/Wand.\n\nStarting Spell Selection\t\t\t\t\t{DND096}\no======================================================================o\nIf you starting over as a Bard, Mage, or Sorcerer, you'll get to choose\nwhat spells your character has in their spellbook... essentially what\nspells your character knows and can choose to prepare and, eventually,\ncast. If you imported from the first game, you'll get to keep the\nspells you previously learned, which is a big improvement over the\noriginal game. For newbies, however, the number of spells you'll get by\nlevel are as follows, in the next several sections below you'll find\nsuggested spell picks by level:\n\n\t\t\to===o===o===o===o\n\t\t\t|1st|2nd|3rd|4th|\n\t\t\to===o===o===o===o\nBard\t\t        | 6 | 5 | 4 | - |\n\t\t\t|---|---|---|---|\nMage\t\t\t| 5 | 4 | 3 | 2 |\n\t\t\t|---|---|---|---|\nMage (multi-class)\t| 5 | 3 | 3 | - |\n\t\t\t|---|---|---|---|\nMage (triple-class)\t| 5 | 3 | 2 | - |\n\t\t\t|---|---|---|---|\nSorcerer\t\t| 5 | 3 | 2 | - |\n\t\t\t|---|---|---|---|\nSpecialist Mage*\t| 6 | 5 | 4 | 3 |\n\t\t\t|---|---|---|---|\nWild Mage*\t\t| 6 | 5 | 4 | 3 |\n\t\t\to===o===o===o===o\n\n*Wild Mages must pick the class-specific spells Nahal's Reckless\nDweomer (1st-Level) and Chaos Shield (2nd-Level). Specialist Mages\nmust chose at least one spell from their chosen spell-school per spell\nlevel.\n\n1st Level Spells\t\t\t\t\t\t{DND097}\no----------------------------------------------------------------------o\nSpell\t\t\t       Priority\tDescription\n\nBlindness\t\t\t(5th) \tIt'll out-last combat and \n\t\t\t\t\tseverely impair one creature in\n\t\t\t\t\tmelee, which is good at low\n\t\t\t\t\tlevels for bringing down tough\n\t\t\t\t\tcustomers.\n\t\t\t\t     \nBurning Hands\t\t\t(3rd)\tYou can use it to kill trolls,\n\t\t\t\t\tif need be.\n\nChromatic Orb\t\t\t(4th) \tAt 7th level and above (which\n\t\t\t\t\tnearly every spell caster\n\t\t\t\t\tstarts out at or above) it deals\n\t\t\t\t\tsome damage and has a small\n\t\t\t\t\tchance to take an enemy out.\n\nIdentify\t\t\t(1st)\tLets you know what magical items\n \t\t\t\t\tdo.\n\nMagic Missile\t\t\t(2nd)\tGuaranteed 10-25 damage at 9th\n\t\t\t\t\tlevel, great for whittling down\n\t\t\t\t\tenemies and disrupting spells.\n\nSleep\t\t\t\t(6th)\tNot really a great spell\n\t\t\t\t\tanymore, as most critters who\n\t\t\t\t\tare actually dangerous are too\n\t\t\t\t\tstrong to be affected by Sleep.\n\t\t\t\t\tStill, a few foes in the\n\t\t\t\t\tearly-going might be hindered\n\t\t\t\t\tby it... and you really can't\n\t\t\t\t\texpect too much from 1st-Level\n\t\t\t\t\tspells.\n\n2nd Level Spells\t\t\t\t\t\t{DND098}\no----------------------------------------------------------------------o\nBlur\t\t\t\t(3rd)\tMakes all attacks take a -3\n\t\t\t\t\tpenalty and gives you a +1 bonus\n\t\t\t\t\tto your saves. A basic defensive\n\t\t\t\t\tspell you'll use a lot, \n\t\t\t\t\tespecially if you're a dual or\n\t\t\t\t\tmulti class Mage.\n\nKnock\t\t\t\t(2nd)\tOpens locked things and allows\n\t\t\t\t\tthieves to focus on other \n\t\t\t\t\tskills. Absolutely essential.\n\nMelf's Acid Arrow\t\t(5th)   It can put trolls down for good\n\t\t\t\t\tand deals continuous damage that\n\t\t\t\t\tcan disrupt spellcasters.\n\nMirror Image\t\t\t(1st)\tNot as strong as in Baldur's\n\t\t\t\t\tGate, you can now be hit instead\n\t\t\t\t\tof an image. but it still gives\n\t\t\t\t\tenemies a much greater chance to\n\t\t\t\t\thit an image.\n\nStinking Cloud\t\t\t(4th)\tCapable of incapacitating groups\n\t\t\t\t\tof enemies and setting them up \n\t\t\t\t\tfor missile attacks. It won't \n\t\t\t\t\twin every fight like it did in \n\t\t\t\t\tthe first game, but it'll come \n\t\t\t\t\tin handy once in a while.\n\n3rd Level Spells\t\t\t\t\t\t{DND099}\no----------------------------------------------------------------------o\nDispel Magic\t\t\t(1st)\tHas a chance to dispel all spell\n\t\t\t\t\teffects on a creature, useful\n\t\t\t\t\tdefensively or offensively.\n\t\t\t\t\tTear down an enemies' buffs or\n\t\t\t\t\tremove debuffs from your party.\n\t\t\t\t\tYou really need this spell.\n\nFireball\t\t\t(4th)   Good for crowd control, and for\n\t\t\t\t\tblazing lots of trolls at once.\n\t\t\t\t\tMost enemies will survive this,\n\t\t\t\t\tso it's not the problem-solver\n\t\t\t\t\tlike it was in the first game,\n\t\t\t\t\tbut it's good for softening\n\t\t\t\t\tbaddies up until you get Chain \n\t\t\t\t\tLightning and Horrid Wilting.\n\nHaste\t\t\t\t(2nd)\tYou get double the attacks and\n\t\t\t\t\tmovement speed, essentially\n\t\t\t\t\tdoubling your offensive power.\n\t\t\t\t\tIt leaves you fatigued \n\t\t\t\t\tafterwards, but it has enough\n\t\t\t\t\tduration to last most major \n\t\t\t\t\tfights. This spell is one of the\n\t\t\t\t\tessential spell-buffs for this\n\t\t\t\t\tgame.\n\nSlow\t\t\t\t(3rd)   Enemies save at a -4 penalty or\n\t\t\t\t\tthey are reduced to half their\n\t\t\t\t\tattacks and movement speed, and\n\t\t\t\t\tsuffer a -4 penalty on their\n\t\t\t\t\tattacks and Armor Class. This\n\t\t\t\t\tis a death sentence for a melee\n\t\t\t\t\tcharacter, and used on a group\n\t\t\t\t\tof strong Fighters can have as\n\t\t\t\t\tdetrimental an effect as Haste\n\t\t\t\t\thas a beneficial effect.\n\n4th Level Spells\t\t\t\t\t\t{DND100}\no----------------------------------------------------------------------o\nGreater Malison\t\t\t(3rd)\tMakes all enemies save at -4 for\n\t\t\t\t\t2 rounds\/level. This should be\n\t\t\t\t\tused at the beginning of every\n\t\t\t\t\tbig fight, making Confusion, \n\t\t\t\t\tChaos, Insect Plague, Finger of\n\t\t\t\t\tDeath, and Vorpal effects all\n\t\t\t\t\tmuch more likely to succeed. An\n\t\t\t\t\tindispensable offensive debuff.\n\nImproved Invisibility\t\t(1st)\tEnemies cannot target you with\n\t\t\t\t\tspells, and they take a -4\n\t\t\t\t\tpenalty to attack rolls. You\n\t\t\t\t\talso get a +4 bonus to your\n\t\t\t\t\tsaves. One of the best defensive\n\t\t\t\t\tspells in the game.\n\nStoneskin\t\t\t(2nd)\tOne of the reasons you need\n\t\t\t\t\tDispel Magic, this gives you\n\t\t\t\t\t(and enemies who can cast it)\n\t\t\t\t\tA number of 'skins' equal to\n\t\t\t\t\tone every two levels. Each skin\n\t\t\t\t\tessentially negates a melee or\n\t\t\t\t\tranged attack. Stacked with\n\t\t\t\t\tGreater Invisibility, Blur, and\n\t\t\t\t\tMirror Image and you can see how\n\t\t\t\t\tcharacters with defensive spells\n\t\t\t\t\tbecome hard to kill.\n\nLore\t\t\t\t\t\t\t\t{DND101}\no======================================================================o\nLore is a minor statistic that rates your ability to identify unknown\nmagical items. Bards have the best lore, but the identify spell is the\ngreat equalizer. So long as you get a high enough lore on a character\nto identify minor items that you receive a lot of (such as ammunition)\nyou're fine. Lore is even more redundant in Baldur's Gate 2, as 1st\nlevel Mage spells slink further back into obscurity. You even get\nglasses that let you identify things a number of times per day near the\nbeginning of the game! \n\nLore by Class\/Level\t\t\t\t\t\t{DND102}\n&lt;----------------------------------------------------------------------&gt;\nEverybody Else\t  1 Lore\/Level \t\nMage\t\t  3 Lore\/Level\nThief\t\t  3 Lore\/Level\nBard\t\t  10 Lore\/Level\n\n  --&gt;\tThe Blade (Bard kit) only receives half the normal Lore per\n\tlevel.\n\nExperience Points (EXP Cap)\t\t\t\t\t{DND103}\no======================================================================o\nYou kill things, you complete quests, you earn Experience Points. You\ngain Experience Points, you Level up, you gain Levels, you get stronger,\nyou can kill more stuff. Fun. In Shadows of Amn you have a maximum\nexperience cap of 2,950,000, which is pretty damn high. In Throne of\nBhaal they just say screw it and let you go wild, up to 8,000,000\nexperience points. This gives you nearly unrestricted level achievement\nin this game... even I had to grind to hit the maximum, which is a\nwelcome change from the first game. Below is a list of the maximum\nlevels that can be achieved by the various classes with the two stated\nexperience caps. Note that once Throne of Bhaal is installed the\nexperience cap is moved to 8,000,000. Like in Tales of the Sword Coast\nyou do not actually have to reach the expansion to benefit from the\nexpanded experience cap.\n\t\t\n                       \to==========o==========o\n\t\t\t|Shadows of|Throne of |\n\t\t\t|    Amn   |  Bhaal   |\n\t\t\to==========o==========o\nBarbarian\t\t|    19    |    40    |\n\t\t\t|----------|----------|\nBard\t\t\t|    23    |    40    |\n\t\t\t|----------|----------|\nCleric\t\t\t|    21    |    40    |\n\t\t\t|----------|----------|\nCleric\/Mage\t\t|  14\/13   |  25\/20   |\n\t\t\t|----------|----------|\nCleric\/Ranger\t\t|  14\/12   |  25\/21   |\n\t\t\t|----------|----------|\nCleric\/Thief\t\t|  14\/16   |  25\/28   |\n\t\t\t|----------|----------|\nDruid\t\t\t|    14    |    31    |\n\t\t\t|----------|----------|\nFighter\t\t\t|    19    |    40    |\n\t\t\t|----------|----------|\nFighter\/Cleric\t\t|  13\/14   |  24\/25   |\n\t\t\t|----------|----------|\nFighter\/Druid\t\t|  13\/13   |  24\/21   |\n\t\t\t|----------|----------|\nFighter\/Mage\t\t|  13\/13   |  24\/20   |\n\t\t\t|----------|----------|\nFighter\/Mage\/Cleric\t| 11\/12\/12 | 18\/17\/19 |\n\t\t\t|----------|----------|\nFighter\/Mage\/Thief\t| 11\/12\/14 | 18\/17\/22 |\n\t\t\t|----------|----------|\nFighter\/Thief\t\t|  13\/16   |  24\/28   |\n\t\t\t|----------|----------|\nMage\t\t\t|    17    |    31    |\n\t\t\t|----------|----------|\nMage\/Thief\t\t|  13\/16   |  20\/28   |\n\t\t\t|----------|----------|\nMonk\t\t\t|    21    |    40    |\n\t\t\t|----------|----------|\nPaladin\t\t\t|    17    |    40    |\n\t\t\t|----------|----------|\nRanger\t\t\t|    17    |    40    |\n\t\t\t|----------|----------|\nSorcerer\t\t|    17    |    31    |\n\t\t\t|----------|----------|\nThief\t\t\t|    24    |    40    |\n\t\t\to==========o==========o\n\nEpic Feats by Class\t\t\t\t\t\t{DND104}\no======================================================================o\nWhen you reach around 3,000,000 experience, whether you're single, dual,\nor multi-classed, you'll start earning 'High Level Abilities'. For most\nsingle-classed characters, this is around 20th-level, which marks a\nplateau known more commonly as 'Epic level'. Since many of these\nabilities emulate 3rd Edition Feats (Baldur's Gate 2 came out near the\nsame time as 3rd Edition Dungeons and Dragons, but a 3rd Edition video\ngame wouldn't come until Neverwinter Nights) I prefer to call them\nEpic Feats. Different classes-groups have their own selection of Epic\nFeats to choose from-Warriors (including Rangers, Paladins, Barbarians,\nMonks and of course, Fighters), Wizards (Mages-Specialist, normal, and\nWild-and Sorcerers), Priests (Druids and Clerics) and Rogues (Bards and\nThieves), including all relevant kits. All the Epic Feats in the game\nare actually described below in the next section, organized by class.\n\nWarrior (Fighters, Rangers, Paladins, Barbarians, Monks)\n&lt;----------------------------------------------------------------------&gt;\nCritical Strike (requires Power Attack)\nDeathblow\nGreater Deathblow (requires Deathblow)\nGreater Whirlwind Attack (requires Whirlwind Attack)\nHardiness\nPower Attack\nResist Magic\nSmite (requires Power Attack and Critical Strike)\nSummon Deva (Paladins)\nSummon Fallen Deva (Blackguards)\nTrack [Ranger only]\nWar Cry\nWhirlwind Attack\n\nWizard (Mages, Sorcerers, Specialist Mages, Wild Mages)\n&lt;----------------------------------------------------------------------&gt;\nComet\nDragon's Breath\nEnergy Blades\nExtra Level 6 Spell\nExtra Level 7 Spell\nExtra Level 8 Spell\nImproved Alacrity\nSummon Dark Planetar (evil Mages)\nSummon Planetar (good, neutral Mages)\n\nPriest (Clerics, Druids)\n&lt;----------------------------------------------------------------------&gt;\nAura of Flaming Death\nElemental Summoning\nElemental Transformation (fire) [Druid only]\nElemental Transformation (earth) [Druid only]\nEnergy Blades\nGlobe of Blades\nGreater Elemental Summoning (requires Elemental Summoning) [Druid Only]\nImplosion\nMass Raise Dead\nStorm of Vengeance\nSummon Fallen Deva [evil and neutral Priests]\nSummon Deva [good and neutral Priests]\n\nRogue (Bards, Theives)\n&lt;----------------------------------------------------------------------&gt;\nAlchemy\nAssassination\nAvoid Death\nEnhanced Bard Song [Bard only]\nEvasion\nGreater Evasion (requires Evasion)\nMagic Flute [Bard only]\nScribe Scrolls (requires Use Any Item)\nSet Spike Trap\nSet Exploding Trap\nSet Time Trap\nUse Any Item\n\nWarrior Feats\t\t\t\t\t\t\t{DND105}\no======================================================================o\n\nCritical Strike\n&lt;----------------------------------------------------------------------&gt;\nSpecial Requirements: You must know the Power Attack. You can only\nchoose this ability once.\n\nA high-level warrior's intimate knowledge of vital spots on opponents\nallows him to, once per day, concentrate all of the attacks in one round\nto strike a vital area every time. With this ability, every attack roll\nmade in the next round is a natural 20, a critical hit.\n\nHuh. And here I thought that a warrior was ALWAYS concentrating his\nattacks on vital areas? I guess most of the time they're just screwing\naround trying to score flesh wounds. The best thing about it is that\nit ensures you hit every time in the next round. The criticals are nice,\nbut sadly, many things are immune to critical hits.\n\nDeathblow\n&lt;----------------------------------------------------------------------&gt;\nThe Deathblow ability allows the warrior to blow through the defenses of\nany lesser creature. For the next 2 rounds, any creature of 8th level or\nlower is instantly killed when struck by the warrior.\n\nI just have one question here... By Throne of Bhaal, what, exactly, is\nbelow 8th level? Almost nothing. And if it is you can kill it just fine\nwithout using a feat. This is useless.\n\nGreater Deathblow\n&lt;----------------------------------------------------------------------&gt;\nSpecial Requirements: You must know the Deathblow ability.\n\nLike Deathblow, this ability allows the warrior to vanquish lesser foes\nwith a single blow. When struck with a Greater Deathblow, any creature\nof 12th level or lower is instantly killed. The ability lasts for 2\nrounds.\n\n12th level is a little better than 8th, but still too low to make a\nhuge difference, even if it lasts twice as long.\n\nGreater Whirlwind Attack\n&lt;----------------------------------------------------------------------&gt;\nSpecial Requirements: You must know the Whirlwind Attack ability.\n\nA more powerful version of the Whirlwind Attack, Greater Whirlwind \nAttack gives the Fighter the same bonuses without penalties. Their \nnumber of attacks per round are set to 10 for one round.\n\nIf you hit things with melee weapons, you need this feat. You need it\nmany times over. Period. Ten attacks a round? It almost makes up for\nthem nerfing grandmastery. In fact, it makes me wonder what the big deal\nwas with grandmastery if they were going to throw this monster in? It's\nawesome enough for a Fighter, but think of what it can do for a \nFighter\/Mage who is using Time Stop? Absolutely magnificent. It's the \ncombo of winners.\n\nHardiness\n&lt;----------------------------------------------------------------------&gt;\nCalling upon hidden reserves of Strength during times of danger, a\nwarrior can use the Hardiness ability to gain 40% resistance to all\nforms of physical damage The ability lasts for 1 round for every 2\nlevels of the warrior.\n\nWell, if you don't have any other way to defend yourself, here you go.\nIt's great for single-classed Barbarians, Fighters, and Monks, none of\nwhich can cast spells. When you hit level 40 it'll last some 20 rounds,\nwhich is phenomenal. This means you only need to get it once, as it'll\nlast you pretty much an entire fight. If you're a Fighter\/Mage,\nFighter\/Cleric, Ranger\/Cleric, Fighter\/Druid, Fighter\/Mage\/Thief, or\notherwise have some means of putting up defenses, you really don't need\nto waste a pick.\n\nPower Attack\n&lt;----------------------------------------------------------------------&gt;\nA Power Attack allows the warrior to strike blows so forceful that they\nstun an opponent for 2 rounds if it fails its save vs. death at a -4 \npenalty. The ability lasts for 2 rounds.\n\nI suppose if you followed it up with a Whirlwind Attack... no really,\nyou can't Coup'de'Grace in Baldur's Gate 2, so stunning is useless. It\ncan delay an enemy, but wouldn't you rather use another Greater\nWhirlwind instead? Why stun when you can kill?\n\nResist Magic\n&lt;----------------------------------------------------------------------&gt;\nThis ability allows the warrior to temporarily tap a great inner \nStrength and fight off the effects of malevolent magic. For 4 rounds the\nwarrior's magic resistance is set to 50 %. This is not cumulative with \nother forms of magic resistance so if the warrior already has 50 % magic\nresistance or greater, the ability is useless.\n\nThe ability is useless. They got that right. Four rounds? That's \npathetic.\n\nSmite\n&lt;----------------------------------------------------------------------&gt;\nSpecial Requirements: You must know the Power Attack and Critical Strike\nAbilities.\n\nWith the Smite ability, the warrior gains the ability to strike a mighty\nblow, knocking an opponent back for a considerable distance and stunning\nthe opponent for 1 round. All attacks made in the first round are\ncritical hits. The ability lasts for 2 rounds. Large creatures such as a\ndragons or giants will not be knocked back or stunned.\n\nThis ability isn't terrible. At least it's always going to stun\napplicable creatures, and if they're near a wall or boxed in, you can\nattack in unison with other characters, potentially knocking a dangerous\nfoe back long enough for other Fighters to get ready to Whirlwind \nAttack. I still have to balk at wasting a total of three feats to get\nthis, however. I'd rather just hit them with more Whirlwind Attacks.\nThey can't do any damage to me if they're dead.\n\nSummon Deva\/Fallen Deva (Conjuration\/Summoning)\n&lt;----------------------------------------------------------------------&gt;\nLevel: Quest \nCasting Time: 5\nRange: 40 yards \nArea of Effect: Special\nDuration: 4 rounds + 1 round\/level\nSaving Throw: None\n\nThis spell opens a celestial gate and calls forth an angelic Deva to \nfight at the caster's side until the spell expires or the Deva's \nearthly avatar is slain.\n\nThis spell opens an abyssal gate and calls forth a demonic Deva to fight\nat the caster's side until the spell expires or the Deva's earthly \navatar is slain.\n\nFor Paladins and Blackguards, this is a no-brainer. Instead of being\nadded to their list of Clerical spells as a 7th-levell spell (which\nthey couldn't cast anyways) they get this as a special ability, usable\na number of times per day equal to the number of times they selected\nthe feat. Why would you not want to give a warrior the ability to\nsummon such a potent ally, and thus spare your Clerics from having to\nbother? It's just a great move for Dorn\/Keldorn.\n\nTracking (Ranger only)\n&lt;----------------------------------------------------------------------&gt;\nWith an intimate knowledge of his surroundings and the creatures that\nlive within them, a Ranger can use the Tracking ability to give himself\na general idea of what creatures are in an area and which direction they\nare. Red arrows at the edge of the screen will point in the general\ndirection of the creatures in the area.\n\nOr you could just follow my guide. :)\n\nWar Cry\n&lt;----------------------------------------------------------------------&gt;\nWith a War Cry, the warrior emits a powerful and frightening yell that \nwill leave all opponents in a 30' radius stunned with fear if they don't\nmake their save vs. spell.\n\nOr... a Mage could cast Chaos, which takes enemies out of the fight and\nsaves at a -4. Then the Fighter can go use the Greater Whirlwind he\nsaved by not wasting his time with this feat. Everybody wins.\n\nWhirlwind Attack\n&lt;----------------------------------------------------------------------&gt;\nThis ability allows the warrior to unleash a flurry of super-fast blows.\nThe ability sets one's number of attacks per round to 10 but one's THAC0\nand damage suffer a -4 penalty. The whirlwind attack lasts for one \nround.\n\nGet it as a pre-requisite for Greater Whirlwind, and then ignore it. If\nit weren't for Greater Whirlwind, this would be the go-to feat, even\nwith its penalties.\n\nWizard Feats\t\t\t\t\t\t\t{DND106}\no======================================================================o\n\nComet (Any School)\n&lt;----------------------------------------------------------------------&gt;\nLevel: 10 \nCasting Time: 9\nRange: 90 yards \nArea of Effect: 30' radius\nDuration: Instantaneous S\nSaving Throw: None\n\nA more powerful and specialized version of Meteor Swarm, a huge meteor\nor comet strikes the earth damaging all enemies in its path and sending\nout a powerful shockwave that knocks away all foes in the area of \neffect. Those knocked down must save vs. paralyzation or be stunned for\n1D4 rounds. The comet itself does 10D10 damage This spell will not \nharm party members.\n\n10d10 is a nice chunk of damage, and it has a good radius, and it\ncan stun and knock enemies down as well? This opens them up for further\nabuse, or at least gets them off of you for a while, allowing you to\nmake a telling first strike followed by opportunistic warriors or\nfurther spell abuse. Any Mage worth their spell-books should get this.\nThe best part is, however, it won't cause any collateral damage! It's\nan upgrade over Horrid Wilting to be sure. What it might lack in damage\nit makes up for in stunning and in not allowing the enemy to save for\nhalf against what damage it does do.\n\nDragon's Breath (Any School)\n&lt;----------------------------------------------------------------------&gt;\nLevel: 10 \nCasting Time: 3\nRange: Visual range of caster \nArea of Effect: 30-foot radius\nDuration: Instantaneous \nSaving Throw: Special\n\nThis spell causes a disembodied head of red dragon to appear and \nbreathe fire with the Strength of an adult red dragon. In addition to \nthe enormous 20D10 fireball, the force of the dragon's breath knocks an\nopponent off their feet and away from the caster. The victim can save\nvs. breath to take half damage and not be blown backwards. This spell\nwill not harm party members.\n\nWell... one glaring problem is it's lack of a save penalty, meaning that\nmore likely than not they'll be taking half damage, or 10d10, instead of\n20d10. Also, there's no chance to stun, so why not just pick Comet\ninstead?\n\nEnergy Blades (Any School)\n&lt;----------------------------------------------------------------------&gt;\nLevel: 10 \nCasting Time: 3\nRange: Special \nArea of Effect: Special\nDuration: 4 turns \nSaving Throw: None\n\nAn energy blade is a discus made of pure energy. The disc gives +10 to \nTHAC0, and when thrown does 1D4+5 missile damage as well as 1D10 \nadditional electrical damage This spell creates 1 energy disc per level \nof the caster and sets the caster's attacks to 9 as long as the discs \nare held.\n\nThis spell allows you to do 1d4+5 plus 1d10 electrical damage per blade\nto one creature, or 7-19 damage per Energy Blade. Since you can fire off\nnine blades in one round... That's 63-171 damage if you hit with each\nattack, which you may just do thanks to the THAC0 bonus. Of course, you\nare wasting time throwing things when you COULD be casting more spells,\nbut during a Time Stop sequence this will allow you to do some serious\ndamage to one creature. Of course, using a Spell Sequencer with three\nFlame Arrows deals 60d6 damage (60-360 damage) with a minimum on a save\nof 36d6 damage (36-216 damage) Or even look at the humble Magic Missile\nwith the same spell, which would do a happy 30-75 damage. The point?\nIt's not worth a feat. You'll have to get it anyways, but as a Mage,\nI'd never bother wasting a 9th-level spell slot on it.\n\nExtra Level (6, 7, 8) Spell\n&lt;----------------------------------------------------------------------&gt;\nChoosing this ability allows the wizard to cast one additional Level 6,\n7, or 8 spell.\n\nThere are three of these feats, one for 6th-level spells, one for 7th,\nand one for 8th. They're no-brainers why would you not want another\nDeath Spell, Pierce Magic, or Horrid Wilting? 7th-level spells aren't\nstellar... but since you need it to get an extra 8th-level spell. Oh,\nalso, most Mages won't have much choice but to get these, anyways.\nLimited number of feats and all.\n\nImproved Alacrity (Any School)\n&lt;----------------------------------------------------------------------&gt;\nLevel: 10 \nCasting Time: 2\nRange: Unlimited \nArea of Effect: Special\nDuration: 2 Rounds \nSaving Throw: Special\n\nImproved Alacrity essentially erases the pause between casting spells. \nWhen cast, the Mage can begin casting a new spell the instant his is \nfinished casting his current spell. The effect lasts for 2 rounds.\n\nOr you could just cast Time Stop. Longer effect, same results, and you\ndon't waste a feat. Or if you used the two together...\n\nSummon Planetar\/Dark Planetar (Any School)\n&lt;----------------------------------------------------------------------&gt;\nLevel: 10 \nCasting Time: 5\nRange: 40 yards \nArea of Effect: Special\nDuration: 4 rounds + 1 round\/level\nSaving Throw: None\n\nThis spell opens a abyssal gate and calls forth a fallen Planetar to \nfight at the caster's side until the spell expires or the Planetar's \navatar is slain.\n\nThis spell opens a celestial gate and calls forth a Planetar to fight at\nthe caster's side until the spell expires or the Planetar's avatar is \nslain.\n\nA nice spell indeed, but frankly it doesn't equal a Time Stop, and it\ncan be done just as well by a Cleric or Paladin summoning a Deva.\n\nPriest Feats\t\t\t\t\t\t\t{DND107}\no======================================================================o\n\nElemental Summoning\n&lt;----------------------------------------------------------------------&gt;\nLevel: Quest \nCasting Time: 1 round\nRange: 10 yards \nArea of Effect: Special\nDuration: 10 rounds \nSaving Throw: None\n\nDrawing power from the environment, this spell summons 2 16HD elementals\nrandomly chosen from earth, air or fire. The elementals stay for 10 \nrounds and will obey the caster as long as they remain summoned. There \nis a 10% chance that a randomly chosen Elemental Prince will be summoned\ninstead.\n\nThe Elemental Princes rule over other elementals in their respective\nplanes. The Elemental Prince of Air is Chan. The Elemental Prince of\nEarth is Sunnis. The Elemental Prince of Fire is Zaaman Rul.\n\nTen rounds for two 16HD elementals? Not worth it. But it is a pre-\nrequisite for another, better spell.\n\nElemental Transformation (Earth), (Fire)\n&lt;----------------------------------------------------------------------&gt;\nLevel: Quest \nCasting Time: 4\nRange: 0 \nArea of Effect: Caster\nDuration: 5 turns \nSaving Throw: None\n\nHarnessing the power of the earth, this powerful shapechange ability\nallows the druid to become a 24HD earth elemental of immense Strength.\nThe elemental form has an AC of -5, a THAC0 of 2 and does 2D10 crushing\ndamage with its attacks. When the druid returns to human form, he is\nalso healed 3D10 damage\n\nHarnessing the power of fire, this powerful shapechange ability allows\nthe druid to become a 24HD fire elemental of immense Strength. The\nelemental form has an AC of -5, a THAC0 of 2 and does 1D10 normal and\n1D10 fire damage with its attacks. When the druid returns to human form,\nhe is also healed 3D10 damage\n\nA THAC0 of 2 is pretty good... unless you consider the fact that every\nFighter will surpass it with ease, especially when you include their\nmagical weapon bonuses, which you won't have. Also a -5 Armor Class is\nnot very good. If you're a single-classed Druid, you're beyond help \nalready, and this isn't going to change things.\n\nEnergy Blades (Any School)\n&lt;----------------------------------------------------------------------&gt;\nLevel: 10 \nCasting Time: 3\nRange: Special \nArea of Effect: Special\nDuration: 4 turns \nSaving Throw: None\n\nAn energy blade is a discus made of pure energy. The disc gives +10 to \nTHAC0, and when thrown does 1D4+5 missile damage as well as 1D10 \nadditional electrical damage This spell creates 1 energy disc per level \nof the caster and sets the caster's attacks to 9 as long as the discs \nare held.\n\nThis spell allows you to do 1d4+5 plus 1d10 damage per blade to one\ncreature. This allows you to do a range of 7-19 damage per Energy Blade,\nand fire off up to nine blades in one round... That's 63-171 damage if\nyou hit with each attack, which you may just do thanks to the THAC0\nbonus. For a Mage, this spell is kind of a boner-it takes up a 9th-level\nspell slot which could be used for Time Stop or Comet. For a Cleric,\nwith their better THAC0 and less potent 7th-level spells, it might be\nworth casting once in a while... especially for Viconia, who isn't much\nuse in melee, anyways.\n\nGlobe of Blades (Evocation)\n&lt;----------------------------------------------------------------------&gt;\nLevel: Quest \nCasting Time: 9\nSphere: Guardian\/Creation \nArea of Effect: Special\nRange: 0 \nSaving Throw: Special\nDuration: 1 turn\n\nThe priest employs this spell to set up a globe of razor-sharp blades.\nThese whirl and flash around the caster, creating an impenetrable \nbarrier. Any creature attempting to pass through the blade barrier \nsuffers 10D10 points of damage Creatures within the area of the \nbarrier when it is invoked are entitled to a saving throw vs. \nspell at -2. If this is successful, the blades are avoided and no \ndamage is suffered. The barrier remains for ten rounds.\n\nIt's better than Blade Barrier, but it can't help but make me wish the\nsave was for half instead of none... Still, that gripe aside it's worth\ngrabbing. Just keep your companions out of the meat grinder. In\nconjunction with Aura of Flaming Death it really makes it painful for\nenemies to attack your Clerics. As well it should be.\n\nGreater Elemental Summoning (Druid only)\n&lt;----------------------------------------------------------------------&gt;\nLevel: Quest \nCasting Time: 1 round\nRange: 10 yards \nArea of Effect: Special\nDuration: 10 rounds \nSaving Throw: None\n\nDruids, having a more powerful link to the elements, can cast a stronger\nversion of Elemental Summoning. This spell can summon the Elemental \nPrinces themselves, randomly chosen from earth, air or fire. The \nElemental Princes stay for 10 rounds and will obey the caster as long as\nthey remain summoned.\n\nSummoning the freakin' Elemental Princes themselves? That seems a bit\nmuch, but if you can get it... You won't find better tanks in the entire\ngame, even if it's just for a turn. It's worth it.\n\nImplosion (Evocation)\n&lt;----------------------------------------------------------------------&gt;\nLevel: Quest \nCasting Time: 9\nRange: Visual range of caster \nArea of Effect: 1 creature\nDuration: 2 Rounds \nSaving Throw: Special\n\nThis spell creates a rift in the earth beneath the target which implodes\nand closes in upon itself, crushing and burning the target and holding \nit for 1 round. The spell does 10D10 fire damage and 10D10 blunt damage\nThe victim can save vs. spell for half damage\n\nThat's... not quite what the Implosion spell is meant to do, but okay.\nIt's like the Dragon's Breath spell, but it only affects one creature.\nIn other words, it's full of suck.\n\nMass Raise Dead (Necromancy)\n&lt;----------------------------------------------------------------------&gt;\nLevel: Quest \nCasting Time: 2\nSphere: Necromantic \nArea of Effect: Up to 5 party members\nRange: Sight of the caster Saving Throw: Special\nDuration: Permanent\n\nA more powerful version of Raise Dead, this spell brings up to 5 party\nmembers back to life and heals 3D10+1 per level of the caster points of\ndamage They can regain the rest of their Hit Points by natural healing\nor curative magic. This spell restores life to dwarves, gnomes, \nhalf-elves, halflings, elves, half-orcs and humans.\n\nWhat are your characters doing dead in the first place? Try harder. This\nspell sucks. If only you could have been given a straight Mass Heal type\nspell instead.\n\nStorm of Vengeance\n&lt;----------------------------------------------------------------------&gt;\nLevel: Quest \nCasting Time: 8\nRange: 90 Yards \nArea of Effect: 30 foot radius\nDuration: 3 rounds \nSaving Throw: Special\n\nCasting this spell causes the earth to shake and the heavens to boil \nwith blood and energy. All enemies of the caster are stuck down by \nacidic rain, earthquakes and lightning.\n\nAll enemies of 6th level or lower are slain instantly. The survivors are\nstruck by acidic poisonous rain and lightning. The storm lasts for 3 \nrounds. Each round, the victims suffer 1D6 electrical damage, 1D6 fire\ndamage and 1D6 acid damage They are also poisoned in the first round.\n\n3d6 damage per round for three rounds? 9d6 damage? What a waste. If you\ncan't think of something better to pick, you need to be smacked about\nthe face and neck.\n\nSummon Deva\/Fallen Deva (Conjuration\/Summoning)\n&lt;----------------------------------------------------------------------&gt;<\/pre>\n\n\n\n<pre id=\"faqspan-6\" class=\"wp-block-preformatted\">Level: Quest \nCasting Time: 5\nRange: 40 yards \nArea of Effect: Special\nDuration: 4 rounds + 1 round\/level\nSaving Throw: None\n\nThis spell opens a celestial gate and calls forth an angelic Deva to \nfight at the caster's side until the spell expires or the Deva's \nearthly avatar is slain.\n\nThis spell opens an abyssal gate and calls forth a demonic Deva to fight\nat the caster's side until the spell expires or the Deva's earthly \navatar is slain.\n\nThere's less competition for high-end Cleric and Druid spells as\nopposed to the high-level Mage spells that Summon Planetar will take up,\nso I'd suggest getting a Deva instead if at all possible. After all,\nwouldn't you rather give up a Sunray, Greater Restoration, or Finger\nof Death rather than a Time Stop?\n\nRogue Feats\t\t\t\t\t\t\t{DND108}\no======================================================================o\n\nAlchemy\n&lt;----------------------------------------------------------------------&gt;\nWith Intelligence innate to the class, an experienced rogue has seen\nenough potions in his or her adventuring career to simulate the creation\nof one. With the Alchemy skill, the rogue can create one of eight types\nof potions, once per day.\n\nThe potions a rogue can create are randomly chosen from the following \nlist:\n1) Potion of Master Thievery\n2) Potion of Perception\n3) Potion of Extra Healing\n4) Potion of Superior Healing\n5) Potion of Regeneration\n6) Antidote\n7) Oil of Speed\n8) Potion of Frost Giant Strength, only useable by thieves or bards\n\nOne, it's random, although I guess you could just wait around and stock\nup. Still, these are all items you can buy from stores, and many of the\npotions can be replicated with spells, or aren't very useful by the time\nyou get unlimited access to them anyways. The only interesting one, the\npotion of Frost Giant Strength, can be permanently gained with girdles\non your main Fighters, and since it's only usable by thieves and bards,\nit really only is useful on multi-class thieves.\n\nAssassination\n&lt;----------------------------------------------------------------------&gt;\nUsing every clever trick an experienced Thief has learned in countless\nbattles, this ability allows every strike in the next round to act as a\nbackstab, using the Thief's existing backstab modifier to determine\ndamage\n\nThis is more like it. Every attack counts as a backstab? Obviously the\nmore Fighter you have backing this up, the better, and with Haste it\nbecomes truly devastating. This is a must-have for thieves. Bards... I'm\nnot sure what backstab modifier it's using, exactly. Keep in mind that\nmany big bad things in this game are, sadly, immune to backstabs.\n\nAvoid Death\n&lt;----------------------------------------------------------------------&gt;\nWith a superhuman effort, a high-level rogue can avoid almost certain \ndeath. The effect lasts for 5 rounds and during this time the rogue \ngains a +5 bonus to save vs. death, his Hit Points are increased by 20 \nand the rogue becomes immune to death magic for the duration of the \nability.\n\nEh. I suppose. It only lasts for five rounds, so you really have to know\nthat those death effects are coming, and even then, why not just pop on\na Death Ward spell? It really would protect against, what? Poison? \nNegative Energy? If it lasted longer, it would be useful, but its\nduration makes it iffy.\n\nEnhanced Bard Song (Bard only)\n&lt;----------------------------------------------------------------------&gt;\nThis is a powerful aid to both the bard and to his allies. The song \ngives the bard himself a 10 point bonus to his AC and 10 % magic \nresistance bonus due to the power of the song. The song also gives his \nallies +4 to hit, +4 to damage, +4 to AC, immunity to Fear, Stun and \nConfusion, +5 % magic resistance and immunity to normal weapons. This \nability replaces the current Bard Song.\n\nA Bard in Baldur's Gate 2 is essentially a support character. And if\nthis isn't a superior support ability, I don't know what is. +4 to hit,\ndamage, and Armor Class is a VERY good thing. I can't imagine any reason\nfor any Bard to skip on this.\n\nEvasion\n&lt;----------------------------------------------------------------------&gt;\nA rogue's natural sense of preservation becomes heightened with the use\nof the Evasion ability. Evasion gives a +4 bonus to AC and +2 to all \nsaving throws. The effect lasts for 3 rounds.\n\nThe best thing to say about it is that it's a requirement for Greater\nEvasion. Other than that, it's about the equivalent of Improved \nInvisibility, but with much worse duration and no protection against\nmagic.\n\nGreater Evasion\n&lt;----------------------------------------------------------------------&gt;\nSpecial Requirements: You must know the Evasion ability.\n\nA more powerful version of Evasion, this ability gives +6 to AC and +3 \nto all saving throws. In addition, Greater Evasion allows the rogue to \nmove so quickly that his movement rate is increased by 2 and normal \nmissiles have no chance of striking him. Greater Evasion lasts for 5 \nrounds.\n\nA little better, I guess. Better than Improved Invisibility in power,\nbut weaker still in duration and magic defense. It at least makes you\nfaster, and makes you immune to normal missiles. It'll help a Thief out\ndefensively, but if you've got spells as well, you probably won't need\nit.\n\nMagic Flute (Bard only)\n&lt;----------------------------------------------------------------------&gt;\nThis ability creates a magic flute made of pure magical energy. When \nplayed, the flute can be used to cast the following spells:\n\nResist Fear (Party) - 1 charge\nGlobe of Invulnerability - 1 charge\nDelayed Blast Fireball - 3 charges\n\nThe spell-like abilities on the Flute are used in the same way that a \nwand's powers are used. The Flute lasts for 1 day.\n\nWhat ass. Really? Resist fear is a low-level spell, Globe of \nInvulnerability isn't going to protect you from anything in Throne of\nBhaal, and... well, Delayed Blast Fireballs are kinda nice, but it's not\nworth sacrificing a feat over. Getting the bonus spell slots for a Mage\nis one thing... it allows you to prepare any extra spell of that level,\nand is a prerequisite for the 10th level spells, but this? Pass.\n\nScribe Scrolls\n&lt;----------------------------------------------------------------------&gt;\nSpecial Requirements: You must know the Use Any Item ability\n\nThis ability allows a rogue to create low and mid-level spell scrolls. \nThe scrolls that the rogue can create are randomly chosen from the \nfollowing list:\n\n1) Magic Missile \n2) Haste \n3) Fireball \n4) Dispel Magic \n5) Dire Charm\n6) Invisibility\n7) Cone of Cold\n8) Monster Summoning II\n9) Monster Summoning III\n\nBy Throne of Bhaal what use are half of these spells? Magic Missile, \nDire Charm, Monster Summoning II and III are parlor tricks. Maybe back \nin Durlag's Tower this would have been handy, but not now. It doesn't do\nanything a Cleric, Druid, or Mage can't do better and more readily.\n\nSet Exploding Trap\n&lt;----------------------------------------------------------------------&gt;\nThis ability allows the rogue to set a powerful trap that unleashes a \nfireball which causes 10d6 damage (save vs. spells for half damage) and\nwill knock its victims off their feet.\n\nI generally think traps are pretty useless. Are traps really going to\nhelp you against Beholders, Dragons, and Liches? I doubt it. 10d6\ndamage? That's a fireball, a 3rd level spell. Don't waste your feat.\n\nSet Spike Trap\n&lt;----------------------------------------------------------------------&gt;\nThis ability allows the rogue to set a powerful spring-loaded spike trap\nthat does 20D6 damage to the unsuspecting creature that sets it off.\n\nNow this is a little better. 20d6 is hefty damage, and dealing that will\nactually bother a powerful creature. If you want to do hit and run\ntactics, this is an option.\n\nSet Time Trap\n&lt;----------------------------------------------------------------------&gt;\nThis ability allows the rogue to set a magical trap that casts a weaker\nversion of the high level Time Stop spell. For 10 seconds, the flow of\ntime slows for all but the rogue. Often, a rogue will use this trap to\nget behind an opponent for a free attack.\n\nThis is also an interesting ability. 10 seconds is just over one combat\nround, during which time a Thief can hide in shadows, like the\ndescription says, or if they're multi-classed they may... say... pop out\na Whirlwind Attack? Just a thought.\n\nUse Any Item\n&lt;----------------------------------------------------------------------&gt;\nRogues take pride in their ability to adapt and make clever use of \nwhatever is at hand. This ability is an extension of that basic skill. \nOnce learned, the effect is permanent. The ability allows the rogue to \nuse any item, even items that are typically restricted to one class. \nThis allows the rogue to use everything from wands and scrolls to mighty\nweapons that none but a Fighter could otherwise use. This ability is a \nprerequisite to the Scribe Scroll ability.\n\nWell... you never know what is going to be class restricted, but if you\nare a Fighter\/Thief, you can already use those mighty weapons, and if\nyou're a Thief\/Mage, you can already use those wands, right? Not always.\nThere are a few instances where this comes in handy, and Haer'Dalis\nshould always get it. For a Fighter\/Thief or Fighter\/Mage\/Thief\nprotagonist, this is also a must-get. It'll allow you to use such gear\nas Montolio's Cloak or Wondrous Gloves.\n\nMy Protagonists\t\t\t\t\t\t\t{DND109}\no======================================================================o\nI've played this game quite a few times, and have had many protagonists\nover the years... but for these guides I've focused on the strongest,\nmost power-gamey characters out there, characters who are individually\npowerful, unique, and fit well into various party setups. I first\nstarted built this guide around a Fighter\/Mage protagonist leading a\ngood party, but later added information for you evil folks out there.\nThe evil party was, by necessity, led by a Fighter\/Mage\/Thief\nprotagonist.\n\nThe Fighter\/Mage\t\t\t\t\t\t{DND110}\n&lt;----------------------------------------------------------------------&gt;\nFighter\/Mage\nHalf-Elf, Male\nTrue Neutral\n\nStrength:\t18\/74\t(19)\nDexterity:\t18\t(19)\nConstitution:\t18\t(19)\nIntelligence:\t18\t(19)\nWisdom:\t\t10\t(13)\nCharisma:\t10\t(11)\n\nStarting Proficiencies:\nFlail:\t\t\t++\nKatana:\t\t\t+\nTwo-Weapon Style:\t+++\n\nOverview:\n---------\nAt the end of this game, the Fighter\/Mage is arguably the strongest\ncharacter there is. I don't argue it, but I'm sure somebody might. As\nfar as I'm concerned, it's as strong of a protagonist as you can get.\nSince this is your protagonist-the only character whose creation you get\nto determine-you might as well make sure they've got the best possible\nattributes. The ideal is to start out maxed in Strength, Dexterity,\nConstitution, and Intelligence... which I've done. This character is\nfurther boosted by tomes obtained in the first game, and if you're\nfollowing through with me, yours will be, too. It gives us an extra\nadvantage that surely befits our protagonist's paternity, and starting\nout with a 19 Strength really helps this character shine. The Dexterity\nand Constitution give him the ability to survive better, since he will\nnot, for most of the game, have much in the way of armor. Intelligence\nis more of a matter of simplicity, as with a 19 Intelligence our\nFighter\/Mage will not be restricted by a maximum number of spell per\nlevel, and only rarely by failure when scribing scrolls... the latter of\nwhich can be negated just by shifting the difficulty down to normal or\nby save\/loading.\n\nWhat does this character do, you ask? A Fighter\/Mage is what it sounds\nlike, a hybrid of fighting power and magic. Seems cliche, and these\nhybrid characters never work anymore... but go back to the turn of the\nmillenium, when 2nd Edition Dungeons and Dragons ruled the land... or\nwas so recently subverted that it was still fresh in one's mind, at\nleast. The Fighter\/Mage really does get the best of both worlds, and\nthese are two domains made stupidly strong in Baldur's Gate 2. Weapons\nhave never been meaner, and melee attacks soundly leave missile attacks\nin the dust in Baldur's Gate 2, generally having more potent effects\nand requiring no specialized magical ammo to harm creatures. Also,\nfreed from the confines of Baldur's Gate 1's level cap, our warriors are\nfree to rack up multiple attacks per round and drop their THAC0s to\nstupidly low numbers. Nothing kills quite so quickly or dependably as a\nhigh-Strength melee character with a good weapon in this game.\n\nBut that's just one side of the coin. The other, of course, is magic. On\nits own, a warrior would be largely incapable of bypassing the defenses\nof many creatures in this game, or surviving their onslaughts. Stoneskin\nhas a way of nerfing a warrior's potency, and an Illithid-who kills by\ndraining Intelligence instead of chisling away Hit Points-is just a\nthreat a warrior isn't built to handle. The Fighter\/Mage, however, is\nequipped to handle anything. Depending on the foe, they can buff\nthemselves with the appropriate magics to make themselves resistant\n(or out right immune) to attack in ways a warrior can only dream of-\narmor be damned. Thus protected, they've got a better chance of cutting\nor smashing their way through any opposition, whereas a single-classed\nMage or Fighter could not.\n\nTo say that their magic is purely defensive and in service to their\nmelee, however, is not accurate. Certainly spells like Stoneskin and\nBlur protect and thus protected, the Fighter\/Mage is able to endure and\ndestroy, but without spells like Dispel Magic and Breach they, like any\nsingle-classed warrior, would be unable to harm certain foes at all.\nWhen necessary, however, they can just outright play the Mage card.\nLobbing out a Chaos or Slow will hinder enemies more than anything any\nwarrior could hope to do in a single round, and while it's true that\nmost of the death-dealing will be done with the Fighter\/Mage's weapons,\nit's the magic that allows them the security (and deprives the enemy of\nany) to do so.\n\nThe ultimate expression of the Fighter\/Mage synthesis is realized late\nin the game (as a multi-class character, no levels are redundant for the\nFighter\/Mage, who is always improving in significant ways long after\nsingle-classed warriors have stopped gaining anything but Hit Points)\nwith the Time Stop\/Greater Whirlwind combo. A single-classed Mage with\nTime Stop and Horrid Wilting is a brutal thing, as is a single-classed\nwarrior with Greater Whirlwind. But together, you get an attack of such\nbreath-taking potency that even late-game bosses have no choice but to\ntopple over and die in front of it. And of course, the Fighter\/Mage can\nalways just mimic the tactics of either of their component classes, as\nwell, when it suits them. The Fighter\/Mage is the most defensively and\noffensively powerful character out there.\n\nHow to Use the Fighter\/Mage Effectively:\n----------------------------------------\nTo start out the game, he picks the spells he'll need to get him started\nlisted in [DND097]-[DND100]. For his proficiencies, he'll get three\nranks in Two Weapon Style to reduce two weapon penalties by as much as\npossible. He'll also get two ranks into Flails... mostly because Flails\nwere great weapons in the first game, and one of the best weapons you\ncan get in Baldur's Gate 2 is a Flail-which is obtainable rather early.\nLastly, I had him become proficient in Katanas, as Celestial Fury-one\nof the most potent weapons in Shadows of Amn-will be available early\non. Later on in the game he'll get another point into Katanas, and\nstart working on Axes. This will allow him to ditch Celestial Fury\nsometime in Throne of Bhaal so he can equip the Axe of the Unyielding.\nThe entire Fighter\/Mage potency thing I drooled over above depends on\ntwo things-having the best weapons, and the right spells. I intend to\nmake sure it happens.\n\nThe Fighter\/Mage\/Thief\t\t\t\t\t\t{DND111}\n&lt;----------------------------------------------------------------------&gt;\nFighter\/Mage\/Thief\nElf, Female\nNeutral Evil\n\nStrength:\t18\/44\t(19)\nDexterity:\t19\t(20)\nConstitution:\t17\t(18)\nIntelligence:\t18\t(19)\nWisdom:\t\t10\t(13)\nCharisma:\t10\t(11)\n\nStarting Proficiencies:\nKatana\t\t\t+\nLong Sword:\t\t++\nTwo-Weapon Style:\t+++\n\nOverview:\n---------\nThe Fighter\/Mage\/Thief is a compromise-but not a bad one. The evil\nparty needs a Thief, so my typical Fighter\/Mage combination puts on a\nThief hat. Simple as. Instead, however, of making a poor copy of my\nFighter\/Mage and adding in some Thief, we should look at this class as\nan opportunity, rather than as a burden. True, it's the Fighter in the\nname that does the killing, and the Mage that allows it to happen, just\nlike with the Fighter\/Mage, but the Thief's offerings are capable of\nboosting the former. The idea here is simple-the best offensive benefit\nadded by a Thief is the backstabbing, so the Fighter\/Mage\/Thief should,\nat every opportunity, strive to backstab. It's not easy to achieve in\nBaldur's Gate 2, however, a game where nearly every Mage will gleefully\nexpose you with True Sight and some foes are just outright immune to\nbackstabs. Also, since my Fighter\/Mage\/Thief acts as the party tank and\nspecialized troubleshooter, it's difficult to work in a backstab when\nyou're drawing the attention... something going invisible would work\nagainst, even if you could do so without being detected.\n\nOur backstabbing abmitions will eventually become a reality, however,\nwhen my evil protagonist obtains the Dagger of the Star +5, which has a\n15% chance to turn the user invisible every time they hit a foe. A bit\nof micromanagement, or simply keeping them behind foes to start with,\nand you can rely on the massive x5 backstab bonus damage to occur. A\nsingle such hit with a high-Strength evil protagonist will likely\nseriously wound or even outright kill most foes in the game.\n\nAdditional tactical flexibility is made possible with the 'Use Any\nItem' ability. Again, taking the glass-half-full approach, since the\nFighter\/Mage\/Thief is denied access to Mage epic feats, getting Thief\nand Fighter, instead. This ability allows the Fighter\/Mage\/Thief to wear\nitems they would otherwise be prohibited from using, allowing them to\ngear up in ways impossible to the Fighter\/Mage. I'm not going to lie\nand claim this makes the Fighter\/Mage\/Thief equal to the Fighter\/Mage.\nIt doesn't. Spell selection and the ungodly Time Stop\/Greater Whirlwind\ncombo will always be points in favor of the Fighter\/Mage, but the\nFighter\/Mage\/Thief is potent in its own right.\n\nHow to Use the Fighter\/Mage\/Thief Effectively:\n----------------------------------------------\nMy Fighter\/Mage\/Thief will likewise pick what spells are best suited\ntowards a combat-active Mage's survival. There were a great number of\npotent Long Swords in the first game, so she starts out Specialized\nin them, mastered in Two-Weapon Style, and Proficient in Katanas. She\nwill, like the Fighter\/Mage, aspire towards Celestial Fury and become\nSpecialized in Katanas as soon as she can. Unlike the Fighter\/Mage,\nhowever, she will not be using the Flail of the Ages-that belongs to\nViconia in the evil party. Korgan, instead of Viconia, will use Crom\nFaeyr (she just has no business having 25 Strength with one attack\nper round), first with a shield in Shadows of Amn, and in Throne of\nBhaal, after building up proficiencies, he'll dual-weild the Axe of\nthe Unyielding, meaning Axes are out in the long run. Instead, my evil\nprotagonist doubles-down on Long Swords and uses the Equalizer as her\noff-hand weapon of choice throughout Shadows of Amn. Afterwards, she\nfocuses her energy on Daggers in anticipation of the mighty Dagger of\nthe Stars, which will turn her into a back-stabbing monster, and\nswitches out the Equalizer for Angurvadal when it becomes useful to do\nso. Other weapons like The Answerer and Hindo's Doom also find their\nway into my inventory, for use in certain situations. As a Thief, she\ngets her Find Traps up to 100 so she can detect and disarm pretty much\nany trap in the game. She also gets her Open Locks up to 100 to negate\nthe need for any Knock spells. Lastly, she starts to partition her\nremaining points between Hide in Shadows and Move Silently until they\nare both 100, in preparation for future backstabbing. In the meantime,\na lower score and Boots of Stealth will do just fine. As for Pick\nPockets... Haer'Dalis works just fine for that purpose... it's certainly\nbetter than wasting my protagonist's pointson it.\n\nImporting Your Character from Baldur's Gate 1\t\t\t{DND112}\no======================================================================o\nIt's quite simple to import from Baldur's Gate 1. Just go to the \ndirectory in which your Baldur's Gate 1\/2 games are saved. Find your \nSave folder in Baldur's Gate 1 and copy the desired save game (ideally \nthe Final Save) and move it into the Save folder of your Baldur's Gate 2\ngame. For me, using Windows 7, these files were found in the following\nlocation:\n\nLibraries\/Documents\/Baldur's Gate II - Enhanced Edition\n\nYou can also export your character from within Baldur's Gate 1 and\nmove the character file over from the Characters folder in Baldur's \nGate 1 to the Characters file in Baldur's Gate 2. When in character\ncreation in Baldur's Gate 2 just click the 'Import' button and pick the\nselected save\/character. If these folders aren't in existence in your\nBaldur's Gate 2 directory, just create them manually.\n\nAmazingly enough, you can also import characters from good old vanilla\nBaldur's Gate 2 to the Enhanced Edition. Just export the character\nwhile playing Baldur's Gate 2 and copy the character files. These files\nwill be found in the 'characters' folder, named whatever you called the\nexport. There are two files you need to get, a .CHR file, and a .BIO\nfile. For example, if you export a character within Baldur's Gate 2\nand name the export 'BOB', the files you'll want to get are BOB.CHR and\nBOB.BIO. Just move them from the vanilla Baldur's Gate 2 'characters'\nfile and into the BG2EE 'characters' file, then start up BG2EE and\ncreate a new character, selecting the 'import' option.\n\nNote: When importing your character, the game will 'reroll' your\nHit Points in some cases. It's not fun when you import a character who\nhad 67 Hit Points at the end of the first game, only to find that for\nthe sequel you're starting out with 48 Hit Points. There is, however,\nan easy work-around for this. Just set the game's difficulty down to\nthe lowest setting before importing your character to ensure your rolls\nare maximized-hence setting them at their end of Baldur's Gate 1 values.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\t   Characters {CHR001}\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nYou'll notice that there are new friends and old to be recruited in\nBaldur's Gate, but most of them, with the exception of Mazzy and ???????\ncan be found fairly early on in the game. You'll also notice that there\nare fewer characters in Baldur's Gate 2. What they lack in numbers they\nmake up for in personality, an immeasurably favorable exchange. As there\nare less characters there are less choices, but there are also fewer\ndead-weight characters in this game. Even the characters from the first\ngame have typically been buffed up a bit.. and why not? Your main \ncharacter certainly gained some attribute points over the course of the\nfirst game, right?\n\nMost characters have quests associated with recruiting and\/or securing\nthem, but many also have some quests that need to be completed when\nthey are traveling with you. They are mentioned in brief in each \ncharacter's description, mostly to point them out and let you know \nwhere to find them in the Walkthrough, since their inclusion can be \nsomewhat... whimsical... at times. It made sense to me when I was \nwriting, honest.\n\nCharacter Starting Stats\t\t\t\t\t{CHR002}\n&lt;----------------------------------------------------------------------&gt;\nThe starting attributes of recruitable characters can vary wildly\ndepending upon when you recruit them. Like in Baldur's Gate 1, they\nwill gain experience to scale to your level when you reruit them... to\nan extent, anyways. The computer is never as smart about Hit Point rolls\nor proficiency allocation as you will be, however, so try to get to\nthese characters early before the computer nerfs them too much.\n\nAerie\t\t\t\t\t\t\t\t{CHR003}\no======================================================================o\nFemale, Elf, Cleric\/Mage, Lawful Good\nStr 10, Dex 17, Con 9, Int 16, Wis 16, Cha 14\n\nStarting Proficiencies:\nClub\t\t\t+\nMace\t\t\t+\nQuarter Staff\t\t+\nSling\t\t\t+\n\nOverview:\n---------\nEnter Aerie, both a divine and arcane spell caster as well as a possible\nromantic interest for male protagonists. For reasons I've discussed\nbefore, I don't really find her very useful. I'm tempted to say that\nwith some patience she could pay off, eventually, but I'm restrained\nfrom such optimism with the following question: who would you replace\nAerie with in the good party? This depends, of course, on what role you\nwant her to play, either filling in for a Cleric, or a Mage. If you try\nto fit her in as a Cleric (in place of Anomen), you're significantly\nweakening the fighting ability of your party. Since Aerie has to play\nby Mage rules (no heavy armor), she's not much for melee combat... and\nI'm sure not taking defensive gear from my Fighter\/Mage to accomodate\nher. Her Dexterity means that, technically, she could be moderately\nwell-protected in combat, but her Constitution and Strength just ruin\nher. She would, at best, be a much, much more vulnerable version of\nViconia (lighter armor, no Magic Resistance, lower Dexterity), but\nhonestly, Viconia is only in combat in the first place because of her\ndefensive performance, and even then, only with a Strength-boosting\nitem devoted to the cause. As a multi-class character Aerie will\ndevelop too slowly to really serve as a stand-alone Cleric, much less\none that will need the THAC0 and Hit Points to handle melee combat. If\nyou want to her to replace Imoen, the problem is even more acute-then\nyou need a Thief for the party, on top of the fact that a multi-class\nMage is not sufficient for the party caster. It would be near the end\nof the game before she got any 9th-level spells, and while I'll suffer\nthis downside for a Fighter\/Mage, who can contribute mightily in melee,\nI will not suffer it in what is supposed to be our dedicated party\nMage. Even Imoen is on the cusp of too slow for the position. Failing\nthat, we can insert her instead of Minsc, where she can contribute\nmostly with buffs (since her low level will inhibit both her spell\nselection and potency.) In place of Minsc's bow... eh... it's a wash,\nreally, but if you're at all attracted to dropping Minsc for ???????\nat any point, dragging out Aerie is pointless. She certainly can't\ncompare with ???????'s melee prowess.\n\nRecruiting Aerie:\n-----------------\nYou can find Aerie in the bewitched circus tent in Waukeen's Promenade\n(AR0604). You'll need to go in and free her to recruit her, and defeat\nKalah and finish the Circus Tent quest to keep her-which really isn't\ntoo much more of a requirement. This quest is located in the walkthrough\nat [WLk015].\n\nHow to Use Aerie Effectively:\n-----------------------------\nAerie comes ready to go with Slings, which is fine. It' how she'll be\nable to contribute to fights without casting spells. Of course, since\nshe's a mutli-class Cleric\/Mage, if she's not casting a spell at any\ngiven moment, she's not being used optimally. Her best use for most of\nShadows of Amn is as a buffer and healer... the equivilent in the evil\nparty is Haer'Dalis, save that unlike Haer'Dalis, her caster level will\nbe too low to bother with some spells. This does not, however, prevent\nher from using True Sight, Breach, Haste, Slow, or Chaos... when she\neventually gets them. Her spell progression will be on par with the\nFighter\/Mage's, and hence the easiest fit is to replace Minsc with her,\nand use her as a poor man's Viconia. Give her a suitable melee weapon\n(Flail of the Ages seems profoundly wasted on her), and supplement her\npoor Armor Class with Stoneskin and Blur. She can always inherit the\nBracers of Defense A.C. 3 after you obtain Bladesinger Chain, which...\nwell, is something. Midway through Throne of Bhaal should could actually\nget quite potent, once she can contribute with Horrid wilting, Sunray,\nand Spell Triggers, and she will eventually get Time Stop if you were\ncareful to obtain all the scrolls you can find. For most of the game,\nhowever, she is a buffer\/debuffer and a healer, a secondary spell-caster\nthrough and through.\n\nAnomen\t\t\t\t\t\t\t\t{CHR004}\no======================================================================o\nMale, Human, Fighter\/Cleric, Lawful Neutral\nStr 18\/52, Dex 10, Con 16, Int 10, Wis 12, Cha 13\n\nStarting Proficiencies:\nWar Hammer\t\t+\nMace\t\t\t++\nSling\t\t\t++\nSword and Shield Style\t+\n\nOverview:\n---------\nAnomen has several perks which makes him the best combat Cleric in the\ngame. First, he's a dual-classed Fighter, and while his dumbass didn't\nstay a Fighter long enough (and didn't spend her proficiency points\nwisely enough) to get the most out of it, he will have multiple\nattacks per round and the ability to Specialize in weaponry. He's also\ngot a passable Constitution and a high Strength score, meaning you can\nwait quite a while before handing him any Strength-boosting items.\nOf course, at 25th-level he'll automatically get a Holy Symbol which\nboosts his Strength, so really, you never need to concern yourself with\nStrength. His Dexterity, however, is poor for a warrior, and while he\nmight benefit from The Brawling Hands, Korgan or Keldorn will benefit\nmore-both of them are worth neglecting a shield with, and hence, Anomen\nwill just have to make do with heavy armor and a shield. He can\ntechnically fit into either party, provided you take his story quests\ndown the right (or wrong) route, but honestly, a good party playthrough\nwith Anomen is all I can stand. The thought of dragging him around with\nme through every playthrough is enough to make me want to poke my eyes\nout and chop off my hands. Not that he's a bad Cleric, he's not, he\njust has a bit of a personality disfunction, and he wears on me... not\nenough, however, that I avoided dragging him around with my evil party\nfor a while. Although I tout Anomen's melee prowess, he is, first and\nforemost, a Cleric. A good one, too. He's not any worse for the position\nthan Viconia, save a few inconsequential extra spells due to Wisdom and\nsomewhat slower progression due to his Fighter levels, but nothing that\nwill be an issue down the road.\n\nHow to Use Anomen Effectively:\n------------------------------\nAnomen is pretty simple-get him some heavy armor and put a blunt weapon\nin his hands. Fortunately for us, he knew he'd be dual-classing into a\nCleric some day, and hence, he avoided putting any ranks into edged\nweapons. Huzzah. He really excels with either a Flail or a War Hammer,\nhowever. Yeah, either the Flail of the Ages or Crom Faeyr, what else\nwould I be talking about? Either one would work for him, but I prefer\nto give him Crom Faeyr and let my protagonist abuse the best two\none-handed weapons in the game. He also could potentially dual-wield,\nbut since this would critically deprive him of Armor Class (and take\nhalf of forever for him to accumulate enough proficiencies to bother\nwith it), I don't suggest it.\n\nRecruiting Anomen:\n------------------\nAnomen can be found in the Copper Coronet (AR0406) at (x=1530, y=1660).\nIn Anomen you'll find all the naive charm of Ajantis. Really, who sits\naround in a sleazy bar in the slums asking people if they are courageous\nand good? In any event, assure him that you are both and he'll offer to\njoin your quest. He seeks to prove his worth so he can join the Most \nNoble Order of the Radiant Heart, and with what this game has in store\nfor him, he'll get the chance to prove such many times over. \n\nAnomen's Quest:\n---------------\nAfter traveling with Anomen for a while, you'll have to deal with\nAnomen's family quest. It's best if you prompt Anomen to stay virtuous\nand ignore his father's request for revenge. It won't help his family\nlife, but it will allow him to join the Most Noble Order of the\nRadiant Heart. If he fails at this, his often antagonistic relationship\nwith Keldorn will turn downright divisive. If you want both in your\nparty, you have to prevent Anomen from taking justice into his own \nhands, however unsatisfactory the results. You'll find this quest\ndescribed in full in [WLK010]. If Anomen stays on the right track and\njoins the High Hall of the Radiant Heart his alignment will change to\nLawful Good and his Wisdom will increase from 12 to 16.\n\nCernd\t\t\t\t\t\t\t\t{CHR005}\no======================================================================o\nMale, Human, Shapeshifter, True Neutral\nStr 13, Dex 9, Con 13, Int 12, Wis 18, Cha 15\n\nStarting Proficiencies:\nScimitar\t\t+\nDagger\t\t\t+\nQuarter Staff\t\t+\nSling\t\t\t+\n\nOverview:\n---------\nI'm not even going to try to be partial here. Cernd sucks. His stats\nsuck, and his class sucks. Sure, he can shapeshift into a Werewolf, and\neventually a Greater Werewolf. Unless you've got a fix installed,\nhowever, it's horribly nerfed, and even if you unnerf it, I still doubt\nits potency compared to, say, a well-armed Jaheira. His spells are\nfairly effective, but he's not going to cut it as your party's Cleric\n(no Druid really can.) As a Werewolf he's serviceable so long as you're\ncommitted to giving him nearly every Armor Class boosting item you get.\nHe can't wear armor, and a -2 Armor Class just doesn't cut it. Also keep\nin mind he can't cast any Druid spells once he's committed to\nshapeshifting. So what I want to ask is this; why take Cernd over\nJaheira? Jaheira can wear armor, which gives her a vastly improved Armor\nClass without having to give her preferential treatment. A suit of Full\nPlate Mail +1 and a Large Shield +2 is great early-game defense for her,\nand it requires no real special investment of unique gear. Her THAC0\nwill be lower (or at least comparable) to Cernd's in werewolf form, and\nshe doesn't have to shapeshift to get these combat stats. Best of all,\nshe can cast spells while being combat-able. She won't get quite as many\nDruid spells as Cernd, but her ability to obtain Greater Whirlwind\nAttacks makes her far and away a better combatant by the end of the\ngame. There's just absolutely no good reason that I can think of to pick\nCernd over  Jaheira. At least he doesn't need stat-boosting items. You\nmight think he would, but since he's only combat-savvy as a werewolf, he\ncan just augment his stats by transforming. Eventually Cernd will be able\nto get the Elemental Transformation ability, and really, to contribute in\na  fight he'll need it. Still, with a THAC0 of 2 and -5 Armor Class,\nhe'll still be eclipsed by all his party members and-more importantly-\nhis enemies. By the time Jaheira was ready to get her first high-level\nability, she had a THAC0 of 1 and a -8 Armor Class-without transforming\ninto anything. Not to mention she had more Hit Points than Cernd could\nhave hoped to attain, and she could still cast spells while maintaining\nher good combat stats. On top of that, she can grab Whirlwind Attack and\nfurther widen the gap between herself and Cernd.\n\nHow to Use Cernd Effectively:\n-----------------------------\nAnything that can boost his Armor Class-Rings of Protection, the Cloak\nof the Sewers, he's going to need it. He can't wear armor, and even if\nhe could, he can't bring it with him when he shapechanges, which is\nwhere all his offense lies. Given his attributes, it's something he will\nhave to rely on pretty much all the time. In all honesty, though, he's\nprobably better off used as a casting Druid. His shapeshifting abilities\njust aren't good enough to bother putting him in melee combat. Yeah,\nhis defenses get fairly good, but he'll never have the THAC0 to compete\nwith the game's best... or even mediocre, for that matter. As a caster,\nhe does alright... not that Druid spells are so good that the deserve\na dedicated caster. Melee is, and always will be, his core issue. I\nrefuse to waste a spot on my roster for a non-fighting Druid, and\nshapechanged or not, Cernd just can't make a good show for himself in\ncombat. Even if you toss him a Strength-boosting item, White Dragon\nScale, and the Staff of the Ram +6, he won't be up to snuff. On the\nother hand, as a Greater Werewolf, his Armor Class is decent, but his\nmelee prowess still leaves much to be desired. The sheer fact that he\ncan't hit creatures requiring a +3 weapon or better while shapeshifted\nmakes it a useless transformation in Throne of Bhaal, really.\n\nRecruiting Cernd:\n-----------------\nCernd finds himself in a precarious position in Trademeet (AR2000),\nwhere a group of hostile Druids have been attacking. Cernd, trying to\ndefuse the situation, becomes a scapegoat. On your word (and promise to\nset things straight) Cernd will be released into your custody. Cernd's\nprimary interest is resolving the strife between Trademeet and the\nnearby Druids, which is covered in [WLK022].\n\nCernd's Quest:\n--------------\nWhen you return to Athkatla with Cernd in your party (after dealing with\nthe Druids of Trademeet) he'll have to deal with the ghosts of the life\nhe left behind-namely the wife and child he abandoned. The only way you\ncan mess this up (besides simply not doing it) is to abandon him when\nhe confronts the antagonist of this quest. This quest is covered in\nfull in the Walkthrough [WLK022].\n\nDorn\t\t\t\t\t\t\t\t{CHR006}\no======================================================================o\nMale, Half-Orc, Blackguard, Neutral Evil\nStr 19, Dex 16, Con 14, Int 10, Wis 15, Cha 16\n\nStarting Proficiencies:\nCrossbow\t\t++\nTwo-Handed Sword\t++\nTwo-Handed Weapon\t++\n\nOverview:\n---------\nDorn returns from the first Enhanced Edition game, ready to resume his\nrole as the rightful leader of the evil party. He's got the most\nCharisma of any evil character in the game, eeking out Viconia by a\npoint. What makes him stand out, however, are his physical stats. With\na natural 19 Strength he'll never need any Strength-boosting items.\nHis Dexterity is also passable... at the very least, he's doing better\nthan Keldorn, although his Constitution is just below anything useful.\nOn the plus side, the game is very generous with his Hit Point rolls,\nso his low Constitution isn't as bad as it could be. All in all, he's a\nsturdy addition to the evil party. The only threat to his position is\nthe evil party, at least in MY evil party, is ???????, who out-guns him\nstat-wise... but that's something we need not worry about until Throne\nof Bhaal.\n\nHow to Use Dorn Effectively:\n----------------------------\nStrap the heaviest armor you can find on him, give him some secondary\nprotection items, and put a Two-Handed Sword in his hands-Dorn is a\npretty simple creature. As a Blackguard he's immune to level drain,\nwhich is a very handy trait indeed. Any time foes like Wights and\nVampires rear their heads, send in Dorn to occupy them. It really\nsimplifies such encounters early on, until you get the Amulet of Power.\nHe comes with all the proficiencies you need-in the early game he'll\nmake good use of the Sword of Chaos +2, and for ranged attacks he'll\nbe potent with the Firetooth +4 Crossbow. Two-Handed Swords aren't\nhis end-game future, however. He'll find superior Halberds before long,\neven if he will end Shadows of Amn with the Silver Sword +3. In Throne\nof Bhaal, however, Two-Handed Swords can't compete with the awesome\npotency of the Ravager +6. The best Two-Handed Weapon in the game is\na Halberd, so Specialize in them as soon as you can.\n\nRecruiting Dorn:\n----------------\nDorn's dark shadow taints the Temple District (x=2550, y=3380), where\nhe waits, anticipating his latest murder in the name of his patron.\nOffer to give him and hand and crash the wedding at the nearby High\nHall of the Radiant Heart (x=3330, y=3400) (OH500), where he aims to\nkill Bollard Firejaw. Give him a hand, then promise more slaughter to\nfollow to keep him around. The rest of his quests are recorded in\n[WLK045].\n\nDorn's Quests:\n--------------\nDorn's questline starts out with a pair of assassination missions,\nwhich result in mandatory reputation loss and a few big fights. You'll\nbe ambushed when returning to town from the second one, after which\nyou'll suffer a visit by Azothet and then Ur-Gothoz. The next part of\nDorn's quest involves heading to Resurrection Gorge and resolving,\nthrough combat, whether Dorn'll break free of Ur-Gothoz only to end up\nin the service of Azothet, or whether he will break free from both and\nlose his Blackguard status. In Throne of Bhaal, Dorn will find himself\nplaced on the Scroll of Retribution for his earlier actions, and in\nshort order, so will you. You'll have to assault Lunia-a heavenly plane,\nto remove your names from the Scroll of Retribution... and perhaps pen\na few in their places...\n\nEdwin\t\t\t\t\t\t\t\t{CHR007}\no======================================================================o\nMale, Human, Conjurer, Lawful Evil\nStr 10, Dex 10, Con 16, Int 18, Wis 10, Cha 10\n\nStarting Proficiencies:\nDagger\t\t\t+\nQuarter Staff\t\t+\n\nOverview:\n---------\nEdwin is a little stronger and wiser than in the first game, but he's\nstill the same glass-cannon he ever was. He is in no way a melee \ncharacter, and his Dexterity ensures he'll never do well in ranged\ncombat either. He is, however, the best Mage in the game, and unlike\nClerics or Druids, I don't expect, nor do I require melee competence\nform my Mages. Edwin is a Conjurer, the best specialist Mage there is,\nand he gets several bonus spells per level. He is, quite simply, a\nbetter Mage than anything you, or I, or anybody could roll up.\n\nHow to Use Edwin Effectively:\n-----------------------------\nHave him learn to use Darts and he's all set. Really, being a Mage makes\nit pretty easy when it comes to  proficiencies. The only downside to\nEdwin is that he can't use Divination spells. As far as applicable uses\ngoes, this means he can't cast Detect Invisibility or True Sight. Still,\nwith Viconia and\/or Jaheira in tow, they can handle our True Sight\nneeds. Still, he comes with a well-stocked spellbook, and what little\nhe lacks can be bolstered by some potion-assisted stealing sprees. He\nreally just is the best Mage in the game, from the moment you start\nexploring the Docks District until the end of the game.\n\nRecruiting Edwin:\n-----------------\nYou can find him in the Docks District of Athkatla, in Mae'Var's\nGuildhall (AR0304)  at (x=850, y=350). To recruit him you need to do a\nbit of work, however. Accept Renal Bloodscalp's mission to investigate\nMae'Var and do some work for both Mae'Var and Edwin, who will both give\nyou two missions. After the second Mae'Var mission he'll offer to help\nyou take Mae'Var down, allowing you to recruit him.\n\nEdwin's Quest:\n--------------\nEven after taking down Mae'Var, Edwin's not in it for the game yet,\nhowever, as you'll need to track down the Nether Scroll before he'll\nstay for good. Fortunately this is near the same area (AR8002) you need\nto  explore to find the Book of Kaza that Korgan wants. Once obtained...\nwell, Edwin will begin translating the damn thing, of course, which\nleads to more trouble. Don't rat him out (but don't refrain from\nteasing him), and if you help him overcome a fellow Red Wizard named\nDegardan, he'll be yours for the rest of the game. This quest is fully\ncovered in [WLK008].\n\nHaer'Dalis\t\t\t\t\t\t\t{CHR008}\no======================================================================o\nHuman, Tiefling, Blade, Chaotic Neutral\nStr 17, Dex 17, Con 9, Int 15, Wis 13, Cha 16\n\nStarting Proficiencies:\nShort Sword\t\t++\nDagger\t\t\t+\nDart\t\t\t+\nTwo Weapon Style\t++\n\nOverview:\n---------\nHaer'Dalis is a poor compromise of a character that might just end up in\nan evil party due to a simple lack of options. He's got a high enough\nStrength to start out, but to do anything meaningful in combat, he's\ngoing to need a Strength-boosting item. His Dexterity is passable, but\nhis class and Constitution both conspire-by depriving him of good armor\nand Hit Points-to keep him off the front lines. At the end of the day he\nmight as well be viewed as a poor substitute for a Fighter\/Mage, with\nless potential Armor Class, Hit Points, THAC0, spell selection, and epic\nlevel feats. Which is to say that he'll fit into that role about as well\nas an elephant fits into a size-0 bikini. Add to this the fact that he\nhas about the most useless starting proficiencies of any recruitable\ncharacter, and we've got a serious... ah... 'fixer upper'. Although he\nonly gets up to 6th-level spells, this is good enough to get him some\nessentials-Blur, Mirror Image, Dispel Magic, Haste, Stoneskin,\nFireshield, Breach, Chaos, Pierce Magic, and True Sight. This will help\nmake up for the fact that my Fighter\/Mage\/Thief protagonist doesn't\nadvance very quickly, and Edwin simply can't cast True Sight. By Throne\nof Bhaal, however, Viconia has enough True Sight to make up for Edwin,\nand my protagonist is now a high enough level that we can safely discard\nHaer'Dalis for ???????, which what I intend to do.\n\nHow to Use Haer'Dalis Effectively:\n----------------------------------\nMy suggestion is you get him out of melee combat as soon as you get him.\nHe's going to have to level a bit, but once he does, give him a Crossbow\nand keep him back as an archer\/support Mage. Of course, while he might\nnot be able to contribute in combat himself, he always has his\nbard-song, which at least allows him to do something. When he levels up,\nhave him become proficient in Two-Handed Swords first, and Halberds\nlater. In many fights later in the game, having an extra hand in combat\nwill be more useful than having a bard-song, even with the Enhanced Bard\nSong feat. To this end, having a powerful weapon with reach will allow\nhim to deal damage without putting himself too much at risk... and did\nI mention he'll make a great support Mage throughout Shadows of Amn?\nHis high level means he'll be a better buffer than pretty much anybody\nelse, so if you need a Haste or Dispel Magic, he's the one to go to.\n\nRecruiting Haer'Dalis:\n----------------------\nTo get Haer'Dalis you'll have to rescue him from the Mage Mekrath, who\nhas a lair in the sewers (AR0705). You can either kill Mekrath, or help\nhim get a mirror back from a wayward imp. Once Haer'Dalis is reunited\nwith his misfit troupe back at the Five Flagons Inn (AR5010) they'll\nattempt to planeshift away from their pursuers. Wouldn't you know it,\nthe bad guys show up and take them hostage. This forces you to complete\nthe Astral Prison quest, after which Haer'Dalis is yours for good. \n\nHexxat ***SPOILERS***\t\t\t\t\t\t{CHR009}\no======================================================================o\nFemale, Human, Thief, Neutral Evil\nStr 14 (20), Dex 16 (20), Con 14, Int 12 (14), Wis 10 (12), Cha 14 (18)\n\nStarting Proficiencies:\nDagger\t\t\t+\nLong Sword\t\t+\nShort Bow\t\t+\nShort Sword\t\t+\n\nOverview:\n---------\nTalking about Hexxat necessarily means spoilers. There is no way\naround it-I can either preserve the integrity of the story, or I can\nadequately discuss Hexxat's performance throughout the game. This\nsection is dedicated to the former, at expense of the latter. Spoilers\nfollow, so if you don't want them, don't read beyond this point.\n\nHexxat's stats seem... decent, I suppose. I mean... Okay, they kind of\nsuck. She aspires to be decent in Dexterity, but for a Thief, you really\nwant more. As for Strength and Constitution, her attributes are just\nbelow anything useful. Of course, you'll also notice the more\ndesirably numbers in the parentheses. What gives? Well, Hexxat is a\nVampire-the 'Hexxat' you meet in the Copper Coronet is just a lure to\nbring you to the real Hexxat. Her Vampirism gives her a number of\nintriguing properties-immunity to poison, disease, energy drain and\nmind-affecting effects. She also regenerates. Pretty sweet. Her\nweaknesses are overcome by necessity with the inclusion of a few items,\nwhich you obtain during her initial quest-a cloak that allows her to\ntravel around during the day, and a coffin conveniently placed in a\nBag of Holding. This makes Hexxat even more interesting, as she's much\nweaker with the cloak on (she reverts to the lower stats given above\nwhile wearing this cloak), so you should strive to act indoors or\nduring the night to make the best use of Hexxat. Even cooler, if you\ncarry her coffin around, she will return to it to recover if she should\ndie-just wait a bit (or rest) and she will return, good as new. This\ngive you a character who is capable of more... suicidal approaches. If\nshe falls during a fight-who cares? She'll be back. Unfortunately,\nHexxat-being a single-classed Thief with low Constitution-will never\nbe terribly hardy, which just makes her relative invulnerability more\nwelcome.\n\nAt first look, it might seem like Hexxat is the answer to many of the\nevil party's problems. Baldur's Gate 2 has always been rather sparse\nwhen it came to potent Thieves. Imoen just barely cuts it for the good\nparty, but for the evil party, my only option was to have a Thief\nprotagonist. Granted, a Fighter\/Mage\/Thief, because a single-class\nThief just isn't powerful enough for me to consider as a long-term\nparty member. And therein lies the problem-Hexxat is a Thief-just a\nThief. No kit, no multi-class, and no dual-class. Hexxat tries awfully\nhard to be a powerful single-class Thief, with a slew of Vampiric\nbonuses, abilities, and immunities, and she comes close-so damn close-\nto making it work. Sadly, I just don't think you can overcome the\nweaknesses of a single-class Thief. Even with her stats, by Throne of\nBhaal Hexxat will be no better in melee combat than Viconia, and\nwhen you compare the roster of my chosen evil party-Dorn, Korgan,\nJaheira, Viconia, and Edwin-you'll see that not only do most of those\ncharacters fight as good or better than Hexxat, but they tend to be\nable to do other things, too. \n\nHow to Use Hexxat Effectively:\n------------------------------<\/pre>\n\n\n\n<pre id=\"faqspan-7\" class=\"wp-block-preformatted\">Hexxat will perform competently in both melee and ranged combat-get her\na Short Bow and use her as a spell-less Imoen, but keep in mind that\nher fantastic Strength score should not be squandered at a range. She\njust begs to be used as a first-strike back-stabber. Her most useful\nasset in this regards is her disposability-if she should falter in an\nassault, she'll be back. Keep her in light armor, and allow her\nDexterity to keep her somewhat safe. Her Hit Points will always suck,\nhowever, and she will never aspire to more than one attack per round,\ndue to being a single-classed Thief, so don't expect her to tank much.\nShe starts out Proficient in Daggers so she can use the Dagger of the\nStar in Throne of Bhaal, where she can really make use of her\ndevastating backstab attack.\n\nRecruiting Hexxat:\n------------------\nYou'll find a rather addled and single-minded creature named Hexxat in\nthe Copper Coronet (AR0406) at (x=600, y=1050). She wants to go to the\nTomb of Dragomir in the Graveyard District, and won't take 'no' for an\nanswer. She will, however, suffer as much delay as you care to put her\nthrough. In Dragomir's Tomb you'll uncover the real Hexxat, at the\nexpense of the old one. No big loss.\n\nHexxat's Quest:\n---------------\nAfter the mandatory journey into Dragomir's Tomb to recruit the real\nHexxat, the rest of Hexxat's questline follows. Over the course of time\nshe'll be bothered by Cabrina, who bears the word of Hexxat's employer,\n'L'. Cabrina will bring Hexxat missions, courtesy of 'L', which you can\nbegin as they come up by returning to the Graveyard District. Once you\ngo on such a mission, you're stuck with it until it's done. There's\nreally not much you can do to screw up Hexxat's questline, save by\nrefusing to do her missions or, well, dying, but that's pretty much the\nwhole game. Her Shadows of Amn quests can be found in [WLK046]. In\nThrone of Bhaal her quests will start up again when you enter Zekee's\nTavern in Amkethran with Hexxat in your party. Cabrina will show up\nagain with a final task for Hexxat, for a reward that Hexxat negotiated\nwith 'L' ahead of time. Tackle another dungeon crawl similar to the\nprevious ones and when finished, Hexxat will get her reward. If you want\nto keep her around, you'll need to talk her out of it, however.\n\nImoen\t\t\t\t\t\t\t\t{CHR010}\no======================================================================o\nFemale, Human, Mage\/Thief, Neutral Good\nStr 9 (10), Dex 18 (19), Con 16, Int 17, Wis 11, Cha 16\n\nStarting Proficiencies:\nDagger\t\t\t+\nQuarter Staff\t\t+\nShort Bow\t\t+\nDart\t\t\t+\n\nOverview:\n---------\nImoen makes it back for Baldur's Gate 2, and like in the first game\nshe's the first recruitable character you'll meet. She's a bit of a\nchore to hang onto, however, as she'll need to be rescued shortly after\nyou escape, forcing parties who want her back to have to jump deep into\nthe story sooner than they might otherwise wish. I sure know I like to\nfool around a lot before doing any major story stuff... just look at my\nguide for Baldur's Gate 1. It took me forever to get to the Nashkel\nMines! Anyhow, Imoen has apparently made the same career move that we\nmade in the first game, and has become a Thief\/Mage dual-class. This\nallows her to fill both the Thief and Mage role for a good party,\nalthough with less potency than Edwin by far. She starts out with the\nability to use Short Bows, which is good for us, but her Find Traps is\nonly 95%... not quite high enough for every trap in the game. It's\npassable, and certainly better than dragging a Thief along, but if your\nprotagonist is a Thief (single, multi, or dual-classed) you might not be\ntoo impressed with Imoen. Although she pales in comparison to Edwin,\nImoen allows me to play a Fighter\/Mage, so as far as I'm concerned, she\nis absolutely indispensible for the good party.\n\nHow to Use Imoen Effectively:\n-----------------------------\nImoen, unlike most Mages, can actually contribute to combat effectively\nwith Short Bows. Sadly, she will be absent for a large chunk of Shadows\nof Amn, forcing you to drag along an understudy like Nalia or Yoshimo.\nOnce she's back, however, load her up with a Short Bow and she's good\nto go. Once you get back to Athkatla you'll be able to assemble the\nShort Bow of Gesen, which is a potent little item that will allow Imoen\nto excel at a range throughout the rest of the game. As I said earlier,\nher Find Traps score is only passable. Equipping a Ring of Danger Sense\non her (perhaps only when necessary) resolves that issue, however. Of\ncourse, Imoen's not really a Thief, is she? She's a Mage. At that role,\nshe... well, she's better than Jan or Aerie. She pales in comparison to\nEdwin, but who doesn't? Her progression will be slower (due to the fact\nthat she tends to miss out on half the experience in Shadows of Amn),\nand she gets fewer spells per level than her red-robed counterpart. She\nwill never have the tactical versatility of Edwin, and it'll become\napparent when the evil party is smiting Umber Hulks with impunity thanks\nto Edwin's Death Spells, and Imoen is... well, really wishing she had\nmore Death Spells, I imagine. You can save yourself some trouble by\nstoring spell scrolls you find early in the game, so that when reunited,\nImoen will be able to fill up her spellbook. This will go a long way\ntowards catching her up to speed. If you're very enterprising, drop\neverybody else out of your party (save your romantic partner, to be\nsafe) and have Imoen scribe (and with Throne of Bhaal installed, erase\nand rescribe multiple copies) spells, which will net a fair bit of\nexperience.\n\nRecruiting Imoen:\n-----------------\nImoen joins you at the beginning of the game, springing you from your\ncage in Irenicus' Dungeon. After escaping from Irenicus' Dungeon,\nhowever, she'll be... well, the subject of the main story for a few\nchapters. You'll have to raise money and take a leisure cruise by boat\nto get her back, and that's just the beginning...\n\n***SPOILERS***\nIn Throne of Bhaal, Imoen will start developing Bhaalspawn abilities \nlike we did during Baldur's Gate 1. Whatever Irenicus did to her, it \napparently unlocked her innate Bhaalspawn powers. She'll develop her\npowers two at a time, and inform you via banters about her changes.\nFirst she'll develop the Cause Serious Wounds and Cure Serious Wounds\nabilities. Next she'll gain the Neutralize Poison and Draw Upon Holy\nMight abilities, and she'll get a one-point boost to her Strength and\nDexterity. Each time she gains new abilities, the party will gain 1000 \nexperience.\n\nJaheira\t\t\t\t\t\t\t\t{CHR011}\no======================================================================o\nFemale, Half-elf, Fighter\/Druid, True Neutral\nStr 15, Dex 17, Con 17, Int 10, Wis 14, Cha 15\n\nStarting Proficiencies:\nScimitar\t\t+\nClub\t\t\t++\nQuarter Staff\t\t+\nSling\t\t\t+\nSword and Shield Style\t+\n\nOverview:\n---------\nAnother ally from the first game, and certainly one of the more\ninteresting females in gaming... at least as far as I'm concerned. She's\nbeen given a considerable Dexterity boost in the sequel, taking her from\nalmost getting a bonus, to a +3 Armor Class bonus. This is a wonderful\nchange, and makes her a much more defensible character... and she's\ngoing to need it in Baldur's Gate 2. In the first game you could control\nher development from start to finish, allowing Jaheira to rack up a\nrespectable number of Hit Points. Not so in the sequel. If you obtained\nthe max roll for her Hit Points in the first game she'd have ended up\nwith 89 Hit Points. She'll start Baldur's Gate 2 with a measely 51 Hit\nPoints. Granted, she's a level lower in this game than she was by the\nend of the first game, but even with another max Hit Point roll, she's\nat 63 Hit Points out of a possible 89. This loss of 26 Hit Points\nrepresents about a quarter of the total Hit Points she could normally\nobtain, and is her single greatest liability. It's so bad, in fact,\nthat a high-level Jaheira will actually have fewer Hit Points than\nViconia, a Cleric who is notorious for her unimpressive Constitution\nscore-and unlike Viconia, Jaheira doesn't have Magic Resistance to\nboost her defenses.\n\nUnlike a single-classed Druid she can use Plate Armor and Shields, which\nmakes her in a different league altogether. She's comparable to a\nCleric, but without actual access to Cleric spells and with better\ncombat abilities. She does, however, gain access to Druid spells,\nalthough her progression will be painfully slow. Once she gets access to\n5th-level spells she can start throwing out Insect Plagues, which is THE\nwinning spell for most of Shadows of Amn, it'll do for you what Stinking\nCloud did in Baldur's Gate 1. And unlike a single-classed Druid, when\nshe's not casting Insect Plague she can contribute to the fight. She's\nnot strong enough to get bonuses in combat, and this paired with her\nslower Fighter progression means she's in dire need of a Strength-\nboosting item. Fortunately, one can be provided rather early in the\ngame, after which point Jaheira really has no downsides... aside from\nthe mediocre Hit Point rolls, anyways. She'll not only be one of your\nbest warriors, but a good healer... not to mention being the only\nservicable Druid in the game.\n\nHow to Use Jaheira Effectively:\n-------------------------------\nGet her a Strength-boosting item-like the Girdle of Hill Giant Strength-\nfrom the Adventurer's Mart as soon as you have the scratch. It'll bump\nher up from a mediocre warrior to a great one in short order. Of course,\nher proficiencies also need some work. There are a few good Scimitars\nin Shadows of Amn, but Daggers are really the power weapons for her, so\nwork on getting her Specialized in Daggers. Once you get toys such as\nBoneblade +4 or Fire Tooth +3, she'll be all set, and one of the few\ncharacter adept at both ranged and melee combat, to boot. In Throne\nof Bhaal you'll find an absolutely fantastic Scimitar, so as soon as\nyou're Specialized in Daggers, get her another rank in Scimitars.\nJaheira might require the investment of a choice item or two, but\nnot any moreso than Keldorn. In the evil party, however, it's not really\npossible to favor Jaheira over Viconia, whose Strength concerns are\nsevere enough to prevent her from being armed and armored appropriately.\nJaheira will have to wait a good while to bring her Strength up to\nsnuff... but hey, it'll happen some day.\n\nRecruiting Jaheira:\n-------------------\nJaheira can be found in Irenicus' dungeon (AR0602), in a cell\n(x=3850, y=2650) in the same room you start out in.\n\nJaheira's Quest:\n----------------\nJaheira has two quests associated with her. First is Baron Ployer's \nCurse, which is pretty simple; find and kill Baron Ployer before time \nruns out and Jaheira succumbs to his curse. The second quest is\nlonger and more complicated. While wandering around in Athkatla you'll\nget a chance to rescue a man named Renfeld. Bring him to the Harper Hold\nin the Docks District and leave him in the care of Rylock, who stands\nnear the door leading to the Harper Hold. Later, Xzar will ask you to\nfind a way into the Harper Hold and rescue Montaron. To convince Rylock\nto let you in you'll need to do another quest for him-kill the monsters\nbeing bred in 'Prebek's Home'. Afterwards you can gain entrance,\nrecover Montaron from the Harper Hold, and bring him back to Xzar.\nAfter Xzar gets what he deserves, Jaheira will be summoned away from\nthe party for a while. Rest up, and when Jaheira returns your presence\nwill be requested at the Harper Hold. Join her, and deal with Galvarey\nand his Harper buddies. After this, Jaheira will be naturally conflicted\nover what happened-banters will pass and she'll be visited by other\nHarpers, who will shake Jaheira's faith in the Harper cause. She'll\ndisband temporarily, but can be retrieved at the Harper Hold. Some\nfights are mandatory, but others can be avoided if you keep your\nreputation high enough (16 or greater). A high reputation will also\nresult in a greater quest reward when Jaheira's quest finally runs its\ncourse. Both of these quests are covered in greater detail in [WLK034].\n\nJan\t\t\t\t\t\t\t\t{CHR012}\no======================================================================o\nMale, Gnome, Illusionist\/Thief, Chaotic Neutral\nStr 9, Dex 17, Con 15, Int 16, Wis 14, Cha 10\n\nStarting Proficiencies:\nShort Sword\t\t+\nDagger\t\t\t+\nQuarter Staff\t\t+\nCross Bow\t\t+\n\nOverview:\n---------\nJan is, at best, a sub-par Mage who will never be able to cast\nNecromantic spells such as Finger of Death or Horrid Wilting, and his\nIntelligence doesn't do him any favors either. He is a potential\nsubstitute for Imoen, and for an evil party, his blend of thieving and\nmagic might be the only option for an  otherwise Thief-less party.\nFrankly, however, I prefer Imoen to him in every way. She'll become a\nmuch better Mage (since she's a dual-classed Thief, and not\nmulti-classed like Jan) and she's got better Dexterity, Constitution,\nand Intelligence. Heck, when playing a protagonist who has levels of\nThief I'd even prefer Aerie, who is less annoying and more versatile.\nHe's not a terrible character, really, but I'm rather adverse to having\na multi-class Mage as my primary party Mage. He could, in the evil\nparty, substitute for Haer'Dalis (with the same goal of getting\nreplaced by ???????), but this hardly gives us the ability to dispense\nwith the Fighter\/Mage\/Thief in the long run, and really, I have to\nwonder how much difference there would be, gameplay wise. At the end of\nthe day, if it comes to hearing Jan talk about turnips, or hearing\nHaer'Dalis call me raven, I'd rather take the fruity Bard.\n\nHow to Use Jan Effectively:\n---------------------------\nIf you do play with Jan... well, he works much like Imoen. Get him Short\nBows and ignore his silly crossbow nonsense when he gets a proficiency\npoint to spend. Just keep in mind he is the weakest recruitable Mage the\ngame offers.\n\nRecruiting Jan:\n---------------\nJan can be found in the Government District of Athkatla (AR1000) at\n(x=2730, y=1750). Trax, a representative of the Amnian Revenue and Tax\nBoard will show up and try to nab Jan for selling illegal merchandise.\nYou can either lie and cover for Jan and get some experience, or you can\nsell Jan out for 100 gold. If you want him in your party you'll either\nhave to lie for him (not a hard thing to do, considering the experience\ninvolved) or pay his 800 gold piece bail and suffer a net loss of 700\ngold... but so annoying is Jan that the Prison Keeper will spot you 200\ngold to get rid of him.\n\nJan's Quest:\n------------\nAfter traveling with Jan for a while we'll be bothered by one of his\nnumerous relatives, Beeloo, who will tell Jan that a former love of his\nis now staying at the Jansen family home. Go meet with this Lissa, and\nyou'll discover that her abusive husband has apparently injured their\ndaughter severely, and we need to get help. Jan stays behind and\nrefers us to his Uncle Gerhardt, who tells us to look for the 'Hidden'.\nTo find the 'Hidden' we need to go to the Government District, talk to\nLady Jysstev, then head into the sewers under the Copper Coronet. The\nHidden will promise to help us if we kill a pair of its pursuers. So\nhead to the Sea's Bounty, talk to The Thumb, then travel to the Five\nFlagons Inn and kill a pair of Githyanki. Return to the Hidden to learn\nthat the girl has been healed, then return to the Jansen home to\nwitness an unhappy turn of events.\n\nKeldorn\t\t\t\t\t\t\t\t{CHR013}\no======================================================================o\nMale, Human, Paladin (Inquisitor), Lawful Good\nStr 17, Dex 9, Con 17, Int 12, Wis 16, Cha 18\n\nStarting Proficiencies:\nLong Sword\t\t++\nTwo Handed Sword\t++\nCross Bow\t\t++\n\nOverview:\n---------\nSomewhat weaker, but healthier, than Anomen, Keldorn has one glaring\nweakness. His Dexterity is ass, and since he's built for Two Handed\nSwords he won't be using a shield. Simply put, he absolutely requires\nThe Brawling Hands. His Strength is decent, but not stellar like Anomen,\nKorgan, or Minsc, so he'll need some Strength-boosting item, eventually.\nThis is, admittedly a lot of equipment for a single character, so why\nbother with him? Several reasons. First, his high Charisma makes him a\nnatural party leader, although on the flip side, his Paladinhood makes\nhim unusually liable to interrupt when you're trying to be naughty. Then\nagain, as an Inquisitor he has the innate ability to cast Dispel Magic\nand True Sight, essential debuffs that make him very capable of taking\non enemy Mages. Having these abilities will make all Mage fights for\nyour party much easier, as he can easily dispel the buffs Mages rely on\nthe defend themselves when conventional spell casters may struggle, and\nhe'll certainly have access to True Sight much sooner than any Cleric or\nMage you'll recruit. And of course, he gets Carsomyr +5, a Holy Avenger,\nthat can only be used by Paladins. Short of making your protagonist a\nPaladin, there's no other way to utilize this awesome weapon. Well, I\nmean, you could make your own Inquisitor, but why? The game already\ngives you one! With the admittedly hefty investment of The Brawling\nHands and a Girdle of Giant Strength, you'll get a great party leader\nwho can debuff at a whim and see through defensive illusions, is very\nmagic resistant, and can support the party with Cross Bow fire when\nneeded. The fact that he can select Summon Deva as an Epic Feat also\nmakes him more versatile, as it saves you from wasting a Cleric's\n7th-level spell slot on the ability. Keldorn truly is win, and if you're\nshooting for a good party, you won't find a better Mage-killing party\nleader.\n\nHow to Use Keldorn Effectively:\n-------------------------------\nKeep on rolling with the Two-Handed Swords, he has no reason to switch.\nCrossbows are also golden, and really, Keldorn comes well-prepared with\ngood weapon proficiencies from the start. You might, however, want to\nget him some ranks in Halberds, as there aren't many great Two-Handed\nSwords in the early game, and you'll need a +3 weapon sooner than you\nthink. Once done, get him ranks in Two-Weapon Style to enhance his\nprimary weapon, and you're good to go. He really does need The Brawling\nHands, though, if you want him to survive in melee combat.\n\nRecruiting Keldorn:\n-------------------\nWhen you visit the Temple District of Athkatla, you'll be witness to a\ntheological debate of sorts. One shifty, lying, fantasy-peddling\nbullshit dealer will do a better job at convincing the sheep that his\nbrand of nonsense is better than another, and the losing side will ask\nyou to investigate this 'cult'. Not getting into the atom-thin\ndifference between a cult and a religion here... you'll find Keldorn in\nthe sewers under this district (AR0701), sent to investigate the cult\nbefore you. He'll join willingly enough, but he'll only stick around\nfor good if you see this cult off.\n\nKeldorn's Quest:\n----------------\nWhen you arrive at the Government District with Keldorn in your party\nhe'll express his desire to go see his family. Indulge him, and you'll\nfind that all is not well at home, and you'll have to go around and\ntry and deal with his wife's infidelity. Keldorn will struggle with his\nneed to avenge his honor, and his love for his wife. Direct him on the\ncourse that will make him the most content-reconciliation with his wife.\nDon't, however, be so helpful as to free him from service so he can see\nto his family affairs, he'll do just as well promising that this will\nbe his last expedition. For more information on this quest, see\nsection [WLK010] of the Walkthrough.\n\nKorgan\t\t\t\t\t\t\t\t{CHR014}\no======================================================================o\nMale, Dwarf, Fighter (Berserker), Chaotic Evil\nStr 18\/77, Dex 15, Con 19, Int 12, Wis 9, Cha 7\n\nStarting Proficiencies:\nAxe\t\t\t+++++\nWar Hammer\t\t+\n\nOverview:\n---------\nAh Korgan... I guess instead of throwing Kagain into Baldur's Gate 2,\nthey decided to replace the whiny evil greed-Dwarf with a psychotic\nevil murder-Dwarf. Korgan is not a nice guy, and if you provoke him in\nbanters he'll even turn hostile on you! Still, he's the best Fighter in\nShadows of Amn, as well a Dwarf should be, and if you can keep from\nprovoking him and complete his quest in the timely manner he'll be an\ninvaluable asset. He's strong enough, but not so strong that he couldn't\ndo with a good boost to his Strength, and he really needs The Brawling\nHands to bring his Armor Class up. His Strength score will allow you to\nignore him in favor of other characters, and his Hit Points are\ntypically high thanks to being a Dwarf with phenomenal Constitution.\n\nHow to Use Korgan Effectively:\n------------------------------\nHe starts out with Grand Mastery in Axes. This isn't as great as Grand\nMastery is supposed to be, but it's still a very good thing to have. The\nselection of Axes is slim until Throne of Bhaal, at which point one of\nthe best weapons in the game-the Axe of the Unyielding-is obtained.\nSpend his proficiency points in War Hammers until he Grand Masters in \nthose as well, allowing him to use Crom Faeyr. This takes care of any\nStrength issues he may have had. Then have him learn the Two Weapon\nStyle. When you obtain the Axe of the Unyielding have him dual-wield it\nwith Crom Faeyr as an off-hand weapon to have a vorpal weapon with a\nStrength of 25. There is simply no stronger combo in the game. He's one\nof the simpler-seeming characters, but the weapons in the game dictates\na fairly radical shift in fighting style. Anything less than a total\noffensive juggernaut is a waste of Korgan's potential, however, and it\nis fun to see him shift from a modest (and well-defended) axe-and-shield\ncharacter to the Axe of the Unyielding\/Crom Faeyr offensive phenom.\n\nRecruiting Korgan:\n------------------\nYou'll find Korgan in the Copper Coronet (AR0406) at (x=950, y=1870),\nmaking him fairly easy to reach and recruit. Agree to help him track\ndown the Book of Kaza and he'll join up with you. If you delay, he will\nof course go find others more interested in helping him out. It's not a\nterribly hard quest, and it doesn't venture out of Athkatla. Best of all\nit's in the same area Edwin's quest takes you, so you can handle both\njobs in one journey. \n\nMazzy\t\t\t\t\t\t\t\t{CHR015}\no======================================================================o\nFemale, Halfling, Fighter, Lawful Good\nStr 15, Dex 18, Con 16, Int 10, Wis 13, Cha 14\n\nStarting Proficiencies:\nShort Sword:\t\t+++\nShort Bow\t\t++++\n\nOverview:\n---------\nFirst let me start out by saying that Mazzy is a perfectly fine\ncharacter. Her Strength sucks, but since most Fighters need 18(xx) or\nmore to be optimal, she's only a girdle of giant Strength away from\nbeing potent. Her Dexterity is outstanding, and her Constitution is\nvery good as well. There are only three things that suck about Mazzy.\nFirst, she's proficient in Short Swords and Short Bows. Short Bows are\nwhat Thieves use to contribute to battles, not the weapon of a full-\nfledged Fighter, and Short Swords... well, they tend to suck too. So\nyou're going to have to completely take her proficiencies in another\ndirection to make her strong. Sure, she's an investment, but who's not,\nyou say? The second problem is the fact that she's hidden in the Fallen\nTemple of Amaunator in the Temple Ruins area (AR1401), which requires\nyou to trek all the way out to the Umar Hills and partially complete a\nlengthy quest there. Certainly not ideal. But you have to do the same\nwith Valygar, you say? Sure, but Valygar's quest doesn't require you to\ndeal with a DRAGON. The last and most damning thing I have against Mazzy\nis... well, the other good-or-neutral aligned characters you can\nrecruit. Mazzy might, with the investment of some levels (and new\nproficiencies) and a girdle of giant Strength be a good Fighter, but is\nshe better than Keldorn with his Inquisitor kit, Anomen and his\ndual-classed Cleric spells, or Jaheira and her... well, her Insect\nPlague? No, she isn't. She might outcompete Minsc and Valygar\n(especially if you're playing with a good or neutral Thief-protagonist),\nbut I never bring her along. I have considered using her as a 'good'\nKorgan, but the amount of proficiencies it would take for her to be able\nto use Axe of the Unyielding and Crom Faeyr as well as learn the Two\nWeapon Style are just prohibitive, although you could start her out on\nWar Hammers early. By the time you actually obtain Crom Faeyr she'll\nlikely be at least specialized in their use, and Anomen can just use the\nFlail of the Ages.\n\nHow to Use Mazzy Effectively:\n-----------------------------\nGood question... one I've pondered a bit, myself. You really have two\noptions-make a poor man's attempt at Korgan, either weapon and shield\nor two-weapon style. The latter is... probably just a pipe dream, as it\nwould require... oh... thirteen extra proficiencies to pull off. There\njust aren't enough levels in the game for it, and it seems like a bit of\na waste to strap a shield on a character with such a good Armor Class,\nthough. The compromise? Have her use a superior mainhand weapon (Axe of\nthe Unyielding or Flail of the Ages) in her mainhand, and the Short\nSword of Mask in her offhand... or perhaps take the Short Sword of\nMask as a mainhand weapon (have her use a shield throughout Shadows of\nAmn) while building up War Hammers and Two-Weapon Style, then switch to\na Short Sword of Mask\/Crom Faeyr combo. It's not the ideal setup, but\nit works. Still... it just makes me wish I was using a different\ncharacter.\n\nMazzy's Quest:\n--------------\nMazzy has a rather traditional and uninspired quest that'll pop up after\na few days of traveling with her. Her sister, Pala, has been poisoned,\nand you need to return to Trademeet to hunt down the poisoner-and \nperhaps an antidote. For more information about this quest, refer to \n[WLK021].\n\nMinsc\t\t\t\t\t\t\t\t{CHR016}\no======================================================================o\nMale, Human, Ranger, Neutral Good\nStr 18\/93, Dex 16, Con 16, Int 8, Wis 6, Cha 9\n\nStarting Proficiencies:\nTwo Handed Sword\t++\nMace\t\t\t++\nLong Bow\t\t++\nTwo Weapon Style\t++\n\nOverview:\n---------\nOur favorite miniature giant space hamster friend, and his Ranger \nsidekick Minsc! The fact that in Mass Effect 2 you can buy a Space\nHamster that, if interacted with responds with the same uncanny\nIntelligence and sophistication as Boo merely goes to show how endearing\nthese characters are to have transcended time and space. That aside,\nMinsc has improved a bit from the first game, as he now has a better\nDexterity and Constitution, making him a much sturdier character. He has\nalso, for some reason, become proficient in the Two Weapon Style, which\nis a complete and utter waste for him. He's not protected enough for\nprotracted front-line action, so the thought of giving him a weapon\nwithout reach is just silly. He's more of a secondary warrior, striking\nwith reach or ranged weapons, as needed. Anything that doesn't require\n+3 weapons can be shot down with bows, and anything that requires a +3\nor better weapon... well, just switch to an appropriately-enchanted\nmelee weapon and let Minsc at 'em. Of course, you could just ignore the\nRanger stealth outright, strap Minsc in heavy armor, and treat him like\na front-liner, but the good party has a busy enough front-line already,\nso I'm fine with having him contribute at a range. The fact that he\ndoesn't need The Brawling Hands or any Strength-enhancing gear makes him\na good fit into the good party. He can still Berserk in this game,\nraising his Strength to 20 and his Dexterity to 18, just make sure you\nhave the Hit Points for the endeavor, as he takes 15 damage when it ends\nfrom his 'improved' Hit Point total. This should last long enough to\nmake a difference in most fights, but it should be viewed as wholly\ninferior to, say, gulping a Potion of Giant Strength. The only real\nquestions about Minsc are, do you prefer Valygar (I don't) and will\nyou bench him in favor of ??????? in Throne of Bhaal?\n\nHow to Use Minsc Effectively:\n-----------------------------\nGet him points in the Two-Handed Weapon style and let him learn how to\nuse Halberds so he can equip one of the best weapons in the game. He'll\nfind plenty of Two-Handed Swords to keep him occupied in the mean\ntime... usually hand-me-downs from Keldorn, but very good ones, \nnonetheless. He's also a decent archer, although ranged combat\nrightfully takes a backseat to melee combat in this game. Keep him from\nbeing the focus of enemy attacks and he'll serve you well as a\nnot-quite-front-line Fighter.\n\nRecruiting Minsc:\n-----------------\nMinsc can be found in Irenicus' dungeon (AR0602) in a cell\n(x=4000, y=2750) in the same room you start out in.\n\nNalia\t\t\t\t\t\t\t\t{CHR017}\no======================================================================o\nFemale, Human, Mage\/Thief, Chaotic Good\nStr 14, Dex 18, Con 16, Int 17, Wis 9, Cha 13\n\nStarting Proficiencies:\nShort Sword\t\t+\nDagger\t\t\t+\nQuarter Staff\t\t+\nShort Bow\t\t+\n\nOverview:\n---------\nNalia is bafflingly identical to Imoen, making me wonder if the only\nreason she's included is to tide you over until you get Imoen back. She\nhas only four levels of Thief, and because of it she'll never be as good\nas Imoen in combat or with Thief skills, but she does at least come with\na barely passable Find Traps skill. Anything I said about Imoen applies\nfor Nalia, really... But since you can recruit Imoen, why would you ever\ncare to recruit Nalia? Imoen is infinitely more connected to the main\nstory than Nalia, and while you have to do quests to get both of them,\nImoen's is mandatory. If Nalia were at least a romance option, then\nthere might be a purpose for her, but instead she's just a clone of\nImoen. Or if she was Neutral or Evil instead of a bleeding heart noble,\nshe could at least fit into Evil parties, but again, no such luck.\n\nHow to Use Nalia Effectively:\n-----------------------------\nShe'll use a Short Bow, and will serve a dual role as the party's\nThief\/Mage. Just... get her a Short Bow, and eventually the Gesen\nBow... The only perk she has over Imoen is the fact that she will not\ngo on a main-story inspired hiatus which prevents her from gaining a\ngreat deal of experience, and you need not save up spell scrolls for\nher... just, scribe at will. Of course, her Find Traps score is hardly\nsufficient, even with the Ring of Danger Sense, so she can barely even\nserve in the capacity of a Thief.\n\nRecruiting Nalia:\n-----------------\nNalia, like so many other characters, hangs out in the Copper Coronet\n(AR0406). You don't even need to find her-she'll find you and\ndesperately try to induce you into helping her liberate her captured\nfamily castle. Agree and do so, and she'll stick around for the rest\nof the game. This quest is covered in [WLK018].\n\nNalia's Quest:\n--------------\nNalia's quest begins after you rescue the de'Arnise Keep-although it\nwon't begin within the de'Arnise Keep. After wandering around with her\nfor a bit, a messenger will show up and tell her of some problems\narising with a funeral. Accompany her there and meet some of the more\nunsavory nobles which presumably caused her to disparage her fellow\naristocracy. A little later, the trouble-maker from the funeral, Isaea\nRoenall will show up and have Nalia arrested. Afterwards a man named\nKhellor Ahmson will show up and point you in the direction of some\nevidence that may incriminate Isaea. The rest of the quest involves\nfollowing obvious leads and talking to various characters in your\nquest to find dirt on Isaea. When you do, head to the Council of Six\nbuilding and present the evidence to Corgeig Axehand and Nalia will be\nreturned to you. The full details of this quest can be found in \n[WLK019].\n\nNeera\t\t\t\t\t\t\t\t{CHR018}\no======================================================================o\nFemale, Half-Elf, Wild Mage, Chaotic Neutral\nStr 11, Dex 17, Con 14, Int 17, Wis 13, Cha 11\n\nStarting Proficiencies:\nQuarterstaff:\t\t\t+\nSling:\t\t\t\t+\n\nOverview:\n---------\nNeera is a somewhat interesting addition to Baldur's Gate 2, being the\nmost potent good-aligned (well, neutral, but good enough) Mage you can\nrecruit. As a specialist Mage, her spell-power will prove superior to\nImoen's, and she suffers no prohibited spells, like Edwin. On the other\nhand, as a Wild Mage she's got an innate 5% chance of spell failure,\nwhich adds a good bit of randomness to her performance. Even in the\nbiggest fights in the game, however, it's unlikely that a Mage will cast\nmore than several spells before the matter is decided (not counting\nspell-buffs), so there's a good chance her fickle magic won't affect\nmost fights. Her attributes aren't terribly impressive-her Dexterity\nis good, and it will allow her to compete with ranged weapons handily\nenough. On the other hand, you'll need to feed her Potions of Genius\nto fill up her spellbook, and her Constitution is just a point away\nfrom doing anything useful. Servicable, but Imoen's stats are superior.\nAnother point for Imoen-she'll provide the Thief skills you need. Neera\nwon't. The balancing act for me means taking Neera along with her extra\nspell per day, and changing my Fighter\/Mage into a Fighter\/Mage\/Thief\n(hence losing Time Stop\/Whirlwind combos), or keep Imoen, who can also\nuse the Gesen Bow, and has more Hit Points. With Neera's Wild Magic,\nit's really difficult to sell her over Imoen.\n\nHow to Use Neera Effectively:\n-----------------------------\nAs a Mage, there's not much you need to do-put her in the Robes of\nVecna and give her some kind of ranged weapon for fights that don't\nwarrant spells, or clean-up operations. The best ranged weapon for a\nMage is ultimately the Dagger Fire Tooth +3. Since it's an even better\nweapon for Jaheira, though, make do with Slings at first, then the\nBoomerang Dagger +2, and finally the Crimson Dart +3. As a Specialist\nMage she can handle some redundancy in her spellbook, and as a Wild\nMage, she'll need it. Carry several copies of important debuffs, such\nas Dispel Magic, Breach, and True Sight, to name the ones that win\nfights most frequently.\n\nRecruiting Neera:\n-----------------\nNeera can be found in the Bridge District of Athkatla... but only after\ntalking to Lieutenant Aegisfield and getting started with the 'Skinner\nMurders' questline. Essentially there are events that need to trigger\nand resolve from the original game on the Bridge District so they do not\nover-lap with Neera's quest, both of which occur in roughly the same\narea-the northern part of the Bridge District. Anywho, once you've seen\nthe dead bodies as required by the Skinner Murders questline, return to\nthe Bridge District to witness Neera rescue a child named Mereth from\nsome Red Wizards, led by Lanneth. Leave the district and head anywhere\nelse in Athkatla and you'll be approached by Neera, who'll ask you to\nhelp her with her red scare. Agree and she'll mark the Wild Forest on\nyour map. Head there (OH6000) and talk to Neera (x=1000, y=3530) to get\nher to join up with you.\n\nNeera's Quest:\n--------------\nLike most Enhanced Edition character quests, Neera's comes in two\nmore or less distinct stages. The first part of Neera's quest, after\nmaking your way through the Wild Forest and into the Hidden Refuge,\nrevolves around a series of free-form quests involving Neera's misfit\nWild Mages. Whether you're herding cats or teaching Half-Orcs not to\nhit, they tend to be fairly simple and highly variable in the quality\nof their rewards. The more of these quests you do, however, the more\nWild Mages will survive later, which leads to more rewards. After those\nquests, there are two tasks to complete-one is gather the materials for\nthe creation of a Talisman of the Hearthfire (the creation of which will\nsave yet another, yet unencountered Wild Mage). The other is to go\nretrieve said Wild Mage, so obviously if you plan to save him, you'll\nneed to create the Talisman first.\n\nWhen you do go after this rogue Wild Mage, Daxus, you'll encounter some\nRed Wizard opposition. This 'rescue' operation ultimately ends up with\nall the Wild Mages in captivity (with a few exceptions, depending upon\nwhat quests you've done before). The next task is assaulting the Red\nWizard Enclave (OH6300), which involves a series of rather difficult\nfights... unless you try to use subterfuge and dialogue whenever\npossible. After you defeat Lanneth and save whatever Wild Mages are\nstill alive, the Wild Mages will disperse and Neera's quest with it.\nIn Throne of Bhaal a bird named Jerome will deliver a message to Neera\nrandomly upon entering an area. The Thayans are still hunting Wild\nMages, and if anything, their tactics have improved since we routed them\nin Athkatla. Neera will suggest luring the Thayans into an ambush-she\ngets more than she bargained for when Vicross-leader of the Order of the\nEight Staves-shows up. After defeating Vicross' minions, Vicross flees\nback to Thay, dragging us with her. There you'll meet with Szass Tam,\nwho sends you to deal with Vicross in order to humiliate her master,\nwho is Tam's rival. All you have to do now is assault Vicross' estate,\nkill her and her guards, and hope Szass Tam will keep his word after\nthe reason for your collaboration is gone...\n\nRasaad\t\t\t\t\t\t\t\t{CHR019}\no======================================================================o\nMale, Human, Sun Soul Monk, Lawful Good\nStr 16, Dex 16, Con 14, Int 11, Wis 14, Cha 14\n\nStarting Proficiencies:\nKatana:\t\t\t+\nScimitar\t\t+\nDart\t\t\t+\nSling\t\t\t+\n\nOverview:\n---------\nAs some might have guessed, the much higher level cap of Baldur's\nGate 2 really allows Rasaad (and all Monks, really) to come into his\nown. The paltry handful of levels in the first game just wasn't enough\nto make a Monk into a decent killer. Now, however, their movement and\nattack speed will keep going up, as will their damage, and their Armor\nClass keeps going down... along with all the other perks of leveling\nup. Most importantly, their fists start couting as magical weapons at\nlevel 9, and in short order, at level 15, as +3 weapons. All of this\nhelps Rasaad, of course, but he's still a poor Monk, all things\nconsidered. He gains no Hit Points from his Constitution, and meager\nbonuses from Strength and Dexterity. Fortunately for him, stat-boosting\nitems are fairly common in this game, and with a few choice items-a\nGirdle of Giant Strenth and Bracers of Armor, for example, any Monk can\nbecome quite dangerous. Rasaad included. Rasaad's base Hit Points are\nquite good, at least... I mean, considering he has no Constitution\nhelping him out-he's only a few points off the maximum.\n\nHow to Use Rasaad Effectively:\n------------------------------\nRasaad's stats suck, and much of his combat prowess will be determined\nsolely by his level. Ironically, then, this Monk's effectiveness depends\nupon the gear you give him. He'll absolutely need a Girdle of Giant\nStrength if you want him to make any impact in melee. If you want him\nto survive, invest him with a protection item and Bracers of Defense.\nThis alone can possibly drop his Armor Class to levels comparable, even\nsuperior to, your best front-line fighters. If you continue to pamper\nhim by giving him items like the Cloak of the Sewers or a Dusty Rose\nIoun Stone will certainly help, but considering that his, Armor Class\nwill only get better with time, you can probably stick to more generic\nitems, saving stackable gear for more vulnerable characters, like Anomen\nand Keldorn. Early on in the game you'll probably want to find him a\nweapon to use-the Scarlet Ninja-To +3 works well. Once he hits\n15th-level he can drop all pretenses of using anything but his fists.\n\nRecruiting Rasaad:\n------------------\nIn Trademeet (AR2000) you'll find Rasaad near the fountain dominating\nthe center of town. He'll get into a scuffle with two fellow Sun Soul\nMonks before walking off. Discuss Rasaad's actions with the two Monks\nhe smacked around, then walk off. Rasaad will come find you, shortly,\nasking for your help in infiltrating a new cult threatening his own.\nTake him along and he's yours.\n\nRasaad's Quest:\n---------------\nAfter recruiting Rasaad, you'll need to take him to the City Gates\nof Athkatla (AR0020), where a 'Cloaked Figure' will point you in the\nright direction. After that, head to the Abandoned Amphitheater area\nand make your way to the north-east to encounter Hammerhelm and his\nMonk recruits. Either by violence or diplomacy, learn the location of\nthe Heretic Temple, then proceed there, fighting or talking your way\nthrough a Sun Soul Monk ambush enroute. Once at the Heretic Temple,\nmake your way inside, where you can either complete the cult's\nchallenges or start fighting. Both result in a revelation about the\ntrue nature of the Heretic Cult and a larger fight. In Throne of Bhaal\nhe'll be ambushed by a group of Sharrans. On one of their bodies you'll\nrecover a map that points out the Deepstone Dwarven Clanhold as the new\nbase of operations for Alorgoth. Head over there and find your way into\nthe Clanhold, defeat the Sharrans and chase Alorgoth into the depths\nof the Shadow Plane itself.\n\n???????\t\t\t\t\t\t\t\t{CHR020}\no======================================================================o\nMale, Human, Fighter (Deathbringer), Chaotic Evil\nStr 18\/00, Dex 17, Con 18, Int 17, Wis 10, Cha 15\n\nStarting Proficiencies:\nTwo Handed Sword\t+++++\nHalberd\t\t\t+\nCross Bow\t\t+\nTwo Handed Weapon Style ++\n\nOverview:\n---------\n??????? is the best Fighter in the game. Look at those stats! He\ndoesn't need any Strength-boosting items, The Brawling Hands, nothing\nbut a Two-Handed Sword and something to kill! That said, you don't get\nhim until Throne of Bhaal starts, which is too bad, because he would\nhave been great through Shadows of Amn. Note that you can change his\nalignment over the course of the game by generally being trusting, kind,\nand good to him, showing him a superior example, and all that good\nstuff. Just keep that in mind if you're a good party, and want his\nalignment to become more fitting. If you're playing an evil party...\nwell, just keep being the bastard you've always been, and have fun.\n\nHow to Use ??????? Effectively:\n-------------------------------\n??????? starts out with Grandmastery in Two-Handed Swords, so give him\nsomething suitable to use and build up his proficiency in Halberds.\nOnce he gets the Ravager, switch him over and keep on killing. It's as\neasy of an equipment setup as there is.\n\nRecruiting ???????:\n-------------------\nAfter entering your Pocket Plane for the first time (a mandatory step\nnear the beginning of Throne of Bhaal) ??????? will appear and offer\nto help you out... for part of your soul. An insubstantial part, as it\nturns out, just enough to give ??????? what he wants without\ninconveniencing (or threatening) you. Win-win, right? ??????? sure seems\nto think so, and offers to join up. He can see the way the wind is\nblowing, and is more than content to take some of the table-scraps from\nyour epic climb to power. Smart, smart man...\n\n***Changing ???????'s Alignment***\nThanks to Infinity Explorer, I've been able to look into the data files\nand see how all this works. That said, it's probably a good idea to\nexplain in more detail how to change ???????'s alignment. Over the\ncourse of Throne of Bhaal, your new ally will chat with you, as all\ncompanions in Baldur's Gate 2 do. If you say good things, show trust,\nand express good morality, your behavior will rub off on ???????. Have\nat least two positive alignment global variables while conducting the\nthird banter, and you can get ???????'s alignment to change to Chaotic\nGood. Note that it's possible to be... less encouraging, and effect\n???????'s alignment negatively, but this part of the guide is about\nchanging ???????'s alignment to fit into the good party, I'll ignore all\nbut the optimum responses. Also, I've kept the name of this character\nreplaced by question marks, but I've included some lines of dialogue in\nfull, below. The more astute of you may be able to figure out who this\ncharacter is by reading the following... so if you're an idiot, read on\nwith no fear. If you're smart, beware of spoilers. Or, just wait until\nthe beginning of Throne of Bhaal to bother with this at all.\n\no=========o\n|Banter #1|\no=========o\n??????? says:  \"So. I yet remain at your side. I am surprised. But from\n\t\tyour constant wary glances, it seems that you do not\n\t\ttrust my presence, yet.\"\n\nIf you made ??????? take an oath in the Pocket Plane before joining you,\npick any option regarding the oath. When you get a chance to make\nanother response, pick \"No, not really. You paid for what you did\".\nAfterwards, either say that \"No. You're not the same man, are you?\" or\n\"Perhaps. But I already took my revenge. Now you get the benefit of the\ndoubt.\" Either will improve ???????'s alignment. \n\nIf you didn't make him take an oath, you'll get three different\ndialogue options, all inconsequential. After he says \"It eats away at\nme, then, as to why you would agree to take me with you and not force\nsome form of compliance from me through an oath. I told you that oaths\nhad real power in our father's realm.\" you'll get another chance to\nrespond. Don't pick the response \"I take you with me because you may be\nof use. But I don't need an oath of servitude.\" Afterwards say either\n\"You paid for what you did. You're a new man, free to make new mistakes,\nif you wish.\" or \"You might. But everyone gets a second chance, ???????.\nEven you.\"\n\no=========o\n|Banter #2|\no=========o\n??????? says:  \"It appears the seeds that our sire sowed long ago are\n\t\tabout to come to fruition. For good or ill, the issue\n\t\twill be finally resolved very soon.\"\n\nPick whatever dialogue option you wish-if you made him take the oath\nbefore joining you, he'll mention the oath, otherwise he'll say the\nmore neutral term, 'usefulness'. Afterwards he'll ask what you intend\nfor him after it's all over.\n\nYou can pick one of three responses-and really, it doesn't matter what\nyou pick, but to make life easier on myself, if you pick \"So? What about\nit?\" You'll get one of four choices to pick later. Pick \"You'll be free\nto go, as you wish.\", then pick \"Your destiny is your own to forge,\n???????. Make the same mistakes, if you must.\" to improve ???????'s\nalignment by one. In response to this he'll ask \"And do you believe\nthat I have another choice?\" Pick either \"Another choice than being\nevil? Always.\" or \"It all depends on whether or not you want to end up\nin the same place, ???????.\" to improve ???????'s alignment again.\n\no=========o\n|Banter #3|\no=========o\n??????? says:  \"The end draws closer. We both know this to be true.\n\t\tListen to a proposition, then, that I have given much\n\t\tthought to as of late.\"\n\t\t\nPick any option other than \"I'm not interested in what you have to say.\"\nand ??????? will comment on your alignment before rambling on, finally\ngetting to the point by suggesting that you take over as the new Lord\nof Murder, claim your birthright... and allow ??????? to stand by your\nside. He's canny enough to realize that if you can't wield godly power\nyourself, you might as well bask in its favor. Pick option \"I have\nother plans, ???????. Forget it.\" and a whopping eight dialogue options\nwill pop up. Pick any option other than \"It doesn't matter what happens\nto me, ???????... you won't be involved, regardless.\" or \"It's none of\nyour business, ???????.\" to get six more dialogue options. Don't pick\n\"There are better things than power, don't be a fool.\" or \"I'm not\ngoing to discuss this with you, as they don't go anywhere, and don't\npick \"It don't know. But it doesn't have to be used for self-serving,\nevil purposes.\"\n\nThat leaves us with \"You can't take an empire with you when you die.\nYou should know that.\", \"There is much good that can be done with that\npower. That is more important.\", and \"With that power comes great\nresponsibility.\" All three of these options will improve ???????'s\nalignment by one. He'll respond by saying \"After... after all you've\nbeen through? With the taint in your soul, you still believe this?\"\nRespond \"I do.\" If you have at least two positive alignment increases at\nthis time, ??????? will say \"I believe your words may have merit,\n&lt;CHARNAME&gt;. My own methods did not end well... and I have no desire to\nreturn to the Abyss when I perish next.\" At this time, ???????'s\nalignment will change to Chaotic Good and he'll say \"Perhaps it is time\nto rethink my views. I shall have to think on your words most\ncarefully.\"\n\no=========o\n|Banter #4|\no=========o\nIf you had at least one point towards changing ???????'s alignment for\nthe better and followed my advice during banter #3, you should get the\nfollowing for banter #4.\n\n??????? says:  \"I... have been considering your words. I have changed\n\t\tmy outlook, and think perhaps it may be a good thing.\n\t\tI feel I must thank you.\"\n\nYou have three options-but they all result in the same responses from\n???????... this is just a \"hey, I'm a good guy now!\" banter.\n\nValygar\t\t\t\t\t\t\t\t{CHR021}\no======================================================================o\nMale, Human, Ranger (Stalker), Neutral Good\nStr 17, Dex 18, Con 16, Int 10, Wis 14, Cha 10\n\nStarting Proficiencies:\nKatana\t\t\t++\nDagger\t\t\t+\nSpear\t\t\t++\nLong Bow\t\t++\nTwo Weapon Style\t++\n\nOverview:\n---------\nNotice that his physical stats are identical to Yoshimo's... anyways,\nValgyar is a good Ranger, so you won't be using him in any legit evil\nparty. Also he's got the Stalker kit, which makes him good at back-\nstabbing and gives him the ability to cast Haste, which is always handy.\nThere are few downsides with him, in fact, so few that he's a very\nconsiderable substitute for Minsc if you're willing to invest an item\nof Giant Strength in him. He comes built for two-weapon fighting, and\ndespite his need to stay in lighter armor, his Dexterity makes this\na real possibility. Nothing really bad to say about Valygar, really,\nsave his location kind of sucks... and he'll be waiting for gear for\na long time. Waiting for Katanas to open up, waiting for items of\nGiant Strength... he needs a lot of gear set aside for other characters,<\/pre>\n\n\n\n<pre id=\"faqspan-8\" class=\"wp-block-preformatted\">but he'll eventually get all he needs-and more-in Throne of Bhaal. I'm\nalso indisposed towards picking him over Minsc, who is, after all, an\nold friend from Baldur's Gate 1.\n\nHow to Use Valygar Effectively:\n-------------------------------\nSee that 18 Dexterity? See those proficiencies? They give you good\nincentive to actually follow through on the Two-Weapon Style\ndual-Katanas thing. The only problem is, of course, that I've co-opted\nKatanas for my protagonist, so what to do? Well, he's already got a\nrank in Daggers. Get Specialized in Daggers, and Master in Two Weapon\nStyle. This will allow him to use whatever Daggers Jaheira isn't using\n(she certainly doesn't need BOTH Boneblade +4 and Fire Tooth +3, if\nValygar is needy.) All in all, it's a great set-up. He'll have to use\nsecond-rate Katanas for most of the game, but he'll survive well\nenough-there are plenty of +2 Katanas that my protagonist will not have\nany use for, like Malakar +2, Dak'kon's Zerth Blade, or hell, even his\nown Corthala Family Blade. In Throne of Bhaal, my protagonist will hand\noff Celestial Fury, which is a good upgrade for Valygar, and in the\nlong run he can aspire to dual-wielding the Dagger of The Star +5 and\nHindo's Doom +4. Give him the White Dragon Scale and he'll have a -6\nArmor Class with nothing else equipped, and once Jaheira hands down her\nGirdle of Hill Giant Strength, he'll be doing pretty well. He's not as\npotent with the whole backstabbing thing as our Fighter\/Mage\/Thief\nprotagonist will be, and he's probably not even as lethal in melee as\nMinsc or ??????? with the Ravager +6, but that doesn't mean he's a\nwaste of a character. If you prefer having another front-line melee\nwarrior with a backstab dynamic over Minsc's more traditional range and\nreach approach, Valygar does that quite well.\n\nRecruiting Valygar:\n-------------------\nYou can find him in the Umar Hills area (AR1100) in his house marked on\nthe map as 'Valygar's Cabin' (AR1101).  To keep him, you're going to\nneed to take him back to Athkatla and deal  with the Planar Sphere in\nthe Slums District [WLK016].\n\nViconia\t\t\t\t\t\t\t\t{CHR022}\no======================================================================o\nFemale, Elf, Cleric, Neutral Evil\nStr 10, Dex 19, Con 8, Int 16, Wis 18, Cha 14\n\nStarting Proficiencies:\nWar Hammer\t\t+\nMace\t\t\t+\nSling\t\t\t+\n\nOverview:\n---------\nOur old Dark Elven gal-pal has become a bit wiser since the first\ngame... not wise enough to avoid nearly getting burnt to crisp by\nbigots, but still... This will give her a few more low-leveled spells,\nbut otherwise not much has changed. She still has her great Dexterity\nand her Magic Resistance keeping her safe, but in Baldur's Gate 2 Magic\nResistance is purely beneficial... no more will you resist healing and\nspell buffs from your own party members. If anything, this makes Viconia\neven more potent this time around. She does have two glaring weaknesses\nhowever, and you should be able to spot them just by looking over her\nattributes. Her Strength is abysmal for a character who'll be in melee\ncombat often-putting some Strength-boosting items on her is mandatory\nbefore she can ever wear any armor worth talking about. Also her low\nHit Points offset her Dexterity and Magic Resistance quite a bit. In\nthe first game we could get her early enough to roll her Hit Points\nourselves-she ended the first game with 60 Hit Points for me, but she\nwill only start this one with 44, if you get to her as early as\npossible. That's just pathetic. She even has fewer Hit Points than\nEdwin! It's the most serious weakness she has, far more severe than her\nStrength issue, which can be covered up with a Giant Strength band-aid.\nOn the plus side, you can give her the Girdle of Fortitude, or much\nlater on, Draw Upon Holy Might, although in the latter case she'll need\nto be 24th level to make the most of that spell. As far as melee combat\ngoes, she will never be in the same league as  Jaheira or Anomen, but\nwith her Magic Resistance and Armor Class she can at least compete. Get\n her good armor, a good shield, and some Strength and she's a great\ndefensive character. She's also a romantic option this time aroud,\nprovided you can put up with her provocative stories, mood swings, and\ngeneral hatred of the fact that she's falling for you.\n\nHow to Use Viconia Effectively:\n-------------------------------\nWhen you have a point to spend, get her a proficiency point in Flails so\nshe can use the Flail of the  Ages. A better weapon for her you will not\nfind, as Crom Faeyr is a bit  of a waste on her. Her high Charisma, good\ndefensive qualities, and ability to equip the Sensate Amulet all combine\nto make her a decent party leader.\n\nRecruiting Viconia:\n-------------------\nGood old Viconia can be found in the Government District of Athkatla\n(AR1000) at (x=1820, y=1080). Once again, she's gotten herself in \ntrouble. In the first game you had to save her from a Flaming Fist\nMercenary, but in this game she's gotten captured by an angry mob. It\nmakes me wonder why she left your company after the first game... In any\nevent to recruit Viconia you'll have to save her. If you screw around \ntoo long she'll be burned alive and you'll have lost access to the best\nevil Cleric in the game. Click on the logs next to her twice to set her\nfree. You'll have to fight three Fanatics-none of which are very strong-\nfor letting her go. Afterwards she'll ask to join up. If you take her\nalong you'll lose two points of reputation, just like in the first game,\nbut this is a minor penalty for such a good Cleric.\n\nYoshimo\t\t\t\t\t\t\t\t{CHR023}\no======================================================================o\nMale, Human, Thief (Bounty Hunter), True Neutral\nStr 17, Dex 18, Con 16, Int 13, Wis 10, Cha 14\n\nStarting Proficiencies:\nKatana\t\t\t+\nDagger\t\t\t+\nShort Bow\t\t+\nSingle Weapon Style\t+\n\nOverview:\n---------\nWell, he's a Thief, and the lamest of the Thief Kits at that. He's got\ngood stats otherwise though, and his Find Traps skill starts out at 100,\nwhich is all you'll ever really need. His Pick Pockets is only 25 \nhowever, so to do some early game stealing you'll need to invest some\nPotions of Master Thievery into him. Really, he'll have to chug them by \nthe half dozen to do any stealing. He's also promising because you can \ndual-class him into a Fighter and make him significantly more useful. \nAlas, I wouldn't put too much stake in him, as he will not accompany to\nthe end of the game. Take him with you until you get Imoen back, but the\nevil party is left bereft of a Thief still.\n\nHow to Use Yoshimo Effectively:\n-------------------------------\nI wonder if there's really any point to this section? Yoshimo is...\nwell, I better keep up appearances, eh? As a single-classed Thief,\nYoshimo sucks. Fortunately, he's got a 17 Strength, and hence, is\ncapable of dual-classing into a Fighter, which is a far, far superior\nbuild than continuing as a Thief. Given Yoshimo's short-term status,\nhowever, you might not want to bother. You'll need him as a Thief, and\nyou probably won't get enough experience to make the dual-class option\npay off. Equip him with Short Bows and let him shoot at foes, disarm\ntraps, and generally act as a marginal character until you get Imoen\nback.\n\nRecruiting Yoshimo:\n-------------------\nAfter making your way to the second level of Irenicus' Dungeon (AR0603),\nyou'll run across Yoshimo, who is only too eager to join up with your\nparty and get the hell out of there.\n\n***SPOILERS***\n\nYou have been warned, if you don't want spoilers don't read ahead. \nYoshimo is a promising Thief, at least if you dual-class him into a\nFighter. But he suffers from one crippling, inextricable, problem. He is\ngoing to betray you if you take him to Spellhold, as Irenicus has geased\nhim. Without getting into it too deeply, one of two things happens to\nYoshimo. He attacks you at Spellhold and you're forced to kill him, or\nif you leave him behind, he'll die upon sight of the party once they\nreturn from Spellhold. I have heard of one way to get around this. You\nMUST leave him behind in Athkatla instead of taking him to Spellhold.\nWhen you come back you must talk to him BEFORE he can die and have him\nrejoin your party. Then when he dies (and he will) you can simply raise\nhim. He has no more banters, and nobody will interact with him, but you\nCAN keep Yoshimo with this exploit. Since it's clearly outside what the\ncreators of the game intended, I write him off as a dead man after\nSpellhold, but if you're an evil party who is in desperate need of a\nThief, this is a way to keep Yoshimo. If you keep him alive you'll get a\ncharacter with great fighting stats and crappy proficiencies. Whether\nyou have a good or evil party, I'd suggest dual-classing him into a\nFighter and getting him as many ranks into Halberds and the Two Handed\nStyle as possible, allowing him to use the Ravager Halberd you'll\neventually get. In a good party he'd replace Minsc, and in the evil\nparty he'd fill a hole that otherwise needs to be plugged with a\nprotagonist Thief or player-created side-kick. He's certainly more\nuseful than Jan. In any event, if you bring Yoshimo along with you to\nSpellhold, at least you'll get a ton of experience for it-eventually.\n\nTable of Character Attributes\t\t\t\t\t{CHR024}\no======================================================================o\nFor reference purposes, here's a list of the attributes of the\ncharacters you may recruit in the game. It should help you compare their\nstrengths and weaknesses and plan for item distribution  accordingly.\nI also threw in some useless 'averages', just because it  interested me,\nand by deduction, every other sentient being in the universe.\n\t\t\t\t\t\t\t\t\t\n\t\to=======o=======o=======o=======o=======o=======o======o\n\t\t|  Str  |  Dex\t|  Con  |  Int  |  Wis  |  Cha\t| Total|\n\t\to=======o=======o=======o=======o=======o=======o======o\nAerie\t\t|  10   |  17   |   9   |  16   |  16   |  14   |  82  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\nAnomen\t\t| 18\/52 |  10   |  16   |  10   |  12   |  13   |  79  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\nCernd\t\t|  13   |   9   |  13   |  12   |  18   |  15   |  80  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\nDorn\t\t|  19\t|  16\t|  14\t|  10\t|  15\t|  16\t|  91  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\nEdwin\t\t|  10   |  10   |  16   |  18   |  10   |  10   |  74  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\nHaer'Dalis\t|  17   |  17   |   9   |  15   |  13   |  16   |  87  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\nHexxat\t\t|  20\t|  20\t|  14\t|  14\t|  12\t|  18\t|  98  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\nImoen\t\t|   9   |  18   |  16   |  17   |  11   |  16   |  87  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\nJaheira\t\t|  15   |  17   |  17   |  10   |  14   |  15   |  88  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\nJan\t\t|   9   |  17   |  15   |  16   |  14   |  10   |  81  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\nKeldorn\t\t|  17   |   9   |  17   |  12   |  16   |  18   |  89  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\nKorgan\t\t| 18\/77 |  15   |  19   |  12   |   9   |   7   |  80  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\nMazzy\t\t|  15   |  18   |  16   |  10   |  13   |  14   |  86  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\nMinsc\t\t| 18\/93 |  16   |  16   |   8   |   6   |   9   |  73  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\nNalia\t\t|  14   |  18   |  16   |  17   |   9   |  13   |  87  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\nNeera\t\t|  11\t|  17\t|  14\t|  17\t|  13\t|  11\t|  83  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\nRasaad\t\t|  16\t|  16\t|  14\t|  11\t|  14\t|  14\t|  85  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\n???????\t\t| 18\/00 |  17   |  18   |  17   |  10   |  15   |  95  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\nValygar\t\t|  17   |  18   |  16   |  10   |  14   |  10   |  85  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\nViconia\t\t|  10   |  19   |   8   |  16   |  18   |  14   |  85  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\nYoshimo\t\t|  17   |  18   |  16   |  13   |  10   |  14   |  88  |\n\t\t|-------|-------|-------|-------|-------|-------|------|\n\"Average\" PC\t| 14.81 | 15.81 | 14.71 | 13.38 | 12.71 | 13.43 | 84.86|\n\t\to======================================================o\n\nNote: The average result of a 3d6 dice roll is 10.5 (3.5 per d6).\nBioware and Overhaul Games were using some loaded dice to come up with\na lot of those attributes. Then again, if these were 'average'\ncharacters, they wouldn't be worthy traveling companions, right? It's\nalso obvious that many of these characters are blatant archetypes, but\nwe all love  archetypes. Still, we don't get some of the randomness that\nwe saw in some of the Baldur's Gate 1 characters... or in real Dungeons\nand  Dragons. The great thing about anomalies, however, is the\npossibility to dual-class, and in Baldur's Gate 2 major\ncharacter-building is largely-and rightfully-over.\n\nIt also amuses me that the stats that Bioware and Overhaul games found\nthe least useful-Wisdom and Charisma-are the stats that I found the\nleast useful in my days as Dungeon Master. (If I bothered to average\nout stats for Baldur's Gate 2 characters, you can bet I have\nspreadsheets of old campaigns and characters of my own). Many\ncharacters that are fun to play aren't nice (everybody likes to\nplay a jackass, from time to time) and\/or they aren't wise. Crazy\ncharacters... or more politely, dangerously uninhibited characters...\nare often more fun to play than characters who are responsible,\ncautious, and deliberate. I think these are universal traits that\nmost long-time players will discover if they bother to average out\ntheir PC and NPC attributes.\n\nI must also point out that the characters in Baldur's Gate 2 are\ndecidedly superior to the Baldur's Gate 1 characters, being close in\ntwo of the six attributes, and a point on average superior in Strength,\nConstitution, Wisdom, and Charisma, and having an average total of\n84.86 compared to 80.79 in the last game. The main reason for this is\nthe fact that there are much fewer 'junk' characters in this game-higher\nstakes require stronger allies. Only three of the potential allies in\nthis game have a total attribute spread of less than 80 points, while\neight of the twenty-nine recruitable characters in Baldur's Gate 1 had\nless than 80 points. It also doesn't hurt that many of the Baldur's\nGate 1 characters who made it into the sequel have higher attributes in\nthe sequel.\n\nOut of 29 characters in the first game, four had exceptional (18+)\nStrength. Two of them made it into the sequel. In the sequel six out\nof the 21 characters have exceptional Strength.\n\nOut of twenty-one characters in this game, only four do not receive a\nbonus to Armor Class from their Dexterity. Of the seventeen characters\nwho have a bonus to their Armor Class, seven of them have a +4 or\ngreater bonus to Armor Class.\n\nNo character in the game has a higher-than-useful Constitution (a Mage\nwith 17 or 18 Constitution, for example.) No characters receive a\npenalty to their Hit Points from Constitution. Seven Characters do\nnot receive a bonus to their Hit Points from Constitution. Seven of the\nseventeen characters in the game have a Constitution score of 16. All\nof the Enhanced Edition characters have a 14 Constitution.\n\nSeven of twenty-nine characters had a Charisma score of less than ten\nin the first game. Only two have a Charisma of less than ten in this\ngame. Thirteen characters have a Charisma score of 14 of greater.\nWe're a pretty bunch, all around.\n\nChart of Characters by Role\t\t\t\t\t{CHR025}\no======================================================================o\nBelow is a list of all the recruitable characters in the game and the\ndifferent roles they fill. This will list what roles-both in combat and\nout-each character is best suited for. In addition, below this chart I\nwill explain the roles more in-depth, and include why some characters\nmeet certain qualifications whereas others do not.\n\n\t\tFighter\n\t\t    |Cleric\n\t\t    |\t|Mage\n\t\t    |\t|   |Thief\n\t\t    |\t|   |\t|Leader\n\t\t    |\t|   |\t|   |The Brawling Hands\n\t\t    |\t|   |\t|   |   |Needs Giant Strength\n\t\t    |\t|   |\t|   |\t|   |Good\n\t\t    |   |   |   |   |   |   |   |Neutral\n                    |   |   |   |   |   |   |   |   |Evil\n\t\t    |   |   |   |   |   |   |   |   |\n\t            |   |   |   |   |   |   |   |   |\n\t\to===o===o===o===o===o===o===o===o===o===o\nAerie\t\t|   | X | X |   |   |   |   | X |   |   |\n\t\to===o===o===o===o===o===o===o===o===o===o\nAnomen\t\t| X | X |   |   |   | X |   |   | X |   |\n\t\to===o===o===o===o===o===o===o===o===o===o\nCernd\t\t|   | X |   |   |   |   |   |   | X |   |\n\t\to===o===o===o===o===o===o===o===o===o===o\nDorn\t\t| X |   |   |   | X |   |   |   |   | X |\n\t\to===o===o===o===o===o===o===o===o===o===o\nEdwin\t\t|   |   | X |   |   |   |   |   |   | X |\n\t\to===o===o===o===o===o===o===o===o===o===o\nHaer'Dalis\t|   |   |   |   |   |   | X |   | X |   |\n\t\to===o===o===o===o===o===o===o===o===o===o\nHexxat\t\t|   |   |   | X |   |   |   |   |   | X |\n\t\to===o===o===o===o===o===o===o===o===o===o\nImoen\t\t|   |   | X | X |   |   |   | X |   |   |\n\t\to===o===o===o===o===o===o===o===o===o===o\nJaheira\t\t| X | X |   |   | X |   | X |   | X |   |\n\t\to===o===o===o===o===o===o===o===o===o===o\nJan\t\t|   |   | X | X |   |   |   |   | X |   |\n\t\to===o===o===o===o===o===o===o===o===o===o\nKeldorn\t\t| X |   |   |   | X | X | X | X |   |   |\n\t\to===o===o===o===o===o===o===o===o===o===o\nKorgan\t\t| X |   |   |   |   | X |   |   |   | X |\n\t\to===o===o===o===o===o===o===o===o===o===o\nMazzy\t\t| X |   |   |   | X |   | X | X |   |   |\n\t\to===o===o===o===o===o===o===o===o===o===o\nMinsc\t\t| X |   |   |   |   |   |   | X |   |   |\n\t\to===o===o===o===o===o===o===o===o===o===o\nNalia\t\t|   |   | X | X |   |   |   | X |   |   |\n\t\to===o===o===o===o===o===o===o===o===o===o\nNeera\t\t|   |   | X |   |   |   |   |   | X |   |\n\t\to===o===o===o===o===o===o===o===o===o===o\nRasaad\t\t| X |   |   |   |   |   | X | X |   |   |\n\t\to===o===o===o===o===o===o===o===o===o===o\n???????\t\t| X |   |   |   | X |   |   |   |   | X |\n\t\to===o===o===o===o===o===o===o===o===o===o\nValygar\t\t| X |   |   |   |   |   | X | X |   |   |\n\t\to===o===o===o===o===o===o===o===o===o===o\nViconia\t\t| X | X |   |   | X |   | X |   |   | X |\n\t\to===o===o===o===o===o===o===o===o===o===o\nYoshimo\t\t|   |   |   | X |   |   |   |   | X |   |\n\t\to===o===o===o===o===o===o===o===o===o===o\n\nFighter: Characters who can meet foes in melee combat with regular\nsuccess. These characters typically have decent Hit Points, a good\nTHAC0, and multiple attacks per round. Heavy armor for an exceptionally\nlow Armor Class is also a must. A Cleric is typically better at fitting\ninto this category than a Ranger or Thief, since they do not work as\nwell with heavy armor... and the main point of a Fighter is to tank.\n\nA character who is a multi-class Cleric may not meet the criteria to be\na Fighter (such as Aerie) because she cannot wear heavy armor and get\ninto combat, and her lower Hit Points and THAC0 progression make her in\nevery way a less appealing combatant than, say, Viconia, who might not\nbe ideal, but is otherwise comparably superior. Although Cernd and\nHaer'Dalis are weak in armor like Minsc and Valygar, the latter two have\nbetter options with their proficiencies (such as specialization) a lower\nTHAC0, and better Hit Points. Most importantly, they will both get\nGreater Whirlwind, where Cernd and Haer'Dalis do not, making them much\nbetter at fitting into a Fighter role, despite their lack of heavy \narmor. Hexxat, despite her Strength, will not gain multiple melee\nattacks per round, Specialization, or Whirlwind Attack, nor is she\noverly well-protected by armor or Hit Points, making her a decidedly\npoor Fighter, despite being a heavy-hitter.\n&lt;----------------------------------------------------------------------&gt;\nCleric: In order to meet this classification, a character must not only\nbe able to heal, but be able to cure poisons, diseases, restore drained\nlevels, and cast higher level Clerical spells. A Druid fits into this\ncategory just fine in Baldur's Gate 2 thanks to the expanded variety of\nhealing spells. Clerics in Baldur's Gate 2 are pretty simple, if they\nhave the class, they work. In this regards, a Cleric is almost like a\nThief, it's almost useless on its own (and a poor choice for a main\ncharacter). You should pick what Cleric you want to use not because you\nneed one, but because of what other things in addition to Clerical\npower the Cleric brings to the table.\n\nAnomen has the benefits of a dual-classed Fighters THAC0 and Hit Points.\nJaheira is a multi-classed Fighter\/Druid who can specialize in weapons\nand learn Greater Whirlwind. Viconia has magic resistance and a great\nDexterity, making her a superior defensive character. Aerie, in\naddition to her Clerical abilities can cast Mage spells, although she\nsuffers in weapon and armor selection.\n&lt;----------------------------------------------------------------------&gt;\nMage: The requirements for a Mage are much steeper in Baldur's Gate 2, a\nBard no longer cuts it... and a triple-class character might not either.\nIdeally a Mage should be able to cast Finger of Death, Horrid Wilting, \nSpell Trigger, Time Stop, and Comet. If they can't cast those, they \nneed not apply.\n\nEdwin is the best pure Mage in the game, gaining an extra spell per\nlevel (above what being a Conjurer gives him) with no downsides. You\nreally can't do better, yourself. Neera occupies the second spot, even\nthough I loathe Wild Mages, I can't argue that her extra spells per\nday makes her superior to Imoen. Imoen\/Nalia will satisfy your need for\na  Thief, as well as provide the third-most potent selection of Mage \nspells in the game. Aerie is multi-classed, which will slow her down, \nand overall she's not as good of a Mage as either Edwin or Imoen\/Nalia, \nbut since she's not a specialist she does place ahead of Jan, who cannot\ncast Necromantic spells.\n&lt;----------------------------------------------------------------------&gt;\nThief: A Thief only needs to be able to find and disarm traps.\nEverything else can be done another way. Thus, Bards and Rangers do not\nqualify as Thieves, even though they can use some Thief skills.\n\nA Thief is in all honesty a waste of a class. With dual-or-multi-\nclassing it's a valuable asset to be able to hide and backstab, but not\non its own. You'll notice that very few characters can actually fit this\nrole, the best of which are Hexxat and Yoshimo. Hexxat, as powerful as\nshe may be in some respects, is still a single-classed Thief, with all\nthe limitations that'll make her less appealing as the game goes on,\nand Yoshimo, even though he can dual-class into a Fighter, he's not in\nit for the long haul, This leaves us with with Jan, Imoen, or Nalia.\nImoen's prowess as the third best Mage in the game makes her a shoo-in\nfor a good party, but evil parties are left with Jan. He's serviceable,\nand with a bow is a decent addition, probably better than Haer'Dalis,\nin any event. The best thing an evil party can do, however, is to either\nhave a main character who is at least in part a Thief (Fighter\/Thief, \nFighter\/Mage\/Thief, etc), or was dual-classed from a Thief at one point.\n&lt;----------------------------------------------------------------------&gt;\nLeader: Technically anybody can be a leader, but to be a good leader,\nyou need to have a high Charisma, and you need to be durable enough to\nsurvive in the front. This narrows our selection down a bit, but with \nthe Sensate Amulet and the Armor of Balduran, even a modest Charisma of,\nsay, 14 can get up to snuff. This role isn't a huge deal, as you can\nsimply switch out a character with low Charisma for one with higher\nCharisma when you need to do some shopping. Of course, the Ring of\nHuman Influence makes this role available to anybody able to endure the\npunishment of being in front-provided they've a ring slot to spare.\n&lt;----------------------------------------------------------------------&gt;\nThe Brawling Hands: This character needs The Brawling Hands to excel.\nThese are typically Fighters with a low Dexterity (and hence, a poor\nArmor Class). Ideally almost every character could use these, but this\ncategory is for otherwise decent characters who become much stronger by\nequipping the gauntlets. This is not a category for characters who do\nnot fit into a fighting role, or characters who will still perform\npoorly in combat with them. It's also not for characters who really\ndon't need these gauntlets to excel. If it's not lowering their Armor\nClass by three or four points, they probably don't need it.\n&lt;----------------------------------------------------------------------&gt;\nGiant Strength: These characters need a boost to their Strength to be at\npeak efficiency, pretty much regulating this to Fighter-role characters.\nSince there are multiple such items in the game, including the Hands of\nTakkok, a Girdle of Hill Giant Strength, a Girdle of Stone Giant \nStrength, a Girdle of Frost Giant Strength, a Girdle of Fire Giant \nStrength, Crom Faeyr, Angurvadal, and the Runehammer, to name a few,\nyou have lots of opportunities to address this problem. Your goal should\nalways be to match the best benefits with the best warriors. Obviously\na character with two attacks a round will make better use of a higher\nStrength than a character with one. Practically, however, most of these\nitems come later in Shadows of Amn or in Throne of Bhaal, so this guide\nis more to give you an idea of who to equip the Girdle of Hill Giant\nStrength and the Hands of Takkok on, rather than clue you in to who will\neventually need a Strength-boosting item.\n&lt;----------------------------------------------------------------------&gt;\nGood: Characters of Good alignment. These characters can travel with\nNeutral characters, but might fight with characters of Evil alignment\n(especially Keldorn).\n&lt;----------------------------------------------------------------------&gt;\nNeutral: Characters of Neutral alignment. Note neutrality is secondary\nto Good and Evil. Chaotic and Lawful characters do not cause problems.\nA Neutral character can travel with either Good or Evil characters,\nalthough not without some friction.\n&lt;----------------------------------------------------------------------&gt;\nEvil: Characters of Evil alignment. These characters can travel with\nNeutral characters. but might provoke Good characters. This doesn't mean\nall Evil characters will get along peachy, but it does mean that they\nwon't defect.\n\nSuggested Parties by Role\t\t\t\t\t{CHR026}\no======================================================================o\nThese are my suggestions for characters, based on their Strengths. The\norder of the character DOES indicate how well I feel they'll fit their\nrole (i.e.: Keldorn is a better party leader than Viconia because he's\nnamed first.) Although keep in mind this doesn't really rate their\noverall usefulness (Korgan's brute Strength over Keldorn's Dispel Magic,\nTrue Sight, and Holy Avenger) it just rates how well they fill a role.\nOverall it's nothing to get your panties in a twist over. Somebody had \nto come first, and with how few characters there are and with the\nvariety of pros and cons they have it's mostly a matter of opinion.\nAlso, you'll obviously have to exclude a party member to make room for\nyour main character, although whom you exclude will pretty much be\nresolved by what class your protagonist is.\n\nLeader (1):\tKeldorn, Dorn, Viconia, Jaheira, ???????, Mazzy\nFighter (2):\tKorgan, Keldorn, ???????, Dorn, Jaheira, Minsc, Valygar, \n\t\tMazzy, Anomen, Viconia, Rasaad\nCleric (1):\tViconia, Anomen, Aerie, Cernd\nMage (1):\tEdwin, Neera, Imoen, Nalia, Aerie, Jan\nThief (1):\tHexxat, Jan, Imoen, Nalia\n\nExample Evil Party\nLeader:\t\tDorn\nFighter:\tKorgan\nFighter:\tJaheira\/???????\nCleric:\t\tViconia\nMage:\t\tEdwin\nThief:\t\tHexxat\n\nDorn is as good of a party leader as you can get-he's got more \nCharisma than Viconia, and he's a tried-and-true front-line warrior.\nKorgan is probably the best Fighter in the game, and Jaheira, while\nnot seeming like much of a Fighter, has many benefits that make her\nmore appealing than any other character-Insect Plague, Iron Skins,\nGreater Elemental Summoning... so what if it takes her three million\nexperience to mature in Throne of Bhaal? Better to take a while to\nbecome great than settle for a character who isn't as good. Once you\nget to Throne of Bhaal you can recruit ??????? and replace Dorn, if you\nfeel like it, since the two fight similarly and ??????? has superior\nattributes. Viconia is just the only good Cleric option the evil party\nhas-just as well, as she's a damn good Cleric. She's not much of an\noffensive character, but she's got great defensive characteristics,\nincluding a high Dexterity and Magic Resistance. Edwin is by and far\nthe best Mage the game has to offer, leaving only the Thief... Hexxat\nis as powerful as a single-class Thief as you can hope to get, but\nthat's still not good enough in my mind. Her slew of resistances and\nhigh attributes just doesn't make up for the fact that she'll never\nget enough attacks nor will she be physically sturdy enough to compete\nwith any of the warriors, nor can she cast spells like Jaheira and\nViconia can. The best option the evil party has is for a Thief-classed\nprotagonist, since  Imoen and Nalia are both Good-aligned.\n\nExample Good Party\nLeader:\t\tKeldorn\nFighter:\tJaheira\nFighter:\tMinsc\/???????\nCleric:\t\tAnomen\nMage:\t\tNeera\/Imoen\/Nalia\nThief:\t\tImoen\/Nalia\n\nKeldorn is a great party leader, as his Paladin class ensures he's got a\ngood Charisma. Also he's relatively well-off in the Armor Class\ndepartment, although he needs The Brawling Hands to bring him up to\nsnuff, especially considering he won't be carrying a shield. His ability\nto Dispel Magic and use True Sight makes him phenomenal for destroying\nenemy Mages, and he's an overall great character. Jaheira can specialize\nin weapons, wear heavy armor, and use a shield. With her improved\nattributes she also has a good amount of Hit Points and Armor Class,\nmaking her a good Fighter. She might not be as great as Keldorn and\nAnomen, but her compliment of Druidic spells puts her well above any\ncompetition she might have. Minsc is a secondary Fighter, and can be\nsubstituted for Valygar, who serves much the same role. There are some\nissues with Valygar that make me pick Minsc over him, however. He's a\ngood bit off the beaten path, whereas you get Minsc right in the first\ndungeon. Oh, his lower Strength makes him more of a liability, too, and\nthe fact that he's built to fight with two katanas means he won't be\nstaying out of melee like Minsc (not to mention the competition he'll\nprovoke for other katana-users.) ??????? makes a good replacement for\nMinsc, if you don't mind doing a little roleplaying to change ???????'s\nalignment, and if you won't miss the stealth too much. Anomen is pretty\nmuch the mandatory Good Cleric... there just isn't another one in the\ngame besides Jaheira, and it's always best to have two characters who\ncan heal. That's not to say he's baggage, mind you. His high Strength\nand starting proficiencies means he'll be as deadly as... well, as most\nFighters, even if he won't have access to Whirlwind Attack. Stick Crom\nFaeyr on him, or his holy symbol, and you've got a pretty damn strong\n'Cleric'. Lastly, we have Imoen\/Nalia, who are practically identical.\nAgain, the lack of a dedicated Thief makes one of them mandatory, as\nwell the fact that there's no Good Mage in the game. They fill dual-\nroles, both of which the Good party desperately needs filled. And no,\nI don't consider Jan a viable replacement. If you don't need a Thief...\nwell, I'd suggest you still stick with Imoen\/Nalia, but even Aerie is a\nbetter choice than Jan.\n\nGood Party versus Evil Party\t\t\t\t\t{CHR027}\no======================================================================o\nNow, hopefully I've stated enough about your potential allies and their\nrelevence in a party to help you build up an idea of what to expect\nfrom each party member-and in combining all the characters in the game,\nwhat to then expect from your party as a whole. However, in case it\nwasn't clear enough, I've made this section to cover the differences\nbetween the parties so you'll know exactly what's going on. Note that\nmuch of this information is found throughout the Walkthrough itself,\nand in the character and party descriptions above. This is merely a\ncondensed and direct comparison of the strengths, weaknesses, and\nresulting tactics covered above.\n\nParty Composition\n&lt;----------------------------------------------------------------------&gt;\nThis shouldn't be so very complex. In my mind, the game decides who\nyou will travel with as soon as you pick your alignment-with a few\nexceptions. First, let me reiterate. You get five party members plus\nyour protagonist, which is well shy of the total number of characters in\nthe game. However, since good and evil don't mix, you can only pick so\nmany to take with you. If you grab Keldorn, you're not travelling with\nKorgan, Edwin, or Viconia, and so on. Throw in some useless allies like\nCernd and Jan, and consider that Nalia is just a cheap copy of Imoen,\nand you've thinned the ranks. Then there are the dubious characters-\nHaer'Dalis, Mazzy, and Aerie, who are hard to fit into a party for\nvarious reasons-mostly because, although they're decent, they're just\nover-matched. Yoshimo is a long-term bust (don't plan a party around\nhim) and that leaves us with only one real choice... do we bring along\nMinsc or Valygar in the good party? Much, much later on in the game,\n??????? joins up, at which point you must decide... ditch whatever extra\ncharacters you're dragging along in the evil party (likely Haer'Dalis),\nor in the good party ditch Minsc\/Valygar, or tell ??????? to take a\nwalk.\n\nThe Protagonist\n&lt;----------------------------------------------------------------------&gt;\nIdeally a protagonist is simply the strongest character on the screen\nat any given time-a Fighter\/Mage is really the way to go, in my\nopinion. Being able to hold the front-line is good, but being able to\nlend Mage support while you're at it is even better, and the\nTime Stop\/Greater Whirlwind tactic just isn't fair... In a good way!\nAs far as gear is concerned, a Fighter\/Mage can soak up the attacks \nof enemy spellcasters (read: Liches) without getting scratched once\nthe Cloak of Mirroring is obtained. Ilithids are another foe that is\nbest handled almost exclusively by a Fighter\/Mage. With good combat\nstats, a decent Armor Class, and protective spells like Mirror Image\nand Blur, there really is no better character for weathering psionics\nand surviving Intelligence drain. Last but not least, our protagonist\nFighter\/Mage can handle Vampires once the Amulet of Power is obtained.\nThis isn't quite as exclusive as the Illithid tactic, since other\nclasses (Clerics) can pick up the slack. Still, a Fighter\/Mage is more\nlethal in combat (better weapon selection and Greater Whirlwind Attack)\nand has better defensive spells-all in all, it's the best anti-vampire\ncharacter you'll be able to easily build. That's three very dangerous\nfoes that can be completely negated by our protagonist. Of course,\nthey're not capable of handling everything-sometimes a Fighter is needed\nfor brute work, or a Mage is needed to caster higher-level spells (or\nnumerous low-level spells) that the Fighter\/Mage just can't access-yet.\nWhen you slap the Helm of Vhailor on a Fighter\/Mage, all those perks\nare doubled.\n\nLife isn't so simple for the evil party, however. Imoen barely cuts it\nas a Thief for the good party, but the evil party doesn't have access\nto her. Yoshimo isn't in it for the long run, and Hexxat-potent as she\nis-is still a single-class Thief. And no, I do not consider Jan a\nserious option. How then, do we obtain those awesome perks of being a\nFighter\/Mage and still introduce a decent Thief into the party? Easy,\nmake a Fighter\/Mage\/Thief instead. Is it as good as a Fighter\/Mage? No,\nyour spell progression will be even more stunted, as will your Hit\nPoints and THAC0 progression, and you'll never get 9th-level Mage\nspells (without cheating). On the other hand, all the tactics otherwise\nfit seamlessly (save Time Stop\/Greater Whirlwind, obviously), and the\nFighter\/Mage\/Thief gains a few very important benefits. First, being\nable to create your own Thief is much better than borrowing an\nrecruitable Thief. Imoen can't upgrade her Thief skills any-but you\ncan. No stupid kits (Yoshimo), no annoying turnip-Gnomes (Jan), and no\ndragging a single-classed Thief along (Hexxat). Second-and best of\nall-is the backstabbing. Adding x5 damage to an already potent\nBhaalspawn almost ludicriously strong. Of course, many enemies will be\nimmune (no cheap-shots on that dragon!) but for most enemies... it'll\nmake you forget that you're playing what I view as the weaker of two\nalternatives.\n\nJaheira\n&lt;----------------------------------------------------------------------&gt;\nJaheira is not an optional character in my mind. Not in Baldur's Gate,\nor in Baldur's Gate 2. Since she's become even stronger in the sequel,\nthis is a no-brainer. Every party should have Jaheira. She can assist\nthe Clerics in healing and buffing, her Hit Points are some of the best\nyou'll find on a recruitable character, she has the THAC0 and armor to\ncompete in melee, and she's neutral-every party can have her (albeit,\nwith some friction.) Her Druid levels allow you to gain the benefits of\na Druid, without actually having to suffer the crappiness of an actual\nDruid. And Insect Plague just wins... well... much of Shadows of Amn,\nreally. It's the go-to spell of the early-to-mid game. When Jaheira\nlevels up, her tactics change, but if anything she gets even stronger.\nWhen she starts getting high level abilities, she'll be able to compete\nwith the best Fighters in the game with her Greater Whirlwind Attacks,\nand if she learns Summon Elemental Prince she can call upon one of the\nstrongest summoning spells in the game. Finally, a high Armor Class and\nIron Skins makes her the closest thing to a Fighter\/Mage the game offers\nin terms of brute survivability.\n\nFighters\n&lt;----------------------------------------------------------------------&gt;\nAs far as I'm concerned, this is a real easy choice. Keldorn can gain\naccess to a very powerful exclusive weapon and whatever he lacks in\nattributes, he makes up for with True Sight and super-powered Dispel\nMagic. An easy choice for the good party. Korgan is the best pure\nFighter in the game. Enough said, and an easy choice for the evil\nparty.\n\nClerics\n&lt;----------------------------------------------------------------------&gt;\nHere you have some options-watch as I whittle them down. Cernd doesn't\ncount for much as a Cleric. Not that Druids can't compete... wait...\nthey really can't. Well, that's settled. That leaves us with Aerie,\nAnomen, and Viconia, and when push comes to shove, Aerie clearly loses\nthe contest. Viconia and especially Anomen are decent Clerics, although\nViconia is the fastest-progessing Cleric thanks to her single-classed\nstatus. Still, this is a matter of a marginal bit of experience, in\nexchange for which Anomen has much higher Hit Points, lower THAC0, and\nall the other perks of dual-classing as a Fighter. What they both can\ndo that Aerie cannot is participate in melee combat from the moment\nyou recruit them. Sure, Anomen's Dexterity sucks, and Viconia has\nHit Point and Strength issues, but a Girdle of Hill Giant Strength\nfixes Viconia's problem, and Anomen can just strap on a shield. Aerie,\nhowever, has to mind her Mage limitations, and offers no easy solution.\nAerie's slow progression kills whatever usefulness she might have had-\nshe's not a good candidate as either the party Mage or the party Cleric.\nOn the other hand, Viconia's Armor Class and magic resistance make her\na potent defensive character, and Anomen's Hit Points and Strength\nmake him a sturdy front-liner. Anomen for the good party, Viconia for\nthe evil party.\n\nMages\n&lt;----------------------------------------------------------------------&gt;\nWe have a variety of Mages to choose from, but let me expel two right\noff the bat. Aerie's slow progression makes her less-than-ideal as\neither the party Mage or Cleric. In particular, Edwin, Imoen, and\nNalia all out-progress her. Jan suffers from the same problem... and on\ntop of that, he's a specialist Mage whose class prohibits him from ever\ncasting any of a variety of potent Necromancy spells. No thanks. Now\nthat we're done with that, we have the aforementioned three. Edwin is\nthe evil party Mage pretty much by default. He'll cast more spells per\nday than any Mage you can make, and this allows us to ignore his lack of\nIdentify and True Sight. On that note, since Edwin just has so much\nmore spell-power than the good-party candidates, the evil party will\nmake much more use of spell-assaults, especially in the early-going.\nHaving two-extra spell-slots per level and unimpeded progression as a\nMage just allows Edwin to throw out a Slow or Chaos spell just about any\ntime he wishes-not to mention other late-game greats like Horrid\nWilting, Comet, and debuffs like Breach and Pierce Magic. Our good-\nparty candidates on the other hand includes a pair of dual-classed\nThieves... practically clones, in fact. This makes me think Nalia only\nexists to supply you with an Imoen while the real Imoen is out of\nreach. So that being the case, why not just go with Imoen? She's a\nbit stunted when compared to Edwin, and you'll really notice how many\nmore spells per day Edwin gets. Even with a Fighter\/Mage on the good\nparty versus a Fighter\/Mage\/Thief on the evil party, Edwin tips the\nspell-power balance towards the evil side. And of course, Imoen has\nbetter Thief abilities, making her absolutely necessary for a good\nparty.\n\nTrue Sight\n&lt;----------------------------------------------------------------------&gt;\nOne main tactic in the game for breaching enemy defenses and keeping\nthem honest is to use True Sight. You'll do this quite early in the\ngame, and it'll be necessary until the end credits roll. How you do it,\nhowever, depends on who you've brought along. In this regards, the good\nparty has a huge advantage in Keldorn. His Inquisitor kit allows him to\nuse True Sight very early in the game, and quite often. He's really all\nyou need to bust enemy illusions. Of course, Jaheira will also be able\nto pitch in, as will our Clerics, Anomen\/Viconia. All that's left are\nour Mages, and here Edwin shows one of his few-yet conspicuous-\nshortcomings. Edwin can never learn Divination spells, and for the\nmost part, who cares? Sadly, one of the few spells (and certainly the\nmost harmful for Baldur's Gate 2) prohibited is True Sight. That means\nthe standard evil party will have no Keldorn, and their Mage-despite\nhis staggering number of spell-slots, can never memorize True Sight.\nThis leaves True Sight entirely up to Viconia and Jaheira. It's a \nlimitation, to be sure, but one that can be overcome.\n\nThieving\n&lt;----------------------------------------------------------------------&gt;\nAlready touched upon in the Protagonist section is the issue of Thief\nskills. The good party has Imoen, who is just good enough. The best\nanswer for the evil party is to have a Thief protagonist, but failing\nthat, Hexxat is as powerful of a single class Thief as you can hope\nfor.\n\nThe Sixth Wheel\n&lt;----------------------------------------------------------------------&gt;\nThe sixth wheel is that extra character that sort of solidifies an area\nalready bolstered by other party members better suited to the role. For\nthe good party you can add one of two Rangers-Minsc or Valygar. Minsc is\nmy favorite choice, as... well, he doesn't need any Strength-boosting\ngear, he's hilarious, and he was in the first game. Both have some bad\npoints, namely their absurd proficiencies. Both at least have Long Bows,\nbut they both also have two ranks wasted on Two Weapon Style. Neither\nreally has the Armor Class to pull it off, although Minsc's Two Handed\nSword specialization makes him more attractive, compared to Valygar's\nSpear. My only guess is that, since Baldur's Gate 2 found itself\npressured by the release of 3rd Edition Dungeon and Dragons, the\ndevelopers decided to give both their Rangers Two Weapon Style. While\nit's a feature of the class in 3rd Edition, in Baldur's Gate 2, it's\njust a waste of points. Both can pull off stealth for scouting purposes,\nboth are decent warriors who will ideally contribute at a range, and\nwhen proficiencies allow-with reach weapons that keep them out of direct\nmelee. Valygar can backstab (albeit poorly) and has a better Dexterity.\nMisnc has better armor selection, and better Strength.\n\nThe Enhanced Edition has been very kind to the evil party. In the\noriginal game, after Edwin, Jaheira, Korgan, and Viconia, the well was\nreally running dry. This often led to us choosing to drag along ???????\nor Haer'Dalis. The latter is fair enough in Shadows of Amn, while the\nformer is a heavyweight Fighter in Throne of Bhaal... but this lack of\ncontinuity always left something to be desired. Enter Dorn and Hexxat,\ntwo new characters that serve a role the evil party have long since\nneeded. Dorn serves as a less potent Keldorn-he's a great party leader\nand front-line warrior. He doesn't have the great Inquisitor abilities\nlike Keldorn, but his Blackguard abilities at least come in handy once\nin a while. Hexxat is an evil Thief, as potent of a Thief as you can\nhope for. How to choose between the two? Well, despite Hexxat's\npotency, the qualifier in the above statement is 'Thief'. A single-class\nThief just isn't a great character, no matter how... unusual... they\nare. On the other hand, if you drag Hexxat along, you can drop the\n'Thief' from the Fighter\/Mage\/Thief and go with a more potent\nFighter\/Mage. Overall, however, I think Dorn is the more powerful\ncharacter.\n\nOnce you reach Throne of Bhaal, you can consider removing your 6th\nwheel for ???????-unless, of course, you're using Hexxat as your\nparty Thief, in which case she's mandatory. ??????? has an edge on\nDorn in attributes, but the two are pretty close in potency. He does,\nhowever, significantly out-class Minsc-Minsc's archery and stealth are\nboth becoming quite ineffective by Throne of Bhaal. Best of all,\ndepending on how you interact with ???????, his alignment can go either\nway.\n\nCharacter Builds and Weapon Loadouts\t\t\t\t{CHR028}\no======================================================================o\nThis is a section where I'll discuss some high-level tactics which will\nbecome available for us once we start accumulating loot and levels.\nIdeally, this is a section where I'll discuss various weapon load-outs\nfor various PCs. For most of the game, you'll use what you find, and\nhonestly your equipment will be more or less cobbled together \nhaphazardly in the early-going through mid-game. The gear you'll equip\nwill be determined by opportunity and starting proficiencies, and this\nis obviously not an ideal way to make it through the game. However, as\nwe play through the game, you'll be developing your characters to\nobtain the proficiencies they'll need to equip some of the best weapons\nin the game. To that end, this section will describe these weapons and\ntheir various combinations in some detail. If you don't want to know\nwhat awesome weapons we'll be finding in this game, don't read any\nmore. And as an aside, this isn't an elitist gear rant, putting the\nright gear on the right character is indeed a great deal of the\nstrategy this game requires, but building a character to suit the gear\nis more foreknowledge, and not quick-thinking or adaptive practice.\nSpell-buffing and micro-management are much more important tools for\nsurviving the few challenging encounters in this game... and of course,\nknowing what you're facing, and what will hurt what you're facing, and\nsheer luck. In large part, using good gear is a matter of common sense.\nAnybody with two brain-cells to rub together will realize that Crom\nFaeyr is an awesome off-hand weapon for the Strength-boost alone, and\nthat Celestial Fury is an over-powered weapon for how easily it can be\nobtained. These are-in all honesty-fairly obvious builds, but it doesn't\ntake a keen intellect to realize that vorpal weapons are meant to be\nused in the main-hand, followed by debilitating weapons (like Flail\nof the Ages), and defensive or boosting items (like Hindo's Doom, Crom\nFaeyr, and Angurvadal) make great off-hand weapons.\n\nBest of the Best Two-Fisted Fighter\n&lt;----------------------------------------------------------------------&gt;\nFlail of the Ages + Axe of the Unyielding or\nFlail of the Ages\/Axe of the Unyielding + Hindo's Doom\/Angurvadal\nSuggested Characters: Korgan, Mazzy, Protagonist\n\nFlail of the Ages is clearly the best one-handed non-edged weapon in\nthe game. At its best it deals 10 elemental damage per hit, gives its\nuser Free Action, +5% magic resistance, and has a 33% chance to Slow\nwithout a save. On the other hand, you have Axe of the Unyielding,\nwhich has a 10% chance to kill outright with no save, +1 Armor Class,\n+1 Constitution, and a regeneration rate of three Hit Points per round.\nBoth offer considerable defensive bonuses-which can be obtained just as\nwell on the off-hand, so what we have is an offensive comparison. In\nthis case, it seems that the Flail of the Ages' 10 damage per hit and\n33% chance to Slow an enemy out-competes even the vorpal property of\nAxe of the Unyielding. For big fights, it's not like you can't just\nswitch over to the Axe of the Unyielding as a main-hand weapon after\nthe enemy has been Slowed. You can even combine the two as primary\nweapons, and just use Angurvadal as your constant off-hand weapon for\nthe Strength and negative plane protection, or Hindo's Doom for the\nmagic resistance and Death Ward.\n\nCrom Faeyr Cleric\n&lt;----------------------------------------------------------------------&gt;\nCrom Faeyr\nSuggested Characters: Anomen\n<\/pre>\n\n\n\n<pre id=\"faqspan-9\" class=\"wp-block-preformatted\">Crom Faeyr is obviously a great weapon, for no better reason than the\nfact that it boosts your Strength to a ludicrous 25. Of course, it\nserves this role just fine as an off-hand weapon, but for lack of\noptions it'll work as a primary weapon as well. Especially if you\nwant to keep a shield and have other uses for the Flail of the Ages.\nSure, it doesn't provide any useful offensive or defensive bonuses\n(by Throne of Bhaal, Trolls, Ogres, and Ettins will be the least of your\nproblems), but the sheer damage boost gained from having a 25 Strength\nis more than most weapons give.\n\nFlail of the Ages Cleric\n&lt;----------------------------------------------------------------------&gt;\nFlail of the Ages\nSuggested Characters: Anomen, Viconia\n\nA better solution for equipping your Cleric is to use Flail of the Ages\nand a shield. For Anomen, when he hits level 25 he'll get a Holy\nSymbol which will boost his Strength from 18 to 19, with all the\nawesome benefits that apply. Viconia will need some help-ideally the\nGirdle of Hill Giant Strength, and with her Holy Symbol she'll go from\n19 to 20 Strength.\n\nHoly Avenger\n&lt;----------------------------------------------------------------------&gt;\nCarsomyr\nSuggested Characters: Keldorn\n\nAnother simple weapon build. You see Carsomyr? If you had anybody who\ncould wield it, why would you not equip it? 50% magic resistance?\nThat's all the spell defense anybody could ever need, and the fact that\nit casts Dispel Magic on targets means you can rip through enemy spell\ncasters. It's certainly one of the better reasons to drag Keldorn along,\nand it makes creating your own Paladin a somewhat interesting\nproposition.\n\nPerfect Swordsman\n&lt;----------------------------------------------------------------------&gt;\nAngurvadal + Hindo's Doom (Spectral Brand + Hindo's Doom\/Angurvadal)\nSuggested Characters: Protagonist, Valygar\n\nThis build is especially useful if you're playing with Korgan and\nViconia, with the implications that you won't have access to Crom Faeyr,\nthe Axe of the Unyielding, or Flail of the Ages. The Perfect Swordsman\nbegins with points into Katanas, Long Swords, and Two Weapon Style.\nThey'll get Celestial Fury early on, and Namarra, Dak'kon's Zerth\nBlade, and Malakar make decent early-to-mid game off-hand weapons. When\nyou reach the end of Shadows of Amn you'll add Daystar to your arsenal\n(great against Undead) and the Equalizer, although Celestial Fury\nremains the weapon to beat in Shadows of Amn. By the time you get to\nThrone of Bhaal, however, Celestial Fury is losing its edge, and\nreplacements abound. Unfortunately, nothing really steps up to takes\nits place, as there really aren't any great debilitating swords\n(no vorpal one-handed swords, and nothing that forces a save at a\nnegative penalty.) In this case, I give Angurvadal the nod over other\nweapons, like Hindo's Doom, simply because of the fire damage... Hindo's\nDoom works just as well as an off-hand weapon. If you don't mind\ndepriving Jaheira of a great weapon, grab some proficiency points in\nScimitars. You can then use Belm through much of Shadows of Amn, and\nwhen you reach Throne of Bhaal switch to the Spectral Brand as a main\nhand weapon, which more or less removes the need for Angurvadal. If\nyou're using this build for your protagonist (with the implication\nthat you imported with a 19 Strength) you might as well just use Hindo's\nDoom as your offhand weapon for the Magic Resistance. It's just an\nidea, whether Angurvadal's 1d4 +1 fire damage and 22 Strength is better\nthan Spectral Brand's 1d6 cold damage... well, the two seem close enough\nthat one or the other doesn't make a huge difference.\n\nRavager\n&lt;----------------------------------------------------------------------&gt;\nRavager\nSuggested Characters: Dorn, Haer'Dalis, Minsc, ???????, Valygar\n\nThe Ravager Halberd is easily one of the best weapons in the game... in\nfact, it may be THE best two-handed weapon in the game. Of course, I\nprefer Axe of the Unyielding in straight comparison (both are vorpal,\nbut the Axe of the Unyielding also boosts Armor Class, gives \nregeneration, and increases your Constitution.) Still, for a two-handed\nweapon wielding character, you really can't get any better, unless \nyou're a Paladin, and even then it's debatable. It is preferable to \nPsion's Blade and Gram, which is why most two-handed warriors shun Two \nHanded Swords for Halberds near the end of Shadows of Amn. The Silver \nSword will see them through Shadows of Amn and a bit of Throne of Bhaal,\nbut this is the weapon to shoot for. A +6 Halberd with a 10% chance to\nkill with no save? That's a no-brainer, and it's great for dedicated\ntwo-handed weapon users like ???????, as well as weaker characters who\nshould distance themselves from the front-lines, but who shouldn't\navoid combat entirely.\n\nSpearman\/Staffman\n&lt;----------------------------------------------------------------------&gt;\nIxil's Spike\/Staff of the Ram\nSuggested Characters: Cernd, Protagonist\n\nThis is more of a compromise for a Druid than anything else. They can't\nuse shields, and they just aren't strong enough or well-defended enough\nin melee combat to do well without some distance. Since they can't use\nHalberds, this is the next best option. The Staff of the Ram can stun\nand knockback, and deals 12 crushing damage and 1d4 piercing damage \nwhile Ixil's Spike can immobilize an enemy for three rounds, while doing\n1d6 +5 damage each round. The Staff of the Ram seems the superior\noffensive weapon, even though Ixil's Spike provides Free Action, and for\nmost of Shadows of Amn Spears are superior to Quarter Staffs... although\non the other hand, you can buy the Staff of Rynn +4 from the \nAdventurer's Mart at the beginning of the game...\n\nThe Bludgeoner\n&lt;----------------------------------------------------------------------&gt;\nFlail of the Ages + Crom Faeyr\nSuggested Characters: Anomen, Protagonist\n\nThis is an idea I've toyed around with, but I've never actually put into\naction. In my mind, a Fighter\/Cleric or Cleric\/Ranger protagonist would\nmake a great candidate for this, but honestly, Anomen would work just as\nwell (although Viconia might not have the proficiencies to see this\nthrough, and she's certainly not nearly a good enough Fighter for it.)\nThis build combines the awesome power of Crom Faeyr with the disabling\nproperties of the Flail of the Ages, which never loses its potency\nthroughout the game, indeed, it only gets stronger. This almost begs\nfor a multi-class Fighter\/Cleric, who can take advantage of the extra\nproficiencies, use Greater Whirlwind, and scrape together some defensive\nitems to make up for their lack of a shield. On top of this, a\nCleric\/Ranger can add Iron Skins to their defenses, making them almost\ncomparable to a Fighter\/Mage defensively. Eh... at least against\nphysical attacks, anyways.\n\nUltimate Assassin\n&lt;----------------------------------------------------------------------&gt;\nDagger of the Star + Angurvadal\/Hindo's Doom\nSuggested Characters: Protagonist, Hexxat, Valygar\n\nThere's only one real purpose to this build-to take advantage of the\nDagger of the Star's ability to bestow invisibility on its wielder In\nthe hands of a Thief (preferably a Fighter\/Thief protagonist) it becomes\nan awesome weapon of mass destruction, as backstabs will flow liberally.\nThe off-hand weapon in this case is merely a boosting or defensive item,\nAngurvadal will boost your Strength, while Hindo's Doom will boost your\nmagic resistance, as the situation demands. In most situations,\nAngurvadal will be the best choice, as the Strength boost will \nexponentially increase the damage done by the backstab.. although if\nyou're using this build on a protagonist, they may not NEED the \nStrength boost so much... especially if they're evil (secrets implied).\n\nVorpal Juggernaut\n&lt;----------------------------------------------------------------------&gt;\nAxe of the Unyielding + Crom Faeyr\nSuggested Characters: Korgan, Mazzy\n\nOne of the more obvious builds in the game, unless you're planning for\nit early, it can be difficult to get the proficiencies for this build\nto work in a timely manner. Korgan is by and far the easiest character\nto fit into this build, as he's a Fighter (and hence will get lots of\nproficiencies) and already starts out with Grand Mastery in Axes. Since\nhe already starts out Proficient in War Hammers, it almost feels like\nthe game is nudging us in the direction of this build. Gauntlets of\nDexterity will in large part cover his Armor Class woes, and Crom\nFaeyr will give him all the Strength he needs. Axe of the Unyielding\nfurther adds to his Armor Class, gives him regeneration, and best of\nall gives him a vorpal weapon to attack with. Mazzy can fit into this\nrole as well, but she requires a lot more work. Get her one point into\nWar Hammers in Shadows of Amn and try and boost her Two Weapon Style.\nWhen you get Crom Faeyr... you should probably just keep it as an off-\nhand weapon, and have her use a Short Sword in her main hand. By\nThrone of Bhaal, look to get her proficient with Axes, and then\ncontinue to build up both Axes and War Hammers (favoring the former, as\nit is, of course, her main weapon) and switch off to the upgraded Axe\nof the Unyielding as soon as possible. It'll take her longer, but she\nwill get there, and she doesn't need The Brawling Hands like Korgan\ndoes.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\t    Spell Tactics {SPT001}\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nThis section was added by request, since I had provided detailed \ninformation on how to equip and build your characters, a similar section\nwas requested to discuss how to build up your spellbooks. I think that\nwhat was desired were suggestions on what (and how many) spells to\nmemorize, so with that in mind, let me mention a few things about this\nsection. First, let it be known that most (if not all) of this\ninformation can be found-sometimes in greater detail and always in\nmore pertinent form-in the Walkthrough. When you encounter enemies that\nrequire certain spell tactics to defeat, they are laid out in detail\nwhen you fight them. For example, when you deal with Illithids, you'll\nknow to have Chaotic Commands at the ready. This, in my mind, pretty\nmuch covers everything you'll need to know, when you need to know it.\nThis section, then, is to provided detailed, general information about\nthe spells themselves so that all the information scattered throughout\nthe Walkthrough can be consulted here. Note, however, that I won't\nbother suggesting how many spells to memorize, since this is really\nsubjective to the enemies at hand, and the caster in question.\nObviously Edwin will have luxuries that Imoen doesn't, and when fighting\na dragon they'll want a different spell-loadout than they will when\nfighting a Lich.\n\nHealing Spells\t\t\t\t\t\t\t{SPT002}\n&lt;----------------------------------------------------------------------&gt;\nI tend to have a subtractive, rather than additive view towards the\ninclusion of healing spells in my spell-books. Healing spells are good,\nnobody doubts that, but how many should you get? In my mind, it\nvaries by spell-level. Cure Serious Wounds is clearly better than\nCure Light Wounds, but the competition for 1st-level Cleric spells is\nmuch less intense than for 4th-level spells. So, how do I determine what\nto get? I get all the spells I want besides healing spells, then fill\nup left-over slots with healing. Therefore, most of my 1st-level\nClerical spells tend to be Cure Light Wounds (with a token Remove Fear\non every caster, just in case) while on the other hand, I have almost\nno Cure Serious Wounds, as I'd rather have Defensive Harmony, Protection\nfrom Evil 10' Radius, and so on. The only healing spell unworthy of this\nsecond-class status is Heal, which is the ultimate healing spell, and\nreally, one of the best things about a Cleric or a Druid. Too bad you\ncan't get that spell in this game, eh?\n\n1st Level Cleric Spells\t\t\t\t\t\t{SPT003}\no======================================================================o\n***TOP SPELLS***\nArmor of Faith: Blocks 5% of damage per five levels.\n  ---\nCure Light Wounds: Heals 8 Hit Points.\n  ---\nRemove Fear: cures and prevents fear effects for one turn.\n\n*Armor of Faith\n&lt;----------------------------------------------------------------------&gt;\nA simple defensive spell that will remain in your list of memorized\nspells throughout both games... simply because good defensive Clerical\nspells are so rare. This spell absorbs 5% of all damage the caster\nwould otherwise sustain from physical and magical attacks, and protects\nagainst another 5% for every five levels of the Cleric. Which means...\nup to 10% in this game. That doesn't sound like much-and it isn't-but\nlosing one point in ten of damage isn't horrible, and it has a decent\nduration, too. By the time you hit Throne of Bhaal and your Clerics are\npushing 20th level, it'll be seriously reducing damage.\n\nBless\n&lt;----------------------------------------------------------------------&gt;\nBless gives all allies within a 30-foot radius a +1 bonus to attack\nrolls and a +1 bonus to saves versus fear. I'll be honest, I rarely use\nit, but it's not that bad of a spell. Your THAC0 won't be low enough to\nignore a +1 bonus... but its six-round duration is just lame. You have\nbetter buffs to use.\n\nCommand\n&lt;----------------------------------------------------------------------&gt;\nYou can attempt to make an enemy 'die' (go to sleep) for one round.\nAnything under six Hit Dice (about 48 Hit Points) gets no save against\nthe effect, but anything with six Hit Dice or more are entitled to a\nSaving Throw vs. Spells. This spell was useful in the first game, but\nby now, pretty much everything you fight will have over six Hit Dice...\nand besides, you have Greater Command, so why bother with this\nunder-powered spell?\n\n*Cure Light Wounds\n&lt;----------------------------------------------------------------------&gt;\nThe essential healing spell, you'll probably want to keep several\ninstances of this spell ready at all times.\n\nDetect Evil\n&lt;----------------------------------------------------------------------&gt;\nIt's.. not a great spell, and I wouldn't keep one prepared, but Ajantis\ncan use it as a special ability. It's got quite a range, and nearby\nenemies will be detected as evil in your dialogue box. Want to know if\nsome Black Talons are currently lurking in Larswood, or want to know if\nthose humble-looking fishermen are up to no good? Give this spell a go.\n\nDoom\n&lt;----------------------------------------------------------------------&gt;\nThis curse bestows a -2 penalty to saves and attack rolls upon a single\nenemy. This is actually a decent spell to cast on tougher enemies, as\nthat -2 save penalty can end up paying off in a big way if the critter\nthen falls victim to some spell or weapon effect. Of course, Greater\nMalison affects multiple creatures and bestows a -4 penalty to their\nsaves, making it a far superior cast.\n\nMagic Stone\n&lt;----------------------------------------------------------------------&gt;\nYou enchant a small pebble, which flies out and hits a foe for... 1d4\ndamage. It counts a magical (+1) weapon, but otherwise gets no bonuses\nto damage. Compare this to, say, Magic Missile and marvel at how much\nthis spell sucks.\n\nProtection from Evil\n&lt;----------------------------------------------------------------------&gt;\nA handy little personal buff that gives the target +2 bonus to Saves and\nArmor Class... of course, when you've got Protection from Evil 10'\nRadius, why would you ever bother with this?\n\n*Remove Fear\n&lt;----------------------------------------------------------------------&gt;\nEnemy Mages love using Horror. This spell prevents such magics from\nworking, and will counter it if you're affected by fear. Always keep\none prepared on each Cleric.\n\nSanctuary\n&lt;----------------------------------------------------------------------&gt;\nGives the priest temporary immunity to prosecution by foes, during\nwhich time he can heal\/buff themselves (but they cannot affect other\ncreatures without ending the spell). I don't see the point. If you're\ngetting hurt, retreat and cast a healing spell. Why waste two rounds\ndoing what can be done in one?\n\nShillelagh\n&lt;----------------------------------------------------------------------&gt;\nCreates a +1 cudgel that deals 2d4 damage. You won't spend much of the\ngame with a permanent weapon worse than this, so why bother?\n\n2nd Level Cleric Spells\t\t\t\t\t\t{SPT004}\no======================================================================o\n***TOP SPELLS***\nDraw Upon Holy Might: Boosts Strength, Dexterity, and Constitution.\n  ---\nHold Person: Paralyzes one living, humanoid foe.\n  ---\nResist Fire and Cold: 50% Resistance to Fire and Cold.\n  ---\nSilence 15' Radius: Shuts up spell-casters.\n  ---\nSlow Poison: Cures poison.\n\nAid\n&lt;----------------------------------------------------------------------&gt;\nBestows the effects of Bless and heals 1-8 Hit Points. Since it only\neffects one creature, I don't bother with it.\n\nBarkskin\n&lt;----------------------------------------------------------------------&gt;\nGrants a target an Armor Class of six, which improves (decreases) by\none for ever four levels of the caster... This can effectively give you\nan Armor Class that's comparable to Full Plate Mail at higher levels,\nbut by then, you've certainly found better, permanent, armor.\n\nChant\n&lt;----------------------------------------------------------------------&gt;\nIt affects a 30-foot radius, and gives your allies a one-point bonus to\nattack rolls, damage rolls, and saves, and imposes a one-point penalty\nto the same onto your enemies. A decent spell, even though it takes a\nfull round to cast... I'm almost never using my Clerics to buff in\ncombat, and the first-strikes are handled almost exclusively by my\nMages... and with a five-round duration, I tend to ignore the spell in\nfavor of Defensive Harmony and Protection from Evil 10' Radius.\n\n*Draw Upon Holy Might\n&lt;----------------------------------------------------------------------&gt;\nThis is actually a decent spell for some Clerics... alright, it's\nuseful for Anomen (and possibly a protagonist with good attributes).\nAt first it won't give much of a bonus, but boosting Anomen's Strength\nup to 19 is worthwhile up until he gets his hands on a permanent\nStrength-boosting item. Once you're late in Shadows of Amn or Throne of\nBhaal, this spell will start adding serious points to Strength,\nDexterity, and Constitution (up to a +6 bonus at 18th level). This can\nbe a serious boost to a Cleric's combat prowess, and should not be\nignored.\n\nFind Traps\n&lt;----------------------------------------------------------------------&gt;\nDetects traps in a very close range. This spell doesn't disarm them,\nhowever, so it's rather pointless.\n\nFlame Blade\n&lt;----------------------------------------------------------------------&gt;\nThis spell allows the caster to create a flaming blade, which the caster\nis considered Proficient with. It deals 1d4 slashing damage, plus 1d2+4\nfire damage. Despite being a magical blade of flame it does NOT count\nas a magical weapon for determining what it can hit-makes sense to me.\n\n*Hold Person\n&lt;----------------------------------------------------------------------&gt;\nAnother spell that should be good, that I just don't use. It affects\neverybody within a 7.5-foot radius, but most often you'll be using this\non one character. It only affect man-sized humanoids, but fortunately,\nthey're common. No save penalty, and it only lasts 10 rounds... which is\nlong enough to kill them and then some, to be fair. Still, almost\nanything I would use this on, I could just nail with Chaos or Greater\nCommand, instead.\n\nKnow Alignment\n&lt;----------------------------------------------------------------------&gt;\nLike Detect Evil, except it detects... everything. Evil things glow red,\nneutral things glow blue, and friendly things glow green... like those\nlittle circles under your feet!\n\n*Resist Fire and Cold\n&lt;----------------------------------------------------------------------&gt;\nYou won't fear the elements too often, but when dealing with fire or\ncold happy foes, this spell can cut their damage in half. I wouldn't\nkeep it ready all the time, but it'll come in handy once in a while.\n\n*Silence 15' Radius\n&lt;----------------------------------------------------------------------&gt;\nEnemy Mage or Cleric getting you down? Not if they can't cast spells-\nwhich is exactly what this little beauty does. It boasts a 15-foot\nradius, a duration of two rounds per level, and forces the save to be\nmade at -5... which means it works often. It saw more use in the first\ngame, but now, uber-powerful Mages (like Liches) will probably have\nMagic Resistance to avoid it. Failing that, almost every Mage with any\nreal power will have Vocalize, which counters this spell handily. This\nmakes it decidedly inferior to other Mage-bashing tactics, like Insect\nPlague, which is nearly fool-proof... but it doesn't hurt to cast at\na group of casters. Cleric have little way to counter it, and forcing\na Mage to waste time casting Vocalize gives you another round to hit\nthem with another spell.\n\n*Slow Poison\n&lt;----------------------------------------------------------------------&gt;\nSlow Poison is being humble. This spell eradicates the effects of most\npoisons in the game. Keep at least one handy on each Cleric all the\ntime.\n\nSpiritual Hammer\n&lt;----------------------------------------------------------------------&gt;\nConjures a magical hammer, which may be used as an implement of\nrighteous smiting. It counts as a +1 weapon from 1st-6th level, as a\n+2 weapon from 7th-12th level, and a +3 weapon at 13th level and\nbeyond. You'll find more powerful weapons than this spell conjures. You\nshould never need to use it.\n\n3rd Level Cleric Spells\t\t\t\t\t\t{SPT005}\no======================================================================o\n***TOP SPELLS***\nCure Disease: Cures disease, blindness, and feeblemind.\n  ---\nCure Medium Wounds: Heals 14 Hit Points.\n  ---\nDispel Magic: Remove buffs\/debuffs in an area.\n  ---\nHoly Smite: Deals 1d4 damage\/level to evil creatures.\n  ---\nProtection from Fire: Grants 80% Resistance to Fire.\n  ---\nRemove Paralysis: Curse paralysis\/hold effects.\n\nAnimate Dead\n&lt;----------------------------------------------------------------------&gt;\nAh... Animate Dead... this was a great spell in Baldur's Gate 1, but its\nhour has passed. Skeleton Warriors are nothing special anymore, and\nthe Stinking Cloud\/Animate Dead tactic has been surpassed by superior\nspells. You'll find better minions who are stronger and can take more\nabuse, so remove this spell from your spellbooks and move on.\n\n*Cure Disease\n&lt;----------------------------------------------------------------------&gt;\nDiseases suck. They function like Poison, but take much longer to deal\ntheir damage, and tend to last much, much longer. Unless you're injured,\nyou rest, or travel across the world map, your chances of dying due to\ndisease are pretty low... But having to run back to a temple to get a\ncharacter cured is no good solution, and Mummies aren't uncommon in\nthis game. It's a good idea to always have one of these prepared.\n\n*Cure Medium Wounds\n&lt;----------------------------------------------------------------------&gt;\nThis spell restores 14 Hit Points.\n\n*Dispel Magic\n&lt;----------------------------------------------------------------------&gt;\nBad guys cast spells too-buffing themselves, or debuffing you. Just as\na Chaos spell can win a fight for you, if it's cast on you, it can also\nresult in casualties if the enemy gets one on you... unless you're wise\nenough to keep a Dispel Magic handy. This spell is just wonderful, and\neverybody who can cast it should always have one prepared.\n\nGlyph of Warding\n&lt;----------------------------------------------------------------------&gt;\nCreates a static 'trap' that explodes when an enemy comes close, dealing\n1d4 damage\/level to foes within range. This spell is party friendly, so\nit should be used-not defensively, as the description suggests, but\noffensively, like Fireball. Still, the Cleric has better 3rd-level\nspells to cast, and the Mage has far, far superior damage-dealers.\n\n*Holy Smite (Good characters Only)\n&lt;----------------------------------------------------------------------&gt;\nOne of the rare alignment-specific spells in Baldur's Gate, Holy Blight\ndeals 1d4 damage per level of the caster to all evil foes in a 20-ft.\nradius. A fair number of enemies are actually neutral, which limits this\nspell's effectiveness, but there are plenty of evil foes to bring holy\ndoom down upon. This spell is party-friendly... provided you're not\ntraveling around with evil folks.\n\nInvisibility Purge\n&lt;----------------------------------------------------------------------&gt;\nLike the Arcane spell 'Detect Invisibility' this spell will allow you\nto detect-and therefore thwart-sneaking enemies. You're better off\nspringing for True Sight.\n\nMiscast Magic\n&lt;----------------------------------------------------------------------&gt;\nYou'll see the enemy cast this spell a few times, but I never bother\nwith it. If the enemy fails at a Save vs. Spells (save at -2), they'll\nsuffer an 80% spell casting failure rate. Of course, Silence 15' Radius\ncan affect multiple foes, imposes a -5 save, and makes spell casting\n100% impossible for affected creatures... and Insect Plague is superior\nto Silence. This puts Miscast Magic pretty low on my list of anti-Mage\nspells.\n\n*Protection from Fire\n&lt;----------------------------------------------------------------------&gt;\nLike the Resist Fire\/Cold, but it protects you from 80% of fire\ndamage. Excellent in a few areas.\n\nRemove Curse\n&lt;----------------------------------------------------------------------&gt;\nYou should NEVER need to cast this spell. It's grand purpose? Getting\nicky cursed items out of your hands. This guide tells you what items\nyou're getting, and you should never equip unidentified items in the\nfirst place.\n\n*Remove Paralysis\n&lt;----------------------------------------------------------------------&gt;\nParalysis isn't a terribly uncommon affliction in Baldur's Gate 2, and\nwhile it's not the main tactic the enemy will be using on you anymore,\nit's still common enough that it's worth having one of these spells\nprepared at all times.\n\nRigid Thinking\n&lt;----------------------------------------------------------------------&gt;\nAnother spell you'll more often see when it's cast on you than when you\nactually waste the time to cast it-it affects one critter and inflicts\nconfusion. It lasts one turn, and can be negated by a simple Save vs.\nSpells. Compare this to the 4th-level Arcane spell Confusion, and you'll\nsee what a butt-nutter this pansy version is.\n\nStrength of One\n&lt;----------------------------------------------------------------------&gt;\nGives the entire party a Strength score of 18\/75, and lasts for a turn.\nIt might seem nifty at first, but once you get the Gauntlets of Ogre\nPower, or any of the other Strength-boosting items in the game, this\nspell will actually hinder you in combat. For natural heavy-hitters like\nMinsc or Korgan, this spell is a meagre bonus from the outset.\n\nUnholy Blight\n&lt;----------------------------------------------------------------------&gt;\nLike Holy Blight, but with different alignment effects. This spell\ndeals 1d4 damage per level of the caster to all good foes in the area\nof effect (20-ft. radius). The spell deals half damage on a successful\nsave, but on a failed save, it also imposes a -2 penalty 'to all their\nrolls' for four rounds. This spell is massively less useful than Holy\nBlight, since most foes you'll fight are either neutral or evil...\nMeaning few enemies will be affected by this spell at all.\n\nZone of Sweet Air\n&lt;----------------------------------------------------------------------&gt;\nDispels spells like Stinking Cloud or Cloudkill. Honestly, I tend to\nbe the Cloudkill\/Stinking Cloud caster, the computer rarely uses such\nspells... and if they do, I'm more than happy to cast Animate Dead and\nlet the computer trip over their own spells. I have never bothered with\nthis spell.\n\n4th Level Cleric Spells\t\t\t\t\t\t{SPT006}\no======================================================================o\n***TOP SPELLS***\nDeath Ward: Makes character immune to death magic.\n  ---\nNeutralize Poison: Cures poison, diease, blindness, deafness, and heals.\n  ---\nProtection from Evil 10' Radius: Long-lasting party buff.\n\nAnimal Summoning I\n&lt;----------------------------------------------------------------------&gt;\nLow-level summoning spell suck in Baldur's Gate 2, where the quality of\nthe foes you'll be facing demands higher-quality minions. Think it\ndoesn't suck? You'll summon one or two of the following creatures when\nyou cast this spell-a Dire Wolf, or a War Dog. Yeah. Pass on it.\n\nCause Serious Wounds\n&lt;----------------------------------------------------------------------&gt;\nTouch a bad-guy, and deal 17 damage to them. Seriously? There are many\nbetter ways to deal 17 damage to a creature-ONE creature.\n\nCloak of Fear\n&lt;----------------------------------------------------------------------&gt;\nThis spell creates as three-foot radius fear effect centered on the\ncaster. I'm always dubious about spells that require the proximity of\nthe caster... but this spell has no effective radius (if your Cleric is\nsurrounded, maybe, but good luck getting the spell off) and imposes no\nsave penalty. Even worse, it only causes fear for four rounds. How is\nthis spell in any way comparable to the 2nd-level Arcane spell, Horror?\n\nCure Serious Wounds\n&lt;----------------------------------------------------------------------&gt;\nA more potent version of Cure Light Wounds, it must compete with many\ngreat 4th-level Cleric spells. At the end of the day, healing is just\nnot strong enough in this game to save you during a fight, the way the\n'Heal' spell will. 17 Hit Points is just a band-aid, not a life-saver in\nthe heat of battle.\n\n*Death Ward\n&lt;----------------------------------------------------------------------&gt;\nDeath Ward is a wonderful, indispensible, must-have spell for every\nCleric in Baldur's Gate 2. You will have lots od death-spells thrown\nyour way. Liches and Beholds are especially fond of throwing effects at\nyou like Disintegrate and Finger of Death. Want to ensure that a certain\ncharacter won't get offed by a certain enemy? This is the way to counter\nsuch death-effects.\n\nDefensive Harmony\n&lt;----------------------------------------------------------------------&gt;\nThis spell gives you a +2 bonus to Armor Class for ten rounds-the\nperfect last preparation before a big fight. +2 Armor Class is the same\nas 10% miss chance, and it affects the whole party. Kind of the opposite\nof Death Ward, I use it frequently in the first game, but almost never\nin Baldur's Gate 2. Armor Class can get quite low naturally in Baldur's\nGate 2, but by Throne of Bhaal, we're contending with foes who have\nTHAC0s of -10... which renders most Armor Class considerations moot.\nIt might be worth a cast once in a while in Shadows of Amn, but...\nreally, the duration just sucks so much I don't ever bother with it.\n\nFarsight\n&lt;----------------------------------------------------------------------&gt;\nYou could this spell... or you could simply sneak around with a Thief,\nRanger, or invisible character. You'll see more, and it wastes-at best-\na 2nd-level Arcane spell.\n\nFree Action\n&lt;----------------------------------------------------------------------&gt;\nThis spell comes in handy any time you encounter Carrion Crawlers,\nGhouls, Ghasts, Greater Ghouls, or butthole Clerics who like to cast\nHold Person. Of course, it's just as easy to strap on a Ring of Free\nAction and save yourself the 4th-level spell slot.\n\nHoly Power\n&lt;----------------------------------------------------------------------&gt;\nA weak attempt at Tenser's, save it allows the caster to keep their\nspell casting powers. This spell is a mix of good and mediocrity. First,\none Hit Point per level will not a Fighter make. Second, while it grants\na massive bonus to combat prowess, it does not increase the Cleric's\nattacks per round... again, 18\/00 Strength and a good to hit does not a\nFighter make. On the other hand, it's still a welcome boost for those\nmelee-heavy fights where another competent warrior could tip the\nbalance... cast on a 7th-level Viconia, it raised her Hit Points from\n52 to 59, dropped her THAC0 from a wretched 15 to a respectable 10,\nand increased her damage range from 3-8 to 9-14. It duration means it\nwon't be worth casting all the time (like Protection from Evil 10'\nRadius will be), but for big fights, it's worth considering. Hybrid\ncharacters like a Fighter\/Cleric will arguably make better use of it-\nthey already have the THAC0, but the Strength bonus helps, especially\nwith their superior attacks per round. Ultimately, this spell is decent\nat times in the first game, but in Baldur's Gate 2, it'll be utterly\neclipsed by Draw Upon Holy Might.\n\nLesser Restoration\n&lt;----------------------------------------------------------------------&gt;\nThis spell will remove energy drain on the target, but will fatigue the\ncaster outright. Energy drain is quite common in this game, but you\ndon't usually need to keep this spell prepared, and my tactic for\ndealing with energy draining foes tends to be... well, preventing any\nenergy drain in the first place. But, nothing is perfect, and you might\nwell find yourself in need of this spell. Still, it's not like disease\nor poison, where somebody will die if it's not cured quickly, so you can\nalways just prepare it after you need it, cast it, and replace it with\nsomething else when everybody is good to go.\n\nMental Domination\n&lt;----------------------------------------------------------------------&gt;\nLike the Arcane spell Domination... but Clericy. It allows you to take\ncontrol of a critter and command it. I never bother with these spells,\nas there's always a better debuff to cast.\n\nNegative Plane Protection\n&lt;----------------------------------------------------------------------&gt;\nThis spell seems like it might be useful, save for a few sad facts.\nFirst, it only affects one person. Second, it lasts for only five\nrounds... which is absurd. If you need such protection, you're better\noff casting the 7th-Level Mage spell Limited Wish, which will do the\nsame thing for the whole party.\n\n*Neutralize Poison\n&lt;----------------------------------------------------------------------&gt;\nDon't let the name fool you-this spell provides a suite of curative\neffects. It cures poison, sure, but is also cures diseases, blindness,\ndeafness, and heals 10 Hit Points. Until you get access to the Heal\nspell, it's the best panacea you've got, and it won't hurt to keep one\nhandy... as it cures a variety of afflictions.\n\nPoison\n&lt;----------------------------------------------------------------------&gt;\nDeals variable damage, but the target receives a Saving Throw vs. Poison\nat no penalty to negate all effects, as follows:\n\n\t\to===============o===============o\n\t\t|Caster's Level\t| Poison Damage |\n\t\to===============o===============o\n\t\t|    7th-9th\t| 2d8 + 2\/round\t|\n\t\t|---------------|---------------|\n\t\t|   10th-12th\t| 3d8 + 3\/round\t|\n\t\t|---------------|---------------|\n\t\t|   13th-14th\t| 4d8 + 4\/round\t|\n\t\t|---------------|---------------|\n\t\t|   15th-16th\t| 6d8 + 5\/round\t|\n\t\t|---------------|---------------|\n\t\t|     17th+\t| 8d8 + 6\/round\t|\n\t\to===============o===============o\n\nAs you can see, its damage scales as you level, but it scales just slow\nenough to be too weak to bother casting at every level. Really, 68-108\ndamage sounds like a lot, but since you need to reach 17th-Level to get\nthat damage, and it takes ten rounds for this spell to deal it... well,\nit sounds less impressive, doesn't it?\n\n*Protection from Evil 10' Radius\n&lt;----------------------------------------------------------------------&gt;\nOne of the best all-purpose buffs in the game, it always deserves a\n4th-level spell slot. Enemies suffer a -2 penalty to attack rolls, and\nyour saves against spells and attacks made by such creatures receive\na +2 bonus. At a turn per level, this spell will last long enough for\nany encounter... or perhaps several encounters.\n\nProtection From Lightning\n&lt;----------------------------------------------------------------------&gt;\nMakes the recpient entirely immune to lightning. It's handy in a few\ninstances where a Lightning Bolt trap can be used to cause collateral\ndamage, or where a hostile Mage is likely to fling such magic at you,\nbut otherwise it's forgettable.\n\n5th Level Cleric Spells\t\t\t\t\t\t{SPT007}\no======================================================================o\n***TOP SPELLS***\nChaotic Commands: Makes target immune to mind-affecting effects.\n  ---\nFlame Strike: 1d8 damage per level to target.\n  ---\nGreater Command: Puts to sleep all creatures in a 20-foot radius.\n  ---\nTrue Sight: Dispels illusion. Party-friendly.\n\nAnimal Summoning II\n&lt;----------------------------------------------------------------------&gt;\nJust like Animal Summoning I, but with slightly stronger summons.\nStill, it's competing against True Sight, Chaotic Commands, and Greater\nCommand. Far, far superior spells. You can summon either a Black Bear, a\nBrown Bear, a Cave Bear, or a Jaguar. Wee.\n\nCause Critical Wounds\n&lt;----------------------------------------------------------------------&gt;\nDeal 27 damage to a creature with a successful touch attack... or there\nis Flame Strike, which deals 1d8 damage per level.\n\nChampion's Strength\n&lt;----------------------------------------------------------------------&gt;\nAnother Clerical spell that boost the fighting abilities of a character.\nThis time, you cna choose the recepient, and the spell actually has a\npassable duration of three rounds per level. When cast, it improves the\ntarget's THAC0 by one point per three levels (up to a maximum of +6 at\n18th level) and increases (or decreases) the target's Strength to 18\/00.\nThe downside? Your Cleric can't cast spells while this spell's in\neffect. Losing your Cleric's spell-casting abilities is NOT worth the\nbenefits this spell's bestows... not to mention the fact that, for much\nof the game your warriors will have Strength scores in excess of 18\/00.\n\n*Chaotic Commands\n&lt;----------------------------------------------------------------------&gt;\nOh, Chaotic Commands, how I love you... this little spell makes the\ntarget immune to... pretty much every mental effect out their. Hold,\nCharm, Domination, Suggestion, Psionics, Confusion, all of it. Many\nenemies use these attacks and spells, and so, this spell will come in\nhandy often. Best of all, it has a duration of one turn per level.\nAlways keep one handy.\n\nCure Critical Wounds\n&lt;----------------------------------------------------------------------&gt;\nHeals for 27 Hit Points.\n\n*Flame Strike\n&lt;----------------------------------------------------------------------&gt;\nTarget a critter and make 'em toasty, that's what this spell does. I\nwouldn't compare it with any of the better Mage damage-dealers, but for\na Cleric... well, they just don't have much else like it. It deals 1d8\ndamage per level, allowing a save for half damage. If you've got some\nfree 5th-level spell slots, it might be worthwhile to give your Cleric\nthe extra firepower.\n\n*Greater Command\n&lt;----------------------------------------------------------------------&gt;\nLike Command, except it doesn't have a Hit Dice limit and affects all\ncreatures in a 20-foot radius, it's a great mind-affecting spell, but it\ndoes have one problem-it is not party friendly. Aim with caution... and\nif you can, use in conjunction with spells like Greater Malison.\n\nMagic Resistance\n&lt;----------------------------------------------------------------------&gt;\nGives the caster 2% Magic Resistance per level, up to a maximum of 40%\nat 20th level. Note that it does not RAISE your current Magic Resistance\nto this amount, it SETS it to this amount, potentially even lowering it,\nif it's higher (Viconia, for instance, has a base 50% Magic Resistance).\nIt might prove useful, but I don't consider it an essential buff. There\nare, after all, better ways to shield the party from magic...\n\nMass Cure\n&lt;----------------------------------------------------------------------&gt;\nHeals all allies within a 30-foot radius of the caster for 1d8+1 damage\nper caster level. Honestly... the healing just isn't enough to bother\nwith. If you have scrapes and bruises, use a Ring of Regeneration. If\nyou need serious healing... well, use Heal.\n\nRaise Dead\n&lt;----------------------------------------------------------------------&gt;\nRevives a dead character... albeit, with one Hit Point. I have a better\nidea-don't die.\n\nRepulse Undead\n&lt;----------------------------------------------------------------------&gt;\nKnocks undead back when they get too close... really, this is as much\nof a hassle for you in combat as it is for your foe, as it'll disrupt\nyour attack formation and force you to go chasing enemies. If you think\nit might be a way to counter energy draining foes, know now that it's\nnot. It acts in 'pulses', which often doesn't occur frequently enough to\noutright prevent attacks... and of course, it does nothing to Liches, or\nother undead that are just dandy with the idea of pelting you with\nspells or other ranged attacks.\n\nRighteous Magic\n&lt;----------------------------------------------------------------------&gt;\nYet ANOTHER I-wanna-be-a-warrior spell, this one gives one Hit Point\nper level of the Cleric (up to a maximum of 20) and increases the\nCleric's Strength by one point per three levels (again, up to a maximum\nof six points). It also makes all their attacks do maximum damage. It\nhas a healthy duration of one round per level, but there are still\nissues... it doesn't address the Cleric's poor number of attacks per\nround, and honestly, how much better is it than Draw Upon Holy Might?\n\nSlay Living\n&lt;----------------------------------------------------------------------&gt;\nTouch a living creature and make 'em dead. After casting, the Cleric has\nthree round (18 seconds) to touch a creature, at which time they must\nSave vs. Spell or die... taking 2d6+9 damage on a successful save.\nHonestly, I'm not a fan of the touching thing, and no save penalty\nsuck. I'd stick to Finger of Death.\n\n*True Sight\n&lt;----------------------------------------------------------------------&gt;\nAn essential debuff, True Sight is the bane of all illusions, which\nenemy Mages will use constantly. A party without True Sight is a party\nthat's ill-prepared to deal with many of the stronger creatures in the\ngame. Have one prepared at all times on every character able to cast\nit.\n\n6th Level Cleric Spells\t\t\t\t\t\t{SPT008}\no======================================================================o\n***TOP SPELLS***\nBolt of Glory: Deals variable damage based on target type. No save.\n  ---\nHeal: Fully heals target and cures a variety of status effects.\n\nAerial Servant\n&lt;----------------------------------------------------------------------&gt;\nConjures an Aerial Servant for the caster to control. As we should\nremember from Baldur's Gate 1, Aerial Servants aren't terrible strong,\nand really not worth a 6th-Level spell.\n\nAnimal Summoning III\n&lt;----------------------------------------------------------------------&gt;\nThe highest-level of all the Animal Summoning spells, it still sucks.\nIt'll have to compete against Heal, which is not really a good spell to\ncompete against. You can summon a Lion, a Winter Wolf, a Cave Bear, or\na Polar Bear.\n\nBlade Barrier\n&lt;----------------------------------------------------------------------&gt;\nCreates a wall of 'circling, razor-sharp blades' that 'create an\nunpenetrable barrier'... except not, for the last part. Anything\n(friend or foe) attempting to pass through the barrier (like, to make\na melee attack) suffers 8d8 points of damage. It's just not enough\ndamage, really, and the fact that your Cleric-who you might need to\nheal poeple-might hurt your own party members... it really makes me\nthink it's not worth the bother.\n\n*Bolt of Glory\n&lt;----------------------------------------------------------------------&gt;\nAgainst a few, select, enemies, this spell is very useful. It only\naffects one creature, but there's no save, and the damage is pretty\ngood. Against normal creatures or elementals it's not worth casting,\nbut against undead it'll deal 8d6 damage, and against demons it really\nshines, dealing 10d6 damage. No save, no missing. Before you have wide\naccess to highly enchanted weapons, this can be a life-saver, and when\nyou just need a sure way to deal some damage, this is a great option.\nStill, I wouldn't keep it prepared unless I knew for certain that I\nwould have to fight such creatures.\n\nConjure Animals\n&lt;----------------------------------------------------------------------&gt;\n...essentially Animal Summoning IV. In fact, in Infinity Explorer, the\nAnimal Summoning spells are listed as 'ANISUM01', 'ANISUM02', etc.\nThis literally is 'ANISUM04', whereas Animal Summoning III is\n'ANISUM03'... so, yeah, it's Animal Summoning IV. It allows you to\nsummon a Polar Bear or two. Really, really not worth the 6th-Level\nspell slot.\n\nFalse Dawn\n&lt;----------------------------------------------------------------------&gt;\nEssentially an area-of-effect spell that only harms undead. 6d6 damage,\nno save, and it confuses undead the following round. 6d6 just isn't\na whole lot of damage, even if the fact that this spell is party-\nfriendly helps. Another downside, although I rarely complain about it,\nis that its casting time is horrible for the type of spell it is. It\ndoesn't matter anyways, the real reason you should ignore this spell\nis Sunray, which is just far superior.\n\nHarm\n&lt;----------------------------------------------------------------------&gt;\nThe opposite of Heal, it reduces a target's Hit Points to one. It does,\nof course, require a touch attack to work, which makes me less inclined\nto bother with it. But, in case you're enthralled with the damage\npotential, I'll work some math to show you why you shouldn't bother with\nthis spell. First, and obviously, it takes a round to cast the spell.\nThen you must make an attack with it to to work-that's two rounds to\ndo what Finger of Death attempts to do in one. Second, you must actually\nhit a target unarmed for the spell to work. For most Clerics, it'll\nbe easier to overcome an enemy's Save vs. Spells with Finger of Death\nthan it will be to overcome their Armor Class with Harm.\n\n*Heal\n&lt;----------------------------------------------------------------------&gt;\nThis is the best healing spell in the game, and it really makes all\nother healing spells obsolete. It fully cures any one creature\nregardless of how much damage they've sustained and cures all diseases,\nand a variety of other effects. Most of your 6th level Cleric\/Druid\nspell slots should be occupied by Heal spells.\n\nPhysical Mirror\n&lt;----------------------------------------------------------------------&gt;\nCreates a barrier that reflects missile attacks back at the attacker...\nwhile allowing you to make ranged attacks freely. Ranged attacks aren't\nnearly as threatening in Baldur's Gate 2 as they were in the original\nBaldur's Gate, so I really can't recommend taking this extra defensive\nmeasure. Besides, it only lasts nine rounds... which is probably enough\nto see out a fight, but seriously, ranged attacks are rarely a source\nof serious danger by the time you get 6th-Level spells.\n\nSol's Searing Orb\n&lt;----------------------------------------------------------------------&gt;\nThe caster chucks a glowing orb of fiery not-niceness, which deals 6d6\ndamage and blinds the target for 1d6 rounds... if it hits. That's right,\nit's another damage-dealer that requires a to-hit roll. Worse still,\nthe target can save for half damage (a successful save also negates the\nblindness). That being the case, why would you ever use this stupid\nspell? Harm deals much more damage, and gives no save. Flame Strike\ndeals more damage, is a ranged attack, and doesn't require an attack\nroll. Oh, the spell deals more damage to undead and blinds them longer.\nThis spell still sucks.\n\nWondrous Recall\n&lt;----------------------------------------------------------------------&gt;\nAllows you to recall two spent spells of 5th-Level or lower... which,\nif used to recover important 4th-or-5th-level spells seems like it might\nbe useful, right? Sure, save one problem. It picks the spells you\nrecover randomly. So... unless you feel particularly lucky, this spell\nis of minimal tactical value.\n\n7th Level Cleric Spells\t\t\t\t\t\t{SPT009}\no======================================================================o\n***TOP SPELLS***\nAura of Flaming Death: Protects and deals fire damage to attackers.\n  ---\nElemental Blades: Throw numerous blades that deal 1d4+5, +1d10 damage.\n  ---\nFinger of Death: Enemy must save at -2 or die.\n  ---\nGreater Restoration: Cures status effects and fully heals target.\n  ---\nSummon Deva\/Summon Fallen Deva: Summons a Deva to fight at your side.\n  ---\nSunray: Undead in area take damage and must save or die.\n\n*Aura of Flaming Death\n&lt;----------------------------------------------------------------------&gt;\nAn improved version of Fireshield, this spell grants a four-point bonus\nto Armor Class, 90% resistance to fire damage, and deals 2d10+2 points\nof damage to attackers. You should always keep one ready for big fights.\n\nConfusion\n&lt;----------------------------------------------------------------------&gt;\nWe all know about Confusion-as a 4th-Level Mage spell, it's pretty\nawesome... or it was, in the first game... or something. As a 7th-Level\nCleric spell, however, it's a bit of a waste.\n\nEarthquake\n&lt;----------------------------------------------------------------------&gt;\nThis spell might sound promising, just looking it over. It releases<\/pre>\n\n\n\n<pre id=\"faqspan-10\" class=\"wp-block-preformatted\">three tremors of varying potency. The first deals 6d6 damage to all\ncreatures in a wide area (not party-friendly) and if they fail to save\nat -6 they are knocked down for four rounds. The second does 3d6 damage\n(save at -2), and the final deals 2d6 (normal save). So, three saves for\na total of 11d6 damage and a chance to knock down. The real damning\nthing about this spell, save the fact that enemies get so many saves to\nreduce damage, is the fact that it's not not party-friendly. I've never\nhad it deal spectacular damage, and worse still, there's a chance that\nyou'll provoke an Earth Elemental. At the end of the day, there are just\nbetter 7th-Level spells to cast.\n\nElemental Summoning\n&lt;----------------------------------------------------------------------&gt;\nSummons a pair of 16 Hit Dice elementals (of a random type) to fight\nfor you, with a 10% chance to summon an Elemental Prince. This spell is\na decent summoning spell, but it pales in comparison to Greater\nElemental Summoning. Alas for Clerics, only Druids get it.\n\n*Energy Blades\n&lt;----------------------------------------------------------------------&gt;\nCreates a number of energy blades which can be thrown at foes. Yes,\nthrown. Still, this spell has the good sense to gives a +10 bonus to\nTHAC0 and each one deals 1d4+5 damage, as well as 1d10 additional\nelectrical damage. The Cleric gets one disc per level to throw, and can\nthrow nine per round. For a Cleric, this spell isn't nearly as bad as\nit is for a Mage-a 7th-level Cleric spell just isn't as valuable as a\n9th-level Mage spell. Also, Clerics have a lower base THAC0. Thinking\nof Viconia with this spell, her high Dexterity would also help her out,\nand since she's only got one melee attack per round anyways, she really\nis increasing her attacking power with this spell. Assuming no misses,\nthe potential damage of this spell per round is 9d4+5 (36-81) plus 9d10\n(9-90), or 45-171, which can't compete with Comet or Time Stop, but\ndoes compare well with other 7th-level, damage-dealing Clerical spells.\nI still consider it a tertiary consideration-after Aura of Flaming Death\nand Sunray, if I still have a few empty spell slots, it's worth\npreparing... even though it didn't perform as well in combat trials as\nits description suggested it should, it was still superior to Viconia\nwith the Flail of the Ages or the Erinne Sling.\n\n*Finger of Death\n&lt;----------------------------------------------------------------------&gt;\nThis spell instantly snuffs out the victim's life force. It's a killer,\nand I love it. It imposes a -2 penalty on the victim's save, which\nmakes it a compotent killer, if not a spectacular one, but if you help\nthem along with Greater Malison, you actually stand a chance at\nsnuffing out baddies. Even if it fails, they still take 2d8+1 damage,\nwhich isn't much, but it's better than nothing. I always have one\nready. After all, if you do not play, you cannot win.\n\nFirestorm\n&lt;----------------------------------------------------------------------&gt;\nDeals 2d8+1\/level damage to everything in the 20-foot radius area of\neffect, and lasts for four rounds. It... has a rare use, perhaps, but\nunless you can keep foes in the area, it's of little value. Also, the\nfact that it's not party-friendly doesn't help.\n\nGate\n&lt;----------------------------------------------------------------------&gt;\nGate is a summoning spell with serious liabilities. Unless you have a\nProtection of Evil spell cast on your caster (and anybody else you don't\nwant the Pit Fiend to attack) the Pit Fiend will view them as fair game.\nOn one hand, you should be used to using Protection From Evil 10' Radius\nfrequently... but on the other hand, having a summon who will turn on\nyou if a Dispel Magic is tossed around doesn't strike me as a good\nidea. Besides, there are plenty of other, superior summoning spells out\nthere. Ones not coated in liability sauce.\n \nGlobe of Blades\n&lt;----------------------------------------------------------------------&gt;\nThis spell deals 10d10 points of damage to creatures (friendly or not)\nadjacent to the caster, and lasts a turn. In combination with Aura of\nFlaming Death it can make attacking the caster very, very painful. Just\nbeware of friendly fire.\n\n*Greater Restoration\n&lt;----------------------------------------------------------------------&gt;\nThis spell cures all level drain, corrects pretty much every status\neffect, and full heals any character it's cast upon. It'll tire the\ncaster, but sometimes it's worth casting to bring severely damage\nallies back from the brink.\n\nHoly Word\n&lt;----------------------------------------------------------------------&gt;\nSmites all creatures of evil alignment in the spell's 30-foot radius\narea of effect, depending upon the target's level:\n\n\to===============o===============================o\n\t|Target's Level\t|\t      Effect\t\t|\n\to===============o===============================o\n\t|     &gt; 4\t|\t      Death\t\t|\n\t|---------------|-------------------------------|\n\t|    4 - 7\t|     Stunned for one turn\t|\n\t|---------------|-------------------------------|\n\t|    8 - 11\t|  Slowed for 1 turn with 75%   |\n\t|\t\t|         spell failure\t\t|\n\t|---------------|-------------------------------|\n\t|     &lt; 12\t| Deafness for 1 turn with 50%\t|\n\t|\t\t|         spell failure\t\t|\n\to===============o===============================o\n\nAs you can see, the spell's effects wane as the targets get stronger.\nIf your idea of a good time is to smite Goblins, then this is the\nspell for you. If you want to smite strong foes, you'll need to look\nelsewhere.\n\nImplosion\n&lt;----------------------------------------------------------------------&gt;\nDeals 10d10 fire and 10d10 bludgeoning damage to a single target over\nthe course of two rounds. Save for half. It's great damage... even if\nit only affects one creatures and, with no save penalty you're probably\nonly going to deal 10d10 damage. This of course, makes me wonder how\nmuch better this spell is than Flame Strike... probably not worth a\n7th-Level spell slot.\n\nMass Raise Dead\n&lt;----------------------------------------------------------------------&gt;\nRemember what I said about Raise Dead? Yeah, that plus extra. Don't suck\nand you won't need this spell.\n\nRegeneration\n&lt;----------------------------------------------------------------------&gt;\nSo... it gives the recepient regeneration of three Hit Points per second\nover the course of one round per two levels. Wouldn't a Heal spell do\nmore, and more quickly? Rhetorical question. It would.\n\nResurrection\n&lt;----------------------------------------------------------------------&gt;\nLike Raise Dead, except it fully heals the taget thus revived. Again,\ndon't suck and you won't die.\n\nShield of the Archons\n&lt;----------------------------------------------------------------------&gt;\nCreates a shield that protects the caster from a number of spells equal\nto half the caster's level... potentially blocking quite a few spells at\nhigher levels. Of course, it's not proof against area-of-effect spells,\nso it's like conjuring a low-quality, temporary Cloak of Mirroring. It\nmight prove to be a useful defensive measure for some people, but I've\nnever bothered with it.\n\nStorm of Vengeance\n&lt;----------------------------------------------------------------------&gt;\nInstantly kills foes of 8th-Level or lower... which will not be worthy\nfoes by the time you get this spell. Against foes of higher quality, it\nwill deal 1d6 acid, 1d6 electrical, and 1d6 fire damage each round for\nthree rounds. A non-party-friendly spells that takes three rounds to\ndeal 9d6 damage? Yeah, it sucks. Oh, it has a chance to poison on the\nfirst round. I don't care.\n\n*Summon Deva\/Summon Fallen Deva\n&lt;----------------------------------------------------------------------&gt;\nSummons a Deva-a potent angel (or fallen angel) to fight for the caster.\nStrong ally, good duration, no liabilities... yep, it's a great\nsummoning spell for the Cleric, alright. The Deva is hardy and strong,\nand has a number of useful spells it can cast. Good stuff.\n\n*Sunray\n&lt;----------------------------------------------------------------------&gt;\nThe ultimate anti-undead spell, it deals 1d6 points of damage per\ncaster level to undead within a 20-foot radius, and the undead must\nsave vs. spells or be destroyed. It's a great way to blast away\nLiches... or any other undead creature in general. It's party friendly,\ntoo. Once you get it, use it to cheap-shot any troublesome undead you\nencounter. It also affects non-undead, but it's not worth wasting it\non such foes.\n\nSymbol: Death\n&lt;----------------------------------------------------------------------&gt;\nInscribes a magical symbol that, when approached, causes all creatures\nin the area to Save vs. Death or die. Unfortunately it doesn't work on\nany foes with 60 Hit Points or more, so... yeah. I wipe my ass with this\nspell.\n\nSymbol: Fear\n&lt;----------------------------------------------------------------------&gt;\nAnother Symbol spell, when something enters the area of effect it\ntriggers, attempting to cause fear (save at -4). It, like all Symbol\nspells are plagued by the fact that they're not party-friendly... but,\nthe range is decent, the save penalty good, and if you prepare with\nRemove Fear, it might not be a terrible spell to cast.\n\nSymbol: Stun\n&lt;----------------------------------------------------------------------&gt;\nEverything within a 30-foot radius must save at -4 or be stunned for\ntwo rounds, +1 round\/3 levels of the caster. Keep in mind that the spell\nis not party friendly.\n\nUnholy Word\n&lt;----------------------------------------------------------------------&gt;\nUnholy word acts exactly like Holy Word, but it only affects good\ncreatures. This spell is useless for the same reason that Unholy Blight\nis useless-there just aren't many good foes in the game. Oh, and the\nfact that even if there were good creatures worth smiting, this spell\nwould probably just tickle them, anyways.\n\n\to===============o===============================o\n\t|Target's Level\t|\t      Effect\t\t|\n\to===============o===============================o\n\t|     &gt; 4\t|\t      Death\t\t|\n\t|---------------|-------------------------------|\n\t|    4 - 7\t|     Stunned for one turn\t|\n\t|---------------|-------------------------------|\n\t|    8 - 11\t|  Slowed for 1 turn with 75%   |\n\t|\t\t|         spell failure\t\t|\n\t|---------------|-------------------------------|\n\t|     &lt; 12\t| Deafness for 1 turn with 50%\t|\n\t|\t\t|         spell failure\t\t|\n\to===============o===============================o\n\n1st Level Druid Spells\t\t\t\t\t\t{SPT010}\no======================================================================o\n***TOP SPELLS***\nArmor of Faith: Blocks 5% of damage per five levels.\n  ---\nCure Light Wounds: Heals 8 Hit Points.\n\n*Armor of Faith\n&lt;----------------------------------------------------------------------&gt;\nA simple defensive spell that will remain in your list of memorized\nspells throughout both games... simply because good defensive Clerical\nspells are so rare. This spell absorbs 5% of all damage the caster\nwould otherwise sustain from physical and magical attacks, and protects\nagainst another 5% for every five levels of the Cleric. Which means...\nup to 10% in this game. That doesn't sound like much-and it isn't-but\nlosing one point in ten of damage isn't horrible, and it has a decent\nduration, too. By the time you hit Throne of Bhaal and your Clerics are\npushing 20th level, it'll be seriously reducing damage.\n\nBless\n&lt;----------------------------------------------------------------------&gt;\nBless gives all allies within a 30-foot radius a +1 bonus to attack\nrolls and a +1 bonus to saves versus fear. I'll be honest, I rarely use\nit, but it's not that bad of a spell. Your THAC0 won't be low enough to\nignore a +1 bonus... but its six-round duration is just lame. You have\nbetter buffs to use.\n\n*Cure Light Wounds\n&lt;----------------------------------------------------------------------&gt;\nThe essential healing spell, you'll probably want to keep several\ninstances of this spell ready at all times.\n\nDetect Evil\n&lt;----------------------------------------------------------------------&gt;\nIt's... not a great spell, and I wouldn't keep one prepared, but Ajantis\ncan use it as a special ability. It's got quite a range, and nearby\nenemies will be detected as evil in your dialogue box. Want to know if\nsome Black Talons are currently lurking in Larswood, or want to know if\nthose humble-looking fishermen are up to no good? Give this spell a go.\n\nDoom\n&lt;----------------------------------------------------------------------&gt;\nThis curse bestows a -2 penalty to saves and attack rolls upon a single\nenemy. This is actually a decent spell to cast on tougher enemies, as\nthat -2 save penalty can end up paying off in a big way if the critter\nthen falls victim to some spell or weapon effect. Of course, Greater\nMalison affects multiple creatures and bestows a -4 penalty to their\nsaves, making it a far superior cast.\n\nEntangle\n&lt;----------------------------------------------------------------------&gt;\nLike Stinking Cloud and Web, this spell is no longer terribly useful.\nWe have better spells to debilitate our foes with.\n\nShillelagh\n&lt;----------------------------------------------------------------------&gt;\nCreates a +1 cudgel that deals 2d4 damage. You won't spend much of the\ngame with a permanent weapon worse than this, so why bother?\n\n2nd Level Druid Spells\t\t\t\t\t\t{SPT011}\no======================================================================o\n***TOP SPELLS***\nResist Fire and Cold: 50% Resistance to Fire and Cold.\n  ---\nSlow Poison: Cures poison.\n\nBarkskin\n&lt;----------------------------------------------------------------------&gt;\nGrants a target an Armor Class of six, which improves (decreases) by\none for ever four levels of the caster... This can effectively give you\nan Armor Class that's comparable to Full Plate Mail at higher levels,\nbut by then, you've certainly found better, permanent, armor.\n\nCharm Person or Mammal\n&lt;----------------------------------------------------------------------&gt;\nLike the Arcane spell, Charm Person, save it also can affect a few\nquadrapeds, as well. It's utterly negatable by a single save at no\npenalty, so I wouldn't bother with it.\n\nFind Traps\n&lt;----------------------------------------------------------------------&gt;\nDetects traps in a very close range. This spell doesn't disarm them,\nhowever, so it's rather pointless.\n\nFlame Blade\n&lt;----------------------------------------------------------------------&gt;\nThis spell allows the caster to create a flaming blade, which the caster\nis considered Proficient with. It deals 1d4 slashing damage, plus 1d2+4\nfire damage. Despite being a magical blade of flame it does NOT count\nas a magical weapon for determining what it can hit-makes sense to me.\n\nGood Berry\n&lt;----------------------------------------------------------------------&gt;\nCreates five magical berries that each heal for one Hit Point. They\nlast forever, so it's like creating a weak healing potion to use...\njust as long as you don't expect them to be worth anything in combat.\nThey take time to use in combat, and since they can only be consumed\none at a time... yeah, one Hit Point of healing per round will not win\nyou any fights. If for some reason you cannot rest, you could\nconceivably give thirty of the weightless things to each party member...\nbut I can't think of a single instance where this is necessary. So,\nno combat uses, takes forever to actually use them all, and there's no\npoint in time where you'd need to do it. Useless spell.\n\nKnow Alignment\n&lt;----------------------------------------------------------------------&gt;\nLike Detect Evil, except it detects.. everything. Evil things glow red,\nneutral things glow blue, and friendly things glow green.. like those\nlittle circles under your feet!\n\n*Resist Fire and Cold\n&lt;----------------------------------------------------------------------&gt;\nYou won't fear the elements too often, but when dealing with fire or\ncold happy foes, this spell can cut their damage in half. I wouldn't\nkeep it ready all the time, but it'll come in handy once in a while.\n\n*Slow Poison\n&lt;----------------------------------------------------------------------&gt;\nSlow Poison is being humble. This spell eradicates the effects of most\npoisons in the game. Keep at least one handy on each Cleric all the\ntime.\n\n3rd Level Druid Spells\t\t\t\t\t\t{SPT012}\no======================================================================o\n***TOP SPELLS***\nCure Medium Wounds: Heals 14 Hit Points.\n  ---\nDispel Magic: Remove buffs\/debuffs in an area.\n  ---\nProtection from Fire: Grants 80% Resistance to Fire.\n\nCall Lightning\n&lt;----------------------------------------------------------------------&gt;\nThis spell calls down lightning to randomly strike foes. Once per turn\nyou'll summon one bolt per four levels of the caster, each dealing\n2d8 damage +1d8 per level of the caster. It sounds awesome enough-an\n8th-level caster can call down two bolts a turn, each dealing 10d8\ndamage. Still, you can only target the first bolts, and what fight\nlasts longer than a turn? None, really. Ultimately, I just find this\nspell too damn random to bother with.\n\n*Cure Disease\n&lt;----------------------------------------------------------------------&gt;\nDiseases suck. They function like Poison, but take much longer to deal\ntheir damage, and tend to last much, much longer. Unless you're injured,\nyou rest, or travel across the world map, your chances of dying due to\ndisease are pretty low... But having to run back to a temple to get a\ncharacter cured is no good solution, and Mummies aren't uncommon in\nthis game. It's a good idea to always have one of these prepared.\n\n*Cure Medium Wounds\n&lt;----------------------------------------------------------------------&gt;\nThis spell restores 14 Hit Points.\n\n*Dispel Magic\n&lt;----------------------------------------------------------------------&gt;\nBad guys cast spells too-buffing themselves, or debuffing you. Just as\na Chaos spell can win a fight for you, if it's cast on you, it can also\nresult in casualties if the enemy gets one on you... unless you're wise\nenough to keep a Dispel Magic handy. This spell is just wonderful, and\neverybody who can cast it should always have one prepared.\n\nHold Animal\n&lt;----------------------------------------------------------------------&gt;\nAnother hold spell-it only affects 'normal and giant-sized' animals,\npointedly exempting Wyverns and Ankhegs, for no good reason. That\nleaves... what? Cave Bears? Who cares? This spell just doesn't have\nenough potential targets to make it worthwhile, nor are the foes it\naffects worth keeping it prepared.\n\nInvisibility Purge\n&lt;----------------------------------------------------------------------&gt;\nLike the Arcane spell 'Detect Invisibility' this spell will allow you\nto detect-and therefore thwart-sneaking enemies. You're better off\nspringing for True Sight.\n\nMiscast Magic\n&lt;----------------------------------------------------------------------&gt;\nYou'll see the enemy cast this spell a few times, but I never bother\nwith it. If the enemy fails at a Save vs. Spells (save at -2), they'll\nsuffer an 80% spell casting failure rate. Of course, Silence 15' Radius\ncan affect multiple foes, imposes a -5 save, and makes spell casting\n100% impossible for affected creatures... and Insect Plague is superior\nto Silence. This puts Miscast Magic pretty low on my list of anti-Mage\nspells.\n\n*Protection from Fire\n&lt;----------------------------------------------------------------------&gt;\nLike the Resist Fire\/Cold, but it protects you from 80% of fire\ndamage. Excellent in a few areas.\n\nRigid Thinking\n&lt;----------------------------------------------------------------------&gt;\nAnother spell you'll more often see when it's cast on you than when you\nactually waste the time to cast it-it affects one critter and inflicts\nconfusion. It lasts one turn, and can be negated by a simple Save vs.\nSpells. Compare this to the 4th-level Arcane spell Confusion, and you'll\nsee what a butt-nutter this pansy version is.\n\nStrength of One\n&lt;----------------------------------------------------------------------&gt;\nGives the entire party a Strength score of 18\/75, and lasts for a turn.\nIt might seem nifty at first, but once you get the Gauntlets of Ogre\nPower, or any of the other Strength-boosting items in the game, this\nspell will actually hinder you in combat. For natural heavy-hitters like\nMinsc or Korgan, this spell is a meagre bonus from the outset.\n\nSummon Insects\n&lt;----------------------------------------------------------------------&gt;\nA very, very weak version of the absolutely devastating 5th-level Druid\nspell, Insect Plague. A single target must Save vs. Breath Weapons\n(at a -2 peanlty) or take one damage per two seconds of duration... why\nsuch a weird number? I don't know-it deals three damage per round, for\nseven rounds. More importantly, the target suffers a -2 penalty to THAC0\nand Armor Class, and has a 50% spell-casting failure. Ultimately, I'd\nrather use Animate Dead and\/or Silence 15' Radius to deal with enemy\nspells, and a Slow spell retards melee combat far more effectively.\n\n4th Level Druid Spells\t\t\t\t\t\t{SPT013}\no======================================================================o\n***TOP SPELLS***\nDeath Ward: Makes character immune to death magic.\n  ---\nNeutralize Poison: Cures poison, diease, blindness, deafness, and heals.\n\nAnimal Summoning\n&lt;----------------------------------------------------------------------&gt;\nLow-level summoning spell suck in Baldur's Gate 2, where the quality of\nthe foes you'll be facing demands higher-quality minions. Think it\ndoesn't suck? You'll summon one or two of the following creatures when\nyou cast this spell-a Dire Wolf, or a War Dog. Yeah. Pass on it.\n\nCall Woodland Beings\n&lt;----------------------------------------------------------------------&gt;\nThis spell might have been useful in the first game, but in Baldur's\nGate 2, it'll take more than the promise of a Confusion spell to make\nme waste a spell slot on it.\n\nCause Serious Wounds\n&lt;----------------------------------------------------------------------&gt;\nTouch a bad-guy, and deal 17 damage to them. Seriously? There are many\nbetter ways to deal 17 damage to a creature-ONE creature.\n\nCloak of Fear\n&lt;----------------------------------------------------------------------&gt;\nThis spell creates as three-foot radius fear effect centered on the\ncaster. I'm always dubious about spells that require the proximity of\nthe caster... but this spell has no effective radius (if your Druid is\nsurrounded, maybe, but good luck getting the spell off) and imposes no\nsave penalty. Even worse, it only causes fear for four rounds. How is\nthis spell in any way comparable to the 2nd-level Arcane spell, Horror?\n\nCure Serious Wounds\n&lt;----------------------------------------------------------------------&gt;\nA more potent version of Cure Light Wounds, it must compete with many\ngreat 4th-level Druid spells. At the end of the day, healing is just\nnot strong enough in this game to save you during a fight, the way the\n'Heal' spell will in the sequel. 17 Hit Points is just a band-aid to a\nlate-game warrior, not a life-saver in the heat of battle.\n\n*Death Ward\n&lt;----------------------------------------------------------------------&gt;\nDeath Ward is a wonderful, indispensible, must-have spell for every\nCleric in Baldur's Gate 2. You will have lots od death-spells thrown\nyour way. Liches and Beholds are especially fond of throwing effects at\nyou like Disintegrate and Finger of Death. Want to ensure that a certain\ncharacter won't get offed by a certain enemy? This is the way to counter\nsuch death-effects.\n\nDefensive Harmony\n&lt;----------------------------------------------------------------------&gt;\nThis spell gives you a +2 bonus to Armor Class for ten rounds-the\nperfect last preparation before a big fight. +2 Armor Class is the same\nas 10% miss chance, and it affects the whole party. Kind of the opposite\nof Death Ward, I use it frequently in the first game, but almost never\nin Baldur's Gate 2. Armor Class can get quite low naturally in Baldur's\nGate 2, but by Throne of Bhaal, we're contending with foes who have\nTHAC0s of -10... which renders most Armor Class considerations moot.\nIt might be worth a cast once in a while in Shadows of Amn, but...\nreally, the duration just sucks so much I don't ever bother with it.\n\nFarsight\n&lt;----------------------------------------------------------------------&gt;\nYou could this spell... or you could simply sneak around with a Thief,\nRanger, or invisible character. You'll see more, and it wastes-at best-\na 2nd-level Arcane spell.\n\nNegative Plane Protection\n&lt;----------------------------------------------------------------------&gt;\nThis spell seems like it might be useful, save for a few sad facts.\nFirst, it only affects one person. Second, it lasts for only five\nrounds... which is absurd. If you need such protection, you're better\noff casting the 7th-Level Mage spell Limited Wish, which will do the\nsame thing for the whole party.\n\n*Neutralize Poison\n&lt;----------------------------------------------------------------------&gt;\nDon't let the name fool you-this spell provides a suite of curative\neffects. It cures poison, sure, but is also cures diseases, blindness,\ndeafness, and heals 10 Hit Points. Until you get access to the Heal\nspell, it's the best panacea you've got, and it won't hurt to keep one\nhandy... as it cures a variety of afflictions.\n\nPoison\n&lt;----------------------------------------------------------------------&gt;\nDeals variable damage, but the target receives a Saving Throw vs. Poison\nat no penalty to negate all effects, as follows:\n\n\t\to===============o===============o\n\t\t|Caster's Level\t| Poison Damage |\n\t\to===============o===============o\n\t\t|    7th-9th\t| 2d8 + 2\/round\t|\n\t\t|---------------|---------------|\n\t\t|   10th-12th\t| 3d8 + 3\/round\t|\n\t\t|---------------|---------------|\n\t\t|   13th-14th\t| 4d8 + 4\/round\t|\n\t\t|---------------|---------------|\n\t\t|   15th-16th\t| 6d8 + 5\/round\t|\n\t\t|---------------|---------------|\n\t\t|     17th+\t| 8d8 + 6\/round\t|\n\t\to===============o===============o\n\nThe damage it deals is... passable, but I find little merit with spells\nthat have no save penalties. Also, that juicy damage that might be\nenticing you isn't going to happen in this game. You'll have to weigh\nit's merits on 2d8 + 2\/round damage... or 22-36 damage over one turn,\nto one creature, that's negated by a single save. Doesn't sound so epic\nwhen you do the math, does it?\n\nProtection From Lightning\n&lt;----------------------------------------------------------------------&gt;\nMakes the recpient entirely immune to lightning. It's handy in a few\ninstances where a Lightning Bolt trap can be used to cause collateral\ndamage, or where a hostile Mage is likely to fling such magic at you,\nbut otherwise it's forgetable.\n\n5th Level Druid Spells\t\t\t\t\t\t{SPT014}\no======================================================================o\n***TOP SPELLS***\nChaotic Commands: Makes target immune to mind-affecting effects.\n  ---\nInsect Plague: Deals damage, prevents spell casting, causes panic.\n  ---\nIron Skins: Creates a number of skins that prevent physical damage.\n  ---\nTrue Sight: Dispels illusion. Party-friendly.\n\nAnimal Summoning II\n&lt;----------------------------------------------------------------------&gt;\nJust like Animal Summoning I, but with slightly stronger summons.\nStill, it's competing against True Sight, Chaotic Commands, and Greater\nCommand. Far, far superior spells. You can summon either a Black Bear, a\nBrown Bear, a Cave Bear, or a Jaguar. Wee.\n\nCause Critical Wounds\n&lt;----------------------------------------------------------------------&gt;\nDeal 27 damage to a creature with a successful touch attack...\nSeriously? This spell is nowhere near competition for awesome 5th-level\nDruid spells like Chaotic Commands, Insect Plague, Iron Skins, or True\nSight.\n\n*Chaotic Commands\n&lt;----------------------------------------------------------------------&gt;\nOh, Chaotic Commands, how I love you... this little spell makes the\ntarget immune to... pretty much every mental effect out their. Hold,\nCharm, Domination, Suggestion, Psionics, Confusion, all of it. Many\nenemies use these attacks and spells, and so, this spell will come in\nhandy often. Best of all, it has a duration of one turn per level.\nAlways keep one handy.\n\nCure Critical Wounds\n&lt;----------------------------------------------------------------------&gt;\nHeals for 27 Hit Points.\n\nHarper's Call\n&lt;----------------------------------------------------------------------&gt;\nA new spell in the Enhanced Edition... and it's just a toned-down\nversion of Raise Dead. If one of my characters die during a fight, I\njust reload and try again-there's no fight in the game so difficult\nthat it can't be won without loss. Anyways, not only is this a spell\nI don't use, it's just not as good as Raise Dead, since it deals ten\ndamage to the caster, and all the target's ability scores take a\ntemporary five point hit. If you need to revive dead characters, use a\nCleric, not a Druid, as there are plenty of better 5th-level Druid\nspells to cast.\n\n*Insect Plague\n&lt;----------------------------------------------------------------------&gt;\nOne of the best reasons to include Jaheira is Insect Plague, and this\nspell really just dominates Shadows of Amn. You target a single victim,\nand after affecting them the plague will 'jump' to nearby enemies until\nsix are affected. The damage is a worthy consideration, as it deals one\npoint of damage every two seconds for the duration of the spell, but\nthe real reason to use it is that it prevents spell-casters who are\naffected from casting spells. It only lasts six rounds, but this gives\nyou plenty of time to hit enemy Mages with Breach and take them down\nwith your fighters. It also has a chance to make enemies run around in\na panic, which can further break up groups of enemies. It's not\nexaggeration to say that in Shadows of Amn, whenever a spell-caster\nrears their ugly magic at you, Insect Plague can effectively handicap\nthem. Always keep one ready.\n\n*Iron Skins\n&lt;----------------------------------------------------------------------&gt;\nAn indispensible defensive spell for the Druid, it's essentially the\nDruidy version of Stoneskin. Since Stoneskin is one of the best\ndefensive spells in the game... well, this is a very good spell to\nhave. If only there was a multi-classed Druid somewhere who could take\nthis defensive spell into combat... perhaps a Fighter\/Druid? That would\nbe grand...\n\nMagic Resistance\n&lt;----------------------------------------------------------------------&gt;\nGives the caster 2% Magic Resistance per level, up to a maximum of 40%\nat 20th level. Note that it does not RAISE your current Magic Resistance\nto this amount, it SETS it to this amount, potentially even lowering it,\nif it's higher (Viconia, for instance, has a base 50% Magic Resistance).\nIt might prove useful, but I don't consider it an essential buff. There\nare, after all, better ways to shield the party from magic...\n\nMass Cure\n&lt;----------------------------------------------------------------------&gt;\nHeals all allies within a 30-foot radius of the caster for 1d8+1 damage\nper caster level. Honestly... the healing just isn't enough to bother\nwith. If you have scrapes and bruises, use a Ring of Regeneration. If\nyou need serious healing... well, use Heal.\n\nPixie Dust\n&lt;----------------------------------------------------------------------&gt;\nMakes all allies in a 30-foot radius invisible, as per the Invisibility\nspell. Invisibility sucks compared to its superior counterpart, the\naptly-named Improved Invisibility. Also... well, this is Baldur's\nGate 2. Just watch how fast enemy casters sniff you out and cast True\nSight.\n\n*True Sight\n&lt;----------------------------------------------------------------------&gt;\nAn essential debuff, True Sight is the bane of all illusions, which\nenemy Mages will use constantly. A party without True Sight is a party\nthat's ill-prepared to deal with many of the stronger creatures in the\ngame. Have one prepared at all times on every character able to cast\nit.\n\n6th Level Druid Spells\t\t\t\t\t\t{SPT015}\no======================================================================o\n***TOP SPELLS***\nConjure Fire Elemental: Summons a 12, 16, or 24 Hit Dice Elemental.\n  ---\nHeal: Fully heals target and cures a variety of status effects.\n\nAnimal Summoning III\n&lt;----------------------------------------------------------------------&gt;\nThe highest-level of all the Animal Summoning spells, it still sucks.\nIt'll have to compete against Heal, which is not really a good spell to\ncompete against. You can summon a Lion, a Winter Wolf, a Cave Bear, or\na Polar Bear.\n\nConjure Animals\n&lt;----------------------------------------------------------------------&gt;\n...essentially Animal Summoning IV. In fact, in Infinity Explorer, the\nAnimal Summoning spells are listed as 'ANISUM01', 'ANISUM02', etc.\nThis literally is 'ANISUM04', whereas Animal Summoning III is\n'ANISUM03'... so, yeah, it's Animal Summoning IV. It allows you to\nsummon a Polar Bear or two. Really, really not worth the 6th-Level\nspell slot.\n\n*Conjure Fire Elemental\n&lt;----------------------------------------------------------------------&gt;\nDruids gain access to this spell at 6th-Level, and it is in every way\nsuperior to the Mage version. There's simply no chance that your\nelemental is going to break from your control and run amok. Using the\n5th-Level Mage spell might be necessary simply due to the fact that you\nwill get it earlier, but once you can pull this off, use it instead.\nAs for what it does... it summons a 12, 16, or 24 Hit Dice Elemental\nto do your bidding. The big draw of an Elemental is that it's immune to\nweapons that don't have an enhancement bonus of +2 or better.\n\nDolorous Decay\n&lt;----------------------------------------------------------------------&gt;\nSlows the target automatically and, if the target fails at a Save vs.\nPoison at -2, they'll suffer one point of damage per second until 50\npoints of damage have been inflicted. A Druid's 6th-level spell\nselection isn't great, but slowing one creature and taking almost a\nminute to deal a moderate amount of damage just isn't a good casting.\n\nFire Seeds\n&lt;----------------------------------------------------------------------&gt;\nCreates four 'fire seeds', which will appear in the caster's inventory,\nwhich can then be thrown at targets, dealing 2d8 damage per hit, and\nallowing a save for half. Do I really need to go on ranting about why\nthis spell sucks? Yes, I do. 2d8 damage is sucky damage. No save\npenalty sucks. The fact that you have to throw and hit targets sucks,\nand you probably won't even be able to get all four out in a single\nround sucks. Jaheira using the Fire Tooth +3 Dagger will do far\nsuperior damage without wasting any spell slots.\n\nHarm\n&lt;----------------------------------------------------------------------&gt;\nThe opposite of Heal, it reduces a target's Hit Points to one. It does,\nof course, require a touch attack to work, which makes me less inclined\nto bother with it. But, in case you're enthralled with the damage\npotential, I'll work some math to show you why you shouldn't bother with\nthis spell. First, and obviously, it takes a round to cast the spell.\nThen you must make an attack with it to to work-that's two rounds to\ndo what Finger of Death attempts to do in one. Second, you must actually\nhit a target unarmed for the spell to work. For most Clerics, it'll\nbe easier to overcome an enemy's Save vs. Spells with Finger of Death\nthan it will be to overcome their Armor Class with Harm.\n\n*Heal\n&lt;----------------------------------------------------------------------&gt;\nThis is the best healing spell in the game, and it really makes all\nother healing spells obsolete. It fully cures any one creature regardless\nof how much damage they've sustained and cures all diseases, and a\nvariety of other effects. Most of your 6th level Cleric\/Druid spell\nslots should be occupied by Heal spells.\n\nPhysical Mirror\n&lt;----------------------------------------------------------------------&gt;\nCreates a barrier that reflects missile attacks back at the attacker...\nwhile allowing you to make ranged attacks freely. Ranged attacks aren't\nnearly as threatening in Baldur's Gate 2 as they were in the original\nBaldur's Gate, so I really can't recommend taking this extra defensive\nmeasure. Besides, it only lasts nine rounds... which is probably enough\nto see out a fight, but seriously, ranged attacks are rarely a source\nof serious danger by the time you get 6th-Level spells.\n\nWondrous Recall\n&lt;----------------------------------------------------------------------&gt;\nAllows you to recall two spent spells of 5th-Level or lower... which,\nif used to recover important 4th-or-5th-level spells seems like it might\nbe useful, right? Sure, save one problem. It picks the spells you\nrecover randomly. So... unless you feel particularly lucky, this spell\nis of minimal tactical value.\n\n7th Level Druid Spells\t\t\t\t\t\t{SPT016}\no======================================================================o\n***TOP SPELLS***\nAura of Flaming Death: Protects and deals fire damage to attackers.\n  ---\nGreater Elemental Summoning: Summons an Elemental Prince for one turn.\n\n*Aura of Flaming Death\n&lt;----------------------------------------------------------------------&gt;\nAn improved version of Fireshield, this spell grants a four-point bonus\nto Armor Class, 90% resistance to fire damage, and deals 2d10+2 points\nof damage to attackers. You should always keep one ready for big fights.\nDruids should think of this spell even more fondly than Clerics, since\nthey can combine it with Iron Skins for extra-potent defense.\n\nConfusion\n&lt;----------------------------------------------------------------------&gt;\nWe all know about Confusion-as a 4th-Level Mage spell, it's pretty\nawesome... or it was, in the first game... or something. As a 7th-Level\nCleric spell, however, it's a bit of a waste.\n\nConjure Earth Elemental\n&lt;----------------------------------------------------------------------&gt;\nSummons a 12, 16, or 24 Hit Dice Earth Elemental to fight for the Druid.\nSomething like this was fine last level, but there are far, far\nsuperior things for a Druid to cast at 7th-level... like, why not \nsummon an Elemental Prince, instead?\n\nCreeping Doom\n&lt;----------------------------------------------------------------------&gt;\nThis spell is like Insect Plague on crack, but with two important\nweaknesses... first, the 5th-level spell is a 5th-level spell, not a\n7th-level spell. Second, it deals double the damage. Score! But it only\nlasts half the time. Since the major benefit of Insect Plague was that\nit interrupted spell-casters, wouldn't you, you know, want that effect\nto last longer?\n\nEarthquake\n&lt;----------------------------------------------------------------------&gt;\nThis spell might sound promising, just looking it over. It releases\nthree tremors of varying potency. The first deals 6d6 damage to all\ncreatures in a wide area (not party-friendly) and if they fail to save\nat -6 they are knocked down for four rounds. The second does 3d6 damage\n(save at -2), and the final deals 2d6 (normal save). So, three saves for\na total of 11d6 damage and a chance to knock down. The real damning\nthing about this spell, save the fact that enemies get so many saves to\nreduce damage, is the fact that it's not not party-friendly. I've never\nhad it deal spectacular damage, and worse still, there's a chance that\nyou'll provoke an Earth Elemental. At the end of the day, there are just\nbetter 7th-Level spells to cast.\n\nElemental Summoning\n&lt;----------------------------------------------------------------------&gt;\nSummons a pair of 16 Hit Dice elementals (of a random type) to fight\nfor you, with a 10% chance to summon an Elemental Prince. This spell is\na decent summoning spell, but it pales in comparison to Greater\nElemental Summoning.\n\nFire Storm\n&lt;----------------------------------------------------------------------&gt;\nDeals 2d8+1\/level damage to everything in the 20-foot radius area of\neffect, and lasts for four rounds. It... has a rare use, perhaps, but\nunless you can keep foes in the area, it's of little value. Also, the\nfact that it's not party-friendly doesn't help.\n \nGlobe of Blades\n&lt;----------------------------------------------------------------------&gt;\nThis spell deals 10d10 points of damage to creatures (friendly or not)\nadjacent to the caster, and lasts a turn. In combination with Aura of\nFlaming Death it can make attacking the caster very, very painful. Just\nbeware of friendly fire.\n\n*Greater Elemental Summoning\n&lt;----------------------------------------------------------------------&gt;\nPossibly the best summoning spell in the game, it summons an Elemental\nPrince. A great ally, indeed. It only lasts a turn, so only use it in\nthe most pressing of fights.\n\nNature's Beauty\n&lt;----------------------------------------------------------------------&gt;\nTransforms the Druid into the ideal of beauty. Onlookers must Save vs.\nSpell (at a +3 bonus) or die. If they pass the save, they are merely\nblinded. It's party friendly, but you know... I really just don't think\nblinding foes is worth a 7th-Level spell slot.\n\nRegeneration\n&lt;----------------------------------------------------------------------&gt;\nSo... it gives the recepient regeneration of three Hit Points per second\nover the course of one round per two levels. Wouldn't a Heal spell do\nmore, and more quickly? Rhetorical question. It would.\n\nShield of the Archons\n&lt;----------------------------------------------------------------------&gt;\nCreates a shield that protects the caster from a number of spells equal\nto half the caster's level... potentially blocking quite a few spells at\nhigher levels. Of course, it's not proof against area-of-effect spells,\nso it's like conjuring a low-quality, temporary Cloak of Mirroring. It\nmight prove to be a useful defensive measure for some people, but I've\nnever bothered with it.\n\n1st Level Arcane Spells\t\t\t\t\t\t{SPT017}\no======================================================================o\n***TOP SPELLS***\nIdentify: Identifies magical items.\n  ---\nMagic Missile: Up to five bolts that unerringly deal 2-5 damage each.\n\nArmor\n&lt;----------------------------------------------------------------------&gt;\nA simple cast that drops your Armor Class to six (as if you were wearing\nScale Mail) and lasts for nine hours. Of course, when you realise you\ncan buy Bracers of Defense A.C. 3 right at the beginning of the game...\nyeah, this spell's got nothing.\n\n*Blindness\n&lt;----------------------------------------------------------------------&gt;\nLike most low-level debuffs, this spell has seen the end of its\nusefulness... this spell attempts to blind one enemy. If they fail to\nsave (at no penalty) they'll take a -4 penalty to attack rolls and to\ntheir Armor Class. You're far better off with Slow.\n\nBurning Hands\n&lt;----------------------------------------------------------------------&gt;\nA simple offensive spell that deals 1d3+2 damage damage per caster\nlevel, up to a maximum of 1d3+20. Unfortunately, it doesn't have much\nrange and isn't party friendly, so it can't be safely cast from behind\nmore sturdy characters. It might come in handy once in a while against\nTrolls... but you can always just buy Arrows of Fire. instead.\n\nCharm Person\n&lt;----------------------------------------------------------------------&gt;\nThis spell attempts to charm-or befriend-a neutral or hostile foes\n(man-sized humanoids only), but whatever usefulness it might have once\nhad has been severely reduced in Baldur's Gate 2. Simply put, any debuff\nwithout a save penalty is rarely worth casting.\n\nChill Touch\n&lt;----------------------------------------------------------------------&gt;\nA horrible, horrible damage-dealer, for two reasons-first, the caster\nhas to touch the foes in order to deal the damage. Second, this requires\nthe caster to actually 'make a successful melee attack'. Two things\nMages are not built for-being where enemies can hit them, and trying to\nhit foes in melee. On top of that, the 1d8 damage and no save penalty\nside effect of a -2 THAC0 penalty is nothing special.\n\nChromatic Orb\n&lt;----------------------------------------------------------------------&gt;\nChromatic Orb is a handy little spell that deals damage and afflicts\nan enemy with status effects. At fourth level the spell can blind, at\nfifth it can stun for three rounds, and at seventh level it will\nparalyze for 20 rounds. Of course, by that time you'll have better\ndisabling spells, and if you want to deal damage, the 10-25 damage\nMagic Missile causes will probably be more reliable than a chance to\nstun.\n\nColor Spray\n&lt;----------------------------------------------------------------------&gt;\nWe should consider this spell like a debuff version of Burning Hands...\nyou emit a party unfriendly effect in an arc in front of you. Instead of\ndamage, however, it'll knock foes out (unless they save at no penalty,\nor they have more than four Hit Dice) for five rounds. A few obvious\nproblems... Okay, one, really big problem. Nothing worth killing has\nfewer than four Hit Dice.\n\nFind Familiar\n&lt;----------------------------------------------------------------------&gt;\nAh... a very odd spell, indeed. We all know what Familiars are, they're\nwizardry lore by now, so onto the spell. First, it can be cast only by\nthe Protagonist (that's the guy or gal you made at the beginning of this\nmess) and you can only have one Familiar at a time. The spell lasts...\nindefinitely, up until your Familiar dies, which is something you want\nto avoid at all costs... but we'll get to that later. In essence, it's\na permanent summoning spell that creates a critter you completely\ncontrol. The type of creature is determined by your alignment, and they\nvary widely in capabilities (and I dare say, quality.) Most have 24 Hit\nPoints, their Armor Class ranges from -2 to 6, and Magic Resistance is\nlikewise variable from 10% to 65%, having been upgraded a bit since the\nfirst Enhanced Edition game. Some have spells they can use, others have\nThief abilities, while another has special melee attacks... but they are\nall obsolete by now, if they ever were useful to begin with. So, what's\nthe point of casting this spell? The benefits are simple-you get a\n7th-wheel who does whatever you tell it to do. Also, you get 1\/2 of the\nFamiliar's Hit Points as a bonus to your Mage's Hit Points. Huzzah. Now\nfor the crippling downside. If your Familiar dies, you'll suffer damage\nequal to half the Hit Points your Mage got out of the deal... not too\nbad, right? Oh, and you also lose a point of Constitution permanently.\nNo big deal.\n\nThere is one redeeming quality to this spell, however-if you force-talk\nto your familiar, you can put the critter in your pack. It'll take up\nan inventory slot, but only weighs one pound, and is immune to harm\nwhile safely stored away. In essence, it's worth learning this spell\nwith your protagonist, summoning a familiar for the bonus Hit Points,\nthen putting it safely away for the rest of eternity.\n\nAs requested, the stats of all the familiars are as follows, taken\nright from the spell's description. I would comment on the famaliars,\nbut honestly, in Baldur's Gate 2 you should never have the things out\nof your backpack, there's just no constructive use for them outside.\nIn the first game they occassionally could serve as bait or, at the\nbeginning of the game, as a legitimate summon, but in Baldur's Gate 2\nthey're just a Constitution loss waiting to happen.\n\nLAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon\n  --&gt;\tHit Points: 24\n  --&gt;\tArmor Class: -2\n  --&gt;\tMagic Resistance: 50%\n  --&gt;\tCombat: 2 attacks per round at 13 THAC0 for 1d3 damage, save vs.\n\tDeath or be rendered unconscious for 2 turns.\n  --&gt;\tSpecial Abilities: Can cast Blur once per day. Regenerates\n\t1 HP\/round. Immune to level drain, sleep, and petrification.\n\nLAWFUL NEUTRAL: Ferrets\n  --&gt;\tHit Points: 24\n  --&gt;\tArmor Class: 0\n  --&gt;\tMagic Resistance: 50%\n  --&gt;\tCombat: 2 attacks per round at 13 THAC0 for 1d3 damage\n  --&gt;\tSpecial Abilities: Has 75% in Pick Pockets, 40% Hide in\n\tShadows\/Move Silently, and 20% in Detect Traps. Can cast Blur\n\tonce per day. Immune to level drain, sleep, and petrification.\n\nLAWFUL EVIL: Imp\n  --&gt;\tHit Points: 18\n  --&gt;\tArmor Class: 2\n  --&gt;\tMagic Resistance: 25%\n  --&gt;\tCombat: 1 attack per round at 15 THAC0 for 1d6 damage\n  --&gt;\tSpecial Abilities: Has 100% resistance to fire, cold, and\n\telectricity. Can cast Polymorph Self once per day. Regenerates\n\t1 HP\/round.\n\nNEUTRAL: Rabbit\n  --&gt;\tHit Points: 24\n  --&gt;\tArmor Class: 1\n  --&gt;\tMagic Resistance: 65%\n  --&gt;\tCombat: 2 attacks per round at 13 THAC0 for 1d2 damage\n  --&gt;\tSpecial Abilities: Has 50% in Detect Traps and 30% Hide in\n\tShadows\/Move Silently. Has 75% resistance to fire, cold and\n\telectricity.\n\nIt's resistant to elements, but with only twelve Hit Points, the Rabbit\ncan't really serve as a decoy like the Imp can. All the Rabbit can\nreally boast is 40% Find Traps, which will not be good enough for most\nof the traps in the game. Oh, and 45% Magic Resistance, which is the\nbest of all the familiars.\n\nNEUTRAL EVIL: Dust Mephit\n  --&gt;\tHit Points: 24\n  --&gt;\tArmor Class: 6\n  --&gt;\tMagic Resistance: 10%\n  --&gt;\tCombat: 2 attacks per round at 13 THAC0 for 1d2 damage\n  --&gt;\tSpecial Abilities: Has 100% resistance to fire and 50%\n\tresistance to slashing, piercing, and missile damage. Can cast\n\tGlitterdust once per day and Glass Dust twice per day.\n\tRegenerates 1 HP\/round. Immune to level drain, sleep, and\n\tpetrification.\n\nCHAOTIC GOOD: Fairy Dragon\n  --&gt;\tHit Points: 24\n  --&gt;\tArmor Class: 4\n  --&gt;\tMagic Resistance: 32%\n  --&gt;\tCombat: 2 attacks per round at 13 THAC0 for 1d2 damage<\/pre>\n\n\n\n<pre id=\"faqspan-11\" class=\"wp-block-preformatted\">  --&gt;\tSpecial Abilities: Can cast Mirror Image and Invisibility 10'\n\tRadius once per day. Immune to level drain, sleep, and\n\tpetrification.\n\nCHAOTIC NEUTRAL: Cat\n  --&gt;\tHit Points: 24\n  --&gt;\tArmor Class: 0\n  --&gt;\tMagic Resistance: 50%\n  --&gt;\tCombat: 2 attacks per round at 13 THAC0 for 1d3 damage\n  --&gt;\tSpecial Abilities: Has 30% in Pick Pockets and 99% in Move\n\tSilently\/Hide In Shadows. Can cast Blur once per day. Immune\n\tto level drain, sleep, and petrification.\n\nCHAOTIC EVIL: Quasit\n  --&gt;\tHit Points: 24\n  --&gt;\tArmor Class: 2\n  --&gt;\tMagic Resistance: 25%\n  --&gt;\tCombat: 3 attacks per round at 13 THAC0 for 1d6 damage\n  --&gt;\tSpecial Abilities: Has 100% resistance to fire, cold, and\n\telectricity. Can cast Horror once per day, Regenerates\n\t1 HP\/round.\n\nFriends\n&lt;----------------------------------------------------------------------&gt;\nThis spell can be useful when shopping, as it raises your Charisma by\nsix points temporarily-long enough to lower prices. Keep in mind that\nthis spell doesn't seem to have an effect if your Charisma is over 20.\n\nGrease\n&lt;----------------------------------------------------------------------&gt;\nMuch like Web and Stinking Cloud-superior 2nd-level spells-this is an\narea-of-effect spell that hampers anything caught in the area... albeit,\nafter a Saving Throw to attempt to negate the effects. Those who fail\nare forced to move quite slowly for the rest of the round, and must save\nevery round to avoid the movement impediment. This spell was hardly\na consideration in the first game, but in the sequel, it's far beyond\nobsolete.\n\n*Identify\n&lt;----------------------------------------------------------------------&gt;\nYou'll always some of these spells prepared, as they... identify magical\nitems. Sure, having a high Lore skill can do the same, but most strong\nmagical items require a higher Lore score than you'll probably have...\nand it's not worth playing a Bard just to identify crap. Combat use?\nNone. But it'll save you 100 gold that you would have wasted identifying\nitems at merchants. Considering how many magical items abound in the\ngame, this is a necessary money-saver.\n\nInfravision\n&lt;----------------------------------------------------------------------&gt;\nCast this spell, and the creature affected gains infravision, which in\nthis game makes creatures glow orange. Of course, if you have anybody\nwith infravision naturally, you can simply turn on the 'Group\nInfravision' option and use it at will. It's not terribly useful\nanyways, either naturally or as a spell, and at 10 turns, this spell's\nduration isn't terribly enviable.\n\nLarloch's Minor Drain\n&lt;----------------------------------------------------------------------&gt;\nA mediocre damage-dealing spell, this spell deals a measely four points\nof damage and heals the caster for the same amount. On the plus side,\nit's got range and doesn't allow a save, so I find it superior to\nBurning Hands or Chill Touch, at least. Heck, it's even comparable to\nMagic Missile... up until Magic Missile starts getting additional\nmissiles. Since every Mage in this game will have multiple-missile\nMagic Missiles... yeah, this spell is useless in Baldur's Gate 2.\n\n*Magic Missile\n&lt;----------------------------------------------------------------------&gt;\nThe essential damage-dealing spell you'll use through most of the\ngame... it deals 1d4+1 points of damage, and while that sounds paltry-\nand it is-it gains an additional missile at 3rd, 5th, 7th, and finally\n9th level. On top of that it has a casting time of one, it always hits,\nand allows no save. At 9th level, that's 10-25 damage per casting... not\nbad for a 1st-level spell. Honestly, I rarely use this spell, but it\ndoes come in handy during a few fights... chaining multiple copies of\nthis spell via sequencers, Spell Trigger, etc., can be quite potent.\n\nNahal's Reckless Dweomer\n&lt;----------------------------------------------------------------------&gt;\nA Wild Mage-only spell, this spell gambles on the Mage's wild surge\nability, which this spell intentionally triggers after you select\nanother spell. The Wild Mage attempts to shape the energy into the\ndesired form... in other words, into the spell you tried to cast. The\nodds of you casting the desired spell, however, are very slim-on the\nnormal table you have a 1% chance of casting a spell normally during a\nwild surge. Of course, since you're not screwing up, you're\nintentionally channeling wild magic, you add your level to the roll on\nthe wild surge chart... which means, presumably, you've got a chance to\ncast the desired spell equal to 1% plus your level. Even near the end of\nBaldur's Gate 2, you'll be lucky to get this spell to work when you need\nit, much less to use it regularly. My suggestion? Don't bother with it.\n\nProtection from Evil\n&lt;----------------------------------------------------------------------&gt;\nA low-level buff that protects the recepient...against evil! Attacks\nagainst the protected character are made at a -2 penalty, while saves\nmade by the protected character are made at a +2 bonus. You're better\noff just letting a Cleric do this for the entire party with Protection\nFrom Evil 10' Radius.\n\nProtection from Petrification\n&lt;----------------------------------------------------------------------&gt;\nPetrification attacks aren't an issue in Baldur's Gate 2... in fact,\nI can't remember a single Basilisk in the entire game... you don't need\nthis spell.\n\nReflected Image\n&lt;----------------------------------------------------------------------&gt;\nA poor man's Mirror Image, it give you one image that mimmics the\ncaster. Foes attacking the caster have a 50% chance to hit the image,\nand a 50% chance to hit the caster... if the image is struck, it\nvanishes. Sounds useful, but considering that Mirror Image does the\nsame thing-but with two-to-eight images, you're better off just\nwaiting.\n\nShield\n&lt;----------------------------------------------------------------------&gt;\nLike Armor, this spell drops your Armor Class. Unlike Shield, Armor,\nhowever, this spell drops your Armor Class to four against melee\nattacks, and two against missile attacks... that's a six or eight\npoint bonus. It also renders you immune to Magic Missiles! Score.\nUnfortunately, it-like Armor-doesn't stack with whatever mundane armor\nyou may be wearing, and you'll have better permanent armor shortly into\nthe game.\n\nShocking Grasp\n&lt;----------------------------------------------------------------------&gt;\nAnother crappy 1st-level damage-dealer, it deals 1d8+1 point of damage\nper level and the opponent has to be touched for the spell's damage to\nbe done. You miss, you wasted the spell. Me? I'd rather take the sure\ndamage of Magic Missile any day.\n\nSleep\n&lt;----------------------------------------------------------------------&gt;\nSleep is one of the best low-level Mage spells in the game. It'll force\nall critters within a 15-foot radius to save at -3 or fall asleep for\nfive rounds per level.. an insane amount of time, and more than enough\ntime to kill any and all affected critters. Against high-level enemies\n(those with 4+3 Hit Dice or more) it's useless... which means despite\nall its merits in the first game, it's useless now.\n\nSpook\n&lt;----------------------------------------------------------------------&gt;\nThis spell causes one creature to Save versus Spells are run away scared\nfor the duration of the spell. The target suffers a -1 save penalty\nagainst the effect for every two levels of the caster, up to -6 at 12th\nlevel... which is actually pretty decent. What's not decent, however, is\nthe aforementioned duration, a mere three rounds. You have far better\ndebuffs to cast.\n\n2nd Level Arcane Spells\t\t\t\t\t\t{SPT018}\no======================================================================o\n***TOP SPELLS***\nBlur: Gives caster bonus to Armor Class and Saving Throws.\n  ---\nKnock: Open locked containers\/doors.\n  ---\nMirror Image: Creates 2-8 illusory images which confound attackers.\n  ---\nResist Fear: Removes fear effects in area.\n\nAgannazar's Scorcher\n&lt;----------------------------------------------------------------------&gt;\nThis spell creates a 15 foot long jet of flames that deals 3-18 damage\nto everything in its path. Technically, it's possible to hit several\nfoes in one cast, but this requires some good luck as to where the foes\nplace themselves. Frankly, there are many, many other 2nd-level spells\nworth casting long before your need to settle for a mediocre damager\nlike Agannazar's Scorcher... for instance...\n\nBlur\n&lt;----------------------------------------------------------------------&gt;\n...Blur. One of the best defensive spells a Mage has to offer, this\nspell forces enemies to suffer a -3 penalty to attack rolls, and gives\nthe Mage a +1 bonus to Saving Throws. At four rounds +2 rounds per\nlevel, it should last an entire encounter once you hit higher levels.\nGranted, for most of the first game it won't really be worth casting,\nbut once your Armor Class and level improves, it'll be a spell you'll\nlean on heavily before any large encounter. It might seem over-shadowed\nby spells like Improved Invisibility, but actually the game's AI\nactually favors Blur. Why, you ask? If you're invisible, you will\nprovoke a True Sight from many enemy spell-casters... which of course,\ndispels all your illusions. This is almost guaranteed in Throne of\nBhaal, to the point where Improved Invisiblity actually compromises\nyour defenses. Spells like Blur and Mirror Image, however, will not\nprovoke such a response.\n\nChaos Shield\n&lt;----------------------------------------------------------------------&gt;\nThis spell is a booster for Nahal's Reckless Dweomer, boosting your roll\non your magic surge table by 15. This turns your pathetic odds to...\nwell, still pathetic, but somewhat plausible. Still, a booster spell for\nanother spell that I don't consider worth the trouble, what do you think\nmy suggestion is?\n\nDeafness\n&lt;----------------------------------------------------------------------&gt;\nThis spell affects one creature and it attempts to deafen the foe, which\ngives them a 50% chance of spell failure. Honestly, however, I'd rather\njust let my Clerics cast Silence 15' Radius, which imposes a -5 save\npenalty, is an area-of-effect spell, and outright prevents affected \ncreatures from casting... which makes Silence 15' Radius superior in\nevery category, really. Even better still is Insect Plague, so you can\nsafely ignore this spell.\n\nDetect Evil\n&lt;----------------------------------------------------------------------&gt;\nIt's... not a great spell, and I wouldn't keep one prepared, it might\nprove interesting from time to time. If you follow my guide, however,\nyou will know who to attack and who to leave alone, alignment be damned.\n\nDetect Invisibility\n&lt;----------------------------------------------------------------------&gt;\nWhy would you ever use this half-measure when you could cast True\nSight?\n\nGhoul Touch\n&lt;----------------------------------------------------------------------&gt;\nA thoroughly bad debuff, this spell attempts to paralyze a foe... as if\nyou were a Ghoul, see? Unfortunately, you need to touch an enemy for the\nspell to work and it imposes no save penalty whatsoever.\n\nGlitterdust\n&lt;----------------------------------------------------------------------&gt;\nGold! Glitterdust creates a cloud of adhesive, glowing, golden particles\nthat cover foes in the area of effect if they fail a save with a -4\npenalty. Affected creatures are blinded (-4 penalty to attack rolls,\nSaving Throws, and Armor Class) and invisible creatures are revealed.\nMore good news? It's party-friendly! Unfortunately it only lasts four\nrounds, and we need not ever consider 2nd-level spells when we've got\naccess to far superior debuffs like Slow and Chaos.\n\nHorror\n&lt;----------------------------------------------------------------------&gt;\nHorror was one of the most overly-abused trump cards the computer\nemployed in the first game... now it's more of a property than a spell\nmost foes will employ (ignoring Symbol: Fear, which is a superior\nspell.) As for you, and this spell... it's day is done. You have better,\nhigher-level spells you can cast if you want to break up enemy groups.\n\nInvisibility\n&lt;----------------------------------------------------------------------&gt;\nAn interesting spell... it makes the caster... well, invisible, of\ncourse. It might seem somewhat useful, strategically, as your Mage\nwould be better able to get into position while invisible, no? Sure,\nbut remember that in Baldur's Gate 2 the computer has access to True\nSight, and many spell-casters will employ it to expose invisible or\nsneaking characters. That being the case, it's probably not going to\nprove interesting very often.\n\n*Knock\n&lt;----------------------------------------------------------------------&gt;\nAnother essential Mage spell that has absolutely no use in combat. You\nneed to unlock something? Use Knock. If you're blessed with a Thief of\nany quality, you can skip on this spell, but considering the diminished\nstatus of 2nd-level spells in Baldur's Gate 2, you really don't have\nanything better to fill your spellbook up with.\n\nKnow Alignment\n&lt;----------------------------------------------------------------------&gt;\nWant to know somebody's alignment? Cast this spell. Simple as. Of\ncourse, why do you care anyways? If they're not evil, you don't need to\nworry, and if you follow my guide, you'll know what to do without having\nto pry into everybody's alignment.\n\nLuck\n&lt;----------------------------------------------------------------------&gt;\nThis spell absolutely reeks with suckness. It gives a '5% bonus' to any\nand all actions... whatever the hell that means. I have to assume,\nhowever, that on a d20 system... 5% equals a +1 bonus. See? I can do\nmath. The real suck, however, is that it's a low-powered buff that only\naffects one person, and lasts all of three rounds. It's hard to imagine\na more underwhelming buff.\n\nMelf's Acid Arrow\n&lt;----------------------------------------------------------------------&gt;\nIt might have been an average damage-dealer in the first game, but now,\nit just takes too long to do too little damage. Honestly, I prefer Magic\nMissile, and I'd rather save my 2nd level spells slots for defense\n(Mirror Image, Blur) or utility (Knock).\n\n*Mirror Image\n&lt;----------------------------------------------------------------------&gt;\nYou conjure 2-8 images which mimic the caster and confuse enemies.\nAttacks made against the caster have a chance of hitting the caster, or\na chance of hitting one of the images... presumably proportional to the\nnumber of images you have. On it's own, it's a pretty good defensive\nspell. Combined with Blur and Stoneskin, it makes a Mage nearly\ninvulnerable to melee attacks.\n\nPower Word: Sleep\n&lt;----------------------------------------------------------------------&gt;\nIntroducing the Power Word spells-they allow no save, affect one\ncreature, and deal various forms of badness. The only defense against\nthem is being above their Hit Point threshold. In this case, the\nthreshold is twenty Hit Points. Everything with fewer Hit Points than\nthis is put to sleep-period. Undead, of course, are not affected... and\nhonestly, most foes in the game will be too powerful for this. \n\nRay of Enfeeblement\n&lt;----------------------------------------------------------------------&gt;\nCast this bad ray at a creature and they must make a Saving Throw vs.\nSpells (at no penalty) or have their Strength reduced to five for one\nround per level. No penalty, one target? No thanks.\n\n*Resist Fear\n&lt;----------------------------------------------------------------------&gt;\nIf an enemy gets off a Symbol: Fear spell, or you succumb to a dragon's\nor demon's fear aura, it can easily end in a reload. If you have one of\nthese spells prepared, however, you have nothing to fear... or at least,\nyou need not fear fear. A great protective spell, I tend to just make my\nClerics prepare Remove Fear, as 2nd level Mage spell slots are more\nprecious, and 1st-level Cleric spells are much less so.\n\nStinking Cloud\n&lt;----------------------------------------------------------------------&gt;\nStinking Cloud creates nauseating clouds in a 15-yard radius that forces\nenemies to save or be rendered helpless for 1d2 rounds. Lasting one\nturn, this spell might not keep enemies down as long as Sleep, but it\nhas no Hit Dice limit. It used to be one of the best early debuffs in\nthe first Baldur's Gate, but it's far less useful in Baldur's Gate 2\nas compared to higher-level spells.\n\nStrength\n&lt;----------------------------------------------------------------------&gt;\nThis crappy spell sets the Strength score of the target up to 18\/50...\nor rather, sets it to 18\/50, potentially lowering their Strength if it's\nhigher. For some characters with mediocre Strength-Jaheira and Keldorn,\ncome to mind-this spell might prove to be a useful buff, but it's really\nunnecessary for most fights, and where it'll prove useful, Potions of\nGiant Strength abound, and later on, you'll find many items that\nimprove your Strength while worn.\n\nVocalize\n&lt;----------------------------------------------------------------------&gt;\nAllows the caster to cast spells without making use of its verbal\ncomponent... or in other words, you can cast spells silently. The\npractical implications of this spell? It allows you to cast spells\nwhile silenced. It only lasts a turn, however, and very few enemies\ncast Silence. I have never found a use for this spell.\n\nWeb\n&lt;----------------------------------------------------------------------&gt;\nWeb funcitons alot like Stinking Cloud-at least in its overall effect.\nCreatures in the area-of-effect who fail their Saving Throw are\nhelpless. Good stuff. It's got a five yard per level radius (up to a\n30 foot radius), lasts two turns per level, and imposes a -2 save\npenalty. It can't, however, compare to higher level spells which we'll\nhave in abundance.\n\n3rd Level Arcane Spells\t\t\t\t\t\t{SPT019}\no======================================================================o\n***TOP SPELLS***\nDispel Magic: Removes buff\/debuffs from all creatures in area.\n  ---\nHaste: Doubles movement speed, gives an extra attack per round.\n  ---\nSlow: Slows targets, massive penalties to attack rolls and Armor Class.\n\nClairvoyance\n&lt;----------------------------------------------------------------------&gt;\nThis spell removes the fog-of-war in any outdoor area, but it does not\nshow creatures, and it does not allow you to 'see' what's in the area,\nexactly. Again, it just removes the fog-of-war... you know, all that\nblack crap that's everywhere in a new area? Instead of casting this\nspell, why not just walk around? Seriously I can't think of a single\ntime where this spell is useful.\n\nDetect Illusion\n&lt;----------------------------------------------------------------------&gt;\nDetect Illusion dispells illusion spells of 3rd level or lower in a\n20-foot radius... which means Invisibility, Mirror Image, Blur... the\nweakest, but also fairly common illusion spells. Of course, many foes\nalso use Shadow Door, Mislead, Improved Invisibility, etc., which this\nspell does nothing against. Just think instead of this, you could\nprepared a shiney new Dispel Magic, which works on almost all spells.\nEven better, you could go for True Sight, the REAL illusion-buster in\nBaldur's Gate 2.\n\nDire Charm\n&lt;----------------------------------------------------------------------&gt;\nJust like Charm Person, but with no save bonus for targets. There are\nfar more useful 3rd-level spells to prepare.\n\n*Dispel Magic\n&lt;----------------------------------------------------------------------&gt;\nAny time you fight spellcasters, they'll attempt to buff themselves and\nhit you with debilitating spells. Dispel Magic should therefore be\nmemorized at least once by every spellcaster in the game, as it gives\nyou a chance to take down a protected Mage, or free your characters\nfrom the effects of another spell. Dispel Magic is your magical safety\nnet, and every caster should have one prepared at all times.\n\nFireball\n&lt;----------------------------------------------------------------------&gt;\nFireball has its uses, as might be expected from an iconic Mage spell.\nThe first time I played this game, I was much less refined in my\ntactics, and was overjoyed by this brute force option. Still...\nexperience has taught me that buffs like Haste and debilitative spells\nlike Chaos are much better spells. That being the case, I rarely bother\nusing this spell.\n\nFlame Arrow\n&lt;----------------------------------------------------------------------&gt;\nA single-target damage-dealer that's far easier to control, and hence,\nmore useful than Fireball in some circumstances. It deals 4d6 fire\ndamage and 1d6 piercing damage, but the target can save for half the\nfire damage. Like Magic Missile, you obtain another missile-for this\nspell, once every 5th level-so that's two bolts at 10th level, three at\n15th, four at 20th, and so on... This spell is like a beefier Magic\nMissile, and it has the same usefulness. On its own, it's fairly weak,\nbut if you chain a few of them together with Spell Trigger, it can\nbecome monstrously strong... It gets a place of honor in one fight\nlate in the game, but otherwise, it's ignorable.\n\nGhost Armor\n&lt;----------------------------------------------------------------------&gt;\nYeah, you knew there'd be more of these spells, didn't you? Like the\nold 1st-level Armor spell, I consider these spells useless for\nsingle-class Mages. They should be kept out of combat anyways, but for\nmulti-or-dual-class Mages? Well, let's be honest... you can get better\npermanent armor than these spells provide. Ignore Armor, and ignore\nGhost Armor.\n\n*Haste\n&lt;----------------------------------------------------------------------&gt;\nHaste is the best buff in the game, hands down. In every somewhat\ndifficult encounter, you should employ Haste. It just doubles your\noffensive power. Literally, it gives an extra attack per round and\ndoubles you movement speed. Good stuff, indeed. Keep one ready on every\ncharacter who can cast it.\n\nHold Person\n&lt;----------------------------------------------------------------------&gt;\nJust like the 2nd-level Cleric spell, this spell attempts to 'hold', or\nparalyze a target, and also affects nearby targets in a 7.5-foot radius.\nIt only affect man-sized humanoids, but fortunately, they're common. No\nsave penalty, and it only lasts 10 rounds... which is long enough to\nkill them and then some, to be fair. Still, almost anything I would use\nthis on, I could just use Chaos on instead. Bigger radius, save\npenalty... Yeah, you don't need this spell.\n\nHold Undead\n&lt;----------------------------------------------------------------------&gt;\nJust like Hold Person, but for undead, which are normally immune to\nthese types of spells. It affects all enemies in a 10-foot radius, which\nis a decent radius, but it imposes no save penalty. There are better\nways to deal with undead.\n\nInvisibility 10' Radius\n&lt;----------------------------------------------------------------------&gt;\nLike Invisibility, but for everybody in an area! It's just as likely to\nbe dispelled with True Sight, and there's only one time in the entire\ngame where I suggest its use.\n\nLightning Bolt\n&lt;----------------------------------------------------------------------&gt;\nThis is an interesting damage-dealing alternative for enclosed spaces,\nwhere you can try and bounce it off walls to deal outrageous damage.\nMultiple hits will dispatch most enemies. It's a gimmick, however, and\nI rarely ever use it, as I'm just not good at aiming it, and generally\nfind it unreliable.\n\nMelf's Minute Meteors\n&lt;----------------------------------------------------------------------&gt;\nThis spell creates one globe per level of the caster, which can then be\nthrown by said caster (with a +5 bonus to hit). Each 'meteor' that hits\ndeals 1d4+3 points of damage, plus three fire damage, and the caster can\nhurl five such 'meteors' per round. Quick, somebody explain to me how,\nexactly, this spell is superior to Magic Missile? More damage? Sure, a\nbit, but it's a 3rd-level spell-I'm not using up a 3rd-level spell slot\nfor 7-10 damage instead of 2-5 per missile. Also, you have to actually\nhit the target with all five missiles-attack rolls and all that, which\nis something a Mage can't exactly count on, can they? I'll stick to\nMagic Missile, myself.\n\nMinor Spell Deflection\n&lt;----------------------------------------------------------------------&gt;\nThis spell absorbs a number of spells directed at the caster, up to four\nspell levels worth... unless it's an area-of-effect spell, or a\nstationary spell effect like Cloudkill or Web. Considering that many\nspells you'll encounter in this game are area-of-effect spells... you\nmight as well just ignore this spell...\n\nMonster Summoning I\n&lt;----------------------------------------------------------------------&gt;\nIf you think summoning one or two weak monsters will help you out,\nyou're in for a rough time... just ignore this useless spell.\n\nNon-Detection\n&lt;----------------------------------------------------------------------&gt;\nThis spell makes you immune to scrying attempts, spells like\nClairvoyance, Invisibility Purge, etc. You know how many foes will\nuse these spells? None. You will never need this spell.\n\nProtection From Cold\n&lt;----------------------------------------------------------------------&gt;\nProtection From Cold does just that-reduces the cold damage that comes\nyour way by 50%. You'll face cold attacks very rarely, so preparing a\n3rd-level spell to do so is just a waste. Just use the 2nd-level Cleric\nspell 'Resist Fire and Cold' instead.\n\nProtection From Fire\n&lt;----------------------------------------------------------------------&gt;\nLike Protection From Cold-it protects you against 50% of fire damage\nthat comes at you. Fire damage is more common than cold, but still,\nI suggest the Cleric spell 'Resist Fire and Cold' instead.\n\nProtection From Normal Missiles\n&lt;----------------------------------------------------------------------&gt;\nMakes a target invulnerable to normal (non-magical) missiles for five\nturns. This spell is pretty useless in this game. Any foe shooting\nmundane missiles at you probably isn't much of a threat, and any foe\nwith magical missiles will ignore it.\n\nRemove Curse\n&lt;----------------------------------------------------------------------&gt;\nYou pick up a shiny new ring and stupidly put it on your finger not\nknowing what it is, and boom! Wertle-wertle-woo for you. Honestly,\nthat's really the only way to get cursed in this game, save for perhaps\nshort-term spells like Doom, and who cares about that anyways? You can\nalways go to a church to have curses removed, but this is cheaper. You\nprobably will never need to use this spell.\n\nRemove Magic\n&lt;----------------------------------------------------------------------&gt;\nHailed as the 'combat version' of Dispel Magic, it functions exactly\nthe same way... save that it only removes buffs\/debuffs on foes. This\nmight sound handy, and it is-if you have the extra 3rd-level spell\nslots. On the other hand, it won't save you if you have debuffs\naffecting your party, so it's got much less utility overall than Dispel\nMagic, if you have any aim. I'll be honest, I've never found a need \nfor this spell. General party-buffs amongst your foes are rare, and\nthere are better spells for taking down more potent, individual buffs.\n\nSkull Trap\n&lt;----------------------------------------------------------------------&gt;\nCreate a... skull trap that explodes when enemies get too close to it,\ndealing 1d6 points of damage per level to all critters in a 20-foot\nradius. Honestly, I prefer Fireball. I can aim it, and decide what gets\nhit, when. No need to lure foes into a trap with the hope that it'll\naffect a good number of them.\n\n*Slow\n&lt;----------------------------------------------------------------------&gt;\nThis spell affects all enemies in a 30-foot radius, and any melee\ncharacter affected might as well be dead. It forces them to move and\nattack at half the normal rate, and imposes a -4 penalty to attack rolls\nand Armor Class. Enemies save against this effect at a -4 penalty.\nWhen faced with a group of sturdy melee enemies, there's little better\nto cast.\n\nSpell Thrust\n&lt;----------------------------------------------------------------------&gt;\nRemoves a number of spell defenses, including Minor Spell Deflection,\nMinor Globe of Invulnerability, Spell Immunity and Minor Spell Turning.\nSpell Immunity can be particularly troublesome, since it can prevent\nmore sophisticated take-down tactics and debuffs, but it's a rare cast\nby enemies in this game, and the other spells are much less fearsome.\n\nVampiric Touch\n&lt;----------------------------------------------------------------------&gt;\nDeals 1d6 damage per every two caster levels (up to 6d6 damage), and\nheals the caster for that amount. Unfortunately, it's a touch spell\n(see the word 'touch' in the name?) so its utility for a single-classed\nMage is dubious, at best. \n\n4th Level Arcane Spells\t\t\t\t\t\t{SPT020}\no======================================================================o\n***TOP SPELLS***\nConfusion: Foes in area are confused unless they save at -2.\n  ---\nGreater Malison: Reduces saves by 2, softening up foes.\n  ---\nImproved Invisibility: Recepient can't be targeted by spells.\n  ---\nMinor Sequencer: Chain two spells of 2nd-level or lower.\n  ---\nStoneskin: Negates physical attacks entirely.\n\n*Confusion\n&lt;----------------------------------------------------------------------&gt;\nConfusion is a great debilitating spell, but inferior to Chaos, which\noutshines it in every way. Still, it forces all enemies in a 30-foot\nradius to save at -2 or wander around, go berserk, or simply stand\nthere. Simply put, it breaks up all effective resistance and wins\nfights.\n\nContagion\n&lt;----------------------------------------------------------------------&gt;\nA fourth-level debilitator with no save penalty? How well do you think\nthis spell is going to do? Ah well, let's get it over with... this spell\nattempts to cause 'major disease and weakness' in a creature. The target\nsuffers a -2 penalty to Strength, Dexterity, and Charisma, and they\nare slowed. One target. No save penalty. Compare this spell to, say,\nSlow. Wouldn't you be better served by slowing a group of foes at a -4\nsave penalty? You would. Ignore this spell.\n\nEmotion, Hopelessness\n&lt;----------------------------------------------------------------------&gt;\nLike Confusion, but with no save, and enemies 'sleep' (lie down and\nremain helpless) for the duration of the spell. If it weren't for the\nlack of a save penalty, it would be a great spell.\n\nEnchanted Weapon\n&lt;----------------------------------------------------------------------&gt;\nCreates a +3 weapon that can be used by anybody-either a Mace, Axe,\nLong Sword, or Short sword. Or... you could just get a permanent weapon.\n\nFarsight\n&lt;----------------------------------------------------------------------&gt;\nAllows you to see an unexplored section of map, much like Clairvoyance.\nSomething else that reveals unexplored sections of map? Exploring it.\nSave the spell-slot, just sneak around with a Thief or Ranger.\n\nFireshield (Blue)\n&lt;----------------------------------------------------------------------&gt;\nAn aggressive form of defense, this spell surrounds the caster with a\nshield of 'ice flame'. Yeah, makes sense to me. The caster gains 50%\nCold Resistance and foes that strike in melee suffer 1d8+2 points of\ndamage per hit. It's decent damage, but a single-classed Mage really\ncan't accept the damage trade-off. A Fighter\/Mage might be able to\nhandle the abuse, however, but where it really shines is combined with\nStoneskin, where you take no damage, and the enemy suffers for removing\neach skin.\n\nFireshield (Red)\n&lt;----------------------------------------------------------------------&gt;\nSame thing as Fireshield (Blue), save that Fireshield (Red) is... well,\nactually a FIREshield. It grants 50% resistance to fire damage and deals\n1d8+2 fire damage each time an enemy strikes you in melee.\n\n*Greater Malison\n&lt;----------------------------------------------------------------------&gt;\nHit enemies with this before casting other spells that allow saves and\nyou'll stand a greater chance of affecting your enemies. If it's used\nto soften up foes before hitting them with Chaos, Insect Plague, Finger\nor Death, or a Vorpal weapon, it becomes downright unfair.\n\nIce Storm\n&lt;----------------------------------------------------------------------&gt;\nA direct-damage dealing area of effect spell that allows no save. Sound\ngood? Here we go-it only deals 2d8 damage per round (lasting four\nrounds) and is not party friendly. So... why cast something with less\ndamage potential than an 9th-level Mage's Fireball?\n\n*Improved Invisibility\n&lt;----------------------------------------------------------------------&gt;\nAnother great defensive spell, it imposes a -4 penalty to the attack\nrolls of enemies, and gives the caster a +4 bonus to saving throws. Best\nof all, you can't be targeted with spells until the invisibility is\ndispelled. It does, however, have one Achilles heel-the spell True\nSight, which will be employed against you if you've got an invisible\ncharacter. By Throne of Bhaal, this counter is so widespread that this\nspell is all but useless... in the mean time, however, abuse it.\n\nMinor Globe of Invulnerability\n&lt;----------------------------------------------------------------------&gt;\nThis spell makes you immune to 1st-3rd level spells... alas, since most\ndangerous spells are now higher-level affairs, this is no longer the\ndefensive spell it used to be. Most foes will refrain from casting\nsuch weak spells until they're out of superior spells... and if you\ncan't kill a Mage slinging Melf's Acid Arrows at you... well, you\ndeserve to lose.\n\n*Minor Sequencer\n&lt;----------------------------------------------------------------------&gt;\nThis spell can be quite useful, as it allows the caster to chain two\nspells of 2nd-level or lower together in one quick cast. Want to pelt a\nfoe with two Magic Missile spells in one round? Or instantly bring up a\nMirror Image and Blur? This is the way to do it. Best of all, you can\ncast this spell, prepare the Sequencer, remove this spell, and the\nspells you are chaining together, as well. The only limitation is that\nyou must have the spells you want to sequencer memorized at the time\nyou cast the sequencer. The only real limitation this spell has? Well,\nyou don't get it until awfully late in the game...\n\nMonster Summoning II\n&lt;----------------------------------------------------------------------&gt;\nLike the 3rd level spell, but it'll summon a few more Hit Dice of\nmonsters... still not enough to make it useful, however.\n\nOtilukes's Resilient Sphere\n&lt;----------------------------------------------------------------------&gt;\nI'll admit, I like the idea of this spell. Taking a foe out of a fight\nlong enough to deal with its buddies makes me feel all strategyful, and\nstuff. But it's just not a good spell. Otiluke's Resilient Sphere\ncaptures a single foe in a 'globe of shimmering force', which prevents\nthe trapped critter from affecting the outside world, and vice versa.\nStill, it's a single creature, the spell has no save penalty, and it\nonly lasts a turn... granted, probably enough time to resolve any\nfight... but... Slow, Confusion, or Chaos would all be superior casts.\n\nPolymorph Other\n&lt;----------------------------------------------------------------------&gt;\nTurns another foe into a Squirrel... still, it imposes no save\npenalty and only affects a single target. It's more of a humorous\nspell, than a serious tactical solution to any fight.\n\nPolymorph Self\n&lt;----------------------------------------------------------------------&gt;\nAllows the caster to assume the form of another creature, which you can\nselect from a short list of the following (as per the spell's in-game\ndescription):\n\nGnoll: wields a magical +1 halberd (+1 fire damage and strikes as an\n       enchanted weapon +3)\n\nMustard Jelly: capable of slowing opponents (if they fail a Saving\n               Throw when hit)\n\nOgre: capable of causing massive damage with its fists\n\nSpider: causes poison when it hits an opponent.\n\nYou can also assume the form of a Brown Bear, Black Bear, or Wolf... but\nthese shapeshifts suck. Just ask any Druid. So, let's look at these in\ndepth, shall we?\n\nFirst, you can change to any of these creatures at will-and back again-\nfor the entire duration of the spell, a passable one turn, plus three\nrounds per level, so you can change your form as events necessitate.\nYour statistics and attributes are affected by each form, which is not\nmentioned by the spell, but which I will show below. Also, you cannot\ncast spells while polymorphed-something to keep in mind, to be sure.\nYour natural Armor Class may change, as well-magical protections will\nstill be counted, but armor will not. You can equip and unequip\nclothing, jewelry, and armor at will, but not weapons.\n\nFlind\nArmor Class (Base): 2\nStrength: 17\nDexterity: 17\nConstitution 12\n\nMustard Jelly\nArmor Class (Base): 4\nStrength: 14\nDexterity: 9\nConstitution 9\nCold Resistance: 50\nElectrical Resistance: 100\nMagic Resistance: 125\nMagic Cold Resistance: 50\nSlashing Resistance: 30\nCrushing Resistance: 30\nPiercing Resistance: 100\nMissile Resistance: 85\n\nOgre\nArmor Class (Base): 5\nStrength: 18\/00\nDexterity: 9\nConstitution 18\n\nSpider\nArmor Class (Base): 1\nStrength: 16\nDexterity: 16\nConstitution 9\n\nSo... there everything is, all pink and naked. Honestly, I don't see\nthe point in turning a Mage into a melee creature, especially one that's\nlikely to be rather weak compared to your mainstay warriors...\nIf anything, however, the Mustard Jelly is interesting for its\nresistances, if nothing else. I never make use of this spell, but if\nyou feel like giving it a go... eh... it's your Mage's funeral.\n\nSecret Word\n&lt;----------------------------------------------------------------------&gt;\nDispels one spell protection of 8th-level or lower, including Minor\nSpell Turning, Minor Globe of Invulnerability, Spell Immunity, Spell\nDeflection, Spell Turning, and Spell Shield. It's... an option if you\ndon't want to use Spell Thrust, but there are far too many good\n4th-level spells to bother with this.\n\nSpider Spawn\n&lt;----------------------------------------------------------------------&gt;\nAllows you to summon one (80%) or two (20%) spiders of types that vary\nby level. At 8th-level or lower, you summon wussy Giant Spiders, at\n9th-11th levels you'll summon Phase Spiders, and at 12th-level and\nhigher you'll summon Sword spiders. None of these creatures really have\nthe muscle you'll want in a summoned creature.\n\nSpirit Armor\n&lt;----------------------------------------------------------------------&gt;\nThe strongest of the armor spells, this particular version creates an\nintangible suit of armor that grants an Armor Class of one. It doesn't\nstack with other armor, but it will stack with Dexterity bonuses,\nmagical protections, and shields. When the spell ends, it'll deal 2d4\npoints of damage to the caster. It's actually potentially very nice\narmor, but honestly, it'll only drop the Armor Class of a well-equipped\nFighter\/Mage by a few points.\n\n*Stoneskin\n&lt;----------------------------------------------------------------------&gt;\nThe ultimate physical defensive spell, Stoneskin makes the caster\noutright immune to physical damage. It'll absorb a number of attacks\nequal to the number of 'skins' or layers it has. The caster has one\nskin per two levels, which means a high-level Mage could ignore over\na dozen melee attacks. These skins last until absorbing (and negating)\nattacks, or until its whopping 12-hour duration ends. On its own, it's\nwonderful physical defense. Mixed with a good Armor Class, and other\ndefensive spells like Blur and Mirror Image, and it'll make the Mage\nnearly invulnerable to melee damage. It's the best thing a Fighter\/Mage\ncan cast in most fights, and really, you should keep one prepared at\nall times... which essentially means it's my 4th-level spell of choice\nfor my Fighter\/Mage. It's less useful on single-classed Mages, since\ntheir Armor Class is inferior and they don't tend to be exposed to\nphysical assaults often, but it's still useful for them, as well.\n\nTeleport Field\n&lt;----------------------------------------------------------------------&gt;\nRandomly teleports all foes in the area of effect to... another spot in\nthe area of effect. I really can't think of a great use for this spell,\nas the radius is actually rather small (it sure doesn't look like a\n30-foot radius on screen, to me). I suppose indoors you could get lucky\nand teleport a foe into another room, hence costing them... I don't\nknow, a round to walk back and continue attacking? Or perhaps you'll\nteleport a vulnerable spell-caster closer to your hungry warriors.\nUltimately, it's just too random for me to bother with. Yes, random in\na way that Saving Throws are not. Shut up. At least with spells like\nHorror, Slow, Confusion, or Chaos, I know that there's a good chance\nat least one foe will be affected in a way that helps my cause.\n\nWizard Eye\n&lt;----------------------------------------------------------------------&gt;\nCreates an invisible sensory organ that... essentially allows him to\nspy around and explore the level. Like all other Mage-spy spells, why\nnot just explore? Why waste a 4th-level spell slot to do what a hidden\nRanger or Thief can do?\n\n5th Level Arcane Spells\t\t\t\t\t\t{SPT021}\no======================================================================o\n***TOP SPELLS***\nBreach: Dispels all combat protections on a target.\n  ---\nChaos: Foes in area are confused unless they save at -4.\n  ---\nLower Resistance: Lowers targets Magic Resistance by 10% + 1%\/level.\n  ---\nSpell Immunity: Makes caster immune to spells from one school.\n\nAnimate Dead\n&lt;----------------------------------------------------------------------&gt;\nJust like the 3rd-Level Cleric spell of the same name, this spell\nallows you to summon undead to fight for you. In Baldur's Gate 2, with\nthe level range you'll be dealing with, it pretty much means you'll be\nsummoning a Skeleton Warrior. A fairly beefy foe... in Baldur's Gate 1,\nit's no longer much in the way of a threat to... much of anything,\nreally. The game has changed and victory now favors new tactics.\n\n*Breach\n&lt;----------------------------------------------------------------------&gt;\nDispels all 'specific and combat protections on a target creature',\nincluding Shield, Protection Circle, Resist Fear, Protection From\nFire\/Cold, Fireshield, Protection From Acid, Protection From\nElectricity, Protection From Magic Energy, Protection from The Elements,\nProtection From Energy, Protection From Normal Missiles, Protection From\nNormal Weapons, Protection From Magic Weapons, Stoneskin, Armor, Ghost\nArmor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle.\nNo save, no check, no magic resistance, it's just gone. That's alot of\nspells, and you new gamers out there might not know the signifigance of\nthis spell... but that's what I'm here for, right? Almost every Mage in\nBaldur's Gate 2 will, in combat, throw up a Stoneskin and\/or Protection\nfrom Magic Weapons. Since your warriors are probably the characters most\nlikely to chop down these Mages, these spells can effectively retard\ntheir ability to harm the Mage, which in turn will allow said Mage to\nmake your life miserable by casting spells. This spell should be used\nany time a Mage brings up one of those two spells, and really, it's just\nessential to Mage take-down tactics in this game. Every Mage who can\ncast it should have at least one prepared at any time, and potentially\na few more, if expecting Mage-heavy opposition. It is worth noting that\nthe only effective way to counter Breach is with Spell Immunity that\nprotects against Abjuration. Don't worry, however. You will almost\nalways be on the casting end of this spell.\n\n*Chaos\n&lt;----------------------------------------------------------------------&gt;\nThis spell is one of the go-to debilitator for Baldur's Gate 2...\nForcing a save at -4 is just not fair. Otherwise it works just like\nConfusion. Get used to hearing about this spell, as I'll be comparing\n5th-level spells to it at every turn.\n\nCloudkill\n&lt;----------------------------------------------------------------------&gt;\nThe only effective use of this spell that I can think of is in\nconjunction with Animate Dead and Stinking Cloud. Your Skeleton Warriors\ncan simply distract enemies and cause them to take damage while they\nremain within the Cloudkill. Still, at 1d10 damage per round, it's not a\ngreat way to destroy enemies... not when you can just hit them with\nChaos, instead.\n\nCone of Cold\n&lt;----------------------------------------------------------------------&gt;\nCreates a... cone of cold, dealing 1d4+1 damage per level to all\ncreatures in the area. Not party friendly, but what do you expect?\nCreatures inside the area can save for half. It's not a bad damage\ndealer, really, but it's not exceptional, either.\n\nConjure Lesser Air Elemental\n&lt;----------------------------------------------------------------------&gt;\nConjures an 8 Hit Dice Air Elemental to do the caster's whim until the\nspell expires. Note that there are two problems with this spell. First,\nan 8 Hit Dice Elemental is not the strongest of summoning spells in\nthe game, and will quickly become obsolete. Second, immediately after\ncasting the spell the caster becomes locked in a 'psychic contest' with\nthe elemental for three rounds, during which he attempts to establish\ncontrol. Three rounds of inactivity from your Mage is a terrible price\nto pay for any spell, and on top of that there's a 15% chance your Mage\nwill not come out on top... that being the case, your summoned elemental\nwill... well, attack you. And isn't that kind of the opposite of what\nyou were going for? Ultimately, I really can't suggest such a spell when\nClerics and Druids get superior, less tempermental elemental summoning\nspells. It still might be worth casting a few situtation early in the\ngame, as all elementals have one unique defensive property worth\nconsidering... they are immune to mundane and +1 weapons. So... when\nthere are a bunch of foes who don't have the requisitie equipment to\nplay, these spells are essentially cheap ways to take them out. It's\na tactic that quickly stops bearing fruit, however, but since it's one\nEdwin can potentially employ from the second you recruit him...\n\nConjure Lesser Earth Elemental\n&lt;----------------------------------------------------------------------&gt;\nConjures an 8 Hit Dice Earth Elemental to do the caster's whim until the\nspell expires. Note that this spell has the same liabilities as Conjure\nLesser Air Elemental.\n\nConjure Lesser Fire Elemental\n&lt;----------------------------------------------------------------------&gt;\nConjures an 8 Hit Dice Fire Elemental to do the caster's whim until the\nspell expires. Note that this spell has the same liabilities as Conjure\nLesser Air Elemental.\n\nDomination\n&lt;----------------------------------------------------------------------&gt;\nControl a creature's actions while affected by this spell. It's\nessentially the same as any Charm spell, but it imposes a -2 penalty to\ntheir Saving Throws. Oh, and it only lasts eight rounds. Again, I'd\nrather disable an entire group of foes with Chaos (at a -4 save!) than\ncontrol one.\n\nFeeblemind\n&lt;----------------------------------------------------------------------&gt;\nCast this spell for stupid-making. It's like watching to Fox News! The\ntarget saves at a -2 penalty and lasts indefinately-unless dispelled.\nThis spell lowers the target's Intelligence to three. On most foes, it's\nnothing serious, but if you hit a Mage with it... well, they won't be\ncasting anything, will they? Still, I'd rather... you guessed it, just\nuse Chaos. A foe affected by Chaos is not going to cast anything, the\nsave penalty is -4, and it affects a group.\n\nHold Monster\n&lt;----------------------------------------------------------------------&gt;\nLike Hold Person, but it affects pretty much any critter. It imposes a\n-2 save penalty and affects any foes within a very small 7.5-foot area\nof the target... which is, for all intents and purposes, adjacent. Chaos\nis still superior.\n\n*Lower Resistance\n&lt;----------------------------------------------------------------------&gt;\nA fair spell that should see its way into your spellbook from time to\ntime... at least until you have access to Pierce Magic, but I digress...\nLower Resistance does exactly what its name implies-it lowers the Magic\nResistance of a foe by 10% + 1% per caster level. Even a mid-level\ncasting of this spell will knock off about 25% Magic Resistance, and\nif you chain two of them and a Breach into a Spell Trigger... yeah, it's\nworth using to soften up some of the bigger foes in the game.\n\nMinor Spell Turning\n&lt;----------------------------------------------------------------------&gt;\nI typically stay away from spell turning spells simply because... well,\nI just don't find them all that useful, really. If you need real defense\nagainst spells-the best defense is a good offense. Take them down\nquickly with Breach and sharp, pointy things. Failing that, the next\nbest defense is an impenetrable defense, which this spell simply is not.\nRely on Spell Immunity and the Cloak of Mirroring and laugh as your\nfoes exhaust themselves trying to harm you-to no avail. This spell\ndoesn't contribute to either strategy, so I ignore it.\n\nMonster Summoning III\n&lt;----------------------------------------------------------------------&gt;\nLike the lower spells, but with stronger monsters. Still, not strong\nenough to bother summoning. A single conjured elemental will certainly\nbe strong enough to finish off anything this spell summons.\n\nOracle<\/pre>\n\n\n\n<pre id=\"faqspan-12\" class=\"wp-block-preformatted\">&lt;----------------------------------------------------------------------&gt;\nDispels all illusion\/phantasm spells of 5th-level or lower in the area,\nincluding Reflected Image, Invisibility, Mirror Image, Non-Detection,\nImproved Invisibility, and Shadow Door. Party Friendly. It also has a\nhuge radius, and considering that the only spell this really leaves out\nis Mislead... it seems like a good spell. And it is, but 5th-level\nspells are absurdly good throughout the entire game-you're always going\nto want Breach, and probably a few copies of it. 6th-level spells are\nsignificantly less impressive, and one of them is True Sight, a superior\nanti-illusion spell that has much less competition. Alas, Oracle, you\ntried well, but just didn't make the cut.\n\nPhantom Blade\n&lt;----------------------------------------------------------------------&gt;\nCreates a... yeah, a phantom blade that acts a +3 weapon, which the\ncaster is automatically proficient with. It deals +10 damage to undead,\nbut is otherwise not noteworthy. A possibility for a Fighter\/Mage, but\na single-classed Mage is wasting their time... and since you can get\nyour hands on permanent +3 weapons fairly early into the game, even\na combat-focused Mage can ignore this spell.\n\nProtection From Acid\n&lt;----------------------------------------------------------------------&gt;\nConfers complete invulnerability to acid. Fair enough, but you'll only\nencounter acid-using foes a few times in the game, and only once or\ntwice are they potent enough to even consider this spell.\n\nProtection From Electricity\n&lt;----------------------------------------------------------------------&gt;\nConfers complete invulernability to electricity. Again, you will seldom\nencounter electric damage, and... you know, I can only think of a\nsingle enemy that uses electricity potently or exclusively enough for\nthis spell to be worth casting... and even then, it's near the end of\nThrone of Bhaal, where you will doubtlessly have superior, more\nall-encompassing elemental protection, like Protection From the\nElements.\n\nShadow Door\n&lt;----------------------------------------------------------------------&gt;\nThis spell is essentially a 5th-level version of Improved Invisibility,\nsave with a longer duration. 4th-and-5th-level spells are highly\ncontested, but a Mage will certainly find it easier to spare a 4th-level\nspell slot for Improved Invisibility than they will a 5th-level spell\nslot for Shadow Door.\n\n*Spell Immunity\n&lt;----------------------------------------------------------------------&gt;\nThis is the best spell-defense in the game. Enemies tend to use a\nhandful of tried-and-true spells to destroy your party, and it can\nbe pretty frustrating if you don't know how to protect against them.\nUnwary players might fall victim to various Symbol spells when they\ninadvertantly stumble upon their first Lich (speaking from painful\nexperience here.) But fear not, for this is the solution. When you\ncast this spell you'll be prompted to choose what school to protect\nagainst. The best ones are Abjuration (Breach, Imprisonment) Conjuration\n(Symbol spells, Power Words), Necromancy (Horrid Wilting, Wail of the\nBanshee, Finger of Death), and Transmutation (Flesh to Stone). If you\ncast multiple instance of this spell, you can make yourself immune to\nmultiple spellschools. A character wearing the Cloak of Mirroring, with\nthree or four instances of Spell Immunity-Abjuration Conjuration,\nNecromancy, and Transmutation-is virtually immune to anything an enemy\nMage can throw at them. Just sit back, wait for them to deplete their\narsenals, and then destroy them.\n\nSpell Shield\n&lt;----------------------------------------------------------------------&gt;\nThis spell will protect you from one attempt to debuff your spell\nprotections, protecting against spells like Breach, Lower Resistance,\nPierce Magic, and Spell Thrust. If an enemy uses it, give them the\nold try, try again treatment. It's rare that an enemy will use Breach\nor other spell-strippers on you, however, so you probably won't need\nthis spell... and Spell Immunity (Abjuration) offers superior protection\nagainst all these spells.\n\nSunfire\n&lt;----------------------------------------------------------------------&gt;\nLike a Fireball centered around the caster, it deals 1d6 damage per\nlevel (up to a maximum of 15d6 damage). A protected Mage might make use\nof this spell, or perhaps a Fighter\/Mage, but honestly, I'd rather just\nuse a Fireball. Puts the Mage-and his allies-at much less risk.\n\n6th Level Arcane Spells\t\t\t\t\t\t{SPT022}\no======================================================================o\n***TOP SPELLS***\nDeath Spell: Kills weaker monsters and summons, no save.\n  ---\nPierce Magic: Dispels spell protections, lowers Magic Resistance.\n  ---\nTrue Sight: Dispels all enemy illusions in wide area for one turn.\n\nCarrion Summons\n&lt;----------------------------------------------------------------------&gt;\nLife just wouldn't be complete if we didn't start things out with a\ncrappy summoning spell, right? This spell summons one or two buffed-up\n(but still weak) Carrion Crawlers to fight for you. Pass.\n\nChain Lightning\n&lt;----------------------------------------------------------------------&gt;\nAt 1d6 points of damage per two levels, it can get up to a hefty bit of\ndamage, but note that it won't be until 20th level that it matches\nhumble Fireball, and almost all enemies struck will only take half\ndamage from being hit by an arc, instead of the main blast-and many\nwill save against that to halve the damage yet again. Still, no\nfriendly fire, which means you can use it at will. Keep in mind,\nhowever, that Horrid Wilting is vastly superior once you get access to\n8th level spells, and breaking up a group of foes with Chaos is\nprobably better than dealing a bit of damage with Chain Lightning.\nStill, until Pierce Magic becomes necessary you might as well fill up\nyour 6th level spell slots with something.\n\nConjure Air Elemental\n&lt;----------------------------------------------------------------------&gt;\nDidn't we just do this spell? Blah. It's the same as the 5th-level\n'lesser' version of the spell, but you've got a 60% chance of conjuring\na 12 Hit Dice elemental, a 35% chance of conjuring a 16 Hit Dice\nelemental, and a 5% chance of conjuring a 24 Hit Dice elemental. Still,\nthree rounds wasted in a staring contest after summoning, and a 15%\nchance it'll go berserk. There's also a good chance that, by the time\nyou can cast 6th-level spells, the novelty of immunity to +1 weapons\nhas worn off.\n\nConjure Earth Elemental\n&lt;----------------------------------------------------------------------&gt;\nSame as the previous spell, but with Earth Elementals. Wee...\n\nConjure Fire Elemental\n&lt;----------------------------------------------------------------------&gt;\nYeah, yeah, we get it...\n\nContingency\n&lt;----------------------------------------------------------------------&gt;\nI personally don't use Contingency often, as I'd rather control when\nmy buffs kick in, and honestly, the 'responses' we can pick for the\nContingency's trigger aren't very great. Enemies use it frequently,\nhowever, and it can be useful to pop on a Stoneskin, Mirror Image,\nand Blur on when the caster is threatened. It allows you to prepare up\nto 18 spell levels of spells, using no more than three spells, of up to\n6th level. All the spells must target the caster, so this is purely a\ndefensive measure.\n\nDeath Fog\n&lt;----------------------------------------------------------------------&gt;\nConjures up an acidic fog, dealing eight points of acid damage per\nround. It also has the added bonus of killing any and all summoned\ncreatures in the area, regardless of power or resistances. Score. Still,\ncloud spells tend to suck, since it's never easy to get foes to hang\naround in them... and I'm not fond of delayed gratification when it\ncomes to damage.\n\n*Death Spell\n&lt;----------------------------------------------------------------------&gt;\nAlthough it only affects creatures with 8 Hit Dice or less (by the book\nrules, a Hit Dice for a monster is set at 1d8 Hit Points per die, or\nup to 64 Hit Points) this actually manages to be a great early-to-mid\ngame spell. It won't kill many of the more dangerous foes we'll have to\nfight, as the high quality adventurers (like the ones in the sewers\nunder Athkatla, and those in the slaver compound in the Temple District)\nare simply higher than 8th level, it doesn't affect undead, and it's\nprobably wasted on grunts, guards, and other low-quality foes. But then,\nwhat use does it have? First, it's an excellent way to dispatch\ndangerous foes like Illithids, Trolls, and Umber Hulks, which are quite\nstrong and dangerous to engage in melee. Second, it dispatches summoned\ncreatures instantly, which can be useful against summon-happy Mages. If\nyou're playing a good party, you probably won't have access to it\nterribly early, but Edwin can get it early, and often, and abusing it\nis a great idea. As you get deeper into Shadows of Amn, however, it\nbecomes less useful as foes routinely become too powerful to be affected\nby it.\n\nDisintegrate\n&lt;----------------------------------------------------------------------&gt;\nYou can instantly knock off a creature with this spell, and at first\nit seems pretty great... but it's not. First, whatever gear the target\nhas can often be lost with it. Do you want to risk losing gear over this\nspell? Second, it has no save penalty, so chances are it's not going to\nbe terribly effective. Don't waste your time, or worse, gear. Just wait\nuntil you get access to 7th level's Finger of Death.\n\nFlesh to Stone\n&lt;----------------------------------------------------------------------&gt;\nYeah, it might be novel to be on the afflicting end of petrification for\na change, but this isn't a great spell. First, no save penalty. Second,\ngear is petrified with it... meaning you'll have to cure the\npetrification if you want the petrified creature's gear. That being the\ncase, against many foes it's less of a death spell, and more of an\nover-glorified Otiluke's Resilient Sphere.\n\nGlobe of Invulnerability\n&lt;----------------------------------------------------------------------&gt;\nLike the 4th-level spell Minor Globe of Invulnerability, but less minor.\nTihs spell grants immunity to 1st-4th level spells. Honestly, many enemy\nspell-casters you encounter throughout Shadows of Amn fall into two\ncategories-mediocre casters easily slain by Breach and physical attacks,\nor overwhelmingly strong casters (like high-level Mages and Liches) who\nprobably will never bother with anything less than a 5th-level spell\nuntil the fight is mostly decided. In either case, this spell isn't\nuseful. Sorry, kids. Baldur's Gate 2 is just a higher spell league. And\nthink, really, what 4th-level and lower spells are you really afraid of?\nThe best spells in those levels tend to be buffs, which are not what you\nwant to stop.\n\nImproved Haste\n&lt;----------------------------------------------------------------------&gt;\nUnlike Improved Invisibility, the 'Improved' part of this spell is\ndeceptive. As far as a personal buff goes, it actually does double the\nattacks of the affected character each round. When you're getting four\nattacks per round, doubling that can be... brutal. Unfortunately, it\ndoesn't affect the whole party like Haste does, making it a less\neffective buff. Still, if a Fighter\/Mage were to work it into a Spell\nTrigger... it could be part of a great buffing sequence. As usual, Edwin\nmakes this spell handy by sheer abundance of spell-slots. He can\nprepare enough to boost choice fighters before any significant battle...\nfor most fights, however, Haste is more than enough.\n\nInvisibile Stalker\n&lt;----------------------------------------------------------------------&gt;\nYay... you get to summon another Baldur's Gate 1 critter for fight for\nyou. Too bad this is Baldur's Gate 2, and creatures from the first game\nare a little less than fodder now.\n\nMislead\n&lt;----------------------------------------------------------------------&gt;\nLike Shadow Door, it gives you Improved Invisibility, but unlike the\nformer, it creates a little clone of you to fool enemies. I don't see\nthe point. True Sight still fixes matters.\n\n*Pierce Magic\n&lt;----------------------------------------------------------------------&gt;\nRemember when I said later enemies would have spell defenses as well as\nmagic resistance? Here is your answer to them. Pierce Magic lowers an\nenemy's magic resistance by 1% per caster level and removes one of a\nvarious group of spell defenses, like Spell Deflection, Spell Turning,\nand Spell Immunity. Use it on dragons, and critters with too many\ndefenses before starting with Breach and other spell assaults. Later on\nin the game, replace Lower Resistance with this spell.\n\nPower Word: Silence\n&lt;----------------------------------------------------------------------&gt;\nI would call this spell a poop-master, or something similar... but it's\nactually a decent spell. Using it silences a character-no save, no Hit\nPoint threshold, and it lasts seven rounds... not an eternity, but still\nlonger than most fights tend to last. The downsides? It does allow Magic\nResistance, so you're probably not going to get it to work on a Lich.\nAlso, by looking at the spell lists of foes on Infinity Explorer, one\nthing becomes abundantly clear-the developers anticipated the use of\nsilence effects to shut down Mages, and hence, nearly every Mage of\nsubstance in the entire game has Vocalize prepared, ready to counter\nthis spell. The upside is the fact that they only tend to have one, so\nif you could keep applying pressure-perhaps hit them with this spell,\nthen when they countered with Vocalize, hit them with Dispel Magic and\ncast this spell again... but you're better off following other Mage\nbusting tactics. It's a good spell, and you might find it useful on\nClerics or the odd Mage who isn't protected, but most of the time you'll\nwant to use it, the computer will have a counter.\n\nProtection from Magic Energy\n&lt;----------------------------------------------------------------------&gt;\nThis spell makes a Mage immune to non-elemental, magical damage, such\nas the damage dealt by Magic Missile and Horrid Wilting. Yeah, we'll be\nusing it against the latter of the two. 6th-level spells are fairly\neasy to give up, and this spell lasts a whopping turn per level, so\nnobody should be terribly unhappy using up one 6th-level spell slot on\nthis. That said, it's mostly useful in Throne of Bhaal, when we might\nencounter strong spell-casters who can cast Horrid Wilting, and either\nthe fight takes place where full party attendance is mandatory, or they\nhave strong enough allies that leading with a single character otherwise\nprotected by the Cloak of Mirroring is ill-advised. In most encounters\nwhere you might need this spell, it's the third best option for dealing\nwith such attacks, the others being, of course 1) Killing the enemy\nspell-caster before they can cast Horrid Wilting, 2) Leading with a\ncharacter wearing the Cloak of Mirroring, and hence immune to Horrid\nWilting. It's best used as a fairly complete magical-damage defense in\nconjunction with the 7th-level 'Protection from the Elements'. Edwin\ncan, of course, skip both those spells and just prepare the 8th-level\n'Protection from Energy', as he will likely have more 8th-level spell\nslots than he needs. Still, this is an infrequent cast, at the very\nbest.\n\nProtection from Magical Weapons\n&lt;----------------------------------------------------------------------&gt;\nChances are you'll see the enemy use this more than you will. It makes\nyou immune to magical weapons for four rounds. A short time, but later\non almost all enemies will use magical weapons. Used by an enemy-\nparticularly an enemy who is naturally immune to weapons of low\nenchantment, it makes them all but immune to physical attacks. Breach\nstill takes care of the problem, however. All in all, I'd rather just\nuse Stoneskin.\n\nSpell Deflection\n&lt;----------------------------------------------------------------------&gt;\nAnother spell-defense I find wanting. Again, like Minor Spell Turning,\nI find this spell rather low-down on my ways to deal with enemy magic,\nthe two leading options being, of course to 1) overwhelm the Mage\nquickly, or 2) lead with a character well and truly protected against\nmagic... which calls for Spell Immunity, not Spell Deflection.\n\nStone to Flesh\n&lt;----------------------------------------------------------------------&gt;\nA remedy for Flesh to Stone or other forms of petrification... I never\nuse Flesh to Stone offensively, and if a character is petrified, I tend\nto reload, so I have no use for this spell.\n\nSummon Nishruu\n&lt;----------------------------------------------------------------------&gt;\nSummons a magical creature that feeds on magical energy, this minion is\ninteresting because of its properties... first, it is proof against\nmagic-actually healed by it, rather. On the other hand, it's not a\nwarrior, and stands no chance in melee combat. Its usage, then, is\nobvious-it's an anti-Mage summon. Brought to bear on an enemy Mage,\nit'll quite literally suck up their memorized spells. If it seems too\ngood to be true, a real Mage-slayer... well, that's because it is.\nDespite being immune to magic damage, it is NOT immune to spells, and\na simple Death Spell will see it off. It's a spell most potent enemy\nMages have. Still, there are a few instances where this spell comes in\nhandy. Just note that the Nishruu sucks up charges from magical items\nthat targets may be carrying.\n\nTenser's Transformation\n&lt;----------------------------------------------------------------------&gt;\nThe ultimate god-maker in Icewind Dale, it can still be a powerful\nspell in Baldur's Gate, but with one signficant difference. Spell-play\nin Icewind Dale was rather stunted, compared to the rich strategic\noptions in Baldur's Gate 2. Icewind Dale was literally a spell-buffers\nparadise, there was little in the way of counters, no sophisticated\nspell-casters that required specialized take-down tactics, and nary a\nsingle spell sequencer to keep things interesting. In that situation,\nit was fine to buff up and then go nuts with Tenser's. Tenser's, in a\nnutshell, tries to make a warrior out of a Mage. It is largely\nunsuccessful for the same reason that the plethora of Cleric spells that\nattempt the same are-it doesn't increase your attacks per round. That's\nthe reason why Viconia is never to be considered a true warrior, despite\nher absurd Armor Class and Flail of the Ages, while Anomen, lazy,\nclumsy, stupid Anomen can be.\n\n...but of course, we have a solution, don't we? A Fighter\/Mage already\nhas the attacks, the THAC0, the specialization, and 3\/4 the Hit Points\nof a true Fighter. Take what Tenser's does for a Mage-doubles the Hit\nPoints and boosts the Armor Class-and give that to a Fighter\/Mage, and\nwe're talking about a whole different level of power-play here. My\nlate-game Fighter\/Mage, when he applied Tenser's, went from 132 Hit\nPoints to 264, and from a -9 Armor Class to -13-the spell's maximum of\n-10 be damned, apparently. This, of course, made him a juggernaut that\nnot even Korgan would compare to. Of course, it disables their Mage\nspells while cast, so the Icewind Dale rules would have to apply-buff\nfirst, then Tenser's. But in Baldur's Gate 2, I find myself requiring\nmy Fighter\/Mage to keep the Mage part of his class. One Stoneskin might\nnot last him, especially since he becomes a late-game tank, and you\nnever know when you'll need a True Sight or Breach. Lastly... when it\ncomes down to it, Time Stop\/Greater Whirlwing is a better tactic than\nbuffing and Tenser's... although I wouldn't say my Fighter\/Mage\/Thief\nwouldn't find the latter tactic useful, especially since she's incapable\nof the former... It's an interesting spell, to be sure, but not so\ngrand as to be worth negating the spell arsenal of a late-game Mage.\n\n*True Sight\n&lt;----------------------------------------------------------------------&gt;\nThis spell instantly removes all hostile illusions within a large\nradius of the caster. This removes Blur, Mirror Image, Shadow Door,\nMislead, and, of course, Improved Invisibility. It's absolutely\nessential for defeating Mages, who will constantly cloak themselves and\nwreck havoc upon your party-safely immune to spell reprisals until you\ntackle their invisibility. Remember, you can't target enemies with\nspells until you take down their invisibility, and even if you can see\nthem to attack them, you can't use Breach to take down their Fireshield,\nProtection from Magical Weapons, and Stoneskin. You need True Sight like\nyou need Dispel Magic-every spell caster needs at least one, all the\ntime. Better safe than sorry.\n\nWyvern Call\n&lt;----------------------------------------------------------------------&gt;\nSummons a Wyvern to fight for you... Wyverns are, of course, prequel\nmonsters, and hence, not up to snuff.\n\n7th Level Arcane Spells\t\t\t\t\t\t{SPT023}\no======================================================================o\n***TOP SPELLS***\nFinger of Death: Kills foe unless they save at -2.\n  ---\nLimited Wish: Summon a Dao to grant a variety of wishes.\n  ---\nSpell Sequencer: Chain three spells of 4th level or lower.\n\nCacofiend\n&lt;----------------------------------------------------------------------&gt;\nSummons a powerful demon to go on a rampage... anybody, even your own\nparty, not protected by Protection from Evil will be at risk. It's a\nlesser version of the Gate spell, and shares the same liability-if\na Dispel Magic drops your Protection from Evil, your cuddle little\nCacofiend will become... well, less cuddly and more summocidal. I'd\nrather indulge in more reliable summons, myself.\n\nControl Undead\n&lt;----------------------------------------------------------------------&gt;\nEssentially charms several undead with no save allowed... if the undead\nare undead three Hit Dice. What freakin' undead in this game will have\nless than three Hit Dice, you ask? None. Otherwise, it allows a save at\nno penalty. This spell is poop.\n\nDelayed Blast Fireball\n&lt;----------------------------------------------------------------------&gt;\nDelayed Blast Fireball can function as a magical trap of sorts... but\nI prefer to just use it like Fireball and drop it right on foes. In that\nrole, its 15d6 damage easily surpasses Fireball's 10d6... but Horrid\nWilting is just around the corner, guys... if you're having trouble\nfilling up 7th-level spell slots, it might be worth a go, but I'd just\nrather pack up some Fingers of Death, instead.\n\n*Finger of Death\n&lt;----------------------------------------------------------------------&gt;\nSpeak of the devil! This spell instantly snuffs out the victim's life\nforce. It's a killer, and I love it. It imposes a -2 penalty on the\nvictim's save, which makes it a compotent killer, if not a spectacular\none, but if you help them along with Greater Malison, you actually stand\na chance at snuffing out baddies. Even if it fails, they still take\n2d8+1 damage, which isn't much, but it's better than nothing. I always\nhave one ready. After all, if you do not play, you cannot win.\n\nKhelben's Warding Whip\n&lt;----------------------------------------------------------------------&gt;\nThis debuffer lasts for three rounds and dispels one spell protection\nup to 8th-level each round. The affected spells include Minor Spell\nTurning, Minor globe of Invulnerability, Spell Immunity, Globe of\nInvulnerability, Minor Spell Deflection, Spell Turning, Spell\nDeflection, Spell Shield, and Spell Invulnerability. Spell\nInvulnerability? What the shit is that? Oh right... it doesn't exist.\nOoops, Bioware. Frankly, in any situtation where I might want to cast\nthis, I find Pierce Magic more useful, instead. Who wants to wait three\nrounds? And if a foe has a specific buff that bothers me, I'll\nspecifically counter it... and lower their Magic Resistance, too.\n\n*Limited Wish\n&lt;----------------------------------------------------------------------&gt;\nThis spell has many uses, but mostly I use it to protect my entire party\nfrom level drain. There are a few cases when it will be absolutely vital\nto protect yourself in this manner, but it's nothing you need to keep a\nconstant slot tied up for. Also, a number of interesting effects can be\nobtained by making 'one time only wishes', which are covered in the\nwalkthrough at [WLK043].\n\nMantle\n&lt;----------------------------------------------------------------------&gt;\nProtects the caster from all weapons with an enchantment bonus of less\nthan +3... but it only lasts for four rounds. You know, Stoneskin\nprotects against all weapons, and lasts eight hours. Why not just use\nthat, instead? If it wears down, cast another. Easy.\n\nMass Invisibility\n&lt;----------------------------------------------------------------------&gt;\nEssentially a very potent party-wide spell-buff, with Edwin's sheer\namount of memorization capacity, the regular use of this spell becomes\na real option. It will give the benefits of Improved Invisibility to\neverybody within a 30-foot radius, namely a four point bonus to Armor\nClass and a four point bonus to Saving Throws. Huge, huge bonuses. The\nonly problem? By Throne of Bhaal, enemies regularly expect-and can\ncounter-your Illusion spells. And since a single True Sight can waste\nthis spell-buff, it's not something I use often.\n\nMordenkainen's Sword\n&lt;----------------------------------------------------------------------&gt;\nMordenkainen's Sword is a fairly useful spell that happens to find\nitself fortunately placed in our books as a 7th-level spell. I don't\nfind it to be a game-breaking spell on its own, but since you really\nonly need so many 'Finger of Death' spells, it tends to find itself\nprepared. With it, you summon a floating magical sword, which counts as\na +4 weapon and deals 5-20 damage. The enhancement bonus is pretty nice,\nbut the damage and duration (one round per level) aren't anything to get\nworked up over, but the fact that it's nearly impossible to damage is.\nIt can be 'slain' by death effects, but it's nearly impossible to hit,\nand immune to physical and elemental damage. This makes it an ideal\ndistraction, and you could certainly summon weaker things to draw the\nattention of enemies. Just don't rely on it to deal too much damage,\nit's THAC0 isn't very good.\n\nPower Word: Stun\n&lt;----------------------------------------------------------------------&gt;\nStuns a creature for a variable duration depending upon their current\nHit Points, as follows:\n\n\t\to===============o===============o\n\t\t|  Hit Points   |   Duration    |\n\t\to===============o===============o\n\t\t|     &gt; 29\t|  4d4 rounds\t|\n\t\t|---------------|---------------|\n\t\t|    30 - 59\t|  2d4 rounds\t|\n\t\t|---------------|---------------|\n\t\t|    60 - 89\t|  1d4 rounds   |\n\t\t|---------------|---------------|\n\t\t|      90+\t|  unaffected\t|\n\t\to===============o===============o\n\nNo save is otherwise allowed. The best way to use this spell is to\nblast a foe with some dependable damage-dealer (a sequencered series\nof Magic Missiles, or Horrid Wilting, for example) then follow up with\nthis spell. And that's exactly what the computer will try to do, quite\noften, actually. Ultimately, it's a spell that the computer gets more\nuse out of. Liches with contingencies and natural immunities and\nresistances can afford such tactics, while being immune to them, in\nturn. Our party will get better mileage out of other tactics.\n\nPrismatic Spray\n&lt;----------------------------------------------------------------------&gt;\nCreats a long cone of prismatic light that has varying effects on all\ncaught within it, depending upon the color they were struck with. All\ncreatures with less than 8 Hit Dice (64 Hit Points) are blinded for 2-8\nrounds regardless of whatever else happens:\n\n\to=======o=======================================o\n\t| Color\t|\t\t Effects\t\t|\n\to=======o=======================================o\n\t|  Red\t|       20 damage (save for half)\t|\n\t|-------|---------------------------------------|\n\t|Orange |\t40 damage (save for half)\t|\n\t|-------|---------------------------------------|\n\t|Yellow\t|\t80 damage (save for half)\t|\n\t|-------|---------------------------------------|\n\t| Green\t| Save vs. Poison or die, 20 damage on\t|\n\t|\t|            successful save\t\t|\n\t|-------|---------------------------------------|\n\t| Blue\t|Save vs. Petrification or be turned to |\n\t|\t|                 stone\t\t\t|\n\t|-------|---------------------------------------|\n\t|Indigo\t|       Save vs. Wand or go insane\t|\n\to=======o=======================================o\n\nAs you can see, the effects are highly variable, and the spell is not\nparty friendly, but if you're careful, it might be worth a gamble\nagainst a group of foes. My experience with the spell, however, has\njust been underwhelming. It's simply too random to be of much use in\nmost fights.\n\nProject Image\n&lt;----------------------------------------------------------------------&gt;\nMakes an illusory copy of the casting wizards, which can cast the same\nspells and has the same Hit Points as the casting Mage... but it makes\nthe Mage immobile during the spell, so don't think you're getting to\ndouble your fun from this spell. Also note the word 'illusory'. It's a\nword that means 'True Sight will counter it', and so it shall be.\n\nProtection from the Elements\n&lt;----------------------------------------------------------------------&gt;\nA rare cast for me, but it has a very, very, important function. When\nyou have vulnerable characters with low Hit Points (like, say, Mages,\nfor example) and angry critters that cast mean spells or use breath\nweapons, this spell is the answer. It confers 75% immunity to all\nelemental attacks. 75% won't stop the hurt entirely, but it will prevent\ndevastating loss of Hit Points. The 8th-level spell 'Protection from\nEnergy' covers magical damage (like Horrid Wilting) too, but a 7th-level\nspell-slot is easier to give up than an 8th-level spell slot... unless\nyour name is Edwin. Used in combination with the 6th-level spell\n'Protection from Magic Energy' the two provide better protection than\nthe 8th-level 'Protection from Energy', and in all honesty, it's easier\nto give up a 6th-and-7th-level spell than it is to give up an 8th-level\nspell.\n\nRuby Ray of Reversal\n&lt;----------------------------------------------------------------------&gt;\nDispels one spell protection of any level, favoring the highest level\none if there are numerous. This includes the following spells: Minor\nSpell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe of\nInvulnerability, Minor Spell Deflection, Spell Turning, Spell Shield,\nSpell Deflection, and Spell Trap. Really? Did we need this AND Khelben's\nWarding Whip in the same level? I've got the same response to this one,\ntoo; use Pierce Magic, instead.\n\n*Spell Sequencer\n&lt;----------------------------------------------------------------------&gt;\nLike Minor Sequencer, but it can queue up three spells of 4th level or\nlower. This allows you to chain up three Flame Arrows to really hurt\nsomething. Another good option for our Fighter\/Mage is to chain\nImproved Invisibility, Stoneskin, and Mirror Image. You can also chain\nup a 'super slow', a Greater Malison and two Slow spells, when it just\nneeds to work. Still, we're not quite at the heavy tactical stage.\nThat, like all things good, must wait until level eight.\n\nSpell Turning\n&lt;----------------------------------------------------------------------&gt;\nANOTHER one of these? Okay, to be fair, it's not a Spell Deflection-\nit's Spell TURNING... which in this case does the same thing, except\nnegated spells are turned back on their caster. Save of course, area of\neffect spells. Again, I don't find a use for it. Many of the more\ndangerous casters (Liches) are likely to be immune to their own spells,\nand it doesn't do one of the two better options for fighting Mages,\nwhich, in case you forgot, are 1) kill them quickly, or 2) render a\ncharacter lastingly immune to their spells.\n\nSphere of Chaos\n&lt;----------------------------------------------------------------------&gt;\nMagical effects run rampant in a spherical area for one turn. Every\nround a foe is in the sphere they must save (at no penalty) or suffer\none of the following effects: polymorphed into a squirrel, confusion,\nburst into flames, paralysis, disintegration, healed for 20 Hit Points,\nrandomly teleported a short distance, rendered unconscious, or Hasted.\nConsidering that one of the effects can cause the loss of equipment\n(disintegration), one is useless (teleportation) and two are actually\nbeneficial to the enemy (healing and Haste), why would you ever cast\nthis?\n\nSummon Djinni\n&lt;----------------------------------------------------------------------&gt;\nSummons a Djinn to fight for you. They have a selection of a few\noffensive 1st-3rd level Mage spells, but nothing to get excited about,\nand are sub-par melee combatants. All in all, you're better off\nsummoning an Efreeti instead. They're somewhat more hardy and have the\nsame spells.\n\nSummon Efreeti\n&lt;----------------------------------------------------------------------&gt;\nLike the previous spell, but the Efreeti has a few more Hit Points and\nthe same spell selection. Still, it's not a very powerful summon.\n\nSummon Hakeashar\n&lt;----------------------------------------------------------------------&gt;\nA more potent version of Summon Nishruu, the Hakeashar has more Hit\nPoints (92 versus 72) better THAC0, and immunity to non-magical weapons.\nIf you have the option, and the need, summon a Hakeashar instead, but\nit still won't survive a Death Spell...\n\n8th Level Arcane Spells\t\t\t\t\t\t{SPT024}\no======================================================================o\n***TOP SPELLS***\nAbi-Dalzim's Horrid Wilting: High-damage, party friendly, area effect.\n  ---\nSpell Trigger: Simultaneous cast up to three spells, 6th level or less.\n\n*Abi-Dalzim's Horrid Wilting\n&lt;----------------------------------------------------------------------&gt;\nThis is one of the best damage-dealing spells of the game, made even\nmore useful for the fact that unlike Comet, it doesn't use up a precious\n9th level spell slot, or a high level ability. Let's discuss, shall we?\nIt deals a whopping 1d8 damage per caster level, far outpacing the next\nnearest damaging spell out there. It imposes a -2 penalty on the saves\nof an enemy trying to mitigate the damage, further improving the odds\nof it hurting extra. Lastly, it's party friendly. What more could you\nask for? Learn it, memorize it, use it, love it. It really shines\nagainst various high-level Mages in Throne of Bhaal, who usually don't\nhave the spell defenses or Hit Points to survive too many of these.\n\nBigby's Clenched Fist\n&lt;----------------------------------------------------------------------&gt;\nSummons a giant fist which will hinder and harm the target for several\nrounds. First round it deals 3d6 damage with no save and holds the\ntarget. Second round the foe can save at -2 to escape, or suffers 4d6\ndamage. Third round the target gets another save at no penalty, or\nsuffers 6d6 damage. The problems with this spell are simple to see-\nfirst, it allows Magic Resistance, so if you think you're going to\nconfound any Liches, think again. Second, the saves aren't too\ndifficult, and once a save is made, the spell ends. Third, the damage\nisn't great. I don't see why anybody wouldn't just use a Finger of\nDeath, instead. Kills if they fail a save at -2, and deals 2d8+1 damage\nas a consolation prize if they survive.\n\nImproved Mantle\n&lt;----------------------------------------------------------------------&gt;\nYeah... Improved means it protects against +3 weapon (but not +4 or\nhigher), not that it lasts longer. It doesn't. Four rounds is all you\nget, and I still have the same remark-Stoneskin doesn't care if it's a\n+3 or a +4 weapon, it just works. It lasts longer. Use Stoneskin,\ninstead.\n\nIncendiary Cloud\n&lt;----------------------------------------------------------------------&gt;\nDeals 1d4 points of damage per level of the caster per round to all\nfoes in the area for its one-turn duration. That damage is actually not\nbad, and it can really add up if you can keep a foe in the area for a\nwhile (perhaps with a summoned Fire Elemental, or a character protected\nby Protection From Fire? This spell has merit, so I won't call it mean\nnames, but I won't get it an '*', either. It's no Horrid Wilting, and\nit should lose out to Horrid Wilting every time.\n\nMaze\n&lt;----------------------------------------------------------------------&gt;\nYou'll see this spell in action, oh yes... it's a favorite of enemy\nMages. Why? Well, it offers no save, and... well, it just works. The\naffected creature is 'mazed' taken to an extra-dimensional maze for a\nvariable number of rounds depending on their Intelligence (presumably,\nthe dumber you are the more time it takes you to solve the Maze and\nescape):\n\n\t\to===============o===============o\n\t\t| Intelligence  |   Duration    |\n\t\to===============o===============o\n\t\t|     &gt; 3\t|   2d4 turns\t|\n\t\t|---------------|---------------|\n\t\t|    3 - 5\t|   1d4 turns\t|\n\t\t|---------------|---------------|\n\t\t|    6 - 8\t|   5d4 rounds\t|\n\t\t|---------------|---------------|\n\t\t|    9 - 11\t|   4d4 rounds\t|\n\t\t|---------------|---------------|\n\t\t|   12 - 14\t|   3d4 rounds\t|\n\t\t|---------------|---------------|\n\t\t|   15 - 17\t|   2d4 rounds\t|\n\t\t|---------------|---------------|\n\t\t|     18+\t|   1d4 rounds\t|\n\t\to===============o===============o\n\nCast on a dumbass like Anomen, this spell could last quite a while-\nprobably longer than a late-game fight will take to win-or lose. So,\nit's strictly a way to pick on warriors too dumb to escape, essentially\nremoving them from the battlefield so you can deal with greater threats.\nStill, there are superior ways to do this, and at the cost of an\n8th-level spell slot... it's an awful lot to ask me to pass up on a\nSpell Trigger or Horrid Wilting. I'm convinced the spell has strategic\nmerit, even though it'll work less often for you than the computer\n(most of them have Magic Resistance, and most of your party will not,\nyou see), but I'm not convinced it ranks as one of the best 8th-level\nspells.\n\nPierce Shield\n&lt;----------------------------------------------------------------------&gt;\nLike Pierce Magic, but marginally better. Still, not enough better that\nI'd waste an 8th level spell slot on it. It's got a few more spells it\ncan dispel, and reduces the enemy's magic resistance by another +10%.\nOn the other hand, Pierce Magic can be used with a Spell Trigger, so\nwhy would you ever use Pierce Shield?\n\nPower Word: Blind\n&lt;----------------------------------------------------------------------&gt;\nStun is 7th-level and blind is 8th? Oookay... Power Word Blind allows\nno save and affects all creatures within a 10-foot radius of the target\nfoe, inflicting blindness upon them all... unless they have Magic\nResistance (which they will). It could prove useful against some\ntougher melee foes, like Fire Giants... but I have to question how much\nbetter it is for this than Slow or Chaos. Sure, they both allow saves...\nbut at a crippling penalty. And they don't take up an 8th-level\nspell slot... Besides, a Fire Giant with a base THAC0 of 0 will be\nhardly affected by a few point penalty to their THAC0, but Slow or\nChaos? Slow will reduce their number of attacks, and Chaos might prevent\nthem from attacking altogether. All in all, I'd say this spell just\ndoesn't bring enough to the table. Especially not with a six-round\nduration.\n\nProtection from Energy\n&lt;----------------------------------------------------------------------&gt;\nA rare cast for me, but it has a very, very, important function. When\nyou have vulnerable characters with low Hit Points (like, say, Mages,\nfor example) and angry critters that cast mean spells or use breath\nweapons, this spell is the answer. It confers 75% immunity to all\nenergy attacks-which in this case means elements or magic damage (like\nHorrid Wilting). 75% won't stop the hurt entirely, but it will prevent\ndevastating loss of Hit Points. In practice, Edwin can use this spell\nwhenever he's at risk, but other Mages need to be more stingy-typically\nresorting to the 7th-Level 'Protection from the Elements' to deal with\nelemental damage, or the 6th-level 'Protection from Magic Energy'. It's\nnot as complete of a defense, but the instances where we might get hit\nby both a Horrid Wilting and potent elemental attacks are rare. In\ntheory, every Mage could qualify for that sort of dual-threat, but such\nMages are rare until Throne of Bhaal, they typically start throwing out\nHorrid Wilting long before they bother to cast elemental spells (all of\nwhich are invariably lower-level attacks). Point of the matter is, if\nthey're casting elemental spells, they're doing so because they've\nexhausted their initial spell barrages-and most Mages don't tend to last\nmore than a few rounds against me. Not boasting, I make it a point to\nkill Mages first. It's a little thing we call 'strategy'.\n\nSimulacrum\n&lt;----------------------------------------------------------------------&gt;\nA powerful spell that I tend to under-rate for one... or perhaps two\nreasons... First, Vhailor's Helm allows you to create a Simulacrum once\nper day, free of charge. It's a wonderful thing to be able to conjure up\na copy of an uber powerful Fighter\/Mage, complete with his own buffs,\nGreater Whirlwinds, and premium gear... but of course, if we have\nVhailor's Helm we've got no reason to waste an 8th-level spell slot,\ntoo. As for our Mages, then, who might actually end up wanting to\nprepare one... this spell has mixed results, really. As far as the\nspell's description is concerned, it's supposed to create a Simulacrum\nat 60% the caster's level. Take a level 28 Edwin, and cut him down to\n60%... you get about a 16th-level Edwin. Fair enough, but it's not the\nsame league of potency by a long-shot. Your Simulacrum will be able to\ncast a few Breaches, a Finger of Death or two, which can be pretty\nuseful, but not game-breaking. Imoen, on the other hand... well, I sense\na bug. Her Simulacrum comes packed with up to 9th-level spells, which\nmakes it very worthwhile for her to cast this spell. Why is her\nSimulacrum so much stronger than anybody else's? I suspect it might be\nbecause of her dual-classed status. Take my level 26 Imoen, who at 60%\nshould produce a Simulacrum of 15th level (rounded down)... or roughly\non par with Edwin's. This is not, in fact, what we see. But if we add\nImoen's seven dormant Thief levels into the equation, we get her\nacting as a 33rd-level Mage for the purposes of this spell, 60% of which\nis 19th-level (rounded down)-enough to cast 9th-level spells. I haven't\ndone an exhaustive trial on this idea, but it seems to fit. In any\nevent, Simulacrum's usefulness is highly variable. On a well-equipped\nphenom like my Fighter\/Mage, it's invaluable... as an item-accessed\nspell. On your Mages, it might be worthwhile if you're very, very\nhigh-leveled, and your name is Imoen.\n\n*Spell Trigger\n&lt;----------------------------------------------------------------------&gt;\nThis spell is where you really get to play with your multi-spell\ntactics. It allows you to chain up to three spells of sixth level or\nless. Three Chain Lightnings is a pretty awesome combo, but my\nfavorite is my one-shot defense breaker. Typically consisting of two\nPierce Magic spells and a Breach, or a Pierce Magic, Breach, and Greater\nMalison. Start out fights with powerful, well-protected enemies with\nthis combo to leave them open to both physical and magical attacks.\nYou'll learn to love it, and during Throne of Bhaal you should strive to\nalways have one ready to go.\n\nSummon Fiend\n&lt;----------------------------------------------------------------------&gt;\nThis spell is just like Gate or Cacodemon, and has the same problem-\nthe summoned demon is too unpredictable, and with a single Dispel Magic\nbecomes a liability instead of an ally.\n\nSymbol: Death\n&lt;----------------------------------------------------------------------&gt;\nInscribes a magical symbol that, when approached, causes all creatures\nin the area to Save vs. Death or die. Unfortunately it doesn't work on\nany foes with 60 Hit Points or more, so... yeah. I wipe my ass with this\nspell.\n\nSymbol: Fear\n&lt;----------------------------------------------------------------------&gt;\nAnother Symbol spell, when something enters the area of effect it\ntriggers, attempting to cause fear (save at -4). It, like all Symbol\nspells are plagued by the fact that they're not party-friendly... but,\nthe range is decent, the save penalty good, and if you prepare with\nRemove Fear, it might not be a terrible spell to cast... it just fails\nfor taking up an 8th-level spell slot.\n\nSymbol: Stun\n&lt;----------------------------------------------------------------------&gt;\nEverything within a 30-foot radius must save at -4 or be stunned for\ntwo rounds, +1 round\/3 levels of the caster. Keep in mind that the spell\nis not party friendly.\n\n9th Level Arcane Spells\t\t\t\t\t\t{SPT025}\no======================================================================o\n***TOP SPELLS***\nComet: 1d10 damage, party-friendly, chance to stun and knock down foes.\n  ---\nTime Stop: Gives caster three free rounds to act.\n\nAbsolute Immunity\n&lt;----------------------------------------------------------------------&gt;\nMight as well be called 'Ultimate Mantle', it protects against even +5\nweapons... and it's a rare foe indeed who can penetrate that. Of course,\nyou know god-damn well what I'm going to say, don't you? Four round\nduration, and we've been stopping weapons of all enhancement bonuses\nsince we first got Stoneskin. Stoneskin is king, and won't eat up a\n9th-level spell slot.\n\nBigby's Crushing Hand\n&lt;----------------------------------------------------------------------&gt;\nOh Bigby's how you suck, let me count the ways... first, it has a\nmaximum damage of 9d10 damage to ONE foe, spread over the course of\nthree rounds. The spell gives them three chances to save, just like\nBigby's Clenched Fist, and if they manage, it negates all future\ndamage. First save is at -4, second is at -2, third is at no penalty.\nWhy in the hell would ever cast this when you could cast Comet?\n\nBlack Blade of Disaster\n&lt;----------------------------------------------------------------------&gt;\nThe only thing disasterous about this spell is that it happens to be a\n9th-level spell. It counts as a +5 weapon, which you are a Grand Master\nat wielding. It deals 2d12 damage per hit and every time it hits the\ncreature must save (at a generous +4) or be disintegrated... which is,\nif anything, a liability in my eyes. Also, it has a 10% chance to drain\nfour levels from the target and heal the wielder (you!) for 20 Hit\nPoints. Sounds decent, but when you think of all the damage you could\ndo with a single Comet or all the mischief you can cause during a Time\nStop, and this spell seems pretty patry, indeed.\n\nChain Contigency\n&lt;----------------------------------------------------------------------&gt;\nReleases three spells under preset conditions, all of which must be\n8th-level or lower. Seems pretty awesome, but since it triggers\nreactionarily, instead of voluntarily, the spells must all be defensive,\nand the best defensive spells are 5th-level or lower. So... you really\ndon't need the power of this spell. Also, it's a 9th-level spell. You\nneed to be packing a whole lot of badass to make it into my list of\nprepared 9th-level spells. Speaking of badass...\n\n*Comet\n&lt;----------------------------------------------------------------------&gt;\n...10d10 damage marginally out-does Fireball, but this spell has three\ngreat advantages that makes it the best damage-dealer in the game.\nFirst, it offers no save against the damage. Second, it doesn't hurt\nparty members. Third, it has a chance to stun enemies for 1d4 rounds\nand knock them down. It's great for dealing a good chunk of damage to\na lot of enemies, and breaking them up a bit so your fighters can get\nsome breathing room. While Horrid Wilting is potentially more damaging,\nComet's ability to change the course of a fight in a single cast make it\na better cast on a spell-for-spell basis.\n\nDragon's Breath\n&lt;----------------------------------------------------------------------&gt;\nAnother 9th-level damage dealer, this spell has the allure of dealing\na possible 20d10 damage to all foes in a 30-foot radius and knocking\nthem back. Of course, there is no save penalty for this spell, and a\nsave negates the knock-back. All in all, I'd rather use Comet, as in\nall likelyhood they're going to do the same damage, and I'd prefer a\nchance to Stun and knock down for 1d4 rounds, instead ofjust knocking\na foe away from me.\n\nEnergy Blades\n&lt;----------------------------------------------------------------------&gt;\nCreates a number of energy blades which can be thrown at foes. Yes,\nthrown. Still, this spell has the good sense to gives a +10 bonus to\nTHAC0 and each one deals 1d4+5 damage, as well as 1d10 additional\nelectrical damage. The Mage gets one disc per level to throw, and can\nthrow nine per round. Still, the fact that you must hit foes to do any\ndamage makes this spell of dubious worth in my eyes. Ultimately,\nassuming no misses, the potential damage of this spell per round is\n9d4+5 (36-81) plus 9d10 (9-90), or 45-171, which sounds fine and all...\nbut when you think of how much damage Comet could do if employed against\na group of enemies, plus the stun and knock-down... You know, I really\nhave to wonder if this spell is any better than a high-level Flame\nArrow. Think about it, at level 20 you'd get four arrows, each doing\n5d6 damage. Thats 20-120 damage with no attack roll. Even if the foes\nsaves, they're still going to take 12-72 damage, barring any fire\nresistance (which isn't a valid criticism, considering that much of\nEnergy Blade's damage is from equally-resistable electrical damage).\nAnd you could link three Flame Arrows with a Spell Trigger! Why waste\na 9th-level spell slot doing what a 3rd-level spell can do almost as\nwell?\n\nEnergy Drain\n&lt;----------------------------------------------------------------------&gt;<\/pre>\n\n\n\n<pre id=\"faqspan-13\" class=\"wp-block-preformatted\">Take two levels from the enemy and laugh. No save allowed, and chances\nare, the computer will not have a Cleric handy. Still, two level isn't\nmuch, and a single casting of this spell won't seriously diminish any\nfoe, much less win fights like Comet or Time Stop can.\n\nFreedom\n&lt;----------------------------------------------------------------------&gt;\nCounters Imprisonment or Maze. I tend to reload if a character is\nImprisoned, and Maze wears off. You never really have a reason to cast\nthis spell.\n\nGate\n&lt;----------------------------------------------------------------------&gt;\nGate is a summoning spell with serious liabilities. Unless you have a\nProtection of Evil spell cast on the caster (and anybody else you don't\nwant the Pit Fiend to attack) the Pit Fiend will view them as fair game.\nOn one hand, you should be used to using Protection From Evil 10' Radius\nfrequently... but on the other hand, having a summon who will turn on\nyou if a Dispel Magic is tossed around doesn't strike me as a good\nidea. Besides, there are plenty of other, superior summoning spells out\nthere. Ones not coated in liability sauce.\n\nImprisonment\n&lt;----------------------------------------------------------------------&gt;\nThis spell sucks for the same reason Flesh to Stone sucks. It removes an\nenemy from the fight, sure, but it also takes out their gear, too. If\nyou are confident that the foe has no equipment of value on them, by\nall means, Imprison away, there's no saving throw, so it will probably\nwork... I mean, except for the fact that quite a few foes have Magic\nResistance. If you want to retrieve an Imrisoned creature later, you'll\nhave to go through the trouble of casting a Freedom spell, and I just\ncan't be bothered...\n\nImproved Alacrity\n&lt;----------------------------------------------------------------------&gt;\nAllows a Mage to cast spells more quickly. Normally, a Mage can only\ncast one spell per round. With this spell, the Mage is presumably only\nlimited by casting time... which means you'll get variable mileage out\nof this spell depending upon your chosen spells. Of course, the effect\nonly lasts two rounds... honestly, I'd stick to Time Stop. That gives\nyou three rounds to do whatever you wish... under normal speed rules,\nof course.\n\nMeteor Swarm\n&lt;----------------------------------------------------------------------&gt;\nDespite the awesome-sounding name, this spell leaves a bit to be\ndesired in a damage-dealer. Everything-friend or foes-in a 30-foot\nradius will take 4-40 damage if they are hit by one of the meteors.\nUltimately, this spell is capable of quite a bit of damage, but it's\nalso highly variable. Ultimately a factor of randomness I don't find\nfitting for a 9th-level spell... not when Comet is guaranteed to do\ntwice as much damage to all foes in an area and not harm any of your\nparty members.\n\nPower word: Kill\n&lt;----------------------------------------------------------------------&gt;\nKills one creature... unless their current Hit Points are higher than\n60. Since this means pretty much every creature worth casting this on,\nyou can safely ignore it.\n\nShapechange\n&lt;----------------------------------------------------------------------&gt;\nLike Polymorph Self, the caster can change freely into-and out of-a\nvariety of creatures. Namely, a Mind Flayer, Iron Golem, Greater\nWolfwere, Earth Elemental, Fire Elemental, or Giant Troll. By the time\nyou can do this, however, there is no real attraction to it. All the\nShapechange options are likely to be more vulnerable than your Mage was\n(except perhaps the Iron Golem). In any event, you didn't make a Mage\nso you could pummel things, did you? No, so stick to blasting things\nwith spells, buffing, and debuffing. It's what you're good at.\n\nSpell Trap\n&lt;----------------------------------------------------------------------&gt;\nI'll admit, Spell Trap is quite the hefty spell defense, absorbing up\nto 30 spell levels... it could take a while for a mage to penetrate it.\nOn the other hand, it will be all but impossible for a Mage to ever\npenetrate three or four Spell Immunities, and that's where the problem\nlies. My Fighter\/Mage will never have many 9th-level spell slots, and\nI'd rather save the few I have for Time Stop, rather than waste them\non Spell Trap when I can just use a few 5th-level spell slots.\n\nSpellstrike\n&lt;----------------------------------------------------------------------&gt;\nDispels a number of spell protections including: Minor Spell Turning,\nMinor Globe of Invulnerability, Spell Immunity, Globe of\nInvulnerability, Minor Spell Deflection, Spell Turning, Spell Shield,\nSpell Deflection, Spell Invulnerability, and Spell Trap. You know,\ndoesn't Pierce Magic do almost the same thing? Yeah, it doesn't take\ndown ALL of them, but the odds of a Mage having more than one or two\nup at a time is uncommon, and this spell doesn't do anything to their\nMagic Resistance. Again, I say stick to humble old 5th-level Pierce\nMagic.\n\nSummon Planetar\/Summon Dark Planetar\n&lt;----------------------------------------------------------------------&gt;\nSummon a badass celestial minion to help you. These critters come loaded\nwith spells, both Druidic (like Insect Plague), Clerical (Heal, Cure\nDisease, Globe of Blades) and Mage (Chaos, Haste). They also come\nwith a Silver Sword (not the Vorpal weapon we got from the Gith, just a\n2d10+3 weapon) and the attacks, THAC0, Armor Class, Hit Points, and \nStrength to make an impression in melee. It's the strongest thing a\nMage can summon... shame, then, that I feel it's not worth a 9th-level\nspell slot. I say leave the summoning to the Clerics and the Druids.\nLet the Mages stick to Time Stop and Comet.\n\n*Time Stop\n&lt;----------------------------------------------------------------------&gt;\nThis is probably the best spell in the game. When cast, you get three\nrounds to do whatever you wish. If you cast spells, those spells will\nall take effect when the Time Stop ends-not during it. If you want to\nsequence spells, you'll need to be a little sneaky. If you cast one\nspell closer to an enemy than another spell, the closer spell will\nreach first, allowing you to thus chain spells that just need to work-\nlike Pierce Magic or Breach. Three favorite tactics of mine-and they\naren't complex, but they are effective-are as follows. First, just\nusing three Horrid Wiltings can obliterate enemy opposition, especially\nlow Hit Point enemy Mages, who can do little but die under the\nonslaught. Second, use a Spell Trigger to blast an enemy with a\ncombination of spells that destroys their defenses, then use a Spell\nSequencer and Minor Sequencer to hit them with various damage-dealing\nspells, like Flame Arrow, or Magic Missiles. Don't underestimate the\ndamage that five Magic Missiles can do on a single unlucky enemy... no\ncreature in the game can ignore 50-125 damage. Third, I just cast Time\nStop and have my Fighter\/Mage use up three Greater Whirlwind attacks-\n30 attacks-on a wretched victim.\n\nWail of the Banshee\n&lt;----------------------------------------------------------------------&gt;\nHonestly, I can't remember ever using this spell, or having it used\nagainst me. Perhaps it's the lack of a save penalty? Maybe by the time\nI get it, in Throne of Bhaal or damn near it, I'm not worried about\nkilling off groups of weak enemies, and have better tools to do it with?\nWhy waste a 9th-level spell slot on it?\n\nWish\n&lt;----------------------------------------------------------------------&gt;\nWish... ah, Wish is a very peculiar spell, indeed. See, you are\nattempting to bend cosmic forces to your whim, and apparently this\ncan't be done without some wretched Djinni (in place of the typical\nasshole Dungeon Master) trying to distort your intentions while still\nhonoring your words. Deliberate misinterpretation, in other words.\nThe effectiveness of this spell depends solely on the caster's Wisdom\nscore, which will determine what effects you are able to choose from\nafter haggling with the Djinni. Without going into too much detail,\na good number of the options the spell presents are unfavorable, either\nbecause they harm the party exclusively, or they harm both the party and\nenemies, or they help both the party and enemies. Having a high Wisdom\ngets your more favorable responses, but it doesn't remove any negative\nones. So... what you get after 'negotiating' are five options, randomly\nchosen from the list of options appropriate for your Wisdom. Some are\nquite good, like casting Breach on all foes in the area, or Improved\nHaste on all allies, or casting a double-length Time Stop and Improved\nAlacrity on the caster, Restoration on the party, or restoring the\nparty as if they had rested a full night, restored spells and all. You\nalso get the bad ones, of course, but you can chose any of the five\noptions you get. Odds are you won't get a terrible option on any\ncasting of the spell, but it's not guaranteed you'll get something good,\neither. Ultimately, it's just far too random to bother using Wish. If\nit comes through, it can really help the party, but most likely its\nresults will be mediocre. At the end of the day, I really can't justify\ngambling with Wish when a guaranteed Time Stop can be prepared instead.\n\nSpell Buff Order\t\t\t\t\t\t{SPT026}\no======================================================================o\nNow you know what spells to have, and why to have them, but apparently\nthis isn't enough for some people. Some people know who they are, but\nI tolerate them because they're usually right when it comes to these\nthings. Anyhow, in this section we'll discuss what spells to use-when,\nand in what order you should cast your buffs. What kind of lazy ass FAQ-\nwriter wouldn't put this information in the walkthrough, you know, when\nyou fight creatures that require buffing? Beats me, I made sure to put\nit in the walkthrough, but here you'll find a stable, easy-to-find\nlocation that discusses spell-buffing in more detail. I see the appeal,\nI follow FAQs myself (on games I can't bother to learn everything about\nmyself or play twice-JRPGs, for example) and it's a pain in the ass to\nhave to scroll through a walkthrough to find the author's off-hand\ncomments on how to do something that should really be mentioned in its\nown context.\n\nAlso note that many of these buff combos either require-or are vastly\nimproved by having-a multi-class Mage of some sort. In case you didn't\nget it earlier, I have pushed the Fighter\/Mage = Godly angle throughout\nthe guide. While it might not have been obvious in Baldur's Gate 1, it\nwill become quite obvious in Baldur's Gate 2. Your Fighter\/Mage is your\ncombat tactician, the versatile crux upon which most-if not all-\nsophisticated take-down strategies turn. A Fighter\/Mage\/Thief works\nnearly as well, and Thief\/Mages, Cleric\/Mages, and Fighter\/Cleric\/Mages\nare also passable. Any character who can fight and spell-buff with Mage\nspells (many of which are exclusive to the caster). Sure, there are\nother ways to win fights, but the buff combos using a Fighter\/Mage or\nFighter\/Mage\/Thief are arguably the easiest way to go through the game.\n\nBuff Combo: Spell Buff to the Max!\t\t\t\t{SPT027}\n&lt;----------------------------------------------------------------------&gt;\nRequires: 1) Two divine spell casters (Cleric\/Druid)\n\t  2) Two arcane spell casters (Bard\/Mage)\n\t  3) Summoning Items\n\t  4) Buffing items\n\nYou'll see this phrase used a few times throughout the guide-the phrase\ncame before the section, honest. This is the general spell-buffing you\nwill use in most major fights. It's name is rather deceptive, since all\nother specific buff combos actually include using MORE spells, not less.\nHowever, since this is the big, general buff combo, it'll bear the most\nexplanation.\n\nRound #1: Iron Skins\/Stoneskin\n       (These are the longest-lasting buffs in the game, so they should\n\tALWAYS go first.)\nRound #2: Blur\/Protection from Evil 10' Radius\n       (Again, two general buffs that last a long time. At 1 turn\/level,\n\tProtection from Evil 10' Radius is more of a level-lasting buff\n\tthan a fight-per-fight buff. Cast it when you start an area, and\n\tit should stick the whole time. Blur is more modest at \n\t4 + 2 rounds\/level, but it's a great Armor Class and Saving\n\tThrow booster.)\nRound #3: Armor of Faith\/Mirror Image\n       (Now for more personal spell-buffs. Armor of Faith and Mirror\n\tImage are both decent personal buffs with durations of\n\t3 +1 rounds\/level.)\nRound #4: Summons\n       (Use items, especially Vhailor's Helmet and whatever other\n\ttrinkets you have, like the Black Spider Figurine, the Silver\n\tHorn of Valhalla, and the Efreeti Bottle. Later on in the game,\n\tthe last three items are not worth the trouble. Summon  an\n\tElemental Prince if you have them, and have Keldorn summon a\n\tDeva, or have Viconia summon a Fallen Deva.)\nRound #5: Aura of Flaming Death\/Dual Golem Manual\/Haste\/Item Buffs\n       (Now we're on some serious time constaints-many of our summons\n\twill only last a turn, or ten rounds. My protagonist-who always\n\twields the Golem Manual and Vhailor's Helm, now uses the former,\n\tand so does the Simulacrum we summoned last round. Your\n\tdedicated Mage (Edwin or Imoen) should cast the Haste\n\timmediately after the Golems appear, and the Divine spell-\n\tcasters bring up Auras of Flaming Death. If you have the Short\n\tSword Ilbratha and\/or Rings of Air Control, now is the time to\n\tuse them.)\nRound #6: Final Buffing\/Attack!\n       (Buffing is pretty much over-it's time to start combat. If your\n\tSimulacrum is a Fighter\/Mage or Fighter\/Mage\/Thief like mine,\n\tit might be a good idea to see what spells they have and pop\n\tout a Blur or Stoneskin, although I'm not nearly as concerned\n\tabout their survival as any of my party members.)\n\nBuff Combo: Dragons and Demons\t\t\t\t\t{SPT028}\n&lt;----------------------------------------------------------------------&gt;\nRequires: 1) Two divine spell casters (Cleric\/Druid)\n\t  2) Two arcane spell casters (Bard\/Mage)\n\t  3) Summoning Items\n\t  4) Buffing items\n\nDragons and Demons require a little extra work. The former employ\ndevasting breath weapons that can outright kill weaker party members.\nThey absolutely need protection. Against stupid fire-breathing Dragons\nwe can buff the whole party with cheap, long-lasting elemental spells,\nbut against other Dragons, it just takes too much time-putting up a\nhalf-dozen 7th-level 'Protection from the Elements'... well, not really,\nbut I'm lazy, so I rarely tend to do it. It's just easier to cast a\nHeal spell in the middle of combat. Right before combat, cast 'Remove\nFear' on your party and their summons. Dragon fear can end fights before\nthey begin. Some Demons also use fear, as well.\n\nRound #1: Iron Skins\/Stoneskin\nRound #2: Blur\/Protection from Evil 10' Radius\nRound #3: Armor of Faith\/Mirror Image\nRound #4: Elemental Buffing\n       (Dragons tend to use breath weapons, which are not your friend.\n\tTo counter that, we need to defend ourselves from them. Against\n\tfire, you have an easy time, the 3rd-level spell 'Protection\n\tfrom Fire', or, at higher levels, 'Aura of Flaming Death'. The\n\tbest all-purpose Mage buff is the 7th-level 'Protection from the\n\tElements'. Sure, there's the 8th-level 'Protection from Energy',\n\tbut 8th-level spells are precious, and it doesn't add and real\n\tprotection against what we need it for. In higher-level fights,\n\tI tend to just have my Mages buff themselves with 'Protection\n\tfrom Energy', since they're the most vulnerable (and perhaps\n\tit's worthwhile to take an extra round out to protect Jaheira\/\n\tViconia, who are more vulnerable.)\nRound #5: Summons\nRound #6: Aura of Flaming Death\/Dual Golem Manual\/Haste\/Item Buffs\nRound #7: Final Buffing\/Attack!\n       (Again, have your Simulacrum buff themselves however they can,\n\tbut there's a special buff necessary before combating Dragons\n\tand many demons-the humble 1st-leve 'Remove Fear'. Make sure it\n\tgets all your summons, too. They're absolutely useless if they\n\tare running around in fear-same with your party members.)\n\t\n\nBuff Combo: Illithids\t\t\t\t\t\t{SPT029}\n&lt;----------------------------------------------------------------------&gt;\nRequires: 1) Fighter\/Mage or Fighter\/Mage\/Thief who can cast 5th-level\n\t     Mage spells (9th-level Mage).\n\t  2) Divine Spell caster (Cleric\/Druid) who can cast 5th-level\n\t     Cleric\/Druid spells (8th-level Cleric\/9th-level Druid)\n\nIllithids are an odd sort of creature that requires different, less\ngeneralized spell-buffing. First, I tend to keep most of my party back\nin reserve, safely using missile weapons. The only character who engages\nthe Illithids in melee combat is my protagonist. Why? Illithids drain\nIntelligence every time they hit, at least several points at a time.\nEven my 19+ Intelligence Fighter\/Mage can't weather a half dozen hits,\nand box-of-rocks Intelligence warriors like Keldorn, Anomen, and Korgan\nwill only survive three or so. My entire strategy therefore becomes\nabout making one character as hard to hit as possible-the only character\nthat can do this well is a Mage combo. Blur, Greater Invisibility, \nMirror Image, and Fighter-esque armor will make Illithids survivable...\nas long as you protect yourself against their psionics, and have a\nstaunch offensive effort to keep combat short.\n\nRound #1: Blur\/Chaotic Commands\n       (Chaotic Commands is absolutely essential for any character\n\twishing to engage a Mind Flayer in melee. Fortunately, every\n\tdivine spell-caster can use it, and it lasts one turn per level,\n\tso you'll probably only need to use it once. Of course, we all\n\tknow about Blur and its Armor Class bonuses, as well as its\n\tduration.)\nRound #2: Mirror Image\n       (Take a breather this round and have your protagonist buff\n\thimself (or herself) with wonderful, wonderful Mirror Image.\n\tIllusion is the name of the game with this buff combo.)\nRound #3: Greater Invisibility\/Haste\n       (Have your protagonist cast 'Greater Invisibility' on themselves,\n\tor use a Ring of Air Control. It'll lower their Armor Class, but\n\tnote that the point is NOT to avoid becoming a target. Also,\n\tcatch your entire party in Haste. A good offensive is the best\n\tdefense, and all that. Seriously though. Dead Illithids aren't\n\teating any brains.)\nRound #4: Combat\/Death Spell\/Ranged Support\n       (Scout out Illithid groups with your invisible Fighter\/Mage, and\n\tuse Death Spell to start out fights. Illithids usually come with\n\tUmber Hulks, and Death Spell will smite them unerringly. Once\n\tyour Protagonist has safely engaged (oxymoron alert!) and\n\tabsorbed the inevitable psionic assault Illithids begin fights\n\twith, having your Hasted party come up and shoot at anything\n\tattacking your baitagonist. If your protagonist is taking too\n\tmany hits, withdraw and lure the Illithids around by running.\n\tHopefully you'll be able to recover some Intelligence or shoot\n\tthe Illithids down.\n\nAlternatives: This strategy still floats if you don't have a multi-class\n\tMage, but it'll take a specific set-up. First, take a strong\n\tFighter (Keldorn or Korgan, for example) and cast Chaotic\n\tCommands on them. Make them use Ilbratha (for Mirror Image) and\n\ta Ring of Air Control (Greater Invisibility). It's the best you\n\tcan do, just be very, very attentive to their Intelligence.\n\nBuff Combo: Liches, Beholders, and other pesky Mages\t\t{SPT030}\n&lt;----------------------------------------------------------------------&gt;\nRequires: 1) Multi-class Mage who can cast 5th-level Mage spells,\n\t     ideally a Fighter\/Mage or Fighter\/Mage\/Thief. 10th-or-11th-\n\t     level Mage is preferable.\n\t  2) Divine Spell caster (Cleric\/Druid) who can cast 5th-level\n\t     Cleric\/Druid spells (8th-level Cleric\/9th-level Druid).\n\t     Note that a Cleric can cast all the required buffs, but\n\t     a Druid cannot.\n\t  3) The Cloak of Mirroring\n\nThe first time I played this game, nothing gave me more trouble than\nMages-especially Liches. It's a symptom of not knowing what quests to\ndo, what areas to explore, when, and what spells to use-all things that\nthis guide helps with! Of course, there are several good ways to take\ndown Mages-Insect Plague, the awesome 5th-level Druid spell, is one of\nthe easiest and simplest. Backstabbing Mages with a party Thief is also\npossible (if not terribly easy, due to the prevelence of True Sight-any\nMage worth taking down this way is also usually capable of countering\nit.) This buff combo isn't just for any Mages, though, but very, very\nstrong, well-prepared Mages we'll typically face. This buff combo is\ngreat for taking down Liches and other uber-Mages, but you know the\nsaying, the high tide raises all boats... err... perhaps the wrong\nsaying, but the point is, if you can use it to kill Liches, you can use\nit to kill anything the is dependent upon spells. This buff combo\nREQUIRES a multi-class Mage, a melee competent one is a plus, but not\nnecessary. It's also  greatly simplified if you have the Cloak of\nMirroring-not a direct requirement-if you have a higher-level Mage\nand\/or are willing to rely on some luck-but it's a definate plus.\n\nRound #1: Stoneskin\n       (Stoneskin? For Mage take-downs? Sure. First, it lasts forever,\n\tso it doesn't really complicate things. Also, many spell\n\tcasters are not squeamish about summoning things, so it pays to\n\thave some melee defense.)\nRound #2: Chaotic Commands\/Protection from Evil 10' Radius\n       (You should have two divine spell casters in your party, and\n\thence, these two buffs can go at once. Jaheira can cast Chaotic\n\tCommands, which should be pretty self-explanatory-it'll stop\n\tnasty spells like Charm, Confusion, and Maze. Anomen\/Viconia can\n\tcast Protection from Evil 10' Radius, which has a very special\n\tpurpose; Liches are prone to using Gate to summon in a Pit\n\tFiend. With Protection from Evil 10' Radius on, the Pit Fiend\n\twon't attack you. In fact, it'll often turn on its summoner!)\nRound #3: Death Ward\/Remove Fear\/Spell Immunity #1\n       (Death Ward seems like an obvious cast, too, as it'll stop evil\n\tdeath spells. It's preferable to Spell Immunity: Necromancy\n\tbecause it also stops Disintigrate (which is an Alteration, not\n\tNecromancy.) Remove Fear is another obvious cast, as you\n\twouldn't want to be immune to so many deadly spells, but fall\n\tvictim to Horror, or something stupid like that. Finally, your\n\tfirst Spell Immunity, the backbone of this strategy. Cast\n\tSpell Immunity: Conjuration, which will block all Power Word and\n\tSymbol spells. Liches use these quite often.)\nRound #4: Spell Immunity #2\n       (Now for your final buff, and arguably the most important-\n\tSpell Immunity: Abjuration. This will block spells like Breach,\n\tDispel Magic, and Spell Thrust which otherwise might conspire to\n\tstrip your spell defenses. Also, another important funciton of\n\tthis spell is to protect you from Imprisonment spells, a game-\n\tender that Liches love.)\nRound #5: Mage Bane\n       (You're as invulnerable to magic as you can hope to be, and with\n\tthe Cloak of Mirroring, your pretty much ARE immune to magic. No\n\tdirect damage-dealing spell can harm you through the Cloak of\n\tMirroring. You're also immune to death spells, dispelling,\n\tImprisonment, Symbol and Power Word spells. One of the few\n\tthings that can bother you are summons-if the enemy summons an\n\tEfreeti (which isn't uncommon), but of course, most of the\n\tEfreeti's attacks won't work on you, either. Now the strategy\n\tis simple-absorb everything the Mage has to throw at you, and\n\twhen their spell-arsenal is depleted, smite them. Or you can be\n\tmore pro-active. A competent Fighter\/Mage or Fighter\/Mage\/Thief\n\tcan use Breach and True Sight to keep the Mage vulnerable and\n\tcut them down while they waste magic on you.)\n\nBuff Combo: The Throne of Bhaal General Buff\t\t\t{SPT031}\n&lt;----------------------------------------------------------------------&gt;\nThis one is simpler than many of the other buffs-it's general buffing\nfor Throne of Bhaal, buffs you'll want to keep on for most fights. It's\nlike the spell buff to the max!, minus the max!\n\nRound #1: Stoneskin\/Iron Skins\n       (You have no reason not to have these spells on all the time.\n\tIt's the best defense against melee attacks in the entire game.\n\tIt doesn't hurt that if you pair it with a good Armor Class, it\n\tonly makes you more invulnerable.)\nRound #2: Blur\/Protection from Evil 10' Radius\n       (More long-lasting buffs that will protect you.)\nRound #3: Haste\n       (The best spell-buff in the game. Haste makes all fights easier.)\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\t    General Tips {TIP000}\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSave often. There is a lot of trial and error in this game. If you walk\ninto an encounter you weren't ready for, there's a good chance you can\nlose characters. And of course, there is always just bad luck.\n&lt;----------------------------------------------------------------------&gt;\nTo find objects on the map that can be searched or interacted with hold\ndown the 'Tab' key. This will reveal doors, containers, your party's\nHit Points, and other useful information. Sure beats waving the mouse\ncursor around madly, hoping to find a hidden bit of loot, ala vanilla\nBaldur's Gate 1.\n&lt;----------------------------------------------------------------------&gt;\nLead with pretty. Take your character with the highest Charisma and make\nthem party leader. That way they will use their reaction adjustment to\ninfluence people they talk to, getting you better reactions, rewards,\nand prices. Paladins make great natural party leaders, as they are both\nstrong and have a high Charisma.\n&lt;----------------------------------------------------------------------&gt;\nLead with steel. Of course, pretty isn't the only consideration to make.\nYour front line characters will be under fire more often than any other\ncharacters. Put your most well protected allies up front, taking into\nconsideration Armor Class and Hit Points.\n&lt;----------------------------------------------------------------------&gt;\nThe Ring of Human Influence helps the 'lead with pretty, lead with\nsteel' rules above. Wearing it increases the wearer's Charisma to 18,\nall but negating Charisma as a noteworthy attribute in any sense. Put\nthis ring (and a few other Charisma-boosting items) on a well-defended,\nhigh Hit Point party leader, and you're all set.\n&lt;----------------------------------------------------------------------&gt;\nSpread the wealth. Don't load up good gear all on one character, even\nthough it might be tempting to spoil your main character.\n&lt;----------------------------------------------------------------------&gt;\nDiversify. This makes spreading the wealth easier. If everybody is\nclamoring for long swords, you'll never have enough to go around. This\nshouldn't be too hard, as most recruitable characters come tailor-made\nto use specific weapons. You think Anomen was meant for anything other\nthan War Hammers and Maces, or that Korgan really wants to fight with\nsomething other than a Battle Axe?\n&lt;----------------------------------------------------------------------&gt;\nTravel with like-minded characters, or rather, characters of the same\n(or similar) alignments. In Baldur's Gate 1 this was less of a problem,\nbut in Baldur's Gate 2 characters of different alignments could end up\nfighting. Notoriously Viconia and Keldorn will not last together in a\nparty, and Aerie and Korgan cause problems as well.\n&lt;----------------------------------------------------------------------&gt;\nManipulate your reputation. Good parties will want to have a high\nreputation just to keep folks happy, but evil parties will want the\ndiscounts high reputations bring. Just don't go over 17 or you'll face\ndesertion. Go to temples to raise your reputation before major shopping\nsprees. If it gets too high, go kill a peasant in a house.\n&lt;----------------------------------------------------------------------&gt;\nManipulate your Charisma. If it was a good enough tactic in Planescape:\nTorment, it's good enough in Baldur's Gate 2. Equip the 'Ring of Human\nInfluence' on a Mage and make them your party leader. Then have them\ncast the spell 'Friends' and equip whatever other Charisma-boosting\ngear you have (like the 'Nymph Cloak'). You'll get a nice discount while\non your shopping spree with 25 Charisma.\n&lt;----------------------------------------------------------------------&gt;\nStealing might be bad for your soul, but it's good for your wallet. \nSteal early and steal often, there's no 'karma' meter in this game and\nyou only lose reputation if you get caught. By stealing you can get\nyourself early access to moderately useful gear and much more useful\nsingle-use items like scrolls, potions, and ammunition. It'll make\ncompleting the early quests that much easier, allowing you to raise\nlegitimate gold you'll need to buy things from Deidre and Ribald. A\nminimum Pick Pockets skill of 140% is suggested. Use Potions of Master\nThievery to this end, they last three hours, raise your skill by 40%\neach, and are a much better alternative to spending points on the Pick\nPockets skill. It's not like those potions or that skill is useful for\nanything else anyways.\n&lt;----------------------------------------------------------------------&gt;\nScout ahead. If you can find danger before it finds you, you can prepare\nfor it and get the drop on it. Difficult encounters can turn into snore\nfests if you make a resounding first strike.\n&lt;----------------------------------------------------------------------&gt;\nFirst strikes win fights. Mark enemy locations with a character who has\nstealth, then at the edge of the fog of war-just before you can see the\nenemy-target the area with an area of effect spell; Web, Stinking Cloud,\nEntangle, Silence 15' Radius, Confusion, Horrid Wilting, whatever. It'll\nmake the encounter much easier if you start with a decisive magical\nstrike.\n&lt;----------------------------------------------------------------------&gt;\nHaste is probably the most powerful spell buff in the game. You act\nfaster in combat, gain an extra attack per round, and your movement \nspeed is doubled. It is, essentially, a way to vastly increase your \noffensive power for a short amount of time. Use it before every major \nfight.\n&lt;----------------------------------------------------------------------&gt;\nSpell-buff before big fights. Any fight that sucks will suck less if you\ncast Protection from Evil 10' Radius, Defensive Harmony, and Haste.\n&lt;----------------------------------------------------------------------&gt;\nInsect Plague is THE spell to use for Shadows of Amn. The least it will\ndo is deal one damage every two seconds to enemies caught inside of it\nand make spell casting impossible for them, with a save to see if they\nrun in fear as well. This destroys enemy spell casters, even whole\nparties of adventurers, and it really makes having a Druid a good thing.\nIt only affects six enemies, but most fights don't involve many more\nthan that, and it only lasts six rounds, but that's longer than most\nfights take. Use it and take down the spell casters and other \nvulnerable enemies, then you can deal with the survivors with ease. Oh,\nand being invisible doesn't protect enemies from it. Score.\n&lt;----------------------------------------------------------------------&gt;\nHang on to +3 weapons! It doesn't matter what KIND of weapon it is,\nonly that it's of +3 or better enhancement. Many creatures are immune\nto +2 or less weapons... well not many, but when one comes around it's\ntypically strong enough to cause problems, problems that might be more\nthan one character can handle. Any +3 weapon you can equip for, say, a\nBalor will be one more character that can hurt it, regardless of whether\nthey are proficient or not. Being unproficient with a weapon that can\ndamage an enemy is infinitely better than being specialized with a\nweapon that can't.\n&lt;----------------------------------------------------------------------&gt;\nConjuring Elementals is a good tactic to use early in the game, as you\nwill summon up a relatively potent ally who is immune to anything less\nthan a +2 weapon... which most foes early in Shadows of Amn are not\nequipped to handle.\n&lt;----------------------------------------------------------------------&gt;\nSummon Nishruu and Summon Hakeashar are also great choices for the Mage,\nespecially against other Mages, as these creatures are both immune to\nmagic. A timely summon Nishruu can make a Mage powerless as it sucks out\ntheir memorized spells one by one, so long as the Mage doesn't have any\nbuddies able to harm it physically. Just be careful not to use this\nspell against enemies that have magical gear on them, as the Nishruu\/\nHakeashar will feast on magical items once it's done absorbing enemy\nspells.\n&lt;----------------------------------------------------------------------&gt;\nDepending on what class you are, you'll be offered a variety of guilds\nor strongholds throughout the game. These are Mae'Vars Guildhall \n(Thieves), the de'Arnise Keep (Fighters), the Planar Sphere (Mages),\nCleric's Temple (Clerics), Five Flagons Playhouse (Bards), the Ranger\nCabin in Umar Hills (Rangers) and the Druid Grove (Druids).\n&lt;----------------------------------------------------------------------&gt;\nSpell Immunity can, in conjunction with other spells, make a character\nnearly impervious to magical attack. While there are just too many\ndifferent Spell Schools out there to protect against all of them, you\ncan at least block the spells that the enemy tends to use most often.\nUsing Spell Immunity: Conjuration blocks all Symbol and Power Word \nspells, Necromancy will protect against Finger of Death, Wail of the\nBanshee, and Horrid Wilting, Alteration will negate Flesh to Stone and\nDisintegrate, and Abjuration prevents the enemy from using Imprisonment.\nCombined with Chaotic Commands, Death Ward, and similar spells, you can\nreally make it hard for enemy spell-casters to harm you. The best part \nis, although you have to cast the spell once per school, multiple\ncastings stack.\n&lt;----------------------------------------------------------------------&gt;\nDispel Magic is a low level spell that is vital to your survival. \nIt's not party friendly, but removing Confusion from some party members \nis more important than keeping their Haste. It can also debuff enemies,\ntaking away defensive protections and offensive aids alike. Its\neffectiveness increases or decreases depending on whether your level is\nhigher or lower than an enemies', but every spell-caster should always\nkeep one prepared. Multi-classed characters will likely have much less\nluck with Dispel Magic than singled-classed characters, and Clerics\ncan expect to be a higher level than Mages with equal experience, but\nsince there's always a chance of success, it's worth using. Many\nenemies will be around or below your experience level, but the odd Lich\nand high level Mage might not be impressed with your Dispel Magic.\n&lt;----------------------------------------------------------------------&gt;\nKeldorn's Inquisitor kit gives him the ability to Dispel Magic at twice\nhis actual level. Even at mid-levels, his Dispel Magic is more than a\nmatch for the buffs and debuffs of most enemies!\n&lt;----------------------------------------------------------------------&gt;\nTwo common enemy defenses: Stoneskin and Protection from Magical\nWeapons, can be overcome with Breach. This is preferable to Dispel Magic\nbecause you won't remove your own spell-buffs and there's no chance of\nfailure... and as a 5th-level spell, it really only competes with Chaos.\n&lt;----------------------------------------------------------------------&gt;\nEnemy Mages will commonly use spells like Mislead, Shadow Door, and\nImproved Invisibility to buy themselves time and protection. Use True\nSight to instantly dispel these effects in an area. It's party-friendly,\nand it'll also remove defensive illusions like Mirror Image.\n&lt;----------------------------------------------------------------------&gt;\nMore powerful Mages later on in the game will put up more effective\nspell-defenses, like Spell Immunity: Abjuration and Spell Deflection,\nwhich blocks Breach, as well as using Stoneskin, Protection from \nMagical Weapons, and Mantle. Use Pierce Magic before you use Breach,\neither in tandem with another Mage, via a Spell Trigger, Time Stop, or\nthrough a Wand of Spell Striking. Or failing that, on subsequent rounds.\n&lt;----------------------------------------------------------------------&gt;\nEarly in the game, strong enemy Mages can be a huge problem, when you\nlack the stopping power to kill them quickly, the spell arsenals to take\ndown their defenses, the saves to resist their spells, or the Hit Points\nto weather them. An effective tactic for when you know such a fight is\napproaching is to scout the area and find the Mage in question, and then\nsummon as many creatures as possible (typically through the use of\ninfinitely rechargable summoning items) near the Mage. Keep your own\nparty out of sight and let your summons soak up the early offensive...\nAfter all, if an enemy Wizard uses his Horrid Wilting on your summons,\nthey can't use it on your party.\n&lt;----------------------------------------------------------------------&gt;\nIf you're not using an infinite bag of holding mod, you'll need to find\nsomewhere to stash your loot. Strongholds are an ideal location-you\ntend to earn money there, and it's hard to forget such things. Just be\nsure not to stash anything in your strongholds until AFTER you have\nobtained them. Many get 'repopulated' after the quests involving them,\nand this includes the containers within. Mae'Var's Guildhall, the\nde'Arnise Keep, and the Planar Sphere are all good choices.\n&lt;----------------------------------------------------------------------&gt;\nCluttered up with Mage spell scrolls? Have Throne of Bhaal installed?\nNo problem. You can erase known spells from your spell-book and rescribe\nthem. It gets useless extra copies of spells out of your inventory, and\nit earns you experience. Just don't forget that other Mages that you\nmight want to recruit later will need those spells... so get your party\nMage(s), learn them all the spells they can, and then go ahead and\nrescribe your scrolls for extra experience.\n&lt;----------------------------------------------------------------------&gt;\nStealth is not fool-proof. Enemy Mages will cast True Sight if they\nsuspect a sneaking foe nearby. Also, some enemies aren't fooled by\nstealth due to extremely acute senses-Fell Cats and Fire Trolls will\n'smell' you out, and Hive Mothers... well, they're a big ball of\neyeballs. Kinda hard to hide from that.\n\no======================================================================o\n|\t\t\t       Chapter 1\t\t\t       |\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t      Escape from Irenicus' Dungeon\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK001}\n\t\t1) You Should Survive the Process\n\t\t2) Minsc\n\t\t3) Jaheira\n\t\t4) Gearing Up\n\t\t5) The Mephit Machine\n\t\t6) Aataqah's Game \n\t\t7) Goblins\n\t\t8) Stasis Room\n\t\t9) Sewer Golem Room\n\t\t10) Relieving Rielev\n\t\t11) Tales Dead Tell\n\t\t12) The Sewage Chamber\n\t\t13) The Master's Room\n\t\t14) The Dryads Three Make a Plea\n\t\t15) The Master's Wife's Room\n\t\t16) The Library\n\t\t17) Ilyich\n\t\t18) Cambion Containment\n\t\t19) The Genie's Request\n\t\t20) Retrieving the Flask\n\t\t21) The Sword of Chaos\n\t\t22) Yoshimo\n\t\t23) Mephit Spawning Room\n\t\t24) Escaped Clone\n\t\t25) To the Wand Room\n\t\t26) The Wand Room\n\t\t27) The Vampire's Display\n\t\t28) The Smithy\n\t\t29) Freeing Frennedan\n\t\t30) Attacked by Assassins\n\t\t\nDungeon, Part 1 (AR0602)\no======================================================================o\n1) You'll be approached by some Mage who will proceed to perform\n'experiments' upon you. Not very nice ones either, judging from all the\nfire and death cries your character makes. A Golem will eventually\narrive, drawing the man's attention and leading him away to deal with\n'intruders'. Imoen will show up and spring you from your cage, joining\nyour party immediately afterwards. She'll tell you about some weapons\nto the north-west before the game auto-saves and the camera pans to the\nnorth-east to reveal two captured people.\n\nImoen doesn't start out too great in the way of spells. Have her\nmemorize some Magic Missiles and maybe a Chromatic Orb. It won't take\nmuch more than brute force to get out of here. As for 2nd level spells,\nget a Mirror Image, a Melf's Acid Arrow, and a Stinking Cloud. We won't\nfight many large groups of enemies, and even when we do we don't have an\nunlimited supply of ammunition to use on them, so Stinking Cloud isn't\ntoo important just yet. Melf's is best against trolls and spell casters,\nwhich won't be a problem for a while yet, but at least it contributes to\nthe fight. For 3rd level spells get Haste. It might be fun to Fireball\nsome baddies, but really, Haste is going to help you out more in a\nfight. As for 4th level spells, we won't be letting Imoen get hit, so\ndon't bother with Fire Shield, and if we do let her get hit, Stoneskin\nwould be better anyways. Improved Invisibility can go on anyone, so keep\nit handy to spell-buff your front line Fighter. You don't want to let\nImoen scribe any scrolls you find, as... it'll be a while before she can\nput them to good use. Save them up for your main character, Edwin, or\nfailing that, for Imoen to use at a later date.\n\nNote: If Imoen suffers mortal damage (if she's reduced to zero Hit\nPoints) she'll panic, disband, and flee the dungeon. Of course, since\nyou can't raise dead characters at this point in the game, anybody who\nsustains fatal damage is out of the game for the rest of this dungeon,\nbut it's still something to be wary of. At least if Imoen starts\nspazzing out, you'll know why.\n&lt;----------------------------------------------------------------------&gt;\n2) Go over to the man at (x=4000, y=2750) to find your old friend Minsc.\nThe captivity really hasn't made him any saner... or more insane, for\nthat matter. Some things are beyond torture. You will eventually provoke\nhis wrath to the point where he breaks his 'permanently welded cell'. He\nthen accuses you of provoking him to unleash his berserker might. Uh,\nyeah! Sure. Regardless of your intentions he thinks you're one clever\nfellow and offers to join you. By all means take him along, you could\ncertainly use his Hit Points and Strength to get out of here. You can\nalways ditch him later if you're so inclined. Minsc is, if anything,\neven more hilarious in the sequel. It's just another perk of bringing\nhim along.\n\n***REWARD***\n(For 'encouraging' Minsc to escape from his cell)\nEXP\t3000\n&lt;----------------------------------------------------------------------&gt;\n3) Over at (x=3850, y=2650) you'll find another cage with another former\ntraveling companion, the Harper agent Jaheira. She's just as hot-headed\nand mouthy as ever, and will give you a run down of your story. The game\nassumes, of course, that you actually traveled with her in the prequel.\nIt's possible to blow her off and leave her behind, but you might just\nwant her healing power for this dungeon, even if you don't plan to keep\nher. Note that if you turn on her and leave her behind she will say some\nrather disparaging things about you 'turning'. It is all too similar to\nthe way others of her ilk will look at you later... but now I'm\nforeshadowing. To get her free go up to the room to the north-west and\nsearch the table at (x=3050, y=2800). You'll find, along with many\nweapons, a Jail Cell Key. Take the key and open the door.\n\n***ITEMS***\n(x=3050, y=2800) Long Sword, Short Sword, Quarter Staff, Mace, \n\t\t Battle Axe, Spear, Halberd, Jail Cell Key, \n\t\t War Hammer, Two Handed Sword, Katana\n\n***REWARD***\n(For freeing Jaheira from her cage)\nEXP \t3000\n\nHave Jaheira get plenty of Cure Light Wounds. You can get Entangle, but\nit by now has long since run its course as a useful spell. Armor of\nFaith is a decent defensive spell that will cause Jaheira to ignore\n10% of the damage she takes at her present level, and lasts long enough\nto be considered as a good defensive buff. Bless can also provide a\ntemporary buff to your entire party's attack rolls, but I'd prefer Armor\nof Faith. 2nd level is very slim pickings, as Barkskin does not stack\nwith armor. You'd be better off just wearing the Splint Mail. You \nshould, however, always carry a Slow Poison on you, just in case. For \n3rd level spells, get a Dispel Magic-every spell caster who can cast\nthis spell should have one prepared-and a Cure Medium Wounds. Finally\ncome 4th level spells, of which you have the very nice Death Ward,\nwhich has no applicable use just yet. For now either grab Defensive\nHarmony, which is a good spell buff, or Cure Serious Wounds for extra\nhealing power.\n&lt;----------------------------------------------------------------------&gt;\n4) Go back into the room where you found the Jail Cell Key. As\npreviously noted you can find weapons on the table at (x=3050, y=2800).\nEquip your main character with whatever they're good at. Minsc gets the\nTwo Handed Sword, Jaheira suffers with a Quarter Staff for now. I set\nJaheira up as my front-liner, as she's got the Dexterity and the ability\nto wear the heavier armor I need to succeed. Loot the chest for some\narmor. I give Jaheira the Splint Mail, and I have Minsc don the Chain\nMail. For now getting through the place is more of a priority than\ntaking advantage of his ability to Sneak. Besides, he can always take it\noff to scout ahead. Finally, the painting at (x=3130, y=2700) has stuff\nbehind it, but be sure to search for traps. This is your introduction to\ntraps in this game, and this one isn't very powerful or hard to disarm.\nIt is, however, a warning. It's the second room in the game, and there's\na trap. Oh yes, kiddies, there will be traps in this game, enough to\nruin your day if you don't bring about a Thief. The Dagger +1... eh...\nwell, it can go on Imoen, but it's really just a waste. If you stick it\non Jaheira you'll raise her THAC0 by one, but then she can use the Small\nShield to bring her Armor Class down. And of course, if you imported\nyour main character with the Golden Pantaloons in their inventory, you\nwill find those in here as well. You can talk to the Golem in this room\nbut it has little to say. The tunnel to the north leads to a door\n(x=2420, y=2180) we can't open yet. There's also an annoying Smoke\nMephit down there, which isn't particularly dangerous, but it can blind\nyou temporarily.\n\n***ITEMS***\n(x=3000, y=2750) Helmet, Leather Armor, Studded Leather Armor, \n\t\t Small Shield, Buckler, Splint Mail, Chain Mail,\n\t\t Buckler\n(x=3130, y=2700) Dagger +1, Potion of Healing x3, Golden Pantaloons\n\n***TRAPS***\n(x=3130, y=2700)\n&lt;----------------------------------------------------------------------&gt;\n5) Head to the south-west. I'd suggest sneaking in with Minsc or Imoen,\nas there is a machine in the middle of the room that creates Lightning\nMephits which shoot... well, lightning at you. Click on the machine's\ncontrols at (x=2850, y=3050) twice to turn the machine off and stop it\nfrom spawning more Mephits.\n\n***REWARD***\n(For disabling the Lightning Mephit spawning machine)\nEXP\t2000\n&lt;----------------------------------------------------------------------&gt;\n6) Continue up to the north-west to find a genie named Aataqah, who\ninitiates dialogue with you. If you blow him off he'll leave, if you\nhumor him he'll ask you to answer a hypothetical question. If you say\nyou'll push the button he'll summon an Ogre Mage for you to fight. If\nyou say you won't he'll summon four fearful Gibberlings. I prefer the\nOgre Mage path, as it at least gets you some experience... and you don't\nhave to chase down a bunch of stupid Gibberlings. He'll tell you to seek\nout Rielev after you kill his monsters.\n&lt;----------------------------------------------------------------------&gt;\n7) If you go north you'll find a tunnel leading to the east, with a\nGoblin guarding it. The passage ends in a locked door (x=2150, y=1900)\nwe can't open. Typical. So head west instead to find some Goblins. Most\nof them will carry Battle Axes, but a few will sit back and fire arrows\nat you, leaving behind Composite Long Bows when they die. How is a\nGoblin firing a Composite Long Bow? Who knows. It's as good an excuse as\nany to get yourself some Bows and Arrows though. I put a bow on Minsc\nso he has a ranged option. Continue heading up the passage until you\ncome to two doors, one to the north-east (x=900, y=2200) and one to the\nsouth-west (x=600, y=2400).\n&lt;----------------------------------------------------------------------&gt;\n8) In the south-western room you'll find a number of containment vats,\ninside of which are various creatures both living and dead. There's\nnothing you can do with them just yet, but there are two Mephits you can\nactively make more dead. Once they're done loot the room. The Short Bow\ngoes to Imoen so she can participate effectively in combat, and the\nQuarter Staff +1 goes to Jaheira.\n\n***ITEMS***\n(x=670, y=2700) Arrows x5, Short Bow, 1 gold\n(x=820, y=3050) Bullets x5\n(x=1050, y=3000) Quarter Staff +1\n\n***TRAPS***\n(x=1050, y=3000)\n&lt;----------------------------------------------------------------------&gt;\n9) Through the north-eastern door you'll find a Radiant Mephit which\nneeds to be put down. You'll also find a Sewage Golem (x=1070, y=2050)\nyou can't interact with yet. You can, however, loot the room. Jaheira\nwill be much better off with the Medium Shield and the Scimitar. My\nprotagonist scribes Flame Arrow immediately, but I save the Scroll of\nDispel Magic for later.\n\n***ITEMS***\n(x=1050, y=2100) War Hammer, Medium Shield, Scimitar, Long Sword +1\n(x=900, y=2000) Arrows x4\n(x=900, y=1950) Potion of Healing, Scroll of Flame Arrow\n(x=1200, y=2100) Scimitar, Potion of Extra Healing x3, Spear,\n\t\t Scroll of Dispel Magic\n&lt;----------------------------------------------------------------------&gt;\n10) Now head up to the north-west, then follow the tunnel to the north-\neast. You'll pass a door (x=520, y=2000) with two Lesser Clay Golems<\/pre>\n\n\n\n<pre id=\"faqspan-14\" class=\"wp-block-preformatted\">inside. Again, you can't bother them now, but they will become hostile\ntowards you later in the level if you let them live, so it's a good idea\nto just bump them off now... Unlike the other Clay Golems you'll fight\nlater on, these ones can be hurt by non-magical and non-blunt weapons.\nHead north-east some more. You'll come under attack by some Goblins at\nthe first intersection to the north-west. Kill them, and then continue\nnorth-east through a door (x=1020, y=1750). Inside you'll find another\nvat, inside of which is a... creature... called Rielev (x=1170, y=1500).\nTalk to him to find out a bit about Rielev and his master. He'll mention\nthe master being 'cast out' and 'one of us no longer'. He'll also\nmention something being taken. Offer to release him from his torment\nand he'll tell you to take some power crystals, with which you can talk\nto other experiments and possibly find out how to escape.\n\n***ITEMS***\n(x=1250, y=1600) Activation Stone\n(x=1280, y=1400) Potion of Extra Healing x2, Sling, Bullet x8, Halberd,\n\t\t War Hammer\n\n***REWARD***\n(For relieving Rielev from his torment)\nEXP\t1000\nItem\tEnergy Cells\n&lt;----------------------------------------------------------------------&gt;\n11) Head back to the room with the stasis vats and talk to the various \nbeings, the 'Tortured Ones' (x=400, y=2500), (x=450, y=2900), \n(x=750, y=2700), (x=1200, y=3100), to learn that-if nothing else, your\ncaptor can inspire some pretty fanatical devotion. If you go back to the\nSewer Golem room you can activate it with that Activation Stone you\nfound and get it to open the door to the sewage chamber, which causes it\nto merrily run off and open the doors at (x=2420, y=2150), \n(x=2220, y=1700), and (x=2150, y=1900).\n\n***REWARD***\n(For activating the Sewage Golem)\nEXP\t3000\n&lt;----------------------------------------------------------------------&gt;\n12) Head through any of the aforementioned doors to reach the Sewage\nChamber, the simplest way is to go through the door north of where you\nmet Aataqah. In the Sewage Chamber you'll find an Otyugh, something I\nhonestly expected to find in the sewers in Baldur's Gate 1, but was\nnonetheless thrilled to find in the sequel. It can't fit through\nthe doors, so if you have a Thief main character you can sneak, run in,\nbackstab it, and run back out for an easy time. It's not too rough in\nany event. When it dies grab the Wand of Frost Key and loot the room.\nMinsc enjoys having a Helmet of Infravision again. Go through the door\nto the north-east (x=2800, y=1700).\n\n***ITEMS***\n(x=2700, y=1720) Oil of Speed, Splint Mail, Potion of Healing x2\n(x=2750, y=1800) Potion of Healing x2, Light Crossbow, Bolt x10,\n\t\t Scroll of Vocalize\n(x=2900, y=1870) Potion of Healing x3, Helmet of Infravision, \n\t\t Scroll of Clairvoyance\n\n***TRAPS***\n(x=2750, y=1800)\n&lt;----------------------------------------------------------------------&gt;\n13) Head north-east through another door (x=3500, y=1250), killing some\nGoblins as you go. You'll find an oddly lavish room - a welcome, if\nominous change from the dungeons behind you. The game will even warn you\nof the traps ahead, so get to disarming and looting. The Air Elemental\nStatue will get us into another area. It's good to have our Helm of\nBalduran back, too. This time it goes on Jaheira, as my main character\nwill soon find a better helmet to see him through the game. My main\ncharacter does, however, retain the Metaspell Influence Amulet. In\nthe room to the north-west you'll find some Goblins and two lootable\ncontainers. There's also a portal (x=3000, y=550) we need to find a key\nfor.\n\n***ITEMS***\n(x=3550, y=900) Scroll of Chromatic Orb, Helm of Balduran\n(x=3600, y=880) Wand of Lightning Key, Scroll of Burning Hands\n(x=3780, y=900) Air Elemental Statue\n(x=3930, y=970) Metaspell Influence Amulet\n(x=320, y=820) Scroll of Fireball\n(x=3340, y=800) Bullets x20, Scroll of Armor\n\n***TRAPS***\n(x=3700, y=1000)\n(x=3550, y=900)\n(x=3930, y=970)\n&lt;----------------------------------------------------------------------&gt;\n14) Venture south-east to find three Dryads, Elyme, Ulene, and Cania,\nwho will beg you to help them escape by taking their acorns to the Fairy\nQueen. They'll also give you the name of your tormentor, Irenicus. \nTheir acorns are held by a mean creature named Ilyich, the clan chief \nof the master's duergar slaves. They'll also promise to tell you how to \nescape if you free them. All in good time. First head past them to the \nsouth.\n&lt;----------------------------------------------------------------------&gt;\n15) You'll find a very nice circular room that is covered with traps.\nWhen you set foot in the room an alarm will sound, summoning the two\nLesser Clay Golems from before, who will-eventually-make their way to\nyou and attack for entering the 'chambers of the the master's wife'...\nunless, of course, you killed them earlier. The Portal Key opens the\nportal in the room north of the room where we found the Helm of\nBalduran. My main character enjoys the Bracers of Defense, as would any\nMage hurting for Armor Class. And be sure to grab the Pommel Jewel of\nthe Equalizer! You're going to want that weapon. Now that we're done\nhere head back to the Sewage Chamber and go north-west through the door\nat (x=2220, y=1700).\n\n***ITEMS***\n(x=3100, y=2300) Portal Key\n(x=3060, y=2220) Potion of Extra Healing, Bracers of Defense A.C. 8,\n\t\t Pommel Jewel of the Equalizer\n(x=3160, y=2460) Scroll of Dire Charm\n(x=3000, y=2370) Potion of Master Thievery, Scroll of Summon Monster I\n\n***TRAPS***\n(x=3400, y=2300)\n(x=3400, y=2350)\n(x=3300, y=2250)\n(x=3140, y=2300) \n(x=3100, y=2300)\n(x=3060, y=2220)\n(x=3160, y=2460) \n&lt;----------------------------------------------------------------------&gt;\n16) You'll find a room with... more Goblins, and a Dust Mephit. There\nare also lots of bookshelves to loot, which I will note ignoring all the \nuseless books on the shelves.\n\n***ITEMS***\n(x=950, y=750) Agna Mani Necklace\n(x=850, y=850) Potion of Healing x5, Scroll of Larloch's Minor Drain\n(x=1100, y=800) Scroll of Know Alignment\n(x=1500, y=800) Oil of Speed\n(x=1650, y=950) Potion of Extra Healing\n&lt;----------------------------------------------------------------------&gt;\n17) Go north-west and follow the passage around to get to a large room\nwith Duergar milling about. Further in you'll find Ilyich, who will not\nspare much dialogue before attacking. He's got some crossbowmen and a\nMage with him. Either use a Haste and set upon them, shooting the Mage\ndown to size, or use a Stinking Cloud. Either way, a simple spell should\nsee you through this fight with ease. Most of the duergar don't have\nanything interesting on them, but Ilyich will drop a suit of Leather\nArmor, a Medium Shield, Bullets x40, Acorns, Mail of the Dead +2, Battle\nAxe, Sling, and 87 gold. Jaheira slaps on the Mail of the Dead +2.\nDuring the looting you should find enough weapons and armor to pretty\nmuch equip everybody the way you want. Especially be sure to strap those\nHelmets on, you don't want to suffer from critical hits. You could give\nJaheira  that Club, but I want to pretend she doesn't even have any\nproficiency points in Clubs at all.\n\n***ITEMS***\n(x=1240, y=400) Throwing Axe x5, Potion of Extra Healing x2\n(x=1530, y=250) Chain Mail, Helmet, Medium Shield, Battle Axe, \n\t\tTwo Handed Sword, Scroll of Grease\n(x=1780, y=400) Throwing Dagger x20, Dart x30\n(x=1850, y=500) War Hammer, Leather Armor, Helmet, Small Shield,\n\t\tQuarter Staff, Flail, Sling, Bullet x40, Scimitar\n(x=1900, y=600) Bastard Sword, Long Sword, Short Sword, Arrows x6,\n\t\tShort Bow, Potion of Extra Healing x2, Club, Flail,\n\t\tMorning Star\n&lt;----------------------------------------------------------------------&gt;\n18) Head down a tunnel to the south-east and go past a door at \n(x=1960, y=260). Disarm the trap in the tunnel south-east and continue\non until you find a room with an odd machine in it and a Cambion \n(x=2600, y=1040), who is inside some sort of magical barrier. If you\nactivate the machine (x=2350, y=1000) you can take down the Cambion's\nbarrier, allowing him to attack you... and allowing you to attack him.\nBefore you do so encircle the Cambion and caste some defensive spell\nbuffs and Haste. He shouldn't be too much of a problem, but why not\nstart out prepared? When it's dead loot the Cambion for a suit of Chain\nMail, a Bastard Sword +1, and 146 gold. Now go back up the hallway \nand through the door at (x=1960, y=260), which we can access thanks to\nour possession of the Air Elemental Statue.\n\n***TRAPS***\n(x=2300, y=500)\n\nThe Elemental Plane of Air (AR0601)\no======================================================================o\n19) Travel north-west and you'll meet a pack of Mephits. I always found\nthis encounter annoying... but it might be just because I find Mephits \nannoying in general. To the west are two more Mephits and a container\nfor you to loot. north-west of the entrance ramp you'll find a large\ncircular area with more Mephits. Spell buffing is suggested, Haste in\nparticular, and a pre-emptive Fireball wouldn't hurt, either. Go up\nanother ramp to the west to find the proverbial genie bottle at\n(x=300, y=550). Activate it to get Irenicus' Genie to show up. He will\noffer to give you an item that used to belong to you if you free him\nfrom his bonds, which you can do by finding the real flask the Genie \nis bound to, a twin of the one here. He'll mention one of the possible\nlocations as one of Irenicus' Dryad concubines. See where this is going?\nTime to head back to the Dryads.\n\n***ITEMS***\n(x=200, y=1220) Scroll of Conjure Air Elemental\n&lt;----------------------------------------------------------------------&gt;\n20) Bring the Dryads their acorns and they'll tell you that you must \ntravel up to the next level of the complex using portals... perhaps the\none we found north of Irenicus' room? (That or the one east of the\nprisons, it doesn't really matter.) Talk to them again and ask for the\nGenie's flask and they'll simply give it to you. Now head back to the\ndoor leading to the genie.\n\n***REWARD***\n(For talking to the Dryads after recovering their acorns from Ilyich)\nEXP\t9500\n&lt;----------------------------------------------------------------------&gt;\n21) Now return to the Genie and give him his flask for a hefty\nexperience reward and the Sword of Chaos-Sarevok's sword from Baldur's\nGate 1... or what's left of it, anyways. Even though most of it's power\ndied with Sarevok, it's still a Two Handed Sword +2, and perfect for\nMinsc. Now head back to the main level of the dungeon and go through a\nportal, either the one at (x=3000, y=550) or (x=3900, y=2400).\n\n***REWARD***\n(For freeing the Genie)\nEXP\t15000\nItem\tSword of Chaos +2\n\nDungeon, Part 2 (AR0603)\no======================================================================o\n22) When you appear you'll instantly be approached by Yoshimo, who asks\nto join your party. Regardless of your end goals as far as party\ncomposition is concerned, I suggest you take him along. It'll... open up\noptions when you get out of this dungeon, and if you don't have a Thief\nas a main character, you'll need him for a while. He'll tell you about\nsome room with portals to the east that continuously spawn enemies, and\nbeyond that is a room with mounted wands.\n\n***ITEMS***\n(x=320, y=2880) Scroll of Hold Person\n&lt;----------------------------------------------------------------------&gt;\n23) Go through the door to the north-east at (x=880, y=2800) to find a\nroom with Mephits and Mephit Portals. Our favorite! Ignore the Mephits\nand concentrate on the portals, which will simply spew out more Mephits\nas you kill them. The Scroll of Protection from Normal Weapons is\ninteresting, as from time to time you'll fight monsters that can't harm\nyou, lacking in magical weapons and all. It's not an indispensable \nspell, and soon loses its potency, but it is a defensive option for when\nwe get 5th level spells. As you head to the east Jaheira will make a\nmost unfortunate discovery. Unfortunate for her. Now that Khalid is out\nof the picture, the Jaheira romance opens up. Of course, you must be\ncareful not to say anything disparaging about her dead husband at this\ncrucial first step. Go through the door to the north at (x=1120, y=2350)\nand continue up a tunnel to the north-west.\n\n***ITEMS***\n(x=900, y=2650) Gold Ring, 4 gold\n(x=800, y=2650) Tchazar Gem, Cursed Scroll of Weakness\n(x=1050, y=2530) Potion of Extra Healing, Arrow of Detonation,\n\t\t Wand of Cloudkill Key\n(x=1350, y=2580) 2 gold, 8 gold, Bolt +1 x3\n(x=1400, y=2500) Wand of Summoning Key,\n\t\t Scroll of Protection from Normal Weapons\n(x=1250, y=2350) Wand of Fire Key, Bastard Sword, Arrow x5\n&lt;----------------------------------------------------------------------&gt;\n24) You'll come to another room with stasis vats, where you'll find an\nAssassin and an Escaped Clone fighting. The clone will typically win \nthis fight and, after a short dialogue, will go hostile on you too, \napparently being another one of Irenicus' concubines. She'll cast some\nspells-starting out with Mirror Image and Minr Spell Turning to protect\nherself, after which she'll start shooting out Magic Missile spells and\na Lightning Bolt before finally ending with some Monster Summoning II\nspells. She'll recast Mirror Image if you take them down (even if you\ndon't, actually) but she has no interest in attacking physically\nwhatsoever. If you simply direct all your characters to attack her,\nshe should go down without too much fuss. Loot her body for the Wand of\nMissiles Key.\n\n***ITEMS***\n(x=750, y=2170) Pearl Necklace, Arrows x7\n(x=180, y=2150) Scroll of Fireball, 1 Gold\n\n***ENHANCED EDITION***\nIn the original version of the game, the 'escaped clone' was merely an\nElf model character. In the Enhanced Edition, it has been replaced by\nthe unique avatar of the character the clone is meant to immitate.\nI suppose Irenicus cloned her clothes, too? He's got skills, that guy.\n&lt;----------------------------------------------------------------------&gt;\n25) Go back to the Mephit Spawning Room and through another door at \n(x=1300, y=2220). You'll find another Assassin fighting a losing battle\nagainst Mephits, and north-west of that another group of Goblins. Who\nare these assassins that are so incompetent they can't even kill a\nMephit, and how are they troubling Irenicus so? It is a question for\nsomebody wiser than I. Go through the door at (x=550, y=1400) and cross\na bridge, disarming the trap as you go.\n\n***TRAPS***\n(x=720, y=1300)\n&lt;----------------------------------------------------------------------&gt;\n26) You'll come into a room with a colorful mosaic floor, which an \nAssassin will try to cross to get at a Duergar with a crossbow. You'll\nsee what happens, and why this is not a good idea. Strike the Duergar\ndown with missile weapons and spells. This is the wand trap room, and\nit's beyond time we used those wand keys. Don't bother trying to disarm\nthe traps in the middle of the room, as you'll just get hurt, instead\nplay with the pillars to the north to deactivate the traps across the\nfloor. You'll get a wand for each trap you disarm, as noted below, but\nthese wands only have one charge each and aren't good for much besides\nselling. Search the statue at the far eastern end of the room to get\nahold of a Ring of the Princes +1. I put this on my main character...\nit's going to be some time before they get themselves some armor. Now\ngo through a door to the north-west (x=1320, y=600).\n\t\n***ITEMS***\n(x=2000, y=350) Ring of the Princes +1\n\t\no===============o===============o===============================o\n|    Traps\t|Deactivated At:|\t     Reward\t\t|\no===============o===============o===============================o\n|(x=1200, y=920)|(x=950, y=900)\t|\tWand of Missiles\t|\n|---------------|---------------|-------------------------------|\n|(x=1300, y=820)|(x=1180, y=700)| \t Wand of Frost\t\t|\n|---------------|---------------|-------------------------------|\n|(x=1400, y=750)|(x=1290, y=650)|\t Wand of Fire\t\t|\t\n|---------------|---------------|-------------------------------|\n|(x=1500, y=650)|(x=1420, y=550)|  Wand of Monster Summoning I\t|\n|---------------|---------------|-------------------------------|\n|(x=1700, y=620)|(x=1520, y=500)|       Wand of Lightning\t|\n|---------------|---------------|-------------------------------|\n|(x=1900, y=600)|(x=1630, y=400)|\tWand of Cloudkill\t|\no===============o===============o===============================o\n&lt;----------------------------------------------------------------------&gt;\n27) You'll arrive on the scene just in time to see a Vampire named \nUlvaryl go to town on some more Assassins, this time declaring \nthemselves as Shadow Thieves. She'll then turn into mist and disappear.\nGreat, Irenicus has Vampires on his side. Who wants to bet those will\nbecome a pain in the ass sooner or later? If you are very quick and a\nlittle lucky you can attack Ulvaryl while she's focusing on the Shadow\nThieves. If you kill her you'll get a nice bit of experience\n(8000 experience total), and you might as well try. She won't attack the\nparty and only leaves if she kills all the Shadow Thieves. She's also\nnot immune to non-magical weapons as she should be. Anyways, once that's\ndone with there are three tunnels in the wand room leading south to\nexplore. The western one gets you out of here in short order, but go\ndown the eastern passages for some loot, starting with the eastern-most\npassage, then the middle passage, and finally the western passage.\n&lt;----------------------------------------------------------------------&gt;\n28) Go down the tunnel until you come to a smithy with Goblins inside.\nTo the east you'll find some Duergar. Focus your missile fire on the\nMage and wipe the Duergar out. In this room you'll find some things\nworth looting. The Destroyer of the Hills (aka: Girdle of Bluntness) is\na nice little toy, and it'll go good on any character who needs to go\ntoe to toe with Giants, Golems, and any other enemy that deals\nbludgeoning damage. I prefer to put it on Anomen, Viconia, or Korgan, as\nthey typically wield blunt weapons which are effective against Clay\nGolems. Still, it'll go just as well on Jaheira for now. When you're\ndone, go down the middle tunnel.\n\n***ITEMS***\n(x=3500, y=850) Dagger, Potion of Extra Healing x2, \n\t\tScroll of Charm Person, 100 gold\n(x=3600, y=680) Mace, Potion of Healing x3, Chain Mail, \n\t\tDestroyer of the Hills\n(x=3600, y=700) Arrows x40, Bolt x20, Splint Mail\n(x=3380, y=630) Heavy Crossbow, Bolts x20, Bolts +1 x7, Short Bow,\n\t\tArrows x40\n&lt;----------------------------------------------------------------------&gt;\n29) Go into a room to the south and somebody named Frennedan will ask\nyou to release him from his glass prison. If you decline him he'll turn\ninto a little boy and ask you. Something obviously isn't right with our\nfriend Frennedan. Unfortunately there's loot back there we want, so you\nshould open the door to his cell anyways. He'll follow you around for a\nwhile if you let him, but he'll turn into a Doppleganger and attack you\ngiven time. If you refuse to let him accompany you out he'll attack\nsooner rather than later. Once that's done let's head out of this\ndungeon once and for all.\n\n***ITEMS***\n(x=2220, y=1350) Key to Frennedan's Room, Potion of Healing x5,\n\t\t Scroll of Knock\n(x=2250, y=1400) Scroll of Protection from Electricity, \n\t\t Potion of Firebreath\n(x=2500, y=1200) Elixir of Health x4, Scroll of Invisibility\n(x=2820, y=1420) Scroll of Color Spray, 101 gold\n(x=2850, y=1450) Bolt +1 x4, Scroll of Blindness\n(x=2850, y=1500) Arrows +1 x4\n(x=2800, y=1540) Curse Scroll of Foolishness, Oil of Speed,\n\t\t Scroll of Blur\n(x=2700, y=1600) Bullets +1 x5, Potion of Extra Healing x2\n\n***TRAPS***\n(x=2220, y=1350)\n(x=2500, y=1200)\n(x=2800, y=1540) \n&lt;----------------------------------------------------------------------&gt;\n30) You'll come across a trio of Assassins, who will not listen to\nwhatever you say and attack. The one who initiates dialogue will cast\nsome spells to boost two others who are hidden when the battle starts.\nWhen they're dead continue south-east through the room and down some\nstairs into a sewer. Now would be a good time to take everything off\nImoen you want to keep. Head north-east past all the dead Shadow Thieves\nuntil you find an area transition at (x=3400, y=1300).\n\n***REWARD***\n(For escaping from Irenicus' Dungeon)\nEXP\t34500 (each character)\n\no======================================================================o\n|\t\t\t       Chapter 2\t\t\t       |\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\t Five Finger Discounts\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK002}\n\t\t1) Imoen and Irenicus Incarcerated\n\t\t2) Gooooooooal!\n\t\t3) Lady Beth\n\t\t4) Gaelan Bayle's Offer\n\t\t5) Gaelan Bayle and An Introduction to Larceny\n\t\t6) Shorekeep Stealing\n\t\t7) Cohrvale and Bregg\n\t\t8) Robbing Galoomp the Bookkeeper\n\t\t9) Armor Courtesy of Arnolinus\n\t\t10) Robbing Lady Yuth\n\t\t11) Deidre's Selection\n\t\t12) Ripping Off Ribald's Ring of Regeneration\n\t\t13) To the Copper Coronet\n\t\t14) A Note on Random Encounters\n\n1) Now Chapter 2 has begun... You'll be treated to a cutscene announcing\nyour arrival on the scene of the battle between the Shadow Thieves and\nIrenicus. Irenicus promptly smites a group of impudent Shadow Thieves\nand a group of Mages when they appear. Eventually, however, more will\ngate in and Irenicus concedes to be taken by them... so long as they\ntake Imoen as well, who cast spells at Irenicus during the fighting.\nYou'd think that these Mages would be happy to receive any aid they\ncould against Irenicus, but they probably just wanted to subdue him,\nwhatever the cost. So it seems that although interrupted, Irenicus has\nmanaged to have Imoen taken from you. If you want her in your party,\nyou'll have to go and get her back. Jaheira insightfully points out that\nIrenicus most likely wants to be pursued, and indeed going after Imoen\nis the way to advance the main story. Chapter 2 is, however, dedicated\ntowards assembling your party, much as the beginning of Baldur's\nGate 1 was. Who you want in your party will directly determine what\nquests need to be done and how long it'll take you to get to Imoen. Of\ncourse, if you don't want Imoen in your party then there's no rush to go\nget her. Still, there are things to do before we even rush off after\nparty members... Before we even explore the Promenade we now stand in,\nin fact! In the mean time be sure not to cast any Mage spells out in the\ncity. You can cast any Priest or Druid spells you wish, and you can cast\nanything if you're indoors, but as we've seen the Cowled Wizards do not\ntake kindly to arcane magic being practiced without a license.\n&lt;----------------------------------------------------------------------&gt;\n2) We now have an immediate goal: to raise enough money to effect the\nrelease of Imoen... or get assistance in reaching Irenicus, the two\ngoals seem to be one and the same. First though, we need to assemble our\nparties. Most party members come with quests that need to be resolved\nbefore they'll remain in the party, and most of these quests involve\nkilling things and crawling through dungeons... you know, the kind of\nactivities that generally end in us earning money. We can kill two birds\nwith one stone! The first party members we should look for are Anomen\nand Keldorn for good parties, and Dorn, Hexxat, Korgan, Edwin, and\nViconia for evil parties. Viconia needs only to be found before she'll\njoin, but the other four all have quests that need to be done... but\nnothing so extreme that we can't handle it. Other characters like Nalia,\nValygar, Cernd, Haer'Dalis, and Mazzy require quests that are either\ndifficult or far-off, and should be recruited only after the previously\nmentioned characters are recruited... if you even want them at all.\nBefore we head off to the Copper Coronet however, let's go get some\nloot, spells and experience.\n\nWaukeen's Promenade (AR0700)\no======================================================================o\n3) Over at (x=3080, y=1080) you'll find Lady Beth, who will help you\nget your bearings if you talk to her. She'll tell you about some guild\nwar, apparently between Irenicus (or someone tied to Irenicus) and the\nShadow Thieves, name the wizards that took Imoen away as the Cowled\nWizards, and mention that you might be able to find out how to get a\nlicense to practice magic in the city if you visit the Government\nDistrict. She'll also name your location as Athkatla, the capital city\nof Amn.\n\nSlums District (AR0400)\no======================================================================o\n4) Head south-west to exit the Promenade by clicking anywhere on the\nedge of the map. Travel to the Slums District, as it's the only place\nyou have access to as of yet. As soon as you arrive you'll be met by a\nrogue named Gaelan Bayle, who will tease you with information as to\nImoen's location. He'll escort you back to his house and promise you aid\nin rescuing Imoen and finding the Mage Irenicus... for a price of 20,000\ngold. He'll then direct you to his nephew Brus, who will lead you to the\nCopper Coronet, where you should be able to find work; work which will\nallow you to raise the money you need to pay for the assistance offered\nby Gaelen's friends.\n\nNote that with the beginning of Chapter 2 you'll start getting dreams\ninvolving Imoen and Irenicus when you rest. They are part of the story\nand there's no wrong way to go about them, just try to appreciate the\nlessons Irenicus is trying to teach you. Or not.\n\nGaelan Bayle's House (AR0311)\/(AR0312)\no======================================================================o\n5) Stealing is the name of the game. Okay, not really, it's Baldur's \nGate 2, but in the sequel you can score yourself a lot of cash by simply\nstealing. In the first game you could steal... what? Some Large \nShields +1, a Ring of Free Action, and a few spell scrolls? In this game\nyou can get a lot more mileage out of stealing, but with one important\nnote: You need a VERY high Pick Pockets score to pull it off. Poor,\nstupid Yoshimo has only a 25%, which is not going to get us anything.\nHead up the stairs at (x=150, y=350). Upstairs you'll find Arledrian \n(x=530, y=360), who will sell you various things. Namely he sells\nPotions of Master Thievery. Sell off all the crap from Irenicus' \nDungeon with any value-like gems, jewels, cursed scrolls, armor, and\nbows... and those stupid one-charge wands. This gets me a total of 3500\ngold, which I immediately use to buy all the Potions of Master Thievery\nhe has (three). Now if you have your own Thief character, you might not\nneed as many (this is one of the areas where my evil Fighter\/Mage\/Thief\nprotagonist shines), but Yoshimo chugs all three (and the one we found\nin Irenicus' dungeon) to bring his Pick Pockets up to 185%. Now we're in\nbusiness. You need at least 100% to steal... anything, really, in this\ngame, and about 140% to expect to succeed once in a while. At 180%+ you\ncan steal with relative impunity, although you'll still get caught from\ntime to time, so save often. \n\nKeep in mind when stealing you won't be able to sell fenced goods to\nhonest merchants, so don't steal EVERYTHING hoping to sell it back and\nmake a profit. Besides, the fact that you always have a chance to get\ncaught makes stealing minor items more of a pain in the ass than it's\nworth. If you DO want to steal for unlimited cash flow-rejoice! Not all\nmerchants are honest! A variety of fences exist, including the fence at\nthe Shadow Thief guild, Gorch, in Mae'Var's Guildhall, and Roger the\nFence, in the Sewers under the Temple District, just to name a few off\nthe top of my head. There are a few specific items that are worth\nstealing and reselling (due to their high sell price), which we'll get\nto later. For now, steal things that you will not want to sell back...\nPotions and ammo you will use, Scrolls you will scribe, and items you\nwill equip. If you don't have the unlimited ammo stacks mod activated,\nit's still worthwhile to steal a good bit of ammo, you'll just have to\nstore them in a container of some sort until you need them. Arrows and\nBullets +2 are good for hitting magical beasties and Arrows of Acid are\ngreat against Trolls... they will save you lots of trouble if you get\nthem. I also steal the Scimitar +1 for Jaheira to use, a Composite Long\nBow +1 for Minsc, a Short Bow +1 for Yoshimo, a pair of Katanas +1 for\nmy main character, the Glasses of Identification, and the Gem Bag. The\nGlasses of Identification will make preparing Identify spells optional,\nas you can just use these to identify your loot, albeit three times per\nday.\n\nI wouldn't consider it a requirement to steal for this game... but it\nsure does make life easier in the short run. If you weren't supposed to\nsteal and this was akin to cheating I have the following questions to\nask: 1) Why would you have a Pick Pockets skill in the first place if\nyou weren't supposed to use it? 2) Why would you be able to steal from\nVendors? 3) Why would you be able to use multiple Potions of Master\nThievery to boost your Pick Pockets skill so high?\n\nIf you plan on stealing-and this guide will assume that you did-you will\nneed to steal only what you plan to equip or scribe immediately, or you\nwill need to find a place to store your excess loot (like Arrows +2,\nBolts +2, Bullets +2, extra scrolls, potions, etc). The Copper Coronet\nmakes a fine place to do so, as well as all the strongholds you can\nacquire. Just make sure you don't store loot in a future stronghold\nbefore you actually control it. Some areas (particularly thinking of\nMae'Var's Guildhall here) restock their containers once after you gain\ncontrol of them.\n\no===========o\n|Mage Spells|\no===========o\n3rd-Non-Detection\n  ---\n4th-Improved Invisibility\n\nWhen you're done stealing from Arledrian's shop you can steal from him\npersonally to receive a Potion of Invisibility, a Potion of Extra\nHealing, and 29 gold. If you've got an exceptionally high Pick Pocket \nskill (over 120 will make the process easier) you can steal from Gaelan\nBayle to receive two Potions of Invisibility, two Potions of Extra \nHealing, Bolts x20, and Bolts +1 x10. Also be sure to loot before you\nleave. When all that is done leave the building. We've important things\nto do before Yoshimo's Potions of Master Thievery wear off.\n\n***ITEMS*** \n(AR0311)\n(x=350, y=200) Chain Mail, Battle Axe\n(x=670, y=250) Silver Necklace\n\n(AR0312)\n(x=300, y=250) Wand of Magic Missiles, Pearl Necklace, Moonstone Gem,\n\t       110 gold\n(x=400, y=150) Aquamarine Gem, Throwing Dagger x10, Dart +1 x10,\n\t       History of Amn\n(x=500, y=250) Water Opal, Tchazar Gem, Horn Coral Gem\n\n***TRAPS*** (AR0312)\n(x=300, y=250)\n(x=400, y=150)\n(x=500, y=250)\n\n***ENHANCED EDITION***\nIn the first game, near the release of the BG2EE, Overhaul Games\ndecided to put in minimum Pick Pocket scores to steal certain items,\ntypically the rarer, more valuable items. Such a mechanic returns in\nBG2EE, but it doesn't seem to limit our stealing excursions any. Yoshimo\nwith three Potions of Master Theivery was still able to steal all the\nsame goodies in the Enhanced Edition that I suggested stealing in the\nold version of Baldur's Gate 2. In fact, stealing from within a shop\ninterface doesn't seem to be restricted-only when you manually steal\nfrom NPCs via the general game screen. If you attempt to steal with too\nlow a Pick Pockets score you'll see the text: \"The target has no items\nthat can be stolen by a cut-purse of your skill.\" \n\t\nSlums District (AR0400)\no======================================================================o\n6) When you exit you'll be approached by Brus, who will tell you about\na quest and offer to take you to the edge of the district, or to the\nnearest tavern (Copper Coronet). Decline and walk down to the south\nuntil you find a female storekeep (x=3500, y=1980) who will be our\nsecond target. Steal a Sling +2 and a suit of Full Plate Mail for \nJaheira and a suit of Studded Leather Armor +2 for Yoshimo. Note that\nshe will only be around at night time. Also note that along the way you\ncan loot the wall at precisely (x=3345, y=1660) to obtain some random\nloot-once I scored a Scroll of Protection from Magic Energy, another\ntime I got a Flamedance Ring.\n\n***ITEMS***\n(x=3345, y=1660) Scroll of Protection from Magic Energy\n&lt;----------------------------------------------------------------------&gt;\n7) Continue south-west to find two ruffians named Cohrvale and Bregg.\nThey're somewhat sturdy, but not sturdy enough to cause you trouble.\nBregg leaves behind a suit of Studded Leather Armor, a Short Sword, and\n10 gold. Cohrvale will drop a suit of Chain Mail Armor, a Helmet, a\nMedium Shield, a Battle Axe, and 41 gold. Wee. At least they give good\nexperience. Head to an area transition and go back to the Promenade.\n\nWaukeen's Promenade (AR0700)\no======================================================================o\n8) When you get to the Promenade hit 'M' to bring up your map and look\nfor the marker labeled 'Spell Store'. It's time to do some more... ah...\nshopping. Yeah... You'll find Galoomp the Bookkeeper at (x=3330, y=300),\nwho will sell a variety of scrolls. Of course, I have no intention of\nactually buying any of them. Steal as many as you wish, but keep in mind\nthe more you steal the better off Imoen's and Edwin's spell arsenals\nwill be. Once you've stolen your heart's content (for me this was\neverything) there's another tactic to employ. If you have ToB installed\n(and since you're playing the Enhanced Edition, you've got it installed)\nyou can erase spells from your spell book and rescribe them... earning\nyourself a good bit of experience. The primary goal isn't to \nsignificantly level up your party-there are better ways to do that-but\nto get Jaheira to 9th level as a Druid. To better your chances of \naccomplishing this kick out any characters you can besides her and your\nmain character so the experience is only split two ways. On my game she\nneeded about 11,000 experience... after dividing that between her\nclasses and the rest of the party it meant earning about 110,000\nexperience from spells, which seems like a lot until you think about\nthe fact that you can earn 5000 from a single scroll. In any event,\nyou should consider picking up the following spells: Blur, Chaos,\nCloudkill, Confusion, Dispel Magic, Flame Arrow, Fireball, Friends,\nGreater Malison, Haste, Improved Invisibility, Knock, Magic Missile,\nMirror Image, Slow. A full list of Galoomp's spells can be found\nbelow:\n\no===========o\n|Mage Spells| Galoomp the Bookeeper\no===========o----------------------------------------------------------&gt;\n1st-Armor\n1st-Blindness\n1st-Burning Hands\n1st-Charm Person\n1st-Chill Touch\n1st-Chromatic Orb\n1st-Color Spray\n1st-Detect Evil\n1st-Friends\n1st-Grease \n1st-Identify\n1st-Infravision\n1st-Larloch's Minor Drain\n1st-Magic Missile\n1st-Protection from Evil\n1st-Protection from Petrification\n1st-Shield\n1st-Shocking Grasp\n1st-Sleep\n  ---\n2nd-Agannazar's Scorcher\n2nd-Blur\n2nd-Detect Invisibility\n2nd-Ghoul Touch\n2nd-Horror\n2nd-Invisibility\n2nd-Knock\n2nd-Know Alignment\n2nd-Luck\n2nd-Melf's Acid Arrow\n2nd-Mirror Image\n2nd-Resist Fear\n2nd-Stinking Cloud\n2nd-Strength\n2nd-Vocalize\n2nd-Web\n  ---\n3rd-Clairvoyance\n3rd-Dire Charm\n3rd-Dispel Magic\n3rd-Fireball\n3rd-Flame Arrow\n3rd-Ghost Armor\n3rd-Haste\n3rd-Hold Person\n3rd-Lightning Bolt\n3rd-Melf's Minute Meteors\n3rd-Monster Summoning I\n3rd-Non-Detection\n3rd-Protection From Normal Missiles\n3rd-Remove Curse\n3rd-Slow\n3rd-Skull Trap\n3rd-Vampiric Touch\n  ---\n4th-Confusion\n4th-Emotion\n4th-Greater Malison\n4th-Improved Invisibility\n4th-Minor Globe of Invulnerability\n4th-Monster Summoning II\n4th-Otiluke's Resilient Sphere\n4th-Polymorph Other\n4th-Polymorph Self\n4th-Spirit Armor\n4th-Wizard Eye\n  ---\n5th-Animate Dead\n5th-Chaos\n5th-Cloudkill\n5th-Cone of Cold\n5th-Domination\n5th-Enchanted Weapon\n5th-Feeblemind\n5th-Hold Monster\n5th-Monster Summoning III\n5th-Shadow Door\n\nYou should ideally have many of these if you are a Mage yourself, but\nkeep in mind you've got allies to think about. And the experience always\nhelps. What good are spell scrolls going to do on an NPC merchant \nanyways? Hell, you might as well make the most of your Potions of\nMaster Thievery Speaking of which, another merchant named Hes \n(x=330, y=320) is just to the west, but he doesn't have must of anything\nworth stealing. You could nip some Plate Mail from him, but that's \nreally not necessary. Especially not with so many other fine merchants\naround to steal from. There's a Weaponsmith marked on your map on the \nother end of the Promenade, but all he sells of interest are Arrows +2 \nand Bullets +2.\n\nArmorer\/Fletcher (AR0706)\no======================================================================o\n9) Head over to the shop marked Armorer\/Fletcher on your map\n(x=1770, y=1200). Inside you'll find Arnolinus (x=420 y=350) the\narmorer, and Perter (x=620, y=230) the Fletcher. Perter only has \nArrows +2, but Arnolinus has two suits of Full Plate Mail, a Large \nShield +2, a Medium Shield +2, and a Small Shield +2 which will all go a\nlong way to making our party more formidable. When you've taken what you\nwant from him, head over to the Adventurer's Mart (x=2200, y=1600), \nwhich has much richer pickings.\n\nAdventurer's Mart (AR0702)\no======================================================================o\n10) Lots of interesting things to see, I know, but first head to the\nback of the store to find Lady Yuth (x=180, y=410). She sells more\nscrolls which you should certainly steal. I know this is a bit of a long\nand tedious process, but it is immeasurably helpful to get access to as\nmany spells as possible. She'll also tell you to see somebody named\nCorneil of the Cowled Wizards in the Government District if you want to\nacquire a license to use magic. She's got a few spells that Galoomp\ndidn't have, that would be well worth your while to obtain, namely\nLower Resistance and Stoneskin.\n\no===========o\n|Mage Spells| Lady Yuth\no===========o----------------------------------------------------------&gt;\n1st-Armor\n1st-Blindness\n1st-Burning Hands\n1st-Chill Touch\n1st-Color Spray\n1st-Detect Evil\n1st-Friends\n1st-Grease \n1st-Identify\n1st-Infravision\n1st-Larloch's Minor Drain\n1st-Protection from Evil\n1st-Shocking Grasp\n  ---\n2nd-Agannazar's Scorcher\n2nd-Blur\n2nd-Deafness\n2nd-Detect Invisibility\n2nd-Ghoul Touch\n2nd-Glitterdust\n2nd-Horror\n2nd-Invisibility\n2nd-Knock\n2nd-Know Alignment\n2nd-Luck\n2nd-Melf's Acid Arrow\n2nd-Mirror Image\n2nd-Ray of Enfeeblement\n2nd-Resist Fear\n2nd-Stinking Cloud\n2nd-Strength\n2nd-Vocalize\n2nd-Web\n  ---\n3rd-Clairvoyance\n3rd-Dispel Magic\n3rd-Fireball\n3rd-Flame Arrow\n3rd-Ghost Armor\n3rd-Haste\n3rd-Hold Person\n3rd-Melf's Minute Meteors\n3rd-Monster Summoning I\n3rd-Protection From Normal Missiles\n3rd-Remove Curse\n3rd-Slow\n3rd-Skull Trap\n3rd-Vampiric Touch\n  ---\n4th-Confusion\n4th-Emotion\n4th-Farsight\n4th-Improved Invisibility\n4th-Minor Globe of Invulnerability\n4th-Stoneskin\n  ---\n5th-Lower Resistance\n5th-Protection From Normal Weapons\n5th-Sunfire\n  ---\n7th-Limited Wish\n  ---\n8th-Symbol, Death\n8th-Symbol, Stun\n\nWhen you're done perusing her spells explore the rest of the\nAdventurer's Mart. We should have all the spells we need for now... or\nat least all the spells we can get our hands on for free.\n&lt;----------------------------------------------------------------------&gt;\n11) At (x=500, y=460) you'll find Deidre; a bonus merchant that shipped\nwith the Collector's Edition of the game before finally being patched\ninto the later versions of the vanilla game. She, and her Icewind Dale\ncounter-part Joluv, come standard in the Enhanced Edition. She sells a\nvariety of wonderful items we can only dream of for the moment,\ndescribed below:\n\nDak'kon's Zerth Blade\n---------------------\nThis is a +2 Katana that was expressly designed to be used by a \nFighter\/Mage... after all, that's what Dak'kon was in Planescape: \nTorment. It bestows a +1 bonus to Armor Class and gives an additional\n1st, 2nd, 3rd, and 4th level spell. It's not as good as Dak'kons blade\neventually could get, but it's still a nice off-hand weapon for any\nFighter\/Mage, even if it does become obsolete fairly quickly. Unless\nyou've found yourself an over-abundance of money, I wouldn't bother with\nit, although it does serve as a decent off-hand weapon until you get the\nEqualizer.\n\nSensate Amulet\n--------------\nAn amulet that gives you permanent protection from evil, +5 Hit Points,\nand +2 Charisma. This really works well on Viconia, who has a pretty\ngood Charisma and thus can serve as a party leader. If anything the hit \npoints and protection from evil will do any Cleric good.\n\nVhailor's Helm\n--------------\nOne of the best items Deidre sells and possibly the best helmet in the\nentire game. It gives you a one-point Armor Class bonus and allows you\nto cast simulacrum once per day. Simulacrum creates a duplicate of the\ncharacter casting the spell, who is at about half the creator's\nlevel. Be that as it may they still have access to all of the \ncreator's items, including the Cloak of Mirroring, weapons, and armor-\neven summoning items! That's right, you can create a simulacrum via\nVhailor's Helm, then use the simulacrum itself to summon an ally. The\nEfreeti Bottle and Golem Book come readily to mind. This is a good item\nto put on any character, as duplicating a high level Fighter with\nplenty of Greater Whirlwinds and a vorpal weapon or a high level Cleric\nand their Auras of Flaming Death has obvious benefits. It really gets\nout of hand when it's on a multi-classed character, however. Duplicating\na Fighter\/Cleric capable of popping out Auras of Flaming Death and\nGreater Whirlwinds is an obvious improvement over the scenarios\nmentioned above, as is getting two Fighter\/Thieves. If each of the\nFighter\/Thieves are wielding the Dagger of the Star they can both\nunleash backstabbing destruction on your foes. It really gets fun with\nthe Fighter\/Mage, where you'll get two characters who can spell-buff\nthemselves to nigh-invulnerability and then go after enemies with\nGreater Whirlwind attacks. The tactics might be somewhat blunt and\nrepetitive, but it's also brutally effective.\n\nPlate of Balduran\n-----------------\nIt's armor with an Armor Class of -1, it gives +4 Hit Points, and +1 to\nCharisma. Need I say more? Keldorn would love this. Granted, its -1\nArmor Class doesn't make it much better than Full Plate Mail +1 (which\nwe'll find\/steal in abundance, don't you doubt), especially for the\nprice... But if you have tons of money just burning through your pockets\nlater on, it might be something to consider. Also keep in mind that this\nitem sells for quite a bundle-in fact, it's one of the highest-selling\nitems in the main game. You have to buy it, of course, to be able to\nsteal\/sell it to a fence, but once you do, you'll be able to easily\nsteal\/sell grind for unlimited cash.\n\nMercykiller Ring\n----------------\nA ring that improves your Set Snares, Hide in Shadows, and Move Silently\nabilities by 20%. Not essential, but still nice.\n\nRobe of Vecna\n-------------\nPossibly the best item sold by Deidre, it lowers casting speed by 4,\nmaking most spells cast instantaneously. It cannot be over-stated how\nmuch it helps to be able to get off a spell before the enemy can,\nparticularly a debuff or defensive spell. Oftentimes the tempo (and\noutcome) of a battle is set by who gets the first spell off. It makes\ncasting every spell that much more effective. It also has an Armor Class\nof 5 and 10% magic resistance, giving it some practical defensive \nimplications as well. For Edwin and Imoen, there is no better robe in\nthe game.\n\nShield of Balduran\n------------------\nIt imparts a penalty to Strength, but for, say, Jaheira, that's a minor\nconcern, since it won't lower her combat effectiveness any. With an\nArmor Class bonus of four it's a pretty solid shield on its own, but it\nreally shines because it reflects Beholder rays, turning one of the most\nfearsome monsters in the game into push-overs. It'll come in very handy\nfor the Unseeing Eye quest, and should probably be the first item we\nget.\n\nAs you can see these items run between 10,000 and 40,000 gold, making\nthem well out of our price-range for now. You can't even steal them,\neither! Oh well. It's something to work towards, at least.\n&lt;----------------------------------------------------------------------&gt;\n12) At (x=600, y=700) you'll find Ribald Barterman, owner of the\nAdventurer's Mart. It's interesting that he allows so many other\nmerchants to ply their trade in his establishment... in any case, he's\ngot some good items on him, like a reasonably priced Sling +2, a Short\nBow +2, several interesting suits of armor that could go well on any\nlight-armor wearing character, the Fortress Shield +3, the Reflection\nShield +1, Bracers of Defense A.C. 3, Potions of Master Thievery,\nScrolls of Breach, a Girdle of Hill Giant Strength, the Ring of Air\nControl, and plenty of magical ammunition. Depending on who you get in\nyour party, some or all of those items should interest you, but\nspecifically every party should plan on getting the two shields, the\nGirdle of Hill Giant Strength, and the Ring of Air Control. There are\nalso various blunt weapons that would go well on Anomen or Viconia, but\nwe have much more important things to buy by far. When you're done \ngawking at all the things you can't afford, pick pocket Ribald to obtain\na Ring of Regeneration. I don't usually invest this item into any one\ncharacter, especially not at this point in the game when there are so\nfew rings to go around. Give it to whomever is hurt to get some passive\nhealing. It'll cut down on healing spells expended and rest times \nrequired. Even though its rate of healing is so slow that it won't turn\na battle in your favor, it will make exploration that much simpler. \n\no===========o\n|Mage Spells| Ribald Barterman\no===========o----------------------------------------------------------&gt;\n2nd-Vocalize\n  ---\n3rd-Melf's Minute Meteors\n3rd-Non-Detection\n  ---\n4th-Enchanted Weapon\n4th-Secret Word\n  ---\n5th-Breach\n\nFortress Shield +3\n------------------\nWith a +7 bonus versus missile weapons and an Armor Class bonus of four\nthis is a far superior version of the Large Shield +1, +4 vs Missiles\nfrom the first game. It's a superior shield, and we'll use it a long\ntime... at least until we reach Throne of Bhaal. A defensive item that\nyou can get this early that'll keep that long is a good investment\nindeed.\n\nReflection Shield +1\n--------------------\nWhile not as powerful as the Fortress Shield +3, it'll come in very\nhandy once in a while.\n\nGirdle of Hill Giant Strength\n-----------------------------\nAnother item that will last us a long time, through the entirety of\nShadows of Amn at least. No matter who you include in your party, there\nis always somebody who will benefit from having a higher Strength.\nKeldorn, Jaheira, and Viconia are all especially in need of this item.\n\nRing of Air Control\n-------------------\nWhile seeming somewhat lack-luster, there is no underestimating the\ndefensive implications of an item that allows you to cast Improved\nInvisibility once per day. Put it on a Thief main character to allow\nthem to get out of trouble or to get another backstab ready. Or put it\non an character with a poor Armor Class to give them a boost for big\ncombats. It'll become obsolete later in Shadows of Amn, and especially\nin Throne of Bhaal, as there will almost always be an enemy ready to\ntear down illusions with True Sight.\n\nScroll of Breach\n----------------\nJust look at all the defenses that this spell takes down. It is your\nprimary debuffing spell against... well, most anything. You can always\nuse a Dispel Magic to do much of the same, but this is a more definite\nmeans of leaving an enemy open to attack, without risking your own spell\nbuffs.\n\nBracers of Defense A.C. 3\n-------------------------\nEqual to a suit of Plate Mail, these bracers are good for every class\nthat is normally deprived armor, especially Monks and Mages. If you are\na Fighter\/Mage, however, it becomes especially vital. Mages are well \ndefended by keeping their distance, but you're going to want to get into\ncombat-and survive. These allow you to do so admirably, and will be your\narmor for most of the game.\n&lt;----------------------------------------------------------------------&gt;\n13) We still have one more thieving target ahead before these potions\nwear off, but before we get to him, it's time to start forming our\nparty. There are still a few other merchants around that have various\nthings to steal, but we should have obtained all we really need. Most of\nthe random merchants hanging around will sell-at best-a few +1 weapons\nand some +2 ammunition. Granted the latter can be nice, but it's not\nessential at this point. Just remain open to future stealing sprees,\nbut don't waste the Potions of Master Thievery, they're not (to my\nknowledge) easy to come by until you complete the Mage's Stronghold.\nSince non-Mages can't even obtain this quest it really means you should\ntry and get the most out of your Potions of Master Thievery. To that\nend, let's not dawdle and waste the potions we already have in effect.\nOur next goal is the Copper Coronet, in the Slums. So travel to the\nSlums District (AR0400) and enter the Copper Coronet at\n(x=2490, y=2270)... but before we get there, there's something I\nshould mention...\n&lt;----------------------------------------------------------------------&gt;\n14) As veterans of Baldur's Gate 1 will remember, going from area to\narea was always a little risky, but in Athkatla there's a guild war\ngoing on between the Shadow Thieves and another upstart guild that just\nhappens to have plenty of Vampires to throw around. In the next few\nevent sequences I will make a note of various random encounters that\ncan be had-either by just setting foot outside at the wrong hour\n(usually night) or while traveling between districts. Mind you that\ndepending on your nocturnal activities it might take a long time to see<\/pre>\n\n\n\n<pre id=\"faqspan-15\" class=\"wp-block-preformatted\">all these, if you ever do. They're not very important, I just feel it's\nbetter to record them than not. If you don't care to read them and just\nwant to get on with it (I can't help but think about Monty Python's\n'Holy Grail' when I read that...) skip to [WLK004]-which is where I'll\ncover the Copper Coronet and our future party-building plans. Just\ndon't whine to me later when you get snarfed by a Vampire and don't\nknow why.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t  \t    Random Encounters in Athkatla\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK003}\n\t\t1) Arbane's Sword\n\t\t2) Helping Harpers\n\t\t3) Xzar's Quest\n\t\t4) Hareishan's Warning\n\t\t5) Salia and the Shadow Thieves\n\t\t6) Parisa's Persuasion\n\t\t7) Tanova's Inquiry\n\t\t8) Sansuki's Salvation\n\t\t9) Slaver Smite\n\t\t10) Delon's Plea\n\nEnroute in Athkatla I (AR0045)\no======================================================================o\n1) Every time you travel between areas in Athkatla you run the chance\nof encountering Slavers (among other things). In this particular \nencounter one is named Suna Seni and another is named Eldarin. \nImmediately focus your fire on the female wizard, and then focus on Suna\nSeni when she goes down. They can be rough on a new party, but brute \nforce and attacking the spellcasters first should be more than enough to\nwin. Loot the Slaver Mage for a Scroll of Minor Globe of \nInvulnerability, a Scroll of Vampiric Touch, a Scroll of Domination, a \nScroll of Shocking Grasp, a Scroll of Magic Missile, and a Scroll of \nFlame Arrow. Loot the Slaver Cleric for a Necklace, a Potion of Frost \nGiant Strength, a Potion of Stone Giant Strength, and a Mace +1. Suna \nSeni has a suit of Leather Armor, a Scroll of Charm Person, and Arbane's\nSword +2. The Slaver with the bow has a Silver Necklace, Arrows +1 x20,\na Composite Long Bow, and 65 gold. Finally Eldarin drops a Bloodstone \nAmulet, a suit of Plate Mail +1, Arrows +1 x40, a Composite Long Bow,\nand 623 gold.\n\nArbane's Sword is a fair little short sword that offers immunity to hold\nperson and allows a character to use haste for two rounds once per day.\nIt's not spectacular, but you might as well hold onto it, seeing as how\nhaving any +2 weapons will be a good thing for a while.\n\nEnroute in Athkatla II (AR0045)\no======================================================================o\n2) It seems like a good time to mention another random encounter you\nmight run into while traveling between districts... You know, since\nwe're on this topic. A group of three Thugs and a Mage will be found\nnear a wounded man. They decide to kill the witnesses (you) and a fight\nensues. They are woefully out-classed, and when they die the injured man\n(Renfeld) asks for your help. Agree to take him to his friends' house\nin the Docks District. Don't waste much time getting there.. just long\nenough to loot the bodies. The Mage will drop a Scroll of Strength, a\nScroll of Chill Touch, a Scroll of Power Word Sleep, a Scroll of Haste,\na Scroll of Ghost Armor, a Scroll of Ghoul Touch, and a Scroll of\nSummon Monster I. One of the Thugs will leave behind a Bluestone\nNecklace, a Potion of Genius, a Potion of Defense, and two Daggers +1.\nAnother will drop three Potions of Extra Healing and 85 gold, and the\nlast Thug will leave behind an Oil of Speed, a Potion of Insight, and\n67 gold.\n\nDocks District (AR0300)\no======================================================================o\n3) Go to the Galvery Estate in the south-western corner of the area and\ntalk to Rylock (x=1450, y=2950). Give Renfeld to Rylock for some coins\nand experience. When you head back up north you'll be approached by your\nold friend Xzar, who names the people you just dealt with as Harpers,\nand asks for your assistance in going inside and retrieving Montaron.\nAgree to do it or not, either way, it's something we'll be postponing\nfor a long, long time. If you must forge ahead with it sooner, it's\ncovered in [WLK034], Steps #18-21.\n\n***REWARD***\n(For Bringing Renfeld to Rylock)\nEXP\t14550\nGold\t125\n&lt;----------------------------------------------------------------------&gt;\n4) A vampire named Hareishan will destroy a trio of Shadow Thieves.\nWait, wasn't there a Mage in the Cloakwood Mines named Hareishan? I'm\nsure it's just a coincidence. She'll tell you to bugger off, mentioning\nthat until you choose your side the Mistress doesn't want you to come to\nharm. Sure. Loot the dead Shadow Thieves for a suit of Leather Armor, a\nBlack Opal, a Water Opal, a Scroll of Contingency, a Note, a Short\nSword, and 173 gold. Another will have a suit of Leather Armor, a Sphene\nGem, a Bloodstone Amulet, a Scroll of Spell Thrust, a Dagger, a Scroll\nof Stoneskin, and a Short Sword. The last one will leave behind a suit\nof Leather Armor, a Pearl Necklace, a Dagger, a Short Sword, and 94\ngold. Not a bad bit of loot considering we didn't lift a finger.\n&lt;----------------------------------------------------------------------&gt;\n5) If you go out at night you might just see a vampire named Salia\ntalking to two Shadow Thieves, obviously trying to lure them into the\nnew guild. Unfortunately they notice you and attack while Salia slips\naway. When they die loot them. One has a suit of Leather Armor, a Gold\nNecklace, a Sphene Gem, a Scroll of Disintegrate, a Note, a Short Sword,\nand 68 gold. The other has a suit of Chain Mail, a Pearl, a Garnet, a\nScroll of Find Familiar, a Scroll of Minor Spell Turning, and a Bastard\nSword.\n&lt;----------------------------------------------------------------------&gt;\n6) You'll find a Vampire named Parisa trying to convince a Shadow Thief\nto come join the new guild. When they refuse, she uses Dire Charm to\nsettle matters, and then threatens you before running off. You can kill\nthe charmed Shadow Thief for some experience if you wish.\n&lt;----------------------------------------------------------------------&gt;\n7) At night you may be questioned by a vampire named Tanova. At any\nearly point in the game, you'd be well served by saying you do NOT work\nwith the Shadow Thieves, as other responses will provoke Tanova into\nattacking. Vampires are bad enough, but Tanova requires +3 weapons to\nhit, and for a low-level party, that's just too much to overcome.\n&lt;----------------------------------------------------------------------&gt;\n8) A Shadow Thief named Sansuki will approach and ask for help, but\nbefore anything useful can be communicated the source of his woes will\narrive. A Vampire named Del and two subordinate Vampires will show up \nand warn you to stay uninvolved. Again, it's best if you simply let the\nVampires have Sansuki, as your odds against a handful of Vampires\naren't very good. Sorry Sansuki. If you do bother to help him out, all\nhe will do is thank you, and walk away. Really not worth the hassle.\n&lt;----------------------------------------------------------------------&gt;\n9) In the Slums of Athkatla you might come across a Slave being\nescorted by a pair of Slaver Guards outside the Copper Coronet. The \nslave will beg for aid and if you kill his guards you'll get a little \nexperience reward. Inside the Copper Coronet, you can talk to the\nproprietor of the establishment named Lehtinan (x=400, y=1220) and ask\nhim about the obvious slave escort from his tavern. He'll play stupid,\nand Anomen suggests we smite him right away. Somebody certainly doesn't\nbelieve in a trial-by-jury. Lawful Neutral my ass. What's extra funny\nis that later on Anomen will suggest that we should leave a slave in his\ncage... so Anomen believes we should kill slave-masters, but keep unruly\nslaves enslaved. Does this guy have two brain cells to rub together? \nAnyways, we'll deal with this slavery issue much, much, much later...\nwell, not so much later if we're an evil party, but otherwise, my muches\nstand.\n\n***REWARD***\n(For freeing the slave)\nEXP\t5500\n&lt;----------------------------------------------------------------------&gt;\n10) This isn't a guild-related meeting, but if you have Minsc in your\nparty after enough time has passed, you'll be approached by a little boy\nnamed Delon. He'll tell you-well, Minsc, rather-about the troubles of\nhis village Imnesvale in the Umar Hills. He'll mark the area on your map\nand tell you to go to Imnesvale and talk to Minister Lloyd. This starts\nthe Umar Hills quest, which is a very rewarding -yet far too difficult\nfor us now-quest. Needless to say, I'll be putting it off for a while.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t                With Friends Like These....\t\t       |\n|      (Recruiting Anomen, Dorn, Korgan, Hexxat, Viconia and Jan)      |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK004}\n\t\t1) Amalas' Challenge\n\t\t2) Nalia in Need\n\t\t3) Korgan's Quest\n\t\t4) Joluv's Wares\n\t\t5) Be Ye Friend, or Foe?\n\t\t6) Helping Hexxat\n\t\t7) Buying from Bernard\n\t\t8) Guild War Worries\n\t\t9) Viconia at Stake\n\t\t10) Jan Jansen's Gibberish\n\t\t11) Good ol' Garrick\n\t\t12) The Wages of Faith is Stupidity\n\t\t13) Oisig's Request\n\t\t14) Soliciting Sir Sarles\n\t\t15) Shadow Thief Sonnet\n\t\t16) Priestly Paternity\n\t\t17) Dealing with Dorn\n\nNow that we're at the Copper Coronet it feels like a good time to\ntalk about what our immediate and future goals are. We know we need to\nraise 20,000 gold to get Imoen back and to strike at Irenicus, and while\nwe're raising the money we might as well recruit the allies we'll need\nto succeed. This is where the 'good' and 'evil' parties make a serious\ndeparture, as who you recruit affects what quests you need to do to keep\nthem. For example, if you don't want Keldorn there's really no reason\nto go do the Unseeing Eye quest yet, and if you don't care to recruit\nValygar you have no reason to enter the Planar Sphere. That said, no\nmatter who you wish to recruit you should recruit them before going\nafter Imoen and Irenicus, as you'll want a full compliment before\nheading out on that lengthy rescue\/revenge mission.\n\nFor the purposes of providing you-the reader-with this information I\nwill complete most of the character-related quests before heading off\nafter Imoen. These quests are often necessary to recruit and secure\ncharacters, as many will be willing to stick around with you for any\nlength of time (and rescuing will take plenty of time, don't doubt)\nonly if you attend to their personal matters, first. This will comprise\nabout half of the quests that can be performed in and around Athkatla,\nand if you're in a rush to get Imoen back, this is not a great path to\ntake, as the more quests you do before going after Imoen, the fewer\nyou'll have left to do after you get her back.\n\nIf you want to follow in the direct footsteps of this FAQ and recruit\nall the characters in the game (whether you intend to use them or not),\nthen by all means, follow me in the order in which I plan to progress.\nA more practical way of playing the game is to just recruit the\ncharacters you wish to take with you and head off after Imoen. The\nevil party or a good party who doesn't intend to keep Imoen round,\nhowever, obviously doesn't need to refrain from completing as many\nquests as possible. This leaves two ways of going about things in the\nearly part of Baldur's Gate 2-or at least two ways I'll acknowledge,\nanyways. Obviously you're free to jump around as you see fit, but for\nthose who want their hands held more, you can either follow the guide\nchronologically completing the quests in the order I complete them,\npicking up and dropping characters as necessary to complete their\nquests, or you can do so selectively, only picking up the characters\nyou want to keep. Decide who you want in your party and make those\ncharacters a priority, whatever else you want to do, as the longer\nyou delay in making contact with your eventual core party members,\nthe higher level they'll be when you recruit them. The more levels you\ngive the computer to roll up, the lower their Hit Points will be.\nSimple as. Below is a list of the characters and their related quests\nwhich will take up the next part of the FAQ:\n\no=======o=======================================o======================o\n|WLK### |              Objectives               |   Suggested For...   |\no=======o=======================================o======================o\n|WLK004 | Recruit Anomen, Korgan, Hexxat,       | Everybody\t       |\n|\t| Viconia, Jan, and Dorn.\t\t|\t\t       |\n|-------|---------------------------------------|----------------------|\n|WLK005 | Jan's Quest.\t\t\t        | Stupid People\t       |\n|-------|---------------------------------------|----------------------|\n|WLK006 | Mae'Var's Guildhall (Recruit Edwin),\t| Evil Parties,        |\n|\t| Obtain the Thieves' Guild.\t\t| Thief Protagonists   |\n|\t|\t\t\t\t\t| People Who Want Easy |\n|\t|\t\t\t\t\t| Money\t\t       |\n|-------|---------------------------------------|----------------------|\n|WLK007 | Thieves' Guild Quests\t\t\t| Thief Protagonists   |\n|-------|---------------------------------------|----------------------|\n|WLK008 | The Book of Kaza (Secure Korgan)      | Evil Parties         |\n|       | The Nether Scroll (Secure Edwin),     |                      |\n|\t| Obtain the Pale Green Ioun Stone\t|\t\t       |\n|-------|---------------------------------------|----------------------|\n|WLK009 | The Unseeing Eye (Recruit and Secure  | Good Parties,        |\n|       | Keldorn), Obtain the Gauntlets of     | Slow People,         |\n|       | Dexterity, Kill the Bandits in the    | Cleric Protagonists, |\n|       | Sewers, Obtain the Cloak of the\t| Ambitious Parties    |\n|       | Sewers, Obtain Saving Grace +3,\t|                      |\n|\t| Obtain the Cleric's Stronghold\t|\t\t       |\n|-------|---------------------------------------|----------------------|\n|WLK010 | Keldorn and Anomen family quests.\t| Good Parties with    |\n|\t|\t\t\t\t\t| Keldorn and Anomen,  |\n|\t|\t\t\t\t\t| People who like quest|\n|\t|\t\t\t\t\t| experience.\t       |\n|-------|---------------------------------------|----------------------|\n|WLK011 | Cleric's Stronghold Quests            | Cleric Protagonists  |\n|-------|---------------------------------------|----------------------|\n|WLK012 | Astral Prison (Recruit and Secure     | Impatient People,    |\n|       | Haer'Dalis), Obtain the Boots of      | People Who Like      |\n|       | Speed, Obtain the Wave Shaft,         | Halberds, Bards      |\n|\t| Obtain the Bardic Playhouse\t\t|                      |\n|-------|---------------------------------------|----------------------|\n|WLK013 | Bardic Playhouse Quests\t\t| Bard Protagonists    |\n|-------|---------------------------------------|----------------------|\n|WLK014 | Obtain Celestial Fury\t\t\t| People Who Like      |\n|       |                                       | Katanas              |\n|-------|---------------------------------------|----------------------|\n|WLK015 | The Circus Tent (Recruit and Secure\t| Good Parties,\t       |\n|       | Aerie), Obtain the Ring of Human \t| Ugly People          |\n|\t| Influence\t\t\t\t|\t\t       |\n|-------|---------------------------------------|----------------------|\n|WLK016 | The Planar Sphere (Recruit and        | Good Parties,\t       |\n|\t| Secure Valygar), Obtain the Hands of  | Weak People, \t       |\n|\t| Takkok, Obtain the Ring of Acuity,    | Mage Protagonists    |\n|\t| Obtain the Ring of Danger Sense,\t|\t\t       |\n|\t| Obtain the Mage Stronghold\t\t|\t\t       |\n|-------|---------------------------------------|----------------------|\n|WLK017 | Mage Stronghold Quests\t\t| Mage Protagonists    |\n|-------|---------------------------------------|----------------------|\n|WLK018 | The de'Arnise Keep (Recruit and\t| Good Parties,        |\n|\t| Secure Nalia), Obtain the Flail of the| Fighter Protagonists,|\n|\t| Ages, Obtain the Ring of Earth\t| People Who Like      |\n|\t| Control, Obtain the Battle Axe +3,    | Flails, People Who   |\n|\t| Frostreaver\t\t\t\t| Like Axes\t       |\n|-------|---------------------------------------|----------------------|\n|WLK019 | Fighter Stronghold Quests, \t        | Fighter Protagonists,|\n|\t| Nalia Quests\t\t\t\t| People Who Like      |\n|\t|\t\t\t\t\t| Clones\t       |\n|-------|---------------------------------------|----------------------|\n|WLK020 | The Skinner Murders, Obtain the Boots | Completionists       |\n|\t| of Avoidance\t\t\t\t| \t\t       |\n|-------|---------------------------------------|----------------------|\n|WLK021 | The Umar Hills, Part I (Recruit and\t| Good Parties\t       |\n|\t| Secure Mazzy)\t\t\t\t|\t\t       |\n|-------|---------------------------------------|----------------------|\n|WLK022 | Trademeet (Recruit and Secure Cernd)\t| Druid Protagonists,  |\n|       | Obtain the Druid Grove, Obtain the\t| People Who Don't Mind|\n|\t| Cloak of Displacement, Obtain the Belt| Stealing\t       |\n|\t| of Inertial Barrier, Obtain \t\t|                      |\n|\t| Tansheron's Bow +3, Obtain the Dwarven|                      |\n|\t| Thrower +3, Obtain Belm +2\t\t|                      |\n|-------|---------------------------------------|----------------------|\n|WLK023 | Druid Grove Quests\t\t\t| Druid Protagonists   |\n|-------|---------------------------------------|----------------------|\n|WLK025\t| (Recruit and Secure Rasaad)\t\t| Monkeys\t       |\n|-------|---------------------------------------|----------------------|\n|WLK043 | Limited Wish Quests, obtain the\t| Enterprising Evil    |\n|\t| Boomerang Dagger +2, Obtain a second\t| Parties with an      |\n|\t| pair of Glasses of Idenfication, \t| Edwin who can Cast   |\n|\t| Obtain a suit of Full Plate Mail +2\t| 7th Level Spells     |\n|-------|---------------------------------------|----------------------|\n|WLK045 | Dorn's Quests\t\t\t\t| Evil Parties, People |\n|\t|\t\t\t\t\t| Who Like Helmets     |\n|-------|---------------------------------------|----------------------|\n|WLK046\t| Hexxat's Quests\t\t\t| Evil Parties,\t       |\n|\t|\t\t\t\t\t| Pack Rats,\t       |\n|\t|\t\t\t\t\t| Necrophiliac Lesbians|\n|-------|---------------------------------------|----------------------|\n|WLK047 | Neera's Quests\t\t\t| Good Parties\t       |\n|-------|---------------------------------------|----------------------|\n|WLK048\t| Rasaad's Quests\t\t\t| Good Parties, Monkies|\n|-------|---------------------------------------|----------------------|\n|WLK055*| Watcher's Keep (Level 1 only)\t\t| Greedy parties who   |\n|\t| Obtain Quiver of Plenty, Case of\t| want to score some   |\n|\t| Plenty, Ammo Belt, Crimson Dart +3,\t| Throne of Bhaal loot |\n|\t| Golem Manual\t\t\t\t| early.\t       |\no=======o=======================================o======================o\n\n*These two quests occur much later in the walkthrough, as they are not\ncompleted until much later in the guide. First, we're simply not strong\nenough to make it through more than the first level of Watcher's Keep\nuntil near the end of Shadows of Amn... but I postpone it until we're\nestablished in Throne of Bhaal, when it's easiest to explore in both\nterms of party experience and story progression. Also, although I\nstrongly advocate at least partial exploration of the first level of\nWatcher's Keep as our last endeavor before heading off to pursue\nIrenicus and rescue Imoen I decided not to break up Watcher's Keep into\nseperate parts in the Walkthrough for simple continuity... as opposed to\nUmar Hills, which I broke up in order to lump all our recruiting quests\ninto the pre-Chapter 4 portion of the guide. A good party should head to\nWatcher's Keep to obtain a few choice items while completing as few\nquests as possible, whereas an evil party can-and is benefited by-\nexploring the entire first level. This leads to the Limited Wish quest,\nwhich is ignored entirely by the good party on the grounds that they\nwill simply not have enough experience to cast that spell before going\nafter Imoen, and the Limited Wish quests cannot otherwise be completed\nagain until Chapter 6, hence its chronological placement in the guide\nuntil the good party can complete it.\n\nTo make life simpler, again, you can just follow the guide sequentially-\nno matter what alignment your party will be. There's no reason an evil\nparty can't just leave Keldorn behind and do the Unseeing Eye quest, and\nthere's no reason a good party can't play with Korgan\/Edwin long enough\nto get their specific quests (the Book of Kaza and the Nether Scroll,\nrespectively) out of the way. If you want to just follow the guide-it's\nokay. Imoen ends up fine. If, however, you really, really don't want to\ndo anything extraneous in this game, bewlow you'll find my suggestions\nof what each party should do at the minimum:\n\n--GOOD--\t--EVIL--\n[WLK004]\t[WLK004]\n[WLK006]\t[WLk006]\n[WLK009]\t[WLK008]\n[WLK010]\t[WLK009]\n[WLK014]\t[WLK014]\n\t\t[WLK055]\n\nGo recruit what characters you wish in whatever order you wish, after\nwhich we'll have more than enough money to pick our poison and go after\nImoen. If you recruit characters you do not wish to keep, disband them\nand send them back to the Copper Coronet when possible. I wouldn't\nsuggest doing this in two circumstances. Firstly, don't disband a\ncharacter you haven't secured. For example, don't send Korgan off before\ncompleting the Book of Kaza quest, and don't send Valygar away before\ncompleting the Planar Sphere. Also don't disband characters you want to\nromance, as this will likely kill the romance. If you want to play with\ngood characters or otherwise don't care to recruit and secure Korgan and\nEdwin skip to [WLK009]. For now, however, let's explore the Copper\nCoronet and deal with-or at least acknowledge-all the minor events\nwithin. Keep in mind that you'll need to pick and choose what characters\nyou want to take along with you here-we already have Minsc, Jaheira,\nand Yoshimo, and stand to gain as many as six more during this\nSequence of Events. Jaheira, Minsc, Yoshimo, Anomen, and Viconia all\nhave no quests attached to them-at least no immediate ones-if that helps\nin choosing.\n\nCopper Coronet (AR0406)\no======================================================================o\n1) At (x=1100, y=1880) you'll find Amalas. If you talk to him he'll try\nto provoke you into a fight. If you fight him, you'll get to go one on\none with Amalas, who shouldn't be too tough as long as you have some\nlevels of Fighter. Jaheira won't approve of your antics, however. If you\ndecline and have Minsc in your party Minsc is riled to attack Amalas.\nOverall it's more profitable to duel Amalas.\n\n***REWARD***\n(For beating Amalas in a duel)\nEXP\t9500\n&lt;----------------------------------------------------------------------&gt;\n2) You'll find a woman named Nalia in the tavern... or rather she'll\nfind you. As soon as you're in sight she'll come initiate dialogue, \nhopelessly aristocratic and asking for help. Her quest takes you out of\nAthkatla and is somewhat difficult, but to keep her happy you'll have to\ndo it. If it wasn't for this and the fact that she is practically a\nclone of Imoen I'd consider taking her along. We'll deal with her and\nher quest later. Much later.\n&lt;----------------------------------------------------------------------&gt;\n3) Over at (x=950, y=1870) you'll find Korgan. Talk to him if you want\nthe best evil Fighter in the game on your side. Agree to help him find\nthe Book of Kaza and he'll join with you. We won't delay too long,\nhowever, as we don't want Korgan to grow impatient and leave. We'll\nget to his quest shortly, so if you're following along chronologically,\nit's best to pick him up now. Good parties can ignore him, as you wish.\n&lt;----------------------------------------------------------------------&gt;\n4) At (x=1350, y=1750) you'll find Joluv, another one of the 'bonus\nmerchants' from the vanilla game which have long since become staples.\nDeidre sold Planescape: Torment inspired items, and Joluv sells Icewind\nDale inspired items. Overall, Deidre's gear is probably better, as\nyou'll be using some of it for the rest of the game, whereas Joluv's\ncollection of weapons-while great for Shadows of Amn-doesn't have quite\nthe same longetivity. Still, there's some good loot to be grabbed if\nyou've got the coin.\n\nDefender of Easthaven +3\n------------------------\nThis weapon is actually a consideration because it was buffed up for\nthe Enhanced Edition. It gives a +1 bonus to Armor Class and 20%\nresistance to physical damage, making it a nifty offhand consideration\nfor the good protagonist. Sure, the Flail of Ages is free, and just\nas good, but if you've got the money and don't want to do Nalia's\nquest before chasing Imoen, this is a great Shadows of Amn weapon.\n\nJoril's Dagger +3\n-----------------\nAn opportunity to score a +3 Two-Handed Sword before going after Imoen.\nNot a terrible weapon for Dorn or Keldorn, but we'll find better, and\nit's unlikely you'll ever need more than one good Two-Handed Sword.\nYou'd have to be sitting on a ton of cash to make this weapon worth\npicking up.\n\nScarlet Ninja-To +3\n-------------------\nI originally wrote this weapon off because it's a Monk-only weapon,\nand frankly... who cares about making a Monk protagonist? Since Rasaad\nis around in the Enhanced Edition, however, it might be worth picking\nup for him. He'll benefit from the increased attack speed, and it'll\nallow him to harm enemies that require +3 or better weapons sooner than\nleveling will.\n\nSling of Everard +5\n-------------------\nThis Sling provides its own ammunition, +5 bullets at that. Even though\nit's damage is a little low, you'd be foolish to pass this weapon up\n&lt;----------------------------------------------------------------------&gt;\n5) Anomen is at (x=1530, y=1660) and will ask you some really stupid\nquestions when you talk to him... kinda reminds us of Ajantis in his \nnaivete. Instead of \"Halt! Be ye friend or foe?\" We have this dork\nasking if we're brave and if we're on the side of good. For the good\nparty, he's our Cleric of choice and should be recruited, but he will\nalso play nice with evil folks... but the evil party doesn't need him,\nand there are quite a few bad guys left to recruit. If you get him to\njoin, give him some better armor and a shield (some of the goodies we\nstole from Arnolinus will work fine). It also might be a good idea to\nshift the Helm of Balduran to him, considering that his Dexterity is\nputrid.\n&lt;----------------------------------------------------------------------&gt;\n6) Hiding in a corner at (x=600, y=1050) you'll find Hexxat, who will\ntalk to you if you get too close. She seems... not quite all there,\nand Bernard's interjections certainly don't make her sound any more\nnormal. She wants to go tomb robbing in the Graveyard District,\nalluding to 'great treasure' in Dragomir's Tomb. Agree to go and she'll\njoin up. Every day you delay she'll complain and threaten to leave,\nbut just pick dialogue option #1 repeatedly and you'll convince her to\nstay. As far as I can tell, this quest has no real time limit, so you\ncan just drag her around for now, if you want, or come back later, as\nyou wish. You'll notice that she's inferior to Yoshimo in pretty much\nevery way-still, her quest is worth doing, and Yoshimo is just dead\nweight. Take off his bow and give it to her, they'll have almost the\nsame-limited-impact in combat. If you want to bring Hexxat along, I'd\nsuggest doing her quest immediately after scouring the rest of the\nGraveyard District trying to appease Edwin and Korgan [WLK008]. Her\nquests will be covered in [WLK046], for when you wish to do them.\n&lt;----------------------------------------------------------------------&gt;\n7) There are plenty of things to do in the Copper Coronet still, but all\nof these quests can wait until later. You can go buy (steal) some things\nfrom the bartender Bernard. He'll sell better things later in the game,\nbut until then we can at least nab a Sword of Flame +1, which will help\nwith Nalia's quest a good bit, and a Scroll Case, which will help with\nthe endless task of inventory management. Note that Bernard is\nridiculously hard to steal from, often requiring a Pick Pockets of 180+\nto succeed. Now that we're done in here for now let's head over to the\nGovernment District.\n\no===========o\n|Mage Spells| Bernard\no===========o----------------------------------------------------------&gt;\n1st-Armor\n1st-Charm Person\n1st-Color Spray\n1st-Blindness\n1st-Burning Hands\n1st-Chill Touch\n1st-Chromatic Orb\n1st-Detect Evil\n1st-Grease\n1st-Larloch's Minor Drain\n  ---\n2nd-Agannazar's Scorcher\n2nd-Blur\n2nd-Ghoul Touch\n2nd-Strength\n2nd-Vocalize\n2nd-Web\n  ---\n3rd-Dire Charm\n3rd-Ghost Armor\n3rd-Ghost Touch\n3rd-Protection from Normal Missiles\n3rd-Skull Trap\n3rd-Slow\n3rd-Vampiric Touch\n\nNote: If you want to be a little ahead of the curve, you can complete\nthe Copper Coronet Quest now (see [WLK036] for complete coverage). The\nmain reason to do this is to get Bernard to sell you better loot,\nincluding the Sling of Seeking +2, and the Battle Axe +3, Stonefire,\namong other things. And yes, all of these can be stolen, so you don't\neven need money if you've got some Potions of Master Thievery. This is\nby no means necessary... but that loot Bernard has for sale\/steal will\nbenefit you a lot more now than it will later. When playing with an\nevil party, I typically tackle the Copper Coronet after securing Edwin\nand Korgan (after [WLK008]). With a good party, I feel no real hurry to\ngrab the Battle Axe +3, Stonefire, and hence I don't bother with this\nquest until its sequential location in the walkthrough.\n\nGovernment District (AR1000)\no======================================================================o\n8) If you arrive in the Government District at night you'll find some\nAmnish Soldiers in the northern central part of the district. They'll\nquestion you about your identity and mention a guild war going on in\nthe streets between the Shadow Thieves and a new guild... presumably a\ncontinuation of the fight that allowed your egress from Irenicus'\nDungeon.\n&lt;----------------------------------------------------------------------&gt;\n9) Head south-west to find a mob of citizens around a familiar dark \nelf. Viconia (x=1820, y=1080) has landed herself in trouble again, and \nis standing on the wrong end of an angry mob. More specifically the side\nthat's standing on a pile of logs and is about to be burned alive.. And\nthis isn't a spectator sport. Screw around too long and the mob will\nburn her alive. Click next to her to free her, Which will provoke the\nmob and force you to waste three Fanatics, who are push-overs anyways.\nOne Fanatic has a suit of Plate Mail Armor, and another has two Potions\nof Extra Healing. It might not be much, but they should leave behind\nenough to improve some of the armor you're wearing, and give Viconia\nsome rudimentary equipment.\n&lt;----------------------------------------------------------------------&gt;\n10) From here travel south-east to find a Gnome named Jan Jansen\n(x=2730, y=1750). He'll describe himself as a part-time adventurer\/part\ntime turnip salesman. Right. Don't blow him off and he'll try to sell\nyou a 'Flasher Master Bruiser Mate'. Shortly thereafter a man named Trax\nwill show up to apprehend Jan for the illegal sale of illegal items in \nan illegal manner. Whatever you do, do NOT goad Trax into summoning the\nguard down on you.. it's a fight we don't need to fight, especially not\nwith the reputation loss involved. If you cover for Jan you'll get some\nexperience. If you turn him in you'll get 100 gold from Trax. Of course,\nto bail out Jan later you'll need to pay 800 gold, so it's a net loss to\ndo this. Get Jan on your side and do what you will with him. If you\nkeep him in your party you'll eventually have to deal with a quest\nthat pops up. Of all the PC quests, Jan's is perhaps the most disruptive\nfor this Walkthrough, undoubtedly due to the fact that he is recruited\nso early in the game as it'll take you to many areas that I don't intend\nto cover for a long time. I  suppose I could have restructured the FAQ\nto make Jan a better fit... but overall I find it best to cover each\ncharacter's quests in-or immediately after-the section where they\nare recruited for organizations' sake. This really only negatively\neffects Jan, as most characters have the good sense to have less\ntroublesome quests, and at the end of the day... it's Jan. I can't be\nbothered to make things more convenient for a character I never play and\nwhose worth I seriously doubt. The next Sequence of Events [WLK005]\nwill cover with Jan's quest, but before we get to that, we've got more\ncharacters to recruit.\n\n***REWARD***\n(For covering for Jan and prevent him from being sent to jail by Trax)\nEXP\t8500\n\n***REWARD***\n(For recruiting Jan into the party)\nEXP\t11500\n\nNote from Lee: you can accept Jan into the party, drop pretty much\nanyone to do it, get the experience, then re-accept the dropped person\nback into the party and drop Jan for free experience without actually\nhaving to put up with Jan and his crap.\n&lt;----------------------------------------------------------------------&gt;\n11) This is just an aside, but over in the south-eastern corner of the\nmap you can find a lady knight named Lady Irlana (x=3000, y=3600), who \nis being wooed by Garrick-presumably our Garrick from Baldur's Gate 1. \nOf course, he seems to have lost his edge and is being fed flattering \nlines by one Cyrando. It's a debacle, of course, but an amusing one,\nnonetheless. Once you're done messing around, head off to the Temple\nDistrict, where we can recruit the party leaders for both the good and\nevil parties-Keldorn and Dorn, respectively.\n\nTemple District (AR0900)\no======================================================================o\n12) Head south-east of the Temple of Lathander to find a man named Gaal\n(x=3250, y=1820) preaching to a group of below-average intellects who\nthink invisible critters will make life better for them if they do\nunnatural and harmful things to themselves that otherwise make no sense\nand if anybody else asked them to undergo such hardships for a reward\nthat may not be forth-coming they'd tell them to go... *ahem*...\nanyways, he'll try and convince people to join his cult. Dawn Master\nKreel argues against Gaal with mixed success. One con-man doesn't like\nanother huckster cutting in on his business it seems. After the\nconversation is over Gaal lures the foolish away and High Watcher\nOisig will come to the party, saying he wishes to hire you as\nmercenaries in the service of Helm. The everseeing eye versus the\nunseeing eye? Now that's fun religion there. Eh, I'll bite. Head into\nthe temple at (x=2050, y=1000).\n\nNote: If you're evil, Stormherald Nallabir will give you the quest,\ndemanding that you serve as a vassal of Talos' wrath. If you're good\nHigh Mornmaster Arval will be the quest-giver.\n\nTemple of Helm (AR0901)\no======================================================================o\n13) Go inside the Temple of Helm to find High Watcher Oisig again\n(x=700, y=570). He'll ask you to put an end to this cult, as blindness\nis offensive to his vigilant god. He'll also tell you that they hide in\nthe sewers somewhere, and that a warrior named Keldorn is looking into\nthings as well, and you should seek his aid. He's certainly right on\nthat last statement. Sir Donalus (x=880, y=460) sells a variety of armor\nand shields, all of which are fairly nice. You can't steal them, and\nthey're nothing you shouldn't already have stolen from Arnolinus, so\ndon't bother.\n\n***ITEMS***\n(x=350, y=200) Helmet, Chain Mail, 2 gold\n(x=400, y=110) 1 gold \n(x=1220, y=770) 1 gold\n(x=1350, y=820) 1 gold\n&lt;----------------------------------------------------------------------&gt;\n14) Over at (x=700, y=700) you will find Guardian Telwyn, who will ask \nyou to do a job. He wants you to recruit an artist by the name of Sir \nSarles to create a work of art which will bring glory to Helm. Of \ncourse, it can't be too expensive, and Sarles is refusing to work in \nanything other than pure illithium, a very valuable substance. Sir \nSarles can be found in the Government District at the Jysstev estate.\nIt's just another little quest to do when we get around to it. \n\nNote: You used to be able to steal the Helm of the Noble +1 from\nGuardian Telwyn-a future quest reward. Sadly, this is one of the few\nitems that seems to be affected by the new minimum Pick Pockets score\nrequirment-my evil protagonist couldn't snipe this item no matter how\nmany Potions of Master Thievery she chugged. For the record, she had a\nbase Pick Pockets score of 100.\n&lt;----------------------------------------------------------------------&gt;\n15) If it's night out, you'll find a riddling Shadow Thief at\n(x=2250, y=1220). He's clearly not all right in the head, and his\nriddles use the guild war as subject matter. Clearly, he's seen too much\nof this Vampire menace which threatens the Shadow Thieves. When his\npoetry runs out, he'll run off, cackling. He'll be fine.\n&lt;----------------------------------------------------------------------&gt;\n16) Head over to the sewers at (x=2550, y=2620). You'll find a prophet\nnear the sewer who will spout nonsense about his non-god. You'll also\nsee a woman named Miranda accost a priest of Talos named Talon Nirkhas\nuntil the 'daughter', Lanie, spills the beans. Oops. If you talk to her\nshe'll accuse you as well. You can pay her 100 gold if you wish, but\nthere's no real point to this encounter.\n&lt;----------------------------------------------------------------------&gt;\n17) You'll find Dorn skulking around outside the High Hall of the\nRadiant Heart (x=2550, y=3380). He got his revenge back in the first\ngame, and now is pretty much going around killing people at the behest\nof his master, the demon Ur-Gothoz. His target for the moment is a\npriest named Bollard Firejaw, of the Order of the Golden Lions.\nFortunately, Dorn is willing to join up with us, as his task will be\neasier with our help, and likewise ours with his... at least, if you're\nthe evil party. The good party has another, arguably better party leader\nto pick up, and need not bother with Dorn. You will lose some reputation\nfor taking Dorn along with you, just like you did with Viconia, and\ndoing his quest will only lose you more... the evil party is going to\nend up really hurting when it comes to reputation. Just remember to drop\nsome gold at a temple every once in a while to keep yourself in the\nmiddle range of things-you don't want the law coming down on you. We can\ndo this quest now... but Dorn is patient enough, and I'd rather finish\nup recruiting Edwin and securing both Edwin and Korgan. This is a good\ntask for both parties, even if the good party has no interest in keeping\nKorgan and Edwin around, as it's worth a good bit of experience and\ngold-the latter of which we'll need to get a very important item for\n[WLK009]. So, skip ahead to [WLK006] if you don't care about Jan and his\nnonsense. The evil party can pursue Dorn's quest after securing Edwin\nand Korgan [WLK008]. His quests will be discussed in [WLK045].\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t  \t            Jammin' With Jan\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK005}\n\t\t1) Jan's Lost Love\n\t\t2) The Daughter's Sickness of the Mind\n\t\t3) Uncle Gerhardt's Help\n\t\t4) Finding the Hidden\n\t\t5) The Hidden\n\t\t6) Thumb's Up\n\t\t7) Hunting the Hunters\n\t\t8) The Mother's Sickness of the Mind\n\n1) Now, if you travel with Jan for a while you'll get a visit from a\nrelative of his named Beeloo Jansen, who tells Jan that he recently\nescaped from prison and that some lady named 'Lissa' is staying at the\nJansen family home. After Beeloo leaves, Jan will elaborate-Lissa is\nhis childhood friend and former love interest that never panned out.\nShe married another Gnome named Vaelag, a far more serious and\nsuccessful criminal than Jan. Agree to help him out and follow him \nback to his house in the Slums District (AR0400) (x=3550, y=1350).\n\nThe Jansen Home (AR0401)\/(AR0402)\/(AR0403)\no======================================================================o\n2) Jan will provide a bad example for his cousin's twins and talk to\nhis mother, who fills him in a bit on the Lissa situation. She \napparently brought her daughter with her, and she has a problem, of\ncourse. Her daughter has taken ill, but instead of a physical ailment\nshe apparently has some kind of mental impairment, possibly due to her\nfather's prevailing abuse. Jan will tell us to talk to Uncle Gerhardt\nin the basement, while he leaves the party to stay by Lissa's side.\n\n***ITEMS*** \n(AR0401)\n(x=320, y=220) 1 gold\n(x=250, y=200) Elixir of Health\n(x=720, y=320) Potion of Freedom\n  ---\n(AR0402)\n(x=480, y=220) 3 gold\n(x=440, y=220) 1 gold\n(x=400, y=210) 1 gold\n(x=200, y=400) 1 gold\n  ---\n(AR0403)\n(x=700, y=390) Short Sword, History of Durpar and Var, 5 gold\n(x=270, y=250) Scroll of Identify\n(x=150, y=250) Potion of Extra Healing\n(x=200, y=370) tainted Antidote\n&lt;----------------------------------------------------------------------&gt;\n3) Head downstairs and talk to Uncle Gerhardt (x=650, y=350). Wade\nthrough his circular dialogue and he'll tell you that you need to seek\nout something called 'The Hidden'. A lady named Jysstev can point you\nin the right direction, her estate can be found in the Government\nDistrict of Athkatla. Seems like we're not done with the Government\nDistrict right now after all.\n\n***REWARD***\n(For talking to Uncle Gerhardt)\nEXP\t3300\n\nJysstev Estate (AR1006)\no======================================================================o\n4) Return to the Government District and enter the Jysstev Estate \n(x=2900, y=2900). You'll find Lady Jysstev wandering around within.\nTalk to her and ask her about 'The Hidden' and she'll arrange a meeting\nwith you and tell you to go to the sewers under the Copper Coronet.\nNow, with a good-aligned protagonist, I don't bother with the Copper\nCoronet and its quests yet, and I certainly don't have a reason to\ndrag Jan along with me long enough to start this quest. On the other\nhand, as an evil party I deal with the Copper Coronet early to get\nsome better loot. For more information on dealing with the Copper\nCoronet (in part, or in its entirety) see [WLK036].\n\n***REWARD***\n(For getting Lady Jysstev to arrange a meeting with the 'Hidden One')\nEXP\t8900\n\nSewers (AR0404)\no======================================================================o\n5) Head to the Copper Coronet in the Slums District and talk to\nLehtinan to gain access to his back rooms. Once you've obtained this\naccess you can safely head to the back of the Copper Coronet. There's\na secret door at (x=2150, y=900) that leads to the sewers \n(x=2070, y=670) in question. Again, if you decided to take Jan along\nwith you-and hence this quest became obligatory and led you into\nthese sewers-refer to [WLK036] for everything you might encounter along\nthe way. You'll find Hidden at (x=1070, y=2230), who will agree to heal\nLissa's daughter if you deal with two 'creatures of evil intent' that \nare chasing him. To uncover them we'll need to go talk to the \nproprietor of the Sea's Bounty in the Docks District (AR0300).\n\nSea's Bounty (AR0313)\no======================================================================o\n6) By the time Jan's quest occurs we'll hopefully have already explored\nthe Docks District-at least crudely (as covered in the next Sequence\nof Events). So, without elaborating further head over to the Sea's\nBounty (x=2100, y=2100). Be sure to leave Jaheira outside to avoid\nstarting another time-sensitive quest, Baron Ployer's Curse. Inside\nthe Sea's Bounty you'll find The Thumb, the proprietor we're looking\nfor. Talk to him and pick dialogue option #2 to get him to tell you\nthat the folks you're looking for are in the Five Flagon's Inn in the\nBridge District, in a room on the second floor.\n\nFive Flagons Inn, Second Level (AR5011)\no======================================================================o\n7) So, head over to the Bridge District (AR0500) and into the Five\nFlagons Inn (x=3200, y=2000). Go up the stairs at (x=600, y=300) to find\ntwo Githyanki, which can be rather strong for a very low-leveled, \nunder-staffed party. Return to the Hidden and he'll tell you that the\ngirl is healed before revealing itself to be an Illithid. It'll leave\nwithout incident, and we'll be free to return to the Jansen home.\n\n***REWARD***\n(For performing the task of the Hidden)\nEXP\t17500\n&lt;----------------------------------------------------------------------&gt;\n8) Once home, you'll find all is not well. Being the useless bitch that\nshe is, Lissa will thank Jan for helping her daughter before telling us\nthat Vaelag is downstairs. When Jan goes to investigate the turn of \nevents, follow. Vaelag demands Lissa's return, makes some threats, and\nLissa only bothers to thank Jan briefly before leaving with Vaelag. Jan\nwill attempt to procure from us a promise of aid in the future, if he\ndiscovers that Vaelag has continued to be abusive. Dude, let the bitch\ngo.\n\n***REWARD***\n(For saving Lissa's daughter)\nEXP\t15500\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t       Mae'Var's Guildhall Quests\t\t       |\n|\t\t\t   (Recruiting Edwin)\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK006}\n\t\t1) Independent Practice\n\t\t2) Submit to Cyric!\n\t\t3) Thieve's Guild Fence\n\t\t4) Infinite Money Exploit\n\t\t5) Meeting Mister Bloodscalp\n\t\t6) Robbing Gorth\n\t\t7) Mae'Var's First Assignment\n\t\t8) Temple Thieving\n\t\t9) Referred to the Red Wizard\n\t\t10) Thieving Tests\n\t\t11) Edwin's First Task\n\t\t12) Mephit Murdering\n\t\t13) Golem Grinding\n\t\t14) Rayic Gethras\n\t\t15) Edwin's Second Task\n\t\t16) Marcus' Documents\n\t\t17) Mae'Var's Last Task\n\t\t18) Embarl's Loyalty\n\t\t19) Edwin's Evidence\n\t\t20) Reporting to Renal\n\t\t21) Purging Mae'Var's Guildhall\n\t\t22) Making Mae'Var Meet His Maker\n\t\t23) Renal's Reward \n\t\t24) Valen's Offer\n\nDocks District (AR0300)\no======================================================================o\n1) When you arrive in the Docks District you'll get a confession from\nYoshimo (if he's still with you, anyways). He'll tell you that he got\ncaught practicing his trade in the city by the Shadow Thieves, and was\nsupposed to report to Renal Bloodscalp. He hints that there might a\nreward involved for completing the independent mission he was supposed\nto get started on. We might as well, right? Even if you don't have\nYoshimo around, you might as well go pay the Shadow Thieve's a visit.\n&lt;----------------------------------------------------------------------&gt;\n2) Head to the south-west and go down some stairs. You'll be approached\nby a Mad Cleric who will demand that you embrace Cyric. If you decline\nhe'll attack you. When he dies he'll drop an Onyx Ring, a Jasper Gem, a\nQuarter Staff, and 20 gold.\n\nShadow Thief Guildhall (AR0305)\/(AR0306)\no======================================================================o\n3) Over at (x=1350, y=980) you'll find a Shadow Thief, who will welcome\nyou inside being as you're a friend of Gaelan and all. Righty-o. Head\ninside the door at (x=1330, y=900). At (x=950, y=790) you'll find a \nBlack Market Thief. You can sell stolen goods to her, which is an\ninvaluable service. You can buy (steal) a variety of scrolls from her if\nyou wish, including Fireshield (Blue), which is a great defensive spell,\nespecially for a Fighter\/Mage. After all, a Mage who doesn't get\nattacked in combat isn't likely to put the shield to full effect. Head\nup the stairs at (x=200, y=350).\n\no===========o\n|Mage Spells| Black Market Thief\no===========o----------------------------------------------------------&gt;\n1st-Blindness\n1st-Detect Invisibility\n1st-Friends\n1st-Identify\n1st-Infravision\n1st-Protection from Petrification\n  ---\n2nd-Horror\n2nd-Invisibility\n2nd-Knock\n2nd-Know Alignment\n  ---\n3rd-Clairvoyance\n3rd-Dispel Magic\n3rd-Fireball\n3rd-Flame Arrow\n3rd-Haste\n  ---\n4th-Confusion\n4th-Fireshield (Blue)\n4th-Improved Invisibility\n4th-Minor Globe of Invulnerability\n4th-Monster Summoning II\n  ---\n5th-Ice Storm\n\n***ITEMS*** \n(x=850, y=800) Potion of Healing x2, Potion of Invisibility,\n\t       Potion of Master Thievery \n(x=900, y=750) 1 gold\n(x=950, y=700) Dagger, Long Sword\n(x=1100, y=700) 3 gold\n(x=750, y=620) Tchazar Gem, 234 gold\n(x=900, y=570) Moonstone Gem, 39 gold\n(x=1150, y=630) Waterstar Gem, Zircon Gem, 26 gold, Dagger\n(x=350, y=470) Dagger, Bastard Sword\n(x=200, y=400) Iol Gem\n&lt;----------------------------------------------------------------------&gt;\n4) Note that you can sell stolen goods to the Black Market Thief, and\nyou can also steal from her. Can you see the cyclic flow of money at\nwork here? Sell her anything valuable you want, steal it back, sell it\nagain, repeat until satisfied. This works best with a very expensive\nitem, as you'll always have a chance to get caught, and stealing\nmultiple cheaper items will get frustrating. On the other hand,\nsell\/stealing the Plate of Balduran will see you with enough money to\nbuy anything you want in short order. Because you can buy\/sell\/steal\nfrom her in an infinite loop, I prefer to sell her all the items I\naccumulate in the game. This is practical, in case you sell anything you\nlater want or need, as you can just steal it back. It sure beats having\nto rebuy loot from Ribald. And, of course, it also helps to favor one\nmerchant since you'll always remember who you sold your stuff to. Keep\nin mind, however, that as you sell more items to one merchant, the less\nthey'll pay for that item in the future. There's a rather generous cut-\noff point, but if you want to maximize your profits, sell in bulk. On\nthat note, this level of the Thieves' guild has plenty of containers\nwithin which you can store your accumulated loot. No wonder I pick this\nspot as my mercantile headquarters, eh? And just one more note, although\nI preach the merits of infinite money, on these walkthroughs I did not\npractice them. I could pretend the reason had something to do with\ngaming purity, but as you've noticed if you've been reading along, I'm\nquite content to use my theiving skills to rob merchants blind. No,\nthe reason is much more practical. Good loot equals stronger characters,\nand stronger characters influence what quests we can do, and when. For<\/pre>\n\n\n\n<pre id=\"faqspan-16\" class=\"wp-block-preformatted\">the sheer sake of organization, not using any infinite money tricks\nallows the economy of the game to influence (to some degree) what order\nwe do quests. Do the Thieves' Guild quests first, get some money, buy\nthe Shield of Balduran, do the Unseeing Eye Quest, get some more money,\nand so forth.\n&lt;----------------------------------------------------------------------&gt;\n5) You'll find Renal Bloodscalp at (x=820, y=530). Yoshimo and Renal\nwill trade barbs for a bit before Renal decides that he is more\ninterested in you than Yoshimo. Long story short Renal wants you to\ninvestigate a guild leader he suspects of treachery by the name of\nMae'Var. If you're a Thief he'll also offer you to take up the guild in\nMae'Var's place if you find something and are forced to... remove\nMae'Var. Agree and leave via the exit at (x=100, y=600) to get directly\noutside. Head to Mae'Var's Guild (x=3050, y=2500). If you want to do\nsome 'shopping' along the way, you can find a Halfling merchant named\nIkert at (x=1920, y=2420)... although the best thing he sells is another\nScroll Case.\n\n***ITEMS***\n(x=300, y=500) 1 gold\n(x=350, y=650) Garnet Gem, Diamond\n(x=400, y=480) Potion of Extra Healing x5, Potion of Fire Resistance x2\n(x=800, y=770) Pearl x3, 350 gold\n(x=970, y=650) Jasper Gem, 39 gold\n(x=1190, y=725) Light Crossbow, Bolt x60, Bolt +1 x2\n(x=400, y=270) Dagger, Studded Leather Armor, Lynx Eye Gem,\n\t       De'Tranion's Balor Ale \n(x=470, y=250) Potion of Extra Healing x5, Potion of Agility\n(x=600, y=250) 3 gold*\n(x=750, y=330) Iol Gem, 217 gold\n\n*I also found a Scroll of Pierce Magic here. Talk about variability!\n\n***TRAPS***\n(x=970, y=650)\n(x=470, y=250)\n\nMae'Var's Guildhall (AR0321)\/(AR0322)\/(AR0323)\/(AR0324)\no======================================================================o\n6) Over at (x=430, y=580) you'll find Gorch, who will try to peddle you\nsome wares. Tell him you're here to see Mae'Var and he'll give you the\ngo-ahead to go into the guild in the back. Gorch is the latest in a long\nline of merchants we need to rob, and if you weren't messing around your\nPotions of Master Thievery should still be in effect. In particular grab\nthe Maces +2, and some Bullets +2. We'll be needing some +2 weapons\nsooner rather than later. Also grab a Sling +2 and a Short Bow +2. You\nknow, since stealing is cheaper than buying them from Ribald. Also,\nsince it's 'free', steal the Leather Armor +3 if you still need some\nlight armor for somebody. Also nab the Ring of the Princes +1, the Nymph\nCloak, the Bracers of Defense A.C. 6, Potions of Master Thievery (to\nkeep our stock up!), and the Rogue Stone. We'll out-grow this gear, but\nwe can always sell it back to the Black Market Thief in Renal's Guild.\nEven if you're not really into stealing, you should rob Gorch. As a\nfriendly warning, he's not long for this world, and anything you don't\nsteal from him will go to waste.\n\no===========o\n|Mage Spells| Gorch\no===========o----------------------------------------------------------&gt;\n2nd-Knock\n\nYoshimo happily accepts the Short Bow +2 and I give the Sling +2 to\nViconia, who is less potent in melee combat than Jaheira. Anomen or\nViconia gain the Mace +2, while the Nymph Cloak goes to your preferred\nparty leader. I give Korgan the Ring of Protection, as his Armor Class\nis horrible right now. The Nymph Cloak goes on your party leader, either\nDorn or Keldorn. Also, the Bracers of Defense A.C. 6 are an improvement\nfor my main character. Head down the stairs at (x=400, y=400).\n\n***ITEMS***\n(x=350, y=420) 190 gold\n(x=500, y=500) Tainted Oil of Speed, 8 gold\n(x=600, y=600) Scroll of Strength\n(x=600, y=200) Sunstone Gem\n(x=700, y=150) Quarter Staff, 12 gold\n(x=650, y=500) Scroll of Minor Globe of Invulnerability\n\nNote: Do not sell the Rogue Stone you just stole. It's pretty, sure,\nbut it'll give us access to an area from which we can obtain the\nmost powerful staff in the game-a real treat for your Mages. It will be\na while yet, and you'll find several other Rogue Stones while you\ntravel, but as a respectable FAQ-writer it seems important to warn you\nnow, rather than have you send me unhappy E-mails because you can't\nget an item that really should not be missed.\n\nNote from Lee:\nGorch is a dumbass - I stole\/sold\/restole\/resold the Bracers AC6, the\nRogue Stone, and as many Maces +2 as I could hold over and over and over\nand over and over and over and over and over and over and over and over\nand ended up with over 200k in gold - well more than enough to pick up\nsome extremely nice items from Dierdre. Of course having this much cash\ntriggers Valen and Brus earlier than \"normal\", but it doesn't really\naffect the storyline (provided I don't visit the graveyard at night).\n&lt;----------------------------------------------------------------------&gt;\n7) You'll find Mae'Var at (x=970, y=300). If you thought Renal was \nambiguously hostile, you'll find that Mae'Var is much less ambiguous. \nHe'll give you a job to go steal a religious item from a church, either\nthe temple of Lathander or the temple of Talos depending on your \nalignment. Head off to the Temple District.\n\n***ITEMS***\n(x=400, y=650) Skydrop Gem\n(x=400, y=850) 5 gold\n(x=500, y=800) 16 gold\n(x=630, y=700) Turquoise Gem\n(x=630, y=680) 1 gold\n(x=1000, y=400) Dagger, Small Shield, 5 gold\n(x=740, y=240) Dagger, 4 gold\n\nTemple District (AR0900)\/(AR0902)\/(AR0904)\no======================================================================o\n8) Enter either the Temple of Lathander (AR0902) (x=2850, y=1500) or the\nTemple of Talos (AR0904) (x=1900, y=2200). Either way you'll need to\nwait until night for the temples to clear out. When you have either the\nStatuette of Lathander or the Necklace of Talos head back to Mae'Var.\n\n***ITEMS***\n(AR0902) \n(x=1250, y=1500) 99 gold\n(x=1400, y=1450) Sunstone Gem, Statuette of Lathander\n(x=1350, y=1450) Sunstone Gem\n(x=1400, y=1450) Lynx Eye Gem\n(x=1800, y=950) Potion of Extra Healing x2\n(x=750, y=600) Potion of Extra Healing x2\n(x=470, y=850) Jade Ring, 23 gold\n(x=320, y=750) Scroll of Protection from Poison\n\n(AR0904)\n(x=1500, y=360) Potion of Extra Healing x2, Antidote\n(x=1650, y=400) Potion of Extra Healing x5, Wand of the Heavens,\n\t\t210 gold\n(x=700, y=1000) Potion of Insight, Necklace of Talos\n(x=500, y=300) Scroll of Protection from Cold, \n\t       Potion of Storm Giant Strength\n(x=400, y=250) Bloodstone Gem, Potion of Insulation\n(x=250, y=250) Bloodstone Amulet, Antidote x2, 6 gold\n\nMae'Var's Guildhall (AR0321)\/(AR0322)\/(AR0323)\/(AR0324)\no======================================================================o\n9) Mae'Var will brush aside your act of skulduggery and you'll get a\nnice experience reward. He then decides he's too busy for you and refers\nyou to his right hand man, a 'bloody good spellcaster' named Edwin. Oh\nboy. Head back upstairs and take the stairs to the second level (AR0323)\nat (x=1100, y=400).\n\n***REWARD***\n(For returning to Mae'Var with your stolen artifact)\nEXP\t29500\n&lt;----------------------------------------------------------------------&gt;\n10) Upstairs you'll find a room to the east that has a bunch of locked\ndoors and safes designed to test your Thief skills. If you still have\nPotions of Master Thievery active you should definitely pick these\nlocks. Altogether they give a good bit of experience (14750 experience,\nto be exact) and loot. The ones on the north wall are trapped as well,\nfurther boosting the experience you'll get. when you're done looting\nhead up the stairs at (x=1000, y=500) to reach (AR0324).\n\n***ITEMS***\n(x=300, y=490) Antidote, Pearl Necklace\n(x=400, y=460) 22 gold\n(x=600, y=200) History of the Drow, 1 gold\n(x=600, y=790) Skydrop Gem, Zircon Gem\n(x=500, y=600) 10 gold\n(x=550, y=600) 20 gold\n(x=600, y=550) 30 gold\n(x=630, y=500) 40 gold\n(x=650, y=500) 50 gold\n(x=700, y=450) 60 gold\n(x=770, y=400) 70 gold\n(x=900, y=500) 2 gold\n(x=900, y=300) 80 gold\n(x=950, y=300) 90 gold\n(x=1000, y=250) Potion of Master Thievery x3, Waterstar Gem,\n\t\tZiose Gem, 300 gold\n(x=1050, y=250) Emerald, 100 gold\n(x=1050, y=300) Potion of Perception\n(x=1110, y=330) Rogue Stone\n(x=1170, y=300) Lynx Eye Gem, Fire Agate Gem\n(x=1200, y=350) Short Sword +2, Buckler +1, Studded Leather Armor +1\n\n***TRAPS***\n(x=1050, y=250)\n(x=1050, y=300)\n(x=1110, y=330)\n(x=1170, y=300)\n(x=1200, y=350)\n&lt;----------------------------------------------------------------------&gt;\n11) Edwin is over at (x=850, y=350), and he's as haughty as ever. He\nwants you to kill a Cowled Wizard by the name of Rayic Gethras. Seeing\nas how we're not getting along with the Cowled Wizards, knocking off one\nof their members is a welcome job. Leave Mae'Var's Guildhall and enter\nRayic Gethras' house (AR0315) to the west (x=1500, y=2220).\n\n***ITEMS***\n(x=1050, y=420) Bastard Sword +1, 35 gold\n(x=1020, y=250) Dagger, 19 gold\n(x=820, y=260) Fire Agate Gem, 63 gold\n(x=500, y=370) Bastard Sword, 13 gold \n(x=670, y=750) Potion of Healing x2\n(x=370, y=550) Gold Ring\n(x=330, y=500) Spear +1\n\nRayic Gethras' House (AR0315)\/(AR0316)\/(AR0317)\no======================================================================o\n12) Inside you'll find two Fire Mephits, two Magma Mephits, and two Ice\nMephits. These require no special tactics to bring down. Loot the room\nand make sure you're rested and prepared before you head up the stairs\nat (x=150, y=350). Haste and Protection from Evil 10' Radius is probably\na good idea, as is Defensive Harmony. Equip whatever +2 weapons you\nhave. For me this means those Maces +2 I stole, and Bullets +2 and\nArrows +2 where available. Resting in this house was where I encountered\nmy first dream, by the way.\n\n***ITEMS***\n(x=500, y=250) History of the Red Ravens,\n\t       Scroll of Protection from Magical Energy\n(x=440, y=150) Scroll of Clairvoyance, Cursed Scroll of Weakness\n\n***TRAPS***\n(x=440, y=150)\n&lt;----------------------------------------------------------------------&gt;\n13) Upstairs you'll find much more worthy foes than Mephits. Two Stone\nGolems-which are fairly rough at this stage in the game-await you. They\naren't push-overs in melee, they have the ability to slow party members,\nand they can only be hurt by +2 weapons. With all the gear we've been\nstealing, however, they fall readily enough, especially with us being\nspell-buffed. Dorn, especially, makes an impact with the Sword of\nChaos +2. Before I loot this level I head upstairs while my spell buffs\nhold (x=400, y=700).\n\n***ITEMS***\n(x=400, y=270) 115 gold\n&lt;----------------------------------------------------------------------&gt;\n14) Rayic Gethras isn't much for talking, and he goes hostile after just\na bit of chatter. By now Jaheira has hit 9th level as a Druid, and has\nan Insect Plague prepared just for this fight, she casts it as soon as\nshe can. As soon as combat starts Rayic will let loose with a Spell\nTrigger, protecting himself with Protection from Magical Weapons and\nProtection from Normal Missiles. He'll also get a Globe of \nInvulnerability and a Stoneskin up. He is, safe to say, one rough \ncustomer at our level. However, if Jaheira gets her Insect Plague off\nhe will be unable to cast spells for a few precious rounds... long\nenough for my party to whittle through his Stoneskin and for his\nProtection from Magical Weapons to wear off. His first move is to cast\nSymbol, Fear, which will pretty much be game over if he doesn't get hit\nwith an Insect Plague, or even if he does, if he affects your whole\nparty. One way around this is to just head up with the main character\nand Jaheira. My main character attacks and Jaheira stays back and casts\nher spell. If he gets his Symbol, Fear off, the rest of the party can\nthen jump in when Insect Plague has rendered him helpless and beat him\ndown. Another way to get around it is to just cast Remove Fear. Either\nway, When he dies Rayic Gethras will leave behind Bracers of Defense\nA.C. 7, a Scroll of Charm Person, a Quarter Staff +2, and 40 gold. Rob\nhis house and leave.\n\n***ITEMS***\n(x=250, y=500) Scroll of Mislead, 1 gold\n(x=550, y=400) Wand of Fire, 220 gold\n\n***TRAPS***\n(x=250, y=500)\n(x=550, y=400)\n&lt;----------------------------------------------------------------------&gt;\n15) Head back to Mae'Var's Guildhall and talk to Edwin. Next he'll ask\nyou to get some documents from a merchant named Marcus at the Sea's\nBounty. Head back outside and enter the Sea's Bounty (AR0313) \n(x=2100, y=2100). Whatever you do, do not bring Jaheira in with you. It\nstarts a quest we really have no need to complete just yet.\n\n***REWARD***\n(For reporting in to Edwin after killing Rayic Gethras)\nEXP\t20000\n\nSea's Bounty (AR0313)\/(AR0314)\no======================================================================o\n16) You'll find Marcus at (x=530, y=430), and there are many ways to\ndeal with him. If you're fast and strong enough you can simply snap his\nneck without raising a fuss. You can pay him 250 gold... or negotiate\ndown to 200 for the documents. Lastly, you can threaten him for them. Of\ncourse you can always try to pick his pockets, but with Yoshimo that\nmeans he's going to have to use some Potions of Master Thievery to\nsucceed. Report back to Edwin and he'll inform you that you have one \nlast task to complete, this time from Mae'Var.\n\n***REWARD***\n(For bringing Marcus' documents to Edwin)\nEXP\t10000\n&lt;----------------------------------------------------------------------&gt;\n17) Go downstairs and pay Mae'Var a visit. He'll give you one last \nmission; head back to the Sea's Bounty and kill a traitor named Embarl,\nbringing back his dagger as proof. This time enter the door at \n(x=2250, y=2050) to reach the upper level of the Sea's Bounty.\n&lt;----------------------------------------------------------------------&gt;\n18) You'll find Embarl at (x=580, y=320). You again have multiple \nchoices. First you can just kill him and grab his Leather Armor, Potion\nof Invisibility, Elixir of Health, Embarl's Dagger and 36 gold. Or you\ncould just let Embarl go in exchange for his dagger. Either way take the\ndagger back to Mae'Var and you'll get rewarded, albeit dismissively.\nHe'll tell you to go see if Edwin has any use for you.\n\n***REWARD***\n(For bringing Embarl's Dagger to Mae'Var)\nEXP\t18750\n&lt;----------------------------------------------------------------------&gt;\n19) Edwin guesses that you're not here as an obedient recruit for \nMae'Var and offers to help you find the hard evidence that Renal wants.\nHe will offer his magical services to you now, along with the key to the\nstrongbox in Mae'Var's suite. If you're playing an evil party you should\nhappily accept Edwin into your party. For all Edwin's potency, he does\nhave some rather glaring omissions from his spellbook. Have him scribe\nBlur, Knock, Invisibility, Stinking Cloud, Dispel Magic, Slow, Improved \nInvisibility, Stoneskin, Greater Malison, and Confusion to bring him up \nto speed. Head downstairs and open the cabinet at (x=500, y=300) to find\nMae'var's Letter and Worn Whispers (aka Boots of Stealth). Yoshimo or\nmy protagonist puts the boots on by default. With the evidence in hand\nhead off to tell Renal.\n&lt;----------------------------------------------------------------------&gt;\n20) Renal will be delighted to see you, even more-so when you give him\nevidence of Mae'Var's treachery. You'll get a hefty experience reward,\nand one last mission from Renal Bloodscalp; go kill Mae'Var. With\npleasure.\n\n***REWARD***\n(For bringing Renal proof of Mae'Var's treachery)\nEXP\t48250\n&lt;----------------------------------------------------------------------&gt;\n21) I suggest spell-buffing before returning to Mae'Var's Guildhall, as\nall the Shadow Thieves within are now hostile. They are fond of getting\nbackstabs, and will use Potions of Invisibility and Oils of Speed to\nbuff themselves in Combat. I've had Zyntris deal 82 damage with a single\nattack before, which is well more than ridiculous. Needless to say, keep\nunprotected characters safe... perhaps even outside. It only takes one\nbad backstab to ruin your day. One tactic you can use to blunt the\noffensive of the Thieves is as follows: head inside with one protected\ncharacter. In this case I used my protagonist spell-buffed with\nStoneskin, Blur, and Mirror Image. The Thieves directed their lethal\nbackstabs at them to no avail, then I brought in the rest of my fighters\nto take them down, leaving my weaker characters (like Edwin) outside.\nHead up the levels clearing out Shadow Thieves as you go. It's possible\nto repeat the process above on the next floor, as well.\n\nNote from Lee:\nI recommend going up the exterior stairs and entering on the third floor\n(x=3425, y=2150), then working your way down. There are no attackers on\nthe third floor at all, and you enter the second floor in a\nstrategically superior position. Plus you don't have the problem of new\nattackers coming at you from both the floors above and the floors below.\nIf you have at least two characters equipped with ranged weapons, you\nwon't even need spells (or buffs) to clear the second floor. By standing\nat the foot of the stairs, if you do happen to get into trouble, you're\npoised to go back up and regroup (or ambush and take out attackers one\nat a time if they follow). Same with moving down from the second to the\nfirst floor, and again down to the lower level. I got thru this without\nspell buffing at all, although I did take some damage in the final fight\nwith Mae'Var.\n&lt;----------------------------------------------------------------------&gt;\n22) Once the upper levels are clear head down into the cellar to\nconfront Mae'Var. Mae'Var has some Assassins with him and a Priest of\nCyric, but for all that, this is a very easy fight. You have two options\nto win this fight hassle free. Use Edwin to conjure a Lesser Fire\nElemental, which will be immune to their weapons. Then just let the\nelemental kill them all on its own. Or you can use Jaheira's Insect\nPlague to eliminate their spell casting and send many of them fleeing.\nOr do both to ensure a complete rout. Loot Mae'Var for Shadow Armor\n(great for Yoshimo!), Arrows x40, a Scroll of Oracle, a Pearl, a Sphene\nGem, a Water Opal, a Horn Coral Gem, a Short Sword, a Composite Long\nBow, and 769 gold. In one of the cells you'll find a prisoner named\nKamuzu (x=600, y=500). Do what you will with him, but if you're nice, he\nmight just come back and lend you a hand one day... When you're done go\nreport to Renal.\n&lt;----------------------------------------------------------------------&gt;\n23) You'll get your reward all right. Each character will receive\n45500 experience and the party gets a huge sum of gold... so much so\nthat you should be close to what Gaelan requires (if so, see Step #22,\nnext). If you're a Thief you'll also be offered ownership of Mae'Var's\nGuildhall, if not, or if you turn down the offer, you'll get 'The\nShadow's Blade +3'. You can play with your guild if you wish, but time\nis of the essence. Before we deal with it we should secure Korgan and\nEdwin's loyalty [WLK008]. Since, however, you may or may not be\nrecruiting the individuals in question, it's my organizational method to\ninclude the guild\/stronghold quests immediately after completing the\nquest where you obtain said guild\/stronghold. Skip about as you please.\n\nNote: You can only have one stronghold at once... which only matters if\nyou are a multi-class character, since the strongholds are only offered\nto specific classes. If you decide you want a certain stronghold, turn\ndown other offers you recieve beforehand.\n\n***REWARD***\n(For reporting to Renal after killing Mae'Var)\nEXP\t45500 (each character)\nGold\t10500\nItem\tThe Shadow's Blade +3*\n\n*You'll only get this item if refuse the guildmaster position, or your\nprotagonist is not a Thief (and hence, unqualified).\n&lt;----------------------------------------------------------------------&gt;\n24) The following encounter will occur now that we have so much money-\n15,000+ to be precise, and after the reward we just received, it's very\nlikely you'll have this amount. When you leave the building a woman\nnamed Valen will show up and talk to you. She's got a better offer for\nyou, or so she says, and asks you to meet her Mistress in the Graveyard\nafter sundown. Brus will show up shortly thereafter and tell you that\nGaelan wants to sweeten the deal before you meet your new contact. Looks\nlike both sides are very keen on what we're doing. You might see other\naltercations between the two guilds traveling around at night like the\nencounter you had with Hareishan, and another later encounter you might\nhave with another vampire named Salia. If you pay Gaelan a visit he'll\ntell you that the bosses have changed their minds and decided that\n15,000 gold is enough for their aid. How curious. Anyways, both sides\nwant our money-and our allegience, but I'm not yet ready to make any\nsuch decisons. There are two ways to avoid seeing Valen's mistress, who\nwaits for us in the Graveyard district-our next destination. First,\nspend some of that money we got until we're under 15000 gold, or second,\njust go to the Graveyard during the day. Simple enough. Resting up for\nour run into the Graveyard triggers my second Irenicus dream. The good\nparty can keep Korgan and Edwin around if you want the expereince for\ncompleting their quests (covered in [WLK008]). If not, drop them off and\nhead to The Adventurer's Mart and buy the Sheild of Balduran from\nDeidre-it'll come in handy during the Unseeing Eye quest [WLK009], which\nis their goal.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\t  Thieves' Guild Quests\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK007}\n\t\t1) Introduction to the Guild Hall\n\t\t2) Rattell the Fence\n\t\t3) Jariel the Taskmaster\n\t\t4) Ama's Revenge\n\t\t5) Whodunit?\n\nYour Guildhall (AR0321)\/(AR0322)\/(AR0323)\/(AR0324)\no======================================================================o\n1) If you are playing a Thief (single, multi, or dual-classed), or if\nyou have the Multiple Strongholds mod installed, you will be offered\nMae'Var's Guildhall following his timely demise. It's a good way to make\nmoney, and it offers you a few more things to do, but nothing too\nextravagant. This section of the FAQ will cover this guildhall, to be\npursued when you have the time and inclination.\n&lt;----------------------------------------------------------------------&gt;\n2) First things first. You'll find a man named Rattell (x=430, y=570)\nstanding where Gorch was, who is willing to fence goods for you. He\ndoesn't have the selection Gorch does, but he does have some interesting\nscrolls you can pick up. Or at least Invisibility ,10' Radius, which\nwill come in handy once in a while.\n\no===========o\n|Mage Spells| Rattell the Fence\no===========o----------------------------------------------------------&gt;\n1st-Magic Missile\n1st-Protection From Evil\n1st-Shield\n1st-Shocking Grasp\n1st-Sleep\n  ---\n2nd-Luck\n2nd-Melf's Acid Arrow\n2nd-Mirror Image\n2nd-Resist Fear\n2nd-Stinking Cloud\n  ---\n3rd-Invisibility, 10' Radius\n3rd-Hold Person\n3rd-Lightning Bolt\n3rd-Monster Summoning I\n3rd-Non-Detection\n3rd-Protection From Normal Missiles\n  ---\n4th-Stoneskin\n  ---\n5th-Animate Dead\n5th-Cloudkill\n5th-Cone of Cold\n5th-Monster Summoning III\n5th-Shadow Door\n&lt;----------------------------------------------------------------------&gt;\n3) The thing to do in the Thieves' Guild is to talk to Jariel\n(x=720, y=320), who will give you the run-down of how this works. You \nhave a stable of thieves and you can direct them to do a variety of jobs\nwith varying degrees of risk. The riskier the job the more money it \nmakes, but the more likely they'll get put in prison. If a Thief gets \nput in jail you'll have to bail them out, which costs you money. See the\ngamble involved herein? All of these success and fail rates are handled\nwith dice rolls under the hood and you'll get news of their successes\nroughly every week. Pick settings you like and if they aren't bringing\nyou a profit change them as needed. You must pay your dues to Renal,\nhowever, so keep in mind depending on the prowess of your thieves and\nRenal's humor you might actually lose money. This typically only happens\nif a few of your thieves get caught and you don't bail them out, \nreducing the operatives you have on the field and thus the potential\nincome they might bring. Going with low-risk jobs typically gets you\nmore than enough to pay Renal and keep some pocket change, as well.\nWhen you need to pay Renal a Thief named Joster (x=700, y=290) will show\nup, at which point you really need to pay him off. \n\nNote: Unlike most events in this game that seem random but aren't, this\none actually is. After you change the variables of each Thief's mission,\na simple random number is rolled and checked against the difficulty of\nthe mission. It's a simple 100-scale percentile roll, and oddly enough,\nit's checked immediately after you give your orders-not when they come\nback. Anyways, the more difficult the mission, the less likely they are\nto succeed... which typically involves you paying a bribe to get that\nThief back in action. If you play it safe and pick the lowest difficulty\noptions every time you'll make the least money... but you'll be almost\nguaranteed success. Performing low-risk missions, I typically made a\nsteady income of 1600 gold per five days. Joster will ask for between\n300 and 1000 gold every time dues are... well, due. The amount of money\nyou'll make depends not only on the risk of the missions you send your\nThieves on, but also on how diligent you are about checking up on your\nguild and ensuring your rogues are working. Renal will collect his dues\neven if your rogues are standing idle. If you fail to pay Renal's\nrepresentative in time, you'll lose your guild. If you lose your guild,\nyou can go pay Renal 4000 gold to get it back.\n\nThat's just the basics, though, for those of you who don't want to\ndelve too deeply into things. For those that do, here's the full\ndetails. Each Thief has a number of variables you can set-a 'safe'\noption and a 'risky' option. Risky options return more money, but\nincur a higher rate of potential incarceration. With no risky options,\ntheir rate of success is 90%. With one risky option, the rate of\nsuccess is 80%, with two, it's 65%, and finally with three it drops down\nto 50%. If one of your rogues is caught during their mission, they\nobviously won't generate any profit, and to have them handy later,\nyou'll actually have to pay up. Depending on their potential profits\nas the risk goes up, and the cost of bailing them out, some rogues\nwill make you much more money, over a long-term period, with riskier\ntasks. To factor their long-term profitability based on risk, I\nsimple simulated ten 'runs' with each rogue and added up the money\nthey'd make each time at a certain risk-factor (risk 0 is no risky\nchoices, risk 1 is one risky choice, and so on). From this total I\nsubtracted an amount based on how likely they were to be incarcerated-\nfor example, after ten runs at 'Risk 3' Hanz could potentially make\nyou 9000 gold... but with a 50% incarceration rate, that drops to\nabout 4500 gold for a ten-run span. With a 100 gold bribe per capture,\nthat drops us to 4000 gold total-or an average of 400 gold per run at\nthe highest risk. This value is noted in the 'Average' row on the\ntable below.\n\n\to=======o=======o=======o=======o=======o=======o\n\t| Rogue\t|Risk 0\t|Risk 1\t|Risk 2 |Risk 3 | Bribe |\n\t|\t|  10%\t|  20%\t|  35%\t|  50%\t|\t|\n\to=======o=======o=======o=======o=======o=======o\n\t|Hanz\t|  200\t|  400  |  600\t|  900\t|  100\t|\n\t|Average|  170  |  300\t|  355\t|  400\t|-------|\n\t|-------|-------|-------|-------|-------|-------|\n\t|Goshan\t|  200\t|  300\t|  500\t|  750\t|  200\t|\n\t|Average|  160\t|  200\t|  255\t|  275\t|-------|\n\t|-------|-------|-------|-------|-------|-------|\n\t|Kretor |  250\t|  500\t|  750\t| 1000\t|   50\t|\n\t|Average|  220  |  390\t|  470  |  475\t|-------|\n\t|-------|-------|-------|-------|-------|-------|\n\t|Morsa\t|  100\t|  250\t|  500  |  750\t|  250\t|\n\t|Average|   65\t|  175\t|  237.5|  250\t|-------|\n\t|-------|-------|-------|-------|-------|-------|\n\t|Varia  |  150\t|  300\t|  500  |  800\t|  300\t|\n\t|Average|  105\t|  180\t|  220\t|  250\t|-------|\n\t|-------|-------|-------|-------|-------|-------|\n\t|Total\t|  900\t| 1750\t| 2850\t| 4200\t|-------|\n\t|Average|  720\t| 1245\t| 1537.5| 1650\t|-------|\n\to=======o=======o=======o=======o=======o=======o\n\nAs you can see from the chart above, not all rogues are made the same.\nDifferent jobs, different crimes, different penalties. Kretor is the\nking when it comes to profit, while Varia and Morsa kinda suck. A trend\nthat is univeral, however, is that there is a huge leap in profit if\nyou pick one risky element for each rogue. In the long run, you earn\nmore money as risk increases, but I tend to neglect to do this simply\nbecause it's extra clicky work getting them all out of prison. Still,\nat risk factor one (not to be confused with warp factor one) you'll\nmake nearly twice as much as with no risk. The rate of return falls off\nsharply thereafter-with risk factor two you'll make about 20% more than\nwith risk factor one, and with maximum risk, the return is only\nmarginally better (less than 10%).\n&lt;----------------------------------------------------------------------&gt;\n4) You will also find Lathan (x=600, y=270), who will tell you when\nproblems arise that require your personal attention. You'll be told that\nthere is nothing at this time that requires your attention, only to \nhave somebody named Ama show up and ask you to serve as a decoy contact\nfor a politician who is causing the guild trouble. If you freed Kamuzu\nfrom Mae'Var's Prison he'll show up and warn you about Ama, saying she\nwas... close... to Mae'Var, and she is not to be trusted. Good to know.\nLet's deal with this little problem then, shall we? When you arrive at\nWaukeen's Promenade you'll find Ama, who will implore you to wait.\nEventually a man named Sir Greshal will arrive and Ama will spring her\nambush. A number of Muggers will pop out and fight in a similar fashion\nas the Shadow Thieves. Still, one Insect Plague should win this fight\nin short order. When Sir Greshal dies he'll leave behind a suit of\nSplint Mail, a Small Shield, a Bloodstone Gem, a Mace +1, and 21 gold.\nOn Ama you'll find a suit of Studded Leather Armor, Potions of\nInvisibility x2, a Potion of Extra Healing, a Horn coral Gem, Poisoned\nThrowing Daggers x20, a Dagger, and 340 gold. \n&lt;----------------------------------------------------------------------&gt;\n5) Go back to Lathan, who will apologize for his lapse in security. If\nyou kick him out you will-as he warns-not be able to complete the rest\nof the guild quests. I grudgingly keep him aboard. You will be told that\nKretor has been paying his dues to you out of his own pocket, as one of\nthe pickpockets underneath him has been skimming the profits. Apparently\nthey know who it is, but aren't coming forward with the information as\nthey don't trust you yet. You'll have several options to deal with the\nsituation. Let Kretor deal with it himself. Kill them all. Randomly\nkill one of them. Or dock all of their pay. If you dock all their pay\nthe guilty one will turn up dead, and everything is resolved. That's it\nfor the SHadow Thief guild... you can still collect your money and\nassign missions, but the quests are over. Seems kind of underdeveloped,\ndoesn't it? Especially compared to some of the other guilds... oh well.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t  The Book of Kaza and the Nether Scroll \t       |\n|\t\t\t(Securing Korgan and Edwin)\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK008}\n\t\t1) Edwin's Ambition\n\t\t2) Adoptor-Seeking Arenthis\n\t\t3) Wellyn's Rest\n\t\t4) Tomb (AR0810)\n\t\t5) Uncle Lester's Revenge\n\t\t6) Tomb (AR0812)\n\t\t7) Stein and Company\n\t\t8) Tomb (AR0813)\n\t\t9) Tomb (AR0807)\n\t\t10) Buried Alive\n\t\t11) Sethle's Confession\n\t\t12) Tomb (AR0805)\n\t\t13) Tomb (AR0806)\n\t\t14) The Lower Tombs\n\t\t15) Spider Central\n\t\t16) Pai'Na's Den\n\t\t17) Finishing the Lower Tombs\n\t\t18) I Hate Level Drain, I\n\t\t19) To the Split\n\t\t20) Sarcophagi Skeleton\n\t\t21) Nevaziah\n\t\t22) Sniped by Shagbag!\n\t\t23) Shagbag Strikes Again\n\t\t24) Korgan's Revenge\n\t\t25) Edwin's Translation\n\t\t26) Edwin's Transformation\n\t\t27) Edwin's Tracker\n\nGraveyard District (AR0800)\no======================================================================o\n1) When you arrive Edwin will mention the Nether Scroll-which Edwin is\nsure lies in the lower tombs in Athkatla. This is the first area in the\ngame we'll explore in a traditional fashion... you know, going around,\nexploring all the places, collecting quests, and otherwise doing\nadventure-y type things, in contrast to briefly running through like we\nhave been doing.\n&lt;----------------------------------------------------------------------&gt;\n2) Over at (x=1450, y=1920) you will find Arenthis, a priest of\nLathander and his charge Risa (x=1470, y=1970). He'll ask you to find a\ncaretaker for Risa. Fortunately, just such a thing exists right here in\nthe Graveyard District. Over at (x=920, y=820) you'll find Kamir, a\nPaladin mourning the loss of his adopted son, Stefan, who was killed by\nbandits in Kamir's absence. If only there were SOME way he could, I\ndon't know, get another orphan? After all, if at first you don't\nsucceed, try, try again. Suggest Risa to Kamir and you'll get an\nexperience reward. Wait a while for Kamir to get over to Arenthis and\nRisa and you'll get a bit more experience.\n\n***REWARD***\n(For finding a adoptive parent for Risa)\nEXP\t12250 + 3000\n\n***ENHANCED EDITION***\nArenthis and Risa have been moved for the Enhanced Edition. They used\nto be standing over at (x=2350, y=1880) and (x=920, y=820), near the\nTomb of Dragomir... which of course, didn't exist in the original game.\nOr rather, it existed, but it wasn't important.\n&lt;----------------------------------------------------------------------&gt;\n3) Head north-west to find some Halfling 'Mourners' at about\n(x=1620, y=1730). They are Wellyn's parents, whose ghost will be here at\nnight. There are ways to get this quest now without having to advance\nthe story (namely by being too poor to pay for the help of Valen's\nmistress), and I'll mention the quest here just to complete the\nGraveyard District. At night you'll find Wellyn wandering around his\ngrave-or rather, he'll find you and initiate dialogue. He'll tell you\nthat he was killed by a Thief, and he needs his bear, Littleman, so he\ncan rest. The Thief is one 'Llynis', who spends most his time at the\nCopper Coronet. To reach Llynis you'll have to get access to the back\nrooms, which you can achieve by talking to Lehtinan (x=400, y=1220) and\nselecting dialogue options #1, #2, #2, and #1 (among other options).\nLlynis is at (x=660, y=550), and you can talk him into giving you the\nbear... but why not just kill the bastard? Regardless of how you do it,\nget Littleman back and give it to Wellyn. If you wait until day and talk\nto Wellyn's parents you'll get some more experience for your trouble,\nbut no reputation increase... the kind of reward you think such a good\ndeed would warrant... ah well.\n\n***REWARD***\n(For giving Wellyn his bear, Littleman, so he can rest in peace)\nEXP\t15500\n\n***REWARD***\n(For talking to Wellyn's parents)\nEXP\t5000\n\nTomb (AR0810)\no======================================================================o\n4) Anyways, now that the Halflings are gone, continue into the tomb at\n(x=1450, y=1850). Inside are two Skeleton Warriors... nothing as\nterrible as the ones in Baldur's Gate 1, however. They won't hit you\nmuch, and aren't immune to non-magical weapons. They do, however, still\nhave Two Handed Swords +1, which will sell well.\n\n***ITEMS***\n(x=450, y=400) 29 gold\n&lt;----------------------------------------------------------------------&gt;\n5) Exit the tomb and head north-west to find a scared peasant named\nNevin, who begs you to help put down his dead uncle Lester. Uncle\nLester will show up and the two will argue. Note that the voice of Uncle\nLester is the same actor who does Harold, from the Fallout series. Uncle\nLester will then attack Nevin, and you can jump in to save him, if you\nwish.\n\n***REWARD***\n(For saving Nevin from Uncle Lester)\nEXP\t6500\n\nTomb (AR0812)\no======================================================================o\n6) Ignore the tombs at (x=900, y=1650) and (x=650, y=1800) as they are\nways to get to where we're going, and it should not be explored before\nwe're done with the rest of the graveyard. Instead go into a tomb at\n(x=1350, y=1200). Korgan grabs the Battle Axe +2.\n\n***ITEMS***\n(x=400, y=350) Battle Axe +2\n(x=350, y=300) Bloodstone Amulet, 1 gold\n\n***TRAPS***\n(x=400, y=350)\n&lt;----------------------------------------------------------------------&gt;\n7) Near the middle of the level, at night, you can find Stein \n(x=1720, y=1050) near the Crypt at (x=1670, y=1000). Talk to him, and\npick option #2 to question his activities. If you threaten to put him\ndown, he'll summon two of his buddies. They're weak, and really don't\ndrop anything of value.\n\nTomb (AR0813)\no======================================================================o\n8) Go up some stairs and into another tomb (x=1670, y=1000) to find two\nShadow Fiends and a Mummy. Everybody has magical weapons by now, so \nthis isn't a hard fight, just watch out for the Mummy's ability to\ndisease you and the Shadow Fiend's paralysis. Both of which can be \ncleared up easily enough with Clerical spells, but in the middle of a\nfight it can be annoying.\n\n***ITEMS***\n(x=400, y=350) Gold Ring, Skydrop Gem\n\nTomb (AR0807)\no======================================================================o\n9) At (x=2250, y=1100) you'll find another tomb, this one has two\nnobles standing outside of it by the name of Arthur (x=2240, y=1200) and\nMaggie (x=2150, y=1150) who will reminisce over their deceased butler\nJeeves. Go inside, loot, and leave.\n\n***ITEMS***\n(x=400, y=350) 34 gold\n&lt;----------------------------------------------------------------------&gt;\n10) Go up some stairs to the north-west and you'll get the following\nmessage:\n\n\"Nearby you see an open grave. A chill runs up your spine as you hear a\nsound emit from it. You shake your head and continue walking. The sound\nis clearer now. You are not imagining it. Muffled cries for help are\ncoming from the grave.\"\n\nClick at (x=1000, y=670) to help the poor soul. The man in the grave,\nTirdir, will talk to you, thanking you for rescuing him. He'll tell you\nthat some men held him hostage and buried him alive when they received\nthe ransom money they asked for. He'll tell you one of the men wore a\nbright red shirt, and give you a piece of it to help in your search and\nhe'll tell you that the Gravekeeper spoke to this red-garbed man. Edwin\nwill complain about doing something as useless as helping a peasant\nout... Wait... Red clothes? Nah, couldn't be.. Anyways, if you want to\nfinish this quest now, you'll need to skip over to [WLK020],\nSteps 10-12.\n\n***REWARD***\n(Rescue Tirdir from his grave)\nEXP\t6500\n&lt;----------------------------------------------------------------------&gt;\n11) Speaking of a Gravekeeper... Over at (x=1550, y=400) you'll find\nSethle  the gravekeeper. Talk to him and threaten him a bit and he'll\neventually capitulate and spill the beans, telling you that the man in\nred you're looking for can be found in the Bridge District.\n\nTomb (AR0805)\no======================================================================o\n12) Go in the tomb near Sethle at (x=1450, y=400). Inside you'll find\ntwo Mummies and a Skeleton Warrior. Give the Mummies priority, because\nagain, they can cause disease. Pummel them, loot, and leave.\n\n***ITEMS***\n(x=450, y=400) Silver Necklace, Scroll of Identify, 6 gold\n\nTomb (AR0806)\no======================================================================o\n13) Head over to the tomb at (x=750, y=850) where you'll find the Crypt\nKing. He's got a lot of Hit Points and can dish out some serious damage\nHe's immune to non-magical weapons but thankfully he's got a fairly low\nArmor Class. It wouldn't be a bad idea to Haste up and use some Clerical\nspell-buffs before taking him on, as at this point he'll likely do some\ndamage to your characters. He also likes to start things off by casting\nHorror, so counter with Remove Fear. He's not hard in the grand scheme\nof things, but when the best of my characters is boasting a -4 Armor\nClass he can do a lot of damage. When he dies he'll leave behind a\nHelmet, a Garnet, and Namarra +2. Namarra is a Long Sword +2 that can\ncast Silence 15' Radius three times per day. Not only is a +2 weapon an\nimprovement over my Fighter\/Mages' Katana +1, but it also serves a\nuseful purpose in being able to foil enemy spell casters. It's not a\ngreat weapon by itself, but its ability to cast Silence 15' Radius means\nit might be a good idea to keep it on hand long after it's melee\nusefulness has been eclipsed by more powerful weapons.\n\n***ITEMS***\n(x=400, y=350) 9 gold*\n(x=350, y=300) Ziose Gem*, Scroll of Summon Efreet*\n\n*In a later playthrough, these containers yielded three scrolls-a Scroll\nof Mislead, a Scroll of Flesh to Stone, and a Scroll of Abi-Dalzim's\nHorrid Wilting.\n\nLower Tombs (AR0801)\no======================================================================o\n14) Now it's time to get down to the Lower Tombs. I prefer taking the\nentrance marked on your map at (x=2600, y=850). You'll have to be \ncareful down here, as there are a fair number of traps. In the cavernous\nchamber immediately to the west are a variety spiders and Ettercaps. You\nshould view Ettercaps as much more severe threats at this point. Swords\nSpiders can't really do much more than harass you, but Ettercaps can\npoison you, which is much more annoying. Work your way around to the\nsouth and  Korgan will tell you that you're close to the tombs he's\ninterested in. These tombs can be found by taking the area exit at\n(x=2700, y=3300), but we should finish off (AR0801) before we head to\n(AR0802).\n\n***TRAPS***\n(x=3550, y=1900) \n&lt;----------------------------------------------------------------------&gt;\n15) North from the exit to (AR0802) you'll find another exit. When you\napproach a Sword Spider, Phase Spider, and Wraith Spider will show up.\nKill them and spell-buff before before you head to the ominous web-dome\nto the north (x=2400, y=1400).\n\nPai'Na's Den (AR0804)\no======================================================================o\n16) Once you arrive you'll be bothered by a Dark Elf named Pai'Na in a\nplace reminiscent of where you fought Centeol in the first game. She'll\nsummon a host of weak little spiders to help her, which a Fireball will\nkill admirably. I hit her with Namarra's Silence 15' Radius ability and\nchop her down. Insect Plague also works well, and it's just as good at\nkilling her Spiders as it is for stopping her spells. Have some Slow\nPoison spells ready, as her Spiders do some outright stupid poison\ndamage. When Pai'Na dies she'll leave behind a Black Spider Figurine and\na Quarterstaff. The spider summoned by the figurine isn't terribly \nstrong, but having anything that can distract enemies is good. Loot her\nweb for some more toys, namely the Pale Green Ioun Stone. It won't\nprotect you from critical hits and it doesn't give you an Armor Class\nbonus, but it's still a nice item to put in your helmet slot. Put it on\na character that struggles with Hit Points and THAC0, but otherwise has\na good Armor Class. Also, since it does not protect you from critical \nhits it should go on a more... secondary Fighter. Viconia stands out as\nthe best choice for this item, but Jaheira is a good choice as well. In\nthe latter instance she can pass off the Helm of Balduran to a stronger\nFighter. The Scroll of Spell Immunity is also rather useful in certain\nsituations. For example, if you know an enemy is going to try something\nsneaky like cast an Imprisonment spell you can use this spell to become\nimmune to Abjuration spells, or if you know an enemy is going to hit you\nwith death spells you can become immune to Necromancy. You can even\nprepare multiple instances of the spell to become immune to multiple \nschools of magic... In fact, this spell is the back-bone of my anti-\nLich strategy, and is perhaps the best defensive spell against magic in\nthe entire game. Paired with the Cloak of Mirroring, you can-for all\nintents and purposes-become immune to enemy spells... or at least all\nthe ones that matter.\n\n***ITEMS***\n(x=600, y=380) Pale Green Ioun Stone, Scroll of Spider Spawn,\n\t       Scroll of Spell Immunity\n\nNote from Lee: in my case, the Pale Green Ioun Stone goes on Edwin. My\nparty is very well protected, due to having steal\/sold over 300k worth\nof items to Gorch in Mae'Var's Guildhall and then purchasing all of the\nbest weapons and armor available at this point in the game. Since Edwin\ncannot wear a helmet, and I don't want to lose the critical hit safety\non the rest of the party, it's the best choice.\n&lt;----------------------------------------------------------------------&gt;\n17) Head back out to (AR0801) and continue west to find some more \nspiders, traps, and loot. You'll also find entrances to the outside, and\nto the north you'll find a door you can't open yet. As for the scroll of\nHorrid Wilting we'll find; Horrid Wilting is one of the best direct\ndamage-dealing spells in the game for several reasons. Firstly, it\nsimply out-powers spells like Fireball (10d6 versus 20d8). Secondly it's\nnot fire damage, so fewer creatures are immune to its effects. And\nlastly, and most importantly, it won't affect party members. Since you\ncan throw it into combat with impunity it'll become one of your most\neffective weapons... just as soon as you can cast 8th level spells. Save\nit for Imoen or Edwin to scribe later. You definitely don't want to have\na character learn it who you won't play with, and being a multi-classed\nMage, my main character isn't going to be able to cast it for a long,\nlong time. When you're done looting head over to (AR0802).\n\n***ITEMS***\n(x=1100, y=3000) Scroll of Ray of Enfeeblement, \n\t\t Scroll of Minor Spell Deflection, Wooden Stake,\n\t\t Arrows x80, Throwing Axes x30, Bolts x80\n(x=900, y=3570) Scroll of Abi Dalzim's Horrid Wilting, Gold Ring,\n\t\tScroll of Color Spray, Scroll of Protection from Fire\n(x=420, y=3350) Bluestone Necklace\n\n***TRAPS***\n(x=1100, y=3000)\n(x=1150, y=3150)\n(x=900, y=3570)\n(x=750, y=3700)\n\nSouthern Dungeons (AR0802)\no======================================================================o\n18) This room sucks. Ahead of you is a mosaic of a person's bust, on top\nof which are several traps. If you go forward too far you'll provoke an\nattack by assorted undead, the worst of which are Wights, which can\ncause level drain. I must say that I HATE level drain, it's just a pain \nin the ass to cure, and it annoys me nearly as much as losing one of my\ncharacters. The best defense against level-draining foes at this point\nin the game is... well, Dorn. He's immune, which is a wonderful thing.\nJust let him run up and draw the fire, while you use whatever ranged\nweapons you have to assist. The good party, however, has to just rely\non ranged attacks and spells, as we do not yet have gear that grants us\nimmunity-and Negative Plane Protection just has a laughably short\nduration. Failing that, rely on spell buffs like Blur and Mirror Image,\nbut keep in mind that while Stoneskin might negate damage, it won't\nnegate the level drain. Using summons as decoys works well, too, for\nobvious reasons. There is also a Vampyre in the far corner which, while\nnot as strong as a normal Vampire can still level drain, and three\nfreaking levels a hit at that! So long as you don't go too far forward\nyou shouldn't draw it into your fight while the Wights are still alive.\nLead with Dorn or use summons as decoys while you pelt it at a range.\nYou can also use what I'll call our 'vampire Strategy': Have a Cleric\ncast Chaotic Commands (a 5th level spell) and Negative Plane Protection\n(4th level) on a Fighter. I typically choose my main character, who can\nspell buff with additional magics. Then I engage with my main character\nwhile the rest of my party lets loose with magical ammunition. Note,\nthis is also my strategy for dealing with Illithids, and once I obtain\nthe Amulet of Power I can dispense with Negative Plane Protection when\nfighting level-draining foes.\n\n***ITEMS***\n(x=960, y=260) Pearl Necklace, Scroll of Protection from Electricity,\n\t       Bullets +1 x40, Darts +1 x40, 100 gold\n\n***TRAPS***\n(x=820, y=490)\n(x=870, y=450) \n(x=900, y=530)\n(x=1050, y=650)\n&lt;----------------------------------------------------------------------&gt;\n19) Opposite where the Vampyre came from you'll find a secret door\n(x=900, y=800). Head through it to find some Mummies. Further down the\nhallway you'll find Shadows, a Shadow Fiend, and Wraiths. Thankfully,\nno Wights. Continue on until you come to a fork, one path leading east\nand another leading south.\n\n***ITEMS***\n(x=530, y=1300) Silver Necklace, Fire Agate Gem, Onyx Ring, \n\t\tArrows +1 x40, 70 gold.\n&lt;----------------------------------------------------------------------&gt;\n20) To the east you'll find a trap in front of the sarcophagus at \n(x=820, y=1320). Disarm the trap and activate the sarcophagus to open\nit. A Skeleton Warrior will appear, which can then be lured back to the\nopen area where you fought the Wraiths and easily dispatched. Search it\nHalycon +1.\n\n***TRAPS***\n(x=820, y=1400) \n&lt;----------------------------------------------------------------------&gt;\n21) Continue further down the eastern tunnel to find a group of Mummies\nand Ghasts. Fireball and Holy Smite work well to hinder them before\nengaging, just don't catch party members in them. You'll eventually find\na Lich named Nevaziah if Edwin is in your party. Edwin demands the\nNether Scroll, Nevaziah declines, and a battle ensues. Nevaziah,\nalthough a Lich of sorts, isn't nearly as dangerous as a true Lich. Get\non top of him with your Fighters, Edwin for his part interrupts him as\noften as possible with Magic Missiles. A True Sight spell will keep most<\/pre>\n\n\n\n<pre id=\"faqspan-17\" class=\"wp-block-preformatted\">of his mischief at bay, or at least prevent him from getting respite via\nShadow Door and protection with Mirror Image. When he falls Edwin will\nclaim his Nether Scroll. He's not quite done with the Nether Scroll just\nyet, but it'll take him time to read and interprate it. Now Edwin is\nsatisfied, go back to where the path split and head south.\n\n***ITEMS***\n(x=2070, y=1250) Dagger +1\n(x=2100, y=1200) Silver Ring, Moon bar Gem, Wand of Fear, \n\t\t Scroll of Reflected Image, Bolts +1 x40\n\n***REWARD***\n(For claiming the Nether Scroll)\nEXP\t11750\n&lt;----------------------------------------------------------------------&gt;\n22) Disarm the slew of traps on your way south until you come to an\nopen room where a Mummy, declaring itself to be a student of Nevaziah,\nwill attack the party for defiling the tomb and stealing the Book of\nKaza. Unfortunately it seems Korgan's old buddies have beat us here, and\nKorgan is beside himself with rage. Search the tomb and leave. Korgan \nwants to go to Pimlico's and try to head off Shagbag and his crew.\nOnward, to the Temple District.\n\n***ITEMS***\n(x=1230, y=2130) Throwing Axe x10, Composite Long Bow, Arrows +1 x8\n(x=870, y=2370) Potion of Defense, 110 gold\n\n***TRAPS***\n(x=300, y=1600)\n(x=450, y=1800)\n(x=700, y=2060)\n\nPimlico's Estate (AR0905)\no======================================================================o\n23) Pimlico's Estate is north-east of the Temple of Lathander \n(x=4300, y=1000), so head on over. Unfortunately, Pimlico is indeed\ndead when you arrive, although why Korgan's crew would kill their boss\nis a mystery (although people who would travel around with Korgan can't\nbe very nice folk.) He suggests finding them at the Copper Coronet,\nwhere they are off celebrating. Loot Pimlico's Estate for some meager\ntreasure and head off to the Slums District.\n\n***ITEMS***\n(x=550, y=250) History of Tethyr, 2 gold\n(x=750, y=110) Oil of Speed, 20 gold\n(x=450, y=420) Tchazar Gem, 7 gold*\n(x=350, y=470) Potion of Extra Healing x2, Dart of Wounding x1\n(x=220, y=550) Greenstone Ring, 134 gold\n\n*As a random treasure here, I've also obtained a Scroll of Pierce\nMagic, instead of some pocket change.\n\n***TRAPS***\n(x=220, y=550)\n\n***REWARD***\n(For discovering Pimlico's fate)\nEXP\t8750\n\nSlums District (AR0400)\no======================================================================o\n24) Go to the Copper Coronet and head up the stairs to the roof to find\nShagbag (x=2020, y=1730) and company. Korgan and him will exchange\npleasantries, after which cheeky hostility verily doth ensue. I hit\nthem with two Silence 15' Radius (one from Namarra and one from Viconia)\nto ensure that their Cleric doesn't cause any trouble. I also summon\nKitthix next to him, which will hopefully distract a few of them.\nJaheira gets off an Insect Plague and the fight is well in hand. I loot\nShagbag for a suit of Chain Mail, a Helmet, a Medium Shield, the Book of\nKaza, a Short Sword, and 250 gold. Scrooloose has a suit of Chain Mail,\na Helmet, a Medium Shield, a Short Sword, and 200 gold. The Cleric has\na Quarter Staff and 49 gold, while the two Goons each have a suit of\nChain Mail, a Helmet, a Medium Shield, a Short Sword, and 100 gold. \nKorgan is now yours to keep for as long as you want him. He will ask the\nparty to go see to some business he is interested in with some fellow\nnamed Madeen in the Government District, but unless you flat-out deny\nhim he'll stick around... even if you let time pass. Frankly at this\npoint in the game I could care less about Madeen, or Korgan's image,\nfor that matter. Oh, and the Book of Kaza is simply something you can\nsell.\n\n***REWARD***\n(For locating Shagbag and his posse)\nEXP\t5000\n\nI now head over to a merchant and sell my accumulated wealth, bringing\nme over 30,000 gold. I can now buy most anything I want, but considering\nwhat's coming up next... it's time to get the Shield of Balduran from\nDeidre in the Adventurer's Mart. I also get the Bracers of Defense\nA.C. 3 more or less because it's the only other item I can afford. I put\nthe Shield of Balduran on Jaheira, as her Strength is a useless 15, and\nshe won't lose a thing by dropping down to 14. The Bracers go to my main\ncharacter, of course. This brings his Armor Class down to an acceptable\n-2. Next up is the Unseeing Eye quest, but we really should let the\nEdwin's business with the Nether scroll come to a conclusion, first.\nIf you're feeling frisky, however, skip on ahead to deal with other\nquests while you wait for Edwin to complete his research. The remaining\nSteps in this Sequence will cover the rest of Edwin's quest in a safe\nsetting where we can advance time at a whim-in the Copper Coronet. Of\ncourse, you can use any inn\/stronghold, as long as you can rest and\npass the time quickly.\n&lt;----------------------------------------------------------------------&gt;\n25) Once in the Copper Coronet, go and rest for a few days, at which\npoint Edwin will exclaim that he has translated the Nether Scroll. He\nwill get a good chunk of experience before letting you continue on. Note\nthat in  between resting be sure to check on your Thieves' Guild lest\nyou lose it. Pursuing the Thieves' Guild quests is another alternative\nto just frittering away time resting.\n\n***REWARD***\n(For Edwin translating the Nether Scroll)\nEXP\t50000 (Edwin only)\n&lt;----------------------------------------------------------------------&gt;\n26) Rest another day and Edwin will discover a spell of transformation\nin the Nether Scroll, which he thinks is akin to the transformation of a\nMage into a Lich. He of course, being an ambitious Red Wizard of Thay,\nhas no qualms about becoming an undead monster if it means gaining \neternal life and the powers of a Lich. Unfortunately Edwin's spell \ndoesn't go quite to plan, and you end up with... Edwina.\n&lt;----------------------------------------------------------------------&gt;\n27) This next step takes some time, so sit back, rest up, and have fun\nwatching your comrades taunt Edwin. To my knowledge Yoshimo is the first\nand only character to actually refer to Edwin as 'Edwina'. Eventually a\nMage by the name of Degardan will show up and inquire about Edwin, who\nis apparently not in good standing back home. The surprises never end...\nDon't sell Edwin out or he'll turn hostile and there's no getting him\nback. Wait some more and Degardan will show up again, spotting Edwina\nfor who she is. He'll dispel Edwin's unfortunate change of state,\nafter which a fight ensues. Degardan is fairly rough, but if you have\nBreach and True Sight ready you'll be much better off. Degardan starts\nout with a Spell Trigger unleashing a Stoneskin and Protection from\nMagical Weapons. Again, you best friend is Insect Plague, along with\nTrue Sight to keep him honest. When Degardan dies he'll leave behind two\nPotions of Extra Healing, a Wand of Monster Summoning, a Scroll of Death\nSpell, a Small Shield +1, a Quarter Staff +2, and 73 gold. Now we're\ndone with Edwin and Korgan for good.\n\nAs mentioned earlier in the guide, now is the ideal time for evil\nparties to start appeasing Dorn and Hexxat with some opportune\nquestage. Dorn should get priority, as his actually has a time limit.\nDorn's quests are covered in [WLK045], while Hexxat's are covered in\n[WLK046]. After you're done with those quests, feel free to join the\ngood party in their next objective-The Unseeing Eye quest, which will\nscore us some indispensible loot for both parties.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t          The Unseeing Eye Quest\t\t       |\n|\t             (Recruiting and Securing Keldorn)\t      \t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK009}\n\t\t1) Ahh... Kobolds\n\t\t2) Cloak of the Sewers\n\t\t3) Roger the Fence\n\t\t4) Roger's Troll Problem\n\t\t5) Oozes, Slimes, and Jellies\n\t\t6) Keldorn\n\t\t7) Axing the Hatchetman\n\t\t8) The Old Tunnels\n\t\t9) The Gas Room\n\t\t10) Gaal's Request\n\t\t11) Looting the Cult\n\t\t12) Sassar's Request\n\t\t13) I Hate Level Drain, II\n\t\t14) The Lower Reaches\n\t\t15) Yuan-Ti Tunnel\n\t\t16) The Guardian's Riddles\n\t\t17) Guathicide and an Old Friend\n\t\t18) The Diseased Ones\n\t\t19) Empathetic Manifestation\n\t\t20) Tad's Secret Tunnel\n\t\t21) Ghoul Town\n\t\t22) The Brawling Hands\n\t\t23) Looting the Pit of the Faithless\n\t\t24) The Blind Priests\n\t\t25) End of the Unseeing Eye\n\t\t26) Destroying the Rift Device\n\t\t27) Collapse of the Cult\n\t\t28) Balance Restored\n\nIf you're the good party, you should have recruited Anomen, and kept\nMinsc, Jaheira, and Yoshimo on board, and you're coming here right\nfrom [WLK006], at the least. If you don't have the Shield of Balduran\n(dealing with the Shadow Thieves should have provided us with plenty\nof money) you might want to get it before continuing with this quest.\nIf you're the evil party, or you're following along chronologically, a\nrefrsher might be in course-we're investigating a mysterious new cult\nthat's causing the 'legitimate' religions above some concern. Enter the\nsewers in the Temple District, for the sake of making my life easier,\nuse the entrance at (x=2550, y=2630).\n\nSewers (AR0701)\no======================================================================o\n1) Head south-west to where the path splits and deal with a Green Slime.\nThere are tunnels leading north-west, south, and south-west. Now is a\ngood time to get back into the practice of scouting ahead, so as to not\nrun into dangerous encounters unprepared. To the north-west is a fight\nwith a group of adventurers we don't want to have just yet, so spell-\nbuff and head south-west. Be wary as you adventure around for groups of\nKobolds. Like in Baldur's Gate 1 these little reptiles seem drawn to\nsewers, and while not dangerous on their own they can whittle down\nhealth and be annoying. The exception is with Kobold Shamans. For some\nreason my party is inclined to fail their saves against Hold Person\nspells, even though by my level the odds should favor me...\n&lt;----------------------------------------------------------------------&gt;\n2) Ahead you'll find a group of Kobolds, including Kobold Commandos.\nMore importantly you'll find a Raksasha standing in a depression, who \nhas fair Hit Points, a good Armor Class, spell resistance, and immunity\nto non-magical weapons. For all that, however, he's really just a tank\nwho'll cause trouble only if the spell-casting Kobolds nearby-the\nWitch Doctor and Shaman-get spells off. If you start the fight out with\na Fireball and exterminate whatever Kobolds are left this allows you to\nfocus on the Raksasha without fear of spells like Hold Person. Keep in\nmind that the enemies here have few answers to a creature who is immune \nto non-magical weapons, like say, a Fire Elemental? When the Raksasha\ndies it'll drop a Long Sword and the Cloak of the Sewers. This is one of\nthose items that gives you a bonus to Armor Class regardless of whatever\nother magical protections you have on... needless to say, it's something\nyou'll probably wear through the rest of the game. Give it to a front\nliner with a lower Armor Class, like Korgan or Anomen (or Keldorn, when\nwe get him!), or a secondary Fighter who can't wear heavy armor. One of\nthe Kobolds will also drop a Short Sword +1.\n\n***ITEMS***\n(x=1230, y=1450) Scroll of Conjure Earth Elemental, 3 Gold, \n\t\t Dart of Wounding x20, Arros +2 x20, Bolts +2 x20,\n\t\t Bullets +2 x20\n&lt;----------------------------------------------------------------------&gt;\n3) From the center of the level (where the Raksasha was) head south to\nfind Roger the Fence (x=1690, y=2300) who will sell you stuff... and of\ncourse, he'll buy things, too, including stolen merchandise. He'll also\ntell you about a Sea Troll wandering about the sewers, and will pay you\n500 gold to get rid of it. You can also buy (steal) a variety of potions\nfrom him, including a host of Potions of Giant Strength, Potions of\nMaster Thievery, potions of Magic Shielding and Magic Blocking.\n&lt;----------------------------------------------------------------------&gt;\n4) Go north-west until you find a Otyugh, which isn't too tough despite\nthe fact it can disease and slow you. Nearby you'll also find Roger's\nSea Troll. Beat it up and use a spell like Burning Hands, Melf's Acid\nArrow, Aganazzar's Scorcher, Fireball, Flame Arrow, or something similar\nto  deal the last blow when it falls after reaching the 'Near Death'\nstatus. If you stole a Sword of Flame you could use that, or some of\nthose Arrows of Fire you got from the Kobold Commandos. Return to Roger\nto claim your reward.\n\n***REWARD***\n(For killing Roger's Sea Troll)\nEXP\t9500\nGold\t500\n\nNote from Lee:\nIn 6 times playing thru this game, I've only once found an Otyugh here.\n&lt;----------------------------------------------------------------------&gt;\n5) Head north from where you fought the Otyugh to find a chamber with \nan Ooze Mephit, Green Slimes, and an Ochre Jelly. All you really have to\nworry about here is the Stinking Cloud the Mephit will unleash at the\nbeginning of the fight.\n\nNote from Lee:\nAs above, I only found these foes here once.\n&lt;----------------------------------------------------------------------&gt;\n6) Continue north to find Keldorn, who promptly slays a Zombie and then\naddresses the party. Since the only reason we're here this early in the\ngame is to recruit Keldorn, you might as well bring him along. If you\nare an evil party and don't care to recruit Keldorn, then by all means\nignore him. I can't imagine why any good party wouldn't want a warrior\nof Keldorn's caliber on their side, however. He comes pretty well\nequipped with a Two Handed Sword +2 that deals 5 points of magic damage\nto an attacker every time Keldorn is hit and a special suit of Full \nPlate Armor +1 with Free Action. Note that when taking damage his sword\nemulates a Fireshield: Blue, which stupidly counts as casting a spell\nand can get you in trouble with the Cowled Wizards. Just something to\nkeep in mind when you get to the surface. Anyways, with or without \nKeldorn work your way around to the east. It's time to confront the \nenemies north-west of where we entered. Ignore the secret door at \n(x=1100, y=500), as it leads us to where Haer'Dalis is kept. If you want\nhim as part of your party, go to [WLK012]. As for me, I prefer to \ncomplete the Unseeing Eye quest and lock-in Keldorn, first.\n&lt;----------------------------------------------------------------------&gt;\n7) Scout ahead to find a group of adventurers consisting of the\nfollowing folks: Rengaard, Gallchobhair, Gaius, Tarnor the Hatchetman,\nDraug Fea and Zorl. They're a pretty diverse bunch, equal to any\nadventuring party you could cobble together early in the game, with\nplenty of fighting power and spells. What's worse is at this point in\nthe game they're likely higher leveled and better equipped: Rengaard is\na Fighter\/Cleric (level 12\/11), Gallcobhair is an 11th-level Fighter,\nGaius is a 14th-level Abjurer (specialist Mage), Tarnor the Hatchetman\nis a 13th-level Fighter, Draug Fea is a 12th-level Fighter, and Zorl\nis a 12-level Cleric. My evil party had about 450,000 experience per\ncharacter at this time, ranging from about 8th-11th level. Clearly,\nin a direct confrontation I'm out-matched...\n\n...So we'll just have to out-smart them. Head up to the group with one\ncharacter to trigger  Tarnor the Hatchetman to demand you pay 1000 gold\nto pass. Decline his generous offer and quickly run back to your party.\nIf a few of the enemies followed you, spell buff and try to take them\nout piecemeal. More likely they'll bunch up to spell-buff, which suits\nme just fine.\n\nCreep forward with a hidden character to map their location. Watch out\nfor Gaius, as he's easily the most dangerous character there. Not only\ncan he cast high level spells, but he'll use True Sight if he even\nsuspects an invisible or hidden character nearby. Once they are marked\nspell buff your party and cast as many Chaos spells at the edge of their\ngroup as you can (without bringing them into sight). Slow and Greater\nCommand are also worthy spells, in the absence of Chaos.\n\nAfter the first round of spells is off, I summon Kitthix with the Black\nSpider Figurine (any summon will work, however) and lead with some\nfodder. The whole point of this is to get the enemy to focus on the\nsummon-right behind it will be Jaheira and my other spell casters. Once\nJaheira spots an enemy-any enemy-she'll cast Insect Plague on her\ntarget, while my Mages hit the enemy with another round of debilitative\nspells. If Jaheira were to get hit by Tarnor or Gallchobhair's ranged\nattacks, it would disrupt her Insect Plague, and probably result in a\nreload. A little summoned bait goes a long way in this fight by making\nthat unlikely to occur.\n\nThe Insect Plague will, of course, prevent the enemy from casting spells\nand possibly cause them to  panic. With a little luck you can debilitate\nthe dwarves with Chaos and Slow, then focus on killing their spell\ncasters. First I target Gaius, and when he falls, I work my way through\nthe rest of the spell-casters (Zorl and Rengaard). All the while, Edwin\nkeeps the baddies pacified with Chaos and Slow spells, rendering them\ncompletely unable to respond in any meaningful way. When they die\nthey'll leave behind the following loot:\n\nDraug Fea: Plate Mail +1, Helmet of Charm Protection, Small Shield +2,\nWyvern's Tail +2, Scroll of Improved Mantle, Laeral's Tear Necklace and\n119 gold.\n\nGaius: Scroll of Warding Whip and 34 gold.\n\nGallchobhair: Full Plate Mail, Arrows x40, Silver Necklace x2, Jade\nRing, Composite Longbow and a Long Sword.\n\nRengaard: Plate Mail, Garnet and a War Hammer.\n\nTarnor the Hatchetman: Full Plate Mail +1, Small Shield +2, Elixir of\nHealth, Gold Necklace, Hangard's Axe +2 and 119 gold.\n\nZorl: Plate Mail, Large Shield, Skydrop Gem, Mace and 19 gold.\n\nNow that's a haul! The Full Plate Mail +1 can go on just about\nanybody... except Keldorn, who has better already. I put the Helmet of\nCharm Protection on Jaheira and if you kept Korgan, Hangard's Axe is a\ngreat ranged weapon. Most of the other items I can't find a use for, but\nthey will at least get us a good hunk of gold. Anyhow, head over to the\nexit to the Old Tunnels (x=100, y=400).\n\nNote: Bioware recycled a few names between the two Baldur's Gate games,\neither as fan-service, or simply because they're lazy. Zorl was the\nname of one of the Merchant League owners in Baldur's Gate, there was\na bandit named 'Ioin Gallchobhair' in the first game, and Tarnor was a\npetrified Dwarven hero encountered in Durlag's Tower. You tend to\nnotice these things after playing through the game a dozen times.\n\nNote from Lee:\nI split up my party into three groups for this encounter, each\nconsisting of a fighter-type and a spell caster; send one around and\napproach from the west, another around and approach from the east, and\nthe third straight up the middle from the south - this will prevent\ntheir area spells from affecting more than two characters at a time. \nIt may take a try or two before you can get them all situated as close\nas possible without starting the encounter, but once you do, spell buff\nto the max and save. I normally initiate the encounter from the middle,\nbut it really depends on where your strongest fighter is. At any rate,\nstart the encounter and cast disabling spells from the sides\n(Chaos, etc) while casting a Fireball or similar high impact spell from\nthe center. While this is going on, use your ranged weapons to start\ndealing out damage, even if it's minor. Once that round of spells is\ncomplete, repeat the process with a Breach or two to take down their\ndefenses, and have Jaheira throw out an Insect Plague. After that, swap\nout ranged for melee weapons and let them come to you; they will have to\nsplit up, and they are much easier to defeat in smaller groups than all\nat once.\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition - \nTemple District Sewer Fight {VID001}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Temple District Sewer Fight\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/H55whZgOnUo?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n\nOld Tunnels\/Upper Reaches (AR0202)\no======================================================================o\n8) To the south-west is an Otyugh and a locked door (x=2770, y=500)\nwhich we can't open yet. So head down a tunnel to the south-east and\nkill a few  Shadows. You'll come to a room with some alcoves, and\nsouth-west of this room is a chasm bridged by makeshift bridges with\nmore Shadows inside. Disarm the trap and some Ettercaps will appear.\n\nNote from Lee:\nTo the south-west, I normally encounter either a Carrion Crawler or an\nOtyugh at about (x=2760,y=650). After killing it, continue south to the\nwindow at the end of the passage to cause the two Shadows to come around\nand meet you in the hallway. This is a good time to use the hallway\ncombat strategy - while they are moving thru the dungeon to get to you,\nyou have plenty of time to arrange the party to put the three strongest\nfighters in front. They can usually take out both enemies by themselves,\nbut a spell or two can't hurt. Either way, kill them both before heading\nback north and then east to continue this step in the Ettercap room.\nI use the doorway strategy here - get my strongest fighters in the\ndoorway with ranged weapons backing them up, then run across, disable\nthe trap, and run back to safety before the Ettercaps can catch my\nthief - the Ettercaps are easy for 2-3 fighters who only have to fight\n1-2 at a time. Have a couple Antidotes ready for after the fight.\n\n***TRAPS***\n(x=3300, y=920)\n&lt;----------------------------------------------------------------------&gt;\n9) Continue south-west until you find a door (x=3100, y=1750) that\nleads to a room with a valve in the middle (x=2950, y=1920). Only take\nyour Thief inside. As soon as you approach the center two Vampiric Mists\nwill show up and a Cloudkill spell will trigger. Go pick the door out\nand lead the Vampiric Mists to the rest of your party where they can be\nsmote in detail. These critters are pains in the ass, as they can drain\nlevels from you. To make matters worse, while they'll start out fights\nin a fairly straight-forward manner, once they take a bit of damage,\nthey'll go invisible and try and seek out the weakest, least-defended\nmember of your party (for me this is typically Imoen\/Edwin). They'll\neven try to do this if said party member is on the other side of the\nlevel, or even in another sub-area! What assholes. At this point in the\ngame your best bet is to have them attack a character protected by\nBlur, Mirror Image, and Improved Invisibility, and hopefully they'll go\ndown without managing to drain any levels. Shooting at them with\nenchanted missiles and popping out a few Magic Missile spells before\nthey reach the party is also a good idea. The Enhanced Edition evil\nparty, however, has a better way of dealing with things-just send in\nDorn and have him cut down the Vampiric Wraiths. He'll take some damage\nfrom the Cloudkill, sure, but it probably won't be too rough on him,\nand overall, it's less hassle.\n\nNote from Lee:\nIf you have a spare Potion of Mastery Thievery handy, I recommend\ndrinking it before sending your thief in. Once, I got stuck in here and\nYoshimo couldn't pick the lock to get back out (useless idiot).\nEquipping a Restoration Scroll or two isn't a bad idea either, just in\ncase.\n&lt;----------------------------------------------------------------------&gt;\n10) Continue south-west into a room where you'll find Gaal and a couple\nof his guards (x=2500, y=2170) from whom you'll learn that the Unseeing\nEye is a Beholder. For the record, for all of you folks out there who\ndon't know much about AD&amp;D, a Beholder is a floating orb of a monster\nwith numerous eye stalks that cast spells and a large central eye that\nnegates magic. Some Beholders will intentionally blind their largest eye\nso they can learn to cast spells. Some even become Liches of a sort,\nwhich is just a mix of two types of bad. Such a thing might be strong,\nbut it certainly is no god... Still, it's bad news. Ask to do a service\nfor the Unseeing Eye and Gaal will tell you to go seek an artifact that\nthe Unseeing Eye cannot locate himself. He'll give you a key to open a\ndoor back the way you came and tell you the artifact you're looking for\nis a part of a rod.\n&lt;----------------------------------------------------------------------&gt;\n11) Behind the door Gaal is near you'll find a huge pit surrounded by\nsome rather organic looking walls. To the north you can see a cultist\nfail his ocular deprivation initiation. You'll also find Tad \n(x=1520, y=2020) over by the pit where the faithless are thrown. Other\nthan that there's some looting to be done. When you've taken all there\nis to take, head back to the hallway leading to the sewers and travel\nsouth-west to find a door at (x=2770, y=500).\n\nNote from Lee:\nI usually just send in Yoshimo to loot the area - his PoMT should still\nbe active from the previous encounter. After all, what's the point of\ndragging the entire party thru here if you really don't need to?\n\n***ITEMS***\n(x=2050, y=2200) Ziose Gem, Bullets +1 x40, Darts +1 x40 \n(x=1800, y=2350) Scroll of Protection from Normal Missiles, \n\t\t Scroll of Slow, 980 gold\n(x=1170, y=1670) Scroll of Animate Dead, Scroll of Cone of Cold, \n\t  \t 130 gold\n(x=1300, y=1350) Arrows of Ice x40, Bolts of Biting x40, 73 gold\n(x=1520, y=1200) Scroll of Cloudkill\n(x=1700, y=1140) Arrows of Piercing x20, 57 gold\n(x=2050, y=1100) Moonstone Gem, Darts of Wounding x30, 109 gold\n(x=2200, y=1120) Scroll of Non-Detection, Andar Gem, Skydrop Gem, \n\t\t 24 gold\n&lt;----------------------------------------------------------------------&gt;\n12) Go through the door, down a trapped tunnel, and into another room to\nfind a man named Sassar (x=2000, y=520). He and his fellows were former\nworshipers of the Unseeing Eye, but they left once they learned the\ndepth of the Beholder's evil. He'll also tell you that the Beholder came\nhere for the sole purpose of acquiring the artifact you've been sent to\nretrieve, with which it could wreak terrible destruction. If you were to\nretrieve the half of the rod the Beholder wants, however, you could use \nit to slay the Unseeing Eye. Once you find the missing half of the rod\nSassar will tell you where the Unseeing Eye keeps its half, leaving our\nprimary objective unchanged as of yet. Sassar will warn you not to \ntamper with the sarcophagus in the middle of the room (x=1700, y=500),\nand it's sound advice. We've no need to tangle with a Lich yet. To the\nnorth-east you'll find two more former cultists who have little to say\nand two chests you can loot.\n\n***ITEMS***\n(x=2320, y=270) Bolts +2 x40, 26 gold\n(x=2100, y=220) Scroll of Lower Resistance, 1 gold\n\n***TRAPS***\n(x=2450, y=550)\n&lt;----------------------------------------------------------------------&gt;\n13) Head south-west to find a trapped tunnel with some Shadows and\nWraiths lurking around. Yeah, more damned undead that can level drain.\nJust lead with your best Armor Class and try not to engage them all at\nonce... if for no other reason than to prevent having to cast a\nRestoration. Or lead with Dorn. Damn, the evil party has it easy. Go\npast a secret door (x=900, y=1100) that we can't open yet to find some\nstairs (x=100, y=1400). Into the breach, and all that rot.\n\n***TRAPS***\n(x=1200, y=1100)\n\nLower Reaches (AR0204)\no======================================================================o\n14) Walk forward a ways to trigger an ambush by some Huge Spiders, which\nare sword-fodder by now. Keep heading north until you find a statue\nthat 'appears to be screaming'. Disarm the trap to trigger a Wandering\nHorror and two Sword Spiders to pop up. The Wandering Horror can stun\nopponents and cause fear, as well as cast Death Fog, and really, the\nenemy strategy in this encounter is just a simple tactic that was\ncommon-place in the first game. The Wandering Horror disables a party-\nmember (or several), and the Sword Spiders quickly pick off helpless\nvictims. It can still work, although with a stronger Baldur's Gate 2\nparty it's much less likely to succeed, especially if you use Remove\nFear. If you click on the statue around the lootable portion you'll get\nsome pop-up text telling you that 'The mouth of this statue seems to be\nscreaming', which will respawn this encounter. You can trigger this\nencounter a total of five times, if you want to grind for extra\nexperience. Considering that the Wandering Horror gives 5000 EXP and the\nSword Spiders each give you 2000 EXP, you can get 9000 EXP per\nencounter... or a total of 45000 EXP if you keep respawning it. It's a\nnice hunk of experience, especially early in the game. Once they're\ndead loot the statue for some scrolls and gems before heading to the\neast.\n\n***ITEMS***\n(x=1280, y=2500) Scroll of Vampiric Touch, Scroll of Hold Undead, \n\t\t Scroll of Enchanted Weapon,\n\t\t Scroll of Tenser's Transformation, Star Diopside Gem,\n\t\t Shandon Gem, Aquamarine Gem, Garnet Gem\n\n***TRAPS***\n(x=1280, y=2500) \n&lt;----------------------------------------------------------------------&gt;\n15) Continue down a passage to the south-east to find some Mutated\nGibberlings, followed by a group of Yuan-Ti later on. Yuan-Ti aren't\ntough on their own, but they tend to come in groups including a Yuan-Ti\nMage. Of these you only need to worry about the Mage, as it'll typically\nstart out battles with a Stoneskin, and likes to pop on another\nStoneskin when its Hit Points fall to 50%. It will also cast Chaos,\nwhich as we know from experience can win a fight by itself. It's last\nline of defense is to employ Shadow Door. This fight gives Keldorn a\nlot of opportunity to show his worth, as he can cast an awesomely\npowerful Dispel Magic (to counter the Chaos) and True Sight to negate\nShadow Door. There's not a lot the Yuan-Ti Mage can do that Keldorn\ncan't simply counter.\n\n***TRAPS***\n(x=3100, y=2670)\n\nNote from Lee:\nI have run into Ghasts and Mummies here instead of the Yuan-Ti on a\ncouple of occasions.\n&lt;----------------------------------------------------------------------&gt;\n16) Head eastward onto a structure, taking care to disarm the trapped\nfirst step. Activate the... uh... roof? (x=3300, y=2300) and you'll be\nforced to answer some riddles by a Guardian.\n\n\"The bridge has fallen and ends in death. Call forth the name to \nsummon the path. What is the bridge?\"\n\nAnswer: Life is my answer.\n\n\"You are not alone on the bridge. Call forth the name to summon the\npath. It travels with you, and through it you travel, and yet it does\nleave you behind. Who is with you?\"\n\nAnswer: Time is my answer.\n\n\"The Bridge is not stable, and the end changes place. Call for the name\nto summon the path. Choose the most difficult step on the bridge.\"\n\nAnswer: The current one, for it alone is my choice.\n\nOnce you answer the last riddle the bridge will mend itself and you'll\nbe able to move onward. You'll also get some juicy quest experience.\n\n***REWARD***\n(For answering the guardian's riddles)\nEXP\t42250\n&lt;----------------------------------------------------------------------&gt;\n17) Go across the bridge with only the character bearing the Shield of\nBalduran, if you have it. At this level you should be facing some\nGauths, who are like Beholders... but much weaker. They have the power\nto cast Lightning Bolts,  Cause Serious Wounds, Slow, and Paralyze, all\nof which will be reflected back at them by the Shield of Balduran. You\nneed only stand there and  let them kill themselves. Thank them for\nplaying and loot the coffer on  the wall of the bridge structure to find\nyour old friend, Ashideena +2. How it got from Basillus, to you, to all\nthe way down here, and back to you is probably quite a story. Regardless\nof the unlikelihood of this reunion, Viconia takes back her old weapon,\neven if just for a little while... unless she's using Mauler's Arm +2,\nof course. You'll find some Shadows and Shadow Fiends  along the path to\nthe north, as well as a trap over a bridge spanning  some water.\n\n***ITEMS***\n(x=3720, y=2470) Ashideena +2, Scroll of Identify\n\n***TRAPS***\n(x=3400, y=1500)\n\nNote: If you're doing things out of order, you may run into more trouble\nhere than is mentioned. Enemies level up with you, and while the\nstandard low-level encounter is a Gauth or two, if you're a higher level\nyou may run afoul of several Beholders, as well as Gauth. Still, with\nthe Shield of Balduran there's nothing they can do to you, but it's \nsomething to be wary of.\n\nNote from Lee:\nI end up having the Shadows and Shodow Fiends rush me almost every time\nbefore I ever get done with the Gauths. For this reason, I leave the\nrest of the party way behind (west of the raised platform) and draw them\nback to me, then kill them.\n&lt;----------------------------------------------------------------------&gt;\n18) Around this city over the water you'll find its inhabitants, morose\n'diseased ones'. They speak of duty, and immortality, and of hating that\nwhich sustains them. The most important one is at (x=2430, y=930) who\nwill pretty bluntly tell you everything. They were put here to guard\nsomething - what, why, and by whom they cannot remember, but they have\napparently been too successful and guarded it for too long. So much so\nthat they no longer care to guard their charge and hate the one who put\nthem here and gave them the curse of immortality. Enter the temple\nbehind him (x=2300, y=800).\n\nAncient Temple (AR0203)\no======================================================================o\n19) Inside you'll find an Empathetic Manifestation (x=600, y=500), a \ndemon created by the hate of the diseased ones outside. Since it's a\ncreature born of malice and hate, it cannot be harmed in the \nconventional sense, as it only feeds off of such aggression. Instead, \nkill it by casting all the healing spells you can muster and an Avatar\nwill appear. It will tell you that it is the remains of a god reduced in\npower, set to guard a device that is not as dangerous as it once had \nbeen. Over time the 'diseased ones', the followers of this god grew to\nhate their duty and their god, eventually the loss of faith caused this\ngod to fade, and the demon to form, which simply compounded problems.\nNow to the part where this ties with our quest: The Avatar will tell you\nthat those who sent you to seek this device intend to kill you, and that\nthe Avatar would prefer to gain both pieces of the artifact so he can\ndestroy it. Your job is to instill faith in his servants by telling them\nthey are to be released, go steal the other half of the rod from the\nUnseeing Eye and use it to kill it, then bring the rod back to the faded\ngod in order to destroy it. When you leave the chatty diseased one will\nquestion you about the device. He seems unimpressed, whatever you say.\nHead back up to sewers.\n\n***ITEMS***\n(x=270, y=170) Scroll of Skull Trap, Scroll of Cure Serious Wounds x2,\n\t       Moonbar Gem, Black Opal\n&lt;----------------------------------------------------------------------&gt;\n20) As you approach Sassar will tell you how to retrieve the second half\nof the rod, telling you to go speak to a friend in the cult and say\n'the eye is blind'. You will then be shown how to get to the Beholder's\nlair without being slain by its minions. Note that if you do give the\nrod to Gaal he WILL turn on you. You'll then have to fight the cultists\nand the Unseeing Eye itself. While this is a fight that can be won, it's\neasier and more rewarding to go speak to Tad instead. Talk to him and\nsay the password and he'll show you the secret passage to reach the cave\nat the back of the Beholder's lair. Exit the area at (x=1450, y=2100).\nBe ready, as you won't be coming back this way once you go down.\n\n***REWARD***\n(For giving Gaal the artifact)\nEXP\t75000\n\nGhoul Town (AR0201)\no======================================================================o\n21) Ignore the ominous dead bodies when you arrive and head north-west\nto find a group of Ghasts and Mummies, two creatures that shouldn't be\ntoo troublesome. Kill the Ghasts first. A Mummy's disease can harm you,\nbut getting paralyzed can be deadly in a close encounter like this.\nAhead of you will be a Zombie, who will run off to tell the 'mayor'\nabout your presence. More Ghasts and Mummies will be on the bridge to\nthe north-east. I suggest you lure them to more open ground rather than\nfight them in the natural bottleneck of the bridges, where a paralyzed\ncharacter will quickly be overwhelmed. Once they're dead head into the\ncavern at (x=900, y=1100).\n\n***ITEMS***\n(x=1350, y=1610) 1 gold\n\nUndead City (AR0206)\no======================================================================o\n22 Across a bridge you'll encounter two Zombies and a Ghoul Lord. Lead\nwith Keldorn, as he can't be paralyzed while he's in his basic armor.\nOver to the north-east you'll find Theshal, the 'mayor' of this undead\ncity. He'll beg you to leave, as the smell of food drives them crazy. It\ndoesn't matter what you ask him, the conversation will end with Theshal\ngoing berserk and attacking. Other than Theshal and the previously\nmentioned undead are Shadow Fiends, Skeleton Warriors, as well as more \nGhoul Lords, Ghasts, and Mummies. So long as you don't lure them all to\nyou at once, you should be fine. when Theshal dies he'll drop Skin of\nthe Ghoul +4, which is excellent armor for Minsc, Yoshimo, or hell, even\nViconia what with her low Strength and all. And best of all, it's free!\nTake that, Adventurer's Mart. Also loot the pile of bones over at\n(x=600, y=460) to find, among other things, The Brawling Hands (aka:\nGauntlets of Dexterity.) Slap these on Keldorn or Korgan and they'll do\nwonders for their Armor Class. With an Armor Class of 0 Keldorn was\ntaking a beating, but now that he's at -4 he's in much better shape to\nhold up the front line. Korgan was doing a little better, seeing as his\nDexterity isn't quite as bad and he uses a shield. Overall this little\narea did wonders for our Armor Class. Leave this area and continue\nacross some more bridges to the north-east. You'll encounter one last\ngroup of Ghasts and Mummies before you find the entrance to the Pit of\nthe Faithless (x=2200, y=700).\n\n***ITEMS***\n(x=600, y=460) The Brawling Hands, Scroll of Dire Charm, 6 gold\n(x=1350, y=620) Scroll of Friends, Arrows of Fire x30, \n\t\tBolts of Lightning x30\n\nThe Pit of the Faithless (AR0205)\no======================================================================o\n23) With the Shield of Balduran this level is extremely easy. Scout\nforward with a hidden character to mark the locations of the enemies and\nsend Jaheira ahead by herself (or whoever has the Shield). Between her\nmartial prowess and the Shield of Balduran she should have no trouble\nkilling all the beasties on her own. Be sure to grab Dragon's Bane +3,\nif for no other reason than the fact that it's a +3 weapon. Do NOT loot\nthe Unseeing Eye's stash (x=3000, y=1500) until you're ready to face the\ncritter (see Step #25). It will show up when you steal its half of the\nRift Device... and we have another encounter to deal with, first.\n\n***ITEMS***\n(x=800, y=600) 9 gold\n(x=300, y=1000) Conjure Lesser Fire Elemental, Aquamarine Gem, \n\t\tBolts +1 x40\n(x=2000, y=300) Scroll of Protection from Acid, Zircon Gem, Iol Gem,\n\t\tDragon's Bane +3, Arrows +1 x40\n(x=1800, y=330) Skydrop Gem, Dart +1 x40\n(x=2350, y=1110) Gold Ring, Throwing Axe x40, Throwing Dagger x40\n(x=1300, y=2300) Scroll of Secret Word, Bloodstone Gem, Andar Gem,\n\t\t 326 gold\n&lt;----------------------------------------------------------------------&gt;\n24) Near (x=1720, y=1320) you'll find a group of Blind Priests. Needless\nto say that no matter how strong your Shield of Balduran bearer is, they\ndon't want to be facing six Clerics. We'll use the same tactic against\nthem we used on the adventurers in the sewer. Spell buff, then hit them\nwill disabling magic, especially focusing on anti-magic spells such as\nSilence 15' Radius, although you can never go wrong with a Chaos spell.\nWhen they come after you, have Jaheira do her thing. An Insect Plague\nspell can just about win this fight on its own. After three Silence 15'\nRadius spells, a Slow, and an Insect Plague they go down without even\nscratching my party. How can blind people cast spells anyways? I\nwouldn't call this out normally... but don't we use Improved\nInvisibility (and similar spells) because it makes casters unable to\ntarget us with spells? You know... because they can't see us? Oh well...\n&lt;----------------------------------------------------------------------&gt;\n25) When you're done looting and killing head over to the Unseeing Eye's\nstash (x=3000, y=1500) and search the pulsating organ to find the 'Rift\nDevice Part', the second half of the artifact you're looking for. The\ntwo pieces will fuse together and you'll be prompted to equip it into a\nquick item slot immediately. I put it on Jaheira and go back down the\ntunnel. You'll find the Unseeing Eye, who will start the fight by\nspell-buffing itself with defensive magic. With the Shield of Balduran\nthis isn't too tough of a fight, but with the Rift Device Jaheira is\nable to simply blast it once, bringing it to 'Near Death' status. The\nrest of the party moves up and quickly subdues the Beholder, which drops\nan Amulet of 5% Magic Resistance. Throw it on a character with crappy\nsaves versus spells-it usually goes on one of my Clerics until they get\nthe Sensate Amulet, after which it'll go to the party leader\n(Dorn\/Keldorn). It's a nice enough amulet for now, but it'll get\neclipsed soon enough by better things. Exit the level at \n(x=1800, y=2100).\n\n***ITEMS***\n(x=3000, y=1500) Rift Device Part, 227 gold\n\n***REWARD***\n(For reassembling the Rift Device)\nEXP\t26250\nItem\tRift Device\n&lt;----------------------------------------------------------------------&gt;\n26) You'll surface back in the sewers just south-west of Sassar, head\nback down the stairs and return to the faded god's temple. Talk to\nthe diseased one outside and tell him that you're here to destroy the\ndevice. He won't believe his trials are nearly over, and will decide he\nmust see this for himself. The diseased ones will gather into the \ntemple, where you can convince them to call out the name of their faded\ngod. He'll appear and destroy the device, and the diseased ones will\nfinally have their rest. You'll be rewarded with some experience and the\nSaving Grace +3, an excellent shield for Korgan or Anomen. The Unseeing\nEye quest nears its completion... all that is left is to deal with Gaal\nand whatever followers remain loyal to their dead 'god'.\n\n***REWARD***\n(For returning the Rift Device to Amaunator's Avatar)\nEXP\t47250\nItem\tSaving Grace +3\n\nNote from Lee:\nThis is when I get the Yuan-Ti party, heading up the path to the east\non the way back to the temple.\n&lt;----------------------------------------------------------------------&gt;\n27) Head back to the room just south-west of the Vampric Mist-occupied\ngas chamber-the antechamber to the cult complex. Two hostile Elite\nGuards will run off when you approach, leaving you with a company of\nthree neutral Elite Guards and the Elite Guard Captain. Camp your party\nout at the back of this room, behind the guards, and send one character\ninto the complext to find Gaal-for the good party I send Keldorn, and\nfor the evil party I send my protagonist. He's in his room trying to\nkeep his cult together (x=1900, y=2300). Largely failing at this, he\ndecides to take his frustrations out on you. Gaal himself can be\nproblematic, but he fortunately decides to focus on offensive spells\nrather than debilitative ones. Any defenses he can pop up are easy prey\nto Keldorn's Dispel Magic and True Sight, while my evil protagonist\njust decides to start the fight out with a good old fashioned sneak\nattack. His Elite Guards have a bit more staying power, being plate-\narmored Fighters. They, however, should have no spell support-a single\nChaos spell can put this fight away, and spells like Slow, and Insect\nPlague make the encounter even more lop-sided. The Elite Guards will\nall drop suits of Plate Mail and  plenty of Bolts. The Elite Guard\nCaptain has The Guide +2 (aka: Heavy Crossbow of Accuracy) and Bracers\nof Defense A.C. 7 in addition to his normal gear. Gaal will drop a\nGirdle of Fortitude, a Silver Necklace, and a Quarter Staff. The Girdle\nof Fortitude would have gone great on Shar-Teel, but as she's not in\nthis game, Dorn will benefit from it just as well. I don't know why it\ncouldn't be a constant effect... it doesn't affect game balance compared\nto, say, The Brawling Hands or Girdles of Giant Strength. Still, it can\nbe used to bring a character's Hit Points up to snuff for eight hours,\nwhich is plenty of time. Keldorn\/Dorn accepts The Guide +2, as he's\nreally the only one in any position to use it. You can now wander around\nthe cult complex and try to chase down any remaining cultists. They'll\nwander around briefly before disappearing-making good their escape, or\nfalling into the pit to join their god? Your call-they did have their\neyes out, though.\n\n***ENHANCED EDITION***\nThis fight changed a bit for the Enhanced Edition... it seems to make\nless sense now, so maybe they'll change it back? Whatever, originally\nyou met Gaal and his buddies all in the ante-chamber. The biggest\ndifficulty here was the location, as it forced you to go through a\nbottleneck to reach this room. A good spot to stand and fight, if you\nare the cultists. Also, being the exit... well, it made more sense for\nGaal to be here imploring his underlings to stick around, instead of\nsitting in his room screaming at the walls.\n&lt;----------------------------------------------------------------------&gt;\n28) Head back up to the surface and return to the Temple of Helm. Tell\nHigh Watcher Oisig about your triumph and claim your reward. If you are\na Cleric you'll also be offered a position as one of Helm's priests...\nOf course, I believe your alignment also affects what temple will accept\nyou. If you're Good you end up in the Temple of Lathander, if you're\nEvil you end up in the Temple of Talos, and if  you're Neutral you'll\nget accepted into the Temple of Helm. I'll admit I'm not certain if\ncompleting the Unseeing Eye quest is enough to get accepted into the\nTemple of Talos or Lathander, you may also have to complete the quest\ninvolving Sir Sarles. If you want to play around with your new Cleric\nGuild, I'll include that section next. If not, or if you're not a\nCleric, sell off loot and let's get ready to recruit Haer'Dalis. In\nany event Keldorn is yours. Keldorn will have some family issues that\npop up when you head to the Government District, and Anomen will\nlikewise have to deal with family troubles when enough time passes.\nWe'll discuss those matters to finish up the next Sequence of Events\n[WLK010], even if they occur later. If you don't have Anomen or Keldorn,\nfeel free to skip to [WLK011] for the Cleric Stronghold quests, or\n[WLK012] for the Astral Prison Quest.\n\n***REWARD***\n(For destroying the Cult of the Unseeing Eye)\nEXP\t45740 (each character)\nGold\t7000*\/8000\nItem\tArdulia's Fall +1*\n\n*You'll get these rewards if your protagonist is not a Cleric, of if\nyou already have another stronghold.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\t   Honor and Family\t\t\t       |\n|                  (Keldorn and Anomen's Family Quests)\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK010}\n\t\t1) Keldorn the Cuckold\n\t\t2) Rekindling the Love\n\t\t3) Anomen's Family Trouble\n\t\t4) Sins of the Father\n\t\t5) Storming Saerk's Estate\n\t\t6) Anomen's Revenge\n\t\t7) Light of His Father's Eye\n\t\t8) Anomen the Unworthy\n\t\t9) Atonement for Two\n\t\t10) Breaking the Chain\n\t\t11) Bureaucracy is the Price we Pay for Impartiality...\n\t\t12) Anomen the Knight\n\t\t13) Maria's Murderer Unmasked\n\t\t14) Anomen's Inner Demons\n\nFirecam Estate (AR1003)\no======================================================================o\n1) Head over to the Government District, where we can pick up the\nquest. First, however, if you have a party including Keldorn, you'll\nhave to deal with him. Once you arrive he'll talk about his family\nliving near here. Agree to go with him and head over to the house at \n(x=1550, y=1950). It's blatantly marked on your map as the Firecam\nEstate... you can't miss it. Keldorn will even tell you when he's near\nit. Once inside, Keldorn will have a chat with a maid before bringing\nout his wife and kids. Once Lady Maria starts talking, things start\ngoing downhill. Apparently Keldorn is a bit of a workaholic, and it\nhasn't been good for his marriage. His wife will tell him that she's\nbeen seeing a man by the name of Sir William of Thorpe. Keldorn will\nsend his wife away and speak to you. Don't pick the option goading him\nto consult the courts, instead advise confronting William. If Keldorn\ngoes to the courts, he'll tell you to meet him at the Radiant Heart\nbuilding in the Temple District in three hours. His wife will be\nimprisoned and William will be hanged. But what's the fun in that?\nInstead, head over to Waukeen's Promenade.\n\n***ITEMS***\n(x=920, y=360) Bullet +1 x2\n(x=850, y=450) 20 Gold\n(x=350, y=350) Pearl Necklace, Gold x35\n\nMithrest Inn (AR0704)\no======================================================================o\n2) Head over to (x=3020, y=420) to find the Mithrest Inn. Sir William\nis at (x=350, y=450). When you get close he and Keldorn will talk. Pick\noption #1 or #3 and head back to the Firecam estate and talk to Lady\nMaria. She'll talk with Keldorn and the two will apparently make up. At\nthis point you really can't mess this up. You'll get an experience\nreward for whatever option you pick and-if you let Keldorn go, he'll be\nback at his house after a while, ready to be recruited.\n\n***REWARD***\n(For allowing Keldorn to return to his wife and family)\nEXP\t15500\n&lt;----------------------------------------------------------------------&gt;\n3) And since we're dealing with one party member's family problems, I'll\ninclude Anomen's here too... for organizational purposes, see? After\ntraveling with Anomen for a while you'll be approached by a man named\nTerl, who will tell Anomen that his sister was murdered and he is\nrequested home by his father. So, off we go to the Government District<\/pre>\n\n\n\n<pre id=\"faqspan-18\" class=\"wp-block-preformatted\">of Athkatla, where we'll find the Delryn Estate at (x=4300, y=2200).\n\nDelryn Estate (AR1001)\no======================================================================o\n4) Go talk to Cor Delryn at (x=600, y=240) with Anomen (he won't talk to\nother characters), and listen with bemusement as Cor and Anomen work\ntogether to air the Delryn family's dirty laundry. Of course Anomen's\ndad is an abusive drunk, you saw that coming. Everything about Anomen\njust screams inadequacy and daddy issues... which is probably why he\nreacts so poorly to Keldorn's tendency to portray himself as a father\nfigure for the rest of the party. Anyways, the drunkard blames some\nCalimshite named Saerk, who is obviously the traditional Delryn family\nnemesis. At least, of this generation. Cor blames Anomen for the death\nof Moira, after all, even though he proclaims himself the man of the\nhouse, the blame should fall on Anomen for not being omniscient and\npreventing Moira's murder. If only Anomen hadn't driven his mother to\nan early grave and caused his father to drink away all the family's\nprestige and wealth! How dare he go out and try and join the Most Noble\nOrder of the Radiant Heart! The shame... To further cinch his spot as\nfather of the year, Cor demands that Anomen seek out and kill Saerk and\nhis son as retribution. Stepping outside the law is surely going to\nimpress the Order, but at least Anomen has the sense to speak with you\nabout it. If Keldorn is around he'll argue that the law must be upheld,\nwhile pretty much everybody else will advocate a more direct and sure\nsolution. For Anomen to coexist with Keldorn, you need to keep him on\nthe straight and narrow, unless the Paladin's chastising finally gets\nunder Anomen's skin. Anomen's already feisty enough, allowing him to\nfail his knighthood will make Keldorn unbearable and result in a broken\ngood party... which we don't need. Still, for the sake of being a\ncompletionist, I'll include both paths, starting with the vengeful route\n(Steps #5-#9). The suggested good paths are described in Steps #10-#12.\nIf you romanced Anomen and took the good path, the story continues in\nSteps #13-#14.\n\n***ITEMS***\n(x=450, y=400) 1 gold\n(x=350, y=450) Skydrop Gem\n(x=220, y=550) Flamedance Ring\n\nEstate of Saerk Farrahd (AR0505)\no======================================================================o\n5) Advocate Anomen to take revenge by picking options #1 or #3 and\ncontinue to convince him that his vows to the Order are less important\nthan his family. He'll tell his father that he's going to kill Saerk,\nand Cor will conveniently procure a key which will gain us entry into\nthe Estate of Saerk Farrahd, which can be found in the Bridge District\nat (x=2050, y=1850). Inside you'll have to fight you way through some\nGuards, who aren't much of a threat to anybody. Go through secret doors\nat (x=1000, y=1300) and (x=770, y=1200) to score some loot, and head to\nthe north-east to penetrate deeper into the estate.\n\n***ITEMS***\n(x=1200, y=1380) 7 gold\n(x=1250, y=1400) Greenstone Ring, 1 gold\n(x=570, y=1170) 2 gold\n(x=450, y=1250) Sunstone Gem\n(x=220, y=1150) 6 gold\n(x=370, y=1050) History of the Dragon Coast, 7 gold\n(x=350, y=950) 4 gold\n&lt;----------------------------------------------------------------------&gt;\n6) When you head to the north-east a cutscene will occur where Anomen\nconfronts the Farrahd family, including Saerk, his son Yusef, and his\nstartled daughter Surayah. While Saerk won't admit to killing Moira, he\ncertainly doesn't present himself favorably at all, and he's downright\ndelighted that Anomen-the son of his enemy-has barged into his house\nand presented himself to be killed with justifiable self-defense. His\nson is no better, and the two practically drool over the opportunity to\nkill Anomen and hence grind their heel further into the defeated Cor.\nAnomen, however, jumps the gun and kills Surayah in revenge for Moira.\nKeldorn is aghast and you lose two points of reputation, and of course,\na fight ensues between your party and the surviving Farrahds. Saerk\ncasts spells, and Guards are summoned from either side to present \nmissile fire upon the party, but this fight can be entirely won by a \nsimple Insect Plague. After being defeated, Yusef will teleport away, \nand you can easily mop up the rest of the Guards. Saerk Farrahd will \nleave behind a suit of Full Plate Mail, Bullets +1 x10, two Potions of\nExtra Healing, a Potion of Fire Giant Strength, a Scroll of Tenser's\nTransformation, a Morning Star +1, a Sling +1, and 455 gold. Surayah\nwill also leave behind some trinkets, and one of the guards dropped me\na Bastard Sword +1 and a suit of Plate Mail Armor. The rest of the \nGuards will, of course, drop some Arrows and low-quality loot. Before\nwe go, we might as well loot the other half of the house. It's not like\nsome burglary is going to really be bothersome after Anomen's slaying.\n\n***ITEMS***\n(x=2400, y=750) History of Tethyr, History of Waterdeep,\n\t\tPotion of Invisibility, Potion of Master Thievery x2\n(x=1800, y=720) Elixir of Health x3, Antidote x4\n(x=1540, y=400) 1 gold\n(x=1330, y=330) 4 gold\n(x=1700, y=400) Tiger Cowrie Shell Necklace\n(x=1670, y=570) Star Sapphire, Ruby Ring, 1250 gold\n(x=1800, y=500) Composite Long Bow, Long Bow, Short Bow, Arrows x40\n(x=1850, y=450) War Hammer, Bastard Sword, Two Handed Sword, Flail +1\n\n***TRAPS***\n(x=1670, y=570)\n&lt;----------------------------------------------------------------------&gt;\n7) After smiting Saerk and dealing a grievous blow to the Farrahd family\nfor which Yusef has rightfully promised revenge, return to the Delryn\nEstate and report to Cor. Cor is proud of Anomen, for a change, for\ndoing what Cor wasn't man enough to do himself and ending his rivalry\nwith Saerk. The little fish always thrives in the absence of\ncompetition, eh?\n\n***REWARD***\n(For killing Saerk Farrahd and avenging Moira)\nEXP\t10500\n\nHigh Hall of the Radiant Heart (AR0903)\no======================================================================o\n8) After some time passes a Paladin named Sir Ryan Trawl will show up\nand greet Anomen. The time has come for him to return to the High Hall\nand be judged in Helm's light for his deeds and Strength of arms. If\nonly it were just the latter, eh? Head over to the Temple District and\nenter the High Hall of the Radiant Heart (x=3300, y=3350) and watch a\ncutscene describing Anomen's judgment by the Order. It's... pretty\nharsh, but Anomen's actions only acknowledge the fact that he had no\nbusiness being here. Anomen leaves in disgrace and you get a small\nexperience reward. Outside Anomen will complain bitterly at his\ntreatment, and even entertain the idea of returning to the High Hall to\nseek vengeance against those who judged him unworthy. How very knightly\nof him. If you encourage him to further wrong-doing, he'll leave the \nparty and attack, blaming you for leading him down this path. Pick\noptions #1, #2, and #1 to calm the broken shell of a man that was\nAnomen down, and convince him to continue with you. Keldorn will have\ntwo more banters if they're kept in the same party before Anomen \ndecides to take his frustrations with the Order out on Keldorn. To\ndenote his new change in outlook, Anomen's alignment shifts to Chaotic\nNeutral.\n\n***REWARD***\n(For watching Anomen's expulsion from the Order)\nEXP\t5000\n&lt;----------------------------------------------------------------------&gt;\n9) During the next few banters Anomen will struggle with his rejection\nand eventually come to the conclusion that he is now free of the Order-\nfree to indulge his vices. If your protagonist is female and you have\nbeen romancing Anomen, you will become his drug of choice. All is not\nwell, however. Eventually, a messenger will come and give Anomen a note\nfrom his father, stating that two workers actually killed his sister.\nCor continues to be a rat-bastard by thanking Anomen for killing Saerk\nand family, as it has been a great boon to business, but having a wanton\nmurderer in the family might be bad for business. After being disowned,\nAnomen will leave the party, ominously saying that he's going to atone\nfor himself, and his father. Head back to the Government District to\nfind Anomen ready to confront-and kill-his father. Either let him\ncontinue with his murder-suicide, or talk him down. Afterwards, if he's\nstill alive, he'll rejoin the party. \n&lt;----------------------------------------------------------------------&gt;\n10) On the other hand, if you are a good friend and convince Anomen to\ngo down the path of good (options 2, 2, 2), he'll listen to reason and\ndecide not to be petty and vengeful like his father wishes. After all,\nif she was really murdered, wouldn't somebody have investigated? He'll\ngo inform his father of his decision, who will of course be angry. Angry\nenough, even to disown Anomen. Anomen bears it in stride, and suggests\nwe go to the Council of Six building and talk with one Bylanna Ianulin,\nthe magistrate who can get something done about this. While we're\ndealing with this, let's go see what Madeen and his master wants, and\nget our magic license see [WLK016], below, Steps 1-3. In this case, the\ngood party's activities mesh well with our next goal of finding Valygar,\nbut since you don't necessarily have to be good to be traveling around\nwith Anomen (and hence, doing Anomen's family quest) we'll keep the\ntwo discreetly separate.\n\n***REWARD***\n(For guiding Anomen to uphold his vows to the Order)\nEXP\t10500\n\nCouncil of Six Building (AR1002)\no======================================================================o\n11) Make your way over to the Council of Six building (x=3150, y=900),\ninside of which you'll find Bylanna (x=530, y=600). The bureaucratic\nprocess is predictably frustrating, as there is no real evidence to\nlink Saerk to the murders. Anomen swallows his pride and comforts\nhimself with petty thoughts of post-life divine retribution for Saerk\nand decides to put all this mess behind him.\n\n***REWARD***\n(For attempting to go through the proper legal channels)\nEXP\t7500\n\nHigh Hall of the Radiant Heart (AR0903)\no======================================================================o\n12) Again, some time will pass and eventually Sir Ryan Trawl will come\nfetch Anomen to have his worth judged by the Prelate of the Order of\nthe Most Radiant Heart. So head on over there. Since Anomen wasn't in\nthe business of slaughtering innocent girls with this approach, he's\naccepted into the Order. Really though, one has to think how near a \nmiss this was-a bit of bad advice from a traveling companion and he'd\nhave been expelled... But I guess that's life, right? Talk to Sir Ryan\nTrawl, who allows Anomen to continue traveling with you. Everybody\nwins, it seems. Anomen's alignment shifts to Lawful Good, his Wisdom\nincreases from 12 to 16, and whatever friction was between him and\nKeldorn now fades. Apparently Keldorn doesn't rankle Anomen so much now\nthat they're brothers in arms of the Order-instead of the shining\nexample of all Anomen aspires to be-or failed to be, if you did this\nthe bad way. Oh, and Anomen becomes 'Sir Anomen'. What a douche. Now\nmost players can continue on with life and happily ignore Anomen, but\nif you are romancing him, the story has a few twists left, which I will\ndetail in the following steps. Again, the following will only occur if\nyou are romancing Anomen and he was knighted by the Order-meaning no\nvengeance.\n\n***REWARD***\n(For watching Anomen's knighthood)\nEXP\t10000\nEXP\t50000 (Anomen)\n&lt;----------------------------------------------------------------------&gt;\n13) After some time passes, and your romance with Anomen becomes more...\nintimate... in nature, Anomen will be approached by Terl, the bearer of\nAnomen-related news in this game. Terl will pass on a note from\nBylanna Ianulin, which Anomen will read aloud for our benefit.\nApparently Saerk WAS responsible for hiring those who murdered Anomen's\nsister, and when Anomen's father found out he attempted-and failed-to\ntake justice into his own hands. Now without any family whatsoever,\nAnomen decides his vows to the Order mean little, and paranoid that\nSaerk's wealth will prevent him from being brought to justice, feels\ncompelled to rectify his earlier inaction by taking vengeance on Saerk.\nHe will, of course, attempt to blame you for advising him to leave\njustice to the law, but with some apologizing he'll forgive you, and\nleave the party to be decidedly un-knightly.\n\nEstate of Saerk Farrahd (AR0505)\no======================================================================o\n14) So, head over to the Estate of Saerk Farrahd, in the Bridge District\nat (x=2050, y=1850). Inside, Anomen is apparently on steroids, as he\nwill have dispatched all the guards in the place single-handedly, and\nat the moment is already confronting Saerk. After some dialogue, Anomen\nwill notice you and question your intent. Tell him that you're here to\nstop him, then tell him either option #1 or #3. This will prompt him to\ndoubt his current course of action, and contemplate his inner demons.\nNext pick option #1, or #2 to reassure him that you'll be by his side.\nAnomen will concede to do the right thing, then moralize Saerk, who will\nof course suddenly discover that he has a conscience. It's so\npredictable, it hurts, I know. You might as well loot the place before\nyou go... especially all the Guards Anomen killed along the way. Good\nthing for Anomen the Order doesn't care that he murdered a dozen\nnameless Guards, so long as he left Saerk unmolested.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\t   Cleric Temple Quests\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK011}\n\t\t1) A Note on Petitioners\n\t\t2) Glinden the Cuckold\n\t\t3) Ti'Vael the Dueler\n\t\t4) Rania the Faithless\n\t\t5) Cotirso the Malcontent\n\t\t6) Peace of the Gods\n\nNote from Lee:\nI was given the Sir Sarles and Dawn Ring quests here (WLK037), before\nany of the Temple Quests started. While I didn't have some of the\nmagical items needed to follow the guide exactly (most notably the\nAmulet of Power), I was more than powerful enough to complete these\nquests without sustaining any real damage (thanks again to having\nstole\/sold stuff to Gorch and buying all the awesome weaponry). I also\ndo the Copper Coronet quests here (WLK036) to get Bernard to sell better\nstuff. There's a lot of time to kill waiting for the Temple quests, and\nthis is a great way to use the time.\n\n1) No matter what temple you end up in, most of the quests run the same\nway. You've got to see petitioners and help them resolve their problems.\nJust like in real life, people can't help but go to ostentatious \nbuildings dedicated to invisible beings to talk to folks who claim to\nhear these invisible beings in order to find guidance and advice. Unlike\nin real life, however, these gods grant spells and manifest themselves,\nso they might actually have some clout. Your job is to answer the \npetitioners that come to you in a way that best represents your deity\nOf these quests, the priest of Talos has it easiest. You always advise\nfolks to kill or destroy. Priests of Talos will also be bothered by\nInspector Ardis, as a legal response to the less-than-lawful responses\nyou give to your petitioners. Dealing with him-and double-crossing the\nfolks who came to you for advice-is definately the greedy, evil,\nchaotic, Talosy thing to do, and it nets you extra cash. Just head over\nto the government district after each petitioner carries out your advice\nto tell him about the crimes you advocated. If you're a priest of Helm,\nlook for such giveaways as the words 'duty'. Priests of Lathander need\nto be on the lookout for the nicest path, promoting forgiveness,\nrenewal, and reconciliation. You'll get your 'results' in every few\ndays. You'll know you made the right choice if you get an experience\nreward for your answer, so save\/loading is a fine way to get through\nthis.\n&lt;----------------------------------------------------------------------&gt;\n2) Your first petitioner will be a merchant named Glinden, whose wife is\ncheating on him. As a neutral character I tell him to remind his wife of\ntheir vows. As an evil character I tell him to kill his wife and her\nlover, and as a good character I tell him to forgive his wife and let\nher come to her senses. In a few days return to the temple and you'll\nbe updated on the results, and rewarded for a correct response.\n\n***REWARD***\n(For telling your petitioner to follow the will of your god)\nEXP\t20000\nGold\t200 (Talos only)\n&lt;----------------------------------------------------------------------&gt;\n3) Next you'll be visited by a Dwarf named Ti'Vael, who killed a man in\na duel when he could have spared him. As a neutral character I tell him\nto turn himself in and let the courts decide. As an evil character I \ntell him to kill the witnesses, and when he returns, I kill him myself\nand turn him in for the reward. As a good character I suggest he pay\nrestitution to the family for their loss.\n\n***REWARD***\n(For telling your petitioner to follow the will of your god)\nEXP\t20000\nGold\t500 (Talos only)\n&lt;----------------------------------------------------------------------&gt;\n4) A woman named Rania will approach and admit she's losing faith in\nthe church, and needs some reassurance. As a neutral character I \nhelpfully remind her of her duty to the church, and as an evil character\nI simply attack her. As a good character I tell her that it's fine for\nher to take her time to think about it. Imagine that... by Bioware's\nstandards, a Cleric telling somebody that doubt is fine is considered\ngood, and killing a heretic is evil. Think about it, religious folks.\nWhere does your religion stand?\n\n***REWARD***\n(For dealing with the heretic appropriately)\nEXP\t20000\n&lt;----------------------------------------------------------------------&gt;\n5) A man named Cotirso will approach, angry about your position and\ndetermined to win it from you with a duel. If you're good turn down the\nduel, if you're evil kill him. Neutral characters should deflect the\nduel until Byron can come, then duel Cotirso once formally challenged.\n\n***REWARD***\n(For dealing with the upstart appropriately)\nEXP\t20000\n&lt;----------------------------------------------------------------------&gt;\n6) Now you've a task to perform that has nothing to do with hearing\nwhiny petitioners. The Talosites plan to attack the priests of\nLathander. It's obvious what you must do if you're aligned with either\nof those two factions, but if you're neutral you must defend the priests\nof Lathander from the Talonites without allowing them to destroy each\nother. Once you've killed who needs to be killed you'll get a larger\nexperience reward, and your temple quests are completed.\n\n***REWARD***\n(For settling the score)\nEXP\t35000\nGold\t1000\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\tThe Astral Prison Quest\t\t\t       |\n|\t\t  (Recruiting and Securing Haer'Dalis)\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK012}\n\t\t1) Enroute in Athkatla III\n\t\t2) Bridge District Blues\n\t\t3) Five Flagons\n\t\t4) The Playhouse\n\t\t5) Raelis'Shai's Request\n\t\t6) Durlag's... err... Mekrath's Tower!\n\t\t7) Mekrath's Mission\n\t\t8) Bad Imp! No Mirror!\n\t\t9) Rescuing Haer'Dalis\n\t\t10) Astral Abduction\n\t\t11) The Astral Prison\n\t\t12) Talking to Tagget\n\t\t13) Astral Prison Chamber (AR0520)\n\t\t14) Astral Prison Chamber (AR0521)\n\t\t15) Thrashing Thralls\n\t\t16) Astral Prison Chamber (AR0517)\n\t\t17) The Master's Pet\n\t\t18) The Master of Thralls\n\t\t19) Astral Prison Chamber (AR0518)\n\t\t20) Astral Prison Chamber (AR0519)\n\t\t21) The Warden\n\t\t22) Rescuing the Sigil Troupe\n\nNow we have access to Keldorn, Dorn, Korgan, and Edwin, the 'core'\nallies who have quests that must be resolved before you can keep them.\nThe other characters I generally view as optional or less-than-ideal in\nsome way. For most players, this should satisfy your need for party-\nmaking, as Anomen is a better Cleric than Aerie, Edwin is a better Mage,\nDorn is the best choice for leader of the evil party, and Korgan and\nKeldorn make up the best recruitable warriors for the evil and good\nparties, respectively. Of course, if you need to fill another party\nspace, or you'd prefer Valygar over Minsc, or you don't really care to\ngo rescue Imoen, there are still plenty of things to do and characters\nto recruit. Haer'Dalis is the next I'd recruit, as this will also give\nus the peace of mind of completing another part of the sewers. I sell\noff all my accumulated wealth and with the money raised from the\nUnseeing Eye quest I buy Vhailor's Helm from Deidre. This allows me to\npop out a second character once a day, a summon that will only get\nstronger as I do. If you don't care to buy this item, get another useful\nitem... you can't go wrong with a Girdle of Hill Giant Strength. This\nwill allow Jaheira to really take off as a Fighter, and will allow\nViconia to wear heavier armor and shields. When you've purchased what\nyou want, head over to the Bridge District (AR0500). If you want Keldorn\nand Anomen in your party, keep them around. Just like with Korgan and\nEdwin there are still mini-quests to do with them first. If anything it\ngives us incentive to delay going after Imoen until those are done.\n\nEnroute in Athkatla III (AR0046)\no======================================================================o\n1) On my way to the Bridge District I was attack by Slaves and several\nOrogs. one Slaver had some Arrows +1 and a Short Sword +1, but otherwise\nthere's not much reason to go looking for this encounter.\n\nBridge District (AR0500)\no======================================================================o\n2) When you arrive you'll be bothered by Lieutenant Aegisfield, who will\ntell you that there is a murderer about preying on paupers. Skinning\nthem alive in fact. He'll warn you not go looking for trouble, but will\nmention two witnesses, Old Rampah and Rose, which makes it just that\nmuch harder to stay out of trouble. It's a quest that... you guessed\nit, we can delay for later.\n\nFive Flagons Inn, Main Floor (AR5009)\no======================================================================o\n3) Head south-west until you find a door at (x=3190, y=2000), which\nleads to the Five Flagons. Inside you can find numerous patrons-most of\nwhich don't have anything interesting to say. Samuel Thunderburp\n(x=350, y=410) will chat about the affairs of the day-the war between \nthe thieves guilds, the murderer on the bridge district, and about the\nCowled Wizards' prison. Head down the stairs at (x=100, y=700).\n\nFive Flagons Inn, Basement (AR5010)\no======================================================================o\n4) Once downstairs you'll be bothered by a Receptionist, who will tell\nyou the next show is about to start. Donate five gold for a ticket-or\nnot-and head in to witness the Sigil Troupe's... er... lacking \nperformance. Biff the Understudy bungles his lines (and really, how\ncould somebody named Biff be expected to do anything right?) to the\nderision of the patrons. Raelis Shai will show up an apologize, and ask\nfor any who know of those who are skilled in sword and adventure to ask\nsuch individuals to come speak to her. Swords? Adventure? Hey! That's\nus!\n&lt;----------------------------------------------------------------------&gt;\n5) You can find Raelis Shai at (x=1320, y=250), near the rest of the\nactors. She'll tell you that their usual 'Rodrigo' the tiefling named\nHaer'Dalis, has been kidnapped by a Amnish wizard. Mekrath, by name,\nhe can be reached through the sewers-the very same sewers we were just\nexploring while pursuing the Unseeing Eye quest. The best reward they\ncan offer-besides encouraging you to pillage Mekrath's lair-is 300 gold,\n600 if you bring back Haer'Dalis' gem. Head back to the Temple District\nand head back into the sewers.\n\n***ITEMS***\n(x=250, y=1100) 101 gold\n(x=1450, y=170) 34 gold\n(x=1650, y=320) 34 gold, Scroll of Protection from Energy\n(x=1770, y=715) Bloodstone Gem, Flamedance Ring\n(x=1730, y=830) Scroll of Ghost Armor, Scroll of Confusion,\n\t\tScroll of Stoneskin\n\nMekrath's Lair (AR0705)\no======================================================================o\n6) You'll pass a secret door at (x=1100, y=500) that leads to a Secret \nEntrance (x=1200, y=150). Upstairs you'll find.. Durlag's Tower! Not \nreally, but it sure looks like it, right? There are a bunch of Mephits \nto smite and in a room to the east you'll find a Salamander, an Ice \nSalamander, and a Yuan-Ti Mage. Of these three, you only need to worry \nabout the Mage.\n\nNote from Lee:\nLure the Salamanders out one at a time and deal with them in the main\n(half-circle) room. The Yuan-ti Mage will only follow you out as far as\nthe first small room off the main room, but a Dispel Magic or two, along\nwith a Greater Malison into that room will weaken him nicely. After he's\nsufficiently de-buffed, send in your Hasted fighters to... well... kill\nhim.\n\n***ITEMS***\n(x=600, y=550) Scroll of Contingency \n(x=600, y=450) Scroll of Spell Deflection\n(x=1200, y=700) Chyrsoberyl Gem, Necklace of Form Stability, Gold Ring\n(x=1300, y=700) Silver Necklace, Gold Necklace, 89 gold\n(x=1450, y=550) Oil of Speed, Scroll of Carrion Summons, 400 gold\n(x=1400, y=140) Portal Gem, Harp of Discord, Laeral's Tear Necklace\n(x=600, y=800) Scroll of Ghoul Touch, 63 gold\n(x=500, y=770) Potion of Invulnerability, Potion of Stone Form,\n  \t       Potion of Genius, Scroll of Aganazzar's Scorcher\n(x=220, y=280) 17 gold\n\n***TRAPS***\n(x=1200, y=700) \n(x=1300, y=700)\n(x=1450, y=550)\n(x=1250, y=200)\n(x=1400, y=140)\n(x=500, y=770)\n&lt;----------------------------------------------------------------------&gt;\n7) Up at (x=950, y=160) you'll find Haer'Dalis, who doesn't have much\nto say just yet. Mekrath is over at (x=200, y=350), and he's none too\nfriendly. Pick options #1, #2, #2, and #1 to opt to go on a mission to\nrecover a magic mirror from a wayward imp in exchange for Haer'Dalis.\nWhy turn down a quest, right? If you decide you don't want to be\npeaceful, Mekrath is easy to provoke. He'll start up with Stoneskin and\nProtection from Normal Weapons-which is pretty useless. Then he'll cast\nan Animate Dead followed by more protections, such as Mislead. He can\ncast some pretty powerful spells, including Finger of Death and Maze.\nHaste up your party and hit him with a Dispel Magic and get on top of\nhim early to prevent him from causing you trouble. Use True Sight if you\nhave it when he uses Mislead and Shadow Door. To this end, Keldorn makes\nthis fight laughable, as his high-level Dispel Magic and True Sight are\njust too much for Mekrath. Given the nature of the narrow hallway, it's\nprobably best to lead with a hasted melee character or two, and just\nmake the rest of the party stand band and use ranged-preferably magical\n-weapons. When he falls, Mekrath will leave behind two Potions of Extra\nHealing, a Gold Necklace, a Mage Robe of Fire Resistance, a Quarter\nStaff +1, and 25 gold. The object near Mekrath (x=150, y=250) cannot\nbe opened until Mekrath is dead or gone... if you kill him, loot it\nnow. If not, wait until you've recovered his dumb mirror.\n\n***ITEMS***\n(x=150, y=250) Potion of Mind Focusing, Potion of Genius, \n\t       Wand of Cloudkill, Rod of Resurrection\n&lt;----------------------------------------------------------------------&gt;\n8) Head back down to the sewers and head east then south to find the Imp\n(x=2520, y=2140), who thankfully isn't very talkative or friendly. It'll\ncome with a Lesser Earth Elemental-which can only be hit by magical\nweapons. Kill it, and the Imp-which can cast a few minor spells, and\ngrab 'Mekrath's Mirror' when it dies. Return it to Mekrath for some\njuicy experience.\n\n***REWARD***\n(For returning Mekrath's Mirror)\nEXP\t18750\n&lt;----------------------------------------------------------------------&gt;\n9) Once Mekrath is gone, or once he has his mirror back and teleports\naway Haer'Dalis will be freed and will speak with you. Accept him into\nyour party if you wish, or turn him away. Now that Dorn is around for\nthe Enhanced Edition, Haer'Dalis' stock has dropped drastically. Either\nway, your goal now is to collect Haer'Dalis' gem from the alter at\n(x=1400, y=140), which is just as simple as going over and grabbing it.\nIt's a wonder he couldn't do it himself, eh? Good thing though, as\nthere's some loot worth keeping (and selling) along with it. Once\nyou're done head back to the Bridge District.\n\nNote: After having traversed the Bridge District once, you'll find a\nnew encounter near the northern end of the area-one we need not deal\nwith just yet. A Mage named Lonneth lurks near where you'll arrive when\ntraveling to the Bridge District (x=3930, y=330). To avoid the proximity\nbased encounter she's part of, just head south-east around a building\ncomplext marked on the map as the 'Balthis Estate'. This is just another\nencounter we'll get back to later.\n&lt;----------------------------------------------------------------------&gt;\n10) Find your favorite group of ill-bred thespians again in the Five \nFlagons. You can extract an extra 1200 gold from Raelis Shai if you hold\nout on her, but going for more will provoke a fight. If you just hand\nit over, you'll get the gold you previously agreed upon, as well as \n700 gold and some experience. Haer'Dalis will explain what the Portal\nGem is while Raelis Shai messes with the gem, eventually spilling that\nthey're planning to move to another plane. During this process of \nfinding a new stage, you'll be asked to fend off some unwelcome visitors\nthat will come through the portals they're summoning up. Agree to help\nthem and fight off two Quasits, a Lesser Fire Elemental, and a Shadow\nFiend. Eventually a Bounty Hunter will show up and whisk your chums \naway. Looks like you're going to have to go through that ominous planar\nportal (x=900, y=450) and save them. Note that if you do not help them\nfend off the extra-planar invaders, you will not see what became of\nthem, and there will be no portal for you to enter through. It might be\na good idea to spell-buff before going through the portal.\n\n***REWARD***\n(For returning the Portal Gem to the Sigil Troupe)\nGold\t300 + 700 or 1200\nEXP\t21250\n\nAstral Prison (AR0516)\no======================================================================o\n11) When you make it through the portal, a person named Aawill will\nbe yelling at a thrall named Tagget. Once you are noticed, Aawill will\nturn his attention onto you, and a fight ensues thereafter. Send a\nstrong Fighter to occupy Aawill and his bounty hunters, while the rest\nof your party focuses their attention on the Yuan-ti behind the party,\nwho is easily the most dangerous single opponent there (it's capable of\ncasting Figner of Death among other spells). Take his spell defenses\ndown as he raises him and kill him quickly. The rest are just melee\nFighters, and no serious threat to you.\n&lt;----------------------------------------------------------------------&gt;\n12) Tagget will talk to you after the fight, telling you that the only\nway out of here is by killing a creature known as the Warden. Of course,\nit's not that simple, as the warden has a number of Thralls kept as\nslaves. Heading east and killing the Master of Thralls will free the\nthralls and make besting the Warden much easier. Loot the bodies-the\npowerful Yuan-ti to the west will drop a Cloak of the Shield, Bracers of\nDefense A.C. 8, a Scroll of Death Spell, a Scroll of Chain Lightning,\nQuarter Staff, 25 gold. The other Yuan-ti will drop a suit of Chain\nMail Armor and a Wand of the Heavens. One of the humanoid Bounty Hunters\nwill drop Studded Leather Armor, a Small Shield +1, Pixie Prick +3, and\nThe Paws of the Cheetah (aka: Boots of Speed). The other two humanoid\nBounty Hunters each have a suit of Leather Armor +1, some Arrows of Fire\nand Arrows of Ice, a Long Bow, and a Long Sword. Finally Aawill leaves\nbehind Melodic Chain +3, two Potions of Extra Healing, a Scroll of\nTenser's Transformation, a Scroll of Flesh to Stone, and a Two-Handed\nSword +1. Wow. First things first, the spell scrolls should be given to\nEdwin or saved for Imoen. The Paws of the Cheetah should go on a front-\nline Fighter-either Keldorn or Korgan (Dorn's Armor Class deficiency\nmakes him a less than ideal candidate). Since my Fighter\/Mage and\nFighter\/Mage\/Thief protagonists are arguably the strongest characters in\nthe party when spell buffed and good at countering nearly every threat,\nthe boots go to them in my game. I keep the Pixie Prick +3 on hand-not\nonly is it a good weapon for Jaheira once she becomes Proficient in\nDaggers, but... since I'm short of +3 weapons, it's worth keeping around\nregardless. Finally we have the Melodic Chain +3, which is useful if\nyou're going to keep Haer'Dalis around. You know, he might need armor\nand all, and you won't find anything better for a Bard to wear for a\nvery long time.\n\nAstral Prison Chamber (AR0520)\no======================================================================o\n13) To the north are two pulsating flesh nodes that will transport\ncharacters to a chamber if they're caught by the opening diaphragm.\nYeah. I'd suggest you go ahead and explore these when you find them just\nto get them out of the way, but the ones to the north (x=1550, y=1450)\nand (x=1500, y=1300) are close enough to the Warden that you could\nprovoke some unwanted attention by exploring them. In the first one\nyou'll find two Prison Captains and four Minotaurs, which are little\nmore than an experience bank by now. One Prison Captain will drop a\nTwo-Handed Sword +1 and Bracers of Defense A.C. 8, and the other will\ndrop a Long Sword +1.\n\nAstral Prison Chamber (AR0521)\no======================================================================o\n14) In the second chamber (x=1500, y=1300) you'll find three Prison \nCaptains, a Stone Golem, and a Clay Golem. Two of the Prison Captains \nwill immediately start out with spell-buffs, and you need to get on them\nquick with an Insect Plague to make this go smoothly... well, as\nsmoothly as it can go. As we know from experience Clay Golems and Stone\nGolems require special attention that makes this precarious fight even\nmore bothersome. Also consider that provoking the Warden is almost a \ncertainty by going up here, which is something I can do without. When \nthey die the Prison Captains will drop the following loot; a Ring of \nthe Princes +1, a Mace +1, a Long Sword +1 and a Wand of Fire. Nice,\nbut not worth the trouble. Oh, and if you exit this chamber, and I'm\nsure you'll want to do eventually, you'll appear next to the Warden.\nThe bad part is, once you kill the Warden you can't go visit these\nchambers anymore.\n&lt;----------------------------------------------------------------------&gt;\n15) So instead, let's head over to the east where you'll find a Thrall\nLeader who will talk only long enough to let you know you're in for a\nfight. Focus on the spell-caster in the back, as she's the only one who\ncan cause you any real trouble, then kill the other two. They'll all\ndrop Thrall Collars and the Thrall Leader will drop a Medium Shield +1.\nIgnore the 'brazier' (x=2500, y=1900) in the center of the room for now\nand continue east until you find a opening fleshy-valve in the center of\nthe hallway east.\n\n***ITEMS***\n(x=2300, y=1800) Arrows of Biting x40, Arrows x160, Bolts x120,\n\t\t Bullets x120, Darts x80, 1 gold\n\nAstral Prison Chamber (AR0517)\no======================================================================o\n16) You can avoid these chambers by running across the fleshy part at\nthe right time, but chances are somebody will get caught, and it's just\nbetter to take care of them-besides, we like experience and loot, don't\nwe? I spell buff my Fighter\/Mage and send him in alone-include a Chaotic\nCommands in addition to his normal buffs. Inside are some Githyanki, \nincluding one Gish, three Warriors, and a Knight. They'll all start out\nby hitting you with psionics, followed by going invisible before \nunleashing a second round of psionics. Getting knocked unconscious by\nthe psionic attacks would not be a good thing, hence the Chaotic \nCommands. Once the two rounds of psionics is done, send in the rest of\nthe party. The Knight and Warriors drop Plate Mail Armor and Two-Handed\nSwords (and possibly a Potion of Extra Healing), while the Gish will\nleave behind... a bunch of Darts.\n\n***ITEMS***\n(x=300, y=400) Bullets x80, Bolt x80, Arrows x80, Darts x80, \n\t       Throwing Daggers x40\n&lt;----------------------------------------------------------------------&gt;\n17) Leave the chamber and continue east, where you'll find a Yuan-ti \nMage, a Salamander, and an Ice Salamander. To the north there are two\nmore troublesome Thralls and a Wyvern who will likely bother you while\nyou attempt to kill the snake-bodied bastards. It's a good time as any\nto use an Insect Plague and hopefully neutralize one group or the other,\njust don't let either have the freedom to cast spells. Once they're\ndead loot the Female Thrall for a suit of Chain Mail Armor, Xarrnous'\nSecond Sword Arm (aka: Gauntlets of Weapon Skill), a Ring of the \nPrinces +1, a Medium Shield, Kundane +2, and a Thrall Collar. The Thrall\nwill leave behind Bracers of Defense A.C. 8, a Wand of Lightning, a\nPotion of Extra Healing and a Thrall Collar. Who do the Gauntlets go\nto? Well, Korgan\/Keldorn has The Brawling Hands, and Jaheira\/Viconia has\na Girdle of Hill Giant Strength, so just give them to the Fighter with\nhighest (worst) THAC0 until there's better to be had.\n&lt;----------------------------------------------------------------------&gt;\n18) Now we turn north-west for a change, where the Master of Thralls\nwill threaten us before summoning some Air Elementals. Be spell buffed\nand keep in mind that you need +2 or better weapons to hit the Air \nElementals. As for the Master of Thralls, just be wary of his ability\nto paralyze you and his 'death gaze'-the former can paralyze several\ncharacters at once, so have a Remove Paralysis handy, or lead with one\ncharacter to suffer while the rest of the party hangs back, charging\nafter the paralysis gaze hits. It's just one of those fights that can\nbe a pain in the ass, or a breeze, depending on how things start out.\nWhen he dies, pick up the Staff of Air +2 and the Mastery Orb that he\nleaves behind.\n\n***ITEMS***\n(x=3000, y=950) Moonstone Gem, Dart of Stunning x40\n\nAstral Prison Chamber (AR0518)\no======================================================================o\n19) The Warden lies to the west-behind several more pulsating flesh-node\nchambers. The first (x=2250, y=1100) contains four Wolfweres and a \nGreater Wolfwere. I'd suggest focusing on the Greater Wolfwere first-\nhe's not anywhere near as strong as the Loup Garou of Baldur's Gate 1,\nbut he's still the toughest enemy in this area.\n\nAstral Prison Chamber (AR0519)\no======================================================================o\n20) The next chamber (x=1940, y=1020) contains two Efreeti and a Noble\nEfreeti, who can be pretty damn annoying. Another situation where my\nFighter\/Mage handles it himself-this time with the added benefit of a\nProtection from Fire spell. With that little number, there's just not\nmuch they can do, even though their Flame Arrow spells will strip you\nof Mirror Images rather quickly. Once dead, they might go into a Gaseous\nForm, during which time they're immune to damage.\n&lt;----------------------------------------------------------------------&gt;\n21) Now to deal with the Warden. Go down to the 'brazier' near the\nGithyanki chamber (x=2500, y=1900) and activate it to destroy the Orb.\nIf you just rush in and take on the Warden, his pack consists of three\nThralls, three Warden Thralls, a Salamander, an Ice Salamander, a\nYuan-ti Mage, and of course, the Warden himself. Destroy the Mastery\nOrb, the Thralls will turn on the Warden, and making this fight much \neasier. Of course, if you have to fight all six of the Thralls, you've\ngot some serious spell power to worry about. First thing to do is hit\nthem all with a Dispel Magic, as the Warden and most of the Mages will\nput up defenses to make themselves annoying. Immediately afterwards, \nhave Jaheira hit them with an Insect Plague. If the Thralls are already\nneutralized, it should only take one-targeting in the Yuan-ti Mage-to\nmake this fight a cinch. If the Thralls are still hostile, it merely\ntakes two to (hopefully) neutralize their magic. Have everybody run in\nand focus on the Warden, and use Keldorn to keep him honest-that and\nBreach-which will be your best friend for tearing down his spell buffs\nwithout dispelling the Insect Plague. The Warden likes to start out with\nSymbol, Stun, and he can also cast Horrid Wilting. After that, him and\na few of his Thralls are fond of Finger of Death, which can make a\nreload mandatory by itself. It's highly recommended you destroy the\nMastery Orb, although I'll be honest, the most challenging thing about\nthis fight are the stupid flesh chambers. After they're dead Tagget will\ncome and tell you the obvious. The Warden Thralls have Long Swords +1,\nand one of the Thralls (the Cleric) has a Warhammer +1. The Warden has\nthree Star Sapphires, two Emeralds, the Wave Shaft (like the Equalizer,\npart of an artifact weapon), Adjatha the Drinker +2 (a worthy compliment\nfor Namarra +2), the Planar Prison Cell Key, and 2577 gold.\n\n***REWARD***\n(For destroying the Mastery Orb)\nEXP\t24750\n\n***REWARD***\n(For defeating the Warden and freeing the Thralls)\nEXP\t5000\n\n***ITEMS***\n(x=1250, y=1150) Bolts of Lightning x40, Bullet +1 x40, \n\t\tThrowing Dagger x30, Throwing Axe x40, 1 gold\n&lt;----------------------------------------------------------------------&gt;\n22) Head over to the north-west, where Raelis Shai will thank you for\nsaving them-and you'll get a hefty experience reward. Haer'Dalis will\nelect to stay behind and explore the Prime, and if you're a Bard\nRaelis'Shai will offer you the deed to the playhouse. Either way, you'll\nappear back in the playhouse below the Five Flagons, where Haer'Dalis\nwill offer to join you for good. The next section will cover the\nplayhouse, if it interests you.\n\nIf you don't want to (or can't) do the Bard's quest, there's still\nplenty to do. We still can recruit Cernd, Mazzy, Nalia, and Valygar.\nValygar and Mazzy require us to tread to the Umar Hills, Cernd requires\nus to tread all the way to Trademeet, and Nalia necessitates a visit to\nthe De'Arnise Keep. Of course, if you want to keep your rural virginity\nintact for this game, we can still recruit Aerie [WLK015]. Before any of\nthat, however, let's go off and grab one wonderful weapon that's now\nwell within our ability to obtain-the katana Celestial Fury [WLK014].\n\n***REWARD***\n(For freeing the Sigil Troupe from the Astral Prison)\nEXP\t44000 (each character, including Haer'Dalis)\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\tBardic Playhouse Quests\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK013}\n\t\t1) New Ownership\n\t\t2) The Lead Actress\n\t\t3) More Actress Drama\n\t\t4) Zaren's Improvisation\n\t\t5) More Improvisation\n\t\t6) The Turmish Curse\n\t\t7) The Missing Score\n\t\t8) Bothered by Barbarians\n\t\t9) The Show Must Go On.. Or Not.\n\nNote from Lee:\nI try not to leave the city confines until all the various stronghold\nquests are complete, so I do the last part of [WLK037] here (the Fallen\nPaladin quest). It takes damn near forever for these stupid actors and\ndirectors to get this play going.\n\nFive Flagons Inn, Basement (AR5010)\no======================================================================o\n1) Samuel Thunderburp will show up and discuss the running of the \nplayhouse with you, after which he'll send in Higgold, who will tell \nyou that it'll take a week to get some actors, and six weeks for \nrehearsals, after which the playhouse will start making a profit. Keep\nin mind that this quest takes place over a long length of game-time.\nEvery so often you'll get bothered by a runner who will tell you that\nsomething has come up and you're needed at the playhouse. Do other\nthings between each event, or just rest repeatedly to pass the time.\nOnce some time has passed a boy named Meck will bother you, telling you \nthat Higgold has the actors. Keep in mind that your decisions do affect\nthe quality of the play-a higher-quality play will net you a greater\nreward at the end of the quest. Essentially, all your decisions either\nhave no effect on play-quality, a small effect (+1 or -1 to the global\nvariable 'playquality') or a significant effect (+2 or -2 to\n'playquality'). The higher the 'playquality' variable, the better the\nreward at the end of the quest.\n&lt;----------------------------------------------------------------------&gt;\n2) Return to Higgold and he'll give you the first task right off-picking\na lead actress. There's also some mention of a curse on the play you're\nperforming. Choose either Iltheia (a pompous but experienced elf) or\nJenna (a naive and less experienced human actress.) Pick whomever you\nwish and then comes the hard part-funding the play. You can pay as\nlittle as 1000 gold, or as much as 10,000. The better the funds, the\nbetter the advertisement, props, and costumes, and generally the better\nreviews you'll get and the more money you'll receive later.\n&lt;----------------------------------------------------------------------&gt;\n3) After a while you'll get another visit from Meck calling you to visit\nthe playhouse and deal with another crisis.\n\nIf you made Iltheia the lead:\nIltheia is complaining about her lack of recognition-basically, the\npompous twat wants more money. Jenna just wants to see something done.\nYou can pay Iltheia more (100 gold does nothing for the play's\nquality, 500 increases the play's quality, and refusing to pay her\nmore decreases the play's quality), threaten to kick her out of the\nplay (which decreases the play's quality), give the job to Jenna,\ninstead (decreases the quality of the play) or tell the women to solve\nthe problem themselves (which significantly decreases the quality of\nthe play).\n\nIf you made Jenna the lead:\nIltheia is upstaging Jenna, and wants a bigger role. You can capitulate\nand let Iltheia have the lead (which increases the quality of the\nplay), tell Iltheia to stop screwing around and just play her role as\nit was meant to be (which also increases wthe quality of the play),\nexpand Ilthea's role (decreases the quality of the play), or tell\nthem to fix it themselves (which significantly decreases the quality\nof the play).\n\n***REWARD***\n(For letting Iltheia expand her role)\nEXP\t6750\n\n***REWARD***\n(For threatening to fire Iltheia)\nEXP\t6750\n\n***REWARD***\n(For putting Iltheia\/Jenna into the leading role)\nEXP \t6750\n\n***REWARD***\n(For promising to pay Iltheia more)\nEXP\t11500\n\n***REWARD***\n(For regulating Iltheia to her role)\nEXP\t15750\n&lt;----------------------------------------------------------------------&gt;\n4) A few days later you'll be summoned again. This time Zeran thinks\nhe's too good to follow the script. Damn actors and their disobedience!\nZeran will defend himself, saying he can make the play better. Either\nlet him change the script (significantly improves the quality of the\nplay), tell Higgold the rest of the actors will have to keep up with\nimprovisation (slightly improves the quality of the play), or tell\nZeran to cut it out (decreases the quality of the play).\n\n***REWARD***\n(Allow Zaren to improvise)\nEXP\t11500\n\n***REWARD***\n(Allow Zaren to change the script)\nEXP\t15750\n&lt;----------------------------------------------------------------------&gt;\n5) Let some more time pass and Higgold will again send for you. This\ntime ALL the actors are 'in a state'. Apparently they all have ideas on\nthings to change with the script, and something needs to be done one way\nor another. If you tell them to trust in Zaren, and your Charisma is\nless than 17, you will decrease the quality of the play, If you tell\nthem to trust in Zaren and your Charisma is 17 or greater, the quality\nof the play will increase. Same goes if you tell them there will be\nno changes-your Charisma determines the outcome. If you bribe them with\n500 gold, you'll increase the quality of the play. If you rewrite\nthe play yourself with a Charisma of less than 16, the quality of the\nplay will decrease. If you rewrite the play with a Charisma of 16 or 17,\nthe quality of the play will remain the same. If your Charisma is 18 or\nhigher, you will increase the quality of the play by rewriting it\nyourself. Finally, if you threaten to fire everybody, the quality of\nthe play will take a HUGE hit.\n\n***REWARD***\n(Pay the actors 500 gold to stop whining)\nEXP\t11500\n\n***REWARD***\n(Don't allow the changes, with a Charisma score of 17+)\nEXP\t11500\n\n***REWARD***\n(Allow the changes, with a Charisma score of 17+)\nEXP\t11500\n\n***REWARD***\n(Rewrite the play yourself)\nEXP\t11500\n&lt;----------------------------------------------------------------------&gt;\n6) Meck will bug you again after a while, and this time it sounds like\nsomething serious is taking place. Head back to Higgold and he'll tell\nyou about some 'hauntings' and other strange events going on. He'll\nbring in Shvanana, a priest who'll promise to stave off the 'curse' for\na mere 1000 gold. You can pay the 1000 gold for your actors' peace of\nmind (increases play quality), try and get the price lowered to 500\n(if you have a Charisma score of 17 or higher, but this will not\nincrease play quality), realize that you've got Clerics too (will not\nincrease play quality), and just get them to do it, or you can tell\nShvanana to shove off (which will significantly reduce the play's\nquality). Finally, if you legitimately do not have 1000 gold, you can\ntell Higgold you cannot afford Shavanna-if your Charisma is 18 or\nhigher, you'll increase play-quality by doing this, if it's less than\n18, you'll significantly reduce the play's quality this way.\n\n***REWARD***\n(Have less than 1000 gold, and a Charisma score of 18 or higher)\nEXP\t11500\n\n***REWARD***\n(Pay Shavanana)\nEXP\t11500<\/pre>\n\n\n\n<pre id=\"faqspan-19\" class=\"wp-block-preformatted\">&lt;----------------------------------------------------------------------&gt;\n7) Again time will pass, and again you'll be summoned-this time\nsomething is wrong with the music. Again, you have options. You can get\nBalmitance to do it for 500 gold (which greatly improves the quality of\nthe play), you can get Marcus to improve the music and get him to\nrewrite the score (which significantly decreases the quality of the\nplay), or you can get Marcus to play and rewrite the score yourself.\nThis last approach will save you some money, but your Intelligence\nwill determine the outcome. If your Intelligence is less than 14, you\nwill significantly reduce the quality of the play. If your Intelligence\nis 14 or 15, you will slightly reduce the quality of the play. If your\nIntelligence is 16 or 17, the quality of the play won't be harmed at\nall. If your Intelligence is 18, the quality of the play will slightly\nimprove. If your Intelligence is above 18, the quality of the play\nwill significantly improve.\n\n***REWARD***\n(Hire the harpist Balmitance)\nEXP\t15500\n\n***REWARD***\n(Rewrite the score yourself, with an Intelligence of 16 or 17)\nEXP\t6500\n\n***REWARD***\n(Rewrite the score yourself, with an Intelligence of 18)\nEXP\t11500\n\n***REWARD***\n(Rewrite the score yourself, with an Intelligence of 19+)\nEXP\t15500\n&lt;----------------------------------------------------------------------&gt;\n8) More time passes and Meck returns, this time claiming 'barbarians'\nhave taken over the playhouse. This time you'll find Higgold outside of\nthe playhouse (so resting in the Five Flagons won't work to advance this\nnext plot point.) Head inside to confront the Turmish who are refusing\nto let the play take place. A fight ensues, but it's nothing\nspectacular. Kill them, and loot them for the following goodies: The\nTurmish Leader will leave behind Studded Leather Armor +2, a Two-Handed\nSword +1, a Helmet, and 37 gold. The Turmish Thief drops a Short\nSword +2, and Leather Armor +1, and a Light Crossbow, and a Scroll of\nIdentify. The two Turmish Thugs will each cough up a suit of Studded\nLeather Armor, a Helmet, some Arrows, a Short Bow, a Bastard Sword, and\nsome minor wealth. Finally the Turmish Sorceress leaves behind a Quarter\nStaff, Bracers of Defense A.C. 7, and 40 gold.\n\n***REWARD***\n(For removing the Turmish barbarians)\nEXP\t15500\n&lt;----------------------------------------------------------------------&gt;\n9) Wait for a day, then return to the playhouse at Meck's request to \ngo see the dress rehearsal. Watch the monster you've created, then go\nwaste another week doing... whatever. What are the odds that things\nwon't go smoothly, do you think? After a while Meck will return, and\nHiggold tells you that some councilman is there, and that Zaren is too\nill to perform-you'll have to fill his shoes. If you cancel, your\nplayhouse is as good as wasted (Samuel Thunderburp will pay you 5000\ngold to compensate you for the playhouse). I'll assume you'll play the\npart, however, as it's much more lucrative for you to do so. \n\nBest dialogue responses\n  Scene #1 (with Karenina): #2, #1, #1\n  Scene #2 (with Karenina): #1, #2\n  Scene #3 (with Marcus):   #1, #2, #1, #2\n  Scene #4 (Monologue):     #1\n\nFirst, you'll get an experience reward depending upon your performance\nin the play:\n\n***REWARD***\n(For refusing to perform)\nGold\t5000\n\n---OR---\n\n***REWARD***\n(For putting on a poor performance of the Turmish play)\nEXP\t19500\n\n---OR---\n\n***REWARD***\n(For putting on a good performance of the Turmish play)\nEXP\t35500\n\n---OR---\n\n***REWARD***\n(For putting on a great performance of the Turmish play)\nEXP\t49500\nITEM\tAzlaer's Harp\n\nThen you'll get another reward depending upon the quality of the\nplay, itself. This depends upon the choices you made throughout the\nquest.\n\n(These are all the choices that seemed 'bad' to me.)\nLeading Actress:\tIltheia\nFunding:\t\tNothing\nJenna vs. Iltheia\tNothing\nImprovisation:\t\tDon't allow any changes\nScript Change:\t\tCall their bluff on walking out\nCurse:\t\t\tNothing\nMusic:\t\t\tMarcus performs and rewrites score\t\n\n(These are all the choices that seemed 'good' to me. When all else \nfailed, I simply followed the experience point rewards. After all,\ngetting more experience for a course of action has to mean something\ngood, right?)\n\nLeading Actress:\tJenna\nFunding:\t\t10,000 gold\nJenna vs. Iltheia\tForce Iltheia to stick to her role\nImprovisation:\t\tAllowed Zaren to change the script\nScript Change:\t\tRewrite the script myself (w\/high Charisma)\nCurse:\t\t\tHire Shvanana for 1000 gold\nMusic:\t\t\tRewrite the score myself (w\/high Intelligence)\n\n***REWARD***\n(For establishing an average playhouse)\nEXP\t19500\nGold\t1000\n\n---OR---\n\n***REWARD***\n(For establishing a good playhouse)\nEXP\t29500\n\n---OR---\n\n***REWARD***\n(For establishing a great playhouse)\nEXP\t50000\n\nFinally, after completing the play, you'll get crowd feedback-one\nmoron peasant always likes it, and the other three following the first\nwill have varied reactions. For all that, however, this can only\nreally end two ways. Either the play goes on, or it doesn't. Typically\nthe play only flops if you had a very poor play quality, or if your\nprotagonist refused to act at all on opening night. If that's the\ncase, you'll get 5000 gold as consolation from Samuel Thunderburp. If\nthe play goes on, no matter the quality, Higgold will offer to buy the\nplayhouse off of you for 10,000 gold. If you accept, you'll get a lump\nsum and get to go on with your merry life. If you refuse, you'll get\nweekly proceeds from the playhouse, like the De'Arnise Keep.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t       Obtaining Celestial Fury\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK014}\n\t\t1) Glabrezu and Friends\n\t\t2) Obtaining Celestial Fury\n\nGuarded Compound (AR0906)\no======================================================================o\n1) Go to the Temple District and head over to the 'Guarded Compound' to\nthe east (x=4200, y=2100). Spell-buff before you head in, and make sure\nyou have some +2 weapons at the ready. Inside you'll be welcomed by Sion\nand Ketta, who will discuss how they will endeavor in the future to \nbetter ward the door. Either pick a fight or pretend you came here by\naccident, either way they'll teleport away. If you go north-east towards\nthe stairs some enemies will gate in, including an Efreeti, two\nEttercaps, an Ogre Berserker, an a Nishruu on one side, and a Glabrezu\non the other. The Glabrezu and Efreeti are the two somewhat worrisome\nenemies, and the two sides will happily attack the other. The Glabrezu's\nvictory is a foregone conclusion, since none of the other enemies have\nthe +2 weapons needed to harm the Glabrezu. Trigger their appearance\nthen retreat, allowing the Efreeti to cast its Fireball and Flame Strike\non the Glabrezu before hitting it with a Dispel Magic or Breach and\nstepping in to put them down. If you're in good condition, continue\nupstairs. If you're injured or your spellbuffs have worn off, retreat\nand recover before continuing to the upper level (x=1000, y=500).\n\n***ITEMS***\n(x=550, y=950) Acid Arrows x4\n(x=450, y=1000) Bloodstone Gem, 15 gold\n(x=400, y=1050) Morning Star +2, 38 gold\n(x=300, y=1100) Moonstone Gem\n(x=200, y=1150) Iol Gem, 8 gold\n(x=150, y=1200) Bloodstone Ring\n(x=750, y=1250) Scroll of Mislead\n(x=730, y=1250) Andar Gem\n(x=670, y=1300) 1 gold\n(x=620, y=1500) Silver Necklace\n(x=1650, y=620) 15 gold\n(x=1650, y=200) 38 gold\n\n***TRAPS***\n(x=400, y=1050)\n\nGuarded Compound, Upstairs (AR0907)\no======================================================================o\n2) Upstairs you'll find a rough party consisting of Sion (14th-level\nAbjurer), Stalman (16th-level Cleric), Koshi (16th-level Kensai), an\nOrog named Olaf Rassmusen (17th-level Fighter), a Minotaur named Maferan\n(17th-level Fighter) and Ketta (19th-level Thief). Like the bandits\nwe fought in the sewers under the Temple District a while back, they've\ngot a well-balanced party, they'll start out with some spell buffs\n(particularly Stalman), and they will use potions to beef themselves up\nbefore combat. Ketta begins hidden, and will use Potions of Invisibility\nto hide with the sole goal of hitting you with as many backstabs as she\ncan. In a break with tradition, however, the most dangerous foe here\nis Koshi-due only to the fact that he's weilding Celestial Fury-the\nprize we're after. It has the ability to stun foes every strike, and\nwith such potent warriors at his side, a stunned party member can find\nthemselves in trouble quickly... which isn't to say that Sion and\nStalman aren't as dangerous as spell casters tend to be, they've just\ngot an extraordinary warrior with one of the best weapons in Shadows of\nAmn to measure up to. On top of that you've got traps near the stairs\nthat will keep you from advancing. Once again, I find myself facing\nsuperior opposition-only a massive spell assault will win the day at\nmy level. I'm nearing 650,000 experience with my evil party, which\nhasn't translated to much in the way of levels, but my gear as improved\nconsiderably since fighting the bandits in the sewers.\n\nTurn off your party AI if it's on, as this fight requires some micro-\nmanagement. I send Keldorn up by the pillar and hit them all with a\npre-emptive Dispel Magic just to frustrate their early efforts. My Mages\nbegin tossing out Chaos spells to hopefully debilitate a few of the\nwarriors, while Anomen\/Viconia cast True Sight, to thwart Ketta. The\nfight-winner, however, will be Insect Plague, and Jaheira immediately\nsets herself to casting said spell, with Stalman as the target. My\nwarriors wait in place, mindful of the traps at their feet. After the\nfirst round of spells go off, my Thief (either Yoshimo, for the good\nparty, or my evil protagonist) search for and disarm the traps nearby,\nwhile Edwin casts another Chaos. Once done, I focus on taking out Sion\nfirst, then Stalman, while continuing to use my Mages to throw out Slow\nand Chaos spells to neutralize the enemy warriors. If Sion and Stalman\ngo down without much of a fuss, there's a very good chance you'll win\nthis fight. After the spell-casters, focus on whatever warriors remain\nable to fight back (those not panicked by the Insect Plague or confused\nby Chaos), favoring Ketta and Koshi if at all possible. When they fall,\nloot them to reap the following rewards:\n\nKetta: Leather Armor +3, Short Sword +2, Potion of Invisibility and\n140 gold.\n\nKoshi: Celestial Fury +3, Katana +1, Potion of Extra Healing x2, Oil of\nSpeed, Helmet and 120 gold.\n\nMeferan: Full Plate Mail +1, Gift of Peace, Large Shield +2,\nBattle Axe +2 and Potion of Extra Healing x3.\n\nOlaf Rassmusen: Full Plate Mail +1, Helmet of Charm Protection,\nTwo-Handed Sword +2 and Potion of Extra Healing x3.\n\nSion: Adventurer's Robe and 75 gold.\n\nStalman: Plate Mail +1, Mace +2 and 20 gold.\n\nFor the second time in the game we've disposed of a rival group and\ngained-in one battle-loot comparable to what we found in the entire\nfirst game. With the two suits of Full Plate Mail +1, everybody in your\nparty wanting for good magical heavy armor should be satisfied, and the\nLarge Shield +2 is sure to help a bunch, not to mention the two magical\nhelmets. For all that, however, the real prize is Celestial Fury +3, a\n+3 Katana with a chance to stun enemies and a chance to deal 20 extra\nlightning damage. A katana-wielding character is now set for a long,\nlong time. Jaheira (in the good party) or Viconia (in the evil party)\nwears the Gift of Peace (aka: Helmet of Defense). They both have decent\nArmor Class, but the bonus to their saving throws is a welcome boost for\ncharacters that I rely on to reverse debuffs on my other party members.\nOf course, the resistances don't hurt, either. In any case, I prefer the\nprotection from critical hits and other bonuses given by the Gift of\nPeace to the Hit Points and THAC0 bonus given by the Pale Green Ioun\nStone, which goes to Haer'Dalis, Edwin, or some other character who\ncan't wear a helmet and needs some protection. Don't be afraid to rob\nthe place now that you've overcome its owners.\n\n***ITEMS***\n(x=1330, y=350) Bullet +1 x8\n(x=1530, y=400) 56 gold\n(x=1700, y=400) 9 gold\n(x=1670, y=570) Wand of Fear, Arrows of Fire x4, 666 gold\n(x=1800, y=500) Potion of Insight, Spear +3\n(x=1850, y=450) Spear +3\n(x=2350, y=700) History of the North, History of the North, 4 gold\n(x=2400, y=750) History of the Vast, History of the Unicorn Run,\n\t\tHistory of the North, Skydrop Gem\n(x=1250, y=1400) Sling +2, Bullets +2 x10\n(x=1200, y=1370) Last March of the Giant, History of the Moonsea\n(x=570, y=1170) Wand of Paralyzation, Arrows +1 x9, \n\t\tArrows of Piercing x8\n(x=450, y=1250) Asp's Nest x7, Bolt +2 x10, Bolt of Lightning x20\n(x=220, y=1150) Wand of Frost, Dart of Wounding x10\n(x=370, y=1050) Scroll of Shocking Grasp, 2 gold\n\n***TRAPS***\n(x=1100, y=540) \n(x=1000, y=590)\n(x=680, y=800)\n(x=600, y=890)\n(x=1850, y=450)\n(x=570, y=1170) \n(x=450, y=1250)\n(x=220, y=1150)\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition -\nCelestial Fury {VID002}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Celestial Fury\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/QRxIasGYK98?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\t  The Circus Tent Quest\t\t\t       |\n|        \t\t    (Recruiting Aerie)\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK015}\n\t\t1) There's Something Foul Afoot...\n\t\t2) Genie Riddles\n\t\t3) Into the Circus Tent\n\t\t4) Aerie the Ogre\n\t\t5) Aerie the Elf\n\t\t6) Werewolves and Shadows\n\t\t7) Kalah's Chamber\n\t\t8) Back to Reality\n\nWaukeen's Promenade (AR0700)\no======================================================================o\n1) Head over to Waukeen's Promenade and make your way to the Circus Tent\narea in the center of the map. At (x=2800, y=1550) you'll find a young\nboy named Giran, who will complain that his mother went inside the tent\nand never came out. What kind of mother leaves her son behind to go see\na circus act? Talk to the guard by the entrance to the circus tent \n(x=2970, y=1570) and he'll tell you that something bad happened in the\ntent-and he'll suggest evil magic is involved. Nobody has come out save\none of the animal trainers, and nobody sent in after the disturbance\nhas returned. Ask for permission to enter and he'll move out of the way\nsure enough. Over at (x=2700, y=1920) you'll find Fearghus, whom-as the\nfirst half of his name suggests-is terrified of what happened in the\ncircus tent. His story seems to confirm some bad magic as the cause, and\nsome 'special performance' as a possible catalyst. Head into the tent at\n(x=2950, y=1500).\n\nCircus Tent, Exterior (AR0600)\no======================================================================o\n2) As soon as you enter a Genie will bother you with some riddles.\nHaven't we done this before? Anyways, answer the  riddles so that you\ncan cross the bridge and see some 'Kalah' creature, which apparently you\nneed\/want to do. Or so the Genie assumes.\n\n\"A princess is as old as the prince will be when the princess is twice\nas old as the prince was when the princess' age was half the sum of \ntheir present age. Which of the following, then, could be true?\"\n\nAnswer: The prince is 30 and the princess is 40.\n\nIf you answer the first riddle correctly you'll get a decent experience\nreward. If not, the nice Genie will give you a second, less math-\nintensive riddle.\n\n\"The poorest have it, the richest need it, but if either was to eat it\nthey would certainly perish. Tell me what it is!\"\n\nAnswer: Nothing.\n\nIf you bomb both tries the Genie will turn hostile and attack, \nimmediately starting out with Stoneskin and various other defensive\nspells. Offensively, he's fond of turning a character to stone before\nattacking in melee. Still, it's more rewarding (and safer) to just \nanswer the Genie's riddle.\n\n***REWARD***\n(For answering the Genie's riddle)\nEXP\t19500 (first riddle) or 14500 (second riddle)\n&lt;----------------------------------------------------------------------&gt;\n3) You can now cross the bridge and enter a large domed structure \n(x=1300, y=1500). If you head around the sides of the building you'll \nfind some Shadows and Werewolves. You won't get any experience for \nkilling the latter, and when they die you'll get some 'illusion \ndispelled' text, and they'll turn back into people. All things \nconsidered, it might not be worth it to kill them.\n\nCircus Tent (AR0604)\no======================================================================o\n4) When you arrive on this level you'll be approached by an Ogre named\nAerie. Being the super-sleuth that you all are, I'm sure by now you\nrealize Aerie isn't really an Ogre. She claims to be a member of a race\nof winged elves who works at the circus with her uncle, Quayle. It \ncouldn't possibly be... nah... anyways, she tells you that somehow Kalah\nhas created this place, affecting everybody with illusions-deadly\nillusions. She'll ask you to free her, which involves getting a sword\nthat's a key from some commoners who aren't common. Over at\n(x=250, y=500) you can find a 'spider', who turns out to be Hannah, \nGiran's mother. She'll give you a bit of information for talking to her.\n&lt;----------------------------------------------------------------------&gt;\n5) Up at (x=750, y=280) you'll find a pair of 'Peasants' who'll attack\nyou. As you strike them they'll turn into 'Orcs'. Kill them and take\n'The Ogre's Sword' off of one of them. Take the 'sword' back to Aerie\nand give it to her (refusing to give it to her provokes her into\nattacking.) Give her the key and free her, however, and you'll get a\nreward, as well as a new party member, if you're so inclined. Aerie's \none of the worst Mages in the game-certainly below Edwin, Imoen, and\nNalia, and she won't get along with Korgan. Anyways, continue on past a\n'Pleasure Slave' who has little interesting to say, and enter the next\narea at (x=1050, y=400).\n\n***REWARD***\n(For restoring Aerie to her true form)\nEXP\t18500\n\nCircus Tent, Tower (AR0605)\no======================================================================o\n6) This level is fairly uninteresting, being populated by some Shadows\nand Werewolves. There are two vases to loot, but frankly, it might be\nbest to head up to the next level and leave the illusions at peace. As\nyou ascend the stairs a Genie will bother you and simply annoy you by\nasking if you wish to proceed.\n\n***ITEMS***\n(x=930, y=400) Scroll of Protection from Petrification, \n\t       Scroll of Dispel Magic\n(x=830, y=350) Scroll of Web\n\nCircus Tent, Kalah's Chambers (AR0606)\no======================================================================o\n7) At the top of the tower you'll find Kalah, who starts out the\nconversation fairly threateningly. Quayle (the Ooze in the corner) will\ntalk to you and tell you not to acknowledge the illusions by attacking\nthem, or they'll become quite real to you. Simple enough, Haste up and\nrush Kalah, who dies extraordinarily quickly (I swear, 47 Hit Points\nof damage was all he could take, which was just two hits from my main\ncharacter.) After Kalah dies you'll be whisked away to the inside of a\nrather normal-looking circus tent. \n\nCircus Tent (AR0607)\no======================================================================o\n8) Kalah, now forced back into his real form of a rather pathetic Gnome\nillusionist, tosses out a few insults and whines a bit before dying.\nAerie and Quayle talk a bit before Quayle decides Aerie needs to\nexperience life outside of the circus. Take Aerie with you-or not\n(she'll remain here for you if you decline)-and loot Kalah's corpse for\nElve's Band (aka: Girdle of Piercing, which is great for characters\nlike Dorn or Keldorn who come under missile fire a lot and don't have a\nshield to protect them), a Ring of Human Influence (makes any character\nfit to lead the party, pretty-wise), 20 Bullets, a Garnet, a Flail, a\nScroll of Identify, a Scroll of Infravision, a Scroll of Magic Missile,\na Scroll of Stinking Cloud, a Scroll of Stoneskin, a Sling and 724 gold.\nTalk to Hannah (x=100, y=300) and she'll thank you and you'll get a\ndownright meager experience reward. Go outside and talk to Giran and\nyou'll get the rest of the reward... which still isn't very much. Ah\nwell, at least now we have Aerie at our disposal. For me, I take this\nliterally and leave her behind. Anyways, now it's time to leave\nAthkatla in search of new party members. At this time I set my eyes on\nrecruiting Valygar, which also includes taking care of the Planar\nSphere... and marginally exploring the Umar Hills dungeons to dig out\nMazzy. This means heading over to the Government District, and after\nall this adventuring we'll probably have to deal with Keldorn's family\ncrisis. If so, consult [WLK010].\n\n***REWARD***\n(For rescuing Giran's mother from the circus tent)\nEXP\t500 + 2500\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t      The Planar Sphere Quest\t\t\t       |\n|\t\t  (Recruiting and Securing Valygar)\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK016}\n\t\t1) Madeen's Message\n\t\t2) Magic License\n\t\t3) Tolgerias' Request\n\t\t4) Valygar's House\t\n\t\t5) Another Call for Heroes\n\t\t6) A Note on Over-World Travel\n\t\t7) Trouble in Umar Hills\n\t\t8) Finding the Fugitive\n\t\t9) Valygar's Cabin\n\t\t10) Into the Sphere\n\t\t11) The Golem's Arm\n\t\t12) Solamnic Knights\n\t\t13) Sahuagin Room\n\t\t14) Cannibalistic Halflings\n\t\t15) Golem Room\n\t\t16) Furnace Room\n\t\t17) Finishing the Golem\n\t\t18) Subduing Lavok\n\t\t19) Garden Room\n\t\t20) Lizard Man Room\n\t\t21) The Lower Planes\n\t\t22) The Rune Room\n\t\t23) Tolgerias' Reckoning\n\t\t24) Fire Room\n\t\t25) Ice Room\n\t\t26) Engine Room\n\t\t27) Returning Home\n\nGovernment District (AR1000)\no======================================================================o\n1) Now head over to the Government District, where stupid cuckold\nPaladins will no longer bother us with their marital problems.\nOver by the Council of Six building you'll find Madeen, who will tell\nyou that he's a representative of one of the leaders of the Cowled\nWizards. Sounds like just the guy we need to talk to about this Imoen\nthing! Agree to meet with his master, a wizard named Tolgerias, and head\ninside the aforementioned Council of Six building (x=3150, y=900).\n\nCouncil of Six Building (AR1002)\no======================================================================o\n2) There are lots of people here to talk to, although only two have\nanything worth listening to. Just follow the robes-you have Corneil at\n(x=580, y=800) who you can talk to about that whole bothersome magic\nlicense business. If you pay a ghastly 5000 gold, you'll be able to\nsling spells about within city limits. This isn't a license to kill, of\ncourse, but by now we have the money for it (or at least, you should).\nNo more worrying about the Cowled Wizards when we cast Haste, and no\nmore relying solely on Insect Plague to win fights!... well, not really.\n&lt;----------------------------------------------------------------------&gt;\n3) As for our quest at hand, we can find Tolgerias at (x=770, y=770).\nHe'll promise you magical trinkets, money, and information about Imoen\nin return for your agreement to help him with some matters. Accept and\nhe'll tell you that a man named Valygar Corthala has slain some Cowled\nWizards, and Tolgerias needs you to track him down. First things first,\nlet's rule out his presence in Athkatla before we go running off to the \nUmar Hills. Head to the docks district and enter the house at \n(x=2450, y=1150), constructively called 'Valygar's Home' on your map. \nOutside of the house at (x=1270, y=1130)\n\nValygar's House (AR0325)\/(AR0326)\no======================================================================o\n4) In Valygar's house, at (x=500, y=280) you'll find Hervo. Tell him\nyou're a friend of Valygar's and ask about what happened with the Cowled\nWizards. He'll let slip a comment about the Umar Hills, and about \nValygar being a formerly gifted scout of sorcerous ancestry. In case you\nsomehow haven't gathered what's up, loot around the house and upstairs\nto find a Corthala Tax Notice, which clearly mentions a cabin in the\nUmar Hills. Yeah, yeah, we get it. Off we go!\n\n***ITEMS*** (AR0325)\n(x=400, y=300) Zios Gem Studded Necklace, 8 gold\n(x=550, y=150) Potion of Insight, 10 gold\n(x=300, y=270) 12 gold\n\n***ITEMS*** (AR0326)\n(x=400, y=150) Bloodstone Ring, History of Dambrath\n(x=300, y=250) Bloodstone Gem, Dagger, Corthala Tax Notice, 23 gold\n\nCity Gates (AR0020)\no======================================================================o\n5) Head over to the City Gates (AR0020) where you'll find a man named \nFlydian (x=480, y=680). He'll ask you if you can come to Trademeet and \nmeet with one Lord Logan Coprith to discuss resolving that town's \nproblems. Since it has to do with recruiting Cernd and Rasaad we'll pick\nup the location of Trademeet now and agree to help him. Continue on to\nthe gate, where you'll see a corrupt Soldier get bribed by a ne'er-do-\nwell. Oh well, such is life. Exit the city at (x=1100, y=300).\n&lt;----------------------------------------------------------------------&gt;\n6) Now, a note on the overworld map. Just like in Baldur's Gate 1, you\ncan get ambushed on your way between areas. To my knowledge, none of\nthese encounters are anywhere near as threatening as in Baldur's Gate 1.\nBy now, you're just beyond the ken of simple bandits. Areas are further\napart and more significant now-no more trawling through half-empty \nforests for a handful of simple encounters. I know, I miss it too. You\nalso don't need to search the corner of every area to make sure you find\nevery place-most of the game areas you'll get through quests and talking\nto NPCs, not random discovery. Right now we should have three areas on\nthe map for our perusal: Umar Hills, Trademeet, and Watcher's Keep. The\nlatter we won't discuss for a good long time, but if you wish to scope\nit out early nobody will blame you-as long as you go there to shop, and\ndon't seriously think you're ready to clear it out. I will admit, I did\nhead over there to grab the Potion Case sold by Sister Garlena. Hauling\nmy potions around with me was just becoming a chore.\n\nUmar Hills (AR1100)\no======================================================================o\n7) When you arrive you'll find Minister Lloyd trying to calm down a\ngroup of irate and scared townsfolk. You'll hear mention of everything\nfrom Ogres, to Wolves, and the witch Umar herself. Over at \n(x=4380, y=3200) Nelleck, who will talk a bit about the murders, and\nover to the west are three merchants-Elence Fielding (x=3580, y=2880),\nBeherant Diir (x=3450, y=2900), and Min Mining (x=3450, y=2990) who have\nmore to say on the matter, and a little worth buying (or stealing).\n&lt;----------------------------------------------------------------------&gt;\n8) As fascinating as all this Umar witch business and people turned\ninside out nonsense is, it's not what we're here for yet. Head up,\nover, and around the Umar Inn to the east, cross a steam, then cross\nanother one to the north. Dispose of the local wildlife and head up some\nnatural stone steps. You'll be intercepted by a trio of Rangers, who\nseek to prevent you from finding Valygar. Tell them you mean no harm or\nkill them. They give good experience for only a little bit of trouble,\nalthough they don't really drop anything fantastic.\n\nValygar's Cabin (AR1101)\no======================================================================o\n9) Head up into Valygar's Cabin (x=1400, y=550) and search the back room\nto find the elusive Valygar himself. He'll tell you that the Cowled\nWizards lied to you, that they wanted him to get inside a giant Planar\nSphere that appeared in Athkatla some time ago. Apparently the sphere is\nowned by his ancestor Lavok, who parasitically inhabits the bodies of\nhis relatives to keep himself alive. The Cowled Wizards want to get\ninside the sphere, and apparently Valygar's body is the key. When he\nrefused to help them (and really, who wouldn't?) they attacked him.\nNaturally he's been on the run ever since. In traditional form for this\nguide, let's discuss the less-than-ideal options for dealing with this\nsituation. First, you can kill Valygar and take his body back to\nTolgerias. So long as you don't try and hold out for more money, he will\nmore or less live up to his bargain. Of course, there are consequences\nto this action that make it less than ideal. First, if Keldorn is in\nyour party he'll abandon you for attacking Valygar (this can be solved\nby simply not having Keldorn in your party at the time). More\nimportantly you'll never get access to the Planar Sphere if you give\naway Valygar's body, which means you'll never get some great items...\nlike the Hands of Takkok, and hence, Crom Faeyr. You can also kill\nValygar and take his body into the Planar Sphere yourself, which works\njust fine. Of course, we came here to recruit Valygar, so I'll assume\nyou'll take him along... or at least you'll find your way into the\nPlanar Sphere, with Valygar alive or not. You can always let him tag\nalong just long enough to open the sphere, then drop him off and\ncontinue on without him.\n\n***ITEMS***\n(x=130, y=370) Scroll of Infravision\n(x=250, y=140) Rainbow Obsidian Necklace, Arrows +1 x10, Arrows x40\n(x=350, y=100) Katana, Composite Long Bow, Spear +1\n\n***REWARD***\n(For convincing Valygar to join you)\nEXP\t9500\n\n***REWARD***\n(For giving Valygar's body to Tolgerias)\nEXP\t11250\nReputation -1\nGold\t500\nItem\tRing of the Ram\n&lt;----------------------------------------------------------------------&gt;\n10) With Valygar (or pieces of him) in tow, head back to the Slums\nDistrict of Athkatla (AR0400). Head to the northern part of the level,\nand when you get near the sphere Valygar will speak a bit. Go through\nthe doorway at (x=670, y=700) to reach the exterior of the sphere and\nenter it at (x=200, y=600). Once the door is open you can safely disband\nValygar and continue on without him.\n\nThe Planar Sphere (AR0411)\no======================================================================o\n11) Through the locked door at (x=3100, y=2500) you'll find a room with\na Steam Mephit and a scrying pool. Interesting, but not very useful. Go\nthrough the doors to the west to find a circular room with a Clay Golem\ninside. Clay Golems tend to haste themselves before engaging, they hit\nhard, and require magical blunt weapons to harm. If you stole a Mace +2\nfrom Gorch back at Mae'Var's Guild Hall you should be fine, just be sure\nto equip your Fighters with them before provoking the Golem. It's worth\nnoting that-while incapable of actually dealing damage to the golem-\nCelestial Fury can stun it, which makes taking it down much easier.\nOnce you've got the Planar Key, activate the north-western door to\ninitiate planar travel and gain access to the rest of the sphere. Now\nthe only way out is to clear the Planar Sphere.\n\n***ITEMS***\n(x=2300, y=2750) Coal, Scroll of Conjure Lesser Air Elemental,\n\t\t Scroll of Minor Spell Turning, Bullets +2 x40\n(x=2250, y=2750) Scroll of Polymorph Other, Bolts +2 x40\n(x=2150, y=2800) Golem Arm, Planar Key, Scroll of Breach, Arrows x120\n\t\t Bolt x120, Bullet x120, Dart x120\n(x=2150, y=2850) Scroll of Haste, Emerald, Arrows +2 x40\n\n***REWARD***\n(For activating the Planar Sphere)\nEXP\t17500\n&lt;----------------------------------------------------------------------&gt;\n12) Head through the doors to the north-west where you'll find three\nSolamnic Knights led by one Reyna, who will initiate dialogue with you.\nYay, crossover from Dragonlance. Who cares. They'll tell you about some\n'cannibalistic Halflings' ahead that apparently caused the Solamnic \nKnights some trouble. Talk to the other two knights-Ancan will talk of\n'fish that walk as men' to the north and Onvo will mention a 'damaged\nGolem' past the 'bone room.' \n\n***ITEMS***\n(x=2400, y=2200) Scroll of Warding Whip, Golden Necklace, \n\t\t Throwing Axe x40\n&lt;----------------------------------------------------------------------&gt;\n13) In the room to the north you'll find two Sahuagin, two Sahuagin\nPriestesses, two Sahuagin Baronial Guards, and a Sahuagin Baron. It's\nanother fight that Insect Plague wins with ease. Even without Insect\nPlague, they're just not much of a challenge, despite their Clerical\ndebuffs and poisoned bolts. Aside from Paralytic Bolts and Bolts of\nBiting, the Baron will drop of a Cloak of Protection +1.\n&lt;----------------------------------------------------------------------&gt;\n14) Head through the door to the south-west, where you'll find some of\nthe Halflings that the Solamnic Knights mentioned. The Halfling Warriors\naren't much of a threat, and each carry a Morning Star, a suit of Chain\nMail Armor, and a Helmet. Ahead you'll find four more Halfling Warriors\nstanding in front of a land bridge-behind them is another, more powerful\nrunt named Togan. When you come into view, Togan will retreat, and \nbeyond the bridge will join up with Kayardi, Entu, and Mogadish. This\ncan be a rough fight, as you probably won't be able to stop Mogadish\nfrom getting off a Symbol, Stun. The best advice I can give? Lead with a\nsummon and hope Mogadish targets it with the Symbol, Stun. Have Keldorn\nhit the enemies with a Dispel Magic to take down their spell buffs (if\nyou have him) and use Jaheira to cast Insect Plague. Mages should cast\nChaos and Clerics should try out Greater Command. The more enemies you\ncan incapacitate the better your chances of survival. You can also \nabsorb the Symbol, Stun with a Spell Immunity (Conjuration), and a \ncapable Mage can actually weather the entire group of cannibal Halflings\nwell enough (with the aid of Stoneskin, Improved Invisibility, and Blur)\nto provide the rest of your group with enough cover to get out the spell\nassault I've listed above. If you don't have Keldorn use Edwin to debuff\nthe enemies with Breach after a round or two of Chaos spells. Once\nMogadish and Kayardi are vulnerable go after them, as they're the real\nthreats. After they're dead, loot them for the following goodies:\n\nTogan: Chain Mail, Helmet, Arrows x40, Flail and Ripper +2.\n\nEntu: Chain Mail, Hands of Takkok (aka: Gauntlets of Ogre Power), Coal\nand a Mace.\n\nMogadish: Chain Mail and a Club.\n\nRipper +2 will go great on Minsc (or any archer capable of using\nComposite Long Bows), as it's easily the best bow we've found yet. The\nHands of Takkok are the real prize, however. The evil party should hand\nthem over to Viconia, so she can dispense with the Mauler +2 when it\nbecomes obsolete, while Anomen makes a good choice for the good party\n(provided that Jaheira has the Girdle of Hill Giant Strength). Although\nthese gauntlets were great in the first game, in the sequel they're just\none extra girdle of Giant Strength away from becoming unnecessary. Never\nfear, however-even after they stop being a direct boon for anybody, keep\nthem around. They'll find a way to contribute greatly to boosting a\ncharacter's Strength later on in the game.\n&lt;----------------------------------------------------------------------&gt;\n15) Go through the door at (x=400, y=1550) to find a pair of Sword\nSpiders and a pair of Ettercaps. There's more to do in this room, but\nsince you don't have the poor Golem's head, you'll have to continue \nexploring. \n\n***ITEMS***\n(x=500, y=1450) Golem Building Book, Coal, Emerald, Dart of Wounding x40\n\n***TRAPS***\n(x=880, y=1300)\n&lt;----------------------------------------------------------------------&gt;\n16) Through the northern door you'll find another group of Halflings,\nincluding a pair of Halfling Warriors, a Mage named Taibela and another\nspellcaster named Necre. This fight isn't nearly as hard as the last\nHalfling fight, as Necre and Taibela aren't as well protected. Keldorn\ntears down their spell effects, and the rest of my party simply destroys\nthem. Necre will leave behind the Stiletto of Demarchess +2, for what\nit's worth. In this room you'll find three furnaces (x=500, y=500),\n(x=700, y=700), and (x=300, y=700). Put a piece of coal into each one-a\nFire Elemental will show up after you light each one up.\n\n***TRAPS***\n(x=800, y=650)\n(x=1120, y=550)\n&lt;----------------------------------------------------------------------&gt;\n17) Go east to find a gear room occupied by a pair of Stone Golems. Kill\nthem and grab the Golem Head-we can now return to the Golem room and fix\nthe Golem (x=300, y=1300). Once the Golem is free it'll declare that \nthere is an intruder and head to the east. Follow it, where it'll open a\npreviously locked door (Irenicus' Dungeon much?). Continue following it\neast through a rune room and into a room occupied by an Elder Orb. After\nthe Elder Orb makes a defiant-but-futile-statement, it'll attack the\nGolem. Try your best to get the last hit on the Elder Orb for a juicy\nexperience reward, which is fairly risk-free considering the Elder Orb\nwon't focus on you with the Golem around. Head through the door at \n(x=3000, y=600) to reach the 'Navigator's Room'. Time to pay Valygar's\nancestor a visit.\n\n***ITEMS***\n(x=1620, y=500) Golem Head, Coal, Tchazar Gem x10, \n\t\tArrows of Piercing x40\n(x=2440, y=580) Scroll of Spell Thrust, Diamond x2, Moonbar Gem x3,\n\t\tScroll of Breach, Throwing Daggers x40\n\n***REWARD***\n(For repairing the Golem)\nEXP\t23500\n\nNavigator's Room (AR0410)\no======================================================================o\n18) Before heading through the door ahead of you, spell buff-at the very\nleast cast Haste. Lavok is pretty unhappy that you caused the Planar \nSphere to move and ruined his 'escape.' If Valygar is with you he'll \nhave some words with Lavok, who will mention something about your \nintrusion causing the sphere to leap back to his own dimension. \nAfterwards a fight ensues. Just get on Lavok early and hit him with a\nBreach and Insect Plague to tear down his spell defenses and render him\nhelpless, then pummel him into submission. After Lavok loses, he'll\nmention that some being had possessed him, and asks one boon of you-or\nValygar-that he be allowed to see the sky one last time. In return he'll\ntell you how to return home. To get back, you just need to go get \nyourself the heart of a powerful demon. Might be pretty hard trapped in\nthis sphere, but fortunately the sphere warped back to some lower plane\nwhen you entered. You might have stopped Lavok, but you're not out of\nthe woods yet! Or sphere, rather.\n\nGarden (AR0419)\no======================================================================o\n19) First go through the door to the west and exit the area\n(x=100, y=550) to find a garden area, occupied by two Spore Colonies and\nthe Myconids they'll summon.\n\n***ITEMS***\n(x=900, y=450) Quarter Staff +1, Sling +2, Bullet +1 x40,\n\t       Potion of Extra Healing x10, 150 gold\n\nLizard Man Room (AR420)\no======================================================================o\n20) Head back to the Navigator's Room and go north, exiting the map at\n(x=500, y=50) to find a triangular room occupied by four Lizard Men.\nNot very epic, but we might as well grab the loot, right?\n\n***ITEMS***\n(x=500, y=250) Battle Axe +2, Protector of the Second +2, Ninja-To +1,\n\t       Dart +1 x60, Bolt of Lightning x40, 350 gold\n\nLower Plane (AR0414)\no======================================================================o\n21) Okay, enough picking on pansy enemies and grabbing easy loot. Head\nback to where you entered the Planar Sphere and head outside\n(x=3400, y=3100) to reach... well, no place good. This level is\npopulated by Fire Mephits, Imps, Maurezhi, Quasits, Salamanders, and\nthe odd powerful Tanar'ri. The latter are the only real threats,\nespecially the unique Lea'liyl. Spell-buff to the max before engaging\nthem, send summons first to provide extra targets, and hope their\n'death gaze' doesn't paralyze anybody... Yeah, that's right, they're\nlike Aec'Letec from the first game, except their Death Gaze doesn't turn\nyou into a Ghoul and perma-kill characters. Keeping Remove Paralysis\nhandy comes highly recommended. Lea'liyl is at (x=1920, y=1340), another\nTanar'ri is at (x=1100, y=2050) and the last is at (x=2150, y=1750). The\nlast is probably the easiest to deal with, as it won't summon\nreinforcements, but if you're brave you can test all three, as they each\ngive good experience. Besides their 'death gaze' they're fond of using\nVampiric Touch and Silence 15' Radius, and when all else fails, they're\nfairly strong melee combatants, at least at this point in the game. Kill\none, kill two, or kill them all, but get a sweet, sweet Demon Heart and\nhead back into the Planar Sphere.\n\nNote from Lee:\nDidn't even have to spell buff much here. Double-hasted the party and\nrushed the Tanar'ri - they went down pretty easily, and mopping up their\n\"reinforcements\" was a breeze. I had a plethora of Healing Potions, so\ngetting back to full strength after each was easy. Once they were all\ndead, I rested back inside the sphere.\n&lt;----------------------------------------------------------------------&gt;\n22) Now return to the rune room. To activate the runes, touch the \nnorthern one first (x=1500, y=1120), then the southern one \n(x=1300, y=1500), then the eastern one (x=1600, y=1370), and finally the\nwestern one (x=1200, y=1220). The door south will open, allowing you to\nhead to the lower level (x=1700, y=1800).\n\nThe Planar Sphere, Lower Level (AR0412)\no======================================================================o\n23) Go through the door to the north-east to find Tolgerias and a\ncompanion Cowled Wizard. You know the whole 'screwing them over' thing\nthat you're doing? Yeah, they're not fans. Naturally, a fight ensues,\nand it would be wise of us to be careful, being rather low-leveled and\nall. Their strategy is as follows. Besides the requisite spell-buffing\nthey'll do (Stoneskin to start, True Sight if you try to be sneaky, and\nother defensive buffs like Mirror Image if the fight draws out) their\nmain goal is for Tolgerias to hit you with a Horrid Wilting (nearly\nfatal to any character at this level) followed by Power Word: Kill,\nwhich will almost certainly kill any one character who survived the\nHorrid Wilting due to the damage they just sustained. Afterwards,\nTolgerias will cast several Power Word: Stun spells, while his Mage\nbuddy summons critters to take advantage of any characters who might be\nstunned. Tolgerias's stunning will, of course, be more effective by the\nvirtue of the damage done by his Horrid Wilting. It's a simple scheme,\nbut it can be brutal. An easy way to blunt their offense? Mark their\nlocations with an invisible or sneaking character, then summon\nsomething near them (making good use of replenishable summon items like\nthe Black Spider Figurine.) Tolgerias will then be obligated to use his\nHorrid Wilting on your summon. Afterwards, Haste up, and rush Tolgerias.\nUse Jaheira to cast Insect Plague, then get a Mage to try and take down\nhis defenses with Breach. If you manage to hit them with Insect Plague\nat this point, the fight is probably over, and his subordinate Mage is\nmuch less capable of causing party-destroying mischief. Once they're\ndead, loot Tolgerias for a Ring of the Ram, an Angel Skin Ring, and a\nQuarterstaff. Not very epic loot for such a potent opponent, eh? Ah\nwell.\n&lt;----------------------------------------------------------------------&gt;\n24) To the north-east you'll find a 'fire room'. That's right, it's the \nelemental part of the planar sphere. Inside is a Greater Fire Elemental,\nan Efreeti, two Salamanders, two Fire Mephits, a Magma Mephit, and a \nSmoke Mephit. I suggest luring them out if possible-why risk traps and\nthe bottleneck of a doorway if you don't have to?\n\n***ITEMS***\n(x=1900, y=930) Scroll of Globe of Invulnerability, \n\t\tScroll of Spirit Armor, \n\t\tSheild of the Falling Stars +1, Staff of Fire +2,\n\t\tArrows of Fire x40\n\n***TRAPS***\n(x=1650, y=940)\n(x=2100, y=870)\n&lt;----------------------------------------------------------------------&gt;\n25) Through the door to the north-or rather, the large chunk of ice\nthat serves as a door-you'll find three Ice Salamanders, three Ice \nMephits, and a Troll. Remember to use fire or acid to finish the Troll\noff once you've put it down. Again, luring some of them out is probably\ngoing to make your life a little easier.\n\n***ITEMS***\n(x=700, y=550) Scroll of Otiluke's Resilient Sphere, Gift of Peace\n\n***TRAPS***\n(x=700, y=760)\n(x=550, y=500)\n\nEngine Room (AR0413)\no======================================================================o\n26) Now to get to the Engine Room. You can reach the Engine Room via a\ndoor north of the fire room (x=1700, y=300), or north of the ice room\n(x=1100, y=50). In the engine room you'll encounter two groups of\nGolems-one that appears along the northern end of the western walkway,\nand one that appears near the engine in the center of the area. Both\ngroups consist of a Clay Golem and a pair of Stone Golems. Use the\nnarrow walkways to ensure you're only attacked by one Golem at once if\npossible, and be sure to get all the magical blunt weapons you can on\nthe Clay Golem. Another Clay Golem guards the treasure stash along\nthe eastern walkway. Grab the Ring of Danger Sense (which will bring\nImoen and Nalia up to snuff when it comes to detecting traps) and the\nlargest cash payout we've had yet in this game. Dump your hard-won Demon\nHeart in the power core (x=800, y=800) to get a nice experience reward\nfor your effort.\n\nNote: If you're a higher level, you'll encounter an Iron Golem along\nwith the three lesser Golems. Yikes. Fortunately the Iron Golem is\njust too big to move around much, and will likely block off the lesser\nGolems that accompany it. You'll need +3 weapons to hurt an Iron Golem,\nbut by now you should have a few of the following: Celestial Fury,\nDragon's Bane, Stonefire, Pixie Prick, and\/or Blade of Roses... which\ndoesn't make taking down an Iron Golem easy, but since it can't move\naround, hit and run tactics will suffice. This is another event where\nmy protagonist excels-against a foe that can casually pummel my party\nmembers for 40+ damage a hit, Stoneskin, Improved Invisibility, Blur,\nand Mirror Image go a long way.\n\n***ITEMS***\n(x=1200, y=350) Ring of Danger Sense, Bloodstone Amulet, Black Opal x3,\n\t\tZiose Gem x2, King's Tears, 6666 gold\n\n***TRAPS***\n(x=1200, y=350) \n\n***REWARD***\n(For powering up the Planar Sphere)\nEXP\t45500\n&lt;----------------------------------------------------------------------&gt;\n27) Return to Lavok and either choose to let him die here, or take him\nwith you outside. It is MUCH more rewarding to take him outside, but\neither way he'll give you the Planar Sphere when you're done (so long\nas you're a Mage and haven't taken another stronghold yet.) Valygar\nwill talk with you once Lavok dies and ask to remain with you. He's now\nyours for the rest of the game. Loot Lavok and grab his Ring of Acuity\nbefore heading off on our next quest.\n\n***REWARD***\n(For letting Lavok die on his home plane)\nEXP\t45500 (each character)\n\nNext up is to recruit and secure Nalia, which will also nab us the \nFighter's Stronghold. Before that, however, I'll cover the Mage \nStronghold quests (messing around with your new Planar Sphere.) Also,\nsince I've accumulated 34,000 gold over the last several quests, it's\ntime to go spend some of it. Since the end of my time here in Athkatla\nis approaching, I buy what I really need before chasing off after \nIrenicus-including Bracers of Defense A.C. 3, the Fortress Shield +3,\nand the Ring of Air Control. Sure, I'd like to get my hands on the Robe\nof Vecna, the Sensate Amulet, and the Reflection Shield, but I have the\ncheaper defensive items, and that'll do for now.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t        Mage's Stronghold Quest\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK017}\n\t\t1) Working With the Enemy\n\t\t2) Slaying the Solamnic Knights\n\t\t3) Sanctuary for the Solamnic Knights\n\t\t4) Sending the Solamnic Knights Home\n\t\t5) The First Task\n\t\t6) The Second Task\n\t\t7) The Third Task\n\t\t8) Graduation\n\t\t9) Assault of Argrim's Anti-Magic Fanatics\n\t\t10) A Bad Day for Hanj...\n\t\t11) Gossip\n\t\t12) Imprisoning Argrim\n\t\t13) Potion Payout\n\nPlanar Sphere (AR0411)\no======================================================================o\n1) Return to the Planar Sphere, where Reyna of the Solamnic Knights will\nask you to return her and her companions home. After she leaves, a\nCowled Wizard named Teos shows up, ready to offer you a deal. Because of\nyour seizure of the Planar Sphere (and subsequent smiting of Tolgerias)\nthe Cowled Wizards have decided to take you seriously. They'll allow you\nto operate the sphere, and in return you do some mercenary work in\nsituations in which they cannot act. He will offer to look into Imoen\nfor you, but by now you should realize that this is always a dead end.\nAnd of course, you might be working for the Cowled Wizards, but it won't\nchange how the cowled Wizards treat you in the city (you'll still get in\ntrouble if you cast spells in the city without a license, for example.)\nIf you ask him about the Solamnic Knights, he'll tell you to just kill\nthem and be done with it-or failing that, go ask Ribald at the \nAdventurer's Mart or the knights or the Most Noble Order of the Radiant \nHeart.\n&lt;----------------------------------------------------------------------&gt;\n2) Well, first things first, we can just kill the Solamnic Knights. They\ngive 2000 experience each and drop mundane gear, so it's not much of a\nsolution. For a REAL reward, look into either going with the Most Noble \nOrder of the Radiant Heart or Ribald instead.\n\nHigh Hall of the Radiant Heart (AR0903)\no======================================================================o\n3) Head over to the Temple District and go to the south-eastern corner\nto find the 'High Hall of the Radiant Heart' (x=3300, y=3400). Find\nPrelate Wessalen (x=350, y=590) and talk to him about it. He'll offer to<\/pre>\n\n\n\n<pre id=\"faqspan-20\" class=\"wp-block-preformatted\">allow them to stay here-not exactly what they wanted, but a bunch of\nstupid paladins should be happy enough hanging around with a bunch of\nother stupid paladins, right? Go back to the Planar Sphere and tell\nReyna that she can shack up with the Radiant Heart, and she'll resolve\nherself to make the best of it. It's a start-45000 experience beats \n6000 any day, but we can do better... if you have some money.\n\n***REWARD***\n(For getting the Solamnic Knights to join the Radiant Heart)\nEXP\t45000\n&lt;----------------------------------------------------------------------&gt;\n4) Travel to the Adventurer's Mart and talk to Ribald. He'll say he\nknows a wizard who can help get the Solamnic Knights back-for a fee.\n9000 gold, in fact. Yes, that's a lot of gold, but this crazy FAQ \nwriter must have something in mind if I think this is the best way to\nresolve the quest. Just have some faith. Or better yet, keep reading\nand you'll have knowledge, which is infinitely better than faith. You'll\nbe told that this Mage whose services you just procured will be at your\nPlanar Sphere in a day. So head on over to the Planar Sphere and rest\nfor a while-chances are you'll be bothered by Teos before your Mage will\nshow up, but that's fine (see Step #5). After a while, Khollynnus Paac\nwill show up and offer to take them away. Before they go, you'll be \ngiven a Golden Girdle as a gift, as well as an experience reward. 9000\ngold sound a little steep for a Golden Girdle? Maybe, but these things\ndon't grow on trees, and gold is only as useful as what you buy with it.\nIt's better to ante up the gold now than wish you had a girdle later on,\nwhen you've got plenty of money and nothing to spend it on. It'll \nhappen.\n\n***REWARD***\nEXP\t45000\nItem\tGolden Girdle\n&lt;----------------------------------------------------------------------&gt;\n5) About a day after claiming the Planar Sphere and speaking with Teos \nthe first time, he'll show up again and promptly unload three \napprentices on you-Morul, Larz, and Nara. You know they're disposable\nbecause of their short names. Right Teos? After the introductions are\nover you'll be whisked away to the Golem room, where the apprentices\nwill discuss what their first task-the enchantment of a magical item-\nshould be. You have the following options:\n\nDagger of [Character Name] (250 gold)\nThe Wand of the Apprenti (1000 gold)\nRing of the Princes +1 (2000 gold)\n\nNow, this is pretty much going to be the model for all your apprentice\nmissions-they'll ask you what they should create, and you'll pay them \nto make the item. Some items are more difficult than the others and you\ncan always follow the cost to determine the difficulty. There's a brute\npercentage chance whether each object will be successfully created by\nyour apprentices (so save before you assign and reload if you don't get\nanything out of it!) However, magic is dangerous business-there's a\nchance that one or more of your apprentices will die trying to make\nthese items. And by 'chance' I mean pre-determined outcome. The goal of\nthis exercise is to get all your apprentices out of their training\nalive-at least, you'll get the best experience reward at the end if all\nthree are still breathing. That said, it's also an opportunity to get\nyourself some loot, so we'll need to balance our greed for equipment\nwith our greed for experience points. Also, keep in mind that if you\nlose an apprentice in an earlier step, you'll have no chance of getting\nany of the better gear later... and of course, you'll forfeit the\nexperience at the end. Trying to make the Ring of Protection will\nalways get Larz killed, so go for something else instead. None of the\nitems are very powerful, so there's not much point in paying a lot of\nmoney for one or getting anybody killed over it. I suggest going for the\nDagger this time around, as it's the least expensive item.\n&lt;----------------------------------------------------------------------&gt;\n6) After completing the first item, they'll next move on to scrolls.\nThese are your options:\n\nScroll of Mislead (250 gold)\nScroll of Horrid Wilting (1000 gold)\nScroll of Meteor Swarm (2500 gold)\n\nThe Scroll of Mislead and the Scroll of Horrid Wilting are both doable,\nand the latter is one nice spell, indeed. Going for the Scroll of Meteor\nSwarm will always result in Nara's demise... although it IS possible to\nactually get it. Still, it's not a great spell, so go for a lesser\nscroll, instead.\n\nNote from Lee:\nWhile waiting for these stuipd apprentices to complete their work, I go\noff and do the Skinner Murders [WLK020] here.\n&lt;----------------------------------------------------------------------&gt;\n7) The final test is a serious enchantment, your apprentices want to\ntackle one of the following options:\n\nRobe of the Apprenti (250 gold)\nReaching Ring (3000 gold)\nStaff of Power (10000 gold)\n\nThere's no way to get everybody out of this alive, unless you tell them\nnot to even try. If you're willing to get Larz killed (or Nara, if Larz\nis already dead, or Morul, if both are already dead) you can score the\nRobe of the Apprenti, which gives you an Armor Class of 3... but it's\nnothing that Bracers of Defense can't do, and it's certainly not better\nthan the Robe of Vecna. Going for the Reaching Ring will get at least\nboth Nara and Larz killed, but again, there's a chance you'll actually\nget a Reaching Ring out of this (which gives a bonus 5th, 6th, and 7th\nlevel spell). The Staff of Power, however, is a pipe-dream. This one is\nactually kind of tricky... 50000 experience is pretty nice, but then\nagain, so is the Reaching Ring. If you've got a Mage-heavy party, it\nmight be worthwhile to go for it. Still, there are plenty of good rings\nout there, so it's not like there's any real chance of somebody's finger\ngetting cold. We'll find another one of these rings, and it's debatable\nwhether this ring is better than the ring of Acuity (a bonus 5th-level\nspell is a good thing, but so are bonus 3rd and 4th level spells...\n6th and 7th... not so much). Then again, 50000 experience is child's\nplay come Throne of Bhaal.\n&lt;----------------------------------------------------------------------&gt;\n8) About a day and a half after the completion of the last task (add on\nthe normal four days wait if you told them to skip the last craft) Teos\nwill show up. If you've got any apprentices left they'll have a rather\nsilly graduation ceremony, and you'll get a reward if all three are\nstill alive. By now you've gotten a crappy wand or a crappy dagger, and\na Scroll of Mislead or Horrid Wilting. At a cost of 500-2000 gold, it's\nnot a bad trade just for the items (especially if you scored yourself a\nScroll of Horrid Wilting!) but the experience really makes this worth-\nwhile.\n\n***REWARD***\n(For successfully mentoring all three apprentices)\nEXP\t50000\n&lt;----------------------------------------------------------------------&gt;\n9) About two days after the graduation ceremony you'll be approached by\na Sergeant Natula, who will tell you that Teos needs to see you in the\nPlanar Sphere immediately. After returning Teos will gate in and ask\nyou why the hell you asked for him. Uh... Sergeant Natula and a group of\nbuddies will show up and attack, while Teos bravely flees. None of them\nare spell-casters, which means they're all but helpless once you start\ndishing out spell-buffs, and as usual a single Insect Plague or Chaos\nspell will have this fight well under way. Sergeant Natula will drop a\nsuit of Full Plate Mail Armor and Alnarow will drop some Potions of\nInvisibility, but the rest of what you'll get is junk. At least they're\nworth a good  bit of experience. After the fighting is over Teos will\nreturn and sheepishly explain his departure. He'll also say that one\nLord Ketlaar Argrim is a fanatic opposed to magic, and will conveniently\nhave a rune of imprisonment on hand that will trap Argrim for eternity.\nHow nice. Question him about it and he'll admit that Argrim was\n'encouraged' to find you. Time to pay Argrim a visit at the Crooked\nCrane.\n&lt;----------------------------------------------------------------------&gt;\n10) When I enter the City Gate District this time, I find a merchant\nbeing hassled by a ne'er do well named Hanj. If you encourage Hanj to\nkill the merchant, he'll wuss out and leave, if you let the merchant be\nbullied, Hanj will have a good day. If you help the merchant and run \nHanj off he'll offer you a discount. You can only buy from the merchant\nif you help him out, and after you're done shopping he'll leave. He\nsells Arrows +2, Bullets +2, Potions of Hill Giant Strength, and a \nvariety of interesting scrolls. If you have a Pick Pockets skill of\n180~ or so, you can steal from him pretty much at whim. I am only too\nhappy to rob him of thousands of gold (and experience points) worth of\nwares. A bad day for Hanj is not a bad day for me.\n\no============o\n|Mage Scrolls| Merchant\no============o---------------------------------------------------------&gt;\n1st-Find Familiar\n  ---\n2nd-Power Word, Sleep\n2nd-Ray of Enfeeblement\n  ---\n3rd-Minor Spell Deflection\n3rd-Protection From Fire\n  ---\n5th-Breach\n5th-Conjure Lesser Fire Elemental\n5th-Lower Resistance\n5th-Protection From Normal Weapons\n5th-Oracle\n  ---\n6th-Chain Lightning\n6th-Contingency\n6th-Disintegrate\n6th-Spell Deflection\n\nCrooked Crane, Downstairs (AR0021)\no======================================================================o\n11) Enter the Crooked Crane at (x=220, y=450). Do NOT enter the secret\ndoor you may or may not discover at (x=500, y=150), as a messy death is \nall that awaits you there. Once you enter some dink named Rilmi will \nbabble about Aulava and Tiiro are breaking up. It's really something I\ndon't care to deal with right now. Head upstairs at (x=100, y=500)\n\nCrooked Crane, Upstairs (AR0022)\no======================================================================o\n12) Once you get upstairs you'll see the drama of Aulava and Tiiro play\nout. *Sigh* I guess we have no choice. Tell them what you think and \nthey'll stay together-or not. In the next room you'll find Lord Ketlaar\nArgrim (x=300, y=450). He'll claim to recognize you for the magical\nabominations that you are. It doesn't matter what you say, a fight\nensues. Equip the 'Rune of Imprisonment' into your quick-item slot, and\nuse it on Argrim. Your character will get close to him and take their\nsweet ass time casting the spell. Once the deed is done and Argrim is\nimprisoned, mop up his guards and head back to the Planar Sphere. Report\nto Teos and you'll get your reward. Teos will also tell you one\npertinent word regarding Imoen: Spellhold.\n\n***REWARD***\n(For killing Argrim)\nEXP\t7500\n\n***REWARD***\n(For imprisoning Argrim)\nEXP\t7500\n&lt;----------------------------------------------------------------------&gt;\n13) If you successfully imprisoned Argrim, Morul will return and ask if\nhe can stay in the Planar Sphere. In return he'll brew you potions every\nweek. It's not quite as nice as cash, but it's something. He'll make\nbatches of five potions, which he'll randomly give you when they're \nready. The batches are random, but the potions within are not. Here's a\nlist of the various batches I've encountered:\n\nPotion of Genius\nPotion of Invulnerability\nPotion of Frost Giant Strength\nPotion of Regeneration\nPotion of Stone Form\n\nPotion of Master Thievery\nPotion of Perception\nTainted Potion of Invulnerability\nPotion of Insight\nPotion of Extra Healing\n\nElixir of Health\nPotion of Fire Resistance\nOil of Speed\nPotion of Genius\nPotion of Genius\n\nPotion of Defense\nPotion of Cold Resistance\nPotion of Agility\nPotion of Firebreath\nEmpty Potion Bottle\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t             de'Arnise Keep\t\t\t       |\n|\t\t     (Recruiting and Securing Nalia)\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK018}\n\t\t1) Nalia's Plea\n\t\t2) The Palisade\n\t\t3) Being a Servant Sucks\n\t\t4) Deliberating with Daleson\n\t\t5) Flail Head (Cold)\n\t\t6) Clearing the Level\n\t\t7) Lowering the Drawbridge\n\t\t8) Splitting Trolls\n\t\t9) Flail Head (Acid)\n\t\t10) Lady Delcia Caan\n\t\t11) The Golem Chamber\n\t\t12) Dog Stew\n\t\t13) The Flail of the Ages\n\t\t14) Dog Food and Ultimate Weapons-Check\n\t\t15) Umber Hulk Melee\n\t\t16) Feeding Time\n\t\t17) TorGar the Troll\n\nCopper Coronet (AR0406)\no======================================================================o\n1) Now it's time to recruit and secure Nalia-the Imoen clone. Head back\nto the Copper Coronet and hear her out this time. She'll complain that\nher home is under attack, and these ungrateful common folk won't do\nanything to help. And after all she's done for the poor, too! You'd\nthink that they'd be more grateful that she was giving back her father's\ntax money-tax money generated by noble land-owners preying on their\nserfs-but still! You can take her with you to the keep, or send her on\nahead and meet up with her there. I almost always send her ahead and\ncomplete the quest without her in my party, but for this playthrough\nI'll make an exception and take her along. In my 'good' party she takes\nthe place of Yoshimo, and with the Ring of Danger Sense, she'll serve\nwell enough in his place for now. Before you exit the city, you may\nwish to get Nalia some fire-based spells if you take her along. She\ncomes with Burning Hands, Melf's Acid Arrow, and Flame Arrow, but\ngetting her Fireball might not be a bad idea either. If you have\nsome money lying around, you might consider heading over to Watcher's\nKeep. The Firetooth +4 Crossbow is expensive, but it is incomparably\neffective at clearing the de'Arnise Keep. Also note that Bernard in the\nCopper Coronet sells all the Arrows of Fire and Arrows of Acid you'll\never need (400 or so of each.) Although at 20-25 gold pieces per arrow\n(750-1000~ per 40) it might be easier on your finances to steal them.\nThen again, if you've done the Copper Coronet quests you could just arm\nKorgan with Stonefire +3, which does the job of putting down Trolls\njust fine.\n\nde'Arnise Keep, Exterior (AR1300)\no======================================================================o\n2) When you arrive, Nalia will notice a palisade to the west and assume\nthe worst. The crucified corpses in front of the keep don't help ease\nher mind either, I'm sure. Now she'll tell you what scourge has befallen\nthe keep: Trolls and 'snake creatures' have attacked. Head over to the\nwest to find the palisade, since there's no way we're getting in the\nfront gates. You'll find Captain Arat at (x=670, y=3330), who will tell\nyou about what happened here in full detail. He confirms the Trolls,\nYuan-ti, and 'tunneling beasts', and tell you that the secret side\nentrance is the only way in. He'll also mention that if you get the\ndrawbridge down he'll lead his men to the attack, which will hopefully\ndistract some of the enemy. Then he'll give you 20 Arrows of Fire and\nsend you off on your way. Head north-east to find a secret door at\n(x=1300, y=2700).\n\nde'Arnise Keep, Servants Quarters (AR1302)\no======================================================================o\n3) Upon entering the keep Nalia will tell you to find Daleson, then\nlower the drawbridge. Sure. Continue through some rooms until you find a\nsecret door at (x=600, y=1400). In the next room you'll find a Troll\nabusing a servant, who is promptly mulched when you enter. Oh well,\ncan't save everybody, right? Kill the Troll and once it is 'dead' it'll\nfall down and be 'Near Death'. During this time use fire or acid to\nkill it-either a Arrow of Fire, Arrow of Acid, Burning Hands, Melf's\nAcid Arrow, Agannazer's Scorcher, Fireball, Flame Strike, and so forth.\nI know we've met a Troll or two before by now, but this place is\ncrawling with them, so knowing how to deal with them is essential.\n\n***ITEMS***\n(x=530, y=1550) Potion of Extra Healing x5, \n\t\tScroll of Agannazar's Scorcher, Bullet x120, Dart x80,\n\t\t1 gold\n(x=350, y=1550) Potion of Defense, Arrows +2 x20, Heavy Crossbow,\n\t\tBolt +2 x20, Bolt of Lightning x20, Light Crossbow +1\n(x=850, y=1250) Scroll of Protection from Normal Weapons, Bullet +2 x4,\n\t\tThrowing Axe x20, Throwing Dagger x60\n(x=800, y=1380) Scroll of Identify, Bolt of Lightning x6, Bolt +2 x10,\n\t\tBolt x40, Bullet x40, Bullet +1 x10, Dart +1 x20\n(x=950, y=1450) Scroll of Simulacrum, Bullet x10, Bullet +2 x2, \n\t\tDart +1 x9\n(x=1000, y=1400) Bloodstone Gem, 12 gold\n&lt;----------------------------------------------------------------------&gt;\n4) Go through the secret door at (x=700, y=1200) to find Daleson. Well,\nthat was easy. Watch as Nalia desperately tries to act chummy with the\ncommoner, then defends her aunt's noble status in a turn. Ahh...\nHypocrisy... They'll mention some flail that Nalia's father never got\nreassembled, and talk about the 'cellar', where Lord de'Arnise was\napparently taken.\n\n***ITEMS***\n(x=700, y=1140) Composite Long Bow, Long Bow, Long Bow +1, Arrows x120,\n\t\tArrows of Acid x12, Arrows of Fire x10, Bolt x120,\n\t\tBolt +1 x20, Throwing Axe x40\n(x=500, y=1000) Spear, Quarter Staff, Quarter Staff +1, Spear +1,\n\t\tHalberd, Arrows of Fire x40, Bolts of Biting x40,\n\t\tBullet +2 x40, Dart of Wounding x40\n&lt;----------------------------------------------------------------------&gt;\n5) We still have no need to barge into the middle of the level. Go\nthrough two secret doors, one at (x=400, y=950), and the other at\n(x=370, y=720). You're now in a forge room, which will come in handy\nlater. Loot the chest and continue through yet another pair of secret \ndoors at(x=650, y=400) and (x=720, y=350) to reach a room with some\nanimal statues inside. Loot one of the lions (x=950, y=200) for a \nFlail Head (Cold), as well as a Ring of Earth Control. I put the latter\non Keldorn, since it can be worn with magical armor and Keldorn doesn't\nhave a shield to boost his Armor Class. As for the Flail Head? Keep it\nhandy. It's not worth forging yet, but it will be shortly.\n\n***ITEMS***\n(x=550, y=400) Scroll of Find Familiar, 37 gold\n(x=950, y=200) Ring of Earth Control, Flail Head (Cold), 810 gold\n&lt;----------------------------------------------------------------------&gt;\n6) Now this might seem rather unceremonious, but backtrack and clear out\nthe entire level... Yeah, I'm being lazy, but this level isn't that\ninteresting anyways. In the middle of the level you can expect to find\nseveral Trolls, whom can be bottle-necked quite nicely by simply not\ngoing down to them. Make sure to grab the Star Sapphire from the latrine\nand head out into the courtyard via one of the two entrances\n(x=2000, y=1200)\/(x=1600, y=1300).\n\nNote from Lee:\nI do this with just my main character, Keldorn, and Yoshimo - I have all\nthe melee power I need with my character and Keldorn, and Yoshimo brings\nup the rear with Arrows of Fire to finish off the Trolls after melee\n(and to disable the trap at (x=1420, y=1370)). The rest of the party\nstays safely back in Daleson's Room. Moving clockwise from the door at\n(x=625, y=1025) I can clear the level cleanly, then reassemble the party\nto move on with Step 7.\n\n***ITEMS***\n(x=1420, y=1370) Dagger +2, 450 gold\n(x=1790, y=680) Dart of Stunning, 1 gold\n(x=1765, y=505) Star Sapphire \n(x=1320, y=420) Silver Necklace, 1 gold\n(x=1250, y=370) Silver Ring\n(x=1170, y=320) Arrows x40\n(x=1250, y=240) Bolts x40\n(x=1420, y=250) Bullets x30\n(x=1520, y=520) Scroll of Protection from Normal Weapons,\n\t\tScroll of Breach\n\n***TRAPS***\n(x=1420, y=1370) \n&lt;----------------------------------------------------------------------&gt;\n7) Once outside kill Rover, Rex, Spot, and Sparky and collect their\ndelicious Dog Meat. Daleson said that to feed the burrowing creatures in\nthe cellar he made some dog meat stew, requiring... exactly four dogs.\nConvenient, that. There's also an Otyugh around and some trolls as you\nmake your way up the walls. The wheel that operates the drawbridge is at\n(x=2850, y=1850). Activate it to lower the drawbridge and get some\nreinforcements-and better yet, some experience. Head back down to the\nground level of the courtyard and kill some Yuan-ti and Trolls that\nhave appeared to do battle with some de'Arnise Guards-guards armed with\nArrows of Fire, I might add. Go back up the stairs and head through the\ndoor at (x=2450, y=1200) to get to the roof, where you can find more\nfoes to slay. Up here you'll find a door (x=1770, y=1200) leading to the\nupper level of the de'Arise Keep.\n\n***REWARD***\n(For lowering the drawbridge)\nEXP\t29750\n\nde'Arnise Keep, Upper Level (AR1303)\no======================================================================o\n8) You'll appear in a room surrounding a Yuan-ti Mage, who also has some\nTrolls nearby. If you jump on the Yuan-ti, this fight'll be over in a\npinch. Nalia will tell you to find her aunt's room, as there is a\nsecret passage (surprise...) to the 'cellar' there. One of the Trolls\nhere will split into two mini-trolls as you fight it, which is silly.\nGrab the Keep Key from the bookshelf (x=1600, y=1380) before exploring\nthe rest of this level.\n\n***ITEMS***\n(x=1600, y=1380) Scroll of Conjure Lesser Earth Elemental, Keep Key,\n\t\t Bolt +1 x20\n(x=1700, y=1550) Scroll of Minor Spell Turning\n&lt;----------------------------------------------------------------------&gt;\n9) Go through a door to the north-east and circle up and around counter-\nclockwise. Head into the room beyond the door at (x=1550, y=650),\nwherein Nalia will speak and mention the curious lack of bodies lying\naround. In this room you'll find a secret door to the south at\n(x=1500, y=800) which will lead to another secret door (x=1370, y=1400).\nGo through a trapped and locked door (x=1250, y=1350) to find Glaicus.\nNalia claims he's been charmed, and sure enough, if you hit him with\na Dispel Magic he'll come to his senses. He'll implore you to kill the\nleader of the Trolls-a brute named TorGal-before mentioning that Lord\nde'Arnise was trying to reassemble a magical flail that 'had powers of\nflame and acid and the like'... Probably the same device Daleson was\ntalking about. Lastly, Glaicus will give you the Flail Head (Acid)\nbefore mentioning a secret forge on the lower level. Glaicus then makes\na sorry excuse and runs off. Wuss! Somebody should re-charm him so that\nhe does his job! Anyways, if you're the more violent type you can\nalways just kill Glaicus. He's fairly strong, but a Slow spell really\ntakes the bite out of him. Once he dies, loot him for a suit of Full\nPlate Mail, two Potions of Extra Healing, a Flail Head (Acid), a\nTwo-Handed Sword, and 20 gold.\n\n***ITEMS***\n(x=1990, y=1090) 16 gold\n(x=2100, y=770) Silver Necklace, Fire Agate Ring, Arrow x80, Bolt x80,\n\t\tThrowing Axe x50, Throwing Dagger x40\n(x=1670, y=770) Dart x60, Bullet x80\n(x=1200, y=520) Wand of Frost\n(x=1200, y=1370) Scroll of Spell Thrust, Arrows of Acid x20,\n\t\t Bolt of Lightning x20, 57 gold\n(x=1200, y=1400) Andar Gem, Bullet +2 x40, Dart of Stunning x20\n\n***TRAPS***\n(x=1200, y=520)\n(x=1250, y=1350)\n\n***REWARD***\n(For freeing Glaicus)\nEXP\t22550\n&lt;----------------------------------------------------------------------&gt;\n10) Backtrack to the hallways around the perimeter of the level and\ncontinue counter-clockwise. You can go up some stairs (x=1200, y=300)\nto the roof and kill some more Yuan-ti if you wish, but there's no\npoint to it besides the experience in it. Continue through a room with\na fountain and enter a room (x=570, y=1200) containing Lady Delcia Caan\n(you'll need the 'Keep Key' we found in Step #8 to gain entry to her\nroom). She's worse than the Trolls, but you'll suffer a large reputation\nhit if you kill her, so just endure her uselessness. There's a room to\nthe south (x=1300, y=1700) you can loot, but to continue on you'll need\nto search Lady Delcia Caan's room.\n\n***ITEMS***\n(x=1400, y=1500) Scroll of Detect Illusion, Sunstone Gem,\n\t\t Arrows of Piercing x20\n&lt;----------------------------------------------------------------------&gt;\n11) In Lady Delcia Caan's room you'll find a secret door at\n(x=850, y=1050). Go through another secret door at (x=900, y=850) to \nfind a room lined with Golems. At my modest level (about 960,000\nexperience per character) there were two Flesh Golems, two Stone Golems,\none Clay Golem, and one Iron Golem. This is much more than I wish to be\nfacing at this time, so we'll have to be... sneaky.\n\nFor the sake of convenience, let's list the Golems by their location,\nnumbering them by where they stand. #1 is the Golem (whatever type it\nmay be) closest to the secret door, and #6 is the Golem closest to the\nstatues. The Golems activate (and attack) when you mess with the statues\nare the far end of the room-namely, certain Golems get touchy when you\nmolest certain loot. If you grab Frostreaver +3, Golems #6 and #4 will\nattack. If you fondle the Kneecapper +1, Golems #1 and #2 will become\nirate. If you 'borrow' the Elven Court Bow +3, Golems #3 and #5 will\nattempt to kindly convince you to desist. Since #3 is the Iron Golem,\nthis is the group to watch out for. Finally, if you just want to have a\ncloser look at that Flail Head (Fire)... well, the Golems don't give a\ncrap about the most potent artifact they guard. Lazy Golems! It should\nbe pretty obvious how we can handle this encounter simply-take one\nmagical item at a time (saving that bow for last) to provoke the\nGolems, and dispatch them piecemeal. Or... you could just manually\nattack a Golem without bothering with its loot first. The attacked\nGolem will fight back, of course, but you can simply slaughter them one\nat a time this way.\n\nIn any event, the big threat here is the Iron Golem. I suggest killing\noff its buddies, then provoking it. Once done, run back out the door\nwhere the Iron Golem can't reach you. Sure it's not very brave, but\nthat's not the point here. The Iron Golem requires +3 weapons to hit,\nand thankfully I've kept the Dragon Bane +3 Halberd. Keldorn\/Dorn equips\nit, then attacks the Iron Golem, which simply cannot reach him to\nretaliate. It'll take half of forever to kill it, but it'll die\neventually. Failing that, Celestial Fury and Stonefire +3, can be used\nto harm it-you'll just have to withdraw injured characters to heal them.\n\nNow, for the loot we've just acquired... The bow is great for Minsc, the\nWar Hammer should be kept on hand just for occasions when a highly\nenchanted weapon is needed (by the way, Trolls count as giants, so slap\nit on Anomen for now), and the Frostreaver +3 will do wonders for\nKorgan. It was a generous room, indeed. There is another secret door at\n(x=1100, y=850) and stairs down at (x=1250, y=900), but before you go\nthere are a few things you may want to do. Head back to the Servant's\nQuarters by heading back down the stairs at (x=2200, y=900) to complete\na few tasks that'll make your life easier.\n\n***ITEMS***\n(x=350, y=500) Warhammer +1, +4 vs. Giantkin, Flail Head (Fire)\n(x=450, y=450) Elven Court Bow +3\n(x=570, y=370) Battle Axe +3, Frostreaver\n&lt;----------------------------------------------------------------------&gt;\n12) Back in the Servants Quarters (AR1302), activate the kitchen \n(x=2050, y=700) four times to scrape all the Dog Meat into a cauldron \nand make a stew. The game gives away the fact that the burrowing \nbeasties below are Umber Hulks, but at least now you have something to \ndistract them... and some experience. \n\n***REWARD***\n(For making Dog Meat stew)\nEXP\t11500\n&lt;----------------------------------------------------------------------&gt;\n13) Now head over to the forge (x=400, y=500) and activate it. You\nshould have all three Flail Heads in your inventory and ready to go. \nOnce activated you'll get an experience reward, and the best flail in \nthe game. It's a +3 weapon that deals an extra point of acid, cold, and \nfire damage, and it has a chance to slow creatures when striking. The \nonly downside is I don't really have a character who has the \nFlail\/Morningstar proficiency right now. Still, it's a great weapon for\nViconia or Anomen, when they become proficient. Anyways, at least we \nhave it, and once we can use it well-watch out, game!\n\n***REWARD***\n(For reconstructing the Flail of the Ages)\nEXP\t22350\n&lt;----------------------------------------------------------------------&gt;\n14) Dog food and ultimate weapons-check, now it's time to return to the\nupper level (AR1303). Head up the stairs at (x=2300, y=900) to get\nthere, then head back to where we slaughtered the Golems. Go through a\nsecret door at (x=1100, y=850), then down the stairs at (x=1250, y=900).\n\nde'Arnise Keep, 'Cellar' (AR1301)\no======================================================================o\n15) Loot this room, then head south-east and kill the Trolls in the\nnext... not-torture chamber. Before going through the next door, I spell\nbuff my protagonist to the fullest, but I include Chaotic Commands to\nhis normal defenses. Beyond the door you'll find several Umber Hulks,\nwho typically like to start out combat with confusion gazes. This can\nreally break up an attack, and having my main character with Celestial\nFury, Dorn, Korgan or Keldorn out of the fight (or worse, attacking my\nown party!) can really make things go bad fast. A fully spell-buffed\nFighter\/Mage, however, just waltzes in and endures their attacks. After\nthe first round of gaze attacks, the rest of my party walks in and puts\nthe beasts down. A lower-leveled party (like one trying to score loot\nearly or trying to secure Nalia) might want to try and lure them out one\nat a time. If you want a non-violent solution to this issue, however,\nsee Step #16.\n\n***ITEMS***\n(x=880, y=250) Shield Amulet, Scroll of Identify, Arrows x80,\n\t       Arrows of Fire x10, Bolts x80, Bullets x80,\n\t       Throwing Daggers x30, Darts x100\n(x=1080, y=150) Arrows x80, Bolts x80, 12 gold\n(x=980, y=500) Dart of Wounding x20, Arrows of Fire x40,\n\t       Arrows of Acid x40, 1 gold\n(x=1150, y=550) 6 gold\n\n***TRAPS***\n(x=880, y=250) \n&lt;----------------------------------------------------------------------&gt;\n16) Remember that dog food we made earlier? If you want to avoid\nfighting the Umber Hulks (or if you just want to score some extra\nexperience) you'll need to be sneaky. Take a sneaking Thief and go\nthrough the door at (x=1550, y=750). To the south-west you'll find two\ntunnels. Go through the open door leading to the northern of the two\ntunnels, then enter a cell that has been clearly tunneled into. If you\nsearch the tunnel you'll find some 'dog bones'. This is the game going\n*hint-hint*. Put the dog stew we brewed earlier here (x=650, y=1100) and\nyou'll get some experience. None of the other cells are worth exploring,\nand you should probably vacate the area before the Umber Hulks arrive.\nYou can kill them later, if you wish. Regardless of how you handle the\nUmber Hulks, however, regroup in the room they once occupied.\n\n***ITEMS***\n(x=1750, y=720) Scroll of Infravision, Orc Leather +3\n(x=1900, y=750) Bolt of Biting x40, Bolt +2 x40, 9 gold\n(x=2070, y=900) Bullet +2 x40, Bullet +1 x40, 1 gold\n(x=1900, y=1000) Scroll of Mordenkainen's Sword, Throwing Axe x40,\n\t\t Dart +1 x60\n\n***REWARD***\n(For luring the Umber Hulks)\nEXP\t18750\n\n***ENHANCED EDITION***\nIn the original version of the game, you could plant the dog food in\nthe tunnel after killing the Umber Hulks... which didn't really make\nmuch sense, since... I mean, what was it luring? In the Enhanced Edition\nyou must plant the dog food before killing the Umber Hulks. At least, if\nyou want to gain any experience.\n&lt;----------------------------------------------------------------------&gt;\n17) Before you head through the door to the north-east, spell buff to\nthe max. I know, two straight battles in which I told you all to spell\nbuff, I must be mad. Once you're ready go through with just one\ncharacter (for me this was my Fighter\/Mage, who is my one-man problem\nsolver\/tank.) At (x=2500, y=440) you'll find TorGal, the top Troll.\nHe'll spill some interesting information before attacking, not all of\nwhich will make much sense. He'll come with friends, which can present\na bit of a problem at higher levels, but at my current, modest, level\nhe had only a pair of Giant Trolls with him. I ran back to the Umber\nHulk room and when the first Troll crossed the threshold I met them,\nbottle-necking them at the door. After they're dead, search the room\nthey were in to find Nalia's dad, who is rather dead. After you make\nyour way out of the keep you'll get a rather hefty quest reward, in\nboth experience and gold. This gives my Viconia just enough experience\nto hit level 12, and hence, get a proficiency point to spend into\nFlails. Better late than never, right?\n\n***ITEMS***\n(x=2600, y=350) Scroll of Feeblemind, Bloodstone Gem x5,\n\t\tBloodstone Amulet, Moonbar Gem, Water Opal, 2126 gold\n\n***REWARD***\n(For clearing the de'Arnise Keep)\nEXP\t45500 (each character)\nGold\t10650\n\nIf you're a Fighter, Nalia will pester you about her problems, saying\nthat she's betrothed to a snooty noble named Isaea Roenall. Now that her\nfather is dead she's set to marry this noble and fall into a life of\nquiet servitude. Of course, she has a scheme-take control of the\nde'Arnise Keep and she'll be safe from the unwanted marriage. Sounds \nlike a win-win, you get control of a fortress, and she doesn't have to\nmarry an arrogant lordling. The missions pertaining to the de'Arnise\nKeep will be discussed in the next Sequence of Events. It will also\ninclude the Nalia-specific quests, since I traveled around with her for\na little while. It seems like a good enough place to include them, and\nas far as this FAQ is concerned, I won't bother separating the two. \n(Even though the two are indeed separate. Just keep Nalia around while\nyou do the Fighter's Guild quests to replicate the section below.)\n\n***ENHANCED EDITION***\nIn the original game, the de'Arnise Keep was the only stronghold that\ncould be obtained along with another stronghold. Now if you have\nanother stronghold, you cannot obtain the de'Arnise Keep.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t       Fighter's Stronghold Quests\t\t       |\n|\t\t  \t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK019}\n\t\t1) The Regent of de'Arnise\n\t\t2) Bandit Problems and Pushy Merchants\n\t\t3) Philosophical Ponderings\n\t\t4) Temple of Tempus\n\t\t5) Lord de'Arnise's Funeral\n\t\t6) Isaea Roenal's Power Play\n\t\t7) Lord Roenal's Power Play\n\t\t8) Barg Blathering\n\t\t9) Dirth's Dirge\n\t\t10) The Roenal Estate\n\t\t11) Initiating Isaea's Investigation\n\t\t12) Her Lord's Blessing\n\t\t13) An Easy Mark\n\t\t14) Financing the Flood\n\t\t15) Winning the War\n\t\nDe'Arnise Keep (AR1302)\no======================================================================o\n1) After accepting to lead the keep you'll be taken to see the Major \nDomo. He'll talk to you about day to day functions of the keep, taxes,\nand other terribly interesting things. You'll be told that you'll be\nmaking about 500 gold pieces a week, and that every couple of weeks you\nshould check in. And of course, you'll be summoned when big things need\nyour attention. One bit of good news, however, is the fact that Lady\nDelcia Caan will not be staying. Anyways, check back every time you get\nthe message 'gold has been placed in your keep'. Chances are you'll have\nsome task you can perform. Like most strongholds, you can trigger most\nquests by simply resting in your keep, but some require you to be \noutside. I'll try and let you know, but if you just go around and\nadventure like normal and just check back every time you make money,\nyou'll be fine.\n\nYou can also talk to the Major Domo about quickly raising taxes at the\nexpense of the commoners. This will net you an instant 1000 gold each\ntime you do it, but it'll piss of the peasantry, and as time goes on\nyour own staff will begin resigning. Spoiled serfs, this is why you \ndon't treat them well, they get all indignant and free-willed for later\ntyrants! Thanks Lord de'Arnise. Extort money like this nine times, and\nyour peasants will revolt and you'll lose the de'Arnise Keep-\npermanently. Also Nalia isn't too proud of how you ran things, and will\nleave your party, too. So let's try and balance our greed in the short\nterm with our greed in the long term, hmm? Talk to the Major Domo and\nselect option #4 \"Tell me how things fare.\" and he'll tell you the\ngeneral disposition of the peasants, which typically increases the more\nbenevolent things you do, and drops the more cruel things you do. \nFollowing the experience rewards is usually the best option, but there\nare some things you can do that'll make the peasants love or hate you\nmore regardless (typically involving you spending money to help\nsomebody for no reward.)\n&lt;----------------------------------------------------------------------&gt;\n2) After about a week the Major Domo will tell you that a merchant\nnamed Tolmas Bendelia is demanding to see you. Apparently his caravan\nwas waylaid by bandits when passing through the region and he is none\ntoo happy about it. First, actually choose to see him. Doing nothing is\nalmost always the worst solution. He'll storm in and as a merchant he\nnaturally wants restitution. If you don't please him he threatens to \nnever travel through these lands again and to foreclose on every farm\nhe holds a debt for. To protect against more bandit threats, the Major\nDomo says you'll have to hire mercenaries-you've lost too many guards to\nthe Trolls to clear out the bandits with your own men. It'll cost you\neither 500 gold, or 250 for more.. delayed results. As for the merchant\nyour options seem numerous, but boil down to a few simple things.\nEither compensate the merchant for his caravan fully (1000 gold), \npartially (500 gold), or not at all. Or you can buy your farmer's debt\noff of him (1000 gold). Lastly, you can have him executed for being such\nan ingrate. The real experience-earner is the mercenaries, where you\nhave the option to pay 500 gold for adequate forces (the best option)\n250 gold, or nothing. You get bonus experience for having the merchant\nexecuted.\n\n***REWARD***\n(For hiring adequate mercenaries)\nEXP\t15000\n\n***REWARD***\n(For having the merchant executed and hiring adequate mercenaries)\nEXP\t15500\n&lt;----------------------------------------------------------------------&gt;\n3) In time talk to the Major Domo and he'll tell you that Captain\nCernick wishes to see you. He'll tell you that a guard named Lastin has\nbeen caught red-handed stealing from the manor, and Cernick is unsure of\nhow to deal with him. He's an ineffectual pansy who wants to make you\nmake all the hard decisions. The Major Domo warns you that people who\noppose your rule are watching, so be a careful judge. Yeah, yeah..\nIf you ask Cernick about the precedence he'll mention that in the past\none of the servants was stealing tax money-and was executed. Let Lastin\nhave his say and he'll give you the sob story about his wife getting\nsick and him needing medicine to heal her. Medicine he could not ever\nafford on his salary. Ah, how many times have I heard this in my\nphilosophy classes? Stealing is wrong, but stealing to save a life might\nbe less wrong? Bad Bioware, for throwing elementary philosophical\nprime examples at us. If you execute Lastin you'll get no reward, so\nit's probably not the right thing to do, right? You can also fire \nLastin, pardon him, or pay for his wife's medicine. Let thy experience\nreward be thy guide. Paying for his wife's medicine doesn't get you\nanything extra, but it is good for your soul. Eh... but since that\nprobably doesn't exist, do what you wish.\n\n***REWARD***\n(For firing Lastin)\nEXP\t11500\n\n***REWARD***\n(For pardoning Lastin)\nEXP\t15500\n&lt;----------------------------------------------------------------------&gt;\n4) After more time passes the Major Domo will inform you that a burly\nman who claims to be a priest of Tempus wishes to speak with you. Enter\nBolumir, priest of Tempus, who wishes to set himself up here in the\nde'Arnise keep. Keldorn will vouch for him, but Anomen seems to feel\ndifferently, and the Major Domo will recall that he was ejected from his\nlast parish. Your choices here are relatively simple. If you deny him\nrudely you'll get nothing, if you deny him.. less rudely, you'll get an\nexperience reward, and if you allow him to set up kip here you'll get\nthe best reward. If you want to go see him later, he'll be up in what\nused to be the Golem room. You can buy a few things off of him, potions,\npriest scrolls, a Helmet of Charm Protection, and Boots of Grounding, if\nyou still have a need for some boots.\n\n***REWARD***\n(For dismissing Bolumir somewhat less rudely)\nEXP\t11500\n\n***REWARD***\n(For allowing Bolumir to set up a temple)\nEXP\t15500\n&lt;----------------------------------------------------------------------&gt;\n5) Now, if you have Nalia in your party a Messenger will come find her\nand give her a message. She's not specific, but it has to do with her\nfather's funeral. Well, we can't in good conscience leave her to her own\ndevices or delay this most important of matters. After all, we're just\nchasing after a friend who's in grave peril, and for all we know Nalia's\nfather's grave is in peril! Oh yeah, you just read that. Head over to\nthe Graveyard district and the Messenger will meet you again, and\nwhisk you away to a tomb, where he says \"they are waiting for you\nupstairs.\" Kay. Head up into the tomb (x=1620, y=750). Upstairs you'll\nfind a collection of nobles, talk to them all, and have Nalia nearby.\nEventually Isaea will start talking to Nalia and as you can expect, it\ndoesn't end very well. Afterwards Nalia will fume for a bit before\nresolving to leave.\n\nNote that this will not happen in the de'Arnise Keep, so go wander\naround Athkatla until the Messenger shows up.\n&lt;----------------------------------------------------------------------&gt;\n6) Shortly thereafter I was met by Isaea Roenal on my way back to the\nde'Arnise Keep, who presumes to have Nalia imprisoned for.. well, lack\nof judgement, really. He'll use his station as a noble and as a member\nof the military to get this to pass. Nalia will be taken away, and we'll\nneed to recover her-if for no other reason than because of Isaea's\nsmugness! Afterwards a man named Khellor Ahmson will show up, and \nconveniently provide you with a lead. He'll direct you to go to a man\nnamed Barg at the docks. He'll also tell you to check Isaea's personal\nrecords, which are in his home in the Government District, and to bring\nanything you find to Corgeig Axehand-Isaea's commander.\n&lt;----------------------------------------------------------------------&gt;\n7) Of course, now that Nalia has been removed from my party I'll\nimmediately get bothered by a Messenger telling me that Lord Roenal is\nwaiting for me at the de'Arnise Keep. Wonderful. When I get there he's\nabout as nice as you'd expect-he demands I give over the estate or else.\nIf you refuse to see Lord Roenal, or if you refuse to give up the keep\nyou're in for a fight with him. Well, while we wait for him to get his\n'army' here, let's go get Nalia back.\n&lt;----------------------------------------------------------------------&gt;\n8) Head down to the Dock District and talk to Barg (x=2380, y=2500).\nIgnore his reference to the Canterbury Tales and he'll readily spill\ninformation about Isaea supporting piracy and slavery, and mention a\nman named Dirth over at the Sea's Bounty. You know, with how easily it\nis to find dirt on Isaea, the rest of the city must be actively looking\nthe other way.\n&lt;----------------------------------------------------------------------&gt;\n9) Head down the stairs to the Sea's Bounty (x=2100, y=2150) again,\nleaving Jaheira behind so she doesn't come into contact with Baron\nPloyer-yet. Talk to Officer Dirth and (x=350, y=620). He's not quite\nthe same level of moron that Barg was, and will fight you if you throw\nout the name Isaea. Kill him and loot him for Isaea's Slavery Document.\nNote that this letter mentions the slavers we killed in the Temple\nDistrict earlier.\n\nRoenal Estate (AR1009)\no======================================================================o\n10) Now go to the Government District and enter the Roenal Estate,\n(x=2800, y=150). The house is blissfully empty. Go grab Isaea's \nFinancial Statements (x=450, y=400) and leave.\n\n***ITEMS***\n(x=220, y=550) 38 gold\n(x=350, y=470) Black Opal\n(x=450, y=400) Isaea's Financial Statements\n&lt;----------------------------------------------------------------------&gt;\n11) Head over to the Council of Six building (x=3200, y=950) and talk\nto Corgeig Axehand (x=520, y=730). Show him the evidence you've \ncollected-the gem smuggling, the piracy, and the slaving. Individually\nthey are apparently unworthy of investigation, but all together, they\nadd up to a big problem for Isaea. You'll be told that you'll find out\nwhat the score is in a day. Thankfully the game auto-skips ahead. Isaea\nis indignant about the inquiry, but the good guys seem to have won, this\ntime.\n\n***REWARD***\n(For exposing Isaea Roenal)\nEXP\t7000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n12) Now it's time to return to the de'Arnise Keep and deal with the\nelder Roenal. I'll put this whole family in hell yet! But first.. we \nhave to deal with a problem with a maid named Chanelle. Two men want to\nmarry her, and as the new lord of the estate you need to give one of\nthem your blessing. Have them brought in and Chanelle will tell you\nwhat's up. Jessup, a ranger from the local area has been courting\nChanelle for a while, but Malvolio-a land owner from Roenal lands-has\ndecided he wants her. Malvolio isn't the one Chanelle loves, but he will\npay you 500 gold for her hand. Jessup, on the other hand is rather\nbroke, and there's the issue of the dowry that Lord de'Arnise promised\nto pay that now, of course, is on you. Here we go again with this\nstatus issue again. The experience rewards say be benevolent, and the\nfact that I'm not quite a fan of Roenal folks right now really pushes me\nin that direction out of spite. Giving them the dowry on top of it \ndoesn't net you more experience, but it does make the peasants more \nhappy. After this act of benevolence, the peasants are overjoyed with me\nas their leader. Bring it on, Roenal.\n\n***REWARD***\n(Give Chanelle to Malvolio and refuse the gift of 500 gold)\nEXP\t11500\n\n***REWARD***\n(Let Chanelle marry Jessup)\nEXP\t15500\n&lt;----------------------------------------------------------------------&gt;\n13) Next up, a well-dressed couple will ask for an audience with you.\nYou should know to be wary when they talk and they're identified as\n'Moneylender'. They're here to collect a debt of 2000 gold owed to them\nby the late de'Arnise. Like the last extortionist, they threaten to call\nin debts in the area if you refuse to pay. They profess knowledge of \nwhat happened to the last guy who tried this, and yet they somehow won't\nsee their own fates mirrored until you order their execution. Once you\ndo, their facade cracks and they reveal themselves as crooks. An easy\nmark, indeed. After they're escorted away, the matter of the very real\ndebts your people have arises. You can leave them to their fate, pay up\npartially (500 gold) or pay up the full debt to protect your people\n(1000 gold).\n\n***REWARD***\n(For paying off half of the debt your people owe)\nEXP\t11500\n\n***REWARD***\n(For paying off the full debt your people owe)\nEXP\t15500\n&lt;----------------------------------------------------------------------&gt;\n14) The next thing the Major Domo has to report is damage done to a road\nby a flood. *sigh* This sounds expensive. What's the point of owning a\nkeep if you have to spend all the money you make on it! Peasants will\nshow up and whine, threaten, and give sob stories. After it's over, the\nMajor Domo will tell you it'll cost 5,000 gold to rebuild. If you don't\nplan to pay, at least pick the second option to pay a portion. It'll\nget you some experience, and then you can just opt out. On the other\nhand, if you choose to do a partial rebuild, do NOT then choose to pay\nthe whole thing. You'll get an additional 8500 experience... but it's\nstill less than the full 15500 you would have had if you just chose to\nfully rebuild from the start. You can rebuild in increments of 1000,\nup to 5,000 gold (the full cost of the rebuild.)\n\n***REWARD***\n(For partially rebuilding)\nEXP\t4500\n\n***REWARD***\n(For partially rebuilding and giving 2,000 gold)\nEXP\t2500\n\n***REWARD***\n(For partially rebuilding and giving 3,000 gold)\nEXP\t4500\n\n***REWARD***\n(For partially rebuilding and giving 4,000 gold)\nEXP\t6500\n\n***REWARD***\n(For partially rebuilding and giving 5,000 gold)\nEXP\t8500\n\n***REWARD***\n(For fully rebuilding, at an expense of 5,000 gold)\nEXP\t15500\n\nNext it's the dikes, which will cost 2,000 gold to rebuild. This one is\nmore cut and dry, either pay the 2,000 gold, or pay nothing.\n&lt;----------------------------------------------------------------------&gt;\n15) Finally it's time for the fight with Roenal. Major Domo is panicked,\nand apparently we're out numbered and out matched. Follow Captain\nCernick outside-his bright idea is that we kill Roenal quickly so his\narmy loses spirit and dissolves. Of course he'd suggest something that\ndidn't involve him doing the work. Head out past the bridge and find\nRoenal, who will threaten you before attacking. He's horribly out-\nmatched, a simple Haste spell and brute force is far too much for him\nto handle. He does have a Mage who might cause you a bit of trouble,\nbut it's just a matter of tearing down his defenses with a True Sight\nand Breach. After Roenal dies the battle ends, so you might want to\nsave him for last in order to get the max experience from his minions.\nOnce he's dead you'll be whisked back into the keep and praised for\nbeing the awesome fellow that you are. You'll get an experience reward,\nand the keep is yours forever more... or until you over-tax it and the\npeasants revolt. Head back outside and loot the vanquished. Many of the\ntroops will have Arrows of Fire, and Roenal's stronger guards will leave\nbehind Arrows of Fire and Arrows of Ice, as well as Chain Mail +1.\nRoenal's Mage will leave behind Bracers of Defense A.C. 8 and a Wand of<\/pre>\n\n\n\n<pre id=\"faqspan-21\" class=\"wp-block-preformatted\">Lightning, while Roenal himself drops a suit of Full Plate Mail +1, a\nBastard Sword +1, and 50 gold. \n\n***REWARD***\n(For defeating Lord Roenal and holding onto the de'Arnise Keep)\nEXP\t50000\n\nAnyways, we've secured all the somewhat prominent PCs in the game, and\nthis leaves us only with Cernd and Mazzy. Since we've already partially\nexplored Umar Hills, we'll go after Mazzy first. Before any of that,\nhowever, head over to the Bridge District, where we still have some\nunfinished business that will tie into the Umar Hills quest.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t             Skinner Murders                           |\n|\t\t  \t   \t\t\t      \t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK020}\n\t\t1) The Skinner Murders\n\t\t2) Mugging at Midnight\n\t\t3) Rampah's Hide\n\t\t4) Rose's Odor\n\t\t5) Bel Dalemark\n\t\t6) Faraji's Witch\n\t\t7) Missus Cragmoon\n\t\t8) Robbing the Robber\n\t\t9) Silver Horn of Valhalla\n\t\t10) The Balthis Estate\n\t\t11) Ankheg Shell House\n\t\t12) Warehouse\n\t\t13) Battle Over Bubbles\n\t\t14) The Man in Red\n\t\t15) Routing the Ransomers\n\t\t16) A Good Deed.. or Silver Pantaloons\n\t\t17) The Murderer Exposed\n\t\t18) A Skinny Shirt \n\t\t19) Riverside Escape\n\t\t20) Collecting the Reward \n\t\t21) Abduction, Interrupted\n\t\t22) Wild Mages in the Wild Forest\n\nBefore we begin, let me just say that this is going to be a slightly\nunorthodox part of the FAQ. By now you should be used to not completing\nevery quest as we encounter it chronologically, but this is even more\nextreme. This section covers much of the ancillary exploration in and\naround Umar Hills, but at this point I have no real intention of\ncompleting this quest at all. This part of the FAQ is merely for \nrecruiting Mazzy, after which I'm more than happy to abandon the Umar\nHills quest. I will not resume and complete the Umar Hills quest until\nafter recovering Imoen.\n\nBridge District (AR0500)\no======================================================================o\n1) That our Umar Hills explorations starts in the Bridge District of\nAthkatla might seem odd, and really it's only marginally related. Doing\nthis quest now saves us the bother of back-tracking later, and it even\naffects some events in Trademeet, so it's worth the bother. If you \nremember, Lieutenant Aegisfield recommended we talk to Old Rampah and \nRose, and that's what we should do now. \n&lt;----------------------------------------------------------------------&gt;\n2) Along the way I was assaulted by Muggers, this is a random encounter\nwhich I'll note here mostly because... well, this is when and where it\nhappened. It's really only notable because one of the Muggers initiated\ndialogue with me and demanded I hand over my money. He then had the\nnerve to only give me 20 experience when he died.\n&lt;----------------------------------------------------------------------&gt;\n3) Rampah is at (x=2630, y=1200). He will try to get you to buy \nsomething he found, asking for 100 gold. Say you don't have that much \nand he'll accept half-40 gold-in return for which you'll get an 'Exotic \nHide'. He'll also refer you to the 'seller that buys'.\n&lt;----------------------------------------------------------------------&gt;\n4) Now head over to Rose (x=2950, y=1970), near the Five Flagons. Money\ntalks, as usual. If you're nice to her (option #1) she'll ask for 20\ngold, if you're rude (option #2) she'll ask for 40. Pay her and she'll\ntell you that she distinctly smelled Guril berries when she happened \nupon the murder. If you bring her some more, she claims she'll be able \nto identify the smell.\n&lt;----------------------------------------------------------------------&gt;\n5) Since Rose and Rampah both suggested it, you might as well talk to\nBel Dalemark (x=2650, y=2050). If you ask about the slayings he'll talk\nabout the flayings being precise, not like the work of some beast. Show\nhim the 'Exotic Hide' you bought from Rampah and he'll identify it as\nelephant hide. Who would have such a thing, you ask? A tanner. He'll\nmention one Rejiek. Ask about Guril berries and he'll mention three \nthings with a similar odor-Guril berries, 'the bark of the oak', and\nsolik berries. Of the three, the bark is used to make tannin, which is\nused for curing skins. Your merchant will give you a sample of each free\nof charge and again suggest talking to Rejiek.\n&lt;----------------------------------------------------------------------&gt;\n6) Return to Rose and get her to smell what the merchant gave you. \nShe'll identify the smell as tannin. Now we could report the information\nto Aegisfield, but let's talk to Faraji (x=1400, y=2800) first. Give him \nsome coins and ask about the murders and he'll mention that he found the\nbody of 'old Bilver', and he'll implicate a mean old witch named Missus \nCragmoon.\n&lt;----------------------------------------------------------------------&gt;\n7) Head over to (x=320, y=2670) and talk to the mean cookie-hoarding\nwitch. She'll admit to being a witch, but otherwise seems pretty \nbenevolent. What's the point of all this? Nothing much, but once you're\ndone talking to her talk to her again and she'll sell you some potions.\nNamely Potions of Frost Giant Strength, Potions of Stone Giant Strength,\nand Potions of Master Thievery. They're pretty easy to steal, if you \ndon't want to spend any gold. I was fairly successful with a Pick\nPockets score of only 115%. Note that if you tell Aegisfield that Missus\nCragmoon is a witch she'll promptly disappear. Those Cowled Wizards are\nnothing if not quick, eh? Later on you'll be attacked by a group of\nAdventurers led by one Strachan Fireblade whom has a note from Missus\nCragmoon on him. They're pushovers and they have no exceptional gear.\n&lt;----------------------------------------------------------------------&gt;\n8) If it's night time you'll find a cutpurse at (x=660, y=2500) who \nactually sells a variety of good stuff. Namely Arrows +2, Bolts +2,\nPotions of Master Thievery, and a variety of scrolls, the notable ones\nare listed below. Despite being a Thief himself, it's very easy to steal\nfrom him. Wait until night if possible and time it so you can steal from\nboth Missus Cragmoon and the cutpurse in order to conserve Potions of\nMaster Thievery.\n\no===========o\n|Mage Spells| Cutpurse\no===========o----------------------------------------------------------&gt;\n3rd-Detect Illusion\n3rd-Hold Undead\n3rd-Protection from Cold\n3rd-Spell Thrust\n  ---\n4th-Enchanted Weapon\n4th-Fireshield (Red)\n4th-Minor Sequence\n4th-Spider Spawn\n4th-Teleport Field\n  ---\n5th-Spell Immunity\n  ---\n6th-Death Fog\n6th-Improved Haste\n6th-Protection From Magic Weapons\n6th-Power Word, Silence\n\nNow, for some entirely unrelated exploration. As you may have noticed,\nthere are some houses in the north half of this district that we might\nas well explore (or at least discuss) since we're canvassing the area.\n\n***ENHANCED EDITION***\nIn the original game, this cutpurse was kinda buggy-he wouldn't get\nappropriately angry if he caught you stealing. Now he does.\n\nWealthy Home (AR0527)\/(AR0528)\no======================================================================o\n9) Over at the house at (x=3000, y=770), you can find a fair amount of\nloot (and traps) hidden around. It's probably the most wealthy house in\nthis district that we'll explore for no good reason. The best item you\ncan find is, of course, the Silver Horn of Valhalla, which is really a\npoor summoning item, but it's still nice to have it.\n\nNote: You can upgrade the Silver Horn of Valhalla by visiting the\n'Storekeep' (x=1880, y=2070) in Waukeen's Promenade (AR0700). For the\nfirst upgrade you'll need the Silver Horn of Valhalla (of course) a\nDiamond and 2000 gold. Pick dialogue options #2, #2, and #1 and in\nreturn you'll get the Bronze Horn of Valhalla, which summons a\n7th-level Berserker instead of the Silver Horn's 5th-level Berserker.\nTo upgrade it again you'll need the Bronze Horn of Valhalaa, a Beljuril\nGem (very rare) and 5000 gold. This second-and final-upgrade will create\nthe Iron Horn of Valhalla, which summons a 9th-level Berserker. I played\nthrough this game about a dozen times now, and never knew this item\ncould be upgraded until I saw the other two horns in Infinity Explorer.\nA simple Google search later, and I found myself educated by a poster\nnamed 'Keylow' on www.ironworksforum.com. Credit where credit is due.\n\n***ITEMS***\n(AR0527)\n(x=500, y=250) 87 gold\n(x=430, y=170) Wand of Magic Missiles\n(x=600, y=200) Agni Mani Necklace\n\n(AR0528)\n(x=200, y=320) Moonbar Gem, Fire Agate Gem\n(x=300, y=270) Potion of Insulation, Potion of Hill Giant Strength\n(x=400, y=350) 4 gold\n(x=500, y=250) Silver Horn of Valhalla\n(x=450, y=150) 8 gold\n(x=630, y=230) Bolt +2 x2, Onyx Ring\n\n***TRAPS***\n(AR0527)\n(x=350, y=350)\n(x=430, y=170)\n\n(AR0528)\n(x=300, y=270)  \n(x=500, y=250)\n\nBalthis Estate (AR0506)\no======================================================================o\n10) In the Balthis Estate (x=4300, y=950), you'll be bothered by Pip, a\ndiminuative butler, a host of Amnish Bodyguards, and the typically\nunfriendly Acton Balthis. There's a bit of minor loot in here, but\nnothing worth fighting guards over.\n\nAnkheg Shell House (AR0531)\no======================================================================o\n11) Over at (x=3730, y=1400) you'll find an apparently quaint home with\nsome nasty traps in it. The best item in here is an Ankheg Shell, from\nwhich you can make Ankheg Plate Mail. Frankly, however, your fighters\nshould all have Full Plate Mail or Full Plate Mail +1. It's just not\nworth the cost to have it made. Remember to loot at night if you want to\navoid witnesses, guards being called, and all that fun.\n\n***ITEMS***\n(x=630, y=200) Ankheg Shell\n(x=570, y=200) Turquoise Gem x2, Andar Gem\n(x=400, y=200) Healing Potion x3\n(x=250, y=300) 1 gold\n\n***TRAPS***\n(x=630, y=200)\n\nWarehouse (AR0530)\no======================================================================o\n12) Sick of looting unguarded houses? Me too. So enter the building at\n(x=4000, y=1500), within which you'll find a group of hostiles. There's\nPitre, the priest, Dracandros, a Mage, Falahar, a Fighter, and\nValeria... she throws darts, and wears heavy armor... so she's a\nFighter, too, just not a very good one. By now, we all know what we're\ngoing to do. Edwin\/protagonist hits them with Chaos, and Jaheira targets\nDracandros with Insect Plague. Then I eliminate Dracandros and Pitre,\nbefore dispatching the fighters at my leisure. Their loot is as follows:\n\nPitre: Plate Mail, a Large Shield, a Mace, a Scroll of Identify and\n30 gold.\n\nFalahar: Chain Mail, a Helmet, a Halberd and a Scroll of Identify.\n\nDracandros: Bracers of Defense A.C. 7 and 43 gold\n\nValeria: Plate Mail, some Darts, a Bastard Sword and 34 gold.\n\nTo say they were poorly equipped is an understatement... but at least\nthey gave good experience. And now you can loot the building... which is\nquite profitable.\n\n***ITEMS***\n(x=350, y=550) Medium Shield, Mace, Two Handed Sword\n(x=620, y=200) Star Sapphire, Black Opal, Laeral's Tear Necklace,\n\t       460 gold\n(x=570, y=170) Scroll of Spirit Armor, Scroll of Lightning Bolt,\n\t       Scroll of Protection from Electricity, Scroll of Breach\n(x=220, y=250) 1 gold\n\n***TRAPS***\n(x=620, y=200)\n(x=570, y=170)\n&lt;----------------------------------------------------------------------&gt;\n13) As another (yes, another) aside, over at (x=1300, y=2190) you'll\nfind a lady of the night named Bubbles, who has two lovers by the names\nof Carbos and Shank. Surely you must remember your very first victims in\nthe first game? I'm sure they just have the same names. Anyways, they\nargue over their lady, then resolve to fight each other over her. \nEventually one will win, and a disinterested Bubbles will wander off.\n&lt;----------------------------------------------------------------------&gt;\n14) And since we're here, let's knock off one more quest. Over at \n(x=1680, y=3520) you'll find a man named Am-Si, who is dressed in a \nvery, very red outfit. Question him about his tendency to bury people\nalive and eventually he'll run off into the house at (x=1420, y=3600).\nLeave most of your party outside the house, then send one character in.\n\nHouse, Downstairs (AR0507)\no======================================================================o\n15) Am-Si will talk to a Dwarf named Camitis before they notice you.\nOnce they do, however, Catimis kills Am-Si and makes a break for it,\nalong with his buddy Reti. They will, of course, run into the rest of\nyour party. Attack them and kill them and grab Retis' Senses of the\nCat (aka: Boots of Avoidance). You might remember these from Baldur's\nGate 1, they're an incomparable defensive item for use against missiles.\nYou might as well stick them on whatever character you'll use to draw\nmissile fire, either Keldorn or Dorn. They'll probably hand these off\nto less well-protected characters later on. Search the house after\nyou're done killing its inhabitant. Once done, head upstairs at\n(x=200, y=400).\n\n***ITEMS***\n(x=300, y=280) Turquoise Gem, 3 gold\n(x=550, y=150) 1 gold\n\nHouse, Upstairs (AR0508)\no======================================================================o\n16) Up here you'll find Lady Elgea, who demands to be freed. If you want\nto be a nice guy you can let her go for some experience. Note if Keldorn\nis in your party you have no choice but to free her. Trying to do\notherwise will prompt Keldorn to overrule you-and will get you a lesser\nexperience reward. Of course, you can always just leave him downstairs\nand do as you please. If you're evil, or interested in obtaining the\nBig Metal Unit at some point, you'll be better served by ransoming her.\nLoot the cabinet at (x=400, y=200) and grab the 'Ransom Note'. Read it \nto discover the location of the exchange, which is in front of \neverybody's favorite Copper Coronet at nightfall. You'll find Welther\nat (x=2030, y=2670), who will cough up the Silver Pantaloons in return\nfor the location of Lady Elgea. You'll lose two points of reputation for\ndoing this, but that can be cured with a little donation or two.\n\n***REWARD***\n(For freeing Lady Elgea)\nEXP\t16750\n\n***REWARD***\n(For freeing Lady Elgea... eventually)\nEXP\t8500\n\n***ITEMS***\n(x=400, y=200) Ransom Note\n(x=400, y=340) 157 gold\n(x=300, y=420) Short Sword\n\nTanner's Shop, Upstairs (AR0501)\no======================================================================o\n17) Anyways, it's time to get back to the Skinner Murders. Report your\nfindings to Aegisfield and he'll run off to go check out the tanner.\nJaheira wisely suggests that since the tanner is our top suspect for a\nseries of grisly murders we should probably go with Aegisfield. Head\nover the building marked 'Tanner Shop' on your map (x=2700, y=2600). \nOnce inside our friendly neighborhood tanner will tell us that he's\nclosed, and will play innocent about the murders. Press him a bit and\nhe confesses before running down the stairs (x=300, y=360). Kill his\nhired thugs, then follow him.\n\n***REWARD***\n(For discovering the identity of the Skinner Murderer)\nEXP\t23250\n\n***ITEMS***\n(x=550, y=150) Andar Gem, 19 gold\n(x=660, y=120) Shandon Gem, Potion of Regeneration\n\n***ENHANCED EDITION***\nThe Thugs in this area aer new to the Enhanced Edition. Why they were\nadded, I cannot say-they're not even speed bumps.\n\nTanner's Stop, Downstairs (AR0502)\no======================================================================o\n18) Once downstairs your companions may comment on the corpse-strewn\nroom. Disarm the traps in the room and search around to find the\nInspector's Body, and the 'Tanner's Letter'. The latter object directs\nyou to a contact in the Umar Hills. See? I told you there was a \nconnection. Search one of the beds (x=400, y=300) and you'll find a..\nshirt made of human flesh. Wonderful. Once you have all three objects\ngo down the stairs at (x=550, y=400).\n\n***ITEMS***\n(x=700, y=400) Inspector's Body\n(x=200, y=400) Potion of Fire Resistance, Moonbar Gem, Black Opal,\n\t       130 gold\n(x=400, y=200) Scroll of Protection from Electricity, Tanner's Letter\n\n***TRAPS***\n(x=500, y=650)\n(x=500, y=420)\n(x=600, y=430)\n(x=200, y=400)\n(x=400, y=200) \n\nTanner's Shop, Riverside Room (AR0503)\no======================================================================o\n19) When you reach the next level you'll find that it connects directly\nto the river, apparently to facilitate quick escapes by boat. More\nthreateningly you'll find a trio of Ghasts and a Mage named Vellin Dahn.\nA fight soon ensues, and a pair of 'Rune Assassins' and a Bone Golem\nwill show up, while Vellin Dahn disappears. The Rune Assassins can be\npests, as they are fond of going invisible to score cheap backstabs.\nOnce they're dead, loot around to obtain the Gesen Bow Shaft. Nice.\nWe're just about done with this quest, but there's just one more thing\nthat needs to be done. Time to get rid of Aegisfield's body.\n\n***ITEMS***\n(x=500, y=400) Gesen Bow Shaft, Hide Armor\n(x=670, y=450) Scroll of Improved Invisibility, \n\t       Scroll of Monster Summoning II, Tchazar Gem\n(x=700, y=250) 6 gold\n\n***TRAPS***\n(x=500, y=400) \n(x=670, y=450)\n\nCouncil of Six Building (AR1002) \no======================================================================o\n20) Head over to the Government District and enter the Council of Six\nbuilding. Inside, find Chief Inspector Brega (x=1120, y=500) who will\ntake Aegisfield's body off of you. More importantly, he'll reward you\nfor solving the crime. Well, that was fun and all, but there's one more\nthing we can do in the Bridge District-meddle in the affairs of mages!\nOkay, honestly, I have no real desire to pursue this quest now, but\nthere is no harm in getting it started, since we're not obligated to\nfollow up on it... and it is in the Bridge District... you know,\ncompletionism and all.\n\n***REWARD***\n(For solving the Skinner Murder crimes)\nEXP\t45000\nReputation +1\nGold\t500\n\nBridge District (AR0500)\no======================================================================o\n21) After you've gone through the Bridge District once, talked to\nLieutenant Aegisfield and witnessed some victims, all that crap, you'll\nfind a little girl named Mereth being harassed by some Red Wizards led\nby Lanneth near the northern end of the Bridge District. The abduction\nis interrupted by Neera, who whisks the girl away, then teleports\nherself, as well. Lanneth chastises her minions and wanders off. Okay.\n\nAlley in Athkatla (OH6010)\no======================================================================o\n22) Exit the Bridge District and head... anywhere else to meet Neera in\na random encounter around Athkatla. She'll try to spark your memory, as\nis par for the course of all recurring Baldur's Gate characters. Seems\nlike she's started to fight back in her struggle against the Red\nWizards, helping other Wild Mages find refuge in... the Hidden Refuge.\nWhy are so many Red Wizards lurking around down here in Athkatla? Who\nknows. Probably for the same reason we can't go a game without running\ninto Drizzt and Elminster-they're icons of the Forgotten Realms, and\nBioware and Overhaul Games are shameless. Anywho, long story short,\nask Neera what you can do to help and she'll ask you to meet her in the\nWild Forest. If you care to pursue Neera's questline, skip ahead to\n[WLK047]. If not, well... now it's time to pursue our contact to the\nUmar Hills. And do a few other things and grab Mazzy while we're there.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t           Umar Hills (Part I)\t\t\t       |\n|\t\t\t   (Recruiting Mazzy)\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK021}\n\t\t1) His Name Was Darcin Cole\n\t\t2) The Bla... err... Umar Witch Project\n\t\t3) Minister Lloyd\n\t\t4) Daar-Daar-Daar!\n\t\t5) Jermien's Task\n\t\t6) Idle Hands in Imnesvale\n\t\t7) Tales Farmers Tell\n\t\t8) Things Farmers Hide... In Chickens\n\t\t9) Making Peace with Madulf\n\t\t10) Umar Cave\n\t\t11) Addled Mines in Imnesvale\n\t\t12) A Golem Gone Awry\t\n\t\t13) Marcella's Cabin\n\t\t14) Anath's Vengeance\n\t\t15) Wolf Den\n\t\t16) Anath's Demise\n\t\t17) Grave Robbing is Bad\n\t\t18) Mazzy\n\t\t19) Pala Poisoned\n\t\t20) A Word with Wallace\n\t\t21) The Predictable Ending\n\nUmar Hills (AR1100)\no======================================================================o\n1) Now if you remember, people have been disappearing... after being\nfound turned inside out, of course. Some people think it's the wolves,\nsome people think it's an Ogre and his band, and other think it's Umar\nherself. I think you should talk to Fael (x=3500, y=2860) and buy a\ncopy of 'History of the Zhentarim'. After purchasing it he'll talk to\nyou and ask you to call him by the name he used before (as pertaining\nto the riddle on the Tanner's Letter.) Select the following option:\n\n\"Darcin Cole was your name.\"\n\nAnd he'll continue to chat with you. He'll say that he'll add the \nfinishing touches to the human skin (presumably making it into a potent\nsuit of armor) once you do one simple task. You merely need to retrieve\nthe blood of a Silver Dragon. Simple, right? Obviously this is an evil\nact, but it'll be a while before we have the opportunity to get this\nblood, so you need not worry about it at the present. Also, buy some\nale from Min Mining and three Bastard Swords from Elence Fielding. We\nMIGHT just need them shortly.\n\nUmar Inn (AR1105)\no======================================================================o\n2) Head into the Umar Inn (x=3750, y=2650), which you'll discover is\nsomewhat crowded, at least at night. This Umar witch nonsense isn't\nbad for everyone's business, it seems. Talk to Vincenzo the Innkeep\n(x=600, y=600), who has a bit of a story to tell about the Umar witch...\nby now we should realize that this is a spoof of some cheesy low-budget\nwitch film. Fortunately Willet the Stableboy keeps us down to earth.\n\n***ITEMS***\n(x=750, y=250) Wand of Fear, 24 gold\n(x=620, y=420) 448 gold\n(x=160, y=550) Umar Witch Project Journal x10, Antidote x2,\n\t       Potion of Extra Healing x2\n\n***TRAPS***\n(x=750, y=250)\n\nMinister Lloyd's House (AR1104)\no======================================================================o\n3) When you're done messing around at the Inn head outside and into the\nhouse at (x=4970, y=2550) and talk to Minister Lloyd (x=680, y=400).\nHe'll tell you less stories and more fact, and mention that their\nRanger, Merella, has vanished recently, leaving them all but \ndefenseless. He'll reiterate everybody's fears, restating the culprits\nand mentioning that he hired the 'famous knight' Mazzy Fentan to look\nfor the source of the problem.\n\n***ITEMS***\n(x=910, y=410) 3 gold\n(x=170, y=400) 7 gold\n(x=250, y=500) 7 gold\n&lt;----------------------------------------------------------------------&gt;\n4) Head outside and find Daar (x=4300, y=2050), who is in love with a\nlocal girl named Colette. Unfortunately Colette's dad is a powerful\nwizard named Jermien, and like all good dads, he doesn't want anybody\nmessing with his daughter. He's not interested in trying to kill the\nguy, so it looks like Daar is at an impasse. Head into the house at\n(x=4440, y=2050).\n\nJermien's House (AR1103)\no======================================================================o\n5) Jermien will question you when you enter the house, and although he's\ngruff he's not outright hostile. Well, except for the whole magic \nmissile comment. Ask him about his Golem and he'll brighten up and\ncheerfully tell you about it. At length he'll ask you if you can find\nthe blood of some mimic for him, which you might as well accept. You can\ntalk to Colette to get her side of the story, but she doesn't have much\nto say right now. Don't loot the place, as Jermien will go hostile if\nyou touch his valuables.\n&lt;----------------------------------------------------------------------&gt;\n6) Leave the house and go north, where you'll be accosted by a trio of\nover-eager village boys named Dirbert, Valsben, and Neler. They want \nyou to buy them some Bastard Swords and ale-the start of all great \nadventures. Don't be a prude and agree to buy them their contraband.\nYou'll get 200 gold for the task, which is more than enough. Hey, look\nat that! Somehow you just happened to know ahead of time to buy these\nitems! You must be omniscient or something. For aiding in the\ndelinquency of the minors you'll get some experience. Huzzah.\n\n***REWARD***\n(For aiding idle hands in Imnesvale)\nEXP\t2000\n&lt;----------------------------------------------------------------------&gt;\n7) To the west you'll find Jeb (x=3770, y=1550), who'll tell you a tale\nfor 30 gold (although you can argue him down to 20 gold). After paying\nhe'll tell you that Hendrick's daughter used to be an adventurer, and\nthat after an encounter with some adventurer's he saw Hendrick trying to\n'stuff somethin' down the gullet of one of them chickens he keeps out\nback.' South of Jeb you'll find Groos the Herder, Atta, Dale the Herder,\nMargie, and Kaatje, all of whom have an opinion about the killings. Of\nthem, Kaatje actually has the most interesting story-since it's backed\nup by an eyewitness account of something wicked at Marella's cabin. The\neyewitness account of a kid, but still...\n&lt;----------------------------------------------------------------------&gt;\n8) To the west you'll find Erlin Hendrick (x=3220, y=1900) and his wife\nEnna Hendrick (x=3150, y=1800). Talk to the former, where  you'll have\nseveral options. First, you can just strong-arm the Hendrick into giving\nup what he hid in the chicken. Second you can buy the chickens off of\nhim for 10, 50, or 100 gold, depending on how generous you feel. Either\nway you'll score a Beljuril gem, which is worth far more than the gold\nyou spent on it.\n&lt;----------------------------------------------------------------------&gt;\n9) Travel past Jeb to the north over a stream until you find Madulf at\n(x=3300, y=720). You can talk to him and provoke a fight, but if you\ndon't explicitly go out of your way to do so, he'll ask you to bring\nterms to the villagers. Madulf wants to stay nearby and perhaps protect\nthe village against Orcs in the mountains, and trade once every moon.\nWell, somehow I don't think these guys are the killers, especially since\nthey're losing members to whatever stalks out in the forests. Return to\nMinister Lloyd and tell him about the deal and he'll agree to go and\ntalk to Madulf. He'll wander around his cabin, vanish, and if you rest\na few days (outside of his cabin) and return he'll be back. Since it's\nobviously not the Ogre that's killing people, Minster Lloyd tells you to\ninvestigate Marella's cabin. All in good time. Rest, then talk to\nMinster Lloyd again and he'll have magically gone and met with Madulf,\nand will thank you for setting up the negotiations. Return to Madulf and\nhe'll tell you about a struggle he saw near Meralla's cabin. More\nimportantly, he'll give you the Shield of the Lost +2, which is a fair\nenough shield for this point in the game. Even more-so considering how\nlittle work we had to do to get it.\n\n***REWARD***\n(For setting up friendly relations between Madulf and Imnesvale)\nEXP\t27500\nItem\tShield of the Lost +2 (from Madulf)\n\nUmar Cave (AR1106)\no======================================================================o\n10) West of Madulf you'll find Umar Cave (x=1600, y=1300), wherein \nyou'll find a perfectly unguarded and totally not suspicious treasure\nchest (x=950, y=1050) just lying there for the looting. Don't mind the\ncorpses lying around it. Send one character forward and try and loot\nthe chest, whereupon everybody within range (which should be only the\none character) will be subject to the 'chests' mimic glue, which \nholds characters regardless of free action. Kill the mimic and loot\nit for its juicy Mimic's Blood. Further north into the cave you'll find\na smaller chamber with a cache you can loot.\n\n***ITEMS***\n(x=950, y=1050) Mimic's Blood, Diamond, Bullets +1 x40, Darts +1 x40\n(x=900, y=300) \tGreenstone Ring, Flamedance Ring, Short Sword +1,\n\t\tWar Hammer, Bolts +1 x40, Arrows +1 x40,\n\t\tThrowing Dagger x40, Throwing Axe x40, 42 gold\n\nNote from Lee:\nI often had multiple characters 'held' upon opening the chest. The Mimic\nis no big deal to kill, just don't be surprised if you only have 1-2\ncharacters to fight it.\n&lt;----------------------------------------------------------------------&gt;\n11) This is more of an aside, but if you return to Umar Cave later, when\nthere are no quests involved with it, you'll find the three kids you\nbought ale for earlier (Dirbert, Valsben, and Neler). They've apparently\nencountered a 'Dragon', and in their inebriated state, they have even\nless sense in their heads than usual. They'll flee, and if you explore\nyou'll discover a Mutated Gibberling lurking in the cave... not quite a\nDragon.\n&lt;----------------------------------------------------------------------&gt;\n12) Return to Jermien's house and give him his precious Mimic's Blood.\nAn overjoyed Jermien will give you a sword for your trouble and merrily\nset off to complete and activate his Golem, so as to ensure his \ndaughter remains unmolested. Unfortunately the Golem goes crazy and\nattack Jermien. Step in and save him, and afterwards Jermien decides \nthat he might not be quite as knowledgeable as he previously thought.\nThis prompts him not to stand in the way of Daar and Colette anymore,\nand after they take off, he will too. This grants you yet another\nexperience reward and the ability to loot Jermien's house free from\nfear of reprisal. The sword you were given, Ilbratha +1, isn't very good\nin combat, but the fact that it you can use it to throw on a Mirror\nImage means it's worth putting in one of your Fighter's quick-weapon\nslots. Before big fights they can use this baby to boost their\ndefenses, then switch back to a more potent weapon. Minsc, Keldorn, \nDorn, and Korgan are all good choices for this defensive item, although\nI tend to favor those poor fools who won't have a shield to protect\nthem.\n\n***REWARD***\n(For giving Jermien the Mimic's Blood)\nEXP\t19250\nItem\tIlbratha +1\n\n***REWARD***\n(For saving Jermien from his Golem)\nEXP\t21250\n\n***ITEMS***\n(x=150, y=200) Potion of Fire Resistance, Potion of Clarity, \n\t       Potion of Genius\n(x=550, y=250) Scroll of Power Word Sleep, Scroll of Contingency,\n\t       Scroll of Protection from Normal Weapons\n(x=500, y=330) Silver Ring, Scroll of Identify\n(x=600, y=400) 3 gold\n\nMarella's Cabin (AR1102)\no======================================================================o\n13) Now that we've done everything in Imnesvale we can possibly do, it's\ntime to stop delaying and head over to Marella's cabin (x=600, y=2800).\nMake sure to grab Marcella's Journal off the table and then grab 'A Note\nfrom Mazzy Fentan' off the floor in the bedroom. The journal will point\nto some shadowy wolf-like creatures and intrusive voices. Spooky. Mazzy\nseems to believe it's the wolves too, and both have drawn maps to help\nyou find this wolf den. Ignore the messy corpse on the bed and leave the\nhouse, exit via the edge of the map and travel to the 'Temple Ruins'\narea to the north.\n\n***REWARD***\n(For obtaining Marella's Journal)\nEXP\t22500\n\n***ITEMS***\n(x=950, y=370) 1 gold\n(x=550, y=600) Marella's Journal\n(x=450, y=550) 1 gold\n(x=500, y=450) 1 gold, Bolts of Lightning x20\n(x=460, y=375) A Note from Mazzy Fentan\n(x=500, y=200) 1 gold, Acid Arrows x20\n\nTemple Ruins (AR1404)\no======================================================================o\n14) You'll enter on the western end of the map. To the north you'll\nfind a dead Shadow Thief (x=130, y=430), one of Mazzy's adventuring\npartners. Loot his body and grab Lellyn's Journal. Reading it will talk\nabout the foes you'll be fighting, as well as how to deal with them up\nnear the temple. As the journal indicated, you'll periodically come\nacross Shadows, Shade Wolves, and Greater Shade Wolves. By now we can\ncertainly knock off any mundane explanation for the murders, although\nthe 'wolves' do seem to be involved, but by now I don't think we can\nsafely call them 'wolves' anymore. You'll find a cave at (x=600, y=600),\noutside of which a werewolf named Anath will proclaim that you won't\nsteal her vengeance. Okay. Head inside the cave to find out what this\nis about. \n\nWolf Cave (AR1403)\no======================================================================o\n15) Anath stands at (x=700, y=470), and considering all the corpses \nlying around, she looks awfully guilty. You can pick a fight here, but\nsince she's not a Shadow or some other form of undead, you should\nprobably give her the benefit of the doubt. Also she can't be hurt by...\npretty much any weapon you can get your hands on in Shadows of Amn, so\nunless you have a boatload of Magic Missiles, you might not want to\ntangle with her. Anath blames one 'Shade Lord' for the unnatural and\nunholy darkness in this area, as well as for the belligerence of her\npack. She also states that the temple to the east has been perverted,\nwhat was once a temple to Amaunator, a god of the sun, is now the\nsanctuary for this Shade Lord. We remember Amaunator, right? We helped\nhim out during the Unseeing Eye quest! She'll admit to killing a man to\ngain Strength enough to fight the Shade Lord, so she's no saint herself,\nbut since she's the enemy of our enemy, I let her go try and get her\nvengeance. She'll tell you to meet her by the temple when you're ready.\nLoot the pool and leave.\n\n***ITEMS***\n(x=900, y=400) Silver Ring, Gold Necklace, Onyx Ring\n(x=345, y=520) Scroll of Shocking Grasp\n&lt;----------------------------------------------------------------------&gt;\n16) Head to the north-east to find the temple, which is just crawling\nwith shadows. Anath will be there and will tell you that it's a trap,\nand will suggest using a mirror (x=4150, y=300) to beat back the undead.\nAfter telling you this helpful information, she'll continue to be\nhelpful by dropping dead, which saves us the trouble of having to kill\nher. Manipulate the mirror until the area near the crystal lights up.\nEvery wretched Shadow that moves into the light will be destroyed, and\nif you move your party into the light the Shadows will gladly chase you\nto their doom... I guess they're not very... bright? Ah-hah. I kill\nmyself... Now that you've secured the entrance to the temple, rest up\nand head down the stairs (x=4500, y=200) when you're ready.\n\nFallen Temple of Amaunator (AR1401)\no======================================================================o\n17) Continue down a tunnel and go through a door at (x=1850, y=950) to\nfind a room full of Shade Wolves and Skeleton Warriors. Massacre them\nand continue through another doorway to the north-west. We could grab\nAmauna's Bones (x=1850, y=950), but since I have no intention of\ncompleting this quest right now I prefer to leave them alone. They're\nless likely to get lost if they stay where they are, and they won't\nclutter up my inventory.\n\n***ITEMS***\n(x=1850, y=950) Amauna's Bones, Arrows x80, Bolts x80, Darts x40, \n\t\tThrowing Axes x40\n&lt;----------------------------------------------------------------------&gt;\n18) Through the doorway awaits more Shadows and a Shadow Jailor, who\nwill proclaim that you will not steal his master's consort. Whatever.\nKill it and loot its body for a 'Shadow Prison Key' with which you\ncan prove him wrong. Go through the door at (x=1450, y=550) to find\nMazzy (x=1500, y=510). You can gallantly rescue her, or try to leave\nher behind (although Keldorn will object to the latter if he's with\nyou.) It's her goal to defeat the Shade Lord, and if you ask she'll\ntell you... well... pretty much everything there is to know about the\nsituation. Apparently you'll need to pass Amaunator's tests to collect\n'Sun Gems' which will open the doors in this temple. This will allow you\nto reach the bowels of the temple and reach the corrupted altar of\nAmaunator, now more ominously dubbed the 'Shadow Altar'. You also need\nthree parts parts of a key that opens a door leading the the 'horror'\nthe Shadow Lord commands-a Shadow Dragon. According to Mazzy, the\nShadow Lord inhabits the body of Meralla and planned to use Mazzy as\nhis next vessel when the former faltered. In a nutshell you need to\nfind Sun Gems and parts of a key, sneak past a Shadow Dragon, and\nsmash a Shadow Altar and kill the Shade Lord. See why we're not doing\nthis quest now? It's possible that after doing all the quests we've\ndone that we might indeed be powerful enough to kill the Shadow Dragon,\nbut it's something I prefer to wait for. Anyways, you can recruit \nMazzy now if you wish, or send her off to her family home in Trademeet\nif you don't want her in your party. Either way, we're off to Trademeet\nas well. If you carry Mazzy around with you for a while you'll\neventually get a quest involving her, which I'll cover below... you\nknow, since this part of the Walkthrough is dedicated to recruiting\nMazzy, might as well keep her quest here, too.\n\n***ITEMS***\n(x=1360, y=380) Bolts x40, Bullets x80,\t1 Gold,\n\t\tTombelthan's journal (2nd half)\n\nNote from Lee:\nI never - I repeat, never - take Mazzy along. She is arguably the most\nuseless character in the game, and her family quests are worthless. I\ndo, however, complete the rest of the temple quest (WLK038) as well as\nthe Ranger Stronghold quests (WLK039) here. My party is powerful enough\nto tackle the Shadow Dragon (thanks to having stole\/sold my way to all\nthe best weapons, etc), although it is far more difficult now than it\nwould be later. Not recommended for first-time players-you really have\nto know how to micro-manage a major battle to think about attempting\nthis...\n&lt;----------------------------------------------------------------------&gt;\n19) After a bit of traveling (this quest seems to trigger more through\ngame-time, rather than real-time, which determines banters) Danno\nFairfoot will show up and tell Mazzy that he accidentally poisoned her\nsister, Pala, with a love potion he bought from some huckster in\nTrademeet. Apparently we're going to Trademeet regardless of what we\nwish to do next! Still, full disclosure here, I expect few enough\npeople to actually play with Mazzy that I have no real discomfort\nincluding her family trouble in Trademeet here, while having the\nofficial exploration of Trademeet just below this. Ignore the goofiness\nengulfing Trademeet for now (or better yet, mix this Sequence of Events\nwith the next) and head over to the Fentan Home (x=2750, y=1000).\n\nFentan Home (AR2002)\no======================================================================o\n20) When you arrive, Vara Fentan, Mazzy's mother, will tell you that\nPala has been poisoned by the old Gnome peddler, Wallace, although why\nremains a mystery. You'll find Wallace in Trademeet at (x=2000, y=2820),\nand he'll show some surprise at Pala's poisoning. He explains that he\nhas a new supplier, a priest at the temple of Waukeen named Barl. Mazzy\naccepts him at his word, and you gain a bit of experience for merely\nfinding him.\n\n***REWARD***\n(For chatting with Wallace)\nEXP\t6750\n&lt;----------------------------------------------------------------------&gt;\n21) Now it's time to pay a visit to the Temple of Waukeen \n(x=850, y=2000), within which you'll find Overgold Renwellyn\n(x=550, y=350). Be cordial and he'll agree to disregard Barl's right to\nprivacy if it helps discover whether he is evil or not. A quick\ninvestigation of Barl's room will turn up some 'suspicious \nparaphernalia' including an alchemy set and a symbol of Talona, the\n'Mistress of Poison'. Can't really get much more cut and dry than this,\ncan it? Barl shows up, and his demeanor is laughably confrontational.\nIn what is surely some of the more lackluster dialogue in this game,\nBarl blusters and admits to the misdeed before attacking. He'll summon\nsome Poison Mists to help him, but they're nothing that can't just be\nchopped down. After he dies, Mazzy hopes for a magical cure for her\nsister, and lo', we discover a vial on his body, after which we'll be\nwhisked back to the Fentan Home. The cure, of course, seems to be\nworking, and Mazzy will leave your party for a while to stay by her\nsister's side. Wait a day and return and all will be well. Why would a\nPriest of Talona, 'Mistress of Poison' bother carrying around an\nantidote? It's his religious obligation to inflict pain and suffering\nupon people, and if anybody uses the 'blackmail' excuse, I'll hit them\nwith a stick. Nobody attempting to murder somebody with poison would\ncarry an antidote. This whole quest is just short-sighted and silly,\nand does nothing for my disdain of Mazzy, or of Halflings in general.\nStupid Halflings!\n\n***REWARD***\n(For exposing and killing Barl)\nEXP\t25000\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t               Trademeet\t\t\t       |\n|\t\t    (Recruiting and Securing Cernd)\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK022}\n\t\t1) Assaulted by Animals\n\t\t2) Genie Monopoly\n\t\t3) Efreeti Bottle\n\t\t4) Khan Zahraa's Fugitive\n\t\t5) Rahee and Salahee and the Family of Rom\n\t\t6) Tall Tales in the Pleasure Tent\n\t\t7) Exploding Bhaalspawn, Vyatri's Pub\n\t\t8) Annoying Neeber\n\t\t9) Itona's Information\n\t\t10) The High Merchant's Request\n\t\t11) Incarcerated Cernd\n\t\t12) Brotherly Beat-Down\n\t\t13) Another Day, Another Cult\n\t\t14) Pauden\n\t\t15) The Troll Mound\n\t\t16) Trolls and Shadow Druids\n\t\t17) Kyland Lind and More Shadow Druids\n\t\t18) Ogre's Tower\n\t\t19) Adratha's Cabin\n\t\t20) Druid-on-Druid\n\t\t21) Dalok and Even More Shadow Druids\n\t\t22) Showdown with Faldorn\n\t\t23) The High Merchant's Reward\n\t\t24) Khan Zahraa's Reward\n\t\t25) The Terror of Tiris of Trademeet\n\t\t26) The Caravan Merchant\n\t\t27) Treasures of Trademeet\n\t\t28) The Smithy\n\t\t29) The Heroes of Trademeet!\n\t\t30) Family Feud\n\t\t31) The Tale of Tiris of Trademeet\n\t\t32) Skin Dancing\n\t\t33) Picking Sides\n\t\t34) Trademeet Tomb\n\t\t35) Delivering the Mantle\n\t\t36) Cernd's Child\n\t\t37) Home Sweet Home\n\t\t38) In Cernd's Absence..\n\t\t39) Reckoning with Deril\n\nTrademeet (AR2000)\no======================================================================o\n1) When you arrive at Trademeet you'll immediately find yourself in the\nmiddle of a battle between wild animals and the townsfolk of Trademeet.\nKill everything that's hostile and after the carnage has ended the\nMilitia Captain will speak with you, telling you that you should leave.\nOffer to help with the animal attacks and you'll be referred to the High\nMerchant, Lord Logan Coprith.\n\nCaravan Merchant's Tent (AR2015)\no======================================================================o\n2) Of course, there's a lot to see and do here in Trademeet, so let's\nstart out by exploring the southern end of the map from east to west.\nStart by entering the tent at (x=3680, y=3100) and talking to the \nCaravan Merchant (x=400, y=370), who will inform you they have nothing \nto sell do to the interference of some genies.\n\n***ITEMS***\n(x=300, y=300) 1 Gold\n(x=450, y=300) Sunstone Gem\n&lt;----------------------------------------------------------------------&gt;\n3) Genies, he says? Just north of his tent you'll find one such creature\nnamed Taquee (x=3420, y=2950) from whom you can steal an Efreeti Bottle.\nThe Efreeti Bottle is a moderately powerful summoning item-certainly\nmore potent than the Silver Horn of Valhalla and the Black Spider\nFigurine. The Efreeti will only last a turn, and isn't tremendously\nsturdy or potent in melee, but it can cast a selection of spells,\nincluding Flame Strike, Magic Missile, Agannazar's Scorcher, Melf's Acid\nArrow, Stinking Cloud, Flame Arrow, Ghost Armor, and Lightning Bolt.\n\nThe Dao Djinni Tent (AR2014)\no======================================================================o\n4) Head inside the tent (x=3500, y=2900) and talk to Khan Zahraa\n(x=420, y=320). You know he's special because he's got legs. He'll say\nthey've come here from Calimshan hunting a Rakshasa by the name of\nIhtafeer. Since they're proven inept thus far at finding the Rakshasa,\nthey've decided to blockade all the trade into Trademeet by buying all\nincoming goods (using spells to 'convince' the sellers, if necessary)\nthen jacking up the prices to effectively strangle the good folk of\nTrademeet. They hope the people will get sick of it and find their\nRakshasa for them-which under normal circumstances might just work, but\nwith the animal attacks... it's a bad combination for Trademeet. Offer\nto bring him Ihtafeer's head and thus resolve this problem. You can\nalso purchase some items from the genie. His goods are expensive, but\nnot mind-bogglingly so, if you need some +2 ammunition, Potions of\nMaster Thievery, or something of the sort. You cannot steal from him.\nIf you wanted to resolve this quest the brutish way, you could always\njust kill them-but what's the fun in that?\n\no===========o\n|Mage Spells| Khan Zahraa\no===========o----------------------------------------------------------&gt;\n3rd-Non-Detection\n  ---\n4th-Improved Invisibility\n\nRahee and Salahee's Tent (AR2016)\no======================================================================o\n5) Over at (x=2600, y=3250) you'll find Raafee's tent, within which\nreside Raafee (x=350, y=320) and his wife Salahee (x=520, y=320). They\njust complain about the genies. Over to the west you'll find the family\nof Rom, consisting of Kveroslava (x=1050, y=3030), Mastav\n(x=950, y=3030), Jidek  (x=850, y=3050), and Rinin (x=750, y=3030). The\nfirst will tell you your fortunes for 10 gold-something that we know by\nnow is rough on the fortune teller. Talk to Jidek a couple of times to\ninvolve yourself in some family troubles. Jidek has been struck by\nwanderlust, and thinks Athkatla is some wondrous metropolis where the\nstreets are littered with gold. Either indulge his fantasies, crush\nthem, play the middle ground, or refuse to get involved. If you tell him\nit's not a bad place he'll set off for Athkatla immediately. Pick any\nother option and he'll just go for a walk. Oh, and along the way, you'll\nfind some crates you can loot. Thanks to Lee for that.\n\n***ITEMS***\n(x=1470, y=3040) Helmet x7 (lots of variety!), 1 gold\n(x=1390, y=3080) Potion of Extra Healing, 3 gold\n\nThe Pleasure Tent (AR2017)\no======================================================================o\n6) In the tent at (x=320, y=3000) you'll find Wilfred the Red\n(x=420, y=280) who claims to have slain a dragon. The Mistress of this\nbrothel-tent and the last remaining working girl both seem to have\nserious doubts about this claim, however. Be a ball-buster and \nchallenge him to duel and he'll confess the truth. To keep you quiet\nhe'll pay you off.\n\n***REWARD***\n(For getting Wilfred the Red to confess)\nEXP\t1000\nGold\t1000\n&lt;----------------------------------------------------------------------&gt;\n6) After our unexpected and entirely undeserved payday, head into the\nwestern side of Trademeet and talk to the Merchant at (x=1680, y=2820).\nHe has nothing to sell, but he'll tell you more about the animal \nattacks, saying that a druid has been arrested and is being kept in\nthe High Merchant's manor. He'll also tell you about the genies, and \ntell you to talk to Guildmistress Busya about the situation.\n\n***ITEMS***\n(x=970, y=2600) Fire Opal Ring\n\nNote from Lee:\nThis merchant is only here during the day - not at night.\n\nVyatri's Pub (AR2010)\no======================================================================o\n7) Head into Vyatri's Pub (x=2200, y=2350), where you'll find Viekang, \nwho identifies you as a child of Bhaal. Before anything else can be \nforthcoming, however, there's an explosion and Viekang is gone. Okay.\nTalk to Vyatri (x=770, y=400) to find out some info about the animal \nattacks and the genies-but by now it's nothing you don't already know.\n&lt;----------------------------------------------------------------------&gt;\n8) Now head up to the town center, near the fountain, where you'll be\naccosted by Neeber (x=2430, y=1230). Neeber... Noober...? Naw, it can't\nbe.. Endure his annoying line of questioning and he'll eventually give\nyou some 'rocks' that other people threw at him.\n\n***REWARD***\n(For enduring Neeber's moronic questions)\nEXP\t1000 (each character)\nItem\tBullets +2 x5\n&lt;----------------------------------------------------------------------&gt;\n9) Head out the north-eastern gate of town (dispatching some animals\nalong the way) to find a Thief named Itona (x=3750, y=70). She'll offer\nto tell you the location of the Rakshasa, free of charge. Why? Simple,\nthe Shadow Thieves can't steal from the genies who hold all the wealth\nin Trademeet, and to get their hands back into other people's pockets,\nthe businesses need to be freed of their Djinni monopoly. She'll name an\nold woman, Adratha, as your Rakshasa.\n\nMayor's House (AR2007)\no======================================================================o\n10) We've explored Trademeet enough for now. There are still people to \ntalk to and places to visit, but they're not very interesting at the \nmoment. Enter the Mayor's House (x=1300, y=2300) and talk to \nGuildmistress Busya (x=700, y=500). She alludes to Trademeets problems\nwithout really telling you anything. She will, however, tell you to\ntalk to her about the Djinni problem after the animal attacks are\nhalted. Since she seems like the rewardy type, we should probably delay\nthe rakshasa hunt and focus on the animals. Now go find High Merchant\nLogan Coprith (x=1220, y=420). He gets right to the point and asks you\nto escort the druid he has in custody to the grove of the local-and now\nhostile-druids. That or investigate them yourself, which I greatly\nprefer. Head down the stairs at (x=550, y=350).\n\n***ITEMS***\n(x=850, y=450) 16 gold\n(x=910, y=170) Potion of Extra Healing x2, 1 gold\n(x=1010, y=240) 31 gold\n(x=1300, y=450) History of Dambrath, History of Luiren,\n\t\tHistory of Halruaa, Potion of Invisibility\n\nMayor's House, Dungeon (AR2009)\no======================================================================o\n11) The only thing to do here is talk to Cernd (x=330, y=300) who is\nbeing held 'captive' more for his own safety than anything else. He will<\/pre>\n\n\n\n<pre id=\"faqspan-22\" class=\"wp-block-preformatted\">tell you that he was sent from the north to investigate why this grove\nhas cut ties with the hierarchy. He suspects a change in leadership as\nthe cause. Take him with you-or not. If you don't have a Druid in your\nparty you might just want to. Frankly, however, Jaheira is far and away\na better character, so she'll serve in his stead. We've only got one\nmore thing to do before we go deal with the Druids, and it's\ncompletely unrelated, but I figure I might as well cover it now,\nrather than have you bump into it on your own.\n\nNote: If your alignment is evil you'll be approached by a Halfling\nnamed 'Lord Khellon Menold', who will offer you a more permanent\nsolution to the Druid problem. Although his reasons seem more personal\nthan practical, he wants you to 'exorcize' the spirit of the Druid\nGrove, hence eliminating it once and for all. To do this you need to\npoison the 'holy font' in the grove with 'sulfurous poison'.\n\n***ITEMS***\n(x=350, y=420) 6 gold\n&lt;----------------------------------------------------------------------&gt;\n12) Near the fountain that dominates the center of Trademeet you'll\nfind Rasaad (x=1530, y=1360) being confronted by two fellow Sun Soul\nMonks. Rasaad'll warn them off-they don't listen-Rasaad goes all Chuck\nNorris on them (minus the crazy Jesus\/conservative crap) and the two\nscuffed Monks end up talking to you after they dust themselves off and\nRasaad walks away. Long story short, these two Monks seem to think their\nbrother Rasaad has fallen under the sway of a new cult, one which\nattempts to reconcile the antagonistic cults of Shar and Selune. Of\ncourse, this pleases nobody. Telling two rivals their goddesses are\njust two sides of the same coin? That's just no damn good. The whole\npoint of religion is to claim to have the bestest invisible friend,\nand exclude everybody who made the wrong choice to be born into a\ndifferent race or culture. If you can't pretend to be better than\nothers due to an unmeritous accident of birth and tell everybody else\nthey're going to hell, what's the point? Anyways... if you played the\nfirst game, you should know this just doesn't sound right-Rasaad is\ntoo white-bread to do anything as interesting as defect to a new cult.\nListen to the monkies talk-if you have Viconia in your party, she-as\na devotee of Shar-might pick a fight. Otherwise they'll babble at\nlength about the cult.\n&lt;----------------------------------------------------------------------&gt;\n13) After talking to the Monks, wander off any 'ol direction and Rasaad\nwill show up. Talk to him a bit, and sure enough you'll find out that\nhis faith is unshakable. If anything he's paranoid that he can't trust\nhis former brothers due to this new cult's sway. More personally, he\nthinks this new cult is led by one Collus Darathon-almost sounds like\nsome Game of Thrones name. Anyways, Rasaad thinks this Collus Darathon\nis, in fact, Alorgoth, the man who caused the death of Rasaad's brother.\nGotta give it to this Alorgoth, he sure picks names that are awfully\nvillian-y. After some chatter you can offer to have Rasaad join you,\nbut I'd rather finish Trademeet (and the Druid Grove quests, if\napplicable) before dealing with Rasaad. Leave him behind for now-he'll\nsimply stand around where you left him. You might want to record his\nlocation, which varies depending upon where you went after talking to\nRasaad's beaten buddies... you know, just so you can find him again\nafter you're done in Trademeet. His questline will be continued in\n[WLK048]. Speaking of that, exit Trademeet off any map edge and travel\nto the Druid Grove.\n\nDruid Grove (AR1900)\no======================================================================o\n14) Fair warning, there are Trolls lurking about. Be sure to have some\nway to deal with them. To the north-west you'll find Pauden, who's\nreally trying to be nice-but firm. Mention Cernd and he'll tell you that\nthis grove has been usurped by a Shadow Druid named Faldorn. Yep. The\nsame Faldorn from Baldur's Gate 1. Well, it looks like we've found the\nsource of our Druid problem.\n\nIf you provoke Pauden some Druids (led by Dalok) will overhear and\nattack. These Druids will normally be encountered later in the level.\n\nTroll Mound (AR1904)\no======================================================================o\n15) Head to the far south-western corner of the map, killing Spiders\nand Trolls as you go. Near the Troll Mound I encountered a new sort of\nTroll-the Spirit Troll (if you were higher level during the de'Arnise\nKeep, you'd have fought them there.) Spirit Trolls require magical\nweapons to hit (like Spectral Trolls) and begin battle with an Improved\nInvisibility effect on them. They also drain Strength every time they\nhit-like a Shadow. The effect is temporary, but annoying. Anyways,\nspell-buff and enter the Troll Mound (x=900, y=2500), where you'll find\nTrolls, of course. Kill all the Trolls and loot one pile of skulls for\nsome gold and the Spear of the Unicorn +2, and another for the Dale's\nProtector and more gold. I don't have much use for the Spear of the\nUnicorn +2, but characters who contribute primarily with ranged attacks\n(like Minsc, Imoen, Nalia, Yoshimo, etc.) will be well-served by these.\n\n***ITEMS***\n(x=930, y=700) Spear of the Unicorn +2, 46 gold\n(x=600, y=880) The Dale's Protector, Scroll of Identify, 420 gold\n&lt;----------------------------------------------------------------------&gt;\n16) Leave the skull that is the Troll-Mound and head north, then east.\nYou'll happen across a group of adventurers fighting Trolls. You can sit\nback and watch, or help the adventurers. After the Trolls are down,\nthey'll turn on you, being in league with Faldorn as they are and all.\nThe Fighters have some Arrows +1 and Arrows of Fire, and the Druid has\nLeather Armor +1, but it's nothing to get worked up over.\n\nNote from Lee:\nOn one play-thru the Trolls actually won this fight, killing the good\nguys and leaving a single Troll for me to dispose of.\n&lt;----------------------------------------------------------------------&gt;\n17) Over at (x=2850, y=1530) you'll find a group of Druids led by one\nKyland Lind, who is decidedly opposed to your presence here. Since they\nare capable of presenting a lot of spell power against me, I decide to\ntreat them as if they are threats. An Insect Plague, two Silence 15'\nRadii, and two Chaos spells make them considerably less threatening.\nKyland Lind might surrender and walk off once he has decided he's\ndone his duty, but it's no big loss. They don't drop anything, but it's\ngood experience, nonetheless.\n\nOgre's Tower (AR1905)\no======================================================================o\n18) Continue eastward over some rocks and across a bridge. As soon as\nthe bridge ends go south. It looks impassable, but you can go there. \nContinue on until you find the large door leading to the Ogre's Tower\n(x=4800, y=1200). Inside search the hay (x=380, y=200) for Belm +2, a\n+2 Scimitar that grants an extra attack per round. Perfect for Jaheira,\nwho finally finds an excuse to drop that Staff Mace she had been using.\n5 attacks\/2 rounds is much better than 3 attacks\/2 rounds, after all.\n\n***ITEMS***\n(x=380, y=200) Silver Ring, Belm +2\n\nAdratha's Cottage (AR1902)\no======================================================================o\n19) Head back up to the bridge and continue north-east to find Adratha's\n'Cottage'. One hell of a cottage. Maybe it's just the towers throwing me\noff? Spell-buff and enter the cottage (x=4400, y=900), inside of which\nyou'll find 'Adratha' (x=480, y=530), who is, in reality, our wayward\nRakshasa. Talk to Adratha\/Ihtafeer and she'll 'smell' the Djinni on you,\nwhich naturally provokes her into attacking. She'll be joined by Saadat\nand Jalaal. Just focus on Ihtafeer. She can take a lot of punishment,\nbut she can't really deal retaliate against my spell-buffed party.\nJalaal and Saadat will amuse themselves with petty magics, and when\nIhtafeer dies... well, their experience rewards really does measure\ntheir relative level of threat. Saadat will drop a Cleric's Staff +3 and\na Long sword, Jalaal will leave behind a Long Sword, and Ihtafeer drops\na Periapt of Proof Against Poison, a Long Sword, and Ihtafeer's Head.\nYou'll need the latter to prove you've done the Djinni's dirty work.\n\n***ITEMS***\n(x=620, y=200) Jade Ring, Arrows of Fire x40, Acid Arrows x40, \n\t       Bolts of Biting x40, Bolts of Lightning x40\n&lt;----------------------------------------------------------------------&gt;\n20) Head north over another bridge, which terminates in a bunch of\nmushrooms. Nobody should be surprised that several Spore Colonies lie\nnearby, ready to spawn Myconids. Continue to the west where you'll\nfind Cernd waiting (x=2420, y=600), provided that you didn't bring him \nwith you. Talk to him and tell him you discovered that a Shadow Druid\nnamed Faldorn now runs things here. He'll tell you that only a Druid\ncan face Faldorn, as it's unlikely she'll leave the grove, within which\nshe is nearly invulnerable. She is honor-bound, however, to accept the\nchallenge of another legitimate Druid. You can either take Cernd or\nJaheira with you for the purpose. Note that this will be an unarmed\nfight, one which Cernd is actually probably more capable of handling\nthan Jaheira (what with his werewolf shapeshift and all.) Still,\nJaheira is more than capable. Make sure you have some Druid or another\nin your party and continue to the west.\n&lt;----------------------------------------------------------------------&gt;\n21) You'll come across another group of Druids led by Dalok \n(x=1100, y=670). This is your last obstacle before encountering \nFaldorn. A few spells will soften them up, but I required no special\nstrategies to defeat them. Dalok will drop The Burning Earth +1 (another\nold friend from Baldur's Gate 1), 3 gold, and the Gnasher +2, which is\nan interesting weapon Jaheira could use, but I'd just as well keep\nBelm +2... besides, if you're into enchanted Clubs there's a superior\none we'll be able to get shortly in Trademeet. Why a Druid was carrying\naround a sword he can't use is beyond me. Before I enter the Druid Grove\n(x=850, y=250) I have Jaheira prepare an Iron Skins, and a Conjure Fire\nElemental.\n\nDruid Grove (AR1901)\no======================================================================o\n22) Explore the grove until you find Faldorn (x=330, y=580). She has\nlittle of interest to say, so challenge her for the grove. After which\nyour applicable character will be stripped of all their items and placed\ninto a rather small pit with Faldorn. Jaheira casts Iron Skins and then\nconjures herself a Fire Elemental before shapeshifting into a Brown\nBear. You could also cast an Insect Plague, but Faldorn isn't very keen\non using spells. Whittle away Faldorn's 90 or so Hit Points and victory\nis yours. Cernd will then talk and say that a Druid named Verthan will\nserve as the head of this grove until the time comes when a new Great\nDruid can be chosen. If you're a Druid yourself, command of the grove\nwill be offered to you. If you accept (and why wouldn't you?) Master\nVerthan will tell you to rest in the grove when you're ready to 'accept\nthe joyous burden the Spirit offers'. Either way you'll get the Staff\nof Thunder and Lightning +2, and Master Verthan'll tell you to pick up\nwhatever crap you dropped before the fight with Faldorn. We'll get to\nthe Druid Grove quests in a bit, but first it's time to wrap things up\nin Trademeet.\n\nIf you accepted the poison earlier, you need to activate the 'holy font'\nat (x=1100, y=300). This will provoke Cernd, Jaheira and Keldorn to \nleave your party and attack, as well as all the Druids in the grove. I\ncan only imagine what Aerie, Mazzy, and Minsc will do in response to\nthis, but the point remains-don't do this with good party members \npresent! If you wanted to see what could unite Druids and Shadow \nDruids... well, this is it.\n\nNote from Lee:\nBattle trick... Strip Jaheira\/Cernd\/Main Character (depending on who\nwill fight Faldorn) of all their gear and give it to another character\nbefore issuing the challenge. Once you appear in the battle pit, move\nyour Druid as close to the edge of the pit as possible, and the carrying\ncharacter as close as possible to your Druid. Pause, and you should be\nable to re-equip the Druid with everything except armor (can't change\narmor in battle), but you'll have all your weapons, magic items, and\nother gear for the fight. Not that you really need it - Faldorn is a\npussy - but hey... why not?\n&lt;----------------------------------------------------------------------&gt;\n23) Exit the Druid Grove and head west to exit the area and return to\nTrademeet. Waste little time in returning to the Mayor's House, where\nLogan Coprith is waiting to reward you. He'll then tell you about\nTrademeet's other problem-the Djinni-which unbeknownst to him you've\nalready resolved. He'll tell you about the Djinni and refer you to\nGuildmistress Busya, who is now presumably in a better mood to deal\nwith you. Indeed, she'll tell you to convince them to leave, or destroy\nthem if that fails. She'll offer gold and a magical item for your help.\n\n***REWARD***\n(For eliminating the Shadow Druid menace)\nEXP\t18000 (each character)\nGold\t2000\n\nIf, on the other hand, you poisoned the grove you'll lose a point of\nreputation. Babies. To get any reward you need to travel to Vyatri's\nPub and talk to Lord Khellon Menold, who waits outside (x=2080, y=2320).\nYour reward from this greedy halfling is significantly less than it \nwould have been from the High Merchant.\n\n***REWARD***\n(For poisoning the Druid Grove)\nGold\t1000\nItem\tShield of Harmony +2\n&lt;----------------------------------------------------------------------&gt;\n24) Head over to the Djinni tent and talk to Khan Zahraa. In return for\nIhtafeer's head he'll give you a Scimitar +2\" 'Rashad's Talon', as well\nas an experience reward. Didn't we find this thing on top of Durlag's\nTower? How'd it get all the way down here, and in the hands of a Djinni,\nno less? If you haven't stolen the Efreeti Bottle from Taquee outside,\nit's too late to do so after returning the head to Khan Zahraa. Also be\nsure to have purchased everything you want from the Khan before you \ncomplete this quest.\n\n***REWARD***\n(For delivering Ihtafeer's head to Khan Zahraa)\nEXP\t10000\nItem\tRashad's Talon +2\n&lt;----------------------------------------------------------------------&gt;\n25) Upon leaving the tent you'll be bothered by a lady named Jenia, who\nwill tell you that her son Tiris is too frightened to leave their home.\nThis certainly doesn't seem like something worth bothering adventurers\nof our caliber over, but we might as well go check it out. \n&lt;----------------------------------------------------------------------&gt;\n26) Before we return to Mistress Busya, I'll discuss the shops in\nTrademeet that have now reopened. First we have access to the Caravan\nMerchant in the tent south of the Djinni Tent (AR2015). He sells gear\nthat is identical to the stuff the Cutpurse in the Bridge District of\nAthkatla sold-namely a Staff Spear, Potions of Master Thievery, and\nsome useful spell scrolls. All of this can be had at a five-finger\ndiscount, of course.\n\nNote from Lee:\nIf you do nothing else, steal the Wand of Fire from him. These are\narguably the best wand-type item in the game, and I pick them up at\nevery opportunity.\n&lt;----------------------------------------------------------------------&gt;\n27) Next is the merchant we gained so much information from earlier\n(x=1680, y=2820). His wares are honestly quite nice:\n\nBlackblood +3\n-------------\nA possible upgrade for Jaheira, it's enchantment bonus makes it\nconsiderable, and the +3 acid damage is a bonus. In most fights, I \nprefer Belm +2, but it's worth carrying around.\n\nDwarven Thrower +3\n------------------\nThis would be a good weapon for Anomen-if he were a dwarf. As it stands,\nit's a consideration for Korgan, although he already has Hangard's \nAxe +2. As Korgan becomes more proficient with Hammers, however, you'll\nappreciate having a +3 ranged weapon. Especially against giants.\n\nTansheron's Bow +3\n------------------\nOne of the better weapons this merchant sells, it's a +3 Short Bow\nthat doesn't require ammo. It'll serve you well as you chase after\nIrenicus, and really it's the best Short Bow you're going to find\nuntil you create the Gesen Bow.\n\nRas +2\n------\nA +2 Long Sword isn't very special by now, but the cool thing about\nRas is that it can fight on its own for four rounds. Treat it as a\nsummoned monster rather than a melee weapon and stick it on Dorn or\nKeldorn.\n\nCloak of Displacement\n---------------------\nYou should remember this from the first game, it gives a +4 Armor\nClass bonus against missile weapons, and a +2 bonus to saves versus\ndeath, breath, and wands. I used to put this item on my Clerics\n(either Viconia or Anomen) but recently I've decided that the Armor\nClass bonus versus missile weapons and the saves (especially the\nSave vs. Death) will go better on a Mage. Now Edwin\/Imoen end up with\nthis item.\n\nBelt of Inertial Barrier\n------------------------\nThis belt gives a +5 bonus to saves vs. breath weapons, 25% resistance\nto missile damage, and 50% resistance to magic damage (not magical\nfire or magical ice, but magic like Magic Missiles and Horrid \nWilting). Wizards, with their low Hit Points make natural benefactors\nof these bonuses, since they're most likely to be maligned by \nmissiles, magic, and breath weapons, rather than melee attacks.\n\nStealing all the loot from him was a breeze with a Pick Pockets of\n175%. It's a small investment in potions for literally tens of \nthousands of gold worth of loot. Steal from him liberally, and you'll\nput yourself ahead for the next few chapters.\n\nThe Smithy (AR2001)\no======================================================================o\n28) You can't really expect the rest of the merchants in the city to\ntop the last one. Wallace (x=2000, y=2820) sells a Scroll Case and he\nand the Peddler (x=2520, y=2000) both sell a few potions, as well as\nmundane gear, but nothing  exceptional. Head to the Smithy\n(x=1950, y=800) if you want to buy some +2 ammunition and some useful\nspell scrolls (listed below). He also has a Robe of the Good Archmagi,\nbut it's expensive, and inferior to the Robe of Vecna. Unfortunately\nyou can't rob him, either.\n\no============o\n|Mage Scrolls| Blacksmith\no============o---------------------------------------------------------&gt;\n3rd-Detect Illusion\n3rd-Hold Undead\n3rd-Protection From Cold\n3rd-Spell Thurst\n  ---\n4th-Enchanted Weapon\n4th-Fireshield (Red)\n  ---\n5th-Breach\n5th-Conjure Lesser Fire Elemental\n5th-Lower Resistance\n5th-Protection From Normal Weapons\n5th-Oracle\n  ---\n6th-Mislead\n6th-Pierce Magic\n6th-Protection From Magic Energy\n6th-True Sight\n\n***ITEMS***\n(x=500, y=400) 1 gold\n(x=600, y=150) Scroll of Protection from Cold\n(x=800, y=280) Tchazar Gem, Black Opal\n&lt;----------------------------------------------------------------------&gt;\n29) Return to Guildmistress Busya for another well-deserved reward,\nmostly in the shape of loot. The Shield of Harmony +2 can replace any\nLarge Shield +2 you may yet be carrying, it's resistances are nice, but\nit's bonus to Armor Class is only moderate, and soon to be eclipsed.\nThe gold reward is nice, too, being half the money you needed to raise\nin order to find Imoen. Return to the High Merchant and he'll declare\nyou the Heroes of Trademeet! The reward is... less practical, but still,\nhow many other people have statues of themselves hanging out by a \nfountain? Not you, that's for sure.\n\n***REWARD***\n(For peacefully convincing the Djinni to leave)\nGold\t7500\nItem\tShield of Harmony +2\nItem\tRogue Stone\nItem\tDiamond \nItem\tJade Ring\nItem\tPearl\n&lt;----------------------------------------------------------------------&gt;\n30) The High Merchant will give a little speech and you'll get the\nreal reward for saving Trademeet. Of course, an adventurer's work is\nnever done. Before the ceremony ends you'll be bothered by Lady Lilith\nLurraxol and Lord Skarmaen Alibakkar, two nobles who claim to be\ndescendents of the founders of Trademeet. They're diametrically opposed,\nit seems, and they both want you to meet them at their mansions. You'll\nnow get a suitable reward for becoming the Heroes of Trademeet. Before\nwe involve ourselves in this new quest, let's go check on Tiris, first.\n\n***REWARD***\n(For becoming the Heroes of Trademeet)\nEXP\t25250 (each character)\nGold\t10750\nReputation +1\n\nTiris' Home (AR2006)\no======================================================================o\n31) You can find Tiris' home at (x=1300, y=900), where Tiris himself\ncowers (x=270, y=170). He'll tell about how he was ambushed by a \nskinless man while out with his love Raissa, whom he bravely left \nbehind when he fled. He'll ask you to try and rescue Raissa, and will\nmention the name of the skinless man's accomplice-one Rejiek. It\nappears our skinner made his way here from Athkatla. See the connection\nbetween the Bridge District and Trademeet? There's reason to my \nmadness, sometimes.\n\n***ITEMS***\n(x=330, y=170) Dagger, 2 gold\n(x=170, y=150) Fire Agate Gem, Silver Ring, Short Sword, Leather Armor\n(x=580, y=120) Dagger, Sling, History of Amn, 7 gold\n&lt;----------------------------------------------------------------------&gt;\n32) Head over to the south-western gate, where this ambush apparently\noccurred. You'll meet a man outside the gate named Darsidian Moor, who\nclaims to be hunting a Skin Dancer. He believes the Skin Dancer lairs\nnorth of the eastern gate. Head over to where the large mosaic of\nWaukeen is to find Darsidian Moor, who claims to have rescued Raissa\nand to have knocked the Skin Dancer's accomplice unconscious. They'll\nboth beg you to kill the unconscious Rejiek Hidesman. This sure seems\nfishy, eh? Talk to Rejiek to discover that this is actually Raissa, and\nthe other two are your villains. Rejiek grows impatient and decides to\nattack. Take them down, they're not very strong, and talk to Raissa.\nRaissa will rise and occupy her own skin again. That's right, you read\nthat. Poor Raissa has been cursed to become a Skin Dancer herself, that\nis, unless she gets a Restoration spell cast on her. You can either\ncast it yourself or use a scroll to cast it. The latter can be \npurchased from the Temple of Waukeen, or purchased\/stolen from the\nCaravan Merchant (AR2015). At this point in the game I prefer to steal\na Scroll of Restoration and cast it on her. It's much more rewarding\nthan killing her. Return back to Tiris' house and talk to his parents\nto complete the quest.\n\n***REWARD***\n(For saving Raissa from her affliction)\nEXP\t30000\nReputation +1\n\nAlibakkar Estate (AR2011)\/Lurraxol Estate (AR2012)\no======================================================================o\n33) We now have only one quest left to do, which involves paying a visit\nto one of Trademeet's supposed first families. Whichever one you choose\nto side with matters not a bit. To show how arbitrary this choice is,\nI picked to work for the Lurraxols because their name is cooler. And\nbecause I'd rather please the ladies. Anyhow, they both want you to\nrecover an item from the tombs in Trademeet called the 'Mantle of \nWaukeen, which they think will prove their legitimacy as the first\nfamily of Trademeet. Of course the tombs are haunted, which is why\nthey're bothering to hire you. Both will offer 1000 gold, and both will\ngive you the 'Trademeet Tomb Key' to facilitate your infiltration.\n\n***ITEMS*** (AR2011)\n(x=400, y=360) Pearl Necklace, 35 gold\n(x=850, y=450) 20 gold\n(x=920, y=370) Bullets +1 x2\n\nTrademeet Crypt (AR2013)\no======================================================================o\n34) Head over to the Trademeet Crypt (x=3200, y=500). After you open the\ndoors the High Merchant will show up and offer you another deal. To\npreserve the peace in Trademeet he wants you to give him the Mantle of\nWaukeen, as bloodshed seems inevitable if you give it to either of the\nnoble families. It's the common video game moral dilemma-money versus\ndoing a good deed. Regardless of what you do, you need the Mantle,\nfirst. Head inside the tomb and kill the Skeletons and Skeleton\nWarriors within, one of which will drop the Mantle of Waukeen.\n&lt;----------------------------------------------------------------------&gt;\n35) Now, if you return it to one of the noble families, the other will\nshow up and attack. Looks like the High Merchant was right about the\nbloodshed thing. You'll be caught in the middle of the fight and will\nhave to fend off both sides, which inevitably means you need to kill\nboth the nobles. After they're dead the High Merchant will come in and\ncomment on the sorry state of affairs. The big draw of killing the\nnobles is that Lord Alibakkar will drop a suit of Elven Chain. By now\nit's only so useful (and unnecessary if you plan to side with Bodhi\nlater), but it's still something. You also get more gold and comparable\nexperience (6000 from just the two nobles). If you give it to the\nHigh Merchant, you'll get an experience reward, a quarter of the gold\nthe nobles will pay, and a reputation increase (which, depending on\nwhere your reputation is, can equal or exceed the monetary value the\nnobles offer). Best of all, we're now done with Trademeet.\n\nThe rest of this Sequence of Events covers Cernd's rather uninspired\ncharacter quest-more family troubles, surprised? If you're a Druid,\nthe next Sequence of Events [WLK023] will cover the Druid Grove\nquests, if not, or if you don't care to do these quests now, skip to\n[WLK048] to help out Rasaad, who has, after all, been patiently waiting\nfor our business in Trademeet to conclude. Depending on your appetite\nfor loot we shouldn't have access to yet, you can also consider\nexploring the first level of Watcher's Keep [WLK055]. The good party\nmight want to only grab a few choice items, such as Firetooth +4 for\nKeldorn, the Crimson Dart +3, the Quiver of Plenty, and the Golem\nManual. This doesn't require us to make much progress through the area,\nand if you don't bother with any of the quests, you can save most of\nthat juicy experience for when you have Imoen (if you intend to make\nher a permanent member of your party, like I do). The evil party, on\nthe other hand, has no reason to stop short of clearing the entire\nfirst level.\n\nIf you're not up for any of these quests... well, it's time to end\nChapter 2. Skip to [WLK024] if you want to side with Bodhi or [WLK025]\nif you're siding with Gaelan Bayle and the Shadow Thieves in Chapter 3.\n\n***REWARD***\n(For giving the Mantle of Waukeen to the Alibakkars\/the Lurraxols)\nGold\t1000\n\n***REWARD***\n(For giving the Mantle of Waukeen to the High Merchant)\nEXP\t8000\nGold\t250\nReputation +1\n&lt;----------------------------------------------------------------------&gt;\n36) You'll find Cernd wherever you left him, or hanging out near the\nDruid Grove (AR1900) (x=2440, y=600). Accept him back into your party\nand head back to Waukeen's Promenade, where you'll be bothered by a man\nnamed Igarol. Apparently he was Cernd's neighbor before Cernd left to\nbecome a Druid. What, you think people are born Druids? Of course not!\nBecoming a Druid typically involves some family or social strife (like\nJaheira) or a few blows to the head (like Cernd). Igarol is decidedly \nunfriendly, and accuses Cernd of abandoning his responsibilities-namely\nhis pregnant wife. Cernd decides he has to go speak to his wife-Galia-\nand see what Igarol is hinting at.\n\nCernd's Former Home (AR0708)\no======================================================================o\n37) Head over to Cernd's Former Home (x=1900, y=2850) to find the\nsquatter Catis. He's rather abrasive, but he does at least tell you\nwhere you can find out where Cernd's wife is, he'll refer you to\nFennecia, Cernd's old serving girl. Thanks, guv. I'll send it to me\nkids. I knows where mine are. Ouch. Burn. Outside Cernd will give\nanother one of his stupid nature parables. Whatever, you can find\nFennecia's house at (x=1800, y=900).\n\n***ITEMS***\n(x=250, y=300) History of the Western Heartlands\n(x=450, y=200) Composite Long Bow, Arrows x40\n(x=570, y=200) Fire Agate Gem\n(x=620, y=220) Dagger, 19 gold\n(x=650, y=200) History of Amn, 1 gold\n\nFennecia's Home (AR0710)\no======================================================================o\n38) Inside, Cernd will get more of the same from Fennecia-she'll accuse\nhim of running out on his wife (like becoming a Druid is a legitimate\nexcuse!) and tell him to leave. He will, however, discover from \nFennecia that Galia is dead. Since she won't speak while Cernd is\naround send him outside and talk to her with another character. She'll\nreveal that Galia found comfort with a noble named Deril, who apparently\ntreated her poorly. A few months ago Galia turns up dead, and Fennecia\nsuggest that Deril is responsible.\n\n***ITEMS***\n(x=600, y=200) Bluestone Necklace\n\nDeril Estate (AR1004)\no======================================================================o\n39) Now it's time to go pay this Deril a visit. Head over to the\nGovernment District and enter the Deril Estate (x=3500, y=2650). Inside\nyou'll be accosted by a Golem named Glut, whom Cernd will handle in a\ndecidedly aggressive manner. At length Glut runs off to inform Deril of\nhis 'guests'. A Fireball in the distance should give you the distinct\nimpression that Deril really doesn't want to be bothered. He'll show up\nand wonder who is foolish enough to interrupt his party. After Deril and\nCernd are done talking you'll get some options. Pick options #1 or #4\nand you can end up fighting Deril, who is a powerful Mage... although\nprobably not powerful enough to survive a Breach and a good rush. Pick\noption #2 and Deril will hand over Cernd's son. Pick option #3 and\nCernd will fight Deril on his own-and lose. Told you Cernd sucks. Both\nDeril and his Lich-friend Lagole Gon will give you 26000 experience,\nalthough left to his own devices Lagole Gon will just ignore you and\nhand over the baby after Deril is slain. Still, if you're feeling \nfrisky you can attempt to take on the Lich, but at this point in the\ngame I wouldn't recommend it. When Deril dies he'll drop a Jade Ring,\na Quarterstaff, and 30 gold. Lagole Gon drops nothing. Hardly inspiring\nloot. After you have Cernd's child he'll depart for the Druid Grove, and\nyou'll get some quest experience-although Cernd gets the lionshare.\nReturn to the Druid Grove and Cernd will rejoin your party, if you wish\nto have him.\n\n***REWARD***\n(For reclaiming Cernd's child)\nEXP\t50000 (Cernd)\nEXP\t20000\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t            Druid Grove Quests\t\t               |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK023}\n\t\t1) The Root of the Problem\n\t\t2) Neutralizing Nilthiri\n\t\t3) The Founder's Progeny\n\t\t4) Driving Out Chaos\n\t\t5) Great Druid\n\nDruid Grove (AR1901)\no======================================================================o\n1) To start these quests off return to the Druid Grove and rest there.\nWhen you wake up, a 'Spirit of the Grove' will show up and speak to you.\nAccept to become the leader of the grove, restore balance, and all that\ngood crap and it'll tell you that a new leader of the Troll Mound has\narisen, one Nilthiri the Shamaness, and she needs to be taken out.\nYou'll be given the club 'The Root of the Problem', heh, and sent off to\ngo find Nilthiri, who is east of the Troll Mound.\n&lt;----------------------------------------------------------------------&gt;\n2) You'll find the Troll Nilthiri at (x=2320, y=2640), who will threaten\nyou a bit before attacking. She's somewhat stronger than normal Trolls,\nbut not so strong that you should lose sleep over it. Kill her and her\nTroll consorts and return to the Druid Grove. Or just wait, either way\nthe Spirit of the Grove will find you and reward you for restoring\nbalance.\n\n***REWARD***\n(For putting down Nilthiri)\nEXP\t18500 (each character)\n&lt;----------------------------------------------------------------------&gt;\n3) Return to the Druid Grove and rest for a while. After, oh, let's say\na week or so, the Spirit of the Grove will show up to give you your \nsecond quest. It'll punish you for taking on these quests by telling you\na long story about Marek-the founder of the grove. Long story short,\none of Marek's ancestors-and inheritors of his 'spirit'-is in Trademeet,\nand it's only a matter of time before the vague forces of chaos pounce\nand kill this kid.\n&lt;----------------------------------------------------------------------&gt;\n4) As your journal states, you should travel to Trademeet and search\naround outside of town. You'll find him standing out in the open at\n(x=2950, y=3330). Talk to the boy and convince him to cast out the\nspirits that haunt him so you may do battle with them. After some \nprompting, he'll do so, and you'll get to fight 'Chaos'. It can cast a\nfew Druid spells, but it wasn't strong enough to overcome my Hasted\nparty. After it dies the Spirit of the Grove will talk to you again,\nthanking you for driving out Chaos and promising not to bother you again\nuntil you're ready to challenge for ascension within the Grove (when\nyou're a 14th level Druid.) Since this requires 1,500,000 experience,\nit's not something I'm really even remotely prepared to pursue just\nyet.\n\n***REWARD***\n(For driving Chaos out of Loren)\nEXP\t20500 (each character)\nItem\tGolden Lion Figurine\n&lt;----------------------------------------------------------------------&gt;\n5) After quite a while I return with more than enough experience to\nchallenge for the position of Great Druid. For the sake of continuity\nit's included here, but most likely this won't occur until Chapter 6.\nTalk to Master Verthan and announce you're challenging for the title of\nGreat Druid, after which you'll be teleported into the combat pit where\nyou killed Faldorn. Here you'll get to do battle with a Druid who'll\nstart out with Barkskin, Ironskin, and other defenses before summoning\nsome animals and casting offensive spells (including Insect Plague, one\nof the few times in the game where we may be subject to our own trump\ncard). After he falls you'll be proclaimed Great Druid, and you'll get a\nhefty gold reward, as well as some experience, a Cleric's Staff +3, and\nThe Guard's Ring +2.\n\n***REWARD***\n(For gaining the title of Great Druid)\nEXP\t20000\nItem\tCleric's Staff +3\nItem\tRing of Protection +2\nGold\t10000\n\no======================================================================o\n|\t\t               Chapter 3\t  \t\t       |\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t  \t   Siding with Bodhi\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK024}\n\t\t1) Deal With the Devil\n\t\t2) Mugging Mook\n\t\t3) Bodhi's Lair\n\t\t4) The 'Unseemly' Task\n\t\t5) The 'Heroic' Task\n\t\t6) Bodhi's Last Task\n\t\t7) Coo! A Key\n\t\t8) Breaking into the Basement\n\t\t9) Freeing Tizzak\n\t\t10) The Bridge Room\n\t\t11) The Mock City Room\n\t\t12) Pressing the Button\n\t\t13) Haz's Key\n\t\t14) Aran Linvail's Sanctum\n\t\t15) Slaying the Shadow Master\n\t\t16) Sailing to Spellhold\n\t\t17) Saemon's Escort\n\nGraveyard District (AR0800)\no======================================================================o\n1) Head over to the Graveyard District at night to find Bodhi. Or\nrather, she'll find you. She'll start out by making light threats and\nslandering the Shadow Thieves-the typical business of somebody who can't\nbe trusted. 15,000 gold and some tasks that involve 'killing and \nterrorizing' and you'll have Imoen and Irenicus, she promises. If you \ndon't accept her offer she'll depart with a threat, if you do side with\nher she'll tell you to go find and 'confiscate' a shipment of supplies\ncoming in. Bodhi will tell you that the Shadow Thieves already know of\nyour treachery, and that you might as well just regard them as enemies.\nThat was quick, eh? After talking to Bohdi chapter three officially\nbegins.\n\n***REWARD***\n(For siding with Bodhi)\nEXP\t36750 (each character)\n&lt;----------------------------------------------------------------------&gt;\n2) Head to the Docks District and go find Mook at (x=1700, y=3630).\nShe'll call for the help of someone named Arkanis, who will show up to\ntry and backstab you. It's not a very challenging fight, due to their\nlack of spell power and all. Some of the Shadow Thieves will throw\nPoisoned Throwing Daggers at you, but they also carry Antidotes to make\nup for it. Kill Mook and loot her body to obtain the 'Smuggled \nShipment'. Arkanis Gath will leave behind a Short Sword +2, and the\nRifthome Axe +3, which is a clear upgrade over Hangard's Axe +2. Why\nwould such an insignificant Thief have such a weapon? Who knows.\n\nLower Tombs (AR0801)\no======================================================================o\n3) Now it's time to return to Bodhi. Go back to the Graveyard District\nand enter the tomb at (x=600, y=1000). There are several people to talk\nto, but most of them are just nutters, and not really worth the time.\nWalking around slightly will dispel any illusions about who you're \ndealing with. Let's just say only a certain kind of critter loves tombs\nand blood so much-but this is no surprise, of course. You'll find Bodhi\nat (x=1400, y=830), who will take the package off your hands. You'll\nget a decent experience reward and another quest, or rather, two\ndifferent quests-a heroic task, or an unseemly task, as the game puts\nit. It's somewhat misleading-the heroic task forces you to kill more\npeople than the unseemly task, but I suppose it's the 'who' involved and\nnot the 'how many'. Be sure to search the blood pool at (x=400, y=700)\nto claim a Mace of Disruption +1. It won't do us much good right now,\nsince we're siding WITH the undead, but it could have its uses later...\n\n***REWARD***\n(For returning the Shadow Thief package to Bodhi)\nEXP\t28500 (each character)\n\nVulova Estate (AR1007)\no======================================================================o\n4) If you pick the 'unseemly task' she'll tell you to murder Senior\nArmagaran, who has ties to the Shadow Thief guild. She also wants you to\nleave a cloak and dagger in the fountain of the house to implicate the\nShadow Thieves. Kinda cliche, but what the hell. Head to the Government\nDistrict and enter the Vulova Estate (x=2400, y=120). The man you're\nlooking for, Senior Armagaran Vulova, is at (x=600, y=600), and he's\nguarded by a brute named Laen Torg and a Vulova Wizard. You can kill\nhim, or allow him to flee. Either way, he'll sic his guards on you. Do\nwhat you will, but leave the Shadow Thief Dagger and Shadow Thief Cloak\nin the fountain (x=900, y=500). Note that if you wuss out you get no\nexperience for this quest.\n\n***REWARD***\n(For murdering Senior Armagaran Vulova)\nEXP\t28500 (each character)\n&lt;----------------------------------------------------------------------&gt;\n5) The heroic task requires you to go save a Thief by the name of\nPalern Flynn. Apparently he betrayed the Shadow Thieves and Bodhi wants\nhim rescued before he comes to harm. Head over to the Docks District and\ngo to the Shadow Thief Guildhall (x=1000, y=2000), killing whatever\nShadow Thieves you find along the way. Inside you'll be attacked by a\nmob of Shadow Thieves, but it's a straight out melee at first. There is\na Shadow Thief Mage lurking around, but they were fairly ineffective at\ncausing me harm. The Shadow Thief Mage will drop a Mage Robe of Fire\nResistance and some Darts +1, while the rest of the goons will leave \nbehind fairly mundane gear. Over at (x=550, y=250) you'll find Palern\nFlynn. Talk to him and free him and head back to Bodhi.\n&lt;----------------------------------------------------------------------&gt;\n6) No matter what quest you do, when you return to Bodhi she'll dismiss\nit. It was more a test of your capabilities and disposition than any \nsort of task that really needed doing, apparently. You'll get some quest\nexperience and your next task: this time she wants you to kill the\nShadow Master, Aran Linvail. Of course, it's not as easy as just walking\nin and killing him, you'll need to get a key to reach the basement of\nthe guildhall. She suggests paying your old associate Gaelan a visit.\nAlso there's a missing associate of hers named Tizzak who might know how\nto access Aran's sanctum.\n\n***REWARD***\n(For rescuing Palern Flynn)\nEXP\t28500 (each character)\n&lt;----------------------------------------------------------------------&gt;\n7) So let's pay Gaelan Bayle a visit. Return to the Slums District and\nenter his house (x=3150, y=1200). He's understandably not happy to see\nyou, and actually seems genuinely upset by your betrayal. Kill him and\nloot his body for some goodies, including a suit of Leather Armor +3,\na Cloak of Protection +1, Bolts of Biting x10, Bolts +1 x10, Bolts x20,\ntwo Potions of Extra Healing, the Shadow Thief Cellar Key, a Short \nSword +2, a Light Crossbow +2, and 142 gold. You might as well go up \nstairs and kill Arledrian, who'll drop Arrows +1 x10, a Potion of Extra\nHealing, and a Short Sword +1, and 7 gold, along with other mundane \nloot.\n&lt;----------------------------------------------------------------------&gt;\n8) Return to the Dock District and enter the Shadow Thief guild, this\ntime to reach the ground floor. Kill whatever Shadow Thieves you find\nand go to the north-east, where you'll find a secret door at\n(x=1400, y=350) which leads to the Shadow Thief Basement.\n\nShadow Thief Guild, Basement (AR0329)\no======================================================================o\n9) The room you enter into will have several Shadow Thieves within, \ntwo with bows, three with melee weapons. None are a threat. Go to the\ndoor at (x=1350, y=2200) to find Tizzak, who will ask you to kill the\ntorturer, who apparently has the keys to the door. Head to the south-\neast to find Booter, who will attack you. He's not too rough, kill him\nand grab his Two-Handed Sword +2 and his Shadow Thief Prison Key. Talk\nto Tizzak, who will tell you that Aran's sanctum is behind two magic\ndoors that cannot be picked or bashed. You'll need to press a button to\nget past one, and find a key for the other. The button is behind a\ntrapped corridor to the north-east, and a wizard named Haz might have\nthe key.\n&lt;----------------------------------------------------------------------&gt;\n10) Go through the doorway at (x=1100, y=1600) to reach a hallway that\nsplits north-east\/south-west. The south room is occupied by a trio of\nShadow Thieves, including a somewhat powerful wizard. Kill them and\nloot the Mage for some gems and gold. To the north-east is a room made\nup of wooden bridges. When you get close an armored man named Dedral\nwill tell his troops to disable the guillotines so he can get through.\nFun. There are enough archers and traps around here to be a chore, what\nwith the poor party navigation and all. I prefer to take a Thief to\nsearch for traps while a heavily armed characters-Korgan or Keldorn, for\ninstance, goes with them. They answer ranged attacks with ranged\nattacks, and at this Korgan especially excels, what with his new axe and\nall. Avoid the first landing to the north-east, as it has a Cloudkill\ntrap on it that just won't be detected. Go north-east instead. You'll\ncome across some archers on high ground and a Priest of Mask, which\nshouldn't trouble you too much.\n&lt;----------------------------------------------------------------------&gt;\n11) Continue on until you reach a room set up like a mock city. There\nare traps right in the middle of the area, so be sure to disarm them \nbefore exploring. When you walk into the room, Dedral and a group of his\nlackeys will show up and attack. Dedral's the only dangerous one, but\nhe doesn't really have good enough support to make the most of it. Loot\nDedral for a suit of Full Plate Mail, a Ring of Lock Picks, and a Scroll\nof Summon Djinni. His subordinates only carried mundane gear.\n\n***TRAPS***\n(x=2300, y=1250)\n(x=2200, y=1420)\n&lt;----------------------------------------------------------------------&gt;\n12) Now you have two ways to go, through a door to the south-east, or\nup some stairs to the north-east. Up to the north you'll find a pair of\ntraps in a hallway before a room clearly designed to test, ah,\nDexterity. Run over the first two rotating spike columns and stop on the\nlanding beyond long enough to disarm a trap. Continue onto the third\ncolumn and press the button (x=3550, y=300) to open one of the magic\ndoors. Well, that wasn't so bad. Head back to the mock city room and go\nsouth-east.\n\n***TRAPS***\n(x=2700, y=920)\n(x=2900, y=820) \n(x=3300, y=500)  \n\n***REWARD***\n(For opening one of the magic doors to Aran Linvail's sanctum)\nEXP\t17500\n&lt;----------------------------------------------------------------------&gt;\n13) Go down a long hallway, disarming a Lightning Bolt trap as you go.\nGo through a circular room and through a doorway to the north-east into\nanother hallway where you'll find a Fireball trap waiting for you.\nDisarm it and continue down another hallway to the west. You'll run into\nanother Priest of Mask and some Shadow Thieves. Kill them and continue\non to Haz (x=3820, y=1170), who isn't nearly as threatening as he thinks\nhe is. Kill him and take his Key to Aran's Lair.\n\n***TRAPS***\n(x=2600, y=1750)\n(x=3750, y=1700)\n&lt;----------------------------------------------------------------------&gt;\n14) Now head back to the room in which we entered and go through a\nsecret door at (x=1600, y=1800). Follow the tunnel to the south-east,\nkilling  the stupid Orcs you find waiting for you. Really, Orcs?\nDisable the Flame Strike trap in the tunnel and continue on until you\nrun afoul of some Shadows and an Air Elemental. You'll eventually come\nto a circular room with a bridge spanning it. Spell buff and open the\nfinal door between you and Aran Linvail at (x=4400, y=1950).\n\n***TRAPS***\n(x=2350, y=2250) \n&lt;----------------------------------------------------------------------&gt;\n15) Aran Linvail and his squad aren't slouches. Many of them are spell\ncasters and you're forced to go through a bottleneck (doorway) to\nreach them. Send in your strongest Fighters only, and have Mages and\nClerics cast spells like True Sight to cancel out the illusions they'll\nbring up, and Chaos to hopefully take a few out of the fight. Jaheira\nhitting them with an Insect Plague is, like in all big fights, pretty\nimportant. You can also expect them to summon a Nabassu, so be ready\nfor it. If you're lucky with your debuffs, you should make it out\nintact, but spell battles are touchy. Once they're dead, loot them.\nMost of them carry crap, but Aran Linvail will leave behind a suit of\nElven Chain Mail +1, an Amulet of Power Bolts of Biting x10,\nBolts +1 x20, Bolts x20, a Potion of Invisibility, three Potions of\nExtra Healing, a Wand of Fear, the Guard's Ring +2 (aka: Ring of\nProtection +2), a Short Sword +2, a Light Crossbow +2 and 142 gold.\nThe Elven Chain is pretty cool, especially for a Thief or Mage multi-\nor-dual classed character, but it's not better than the Bracers of\nDefense A.C. 3 we bought earlier, and certainly not with Aran's Ring of\nProtection +2 equipped. The Amulet of Power is a really great item for\nmy protagonists, as it offers Magic Resistance (every little bit helps),\nVocalize (essentially immunity to Silence), it decreases the casting\nspeed by one, and it makes the wearer immune to level drain. The last\nperk will come in handy when Vampires become a problem. It'll allow my\nprotagonist to buff up and meet them in combat without having to worry\nabout losing levels. Good stuff all around.\n\n***ITEMS***\n(x=4500, y=1920) Katana +2, Ring of Djinni Summoning\n(x=4750, y=1850) Silver Necklace, 29 gold\n&lt;----------------------------------------------------------------------&gt;\n16) Return to Bodhi. You'll get a pretty hefty quest reward, and Bodhi\nwill say that the destruction of the Shadow Thieves was more of a test\nfor you than a political goal for herself. Bodhi will now talk of\nIrenicus, saying that he is her brother, and that Irenicus wasn't trying\nto torture you and Imoen, he was trying to unlock your potential as a\nchild of Bhaal. She wants you to recover Irenicus so that he may be of\nuse to her, and will tell you that he's being held in the 'Residence for\nthe Magically Deviant'-aka Spellhold. You need merely sail over there\nand infiltrate an asylum operated by the Cowled Wizards. Tell Bodhi\nyou're ready to leave, and again, keep in mind that you won't be \ncoming back any time soon. You'll get to watch another cutscene about\nIrenicus and Imoen before you appear at the docks with Bodhi. She'll\ntell you to behave with the crew before you're introduced to Saemon\nHavarian, the captain of the ship you're taking. Endure some banter and\nyou're off to Spellhold.\n\n***REWARD***\n(For receiving Bodhi's assistance)\nEXP\t50000 (each character)\n\nBrynnlaw (AR1600)\no======================================================================o\n17) By siding with Bodhi you'll endure a quiet voyage. Once on shore\nBodhi will tell Saemon to give you a tour around town. This he does \ninsomuch as he leads you to the Vulgar Monkey tavern, where he'll\nrefer you to somebody named Sanik.\n\no======================================================================o\n|\t\t               Chapter 3\t  \t\t       |\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t        Siding with Gaelan Bayle \t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK025}\n\t\t1) The Lesser of Two Evils\n\t\t2) A Den of Thieves\n\t\t3) Interred Achon\n\t\t4) The Torture Tutor\n\t\t5) The Coat Room\n\t\t6) Thieves' Playground\n\t\t7) Target Shooting\n\t\t8) Don't Push the Red Button!\n\t\t9) Hide-and-go-Tag\n\t\t10) Ring of Lockpicking\n\t\t11) Aran's First Mission\n\t\t12) Meeting Mook\n\t\t13) Aran's Second Mission\n\t\t14) Where Evil Dwells...\n\t\t15) Aran's Last Mission\n\t\t16) Into the Vampires' Lair\n\t\t17) Lassal's First Challenge\n\t\t18) Taking Down Tanova\n\t\t19) Staking Some Vampires\n\t\t20) Blood-Pool Presents\n\t\t21) Lassal's Ambush\n\t\t22) Lassal's Second Challenge<\/pre>\n\n\n\n<pre id=\"faqspan-23\" class=\"wp-block-preformatted\">\t\t23) Lassal's Last Stand\n\t\t24) Battle With Bodhi\n\t\t25) Aran Linvail's Confession\n\t\t26) Sailing to Spellhold\n\nGalean Bayle's House (AR0311)\/(AR0312)\no======================================================================o\n1) Head over to the Slums District and into Gaelan Bayle's house\n(AR0311). Talk to Gaelan and accept the new offer for a nice experience\nreward and the end of Chapter 2. Gaelan will tell you that the next\nstep in this enterprise is to meet with Shadowmaster Aran Linvail. Looks\nlike you get to meet him no matter who you're siding with. It should be\nnoted that you earn more experience for siding with Gaelan Bayle than\nyou would have if you sided with Bodhi. Inconsequential in the grand\nscheme of things, but interesting nonetheless. In many ways, siding \nwith Bodhi is the easy way to do this-although I certainly wouldn't go\nso far as to say the most rewarding-financially or otherwise. Gaelan\nwill give you a 'key to the Shadowmaster' and tell you where to find the\nThieves' Guild in the Docks District, as if you didn't already know.\nWatch a cutscene of Irenicus' and Imoen's exploits in Spellhold, and \nhead over to pay a visit to everybody's favorite Shadow Thieves.\n\n***REWARD***\n(For siding with Gaelan Bayle)\nEXP\t45000 (each character)\nItem\tShadow Thief Cellar Key\n\nShadow Thief Guild, Basement (AR0307)\no======================================================================o\n2) There are several ways to find this guild, one of which is by\nentering the main guildhall (AR0305) and exiting at (x=1400, y=350).\nYou'll enter into a room occupied by Tassa, Cuchul, and Mitsu. This\nplace has plenty of people to talk to, a few things to loot, and\nreally, little worthy of our attention... but, for the sake of being a\ncompletionist (and because Lee told me I probably should) I'll cover\nall the scripted events you can encounter here. If you just want to\nget on with your life, see Steps #10 and #11 (and onward), which contain\nthe most useful bits of information. We'll use this room as our\norientation device for this area... and that's about the only\ninteresting thing about it, as its occupants aren't terribly\ninteresting, nor is the loot anything to get excited over.\n\n***ITEMS***\n(x=1100, y=1850) 1 gold\n(x=1300, y=1900) 1 gold\n&lt;----------------------------------------------------------------------&gt;\n3) Go through a door at (x=1350, y=2200) to find the dungeon-any good\nguild has a dungeon, after all, one of the ironies of working for an\norganization of criminals is that if you break the law, you can end up\nbehind bars. If you cross the law-breakers, you can end up behind bars.\nDamned if you do, damned if you don't. Inside are several prisoners, and\nAchon (x=1130, y=2550). The prisoners complain about time, but Achon is\nmore talkative-which is not, to say, more interesting.\n&lt;----------------------------------------------------------------------&gt;\n4) From the main room where we entered the level, head down a tunnel to\nthe south-east to find the torture chamber, another fixture of both\nbenign legal organizations and illegitimate criminal organizations\nalike. Here you'll find a prisoner undergoing treatment here, and a\nDwarf named Booter trying to show a young apprentice the ropes.\nUnfortunately for teachers everywhere, 'Apprentice Torturer Douglas'\njust doesn't have the disposition for a little learning, and runs off.\nYou can talk to both of them, but if you speak to Douglas, he'll have\nanother bout of squeamishness and disappear.\n\n***ITEMS***\n(x=2300, y=2600) Dagger\n&lt;----------------------------------------------------------------------&gt;\n5) Go through a door to the north-west at (x=1100, y=1600), head up a\ntunnel, and when you reach a perpendicular tunnel, head south-west to\nfind another nefarious room. A coat room. But, being in a Thieves'\nGuild, it's doubtlessly nefarious. Or at least the coats are. Here you\ncan find Missy (x=200, y=1570), who is clearly stressed by her job...\nHer job of handling the coats. You try and keep track of dozens of coats\nin a Thieves' guild-a room full of pockets in a sanctuary to\npick-pockets. These coats are more at-risk than a troop of Tiger Scouts\nspending a day in the Vatican!\n\n***ITEMS***\n(x=500, y=1650) 90 gold\n&lt;----------------------------------------------------------------------&gt;\n6) Head north-east to find a room full of platforms, bridges, and\nguillotine traps. Not conventional traps, mind you, they can't be\ndisarmed, and won't harm you. These are the flavorful, environmental\ntraps everybody loves so much. All in all, it's a playground for\nThieves. Keep traveling across the room to the north-east to find a\npair of Thieves hard at play.\n&lt;----------------------------------------------------------------------&gt;\n7) Go through a doorway to find a fake city-scape, although Thief-\nplayground. When you enter you'll get to see Pelanna instructing a\ntrainee as he shoots down targets. Afterwards, she'll end up talking to\nyou, you'll disclose who you are, and she'll tell you where to find\nAran. You can then loot the dead Shadow Thieves for their Bastard\nSwords, for what that's worth.\n\n***ITEMS***\n(x=1870, y=1270) 9 gold\n(x=1280, y-1350) 1 gold\n(x=2100, y=1250) 1 gold\n&lt;----------------------------------------------------------------------&gt;\n8) Head up some stairs to the north-east until you find another\nThieves' playground-this time consisting of spiked rollers, platforms,\nand bridges. These rollers can harm you if you stand on them too long,\nand if you make your way across you'll get to see a trainee victoriously\ncomplete the course-and suffer for his indiscretion. Don't follow his\nexample, and leave the overly-obvious red button at (x=3550, y=300)\nalone.\n&lt;----------------------------------------------------------------------&gt;\n9) Return to the fake city-scape and head through a doorway and down a\ntunnel to the south-east. Open a door at (x=3250, y=2150) and you'll\nget to see more trainees playing-this time it's a time-honored tradition\nof hide-and-go-tag. Follow them through the doorway to the north and\ncontinue until you find a room... er... also to the north.\n&lt;----------------------------------------------------------------------&gt;\n10) Now for a useful encounter, there's a Shadow Thief at\n(x=3770, y=1230). Talk to him and he'll suggest overthrowing Aran\nLinvail, only to be overheard and promptly attacked by another Shadow\nThief. Kill the traitor, or let the other Shadow Thief do it. Either\nway, loot the traitor's corpse for a Ring of Lock Picks.  \n\n***ITEMS***\n(x=500, y=1650) 90 gold\n&lt;----------------------------------------------------------------------&gt;\n11) To get to Aran Linvail, return to the first room (where we entered)\nand go through the secret door (x=1600, y=1800). Head south-east, then\ncontinue to the north-east until you find Aran (x=4600, y=2050). He'll\ntalk to you and offer you some magical trinkets in exchange for your\ngold-and will try and placate you by saying that only a few 'minor\npoints' need to be addressed before you'll get what you paid for. As\nif it wasn't enough that you had to pay them huge sums of gold, but you\nnow have to work for them. Ah well. Aran will tell you that strange\nthings are afoot in the Docks District; missing shipments and missing\nemployees. Since you've already burnt bridges with Bodhi, Aran guesses\nthat you won't waste your investment with the Shadow Thieves by\nbetraying him, so you naturally make a trustworthy source of muscle. He\nwants you to go down to the docks and meet with somebody named Mook.\nHe'll also make good on his promise to give you some loot before you go;\nThe Guard's Ring +2 and the Amulet of Power. Frankly, these items\nare almost worth the money we paid the Shadow Thieves, especially with a\nFighter\/Mage protagonist. I equip the Amulet of Power on my main\ncharacter, as it's about to prove to be useful. If that's not quite\nenough, however, you can steal a Light Crossbow +2, Bolts +1 x20, four\nWooden Stakes, Bolts of Lightning x10, and Bolts x10 from Aran (although\nit took me an absurdly high Pick Pockets score to do so).\n\n***ITEMS***\n(x=4350, y=2000) History of the Fateful Coin, 2 Gold\n(x=4350, y=2000) Greenstone Ring, 1 Gold\n&lt;----------------------------------------------------------------------&gt;\n12) Wait until night and head down to the seaside docks to find Mook\n(x=1700, y=3630). She'll mention that she's seen a man casing the area.\nWith you here as backup, however, she'll be able to do a more thorough\ninvestigation. Some time will pass and a Vampire will show up. Mook will\ngo confront him and after they exchange words Mook will be killed,\nleaving you to fight this 'Lassal' by yourself. I send my main character\nforward, who is protected by his new Amulet of Power. He'll take some\ndamage, but he won't get level-drained, which is the real problem \nVampires pose. If you get charmed just dispel it... or cast Chaotic\nCommands at the start of the fight. Of course, you should feel\nencouraged to have the rest of your party contribute with ranged\nweapons whenever fighting creatures like Vampires and Illithids-both of\nwhich are best handled by our protected protagonists. Once Lassal is\nbeaten he'll flee, and it's time to report to Aran. You can loot Mook's\nbody for a suit of Studded Leather Armor, a Short Sword, and 12 Gold.\n&lt;----------------------------------------------------------------------&gt;\n13) Once Aran is informed you'll get an experience reward. Aran will\nthen promptly send you on another quest. This time you need to find two\nShadow Thieves named Jaylos and Caehan who are planning to defect. You\nneed to head over to the Five Flagons and pretend to be a new recruit\nof the enemy guild and hopefully find out where the enemy guild is\nlocated.\n\n***REWARD***\n(For reporting to Aran Linvail about the events at the docks)\nEXP\t28500 (each character)\n\nFive Flagons Inn, Upstairs (AR0511)\no======================================================================o\n14) Saunter over to the Bridge District and enter the Five Flagons Inn\n(AR0522) and head upstairs (x=600, y=250). Might as well loot the place\nwhile we're here, although the pickings are slim. You'll find Jaylos\nat (x=420, y=590) and Caehan at (x=370, y=720). It doesn't matter what\nyou say, they want a fight. Fortunately Caehan is an idiot and mentions\nthe name of their contact, one 'Gracen'. They don't put up much of a\nfight. Once they're dead, the 'Guild Contact' will show up and initiate\ndialogue. It doesn't matter what you say, a fight will ensue. Kill this\nGracen and loot his corpse for a suit of Plate Mail Armor, a Helmet, \na Potion of Extra Healing, two Potions of Invulnerability, a 'Contact's\nNote', and a Two Handed Sword +2. Read the note-which is from your old\npal Lassal-to find out that the rival guild is located in the \nGraveyard District.\n\n***ITEMS***\n(x=150, y=750)\t23 Gold\n(x=280, y=770)\t1 Gold\n(x=800, y=360)\t1 Gold\n(x=750, y=1120) Potion of Insight, Bloodstone Amulet\n(x=1300, y=380) 47 gold\n&lt;----------------------------------------------------------------------&gt;\n15) Return to Aran and inform him of your latest exploits. You'll get\nanother experience reward and your last mission from the Shadow Thieves:\nexterminate the rival guild. You had to have seen that coming. Aran will\ndispatch a Mage to help open the doors to the Vampire's lair, but the\nrest is up to you, of course. He's nice enough to give you five Wooden\nStakes, at least. Hold onto them and head over to the Graveyard \nDistrict.\n\n***REWARD***\n(For telling Aran Linvail the location of the rival guild)\nEXP\t28500 (each character)\n\nLower Tombs (AR0801)\no======================================================================o\n16) Return to the Lower Tombs by entering the door at (x=2580, y=880) in\nthe Graveyard District. This is a place you should be well aware of if \nyou recruited Edwin and Korgan. Head north of the central web structure\nwhere we found Pai'Na much earlier and find Haz at (x=1730, y=1480), who\nis relieved that you showed up. He'll sick his Flesh Golem on the door\nand the party will run into Lassal again, who will command some \n'Grimwarders' to attack you. These are similar to the Doom Knights and \nSkeleton Warriors in the first game, and by now shouldn't be too much of\na bother. Haz, however, might disagree. After the Grimwards are put \ndown, loot our dead Mage chum for some gold and a Staff Mace.\n\nNote from Lee:\nI re-enter the Lower Tombs via the door at (x=900, y=1660). This comes\nup at the closest point to our destination, due west of the web dome.\nAlso, on my last play-thru, Haz didn't get killed, and simply followed\nme around thru the rest of this area. Kind of annoying, really...\n&lt;----------------------------------------------------------------------&gt;\n17) Continue through a doorway to the north-west, where Lassal will\nchallenge you to face him in the inner sanctum. He's obviously trying to\nlead you somewhere, and he can wait. You'll encounter a pair of\nFledgling Vampires in this room, which is dominated by a large table.\nFledgeling they may be, but their level drain still annoys me, so here\nis my Vampire strategy; I let my main character, who is spell-buffed and\nprotected against level drain due to his Amulet of Power, do all the\nwork. Simple, eh? For the evil party, Dorn can also join in the fun,\nsince he's outright immune to level drain. The rest of my characters\ndebuff enemies and provide ranged support, although characters like\nKeldorn and Minsc use their melee weapon with reach to attack without\nopening themselves to reprisals. Another option is to use Negative Plane\nProtection on Fighters being sent into combat, but with a duration of\nfive rounds per casting, it's not really ideal. Putting the Amulet of\nPower on Anomen, Jaheira, or Viconia also works, although since they\ncan't spell-buff as well, they won't be quite as effective on their own.\n&lt;----------------------------------------------------------------------&gt;\n18) Go through a doorway to the north-east where you'll find a Fledgling\nVampire and a Vampire named Tanova. Remember that Vampire strategy? It's\ngoing to need some help with Tanova, as she's a potent spell-caster, as\nwell as a dastardly undead abomination. Try to lure the Fledging Vampire\naway without provoking Tanova to eliminate that little distraction. Once\ndone, I make sure my protagonist is spell buffed and rush into engage\nTanova. She'll start out the fight with Spell Turning, Protection from\nNormal Missiles, Protection from Magical Weapons, and Protection from\nElectricity. The third one is the only buff I'm worried about. Have a\nMage hit her with Breach while a Cleric starts casting True Sight to\nkeep her honest (if you have Keldorn, you can just wait until she uses\nsome illusion spell or another, as his instantaneous casting time allows\nyou to be more reactive). All the while my protagonist attacks her most\nvigorously, while every other character who can muster a +2 ranged\nweapon helps from afar. She's one of the rare Mages in the game who'll\ncast Simulacrum, and her Simulacrum is fond of casting Hold Person and\ndamaging spells. Her Simulacrum doesn't seem to be able to muster\nanything above 3rd-level, but since we're distracted with Tanova, it\ncan still be a nuisance (note that the real Tanova will have a grey name\nin the dialogue window, whereas the Simulacrum has a blue name). All in\nall, Tanova's not that rough, but it's best to come prepared, because\none bad Saving Throw can give you a headache here.\n&lt;----------------------------------------------------------------------&gt;\n19) Now that we've cleared the way to the north-east... ignore it.\nReturn to the table room and head down a tunnel to the south-west\n(opposite the tunnel where we fought Tanova) and kill the Vampire Gellal\nwho stands in your way. You'll eventually find a room to the south-west\nthat contains a Clay Golem guarding some Sarcophagi. By now a lone Clay\nGolem shouldn't really be too much of a bother to us (especially if you\ncompleted the Trademeet quests). Dispatch it and stake whatever Vampires\nhave fled back here (you can tell because your cursor will change to the\n\"attack\" icon when over applicable sarcophagi.)\n&lt;----------------------------------------------------------------------&gt;\n20) Once you've staked whatever Vampires you can, go through the secret\ndoor at (x=450, y=1250). Beyond which I find a Fledgling Vampire, a\nVampire named Durst, and a Greater Ghoul, which are fodder to my\nFighter\/Mage. Search the pool of blood at (x=400, y=700) for a Mace of\nDisruption +1. Ideally it would be great against undead, but my\nprotagonist doesn't do Maces, and Anomen\/Viconia are susceptible to\nlevel drain, so it just sits in my inventory and looks pretty. I make\nsure there's nothing left to stake in the previous room, then I head\nthrough another secret door at (x=700, y=750). This just takes me back\nto the main room with the table in the middle. It's time to go after\nLassal (x=1600, y=550).\n\n***REWARD***\n(For staking a Vampire)\nEXP\t9000\n\nVampire's Sanctuary (AR8003)\no======================================================================o\n21) Head down a tunnel to the south-east and dispatch a pair of Greater\nGhouls. Through a door you'll find a room with two Fledgling Vampires\nand numerous Grimwarders. You have two conflicting needs here-you need\nto kill the Vampires with a protected character to avoid level drain,\nbut you need to focus as much of your might on the Grimwarders as\npossible. The best thing to do is bottleneck them at the door (Vampires\nare quicker than Grimwarders, so they'll probably reach you first) with\na protected character, while your spell-casters blast enemies in the\nroom beyond. Holy Smite works well here with a good-aligned party. Of\ncourse, spell-buffing to the max helps make everything go smoother.\n&lt;----------------------------------------------------------------------&gt;\n22) Once the populated room is... depopulated... you've two ways to go.\nFirst go through a door (x=1120, y=300) to find a room with some loot\nin it. At this point in the game, it's nothing to go crazy over,\nalthough the armor was clearly designed for Rangers. Go through the\ndoor at (x=1570, y=300) and Lassal will tell you to find him in the\nroom of blood and blades. Oh, am I so going to enjoy staking him.\n\n***ITEMS***\n(x=930, y=200) 8 gold\n(x=1050, y=200) Ashen Scales +2, Katana +2\n\n***TRAPS***\n(x=1050, y=200)\n&lt;----------------------------------------------------------------------&gt;\n23) Head back upstairs to the main room. Instead of rushing in and\nallowing my party to get mauled by the spikes in the room (which is\nnorth-east past where we fought Tanova) I decide to take a more\nconservative tactic. Now, this might be a bit unorthodox, but my plan is\nto spell-buff my main character and let him do all the work. I know, we\nnever do that! Anyways, he goes alone to confront Lassal\n(x=3320, y=320). For those of you without the benefit of a Fighter\/Mage,\nspell-buff a Mage and send them in alone. Instead of duking it out with\nLassal, however, lure him out into the hallway where you fought Tanova.\nI promptly and decisively smite Lassal and head back to the sarcophagus\nroom, where he endures a well-deserved staking.\n&lt;----------------------------------------------------------------------&gt;\n24) Bodhi will appear to the north. I send the rest of my party out into\nthe hallway so my main character can fight her alone. He's still spell-\nbuffed from the last fight (Lassal was entirely out-classed), and so is\nstill in fine condition to go toe-to-toe with her. Her Hit Points won't\nlast as long as my Stoneskin and Mirror Image will. Once she falls\nshe'll taunt you a bit before leaving. Of course, let's not be \nfoolhardy, if she's more than you can handle, by all means attack her\nwith characters wielding weapons with reach. It's time to return to\nAran Linvail. His rival guild has been subdued, at least for now, and\nit's past time we saw some return for all the money we gave him.\n\n***REWARD***\n(For defeating Bodhi)\nEXP\t18750\n&lt;----------------------------------------------------------------------&gt;\n25) Report back to Aran Linvail, where you'll receive a suitably large\nexperience reward. Even if you don't question him about what Bodhi said,\nAran will come clean. By now it's no surprise that the Shadow Thieves\nwere the ones who attacked Irenicus' lair under Waukeen's Promenade. In\nfact, I wasn't even aware this was supposed to be a secret. Anyways,\nthe Shadow Thieves are genuinely enemies of Irenicus. Not because of\nwhat he did to you, of course, but because of his connections with \nBodhi, and Bodhi was anything but friendly to the Shadow Thieves. The\ngold served a dual-purpose for the Shadow Thieves-first to ensure your\ncommitment (who would pay that much money if they weren't really after\nIrenicus?) and second because that Shadow Thieves genuinely needed the\nmoney. Warring with a guild of Vampires is expensive, it seems...\nIrenicus and Imoen both reside within Spellhold. You want to get there\nfor Imoen, or for whatever power Irenicus thinks he can unlock within\nyou, and the Shadow Thieves want answers. All in all, after talking to\nthe Shadow Thieves you feel like you're getting a clearer picture of\nwhat transpired at the beginning of the game; the only remaining\nquestions (and answers) lie with Irenicus. It's a much more fulfilling\nfeeling than you get at the end of Bodhi's quests, where you're sure of\nonly one thing: that she's playing games with you.\n\n***REWARD***\n(For receiving the Shadow Thieves' assistance)\nEXP\t50000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n26) Collect whatever you need for the trip, sell off or stash all\nexcess gear, and be sure that you have whatever party members you need\nwith you. You will not be returning any time soon. Once you're ready\ntalk to Aran Linvail and tell him you're ready to go. You'll be treated\nto another Irenicus-Imoen cutscene before you appear at the docks. Aran\nLinvail will chat with the less-than-trustworthy captain he's hired to\ntake you to Spellhold, one Saemon Havarian. You know it's not an ideal\nsituation when the Shadow Thieves decide they need to include a bit of\n'insurance' on the ship to ensure things go smoothly. And frankly, we\nshould know better by now than to get on a boat. Look at what happened\nin Tales of the Sword Coast!\n\n\t\tEVIL PARTY STATS: END OF CHAPTER 3\no======================================================================o\nDorn\nBlackguard 13\nExperience: 1688605\nHit Points: 92\nArmor Class: -5\n\nParalyze\/Poison\/Death:\t3\nRod\/Staff\/Wand:\t\t5\nPetrify\/Polymorph:\t4\nBreath Weapon:\t\t3\nSpells:\t\t\t6\n\nWeapon Proficiencies\nTwo Handed Sword\t++\nHalberd\t\t\t++\nCross Bow\t\t++\nTwo-Handed Weapon Style\t++\n\nArmor:\tFull Plate Mail +2\nGloves:\t...\nHelmet:\tHelm of the Noble +1\nAmulet:\tAmulet of 5% Magic Resistance\nWeapon:\tIlbratha +1 (THAC0: 6)\n\tLilarcor (THAC0: 1)\n\tThe Guide +2 (THAC0: 1)\nShield:\t...\nRing 1:\tRing of Human Influence\nRing 2:\tRing of Earth Control\nCloak:\tNymph Cloak\nBoots:\tSense of the Cat\nBelt:\tGirdle of Fortitude\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\t...\n&lt;----------------------------------------------------------------------&gt;\nKorgan\nBerserker 14\nExperience: 1685402\nHit Points: 130\nArmor Class: -11\n\nParalyze\/Poison\/Death:\t-2 (-2)\nRod\/Staff\/Wand:\t\t0 (-2)\nPetrify\/Polymorph:\t4 (-2)\nBreath Weapon:\t\t3 (-2)\nSpells:\t\t\t1 (-2)\n\nWeapon Proficiencies\nAxe\t\t\t+++++\nWar Hammer\t\t+\nTwo-Weapon Style\t++\n\nArmor:\tFull Plate Mail\nGloves:\tThe Brawling Hands\nHelmet:\tHelmet of the Noble +1\nAmulet:\tPeriapt of Proof Against Poison\nWeapon:\tStonefire +3 (THAC0: 0)\n\tFrostreaver +3 (THAC0: 0)\n\tHangard's Axe +2 (THAC0: -1)\n\tDwarven Thrower +3 (THAC0: 0)\nShield:\tSaving Grace +3\nRing 1:\tThe Guard's Ring +2\nRing 2:\tRing of Air Control\nCloak:\tCloak of the Sewers\nBoots:\t...\nBelt:\t...\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\tIron Horn of Valhalla\n&lt;----------------------------------------------------------------------&gt;\nJaheira\nFighter 11\/Druid 13\nExperience: 855332\/855332\nHit Points: 88\nArmor Class: -8\n\nParalyze\/Poison\/Death:\t4 (-1)\nRod\/Staff\/Wand:\t\t8 (-1)\nPetrify\/Polymorph:\t7 (-1)\nBreath Weapon:\t\t7 (-1)\nSpells:\t\t\t4 (-6)\n\nWeapon Proficiencies\nScimitar\t\t+\nDagger\t\t\t+\nClub\t\t\t++\nQuarter Staff\t\t+\nSling\t\t\t+\nSword and Shield Style\t+\n\nArmor:\tFull Plate Mail\nGloves:\tXarranous' Second Sword Arm\nHelmet:\tHelm of the Noble +1\nAmulet:\tHarper Pin\nWeapon:\tBelm +2 (THAC0: 4)\t\n\tSling of Seeking +1 (THAC0: 2)\nShield:\tFortress Shield +3\nRing 1:\tRing of the Princes +1\nRing 2:\t...\nCloak:\t...\nBoots:\t...\nBelt:\tGirdle of Hill Giant Strength\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\t...\n&lt;----------------------------------------------------------------------&gt;\nViconia\nCleric 15\nExperience: 1689553\nHit Points: 72\nArmor Class: -8\n\nParalyze\/Poison\/Death:\t3 (-2)\nRod\/Staff\/Wand:\t\t7 (-2)\nPetrify\/Polymorph:\t6 (-2)\nBreath Weapon:\t\t9 (-2)\nSpells:\t\t\t8 (-2)\n\nWeapon Proficiencies\nWar Hammer\t\t+\nFlail\t\t\t+\nMace\t\t\t+\nSling\t\t\t+\nSword and Shield Style\t+\n\nArmor:\tFull Plate Mail\nGloves:\tHands of Takkok\nHelmet:\tHelm of Balduran\nAmulet:\tSensate Amulet\nWeapon:\tFlail of Ages +3 (THAC0: 5)\n\tArla's Dragonbane +3 (THAC0: 2)\nShield:\tShield of the Lost +2\nRing 1:\t...\nRing 2:\t...\nCloak:\tCloak of Protection +1\nBoots:\t...\nBelt:\tDestroyer of the Hills\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\tBlack Spider Figurine\n&lt;----------------------------------------------------------------------&gt;\nProtagonist\nFighter 10\/Mage 11\/Thief 12\nExperience: 597361\/597361\/597361\nHit Points: 101\nArmor Class: -3\n\nParalyze\/Poison\/Death:\t7 (-1)\nRod\/Staff\/Wand:\t\t6 (-1)\nPetrify\/Polymorph:\t7 (-1)\nBreath Weapon:\t\t8 (-1)\nSpells:\t\t\t7 (-1)\n\nWeapon Proficiencies\nLong Sword\t\t++\nKatana\t\t\t++\nTwo Weapon Style\t+++\n\nArmor:\tAdventurer's Robe\nGloves:\tBracers of Defense A.C. 3\nHelmet:\tVhailor's Helm\nAmulet:\tAmulet of Power\nWeapon:\tCelestial Fury +3 (THAC0: 4)\n\tSword of Flame +1 (THAC0: 5)\nShield:\tBlade of Roses +3 (THAC0: 5)\nRing 1:\tRing of the Princes +1\nRing 2:\tRing of Acuity\nCloak:\t...\nBoots:\tThe Paws of the Cheetah\nBelt:\tElves' Bane\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\t...\n&lt;----------------------------------------------------------------------&gt;\nEdwin\nConjurer 14\nExperience: 1702988\nHit Points: 61\nArmor Class: 4\n\nParalyze\/Poison\/Death:\t7 (-4)\nRod\/Staff\/Wand:\t\t3 (-4)\nPetrify\/Polymorph:\t7 (-2)\nBreath Weapon:\t\t2 (-9)\nSpells:\t\t\t6 (-2)\n\nWeapon Proficiencies\nDagger\t\t\t+\nQuarter Staff\t\t+\nDart\t\t\t+\n\nArmor:\tRobe of Vecna\nGloves:\t...\nHelmet:\tPale Green Ioun Stone\nAmulet:\tEdwin's Amulet\nWeapon:\tCleric's Staff +3 (THAC0: 12)\n\tBoomerang Dagger +2 (THAC0: 13)\nShield:\t...\nRing 1:\tReaching Ring\nRing 2:\tRing of the Princes +1\nCloak:\tCloak of Displacement\nBoots:\t...\nBelt:\tBelt of Inertial Barrier\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\tEfreeti Bottle\n&lt;----------------------------------------------------------------------&gt;\nJaheira keeps Blackblood +3 in her inventory for instances when she\nneeds to hit Clay Golems, Trolls, or critters that require +3 or better\nweapons. Dorn has The Guide +2, Jaheira has the Sling of Seeker +1,\nKorgan has the Dwarvern Thrower +3 and Hangard's Axe +2, Viconia has\nArla's Dragonbane +3, and Edwin has the Boomerang Dagger +2 for ranged\noptions. Only my protagonist lacks a ranged option, and with her\nspell-buffs and Celestial Fury, why would I want to keep her out of\nmelee combat, anyways? The Ring of Regeneration moves around the party\nas needed, it has no stable home. \n\nJaheira and Viconia's Armor Class will only improve after the Underdark.\nIn the meantime, Korgan needs all the protection he can get, as he'll\nsuffer defensively when he drops his shield to dual-wield. Dorn is also\nstruggling defensively-and he'll continue to do so through the rest of\nthe game, considering he'll never have the opportunity to strap on a\nshield. Before the Enhanced Edition I took Haer'Dalis along with me\ninstead of Dorn. His high caster level and extra spell power was handy,\nbut with Dorn in tow, I can honestly say I haven't missed Haer'Dalis\nyet. With Edwin, you don't really need a tertiary spell-caster.\n\n\t\tGOOD PARTY STATS: END OF CHAPTER 3\no======================================================================o\nKeldorn\nInquisitor 12\nExperience: 1195065\nArmor Class: -6\n\nParalyze\/Poison\/Death:\t3 (-2)\nRod\/Staff\/Wand:\t\t5 (-2)\nPetrify\/Polymorph:\t4 (-2)\nBreath Weapon:\t\t4 (-2)\nSpells:\t\t\t6 (-2)\n\nWeapon Proficiencies\nLong Sword\t\t++\nTwo Handed Sword\t++\nCross Bow\t\t++\nTwo Handed Weapon Style +\n\nArmor:\tFirecam Full Plate Armor\nGloves:\tThe Brawling Hands\nHelmet:\tHelm of Glory\nAmulet:\tAmulet of 5% Magic Resistance\nWeapon:\tHallowed Redeemer (THAC0: 4)\n\tRas +2 (THAC0: 4)\n\tFiretooth +4 (THAC0: 1)\nShield:\t...\nRing 1:\tRing of Regeneration\nRing 2:\tRing of Earth Control\nCloak:\tNymph Cloak\nBoots:\tBoots of Grounding\nBelt:\tGirdle of Hill Giant Strength\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\t...\n&lt;----------------------------------------------------------------------&gt;\nJaheira\nFighter 10\/Druid 12\nExperience: 604797\/604797\nArmor Class: -7\n\nParalyze\/Poison\/Death:\t3 (-3)\nRod\/Staff\/Wand:\t\t7 (-3)\nPetrify\/Polymorph:\t8 (-1)\nBreath Weapon:\t\t6 (-3)\nSpells:\t\t\t10 (-1)\n\nWeapon Proficiencies\nScimitar\t\t+\nDagger\t\t\t+\nClub\t\t\t++\nQuarter Staff\t\t+\nSling\t\t\t+\nSword and Shield Style\t+\n\nArmor:\tFull Plate Mail +1\nGloves:\tGauntlets of Ogre Power\nHelmet:\tHelmet of Defense\nAmulet:\tPeriapt of Proof Against Poison\nWeapon:\tBelm +2 (THAC0: 6)\n\tClub +3, Blackblood (THAC0: 4)\nShield:\tSaving Grace +3\nRing 1:\t...\nRing 2:\tRing of the Ram\nCloak:\tCloak of Displacement\nBoots:\t...\nBelt:\tGirdle of Piercing\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\t...\n&lt;----------------------------------------------------------------------&gt;\nAnomen\nCleric 13\/Fighter 7 (Inactive)\nExperience: 1149047\/64000\nArmor Class: -6\n\nParalyze\/Poison\/Death:\t4 (-1)\nRod\/Staff\/Wand:\t\t8 (-1)\nPetrify\/Polymorph:\t7 (-1)\nBreath Weapon:\t\t10 (-1)\nSpells:\t\t\t9 (-1)\n\nWeapon Proficiencies\nWar Hammer\t\t++\nMace\t\t\t++\nSling\t\t\t++\nSword and Shield Style\t+\n\nArmor:\tFull Plate Mail +1\nGloves:\tGauntlets of Weapon Skill\nHelmet:\tHelm of Balduran\nAmulet:\tSensate Amulet\nWeapon:\tMace +2 (THAC0: 5)\n\tSling +2 (THAC0: 7)\nShield:\tFortress Shield +3\nRing 1:\t...\nRing 2:\tRing of Holiness\nCloak:\tCloak of Sewers\nBoots:\tBoots of Avoidance\nBelt:\tGirdle of Bluntness\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\tSilver Horn of Valhalla\n&lt;----------------------------------------------------------------------&gt;\nProtagonist\nFighter 10\/Mage 11\nExperience: 663534\/663534\nArmor Class: -4\n\nWeapon Proficiencies\nKatana\t\t\t++\nFlail\t\t\t++\nTwo Weapon Style\t+++\n\nParalyze\/Poison\/Death:\t6 (-2)\nRod\/Staff\/Wand:\t\t5 (-2)\nPetrify\/Polymorph:\t6 (-3)\nBreath Weapon:\t\t7 (-2)\nSpells:\t\t\t6 (-2)\n\nArmor:\tAdventurer's Robe\nGloves:\tBracers of Defense A.C. 3\nHelmet:\tVhailor's Helm\nAmulet:\tAmulet of Power\nWeapon:\tCelestial Fury (THAC0: 3)\n\t...\nShield:\tFlail of Ages +3 (THAC0: 6)\nRing 1:\tRing of Protection +2\nRing 2:\tRing of Acuity\nCloak:\t...\nBoots:\tBoots of Speed\nBelt:\t...\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\tGolem Manual\n&lt;----------------------------------------------------------------------&gt;\nMinsc\nRanger 12\nExperience: 1207729\nArmor Class: 2\n\nWeapon Proficiencies\nTwo Handed Sword\t++\nHalberd\t\t\t++\nMace\t\t\t++\nLong Bow\t\t++\nTwo Weapon Style\t++\n\nParalyze\/Poison\/Death:\t3 (-4)\nRod\/Staff\/Wand:\t\t8 (-1)\nPetrify\/Polymorph:\t2 (-1)\nBreath Weapon:\t\t7 (-1)\nSpells:\t\t\t9 (-1)\n\nArmor:\tSkin of the Ghoul +4\nGloves:\tBracers of Archery\nHelmet:\tHelmet of Defense\nAmulet:\t...\nWeapon:\tDragon's Bane +3 (THAC0: 3)\n\tIlbratha (THAC0: 8)\n\tElven Court Bow +3 (THAC0: 0)\nShield:\t...\nRing 1:\t...\nRing 2:\t...\nCloak:\tCloak of Non-Detection\nBoots:\tBoots of Stealth\nBelt:\t...\nMisc 1:\tBoo\nMisc 2:\t...\nMisc 3:\t...\n&lt;----------------------------------------------------------------------&gt;\nNalia\nMage 13\/Thief 4 (Inactive)\nExperience: 1190290\/5000\nArmor Class: -1\n\nParalyze\/Poison\/Death:\t9 (-2)\nRod\/Staff\/Wand:\t\t5 (-2)\nPetrify\/Polymorph:\t7 (-2)\nBreath Weapon:\t\t4 (-7)\nSpells:\t\t\t6 (-2)\n\nWeapon Proficiencies\nShort Sword\t\t+\nDagger\t\t\t+\nQuarter Staff\t\t+\nShort Bow\t\t+\nDart\t\t\t+\n\nArmor:\tRobe of Vecna\nGloves:\tGlove of Pick Pocketing\nHelmet:\tPale Green Ioun Stone\nAmulet: Amulet of Metaspell Influence\nWeapon:\tCleric's Staff +3 (THAC0: 12)\n\tTansheron's Bow +3 (THAC0: 10)\nShield:\t...\nRing 1:\tD'Arnisse Signet Ring\nRing 2:\tRing of Danger Sense\nCloak:\tCloak of the Shield\nBoots:\tBoots of Grounding\nBelt:\tBelt of Inertial Barrier\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\tEfreeti Bottle\n&lt;----------------------------------------------------------------------&gt;\nAs we do not have access to Limited Wish like the evil party does,\nJaheira just has to wait until she has a better ranged option. Keldorn\nhas The Guide +2 for situations in which it'll be safer for him to fight\nat a range, and Minsc and Nalia (soon to be Imoen) mostly stick to\nranged weapons, although Misnc will take up his Halberd when he needs\nto. My protagonist is much more hardy and dependable in the good party,\nand equipped with the Flail of the Ages +3 and Celestial Fury +3, he's\nalmost as quick of a killer as my other three front-liners combined.\nAdd to that his defensive spells, and for a short time, he's the single\nstrongest weapon I have... until his Stoneskin wears off. For this\nreason, he takes The Paws of the Cheetah, which help him get from foe to\nfoe quicker. My good party's superior protagonist makes up for an\notherwise inferior front-line Armor Class.\n\nI usually take Yoshimo with me through the game (and I did in the first\nwalkthrough around which most of this guide was written) but for the\n2nd good-party walkthrough where I recorded the stats at the end of\nvarious chapters, I took Nalia. You know, to make the transition to\nImoen easier? I regretted it every time I had to pick a lock or disarm\na trap. Nalia is simply inadequate to the challenge of handling many of\nthe tasks a party thief needs to handle. The only good solution was to\ntry and get to the Planar Sphere earlier than I would like, and obtain\nthe Ring of Danger Sense. Perhaps I was spoiled by having a \nFighter\/Mage\/Thief who could handle anything, but honestly, I'll take\nYoshimo if I have to do it again. That way when I get Imoen back, I'll\nbe able to give her the Ring of Lock Picks and the Ring of Danger\nSense and thus avoid any obnoxious situations where I find my party\nThief inadequate to the task at hand.\n\no======================================================================o\n|\t\t         \tChapter 4 \t\t \t       |\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t  \t        Brynnlaw\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK026}\n\t\t1) Saemon's Excuse\n\t\t2) Seeking Out Sanik\n\t\t3) Things to do in Brynnlaw\n\t\t4) Infiltrating the Brothel\n\t\t5) Rescuing Ginia and Ason\n\t\t6) The Front Door\n\t\t7) The Back Door\n\t\t8) Reaching Galvena\n\t\t9) Killing Galvena\n\t\t10) Perth the Not-So Adept\n\t\t11) Getting Incarcerated\n\t\t12) Within Spellhold, One Way or Another\n\t\t13) Meeting Mad Mages\n\t\t14) Under New Management\n\nFor the first time since we escaped from Irenicus' Dungeon, all players\nregardless of their character's class, alignment, and party composition\nnow have the same goal. We're looking for somebody named 'Sanik', whom\ncan be found in the Vulgar Monkey tavern. Quite frankly it's rather\nrefreshing (from my perspective) to have a singular purpose for this\nwalkthrough again. Even better, this unity will last for quite a \nwhile. We're not coming back to Brynnlaw in this game, so in this part\nof the walkthrough we'll make sure to do everything there is to do \nbefore we head into Spellhold.\n\nBrynnlaw (AR1600)\no======================================================================o\n1) All goes well... until you land. Saemon Havarian excuses himself and\nSime expresses her distrust of him. The fact that you can't save because\n'monsters are about' should tip you off that something's up. I spell-\nbuff and send my main character off the boat to the north. Saemon will\ntalk to you and apologize for what must come, and several enemies will\nappear. Three Vampires-Valen, Parisa, and Del, will attack you. All\nthree of them are not enough to take down my Fighter\/Mage. Astute\nplayers should realize a few things from this encounter. First, Bodhi,\nwhile beaten, is not without resources. More worrisome is the fact that\nVampires have lairs, and they wouldn't be able to travel so far from\nthem as to randomly ambush you here, which means Bodhi's Vampires and\npresumably Bodhi have a stronghold here. After the fight talk to Sime\n(x=850, y=2420), who will tell you to find somebody named Sanik at the\nlocal tavern. The evil party, of course, doesn't have to deal with this\nannoyance, and are escorted to the Vulgar Monkey tavern by Saemon\nHavarian.\n\nVulgar Monkey Tavern (AR1602)\no======================================================================o\n2) You'll find the Vulgar Monkey tavern at (x=2000, y=1550), inside of\nwhich you'll find plenty of friendly pirates and Sanik (x=500, y=500).\nBefore you and Sanik can get down to business, an assassin will appear\ncourtesy of Lady Galvena and do what assassins do. He'll then foolishly\nattack you. Put him down, after which the Innkeeper will pipe in and\ngive you some information regarding what just occurred. Apparently\nSanik here crossed the local Mistress of Brynnlaw and this was her\nresponse. Unfortunately for her, his 'bride' might be the only person\nwho knows how to get into Spellhold, which means Lady Galvena just\ncrossed the wrong person.\n\nTemple of Umberlee (AR1604)\/Storekeep (AR1606)\/Cayia's Home (AR1603)\no======================================================================o\n3) Over at (x=2550, y=1600) you'll find a Temple to Umberlee (AR1604),\nfrom which you can buy a Destroyer of the Hills and a Wand of the\nHeavens, as well as other, less interesting items. There's a Shopkeep at\n(x=1300, y=1100) (AR1603), who sells some magical weapons and armor, but\nnothing you really need by now. And if you rushed here early... well,\nit's still probably nothing you need. Finally there's a house at\n(x=650, y=1450) (AR1606) which contains some curiously nice loot.\n\no===========o\n|Mage Spells| Storekeep\no===========o----------------------------------------------------------&gt;\n1st-Find Familiar\n  ---\n2nd-Power Word, Sleep\n2nd-Ray of Enfeeblement\n  ---\n3rd-Minor Spell Deflection\n3rd-Protection From Fire\n  ---\n5th-Breach\n5th-Conjure Lesser Fire Elemental\n5th-Lower Resistance\n5th-Oracle\n5th-Protection From Normal Weapons\n  ---\n6th-Chain Lightning\n6th-Contingency\n6th-Disintegrate\n6th-Spell Deflection\n\n***ITEMS***\n(AR1600)\n(x=3325, y=1530) Wand of Paralyzation\n\n(AR1603)\n(x=500, y=250) 8 gold\n(x=330, y=400) Spear, Spear, Spear, Spear\n(x=260, y=460) Bastard Sword, Bastard Sword, Bastard Sword,\n\t       Bastard Sword\n  ---\n(AR1606)\n(x=280, y=380) Zircon Gem\n(x=550, y=200) Rogue Stone, 7 gold\n(x=400, y=150) Flamedance Ring\n\n***TRAPS*** (AR1606)\n(x=400, y=150)\n&lt;----------------------------------------------------------------------&gt;\n4) Well, that was a fun diversion, but now it's time to find a way into\nSpellhold. Let's just say it's going to take more than good walking\nshoes to get there. Head over to Lady Galvena's Festhall\n(x=1050, y=1450). You can just barge in and massacre everybody, but\nthere are more... subtle ways to get in as well. Talk to the courtesan\noutside of Lady Galvena's Festhall (x=1180, y=1530). Of course, to\ncomplicate things there are several ways to gain access to the Festhall.\nFirst, you can pay the courtesan 100 gold (he or she can be bargained\ndown to 50 gold) to get into her room (AR1609) under the pretenses of\nperusing her services. Secondly you can press her to reveal a way to get\nin. She'll capitulate for 200 gold (don't threaten her or she'll walk\noff), or for your promise that you won't tell anybody what she says.\nShe'll inform you that you can gain admission to the brothel if you\nobtain a medallion from one of Galvena's courtesan masters. She'll\nsuggest that you look for somebody named Chremy for your medallion.\nAnother way to start this medallion quest is to ask about Claire and say\nthat you're planning on killing Galvena. If you're going to barge on in\nskip to step #6, if you're going to pay the courtesan to take you to\nher room, skip to step #7, and finally, if you want to obtain the\nmedallion continue with step #5.\n\nFrankly I think the most interesting way to do this is to obtain\nGalvena's Medallion from Chremy (freeing Ginia and Ason in the process),\nand accompanying the courtesan into her room. From here you can devise\na scheme to poison the guards in (AR1608) and the guard captain\n(AR1613). You'll get plenty of quest experience this way, but honestly\nits gains over simply storming the place are negligible at best.\n&lt;----------------------------------------------------------------------&gt;\n5) Since we're going to get the medallion, we might as well help Ginia,\ntoo. At (x=570, y=1170) you'll run into a little boy named Ason. Or\nrather he'll run into you, and steal 10 gold from you. Question the\nlittle guy about it and he'll seem repentant, but also too afraid to\ngive you the money back. Of course, if you threaten him he'll cough it\nup. Hmm... Head over to courtesan named Ginia (x=3450, y=1700) who'll\ntell you her sob story. Apparently she's suffering in the 'employ' of a\nman named Chremy, a lieutenant of the pirate who runs this town-one\nDesharik. Apparently the Ason we ran afoul of earlier is Ginia's \ninsurance, Ginia can't flee or disobey without Ason suffering for it.\nIf you're a nice guy you can offer to help her and Ason escape. You'll\nhave to pay the smuggler, Calahan (x=1600, y=1750) and deal with Chremy\n(x=1820, y=1460). Go to Calahan and pay him 200 gold so he'll smuggle\naway both Ginia and Ason for a small experience reward. Now go pay\nChremy a visit. He'll turn hostile if pressed on the Ginia\/Ason issue.\nKill him and loot his body for a suit of Studded Leather Armor, \nGalvena's Medallion, a Bloodstone Ring, a Bastard Sword, and 112 gold.\nNow go report the good news to Ginia to complete the quest and get\nanother experience reward. Return to the courtesan with the medallion in\nyour possession and she'll offer to take you to her room (skip to\nstep #7), or you could just go on your own (continue with step #6).\n\n***REWARD***\n(For paying for Calahan's smuggling services)\nEXP\t2000\n\n***REWARD***\n(For saving Ginia and Ason)\nEXP\t9000\n\nLady Galvena's Festhall (AR1611)\no======================================================================o\n6) Enter the festhall, whereupon you'll be bothered by Front. If you\nobtained Galvena's Medallion from Chremy earlier, you can use it to\nconvince him to let you past. If not, find the secret door at \n(x=500, y=150) after he's done talking. Opening the door (which is \nlocked) will provoke Front to call upon two Guards and attack. Front \nspends most of his time spell-buffing, and they're all pretty easy to \ntake down. Either way you do it, proceed to the next area (AR1608),\n(step #8).\n\nLady Galvena's Festhall, Courtesan's Room (AR1609)\no======================================================================o\n7) The simplest way of reaching this area is by paying the courtesan\nto take you to her room. Under this approach she'll threaten to call the\nguards if you insist on performing any misdeeds, although she can be \npacified by paying her 100 gold or mentioning Claire. On the other hand\nif you accompanied the courtesan here after obtaining Galvena's\nMedallion from Chremy, she'll tell you about some sleeping draught they\nbrew here to incapacitate richer clients. She suggests convincing the\ncook to put some in the guards' food to get past them without fighting.\nExit at (x=200, y=450) to reach the Hallway area of the Festhall (AR1608).\n\nLady Galvena's Festhall, Hallway (AR1608), Kitchen (AR1612), and\nGalvena's Room (AR1613)\no======================================================================o\n8) In this area you'll find a pair of guards milling about. If you\nbarged on in here they'll summon the guard captain in a futile attempt\nto stop you. If you gained admittance to this area by sneaking in\nthrough the Courtesan or by using Galvena's Medallion you can convince\nthe guards you're a customer, or a new recruit. Still, you need to get\nGalvena's Key (see below) from the guard captain, which provokes them,\nso it's not really a superior solution to just fighting your way in.\nKill them and loot them, as one carries a Halberd +2. After they're dead\ngo into the room at (x=350, y=200) (AR1613)-which is pretty swanky, by\nthe way. Loot the dresser (x=150, y=300) to obtain Galvena's Key, then\ngo back to (AR1608) and open the door at (x=100, y=100). If you\nconspired with the courtesan and obtained the Sleeping Draught enter\nthe room at (x=550, y=330) (AR1612) and convince the cook, Ellie to\npoison the guards. Follow the courtesan out and she'll deliver the\nguards their poison, which will promptly render them unconscious. You\ncan now kill the guards without resistance. By killing them via the\npoison, you'll get less experience from the guard captain, all the\nguards will have the poisoned ale on them, and instead of a Halberd +2\nyou'll get a pair of Halberds +1.\n\n***REWARD***\n(For convincing Ellie to poison the guards)\nEXP\t1000\n\n***REWARD***\n(For poisoning the guards)\nEXP\t4000\n\nLady Galvena's Festhall, Dungeon (AR1610)\no======================================================================o\n9) Continue down to the next level and go through a door to the north-\neast to find Galvena, Claire, and her pet wizard Vadek. Naturally a\nfight ensues. Kill them and loot them, Galvena donates a suit of Leather\nArmor +3 and a Flail +2, while her stooge leaves behind a Quarter\nStaff +2, a Dart +1, and 25 gold. Find where Claire ran off to and talk\nto her. She'll suggest talking to Sanik's captain, one Captain Golin,\nwho will tell you of two ways to get into the Asylum-convince the pirate\nDesharik to commit you to the Asylum, or obtain a ward stone from a\nlocal representative of the Cowled Wizards named Perth the Adept. Of\ncourse, why not do a little of both?\n\n***REWARD***\n(For closing Lady Galvena's Festhall-permanently)\nEXP\t10000\n\n***REWARD***\n(For bringing Claire to Captain Golin)\nEXP\t2000\n\nPerth the Adept's House (AR1605)\no======================================================================o\n10) Let's go visit Perth the Adept, who lives in the house at \n(x=2950, y=1200). Once you get inside you'll notice he acts somewhat...\nmechanically. He'll mumble about the Warden, and then merrily decide to\ntest your limits... or get violent, rather. Get on top of him quickly,\nas he's a very powerful Mage. With Keldorn in tow it's child's-play to\nstrip his spell defenses and pummel him to death, but evil parties, \n(especially low-level evil parties) should tread with some caution.\nWhen he dies he'll reward you with 20000 experience points, and he'll\ndrop the 'Wardstone for Asylum', as well as the Book of Infinite Spells.\nThis book can be used to cast one spell, once per day, and unlimited\nnumber of times, and anybody can use it. The catch, however, is that if\nyou turn the pages of the book so as to (hopefully) access a better\nspell, you're stuck with that spell until you turn the pages again.\nThat means no flipsies-backsies, and as the description warns once you\nreach the last page of the book you're stuck with whatever spell was on\nthat page. The book starts out with the 'Fireball' spell active, which\nis a pretty decent spell to be able to cast. Of course, it can be \nturned to Spell Turning and True Sight... which are arguably better. For\nmore information about this book, refer to its entry in [ITM004].\n\n***ITEMS***\n(x=650, y=400) Potions of Extra Healing x4\n(x=400, y=300) Horn Coral Gem, History of the Drow\n(x=170, y=150) Gold Ring, 7 gold\n\n***TRAPS***\n(x=170, y=150)\n\nPirate Lord's Home (AR1601)\no======================================================================o\n11) Now it's time to pay Desharik a visit (x=1000, y=650). Talk to the \nPirate Door Guard (x=1120, y=670) outside and either throw Captain\nGolin's name out, or pay him 300 gold to gain entrance. Loot the house\nbefore talking to Desharik (x=660, y=550). Don't tell him you're trying\nto storm the place, or rescue a friend, and don't try to bribe him, as\nhe'll have none of it. Saying that you're the child of a god and you\nstruggle with your nature will convince him if you're insistent.\nDialogue options #1, #1, #4, #2, #1, #1, #1 and #1 are what you'll need\nto achieve this outcome... and the character speaking to Desharik must\nalso have a Charisma score of 16 or greater. Also note that if you have\nMinsc in your party... well, let's just say that Minsc has an uncanny\nability to convince people he's nuts. Go figure. If you don't wish to\nget incarcerated, you can enter Spellhold manually (see step #12).\n\n***ITEMS***\n(x=630, y=200) Potion of Extra Healing\n(x=390, y=300) Potion of Extra Healing, 109 gold\n(x=180, y=330) Potion of Extra Healing x2, Light Crossbow +1,\n\t       Bolts +2 x5, 50 gold\n(x=1200, y=400) Potion of Extra Healing, Long Bow +2, Arrows +2, 70 gold\n\n***TRAPS***\n(x=170, y=320)\n(x=1200, y=400)\n\n***REWARD***\n(For convincing Desharik to incarcerate you)\nEXP\t38500 (each character)\n\nSpellhold, Exterior (AR1500)\no======================================================================o\n12) Of the two ways to enter Spellhold, getting incarcerated earns you \nan experience reward. You can just walk on in by exiting Brynnlaw at\n(x=3500, y=20). Sime awaits near the area transition (x=3480, y=130),\nand if you got the Wardstone from Perth the Adept you can update her\non your progress, at which she'll rush off to see if she can obtain\nsome aid. Once outside of Spellhold cross a bridge to the north. This\nbridge would be rather fatal if you didn't have Perth's Wardstone, but\nwith it you'll cross unmolested. At the far end of the bridge you'll\nface a random group of monsters (I've encountered Lizardmen and a<\/pre>\n\n\n\n<pre id=\"faqspan-24\" class=\"wp-block-preformatted\">group of incorporeal undead including Shadows, Wraiths, and Shadow\nFiends). Upon Spellhold itself you can find another group of random\nfoes (again, I've encountered a mixed group of undead similar to the one\nmentioned above, as well as a Lesser Air Elemental). Enter the door at\n(x=600, y=1050) to finally enter Spellhold. Even with the kills in this\narea, the experience pales compared to what you'd receive from\nconvincing Desharik to incarcerate you.\n&lt;----------------------------------------------------------------------&gt;\n13) If you enter on foot you'll be greeted by a Coordinator, who'll \nintroduce you to a variety of inmates, including our old friends \nDradeel (from Tales of the Sword Coast, on the Isle of Balduran) and\nTiax, everybody's favorite diminutive megalomaniac. If you're\nincarcerated you'll be greeted by Lonk the Sane, who'll free you for\nrecreation time-and with promises of cookies to come. You'll be free\nto talk to a variety of inmates, as follows (their locations will\nvary depending on which route you took to enter Spellhold):\n\nAphril: A girl who can see all things, across the planes and time.\nYou'd be freaked out too. Talk to her again and she'll allow you to\nsee what she sees, if just for a moment. She's interesting for two\nreasons. First, because of the little rant Edwin will go on if him and\nViconia are in the party, and second, because of the blatant Planescape\nreferences she makes. A walking corpse talking to a pile of skulls?\nThe Nameless One and Morte.\n\nDili: Another little girl, this one can 'change faces'. By this she\nmeans polymorph, and as a young natural shape-changer, she seems to\nhave identity issues. Must be hard to define yourself if you can\nsimply become someone-or something-else at will... but I won't waste\ntime musing over how our physical traits influence our mental\ndevelopment. Talk to Dili repeatedly and she'll change faces as her\nwhims dictate-randomly a chicken, a wolf, a kitty, a doggy... and you.\n\nDradeel: Our friend from the Baldur's Gate 1 expansion Tales of the\nSword Coast. He was the companion of Balduran stranded on the island\npopulated with Werewolves and Wolfweres. It seems like the centuries\nof seclusion and Werewolf attacks got to him. He'll rail against\ndoggies, give you another useless recipe, and try and teleport out.\nHe's amusing, if not useful.\n\nNaljier Skal: Talks about his 'pretties' a lot, supposedly lost his\nsanity when he tried to look too deeply at the nature of existence.\nTalk to him a few times and he'll conjure some very real gems for\nyou, I was even gifted with a Rogue Stone. What a nice fellow!\n\nTiax: He's still small, angry, and possessed by delusions of\ngrandeur, everything we loved in the first game. Not enough to take\nhim with us, but still... Listen to him rant, you know you want to.\nEventually he'll try to mark your forehead for bothering him, and\nwill end up shrinking his undergarments. Just as well, they probably\ndon't need to be very big anyhow.\n\nWanev: The former warden of Spellhold, he'll refer you to the\ncoordinator, and will babble some authoritative office speak. He'll\neventually devolve into handing you an endless supply of 'memos'.\n\nIf you have Yoshimo in your party, remove ALL items from him now; he'll\nbe \"leaving\" soon, and you don't want to lose any of the items he's\ncarrying.\n&lt;----------------------------------------------------------------------&gt;\n14) Eventually the coordinator will reveal himself to be Irenicus.\nYoshimo will be revealed as a traitor within your midst if he's with\nyou and Bodhi as Irenicus' sibling. Watch a cutscene, rant futilely at\nIrenicus, and you'll end up falling unconscious. You'll wake up in a\nposition you saw Imoen in earlier, trapped in a container with captive\nShadow Thieves lining the room around you. Irenicus will taunt you and\nexplain how Saemon poisoned you and allowed for him to overcome you so\neasily, and how he orchestrated and predicted your arrival here.\nIrenicus will explain that Imoen-like you-is a child of Bhaal, and that\nhe plans to steal your divine soul for himself. As he already stole\nImoen's for Bodhi-his sister-he's somewhat optimistic that you'll\nsurvive the experiment, at least for a while. He also mentions\nunderstanding your anger, as he has experienced the same. I guess it's\na partial explanation for why he needs your soul, and it explains the\ndescriptions of him early in the game as 'empty' by the Dryads he\ncaptured and by Imoen. It also explains the torture inflicted on Imoen\nduring her two periods of captivity under Irenicus. Her 'innocent\ncharm and humor suppressed the darkness', and Irenicus 'had to show\nher some very dark shadows indeed' to make her ready for his purposes.\nPoor girl. The guild war Bodhi started wasn't for power, or at least not\njust for power, but for Shadow Thieves. Why he needed Shadow Thieves\nspecifically instead of random peasants is curious, but perhaps that can\nbe explained by the nature of your divine soul. He needed the souls of\nkillers and thieves to force out of the soul of a child of Bhaal, the\nGod of Murder? As always with Irenicus, he leaves us with more questions\nthan answers.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t                Spellhold\t\t\t       |\n|\t\t\t\t\t                               |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK027}\n\t\t1) To Know Yourself\n\t\t2) Master the Taint\n\t\t3) The Hunt Begins\n\t\t4) Reunited With Imoen\n\t\t5) The Bag of Holding\n\t\t6) Goblins and the Placement Puzzle Room\n\t\t7) Ruhk the Raksasha\n\t\t8) Portal Lycanthrope\n\t\t9) Portal Demon\n\t\t10) Portal Genie\n\t\t11) Put Your Hand in My Mouth\n\t\t12) Lesser Tome Monsters\n\t\t13) Tome Illithids\n\t\t14) Tome Beholders\n\t\t15) Kobolds and Crystal Shards\n\t\t16) Gibberling Room\n\t\t17) Greeted By Undead\n\t\t18) A Few New Spells\n\t\t19) Dace Sontan's Demise\n\t\t20) Umber Hulk Ambush\n\t\t21) Deeper Into the Dungeon\n\t\t22) Trolls and Tokens\n\t\t23) Minotaurs and Monster Paintings\n\t\t24) The Room of Orbs\n\t\t25) The Slayer Awakens\n\t\t26) Minotaurs and Gauth\n\t\t27) Activating the Minotaur Statue\n\t\t28) The Monster Gallery\n\t\t29) Golem-Guarded Room\n\t\t30) Turning in Tokens\n\t\t31) The Test of Sanity\n\t\t32) Apparitions and Another Riddle\n\t\t33) Momentary Relapse\n\t\t34) Judgment\n\t\t35) Saemon's Warning\n\t\t36) Lonk the Sane\n\t\t37) Assaulting Irenicus\n\t\t38) Back to Brynnlaw\n\nCandlekeep Dream (AR0028)\no======================================================================o\n1) After Irenicus' experiment you'll wake up in Candlekeep, being \npestered by Imoen. After she's done talking head up to the keep to find\na Demon (x=2100, y=1660) waiting for you. As you approach it'll talk to\nyou and demand that you 'give of yourself that you will know yourself'.\nYou'll have to sacrifice an attribute point to reach your 'core', the\ndepths of your soul. For most characters (especially Baldur's Gate 1\nveterans) I imagine that Intelligence or Wisdom would be the easiest\nattributes to part with. If you're a Mage, give up Wisdom, if you're\nanything else, sacrifice Intelligence. Once that is done the Demon is\nsated, that within the weakness you will find Strength. Head through\nthe arch at (x=2000, y=1500).\n\nNote: According to Infinity Explorer, there is a dialogue option to be\nhad with the Demon (PPDEMON) as follows: \"I give of my skill, forgetting\nsome of what I have learned.\" The result of this option is to reduce\nyour experience by 50,000... far favorable to losing an attribute point.\nUnfortunately, this dialogue option has never come up for me, and since\nit has a conditional trigger (unlike the rest of the options) I must\nassume that it exists as a safety of sorts... in case the protagonist's\nattributes are too low to reduce. Remember, a zero in an attribute is\na game-over, and forcing a game-over here... well, nobody likes\nshow-stoppers. Also, if, say, you're a class with minimum attribute\nrequirements, you might get this option instead of breaking your class\nrequirements.\n\nCandlekeep Dream Library, First Floor (AR0012)\no======================================================================o\n2) Explore the level until Imoen finds you. She'll continue to babble\ncryptically, mentioning that together you can overcome your instincts,\nwhere alone you would fall. You need to lure 'the creature' here so you\ncan battle it together. Head back outside and travel around the\nsouth-western side of the keep to find Bhaal (x=1030, y=1770). No matter\nwhat you say, 'Bhaal' will turn hostile and attack you. Run from it and\nhead back into Candlekeep and return to Imoen's side. Once you, Imoen,\nand Bhaal are all on the same screen Imoen will exclaim that she knows\nhow to make the beast vulnerable. You can now engage and defeat the\nbeast. It'll complain once it's defeated, and after being hounded by\nyour nature for the entirety of the first game, it's nice to finally get\nto take some action against it, metaphysical though it may be. Imoen\nwill spaz out again and you'll wake up. Now that you're soulless, you'll\nlose all the special abilities you acquired in the last game, although\nmost of them were fairly obsolete by now anyways. Irenicus will talk\nsome more and you'll get a quest reward before Irenicus nonchalantly\ndiscards you. His one great failure, however, is underestimating us.\nHe of all people should know how driven and dangerous somebody who has\nbeen deprived of their immortal soul can be.\n\n***REWARD***\n(For mastering your taint)\nEXP\t48500 (protagonist)\nEXP\t28500 (each character)\n\nSpellhold Dungeons, Part I (AR1512)\no======================================================================o\n3) You'll find yourself in Spellhold's friendly dungeons, with Bodhi on\nhigher ground. Irenicus may have been smart enough to avoid the \nvillain's expose, but Bodhi isn't wise enough to avoid the second fatal\nflaw of most villains. She's decided that since she's been ordered to\ndispose of you she might as well have some fun with you while she's\ndoing it. Notice how she also gives away much of Irenicus' intentions,\nmentioning him obtaining revenge for his banishment. She dangles the\ncarrot of freedom and revenge in front of you, and informs you that she\nwill be coming after you to feed. And so the hunt begins...\n&lt;----------------------------------------------------------------------&gt;\n4) After Bodhi leaves Imoen will talk to you and tell you that she\nfeels 'empty and dying'. In Imoen's opinion it's only a matter of time\nbefore your mortal body dies after being deprived of your immortal\nsoul. Accept her back into the party or tell her to get lost. Either\nway, it's more imperative now than ever before that we hunt down\nIrenicus. You can safely ignore Bodhi's threats, however. She won't come\nafter you no matter how slowly you progress through the dungeon. Also,\nyou don't have to fear dying for lack of a soul (although the game might\nindicate otherwise.) You can take as much time, explore as many places,\nand complete as many quests as you wish before finally going after\nIrenicus again. I give Imoen Tansheron's Bow, the Belt of Inertial \nBarrier, Worn Whispers, Bracers of Archery, the Ring of Danger Sense,\nand any other gear I've accumulated for her. Most importantly, I have\nImoen Scribe the scrolls I've gained. She's got 400,000 experience by\nnow, which, depending on how much you did before coming to Spellhold\ncould make her ahead of you, or far behind. Either way, she's going to\nneed spells to be of much use. Of course, her Intelligence can be a\nlimiting factor, but for this intensive scribing session the investment\nof a Potion of Genius comes highly suggested for the dual purpose of\nincreasing the number of spells she can know per spell level, and for\nmaking her more likely to succeed at scribing (although turning down\nthe difficulty temporarily works better for the latter.) After I was\ndone scribing Imoen had 500,783 experience, showing that it can be a\nprofitable-if time consuming-chore. If you want to want to extend your\nexperience gains as far as possible, be sure to kick out non-necessary,\nnon-romantic party members. For me, this means Keldorn, Anomen, and\nMinsc. When you're done scribing, have them join back up. If you have\nThrone of Bhaal installed, and you have extra scrolls sitting around,\ndon't be afraid to erase spells and rescribe them for even more\nexperience.\n&lt;----------------------------------------------------------------------&gt;\n5) Venture to the north-east and go through the doors at \n(x=2500, y=1000), beyond which a Clay Golem awaits. By now we know how\nto kill them, lead with characters wielding magical bludgeoning weapons\nas they're the only ones who can hurt it. Loot the room for a Bag of\nHolding, among other things. This is a wonderful item that\nindiscriminately stores loot and renders the weight of stored loot\nnegligible. It is easily the single most useful inventory management\nitem in the game. Of course, it holds a finite number of items, but\nstill, until now you've had no good way to store arms and armor you\nwanted to keep nearby, if not in your inventory... unless of course you\nscored Dragomir's Respite during Hexxat's initial quest. Make sure you\ngrab the Opal Stone, and return to the room where you confronted Bodhi.\nDon't bother traveling up the passage to the north-west, as it contains\na crushing wall-trap that I've never had a character capable of\ndisarming. It's instant death, and it's beyond our abilities. Just go\naround it.\n\n***ITEMS***\n(x=2660, y=800) Opal Stone, Rogue Stone, Arrows of Piercing x40,\n\t\tArrows +2 x40, Scroll of Prismatic Spray, \n\t\tArrows x240, Bolts of Biting x40, Bolts +2 x40,\n\t\tBolts x160\n(x=2470, y=770) Bag of Holding, Dart of Wounding x40, \n\t\tDart of Stunning x40, Darts x80\n\n***TRAPS***\n(x=2470, y=770)\n&lt;----------------------------------------------------------------------&gt;\n6) Head up the stairs to the north-west and go through the door at \n(x=1350, y=950), where you'll find a group of Goblins (or randomly\nGibberlings) that need to be exterminated. And here we thought we were\nbeyond such things. Loot the room and especially make sure to grab the\nRuby Stone before leaving. Go through the door at (x=770, y=1050) to\nfind... a puzzle room! Loot the chest at (x=580, y=1200) to find a whole\nbunch of useless junk. The statues that line the room each have a bowl\ninto which an object can be placed, with the obvious goal being to match\nthe right object to the riddle each statue gives. Either use your\nmassive logic to figure the puzzle out, or consult the table below. Or\ndo the latter and pretend it was the former, nobody will know anyways,\nexcept you, and you're a liar anyhow. Nah, you're alright. The order\nlisted is clockwise from the door. When the riddle is solved and all the\npieces placed you'll be informed that something is within the chest that\nwasn't before. Loot it to claim your prize. The Dusty Rose Ioun Stone\nis of limited usefulness, as it gives a bonus to Armor Class, but it\nwon't protect against critical hits, so it shouldn't grace the head of\na front-line Fighter. It works fine on Edwin or Imoen, however, or\nperhaps a secondary fighter like Minsc, or support character like\nHaer'Dalis.\n\nNote: It has been brought to my attention that Mages, Thieves, and\nBards cannot normally wear this Ioun Stone. This is, I suspect, a\nShadows of Amn-only issue. With Throne of Bhaal installed, you can\nput this Ioun Stone on anybody, as it should be.\n\t\t\t\t\t\t\t\no===============o======================================o===============o\n|Statue Location|                 Riddle\t       |Object Required|\no===============o======================================o===============o\n|(x=810, y=1100)|Try to defeat me but try in vain. When|Grinning Skull |\n|\t\t|I win I end your pain.\t\t       |\t       |\n|---------------|--------------------------------------|---------------|\n|(x=850, y=1150)|I have two heads but one body. The    |   Hourglass   |\n|\t\t|more I stand still, the faster I run. |\t       |\n|---------------|--------------------------------------|---------------|\n|(x=740, y=1220)|Always do I tell the truth, yet cannot|    Mirror     |\n|\t\t|speak. Look at me and see what really |  \t       |\n|\t\t|is.\t\t\t\t       |\t       |\n|---------------|--------------------------------------|---------------|\n|(x=650, y=1280)|Name me and you shall break me.       |The Gagged Man |\n|---------------|--------------------------------------|---------------|\n|(x=600, y=1260)|I will save your life but yet can you |Sword Medallion|\n|\t\t|die by me. I will settle disputes yet |               |\n|\t\t|not with words.\t\t       |\t       |\n|---------------|--------------------------------------|---------------|\n|(x=520, y=1200)|To those within the dungeon I am joy. | Sun Medallion |\n|\t\t|To those fully beneath my gaze, I can |               |\n|\t\t|be Hell.\t\t\t       |               |\n|---------------|--------------------------------------|---------------|\n|(x=440, y=1150)|I have seen the mountains rise. I have|    Sundial    |\n|\t\t|seen the fall of Netheril. You shall  |\t       |\n|\t\t|die but still I march on.\t       |\t       |\n|---------------|--------------------------------------|---------------|\n|(x=400, y=1110)|Here, in this place, you swallow me.  | Jar of Water  |\n|\t\t|Yet, were I more, I could swallow you.|\t       |\n|---------------|--------------------------------------|---------------|\n|(x=480, y=1040)|Brothers we are, great burdens we     |Worn Out Boots |\n|\t\t|bear, all day we are bitterly pressed;|               |\n|\t\t|Yet this I will say - we are full all |\t       |\n|\t\t|the day, and empty when we go to rest.|               |\n|---------------|--------------------------------------|---------------|\n|(x=600, y=970) |No beginning. No end. I am a symbol of|Golden Circlet |\n|\t\t|the world's cycles.\t\t       |\t       |\n|---------------|--------------------------------------|---------------|\n|(x=660, y=1000)|At night I come without being fetched,|Star Medallion |\n|\t\t|at day I am gone without being stolen.|\t       |\no===============o======================================o===============o\n\n***ITEMS***\n(x=1520, y=900) Ruby Stone, Bullets x200, Bullets +1 x40, \n\t\tBullets +2 x40, Spear +3, 548 gold\n(x=1500, y=820) Composite Longbow, Arrows x40, Arrows +1 x40, \n\t\tThrowing Axe x60, Throwing Knife x90, 210 gold\n\n***REWARD***\n(For solving the statue placement puzzle)\nEXP\t20000\nItem\tDusty Rose Ioun Stone\nItem\tSapphire Stone\n&lt;----------------------------------------------------------------------&gt;\n7) Now leave the placement puzzle room and go through the doors to the\nnorth-west (x=750, y=800), beyond which lies a Raksasha named Ruhk and\nsome  Mephits. Kill them by focusing on Ruhk first, as the Mephits are\nreally nothing more than distractions by now... or if they're annoying\nyou too much, a single Death Spell will rid yourself of them. Once they\nare all dead, note the portal at (x=200, y=450) which, if you activate\nit with the various stones in your possession will summon forth various\ncritters. Two of them are simply hostile, but are worth some experience,\nand one will earn you some... mediocre loot. If you don't want to summon\na particular critter, just drop the corresponding stone on the ground,\nbut who can turn down free experience? It's also worth preparing for\nyour foes by putting your best Armor Class in front of the portal, or\na spell-buffed protagonist... just sayin'... My evil protagonist also\ngets the drop on each foe by hiding before summoning them, hopefully\nscoring a backstab to start each fight out.\n\nNote from Lee:\nI go up the hall far enough to goad the Mephits into attacking, then\nretreat and bottleneck them at the door. Might have to do this twice to\nget them all, but afterwards you can go after the Raksasha with no\ndistractions.\n&lt;----------------------------------------------------------------------&gt;\n8) With the Opal Stone in your possession you will summon forth a\nGreater Wolfwere. It'll require +3 weapons to harm it and it can\nregenerate fairly quickly, so make sure you're up to the task before\nsummoning it. You might have encountered such a critter in one of the\nfleshy 'cells' in the Astral Prison. If that's the case, you should be\nquite prepared to handle it.\n&lt;----------------------------------------------------------------------&gt;\n9) The Ruby Stone in your inventory will summon forth a Pit Fiend. These\nguys can be bad news, especially if you're light on +3 weapons. You just\nfound a Spear +3, and you should have Celestial Fury +3 and perhaps the\nFlail of the Ages +3 (if you recruited Nalia). You should prepare ahead\nof time with Remove Fear, since the Pit Fiend has an innate 'Demon Fear'\neffect. Other than that, it can unleash a potent Fireball, as well as\nattempt to maul you in melee. At this... well, it kinda sucks. It was\nreally incapable of hitting any of my front-liners regularly (it needed\nan attack roll of 17 to hit Korgan, who had an Armor Class of -10).\nIt also innately has True Sight, so my evil protagonist won't have any\nchance to backstab it. If it's giving you trouble, just engage it with\none spell-buffed character, using Resist Fire and Remove Fear to\nweather its initial attacks, then bring in the rest of your party.\n&lt;----------------------------------------------------------------------&gt;\n10) Once the Pit Fiend is dead, click on the portal a final time with\nthe Sapphire Stone in your inventory and you'll summon a Genie, who will\nreward you with Doomplate +3. It's not any better than Full Plate\nMail +1, but it's lighter, and red, and that's got to count for\nsomething.\n&lt;----------------------------------------------------------------------&gt;\n11) Now go through the doors at (x=1050, y=700) to reach an octagonal \nroom with numerous stone faces leering about. Again, clockwise from the\ndoor, click on them and they'll tell you to \"Put your hand in my mouth.\"\nClick on them a second time and you'll be teleported in the middle of\nthe room and you'll be asked a riddle. Consult the following table for\nthe solutions to this puzzle, although they're pretty easy. After\nanswering all the riddles you'll get an experience reward and a second\nRing of Regeneration, which floats around the party as needed just as\nthe first one does. If you continue to the north-east you'll come\nacross a group of Yuan-Ti led by a Yuan-Ti Mage. Do not bother trying to\nloop around to the south, however, as there is a trap in the hallway\nthat can't be disarmed and instantly kills you. You'll just have to\nwalk back to the central room, unless you like getting crushed by wall\nmechanisms.\n\no===============o======================================o===============o\n|Mouth Location\t|                 Riddle\t       |     Answer    |\no===============o======================================o===============o\n|(x=1030, y=400)|Lighter than what I am made of, more  |      Ice      |\n|\t\t|of me is hidden than is seen, I am the|\t       |\n|\t\t|bane of the mariner, a tooth within   |\t       |\n|\t\t|the sea. Speak my name.\t       |\t       |\n|---------------|--------------------------------------|---------------|\n|(x=1100, y=350)|A spirited jig it dances bright,      |     Fire      |\n|\t\t|banishing all but darkest night. Give |               |\n|\t\t|it food and it will live; give it     |\t       |\n|\t\t|water and it will die.\t\t       |\t       |\n|---------------|--------------------------------------|---------------|\n|(x=1170, y=300)|The man who invented it, doesn't want |   A Coffin    |\n|\t\t|it for himself. The man who bought it,|\t       |\n|\t  \t|doesn't need it for himself. The man  |\t       |\n|\t\t|who needs it, doesn't know it when he |\t       |\n|\t\t|needs it.\t\t\t       |\t       |\n|---------------|--------------------------------------|---------------|\n|(x=1300, y=250)|The life I lead is mere hours or less,|   A Candle    |\n|\t  \t|I serve all my time by being consumed.|\t       |\n|\t\t|I am quickest when thin, slowest when |\t       |\n|\t\t|fat, and wind is the bane of the gift |\t       |\n|\t\t|that I bring.\t\t\t       |\t       |\n|---------------|--------------------------------------|---------------|\n|(x=1400, y=250)|The more that there is, the less that |   Darkness    |\n|\t\t|you see. Squint all you wish when     |               |\n|\t\t|surrounded by me.\t\t       |               |\n|---------------|--------------------------------------|---------------|\n|(x=1500, y=250)|They come to witness the night without|     Stars     |\n|\t\t|being called, a sailor's guide and a  |               |\n|\t\t|poet's tears. They are lost to sight  |\t       |\n|\t\t|each day without the hand of a Thief. |\t       |\n|---------------|--------------------------------------|---------------|\n|(x=1480, y=500)|I can have no color, though there may |    A Hole     |\n|\t\t|be darkness within. I have no weight  |\t       |\n|\t\t|and hold nothing, and if placed in a  |\t       |\n|\t\t|container it becomes all the lighter. |\t       |\n|---------------|--------------------------------------|---------------|\n|(x=1450, y=550)|Of all your possessions, I am the     |   A Secret    |\n|\t\t|hardest to guard. If you have me, you |\t       |\n|\t\t|will want to share me. If you share   |\t       |\n|\t\t|me, you no longer have me.\t       |\t       |\n|---------------|--------------------------------------|---------------|\n|(x=1400, y=600)|Alive as you but without breath, as   |     Fish      |\n|\t\t|cold in my life as in my death; never |\t       |\n|\t\t|a thirst though I always drink,       |\t       |\n|\t\t|dressed in mail but never a clink.    |\t       |\n|---------------|--------------------------------------|---------------|\n|(x=1350, y=600)|I am free for the taking through all  |    Breath     |\n|\t\t|of your life, though given but once at|\t       |\n|\t\t|birth. I am less than nothing in      |\t       |\n|\t\t|weight, but will fell the strongest of|\t       |\n|\t\t|you if held.\t\t\t       |\t       |\n|---------------|--------------------------------------|---------------|\n|(x=1250, y=600)|I have holes throughout, from back to |   A Sponge    |\n|\t\t|front and top to bottom to core. More |\t       |\n|\t\t|nothing than something within, and yet|\t       |\n|\t\t|I still hold water.\t\t       |\t       |\n|---------------|--------------------------------------|---------------|\n|(x=1200, y=600)|They follow and lead, but only as you |    Shadows    |\n|\t\t|pass. Dress yourself in darkest black,|\t       |\n|\t\t|and they are darker still. Always they|\t       |\n|\t\t|flee the light, though without the sun|\t       |\n|\t\t|there would be none.\t\t       |\t       |\no===============o======================================o===============o\n\n***REWARD***\n(For solving the stone face riddle puzzle)\nEXP\t5000 (each character)\nItem\tRing of Regeneration\n\nSpellhold Dungeons, Part II (AR1513)\no======================================================================o\n12) We're done with this level for now, so head south-east of the room\nwhere we found the Bag of Holding and exit at (x=2700, y=1220). Go\nthrough the doors at (x=2200, y=350) and enter a room which is otherwise\nempty except for a tome (x=2350, y=510). If you click on it you can turn\nits pages, which will summon monsters, the more times you turn it the\nmore powerful the monsters become. First you'll fight a Kobold Captain,\nwhich we can kill in our sleep. Second we'll face a Sword Spider. Still\nnothing to get your heart rate up. The third enemy will be an Umber\nHulk, so cast Chaotic Commands on a sturdy Fighter and send everybody\nelse out of the room. Once its gaze is safely wasted you can bring the\nwhole party to bear against the beast, should you desire.\n&lt;----------------------------------------------------------------------&gt;\n13) Now the easy stuff is over-switch all your characters over to ranged\nweapons save the one with Chaotic Commands and keep them at a distance.\nThen cast Blur, Mirror Image, and Improved Invisibility (hint: I used my\nprotagonist for these tasks, as usual), or as many of them as you can\nget on that character, anyways. Turn to the next page to summon a Mind\nFlayer. These critters are just no damn good. They like to use mind-\naffecting effects on you (hence the Chaotic Commands) and they can drain \nIntelligence when they hit. If your Intelligence drops to zero they've\nsucked out your brain, and you're rather dead. These critters are\nanother good reason to have a Fighter\/Mage. First, defensive buffs like\nMirror Image, Blur, and Improved Invisibility help retard their ability\nto hit you, and thus drain your Intelligence. Second a Fighter\/Mage\ncan safely lead a party and draw the attacks of the Mind Flayers while\nthe rest of the party stays back and uses ranged weapons. Third, as a\nMage the Fighter\/Mage will have enough Intelligence to weather a few \nhits from a Mind Flayer. My fiance had considerably more trouble \nfighting Mind Flayers with her Fighter than I did with my Fighter\/Mage,\nas I was better defended and had about twice the Intelligence. Still, a\nspell-buffed character supported by a party buffed with Haste, \nProtection from Evil 10' Radius, and Defensive Harmony should have\nlittle to fear from a lone Mind Flayer. If you suffer any Intelligence\ndrain, it'll go away over time. \n&lt;----------------------------------------------------------------------&gt;\n14) Before your buffs expire, re-gear your party for melee and bring\nthem into the room. Click on the tome again to summon a Beholder. If you\ndid the Unseeing Eye quest then you're well aware of why these critters\nare bad, and anything that can kill you with a single spell is\ninherently dangerous and unpredictable, but a spell-buffed party should\nbe able to just muscle it into submission. Of course, if you did the\nUnseeing Eye quest earlier, you should have the Shield of Balduran,\nwhich makes the Beholder helpless against its bearer... just hide your\nvulnerable characters up by the stairs... and close the door at \n(x=2200, y=350) to keep it honest. After the Beholder falls click the\nbook one more time to obtain your reward. It's taken us a while to get\none back, but we again possess Edventar's Gift (aka: Ring of Free\nAction), which is great for Mages and Clerics especially. If anybody\nelse gets paralyzed, your Cleric can always rescue them, hence it's just\ngood sense to make your Cleric immune to paralysis.\n\n***REWARD***\n(For completing the Tome of Monsters)\nItem\tRing of Free Action\nItem\tScroll of Simulacrum\nItem\tScroll of Summon Fiend\n&lt;----------------------------------------------------------------------&gt;\n15) Now go through the secret door at (x=2020, y=500) and proceed into\na cavern populated with Imps, Quasits, and Kobold Commandos. Dispose of\nthem and continue into the room to the south, which is crawling with a\nvariety of Kobolds and dominated by a large crystal in the center of the\nroom. After all the Kobolds are slain more will show up and apparently\nconverse with the 'Altar'. These new Kobolds are stronger than normal,\nbut still Kobolds. Kill them and you'll be rewarded with 'Kurtulmak's\nCrystal Shard'. Loot their bodies for a Wooden Stake, which you'll need\nshortly, some Short Swords +1, and Arrows of Fire.\n&lt;----------------------------------------------------------------------&gt;\n16) Return to the Tome of Monsters room and head south-east to find a\nroom with a variety of Gibberlings inside. We've faced Goblins,\nKobolds, and Gibberlings now, as well as a Mind Flayer, a Greater\nWolfwere, a Pit Fiend, and a Beholder. Some of the weakest and strongest\nenemies in the game in the same dungeon. Anyways, annihilate them and\nloot the room before heading down the hallway to the south-west.\n\n***ITEMS***\n(x=2920, y=900) Scroll of Spirit Armor, Bullets +1 x40, Bullets x80,\n\t\t215 gold\n(x=3000, y=1000) Bullets +2 x80, Scroll of Simulacrum, \n\t\t Dart of Wounding x40\n(x=3120, y=1070) Scroll of Monster Summoning III, Bolt of Lightning x40,\n\t\t Bolt x80, 12 gold\n&lt;----------------------------------------------------------------------&gt;\n17) At the end of this hallway is a door opposite the Gibberling room,\nas well as a hallway that branches off to the north-west. Undead lie\ndown either route. At my level my enemies consisted of a pair of Ghasts\nto the north-west accompanied by three Mummies, and beyond the door were\ntwo Skeleton Warriors, a Bone Golem, and a Greater Mummy, which can only\nbe hurt by +3 or better weapons. I decided to lure both groups down the\nhallway to the Gibberling room, where I bottle-necked them in the \nhallway. I then proceeded to decimate them with Holy Smites and superior\nforce. One of the Skeleton Warriors (who insisted on using a bow and\nArrows of Ice despite the fact that it was clearly a sword-wielding\narmored behemoth) was kind enough to drop me a Laeral's Tear Necklace.\nAfter they're dead loot the room beyond the door.\n\n***ITEMS***\n(x=1950, y=2000) Jasper Gem, Scroll of Resist Fear, Bullets x40, \n\t\t 152 gold\n(x=2050, y=2070) Emerald, Cleric's Staff +3, Darts of Wounding x40,\n\t\t Dart x80, 39 gold\n(x=2080, y=2100) Arrow of Biting x30, Bolt of Biting x30, 51 gold \n\nNote from Lee:\nI had two Greater Mummies, two Skeleton Warriors, and a Lich (!). This\nis one of the disadvantages of doing the later quests early - you get\nstronger enemies in the early parts of the game.\n&lt;----------------------------------------------------------------------&gt;\n18) Go through the doorway to the north-west at (x=1750, y=1950), which\ncontains a fair bit of loot. The Scroll of Finger of Death is a \nwonderful one-hit-kill spell that should become Edwin or Imoen's go-to\n7th level spell. It's especially great on powerful enemies like Dragons,\nespecially once they've been softened up with Greater Malisons. In fact,\nduring such fights that should be the primary focus of your Mages,\naside from debuffing enemies with spells like Breach and keeping up\nbuffs such as Haste. Power Word Stun can be effective too, as enemies\nget no saving throw against it. The only catch is the enemy has to be\nreduced to under 90 Hit Points for the spell to work. Typically even\nthe strongest of foes are susceptible to this if their condition is\n'Injured' or worse, which makes it a consideration against strong\nenemies.\n\n***ITEMS***\n(x=1450, y=1850) Scroll of Finger of Death, Scroll of Power Word Stun,\n\t\t Dart of Stunning x40, 1 gold\n(x=1500, y=1820) Scroll of Ray of Enfeeblement, Arrows of Piercing x40,\n\t\t Arrows +2 x40, 232 gold\n(x=1700, y=1750) Bolt +2 x40, 70 gold\n(x=1770, y=1800) Moonbar Gem, Bullet +2 x40, Bullets x80, 1 gold\n(x=1800, y=1800) Arrows x40, Arrows +1 x40, Bolts x80, 564 gold\n&lt;----------------------------------------------------------------------&gt;\n19) Head to the south-west, then turn north-west to come to a door\n(x=1050, y=2100). Beyond this door you'll find the creator of this\nmaze, Dace Sontan, whom Bodhi mentioned. He's quite bonkers, like most\npeople here are, and has delusions that he possesses some measure of\ncontrol over his maze still. He'll mention the crystal he left with the\nKobolds before he attacks. I simply fight him one on one with my \nprotagonist, who is protected from his level drain. After he's fled to\nhis sarcophagus (x=700, y=1850) I stake it with the Wooden Stake I\nfound earlier. After he's truly dead and gone his spirit shows up and\nthanks you. More importantly, with his hand you now can progress further\nthrough this dungeon.\n\n***REWARD***\n(For killing Dace Sontan)\nEXP\t9000\nItem\tThe Hand of Dace\n&lt;----------------------------------------------------------------------&gt;\n20) Now return to the hallway that leads to the Gibberling room and take\nthe hallway to the north-west which was formerly abundant in undead.\nWhen you reach a room at the end of the tunnel stop and spell buff. You\nwant to spread around as many Chaotic Commands as you can and be fully\nprepared before continuing into an identical room to the north-west.\nAfter you enter a gate will separate the two rooms and three Umber Hulks\nwill appear in each room, so be sure to get all your party members on\none side or the other. One way to do this is to simply leave most of\nyour party in the southern room with the Chaotic Commands recipients\nstanding in front of the unprotected characters. Then take a sneaking or\ninvisible character into the northern room to trigger the Umber Hulks.\nMop up one trio of Umber Hulks then move on to the second. My evil party\nagain makes use of Edwin's spell power to win this fight easy-like. I\nsneak up through the two Umber Hulk rooms with my Fighter\/Mage\/Thief\nprotagonist and pick the locked door leading to the north. Opening one\ndoor opens the other, to the south. With the way now cleared, I summon\nup a critter (the Flesh Golem from the Golem Manual being my favorite,\nbeing immune to the confusion-effects of the Umber Hulks) and have them\nlure all the Umber Hulks into one area. Thus lured, Edwin walks up and\ncasts a Death Spell at the edge of their line of sight, and with one\nshot dispatches all six of them. Awesome. Once they're all dead you can\nexit the level at (x=600, y=620).\n&lt;----------------------------------------------------------------------&gt;\n21) You're now back in the room where you were taunted by Bodhi. From\nfrom here head to the south-west. This leads us to a room with several\nUmber Hulks and a Minotaur, the former of which can be annoying. Send in\na character protected by Chaotic Commands to draw their confusion gazes,\nthen follow with the rest of the party. My evil party just summons\nevery critter they can bring forth with their items, and while the\nUmber Hulks are temporarily distracted, Edwin tries to nail as many of\nthem as possible with Death Spell. It's a tactic my evil party can\nemploy that my good party just couldn't, and so I'll abuse it roundly.\nAfter they're dead loot the urn and interact with the giant stone head\n(x=700, y=2100). With the Hand of Dace and Kurtulmak's Crystal Shard in\nyour possession the mouth of the statue will open, granting you access,\nas well as a quest reward. Continue through the mouth to the next part\nof the Dungeon (x=450, y=1900).\n\n***ITEMS***\n(x=900, y=2000) Scroll of Project Image, Dart x10, \n\t\tScroll of Delayed Blast Fireball, 3 gold\n\n***REWARD***\n(For accessing the deeper depths of the dungeon)\nEXP\t29500 (each character)\n\nNote from Lee:\nI got three Yuan-Ti Mages, two regular Yuan-Ti, and a Greater Yuan-Ti.\nAn Insect Plague and a Hasted party took them out with little effort...\n\nSpellhold Dungeons, Part III (AR1514)\no======================================================================o\n22) Head south-east into a room with two doors on the southern side.\nFirst go through the western door (x=650, y=800) and proceed down the\nhallway to the first bend to find a pair of secret doors, one to the\nnorth-west (x=600, y=1000), and one to the south-east (x=800, y=1000).\nGo through the southern one and activate a horseshoe shaped wheel\n(x=950, y=1020) to open the secret door to the north. Go through the\ndoor we just opened to find some Trolls, including a Spirit Troll. Kill\nthem and search the room they were guarding to find an urn\n(x=170, y=1020) contain two Mythril Tokens, among other loot. We'll be\ncollecting these tokens throughout the level so we can exchange them for\ntreasure later.\n\n***ITEMS***\n(x=170, y=1020) Mythril Tokens x2, Scroll of Breach, Arrows +2 x40,\n\t\t432 gold\n&lt;----------------------------------------------------------------------&gt;\n23) Head back out into the hallway and follow it south until you find\nanother door at (x=660, y=1500). Enter the room beyond to find a quartet\nof Minotaurs. Loot the brazier (x=620, y=1570) for two more Mythril\nTokens, then go through the door to the north-east (x=1000, y=1450).\nThe pool in the middle of the room (x=1150, y=1350) contains two more\nMythril Tokens, a Minotaur Horn, and a Mind Flayer Painting, all of \nwhich should be collected. Also in the room are three statues from which\nyou can obtain more paintings, which will come in handy. The only\ncatch is that the statues are all trapped and cannot be disarmed. The\nstatue at (x=1050, y=1250) will yield the Troll Painting, but will \nresult in triggering a Disintegrate spell. Use Death Ward or Spell\nImmunity: Alteration to avoid its effects... or just make your saving\nthrow. The second statue at (x=1150, y=1200) holds the Umber Hulk\nPainting, but will unleash a Acid Fog spell. The final statue is at\n(x=1250, y=1250) and will bestow a Djinni Painting upon you, as well as\na Fireball.\n\n***ITEMS***\n(x=620, y=1570) Mythril Tokens x2, Scroll of Sunfire, Bolts +2 x40,\n\t\t78 gold\n(x=1150, y=1350) Mythril Tokens x2, Minotaur Horn, Mind Flayer Painting,\n\t\t Bolts +1 x40, Bolt of Lightning x40\n&lt;----------------------------------------------------------------------&gt;\n24) Return to the Minotaur room and go through the southern-eastern door\n(x=950, y=1650). Dispose of some Trolls along the way and head into a\nroom with statues adorning the walls. If you get a character to stand\non the black circle in the middle of the room you can activate the orbs\nnear the statues, which cast different spells, as follows:\n\n(x=1400, y=1590): Slow\n(x=1500, y=1520): Cure Medium Wounds\n(x=1700, y=1520): Haste\n(x=1850, y=1600): Lightning Bolt\n\nIf you want free healing or buffs, activate the correct orbs. When you\nare done playing with them send your protagonist to the north-east...\nalone.\n&lt;----------------------------------------------------------------------&gt;\n25) In the next room you'll encounter Bodhi, who obviously had no real\nintention of allowing you any chance of escape. She has decided that\nthe game is over and it's time for you to die. After a short fight\nyou will lose control and undergo a transformation into the Slayer, or\nas Bodhi puts it \"A creature of death and darkest shadow!\" And this\ncoming from a Vampire! Bodhi will take off to tell Irenicus of the\nunexpected transformation. Wait until your character returns to normal,\nas you will attack anything-friend, foe, or otherwise, while the Slayer.\nWhen you rest again you'll get an explanation of what happened, of how\nyou became a Slayer, and what lies in store for you unless you get your\nsoul back. Imoen will tell you that the Slayer is an avatar form of\nBhaal. Coolies.\n&lt;----------------------------------------------------------------------&gt;\n26) Go through the door to the north-west (x=1950, y=1150) to find a\nroom with Minotaurs and a pool (x=1900, y=1000) that contains four more \nMythril Tokens. To the north-east, in a natural cavern you'll find a\nGauth and more Minotaurs. If you have the Shield of Balduran, the Gauth\nis no threat at all, otherwise lead with the character possessing \nEdventar's Gift, which will protect you from three of the Gauth's\nattacks, including Paralyze, Slow, and Hold Person. Trust me, you don't \nwant to be paralyzed or held in front of a group of Minotaurs.\n\n***ITEMS***\n(x=1900, y=1000) Mythril Tokens x4, Scroll of Chain Lightning, \n\t\t Bullets +1 x40, Bullets +2 x40, 365 gold\n&lt;----------------------------------------------------------------------&gt;\n27) From the room where you encountered Bodhi head south-east down a\nwinding passage until you come to a door (x=2250, y=1750), beyond which\nis a pack of Minotaurs. Eliminate them and loot the urn (x=2150, y=1770)\nfor two more Mythril Tokens and another Minotaur Horn. Now that we have\nboth, return to the room where you fought Bodhi and activate the \nMinotaur statue (x=2100, y=1300) to open the door to the north-east.\nYou'll get an experience reward for opening the way into the next-and\nlast-area of the Spellhold Dungeons, but before you move on it's time\nto cash in those Mythril Tokens we've been finding and use those\nmonster paintings.\n\n***ITEMS***\n(x=2150, y=1770) Mythril Tokens x2, Minotaur Horn, \n\t\t Scroll of Limited Wish, Arrows +1 x40, Acid Arrows x40,\n\t\t 119 gold\n\n***REWARD***\n(For accessing the deepest depths of the dungeon)\nEXP\t29500 (each character)\n&lt;----------------------------------------------------------------------&gt;\n28) Return to the room just south of where you entered the level and go \nthrough the unmolested doors at (x=900, y=600). Go through another set\nof doors beyond the first to discover a room occupied by another group\nof Yuan-Ti led by a Yuan-Ti Mage. Slay them and note the four doors\nalong the north-eastern wall, each of which has a painting of a \ncreature on it. Now that you've obtained the paintings you can open\nthese doors and battle the beasts beyond. At (x=1400, y=250) is the\nMind Flayer door, beyond which is a Mind Flayer. At my level it was an\nUlitharid, which is just an upgraded version of a Mind Flayer. Kill it\nand it'll drop the Flame of the North +2, a Two Handed Sword with 10%\nMagic Resistance and bonus damage against Chaotic Evil enemies. Still,\nit's a marginal upgrade over Keldorn's Hallowed Redeemer, at best. At\n(x=1500, y=300) is the Troll door, behind which waits a Spirit Troll.\nKill it and claim the Katana Malakar +2 that it drops. It's only a +2\nweapon, but its +2 Armor Class bonus against Slashing Weapons makes it\nan interesting off-hand weapon. The door at (x=1600, y=400) is the\nUmber Hulk door and beyond which is an upgraded Umber Hulk. Finally\nthere's the Djinni door (x=1700, y=500), beyond which is a Noble Djinni\nwho possesses a Scroll of Cacofiend. (At a lower level, the Noble Djinni\nwas merely a Djinni, and it dropped a Potion of Invisibility-scaling\nencounters and random loot...)\n&lt;----------------------------------------------------------------------&gt;\n29) Beyond the Umber Hulk door is a tunnel to the south-east. Follow it\nand turn north-east until you come to a room with three Clay Golems\ninside. What do you suppose the odds are that they'll attack if you loot\naround? Pretty good, I'd say, and three Clay Golems can be trouble,\nwhat with their Haste and immunity to anything but magical blunt \nweapons. I spell-buff as much as possible and leave my Fighter\/Mage in\nfront as a decoy for the Golems Hopefully they'll waste a lot of their\ntime attacking him while his defenses hold, and while my characters with\nbludgeoning weapons whittle them down. Open the chest at (x=2600, y=340)\nand sure enough, it provokes the Clay Golems. Grab the four Mythril\nTokens, the Gesen Bow String, and the Star Sapphire within, then fend\noff the Clay Golems. Fortunately they're not as strong as normal Clay\nGolems, and my strategy works well to kill them off quickly.\n\n***ITEMS***\n(x=2600, y=340) Mythril Tokens x4, Gesen Bow String, Star Sapphire\n(x=2280, y=180) Bullet +1 x45, Diamond, Dart +1 x40, \n\t   \tScroll of Phantom Blade, Arrow of Biting, \n\t\tBolt of Biting\n&lt;----------------------------------------------------------------------&gt;\n30) Now return to the south-west and go through a door at \n(x=2020, y=500). Kill a Stone Golem and loot this room for five more\nMythril Tokens (bringing our total up to 21). The Scroll of Maze\nfunctions like Otiluke's Resilient Sphere in the fact that it takes an\nenemy out of the fight for a while (as determined by their Intelligence)\nbut is superior because it doesn't allow a saving throw. Ultimately...\nI never use it, but that doesn't mean you won't see it once in a while.\nThe computer is crazy for this spell. It thinks it's a grand tactic...\nand it might be, if we fought fairly. But I digress... Continue through\nanother door at (x=1620, y=800) to reach a room with an odd machine in\nthe middle (x=1450, y=1000), which is nothing more than a glorified shoe\ndispenser. Activate it and you'll get the following options to dispose\nof your burdensome tokens:\n\n5 Tokens: The Frost's Embrace\n10 Tokens: Talos' Gift\n15 Tokens: The Paws of the Cheetah\n20 Tokens: Jester's Chain +4\n\nThe Jester's Chain +4 isn't great armor, even if you're a Bard. Its\nArmor Class is one, which is only one point better than the Melodic\nChain +3, and with Bracers of Armor Class 3 and The Guard's Ring +2\nwe get the same thing. For everybody else it's not even considerable,\nas they're already wearing better. Fighters have better armor and it\ndoesn't allow Thief skills or Mage spells. Talos' Gift (aka: Boots of\nGrounding are fairly useful, since Lightning Bolt and Chain Lightning\nattacks do happen. The Frost's Embrace (aka: Boots of the North) aren't\na better alternative, as cold attacks are pretty rare, but since they\nonly cost 5 tokens you can purchase them and The Paws of the Cheetah,\nwhich are the real deal. Having two characters who can move from spot to\nspot quickly is a good thing. Certainly better than resistances that are\nonly useful once in a while and armor that's already obsolete. Once\nyou've claimed your items return to the room where you fought Bodhi and\nexit at (x=2300, y=1150).\n\n***ITEMS***\n(x=2070, y=600) Mythril Tokens x3, Throwing Dagger x80, \n\t\tThrowing Axe x60 \n(x=1950, y=500) Mythril Tokens x2, Diamond, Scroll of Maze,\n\t\tDart of Wounding x40, Dart x40 \n\nSpellhold Dungeons, Part IV (AR1511)\no======================================================================o\n31) You'll be pestered by some Goblins and Kobolds when you enter this\nlevel. When they're all dead an Apparition will appear and proclaim that\nthe tests of madness, sanity, and clarity are underway. If you act\ncrazy you'll be forced to fight a group of unseemly creatures including\na Greater Otyugh, some Myconids, and some Mephits. If you're good you'll\njust have to fight a Spore Colony and whatever Myconids it summons. \nEither way, After the fight the Apparition will appear and ask you a \nriddle:\n\n\"'Twas in the wood that I got it, so I sat me down to seek it. I could\nnot find it no matter how hard I looked, and so I took it home with me.\nWhat is it?\"\n\nAnswer: A splinter?\n\n***ITEMS***\n(x=600, y=250) Andar Gem\n&lt;----------------------------------------------------------------------&gt;\n32) After answering correctly you'll be whisked away to a rather cozy\nlooking banquet where four Apparitions sit. Before talking to anything,\nloot the table in the middle of the room. The Cloak of Reflection will\ngo nicely on characters that are frequently targeted by electrical\nattacks, usually your front-line Fighters. After you're done looting\ntalk to one of the Apparitions, who will mumble amongst themselves for\na bit before one poses you yet another riddle.\n\n\"It is better than the best of things and worse than the worst of<\/pre>\n\n\n\n<pre id=\"faqspan-25\" class=\"wp-block-preformatted\">things. You love it more than life. You fear it more than death. The\nrich have need of it, and the poor have it in endless supply.\"\n\nAnswer: Nothing\n\nThe Apparition is giddy, but opens the floor for other Apparitions to\nask you a question, an opportunity one will gladly accept.\n\n\"It runs as it will, but never does it walk. There is a mouth to see,\nbut never does it talk. A bed it surely owns, but never does it sleep.\nPossesses it a head, but not a one that weeps.\"\n\nAnswer: A river\n\nThe third Apparition will now ask its riddle.\n\n\"I make you weak at the worst of all times, but in the end I keep you\nsafe. You'll sweat in my presence even as you grow cold. I dwell with\nthe weak, rarely the brave, but without me, who could tell the\ndifference?\"\n\nAnswer: Fear\n\nAnd onto the fourth and final Apparition we go.\n\n\"It brings back the lost as though never gone, shines laughter or\ntears, with light long since shone. A moment to make, a lifetime to\nshed, valued when, but lost when you're dead.\"\n\nAnswer: Memory\n\nNote: If you answer any of the riddles incorrectly you'll have to fight\na Sahuagin Baron and a pair of Sahuagin Baronial Guards, which are\nhardly even a fight at this point. You won't get teleported to the\n'Momentary Relapse' area (AR1506) and thus will not be able to obtain\nthe Bone Club +2, +3 vs. Undead.\n\n***ITEMS***\n(x=500, y=400) Cloak of Reflection, Scroll of Friends\n(x=150, y=458) 29 gold\n\nMomentary Relapse (AR1506)\no======================================================================o\n33) After you answer the last riddle you'll be whisked away once more,\nappearing on a barren landscape. Head over to the north-east and kill\nsome Trolls, Trolls who oddly enough cast spells. When they're dead grab\nthe Giant Trolls' Head that one of them drops. Continue to the\nnorth-east to find another Apparition (x=1750, y=600), who will tell you\nthat this place is a momentary relapse. Whatever. Tell him to wait so\nyou can mess with the altar (x=1600, y=450). Place the Giant Troll Head\non the altar and you'll get a reaction. Now take the Bone Club +2, +3\nvs. Undead from the altar. This isn't a terrible weapon for Jaheira if\nyou already haven't obtained Blackblood +3 or Belm +2. Once you're\ndone go talk to the Apparition, who'll take you away to be judged.\n\nJudgment (AR1508)\no======================================================================o\n34) The Apparition will admit that you probably weren't intended to\nsurvive the tests. Since you survived, however, you'll get a huge\nexperience reward. If you were fiesty at the beginning of the test of\nsanity (and hence had to fight the Greater Otyugh) you'll have to fight\na Mind Flayer before the Apparition decides you've passed the test-and\nyou'll receive less experience for doing so. Either way, loot and exit\nthe level at (x=700, y=200).\n\n***ITEMS***\n(x=980, y=380) Waterstar Gem\n\n***REWARD***\n(For satisfying the Apparition and passing its tests)\nEXP\t51250 (each character)\n\n***REWARD***\n(For disappointing the Apparition and passing its tests)\nEXP\t41250 (each character)\n\nSpellhold Asylum, Irenicus' Lab (AR1516)\no======================================================================o\n35) When you arrive in this level you'll be greeted by Saemon Havarian.\nThe same Saemon who brought you here and poisoned you. This time,\nhowever, he claims to be helpful. He'll tell you that Irenicus is,\nfrankly, beyond your abilities, and that you'd need an army to defeat\nhim. The good news? Spellhold is crawling with psychotic Mages who\nmight be inclined to attack Irenicus. He's right, too. If you confront\nIrenicus now, he'll simply cast a Wish and kill the party. Wait... you\ncan't use Wish spells to do that! Any DM worth their salt would try\ntheir damnedest to turn that back around on him... Oh well, looks like\nwe gotta do what the game wants us to do. Search the level (make sure\nto grab Irenicus' Journal!) and head down the stairs at (x=1450, y=200).\n\n***ITEMS***\n(x=2150, y=950) Flamedance Ring, Bolts +1 x40, Bolts x160, 334 gold\n(x=1720, y=550) Arrows x160, Darts x80, Arrows +1 x40,\n\t\tArrows of Dispelling x5, Darts of Wounding x60, 90 gold\n(x=1770, y=480) First Journal of Jon Irenicus, Bullets x120, Bolts x120\n&lt;----------------------------------------------------------------------&gt;\n36) Head downstairs and you'll be confronted by Lonk the Sane. You can\nconvince him to let the inmates go (if you don't threaten him) by \npromising to destroy Irenicus. You can also bribe him to give you the\nkeys (2000 gold will do, 200 is too low, and 10000 just convinces Lonk\nthat you're crazy.) Or you could just kill him, he's worth 20000\nexperience points, after all.\n&lt;----------------------------------------------------------------------&gt;\n37) Once you're past Lonk you'll find yourself in a room with the\ninmates. You really can't screw this up, just talk them into fighting\nIrenicus and Wanev will eventually teleport the lot of you into his\nexperimentation chamber. Irenicus will admit surprise at your\nresourcefulness, before dismissing you as a non-threat just as quickly.\nDo not follow your knee-jerk reaction to rush Irenicus, as he's up near\nan experimentation chamber and can only be attacked by a handful of\nparty members. Don't bother spell-buffing either, you'll need to use\nenough debuffs on Irenicus that spell-buffing is pretty much a waste of\ntime. Irenicus will start out by casting 'Spawn Clones', which will\nunleash some copies of your party. They're unarmed, however, so just\nignore them. After summoning them, Irenicus will come down the stairs\nif you haven't blocked him in. Once he's more open, surround him with\nyour party and do your best to tear him down quickly. Keep your eye on\nIrenicus. He'll put up spell-buffs (Fireshield, Stoneskin, etc.) after\nwhich he'll start going on the offensive with spells like Horrid\nWilting, and Power Word: Kill, the former of which can deal wicked\ndamage to your entire party, and the latter of which can (and after a\nHorrid Wilting, probably will) kill a character outright... kind of\nsimilar to the tactic Tolgerias used in the Planar Sphere, eh? As soon\nas he starts spell-buffing, hit him with Dispel Magic, Breach, and True\nSight and keep on him. Your pack of crazies will help out (especially\nWanev) with Symbol spells and even a Wail of the Banshee, which will\nprobably disable some of the clones, but you shouldn't trust them to\nlend much of a hand with Irenicus. If you're lucky you can take him out\nbefore he can really hurt you with his spells. After you've nearly\nkilled him, Irenicus will curse himself for fighting a pointless battle.\nPointless to Irenicus, anyways. He'll admit defeat and demean you in the\nsame line before leaving you with some assassins and teleporting away.\nYoshimo will be part of this group if he turned on you earlier. Kill the\nmurderers and exit the level at (x=1450, y=200). Make sure to grab\nYoshimo's Heart before you go-really, a rather gruesome task if you\nthink about it... but it's worth a lot of experience later on, so we\nmight as well.\n\n***REWARD***\n(For defeating Irenicus)\nEXP\t68500 (each character)\n\nSpellhold Asylum (AR1515)\no======================================================================o\n38) Now it's time to explore this level! Until, that is, you run into\nSaemon Havarian again. This guy is like a bad odor. He'll continue his\nunlikely trend of helpfulness, telling you that Irenicus is heading to\nhis hometown-the elven city of Suldanessellar, and that he expects to\nbecome more powerful than the gods. Seems far-fetched, but it doesn't\nreally matter what Irenicus hopes to accomplish, so long as you're there\nto greet him. To this end Saemon will offer to help you, under the\nexcuse of self-preservation. Since the only other option is to follow\nIrenicus through a magical portal leading to the Underdark, joining\nwith Saemon seems like a somewhat less suicidal option. He even offers\nto throw in a token of goodwill. Saemon's offer is, of course, more than\nit seems, but it's ultimately much more rewarding in both experience and\ngear to accept his offer, even if the anti-Saemon route is quicker. If \nyou are just rabidly opposed to Saemon, grab Jon's Key and head back to\n(AR1516). Unlock the door at (x=1700, y=1350) and go through the portal \nat (x=2000, y=1400). You'll get a cutscene of Irenicus, with Bodhi at\nhis side, interacting with some Dark Elves, and chapter five starts\nsoon thereafter in (AR2100). I really don't recommend this course,\nhowever. I like experience, and awesome gear. You do not want to forfeit\none of the best defensive items in the entire game, do you? If you\nfollow Saemon, which this guide will assume you do, he'll get you past\nIrenicus' wards and to the exterior part of Spellhold and tell you to\nmeet him at the local tavern. Head back into Spellhold (x=600, y=1100)\nand loot (AR1515) before heading back to Brynnlaw. The Horn of Silence\nis pretty nifty, as it gives a character the ability to cast 'Silence,\n15' Radius' three times per day, which is nice for a character who\notherwise has no debuffing ability, like Korgan or Minsc.\n\n***ITEMS***\n(x=700, y=700) 212 gold\n(x=750, y=1150) Rogue Stone, 1 gold\n(x=1750, y=900) First Journal of Jon Irenicus,\n\t\tSecond Journal of Jon Irenicus\n(x=1770, y=850) Staff of Thunder and Lightning\n(x=1350, y=700) Rogue Stone, Jon's Key\n(x=1470, y=590) Horn of Silence\n\n***REWARD***\n(For pursuing Irenicus into the Underdark)\nEXP\t20000 (each character)\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|                          To the Underdark\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK028}\n\t\t1) Saemon's Plan\n\t\t2) Stealing the Pirate Horn\n\t\t3) Free Labor\n\t\t4) Saemon's New Ship\n\t\t5) Boarded by Githyanki!\n\t\t6) Down to the Sahuagin City\n\t\t7) Proving Your Worth\n\t\t8) The Heart of the Problem\n\t\t9) Saving the Sahuagin\n\t\t10) Sahuagin Spell-Shopping\n\t\t11) The Drow Quarter\n\t\t12) The Imps' Game\n\t\t13) The Spectator's Technicality\n\t\t14) Slaying Sahuagin\n\t\t15) Cloak of Mirroring\n\t\t16) The Sea Zombie Lord\n\t\t17) The Sealed Door\n\t\t18) Picking Sides\n\t\t19) Down to the Underdark\n\nVulgar Monkey (AR1602)\no======================================================================o\n1) Head back to Brynnlaw and enter the Vulgar Monkey (x=2000, y=1550).\nYou'll find Saemon Havarian waiting at (x=770, y=370). He'll start out\nby regretfully telling you that he has no ship with which to get you off\nBrynnlaw, and that the only other serviceable ship belongs to the Pirate\nLord Desharik. While it's painful to subject ourselves to more of \nSaemon's crap, killing Desharik will at least be some consolation. \nSaemon wants you to obtain a signal horn which will open the sea gate\nand grant you your egress. During the day the horn is in the care of\nDesharik, and at night it can be found with a consort of Desharik named\nCayia.\n\nCayia's House (AR1606)\no======================================================================o\n2) Now, the game gives you the illusion of a choice, but there really\nisn't one to be made. Head over to the house at (x=600, y=1500) at\nnight and head inside. You'll find Cayia inside the house sharing a\nbed with a man named Algor. They'll talk-at great length-and reveal the\nlikely reason for Saemon's present difficulties. Sneak in and loot the\ntable at (x=550, y=200) to claim the Pirate Horn, or, if you wake them \nup they'll flee and you'll have to kill several wussy pirates. Just make \nsure you don't kill the lovers, or you'll lose reputation for it. \nSometimes this game can be awfully silly about what hurts your \nreputation.\n\n***ENHANCED EDITION***\nIn the Enhanced Edition I was unable to avoid being caught by Cayia,\nwho seems to detect you instantly after her conversation with Algor if\nyou're not sneaking. She must be a light sleeper or something.\n&lt;----------------------------------------------------------------------&gt;\n3) Leave Cayia's house and head to the docks. On the way you might\ncome across some Pirates looking for some cheap (read: free) labor.\nDisappoint them and they'll attack you. Focus on the Pirate Mage and\nchop the rest down. They'll drop a bit of gold, and the Pirate Leader\nand Pirate Mage will both drop some weak magical gear. Once that minor\ndiversion is over, you can find Saemon at (x=2950, y=2500). Make sure\nyou're fully healed and have all your spells, abilities, and items\navailable before talking to Saemon, as you'll have to fight a few more\ntimes before you get to rest again.\n&lt;----------------------------------------------------------------------&gt;\n4) Saemon will be dodgy, but once he has the horn you'll find yourself\non Desharik's ship. As can be expected, a rather angry Desharik shows up\nto stop you, entirely regardless of whether you were caught stealing the\nhorn or not. After Desharik relieves us of Cayia's company forever,\nSaemon encourages you to do all the work fighting Desharik and his\ngoons. Now, Desharik isn't hostile, but that doesn't mean you shouldn't\nkill him anyways, and grab the magical gear he has on him. Once\neverybody is dead Saemon will insist that you take a blade as a token of\nhis goodwill before setting off. Hey, maybe he's not such a bad guy\nafter all.\n&lt;----------------------------------------------------------------------&gt;\n5) You'll be treated to another narrated bit of text before your mid-\nsea encounter. A band of Githyanki will board your ship and make short\nwork of much of the crew. They're apparently looking for some 'relic of\nholies' that they're certain Saemon stole... which of course is none\nother than the blade he gave to you. Unfortunately for Saemon, however,\nhis attempts to frame you are quite wasted, as the Githyanki intend to\nkill everyone on board. Since this would naturally prevent you from\nstopping Irenicus, a fight ensues. Don't bother beating on the Githyanki\nCaptain, as he's immortal. If you want to gain some experience from this\ndebacle, target his subordinates, instead. Before long the ship will be \nboarded again, this time by Sahuagin. It appears all this excitement\nis just a bit too much for the vessel. As the ship begins to sink, \nSaemon uses magic to save his own hide. You, however, are not quite as\nfortunate. I just knew there would be a shipwreck somewhere in this\ngame! We just have no luck with boats.\n\nCity-of-Caverns (AR2300)\no======================================================================o\n6) Another narration ensues before the game reveals your new location,\na Sahuagin city of some sorts. How nice of them to build a city that's\nso hospitable to surface folk! Royal High Priestess Senityili and\nCaptain Feerlattiys will speak gibberish at you before the former \ndecides to cast a spell that allows you to understand their stupid\nlanguage. Long story short, Senityili thinks you're part of some stupid\nshark-prophecy, and wants you to meet with their king, Ixilthetocal.\nNaturally, it's more worthwhile to hear them out than it is to be\ndefiant. After all, you can't get quest rewards if you don't accept-and\ntherefore don't complete-any quests.\n&lt;----------------------------------------------------------------------&gt;\n7) After you accept to meet their king, you'll be transported before\nhim. He doesn't seem impressed by your awesomeness, and a meddlesome\n'Baron Thelokassyil' and 'High Priestess Tlyysixxous' both advocate for \nyour destruction. The king is obviously deranged (any shark-man king who\ngoes 'tee hee hee' obviously isn't right in the head) and decides to\ntest your power by making you fight an Ettin. You can get the king to\nallow you some healing before the fight, but that's as much help as\nyou're going to get. Just as well, as an Ettin is hardly a fearsome foe\nanymore. Kill it, and the king will decide that you are the one the\nprophecy spoke of, and Tlyysixxous will be led off to be sacrificed\ninstead.\n&lt;----------------------------------------------------------------------&gt;\n8) Now the king gets down to business... sort of. He wants you to\ndestroy some rebels. Senityili argues on the basis that there just\naren't enough Sahuagin left to survive without the rebels. The Baron\nwants the rebels killed, and the king agrees, promising you wealth\nin return for the heart of the rebel leader, Prince Villynaty. Agree to\ndo this, and Senityili will ask you to speak to her before going off.\nYou now have free reign of the city. Save, sleep, whatever, then go back\nto Senityili (x=1350, y=180). Also note that any gear that dropped while\non the boat will be near the Sahuagin King. It's also a good idea to\nPick Pocket the Sahuagin King for some early rewards-he'll give up\nthree 'Magical Ropes', which we'll need to get out of this area, a\nSahuagin Treasury Key (which allows you to loot the treasury at\n(x=450, y=650) and score some quest loot early) a Scroll of Protection\nFrom Cold, a Scroll of Chain Lightning and a Scroll of Death Fog. You\ndon't have to-and if you're using Potions of Master Thievery, probably\nshouldn't-steal from the Sahuagin King yet, but you should do so before\nyou resolve the dispute between him and rebel.\n&lt;----------------------------------------------------------------------&gt;\n9) Senityili will sacrifice her rival to Sekolah before turning to\nspeak to you. Apparently we, being the stupid land-dweller we are,\nneed to get a tooth that can open the way to the Prince. More than\nthat, however, she wants us to side with the Prince instead of siding\nwith the king, on the grounds that the king is quite obviously nuts.\nWhy can't the Prince come to us? Well, that would ruin a perfectly good\nfetch quest. It's also worth noting that if you refuse to play nice with\nthe Sahuagin and they all go hostile, that you don't need the stupid\ntooth to reach the Prince anyways. Agree to at least meet with the\nPrince for now and she'll give you the Rebel's Orb, which will mark you\nas a friend of the rebels and allow you to meet with the Prince. You\ncan, of course, always change your mind later. Still, in the interest\nof loot and experience, it's worth dragging this quest out a little\nlonger, regardless of who you ultimately decide to side with. If you\nexpose Senityili's plot to the king, he'll kill her, you'll lose the\nRebel's Orb, and get nothing in return.\n&lt;----------------------------------------------------------------------&gt;\n10) There's also a Priestess nearby (x=870, y=300) who will sell you a\nvariety of potions, ammo, and scrolls. Unfortunately for me, I already\nknew all the spells she had to sell save Invisibility 10' Radius... An\nunfortunate side-effect of doing so many quests before coming here. This\nis, in all honesty, more likely to benefit Imoen more than anybody else,\nas Edwin and Nalia should already have a respectable collection of\nspells-not to mention your protagonist, if they are Mages. Note that she\nsells two versions of Stoneskin, one which costs less than half as much\nas the other. Fun.\n\no============o\n|Mage Scrolls| Priestess of Sekolah\no============o---------------------------------------------------------&gt;\n1st-Armor\n1st-Blindness\n1st-Burning Hands\n1st-Charm Person\n1st-Chill Touch\n1st-Chromatic Orb\n1st-Color Spray\n1st-Friends\n1st-Grease\n1st-Identify\n1st-Infravision\n1st-Larloch's Minor Drain\n1st-Magic Missile\n1st-Reflected Image\n1st-Shield\n1st-Shocking Grasp\n1st-Sleep\n1st-Protection From Evil\n1st-Protection From Petrification\n  ---\n2nd-Agannazar's Scorcher\n2nd-Blur\n2nd-Detect Evil\n2nd-Detect Invisibility\n2nd-Ghoul Touch\n2nd-Horror\n2nd-Invisibility\n2nd-Knock\n2nd-Know Alignment\n2nd-Luck\n2nd-Melf's Acid Arrow\n2nd-Mirror Image\n2nd-Resist Fear\n2nd-Stinking Cloud\n2nd-Strength\n2nd-Vocalize\n2nd-Web\n  ---\n3rd-Clairvoyance\n3rd-Dire Charm\n3rd-Dispel Magic\n3rd-Fireball\n3rd-Flame Arrow\n3rd-Ghost Armor\n3rd-Haste\n3rd-Hold Person\n3rd-Invisibility 10' Radius\n3rd-Lightning Bolt\n3rd-Monster Summoning I\n3rd-Non-Detection\n3rd-Protection From Normal Missiles\n3rd-Skull Trap\n3rd-Slow\n3rd-Vampiric Touch\n  ---\n4th-Confusion\n4th-Emotion\n4th-Fireshield (Blue)\n4th-Greater Malison\n4th-Ice Storm\n4th-Improved Invisibility\n4th-Minor Globe of Invulnerability\n4th-Monster Summoning II\n4th-Otiluke's Resilient Sphere\n4th-Polymorph Other\n4th-Polymorph Self\n4th-Spirit Armor\n4th-Stoneskin\n  ---\n5th-Animate Dead\n5th-Breach\n5th-Cloudkill\n5th-Cone of Cold\n5th-Domination\n5th-Feeblemind\n5th-Hold Monster\n5th-Monster Summoning III\n5th-Protection From Electricity\n5th-Shadow Door\n  ---\n6th-Pierce Magic\n&lt;----------------------------------------------------------------------&gt;\n11) Head south-west past the court of the king and turn south-east, past\nthe arena where you fought the Ettin until you come across two Royal\nGuards. One of the Sahuagin will speak and inform you that this is\nindeed the old home of the 'blackened elves', and that traps abound\nbeyond. Continue east, then go down some stairs and disarm the first of\nthe traps you were warned about. Beyond the trap are a pair of Sword\nSpiders and Ettercaps, and little further down you'll find a Bone Golem.\nContinue south-west past the Bone Golem and turn north-west, disarming\na trap at the entrance of the path to the north-west. Continue \nnorth-west then north-east to find some Imps.\n\n***TRAPS***\n(x=1650, y=2750)\n(x=750, y=3400)\n&lt;----------------------------------------------------------------------&gt;\n12) The Imps are delighted that you've arrived to play their game,\npromising Drow treasure as a reward for completing the game. why do you\nneed to play their game to get the treasure? Because guarding the\ntreasure is a 'nasty-nasty' that'll steal your soul if the imps don't\nprotect you (and they're not lying!) Agree to play the game and the imps\nwill explain the rules. It's essentially a celebrities of Faerun\naccessory matching game, where you have to talk to each of the five\nfamous folks, get an accessory from them, and put the accessory into\nthe chest behind the person to whom the accessory belongs. First disarm\nthe traps lurking around the room, then talk to all the famous people\nstanding around to get all the items. If you've read any Forgotten\nRealms books, or have a passing familiarity with the game world, this\nwill be much easier for you. Still, it's pathetically easy to guess\nwhat people need-this was certainly one of Bioware's less impressive\nriddles. I'll comment needlessly below, and provide you with a table,\nshould you not care to guess or strain your brain any.\n\nElminster: I am Elminster... you know me, friend, the oldest sorcerer to\nhave walked the land. In my heart, I am but an old man... and I require\nan item to while away time's sand.\n\nI give to you this curved sword, I am too old to fight. Give it to\nanother warrior, one whose skin is black as night.\n\nYes, we all know Elminster, one of the earliest and most visible \ncharacters of the Forgotten Realms. While I'll bet he's nowhere near as\niconic as Drizzt, he did regularly serve as the 'face' character of the\nForgotten Realms of old. Everybody knows Elminster fits the typical\nelder wizard role, robed, big white beard, pointy hat, and of course, a\npipe. Alustriel refers to the owner of the pipe as 'a man, instead,\none older even than I.' Perhaps she specifically mentions age because\nit's an obvious quality one of the famous people?\n  ---\nKhelben: I am Khelben, a wizard of great power... one of the rulers of\nthe finest city of the north. I need the item that supplies my fondest\nname... and an extra leg as I walk forth.\n\nI give you this pendant of silver, for it belongs to another. Place it\naround the neck of one who is Sister, but not Mother.\n\nKhelben \"Blackstaff\" might not be the most influential wizard in the\nRealms, but he's definitely in the top ten. He's one of the 'secret'\nLords of Waterdeep, along with Piergeiron, who's not quite so secret.\nI don't know who in Waterdeep would be surprised. How many archmages \nlive in cities and don't bother with politics? Even if you didn't know \nthe \"Blackstaff\" part of his name, the 'extra leg' comment leaves us \nwith one of two possible items... and let's just be glad his name is\n\"Blackstaff\", and not something else.\n  ---\nAlustriel: I am Alustriel, a daughter of Mystra, one of Seven. Lady of\nthe 'Moon, give me my symbol of the sword bequeathed from her home in\nheaven.\n\nI give you this pipe of root and magic... it's power is strong, I will\nnot lie. Bequeath it to a man, instead, one older even than I.\n\nAlustriel is one of the Seven Sisters and the ruler of Silverymoon.\nWhile she gained a great deal of attention in the Drizzt books by\nR.A. Salvatore, I wasn't very familiar with her before them. Characters\nlike Storm and the Simbul received more attention in the books I\nread, I suppose. Still, she's one of the strongest of the Seven sisters,\nand hence, one of the strongest Mages in the 'Realms. Her hair is\nsilver, she's the ruler of Silverymoon... you have to be able to guess\nwhat her item is. Even if you can't, somehow, Khelben tells you to\ngive it to 'one who is Sister, but not Mother'. Any other females here?\nNo? Well, that was simple.\n  ---\nPiergeiron: I am Piergeiron, a paladin of Tyr's faith and the Open Lord\nof my northern land. If you will, place a symbol of my rule within my\nhand.\n\nI give to you this staff of darkest hue, which has faced many an evil\nfoe. It is not mine, I tell you now, it belongs to one I know.\n\nThe darkest hue? As in black? He's the 'Open Lord', meaning he's the\none admitted 'Lord of Waterdeep', his northern city. The 'one he knows'\nis, of course, Khelben, a fellow Lord of Waterdeep. Drizzt gives you a\nhelmet, which of course belongs to somebody. Perhaps somebody wearing\narmor?\n  ---\nDrizzt: I am Drizzt, a Drow who left my hated home below to become a\nhero true. I require something with which I have vanquished many, one\nof two.\n\nI give you a helmet, here... a symbol, so I'm told, of rulership on the\nsurface land, in a city far North and cold.\n\nDrizzt might be the most famous character in the Forgotten Realms, and\nperhaps in all of Dungeons and Dragons. Dragonlance fans, your vote\ndoesn't count. His item is, of course, the Scimitar, of which he wields\ntwo. If you didn't know that little bit of information, then Elminster's\n'one whose skin is black as night' comment should be a dead giveaway.\n\no=======================o===============o=======================o\n|     Famous Person    \t|  Item Given\t|     Item Required    \t|\no=======================o===============o=======================o\n|       Elminster       |   Scimitar    |\t  Pipe\t\t|\n|    (x=450, y=2920)    |\t\t|    (x=400, y=2950)\t|\n|-----------------------|---------------|-----------------------|\n|        Khelben\t|    Pendant\t|        Staff\t\t|\n|    (x=470, y=2790)    |\t\t|    (x=400, y=2750)    |\n|-----------------------|---------------|-----------------------|\n|       Alustriel\t|     Pipe\t|       Pendant\t\t|\n|    (x=650, y=2720)\t|\t\t|    (x=650, y=2650)\t|\n|-----------------------|---------------|-----------------------|\n|      Piergeiron\t|     Staff\t|\t Helmet\t\t|\n|    (x=850, y=2820)\t|\t\t|    (x=950, y=2800)\t|\n|-----------------------|---------------|-----------------------|\n|        Drizzt\t\t|     Helmet\t|       Scimitar\t|\n|    (x=820, y=2950)\t|\t\t|    (x=900, y=3000)\t|\no=======================o===============o=======================O\n\nAfter you've put the right objects in the right chests, the imps will be\nupset that the game is over, but they'll keep their end of the bargain.\nThey'll let loose a Spectre from the chest, who will whine that it can't\nreach your life force. The imps laugh at the 'nasty nasty', which dies.\nDone with their game, the imps take off, leaving you to loot the chest\n(x=600, y=3050), which contains Boots of Etherealness and the Spirit's\nShield +2 (aka: Cloak of Protection +2). In the case of the latter...\nI'm sure you can find a home for such a potent defensive item. Wearing\nthem along with a suit of non-magical Full Plate Mail armor provides\ndefense equal to the best armors we've found so far... plus a bonus to\nSaving Throws. The Boots of Etherealness just take up space in my\ninventory, or keep one of my characters' feet warm, temporarily. By now,\nmost enemies have magical weapons, and we always have Conjure Fire\nElemental for when we want to take advantage of enemies without magic.\n\n***TRAPS***\n(x=450, y=2850)\n(x=650, y=2850)\n(x=700, y=2720)\n(x=750, y=2950)\n(x=850, y=2800)\n(x=850, y=2700)\n\n***REWARD***\n(For winning the Imps' game)\nEXP\t18500 (each character)\n&lt;----------------------------------------------------------------------&gt;\n13) Beyond the imps to the north-east is a Spectator, a Beholder\nsummoned to guard over the chest belonging to the dead Drow who invaded\nthe city long ago. The Spectator is a pleasant enough fellow, who\ndoesn't seem to mind chatting to you in the slightest, although he warns\nyou not to touch the chest. Pressure him about the chest and you'll win\nhim over. He's there to guard the chest, not anything inside of it.\nConvince him to open the chest for you and then loot it for Sekolah's\nTooth. The Spectator will be upset that he spent 60 years guarding a\ntooth, and decide that, since the chest is now empty (and not very\npretty, in any case) he doesn't need to bother sticking around for the\nremaining 40 years of his contract. Everybody wins, you get Sekolah's\nTooth and the Spectator gets to go home. To reflect this win-win\nsituation, the deal is further sweetened by a quest reward, which is\nmuch greater than the reward you'd get from killing the Spectator, by\nthe way.\n\n***REWARD***\n(For obtaining Sekolah's Tooth and freeing the Spectator)\nEXP\t15000\n&lt;----------------------------------------------------------------------&gt;\n14) Now that we have the tooth, we can go find the prince at our\nleisure. North-east of where Senityili is you'll find some hostile\nRebels, and south-east of them near the top of the map you'll find a\ngroup of Sahuagins fighting more Sahuagin Rebels. Some of the Sahuagin\non either side are spell-casters, but they are capable of only minor\nspells. south-west of this group of combatants is another, each side \nis again led by a Mage. They will summon some friends if the fight\npersists too long, but they otherwise busy themselves with Mirror Image,\nChromatic Orb, Flame Arrow, and other lower-level spells. Other\nencounters can be found along the eastern side of the map, mostly with\ngroups of several archers. It's a good way to stock up on Bolts and\ncrappy trinkets, if nothing else.\n\nNote from Lee:\nI equip as many characters as possible with ranged weapons, and take out\nall the various enemies without sustaining more than a miniscule amount\nof damage. No spells, no melee except for the Sea Zombies and Lacedons\nin the pit (Step 16). There, I use two characters with Boots of Speed to\nrun down, draw them up the stairs a couple at a time, and cut them down\nat my leisure. I ended up clearing the entire level this way.\n&lt;----------------------------------------------------------------------&gt;\n15) Near the middle of the map (south-east of Senityili) you'll find an\naltar located within a gigantic stone maw. Clever architecture, that.\nWhen you stand in the circular platform in the center of the shrine a\ngroup of Sahuagin will appear and attack you, including a pair of\nRebels with crossbows out in the water where you can't reach them in\nmelee, and a Priestess who screams 'kill me first!' by starting out\nwith Blade Barrier, Chant, and Strength of One spells. I tend to gather\nmy party on the landing between the stairs east of the shrine, while my\nprotagonist runs in to trigger the enemies to show up. My protagonist\nthen casts Stoneskin, while Imoen\/Edwin cast Haste on the party, who\nfocus on the nearby Priestess. After she dies-and against an onslaught\nlike that she has no real choice-the rest of the Sahuagin are easily\nmopped up. Just be sure that whatever you do, you don't cast\ndirect-damage dealing spells on the Priestess. Loot the Priestess for\none of the single most powerful defensive items against spells in the\ngame-the Cloak of Mirroring. This bad-boy makes you immune to\nspell-damage, be it Magic Missile, Fireball, or Horrid Wilting, it\ncan't touch you. Status affecting spells and death spells still work,\nhowever, but you are now at least immune to being whittled down with\nspell damage. While this item is good for anybody... except perhaps\nKeldorn and Viconia, who can obtain a very high amount of Magic\nResistance, it should be saved primarily for your vanguard characters.\nFor me, this means my Fighter\/Mage. He already has an impressive arsenal\nto protect him from attacks, but now that he's immune to damaging\nspells, he can use Spell Immunity to focus on the spell-schools that\nenemies can still effectively employ against him-typically Conjuration\n(Symbol Spells, Power Words), Necromancy (Finger of Death, Wail of the\nBanshee), and Alteration (Disintegrate, Flesh to Stone) and Abjuration\n(Imprisonment). When he's fully spell-buffed with Stoneskin, Haste,\nMirror Image, Blur, and Improved Invisibility, there's a very good\nchance that he can run in, engage whatever enemy he wishes to engage,\nand draw all the fire away from the rest of the party. The Cloak of\nMirroring isn't a game-winner on its own, but with the other defensive\nspells at our disposal, it plugs a major hole in a characters' defenses.\nSome players may decry the Cloak of Mirroring as the 'Cloak of Cheese'.\nSo be it. Let them play the game without it. In fact, let them dispose\nof all the gear the designers put into the game. Using stuff makes the\ngame too easy.\n\n***ENHANCED EDITION***\nOh, glorious day! The folks at Overhaul Games didn't change much about\nthe Enhanced Edition outside of the four new characters and their\nquests, but at least they changed the hideous aesthetic effect that\ncomes with the Cloak of Mirroring. It used to loot like a huge orb of\nswirling white energy-you could barely see the character under the\neffect! Simply put, it was an eye-sore. Now the Cloak of Mirroring\nbestows a constant visual effect onto the character identical to the\nSpell Deflection spell. It's obnoxious in its own way, but nowhere near\nas bad as it was. For the record, in the original game I played with\nmods, one of which made cloak give the same visual effect of the Spell\nTurning spell, which was even better, but you can't have everything.\n&lt;----------------------------------------------------------------------&gt;\n16) From the path running through the maw-altar, head south-east until\nyou cannot proceed in that direction further, then turn south-west.\nShortly you'll find some stairs leading down into a bloody pit, which\nis the home to a Sea Zombie Lord, some Sea Zombies, and some\nLacedons\/Greater Lacedons, which are essentially aquatic Ghouls. The \nSea Zombie Lord is the real pain, as he has a low THAC0 and can deal \nsome pretty mean damage, as well as level drain. It's still nothing a \nspell-buffed Fighter\/Mage with some support can't handle. When the Sea \nZombie Lord dies he'll let out a Cloudkill, to further harass you. He'll\nalso drop some potions and gold when he dies. Not a very epic reward,\nbut it's something. A fun way of dealing with this encounter is to\ncast a spell like Death Fog or Fire Storm (if you have it) near the\nenemies, then cast an invisibility spell to protect the caster from\nprosecution. Most of the enemies will sit around in the area of effect\nand die, or at least get very injured, while you wait safely above. You\ncan also use a conjured Fire Elemental as a decoy, since they can't\nharm enemies that require magical weapons to hurt, although if you leave\nyour poor little Fire Elemental alone, the Sea Zombie Lord will likely\nlevel drain it to death eventually.\n&lt;----------------------------------------------------------------------&gt;\n17) From the bloody pit, head north-east until you're at the top of the\nlevel, then go as far south-east as you can-killing Sahuagin Rebels\nas you go-before going down some stairs at (x=4600, y=1200). In this\nlower section of the city you'll find a pair of smug bastard Sahuagin\nwho are out of melee range. Have your characters switch to ranged\nweapons and shoot them down before continuing to the south-west, where\nfour more Sahuagin await on the land, and two more stand out of reach.\nKill them and head through a door at (x=3700, y=2300), beyond which a\nSahuagin Chieftain awaits, willing to take you to the prince. You know,\nif they had just put this guy one room earlier, they'd have saved us a\nlot of trouble... and ammunition, and saved them some Sahuagin. Survival\nof the fittest, I suppose.\n&lt;----------------------------------------------------------------------&gt;\n18) Agree to go meet this prince. If you refuse now, they'll assume\nyou're up to no good and you'll lose your chance. The prince is rather\npragmatic... almost Machiavellian, even. He doesn't care about this\nprophecy and saving the Sahuagin nonsense, he just wants the throne,\nand to accomplish this, you need to take a fake heart to the king. When\ntheir guard is lowered, the rebels will attack, and together\nyou'll... something, something... to victory! You get the idea. Do all\nthe work, put another guy in power, and get some trinkets. That's\npolitics, above and below the sea.\n\nNo more putting it off, now you need to decide whether to side with the\nprince, or the king. If you kill the prince and bring his heart to the\nking, the king will reward you, not to mention you can loot the prince\nfor the Wave Blade, the second and final part of the Wave Halberd, and\nthe Impaler +3.\n\nIf you side with the prince you'll be given a 'Fake Rebel's Heart' to\ngive to the king. The king is initially quite pleased with the fake\ntrophy, and has a feast prepared to celebrate. Unfortunately, the\nRebels are soon detected, and the king realizes you betrayed him and\nattacks. Kill them all and the prince shows up just in time to miss the\naction. You'll be thanked, however, and given access to the king's\ntreasury, as well as rewarded for the quest. The King will also drop the\nImpaler +3 and a Magical Rope, and in addition you can rob his treasury\n(x=450, y=650), which contains another Magical Rope, a Rod of Lordly\nMight, some Sahuagin Scribe's Notes, and a Scroll of Protection from\nElements.\n\nSiding with the prince gets you more experience (2000 more per\ncharacter, or 12,000 for a full party), but 2000 less gold, and you\ndon't get the Gauntlets of Crushing. Frankly, in this case I prefer to\ngo meet the prince, but side with the king. The Sahuagin rebels around\nthe prince more than make up for the difference in experience, and the\nking gives a better reward. Of course, if you side with the Prince,\nyou can then kill him afterwards and claim most of the loot you would\nhave gained from the king, save the Gloves of Crushing. So, the question\nbecomes whether you'd rather have the Gloves of Crushing and 2000 gold,\nor 2000 experience per character and a note and scroll from the\ntreasury. Since the king runs off after you bring him the Rebel's Heart,\nyou can't just kill the king and access his treasury... but if you\npicked his pockets earlier, you get the best of all possible outcomes.\nIn any event, the Impaler +3 is pretty damn nice, I just don't have any\ncharacter who uses spears to give it to. Minsc could technically use it,\nbut the Two Handed Swords we have yet to discover will vastly outclass\nthis spear. The Rod of Lordly Might may be a very small upgrade if\nAnomen is still using a Mace +2 (mine was).\n\nNote: If you wait to steal from the king until just before you turn in\nthe prince's heart, you'll have enough time to use the Potions of\nMaster Thievery on a upcoming merchant, too. Waste not, want not, right?\nA measly Pick Pockets score of 100% was enough to steal from him at\nwill, which was about three potions for Imoen. Also, if you rob the\nking and loot his treasury before you talk to him, it not only saves\nyou the bother of walking back to his court, but you also get another\nRod of Lordly Might. If the king gives you the Rod of Lordly Might as a\nreward before you loot the treasury, it won't be there later.\n\n***ITEMS***\n(x=450, y=650) Magical Rope, Rod of Lordly Might, \n\t       Sahuagin Scribe's Notes, \n\t       Scroll of Protection from the Elements\n\n***REWARD***\n(For bringing the prince's heart back to the king)\nEXP\t58500 (each character)\nGold\t2000\nItem\tRod of Lordly Might\nItem\tGauntlets of Crushing\nItem\tMagical Rope\n\n***REWARD***\n(For siding with the prince and killing the tyrant)\nEXP\t60500 (each character)\n&lt;----------------------------------------------------------------------&gt;\n19) The political problems of these Sahuagin are now resolved... for\nnow. In any event, it's time to head back to the Prince's Stronghold and\nuse our new-found Magical Rope to descend into the Underdark. This is\nthe area where the folks who took the portal in Spellhold were\nteleported to, past the Cloak of Mirroring, The Spirit's Shield +2, and\nthe Silver Blade, not to mention the 60,000+ experience per character\nwe've gained by going the long way. It's a costly detour to snub Saemon\nHavarian, to be sure. Exit the Sahuagin city-and chapter four-by\nclicking the hole at (x=4600, y=2700). Watch a cutscene of Irenicus\ndealing with some Drow, and a small movie showing you around.\n\n***REWARD***\n(For reaching the Underdark)\nEXP\t20000 (each character)\n\no======================================================================o\n|\t\t         \tChapter 5 \t\t \t       |\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t         Exploring the Underdark\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK029}\n\t\t1) Denizens of the Underdark\n\t\t2) Carlig and Company\n\t\t3) Elemental Extermination\n\t\t4) Freeing Vithal\n\t\t5) Drow Patrol\n\t\t6) Freeing Bedlen Daglefodd\n\t\t7) Murdering Madman Aganalo\n\t\t8) Uh..?\n\t\t9) Riti's Misguided Revenge\n\t\t10) Gont of Riatavin\n\t\t11) Destroying Alchra Diagott\n\t\t12) Myconid Massacre\n\t\t13) Therndle's Reward\n\t\t14) The Book of Rituals\n\t\t15) Portal Guardians\n\t\t16) Stingy Vithal\n\t\t17) Tolkien Trouble\n\t\t18) Balor Battle\n\t\t19) Blackenrock's Bounty\n\t\t20) Kuo-Toa Killing\n\t\t21) Drow Raiding Party\n\t\t22) Adalon's Demand\n\t\t23) Attacking Adalon (optional, not suggested)\n\nUnderdark (AR2100)\no======================================================================o\n1) The Underdark can be rather dangerous, as the game leads you to\nbelieve. Groups of Kuo-Toa can harass you by shooting you with Kuo-Toa\nBolts, which can stun you. Drow and Mind Flayers, however, are more\nsevere threats. Mind Flayers almost necessitate the use of Chaotic\nCommands, as their psionics can disable several characters sickeningly\nquickly. Even after their pisonics are neutralized, they drain points of\nIntelligence every time they hit. Once your Intelligence hits 0, it's\nan auto-kill. This means that your Warriors are actually very vulnerable\nagainst Mind Flayers in close combat. One solution is to spell-buff a\nFighter\/Mage and hope that, through a combination of low Armor Class\nand spells like Mirror Image, Improved Invisibility, and Blur, that\nthe character can hold off long enough, while the rest of the party\nstays back and uses ranged weapons. Drow typically come in groups, and\nalthough they're fairly dangerous in melee, the fact that they have to\nplay by the rules and whittle your Hit Points down like normal makes\nfighting them more conventional. That said, they tend to come loaded\nwith spellcasters, and are resistant to magic themselves. This means\nthat dispelling their buffs (and keeping them from debuffing you)\nbecomes easier than the old tactics of Silence 15' Radius, Greater\nCommand, Insect Swarm, Chaos, and Slow. They aren't immune to these \nspells, but when you encounter a group of hostile Drow, just expect \neach spell to affect half the number of enemies it used to affect. \nIf you're going to spell-assault them, spell assault them heavily. Also,\nmost of them come equipped with heavily enchanted Drow armor, which\nmakes them very well protected against your attacks. Of course, once\nyou kill a couple of them you can nab this armor for yourself, which\nwill greatly improve the Armor Class of your party for the duration of\nyour stay in the Underdark. You just gotta love Drow Full Plate +5.\n&lt;----------------------------------------------------------------------&gt;\n2) Head east, then south-east to find a trio of Duergar, Carlig, a \ntrader (x=1600, y=3700), Finderlig, who is just superstitious \n(x=1660, y=3820), and Uder Mordin (x=1770, y=3800), who has a story to\ntell you about an imprisoned Mage to the north. Hmm... Imprisoned you\nsay? Check out Carlig's stock and sure enough, you'll find a Scroll of\nFreedom, along with many, many other very nice... very expensive spells.\nI've got plenty of gold, but we can still go for a five-finger discount,\nwhich we'll do later, when we have access to more of the Underdark.\nWe need to stretch those Potions of Master Thievery out, after all.\nFor now, just buy one Scroll of Freedom.\n\nNote: If you used your Potions of Master Thievery and stole from the\nSahuagin king right before you presented him with the Rebel's Heart,\nyou will still have plenty of duration left to steal as many scrolls \nfrom Carlig as your heart desires. The 100% Pick Pockets is enough to\nget the job done if you're patient, but chugging another potion might\nbe necessary if Carlig is detecting you too often. I plan to steal\nall his scrolls, but the best new spells he sells are listed below.\nIt's also worth noting that Carlig's inventory changes after you talk\nto him the first time-this is just an odd glitch. The gear he shows\nyou the first time you talk to him is the same gear you'll have access\nto during [WLK032], while the gear he'll show you the second (and\nsubsequent) time you talk to him (up until [WLK032]) is what he's\nsupposed to be currently offering... so it'll be what is covered, and\nwe'll ignore the rest of the loot until [WLK032].\n\nFreedom\n-------\nThis spell really only exists to counter Imprisonment, and, to a lesser\ndegree, Maze. While there are enemies out there who will use those\nspells on you, it's often easier to just cast a Spell Immunity:\nAbjuration to avoid the effect altogether. More practically, it's\nuseful as a scroll for freeing the imprisoned Mage nearby. Still, if\nnothing else it's worth 9000 experience to scribe it.\n\nSpell Sequencer\n---------------\nAllows you to chain up to three spells of fourth level or lower. Sort of\nlike Contingency, except you can use it whenever, and you can link up\nmultiple offensive spells. For example, my Fighter\/Mage could use this\nspell like Contingency, to pop on Stoneskin, Improved Invisibility, and\nFireshield all at once. More useful, however, you could also string \ntogether three Flame Arrows to deal ridiculous damage to one enemy, or\nthree Greater Malisons to decimate their defenses. \n\nTrue Sight\n----------\nI have had this spell with Keldorn and on my Clerics for a while now,\nbut this is the first chance I've had to steal one for my Mages. By\nnow we know how essential this spell is.\n\no===========o\n|Mage Spells| Carlig\no===========o----------------------------------------------------------&gt;\n4th-Stoneskin\n  --\n5th-Animate Dead\n5th-Breach\n5th-Chaos\n5th-Cloudkill\n5th-Cone of Cold\n5th-Domination\n5th-Hold Monster\n5th-Protection From Electricity\n5th-Spell Shield\n5th-Sunfire\n  ---\n6th-Improved Haste\n6th-Power Word, Silence\n6th-Stone to Flesh\n6th-True Sight\n  ---\n7th-Mass Invisibility\n7th-Prismatic Spray\n7th-Project Image\n7th-Spell Sequencer\n  ---\n9th-Freedom\n\n***ITEMS***\n(x=1660, y=3600) 1 gold\n(x=1600, y=3820) 1 gold\n(x=1830, y=3800) 8 gold\n&lt;----------------------------------------------------------------------&gt;\n3) Before we use our scroll, however, let's make this area safe for\nhumanity... or at for least us... and pick up some experience along the\nway. At (x=900, y=2800) you'll find a portal, near the portal is a\nsymbol upon which an Air Elemental constantly spawns. Move your party up\nand kill about ten of them, until no more appear. Over to the east is\nanother portal (x=2450, y=3200), near which Earth Elementals spawn.\nAgain, kill about ten and they'll stop appearing. Repeat the process one\nmore time near a third portal (x=2800, y=2900) just above the Earth\nElemental portal, this time killing off Fire Elementals. Why do this\nnow? Because if you free the imprisoned Mage the Elementals seem to stop\nspawning, and that's a good 60,000 experience for the Fire Elemental\nportal, 60,000 experience for the Earth Elemental portal, and 70,000\nexperience for the Air Elemental Portal, or a grand total of 190,000\nexperience (or 31,666~ experience per character.) My Fighter\/Mage\/Thief\nprotagonist has a good time with these critters, testing out her new\nPaws of the Cheetah to do hit-and-run backstab tactics.\n&lt;----------------------------------------------------------------------&gt;\n4) Once the elementals have been exterminated use the Freedom Scroll in\nthe area between the Air Elemental portal and the Earth Elemental portal\n(you don't have to be terribly precise) and a Mage named Vithal will\nappear at about (x=1950, y=2900). You'll get a small experience reward,\nand Vithal will offer to cut you in on a plan he was working on before\nhe ran afoul of a local. He's pretty vague, but he promises you a share\nof magical loot if you help him out. First, however, you need to\nretrieve his book of rituals, which he believes was discovered by some\nSvirfneblins (Deep Gnomes) to the north. He will, in the mean time,\nmess around near the Earth Elemental portal.\n\n***REWARD***\n(For freeing Vithal from his imprisonment)\nEXP 10000\n&lt;----------------------------------------------------------------------&gt;\n5) Head north and west and you'll run afoul of a group of Drow,\nincluding several Priestesses. This fight can be a pain, as they've got\nplenty of spell power on their side. You can approach from the east, if\nyou're careful not to provoke the Kuo-Toa over there, which is probably<\/pre>\n\n\n\n<pre id=\"faqspan-26\" class=\"wp-block-preformatted\">easier as you've got more space to maneuver. Hit them with as many\ndebilitating spells as you can-I got off two rounds of spells (Chaos\nand Slow from the Mages, Silence 15' Radius and Greater Command from\nthe Clerics, and of course Insect Plague) before I engaged in melee\nand mopped up. The Drow seem more content to put up Blade Barriers,\nMirror Image, and cast weak summoning spells. Once they're all dead,\nloot them for what armor they have. I was able to recover two suits of\nDrow Elven Chain +3 and a suit of Drow Full Plate +5.\n\nNote: Drow gear is one of the great perks of adventuring around the\nUnderdark. It's highly enchanted, powerful stuff that largely out-\nclasses everything you've found up until now. Drow typically carry\n+3 weapons and either Elven Chain +3, Drow Chain Mail +5, Drow \nFull Plate Mail +5, and Drow Shields +3. This will probably drop the\naverage Armor Class of your party by several points, which is a very\ngood thing. Unfortunately, you only get to keep this stuff while you're\nin the Underdark. Once you get back into sunlight, all this beautiful\nloot is ruined.\n\nNote from Lee:\nI also had a Mind Flayer show up here - came at me from the East. Not a\nbig deal, really - he died rather easily - but it was a surprise.\n&lt;----------------------------------------------------------------------&gt;\n6) Now that the fighting has stopped, rest up and investigate what these\ndamned Drow were guarding so fervently. There's an odd device nearby,\nwhich has several souls trapped within. The chamber at (x=2020, y=1900)\ncontains the soul of Bedlen Daglefodd. If you let him go, he'll tell you\nto come find his father, Therndle Daglefodd. We were planning to visit\nthe Svirfneblins anyways, I wonder if this will come back to us in a\ngood way?\n&lt;----------------------------------------------------------------------&gt;\n7) Another soul is trapped at (x=1850, y=1870) which if released\nmanifests into Madman Aganalo, who has been too long imprisoned and as\nhis name implies, is quite mad. Kill him and claim Jhor the Bleeder +2\nfrom his body. It's just a +2 Bastard Sword that deals an extra ten\ndamage over time. A +2 enchantment isn't strong enough to get excited\nover, neither do I have a character who uses Bastard Swords, so...\nit'll sell well.\n&lt;----------------------------------------------------------------------&gt;\n8) Next release the soul at (x=1880, y=1900) to inflict upon yourself\nthe company of a Drow wizard named Raevilin Strathi, who will quickly\nattack. He starts out with Stoneskin, True Sight, and a Fireball, and\nhis immediate goal thereafter, ironically, is to cast Imprisonmen t.\nJust rip down his defenses and keep pummeling him. After a while he'll\npop out another Contingency, including a Spell Turning, Mislead, and\nStoneskin. Remove those protections and finish him off. He'll leave\nbehind a Quarter Staff, a Scroll of Conjure Earth Elemental, and a\nScroll of Summon Efreet...\n\n...or, you can just cast a Heal spell on him, which might be a little\ntricky due to his initial Fireball and ensuing Imprisonment. Casting\nSpell Immunity: Abjuration and making my protagonist the target of his\naffections worked out well enough. Once he's been healed he'll come to\nhis senses, and if you're nice, he'll reward you before departing.\nKilling him and healing him are, all in all, worth about the same,\nall things considered. Credit goes to Almateria for pointing out this\nincredibly obscure detail.\n\nNote: Just making a note of this for the hell of it-on my Enhanced\nEdition playthrough with my evil party my protagonist back-stabbed\nRaevilin Strathi for a whopping 164 damage (critical hit plus\nquintuple damage). Needless to say, he was quite dead.\n\n***REWARD***\n(For healing Raevilin Strathi)\nEXP\t15000\nItem\tAlbruin +1\n&lt;----------------------------------------------------------------------&gt;\n9) At (x=1920, y=1920) you can release the soul of a Githyanki named\nRiti, who apparently thinks it's a good idea to try and remove the\ndisgrace of his capture by attacking his savior. Stupid Githyanki. Kill\nhim and take the Backbiter +3. A fitting weapon for him. It was\noriginally a Baldur's Gate 2-only weapon, but later made its way to the\nfirst game via the Enhanced Edition. It sucked in both games. Who needs\nan enchanted spear, much less one that harms the weilder ever hit?\n&lt;----------------------------------------------------------------------&gt;\n10) Next, manipulate the chamber at (x=2035, y=1845) to release one\n'Gont of Riatavin. He seems to not have noticed the time-lapse since\nhis imprisonment, whatever that might have been, having been abruptly\nimprisoned while fighting some Drow. He'll react poorly to Viconia,\nif she's with you, but if you're nice he won't be outright hostile.\nHe's also not very useful, either, only giving you some advice if you\nlet him go. He also claims to be too poor to offer some reward. If you\nkill him, you'll find out he-sadly-wasn't lying. He'll leave behind a\nsuit of Leather Armor, a Short Sword and 7 gold. At least he's worth\n7000 experience.\n&lt;----------------------------------------------------------------------&gt;\n11) Now there's one last chamber left (x=2000, y=1900), and for this\none, it's time to put our new-found defensive strategy to the test.\nI cast Death Ward, Chaotic Commands, Spell Immunity: Conjuration,\nAbjuration, and Alteration on my main character and move the rest of the\nparty away. Then I release the last soul, which belongs to the Lich\nAlchra Diagott. He'll naturally decide to take his aggression out on us\nbefore finding the Drow that imprisoned him. He's fond of using Symbol\nspells (which Spell Immunity: Conjuration protects against) as well as\nvarious death spells (Death Ward). His damaging spells are negated by\nthe Cloak of Mirroring (and he'll almost certainly use a Sunfire and a\nHorrid Wilting). And lastly, if he tries to cast Imprisonment, I'm\nprotected from it by Spell Immunity: Abjuration. Best of all, he can't\nget rid of my life-saving buffs because Spell Immunity: Abjuration\ncounters Remove Magic. My main character also casts Improved Haste\nto allow him to rip through the Lich every time he lets his guard down.\nFrom a distance, Keldorn uses True Sight when Alchra tries to hide, and\nImoen uses Breach when Alchra puts up a Stoneskin or Protection from\nMagical Weapons. In this way my main character can safely rip the Lich\nto pieces, while a few party members debuff. He'll drop a Scroll of\nDelayed Blast Fireball, a Scroll of Spell Turning, and a Scroll of\nSummon Nishruu when he falls.\n\nNote from Lee:\nI take on the Lich Alchra Diagott first (well, second - I release the\nstupid little gnome first). I spell buff as described and simply put\nhim down (he's not that difficult really); but now I have all my spell\nbuffs intact for the other encounters (not that you really need them,\nbut what the hell - waste not, want not, right?). I got thru this and\nsuffered no damage at all.\n&lt;----------------------------------------------------------------------&gt;\n12) Now that we're done with the soul cage, cast Chaotic Commands on a\nstrong Fighter, Haste them up, and send them to the west. You'll find\nseveral Spore Colonies which spawn Myconids... which in turn try to\nConfuse you. Kill them, kill their king, and kill their little spores,\ntoo.\n&lt;----------------------------------------------------------------------&gt;\n13) Continue to the north and you'll find a trio of Swirfneblins\nguarding a bridge. Talk to the one named Odendal (x=630, y=1180), who\nwill let you in if you're nice, even though he doesn't like Viconia one\nbit. Head through the town (which doesn't have much to see) and loop\naround until you find the entrance to the building marked as the\n'Swirfneblin Settlement'. Inside you'll find Therndle Dagelfodd\n(x=1770, y=600). Mention that you saved his son, and he'll reward you.\nHe also sells some gear-mostly +1 armor and weapons, but he also has\nsome Potions of Master Thievery and scrolls. If you were really quick\nearlier, you might still be under the affects of the potions you chugged\nearlier. If that's the case, don't hesitate to steal Therndle's Potions\nof Master Thievery and whatever spell-scrolls you desire, as he does\nsell some uncommon spells, even if they're not the most useful (like\nInvisible Stalker). If not, just buy the Potions to replenish your\nstock. Note that Therndle won't get pissy if he catches you stealing.\nAlso, if you loot around the city you can find various random trinkets\nand a Discipliner (aka: Ring of Folly). The marginal loot just isn't\nworthy my time to record-or yours to read. You might score a low\nquality gem and a few gold coins, but that's about the extent of it.\n\no===========o\n|Mage Spells| Therndle Daglefodd\no===========o----------------------------------------------------------&gt;\n1st-Find Familiar\n  ---\n2nd-Power Word, Sleep\n2nd-Ray of Enfeeblement\n  ---\n3rd-Minor Spell Deflection\n3rd-Protection From Fire\n  ---\n4th-Minor Sequencer\n4th-Secret Word\n4th-Spider Spawn\n4th-Teleport Field\n  ---\n5th-Spell Immunity\n  ---\n6th-Death Spell\n6th-Flesh to Stone\n6th-Globe of Invulnerability\n6th-Invisible Stalker\n6th-Tenser's Transformation\n\n***REWARD***\n(For saving Therndle Dagelfodd's son)\nEXP\t10000\nItem\tBracers of Defense A.C. 4\n&lt;----------------------------------------------------------------------&gt;\n14) At (x=1650, y=770) you'll find an Innkeeper, the current owner of\nVithal's book of rituals, which he'll relinquish for 300 gold. You\nmight be able to steal it from him, but since that's going to require\na Potion of Master Thievery, I just hand over the money. Book of Rituals\nin hand, I return to Vithal, who was around the Earth Elemental portal\n(x=2380, y=3320). If you refuse to hand over the book, he'll try to\ntake it by force, and let's just say it's more rewarding to let him\nactually get the treasure he's been mentioning-if you kill him, you\nhave no way to get the treasure yourself, so let's keep him alive and\ngive him his book.\n\nNote from Lee:\nI do the Balor here (Steps 16 &amp; 17) before returning to Vithal with his\nBook of Rituals.\n&lt;----------------------------------------------------------------------&gt;\n15) Once Vithal has his book of rituals back, he'll tell you about the \nsecond part of the plan-he needs to enter three portals, and within each\none there will be a guardian. Guess who's job it is to dispose of the\nguardian? That's right. Ours. Agree to help him and he'll work on the\nfirst gate, the guardian of which is a Greater Earth Elemental, which\nisn't too rough. After it's dead Vithal will teleport off and return\nshortly with some of the treasure. Now we head to the Fire Elemental\nportal to repeat the process. The guardian of this portal is, of course,\na Greater Fire Elemental. Again Vithal teleports away, and again he\nreturns with treasure. Now it's time to head over to the Air Elemental\nportal and repeat the process one final time. If you can't guess what\nthe guardian is... there's no hope for you.\n&lt;----------------------------------------------------------------------&gt;\n16) Vithal returns for the third-and final-time, declaring his victory.\nYou gain a quest reward for helping him out, and he gives you a Rod of\nAbsorption, which is pretty cool, I guess... except that it only has one\nmeasly charge left, and even this lasts four rounds. That's right, all\nthat work and Vithal wants to stiff you with a rod that can absorb a\ntotal of nine spell levels over four rounds. Hold out for more and he\nwill toss in a Scroll of Simulacrum and a Scroll of Horrid Wilting, too.\nOf course, the bastard still insists that the lionshare should go to\nhim. He would still be imprisoned if it weren't for us, and he certainly\nwouldn't have survived the guardians! Insist that this doesn't suffice\nand a fight ensues. If you're lucky, he was injured by the guardians, if\nnot, he's still nowhere near as strong as the Lich we killed earlier.\nStandard Mage tactics apply, keep on him and tear down his Stoneskins\nwith Breach and his illusions with True Sight. If you're lucky you'll\ntake him down before he gets any major spells off. If not, he'll start\nout with a Time Stop followed by some Imprisonments. That's right, that\nbastard who we saved from Imprisonment has the gall to try and Imprison\nus, in turn! It's a well-deserved death that he earns, and when he dies\nhe'll leave behind a Skull of Death, a helmet that can pop off a Death\nSpell once per day. It sounds neat, and it can have its uses against\nMind Flayers and Kuo-Toa, but it's not anything to get worked up over.\nOn the other hand, the scroll he drops are; he'll leave behind a Scroll\nof Incendiary Cloud, a Scroll of Wail of the Banshee, and a Scroll of\nTime Stop. Three very good, very useful, and fairly rare high-level\nMage spells. These will eventually find their way into Imoen's\/Edwin's\nspellbooks, since they will be able to cast 8th and 9th level spells\nfar earlier than my Protagonists. He also drops a Waterstar Gem and his\nBook of Rituals, for what it's worth. Now let's return to the\nSwirfneblin town and resolve their problems.\n\n***REWARD***\n(For helping Vithal retrieve the extra-planar treasure)\nEXP\t20000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n17) Over at (x=2030, y=850) you'll find Goldander Blackenrock, who has\nan usually deep voice for a gnome. Maybe that's why they're called Deep\nGnomes? Anyways, the Gnomes have unearthed some evil by digging too\ndeeply, and since Gandalf is nowhere to be found, they need your help\nto keep it at bay. Naturally the gnomes can't offer much of a reward,\nbut they can help you get into the Drow city, which, if you were\nfollowing the dialogues, we need to do to find Irenicus and Bodhi. This\nthey can do by referring you to one 'Adalon'. Go kill the evil they \nawakened and they'll give you a gem, which will illuminate your way to\nthis Adalon and let you deal with her. Before you go he'll give you a \n'Stoneshape scroll', which will seal the creature in after you've \ndefeated it. It's always fun fighting things that lie buried deep in\nthe earth, that might survive a cave-in, and even after being defeated\nin combat are so terrifying that they need to be buried.\n&lt;----------------------------------------------------------------------&gt;\n18) Head over to the Svirfneblin at (x=3620, y=700), who will let you\npass now that you've been granted permission by Blackenrock. Now go\nnear the ladder at (x=3250, y=400) and spell-buff up. In addition to\nyour normal preparations, be sure to have cast a Remove Fear or Resist\nFear, Free Action, and equip any and all +3 weapons you have in\npreference to any other weapons. If you're a low level party (i.e. you\ndidn't go around recruiting everybody) you may only have a few weapons\nof +3 quality or better. By now even the least adventurous gamers should\nat least have the Imapler +3, Celestial Fury +3, and a Cleric's\nStaff +3. I really don't have too much sympathy for you at this point in\nthe game if you haven't accumulated a few usable +3 weapons by now...\nI've certainly done my best to remind you to do so. Even I don't have \nenough +3 weapons to arm everybody, but I can at least ensure that half\nof my party is ready to go, and that'll have to do. Really, if you just\nhave a Fighter\/Mage with Celestial Fury, you've got a chance, but we've\npassed by numerous Spears +3 by now, at the very least. Anyways, that's\nall for my guilty\/consolatory speech, now it's time to get to business.\nNow that we're spell-buffed, activate the pit and a Balor will show up.\nThe main danger this foe presents (besides requiring a +3 weapon to\nhit) is its fondness for paralyzing effects. It'll start the fight out\nwith Symbol, Stun, and it'll constantly use an innate Paralyze ability,\nso keep a Remove Paralysis handy. If Edventar's Gift is on your Cleric,\nas I suggested when we found it, you should be able to counter the\nBalor's Paralysis handily. You can contribute with spells (having\nImoen\/Edwin pop out some Magic Missiles or Anomen\/Viconia use Bolt of\nGlory at least allows them to contribute.) Otherwise, it's not overly\ndangerous, and a spell-buffed Fighter\/Mage of any quality should be able\nto destroy it before they run out of spell-buffs. When it's dead use the\nStoneshape scroll to seal the pit.\n\nNote: If it's just not working for you, there's one more good chance at\ngetting the resources you need to kill the Balor. In step #16, you will\nobtain numerous +3 weapons and some armor that'll make killing the Balor\neasier-provided you can, of course, liberate them from their owners.\n&lt;----------------------------------------------------------------------&gt;\n19) Return to Blackenrock and he'll grant you a decent experience\nreward, the Light Gem you need to reach Adalon, and Skullcrusher +3,\na mace that's almost certainly better than what Anomen is using. We\ncould have used this before we fought that Balor, you know. Ah well.\nIt's time to pay this Adalon a visit.\n\n***REWARD***\nEXP\t25000 (each character)\nItem\tLight Gem\nItem\tSkullcrusher +3\n&lt;----------------------------------------------------------------------&gt;\n20) Head east of where you found the device containing the trapped souls\nand you'll eventually come to a bridge guarded by Kuo-Toa. This time,\na break down in communication (and the general violence of Kuo-Toa)\nresults in a fight. While they might be individually insignificant, in\nnumbers they can be a pain. Some have Kuo-Toa Bolts, which have a\nchance to stun their targets, and others happen to be spell-casters\nwho attempt to cast Hold Person on the party. Sprinkled amidst the \narchers and spellcasters you have the odd warrior who likes to take\nadvantage of defenseless characters. Of course, they're not too strong\nif they can't wreak havoc with their Hold spells. I just enter into\ncombat with them, and if they hold some of my characters, I eliminate\nthe threat with a timely Dispel Magic. In the end, they're just not\nworth spell-buffing for, and once they've wasted their Hold Person\nspells, they die quick enough in a straight melee.\n&lt;----------------------------------------------------------------------&gt;\n21) Now that the Kuo-Toan distraction is out of the way, there's a path\nto the north just before the Kuo-Toa bridge that leads to an odd\nplatform. Once you step on it, a mini-cutscene occurs and a Drow raiding\nparty appears, which can suck if your party gets scattered crossing the\nbridge to the platform. There's one spell-caster amongst them, but\notherwise this group is not the equal of the one we demolished earlier.\nA simple Haste is enough power to allow me to destroy them fairly\neasily, but if you're caught in a bad way, it can't hurt to throw out a\nSlow or Chaos, too. When they're all dead, you can harvest their\nridiculously powerful equipment-if you were having trouble with the\nBalor, but took out these Drow, you should find yourself plenty of new\nmagical arms and armor, which includes numerous +3 melee weapons. \n\nYou'll also find some Drow Bolts, whose number depends on how many shots\nthe Drow get off. Suffice it to say, you'll have armor for all your\nfront-line Fighters and enough +3 weapons to handle anything. The best\nthing about Drow armor is the fact that everything except the Full Plate\nallows you to use your Mage spells and Thief skills, which is really \ngood news for those dual-and-multi-classed Mages and Thieves out there.\n\nAdalon's Lair (AR2102)\no======================================================================o\n22) Now head north until the path splits. Stick to the western-most path\nand exit the map at (x=4100, y=1000). Continue down some stairs to find\nAdalon-the Silver Dragon-at (x=1500, y=1500). She'll explain that she's\nthe guardian of a temple on the surface that marks the sight of where\nthe Drow first descended into the Underdark. Her job is to keep the\npeace between the two sides, a role which she is currently unable to\nfulfill. Apparently Irenicus stole her eggs and is holding them hostage,\ngiving the Drow free reign to attack the surface at their whim. We can\nonly imagine that this distraction also benefits Jon and his plans to\nstrike back at his home town. Adalon wants you to rescue her eggs, and\nin return she'll show you a way to escape the Underdark, as well as give\nyou a gift from her hoard. To facilitate this rescue attempt, she'll\ntransform you into Drow, disguised as a group she recently dispatched.\nThis should allow you to enter the Drow city of Ust Natha, find out what\nIrenicus is doing, and allow you to rescue Adalon's eggs. It doesn't\nreally matter what you say, Adalon transforms you anyways. She spells\nit out fairly enough afterwards-help her, or else. If you try and run\naway without doing her task the illusion will fail before you breach\nDrow lines and you'll be hopelessly outnumbered. If we try to get her\nback by sabotaging the rescue, we'll have pissed off a Silver Dragon,\nwhich isn't a good thing. Finally, we can't just wait this out, for\nobvious reasons. We're stuck between a rock and a hard place-a silvery,\ndragon-shaped hard place-and the best course of action for us is to\nhelp Adalon out. On an optimistic note, there are plenty of quests to\ndo, experience to gain, and items to buy and find by infiltrating Ust\nNatha. Also, Ust Natha is just one letter away from being part of the\nbestest name ever, so it has to be worth exploring. My reasoning skills\nare boundless and unassailable; it's best not to even bother. Keep the\nLight Gem throughout the following quests-if you lose that gem, you\nwon't find your way back to Adalon once you have her eggs, which means\nno reward.\n\nNote: Now is a fine time to infiltrate the Illithid City (AR2400) or\nBeholder Den (AR2101), or both. We'll get the time to come here after \nUst Natha, and we'll be explicitly forced to go to one or the other \nduring the quests in Ust Natha, but since we'll be pressured by time \nlimits on our outstanding quests in Ust Natha, now is a perfect time to\nget at least one of these cleared while we're still free with our time.\nIn particular, the Illithid City seems to be a good choice for conquest,\nas being able to rest at leisure will make surviving Mind Flayers much\neasier. The Beholder Den, on the other hand, should already be cake,\nsince we possess the Cloak of Mirroring. I'll include the Illithid City\nhere in the FAQ, and leave it up to your discretion when to tackle it.\n(Like I could force you to do anything in any order, anyways!) The\nKuo-Toa Ruins (AR2402) are left out of this discussion primarily for\nthe fact that we'll end up exploring them as we leave the Underdark\nanyways, so why bother doing it now?\n\nNote from Lee:\nI do both of these quests here, before entering Ust Natha. I normally\nend up gaining a level for a couple party members, and so... why not?\n&lt;----------------------------------------------------------------------&gt;\n23) Now, a note on fighting Adalon, if you're inclined to attempt\nanything quite so suicidal. Even at my best I've got just over two\nmillion experience points, which means my Clerics have a few Fingers\nof Death, but my Mages (Imoen and my protagonist, anyways) are in no\nreal position to do much, magically. Most of the awesome gear we'll use\nin later Dragon fights has yet to become available to us, or I just \nhaven't bothered going there yet... you know, because I'd rather grab\nsome of the good Underdark stuff before tackling Dragons on the surface.\nNeedless to say, we're under-equipped, even if we're not under-leveled.\nOn top of that, Adalon is probably the strongest Dragon in Shadows of\nAmn. She'll use several Stoneskins over the course of the fight, as\nwell as invisibility (although the latter seems to be a one-shot deal),\nand she'll protect herself with Death Ward if she gets the feeling\nyou're tearing down her defenses to go for a quick-kill. When she\ncommits to melee (where she'll do 20-30 damage a hit) she'll help\nherself out with Haste. On top of that she's got a stellar magic\nresistance and a very high Armor Class, she seems to regenerate, and\nhas plenty of Hit Points. Add to this the fact that she can one-hit\nkill you with her breath weapon (unless anybody in your party is\npacking over 130 Hit Points), paralyze with her 'Silver Dragon \nParalyzation', and cast Hold Person, and you've got a real mess. My\ngirlfriend seems to have had more luck with this fight than I did... but\nshe was playing with two custom characters (a Fighter and a\nFighter\/Mage\/Thief) and had the evil party, which included Korgan and\na high-level Edwin. \n\nI started the fight as I would start a fight with any Dragon, and this\nis pretty much going to be our Dragon strategy... with alterations for\nwhen we obtain better spells and gear. First and foremost you must\nabsolutely cast Remove Fear, as Dragon Fear can cause you to lose a\nfight before it ever even begins. Then the typical spell-buffs begin,\nMirror Image, Stoneskin, Improved Invisibility, Haste, Defensive\nHarmony, etc. Against Dragons I make the following preparations: I\nload up my spellbook with Lower Resistance, a Greater Malison, and for\nmy protagonist-a lot of Stoneskins. He'll be the one who needs to endure\nthe Dragon's offense if anybody needs to heal, or while I debuff the\nDragon\/rebuff the rest of the party. Protection from Evil 10' Radius is\ntypically another spell buff I use, but it won't do much good against\nAdalon. Also specific to Adalon is the need for some Remove Paralysis\nspells, as she likes to paralyze. Dragons also have a breath weapon, and\nthe individual preparations for these vary depending on the Dragon in\nquestion. Many simply have elemental attacks, and for this Protection\nfrom Energy is typically the go-to spell, as it reduces the damage you\ntake from elemental and magical attacks by 75%-just enough to keep\nEdwin and Imoen alive, if not well. Adalon, however, has a cold-based\nbreath weapon, and we probably don't have the ability to cast Protection\nfrom Energy. In this case, Protection from Cold and Resist Fire\/Resist\nCold will have to do, which will block 50% of the damage dealt by\nAdalon's breath weapon... which is less than ideal, but it's better than\nnothing. As far as execution is concerned, summon as many allies as you\ncan and surround the Dragon-if they feel too much pressure in melee,\nthey'll wing buffet, which knocks everybody back. If you attack from one\ndirection, your entire party will be knocked back. Surrounding the\nDragon limits the number of attackers affected. It also spreads out your\nparty, making them less susceptible to their breath weapon and Remove\nMagic, which most Dragons tend to employ. I'll be honest, my strategy\nfor Adalon was not very inspiring.\n\nI started out like normal, spell-buffing, summoning, and attacking her\nwith everything I had. Brutal experience taught me that at this level,\nI was really no match for Adalon. The best I could do was have\neverybody-save my protagonist-equip +2 ammunition and fire at Adalon\nfrom a distance. My protected protagonist ran up and attacked in melee.\nWhen Adalon popped on a Stoneskin, Imoen ripped it down with Breach.\nWhen the pressure became too great and my summons were all but dead, I\nbeat a hasty retreat back to the entrance of Adalon's cave, where the\nDragon cannot reach us. Keldorn hits her with a Dispel Magic before\nrunning away, hopefully removing her spell buffs like Haste, Stoneskin,\nand Death Ward. It's possible, but incredibly cheap, to pummel Adalon to\ndeath from here with +2 missiles. It's also possible to hit her with\nseveral Lower Resistance spells, some Greater Malisons, Doom, and then,\nwith her saves and magic resistance lowered to try and nail her with a\nFinger of Death, Slow, and other debilitating magic.\n\nWith Edwin in your party, it's not inconceivable that Edwin might have\nenough experience to cast 8th-level spells, and even if he's not, using\na Scroll of Horrid Wilting to hit Adalon can really do some damage. Also\nusing Spell Sequencer to chain up some Magic Missiles and Flame Arrow\nspells can likewise deal some pretty impressive damage. With my THAC0,\nweapons, and Adalon's Armor Class, the best chance I have is to start up\nthe fight with at least a pair of Lower Resistances and try and go for\nthe quick take-down by hitting her with direct-damage dealing spells. Of\ncourse, without Edwin neither the great damage of Horrid Wilting or the\ncumulative damage we can deal with Spell Sequencer is possible... Minor\nSequencer is a poor substitute. When she falls she'll leave behind the\n'Blood of a Silver Dragon', a Note with which you can escape from the\nUnderdark, and 3000 gold. Not really such an epic reward for such a\ndifficult fight...\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t            Illithid City\t\t \t       |\n|\t\t         \t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK030}\n\t\t1) Captured!\n\t\t2) Bad Guy Mistake #1: Failure to Disarm\n\t\t3) Umber Hulk Battle\n\t\t4) Simyaz's Scheme\n\t\t5) It's Harder When They Talk...\n\t\t6) Mercy Killing\n\t\t7) Illithid Serum\n\t\t8) Control Circlets\n\t\t9) Turnabout is Fair Play\n\t\t10) Mind Flayer Rout\n\t\t11) Brine Potions\n\t\t12) Mind Flayer Cannae\n\t\t13) Killing More Captives\n\t\t14) The Secret Room\n\t\t15) The Last Portal (aka: The End of Irving)\n\t\t16) The Master Brain\n\t\t17) Escape!\n\t\t18) Slaying Simyaz\n\nIllithid City (AR2400)\no======================================================================o\n1) From the main area of the Underdark (AR2100) exit the map along the\nsouth-eastern corner (X=5100, y=3400) (marked as the 'Eastern Tunnels'\non the map) to reach the Illithid City. This quest is better done before\nwe get involved with Ust Natha, as we'll suffer from constant time\nrestraints once we start interacting with the Drow. There are two ideal\ntimes to do this-before Ust Natha (before you interact with the door\nguard and gain entrance) or after the events of Ust Natha. You can\nreturn to the Underdark at a later date, but why not just knock this out\nnow? It's also possible to do this during the events of Ust Natha, as\nthe timeliness of various missions sometimes leaves us a few days to\nplay around with, but why deal with any time restraints at all? Anyways,\nI've made my case, you'll do this when it's right for you. You should\nfocus on support spells, rather than debuffing and offensive spells.\nDeath Spell is particularly useful against Illithids and their pets.\nInside the Illithid City you'll be quickly subdued by groups of\nIllithids who appear and blast you with their psionics. Really, how else\ndid you think this would go?\n&lt;----------------------------------------------------------------------&gt;\n2) You'll awaken in a cell, with the game attempting, as always, to be\nominous with text. Eventually an Ogre will show up and tell you that\nyou've gotta fight for the amusement of the Illithids to earn your keep.\nIf you don't, you'll be killed, and if you piss off the Mind Flayers,\nthey'll kill you with their thoughts-being on home turf apparently has\namplified their powers. Thankfully, however, they let us keep our \nweapons.\n&lt;----------------------------------------------------------------------&gt;\n3) Your first fight is against a trio of Umber Hulks. If you're doing\nthis quest as part of the Ust'Natha questline, then taking a lot of\ndamage is-in this case-preferable to using up spells. I lead with my\nheavily armored party members and hope for the best with their saves.\nI'm more worried about my own party members becoming a threat to me,\nthan a target for the Umber Hulks! If you take a lot of damage, just\nstrap a Ring of Regeneration on the injured character to conserve spell\npower. For your victory in the arena, you'll be given five Potions of\nExtra Healing, which should go a long way towards keeping your Hit\nPoints high.\n&lt;----------------------------------------------------------------------&gt;\n4) Go through the door to the north to find a group of Githyanki, led by\none Simyaz (x=2660, y=1400). We're not on good terms with the Githyanki,\nbut given their history, I'm sure they're willing to put small \ndifferences aside for now. They'll admit they were sent here to retrieve\nyour Silver Blade, but for now the Illithids are the greater threat,\nbeing the hated enemies of the Githyanki, and all. See? Who was right?\nProbably the guy who played this game a half dozen times already. Shut\nup self. After Simyaz is done talking, they'll be taken away to fight,\nleaving you more time to wait (and regenerate). Once they return (with\ntwo of their number missing) Simyaz will propose a plan. Despite your\ntroubles, they can use their psionics to weaken the Illithids around the\narena, giving you enough time to escape through one of the doors. With\nthe help of the Githyanki, you may just have a chance of fighting your\nway out of here. No matter what you say, they'll obstinately declare\nthat they're going to try and escape whether you like it or not, and\nreally, why wouldn't you make the attempt?\n&lt;----------------------------------------------------------------------&gt;\n5) Your Ogre jailer will return so as to gather you for your imminent\nfight with the Githyanki. He even prefers you over them, what with their\nsour faces and all. With a cheerleader of this quality, how can we have\nanything less than utter success? Once you're in the arena, you'll find\nthat it's a three way battle, with Simyaz and the Githyanki to the\nnorth, some Kuo-Toans to the wast, and yourself to the east. Kill the\nfish-men and exit through the door at (x=2520, y=1900), which may\nrequire a Knock spell or a good bash. Kill your unfortunate jailer... he\nwas right... it is harder when you talk!... and grab the Hilt of the\nEqualizer from the table at (x=2800, y=1600).\n\n***ITEMS***\n(x=2630, y=1805) 525 gold\n(x=2800, y=1600) Hilt of the Equalizer\n&lt;----------------------------------------------------------------------&gt;\n6) Now that you have run of the place, you can go free some of your\nfellow inmates behind the doors at (x=3380, y=1780) and \n(x=3250, y=1500). And by free them, I mean 'from life'. The first door\ncontains a pair of Kuo-Toa Warriors, and the second contains a Sahuagin\nPrince and a Sahuagin Baronial Guard. They're better off dead than in\nthe custody of Illithids, and all the more-so because we gained some\nexperience from it. \n&lt;----------------------------------------------------------------------&gt;\n7) Now for my Mind Flayer strategy. Its brilliance will be matched only\nby its simplicity... or perhaps it's not so brilliant, but it is simple,\nindeed. Everybody save my protagonist equips ranged weapons, and my\nmain character is protected by Chaotic Commands. He then spell-buffs\nwith whatever defenses he has-Mirror Image, Blur, and Improved \nInvisibility being the top choices. Everybody gets Hasted. My\nFighter\/Mage then leads the way, acting as bait for the Mind Flayers.\nHopefully he'll engage as little as he can, leading Mind Flayers on a\nmerry chase while the rest of my party shoots them dead. If they target\nanybody else, my protagonist will step in and earn their attention.\nSince we have access to remarkable Drow armor here in the Underdark, we\ncan spell-buff our Fighter\/Mage, then strap of Drow Full Plate Armor +5\nto lower our Armor Class to -12... and with all the other buffs active,\nmy Fighter\/Mage can cut a bloody swath through anything we'll run into;\nMind Flayers, Ulitharids, and Umber Hulks alike.\n\nMy first victims are to the east, through a door at (x=3370, y=1600).\nI keep most of my party in the room where I killed the Ogre jailer and\nhead down with my protagonist-alone, then when I have the Mind Flayers'\nattention I run back to the rest of my party, who open fire upon the\nMind Flayers as soon as they present themselves as targets. This\neliminates the bother of trying to shoot them down from inside a narrow\nhallway, and the Illithid didn't even make it to my Fighter\/Mage. Morale\nfailure for the win. Keep in mind that if you've gone through the\ntrouble to obtain Firetooth +4, the Quiver of Plenty, and the Crimson\nDart +3 from Watcher's Keep it'll be much easier to shoot down Mind\nFlayers.\n\nMy evil party employs a different, and even simpler tactic. My\nFighter\/Mage\/Thief protagonist can, with the benefit of Chaotic\nCommands and The Paws of the Cheetah, perform hit-and-run backstab\nattacks on various Mind Flayers. Deal some brutal damage, run out of\nsight, hide again, and repeat. The only time I abandon this tactic is\nwhen Mind Flayers come with Umber Hulk pets. Continue to the east to\nfind a room full of vats containing suspect fluids. Get near any one of\nthem and click on it twice to gather up a dose of fluid, or 'Illithid\nSerum'. We'll need this in a bit.\n\nNote from Lee:\nMy main character and Keldorn each with Boots of Speed and protected by\nChaotic Commands can take down all these Mind Flayers by themselves.\nI leave the rest of the party in the Ogre Room and clear out the rooms\nwith just those two characters, suffering almost no damage at all\n(having two Rings of Regeneration really helps here too). This same\nstrategy works well throughout the rest of this section (provided, of\ncourse, you can either complete it before your Chaotic Command spells\nwear off, or your Clerics and\/or Druids have enough to re-cast if\nnecessary).\n&lt;----------------------------------------------------------------------&gt;\n8) From the Ogre jailer's room, head south through a pair of doors at\n(x=3050, y=1950) and (x=3200, y=2250), where you'll find another pair\nof Illithids. The same tactic we used on the single Illithid earlier\nworks just as well against these ones. Kill them and continue through a\ndoor to the east (x=3600, y=2460) to reach a room with numerous \nunconscious Human Slaves. With the Illithid Serum in hand, interact with\none of the many machines around the room until you insert the Serum.\nFreed from their slumber, one of the slaves-Camaris of Highcastle of\nMyratma-will thank you, and explain how he got here and what the \nIllithids were doing. Seems they were using these folks to power the\nmachine over at (x=4400, y=2300), which creates Control Circlets that\nthe Illithids use to control their slaves-you know, like the Thrall\nCollars in the Astral Prison. They even look the same! Help yourself to\nfour of them, after which the machine has the power to produce no more.\n&lt;----------------------------------------------------------------------&gt;\n9) Equip one of the 'Control Circlets' into a quick-item slot and head\nback into the room with the crimson vats to find that another Illithid\nhas shown up. Wonderful, just what we needed! use the Control Circlet on\nthe Illithid to bring it under your control. Turnabout is fair play,\nafter all. With your new friend in tow, return to the Ogre Jailer's\nroom again and go through a pair of doors to the north at\n(x=3050, y=1460) and (x=3050, y=1250). Unfortunately the door out is\nlocked, and the game proclaims that \"only a powerful mind or godly\nStrength will force this door open.\" I guess half-godly Strength doesn't\ncut it. Loot the object at (x=3000, y=900) for Methild's Harp, which if\nyou have a Bard can be put to good effect. Move the captured Mind Flayer\nto one of the doors and both will open. Your Mind Flayer buddy will turn\non you, and the Githyanki will gate in. Put the Illithid down and speak\nto Simyaz (x=3030, y=1100), who will explain that they are free.\nUnfortunately, this doesn't include you, since you can't teleport around\nand whatnot. Only by killing the 'elder brain' can you dispel the power\nof the Illithids that keeps you prisoner. He wish you well... as well as\nhe can bring himself to wish you, anyways, and leave. At least you'll\nget enough experience to make this worthwhile.\n\nNote: Only Mind Flayers can open the doors in this area. Ulitharids\napparently do not count, even though they are superior. So don't waste\nyour Command Circlets on anything other than a Mind Flayer.\n\n***REWARD***\n(For helping the Githyanki escape from the Illithid City)\nEXP\t25000 (each character)\n\n***ITEMS***\n(x=3000, y=900) Methild's Harp\n&lt;----------------------------------------------------------------------&gt;\n10) Since there's only one way left to go, head west through a pair of\ndoors at (x=2850, y=950) and (x=2100, y=1000). I now dispense with the\nnotion that I'm too proud to use any spells, as through the next door\na pair of Umber Hulks, a Mind Flayer, and three Ulitharids await me. I\nuse the spell-preparations mentioned above and sneak up on the enemies\nand cast a Death Spell just outside of their sight radius. With any\nluck the Mind Flayer and Umber Hulks will be affected. The remaining\nenemies-now provoked, set upon my Fighter\/Mage. I run back to the party,\nHaste, and wait for them to reach the room where I last met the \nGithyanki. Once there, I hit them with everything I have. My\nFighter\/Mage runs around, trying to distract the Ulitharids while\navoiding combat as much as possible. Even fully spell-buffed, a few bad\nhits can reduce his super-human Intelligence, and that's a crappy way to\ndie. My evil party is all too ready to bombard the Mind Flayers and\nUmber Hulks with Death Spells, after which I resort to my hit-and-run\nsolo protagonist sneak-attack tactic mentioned above. It's alot safer\nthan what my Fighter\/Mage has to endure.\n\nNote: I said it in the guide prior to the walkthrough, but since I know\npeople don't read that formative crap that tells them how to play the\ngame, how the guide is structured, and other trivial information, I'll\nsay it again here, now that it's about to bludgeon you in the face: as\nyou level up, some enemies do, too. While this isn't the wholesale\ndirect scaling like in Dragon Age and Final Fantasy VIII that I despise\nso much, it does mean that the higher your level, the stronger some\nenemies will be. Instead of Mind Flayers, for example, you might run\ninto Ulitharids, instead of Beholders, you might find Elder Orbs, and\ninstead of Mummies, you might find Greater Mummies, or Liches, to name\na few, important, examples. Also, the number of enemies may increase in\na given encounter. I mentioned this before during the Unseeing Eye\nquest, and I'll probably mention it again when we clear out the Umar\nHills Dungeon. Fortunately, stronger enemies mean more experience, and\nit keeps us from becoming too complacent while playing. At our higher\nlevels, we have the luxury of popping out Death Spells to negate Mind\nFlayers and Umber Hulks, so we deserve a few Ulitharids to keep us in\ncheck, and we have Sunray, so if we have to fight an extra Lich or ten,\nit's nothing we can't handle... in theory.\n&lt;----------------------------------------------------------------------&gt;\n11) Go through the door to the north-west (x=1750, y=950), as the one to\nthe south-west leads to our freedom, and we don't want that. Another door\nawaits at (x=1600, y=650) behind which you'll find a pair of Mind\nFlayers and an Ulitharid. This battle should be cake compared to the one\nwe just fought. Kill them and search the room, within which are numerous\ncontainers filled with some reddish fluid or another, overgrown with\nplant growth. Activate these containers, which are apparently Illithid\nbirthing pods, to gather some 'Brine Potions', of which you can obtain a\ntotal of eight. These will temporarily make you immune to psionics, \nwhich is good, because my Chaotic Commands is bound to expire sooner or\nlater... Not that I couldn't just cast another one and save these Brine\nPotions.\n\nNote from Lee:\nSave the Brine Potions, eh? Hhmmm... I wonder... Could we have a use for\nthese later?\n&lt;----------------------------------------------------------------------&gt;\n12) Return to the site of our first large-scale Mind Flayer massacre\nand go through the door to the south-west (x=1700, y=1200) to find a \npassage south that leads to the audience part of the arena. Interesting,\nbut it serves no purpose. If you continue west you'll find another \ncrushing group of Illithids, this time including two Umber Hulks, three \nMind Flayers, and three Ulitharids. Same tactic as before, except I\ncross my fingers extra hard and equip +2 ammunition if I must. In the\nend, micromanagement pays off. Spells like Protection from Evil 10'\nRadius and Defensive Harmony will further increase my survivability,\nand there's really no reason not to go all-out for this fight.\n\n***ITEMS***\n(x=1460, y=1300) Laeral's Tear Necklace\n&lt;----------------------------------------------------------------------&gt;\n13) From the room occupied by the half-dozen Illithids we just slew,\nhead through the door to the south (x=1050, y=1650) and continue south\nuntil you reach a room with three capsules. The one at (x=1000, y=2000)\nhides an Umber Hulk. The middle one (x=1250, y=2100) houses an Insane \nDwarf Warrior, who will drop a suit of Leather Armor, a Medium Shield, \nBullets x20, a Battle Axe, a Sling, a Ring of Fire Control, and 87 gold,\nand finally the capsule at (x=1300, y=2320) contains a Kuo-Toa Priest.\nThe Ring of Fire Control gives you 50% of Fire Resistance, which is nice\nfor front-line characters who will-unfortunately-often be subjected to\nfire spells... sometimes the enemy is mean, and sometimes I need bait.\nKeldorn\/Viconia will both get great magic resistance, so I see no need \nto further burden them with this ring. Jaheira and Anomen, on the other\nhand are both good candidates, as either one would be well-served by\nhaving some fire resistance. Anomen in particular makes a good case,\nsince he has to rely on Slings for missile damage, having the ability\nto pop out another Flame Strike will help his ranged attack out a bit.\n&lt;----------------------------------------------------------------------&gt;\n14) Return to the room where we decimated that last smug bunch of\nIllithids and go through the secret door at (x=1150, y=1300) and through\nanother not-quite-so-secret door at (x=1300, y=100). Inside this room\nare a pair of Mind Flayers, an Ulitharid, and an Umber Hulk. We probably\ndon't even need a Death Spell this time, just lure them into the room to\nthe south and shoot them down. If you can, use a Control Circlet on one\nof the Mind Flayers-we'll need another one very soon. Loot the room and\nreturn to the site of our crushing victory over the foolish Illithid-our\nMind Flayer Cannae.\n\n***ITEMS***\n(x=1200, y=700) Staff of Command\n&lt;----------------------------------------------------------------------&gt;\n15) Look at the map, we have to be getting near the end now, there's\nalmost no more room left for anything else! Send your captive Mind\nFlayer up to the door to the north at (x=950, y=1250). If you killed all\nof them in the last fight, you can find another one in the room where we\nfound the Ilithid Serum... and our last victim\/friend. The door opens,\nas we expected it would, and the Mind Flayer turns hostile and needs to\nbe put down. It's a shame, too. I named mine Irving. Another door waits\nbeyond the first (x=770, y=950), and although this door is also locked,\nit's open to more traditional means of bypass.\n&lt;----------------------------------------------------------------------&gt;\n16) Inside this last room is 'The Master Brain' (x=550, y=800), which is\nbig, ugly, and stinky; just like a Master Brain should be. It is \naccompanied by a Mind Flayer, an Ulitharid, and an Umber Hulk. Lure them\nout into the southern room and dispose of them in the traditional \nmanner. Once they're dead, equip melee weapons on your party (back to\nthe good old gear) and rush The Master Brain. Once it takes a bit of\ndamage it'll close (and lock) the door to the room and summon some\n'Brain Golems' to defend it, which will just keep re-spawning until it's\ndead. Focus your undivided attention on The Master Brain until it dies,\nthen mop up the Brain Golems. Note that the Brain Golems are immune to\nnon-bludgeoning weapons, so adjust your equipment accordingly. Despite\nthat, they're nowhere near as strong as Clay Golems, since they don't\nhave the ability to Haste themselves (or maybe it's just my new Drow\narmor?) Either way, they're still worth lots of experience. You'll\nautomatically receive 'Elder Brain Blood' when The Master Brain is\ndestroyed. Keep it on you for now, as it's part of a later quest in Uth\nNatha. The Master Brain will also leave behind an impressive assortment\nof gems, including 53 Shandon Gems, a King's Tears, three Diamonds, two\nEmeralds, and 540 gold. You'll also get a huge experience reward-we'll\ntake both as payment for doing a service for the world by eradicating\nthese creatures.\n\n***REWARD***\n(For eradicating The Master Brain, and making the world a better place)\nEXP\t40000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n17) Return to where you entered (x=3900, y=800) and you'll find that the\nSlaves you've freed have made their way to the entrance. Their leader\nwill thank you, promising to repay you if you ever reach the surface\nbefore departing. It might not be loot, but you'll still get a nice\nquest reward for this act of nicitude. It's a word now. When you're done\nexit the Illithid City at (x=3900, y=800). Unlike Hannibal, we not only\ncrushed the Mind Flayers on their home turf, but we actually managed to\nget a gate open, too. Eat it, Carthage!\n\n***REWARD***\n(For freeing the Illithid's Slaves)\nEXP\t45000\nReputation +1\n&lt;----------------------------------------------------------------------&gt;\n18) Now there's only one thing left to do before we head to Ust Natha..\nor wherever you're going. Head over to (x=2750, y=2470) to find Simyaz.\nIt doesn't matter what you say, you can't avoid a fight with Simyaz,\nwhich is a shame. I really felt a bond, you know? His scruples demand\nthat he reclaim the Silver Sword... and if you kindly give it up, his\nracism dictates your demise anyways. So, he has his scruples, and we\nhave ours-not getting killed by treacherous Githyanki, for example. \nThey have plenty of spells at their disposal, so respond in kind. A\ndouble-shot of Chaos and Insect Plague (just for fun, really) pretty\nmuch ends the fight. Each of the Githyanki will drop some gold and a\nBastard Sword.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t             Beholder Den\t\t \t       |<\/pre>\n\n\n\n<pre id=\"faqspan-27\" class=\"wp-block-preformatted\">|\t\t         \t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK031}\n\t\t1) Between an Elder Orb and a Beholder\n\t\t2) Menage a trois: Drow, Beholders, and You\n\t\t3) Preparation is 9\/10ths the Battle\n\t\t4) Menage a trois: Illithids, Beholders, and You\n\t\t5) More Cheap Kills\n\t\t6) Ways Around Imprisonment\n\t\t7) Some Money For Our Trouble?\n\nBeholder Den (AR2101)\no======================================================================o\n1) Again, keeping in mind the time restraints placed upon us during Ust\nNatha, it might be a good idea to tackle the Beholder Den (AR2101) now.\nWe'll get time to do this quest as part of another quest in Ust Natha...\nbut there's no reason why we can't do it early and be ahead of the game.\nWhenever you choose to do it, I'll list in it here in the FAQ. Head over\nto the south-eastern corner of the map (marked as 'Southern Tunnels' on\nthe map) and exit at (x=4100, y=3700). Before I head into the Beholder\nDen, however, I make some spell preparations, since at my level I will\nbe greeted by an Elder Orb and a Beholder. My party will appear in an\nincredibly disadvantageous position, and let's just say my tactic for\nfighting Beholders does not involve playing fair, much less playing \ndisadvantaged. I cast Invisibility 10' Radius on my entire party, and\nJaheira takes out her Shield of Balduran. In addition, she puts on the\nCloak of Mirroring, since some of the Elder Orbs also use spells. This\nmakes her as immune to Beholders as a character can be. Focus on the\nBeholder first, as it'll be more likely to target other party members.\nIt's only a matter of time before the Elder Orb gets off a True Sight,\nso move the entire party (save Jaheira, of course) on the stairs and\nsafely out of sight. Once the Beholder is dead (killed by a combination\nof Jaheira in melee, and the rest of my party using missiles), Jaheira\ncan focus solely on the Elder Orb, and the Elder Orb can kindly return\nthe favor. When the Elder Orb dies, it'll leave behind an Amulet of\nSpell Warding, the Blade of the Equalizer (we now have the entire\nthing!), and an Eyestalk of an Elder Orb, an object which will come in\nhandy when we're in Ust Natha. I give the amulet to Jaheira, since she\nhas the worst save vs. spells amongst all my spell-casters.\n&lt;----------------------------------------------------------------------&gt;\n2) Head up to the north, then east, with your Beholder-proof character\n(for me this is, of course, Jaheira) and you'll find a Beholder being\nplagued by five Drow. For the most experience, attack the Beholder,\nkill it, and then run back to the beginning with the surviving Drow in\ntow, then kill them, too. If you did the Unseeing Eye quest earlier,\nyou'll remember the various pockets of random loot stashed in various\nniches within the organic walls of the tunnels. They're here, too, so\nkeep an eye out for them (or just keep an eye on this FAQ!) Make sure\nto pick up the Sling of Arvoreen +4 (x=1210, y=770). You won't find a\nbetter sling in Shadows of Amn. If Jaheira already has the Fire Tooth +3\ndagger, this weapon goes to either Viconia or Anomen, whichever one you\nhave. What if you deviously have both? Give it to Viconia, as Anomen is\nthe better melee combatant. If you're doing this quest before venturing\nto Ust Natha, however, give the weapon to Jaheira for now.\n\n***ITEMS***\n(x=790, y=600) Scroll of Flesh to Stone, 6 gold\n(x=1210, y=770) Sling of Arvoreen +4, 47 gold\n&lt;----------------------------------------------------------------------&gt;\n3) Continue to the south. If you trend towards the south-east you'll\nencounter a random grouping of Beholders, depending on your level. For\nme, this was three Gauth and three Beholders. Merely having Jaheira\npresent herself was enough to defeat them, but she also stabbed them a\nbit for good measure. To speed things up, it's advisable to have the\nrest of your party fire at the Beholders from a distance. It's not\nquite as safe, as there's always a chance a Beholder will decide to be\na jerk and target an unprotected character (if you can shoot them, they\ncan shoot you) but they should focus on Jaheira, for the most part.\n&lt;----------------------------------------------------------------------&gt;\n4) Keep going south and you'll run across a group of Mind Flayers\nfighting some Gauth. This takes a little more effort than just\nBeholders, as all my equipment can do nothing against Illithid psionics.\nJaheira casts Chaotic Commands on herself and uses Flame Tooth +3\/Sling\nof Arvoreen +4 to attack the Mind Flayers from a distance. The Gauth \ntypically gang up on Jaheira and try and kill her in melee (a tactic \nthat would be most successful if Jaheira had the poor sense to get \nstunned). As it stands, however, they just uselessly gnash away at her \n-10 Armor Class while she daggers or slings the Mind Flayers to death. \nOnce the Illithids are all dead, she merrily switches to Belm +2 and \nfinishes off the Gauth.\n&lt;----------------------------------------------------------------------&gt;\n5) I now head east until I reach some forks in the road occupied by a\npair of Beholders. As I fight, more Gauths and Beholders will come from\nthe adjoining tunnels, but it's really just more experience for me.\nWhatever you do, avoid the tunnel to the south-east, as that takes some \nadditional preparation, which we'll get to in a moment. When the dust\nsettles, five more Beholders lie dead, along with two Gauth.\n&lt;----------------------------------------------------------------------&gt;\n6) Now for the tunnel to the south-east. There's an Elder Orb down there\nwho, in addition to his eye rays enjoys employing spells. The real\nproblem here is the fact that he's fond of using Imprisonment, against\nwhich Jaheira has no effective defense. One way of dealing with this is\nto hand the Shield of Balduran and the Cloak of Mirroring to my\nprotagonist, who casts Spell Immunity: Abjuration on himself. Then the\nworst the Elder Orb can do is Maze him, which will give it a handful of\nrounds of reprieve, but will only delay the inevitable. Another option\nis to spell-buff to the max, send the whole party down (Jaheira leading\nthe way) and shoot it down before it gets off an Imprisonment, using\nImoen or Edwin to rip down its Stoneskins and other defense as the need\narises. An even sneakier option is to let Jaheira use the Vhailor's Helm\nto create a Simulacrum. Both the gals head down to fight the Elder Orb,\nbut the real Jaheira pulls pack once contact has been made and leaves her\nSimulacrum to do the fighting and suffer the Imprisonment. Either way,\nwhat should be made abundantly clear is the fact that we have options.\n&lt;----------------------------------------------------------------------&gt;\n7) Once that battle is effectively over, we've really stamped out all\nthe meaningful opposition in the Beholder Den. Now it's just time to\nloot our way up north along the eastern edge of the map. Along the way\nwe'll find our old friend, the Greenstone Amulet, and two packs of \nGauth, one pack has two Gauth, and the other has three, and neither one\nis more than a bother for Jaheira. I really don't have a use for the\nGreenstone Amulet in this game, to tell you the truth. I can always just\nuse Chaotic Commands and Resist\/Remove Fear to get the same effects,\nwith no charges and for a much longer duration. The massive stash of\ngold and gems, however, is a much less dubious prize. There are no\nspells that create wealth! Return and exit via where you entered\n(x=300, y=1300).\n\n***ITEMS***\n(x=2500, y=1100) Garnet, 1 gold\n(x=2510, y=570) Greenstone Amulet, Silver Necklace\n(x=2150, y=150) Emerald x5, King's Tears x3, Gold Ring, 5610 gold\n(x=1820, y=200) Scroll of Shocking Grasp, Scroll of Cacofiend\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t                Ust Natha \t\t \t       |\n|\t\t         \t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK032}\n\t\t1) Infiltrating Ust Natha\n\t\t2) Money is for Chumps\n\t\t3) Carlig, Restocked and Re-stolen\n\t\t4) Time is Not on Our Side\n\t\t5) Freedom, at No Too Great a Price\n\t\t6) Buying Experience\n\t\t7) The Terrible Trouble of Telling Tall Tales\n\t\t8) The Fighting Pit\n\t\t9) Dueling Lasaonar\n\t\t10) Crushing Chalinthra \n\t\t11) Mage Duel #1\n\t\t12) Mage Duel #2\n\t\t13) Mage Duel #3\n\t\t14) Other Forms of Entertainment\n\t\t15) Sight-Seeing in Ust Natha\n\t\t16) Solaufein's First Mission\n\t\t17) An Odd Assortment of Ambushers\n\t\t18) Rescuing Phaere\n\t\t19) Well Deserved R&amp;R\n\t\t20) Food for Thought\n\t\t21) Killing Qilue\n\t\t22) Tavern Rendezvous\n\t\t23) The Beholder Smuggler\n\t\t24) A Lesson That Must Be Learned\n\t\t25) Phaere's Problem\n\t\t26) The Solaufein Question\n\t\t27) Meeting the Matron\n\t\t28) Blood of Thy Neighbors\n\t\t29) The Gilded Rope\n\t\t30) More Lich-Talk\n\t\t31) Intrigue with Jarlaxle\n\t\t32) Destroying Deirex\n\t\t33) Deirex's Stash\n\t\t34) A Slimy Situation\n\t\t35) Sacking House Jae'llat\n\t\t36) Liberation\n\t\t37) A Reagent for the Ritual\n\t\t38) Phaere's Plot\n\t\t39) Solaufein's Scheme\n\t\t40) Adalon's Eggs\n\t\t41) Setting the Field\n\t\t42) Feint Within a Feint\n\t\t43) Escape or Extermination\n\t\t44) Adalon's Reward\n\n1) If you haven't already, visit Adalon and get yourself some nice new\nillusory bodies. Leave Adalon's lair and return to the main section of\nthe Underdark and at the split head east into the unexplored. When you\nget near the door of Ust Natha a Drow will run ahead of you and into\nthe city. In your sparkly new Drow disguise, when you approach the gate\nthe door will open and a Drow will confront you. If you have Viconia in\nyour party, she knows the correct thing to say to gain entrance. On your\nown, you'll get four options. Pick option #4, as any other action is\neither too strong, too weak, or simply obviously stupid and results in\na fight. Once you're accepted he'll tell you to seek somebody named\nSolaufein, who is part of the Male Fighter's Society. when you're done\nchatting with the gate guard, enter the city at (x=4900, y=100).\n\nUst Natha (AR2200)\no======================================================================o\n2) Upon entering the city, a Drow will decide one of his Duergar \nservants has outlived his usefulness, and will dispose of it. For his\nimpudence, a Drow Priestess shows up and informs him that he, too, has\noverstepped his bounds and outlived his usefulness. The Drow Priestess\nsmites her son with a spell and leaves. Yeah, yeah, we get it. Drow are\nbad news. But they've got good stuff to sell! There are three merchants\nstanding around, one at (x=1050, y=3350) sells scrolls, another Drow\nat (x=1020, y=3100) sells some interesting weapons, armor, and some\nscrolls, and the last one (x=1020, y=3000) sells a few interesting\ntrinkets and potions. All can be robbed, and all should be. This is the\nfirst task I set about completing in Ust Natha. If you have morality\nproblems, just think, you're stealing from bad Dark Elves. This is a\nsuper justified round of stealing! I go ahead and chug four potions of\nMaster Thievery to ensure the ease of this bout of stealing. Here are \nthe goodies I set my eyes on (although, being a habitual pick-pocket \nand hoarder of useless game items, I'll probably steal everything that's\nsomewhat useful):\n\nMerchant at (x=1050, y=3350):\n\nFinger of Death\n---------------\nI already had one to scribe, but now both my Mages can cast it. There\naren't any better 7th-level spells for a Mage to keep on them \nconstantly. Instant death and the enemy has to save at -2? Good stuff.\n\nIncendiary Cloud\n----------------\nWe found one scroll earlier when we dealt with Vithal, but now both\nMages have access to it. It's not my go-to 8th level spell, as it's\nnot as versatile as Horrid Wilting, but sometimes it just pays to cast\na lingering cloud-effect spell.\n\nSpell Sequencer\n---------------\nWe just got one of these earlier from Carlig, and now, both Mages have \none.\n\no===========o\n|Mage Spells| Merchant (x=1050, y=3350)\no===========o----------------------------------------------------------&gt;\n1st-Find Familiar\n  ---\n2nd-Power Word, Sleep\n2nd-Ray of Enfeeblement\n  ---\n3rd-Detect Illusion\n3rd-Hold Undead\n3rd-Minor Spell Deflection\n3rd-Protection From Cold\n3rd-Protection From Fire\n3rd-Spell Thrust\n  ---\n4th-Enchanted Weapon\n4th-Fireshield (Red)\n4th-Minor Sequencer\n4th-Secret Word\n4th-Spider Spawn\n4th-Teleport Field\n  ---\n5th-Spell Immunity\n5th-Conjure Lesser Air Elemental\n5th-Conjure Lesser Earth Elemental\n5th-Minor Spell Turning\n  ---\n6th-Carrion Summons\n6th-Chain Lightning\n6th-Death Fog\n  ---\n7th-Finger of Death\n7th-Mass Invisibility\n7th-Mantle\n7th-Prismatic Spray\n7th-Ruby Ray of Reversal\n7th-Summon Djinni\n7th-Spell Sequencer\n7th-Spell Turning\n7th-Summon Efreeti\n  ---\n8th-Cacofiend\n8th-Incendiary Cloud\n8th-Simulacrum\n8th-Summon Fiend\n\nMerchant at (x=1020, y=3100):\n\nHarbinger +3\n------------\nA Two Handed Sword +3? Is it a dream come true? Not quite. Although its\nenchantment is up to snuff, it has the annoying property of unleashing a\n10d6 fireball 5% of the time. This makes this a decidedly unfriendly\nweapon to your party and any allies or innocent bystanders nearby. Its\nproperty of killing Ogres is also fairly dubious. How many Ogres have\nwe fought so far? And how many of them are even really a threat anymore?\nIt might be worth picking up if you just want to collect as many unique\nweapons as possible and you have the inventory space, but it has some\nserious drawbacks that prevents Dorn\/Keldorn\/Minsc from using it\nregularly.\n\nFire Tooth +3\n-------------\nThis weapon is excellent for Jaheira (if you allowed her to become\nproficient in Daggers), or failing that, Edwin. In both cases, it\nfulfills their need for a +3 weapon AND for a ranged weapon. As for a\nprimary melee weapon, Fire Tooth's 2d4+3 damage is blatantly superior \nto Blackblood's 1d6 +3, and for some reason Fire Tooth seems to get more\nattacks per round than it should-rivaling Belm. At the end of the day,\neverybody but Jaheira will find a better weapon to use at some point in\nthe game. Imoen gets the Gesen Bow and Edwin can just use the Crimson\nDart +3, but there are no +3 Scimitars in Shadows of Amn. I make this\nweapon Jaheira's ranged and melee weapon for the rest of the game. And\nnote... do not confuse this dagger, Fire Tooth +3, with the Crossbow\nFiretooth +4. I guess the developers liked the name so much they had to\nuse it twice? Sure, fire is cool, and so are teeth... but it just seems\nlike a missed opportunity to name one of them 'Fire Fang', instead.\nSure, it means the same thing, but then at least one of them would have\na different name, and alliteration is always cool. Ah well.\n\nRobe of the Evil Archmagi\n-------------------------\nIf poor Edwin doesn't have the Robe of Vecna yet, you might consider\ngrabbing this for him... So long as you get it for free. After all,\nEdwin won't benefit from the Drow Elven Chain that Imoen and Nalia can\nwear. Even if you've slapped some Bracers of Armor on him, the magic \nresistance and Saving Throw bonus helps.\n\nSentinel +4\n-----------\nThis shield is just brute Armor Class, giving a whopping +5 bonus. It\nmight not have the missile resistance of the Fortress Shield +3 or the \nimmunities of the Shield of Harmony +2, but it sure outclasses Saving\nGrace +3.\n\nSpear of Withering +4\n---------------------\nThe best that can be said about this weapon is that it's got a +4\nenchantment. Otherwise, I'd take the Impaler's ten piercing damage over\nthis weapon's four poison damage.\n\nStaff of Earth +2\n-----------------\nWell, there's a staff for every other element, why not earth? You\nprobably won't end up using it, but it can come in handy in select\nsituations where Earth Elementals are involved.\n\nMaze\n----\nWhile it's nowhere near as useful in general as Horrid Wilting, on\noccasion you might find yourself bothered by a heavy-hitter who uses\nhis head to hold a helmet more than anything else. In these cases,\npopping off a Maze to take it out of the fight for several rounds may\nbe better than just dealing some damage. The fact that the enemy\ndoesn't get to save is a bonus, too.\n\no===========o\n|Mage Spells| Merchant (x=1020, y=3100)\no===========o----------------------------------------------------------&gt;\n4th-Fireshield (Red)\n  ---\n5th-Animate Dead\n5th-Breath\n5th-Cloudkill\n5th-Cone of Cold\n5th-Monster Summoning III\n5th-Shadow Door\n  ---\n6th-Conjure Earth Elemental\n6th-Conjure Fire Elemental\n  ---\n8th-Maze\n\nMerchant at (x=1020, y=3000):\n\nKaligun's Amulet of Magic Resistance\n------------------------------------\nIt has double the amount of Magic Resistance given by the Amulet of 5%\nMagic Resistance, which makes it a fairly nifty accessory. I put it on\nKeldorn, as he's one of my main Mage-debuffers. He can't really function\nat using True Sight and Dispel Magic to save the party and confound\nenemies if he's under some kind of debilitating spell effect. In an\nevil party Viconia serves a similar role, but the Sensate Amulet works\nwell enough, so... it ends up on Dorn.\n\nRod of Smiting\n--------------\nThis rod acts as a +3 Quarterstaff that deals ten bonus damage against\nGolems and forces them to save vs. death or be destroyed each hit. If\nyou remember how we struggled against the Iron Golem in the de'Arnise\nKeep, you'll realize that Golems can, indeed, be a pain... And we've yet\nto find any Adamantine Golems! Previously our Mages just had to sit \nback and hope the rest of the party could handle things-Golems being \nimmune to spells and all. Now, they can actually take an active hand in \ndealing with Golems, provided they're well-protected. Since this rod can\nonly be used by Clerics and Mages, it's not a general substitute for \nyour front-liners.\n&lt;----------------------------------------------------------------------&gt;\n3) Steal anything (and everything) you want. At 165% Pick Pockets I was\nable to fleece just about at will... although there's always a chance\nyou'll get caught. Once you're done, we have a bit more stealing to do.\nHead back out into the Underdark and visit Carlig, who treats you \nnoticeably different now. He'll also 'sell' you some new items,\nincluding new scrolls and four more Potions of Master Thievery. Steal\nwhatever you wish and replenish your stock of Potions of Master\nThievery. Carlig is more on guard this time, and won't be as easy to\nsteal from as he was earlier. Still, I make sure to obtain his potions\nto ensure that I end with a net gain in stealing supplies from this\nventure.\n\no===========o\n|Mage Spells| Carlig\no===========o----------------------------------------------------------&gt;\n1st-Find Familiar\n  ---\n2nd-Power Word, Sleep\n2nd-Ray of Enfeeblement\n  ---\n3rd-Minor Spell Deflection\n3rd-Protection From Fire\n  ---\n4th-Minor Sequencer\n4th-Secret Word\n4th-Spider Spawn\n4th-Teleport Field\n  ---\n5th-Spell Immunity\n  ---\n6th-Death Spell\n6th-Disintegrate\n6th-Flesh to Stone\n6th-Globe of Invulnerability\n6th-Invisible Stalker\n6th-Tenser's Transformation\n  ---\n7th-Cacofiend\n7th-Finger of Death\n7th-Limited Wish\n7th-Mordenkainen's Sword\n7th-Warding Whip\n  ---\n8th-Improved Mantle\n  ---\n9th-Freedom\n&lt;----------------------------------------------------------------------&gt;\n4) Return to Ust Natha. We're done stealing for a while, it's time to\nget down to business. But before we bother doing anything in the city,\na word about the following missions. The Drow are fairly pissy about\nhaving their tasks done in a timely manner. If you screw around too\nlong, you will draw the matron mothers upon you, and that is not a good\nthing, to say the least, as it'll blow your cover and turn the Drow\nhostile against you. For this first task, we've got about four days-\nthat's twelve rest sessions, or 96 hours. This is why I felt fairly\ncomfortable with stealing from those merchants, which wouldn't take up\nmore than one of our rest periods, at the most. There's still plenty of\ntime to go clear out the Illithid City (AR2400) or Beholder Den (AR2101)\nshould we desire. The former will be made easier with the acquisition of\nFire Tooth +3. If you already cleared these areas, or plan to do them\nlater, we've still got some time, so let's do a few things around Ust \nNatha, just to get our feet wet.\n&lt;----------------------------------------------------------------------&gt;\n5) Over at (x=1930, y=3190) you'll find a Djinni named Dola Fadoon, who \nis being maliciously tortured-and then healed-by Drow, who are careful \nto keep him alive, if not well. If you do what the Djinni wants and kill\nhim, you'll get the proper experience for killing one of his kind, but\nthe Overseer Handmaiden will not be pleased, and you'll be left with\ntwo options-provoke her into a fight, which blows your cover, or pay her\n4000 gold. If you do this quest much, much later (after Step #28) you\ncan play the 'House Despana' card to argue her down to 2000 gold.\nStill, 2000 gold for 5000 experience? No thanks. Sorry Dola Fadoon,\nnext time try not to suck so much.\n&lt;----------------------------------------------------------------------&gt;\n6) At (x=900, y=2860) you'll find a Drow who is selling the services of\nsome beasts, which will follow you around for a while and presumably\nhelping in combat... but you can't take them out of the city or into\nbuildings, which makes them fairly useless. Of course, you can always\nbuy them and kill them for their experience value, which is probably\nthe best use you can put them to. You can purchase a Gnoll (500 gold,\n34 EXP), a Troll (750 gold, 1400 EXP), a Spirit Troll (1000 gold, \n8000 EXP), and an Umber Hulk (1500 gold, 4000 EXP). Obviously the most\ncost effective monster is the Spirit Troll, which gives an 8-to-1\nEXP-to-gold payoff. Still, EXP is more plentiful than gold, so why\nbother?\n\nDrow Tavern, Downstairs (AR2202)\no======================================================================o\n7) Head north into a building at (x=1800, y=2550), which is nothing\nless than your typical Drow watering hole. In the large central room\na group of Drow trade tales, which largely just fill you in on the\nhistory of the Ust Natha, and somewhat on the general history of the\nDrow. There are also interesting tales of Adalon to hear, which will\ngo a long way towards explaining her antipathy towards the Drow, and\nthe significance of her eggs. Merinid (x=1170, y=1170) has a \nparticularly humorous story to tell, but in the telling he offends \nanother patron, Tathlyn, who attacks him and will, in all likelihood,\nkill him. Shame.\n&lt;----------------------------------------------------------------------&gt;\n8) Szordrin (x=1450, y=850) runs the fighting pit, where you can test\nyour mettle against enslaved beasts for the glory of Lolth... and some\ngold. Make sure to send a strong (and preferably spell-buffed) character\ninto the fight. For me, this is a simple matter, my Fighter\/Mage is by\nfar the most versatile and lethal single character in my party. Your\nfirst foe is an Umber Hulk, not a trivial opponent, but no match for my\nprotagonist. Kill it and return to Szordrin for your reward of 250 gold.\nThe second foe is a Nabassu-you know, like Aec'Letec from the first \ngame. If it doesn't paralyze you with its gaze, it has no chance to\ndefeat you in melee combat. Your reward for this fight is 500 gold. \nNext up is a Sahuagin Prince, which seems fairly weak compared to a\nNabassu. It is, however, like Szordrin promises, a powerful opponent,\ncapable of striking my -5 Armor Class with no great difficulty. Still,\nStoneskin and Mirror Image just gives me too many advantages. Return to\nSzordrin and collect your reward-750 gold. Even Szordrin isn't eager\nabout the next fight, which will pit you against a fairly strong\nBeholder. Even with the Cloak of Mirroring, make sure you have Chaotic\nCommands, as it can still hit you with Domination and Fear... both of\nwhich are more annoying than threatening. You could always just strap on\nthe Shield of Balduran, which makes this Beholder impotent. When it's\ndead, head back to Szordrin for your predictable reward of 1000 gold.\nYou can now ask Szordrin some questions, but he doesn't say much that\nthe storytellers already haven't. If you attempt to challenge him to a\nfight, brave Szordrin will admit he's no match for you and run off to go\nfind something worth your time. Wuss.\n&lt;----------------------------------------------------------------------&gt;\n9) Sondal awaits at (x=570, y=1130). Talk to him and he'll tell you \nabout the dueling arena, where Drow fight other Drow. Watch as Lasaonar\ndestroys four lesser Drow before returning outside. Now's your chance\nto take on Lasaonar, whenever you're ready. I simply go in with my\nprotagonist and cut Lasaonar to pieces. He's got a lot of Hit Points,\nbut otherwise, he's just not up to snuff. Before you kill him, he'll\nyield, giving up his sword. To sweeten the deal, you'll also get a nice\nexperience reward. It's also worthwhile to grab the gear of his\ndefeated foes while you're here.\n\n***REWARD***\n(For defeating Lasaonar)\nEXP\t30000\nItem\tBlade of Searing +3\n&lt;----------------------------------------------------------------------&gt;\n10) Immediately after defeating Lasaonar his benefactor, Chalinthra,\nwill show up and challenge you to a duel. You can dismiss her and fight\nother duelists, instead, but why not pummel this impudent female? She's\na fairly potent priestess, but she focuses her initial efforts in spell-\nbuffing, as much as a Cleric can spell-buff. If you're lucky you'll\nstun her with Celestial Fury and chop her down in short order, if not,\nshe'll get of a Sanctuary and cast Heal when she's hurt. Still, after\nher sanctuary runs out you can continue attacking her. Since her spells\ncan't hurt you, and since I'm more powerful than her in melee combat,\nshe doesn't really stand a chance.\n&lt;----------------------------------------------------------------------&gt;\n11) Next up we have some Mages to fight, who will only accept the\nchallenge of other Mages. Since my protagonist technically counts, I can\nalways send him in, or there's always Edwin and Imoen. Either way, I\nmake sure whomever is sent is wearing the Cloak of Mirroring, as it will\nvastly improve their odds. In a straight spell-battle, I'm at a \ndisadvantage against Drow, as they have Magic Resistance where my Mages\ndo not. The Cloak of Mirroring overcomes this handicap and more. Once\nprotected against their offensive spells (but note, not their status-\naffecting spells) I have several methods in mind for exiting victorious.\nThe most obvious is simply going after them with my Fighter\/Mage, who\nshould be able to ignore most of their spells and cut them to pieces.\nEdwin and Imoen use Summon Nishruu to deplete the enemy of their spells,\nwhile tearing down their spell defenses with Breach. Using Lower\nResistance opens them up to spell assaults, and summoning monsters (with\nspells or with items) can distract them. It's especially pleasing to use\nthe Black Spider Figurine we found earlier. What better to kill a Drow\nthan a spider? Of course, Edwin can use the Fire Tooth +3 we 'bought'\nearlier as well, and Imoen always has her bow. Give them a Ring of Free\nAction and cast Chaotic Commands on them and they should be able to \nshrug off anything the Mages can throw at them. The first Mage begins\nwith Protection from Normal Missiles and Mirror Image on, but he is\notherwise laughably weak. \n&lt;----------------------------------------------------------------------&gt;\n12) The second Mage begins with Shadow Door, which will prevent you from\ntargeting them with spells unless you use a True Sight or Detect \nInvisibility to bring it down. He then summons some monsters and \nattempts to spell-buff them with Haste before resorting to offensive \nspells that are incapable of harming us, thanks to the Cloak of \nMirroring. Just remember that a single Death Spell will eradicate his \nsummons, and that beyond that, he can't really touch anybody wearing the\nCloak of Mirroring. I don't even bother using any other spells, I let \nhim Shadow Door, then I kill his summons with a Death Spell, and pick \nhim apart with whatever weapons I have equipped.\n&lt;----------------------------------------------------------------------&gt;\n13) The third Mage also begins with Shadow Door, which they'll use to\nsafely cast Spell Turning and Summon Nishruu. How dare they turn our\ntactics against us! My main character can smite the Nishruu in melee\ncombat easily enough, but Imoen and Edwin will have to use another Death\nSpell to achieve the same end. While we deal with the Nishruu, the Mage\nwill attempt to remove our spell protections with Khelben's Warding Whip\n(of course, this does nothing against our Cloak of Mirroring) before\nfinally resorting to offensive spells. Once the Nishruu is gone, there\nisn't much this Mage can do to us. Once her Hit Points get low she'll\nget off a Spell Sequencer that'll put up a Fire Shield, Stoneskin, and\ngive her some Melf's Minute Meteors to attack with. Unfortunately we\naren't immune to her Fireshield, but at this point it's the most \ndangerous thing she can put up against us. When she inevitably dies\nwe'll be done with the dueling pit. \n\nDrow Tavern, Upstairs (AR2203)\no======================================================================o\n14) Head upstairs (x=500, y=850) to reach the second level of the \ntavern. At (x=660, y=700) you'll find a male Drow who will entertain you\nwith 'the arts of oiled massage and other exotic pleasures'. Over to the\neast you'll find a trio of imprisoned Drow, who were apparently refugees\nfrom house De'Vir seeking sanctuary in Ust Natha. Again with R.A.\nSalvatore... one gets the impression there wouldn't even be Drow if it\nweren't for him. Granted there were old Dungeons and Dragons Modules\nwhere they appeared, and they had an entry in the Fiend Folio, and the\nfirst gaming appearance I remember of them was in a game on the Sega\nGenesis, but they certainly wouldn't have gained such widespread usage\nwithout the Drizzt Books. Still, that doesn't mean that everything has\nto borrow from them... Anyways, there's not much you can do, but if you\ntalk to the closest of the captive males, he'll commit suicide. Finally,\nat (x=1100, y=490) you'll find a Drow who controls what is obviously the\npinnacle of dark elven entertainment... aside from tormenting their\ndown-on-their-luck fellows. You get to see him press a button, after\nwhich a slave walks out onto a rune and explodes. He'll demonstrate for\nfree, but if you talk to him again you can witness the brutality over\nand over again for a mere 100 gold. You can do this three times, and\neach time you pay for this spectacle, you'll lose a point of reputation.\nIf you're beaten up, or otherwise not at your peak, and you have some\ntime left, it pays to rest at the tavern (the barkeep is on the lower\nlevel, on a raised platform north of the fighting pit). After we meet\nwith Solaufein, our fun time will be significantly reduced.\n&lt;----------------------------------------------------------------------&gt;\n15) Return to Ust Natha. There are some slave pens to the north-west,\nbut since we really can't do anything with them yet, head north-east\ninstead. You'll find a dark elf engaged in diplomacy with some Mind\nFlayers. Don't talk to her too much, or she'll get pissy and attack you-\nblowing your cover in the process. Continue east to the Female Fighter's\nSociety. It's empty right now, and there's only a few gold coins of loot\ninside, so it's not really worth exploring. The house on the next level \nis outright inaccessible, although the map and the Drow outside name it \nas Qilue's home. We'll deal with it later. To the south-east a surface\nElf will run by, followed later by the Drow who are hunting her for\nsport. They'll ask you where she went, and you'll get the chance to\npoint her out, or send them the wrong way, neither of which seem to\nlead to anything. If you go into the spire at (x=2500, y=1800) you'll\nsurface on the upper levels. Enter another doorway at (x=2150, y=1500)\nto reach the top-most platform, and continue north-east, then\nsouth-east, until you find the way blocked by some Drow males herding a\ntrio of Duergar. A female impatiently waits for the Drow to move their\nslaves, and when this takes too long, she promptly smites them all and\nwalks on. Each Drow will leave behind a suit of Chain Mail, a Dagger,\nand 120 gold. Over at (x=4650, y=1140) you'll find a 'Spelljammer Drow',\nwho owns a planar-ship. He'll offer to hire you on as crew if you're\naround in a few months, which, unfortunately, we won't be. To the\nsouth-west some slaves will fight (and ultimately feed) some Giant\nSpiders. Return to the ground level of Ust Natha. We could explore to\nthe south-east, but both the points of interest in that direction\n(Deirex's Tower and the Temple of Lloth) aren't worth exploring yet,\nand there are no encounters to speak of. Head north-east instead,\ntowards the Male Fighter's Society, where you'll find your man Solaufein\nat (x=3530, y=1650).\n&lt;----------------------------------------------------------------------&gt;\n16) Solaufein will tell you that you're to meet with a Handmaiden near\nthe gates of the city. Apparently, you've already got a job to do. If \nyou have Viconia with you, she'll warn you about the Drow. Be obedient,\ndon't screw around, and kill everybody beneath you. Yeah, great advice,\nViconia. You can loot the Male Fighter's Society for a handful of gold,\nif you wish, but since there's not much to do in Ust Natha right now,\nreturn to the bazaar near the city entrance and find Solaufein \n(x=1530, y=3330) and Imrae (x=1450, y=3280). You'll be told that due to\nthe preparations of the army, the city is a little short-handed right\nnow, and this is the only reason you're being given a chance to prove\nyourself, instead of being enslaved. I'm sure we can see a huge \ndifference between slavery and servitude. Solaufein takes over after\nImrae is done threatening, and tells us that our job is to intercept a\ngroup of 'devourers', or Mind Flayers, that have captured one of the\nMatron Mother's daughters, and rescue her. You've got twelve hours to\nreach the ambush site outside of the entrance to the Illithid tunnels.\nSo, let's hope you took my advice and rested up at the tavern after\ncompleting the fighting pit and dueling arena!\n&lt;----------------------------------------------------------------------&gt;\n17) A short ways outside of Ust Natha, just past the bridge leading\nto the tunnels that run to Adalon and Ust Natha, you'll find a group of\nenemies. This group of misfits consists of a Skeleton, an Ogre named\nBoz, a Cleric named Chandrilla, a War Dog, a Mage named N'ashtar, a\nGoblin named Simbja, a Thief named Damien and an Imp named Pitch. \nUnfortunately for them, they don't have much in the way of detecting \ninvisible enemies, allowing you to blast them with area-of-effect spells\nbefore heading into combat with them. It's obvious that their intent is \nto send the weaker enemies to distract you, while the Mage and Cleric in\nthe back pester you with spells. My Fighter\/Mage lets loose a Greater \nMalison, Imoen fires off a Chaos, and Anomen or Viconia targets the \nSkeleton with a Greater Command. It won't affect the Skeleton, but it'll\naffect everything else!\n\nOnce done, only the Skeleton, N'ashtar, Damien, and Pitch remained in\nfighting condition. Imoen casts Haste and Keldorn runs off on his own to\nattack N'ashtar, or whatever other spell-caster might be roaming about\n(his Drow Full Plate +5 reduced his Armor Class to an obscene -10, which\nallows me to play him bolder than I otherwise might.) My party gangs up\non Damien and works their way down through any enemies that are still\nconscious, finally smiting any hapless, and helpless, foes that remain.\nIt is with only a small amount of boasting that I admit that they didn't\nmanage to even scratch me, and all you need worry about is Damien. If\nhe's not affected by your initial spell barrage, he'll be keen on\nchugging Potions of Invisibility and targeting your Mage... still, a\nsimple Stoneskin spell renders him impotent:\n\nDamien: Potions of Invisibility x3, Potions of Healing x3 and Oil of\nSpeed.\n\nBoz: Full Plate Mail, Helmet, Dragon's Breath +4 (Minsc or Keldorn will\ngladly use this Halberd if a +4 weapon is required) and 32 gold.\n\nN'ashtar: Quarterstaff, Potion of Icedust x2... weird... and a Scroll of\nHorrid Wilting.\n\nChandrilla: Plate Mail Armor, Medium Shield, Bullets x40, Mace and a\nSling.\n\nSimbja: Hide Armor, Arrows x60, Dagger, Shortbow and 23 gold.\n\nNote: Looking at Infinity Explorer, you'll find that this party is an\nodd bunch. Damien is Neutral Evil, Boz is Chaotic Evil, N'ashtar and\nChandrilla are both Chaotic Good, and Simbja somehow has no alignment\nat all. Such a silly game...\n&lt;----------------------------------------------------------------------&gt;\n18) Continue to the area marked on the map as the 'Eastern Tunnels' to\nfind Solaufein (x=4700, y=3100). Make sure to rest up and talk to\nSolaufein. He'll tell you the Illithids are approaching. This will give\nyou several rounds to spell-buff. Move your party east of Solaufein, as\nthe Illithids will spawn all around him to the north, west, and south.\nSwitch to missile weapons and get up as many Chaotic Commands as you\ncan. Focus on defensive spells like Mirror Image, Blur, and\nInvisibility, as Stoneskin won't help you much. When Solaufein is done,\nthree Mind Flayers appear (mostly west of Solaufein) and three Umber\nHulks (one north, two south). It's doubly imperative to have Chaotic\nCommands, as a confused character is just that much easier for a Mind\nFlayer to kill. I immediately have my protagonist and Imoen hit the\nenemies with a Death Spell (using the Skull of Death might, on this\none occasion, prove useful). With three death effects all targeting the\ncentral Illithid closest to Solaufein, all six of the enemies succumbed\nto the necromantic onslaught. I used my main character (well-defended,\nof course) as bait, but in hindsight it may be better to just use\nsummoned monsters. They won't last long, but they'll last long enough\nto get the Death Spells off. After all the enemies are dead, Phaere \nwill, as Solaufein predicted, be rather contemptuous of your efforts.\nPhaere decides to make her way back to Ust Natha alone, after showing\nsome interest in your protagonist. Solaufein will curse at her after\nshe leaves, and follow her to make sure she doesn't screw up your\nmission by getting killed. I think they are friends.\n\n***REWARD***\n(For rescuing Phaere)\nEXP\t20000\n&lt;----------------------------------------------------------------------&gt;\n19) Return to Ust Natha, where you'll find Imrae and Solaufein in the\nbazaar, in the same place they were standing before you went off to\nrescue Phaere. Talk to Solaufein, and you'll be rewarded... kind of...\nwith text... so not really. Phaere demands your presence in the tavern\nin a day's time, and she also demands that Solaufein and your party rest\nand relax in the tavern as a reward. If you have to be demanded to\npartake in something, does it still count as a reward?... Apparently it\ndoes...\n&lt;----------------------------------------------------------------------&gt;\n20) A Duergar (x=1050, y=3150) will intercept you and tell you that his\n'master', apparently the creature in the tank next to him, wants to\ntalk to you. If you refuse to speak with the creature, which is an\nAboleth, a fish-creature that is highly intelligent and capable of\ntelepathy, it'll broadcast your thoughts to the entire city, tipping the\nDrow off. It's not bluffing, so head over to the tank and talk to it\n(x=800, y=3000). It wants to know more about the religion of the Drow,\nand the power that it brings them, and instead of cracking open a book\nlike a good fish, it wants you to kill a priestess named Qilue and bring\nher brain to the Aboleth, from which it can add her memories to its own.\nLazy, gross fish! You can hardball it by refusing to do its task and\nthreatening to reveal its plans to the Drow if it reveals your identity,\nbut it's more fun to kill Qilue.\n\n***REWARD***\n(For countering the Aboleth's threat)\nEXP\t12000\n\nQilue's House (AR2206)\no======================================================================o\n21) We have a whole day to get this done, so head over to Qilue's House\n(x=2720, y=1900), which is near the Female Fighter's Society. Inside is\nQilue, who is already hostile, so there's no real reason to worry about\ndiplomacy. She has two Drow Servants with her-both of which are spell-\ncasters. Your foes come in two varieties here-either as level 12\/12\nFighter\/Mages (worth 10000 EXP) and level 14 Abjurationists (11000 EXP).\nTheir tactics? Well, the Fighter\/Mages are fond of casting Protection\nFrom Normal Missiles and Protection From Normal Weapons... as if those\nare any sort of defense anymore. The Abjurationists are more potent,\nusing Spell Triggers that put up the useless Protection spells mentioned\nabove, as well as Globe of Invulnerablity. They're also fond of using\nShadow Door. Offensively their two main attacks are Sunfire (which they\nseem to just rely on their own Magic Resistance to mitigate) and\nSymbol, Fear, usually their first strike. Qilue busies herself with\nRemove Magic and True Sight. Now for the tactics. I immediately fall\nupon the spellcaster near the door, while sending the two characters\nwearing the Paws of the Cheetah (my Protagonist and Keldorn\/Korgan)\nafter the further one, aided by a Breach courtesy of Edwin\/Imoen. Both\nDrow should fall in short order, but there are more lurking to the east.\nThe general strategies of these Mages? After those two are dead, Qilue\nwill dimension door to the east, where three more Mages await. I cast \nChaotic Commands on my protagonist, who goes east alone to kill the \nother two Mages. They'll uselessly target him with their spells, and my\nother party members will take down their spell defenses with Breach, \nand soften them with missile fire. When Qilue is the only one left, I \nfinally bother to focus my attention on her. She goes down surprisingly \nquickly. Once the fighting is done loot Qilue's corpse and lay your\nhands on another suit of Drow Adamantine Chain +5, a Drow Shield +3, a\nDrow Flail +3, Boneblade +4 (a great weapon for Jaheira if she's\nproficient in Daggers, it'll allow her to damage creatures otherwise\nimmune to lesser weapons), Qilue's Brain, a Scroll of Conjure Fire\nElemental, and one gold. Her house has some very minor loot inside of\nit, and the Drow Servants will drop a paltry amount of gold. Return the\nbrain to the Aboleth, which will be ungrateful, as is typical of\ndenizens of the Underdark. You'll get a small experience reward and the\ncritter will leave you be. Note that even though the experience reward\nis only 10,000 EXP, we earned 57,000 EXP from killing Qilue and her\nbodyguards, as well as obtaining the Boneblade +4. All in all, it's a\nnet gain of 55,000 EXP and one +4 weapon. Not bad.\n\n***REWARD***\n(For bringing Qilue's brain to the Aboleth)\nEXP\t10000\n&lt;----------------------------------------------------------------------&gt;\n22) Return to the tavern where we vanquished our enemies, both Drow and\nbeast, and find Phaere at (x=1000, y=750). Phaere is decidedly nicer to\nyou, and it becomes painfully evident that she and Solaufein have a\ndistinctly antagonistic relationship. Love-hate seems to miss the mark\nby a four-letter word starting with 'L'. In any case, this works out \nwell for you, as Phaere is content to be somewhat less of a complete \nbitch during this conversation. She'll tell you that since you and \nSolaufein (emphasis on the 'you' is presumed) kick so much ass, you're \ngoing to be rewarded with more dangerous work. Climbing the ladder is \nfun! If you're flirty with her, you'll certainly get a negative response\nfrom your romantic interest, if you have one. In any event, you have\nseveral days to start this next quest... starting after Phaere leaves\nthe tavern. Talk to Phaere and she'll boast grandiose about the future\nof her house, and herself in particular, promising that if you stick\nwith her, you'll invariably be caught in the updraft. Apparently House\nDespana is planning something that will bring them to a position of\nabsolute power within Ust Natha. You can talk to Solaufein, too, who is\ndecidedly less interesting this time around. Rest up and head to Phaere\nwhen you're ready... she'll be in the bazaar near the entrance to the\ncity, where Solaufein and Imrae were before-she substitutes for Imrae.\nYou have nearly three days to play with, if you wish. You could tackle\nthe Illithid City (AR2400) or the Beholder Den (AR2101) in this time, if\nyou didn't do so already and are now so inclined.\n&lt;----------------------------------------------------------------------&gt;\n23) When you're ready to continue with the Ust Natha quests talk to\nPhaere, who will tell you that a Beholder has infiltrated the city and\nis smuggling precious Adamantine on its Spelljammer ship. Phaere says\nit's located on one of the platforms along the south-eastern part of\nUst Natha. Head to the large circular platform south-east of Deirex's\nTower to rendezvous with Phaere and Solaufein. Before I talk to Phaere \n(x=4020, y=3390) I cast Chaotic Commands and Remove Fear on my \nFighter\/Mage, and move the rest of my party away from the stairs leading\nfrom the platform to the city, as that's where the Beholder will appear.\nWhen it shows up, my protagonist engages, utterly immune to all its\nattacks. Once it dies, there's brief celebration followed by an \nexperience reward and, of course, another demand made by Phaere to meet\nin the tavern-this time you have three days, and again, it's another\nopportunity to explore some areas outside of town.\n\n***REWARD***\n(For killing the adamantine-smuggling Beholder)\nEXP\t20000\n&lt;----------------------------------------------------------------------&gt;\n24) Return to the tavern and talk to Phaere, who is in her usual spot.\nShe'll tell you that both you and Solaufein have been tasked with\nteaching the Svirfneblins a lesson. Apparently they're just not quite \nafraid enough of the Drow (and indeed, our time in the Gnome village\nshowed that they were just a bit too cheery, all things considered.)\nSolaufein complains about having to degrade himself by such menial\nlabor. Keldorn will complain if he's part of your group, but it\ndoesn't strike Phaere as odd enough to look into. Solaufein wants this\njob over with quickly, so don't mess around. Exit Ust Natha and travel\nto (x=900, y=2200) where Solaufein awaits. Of course, you have some\noptions, you can do this the 'good' way, or the 'evil' way. This is\neasy for you, since you really just need to choose whatever strikes your\nfancy, but for your poor, beleaguered FAQ-writer, I have to play\nthrough all options so you can be well informed. Just letting you know\nhow much more difficult and time-consuming this-and the next few steps-\nare going to be for me... damned options! Anyways, despite my whining,\nthis step isn't too consequential. Talk to Solaufein and if you want to\nsave the Gnomes, tell Solaufein to take a hike and he will gladly \ndepart, to spite Phaere, if for no better reason. If Solaufein is still\naround when the Svirfneblin arrive, they will be hostile and there will\nbe no room for diplomacy, but if he's gone, you can talk to their\nleader and save the Gnomes while satisfying the Drow. Ask for the\nleader's helmet to prove that you completed the deed and the Gnomes\nwill head off. The Gnomes will give decent experience, but the only\nloot worth mentioning are the Darts of Stunning some of them drop.\nStill, you don't lose reputation for killing them, and you don't gain\nmore experience for saving them, so it's really up to you. Like I said,\npretty inconsequential. Return to Phaere for your reward, which seems\ninordinately large for the trouble of wandering outside and asking a\nGnome for his helmet. Phaere is extra testy today, and it even spills\nout on you-but just a bit. She demands your presence at the Female\nFighter's Society within the hour, so make haste and head over there.\n\n***REWARD***\n(For returning the Patrol Leader's Helmet to Phaere)\nEXP\t28000 (each character)\n\nFemale Fighter's Society (AR2204)\no======================================================================o\n25) Head into the Female Fighter's Society (x=2500, y=2050) and talk to \nPhaere (x=750, y=1020). Phaere is fed up with Solaufein, and his \ncontinued insolence has become more than an annoyance to Phaere-her\ncontinued tolerance of Solaufein could jeopardize her position. Simply\nput, she wants you to kill him and bring back his piwawfi cloak as\nproof, and she gives you three days to complete the task. If Jaheira is\nin your party, she points out that sparing Solaufein might have some\nmerit-after all, we faked the murder of a Gnome patrol and got away with\nit. It doesn't seem outside the realm of possibility that we could also\nfake Solaufein's demise. I hope you enjoyed the novel sense of choice \nand consequence we had when dealing with the Gnomes-from now on, our\nchoices have real consequences. You have three days to deal with \nSolaufein, and if you haven't cleared either the Beholder Den or\nIllithid City, now would be a very good time to do so. When you're\nback and ready to continue on with your Ust Natha quests, rest up and\nprepare some Sunray spells if you have them, and some Spell Immunity\nspells.\n\nMale Fighter's Society (AR2205)\no======================================================================o\n26) Head over to the Male Fighter's Society (x=3500, y=1550), and talk\nto Solaufein (x=700, y=920). Killing Solaufein is the easy task. He's\nnot terribly strong (in fact, my Fighter\/Mage alone, with no spell-buffs\nwas more than a match for him), but there are considerations to be made.\nExplaining what happens involves a little bit of spoilers, but it's\nnecessary in this case to make you see why I have reservations with\nkilling Solaufein. No matter who we side with, (Phaere or Solaufein),\nthere are only two real momentous outcomes of this whole ordeal-we\neither save Adalon's eggs, or we don't. If we don't, we have to deal \nwith a very angry Silver Dragon, and regardless of what we do, our cover\nin Ust Natha is bound to be blown as things get complicated. Our<\/pre>\n\n\n\n<pre id=\"faqspan-28\" class=\"wp-block-preformatted\">priorities should therefore be to eliminate as many enemies as we can\nwhile recovering Adalon's eggs. This means siding with Solaufein, who\nwill help us later-but only if he's alive. Even if you're undecided on\nwhat you want to do later, you can always change your mind and be as bad\nas you want to be, but if you kill Solaufein now, you limit your options\nin the future. Since the difference between his life and death is a\nmere 6000 experience and a few items that'll disintegrate on the \nsurface, I really have to advocate that everybody-good or evil-spare\nSolaufein. Besides, it's not like evil people wouldn't occasionally\nshow mercy if they knew it was just to earn greater rewards later...\nit's not about the actions, it's about the motive. In any case, if you\nkill Solaufein he'll drop typical Drow gear, along with the rare Drow\nScimitar +3. Most importantly he'll drop his Drow Piwawfi Cloak, which\ndoes great things. It would be wonderful to keep, but alas, we cannot,\nand even if we could, it wouldn't do us any good on the surface. If\nyou decide to spare Solaufein, he'll tell the story about him and\nPhaere, and give up his Piwawfi Cloak willingly. The more you tell\nSolaufein, the more he'll reveal, in turn, going so far as to admit\nthat he worships Eilistraee-not Lloth.\n&lt;----------------------------------------------------------------------&gt;\n27) Return to the Female Fighter's Society and hand Solaufein's Piwawfi\nCloak over to Phaere, who is naturally quite pleased, and rewards you\nwith another overly large experience reward. If your protagonist is\nmale, Phaere will decide to take you aside-alone, and her intentions are\ndecidedly adult in nature. If you're in a relationship, you can avoid\nsleeping with Phaere by picking dialogue options #1, then #3 to say you\n'belong to another.' When she demands to know who, say \"It... it's\nsomeone you don't know...\" and she'll assume you mean a Handmaiden from\nChed Nasad has 'collared' you, which is enough to deter her, for now.\nYou can also pick dialogue options #1, then #2 to reiterate that you\n'can't', which Phaere assumes to mean you have some kind of physical\ndisability. Afterwards, you'll be able to furnish Phaere with a\nvariety of stat-based lies which will throw her off if your attributes\nare high enough. If you have a 13 Charisma and a 17 Intelligence, you\ncan convince Phaere that you made an oath of celibacy to Lloth. If\nyou've got a Charisma and an Intelligence of 15, you can convince her\nthat you were cursed. Finally, if you have a 17 Charisma or higher, you\ncan claim to be a eunuch. If you're not in a relationship, or you just\ndon't care, then it doesn't really matter, does it? Jaheira or Viconia\nwill certainly have a talk with you afterwards. Jaheira is understanding\nif you use the 'maintaining our disguise' ruse. Viconia is more\nviolent... towards Phaere, not you. She seems rather amused in your\napparent inability to turn down some dark elven lovin'. In any event,\nYou're to head to the Temple of Lloth and meet with Mother Ardulace.\nApparently Phaere isn't the only one you've impressed.\n\n***REWARD***\n(For delivering Solaufein's Piwawfi Cloak to Phaere)\nEXP\t30000 (each character)\n\nTemple of Lloth (AR2201)\no======================================================================o\n28) From the Female Fighter's Society head south-east, then turn\nnorth-east at Deirex's Tower to reach the Temple of Lloth\n(x=4200, y=2300). Head forward to find Matron Mother Ardulace at\n(x=1100, y=1220). Funny how we were spotted by one brainy fish, but we\ncan prance merrily through a temple of Lloth unimpeded, no? Lazy spider\ngoddess-eight eyes, and no way to see what really goes on in your own\ntemples... or perhaps she just doesn't care? Ah... capricious, chaotic,\ndemonic deities... Anyways, when you approach Ardulace seems decidedly\nunimpressed, but Phaere defends your worth quite uncharacteristically.\nArdulace will decide to let you prove yourself-as if we had done\nanything else since we entered this city. You're to retrieve the blood\nof one of the 'noble' neighbor races, blood belonging to their strongest\nmembers. She means, of course, Beholders, Illithids, or Kuo-Toa.\nPhaere's assassination of the Beholder earlier was a botched attempt to\nkill an Elder Orb for this very purpose, and since Phaere screwed up,\nit's up to us to get it right. Our options are to get Elder Brain Blood\n(Illithid City), Eyestalk of an Elder Orb (Beholder Den), or Kuo-Toan\nBlood (Kuo-Toa Ruins) which you could have, of course, done before ever\nentering Ust Natha. If you gathered one or more of the components\npreviously, do NOT give them to Ardulace now, as that will set her plans\nin motion and deprive us of some side quests that have just opened up in\nUst Natha. Speaking of which, accept to go hunting for Ardulace's grisly\ncomponents and leave the Temple of Lloth. You have three days, as usual,\nto gather whichever one you desire.\n&lt;----------------------------------------------------------------------&gt;\n29) Head up towards the Female Fighter's Society and you'll be bothered\nby a Drow named Visaj (x=3000, y=2270), who will try to sell you a\ngolden rope. This 'relic of no small power' supposedly belonged to\nJarlaxle-yet another character from R.A. Salvatore's books. Long story\nshort, this rope is supposed to protect one from the powers of Deirex, a\nDrow Lich living in Ust Natha. Perhaps in the area marked on your map as\n'Deirex's Tower'? He wants 1000 gold for it, but can be talked down to\n500... or you can just threaten him and he'll give it up for free.\nI like free.\n&lt;----------------------------------------------------------------------&gt;\n30) Now, before we rush in and do anything foolish, it's time for a\nprimer on Lich fights. They're like most other fights with Mages, and\nnow that we have the Cloak of Mirroring, we stand a good chance of\nwinning.. so long as we can force the Lich to focus on the character\nwith the Cloak of Mirroring. For me, that's my protagonist, who can\nbecome absolutely spell-proof with a few good Spell Immunities.\nRemember when we beat up that chump Lich, Alchra Diagott? Same rules\napply. For higher-leveled parties, we can take a more offensive \napproach. While our spell-immune character soaks up magic, our Clerics\ncan sit back and try their luck with Sunray (so long as we keep True\nSight on so we can target the Lich). It should at least do some damage,\nand with a little luck, kill it outright... hence why I told you to\nprepare back in Step #25.\n\nDeirex's Tower, Level 1 (AR2207)\no======================================================================o\n31) Head up to Deirex's Tower (x=3700, y=2800), which you can now enter\nthanks to the 'Gilded Rope' you got from Visaj. Once inside, however,\nthings don't go exactly as planned, as the rope only gains you entrance-\nit does nothing to prevent the Lich from hitting you with Imprisonment.\nOr 'Banishment', as the case may be. Instead of a game over, or anything\nso depressing, you end up in a rather nice room talking to Jarlaxle,\nwho will admit that Visaj-one of Jarlaxle's lieutenants-arranged for you\nto get the rope and barge in on Deirex (damn my insufferable brutishness\nand aggressive loot-seeking!) What Jarlaxle wants is simple-go retrieve\nthe gems within which the souls of some of his men are trapped. How you\nget them, and whether you kill Deirex and then, what you do with the\nHouse Jae'llat Wardstones are of no concern to Jarlaxle. Of course, to\ncompel you to at least do what he wants, Jarlaxle warns you that he\nknows your true identity, and like the Aboleth, he threatens to blow\nyour cover if you don't do what you want. Unlike with the Aboleth, you\nhave no way to counter Jarlaxle, but like the Aboleth, it's more\nbeneficial to do what your blackmailer wants.\n\nNote: There is a bit of a bug with the Deirex encounter... one that\nworks in our favor. If you have the game set to auto-pause when you see\nan enemy (I do, it's good stuff to prevent the enemy from getting the\ndrop on you) or if you just pause manually as soon as you enter, you can\ndirect your party to attack him. No big deal, right? Sure, except for\none problem-Deirex is scripted to walk towards you and cast his \nImprisonment spell once he reaches a set destination. If you rush him as\nsoon as you enter, some of your party members might impede his progress.\nGranted, they are scripted to stop attacking once Deirex is done\ntalking, and you will lose control over your party, but this does not\nseem to affect your protagonist, who will continue to attack while\nDeirex moves (slowly, and perhaps futiley) towards his scripted casting\nspot. It's entirely possible to kill Deirex without him ever casting\nhis Imprisonment spell, without him even being able to lift a finger to\ndefend himself. If that happens, wait a few moments and you'll be\nteleported to talk to Jarlaxle as if you had been imprisoned-everything\nworks out fine, but when you reappear in Ust Natha and head back to\nDeirex's Tower, he'll still be dead. There is absolutely no downside to\nthis, as far as I can tell. You continue the quest, get the experience\nfor killing Deirex (and his loot), and you don't even have to bother\nwith the messy business of him being able to defend himself. This trick\nstill works in the Enhanced Edition, you just have the pause the game\nwhile the interior of Deirex's Tower is loading, then force-attack the\nLich, as he starts out neutral now.\n&lt;----------------------------------------------------------------------&gt;\n32) So, now it's time to spell-buff up and head inside Deirex's Tower,\nand this time hopefully meet with a little more success. Unfortunately\nthe idea of sneaking in and stealing from the Lich seems wildly\nimpossible to me, since you must take your whole party in, and any\ninvisibility will be countered by True Sight. Might as well just\nprepare to kill him. One way to do this is to simply waltz in and hit\nhim with Sunray and hope to kill him. If you're not quite there yet\nlevel-wise, you'll have to do the Alchra Diagott strategy, except you\nmust immediately grab your party (save your spell-eater) and run them \nsomewhere safe. After all, your spell-immune character won't help very\nmuch if they aren't being targeted, will they? Deirex will start out \nwith True Sight, Protection from Magical Weapons, and Spell Trap. In\ntypical Lichy fashion, he'll then cast Time Stop, and use the free time\nto cast Death Spell (to clear out any summons, I presume) and Symbol\nspells. He's also not above casting spells like Wail of the Banshee, to\nscore some cheap kills. When he takes some damage, he'll unleash a \nChain Contingency which consists of Mislead and Spell Turning, and his\nlast, final, desperate gasp involves a Contingency that'll put up \nanother Protection from Magical Weapons. When Deirex dies, loot him for\na Lich's Tooth, which claims to open up the other levels of this tower,\nand the Jae'llat Wardstone, which we can use to obtain some more loot.\nThe Armor of the Viper is pretty decent armor for Minsc or Valygar. \nSure, the -2 penalty to saves vs. poison\/paralyzation sucks, but most \neffects that hold, stun, or poison are saves vs. death or magic. The \nonly thing that I can think of that actually requires a save vs. \nparalyzation are Paralytic Bolts. Then again, their Armor Class isn't \nterribly important, since I tend to use them as archers for most fights.\nOnce you grab Deirex's Gems, Jarlaxle will retrieve you and relieve\nyou of your new-found gems. He'll reveal that he really only wanted the\ngems as payment. House Jae'llat owed him, after all, and killing Deirex,\na member of House Jae'llat and their ally was punishment enough for\nstiffing Bregan D'aerthe. Unfortunately, your responses to Jarlaxle are\nrather limited, and all around unsatisfactory (you have no choice but\nto be a poor sport, it seems). In any event, Jarlaxle thanks you for\nplaying along, and encourages you to finish looting Deirex's Tower, and\ncandidly suggests that you attack House Jae'llat, too. Jarlaxle promises\nus some money for our trouble, but none is forthcoming. At least we get\na bit of experience, though.\n\n***REWARD***\n(For helping Jarlaxle even the score)\nEXP\t10000\n\n***ITEMS***\n(x=850, y=850) Bloodstone Gem, Scroll of Wizard Eye, Scroll of Deafness,\n\t       Scroll of Glitterdust\n(x=1600, y=870) Scroll of Grease, Scroll of Remove Magic,\n\t\tScroll of Contagion\n(x=1100, y=700) Armor of the Viper +5\n(x=1550, y=550) Deirex's Gems, Scroll of Limited Wish,\n\t\tScroll of Melf's Minute Meteors, Scroll of Spook\n\n***TRAPS***\n(x=1100, y=700)\n(x=1550, y=550)\n\nDeirex's Tower, Level 2 (AR2210)\no======================================================================o\n33) Despite Jarlaxle using us for his own ends, I see no reason\nwhatsoever why we shouldn't finish off Deirex's Tower and then sack\nHouse Jae'llat. If this makes Jarlaxle happy, so be it. It'll make us\nricher in loot and experience, and isn't that really what life is all\nabout? I've got a minor in Philosophy, trust me, it is. Enter the\ndoor near the Drow Wizard at (x=3470, y=2750) to find a rather large\ncavern. Loot the pool in the middle for a considerable bit of loot.\nMore than enough, in fact, to make this entire quest worth completing.\nNone of the items, however, make it into my character's hands. The best\nitem, the Crossbow of Affliction +4, retards the melee capacities of\nthe wielder, and since Keldorn is primarily a melee Fighter, we can't\nhave that. I take the description of the weapon as a cautionary tale\nand decide to sell it as soon as I hit the surface. When you're done\ncackling with glee over your new loot, head over to the Male Fighter's\nSociety, which you won't quite reach before something else snags your\nattention...\n\n***ITEMS***\n(x=500, y=800) The Jester's Folly, Crossbow of Affliction +4,\n\t       Rogue Stone, King's Tear x2, Moonbar Gem x3, Pearl x5,\n\t       Wand of Magic Missiles, Wand of Frost, Short Sword +2,\n\t       Two Handed Sword +2, Spear +3, scroll of Cacofiend,\n\t       Scroll of Ruby Ray of Reversal, 1128 gold\n&lt;----------------------------------------------------------------------&gt;\n34) While wandering around you'll again be bothered by a Drow, this time\na female named Taso Kala (x=2480, y=2100), who waits outside of the \nFemale Fighter's Society. When you walk pass she'll harass you, and tell\nyou that Lloth requires your services. By this, I suspect she means the\nmortal servants of Lloth, and not actually Lloth herself, what about\nyou? A sect of Ghaunadaur worshipers have been found in the city, and\nyou need to eradicate the remnants hiding in the city. Head back down\nto the south-east, past Deirex's Tower to the large platform where you\nsmote the Beholder with Phaere and Solaufein. Here you'll find a\nGhaunadaur Priest, a Ghaunadaur Priest Leader, a Mage named Relonar,\ntwo Otyughs, two Green Slimes, two Mustard Jellies, two Ochre Jellies,\nand two Gray Oozes. Fun. These folks suffer for their lack of counter-\nscouting techniques, and I lay into them with three Fireballs to start\nthings off (one from my protagonist, one from Imoen or Edwin, and one\nfrom whomever has the Book of Infinite Spells.) I then retreat back to\nnear Deirex's Tower, where I left half of my party, and bottleneck them\non the stairs. I hit the spell-casters with an Insect Plague, and then\njust kill what opposition remains in melee. The Drow drop typical Drow\ngear... none of which we really need anymore. Return to Taso Kala, who\nwill decide that your continued existence is reward enough. Typical...\nHead over to House Jae'llat like we originally intended.\n\nHouse Jae'llat (AR2209)\no======================================================================o\n35) With the Jae'llat Wardstone in your inventory, you can enter House\nJae'llat (x=3250, y=1450), but you should spell-buff outside before you\ndo. (You can also enter at (x=3500, y=1350), but either route takes you\nto the same place.) Outside of House Jae'llat, search one of the windows\nto find some Bracers of Binding. They're cursed, but at least now you\ncan't accuse me of not pointing them out. Inside you'll find various\nmembers of House Jae'llat, including Rilloa Jae'llat (a Cleric) along\nwith several Jae'llat Guards. Jump on Rilloa as soon as you enter and\nshe should go down quickly, then mop up the rest of the Jae'llat Guards\nnearby. Once they're all dead head to the east, then turn north to find\nHindra Jae'llat and Ist'tar Jae'llat, the former of which is another\nCleric, and the latter of which is a Fighter. Target the former, and if\nthe latter is causing you too much trouble consider targeting him with a\ndebuff like Chaos or Slow. Once they're all dead, loot them. Hindra\nwill leave behind four Diamonds, and of course everybody will drop\nDrow gear, which we don't need. Loot the house for some more significant\nloot. Water's Edge +3 is really just a +3 Scimitar, but since the\ndevelopers decided to name it, I'll include it as a somewhat-unique\nweapon (as opposed to a simple Spear +3). And of course, the gems and\ngold are welcome, too. Make sure you have everything before you leave,\nyou won't be able to come back without the Jae'llat Wardstone.\n\n***ITEMS*** (AR2200)\n(x=3350, y=1400) Bracers of Binding\n\n***ITEMS*** (AR2209)\n(x=620, y=600) 12 gold\n(x=350, y=800) Water's Edge +3\n(x=300, y=750) 1 gold\n(x=220, y=750) Emerald x4, Pearl x45\n(x=170, y=800) 2500 gold\n&lt;----------------------------------------------------------------------&gt;\n36) Now there's only one thing left to do before returning to Phaere\nand Ardulace, it's time to rescue some slaves. Over at (x=1100, y=1800)\nyou'll find a Drow Slave Trader. Ask to buy some slaves and, now with \nthe favor of House Despana secured, he'll agree. If you want them \nunarmed you can get them for 1000 gold, but if you want them armed, \nyou'll need to pony up 2000 gold. You can argue him down to 500\/1500, \nbut that's as low as it goes. But what to do with them? If you buy\nthem you can hunt them down for some experience... for whatever reason,\nyou won't lose any reputation. You can free them unarmed, but as the\nSlave Leader points out, they've got little hope of making it back to\nthe surface alive. No kidding, this crap is hard! On the other hand \nif you arm them and then free them, you've significantly improved\ntheir odds for survival. You'll get a heftier experience reward and a\npoint of reputation. Of course, if you just hunt and kill them you'll\nget roughly 4946 experience if you catch them all. Do whatever your\nalignment dictates.\n\nOkay, so there's one more thing to do: sell off the armor and other\ncrap you've accumulated during your stay here. You don't need it, and\nit's better to sell it off now than let it disintegrate on the\nsurface...\n\n***REWARD***\n(For freeing the slaves-without weapons)\nEXP\t5000\n\n***REWARD***\n(For freeing and arming the slaves)\nEXP\t7500\nReputation +1\n&lt;----------------------------------------------------------------------&gt;\n37) Now that we've cleared the Beholder Den, the Illithid City, and\ndone all the side quests in Ust Natha that can be done, it's time to\nbring the Matron Mother her component. Talk to Phaere (who is, of course\nin the Temple of Lloth (AR2201) and they'll collect whatever components\nyou have (no sense carrying them around anyways). Ardulace will then\ndecide to seal the city during the ritual, to prevent the potential\ninterference from a certain testy dragon. Phaere, of course, demands\nthat you meet her in her personal quarters quick-like.\n\n***REWARD***\n(For delivering the blood of a noble race to Matron Mother Ardulace)\nEXP\t22000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n38) Return to the Female Fighter's Society and talk to Phaere, who tells\nyou that she has a plan to take over House Despana-an arrangement that\nwould also be very beneficial to you, were you actually a Drow. After\nall, why not be the favored male of a Matron, rather than just the\nfavored male of a Matron's eldest daughter? Before she'll tell you her\nplan you have to say that you're willing to betray the Matron Mother.\nAnd why wouldn't you be? The Drow seek to summon a powerful demon to\naid them in their attack on the surface elves-which is not merely just\na raid, but a full-out war. To get the demon's attention the blood of\na noble beast was needed, but giving it Adalon's eggs would entice it\nto aid them fully. Taking the eggs hostage also prevented Adalon from\nattacking the Drow soldiers as they mustered their forces. Once they\nhave the services of a greater demon, they wouldn't need to fear Adalon,\neither. Whatever Jon wants with those surface elves, he's willing to\nrelease Drow and all of their schemes upon them, so we can assume it's\nreally nothing good. Since Irenicus wants the elves dead, it would make\nsense to view them as friendly-the enemy of our enemy, and all that.\nPhaere has no problem with any of that; in fact, that's what is going\nto escalate her house into a position of pre-eminence. She wants you\nto sneak into the House Despana treasury and switch out the real eggs\nwith her fake eggs. When Matron Ardulace offers the phony eggs, the\ndemon will naturally be offended and kill the Matron Mother, at which\npoint Phaere will present the real eggs and gain all the glory. She'll\ngive you the 'Fake Dragon Eggs (Phaere's)', and the 'Despana Treasury\nKey'.\n&lt;----------------------------------------------------------------------&gt;\n39) Head over to the Temple of Lloth and Solaufein will appear if you\nspared him. To repay you for your mercy he'll give you a second set of\nfake eggs-these ones will fool Phaere. Solaufein claims not to care\nabout the Drow and their war against the surface, he just wants to\nscrew Phaere and her house... and not the way he used to! The operative\nidea is that you take the real eggs, replace them with Phaere's, and\nthen give Phaere Solaufein's fake eggs, resulting in the death of both\nPhaere and Matron Ardulace... and leaving you with the real eggs. With\nthe 'Fake Dragon Eggs (Solaufein)' in hand, head into the Temple of\nLloth.\n\nNote: If you have any thoughts about siding with Phaere or Matron\nArdulace, you need to make some pretty serious adjustments to your\nprepared spells. Get as many Bolt of Glory spells prepared as you can,\nand for your Mages, focus on Magic Missile, Melf's Acid Arrow, Flame\nArrow, Greater Malison, and especially Lower Resistance. That is, unless\nyou have some +5 weapons stashed away that I don't know about.\n&lt;----------------------------------------------------------------------&gt;\n40) Head to the central main chamber, and head south down a ramp, which\ncurves around back to the north and terminates at a guarded treasury \ndoor (x=2100, y=800). If you open the door, the guards will attack-this\nis inevitable, so just open the door and head into the treasury and kill\nthe Egg Guards inside, where it's less likely other Drow will see them.\nInside this room you can see an obvious problem. Five of them, in fact.\nBesides the Egg Guards, who were just about the weakest Drow ever, are\nfive Golems: two Clay Golems, and three Stone Golems. Gather a strong\nbunch of melee Fighters and arm them with bludgeoning weapons... Imoen\nor Edwin can equip the Rod of Smiting and use the range of the weapon to \nattack from the back. Once your defenses are up, run into the treasury \nand loot the eggs (x=2100, y=350) and grab the 'Dragon Eggs'. If you \nleave the room, the Golems won't follow you out, but what fun is that?\nDispose of the Golems (which should be pretty easy if you can knock even\none out with the Rod of Smiting) and leave. Now, if we have both sets of\nfake eggs (Solaufein's and Phaere's) and the real eggs, we can take one\nof several paths, depending on whose eggs you keep and whose eggs you\ngive to whom. To prevent any mistakes and to understand the options\nbefore you, be sure to read Steps #41 and #42 before doing anything.\n&lt;----------------------------------------------------------------------&gt;\n41) If you take the eggs to Matron Ardulace (x=520, y=1150) and show her\nboth the real eggs Phaere made you steal, and the fake eggs Phaere \nplanned to replace them with, she'll believe you and bring Phaere in, \nwho is promptly killed. Note that you can give Ardulace Solaufein's fake\neggs instead of the real ones. If you don't want to betray Phaere to\nArdulace, you can net some extra experience by returning to Phaere at\nthe Female Fighter's Society and giving her the real eggs. And again, \nyou can, of course, give Phaere Solaufein's eggs, as well. If you end up\nwithout the real eggs, an Imp will show up and warn you that Adalon can\nsee what's going on, and you had better get those eggs back or else\nAdalon will be very... unhappy (Lee says I should comment on the Imp\ntalking like Yoda, but I will NOT be pressured when it comes to\npointless jokes!) If you have the eggs, the Imp (and presumably Adalon)\nare pleased, but you're told that Matron Ardulace must be killed before\nyou can get out of the city... since it's sealed and all. If you gave\nPhaere either the real eggs, or Solaufein's eggs, return to the Temple\nof Lloth and meet with her there. If you betrayed Phaere, after Adalon's\nImp leaves, a Ritual Guard will show up. Either way, you'll be whisked\nto the ritual room.\n\n***REWARD***\n(For giving Phaere the real eggs)\nEXP\t10000\n\n***REWARD***\n(For giving Phaere Solaufein's fake eggs)\nEXP\t20000\n&lt;----------------------------------------------------------------------&gt;\n42) Ardulace will begin the rite to summon the demon, and sure enough a\nLesser Demon Lord shows up. Don't let the 'lesser' fool you, focus more\non the 'Demon Lord' part. If you played a switcheroo on Matron Ardulace,\nhowever, she'll be smote by the demon. If Phaere is still alive, she\nwill interject and attempt to placate the demon by offering it the real\neggs... or what she thinks are the real eggs. Again, if she has fake\neggs she'll be smote by the demon, too. If Ardulace has the real eggs,\nshe offers them up to the demon without a hitch, and the demon will\nreveal your disguise, and they'll all attack (Phaere is worth 12000\nexperience, Ardulace is worth 16000, and the Lesser Demon Lord is worth\n26000, or 54000 total). If Ardulace was killed and Phaere attempts to\ngive the demon the eggs, you'll get a chance to interject. Both of them\nwill turn hostile anyways, but you'll be able to loot the real eggs off\nPhaere's corpse this way. If Phaere succeeds in giving up the real eggs,\nthe demon will reveal your disguise and both Phaere and the demon will\nattack you. If you gave them both fake eggs, or if you had Phaere killed\nand gave Ardulace fake eggs the demon will leave without a fight.\n\nFinally... if you're evil, you can bargain with the demon yourself after\nthe two Drow are dead. You can ask the demon for a vast amount of\nwealth, or power beyond belief... but the demon will just kill you\ninstead. He'll also kill you if you try and change your mind. If you ask\nfor escape, he'll escort you out of the city, killing every Drow\nyou encounter along the way. If you ask for a 'powerful magic item'\nthe demon will give you Blackmist +4, a Halberd that can cast darkness\nthree times per day. Unfortunately, Adalon has a better deal for us. So\nwhat to do? If you want to kill as much as possible, you could give\nPhaere the real eggs, then interrupt her ritual and kill her and the\ndemon (12000 experience, and 26000 experience, respectively, plus the\n10000 experience for giving Phaere the eggs.) The demon is invulnerable\nto anything less than a +5 weapon... which we don't have. His Hit\nPoints, however, aren't insurmountable. If you can hit him with several\nBolt of Glory spells he'll go down. If you're lower level, hit him with\nat least two Lower Resistance spells, which will open him up to other\noffensive spells (magic missile, etc.) He might be strong, but he is\nfar from unbeatable if you take his magic resistance down. On the other\nhand, if you do a double-switcheroo by replacing the real eggs with\nPhaere's fake eggs, and then give Phaere Solaufein's fake eggs, you'll\nget a hefty quest experience reward which far outstrips what you'd get\nfrom fighting. Frankly, this is my favorite option. Even the loot-monger\nin me can admit that Blackmist +4 isn't worth fighting Adalon over,\nsince it will be soon out-classed by loot we will find when we're back\non the surface. It also prevents us from getting the quest experience\nfor returning Adalon's eggs, which is pretty damn generous. Loot Matron\nArdulace for some truly quality loot, including Gorgon Plate +4. With an\nArmor Class of -1 it's one of the best suits of armor in Shadows of Amn.\nI typically put it on one of my shield-carrying characters with a decent\namount of Dexterity, as it's Armor Class isn't quite as good as some of\nthe other high-end armors we'll find. For me, this typically means\neither Jaheira or Viconia. She also drops a Ring of Spell Turning, which\ncasts Minor Spell Turning once per day-it'll block up to four spell\nlevels worth of spells, or up to one 7th level spell... which doesn't\nreally make it worth wearing around. In addition, she drops three Rogue\nStones, five Moonbar Gems, six Black Opals, and 3500 gold.\n\n***REWARD***\n(For tricking Phaere and Matron Ardulace to their demise)\nEXP\t25000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n43) Now we only have a few minutes to escape the city before our cover\nis blown (provided it wasn't blown by the demon earlier). But the\nobvious question remains... why do we care? Most Drow are worth several\nthousand experience apiece, and we can fight them in relatively small\ngroups. If you want to get as much experience as you can, just go\nthrough Ust Natha killing the Drow. You won't be coming back here, so\nthere's really no point in sparing anybody or anything. You can expect\nto earn tens of thousands of experience.. even if you won't find any\ngood loot. You can also cast Haste on your party and try to make a\nbreak for it... perhaps aided by Invisibility 10' Radius? As an Elf,\nhowever, I just can't resist the chance to turn the tables on the Drow.\n\nNote: After you leave Ust Natha, it's a good time to visit Carlig and\nsell some junk. You can also visit the Gnomes for more shopping. You\nmight want to consider buying some +2 ammunition, if you don't have any\nlying around. This will come in handy during an encounter later.\n&lt;----------------------------------------------------------------------&gt;\n44) Leave Ust Natha and enter Adalon's cave... you do still have that\nLight Gem, right? Let's hope so. Go up to Adalon with her eggs in hand\nand give them to her. She'll be delighted and rewards you as promised-\nnot only with the largest experience reward so far, but with Necaradan's\nCrossbow +3 as well. It's a decent Crossbow, but its +3 THAC0 and\ndamage isn't worth trading the +5 THAC0 and +2 damage of The Guide +2.\nAdalon will reveal that she lied-you could have fought your way out, but\nit doesn't really matter anymore. This was far more rewarding. She now\nfulfills the last part of her bargain-taking you to the surface...\nFarewell Underdark!\n\n***REWARD***\nEXP\t78500 (each character)\nItem\tNecaradan's Crossbow +3\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t          Escaping the Underdark\t \t       |\n|\t\t         \t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK033}\n\t\t1) The Drow Gate\n\t\t2) Crushing Kuo-Toa\n\t\t3) Kuo-Toa and Beholders\n\t\t4) The Shrine of Demogorgon\n\t\t5) The Elven Shrine\n\t\t6) Black and White\n\t\t7) Freedom at Last!\n\nKuo-Toa Ruins (AR2402)\no======================================================================o\n1) Okay, so we're not quite out yet. Adalon takes us to the gates, but\nnot quite out. As soon as we arrive some Drow yell at us (we can no\nlonger understand their tongue, and Viconia, if she's there, isn't able\nto bring any favorable results.) A fight ensues, with you, a Drow Mage,\na Drow Priestess, a Drow with a Crossbow, and two over-powered \nSkeletons. Adalon decides to help you-in elven form-primarily by casting\nLower Resistance spells on the enemies. After the Drow are dead Adalon\nwill wish you farewell and leave you to your own devices. Sure, we can\nbegin to cut our way through the Drow between us and the exit, but we\nstill haven't searched the Kuo-Toa Ruins, and it would be very \nprofitable for us to do so.\n&lt;----------------------------------------------------------------------&gt;\n2) Head over to the south-east and dispose of a Kuo-Toa Whip, a Kuo-Toa\nWarrior, and a Kuo-Toa Wizard. Keep an eye out for their bolts, which\ncan stun, and the Wizards are fond of using Hold Person. Leading with a\ncharacter wearing a Ring of Free Action might not be a bad idea. \nContinue south-east until the path forks to the north-east\/south-west.\nGo north-east first to find a room filled with Kuo-Toa, including a\nWarrior, two Whips, a Captain, a Priest, and a Wizard. When they're dead\nhead into another room to the south-east to find two Monitors and a\nKuo-Toa Prince. They may have already been provoked by fighting in the\nprevious room, but if not... well, kill them now. These fights required\nno special strategies on my part, just Haste and leading with a\ncharacter wearing a Ring of Free Action... and if any of my characters\nwere stunned or held, I had a Dispel Magic ready. When the Prince dies,\nloot his corpse for Kuo-Toa Bolts x30, a Spear, eleven Garnets, five\nWater Opals, some Kuo-Toan's Blood (which we no longer need), three\nPearls, seventeen Horn Coral Gems, 4540 gold, and Bracers of Blinding\nStrike, which cast Improved Haste on the wearer once per day for twenty\nseconds... or a few rounds. These won't grant a great bonus to any\ncharacter, but since a character who has a Ring of Free Action can't\nbe hasted normally, these might be useful once in a while.\n&lt;----------------------------------------------------------------------&gt;\n3) Journey back to the natural caverns and explore to the previously\nneglected south-west, where you'll find another group of Kuo-Toans.\nAgain, they're cheese. Just massacre them and keep going south until\nthe tunnels split to the east and west. Head west first. If you keep\ngoing west, you'll eventually reach the tunnel that will take you back\nto the main Underdark area. To the north there are two artificial\nrooms, the easternmost one contains more lame Kuo-Toa, and the\nwesternmost one contains a Beholder and two Gauth. Jaheira straps on\nher Shield of Balduran and smites them.\n\nNote: You can loot the pool (x=1200, y=950) in the southern chamber to\nobtain some 'Corrupted Tadpoles'. You can then put them in the pool in\nthe room with the Kuo-Toan Prince (x=3100, y=500) to spike their healthy\nyoungin's with these diseased, inferior ones. This is supposed to make\nthe Kuo-Toans weaker, but since it involves going through the area in\na different way then I care to, as well as sneaking the tadpoles past\nKuo-Toans, I never bother.\n&lt;----------------------------------------------------------------------&gt;\n4) Travel east as far as you can-there's a trap along the narrow\nwalkway between the water, just beyond the rune-although my Imoen was\napparently not up to the task of disarming it-and go through a door at\n(x=2800, y=1650) to reach a shrine of Demogorgon. Now that's a demon!\nClick on the statue at (x=2900, y=1000), which will tell you \"Place\nan animal sacrifice before great Demogorgon and awaken his children\nfrom their long sleep.\" Any 'children' of Demogorgon's can't be good\nnews. Rest up and spell-buff to the max just outside the door. Equip\nranged weapons with +2 ammunition (this is why you were told to buy\nsome earlier!) and, when ready, summon a monster (from a spell or item)\nat the feet of the statue of Demogorgon. Five Demon Knights will appear\nand attack the party, and this time they're fond of using level drain.\nThey also won't refrain from throwing out spells like Symbol: Fear,\nPower Word: Stun, and Power Word: Kill on your party, so you might need\nto buff up your brave summoning character before you provoke the\nDemonknights. After their initial spell assault, however, they'll tend\nto stick to melee attacks, which are bad enough in their own right.\nI run my protagonist into the doorway to be the first line of defense\nfor my party, while they shoot at the Demon Knights who engage my\nprotagonist. Taking refuge near the door serves two purposes-first,\nmany of the Demon Knights may not engage immediately, and secondly only\none or two will be able to assault my protagonist at the same time,\nthird, when they use Remove Magic, it might only hit my protagonist, and\nwith any luck most of his defenses will remain intact... or at least\nStoneskin. With this tactic I don't suffer even a single point of damage\n(having numerous Stoneskins to raise once they chop through them is the\nlarge reason why), and more importantly-no level drain.\n\nFour of the Demon Knights will drop a Two Handed Sword +1, but the\nnorth-most one near the statue has some special loot for you-Soul\nReaver +4, a Two Handed Sword +4 that can't be used by good characters.\nIt also drops the THAC0 of an enemy hit by it by two points every time\nit hits. Seems like a pretty damn awesome weapon for Dorn, no? It's just\na shame that Keldorn and Minsc can't use it. It also drops the Girdle of\nFrost Giant Strength, which raises the wearer's Strength to 21. It's a\nfantastic item, although we won't keep it forever-it'll do Keldorn or\nKorgan a great service for a while. The last premium item the Demon\nKnight drops is Armor of the Hart +3, which gives an base Armor Class\nbonus of -2. I put this on Keldorn\/Korgan, since they need the Armor\nClass more (since they don't use shields... or in Korgan's case, because\nhe won't be using a shield forever.) Besides... it just seems like the\nkind of armor that Keldorn should wear, what with the bravery and all.\n\n***ITEMS***\n(x=3280, y=1150) 15 gold\n(x=3200, y=1070) Scroll of Protection from Evil\n\nElven Shrine (AR2401)\no======================================================================o\n5) Now that we've claimed such tremendous loot, it's time to head back\nto the door where Adalon left us. Exit the Kuo-Toa Ruins at \n(x=950, y=400) to enter the Elven Shrine that Adalon was supposed to\nbe protecting. Lazy dragon. Not surprisingly it's crawling with Drow,\nand a fight ensues as soon as you enter. There's a Drow Mage lurking\nabove, and I have Keldorn hit him with a Dispel Magic, followed by my\nprotagonist engaging him in melee. Once he's eliminated it's a straight\nmelee between you, the Drow, and their pet spiders.\n\nNote from Lee:\nBefore exiting the Underdark altogether, I return to Carlig via the exit\nat (x=250, y=1850) and sell off ALL the drow gear. After the next couple\nof steps it's going to disintegrate, and my regular armor, etc, is\nsufficient to get me thru these steps. Once again wearing my 'normal'\ngear, I return here and exit as described.\n&lt;----------------------------------------------------------------------&gt;\n6) After those Drow are smote, continue north, where you'll find a War\nElf trying out some bravado. Once you enter the first room the War Elf\nwill tell you to get to the surface and report to one 'Elhan'. Sure. But\nthat doesn't mean we can't smite every Dark Elf we see along the way. Go\nthrough the door at (x=850, y=350) to find a trio of Dark Elves fighting\nsome War Elves. After the Drow are dead one of the Elves will again tell\nyou to find Elhan, and to avoid becoming a casualty. How sweet.\n&lt;----------------------------------------------------------------------&gt;\n7) Go through the door at (x=800, y=500) to find another, larger,\nDrow-on-Elf engagement. One of the Elves is kind enough to tell you to\nget the hell out of here and... talk to Elhan. Yes, we get it. Kill the\nDrow and continue through another door (x=500, y=700). Note that if you\ndo this room first (before the room in Step #6) the Elves here have a\nnasty habit of turning hostile for no reason... but it doesn't seem to\ncause any problems down the road, so don't sweat it. In this last room,\nyou can finally escape the Underdark-and Chapter 5, by exiting at\n(x=200, y=600). You might as well take off all your wonderful Drow\narmor, as it's about to turn to dust... I know, I know... life isn't\nfair sometimes. But at least you got two pretty nice suits of armor in\nthe Underdark to somewhat deaden the pain of returning to laughable\nsurface gear.\n\n***ITEMS***\n(x=620, y=570) Iol Gem\n\n\t\tEVIL PARTY STATS: END OF CHAPTER 5\no======================================================================o\nDorn\nBlackguard 18\nExperience: 3025735\nHit Points: 107\nArmor Class: -6\n\nParalyze\/Poison\/Death:\t1\nRod\/Staff\/Wand:\t\t3\nPetrify\/Polymorph:\t2\nBreath Weapon:\t\t2\nSpells:\t\t\t4\n\nWeapon Proficiencies\nBastard Sword\t\t++\nTwo Handed Sword\t++\nHalberd\t\t\t++\nCross Bow\t\t++\nTwo-Handed Weapon Style\t++\n\nArmor: Armor of the Hart +3\nGloves:\t...\nHelmet:\tHelm of the Noble +1\nAmulet:\tKaligun's Amulet of Magic Resistance\nWeapon:\tIlbratha +1 (THAC0: 1)\n\tSoul Reaver +4 (THAC0: -5)\n\tThe Guide +2 (THAC0: -4)\nShield:\t...\nRing 1:\tRing of Human Influence\nRing 2:\tRing of Earth Control\nCloak:\tNymph Cloak\nBoots:\tSense of the Cat\nBelt:\tGirdle of Fortitude\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\t...\n&lt;----------------------------------------------------------------------&gt;\nKorgan\nBerserker 20\nExperience: 3024177\nHit Points: 148\nArmor Class: -11\n\nParalyze\/Poison\/Death:\t-2 (-2)\nRod\/Staff\/Wand:\t\t-2 (-2)\nPetrify\/Polymorph:\t2 (-2)\nBreath Weapon:\t\t2 (-2)\nSpells:\t\t\t-1 (-2)\n\nWeapon Proficiencies\nAxe\t\t\t+++++\nWar Hammer\t\t++\nTwo-Weapon Style\t+++\n\nArmor:\tFull Plate Mail\nGloves:\tThe Brawling Hands\nHelmet:\tHelmet of the Noble +1\nAmulet:\tAmulet of 5% Magic Resistance\nWeapon:\tStonefire +3 (THAC0: -8)\n\tFrostreaver +3 (THAC0: -8)\n\tHangard's Axe +2 (THAC0: -9)\n\tDwarven Thrower +3 (THAC0: -9)\nShield:\tSaving Grace +3\nRing 1: The Guard's Ring +2\nRing 2:\tRing of Air Control\nCloak:\tCloak of the Sewers\nBoots:\tThe Paws of the Cheetah\nBelt:\tGirdle of Frost Giant Strength\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\tIron Horn of Valhalla\n&lt;----------------------------------------------------------------------&gt;\nJaheira\nFighter 14\/Druid 14\nExperience: 1524560\/1524560\nHit Points: 92\nArmor Class: -10\n\nParalyze\/Poison\/Death:\t5\nRod\/Staff\/Wand:\t\t7\nPetrify\/Polymorph:\t6\nBreath Weapon:\t\t5\nSpells:\t\t\t3 (-5)\n\nWeapon Proficiencies\nScimitar\t\t+\nDagger\t\t\t++\nClub\t\t\t++\nQuarter Staff\t\t+\nSling\t\t\t+\nSword and Shield Style\t+\n\nArmor:\tGorgon Plate +4\nGloves:\tXarranous' Second Sword Arm\nHelmet:\tHelm of the Noble +1\nAmulet:\tHarper Pin\nWeapon:\tFiretooth +3 (THAC0: -1)\t\n\tBlackblood +3 (THAC0: -1)\nShield:\tSentinel +4\nRing 1:\tRing of Spell Turning\nRing 2: Ring of Fire Control\nCloak:\t...\nBoots:\tThe Frost's Embrace\nBelt:\tGirdle of Hill Giant Strength\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\t...\n&lt;----------------------------------------------------------------------&gt;\nViconia\nCleric 21\nExperience: 3027992\nHit Points: 84\nArmor Class: -9\n\nParalyze\/Poison\/Death:\t-1 (-3)\nRod\/Staff\/Wand:\t\t3 (-3)\nPetrify\/Polymorph:\t2 (-3)\nBreath Weapon:\t\t5 (-3)\nSpells:\t\t\t4 (-3)\n\nWeapon Proficiencies\nWar Hammer\t\t+\nClub\t\t\t+\nFlail\t\t\t+\nMace\t\t\t+\nQuarterstaff\t\t+\nSling\t\t\t+\nSword and Shield Style\t+\n\nArmor:\tFull Plate Mail\nGloves:\tHands of Takkok\nHelmet:\tHelm of Balduran\nAmulet:\tSensate Amulet\nWeapon:\tFlail of Ages +3 (THAC0: 1)\n\tSling of Arvoreen +4 (THAC0: -3)\nShield:\tShield of the Lost +2\nRing 1:\tEdventar's Gift\nRing 2:\t...\nCloak:\tThe Spirit's Shield +2\nBoots:\t...\nBelt:\tDestroyer of the Hills\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\tBlack Spider Figurine\n&lt;----------------------------------------------------------------------&gt;\nProtagonist\nFighter 12\/Mage 12\/Thief 14\nExperience: 1050077\/1050077\/1050077\nHit Points: 106\nArmor Class: -3\n\nParalyze\/Poison\/Death:\t5 (-2)\nRod\/Staff\/Wand:\t\t5 (-2)\nPetrify\/Polymorph:\t6 (-2)\nBreath Weapon:\t\t6 (-2)\nSpells:\t\t\t5 (-2)\n\nWeapon Proficiencies\nLong Sword\t\t++\nKatana\t\t\t++\nTwo Weapon Style\t+++\n\nArmor:\tRobe of the Evil Archmagi\nGloves:\tBracers of Defense A.C. 3\nHelmet:\tVhailor's Helm\nAmulet:\tAmulet of Power\nWeapon:\tCelestial Fury +3 (THAC0: 2)\n\tSword of Flame +1 (THAC0: 3)\nShield:\tBlade of Roses +3 (THAC0: 3)\nRing 1:\tRing of thes Princes +1\nRing 2:\tRing of Acuity\nCloak:\tCloak of Mirroring\nBoots:\tThe Paws of the Cheetah\nBelt:\tElves' Bane\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\t...\n&lt;----------------------------------------------------------------------&gt;\nEdwin\nConjurer 18\nExperience: 3041118\nArmor Class: 3\n\nParalyze\/Poison\/Death:\t6 (-4)\nRod\/Staff\/Wand:\t\t1 (-4)\nPetrify\/Polymorph:\t5 (-2)\nBreath Weapon:\t\t0 (-9)\nSpells:\t\t\t4 (-2)\n\nWeapon Proficiencies\nDagger\t\t\t+\nQuarter Staff\t\t+\nDart\t\t\t+\nSling\t\t\t+\n\nArmor:\tRobe of Vecna\nGloves:\tBracers of Defense A.C. 4\nHelmet:\tPale Green Ioun Stone\nAmulet:\tEdwin's Amulet\nWeapon:\tRod of Smiting (THAC0: 11)\n\tBoomerang Dagger +2 (THAC0: 12)\nShield:\t...\nRing 1:\tReaching Ring\nRing 2:\tRing of the Princes +1\nCloak:\tCloak of Displacement\nBoots:\t...\nBelt:\tBelt of Inertial Barrier\nMisc 1:\tBook of Infinite Spells\nMisc 2:\t...\nMisc 3:\tEfreeti Bottle\n&lt;----------------------------------------------------------------------&gt;\nMy front-line fighters now have more even Armor Classes, but I am still\npampering Korgan for the day when he gives up his shield so he can dual-\nwield Axe of the Unyielding and Crom Faeyr. Another bit of gear info to\nmake note of is the sad fact that we will be giving up the Girdle of\nFrost Giant Strength and the Hands of Takkok to obtain Crom Faeyr. At\nthat point, Viconia will get the Girdle of Hill Giant Strength that\nJaheira has worn most of the game, but never fear, a better girdle will\nbe obtained soon for Jaheira. Once obtained our front line will boast\na Strength of 19\/25\/20\/19. If Viconia obtains her holy symbol any time\nsoon, it will further boost her Strength. The Guard's Ring +2 will also\ndance around a bit-it's been on Korgan since we've obtained it, but\nonce Korgan gets himself a suit of magical armor, he'll give it to my\nprotagonist. When she gets a suit of magical armor, it'll go to Edwin.\nWhen he gets a superior ring, it'll find yet another home. Other\nnoteworthy gear-changes coming up before the end of the game include the\nRing of Gaxx for my protagonist, as well as the long-awaited suit of\nmagic-friendly armor near the end of the game. We'll be creating the\nEqualizer shortly, which will serve as my protagonist's off-hand weapon\nfor the rest of Shadows of Amn, and we'll obtain Daystar, which will be\nan alternate main-hand weapon for my protagonist which will allow her to\n(hopefully) cheap-shot undead throughout the rest of the game. Dorn will\nget the vorpal Silver Sword, which, while only having an enchantment of\n+3 has some wonderful properties that makes it worth using over Soul\nReaver +4. Korgan will get Crom Faeyr, dropping his shield and becoming\na two-weapon fighter. It'll be a while before he comes into his own in\nthis regards, but it's hard to argue with a Strength score of 25.\n\n\t\tGOOD PARTY STATS: END OF CHAPTER 5\no======================================================================o\nKeldorn\nInquisitor 15\nExperience: 2394012\nArmor Class: -8\n\nParalyze\/Poison\/Death:\t1 (-1)\nRod\/Staff\/Wand:\t\t3 (-1)\nPetrify\/Polymorph:\t2 (-1)\nBreath Weapon:\t\t1 (-1)\nSpells:\t\t\t4 (-1)\n\nWeapon Proficiencies\nLong Sword\t\t++\nTwo Handed Sword\t++\nWar Hammer\t\t+\nCross Bow\t\t++\nTwo Handed Weapon Style ++\n\nArmor:\tArmor of the Hart +3\nGloves:\tThe Brawling Hands\nHelmet:\tHelm of the Noble +1\nAmulet:\tKaligun's Amulet of Magic Resistance\nWeapon:\tFlame of the North (THAC0: -1)\n\tRas +2 (THAC0: -1)\n\tFiretooth +4 (THAC0: -3)\nShield:\t...\nRing 1:\tRing of Regeneration\nRing 2:\tRing of Earth Control\nCloak:\tNymph Cloak\nBoots:\tBoots of Grounding\nBelt:\tGirdle of Frost Giant Strength\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\t...\n&lt;----------------------------------------------------------------------&gt;\nJaheira\nFighter 14\/Druid 14\nExperience: 1552524\/1552524\nArmor Class: -9\n\nParalyze\/Poison\/Death:\t2 (-3)\nRod\/Staff\/Wand:\t\t4 (-3)\nPetrify\/Polymorph:\t5 (-1)\nBreath Weapon:\t\t2 (-3)\nSpells:\t\t\t7 (-1)\n\nWeapon Proficiencies\nScimitar\t\t+\nDagger\t\t\t++\nClub\t\t\t++\nQuarter Staff\t\t+\nSling\t\t\t+\nSword and Shield Style\t+\n\nArmor:\tGorgon Plate +4\nGloves:\tGauntlets of Weapon Skill\nHelmet:\tHelmet of Defense\nAmulet:\tPeriapt of Proof Against Poison\nWeapon:\tBoneblade +4 (THAC0: -2)\n\tFire Tooth +3 (THAC0: -1)\nShield:\tSentinel +4\nRing 1:\tRing of Regeneration\nRing 2: Ring of the Ram\nCloak:\tCloak of Displacement\nBoots:\tBoots of the North\nBelt:\tGirdle of Hill Giant Strength\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\tBlack Spider Figurine\n&lt;----------------------------------------------------------------------&gt;\nAnomen\nCleric 18\/Fighter 7 (Inactive)\nExperience: 2347951\/64000\nArmor Class: -6\n\nParalyze\/Poison\/Death:\t3 (-1)\nRod\/Staff\/Wand:\t\t7 (-1)\nPetrify\/Polymorph:\t6 (-1)\nBreath Weapon:\t\t9 (-1)\nSpells:\t\t\t8 (-1)\n\nWeapon Proficiencies\nWar Hammer\t\t++\nMace\t\t\t++\nSling\t\t\t++\nSword and Shield Style\t++\n\nArmor:\tDoomplate +3\nGloves:\tGauntlets of Ogre Power\nHelmet:\tHelm of Balduran\nAmulet:\tSensate Amulet\nWeapon:\tSkullcrusher +3 (THAC0: 2)\n\tSling of Arvoreen +4 (THAC0: 4)\nShield:\tFortress Shield +3\nRing 1:\tRing of Free Action\nRing 2:\tRing of Holiness\nCloak:\tCloak of Sewers\nBoots:\tBoots of Avoidance\nBelt:\tGirdle of Bluntness\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\tSilver Horn of Valhalla\n&lt;----------------------------------------------------------------------&gt;\nProtagonist\nFighter 14\/Mage 14\nExperience: 1621150\/1621150\nArmor Class: -4\n\nWeapon Proficiencies\nKatana\t\t\t++\nFlail\t\t\t++\nTwo Weapon Style\t+++\n\nParalyze\/Poison\/Death:\t3 (-2)\nRod\/Staff\/Wand:\t\t5 (-2)\nPetrify\/Polymorph:\t4 (-3)\nBreath Weapon:\t\t3 (-2)\nSpells:\t\t\t6 (-2)\n\nArmor:\tAdventurer's Robe\nGloves:\tBracers of Defense A.C. 3\nHelmet:\tVhailor's Helm\nAmulet:\tAmulet of Power\nWeapon:\tCelestial Fury (THAC0: -1)\n\t...\nShield:\tFlail of Ages +3 (THAC0: 2)\nRing 1:\tRing of Protection +2\nRing 2:\tRing of Acuity\nCloak:\tCloak of Mirroring\nBoots:\tBoots of Speed\nBelt:\t...\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\tGolem Manual<\/pre>\n\n\n\n<pre id=\"faqspan-29\" class=\"wp-block-preformatted\">&lt;----------------------------------------------------------------------&gt;\nMinsc\nRanger 16\nExperience: 2406238\nArmor Class: 0\n\nWeapon Proficiencies\nTwo Handed Sword\t++\nHalberd\t\t\t++\nMace\t\t\t++\nLong Bow\t\t++\nTwo Handed Weapon Style +\nTwo Weapon Style\t++\n\nParalyze\/Poison\/Death:\t5 (+1)\nRod\/Staff\/Wand:\t\t5 (-1)\nPetrify\/Polymorph:\t4 (-1)\nBreath Weapon:\t\t3 (-1)\nSpells:\t\t\t6 (-1)\n\nArmor:\tArmor of the Viper +5\nGloves:\tBracers of Archery\nHelmet:\tHelmet of Defense\nAmulet:\tAmulet of 5% Magic Resistance\nWeapon:\tDragon's Bane +3 (THAC0: -1)\n\tIlbratha (THAC0: 4)\n\tElven Court Bow +3 (THAC0: -4)\nShield:\t...\nRing 1:\t...\nRing 2:\t...\nCloak:\tCloak of Non-Detection\nBoots:\tBoots of Stealth\nBelt:\tGirdle of Bluntness\nMisc 1:\tBoo\nMisc 2:\tHorn of Silence\nMisc 3:\tBook of Infinite Spells\n&lt;----------------------------------------------------------------------&gt;\nImoen\nMage 15\/Thief 7 (Inactive)\nExperience: 2206822\/40000\nArmor Class: -1\n\nParalyze\/Poison\/Death:\t9 (-2)\nRod\/Staff\/Wand:\t\t5 (-2)\nPetrify\/Polymorph:\t7 (-2)\nBreath Weapon:\t\t4 (-7)\nSpells:\t\t\t6 (-2)\n\nWeapon Proficiencies\nDagger\t\t\t+\nQuarter Staff\t\t+\nShort Bow\t\t+\nDart\t\t\t+\nTwo Handed Weapon Style +\n\nArmor:\tRobe of Vecna\nGloves:\tGlove of Pick Pocketing\nHelmet:\tPale Green Ioun Stone\nAmulet: Amulet of Metaspell Influence\nWeapon:\tCleric's Staff +3 (THAC0: 12)\n\tTansheron's Bow +3 (THAC0: 10)\nShield:\t...\nRing 1:\tRing of Fire Control\nRing 2:\tRing of Danger Sense\nCloak:\tCloak of the Shield\nBoots:\tBoots of Grounding\nBelt:\tBelt of Inertial Barrier\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\tEfreeti Bottle\n&lt;----------------------------------------------------------------------&gt;\n\no======================================================================o\n|\t\t         \tChapter 6 \t\t \t       |\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t       Settling into Surface Life   \t               |\n|            (Baron Ployer's Curse and the Harper Hold Quests)\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK034}\n\t\t1) Elhan's Interrogation\n\t\t2) Our Immediate Goals\n\t\t3) Drow and Dreams\n\t\t4) Jaheira's Hostage Situation\n\t\t5) Companions of the Pink Hammer\n\t\t6) Last Gasp of the Githyanki\n\t\t7) Have a Heart...\n\t\t8) Ribald's Updated Stock\n\t\t9) Returning to Deidre\n\t\t10) More Braggart Adventurers\n\t\t11) Crafting with Cromwell\n\t\t12) Discussing Future Goals\n\t\t13) Jahaboam's Romantic Sale\n\t\t14) Baron Ployer's Curse\n\t\t15) The Pirate Cave\n\t\t16) Baron Ployer's Companions\n\t\t17) Baron Ployer's Collapse\n\t\t18) Rylock's Monster Bash\n\t\t19) Entering the Harper Hold\n\t\t20) Rescues are for the Birds\n\t\t21) The Double Play\n\t\t22) Summoned to the Harper Hold\n\t\t23) Galvarey Condemnation\n\t\t24) Revaine's Revenge\n\t\t25) Dermin's Warning\n\t\t26) Rescuing Jaheira\n\t\t27) Dermin Revealed\n\t\t28) Jaheira's Redemption\n\nUnderdark Exit (AR2500)\no======================================================================o\n1) You'll get another narrated cutscene announcing the transition of\nChapters before you appear on the surface, surrounded by Elves. One\nElven Warrior will talk to you and will-at length-take you to Elhan...\nor rather his stooge, General Sovalidaas. He's a trustworthy chap who\neventually displays the boundless decision-making skills that proved\nso instrumental in rising to the rank of General by referring you to\nElhan. When you finally get to speak to Elhan (a rather deep-voiced\nElf, if I do say so) you'll be questioned, and the veracity of your\nanswers will be tested by some snooty sages. Answer however you please,\nyou really can't mess this up. At length Elhan will get around to\ntelling you his problems, like we need them. Apparently the city\nIrenicus was after-Suldanessellar-has vanished, leaving these Elves\nfighting the Drow cut off from home, and all the supplies and\nreinforcements that home can send. Apparently Irenicus wanted the Drow\nto split the forces of the Elves and occupy those outside of the city\nto prevent whatever concealment he placed around it from being\nbreached. He's stalling for time, and time is one thing we don't have\n(supposedly). To reach Irenicus (that soul-stealing bastard) you need to\nfind an item called the Rhynn Lanthorn, a lantern that would allow you\nto find your way to Suldanessellar. The problem? Somebody stole it when\nthe Drow attacked, and since we cut up all the leading Drow, it wasn't\nthem. Now, who would Irenicus trust with the only item that could\nthwart his plans? Barring some mysterious new ally, it would seem to be\nBodhi, who probably wouldn't be anywhere near these Elves... If I were a\ncrazy Vampire bitch, where would I be? Well, I certainly wouldn't have\nreturned to my old hiding place, that would be too obvious... right?\nAsk Elhan for some supplies (stakes, holy water, that jazz), to\ngain four Wooden Stakes and three vials of Elven Holy Water. He'll also\nsuggest that we speak to old friends. If we sided with the Shadow\nThieves earlier, I can think of no better group to ask. If Bodhi is back\nin town, they would know. If Viconia is in your party he'll decide that\nshe needs  to be.. neutralized. This will end with Viconia being geased\nto ensure her faithfulness to your cause, something you can be sure\nViconia vehemently hates. Aww... poor girl, she'll get over it.\n\nNote: You remember when I told you that killing the Elves in Step #7\nwouldn't cause any problems? As far as I know, I was right, but wantonly\nkilling your Elf buddies is still not a good idea. A fellow reader of\nthis FAQ encountered a problem where he would be questioned by Elhan,\nand everything would go down just fine... until the conversation ended,\nwhen he would be called a traitor and promptly executed. Since turning\nyour Elf-buddies hostile is a game-breaker, the developers just made it\na death-worthy offense. If Elhan reaches your protagonist and enters\ndialogue, it'll result in an auto-kill. If you're going around camp\nkilling the Elves of Suldanessellar, you deserve this. You pick a game-\nbreaking fight, you deserve a game over... or a broken game. But as far\nas my reader knew, he did no such thing-and obviously, the surface Elves\ndidn't initially think so, as they weren't hostile at the outset. Long\nstory short, he either had a messed up variable, or (more likely) had\naccidently killed a goodly Elf at some point without knowing. Since it\nhappened once (and therefore might happen again to any of my readers)\nand since I spent time trying to help troubleshoot this problem, I might\nas well relate the solution here-after all, it's not intially apparent\nwhen this has occured... until you end up dead after talking to Elhan.\nIf this is happening to you, make an alternate save before surfacing\n(and hence being forced to talk to Elhan) and open this save with\nShadowkeeper. Go to the 'Global Variables' section and look for a\nvariable called 'GOODELFKILL'. If it's there at all, you killed somebody\nyou shouldn't have... the value shouldn't matter. Simply delete the\nvariable line entirely and reload. With any luck, you won't be killed\nby Elhan. It worked for my reader, so hopefully it'll work for you, too.\nAgain, Shadowkeeper proves to be an invaluable tool... but a better\nmoral of the story is that tiresome RPG refrain-save your game often,\nand keep multiple saves.\n&lt;----------------------------------------------------------------------&gt;\n2) Anyways, we have our next main quest... but we won't pursue Bodhi\nuntil we've done everything there is to do in Shadows of Amn. There's\nstill a few high-level dungeons left, and some general exploration that\njust wasn't worth doing earlier. We've got great gear, good enough to\nstart gathering the best weapons and armor in the game. My next goal?\nIt's time to return to Athkatla, have Cromwell forge us some of the\nweapons we've collected, and complete all the areas in detail. We shall\nleave no stone unturned! At least... this FAQ won't, you turn whatever\nstones you wish. There's also new stuff at the Adventurer's Mart, and we\nstill didn't get everything from Deidre that we could have.. now that\nI have 100,000+ gold (and plenty of junk to sell!) we would be well-\nserved by buying anything that caught our fancy. We spent the first\nhalf of the game (Chapter 2) recruiting characters, and we'll spend most\nof this chapter unearthing epic loot and generally finishing up areas\nfor our peace of mind.\n&lt;----------------------------------------------------------------------&gt;\n3) Before we go off exploring, rest near the entrance to the Underdark.\nEventually a Drow squad will show up, including two Drow Mages and a\nFire Elemental, along with three normal Drow. Kill them and loot them,\neach of the normal Drow have suits of Elven Chain +1 and a Long \nSword +2. At the very least it'll sell good. If you sleep long enough, \nyou might get another dream, where a 'Dream Vision' talks to you on a \ngiant tree and tells you that you must reclaim your missing soul. \nYeah.. we kinda figured that part out already. \n&lt;----------------------------------------------------------------------&gt;\n4) Did I also mention that now that we're free from the Underdark, our\nromances will resume again? That imminent fear of death all around\ndoesn't do good things for the spirit, you know. Once you get far enough\nalong in the Jaheira romance, you'll be ambushed by a thug named Ertof\nDand while you rest, who will take Jaheira captive. The correct and\nmanly thing to do is to offer yourself up instead of Jaheira.\nAfterwards you'll get shot by someone named Kracer, which will take\nabout half of your Hit Points away. A fight will then ensue. Despite\ntheir armor, they're not much of a threat against, say, Insect Plague.\nFocus on Wurn first, as he's the one who'll cast spells and make life\nhard for you. Once he's down it's a straight melee, which a Haste and\nSlow will make a laugh. They'll drop nothing of real value or interest.\nAfter the fight Jaheira will check on you, mixing concern and anger as\nshe typically does.\n&lt;----------------------------------------------------------------------&gt;\n5) Now we're ready to move back to civilization... mostly to purchase\nthings. If you still have anything to buy at Trademeet, head there\n(provided you already completed Trademeet). If not, there's new stuff\nat the Adventurer's Mart, and there are still things to buy from\nDeidre. Both tasks require us to return to Athkatla, so head to \nWaukeen's Promenade. On your way, you'll probably encounter Drizzt and \nhis friends. This isn't really a fight worth getting into, as Keldorn\nand Jaheira will abandon you if you pick a fight.. and they're a pain in\nthe ass to defeat, being largely magic immune and all. I couldn't even\ntake down one of them at this point in the game. If you helped him \nin the last game you can convince Drizzt and his buddies to join your \nfight against Bodhi and her Vampires. If you attacked him in the last \ngame, he'll question your motives. If you tell him that you've changed \nsince then, or that you attacked him because you were afraid he'd turn \non you after the Gnolls were dead, he'll accept your apology. If you say\nthat you fight for what's right, he'll still join you against Bodhi, \neven though you've shown him such a poor reception in the past. This \nmight be alignment or reputation conditional, but I'm just too lazy to \nfind out for sure. Especially since I consider a forced cameo by Drizzt\nand company to be incredibly silly and forced, but taking them along\nwith you to fight Bodhi? It just seems cheap, and stupid. And did I\nmention forced?\n\nWaukeen's Promenade (AR0700)\no======================================================================o\n6) Back in Waukeen's Promenade for the first time in... a long time.\nHead over to the Adventurer's Mart and you'll be accosted by a Githyanki\nnamed Kruin (x=2200, y=1930). He's a bit... odd... but he'll eventually\nget around to asking for the Silver Blade. This is one rare case where\nyou can actually hand it over without a fight... but you've made it this\nfar, you might as well keep it. You should probably spell-buff to the\nmax before you get over there, they've got lots of spell-power and you\nwould be well-advised to respond in kind. When you ultimately refuse to\nhand over the Silver Blade Kruin will be joined by Gish, Knights,\nAnti-Paladins, a Captain, and a Warlock. They're fond of casting\nLightning Bolt, which can be even more unpredictable in Waukeen's\nPromenade, and they're not above using Potions of Invisibility to hide\nand attack weaker party members. Use True Sight to keep them honest, and\nkeep in mind, a Chaos and Insect Swarm used to good effect will pretty\nmuch win the fight. Of course, be wary of their own Chaos spells. When\nthey're dead, loot them for various Potions of Invisibility and Potions\nof Extra Healing (the quantity depends on how many the greedy Githyanki\ndrank), numerous suits of Plate Mail Armor, and the Silver Hilt. Now we\ncan turn this stupid Silver Blade into an useful sword, rather than a\nGithyanki magnet that just takes up space...\n\nNote: You can be accosted by Kruin and his fellow Githyanki in many\ndifferent places around Athkatla, not just in Waukeen's Promenade. You\nwill not, however, be bothered if you do not have the Silver Blade in\nyour possession. \n\nTemple of Ilmater (AR0703)\no======================================================================o\n7) Anyways, while we're here let's solve our Yoshimo problem and open up\nsome of our inventory. Really, how long have we been carrying around \nthis festering organ? Too long, let's leave it at that. Head over to the\nTemple of Ilmater (x=3250, y=700) and talk to the Priest of Ilmater\n(x=520, y=350). Pick option #4, and either of the following options to\ngive him Yoshimo's Heart, which can be cleansed of his geas and hence,\nfree Yoshimo from his guilt. For this act of selfless soul-saving\nyou'll get the largest single experience point reward of the entire\ngame (not counting the cumulative experience gained by 'each character'\nfrom some quests.)\n\n***REWARD***\n(For taking to Yoshimo's Heart to the Temple of Ilmater)\nEXP\t200000\n\nAdventurer's Mart (AR0702)\no======================================================================o\n8) Now that we've settled our Githyanki problem and our Yoshimo problem,\nhead into the Adventurer's Mart. It's now time to talk to Ribald and buy\nwhat 'normal' gear we haven't purchased yet. For me, this included the\nReflection Shield, which may come in handy from time to time. Pay 50\ngold to see his new 'special stock'. These are the items I found\ninteresting, and why:\n\nHelm of Brilliance\n------------------\nIt doesn't increase your Armor Class, but it does allow you to cast\na variety of spells, including Fireball, Sunray, and Prismatic Spray.\nIt could, conceivably, come in handy, but by now we can just cast\nthese spells on our own.\n\nT'rachcie's Plate +5\n--------------------\nWith an Armor Class of -2, it's one of the more defensive armors in\nShadows of Amn... however, the decrease of five points of Charisma could\nbe a problem... and the -2 Constitution penalty is definitely trouble.\nIf you had a character with neutral Constitution, it might be useful\nwithout harming the character too much-Viconia, for example, but there\nis better armor out there. We don't need to pay for the pleasure of\nstrapping on cursed armor.\n\nCrimson Chain +5\n----------------\nWith an Armor Class of 0, this is pretty much as good as it gets \nwithout being Plate Mail. Of course, you can't cast spells or sneak in\nit, so you might as well just wear whatever Plate Mail you can find.\n\nWarblade +4\n-----------\nHere's the +4 Two Handed Sword we've been looking for... and it has an\nimproved damage ranged of 1d12. Unfortunately, we just got the second\npiece of the Vorpal Silver Sword, and we're imminently going to obtain\nanother, greater weapon.\n\nHeartseeker +3\n--------------\nThis bow, with its' +4 THAC0 and +2 Damage is a clear improvement over\nthe Elven Court Bow +3. You might actually consider getting this for\nMinsc or Valygar... or you could just wait until we find one later, or\nanother, better bow.\n\nThere are also plenty of 8th and 9th level spells worth purchasing\n(especially Time Stop), but they are rather pricey... Get what you want,\nso long as that includes Time Stop.\n\no===========o\n|Mage Spells| Ribald Barterman (Special Stock)\no===========o----------------------------------------------------------&gt;\n8th-Incendiary Cloud\n8th-Maze\n8th-Pierce Shield\n8th-Power Word, Blind\n8th-Protection From Energy\n  ---\n9th-Black Blade of Disaster\n9th-Chain Contingency\n9th-Energy Drain\n9th-Freedom\n9th-Power Word, Kill\n9th-Shapechange\n9th-Spellstrike\n9th-Spell Trap\n9th-Time Stop\n9th-Wail of the Banshee\n&lt;----------------------------------------------------------------------&gt;\n9) As I mentioned in Step #2, it's also time to purchase all those\nwonderful things from Deidre we couldn't afford before-she doesn't\nhave any new loot on her, so you don't need to worry about that. I\npurchase the Sensate Amulet and the long-awaited Robe of Vecna. I now\nhave some much happier Clerics and Mages.\n\nDen of the Seven Vales (AR0709)\/(AR0712)\no======================================================================o\n10) Now let's visit the Den of the Seven Vales (x=3330, y=430), where\nyou can find an enterprising Mage attempting to be a Bard, Alatelo De\nBonito (x=500, y=520), whose efforts are ultimately unappreciated.\nThere's  also the owner, Patricia (x=620, y=420), who really doesn't\nlike men (but she's pretty cordial with females who talk to her.) All\nof this is terribly interesting, of course, but what we really want to\ndo is head up the stairs at (x=200, y=700), where we'll find a group of\nrelaxing adventurers, including Mencar Pebblecrusher, Smaeluv Orcslicer,\nSorcerous Amon, Brennan Risling, and Pooky. They're contemptuous \nbraggarts who seem to think that picking a fight with you will improve\ntheir life expectancy. It really won't. We could have cleared out\nthis den of buffoons as soon as Jaheira had Insect Plague, but there's\nno reason we can't do it now. An Insect Plague and a Chaos or two go\na long way towards putting them down, but at this level, I find it\nworks just as well to have Keldorn put up a True Sight. My \nFighter\/Mage then rushes Sorcerous Amon, who dies disturbingly quickly\ndue to my attentions. Pooky is the next to go, as he is actually more\nof a magical threat than he might seem. We don't need him casting his\nown Chaos on us, at any rate. To counter the threat he represents, my\nFighter\/Mage\/Thief protagonist starts out the battle with a sneak\nattack against Pooky. Smaeluv and Mencar are just Fighters, but\nBrennan is fond of chugging Potions of Invisibility, then sneak\nattacking. Once they're all dead, you can loot them for some goodies:\n\nMencar: Full Plate Mail, two Potions of Extra Healing, a Potion of Fire\nGiant Strength, an Iol Gem, a War Hammer +1, a Helmet and 80 gold.\n\nSmaeluv: Hide Armor (probably where the name 'Smelly' came from), an\nAngel Skin Ring, our old friend, the Cursed Berserking Sword +3 and\n42 gold.\n\nSorcerous: Whispers of Silence (aka: Cloak of Non-Detection), a Wand of\nLightning, a Potion of Extra Healing, a Silver Necklace and 102 gold.\n\nBrennan: Studded Leather Armor +1, Sandthief's Ring (aka: Ring of\nInvisibility), an Angel Skin Ring, two Potions of Extra Healing, a\nShort Sword +1 and 32 gold.\n\nLike in the first game, I still have no use for the Whispers of Silence,\nand since you can purchase the Ring of Air Control from Ribald for a\nfew thousand gold the Sandthief's Ring is also useless. Why settle for\na ring that bestows Invisibility once per day when you can get one that\ncasts Improved Invisibility? None of the gear is worth wearing, but\nit'll still sell well. Loot the room for whatever goodies the chests are\nhiding, then leave.\n\n***ITEMS***\n(x=400, y=500) Arrows +1 x4\n(x=270, y=320) Scroll of Protection from Petrification, 212 gold\n(x=170, y=400) Garnet, 1 gold\n\n***TRAPS***\n(x=400, y=500)\n\nCromwell's House (AR0334)\no======================================================================o\n11) Now, the purpose of this Sequence is to buy new gear, and sell all\nthe junk we gathered on Brynnlaw, in Spellhold, and in the Underdark.\nWe also needed to get a few encounters out of the way, and kill those\nmiscreants in Waukeen's Promenade, which completes that area (unless\nsome quest or another forces us to go back there, but what are the odds\nof that happening?) But there's another thing we really should do now \nthat we're back on the surface... it's time to turn some of these \nartifact components into top-notch weapons. Head over to the Docks\nDistrict and enter Cromwell's House (x=4080, y=2450), within which\nyou'll find... wait for it... Cromwell! (x=500, y=330) He's a smith that\nonly works on commission, which means you won't be buying crap from\nhim. On the other hand, if you bring him special components he'll\nforge arms and armor out of them... think Taerom Fuiruim, from the\nThunderhammer Smithy back in Beregost in Baldur's Gate 1, but set to\na much higher standard. Cromwell is, after all, a Dwarf. Let him \nrummage through your backpack to see if you have anything he can\nreforge. At this point in the game, if you've done EVERYTHING listed\nabove in the Walkthrough, you should be able to reforge the following\nitems:\n\nThe Equalizer\n-------------\n(7500 gold)\n(Blade of the Equalizer)\n(Hilt of the Equalizer)\t\n(Pommel Jewel of the Equalizer)\t\n\nThis is a great Long Sword for, say, my Fighter\/Mage\/Thief, who just so \nhappens to enjoy using Long Swords. I wouldn't dream of giving up \nCelestial Fury, but since most enemies aren't True Neutral, Chaotic\nNeutral, or Lawful Neutral, (save animals, and who cares?) it'll\ndo at least +2 to hit and +4 damage, and against many foes it'll act as\na +3 to hit and +6 to damage weapon. I use it as my off-hand weapon for\nthe rest of Shadows of Amn, at the very least its immunity to charm\nand confusion are welcome. My Fighter\/Mage, on the other hand, will just\nkeep using Flail of the Ages, instead.\n\nShortbow of Gesen\n------------------\n(7500 gold)\n(Gesen Bow Shaft)\n(Gesen Bow String)\n\nA +4 Short Bow that adds two additional piercing damage and 1-8\nelectrical damage to make up for its seeming lack of a brute damage\nbonus. The 20% electrical resistance is a nice perk, too. It's the\nbest Short Bow in the game, Nalia or Imoen need not worry about their\nranged weapon again... and if they do worry, it's too damn bad, they're\nnot getting anything better.\n\nWave +4 \n-------\n(7500 gold)\n(Wave Blade)\n(Wave Shaft)\n\nThe big draw of this weapon is the fact that it instantly slays Fire \nElementals, Efreet, and Salamanders. Just switch over to it when you\nencounter such foes and laugh with glee as they die in one hit. Against\nmore conventional enemies, it will deal an extra 15 damage 15% of the\ntime. Good stuff.\n\nSilver Sword\n------------\n(7500 gold)\n(Silver Blade)\n(Silver Hilt)\n\nAka the Vorpal Silver Sword. It's a +3 Two-Handed Sword that has a\n25% chance to force enemies to save vs. death (at a -2 penalty) or die\ninstantly. If you mix this with Greater Malison, you can cut down even\nthe strongest enemies instantly... Or devastate groups of lesser\nenemies. Even though its enhancement bonus is only passable, its vorpal\nquality makes it a winner for Shadows of Amn.\n&lt;----------------------------------------------------------------------&gt;\n12) You may ask yourself, \"why did this moron FAQ-writer wait until now\nto do these quests?\" It's a valid enough question, and here's my excuse:\nThe quests we did earlier in the game (Chapter 2) revolved specifically\naround recruiting party members, obtaining strongholds, and gathering\nwhat choice gear and solving what low-level quests were along the way.\nSome quests (like the Jaheira quests) I skipped because they fit better\ninto this section-where we finish off all the quests in Athkatla (and\nbeyond) than it fit into the party-securing section of the FAQ. Other\nquests were either just too out of the way, or too difficult to easily\ncomplete before now. We have some of the best gear in the game, and\nrunning after the main story will deny us the opportunity to complete\nside-quests, so there really is no better time than now to finish\nevery remaining Shadows of Amn quest. Of course, anybody who has yet to\nrecruit certain characters or otherwise do anything mentioned earlier\nin the FAQ should go ahead and get that done now. This includes\nTrademeet, the Unseeing Eye, the Astral Prison, the de'Arnise Keep, and\nall that fun stuff. I will assume you've got the gear and experience for\nthe parts ahead, so don't come crying to me if you ignore some of the\neasier quests and continue with this section of the FAQ and get killed\nby some large, winged, reptile that you weren't prepared to face. Nah,\nI'm just jokin', you should be fine.\n&lt;----------------------------------------------------------------------&gt;\n13) While in the Docks District, you may just find a merchant named\nJahaboam, who will be around if  your romance with Jaheira has\nprogressed far enough (usually requiring you to get ambushed by Ertof\nand his gang, first.) He'll hawk some magical romantic gifts upon you,\nobviously showing that you and Jaheira aren't nearly as transparent as\nyou two pretend to be. Buy the locket off of him for 20 gold and tell\nJaheira to shut up and take it. Is that a cue? Perhaps. The next couple\nof quests will involve Jaheira specifically. If you don't have her with\nyou, but want to do these quests, go get her. If you don't care about\ndoing these quests, just skip to the next Sequence. Otherwise, read on.\nThese quests aren't necessarily romance-specific, but they allow the\nromance to proceed, and I won't bother separating the romance and non-\nromance parts of the quests ahead. \n\t\nSea's Bounty (AR0313)\no======================================================================o\n14) Now it's time to head over to the Sea's Bounty (x=2100, y=2100). \nWe've gone here before, but notice how we've always left Jaheira behind.\nIt's because of a little quest that begins if you bring her into\ncontact with one of the Sea's Bounty's patrons, one Baron Ployer\n(x=480, y=350). He'll begin speaking to Jaheira as soon as she enters,\nand the fact that he has a voice should tip you off to the fact that\nhe's important. Jaheira plays coy until Baron Ployer admits to being a\nslaver, at which point the nature of the past dealings with one another \nbecomes apparent. Baron Ployer has apparently planned to punish Jaheira\nfor causing his downfall, and two Mages show up-Gracien and Terrece,\nwho inflict Jaheira with a wasting curse before teleporting away with\nBaron Ployer. Jaheira then curses and resolves to hunt Baron Ployer\ndown. If you like her, you should probably make this your top priority,\nand not tell her to get over it or solve it herself. Jaheira mentions\nthree leads-the Cowled Wizards, the Slums District, and Belgrade. You'll\nnotice all of Jaheira's stats (save Wisdom and Charisma) have taken a \none-point hit, so this isn't a bogus curse. Every day after being \ncursed Jaheira will lose another point from all her afflicted stats \nuntil her Intelligence reaches 0 and she dies. Let's try and avoid this \nunfortunate consequence of wasting time, and make the resolution of this\nquest our first priority...\n\nSea's Bounty Pirate Cave (AR0310)\no======================================================================o\n15) ...well, almost our first priority. The secret door in the lower\nlevel of Sea's Bounty (AR0313) is just too appealing to ignore any\nlonger. Open the secret door at (x=500, y=150) and head on through.\nInside you'll find a Pirate Captain and his crew. Of course you were\ngoing to find some Pirates, you KNEW you were going to find Pirates.\nNeedless to say, they're none too happy you stumbled in on their \nmeeting and resolve to kill the spies. They're accompanied by a Mage\nwho'll cast Mirror Image and Protection from Normal Missiles, but he's\nnot smart enough to cast Stoneskin. Head over there and smite him,\nthe mop up the sorry survivors. The Pirate Captain will drop a Long\nSword +1, and the rest will drop garbage. Loot the pool at the end of\nthe room and head on out, sated with some new loot.\n\n***ITEMS***\n(x=900, y=400) Pearl Necklace, Pearl x2, 1100 gold\n&lt;----------------------------------------------------------------------&gt;\n16) Head over to the Government District, enter the Council of Six\nbuilding (x=3170, y=900) and talk to Corneil (x=580, y=800). He is,\nof course, extremely unhelpful, and I don't know why we thought he'd\nbe any different now. Once you leave Terrece-one of the Mages who cursed\nJaheira-will come speak to you and will make an offer. It appears that\neven freelance Mages who curse people for coin find Baron Ployer\ndespicable, and are willing to abandon him. For one thousand gold\nthey'll promise that when you find Baron Ployer (and they seem pretty \ncertain you will) they'll leave him to you. For 2000 gold, they'll go \nkill him themselves. You can argue him down to 500 gold to abandon \nPloyer, and considering the quest experience you get for it, it's not\na bad deal... but killing them is worth slightly more, and it's gold-\npositive. No matter what you want to do, go complete the next step.\n\n***REWARD***\n(For paying Ployer's mercenary Mages to abandon him)\nEXP \t10250\n\n***REWARD***\n(For paying Ployer's mercenary Mages to kill him)\nEXP\t19750\n&lt;----------------------------------------------------------------------&gt;\n17) Now return to our favorite watering-hole, the Copper Coronet. You\ncan find Bernard wandering around to the north-west. Talk to him and he\nwill-at length-reveal that Belgrade died just like Jaheira will, and\nthat his body was found in the eastern part of the Slums. Head outside\nand enter the Derelict Home (x=2420, y=700) near the Slaver Stockade.\nWow, dead Harpers on the street and a Slaver Stockade next door? Ployer\ncan't possibly be stupid enough to live here... unless he wants to be\nfound, that is. Head inside and indeed, you'll find your man, who \nadmits that he wanted Jaheira to find him, too weak to fight back, and\nhe nurtures some insane hope that Jaheira will beg for her life. He\nclearly doesn't know Jaheira. If you didn't deal with Terrece earlier,\nhe'll gate in, along with Malacazar and Gracien and attack. If you\nbribed the Mages to abandon Baron Ployer, they won't show up when he\ncalls for them, and you'll be free to put him down on your own. If you\npaid them to kill him, when he calls them they'll show up, and he'll\ndie. If you have to fight the Mages (and you should, because you get\n12000 experience for killing them, 6000 for Baron Ployer, and the\nquest reward, not to mention the money you'll save) just get on them\nearly, hit them with Breach and Keldorn's Dispel Magic ability and take\nthem down. An Insect Plague works well, too. Ployer is, on his own, not\na threat at all, just deal with his Mages and cut him down. Terrece will\ndrop Bracers of Defense A.C. 6, a Quarter Staff +1, a Golden Necklace, a\nSilver Necklace, 20 Darts, and 20 gold. Gracien will part with a Cloak\nof Protection +1, a Quarter Staff, 20 Darts, and 67 gold. Malacazar\nforfeits a Potion of Healing, a Quarter Staff, 20 Darts, and 30 gold.\nFinally, loot Baron Ployer for a suit of Leather Armor, a Lock of\nJaheira's Hair, a Greenstone Ring, a Two Handed sword, and 20 gold. Take\nthe lock of hair and Jaheira's curse will be lifted, and just like she\nsays, she'll get better in time.\n\n***REWARD***\n(For lifting Baron Ployer's Curse)\nEXP\t21250\n\n***ITEMS***\n(x=360, y=210) Note, 20 gold\n(x=650, y=240) 1 gold\n\nPrebek's Home (AR0407)\no======================================================================o\n18) Now it's time to deal with the Harper Hold... the big orange\nbuilding in the Docks District, in the south-western corner of the map.\nThis is where Xzar wanted us to look for Montaron, and where we brought\nthe poisoned Renfeld a lifetime ago. Talk to Rylock (x=1440, y=2950) who\nstands outside near the door. It seems your goodwill in bringing back\na poisoned Harper wasn't good enough to get you in, and lying won't do\nthe trick either. Toss out the word Harper and Rylock will play stupid.\nIf Jaheira is with you, she'll interject, which leads to Rylock \nassigning you with a quest to destroy some 'vile experiments' being\nconcocted in a house to the north. Head up to the house marked as \n'Prebek's House' on your map and enter at (x=1880, y=1250). Inside\nyou'll find two Mages, one named Sanasha and the other named Prebek,\nalong with a trio of Goblins. They'll mention their 'master', who is\nobviously not a nice guy (nor terribly balanced) and attack. They \nstart out with some defensive spells-Stoneskin and Mirror Image. Just\ntear them down with Dispel Magic and Breach and pummel them into \nsubmission. Sanasha spills a Scroll of Knock, a Scroll of Dispel Magic,\na Scroll of Cone of Cold, a Quarter Staff, and 28 gold, while Prebek\npays up a Wand of Magic Missiles, a Potion of Insight, a Scroll of\nColor Spray, a Scroll of Sleep, a Scroll of Fireball, a Dagger, and\n26 gold. Needless to say, they've got some nice low-level spell\nscrolls... but with my pick-pocketing regimen we hardly needed them,\neven at the beginning of the game.\n\n***ITEMS***\n(x=370, y=210) 1 gold\n(x=550, y=150) Scroll of Detect Invisibility, \n\t       Scroll of Invisible Stalker, 52 gold\n(x=660, y=240) War Hammer +1, Scroll of Resist Fear,\n\t       Scroll of Conjure Fire Elemental, Scroll of Horror,\n\t       70 gold\n\n***TRAPS***\n(x=550, y=150)\n(x=660, y=240)\n\nHarper Hold, Level 1 (AR0308)\no======================================================================o\n19) Now return to Rylock and tell him of your good deed. He'll agree to\nlet you into the Harper Hold, but warn you to stay on the first floor.\nDamned Harpers and their expectations! Who wants to guess that Montaron\nisn't on the first floor? Anyways, help yourself to a nice little \nexperience reward and continue into the Harper Hold (x=1330, y=2900).\nInside the Harper Hold you can talk to some of the Harpers standing\naround. Harpers are a bunch of dinks that try to 'keep the balance'.\nNot content to fight evil and mischief, they feel it's their business\nto stand up to anything that gets too strong... and this is why \neverybody still goes around in Plate Mail swinging swords, because \neverybody loves the status quo too much to advance. Another word for\n'balance' and 'neutrality' is 'conservative'... Troglodytes... Anyways,\nwhat you should glean from their chatter is that their amulets are\nunusual for Harpers (who typically tend towards the inconspicuous, and\ndon't often sit around for long periods of time in large, rich, orange\nbuildings) and that the guardians are 'Spectral Harpists'. Unfortunately\nfor the Harpers, they let you have free roam of the place, and sure\nenough, there's a Harper Amulet just waiting for you over in the desk at\n(x=1000, y=300). Take it-if you wish-and head upstairs (x=660, y=400).\n\n***ITEMS***\n(x=1400, y=570) Potion of Extra Healing x2, 110 gold\n(x=1220, y=500) History of the Dragon Coast, Potion of Mind Focusing,\n\t\tScroll of Conjure Lesser Air Elemental\n(x=1400, y=440) Helmet of Charm Protection\n(x=1100, y=400) Potion of Insight, History of Durpar and Var\n(x=1000, y=300) Harper Amulet\n\n***TRAPS***\n(x=1400, y=570)\n(x=1400, y=440)\n\n***REWARD***\n(For gaining access into the Harper Hold)\nEXP\t14500\n\nHarper Hold, Level 2 (AR0309)\no======================================================================o\n20) So long as you have the Harper Amulet in your inventory, the\nSpectral Harpists won't bother you. At this stage of the game, it\nhardly matters, however. They're not sufficiently strong as to really\nthreaten you. If you're recognized as a friend they'll chat with you a\nbit, and reveal that thieves who invade the Harper Hold are kept as\nbirds. Of course, they don't come right out and say that, they try to\nbe clever with riddles, but they're hardly obscure. After listening to\nthe spectres talk the only sensible thing left to do is to loot the\nplace.. but don't worry, you're not 'stealing', the Harpers clearly have\ntoo much money and you're just trying to impose some 'balance' on them.\nThere's a Note that mentions a Thief which may interest you, and some\nlow-end loot lying around. When you're done go through the doorway at\n(x=900, y=500) to find a large aviary. Open the door and step in and\nactivate the object at (x=950, y=300) to catch one of the birds. Now\nthat you have Montaron, leave the Harper Hold.\n\n***ITEMS***\n(x=250, y=650) History of the Unicorn Run, Bolt of Biting x40\n(x=200, y=700) Scroll of Phantom Blade\n(x=400, y=700) History of Waterdeep, Potion of Extra Healing x5\n(x=450, y=750) History of Waterdeep, 1 gold\n(x=700, y=1200) Note, Iol Gem\n(x=1030, y=1100) 1 gold\n(x=1100, y=1000) 40 gold\n(x=1500, y=700) 1 gold\n(x=1440, y=650) Bloodstone Ring, Bullets +1 x40, 107 gold\n(x=1350, y=600) Bloodstone Ring, Arrows of Acid x40\n(x=1500, y=500) Dart +1 x40, 3 gold\n(x=1570, y=550) Scroll of Detect Evil, Scroll of Knock\n(x=1660, y=620) Bloodstone Ring\n(x=1100, y=250) 1 gold\n\n***TRAPS**\n(x=1350, y=600)\n\n***REWARD***\n(For rescuing Montaron from the Harper Hold)\nEXP\t20000\n&lt;----------------------------------------------------------------------&gt;\n21) Now return to Xzar, who is wherever you left him earlier. You'll\nget a nice experience reward for giving over Montaron (which is one of\nthe main reasons why we bother to do these quests in the first place.)\nOur rescue is extra timely, since apparently we slew Xzar's creations.\nHonestly, was there any doubt that Sanasha and Prebek's master was\nXzar? Before you get your monetary reward, however, Xzar decides to\nturn Montaron back into... well, Montaron, to make sure you're not\nfinching him. Err... filching him. Unfortunately for Xzar, it's not\nMontaron that appears, but a Harper named Lucette (quite probably the\n'-L' from the note we found regarding the thief in the Harper Hold),\nwho promptly smites Xzar before pestering you. It seems you were just a\npawn in an  elaborate ruse. The Harpers used you to get close to Xzar,\nwho was creating monsters and hence, needed to be exterminated. Jaheira\nis decidedly annoyed that her own organization decided to manipulate\nher, but at least this quest is over with. Loot Xzar as fair\ncompensation for a job well-done. He sure won't be needing the Bracers\nof Defense A.C. 6, the Pearl, the Black Opal, the Water Opal, the Scroll\nof Slow, the Scroll of Vampiric Touch, the Scroll of Friends, the\nFlamedance Ring, the Staff Spear +2, nor the 907 gold he leaves behind.\n\n***REWARD***\n(For returning 'Montaron' to Xzar)\nEXP\t35500 (each character)\n&lt;----------------------------------------------------------------------&gt;\n22) Shortly thereafter, a Harper named Meronia will appear and bother\nJaheira, telling her that her presence is required at the Harper Hold.\nJaheira will leave and promise to return soon, so go find somewhere to\nrest for a while (the Sea's Bounty, perhaps, or your Thieves' Guild, if\napplicable). After a rest session, Jaheira will show up again and be\nsomewhat excited to see you (uncharacteristically so). She informs you\nthat we need to go to the Harper Hold in Athkatla, so accept Jaheira\nback into your party and head on over there. It might not be a bad idea\nto spell-buff before you enter... not that anything could ever go wrong\nwith the Harpers.\n\nNote: You can postpone this meeting indefinitely, as far as I have been\nable to tell. Jaheira will whine at you, and the third time she does\nso you'll get a chance to respond, but she will not simply quit the\ngroup the way many pissy allies will.\n&lt;----------------------------------------------------------------------&gt;\n23) Once inside a Harper named Galvarey will begin chatting with\nJaheira, who is upset that they were summoned here with a Herald's\nauthority-yet with no Herald present. Galvarey is obviously too big for\nhis britches, and they are something just shy of hostile with one \nanother (at one point, depending on how you respond, Galvarey mentions\nKhalid, at which Jaheira threatens to remove Galvarey's tongue. A well-\noiled machine, these Harpers..) In any event, Galvarey's questions are\nvague, and his interpretations of them are perhaps even more unfair\nthan the judgment that Elhan passed down on Viconia earlier. It's \nobvious that Galvarey is here to subdue you by means of an Imprisonment\nspell to bolster his own political standing in the Harpers by \nneutralizing an agent of chaos. Whatever the fact of the matter is,\nevery Lich in the game has been gunning to do the same thing, and none\nof them have yet succeeded. If Jaheira likes you, she'll defend you at\nevery turn (to no avail, of course).\n\nEventually a fight breaks out, and when one does, don't send Jaheira\naway or she'll decide to volit the field. Anyways, this battle isn't\ntoo difficult by now. They've got plenty of spell-power, but then again,\nso do you. I start out with an Insect Swarm (aimed at Nadinal), two\nChaos spells, and a Greater Command (aimed at Kail). When the first\nround is over, there's not a single enemy that isn't unconscious or\nconfused, and the Insect Swarm just seals the fate of their Mages. When\nthey're all dead, loot the corpses:\n\nNodinal: Cloak of Protection +1, Bracers of Defense A.C. 6, Reaching\nRing (gives one extra 5th, 6th, and 7th level spell), Gold Ring and\na Quarter Staff +1.\n\nGalvarey: Plate Mail +1, Arrows +1 x10, Arrows x20, two Potions of Extra\nHealing, Oil of Speed, Composite Longbow, Two-Handed Sword +1 and 105\ngold.\n\nKail: Potion of Extra Healing x2, Potion of Fire Giant Strength, \nSilver Necklace, Katana +1 and 67 gold.\n\nBessen: Bracers of Defense A.C. 6, Garnet, Darts of Stunning x2,\nDarts x10, and 29 gold. \n\nIko: Studded Leather Armor, Bolts +1 x10, Bolts x20, two Potions of\nInvisibility, Potion of Extra Healing, Light Crossbow, Short Sword +1\nand 55 gold.\n\nClearly the prize from this fight is the Reaching Ring, which goes on\nmy full Mage (either Imoen or Edwin) without delay. With Edwin I might\nbe more disposed towards letting my protagonist have it, as he already\nhas tons of spells to choose from, but it's really up to you.\n\nNote: I had issues with getting Nadinal to give me any experience in\nearly versions of the guide, so, finally, I got on Infinity Explorer to\nsee exactly how much experience Nadinal was worth, and why the game\nnever gave me any for killing him. Turns out on his CRE file, he's\nactually set to be worth 0 experience. Oops. Well, mystery solved. So\nif you're wondering why he's not in the Experience Lists... well, he\njust isn't worth any. It's worth noting that this was not fixed in the\nEnhanced Edition.\n&lt;----------------------------------------------------------------------&gt;\n24) Certainly the fight in the Harper Hold is going to bother Jaheira,\nand the next several of her banters pretty much consist of Jaheira\nsecond-guessing herself and lamenting her split from the Harpers. The\nnext event occurs when you travel to, or rest in, a location outside of\nAthkatla, after several such banters. In the meantime, you might want to\ncontinue with some other quests while you wait for these to occur. For\nthe sake of organization, however, I will continue the rest of Jaheira's\nquests here. Eventually a Harper named Reviane will show up, along with\nsome buddies, to confront Jaheira. If your reputation is 16 or better,\nyou can allow Jaheira to tell Reviane about you and choose to stand\ndown, which will prompt Reviane to depart without a fight. If you are\nsomewhat less of a saint a fight will be unavoidable... but hey, at\nleast there's always loot:\n\nRevaine: Plate Mail, Ring of the Princes +1, Potion of Extra Healing x2,\nPotion of Invulnerability, Angel Skin Ring, Halberd +2 'Suryris Blade'\nand 67 gold.\n\nHarper (Cleric): Plate Mail, Helmet, Small Shield +1, Bullets +1 x10, \nBloodstone Ring, Flail +1 and a Sling.\n\nHarper (Harper): Full Plate Mail, Helmet, Ring of the Princes +1, Large\nShield, Potion of Extra Healing x2, War Hammer +1 and 105 gold.\n\nHarper (Mage): Cloak of Protection +1, Bracers of Defense A.C. 6, \nQuarterstaff +1, Darts of Stunning x2, Darts +1 x6 and 38 gold.\n\nHarper (Thief): Studded Leather Armor +1, Arrow of Biting x2, Arrow of\nFire x5, Arrow of Slaying x2, Arrows +1 x10, Oil of Speed, Potion of\nInvisibility, Short Bow +1, Poisoned Throwing Daggers x3, Short Sword\nand 29 gold.\n\nWe've fought off our second group of Harpers, but for poor Jaheira it\nlooks like things are going to get worse before they get better.\n&lt;----------------------------------------------------------------------&gt;\n25) After more time passes Jaheira will have a happy run-in with her\nmentor Dermin Courtierdale-the very guy who introduced her to the \nHarpers. Okay, so it's not such a happy coincidence, since Dermin was\nsent to kill her... which is really quite cruel to both of them, if you\nthink about it. Pick options #1 or #4 the first time you're given a\nchance to speak. Picking the other two options will make Jaheira doubt\nherself and decide to take a middle course-removing herself from both\nthe Harpers and your party. I guess that whole revenge for Khalid\nthing isn't that important in the long run, eh? Being nice to Jaheira\nhere again pays off, as she'll just renounce her Harper status.\n&lt;----------------------------------------------------------------------&gt;\n26) Another long series of banters will follow before Dermin will show \nup again and inform Jaheira that she's been deemed a traitor and\nmurderer of Harpers. Harper attacks will now become more severe and\nnumerous, unless of course, Jaheira submits to Harper justice. It seems\nthe Harpers can understand the fact that I killed a bunch of them, but\nfor Jaheira, that's apparently another story. Jaheira will determine to\nthink on it, and sure enough the next time you rest Jaheira will leave.\nSome weirdo named Terminsel (by now we've faced name-related word\njumbles plenty of times, so see if you can guess who this is) will show\nup and give you a note he found, and give a big hint-hint about not\nlosing important things. Yeah, he's about as subtle as a maul. Return\nto the Harper Hold, wherein you'll find a group of Mercenaries. Dispose\nof them and loot them (you'll get a few Potions of Extra Healing, some\ngems\/jewelry, and a suit of Studded Leather Armor +1) before heading\nupstairs. Jaheira is there, waiting for you. She has determined that\nsince the Spectral Harpists are gone, that no true Harpers inhabit this\nplace anymore, and the ones we killed earlier (as well as those we may\nyet have to kill) were justifiable as self-defense. Jaheira warns you\nthat this may have been a trap. Accept her back into your party and\nhead back downstairs, come what may. A few more Mercenaries await you,\nand although they have some spell-power this time, they're not even as\ndangerous as the two Harper groups we encountered earlier. Again, you'll\nscore some Potions of Extra Healing (and perhaps a Potion of \nInvisibility), some Bullets +1, Arrows of Acid, a Flail +1, a Sling +1,\na suit of Leather Armor +1, some Bracers of Defense A.C. 6, some Bracers\nof Defense A.C. 7, the Heart of the Golem +2, as well as the odd\nassortment of random jewelry, gems, scrolls, gold, and whatnot.\n&lt;----------------------------------------------------------------------&gt;\n27) More time will pass, and another banter or two, before Dermin will\nshow up a third-and final-time. Dermin exchanges some venomous words\nwith Jaheira, who sticks to her belief that she is in the right. Dermin\nwill incriminate himself before attacking. He's joined by the Dwarf\nThenry, the Mage Jeremon, a Cleric named Chrost, and Lennah. All things\nconsidered, they're about as strong as Galvarey and his goons, which\nmeans a Chaos or two and an Insect Plague will do them in:\n\nDermin: The Protector +1, Bracers of Defense A.C. 5, Bolts of\nLightning x2, Bolts of Biting x2, Bolts +1 x15, Potion of Extra\nHealing x3, Short Sword +1, Light Crossbow +1 and 55 gold.\n\nThenry: Full Plate Mail, Helmet, Ring of the Princes +1, Potion of\nHeroism, Large Shield, Potion of Extra Healing x2, Scroll of Death\nSpell, War  Hammer +1 and 67 gold.\n\nJeremon: Cloak of Protection +1, Bracers of Defense A.C. 6, Gold Ring,\nQuarterstaff +1, Darts +1 x5 and Darts of Stunning x2.\n\nChrost: Plate Mail, Helmet, Small Shield +1, Bullets +1 x10, Flail +1,\nSling and 47 gold. \n\nLennah: Studded Leather Armor +1, Arrow of Slaying x2, Arrow of\nBiting x2, Arrow of Fire x5, Arrows +1 x10, Jade Ring, Short Bow +1,\nPoisoned Throwing Daggers x3, Oil of Speed, Potion of Invisibility and\na Short Sword.\n&lt;----------------------------------------------------------------------&gt;\n28) After your final, fatal encounter with Dermin, you'll have to deal\nwith a few more banters that conclude the romance. Eventually Terminsel\nwill show up again and talk to Jaheira. He will, at length, ask if\nJaheira did the right thing. Again, 16 is the operative reputation for\na good result-if your reputation is high enough Jaheira answers without\nhesitation that she did the right thing. Otherwise she'll hesitate and\nTerminsel will decide that her doubt is punishment enough. Either way,\nyou'll get 100000 experience points for completing the Harper Quests and\nromancing Jaheira. If Jaheira answered favorably, Terminsel will give\nher a sign of the Harper's favor-a Harper Pin-and take off. Jaheira\nguesses Terminsel's identity, and will give you the word anagram if you\nstill haven't figured it out for yourself. In addition, when I sold all\nthe loot the Harpers and their mercenaries dropped me, it was worth \nabout 27,500 gold. Those Bracers of Defense really add up! In any event,\nthe Harper Pin gives Jaheira a number of useful protections, including\n+5 saves vs. spells and 100% Resistance to Electricity. The Non-\nDetection is pretty useless, and immunity to Magic Missiles is very\nBaldur's Gate 1, but overall it's a great amulet, and will serve Jaheira\nwell for the rest of the game.\n\n***REWARD***\n(For completing the Harper Quests unburdened by doubt)\nEXP\t100000 (protagonist)\nItem\tHarper Pin\n\n***REWARD***\n(For completing the Harper Quests plagued by doubt)<\/pre>\n\n\n\n<pre id=\"faqspan-30\" class=\"wp-block-preformatted\">EXP\t100000 (protagonist)\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\tKangaxx the Demi-Lich and the Twisted Rune\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK035}\n\t\t1) Daystar\n\t\t2) Kangaxx the Cursed\n\t\t3) The Shade Lich\n\t\t4) The Elemental Lich\n\t\t5) The Twisted Rune\n\t\t6) Kangaxx the Demi-Lich\n\t\t7) Abandoned Warehouse Ammo\n\t\t8) The Last of the Docks District Discoveries\n\nCrooked Crane, Secret Chamber (AR0087)\no======================================================================o\n1) While we wait for Jaheira's banters to come and allow us to continue\nher Harper quests (or if we don't have Jaheira or don't otherwise care\nto pursue her quests...) we've got plenty of quests to do around \nAthkatla. Since we're so very close to having to Docks District done,\nlet's tackle a quest that'll help us achieve that end. Head over to the\nCity Gates District and enter the tavern at (x=220, y=450). There's a\nsecret door (x=500, y=150) that I warned you to avoid earlier when we\nwere doing the Mage's Stronghold quests. If you weren't privy to those\nquests... then you had no reason to come to this little piss-hole tavern\nin the first place.\n\nAnyways, rest up and prepare one of two Lich-strategies, either the\nSunray rush, or the spell-immunity tactic and head inside... either with\njust your spell-immune character, or your Cleric(s). The Lich will start\nout with Mantle, Mirror Image, Stoneskin, Fire Shield (Red), and Globe\nof Invulnerability, making it perhaps the most well-protected enemy\nwe've faced yet. Of course, it matters little if you have Spell\nImmunity: Conjuration, Abjuration, Alteration, Death Ward, and Chaotic\nCommands, or if you nail it with a Sunray or two. By now you know what\nto expect, the Lich will throw out all manner of death and destruction\n(and this one is partial to summoning a Pit Fiend). Use Breach and True\nSight to open its defenses after you soak up some of its spells and it\nshould go down soon enough. \n\nLoot the chest at (x=350, y=300) to obtain the Long Sword, Daystar +2,\nwhich is a +2 Longsword (+4 vs. Evil) that does double damage against\nundead and can cast Sunray once per day. It's an invaluable weapon \nagainst all sorts of undead, but we'll be putting it to good use shortly\nagainst more Liches. It's just one more weapon in our arsenal-one more\nway to bring another Sunray out quickly. And of course, it's great for\nslicing up undead should our Sunray fail. The Lich itself will leave\nbehind a Ring of Invisibility, a Wand of Cloudkill, a wand of Lightning,\na Wand of Fire, and the Rod of Terror. Frankly, I want to keep my Mage\nout of fighting, where they can typically do better things (like cast\nspells). Plus, we already have the Rod of Smiting, so we don't need\nanother +3 Quarterstaff. Especially not one that has a chance of\ndropping our Charisma. \n\n***ITEMS***\n(x=350, y=300) Zircon Gem, Daystar +2\n\nMysterious House (AR03300\/(AR0331)\no======================================================================o\n2) Now return to the Docks District. Near Mae'Var's Guildhall is an\nunmarked house (x=2700, y=2250). Head through the locked and trapped\ndoorway into the house (AR0330). Inside, smite the trio of pathetic\nMinotaurs and loot the level. When you're ready, head down the stairs\nat (x=250, y=350). In the middle of the room is a sarcophagus. If you're\nhaving deja'vu, it's because we passed through a room identical to this\none in the sewers during the Unseeing Eye quest (bonus points for you\nif you gathered that we're heading there next.) Interact with the\nsarcophagus at (x=700, y=450) to talk to a golden skull named Kangaxx.\nIt claims to have been cursed by its enemies, and promises you rewards\nif you reclaim its body-and a rain of death and a thousand years of\nsuffering for every one it spent imprisoned if you don't. The usual...\nIt is certain of one thing, however, its enemies are within the city,\nlying within tombs like Kangaxx's own. See why we went and got the\nDaystar, first? Honestly this is an unnecessary step in the quest, but\nfor the sake of good questing, talk to Kangaxx first to activate the\nquest.\n\n***ITEMS***\n(x=550, y=150) Andar Gem, 19 gold\n(x=660, y=150) Shandon Gem, Potion of Regeneration\n\n***TRAPS*** (AR0300)\n(x=2700, y=2250)\n\nOld Tunnels (AR0202)\no======================================================================o\n3) Head on over to the Temple District and head down one of the sewer\nentrances (x=2550, y=2620), and from there enter the Old Tunnels\n(x=100, y=400). Head over to the 'Lair of the Cult Outcasts' on your\nmap, where you'll find a sarcophagus at (x=1700, y=500). Remember how\nwe were told not to disturb the sarcophagus earlier? Well, get your\nparty ready to fight another Lich and disturb it. Either wait for the\nLich to arrive with Clerics and the wielder of Daystar ready with \nSunray, or send a spell-immune character in alone. Once you molest the\nsarcophagus a Shade Lich will appear-the guardian of Kangaxx's arms\nand legs. For trying to gather Kangaxx's body, the Lich will attack,\nand in typical Lichy fashion it'll start out combat with Mislead,\nStoneskin, Fire Shield (red), Spell Turning, and Globe of \nInvulnerability before attacking with a party-disabling Chaos. It'll\nthen begin its by-now routine tactic of Time Stop followed by Symbol\nspells, in turn followed by some death spells. A few Mazes follow before\nit falls back on direct damage spells like Sunfire and Horrid Wilting,\nthen it mops up with Finger of Death and Prismatic Spray. Once it \nsummons an Efreeti, you can be pretty confident that most of its major\nspell-power has been spent, except for perhaps a Disintegrate and \nDomination or two. When it dies loot the sarcophagus for Golden Arms and\nLegs.\n\nMysterious House (AR0525)\/(AR0526)\no======================================================================o\n4) Our next destination is the Bridge District, where there is another\nunmarked house south of 'Delosar's Inn'. Disarm the trapped doors\n(x=1800, y=3350), (x=1600, y=3350) and head on inside the southern-most\ndoor (x=1600, y=3350). You'll note that this house is identical to \nKangaxx's, even the loot is the same! Now that's just lazy. Head\ndownstairs (x=250, y=350) to find another sarcophagus room-again\nidentical to Kangaxx's-and activate the sarcophagus (x=700, y=450) in \nthe middle. This time the Sunray rush strategy is better than the spell-\nimmunity strategy, as the Lich that comes forth can possibly target \nparty members, and we can't protect everybody from a Liches wrath.\nPosition Anomen\/Viconia and whomever has the Daystar to the south of\nthe sarcophagus, on the landing on top of the stairs, and as soon as\nthe Lich appears nail it with a double-shot of Sunray. If you start\ncasting as the Elemental Lich is forming up, you can hit it right after\nit's done talking. With any luck it'll die... if not, it should be hurt,\ntry and tear down its defenses with True Sight, Dispel Magic, and\nBreach and kill it quickly. When it dies, loot the sarcophagus for the\nGolden Torso. We were told that Kangaxx was separated into three\npieces-one of which is the golden skull that IS Kangaxx, so we're \nready to return triumphantly to Kangaxx. \n\n***ITEMS***\n(x=550, y=150) Andar Gem, 19 gold\n(x=660, y=150) Shandon Gem, Potion of Regeneration\n\n***TRAPS*** (AR0500)\n(x=1800, y=3350)\n(x=1600, y=3350)\n\nTwisted Rune (AR1008)\no======================================================================o\n5) Now, we're ready to head back to Kangaxx for our undoubtedly\nwell-deserved reward, but since we're here, and there was another\ntrapped door just around the corner, why not explore it? I'll warn you,\ninside is one of the tougher fights in Shadows of Amn, but by now, as I\nnear 3,000,000 experience and have some of the better loot in the game,\nI feel up for it. Of course, after picking on Liches it would be a good\nidea if I rested, first. When ready, go through the doorway at\n(x=1800, y=3350). If you have a Rogue Stone in your inventory, it'll\ndisappear and you'll be teleported away. Head into the room to the\nnorth, where you'll be confronted by a Lich named Shangalar, who will\ntell you that you're not in the Bridge District anymore. Anyways, for\ntrespassing Shangalar decides that you need to be taught a lesson, and\nwill summon the rest of the 'Twisted Rune', which includes a Beholder\nnamed Vaxall, a Vampire named Shyressa, a warrior named Revanek\n(19th-level Fighter), and another powerful Mage named Leyane (an\n18th-level Abjurer). Shangalar himself is a 26th-level Abjurer.\n\nTo deal with these varied threats and immense amount of spell-power,\nI render my protagonist spell-immune, and I cast a few buffs on Jaheira,\ntoo (Chaotic Commands, Death Ward, Free Action, Protection from Fire,\netc.) while the rest of my party gets a basic dose of Remove Fear,\nHaste, and Protection from Evil 10' Radius. Jaheira straps on the Shield\nof Balduran and along with my protagonist heads into the room where\nShangalar will appear. Once he attacks, he'll teleport into the room\nwhere I entered. My protagonist immediately runs back into the room and\nuses Daystar to cast Sunray, along with Anomen\/Viconia, while Jaheira\nattacks Vaxall. I have to be careful not to let Shyressa attack Jaheira,\nso I try and keep my protagonist between the two rooms-close enough to\nhit Shangalar with Sunray, but not so close that Shyressa is tempted to\nattack Jaheira. With any luck, Shangalar will fall after a double-shot\nof Sunray (and if I'm very lucky, Shyressa will be caught and destroyed\nin one, too!) If not, my protagonist switches to Daystar and cuts the\nVampire down, then moves on to help Jaheira with Vaxall. Layene will\ncast a Time Stop, followed by a Meteor Swarm (probably focusing on\nJaheira, being closest, hence the Protection from Fire) and Gate before\nher Time Stop ends. Keldorn takes the opportunity to hit her with a\nDispel Magic. With any luck it'll take down some of her spell defenses\nand-most amusingly-her Protection from Evil, which will make her focus a\nbit on the Pit Fiend she just summoned! After Vaxall dies I focus all my\neffort on Layene, dispelling her illusions with True Sight and hitting\nher with Breach to open her up. Finally, I focus on Revanek, who is just\nfodder for my sword by now. The evil party doesn't deviate from the good\nparty in any meaningful way, save for Dorn, who can freely engage\nShyressa due to his immunity to level drain.\n\nLoot Layene for the Staff of the Magi and 25 gold, Vaxall leaves behind\na Beholder Eye, and Shangalar drops 3890 gold-fair compensation for\nwasting one of our Rogue Stones. Seriously though, the Staff of the Magi\nis the real winning item here. It counts as a +5 weapon for determining\nwhat it can hit, gives its wielder Invisibility, Immunity to Charm, a\n+2 bonus to Armor Class and Saving Throws and Protection from Evil while\nit's equipped, can cast a Fireball-Lightning spell three times per day,\nSpell Trap (absorbing 30 spell levels) once per day, and inflicts Dispel\nMagic on every hit. Honestly, can you think of a better weapon for a\nMage? Well, I'm sure you can, but this is still pretty damn good. The\nbest thing about it is its ability to allow the wielder to go invisible\nat will-just select a different weapon and reselect the Staff of the\nMagi and boom-you're invisible. Now to escape. Activate the cauldron at\n(x=1350, y=400) to dispose of the Beholder Eye and activate the machine\nat (x=750, y=300). You'll find yourself mercifully teleported back to\nthe Bridge District, one Staff of the Magi richer.\n\nNote from Lee:\nParty spell buffs include Defensive Harmony, Protection from Evil 10',\nHaste, Invisibility 10', and Resist Fear; individual spell buffs are\nvaried and somewhat task specific - most importantly Death Ward, Chaotic\nCommands, Spell Immunity: Abjuration, Protection from Fire, Fire Shield\n(Red), etc, on my protagonist and Keldorn, since they will actually be\nmoving in and attacking. I send Keldorn (double Hasted + Boots of Speed)\nin to initiate dialog and start the encounter while my protagonist and\nEdwin summon as many creatures as they can to the left and right of\nKeldorn, using Wands of Monster Summoning (faster casting time). As soon\nas the dialog is over, Keldorn runs back into the room with the rest of\nthe party and helps cut down Shangalar while I send my summoned\ncreatures up the left and right sides to delay Shyressa and Layene.\nOnce Shangalar is dead (it could not have taken more than three rounds),\nI send in Jaheira with the Shield of Balduran to deal with the Beholder,\nwhile my spellslingers cast a few magic removing spells on Layene. So\nnow I have a dead Lich, a dead Beholder, and an angry Pit Fiend who is\nattacking his summoner. The Pit Fiend takes out Layene handily while the\nparty moves up to kill Shyressa. I must have had my timing exactly\nright, as well as getting the party positioned perfectly (just out of\nthe fog of war), because the Fiend didn't come after me when he was done\nplaying with Layene. With all the toughest combatants gone, it was then\nfairly easy to destroy the Pit Fiend and Revanek. If you time this all\nright, and get a bit of luck on your side, you can avoid the Meteor\nSwarm - or at least be able to minimize the damage from it.\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition -\nTwisted Rune {VID003}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Twisted Rune\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/_O12CS4xf6k?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n&lt;----------------------------------------------------------------------&gt;\n6) Our next goal is to return Kangaxx's body parts to him. I'm sure\nit'll be a simple and friendly transaction-we'll waltz in, restore\nKangaxx, he'll thank us warmly and perhaps pass on a bit of good-will\nin the form of a reward and everybody will be happy... But just in case,\nsomehow, everything doesn't go so smoothly, gather all the +4 weapons\nyou have-namely I make sure Jaheira has Boneblade +4, Minsc\/Dorn has the\nWave +4\/Soul Reaver +4, and my protagonists have Daystar +2. Also stop\nover at the Adventurer's Mart and buy two Scrolls of Protection From\nMagic.\n\nNow return to the Docks District and revisit Kangaxx. How many of you\nare still expecting a peaceful resolution to this quest? Nobody? Good... I\nI spell-buff with our usual Lich-fighting spells, making my protagonist\nimmune to everything and all that. I also bring Anomen\/Viconia along\nto stand near the sarcophagus, ready to cast Sunray. Jaheira and\nMinsc\/Dorn, equipped with the Boneblade +4 and the Wave +4\/Soul\nReaver +4 (respectively) stand at the base of the stairs to the north\nand south, each with a Scroll of Protection From Magic ready in their\na quick item slot. Give Kangaxx his body back and he will show up near\nthe sarcophagus. He'll promise you sweet painful death and begin to\nattack. I'm shocked. During this phase of the battle Kangaxx fights like\nmost any other Lich. I hit him with Sunrays courtesy of Daystar +2 and\nmy Cleric and hope that puts him down, just like the Elemental Lich.\n\nWhen he is smote, he'll reveal that he needed to be freed-then\ndestroyed-to take his true-form, which is that of a Demi-Lich. It's\nessentially the remains of a Lich who has existed too long ('lived'\nwasn't the correct word), although Kangaxx violates the Monster\nManual II version by being somewhat more aggressive and concerned with\nthe physical world... although to be fair, I am going by the Advanced\nDungeons &amp; Dragons version, not any 2nd Edition sources (I prefer the\nword of the almighty Gary Gygax to later writers, rest in peace.)\n\nAnyways, there are two things to watch out for with Kangaxx. First, he\ncan only be harmed by +4 or greater weapons, of which we have a\nvariety. I covered it above, but i'll reiterate... we should have the\nBone Dagger +4, the Staff of the Magi, Soul Reaver +4, the Wave +4, and\nbest of all-Daystar +2. Yes, Daystar +2-it counts as +4 versus evil\ncreatures remember? Kangaxx certainly counts as evil, and it does double\ndamage against undead, making it the single most potent item we have in\nthis fight. Our protagonist need not do this alone, however-we've got\nseveral choices for attackers in addition. Jaheira, Imoen\/Edwin, or\nDorn\/Keldorn\/Minsc. Second, Kangaxx attacks with only two spells-\nImprisonment, and Demilich Howl (which is like wail of the Banshee),\nboth of which he can infinitely cast. Needless to say, an unprepared\nparty won't last long against it... Hence the Scrolls of Protection\nFrom Magic. Scrolls of Protection from Magic will effectively make you\nimmune to Kangaxx for a while, while on the other hand my protagonist\nis protected by a combation of Death Ward and Spell Immunity:\nAbjuration.\n\nJaheira and Minsc\/Dorn use their Scrolls of Protection From Magic on\nthemselves, while Anomen\/Viconia retreat to the corner of the room with\nthe stairs from whence we came. The former two attack Kangaxx, along\nwith my protagonist. Daystar +2 really shines in this fight, as it's\ncapable of dealing many times more damager per hit than anything else.\nJust keep attacking Kangaxx-he's highly resistant to damage and he\nregenerates, but he doesn't have very many Hit Points. He should fall\nfairly quickly, hopefully without being an asswad and attacking any of\nyour unprotected characters.\n\nOnce Kangaxx dies you'll get a hefty experience reward, and you can loot\nhis body for the Ring of Gaxx, 23 gold, and a Silver Necklace. The Ring\nof Gaxx is probably the best ring in the game, as it bestows a +2 bonus\nto Armor Class, a +2 bonus to Saving Throws, 10% magic resistance,\nimmunity to disease and poison, regeneration at twice the rate of a Ring\nof Regeneration, and allows the wearer to cast Invisibility once per\nday, and more importantly, Improved Haste three times per day. There's\nno debate here-it goes on my protagonist. Why give it to my main\ncharacter? Favoritism, plain and simple. In the first game it was better\nto spread gear around, but in Baldur's Gate 2, it can be quite\nbeneficial to have one character who can tank for the party-as we have\nclearly seen. More importantly, my main character would often switch out\nhis Ring of Protection +2 and a Ring of Regeneration, as needed. Now he\nneed not bother. Also, since he performs tanking and shock-assault\nattacks, making him immune to poison and disease makes him that much\nharder to take down, and Improved Haste allows him to make more of an\nimpact when he goes after an enemy. With the Cloak of Mirroring, The\nPaws of the Cheetah, and the Ring of Gaxx (not to mention his impressive\nspell-casting powers) he has become a dynamic offensive character\nwho can pulverize opposing Mages and Fighters alike, as well as a\ncharacter capable of frustrating well-protected spell-casters by\nspell-buffing himself to near invulnerability.\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition -\nKangaxx the Demilich {VID004}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Kangaxx the Demilich\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/a0LEYJsgoAY?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n\nAbandoned Warehouse (AR0318)\no======================================================================o\n7) Now, if you want to be completionists there are a few more places to\ngo around the Docks, and a few people to talk to. There's a 'Lost Girl'\nnear Mae'Vars Guildhall (x=3280, y=2700). If you treat her poorly, it\nwill provoke a little argument between Viconia and Jaheira. Or you can\ngive her a gold coin and she'll wander off. How epic. North of the\nShadow Thief Guildhall is an abandoned house (x=1700, y=500) wherein you\ncan find some cheap loot lying around, including a sparse collection of\nmagical ammunition.\n\n***ITEMS***\n(x=620, y=200) Arrows x40, Arrows +1 x8, Bullets x30, Bullets +1 x10\n(x=570, y=170) Bolts x60, Bolts +1 x9\n(x=400, y=350) Dart +1 x7, 1 gold\n(x=170, y=370) Dart x30\n\nTemple of Oghma (AR0319) and Barracks (AR0332)\/(AR0333)\no======================================================================o\n8) Over at (x=2850, y=950) you'll find a Temple of Oghma, where you can \nfind a Priest of Oghma who'll sell you some potions, a Ring of Animal\nFriendship, and provide other typical Clerical services. Excited yet?\nNo? Good, you have no reason to be. Finally there's a Barracks\nat (x=3500, y=1050), wherein you'll find numerous containers, some \nholding gold or some cheap jewelry. So unimpressive is the haul,\nhowever, that it doesn't even bear mentioning. Now we'll head off and\ncomplete more areas of Athkatla. These quests won't be nearly as\ndemanding-nor as rewarding as the ones we just completed, but this guide\nisn't about doing things in a logical sequential order... it's about \ndoing them in MY random order. And if I said somewhere earlier in the\nFAQ that there is some order to this nonsense... well, what are you\ngoing to do, stop reading this far into the game? No, I didn't think so.\n\n***ITEMS***\n(x=470, y=300) Potion of Invisibility, 30 gold\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\t  Slavers in the Slums\t\t\t       |\n|\t(Copper Coronet Quest and the Slaver Stockade Quest)\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK036}\n\t\t1) Lecherous Lehtinan\n\t\t2) People in the Pub\n\t\t3) Purchased Employees\n\t\t4) Restricted Area\n\t\t5) Hendak's Plea\n\t\t6) Tattling on Hendak\n\t\t7) Double-Crossing Lehtinan\n\t\t8) Killing the Beastmaster\n\t\t9) Bernard's New Toys\n\t\t10) Lend Me a Hand\n\t\t11) Hobgoblins?\n\t\t12) The Lover's Ring\n\t\t13) The Myconid Lair\n\t\t14) The Shaman's Staff\n\t\t15) The Glowing Pool\n\t\t16) Quallo's Riddle\n\t\t17) Lilarcor\n\t\t18) Captain Haegan\n\t\t19) Troll Food\n\t\t20) Freeing More Slaves\n\t\t21) The Last of the Slavers\n\t\t22) Hendak's Reward\n\nCopper Coronet (AR0406)\no======================================================================o\n1) Now, let's go do some quests in the Slums district, which is \nfestering with things to do. Head over to the Copper Coronet and talk\nto Lehtinan (x=400, y=1220). He's rather... creepy... Pick dialogue \noptions #3, then #2 and he'll mention a variety of other 'services'\noffered by his establishment. Asking about a specific one may cause him\nto ask for a bribe, as Lehtinan thinks you 'look like trouble'. If you\nCharisma is high enough, you'll be able to get away without paying,\notherwise you'll have to shell out some gold. This will allow you to \nenter the back rooms to an extent without causing trouble. Now, before \nwe dive headlong into a quest, let's look at some of the things we can\ndo and some of the people we can talk to.\n&lt;----------------------------------------------------------------------&gt;\n2) Over at (x=520, y=1320) you'll find Salvanas, who fancies himself\na ladies' man. Chat him up with some of your female party members to\nsee him get shot down in an amusing fashion. If your own protagonist is\nfemale, you can be somewhat more receptive... which will only reveal\nthat Salvanas is all talk, no action. At (x=750, y=1300) is Garoll, who\nwill mention some of Lehtinan's back-room entertainment, if you buy him\na drink. Finally, talk to Tiana at (x=960, y=1260), who  is looking for\nher husband, Lord Rumar. Go up through the door at (x=850, y=880) to\nfind Lord Rumar (x=1120, y=680). If you talk to him you can then report\nback to Tiana, and if you tattle Tiana will head to the back to confront\nher husband and his mistress. Priss doesn't know when to keep her mouth\nshut, and ends up getting into a fight with Tiana, who will almost\ncertainly kill her. Afterward Tiana collects her wayward husband and\nmakes off triumphantly. Her husband wisely obeys. We might as well loot\nthe back rooms while we're here, and deal with Llynis, Wellyn's\nmurderer and possessor of Littleman, if you haven't done that already\n(of course, if Wellyn has gone ignored thus far, you'll have to wait\nuntil after the fight with Bodhi to do it).\n\n***ITEMS***\n(x=600, y=500) Emerald, Greenstone Ring, Silver Ring, Scroll of Luck,\n\t       Scroll of Resist Fear\n(x=750, y=600) Gloves of Pick Pocketing, Potion of Extra Healing,\n\t       Scroll of Melf's Acid Arrow, History of Shadowdale\n\n***TRAPS***\n(x=750, y=600) \n&lt;----------------------------------------------------------------------&gt;\n3) Now go through the door at (x=1700, y=1550) to reach the audience \nportion of the indoor arena. You'll be greeted by a well-dressed guy \nnamed Frankie, who will tell you that the fights in the arena beyond are\nman versus beast. Purchased employees, indeed. Continue to the arena,\nwhere an announcer will begin... well... announcing. A Dwarven gladiator\nwill complain to no avail, and if you have him in your party, Anomen\nwill again clamor for justice. A Troll will be set into the arena with\nthe Dwarf and.. well, let's just say you probably wouldn't do well \nagainst a Troll armed with just your fists, either.\n&lt;----------------------------------------------------------------------&gt;\n4) Head back into the tavern proper and go through the doorway at\n(x=1580, y=1350). Continue down a passage past two secret doors. The\nfirst (x=2000, y=1000) leads to a black lotus den, and the second \n(x=2150, y=900) leads to some as-of-yet unexplored sewers \n(x=2070, y=670). We'll get there soon enough, but first go through the\ndoor at the end of the hall (x=2500, y=700), beyond which you'll be\npestered by a Copper Coronet Guard. Pick any options other than the\nlast one and he'll attack... and even picking the last one only gives\nyou time enough to leave. When he turns hostile, some buddies of his\nwill show up, two Mages and two Fighters. By now, our party is so strong\nthat they just really don't have an answer for us, but you can throw\nout a Chaos or Insect Plague if it'll make you feel better about\nbutchering them. They'll have some junk jewelry on them, and low-level\nMage scrolls, but in all fairness, their loot really matches the level\nthreat they posed to us.\n&lt;----------------------------------------------------------------------&gt;\n5) When you pass near the middle cell, a man named Hendak will speak\nto you, begging you to free him. If you decline, he'll be understandably\nupset. Anomen thinks that leaving the slaves confined is the right thing\nto do, as they are rabble. Keldorn is more altruistic, and it just goes\nto show how Lawful Neutral and Lawful Good can make a world of \ndifference. It is much more profitable to help Hendak, however, so hear\nhim out. He'll ask you find the Beastmaster, who has a key to the cells\non him. All well and good, but for steps #6 and #7, we'll look at\ntattling to Lehtinan-just to cover all options, and after you see the\nquest rewards, you can decide what, exactly, you wish to do.\n&lt;----------------------------------------------------------------------&gt;\n6) Now, if you want to be a bastard you can go tell Lehtinan that \nHendak plans to escape. As as reward you can coerce him to give you a\nsuit of Plate Mail Armor (wee...) He'll then ask you to go kill Hendak\nfor his audacity, and give you the 'Beastmaster Key' with which to open\nthe cell. If you go back and kill Hendak, you'll get a small quest\nreward. Return to Lehtinan when the deed is done and he'll sweeten the\ndeal by giving you Kondar +1, but you'll lose a point of reputation.\nDon't worry about Kondar +1, there's another way the good-guys can\nobtain it. Overall, it's immensely more beneficial to side with Hendak,\nas you'll see by following the experience trail.\n\n***REWARD***\n(For killing Hendak and putting down the slave revolt)\nEXP\t7500\nItem \tPlate Mail Armor\nItem\tKondar +1\nReputation -1\n&lt;----------------------------------------------------------------------&gt;\n7) Of course, you can always double-cross Lehtinan once you have the\nBeastmaster Key and use it to free Hendak. You'll get an identical\nexperience reward (the real deal must be using the key to open the\ndoor, regardless of what you do afterwards) and Lehtinan will lead an\nattack on the Copper Coronet. Unlike most useless NPCs, he decides to\ngo after Lehtinan himself. Fight your way through Copper Coronet Guards\n(or not), and eventually Hendak will reach Lehtinan and challenge him.\nHendak will most assuredly win, and afterwards he'll announce that he's\ntaking over the Copper Coronet. You'll get a much more substantial\nquest reward this time around, and Hendak will ask you to embark upon\nanother quest-to exterminate the slavers in Athkatla. He'll tell you\nthat it's in a dry-docked boat in this district.. you know, the area\nmarked on your map as the 'Slaver Stockade'. He'll suggest that an\nindirect route may exist between the Copper Coronet and this Slaver\nStockade through the sewers-the entrance to which we've already\nuncovered. Which begs the question.. why were they transporting slaves\nover the city streets earlier? Ah well, I suppose we'll find out, eh?\nBe sure to loot Lehtinan, as he'll drop a Diamond, a Water Opal, three\nEmeralds, a Scroll of Summon Nishruu, a Scroll of Death Fog, a Dagger,\nand 1287 gold.\n\n***REWARD***\n(For double-crossing Lehtinan and freeing Hendak) \nEXP\t7500\nItem \tPlate Mail Armor\n\n***REWARD***\n(For freeing Hendak and overthrowing Lehtinan)\nEXP\t48750\n&lt;----------------------------------------------------------------------&gt;\n8) Now, if you want to do this the conventional way go through the door\nat (x=2720, y=880) to reach the arena floor. Cross the arena to the\nsouth-east to find the beast cells. If you want to spare yourself some\ntrouble, kill the beasts along the way before you meet the Beastmaster.\nThey're cheese, but why fight them all at once? Along the way are some\nMutated Gibberlings, a Panther, a Grizzly Bear, a Black Bear, a Leopard,\nand a Minotaur. Kill as many as you can, at the end of the hallway the\nBeastmaster and his pet 'Tabitha' await. You can delay a fight by\nclaiming to be one of Lehtinan's guests, then promising to leave. Put\ndown the Beastmaster and his pets, and loot his body for a suit of\nPlate Mail Armor, a Helmet, Arrows x20, the Beastmaster Key, a Scroll of\nStone to Flesh, the Tuigan Bow +1, a Spear, and 144 gold. The Tuigan\nBow +1 might have been moderately useful at low levels, what with its\nfast attack speed, but we've long since had better Short Bows. Go and\nfree Hendak and the other slaves and the quest proceeds the same way it\ndid in Step #7. The Copper Coronet Guards turn hostile, Hendak kills\nLehtinan and sets himself up as owner, and asks you to clear out the\nslavers.\n\n***REWARD***\n(For killing the Beastmaster and freeing Hendak)\nEXP\t7500\n\n***REWARD***\n(For freeing the child-slave)\nEXP\t2500 x2\n\n***REWARD***\n(For freeing Hendak and overthrowing Lehtinan)\nEXP\t48750\n\nNote: If you're low-leveled, you can always wait with your party in the\narena and lure out the animals so they can be destroyed piecemeal.\n&lt;----------------------------------------------------------------------&gt;\n9) The best part about completing the Copper Coronet quest is that\nBernard will now sell you new gear-regardless of whom you sided with.\nThe standouts include the Blade of Roses +3, which is mostly good just\nbecause it's a +3 Long Sword you can get for 5000~ gold. Next is the\nMauler's Arm, a +2 Mace that raises the wielder's Strength to 18. I've\nused this on Viconia in early-game situations before, so she'd have the\nStrength necessary to equip heavier armor and shields and whatnot. The\nSling of Seeking +2 is a decent low-level Sling, and even at this \npoint in the game, the fact that it gives a Strength bonus to damage\nmakes it considerable as a weapon. Stonefire +3 is another good +3\nweapon that can be purchased for less than 4000~ gold, and apart from\nFrostreaver +3, it's one of the best Axes in all of Shadows of Amn.\nHe'll also sell you some nice Mage scrolls, like Chain Lightning,\nSpell Sequencer, Prismatic Spray, and Incendiary Cloud. Best of all,\nthis loot can be stolen if you've got the patience and the Potions.\nJust suck down enough potions to raise your Pick Pockets score to\n180+ and you'll be able to steal on a whim. The new spells Bernard\nsells are listed below:\n\no===========o\n|Mage Spells| Bernard, post-quest\no===========o----------------------------------------------------------&gt;\n6th-Chain Lightning\n  ---\n7th-Prismatic Spray\n7th-Spell Sequencer\n7th-Spell Turning\n7th-Summon Efreeti\n  ---\n8th-Cacofiend\n8th-Incendiary Cloud\n8th-Simulacrum\n8th-Summon Fiend\n\nSewers (AR0404)\no======================================================================o\n10) Now that we're done with the Copper Coronet, head off to the \nentrance to the sewers (x=2070, y=670). First go to the south-west to\nfind a large circular room inhabited by an Otyugh, an Ochre Jelly, and\na Mustard Jelly. Smite them and inspect the grate in the center of the\nroom (x=500, y=950). For your trouble you'll take some damage, and\nbe rewarded with a desicated hand. Wonderful.\n&lt;----------------------------------------------------------------------&gt;\n11) From where you entered the sewers head south-east to find a group of\nHobgoblins, of all things. They include some tougher versions than we\nused to face in Baldur's Gate 1, including a Hobgoblin Captain and some\nHobgoblin Shaman. Still, this is Baldur's Gate 2, not Baldur's Gate 1,\nwhat are Hobgoblins anymore? You just need to watch out for the Shaman,\nlest they hold anybody. Kill them and continue south-east.\n&lt;----------------------------------------------------------------------&gt;\n12) Just behind the Hobgoblins you'll find some skeletons stuck on the\nwall (x=1650, y=850). Activate the skeletons to obtain 'The Lover's\nRing'. Nice. Now continue into another hallway to the north-east until\nyou reach some stairs guarded by a Mustard Jelly. Smite it and continue\nup the stairs (x=2200, y=600).\n\nMyconid's Lair (AR0418)\no======================================================================o\n13) Up here you'll find an 'Andorian' fighting some Myconids. Help it\nout and it'll eventually die, but it'll distract the Myconids somewhat\nin the meantime. Apparently it was part of a group that wasn't so\nlucky or well-equipped as us. Oh well. Return to the sewers.\n&lt;----------------------------------------------------------------------&gt;\n14) Follow the tunnel perpendicular to the one you originally came\nfrom, continuing to the south-west, then turning to the south-east.\nYou'll reach a doorway leading to a more conventional sewer tunnel\nrunning south-west\/north-east. Disarm the trapped door bridge in the\nmiddle of the tunnel and head to the north-east to find a group of\nKobolds, who will warn you to leave. They won't, however, actually\nattack, so you'll need to be the aggressor here. When they're dead, grab\nthe Shaman's Staff from the talkative Shaman.\n\n***TRAPS***\n(x=1660, y=1850)\n&lt;----------------------------------------------------------------------&gt;\n15) Head back south and smite a Carrion Crawler for no good reason, then\nhead down the tunnel to the south-east opposite the doorway by which you\nfirst entered the Sewers. Head north-east to find another group of\nKobolds in these tunnels, but they're not what we're here for. Go\nthrough the door at (x=2670, y=1900) and a 'Glowing Pool' will talk to\nyou and give you a riddle:\n\n\"Four locks are cast and made\n Four wards will hold the blade\n In what order shall thou place the keys?\n Four deaths await thee\"\n\nIt'll mumble some things about scratching rhymes on the wall, and will\ntell you to go talk to Quallo. Who's Quallo, you ask? Head back to the\nsouth-west (disarming a trap along the way).\n\n***TRAPS***\n(x=1900, y=2400)\n&lt;----------------------------------------------------------------------&gt;\n16) Find Quallo at (x=2250, y=2750). He'll talk about a lot of\nnonsense, including a hidden sword, his crazy Carrion Crawler\ncompanion, and some clues left by 'The One'. Kill his Carrion Crawler\ncompanion and loot it for the 'Blood of Quallo's Friend'. Now talk to\nhim again and tell him you've found his clues. Ask him about the\nvarious objects you've found to glean some clues about the order in\nwhich you have to place them. Where they go shouldn't need any\nquestioning, by interacting with the pipes in the room where you met\nthe 'Glowing Pool' you'll get some riddles, which are moronic in their\nsimplicity.\n\nLover's Ring: \tIt is not first, nor does it belong in the third pipe.\nShaman's Staff: The staff shall seal the bargain and prove your worth.\nHand: \t\tIt was Vallah's hand that cast the One into the depths.\n\t\tHis suffering is of prime importance.\n \nSo we know that the Shaman's Staff goes last, (4th) since it 'seals the\ndeal', and we know that the Hand goes first (1st) being of 'prime\nimportance'. If the Lover's Ring doesn't belong in the first or third\npipes, it either belongs in the second or fourth. Since the Shaman's\nStaff is fourth, the Lover's Ring must be second (2nd). This leaves\nonly the Blood of Quallo's friend, which Quallo neglects to mention. It\nobviously goes third (3rd). All we need now is a handy table to sum\neverything up and... oh, there's one!\n\no=======================o===============================o==============o\n|        Pipe\t        |\t \t\t\t|Item Required |\n|      Location         |       Childish Riddle     \t|   (Order)    |\no=======================o===============================o==============o\n|   (x=2900, y=1770)    |Vallah is no more\t\t|     Hand     |\n|\t\t \t|But he has left a thing behind |\t       |\n|\t\t\t|Give me a hand\t\t\t|\t       |\n|\t\t\t|And I shall help you in return |    (1st)     |\n|-----------------------|-------------------------------|--------------|\n|   (x2770, y=1670)\t|They wailed and sighed\t\t|   Lover's    |\n|\t\t\t|Then they died\t\t\t|    Ring      |\n|\t\t\t|From the grave I've had my kiss|              |\n|\t\t\t|Bring me now the lover's gift\t|    (2nd)     |\n|-----------------------|-------------------------------|--------------|\n|   (x=2850, y=1720)\t|No sacrifice will do\t\t|   Blood of   |\n|\t\t\t|But the blood of a friend,\t|   Quallo's   |\n|\t\t\t|true.\t\t\t\t|    Friend    |\n|\t\t\t|But guilt will leave its stain |\t       |\n|\t\t\t|If you wish to have the blade  |    (3rd)     |\n|-----------------------|-------------------------------|--------------|\n|   (x=3000, y=1820)    |Smell of dog\t\t\t|   Shaman's   |\n|\t\t        |Skin of lizard\t\t\t|    Staff     |\n|\t\t        |To find the staff\t\t|\t       |\n|\t\t        |Kill the wizard\t\t|    (4th)     |\no=======================o===============================o==============o\n&lt;----------------------------------------------------------------------&gt;\n17) Go put the right items in the right pipes in the right order,\naccording to the chart above and you'll get an experience reward, as\nwell as an ominous bit of text concerning your new-found sword. Behold,\nthe mighty Lilarcor! And by mighty, I mean mighty annoying. It's a good\nsword, bearing a +3 enchantment and granting immunity to charm and\nconfusion, but... well, just use it for a while and see how long you can\nput up with it. You can spend some time conversing with the sword, for\nwhat good that's worth. Honestly though, it'll bother you more often\nthan you'll bother it, it'll even act as another party member if you\nhave it equipped... or rather, it'll whine about being bored. Keep it\naround as long as you can stand it. It's a pretty decent weapon for\nDorn, Minsc, or Keldorn... but in the first case, I find the pairing\nespecially fun. If you return to Quallo, he'll be released by whatever\nspell was keeping him down here, although Jaheira rightfully cannot\nguess how this idiotic sword was able to dominate anybody. When you're\nready to leave, head up the stairs at (x=2900, y=2500).\n\n***REWARD***\n(For solving the sewer riddle and claiming Lilarcor)\nEXP\t18000 (each character)\nItem\tLilarcor\n\nSlaver Stockade (AR0405)\no======================================================================o\n18) As soon as you arrive you'll meet Captain Haegan, who wonders just\nwhy in the hell you're trying to ruin his lucrative slave trade. I mean,\nbesides the obvious reasons that slavery is bad, and the fact that a\nrich slaver is probably worth killing and robbing-morality aside. He's\njoined by a Priest of Cyric and some guards. Focus on the priest first,\nas he's the one with spells and hence, the one who can cause you\ntrouble. Hitting them with a Chaos can just about win this fight on its\nown, although once the Priest of Cyric is defeated, it's really just a\nmatter of mopping up the warriors. Once they're dead, loot them for the\nminor gold they've got on them. Some of the Slavers will drop Composite\nLong Bows +1 and Arrows +1. Loot Captain Haegan for Studded Leather\nArmor +2, a Helmet, two Potions of Extra Healing, a Potion of Frost\nGiant Strength, Haegan's Key, a Two Handed sword, Throwing Axes\n(varies), and 31 gold.\n\n***ITEMS***\n(x=1800, y=1330) Jasper Gem, Andar Gem, Turquoise Gem, Iol Gem, \n\t\t Chyrsoberyl Gem, Splint Mail, Helm, Flail, 14 gold\n(x=1490, y=1350) Arrows x20, Short Bow, Arrows of Fire x20\n\n***TRAPS***\n(x=1700, y=1270)\n&lt;----------------------------------------------------------------------&gt;\n19) Now head through the door at (x=2120, y=1200) to find a room with\ntwo Trolls and a helpless girl (x=2420, y=900). Kill the Trolls (use the\nArrows of Fire we got from the Kobolds in the sewers if you must) and\ntalk to the girl. She'll tell you that her and the other slave-kids\n(I don't see any others, do you?) were of no use to the slavers anymore,\nso they were more or less being fed to Trolls for sport. Free the slaves\nand you'll get some experience and a point of reputation. If you give\nthe girl 100 gold... you'll get the same reward, although abstaining\nwill make Anomen and Jaheira argue with each other-even threaten each\nother with violence! Jaheira is apparently touchy over this whole slave\nthing.\n\n***REWARD***\n(For freeing the child-slaves)\nEXP\t3500\nReputation +1\n&lt;----------------------------------------------------------------------&gt;\n20) Head up stairs and into a hallway that is lined with cells. Go into\nboth cells and talk to the children inside to free them and claim more\nexperience. Continue through the tunnel to the north-west and disarm\na trap on the other side of the doorway (a particularly nasty, rearming\nPrismatic Spray trap, at that). Go into the room to the north-east and\ndispatch a pair of Yuan-ti before looting and leaving.\n\n***REWARD***\n(For freeing more child-slaves)\nEXP\t2500\nEXP\t2500\n\n***ITEMS***\n(x=1660, y=260) Scroll of Protection from Evil, 14 gold\n(x=1700, y=300) Arrows +1 x2, Potion of Extra Healing,\n\t\tScroll of Shocking Grasp, 312 gold\n(x=1300, y=530) Potion of Healing, Arrows x20, Bolt x1, Scroll of Shield\n(x=1250, y=500) Flail, Flail, Light Crossbow, Bolt x20, Spear\n(x=1020, y=650) Club, Oil of Speed\n\n***TRAPS***\n(x=1300, y=770)\n(x=1660, y=260)\n&lt;----------------------------------------------------------------------&gt;\n21) Now go through the doorway to the south-west to find a more\nformidable group of slavers, including two Slaver Wizards. One will\nwhine about the guards pestering them before realizing that you're not\nany form of legal authority and attacking. Hit them with Dispel Magic\nand\/or Breach (the Dwarf will certainly start out with Stoneskin and\nMirror Image) and cut them down before they can hit you with Hold Person\nand other such bothers. One Slaver Wizard will drop a Cloak of\nProtection +1, a Quarter Staff, Darts x20, and 15 gold. The other will\ndrop three Potions of Icedust, a Quarter Staff, Darts x20, and 14 gold.\nThere are also two more archers with Composite Long Bows +1 and\nArrows +1. Loot and head down the (trapped) stairs. There's a little\nlooting to be done to the south, exit at (x=800, y=1950) when you're\nready to leave.\n\n***ITEMS***\n(x=950, y=720) Wand of Fear, Dart +1 x4\n(x=850, y=720) Arrow of Acid x1, Gold Ring, Silver Ring, Bloodstone Gem,\n\t       Scroll of Dire Charm, Scroll of Sleep, \n\t       Scroll of Chill Touch\n(x=1200, y=1700) Sling, Bullets x20\n(x=840, y=1800) Scroll of Lightning Bolt, 101 gold\n\n***TRAPS***\n(x=950, y=720)\n(x=550, y=1200)\n(x=1200, y=1700)\n&lt;----------------------------------------------------------------------&gt;\n22) Now return to Hendak, who will be thrilled that you killed the \nslavers. Everybody will get a hefty experience reward, as well as some\nother choice loot and money. We end up getting all the loot Lehtinan\nwould have given us, plus 3900 gold, and a great deal of experience.\nWhat's not to like? Anyways, we're now done in the Slums District.\n\n***REWARD***\n(For ending slavery in the slums of Athkatla... for now)\nEXP\t38000 (each character)\nItem\tPlate Mail Armor\nItem\tKondar +1\nGold\t3900\nReputation +1\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|                         Clerical Competition\t\t\t       |\n|   (Sir Sarles' Quest, the Dawn Ring Quest, Fallen Paladins Quest)    |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK037}\n\t\t1) Art and Religion\n\t\t2) Sir Sarles' Demand\n\t\t3) Murderous Masquerading Merchants\n\t\t4) Jerlia the Ore Merchant\n\t\t5) Tempermental Artists...\n\t\t6) Art is Interpretation\n\t\t7) The Source\n\t\t8) Unger's Excuse\n\t\t9) Reunited with Neb\n\t\t10) Mace of Disruption +2\n\t\t11) Satisfying Sir Sarles\n\t\t12) Neb's Bounty\n\t\t13) For the Glory of Helm\n\t\t14) More Meddling\n\t\t15) Talassan Thievery\n\t\t16) Travin the Con\n\t\t17) Reclaiming the Dawn Ring\n\t\t18) High Hall of Pretentiously Long Names\n\t\t19) Posing Paladins\n\t\t20) Turf War\n\t\t21) Anarg's Cup\n\t\t22) Order Restored\n\t\t23) A Note on Epic Feats\n\nTemple of Helm (AR0901)\no======================================================================o\n1) Remember Guardian Telwyn (x=700, y=700) in the Temple of Helm \n(AR0901)? He wanted us to get a guy named Sir Sarles to create some art\nto jazz up the temple and make stuffy old Helm cool with the kids. \nAnyways, the trouble with Sir Sarles is that he's charging an outrageous\ncommission fee and will work with nothing less than pure illithium, \nwhich is expensive in itself. Your job is to convince Sarles to accept \na more modest commission and to secure the illithium... and chase off\nany other meddling churches, if the need arises. You need to work quick\nto beat the other churches to the punch, and with the promise of \ncompensation in mind, head off to the Jysstev Estate in the Government \nDistrict.\n\nNote: Depending on your alignment, different temples, and therefore\ndifferent characters will assign this quest. Everything besides who\ngives you the quest, and who you return to once the quest is completed\nremain the same. If you are evil, this quest will be given by Talon\nYarryl (x=330, y=320) in the Temple of Talos, and if you are good you'll\nneed to talk to Dawnmaster Sain (x=630, y=630) in the Temple of\nLathander. Also note that you must have at least started the Unseeing\nEye quest for this quest to be offered, regardless of your alignment.\n\nJysstev Estate (AR1006)\no======================================================================o\n2) The Jysstev Estate is at (x=2900, y=2900) in the Government District.\nIf you've done Jan's quest, you've been here before, but for most of us,\nI suspect this is our first visit. Inside you'll be bothered by a rather\nrude Butler. Find Sir Sarles at (x=700, y=200). He doesn't really care\nabout the commission at all-he's got it made as the favored artist of\nthe day, ever since some Prism died up north (hmm...), but he refuses to\nchange his mind on the whole illithium thing. He'll refer some lady\nnamed Jerlia, an ore merchant from Waukeen's Promenade. You have to\nsomehow obtain 200 pounds of this crap. There's a few things to loot in\nthis house,\n\n***ITEMS***\n(x=220, y=550) 120 gold\n(x=350, y=450) Potion of Extra Healing\n(x=450, y=400) 29 gold\n(x=600, y=220) Dart +1 x2, 3 gold\n(x=800, y=200) History of Sembia, Waterstar Gem\n\n***TRAPS***\n(x=350, y=450)\n\n***ENHANCED EDITION***\nThe chest at (x=350, y=450) can now be unlocked. It was permanently\nsealed in the vanilla verison of the game-although you could disarm the\ntrap protecting it.\n&lt;----------------------------------------------------------------------&gt;\n3) On my way to Waukeen's Promenade I was attacked by a group of \nbrigands who posed as my party members. I assume this had something to\ndo with my heightened reputation. They had a considerable amount of\nlow-level spell-power, but they typically just used it to hit me with\nMelf's Acid Arrow, Fireball, and Magic Missile. Some had Heavy Crossbows\nwith which they attacked at range (and carried Bolts +1), others just\nhad Long Swords, and one had a Scroll of Mislead, a Scroll of True\nSight, and a Scroll of Death Spell.\n&lt;----------------------------------------------------------------------&gt;\n4) Anyways, continue on to Waukeen's Promenade and find Jerlia the Ore \nMerchant at (x=730, y=2200). She'll complain about the outrageous\ndemands of Sir Sarles (tell us about it) saying that her source only\ngives her 50 pounds a season. Since we really don't have a year, we've\ngot two options: go haggle with her source, or give Sir Sarles a cheaper\nsubstitute. Of course, what have we learned about doing things the lazy\nway? We usually get a significantly worse outcome, as far as quest\nrewards go. This isn't really the case this time around, but there are\ntwo approaches, and I will cover them both. Step #5 will cover the fake\nillithium approach, while the subsequent steps will cover the more\ncomplicated approach.\n&lt;----------------------------------------------------------------------&gt;\n5) If you want to give Sir Sarles some crap metal, agree to pay Jerlia \n200 gold and go wait a day. when you return she'll inform you that\nother churches have been sniffing around this deal, and that since the\ndemand has risen, so too, have the prices. Being an 'honest' business\nwoman, however, she offers to sell the alloy to you first... for 500\ngold. Accept and head back to Sir Sarles. Unfortunately, he's not \nnearly as clueless as Jerlia assumed he was, and he'll detect that the\nsupposedly unblemishable illithium is not quite right-or, if you have\nKeldorn in your party, the stupid Paladin will outright admit that it's\nfake. Either way, the prissy artist will become incorrigible and decide\nto leave the city immediately in the face of this apparent insult. Well,\nat least this way no other temples will be able to one-up them, right?\n&lt;----------------------------------------------------------------------&gt;<\/pre>\n\n\n\n<pre id=\"faqspan-31\" class=\"wp-block-preformatted\">6) Head back to the temple, where the quest takes an unexpected turn...\napparently a lump of shapeless illithium can carry symbolic meaning to\nthese guys. You'll get some experience and the choice between a Ring of\nHoliness, the Armor of Faith, or a Staff Spear... if your protagonist\nis a Cleric. Otherwise you'll get the Helm of the Noble +1 from the\nTemple of Helm (which is by far the best reward), a Periapt of Life\nProtection from the Temple of Lathander, or a crappy Mace-Ardulia's\nFall +1-from the Temple of Talos. The Honorary Ring of Sune (aka: Ring\nof Holiness) is decent, but we've got better spells than 1st-4th level\nin this game, and if there's one thing your Clerics aren't going to need\nin Throne of Bhaal it's more low-level spells. The Armor of Faith is\ndecent Splint Mail, with an Armor Class of 1 and a bonus to all Saving\nThrows, but any suit of Full Plate +1 will exceed its Armor Class bonus,\nand we're set to obtain some of the best suits of armor in the game-at\nthis point in the game there's just nothing all that special about this\narmor. And of course, there's the Staff Spear +2... of which we've found\nseveral already. If we're not using those, why would we take this one?\nAnyways, pick one and it'll be brought to you eventually. You'll also be\ninformed that there's another task you can perform, which is covered in\nStep #14.\n\n***REWARD***\n(For giving the fake illithium to a temple with a Cleric protagonist)\nEXP\t10000\nItem\tHonorary Ring of Sune\n\t--or--\nItem\tArmor of Faith\n\t--or--\nItem\tStaff Spear +2\n\n***REWARD***\n(For giving the fake illithium to the Temple of Helm)\nEXP\t10000\nItem\tHelm of the Noble +1\n\n***REWARD***\n(For giving the fake illithium to the Temple of Lathander)\nEXP\t10000\nGold\t1500\nItem\tPeriapt of Life Protection\n\n***REWARD***\n(For giving the fake illithium to the Temple of Talos)\nEXP\t10000\nGold\t1000\nItem\tArdulia's Fall +1\n&lt;----------------------------------------------------------------------&gt;\n7) On the other hand, if you want to do the quest the right way, ask to\nmeet Jerlia's source. She'll demand compensation for revealing her\nsource (it'll take 1000 gold), so pay up. She'll tell you that her \nsource is a Duergar named Unger Hilldark who hangs around at the\nCopper Coronet.\n\nNote: There's absolutely no reason you can't get both the alloy and\npursue the pure illithium. If you want the Mace of Disruption +2, you'll\nhave no option but to turn in the alloy... which actually isn't a bad\nidea.\n&lt;----------------------------------------------------------------------&gt;\n8) Head over to the Copper Coronet, where you can find Unger Hilldark\nat (x=300, y=1400). Despite Jerlia's warnings, he really can't be\nprovoked. Talk to him and he'll tell you that there's no illithium to\nbe had-his entire stock was stolen by some Hill Dwarf who has holed up\nin the Bridge District. The only way you're getting some illithium is\nif you head over there yourself and take it back. Sounds simple enough,\nfor a change. The name of this Dwarf we're seeking is Neb, who is on\nthe run from Baldur's Gate. Why does that sound familiar...?\n\nDerelict House (AR0529)\no======================================================================o\n9) Travel to the Bridge District and enter the 'Derelict House' at\n(x=500, y=2550). Actually, only enter the house with the character\nprotected by the Amulet of Power, or Dorn. That's right, there's level\ndrain involved within, and my best response to it is to simply avoid the\nbad undead with everybody save my protagonist. Inside you'll find Neb,\nwho will question you before summoning some 'children' and quaffing a\nPotion of Invisibility. Kill the Child Spirits, who aren't very strong\nagainst a character protected against level drain. They do require +2 or\nbetter weapons to hit, but by now this isn't an issue. When they're all\ndead I bring in Keldorn (or a Cleric) and cast True Sight to reveal Neb,\nwhom I set upon with my party. It's overkill, but it's no less than Neb\ndeserves. He'll continue to try and quaff Potions of Invisibility, and\nthen backstab while invisible. Note that if you kill Neb BEFORE killing\nall the Child Spirits, they'll vanish and thank you, and you'll get\n2500 experience for each one alive, as opposed to the 1500 you get for\nkilling them. When Neb dies, loot his body for Neb's Head, Potions of \nInvisibility (1-5, depending on how many he drank), two Potions of \nExtra Healing, Illithium Ore, an Iol Gem, Neb's Nasty Cutter +2 and 30 \ngold. Each Child Spirit will also drop a Pearl. Loot and leave. The \nnext step is entirely optional, and is concerned with the crafting of\nthe Mace of Disruption +2 (at the cost of the 21750 experience and \nthe 1000 gold we would get by turning in the pure ore to Sir Sarles.)\n\n***ITEMS***\n(x=200, y=380) Potion of Invisibility, Potion of Extra Healing\n(x=300, y=300) Moonstone Gem, Silver Necklace, Angel Skin Ring, 452 gold\n(x=450, y=250) 11 gold\n(x=750, y=270) 1 gold\n\n***TRAPS***\n(x=300, y=300)\n\n***ENHANCED EDITION***\nThe trap at (x=300, y=300) can now be disarmed. I was unable to best\nthis trap with a Find Traps score of 170 in the vanilla version of the\ngame-it's no match for 100 in the Enhanced Edition.\n&lt;----------------------------------------------------------------------&gt;\n10) Now you can take the Mace of Disruption +1 we got a lifetime ago and\nthe illithium ore over to Cromwell and he'll offer to upgrade the\nformer. It'll cost you the traditional 7,500 gold and a day of labor,\nand you'll get the Mace of Disruption +2. The real perk of this weapon\nis the fact that its wielder is immune to level drain, and its +2\nenchantment means it's just strong enough to harm lesser Vampires. How\nthis takes up all 200 pounds of illithium, I have no idea, and why the\nalloy can't be used further baffles me. Oh well, you'll have to choose-\nMace of Disruption +2, or the full quest reward. Read on and compare\nthe results before you make your decision.\n&lt;----------------------------------------------------------------------&gt;\n11) Return to Sir Sarles and give him his damn ore. You'll get a\nsizable experience reward, and the stupid artist is finally happy with\nthe commission.\n\n***REWARD***\n(For giving Sir Sarles the Illithium Ore)\nEXP\t21750\n&lt;----------------------------------------------------------------------&gt;\n12) Since we're already in the Government District, let's head over to\nthe Council of Six building (x=3200, y=950). Talk to Chief Inspector\nBrega (x=1120, y=500) and give him Neb's Head. For bringing this \nmurderer to justice you'll gain some gold and a reputation increase.\n\n***REWARD***\n(For turning in Neb's Head)\nGold\t2500\nReputation +1\n&lt;----------------------------------------------------------------------&gt;\n13) Finally, return to the Temple of Helm and tell Guardian Telwyn of\nyour success. You'll get another experience reward and more gold, as \nwell as a variety of rewards-one of three items if you protagonist is a\nCleric, as described in Step #5, or a specific item that differs from\neach temple if your protagonist is not a Cleric. Again, the items-the\nthings that really matter-are the same as the alloy approach. The only\nreal difference? You get more gold and experience by doing this the\nright way. Honestly, the Mace of Disruption +2 is probably the better\nreward, even if its functionality is somewhat limited by its meager\n+2 enchantment. Complete the quest as if you were going legit to bag\nNeb and score the Illithium Ore, then make the Mace of Disruption +2\nand secure the alloy, finishing the quest by angering Sarles, but do\nwhat you wish. After you claim your reward, the temple will have\nanother quest for you.\n\n***REWARD***\n(For securing the services of Ser Sarles with a Cleric protagonist)\nEXP\t20000\nGold\t1000\nItem\tHonorary Ring of Sune\n\t--or--\nItem\tArmor of Faith\n\t--or--\nItem\tStaff Spear +2\n\n***REWARD***\n(For securing the services of Sir Sarles for the Temple of Helm)\nEXP\t20000\nGold\t1000\nItem\tHelm of the Noble +1\n\n***REWARD***\n(For securing the services of Sir Sarles for the Temple of Lathander)\nEXP\t20000\nGold\t2500\nItem \tPeriapt of Life Protection\n\n***REWARD***\n(For securing the services of Sir Sarles for the Temple of Talos)\nEXP\t20000\nGold\t1000\nItem\tArdulia's Fall +1\n&lt;----------------------------------------------------------------------&gt;\n14) Whatever you do, talk to Guardian Telwyn, and he'll tell you that\nthe priests of Lathander and the priests of Talos are bickering again,\nand will refer you to Dawnbringer Sain for more information. Your job\nis, of course, to maintain balance in the situation by helping the side\nthat has currently gained the upper hand. The quickest way to get rid\nof the Temple of Helm? Get rid of all the other temples, then they\nwouldn't have any meddling to do.\n\nNote: If you're good, talk to Dawnbringer Sain directly to obtain the\nquest. If you're evil, you'll get this mission from Talon Yarryl, again.\nIn the latter case you'll be tasked with retrieving the Dawn Ring from \nthe Thief Travin, which was stolen in revenge for Stormherald Nallabir's\nhumiliation at a theological debate. Just a different motivation to\nobtain the same ends.\n\nTemple of Lathander (AR0902)\no======================================================================o\n15) Head over to the Temple of Lathander (x=2900, y=1500) and find \nDawnbringer Sain (x=650, y=620). Apparently the Talassans have hired\nthieves to steal the Dawn Ring. They were successful, and our job is to\nintercept the thieves in the Slums District before they can deliver the\nartifact to the Talassans. We're looking for a Thief named Travin.\nIf it's night time, head over to the Slums District, if not, rest up,\nwaste some time.\n&lt;----------------------------------------------------------------------&gt;\n16) You'll find Travin near the northern District Exit, standing at\n(x=520, y=770). It doesn't matter what you say to him, you really can't\nmess this up-just don't pay him 400 gold, it's a scam. Eventually he'll\ntell you to go to the red brick house on top of the Copper Coronet,\nwhere you're supposed to meet a man named Borinall.\n\nBorinall's House\no======================================================================o\n17) Enter Borinall's House at (x=2250, y=1600), where you'll find, of\nall people, Borinall. Go figure. He'll give you the ring if you do a\nsimple thing: swear your devotion to Talos. The reasoning is simple: if\nyou were a worshiper of Talos, you'd have no qualms about saying it.\nOn the other hand, if you weren't, you'd probably be smart enough to\nrealize the crossing the god of storms and destruction isn't a good\nidea. If you swear to Talos, you'll be struck by lightning. Indoors,\neven! If you refuse and insist he hands the ring over, he will attack,\nalong with some goons. Of course, if you get struck by lightning he'll\nrealize you're full of it, and attack anyways, so you might as well\navoid blaspheming the gods. Borinall and his crew are laughable, smite\nthem and take the Dawn Ring off Borinall's corpse. Loot the house and\nleave, return triumphantly to Dawnbringer Sain, who'll reward you\nappropriately. Of course, if you're here on behalf of the temple of\nTalos you can make that oath without consequence. Doing so will allow\nyou to claim the ring without a fight, and take it to Talon Yarryl for\na nice reward.\n\n***ITEMS***\n(x=660, y=400) 9 gold\n(x=400, y=300) War Hammer +1, 70 gold\n(x=600, y=140) 3 gold\n(x=170, y=150) 52 gold\n\n***REWARD***\n(For returning the Dawn Ring to Dawnbringer Sain)\nEXP\t16250\nGold\t1000\n\n***REWARD***\n(For returning the Dawn Ring to Talon Yarryl)\nEXP\t16250\n\nHigh Hall of the Radiant Heart (AR0903)\no======================================================================o\n18) Now that we're done with Sir Sarles and the Dawn Ring, let's head\nover to the High Hall of the Radiant Heart (x=3300, y=3400), where you\nmight have been before if you dealt with Keldorn's marital problems or\nhelped the Solamnic Knights in the Planar Sphere. In any event, outside\nyou'll catch another segment of the ill-fated Lady Irlana-Garrick \nromance, written by Cyrando, with color commentary by Sir Cadril. Inside\nyou'll be bothered by Squire Cathras, who will ask you what your\nbusiness is. Tell him that you need to speak to the Prelate in private,\nwe can deal with Bodhi later.\n\nNote: If you started Dorn's questline and crashed the wedding at the\nHigh Hall of the Radiant Heart (OH5000), you'll have to continue with\nDorn's questline before the area will revert to the original-Paladin-\nfilled version (AR0903) we're looking for.\n\n***ITEMS***\n(x=440, y=1480) Potion of Fortitude, 7 gold\n(x=620, y=1480) Potion of Healing x8\n(x=280, y=1370) Dart +1 x4, Dagger, Small Shield\n&lt;----------------------------------------------------------------------&gt;\n19) Over at (x=820, y=1220) you'll find Sir Ryan Trawl, who will ask you\nto help the High Hall of the Radiant Heart. Apparently a former Paladin\nnamed Anarg was implicated in slave smuggling and was expelled from the\norder. Unfortunately he took other Paladins with him and has gone back\nto his evil ways, masquerading as a Paladin all the while. Since a\nbunch of armored Paladins approaching might tip them off, they need\noutside help to deal with Anarg. Edwin is particularly giddy about the\nopportunity to fling spells at these former Paladins. Before you go,\nwhy not rob the place? Paladins don't need wealth. We're, ah, helping\nthem fulfill their vows of poverty and avoid temptation.\n\n***ITEMS***\n(x=1890, y=1250) Bolt +1 x10, Bolt x20\n(x=1800, y=1170) Bullet +1 x5, Buckler, Angel Skin Ring\n(x=1760, y=1200) Arrows +1 x10, Arrows x40\n(x=350, y=520) Potion of Heroism x2, Garnet\n&lt;----------------------------------------------------------------------&gt;\n20) Head over to the Bridge District and go east from the gate to find\na group of Paladins led by Reynald de Chatillon, who will strike down a\ngroup of smugglers led by a character named Rindus. After the smugglers\nare slain, Reynald will turn his attentions onto you and ask what your\nbusiness is, which leads to him asking-at length-if you want to join up.\nWell... we are here to infiltrate their order, and since Anarg isn't in\nsight yet, we'd best do their job so we can meet number one. You can\nloot the bodies of the dead Smugglers, for what little wealth they have.\n&lt;----------------------------------------------------------------------&gt;\n21) You'll be told to retrieve Anarg's cup from the High Hall of the\nRadiant Heart. A cup? Really? Oh well, head back to the HHRH and talk to\nSir Ryan Trawl to get the cup. He'll make you promise to return it when\nyou're done with it... which shouldn't be too hard to promise, since\nit's just a freaking cup!\n&lt;----------------------------------------------------------------------&gt;\n22) With Anarg's cup in hand, return to the Bridge District and present\nit to Reynald. Anarg will show up and sniff out Keldorn-or at least\nyour cause-and attack. Taken together, they're strong melee Fighters,\nbut they've got no spell-power whatsoever. Haste yourself, and hit them\nwith a Slow or Chaos and this fight is over. After the fight, loot them,\nas they all have moderately valuable suits of Plate Mail. In addition,\nReynald has some Worn Out Boots (why he and one of the Smugglers had\nthese I have no idea) two Potions of Extra Healing, a Potion of Fire\nGiant Strength, a Two Handed Sword, and 57 gold. Anarg drops a Helmet,\ntwo Potions of Extra Healing, a Potion of Invulnerability, a Halberd +1,\na Two Handed Sword, and 147 gold. Return to Sir Ryan Trawl for your\nreward. As a bonus, their armor and Anarg's Halberd +1 sold for a\ncombined 1320 gold, so at least you'll get some monetary reward for your\ntrouble.\n\n***REWARD***\n(For bringing Anarg's cup to Reynald)\nEXP\t10250\n\n***REWARD***\n(For disposing of the Anarg and his Fallen Paladins)\nEXP\t17500 (each character)\nItem\tGloves of Healing\nReputation +1\n&lt;----------------------------------------------------------------------&gt;\n23) Now, we've done most of the quests in the game by now, certainly if\nyou've completed everything previously mentioned. If so, then you, like\nme, have just started to obtain Epic Feats. Sure, I mentioned them in\ntheir own section, but now it might be worth talking about which ones\nto actually get. Obviously Whirlwind and Greater Whirlwind are great\nfor your warriors, and in the case of Korgan the decision is pretty\nsimple. On the other hand, there are defensive considerations to be\nmade for some characters, and your multi-classed characters will\ncertainly have plenty of options. I generally consider summons to be\nbetter choices in the short-term, since some of the Epic Feats allow\nyou to obtain truly potent allies, even if it's for a short amount of\ntime. We probably won't be getting too many more levels in Shadows of\nAmn, so being able to cast Summon Deva for 20 rounds is probably better\nthan using a Whirlwind Attack once. Keldorn is a case in point, as he\ncan grab the Summon Deva ability and use it as an innate ability,\nwhereas other characters must prepare it as a 7th level Clerical spell.\nOf course, keep in mind that you can only have one such creature\nsummoned at a time, so don't stock up on Summon Deva or Summon Planetar\nspells. If you don't have Keldorn in your party, you'll just have to\nbite the bullet and get the ability with your strongest Cleric (ideally\nAnomen or Viconia). Jaheira's Greater Elemental Summoning is another \ngood choice, as being able to whip out a Summon Deva and Greater\nElemental Summoning really adds some tanking power to your party.\nAnother consideration are defensive spells, like Aura of Flaming Death.\nBeing able to become 90% immune to fire for a while can really make an\nupcoming fight easier.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t           Umar Hills (Part II)\t\t \t       |\n|\t\t\t   \t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK038}\n\t\t1) Bones of the Prophet\n\t\t2) Morn Ritual Note and Sun Gem\n\t\t3) The Fire Pit Room\n\t\t4) Noontide Ritual Note\n\t\t5) Dawn's Light Symbol\n\t\t6) Undead Encounter\n\t\t7) Walking the Path\n\t\t8) Lightstone Symbol and Dusk Ritual Note\n\t\t9) Completing the Ritual\n\t\t10) Thaxll'ssillyia, the Shadow Dragon\n\t\t11) The Shade Lord\n\t\t12) Crappy Armor\n\t\t13) More Crappy Armor\n\t\t14) Shadow Dragon Scale Armor...  Not So Crappy!\n\nFallen Temple of Amaunator (AR1401)\no======================================================================o\n1) We've now finished most of everything there is to do in Athkatla, but\nthere are still a few quests to do outside, and some extra areas on our\nmap to explore. First and foremost, however, it's finally time to return\nto the Temple Ruins near Umar Hills and finish what we started when we\ncame to recruit Mazzy. If you didn't do that already, then do the first\nhalf of the Umar Hills quest [WLK021] and return here for the rest. If\nyou forgot what we were up to, we were trying to kill some creature\ncalled the Shade Lord, who is apparently responsible for all the\nmurders in the Umar Hills area. And then there was the Shadow Dragon,\nthe Shadow Altar, some key, some Sun Gems... light versus darkness,\nand so on. Enter the first room to the north and loot an altar at\n(x=1850, y=950) for Amauna's Bones, which I had previously decided to\nleave in place. Continue to the prisons where we found Mazzy and loot\nthe rubble at (x=1360, y=380), if you didn't loot it during our\nprevious visit, to score Tombelthen's Journal (2nd half) as well as\nsome ammo. Don't get too bent out of shape by this note. It hints at\ntreasure, but it has to do with the Ranger Stronghold. Unless you're\na ranger, you can safely ignore this item. Now we are ready to proceed\nwith our  exploration of this dungeon as normal.\n\n***ITEMS***\n(x=1850, y=950) Amauna's Bones\n(x=1360, y=380) Bolts x40, Bullets x80,\t1 Gold,\n\t\tTombelthan's journal (2nd half)\n&lt;----------------------------------------------------------------------&gt;\n2) Head into the room south-west of the prisons and loot the pillar at\n(x=1050, y=850) to obtain the Morn Ritual note. Continue to the\nsouth-west and grab the Sun Gem from its pedestal at (x=750, y=1300).\nYou'll be rushed by some Shadows, but they weren't too bothered by the\nlight anyways.\n&lt;----------------------------------------------------------------------&gt;\n3) With the Sun Gem in your possession return to the hallway that leads\nto the exit and continue west down the hallway through the shadow door\nat (x=1500, y=1100), which now opens before you. Go through the doorway\nto the east and cross a wooden bridge that defies the laws of physics\nand kill some more shadow beasties along the way. You'll enter into a\nroom with a large fire-filled pit in the middle. Of course, there are\ngoodies to loot within. Just remember that fire = hot, so don't be\nsurprised if you take a bit of damage crossing the pit.\n\n***ITEMS***\n(x=2050, y=1360) Pearly White Ioun Stone, Bolt of Lightning x40\n(x=2170, y=1520) Arrows of Ice x40, 1 gold\n(x=2250, y=1330) Wand of Lightning, Darts of Stunning x80\n\n***TRAPS***\n(x=2250, y=1330)\n&lt;----------------------------------------------------------------------&gt;\n4) Across the pool of fire-through a doorway to the north-east-you'll\nfind a group of undead. At my level this included a Skeleton Warrior\n(another one of the retarded arrow-shooting types) a more conventional\nSkeleton Warrior, a Bone Golem, and a Greater Mummy. Instead of walking\nyour party over the fire and bottle-necking them at the door I prefer\nto run in with one character (perhaps my regenerating protagonist with\nThe Paws of the Cheetah?) and lure them out into the fire-pool room,\nwhere I safely kill them near the bridge. After all, why should we have\nto stand on fire to fight them when we can coerce them to come to us?\nWhen they are dead, loot the trapped pillar (x=2500, y=1250) in the\nroom to obtain the Tome of Amaunator and the Noontide Ritual note.\n\nNote from Lee:\nI do Step 5 before Step 4 by going down the edge of the fire pool, then\nfollow with Step 4 using the doorway to this room instead of the wooden\nbridge to bottleneck the baddies. Main character, Boots of Speed, Ring\nof Regeneration, stop on the way over to grab the loot at\n(x=2170, y=1520). Once the creatures are dead (and they WILL run into\nthe fire pit to sustain some free damage), I send my thief around the\nsouthern edge of the fire pit to reach the room and the trapped pillar\nwhile suffering no damage. Also, on my latest time thru here, I\nencountered a Lich in the room with the other enemies, who was fond of\ncasting Time Stop and other various nasty spells - it made this a very\ninteresting encounter.\n\n***ITEMS***\n(x=2500, y=1250) Scroll of Wyvern Call, Tome of Amaunator, Noontide\n\t\t Ritual Note, Bullets +1 x40\n\n***TRAPS***\n(x=2500, y=1250)\n&lt;----------------------------------------------------------------------&gt;\n5) Now go into the room south-west of the fire-pool room to find two\nspirits, Dettseh (x=1850, y=1600), and Badon (x=1770, y=1670). They'll\ntalk to you and ask you for Amauna's Bones, and will tell you a bit\nabout the fallen child-prophetess if you ask. After taking the bones\nthey'll die, and Amauna will show up and thank you, and tell you how to\navoid the Shadow Dragon-as if we'd want to do that! Loot Dettseh for\n250 gold, and be sure to loot Amauna's sarcophagus for some more loot,\ntoo.\n\n***ITEMS***\n(x=2000, y=1550) Scroll of Pierce Magic, Sunstone Bullet +1 x20\n\n***REWARD***\n(For returning Amauna's Bones to their proper resting place)\nEXP\t17750\nItem\tShadow Dragon Wardstone\nItem\tDawn's Light Symbol\n&lt;----------------------------------------------------------------------&gt;\n6) Continue south-west over a stone bridge overpassing a natural rock\nchamber at the far side of which you'll find a continuation of the main\nwinding tunnel that connects to the entrance. Since we can't get through\nthe second shadow door to the north-west, we might as well go south-east\nand head north-east the first opportunity we get. In the narrow hallway\nwe'll run into another group of undead. This time I had to fight two\nGreater Mummies, two Skeleton Warriors, and a Lich. We should by now\nhave Sunray, it's no longer a luxury, it's pretty much necessary now\nthat Liches are going to show up as random enemies. Failing that, we\nneed to Haste up and hit the Lich with Breach and\/or Keldorn's Dispel\nMagic to take down its Stoneskin and try to kill it as fast as possible.\nYour odds of killing it will be much greater if you at least cast Spell\nImmunity: Conjuration to absorb its Time Stop assault with the defended\ncharacter.\n&lt;----------------------------------------------------------------------&gt;\n7) Continue into the room past the random undead and you'll get the\nfollowing message: \n\n\"As you approach the letter-tiled floor, a voice intones: Only the\nName of the Master shall keep thee from the Power of the Darkness!\"\n\nWell, there's no way to spell 'Shade Lord', and the puzzle promises to\nprotect us from the 'Power of Darkness', so we should just assume that\nthe puzzle refers to the original master of this place-Amaunator. So\ncross the letters stepping on the letters that spell the name, starting\nwith the 'A' to the east and ending on the 'R' in the middle.\n&lt;----------------------------------------------------------------------&gt;\n8) Go through the doorway at (x=2660, y=1750) to find an imprisoned\nShadow. It'll offer to tell you some secrets that'll help you take the\nShade Lord down if you take the critter across the traps in the room\nwe just crossed. Pick dialogue option #1 to outright agree, and you'll\nget the chance to make it tell you its secrets before you let it tag\nalong (option #3). If you do so, it'll tell you that it stole a key from\nthe nearby chapel and hid it in this cell. Sure enough, at \n(x=2720, y=1670) you'll find the Lightstone Symbol. Loot the altar in\nthe next room (possibly killing a Bone Golem in the process) for more\nloot, including the Sun Gem, Arla's Dragonbane +3, and the Dusk Ritual\nnote. The first and last are items we need to navigate this place, and\nthe Sling is an old friend from Baldur's Gate 1. It just seems to bounce\nfrom dungeon to dungeon, doesn't it? Cross the tiles in reverse order to\nreach the other side safely. Your ungrateful Shadow will appear again\nand attack you. No big loss.\n\n***ITEMS***\n(x=2720, y=1670) Lightstone Symbol\n(x=2620, y=1620) Scroll of Protection from Magic Weapons, \n\t\t Scroll of Disintegrate, Sun Gem, Sunstone Bullets x10,\n\t\t Arla's Dragonbane +3, Dusk Ritual note\n&lt;----------------------------------------------------------------------&gt;\n9) Return to the room north-west of where Mazzy was kept captive and\nspeak to the Statue at (x=900, y=200)-some shade creatures may have\nrespawned during our absence, so kill them along the way. It's got\nsomething we need, and we need to take the test of the Holy Ritual\nbefore we can loot it. Check out the three notes we've found-the\nMorn Ritual, Noontide Ritual, and Dusk Ritual-to see what clues we\nhave so far:\n\nMorn Ritual\n1) ???\n2) Hold the Holy Tome up to the Sun and my Power shall bless it.\n3) Reflect as thou perceive the victory of Light over the Dark.\n\nNoontide Ritual\n1) Let thy voices sound the glorious songs of thy Lord.\n2) ???\n3) Rejoice on the Glory of the Light as it reigns over the Dark.\n\nDusk Ritual\n1) Recite the Tenets of the Faith. They shall give you Strength until\n   I come again.\n2) Hold high your children that they may longer see the Sun before it\n   slips beyond the realm. The Sun shall give them courage against the\n   fears of the Night.\n3) ???\n\nThe Statue will ask us three questions for each ritual, and we know two\nof the answers for each ritual. Each question will consist of three\npossible answers. You job is to provide the answers in the correct\norder. Each answer is only correct once, so if the Statue asks us a\nquestion and two of the answers are part of another ritual, we know\nthey're wrong. For example, the possible answers to the first question\nare as follows:\n\n1) I shall sing a hymn to the Sun Lord.\n2) I shall say a prayer to the Light.\n3) I shall recite the Tenets of Faith.\n\nSince #1 is part of the Noontide Ritual, and #3 is part of the Dusk\nRitual, we know the correct answer is-by process of elimination-#2. Of\ncourse, if you have the Cloak of Mirroring on the Statue's reprisal for\na wrong answer-a Flame Strike-is ineffective. The answers that are \nalready 'known' aren't as clear-cut as they might seem, since the\nStatue doesn't mimic them word-for-word. Just keep an eye out for key\nwords and pick what fits best.\n\nThe answers for the 'unknown' questions are as follows:\n\nMorn Ritual, 1st Question:\n\"I shall say a prayer to the Light.\"\n\nNoontide Ritual, 2nd Question:\n\"I shall raise my hands to the Light\"\n\nDusk Ritual, 3rd Question:\n\"I shall mourn as I watch the Sun give way to the onslaught of night.\"\n\nFor completing the three rituals you'll get a nifty experience reward\nand the 'Sun Ray Symbol', which is the last part of the fragmented \n'Symbol of Amaunator'. If all three are in your inventory at once\nthey'll fuse and you'll get the full symbol, which we need to proceed.\n\n***REWARD***\n(For solving the Statue's riddles)\nEXP\t45500\nItem\tSun Ray Symbol\n\n***REWARD***\n(For reassembling the Symbol of Amaunator)\nEXP\t21250\n\nShadow Dragon Lair (AR1402)\no======================================================================o\n10) Now head east down the hallway from where the trapped-tile room was\n(crossing the fire-pit again on the way) until you reach another shadow\ndoor at (x=2900, y=1800). Open it with our new Sun Gem and continue\nuntil you exit the level at (x=3150, y=1450). You'll find yourself in a\nnew area, an unsettlingly large temple that should just scream 'big\nfight!' to you. If you want to be a chump you can slink over to the west\nand exit at (x=600, y=850), but any gamer worth their salt will want to\ntake on the Shadow Dragon in this area. Our Dragon Strategy should work\nmuch better against this critter than it did against Adalon. We're more\npowerful, we have better gear, and most of all, the Shadow Dragon is\nnowhere near as powerful as Adalon, which is why-unlike Adalon-we'll\nactually fight it. Oh, and it's not massively more worthwhile to avoid\nthe Shadow Dragon, like it was with Adalon. Spell buff to the max with\nHaste, Blur, Mirror Image, Protection from Evil 10' Radius, Defensive\nHarmony, Armor of Faith, and most importantly, Remove Fear. Also be sure\nto summon as many creatures as you can, for fodder purposes. Beware that\nthe Shadow Dragon, Thaxll'ssillyia, loves to use Death Spell to get rid\nof your summons, but with an Elemental Prince or Deva, it's just wasting\nits time. Plus, forcing it to waste a round on this endeavor isn't\nreally a bad thing. Try and cast Haste and Remove Fear after summoning\ncritters, so you can catch your summons in these effects, too. Finally,\nunlike most other Dragons, the Shadow Dragon will inflict severe level\ndrain (temporarily) upon party members with its breath weapon, which can\ngreatly weaken them. A character who is highly level drained doesn't\nhave the Hit Points to survive melee with the Dragon, nor the THAC0 to\ndeal damage, not to mention the havoc that spellcasters suffer from\nlosing levels-and hence, most of their spells. Also, if enough levels\nare drained from a character by the Shadow Dragon's breath weapon, they\nmight become susceptible to its Death Spell, although this is quite\nrare. To counter its breath weapon, you can have Imoen\/Edwin cast\nLimited Wish, ask for a repeatable wish, and ask for protection gainst\nthe undead, which will give the entire party negative plane protection\nfor a while. Be sure to cast this last. Once thus prepared run up to\nThaxll'ssillyia and talk to it.\n\nIt'll boast about feasting on your innards and such garbage before\nturning hostile and will immediately start out with a Stoneskin, and\nlater with Protection from Magical Weapons, (both of which can be taken\ndown with a simple Breach spell), but at this point in the game, with a\nprotagonist who has Whirlwind, and a simulacrum with Whirlwind, a Deva,\nand an Elemental Prince, this Dragon just doesn't stand a chance. It\nthen typically uses Wing Buffet and its breath weapon before bothering\nwith melee. If it focuses on a character that's not protected by\nStoneskin, it can do some damage very quickly, but it should be too \npreoccupied to give injured characters more than a half-hearted chase\nwhen they retreat to heal. It also may get out a Chaos spell, if it\nlives long enough. Besides some extensive spell-buffing and a Breach,\nI don't even have to use any offensive spells to bring it down, and it\nonly deals incidental Wing Buffet damage to me.\n\nAlternatively, with the evil party, I had an entirely different tactic\nin mind. Edwin had just hit 3,000,000 experience, and thus, just reached\nlevel 18... good enough to get four 9th-level spell-slots. This induced\nme to try my luck with a purely magical assault to see if I could, in\nfact, kill this Dragon without having to resort to melee at all. You\nknow, you play the game a dozen times, and you start to wonder just how\nmany different ways you can kill something... anyways, this is how it\nwent. Edwin casts Stoneskin and my party buffs as usual (in case\nsomething goes awry), then Edwin heads forward alone and starts out the\nfight by casting Time Stop-his first of two. He uses this Time Stop to\ncast Pierce Magic and two Lower Resistance spells (normally it would be\nworth chaining these together, but I don't yet have Spell Trigger or\nanything potent enough to allow me to chain these spells.) After the\nfirst Time Stop ends, I resign myself to enduring the Dragon's initial\nattacks, which usually includes Remove Magic, Wing Buffet, and its\nbreath weapon. After my characters are standing again, Edwin launches\nhis second Time Stop and casts two Comets (hence using up his final\n9th-level spell) and Horrid Wilting. This should outright kill the\nDragon... but if it doesn't, I have more Horrid Wilting spells to throw\nat it. I don't really recommend using Edwin to blast down the Dragon, as\nit's just easier to mimic the good party's tactics of spell-buffing,\nsummoning fodder, and using overwhelming force to chop the Dragon down.\n\nLoot the dead Dragon for some Shadow Dragon Scales, two Moonbar Gems, a\nwater Opal, a Black Opal, a Sphene Gem, a Pearl, the Crom Faeyr Scroll,\nand 3299 gold. Hold onto the scales and the scroll-both can be used to\ncreate some pretty good items. Victorious, I take my triumphant party\nthrough the doorway at (x=3150, y=1450). I should be able to still\nconfront the Shade Lord with some spellbuffs, and after killing its\nDragon, how tough can it be?\n\nNote from Lee:\nI enter the chamber, but stay by the entrance and prepare for the fight\nto come. I summon as many 'helpers' as I can manage at one time (there\napparently is a limit), and include them in all spell buffs. Cast every\ndefensive spell possible and Haste everyone until their hearts are about\nto explode, then move the 'helpers' a little ways away from the main\nparty. SAVE - for the love of Amaunator, SAVE! I send Keldorn with\nDragon's Bane +3 along with the 'helpers' forward to sight the beast,\nand soon as I have him spotted I do the following: Jaheira casts Insect\nPlague, Anomen hits him with a blast from his Wand of the Heavens, my\nProtagonist and Edwin each cast Lower Resistance, while Yoshimo hits\nhim with an Arrow of Detonation. Round 1 complete, and he hasn't even\ninitiated dialogue yet (or just barely)... Next, Jaheira does another\nInsect Plague (more is better, right?), Anomen casts Flame Strike,\nEdwin and Protagonist hit him with Breach, and Yoshimo switches to\nArrows of Biting, while everyone else attacks. At this point he's at\nBadly Injured status, and we can just rush him in melee. He actually\ndies quite easily after having all his defenses removed or lowered,\nalthough it took several attempts to actually kill him and win the\nfight.\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition -\nShadow Dragon {VID005}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Shadow Dragon\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/J3-2Il7CkFI?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n\nTemple Ruins (AR1404)\no======================================================================o\n11) When you arrive the Shade Lord threatens you before attacking. Wee.\nIt's joined by Shadow Patrick, the Shadow Altar, and Shadows will \ncontinuously show up. The Shade Lord is the only 'threat' here, and it\ncan cast some decent spells, like Symbol, Stun. Rush it and chop it to\npieces. It'll also  use a level drain attack that can be annoying...\nwhich is just another good reason to focus on it. After it's dead, smite\nthe Shadow Altar to keep more enemies from showing up. After all the\nenemies are dead, the lost Ranger Merella will be where the Shade Lord\nfell. Go talk to her and she'll promptly die, and spill some loot. Grab\nthe King's Tears, the Rogue Stone, the Cloak of Stars, and the 4872 gold\nthat she drops, and loot Shadow Patrick for Darkmail +3, the Halberd +2,\nDuskblade, a Composite Long Bow, and 40~ Arrows. By now Darkmail is\nwildly inferior to everything I have equipped, and its 20% resistance\nto fire is hardly enticing enough to overcome its Armor Class \ndeficiencies. The Halberd +2, Duskblade has likewise been long since\nobsolete... we found a better Halberd during the Unseeing Eye quest!\nLastly, the Cloak of the Stars creates six +5 Darts per day... but\nthat's not really enough to get much of anything done. So all the gear\nwe got from the Shade Lord was a dud, but at least we got some good\nexperience. Light returns, the map changes, birds chirp, and everybody\nis happy. Yay. Time to return to town for our reward.\n\n***REWARD***\n(For defeating the Shade Lord and smashing the Shadow Altar)\nEXP\t44250 (each character)\n\nMinister Lloyd's Home (AR1104)\no======================================================================o\n12) Return to Umar Hills (AR1100) and enter Minister Lloyd's Home\n(x=5000, y=2550) and talk to Minister Lloyd (x=660, y=380). Tell him\nwhat happened with the Shade Lord and Merella and you'll get the\nThe Night's Gift +5. Honestly, look at this armor. Is it really much\nbetter than Shadow Armor? A little better Armor Class, 5% less Hide in\nShadows. Meh. He'll also offer you Merella's Cabin if you're a Ranger...\nand we know what that means.. next up are the Ranger Stronghold Quests.\nWell, after we deal with some armor, kindly donated by some Dragons we\nmay have slain.\n\n***REWARD***\n(For stopping the evil and saving Imnesvale)\nItem\tThe Night's Gift +5\nReputation +1 (or 100 gold)\n\nUmar Hills (AR1100)\no======================================================================o\n13) If you killed Adalon earlier, you might as well go visit Fael near\nthe Umar Inn (x=3500, y=2860), and give him the Shirt Made of Human \nFlesh and the Blood of a Silver Dragon. He'll tell you to return in four\ndays to collect the completed armor. In four days you'll indeed get your\narmor, but Fael knows you're not the tanner, and he'll call in three\nMage buddies to attack you. One has to wonder why he gives you the armor\nand THEN attacks. Anyways, some of the Mages are moderately powerful,\nable to cast Horrid Wilting and other annoying spells. They are,\nhowever, in very close order, and can easily be taken down with one\nInsect Plague. Unfortunately, for all this work the armor is somewhat...\nunderwhelming. Okay, it's not bad, its Armor Class is three, which is\njust one lower than Shadow Thief Armor, and it gives a whopping +4 bonus\nto your saves and 20% magic resistance, making it good all-round\ndefensive armor. The down side is that its Armor Class is inferior to\nother light armor we are going to obtain soon, and it can only be worn\nby evil characters. Name me an evil Thief who might want to use this\narmor...? That's right, there aren't any. So there are no good\ncandidates for this armor unless you have a Thief protagonist, and\nfrankly, there's better armor out there. Fael will drop some gold, a\nWarhammer, and a suit of Leather Armor +1. One of the Mages dropped a\nPotion of Mind Focusing, another leaves behind a Bloodstone Amulet, and\nthe third dropped a Zircon Gem and 25 gold. Overwhelmed by the awesome\nloot? Don't worry, the next armor is better. Return to the Docks\nDistrict of Athkatla and pay Cromwell a visit.\n&lt;----------------------------------------------------------------------&gt;\n14) With the Shadow Dragon Scales in hand, Cromwell will offer to make\nyou the Shadow Dragon Scale Armor for a scant price of 5000 gold. It's\nArmor Class is only one point worse than Full Plate Mail +1 and imparts\na +50% resistance bonus to acid. Best of all, it counts as light armor\nand can be worn by Rangers and Thieves without interfering with their\nability to sneak. You won't find better light armor in Shadows of Amn...\nunless you're a Mage multi-class, in which case, the hunt is still on.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t         Ranger Stronghold Quests\t \t       |\n|\t\t\t   \t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK039}\n\t\t1) Best Wishes from Imnesvale (Please Stay!)\n\t\t2) Mairyn's Mission\n\t\t3) Tombelthen's Family Treasure\n\t\t4) The Violent Option\n\t\t5) The Mithril Medallion\n\t\t6) Appeasing Tombelthen\n\t\t7) Mairyn's Reward\n\t\t8) More Trouble in Imnesvale\n\t\t9) Orog Assault\n\t\t10) Rescuing Madulf\n\t\t11) Umar's Return\n\t\t12) Mairyn's Plea\n\t\t13) Saving the Forest\n\nRanger Cabin  (AR1107)\no======================================================================o\n1) Okay, you beat the Shadow Dragon and the Shade Lord, so you're a\npretty badass Ranger. Of course, since you're a Ranger, Baldur's Gate 2\nhates you. Nobody else had to beat up a Dragon to get their stronghold,\nafter all. Don't worry, though, the Ranger Quests are actually some of\nthe more interesting class-related quests. They sure beat the lame-ass\nCleric Quests, in any event. The first order of business is to head off\nto the 'Ranger Cabin' (x=650, y=2800) in the Umar Hills. You'll find\nthat the place has been restocked, so go loot around. It's not anything\ngreat, but it does somewhat make up for the poor reward we got from\nMinister Lloyd for saving his town. Read the note they give you, which\njust says 'thanks for saving our asses, here's some crap, enjoy your\ncabin... please stay?' Aww, heck, I can't resist some good old\nbegging...\n\n***ITEMS***\n(x=950, y=380) Bullets x40, Bullets +1 x10, Bullets x2 x10\n(x=650, y=350) Long Sword +1, Flail, Composite Long Bow +1, Short Bow,\n\t       Sling +2, Battle Axe, Throwing Axe x10\n(x=620, y=400) Arrows x60, Arrows +1 x20, Arrows of Biting x5, \n\t       Arrows of Fire x10\n(x=450, y=550) Potion of Hill Giant Strength, Potion of Healing x5,\n\t       Antidote x2, Potion of Extra Healing x3\n(x=550, y=600) Note from Imnesvale, 300 gold\n&lt;----------------------------------------------------------------------&gt;\n2) Rest for a while and a green lady-a spirit of the forest, no less-\nnamed Mairyn will show up and beg for your help. As the local Ranger, it\nlooks like it's up to you to deal with the problems of creepy animist\nspirits. Now that we've made the woods safe and brought light back to\nthe former temple of Amaunator, some Humans have moved in and are\ntearing up the place, causing considerable damage to the forest-and its\nspirits-in the meantime. They are apparently looking for something, and\nif they're all the way out there it's probably something valuable... we\ncan expect a warm reception, surely. She'll then teleport outside and\nwait there for the good news. Can't blame her, this house is creepy.\nUnlike most quests in this game you really have the option to fail this\none-you can just go talk to Mairyn (x=650, y=3000) and tell her that\nyou don't feel like doing the quest. She decides you're not much of a\nRanger and leaves to go try to deal with the problem herself. I don't\nknow about you, but I can't tell a pretty green chick that she's on her\nown. Maybe I'm too gallant and chivalrous, and stuff?\n\nRuined Temple (AR1400)\no======================================================================o\n3) Return to the Ruined Temple area (AR1400) and head over to\n(x=2520, y=2000) to find one Lord Igen Tombelthen. If experience has\ntaught us anything, it's that people named 'Lord' something-or-other are\ngoing to be haughty pains in the ass. Sure enough, he's entirely rigid\nabout the class thing, as if his 'nobility' mattered a bit in the\nmiddle of the forest. Still, he's not entirely inflexible. He does\noutright refuse to leave, but you can persuade him to let you look for\nsome mithril one of his ancestors hid away here. He'll even give you\nTombelthen's Journal (first half) to aid you in your search.\nUnfortunately for Igen, this is the ass half of the note, giving only\nthe general description 'far to the north-west of Imnesvale village, in\na forest --'. The second half is much more precise.\n&lt;----------------------------------------------------------------------&gt;\n4) Of course, it's much easier to resort to violence, and the game seems\nto try and entice you down this path by making it an option at nearly\nevery step of the conversation with Igen. If you provoke them, the only\none really worth watching is Tamorlin, who is a Mage, and hence, has\nthe power to at least be annoying, which is more than can be said for\nthe rest of them. Lord Tombelthen will leave behind a suit of Full Plate\nMail, a Helmet, Bolts x20, a Two Handed Sword +1, a Heavy Cross Bow, and\n26 gold. Tamorlin drops some Traveler's Robes, Bracers of Defense\nA.C. 6, a Quarter Staff, and 6 gold. The soldiers merely carry Large\nShields, Chain Mail Armor, and Bastard Swords.\n&lt;----------------------------------------------------------------------&gt;\n5) If you're being merciful and helpful, and not succumbing to the whole\n'murder' thing in your blood, head to the east, where you'll find some\nSkeletons led by a Skeleton Warrior. They're laughably weak by this\npoint in the game, so smite them and loot the stone columns at\n(x=3900, y=2300) to obtain 'Lord Tombelthen's Note' and a Mithril\nMedallion. If this is what Igen is looking for... it had best hold some\nsentimental value, or mithril must be worth a fortune.\n&lt;----------------------------------------------------------------------&gt;\n6) Return to Igen, where his reaction lets you know that mithril is,\nin fact, not quite so valuable that a simple medallion is worth this\nexpedition. He'll offer you 1000 gold for finding it for him. If you\ntry and hardball he'll drop down to 500 gold, and if you don't give it\nto him at all he'll attack. If you decline any monetary reward, you'll\nget 10000 experience, instead.\n\n***REWARD***\n(For giving the Mythril Medallion to Igen)\nEXP\t10000\n\n  --or--\n\nGold\t1000\n&lt;----------------------------------------------------------------------&gt;\n7) Now that you've gotten rid of the defilers (one way or another)\nreturn to Imnesvale and talk to Mairyn. You'll get an experience reward\nfor helping her out, if nothing else, although she'll lament that you\nkilled Igen, if you did. If not, everybody's happy. Either way, it's\nthe same experience reward.\n\n***REWARD***\n(For getting rid of Tombelthen and saving the forest)\nEXP\t21500\n&lt;----------------------------------------------------------------------&gt;\n8) Your next mission will happen about a week later. Delon will be sent\nto find you, and tell you that some Orcs are threatening Imnesvale,\nand that they'll be there in three to four days at the most. Sooo...\nreturn to Imnesvale and find Minister Lloyd, who'll tell you that Ogron\nare attacking... Ogrons\/Orcs, close enough. Our buddy Madulf has been\nfighting the good fight, but he seems to be getting the bad end of\nthings, and has retreated into a cave with a shepherd named Atta. Looks\nlike a rescue mission is in order. Note that Minister Lloyd says we must\nsave Atta, and make sure Madulf doesn't die in vain... how would he know\nthat Madulf is dead, and that Atta wasn't? Or is he just being hopeful?\n\nNote: If you fail to attend to this quest in a timely manner, the\nsituation will resolve itself-poorly. You won't get an explanation or\nan update, but when you talk to Minister Lloyd again, he'll rudely tell\nyou that you're no longer welcome in town, no longer deserving of the\ncabin, and no longer the Ranger of Umar Hills... which prematurely ends\nthe Ranger Stronghold quests. So be sure to make it to Umar Hills before\nthree days have passed. \n&lt;----------------------------------------------------------------------&gt;\n9) Head over to the Umar Cave (x=1600, y=1300) where you'll find a group\nof Icewind Dale rejects-an Orog Leader, three Orogs, and two Orc \nArchers. Laughably weak, smite them and loot them. The Orc Archers have \nsome Arrows of Fire if you kill them fast enough, and the Orog Leader \nwill drop a suit of Studded Leather Armor +2, a Small Shield, a Scroll\nof Infravision, a Bastard Sword +1, and 370 gold.\n\nUmar Cave (AR1106)\no======================================================================o\n10) Enter the cave and talk to Madulf (x=720, y=1150), who isn't in a\ngreat way, but is far enough from dead. He'll thank you for your timely\nrescue, and prove his virtue again by having protected the shepherd,\nAtta, from the Orogs. He'll leave to go find his friends, and you'll get\na quest reward. Return to Minister Lloyd for more juicy rewards.\n\n***REWARD***\n(For driving off the Orogs and saving Madulf)\nEXP\t21750\n\n***REWARD***\n(For saving Imnesvale from the Orogs)\nEXP\t25000\n&lt;----------------------------------------------------------------------&gt;\n11) Another week will pass, and another danger will threaten Imnesvale.\nDelon finds you again and asks you to return and talk to Minister Lloyd,\napparently Umar herself has decided to plague the town. Minister Lloyd\ntells you that Umar-or at least a very convincing impersonator-showed up\nand told the townsfolk to leave 'her lands'. The black balls of fire and\nthe demons she summoned were enough to convince shaky old Imnesvale,\nbut we... we... have seen some things, and if a city full of Drow<\/pre>\n\n\n\n<pre id=\"faqspan-32\" class=\"wp-block-preformatted\">couldn't stop us, neither can some sleepy-town witch.\n&lt;----------------------------------------------------------------------&gt;\n12) So... let's return to the Ruined Temple and head over to the ruins\nof the temple of Amaunator (x=4500, y=200)-you know, where the Shade\nLord  and his minions were holed up? Near the stairs you'll find Mairyn,\nwho  will add her pleas to those of the townsfolk-whatever this 'Umar'\nis,  it's poisoning the land around here, too. She will helpfully wait\noutside, of course.\n\nRestored Temple of Amaunator (AR1401)\no======================================================================o\n13) Inside the ruined temple of Amaunator you'll find that it has been\nrepopulated with undead. Undead of a less shadowy, more corporeal\nnature, but undead nonetheless. Within are also numerous fiery, demony\ncritters, which don't get along well with the undead. Near the entrance\nyou'll find Skeletons, Zombies, a Salamander, and in the room where we\nfound Amauna's Bones, a Glabrezu and a Spectre, the latter of which can\nlevel drain. Head over to where we found Mazzy and sweep around until\nyou reach the room where we obtained the Sun Gem, exterminating Zombies,\nSkeletons, a Skeleton warrior, another Spectre, and finally, an Imp\nbefore reaching 'Umar' (x=740, y=1240). If you get too close, she'll\nturn hostile and attack. She is, however, no ancient witch or Lich or\nanything of the sort-she can't even keep her minions from fighting! She\nstarts out with Mislead and Stoneskin before she tries to go for a\nGreater Malison\/Chaos combo. Still, she's not nearly dangerous enough \nto warrant any real worry. When dead, she'll volit a Mage Robe of Fire\nResistance, Bracers of Defense A.C. 6, Wand of Lightning, Dagger, \n25 gold. When you leave the temple Mairyn will reward you with a rather\npotent figurine that summons Cerebus, a powerful companion that can use\nvarious abilities, including the Moon Dog Howl, a combination of Remove\nFear and Protection from Evil, Moon Dog Sight, a combination of True\nSight, Detect Traps, and Detect Evil, as well as more typical spells\nlike a Healing Lick (Cure Light Wounds), Improved Invisibility, and\nMirror Image. It might not be able to survive as well as, say, a Deva\nor Elemental Prince, but it still is one of the more useful summons\naround.\n\n***REWARD***\n(For dispatching 'Umar' and saving the forest)\nEXP\t26750\nItem\tMoon Dog Figurine\nReputation +1\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t                Firkraag\t\t \t       |\n|\t\t\t   \t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK040}\n\t\t1) Firkraag's Offer\n\t\t2) Monster Murder\n\t\t3) Sanctuary\n\t\t4) Iltha Abducted\n\t\t5) Firkraag's Challenge\n\t\t6) They Don't Need it Anymore...\n\t\t7) Pack Attack\n\t\t8) Ankhegs and Other Random Monsters\n\t\t9) The Fairy Queen\n\t\t10) Hobgoblin Assault\n\t\t11) Vampiric Mist Cave\n\t\t12) Lord Foreshadow\n\t\t13) Kobold Kamikazes\n\t\t14) Under a Hail of Arrows..\n\t\t15) The Golem Engagement\n\t\t16) Orcs of a Feather, Beg Together\n\t\t17) The Culinary Arts\n\t\t18) Undead Infestation\n\t\t19) Teaming up with Samia\n\t\t20) The First Guardian\n\t\t21) The Director\n\t\t22) Reassembling the Mask\n\t\t23) Tools of the Trade\n\t\t24) Treacherous Samia\n\t\t25) Doggies\n\t\t26) Dragon Helm\n\t\t27) More Masquerading Mutts\n\t\t28) Dissent\n\t\t29) Golem Guardians\n\t\t30) Orogs and.. Golems?\n\t\t31) Tazok Returns\n\t\t32) Iltha Imprisoned\n\t\t33) Face to Face with Firkraag\n\t\t34) Betraying Garren Windspear\n\t\t35) Freeing Iltha\n\t\t36) Out of the Frying Pan and into the Firkraag\n\t\t37) Unconventional Armors\n\n1) Okay, now we're ready to take on one of the signature quests in \nShadows of Amn. Head over to the Copper Coronet in the Slums District\nof Athkatla and talk to Lord Jierdan Firkraag (x=720, y=1400). He's\nbeen pestering us with floating text for a while now, but since he\nwasn't nearly as annoying as Nalia (and because of this FAQ writer's\nknowledge) we've been avoiding him. He'll tell you that he needs a\n'creature' such as you to drive off some Ogres and Trolls that are\ncausing him trouble, and he'll offer you a whopping 10000 gold for the\ntask. His offer remains open for you to peruse at your leisure-hardly\nseems like much of an emergency-and the Windspear Hills will be added\nto your map. We shall all receive exactly what we deserve, indeed.\n\nWindspear Hills (AR1200)\no======================================================================o\n2) The Windspear Hills are east of Trademeet, and it'll probably be a\ngood idea to stop at Trademeet and rest before you head over to the\nWindspear Hills.. oh, and you need to exit the side of an adjacent map\nto travel to the Windspear Hills anyway, a la Baldur's Gate 1. Once you\narrive you'll find a curious group of monsters including a Gnoll Elite,\na pair of Ogres, an Ogre Mage, and a Baby Wyvern. We've seen stranger\nthings, though. Of course, one of the Ogres talks to you and seems to\nthink that YOU are the monsters... it doesn't matter what you do,\nthey'll attack and you'll be forced to put them down. Further evidence\nthat this is an unusual event will surface as you kill them and receive\nan inordinately large experience reward, and the fact that they wear\nmetal armor. Once they're all dead a man named Garren Windspear will\nshow up and inquire as to who you are, and how you can change your form\nfrom man to beast at will. Then the truth will become apparent-you've\nkilled some knights by accident! Garren suggests that you follow him to\nhis home until you can make sense of this-the Knights of Helm won't be\nso forgiving.\n\nWindspear Cabin (AR1204)\no======================================================================o\n3) If you agree to go with Garren Windspear you'll appear outside of\nhis cabin. Enter at (x=800, y=3150) and talk to Garren... or rather, get\ntalked to by Garren. He'll tell you that he used to be the lord of this\nland until he lost everything to Lord Jierdan Firkraag, the apparent\ncause of our collective troubles. He'll leave to talk to the Most Noble \nOrder of the Radiant Heart on your behalf and his daughter-Iltha-will\nshow up and thank you for giving her father the chance to help somebody,\nas if we had a choice.\n\nNote: If you're playing a female protagonist, Garren will have a son\nnamed Taar, who will take the place of Iltha in all things. Clearly,\nthey're trying to play into your sexual sympathies.\n&lt;----------------------------------------------------------------------&gt;\n4) Your party will rest and a Halfling named Jum will show up and scream\nbloody murder about some bandits approaching. Before you can deal with\nthem, they'll show up in the house and abduct Iltha\/Taar before\nattacking you. They're a motley bunch, led by a Mage named Plath\nRededge, who openly admits to working for Firkraag. Their intentions are\nquite simple: they've abducted Iltha\/Taar and plan to frame you for that\ncrime, doubtlessly an attempt to further your reputation as merciless\nmarauders. Whatever we did to Firkraag, he's got it in for us something\nfierce. The only clue Plath gives us is that it's 'revenge against those\nbeyond reach, against friends of yours that were enemies long past.'\nWhich could really be anybody from Baldur's Gate 1. When she finally\nshuts up, the bandits will attack, including Plath Rededge, a Dwarven\nBandit, and two Orcs. Needless to say I focus all my attention on Plath\nand strike her down almost instantly, then it's just a matter of mopping\nup the unfortunate melee enemies. When they're dead, loot Plath Rededge\nfor a Bloodstone Amulet, a Quarter Staff, and 20 gold. The Dwarf drops a\nsuit of Plate Mail Armor, a Helmet, a Large Shield, a Silver Necklace, a\nBattle Axe, and 30 gold. The Orcs will typically drop some random gems,\njewelry, or gold, as well as a scroll.\n&lt;----------------------------------------------------------------------&gt;\n5) As can be expected, Garren Windspear shows up just after the last \nenemy dies. He's distraught, but he just manages to avoid blaming you. \nHe'll tell you that despite your lackluster defense of Iltha\/Taar, he\nwas successful with the Radiant Heart, and they have decided to pardon\nyou-so long as you seek out justice for the slain. As if we needed more \nencouragement to go after Firkraag. Jum will show up and give you a \nletter, and the very name, 'Firkraag's Challenge' is provocative enough.\nWhoever this Firkraag is, he's at least arrogant enough to let you know \nwhere he is, and has the gall to express his boredom with this little \n'game' of his. Note the exaggeration on the word 'person' in his own \nletter. \n&lt;----------------------------------------------------------------------&gt;\n6) Garren and Firkraag's letter both suggested the ruins to the\nnorth-east, but as is typical, I prefer to explore the area before\ncommitting to a dungeon. Just north-west of the cabin you'll find a\ncrack in some rocks worth looting. If you want to loot the bodies of the\ndead knights, they sure haven't gone anywhere. Head over to the\nnorth-western corner of the map where you entered the level to score a\nfew suits of Plate Mail Armor to sell. Murder and robbing the dead?\nWell, in for a penny, in for a pound. You can also loot some nearby\nbushes, for what it's worth..\n\n***ITEMS***\n(x=200, y=2075) Star Sapphire\n(x=300, y=540) 63 gold\n&lt;----------------------------------------------------------------------&gt;\n7) Just north of the center of the map you'll find a group of unarmored\nFighters killing some Gnolls. After all the Gnolls are dead they'll end\nup chatting amongst themselves for a while, and the canine puns are\nnumerous and obvious enough that it should be no surprise when they tire\nof their meaningless musing and turn into Werewolves. Unfortunately for\nthem, we fought through an entire island of Werewolves when we were\nhalf the level we are now, these mangy critters don't stand a chance.\n&lt;----------------------------------------------------------------------&gt;\n8) East of Windspear Cabin I encountered an Ankheg, one of our long lost\nfriends from Baldur's Gate 1. Those things were everywhere before, but\nnow they're rare, and no real threat. If Taerom Fuiruim could make you a\nsuit of Ankheg Full Plate in the first game, it should be no surprise \nthat Cromwell can do the same in this one. Of course, we've long since \noutgrown the need for such weak armor. In addition to the random Ankhegs\nthat'll pop up, you also might run across groups of Goblins, \nGibberlings, and other pointless encounters.\n\n***ITEMS***\n(x=2260, y=2690) 11 gold\n&lt;----------------------------------------------------------------------&gt;\n9) In the south-eastern corner of the map you'll find Vaelasa, the Fairy\nQueen (x=4040, y=3050), who'll talk to you. You're supposed to give her \nthe Dryad acorns we found in Irenicus' Dungeon, all the way back near\nthe beginning of the game. If you do, you'll get a nice experience\nreward for the trouble.\n\n***REWARD***\n(For giving Vaelasa the Acorns of her Dryad sisters)\nEXP\t32500\n\n***REWARD***\n(For freeing Elyme, Ulene, and Cania from Irenicus' clutches)\nEXP\t9750\n\nWindspear Dungeon, Level 1 (AR1201)\no======================================================================o\n10) After returning the Acorns, killing some Werewolves, and grabbing\nan Ankheg Shell head to the north-eastern corner of the map and enter\nthe dungeon at (x=4400, y=500). When you get inside you'll be greeted\nby an Orog named Chieftain DigDag, who orders his minions to attack,\nthen leaves. Dispatch his sorry collection of Hobgoblins in his absence,\nwhich consist of a Hobgoblin Captain, a Hobgoblin Archer, two Hobgoblin\nElites, a Hobgoblin Wizard, and a Hobgoblin shaman. The Shaman will\ndrop some Potions of Healing and a Scroll of Cure Serious Wounds. The\nArcher will drop some Arrows +1, and the rest of the Hobgoblins will\ndrop useless gear and random loot. Continue to the north-east and\nexterminate another group of Hobgoblins, which are just as unimpressive\nas the last group was. I was also molested by some Vampiric Mists\nbetween the two groups, which I dispatched by engaging them with my\nmain character in melee, and shooting at them with the rest of the\nparty. True Sight also helps for when they inevitably turn invisible and\nattack less well protected party members.\n&lt;----------------------------------------------------------------------&gt;\n11) Head to the north-west, where you'll find a group of weak humanoids-\neither Orcs or Hobgoblins. If it's Orcs, you'll find Orcs and Orc\nArchers. If it's Hobgoblins, it'll be an even more diverse group,\nincluding spell-casters. They're pathetic opposition by now, dispatch\nthem however you wish. In a cavern to the south-west you'll find more\nannoying enemies-Vampiric Mists. I tend to just send my Protagonist\ndown there alone, let them swarm around me, and use Daystar to cast\nSunray and hopefully dispatch as many of them as possible. If you go\nfight them normally, they're fond of turning themselves invisible if\nthey're heavily injured.. and while invisible, they will-more often\nthan not-target party members that are not protected from their level\ndrain. Once they're all gone, search the cave the mists came from for\nsome minor loot.\n\n***ITEMS***\n(x=800, y=1600) The Protector +1, Aquamarine Gem, Horn Coral Gem x2\n(x=770, y=1430) Waterstar Gem\n&lt;----------------------------------------------------------------------&gt;\n12) Head to the north-west (opposite the Vampiric Mist cave). Off to the\nside will be a large chasm. Investigating it gives you the clue that a\nlarge creature burned and dug its way down, forming the pit. If you\ninteract with the pit you'll knock a pebble down into the depths and\nhear an indignant snort. Subtle, huh? You might also find more petty\nhumanoid foes over here.\n&lt;----------------------------------------------------------------------&gt;\n13) Continue on until you find a Ruhk Transmuter, who is surrounded by\nseveral Kamikaze Kobolds. He'll sic them on you, then retreat. Be sure\nto kill them with ranged weapons, as they explode into Fireballs when\nslain. After that little threat has been neutralized, rush the Ruhk\nTransmuter and cut him down. He'll be kind enough to leave behind a\nRing of Fire Resistance.. which will come in handy soon enough. Put it\non a character who doesn't yet have fire resistance, or easy access to\nspells that grant fire resistance. Head through the door at\n(x=2350, y=900) to reach the lower level of the dungeon.\n\nWindspear Dungeon, Level 2 (AR1202)\no======================================================================o\n14) When you arrive you'll be shot at by a bunch of butthole Orc\nArchers. You can either shoot down the Orcs with counter-fire, barge in\non their positions via secret doors at (x=1600, y=2100), and \n(x=1900, y=2350), or run through the middle door at (x=1880, y=2200).\nIf you kill them they'll each leave behind a suit of Plate Mail Armor,\nsome Arrows, and some Arrows of Fire. A second door awaits you at\n(x=2250, y=1900). Note that all the doors mentioned above are locked,\nso make good use of your Thief to get through them... or a Knock spell,\nwhichever.\n\nNote from Lee:\nA Fireball into each side chamber will severely injure, if not kill\noutright, all the buttholes. Chaos is also interesting, as they don't\nhave a lot of room to move, and they continually run into each other\nlike bumper cars. Doesn't really hurt them, but it's fun to watch...\n&lt;----------------------------------------------------------------------&gt;\n15) The hallway ahead of you is blocked by several Golems, and at this\npoint in the game, we've got to deal with an Adamantine Golem. It's\naccompanied by two Stone Golems, but fortunately, only the latter can\nfit through the small doorways to reach us. Lure the two Stone Golems\ninto the wider room and smite them. Adamantine Golems are immune to \nanything less than +3 weapons, and take very little damage from weapons\nregardless of their enchantment. Still, we can easily surround it with\ncompetent melee Fighters and hack it to death, or attempt to cheap-shot\nit with the Rod of Smiting, if you are so inclined. Of course,  I was\njust as inclined to have Jaheira kill it at a distance with her Fire\nTooth +3.\n&lt;----------------------------------------------------------------------&gt;\n16) Go through the doors to the north-west at (x=2050, y=1660) and\n(x=1950, y=1600) to find a room containing two rather pathetic Orcs.\nDerg the Orc will beg for his life, and promise not to eat children or\nkick old people anymore... at least not as a job.. as a hobby,\nhowever... There's no good reason to let him live, and if you kill him\nyou'll get a suit of Leather Armor, an Angel Skin Ring, a Bloodstone\nRing, a Bastard Sword, and 47 gold. Then there's Flayan the Orc\n(x=1660, y=1660) who is just as pathetic as Derg. He will, however,\noffer you some information about the place, although it's nothing you\ndon't already know. Firkraag has Iltha\/Taar with him, and wants you to\ncome to him. Oh, and Flayan has no confidence in your abilities when it\ncomes to Firkraag, who he seems to think is all-powerful.\n&lt;----------------------------------------------------------------------&gt;\n17) Now head through the doorway on the opposite end of the Golem\nhallway (x=2660, y=2100), wherein you'll find a Troll Cook \n(x=2880, y=2300), who will kindly ask you to 'jump onto that grill over\nthere.' He's a Troll Cook you see, and it would sure be helpful if you\ngot on the grill so he could, well, cook you. Don't want to be cooked?\nThen you shouldn't have applied for the job. When the conversation ends\nhe'll summon some Hobgoblin buddies to try and apprehend you. Smite \nthem all (Jaheira's Fire Tooth +3 does wonders against Trolls). When\nthey're dead, loot the table in the middle of the room for an Orcish\nCookbook and some +2 ammunition, if you dare. The Orcish Cookbook is\nmore rambling musings, hints about monsters in the dungeon, and a\ntreasure guide, than an actual cookbook. Through another pair of doors\nto the south (x=2520, y=2400) and  (x=2450, y=2550) you'll find an\nOtyugh, the typical, indispensable cleaning utility for dungeons\neverywhere.\n\n***ITEMS***\n(x=2700, y=2330) Orcish Cookbook, Jade Ring, Bolts +2 x40, Arrows +2 x40\n&lt;----------------------------------------------------------------------&gt;\n18) Return to the hallway where the Golems were and go through the door\nat (x=2350, y=1800). Engage and exterminate another group of Orcs and\ngo through the door at (x=2700, y=1600). To the south-east I ran afoul\nof a veritable horde of undead, including six Vampires, three Mummies,\nand two Ghasts. I send in my spell-buffed protagonist-alone in the good\nparty, accompanied by Dorn in the evil party. If you've got the Mace of\nDisruption +2, you can also safely send in Anomen\/Viconia. and use\nDaystar's Sunray power to thin the herd. The rest of the party can\n(and probably should) assist with missile fire... or at least Imoen\nwith the Gesen Bow, Jaheira with Fire Tooth +3, and Keldorn with The\nGuide +2. Before your buffs run out, head to the south-east and go\nthrough a door (x=3450, y=2450) to reach a room full of Shadows, Shadow\nFiends, Wraiths, Greater Wraiths, and the like. They're not as numerous\nor dangerous as the undead we just faced, but with the Wraiths some\ncaution is still called for. Make sure to grab the Chapel Key in the\nWraith room, if nothing else.\n\n***ITEMS***\n(x=3270, y=1750) Polymorph Other, Gold Ring, Dart of Wounding x20,\n\t\t Arrows x120, Bolts x120\n(x=3130, y=2620) Chapel Key, Bullets +2 x40, Dart of Stunning x20\n\n***TRAPS***\n(x=3270, y=1750)\n&lt;----------------------------------------------------------------------&gt;\n19) Head back north-west and go through the door at (x=2600, y=1400),\nbeyond which you'll find Samia. She's here looking for information about\nthe long-dead King Strohm III of Tethyr. The only problem is, she seems\nto be unable to forge forward, which she blames on magic that prevents\nher entry due to her heritage. Her plan? Make you do all the work and\ncompensate you for whatever you dig out. It's not like we have anywhere\nelse to go, so we might as well accept. You'll need to defeat seven\nguardians, the last of which is invisible and protected from even the\nstrongest magics.\n&lt;----------------------------------------------------------------------&gt;\n20) First, go find the traps on the doors in the hallway where you met\nSamia. Go through the one untrapped door at (x=2600, y=1300), then go\nthrough another at (x=2700, y=1130), and finally through a door at\n(x=2550, y=950) to find the first Guardian (x=2470, y=900), all of which\nare Efreeti. This is a great opportunity to get some use out of the \nHalberd +4: Wave, if you have anybody proficient in its use. Also, since\nmost of their attacks are fire-based, doubling up the Ring of Fire\nResistance and the Ring of Fire Control pretty much makes you immune to\neverything they've got to throw at you. When it dies, loot its body for\na 'Piece of Burial Mask'. Also note that in the room with the lootable\nstack of books, you may run across a Fell Ghast. I suppose it's the\nBaldur's Gate 2 version of the suped-up Greater Ghouls from Durlag's\nTower in the first game... only a Ghast. Remember back then, when\nenemies who could paralyze us were legitimate threats in their own\nright? Yeah... not so much anymore.\n\n***ITEMS***\n(x=2650, y=920) Book of King Strohm III, Scroll of Wizard Eye,\n\t\tScroll of Stone to Flesh\n\n***TRAPS***\n(x=2150, y=1100)\n(x=2350, y=1100)\n(x=2450, y=1200)\n(x=2880, y=1100)\n(x=2400, y=850)\n&lt;----------------------------------------------------------------------&gt;\n21) Now have whichever character is protected by the Cloak of Mirroring\nhead through the door at door (x=2750, y=900) to reach another hallway \nfull of doors. Behind the locked door at (x=2880, y=800) you'll find the\nDirector, a Beholder who only seems to use the spell Slow as an eye ray\nattack. Otherwise, it prefers to attack with Magic Missile, Burning\nHands, and Ice Storm, which are all deflected by the Cloak of Mirroring.\nMy protagonist easily smites the creature.\n&lt;----------------------------------------------------------------------&gt;\n22) Let's get rid of the remaining Guardians now. Their locations are\nlisted below, as well as the locations of the doors beyond which they\nlie. They're weak enough that we need not discuss any sort of strategy\nabout them, just smack them with the Halberd +4: Wave. Make sure to pick\nup the 'Piece of Burial Mask' they drop, listen to their vague clues\nwhen they talk, and keep an eye out for the trapped doors that lead to\nnowhere. Avoid the door at (x=3250, y=550), as beyond it you'll find\nthe lead Guardian, which cannot be seen (and therefore, attacked) until\nyou have the rest of the mask assembled.\n\nGuardian (x=3030, y=500), behind the door at (x=3100, y=550)\nGuardian (x=3200, y=880), behind the door at (x=3300, y=950)\nGuardian (x=2950, y=1330), behind the door at (x=3150, y=1200)\nGuardian (x=3350, y=1470), behind the door at (x=3440, y=1400)\nGuardian (x=3650, y=1250), behind the door at (x=3570, y=1300)\n\n***TRAPS***\n(x=2900, y=700)\n(x=3070, y=950)\n\n***REWARD***\n(For reassembling the Mask of King Strohm III)\nEXP\t24550\n&lt;----------------------------------------------------------------------&gt;\n23) When you obtain the 6th and final piece of the mask, it'll\nautomatically reassemble itself in your inventory. If you didn't gather\nfrom the babbling Guardians, Strohm died fighting off Drow and their\npet Red Dragon. Now head through the door at (x=3250, y=550) and engage\nthe final Guardian with whatever character is most suited for the task.\nSince it's got the form of a Fire Elemental, you might as well put the\nHalberd +4: wave to more good use. Just be sure that whomever is\nengaging the beast is wearing the Mask of King Strohm III, or they won't\nbe able to strike it. When it's dead, go through the door at\n(x=3530, y=350) and loot the... ground... to obtain some more tools of\nthe trade. The Dragon Scale Shield +2 has a respectable Armor Class\nbonus of three, and the 25% resistance to fire, cold, and electricity is\nwelcome, if not overwhelming defense against the elements. Against\ncritters fond of using any of those elements, this shield might be more\nworthwhile than the Shield of Harmony or the Fortress Shield, but as\na general-use shield, it's already been eclipsed. The Dragon Slayer\nSword is another weapon that may come in handy against Dragons. It\ngrants immunity to fear, regenerates Hit Points (even if it's at a\npathetic rate), and scores double damage against Dragons. It may be a\nmore worthy off-hand weapon for my protagonist when dealing with\nDragons, but since many Chromatic Dragons we'll be facing are Lawful\nEvil or Chaotic Evil (if they follow the book rules, anyways) the\nEqualizer will give a respectable +3 bonus to THAC0 and +6 damage...\nand I shouldn't have to point out how the Flail of the Ages trumps the\nDragon slayer Sword.\n\n***ITEMS***\n(x=3400, y=100)\n&lt;----------------------------------------------------------------------&gt;\n24) Of course, shortly after claiming the loot Samia will show up with\na band of ne'er-do-wells. Her plan all along was to get you to do all\nthe work, then kill you and take all the treasure. Of course... dear\nSamia... if we were competent enough to make it here, what makes you\nthink we're not up to the task of killing you, too? Samia is joined by\nAkae, Chak, Legdoril, Ferric Ironblade, and a Mage named Kaol. Jaheira\nshows off her Insect Plague spell, and Imoen\/Edwin let loose a Chaos,\nwhich by and large wins the fight by itself. Despite my rather\ndismissive description of this group, they can be somewhat dangerous.\nJust be sure to keep an eye on Kaol, as any Mage can cause trouble, and\nLegdoril, who can harass you with spells of the Clerical variety. Still,\nour party buster spells work fine, and Haste will speed up the\ninevitable:\n\nAkae: Katana and a Wakizashi (both unenchanted, despite his formidable\ncombat abilities), Silver Necklace, Potion of Extra Healing x2 and an\nOil of Speed.\n\nSamia: Plate Mail +1, Medium Shield +1, Potion of Extra Healing x2, Iol\nGem and a Scimitar.\n\nKaol: Scroll of Infravision, Wand of Fear, Potion of Extra Healing and\na Quarterstaff.\n\nFerric Ironblade: Studded Leather Armor +2, Arrows x20, Potion of Extra\nHealing x2, Potion of Frost Giant Strength, Long Sword, Shorbow and\n50 gold.\n\nChak: Large Shield +2, Battle Axe +2, Bluestone Necklace and 40 gold.\n\nLegdoril: Plate Mail Armor, Small Shield, Mace and 38 gold.\n\nThat's right, they dropped us nearly nothing of substance; they were\njust well-leveled folks with crap gear.\n&lt;----------------------------------------------------------------------&gt;\n25) Return to the hallway where we met Samia and go through the door at \n(x=2450, y=1400). Continue down the tunnel to the north-west, where \nyou'll encounter a group of Dread Wolves and Greater Wolfweres. They're \ncan be rough in melee if they gang up on a party member in an enclosed\nspace, but since we all have +3 weapons or better and are a much higher\nlevel than we were in Spellhold, they're really just so much fodder.\n&lt;----------------------------------------------------------------------&gt;\n26) Go through another door at (x=1570, y=1150) and dispatch some Orogs.\nAt least we're finally back to killing Firkraag's minions. Investigate\nthe well at (x=1250, y=1250) and raise up the water pail to obtain the\nDragon Helm. You'll also be attacked by an Air Elemental for your\ntrouble, but such a creature is little more than free experience for us\nby now. The helmet doesn't give a bonus to Armor Class, but it does\nimprove your resistance to fire, cold, and electricity by 25%. Combined\nwith the Dragon Scale Shield +2, that's 50% resistance to three of the\ngame's most common elements. Unfortunately, this helmet is slightly\nout-competed by the Helmet of Defense. I'd take a +1 bonus to my saves\nover 5% resistance to elements any day.\n\nNote from Lee:\nI usually see the Orogs and Golems from Step 30 show up here, but the\nAdamantine Golem blocks their path across the bridge, so it's safe to\nignore them. Of couse, why do that when you can simply kill them and\nclear the path for later...? Either way, I don't do those steps until\nafter 27-29, as listed in this guide.\n&lt;----------------------------------------------------------------------&gt;\n27) Head through a locked door across the stone bridge at \n(x=1100, y=1450). Through another door (x=850, y=1630) you'll find a \nwarrior named Grancor, who attempts to lead you away to treat some \ninjured companions of his. Of course, if you doubt him his story doesn't\nhold water, and he'll soon grow impatient, turn into a Greater Wolfwere,\nand attack. Kill him and his companion and go through the door at \n(x=1000, y=1850), where you'll find more Wolfweres in need of some\ndeath. Loot the first room, and go through another door at\n(x=1050, y=2000) and loot this room, too. The Horn of Blasting is a\ndecent area of effect item that does a bit of damage and has a chance\nto stun creatures effected. Unfortunately, it always centers its blast\non the user, meaning you're going to harm yourself every time you use\nit.\n\n***ITEMS***\n(x=800, y=1630) Scroll of Chaos, Dart of Wounding x20, 44 gold\n(x=700, y=1700) Bloodstone Gem, Bolt of Lightning x20, Arrows of Ice x40\n(x=900, y=2100) Scroll of Domination, Scroll of Hold Monster, \n\t\tBolt of Biting x40\n(x=800, y=2000) Scroll of Hold Undead, Horn of Blasting, Bullet +2 x40,\n\t\tArrows of Piercing x40, Dart of Wounding x20, 2120 gold\n\n&lt;----------------------------------------------------------------------&gt;\n28) Return to the small room before you met Grancor and head north-west\nthrough the hole in the wall to reach a cavern. Inside you'll spot a\n'Captain' berating some critters for failing to clean 'the master's'\nfavorite Golems. The Captain will turn into a Wolfwere and attack the \nservants-a Hobgoblin named Gerg and a Troll. If you kill the Captain,\nthe other two will leave, but helping out the Captain only earns you\nhis hostility, afterwards. The Captain drops a Silver Ring and a Silver\nNecklace.\n&lt;----------------------------------------------------------------------&gt;\n29) Anyways, continue past them until you find a secret door\n(x=500, y=1000) beyond which lies 'the master's' Golems, what else? This\nis just another typical grouping of an Adamantite Golem and two Stone\nGolems, the former of which can't squeeze out of the secret door, so\nsmite it at a distance like we did the first one and cut the Stone\nGolems up in melee... or just shoot them all to death, if they crowd \naround the secret door and the Adamantite Golem blocks the other Golems.\nWhy do more work than we have to? When they're all dead, head safely\ninto their cavern and loot the wall at (x=800, y=450) to claim the \nHeartseeker +3, a Beljuril Gem, and a pair of Moonbar Gems.\n\n***ITEMS***\n(x=800, y=450) Heartseeker +3, Beljuril Gem, Moonbar Gem x2\n&lt;----------------------------------------------------------------------&gt;\n30) Return to the stone bridge where we found the Dragon Helm and head\nacross the crude wooden bridge-the bridge upon a bridge, as it were-to\nthe north and up a corridor, where you'll find more Orogs to sate your\nkilling urges to the east. Sometimes a group of Golems (an Adamantite\nGolem and two Stone Golems) showed up in the corridor leading to the\nOrog room, other times, they did not. If you run afoul of some Golems,\njust run back across the bridge, cut down the Stone Golems, and shoot\nthe Adamantite Golem (who can't cross the bridge) to death. If they\ndidn't show up the first time through, they'll certainly show up the\nsecond.\n&lt;----------------------------------------------------------------------&gt;\n31) Go through the locked door (x=1600, y=750), and then through another\ndoor (x=1950, y=850) to reach a prison. Inside is a very special friend\nof ours-the Ogre Tazok-now in the employ of Firkraag. Apparently this\nFirkraag sought out Tazok for his special relationship with us. Firkraag\nresurrected him for the sole purpose of meeting us here, so for Kivan's\nsake, let's give Tazok the warm welcome he deserves. Chieftain DigDag is\nalso there, but he seems rather... who cares, to me. I bottleneck them\nat the doorway and cut them down. Not because of their fearsome might,\nbut just because it's good tactics. In fact, I have my protagonist \nbottleneck them at the door and cut them all down himself. Tazok \ndeserves no less. Tazok might be a bit stronger in this game than he\nwas in the first, but I am much, much, stronger still. Chieftain DigDag\nwill leave behind Delver's Plate +2, a Helmet, a Large Shield, and a\nBastard Sword. Delver's Plate, despite being slightly lighter than Full\nPlate Mail +1, it's not nearly as protective, so it serves us no purpose\nat this point in the game. Tazok leaves behind a suit of Full Plate\nMail +1, two Potions of Extra Healing, a Sewer Key (with which we'll\nfinish off Athkatla), a Zircon Gem, a Flamedance Ring, a Two Handed\nSword +2, and 430 gold.\n\n***ITEMS***\n(x=2100, y=650) Fireshield (Red), Star Sapphire x2, Arrows x80, \n\t\tBolts x80, Bullets x80, Darts x80, 240 gold\n(x=1950, y=650) Scroll of Minor Sequencer, Scroll of Teleport Field,\n\t\tRogue Stone x2, King's Tears, Laeral's Tear Necklace,\n\t\t680 gold\n&lt;----------------------------------------------------------------------&gt;\n32) Over at (x=2370, y=700) you'll find Iltha\/Taar, safely imprisoned\nbehind bars we don't have the key for. Talk to her\/him and she\/he will\ntell you that the Mage who brought her\/him here has the key, but she\/he\nhas no idea how to get it. She\/He begs you to not fight Firkraag-just\nget the key and flee. Head to the next area by entering the cavern at\n(x=1800, y=350).\n\nFirkraag's Lair (AR1203)\no======================================================================o\n33) Head down the overly large stairs and you'll find yourself in an\noverly large chamber, where Firkraag lurks (x=1500, y=1500). It should\nnow become quite apparent why none of Firkraag's minions thought we'd\nstand a chance, and why Firkraag so brazenly challenged us. Being a Red\nDragon should give one sufficient reason to be arrogant. His interest in\nyou was two-fold, powerful creatures seem to be drawn to you, being a\nBhaalspawn and all. On top of that, Gorion crossed him back in the day,\nand since he can't do anything to Gorion, picking on his kid is the next\nbest thing. It turns out that Firkraag's reasons for troubling us aren't\nso grand, just curiosity, boredom, and a bit of revenge. Of course, on\nclose examination we Bhaalspawn aren't significantly different from\nother mortals, so Firkraag has decided to let us be so we can hunt down\nIrenicus. Too bad for him, I don't intend to grant him the same leisure.\nFirst, however, he'll allow you to attempt to save Iltha\/Taar, as more\nof a test for his minions than for any other reason. If you're feeling\nevil, you can side with Firkraag and offer to go get him Garren\nWindspear's deed. Both alternatives will be covered below.\n&lt;----------------------------------------------------------------------&gt;\n34) If you decide to betray Garren, Keldorn will leave your party-and\nrightfully so. This is no more than an act of pure malice and greed.\nIltha\/Taar will be slain by Conster on your way back to Windspear\nCabin. When you arrive, just kill Garren, don't bother talking to him or\nhe'll leave. Loot the 'Deed to the Windspear Hills' from his body and\nreturn to Firkraag. He'll give you a single item from his horde-and not \nsurprisingly, one of the weakest. You will, however, get a pretty large\nexperience reward. Yep... that's all there is to it. Not very exciting,\nright? Now, for the suggested anti-Firkraag route.\n\n***REWARD***\n(For bringing the Deed of the Windspear Hills to Firkraag)\nEXP\t40500 (each character)\nItem\tCloak of the Shield\n&lt;----------------------------------------------------------------------&gt;\n35) Return to the previous level in your attempt to beat Conster to\nIltha\/Taar. Conster will challenge you when you reach the prison. He\nmight be fanatically servile to Firkraag, but he's not terribly strong.\nHit him with a Dispel Magic or Breach to take down his obligatory\nStoneskin, then rush him and cut him down. Loot his body for the\nFirkraag Prison Key, a Scroll of Magic Missile, a Quarter Staff, and\n25 gold. Key in hand, open the door at (x=2350, y=700) to free\nIltha\/Taar. She\/He will tell you to meet her\/him back at her\/his\nfather's house and leave. Do as she\/he suggests and you'll get another\nexperience reward. If you're a Paladin, Garren Windspear will suggest\nthat you return to the Most Noble order of the Radiant Heart. That's\nright, it's another series of Stronghold quests coming up-but first,\nlet's see Firkraag off in fitting manner. Of course, if you're a Paladin\nyou should really do the Paladin Stronghold quests first, since dealing\nwith Firkraag is part of that string of quests. On the other hand, if\nyour protagonist isn't a Paladin, you have no reason to bother, just go\nfight Firkraag now.\n\n***REWARD***\n(For freeing Iltha\/Taar)\nEXP\t23750\n\n***REWARD***\n(For returning back to the Windspear Cabin after rescuing Iltha\/Taar)\nEXP\t44500 (each character)\n&lt;----------------------------------------------------------------------&gt;\n36) Standard Dragon fight rules apply: spell buff to the max, and \ninclude spells like Protection from Fire to your normal preparations.\nFirkraag's breath is no laughing matter. Fireshield (Red) and Aura of\nFlaming Death are also good defenses against this scourge. Other than\nthat.. summon whatever critters you have, the more targets, the better.\nEdwin\/Imoen equips the Ring of Fire Resistance or Ring of Fire Control\nso there's at least a chance that they'll survive Firkraag's breath-but\nthey should be kept back, in any case. Surround Firkraag liberally, for\nseveral reasons. First, he'll almost certainly use Remove Magic, and the\nfewer characters this hits, the better off you'll be. Second, when\npressed he'll wing buffet, and the fewer characters knocked back, the\nbetter off you'll be. Third, it'll keep him from hitting everybody with\nhis breath weapon, and the fewer... well, you know. Imoen\/Edwin and my\nmain character start out with Lower Resistance, followed by Greater\nMalison, hopefully making him more vulnerable to the Silver Sword, \nCelestial Fury, Flail of the Ages, or Finger of Death. Unfortunately,\nwith such powerful summons, good start-up defenses, and Whirlwind\nAttacks, Firkraag does little more than roll over and die.\n\nWhen he falls, loot his carcass for some truly epic loot. He'll leave\nbehind some Red Dragon Scales, Carsomyr +5, a Holy Avenger that will\nserve Keldorn for the rest of the game, a Cloak of the Shield, a Scroll\nof Simulacrum, a Gold ring, and 1500 gold. Keldorn gleefully equips \nCarsomyr +5 and gains a +50% bonus to his magic resistance. Re-equip his\namulet and it raises to its rightful 60%. Three more Dispel Magic spells\nand the ability to Dispel a target every hit further enhances Keldorn's\ninnate Mage-killing powers, and the +5 damage against chaotic evil foes\nhelps him punish the baddest of baddies. As an added bonus, selling off\nall the magical (but not useful) loot I found in this Sequence I earned\nanother 8000 gold.\n\n***ENHANCED EDITION***\nFirkraag, like most Enhanced Edition Dragons, is now much more fond of\nRemove Magic and Dispel Magic than they were in the vanilla game. You\ncan also expect Enhanced Edition Dragons to buff themselves with Haste.\nThese tactics were employed in the vanilla game, but now pretty much\nevery Dragon will use them, and often. You can try to counter their\nHaste, but your options are limited. If you try to use Remove Magic,\nyou'll have to contend with their caster level, which almost certainly\nout-matches yours by enough to make the spell useless. Of all the\ncharacters you have, Haer'Dalis might be the most likely to succeed at\nit, considering how quickly a Bard levels. Edwin, Imoen, and my\nprotagonists, however, need to look towards other spells. Slow should\ncome to mind, but even at a -4 save, they're likely to make the save...\nand that's if you get past their Magic Resistance. If you brought the\nlatter down with Lower Resistance, it might be worth the time, but\nultimately, this is better served for when you have plenty of prepared\nSpell Triggers (two Lower Resistances and a Greater Malison) and\nSpell Sequencers (three Slow spells), or you can cast Time Stop to cast\nthree spells in sequence. This takes time, however, and considering\nthat Dragons will constantly bring up Stoneskin and Protection From\nMagic Weapon spells, you'll probably need to reserve your Mage's\nprecious time for repeated castings of Breach.\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition -\nFirkraag {VID006}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Firkraag\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/245FC0J5C84?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n&lt;----------------------------------------------------------------------&gt;\n37) Before we run off and fight the good fight with the Paladins of the\nMost Noble Order of the Radiant Heart.. or do whatever else there is to\ndo if you're not a Paladin... let's pay Cromwell another visit. With the\nRed Dragon Scales and 5000 gold, Cromwell will forge for you the Red\nDragon Scale Armor. With it's Armor Class of -1, and inherent 50%\nresistance to fire, it's some of the better armor in the game. In\nShadows of Amn, it allowed you to wear another magical item with it-like\na Ring or Protection. However, in Throne of Bhaal the developers fixed\nthe oversight (after all, if the Shadow Dragon Scale Armor didn't allow\nit, why should the Red Dragon Scale Armor?) I give this armor to\nKorgan in the evil party, or Anomen in the good party. In the good\nparty, Keldorn doesn't need the fire resistance (due to his high\nmagic resistance) but he does need the armor class from the Armor of\nthe Hart +3. In the evil party, Viconia likewise doesn't need the fire\nresistance, and in either case, I'm comfortable just leaving the\nGorgon Plate +4 on Jaheira. You can also turn your Ankheg Husk into\nAnkheg Plate Mail for 5000 gold, although compared to the best armor in\nShadows of Amn, it's really lacking.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t       Paladin Stronghold Quests\t \t       |\n|\t\t\t   \t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK041}\n\t\t1) Joining the Order\n\t\t2) The Odd Couple\n\t\t3) Saving the Knights\n\t\t4) Publicity Stunt\n\t\t5) Inconvenient Truth\n\t\t6) Let Your 'Detect Evil' be Your Guide..\n\t\t7) Last of the Morningales\n\t\t8) An Imperfect Symbol\n\t\t9) Reclaiming the Holy Avenger\n\nHigh Hall of the Radiant Heart (AR0903)\no======================================================================o\n1) Take Garren Windspear up on his offer and visit the High Hall of the\nRadiant Heart (x=3300, y=3400) in the Temple District of Athkatla. Go\ntalk to Prelate Wessalen (x=350, y=590), who will direct you to one \nWilliam Reirrac (x=1180, y=1120). Your first task is actually quite\nurgent, and he'll instruct you to leave within the hour. Ask about the\nparticulars and he'll talk about the conflict with the Sythillisian\nEmpire. Apparently all is not well, and one of the order outposts is\nunder attack. It's your job to go relieve the outpost and rescue the\nAmnish garrison. You may have heard a bit about this war if you talked\nto any Town Criers at any point. Of course, this is all meaningless\nback-story if you're not a Paladin, but hey, if you are, it actually\nhas some bearing on the game. Who knew? Our destination is the Umar\nHills.\n&lt;----------------------------------------------------------------------&gt;\n2) Note that on the way to or from the Order of the Radiant Heart you \nmay see the final segment of the Garrick-Lady Irlana romance if you've\nexperienced the two previous exchanges and haven't neglected to talk to\nCyrando when he was standing outside by himself. It seems that the \nsmooth gnome, Cyrando, has won Lady Irlana's heart. Garrick, according \nto their accounts, got the consolation prize of one of the bridesmaids \nat the wedding. Everybody wins!\n&lt;----------------------------------------------------------------------&gt;\n3) When you arrive at the Umar Hills, you'll be greeted by one Sir\nAlynar, who will take you to the site of the battle. The combatants\ninclude two Ogre Mages, two Ettins, and several Orcs. Despite the\nlow-level spells of the Ogre Mages, you should attend to the Ettins,\nfirst, as they are the greatest threat to your fellow Knights of the\nOrder. When all the baddies are dead Squire Elotte will speak to you\nand thank you for your rescue, after which you'll get a small experience\nreward.\n\n***REWARD***\n(For saving the garrison)\nEXP\t8000\n&lt;----------------------------------------------------------------------&gt;\n4) Return to the High Hall of the Most Radiant Heart and report to Sir\nWilliam Reirrac. He'll be quite pleased with how things turned out\n(provided you didn't let people die, that is) and will give you your\nsecond mission. Some Baron Metrich wants some squatters removed from\nhis land, and it's our job to restore order. This is, of course, little\nmore than an over-glorified public relations stunt, but hey, a job's a\njob.\n\n***REWARD***\n(For reporting your success to Sir William Reirrac)\nEXP\t10000\n&lt;----------------------------------------------------------------------&gt;\n5) Now head back to the Umar Hills area again, where you'll find a man\nnamed Crolus, who'll escort you to your meeting with Baron Metrich. He\npoints out that the Baron would rather you not talk to any of the \nsquatters along the way... which means that we probably should. Over at\n(x=4150, y=2620) you'll find Moreno, who says that they did indeed \nattack Metrich's men... after he burned their crops. He'll accuse\nMetrich of being a newcomer, more interested with setting up private\nhunting grounds than respecting the farmers of the land, and taxing,\nburning, and raiding to get what he wants. Next talk to Brunson over at\n(x=3950, y=2720) and Pardo over at (x=3900, y=2920). You'll get all\nthe points of view of the resistance, from the aggressive Moreno, the\nmoderate Brunson, and repentant Pardo.\n&lt;----------------------------------------------------------------------&gt;\n6) When you enter the bar, a lady named Lanka will speak to you, mostly\nserving as a catalyst for the conversation with Metrich. Metrich will\ndemand that you remove the squatters, and if you decide to side with\nhim, they'll leave without a fight. This is one instance where there is\nno moral ambiguity, however. Baron Metrich is evil, as a simple Detect\nEvil will reveal, and siding with him will give you a sub-optimal\nresponse from Sir William Reirrac. Confront him with the knowledge of\nMetrich's antics, and Lanka will waver in her support of the Baron. As\nyou continue to press him, Metrich becomes more belligerent, and it's\nobvious that he just wants to use the moral and military authority of\nthe order to effect the egress of the 'squatters' from lands he wants\nto claim. When a fight breaks out, attack Sorcerous Amin, first. Being\nthe sole spellcaster in the enemy ranks, he's the obvious threat that\nmust be dealt with. I wonder if Sorcerous Amin is related to Sorcerous\nAmon? Ah well, after he dies it becomes a straight melee, which is\njust an unwinable situation for our foes. Sorcerous Amin will leave \nbehind a Scroll of Friends, Darts x20, a Quarter Staff, and 12 gold.\nThe Metrich Yeoman will leave behind some Arrows of Fire among other\njunk, and Baron Metrich will leave behind a suit of Plate Mail Armor,\na Long Sword, and 7 gold. Yeah, yeah, our cup runneth over, right?\nReturn to Sir William Reirrac for the reward that you deserve.\n\n***REWARD***\n(For supporting Baron Metrich and running off the 'squatters')\nEXP\t15000\n\n***REWARD***\n(For supporting the 'squatters' and killing Baron Metrich)\nEXP\t25500\n\nNote from Lee:\nI just couldn't help but think of Cartman from South Park when Baron\nMetrich exclaims \"You will respect my authority!\"\n&lt;----------------------------------------------------------------------&gt;\n7) Your next mission immediately follows. Sure, we get little time to\nrest, but at least we don't have to wait a week between every mission\nlike those lazy Rangers. Anyways, the one decent family in Athkatla-the\nMorningales-have paid a heavy price for opposing the slave trade that\nruns rampant in the city: they've been murdered down to the last member.\nThe survivor, a shining bright example of her family's righteousness-\nTyrianna-is being put into your care until she can be smuggled from the\ncity. You need to go to the safehouse-a building in the Docks District\nnear the temple-and await her godparent, an upstanding man from Baldur's\nGate named Hurgis Baltezan.\n\nSafehouse (AR0415)\/(AR0416)\no======================================================================o\n8) When you reach the Docks District, head into the house beside the\nTemple of Oghma (x=3350, y=1050), where you'll be accosted by Franco,\nthe guy you're relieving. He'll hint at some problems with the job that\nmade him so edgy, but leave you to discover the particulars. When \nTyrianna shows up, she'll make the source of Franco's discomfort all too\nclear. To put it simply, Tyrianna is a spoiled brat who has no business\nbeing the symbol of morality she clearly doesn't embrace. After she bugs\nyou a second time, some Assassins will show up and attack, although\nthey're not very dangerous. After they're dead, Tyrianna has nothing\nbetter to do but whine about the blood on the carpeting... and your lack\nof cleanliness. She'll then try and leave, certain that her godparent is\noutside. Send her upstairs and her godparent will show up, and you'll\nfind where she gets her brattiness from. Surely such an upstanding\nfigure wouldn't be so rude and confrontational? Of course, we have a way\nto check if somebody is evil or not, don't we? Use Detect Evil and find\nout if Hurgis Baltezan is, in fact, evil or not. If he is evil, don't\nhand Tyrianna over to him, if he's not evil, hand her over, despite your\nmisgivings. You'll have to talk to Tyrianna, tell her either to stay<\/pre>\n\n\n\n<pre id=\"faqspan-33\" class=\"wp-block-preformatted\">upstairs or go down to her godfather, then return downstairs and talk\nto Hurgis one last time to either see them off (if he's not evil and\nhence you sent Tyrianna down) or to tell him he's not getting Tyrianna\nand thus provoke him to a fight (if he is evil). If you kill Hurgis\n(the real one or the evil one), you'll get some experience for it when\nyou talk to Tyrianna and tell her, but if you killed the real (non-evil)\nHurgis you'll be expelled from the Order when you talk to Sir William.\nLikewise if you give Tyrianna to an evil Hurgis, you'll find out that\nhe was an imposter and that Tyrianna was killed, and you'll be kicked\nout of the Order. So let's not do that, hmm? Once you're done, return\nto Sir William Reirrac, who will reward you with a Large Shield +2 and\nthe Pride of the Leigon +2, armor with a decent Armor Class of -1.\nStill, it has no other redeeming qualities, and the Armor of the Hart,\nthe Red Dragon Scale, and the Gorgon Plate are all better than it. Note\nthat if you encountered an evil Hurgis, you'll get a better reward than\nif you did not. It's not fair, and it's really just luck whether you get\nthe real Hurgis or an impersonator, but that's the way it is.\n\n***ITEMS*** (AR0416)\n(x=400, y=200) Mace, Potion of Heroism, Jasper Gem\n\n***REWARD***\n(For being paranoid and killing Hurgis Baltezan)\nEXP\t5000\n\n***REWARD***\n(For delivering Tyrianna into Hurgis' care)\nItem\tPride of the Leigon +2\nItem\tLarge Shield +2\n\n***REWARD***\n(For exposing the Hurgis impersonator and protecting Tyrianna)\nEXP\t25000\nItem\tPride of the Leigon +2\nItem\tLarge Shield +2\n&lt;----------------------------------------------------------------------&gt;\n9) Now that you're such a well-respected and obviously potent Paladin,\nSir William Reirrac gives you one last task-the Red Dragon of the\nWindspear Hills is an abomination that must be destroyed. Being evil is\nbad enough, but the overgrown iguana also has a Holy Avenger as part of\nhis horde-and it's up to you to retrieve this priceless holy weapon.\nFor information on how to stomp Firkraag, see Step #36 in the previous\nSequence. when you return to Sir William Reirrac, he'll reward you by...\nwell, praising you and letting you keep the Holy Avenger, Carsomyr +5.\nYou'll also get some experience to sweeten the deal.\n\n***REWARD***\n(For recovering the Holy Avenger from Firkraag)\nEXP\t35000\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t        Illithids Under Athkatla\t \t       |\n|\t\t\t (Obtaining Crom Faeyr) \t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK042}\n\t\t1) Who Dares Wins\n\t\t2) Illithids Under Athkatla\n\t\t3) Murdering Mind Flayers\n\t\t4) Claiming the Prize\n\t\t5) Crom Faeyr\n\nSewers (AR0701)\no======================================================================o\n1) Now that we have the Sewer Key (which we obtained from Tazok) there\nis another quest we can do in Athkatla. Head to the Temple District and\nmake your way down to the sewers. Way back in the FAQ we defeated a\ngroup of adventurers down here. Near where they were you'll find a \nsecret door (x=1900, y=450) which can only be opened with this key. \nIt's kind of cryptic, and the game only tells you that the key opens \nsomething in the sewers, so it's got to lead to good stuff, right?\nEnter and head down a tunnel. The bodies along the way are a hopeful\nsign, as is the 'psychic force' that blasts you. This is the game\nwarning you to tread lightly. After the Twisted Rune and Firkraag,\nhowever, what do we really have to fear in Shadows of Amn? Head up the\nstairs at (x=2600, y=200)\n\nIllithid Stronghold (AR0711)\no======================================================================o\n2) You'll arrive at an area that has some... unfortunately familiar\ndecoration. That's right, Illithids. Head through the door to the west\n(x=2150, y=1100) to reach a room containing a number of baddies,\nincluding some Adventurers (an Assassin, two Fighters, two  Archers,\na Mage, and a Cleric), an Umber Hulk, and a Mind Flayer. I run up with\nmy protagonist, let them see me, and run back to the entrance. Protected\nby Chaotic Commands, Stoneskin, and the Cloak of Mirroring, he really\ndoesn't have to worry about reprisal. My party waits for the enemies in\nthe first room and the enemies typically bottleneck themselves in the\nhallway leading to it. An Insect Swarm largely settle matters, although\nI'm not above using Chaos, as well, to ensure complete victory. When the\nIllithid and Umber Hulk show themselves I hit them with a Death Spell\nand hope for the best. If the Mind Flayer is still kicking, I have most\nof my party shoot at it, while my protagonist casts Mirror Image and\nengages in melee. When they're all dead, loot for some minor trinkets-\nthe Assassin has a Short Sword +1, and the Cleric will drop a suit of\nPlate Mail Armor.\n\nNote from Lee:\nIf you still have the Brine Potions from the Illithid City quest (in the\nUnderdark) they come in real handy here, and for the next few steps, as\ndo the Control Circlets. I render my whole party immune to psionics with\nthe potions, and my main character and Keldorn use the Control Circlets\non a couple of the Mind Flayers, turning them into allies. Makes this\nentire section a cake-walk, and When you're done with your new allies,\nyou can simply kill them. I send my protagonist and Keldorn, immune to\nthe various psionics and other mind affecting magics, ahead alone to\nkill off all the Mind Flyers, etc, then bring the rest of the party up\nroom by room.\n&lt;----------------------------------------------------------------------&gt;\n3) Now go through the door at (x=1700, y=900) and continue down a tunnel\nthrough another door at (x=950, y=950). Beyond the latter door you'll\nfind a large and imposing collection of Mind Flayers, Ulitharids, and\nUmber Hulks. I hit them with a double shot of Death Spell (after all,\ntime isn't of the essence as much as it may have been back in the\nIllithid City, I can rest as much as I damn well please) and lure them\nback into the previous room. Fighting groups of Mind Flayers is always\ntricky, but with the better ranged weapons we have now, it's less of\nan ordeal for my protagonist to keep them occupied long enough to kill\nthem. With my evil protagonist, I can't avoid a good game of hit-and-\nrun, and Illithid lairs seem to be well-built for such endeavors. If\nyou're too timid for such fun, however, simply using defensive spells\nand ranged weapons works fine for either party.\n&lt;----------------------------------------------------------------------&gt;\n4) Another room, another pair of doors (x=600, y=1000), (x=450, y=650)\nbeyond which lie another group of Mind Flayers and Umber Hulks-this\ntime led by an Alhoon, and undead Illithid spellcaster. It'll spell-\nbuff itself before attacking, and that's about the only difference I\nnoticed. Again, I provoke them with my protagonist and run back to\nthe room where my party is entrenched, where they shoot anything that\nmoves. Imoen hits the Alhoon with a Breach, and I then proceed to shoot\nit down as normal. Just because it's new doesn't mean it has to be\nchallenging, right? Ideally only a few creatures chase me at a time,\nbut even if they attack in a group, my protagonist can certainly block\nthem off at the doorway while my party shoots them down. I've always\ngot Blur, Mirror Image, and Improved Invisibility to help protect\nagainst the Illithid Intelligence drain. When everything it dead, loot\nthe fountain in the middle of the room the Alhoon was in for some\nchoice gear. The note pretty much just says you've foiled whatever\nplans the Illithids had, it doesn't lead us on another quest or \nanything, so let's look at the loot. The Wand of Wonder is... well, the\ngame warns you that it's unpredictable in its description. I've tried\nto determine what it does as best as my interest and patience would\nallow, but the bottom line is, if you ever feel that you might need to\nuse the Wand of Wonder in a fight, all is not well, you may as well \njust reload and try again. More information on it is in the Item \nsection of the FAQ [ITM006]. The best that can be said about it is the\nfact that it sells for the absurd price of 15000 gold, making it one of\nthe more valuable items in the game. Of course, the price will drop\nafterwards, making it a poor choice for the sell\/steal exploit, but for\na one-time sell, it doesn't get much better than this. The Hammer of\nThunderbolts +3 is a +3 Warhammer that was meant to be used in tandem\nwith the Hands of Takkok and a girdle of giant Strength. With it in\nhand, let's pay Cromwell another visit...\n\n***ITEMS***\n(x=400, y=350) Hammer of Thunderbolts +3, Wand of Wonder, \n\t       Illithid Correspondence, 8 gold\n&lt;----------------------------------------------------------------------&gt;\n5) With the Hammer of Thunderbolts, the Hands of Takkok, the Girdle of\nFrost Giant Strength, and the Crom Faeyr Scroll, Cromwell can forge the\nbest hammer in the entire game-Crom Faeyr. Of course, you're sacrificing\ntwo Strength-boosting items for a Hammer, but we'll find replacements in\ntime. This weapon instantly kills Stone Golems, Clay Golems, Ettins, and\nTrolls in a single hit, and raises the wielder's Strength to 25-the\nhighest value in the game. For either Anomen or Korgan, it doesn't get\nany better than this. Korgan now may as well switch to a two weapon\nfighting style, if you've been making him proficient like I suggested-\nthe Strength boost far outweighs the Armor Class bonus he'd gain from a\nshield... and Jaheira will have to wait a little before she gets another\nStrength-boosting item. Anomen simply slips Crom Faeyr on and is set for\nthe rest of the game, and Keldorn is left without a Strength-boosting\nitem... although Keldorn in the good party, with his 17 Strength,\nweathers it better than Jaheira in the evil party does, with her 15\nStrength. Now that we're done with that, there are more quests we can\ndo-quests of a magical nature. Prepare Limited Wish and get ready to\nhave some more fun.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t           Limited Wish Quests\t\t\t       |\n|\t\t\t \t\t\t \t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK043}\n\t\t1) I Wish to be Rich\n\t\t2) I Wish to be Anything I Desire\n\t\t3) I Wish to be Prepared for Anything\n\t\t4) I Wish to be More Experienced\n\t\t5) I Wish for a Powerful Magical Item\n\t\t6) I Wish that All My Enemies Will Die\n\t\t7) I Wish to See All as it Really is\n\t\t8) I Wish for Control Over Time\n\t\t9) I Wish for an Adventure...\n\t\t10) The Gong Dispute\n\t\t11) Roger's Troll Trade\n\t\t12) Roughing Up Grae\n\t\t13) Bartering with Drush\n\t\t14) ...Like None I've Ever Experienced Before\n\n1) Calling these steps part of some 'quest' is largely inaccurate, but\nit's something to do, and do it we shall. We all know and love Limited\nWish. It gives us Negative Plane Protection without being all arrogant\nlike Wish is. Cast it, and when the Dao appears, ask for a one-time\nwish. Let's get the less interesting wishes out of the way first. If\nyou wish to be rich, the Dao will give you an Emerald, a Black Opal,\na Pearl, a Horn Coral gem and 2000 gold. Not bad.\n\nNote: Some wish options require the caster to possess a certain Wisdom\nscore in order to select them... I assume because a less-wise caster\nwouldn't have the common sense to ask for control over time? In any\nevent, of the Mages you have available for you, Nalia has the worst\nWisdom (with a score of 9), so I won't bother looking for Wisdom\nrequirements below that number... even this laughably low Wisdom score\nallows you to make the first four wishes (steps 1-4), as well as the\nquest-related wish (steps 9-14). If you find your Wisdom to be lacking,\nquaff a Potion of Insight before casting Limited Wish... it'll give you\nall the Wisdom you need, and then some.\n\nWisdom Requirement: 9+\n&lt;----------------------------------------------------------------------&gt;\n2) If you wish to be 'anything you desire', you'll get the ability to\nshapechange into a Mind Flayer, an Iron Golem, a Giant Troll, a Greater\nWolfwere, a Fire Elemental, and an Earth Elemental. This will last\nuntil the next time you rest... or at least for a span of several hours.\nIf anything, it's interesting to see the attributes and resistances of\nvarious enemies, for what good it does you. This is just a replication\nof the 9th-level spell, Shapechange. Using one-time wishes to duplicate\n9th level spells will, unfortunately, be a common feature of this spell.\n\nWisdom Requirement: 9+\n&lt;----------------------------------------------------------------------&gt;\n3) If you wish to be prepared for anything, the Dao will just allow you\nto cast another 9th-level spell, Chain Contingency. Excited? I didn't\nthink so. This must have been more interesting to players back before\nThrone of Bhaal came out-when the only way you could cast 9th-level\nspells was off a scroll, or via Limited Wish.\n\nWisdom Requirement: 9+\n&lt;----------------------------------------------------------------------&gt;\n4) Before you wish to be more experienced, go somewhere with narrow\nhallways, passages, or something similar. I prefer the roofs over\nMae'Var's Guildhall, personally. I separate Imoen\/Edwin from the rest\nof the party, use this wish while standing on the narrow walk-ways and\nbridges on the roof of Mae'Var's Guildhall, then when the Dao summons \nsome Golems-a Sand Golem, an Adamantite Golem, and a Juggernaut Golem \nat my level-I re-equip the Staff of the Magi to quickly become\ninvisible and rejoin the rest of the party. I then lure the two smaller\nGolems to the party, where they are dispatched without much trouble.\nOnce the little ones are dead, I return with all my characters who have\na decent ranged weapon and easily dispatch the helpless Adamantite\nGolem. Fight well and experience you will earn, indeed.\n\nWisdom Requirement: 9+\n&lt;----------------------------------------------------------------------&gt;\n5) Continue to be greedy and wish for a powerful magical item with your\nnext wish. This time you'll gain a suit of Full Plate Mail +2, which is\nnice, if not terribly useful anymore. Why didn't I tell you to do this\nearlier? Even with a lot of questing prior to heading off to rescue\nImoen, I barely had more than 1,000,000 experience before heading off\nto Spellhold. At that point in the game, we're imminently ready to\nobtain the Drow arms and armor that will see us through most of the\nUnderdark. By the time we reached the surface, we had Gorgon Plate and\nArmor of the Hart. By the time you have enough experience for this wish,\nyou're largely past needing it... unless, of course, you're an over-\nachieving evil party.\n\nWisdom Requirement: 11+\n\nNote from Lee:\nWhat a piece of crap - this armor only sells for 30 gold.\n&lt;----------------------------------------------------------------------&gt;\n6) If you wish for all your enemies to die, the Dao will allow you to\ncast Wail of the Banshee. Again, another one-time only 9th-level spell.\nNext.\n\nWisdom Requirement: 12+\n&lt;----------------------------------------------------------------------&gt;\n7) And for a change of pace, if you wish to see all as it really is,\nyou'll be given another pair of Glasses of Identification. Easily the\nbest item you'll get from wishing, having a second pair is pretty\ncool... Although it's a bit unnecessary to have another\ninfinitely-rechargable item. Still, if you don't mind the inventory\nclutter, you'll really never need to bother with preparing another\nIdentify spell. Note that the game will only 'read' the charges of the\nfirst set of Glasses of Identification in your inventory... the first\nbeing those furthest to the left. After using three charges, the\n'Scroll' option will be greyed out, as if you had no more charges to\nuse. Simply swap the spent set of glasses with the fresh ones to use\nthe other three charges.\n\nWisdom Requirement: 12+\n&lt;----------------------------------------------------------------------&gt;\n8) By wishing to have control over time the Dao will cast Time Stop.\nIt functions just like the 9th level spell we'll be abusing later.\nHonestly, I never found a situation so dire that I needed to use a\none-time-only 7th-level spell to duplicate the effects of a 9th-level\nspell.\n\nWisdom Requirement: 14+\n&lt;----------------------------------------------------------------------&gt;\n9) Now wish for 'an adventure like none I've ever experience before.'\nShortly after casting the spell, a glass bottle will roll into your \nfoot, and the note inside will give us our wished-for quest. Read the\nnote, from one Captain Dennis, which politely asks someone named \nVittorio to return some gong. Since the note names Delosar's Inn, we\nmight as well start our search there.\n\nWisdom Requirement: 9+\n\nDelosar's Inn (AR0513)\/(AR0514)\/(AR0515)\no======================================================================o\n10) Head over to the Bridge District, where you'll find Vittorio over\nat (x=1820, y=2870). He'll ask you to shake down Captain Dennis, who \noffered to pay off his bartap in return for gong lessons. Gong \nlessons? Anyways, agree to help him and head into Delosar's Inn\n(x=2050, y=3050). Inside you'll find out that Vittorio did indeed teach\nCaptain Dennis some of the finer points of... ah... gong playing, but\nbefore finishing the lessons he ran off with Captain Dennis' mother's\ngong-a valuable family heirloom, apparently-and traded it for booze\nmoney. Vittorio meekly asks you to go find this gong and make things\neven. He sold it to a fence named Roger, who hangs out in the sewers.\nDon't worry about looting Delosar's Inn right now-seeing as how the\nMercenaries of Riatvin will go hostile and call the guards if they\ncatch you-but we can pick some locks for cheap experience.\n\n***ITEMS***\n(AR0513)\n(x=100, y=650) Iol Gem\n\n(AR0515)\n(x=400, y=550) Scroll of Fireshield (Red)\n(x=400, y=420) 9 gold\n\nSewers (AR0701)\no======================================================================o\n11) Return to the Temple District and crawl back into the sewers\n(x=2550, y=2620). Wait, weren't we just here? Ah well.. short-sighted \nstupid FAQ-writer... anyways, go find our old pal Roger at his usual\nspot (x=1690, y=2300). Since we already helped him with his Sea Troll,\nRoger will readily tell us where the gong is-he sold it to a Troll\nShaman named Grae, who lives in the Troll Mound outside of Trademeet.\nHow...? Why...? Ah hell, nevermind. To the Druid Grove!\n\nDruid Grove (AR1900)\no======================================================================o\n12) At (x=1330, y=2200) you'll find Grae, and the fact that she starts\nout hostile should clue you in to the fact that you're going to need to\nbeat the quest progress out of her. Do so, and she'll capitulate,\npromising to tell you where the gong is. She'll tell you that she sold\nit to an Ogre Magi named Drush, who lives in a tower to the north-east.\n\nNote from Lee:\nMake sure you don't accidentally kill Grae before she speaks again and\ntells you where the gong is. If you do, then Drush will not be in the\ntower, and you'll have no way to retrieve the gong.\n\nOgre Tower (AR1905)\no======================================================================o\n13) Ever wonder why that place where we found Belm was called the \n'Ogre's Tower'? Because of this little quest, of course. Head over to\nthe tower (x=4800, y=1200), inside of which you'll find Drush, who is\nrather sensible and peaceful for an Ogre Mage. Be nice to him, and he'll\nbe nice in return. He wants a Wand of Frost in return for Dennis' \nMother's Gong, which he uses to shovel dung. If you have one, hand it\nover for an experience reward, if not just kill him and take the gong.\nHe tends to drop some jewelry (I got a Laeral's Tear Necklace from him)\nas well, making it worth your while. Of course, if it's still around you\ncan always trade that Wand of Frost we found in Irenicus' Dungeon, which\nonly has one charge left anyways. If you're extra stingy you can always\nmake the trade, then kill Drush, take your wand back, (and whatever loot\nhe has besides) and have the best of both worlds. He will mention\nAdratha as a possible source for a wand of Frost if you don't have one,\nbut I have long since resolved that quest, and didn't care to postpone\nit until I could cast this spell, in any case.\n\n***REWARD***\n(For trading a Wand of Frost to Drush for Dennis' Mother's Gong)\nEXP\t12250\nItem\tDennis' Mother's Gong\n&lt;----------------------------------------------------------------------&gt;\n14) Return to Delosar's Inn and give Captain Dennis back his... gently\nused... gong. He'll be appreciative enough to drop his trouble with\nVittario, and pay off half of the drunkard's tab. Actually, that's\npretty nice of him, considering. You'll also get a decent reward,\nincluding the Boomerang Dagger +2, which is a weaker substitute for the\nFire Tooth +3. If I have both Jaheira and Edwin in a party, I'm rather\ndisposed towards having him use this weapon, while Jaheira uses Fire\nTooth +3, which I consider to be the best weapon for her in Shadows of\nAmn. If you don't have Edwin, or have already obtained the Crimson\nDart +3, then this weapon is completely useless. In any event, you can\nnow loot this level of Delosar's Inn.\n\n***ITEMS**\n(x=170, y=400) Scroll of Identify\n(x=270, y=330) 8 gold\n(x=400, y=500) War Hammer, Arrows x20, 91 gold\n\n***REWARD***\n(For reuniting Captain Dennis and his... gong)\nEXP\t16500 (each character)\nGold\t1500\nItem\tBoomerang Dagger +2\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t     Exploring Outside of Athkatla     \t               |\n|          (North Forest, Small Teeth Pass, Forest of Tethir)          |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK044}\n\t\t1) Exploring the Forests of Amn\n\t\t2) Genie Grave Guardians\n\t\t3) The Best Defense is a Good Spell Rush\n\t\t4) Other Beasties in the North Forest\n\t\t5) Slaughter in Small Teeth Pass\n\t\t6) More Mists\n\t\t7) Tree Traveling\n\t\t8) The Mana Bow\n\t\t9) Wyvern Cultists\n\t\t10) A Quest from the Past (That Doesn't Rhyme...)\n\t\t11) Mist Cabin\n\t\t12) Love Triangle\n\n1) Now, as I'm sure you've already noticed, since we returned to the\nsurface there have been a few forest areas around Trademeet for us to\nexplore. Now's the time to go deal with these areas, and the order in\nwhich I will cover them is the North Forest, Small Teeth Pass, and the\nForest of Tethir. We've postponed these areas for now mostly because...\nwell, generally they're not that interesting, with a few exceptions,\nand they're certainly not nearly as lucrative as the quests that\nearned us Carsomyr, the Red Dragon Scale Armor, and Crom Faeyr. I use\nImoen (safely rendered invisible by the Staff of the Magi) to explore.\nMy evil protagonist can, of course, do the job for her party.\n\nNorth Forest (AR1800)\no======================================================================o\n2) When you arrive in the North Forest, head south and you'll find an\nEfreet and a Dao defending a sarcophagus. Kill them (yet another area\nwhere the Wave +4 comes in handy) and loot the sarcophagus.\nAlternatively, if you arrive here at night you could find a pair of\nVampires guarding the sarcophagus.\n\n***ITEMS***\n(x=1550, y=520) Skydrop Gem x2, Gold Necklace, \n\t\tScroll of Spell Sequencer, Scroll of Stone to Flesh,\n\t\tScroll of Protection from Undead, 73 gold\n&lt;----------------------------------------------------------------------&gt;\n3) Just a short walk to the south-west you'll find an unsavory group of\nadventurers including a Mage, a Priest of Cyric, an Orog Mercenary, an\nArcher, a Duergar, a Thief (who starts out invisible, and is using the\n'Detect Illusion' Thief skill to keep you honest), a Mist Mephit, and a\nSkeleton Warrior. Even though they can technically see through\nillusions, this doesn't stop us from getting a telling first-strike, as\nwe can safely target the ground near them, without bringing them into\nview. We need to be careful of one thing with this fight-the Mage has\nin his possession a Scroll of Time Stop, which he will use if given the\nchance. While this probably won't lead to your defeat, it's bad enough\nthat this moron will waste such a valuable scroll. A simple solution?\nBy now, you should be able to cast Incendiary Cloud. Prepare one, and\nequip the Staff of the Magi to turn your Mage invisible. Cast\nIncendiary Cloud at the edge of your sight-radius, just without having\nany of the enemies on the screen. Re-equip the Staff of the Magi to\ngo invisible again, and wait for the Incediary Cloud to do its work.\nWith any luck, none of the enemies will be able to detect you, and\nthey will all stand around stupidly in the middle of the spell and\ndie... save for the Skeleton Warrior, who will probably just be immune\nto the spell. Their gear is as follows (allowing for discrepancies,\ndepending on how much ammunition they used and how many potions they\ndrank):\n\nArcher: Hide Armor, Acid Arrows x6, Arrows +2 x20, Arrows of Ice x10,\nPotion of Insight, Dagger, Shortbow and 1 gold.\n\nDuergar: Splint Mail, Helmet, Medium Shield.\n\nMage: Mage Robe of Cold Resistance, Wand of Paralyzation, \nScroll of Time Stop and a Quarterstaff.\n\nMercenary: Full Plate Mail, Lynx Eye Gem, Two Handed Sword +2 and 20\ngold.\n\nPriest of Cyric: Plate Mail +1, Mace +1, Bullet x40, Mace and a Sling.\n\nThief: Leather Armor, Potion of Invisibility x3, Potion of Healing x3,\nand a Dagger +2.\n\nThe big gain of this fight is the Scroll of Time Stop. You have now\nobtained two-one for Edwin\/Imoen, and one for your protagonist, if\napplicable.\n&lt;----------------------------------------------------------------------&gt;\n4) On other playthroughs, I've found a Greater Wyvern to the south.\nAlso, east of that I've encountered a group of Trolls (two Trolls and\ntwo Ice Trolls) or a pack of mists (including Vampiric Mists, Poison\nMists, and Crimson Deaths). Hooray for random encounters! Stupid\nmists...\n\nSmall Teeth Pass (AR1700)\no======================================================================o\n5) This area is just a collection of low-to-mid level encounters, none\nof which give any noteworthy loot. I have encountered Wolfweres, groups\nof mists (including Vampiric Mists, Crimson Death, and Mist Horrors), a\ngroup of Shadows (including Wraiths, Shadows, and Shadow Fiends) and\nAnkhegs. Explore as much as you care to, and kill whatever you find.\n\nForest of Tethir (AR2600)\no======================================================================o\n6) You'll enter this area in the middle of the northern edge of the map.\nJust south from where we start I encountered another group of damned\nmists, including two Poison Mists, a Mist Horror, a Vampiric Mist, and\ntwo Crimson Deaths. By now, we know how I'm going to deal with this-my\nprotagonist leads and smites them all... protected against their level\ndrain by the Amulet of Power.\n&lt;----------------------------------------------------------------------&gt;\n7) After that group is dead, note that the way to the east is blocked by\na giant tree. This is the case for much of the area, so head west from\nwhere you found the mists to find another fallen tree blocking the way,\nthis one perpendicular to the one in the east. You can get on top of\nthis western tree, however, by walk up another, smaller tree. When all\nelse fails, just find accessible areas by moving your cursor around.\nWith any luck, just click on accessible areas and let pathfinding do\nthe work for you. (The tree-bridge you're looking for to get on top of\nthe larger tree to the west is at roughly (x=2400, y=1620). On top of\nthis tree you'll encounter more mists, and some local wildlife-for me\nthis was a Panther and some Spiders.)\n\nCave (AR2602)\no======================================================================o\n8) If you go south along the trunk-then use a smaller fallen tree as a\nbridge to the east-you'll reach the mysterious land beyond the large\nfallen tree that blocked our passage to the east. Another pair of Mists\nblock my way, and a group of Orcs were milling around outside of a\nshelter built into a hill (x=4500, y=2200). Head inside and loot the\npool (x=400, y=800) to obtain some loot including the Mana Bow +4, the\nbest Long Bow in Shadows of Amn.\n\n***ITEMS***\n(x=400, y=800) Bullets +2 x10, Darts of Wounding x10, Mana Bow +4\n\nNote from Lee:\nI found a group of about a half-dozen Kua-Toa in here, including a Mage\nand a Shaman. The first group was in the north-east part of the area,\nand the second appeared when I returned to the main chamber.\n&lt;----------------------------------------------------------------------&gt;\n9) Return to the huge western tree that bisects the level. It is in\nturn covered by smaller trees, which serve as bridges to the west. There\nis one to the south (near the middle of the level) and one to the north.\nThe lower tree leads to more bridge-trees, which in turn leads to a lot \nof dead ends, wasted time, and perhaps a few more mists. The only\nnotable encounter along the southern branch is a pair of Wyvern Cultists\n(one warrior and one Mage) a Baby Wyvern, and one Greater Wyvern. The \nMage will drop a Quarter Staff +1, and 32 gold, while the warrior will\nleave behind a suit of Studded Leather Armor +2, a Spear +2, and \n30 gold.\n&lt;----------------------------------------------------------------------&gt;\n10) On the other hand, the northern-most tree-bridge to the west will \nlead to a Cabin, near which we'll find our old friend Coran \n(x=830, y=1130). He'll tell you that his love, Safana (remember her?)\nwas kidnapped by a pack of Wolfweres, and that he needs your help to\nsave her. Since Coran and Safana were some of the less useless NPCs in\nBaldur's Gate 1, I'll oblige them.\n\nCabin (AR2603)\no======================================================================o\n11) First, however, let's loot the Cabin he was near (x=600, y=900). \nAfter all, I'm sure those Wolfweres are the patient sort of \nlycanthropes. I only send my protagonist in (along with Dorn if you\nhave him, and perhaps Anomen\/Viconia, if we got the Mace of\nDisruption +2 earlier), because the Cabin is filled with Mists. Two Mist\nHorrors, two Vampiric Mists, a Wandering Horror, and three Crimson\nDeaths will greet you. My protagonist promptly uses Daystar to smite\nthem... or to smite some of them, and put many on the brink of smitten.\nYou could cast Limited Wish and get Negative Plane Protection for your\nwhole party before going in, but since some of the critters use Chaos\n(not to mention fear, stun, and all the other effects that make us love\nMists), I find it less of a headache to just head in with my\nprotagonist, who-with a dose of Chaotic Commands-is immune to everything\nthey can throw at me... save physical damage, and there's always\nStoneskin. Loot the profitable Cabin, then leave. Note that you can\nenter the Cabin individually, but to leave you have the bring the party\nin. Weird.\n\n***ITEMS*** (AR2600)\n(x=370, y=1000) Jade Ring\n\n\t    (AR2601)\n(x=150, y=350) Potion of Healing x3\n(x=100, y=370) Bullet +1 x10, Bullet +2 x20\n(x=500, y=150) Potion of Extra Healing x3, Potion of Healing x2\n(x=200, y=170) Chain Mail +2, Wand of Lightning, Potion of Healing x2\n\t       Potion of Extra Healing x3, 75 gold\n(x=250, y=150) Large Shield +1, Bolt +1 x10, Bolt +2 x20\n(x=350, y=100) Long Bow +1, Arrows +2 x10, Arrow of Biting x3,\n\t       Arrow of Piercing x2, Arrows x20\n\n***TRAPS***\n(x=200, y=170)\n(x=250, y=150) \n(x=350, y=100)\n&lt;----------------------------------------------------------------------&gt;\n12) Now we're ready to go rescue Safana. Head over to the area marked on\nyour map as the Wolfwere Camp... you know, where you entered the level.\nYou'll find the Wolfweres, who are lead by one Lanfear, and Safana is\nindeed there, apparently their captive. Of course, Safana is only too\neager to see you... and not in a good way. Apparently she has made some\ndeal with a 'wizard' who will pay the pack dearly for our demise. At\nthis point in the game, I can only think of one wizard that would be\nquite so eager for our demise... it seems Safana has thrown her hand\nagainst us in a manner which historically leads to a swift and bloody\ndeath. Coran, on the other hand, shows up and seems quite opposed to\nthe idea. Unfortunately for Safana, Lanfear has his own goals-he doesn't\ncare about us, only that Safana said that *Coran* would bring us. Things\nproceed the only natural way: with the death of everything and everyone\nopposed to us. Lanfear kills Safana, then makes a proposition to Coran\nwhich is ultimately refused. Lanfear goes hostile and attacks Coran,\nand if you're quick you can kill Lanfear and her Wolfweres before Coran\nfalls. This feat is much easier if you take the time between the\nconversations (during Safana's death) to move up between Lanfear and\nCoran. I also cast Improved Invisibility on Coran between the \nconversations (or at least got the spell started), reducing his \nlikelihood to become a target. After the fight Coran will thank you,\nand decide to drown his sorrows with wine and women. He'll be fine.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n| \t\t      Dorn's Bloody Path, Part I\t\t       |\n|\t\t            (Secure Dorn)\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK045}\n\t\t1) Wedding Crashers\n\t\t2) Butchering Bollard\n\t\t3) Interrogating Guardian Telwyn\n\t\t4) Sacking the Helmite Camp\n\t\t5) Retribution\n\t\t6) Summerhigh's Woes\n\t\t7) Wildlife Eradication\n\t\t8) Bridges Over the Gorge\n\t\t9) Treadsoft and Yarrow\n\t\t10) Sundered Summoning Circle\n\t\t11) Winterbrook's Summoning Stone\n\t\t12) Winterbrook's Cave\n\t\t13) Magnificent Fil's Crystal Request\n\t\t14) Killing Corrupted Ankhegs\n\t\t15) Fil and Xachrimos' Summoning Stones\n\t\t16) The Sacrifice\n\t\t17) Power or Freedom?\n\nHigh Hall of the Radiant Heart (OH5000)\no======================================================================o\n1) Enter the High Hall of the Radiant Heart (x=3330, y=3400). Inside\nyou'll be harassed by a doorman-say you're with the bride to avoid\nany trouble here. Beyond the door to the north-east awaits the 'Bride's\nBrother', who is more difficult to fool. If you pick a fight, you'll\nlose two points of reputation. If you capitulate and try to head through\nthe door to the north-east at (x=900, y=1300) you'll lose reputation.\nWhatever you do, a fight, and reputation loss, is inevitable. Kill him\nand the nearby Guards, which will help alleviate our reputation woes\nby dropping suits of Plate Mail Armor, some gold, and Short Swords,\nwhile the Bride's Brother will drop a Long Sword +1 and 15 gold. \n&lt;----------------------------------------------------------------------&gt;\n2) Continue through the door to the north-east to reach the wedding\nceremony. Here you actually have some options-most of them lead to\nDorn and Bollard facing off. Options #1 and #1 will pit the wedding\nparty against itself before leading to the show-off, while other options\nwill just start a general melee... ultimately it doesn't really matter\nwhat you do, because after defeating Bollard, Dorn'll direct the rest\nof the party to continue the slaughter. So, you end up killing\neverybody regardless, your dialogue options just determine how many\nyou fight at once. After the slaughter Dorn will talk to you-confirm\nyour desire to continue working together, then get to looting. Bollard\nwill drop a suit of Plate Mail Armor, a Mace +1 and 67 gold. Another\nguest will drop a Flail +1, and others have Potions of Extra Healing,\nBottles of Wine, and gold. \n\nAfter completing this quest, you should have bought yourself a good\ndeal of time as far as Dorn is concerned. For the sake of continuity\nwe'll continue with his quests in the next Step, but you should really\ngo complete other quests in the meantime. You'll need the experience and\ngear. I had about three weeks in between Dorn's first murder and his\nsecond, during which time I was able to complete everything up until\n[WLK020].\n\nNote: The High Hall of the Radiant Heart (OH5000) used in Dorn's first\nquest is a different version than the normal area (AR0903) wherein\nyou'll be able to start some quests, not to mention where you'll be\nable to find Keldorn if you don't take him along with you during the\nUnseeing Eye quest. After crashing the wedding, the original area will\nnot be available until you start the next phase of Dorn's quest.\n\nUp next is the Unseeing Eye quest, which is billed as a good party\nquest, due to Keldorn's involvement. If you've been following along\nchronologically, well, adjust your party as necessary. Good parties\nwho are following along should drop all the evil characters they've\npicked up, since we don't need them at the present. On the other hand,\nif you want to keep the party the way it is now or otherwise don't care\nto get Anomen and Keldorn either tackle the Unseeing Eye quest without\nthem or skip ahead to the Astral Prison Quests [WLK013]. For an evil\nparty, it's a great time to deal with the Copper Coronet quests we've\nignored earlier [WLK036]. The gear and money earned from the Copper\nCoronet will make the Unseeing Eye quest go by much easier, in any\nevent.\n\nTemple of Helm (AR0901)\no======================================================================o\n3) After a good long while Dorn'll bug you again. His patron wants\nanother goody freak dead, this time a Paladin named Terpfen. Sadly,\nDorn doesn't know where Terpfen is, but he knows who knows where he\nis. Uh. Right. I typed that right. We need to talk to Guardian Telwyn\nat the Temple of Helm, who is our knower. Head over to the Temple of\nHelm, wherein you'll immediately find yourself talking to Dorn. Say\nwhatever and you'll find yourself in a room interrogating Guardian\nTelwyn. It doesn't really matter what dialogue options you choose here-\nthe end is the same. You end up killing Guardian Telwyn. If he doesn't\nend up talking beforehand, you can find the location of Terpfen from\nTelwyn's Note, which he'll be kind enough to leave behind.\n\nNote: You might want to avoid doing this quest until after The Unseeing\nEye [WLK009] and Clerical Competition [WLK037], as Guardian Telwyn will\nbe giving us a few tasks complete (if you're neutral-aligned)...\nSomething he obviously can't do if he's dead. If Dorn's questline has\nprogressed to this point, you can prevent him from confronting Telwyn by\nsimply not bringing him into the temple with you. After you've dealt\nwith the Dawn Ring quest, you should have no further use for Telwyn. If\nyou're not neutral-aligned, Telwyn won't be giving you these quests,\nhence you need not worry about him.\n\nHelmite Camp (OH5300)\no======================================================================o\n4) Seems like our quarry can be found outside of Athkatla. To get out\nof the city, in case you haven't done so before, you need to head to\nthe City Gates District (AR0020) and exit out the gate (x=1070, y=170).\nOnce done click on the 'Helmite Camp'. Once you arrive, rest, spell\nbuff, and head forward. You'll be challenged by a 'Helmite Sentry',\nand Dorn will show off his great Half-Orc diplomacy. You'll be taken\ninto the camp, where you and Dorn will get to talk to the Helmite\nSentry, Hokkney of Tyr, and Guardian Terpfen. Seems Dorn's reputation\npreceeded him, and Hokkney wants him dead. Terpfen, however, is the\nvoice of reason, or rather, obedience. Fortunately for Hokkney, however,\nDorn is dead-set on picking a fight, and so one ensues. \n\nAnd what a fight it is-being fully buffed is not enough to win this\none, although it's a necessary step. You're surrounded by sixteen foes,\nincluding Shield Knights, which are just melee brutes, Helmite Sentries\nand a Priest of Helm, which cast Clerical spells, Squire Haldi, who...\nwell, he's just a squire and isn't much of a threat, Hokkney of Tyr,\nwho is another melee threat, and Guardian Terpfen, who can cast higher\nlevel Clerical spells. Not only must you deal with heavily armed and\npotent melee foes-and alot of them, at that-but you've got several\nspell-casters who'll hit you with Flame Strikes and Hold Person spells.\nThe way to win? Massive magical retaliation. Have Jaheira drop an\nInsect Plague while Edwin and my protagonist cast Chaos (Edwin casts\nmore, as he has more, and my protagonist is needed in combat). In\naddition, consider throwing out a few Slow spells, as it'll have great\neffect on the outcome, as they're primarily melee. Chuck out enough\ndebilitators, be ready with Heal and Remove Paralysis and you should\nwin.\n\nOnce you're done smiting, get to the looting. The Shield Knights all\nhave Plate Mail, Helmets, Large Shields, Bastard Swords, and two bits\nof random loot-either coins, potions, scrolls, or jewelry. Squire Haldi\nwill leave behind a suit of Chain Mail and a Short Sword. Hokkney of\nTyr drops a suit of Full Plate Mail, a Cloak of Protection +1, a Two\nHanded Sword +1, and 67 gold. Finally, there's Guardian Terpfen, who\nwill gift us with a suit of Full Plate Mail, a Medium Shield +1, a Helm\nof the Noble +1, a Flail +2 and 1 gold. I won't insult you by pointing\nout the Helm of the Noble +1 is the prize here... actually, I just did,\nbut that's why you're reading along, right? I put this little toy on\nthe party leader (if you didn't already get one from doing the cleric\nquests in [WLK037]. If you did, give it to number two-Korgan or Anomen.\nThey don't need the Charisma, but the Armor Class is great for a\nfront-liner. As for Viconia\/Jahiera, I prefer the save bonuses on the\nGift of Peace or the Helm of Balduran. Anyways, once everything is\ndead Dorn will talk to you and voice his dislike of his current role.\nSeems like something might need to be done about his master some day...\nloot the area and leave-and try not to kill the Cook wandering around.\nYou already lost a point of reputation here, no need to lose more.\n\n***ITEMS***\n(x=880, y=900) 26 gold\n(x=700, y=850) Mace, Mace, Large Shield, 9 gold\n(x=900, y=1350) 16 gold\n(x=1550, y=1270) Scroll of Color Spray, Jasper Gem\n\n***REWARD***\n(For killing Terpfen)\nEXP\t12000\nReputation -1\n\nWilderness (AR0024)\no======================================================================o\n5) Head back to Athkatla... or rather, attempt to. Unfortunately you'll\nbe harassed by some goodly types before you get back to town. Led by\nTraggor the Hammer, they include Wagner, Big Mordin, Simon, and\nGarfunkle. Don't let their numbers fool you-they're each more potent\nthan the foes we just fought. Simon will start out the fight with some\nbuffs-which they really don't need-while Garfunkle will sit back and\nblast the party with Clerical spells. Buff up quickly (if you're lucky\nsome buffs from the last fight should be in place, but at least recast\nHaste) and throw out a Chaos or two, an Insect Plague, and later on,\na Slow spell or two. Dorn moves west to engage Big Mordin, while Korgan\nmoves south to occupy Traggor the Hammer. My protagonist attacks\nGarfunkle, and hopefully disrupts his casting. After getting their\nspells off, Jaheira and Viconia go help out Dorn and Korgan, while\nEdwin keeps up the spell assault. It can be a rough fight, given their\nhigh Hit Points, low Armor Class, and potency in melee combat... even\nworse if you stumble into the fight early on in the game, but enough\nspells can win it.\n\nOnce the fighting is done a witch named Azothet will show up and bother\nyou-promising vengeance and freedom for Dorn if he takes advantage of an\noh-so-convenient trap for Ur-Gothoz in 'Resurrection Gorge'. After she\nleaves Ur-Gothoz will show up and complain about losing contact with\nDorn. If the name Azothet sounds familiar for some reason, you'll\nremember that in the first game that Simmeon claimed to be a Blackguard,\nand was joined by a pair of 'Thralls of Azothet' once hostilities\nensued. This Azothet, it seems, has crossed us before, at least by being\nthe infernal benefactor of Simmeon, and she can't be happy about losing\nher Blackguard. Anyways, once they're gone, feel free to loot:\n\nTraggor the Hammer: Full Plate Mail, Helm of Charm Protection, Potion\n\t\t    of Extra Healing x2, Potion of Fire Giant\n\t\t    Strength x1, Two Handed Sword +2 and 67 gold.\n\n\nBig Mordin: Full Plate Mail, Helm of the Noble +1, Potion of Extra\n\t    Healing x1, Two Handed Sword +1 and 67 gold.\n\nSimon: Full Plate Mail, Helm, Potion of Extra Healing x2, Mace +2 and\n       60 gold.\n\nWagner: Full Plate Mail, Helm of Charm Protection, Potion of Extra\n\tHealing x2, Two Handed Sword +1, 67 gold.\n\nGarfunkle: Full Plate Mail, Helmet, Potion of Extra Healing x2, Mace +1\n\t   and 10 gold.\n\nMore helmets than one could ever need! Honestly, however, it's getting\nhard to place these Helms of the Noble on people. I suppose it rather\ndepends on whether you'd rather have the save bonus from the Gift of\nPeace (which you'll find later in the guide-but we're not following\nchronologically here, so I suspect most readers will have them already)\nor the Armor Class bonus from the Helm of the Noble. Either way, Dorn's\nnext destination is Resurrection Gorge, to finally cut his ties to\nUr-Gothoz once and for all. It's worth noting that there doesn't seem\nto be a time-limit for this next leg of the quest, so if you must delay\nit, feel free to do so.\n\n***REWARD***\n(For defeating the ambushers)\nEXP\t24000\n\nResurrection Gorge, Exterior (OH5100)\no======================================================================o\n6) When you arrive at Resurrection Gorge, Dorn'll speak a bit. Wee.\nHead to the east to find the Druidess Summerhigh (x=750, y=3270), mother\nof Vernus. She will, if you talk to her a few times, stop the animals\nfrom attacking you and sell you some garbage. She'll also fill you in\nabout the area's backstory-her son Vernus' failure, the Dryad Yarrow's\nattempts to keep the Abyss at bay, all that good stuff.\n&lt;----------------------------------------------------------------------&gt;\n7) Once you're done wasting time with Summerhigh, continue to the east,\ndispatching wildlife as you must if you didn't get Summerhigh to call\nthem off. Eventually you'll come across a Nymph and her animals minions,\nwhich guard a fallen tree that serves as a bridge to the north. Kill if\nyou must, then cross the bridge. On the landing to the north you'll find\nanother tree-bridge continuing to the north. Take it, and on the next\nplatform you'll find a more conventional bridge running to the west.\n&lt;----------------------------------------------------------------------&gt;\n8) As you cross the rickety rope-and-wood construct, your party members\nwill complain. Apparently they're not fond of walking across some\nincompetent Druid's bridge over some Abyssal gorge. Babies. Eventually\nyou'll reach a wooden platform built around a giant tree. You can\ncontinue west, but it's a dead-end, so... take the bridge to the\nnorth-west, instead.\n&lt;----------------------------------------------------------------------&gt;\n9) At the end of this last bridge you'll find a Halfling warrior named\n'Treadsoft' (x=2130, y=500), who warns you to stay back. Yeah... that's\nnot happening. Advance and smack the wimp around for a bit. Yarrow will\nshow up to put a stop to the fight. You can talk to Yarrow and get her\nto transport you down into the gorge, if you want, but she'll inform\nyou that it's a one-way trip-she won't bring you back while the demon\nbelow remains. If you pick dialogue #3 as soon as you get a chance to\ntalk, you can finish off Treadsoft and kill Yarrow as well. It might\nseem like a bad idea to kill the spirit of the tree that's keeping a\ndemon at bay, but she'll drop the 'Acorn of Yarrow', which, when\nequipped as a quick item and used will allow you to teleport down to\nthe gorge and back as you see fit. Why be trapped down there if we don't\nhave to be? There's just no good reason to keep Yarrow alive. Her little\nchampion will leave behind a suit of Chain Mail Armor, a Helmet, and a\nMorning Star, for what that's worth. Either get Yarrow to send you down\nto the gorge, or kill her and take yourself there.\n\nResurrection Gorge, Interior (OH5200)\no======================================================================o\n10) Down in the gorge, you'll notice that some creature called\n'Xachrimos' is down here, spewing taunts, threats, and promises. At\nleast, his floating text does-where this creature actually is is another\nstory. We'll deal with it later. Head to the west to find a nereid named\n'Winterbrook' (x=350, y=650). Ignore her for now-although she seems\nlike an obvious character to talk to, for the purpose of making sense\nof what we're doing, we'll go elsewhere, first. Continue south along\nthe river, and when you run out of south, turn east and walk along some\ngiant roots, finally heading under the tree at (x=1200, y=1250). Once\ninside Dorn's exaltation at finally reaching the summoning circle will\nturn to anger as he realizes the circle isn't intact. Apparently some\nof the local wild-life might have made off with some of the summoning\nstones... and perhaps the demon who lurks down here, as well. We'll\njust have to hunt them down, won't we?\n&lt;----------------------------------------------------------------------&gt;\n11) Now that we know what our goal is, head back outside and return to\nWinterbrook (x=350, y=650). There's something not quite right with her,\nbut if you lived down in an abyssal pit with some wanker of a demon\nshouting all the time, you'd probably be a bit off, too. There are two\nways to proceed-keep selecting dialogue option #1 to resolve this\npeacefully, and Winterbrook will run off and retrieve the summoning\nstone she took. You can also provoke Dorn into attacking her, or you\ncan simply force-attack her. When she falls, she'll leave behind a\nPotion of Clairvoyance and a Pearl. Of course, that doesn't get us her\nsummoning stone, does it? The next step will cover Winterbrook's Cave,\nwhich you'll need to search if you attacked her... and it's worth\nsearching if you didn't, since once cleared it'll provide a safe place\nto rest... otherwise you'll have to fend off Ankhegs every time you try\nto rest outside.\n\nWinterbrook's Cave (OH5110)\no======================================================================o<\/pre>\n\n\n\n<pre id=\"faqspan-34\" class=\"wp-block-preformatted\">12) If I were a stupid Nereid, where would I hide my summoning stone?\nProbably somewhere wet. Head into the cave beyond the waterfall at \n(x=300, y=600), wherein you'll find a tribe of Myconids, led by a\nMyconid King. You are your own worst enemy in this fight, as the\nMyconids can cause confusion. Korgan running amok is far more dangerous\nthan anything the Myconids could do. Fortunately, a Death spell works\nwell here, capable of winning the fight in one casting. If that fails,\nwell... just cross your fingers and hope the wrong person doesn't get\nconfused. Once you're done murdering mushrooms, search over at\n(x=1020, y=550) to find Winterbrook's stash, including Winterbrook's\nSummoning Stone, another Potion of Clairvoyance, and a Pearl.\n\n***ITEMS***\n(x=1020, y=550) Winterbrook's Summoning Stone, Potion of Clairvoyance,\n\t        Pearl\n&lt;----------------------------------------------------------------------&gt;\n13) Leave the cave and return to the shore. From where Winterbrook\nis\/was, turn south and continue along the shore, stopping only long\nenough to loot a camp for a Rogue Stone. Where you run out of south,\nturn east and walk amidst the tree roots and giant mushrooms, this time\nignoring the summoning circle and continuing east. At (x=2300, y=1530)\nyou'll find a Faerie Dragon who insists on calling himself 'The\nMagnificent Fil'. His buddies are rather shy and will vanish at your\napproach, but Fil is most talkative. Dorn'll complain when you get\nnear, and his annoyance with Faerie Dragons seems to be well-founded,\nin this case. Fil has one of the Summoning Stone we're after, and as\nwith Winterbrook, there are two ways to get it. First, you can just\nsmack him around until he hands it over. Simple enough. Second, you can\ntrade for it. He wants a crystal that can be found in the north-eastern\ncorner of the gorge. Crystals are apparently aphrodisiacs for Faerie\nDragons. Human women, too, as it turns out.\n\n***ITEMS***\n(x=770, y=950) Rogue Stone\n\n***TRAPS***\n(x=770, y=950)\n&lt;----------------------------------------------------------------------&gt;\n14) Anywho, let's go get this stupid dragon its stupid crystal so it\ncan get stupid laid. Continue north and you'll encounter a nest of\n'Corrupted Ankhegs' near an odd crystal formation (x=2200, y=620).\nCorrupted they may be, but they're hardly any threat to us anymore.\nCut them down and loot the crystals for a Wand of Glitterdust and a\nPurple Crystal. We'll be making use of both of these, shortly.\n\n***REWARD***\n(x=2200, y=620) Purple Crystal, Wand of Glitterdust\n&lt;----------------------------------------------------------------------&gt;\n15) Return to Fil and give him his Purple Crystal, and he'll hand over\n'Fil's Summoning Stone'. Two down, one to go. Equip the new-found Wand\nof Glitterdust and wander around the area. We're looking for Xachrimos\nnow. The bad news? He's invisible. The good news? He can't keep his\nmouth shut. Find his floating text and cast the Wand of Glitterdust in\nthe area of the floating text, which should make Xachrimos appear. He's\nnone too happy about being spotted, and will attack. Fortunately, he's\na wuss. Somewhat strong in melee, he'll start out with Remove Magic\nand Power Word: Stun. It took no great strategy for me to kill him, I\njust jumped on him in melee and there was little he could do. After he\ntakes enough of a beating, he'll surrender-in that reluctant, demony\nsort of way. He'll offer you treasure if you leave him alone, handing\nover both the Abyssal Blade and Xachrimos' Summoning Stone. The Abyssal\nBlade is a +3 Two-Handed Sword that give a bonus to Dexterity, a penalty\nto Intelligence, +5 damage versus good-alinged foes and a bonus +1d4\nfire damage. It's quite possibly a better weapon than whatever Dorn is\nusing, unless you're advanced enough to possess the Silver Sword. If you\nare merciful to Xachrimos, you're only delaying the inevitable, as\nXachrimos will show up and attack the next time you rest. So... put the\ndemon down (twice, if need be) rest up, and get ready to enter the\nsummoning circle again, this time with purpose!\n\nVernus' Summoning Circle (OH5120)\no======================================================================o\n16) When you enter this time, Dorn'll reveal that you'll need to\nsacrifice a sapient creature to complete the ritual. He suggests one of\nthe party members... which is beyond stupid. Why would you kill one of\nyour allies right before confronting the creature that you're trying to\nbreak free from? This is why Dorn isn't the decision-maker. Fortunately,\nthere are other, less strategically disruptive options. First, you can\njust summon any old creature, even from some rechargeable summoning\ndevice. Second, if you cast Raise Dead on Vernus (x=580, y=580) he'll\nbecome a candidate, as well. Just move your victim onto the solid\ncircle in the middle of the summoning circle to get the prompt from\nDorn. Before you do this, however, be sure to spell-buff up. Summon\nwhatever beasts you can, use Remove Fear, Protection From Evil 10'\nRadius, Haste, and whatever personal buffs are necessary. Include in\nthese Free Action (a 4th-level Cleric spell) on Dorn.\n&lt;----------------------------------------------------------------------&gt;\n17) After the sacrifice is made, you'll get a dialogue option, which\nactually determines quite a bit about the upcoming events. Whichever\nhellion's name you inscribe isn't going to be happy about being\nsummoned-whether it's Ur-Gothoz (dialogue option #2) or Azothet\n(dialogue option #3).\n\nLet Dorn run up and confront Ur-Gothoz or Azothet-whichever you\nsummoned. A fight will break out shortly. Azothet and Ur-Gothoz are\nboth fairly potent in melee. The latter will start out the fight\nwith Demon Fear and a rather potent Fireball before the demon finally\nresorts to melee combat. Azothet is, if anything, even more dangerous\nin melee combat, and she'll exacerbate things by starting out with\nSymbol, Stun, followed by up to seven Paralyze effects. With Ur-Gothoz,\nI delay long enough for him to take out his aggression on Dorn-no need\nfor my whole party to get hit by his Fireballs. After that, I rush him\nand smite him in melee, withdrawing and healing wounded characters as\nnecessary. With Azothet, I engage her with my entire party save my\nCleric... after I let her toss as many of her paralytic effects at\nDorn as possible. If he's stunned or paralyzed, I'll attack with the\nrest of my party and have my Cleric use a Remove Paralysis. If not, the\nrest of my party will join the fray after she resorts to melee, to\nprevent Dorn from being cut to shreds. In case you haven't figured it\nout yet, Remove Paralysis is essential in this fight, as she can carve\nup a stunned or paralyzed party member in seconds. As long as you\nensure your Cleric isn't one of the debilitated characters, you can\nalways set things right with a Remove Paralysis. Either way, against\na buff-up party, neither of them should prove much of a challenge.\n\nKilling Ur-Gothoz will upgrade the Abyssal Blade, which gains a\n+5 damage bonus vs. devils, whereas putting Azothet down will score the\nweapon a +5 damage bonus vs. demons. Both these upgrades are nice...\nbut there are better two-handed swords for Dorn in Shadows of Amn,\nupgrades or not. Soul Reaver +4 and the Silver Sword both come to mind.\nAs for the loot... Ur-Gothoz drops a heaping mound of nothing, while\nAzothet at least has the decency to leave behind Water's Edge +3. This\nmediocre Scimitar might seem like a fair weapon for Jaheira, but it will\nbe out-classed by a variety of weapons, including Fire Tooth +3,\nBelm +2, or heck, even Blackblood +3.\n\nFortunately, our work isn't done yet. After slaying the first hellion,\nthe second will show up. Note that if you had the Abyssal Blade\nequipped on Dorn, the game is fond of unequipping it (presumably because\nof its upgrade?), so be sure to re-equip the weapon, unless you fancy\nDorn's pugilistic prowess. Ur-Gothoz will be suspicious of Dorn's\nindependence, although he's pleased with Azothet's demise. Stick to\ndialogue option #1 and he'll reward Dorn's initiative with The Visage,\nand promise to provide Dorn with more worthy tasks in the future.\nAzothet tries to establish control over Dorn, promising more power and\nfreedom than he had under Ur-Gothoz... which is supposed to be a\nreward in its own right, but it compares poorly to The Visage. You can,\nof course, provoke either hellion into a fight, if you wish. Killing\nthem both will add their respective bonus to the Abyssal Blade (along\nwith the bonus you gained from killing the previous one) but... well,\nwithout a patron Dorn'll lose all his Blackguard powers. Spells,\nimmunities, special abilities-the whole deal. He does, however, retain\nthe ability to obtain (or if already obtained, to use) the 'Summon\nFallen Deva' High Level Ability.\n\nSo... for all that, the most rewarding course of action is to kill\nAzothet (who should be summoned initially), then play nice with\nUr-Gothoz. Seems like a lot of bother just to have Dorn remain\nUr-Gothoz's thrall, but that's evil for you. It's really all about The\nVisage, which gives a +1 bonus to THAC0, a +1 bonus to Saving Throws,\nimmunity to feeblemind, confusion, fear, and charm... and two charge\nabilities that nobody really cares about anyways. It can't be worn by\ngoodly folks, but in my evil party, that still allows... everybody who\ncan wear a helmet. Although obstensibly a prize for Dorn, it'll serve\nViconia or Jaheira better, what with its immunities and Saving Throw\nbonus and all. It's a bit of a hard choice for me, considering that\nJaheira will make better use of the THAC0 (what with multiple attacks\nper round and all), but she's a far less capable debuffer than\nViconia. If you go through the trouble to get this helmet with the\ngood party, I'd suggest putting it on Jaheira. For the evil party,\nhowever, Viconia will put it to the best use. This allows her to hand\nthe Helm of Balduran to Jaheira, which isn't a bad deal-it's superior\nto the Helm of the Noble +1, anyways.\n\nIn any event, that's the end of Dorn's questline in Shadows of Amn.\nAll in all, a rich treasure-trove of magical helmets.\n\n***REWARD***\n(For defeating Ur-Gothoz)\nEXP\t24000 (each character)\nMisc\tAbyssal Blade upgrade: +5 slashing damage vs. devils\n\n***REWARD***\n(For defeating Azothet)\nEXP\t24000 (each character)\nMisc\tAbyssal Blade Upgrade: +5 slashing damage vs. demons\nItem\tThe Visage\n\n***REWARD***\n(For defeating both Ur-Gothoz and Azothet)\nEXP\t24000 (each character)\nMisc\tAbyssal Blade Upgrade: +5 slashing damage vs. demons\nMisc\tAbyssal Blade upgrade: +5 slashing damage vs. devils\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition -\nUr-Gothoz and Azothet {VID007}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Ur-Gothoz and Azothet\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/_e06ekK6pBw?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t    \tHexxat's Request, Part I\t               |\n|                  \t    (Secure Hexxat)\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK046}\n\t\t1) Hexxabot\n\t\t2) Shade Thief Slaughter\n\t\t3) Slots and Scaling Shades\n\t\t4) Tomb-Climbing\n\t\t5) Butchering Burich\n\t\t6) Insertion For Exploration\n\t\t7) Dragomir the Red\n\t\t8) Breaching the Barrier\n\t\t9) Hexxat Snack\n\t\t10) Inventory Win\n\t\t11) First Mission for 'L'\n\t\t12) The Lesser of Two Evils\n\t\t13) Beating Brain-Eaters\n\t\t14) Key of Scholars\n\t\t15) The Direct Approach\n\t\t16) Sarcophagi Looting\n\t\t17) Greater Mummy Guardians\n\t\t18) Ki Chin Sang's Challenge\n\t\t19) Killing the Lieutenants\n\t\t20) The Claw of the Black Leopard\n\t\t21) Second Mission for 'L'\n\t\t22) Potent Prophets\n\t\t23) Bloated Spiders\n\t\t24) Scimitar Statues\n\t\t25) Furious Genie\n\t\t26) Antagonistic Mages\n\t\t27) Clear and Pristine\n\t\t28) Hand-Hungry Face\n\t\t29) The Shroud of the Unproved\n\t\t30) 'L' Appeased\n\nDragomir's Tomb, Entrance (AR0811)\no======================================================================o\n1) If you don't have Hexxat in your party yet\/still, return to the\nCopper Coronet and pick her up, then return to the Graveyard District.\nHead over to the tomb at (x=2400, y=1850) and Hexxat will babble some\nmore. Get her to open the door and you'll be ambushed by two shade\nThieves that implore you to enter the tomb, while doing their best to\nprevent you from doing so. They're push-overs. Kill them and enter the\ntomb. Once inside Hexxat will speak again, then reveal a secret door\nat (x=300, y=300). Before you drag your automaton down into the depths,\nloot the Sarcophagus at (x=450, y=400). The Staff of Curing is a staff\nwhich is poor in combat but it can in a pinch cure disease, poison and\nheal for 3-18 +3 Hit Points.\n\n***ITEMS***\n(x=450, y=400) Lynx Eye Gem*, Staff of Curing\n\n*Alternatively, I found a Scroll of True Sight here. Win.\n\nDragomir's Tomb (OH7000)\no======================================================================o\n2) Watch a video that shows the best movie graphics of a decade ago,\nwhich is actually a compliment compared to the crappy 'video' remakes\nfound in the first game. Seriously. Those were awful. Made me wish they\nhad the common sense to keep the ugly old videos from the original\ngame, which they did for this game. Once in the next level, Hexxat will\nmutter some more and you'll encounter two more shade Thieves, who again\nimplore you to enter the tomb and 'Awake the Sleeper'. Fun. Kill them\nand head west.\n&lt;----------------------------------------------------------------------&gt;\n3) At (x=1850, y=380) you'll find a slot begging for insertion. Don't\nthey all? Read the pop-up text informing you of its existence, then\nturn south. Dispatch a Shade Wolf and diarm a trap before you enter\na curving east-west running tunnel. You should be wary of scaling\nencounters here-if you come here at a later level, you could well find\nDevil Shades here, along with the Shade Wolves. Devil Shades drain\nlevels, and fairly potent in melee, and when they die, spawn into two\nShadow Fiends.\n\n***TRAPS***\n(x=1700, y=700)\n&lt;----------------------------------------------------------------------&gt;\n4) Ignore the east and continue west, disarming another trap as you go,\nthen head north when you run out of west. Disarm yet another trap to the\nnorth, then find Dragomir's sarcophagus (x=1000, y=800). Hexxat will\nimplore you to climb in. Before you do so, however, loot another\nsarcophagus to the north-east, then explore down the tunnel to the\nsouth-west beyond Dragomir's sarcophagus. Disarm a trap just beyond\nDragomir's sarcophagus, kill three Shadow Fiends, and loot another\nsarcophagus.\n\n***ITEMS***\n(x=1300, y=600) Zios Gem Studded Necklace, Silver Ring,\n\t        Incomplete Skeleton\n(x=700, y=1000) Scroll of Protection From Undead, Incomplete Skeleton,\n\t\t9 gold\n\n***TRAPS***\n(x=1600, y=800)\n(x=1200, y=900)\n(x=900, y=850)\n&lt;----------------------------------------------------------------------&gt;\n5) When you're ready, climb into Dragomir's sarcophagus. Only one\ncharacter can enter at a time, so choose your champion well. The foe\nbeyond can drain levels, if that helps with preparations any. I send\nin Dorn, who-while lacking in Armor Class, is at least immune to level\ndrain. Beyond you'll find a shade warrior named Burich, who'll blather\non before attacking. He's not too hot in melee, and Dorn has no trouble\nkilling him. When he dies, loot his body for an 'Iron Rod', which Hexxat\nimplores you to use on the slot near the entrance to this tomb.\n\n***TRAPS***\n(x=1000, y=1250)\n&lt;----------------------------------------------------------------------&gt;\n6) Climb back out of the sarcophagus, head back to the entrance and\ninsert your rod into the... slot. Jeeze, what am, a two year old?\nWhatever. It's still funny. Once inserted you'll find that you're\nlocked in. Never fear, though, you can pull the rod back out anytime.\nwhich seems kind of silly. Whatever, close the way back to open the way\nforward. Return to the south and when you reach the east-west tunnel,\nventure to the unexplored east. Loot two sarcophagi, and when you run\nout of east, head south.\n\n***ITEMS***\n(x=2000, y=600) Incomplete Skeleton, 12 gold\n(x=2200, y=600) Dagger +2, Incomplete Skeleton\n&lt;----------------------------------------------------------------------&gt;\n7) Make a long run to the south-west, looting a sarcophagus as you go\nand disarming a trap at (x=2000, y=1020). Open a door at\n(x=1550, y=1400) and go through to find Dragomir the Red. He'll talk to\nyou, but this is going to end in a fight whatever you say. The most\nyou can get out of him is the fact that Hexxat is apparently trying to\nescape this tomb. Hmmm... Anyways, Dragomir is actually a pretty rough\nfoe, being mostly a melee bruiser. He can, however, cast Dire Charm, so\nbe wary for that. I prefer to lead with my spell-buffed protagonist, as\nit's unlikely he'll live long enough to cut through a Mirror Image and\na Stoneskin. Once he falls, Hexxat will speak to you, commenting on the\nobvious, and imploring you to keep moving. Such a charming, girl, no?\nLoot Dragomir for the Cloak of Dragomir, which 'allows a vampire to\ntravel outside during the day and in full view of the sun. Hmm...\n\n***ITEMS***\n(x=1800, y=1000) Incomplete Skeleton, Angel Skin Ring, Antidote x2,\n\t         Scroll of Protection From Cold\n\n***TRAPS***\n(x=2000, y=1020)\n&lt;----------------------------------------------------------------------&gt;\n8) Whew. Almost done now. Head south, then turn down a hallway to the\nwest to find a gaudy purple light barrier. If you try to go through\nwith any character save Hexxat they'll be replused with the following\ntext:\n\n\"A wave of foul necrotic energy hits you-you withdraw immediately and\ninvoluntarily. Only someone of single-minded purpose could overcome\nthis barrier.\"\n\nSomeone one single-minded purpose? Sounds like somebody we know. Send\nHexxat-bot through and once on the other side, the barrier will vanish.\nContinue on to the other side and go near a sarcophagus to meet...\nHexxat.\n&lt;----------------------------------------------------------------------&gt;\n9) Hexxat eats Hexxat and speaks to you. She is, obviously, a Vampire,\nand the Hexxat we've been traveling around with was just a drone, a\ncharmed creature who served the purpose of getting past Dragomir and\nreviving the real Hexxat. You can pick a fight with Hexxat, by why\nbother going through all that work just to fisticuffs? Play nice-or at\nleast nice enough-and Hexxat will tell you to meet her in the Copper\nCoronet in two hours. Follow her back east and she'll stop, asking for\nthe Cloak of Dragomir, a tool any enterprising Vampire would need.\nShe's not playing around-if you don't give it to her, she'll take it\nby force. And no, she won't say the magic word for it, either. Evil\npeople are no damn fun, just like my girlfriend. After you hand it\nover, you need only ask Hexxat to travel with you and she will. She'll\ntake care of that Copper coronet business on her own.\n\n***REWARD***\n(For recruiting Hexxat)\nEXP\t10000\n&lt;----------------------------------------------------------------------&gt;\n10) Hexxat is as good of a single-class Thief as you can get... at\nleast while indoors or during the night, when she can go without the\nCloak of Dragomir. Otherwise, she's pretty unexceptional. Her Hit Points\nare laughable, but this problem will be alleviated somewhat the next\ntime you rest. When you wake up, Hexxat will ask you to hold something\nfor her-Dragomir's Respite. This is a Bag of Holding that contains a\ncoffin for Hexxat to use. Yeah, 2nd Edition Dungeon and Dragons stuck\nto that stupid cliche. Why would a Vampire need to sleep? I can see\ngetting out of the sun, but sleep? Wouldn't it just be enough to find\na dark cave? Whatever, point is, with this device handy, Hexxat can\nreturn to it when she is slain and heal. Essentially, this makes her\ncompletely expendable in combat, which is a useful consideration for a\ncharacter with so few Hit Points. Best part about it, however, it\nfunctions like a normal Bag of Holding, letting you store goodies\ninside of it! You don't even have to keep Hexxat around to use it, just\nboot her if you don't want her, and she'll return to her customary spot\nin the Copper Coronet. Sadly, she'll also give you the Casque of\nDragomir, which is perma-locked into your inventory until you finish\nHexxat's questline. Overall, however, it's an inventory win. She'll\nmention some job in the future, but you have a bit of free time before\nit becomes a serious issue, so run off, tackle other quests, waste time.\n&lt;----------------------------------------------------------------------&gt;\n11) Eventually Hexxat will initiate dialogue and tell you that during\nsome mysterious down-time she made contact with her old employer. Must\nhave been when we were eating, or pooping, or sleeping... you know,\nthings the game doesn't cover? Anyways, her old boss-'L'-will be sending\na contact eventually to provide Hexxat with more work. Yay. After more\ntime passes, a lady named Cabrina will come pay you a vist... but only\nat night. She'll exchange friendly (flirty) banter with Hexxat. The\ntake-aways? It's been some time since Hexxat and Cabrina have seen each\nother, Hexxat's master, 'L', isn't a fan of her undeath, and he sent her\ninto Dragomir's Tomb. Considering the relics within, this 'L' must have\nmore than a passing interest in the undead. Anyways, 'L' now has a new\njob for Hexxat-and by extension, us. He wants a scepter once possessed\nby one 'Nan Kung Chi', first high priest to the Cult of the Black\nLeopard, aka 'the Claw'. This over-hyped stick now resides in the crypts\nof Durkon, in a far away place called Shou Lung. The good news?\nApparently there's a magical tomb railway system throughout Faerun. The\nticket required is the Casque of Dragomir, which will allow us to\n'Tombwalk' to our destination. How uncannily convenient. The bad news?\nOur ticket is a one-way ticket. Until we get what 'L' wants, we won't\nbe able to return once we've departed, which, as dialogue option #2\nsuccinctly  suggests, is retarded from a tactical point of view... but,\nhey, considering the predicament we found Hexxat in, we shouldn't be\nsurprised that 'L' needlessly endangers the lives of his minions.\n\nFortunately, this quest is very generous with the time. I rested 50\ndays without Hexxat whining, so don't feel compeled to run off before\nyou're ready. Be warned that this is a pretty rough quest, so you might\nwant to postpone it for a while-this leg of the quest is something\nthat ideally can wait until just before you complete Chapter 2, but it\nshould be completed before you go after Imoen, due to story conflicts\nthat might occur in the Graveyard District.\n\nCrypt of Durkon (OH7100)\no======================================================================o\n12) Reaching the Crypt of Durkon is pretty easy-just head over to the\nGraveyard District and Hexxat'll start chatting. All you must do is\nagree to go and you're gone. When you appear in the Tomb of Durkon,\nhsead south, looting sarcophagi and disarming a rather huge trap until\nyou find a group of 'Ghostly Monks' led by one Keno (x=500, y=1020).\nWhen they see you, one of the ghosts will cry havoc and let slip the\nghost-dogs of tomb-guardianship, only to be restrained by Keno. \nIntruders you may be, but you're not the intruders that currently plague\nthis time. Apparently some creatures from the Underdark who 'consume\nthe preserved brains of our ancestors' broke in, and, well... you know,\nthey're probably not fans of the whole brain sucking thing. You can\npick a fight with them (Step #15), but they're actually quite tough (as\ntheir experience rewards will show) and they drop crap loot. Agree to\nhelp them and Keno will agree to allow you to plunder the rest of the\ncrypt. Well... they're not much for guardians, I guess, but I suppose\nwe're the lesser of the two evils right now.\n\n***ITEMS***\n(x=150, y=500) Skill, 1 gold\n(x=450, y=450) Skull, Pearl\n(x=200, y=700) Skull, Incomplete Skeleton\n(x=650, y=900) Incomplete Skeleton, Broken Weapon, 9 gold\n\n***TRAPS***\n(x=400, y=600)\n(x=650, y=900)\n&lt;----------------------------------------------------------------------&gt;\n13) When you agree to be helpful the ghosts will open the door at\n(x=900, y=1100). Before going through, spell-buff up and cast Chaotic\nCommands on whatever character you use for tanking. My protagonist is,\nas usual, my prime candidate here. When ready, go through the door to\nfind a curving tunnel running to the north. In this tunnel you'll find\nseveral Umber Hulks loitering around. Umber Hulks are often-but not\nalways-accompanied by Mind Flayers in Shadows of Amn, and unfortunately,\nthis is one of the instances in which they are. Umber Hulks are bad\nenough, being pretty potent in melee combat and starting out fights with\na 'confusion gaze' that can confuse characters. Mind Flayers are even\nworse, having psionic attacks that can stun several party members at\nonce. In addition they perform 'brain devouring' attacks in leiu of\nnormal melee attacks. Instead of dealing Hit Point damage, they drain\nIntelligence-five points per hit. This is pretty nasty, considering that\nmost of your otherwise sturdy, front-line warriors only tend to have\naround 10~ Intelligence, making them incredibly vulnerable to Mind\nFlayers. Your Wizards won't fare much better, considering that their low\nArmor Class will negate their high Intelligence. This is just another\nsituation where my chosen multi-class protagonists shine. Possessing\na high Intelligence (19), their spell-buffs can balance their poor\nArmor Class and give them some semblance of survivability against\nthese foes... the best of a bad situation, to be sure, but better than\nnothing.\n\nIn this instance, the Umber Hulks preceed the Mind Flayers by a bit.\nThere are four of the former, and three of the latter, including Goxxa\nthe Alhoon. I lead with my spell-buff protagonist, protected by\nChaotic Commands. The Umber Hulks will engage erratically, so keep an\neye on them to see who they're going after, in case they choose to pick\non Hexxat or Edwin. It's worth noting that one well-placed Death Spell\nshould kill off the Umber Hulks. Once they're dealt with, focus on\nthe Mind Flayers. An Alhoon, in case you're wondering, is an undead\nMind Flayer, sort of a lich\/Illithid. Tactically, this just means that\nthe critter will protect itself with some spells before attacking, so\nbe sure to have a Breach ready if the wily Alhoon brings up a Stoneskin.\nThe one saving grace of this encounter that makes it manageable is the\nfact that the ghostly guardians will aid you in this fight, usually\nrushing past the Umber Hulks and engaging the Mind Flayers. They tend to\npromptly get stunned, then brain-yummed... two things incoporeal undead\nshould, you know, be immune to.\n\n***ITEMS***\n(x=750, y=650) Pearl Necklace, Incomplete Skeleton, Iol Gem\n(x=650, y=450) Bluestone Necklace, Scroll of Protection From Fire\n\n***TRAPS***\n(x=750, y=650)\n&lt;----------------------------------------------------------------------&gt;\n14) Depending on how the battle went, our circumstances will vary a\nbit. If Keno lived, he'll give you the 'Key of Scholars' we need to\nprogress, as promised. His buddies will object, but Keno is an honorable\nenough dude and keeps his underlings in line. If Keno died, but any of\nhis ghosts survived, they're not quite as generous, and you'll have to\nput them down. Good thing you're spell-buffed, right? Just be wary of\ntheir Quivering Palm, which is a death attack (it can be blocked by\na simple Death Ward spell) and their general prowess in melee. Be sure\nto grab the 'Key of Scholars' off of Keno's ghost-corpse. Once done,\nhead into a small room to the east with Hexxat and she'll comment on a\nmural, prompting her to muse about her mother. She won't let you dig too\ndeep into her past before deciding you need to get back to work,\nhowever.\n&lt;----------------------------------------------------------------------&gt;\n15) If, on the other hand, you decide you don't take kindly to the\nghosts at all, well... be sure to have spell-buffed before provoking\nthem. The biggest thing to fear when fighting the Ghost Monks is their\nQuivering Palm, which will kill a character outright if they fail to\nSave vs. Death. Ideally you'll send a character ahead (protected by\nDeath Ward and either a high Armor Class or Stoneskin) to absord these\nattacks, followed shortly by the rest of your party. Of less concern\nis the 'Ghostly Priest' nearby. He'll cast Iron Skins and Hold Person,\nas well as attack ineffectually in melee (ableit, with a chance to\nparalyze each hit). I've even had one cast Finger of Death... on\nhimself. No joke. Anyways, they drop paltry loot-usually a crappy scroll\nor a few coins. Keno, however, has the 'Key of Scholars' on him, which\nyou'll need to advance.\n&lt;----------------------------------------------------------------------&gt;\n16) After you've fought your way through ghosts, Mind Flayers, or both,\nreturn to the western-most tunnel and follow it south, looting\nsarcophagi and disarming traps as you go. Along the way you should score\nthe Periapt of Life Protection, which increases the wearer's Save vs.\nDeath by three. It's decent protection for characters who suffer in this\narea, particularly Mages and Rogues. Stupidly enough, however, both\nHexxat and Edwin have amulets they refuse to take off. Oh well.\n\n***ITEMS***\n(x=1050, y=1300) Periapt of Life Protection, Incomplete Skeleton,\n\t\t Silver Ring\n(x=1300, y=1450) Incomplete Skeleton, 8 gold\n\n***TRAPS***\n(x=1050, y=1300)\n(x=1300, y=1450)\n(x=1400, y=1600)\n&lt;----------------------------------------------------------------------&gt;\n17) At (x=1900, y=1600) you'll find the door that fits your key... or\nis it the other way around? Either way, it's gaurded by a Ghostly Monk\nand a Ghostly Priest. They'll tell you not to trek mud all over the\nplace, or some such. You can provoke a fight, of promise to behave, as\nit suits you. If you disobey and fondle the sarcophagi nearby, you'll\nhave to deal with five angry Greater Mummies. They're potent enough in\nmelee that they warrant a spell-buffing for a lower-level party,\notherwise, just watch out for the dieases they spread. Ultimately it's\nworth picking a fight with these undead order to loot their sarcophagi,\nas one contains the Jade Fang, a +3 dagger that heals its users one\nHit Point per hit and has a 5% chance to stun the target for three\nseconds. A great weapon for Jaheira or Hexxat.\n\n***ITEMS***\n(x=2250, y=1450) Garnet Gem\n(x=2100, y=1420) The Jade Fang, Jade Ring\n(x=1800, y=1350) Bloodstone Ring\n(x=1650, y=1300) Sphene Gem\n&lt;----------------------------------------------------------------------&gt;\n18) Go through the doors at (x=1500, y=1150), head south-east down\nanother tunnel, then go north to find Ki Chin Sang (x=1900, y=820).\nApparently there's another key you'll need to get into 'the master's'\ncrypt-and you ain't got no key. Ki Chin Sang just so happens to have\nthis key, but he won't give it to you unless you defeat the master's\nsix 'most trusted lieutenants' in the hallway to the south. Hexxat will\nsuggest a simpler solution-simply steal the key from the stupid ghost.\nDo ghosts have pockets? They must. This I was able to easily achieve\nwith a Pick Pockets score of 120%. You can also kill him-he's an easier\nfight than the six lieutenants, at least. If you want to be sneaky, or\nif you kill kill Ki Chin Sang, skip to Step #20. If you want to fight\nthe lieutenants, however, skip to Step #19.\n&lt;----------------------------------------------------------------------&gt;\n19) If you click on any of the sarcophagi to the south (you'll know\nwhen you're over one because the cursor will change to the 'attack'\nicon) the lieutenants will arrive. They consist of Jiang Dai, a Kensai\ncapable who'll use his Kai ability, then set upon you with a\nKatana\/Wakizashi combo, Yi Kwon, a Monk capable of Quivering Palm,\nMing-hua Dai, a Mage, Weimin Min, a priest who will cast Insect Plague,\nYi Niu, who'll cast Haste, then go to work with a bow, and Borok Tosst,\na Yuan-ti warrior. The key to winning this fight is, as with most fights\nagainst groups of diverse foes, is preparation. In addition to your\nnormal buffs, add Remove Fear to the mix just in case Weimin Min gets\noff an Insect Plague-if it can decimate our foes it can do the same to\nus, after all. I have no intention of allowing him to cast the spell,\nthough. I assemble my party around where Weimin Min will appear\n(x=1480, y=950) save my protagonist who, protected with Mage buffs and\nDeath Spell will wait near Ming-hua Dai (x=1620, y=1030). When they\nappear, my party sets upon Weimin Min, hopefully killing him before\nhe casts his Insect Plague. My protagonist engages Ming-hua Dai,\nscoring a backstab before he gets his buffs up if I'm lucky (if not,\nEdwin contributes with a Breach). At the very least my protagonist will\nlure Yi Kwon and absorb his Quivering Palm. Throwing out an Insect\nPlague of you own won't hurt, either. With this set-up, I had no trouble\nat all taking this bunch down. Afterwards Ki Chin Sang will come over\nand, much humbler than before, hand you the 'Key of the Master's Crypt'.\n\nJiang Dai: Leather Armor +2, Katana +1, Wakizashi +1, 9 gold\n\nYi Kwon: 3 gold\n\nMing-hua Dai: Quarter Staff, Dart x20, 69 gold\n\nWeimin Min: Platemail +1, Mace +2\n\nYi Niu: Splint Mail +1, Helmet, Acid Arrows x10, Arrows x20, Potion of\n\tSuperior Healing, Potion of Extra Healing, Composite Longbow +1,\n\tBastard Sword, 52 gold\n\nBorok Tosst: Leather Armor +2, Katana +1, Wakizashi +1, Jasper Gem\n&lt;----------------------------------------------------------------------&gt;\n20) However you manage it, once you have the 'Key of the Master's\nCrypt' use it to open the doors at (x=1350, y=550) to gain access to\nthe burial chamber of Nan Kung Chi. Disarm some traps and continue to\nthe east to find your mummy (x=2170, y=550). Sadly he's in no mood to\njust hand over one of his toys, and insists on fighting. He'll cast\nsome Clerical spells, starting off with Blade Barrier, but if you just\nrush him, he should die before he causes too much trouble. When he\nfalls, loot his tomb at (x=2100, y=400). Once you possess the Claw of\nthe Black Leopard, Hexxat will chat at you again. You can try to pry\n(unsuccessfully) into her motivations for stupidly serving 'L', and you\ncan also opt to go back to Athkatla. If you decide to stay and loot\naround, just rest to get her to prompt you to go back again.\n\n***ITEMS***\n(x=2100, y=400) The Claw of the Black Leopard, Gold Necklace\n\n***TRAPS***\n(x=1500, y=500)\n(x=1570, y=570)\n\n***REWARD***\n(For obtaining the Claw of the Black Leopard)\nEXP\t15000\n&lt;----------------------------------------------------------------------&gt;\n21) The waiting game begins again-after about a week you'll again be\npestered by Cabrina. She'll banter with Hexxat again, and ultimately\ngive Hexxat yet another job. This time 'L' wants 'The Shroud of the\nUnproved', which lurks in another tomb, this one buried in the sands of\nthe Zakhara desert. All these exotic places look the same once they've\nbeen buried for centuries. Anyways, listen to Cabrina's story, and\nwhen she's done babbling, return to the Graveyard District, chat with\nHexxat, and teleport to this next tomb.\n\nTomb of the Unproved (OH7200)\no======================================================================o\n22) When you arrive in this tomb, the first thing you'll notice are some\nmore ghosts standing to the north-east. Go over to them and talk to\nRabi'ah (x=700, y=340). Whatever you do, do not pick a fight with them,\nfor reasons that are discussed in the following paragraph. Lazy version?\nThey're super-strong. Rabiah will speak to you, and you'll be told to\n'go through the webs', as you'll 'find everything you see within'. Yay.\nCryptic. Note the chest nearby (x=900, y=350). It contains a variety of\nitems, including a Scimitar +1, a Piece of Silk, a Gold Statue, and a\nLamp of Oil. These items serve to complicate our progress, but they will\nalso result in us scoring some loot and experience, so... do what you\nwill with them.\n\nThe folks at Overhaul Games were trying to be clever by putting a\ngroup of over-powered 'invincible' foes here, and except for the\nstrongest, most-well equipped parties in Shadows of Amn, they might as\nwell be. Arainah and Bilqis will both go at you with bows (even though\nArainah doesn't actually drop any weapons) and I presume both are\nArchers (Ranger kits). They've got plenty of enchanted arrows and\npotions to pester you with and keep themselves in the fight,\nrespectively. The real pains in the ass are Sukayna and Rabi'ah, who\nare both Mages who will start out with an absurd amount of defenses,\nincluding Improved Mantle, Protection From Fire, Fire Shield (Red), and\nSpell Turning, amongst other defenses. Down the line they're not afraid\nof putting up a Stoneskin or Protection From Magic Weapons, either.\nTheir first move in combat will be to cast Time Stop and Horrid Wilting.\nIf the fight drags on they'll resort to Finger of Death, Flesh to Stone,\nand a few summoning spells, including Gate and Summon Efreeti. Needless\nto say, they can be a handful. Not only that, but Rabi'ah seems to have\nsuperlative Magic Resistance that makes a Time Stop\/Horrid Wilting\ncombo or Insect Plague your own unlikely to succeed... at least in\nkilling them outright. The only way I've beaten them without loss is by\nequipping my protagonist with the Reflection Shield (which neutralizes\nBilquis) and using my Lich strategy against Sukayna and Rabi'ah...\nnamely protecting myself with Remove Fear, Death Ward, Chaotic Commands,\nand three instances of Spell Immunity (Conjuration, Alteration and\nAbjuration), which makes me immune to everything save summons, and their\nmelee attacks, which are stupidly good for Mages... but they look and\nattack like Monks, so who knows?\n\nI start the fight out by focusing on Arainah, who is quite competent in\nmelee and rather less willing to get himself killed by the Reflection\nShield than Bilqis. After that, I focus on Bilquis, and with him dead,\nI turn my attentions on the Mages. I should be immune to most everything\nthey might cast, but my buffs won't last forever-they're just there to\nget me through the initial onslaught of Time Stop combos and death\nspells, but there's a chance they'll end before they're out of spells,\nand getting polymorphed into a Squirrel is a good way to get a game\nover. Edwin will tentatively aid in the fight from a distance at about\nthe time they start summoning Efreet, using Death Spell to clear\nsummons, Breach to drop their defenses, and whatever high-level damaging\nspells he has to hopefully soften them up a bit-a Time Stop\/Horrid\nWilting combo might just catch one of them off guard and penetrate their\nMagic Resistance, especially if Edwin and my protagonist softens them up\nwith Pierce Magic or Lower Resistance. What really pisses me off is that\nthey're only worth 10000 EXP each and drop garbage loot.\n\nSukayna: Potion of Superior Healing x2, Potion of Invisibility\n\nBilqis: Fire Opal Ring, Acid Arrow x10, Arrow +2 x20, Arrow of\n\tBiting x20, Potion of Superior Healing x2, Oil of Speed, Potion\n\tof Invulnerability\n\nArainah: Ruby Ring, Acid Arrow x10, Arrow +2 x20, Arrow of Biting x20,\n    \t Potion of Superior Healing x5, Oil of Speed x5, Potion of \n    \t Invulnerability, Shortbow +3\n\nRabi'ah: Potion of Superior Healing x2, Potion of Invisibility\n\n***ITEMS***\n(x=900, y=350) Scimitar +1, Piece of Silk, Gold Statue, Lamp of Oil\n&lt;----------------------------------------------------------------------&gt;\n23) So, ignore the stupidly over-powered prophets and go through the\ndoor at (x=440, y=770). Send your Thief forward just enough to detect\ntwo over-lapping traps at (x=450, y=1000). Disarm them and ignore the\ntwo butthole Bloated Spiders that'll be spitting at you from a distance.\nOnce the traps are disarmed, charge the bugs and whup them. When they\ndie, they'll release several Small Spiders, which you'll have to mop up.\nAs with all spiders in these games, keep a Slow Poison or four handy.\nContinue south and repeat the process with another pair of traps and\nanother two Bloated Spiders.\n\n***TRAPS***\n(x=450, y=1000)\n(x=450, y=1000)\n(x=450, y=1450)\n(x=450, y=1500)\n&lt;----------------------------------------------------------------------&gt;\n24) Turn the corner and head east, going through the door at\n(x=1070, y=1700). Beyond a statue-lined hallway curls north-east. If\nyou brought the Scimitar +1 from the prophet's chest the warrior statues\nwill animate and attack. They're not very tough, nor are they worth\nmuch experience, but they do carry some decent loot, including a piece\nof random loot (a scroll, some gold, a gem, some jewelry etc.) a suit of\nFull Plate Mail and a Scimitar +1. There are six of these statues in\ntotal, four to the west, and two further east. Their arms and armor\nmight not be worth wearing, but it'll sure sell for a pretty penny.\n&lt;----------------------------------------------------------------------&gt;\n25) Continue past a dummy chest to the north-east to find a series of\nspike traps across the hallway. You can't dodge them, you can't disarm\nthem, and they'll constantly trigger as long as you're on them. The\nonly thing to do is man up and cross. If you took the Gold Statue, it\nwill suddenly gain a new property halfway across the spikes-it'll\nsuddenly weight 1000 pounds. That's not a typo. The purpose of this?\nTo force you to stop moving and take extra damage from the spikes. Drop\nit, or chuck it into Dragomir's Respite, and carry on. Past the spike\npit you'll have to fight two more statue-warriors if you brought the\nScimitar +1 around. A new foe also awaits-if you have the Lamp of Oil\nin your possession a 'Furious Genie' will show up and attack, starting\nout with (or rather, as) a Fireball. He's moderately dangerous in melee\ncombat, but his spells are worse-nothing nearly as deadly as the\nprophets, but his Flesh to Stone is pretty obnoxious. When he falls\nhe'll leave behind Rashad's Talon +2-a Scimitar +2 with a name.\n&lt;----------------------------------------------------------------------&gt;\n26) Go through the door at (x=2100, y=1100) to find a library, occupied\nby three dingus Mages-Iqbal al-Din, Diya al-Hafiz, and Quir Ra'ul. These\npompous, deranged, and hostile guardians will talk to you for a bit,\nand it doesn't really matter what you say, you're bound to provoke them.\nTalk to Diya al-Hafiz (x=2320, y=850) to get things started-if you\nmention the prophet at all, you'll be attacked as the tomb-robber and\ndefiler you are. You can also attempt to play them off each other, and\nit'll become clear that their relationship is... antagonistic, to say\nthe least. Anyways, when the inevitable fight breaks out they'll start\nout with Mirror Image and Spell Turning, followed by Power Word,\nSilence, against you and each other, which they'll promptly counter\nwith Vocalize. They'll then proceed to cast Greater Malison, followed\nby Chaos, then Power Word, Stun. Finally they'll begin with the brunt of\ntheir offense-each will toss out several Lightning Bolts\nindiscriminately. Once out of those, they'll finish up with Magic\nMissiles, then resign to attacking in melee. A spell-buffed party of\nany decent potency should be able simply rush in and cut them down,\nbut if you're more well-equipped, a Chaotic Commands and either the\nHarper Pin or the Cloak of Mirroring (or Protection From Electricity or\nSpell Immunity (Evocation) should be enough to weather their magical\nonslaught). I'm fond of the latter approach-just send in one protected\ncharacter-either by the aforementioned items or buffs and let them\nwaste their magic on you. Once two of them are dead, the third will\nstop attacking, apparently believing that you were just being the good\nsubordinate who was helping their better take down his rivals. This\nconversation invariably ends in a fight, too, so put down the final\nMage, then turn your attentions to the library itself. There are a\nnumber of bookshelves around, where you can find... well, books and\nscrolls. What did you expect? The scrolls are obviously nice, but the\nbooks have a value too-you'll need to read them to actually complete\nthis little tomb robbery. I mean, YOU don't actually have to read them,\nof course, but you need to go through the motions-put them in your\ninventory, right-click on the book, then discard it. Some give hints as\nto the purpose behind some of the items stolen from the prophet's\nchest, many are just unreadable junk, while the 'Tale of the Prophet\nUnproved' over at (x=2000, y=500) is the key to advancing.\n\n***ITEMS***\n(x=2500, y=500) Scroll of Carrion Summons, Scroll of Summon Efreeti\n(x=2270, y=670) Dusty Book, Dusty Book, Scroll of Summon Hakeashar\n(x=2200, y=500) Dusty Book, Scroll of Summon Djinni\n(x=2100, y=500) Dusty Book, Dusty Book\n(x=2000, y=500)\tTale of the Prophet Unproved, Dusty Book, Dusty Book\n(x=1850, y=700) Scroll of Stone to Flesh\n&lt;----------------------------------------------------------------------&gt;\n27) When you're done killing deranged Mages and reading books, bring the\nwhole party into the library (if you haven't already) then open the door\nat (x=1800, y=950). When you head through the door, Hexxat will make her\nway to your protagonist to initiate dialogue. Pick option #1 and Hexxat\nwill explain the area before you-avoid the webs and cracked stone tiles\nand walk only on the pristine or clear ones. If you fail to do this,\nthe trespassing character will be teleported back to the north-eastern\nend of the room and a spider (either a Small Spider, Giant Spider,\nSword Spider, or Phase Spider) will be summoned to deal with you. The\ncorrect route is painfully obvious, so it's not much of a trap... I\nsuppose confounding only players who were short with Hexxat. It's a\nstraight shot down the center, save for one clear tile with a web over\nit (x=1300, y=1300), which you'll have to go around. I even made a\nlittle text image... not because one is needed here. I mean, I could go\non about how a good FAQ writer shouldn't make assumptions about his\nreaders and include as much information as possible, professionalism,\nblah, blah, blah... but the truth is I was bored, and perhaps I was also\nhoping that there was a 'most useless text map' award out there, and\nthat this would at least get me a nomination...\n\n\t\t _____ _____ _____ _____ _____ _____\n\t\t|     |     |     |     |     |     |\n\t\t|  X  |     |     |     |  X  |     |\n\t\t|_____|_____|_____|_____|_____|_____|\n\t\t|     |     |     |     |     |     |\n    &lt;--- Stairs\t|     |     |  X  |     |     |     | Library ---&gt;\n\t\t|_____|_____|_____|_____|_____|_____|\n\t\t|     |     |     |     |     |     |\n\t\t|     |     |  X  |     |  X  |  X  |\n\t\t|_____|_____|_____|_____|_____|_____|\n\n&lt;----------------------------------------------------------------------&gt;\n28) After you've navigated the painfully simple tile 'puzzle', go\nthrough the door at (x=700, y=1350). In the room beyond is a chevron-\nshaped trap at (x=750, y=1220), behind which lurks a Bloated Spider.\nYes, that old game again. Dispose of it, and its baby spiders, and\nnote the chatty, hand-hungry face over at (x=650, y=800). Get near it\nand activate it to initiate dialogue. Lie about your identity or tell\nthe truth and it'll riddle you. If you read the 'Tale of the Prophet\nUnproved' in the library, you should have no trouble answering its\nquestions correctly (dialogue options #1, #2, #1, #1, then any of the\nthree options for the final question). If you fail, it'll tell you to\n'place your hand within my mouth', whereupon it'll administer some\npunishment-several points of damage and you'll be teleported back to\nthe library, kind of as a hint-hint? You could always just refuse to\nput your hand in its mouth (other riddle-statues in the game were at\nleast wise enough to force you to put your hand on the line before\nasking the question, but this one's clearly not so bright) to avoid\npunishment. Answer the questions correctly and the door at\n(x=970, y=970) will open.\n\n***TRAPS***\n(x=750, y=12200\n&lt;----------------------------------------------------------------------&gt;\n29) Head into the room you opened to encounter Raffiyah, who is\nborrowing Centeol's situation, character sprite, and choices of pets and\nhabitat. Way to 'enhance' the sequel by wholesale borrowing elements\nfrom the first game, Overhaul Games. I guess one cursed, bloated\nspider-chick wasn't good enough. Anyways, she'll babble at you, Viconia\nwill whine about the situation, and Raffiyah will seem open to flattery,\nbut ultimately a fight ensues. Raffiyah is joined by two 'Spiders',\nwho somehow have the ability to speak. They're just fodder, though.\nRaffiyah herself is more sturdy and somewhat more dangerous, being\ncapable of casting Clerical spells and all. She can cast Protection From\nGood 10' Radius, Bolt of Glory, Finger of Death, Flame Strike, Doom,\nSlay Living, Confusion, and Spider Spawn, seemingly at random. She has\nMagic Resistance, too, so attempting to hit her with Silence or Insect\nPlague might take a few tries. Ultimately, the best way to deal with\nher is probably just brute force-buff up, rush her, ignore her minions,\nand cut her down before she can cause too much mischief. Her spell\narsenal, although impressive, is finite, save the 'Spider Spawn' spell,\nwhich she'll cast until she's got three Giant Spiders at his disposal.\nWhen she dies she'll leave behind a Potion of Stone Form. Yay... the\ncloak you're looking for is over in a huge sarcophagus (x=1500, y=400).\nSeems a little extreme for a fetus, but hey. Grab the 'Shroud of the\nUnproved' and Hexxat will prompt you to leave. With pleasure.\n\n***ITEMS***\n(x=1500, y=400) Shroud of the Unproved\n\n***REWARD***\n(For claiming the Shroud of the Unproved)\nEXP\t22000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n30) When you return to Athkatla, Hexxat will inform you that she's going\nto take the Shroud to Cabrina, over at the Copper Coronet. If you follow\nher, you'll find out that this last mission concluded Hexxat's business\nwith 'L'. Cabrina will banter a bit before leaving, and Hexxat is now\nfinally free to focus solely on your own business. Her banters will\ncontinue, as will her romance (if your protagonist is female), but<\/pre>\n\n\n\n<pre id=\"faqspan-35\" class=\"wp-block-preformatted\">Hexxat's business is done... at least in Shadows of Amn.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t          Neera's Hidden Refuge\t\t               |\n|                  \t(Recruit and Secure Neera)\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK047}\n\t\t1) Through the Wild Forest\n\t\t2) Neera's Initial Equips\n\t\t3) Illusionary Quaid\n\t\t4) Uninteresting East\n\t\t5) Speaking Snake\n\t\t6) Unreliable Ettin\n\t\t7) Crossing the Broken Bridge\n\t\t8) The Hidden Refuge\n\t\t9) The Useless People\n\t\t10) Mironda's Beverage\n\t\t11) Barad Ding's Missing Pests\n\t\t12) Anger Management\n\t\t13) Where's Wilson?\n\t\t14) Mereth's Misplaced Hairband\n\t\t15) Kirik's Missing!\n\t\t16) Talisman of Hearthfire\n\t\t17) Delivering Daxus\n\t\t18) Red Wizards &gt; Wild Mages\n\t\t19) Blasting the Bouncer\n\t\t20) Enclave Shopping!\n\t\t21) Merchant Mage Murder\n\t\t22) Unrest in the Enclave\n\t\t23) Alcohol or Assault\n\t\t24) Liberating Ghallus\n\t\t25) Confronting Lanneth\n\t\t26) Killing Lanneth\n\t\t27) Looting Lanneth's Lair\n\t\t28) Freeing the Wild Mages\n\t\t29) Wild Mage Rewards\n\t\t30) Hunting Hayes\n\nWild Forest (OH6000)\no======================================================================o\n1) First thing you should notice when you get to the Wild Forest is\nNeera, who stands at (x=1000, y=3530). Unfortunately for us, she's not\njust waiting for us out here for the sake of civility. Apparently her\nWild Mage friends warded their camp, and she, due to her own unending\nincompetence, needs your help to get to the camp safely. You don't need\nto bring her along necessarily, but since you're doing her questline,\nI'll just assume that you do. Two things to note, however-Edwin will\nnot, under any circumstances, remain in the same party as Neera. Also,\ndue to the presence of the stupid Wild Mages, this entire area is now a\nWild Magic zone, meaning every spell cast in this area will trigger a\nWild Surge, with the attendant random effects. Simply put, magic is\nextremely unreliable here, so using it sparingly, if at all. At least\nthe Wild Magic here makes the loss of Edwin inconsequential, since he'd\nbe dead weight here, anyways.\n&lt;----------------------------------------------------------------------&gt;\n2) Our goal is to make it to the north-eastern corner of the map, but\nthere's no reason we shouldn't explore this place while we're at it.\nI mean, we paid good money for this game, why skip one of the few new\nareas in the 'Enhanced' Edition of Baldur's Gate 2? Besides, there's\nall kinds of crazy stuff that's bound to happen here, what with wild\nmagic and all. First things first, Neera is equipped with a few items\nfrom the first game. Neera's Staff +1 is just a +1 Quarter Staff that\nhas a 10% chance of harming either the weilder or the target for an\nadditional point of fire damage. We were selling better stuff right out\nof Irenicus' Dungeon. Adoy's Belt is a little better-a nifty little\naccessory that gives a +5 bonus to Saves vs. Petrification\/Polymorph.\nIt's not something you'll wear forever, but it's better than having an\nempty belt slot.\n&lt;----------------------------------------------------------------------&gt;\n3) Start out by following the road to the north-east until you find a\nGnome named Quaid (x=1620, y=2840). If you talk to him, you'll realize\nsomething's not right when he babbles 'a fortnight' repeatedly. If you\npress him too much, he'll explode into a Fireball... being part of this\narea's defenses and all. You can dispel him by using True Sight, if you\ncan get it to work, or you can simply attack him. The cart behind the\nillusion is more interesting however, containing some goodies for us to\nloot.\n\n***TRAPS***\n(x=1650, y=2750)\n\n***ITEMS***\n(x=1650, y=2750) Diamond, Scroll of Blindness, Scroll of Mislead,\n\t \t Potion of Mind Focusing, 233 gold\n&lt;----------------------------------------------------------------------&gt;\n4) Now continue east. This area-the entire eastern half of the level\nsouth of the river, is actually pretty uninteresting. There are a few\ntraps to disarm (these tend to rearm, so will provide a constant menace\nuntil they're removed), creepy swirling magical corruption, and a few\nobsolete foes-I encountered a Wolf, a Giant Spider, and a Sword Spider.\nExplore as you will, then turn your attentions to the west, starting at\nthe south and working up to the north.\n\n***TRAPS***\n(x=2060, y=2600)\n(x=2100, y=3000)\n(x=3400, y=3070)\n(x=4700, y=2090)\n(x=3270, y=1400)\n&lt;----------------------------------------------------------------------&gt;\n5) Explore north along the western end of the map, keeping an eye out\nfor traps as you go. North of where Quaid's cart is you'll find a\nSpeaking Snake (x=2150, y=1780), who is in many ways much like Quaid.\nBoth are verbal deterrants; the snake will babble about death and doom,\ntrying to scare off overly curious trespassers, whereas Quaid tried to\nconvice folks that there wasn't anything ahead worth seeing. Unlike\nQuaid, however, the Speaking Snake isn't and illusion, and won't explode\nif you talk to it too much-you can provoke it into fighting, for what\nit's worth. It's certainly what Neera seems to desire.\n\n***TRAPS***\n(x=620, y=2600)\n(x=1800, y=2100)\n&lt;----------------------------------------------------------------------&gt;\n6) Continue north to find an Ettin chasing a group of Gnolls. Neera will\npoint out that the Ettin is an illusion doing its job-scaring off the\nwussy Gnolls. Unfortunately, Wild Mage incompetence shows itself again,\nand the Ettin vanishes. The Gnolls, annoyed by the trick, turn on you\nand get themselves massacred. The Gnoll Captain will drop some random\ngoodies and a Morning Star +1, which, apart from Neera's gear is the\nbest loot we'll find in this area.\n\n***TRAPS***\n(x=360, y=1360)\n&lt;----------------------------------------------------------------------&gt;\n7) Now head over to the bridge (x=4370, y=720), where you'll get the\nfollowing floating text:\n\n\"This bridge appears rotted and uncrossable. The water flowing beneath\nis polluted with magic. It has an unwholesome, eerie look that is\ndistinctly unwelcoming.\n\nIn a ditch (x=4600, y=1100) you'll find 'A Pile of Gravel'. Pick it up\nand head over to the bridge, where you can use the gravel to reveal that\nthe bridge's state of disrepair is only an illusion. Alternatively, if\nyou brought Neera along, just walk her over to the bridge and she'll\nexpose the illusion herself. Either way, you'll get an experience\nreward and your world map will update. Cross the bridge and exit the\nmap and travel to the 'Hidden Refuge' area.\n\n***REWARD***\n(For discovering the Hidden Refuge)\nEXP\t2000 (each character)\n\nHidden Refuge (OH6100)\no======================================================================o\n8) Explore to the north-east to discover the pallisade which surrounds\nthe Wild Mage haven. At the gate you'll meet Telana and Hayes, whom\nNeera greets before getting down to business. The Thayans are still\nafter Wild Mages, save Neera's role has changed a bit. Instead of just\nfending them off, she's be defending other, less capable Wild Mages\nagainst the Thayan task force which has been abducting Wild Mages-the\nOrder of Eight Staves. Get some background information about Neera's\nresistance movement, if you wish, before getting down to business.\nLanneth seems to be the leader of the Thayan Neera's opposed to, some\nElven Wild Mage named Daxus refused to join the other Wild Mages, and\ntheir artificer, Knocktor, needs more materials to make their 'Talismans\nof Hearthfire'-teleportation amulets.\n&lt;----------------------------------------------------------------------&gt;\n9) Before we follow up on any of these tasks, let's explore the Wild\nMage camp. This exploration might seem extraneous, but getting to know\nthese Mages actually is worth doing... even if it doesn't seem like it\nat the time. There are quite a few stupid little quests for us to do\nhere, but first, the useless people. First up is Hayes (x=950, y=1300),\nwho is kind of a dick with very little to say. At (x=1290, y=600) is\n\"King\" Gramm, who is just a bit crazier than the rest of the Wild Mages,\nwho aren't a terribly well-adjusted bunch as it is. He'll babble\nnonesense before Neera interrupts and explains his condition. At\n(x=1630, y=1030) you'll find Kirik, the son of nearby Amanis Khal\n(x=1700, y=1000). He's more of a quest objective than a quest-giver, and\nif you talk to him he'll quibble about your name being stupid. Now it's\ntime to deal with the quest-givers, and their quests.\n&lt;----------------------------------------------------------------------&gt;\n10) A female Dwarven Wild Mage named Mironda waits over at\n(x=1200, y=930). She's a dedicated alcoholic who wants you to get some\nspecial exotic booze from Vyatri in Trademeet. I'll assume you're doing\nthis after formally exploring Trademeet [WLK022] so as to avoid\ncomplicating matters with over-lapping quests. Once in Trademeet\n(AR2000) head over to Vitari's Pub (x=2200, y=2350) and talk to Vytari\n(x=770, y=400). Pick dialogue option #3 and pay 50 gold for the cask of\n'Halfling's Help'-the beer we're after. Bring it back to Mironda and\nyou'll get a surprisingly decent reward-some meager experience and a\nmagical tankard named after your protagonist which heals the user for\n2d8 Hit Points up to three times per day. 6-24 free Hit Points of\nhealing isn't game-breaking, but it's still a decent enough item to toss\nin a quick item slot.\n\n***REWARD***\nEXP\t3500\nItem\t[Protagonist]'s Tankard\n&lt;----------------------------------------------------------------------&gt;\n11) Over at (x=890, y=660) you'll find Barad Ding. Barad Ding's problem\nseems more like a solution to me-his cats are missing, scattered in fear\nafter a wild surge. Offer to help and he'll give you ten servings of\n'Cat Food' with which to lure the beasts back. This quest, as all things\ninvolving cats, is pretty annoying. To complete it you'll need to go\nback to the Wild Forest and equip the Cat Food, then wander around like\nan idiot looking for Ding's eight cats wandering around. When you see\none, use the Cat Food as a quick item on the cat and it'll approach you\nand enter your inventory. Good news-unlike real cats, these ones are\nstackable. Bad news-like real cats, these ones are assholes and will\nrandomly escape your inventory (5% chance each two rounds). You'll have\nto catch a few and return to the Hidden Refuge to make good on your\ngains. If you run out of Cat Food, just talk to Ding for more. Since\nthey roam about, I can't give exact coordinates for them, so sadly,\nyou'll have to do a bit of walking around, returning as you must to\nsecure your felines and gather more food. Once you've captured eight of\nthe wretched animals return to Ding, who'll reward you with a 'Collar\nBelt' that can wake up sleeping characters... an item that might have\nbeen decent in the first game, where Sleep was an actually threatening\nspell. He'll also offer to give you one of his cats, named 'Dings', a\ngift you can try to opt out of, but hey... you might get hungry later.\nMight as well keep the cat.\n\n***ITEMS***\n(x=1400, y=1070) Arrows +1 x5\n(x=1220, y=880) Scroll of Identify, 1 gold\n(x=1200, y=720) 19 gold\n\n***REWARD***\n(For returning Barad Ding's cats)\nItem\tCollar Belt\nItem\tDings\n&lt;----------------------------------------------------------------------&gt;\n12) Now to deal with an interesting character with a bit of height-\nReginald (x=1900, y=1000), is a banished Half-Orc who is none too\nfriendly. If you pester him too much, he'll fisticuffs with you. Being\na Mage, he's not too good at it, and therein lies the problem-you want\nhim to hit you. So remove your armor and make sure your AI is off.\nProvoke him, let him attack (and hopefully hit) you without responding.\nOnce he's let out three attacks he'll stop fighting. Turn the proverbial\ncheek and rest a distance away from him (just outside the palisade,\nperhaps?) Return and talk to him, and he'll comment on your show of\nrestraint, and promise to learn from your example. We're good role\nmodels!\n&lt;----------------------------------------------------------------------&gt;\n13) Next up is Zaviak, who waits at (x=1550, y=480). He's an annoying\nhippy burn-out veteran of the Black Pits and resident alchemist. He's\nalso missing his bear-buddy, Wilson. At least it's not cats. This quest\noverlaps with Rasaad's questline [WLK048], and cannot be completed until\nyou've made progress in said questline. See Steps #10 and #11 in\n[WLK048] for the encounter with Wilson... otherwise, put this quest on\nthe ol' back-burner for now.\n\nHow to get Wilson, in brief? Grab Rasaad from Trademeet, take him to the\nCity Gates District in Athkatla to meet a character who'll point us\ntowards the Abandoned Amphitheater (OH4000). Make your way through to\nthe north-eastern corner of the level to find Hammerhelm-stick to\ndialogue option #1 to get the location of the Heretic Temple. On the\nway there, you'll be ambushed by some Sun Soul Monks. Again stick to\ndialogue option #1 to get past without violence (or fight, as you will).\nIn the Heretic Temple area (OH4100) make your way to to temple, where\nyou'll find a caged Grizzly Bear (x=3480, y=2920). Talk to the bear\nand when you're interrupted by the beastmaster Jolstead (x=3580, y=3050)\ndeal with him by buying Wilson's freedom (1000 gold) or by just killing\nthe guy. After the fight, find Wilson at (x=440, y=400), who will now\njoin your party. Walk him back to the Hidden Refuge and talk to Zaviak\nto get your... reward.\n\n***REWARD***\n(For reuniting Zaviak and Wilson)\nItem\tGreen Dragon Potion x5\n\n***ITEMS***\n(x=1350, y=480) Scroll of Spell Shield, 8 gold\n&lt;----------------------------------------------------------------------&gt;\n13) Now make your way to the afore-mentioned Amanis Khal\n(x=1700, y=1000) and ask about her past (dialogue options #1 and #2),\nbefore finally asking about Kirik's dad. Seems like a dead-end, so move\non to the little girl nearby. Mereth (x=1700, y=1050) is the girl we\nsaw Neera rescue back in the Bridge District. Unfortunately, she seems\nto have misplaced her hairband-a gift from her late mother. You know\nhow orphans get about sentimental crap like that, so offer to help her\nfind it. She seems to have misplaced it around when the Thayan 'witch'\nchased her around the Bridge District. So... return to the Bridge\nDistrict and explore near the northern end. Here you'll find a crate at\n(x=3830, y=270) that contains the 'Hairband' we're after. Return it to\nMereth back at the Hidden Refuge for your reward-the Wooden Horse\nNecklace. It functions like an Amulet of Protection +2 in that it gives\na +2 bonus to Armor Class or a +2 bonus to Saving Throws, which is cool\nand all... if you can find somebody who can wear it, what with magical\narmor and other protections.\n\n***ENHANCED EDITION***\nIn the original release of the game, this item only had a +1 bonus to\nArmor Class and Saves, but stacked with other magical protections,\nmaking it vastly more useful than it is now. There are plenty of +2\nprotection items in the game that don't stack with other protections\nthat we'll discard as we get superior suits of armor... and now this is\none of them.\n\n***REWARD***\n(For recovering Mereth's Hairband)\nItem\tWooden Horse Necklace\n&lt;----------------------------------------------------------------------&gt;\n14) If you talked to Amanis Khal and her son previously, the boy Kirik\nshould be missing now. Talk to Amanis Khal, who is understandably\nupset, as well a bad mother should be. She'll fear the worst and tell\nyou that Hayes saw him near the edge of the camp. Interestingly enough,\nnobody other than Amanis herself has any comment on this... buncha\nirresponsible adults. Head back to the Wild Forest to find Kirik over\nat (x=1580, y=330). Talk to him and he'll immediately beg to go home.\nAgree to take him and you'll be whisked back to camp and into dialogue\nwith Amanis, who roundly scolds the boy and thanks you. You'll get an\nexperience reward for your trouble. When you get a chance to respond,\npick dialogue option #1 to convince her to allow Kirik to keep\npracticing magic, then talk to Kirik, who'll give you the Wild Sling +1\nas a reward for standing up for him. It's not really a game-changing\nweapon, with its sorry enchantment bonus and its forgetable ability,\nbut it's better to have than not, I suppose.\n\n***REWARD***\n(For finding Kirik)\nEXP\t35000\n\n***REWARD***\n(For convincing Amanis into allowing Kirik to continue using Wild Magic)\nItem\tWild Sling +1\n&lt;----------------------------------------------------------------------&gt;\n15) Okay, now we've obtained a healing cup, a collar and perhaps a cat\nto accessorize it with, mention of some bear, a cruddy sling, and a\ndefinitely not-cruddy amulet. we've also talked to a \"King\" and taught\na Half Orc that hitting is bad. How tedious. We are, however, now ready\nto talk to some of the more important quest-givers here, ones who will\nactually advance the story and all. Knocktor the Fizzled is over at\n(x=1470, y=740), and he'll babble about his backstory if you let him.\nWhat's important is that he needs some key components to make more of\nthose teleportation amulets-two Diamonds, a Silver Necklace, and 3000\ngold. Ouch. Diamonds are fairly uncommon-after going through all of\nShadows of Amn up to this point, I only had eighteen. The gold and the\nSilver Necklace are comparatively simple to get your hands on... but\nit's not imperative that you create one of these amulets. If you do,\nyou'll get a small experience reward, and of course, the amulet.\n\n***REWARD***\n(For creating a Talisman of the Hearthfire)\nEXP\t3500\n&lt;----------------------------------------------------------------------&gt;\n16) Finally, talk to Telana (x=1380, y=1080), who wants you to go to\nthe Bridge District in Athkatla and visit Delosar's Inn, wherein the\nWild Mage Daxus lurks. Telana is sure Daxus will attract the attention\nof the Thayans soon, if he hasn't already, and we are to convince him\nthat he'd be better off at the Hidden Refuge. Apparently this Daxus\nshouldn't be very hard to recognize, due to his healthy 'independent\nstreak'. Also, Hayes is heading to town for supplies at the same time,\nand will take Daxus back with him if you don't have a Talisman of the\nHearthstone to provide. Almost seems like we should have went after\nMereth's Hairband at the same time to simplify things... never fear,\nthough, I have my reasons.\n\nDesolar's Inn (AR0513)\/(AR0514)\/(AR0515)\no======================================================================o\n17) Return to the Bridge District (AR0500) and head over to Desolar's\nInn (x=2050, y=3000). Along the way Hayes (x=1120, y=3460) will bother\nyou and work out the details of the plan-either tell him you're sending\nDaxus back with him, or inform him you have a Talisman of the\nHearthfire, as your resources demand. You'll find Daxus on the bottom\nfloor of the Inn (AR0513) at (x=600, y=570), and being 'the famous\nBlue Elf of Athkatla' he sure does stand out. As you approach he'll\nbegin talking, amusing the idiotic patrons nearby. Neera, too, with the\nunderdeveloped brain of a turnip, seems amused until he mentions the\nHidden Refuge, at which point she decides enough is enough.\n\nTalk to him a bit and, despite his assumption that fame will protect\nhim, a group of bad ol' Red Wizards show up to apprehend him. The chief\nthreat here is the Red Wizard, who, as a spell-caster, should be your\nprimary target. I find a single Insect Plague wins this fight outright,\nbut it can't hurt to throw out a Chaos or two, if you feel it's\nnecessary. Once the Red Wizard dies, you just need to mop up his melee\ncronies. Daxus will offer to help out before hostilities start, but for\nmy money, the fewer Wild Mages casting spells around, the better. If\nyou give him the Talisman of Hearthfire, he'll be able to just teleport\ndirectly to camp, with no risk to himself at all... which is actually a\ngood thing, since bringing him back in one piece is more or less the\npoint of this whole quest. Once all the Thayans are dead, head outside\nto confront a second, identical group. This bunch is far more likely to\nactively target Daxus, but the same tactic prevails-Chaos and Insect\nPlague are just more than they can handle. In both groups the melee\nwarriors will drop a suit of Plate Mail, a Helmet, a Two-Handed Sword,\nand a Potion of Extra Healing. The archers will leave behind a suit of\nSplint Mail, 20 Arrows +1, 80 Arrows, a Potion of Extra Healing, a\nComposite Longbow, and a Spear. The Red Wizards will drop a Dagger +1\nand 20 Darts +1. Not really an epic haul, but they weren't exactly that\nstrong, either. After the second group is dead Hayes will take Daxus\nback (if he's still around) and Neera will suggest that we return to\nthe Hidden Refuge and inform Telana.\n\nNote: If you gave Daxos a Talisman of the Hearthfire, you'll only have\nto fight one group of Red Wizards. \n\nHidden Refuge (OH6200)\no======================================================================o\n18) When you get back to the Hidden Refuge, you'll find it in a sorry\nstate, indeed. Telana will be here, as will Mereth and Kirik if you\ncompleted their quests. Anywho, talk to Telana (x=1380, y=1080) and\nshe'll tell you a predictable story. It turns out that, despite Neera's\noptimism, Red Wizards &gt; Wild Mages. No surprise there. The Wild Mages\nwho aren't here were captured, and were taken to the Red Wizard's\nenclave in Athkatla, which can be found in Waukeen's Promenade. Rest up,\nprepare anti-mage spells, and head back to Athkatla.\n\nWaukeen's Promenade (AR0700)\no======================================================================o\n19) Return to Waukeen's Promenade and head over to the Red Wizard\nEnclave (x=3200, y=900), helpfully marked on your map. Talk to the\nBouncer (x=3330, y=950) in front and Neera will end up blasting him\ninto pieces. Cool. He'll drop a Potion of Extra Healing, amongst some\nother junk. Once done exchanging pleasantries with the hired help,\nhead inside.\n\nRed Wizard Enclave (OH6300)\no======================================================================o\n20) Now, I know we're here to smash things, and Telana said that the Red\nWizards ran this shop as a front to gain enough money to buy off the\nCowled Wizards so they could hunt the Wild Mages with impunity... but\ndammit, there's shopping to be done here! If Gul Dukeem (x=970, y=1700)\nstarts talking to you, pick dialogue options #2, #2, #3, #2, #2 to\navoid a fight, something Neera tries to provoke. Gul Dukeem sells items\nthat are more interesting than useful, like a Robe of the Neutral\nArchmagi, the Tunic of Blindeye, a Staff of Striking +3, the Heart of\nthe Golem +2, The Grave Binder +2, and the Dagger of Venom +2... alot of\nold Baldur's Gate daggers that are obsolete now. The merchant at\n(x=820, y=1580) sells a variety of wands, including the useful and\nuncommon Wand of Spell Striking, which simultaneously casts Breach and\nPierce Magic on a target. Very nice. Also considering that his other\nwands have an absurd 50 charges, they're worth grabbing. Another\nmerchant at (x=660, y=1620) sells potions, including Giant Strength and\nMaster Thievery ones. Finally, the merchant at (x=750, y=1670) sells a\nsmall library's worth of spell scrolls. The best part is, the last three\nmerchants (the ones simply named 'merchant') can all be robbed, although\na Pick Pockets score of around 180% is suggested.\n\no===========o\n|Mage Spells| Merchant\no===========o----------------------------------------------------------&gt;\n1st-Reflected Image\n1st-Spook\n  ---\n2nd-Deafness\n  ---\n3rd-Detect Illusion\n3rd-Hold Undead\n3rd-Invisibility, 10' Radius\n3rd-Non-Detection\n3rd-Protection From Cold\n3rd-Protection From Fire\n3rd-Remove Magic\n  ---\n4th-Contagion\n4th-Minor Sequencer\n4th-Teleport Field\n  ---\n5th-Protection From Acid\n5th-Protection From Electricity\n5th-Spell Immunity\n  ---\n6th-Contingency\n6th-Globe of Invulnerability\n6th-Mislead\n6th-Pierce Magic\n6th-Protection From Magic Energy\n6th-Spell Deflection\n6th-Summon Nishruu\n6th-True Sight\n  ---\n7th-Mantle\n7th-Mordenkainen's Sword\n7th-Ruby Ray of Reversal\n7th-Summon Hakeashar\n&lt;----------------------------------------------------------------------&gt;\n21) Now for the inevitable fight. If you talked Gul Dukeem into showing\nyou his wares, you can talk him into letting you into the back rooms if\nyou gave him an excuse-namely of wanting to purchase a Wild Mage slave.\nDo this with dialogue options #2, #2, #1, #1, #1, and #1. He'll go to\nlet you through the door, and your plans will be thwarted by a Red\nWizard, whom you'll then have to fight, along with the Merchants and\nthe Guards, but not, importantly, Gul Dukeem, who'll surrender after\nthe fight is over and offer to stick around as a merchant. Then again,\nyou can just start a fight by talking to Gul Dukeem again and picking\ndialogue options #2 and #4. Either way, it's a good idea to spell-buff\nbefore talking to Gul Dukeem, and in the latter route, trying to score\na backstab against him will go far towards simplifying the fight.\nOtherwise my tactics for this battle are... pretty much the same as\nevery other Mage fights-start out with Insect Plague and Chaos, then mop\nup. Just be sure you wait long enough for the other Red Wizard to enter\nthe room via the northern door before casting Insect Plague. One of the\nMerchants will leave behind a Quarter Staff, ten Darts of Stunning and\ntwo gold, while another will drop a Wand of Monster Summoning (provided\nhe didn't use it) a Scroll of Infravision, a Scroll of Protection From\nCold, a Dagger +1, and ten Darts +1. The last merchant forfeits a Potion\nof Insight, a Potion of Strength, a Potion of Invisibility, a Quarter\nStaff, and twenty Darts of Wounding. The Red Wizard who joins the fight\nvia the door at (x=750, y=1450) will drop a Quarter Staff and twenty\nDarts of Wounding. Both the Guards drop Plate Mail, a Helmet and a \nHalberd, while Gul Dukeem will bestow upon us an Adventurer's Robe, a\nQuarter Staff +2, twenty Darts of Stunning, and the Slave Pen Key. Once\nthe murder frenzy is done, turn your attention to the door at\n(x=750, y=1450).\n\n***ITEMS***\n(x=650, y=1550) Potion of Insulation, Potion of Extra Healing,\n\t\tPotion of Fire Breath, Potion of Hill Giant Strength\n&lt;----------------------------------------------------------------------&gt;\n22) Beyond the door you'll find a tavern, which is obviously going to\nbe the most populated area in here. At the present there are no fewer\nthan seven Thayan Mercenaries, not including their leader Fadell\nIroneye, and three Red Wizards. There are more lurking in the\nsurrounding rooms, however, who'll join in if there's a ruckus. To the\nnorth-west are three more Thayan Mercenaries and another Red Wizard,\nwhile to the south-east are two more Red Wizards and a Thayan Knight.\nThat's a half-dozen Mages and a dozen warriors of vastly varying\nquality to back them up-not exactly something you want to rush into.\nOnce you enter you'll be pestered by Fadell Ironeye. Play nice and\npick dialogue options #1, #1, and #2 to go about your business. In the\nroom to the north-west you'll see a Red Wizard hitting on a Mercenary,\noffering to garnish her wages for a bit of extra service. To the\nsouth-east are some slave pens, where two Red Wizards gloat over a\ndumb Mercenary who agreed to fight a trained Minotaur gladiator named\nGhallus for some coin. Talk to Fadell and she'll complete the picture-\nthe mercenaries here are underpaid and poorly handled by the Red\nWizards, and it probably wouldn't take much to cause trouble between the\ntwo. Ah, the classic battle of labor versus capital... The spark we can\nuse to ignite this powderkeg is equally reknown for its antiquity; good\nold fashioned inebriation. First, however, I suggest you loot around\nwhile it's still quiet.\n\n***ITEMS***\n(x=570, y=950) Composite Longbow, Arrows +1 x20\n(x=500, y=1000) Splint Mail\n(x=420, y=1050) Potion of Healing, 2 gold\n(x=250, y=1270) Bastard Sword, Potion of Extra Healing, \n\t\tThe Journal of Fadell Ironeye, 65 gold\n&lt;----------------------------------------------------------------------&gt;\n23) Once the looting is done, it's time for the bloody business at hand.\nHere is where you'll start to see some benefit for completing the\nvarious quests of the Wild Mages in the Hidden Refuge, earlier. If you\nhelped out Mironda she'll be behind the bar, working as a bartender. If\nnot, it'll just be a vanilla bartender. Both can suit our needs just as\nwell as the other. If you want to get out of this with a much less\ndifficult fight, talk to Mironda\/the Bartender and buy three rounds of\nhooch for everybody. Each round'll cost 50 gold, for a total cost of\n150. After the third round has been consumed, Fadell will pick a fight\nwith her employers, and the mercenaries will turn on the Red Wizards.\nThe mercenaries are more than a match for the Red Wizards, and 150 gold\nis a paltry price to bypass such a fight. If you had Mironda at hand,\nshe'll even give you your gold back after the battle is over, plus an\nexperience reward for saving her.\n\nIf, on the other hand, you want to fight it out, we still have options.\nFirst is the run in and fight everybody all at once 'tactic', easier\ndone if you played nice at first so you could spell-buff and position\nyour party as you saw fit-perhaps all within the tavern room, so you\ndon't get bottle-necked at the door? Also, paying special attention to\nFedell early on is a very good idea, since she's probably the most\ndangerous character there. Insect Plague, True Sight and Chaos are\nmandatory for this fight, and slow won't hurt, either. There's also a\nsneaky way we can handle things. For all their power here, there's not\na single Mage capable of casting True Sight in this fight. This allows\nyou to provoke the enemy, then either use an item or cast invisibility\non a character and use them to block the door, the idea being to catch\nall the baddies in one room, while the party hides in another. This will\nallow you to-with careful aim-cast some area-of-effect debilitative\nspells into the room before commiting to melee, or perhaps to forgo\nmelee altogether in favor of ranged attacks, which you're certain to\nout-class the enemy in. The Mages still can, and will, cast spells at\nany characters they can see, so it's not a completely safe tactic. You\ncan, however, try to use summons to waste the spells of the Mages. Just\ntry to avoid casting any damaging spells if you don't want to hurt\nMironda. When everything hostile is dead, get to looting. Three of the\nRed Wizards carry Potions of Extra Healing, a Quarter Staff, a random\nscroll, and ten Darts of Stunning. Two others (the one in the room to\nthe north-west and one of the two Mages in the room to the south-east)\ncarries a Potion of Extra Healing and a Quarter Staff. The other Mage\nfrom the room to the south-east will leave behind a Mage Robe of Fire\nResistance, a Potion of Extra Healing, a Quarter Staff, and a Slave Pen\nKey. The Thayan Knight drops a suit of Full Plate Mail, a Helmet, a\nLarge Shield +1, a Potion of Extra Healing, and a Long Sword +1. Fadell\nIroneye gives up Plate of the Dark +1 (just Full Plate +1 with a name),\na Bastard Sword +2, a Large Shield +2, two Potions of Extra Healing, a\nPotion of Fire Giant Strength, an Oil of Speed, a Helmet, and 478 gold.\nThe mercenaries vary quite a bit in quality and equipment, but aside\nfrom a few suits of Plate Mail, it's nothing worth mentioning.\n\n***REWARD***\n(For freeing Mironda)\nEXP\t10000\n&lt;----------------------------------------------------------------------&gt;\n24) One more thing to do before we continue deeper into this area. Head\nto the dungeon where we witnessed Ghallus at play. You have had two\nchances to obtain a a Slave Pen Key-Gul Dukeem had one, as did one of\nthe Red Wizards in this prison. With the key, open the cage containing\nGhallus at (x=1300, y=1650) and the Minotaur will take his slave\nbuddies and leave. It's worth some experience, at least, and it might\njust pay off shortly... before you continue on, make sure you're\nrested and prepared. If at all possible, have a Death Spell ready, as\nit'll be invaluable in the upcoming fight.\n\n***REWARD***\n(For freeing the slaves)\nEXP\t1500 (x5)\n&lt;----------------------------------------------------------------------&gt;\n25) Go through the door at (x=1220, y=1330), up a tunnel to the north-\nwest, then through another door at (x=1100, y=1000). In the room beyond\nyou'll find Lanneth (x=1480, y=800), along with a pair of Thayan\nFighters. More Fighters and Red Wizards lurk in the side rooms, where\nit can be awfully cramped fighting. If you got Fadell drunk, she'll show\nup and rant a bit before wandering out again. If you freed Ghallus,\nhe'll return along with several Amnian Legionaries to provide a bit of\nmuscle. In the latter case, you might be better off just walking out of\nthe room and letting them all sort it out. This will be condeming your\nallies to death, sure, but it'll waste some of the enemy's spells and\npotions. Lanneth, for her part, isn't really seeking a direct engagement\nin this round of the fight-her tactics are to go invisible (using one of\nher multiple Potions of Invisibility), walk into one of the side rooms,\nand summon a pair of Mordekainen's Swords. A Death Spell will remove\nthem from the fight handily. Lanneth can be killed here, but you will\nneed to keep on top of her with Breach and True Sight. After she's\npressed a bit, she'll dimension door away, leaving you to clean up and\nloot before chasing her.\n\n***ITEMS***\n(x=1450, y=1100) Scroll of Power Word, Sleep, Scroll of Deafness\n(x=1550, y=1000) Cloak of Protection +1\n(x=930, y=770) Moonbar Gem, Black Opal, Potion of Healing,\n\t       Greenstone Ring\n(x=1080, y=680) Scroll of Ice Storm, Scroll of Color Spray, 3 gold\n\n***TRAPS***\n(x=1550, y=1000)\n(x=930, y=770)\n&lt;----------------------------------------------------------------------&gt;\n26) Once you're ready to move on, go through the door at (x=1500, y=750)\nto find Lanneth again. She'll try to buy herself some life by\nthreatening the life of \"King\" Gramm-it doesn't matter what you say,\nhowever, a fight breaks out, either with you trying to save Gramm from\nhimself, or from Lanneth. She'll be joined by two more Thayan Fighters\nand another Red Wizard. This fight shouldn't be too much trouble-just\nuse Breach on Lanneth when she uses Protection from Magical Weapons or\nStoneskin and pay her and her fellow Red Wizard special attention,\nsince the Fighters are far less dangerous. When she's dead, loot her\nfor The Protector +1, a Robe of Invocation, Bracers of Defense A.C. 6,\na Wand of Paralyzation, a Quarter Staff +2, Darts of Wounding x40,\nthree Potions of Extra Healing, three Potions of Invisibility, a Slave\nPen Key, a Laboratory Key, and 243 gold. Finally, talk to \"King\" Gramm\nfor an experience reward.\n\n***REWARD***\n(For freeing \"King' Gramm)\nEXP\t5000\n&lt;----------------------------------------------------------------------&gt;\n27) You now have two doors beckoning you-go through the one to the\nnorth-west at (x=1600, y=450). It's trapped, but you that shouldn't\nbother you, right? Beyond is Lanneth's room, so you and rightfully\nexpect a good bit of loot in here. So it is. Not really enough of a\nreward to make all this Wild Mage nonsense worthwhile, but at least\na bit of coin is involved. Be sure to grab Lanneth's Journal, as it\nprovides some information we'll need shortly.\n\n***ITEMS***\n(x=1620, y=250) Potion of Invisibility, Elixir of Health,\n\t\tPearl Necklace, Garnet Gem\n(x=1380, y=300) Rogue Stone, Traveler's Robe, Wand of Frost, 750 gold\n(x=1380, y=200) Scroll of Mordenkainen's Sword,\n\t\tScroll of Chain Lightning, 57 gold\n(x=1500, y=150) Contract, Letter, Lanneth's Journal\n\n***TRAPS***\n(x=1600, y=450)\n(x=1380, y=300)\n&lt;----------------------------------------------------------------------&gt;\n28) And by shortly I mean now. Go through the door at (x=1980, y=700) to\nfind all of Neera's misfit Mage friends... or at least the ones who are\nstill alive. Simply put, if you did their quests, they'll be alive, if\nnot, they'll be dead, with the exceptions of Knocktor, Zaviak, Barad\nDing, and a random Wild Mage, although Barad Ding will kill himself if\nyou didn't rescue his cats. If you let Daxus walk away with Hayes, he'll\nbe dead, too. If you gave him a Talisman of the Hearthfire, he'll be\nalive. Talk to Knocktor (x=2300, y=750) and he'll tell you that Lanneth\nalways opened the cages in a specific sequence. You'll have to do the\nsame, or else the Wild Mages will be electrocuted. Get them zapped too\nmuch and they'll die. Kinda defeats the purpose of rescuing them.\nFortunately, Lanneth's Journal provides the information we need to free\nthese Mages-subjects 55, 13, 11, and 42, in order. You'll only see these\nnumber mentioned when you activate a cage, but they correspond to Amanis\nKhal's cage (x=2500, y=800), a random female Wild Mage's cage\n(x=2200, y=900), Barad Ding's cage (x=2350, y=950) and finally Zaviak's\ncage (x=2250, y=900). Once you've opened the last cage, you'll be able\nto open the rest at will. Talk to the Wild Mage in an opened cage and\nthey'll depart, giving you an experience reward. Knocktor will inform\nyou that Hayes sold his fellows out, and that he's leading to Vyatri's\npub in Trademeet. See? He was mean to us, and he turned out to be a\ntraitor. Those two things are always correlated.\n\n***REWARD***\n(For rescuing Amanis Khal)\nEXP\t5000\n\n***REWARD***\n(For rescuing Barad Ding)\nEXP\t5000\n\n***REWARD***\n(For rescuing Daxus)\nEXP\t5000\n\n***REWARD***\n(For rescuing Knocktor)\nEXP\t5000\n\n***REWARD***\n(For rescuing the female Wild Mage)\nEXP\t5000\n\n***REWARD***\n(For rescuing Reginald)\nEXP\t5000\n\n***REWARD***\n(For resucing Zaviak)\nEXP\t5000\n&lt;----------------------------------------------------------------------&gt;\n29) Return to the Hidden Refuge, as per Neera's whining, and when you\nnear the gates to the camp a conversation will strike up, and you'll\nget another quest reward, as well as a... Mechanical Bird. It might look\nlike garbage, but hold onto it-you'll get pretty hefty reward if you\nkeep it with you into (and through much of) Throne of Bhaal. Telana will\nalso promise you a gift, and if you talk to her (x=1230, y=900) she'll\ndeliver, handing over the Robe of Goodman Hayes, which puts its wearer\nunder the permanent effects of the Chaos Shield spell, making Wild\nSurges more likely to be less harmful. Since it can only be worn by Wild\nMages (who else would need it) it's probably something only Neera would\nwear, and if she's your primary Mage, the Robe of Vecna is going to be\nmuch more useful. Reginal (x=1900, y=800) also has a gift for you-the\nBrick +2, a returning throwing War Hammer that has a chance to inflict\n1d12 extra magical damage and cause 100% spell failure for a round. The\nlatter effect doesn't last long enough, and both are subject to a Save\nvs. Spells, so, neither are great. It also has a 10% to cause anybody\nwithin ten feet of the wielder to suffer a Wild Surge. Again, not too\ndesirable, but if you're chucking hammers at people, you probably aren't\nslinging spells. It makes a decent ranged weapon for Anomen or Korgan.\nNow, there's just one more thing to do before we wrap this quest up-\nlet's go find a certain traitor in Trademeet.\n\n***REWARD***\n(For defeating the Enclave)\nEXP\t10000 (each character)\nItem\tMechanical Bird\n&lt;----------------------------------------------------------------------&gt;\n30) Head back to Trademeet and enter Vyatri's Pub, where you'll find\nHayes drinking himself to death at (x=750, y=520). Talk to him and he\nwill, in his drunkedness, pretend not to care about his fate. Apparently\ngiving up the good life in the city was too much for him, and he was\nonly too happy to sell out his fellow Wild Mages (wife included) to get\naway from the Hidden Refuge. You can kill him if you wish-he'll leave\nbehind a Quarter Staff +1, twenty Darts Stunning, and the Bloodied Tunic\nof Hayes. If you take this soiled garment back to Telana... well, she'll\nhave mixed feelings about it. Pretty anti-climatic ending, all in all.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t    \t Rasaad's Journey, Part I\t               |\n|                  \t     (Secure Rasaad)\t\t  \t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK048}\n\t\t1) Chasing the Cult\n\t\t2) Bear Loot\n\t\t3) Geld's Scam\n\t\t4) Dangerous Moose\n\t\t5) Locating the Heretic Temple\n\t\t6) Conflict Resolution\n\t\t7) Sun Soul Ambush\n\t\t8) Herath and the Bridge Guard\n\t\t9) Rescuing Wilson\n\t\t10) Recruiting Wilson\n\t\t11) Fun in the Sun\n\t\t12) Dark Moon Espionage\n\t\t13) Collus Appears\n\t\t14) Looting the Temple\n\t\t15) Test of the Bright Moon\n\t\t16) Test of Penance\n\t\t17) Test of Pain\n\t\t18) Test of the Blinding Sun\n\t\t19) Master of Combat\n\t\t20) Dark Moon Assault\n\nCity Gates (AR0020)\no======================================================================o\n1) To get Rasaad's questline started, take Rasaad to the City Gates\nDistrict of Athkatla (AR0020), where you'll be bothered by a 'Cloaked\nFigure' near the gate. This figure will invite Rasaad to a 'meeting of\nlike minds' in the amphitheater of an abandoned city named Borrokin.\nHuh. This infiltration thing isn't that hard, is it? Despite that,\nRasaad will have his religious doubts. Tell him to quit being a wuss\nand head on over to the 'Abandoned Amphitheater' area that's doing its\npart to clutter the previously barren Baldur's Gate 2 world map.\n\nAbandoned Amphitheater (OH4000)\no======================================================================o\n2) From where you appear, continue along a path to the north-east until\nyou find a fork to the east. If you follow the eastern fork you'll find\na ruined structure occupied by several bears-a Brown, Grizzly, and\nMountain Bear, in fact. They guard some meager loot.\n\n***ITEMS***\n(x=2000, y=3440) Bloodstone Amulet\n&lt;----------------------------------------------------------------------&gt;\n3) Back on the main path, continue north from the fork to find a Ranger\nnamed 'Geld Quickblade' (x=1260, y=2330). He describes himself as a\nmerchant of sorts, and for today his sale includes safety. No, he's no\nsimple bandit-he's cleared a safe way through the woods, and it's yours\nfor 5000 gold. For this price you pretty much get the advice to 'turn\nright past him'. If it seems like a rip-off, it'll seem even more of\na scam when you realize only a few traps await you to the left, while\nthe only danger to the right is Geld himself, if you don't pay him.\nHe'll be waiting for you at (x=2240, y=1970) along with a pack of a\ndozen Dire Wolves (six near him, and six further north along the path,\nlikely behind your party). At the very least, through, he'll drop his\nprice to 4500 gold if you balk. What? Still not biting? Good. Geld is\na wuss, and should be killed. His little dogs, too. When he's dead,\nloot his body for a pair of Short Swords +1, Studded Leather Armor +1,\na Worn Pamphlet and whatever potions he didn't drink yet (Potions of\nExtra Healing and Potions of Invisibility).\n\n***TRAPS***\n(x=800, y=1100)\n(x=900, y=1050)\n(x=1000, y=1000)\n(x=1000, y=900)\n&lt;----------------------------------------------------------------------&gt;\n4) From where Geld fell, continue south-east until you find another fork\nin the path. From here if you continue south-east you'll find a\nDangerous Moose along a dead-end path. Once you kill it, another,\nequally Dangerous Moose will arrive from the north. Kill the Moose and\nreturn to the fork, following it to the east, then north-east.\n&lt;----------------------------------------------------------------------&gt;\n5) At (x=3470, y=1430) you'll find an Amphitheater Guard, who'll put\nyou to the question as soon as you come in sight. If you pick a fight\nyou'll have to dust off a few relatively weak Monks. If, on the other\nhand, you're more peacefully inclined, you can find Fenuku\n(x=3780, y=1080), who is kind of a dick, Kelner (x=3880, y=1100) who\nis much more polite, and Hammerhelm (x=4070, y=750), the leader of the\nbunch. I would write this encounter off as pointless, and bound to end\nin violence... but it's actually not. If you stick to dialogue\noption #1, as silly as the responses are, you'll get through without\na fight and learn the location of the Heretic Temple. Violent folks\nmerely need to pick up a 'Note' from Hammerhelm's corpse to gain the\nsame information.\n\n***REWARD***\n(For discovering the location of the Heretic Temple)\nEXP\t3000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n6) Now that we know the location of the Heretic Temple, we're all ready\nto go, right? Well... not quite. From the amphitheater, head south along\nthe eastern edge of the map, killing a pair of Wolves along the way.\nEventually you'll reach a small camp where a group of adventurers stand\nbickering over the loot from a recent tomb heist. The group is led by\none 'Cless Ironeye'... any relation to Fadell Ironeye, from Neera's\nquestline? Who knows. They call themselve the 'Vagrant Blades'. Oooh.\nYou know they're dangerous, with a name like that! Anyways, when you get\na chance to interrupt, you'll get three options-arbitrate their dispute,\ntry to claim the disputed article for yourself, or let them go on their\nmerry way. In the former case, if you give the belt to one character,\nanother will turn hostile and the rest of the group will flee-allowing\nyou to put down the belligerent. Giving the belt to Jaden will provoke\nAldun (and vice-versa), while Dalton and Hojar Bootcut oppose the choice\nof each other. Of course, they've got a bit of interesting loot, so\nsimply trying to claim the cloak for yourself-and putting the whole\nlot of them down when they resist-is easily the most rewarding course\nto take. Aldun Forgecaster is a relatively weak Mage, while Cless is a\nShadowdancer, but none of them are particularly dangerous. Their loot\nis as follows:\n\nAldun Forgecaster: Knave's Robe, Ox-Tail Belt, Potion of Extra Healing,\n\t\t   Throwing Dagger x20, Dagger +1, 91 gold.\n\nCless Ironeye: Brooch of the Vagrant Blades, Studded Leather Armor +1,\n\t       Scimitar, Potion of Extra Healing x2, Oil of Speed,\n\t       Belt of Minor Invulnerability, Scimitar +1, 76 gold.\n\nDalton: Splint Mail +1, Helmet, Ring of Duplication, Arrow of\n\tBiting x10, Acid Arrow x10, Potion of Extra Healing, Potion of\n\tInvulnerability, Composite Longbow +1, Bastard Sword, 52 gold.\n\nHojar Bootcut: Chain Mail Armor +1, Helmet, Medium Shield, Potion of\n\t       Invulnerability, Potions of Extra Healing, Hojar's\n\t       Fame +1, 34 gold.\n\nJaden: Bullet +1 x20, Lupine Sling +2, 142 gold.\n\nNow for the loot discussion: The Belt of Minor Invulnerability is a\npretty meager prize for the group to be fighting over. It has a small\nchance of auto-casting Minor Globe of Invulnerability each time the\nwearer takes a hit, and it can also cast the spell manually once per\nday. By now 1st-3rd level spells aren't scaring anybody, so we can\nsafely disregard this item. Hojar's Fame +1 is a +1 Battle Axe with a\n25% chance to deal an extra 1d8 damage. +1 damage is not a high enough\nenchantment to bother with, even if the bonus damage is decent. The\nLupine Sling +2 is a +2 Sling with a 15% to disease foes each hit-not\nbad, not great. Aldun's Ox-Tail belt gives a respectable +4 bonus to\nArmor Class against missile attacks at the expense of a -2 Charisma\nPenalty-so long as you don't stick it on the party leader, who cares?\nIf you're having trouble keeping your pants up, it's better than\nnothing. The Ring of Duplication is actually a pretty good defensive\nitem. Ignoring the +1 Armor Class bonus vs. missile weapons and the\n+10% Hide in Shadows, this ring allows you to cast Mirror Image three\ntimes per day, lasting a whopping 18 rounds each casting, making it a\ngreat defensive item for a character who doesn't have Mage spells. Last\nand possibly least is the Brooch of the Vagrant Blades, which reflects\nMagic Missiles back at the attacker... as in the Magic Missile spell.\nYou'll see this spell from time to time, but usually only after the\nenemy Mage has gone through the rest of its arsenal. I'd keep it around,\nbut you'll only wear it once in a great while-it's certainly not an\nitem you'll keep equipped.\n\n***REWARD***\n(For deciding ownership of the cloak)\nEXP\t16000\n\nWilderness (OH4010)\no======================================================================o\n7) Once you're done looting the Vagrant Blades (or your chosen victim\nof the bunch) leave the Abandoned Amphitheater area and head north to\nthe 'Heretic Temple'. Along the way you'll be stopped by several Sun\nSoul Monks, who've come to put Rasaad down in retaliation for some\nmurder he supposedly committed. Stick to dialogue option #1 and you'll\ntalk your way out of a fight, and Rasaad'll be given the gift of the\nCowl of the Stars (discussed below), but we want better treasure, right?\nMurder them and put up with more of Rasaad's doubts, then loot them for\nsome interesting gear. Aside from Potions of Extra Healing, Ghell Rando\nwill drop the Cowl of the Stars-a cloak that allows the user to cast\nMelf's Minute Meteors once per day. Certainly you can find something\nbetter to do with your time than replicate a mediocre 3rd-level spell,\nright? Treya forfeits the Cloak of Unerring Strikes, which gives a\n+2 THAC0 bonus with off-hand attacks. This item is pretty appealing for\nany two-weapon fighter, but my protagonists will be better served by the\nCloak of Mirroring, and Korgan... well, does he really need the THAC0?\nReally? It's a decent item, I just don't have enough two-fisted fighters\nto make use of it... or enough cloak slots, however you want to view it.\nFinally, there's Sixscar's own weapon, Hawksight +2. It's a +2 Scimitar\nthat gives its wielder a +1 bonus to Dexterity. Decent for Jaheira, but\nthere are several superior Daggers, not to mention Belm +2.\n\n***REWARD***\n(For surviving the Sun Soul ambush)\nEXP\t2000 (each character)\n\nHeretic Temple, Exterior (OH4100)\no======================================================================o\n8) Attempt to make your way to the Heretic Temple again, and this time<\/pre>\n\n\n\n<pre id=\"faqspan-36\" class=\"wp-block-preformatted\">you'll prove successful. Watch another spooky movie-you know the drill,\nrotating camera, doors opening of their own volition, the usual. Once\nyou're in control, Rasaad will ask for a game plan. Give him one. How\nyou play things, however, is another story. Continue south and you'll\nfind a Monk named Herath, who failed her initiation into the cult, and\nnow flees to avoid the ultimate expression of this cult's displeasure.\nLet her leave or pick a fight-it doesn't really matter. Continue down\nsome stairs and smite some Wolves and a Spotted Lion. Over at\n(x=1920, y=3100) you'll find the bridge that leads to the Heretic\nTemple... or rather, the guard posted there. Pick dialogue option #1\nrepeatedly to bribe your way across for 200 gold, or just pick a fight\nand dispatch him. He's not much trouble, either way.\n&lt;----------------------------------------------------------------------&gt;\n9) Cross the bridge to the north-east, but avoid the Heretic Guard\n(x=2900, y=1980) who keeps the gate to the temple. There are still\nthings to do outside, and while talking to the guard doesn't complicate\nmatters much... well, I'd rather just avoid him for now. At the far\nside of the bridge turn south-east and go down some rough-cut stone\nsteps. Here you'll find some converts being goaded into killing some\nanimals. Eventually peer pressure, and the well-timed release of a\nLeopard, decide the matter. A Wolf and a Wild Dog are next to be put\ndown by the Monks, before they grow bored and wander off. Before messing\nwith the beastmaster, go talk to the one surviving animal-the Grizzly\nBear (x=3480, y=2920). The bear, being a rather talkative sort, just so\nhappens to be named Wilson, one of the things you're apparently able to\ntranslate out of the bear's roars, growls, and grunts. Your conversation\nwill be interrupted by Jolstead (x=3580, y=3050), who'll offer to free\nthe animal... for 1000 gold. It's much cheaper just to kill him,\nhowever-he'll drop a suit of Leather Armor, twenty Arrows, a Potion of\nExtra Healing, a Long Sword, and a Longbow.\n&lt;----------------------------------------------------------------------&gt;\n10) After killing the beastmaster, the bear took its chance to waddle\noff to freedom. Head back to the beginning of the level to find Wilson\n(x=430, y=400). Make your way through his dialogue (sticking to dialogue\noption #1) and Wilson will eventually offer to join you. Yeah, that's\nright, as a normal party member. He can't wear items, obviously, but\nhe's still pretty capable in melee. He also gets plenty of Hit Points,\nregeneration, and his melee prowess continues to increase as he levels\nup. Overall, Wilson's a pretty cool bear, but I wouldn't consider him\nmuch of a replacement for any regular party member. If you started\nNeera's questline, you can take Wilson back to the Hidden Refuge.\nCertainly Zaviak will be thrilled to see his friend again.\n&lt;----------------------------------------------------------------------&gt;\n11) Continue down some more stairs to the east to find a trio of bound\nMonks, undergoing the cult's particular brand of 'training'. Apparently\nby lying exposed to the sun for lengthy periods will teach them what\ntoo much time in the light will bring. These punishments seems\nawfully anti-Sun Soul, don't they? Anyways, everybody already knows\nwhat too much sun will bring you-sunburn... which is more or less the\npoint, I guess. You can free the monks (stick to dialogue option #1),\nsomething they're not terribly grateful for, you can choose to put them\nout of their misery for some easy experience, or you can just leave\nthem be. There's not really much point to this, any way you go about it.\nYou'll gain some Rope for your trouble, if nothing else.\n&lt;----------------------------------------------------------------------&gt;\n12) Keep going east, then go up some stairs to the north to find a Monk\nnamed Lemzenn (x=4730, y=1780). You can get him to trip over his own\nstory and reveal himself to be a Dark Moon Monk, but this, and most\nevery other dialogue option will result in violence. You can also just\nget him to run off after slipping up... it doesn't really matter either\nway, he's not worth much dead, and nothing alive.\n\nHeretic Temple, Interior (OH4101)\no======================================================================o\n13) We're finally ready to head inside. Approach the door guard over at\n(x=2900, y=1980) and pick dialogue options #2 and #1 to get Rasaad to\nbabble theology, which is apparently good enough to gain entrance. Head\ninside (x=2900, y=1900) and continue north to trigger the arrival of\nCollus Darathon. If you want to remain low-key, you'll have to restrain\nRasaad and resolve to play the role of the eager initiate. If not, a\nfight will break out. The direct, violent route is quicker, but it's\nmuch more profitable to play along and take the initiation tests for\nthis cult. If you must fight, however, your struggles will be\ninterrupted the Master of Combat, and the quest will continue as normal\n(skip ahead to Step #19).\n&lt;----------------------------------------------------------------------&gt;\n14) Four tests-pain, penance, the blinding sun, and the bright moon.\nOkay, let's get them over with. On the elevated ring around the centeral\ndepression you'll find a variety of doors. Four lead to testing\nchambers, two lead to barracks, and another, to the north, presumably\nhides Collus Darathon's quarters. Loot the two barracks, one to the\nwest (x=700, y=1000) and another to the east (x=1870, y=1000) for some\nMonk goodies, then deal with the locked and trapped door to the north\n(x=1280, y=560). Beyond you'll find a room with a locked and trapped\nchest that hides some more goodies for you. Once you're done looting,\nmove onto the trials.\n\n***ITEMS***\n(x=550, y=800) Diamond, Andar Gem, 157 gold\n(x=1980, y=810) Potion of Magic Shielding, Potion of Insight\n(x=1450, y=380) Star Sapphire, Scroll of Protection From Electricity,\n\t        Scroll of Protection From Poison, \n\t        Scroll of Protection From Normal Weapons, 143 gold\n(x=1050, y=400) Sisters of Light and Darkness, History of Amn,\n\t\tHistory of Tethyr\n\n***TRAPS***\n(x=1280, y=560)\n(x=1450, y=380)\n&lt;----------------------------------------------------------------------&gt;\n15) Go through the door at (x=820, y=1250) to find a 'Bright Moon Monk'\n(x=730, y=1330) and talk to her. Note that you'll pretty much always be\ngiven the option to start a fight with these trial-givers. If you start\na fight, the quest will continue along the violent route as discussed\nin Step #19. Since you avoided attacking Collus Darathon directly,\nhowever, I'll assume you're here to do the trials. Tell her you're\nready (dialogue option #2) and you-as in, your protagonist-will be sent\ninside the testing chamber alone. Fortunately this one is pretty simple.\nJust rush to the light in the center of the room (x=330, y=1570) and\na disembodied voice called 'The Truth' will bother you. Pick dialogue\noption #1 four times to get to the secret-telling part it wants, then\neither tell it about your heritage, or a much less important secret\n(dialogue options #1 or #3, respectively) to satisfy it. Be cheeky,\nand it'll summon some Shadows (which continuously spawn in this chamber\nanyways) to harass you. In the latter case, victory in the fight will\nstill fail the quest. Tell your dirty little secret and you'll get to\nleave, being furnished with an experience reward, and some swanky Monk\ngauntlets. The Gauntlets of Aln Zekk aren't as potent as the Gauntlets\nof Crushing, but they're still pretty decent Monk weapons, nonetheless.\n\n***REWARD***\n(For passing the test of the Bright Moon)\nEXP\t10000\nItem\tGauntlets of Aln Zekk\n&lt;----------------------------------------------------------------------&gt;\n16) One down, three to go. Now go through the door at (x=880, y=680)\nand talk to the 'Pennance Host Monk' beyond at (x=660, y=620). She'll\ntell you the nature of the test ahead, and Rasaad will interject from\ntime to time, pointing out the well-rehearsed pit-falls in cult\nindoctrination. Once inside the room, a Heretic Monk will confess a\ntriviality to a Confessor. Seems like we've been telling these guys\n'secrets' since we got here, are they a cult, or an intelligence agency?\nWhatever, talk to the confessor and give him somebody else's secret\nby picking dialogue options #2, #1, then either #1, #2, #4, or #5. Once\ndone you'll get another reward, some more chatter from the Penance Host\nMonk, and the freedom to move onto the next trial.\n\n***REWARD***\n(For passing the test of penance)\nEXP\t10000\nItem\tCloak of Atonement\n&lt;----------------------------------------------------------------------&gt;\n17) Next up is the door at (x=1700, y=700) beyond which waits the Room\nof Pain Monk (x=1900, y=620) who'll set you upon the path of pain. All\nyou need to do is talk to him and agree to drop your gear and submit to\ntrials in the Room of Pain. Inside the Room of Pain, a 'Room of Pain\nMonk' will test your loyalty-with beatings. He'll ask you to confirm\nyour loyalty to the Twofold Goddess repeatedly, and after each bit of\ndialogue his four Monk thugs will beat on you a bit. Just keep selecting\ndialogue option #1 to remain defiant and you'll eventually pass the\ntest. This set me back a total of 38 Hit Points, which should be\nsurvivable for any character. Once you're done you'll get a quest\nreward, including the Eyes of the Beholder helmet. A reference to the\nold Eye of the Beholder video game series? Whatever, it's a pretty\ndecent helmet that gives an Armor Class bonus, protects against critical\nhits, and it allows the wearer to cast dominate a foe, hold them, or\ncause fear three times per day. None of the effects have a save penalty,\nbut that's still nine debilitations per day granted by this helmet.\n\n***ITEMS***\n(x=1730, y=480) Dart of Stunning x20, Dart of Wounding x20,\n\t        Asp's Nest x10\n(x=1880, y=540) Arrows of Ice x40\n(x=1920, y=550) Bastard Sword\n(x=2020, y=660) Ninja-To, Ninja-To +1, Wakizashi, Katana\n\n***REWARD***\n(For passing the test of pain)\nEXP\t10000\nItem\tEyes of the Beholder\n&lt;----------------------------------------------------------------------&gt;\n18) Only one more trial left. Go through the door at (x=1750, y=1250)\nand talk to the 'Blinding Sun Monk' beyond (x=1880, y=1350). In the next\ntest-a crucial one for those coming from the worship of Selune-you'll\nlearn the 'dark truth' of the Twofold Goddess. Be brave and take the\nchallenge. Inside the overly-bright room you'll encounter a trio of odd\nInvisible Stalkers. They do relatively little damage, but will inflict\nBlindness upon you. Cut them down and collect your quest reward when\nyou leave, perhaps the best reward from this entire questline-a Gem of\nSeeing. This is... actually a pretty funny reward. In the first game a\nHalfling by the name of Furret tried to sell you such a gem outside of\nUlcaster. His was, of course, bogus. Now you can finally get your hands\non one. It allows you to cast True Sight once per day, so be sure to\nkeep it handy-surely you can find a free quick item slot for such an\nitem.\n\n***REWARD***\n(For passing the test of the Blinding Sun)\nEXP\t10000\nItem\tGem of Seeing\n&lt;----------------------------------------------------------------------&gt;\n19) Over at (x=1280, y=920) you'll find the Master of Combat. He'll\nappear under two conditions-you pass all the trials, or you start a\nfight with the Monks here. Starting a fight bypasses whatever trials\nyou haven't done, making it the 'quick and messy' approach. It's also\nfaster, but considering the loot and experience you give up... it was\na good idea to do Steps #14-18. Anywho, however you got to this point,\nyour banter with the Master of Combat will be interrupted when a Twofold\nSentry shows up and brings dire news-a host of Dark Moon Monks is\napproaching, and you need to make a decision-stand and fight against\nthe Dark Moon Monks, or... well, that's really your only choice.\n&lt;----------------------------------------------------------------------&gt;\n20) Make your 'choice' and head outside, watch a slaughter, then you and\na few Twofold Monks will move to confront the Sharrans at the bridge.\nSeems like there are a whole lot more of your party members on your side\nthan heretic Monks... Anyways, Collus Darathon will be leading the\nSharrans, and after a bit of chatter, his scheme will become clear.\nHe created the false heresy to lure in both wavering Sun Soul Monks\n(what with all their secrets and all, which he was certainly mining,\nif our own initiation gives any indication) as well as disloyal, soft,\nDark Moon Monks. Simple, yet effective plan... I mean, except for the\nfact that he had to sell a heresy and create a temple complex to do it.\nThat couldn't have been cheap... Oh, also Rasaad was right-Collus\nDarathon is just Alorgoth in disguise. Perceptive. If Viconia is with\nyou, she might defect... you know, because of Shar and all? Picking\ndialogue option #3 to compliment Alorgoth's scheme seems to prevent\nthis defection, as Alorgoth simply leaves before such an opportunity\narises for Viconia. Fair enough, now to deal with Alorogoth's minions.\nhis Monks are more or less melee brutes with few tricks up their\nsleeves-they're not high enough level to use Quivering Palm, which is\na good thing. Their non-Monk backup is more diverse, however, including\nAssassins (who can poison foes and will gladly chug Potions of\nInvisibility to score backstabs), Warriors (archers), Crusaders\n(plate-armored melee brutes), Priests and Sorcerers (spell-casters can\nalways be a pain). I'm not above tossing out debilitative spells to\nstart-and mostly finish-this fight handily. A pair of Chaos spells, and\nan Insect Plague is enough to win this fight outright. Once they're\ndead, Rasaad will complain some more, but you'll get enough experience\nto make it worth your while. Then there's the looting:\n\nDark Moon Monk: Potion of Extra Healing\n\nSharran Assassin: Studded Leather Armor, Potion of Extra Healing x2\n\t\t  Potion of Invisibility x2, Short Sword +1\n\nSharran Crusader: Full Plate Mail, Helmet, Large Shield +1, Potion of \n\t\t  Extra Healing x3, Red Potion, Bastard Sword +1\n\nSharran Priest: Splint Mail, Helmet, Medium Shield, Potion of Extra\n\t \tHealing, Mace\n\nSharran Sorcerer: Adventurer's Robe, Potion of Extra Healing,\n\t\t  Quarterstaff\n\nSharran Warrior: Chain Mail Armor, Helmet, Arrow +1 x20, Potion of\n\t\t Extra Healing, Composite Longbow, Long Sword\n\nYeah... it's a bunch of junk, but what are you going to do? Anyways,\nthat's all for Rasaad's quest for now. You can return to the temple and\ntalk to the surviving Monks. Despite the fact that their prophet turned\nout to be a Dark Moon Monk trying to lure them all to their doom, they\ndon't seem to be willing to drop the cult thing. And that's how\nreligions are born.\n\n***REWARD***\n(For defeating the Sharran assault)\nEXP\t10000 (each character)\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t    \t  Showdown with Bodhi\t\t               |\n|                  \t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK049}\n\t\t1) Calling All Allies\n\t\t2) Abducted by Bodhi\n\t\t3) Stealin' Stein\n\t\t4) Aided by the Order\n\t\t5) Purifying the Pool\n\t\t6) Supported by the Shadow Thieves\n\t\t7) Another Half-Dozen Vampires\n\t\t8) Spikes and Mist\n\t\t9) Re-exploring the Lower Tombs\t\n\t\t10) Clearing the Way\n\t\t11) Battle With Bodhi\n\t\t12) 'Tis Better to Have Loved and Regained...\n\t\t13) The Road to Irenicus\n\n1) Well, we've done everything there is to do in and around Athkatla.\nIt's time to go find Bodhi, who needs to be taught a lesson in why it's\nfoolish to put herself up as a barrier between an angry god-child and\nIrenicus. First, however, let's appeal for help around Athkatla. After\nall, why do all the work if we have chumps who will share the load with\nus? First visit whatever temple you helped, if possible. In my game\nHigh Watcher Oisig was fairly unhelpful, and only referred us to the\nMost Noble Order of the Radiant Heart. On that note, Prelate Wessalen is\nmuch more helpful, and promises us the aid of a group led by Sir\nWilliam Reirric... err... Reirrac, rather. If you sided with the Shadow\nThieves earlier, they'll be more than happy to help you exterminate\nBodhi for good, so you might as well go pay Aran Linvail a visit, if\nhe's still alive. He'll commit Arkanis and Yachikio, and other of the\nguilds' best assassins to the cause.\n\nGraveyard District (AR0800)\no======================================================================o\n2) Now save your game, rest up, and head over to the Graveyard District.\nYou may want to cast Haste and use Limited Wish to protect yourself\nfrom undead before you go. For story purposes, the game dictates that \nit'll be night when you arrive. Bodhi will talk at you, and eventually \ndecide to teach you a lesson by taking something dear to you. She'll\nsummon several Vampires and abduct your romantic partner (or at least\nshe'll try-some allies, like Dorn, are just too much for Bodhi) before\nrunning off. Yeah, that'll stop us, Bodhi-give us more reason to go\nafter you. We all can see why Irenicus calls the shots, right? After the\nVampires are dead, make sure to pick up the gear your abducted ally\ndropped-it won't do us any good to lose all that gear. In the next\nsteps, be mindful that you won't have your romantic partner, whomever\nthat was. If I mention a step involving said character... well, you'll\njust have to improvise. It does seem, however, that you've most likely\nlost one of your front-line, heavily armored healers (since Anomen,\nJaheira, and Viconia all fit that description and are romantic\npossibilities). possibly limiting our access to Heal and Sunray\nspells... not an ideal situation for the steps up ahead, but we'll make\ndo (and rest often, if need be.)\n&lt;----------------------------------------------------------------------&gt;\n3) You know by now, however, that nothing is too pressing, no straits\ntoo dire, that we can't waste a little time on a distraction. Over at\n(x=1700, y=1050) you'll find Stein, who is quite obviously up to no\ngood. Talk to him, and it'll become apparent that he and his crew are\ndoing a little grave-digging. If you decide to be all moral-like, a\nfight will ensue, and Stein will be joined by two of his Mugger buddies.\nThey're weak, and don't drop anything worth mentioning.\n\nLower Tombs (AR0808)\no======================================================================o\n4) It's pretty obvious where we'll find Bohdi hiding. She's clearly the\npredictable, uninventive sort. Enter the building at (x=600, y=950) to\nreturn to her lair again. When you arrive, if you obtained the aid of\nthe Order of the Most Radiant Heart, William Reirrac will show up along\nwith Branet Al-Thon, Nerit, and Eric Vanstaaten. Having this many extra\nbodies should really help in our fight with the Vampires. Note that\nthis area was (AR0801) earlier in the game; it has now been replaced by\n(AR0808). It should go without saying, but I lean heavily on my\nprotagonist here. As either my Fighter\/Mage\/Thief, or Fighter\/Mage, I'm\nimmune to level drain, and fully capable of buffing with Blur, Mirror\nImage, Improved Invisibility, Haste, and Stoneskin. Thus prepared, I can\nchop down anything that gets in my way-while the rest of my party\nhangs back and supports my protagonist with ranged fire. If you have\nKeldorn and Minsc in your party, they'll have a little banter here\nwhere Keldorn notes Minsc's hatred of Vampires... and Minsc responds\nwith his typical 'stomping undead' racket. Fun stuff.\n&lt;----------------------------------------------------------------------&gt;\n5) Around the first corner I run into Valen, who I promptly smite. From\nthe secret door to the west a Fledgling vampire attacks, and Del joins\nthe fray shortly. Even sans Anomen\/Jaheira\/Viconia, I'm still more than\na match for these critters... My friendly Paladins didn't even have to\nget their hands dirty yet! Go through the secret door Valen and Del\ncame out of to reach the sarcophagus room again. Go north to reach the\nroom with the blood fountain (where we originally obtained the\nun-upgraded Mace of Disruption +1) where I'll find Drizzt and his\nfriends. Together we smite Salia, Meredath, and another Fledgling \nVampire. I now pour one of Elhan's vials of Elven Holy Water into the\npool at (x=400, y=600) to purify this pool... supposedly to weaken the\nremaining Vampires.\n&lt;----------------------------------------------------------------------&gt;\n6) I now continue to the north-east to reach the central room dominated\nby the large table. Inside you'll find a host of Vampires (at least six\nfull Vampires, two Fledgling Vampires, Hareishan, and Tanova). I lead\nwith my protagonist, who isn't shy about using Daystar to cast Sunray to\ndispose of some of the Vampires. In this room you'll be joined by\nArkanis, Kachiko, Gofus, and Yeanasha, the assassins the Shadow Thieves\npromised us.\n&lt;----------------------------------------------------------------------&gt;\n7) Continue north-east to the spike chamber where we fought Lassal a\nlifetime ago. The hallway will be blocked by another half-dozen\nVampires, and a Guard will promise you some pain. My protagonist leads\nthe way again, this time popping on a Stoneskin to buy him some time\nwhile Anomen\/Viconia follows behind and lets loose with his own Sunray.\nThe Guard will cast some spells, but after the Sunray his Vampire meat-\nshield will crumble, allowing us to concentrate fully on him (leading\nwith my protagonist made it more likely that the Guard would target him\nwith its spells.) \n&lt;----------------------------------------------------------------------&gt;\n8) In the spike pit room you'll find several Vampiric Mists... meaning\nonce again I'll lead with my protagonist (well protected with Stoneskin,\nas the spikes in this room can do hellish amounts of damage.) Kill them\nand loot the central blood pool (x=2800, y=500) for the Legacy of the\nMasters (aka: Gauntlets of Weapon Expertise) and a Wooden Stake... in\ncase you don't have any of your own. Look at your list of characters and\ncheck their THAC0s, and give these gloves to the front-line Fighter with\nmultiple attacks who has the lowest. For both my good and evil party,\nthis was Jaheira. She'll trade off her Xarrnous' Second Sword Arm to my\nprotagonist... who won't be able to use them until we get rid of the\nBracers of Defense A.C. 3.\n\nNote from Lee:\nIf you stay close to the outer wall you can navigate this room without\nencountering the spikes (and thereby suffer no damage from them). The\nmists will come to you, and you can simply move around the outer\nperimeter to clear the room.\n\n***ITEMS***\n(x=2800, y=500) Legacy of the Masters\n&lt;----------------------------------------------------------------------&gt;\n9) Before we continue our assault on Bodhi and her henchmen, loot those \nchests near the beginning of the level... and everywhere else. This is, \nafter all, being considered a new area. Head south from the central room\nwith the large table, past the dead Vampires and Shadow Thieves, over \nthe web bridges in the huge cavern dominating the level, and to the \neast. You'll find some weak Skeleton Warriors to smite, more traps to \ndisarm, and chests to loot. Now return to the Vampire's den and stake \nany Vampires that may have fled into their sarcophagi (x=600, y=1300), \n(x=600, y=1500), and (x=300, y=1300). Now it's time to go down to the\nVampire Sanctuary (x=1600, y=550), where Bodhi is doubtlessly skulking \nin abject terror... if she's got any sense in that festering head of \nhers. \n\n***ITEMS*** \n(x=700, y=1700) Scroll of Symbol, Death\n(x=840, y=1840) Scroll of Finger of Death, Wooden Stake x2, 15 gold\n(x=1100, y=3000) Scroll of Enfeeblement, Wooden Stake,\n\t\t Scroll of Minor Spell Deflection\n(x=900, y=3550) Scroll of Ruby Ray of Reversal, Bloodstone Gem,\n\t\tWooden Stake x2, Scroll of Protection from Fire, 47 gold\n(x=630, y=5230) Scroll of Symbol, Stun\n\n***TRAPS***\n(x=1120, y=3100)\n(x=900, y=3550) \n(x=750, y=3700)\n(x=3550, y=1900) \n\n***REWARD***\n(For staking some Vampires)\nEXP\t9000 (for each Vampire staked)\n\nVampire's Sanctuary (AR8009)\no======================================================================o\n10) Again note that this used to be (AR0803), but it's now (AR0809).\nWhatever. Only the best of the best of your companions have bothered to\ncontinue with you to this point, including Drizzt, Arkanis, and... Eric\nVanstaaten? Whatever again. That butthole Arkanis will show off his\nThief skills by disarming some traps ahead of us unless we beat him to\nthe punch. When the gang's all gathered before the doors to the inner\nchamber, spell buff like you mean it and head through the doors\n(x=1100, y=600).\n\n***TRAPS***\n(x=550, y=700)\n(x=900, y=800)\n&lt;----------------------------------------------------------------------&gt;\n11) At the far end of the room you'll find Bodhi. She has used the time\nyou spent carving your way through her minions to turn your romantic\npartner into a Vampire. She will also get indignant when you mention\nElhan, or the elven city in general. It seems we'll need to have a few\nwords with Elhan when we get back, but despite Bodhi's vague, useless,\nand bitter cursing of the elves, it doesn't change the fact that we've\ngot to kill her to obtain both the Rhynn Lanthorn and Imoen's Soul.\nAnother instance of Limited Wish to grant us resistance to level drain\nmight be necessary, but I send Anomen toward the 'bat' that will appear\nto the east of the door, while my protagonist charges Bodhi. Protected\nas he is, and with a Greater Whirlwind at his disposal, Bodhi can only\ndo moderate damage to him before she falls. Still, using more of the\nElven Holy Water on any of the five pools in the room should help things\nout a bit. Once everything is dead be sure to loot your dead companion\nfor their body. I give Imoen a Wooden Stake and have her do the honors\nof staking Bodhi (x=1700, y=100). It is, after all, her soul that Bodhi\nstole. We'll get not one, but two large experience rewards, it's just a\nshame that our romantic interest isn't around to gain these rewards.\nMake to to keep both Bodhi's Heart and the Rhynn Lanthorn. Imoen will\nexpress relief at her restoration. Well, good for her. Loot the place,\nCutthroat is a Short Sword +4, which is the best we can expect from\nShadows of Amn. If you went to Watcher's Keep you can get the Short\nSword of Mask +4, which is all Mazzy has to look forward to, as far as\nShort Swords are concerned. Anyways, who cares about Mazzy, we have a\nlover to revive! The books in the trapped chest hint at how this is\ndone, but you don't need hints, you have a FAQ! (Because you're awesome\nlike that.)\n\n***ITEMS***\n(x=1700, y=150) Cutthroat +4, Scroll of Symbol, Fear, \n\t\tScroll of Horrid Wilting\n(x=1050, y=200) Dea Vampir Becomos, Conjur Ota Servanta,\n\t\tThe Vampiricus Omnibus: Unabridged\n\n**TRAPS***\n(x=1050, y=200)\n\n***REWARD***\n(For killing Bodhi)\nEXP\t55000 (each character)\nItem\tBodhi's Black Heart\n\n***REWARD***\n(For recovering the Rhynn Lanthorn)\nEXP\t48500 (each character)\nItem\tRhynn Lanthorn\n\nRestored Temple of Amaunator (AR1401)\no======================================================================o\n12) With the corpse of your lover, some awful mock-latin titled books,\nand Bodhi's Black Heart, head over to the Temple Ruins. You know, the \nShade Lord, Shadow Dragon, Temple of Amaunator? Yeah, that place. Head \ninto the dungeon and travel the 'Statue of Amaunator' marked on your map\n(x=2620, y=1620). Place your lover's corpse on the statue, along with\nBodhi's Black Heart, and the altar will light up, and your companion\nwill be revived. That's it for most of Shadows of Amn. Finish up what-\never quests you've left undone, as you won't get another chance to do\nanything once you go after Irenicus. That's right, it's endgame time,\nfolks. Sell everything off you don't need, buy whatever else is left\nthat you want. You won't be coming back to Athkatla or its environs\nafter you speak to Elhan. We could tackle Watcher's Keep now, in part\nor in full, but I'd rather wait until Throne of Bhaal starts... We'll\npull a good bit of loot out of there, but we won't be able to upgrade\nmost of it into a useful form until we get access to Cespenar. Sorry\nCromwell, you're just not up to snuff. I must, however, advocate that\nif you didn't visit and purchase Firetooth +4 for Keldorn yet, that you\ndo so before finishing up Shadows of Amn. Ideally you purchased this\nawesome crossbow before tackling the de'Arnise Keep. Also, if you want\nto upgrade some gear when you hit Throne of Bhaal, purchase a Scroll of \nInvisibility, a Scroll of Improved Haste, and a Scroll of Protection \nfrom Normal Weapons. Anyways, when you're ready to move on...\n\nUnderdark Exit (AR2500)\no======================================================================o\n13) Return to the Underdark Exit and go find Elhan (x=840, y=1100). If\nyou press Elhan for information (every response seems to do this, ah...\nthe illusion of freedom...) he'll refer to Irenicus and Bodhi as 'The\nExiles'. Elhan refuses to tell you more-apparently we're good enough to\nsave his city, but not good enough to know why Irenicus has gone through\nthese great lengths to get his revenge, at great personal cost to\nourselves. He tells us to talk to some priestess, who remains in \nSuldanessellar. Of course, he can't take too many of his troops away\nfrom the fight with the Drow, so, as usual, this is up to us. You'll get\na huge experience reward when you give the Rhynn Lanthorn to Elhan\nbefore being whisked away to the Forest of Tethir, atop the great tree\nthat hangs over the eastern edge of the level. Elhan will use the Rhynn\nLanthorn and open up a doorway in the tree, which will lead us to\nSuldanessellar-and Chapter 7. We'll get another tremendous experience\nreward and Elhan will implore us not to waste time. That's a total of\n149,000 experience per character in this Step alone. Since my characters\nhave about 3,000,000 experience at this point, that's roughly equal to\n5% of the total experience we've earned in the entire game until this\npoint. Crazy. When you're ready, take the plunge and enter the doorway\nat (x=4300, y=500).\n\n***REWARD***\n(For giving the Rhynn Lanthorn to Elhan)\nEXP\t74500 (each character)\n\n***REWARD***\n(For using the Rhynn Lanthorn and opening the way to Suldanessellar)\nEXP\t74500 (each character)\n\no======================================================================o\n|\t\t         \tChapter 7 \t\t \t       |\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t              Suldanessellar   \t\t               |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK050}\n\t\t1) Suldanessellar Under Siege\n\t\t2) A Good Golem is a Dead Golem\n\t\t3) House of the Horn\n\t\t4) More Golem Fun\n\t\t5) The Priest's House\n\t\t6) The House of the Talisman\n\t\t7) Reaving Raamilat\n\t\t8) Demin's House\n\t\t9) The Harpist's House\n\t\t10) Showdown with Nizidramanii'yt\n\t\t11) House of the Moon\n\t\t12) Reirra the Healer\n\t\t13) Beating the Balor\n\t\t14) Routing Rakshasa\n\t\t15) Temple of Rillifane\n\t\t16) Lazy Avatars!\n\t\t17) The Palace\n\t\t18) Ellesime's Plea\n\t\t19) Parasites Lost\n\t\t20) The Reckoning with Irenicus\n\nSuldanessellar (AR2800)\no======================================================================o\n1) You'll be treated to a movie, a narrated Chapter break, and then be\nforced to endure some of Elhan's whining. Apparently Irenicus is working\nwith Rakshasa. Why he's surprised after Bodhi turned into a Vampire and\nthe two of them sided with Drow is beyond me. He'll tell us to seek out\nsomebody named Ellesime-another god-child, but related to a benevolent\ndeity. Rub it in why dontcha? Failing that, we need to look for the\nhigh priestess Demin, who is supposed to tell us about Irenicus and\nBodhi-you know, give us the answers that Elhan could give us, but won't.\nHmm... which should we view as less honest, a religious person, or a\nmilitary person? Now that's a tough one. Oh well, at this point I'll\nsettle for anything.\n&lt;----------------------------------------------------------------------&gt;\n2) To the north-east is the 'House of the Horn' (x=4650, y=2500). North\nof this is an Iron Golem (as is typical, if you're a high level, this\nIron Golem could be an Adamantine Golem) who is just too bulky to make\nits way around the building... aww... too bad. Shoot it down to secure\nyour northern flank. Now get a character with The Paws of the Cheetah\nand send them to the small platform north-west of Elhan, then to a\nlarger dead-end platform to the north. Lure the Adamantite Golem and the\ntwo Stone Golems back to the House of the Horn. Hide your party away\nnorth of the 'House of the Horn', and dispatch the Stone Golems. Sadly,\nthe Adamantite Golem can't make it past the supports for the stairs, or\nthe base of the staircase itself. Aww... Still too bad. Shoot it down\ntoo. Sure, my party is well beyond strong enough to smite these Golems\nin a fair fight, but why take the damage if you don't have to? Anyways,\nnow enter the 'House of the Horn'.\n\nHouse of the Horn (AR2802)\no======================================================================o\n3) Inside we'll find more... Golems! Have Anomen\/Korgan bravely step\nforward and smite the Clay Golem with one righteous smack of Crom Faeyr,\nthen just cut down the two Stone Golems. My over-eager protagonist\ndoes get a little mauled here, but it's nothing the Ring of Gaxx won't\nfix. After the constructs are dead, some elves will talk to you and\ntell you that they last saw Demin in the south-western part of the city.\n\n***ITEMS***\n(x=240, y=250) Arrows of Ice x40, 1 gold\n(x=630, y=250) Cloak of Elvenkind\n(x=700, y=300) Stone Horn, Dart of Wounding x20, Dart +1 x20\n(x=700, y=350) Bolt of Lightning x40, Throwing Dagger x60, \n\t       Throwing Axe x30, 23 gold\n&lt;----------------------------------------------------------------------&gt;\n4) We might as well go there now, as we don't have any other leads.\nFirst, head to the large platform north-west of where Elhan is, where\nyou'll find another group of Golems that need to be dispatched... a task\nwhich I'll leave to your imagination. The platform containing 'The\nPriest's House' and 'The House of the Talisman' is south-west of here,\nbut before you go that way, some extraneous exploration. On a smaller\nplatform south-east you'll find a group of Elves fighting some Trolls.\nOn top of the construct in the center of this platform you'll find two\nElven children. Direct them to head back to Elhan before continuing to\nthe south-west.\n\nThe Priest's House (AR2810)\no======================================================================o\n5) The platform containing 'The Priest's House' and 'The House of the\nTalisman' is unoccupied, for a change. Head into 'The Priest's House'\n(x=2200, y=2900) and loot it. The Scroll of Time Stop is always nice,\nas having extra will allow you to use them up in the big fights waiting\nfor us in Throne of Bhaal. The Elven Priest Stone gives us a clue to the\npuzzle waiting for us in the next house.\n\n***ITEMS***\n(x=200, y=250) Elven Priest Stone, Scroll of Time Stop\n(x=630, y=250) Sunstone Gem\n(x=700, y=300) 2 gold\n\nThe House of the Talisman (AR2809)\no======================================================================o\n6) Now head over to 'The House of the Talisman' (x=2100, y=3250). Note\nthe swirly spell effects over to the east, and the numerous dead Elves\naround an altar. Activate the container (x=700, y=300) to learn that\nit holds five pressure plates, each one adorned with some symbol or\nanother. That's right, you got to press the plates in the right order.\nFor this order, consult the Elven Priest Stone we found earlier:\n\n\"From Corellan, all began. Rillifane grew\n From the branches of Rillifane the Water\n flowed,\n Granting life to the Tree\n Suldanessellar owes all to the Tree.\"\n\nSo, press the pressure plates in this order: \n#1) Rune of Corellon Larethian\n#2) Symbol of Rillifane\n#3) Elven Symbol of Water\n#4) Rune that Denotes the Tree of Life\n\nAfter pressing the first four, the game doesn't jerk you around, and\nyou automatically press the fifth rune, representing Suldanessellar.\nFor raiding this container you'll obtain the Talisman of Rillifane.\nScore.\n\n***ITEMS***\n(x=300, y=250) 8 gold\n(x=400, y=200) Scroll of Meteor Swarm\n&lt;----------------------------------------------------------------------&gt;\n7) Now head across the bridge to the west, where you'll find some more\nElves fighting a losing battle against some Skeleton Warriors. Continue\nnorth-west to the platform housing Demin's House and you'll find a\nNabassu waiting for you, along with a Drow named Raamilat, who tries\nto be official about killing you. Ramilaat will begin the fight by spell\nbuffing, putting up a Fire Shield (Red), a Globe of Invulnerability,\nImproved Mantle, Stoneskin, and Mirror Image. Imoen and Keldorn\nconspire to rip his defenses down with Dispel Magic and Breach, while\nmy protagonist goes to work. Note that you can lure away his Nabassu\nand take them out piecemeal, but that's sissy fighting. (As sissy as\nmy Golem strategy? Shut up.) Loot his corpse for a Quarter Staff +1 and\n9 gold.\n\nDemin's House (AR2801)\no======================================================================o\n8) Once the guardians are dead, head up into Demin's House\n(x=770, y=2100). Within are a Rakshasa, a Rajah, and a unique Rakshasa \nnamed Adsaan. This time, I appoint two characters to occupy each of\nthem. Keldorn\/Viconia and my protagonist fight Adsaan, Anomen\/Korgan and\nMinsc\/Dorn attack the Rajah, and Jaheira and Imoen\/Edwin focus on\nthe Rakshasa, to prevent them from casting spells. Once they're dead\ntalk to Demin (x=400, y=300), who will finally provide us some answers.\nIrenicus, the Exile, was cast out from Suldanessellar (indeed, had his\nvery Elven nature stripped from him) for daring to try and merge with\nthe Tree of Life. What's surprising about this is, if anything, that\nBodhi was the whispering voice in the background that apparently drove\nIrenicus to do this. She'll tell you that, in addition to constructs and\ndemons, Irenicus also has a Black Dragon at his disposal. Ellisme and\nIrenicus are in the palace, and Demin suggests that one task will allow\nus to enter the palace and clear out Irenicus' minions. We'll need to\nsummon some 'spirit defenders' by awakening some Leaflord, but in order\nto do this we'll need to retrieve a Talisman of Rillifane (check), a\nGolden Cup, and a Moonblade. Once we have those, we'll need to put them\non the altar in the Temple of Rillifane. Before we leave in pursuit of\nour next goal, loot the house, but especially be sure to pick up the\nGirdle of Stone Giant Strength from Adsaan's corpse. Who do we give it\nto? It's a simple process of elimination. In the good party, Jaheira\nalready has the Girdle of Hill Giant Strength, Anomen has Crom Faeyr, my\nprotagonist has a natural 19 Strength, Minsc uses a bow most of the time\nand has exceptional Strength, in any case... this just leaves Keldorn.\nOf course, considering that Keldorn has a better weapon, you can give\nhim Jaheira's Girdle of Hill Giant Strength, and have her use the Girdle\nof Stone Giant Strength. whichever you prefer. For my evil party,\nmatters are even more simple. Korgan has Crom Faeyr, my protagonist has\n19 Strength, which leaves two girdles to split between Jaheira and\nViconia... seeing as how Viconia only gets one attack per round,\nhowever, I'm fine with leaving the Girdle of Hill Giant Strength on her\nand giving the Girdle of Stone Giant Strength to Jaheira.\n\nNote: If you're trying to be evil, you CAN pick a fight with Demin and\ntake a note off her body detailing how to summon the Avatar, although\nJaheira will turn on you if you attack Demin. Therefore, I honestly\nhaven't taken this path to its conclusion.\n\n***ITEMS***\n(x=300, y=250) Arrows +1 x80, Arrows of Biting x40, Bullets +2 x40,\n\t       Darts of Stunning x40\n(x=400, y=200) Scroll of Absolute Immunity, Bolt +1 x40, Bolt +2 x40,\n\t       3 gold\n\nThe Harpist's House (AR2811)\no======================================================================o\n9) Now head up along the western side of the map to reach the platform\nholding 'The Harpist's House'. Nearby you'll find two Iron Golems, a\nSand Golem, and a Stone Golem massacring some Elves. I would be\ncautious, but the Elves should provide enough of a distraction for me\nto walk up and smite the Iron Golems. One of the Elven Warriors-should\nany survive the Golem onslaught-will question your origin, and hopes\nthat you give Irenicus what he deserves: death and an eternity in the\nabyss. Now that's a wish worth granting. The Golem threat being \neliminated, head up into 'The Harpist's House' (x=1050, y=600). Grab the\nStone Harp and leave.\n\n***ITEMS***\n(x=200, y=250) Stone Harp\n(x=500, y=180) 1 gold\n(x=630, y=250) 1 gold\n(x=700, y=350) Greenstone Ring\n\nNizidramanii'yt's Clearing (AR2807)\no======================================================================o\n10) Now, who's ready for a good old Dragon fight? We are! Head over to\nthe bridge north-west of 'The Harpist's House' and spell-buff like you\nmean it. If you have Protection from Acid (5th level Mage spell) you may\nconsider using it, but I'd rather keep Lower Resistance, Breach, and\nother spells, instead. We'll just have to weather the Dragon's breath\nweapon with grit and determination. Besides, we're not a bunch of\narmless droopy-eyed school-children anymore, we've got epic feats and\nplenty of Hit Points.\n\nSpell-buff as usual, but save your summoning spells for when you arrive\nat the next area (x=50, y=500). When I arrive, I'll summon my critters\nand continue south with my summons and my protagonist, who is protected\nwith the additional benefit of Spell Immunity: Abjuration. When\nNizidramanii'yt comes into sight, it'll complain about having to guard\na cup, when it should be doing something grander than simple guard duty.\nDiscontent though it may be, it's not angry enough to turn on Irenicus.\nOnce hostilties start I send my summons forward, while my protagonist\nwaits further back.\n\nNizidramanii'yt starts out with Stoneskin, and will probably use Haste\nsoon thereafter, which will prevent my summons from doing any real\ndamage... but that's not their job, anyways. I keep up the assault until\nit casts Plant Growth (an Entangle-like effect) and Summon Insects, at\nwhich point my protagonist withdraws. The Dragon should be along\nshortly, but the point was to avoid fighting it on the ground it\nEntangles, and to mitigate the potency of Summon Insects. Also, in the\nEnhanced Edition Nizidramanii'yt is much more fond of using Remove Magic\nand Dispel Magic-hence my protagonist's Spell Immunity: Abjuration.\n\nAlthough it has used up alot of its tricks, Nizidramanii'yt is still\nquite dangerous-Haste tends to do that. Hitting it with a Remove Magic\nof your own might strip the creature's speed, or failing that, a Slow\nspell. Both can be somewhat iffy propositions, as Remove Magic uses the\ncaster's level to challenge the Dragon's, and unless you've got a\n23rd-level caster somewhere, you're probably out-gunned. Its saves are\nmore vulnerable, especially once Slow applies that -4 penalty... but\nyou've got to get through 45% Magic Resistance, first. My party attacks\nwhen it comes in sight, and Edwin\/Imoen constantly pelt it with Breach\nspells to remove any defenses it puts up. If it tears down the defenses\nof our party members, you'll just have to be ready with secondary\ncopies of Haste and Remove Fear, as necessary.\n\nWhen it dies it'll leave behind a Star Sapphire, the Golden Goblet of\nLife we need, a Diamond, a Pearl Necklace, a Laeral's Tear Necklace, a\nBloodstone Amulet, Bladesinger Chain +4, and 345 gold. With this armor,\nmy Fighter\/Mage no longer has to rely on Bracers of Defense. Of course,\nBards, Thief\/Mages, and other characters also benefit from this, too,\nbut it's hard to get excited about that...\n\n***ENHANCED EDITION***\nLike Firkraag, Nizidramanii'yt is now more aggressive in the Enhanced\nEdition, reserving its Druidic magic for the beginning of the fight,\nrather than towards the end, like usual. Using summons as disposable\nspell-absorbers is now a good idea, and as is the norm for the Enhanced\nEdition, keep your Mages casting Breach repeatedly and exclusively to\nkeep it open to melee attacks. Timing a round of Greater Whirlwind\nAttacks immediately after a Breach is also a good idea. Of all the\nDragons in the game, Nizidramanii'yt has probably benefited the most\nfrom the Enhanced Edition, in terms of the threat it now presents.\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition -\nNizidramanii'yt {VID008}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Nizidramanii&#039;yt\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/BIsFaGzCs8M?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n\nHouse of the Moon (AR2808)\no======================================================================o\n11) Return to Suldanessellar and head over to the platform holding 'The\nHarpist's House'. From there continue south-east to the platform with\n'The House of the Moon' on it. Outside you'll find a group of Elven \nBattle Mages in a shouting match with some Rakshasa. Eventually \nviolence begins, and you can step in and help the Elves. When they\ndie, these particular Rakshasa will drop Scrolls of Mislead, Scrolls of\nTrue Sight, and Scrolls of Death Spell. Once they're dead, head into\n'The House of the Moon' (x=1850, y=1450) and witness the last stand of\nan Elven Warrior against a Balor. At least one of these Elves did\nsomething useful. Loot his body for a suit of Elven Chain Mail and the\nMoonblade we need. You might as well also loot the house while you're\nin here. Those Boots of Elvenkind will do more good in our inventory\nthen they'll do here in Suldanessellar. You might as well grab the\nScroll of Gate, too. Although I think Time Stop is-in almost every\nsituation a better cast, it's still worth 9000 experience to scribe...\nand it'll make your spellbook look all complete-like.\n\n***ITEMS***\n(x=400, y=200) Boots of Elvenkind\n(x=480, y=200) Scroll of Gate, 1 gold\n&lt;----------------------------------------------------------------------&gt;\n12) If you head to the north-east from the 'House of the Moon' you'll\nencounter an Elven Warrior guarding a gate. Talk to him and gain access\nand continue to find another platform (I've typed platform more in the\nlast hour...) upon which is a statue and a loitering band of Elves,\nincluding Captain Aduo'on, two 'Wounded Elves' (one conscious, one not),\nand Reirra. The Captain and the standing Wounded Elf will chat with you,\nand Reirra will offer to heal you, as well as tell you about summoning\nthe Avatar and gaining access to the palace.\n&lt;----------------------------------------------------------------------&gt;\n13) If you continue north-east and explore outside of the palace, you\nmay encounter a group of Elves desperately trying to fend off a Balor. \nThey'll implore you for aid, and really, without you they have no chance\nof beating this demon... and it's distracted and worth a fair amount of\nexperience, so it's worth killing.\n&lt;----------------------------------------------------------------------&gt;\n14) Now travel south along a bridge running down the eastern end of the\nlevel to reach the platform upon which lies 'The House of the Horn'.\nFrom here, head north-west to reach a platform housing the 'Temple of\nRillifane', outside of which you'll find five Rakshasa, (three Maharajah\nand two Rajah). I send my protagonist forward, who will ignore their\nspells thanks to the Cloak of Mirroring, and will be able to survive\nthem in combat. Keldorn, Jaheira, and Imoen move up and attack at a\nrange to help him out. They're fond of Chain Lightning, but as I said\nearlier, I'm immune, and they just don't do enough damage in melee\ncombat to cause me concern. When they let loose with Cloudkill, I simply\nretreat back to the bridge. \n\nTemple of Rillifane (AR2803)\no======================================================================o\n15) Now that the door guards are down, head into the Temple of Rillifane\n(x=4000, y=1800). Inside you'll find a Rakshasa, a Mage named Suneer, an\nIron Golem, and a Glabrezu. Suneer will talk briefly before attacking,\nand really, what is there to be said? One of us will soon be dead,\nanyways. My protagonist charges at Suneer, while any character with a\nreliable ranged weapon targets him, as well. Keldorn\/Viconia rushes the\nRakshasa, while Anomen\/Korgan moves against the Glabrezu. With any luck\nthe Iron Golem will get caught on Suneer. When he puts up his spell\nbuffs (Stoneskin, Improved Mantle, Mirror Image) which I promplty tear\ndown with Breach. My goal is, of course, to smite the Mage as fast as\npossible, and against such an assault he has little choice but to die.\nNow I just have to avoid the Glabrezu's paralysis (and use a Remove\nParalysis spell if it affects anybody), so the demon becomes my next\ntarget. Keldorn's melee prowess and magic resistance keep the Rakshasa\nat bay, and when the Glabrezu is dead I focus on the Iron Golem. Who\nneeds spell buffs? Loot Suneer for a Quarter Staff +1, then place the\nTalisman of Rillifane, the Golden Goblet of Life, and the Moonblade on\nthe altar (x=500, y=500)-the word 'altar' here is used loosely. You'll\nget a hefty experience reward and an 'Avatar of Rillifane' appears. \n\n***REWARD***\n(For summoning the Avatar of Rillifane)\nEXP\t65000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n16) Well, now that we have an avatar of a god here, we can just sit \nback and... nah, you guessed it, the stupid thing can't touch Irenicus \ndue to his stupid magic. Apparently it's using Ellesime as a conduit \nthrough which to draw from the Tree of Life. Once drained completely, \nIrenicus hopes to join the elven pantheon as a deity. Not with our \nsoul, he won't! The Avatar will open up the gates to the palace, and\nyou'll get to watch a cutscene of the Elven Spirits we helped summon\ngoing to work. Pat yourself on the back once-but only once-for a job\nwell done. We've still got to kill Irenicus, and musn't waste too much\ntime with idle patting. Outside of the temple Reirra will show up and\nsell you junk we don't need anymore. Distractions, all! To the Palace.<\/pre>\n\n\n\n<pre id=\"faqspan-37\" class=\"wp-block-preformatted\">You might be harassed by the odd minion or two along the way, but Elven\nSpirits meander about, disintegrating every baddy they touch. If you\ntalk to Demin again, she'll tell you that you need a Stone Horn and a\nStone Harp to pass through the palace, which we have already collected.\nAlong the way you'll be thanked by weakling Elves, who are glad you were\nable to do what they, themselves, could not. Whatever. Enter the Palace\nat (x=3400, y=600).\n\nPalace (AR2804)\/(AR2805)\no======================================================================o\n17) An Elven palace, and what's the in the first room? A tree, of\ncourse. Investigate the tree (x=1350, y=850) several times to \nobtain some Tree of Life Nuts and the Staff of the Woodlands +4. The\nedible nuts heal a fair amount of Hit Points, but are otherwise\nunexceptional. Go through the door at (x=1220, y=700) and continue until\nyou reach a room with a fountain. Activate the statue at (x=300, y=550)\nto replace the Stone Harp, and the statue at (x=170, y=570) to replace\nthe Stone Horn. With their powers combined... the waters will stop and\nyou can now proceed down the stairs to reach whatever is beneath the\npalace (x=500, y=500). Before you do, however, you'll get to have a\nfinal chat with your party members. Note, again, that the palace is now\n(AR2805).\n\n***REWARD***\n(For returning the Stone Harp to its statue)\nEXP\t3000\n\n***REWARD***\n(For returning the Stone Horn to its statue)\nEXP\t3000\n\nTree of Life (AR2806)\no======================================================================o\n18) When you arrive at the area beneath the palace, you'll be greeted\nby Ellesime, queen of Suldanessellar. Or an image of her, rather. The\nreal Ellesime is trapped by Irenicus at the heart of the tree by\ncorruptive magics. That's the problem with Irenicus, always corruptive\nthis, evil that. He should use eco-friendly, clean-burning magic. She'll\ntell you that Jon is using some sort of magical-corruption parasites\nto steal energy from the Tree of Life, and these must be destroyed so\nEllesime can be freed, and Jon cut off from the tree. While siphoning\nenergy from the Tree of Life, Jon is all but invincible. \n&lt;----------------------------------------------------------------------&gt;\n19) Now, to hunt down some parasites. You'll find the first parasite to \nthe west at (x=1400, y=150). Click on it to provoke it and it'll\nsummon a pair of Earth Elementals. Kill the guardian elementals, then \nclick on the parasite to kill it. This is the way we'll deal with all of\nthe parasites-find one, provoke it, kill two elementals, kill the \nparasite. You don't even have to use the acorns, they'll use themselves \nwhen you reach an appropriate spot! Another parasite awaits its demise\nat (x=3900, y=2000), and it'll summon a pair of Fire Elementals if\nprovoked. The final parasite lies at (x=1200, y=1500) and will summon \nsome Air Elementals. Once you kill the elementals, and the parasite,\nyou'll be whisked away to greet Irenicus.\n&lt;----------------------------------------------------------------------&gt;\n20) He's naturally angry that you disrupted his plans, although for\nmost of the conversation you're forgotten while Irenicus and Ellesime\nspeak to each other. The only upshot of witnessing this lover's spat is\nthe last bits of illumination into Irenicus' past. We don't really need\nto question what Irenicus was searching for with Imoen, or that clone\nwe dispatched at the beginning of the game, nor how he tried to \nrekindle his dead affections with captives, clones, Dryads, and who\nknows what else. The 'shattered one' he may be, but he's using our soul\nas glue, and we're both implacable in our need for revenge. A fight\nnaturally ensues, and despite some tough talking on the part of our\nparty, my first move is to run back up the north-western branch where\nwe smote the last parasite. To take on Irenicus without spell-buffs\nis not a good idea. Once we're out of sight, we can prepare our anti-\nMage strategy. So long as you have a Mage of some sort, the Cloak of\nMirroring, and plenty of instances of Spell Immunity, this works fine.\nProtect your Mage with Spell Immunity: Abjuration, Alteration, and\nConjuration, as well as Death Ward, Chaotic Commands, and Remove Fear.\nPut on the Cloak of Mirroring and send them to face Jon-alone. He'll\nshow off why he's the baddest Mage in the game by unleashing a torrent\nof spells at you. Horrid Wilting, followed by numerous Power Word: Kill\nspells, Power Word: Stuns, Mazes, all the while being protected by a\nvariety of defensive spells that make him nearly impossible to harm...\nand all for naught, since he can't touch our spell-immune Mage. You'll\nknow he's running out of answers when he strings together six Cones\nof Cold, followed by seven Flame Arrows, terminated by seven Melf's\nAcid Arrows. Finally, when he's out of spells he'll start firing off\nMagic Missile spells rapid-fire. For all that, Jon doesn't have a\ngreat number of Hit Points.\n\nIf you want to be brave and take him on conventionally... well, you\nshould still run away and spell-buff, but after that, try and return\nwith one character, who will soak up Jon's Spellstrike and other\ndispelling efforts. This should ideally be Keldorn or Viconia, both of\nwhich have enough Magic Resistance on their own to potentially weather\nJon's spells. If they're wearing the Cloak of Mirroring for this\npurpose, they can also soak up the Ice Storm\/Horrid wilting combo which\npaves the way for his Power Word: Kill assault. After this, a general\nmelee is engaged. Imoen\/Edwin devote themselves to tearing down spell\ndefenses with Breach, while Keldorn or some other caster makes sure to\nkeep True Sight up, each and every time Irenicus tries to slip away with\nMislead. The battle is fought in stages, thanks to Irenicus'\ncontingencies, so every time he's left vulnerable you'll be free to do\nsome damage before he rebuffs. If you survived his Power Word: Kill\nonslaught (and by assumption, avoided taking the damage that made it\npossible) you'll survive his Power Word: Stun assault... so long as you\nhave over 90 Hit Points, anyways. With any luck, you'll take him down\nbefore he starts Mazing characters, or failing that, before he starts\nthrowing out Cones of Cold. Either way, once he dies you'll find\nyourself following suit-the battle for your soul isn't over, it has just\nbegun.\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition -\nIrenicus in Suldanessellar {VID009}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Irenicus in Suldanessellar\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/523OnyQaNcM?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t                  Hell   \t\t               |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK051}\n\t\t1) Into the Abyss\n\t\t2) Challenge #1: Test of Pride\n\t\t3) Humility (Good)\n\t\t4) Pride (Evil)\n\t\t5) Challenge #2: Test of Fear\n\t\t6) Courage (Good)\n\t\t7) Bolstered Bravery (Evil)\n\t\t8) Challenge #3: Test of Selfishness\n\t\t9) Selfless (Good)\n\t\t10) Selfish (Evil)\n\t\t11) Challenge #4: Test of Greed\n\t\t12) Charity (Good)\n\t\t13) Greed (Evil)\n\t\t14) Challenge #5: Test of Wrath\n\t\t15) Mercy (Good)\n\t\t16) Murder (Evil)\n\t\t17) The Final Battle with Irenicus\n\t\t18) Safety in Suldanessellar\nHell (AR2900)\no======================================================================o\n1) Connected to your soul as you were, you couldn't help but follow it\nwhen Jon died. Unfortunately for your traveling companions, they were \nforced to come along for the ride. Behold another party speech, Imoen\nasks some fairly useful questions, and her musings are the only answers\nyou'll get for why you're here. There are five paths that await us,\nfive tests, five challenges... and they probably have something to do\nwith that five-eyed gate behind us. Every time we complete a challenge,\nwe'll get a tear of Bhaal. There are two ways to complete each\nchallenge: the good way, or the evil way (although you'll be usually \ntempted to do evil). Each time you complete a challenge you'll get a\nTear of Bhaal, which will open the way for you to continue. The\nchallenges typically require you to make some sort of sacrifice or\nanother if you wish to be good, while the evil characters can indulge\ntheir greed and bloodlust as they will. When you obtain a tear, you can\nturn it in at the gate, where you'll get some reward or another\ndepending on what path you took. For the evil character, this is just\nmore gain, as you can freely choose to do good when it benefits you. If\nyou want to be a good character (or if you want to remain neutral), you \nmust perform the good action (or rather, in the case of neutrality, it\nshould be better said that you must avoid the evil...) at every test, or\nhave your alignment changed to Evil. Note that this alignment change\nonly affects the good\/evil range, not the lawful\/chaotic. Yes, your\nalignment WILL change depending on what you do here-this place is\nBhaal's realm, the seat of power for the insidious, corruptive influence\nthat is part of you-this realm is your inheritence, as it were, and the\nstruggle with Irenicus is over your very soul. The trials you'll face\nhere for the Tears of Bhaal will help define your very soul. How could\nthis not affect such a change?\n\nTest of Pride (AR2902)\no======================================================================o\n2) I see no reason why we shouldn't just go clockwise. Head to the\neast and go down the stairs at (x=3400, y=1000). When you arrive, a\ndemon named 'Pride' with a rich chocolatey voice will address you. It\nwill elaborate a bit on your predicament, which is a welcome change from\nthose asshole Elves in Suldanessellar, what with their secrets and\neverything. This is Bhaal's realm, and your blood-or Bhaal's-holds sway\nhere. Since Irenicus stole part of your soul, the two of you are\ntethered together here, at the brink of oblivion. One of us will leave,\nwith the full share of the divine soul that was stolen from us, while\nthe other... well, you remember what happened to Sarevok at the end of\nBaldur's Gate 1? Such is the fate of Bhaalspawn who fail. \n\n***ITEMS***\n(x=400, y=350) Potion of Invulnerability x2, Potion of Extra Healing x2\n&lt;----------------------------------------------------------------------&gt;\n3) For this challenge, you are told by Pride that you must vanquish a \npowerful foe to obtain your tear, although it's rather elusive when you \nask what kind of creature it is, and why it deserves death. If you \ncontinue to be a pacifist, Pride will note that there's no pride in you,\nand depart. Talk to the Dragon at (x=1000, y=600) to obtain your Tear of\nBhaal. When you activate the five-eyed gate you'll receive a +20%\nresistance to fire, cold, and electricity. For a character wearing the\nCloak of Mirroring, this is kind of a waste. Ah well. Note that you\ncan talk your way out of a fight, and then kill the Dragon anyways.\nYou won't get the Scrolls, the Ring, the Robe, or any of that, but\nyou'll get the good reward, and the 22,000 experience the Dragon itself is\nworth. It's better than nothing, right?\n\n***REWARD***\n(For sparing the beast and proving you live without pride)\nUpgrade-+20% resistance to fire, cold, and electricity.\n&lt;----------------------------------------------------------------------&gt;\n4) If you want to be evil, readily agree to smite the creature, and \nPride will gleefully leave you to your bloody business. Ahead is a Green\nDragon, easily the weakest Dragon in the game. Still, be safe, spell-\nbuff, and rush it. No flashy tactics are required, it'll die easily \nenough under a direct melee onslaught. Once it's dead, loot it for a \nTear of Bhaal, a Scroll of Time Stop, a Scroll of Wail of the Banshee, \na Scroll of Sphere of Chaos, Bolts of Lightning x20, Arrows of \nDispelling x20, The Guard's Ring +2, a Robe of the Evil Archmagi, \nand 100 gold. The scrolls are nice, but honestly, I could care less \nabout the experience here. We can always level up other ways... although \nthe 200,000 experience for the protagonist is equal to roughly \n1,200,000 party experience.\n\n***REWARD***\n(For indulging your pride and slaying the beast)\nEXP\t200000 (protagonist)\n\nTest of Fear (AR2901)\no======================================================================o\n5) From the main level of hell, head to the south-east and go down some\nstairs at (x=3000, y=1900). When you arrive at the next area you'll be \ngreeted by a demon named Fear, who will offer you two paths-to the south\nis an apparently unguarded room which contains the tear you seek, but \nyou'll be struck by fear when you go into the room. The room to the east\nis guarded by two Gauths and three Elder Orbs. Your goal is to make it \npast the obstacles and claim the Tear of Bhaal (x=1000, y=800). To this \nend, Fear offers you the Cloak of Bravery-an item made from the skin of \ninnocent Nymphs-which will make you immune to the fear in the room to\nthe south.\n\n***ITEMS***\n(x=560, y=660) Potion of Invulnerability x5, Potion of Extra Healing x4,\n\t       Potion of Fire Giant Strength x5\n\n***TRAPS***\n(x=560, y=660) \n&lt;----------------------------------------------------------------------&gt;\n6) The good path is really quite easy. Refuse the Cloak of Bravery and \ncast Remove Fear on a character, then send them past the fear field and\nclaim your tear. Or better yet, take up the Shield of Balduran and\nsmite the Beholders in the room to the east for the juicy experience\nthey'll give. The reward, however, is painful this time around. That\nBladesinger Chain +4 will upgrade to make you immune to non-magical\nweapons in Throne of Bhaal, and in any case, it's not like being\nimmune to +1 weapons or weaker is any big deal anymore. Most enemies\nfrom here on will have weapons with which to hurt you... and it's not\nlike we couldn't just summon a Fire Elemental to gain the same power.\nOn the other hand, evil characters gain +2 Constitution. This would have\nmoved my Constitution from 18 to 20, and increased my Hit Points by\nnine. It's not a huge boost, but it's still better than the good reward.\n\n***REWARD***\n(For relying on your courage, and not giving in to fear)\nUpgrade-You have become immune to +1 weapons and less.\n&lt;----------------------------------------------------------------------&gt;\n7) The evil path is easier still, and more rewarding to boot. Take the\ncloak, put it on, walk over and grab your tear. You might as well\nkill the Beholders for the experience, too. Then cash your Tear of\nBhaal in for a hefty two-point bonus to your Constitution.\n\n***REWARD***\n(For allowing your courage to be bolstered through evil means)\nUpgrade-+2 Constitution\n\nTest of Selfishness (AR2904)\no======================================================================o\n8) Onward, to the next test (x=2100, y=2200). You'll be greeted by a\ndemon called Selfish, and as soon as it starts talking about choices,\nselfishness, self sacrifice, and so forth, you know as a good character,\nyou're about to get screwed. You again have two paths to take-the path\nto the demon's left (east) is selfish, and the path to the demon's right\n(west) is selfless. One of your party members in then whisked away, and\nyou are left to choose.\n\n***ITEMS***\n(x=600, y=1200) Potion of Extra Healing x3, 914 gold\n&lt;----------------------------------------------------------------------&gt;\n9) The good path here can be painful. You'll need to go through three\ndoors to the west, and like the demon promised, you'll lose something\nat each door. The first door takes away two Hit Points from your\nmaximum-permanently. The second reduces your Dexterity by one, and the\nthird lowers your experience points by 75,000. But your companion\nremains unharmed, and you will gain your Tear of Bhaal. There used to\nbe an exploit for this test by which you could avoid suffering any loss\nwhile following the good course, but alas, they've prevented that in the\nEnhanced Edition. Goodly folks, you'll just have to suffer. Your reward\nfor being good is +10% Magic Resistance, which, all things considered,\nisn't a bad trade for Dexterity, Hit Points, and Experience...\nespecially considering the evil reward is pretty much useless.\n\n***REWARD***\n(For being selfless and sacrificing yourself for your companion)\nUpgrade-+10% magic resistance.\n\n***ENHANCED EDITION***\nIn the vanilla version of the game, all you had to do was equip some\nPaws of the Cheetah on the target of Selfish's 'test' and run them\ntowards the door. They'd be able to open it before being paralyzed by\nSelfish and incur only the last of the three penalties-the experience\nloss. This exploit was fixed in the Enhanced Edition-now you lose\ncontrol of Selfish's target as soon as they are whisked away.\n&lt;----------------------------------------------------------------------&gt;\n10) If you go down the evil path, you will be unharmed, but your\ncompanion who was taken away will reappear at the end of the path-Held\nand helpless. When you reach the demon, it'll destroy your companion and\ngive you the Tear of Bhaal. You can then simply raise your companion\nand continue on your way. Your reward for misbehaving? A +2 bonus to\nArmor Class. This reward might seem decent, but it sucks for one big\nreason-this Armor Class bonus doesn't stack with armor. I suppose it\ncounts as some sort of natural bonus? Whatever the case, if you wear\nany sort of armor (even Bracers of Defense) you won't really ever\nenjoy this bonus.\n\n***REWARD***\n(For being selfish and sacrificing your companion to spare yourself)\nUpgrade--2 Armor Class\n\nTest of Greed (AR2903)\no======================================================================o\n11) Now head south-west to the next test (x=800, y=1800). Down in this\npit of hell you'll meet the demon named Greed, who warns you of a\npowerful foe nearby which is in possession of the Tear of Bhaal. It'll\noffer you a weapon, which it claims you need to defeat this foe. The\nweapon, 'Blackrazor' is certainly an interesting sword, but since the\ndemon riddles that you need to determine how to use this weapon, and\nsince it is, after all, the test of Greed, I wouldn't get too attached\nto it. Unless you're evil, of course, then get attached as much as you\nplease. It's a +3 Longsword that protects the wearer from Charm and\nFear, regenerates one Hit Point every five seconds, and it has a 15%\nchance to drain four levels each hit, thus healing you by 20 Hit Points,\nHasting you for 20 seconds, and increasing your Strength by three points\nfor 20 seconds. As nice as it sounds, we'll find much better shortly, in\nThrone of Bhaal.\n&lt;----------------------------------------------------------------------&gt;\n12) With the particulars of the riddle in mind, head over to the south\nwest to find an Enslaved Genie (x=370, y=920). Be nice and ask if it\nhas the Tear of Bhaal, then question the conditions of its enslavement\nand it'll give you a riddle:\n\n\"Ye who hold the razor's blade\n forged of darkest iron\n quenched by blood and fear,\n know that ye hold the key\n to the one who guards\n Bhaal's sacred murdered tear.\"\n\nKeep questioning it and it'll tell you that if you give it the sword,\nit'll be free. Also, merely by obtaining the sword you can kill the\nGenie and release it, with or without the sword. You'll get some extra\nexperience for giving the Genie Blackrazor, which is a good action. The\nreward for the good action this time outweighs the evil-a +2 bonus to\nall saving throws is roughly a +10% chance to make any save. In Throne\nof Bhaal, spell assaults don't relent, so having good saving throws is\nparamount to survival.\n\n***REWARD***\n(For showing charity and giving the Genie the sword Blackrazor)\nEXP\t20000\nUpgrade-+2 to all of your saving throws.\n&lt;----------------------------------------------------------------------&gt;\n13) The evil path is simple, just kill the Enslaved Genie \n(x=370, y=920). Just be wary, the critter is stronger than it looks,\nas it'll start out by using a Spell Trigger to pop on some defenses-\nmost of which can be knocked out by Breach. It also has access to spells\nlike Meteor Swarm, Gate, Horrid Wilting, and all that fun stuff, so you\nmay want to treat it more as an enemy Mage, rather than a simple Genie.\nSince you only get to keep a sword which will soon be obsolete, and a\nmeasly 11,000 experience for killing the Enslaved Genie, the real\ndeciding factor here for the evil character should be the reward. In \nthis case, 15 Hit Points is a little more than 10% of my protagonist's\ntotal. On the other hand, my saves could use a bit of work. I'll gain\nmore Hit Points, but my saves probably aren't getting any lower...\nbesides, having 15 extra Hit Points isn't as good as having an extra 10%\nchance to save against... everything. Hit Points won't do you much good \nif you're confused, afraid, held, or stunned. I can't really see a\nsituation in which I'd be tempted to take the Hit Points over the\nsaves.\n\n***REWARD***\n(For using the sword Blackrazor to kill the Enslaved Genie)\nUpgrade-+15 Hit Points.\n\nTest of Wrath (AR2905)\no======================================================================o\n14) Now it's time for the fifth and final test. Head over to the western\nedge of the main level of hell (x=600, y=900) to reach the location of\nthis final challenge. When you arrive, no demon awaits you. Instead, \nit's everybody's favorite half-brother, Sarevok. There are only two\noptions here-mercy, or murder, and it should be fairly obvious which is\ngood and which is evil.\n&lt;----------------------------------------------------------------------&gt;\n15) To go the good route, you'll end up fighting Sarevok-but intention\nis everything. Turn down a fight with him, and at the end of his\nconversation string, say that you pity him. He's very strong, indeed,\nbut if you're taking the good path then you've presumably taken the good\nroute every other time. As such, you should be immune to weapons of +1 \nquality or less. Sarevok simply can't touch you. My protagonist thrashes\nSarevok soundly and turns in the tear for a +1 bonus to Wisdom and\nCharisma. I really, really, envy the evil characters out there right\nnow...\n\n***REWARD***\n(For feeling pity for Sarevok)\nUpgrade-+1 Wisdom and +1 Charisma\n&lt;----------------------------------------------------------------------&gt;\n16) The evil path is very lucrative, but Sarevok is no push-over. He's\nbeen beefed up for this fight, but nothing that some spell-buffs\ncan't handle. If you treat him like a Dragon (sans the fear and\nbreath weapon) you'll be fine. Just buff up, summon some beasties, and\nwithdraw injured characters. Of course... if you got the immunity to \nweapons of +1 quality or less for your protagonist, Sarevok can't touch\nyou. That'll teach you to bring a poorly enchanted weapon to a late-game\nfight in Shadows of Amn! Turn in the tear you get off of Sarevok for a\n+2 bonus to Strength. It's an awesome bonus, indeed.\n\n***REWARD***\n(For taking your wrath and anger out on Sarevok)\nUpgrade-+2 Strength\n\n***ENHANCED EDITION***\nIn the original game, this bonus to Strength was calculated AFTER\nwhatever gear you had on-in effect counting as an item enhancement\nbonus rather than as a natural +2 bonus to Strength. This meant that\nwith Strength boosting items like Girdles of Giant Strength or \nAngurvadal +5, the +2 bonus would be added after the Strength increase.\nHence, a character weilding Angurvadal +5 with this bonus would end up\nwith 24 Strength, instead of 22. In the Enhanced Edition, this bonus\nworks properly, as a brute +2 bonus to your base Strength score. For a\nhigh-Strength protagonist like my evil Fighter\/Mage\/Thief, this\nessentially renders the Strength bonus of Angurvadal +5 useless, since\nshe'll reach a natural 22 Strength before Angurvadal +5 can be obtained.\n&lt;----------------------------------------------------------------------&gt;\n17) Return to the door and save your game, rest, and spell-buff before\nactivating it again and blinding the fifth and final eye. General spell-\nbuffs will suffice, but include Chaotic Commands and Remove Fear \nwherever possible. The door opens and you're all knocked back to\nwitness Irenicus' grand entrance. He's unrepentant, and says what really\ndoesn't need to be said. This fight is for more than just life and\ndeath, its for our very soul. The winner lives and is freed, while the\nloser faces an eternity of torment in the abyss.\n\nIrenicus will turn into the Slayer and summon two Balors and two\nGlabrezu-and don't be fooled by our past encounters with these\ncritters, their experience rewards should let us know that they are\nmuch stronger than we're used to them being. I immediately have\nKeldorn\/Dorn summon a Deva to the left where Jaheira is. She can\nwithstand the Balor for a bit, thanks to her Iron Skins, but I don't\nwant to leave her exposed. On the other side, my protagonist summons\nhis simulacrum, then it, my protagonist, Imoen\/Edwin, Minsc\/Dorn, and\nAnomen\/Korgan attack the Glabrezu, while Dorn, Jaheira and the Deva\nlikewise attack their Glabrezu. With the use of a Greater Whirlwind or\ntwo, and perhaps a Time Stop\/Horrid Wilting combo, the demons should\nfall fairly quickly. There's always a chance that a Glabrezu will\nstun somebody and ruin my plans, but that's just the way things are,\nRemove Paralysis can save you if you're lucky (and quick).\n\nAfter Irenicus' pet demons are destroyed, Keldorn uses True Sight and\ndispels Irenicus' Mislead. The next step is simple-my party rushes\nIrenicus, and Imoen\/Edwin hits him with Breach every time he tries to\nthrow up a Stoneskin or Protection from Magical Weapons, or other such\nmischief. Eventually he'll turn back into Irenicus so he can die in his\ntrue form. One Elven Warrior back in Suldanessellar is going to be\nawfully happy about Jon's fate, indeed.\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition -\nIrenicus in Hell {VID010}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Irenicus in Hell\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/sKyUikvIikA?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n&lt;----------------------------------------------------------------------&gt;\n18) After defeating Irenicus, you'll wake up in Suldanessellar, in the \ncare of Ellesime, who reports you've been 'dead' for several days. Some \ntime passes and your character will partake in a ceremony celebrating \nyour triumph, although Ellesime can't help but apologize for Jon, and \nmake a separation between Jonaleth and Irenicus when there probably \nreally wasn't so much of one. Ah, coping mechanisms. Despite her \npromises, the Amulet of Seldarine isn't so great of a reward as to count\nas reparations for what Irenicus put you through. Ah well. Next you'll \nget to watch a satisfying movie showing Jon fitting in to his new home,\nand playing with his neighbors, followed by an overly spooky and\nuninformative movie introducing the next chapter in the saga. The Five \nare approaching, and the time of the prophecy is at hand. See you in \nThrone of Bhaal.\n\n\t\tEVIL PARTY STATS: END OF CHAPTER 7\no======================================================================o\nDorn\nBlackguard 21\nExperience: 3934648\nHit Points: 116\nArmor Class: -6\n\nParalyze\/Poison\/Death:\t1\nRod\/Staff\/Wand:\t\t3\nPetrify\/Polymorph:\t2\nBreath Weapon:\t\t2\nSpells:\t\t\t4\n\nWeapon Proficiencies\nBastard Sword\t\t++\nTwo Handed Sword\t++\nSpear\t\t\t+\nHalberd\t\t\t++\nCross Bow\t\t++\nTwo-Handed Weapon Style\t++\n\nArmor: Armor of the Hart +3\nGloves:\t...\nHelmet:\tHelm of the Noble +1\nAmulet:\tKaligun's Amulet of Magic Resistance\nWeapon:\tSilver Sword +3 (THAC0: -7)\n\tSoul Reaver +4 (THAC0: -8)\n\tThe Guide +2 (THAC0: -7)\nShield:\t...\nRing 1:\tRing of Duplication\nRing 2:\tRing of Earth Control\nCloak:\tNymph Cloak\nBoots:\tSense of the Cat\nBelt:\tGirdle of Fortitude\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\tHorn of Blasting\n&lt;----------------------------------------------------------------------&gt;\nKorgan\nBerserker 23\nExperience: 3818754\nHit Points: 157\nArmor Class: -7\n\nParalyze\/Poison\/Death:\t0\nRod\/Staff\/Wand:\t\t0\nPetrify\/Polymorph:\t4\nBreath Weapon:\t\t4\nSpells:\t\t\t1\n\nWeapon Proficiencies\nAxe\t\t\t+++++\nWar Hammer\t\t++\nTwo-Weapon Style\t+++\n\nArmor:\tRed Dragon Scale\nGloves:\tThe Brawling Hands\nHelmet:\tEyes of the Beholder\nAmulet: Periapt of Proof Against Poison\nWeapon:\tIlbratha +1 (THAC0: -6)\n\tFrostreaver +3 (THAC0: -12)\nShield:\tCrom Faeyr +5 (THAC0: -12)\nRing 1: Ring of Regeneration\nRing 2:\tRing of Air Control\nCloak:\tCloak of the Sewers\nBoots:\tThe Paws of the Cheetah\nBelt:\tDestroyer of the Hills\nMisc 1:\t...\nMisc 2:\tHorn of Silence\nMisc 3:\tIron Horn of Valhalla\n&lt;----------------------------------------------------------------------&gt;\nJaheira\nFighter 15\/Druid 14\nExperience: 1978899\/1978899\nHit Points: 98\nArmor Class: -10\n\nParalyze\/Poison\/Death:\t3 (-1)\nRod\/Staff\/Wand:\t\t5 (-1)\nPetrify\/Polymorph:\t4 (-1)\nBreath Weapon:\t\t3 (-1)\nSpells:\t\t\t1 (-6)\n\nWeapon Proficiencies\nScimitar\t\t++\nDagger\t\t\t++\nClub\t\t\t++\nQuarter Staff\t\t+\nSling\t\t\t+\nSword and Shield Style\t+\n\nArmor:\tGorgon Plate +4\nGloves:\tLegacy of the Masters\nHelmet:\tHelm of Balduran\nAmulet:\tHarper Pin\nWeapon:\tFiretooth +3 (THAC0: -3)\t\n\tBlackblood +3 (THAC0: -3)\nShield:\tSentinel +4\nRing 1:\tRing of Regeneration\nRing 2: Ring of Fire Control\nCloak:\t...\nBoots:\tThe Frost's Embrace\nBelt:\tGirdle of Stone Giant Strength\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\t...\n&lt;----------------------------------------------------------------------&gt;\nViconia\nCleric 25\nExperience: 3936592\nHit Points: 87\nArmor Class: -8\n\nParalyze\/Poison\/Death:\t-1 (-3)\nRod\/Staff\/Wand:\t\t3 (-3)\nPetrify\/Polymorph:\t2 (-3)\nBreath Weapon:\t\t5 (-3)\nSpells:\t\t\t4 (-3)\n\nWeapon Proficiencies\nWar Hammer\t\t+\nClub\t\t\t+\nFlail\t\t\t+\nMace\t\t\t+\nQuarterstaff\t\t+\nSling\t\t\t+\nSword and Shield Style\t+\nSingle Weapon Style\t+\n\nArmor:\tAnkheg Plate Mail \nGloves:\t...\nHelmet:\tThe Visage\nAmulet:\tSensate Amulet\nWeapon:\tFlail of Ages +3 (THAC0: -1)\n\tSling of Arvoreen +4 (THAC0: -5)\nShield:\tShield of the Lost +2\nRing 1:\tEdventar's Gift\nRing 2:\tHoly Symbol of Talos\nCloak:\tThe Spirit's Shield +2\nBoots:\t...\nBelt:\tGirdle of Hill Giant Strength\nMisc 1:\tCollar Bell\nMisc 2:\t...\nMisc 3:\tBlack Spider Figurine\n&lt;----------------------------------------------------------------------&gt;\nProtagonist\nFighter 13\/Mage 13\/Thief 16\nExperience: 1327893\/1327893\/1327893\nHit Points: 117\nArmor Class: -6\n\nParalyze\/Poison\/Death:\t1 (-4)\nRod\/Staff\/Wand:\t\t3 (-4)\nPetrify\/Polymorph:\t2 (-4)\nBreath Weapon:\t\t1 (-4)\nSpells:\t\t\t4 (-4)\n\nWeapon Proficiencies\nLong Sword\t\t++\nKatana\t\t\t++\nDagger\t\t\t+\nTwo Weapon Style\t+++\n\nArmor:\tBladesinger Chain +4\nGloves:\tXarrnous' Second Sword Arm\nHelmet:\tVhailor's Helm\nAmulet:\tAmulet of Power\nWeapon:\tCelestial Fury +3 (THAC0: -1)\n\tDaystar +2 (THAC0: -1)\nShield:\tThe Equalizer (THAC0: 3)\nRing 1:\tRing of Gaxx\nRing 2:\tRing of Acuity\nCloak:\tCloak of Mirroring\nBoots:\tThe Paws of the Cheetah\nBelt:\tElves' Bane\nMisc 1:\tProtagonist's Tankard\nMisc 2:\tGem of Seeing\nMisc 3:\t...\n&lt;----------------------------------------------------------------------&gt;\nEdwin\nConjurer 20\nExperience: 3884624\nHit Points: 68\nArmor Class: -1\n\nParalyze\/Poison\/Death:\t3 (-7)\nRod\/Staff\/Wand:\t\t-2 (-7)\nPetrify\/Polymorph:\t2 (-5)\nBreath Weapon:\t\t-3 (-12)\nSpells:\t\t\t1 (-5)\n\nWeapon Proficiencies\nDagger\t\t\t+\nQuarter Staff\t\t+\nDart\t\t\t+\nSling\t\t\t+\n\nArmor:\tRobe of Vecna\nGloves:\tBracers of Defense A.C. 3\nHelmet:\tPale Green Ioun Stone\nAmulet:\tEdwin's Amulet\nWeapon:\tStaff of the Magi (THAC0: 12)\n\tBoomerang Dagger +2 (THAC0: 12)\nShield:\t...\nRing 1:\tReaching Ring\nRing 2:\tThe Guard's Ring +2\nCloak:\tCloak of Displacement\nBoots:\t...\nBelt:\tBelt of Inertial Barrier\nMisc 1:\tBook of Infinite Spells\nMisc 2:\t...\nMisc 3:\tEfreeti Bottle\n&lt;----------------------------------------------------------------------&gt;\nThe changes made between the end of Chapter 5 and the end of Chapter 7\nshould have been explained well enough in the 'End of Chapter 5'\nsection-so I won't bother pointing out most of the new gear we've\nobtained. Some notes, however, are still pertinent. The Amulet of\nSeldarine we obtained at the end of the game goes on Viconia, furthering\nmy attempt to pad the Saving Throws of my Cleric. Also... the Sensate\nAmulet just isn't very impressive anymore. Later on Viconia will\ninherit my Protagonist's Amulet of Power, and will pass on the Amulet of\nthe Seldarine to Dorn. Dorn hands of Ilbratha +1 to Korgan, who has\nmore quick weapon slots anyways. In its place, Dorn wears the Ring of\nDuplication, a superior defensive item. Thanks, Rasaad's quest!\nSpeaking of that, Korgan sports a new Helmet-the Eyes of the Beholder.\nIs it better than the Helm of the Noble +1? No, but Korgan likes it\nbetter. He told me so. My protagonist, in her shiny new Bladesinger\nChain +4, gives her Bracers of Defense A.C. 3 to Edwin, and puts on\nJaheira's old Xarranous' Second Sword Arm. She also hands off The\nGuard's Ring +2 to Edwin. Taa-daa. Finally, note that Viconia has hit\n25th level as a Cleric, which gives her the Holy Symbol of Talos-a nice\nlittle ring that is certainly worth wearing. Any odditities in my\nprotagonist's stats can be ascribed to the effects of the Tears of\nBhaal, as follows:\n\nTest of Pride:\t\t+20% resistance to fire, cold, and electricity.\nTest of Fear:\t\t+2 Constitution\nTest of Selfishness:\t-2 Hit Points\n\t\t\t-1 Dexterity\n\t\t\t-75,000 EXP\n\t\t\t+10% Magic Resistance.\nTest of Greed:\t\t+2 Saving Throws.\nTest of Wrath:\t\t+2 Strength.\n\n\t\tGOOD PARTY STATS: END OF CHAPTER 7\no======================================================================o\nKeldorn\nInquisitor 20\nExperience: 3889718\nArmor Class: -8\n\nParalyze\/Poison\/Death:\t0 (-2)\nRod\/Staff\/Wand:\t\t2 (-2)\nPetrify\/Polymorph:\t1 (-2)\nBreath Weapon:\t\t1 (-2)\nSpells:\t\t\t3 (-2)\n\nWeapon Proficiencies\nLong Sword\t\t++\nTwo Handed Sword\t++\nWar Hammer\t\t++\nCross Bow\t\t++\nTwo Handed Weapon Style ++\n\nArmor:\tArmor of the Hart +3\nGloves:\tThe Brawling Hands\nHelmet:\tHelm of Glory\nAmulet:\tAmulet of Seldarine\nWeapon:\tCarsomyr +5 (THAC0: -8)\n\tRas +2 (THAC0: -5)\n\tFiretooth +4 (THAC0: -8)\nShield:\t...\nRing 1:\tRing of Regeneration\nRing 2:\tRing of Earth Control\nCloak:\tNymph Cloak\nBoots:\tBoots of Speed\nBelt:\tGirdle of Stone Strength\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\t...\n&lt;----------------------------------------------------------------------&gt;\nJaheira\nFighter 16\/Druid 14\nExperience: 2198317\/2198317\nArmor Class: -9\n\nParalyze\/Poison\/Death:\t1 (-3)\nRod\/Staff\/Wand:\t\t3 (-3)\nPetrify\/Polymorph:\t4 (-1)\nBreath Weapon:\t\t1 (-3)\nSpells:\t\t\t1 (-6)\n\nWeapon Proficiencies\nScimitar\t\t++\nDagger\t\t\t++\nClub\t\t\t++\nQuarter Staff\t\t+\nSling\t\t\t+\nSword and Shield Style\t+\n\nArmor:\tGorgon Plate +4\nGloves:\tGauntlets of Weapon Expertise\nHelmet:\tHelmet of Defense\nAmulet:\tHarper Pin\nWeapon:\tBoneblade +4 (THAC0: -4)\n\tFire Tooth +3 (THAC0: -3)\nShield:\tSentinel +4\nRing 1:\tRing of Regeneration\nRing 2: Ring of the Ram\nCloak:\tCloak of Displacement\nBoots:\tBoots of the North\nBelt:\tGirdle of Hill Giant Strength\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\tBlack Spider Figurine\n&lt;----------------------------------------------------------------------&gt;\nAnomen\nCleric 25\/Fighter 7 (Inactive)\nExperience: 3847759\/64000\nArmor Class: -7\n\nParalyze\/Poison\/Death:\t1 (-1)\nRod\/Staff\/Wand:\t\t5 (-1)\nPetrify\/Polymorph:\t4 (-1)\nBreath Weapon:\t\t7 (-1)\nSpells:\t\t\t6 (-1)\n\nWeapon Proficiencies\nWar Hammer\t\t++\nMace\t\t\t++\nSling\t\t\t++\nSword and Shield Style\t++\n\nArmor:\tRed Dragon Scale\nGloves:\tGauntlets of Weapon Skill\nHelmet:\tHelm of Balduran\nAmulet:\tSensate Amulet\nWeapon:\tCrom Faeyr (THAC0: -9)\n\tSling of Arvoreen +4 (THAC0: -3)\nShield:\tFortress Shield +3\nRing 1:\tRing of Free Action\nRing 2:\tRing of Holiness\nCloak:\tCloak of Sewers\nBoots:\tBoots of Avoidance\nBelt:\tGirdle of Bluntness\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\tSilver Horn of Valhalla\n&lt;----------------------------------------------------------------------&gt;\nProtagonist\nFighter 17\/Mage 16\nExperience: 2229453\/229453\nArmor Class: -6\n\nWeapon Proficiencies\nAxe\t\t\t++\nKatana\t\t\t++\nFlail\t\t\t++\nTwo Weapon Style\t+++\n\nParalyze\/Poison\/Death:\t-1 (-4)\nRod\/Staff\/Wand:\t\t1 (-4)\nPetrify\/Polymorph:\t0 (-4)\nBreath Weapon:\t\t0 (-4)\nSpells:\t\t\t2 (-4)\n\nArmor:\tBladesinger Chain +4\nGloves:\tBracers of Defense A.C. 3\nHelmet:\tVhailor's Helm\nAmulet:\tAmulet of Power\nWeapon:\tCelestial Fury (THAC0: -4)\n\tDaystar +4 (THAC0: 0)\nShield:\tFlail of Ages +3 (THAC0: -1)\nRing 1:\tRing of Gaxx\nRing 2:\tRing of Acuity\nCloak:\tCloak of Mirroring\nBoots:\tBoots of Speed\nBelt:\tGolden Girdle\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\tGolem Manual\n&lt;----------------------------------------------------------------------&gt;\nMinsc\nRanger 21\nExperience: 3905505\nArmor Class: -1\n\nWeapon Proficiencies\nTwo Handed Sword\t++\nHalberd\t\t\t++\nMace\t\t\t++\nQuarter Staff\t\t+\nLong Bow\t\t++\nTwo Handed Weapon Style ++\nTwo Weapon Style\t++\n\nParalyze\/Poison\/Death:\t2 (-1)\nRod\/Staff\/Wand:\t\t4 (-1)\nPetrify\/Polymorph:\t3 (-1)\nBreath Weapon:\t\t3 (-1)\nSpells:\t\t\t5 (-1)\n\nArmor:\tShadow Dragon Scale\nGloves:\tBracers of Archery\nHelmet:\tHelmet of Defense\nAmulet:\tKaligun's Amulet of Magic Resistance\nWeapon: Silver Sword (THAC0: -6)\n\tHalberd +4: Wave (THAC0: -7)\n\tMana Bow +4 (THAC0: -9)\nShield:\t...\nRing 1:\tRing of Fire Resistance\nRing 2:\t...\nCloak:\tCloak of Elvenkind\nBoots:\tBoots of Stealth\nBelt:\tGirdle of Bluntness\nMisc 1:\tBoo\nMisc 2:\tHorn of Silence\nMisc 3:\tBook of Infinite Spells\n&lt;----------------------------------------------------------------------&gt;\nImoen\nMage 19\/Thief 7 (Inactive)\nExperience: 3498200\/40000\nArmor Class: -3\n\nParalyze\/Poison\/Death:\t8 (-2)\nRod\/Staff\/Wand:\t\t3 (-2)\nPetrify\/Polymorph:\t5 (-2)\nBreath Weapon:\t\t2 (-7)\nSpells:\t\t\t4 (-2)\n\nWeapon Proficiencies\nDagger\t\t\t+\nQuarter Staff\t\t+\nShort Bow\t\t+\nDart\t\t\t+\nSling\t\t\t+\nTwo Handed Weapon Style +\n\nArmor:\tRobe of Vecna\nGloves:\tBracers of Defense A.C. 3\nHelmet:\tPale Green Ioun Stone\nAmulet: Amulet of Metaspell Influence\nWeapon:\tStaff of the Magi (THAC0: 12)\n\tShort Bow of Gesen (THAC0: 10)\nShield:\t...\nRing 1:\tRing of Fire Control\nRing 2:\tRing of Wizardry\nCloak:\tCloak of Protection +2\nBoots:\tBoots of Grounding\nBelt:\tBelt of Inertial Barrier\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\tEfreeti Bottle\n&lt;----------------------------------------------------------------------&gt;\n\no======================================================================o\n|\t\t\t\tChapter 8\t\t\t       |\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t              Throne of Bhaal  \t\t               |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nIt's not an easy life, being a child of Bhaal. First, we had our \nsimple notions of security shattered when Sarevok, our half-brother,\nbegan a crusade of murder along the Sword Coast and drove us from\nthe security of Candlekeep. After our foster father, Gorion, was\nmurdered by Sarevok, we became embroiled in the politics of Baldur's\nGate, where the Iron Throne was manipulating the iron trade in order\nto set themselves up as a regional power. Sarevok was, in turn,\nmanipulating the Iron Throne, pursuing a scheme that wouldn't put him\nin a good financial position-but instead made himself an Arch Duke of\nBaldur's Gate. He used this position to blame Amn for all of Baldur's\nGate's woes, and was on the brink of initiating a full scale war-a\nwar of sacrifice and murder that would have made him the new God of\nMurder... or so Sarevok thought. However, in provoking us Sarevok bit \noff more than he could chew.\n\nWe ruined his operation in the Nashkel Mine and killed the mine's\noverseer, Mulahey. Then we tracked down the bandits that were stalking\nthe sword coast, led by Tazok, and smote the crude collection of\nmercenaries and ne'er-do-wells. Following the paper trails, we uncovered\nthe Iron Throne's mines in the Cloakwood Forest, which they mined using\nslave labor in order to provide a cheap alternative to the iron they\nwere sabotaging and stealing in the area. We stormed the mines, slew the\noverseer, Davaeorn, flooded the mines, and put an end to the Iron\nThrone's operations. We then made our way to mighty Baldur's Gate and\nbegan a bout of mercenary work for Scar, where we discovered that the\nIron Throne was sabotaging their merchant competition by killing off\ntheir leadership and replacing them with Dopplegangers. Finally, we\nstormed the Iron Throne compound and smote Sarevok's acolytes. With the\ninformation gleaned from the Iron Throne headquarters, we were referred\nto Duke Eltan, who sent us to intercept the Iron Throne leaders in-of\nall places-Candlekeep.\n\nBack home, we discovered all was not right. We met Sarevok, posing as\n'Koveras' and were framed for murdering the leaders of the Iron Throne.\nWhatever our actual guilt, we were condemned, and only some charity on\nthe part of Tethtoril saved us from a messy execution. Only after\nfighting our way our of the catacombs underneath Candlekeep and\nreturning to Baldur's Gate did we discover that Sarevok had screwed us\nand the Iron Throne over together. He had Eltan poisoned and had his\npuppet, Angelo, named the interim leader of the Flaming Fist mercenaries\nwho all but controlled Baldur's Gate. He also used the Iron Throne's\nstores of iron stockpiled from the Cloakwood Mines to fund his candidacy\nfor Grand Duke, rescue Baldur's Gate from the iron shortage, and spread\nhis message of war. We decided to lay low in Ulgoth's Beard, and while\nthere we discovered the truth of Balduran's demise, escaped an island\nof Werewolves, an island of wild magic that acted as a natural trap for\nMages, and plundered Durlag's Tower. Finally we returned to Baldur's\nGate, saved Duke Eltan, foiled an assassination attempt on the other\nGrand Dukes at Sarevok's coronation ceremony, and chased Sarevok into\na buried city under Baldur's Gate. Sarevok made his stand in a Shrine\nto Bhaal, joined by his cohorts Tazok, Angelo, and Semaj. In the end,\nwe overcame Sarevok and prevented a war between Amn and Baldur's Gate.\n\nFor all of our fame and prestige, we were driven from Baldur's Gate\nas suspicions arose about our paternity and our relation to Sarevok\ncame to light. Retreating to Amn, we were ambushed by the outcast\nElven Mage, Jon Irenicus, who sought a way to restore himself by \nstealing our divine soul. Fortunately, one of the components-lots of\nliving test subjects-and Bodhi's own belligerence drew the attention and\nire of the Shadow Thieves (the source of many of the unfortunate \nvictims to be used by Irenicus later). They attacked his underground\ndungeon and in the confusion, we made good our escape. Shortly after\nfighting our way to the surface we witnessed a fight between Irenicus\nand the Cowled Wizards, a coven of Mages whose primary public service\nfor Amn was to police other, unaffiliated Mages. The fight showed us\nthat we were severely outclassed, despite all our heroics in the north.\nFor using magic during the fight, Imoen was whisked away to the same\nasylum as Irenicus, who was content to let the Cowled Wizards take him\naway and used vague promises and Imoen as bait.\n\nLost in Athkatla, capital city of Amn, we searched for a way to find\nIrenicus and Imoen, and ended up working for Gaelan Bayle, who promised\nthat a scant 20,000 gold would buy us the aid and answers we needed. In\nour attempts to earn this money, we smote an ancient Beholder and his\ncultists who were searching for artifacts of ultimate destruction that\nwere best left untouched. We involved ourselves in the politics of the\nShadow Thief guild and slew Mae'Var, a traitor. We saved Trademeet by\nkilling our old companion Faldorn, who had corrupted a local Druid\nGrove, and convinced some Djinni to leave who were strangling the\neconomy of Trademeet. We traveled to Umar Hills and discovered the\nsource of a rash of recent murders, smiting a Shadow Dragon in the\nprocess. We also drove out the corrupt ownership of the Copper Coronet\nand eliminated a group of slavers in the Slums. We tracked down the\nRanger Valygar for the Cowled Wizards and accompanied him (or at least\nhis body) into the Planar Sphere, slew the Mage operating the sphere,\nand made our way back to Athkatla. We saved Aerie from the demented\nmachinations of an over-teased Gnome who weaved illusions to make\nhimself the god of his own little circus tent realm. We entered an\nAstral Prison and saved a Tiefling Bard and his troop of misfits from\nSigil, and rescued a fortress under siege by Trolls.\n\nWith all that done, we had increased our power and wealth exponentially,\nand became embroiled in another political struggle, this time between\nthe Shadow Thieves and a mysterious new guild of Vampire upstarts. One\nway or the other, we secured the aid of a group of murderers and boarded\nSaemon Havarian's ship bound for Brynnlaw. Once there, we immediately\nbegan causing a stir in our quest to gain access to Spellhold, and gain\naccess we did, only to discover that Irenicus had taken over the asylum.\nHe took us prisoner, performed a nefarious ritual upon us that stripped\nus of our divine soul, and left us in the dungeons beneath the asylum\nfor Bodhi to hunt and kill at her leisure. Down but not out, we made our\nway through the dungeon, chased Bodhi away by transforming into the\nSlayer-an avatar of Bhaal-and united the insane Mages of the asylum in\nan attack on Irenicus, who was driven off in disarray. We then made our\nway back to Brynnlaw and obtained the aid of Saemon Havarian, who proved\nto be of dubious trustworthiness again when his ship was attacked and\nsunk by Githyanki, searching for a Silver Blade he conveniently gave to\nus prior to the attack.\n\nWe went down with the ship, something the good captain failed to do, and\nfound ourselves in a Sahuagin city. Again, we got involved in the\npolitics into which we've been thrust and aided either the insane king,\nor the rebel prince who wished to overthrow the corrupt regime. By\nsupporting one side or the other, we got a magical rope that allowed us\nto descend into the underdark, where we freed a trapped Mage and killed\na Balor plaguing some Swirfneblin. We then sacked an Illithid City and a\nBeholder Den before we encountered Adalon, a Silver Dragon who disguised\nus as Dark Elves so we could infiltrate the Drow city of Ust Natha and\nrescue her eggs, which were being held hostage in exchange for Adalon's\ngood behavior. While the Drow held Adalon at bay and pillaged the\nsurface, we worked for Solaufein and Phaere in an attempt to earn the\ntrust of the Drow and gain access to Adalon's eggs. Eventually we\ndiscovered that the Drow planned to sacrifice the eggs to obtain the\nfavor of a Demon Lord. With the help of Solaufein we used the common\ntreachery of the Drow against them and disrupted their plans to summon\nthe Demon Lord, and made off with Adalon's Eggs. In exchange, Adalon\nhelped us escape, and we fought our way to the surface.\n\nBack under open skies, we discovered that Irenicus has made his way to\nSuldanessellar to take his revenge on his people, and that the only way\nto follow him and regain our soul was to take the Rhynn Lanthorn from\nBodhi's undead clutches. In the meantime, we smote Firkraag, a Red\nDragon masquerading as a human in the Copper Coronet who decided to take\nhis revenge on Gorion the only way he still could-by causing trouble for\nhis child. We entered the Twisted Rune and killed the members therein,\nobtaining the Staff of the Magi, crushed an Illithid enclave under\nAthkatla, and destroyed Kangaxx the Demi-Lich. After all that, we\ngathered what allies we could and destroyed Bodhi, but not until she\nabducted our lover and turned them into a Vampire. After reviving them\nat the Temple of Amaunator, we returned to Elhan, the elven commander of\nSuldanessellar and with the Rhynn Lanthorn we finally were able to\nresume our chase of Irenicus.\n\nWhen we arrived, Suldanessellar was already well under siege. We found\nthe Priestess Demin, who told us to retrieve a Talisman of Rillifane, a\nGolden Goblet of Life, and a Moonblade to open the way to Irenicus. We\nkilled Irenicus' pet Black Dragon and retrieved what Demin sent us to\nfind, which allowed us to summon an Avatar of Rillifane and drive off\nIrenicus' minions. The way now clear, we made our way to the palace and\nexterminated some parasites Irenicus had absorbing the energy from the\nTree of Life, thus freeing Queen Ellesime. She promptly severed\nIrenicus' link from the Tree of Life, leaving him vulnerable to attack.\nWe killed him, and then were dragged down to the Hells to do battle for\nour soul. First, however, we were forced to take some tests conjured by\nour own perceptions of ourselves to better understand ourselves, and\nbring us closer to our soul. Afterwards, we confronted Irenicus in hell\nand defeated him again, reclaimed our soul, and banished him to an\neternity of torment in the abyss.\n\nOur troubles seemed to be over with the death of Irenicus, and we \nsettled into the life of a hero in Suldanessellar. That is, until a \ngroup of mighty Bhaalspawn called 'the Five' began murdering and \npillaging their way down the Sword Coast, apparently searching for\nother Bhaalspawn to slay. Everywhere a Bhaalspawn lurked, the army came,\nleaving devastation in its wake, and predictably anybody suspected of \nbeing a Bhaalspawn was cast out. Unfortunately, Suldanessellar isn't any\ndifferent, and amidst an uproar we've been sent to a sacred grove to\nconsult the oracles there about our fate-and the upcoming prophecy.\nThe life of a Bhaalspawn is never easy, and there's always some other\nfoe that needs to be killed...\n\nForest of Tethir (AR4000)\no======================================================================o\nSequence of Events:\t\t\t\t\t \t{WLK052}\n\t\t1) The Time of Prophecy\n\t\t2) Illasera the Quick (and the Dead)\n\t\t3) Sermonizing Solar\n\t\t4) Sarevok Lives\n\t\t5) Long Lost Companions\n\t\t6) Cespenar!\n\t\t7) Asyferlund Elven Chain +5\n\t\t8) The Trial of Retribution\n\n1) Get ready for a fight and click on any one of the numerous stone\nfaces lying about to receive a prophecy. If anything the prophecy seems\nmore ominous to 'The Five' than it does to you. Ah well, I guess we\nshould be wary of traitors and all that. The game is overly helpful\nwith floating text and clues, and this is for a reason. Back in the days\nbefore the Enhanced Edition, Shadows and Amn and Throne of Bhaal were\ntwo seperate games. See, back then we had things called 'expansions'\nfor games-they're kind of like DLC, but actually good. Throne of Bhaal\ncould be played without Shadows of Amn, being seperate games an all,\nand because of this the beginning of Throne of Bhaal had to cater to<\/pre>\n\n\n\n<pre id=\"faqspan-38\" class=\"wp-block-preformatted\">new players, with new, relatively under-equipped characters. Yeah,\nthat's right, the developers made the initial parts of this game\nvery easy... as sort of a... *sigh* ...a tutorial. Even Irenicus'\nDungeon wasn't this mothering.\n&lt;----------------------------------------------------------------------&gt;\n2) After more than enough time to spell-buff has passed a lady named\nIllasera will show up, and it doesn't take more than one response to\ndiscover that she's hostile. She's come hunting her fellow Bhaalspawn,\nin this case, you. It doesn't matter what you say, a fight ensues, and\nit seems in this case Illasera has been woefully uninformed about what\nshe was dealing with. I prefer to think of her as the weakest of the\nfive, sent as chattel-an obligatory sacrifice-by her much stronger \nfellows to test my Strength. It sure beats the truth, that this is the \nfirst fight of Throne of Bhaal and she's a weak encounter sent to carry\non the story. After all, this fight has to be winnable for fresh, new\ncharacters with an under-leveled, under-equipped party. Even though her \nStrength was negligible, her loot sure isn't. The Black Reavers will all\ndrop magical weapons of low quality, while Illasera will leave behind a\nsuit of Sylvan Chain +2 (like Bladesinger Chain +4, but not as good),\nPaws of the Cheetah (I put these on Dorn in the evil party, or Jaheira\nin the good party), a Ring of the Princes +1, a Dagger +2, and two\nPotions of Extra Healing. A short while after she dies, your main\ncharacter will have another fit, and you'll awaken in...\n\nPocket Plane (AR4500)\no======================================================================o\n3) ...the Pocket Plane. I hope you like it, you'll be spending a lot of\ntime here. When you arrive a Solar will bother you. What's a Solar? An\nangel of the highest order. It seems we've finally gained some real\nattention. It doesn't really matter what you say, this critter is here\nto advance the story, not to allow you to do anything trivial like make\nchoices. It's here to oversee the unfolding of Alaundo's prophecy, and\nit will name this place, this Pocket Plane, as the very same lair of\nhell where you fought Irenicus. Although it was altered by your\nconsciousness at the time, it's still pretty nifty to have your own hunk\nof the Abyss as a home base. The Solar is mostly here to be vague and\ncryptic, and to comment pointlessly after significant story events in\nThrone of Bhaal.\n&lt;----------------------------------------------------------------------&gt;\n4) After the Solar departs, everybody's favorite half-brother will show\nup. That's right, Sarevok is back, and he wants to make a deal with you.\nIn return for knowledge Sarevok wants the spark of life returned to him;\nthe merest fraction of your soul to revive himself. You can have Imoen\nmake the sacrifice instead, but I feel that's just cheap. First, you\ndon't lose anything, and second... our bond with Sarevok runs deeper\nthan that. In some respects, I don't think anybody with a voice that\nawesome deserves to suffer having part of Imoen's soul. Sarevok tells\nme two things that make me lean towards reviving him (we don't really\nhave a choice, but still, it's easier to do if it doesn't seem forced):\nfirst, he won't be a legitimate Bhaalspawn, since his taint long ago\nwent back to the source. He won't be a political problem later down the\nroad, and he'll be stripped of much of the ambition that led him to\nbecome our enemy in the first place. Second, he openly admits that he\nwishes to avoid crossing you again, and that he's uncertain of what to\ndo with life, once granted. Perhaps he can be turned away from evil?\nFailing that, he's got phenomenal stats and is a great replacement for\nMinsc. He even gives Dorn a run for his money! But, considering that\nDorn is a romantic interest and he's quite possibly been around since\nthe beginning of Baldur's Gate 1, I'm not terribly fond of replacing him\nnow.\n\nIf you didn't guess, he's the ??????? character listed above in the\nFAQ, and I refused to spill the beans earlier on in the guide and hence\nreveal a major spoiler. Of course, nothing stops you from reading ahead\nand finding out who the mystery character is, but I refuse to be held\naccountable for that. Don't dig if you don't want to find dirt. Anyways,\ngive Sarevok the spark he needs and he'll revive in a very epic\nexclamation of resurrection. After that, he keeps his promise and tells\nyou how to leave the Pocket Plane, and why the Pocket Plane exists at\nall. He'll continue to be helpful by opening one of the sealed barriers,\nwhich contains another challenge we'll need to overcome before we can\ncontinue. Also, he points out a 'spirit' that can summon companions we\nleft behind in Shadows of Amn, and may want again. As if that wasn't\nenough, he'll tell us about the struggle between the Bhaalspawn that is\nset to culminate in the Tethyrian city of Saradush. Finally, Sarevok\nwill ask to travel with you-he knows more about the prophecies of\nAlaundo than anybody else we have access to, that's for sure.\n\nPersonally, I almost always take him with me, as I prefer his combat\nabilities to Minsc, Valygar, Haer'Dalis, or anybody else that may be\ntaking up space in the party. Also, the fact that he's a Baldur's Gate 1\ncharacter gives him clout-granted, he was our enemy in that game, but\nwhat's cooler than traveling around with the prequel's end boss?\nNothing, that's what. If you're evil, let his continuous prodding and\nglory-seeking inspire you to greater ambitions and Sarevok will be only\ntoo happy to follow in your wake. Be suspicious, greedy, and mean and\nkeep Sarevok the heartless bastard we know and love. On the other hand,\nshow him kindness, trust, and set a good example for him and over the\ncourse of the game, his alignment will change to reflect your influence.\nThere will be some friction at first, but ultimately Sarevok can be\nenticed to fit into any party, good, evil, or otherwise.\n\nNote: The gear possessed by Illasera and her Black Reavers can be found\non the ground in the Pocket Plane at (x=1850, y=1240).\n\nNote from Lee:\nThis is\/was a HUGE dilemma for me... I have four high-level melee\ncharacters, each with a strength of at least 19, and two spellcasters\nwith enough spell power to take on just about anything. If I look at the\noverall class combinations that make up my party, I have four fighters,\na cleric, a druid, three mages, and a thief. Quite frankly, giving up\nany of them for Sarevok just seems like a waste, so I have him wait in\nthe Pocket Plane \"until I need him\"...\n&lt;----------------------------------------------------------------------&gt;\n5) Interact with the... rocks... at either (x=2300, y=1000) or\n(x=1800, y=1000). Long story short, interacting with these is how you\nsummon long-lost companions from Shadows of Amn. These characters come\nrudely equipped, and boosted to about 2,500,000 experience. This allows\nyou to level them more or less as you please. It also allows you to\naccept them back into the party, grab whatever loot they have that you\nwant, and sell it. Also note that you gain 2000 experience for each\ncharacter you summon. It's not much, but it's something. Some quasi-\nrare gear also accompanies them. First, each one of them seems to carry\nwith them five Potions of Extra Healing. Aerie, Cernd, and Edwin all\npossess a Cleric's Staff +3, Haer'Dalis and Imoen are sporting suits of\nElven Chain Mail, and several characters have +3 weapons. And, of\ncourse, all of that character specific gear they started the game with-\nregardless of what you did with it-is back on them. The real wins are\nthe Enhanced Edition characters-Rasaad will appear with all the goodies\nhe originally started with (Glimmering Bands and Moonlight Walkers) as\nwell as a Gem of Seeing, a Cloak of Atonement, and Gauntlets of Aln\nZekk. It's a very smart move to summon Rasaad and at least grab that\nGem from him. Hexxat is also interesting. Once she joins your party\nshe'll give you another 'Dragomir's Respite' Bag of Holding, which \nseems pretty cool by itself... save for the fact that it's just a\nduplicate of the one you already have. It'll appear to have all the same\nloot inside it, but if you take an item out of one of the bags, it'll\nvanish from the other, as well. So... it really doesn't function as\nanother Bag of Holding, much less as a duplication exploit, if that's\nwhat you were hoping for. Still interesting, though.\n\nNote: You can get Hexxat to wait for you in the Pocket Plane, but if\nyou let her into your party and dismiss her later, she'll wander off,\nnever to be seen again. If you don't recruit her here, she'll show up\nlater in Throne of Bhaal.\n&lt;----------------------------------------------------------------------&gt;\n6) Finally, go find the imp flying around to the south-west of where\nyou talked to Sarevok. Meet Cespenar, Bhaal's former butler, now lured\nby the formation of this new Pocket Plane into your service. He'll be\nfor you what Cromwell was in Shadows of Amn, and the lack of his\nservices was the main reason we postponed the majority of Watcher's\nKeep. After all,  what's the point if we gather all those wonderful new\nitems if we couldn't upgrade them to surpass the gear we already have?\nWe'll be making more use of Cespenar's services than we did of\nCromwell's, since most of the best loot in Throne of Bhaal is made by\ncombining items. Fortunately to aid us in storing the many components\nwe'll need to hold onto, there are several containers around the Pocket\nPlane where you can store your loot... because everybody likes storing\nloot. \n&lt;----------------------------------------------------------------------&gt;\n7) Now that we're in Throne of Bhaal and have access to Cespenar, there \nare a few things we can make. Namely, with a whopping 40,000 gold and a \nScroll of Protection from Normal Weapons we can upgrade the Bladesinger\nChain +4 into Aslyferund Elven Chain +5. This is as good as it gets for\nmy Fighter\/Mage... or my Fighter\/Mage\/Thief.. or Haer'Dalis. You can\nalso make the Improved Cloak of Protection +2 for 20,000 gold, a Scroll\nof Improved Haste, and a Scroll of Invisibility, but I don't really have\nanyone besides Imoen who could wear it, and she doesn't need the\nupgrades... not for that price, anyways. Also, if you went through the\nfirst level of Watcher's Keep back in Shadows of Amn, you may also be\nable to upgrade the Quiver of Plenty +1 and the Case of Plenty +1 into\ntheir +2 versions-a costly, but much-needed improvement for any\ncharacters still using ranged weapons (something Minsc will do less and\nless as he becomes more well-armed and armored). Last and least, you can\nupgrade the Paladin's Bracers and make Blessed Bracers... if you just\nhave money to throw away at useless loot. A full list of upgradable\nitems can be found at [ITM007].\n&lt;----------------------------------------------------------------------&gt;\n8) Once you're sufficiently comfortable with your new Pocket Plane, head\nover to the challenge Sarevok helped you unlock. Once you head up the\nstairs, you'll be bothered by Gavid, a typical example of what the\nBhaalspawn taint manifests as. Bhaalspawn vary greatly in power, like\nany other mortal, and Gavid was a petty commoner who murdered for\nsport. After he's done exposing his crimes, he'll die and leave you to\nfight off hordes of enemies, apparently your 'retribution'. If you're\ngood (you chose the good path all five times when acting against \nIrenicus in Hell) you'll fight Kobold Commandos and Dopplegangers first.\nThe second wave will consist of Sahuagin, Gnoll Captains, and Ogre \nMages. So long as you focus on the Ogre Mages here, you'll be fine. The\nthird wave will pit you against Drow, and here you need to watch out for\nthe occasional Drow Priestess who will show up and cast spells. The\nlast figure who will show up is an incredibly weak Jon Irenicus. For\nthe evil party (or anybody who chose any evil actions in hell), the\nfirst round of foes will be weakling Commoners of every race. The second\nround will be goodly surface elves in Elven Chain, including melee and\nranged varieties (but unlike the Drow, no spell-casters). For the third\nwave you'll have to fight Knights of the Order which are strictly sword-\nand-shield weaklings. The final fight will be against Ellesime, who is\nevery bit as pathetic as Irenicus for the good party-she might get off\na silence spell before she dies. Overall, the evil party has a better\ntime with this trial, as they face easier foes, and their enemies drop\nLong Swords +1 (I collected twenty of them). Smite your foes and Gavid\nwill show up again and be cryptic. For completing the first challenge\nyou'll get a nice bit of experience, but more importantly your\nprotagonist will gain the ability to enter and leave the Pocket Plane at\ntheir whim. Rest up and head through the doorway at (x=2000, y=1000) to\nget on with the game.\n\n***REWARD***\n(For overcoming the trial of retribution)\nEXP\t25000 (each character)\nSpecial Ability: Pocket Plane (protagonist)\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t                 Saradush  \t\t               |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK053}\n\t\t1) 'Spies' in Saradush\n\t\t2) Meeting Melissan\n\t\t3) Dead Dad\n\t\t4) The Harlot's Plea\n\t\t5) Bhaalspawn Clout\n\t\t6) Searching for Sanctuary\n\t\t7) Temple of Waukeen\n\t\t8) Arcana Archives\n\t\t9) The Tankard Tree Tavern\n\t\t10) Womanizers\n\t\t11) Petje's Paranoia\n\t\t12) Miscellaneous Minutiae\n\t\t13) Crime Doesn't Pay\n\t\t14) Crime Pays!\n\t\t15) Mateo's Trial\n\t\t16) Framed for Treason\n\t\t17) Countess Santele's Cause\n\t\t18) Kiser's Tall Tale\n\t\t19) Killing the Countess\n\t\t20) Errard: Extermination or Exposure\n\t\t21) Defending the Walls: Endless Experience\n\t\t22) Killing Kiser\n\t\t23) Tunnel Mage\n\t\t24) Rescuing Ardic\n\t\t25) Storming Gromnir's Barracks\n\nSaradush (AR5000)\no======================================================================o\n1) After leaving the Pocket Plane you'll be treated to a movie showing\nus an army besieging the town of Saradush. Fire Giants? That's just not\nfair. Anyways, some peasants led by a woman named Mellisan will create\ndrama outside of the gates leading to the stronghold of one Gromnir\nIl-Khan. The dispute is about to turn bloody just as we arrive, and\nthe soldiers, already riled up, decide that we're spies and attack.\nDespite the fact that this is a straight melee, keep in mind that this\nIS Throne of Bhaal. The fights where you won't have to use some spells\nto escape relatively unscathed are few and far between. Even with a \nnice new -7 Armor Class, my protagonist will get chewed up if he gets\ninvolved in a melee-but that's what Stoneskin is for, right?\n&lt;----------------------------------------------------------------------&gt;\n2) After the fight, you'll get to talk to Melissan, who seems to know a\nbit too much about you. As everybody does, these days... Anyways, she\ndescribes herself as a 'guardian' of the Bhaalspawn who seeks to prevent\nBhaal's resurrection. Translation: she's a self-righteous moralist who\nthinks she knows what you-and others like you-should be doing with your\nlives. She will, however, tell you something useful: the city of\nSaradush, ourselves included, are being besieged by the army of one\nYaga Shura, who seeks to exterminate all the Bhaalspawn in the city.\nGromnir was brought here by Melissan to guard over the other Bhaalspawn\n(a title Gromnir himself shares), but Melissan has lost control over\nthe general, to say the least. Long story short, if Saradush is to have\nany chance of fending off Yaga Shura, we need to deal with Gromnir. Be\nsure to loot the bodies of the dead Il-Khan Soldiers before you go, \nmany of them have Plate Mail Armor, Potions of Extra Healing, and two\nof them carried a Halberd +2. If our first upgrades from Cespenar let\nus know anything, it's that upgrading items in Throne of Bhaal is going\nto be expensive... Anyways, like most cities, Saradush has people to\ntalk to, conflicts to resolve, and all that other typical kind of\nnonsense. So let's get those encounters out of the way, and perhaps\nearn a wee bit of experience and maybe even gain some useful\ninformation. As you explore, beware of the random catapult shots that\nwill plague you. They can do some pretty bothersome damage (up to\n40 points!) and can knock a character unconscious for a short while,\nwhich is more annoying than anything else. If you're taking too much\nof a beating, flee to the Pocket Plane and rest up.\n\n***ITEMS***\n(x=1970, y=1850) Scroll of Magic Missile, Scroll of Armor\n(x=1800, y=1950) 1 gold\n(x=1750, y=1950) 16 gold\n(x=1220, y=1050) Lynx Eye Gem, 13 gold\n(x=720, y=1650) Scroll of Protection from Petrification, 4 gold\n(x=700, y=1700) 16 gold\n&lt;----------------------------------------------------------------------&gt;\n3) Over at (x=2430, y=1430) you'll find a boy whining about his dead\ndad. By now you've surely noticed that there's a siege taking place,\nand you may have been the victim of a random shot of a catapult's\npayload, yourself. Anyways, if you have a Rod of Resurrection you can\nattempt to raise the boy's dad... or if you have a Cleric with the\nresurrection spell prepared, talk to the boy with said Cleric and they\nwill cast the spell. For bringing the guy back to life you'll get a\nlaughable experience reward, and a reputation increase. If you pick\ndialogue option #3 when talking to the boy (\"Your daddy was right -\nI'm here to eat you! RARRR!\") the kid will run off and you'll lose a\npoint of reputation.\n\n***REWARD***\n(For resurrecting Tazit's dad)\nEXP\t1000 (each character)\nReputation +1\n&lt;----------------------------------------------------------------------&gt;\n4) At (x=1400, y=1480) you'll find a Harlot who doesn't really seem so\ncomfortable in her role. If you point out her apparent nervousness or\ninexperience, she'll admit she was just trying to get your attention so\nshe could implore you to kill Gromnir, who apparently had her family\nmurdered. Of course, if you shoot right for a price, she'll actually\ngo through with the act before she tries to get you to kill Gromnir. Now\nthat's some commitment! This is, of course, a great way to screw up your\nromances (except for Viconia, she seems to think that you scoring with\nother girls will only make you realize how much better she is), but\nbeyond that it mostly just serves to point out the prison as a possible\nmeans of reaching Gromnir. \n\nNote: The global variable that is set if you sleep with the Harlot is\ncalled 'ProScore'. Heh. Oh old Bioware, you always knew how to make\nme chuckle...\n&lt;----------------------------------------------------------------------&gt;\n5) Near the Temple of Waukeen you'll find Oris Nimblefinger whining \nabout his plight as a Bhaalspawn. More interestingly you'll find a group\nof Dwarves and Humans standing between the temple and the docks\nexchanging words. You can side with one group or another, and kill the\nopposing race for paltry experience, or if you threaten them they'll \nrecognize you as a Bhaalspawn, and decide that this isn't worth dying \nover. Finally, we get the respect we deserve!\n\n***REWARD***\n(For breaking up the Human-Dwarven racists)\nEXP\t1000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n6) West of the tavern at (x=620, y=1420) you'll find Alexander Ralisar,\na fellow Bhaalspawn of the more timid variety who will tell you about\nseveral topics, including Gromnir and Melissan. North of the tavern\nyou'll find some more Il-Khan Soldiers harassing some Elves, apparently\ntrying to secure for themselves some Elven women. If you decide to sit\nback and watch the fun, you'll lose a point of reputation, and all the\nhard-line do-gooders in your party (Keldorn, Anomen, Jaheira) will\nleave and turn hostile. That seems... a little severe.. anyways, if you\nthrow around the word 'Bhaalspawn' they'll run off and you can talk to\nthe Elves to discover that they need somewhere to stay. Or of course,\nyou can just kill the guards by picking a fight. They're nowhere near\nas strong as the ones outside of Castle Saradush.\n\nTemple of Waukeen (AR5004)\no======================================================================o\n7) Well, let's go check out the Temple of Waukeen (x=1250, y=1900) and\nhelp the Elves at the same time. Two birds, and all that. You'll find\nSister Farielle (x=480, y=520) inside. Merely ask her if the Elves can\nseek sanctuary within the temple and she'll welcome them. If you ask\nabout gaining access to Gromnir, she'll tell you (if the character\nspeaking to her isn't of evil-alignment) that she sealed up the entrance\nto the city jail some years back in order to keep some powerful undead\nat bay. Of course, she can't tell you exactly what kind of undead, for\nsome stupid reason. She suggests taking some Holy Water with you, and\nwhen an NPC makes a blunt suggestion like that, you know you had better\ndo it. Loot, leave, and tell the Elves they have a place to stay for\nanother experience reward, and another point of reputation.\n\n***REWARD***\n(For convincing Sister Farielle to give you the key to the prison)\nEXP\t1000 (each character)\nItem\tKey\n\n***REWARD***\n(For finding sanctuary for the Elves)\nEXP\t3000 (each character)\nReputation +1\n\n***ITEMS***\n(x=950, y=550) Ziose Gem x2, Scroll of Protection from The Elements\n(x=700, y=350) Laeral's Tear Necklace\n(x=350, y=350) Water Opal\n\nArcana Archives (AR5011)\no======================================================================o\n8) Head over to Arcana Archives (x=700, y=1300) and talk to the\nproprietor, Lazarus Librarus (x=330, y=330) a man of obvious scholastic\nquality. Despite his stately name, however, his spellbook has recently\nbeen stolen. Offer to recover it, and in exchange he promises that with\nit he can craft the greatest of scrolls, of any spell, as many as you\ndesire-for a reasonable price, at that. He accuses Hectan, a ne'er-do-\nwell that frequents the local tavern. Besides the Mage's suspicions,\nhowever, the only clue are some muddy footprints, far too small to be\nthose of Hectan.\n\nTankard Tree Tavern (AR5003)\no======================================================================o\n9) Now it's time to head into the tavern (x=1050, y=1550), which was, in\nmy mind, our goal all along. Damn sidetracking! Before we get caught up\nin any more trouble, talk to the Bartender and peruse his wares. He'll\nsell a collection of +3 arms and ammo, and a variety of magical armor,\nas well. Frankly, however, everything we have weapon-wise is superior to\nwhat he's selling, and failing that, we're certain to find better gear\nsoon enough anyways. Note that this is one of the last places where you\ncan put a good Pick Pockets score to use. Of course, if you haven't\nplayed Shadows of Amn you won't have the Potions of Master Thievery to\ndo this, and if you did play Shadows of Amn, you won't have the need to\ndo this. Also, it's best if we wait until we get Lazarus' spellbook\nback to chug any Potions of Master Thievery, so we can use our nefarious\ntalents to rob him-a far more lucrative mark. The best item he has to \nbuy\/steal are the Paws of the Cheetah. Our fourth pair, they might seem\nto be of dubious value, but with them I can speed up every potential\nfront-line character in the party, allowing every melee Fighter I have\nto go from spot to spot (or withdraw from severe adversity) with great\nspeed. Also of note, the Yamato +4 is a +4 Scimitar\/Wakizashi\/Ninja-To\nthat  gives a boost to Armor Class.\n&lt;----------------------------------------------------------------------&gt;\n10) Now it's time to get involved in everybody's business! Near the\ndoor you'll find two Il-Khan Soldiers doing what soldiers do-pestering\nthe serving wenches. They're at worst annoying, unlike some of the \nsoldiers we've killed outside. Anyways, you can pay them money to make\nthem leave (they want 1,000, but will accept 500). It's somewhat more\ncash-flow positive to provoke them, however. They're nowhere near as\nstrong as the first batch of Il-Khan Soldiers you faced, and one drops\na suit of Splint Mail +1, a Large Shield +2, and a Long Sword +3, while\nthe other drops a suit of Full Plate Mail +1, a Mace +2, and a War\nHammer +3. Afterwards, talk to one of the waitresses, who mentions that\nGromnir's Soldiers are known to run around in the sewers from time to\ntime-she suspects because there's an entrance to the castle from there.\nWhy open the main gates when you can force your troops to run through\nsewage during a siege situation, right?\n&lt;----------------------------------------------------------------------&gt;\n11) For an alternative route into the Prison (and hence into Castle\nSaradush) talk to Peltje (x=930, y=850), who will tell you that some\nCourtesans started to disappear during the siege, only to reappear\nlater-as Vampires. Apparently Sister Farielle's solution to the undead\nproblem in the Prison wasn't a very good one, and Peltje will tell you\nthat you just need to wait until night and hire one of the Courtesans\nto gain access to the prison. If you want to take this route, you will\nindeed find two courtesans (one of each gender!) on the raised deck in\nthe north-western part of the tavern. For a mere 20 gold they'll take\nyou to the Prison, where you'll have to do battle with four Vampires.\nFor my protagonist, this isn't too much trouble, as he's wearing the\nAmulet of Power and is more than a match for a handful of Vampires.\nNote that you must approach them with your protagonist, they'll reject\neverybody else. It's that tasty, tasty Bhaal-blood, you see. So make\nsure you're up to snuff (and protected from level drain!) Of course,\nnow that I have the key from Sister Farielle (and the pathetic\nexperience reward that obtaining it granted) I might as well entice some\nVampires to attack me. Hey, more experience. Before I bother with that,\nhowever, I have more stuff to do 'round Saradush... don't worry, I'll\ntempt creepy Vampire sex later, as it's my prefered way to access Castle\nSaradush... just keep it in mind until Step #1 of the next Sequence of\nEvents.\n&lt;----------------------------------------------------------------------&gt;\n12) Over at (x=1080, y=820) you'll find your old pal Viekang. Remember\nhim? We briefly met him in Trademeet before he vanished in a spectacular\nmanner. We can continue more useless dialogue with Pyrgam Aleson\n(x=800, y=650), the proprietor of this establishment. Just west of \nPyrgam, some Elves and Dwarves will be at odds with one another, but\nit's nothing you can bother with. Along the northern end of the tavern\na cat named Tepid will occasionally harass some rats. Wee.\n&lt;----------------------------------------------------------------------&gt;\n13) We'll find our man Hectan at (x=1070, y=530). His alibi is solid...\ntoo solid, and when somebody knows enough to make sure to have an alibi\nthat excludes them from a specific crime, we know that they are, in\nfact, complicit. Like my reasoning? It's impossible to be innocent!\nBesides, he's got a Thief character model, and we all know by now that\nmeans he is up to no good. Head outside and talk to a kid named Squip \n(x=950, y=1120), who will do a poor job of hiding his guilt. He wants\nyou to pay him 1000 gold for the information, but he's more than happy\nwith five... and if you threaten him, you won't have to pay him a dime.\nReturn to Hectan, who admits to getting Squip to steal the book after\nconfronted with the latter's confession. He'll say that he stole the\nbook only to get the teleportation scroll he believes is within. Despite\nwhat he says about you never getting the book back if you kill him,\nthat's not the case at all. I find it more fitting to do as he wishes,\nhowever. Return to Lazarus, who will gladly trade the scroll for his\nspellbook, but he warns you of Yaga Shura's imprisoning wards and of\nthe grisly fate that awaits anybody trying to teleport out of the city.\nHe leaves it up to you whether or not you wish to tell Hectan about it,\nhowever. If you give the scroll to him and warn him, you'll get Lazarus'\nbook, and Hectan will reason that if teleportation would work, Lazarus\nwould have saved himself already. If you don't tell him, Hectan tries\nto use the scroll to leave the city, and promptly explodes into bits\nand pieces. If you don't tell him, you'll lose a point of reputation.\nMy evil party is perfectly happy watching Hectan splatter... besides,\nmy reputation is a bit too high anyways.\n&lt;----------------------------------------------------------------------&gt;\n14) Return the Spellbook to Lazarus, who'll thank you with a quest\nreward, and allow you to peruse his wares. Now it's time for our last,\ngreat, stealing spree. Lazarus has every spell in the game in his\ninventory, and a few interesting items to boot. Rather than wishing I\nhad some spell or item later, I decide to steal everything I can to\nensure that Imoen\/Edwin, Haer'Dalis, and my protagonistS have all the\nspells that can be scribed. I am not going to bother to tell you what\nspells are good, which ones to look out for, or any of that spell\ninformation I usually share. I'll reiterate: You should have EVERY\nspell Lazarus sells before you leave. If I tell you to string together\na Pierce Magic, a Lower Resistance, and a Greater Malison into a Spell\nTrigger, I'm going to just assume you have it, and every other spell\nthat might need to be cast. Since purchasing all these scrolls is\nprohibitively expensive, the only good way to get all the spells you'll\nwant is to steal them. He's another difficult merchant and requires well\nover 160% pick pockets to regularly steal from, but around 200% you can\nsteal at will. Gamers jumping into Throne of Bhaal without finishing\nShadows of Amn will just have to buy the Potions of Master Thievery from\nLazarus, and use them to relieve him of his stock. Besides the scrolls,\nhe has a few other items which are worth noting:\n\no===========o\n|Mage Spells| Lazarus Librarus\no===========o----------------------------------------------------------&gt;\n1st-Armor\n1st-Burning Hands\n1st-Blindness\n1st-Charm Person\n1st-Chill Touch\n1st-Chromatic Orb\n1st-Color Spray\n1st-Detect Evil\n1st-Find Familiar\n1st-Friends\n1st-Grease\n1st-Identify\n1st-Infravision\n1st-Larloch's Minor Drain\n1st-Magic Missile\n1st-Protection From Evil\n1st-Reflected Image\n1st-Shield\n1st-Shocking Grasp\n1st-Spook\n  ---\n2nd-Agannazar's Scorcher\n2nd-Blur\n2nd-Deafness\n2nd-Detect Invisibility\n2nd-Ghoul Touch\n2nd-Glitterdust\n2nd-Horror\n2nd-Invisibility\n2nd-Knock\n2nd-Know Alignment\n2nd-Luck\n2nd-Melf's Acid Arrow\n2nd-Mirror Image\n2nd-Power Word: Sleep\n2nd-Ray of Enfeeblement\n2nd-Resist Fear\n2nd-Stinking Cloud\n2nd-Strength\n2nd-Vocalize\n2nd-Web\n  ---\n3rd-Clairvoyance\n3rd-Detect Illusion\n3rd-Dire Charm\n3rd-Dispel Magic\n3rd-Fireball\n3rd-Flame Arrow\n3rd-Ghost Armor\n3rd-Haste\n3rd-Hold Person\n3rd-Hold Undead\n3rd-Invisibility 10' Radius\n3rd-Lightning Bolt\n3rd-Melf's Minute Meteors\n3rd-Minor Spell Deflection\n3rd-Monster Summoning I\n3rd-Non-Detection\n3rd-Protection From Cold\n3rd-Protection From Fire\n3rd-Protection From Normal Missiles\n3rd-Remove Curse\n3rd-Remove Magic\n3rd-Skull Trap\n3rd-Slow\n3rd-Spell Thrust\n3rd-Vampiric Touch\n  ---\n4th-Confusion\n4th-Contagion\n4th-Emotion: Hopelessness\n4th-Enchanted Weapon\n4th-Farsight\n4th-Fireshield (Blue)\n4th-Fireshield (Red)\n4th-Greater Malison\n4th-Ice Storm\n4th-Improved Invisibility\n4th-Minor Globe of Invulnerability\n4th-Minor Sequencer\n4th-Monster Summoning II\n4th-Otiluke's Resilient Sphere\n4th-Polymorph Other\n4th-Polymorph Self\n4th-Secret Word\n4th-Spider Spawn\n4th-Spirit Armor\n4th-Stoneskin\n4th-Teleport Field\n4th-Wizard Eye\n  ---\n5th-Animate Dead\n5th-Breach\n5th-Chaos\n5th-Cloudkill\n5th-Cone of Cold\n5th-Conjure Lesser Air Elemental\n5th-Conjure Lesser Fire Elemental\n5th-Conjure Lesser Earth Elemental\n5th-Domination\n5th-Feeblemind\n5th-Hold Monster\n5th-Lower Resistance\n5th-Minor Spell Turning\n5th-Monster Summoning III\n5th-Oracle\n5th-Phantom Blade\n5th-Protection From Acid\n5th-Protection From Electricity\n5th-Protection From Normal Weapons\n5th-Shadow Door\n5th-Spell Immunity\n5th-Spell Shield\n5th-Sunfire\n  ---\n6th-Carrion Summons\n6th-Chain Lightning\n6th-Conjure Air Elemental\n6th-Conjure Earth Elemental\n6th-Conjure Fire Elemental\n6th-Contingency\n6th-Death Fog\n6th-Death Spell\n6th-Disintegrate\n6th-Flesh to Stone\n6th-Globe of Invulnerability\n6th-Improved Haste\n6th-Invisible Stalker\n6th-Mislead\n6th-Pierce Magic\n6th-Power Word: Silence\n6th-Protection From Magic Energy\n6th-Protection From Magical Weapons\n6th-Spell Deflection\n6th-Stone to Flesh\n6th-Summon Nishruu\n6th-Tenser's Transformation\n6th-True Sight\n6th-Wyvern Call\n  ---\n7th-Cacofiend\n7th-Control Undead\n7th-Delayed Blast Fireball\n7th-Finger of Death\n7th-Khelben's Warding Whip\n7th-Limited Wish\n7th-Mantle\n7th-Mass Invisibility\n7th-Mordenkainen's Sword\n7th-Power Word: Stun\n7th-Prismatic Spray\n7th-Project Image\n7th-Protection From The Elements\n7th-Ruby Ray of Reversal\n7th-Spell Sequencer\n7th-Spell Turning\n7th-Sphere of Chaos\n7th-Summon Djinni\n7th-Summon Efreeti\n7th-Summon Hakeashar\n  ---\n8th-Abi-Dalzim's Horrid Wilting\n8th-Bibgy's Clenched Fist\n8th-Improved Mantle\n8th-Incendiary Cloud\n8th-Maze\n8th-Pierce Shield\n8th-Power Word: Blind\n8th-Protection From Energy\n8th-Simulacrum\n8th-Spell Trigger\n8th-Summon Fiend\n8th-Symbol: Death\n8th-Symbol: Fear\n8th-Symbol: Stun\n  ---\n9th-Absolute Immunity\n9th-Bigby's Crushing Hand\n9th-Black Blade of Disaster\n9th-Chain Contingency\n9th-Energy Drain\n9th-Freedom\n9th-Gate\n9th-Imprisonment\n9th-Meteor Swarm\n9th-Power Word: Kill\n9th-Shapechange\n9th-Spell Trap\n9th-Spellstrike\n9th-Time Stop\n9th-Wail of the Banshee\n9th-Wish\n\nBag of Holding\n--------------\nAnother Bag of Holding? Yes please. The ultimate item in inventory\nmanagement... twice over! Just more pampering for that lazy ToB-only\ncrowd, but while it's an essential item for them, us SoA players can\nstill benefit.\n\nPotion Case\n-----------\nIn the original game we could have walked over to Watcher's Keep at\nany time and picked one of these up, and enjoyed easier potion storage\nthroughout all of Shadows of Amn. In the Enhanced Edition, this is the\nfirst Potion Case we've seen. Since it does for Potions what Scroll\nCases and Gem Bags do for scrolls and jewelry, you should certainly pick\none up.\n\nThe Paws of the Cheetah\n-----------------------\nThe fifth, and final pair of boots in the game. They must have thrown\nthree of these things into the beginning of Throne of Bhaal just to\nmake up for players who didn't complete Shadows of Amn. There's really\nno need for five pairs, however. One of my characters (Viconia or\nAnomen, depending on who I'm playing with) already has a Ring of Free\nAction, which negates these boots. And Imoen\/Edwin doesn't really need\nto move faster. I still steal them, but that's because I'm an item\ncollector\/horder.\n\nGolden Ioun Stone\n-----------------\nWhile it's not worth wearing on a long-term basis, it does help Imoen\nwith scroll-scribing, and increases the maximum number of spells\/level\nshe can scribe.\n\nRobe of the Evil\/Good\/Neutral Archmagi\n--------------------------------------\nIf you've been through Shadows of Amn, you either already have some of\nthese, or better yet, you have the Robe of Vecna. Either way, you don't\nneed them. If, however, you've just started Throne of Bhaal, you might\nas well steal some of these, as they're the best Mage Robes you're\ngoing to find. Also, if you have an evil party set-up like mine (you\nhave an evil Fighter\/Mage\/Thief and are traveling with Haer'Dalis, with\nthe implication that your protagonist is wearing the Aslyferund Elven\nChain +5 and Haer'Dalis is still wearing Melodic Chain +3) you might\nwant to consider getting any one of these robes for Haer'Dalis. As long\nas he has the 'Use Any Item' ability, he can wear it, and honestly... if\nyou elect to get The Warder's Signet +3 later, it'll be better for him\nto retire the Melodic Chain and wear a Robe of the Archmagi with the\nThe Warder's Signet +3 (same Armor Class, better saves, magic\nresistance).\n\nBatalista's Passport\n--------------------\nAnother item I grab, even though I don't intend to keep it equipped on\nanybody. There will be a few cases where having more Fire Resistance\nmight be useful. In those cases, this ring is equipped. It spends most\nof its time taking up space in my inventory, however.\n\nI also make sure to steal the Yamato +4 and The Paws of the Cheetah from\nthe Bartender at the Tankard Tree Tavern... just so I have them.\n\nNote: It costs about 540,000 gold to buy every scroll from Lazarus,\nplus the Bag of Holding, Golden Ioun Stone, The Paws of the Cheetah and\nBatalista's Passport-you know, the good stuff. This amount should, if\nanything, help justify my stealing suggestion, as it's just not\npractical to raise that much money. Of course, if you played through\nShadows of Amn, you won't really need every scroll to bring all your\nMages up to snuff. Still, to complete the spellbooks of any two Mages\nexpect to spend at least 100,000 gold... unless you steal. Note also\nthat the figure given at the begining was for a party with 20\nreputation being led by a 21 Charisma Keldorn. Evil parties will pay\nmore.\n\n***REWARD***\n(For returning Lazurus' Spellbook to its rightful owner)\nEXP\t5000 (each character)\n\nMilitia Headquarters (AR5015)\no======================================================================o\n15) Now it's time to wrap up one more little quest after our last big\nstealing spree. Head over to the Militia Headquarters (x=1750, y=800),\nwhere you'll witness a man named Mateo being tried for treason. Even\nthough we all know people named 'Mateo' are too shifty to be trusted,\nMateo does profess his innocence. The accusations of Mirnielle Santele\nare too much, however, and to the delight of Kiser Jhaeri, Mateo is\ntaken away. Well, we know there's more to this than meets the eye, I\nmean, Kiser had the 'Thief' character model. He's obviously up to no\ngood. Or maybe he started out as a Thief, but later dual-classed into a\nless shifty profession, but was scarred forever due to his initial,\nuninformed career-choice, perhaps brought on by economic hardships?\nWe'll find out. Talk to Captain Samand, and he'll admit that he doesn't\nbelieve that Mateo is the traitor, and despite Mirnielle Santele's\nconfession there were three suspects: Mateo, Ardic Santele, and Kiser\nJhaeri. Of course, one of those three-Ardic, disappeared, and Mateo was\naccused by Ardic's mother. Since there's obviously something going on,\noffer to help investigate the case. There's got to be some good loot and\nexperience involved in a Throne of Bhaal quest, right? Head through the\ndoor that Captain Samand opens at (x=500, y=200).\n\n***ITEMS***\n(x=700, y=150) Potion of Superior Healing x2\n\nMilitia Headquarters, Dungeon (AR5016)\no======================================================================o\n16) Once downstairs talk to the Saradush Jailer (x=450, y=390) and get\nhim to open the door for you so you can speak to Mateo. Mateo is behind\nthe door at (x=600, y=300), and pretty much just tells you that you need\nto go speak to Countess Santele, herself.\n\n***ITEMS***\n(x=350, y=400) Scroll of Identify, Bluestone Necklace\n(x=570, y=100) Potion of Superior Healing x5, 47 gold\n\nCountess Santele's House (AR5010)\no======================================================================o\n17) So, let's head over to Countess Santele's House (x=1370, y=1370) and\ntalk to Mirnielle Santele (x=670, y=550). She'll readily admit that\nKiser kidnapped her son, Adric, to force her to testify. Now that she's\ntestified, however, Kiser has reneged on his deal. Mirnielle now fears\nthat Kiser has no intention of ever returning Ardic to her. And \nhonestly, if he's willing to betray the town and let in Yaga Shura's\nsoldiers, what possible motivation could he have for returning Ardic?\nShe'll tell you to go talk to Kiser and perhaps see if he won't free\nher son. Ah, the hopeful optimism of a desperate mother... Anyways,\nwe have our avatar-answer, anybody and everybody with the Thief model\nis a bad person.\n\n***ITEMS***\n(x=400, y=370) 1 gold\n(x=170, y=370) Laeral's Tear Necklace\n\nKiser's Home (AR5008)\no======================================================================o\n18) Well, we have no other leads, so head over to Kiser's Home\n(x=2100, y=1800). Kiser is standing at (x=700, y=470), and he'll tell\nyou that a Mage by the name of Errard is the real traitor. Since\nErrard can cover his tracks, however, it was naturally the inclination\nof Captain Samand to incriminate Kiser. To cover himself until he could\nunearth the real evidence against the real traitor, he took Ardic\nhostage and forced Countess Sentele to finger Mateo. All to buy time,\nyou understand. After Kiser's story of fairies, aliens, and wonder\nends he'll suggest that you kill Errard. If you do this, you'll remove\nKiser's need to keep Ardic a hostage, remove a traitor, and punish the\nguilty party. And you'll probably cure cancer, too. If you're evil,\nKiser is more forthcoming with his guilt and downright suggests that\nyou kill Errard to further his schemes of betraying the town-or\nalternatively, he'll suggest you kill Countess Sentele to shut her up\nfor good. I'll cover killing Countess Sentele below (Step #19), and\ndealing with Errard and Kiser in the following steps (Steps #20-23).\n\n***ITEMS***\n(x=700, y=200) Bullet +1 x5, 10 gold\n(x=620, y=120) Scroll of Mislead, Bloodstone Ring, Arrows +1 x5\n(x=1100, y=650) 8 gold\n(x=1150, y=550) Angel Skin Ring, Skydrop Gem, 35 gold\n\n***TRAPS***\n(x=620, y=120)\n(x=1150, y=550) \n&lt;----------------------------------------------------------------------&gt;\n19) If you want to kill Countess Sentele, just be warned that numerous \nguards will show up to defend her, and some of your party members \n(Jaheira and Keldorn, at least) will turn hostile. Return to Kiser for \nan experience reward, a good bit of gold, and the key with which you can\nrescue Ardic for a reduced experience reward. On the plus side, the \nguards summoned by the Countess all drop suit of Splint Mail +1 and\nTwo Handed Swords +1 for your selling pleasure. If you're not evil or \nyou just don't want to kill the Countess, see the following steps, \ninstead.\n\n***REWARD***\n(For disposing of Countess Sentele)\nEXP\t5000 (each character)\nGold\t10000\nItem\tSecret Jail Door Key\n&lt;----------------------------------------------------------------------&gt;\n20) If you talk to Countess Sentele, she'll tell you that killing \nErrard is a distinctly bad idea-far from being a traitor, it seems that\nErrard is a good man, and perhaps the only thing keeping Yaga Shura out\nof Saradush. Kiser apparently expects us to do his dirty work for him.\nHead to the walls over Castle Saradush to find Errard (x=2370, y=700).\nIf you want to kill him for Kiser, note that he's a fairly strong Mage,\nbut nothing a Breach and a True Sight can't fix. If you provoke Errard,\nall the militia will turn hostile, which can in turn provoke townsfolk,\nwhich... simply put, results in a huge mess. On the other hand if you\ntalk to Errard about Kiser, the betrayal of Saradush, and all that other\nfun stuff, he'll ultimately decide to use his divination magic to find\nwhere Ardic is hidden. We're all surprised when his magic reveals that\nArdic is somewhere in Kiser's house, and that we will have to go rescue\nhim ourselves.\n\n***REWARD***\n(For disposing of Errard)\nEXP\t5000 (each character)\nGold\t2000\nItem\tSecret Jail Door Key\n&lt;----------------------------------------------------------------------&gt;\n21) This is an aside, but since I noticed this during this point in the\nquest with my evil party, I figured I'd point it out here. Along the\nbattlements north of Errard you'll see the common sight of Militia\nGuards merrily firing away at Fire Giants (presumably too far away or\nbelow the walls to be seen). What might not be immediately apparent is\nthe fact that your characters can-if AI controlled-fire at the Fire\nGiants, too. These giants aren't quite as strong as later varieties\nyou'll be facing, but they don't seem capable of fighting back, and\nthey give you 8000 experience points per kill. The Fire Giants\ninfinitely respawn (even though they are never visible), hence providing\nyour characters with an endless shooting gallery-and source of\nexperience. Set all your characters with a ranged weapon to have the\n'Standard Attack' script, turn AI on, and let your characters grind\nwhile you... do whatever you wish. Take your vulnerable characters\n(like Mages) and characters without good ranged options and put them\nindoors somewhere, as this will protect them from the odd catapult\nshots that might still bother you from time to time. As for the other\ncharacters... give them Rings of Regeneration (you should have two of\nthem), the Ring of Gaxx, and perhaps the White Ioun Stone, if you need\nmore than three regeneration items. This should make good any damage\nthat your ranged attackers might suffer from the odd hostile catapult,\neven though they shouldn't pester you too much on top of the wall. This\nwill go considerably faster if you've set the frame rate to 60 in the\nconfiguration settings (hence, the game runs at double speed. Handy\nstuff if you're playing through the game for the millionth time and\nyou're trying to speed things up.) Doing this I had gained about\n1,200,000 experience in a mere fifteen minutes (200,000 per character),\nand this would probably go even faster with more\/better archers. I can\nonly imagine the gains that could be made if you let your characters\ngrind over night or while at work or school. Just be warned that your\ncharacters will occassionally have banters that pause the action.\n\nKiser's Home, Basement (AR5014)\no======================================================================o\n22) Return to Kiser's Home and you'll find that Kiser has wisely \nretreated. Head down the stairs at (x=800, y=300) to find Kiser and\ntwo cronies. The former will promise a gruesome demise for both you and\nArdic, but fortunately they don't have the means to back up their\nintentions. Just watch our for backstabbing Thieves with too many\nPotions of Invisibility and too much inclination to use them. The\nmajority of your foes will drop suits of Leather Armor +1, Daggers +2,\nShort Swords +2, Potions of Extra Healing, and Potions of Invisibility.\nKiser drops a +3 Short Sword, rather than a +2 Short Sword, as well as\nthe Secret Jail Door Key, and the Shakti Figurine. This item turns a\nnon-Fighter into a Hasted warrior for four rounds, once per day. It\ndrops their Armor Class (or rather, sets it) to -5, and allows them to\nattack twice per round with a +4 Short Sword as if they were specialized\nwith the weapon. By now, I'm hard-pressed to think of a character who is\nweaker in combat than that already. Certainly Imoen contributes well\nenough with the Gesen Bow +4, and Edwin does well enough with the\nCrimson Dart +3. Before you go, disarm the trap at (x=1120, y=500).\nI honestly don't know what that stupid trap did, much less the gears\nbehind it, but the game seems to think that it was important.\n\n***ITEMS***\n(x=1100, y=420) 2 gold\n(x=790, y=260) Potion of Master Thievery, Potion of Perception\n(x=650, y=350) King's Tears, Starfall Ore\n(x=550, y=600) 17 gold\n\n***TRAPS***\n(x=1120, y=500) \n&lt;----------------------------------------------------------------------&gt;\n23) Continue north-west through the doorway that Kiser was guarding\nto encounter a rather high-level Mage. This is just a case of bad\nscripting here, as the Mage is loathe to leave the hallways that she's\nin. We know from experience that it's a bad idea to bottleneck ourselves\nin front of a Mage, so don't. Just run around the corner until she\nstarts casting something, then run back around the corner. You can\nwaste a lot of her spells like this, and if you use a character like\nKeldorn or Viconia, chances are they won't be affected by the few area\neffect spells she'll throw at you. You can-at the very least-waste\nher Time Stop sequence this way. When she is obliged to chase you, \nlead her into the larger room where you entered and attack her with\nyour entire party.\n&lt;----------------------------------------------------------------------&gt;\n24) From where the Mage was, continue to the north-east to find Ardic\nSentele (x=880, y=250), who thanks you briefly and departs... but not\nbefore you get an experience reward for your trouble. Return to\nCountess Sentele, and she'll provide another reward. If you killed\nCountess Sentele earlier, you can still rescue Ardic without having\nto fight anybody in Kiser's basement (or gaining any of the loot or\nexperience associated with fighting them.) If you tell him you killed\nhis mom, he'll attack you. If you just tell him she's dead, he'll\nrush off to see and you'll get an experience reward. If you just\nkilled Errard to effect Ardic's release, you'll get an experience\nreward, although Ardic isn't too happy about it.\n\n***REWARD***\n(For rescuing Ardic Sentele)\nEXP\t7000 (each character)\n\n***REWARD***\n(For reporting to Countess Sentele after rescuing Ardic)\nEXP\t5000 (each character)\nGold\t2000\n\n***REWARD***\n(For rescuing Ardic Sentele-after killing his mother or Errard)\nEXP\t5000 (each character)\n\nGromnir's Barracks (AR5005)\no======================================================================o\n25) Now it's time for one last fight before we go after Gromnir. And\nfittingly, we're going to harass some of Gromnir's men. Head over to\nGromnir's Barracks (x=650, y=1800) and head inside. You'll be chastised\nby an Orog, and you can either leave, or pick a fight. Well, we didn't\ncome here for tea. The Orog is joined by other guards, including four\nOrcs, four Humans, and an Orog. It's a straight melee fight, which\nmeans, of course, they don't stand a chance. More waves of enemies will\ncontinuously pour in, but they're weak enough that they shouldn't\ncause you any real concern. Edwin uses a Horrid Wilting to pretty much\nkill off a screen-full of enemies... he's got six of them, he can afford\nto have some fun every once in a while. The key, if you're wondering,\nopens the grates to the sewers outside, if you wanted to bypass the\nPrison.\n\n***ITEMS***\n(x=400, y=550) 2 gold<\/pre>\n\n\n\n<pre id=\"faqspan-39\" class=\"wp-block-preformatted\">(x=150, y=450) 8 gold\n(x=200, y=400) Potion of Extra Healing, 1 gold\n(x=300, y=350) 12 gold\n(x=220, y=300) 20 gold\n(x=370, y=300) 1 gold, Key\n(x=450, y=250) Sunstone Gem\n(x=520, y=200) Potion of Superior Healing, 100 gold\n(x=550, y=100) 15 gold\n(x=500, y=100) 6 gold\n(x=750, y=250) 8 gold \n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t            Gromnir Il-Khan  \t\t               |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK054}\n\t\t1) Into the Prison\n\t\t2) Vampires and Ghosts\n\t\t3) Putting the Prison Spirit to Rest\n\t\t4) Phlydian's Last Stand\n\t\t5) Sneaking Through Castle Saradush\n\t\t6) Freeing Vinke\n\t\t7) Freeing More Prisoners\n\t\t8) Strike First or be First Struck\n\t\t9) Not so Elite...\n\t\t10) Shadow Smite\n\t\t11) Exterminating Yaga Shura Soldiers\n\t\t12) Fear the Shadows, Face the Reaper\n\t\t13) Full Circuit\n\t\t14) Storming Castle Saradush\n\t\t15) Showdown With Gromnir Il-Khan\n\t\t16) Another Day, Another Bhaalspawn\n\t\t17) Finishing Up Saradush\n\t\t18) Merchant Murder\n\t\t19) First Fire Giant Fight\n\t\t20) Accessing the East\n\nPrison (AR5006)\no======================================================================o\n1) We're done messing around in Saradush, now and forever, and we have\nseveral ways to proceed. Of them, I prefer to go through the Prison via\nthe Vampires. My protagonist can easily smite them for their juicy,\njuicy experience, and it's really the only way into the Prison\/Sewers\nthat entails anything more interesting than simply walking in. After\nthe four Vampires that attack are dead I bring the rest of my party\ninto the Prison.\n\n***ITEMS***\n(x=800, y=520) Arrow +3 x5, Bolt +3 x5, 3 gold\n(x=750, y=400) Bullets +3 x10\n&lt;----------------------------------------------------------------------&gt;\n2) Go north-east through a door (x=950, y=450) to find... more doors to\nthe north-east. Through the southernmost door (x=1170, y=470) you'll\nfind another Fledgling Vampire, which my protagonist promptly destroys\nin a straight fight. Through the middle door (x=1050, y=400) you'll find\na locked secret door (x=1050, y=300). Beyond you'll be bothered by a\n'Prison Spirit', who pantomimes his request to you. Acquiesce and loot\nthe barrel at (x=1330, y=330) and grab the skull.\n\n***ITEMS***\n(x=1330, y=330) Angel Skin Ring, Skull\n&lt;----------------------------------------------------------------------&gt;\n3) My protagonist continues alone through the door at (x=850, y=250)\nand smites some more Vampires. I go through another door (x=450, y=450)\nand kill some more Vampires and am greeted by the Prison Spirit again,\nthis time his gestures indicates that some necklace is nearby. Appease\nit by looting the bed at (x=500, y=720) and grabbing the Rusted Amulet.\nNow go through the door at (x=470, y=600) and you'll get a message\ninforming you that a defiled grave in the corner contains a skeleton\nbereft of its skull. Search the bed at (x=330, y=680) and place the \nSkull and the Rusted Necklace on it and the Prison Spirit will show up \nagain, obviously requesting that you sanctify the grave with Elven Holy \nWater, which we purchased earlier at the Temple of Waukeen. If you have\nit in your inventory, it will automatically be used and the spirit\nwill lead you to a locked door (x=920, y=300) which we couldn't open \nearlier. It'll open the door for us. Inside we'll find a Vampire and\na cot which contains a Bronze Ioun Stone. I don't have a use for it\njust yet, but it'll come in handy, soon enough.\n\n***ITEMS***\n(x=500, y=720) Rusted Necklace, 3 gold\n(x=950, y=250) Bronze Ioun Stone\n&lt;----------------------------------------------------------------------&gt;\n4) There's a secret door at (x=550, y=900) in the cell south of the cell\nwhere we found the Rusted Amulet. Go through it (or through the somewhat\nless secretive northern route to reach another hallway, where I run into\nanother Vampire who needs to be smote.) Either pick or knock the door at\n(x=330, y=830), or go through the secret door at (x=250, y=800). You\nwill eventually find a Vampire named Phlydian, who's somewhat stronger\nthan normal Vampires, who will decide to make a desperate last stand.\nShe, unlike the rest of the Vampires, knows better than to mess with a\nBhaalspawn, but realizes she has no real choice in the matter. I cut\nher down along with whatever Vampires she has nearby. Once done, I head\nthrough the door at (x=100, y=1000). Of course, if you want to keep\nCastle Saradush sacred you can always leave the Prison, head back to\nSaradush, and make your way through the Sewers now. It doesn't really\nmatter, since I plan to tackle the Sewers regardless of whether I hit\nCastle Saradush first or not. You know, loot, experience, and most\nimportantly for this FAQ writer-completionism.\n\n***REWARD***\n(For penetrating Gromnir's castle)\nEXP\t3000 (each character)\n\nCastle Saradush, Dungeon (AR5007)\no======================================================================o\n5) At (x=1970, y=1000) you'll find a Bhaalspawn named Asmay Jahag, who\nwill tell you that she's fleeing from Gromnir, who has gone mad with\nparanoia. She'll warn you about traps, patrols, and other hazards, but\nwe're of a different mettle than she is. Yes, it is possible to sneak\nthrough this place without starting a fight. There are, however, small\ntraps which simply cannot be disarmed, which you'll just have to avoid.\nAs for the other traps which can be disarmed, you'll have to be quick\nwith your Staff of the Magi to disarm them, then quickly become\ninvisible again, and without a Thief\/Mage like Imoen, I wouldn't bother.\nStill, if you disarm the trap outside the first door, cast Invisibility\n10' Radius on your party, and sneak through the level marking the traps,\nyou can indeed get to the upper levels of the castle without a fight.\nBut who wants that, really? These guards are some of the stronger ones,\nwhich means magical weapons to sell and good experience rewards to glut\nourselves with. \n&lt;----------------------------------------------------------------------&gt;\n6) Go through the door at (x=1600, y=1300) and disarm the trap beyond \nit at (x=1600, y=1330). At this task, Imoen excels, since she can just \nreequip the Staff of the Magi to hide behind her invisibility after \nopening doors, disarming traps, and whatnot. My Fighter\/Mage\/Thief\nprotagonist also has a bit of fun with this area. It might seem like a\ngreat place to let her go crazy with her hit-and-run backstabs, but\nkeep in mind that some of these critters have quite a bit of Hit Points.\nA mediocre backstab might not be enough to put down the typical Il-Khan\nsoldier wandering around. Anyways, disarm another trap (x=1250, y=1050)\nand go through another door to find a prisoner named Vinke\n(x=1300, y=950). If you talk to him (and you might need to be very quick\nwith your Staff of the Magi to stay hidden if the Orc Fighters are\nstanding near the door) you'll get a reputation boost. Why is this guy\nnamed, but none of the other prisoners? I don't know. Don't bother going\nthrough the door at (x=1000, y=950), as the guards will always go\nhostile if you do. No taking shortcuts if you want to remain hidden.\n\n***REWARD***\n(For freeing Vinke)\nReputation +1\n\n***TRAPS***\n(x=1600, y=1330)\n(x=1250, y=1050)\n&lt;----------------------------------------------------------------------&gt;\n7) Now head south-east and turn the corner to the south-west and disarm\nor avoid the traps at (x=1520, y=1390) and (x=1460, y=1480). Why avoid\nthem? My Imoen was apparently not up to the challenge of disarming these\ntraps. Go through the door at (x=1170, y=1570) and talk to a Prisoner\n(x=1050, y=1630) to get another point of reputation. Continue to the\nnorth-west and disarm\/avoid more traps (x=1140, y=1420), (x=970, y=1400)\nand enter the door at (x=1830, y=1330). Avoid the trap inside the cell\nat (x=770, y=1460) and talk to the final prisoner (x=750, y=1400) to\ngain your final point of reputation.\n\n***REWARD***\n(For freeing a Prisoner)\nReputation +1\n\n***REWARD***\n(For freeing another Prisoner)\nReputation +1\n\n***TRAPS***\n(x=1520, y=1390)\n(x=1460, y=1480)\n(x=1140, y=1420)\n(x=970, y=1400)\n(x=770, y=1460)\n&lt;----------------------------------------------------------------------&gt;\n8) Now that all the prisoners have been freed, this is when I'd head\nback, cast my Invisibility 10' Radius, and sneak through the traps to\nfreedom... if that's what I wanted to do. Which it isn't. Instead I\nsneak my invisible party over to the door at (x=700, y=1150) and \nsurround the Mage. I begin with a prompt, and thoroughly fatal attack\non the Mage, after which it's just a straight melee with the surviving\nguards. Most of the Fighters will use Oils of Speed to Haste themselves,\nand Thieves will use Potions of Invisibility to score backstabs, but \nI've more muscle than they can imagine. As long as I keep True Sight\nup and make sure nobody is getting ganged up on, I'm fine, even if\nthese are some of Gromnir's stronger lackeys. My Fighter\/Mage\/Thief\nprotagonist starts things out with a resounding backstab on the Mage,\ndealing 80 points of damage and killing her outright. I now loot the\ndead guards for their potions, magical arms, and Plate Mail Armor.\n\n***ITEMS***\n(x=970, y=1250) Bullets +3 x20, Potion of Extra Healing x3\n&lt;----------------------------------------------------------------------&gt;\n9) Go into the room to the north-west and dispatch a pair of Elite Orcs\nand an Elite Orog. After the enemies we just killed, they don't seem\nvery elite to me. At least they all carry Battle Axes +1. Continue to\nthe north-east and kill another pair of Elite Orcs and a pair of Elite \nOrogs. Finally, in the last room to the north-east you'll find a trio \nof Elite Orcs, and a pair of Elite Orogs. It's sure a lot easier going \nthrough the Sewers, it seems. We can now reach the upper levels of \nCastle Saradush by going up the stairs at (x=1600, y=400), but I prefer \nto explore the Sewers (x=300, y=550), first. Yeah, I'm listing them in\nreverse order, and well later than some people may explore them, but I\nalready admitted to preferring the Prison route due to the Vampire\nambush we can orchestrate at the beginning. It's my FAQ, we'll do this\nmy way.\n\n***ITEMS***\n(x=520, y=1000) Bolts x160\n(x=350, y=900) Fflar's Scabbard, 1 gold\n(x=550, y=720) Wand of Lightning\n(x=600, y=700) Arrows x160\n(x=700, y=700) Acid Arrows x20, Arrows of Ice x20\n(x=280, y=610) Bullets +1 x40, Bullets +2 x20\n(x=470, y=600) Bullets x160, Darts x120\n(x=1250, y=350) 14 gold\n(x=1560, y=260) Bolt +2 x20, Bolt of Lightning x40\n\n***TRAPS***\n(x=550, y=720)\n(x=1560, y=260)\n\nSewers (AR5013)\no======================================================================o\n10) From the stairs leading to Castle Saradush, go through a secret door\nat (x=2100, y=500). Immediately beyond the door awaits some Devil\nShades, pesky undead that can level drain, and when they die they turn\ninto two Shadow Fiends. My protagonist and Anomen (with his Mace of\nDisruption +2) step forward to deal with the problem directly while\neverybody else switches to a ranged weapon. If the situation is getting\nout of hand, I just use Daystar to hit the enemies with a Sunray.\n&lt;----------------------------------------------------------------------&gt;\n11) To the north-west you'll find a group of Yaga Shura soldiers,\nincluding a Duergar Sapper, an Orc Archer, and an Umber Hulk. The\nOrc Archer can use the 'Called Shot' ability from the Archer Kit of\nthe Ranger Class. The Duergar will drop a War Hammer +2, and the Orc \nArcher will drop a Composite Long Bow +1, a multitude of Arrows +1, and \nStudded Leather Armor +2. Continue to the south-west and you'll find a \nsimilar group, this time joined by two Elite Orogs. They actually bear\nthe description 'elite' at least a little better, as they'll drop Plate\nMail Armor, a Battle Axe +2 and some gems and\/or jewelry, as well as\nsome Potions of Extra Healing. To the south is a Yaga-Shura Mage, who\ndespite his spell-buffs isn't really capable of surviving a Breach\nfollowed by a direct melee assault (or an 84-damage backstab from my\nevil protagonist, for that matter). Continue south and exterminate\nanother Elite Orog, two more Orc Archers, and a Duergar Sapper. If you\nhadn't guessed already, this area is another great backstab playground\nfor my evil Fighter\/Mage\/Thief protagonist... lots of corners to run\naround to facilitate her hit-and-run tactics. In fact, it's so\nsuccessful here, that aside from the undead in Step #10, my evil\nprotagonist clears this entire level by herself... you know, for fun.\n&lt;----------------------------------------------------------------------&gt;\n12) If you keep going south you'll find another exit back to Saradush,\nso go east along the southern edge of the map. When you reach a tunnel\nrunning north-south, kill the Elite Orog, Duergar Sapper, and their\npet Umber Hulk and head south, then east, kill another Umber Hulk, and\nthen travel north-west to reach the middle of the map. An Orog will\nworry about the return of some shadows, and his subservient Duergar will\nremind him of the delicate nature of sapping. When they notice you,\nthey'll attack, but some Shadow Fiends will show up to distract them.\nMore Shadows and Shadow Fiends will show up the longer the fight runs,\nbut you shouldn't let that get in the way of the experience you'll get\nfor killing the Yaga-Shura troops, yourself. If things get too out of\nhand, there's always Sunray.\n&lt;----------------------------------------------------------------------&gt;\n13) We're now exactly north of where we killed our last group of Yaga\nShura troops. To the north-west we'll find an exit from the sewers,\nbeyond familiar territory. Head to the north-east and dispatch another\ngroup of Yaga-Shura troops, including a Duergar Sapper, an Elite Orog,\nand a Yaga-Shura Mage, who again succumbs readily to Breach. If you\ncontinue to the north-east, you'll find another exit to Saradush. We're\ndone with the Sewers, and while we may not have found anything unique,\nwe did get some good experience, and loot to sell.\n\nCastle Saradush (AR5001)\no======================================================================o\n14) Head back up into the dungeons of Castle Saradush and make your way\nto the staircase leading up to the next level. Before I go I cast\nanother Invisibility 10' Radius. Once upstairs we'll run into a group of\nGromnir's soldiers, including an Il-Khan Battle Mage, an archer, and\nthree Fighters. The point of the Invisibility was to oblige the\nBattle Mage to cast True Sight. While he's casting I immediately attack\nhim, and since he's in the middle of casting he probably won't live to \nget off any defensive spells. That's one down without any trouble, and\nsince the remaining four have no magic support, there's really not\nmuch to worry about. Sure, they're strong melee Fighters, but we can\nalways withdraw injured characters. Amusingly enough, only the spear-\nwielding warrior has a weapon which can hurt my protagonist. If you\npicked the good path in Shadows of Amn, pay the spear-user special\nattention after the Mage bites the dust and you can cheaply kill the\nremaining three. Spellbuff and heal before you head upstairs \n(x=900, y=400).\n\nCastle Saradush, Throne Room (AR5002)\no======================================================================o\n15) Once upstairs you'll be treated to a lengthy conversation between\nGromnir and Melissan, who Gromnir now suspects of treachery. After his\nrantings are over and Melissan is taken away by his guards he'll turn\nhis attentions onto you, and he doesn't even bother giving you a chance\nto speak. Just as well, branching dialogue just means more work for me.\n\nGromnir is flanked by two high-powered Mages, Karun the Black and an\nIl-Khan Battlemage, both of which are 18th-level Mages. More\nreinforcements will appear by the stairs to the north-east, including\nBerena Elkan (15th-level Fighter), Eler Had (15th-level Thief) and an\nIl-Khan Soldier. Gromnir himself is a 20th-level Fighter. As usual, the\nMages are by far the most dangerous foes here, capable of casting\nspells such as Horrid Wilting, Symbol, Stun, Time Stop, and Wail of\nthe Banshee. Otherwise, Gromnir, Berena Elkan, and Eler Had have a\nrespectable number of Hit Points, but are otherwise unimpressive foes.\n\nYou can take down the opposition with good old-fashioned Shadows of\nAmn tactics-charge Gromnir with your warriors and have Jaheira target\nhim with an Insect Plague, which should spread to the Mages. This is\nThrone of Bhaal, however, and I'm more inclined to flex my magical\nmuscle. I send my protagonist to engage Gromnir Il-Khan, while the\nrest of my party (sans Edwin\/Imoen) head to the stairs to hold off\nBerena Elkan and Eler Had. Edwin\/Imoen, for their part, start casting\na Time Stop, and With the Robe of Vecna, I should get off Time Stop\nbefore the enemy Mages get off any offensive spells of their own. Even\nthough they'll certainly get off some contingencies, they've got one\nfatal hole in their defenses-they will not put up any high-end spell\nprotections which block Horrid Wilting. Imoen casts a Greater Malison\nand two Horrid Wiltings, while Edwin just casts three Horrid Wiltings.\nThis should outright kill the two Mages, and hurt Gromnir a good bit.\nIf you can catch more enemies in the area, by all means, but remember\nthe goal is to kill the Mages. After that, it becomes a straight melee.\nKeldorn activates True Sight to neutralize Eler Had, who is overly fond\nof backstabbing, but really, the fight is over for a well-prepared party\nonce the two Mages bite the dust.\n\nNote: The characters in this fight have all kinds odd stat anomalies.\nGromnir himself boasts a 19 Strength, Constitution and Dexterity.\nI suppose he scored some Tomes during the first game, as well? The\nMages, on the other hand, have surprisingly low stats-they both have an\nIntelligence score of 15, I'm not quite sure how they can cast some of\nthe spells they know... but whatever. Finally, Eler Had and Berena Elkan\nboth have identical stats-Hit Points, base THAC0, Saving Throws, and\nattributes (including an 18\/50 Strength and a 19 Constitution). How\nthis is possible is beyond me.\n\nNote From Lee:\nI have Jaheira cast Creeping Doom on one mage while Edwin casts Horrid\nWilting on the other; the rest of the party goes after the fighters by\nthe stairs. The two spells are all that's needed to clear the platform,\nand the fighters die without getting in more than a couple hits.\n\n***REWARD***\n(For ending Gromnir Il-Khan's reign of terror in Saradush)\nEXP\t30000 (each character)\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition - \nGromnir Il-Khan {VID011}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Gromnir Il Khan\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/KaAYc__RtH4?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n&lt;----------------------------------------------------------------------&gt;\n16) Once Gromnir and his Bhaalspawn servants are dead, Melissan shows\nup, predictably too late to stop the slaughter, but well enough in\ntime to send you on a mission to kill more Bhaalspawn. It seems \nperfectly reasonable that we could evacuate all the Bhaalspawn and\nMelissan via our Pocket Plane, but Melissan insists that we save the\ncity of Saradush. To do that, we're going to need to take out Yaga\nShura, a powerful Fire Giant Bhaalspawn who is apparently immune to\nall the harm we could bring to him. Perhaps if we visited his\nbirthplace, the Forest of Mir, we could discover where he developed\nthis power-and disrupt it. And if that fails, we'll need to go to the\nMarching Mountains to find some of his fanatics, who may know the\nsecret behind Yaga Shura's invulnerability. Melissan leaves you to\nyour business now, which means, of course, looting. Here's what we'll\nfind:\n\nBerena Elkan: Plate Mail Armor, Spear +3, Potions of Extra Healing x2\nand 10 gold.\n\nEler Had: Grandmaster's Armor +6, Potions of Invisibility (varies),\nDagger +1, Potions of Extra Healing x2 and 10 gold.\n\nGromnir Il-Khan: Full Plate Mail +2, Morning Star +3, Roranach's Horn,\nLavender Ioun Stone, Ice Star +4, Rogue Stone, Potion of Extra\nHealing x2, Potion of Superior Healing x5 and 1200 gold.\n\nIl-Khan Battle Mage: Adventurer's Robe and a Quarterstaff +2.\n\nIl-Khan Soldier: Studded Leather Armor +2, Composite Long Bow +1 and\nArrows +1 (varies).\n\nKarun the Black: Adventurer's Robe and a Quarterstaff +2.\n\nAlright, the Grandmaster's Armor +6 is pretty nice armor for a Thief,\nRanger, or Druid. It easily beats out the Shadow Dragon Scale, in any\ncase, and while wearing it you can The Paws of the Cheetah with\nsomething else. The Ice Star +4 is a powerful weapon, but it's weaker\nthan both Crom Faeyr and the Flail of the Ages, so I never bother using\nit. Roranach's Helm could come in handy if we fight lots of enemies that\nuse blunt weapons, but we have better helmets, and better ways of\nresisting damage. The Lavender Ioun Stone easily out-competes the\nDusty Rose Ioun Stone, but for melee characters, I prefer something\nthat protects against critical hits, especially with the outrageous\ndamage they can do in Throne of Bhaal. If Anomen can land a critical \nfor 50 points of damage, there's no reason a Fire Giant can't. A\nHelmet of Defense provides this, some elemental resistances, and a\nbonus to all saves. All in all, the best of the gear we got here is \nonly useful in the short-term. Ah well. \n&lt;----------------------------------------------------------------------&gt;\n17) Before I leave I go sell all the loot I've found during my stay in \nSaradush. Merchants aren't exactly easy to find in Throne of Bhaal, if \nyou haven't noticed, and I'd rather lighten my load than store stuff in \nthe Pocket Plane. All in all, everything I accumulated sells for about\n90,000 gold. Hey, it pays to sell in bulk. While I'm in the tavern I \ntalk to Viekang again, and tell him I've discovered a way to spark his \npower. He teleports off when he gets scared, so the natural solution\nwould be to cast a Horror spell on him! Prepare one up and give it a\ngo, and wouldn't you know, Viekang vanishes as explosively as he did in\nTrademeet. And best of all, I get some experience for doing it. If you\ntalk to the Harlot near Countess Sentele's House you'll get another\nsmall experience reward for avenging her parents.\n\n***REWARD***\n(For avenging the Harlot's parents)\nEXP\t1000 (each character)\n\n***REWARD***\n(For helping Viekang overcome his bravery)\nEXP\t2000 (each character)\n\nNorth Forest (AR6400)\no======================================================================o\n18) Return to your Pocket Plane when you're done in Saradush and leave\nagain. You'll get three options-return from whence you came (which\nright now would be Saradush), return to Saradush (duh...), or head to\nthe Marching Mountains. I know, how about that place we've never been\nbefore? When you arrive at the Marching Mountains you'll find a group\nof Merchants being slaughtered by some weak Yaga-Shura Soldiers. Kill\nthem and the surviving Merchant, Karthis al-Hezzar, will talk to you\nafter the killing is done and offer to show you his wares. If you're\nnice to him when you greet him, you'll improve your reputation, and\nhe'll give you a small reward. If you demand a reward, you'll get \nsignificantly more money, but no reputation. If you threaten him...\nwell... he'll turn hostile and run away. Amusingly, he'll have a burst\nof speed right after he turns hostile, and he has decent Hit Points,\nmaking him somewhat harder to kill than a normal NPC. He'll leave\nbehind a suit of Leather Armor, Potions of Superior Healing x2,\nan Oil of Speed, a King's Tears Gem, a Moonstone Gem, a Two Handed\nSword, and 6095 gold. If you shop, he's got the typical Throne of Bhaal \ncollection of magical weapons that puts the entire arsenal of Baldur's \nGate 1 to shame, but aside from the Obsidian Ioun Stone, he really \ndoesn't have anything unique (although grabbing another Potion Case\ncomes highly recommended!) As for the Yaga-Shura troops, most drop \nmundane arms and armor and some gold. One drops a Two Handed Sword +1\nand some Potions of Superior Healing, but that's the best of the bunch.\nStill, all that Plate Mail Armor sells.\n\n***REWARD***\n(For saving Karthis al-Hezzar and demanding payment)\nGold\t4240\n\n***REWARD***\n(For saving Karthis al-Hezzar... just because you're nice like that)\nGold\t1000\nReputation +1\n&lt;----------------------------------------------------------------------&gt;\n19) Once you're done playing with merchants, head south and cross the\nlake to the east. On the eastern shore we'll find our first Fire\nGiants of the game... provided you didn't venture too far into Watcher's\nKeep. Anyhow, just because this is our first fight doesn't mean it has\nto be a fair one. Instead, keep your group on the rocks leading\nacross the water, where the Fire Giants are too big to cross. It's the\nsame strategy as with the Adamantite Golems, go somewhere too small for\nthem to follow and shoot them to death. After you're done, pick up their\njuicy Fire Giant loot.\n\nNote from Lee:\nAfter killing one Fire Giant, the second one said, \"No more\" and walked\naway when he hit Badly Injured status. I tried to chase him, but he just\ndisappeared. Pussy...\n&lt;----------------------------------------------------------------------&gt;\n20) Continue to the east and exterminate whatever Yaga-Shura troops you\nfind. No special tactics are required until you cross the bridges to\nthe east because no special enemies show their faces until then. At\nthe end of the bridges is a Yaga-Shura Mage, who is really just a\npushover. North of the Mage are numerous fodder foot-soldiers, and north\nstill is a house, near which you'll find more footman-fodder, two \nClerics of Talos, and two more Fire Giants. The Clerics aren't really \nstrong enough to cause much of a problem, and they should be \nsufficiently spread out so that you won't have to fight all the enemies\nnearby at once. After any spellcasters I see are dead, I focus on the \nFire Giants, who can hit pretty hard, but they don't really have the \nArmor Class to be overwhelmingly threatening. The Clerics of Talos will \ndrop some Potions of Superior Healing, and the Yaga-Shura Officers near \nthe house will drop Two Handed Swords +1 and some Potions of Superior \nHealing. The real loot, however, is dropped by the Fire Giants, who are \nfond of dropping Star Sapphires (among other loot). This works out \ngreat, since I'm fond of possessing Star Sapphires. Save all of the \nStar Sapphires you find, however, we'll need some later. When you're\ndone with this area, exit along the eastern edge of the map to access\nthe Forest of Mir - The Temple area and the Marching Mountains area.\n\nOf course, I have no intention of pursuing Yaga Shura now. It was my\ngoal to tackle Watcher's Keep as soon as we got access to Cespenar,\nand as soon as the story allowed us to return to Watcher's Keep. That\nwould be now. Don't worry about the story for now, sieges take a long\ntime, I'm sure Saradush will still be standing when we're done, and\nwe'll be all the stronger for sacking Watcher's Keep. After all, what\nbetter way is there to prepare for large showdowns with half-siblings\nthan to pillage some terrible dungeon somewhere? If it was good enough\nin Baldur's Gate 1, it's good enough in Baldur's Gate 2, I say. Oh,\nand don't try to be cute and attack the Siege Camp of Yaga Shura. The\ngame isn't messing around with its primary points here. Yaga Shura's\narmy is immaterial, and will crumble once its leader is gone, but\nYaga Shura himself is impervious to our attacks right now. The only\nthing you'll achieve by fighting Yaga Shura now is to get overwhelmed\nby hordes of Fire Giants and Yaga Shura Soldiers. It is, however, a\ndecent way to grind for experience if you have the stomach or the need\nfor it. Just don't go too far west off the bridge and you won't draw\nYaga Shura into the fight. At this point in the game I had just over\n4,000,000 experience, and I saw no real need to bother leveling up.\nIf I lose a fight, it'll be because I under-prepared, or because of\npoor execution, not because I was under-leveled.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t          Watcher's Keep, Level 1\t\t       |\n|\t\t  \t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK055}\n\t\t1) The Knights of the Vigil\n\t\t2) Sister Garlena Shopping\n\t\t3) Into the Keep\n\t\t4) The Western Library\n\t\t5) A Sign of Things to Come\n\t\t6) Main Chamber\n\t\t7) The Eastern Library\n\t\t8) The Priest's Room\n\t\t9) Lighting the Fires\n\t\t10) The Archivist's Gratitude\n\t\t11) Grumpy Old Priest\n\t\t12) Golem Bashing\n\t\t13) Performing the Ritual\n\t\t14) Subduing the Statues\n\t\t15) Crafting with Cespenar I\n\nWatcher's Keep (AR3000)\no======================================================================o\n1) Watch the little cutscene describing Watcher's Keep. Whether you're\nhere during Throne of Bhaal or sometime during Shadows of Amn, a few\nthings remain the same: Do not explore past the first level until you\nhave a very strong, well-equipped party. I wouldn't suggest attempting\nit with a party who isn't at least near the end of Shadows of Amn. A\nnew party in Throne of Bhaal should put this quest off until they've\nmanaged to grab some gear from the expansion. Still, if you're just\nhere to shop and loot the first level a bit... well, anybody can do that\nsafely.\n\nYou'll find the Knights of the Vigil, and more particularly their leader\nOdren at (x=1800, y=2200). He'll kindly tell you that they're servants\nof Helm sent here to guard against some great evil imprisoned within.\nThe great evil, he'll say, cannot forever be held by this prison, and\nhas corrupted the keep to the point that they can no longer make their\nway to the ritual chamber to renew the seals on the evil within. Enter a\nbrave group of heroes willing to clear the way for them-hey, that's us!\nAgree to help them and you'll be whisked away to the top of Watcher's\nKeep, to work your way down. Before you get busy, talk to Brother Pol\n(x=1150, y=500) and he'll give you the Vigil Stone and the Ritual\nScroll, as well as talk your ear off. There are five levels, and each is\nsealed, requiring you to perform a specific task before you're able to\nopen the seal to the next level and continue on. As you breach the lower\nlevels of the keep, you'll get access to some of the side-doors, which\nprevent you from having to wander down through earlier levels to reach\nyour desired, lower level.\n&lt;----------------------------------------------------------------------&gt;\n2) Also talk to Sister Garlena (x=980, y=700) to get access to the gear \nthe Knights of the Vigil have. As for scrolls they have a fair \nselection of the low-and-mid level essentials, but after our stay in\nSaradush, we're not wanting for spells. Unfortunately you can't rob \nthem, so you'll have to buy your spells. You should already have most of\nthese, and if not there's still plenty of chances to get them without \npaying. She also sells a Potion Case, which is a wonderful item for\ninventory management, as well as a Gem Bag, should you need another.\nAside from scrolls and containers, she also sells a few unique items,\nlisted below:\n\no===========o\n|Mage Spells| Sister Garlena\no===========o----------------------------------------------------------&gt;\n1st-Armor\n1st-Blindness\n1st-Burning Hands\n1st-Charm Person\n1st-Chill Touch\n1st-Chromatic Orb\n1st-Color Spray\n1st-Detect Evil\n1st-Friends\n1st-Grease\n1st-Identify\n1st-Infravision\n1st-Larloch's Minor Drain\n1st-Magic Missile\n1st-Protection From Evil\n1st-Protection From Petrification\n1st-Reflected Image\n1st-Shield\n1st-Shocking Grasp\n1st-Sleep\n  ---\n2nd-Agannazar's Scorcher\n2nd-Blur\n2nd-Detect Invisibility\n2nd-Ghoul Touch\n2nd-Horror\n2nd-Invisibility\n2nd-Knock\n2nd-Know Alignment\n2nd-Melf's Acid Arrow\n2nd-Mirror Image\n2nd-Resist Fear\n2nd-Stinking Cloud\n2nd-Strength\n2nd-Vocalize\n2nd-Web\n  ---\n3rd-Clairvoyance\n3rd-Dire Charm\n3rd-Dispel Magic\n3rd-Fireball\n3rd-Flame Arrow\n3rd-Ghost Armor\n3rd-Haste\n3rd-Hold Person\n3rd-Invisibility 10' Radius\n3rd-Lightning Bolt\n3rd-Monster Summoning I\n3rd-Non-Detection\n3rd-Protection From Normal Missiles\n3rd-Skull Trap\n3rd-Slow\n3rd-Vampiric Touch\n  ---\n4th-Confusion\n4th-Fireshield (Blue)\n4th-Greater Malison\n4th-Ice Storm\n4th-Improved Invulnerability\n4th-Minor Globe of Invulnerability\n4th-Monster Summoning II\n4th-Otiluke's Resilient Sphere\n4th-Polymorph Other\n4th-Polymorph Self\n4th-Spirit Armor\n4th-Stoneskin\n  ---\n5th-Animate Dead\n5th-Breach\n5th-Chaos\n5th-Cloudkill\n5th-Cone of Cold\n5th-Domination\n5th-Emotion: Hopelessness\n5th-Feeblemind\n5th-Hold Monster\n5th-Monster Summoning III\n5th-Protection From Electricity\n5th-Shadow Door\n  ---\n6th-Pierce Magic\n\nFiretooth +4\n------------\nEasily the best Crossbow in the game, and quite possibly the best\nranged weapon, overall. This Crossbow is a +4 specimen that creates\nits own +2 Fire Bolts. Used in conjunction with a Case of Plenty it'll \nlower the user's THAC0 even further, and ut can also be upgraded to +5\nlater. There's not a better ranged weapon in the game for Dorn, Keldorn,\nor Sarevok.\n\nShort Sword of Mask +4\n----------------------\nWell, it's the best Short Sword we've found thus far, but that's not\nreally saying much, is it? As a +4 weapon, it's got the same enchantment\nbonus as Cutthroat +4, but it also has a 15% chance to entangle targets\nfor four rounds. It can also be upgraded later, and all in all, it's\nnot a bad weapon... for a Short Sword.\n\nWatcher's Keep, First Level (AR3001)\no======================================================================o\n3) When you're ready, enter the keep at (x=1000, y=500) and go through\nthe door at (x=2000, y=1800) to find a room full of loot and occupied \nby a wandering Archivist who complains about the cold. Grab the loot,\nincluding the Paladins Bracers, which can be upgraded into Blessed\nBracers for a significant amount of money. They're still not worth \nwearing, however.\n\n***ITEMS***\n(x=2050, y=1900) Paladin's Bracers, Bullet +1 x40, Bolt +1 x40, \n\t\t Bolt x80, Arrow x80, Bullet x80, Dart x80, Antidote x6\n(x=1900, y=1800) Potion of Extra Healing x4, Wand of Sleep,\n\t\t Bloodstone Amulet, 250 gold\n(x=1880, y=1800) Books, Throwing Dagger x60, Throwing Axe x60\n(x=1850, y=1850) Books, 371 gold\n\n***TRAPS***\n(x=2050, y=1900) \n(x=1900, y=1800)\n&lt;----------------------------------------------------------------------&gt;\n4) Continue through another door to the south-west (x=1770, y=2000) and\nkill a Stone Golem before continuing through yet another door to the\nnorth-west (x=1550, y=2000) and smiting a group of Orogs. After the\nfight you'll find yourself in a library. Search the shelves for a\nvariety of books, the four interesting ones are as follows: Tattered\nParchments, more ritual notes which will describe a procedure we'll\nperform shortly; Elminster's Ecologies, a book which details rare\nenemies we'll find later in the keep; and a Handwritten Note,\nessentially a series of codes we'll use later on in the keep. The Golem\nmanual is a nifty book which summons a Flesh Golem for 10 rounds. Flesh\nGolems are pretty weak by now, but we can upgrade the book into\nstrategic relevance, later.\n\n***ITEMS***\n(x=1600, y=1800) Tattered Parchment, \n\t\t Elminster's Ecologies: Appendix IIIa\n(x=1500, y=1700) Handwritten Note\n(x=1300, y=1600) Golem Manual, 8 gold\n(x=1200, y=1550) Tattered Parchment, Darts of Wounding x20, 2000 gold\n&lt;----------------------------------------------------------------------&gt;\n5) Continue through another door at (x=900, y=1550) to enter a room\nwith a rather ominous statue. Any Dungeons and Dragons veteran worth\ntheir salt knows just by looking what particular critter that is, but\nI won't ruin the surprise for you if you don't. Anyways, this room\ncontains some decent loot, the Crimson Dart +3 is a nice ranged weapon\nfor Edwin. It sure beats giving him Fire Tooth +3, which should always\nstay on Jaheira as her ranged option. Also you'll find your first\ninfinite ammo case, just too late to be of any use. After all,\nFiretooth +4 shoots off its own unlimited supply of '+2 Fire Arrows'.\nMake sure to grab the Bell, which just screams 'quest related', and note\nthat there's another copy of Elminster's Ecologies-they really expect\nyou to know how to kill those critters listed therein.\n\n***ITEMS***\n(x=770, y=1200) Bullet +3 x10, Crimson Dart +3, Iol Gem,\n\t\tPotion of Superior Healing, Chain Mail Armor +2,\n\t\tHistory of the Imprisoned one\n(x=600, y=1150) Case of Plenty +1, Elminster's Ecologies: Appendix IIIa\n(x=500, y=1220) Bell\n\n***TRAPS***\n(x=770, y=1200)\n(x=600, y=1150)\n&lt;----------------------------------------------------------------------&gt;\n6) Go through the door at (x=850, y=1200) and explore the main chamber\nof this level, which is lined by statues. Who's guessing they won't\nremain inactive forever? You may run into a few Mephits here, smite\nthem and note the two prominent features in this room. In the middle of\nthe level at (x=1450, y=1150) you'll find the inactive gate to the\nnext level. Its inactivity probably has something to do with the statue\nat (x=700, y=700) depicting a figure with a book, a bell, and a candle.\nOne down, two to go, eh? Don't grab the Holy Book just yet, as the two\nstatues nearby will animate and attack. We'll deal with them shortly,\nand there's no harm in leaving the Holy Book alone until we have the\nbell and the candle.\n\n***ITEMS***\n(x=800, y=800) Holy Book\n&lt;----------------------------------------------------------------------&gt;\n7) Return to the main chamber and head across to the the first door\nafter the entrance (x=2000, y=1100). It's time to hit the eastern side\nof the map. Through the door you'll face a collection of Shadow Fiends\nand Shadows, and if they didn't trouble you in the Sewers under\nSaradush, they won't trouble you now. Grab the Wardstone and head\nthrough the door to the south-east (x=2770, y=1200) and loot the room\nin the south-eastern corner to score a second Wardstone and another\nTattered Parchment. Go through yet another door to the south-west \n(x=2600, y=1400) and destroy a Spellhaunt. More looting awaits you, \nincluding another Handwritten Note and a Key. \n\n***ITEMS***\n(x=2250, y=900) Wardstone\n(x=2450, y=1050) Potion of Superior Healing\n(x=2550, y=1300) Tattered Parchment\n(x=2800, y=1220) Wardstone, Potion of Superior Healing, \n\t\t Scroll of Sphere of Chaos, Small Shield +2\n(x=2400, y=1520) Handwritten Note\n(x=2600, y=1500) Key, Potion of Extra Healing x4, King's Tears\n&lt;----------------------------------------------------------------------&gt;\n8) Now return to the room where you killed the Shadows, disarm the trap \n(x=2000, y=900) and go through the door to the north-west at\n(x=2000, y=750). Note the plaque at (x=1950, y=800) which mentions\n'Giltham', who enjoyed curling up near the kitchen fire with a good\nbook. Disarm the multiple traps in this room and loot it. The Ammo Belt\nis just another of various storage devices, the Tinderbox will help us\nout later on, and the Scribbled Note mentions using the Tinderbox to\nlight the kitchen fires.\n\n***ITEMS***\n(x=2000, y=600) Tinderbox, Ammo Belt\n(x=1900, y=600) Scribbled Note, Potion of Superior Healing x2\n(x=1850, y=600) Quiver of Plenty +1, Handwritten Note\n(x=1650, y=750) Gold Ring, Old Slippers\n\n***TRAPS***\n(x=2000, y=900)\n(x=1800, y=750)\n(x=2000, y=600)\n(x=1850, y=600)\n&lt;----------------------------------------------------------------------&gt;\n9) If you haven't gathered from the multitude of hints the game has\ngiven, it's time to go to the kitchen. Go back into the main chamber and\ngo through the door at (x=660, y=900) to reach the room in the\nnorth-western corner of the level. In this room you'll find an Ooze\nMephit, three Green Slimes, and an Ochre Jelly. All you really have to\nwatch out for is the Ooze Mephit's Stinking Cloud, but this shouldn't be\nof too much concern. Reduce them and go into the room, where you can\nclaim the Candle. Two down. Light the fireplace at (x=300, y=1100) for\nsome yummy quest experience.\n\n***ITEMS***\n(x=700, y=950) Bullets +2 x20, 1 gold\n(x=600, y=900) Wand of the Heavens\n(x=350, y=1050) Candle, Arrows +3 x20, Bolts +3 x20, Bullets +2 x20,\n\t\t9 gold\n\n***REWARD***\n(For lighting the fires in the kitchen)\nEXP\t4000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n10) After lighting the fires, the Archivist will appear and thank you.\nHe'll tell you about another ghost here, that of an old Priest who has\nbecome forgetful in his old age. He warns you that the Priest has\ndeveloped quite a temper, and can be placated with his Old Slippers\n(which we already have). He will also tell you that to gain access to\nthe lower level, we have to complete a ritual, first. Return to the\nmain chamber and head over to the large double doors at \n(x=1400, y=700). These doors can be opened with the key we found in\nStep #7.\n&lt;----------------------------------------------------------------------&gt;\n11) Head inside and ignore the imposing pair of Guardian Golems on \neither side of the room. Activate the tomb at (x=1400, y=400) to summon\nthe Priest. He'll be very cranky, and will attack when you summon\nhim... unless, of course, you brought his slippers. He's an undead\nCleric, but far from being a bother like a Lich, he doesn't have the\nspell defenses to make him truly threatening. He'll summon some\nSkeleton Warriors to help him, but the Golems apparently decided they\nhad better things to do than bother me. Still, it's more rewarding\nto give him his slippers. He'll even let you look through his\nsarcophagus! Nobody likes having cold feet. Don't dwell on the fact\nthat, in terms of overall experience, you just gained about twice as\nmuch experience for handing over a pair of Old Slippers as you did for\nkilling any Dragon thus far encountered.\n\n***REWARD***\n(For placating the Priest by giving him his Old Slippers)\nEXP\t20000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n12) Once the Priest is dealt with, one way or another, search his\nsarcophagus again to take a peek at his ceremonial robe, which will\nallow you to see the Holy Ritual - Chapter XII, Verse XIV, as well as\nearn you some experience. Well, there is only one thing left to do. \nThere's a statue that can be looted... some Golems that still haven't \ngone hostile yet... we all know what's going to happen. Loot the statue \nat (x=1050, y=400) and the Golems... do nothing. Huh. Umm... Oh right, \nthe Wardstones. Put them on the ground and the Golems will finally turn \nhostile. Run to any smaller doorway and shoot them to death. Or if \nthey're extra dumb, they'll get caught on one another. Either way, \ndispose of them for some experience. They're not nearly as strong as \nAdamantite Golems, since they lack the damage resistance, but they're \nstill worth the kill. Stupid, obedient, wardstone-controlled Golems...\n\n***REWARD***\n(For searching the sarcophagus and learning the last part of the ritual)\nEXP\t8000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n13) Now it's time to perform that ritual. Head up to the large statue\nat the end of the main chamber (x=700, y=700) and search the altar\n(x=900, y=800). It already contains the Holy Book we need, so place\nthe other two components (the Bell and the Candle) on the altar. The\ntwo Statues nearby will animate and attack, but they're just melee\nenemies... Smite them and loot one for the sword Foebane +3. The\n'Guardian' will ask you to complete the ritual. The answers you need to\ngive are listed below, in order:\n\nAnswer #1: Ring the bell\nAnswer #2: Ring the bell\nAnswer #3: Light the Candle\nAnswer #4: Open the Book\nAnswer #5: Ring the bell\n\n***REWARD***\n(For completing the ritual)\nEXP\t25000 (each character)\n\nNote From Lee:\nWatch out for the Insect Plagues from the statues at (x=920, y=1050) and\n(x=1200, y=850); having it used against you will demonstrate just how\npotent this spell really is. I split the party into three groups, the\nstrongest of which goes after those statues immediately to prevent them\nfrom casting their spells.\n\nNote: During my first playthrough with the good party (the one around\nwhich I based the original version of this guide) Foebane +3 did not\ndrop. I had remembered this weapon (useless, though it may be) from\nprevious playthroughs. Of course, since I didn't receive it, I couldn't\ncomment on it, and as a rule I refuse to look things up in wikis and\nother resources for omissions my guides might have. Fortunately, it\ndropped with my evil party. Long story short, sorry for the omission\nof this weapon previously, for those of you who followed v1.00 of this\nFAQ. I was aware of it, and I did get around to correcting\nit-eventually.\n&lt;----------------------------------------------------------------------&gt;\n14) Once the ritual is complete, the remaining four statues will react\nand attack. This includes the Gnoll Statue, the Golem Statue, and\nthe two Thief Statues, one of which is an archer, and the other of which\nattacks in melee. I saw no real need for a special strategy, I let them\ncome to me and when they did, I had my protagonist cast Stoneskin. He\nwent to engage the archer, while the rest of my party ganged up on the\nothers and cut them all down one at at time. The melee Thief Statue will\ndrop Usuno's Blade +4, which really wants to be Celestial Fury, but\nalas, it is not. The Archer Thief will drop an assortment of Arrows +3, \nArrows of Fire, Arrows, a Long Bow +3, and another Suryris' Blade +2.\nYou can now go through the portal to the next level at (x=1450, y=1150).\n&lt;----------------------------------------------------------------------&gt;\n15) Before you go, however, there are a few new items Cespenar can\ncreate for us:\n\nBlessed Bracers\n---------------\n(10000 gold)\n(Paladin's Bracers)\n\nFirst, if we're willing to spend 10000 gold we can upgrade the Paladin's\nBracers into Blessed Bracers. For that price, the bracers gain the \nability to cast Cure Critical Wounds once\/day, and cast Resurrection \nonce\/day. First, Cure Critical Wounds a day is nice, but not nearly as \nnice as the Armor Class The Brawling Hands give Keldorn, and second...\nwe all know how I feel about Resurrection. If you don't die, you won't\nneed it.\n\nCase of Plenty +2\n-----------------\n(5000 gold)\n(Case of Plenty +1)\n\nIf you have Firetooth +4, you don't need this... except, however, that\nthe THAC0 bonuses from the bow stack with the ammunition. That's right,\nat the point at which my Keldorn had this upgrade available, his\nTHAC0 was -9 for Firetooth, and -11 if he was using these arrows. \nWhat's 5000 gold in exchange for a reduced THAC0? Note that this also\napplies to the Quiver of Plenty +2. Imoen's THAC0 with the Gesen Bow\nwas a base of 6, but with the Quiver of Plenty +2, it went down to 4.\nWin.\n\nFoebane +5\n----------\n(5000 gold)\n(Foebane +3)\n(Fflar's Scabbard)\n\nFinally, I'm able to record this weapon for version 1.01, after it\ndidn't drop the first time around in my version 1.00 playthrough. This\nBastard Sword is actually pretty damn good... its ability to cast\nLarloch's Minor Drain each hit is tantamount to regeneration, stealing\nfour Hit Points per hit from the target and giving it to the attacker.\nGood stuff. Also, this weapon deals extra damage against undead,\nshapeshifters, and extra-planar beings... a huge host of creatures that\nwe'll be fighting a lot of... at least the undead and extra-planar\ncritters. The +1 bonus to saving throws is just icing on the cake.\nNote that while the Larloch's Minor Drain isn't subject to a saving\nthrow, it is subject to magic resistance. I wouldn't consider this\nweapon competition for other great one-handed weapons we'll get later\nlike the upgraded Flail of the Ages, Crom Faeyr, or the Axe of the\nUnyielding... I wouldn't even say it's as good as Angurvadal, Spectral\nBrand, or Hindo's Doom, but it's a decent brute-damage weapon, in any\nevent.\n\nQuiver of Plenty +2 \n-------------------\n(10000 gold)\n(Quiver of Plenty +1)\n(Rogue Stone)\n\nAlthough it's expensive, this is pretty much obligatory for Minsc, or\nany other dedicated archers who aren't fortunate enough to possess a\nbow that creates highly enchanted arrows for them. Even though missile\nfire is going extinct in the face of returning weapons and increasingly\ndevastating melee weapons, the THAC0 boost is nice, overall.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t          Watcher's Keep, Level 2\t\t       |\n|\t\t  \t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK056}\n\t\t1) The Elemental Level\n\t\t2) Information Imp\n\t\t3) Activating the Air Lab\n\t\t4) Air Library\n\t\t5) Smashing Spiders\n\t\t6) Slime Library\n\t\t7) Sacking the Slime Lab\n\t\t8) Infecting the Ice Lab\n\t\t9) Mist Murder\n\t\t10) Ice Library\n\t\t11) Freezing Fire Elementals\n\t\t12) Chromatic Demon\n\t\t13) Crafting with Cespenar II\n\nWatcher's Keep, Second Level (AR3016)\no======================================================================o\n1) As soon as you arrive on this level a 'Chromatic Demon' will\ninitiate dialogue. It has been trapped in its cage for the last 1000\nyears, and is understandably upset by this. If you promise to free it,\nit'll tell you more about the level, and since it insists it has to\nactivate the gate for you to continue, we might as well agree. It'll\ntell you that four Mages used the powers of the elements to bind it\nhere, and you need to recover the Mage's four scepters to unlock its\ncage. Yep, that's right kids, it's an elemental level. Doesn't it\nseem like we did something like this before? Rituals, guardians,\nelemental levels... Durlag's Tower? Ah well, go through the teleporter\nat (x=1700, y=1450) if you want to open the side route to this level.\nThe Chromatic Demon may be stuck here, but we're not.\n&lt;----------------------------------------------------------------------&gt;\n2) Go through the door to the north-west (x=1700, y=1300) and \nexterminate a pair of Fire Giants. After they're dead, disarm the traps \nlying around the room, then head to the north-east to find an Imp, who <\/pre>\n\n\n\n<pre id=\"faqspan-40\" class=\"wp-block-preformatted\">has been waiting around for a very, very, long time. Since you told it \nthat the masters are dead, it'll tell you a bit about the level-first, \nthe Chromatic Demon apparently caused the conflict that killed the Mages\nwho imprisoned it. Second, the four elements used by the oft-competing\nMages are Air, Slime, Cold, and Fire. Slime? Whatever. Each Mage's\ncreations, pets, and guardians were segregated to their own labs, and\nthanks to the Chromatic Demon's insinuations and lies, the Mages\nconspired against each other. You'll need to use one Mage's elemental\npowers against the creatures of another to kill them. First, however,\nwe need to get the fans started to power up the level. The Fire\nLibrary Note will let you know that the Chromatic Demon is weak \nagainst fire when it's in its ice incarnation. The Wand of Cursing\nmight seem like a nifty item, but since all of its effects can be\nnegated by one save (with no penalty) it's rather obsolete by now. I've\nsaid it before, but why not just use Chaos, instead? Multiple targets,\nand they must save at -4.\n\n***ITEMS***\n(x=1400, y=1050) Potions of Superior Healing x6, Throwing Axes x50,\n\t\t 8 gold\n(x=1200, y=1200) Silver Necklace, 1 gold\n(x=1000, y=1050) Silver Necklace, Dart of Wounding x20, \n\t\t Arrows of Fire x40, Arrows of Ice x40, Acid Arrows x40,\n\t\t Bolt of Lightning x40\n(x=1000, y=950) Throwing Dagger x40\n(x=1100, y=880) Antidote x4, Elminster's Ecologies: Appendix IIIa,\n\t\tHandwritten Note\n(x=1260, y=760) Potion of Cloud Giant Strength, Arrows +3 x40, \n\t\tPotions of Superior Healing x5, Bolts +3 x40,\n\t\tBullets +4 x20, Wand of Cursing\n(x=1360, y=860) Fire Library Note, Dart of Stunning x20, Dart +1 x20,\n\t\tDart of Wounding x20\n\n***TRAPS***\n(x=1350, y=1000)\n(x=1150, y=950)\n(x=1260, y=760) \n(x=1360, y=860)\n(x=800, y=1400)\n&lt;----------------------------------------------------------------------&gt;\n3) Go through the door to the north-east at (x=1800, y=650) to reach the\nair lab and activate the wheel in the center of the room \n(x=2050, y=500). Once the fan starts up, Greater and Lesser Air\nElementals and the Guardian of Air will show up and lightning will shoot\nall over the place. If you send Jaheira in to do this alone, she'll be \nprotected from damage due to her Harper Pin... at least from the \nelectricity. Run back to the fire library and gang up on the Elementals \nand the Guardian with your full party. Kill them and grab the Air\nScepter from the remains of the Guardian of Air. Return to the air lab\nwith Jaheira and have her activate the wheel again to turn the fan\nsetting up to high-which should also get rid of the annoying lightning.\n&lt;----------------------------------------------------------------------&gt;\n4) Now close the door separating the fire library and the air lab,\nleave the fire library and head back to the central room. Go through\nthe door to the north-east (x=2400, y=1300) to enter the air library.\nKill the Golems guarding the Air Library (for me it was two Clay Golems,\na Stone Golem, and an Iron Golem-most of which Anomen\/Korgan merrily\nsmote with a single swipe of Crom Faeyr), then open the dorr to the\nnorth-west. The whole point of this is to get the air flowing from the\nair lab, through the air library, and down into the slime lab. Grab the\nAir Library Note and it'll mention two things worth noting-first, that\nthe Chromatic Demon's slime incarnation is vulnerable to lightning.\nSecond, that we need to open the south-western door to the slime lab to\nblow the poison mist out of the room and leave the creatures in the\nslime lab vulnerable. So open the door connecting the air library and\nthe slime lab (x=3400, y=1400) and retreat-feel free to kill whatever\nPoison Mists and Green Slimes venture out of the lab after you, but do\nnot head into the lab yourself. If you insist on heading into the slime\nlab, you'll find that the enemies have very high damage resistance, and\nGreen Slimes constantly respawn. Head back to the central room.\n\nNote: You may also encounter two Ice Golems, two Iron Golems, and a\nSand Golem-a pretty rough fight.\n\n***ITEMS***\n(x=2600, y=1000) Silver Ring, Bullets +3 x20, Bullets +2 x40,\n\t\t Bolts of Lightning x40\n(x=3000, y=900) Air Library Note\n(x=3100, y=950) Dart +1 x40, Bullets +1 x40, Sunstone Bullets x20,\n\t\tAntidote x3, Bolts of Lightning x40, 1 gold\n(x=3100, y=1000) Elminster's Ecologies: Appendix IIIa, Handwritten Note\n\n***TRAPS***\n(x=2650, y=1150)\n(x=2800, y=1050)\n&lt;----------------------------------------------------------------------&gt;\n5) From the central room, head through the door to the south-east\n(x=2400, y=1800) to reach the slime library. Don't go in too far, as\ntraps abound, instead creep forward to see what greets you. In this case\nit's a handful of Mutated Spiders, a pair of Vortex Spiders, and a pair \nof Sword Spiders. Don't let their size fool you, the Mutated Spider's \npoison is lethal, and they hold up fairly well in melee combat, too. My\nprotagonist, however, is immune to poison thanks to the Ring of Gaxx, \nand is once again my response. Any damage he might sustain can be \nnegated by Stoneskin, or more lazily, regenerated after the fight due \nto the Ring of Gaxx. Vortex Spiders can create a 'Vortex Web' that \ninflicts Slow upon a character, but overall, they're not that \nthreatening. Is there anything that can kill my protagonist? Yes. But \nI've made it very hard for most things to kill him. Since we know where\nthe enemies are ahead of time, Edwin simply tosses out a Horrid Wilting\nto speed things up.\n\nNote: The creatures in this lab do not appear until you approach one of\nthe doors leading to the slime lab. Since we did this in Step #5, you\nshould have friends waiting for you in the slime library. In fact, most\nof the library encounters seem to work like this-so if the library is\napparently empty when you first visit, check back after visiting\nadjacent labs. Also note that instead of the encounter listed above, you\ncould instead have to face six Mutated Spiders.\n&lt;----------------------------------------------------------------------&gt;\n6) Once the spiders are dead, I begin slowly searching the room for\ntraps, as is mandatory in dungeons like this. After we've disarmed the\ntraps, loot and read your pilfered Slime Library Note. It'll tell us\nthat the Chromatic Demon is weak against acid and poison in its air\nincarnation, and that we can kill whatever lurks in the ice lab by\nblowing the poison mist from the slime lab through the slime library\nand into the ice lab.\n\n***ITEMS***\n(x=2550, y=2100) Elminster's Ecologies: Appendix IIIa, \n\t\t Arrows of Piercing x40\n(x=2900, y=1900) Key, Antidote, 73 gold\n(x=3000, y=2200) Bolt of Biting x40, Acid Arrows x80, Antidote x2, \n\t\t 38 gold\n(x=3200, y=2100) Slime Library Note, Potion of Extra Healing x5\n\n***TRAPS***\n(x=2650, y=2100)\n(x=2800, y=2100)\n(x=2900, y=2100)\n(x=2700, y=2300)\n&lt;----------------------------------------------------------------------&gt;\n7) I keep everybody but my protagonist in the central room and open\nthe door to the slime lab at (x=3400, y=1700), which can be opened with\nthe key we found in the slime library. The poisonous gases in the slime\nlab should blow harmlessly past my protagonist and begin to foul up the\nslime library, leaving the slime lab free of toxins and safe for my\nparty to plunder. They head up to attack the slime lab through the air\nlibrary, and once they begin fighting in the slime lab, my protagonist\njoins them from the south. The Giant Snake is the 'boss' of the lab, and\nwill drop the Slime Scepter when it dies. It can also stun if it hits,\nso make it your priority in combat. Be sure to loot the central slime\npit (x=3600, y=1600) for the Flail Head (Poison) yet another part of\nthe wondrous Flail of the Ages, which has long needed-and now received-\nan upgrade. Note that this pit in the middle of the room can deal damage\nto you if you stand too close (you'll know this is happening if the\nMelf's Acid Arrow symbol is on a character and they are... you know,\ndying.) My protagonist, wearing the Cloak of Mirroring, is immune to\nthis effect and can safely approach-and loot-the acid pool.\n\n***ITEMS***\n(x=3600, y=1600) Flail Head (Poison), Antidote x5\n&lt;----------------------------------------------------------------------&gt;\n8) My protagonist heads back into the slime library, which is now\nfilled with the poison mist from the slime lab. I head through quickly\nso I don't suffer much damage and open the door to the ice lab at\n(x=2350, y=2500). Once the door is open and the mist is in the lab,\nI bring forth any character with a highly-enchanted ranged weapon.\nSince the Ice Mists and the Ice Golem won't leave their lab, I just\nshoot them to death. If you don't send in the poison mist, the Ice\nGolem and Ice Mists are just outright immune to damage. Note that even\nwith the poison mist, the Ice Golem is still immune to anything less\nthan a +3 weapon. Also note that despite the benefits granted by the\nvarious unlimited ammo items, they do make otherwise powerful weapons,\nlike the Gesen Bow, count as +2 when they normally count as +4. Adjust\nas necessary. Grab the Ice Scepter from the remains of the Ice Golem,\nas well as a Horn. If you choose to do battle inside the ice lab\n(not recommended) you'll take damage from the poison mist, and you'll be\nslowed-apparently from the cold.\n&lt;----------------------------------------------------------------------&gt;\n9) To reach the ice library, I close the door separating the slime\nlab from the slime library so I can safely walk through the ice lab.\nI send my protagonist through the door (x=1800, y=2500) alone, as he'll\nencounter some mists in the ice library. A pair of Vampiric Wraiths,\na Wandering Horror, and a Poison Mist are my greeting party, and since\nthe Vampiric Wraiths like to go invisible when they're hurt and chase\nafter Imoen\/Edwin, I close the door behind me and cast True Sight. THEY\ncan't open doors, those lazy incorporeal bastards.\n&lt;----------------------------------------------------------------------&gt;\n10) Once they're dead, I disarm the traps in the room and loot as\nnormal. The Wand of Spell Striking is a handy Mage-killer, since it\nblasts the enemy with Breach and Pierce Magic at the same time. Sure,\nwe can Spell Trigger better defense-breaching spell assaults, but it's\nhandy in a pinch. Also grab the second horn. I wonder if it goes on\nsomething, something unadorned, that could use two horns on it. A\nhelmet, perhaps? Finally, the Ice Library Note gives us the obvious\nadvice that the Chromatic Demon in its natural, or 'fire incarnation'\ncan be harmed by cold. It'll also tell you that to kill the Fire Giant\nin the fire lab, you need to lure the Fire Elementals in the lab into\nthe ice lab, and kill them there.\n\n***ITEMS***\n(x=1300, y=2350) Arrows of Ice x40, Arrows of Fire x40, 6 gold\n(x=1600, y=2150) Handwritten Note\n(x=1350, y=1950) Wand of Spell Striking, Star Sapphire\n(x=1300, y=2050) Zircon Gem, Bolt of Lightning x40, Bolt +2 x40,\n\t\t Elminster's Ecologies: Appendix IIIa\n(x=1000, y=2100) Horn, Lynx Eye Gem, Arrows of Dispelling x5,\n\t\t Arrows +2 x40, 1 gold\n\t\t\n***TRAPS***\n(x=1400, y=2250)\n(x=1350, y=1950)\n(x=1100, y=2100)\n&lt;----------------------------------------------------------------------&gt;\n11) Well, let's put that plan into motion. Open the door at \n(x=700, y=1800) and wait for a Greater Fire Elemental to spawn. Avoid\nthe Fire Giant and lure the Elemental into the ice lab. This isn't\ndifficult, because the Fire Giant won't wander too far form the lab.\nOnce they enter the ice lab they'll freeze, you'll gain 22,000\nexperience, and you can then shatter them with a single blow. Once\nfour Elementals have bit the dust you'll be able to tackle the Fire\nGiant. Since he won't leave the fire lab for long, you can kill it with\nranged weapons (or do hit-and-run backstabs). When it dies, loot its\nbody for the Fire Scepter, the Helm of the Rock-hey, that's where the\nHorns go!-and 100 gold.\n\n***ITEMS***\n(x=500, y=1600) Potion of Fire Resistance x3\n&lt;----------------------------------------------------------------------&gt;\n12) Now it's time to free the Chromatic Demon. But first, let's prepare,\njust in case it decides to-against all odds-turn hostile on us. I know,\nwhy would a trapped demon ever turn on its rescuers? But still, better\nsafe than sorry. The Chromatic Demon randomly shifts its form, which\nopens it up to various types of damage, and makes it immune to\neverything else. Instead of preparing spells for every form, I instead\nfocus on one form. I prepare as many fire spells as I can and wait for\nit to turn into its ice incarnation. Why fire? Fire has some of the\nbest, direct damage, single target spells, like Flame Arrow and Flame\nStrike. Also, Keldorn and Jaheira readily do damage with Fire Tooth +3\nand Firetooth +4, and Aura of Flaming Death and Fire Shield (Red) allow\nus to deal damage defensively! Naturally, I'll have to focus all the\nmagic I can on the Chromatic Demon in order to take it down quickly, as\nif it shifts form... well, trouble may ensue. Before I free the critter,\nI prepare multiple cases of fire-damage spells, then chain up the\nspells via Spell Trigger and Spell Sequencer (which can each instantly\nshoot off three Flame Arrows). I wait until the Chromatic Demon turns\ninto the ice incarnation and quickly activate the cage (x=2100, y=1400).\nWhen he comes out, he'll decide to take his anger out on us. Truly, I \nam astonished. Anyways, as soon as the fight starts Imoen\/Edwin begins \ncasting Time Stop, while my protagonist lets loose his Spell Trigger. \nDuring the Time Stop sequence, Imoen\/Edwin fires off a Spell Trigger, \nSpell Sequencer, and Minor Spell Sequencer all in one go (alternatively,\nEdwin has the luxury of simply casting three Incendiary Clouds in one\nTime Stop sequence-a very effective technique, especially if he's got\nsomebody to serve as bait. Korgan in Red Dragon Scale armor with a\nRing of Fire Resistance, for example, or Viconia with such a ring and\nAura of Flaming Death active). This should be more than enough to kill\nthe Chromatic Demon. Loot the dead demon for the Circlet of Netheril,\nthe Portal Key, and Ixil's Spike, a rather weak 'Dagger' that is part\nof a very powerful weapon. We can now access the portal at\n(x=2400, y=1400).\n\n***REWARD***\n(For unleashing the Chromatic Demon from its prison)\nEXP\t20000 (each character)\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition - \nChromatic Demon {VID012}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Chromatic Demon\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/av1XuwBOr68?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n&lt;----------------------------------------------------------------------&gt;\n13) First, however, I need to pay Cespenar a visit. He can create a\nfew new toys for us, including:\n\nCirclet of Netheril\n-------------------\n(5000 gold)\n(Circlet of Netheril)\n(Bronze Ioun Stone)\n\nWhat Mage wouldn't be better off with ten more Hit Points and a bonus\n7th and 8th level spell? Well, I'll keep Vhailor's Helm, but\nImoen\/Edwin, or any other helmet-shy Mage will surely benefit from\nthe Circlet of Netheril.\n\nFlail of the Ages +4\n--------------------\n(5000 gold)\n(Flail Head (Poison))\n(Flail of the Ages +3)\n\nNot the greatest upgrade in the world-the Flail of the Ages was already\nan awesome weapon with a +3 modifier, though, and having an extra bonus\nto hit, two extra points of damage, and a lower speed factor is\ncertainly worth the 5000 gold. Besides, you need to upgrade this step\nto make the next-and final-upgrade to the weapon.\n\nHelm of the Rock\n----------------\n(5000 gold)\n(Helm of the Rock)\n(Horn)\n(Horn)\n\nEh... so it gets the ability to cast Aura of Command three times per\nday. It still doesn't say that it protects my skull from critical\nhits. Frankly, I want to kill enemies, not scare them, and a -2 save\nstill doesn't beat Chaos.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t         Watcher's Keep, Level 3\t\t       |\n|\t\t  \t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK057}\n\t\t1) Yakman\n\t\t2) Yakman's Abode\n\t\t3) Unraveling the Maze\n\t\t4) Making the Best of a Baatezu Situation\t\n\t\t5) Tiefling Attack\n\t\t6) Goodnight Ladies, Ladies Goodnight\n\t\t7) More Demonknights\n\t\t8) The Purifier\n\t\t9) Quasits Gone Wild\n\t\t10) Glabrezu, Red and Blue\n\t\t11) Terrorizing Tahazzar\n\t\t12) Ka'rushing Ka'rushur\n\t\t13) Destroying the Demon Wraith\n\t\t14) Aesgareth's Game\n\t\t15) The Half-Demon in the Details\n\t\t16) Sigil Smackdown!\n\t\t17) Crafting with Cespenar, III\n\t\t18) The Deck of Many Things\n\nWatcher Keep, Third Level (AR3003)\no======================================================================o\n1) As soon as you enter the level head south... or rather, south \naccording to the compass on the floor in front of you, which we'll use\nto orient ourselves for this level (even though it's actually\nsouth-east). At (x=920, y=700) you'll find Yakman, who will deduce that\nyou are demons wearing illusions, and run to the south. Head after him\nto find a portal (x=1350, y=1100).\n\nYakman's Abode (AR3011)\no======================================================================o\n2) The portal will take you to another part of the level (or rather, to\na different map altogether). Grab the Bard's Gloves off the ground\n(x=620, y=630) and loot the looney Elf's makeshift shelter to obtain\nhis Journal and the Scepter of Radiance. One makes navigating the maze\neasier, and the other makes escaping this level possible. Talk to\ncrazy Yakman, and if you are talking to him with an Elf (Viconia or\nAerie, for example) or a character with a Charisma greater than 15\n(Keldorn for example) he'll tell you that the level is populated with\nDemons, Demons that often are more interested in killing each other than\nin killing interlopers. He'll also tell you that he broke the way out,\nand you need to fix the portal he broke with a rod (the Scepter of\nRadiance) but unfortunately the rod is broken, too. It's missing three\ngems, which we'll undoubtedly have to wrest from the hands of the\ndenizens of this dungeon. If you have not spoken to him with an Elf or\na high-Charisma character, you will have to cast Heal on him (thus\nrestoring his sanity) before you can talk to him. Since you gain a bit\nof experience for it, every party should cast heal on Yakman. Once\nyou're done dealing with Yakman\/Tamolin, you're ready to mess with the\nportals nearby. If you head through the portal to the north, you'll be\nreturned back to the beginning of the area. On the other hand, if you go\nthrough the portal to the south (x=900, y=700) you'll be transported\noutside of Watcher's Keep. That's right, Yakman was camping right near\nthe exit portal the whole time... if only he had the Vigil Stone with\nwhich he could have effected his egress...\n\n***ITEMS***\n(x=850, y=350) Madman's Journal, Diamond, Dart of Stunning x5,\n\t       Studded Leather Armor +1, Long sword, \n\t       Scepter of Radiance, 42 gold\n\n***TRAPS***\n(x=850, y=350)\n\n***REWARD***\n(For restoring Tamorlin's sanity)\nEXP\t5000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n3) Now, one of the great things about writing a FAQ (from the FAQ\nwriter's perspective) is how much more you learn about the game. \nSomething about writing things down, trying to make it legible and\neasy to understand, and to test every possibility just seems to add to\none's knowledge. Funny thing, that. Difficult battles, complex-seeming\ncharacter relationships, and in-game mazes and puzzles are of particular\ninterest to me. The more detail a writer can provide, the more confident\nyou can be that said writer actually understands the game (and this\nmakes following the writer's advice easier to stomach). So, instead of\njust providing you with a step-by-step walkthrough of this dungeon, I\nfeel compelled to provide a map, to show you how it works. And yeah,\nyou guessed it, creating this unwieldy beast did much to improve my\nunderstanding of this part of the game.\n\no===============================================o\n|                     Key                       |\no===============================================o\n(AR3000)\tOutside Watcher's Keep\n(AR3003)\tCompass Room\n(AR3004)\tBaatezu Room\n(AR3005)\tTieflings\n(AR3006)\tSuccubus and Alu-Fiends\n(AR3007)\tCambion and Demonknights\n(AR3008)\tCornuguns vs. Balor\n(AR3009)\tQuasits Playing with Wild Magic\n(AR3010)\tGlabrezu Summoners\n(AR3011)\tYakman's Abode\n(AR3012)\tTahazzar and Company\n(AR3013)\tKa'rashur and Company\n(AR3014)\tDemon Wraith and Slave Wraiths\n(AR3015)\tAesgareth's Enclave\n[DEAD]\t\tDead Magic Zone-All Spell Fail\n[NORM]\t\tMagic Functions Normally\n[WILD]\t\tWild Magic Zone\n\t\t\t\n              o========o    o========o    o========o\n              |\t       |    |        |    | \t   |\n              |(AR3003)|    |(AR3012)|&lt;---|(AR3004)|\n              |\t[NORM] |    | [NORM] |    | [DEAD] |\n\t      o========o    o========o    o========o\n                  ^                           ^\n                  |                           |\n                  |                           |\no========o        |\t    o========o\t      |\t        o========o\n|        |        |\t    |\t     |\t      |\t        |        |\n|(AR3008)|        |\t    |(AR3016)|\t      |\t        |(AR3008)|\n| [DEAD] |        |\t    |\t     |\t      |         | [DEAD] |\no========o        |         o========o        |\t        o========o\n    ^             |\t        ^|\t      |\t            ^\n    |             |\t        ||\t      |\t            |\n    |             |\t        ||\t      |             |\n    |             |\t        |v   \t      |             |\no========o    o========o    o========o    o========o\to========o\n|        |    |\t       |    |        |    |        |\t|        |\n|(AR3004)|&lt;---|(AR3009)|&lt;---|(AR3003)|&lt;---|(AR3008)|    |(AR3012)|\n| [DEAD] |---&gt;| [WILD] |    | [NORM] |---&gt;| [DEAD] |---&gt;| [NORM] |\no========o    o========o    o========o    o========o\to========o\n                  ^|            ^|             |             |\n                  ||            ||             |             |\n                  ||            ||             |             |\n                  |v            |v             v             v\n              o========o    o========o    o========o    o========o\n              |\t       |    |        |    |        |    |        |\n              |(AR3006)|    |(AR3011)|    |(AR3006)|\t|(AR3004)|\n\t      |\t[NORM] |    | [NORM] |    | [NORM] |---&gt;| [DEAD] |\n\t      o========o    o========o    o========o    o========o\n                  ^|            ^|                           |\n                  ||            ||                           |\n                  ||            ||                           |\n                  ||            |v                           V\n                  ||        o========o    o========o    o========o\n                  ||        |        |    |        |    |        |\n                  ||        |(AR3000)|    |(AR3008)|&lt;---|(AR3006)|\n                  ||        |        |    | [DEAD] |    | [NORM] |\n                  ||        o========o    o========o    o========o\n                  ||                        \n                  ||   \n                  ||\n                  ||\n                  ||                      o========o\n                  ||                      |        |\n                  ||                      |(AR3015)|\n                  ||                      |        |\n                  ||                      o========o\n                  ||                          ^\n                  ||                          |\n                  ||                          |\n                  ||                          |\n                  ||                      o========o\n                  ||                      |        |\n                  ||                      |(AR3014)|\n                  ||                      |        |\n                  ||                      o========o\n                  ||                          ^|\n                  ||                          ||\n                  ||                          ||\n                  |v                          |V\n              o========o    o========o    o========o    o========o\n              |        |    |        |    |        |    |        |\n              |(AR3013)|    |(AR3007)|&lt;---|AR(3007)|    |(AR3003)|\n              | [NORM] |    | [NORM] |---&gt;| [NORM] |    | [NORM] |\n              o========o    o========o    o========o    o========o\n                   |                          ^|            ^\n                   |                          ||            |\n                   |                          ||            |\n                   v                          ||            |\n              o========o    o========o        ||        o========o\n              |        |    |        |        ||        |        |\n              |(AR3010)|    |(AR3013)|        ||        |(AR3010)|\n              | [NORM] |---&gt;| [NORM] |        ||        | [NORM] |\n              o========o    o========o        ||        o========o\n                                              ||             |\n                                              ||             |\n                                              ||             |\n                                              |v             V\no========o    o========o    o========o    o========o    o========o\n|        |    |        |    |        |    |        |    |        |\n|(AR3009)|    |(AR3005)|    |(AR3003)|&lt;---|(AR3005)|&lt;---|(AR3010)|\n| [WILD] |---&gt;| [WILD] |    | [NORM] |    | [WILD] |---&gt;| [NORM] |\no========o    o========o    o========o    o========o    o========o\n\nHelping Ka'rashur Route:\n(AR3003) --&gt; (AR3011) --&gt; (AR3003) --&gt; (AR3008) --&gt; (AR3006) --&gt;\n(AR3013) --&gt; (AR3008) --&gt; (AR3012) --&gt; (AR3004) --&gt; (AR3009) --&gt;\n(AR3006) --&gt; (AR3013) --&gt; (AR3010) --&gt; (AR3005) --&gt; (AR3007) --&gt;\n(AR3014) --&gt; (AR3015)\n\nHelping Tahazzar Route:\n(AR3003) --&gt; (AR3011) --&gt; (AR3003) --&gt; (AR3008) --&gt; (AR3012) --&gt;\n(AR3004) --&gt; (AR3009) --&gt; (AR3006) --&gt; (AR3013) --&gt; (AR3006) --&gt;\n(AR3004) --&gt; (AR3012) --&gt; (AR3004) --&gt; (AR3006) --&gt; (AR3013) --&gt;\n(AR3010) --&gt; (AR3005) --&gt; (AR3007) --&gt; (AR3014) --&gt; (AR3015)\n\nGood Party Round-the-Maze Route:\n(AR3003) --&gt; (AR3011) --&gt; (AR3003) --&gt; (AR3008) --&gt; (AR3012) --&gt;\n(AR3004) --&gt; (AR3009) --&gt; (AR3006) --&gt; (AR3013) --&gt; (AR3010) --&gt;\n(AR3005) --&gt; (AR3007) --&gt; (AR3014) --&gt; (AR3015)\n\t\t\nOf course, I'm not just writing this to provide confusing, probably\nuseless maps, I'm supposed to tell you-in a specified sequence of \nevents-how to go about exploring each level. I know, I know. Before we \ngo wandering off, however, some notes about this level. Each portal \ntakes you to a new area, but each area has its own rules governing \nmagic. Some areas are magic dead zones (the blue rooms), where you'll\nsuffer a 100% spell casting failure rate. Others are wild magic zones\n(red rooms), where magic becomes... unpredictable. For either one, you\nshould consider the area a no-magic zone, since wild magic is at least\nas harmful as just not casting anything at all, and potentially much\nworse. What route you want to take will depend on your alignment. This\nmaze houses two powerful groups of hellions, a group of Tanar'ri led by\nTahazzar (AR3012), and a group of Baatezu led by Ka'rashur (AR3013).\nIf you are evil or neutral, and you pick dialogue option #3 when dealing\nwith either one of them, they'll go ask you to kill the other one. Once \nyou've spoken to one, the other will 'smell' the other on you and \nattack. There's a decent reward for neutral or evil parties if you bring\nthe heart of one back to the other, and note, it's your protagonist's \nalignment which matters, not anyone else's. The reward is the same \neither way, so what's your motivation for picking one over the other? \nBaatezu are lawful, and Tanar'ri are chaotic. That's about it. The best \nthing to do is to side with one or the other, get the reward, and then \nexterminate the group you sided with, too. They are, after all, evil \ncreatures, regardless of whether they're chaotic or lawful. If you have \na good protagonist, you'll just have to fight them when you meet them. \nIt doesn't always pay to be good, it seems. Which you want to side \nwith, if either, will affect your route through this place, as listed \nabove. Since, however, this is your game and I don't feel like writing \nthree different routes, I will detail each area in order by its \n(AR####), and let you pick your own route through the maze. With my \nsuggestions and map, above, this shouldn't be too much trouble for you.\n\nBaatezu Room (AR3004) [WILD MAGIC]\no======================================================================o\n4) This room kinda just sucks. It's got wild magic, meaning any\nspellbuffs you have on will disappear as soon as you enter, and\nrecasting them is perilous, at best. Inside are two Cornugons who are\ngoing to cause trouble with their fear, a Pit Fiend, and two Velithuu,\nwho have ranged attacks and like to prey on characters running around\nin fear. This is one of the few fights where I just rely on luck and\nsome Greater Whirlwinds to simply out-muscle the opposition. There are\ntraps in front of the portals in this room, but the trap near the\nportal you'll appear at (x=500, y=450) just slows you for a few\nseconds, so it's not really worth worrying about.\n\n***TRAPS***\n(x=500, y=450)\n(x=1100, y=470)\n(x=1100, y=850)\n(x=500, y=850)\n\nTieflings (AR3005) [WILD MAGIC]\no======================================================================o\n5) Another supposedly wild magic room, although the Tiefling spellcaster\ninside will seem to have little trouble getting off her spells. The\nother Tieflings have the right idea, two of them are Fighters who will\nuse Whirlwind Attack, and another is a Thief who will use Assassinate.\nI send in my protagonist to distract the three melee Tieflings, while\nevery character with a ranged option attacks the Mage. Hopefully I can\nstay away from the enemies with my protagonist and provoke them into\nusing-and wasting-their abilities. If push comes to shove, however, I\nrespond with overwhelming Greater Whirlwind attacks of my own, and by\nnow my protagonist, Keldorn, Korgan, Minsc\/Sarevok, and Jaheira can\nall contribute. They'll also have a dog, Aranthis, with them, but I'll\nbe damned if I could see what it did other than bark and get in the way.\nIt sure didn't put up much of a fight. Both of the Tiefling Fighters\ndropped a pair of Battle Axes +2, a Potion of Fire Giant Strength, some\nPotions of Superior Healing, a suit of Plate Mail Armor, and 48 gold.\nThe  Tiefling Thief dropped a suit of Leather Armor +3, a Dagger +2, a\nShort Sword +2, two Potions of Superior Healing, and 242 gold. Aranthis\ndropped a Dagger +1... makes me wonder where he kept it... and the Mage\nleft behind a Bloodstone Amulet, a Wand of Spell Striking, a Cleric's\nStaff +3, and 110 gold.\n\nSuccubus and Alu-Fiend Room (AR3006) [NORMAL MAGIC]\no======================================================================o\n6) You can reach this room from (AR3004), (AR3008), (AR3009), or\n(AR3013). Either way is fine, although I usually come through (AR3008).\nInside this room is a Succubus, who will offer to take you through the\nmaze safely in exchange for a kiss. Succubus kisses inflict level drain,\nbut if she sets her eyes on my protagonist, I can safely reach (AR3015)\nthis way. But that's for sissies, and bypasses a lot of good loot, as\nwell. Instead, I refuse and start a fight. The biggest threat here is\nthat the Succubus and her Alu-Fiends will try to charm party members.\nThink Sirines, from Baldur's Gate 1. My party is led by my protagonist,\nwho is immune to charm effects thanks to the Equalizer, and Keldorn,\nwho has a 60% resistance to magic, so I feel fairly safe. If you kept\nany of the abundant Helms of Charm Protection, you can strap those on,\nas well. My protagonist heads in and attacks the Succubus, while the\nrest of the party helps out with ranged weapons. Keldorn uses True Sight\nto keep them honest, and, with their primary means of attack removed\nthey go down fairly easily, although if they're dealing too much damage\nto my protagonist, I may have to use Stoneskin. The Alu-Fiends will drop\nPotions of Extra Healing and Oils of Speed when they die, and they will\nall drop some minor loot, besides.\n\nCambion and Demon Knights (AR3007) [NORMAL MAGIC]\no======================================================================o\n7) As soon as I enter this room, I move Anomen\/Viconia to the front line\n(if I have the Mace of Disruption +2) or just my protagonist. A Cambion\noccupies this level, but he's the least of our concerns, as four Demon\nKnights will gate in to help him. My front line presents a level-drain\nproof shield for the rest of my party, who equips whatever ranged\nweapons they have and fires at the Demon Knights. To start the fight, my\nprotagonist heads forward to present himself as the sole target of the\ninevitable round of Remove Magic, Symbol: Fear, and Power Word spells,\nwhich can be countered with Spell Immunity: Abjuration and Spell\nImmunity: Conjuration, respectively. If they fail to remove my defenses\nand inflict fear upon my protagonist, I'm gold. From then on I just use\nAnomen\/Viconia and my protagonist to chop them down as quickly as\npossible, with the rest of my party providing ranged support. The\nCambion, for his part, is of no real concern. He always seemed more\ninterested in hiding than fighting, and only crawled out to face me once\nKeldorn had thrown up a True Sight. Of course, with a well-built\nprotagonist I was able to just spam Greater Whirlwind attacks and kill\ntwo Demon Knights a round. The best defense, and all that rot... Each\nDemon Knight will drop a Two Handed Sword +1, while the Cambion will\nleave behind a suit of Chain Mail Armor, a Bastard Sword +1, and some\ngold.\n\nBalor\/Cornugon Room (AR3008) [DEAD MAGIC]\no======================================================================o\n8) This room can be reached by going east from the Compass Room \n(AR3003). It can also be reached by (AR3004), (AR3006), and (AR3012).\nThis room contains a Balor and three Cornugons. The three Cornugons will\nteam up on the Balor, but that experience would better aid us, don't you\nthink? Attack the Balor quickly and cut it down, then turn on the \nCornugons. They can cause you to bleed, produce a fear effect, and will \ncertainly try to lower your magic resistance. Don't bother casting any \nspells, however, as this is a dead magic room-all spell casting has a \n100% chance of failure. Now, notice the huge rock in the middle of\nthe room (x=600, y=500)? If you activate it, you'll get the following\nmessage:\n\n\"WITH MY LAST BREATH I PLACE MY GREATEST PRIZE\n FOREVER BEYOND THE REACH OF ALL THE EVIL AROUND ME.\"\n\nThis barrier is as good as solid to a neutral or evil character, but\nactivate it with a good character-say, Keldorn-and you'll obtain a\nvery nice Bastard Sword, the Purifier +4. It gives 20% magic resistance,\nand deals four additional damage to chaotic evil creatures. It's\ndefinitely trying to be a one-handed Carsomyr, but it just doesn't\nquite stack up. Both Carsomyr and the Purifier can be upgraded with an\nitem we'll get later... and something tells me that Carsomyr is going to\nwin when I have to decide which weapon to upgrade.\n\nQuasits in Wild Magic Room (AR3009) [WILD MAGIC]\no======================================================================o\n9) In this room you'll find a number of Quasits that seem to think\nthrowing around spells in a wild magic room is a good idea. Honestly,\nI just turn the AI on and let my party mop them up. They'll get off\nsome spells, and some really weird crap can happen. They've summoned a\npack of hostile squirrels before, and turned my protagonist into a\nwolf for a few rounds, one even summoned up a cache of gems, which I\nobtained when it died. Most of the things they'll do are low-level\neffects, and chances are they'll hurt themselves as much as they'll\nharass you, but you might see spells such as Flesh to Stone, so... well,\njust hope you don't get hit by anything too rough.\n\nGlabrezu Summoners (AR3010) [NORMAL MAGIC]\no======================================================================o\n10) Only two enemies initially present themselves: a pair of Glabrezu.\nThe red one summons Greater Fire Elementals, and the blue one summons\nIce Salamanders. Both will also use an area-of-effect elemental spell,\nthe red one uses Incendiary Cloud, while the blue one uses a... cold\nversion? If you hide out near the northern or western portals, you will\nonly have to fight the Salamanders, giving you time to spell-buff before\nattacking the Glabrezu. Elemental protection and basic combat buffs\ncome recommended. Once ready, jump on the red Glabrezu and chop it down,\nthen focus on the blue one, and finally mop up whatever opposition is\nleft. They will both only summon several minions before they cast\nStoneskin, a Fireshield  (red for the red one, blue for the blue one)\nand attack. You can get a little bit of grinding done here, if you want\nto let them summon their minions.\n\n***ENHANCED EDITION***\nI really don't remember the Glabrezu using their area-of-effect spells\nin the vanilla edition, but maybe my memory is going?\n\nTahazzar's Chamber (AR3012) [NORMAL MAGIC]\no======================================================================o\n11) In this chamber you'll find Tahazzar (x=700, y=650), a powerful\nBaatezu who will ask for Ka'rashur's Heart if you're evil or neutral\nand you pick dialogue option #3. If you're good, or if you've spoken to\nKa'rushur previously you'll be attacked at the end of your conversation.\nTahazzar is joined by three Glabrezu, three Quasits, a Succubus, a\nYochlol, which looks like a Dark Elf, for some reason (I smell lazy \ndevelopers...) and a pair of invisible Maurezhi. I prefer to side with \nTahazzar if at all possible, as he is only approachable through two \nwild magic zones, meaning you won't get a chance to spell-buff before \nyou come here.\n\nIf I'm forced to fight, however, I cast Stoneskin on my protagonist,\nRemove Fear on the party via Anomen\/Viconia, and Haste via Edwin\/Imoen.\nKeldorn uses True Sight to keep the Yochlol and various other demons\nfrom disrupting my attack strategy with invisibility. My protagonist\nimmediately runs forward after hostilities start, straight at the\nYochlol, which can level drain. With any luck, I'll draw the attention\nof two of the Glabrezu and perhaps Tahazzar himself. Keldorn, Imoen,\nJaheira, and Minsc all concentrate fire on the Succubus to prevent her\nfrom charming anybody, and Anomen confronts the Glabrezu opposite the\nYochlol. When the Succubus dies, I have Minsc focus on one of the\nMaurhezi, while Imoen and Jaheira tackle another. Keldorn equips\nCarsomyr and heads straight at Tahazzar, and as more characters finish \noff their targets, they focus on Tahazzar. The real annoying part is \nafter all the heavy hitters are dead, when you have to clear out the \nQuasits, who for some reason are on hyper invisibility. They'll blink \nin and out, staying around just for a second before disappearing. I let \nthe AI handle them at this point, since they're more annoying than \nthreatening. If you side with Tahazzar, you can simply head to your \nPocket Plane after giving him Ka'rushur's Heart, spell buff, return, \nand attack on your own terms. Much easier. This is, of course, the\ntactic my evil party adopts, since they have the luxury of siding with\none of them... otherwise the strategy remains mostly the same, just\nsubstitute Keldorn for Korgan, Imoen for Edwin, Minsc for Haer'Dalis or\nSarevok, and Anomen for Viconia... standard operating procedure. Also,\nstarting out with a backstab certainly can't hurt things. If you kill\nTahazzar he'll drop his heart and a Scepter Gem, and if you give him\nKa'rahur's Heart, he'll just hand over the Scepter Gem... and the\nThieves' Hood.\n\n***ITEMS***\n(x=650, y=300) Arrows +3 x10, Potion of Superior Healing x2,\n\t       Throwing Dagger x2, 1920 gold\n\n***TRAPS***\n(x=650, y=300)\n\n***REWARD***\n(For bringing Ka'rushur's Heart to Tahazzar)\nEXP\t20000 (each character)\nItem\tSpecter Gem\nItem\tThieves' Hood\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition - \nTahazzar {VID013}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Tahazzar\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/THhlLhKVkK0?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n\nKa'rushur's Chamber (AR3013) [NORMAL MAGIC]\no======================================================================o\n12) Ah, now this is the hellion I prefer to fight. If you've spoken to\nTahazzar already, or if you're good, you'll be attacked at the end of\nthe conversation. If you're neutral or evil and haven't spoken to\nTahazzar, however, Ka'rushur will talk with you. Pick dialogue option\n#3 to offer to get him Tahazzar's Heart. Since you can approach him\nthrough (AR3006), however, you can spell-buff before fighting him and\nhis minions, whereas with Tahazzar you cannot. I cast the typical\nspell-buffs before entering, especially Remove Fear, as the Cornuguns\nwill cause me grief if I don't. After that, this fight is largely\nmelee in nature. There's no Yochlol, no invisible Maurezhi, and the\nErinyes doesn't worry me as much as the Succubus did. If you attack,\nthe Baatezu will be joined by a trio of Bone Fiends and a Velithuu.\nThis gives them a lot of melee power, but my protagonist presents a\nconvenient target, and if he's been well spell-buffed, they won't rip\ndown his defenses until their numbers have been significantly reduced,\nif at all. Ka'rushur will leave behind his heart, and a Scepter Gem,\nwhile the Erinyes will drop a Long Sword +1.\n\n***ITEMS***\n(x=970, y=370) Potion of Superior Healing, Laeral's Tear Necklace,\n \t       Star Sapphire, Arrows +3 x10, Throwing Axes x5,\n\t       Studded Leather Armor +2, 450 gold\n\n***TRAPS***\n(x=970, y=370)\n\n***REWARD***\n(For bringing Tahazzar's Heart to Ka'rashur)\nEXP\t20000 (each character)\nItem\tSpecter Gem\nItem\tThieves' Hood\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition - \nKa'rushur {VID014}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Ka&#039;rushur\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/VFi6bRjOr3Y?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n\nDemon Wraith and Slave Wraith Room (AR3014) [NORMAL MAGIC]\no======================================================================o\n13) Before this pain in the ass fight, I cast a Remove Fear and use\nLimited Wish to bestow protection from undead while in the relative\nsafety of the Cambion and Demonknight Room (AR3007). Once I enter this\nroom I'll be confronted by a Demon Wraith, who will summon up five Slave\nWraiths, which can drain levels. The Demon Wraith will make things\ndifficult by unleashing a Time Stop sequence, followed by Symbol: Stun\nand Symbol: Fear. On top of that, the room is trapped, and crossing it\nbefore disarming the traps is likely to end in trouble. Lastly, the\nDemon Wraith itself is 90% resistant to physical damage, has 75% magic\nresistance, is immune to all normal elements (although it's merely 90%\nimmune to magical elemental damage, however), and isn't hurt by anything\nless than a +4 weapon. Even at this point in the game, that excludes\nmany of my characters from even bothering to attack it... What, then, to\ndo?\n\nImoen\/Edwin immediately begins casting Time Stop, and my protagonist\nbegins casting Pierce Magic. With the Robe of Vecna, Imoen\/Edwin will\nfinish first. I immediately have my Mage cast Pierce Magic to remove its\nSpell Turning and lower its magic resistance, then I hit it with Lower\nResistance to all but eradicate its magic resistance. This double-shot\nof Pierce Magic ensures that when the Time Stop sequence ends, the Demon\nWraith is defenseless for my next spell assault. If I have any time left\nbefore the Time Stop ends, I'll have Imoen scan for traps and attempt to\ndisarm the one surrounding the portal (x=500, y=530). When the Time\nStop ends, I immediately have my Mages start up their second assault-\npreprepared Spell Triggers and Spell Sequencers linking three Magic\nMissiles apiece. That's right, the Demon Wraith has the Sarevok\nweakness. The missiles do full damage, and after a Spell Trigger and\nSpell Sequencer from each of my Mages (or about a dozen Magic Missile\nspells) the Demon Wraith falls. Often the Magic Missiles will knock\nthe Demon Wraith out of its casting, and once you've removed its\ndefenses and blasted it with some Magic Missiles, the only thing that\ncan go wrong is if it finishes its Time Stop and manages to incapacitate\nyour Mages. Even then, as long as you can free them quickly with a\nDispel Magic or Remove Paralysis, you're still in the game. If it gets\noff a Mislead, just take it down with True Sight and continue the Magic\nMissile assault. I've tried this strategy several times, and although\nthe timing can be tricky, it does work, and it works well. No level\ndrains, no damage, nothing. It's as painless of a method as I've devised\nfor killing this creature. Once it dies, all its Slave Wraiths go with\nit, earning you 5000 experience for each one. We're now free to disarm\nthe traps at our leisure and grab all the loot off the ground.\n\n***ITEMS***\n(x=500, y=400) Plate Mail +1, Scroll of Mantle\n(x=570, y=480) Bolt +2 x20, Potion of Superior Healing x2, \n\t       Wand of Spell Striking, Bloodstone Ring\n(x=730, y=430) Journal, Rogue Stone, 1 gold\n(x=760, y=530) Spear +1, Potion of Agility\n(x=1000, y=460) Plate Mail Armor, Agni Mani Necklace, 47 gold\n(x=340, y=640) Bastard Sword +1, White Dragon Scales\n\n***TRAPS***\n(x=500, y=530)\n(x=600, y=500) \n(x=600, y=630)\n(x=620, y=800)\n(x=900, y=630)\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition - \nDemon Wraith {VID015}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Demon Wraith\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/4ciO4UPPseQ?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n\nAesgareth's Enclave (AR3015)\no======================================================================o\n14) You've all but made it through the maze by now, but when you\narrive, a Cambion from Curst named Aesgareth is waiting for you. All in\nall, he's a nice enough guy who enjoys gambling. He just won a Deck\nof Many Things from his uncle, and wants to play a few hands against\nus for the device that exits this place... or other things. He, on the \nother hand, has various items we can try and win. Some very, very nice\nitems, at that. Save your game and speak to him again. The rules are\nsimple, we each draw a card, and whomever survives the effects of the\ncard and ends up with the highest card, wins the round. The following\ntables list what we can wager, and what we can win.\n\n\n\to===============o=======================================o\n\t|   Our Wager   |\t\t Effect\t\t\t|\n\to===============o=======================================o\n\t| \t \t|If you lose, Aesgareth will ask for the|\n\t|\t\t|Scepter of Radiance. You can refuse to\t|\n\t|\t\t|pay up and provoke a fight, or give it\t|\n\t|  The Way Out\t|to him. He and his companions will\t|\n\t|\t\t|leave, and he will (true to his word)\t|\n\t|\t\t|leave the Scepter of Radiance with you\t|\n\t|\t\t|when you're done, as well as the\t|\n\t|\t\t|Scepter Gem you need. What a nice guy!\t|\n\t|---------------|---------------------------------------|\n\t|\t\t|If you lose, Aesgareth will cast\t|\n\t|\t\t|'Energy Drain', which will take away\t|\n\t|  Experience\t|10000 experience from the character who|\n\t|\t\t|played him. This effect will be blocked|\n\t|\t\t|by the Cloak of Mirroring.\t\t|\n\t|---------------|---------------------------------------|\n\t|\t \t|If you lose, Aesgareth will cast\t|\n\t|\t\t|'Vitality Drain', which will\t\t|\n\t|   Vitality\t|permanently drop the player's Hit\t|\n\t|\t\t|Points by 10% (rounded up). This effect|\n\t|\t\t|will also be blocked by the Cloak of\t|\n\t|\t\t|Mirroring, however.\t\t\t|\n\to===============o=======================================o\n\t|  His Wager\t|\t\t Effect\t\t\t|\n\to===============o=======================================o\n\t|\t\t|An absolutely fantastic Scimitar-at\t|\n\t|\t\tleast once it's upgraded. It's the best |\n\t|Spectral Brand\t|weapon in the game for Jaheira, and if |\n\t|\t\t|you love her half as much as I do,\t|\n\t|\t\t|you'll get it for her.\t\t\t|\n\t|---------------|---------------------------------------|\n\t|\t\t|Pretty self-explanatory, there are only|\n\t|Scroll of Wish\t|two such scrolls you can get in the\t|\n\t|\t\t|game-either buy one from Lazarus, or\t|\n\t|\t\t| win this one.\t\t\t\t|\n\t|---------------|---------------------------------------|\n\t|\t\t|You'll need this to continue through\t|\n\t|\t\t|Watcher's Keep. If you win this from\t|\n\t|  Scepter Gem\t|Aesgareth, he decides to be a poor\t|\n\t|\t\t|sport and attack you... but he'll give\t|\n\t|\t\t|you the Scepter Gem anyways. He will\t|\n\t|\t\t|only wager this against the way out.\t|\n\to===============o=======================================o\n\nNow, to make things simpler for us. Aesgareth will only play three\ngames against us (win or lose), and on the third play he will insist we\nplay for the way out. There are two items we want, and we have two games\nin which to win them. The Scroll of Wish is nice, but not necessary, but\nyou should absolutely try to win the Spectral Brand. Of course, there's\nno reason we can't win both. If you lose, reload. Because of an inquiry\nby the magnificent Lee Kadel, I looked into how this little game works\nusing the wonderful Infinity Explorer program. Since I bothered to\ndiscover how it works, I feel compelled to explain it, for you curious\npeople out there-and to show off that I do, indeed, strive to understand\nthis game. For you impatient folks... here's the quick version:\n\n1st Draw: Bet your vitality or experience against the Scroll of Wish.\nYou have a 25% chance to win this round-you must draw the 'STRIFE' card,\nand he must draw 'TRIUMPH'.\n\n2nd Draw: Bet your vitality or experience against the Spectral\nBrand. You have a 50% chance to win this round-if you draw the\n'STRENGTH' card, you will win.\n\n3rd Draw: You must bet the way out against Aesgareth's Scepter Gem.\nYou have no chance of winning this round. Seriously, he will always\ndraw the 'WHEEL' card and beat you. Either gracefully conceed defeat,\nor fight him over it. The latter is the better option, because you\nthen gain the Deck of Many things for yourself.\n\nImpatient people, you are done. If you were cursed or otherwise\nadversely affected by something you drew, Remove Curse or Heal should\nfix you right up. Go to Step #16 for details about the fight. Curious\nfolks, go to Step #15.<\/pre>\n\n\n\n<pre id=\"faqspan-41\" class=\"wp-block-preformatted\">&lt;----------------------------------------------------------------------&gt;\n15) This game is actually pretty simple when you get a good peek at it.\nThere are only eleven different cards that can be drawn during the\ngame-you can draw six, Aesgareth can draw five. You will always get one\nof two cards (randomly determined) each draw, save the third draw,\nwhere Aesgareth only has one possible draw. Therefore, the number of\ngames you've played is the greatest (read: only) factor in determining\nwhat cards you and Aesgareth can draw, and hence, your odds of success.\nAll cards are rated by a simple global variable on a scale of one to\nsix, to determine whether your card wins, or Aesgareth's card wins, as\nfollows: 'SetGlobal(\"CambionDraw\",\"GLOBAL\",1)'. This variable means,\nsimply, that Aesgareth's card has a value of one. On the other hand,\nthe player uses: 'SetGlobal(\"PlayerDraw\",\"GLOBAL\",1)'. Again, this just\nmeans the player has a card with a value of one. In the case of a tie,\nthe game always rewards the draw to Aesgareth. On the tables below are\nall the possible outcomes per round.\n\n\to======================================================o\n\t|\t\t\t1st Round\t\t       |\n\to===============o=======o===============o=======o======o\n\t|   Your Draw\t| Value\t|   His Draw\t| Value\t|Result|\n\to===============o=======o===============o=======o======o\n\t|    Plague\t|   1\t|    Triumph\t|   1\t| LOSS |\n\t|---------------|-------|---------------|-------|------|\n\t|    Plague\t|   1\t|   Construct\t|   4\t| LOSS |\n\t|---------------|-------|---------------|-------|------|\n\t|    Strife\t|   3\t|    Triumph\t|   1\t| WIN  |\n\t|---------------|-------|---------------|-------|------|\n\t|    Strife\t|   3\t|   Construct\t|   4\t| LOSS |\n\to===============o=======o===============o=======o======o\n\nAs you can see, on the first round we only have a 25% chance to win\nagainst Aesgareth. Only the 'STRIFE' &gt; 'TRIUMPH' combo will win.\n\n\to======================================================o\n\t|\t\t\t2nd Round\t\t       |\n\to===============o=======o===============o=======o======o\n\t|   Your Draw\t| Value\t|   His Draw\t| Value\t|Result|\n\to===============o=======o===============o=======o======o\n\t|     Guile     |   2\t|   Defiance\t|   2\t| LOSS |\n\t|---------------|-------|---------------|-------|------|\n\t|     Guile\t|   2\t|    Empress\t|   3\t| LOSS |\n\t|---------------|-------|---------------|-------|------|\n\t|   Strength\t|   6\t|   Defiance\t|   2\t| WIN  |\n\t|---------------|-------|---------------|-------|------|\n\t|   Strength\t|   6\t|    Empress\t|   3\t| WIN  |\n\to===============o=======o===============o=======o======o\n\nHere we have an honest 50% chance to win, as you'd expect from a\ngame of chance. If you draw the 'STRENGTH' card, you win.\n\n\to======================================================o\n\t|\t\t\t3rd Round\t\t       |\n\to===============o=======o===============o=======o======o\n\t|   Your Draw\t| Value\t|   His Draw\t| Value\t|Result|\n\to===============o=======o===============o=======o======o\n\t|High Priestess |   4\t|     Wheel\t|   5\t| LOSS |\n\t|---------------|-------|---------------|-------|------|\n\t|    Emperor\t|   5\t|     Wheel\t|   5\t| LOSS |\n\to===============o=======o===============o=======o======o\n\nOn the third and final draw, Aesgareth will always draw 'WHEEL'. In the\nglobal variables, you tend to see lines like the following...:\n\nGlobal(\"CambionDraw\",\"GLOBAL\",1)\nGlobalLT(\"PlayerDraw\",\"GLOBAL\",2)\n\n...Which determines who wins and who loses. In other words, the example\ngiven above triggers a line of dialogue when your draw (value &gt; 2) is\ncompared to Aesgareth's draw (value = 1). This is the \n'PLAGUE' &lt; 'TRIUMPH' hand, and it results in a loss (and the\nconsequences thereof.) However, on the third draw, when Aesgareth\ninvariably draws 'WHEEL', the global variable is as follows:\n\nGlobal(\"CambionDraw\",\"GLOBAL\",5)\n\nDoesn't even need to check what you have. If he gets a card with a\nvalue of 5, the 'WHEEL' card, he wins. Period.\n\nSo, the roundup is simple. You have two items you want, and two\nchances to play for them. Aesgareth always insists on playing for the\nway out on the third hand, and he always draws 'WHEEL' on the third\nhand, and wins. You can bet the way out for his gem on draw one or\ntwo, and win, but he will be a poor sport and attack. So, the solution\nis simple; bet for the Scroll of Wish and the Spectral Brand on the\nfirst two draws. You have a 25% chance to win the first draw, and a\n50% chance to win the second. Save\/load until you've emptied his\npockets, then play him, lose, and refuse to pay up. This starts a\nfight, of course, but getting his two goodies and killing him is the\nmost rewarding way to go through this encounter, since it not only\nnets you the Scroll of Wish and the Spectral Brand, but you can also\nclaim the Deck of Many Things for yourself, which will yield further\nrewards. If, during the game you suffer a negative effect from a card\nyou drew, use Remove Curse to get rid of it.\n&lt;----------------------------------------------------------------------&gt;\n16) After playing him twice (and winning!), prepare for a fight after\nthe third game, which again, you will always lose. Surround the Tiefling\nat (x=770, y=620) with Fighters (Korgan, Keldorn, Anomen, Viconia,\nJaheira, Sarevok, Minsc, etc), as Mages always tend to be the greatest\nthreats. I spell-buff my protagonist with Stoneskin, Mirror Image,\nBlur, and of course, hit the whole party with Haste and Protection from\nEvil 10' Radius. I then confidently play Aesgareth again, lose, and\nrefuse to pay up. When the fighting starts, the surrounded Tiefling Mage\ndies almost immeidately, after which I  focused on the Cleric Tiefling,\n(the one in armor with a shield), then I indiscriminantly all of\nAesgareth's minions. Save Aesgereth for last, as his minions will flee\nif Aesgareth dies. The Tiefling Mage will drop a Cleric's Staff +3, a\nJade Ring, a Potion of Healing, and a Robe of the Good Archmagi. The\nFighter Tieflings will drop Long Swords +1, the Thief Tiefling coughs\nup a Dagger +2, Studded Leather Armor +2, a Long Sword +3, some Potions\nof Extra Healing, some Potions of Invisibility, and 47 gold. The archer\nTiefling will leave behind a suit of Chain Mail +3, Arrows +3 x20~,\nArrows +2 x20~, a Helmet, two Potions of Superior Healing, two Potions\nof Extra Healing, a Potion of Fire Giant Strength, an Oil of Speed, a\nComposite Long Bow +2, a Scroll of Mordenkainen's Sword, and 80 gold.\nThe Cleric Tiefling bequeaths a suit of Full Plate Mail +1, a Helmet,\nPellan's Shield +2 (a Large Shield +2 with lower weight and Strength\nrequirements), a Flail +2, Bullets +3 x20~, a Sling +1, some Potions of\nSuperior Healing, and 94 gold. Finally, Aesgareth himself will drop us a\nsuit of Chain Mail +3, a Two Handed Sword +2, a Scepter Gem, a Scroll of\nPierce Shield, 9 gold, and the Deck of Many Things, which is what we\nwere after all along. Feel bad about killing him? Well, if it makes you\nfeel better, he would have attacked you if you had won his Scepter Gem\nfrom him, so don't feel too bad about it. Now all that's left to do is\nhead through the portal at (x=1950, y=600).\n\n***REWARD***\n(For escaping the maze)\nEXP\t10000 (each character)\n\n***REWARD***\n(For winning the Scroll of Wish from Aesgareth)\nEXP\t25000 (each character)\n\n***REWARD***\n(For winning the Spectral Brand from Aesgareth)\nEXP\t25000 (each character)\n\n***REWARD***\n(For playing for the way out)\nEXP\t20000 (each character)\n\n***REWARD**\n(For reassembling the Scepter of Radiance)\nEXP\t25000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n17) But first, let's see what Cespenar can make for us after this\nlast level:\n\nThieves' Hood\n-------------\n(10000 gold)\n(Thieves' Hood)\n(Ring of Invisibility)\n(Antidote)\n\nAn interesting helmet, it makes the wearer immune to backstabs and\npoison, and allows them to cast True Sight three times a day. It's \nan anti-Thief Thief helm! I would consider having Imoen use it, but\nshe's better off wearing the Circlet of Netheril, and my\nFighter\/Mage\/Thief protagonist is still better off with Vhailor's\nHelm. I'd rather have a constant bonus to critical hits than protection\nfrom backstabs-which are prevented quite handily by Stoneskin, in any\nevent. I mean, so are critical hits, but everything can land a critical\nhit-only a few foes will attempt to backstab you.\n\nWhite Dragon Scale\n------------------\n(5000 gold)\n(White Dragon Scales)\n\nEasily the best armor in the game that allows its wearer to sneak, with\nthat Armor Class, it's practically Fighter armor! Thieves and Rangers\ncan't ask for better, and they can safely retire that Shadow Dragon\nScale. Why did the Scales from the weakest Dragon type make the\nstrongest armor? Your guess is as good as mine. Whenever I take Sarevok\nwith me, I put him in this armor so as not to shake up any established\nequipment load-outs... and since him and Minsc compete for the same\nspot in my party, it also makes sense that they both end up with this\narmor. Simplicity itself.\n\nWondrous Gloves\n---------------\n(5000 gold)\n(Bard's Gloves)\n(Diamond)\n(Emerald)\n(Rogue Stone)\n(Star Sapphire)\n\nIf you're a Bard... shame on you! No really, if you're a Bard, you're\ngoing to love these gloves. They give +1 THAC0, +1 Armor Class, and\na bonus 2nd, 3rd, and 4th level spell. This just about makes them the\nbest things you can wear on your hands in the entire game... if you're\nBard, at least. Of course, with the 'Use Any Item' ability, my\nFighter\/Mage\/Thief protagonist can use these, too-and anybody can see\nhow she would stand to benefit from the bonuses these gloves provide...\n&lt;----------------------------------------------------------------------&gt;\n18) Of course, we found something else in that level, didn't we? That's\nright, the Deck of Many Things. No sense in letting it rot in our\npacks, we might as well use it to squeeze the best possible rewards from\nit that we can. I have my mind set on two things: magical items that I\ncan't get anywhere else, and permanent character upgrades. The other two\nuseful things I could gain from the Deck of Many Things are money and\nexperience. I don't need the latter (since I have over 100,000 gold\nstill) and I can grind for the latter. In fact, at almost 5,000,000\nexperience per character, I'm not worried about hitting my eventual\ngoal of 6,000,000 experience (for the whopping upgrades Jaheira will\nreceive). There's still plenty of game left. I'm not going to get too\ndeep into the details of how the Deck of Many Things works here, if you\nwant to see my best attempt at dissecting the inner workings of this\nitem, see [ITM005]. We'll get three draws from the deck, and each time\nwe draw we can get one of six cards. Obviously we want the best draws\noverall, so save before you draw and reload until you get what you \nwant. Here's what I do:\n\nFirst Draw:\nFirst I have a Mage cast Spell Immunity: Abjuration and draw from the\ndeck until they get the 'DONJON' card. This wastes the first draw, but\nwe need to sacrifice the crappy cards of the first draw to get better\ncards in the second and third draw.\n\nSecond Draw:\nNow we have two options, we can upgrade one attribute of a character by\nhaving them draw from the Deck until they get the 'STAR' card. \nUnfortunately, you can't choose what attribute gets upgraded, and it's\nnot random, so you can't fish for it, either. It's based upon your\nclass, Fighters will get Strength, Mages will get Intelligence, and\nso forth. The only useful thing I can imagine doing with this is to\nget a character with 18 Strength and use the deck to raise them up to\n19, and hence negate any need they might have for Giant Strength. If\nyou're not sold on that, you can try and get the 'KEY' card, instead,\nwhich will give you the Warder's Signet +3 (aka Ring of Protection +3).\nThis is useful for any Mage, who won't be wearing armor and hence will\nbe the only characters that really need to wear this. The bonus to Armor\nClass and saving throws sure beats The Spirit's Shield +2, in any case.\nAn interesting move to make is to have Haer'Dalis wear Robes of the\nArchmagi (I say Robes of the Neutral Archmagi, but any will do. You can\nsteal them from Lazarus in Saradush, and they are wearable by Haer'Dalis\nthanks to the 'Use Any Item' high level ability) along with The Warder's\nSignet +3. The ultimate Armor Class bonus will be the same as if he were\nwearing his Melodic Chain, but his saves will be much better (four\npoints better per save, in fact), not to mention the 5% magic\nresistance. If you have a Fighter\/Mage\/Thief and therefore are wearing\nthe Aslyferund Elven Chain +5, it's the best Haer'Dalis can hope for.\n\nThird Draw:\nThere are two real choices here, too. We can try to get the 'THRONE'\ncard, which will score us 1,000,000 experience points. It's a pretty\nhefty slice of experience, but we can get experience anywhere. On\nthe other hand, if we get the 'MOON' card, the character who drew will\nget +10 Hit Points. Can you think of any downside? I can't either. \nThere's no character who has enough Hit Points that they can't \nbenefit from more.\n\nI'll be honest here, I'm very prone to babying my protagonist here.\nI know, there's no sequel to this game where they can take their\nstats to, but when push come to shove, I prefer to give the permanent\nupgrades to my protagonist. Anyways, make your three draws and put\nthe Deck of Many Things away... or use it a fourth time to have it\nvanish, either way.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t         Watcher's Keep, Level 4\t\t       |\n|\t\t  \t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK058}\n\t\t1) Carston, Lord of the Level!\n\t\t2) First Illithid Rod\n\t\t3) Moribund Apprentice\n\t\t4) Second Illithid Rod\n\t\t5) Red Oil and Vampiric Illithids\n\t\t6) Flint and Tinder\n\t\t7) Killing Githyanki\n\t\t8) Purple Oil and Angurvadal\n\t\t9) The Demi-Lich\n\t\t10) Saladrex\n\t\t11) Blue Oil and Magic Golems\n\t\t12) More Mimics\n\t\t13) Lighting the Braziers\n\t\t14) Rock and Garock\n\t\t15) \"Freeing\" Carston\n\t\t16) The Machine of Lum the Mad\n\t\t17) Crafting With Cespenar, IV\n\nWatcher's Keep, Fourth Level (AR3017)\no======================================================================o\n1) When you arrive on this level you'll witness a group of Githyanki\nfighting a group of Mind Flayers, all the while a Mage in some device\ncackles. Eventually, however, the Mage grows bored and disrupts the\nfight by sending out a demon to chase off the belligerents. When they're\ngone, you'll be introduced to Carston-Lord of the Level! He proclaims\nthat he's immortal so long as he stays in the Machine of Lum the Mad.\nAfter he declares his immortality and scoffs at your juvenile\ninsinuations that he's trapped, you'll get to make three innocuous-\nseeming responses. If you pick options #1 or #2 he'll summon up four\nMind Flayers to attack you, but if you mention his apprentices, he'll\nhit you with a Chain Lightning. You can pester him further, but he finds\npretty much every question boring and will simply hit you with a 'Minor\nLightning Bolt' for your impertinence. Make sure to grab some of the\nmundane weapons from the container at (x=3350, y=1550). You'll need them\nbefore we're done with this level. Note that you can exit Watcher's Keep\nand open the side passage to this level by heading through the portal at\n(x=2400, y=1700). Note that you may encounter some Devil Shades and\nShadow Fiends near this portal, or if you're more fortunate, it'll just\nbe Yuan-Ti.\n\n***ITEMS***\n(x=3400, y=1600) Potion of Fire Giant Strength, Potion of Insight, \n\t\t Elminster's Ecologies: Appendix IIIa,\n\t\t Arrows of Piercing x40\n(x=3350, y=1550) Bolt +1 x40, Arrows +1 x80, Full Plate Mail +1,\n\t\t Bastard Sword, Long Sword, Short Sword, Scimitar,\n\t\t Katana, Ninja-To, Wakizashi, Two Handed Sword, Dagger,\n\t\t Battle Axe, Spear, Halberd, Quarter Staff, Club,\n\t\t Flail, Mace, Morning Star, War Hammer, Arrows x80,\n\t\t Bolts x80, Sling, Darts x40\n(x=3250, y=1500) Zircon Gem, Bolt +1 x40, Bolt +2 x40, Antidote x10\n(x=3200, y=1500) Elminster's Ecologies: Appendix IIIa, \n\t\t Rainbow Obsidian Necklace, Bolts of Lightning x40\n\n***TRAPS***\n(x=3400, y=1600)\n\nIllithid Stronghold (AR3021)\no======================================================================o\n2) We still have places to explore in this area, but it makes more\nsense sequentially to explore the areas to the north and south, first.\nYou'll see. I exit the level via the northern passage (x=2400, y=1400)\nfirst. Before you go, you might want to prepare some Death Spells and\nmake sure you have Chaotic Commands ready. If you thought we were\ndone fighting large enclaves of Illithids just because Shadows of Amn\nended, you were wrong. I send my protagonist down to the south-east,\nwith the rest of my party following at a safe distance with missile\nweapons equipped. The game might have changed, but our tactics have\nnot. My protagonist, with a better Armor Class and deadlier offensive\ncapabilities is more capable of slaughtering Mind Flayers. As in the\nUnderdark, he leads protected by Chaotic Commands, as his high\nIntelligence and Mirror Image spells enable him to withstand otherwise\ncrippling Mind Flayer assaults. In this first room we'll find a Mind\nFlayer and four Umber Hulks, which should be a warmup, more than\nanything else. Edwin softens the enemies up with a Death Spell, and my\nevil protagonist mops up-this is going to be yet another level where\nshe abuses her ability to perform hit-and-run backstabs, protected only\nby Chaotic Commands and perhaps a Death Spell courtesy of Edwin whenever\nseveral Umber Hulks await. Go through the door to the west\n(x=1450, y=500), trounce a trio of Umber Hulks, then loot the room to\nclaim your first Illithid Rod.\n\n***ITEMS***\n(x=800, y=660) Iol Gem, Illithid Rod, Wand of Cursing\n&lt;----------------------------------------------------------------------&gt;\n3) Go through the door to the south at (x=1700, y=700) and you'll\nencounter another group similar to the one we just dispatched. My\nprotagonist blocks the door, the rest of the party shoots everything\ndown. Loot around and head through two doors (x=2020, y=1050),\n(x=2150, y=900) to reach a room wherein you'll find an Apprentice\n(x=2020, y=730) who has seen better days. He was, of course, an\napprentice of Carston, before Carston decided to fiddle with that\nMachine of Lum the Mad. Subsequently Carston was trapped, and his\npanic meddling led him to blindly mess with the machine, the effects of\nwhich killed most of his apprentices and populated the dungeon with the\nIllithids we now face, and their Githyanki foes to the south. The\napprentice will also give two relevant bits of information-that machine\nopens the way to the next level, and he knows how to breach it. He won't\ntalk, however, due to his hatred for Carston, and dies before telling us\nanything overly useful. We'll gain some experience for being witnesses.\n\n***ITEMS***\n(x=1950, y=1000) Potions of Extra Healing x5, Gold Ring, 23 gold\n(x=1600, y=900) Potions of Extra Healing x5, Andar Gem, Gold Necklace,\n\t\tHandwritten Note\n(x=1400, y=800) Potions of Superior Healing x5, Bloodstone Amulet,\n\t\tArrows +3 x40\n(x=2050, y=700) Wand of Magic Missiles, Potions of Superior Healing x2,\n\t\t73 gold\n\n***TRAPS***\n(x=1400, y=800)\n\n***REWARD***\n(For talking to the apprentice)\nEXP\t1000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n4) From the operating room there are two paths to take, down a tunnel to\nthe south, or to the west. I go south first, disarming a trap just past \nthe doorway leading from the operating room (x=1700, y=1450). Go through\na door at the end of the tunnel (x=1550, y=1700) to provoke three Mind \nFlayers, an Ulitharid, and two Umber Hulks. I provoke them with my \nprotagonist and run back up to the doorway leading to the operating \nroom, where my protagonist blocks the enemies off, and the rest of my \nparty shoots them down. Pick up the Illithid Rod that the Ulitharid\nwill drop, and the two pieces of the rod will fuse together. We can\nnow explore the western side of the area.\n\n***ITEMS***\n(x=1400, y=1880) Potion of Insight, Bullet +4 x10, Bullet +3 x40,\n\t\t Arrows +3 x40\n\n***TRAPS***\n(x=1400, y=1880)\n&lt;----------------------------------------------------------------------&gt;\n5) Now repeat the process down the western tunnel. You'll find the\ntrap in this tunnel just beyond the halfway point (x=1000, y=1000). Now\nthat we have the complete Illithid Rod we can open the door at \n(x=850, y=1050). Loot the blood pool at (x=500, y=1000) to obtain the\nRed Oil. Once you grab it, the two sarcophagi in the room will open and\na pair of Vampiric Illithids will appear and attack. My protagonist,\nmoderately spell-buffed, smites them with a Greater Whirlwind.\n\n***ITEMS***\n(x=500, y=1000)\n\n***TRAPS***\n(x=1000, y=1000)\n\nGithyanki Encampment (AR3022)\no======================================================================o\n6) Return to the level where Carston and the device are and exit the\nlevel to the south at (x=3900, y=2700). When you arrive you'll be\nharassed by a group of Gith including an Anti-Paladin, a Knight, and a\nWarrior. Maybe it was just bad rolls, but man, did these guys get\ntougher? Their experience rewards say no. Remember, however, that\nGithyanki use a more extensive arsenal of spells than Illithids.\nChaotic Commands on the protagonist is not enough to weather every \nfight. When all your foes are dead, be sure to loot the Anti-Paladin\nfor a new treat-The Unholy Reaver: Ir'revrykal +5. This weapon tries to\nbe the Blackguard version of Carsomyr, and it actually comes pretty\nclose. It's a +5 Two-handed Sword that deals an extra five damage to\ngood foes (there will be few enough of them ahead of us in Throne of\nBhaal). It also has a 50% chance to Dispel the target each hit, and it\ngrants its user immunity to charm. As good as Carsomyr? Not unless you\nthrow 50% Magic Resistance on it. Better than what Dorn is currently\nusing? If you're following the guide-certainly. Grab the Flint and\nTinder, which is what we need to continue quest-wise. We had the special\ncolored oil, but we still needed flint and tinder to light a bunch of\nbraziers. Sure, we can cast Incendiary Cloud, Fire Storm, Meteor Warm,\nand all other sorts of fiery death, we can even summon the Elemental\nPrince of fire, but we still need flint and tinder to light some damned\nbraziers.\n\nNote: If you killed both Ur-Gothoz and Azothet back in Shadows of Amn,\nDorn will not be able to use Ir'revrykal +5. It's kind of a shame to\nwaste a weapon that was clearly placed in the game for Dorn, but on the\nother hand, it's not like it bestows massive Magic Resistance like \nCarsomyr, nor is it anywhere near as potent as the Ravager +6. That\nbeing the case, it's a temporary weapon at best.\n\nNote: Also worth noting, in the vanilla version of Baldur's Gate 2\nthere already was an 'Unholy Reaver' weapon in the game's files. Going\nby the simple item name 'REAVER'. THe Anti-Paladin always had-and always\nused this weapon, although it wasn't quite what Ir'revrykal +5 became.\nAll Overhaul Games did is add a few properties to the weapon, and made\nit droppable-they even used the same inventory icon and item description\nart. Why would Bioware create weapon art for an item nobody would see\nunless they messed around with Infinity Explorer or console commands?\nMaybe they KNEW there would be an Enhanced Edition, and that one of\nthe new characters would be a Blackguard? They could see the future!\nToo bad they didn't use that foresight to see how poorly people would\nreact to the ending of Mass Effect 3. In all seriousness, though, it\nwas probably just one of the the dozens of cut items in the game. Or\nperhaps they did it just for fun-lots of monster attacks have icons\nthat most players will never see.\n\n***ITEMS***\n(x=1150, y=330) Wand of the Heavens, Adventurer's Robe, 47 gold\n(x=900, y=530) Potion of Invisibility, Dart +1 x20, \n\t       Dart of Stunning x20, Potions of Superior Healing x2\n(x=900, y=550) Flint and Tinder\n\n***TRAPS***\n(x=900, y=530)\n&lt;----------------------------------------------------------------------&gt;\n7) Head through the door to the-south-east (x=1500, y=800) and smite an\noutmatched group of Githyanki comprised of three Warriors, two Knights,\nand an Anti-Paladin. Loot, leave, and continue through the door to the \nsouth-west (x=900, y=800) and exterminate another group of Githyanki, \nthis time consisting of two Warriors, a Gish (spellcaster), and an \nAnti-Paladin. \n\n***ITEMS***\n(x=1500, y=990) Potions of Extra Healing x5, Arrows +3 x40\n(x=1850, y=800) Sunstone Gem, Fire Agate Gem, 57 gold\n(x=400, y=850) Bullet +3 x40, Tchazar Gem, 6 gold\n(x=400, y=950) Bolt +3 x40, Wand of Spell Striking, Bloodstone Gem,\n\t       Handwritten Note\n&lt;----------------------------------------------------------------------&gt;\n8) Go through the door to the south-east (x=900, y=1200) where another \ngroup of Githyanki await. Four Warriors, a Knight, two Gish, and two \nAnti-Paladins await their demise. Some spell-buffs might be called for \nhere, and pay special attention to the Gish, lest they get off some \ndebuffs and make this troublesome. Once they're dead, go kill their \nCaptain to the south. He'll make as if he wants to talk, but dismisses \nyour answer, whatever it is. Looks like they were making some kind of\nship, out of some... very large Dragon bones. The Githyanki have all\nbeen dropping us rather ordinary Githyanki loot-Plate Mail Armor,\nTwo Handed Swords, Potions of Extra Healing and Potions of Invisibility\n(when they haven't drank them all fighting us), but the Captain has\nsomething special for us. Loot him for a suit of Plate Mail Armor, \nsome Potions of Extra Healing, the Diary of Carton's Apprentice (which\ntells us how to break the glass around Carston, even if it doesn't tell\nus where to procure the Crystal Mallet we'll need to do it), and the\nLong Sword Angurvadal +4. It's a +4 weapon that deals some fire damage\nand increases the users Strength to 22 for 60 seconds. It's not ready\nto be used yet, but it's nice just having it. Be sure to grab the\nPurple Oil (x=1550, y=1700), as we'll need it for questy-times. It's\nnot like we could have mixed the Red Oil and the Blue Oil to make\nPurple Oil, is it? Make sure to grab Montolio's Clasp, as it's another\ncomponent we'll use later... and yet another Drizzt reference.\n\n***ITEMS***\n(x=1550, y=1700) Purple Oil\n(x=1400, y=1550) Bullet x5, Montolio's Clasp\n\nDemi-Liches' Chamber (AR3027)\no======================================================================o\n9) Did I just say that Angurvadal wasn't ready for use? I did, I meant\nit wasn't ready for FULL TIME use. I strap that sword on my protagonist,\ncast Spell Immunity: Abjuration, and Death Ward on him, and send him\ninto the area exit at (x=700, y=2000). In this area awaits a Demi-Lich,\nand we know what mischief they like to cause. Death Ward protects us\nfrom its Demi-Lich Howl, and Spell Immunity: Abjuration prevents\nImprisonment. Angurvadal in my off-hand allows me the hurt the damn\nthing a little more quickly. Daystar does most of the work, of course.\nMy protagonist, thus protected, merely walks in and cuts the Demi-Lich\ndown. Loot it for some rewards far exceeding the difficulty of the\nfight we just won, including the Dagger of the Star +4, a Silver \nNecklace, and 20023 gold. The Dagger of the Star is the best Thief \nweapon in the entire game, and it's relatively easy to upgrade, too.\nIf you have five Star Sapphires, 10000 gold, and you really, really\nlike to backstab things, go head back to the Pocket Plane and upgrade\nit. We'll just... pretend you waited until the end of this level to do\nit.\n\n***ITEMS***\n(x=440, y=400) Ziose Gem x2, Skydrop Gem, Laeral's Tear Necklace,\n\t       Scroll of Stone to Flesh, Potion of Fortitude\n\nSaladrex's Lair (AR3018)\no======================================================================o\n10) Head back into the Githyanki Encampment and go through the door at\n(x=1850, y=1950). Exit the area at (x=1900, y=2000) to reach an area\nthat looks exactly like Adalon's Lair. Instead of Adalon, however, it's\nthe home of a Red Dragon named Saladrex. Unlike Firkraag, this Dragon\nisn't so bad. He's arrogant, sure, but if you were a giant, fire-\nbreathing, flying agent of destruction, you'd be arrogant, too. He'll\ntell you his story, why he doesn't care to leave, and even bothers\nanswering some questions, provided you play the suck-up. Of course,\nwe didn't come here to suck up to a Dragon, did we? No, if it's a\nDragon, and it's got a horde, no matter how talkative, we kill it.\n\nSaladrex is rougher than Firkraag, however. For one, he's more \naggressive with his breath weapon, he'll always start out with a\nRemove Magic (after all, removing our party's buffs hurts us a lot more\nthan putting up a Stoneskin). Also, unlike Adalon we can't just run\nup the stairs and hide if we're getting trounced, his breath weapon\ntakes the form of a Fireball-type effect, and he can hit you with it\npretty much anywhere on the level. Lastly, if you cast too many spells\nnear him (for example, you try to spell-buff) he'll turn hostile and\nattack. So let's buff up by the stairs and rush Saladrex with everything\nour Throne of Bhaal party has. The typical spell-buffs prevail, and\nin addition I pop on Aura of Flaming Death for extra fire resistance,\nand my Mages all use Spell Immunity: Abjuration to block Remove Magic.\nAs soon as the fight starts, Imoen\/Edwin immediately casts Time Stop\nand hit Saladrex with a prepared Spell Trigger of Pierce Magic,\nLower Resistances, and Greater Malison, in that order. Typically I'd\nthrow in a Breach instead of Greater Malison, but Saladrex doesn't\nlike to buff himself much. Afterward, Imoen\/Edwin can try to go for the\nkill with Finger of Death, and Minsc's\/Dorn\/Sarevok's Silver Sword still\nis a threat. Edwin, for his part, immediately launches a second Time\nStop Sequence and tries to hit Saladrex with as many Fingers of Death as\nhe can... and he's got a lot of them. Still, if Saladrex survives, my\nwarriors (including my Simulacrum) unleash Greater Whirlwinds and\npromptly chop Saladrex down. Alas, is nothing a match for our fully\nprepared party? Let's hope not. When Saladrex dies he'll drop a Rogue\nStone, a Tchazar Gem, a Gold Ring, and Angel Skin Ring, 1573 gold,\nand the Staff of the Ram +4. So far that's the best Long Sword, the\nbest Dagger, an Unholy Avenger and the best Quarter Staff we've found\ndown in this Githyanki Encampment. I'm willing to say that this was far\nmore rewarding than the Illithid place.\n\n***ENHANCED EDITION***\nSaladrex might be more potent due to the Enhanced Edition, but simply\nhaving Edwin\/Imoen sit back and pelt him with Breach spells constantly\nis enough to secure victory. The new potency of Dragons has finally\nbeen countered by the greatly superior Throne of Bhaal gear we have...\nnot to mention the fact that all my fighters can now pop out several\nGreater Whirlwind Attacks at will.\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition - \nSaladrex {VID016}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Saladrex\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/Acl1BUlkL9s?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n&lt;----------------------------------------------------------------------&gt;\n11) Return to the level with the Machine of Lum the Mad. Go through the \nlarge doors over at (x=3600, y=1600). To the north you'll find Mutated \nSpiders (or alternatively, some Yuan-Ti and a Troll), and to the south\nyou'll find some Shadows and Shadow Fiends. Dispatch them, loot, and\ncontinue through the door at (x=4100, y=1300). Beyond these doors await\na pair of Magic Golems, who can only be harmed by mundane weapons, as we\nread in Elminster's Ecologies, Appendix IIIa. They attack at a range,\nand deal a pretty hefty amount of damage when they hit. My protagonist\nequips a Katana and a Long Sword to deal with this problem... he hasn't\nbeen so equipped since we started poking around Irenicus' Dungeon. Grab\nthe Blue Oil from the pool in the middle of the room (x=4500, y=1100).\n\n***ITEMS***\n(x=4200, y=1570) Elminster's Ecologies: Appendix IIIa, Bullets +1 x80,\n\t\t Bullets +2 x40\n(x=3500, y=1200) Sunstone Bullets +1 x20, Bullets +4 x20, Zircon Gem\n(x=3550, y=1150) Arrows of Biting x30, Skydrop Gem, 1 gold\n(x=4500, y=1100) Blue Oil\n(x=3850, y=950) Arrows of Ice x40, Gold Ring\n(x=4000, y=800) Wand of Magic Missiles, Bullets +4 x10, 17 gold\n(x=4050, y=800) Silver Ring, Flamedance Ring, Bolts of Biting x40\n\n***TRAPS***\n(x=3500, y=1200)\n(x=4000, y=800)\n&lt;----------------------------------------------------------------------&gt;\n12) Return to where the Machine of Lum the Mad is and go west through\nthe doors at (x=2600, y=2300). To the south will be a half dozen Mustard\nJellies, and to the north will be some Killer Mimics. As long as you\ntake the latter foes seriously enough to attack with your entire party,\nyou'll be fine. If you want to be absolutely safe, attack them at range\nso you can avoid getting close enough to be paralyzed. Through the door\nat (x=2100, y=2700) are some Shadows and some braziers. We've got three\ntypes of oil and some Flint and Tinder, how about we give this a go?\n\n***ITEMS***\n(x=2850, y=2600) Potion of Healing x10, Potion of Extra Healing x5,\n\t\t Potion of Superior Healing x5\n(x=2400, y=2250) 987 gold\n(x=2250, y=2150) Arrows +3 x30, Bullets +3 x30\n(x=2150, y=2100) Wand of Spell Striking, Globe of Invulnerability,\n\t\t Potions of Superior Healing x4\n(x=1950, y=2300) Chain Mail +1, Bolts +3 x30, 1 gold\n&lt;----------------------------------------------------------------------&gt;\n13) Now, how to go about solving this massively complicated puzzle?\nIn the first rooms on either side of the level (the room north-east of\nthe brazier room and south-west of the room where we fought the Magic\nGolems) you'll find three triangular objects. In the north-east,\nthey're blue, purple, and red, and in the south-west they're red, red,\nand purple. Light the braziers to match this arrangement Once the\nbraziers are all lit you'll get an experience reward and the door to\nthe north-east will open, allowing you to continue through another door\n(x=1200, y=2400).\n\n(x=1400, y=2700): RED\t\t(x=1650, y=2500): BLUE\n(x=1500, y=2770): RED \t\t(x=1750, y=2600): PURPLE\n(x=1600, y=2850): PURPLE\t(x=1900, y=2650): RED\n\n***REWARD***\n(For lighting all the braziers correctly)\nEXP\t10000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n14) In this large room you'll find two Minotaurs named Rock and Garock.\nTheir speaking roles in Throne of Bhaal are short and to the point, and\na fight ensues. They're both fairly strong melee combatants. Garock will\nuse Power Attack and Dimension Door if he gets into too much trouble,\nwhile Rock will use Greater Whirlwind Attack. I respond in kind, and\npresent an Iron Skinned Jaheira as a target. Imoen casts Greater\nMalison and my protagonist casts Slow to greatly diminish their combat\neffectiveness. They'll be joined by some Ice Salamanders, but these\nare just sideshows. Ignore them and focus on taking out the brothers,\none at a time. Despite their abilities, melee competence, allies, and\nreliance on potions, these two Minotaurs are heavily out-matched. When\nthey die, loot Garock for a Potion of Superior Healing and a Battle \nAxe +3. Rock leaves behind another Potion of Superior Healing, a\nBattle Axe +3, and the Axe of the Unyielding +3. While it's still a\ndecent axe even in this form, it hasn't really come into its own yet.\nKorgan replaces his old friend, the Frostreaver +3, with the Axe of the\nUnyielding +3. My good party puts the Axe of the Unyielding in storage\nuntil it can be upgraded.\n\n***ITEMS***\n(x=800, y=2000) Crystal Mallet, Bullets +3 x20, Bolts +3 x20, \n\t\tArrows +3 x20\n(x=900, y=1900) Tchazar Gem, Gold Necklace, Silver Ring, \n\t\tScroll of Summon Efreet, Clay Golem Page, 1000 gold\n\n***TRAPS***\n(x=800, y=2000)\n&lt;----------------------------------------------------------------------&gt;\n15) With the Crystal Mallet in hand, head over to Carston and activate\nthe glass (x=3300, y=2000). Strike the glass with the Crystal Mallet\nsix times and it'll dissolve, leaving a whining, sniveling Carston\ngroveling at your feet. You can kill him and take his journal, or let\nhim go and he'll give it to you. Since you get slightly more experience\nfor letting him go, I decide to to that. Carston's Journal merely tells\nus how to use the machine to open the portal, but there's so much more\nwe can do with this machine...\n\nTriangular Button, Red Wheel, Medium Lever \n\n***REWARD***\n(For sparing Carston)\nEXP\t10000\nItem\tCarston's Journal\n&lt;----------------------------------------------------------------------&gt;\n16) Now it's time to play with the Machine of Lum the Mad. As this level\nhas made abundantly clear, randomly messing around with the machine can \nbe rather dangerous. However, those tattered notes we've been finding \nall over the place are, in fact, recipes for this machine. The character\ninputting a particular recipe will be the one who benefits from the\nupgrades (or suffers the consequences of an incorrect input.) There are\nvarious upgrades you can get here, so check your party stats and \ncompare the bonuses your party members will gain. Having a character go\nfrom 18 Strength to 19 is obviously the best way to upgrade that\nparticular stat, while going from 17 to 18 Dexterity is more useful\nthan going from 18 to 19. Non-warriors don't need a Constitution higher\nthan 16, non-Mages don't need Intelligence, party leaders should get\nCharisma (although it's rather moot at this point in the game) and\nClerics, Druids, and Wish-using Mages are good choices for Wisdom. Or\njust be lazy and give everything to your protagonist. It's not the\nmost efficient way of doing things, but we all know they're the most\nimportant. Given my standard protagonists (Fighter\/Mage for the good\nparty and Fighter\/Mage\/Thief for the evil party) and my standard party\ncomposition, here's what I suggest for each party:\n\nGood Party: I gave all the upgrades save Dexterity and Wisdom to my\nprotagonist. Charisma doesn't really matter anymore, and neither does\nIntelligence. When Imoen needed more Intelligence, I just used Potions\nof Genius and the Golden Ioun Stone. Those days, however, are past. On\nthe other hand, raising my Strength to 20 makes me feel better about\nusing the Axe of the Unyielding and the Flail of Ages instead of\nAngurvadal. His Dexterity-raised to 19 in the first game, and dropped\nback down to 18 in Hell, isn't going to give any more Armor Class by\nraising it back to 19, so I give the point to either Sarevok or Minsc,\nwhomever is still around. My protagonist's Constitution, sitting at 19,\ntakes a boost here to 20. This does nothing on its own, but paired with\nthe extra boost from the Axe of the Unyielding scores him another ten\nHit Points. \n\nEvil Party: Korgan has 25 Strength from Crom Faeyr, and when we obtain\nthe Girdle of Fire Giant Strength we'll be able to set up our other\ncharacters to have 23 Strength, 21 Strength, and 19 Strength... Strength\nscores that will make whatever upgrade you take here inconsequential.\nSo, even though my protagonist has 21 Strength already I give her this\nupgrade, too. It won't do me any good if I'm using Angurvadal, but if\nI go with Hindo's Doom instead, it'll be worthwhile. Also, since the\nCharisma and Intelligence upgrades don't matter anymore, they go to my\nprotagonist as well, in a bout of selfish favoritism. As for Dexterity,\nwe have options. We'll obtain very good armor that will increase\nDexterity by one-if you put it on Jaheira as-is, she'll get an Armor\nClass bonus of two (and hence won't need this upgrade). If you raise\nViconia's Dexterity here, she'll also gain a two-point bonus to Armor\nClass from the Dexterity-boosting armor... but I prefer to consolidate\nher magic resistance by giving her another suit of armor. This leaves\nSarevok or Dorn as the next best options. Jaheira gets the Constitution\nupgrade, since it'll actually improve her Hit Points (and she needs the\nHit Points more than Dorn\/Sarevok, in any event). Viconia gets the\nWisdom upgrade, as it'll give her a bonus 1st-and-4th level spell, which\nis better than giving Jaheira another 2nd level spell.\n\no===============================o======================================o\n|            Code\t\t|               Effect\t\t       |\no===============================o======================================o\n|Blue, Green, Long\t\t|        +5% Magic Resistance.         |\n|-------------------------------|--------------------------------------|\n|Circle, Blue, Long\t\t|    Intelligence increased by one.    |\n|-------------------------------|--------------------------------------|\n|Circle, Red, Long\t\t|    Constitution increased by one.    |\n|-------------------------------|--------------------------------------|\n|Circle, Square, Triangle \t|       Wisdom increased by one.       |\n|-------------------------------|--------------------------------------|\n|Red, Green, Short\t\t|      Charisma increased by one.      |\n|-------------------------------|--------------------------------------|\n|Square, Blue, Short\t\t|     Dexterity increased by one.      |\n|-------------------------------|--------------------------------------|\n|Square, Short, Medium\t\t|      Strength increased by one.      |\n|-------------------------------|--------------------------------------|\n|Triangle, Green, Medium\t|Party obtains the Mace, Storm Star +3.|\n|-------------------------------|--------------------------------------|\n|Triangle, Red, Medium\t\t|      Opens portal to next level.     |\no===============================o======================================o\n\nNote: You can only activate these sequences once, afterwards the input\nwill count as an incorrect sequence.\n\nOf course, what happens if you put in something wrong, or you mess\naround trying to find random inputs? Typically something bad, but once\nin a while, you'll get rewarded. Below are a list of 'incorrect' input\nresults. It doesn't matter what you actually do, as long as it's an\nincorrect sequence (not one of the ones listed above) you'll get one of \nthe follow results:\n\nThe Party gains a Potion of Superior Healing.\nUser gains 100,000 experience.\nUser is Imprisoned.\nUser is Level Drained 15 levels.\nUser is Petrified.\nUser is Poisoned.\nUser is engulfed in flames (50 damage).\nUser is struck by a Lightning Bolt (75 damage).\nUser's Dexterity is permanently lowered by one.\nUser's Intelligence is permanently lowered by one.\n\nNote: You can get these penalties\/rewards multiple times. If you want\nto be incredibly cheap, this is a way to grind for experience. Just\ncontinuously activate the machine, input random codes, and if you get\nthe experience, save. If not, reload.\n\n***REWARD***\n(For activating the portal leading deeper into Watcher's Keep)\nEXP\t25000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n17) When you're done toying around with the machine, input 'Triangle,\nRed, Medium' to activate the portal to the next level (x=2900, y=1400), \nand earn yourself some experience. Now we can continue on, but first, \nlet's see what Cespenar has for us:\n\nClay Golem Manual\n-----------------\n(5000 gold)\n(Clay Golem Page)\n(Golem Manual)\n\t\nThe Clay Golem is in every way preferable to the Flesh Golem, being\nimmune to everything but bludgeoning weapons. It's a little late in the\ngame now to be taking advantage of enemies this way, and a Clay Golem\nisn't a fearsome enough combatant that'll last long enough to do any\nserious damage, but it's a fairly hardy summon nonetheless. At least\nthere's a chance in some fights, against enemies who are ill-equipped to\nharm a Clay Golem, that the Golem won't be destroyed in short order.\nYou've probably noticed that your Flesh Golem just wasn't up to snuff.\n\nDagger of the Star +5\n---------------------\n(5000 gold)\n(Dagger of the Star +4)\n(Star Sapphire x5)\n\nThis dagger is absolutely devastating for any character with a \nbackstab multiplier. Its damage (1d4+5) tends towards the insignificant,\nit doesn't cause any status effects, and only has the somewhat paltry \nability to cause 1d8 fire and 1d8 electrical damage 5% of the time, but\nall this is out-shadowed by the 15% chance to cause the wielder to go\ninvisible. Position your Thief behind an enemy and have them use this \nweapon as their main-hand weapon and you've got a decent chance each\nround that they'll score a backstab. That damage sure takes on a \ndifferent aspect when it's subjected to a x5 multiplier, and a\nFighter\/Thief or Fighter\/Mage\/Thief imported from the previous title\nwith a modest, say, 19 Strength who is specialized in Daggers will \neasily be doing 1d4+14 damage, or about 75-90 damage on a backstab.\nThis allows you to topple most normal enemies with glorious ease, and\nalthough some enemies are immune to backstabs, it's still a good \nequipment load-out for most fights. Just equip a good off-hand weapon to\ngo with it, particularly one that gives you more defense (like Hindo's\nDoom) or more stopping power (an upgraded Angurvadal, for example, will\nraise your Strength to 22 and make the Dagger of the Star +5 that much\nmore destructive.) Keep in mind that this weapon requires a bit of\nmicro-management. The game will not tell you when you've gone invisible,\nand you'll have to manually position yourself behind an enemy to perform\na backstab (if you're not already behind them, that is). Just keep an\neye on your protagonist, and if they turn transparent, pause the game\nand move them to take advantage of their newfound invisibility.\n\nStaff of the Ram +6\n-------------------\n(5000 gold)\n(Roranach's Horn)\n(Staff of the Ram +4)\n\nAh, the first +6 weapon that comes available to us in this game... at\nleast the way I play it. If you're into staves, this is by far the best\nmelee staff in the game, to the delight of Druids everywhere. I\npersonally prefer the Spectral Brand for Jaheira, and the Ravager for\ntwo-handed weapons in general, but if you're a Druid who has been\nmissing a shield, this is just for you. It has a 15% chance to stun,\nknock enemies back, and it always deals a whopping base of 1d6 +12\ncrushing, +1d4 piercing damage. It's a good weapon by any definition.\n\nStorm Star +5\n-------------\n(5000 gold)\n(Starfall Ore)\n(Storm Star +3)\n\nStorm Star +3 was kind of meh, but Storm Star +5 is a genuinely decent\nweapon in Throne of Bhaal. Still, I find it far out-classed by the Flail\nof the Ages, as the Storm Star is pretty much just a brute damage\nweapon. On that note, I still find Crom Faeyr's Strength-boost more\nappealing as far as brute damage goes. I really don't have a use for\nthis weapon. If, however, for some reason you find both the Flail of the\nAges and Crom Faeyr tied up and you have a sad Cleric, Storm Star might\nbe the answer.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t         Watcher's Keep, Level 5\t\t       |\n|\t\t  \t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK059}\n\t\t1) Seals, Keys, and Wheels\n\t\t2) Messing With More Machines\n\t\t3) Guardians of the Mind\n\t\t4) Test of the Heart\n\t\t5) Test of Perseverance\n\t\t6) Test of Courage\n\t\t7) Test of Wisdom\n\t\t8) A Game of Coins\n\t\t9) Guardians of the Heart\n\t\t10) Spirit Warrior's Maze\n\t\t11) Through the Maze\n\t\t12) Guardians of the Spirit\n\t\t13) Crafting With Cespenar, V\n\t\t14) The Imprisoned One\n\t\t15) Defeating Demogorgon\n\nWatcher's Keep, Fifth Level (AR3019)\no======================================================================o\n1) Once you've used the Machine of Lum the Mad, feel free to go on to\nthe next level via the portal at (x=2900, y=1400). You'll find yourself\nin a large, triangular chamber with three doors. In the middle of the\nroom is the symbol of Helm which can be activated, surrounded by\nthree pedestals which contain the seals we need to break. We need to\nfind a key for each pedestal, however, and once all three are unlocked\nwe can turn a wheel to open the final seal. Three doors, three keys, we\ncan all see how this level is going to play out. If you want to leave\nand open the last side-door to Watcher's Keep, you'll find your portal\nat (x=1850, y=1500).\n&lt;----------------------------------------------------------------------&gt;\n2) I feel compelled to start by going through the door at \n(x=1250, y=1600). Immediately upon opening the door you'll be attacked\nby a swarm of Mutated Spiders, which my protagonist (and the party\nwith ranged weapons) can handle with ease. Beyond we'll find a machine\nof sorts, surrounded by four pedestals, in turn surrounded by four\ncolored tubes. Activate the machine (x=650, y=1500) to get the details.\nYou need to activate the machine, obtain some colored globes which need\nto be placed in one of the color containers. The globes contain liquid,\nwhich can be consumed as a potion, and have varying effects. If you use\na globe as a potion, however, you'll have to reactivate the machine to\nget another, and face a stronger enemy for it. Eventually you'll get an\norb that cannot be consumed, which should be the one we place into the\ntube. Of course, the correct and proper thing to do is get as many orbs\nas possible, smite the increasingly powerful monsters, and make off with\nas much loot and experience as we can. Each time you obtain an orb \nyou'll gain 1000 experience for each character, and since you can get \nfour of each color, that's 16,000 experience for everybody in the party,\non top of whatever the monsters give you. Put the four dud globes into\ntheir tubes and you'll get a quest reward and the 'Mind Key'. All in\nall, everybody walks away with 26,000 experience, and the party gains an\nadditional 455,496 experience to split amongst themselves from the\nmonsters we killed. That's a little over 100,000 experience per\ncharacter. Not bad, I say.\n\nMost of the monsters aren't too troubling. To claim the blue globe \nyou'll need to smite a Mage. Keldorn hits her with Dispel Magic and \nImoen uses Breach and she dies without much further effort. If you set\nyour party around where she appears, the chances are good you can just<\/pre>\n\n\n\n<pre id=\"faqspan-42\" class=\"wp-block-preformatted\">cut her down before she gets off any bothersome spells. For the Mutated \nSpiders, I just send my party north of the machine (between the red and\npurple tubes) and have my protagonist stand to the side (between the red\nand green tubes) and summon the critters. My protagonist checks them in\nmelee and my party fires away. This tactic also works to safely dispose\nof the Umber Hulks, Devil Shades, and the Vampires. For the Beholders,\nanother strategy is called for. I move all my party into the large\ntriangular room where we entered save Keldorn\/Viconia, Jaheira, and my\nprotagonist. With their magic resistance, the Shield of Balduran, and\nthe Cloak of Mirroring they stand a chance of doing what needs to be \ndone. As soon as the Beholders are summoned, I send all three to attack \nthe Elder Orb, as it will cast Imprisonment after a while. Once it goes\ndown, everybody save Jaheira flees the room, and Jaheira methodically\ncuts down the Hive Mother and Death Tyrant. She can still take some\ndamage from the spells of the Hive Mother, but it should be nothing\nmore than a Ring of Regeneration and\/or some healing spells can't fix.\nFor the Liches, I again send everybody out into the triangular room\nsave my protagonist. He applies the typical anti-Lich strategy,\nSpell Immunity: Abjuration, Conjuration, Alteration and Death Ward.\nOnce the Liches appear, he hacks away until they die, using Daystar on\nthem as necessary. The Elemental Lich will doubtlessly summon a Pit\nFiend, but by now my protagonist is more than strong enough to dispose\nof such a creature effortlessly.\n\t\t\t\t\t\no===============o=======================o=======================o\n|    Globe\t|   Enemies Summoned\t|     Potion Effect     |\no===============o=======================o=======================o\n|Red Globe #1\t|Hobgoblin Elite, \t| Fireball, centered on |\n|\t\t|Hobgoblin Shaman,\t|\t target.\t|\n|\t\t|Hobgoblin Warrior, \t|\t\t\t|\n|\t\t|Hobgoblin Wizard\t|\t\t\t|\n|\t\t|(196 EXP)\t\t|\t\t\t|\n|---------------|-----------------------|-----------------------|\n|Red Globe #2\t|Kuo-Toa Captain x2\t|      Heals user.\t|\n|\t\t|Kuo-Toa Priest\t\t|\t\t\t|\n|\t\t|Kuo-Toa Wizard\t\t|\t\t\t|\n|\t\t|(12000 EXP)\t\t|\t\t\t|\n|---------------|-----------------------|-----------------------|\n|Red Globe #3\t|Giant Troll x2\t\t| Temporarily increases |\n|\t\t|Spectral Troll\t\t| party's saving throws |\n|\t\t|Spirit Troll\t\t|       by one.\t\t|\n|\t\t|(18300 EXP)\t\t|\t\t\t|\n|---------------|-----------------------|-----------------------|\n|Red Globe #4\t|Greater Wolfwere x4\t|\t  N\/A\t\t|\n|\t\t|(60000 EXP)\t\t|\t\t\t|\n|---------------|-----------------------|-----------------------|\n|Blue Globe #1\t|Mage \t\t\t|Cone of Cold, centered |\n|\t\t|(11000 EXP)\t\t|       on target.      |\n|---------------|-----------------------|-----------------------|\n|Blue Globe #2\t|Mage \t\t\t|    Fatigues user.     |\n|\t\t|(14000 EXP)\t\t|\t\t\t|\n|---------------|-----------------------|-----------------------|\n|Blue Globe #3  |Mage \t\t\t|\t N\/A\t\t|\n|\t\t|(20000 EXP)\t\t|\t\t\t|\n|---------------|-----------------------|-----------------------|\n|Blue Globe #4\t|Mage \t\t\t|Protection from Normal |\n|\t\t|(6000 EXP)\t\t|   Missiles on user.   |\n|---------------|-----------------------|-----------------------|\n|Green Globe #1 |Mutated Spiders x4\t|\t N\/A\t\t|\n|\t\t|(36000 EXP)\t\t|\t\t\t|\n|---------------|-----------------------|-----------------------|\n|Green Globe #2\t|Umber Hulks x3\t\t| Melf's Acid Arrows on |\n|\t\t|(12000 EXP)\t\t|        target.        |\n|---------------|-----------------------|-----------------------|\n|Green Globe #3 |Greater Earth\t\t|\t ?????\t\t|\n|\t\t|Elementals x3\t\t|\t\t\t|\n|\t\t|(30000 EXP)\t\t|\t\t\t|\n|---------------|-----------------------|-----------------------|\n|Green Globe #4 |Death Tyrant,\t\t| Summons a Shambling\t|\n|\t\t|Hive Mother,\t\t| Mound to serve the\t|\n|\t\t|Elder Orb\t\t|        party.\t\t|\n|\t\t|(78000 EXP)\t\t|\t\t\t|\n|---------------|-----------------------|-----------------------|\n|Purple Globe #1|Skeleton Warriors x4\t|  Strength increased   |\n|\t\t|(16000 EXP)\t\t|     temporarily.      |\n|---------------|-----------------------|-----------------------|\n|Purple Globe #2|Devil Shade x4\t\t|Invisibility on target.|\n|\t\t|(48000 EXP)\t\t|\t\t\t|\n|---------------|-----------------------|-----------------------|\n|Purple Globe #3|Vampire x4 \t\t|\t N\/A\t\t|\n|\t\t|(50000 EXP)\t\t|\t\t\t|\n|---------------|-----------------------|-----------------------|\n|Purple Globe #4|Lich, Elemental Lich\t| Mass Cure on target.  |\n|\t\t|(44000 EXP)\t\t|\t\t\t|\no===============o=======================o=======================o\n\n***REWARD***\n(For obtaining a globe)\nEXP\t1000 (each character)\n\n***REWARD***\n(For obtaining the Mind Key)\nEXP\t10000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n3) Now go use the Mind Key on the pedestal at (x=2400, y=1750) to gain\nsome experience. The game ominously warns you about some guardians, so\nbe sure to spell-buff before you activate the pedestal a second time.\nFive 'Ferrumach Rilmani' will appear, along with one 'Aurumach Rilmani'.\nI situate my party north-west of the seals (near the portal), and summon\na Deva, an Elemental Prince, a Simulacrum (via the Helm of Vhailor) and\ntwo Golems (via the Golem Manual-which both my protagonist and their\nSimulacrum can use). Then I hit us all with Protection from Evil 10'\nRadius and Haste (having cast other, not quite so time-sensitive\npersonal spell-buffs like Stoneskin, Iron Skins, Blur, Armor of Faith,\netc., before summoning anything). When we hit the seal, our foes will\nappear, and our first order of business is to quickly and decisively\nkill the Aurumach Rilmani, as he's a powerful Mage. If he gets off his\nTime Stop sequence, he can easily cause trouble with repeated bouts of\nCone of Cold, Prismatic Spray, and Symbol spells... Or he might just\nbeat you to death with his staff (which, after peeking with Infinity\nExplorer turns out is a Staff of the Ram +4, which he doesn't drop. With\nthis, and his base Strength score of 20, he can be quite a bruiser in\nmelee). After he falls-and with my party and their summons in an\nadvantageous position to pounce on him, he'll fall quite quickly-the\nFerrumach Rilmani can cast some annoying spells, like Dispel Magic,\nRemove Magic, Silence 15' Radius, Ice Storm, and Blur, but they are\notherwise not nearly as worrisome as the Aurumach Rilmani. Loot the dead\nAurumach Rilmani for the Club of Detonation +3. For the same reason I\ndidn't use Harbinger earlier, I won't use this. Who needs Fireballs\ngoing off in the middle of melee combat? I don't.\n\n***REWARD***\n(For using the Mind Key on the pedestal)\nEXP\t20000 \n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition - \nMind Key {VID017}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Mind Key\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/aP-eH3CAFlk?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n&lt;----------------------------------------------------------------------&gt;\n4) One seal down, two to go. Now you must head south through the door\nat (x=2500, y=2500). Beyond you'll find a Helmite Ghost, which will\ntell you that you need to be worthy in heart, spirit, and mind before\nyou can obtain the key. Apparently this ghost is tasked to test your\nperseverance, courage, and Wisdom. And our patience, doubtlessly.\nSince we've been doing this level from west to east, let's give this\nparticular trial the same order. Go through the door at (x=2300, y=3000)\nand exit the area at (x=2300, y=3100).\n\nTest of Perseverance (AR3025)\no======================================================================o\n5) In this area you'll find a host of Orcs, including wussy Orc Archers,\nbeefed up Orcs, and Orc Mages, who can cause you trouble through sheer\nnumbers. Start out with True Sight, as their plans are to cast Shadow\nDoor, put up some defensive buffs like Mirror Image, then reappear to\nlaunch Fireballs and Lightning Bolts. I Haste the party and have\nKeldorn use True Sight, giving the Mages priority death when they show\nup. After killing enough of the critters, the Helmite Ghost will show up\nand reward you. Loot the pool at the far end of the room to obtain\nIxil's Nail +4, with which we can create the strongest Spear in the\ngame. The Orcs themselves will drops various amounts of gold, gems,\njewelry, as well as the odd potion and scroll. Return to the previous\nlevel when you're done looting.\n\n***ITEMS***\n(x=900, y=400) Potions of Extra Healing x5, Arrows +3 x40, Bolts +3 x40,\n\t       Bullets +3 x40, Bluestone Necklace, Ixil's Nail +4, \n\t       1 gold.\n\n***REWARD***\n(For passing the test of perseverance)\nEXP\t21000 (each character)\n\nTest of Courage (AR3024)\no======================================================================o\n6) Now go through the door at (x=2600, y=3000) and exit to the next\narea at (x=2700, y=3100). Just by looking at this place, you should be\nable to tell what's coming next. It's another Adalonish chamber, and\nwhat better to test your courage against than a Dragon? Spell-buff up,\nsummon some allies, and cast Remove Fear before confronting the Dragon.\nThis particular specimen will taunt you before attacking, mentioning\nthe 'Warrior's Skull', which we'll need to proceed later. This Dragon\ndoesn't focus on buffs, save True Sight. Other than that, it uses its\nWing Buffet an awful lot, and will cast Summon Insects, like \nNizidramanii'yt\tdid. All in all, it's not too much trouble for a \npowerful, well-prepared party to cut down. My protagonist even managed\nto kill this Dragon \"by himself\". He spell-buffed, used the Vhailor's\nHelm to create a Simulacrum, and then both him and the Simulacrum\nused the Clay Golem manual to create a Clay Golem. They then attacked\nthe Dragon. The Golems provided enough of a distraction for the \nprotagonist and his Simulacrum to get off multiple Greater Whirlwind\nAttacks (even though some where wasted because of its Wing Buffet.) When\nit dies, loot it for the Warrior's Skull, Hindo's Doom +3, a decent\noff-hand weapon once it's upgraded, a Gold Ring, a Bloodstone Ring, and\n1500 gold. The Helmite Ghost will show up again and give you another\nreward.\n\n***REWARD***\n(For passing the test of courage)\nEXP\t21000 (each character)\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition - \nTest of Courage {VID018}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Test of Courage\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/cXJ9nKqSCCY?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n\nTest of Wisdom (AR3026)\no======================================================================o\n7) One more test to go. Head back to the previous area and go through\nthe door at (x=2900, y=2900) and exit the level at (x=3000, y=3000). I\nlike it when the numbers match, don't you? Inside this area you'll be\npestered by an Imp, who wants to challenge you to a game of riddles.\nAnd no, you don't have any choice in the matter. The riddle and its\nanswer are as follows:\n\n\"I have as many brothers as sisters, but my brothers have twice the\n number of sisters as brothers. How many children do my parents have?\"\n\nAnswer: Seven\n\n***REWARD***\n(For answering the Imp's riddle)\nEXP\t10000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n8) The Imp now wants to play a game of coins. There are 11 coins, and\nyou and the Imp will alternate taking one, two, or three coins at a\ntime. Whoever takes the last coin loses. The way to win this is to\navoid leaving the Imp with four coins or less to pick from, as it can\nthen pick three or lower, and leave you with one. Therefore endeavor to\nget the Imp down to five coins, without getting down to five yourself.\nIf you pick three at the beginning, it will pick three, and you'll\nbe screwed. If you pick one, however, the Imp will pick one, leaving\nnine coins. Whatever you pick next, the Imp will pick the correct \namount to leave you with five. You must pick two coins on the first\nround, then whatever the Imp picks will put it in the situation of\nleaving you within striking distance of five. Left with five coins left,\nthe Imp will have to pick one, two, or three, which leaves you to take\nthe remaining coins save one, and thus win the game. After being\ndefeated the Imp will leave to avoid your gloating, and you'll get an\nexperience reward from both the Imp and the Helmite Ghost. Loot the\nplace and leave.\n\n***ITEMS***\n(x=500, y=250) Sunstone Bullet +1 x20, Acid Arrows x20,\n\t       Bolt of Lightning x20, Potion of Superior Healing x4\n(x=440, y=150) 81 gold\n(x=600, y=200) Scroll of Identify, Ziose Gem, Bullets +4 x10\n\n***TRAPS***\n(x=600, y=200)\n\n***REWARD***\n(For beating the Imp at a game of coins)\nEXP\t10000 (each character)\n\n***REWARD***\n(For passing the test of Wisdom)\nEXP\t21000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n9) Return to the previous area the Helmite Ghost will reward you yet\nagain and pass off the Heart Key. Insert the key into the pedestal \n(x=2150, y=1800) in the main room for even more experience. The \nguardians for this seal are no joke, they include a Succubus named\nNalmissra, a Marilith named Y'tossi, a Hive Mother, Xei Win Toh, a\nDrow Cleric named Ameralis Zauviir, and an archer named The Huntress.\nThe key to this fight, as every large fight, is preparation. Spell-buffs\nare mandatory, but good positioning will go a long way, as well. Jaheira\nstands just to the west of the lowest pedestal and equips the Shield of\nBalduran-she'll go toe-to-toe with the Hive Mother. Keldorn, my\nprotagonist, and Imoen all go north of the symbol of Helm in the middle \nof the room so they can pounce upon Nalmissra, then tackle Y'tossi. \nAnomen\/Viconia and Minsc wait a little ways east of Jaheira, along with \nwhatever summons (Deva, Clay Golems, and an Elemental Prince) we can \nbring up to hold off the other three. When the seal is activated, the \nHive Mother, Nalmissra, and Y'Tossi will all throw up defenses,\nincluding Stoneskin, Protection from Magical Weapons, and Improved\nMantle. Y'tossi uses True Sight, which makes illusions useless as\nspell defense. Imoen responds by hitting Nalmissra with Breach, and \nKeldorn and my protagonist hack away. Imoen could use a Time Stop, but\nmost of these monsters have very high spell resistance, and it's just\nnot practical for her to bother trying to rip the defenses of one of\nthem down to open them up to spell assault, nor is it particularly \nfruitful to hit them with multiple Horrid Wiltings and Comet and hope\nfor the best. My Mages will serve best by tearing down enemy defenses.\nBy the time Nalmissra falls, Y'tossi's protections should have worn off,\nor or at least be nearing the end of their duration. If not, Imoen \nalways has another Breach. My summons, Anomen, and Minsc all focus on \nXei Win Toh, and when she falls they move on to Ameralis Zauviir. \nY'tossi and the Drow die at nearly the same time, and my party moves \non to the survivors-the Hive Mother in the west, and The Huntress in the\neast.\n\nAfter they fall, it's time to loot. Nalrissa will drop a Scroll of Wish\nand a Diamond, Y'tossi coughs up Gauntlets of Extraordinary\nSpecialization, a Rogue Stone, and 73 gold, Xei Win Toh gives us a\nStar Sapphire and a King's Tear, Ameralis Zauviir relinquishes a\nZiose Gem, a Scroll of Stone to Flesh, and 1230 gold, while the Huntress\nleaves behind Taralash +4, a Skydrop Gem, a Diamond, and a Black Opal.\n\nThe Gloves of Extraordinary Specialization are wonderful for any \nwarrior, but a few things affect its destination. First, Keldorn\/Korgan\nare out because they need The Brawling Hands. I also rule out my evil\nprotagonist because she can wear the Wondrous Gloves, which aren't as\ngood, but my party is better overall by putting the Wondrous Gloves on\nher, and letting these go somewhere else. For my evil party, I tend to\nput them on Dorn, for the simple reason that with the Ravager +6 an\nextra attack per round means an extra shot at scoring a vorpal hit. For\nthe same reason these go on my good protagonist, who wields the Axe\nof the Unyielding and hence, can score vorpal hits. Taralash is a bit\neasier to dismiss-it's increased movement speed isn't better than the\nMana Bow's magic resistance, so it is of no immediate use to me.\n\n***REWARD***\n(For obtaining the Heart Key)\nEXP\t10000 (each character)\n\n***REWARD***\n(For using the Heart Key on the pedestal)\nEXP\t20000\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition - \nHeart Key {VID019}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Heart Key\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/kGLFLuDgK_k?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n\nSpirit Warrior's Maze (AR3023)\no======================================================================o\n10) Two seals down, the door at (x=2900, y=1300) beckons. As soon as you\nopen the door a nest of Shadow Fiends and Devil Shades will attack.\nWith the Warrior's Skull in hand, activate the altar (x=3300, y=1050).\nPart of you will be whisked away and a portion of your consciousness\nwill be spent to control the body of the 'Spirit Warrior'. It's our\njob to navigate this maze using the Spirit Warrior. If the Spirit \nWarrior dies, you die, so let's try to keep him alive, eh? He's got\nabout 50 Hit Points, so keep an eye on how he's doing. You know the\ndrill, another maze, another map, oriented by the compass rose on the\nfloor:\n\no===============o\to===============o\to===============o\n|     \t\t|\t|\t\t|\t|  Gibberling\t|\n|     Mummy\t|-------|  Blue Potion \t|-------|   \t  \t|\n|\t \t|\t|      \t\t|  \t|     \t\t|\no=======10======o\to=======11======o\to=======12======o \n\t\t\t\t\t\t\t|\n\t\t\t\t\t\t\t|\n\t\t\t\t\t\t\t|\no===============o\to===============o\to===============o\n|     Ghost\t|\t|\t\t|\t| Poisoned Desk |\n| Magical Helm\t|-------|     Empty   \t|-------|    Bracers \t|\n|\t \t|\t|      \t\t|  \t|     \t\t|\no=======7=======o\to=======8=======o\to=======9=======o \n\t|\t\t\t|\n\t|\t\t\t|\n\t|\t\t\t|\no===============o\to===============o\to===============o\n|   Poisoned\t|\t|\t\t|\t|    war Dog\t|\n|   Fountain\t|-------|  Gibberling   |-------|  Blue Potion  |\n|\t \t|\t|    Scroll \t|  \t|    Iron Key  \t|\no=======4=======o\to=======5=======o\to=======6=======o \n\t|\t\t\t\t\t\t|\n\t|\t\t\t\t\t\t|\n\t|\t\t\t\t\t\t|\no===============o\to===============o\to===============o\n|   \t\t|\t|\t\t|\t|   Skeleton\t|\n|  Maze Start\t|-------|     Goblin    |-------| Wand of Magic |\n|\t \t|\t|       \t|  \t|   Missiles  \t|\no=======1=======o\to=======2=======o\to=======3=======o\n\nThis maze is nothing like the one we encountered earlier in Watcher's \nKeep. Our only goal is to guide our little Spirit Warrior through the \nmaze and complete an infantile dungeon. Along the way we'll earn some \nexperience, kill some monsters, and gather some loot-all the things \nthat adventurers should do. It's like an old text-based adventure game, \nyou tell your Spirit Warrior what to do and he does it until the task \nis complete. You'll reach a room and you'll get the option to search it,\ncontinue going another direction to reach another room, loot an obvious \nobject within, or attack a monster. As you acquire loot, you may also \nbe given the chance to use it before fighting. For the most part, your\nSpirit Warrior will be more than a match for most enemies in the maze,\nand you'll be healed at several points. Unless you're incredibly\nunlucky, you should be fine.\n\nNote: The only way to find the area number (AR####) for this place is\nvia Infinity Explorer... or similar programs. Anyways, as a fun side\nnote, the Mini-map for this location is a staff photograph of the Throne\nof Bhaal team. Ah, those silly kids...\n&lt;----------------------------------------------------------------------&gt;\n11) From room #1 go east and kill a Goblin in room #2. Then continue \neast to find room #3, which contains a chest. When you mess with the \nchest a Skeleton will animate. Kill it and loot the chest for a Wand \nof Magic Missiles. Head north to room #6 and kill a War Dog, then\nsearch the room to obtain a Blue Potion (Cure Medium Wounds, 14 Hit\nPoints), which you'll use immediately, and an Iron Key. Go west to \nreach room #5 and search it to obtain the Gibberling Scroll before \ncontinuing to the west and into room #6. This room contains a fountain,\nbut if you use it you'll take 5 damage. Go north into room #7 to \nencounter a Ghost, which is by far the strongest monster you've fought \nwith the Spirit Warrior. Kill it, and loot the room for a Magical \nHelmet. Continue east into room #8, which is empty, and into room #9. \nSearch the room and loot the desk for a pair of Bracers that improve \nyour combat skills. You'll take a bit of damage from some poison on the\ndesk, but never fear, we'll make good on it before we get to the end.\nNow go north to room #12, where you'll find a Gibberling, which is\nstronger than you might think. Use the Gibberling Scroll on it to scare\nit off without a fight. Now continue west to reach room #11, which\ncontains a chest which can be opened with the Iron Key we found earlier.\nInside is another Blue Potion (Cure Serious Wounds, 17 Hit Points) which\nwill be used automatically-a good thing, since the final room is up\nnext, through the 'ominous archway' to the west. Finally you've reached\nroom #10, the last room, which contains the exit to the maze and a\nMummy. Use up that Wand of Magic Missile and kill the Mummy to complete\nthe maze. After completing this microcosm of an adventure you'll be\nreturn to your body, gain the Spirit Key, and another quest reward. That\nwas an easy 47,000 experience points per character.\n\n***REWARD***\n(For obtaining the Wand of Magic Missiles)\nEXP\t4000 (each character)\n\n***REWARD***\n(For obtaining the Blue Potion and the Iron Key)\nEXP\t4000 (each character)\n\n***REWARD***\n(For obtaining the Gibberling Scroll)\nEXP\t4000 (each character)\n\n***REWARD***\n(For obtaining the Magical Helmet)\nEXP\t4000 (each character)\n\n***REWARD***\n(For obtaining the Bracers)\nEXP\t4000 (each character)\n\n***REWARD***\n(For using the Gibberling Scroll to scare off the Gibberling)\nEXP\t3000 (each character)\n\n***REWARD***\n(For obtaining the second Blue Potion)\nEXP\t3000 (each character)\n\n***REWARD***\n(For obtaining the Spirit Key)\nEXP\t21000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n12) Use the final key in the final pedestal (x=2300, y=1950) for the\npredictable experience reward. This time your guardian will be a Lich\nnamed Azamantes and some Flaming Skulls. The Flaming Skulls, as their\nname implies, like using fire attacks, including Fireball, Burning\nHands, Aganazzar's Scorcher, and Incendiary Cloud. They're also \nprotected by Fire Shield (Red) and explode into a Skull Trap when they\ndie. The Lich is typical save for the fact that he has a fear effect \nthat necessitates the use of Remove Fear. He's otherwise fond of Maze,\nFinger of Death and fire-spells like Meteor Swarm and Summon Efreeti. I \nmeet them only with my protagonist, who beefs himself up with Spell \nImmunities and has Remove Fear and Death Ward cast upon him. He's now \nsafely protected from Azamantes, and the Flaming Skulls can do nothing \nto penetrate his Cloak of Mirroring. I cut down the Flaming Skulls, \nsince they're more mobile and would just love to hit my party with \nIncendiary Cloud and other fire-based attacks. After that, I pummel \nAzamantes until he drops. When he dies he'll leave behind the Erinne\nSling +4, and the Serpent Staff. The Erinne Sling isn't really any\nbetter than the Sling of Arvoreen... at least not until Cespenar \nupgrades it, but it does produce 5 Bullets +4 a day, which allows Slings\nto effectively be used in Throne of Bhaal. As long as you're willing to\nrest a lot, use the Sling, and build up your stash of Bullets +4. The\nSerpent Staff, on the other hand is useless as a weapon. A +2 weapon\nwith only a 5% chance to poison an enemy with no save penalty? Wasn't\nthe Dagger of Venom in Baldur's Gate 1 about as powerful? Still, hang\non to it, it's part of another, much more powerful weapon. Now we're\nready to confront the 'Imprisoned One'. Activate the wheel at \n(x=2300, y=1700) and a portal will open (x=2300, y=1800).\n\n***REWARD***\n(For using the Spirit Key on the pedestal)\nEXP\t20000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n13) Cespenar should again be consulted to upgrade the gear we've found\nin the last level. Every little bit will help in the upcoming fight:\n\nClub of Detonation +5\n---------------------\n(5000 gold)\n(Club of Detonation +3)\n(Ring of Fire Resistance)\n\nWell, if you really like Clubs... then you're just out of luck. The 30%\nchance to deal 15 extra fire damage is nice, but it's not enough to\ncancel out the 5% chance to unleash a dangerous Fireball. Not by a long\nshot. The good news is, if you're a Druid, you already have the Staff of\nthe Ram +6 or Ixil's Spike +6, and if you're a Fighter\/Druid, you can\njust use Spectral Brand and a shield, which is much better.\n\nErinne Sling +5\n---------------\n(5000 gold)\n(Erinne Sling +4)\n\nFor 5000 gold you'll upgrade a +4 weapon into a +5. It's now the best\nSling in the game by a point. If only all upgrades were this easy...\nViconia\/Anomen gladly accept an... upgraded sling they'll probably never\nuse.\n\nIxil's Spike +6\n---------------\n(5000 gold)\n(Ixil's Nail +4)\n(Ixil's Spike +2)\n\nIxil's Spike is the best spear in the game, which makes it one of the\nbest weapons a single-classed Druid can get their hands on. It gives you\nFree Action while equipped, and has a chance to pin an enemy for three\nrounds (and inflict an additional 1d6 +5 damage each round they are\npinned). Of course, the Staff of the Ram can stun enemies with no save,\nand it deals its damage whether the enemy saves or not. It's close, but\nI'd go with Staff of the Ram +6.\n\nThe Imprisoned One's Chamber (AR3020)\no======================================================================o\n14) Go through the portal to reach the lair of the Imprisoned One. It\nwill tell you that your are being deceived by the Knights of the Vigil,\nand that you will be sealed within this prison if you use the Ritual\nScroll. If you believe it, the Imprisoned One will ask you to help it\nout and tell the Knights of the Vigil that you killed it. Naturally\nthey'll go investigate, and the being can take its revenge on them. If\nyou use the Ritual Scroll you'll find out that the Imprisoned One was\nnot bluffing - the portals aren't active anymore. It'll try and deal\nwith you once more, offering you the same deal it offered before. It\nhas gained power enough over the eons to effect your escape, but not\nits own. If you lure the Knights of the Vigil to go investigate, a\nGhostly Apparition will appear atop Watcher's Keep and give you Helm's\nScroll, which will seal Demogorgon-the Imprisoned One-in Watcher's\nKeep, along with Odren and the Knights of the Vigil. Of course, nothing\nprevents you from screwing over the Imprisoned One and leaving it\ntrapped in Watcher's Keep, at which point you can spare the Knights of\nthe Vigil for some experience and a point of reputation or demand a\nreward from them for some gold and a lesser experience reward. After\ndemanding compensation from the Knights of the Vigil, you can then\neither spare them for a point of reputation, or kill them. If you\nreturn to claim your promised reward from Demogorgon, you'll naturally\nbe attacked by the Prince of Demons. It was Odren's ritual, and once he\ndies, the wards locking Demogorgon away have failed, and the only thing\npreventing him from rampaging across the world is your party.\n\nKilling Demogorgon is far more rewarding than skipping out on him, as\nit provides us with a 100,000 point experience reward for each\ncharacter, the largest single reward in the game. And I know I didn't\ntravel through five levels of Watcher's Keep to avoid a fight at the\nend. The best path, as far as I'm concerned, is to use the Ritual\nScroll for the 80,000 experience, then challenge Demogorgon to a fight\nand kill him. Now you can leave the portals (since the Imprisoned One is\ngone, there's no reason to keep the prison active, eh?) and confront the\nKnights of the Vigil, who are beyond surprised that you killed\nDemogorgon and escaped their trap. You'll either get the 10,000 for\nsparing them, or the 7,000 for demanding a reward as well as 10,000\ngold and a reputation boost for letting them leave. If you were\nscrewing Demogorgon over, that would be all you got, but since we\nkilled him, we get an extra 50,000 experience. That's a quest reward of\n237,000-240,000 for each character, with additional experience varying\ndepending on what demons you killed while fighting Demogorgon.\n\nNote: If Demogorgon is proving to be too much of a hassle, feel free\nto skip engaging him for now and continue on to [WLK064], [WLK065], and\nperhaps [WLK066]. Doing these three Sequences is arguably easier than\nkilling Demogorgon, and you'll get the Axe of the Unyielding +5,\nCarsomyr +6, the Spectral Blade +5, and the Ravager +6 (among other\nthings), which will make killing Demogorgon easier... although I've\nnever had any serious trouble killing Demogorgon now.\n\n***REWARD***\n(For using the Ritual Scroll)\nEXP\t80000\n\n***REWARD***\n(For accepting Helm's Scroll from the Ghostly Apparition)\nEXP\t25000 (each character)\n\n***REWARD***\n(For using Helm's Scroll and sealing Demogorgon in Watcher' Keep)\nEXP\t80000 (each character)\n\n***REWARD***\n(For escaping Demogorgon and sparing the Knights of the Vigil)\nEXP\t10000 (each character)\nReputation +1\n\n***REWARD***\n(For demanding a reward from the Knights of the Vigil)\nEXP\t7000 (each character)\nGold\t10000\nReputation +1 (If you spare the Knights of the Vigil after the reward)\n\n***REWARD***\n(For defeating Demogorgon)\nEXP\t100000 (each character)\n\n***REWARD***\n(For killing Demogorgon and sparing the Knights of the Vigil)\nEXP\t50000 (each character)\nReputation +1\n&lt;----------------------------------------------------------------------&gt;\n15) Now for the actual fight with Demogorgon. One of the perks of doing\nthings my way is after you use the Ritual Scroll, Demogorgon will wait\nfor you to talk to him again. This allows you to spell buff to the\nmax before talking to him. Do so, and include as many instances of\nChaotic Commands to protect as many of your characters as possible from\nDemogorgon's Insanity Gaze, which can inflict a character with\nConfusion and Feeblemind. Demogorgon is also fond of using Implosion,\nwhich can do some serious damage to a single character. Another thing\nyou're almost certain to encounter is the rotting effect you'll suffer\n(in the form of a disease) that Demogorgon inflicts by striking you.\nThis can be cured with a Heal spell, and it can be most fatal in the \nheat of battle with Demogorgon and his demons continuing to deal extra \ndamage as the disease also adds up. Demogorgon's also immune to Time\nStop, so don't bother casting it. He'll summon a pair of Mariliths to\nstart the fight, and if they go down, he'll gate in several Glabrezu\nat a time, which use Remove Magic, Dispel Magic, Confusion, and can\ncast Power Word: Stun on you-which is in every way worse than the \nMariliths, who are content to use Stoneskin and Protection from Magical\nWeapons before attacking. Focus on Demogorgon, you'll have the freedom \nto summon all the allies possible-namely a Deva, Elemental Prince, a \nSimulacrum, and two Clay Golems and place them near Demogorgon. \nHopefully they'll draw some of Demogorgon's attacks and the attention of\nhis demons. Once the fight starts, Imoen\/Edwin immediately uses Breach \non Demogorgon, and my Fighters start up with Greater Whirlwinds. If he \ngets up any more buffs, tear them down with Breach or Wands of Spell \nStriking and continue to keep up the pressure. Demogorgon is tough, so \nkeep an eye on everybody's Hit Points. If he and some of his demons \ndecide to focus on a character, you can see 80-100 Hit Points vanish in \na single round. Watch out for the disease symbol, and if somebody is \nafflicted, take them to the side and heal them with another character. \nTwo or three rounds of constant Greater Whirlwind pressure should \ndefeat Demogorgon, after which the mop-up of his minions begins.\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition - \nDemogorgon {VID020}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Demogorgon\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/pfXgBPQs2Do?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n\nOnce every demon is dead, I head through the portal at (x=500, y=300)\nand confront the Knights of the Vigil. I then demand a reward, claim\nthe experience and gold from them, then I let them go for additional \nexperience and a reputation increase. If you just can't spare the \nKnights of the Vigil, they'll drop three suits of Plate Mail +1, a \nQuarter Staff +2, three Maces +2, a Bastard Sword +2, a Flail +2, and \ntwo Potions of Extra Healing. They might seem somewhat tough, but like \nGromnir's minions, they have a severe weakness. Imoen\/Edwin can dispatch\nmost-if not all of them-with a Time Stop sequence consisting of a pair\nof Horrid Wiltings and a Comet. Still, the loot and experience they give\nisn't worth the 7,000 experience for each character, the 10,000 gold, \nand the boost to reputation-not to mention the 50,000 experience for \neach character that follows.\n\nWe're now done with Watcher's Keep and are now ready to return to deal\nwith Yaga Shura. We've gained well over a million experience as well as\nsome great items, particularly Angurvadal, the Axe of the Unyielding,\nthe  Dagger of the Star, the Flail of Ages +4, Hindo's Doom, the\nSpectral Brand, and the White Dragon Scale Armor. Most of these weapons\nwill reach their ultimate forms while we're dealing with Yaga Shura and \nbeyond. If you've been playing with Dorn, his Throne of Bhaal questline\nmight begin now, since we've spent so much time in Watcher's Keep and\nare about to begin wandering across the World Map, and all. After the\ninitial encounter of his questline you can delay it indefinitely, and\nin all honesty, it will be easier to deal with after Yaga Shura. For\nthat reason, and because all the other Enhanced Edition character quests\nstart post-Yaga Shura, they'll be located there. Still, if you get \nattacked by a squad of Crusaders and an angry Planetar, skip ahead to\n[WLK062] to see what's going on.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t                Yaga Shura\t\t\t       |\n|\t\t  \t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK060}\n\t\t1) The Master Wraith\n\t\t2) Skeleton Defenders\n\t\t3) Heartless Nyalee\n\t\t4) Fire Giant Grinding\n\t\t5) Chinchilla and Company\n\t\t6) Door Guards\n\t\t7) Hammer Wardstone\n\t\t8) Skull Wardstone\n\t\t9) Activating the Spheres\n\t\t10) Blood Wardstone\n\t\t11) Flame Wardstone\n\t\t12) Yaga-Shura's Heart\n\t\t13) Yaga-Shura's Concubine\n\t\t14) Imix, Prince of Fire\n\t\t15) Nyalee's Change of Heart\n\t\t16) Crafting With Cespenar, VI\n\t\t17) Showdown With Yaga-Shura\n\t\t18) Meeting Mother\n\t\t19) Melissan's Next Mission\n\t\t20) Putting Down a Possible Past\n\t\t21) The Tethyrian Affair\n\nForest of Mir (AR5202)\no======================================================================o\n1) Now it's time to head to the Forest of Mir, which is about as \npleasant of a place as it sounds. Before you advance cast Mass\nInvisibility so it affects your whole party-save your protagonist. When\ndone, head north-west to encounter... Gorion? 'Gorion' will accuse you\nof leaving death and destruction in your wake, and generally say mean\nthings (doing a bit of damage to you at certain points to punctuate his\nassertions). It'll also pick on your romantic interest, whomever that\nmay be and summon either Aerie's mom (for Aerie), Khalid (for Jaheira),\nValas (for Viconia) or Moira (for Anomen). Eventually the creature\nmasquerading as Gorion will lose the battle of wills with you and will\nsummon a host of level draining assholes and attack. His minions include\na trio of Devil Shades, two Swamp Horrors, a pair of Vampiric Wraiths,\nand the Master Wraith, itself... of which everything save the Swamp\nHorrors can level drain. My party save my protagonist immediately\nwithdraws to a safe distance where Imoen\/Edwin cast Limited Wish and\ngive the party protection from negative energy. If anything looks like\nit's trying to slip past my protagonist to engage my unprotected party,\nmy protagonist will engage them-but hopefully our invisibility will keep\nthem safe. My protagonist uses Daystar to cast Sunray, while Imoen\/Edwin\ncan help out (after protecting the party) with a Time Stop\/Comet\nsequence. Still, my protagonist has always been more than a match for\nall these monsters, and by using Mass Invisibility before the fight,\nI've been able to prevent level drain every time (even though I'm\ncertain the Master Wraith can see through it, and probably some of the\nmists, as well, the Devil Shades apparently can't, and they're in the\nbest position to harass the party, whereas everything else typically\nviews the protagonist as the primary target). Once everything is settled\ndown, continue to the north-west.\n\n***REWARD***\n(For resisting the Master Wraith)\nEXP\t5000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n2) In the chamber beyond the Master Wraith you'll find a collection of\nover-powered Skeletons, including some stronger-than-normal Skeleton\nWarriors, a Skeleton Priest, a Skeleton Mage, and a Skeleton Assassin.\nI don't bother charging in at them, instead I turn around and let them\ncome to me, just outside the building. The biggest problems in this\nfight are the Skeleton Warriors, which can do significant damage even\nto a character with a -8 Armor Class. The faster I take them down, the\nfreer I'll be to take on the Cleric and Mage. The Assassin will be a\npain in the ass in the typical ways-using potions, going invisible,\nbackstabbing for x4 damage, and using poison. Once they're dead, loot\nthe Skeleton Warriors for Two Handed Swords +2, and the Skeleton \nAssassin for a Dagger +2, a Short Sword +2, and Leather Armor +1. Grab\nthe Nymph's Tear before you head up the stairs.\n\n***ITEMS***\n(x=750, y=1250) Bullets +3 x40\n(x=1450, y=500) Nymph's Tear, Scroll of Protection from Poison,\n\t\tScroll of Flesh to Stone\n&lt;----------------------------------------------------------------------&gt;\n3) Upstairs you'll find Nyalee (x=550, y=620), the Witch of the Glade. \nShe identifies you-as did others before her-as the spawn of the dead \nmaster. Too bad Bhaal's cult didn't die with him. Nyalee will reveal \nthat she stole Yaga Shura as a babe, realizing what he was. After \nraising him and teaching him, however, he left her here 'to rot'. She \ntaught him how to remove his heart, and so long as he keeps it afire he \nis immortal. We need to quench Yaga Shura's heart to remove his \ninvulnerability-an act Nyalee knows how to perform, if we bring her Yaga\nShura's Heart. To use the powers that will allow her to do this, \nhowever, we need to also get Nyalee's heart back, which Yaga Shura \napparently stole to prevent her from removing his invulnerability. So,\noff to the Marching Mountains we go, to search for a pair of hearts.\n\nMarching Mountains (AR5200)\no======================================================================o\n4) This area is mainly populated by two types of enemies-Fire Giants,\nwhich we're fairly familiar with by now, and Burning Men, which are\nnew. Because of the fear effect of the latter, you must keep Remove\nFear on your party at all times, lest characters become afraid, run\namok, and get cut down by Fire Giants. Burning Men also like to use a\n'Cinder Shower' attack which deals a fair amount of damage, and can\nblind party members. Over to the east you'll find a Fire Giant carrying\na Long Sword, a Katana, a Scimitar, a Club, a Two Handed Sword, a Spear,\nand a Halberd. To the north are two Burning Men. North of where you\nentered are two groups of two Fire Giants, which carry more appropriate\ngear, including Full Plate Mail, a variety of Gems, and some Potions of\nExtra Healing and a Potion of Superior Healing, which they won't\nhesitate to chug if they're hurt. Note that this is an exceptional place\nto grind, and whenever I felt the need to boost my experience, I\ntypically did so here. Fire Giants will spawn in pairs frequently, and\nthey'll each give a respectable 16,000 experience when they die... over\n2,500 experience per character per kill. Sure, that means most\ncharacters will have to kill over 100 giants per level, but a major\ndraw of grinding here is that Fire Giants also typically drop potions,\nFull Plate Mail, as well as a King's Tears and an Emerald. It's a great\nway to fatten your purse as you boost your experience. At this point,\nhowever, I was nearing 6,000,000 experience and had over 100,000 gold\nstill, so I felt no real compulsion to grind. If you want to farm\nBullets +4 via the Erinne Sling, this is another good place to do that,\nconsidering the wealth and experience involved with resting here. If\nyou get other, less desirable encounters while resting, just reload.\n&lt;----------------------------------------------------------------------&gt;\n5) If you head north, then east, you'll find a group of Bhaalspawn... a\nmost unusual group of Bhaalspawn. They're led by a Bhaalspawn Chicken\nnamed Chinchilla (x=950, y=600), and consist of a Kobold named\nMerlinious, a Goblin named Tibbit, and a Xvart named Toop the Brave.\nWe've seen Elven, Dwarven, Gnome, Human, Half-Orc, and Fire Giant\nBhaalspawn (and even stranger things lie ahead), so why not Goblins,\nxvarts, Kobolds, and... uh... Chickens? Bhaal really would screw\nanything! I head forward with my protagonist first, as Chinchilla starts\nout the fight with Confusion. Try to kill as many as you can, as they'll\nflee when too many of them fall... and Chinchilla and Toop the Brave are\nFAST.\n\nYaga Shura's Stronghold, Level 1 (AR5201)\no======================================================================o\n6) Head into the cavern at (x=2200, y=300), wherein you'll immediately\nbe greeted by a door-guard of six Fire Giants, some of which are Elite\nFire Giants. I quickly have my protagonist throw on a Stoneskin, and \nImoen\/Edwin casts Haste, followed by a Time Stop sequence where they \nstring together as many Horrid Wilting spells as possible. I'm also\nnot afraid to let loose with some Whirlwind Attacks, considering how\nmany Fire Giants are assaulting me, and how quickly one or two of them\ncan chop down one of my warriors-much less six. Once they're dead do a\nscan for traps in the area, and avoid standing on vats of fire, it's not\nhealthy. Now that we're in the thick of fire monsters, it might be a\ngood idea for Minsc\/Sarevok\/Dorn to equip the Wave.\n\n***TRAPS***\n(x=1270, y=2800)\n(x=1260, y=2200)\n(x=1600, y=1520)\n&lt;----------------------------------------------------------------------&gt;\n7) Continue up the stairs to the north-east, searching for traps as you\ngo, until you find a 'strange device' at (x=1950, y=1150). Ignore it for\nnow, and instead go up the stairs to the north-west. Disarm the traps\nand loot a container at (x=1200, y=700) to obtain the Hammer Wardstone,\nBolts +2 x40, the Girdle of Fire Giant Strength, and another Elminster's\nEcologies: Appendix IIIa, in case you didn't get enough in Watcher's\nKeep or otherwise forgot how to kill Fire Trolls. The Girdle of Fire\nGiant Strength is the greatest Strength-boosting girdle in the game.\nWho gets it? The Fighter who has the lowest THAC0, all things \nconsidered. For my good party, this was Keldorn, who had a -10 THAC0\nwith Carsomyr after the Girdle boosted his Strength to 22. Jaheira also\nhad a -10 THAC0 with Spectral Brand with the Girdle of Stone Giant\nStrength. Fair's fair. On my evil party this had to go somewhere, so\nJaheira gets it pretty much by default. It could benefit Dorn, as their\nTHAC0s are getting awfully close, but with his Constitution (and natural\n19 Strength) I think Dorn's more potent with the Girdle of Fortitude\nequipped-which has been giving him an extra 40 Hit Points when used\nbefore big fights, which will certainly benefit him more than one point\nof THAC0 and three points of damage. The Girdle of Stone Giant Strength\ngoes to Sarevok (if you have him) or Viconia (if you don't). Finally, if\nyou have Haer'Dalis, he now obtains Viconia's Girdle of Hill Giant\nStrength. Otherwise, it finally gets retired.\n\n***ITEMS***\n(x=1200, y=700) Hammer Wardstone, Girdle of Fire Giant Strength, \n\t\tBolt +2 x40, Elminster's Ecologies: Appendix IIIa\n\n***TRAPS***\n(x=1200, y=850)\n(x=1350, y=750)\n&lt;----------------------------------------------------------------------&gt;\n8) Now go across the room and up the stairs to the south-east. Another\nlarge group of Fire Giants guard this container, so prepare accordingly.\nOnce they're dead you'll get to loot the next container, which contains\nthe necessary Skull Wardstone. Make sure you have a character wielding\nmundane weapons before you loot, however, as the guardians that show up\nthis time are an Adamatine Golem, a Magic Golem, and a Clay Golem.\nMy protagonist goes after the Magic Golem with mundane weapons, while\nthe Clay Golem is quickly smote by Anomen\/Korgan, courtesy of Crom\nFaeyr. The rest of the party tackles the Adamantine Golem.\n\n(x=2700, y=1450) Skull Wardstone, Darts of Wounding x30, \n\t\t Elminster's Ecologies: Appendix IIIa\n&lt;----------------------------------------------------------------------&gt;\n9) Return to the beginning of the area and explore the two side rooms\nwe ignored earlier. There are two spheres which we can now activate\nwith the Skull Wardstone (x=1700, y=2620) and the Hammer Wardstone\n(x=450, y=2000), which open up the rooms on the flight of stairs just \nabove.\n\n***REWARD***\n(For activating the sphere by using the Hammer Wardstone)\nEXP\t5000 (each character)\n\n***REWARD***\n(For activating the sphere by using the Skull Wardstone)\nEXP\t5000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n10) Head upstairs and explore the room to the south-east, which is now\ndevoid of its barrier. Inside you'll find a Flaming Skull, a Burning\nMan, two Fell Cats, and three Fire Salamanders. The only new foes here\nare the Fell Cats, which are nothing more than melee fodder. They do\nhave one interesting property, however-they can see invisible creatures,\nso don't bother trying to backstab when they're around. Make sure your\nRemove Fear is up and smite them. Loot the container in the middle of\nthe room (x=2150, y=2300) to gain the Blood Wardstone and summon up a\npair of Bone Fiend and an Erinyes, which can be easily dispatched.\nPsion's  Blade +5 is a nice Two Handed Sword that makes the wielder\nimmune to confusion and psionic attacks... it would have made dealing\nwith Mind Flayers much easier. Alas, most of those fights are behind us\nnow, and I'd prefer Carsomyr... even the Silver Sword, over this weapon,\n+5 or not.\n\n***ITEMS***\n(x=2150, y=2300) Blood Wardstone, Potion of Insight, Psion's Blade +5\n&lt;----------------------------------------------------------------------&gt;\n11) Now head across the hallway to confront a similar collection of\nfire-based guardians in the other room. Once they're dead loot the\ncontainer (x=600, y=1550) for the Flame Wardstone. The Guardians you'll\nhave to face this time are two Burning Men and a Greater Fire Elemental.\nGo upstairs again the fiddle around with the 'strange device' at \n(x=1950, y=1150). Now that we have the wardstones we can activate it\nand gain access to the next level (x=2400, y=600).\n\n***ITEMS***\n(x=600, y=1550) Flame Wardstone, Potions of Superior Healing x2,\n\t\tArrows of Fire x20\n\nYaga Shura's Stronghold, Level 2 (AR5204)\no======================================================================o\n12) Head up the stairs when you arrive and you'll meet a pair of Fire\nGiants. I prefer to meet them on the stairs, as they can only reach me\none at a time. Granted, I can't do much better, but I'm comfortable\nenough putting two of my front-liners against a Fire Giant, especially\nif the rest of my party provides some ranged support. To the south-east\nor north-west you'll find a fire-lined channel leading into the large\nroom to the north-east, within which you'll find Fell Cats, a small army\nof Fire Giants, and Berenn, a Fire Giant Priest who can cast some fairly\nhigh-level spells, like Finger of Death, although he also will cast\nFlame Strike, Conjure Fire Elemental, and Hold Person. They suffer from\na traditional Fire Giant weakness, however. They can't fit through the\ndoors! I run in with my protagonist-lure out the Fell Cats, which are\nmuch faster than the Fire Giants, slay them-then return to lure the Fire\nGiants to the door, where my party shoots them down at a range.\nAlternatively, my Fighter\/Mage\/Thief protagonist can easily just perform\nhit-and-run backstabs and kill everything within by simple virtue of\ntheir inability to pursue her... although it'll take a while, and\nthey'll use up all their healing potions if you don't fortify your\nbackstabs, say, with a bout of Greater Whirlwind. I cast Death Ward on\nmy protagonist, and he lures out Berenn the same way. Finger of Death is\nineffective, and offensive spells don't work. If he manages to hold\nanybody, he can't make it through the door to capitalize. I just have\nto watch out for the critters he'll summon. When he dies, he'll drop a\nLaeral's Tear Necklace, three Potions of Superior Healing, a Potion of\nInsight, a Rogue Stone, an Emerald, a Pearl, and best of all, Baalor's\nClaw. Once that's done, I go loot. There are a pair of Potions of Fire\nGiant Strength lying around and three containers to loot. Most\nimportantly, grab Yaga-Shura's Heart (x=2100, y=1100).\n\n***ITEMS***\n(x=2500, y=1800) Diamond, Star Sapphire, Horn Coral Gem, \n\t\t Greenstone Ring, Bloodstone Ring\n(x=1750, y=1450) Scroll of Summon Fiend, Potion of Insight, \n\t\t Silver Necklace\n(x=1000, y=1050) Tiger Cowrie Shell Necklace, King's Tears,\n\t\t Scroll of Mantle, 1 gold \n\n***TRAPS***\n(x=1300, y=1900)\n(x=1700, y=1570)\n(x=1550, y=1200)\n(x=2900, y=1500)\n(x=2200, y=1220)\n(x=1900, y=1100)\n\n***REWARD***\n(For obtaining Yaga-Shura's Heart)\nEXP\t20000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n13) Go through the huge doors to the north-east at (x=2900, y=1300) to\nfind a 'Slave Woman' (x=3170, y=2000), who demands that you free her.\nDo so and she'll decide to even the score by telling you what she knows.\nShe's Yaga Shura's concubine and she came here to join Yaga Shura's\nlooting and pillaging (despite her less-than-ideal reasons for coming\nto work for Yaga-Shura, she's apparently doesn't have an evil\nalignment). Unfortunately for her, Yaga Shura had something else in\nmind. I don't even want to think about the logistics of that... maybe\nshe's really tall? She'll also mention Nyalee, as well as talk about a<\/pre>\n\n\n\n<pre id=\"faqspan-43\" class=\"wp-block-preformatted\">golden box Yaga Shura keeps under his bed. Yaga-Shura's heart apparently\nhas something in common with my old sneakers!\n\n***REWARD***\n(For freeing Ehlastra, Yaga Shura's concubine)\nEXP\t15000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n14) Continue to the north-west and loot the wall for the Stone Golem\nPage, which will... well, downgrade our Golem Manual. Loot Yaga-Shura's\nBed for a Beating Heart (Nyalee's wayward organ), his journal, and a Bag\nof Plenty, which is by now thoroughly obsolete considering we can make\nour own supply of Bullets +4. I continue past Yaga-Shura's bed\ntentatively to the north-west, where some Burning Men and Imix, the\nPrince of Fire awaits. I prefer to lure them to me using my protagonist,\nas the ground they occupy is trapped. With Remove Fear and the Cloak of\nMirroring, my protagonist is immune to their first strikes. Once they\nengage, I lead them back to my party, where they can safely be smote.\nImix will be kind enough to drop us the Amulet of the Master Harper\nwhich finally replaces Imoen's laughably outdated Amulet of Metaspell\nInfluence. Her deficient Find\/Remove Traps score is now a slightly less\npathetic 135, and her Armor Class drops down to a -4 (-5 if you obtained\nThe Warder's Signet +3 earlier, which can replace the Ring of Danger\nSense for most situations.) It's also worth considering as a replacement\nfor the Amulet of Power for a Fighter\/Mage\/Thief protagonist, what with\nAngurvadal's protection from level drain. This would then allow you to\nreplace Viconia's Sensate Amulet with the Amulet of Power, and Kaligun's\nAmulet of Magic Resistance with the Amulet of the Seldarine. Let's face\nit, the Charisma, Hit Points, and Protection from Evil on the Sensate\nAmulet isn't really all that impressive anymore. Thus, Viconia gets\nfaster casting speed and immunity to level drain, while my evil\nprotagonist's Armor Class drops to an enviable -11. Imix will also drop\nthe Ravager +4, which we'll be able to upgrade shortly into the best\ntwo-handed weapon in the game.\n\nNote: Once you take the hearts back to Nyalee, you will not be able to\ntravel to Saradush again. Make sure you've concluded all your business\nthere before continuing with the next Step.\n\n***ITEMS***\n(x=3050, y=850) Scroll of Protection from Fire, Ruby Ring, \n\t\tTwo Handed Sword +2, Stone Golem Page, 3047 gold\n(x=2500, y=700) Beating Heart, Yaga-Shura's Journal, Bag of Plenty +1\n\n***TRAPS***\n(x=3050, y=850)\n(x=2500, y=700)\n(x=2000, y=520)\n(x=1750, y=350)\n(x=1650, y=550)\n(x=1550, y=400)\n&lt;----------------------------------------------------------------------&gt;\n15) Now it's time to return to the Forest of Mir, where we can get\nNyalee to remove Yaga-Shura's invulnerability. Talk to her with both\nhearts in your possession and she'll extinguish Yaga-Shura's heart.\nAfterwards, however, she'll find herself stricken by pangs of\nsentimentality by the reunion of her heart. Realizing the obvious, that\nyou intend to hurt her son, she'll change her tune and attack,\nsummoning up a pair of Shambling Mounds, a pair of Nymphs, and a Vortex\nSpider to help her out. Shambling Mounds can be rough, as they're\nimmune to non-slashing weapons, can Entangle foes, and do pretty mean\ndamage in combat. Nymphs will, of course, harass you with Charm spells.\nImoen\/Edwin make this fight a laugh by launch a Time Stop sequence\nloaded with Horrid Wilting spells. After the spell assault I mop up and\nloot Nyalee for a Druid's Ring, a Cleric's Staff +3, a Ziose Gem, and a\nTchazar Gem.\n&lt;----------------------------------------------------------------------&gt;\n16) We can finally go after Yaga-Shura himself, and few beings have\ndeserved a good smite more than him. First, however, it would be in our\nbest interests to return to the Pocket Plane and have Cespenar craft a\nfew things for us:\n\nAxe of the Unyielding +5\n------------------------\n(5000 gold)\n(Axe of the Unyielding +3)\n(Baalor's Claw)\n\nThe best axe in the game, and candidate for the best one-handed weapon\nin the game. It gives a one-point bonus to Armor Class, regenerates\none Hit Point per round (down from three HP\/round in the vanilla game),\nand increases the wielder's Constitution by one. Best of all, it's a +5\nvorpal weapon, which forces an enemy to Save vs. Death at a -4 or die\n(by decapitation) 10% of the time. If this sounds pretty great... well,\nit is, but in the vanilla game it was even better, as there was no save\nagainst this effect. For some reason the Ravager +6 was spared the\naddition of a Saving Throw against its vorpal property, making it the\nking of vorpal weapons in Baldur's Gate 2. Still, a -4 save penalty\nensures that this weapon's vorpal property will kill often enough to\nmake it a great main weapon, and my protagonist will get three attacks\na round with it... three chances to force such a save each round. This\nis of course, all the more lethal with Greater Whirlwind Attack. On the\nother hand, it's hard to argue with Flail of Ages' slow power and sheer\ndamage. In my mind, however, going for the kill is better than going for\nslow. Of course, my Fighter\/Mage protagonist sees no reason not to just\nuse both. In the evil party, Korgan pairs the Axe of the Unyielding with\nCrom Faeyr and becomes the baddest Dwarf that ever existed on any video\ngame ever... except for a Korgan wielding the Axe of the Unyielding in\nthe vanilla version of Baldur's Gate 2, that is...\n\nBag of Plenty +2\n----------------\n(10000 gold)\n(Bag of Plenty +1)\n(King's Tears)\n\nIt's a little late in the game for this, and really, we've had access\nto Everard's Sling for so long that this was never really necessary,\nespecially not now that we have access to unlimited Bullets +4 via the\nErinne Sling.\n\nRavager +6\n----------\n(5000 gold)\n(Ravager +4)\n(Serpent Staff)\n\nWhat better to accompany one of the best one-handed weapons in the game\nthan one of the best two-handed weapons in the game? And the only other\nnew vorpal weapon, to boot. It's a vorpal holiday! Ignore the poison\ndamage, the Cloak of Fear, and all that other crap, this is a +6 weapon\nthat kills the target instantly 10% of the time. For Dorn, Minsc,\nSarevok, or any other character using a two-handed weapon save Carsomyr,\nit doesn't get better than this. Dorn, Minsc and Sarevok are now set for\nthe rest of the game.\n\nStone Golem Manual\n------------------\n(10000 gold)\n(Clay Golem Manual)\n(Stone Golem Page)\n\nHonestly, I liked my Clay Golem Manual, and I consider Clay Golems with\ntheir Haste ability and their immunity to non-blunt non-magical weapons\nsuperior to the Stone Golem. I don't bother upgrading this yet, instead\nI wait until another page comes along so that I'm actually getting an\nupgrade.\n\n***ENHANCED EDITION***\nAs noted in the description of the Axe of the Unyielding, the Enhanced\nEdition has not been kind to it. In the vanilla game, it allowed no\nSaving Throw to avoid its vorpal effect, and regenerated three Hit\nPoints per round once fully upgraded. Perhaps considering its great\ndefensive properties, Overhaul Games considered the Axe of the\nUnyielding didn't deserve such great offensive power? Personally, I\nthink Bioware had a better grasp of game balance than Overhaul Games\ndoes, and they should have left well enough alone.\n\nSiege Camp (AR5203)\no======================================================================o\n17) When you arrive at the siege camp you'll be treated to some \nnarration predictably letting you know that Saradush has been sacked.\nMaybe we shouldn't have harvested so many Bullets +4? Nah, don't worry,\nit wasn't timed. Head south-west across a bridge where some Yaga-Shura\nSoldiers will be shooting down some fleeing Peasants. It seems to be a\npopular past-time for them. As you cross the bridge you'll be informed\nthat you've got the attention of Yaga-Shura's army, and that you need\nto cut off the head of the army if you want to stand any chance of\nsurvival. Translation-kill Yaga-Shura, as his soldiers are endless.\nDefensive spells like Stoneskin and Ironskin are invaluable here, as\nare buffs like Haste and Protection from Evil 10' Radius. Endurance\nfights call for long-lasting buffs that can be thrown up quickly and\nnegate damage or increase your prowess. Cut your way through your foes\nto the south-west to find Yaga-Shura, who still seems to think he's\nuntouchable. Don't expend too much energy on him now, cut him up a bit\nand he'll run off. Survive until he returns shortly with a Lieutenant\nCleric, a Lieutenant Fighter, a Lieutenant Mage, and a Lieutenant Thief\nin tow. Naturally soldiers will also keep spawning all the while.\nImoen\/Edwin begin with a Time Stop sequence, during which they'll use\ntwo Horrid Wiltings and a Comet to devastate the opposition. My \nprotagonist also uses his recently-earned Time Stop (which will follow\nshortly after the Mage's) to unleash several Greater Whirlwind Attacks\nand go after Yaga-Shura, himself. Keldorn uses True Sight to prevent\nany mischief, and the rest of my party attacks. Yaga-Shura will not\nsurvive this onslaught, and when he dies we're whisked away to the\nPocket Plane, to be bothered by our Solar.\n\nPocket Plane (AR4500)\no======================================================================o\n18) This time you'll be educated about your past. The Solar will reveal\nyour origins by showing you the apparition of your mother, who was a\ndisciple of Bhaal. Gorion shows up and elaborates on what fate was \nsupposed to befall you, if your mother had her way-you were to be\nsacrificed so that your essence would go towards bringing Bhaal back.\nFortunately for us, Gorion's Harper meddling inspired him to attack the\ntemple and intervene. He killed our mother and saved us, but others\nwere not so lucky. Sarevok was there too, and used the chaos to flee.\nHad fortune smiled on him and Gorion grabbed Sarevok instead of us,\nour fates could well have been reversed. Food for thought, to be sure.\nAnother chamber will be unlocked in our Pocket Plane, which we'll\nexplore later.\n\n***REWARD***\n(For enduring the Solar's revelations)\nEXP\t10000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n19) Once the Solar is done telling you useless information you'll\nreappear back on the field, where Melissan just so happens to show up.\nShe's got just the best timing, doesn't she? She'll talk about how\nYaga-Shura slew all the Bhaalspawn in Saradush, 'right where we want\nthem' according to Yaga-Shura's journal. Anyways, with her uncanny\nprescience she just so happens to know that a Tethyran army is on its\nway to deal with the Bhaalspawn menace, making you a wanted person.\nYour only hope, she says, is to deal with Yaga-Shura's surviving allies,\nSendai and Abazigal, who together might be a match for you, but singly\nare defeatable. wait... Illasera, Yaga-Shura, Sendai, and Abazigal...\nthat's only four out of five. Oh well, I'm sure we'll find the missing\nfifth member sooner or later. She'll suggest that you head to\nAmkethran, a city in Tethyr that is within striking distance of both\nSendai and Abazigal, and where one of her allies, a monk named\nBalthazar can be found.\n\nIf you've been romancing Viconia, she'll remark on the carnage strewn\nall around you with lusty glee, quite pleased that you're powerful\nenough to cause such destruction-as well as inspire others to cause it\nin search of you. If you agree, you'll be treated to what is arguably\none of the most gratifying evil companion dialogues in the game, but if\nyou rebuke her gently you can start the conversion process to turn\nViconia's alignment.\n\nEither way, loot around. Yaga-Shura's lieutenants dropped a variety of\nsellable-if not useful-loot. The big man himself leaves behind\nShuruppak's Plate, three Potions of Extra Healing, the Shield of the\nOrder +4, and the Runehammer +4. Shuruppak's Plate is one of the best\nsuits of armor in the game, with a base Armor Class of -2. It also\nbestows +20% fire resistance and increases the wearer's Dexterity by\none. So who gets it? Easy, a character who will gain extra Armor Class\nfrom the Dexterity boost. This means either Jaheira, Dorn, Korgan, or\nSarevok. In the good party, Jaheira gets the armor pretty much by\ndefault, while in the evil party I give the armor to Dorn, instead. This\nwill lower his Armor Class by another point (to -8), which is pretty\nmuch the best you can expect for a front-liner who doesn't use a shield.\nSpeaking of shields, the Shield of the Order should go on either Anomen\nor Jaheira, sentimentally Anomen, since it is a Shield of the Order,\nafter all. Also, his saves suck more. Also again, the Shield of the\nOrder is red, which matches Anomen's Red Dragon Scale, and\nSentinel +4 is green, which matches with Jaheira's... Druid-ness.\nAesthetics are important too, people. In the evil party, it's a\nno-brainer. Viconia has worse saves than Jaheira, so Viconia gets the\nShield of the Order. Finally, we have the Runehammer +4. Although it's\nnot fully upgraded yet, it's still worth using, as it adequately\nreplaces the Mace of Disruption +2. I put it on Korgan in the evil\nparty, so he can finally contribute to fights involving level draining\nenemies. In the good party, Anomen keeps it on hand when the need\narises.\n\n***ITEMS***\n(x=2350, y=1550) Arrows of Fire x40, Sunstone Bullets +1 x40, \n\t\t Bolts of Lightning x40, Arrows x80, Bolts x80,\n\t\t Darts +1 x40, Bullets x40\n(x=640, y=1640) Scroll of Burning Hands, Scroll of Agannazar's Scorcher,\n\t\tScroll of Flame Arrow, Scroll of Fireball\n\n***REWARD***\n(For crushing Yaga-Shura)\nEXP\t40000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n20) Now seems like a good time to head back to the Pocket Plane and\nfinish off that new area we just unlocked. In a desert oasis you'll\nencounter yourself as you might have been had you and Sarevok shared\ndifferent fates. It's a repeat of the final battle of Baldur's Gate 1,\nexcept your evil clone takes the place of Sarevok. Joining him are\nTamoko, Angelo, and Semaj, all of which have been beefed up for this\nencounter. Especially Tamoko, despite what her experience says. Anybody\nwho can hit an Armor Class of -10 with a roll of seven and deal 20+\ndamage per hit is not a push-over. She single-handedly out-fought \nJaheira, but my protagonist scored vorpal hits on his alter-ego, Angelo,\nand Tamoko to seal the easy victory. When they're defeated the oasis\nwill turn into a more fitting abyssal landscape and the entire party\nwill gain some experience.\n\nNote: If you're evil (you picked any of the evil paths in hell at the\nend of Shadows of Amn) the natural state of this room will be... well,\nhellish. Dark stone, lava pits, that old thing (and remember, fire is\nhot, so don't stand in it). If you're good (you picked all of the good\npaths in hell at the end of Shadows of Amn) the natural state of this\nroom will be of an oasis. Whatever the case, it'll appear as its\nopposite during your fight with your Sarevok-self.\n\n***REWARD***\n(For defeating what might have been)\nEXP\t30000 (protagonist)\nEXP\t25000 (each character, save the protagonist)\n\nOasis (AR6300)\no======================================================================o\n21) Once that's done, rest up, level up, prepare spells, and whatever \nelse you need to do before heading off to the Oasis. Once there you'll\nbe confronted by Jamis Tombelthen. Tombelthen... Tombelthen...? The \nsurname of the noble that bothered us during the Ranger quests? If\nyou're a Ranger, anyways. This one is apparently more successful, as he\nis the general of the Tethyrian army in front of you. Whatever you say\nleads to a fight, and he's joined by a host of Tethyrian soldiers of\nvarious classes and equipment load-outs. The first fight here is the\nmost bothersome, since afterwards you have more room to maneuver. That\nbeing the case, I don't hold back. Imoen\/Edwin unleashes a Time Stop\nsequence consisting of three Horrid Wilting spells, which eliminates\nall the enemies save a pair of archers to the south.\n\nJamis Tombelthen drops us a suit of Full Plate Mail +2, The\nAnswerer +4, a Note, a Gold Amulet, a Potion of Fire Giant Strength,\nand a Long Sword +3. The Tethyrian army sure comes well-equipped, eh?\nCaptains will drop Potions of Extra Healing x2, suits of Full Plate\nMail, and a Bastard Sword +3. Pikemen will drop Potions of Extra\nHealing x2, Full Plate Mail, and a Spear +2. The Battlemage will drop a\nBounty Notice-we're worth 100,000 gold in Tethyr, it seems. Finally, a\nbounty worthy of our power! Archers will drop Studded Leather Armor +2,\na Composite Long Bow +3, and up to 40 Arrows +1. Once you've killed the\ninitial group of soldiers you can travel north-east, killing the\nremainders of the 'army' at your leisure. Of all the loot we've gained\nhere, most of it is only worth selling. The sole exception is The\nAnswerer +4, which is a fairly potent Long Sword. For an end-game\nweapon, its enchantement bonus isn't quite as good as we'd like,\nbut +4 is acceptable, if not ideal. The special effects of this weapon\nmore than make up for it, however-every hit with this blade will drop a\nfoe's Armor Class by 2, and Magic Resistance by 15%. For my good\nprotagonist, it's not quite enough to replace either the Axe of the\nUnyielding or the Flail of Ages-the former has great defensive\nproperties even against foes immune to its vorpal property, and the\nFlail of Ages is a good debilitator in its own right-not counting the\ndefensive bonuses it'll gain when fully upgraded. For the evil\nprotagonist, however, it's worth considering. Some foes are immune to\nbackstabs, and with the incredibly common usage of True Sight... well,\nyou get the idea-sometimes the Dagger of the Star just won't be very\nuseful. The Answerer, however, will work where the Dagger of the Star\nwon't, and even scoring a paltry, say, three hits on a target with The\nAnswerer (one good round of combat will do) will impose a crippling -6\nArmor Class penalty and reduce their Magic Resistance by 45%, which\nwill make strong foes considerably more vulnerable. I decide to keep\nDaystar in my inventory for when undead show up, but The Answerer takes\nits place in my quick weapon slot next to the Dagger of the Star, for\nuse in select situations.\n\nAnyways, When you're done killing and looting, exit the map at\n(x=3000, y=400). Bid farewell to Chapter 8 and make your way to\nAmkethran.\n\n***ITEMS***\n(x=750, y=820) Horn Coral Gem, 75 gold\n(x=1200, y=700) Bounty Notice, Scroll of Summon Djinni, 44 gold\n(x=1600, y=350) Bounty Notice, Kings Tears, Tiger Cowrie Shell Necklace,\n\t\t2032 gold\n\n***ENHANCED EDITION***\nEither the Answerer +4 was nerfed for the Enhanced Edition or, more\nlikely, we're just privy to more information now. The reduced Armor\nClass and Magic Resistance this weapon imposes on enemies only lasts\nfour rounds. That might seem like too little time to bother with, but\nin Throne of Bhaal, four rounds can be a long time, indeed. Plus, it's\nreally only to be used as a boss-buster weapon, as anything that can\nbe backstabbed should draw the Dagger of the Star +5. Four rounds is\nenough time to get off twelve attacks (if used as a main-hand weapon,\nignoring possible Greater Whirlwind Attacks), and if even three of those\nstrike, that's a worthy bit of debilitation.\n\no======================================================================o\n|\t\t\t\tChapter 9\t\t\t       |\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t                Amkethran \t\t               |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK061}\n\t\t1) Meeting With Balthazar\n\t\t2) Mercenary Firing Range\n\t\t3) Saemon Strikes Again!\n\t\t4) When Tempers Flare...\n\t\t5) Steal From the Rich, Payback's a...\n\t\t6) Zekee's Tavern\n\t\t7) Mechanical Bird Pay-Off\n\t\t8) Hexxat's Final Request\n\t\t9) Carras' Stock\n\t\t10) Kerrick's Smithy\n\t\t11) Marlowe's Plea\n\t\t12) Vongoethe's Revelation\n\t\t13) Sealing the Deal\n\t\t14) Turning the Tables\n\t\t15) Crafting With Cespenar, VII\n\nAmkethran (AR5500)\no======================================================================o\n1) Head north and and eventually you'll come across a Monk, who will\ntake you to meet Balthazar, Melissan's contact here and the leader of\nthe monastic order-and the city of Amkethran itself. He'll give you the\nlocations of the enclaves and tell you not to step on his toes. Melissan\nhas already come and gone, it seems. It's not the friendliest welcome \nwe've had, but it's sure not the most hostile, either.\n&lt;----------------------------------------------------------------------&gt;\n2) south-east of the gates to the monastery you'll find a Mercenary\nCaptain overseeing a duel between two Mercenaries. Further south-east\nstill you'll find one Captain Erelon (x=1880, y=2230) summoning an\ninfinite supply of monsters (randomly, a Minotaur or an Umber Hulk, both\nworth a paltry 1000 EXP) for a group of Mercenaries to shoot down. If\nyou wish, you could grind these things as long as you wish, just let the\nAI do all the work and go find something else to do. If you pester\nCaptain Erelon too much, he'll declare you the new targets for the\nsession. Kill him and his buddies-the other mercenaries don't seem to\nmind. All of these mercenaries we just killed will drop Chain Mail +3,\nArrows +2, a Long Sword +1, and a Long Bow +1. Captain Erelon himself\nwill drop a suit of Elven Chain +1, a Two Handed Sword +2, and the\nDarkfire Bow +4.\n&lt;----------------------------------------------------------------------&gt;\n3) Continue to the east to find Saemon Havarian (x=2600, y=1900), of all\npeople. He's in trouble again, apparently running a smuggling operation \nhere in Amkethran that has earned the ire of some of the mercenaries in \ntown. When you come near, Saemon will shift the blame unto you and leave\nyou to clean up his mess. These mercenaries drop Chain Mail +3, a Long\nSword +1, a Medium Shield +2, and a pair of Potions of Extra Healing.\n\nTemple of Waukeen (AR5503)\no======================================================================o\n4) South of where you cleaned up Saemon's mess you'll find a Priest of\nWaukeen (x=2960, y=2420) arguing with one of Balthazar's Monks. \nApparently the Priest thinks keeping this village alive is more \nimportant than Balthazar's blatant army-building. Words turn to \nviolence, and you can either step in and attack the Monk, or leave the \nPriest to his fate. I find it more profitable to attack the Monk and \nsave the Priest. A Mage will show up and stop the fight, plucking the \nMonk from certain demise and warning us not to interfere with \nBalthazar's business. Yeah, like he's gonna stop us. Him and what army? \nOh... right. Anyways, the Priest will thank you, and give you a quest\nreward, including the Oaken Ring. If you give him 1000 gold to feed the\nneedy of Amkethran you'll get a better reward. If you sit back and let\nthe Monk kill the Priest, you can just grab the Oaken Ring from the\nPriest's body. You can now go explore the Temple of Waukeen \n(x=2600, y=2450), such as it is, where you'll find a priest named Chyil\n(x=300, y=220). He'll tell you that Sendai is a Drow, and that he\nbelieve Balthazar is raising his army to deal with Sendai and Abazigal.\nHe also believe Melissan is responsible for the Monk decision to build\nthis army. He'll also provide typical temple services-identifying,\nhealing, donations, as well as buying\/selling crap. The best of what\nhe sells includes another Potion Case and Scroll Case.\n\n***ITEMS***\n(x=220, y=150) Waterstar Gem x5\n(x=360, y=150) Water Opal x2\n(x=520, y=260) Pearl\n\n***REWARD***\n(For saving the Priest)\nEXP\t2000 (each character)\nItem\tOaken Ring\n\n***REWARD***\n(For saving the Priest and giving 1000 gold to help the starving people)\nEXP\t3000 (each character)\nItem\tOaken Ring\nReputation +1\n&lt;----------------------------------------------------------------------&gt;\n5) Now head north past where you met Saemon to find a girl named Asana\nHasaad (x=2330, y=1250), daughter of Omar Haraad, the mayor. She was\ncaught stealing money from the mercenaries to buy food for the poor\nfolk of Amkethran. Yeah, yeah, we get it, lots of people starving.\nHere's an idea-don't live in the damned desert! Anyways, if you turn\ndown the pleas of her father and let Asana get executed you'll lose a\npoint of reputation, and unless you're an evil party at the brink, this\nis never a good idea. If you want to avoid a fight, you can pay off the\ngirl's debt-originally 2000 gold, but the blood price to buy them off\nis increased to 4000 by the greedy mercenaries, plus 1000 gold for the\n'inconvenience', however you can talk them down to 3000. Or you can\njust kill them, which is cash-flow positive. Saving the girl is\ndefinitely more rewarding than letting her die, in any case.\n\n***REWARD***\n(For saving Asana)\nEXP\t5000 (each character)\nGold\t100\nItem\tMontolio's Cloak\nReputation +1\n\nZekee's Tavern, The Zephir (AR5501)\no======================================================================o\n6) north-west from here you'll find a 'Boy' (x=1900, y=1000) who will\ntell you about a 'stranger man' with a sick daughter and some restless\nundead in the cavern beyond. A cavern which Balthazar has sealed and\nonly magic can induce entry. He'll tell you that the man can be found in\nZekee's tavern (x=2750, y=1370). Sure enough, once inside the tavern a\nman named Marlowe will show up, spew some intrigue, and tell you to\nmeet him at his house for more information. While we're here, we might\nas well talk to the various workers, wenches, and warriors who frequent\nthis joint. Zakee Rafeha himself has some interesting things to say.\nBalthazar is another Bhaalspawn, it seems, who was brought here by\nMelissan, who is apparently the same kind of protector for Bhaalspawn\nthat Elminster is for Harpers... except that Melissan has a decidedly\nworse record at keeping her charges safe. Sendai is confirmed as a Dark\nElven assassin, and he links the words 'Abazigal' and 'Dragon', although\nhe doesn't know much else about him. Marlowe is apparently a stranger\nwhose daughter fell ill, an illness being blamed on some undead in the\ncaverns where the folk of Amkethran inter their deceased. You can also\nshop here, although the only somewhat interesting item he sells is the\nSilver Ioun Stone. Most importantly, make sure you sell off everything\nyou've been gathering since Watcher's Keep. You're going to need money\nshortly, and being underfunded could cost you to miss out on some\ngood gear.\n\n***ITEMS***\n(x=500, y=220) Scroll of True Sight\n&lt;----------------------------------------------------------------------&gt;\n7) Speaking of making money... if you have the Mechanical Bird\nNeera gave you at the end of her Shadows of Amn questline (and Neera\nis in your party) you'll see a 'Strange Collector' standing at\n(x=550, y=330). If you approach, he'll initiate dialogue, marvelling\nat your wonderful bird. He's a collector, see, and you know how\ncollectors are about stuff... anyways, he's willing to pay you a \nwhopping 100,000 gold for your bird. If you sell it, Neera will\nexpress regret-that you sold the gift she gave you, for one, and that\nshe didn't make more of those birds. No kidding. If you refuse to\nsell, you'll make Neera happy and your protagonist will gain 100,000\nexperience points. Either way, if you held onto that Mechanical Bird,\nyou stand to gain big-time.\n\n***REWARD***\n(For selling Neera's Mechanical Bird)\nGold\t100,000\n\n  ---or---\n\n***REWARD***\n(For refusing to sell Neera's Mechanical Bird)\nEXP\t100,000 (protagonist only)\n&lt;----------------------------------------------------------------------&gt;\n8) By far the most interesting character in this tavern is Hexxat\n(x=270, y=270), who will be here provided you didn't summon her earlier\nin the Pocket Plane. If you talk to her, the end result of the\nconversation will be either her joining your party, or leaving the game\nforever... and if she joins your party, it's likely her quest will start\nup again, so be ready to get busy if you talk to Hexxat. Her Throne of\nBhaal questline is covered in [WLK063].\n\nSmuggler's Den (AR5504)\no======================================================================o\n9) We'll deal with Marlowe's problem in a moment, but first, let's go\nexplore that cavern on the lower level. Zekee mentioned that the \nsmugglers claimed to have stolen into Balthazar's Monastery, and such\ninformation might come in handy later. Inside the cavern we'll find a\ngroup of Monks bullying an honest smuggler named Carras, one of \nEsamon's-Saemon Havarian's-associates. You can pick a fight with the\nMonks or let them go about their business of shutting the smugglers\ndown. It's much more rewarding to kill the Monks, however, for their\njuicy experience, what little loot they drop, and the pleasure of\nbuying items from Carras. Although he promised me a discount, I saw no\nsuch drop in prices. Oh well. Make sure you have plenty of money, and\nmake sure you buy everything you want, as Carras and his smugglers will\nbe gone shortly. This is the last big shopping spree of the game (unless\nyou do Neera's Throne of Bhaal quest), and here's what's interesting:\n\no===========O\n|Mage Spells| Carras\no===========o----------------------------------------------------------&gt;\n3rd-Non-Detection\n  ---\n4th-Improved Invisibility\n\nEnkindu's Full Plate +3\n-----------------------\nAnother suit of armor with a base Armor Class of -2. It also makes the\nwearer immune to backstab and offers a 5% boost to Magic Resistance.\nPerfect for our spell-tanks, Keldorn or Viconia.\n\nGargoyle Boots\n--------------\nUseless except for their protection from backstabs. We'll be dealing\nwith plenty of Thieves shortly (or rather, Fighter\/Thieves), so\nprotecting a character from backstabs is more important than, say\navoiding missiles. Sure, we'll be dealing with archers too, but\narchers don't score quadruple damage. I put these on Viconia\/Anomen,\ncharacters likely to see combat and also characters who-by using\nthe Ring of Free Action-weren't using Boots of Speed anyways.\n\nGlasses of Identification\n-------------------------\nIt never hurts to have another pair, right?\n\nK'lorgarath +4\n--------------\nA returning +4 axe that has a chance to knock an enemy down and deal\n2d6 extra damage each hit? Yes please. It's the best ranged weapon for\nKorgan or any other axe-wielding characters in the game. Of course,\nhe can't use it while dual-wielding, but he can keep it in his inventory\nfor when the need arises. Which will probably be never, but still...\nWhat else are you going to spend your money on?\n\nNote that you cannot steal from this merchant, so don't get hopeful.\nIf you've got a great reputation and a character with a high Charisma,\nyou might only need about 25,000 gold to get what you want. Carras also\nsells gems of various quality, which are required to upgrade some items.\nIf you needed five Star Sapphires for the Dagger of the Star +5, Carras\nsells them.\n\n***ITEMS***\n(x=770, y=370) Rainbow Obsidian Necklace\n(x=880, y=350) Rainbow Obsidian Necklace, Greenstone Ring, 1 gold\n(x=970, y=350) Scroll of Mantle, Potions of Extra Healing x3\n(x=1100, y=400) Potions of Superior Healing x3\n\n***TRAPS***\n(x=770, y=370)\n(x=1100, y=400)\n\nKerrick's Smithy (AR5502)\no======================================================================o\n10) Now go into the house at (x=3200, y=1420). There's some loot to be\nhad here, but if you steal from the townsfolk you'll lose a point of\nreputation and they'll turn hostile (unless you come by at night, when\nthey are sleeping). It's just a few gold anyways, nothing we really need\nanymore. Head up the ladder (x=350, y=100) to reach the roof and\ncontinue across ladders to reach a ladder down into the building at\n(x=3050, y=850). Inside you'll find Lazarus Librarus, who will still\nsell you scrolls and Mage-crap (although his stock will not have \nrecovered from earlier) and Kerrick the Smith, who seeks to unlock the\npower of undergarments. There's not much we can do here now, so return\nto the surface.\n\nMarlowe's Home (AR5507)\no======================================================================o\n11) Enter Marlowe's Home at (=x3650, y=450) and Marlowe will talk to you.\nIf for some reason you decide to pick a fight with Marlowe, his daughter\nwill die for no reason and he'll turn hostile. I can't imagine why you\nwould do this, however. I guess Bioware was just appealing to the \nmindlessly violent crowd? Anyways, hear out his tale and he'll tell you\nthat a Lich named Vongoethe took his daughter's soul, being a pure,\nyoung, virgin and all that. Is it just me, or in fantasy settings is a\nlady's soul interchangeable with the status of her hymen? Oh wait, it's\nlike that in the real world, too. Anyways, he bribed the guard down by\nthe cavern to let Marlowe-or anybody Marlowe wishes-in, so off we go.\n\n***ITEMS***\n(x=200, y=200) Silver Necklace, Bluestone Necklace\n(x=450, y=200) Potion of Superior Healing\n\nGraveyard (AR5509)\no======================================================================o\n12) Go talk to the Monk over at (x=1700, y=950) and head inside the\ncavern (x=1900, y=700). Head north a bit and you'll find Vongoethe, who\nwill appear in typical creepy Lich fashion. If you're obstinate in \npursuing a fight you'll succeed, although Vongoethe will consume \nMalla's soul and no reward will be forthcoming. Play a more neutral\ntone, however, and he'll tell you that Marlowe promised to give the Lich\nhis soul in return for twenty years of good fortune, and now that the\ntime to pay up has come, Marlowe refuses to pay. The Lich isn't a saint\nby a long-shot either, dealing in souls and willing to kill first\nMarlowe's wife and now his daughter to force Marlowe to live up to his\nend of the bargain. Since the Lich promises to give up Malla's soul if\nwe bring Marlowe to him, and since Marlowe did lie to us, we should go\npay him another visit before we make any decisions.\n&lt;----------------------------------------------------------------------&gt;\n13) Return to Marlowe and he'll readily admit to all of Vongoethe's\naccusations, and agree to go with you to pay his end of the bargain.\nYou'll be given Malla's Soul Stone, to do with as you please, since\nyou are after all, the neutral party. Malla's Soul Stone is in effect\nan Ioun Stone that gives a one point bonus to Dexterity, Constitution,\nand can cast Neutralize Poison once per day. Still, I have trouble\nfinding any use for it since there's almost nobody would would benefit\nfrom both the boost to Dexterity and Constitution, much less the fact\nthat it doesn't protect against critical hits... hence, I don't bother\nkeeping it. If you restore Malla's soul you'll get 10,000 experience per \ncharacter, and a point of reputation if you give her 5,000 gold to help\nher get started with her new life. Since all I gain is some experience\nby letting Vongoethe take Marlowe's soul, I choose to interfere after\nobtaining Malla's Soul.\n\nUnderstandably angry, Vongoethe summons a pair of Skeleton Warriors, a\npair of Banshees, and some Skeleton Archers to help him out. The\nBanshees can be a pain since... well, you know that 9th level spell?\nYeah, that's something they do. This can kill off characters with poor\nsaves, and for that reason, I suggest that you cast Death Ward on your\nentire party before talking to Marlowe in his house for the second time\n(or at least on compromised characters-typically meaning your Clerics,\nMages, and Haer'Dalis). To help keep Marlowe alive, you might want to\ncast Death Ward on him, too. In fact, if you spell buff entirely before\ntalking to Marlowe, this fight will likely be cake. My entire party\nwalks up to Vongoethe and attacks-using True Sight and Breach as\nnecessary. Also, using Daystar to cast Sunray (with a companion Sunray\nfrom Anomen\/Viconia is also a good way to thin the herd). Vongoethe\nalmost always falls under the onslaught of my Sunrays, and the one time\nhe didn't my protagonist nailed him with a vorpal hit from the Axe of\nthe Unyielding. I love that axe, I really do. Everybody then runs back\nto the entrance and smites whatever Banshees may still be around.\nAfterwards, my good protagonist heads north and destroys the archers on\nthe platforms by himself as he's immune to their attacks thanks to the\nupgrades he got in hell... my evil protagonist will just have to rely on\nStoneskin to keep her safe.\n\nAfter the fight Marlowe will thank you for saving him (if he's still\nalive). If you decide to keep his daughter's soul stone, however, you'll\nget a small experience reward and lose two points of reputation. If you\nfork it over, you'll get the biggest reward possible (15,000 experience\npoints per character) and a reputation increase. Sure, you can get a\ntotal of 16,000 for letting Vongoethe kill Marlowe and then restoring\nMalla yourself, but then the reputation boost will cost you 5,000 gold.\nThe best part about the last route is you get to kill Vongoethe and\nclaim the Ring of Anti-Venom. Yeah, it's nothing to go crazy over, but\nI still prefer it to Malla's Soul Stone. You can go up the ladders to\nreach the platforms most of the Skeleton Archers were on, but most of\nthe doors up there just wrap around to more doors along the platforms.\nMost of them are trapped, however, and can be disarmed for some\nexperience. I put this ring on Keldorn\/Korgan, Korgan wears it\nfull-time, whereas Keldorn (who doesn't have the Axe of the Unyielding\nand hence, needs his Ring of Regeneration) only uses it when necessary.\n\nNote From Lee:\nThis fight was tricky, but not really all that difficult. Spell-buff as\nsuggested BEFORE TALKING TO MARLOWE, and then initiate the sequence.\n\nSince the dialog will interrupt the ability to position the party, \nI move everyone back by the entrance and cast Breach, Pierce Shield,\nPierce Magic, and other buff removal spells on Vongoethe immediately.\nBy the time the spells get off the Banshees are moving in, so kill them\nfirst, then rush Vongoethe before he has a chance to re-buff. The\narchers above can be a pain in the ass, but there's really no way to\navoid them so I simply ignored them until Vongoethe was dead, then\nswitched two characters to ranged weapons and took them out while the\nrest of the party mopped up the remaining combatants on the platform.\nDO NOT give Vongoethe an opportunity to re-buff, or to start casting\nattack spells, as this will make the fight WAY more difficult. Timing\nis everything.\n\n***TRAPS***\n(x=330, y=300)\n(x=450, y=250) \n(x=550, y=200) \n(x=700, y=200) \n(x=970, y=200)\n(x=1100, y=250)\n\n***REWARD***\n(For forcing Marlowe to live up to his end of the bargain)\nEXP\t6000 (each character)\nItem\tMalla's Soul Stone\n\n***REWARD***\n(For saving Marlowe from Vangoethe and giving him Malla's Soul Stone)\nEXP\t15000 (each character)\nReputation +1\n\n***REWARD***\n(For keeping Malla's Soul Stone after saving Marlowe)\nEXP\t6000 (each character)\nReputation -2\n\n***REWARD***\n(For restoring Malla)\nEXP\t10000 (each character)\n\n***REWARD***\n(For giving Malla 5000 gold to help her start a new life)\nEXP\t10000 (each character)\nReputation +1\n&lt;----------------------------------------------------------------------&gt;\n14) Before we leave we can be a little experience hungry by messing with\nthe 'tables' in the area. The practical application of these is to\ndisarm the traps on the upper levels, but since everybody should have a\nThief, this isn't a problem. Still, experience is experience. The table\nat (x=720, y=720) will summon a pair of Ice Golems, the table at\n(x=950, y=550) summons three Fission Slimes, which can be destroyed\nwith fire (Comet works just fine.) The table at (x=750, y=400) summons\nfour Greater Air Elementals, and the fourth and final table at\n(x=500, y=550) summons four Greater Fire Elementals. Ignoring the\nFission Slimes, which give negligible experience, we stand to gain \n110,000~ experience.\n&lt;----------------------------------------------------------------------&gt;\n15) Now we're done with Amkethran for now, it's time to head to either\nAbazigal's Lair or to Sendai's Enclave... but which one? Fortunately,\nthere's an easy enough way to resolve this. Sendai's Enclave drops\ncomponents that will upgrade weapons that three of my character use,\nor would use if the weapon were upgraded. Since we'll become \nsignificantly stronger by going after Sendai first, we'll be that much\nbetter off when we go after Abazigal. First, however, another session\nwith Cespenar:\n\nHeartwood Ring\n--------------\n(5000 gold)\n(Nymph's Tear)\n(Oaken Ring)\n\nIt's a ring that can only be used by Druids, and it gives them a bonus\n6th and 7th-level spell. This is just a no-brainer-Jaheira's got\nherself a new ring.\n\nMontolio's Cloak\n----------------\n(5000 gold)\n(Montolio's Clasp)\n(Montolio's Cloak)\n\nClearly designed for a two-weapon Ranger, Montolio's Cloak is only \nusable by Rangers and gives a +1 bonus to Armor Class, a +1 bonus to\nall saving throws, and +2 THAC0 with the off-hand. It's a great item\nfor Minsc or Valygar, and if they're wearing the White Dragon Scale\nas well, their Armor Class should be in very good shape.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t    Dorn's Bloody Path, Part II\t\t\t       |\n|\t\t  \t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK062}\n\t\t1) The Naughty List\n\t\t2) Slaughter for a Sigil\n\t\t3) The Holy Tree\n\t\t4) Bollard Firejaw, Dead Again\n\t\t5) Non-compliant Naiman\n\t\t6) The Scroll of Retribution\n\t\t7) Double Dragon!\n\t\t8) Leaving Lunia\n\t\t9) The Silver Pair\n\nAmbush Site (OH5400)\no======================================================================o\n1) As I suggested earlier, now that you have spent some time in Throne\nof Bhaal (giving timed global variables the opportunity to trigger) as\nwell as access to the world map, companion quests will now begin,\nwhether you like it or not. Case in point-Dorn. While wandering from\narea to area, you might just find yourself ambushed by a Planetar and\na handful of well-equipped Crusaders. This typically occurs for me...\nright where it's located in the guide-immediately after clearing out\nWatcher's Keep, while enroute to the Forest of Mir. Dorn will stop the\nparty and alert you to some presence. Sure enough, the aforementioned\nPlanetar and Crusaders show up-and they're not here for tea-time.\nApparently Dorn's rampant misbehavior has earned him a spot on the\nnaughty list, and instead of coal in his stocking, he's going to get\nsome death, instead. Dorn's former demonic benefactor will taunt him all\ndisemobodied-like before the fight starts. Based on the Planetars you\ncan summon, they're rough foes... but we've killed far worse by now.\nThe Crusaders are also pretty well-armed, and I would comment on what\nsorts of mischief they could cause... but honestly, I don't know. I just\nstart out the fight with a Time Stop\/Horrid Wilting combo that pretty\nmuch ends all opposition in one assault. Any fight so easily won doesn't\ndeserve special investigation by me. After taking a beating, the\nPlanetar will whine and threaten to add your name to the naughty list,\ntoo, before vanishing. Dorn suggests that our troubles are just\nbeginning, however-angels are an implacable bunch, and will likely just\ncontinue to harass us as time goes on. Dorn's demonic master will\nprovide more background information, making clear that the only way to\nresolve this issue is to repent, lay down our wealth and arms, and enter\ninto a life of quiet contemplation as a monk... nah, just kidding-we're\non the naughty list, so clearly the only way to proceed is to attack\nheaven itself and remove our names from said list... because apparently\nheaven is so bureaucratically mismanaged that a little white-out will\nbe enough to avoid divine retribution? Whatever-the portal to Lunia is\nat (x=930, y=330). Despite what Dorn said, however, we will encounter\nno future hit-squads, no matter how we procrastinate-you can delay this\nquest indefinitely. The portal here remains static, but there's one\nrub-you can't return to this area at will. Instead, when traveling\nbetween map areas, you'll randomly appear here. So, if you chose to\npostpone this quest for now, just remember you'll have to wander\nstupidly between map areas to return here. Whatever you do, however,\nfirst help yourself to the Crusader's loot-they sure won't be needing\nit anymore. Nothing they have is worth equipping at this stage in the\ngame, but it sells for quite a bit. The loot includes the following:\nFull Plate Mail +2 x2, War Hammer +3, Sling +1, Sling +2, Helm of\nInfravision, Holy Long Sword of Tyr +3 (x4), Plate Mail +1, Large\nShield +1, Chain Mail +3, Cleric's Staff +3, Bullets +1 x80.\n\nLunia (OH5500)\no======================================================================o\n2) When you're ready to challenge heaven, enter the portal at the ambush\nsite. Once inside, bypass some chatter, then continue up some stairs to\nthe north-east. Here you'll find a Planetar (x=2100, y=2180) handing out\nsigils that grant entrance into the White Pavilion. Pick dialogue option\n#1 to hear the creature out and wait as some followers of Tyr obtain\ntheir sigils. Once they're done, walk up and talk to the creature... and\nkill it, as it'll inevitably see through whatever lie you concoct. It\nmight be joined by some nearby followers of Tyr or Crusaders, but they,\nand the Planetar, are just meat for the grinder. As with the Crusaders\nwe fought at the ambush site, the follower of Tyr and Crusaders in Lunia\nwill drop valuable gear-nothing worth wearing, but certainly worth\nchucking into a Bag of Holding until we can sell it. I won't waste your\ntime pointing it out from here on out, however. Loot the Planetar's\ncorpse for the 'Sigil of Tyr'. It's also worth noting that if you find\nany stragglers around Lunia, you might want to force-attack them and\nkill them, as it'll remove them as possible complications, later. Don't\ngo around killing everybody, of course, but after you're done talking\nto them... well, you're not here to make friends, and you're not coming\nback once you leave.\n\nNote: If you cause too much ruckus up here, you might encounter a hit\nsquad consisting of a Planetar, a Fighter, Priest, and Paladin of Tyr,\nwho will appear near said ruckus and attempt to smite you.\n&lt;----------------------------------------------------------------------&gt;\n3) Head west, then go up some stairs to the north to find the Holy Tree\n(x=2150, y=800). Nearby stand Rikkon (x=1950, y=1220) and Zara\n(x=1950, y=1180). The former will invite you to partake in 'the flesh of\nthe divine' which turn out to be some Silver Apples provided by the Holy\nTree. If you loot said tree, you'll obtain three such apples, which heal\nthose who ingest it for 25% of their Hit Points, and increases all their\nattributes by two points for six rounds... if your alignment is good. If\nyou're evil, it'll harm you for a number of Hit Points equal to 25% of\nyour maximum, and impose a two-point penalty on your attributes for one\nday. Ouch. Since you're here with Dorn, chances are you're not a goodly\nparty... but Jaheira can safely gobble them down, so you might as well\ngrab them.\n&lt;----------------------------------------------------------------------&gt;\n4) Return south to the pavilion where we killed the Planetar, and from\nthere head east until you find some stairs leading south-east. Head down\nand spot some 'Petitioners' to the east, who might cause some of your\nparty members to complain. Ignore them and continue to the south-west\nto find Bollard Firejaw (x=3650, y=2900)-the priest Dorn was sent out\nto kill a lifetime ago back in Athkatla. You remember, we crashed a\nwedding and all that? The priest remembers Dorn as well, and if you\napproach he'll become wroth and indignant that Dorn is here. Kill him,\nand whatever nearby Crusaders might be about. Kind of a pointless\nencounter, really.\n&lt;----------------------------------------------------------------------&gt;\n5) Head back up the stairs to the north, then up another flight of\nstairs. From there, continue north-east until you find Naiman Alore\n(x=4060, y=1040) and his minions. When you approach you'll be asked to\nidentify yourself before gaining access to Naiman. It doesn't matter\nwhat you say here-whether you got the Sigil or not-Naiman refuses to\nerase your name from the Scroll of Retribution. What was the point of\nit, then? Who knows. Given Dorn's disposition, a fight ensues once it\nbecomes clear that Naiman won't comply with your wishes. He's joined by\nsome Paladins and Priests of Tyr, and during the fight a Planetar will\nbring in some reinforcements. Naiman himself is a pretty potent Mage,\nbut all in all, this fight is as difficult as you allow it to be. If\nyou use another Time Stop\/Horrid Wilting combo, the fight will probably\nend without much extra work (and unnecessary damage) on your part. Once\nall your foes are smote, pick up whatever loot you want to sell, but\nmore importantly grab Naiman's 'Ink and Sand'. Time to edit the Scroll\nof Retribution a bit.\n&lt;----------------------------------------------------------------------&gt;\n6) Activate the Scroll of Retribution (x=4070, y=1000) to start defying\nthe will of the gods. The first thing that comes up, of course, is\nwhat names to erase-you have three options; erase your name, erase\nDorn's name, or erase both of your names. If you fail to remove Dorn's\nname from the Book of Retribution, another Planetar will show up after\nenough over-world travel and accost Dorn. Dorn will fault you either for\nconspiring against him, or for incompetence, depending on how you\nrespond to his question. Either way, he'll leave the party and turn\nhostile. Might as well erase both of your names-that's what we're here\nfor, after all. Next, well... there are two blank spaces on the Scroll,\nand they need filled, right? You have a choice of names you can add to\nthe Scroll-Yaga Shura, Sendai and Abazigal, being the most sensible\nchoices. If you add their names, when you encounter these rival\nBhaalspawn, a Planetar will show up to help you in combat. It's meager\naid, but still fun. You can also write in Noober or Saemon Havarian, if\nyou want some revenge on people who annoyed you in the past, but I<\/pre>\n\n\n\n<pre id=\"faqspan-44\" class=\"wp-block-preformatted\">really don't see the point. You can also elect to leave the scroll\nalone, but what fun is that?\n&lt;----------------------------------------------------------------------&gt;\n7) Edit what you will, then you'll be warned that bad things are\ncoming-it would be wise to leave. Contrary to the pop-up text, wait\naround a bit and a hit-squad identical to the one that joined Naiman\nand company will arrive-a Planetar, and a priest, paladin, and fighter\nof Tyr. Smite them, then heal up, using the least of your healing spells\nto do so. It's time for the great escape. Return south-east to the\npavilion where we fought the first Planetar for the useless Sigil to\nsee a cutscene. Two Silver Dragons-Dolrassa and Ixthezzys will talk to\na dingus named Baldwin, conspiring to thwart your escape and bring down\nsome holy retribution upon your heads. Escape is simple enough-just\nremove Edventar's Gift from your Cleric, cast Haste and Mass\nInvisibility and make a run to the exit (x=1100, y=3330). Unless you\ndid something bonerific like keep your party AI on, you should make it\nwithout a hitch. But again, what fun is that? Two Dragons block our\npath, and Dragons have a tendency to drop great loot, not to mention\nthe experience they're bound to be worth. \n\nIf you're thinking that fighting two Dragons at once is a far different\nmatter than fighting just one... well, you're right. Add to the fact\nthat the last time we encountered a Silver Dragon-Adalon-my suggestion\nwas to avoid a confrontation, and anybody would have good reason to be\nconcerned. We're far stronger now than we were in the Underdark however,\nand these Dragons aren't quite as potent as they seem. Spell buff to\nthe max, including Resist Fire and Cold on every character, save\ndisposable summons. The breath weapons of these Dragons can deal well\nover 100 damage to our characters, and any protection might be the\ndifference between victory and a reload. Once ready, head west to the\npavilion and force-attack Ixthezzy (x=2050, y=2450). If you're lucky\nyou should be able to get quite a few hits in before Dolrassa speaks\nto us (I was able to bring her down to 'Badly Wounded' before they\neven started to fight back before). Once they do, the fight goes fairly\nstandard for Dragon fights. Use your Mage to continuously cast Breach\non Ixthezzys and spam Greater Whirlwind Attacks. Aside from melee,\ndefensive buffs, wing buffet, and their breath weapons, I've seen these\nDragons use Maze before. They are not, however, fond of Remove Magic\nand Dispel Magic, which is a huge weakness on their part. They are also\nfond of retreating a bit if they take too much damage, so you really\nneed to keep party AI off and micro-manage the fight. Focus exclusively\non Ixthezzys, and when she falls, turn on Dolrassa. Once there's only\none Dragon left, it's more of a straight-forward fight. If you culled\nthe idle Crusaders beforehand, you shouldn't have too much inteference,\nbut even without that, Dragon fights can be unpredictable-a bad breath\nweapon attack can end the fight. Luck will count for a bit, but a\npowerful, fully-buffed party that's not shy about spamming Breach and\nGreater Whirlwind should win more often than not. Once the Dragons are\ndead, loot them-Ixthezzys will drop Silver Dragon Scales, a Zios Gem\nStudded Necklace, a Gold Necklace, a Moonbar Gem, an Emerald and\n2843 gold. Dolrassa leaves behind Silver Dragon Scales, a Star Sapphire,\nKing's Tears, a Tiger Cowrie Shell Necklace, a Pearl Necklace, two\nDiamonds and 3416 gold. They're also worth a combined 119,000 EXP.\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition - \nEscape from Lunia {VID021}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Escape from Lunia\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/s000Z4tJaDY?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n&lt;----------------------------------------------------------------------&gt;\n8) We're not out yet. Turn south-west and head down the stairs to reach\nthe shore upon which our exit portal lies, only to be stopped by Baldwin\nand a trio of Crusaders. They're a bunch of wussies-especially after\ndealing with a pair of Dragons. Smite them, and loot Baldwin if you care\nto grab a Martial Staff +3. Nearby three Petitioners make pretty\nparticle effects, presumably trying to seal our portal. They can't do\nmuch to stop us from simply walking past and entering the portal, and\nthey take forever to actually accomplish their task, however...\nespecially if you inflict a little murder on them. They're worth 22000\nexperience each, and don't seem to fight back, save by throwing up a\nStoneskin to delay your murdering. If that's not quite enough for you,\nreturn to the Holy Tree and kill another group of Tyr-worshippers led\nby a Planetar. Once done, leave Lunia for good.\n&lt;----------------------------------------------------------------------&gt;\n9) That's all for Dorn's questline in Throne of Bhaal, it's time to\ntalk about the spoils. Named gear includes junk such as the Holy Long\nSwords of Tyr +3, a few Cleric's Staves +3, a Martial Staff +3, and a\npair of Helmets of Infravision... not to mention an armory of other\nmagical arms and armor. For their part, the Holy Long Swords of Tyr +3\nsold for nearly 100,000 gold, altogether. The real prizes, however, are\nthe Silver Dragon Scales, which Cespenar can turn into Silver Dragon\nScale armor. This armor wrecks havoc on my old builds, as it's easily\nsuperior to anything in the vanilla game. It reaches the unofficial\nArmor Class cap of -2, but it also increases the wearer's movement\nspeed and give +15% Magic Resistance (out-competing Enkindu's Full\nPlate +3 by a full +10%). Lastly, it heals the wearer by two points\nevery time they take a hit, which... well, it's paltry enough to be\nignorable. The best thing about this armor is that it can be worn with\nother protection items-probably an oversight, I would expect it to be\npatched sooner or later-but for now, it can out-compete other armor\nby two or three points of Armor Class (and saves) if you also wear The\nGuard's Ring +2, the Spirit's Shield +2, or The Warder's Signet +3. On\nthe good party, I put it on Keldorn (to futher boost his Magic\nResistance) and Anomen, as it is patently superior to Red Dragon Scale.\nFor the evil party, I likewise boost Viconia (whose Magic Resistance\nwill now end up at a whopping 90%) and Korgan, who discards the Red\nDragon Scale and also takes The Guard's Ring +2 out of storage to drop\nhis Armor Class down to an amazing -12. I could have put this armor on\nDorn and Jaheira just as easily, but one of them would make good use of\nthe Dexterity bonus provided by Shurrupak's Plate. I reserved this armor\nfor Dorn, since Jaheira already has an Armor Class of -11. Jaheira's\nsaves are also superior to Viconia's, and her caster level and spell\nselection make her much less adept as a healer\/debuffer than Viconia,\nhence, I keep true to the rule of protecting my Cleric. Jaheira will\njust have to make do with Enkindu's Full Plate +3.\n\nNote: Because Dorn's questline is done, you'd think we'd be done\nstumbling upon the Ambush Site (OH5400), right? Wrong. If anything,\nI seemed to find it more often now than when I needed it. Pretty much\nevery time you move between areas on the world map you'll hit the\nAmbush Site mid-way. This gets annoying real quick-like. Overhaul Games,\nif it's not too much to ask, can you... I don't know, make this area\nstatic, or at least lower (or eliminate) the encounter rate after\nDorn's quest is done? Thanks.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t     Hexxat's Request, Part II\t\t\t       |\n|\t\t  \t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK063}\n\t\t1) The Final Request\n\t\t2) First Encounter with Phreya\n\t\t3) Sarcophagi and Secrets\n\t\t4) Mummy Massacre\n\t\t5) Second Encounter with Phreya\n\t\t6) Murdering More Mummies\n\t\t7) Umolex\n\t\t8) Third Encounter with Phreya\n\t\t9) Sand Golem Smiting\n\t\t10) Fourth Encounter with Phreya\n\t\t11) Arachnophile Culak\n\t\t12) Doors and Necrotic Barriers\n\t\t13) Bringing Down the Barrier\n\t\t14) Phreya and the Fake Lich\n\t\t15) Tomes and Scrolls\n\t\t16) Korkorran\n\t\t17) Hexxat's Reward\n\nNote: If you plan to do all the Enhanced Edition character quests in\nThrone of Bhaal, do Neera's before Hexxat's, as doing Hexxat's first can\ncause Neera's quest to fail to trigger. It doesn't matter if you have\nNeera in your party or not when you do Hexxat's quest, if you do\nHexxat's quest before Neera's, it can glitch.\n\nZekee's Tavern (AR5501)\no======================================================================o\n1) When you're ready to start Hexxat's quests, either bring Hexxat to\nZekee's Tavern (AR5501) in Amkethran, or recruit her from within. Once\nHexxat is both in your party, and in Zekee's Tavern, Cabrina will show\nup again. Apparently 'L' has another task for Hexxat, in return for\nwhich Hexxat will be rewarded-the nature of the reward is sketchy,\nsince Hexxat asked 'L' for this boon directly, something Cabrina is\nmildly annoyed by. In any event, Hexxat isn't forthcoming. We'll be\ngiven the 'Casque of Imprisonment', which is an improved version of the\n'Casque of Dragomir'. Apparently it's the fruit of our efforts for 'L'\nin Shadows of Amn, and as such, is supposedly improved-we need not find\na graveyard to make it function, but once we use it to teleport, we\nstill can't come back until we're finished. As usual for these quests,\ninformation is sparse-all we can make out is that one of 'L' servants,\na Lich, has become rebellious, and it's our task to subdue it.\n\nKorkorran's Lair (OH7300)\no======================================================================o\n2) To get going, force-talk to Hexxat and she'll ask if you're ready.\nAnswer in the affirmative to be teleported down to your target tomb.\nYou should know what to expect in this place by now-undead and traps\nare the hallmark of Hexxat-based quests, and this one is no different.\nDaystar and Runehammer will serve you well in this place. As for traps,\nthis area gets started quickly-there's one immediately to the east of\nwhere you start at (x=3220, y=500). Continue east until the passage\nturn south, then turn south to find a rogue named Phreya\n(x=3420, y=820), another one of 'L's' discarded tools. She's\nunderstandably bitter about it, but makes the mistake of taking it out\non us. Smack her around-she's a Thief who'll use potions to go\ninvisible so she can attempt a few backstabs, as well as the Poison\nWeapon Assassin ability-but she's otherwise not too dangerous. When\nshe's hurt enough, she'll vanish, and Hexxat will implore us to finish\nPhreya off, before she makes too much of a nuisance of herself. If only\nwe could...\n\n***TRAPS***\n(x=3220, y=500)\n&lt;----------------------------------------------------------------------&gt;\n3) Head east, then north to find a chamber full of sarcophagi and\noccupied by a lone Greater Mummy, who is no threat to anybody anymore.\nCut it down, disarm a trap to the south-east, and loot the sarcophagi\nin this room (one of which is trapped) for some meager loot. The way\nforward, however, is west of where we fought Phreya. Loot two more\nsarcophagi and search for a secret door to the south at (x=2750, y=750).\n\n***ITEMS***\n(x=4100, y=650) 38 gold\n(x=4400, y=1000) Emerald, Jade Ring, Skull\n(x=3200, y=650) Silver Necklace, Incomplete Skeleton\n(x=2900, y=600) Scroll of Mass Invisibility, Skull\n\n***TRAPS***\n(x=4200, y=900)\n(x=4400, y=1000)\n&lt;----------------------------------------------------------------------&gt;\n4) Continue south through the secret door and smite another Greater\nMummy. Follow the passage to the south-east until it ends, where you'll\nfind two doors, one to the east (x=4000, y=1350) and one to the west\n(x=3570, y=1400). The eastern door leads to a dead-end, so go through\nthe western door, instead. In the room beyond you'll encounter three\nGreater Mummies, one of which is a more powerful version that can cast\nClerical spells. They're all still push-overs, however, just give the\nCleric special attention, then mop-up the rest.\n\n***ITEMS***\n(x=3200, y=1300) Potion of Superior Healing, Potion of Invulnerability\n&lt;----------------------------------------------------------------------&gt;\n5) Traverse to the southern side of the room, walk under some tapestries\nhung on a rope, and follow a lengthy hallway to the east, at the end of\nwhich we'll encounter Phreya again, who taunt Hexxat some more, whine\nabout her fate, and attack. Put her down again and Hexxat will reveal\nthat Phreya made off with the Cloak of Dragomir sometime during the\nencounter. Wonderful. Loot a table to the north, then turn south.\n\n***ITEMS***\n(x=4850, y=1450) Protection From Cold, Potion of Master Thievery\n&lt;----------------------------------------------------------------------&gt;\n6) A long, curving tunnel awaits you, running clock-wise, lined with\nlootable (and sometimes trapped) sarcophagi. The only guardians of this\nhallway are a pair of Bone Fiends, which should be easily smote by any\nparty of substance. Kill, loot, then note two pairs of doors, one at\n(x=4200, y=2900) and another at (x=3900, y=3150). The former leads to a\nlong corridor of nothing that leads nowhere, so hit the latter, instead.\nBeyond these doors lurk a pair of Greater Mummies. Loot two sarcophagi\nand note two doors-one to the north-west (x=3600, y=2900) and one to\nthe south-west (x=3300, y=3200). Go through the door to the south-west\nif you want to bully another pair of Greater Mummies, then through the\ndoor to the north-west to continue deeper into the crypt.\n\n***ITEMS***\n(x=4700, y=2250) Rainbow Obsidian Necklace, Scroll of Carrion Summons,\n\t\t Skull\n(x=4500, y=2700) Incomplete Skeleton\n(x=3700, y=3300) Skull\n(x=3200, y=3450) Scroll of Blindness, Skull\n(x=2900, y=3500) Potion of Superior Healing, Incomplete Skeleton\n(x=3900, y=3000) Skull\n(x=3400, y=3100) Scroll of Power Word: Stun, Waterstar Gem,\n\t\t Incomplete Skeleton\n\n***TRAPS***\n(x=4700, y=2250)\n&lt;----------------------------------------------------------------------&gt;\n7) Once through the door you'll find yourself in another curving tunnel.\nIf you head to the south-west you'll find a room occupied by a Mage\nnamed Umolex (x=3120, y=2650), who confuses you for corpses. When she\nnotes you're alive, she'll seek to remedy that. I deal with her the way\nI deal with most Mages-buffing my protagonist and cutting her down,\nbut a Time Stop\/Horrid Wilting combo would work too... although it seems\na little wasteful for just one Mage. Either way, once she's dead loot\nher and the room she's in. She'll drop a Robe of the Evil Archmagi,\nan Oil of Speed, two Potions of Regeneration, two Potions of Superior\nHealing, and the 'Journal of Umolex the Far-Eyed'. The journal just\npoints out that Umolex was working with the renegade Lich Korkorran,\nproviding information about simulacrum creation. The fruits of their\ncollaboration apparently 'resulted in a masterful duplicate'. The\njournal also reveals that Umolex was somewhat silly.\n\n***ITEMS***\n(x=3050, y=2600) Gold Ring, Silver Necklace, Scroll of Stone to Flesh\n(x=3300, y=2600) 8 gold\n\n***TRAPS***\n(x=3050, y=2600)\n&lt;----------------------------------------------------------------------&gt;\n8) Return to the previous, curling corridor and follow it counter-\nclockwise to find a door to the north-west at (x=3750, y=2350). Beyond\nyou'll find a laboratory occupied by some containment tubes, two Bone\nFiends, and another Greater Mummy who can cast Clerical spells. Beyond\nthem stands Phreya (x=3190, y=2130), who forces us to smack her around\nagain. Once she's done wasting your time and vanishes again, continue\nto the south-west. Ignore the bookshelves, by the way-they're filled\nwith junk books.\n&lt;----------------------------------------------------------------------&gt;\n9) Venture through an ominous-but harmless-bone-strewn narrow hallway to\nthe west, beyond which lurks a new foe... a pair of Sand Golems. They're\nnew to the dungeon, anyways, not the game, and they're a bit more potent\nthat the wussies we've been dealing with thus far, but they still\nrequire no special tactics to defeat, I just walk up and crush them with\nmy warriors. When you're done killing golems and looting, go through a\ndoor to the south at (x=2350, y=2550).\n\n***ITEMS***\n(x=2200, y=2200) Scroll of Improved Mantle, History of the North VI,\n\t\t History of the Zhentarim\n&lt;----------------------------------------------------------------------&gt;\n10) Head south and kill another Sand Golem. When you run out of south,\nturn west and kill another pair of Sand Golems near a door\n(x=1730, y=3530). After they're dismantled, go through said door and\nfollow a curling passage clock-wise until you find another door guarded\nby another pair of Sand Golems. Crush them and continue through the\ndoor the guarded (x=700, y=2900) to find a library. Doesn't all this\nlook familiar? Looks like Overhaul Games caught onto the trick of\nrecycling areas quickly enough. Anywho, in this library room you'll find\na pair of Death Tyrants. You could waste time buffing, but I had no\ntrouble killing them by simply walking up and attacking them. One they\nare dead, you'll find Phreya (x=370, y=2450), who just can't get enough\nbeatings, it seems. Give her one more, after she tries to turn you\nagainst Hexxat, then loot the room. The book 'Of Simulacrum and Sanity'\nis another *hint-hint* for you.\n\n***ITEMS***\n(x=200, y=2300) Scroll of Summon Hakeashar, Horn Coral Gem\n(x=550, y=2500) Scroll of Improved Mantle, Scroll of Spell Sequencer\n(x=500, y=2650) Of Simulacrum and Sanity\n(x=970, y=2470) Rainbow Obsidian Necklace\n&lt;----------------------------------------------------------------------&gt;\n11) There are two ways to proceed from here-continue deeper into the\ndungeon by going through the secret door at (x=700, y=2300), or hit a\nfew bonus rooms by going through the more conventional door over at\n(x=1000, y=2750). Let's do the latter, first. Go through the door and\ncross over a wood-and-rope bridge to the east. At the far side of the\nbridge you'll find another door (x=2150, y=3150) beyond which you'll\nfind a small room occupied by another pair of Sand Golems. Go through\nthe door to the west at (x=1850, y=2750) to find a chamber occupied by\nCulak (x=1440, y=2420) and his Spider pets. When you approach, he'll\ntalk to you, but the conversation is pointless-you're not going to be\nfriends. My solution for dealing with this fight? The good old Horrid\nWilting\/Time Stop combo. A triple-shot of Horrid Wilting will kill\nCulak and all his Spiders outright. Loot Culak for a Mage Robe of Fire\nResistance, a Girdle of Hill Giant Strength, Edventar's Gift, a Wand of\nCursing (with one measly charge), a pair of Potions of Superior Healing,\nand a Potion of Power. It's some decent loot, save for the fact that I\nhave no need of any more Strength-boosting items in either the good or\nevil party. Also, Edventar's Gift is a nice defensive item, but for\nmost characters, I'm leaning more towards offense right now. I already\nhave one on Anomen\/Viconia, my primary debuffers, and Edwin\/Imoen\nalready have superior rings. All in all, it might be worth keeping in\nyour inventory in case paralyzing foes show up, but with my Saving\nThrows and Magic Resistance, I'm not too worried about such effects\nanymore.\n&lt;----------------------------------------------------------------------&gt;\n12) Return to the library and head through the secret door we neglected\nearlier, then follow a tunnel west, then north, then go through an\nalready-open door to the east. Dispatch a trio of Bone Fiends and\ncontinue north, where Hexxat will stop you and point out that the doors\nhere are connected-opening one closes another... kind like Durlag's\nTower. So works the puzzle we're about to face. Close the already-opened\ndoor to the south at (x=520, y=1600) (henceforth known as door #1) to\nopen the closed door to the north at (x=750, y=1250) (door #2),\nwhereupon Hexxat will speak again and point out the rub in this puzzle-\nthe areas beyond are blocked by a 'necrotic barrier'. Only dead things\ncan tread beyond the northern door safely... even with negative plane\nprotection, living critters will be destroyed if they venture out.\nSimply put, you'll need to keep your party down here so they can\nmanipulate doors to open the way for Hexxat, who has to continue on\nalone. The first thing you should do is head into the room to the north\nwith Hexxat and lure a trio of Bone Fiends back to the party-my Hexxat\nwas certainly in no shape to kill them alone.\n&lt;----------------------------------------------------------------------&gt;\n13) In the (now-cleared) room to the north you'll find two closed doors,\none to the north-west (x=1000, y=800) (door #3), and one to the\nsouth-east (x=1250, y=1000) (door #4). To open them, close door #2.\nBeyond doors #3 and #4 are some lootables, and... more doors. The doors\nat (x=1480, y=500) (door #5) and (x=1650, y=770) (door #6) are our\nultimate goal, but before that, we need to get the door at\n(x=1550, y=1000) (door #7) open. The trick to this is... just walk over\nto it an open it. Huh. Beyond is a room with two more doors\n(x=1450, y=1300) (door #8) and (x=1750, y=1250) (door #9). Ignore\ndoor #9 for now-to get door #8 open, you'll need to close door #1 again.\nHide with Hexxat and continue south into the room you just opened. Here\nyou'll find a tough Bone Fiend named 'T'lassus of the Bones', who is\nalmost certainly too much for a lone Hexxat to handle. Beyond him is an\nodd pillar (x=1100, y=1700) which can be activated. Mess with it twice\nto shut down the necrotic barriers (and kudos to Overhaul Games for\nputting allowing-or rather forcing-Hexxat to use her Thief skills in\nher quest). Once they're down, have Hexxat attack T'lassus and draw him\nback to the party, where he can be smote with ease.\n\n***ITEMS***\n(x=1200, y=650) Scroll of Minor Spell Turning\n(x=1400, y=830) 23 gold\n&lt;----------------------------------------------------------------------&gt;\n14) I now move my party up to door #6, where I rest to replenish my\nspells. I used up my anti-Mage buffs on Umolex, and I'll have need of\nthem, shortly. After I'm all freshy and rested, I recast my anti-Mage\nbuffs, then I close door #4 to open doors #5 and #6, then I head through\nwith only my protagonist and Hexxat. In the room beyond we'll find\nPhreya (x=2000, y=530) for a fifth and final time. She's joined by a\nLich named... Lich (x=2000, y=500). Approach and Phreya will start up\ndialogue, which of course, ends in violence. Once the fight starts,\nHexxat runs back to the rest of the party, while my protagonist attacks\nthe Lich, who is surprisingly reluctant to put up defensive buffs. Once\nthe Lich falls, I turn on Phreya, who isn't any more dangerous this time\naround than she was before. After the fight, Hexxat will inform us that\nthe Casque of Imprisonment isn't working-it seems that although we\nkilled *A* Lich, we didn't kill the Lich we're after. Remember all those\nhints about Simulacrums and duplications? Yeah, seems crafty Korkorran\nis still at large. After the chatter is done, Hexxat will run up and\ngrab the Cloak of Dragomir, which Phreya dropped, along with Worn\nWhispers, Topsider's Crutch, three Potion of Superior Healing, two\nPotions of Master Theivery and a Potion of Freedom. The Topsider's\nCrutch (aka: Ring of Infravision) is beyond useless by now, and the\nWorn Whispers (aka: Boots of Stealth) are hardly any better. Oh well...\n\n***ITEMS***\n(x=1600, y=400) Scroll of Sphere of Chaos\n(x=1800, y=300) Bloodstone Ring\n(x=2200, y=550) Scroll of Mass Invisibility\n&lt;----------------------------------------------------------------------&gt;\n15) Well, the last Lich was a bust, but on the plus side, there's not\nmuch level left for the real Korkorran to hide in. Go south through an\nalready-opened door and into a small chamber with a pair of cabinets you\ncan loot. Loot, then go through another, not-so-open door at\n(x=2150, y=1100). Beyond is a larger room with more lootables to\ndistract you. The books 'Conjur Ota Servanta' and 'Dea Vampir Becomos'\njust talk about Vampires, perhaps to legitimize Phreya's condition,\nwhile the second copy of 'Of Simulacrum and Sanity' is just here to\nremind you about, you know, the possibility of Simulacrums. We're also\nat the end of the dungeon now, so I rest one more time, reapply my\nanti-Mage buffs, and continue on with my protagonist.\n\n***ITEMS***\n(x=2200, y=850) Scroll of Mass Invisibility, Potion of Superior Healing\n(x=2300, y=800) Angel Skin Ring, Potion of Superior Healing\n(x=2050, y=1150) Conjur Ota Servanta, Scroll of Tenser's Transformation,\n\t\t Scroll of Summon Djinni, Scroll of Cacofiend,\n\t\t Laeral's Tear Necklace\n(x=1900, y=1200) Dea Vampir Becomos, Scroll of Spell Trigger,\n\t\t Scroll of Protection From Magic Energy, \n\t\t Scroll of Symbol: Fear\n(x=2350, y=1450) Of Simulacrum and Sanity, Rogue Stone x2,\n\t\t Scroll of Spell Trap\n&lt;----------------------------------------------------------------------&gt;\n16) Continue south to find the real Korkorran at (x=2570, y=2000). He'll\ninitiate dialogue when you approach. There are many pit-falls to this\nconversation that lead to combat, but you can talk it into restoring\nHexxat's mortality (dialogue options #1, #2, #1, #1, #1, #3) will set\nyou on the right path. This is apparently the reward Hexxat worked out\nwith 'L', but there's a catch-it will restore her mortality, but she\nwill keep her age. As an over 200-year old Human, this will reduce her\nlife expectancy to... zero. Afterwards you can keep your word and leave\nthe Lich in peace, or you can pick a fight. Given those options, you\nmight as well just pick a fight with it from the outset. My protagonist,\nweilding Daystar and protected by Death Ward, Chaotic Commands, the\nCloak of Mirroring and three instances of Spell Immunity (Conjuration,\nAlteration, and Abjuration) is immune to anything the Lich can throw\nat me. He's fond of using Protection From Magical Weapons, Stoneskin,\nand various illusions to go invisible, and offensively he's noteworthy\nfor casting Dragon's Breath, but it doesn't matter-I just use a Gem\nof Seeing and chop him down. Once he falls, he'll rise again-possessed\nby 'L', who promises to contact Hexxat shortly. We'll be whisked out of\nKorkorran's lair and back whence we came.\n&lt;----------------------------------------------------------------------&gt;\n17) Only one thing left to do for Hexxat in Throne of Bhaal-await 'L's'\nreward. To do this, just rest... anywhere. You'll be whisked elsewhere\nand bothered by Cabrina, who flirts with Hexxat before 'L' finally\nshows up-in Korkorran's shell. 'L' turns out to be none other than\nLarloch-presumably the guy behind Larloch's Minor Drain, and he's ready\nto grant Hexxat's request. She wants to be turned mortal, and the cost\nis the same as with Korkorran-Hexxat will lose the Vampirism and keep\nthe age, resulting in death. Apparently Hexxat despises her Vampirism\nand is quite willing to die to be rid of it, but you can talk her out\nof such a hasty decision with the following dialogue options: #1, #1,\n#2, #2, #2, #1, and #1. Either way, once your business with 'L' is done,\nso is Hexxat's questline.\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t  \t Destroying the Order of Eight Staves\t\t       |\n|\t\t  \t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK064}\n\t\t1) Dark Wings, Dark Words\n\t\t2) Thayan Ambush\n\t\t3) Dennaton's Coliseum\n\t\t4) Szass Tam's Task\n\t\t5) The Shorties\n\t\t6) Thayan Shopping\n\t\t7) Thallis' Advice\n\t\t8) The Front Rooms\n\t\t9) The Side Rooms\n\t\t10) The Rear Rooms\n\t\t11) Vicross in the Courtyard\n\t\t12) Ringing Szass Tam's Bell\n\n1) After travelling around with Neera for a while she'll be visited by\na bird named 'Jerome'. This doesn't occur as part of a random ambush,\nas Dorn and Rasaad's quests start, but rather it'll occur when you\ntravel to an area on the World Map. For me, the North Forest and\nWatcher's Keep both hosted this event, but the Oasis, Amkethran, and\na few other places did not, so... if you're having trouble starting\nthis quest, head back to one of those two areas. Anywho, Jerome will\nbring Neera news from Telana; Vicross, the leader of the Order of the\nEight Staves is in the area, and apparently the Red Wizards are not only\nstill hunting Wild Mages, but they've improved their ability to detect-\nand hence ambush-Wild Mages. Neera, still not a fan of the Red Wizards,\ncomes up with the idea to purposefully lure them to us so we can\ndispatch them. Well... at least we'll get to ambush somebody, for a\nchange. The 'Clearing' where Neera will perform her Wild Surge to lure\nthe Red Wizards is now marked on your map, so... head over there when\nyou're ready to wrassle some Red Wizards. Oh, and make sure you have\nNahal's Reckless Dweomer memorized.\n\nClearing (OH6400)\no======================================================================o\n2) When you arrive, head to the east a bit and Neera will announce her\nplans-she needs to cast Nahal's Reckless Dweomer to lure the Red\nWizards. Good thing we prepared it, right? Give it a go and Neera will\nsuggest resting up. Before you do so, make sure you have plenty of\ndebilitatives spells prepared-especially old Clerical ones such as\nGreater Command, Insect Plague and Silence 15' Radius. My protagonist\nalso prepares a Spell Sequencer linking three Slow spells and a Spell\nTrigger with three Chaos spells. After that, I cast Stoneskin on \neverybody who has it-this is the only buff worth casting, since it's\nthe only one that'll survive the rest. Speaking of which, rest up when\nyou're prepared and a cutscene will play-a large group of Red Wizards\nled by Vicross will teleport to your location and confront your party,\nwho wakes hastily to confront the threat. Neera, your protagonist, and\nVicross exchange words before hostilities inevitably begin. Neera's\nmagic fizzles, much to her chagrin (you'd think she'd be used to it by\nnow?) and Vicross chugs a Potion of Invisibility, leaving you to fight\nfour Red Wizards and eight Thayan Knights. The Thayan Knights are pretty\nrough, capable of chopping down even well-protected high-level melee\nfighters if they attack in groups, and since they out-number you, things\ncan get rough. Also, four Mages casting mid-level spells can be a pain\nin the ass... and of course, Neera is useless, as usual, so the go-to-\ntactic of Time Stop\/Horrid Wilting is out, unless your protagonist can\ndo it. Mine can't but dropping three Chaos spells, three Slows, two\nInsect Plagues and a Greater Command in a two-round window really starts\nthings out right. I have Neera use a Gem of Seeing (just to keep them\nhonest) while Dorn\/Keldorn summons a Dark Planetar\/Planetar to draw\nsome fire... I really don't mess around with this fight, and there are\ngood reasons-not only is it rough enough on its own, but it's not the\nonly fight we'll have to win before we can rest again.\n\n***REWARD***\n(For thwarting Vicross' ambush)\nEXP\t15000 (each character)\n\nDennaton's Coliseum, Exterior (OH6450)\no======================================================================o\n3) Vicross will appear again, flee, and attempt to teleport away.\nUnfortunately you'll appear with her, in an arena occupied by some\ngroups of Yuan-ti (normal, Elite, and Mages) warring with some humanoids\nnamed Lea Gosh'Aar, Feldrak Feldrak'i, and Voghiln the Vast. Vicross\ntalks when she notices our arrival-apparently we ended up in Priador,\nmore specifically, in Dennaton's Coliseum. Neera will identify Vicross\nas a Wild Mage and throw a tantrum before we're interrupted by an\noverly-enthusiastic Dennaton, who realizes implicitly the value of\nhaving a high-ranking Thayan make an appearace. We're then left to win\nthe arena fight by diposing of the Yuan-Ti and whatever bipeds survive\nthem to challenge us. Now Neera can cast spells, and she uses the\nTime Stop\/Horrid Wilting Combo we needed so much in the last fight. As\nfor the foes here... Yuan-Ti Mages can cast Chaos, which can still be\ntroublesome (especially if you have a 25 Strength, -12 THAC0 Korgan\ngoing on a rampage!) and Feldrak Feldrak'i is another potion-chugging\nbackstabbing Thief bastard. Also beware the Yuan-Ti Elite-they're much\nstronger than the wussy Yuan-Ti we tossed around back in Shadows of\nAmn. Once you're the only living things left in the arena, Dennaton\nwill tell you to report to the staging area. Before you do, however,\nyou might as well rest to recover the spells you cast and heal up.\nWhen you're ready to move on, exit this area at (x=700, y=1150).\n\nDennaton's Coliseum, Interior (OH6460)\no======================================================================o\n4) Head down a corridor to the south-west to reach a circular area\nlined with tables covered with red cloth. Continue to the north-west to\nfind Szass Tam (x=3950, y=3150), one of the most powerful and iconic\nMages in the Forgotten Realms... and one of the leaders of Thay. He's\nno trifle. Fortunately, he just so happens to want the same thing we\ndo-Vicross dead. The motivations might be different, but... well, you\ndon't really have a choice. Anyways, Vicross' appearance in the middle\nof Thay was, frankly, disasterous for her. If you haven't guessed, Wild\nMages aren't really esteemed in a Mageocracy like Thay, where leaders\nare expected to be able to, you know, control their power. Having one\nclimb so high in rank is an embarrassment to Thay-but especially to the\nMage who supported her. This just so happens to be Aznar Thrul, one of\nSzass Tam's rivals. So... kill Vicross before Aznar can distance himself\nfrom her and he'll have egg on his face, which will make Szass happy.\nBefore we get to work, though, he'll warn us that we won't be able to\nrest once we assault Vicross' estate... except that we can teleport to\nour Pocket Plane at will and rest, so... kind of takes the bite out of\nthat little detail. Anyways, before we go after Vicross we should check\nout the merchants here.\n&lt;----------------------------------------------------------------------&gt;\n5) Okay, merchants. Here we go. Bellowgulp (x=3770, y=3400) sells\npotions. Nothing to see here. The Weapon Merchant (x=4120, y=2950) sells\na variety of arms and ammuntion from +1 to +3 quality. Still, nothing\nwe need. Molzahn of Tymora (x=3930, y=2930) provides Clerical services\n(including selling protection and Clerical spell scrolls) and will\nallow you to rest for free. So much for the shorties.\n&lt;----------------------------------------------------------------------&gt;\n6) Hue Greenleaf (x=3750, y=2950) sells armor, including a few unique\npieces. A Helm of Charm Protection, a Gift of Peace, and Kazrah's\nShield +4 make up his unique stock, the latter of which is worth\nconsidering.\n\nKazrah's Shield +4\n------------------\nIt gives a top-of-the-line +5 Armor Class bonus, but otherwise only\nallows you to cast Chain Lightning once per day. Still, that's more than\nSentinel +4 does, so if you've got the cash, you might as well buy it.\n\nAt (x=3380, y=3150) you'll find a Mind Flayer 'Magical Item Merchant',\nwho has by far the most interesting stock. He sells-just listing the\nunique items-a Wand of Wonder, a Ring of Regeneration, a Druid's Ring,\nthe Sandthief's Ring, a Topsider's Crutch, an Amulet of 5% Magic\nResistance, Xarrnous' Second Sword Arm, a Golden Girdle of Urnst, an\nElve's Bane, a Destroyer of the Hills and the Cloak of the Lich. Most\nof the gear is stuff we already have, and probably don't need copies\nof, but the Cloak of the Lich can probably find a home in any party.\n\nCloak of the Lich:\n------------------\nThis cloak gives 50% resistance to cold and electricity, as well as\nimmunity to death effects. What's not to like? Jaheira's already immune\nto electricity, due to the Harper Pin, plus she'll find another cloak\nto wear during Rasaad's quest... Dorn\/Keldorn on the other hand can\nprobably discard that Nymph Cloak now. Shopping and impressing NPCs\nisn't much of a concern anymore... certainly not as much as being immune\nto death effects.\n\nFinally, talk to the beggar Book Merchant (x=4150, y=3400) to browse\na mighty selection of spell scrolls, comparable only to Lazarus.\n\no===========o\n|Mage Spells| Book Merchant\no===========o----------------------------------------------------------&gt;\n1st-Armor\n1st-Blindness\n1st-Burning Hands\n1st-Charm Person\n1st-Chill Touch\n1st-Chromatic Orb\n1st-Color Spray\n1st-Detect Evil\n1st-Find Familiar\n1st-Friends\n1st-Grease\n1st-Identify\n1st-Infravision\n1st-Larloch's Minor Drain\n1st-Magic Missile\n1st-Protection From Evil\n1st-Protection From Petrification\n1st-Reflected Image\n1st-Shield\n1st-Shocking Grasp\n1st-Sleep\n1st-Spook\n  ---\n2nd-Aganazzar's Scorcher\n2nd-Blur\n2nd-Deafness\n2nd-Detect Invisibility\n2nd-Ghoul Touch\n2nd-Glitterdust\n2nd-Horror\n2nd-Invisibility\n2nd-Knock\n2nd-Knock Alignment\n2nd-Luck\n2nd-Melf's Acid Arrow\n2nd-Mirror Image\n2nd-Power Word: Sleep\n2nd-Ray of Enfeeblement\n2nd-Resist Fear\n2nd-Stinking Cloud\n2nd-Strength\n2nd-Web\n2nd-Vocalize\n  ---\n3rd-Clairvoyance\n3rd-Detect Illusion\n3rd-Dire Charm\n3rd-Dispel Magic\n3rd-Fireball\n3rd-Flame Arrow\n3rd-Ghost\n3rd-Haste\n3rd-Hold Person\n3rd-Hold Undead\n3rd-Invisibility, 10' Radius\n3rd-Lightning Bolt\n3rd-Melf's Minute Meteors\n3rd-Minor Spell Deflection\n3rd-Monster Summoning I\n3rd-Non-Detection\n3rd-Protection From Cold\n3rd-Protection From Fire\n3rd-Protection From Normal Missiles\n3rd-Remove Curse\n3rd-Remove Magic\n3rd-Skull Trap\n3rd-Slow\n3rd-Spell Thrust\n3rd-Vampiric Touch\n  ---\n4th-Confusion\n4th-Contagion\n4th-Emotion: Hopelessness\n4th-Enchanted Weapon\n4th-Farsight\n4th-Fireshield (Blue)\n4th-Fireshield (Red)\n4th-Greater Malison\n4th-Ice Storm\n4th-Improved Invisibility\n4th-Minor Globe of Invulnerability\n4th-Minor Sequencer\n4th-Monster Summoning II\n4th-Otiluke's Resilient Sphere\n4th-Polymorph Other\n4th-Polymorph Self\n4th-Secret Word\n4th-Spider Spawn\n4th-Spirit Armor\n4th-Stoneskin\n4th-Teleport Field\n4th-Wizard Eye\n  ---\n5th-Animate Dead\n5th-Breach\n5th-Chaos\n5th-Cloudkill\n5th-Cone of cold\n5th-Conjure Lesser Air Elemental\n5th-Conjure Lesser Earth Elemental\n5th-Conjure Lesser Fire Elemental\n5th-Domination\n5th-Feeblemind\n5th-Hold Monster\n5th-Lower Resistance\n5th-Minor Spell Turning\n5th-Monster Summoning III\n5th-Oracle\n5th-Phantom Blade\n5th-Protection From Acid\n5th-Protection From Electricity\n5th-Protection From Normal Weapons\n5th-Shadow Door\n5th-Spell Immunity\n5th-Spell Shield\n5th-Sunfire\n  ---\n6th-Carrion Summons\n6th-Chain Lightning\n6th-Conjure Air Elemental\n6th-Conjure Earth Elemental\n6th-Conjure Fire Elemental\n6th-Contingency\n6th-Death Fog\n6th-Death Spell\n6th-Disintegrate\n6th-Flesh to Stone\n6th-Globe of Invulnerability\n6th-Improved Haste\n6th-Invisibility Stalker\n6th-Mislead\n6th-Pierce Magic\n6th-Power Word: Silence\n6th-Protection From Magic Energy\n6th-Protection From Magical Weapons\n6th-Spell Deflection\n6th-Stone to Flesh\n6th-Summon Nishruu\n6th-Tenser's Transformation\n6th-True Sight\n6th-Wyvern Call\n  ---\n7th-Cacofiend\n7th-Control Undead\n7th-Delayed Blast Fireball\n7th-Finger of Death\n7th-Limited Wish\n7th-Mantle\n7th-Mass Invisibility\n7th-Mordenkainen's Sword\n7th-Power Word: Stun\n7th-Prismatic Spray\n7th-Project Image\n7th-Protection From The Elements\n7th-Ruby Ray of Reversal\n7th-Spell Sequencer\n7th-Spell Turning\n7th-Sphere of Chaos\n7th-Summon Djinni\n7th-Summon Efreeti\n7th-Summon Hakeashar\n7th-Khelben's Warding Whip\n  ---\n8th-Abi-Dalzim's Horrid Wilting\n8th-Bigby's Clenched Fist\n8th-Improved Mantle\n8th-Incendiary Cloud\n8th-Maze\n8th-Pierce Shield\n8th-Power Word: Blind\n8th-Protection From Energy\n8th-Simulacrum\n8th-Spell Trigger\n8th-Summon Fiend\n8th-Symbol: Death\n8th-Symbol: Fear\n8th-Symbol: Stun\n  ---\n9th-Absolute Immunity\n9th-Bigby's Crushing Hand\n9th-Black Blade of Disaster\n9th-Chain Contingency\n9th-Energy Draing\n9th-Freedom\n9th-Imprisonment\n9th-Meteor Swarm\n9th-Power Word: Kill\n9th-Shapechange\n9th-Spell Trap\n9th-Spellstrike\n9th-Time Stop\n9th-Wail of the Banshee\n9th-Wish\n\nVicross' Estate (OH6500)\no======================================================================o\n7) Talk to Szass Tam and he'll offer to teleport you to Vicross' Estate.\nAccept and off you go. Once you arrive you'll be pestered by a maid\nnamed Thallis, who is naturally quite shocked to see you. You can kill\nher if you wish, but she's harmless, bears a grudge against Vicross,\nand killing her will drop your reputation. Innocents and all. Stick to\ntrusty ol' dialogue option #1 and she'll tell you that Vicross is\nmeeting with her lieutenants in the courtyard, but her other guards are\nin adjacent rooms. It would be wise of us to dispatch them, first, so\nthey can't aid Vicross later. Sounds good, especially since the door to\nthe courtyard (x=900, y=1250) is locked and leaves us no choice but to\nhit the side rooms, first. Ah, choices.\n&lt;----------------------------------------------------------------------&gt;\n8) Turn your attention to the doors at (x=950, y=1550) and\n(x=520, y=1150). Beyond each door is a small room and a pair of Guards.\nOpen a door, lure the Guards out and kill them in the room you appeared\nin, as traps lie just beyond the doorways. All four Guards drop Splint\nMail +1, Helmets, Large Shields +1, Scimitars +1, and either three\nPotions of Extra Healing, or a Potion of Invulnerablity and two Potions\nof Extra Healing... but they'll certainly chug a few before you can\nkill them. Disarm traps, loot the rooms, then get ready to move on.\n\n***ITEMS***\n(x=950, y=1700) Acid Arrows x20, Arrows of Ice x20, Bolt of Biting x20,\n\t\tBolt of Lightning x20\n(x=1250, y=1700) Potion of Frost Giant Strength, Potion of Defense,\n\t\t Potion of Fire Resistance, Bloodstone Ring, \n\t\t Greenstone Ring\n\n***TRAPS***\n(x=950, y=1600)\n(x=1250, y=1700)\n(x=520, y=1200)\n&lt;----------------------------------------------------------------------&gt;\n9) That was all pretty simple, right? Now, there are two more doors\nthat beg for our attention, the one in the south-eastern room\n(x=1300, y=1580) and the one in the north-western room (x=520, y=920).\nIt really doesn't matter which one you go through-the former leads to\na library and the latter to a dining area. Both have long traps just\noutside the doors that trigger alarms. If you trigger these alarms,\nevery Guard and Red Wizard not attending Vicross will come at you. It's\na winnable fight, especially if you spell-buff up, summon allies, and\nwait in one of the rooms, but why not keep playing stealthy? In both\nrooms you'll find a Red Wizard and a few Guards-my good party runs on in\nand smites them, raising a True Sight before hand so I can pepper the\nRed Wizard with Breach and melee attacks. For my evil party, I send in\nmy protagonist, who gets behind the Red Wizard, activates Greater\nWhirlwind, and goes for the backstab. The Guards are then easy prey. The\nRed Wizards will drop an Adventurer's Robe, a Quarter Staff +1, three\nPotions of Invisibility (hence the True Sight) and a pair of Potions of\nExtra Healing. The Guards drop the same junk. Once the Thayans are dead,\nget to looting.\n\n***ITEMS***\n(x=1300, y=1400) Scroll of Knock, Scroll of Spell Trigger,\n\t\t Scroll of Protection From Magic Energy\n(x=1850, y=1150) Scroll of Minor Spell Turning, Scroll of Identify\n(x=1970, y=1270) Scroll of True Sight, Cursed Scroll of Clumsiness,\n\t\t Scroll of Protection From Electricity\n\n***TRAPS***\n(x=1400, y=1550)\n(x=650, y=880)\n&lt;----------------------------------------------------------------------&gt;\n10) More doors await us. You can now reach the courtyard by going\nthrough the side doors at (x=1050, y=850) or (x=1480, y=1200)... but\nsince we haven't killed all the guards yet, I wait. Instead, turn your\nattention to the doors at (x=1220, y=500) and (x=2000, y=1150). Beyond\nthe former door lurk two Guards, while the latter hides five Guards and\na Red Wizard. The obvious move is to go after the two guards in the\nnorthern-most room, but this will attract the attention of the foes in\nthe larger room to the south-east. On the other hand, a pair of alarm\ntraps lurk in the south-eastern room at (x=2100, y=1020) and\n(x=1750, y=620). By now, however, we've noticed that these Red Wizards\naren't too great at sniffing out invisible characters. My evil\nprotagonist uses the Ring of Gaxx to make herself Invisible, then\nsneaks in and disarms the traps. Imoen can do the same with the Staff\nof the Magi, a Potion of Invisibility, an Invisibility spell, and so\non. Once done, I Whirlwind\/backstab the Mage and massacre the Guards.\nEasy as making ice cream soup. You know what your foes drop by now, so\nall that remains is the looting.\n\n***ITEMS***\n(x=2280, y=1080) Potion of Fire Resistance, Potion of Invisibility x2,\n\t\t Potion of Superior Healing, Gold Necklace, \n\t\t Arrow of Detonation x1, 231 gold\n(x=1850, y=500) Scroll of Stone to Flesh\n(x=1700, y=520) Scroll of Mordenkainen's Sword, Scroll of Breach,\n\t\tScroll of Pierce Shield\n(x=1350, y=250) Scroll of Fireshield (Red), 1 gold\n(x=1320, y=370) Potion of Fire Giant Strength, Arrow of Detonation x1,\n\t\tPotion of Invulnerability, 473 gold\n\n***TRAPS***\n(x=2100, y=1020)\n(x=2280, y=1080)\n(x=1750, y=620)\n(x=1600, y=600)\n(x=1850, y=500)\n(x=1350, y=250)\n(x=1320, y=370)\n&lt;----------------------------------------------------------------------&gt;\n11) Now it's time to confront Vicross and her cohorts. You can use any\nof three doors-(x=1050, y=850), (x=1480, y=1200), or (x=1600, y=800).\nI prefer the southern-most (middle option). If you need to rest up or\nprepare spells, hit the Pocket Plane. My buffs are simple-personal\nillusions like Mirror Image and Blur, Stoneskin, True Sight and Haste\nshould do the trick. If you want to be extra certain of victory,\nprepare Spell Triggers chaining a pair of Pierce Magic spells with\nBreach, and make sure you have plenty of both handy. You also might\nwant to protect yourself from fire and cold however you can... like\nwith the Cleric spell Resist Fire and Cold. Once that's all done, I\nfinish up with a Mass Invisibility. I then go through the door and...\nwell, walk straight up to Vicross (x=1150, y=1130). She's guarded by a\npair of Elite Guards and her Guard Captain, who is capable of using\nGreater Whirlwind Attack. If fought conventionally... well, you know\nhow Mages fight by now-you'd need ample True Sight coverage to keep her\nhonest, as she's got several Potions of Invisibility. She's also got\nScroll of Death Spell to keep your summons at bay. She'll use Time Stop\ncombos and summon endless streams of guards-resorting to summoning\nElite Orcs if things carry on long enough. They're not devastatingly\nstrong minions, but hits add up as buffs wear off. If you can keep her\nvisible and catch her in a Time Stop of your own, you should be able to\nknock her off with Horrid Wilting spells (perhaps preceeded by a Pierce\nMagic to take down some buffs). All this is unneccessary, however, as\nshe's got one major weakness-she won't use True Sight to spot you, even\nthough she possesses several Scrolls of True Sight. At the very least\nusing Mass Invisibility would have allowed us to close ground while\nshe casted the spell-which she doesn't-but since she neglects to do so,\nyou can just walk up to her and force-attack her. She'll die before she\ncan so much as blink. If you want to hear her speak to Neera, just\nleave a character (preferably Neera, who can wait for the warriors to\nget into position) out of the Mass Invisibility and approach when you're\nready to make Vicross dead. Vicross is unrepetant, and now that she's\nbeen uncovered, she's going to throw caution to the wind and let her\nwild magic loose. Hurray. Kill her.\n\nWhen her and her guards are dead-the looting begins. Vicross will drop\na Robe of the Evil Archmagi, the Thayan Circlet, a Ring of the\nPrinces +1, a Wand of Spell Striking, five Potions of Superior Healing,\nfive Potions of Invisibility, four Potions of Extra Healing, three\nElixirs of Health, two Scrolls of Death Spell, three Scrolls of True\nSight, a Scroll of Spell Strike and Quarter Staff +2. Her Guard Captain\ndrops a suit of Full Plate Mail, a Helmet, a pair of Scimitars +3,\nthree Potions of Superior Healing, five Potions of Extra Healing, two\nAntidotes and 271 gold. The lightly-armed Elite Guard leaves behind\na Katana +2, a Wakizashi +1, two Potions of Superior Healing, three\nPotions of Extra Healing, a Potion of Invulnerability, and Oil of Speed\nand a Potion of Clarity. The heavily-armed Elite Guard wraps up the\nlootage with a suit of Full Plate Mail, a Helmet, a Rod of Reversal, a\nTwo-Handed Sword +2, three Potions of Extra Healing, a Potion of\nSuperior Healing, an Oil of Speed and a Potion of Magic Protection.\nIt's all kind of garbage, even the Thayan Circlet isn't very good. It\ncertainly can't compare to the Circlet of Netheril.\n&lt;----------------------------------------------------------------------&gt;\n12) All that's left to do is ring the Bell of Summoning (x=1300, y=1070)\nand get Szass Tam to take us home, all flowers and roses and sunshine.\nOf course, just in case the necromantic Thayan overlord isn't\ntrustworthy, I gather my warriors just north-east of the bell before I\nring it. Ding. Szass Tam appears. He'll thank us for killing Vicross,\nonly to tell us that we're next. He's aware of what we are, and our\nexploits concern him, so, now that we're (presumably) weakened from\nfighting Vicross, he's going to snuff us. He's one hell of a Mage-he'll\ncast spells in such a way that'd make Irenicus blush. He immediately\nstarts out the fight with Protection From Energy, Protection From Magic\nWeapons, Spell Turning, Stoneskin, True Sight, Fireshield (Red), and\nFireshield (Blue), and will seek to do a lengthy and brutal Time Stop\nsequence immediately afterwards. Using that Spell Trigger loaded with\nPierce Magics and Breach will help take down some of his defenses,\nafterwards you just need to keep hitting with him Breach, having your\nwarriors attack, and hope you create a hole and harm him enough before\nhis spells or his Fireshield kill you (hence the Resist Fire and Cold\nspells earlier). Time Stops sessions where you tear down defenses and\ndebuff should be the focus of your Mages. Of course, if you moved your\nwarriors into position before he appeared (he shows up at around\n(x=1440, y=1050)) and immediately use Greater Whirlwinds on each<\/pre>\n\n\n\n<pre id=\"faqspan-45\" class=\"wp-block-preformatted\">warrior as soon as his conversation ends and he turns hostile, you\nshould be able to batter him into submission before he can even get\noff his contingencies and triggers. This is the ideal way to end this\nfight, and it's short and painless. However you manage it, once he's\ntaken enough damage he'll call a halt to the violence and offer to send\nyou back to Tethyr, with the implicit understanding that you won't\nreturn to Thay or tell everybody about his Vicross scheme. Accept-if you\ndon't the fight will just go on until you deal more damage to him, and\nhe ejects you from Thay forcefully. After accepting, talk to Szass Tam\nagain and tell him to send you back to Tethyr. Back in the Clearing\nwhere we first met Vicross, Neera will contemplate how she might have\nended up like Vicross, had circumstance been different. Nurture over\nnature, like the scenario the Solar presented to us about how we could\nhave turned out like Sarevok, had Gorion grabbed him instead of us.\nNeera's quest is now over-the Red Wizards who hunted Wild Mages are no\nmore, and everything is safe and sound for Wild Mages everywhere.\n\n***REWARD***\n(For defeating Szass Tam)\nEXP\t20000 (each character)\n\n***VIDEO***\nHaeravon Plays: Baldur's Gate 2 Enhanced Edition - \nVicross and Szass Tam {VID022}\n\n<iframe loading=\"lazy\" title=\"Haeravon Plays - Baldur&#039;s Gate 2 Enhanced Edition - Vicross and Szass Tam\" width=\"1140\" height=\"641\" src=\"https:\/\/www.youtube.com\/embed\/V4yZV39d4eg?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t      Rasaad's Journey, Part II\t\t\t       |\n|\t\t  \t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK065}\n\t\t1) Sharran Ambush\n\t\t2) The Deepstone Clan's Woes\n\t\t3) Thwarting Ovidiu's Ambush\n\t\t4) Frontal Assault\n\t\t5) Liberating the Lumber Camp\n\t\t6) Cuddy's Kitchen Caper\n\t\t7) Meems' Mighty Mixture\n\t\t8) The Welcoming Party\n\t\t9) Mercs and Monks\n\t\t10) Jassar and Sephos\n\t\t11) Alorgoth's Chambers\n\t\t12) Kitchen Raid\n\t\t13) Down to the Mines\n\t\t14) Overseer Azmadi and Haldorr Deepstone\n\t\t15) Alternate Access and Haralt Deepstone\n\t\t16) Unleash the Dwarves of War!\n\t\t17) Portal Run\n\t\t18) Shadow Smiting\n\t\t19) The Wheel of Obliteration\n\t\t20) End of the Journey\n\nAmbush Site (OH4290)\no======================================================================o\n1) Rasaad's quest begins much like Dorn's with a good old fashioned\nambush as you traverse the World Map. The ambush party includes a\nSharran Sorcerer, a Sharran Assassin, a Sharran Monk, and a Sharran\nCrusader. As usual, the Mage should be your first priority, but note\nthat the Crusader can cast Clerical spells, and the Assassin in this\ncase is really quite obnoxious with the whole Potions of Invisibility\/\nbackstab thing. Annoying enough that you might want to use a True Sight\nto keep him honest. Once they're dead, Rasaad will talk-the time to\ndeal with Alorgoth has come, since he's clearly not going to leave\nRasaad alone. If you've got Viconia in your party, she'll now take the\nopportunity to depart forever, rather than fight her coreligionists,\nso if you've got a mind to do Rasaad's quest, you'll need to leave\nViconia behind in the Pocket Plane before you get started. Heh. Hope\nyou have a back-up Cleric. For my evil Party, Jaheira had hit that\nmagic 6,000,000 experience mark by now, making her a... passable\nsubstitute for Viconia. Just need to hope I don't need to cast Remove\nParalysis, Remove Fear, or Restoration. Anywho, loot your foes before\nleaving-the Sharran Crusader will drop a suit of Full Plate Mail, a\nCloak of Protection +1, a Helmet, Pellan's Shield +2 and a Morning\nStar +3. The Sharran Assassin will drop a variable number of Potions of\nSuperior Healing and Potions of Invisibility, a Torn Map and a Short\nSword +3. The Sharran Monk will drop a Potion of Extra Healing x3, a\nPotion of Fire Giant Strength and a Potion of Magic Protection. Finally,\nthe Sharran Sorcerer will drop an Adventurer's Robe, a Potion of Extra\nHealing, two Potions of Invisiblity, a Quarterstaff +1 and twenty Darts\nof Stunning. Picking up the Torn Map will update our World Map, \nproviding us with our next destination... the Deepstone Clanhold.\n\nNote: From my experience with Rasaad's questline, it's full of bugs.\nNamely, Rasaad's banters sometimes just don't make sense. This might\nhave to do with the fact that I didn't include Rasaad as a full time\nparty member, but he just picked odd times to start talking about Yaga\nShura. Sometimes he'll say what he's supposed to say, sometimes he\nwon't... just follow the walkthrough and ignore Rasaad and you'll be\nfine... and when all else fails, picking dialogue option #1 to keep\nRasaad in line and happy.\n\nDeepstone Clanhold, Exterior (OH4200)\no======================================================================o\n2) If you thought that, after Dorn and Hexxat's quests, no new areas\nwould be added to the already-cluttered Throne of Bhaal World Map...\nwell, you were wrong. As soon as you enter this area you'll be pestered\nby a Dwarf named Lemp Coldhearth, who'll ask what your business here is.\nPlay nice and insist you're no friend of the Sharran and he'll take you\nto the west to talk to Meems Dugdeep, leader of the Deepstone clan...\nsuch as it is. Apparently these Dwarves dug into something that drew the\nattention of the Sharrans-when will Dwarves learn that digging leads to\ntrouble? Anyways, most of the clan was killed or enslaved, the latter\ngroup now works in the mines or in the forests. There are three ways to\nget into the Deepstone Clanhold-first is a direct assault on the gates,\nsecond is by helping the Dwarves blast into the mines. The third option\ninvolves freeing the Dwarves in the lumber camp and riding some logs\ndown-river and past the Sharran bridge guards. If you provoked Lemp\nColdhearth when you entered, Meems and company will be hostile as well,\nwhich eliminates the blasting option... but not the river option.\nOptions are great and all... unless you have to write about them. Then\nyou have two options-write several different walkthroughs to cover all\nthe possibilities or... well, be lazy. I'm going for lazy this time.\nMy favorite approach is the direct approach, but honestly, you can\npenetrate the Deepstone Clanhold all three ways if you cared to. The\nblasting and log-riding routes force you to fight fewer foes, but that\nmeans less experience and goodies, unless you backtrack... and since\nthe front door is so much more straight-forward, that's how I'll\ncover it... with a few notes to help out folks going different ways.\nDon't worry, we need not make our decision just yet.\n\n***ITEMS***\n(x=900, y=2350) Battle Axe +1, Throwing Axe x40\n(x=750, y=2510) 47 gold\n(x=750, y=2530) Arrows x40, Arrow of Piercing x20\n(x=710, y=2500) Potion of Extra Healing x2, Elixir of Health x2,\n\t\tPotion of Clarity, Potion of Invulnerability,\n\t\tPotion of Magic Shielding\n&lt;----------------------------------------------------------------------&gt;\n3) First, head east from Meems' camp to find a road running to the\nnorth-east. Follow it a short distance until you find a stone circle\nsurrounded by four obelisks. Don't approach too close, however, as Dwarf\nnamed Rolf Hammersparks (x=2980, y=2080) awaits you. If you approach\nhim, he'll either warn you about an ambush or-if you get too close-the\nambush will succeed. Instead, circle around the obelisks to the north\n(you should find a path running south-west to the stonework) and leave\nmost of your party east of the tree at (x=3050, y=1620). Approach with\nonly one warrior, moving to the edge of the stonework to trigger Rolf's\nwarning. Annoyed that Rolf spilled the beans, the leader of the\nambuscade-one 'Sharran Guard Ovidiu' will show up and approach the\nstonework and curse the Dwarf. Attack him with the warrior who\napproached Rolf, while the rest of your party attacks the rest of the\nambushers, up north. The Sharran Guards are all armed with bows, which\nthey prefer to use-sadly, you're already within melee reach. Ovidiu is\neven more of a bastard, however, being armed with a Composite Longbow +3\nand ten Arrows of Detonation, which he would have lovingly pelted you\nwith, if he had the chance. Aside from that, Ovidiu will drop twenty \nArrows +2, Plate Mail +1, a Bastard Sword +2, two Potions of Superior\nHealing, two Oils of Speed, a Helmet, and an Intricate Key, which will\nopen the way to the Deepstone Clanhold. All his guards came equipped\nwith Splint Mail, a Helmet, twenty Arrows +1, a Potion of Superior\nHealing, two Potions of Extra Healing, an Oil of Speed, a Composite\nLongbow +1 and a Bastard Sword +1. If Rolf survived the attack he'll\nwander back to Meems' camp without so much as a 'thank you'. Jerk.\n&lt;----------------------------------------------------------------------&gt;\n4) From the stonework, follow a path to the north-west a short distance\nto reach the bridge leading across the river. On it are a pair of wussy\nSharran Bridge Guards who make the mistake of challenging you. Dispatch\nthem, then loot them each for a suit of Chain Mail +3, a Helmet, two\nScimitars +1, and three Potions of Superior Healing before continuing\nacross the bridge. You might want to pop on a Haste a few personal buffs\nbefore crossing, but if you're willing to use a Time Stop\/Horrid Wilting\ncombo, you shouldn't need any buffs. Across the bridge and through some\nwar-worn barricades you'll find five Sharran Gate Guards, a warrior\nnamed Tallus, a Sharran Overseer, and a Sharran Sorcerer. Upon spotting\nthe party, one of the guards will raise the alarm, while the Sorcerer\norders the gate to be sealed. Too bad we already have the key, eh?\nAnywho, pick on the Sorcerer first, as Mages are almost always the\nmost dangerous enemies on the field. Tallus seems capable of causing\nsome green explosion which does moderate damage and can knock foes\nunconsious, but aside from his possession of 'Meems's Special Grog'\nthere's nothing special about him to indicate he should have any such\npowers... Anyways, when your foes are all dead, get to looting. Tallus\nwill drom the aforementioned grog-another ingredient for Meems' bomb-a\nsuit of Hide Armor, a pair of Battle Axes, two Potions of Superior\nHealing and two Potions of Extra Healing. The Sorcerer leaves behind a\na Mage Robe of Fire Resistance, a Ring of the Princes +1, five Potions\nof Superior Healing and a Quarter Staff. Finally, each of the Gate\nGuards drop a suit of Plate Mail, a Helmet, a Large Shield, a Potion of\nSuperior Healing, a Potion of Extra Healing and a Long Sword +1. We\ncould open the gates and walk right on in to the Dwarven Clanhold, but\nwe've still got some Dwarves to save, so... head back across the\nbridge.\n&lt;----------------------------------------------------------------------&gt;\n5) North of the bridge you'll find the 'Lumber Camp'. When you approach\nthe Sharran in charge-Sharran Overseer Razvan (x=2550, y=800)-will waste\nsome time talking before hostilities inevitably break out. She's joined\nby a Sharran Priest, who'll cast some mid-level buffs before summoning\nan Aerial Servant, then trying to cast Hold Person, some Sharran\nOverseers, who are wussies, and some Sharran Mercenaries, who... are\nactually quite brutal in melee combat. This fight-as are most fights in\nRasaad's questline-can be easily won with a Time Stop\/Horrid Wilting\ncombo. It's a tactic I'll use often during this quest, because of the\nnumber of foes involved in many fights, and because... well, it's just\nreally effective. This fight isn't too bad even without spells, however.\nJust keep an eye on your warriors in case those Sharran Mercenaries\nscore some cheap hits. They can hit very lower Armor Classes with only\nmoderate attack rolls, and they deal some mean damage. The Sharran\nMercenaries each drop a suit of Full Plate Mail, a Helmet, a Large\nShield +2, a Battle Axe +3, three Potions of Superior Healing, and a\ntainted Oil of Speed. Sharran Overseer Razvan will leave behind a Potion\nof Superior Healing, a Potion of Extra Healing and a Potion of\nExplosions-the latter is one of the ingredients for Meems' bomb. The\nSharran Overseers each carried a suit of Leather Armor, a Potion of\nExtra Healing, and a Club, while the Sharran Priest forfeits a suit of\nSplint Mail, a Medium Shield, a Potion of Extra Healing and a Mace +1.\n&lt;----------------------------------------------------------------------&gt;\n6) After the fight (before you even get around to looting, in fact)\nyou'll be bothered by the leader of the lumberjack Dwarves-Cuddy\nDugdeep. Exchange pleasantries and state you're in the process of\nliberating the Dwarves (dialogue option #1) and he'll question your\nmeans of infiltration. If you pick dialogue option #3, he'll take his\nsurvivors back to camp, considering the frontal approach too dangerous.\nPick dialogue options #1 or #2 and he will-if you play along and\nquestion him (dialogue option #1 repeatedly)-suggest riding some logs\ndownstream, bypassing the guards and slipping into a secret entrance...\none the rest of the Dwarves apparently don't know about, or they\nwouldn't be trying to blast their way into the mines. If you go along\nwith this, you'll sneak into the Kitchen of the Clanhold (OH4210), where\nyou'll meet two more Dwarves-Fillis and Killis. Those names sounds awful\nJ.R.R Tolkein... whatever, talk them into manning up and fighting the\nSharrans and you'll be presented with two more options-just go bust some\nheads, or ask for their advice and they'll suggest using the dumbwaiter\nto get down into the mines, where many more Dwarves await liberation-and\nvengeance. Doing this will take you down into the mines (OH4220), where\nyou'll be immediately confronted by a Sharran Overseer and three Dark\nMoon Monks, who are all wussies... except for the Monk's Quivering\nPalm ability, which can kill characters outright. From here you can\nkeep assaulting the mines, or use the dumbwaiter to return to the\nsurface. From the kitchen, find a secret door at (x=1070, y=1800) which\nwill lead you back outside (x=1200, y=1900), should you need egress.\n\nThen again, if you decline Cuddy's offer to ride down the river, he'll\nhead over to Meems' camp, and you'll lose the opportunity to sneak in\nthis way. You can always leave and then come back in via an alternate\nroute, if you feel so inclined. In any event, Step #7 will assume you\nturned down Cuddy, or you left after snaeking inside. As I said before,\nI prefer the front door, even though riding the river is the only\nroute that gives an experience reward... paltry as it is.\n\n***REWARD***\n(For sneaking into the Dwarven Clanhold with Cuddy)\nEXP\t1000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n7) Turn down Cuddy, or return to the camp after breaching the Clanhold\nand loot the Sharrans. Search around camp and you'll find the third and\nfinal ingredient Meems needs-some Rock Salt. Now that you have all\nthree ingredients, return to Meems (x=1120, y=2500). Pick dialogue\noption #1 twice to get blasting. You-and a rather large contingent of\nDwarves-will find yourselves in the south-eastern corner of the mines\n(OH4220), in a tunnel marked 'Tunnel Under River'. From here you can\nstart murdering Sharrans, or sneak back outside and use the front door,\nif you wish. Step #8 and on will cover this unimaginative approach,\nregardless of what you did beforehand.\n\n***ITEMS***\n(x=2470, y=630) Rock Salt\n(x=2500, y=620) Arrows +1 x40\n\nDeepstone Clanhold (OH4210)\no======================================================================o\n8) Walk right up to the gates (x=1000, y=1000) and head on inside.\nYou'll be greeted by a welcoming party of two Dark Moon Monks, two\nSharran Guards, a Sharran Mercenary and a Sharran Priest. If you are\nlucky, you won't be bothered while you put down these six, but there's\na good chance another Sharran Mercenary will open the doors to the\nnorth-west (x=1950, y=1250) and join the fray. If that's not annoying\nenough, your presence in the Clanhold will soon be detected by a group\nof Sharran Assassins led by one Danys Ten-Teeth, who are fond of using\nPotions of Invisibility and the 'Poison Weapon' ability. I found the\ninitial group weak enough to kill with a straight melee assault-no\nbuffing required. For the Assassins, I put Stoneskin on whatever\ncharacter could cast it, and used a Gem of Seeing to keep them honest.\nIf you manage to kill the first group without them opening the door...\nwell, open the door and kill the Mercenary outside, but stay in the\nfirst chamber and let the Assassins come to you. Once they're all dead,\nget to looting-you know what they drop by now, magical arms and armor,\nand a variety of potions. The only interesting drop is the Suryris's\nBlade +2... which is just an old Baldur's Gate 1 Halberd. Yeah, I'm\ngetting lazy with the drops here, but it's taking up more space than the\ndescriptive text, and it's just as accurate at this point in the game to\ntell you that the miscellaneous magical gear is worth selling, and\nnothing else, and the potions are... well, I don't need to bother\npointing out why potions are useful, do I? Don't worry, I'll still point\nout the good stuff, but from here on out, you can sift through the\ngarbage on your own.\n&lt;----------------------------------------------------------------------&gt;\n9) Apply some personal buffs and Haste before going through the doors to\nthe north-west. In the hall beyond you'll find a pair of Sharran\nMercenaries led by Torchadahl. In the barracks to the north-east\n(more specifically, through the door at (x=2030, y=850)) are another\npair of Sharran Mercenaries led by Theyeredahl, who might join the\nfight. About a half-dozen Dark Moon Monks led by Braitenbach WILL join\nfrom the north-west. Be wary for Quivering Palm and withdraw and heal\nwounded characters as necessary... and perhaps consider blasting them\nwith a Horrid Wilting (or three) if they group up. Once they're dead,\nget to looting-the only item worth noting is another Plate of the\nDark +1, which was worn by Torchadahl. Loot the barracks where\nTheyeredahl are\/were for some minore goodies before advancing.\n\n***ITEMS***\n(x=1920, y=600) Scroll of Protection From Poison, Battle Axe +1,\n\t \tScroll of Protection From Acid\n(x=2180, y=640) Bastard Sword +1, Arrows +2 x20, Arrows of Piercing x20,\n\t\tBullet +1 x5\n(x=2320, y=730) Plate Mail +1, Large Shield +1, Iol Gem,\n\t\tScroll of Color Spray, Potion of Extra Healing,\n\t\tPotion of Frost Giant Strength, 217 gold\n\n***TRAPS***\n(x=1920, y=600)\n&lt;----------------------------------------------------------------------&gt;\n10) Continue north-west the reach the end of the hall, then turn\nnorth-east to find Jassar (x=1770, y=500) and Sephos (x=1820, y=520)\nguarding a door (x=1850, y=450). These two are a pair of buttholes in\na straight fight... or at least Sephos is. He's a high-level\nFighter\/Mage who uses some of our own tricks-namely buffing up and\nmaking a nuisance of himself in melee combat. You'll need to use True\nSight and Breach to get through his defenses. Other than that, he also\nhas a Wand of Paralyzation, which he'll use to cause more mischief.\nThere are a number of ways to make this fight less annoying-like\nstarting with a backstab, or just using a Time Stop\/Horrid Wilting\ncombo. Just start the casting out of their sight and you'll be fine.\nAside from the Wand of Paralyzation (which only has three charges),\nthey drop nothing interesting.\n&lt;----------------------------------------------------------------------&gt;\n11) Unlock the door they were guarding-no special key is required,\njust... pick the lock. In the room beyond you'll find Shani, who'll\nchatter a bit before attacking. If you try to bluff your way through\nthe conversation, she'll call to non-existant guards before vanishing...\nbut what fun is that? If you pick a fight, she'll start out with a \nSpell Trigger and a Chain Contingency, putting up a bunch of buffs\nincluding Globe of Invulnerability, Protection From Energy, Spell\nTurning, Stoneskin, True Sight, and Protection From Magical Weapons.\nThen she'll cast Time Stop, during which time she'll used Improved\nAlacrity, Dragon's Breath, Web, then a series of Magic Missiles. After\nthat, she'll summon a Mordenkainen's Sword, then she'll cast a pair of\nHorrid Wiltings. Ouch. Of course, my fully-buffed protagonist can be\nmade immune to everything she can throw at me. A True Sight, a few\nBreaches, and she's gone. Loot her for a Potion of Extra Healing, a\nScroll of Spell Strike, two Potions of Invisiblity, and a Dagger +1.\nHrm. Not much of a reward for killing three high-level foes, is it?\n\nNever fear-loot the room for the real goodies. The two journals here\ndon't really provide any useful information, so onto the real stuff.\nThe Night Walkers increase the wearer's speed a bit, and also make\nthe wearer immune to Web, Entangle, and Grease... effects that we\nwill encounter... oh... once more in the entire game? They also allow\nthe wearer to cast Shadow Door three times per day, but considering\nhow often enemies will use True Sight, it's not much of a defense\nanymore. The Headband of the Devout is actually pretty nifty-it\nbestows a constant Bless effect on the wearer, giving them a +1 bonus\nto attack and damage. It also make them immune to Confusion, and\nallows them to use Righteous Magic once per day, which will give them\n+10 Hit Points, +3 Strength, and maximize damage dealt for one turn,\nwhich is a pretty lengthy bit of time for max damage. On the negative\nside, it can only be used by a Monk... or a Thief with the 'Use Any\nItem' high-level ability. Sadly, I think Vhailor's Helm is better, so\nI really don't have a use for it. Last and certainly not least is the\nCloak of the Dark Moon, which gives a +2 bonus to Armor Class (and\nstacks with other protection items), give a +2 bonus to Saving Throws...\nbut only at night, makes the wearer immune to Blindess-an annoyance\nwe'll have to deal with shortly, but not something that's common\nthroughout Throne of Bhaal. It also allows the user to cast the potent\ndefensive spell Protection From Magical Energy three times per day,\nlasting four hours per casting. Yeah, this cloak is pretty awesome.\nSo who gets it? My top choices are Dorn\/Keldorn, or Jaheira. In the\nformer case... do I really need the Nymph Cloak anymore? The days of\nreaction checks and appeasing merchants is past, and both of them could\nreally use the Armor Class. On the other hand, Jaheira's saves are\nworse, Dorn\/Keldorn both have weapons with reach that can help keep\nthem out of the worst of melee combat, and... well, the Cleric rule.\nProtect your Cleric so they can protect others. I give it to the\ncharacter with half a dozen Heal spells. Plus, if you did Neera's\nquest, Keldorn\/Dorn should already be wearing the cloak of the Lich.\n\n***ITEMS***\n(x=1820, y=130) Alorgoth's Journal, Scroll of Protection From Undead,\n\t\tScroll of Protection From Acid\n(x=1635, y=130) Journal of Boldcam Deepstone\n(x=1650, y=150) Night Walkers, Headband of the Devout, \n\t\tCloak of the Dark Moon, Sisters of Light and Darkness\n&lt;----------------------------------------------------------------------&gt;\n12) Leave Alorgoth's Quarters and return to the hall. Enter a hallway to\nthe south-west, which quickly forks. Turn north-west and open a door at\n(x=1200, y=1150) to find a room occupied by Taddaus (x=800, y=980),\na Sharran Priestling, and a pair of anonymous Dwarves led by one named\nFiddich (x=880, y=910). Kill Taddaus and Fiddich will speak to you.\nPick dialogue option #1 to gain some new allies in the fight against\nthe Sharrans-mostly useless now that this level is all but cleared-or\npick dialogue option #2 to send them back to Meems' camp. The real\ndeal is dialogue options #3 followed by #1, which will get Fiddich to\nrun down the entire level for you... which again is kind of wasted by\nthis approach, but it does get you a nice experience reward. In the\ndining room to the south-west you'll find Phyllidus, a weakling Monk\nwho serves only to try to call non-existant guards on you. Also, if\nyou're curious, this is where Danys Ten-Teeth and her Sharran Assassins\nstarted out. Finall for the east, the Kitchen lies through the door at\n(x=1050, y=1650). If you didn't sneak in with Cuddy, Killis and Fillis\nwill be quite a bit less helpful. Also, you won't be able to use the\ndumbwaiter. You can, however, find and use the secret door\n(x=1100, y=1800) to sneak back out, should you need to... but if you\ndidn't sneak in with Cuddy, you won't able able to use this route to\nsneak back in. Makes no sense...\n\n***ITEMS***\n(x=450, y=1550) Potion of Extra Healing x2, Antidote x3,\n\t\tPotion of Clarity\n\n***REWARD***\n(For getting directions from Fiddich)\nEXP\t3000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n13) Return north-east to the hall again. Now it's time to head to the\nnorth-western end of the hall and explore up there. Go through the\nnorth-eastern-most door to find Inquisitor Murundhi (x=1180, y=400).\nMurder him and loot the room, then head into the room to the south-west\nfor more lootage. Finally, head down the stairs to the north-west\n(x=300, y=700) to reach the mines.\n\n***ITEMS***\n(x=1150, y=300) Scroll of Identify, Cursed Scroll of Clumsiness,\n\t\tScroll of Protection From Acid,\n\t\tScroll of Power Word: Stun\n(x=1200, y=250) Throwing Axe x10, 7 gold\n(x=800, y=450) Scroll of Charm Person, 9 gold\n\n***TRAPS***\n(x=1150, y=300)\n\nDeepstone Mines (OH4220)\no======================================================================o\n14) Immediately upon reaching this level you'll encounter Overseer\nAzmadi (x=2070, y=430) who, along with two Dark moon Monks watches over\ntwo nameless Deepstone Dwarves led by Haldorr Deepstone (x=2040, y=400).\nRasaad ruins all hopes of avoiding a fight... and why would you want to?\nButcher the Sharrans and Haldorr will speak to you. It doesn't matter\nwhat you say-they'll end up wandering off. Loot Azmadi for a Helmet of\nCharm Protection, amongst other magical junk and potions. If you want\nto trigger some chatter from Rasaad, head over to the glowing purple\npit to the north-west.\n\n***ITEMS***\n(x=880, y=550) Shadow Gem\n&lt;----------------------------------------------------------------------&gt;\n15) Continue south and you'll be attacked by a trio of Dark Moon Monks\nand a Sharran Overseer... provided you didnt sneak in Cuddy and use the\ndumbwaiter to get down to the mines. Also, some Sharran Guards might\ncome join the fun from the south-west if you didn't blast your way in\nwith Meems. One of said guards will drop a 'Holding Pen Key', which\nisn't actually necessary. Now, for some things to do. Over at\n(x=2500, y=1250) which you can ride up to the Kitchen, if you wish...\nbut again, without sneaking in with Cuddy, you won't be able to ride\nit back down. Lame. Continue to the south-west and you'll find a trio\nof Deepstone Dwarves along with their leader, Haralt Deepstone\n(x=1770, y=1200). Talk to him and you'll end up freeing him, whether\nyou have the 'Holding Pen Key' or not. South of their cage you'll find\nthe 'Tunnel Under River', which, if you helped Meems make her bomb you\ncan use to escape the mines. For obvious reasons you can't do so if\nyou didn't help out.\n&lt;----------------------------------------------------------------------&gt;\n16) Well, all that was fun. Continue south-west until you reach a bridge\ncrossing a chasm. Cross it to the north-west to find a large host of\nSharrans including nine Sharran Overseers, a Sharran Monk, a Sharran\nSorceress, and their leader, Overseer Akuda (x=530, y=1180). When you\napproach she'll harass a group of Dwarves led by Bentaxe Foekiller\n(x=620, y=1050). Don't let their numbers fool you-these guys are\nweaklings, as their experience values will show after Akuda talks to you\nand the fighting starts. Go after the Sorceress first-Mage and all-then\nwipe out the rest. Akuda can cast some Clerical spells, but she's still\nnot much of a threat. After the fight, Bentaxe will talk to you. He\nwants revenge on the Sharrans, and won't settle for being sidelined.\nPick dialogue option #3 repeatedly to do so and he'll turn violent.\nAfter he's dead, his more reasonable kinsman, Halnur Farcutter will\ntalk to you and accept your decision to send the Dwarves away... Or you\ncould just let them tag along, but they do get in the way... not to\nmention they prevent you from saving and resting. In the end, it's\nmore rewarding to let the Dwarves tag along, however.\n&lt;----------------------------------------------------------------------&gt;\n17) Dwarves or no, continue into another chamber to the north-east,\nwhich has little of interest inside. The chamber to the west, however,\nhas a bit more going on. Alorgoth awaits us at (x=440, y=720), guarded\nby a Sharran Sorcerer, a Sharran Crusader, six Shadow Guards, and\nYxtrazzal. Approach and Alorgoth will speak to you-feigning ignorance\nof Rasaad in an attempt to provoke him. Naturally, a fight ensues, but\nAlorgoth and Yxtrazzal don't stick around. This fight is one of a\nseries of fights we'll have to survive, so I try to avoid taking too\nmuch damage-something the Shadow Guards can certainly inflict,\nespecially with a Sorcerer behind them. I have Edwin\/Imoen hit them\nwith a Time Stop\/Horrid Wilting Combo, which should kill a few of them,\nand weaken the rest. After a short while, several Shadow Creatures\nwill come through the portal to the Shadow Plane that Alorgoth created\n(x=400, y=600). Your goal is to make your way through this portal-the\nenemies don't matter, as the Shadow Creatures will continue to spawn.\nThey're not too rough in a fight, but they can drain levels, cause\nfear, and blind characters... the perfect nuisance monsters. Clear the\nway as much as possible-a single Sunray will take out many Shadow\nCreatures-and when you've got an opening, bolt for the portal.\n\n***ITEMS***\n(x=1220, y=700) Shadow Gem x2\n\nShadow Plane (OH4230)\no======================================================================o\n18) As soon are you arrive in the Shadow Plane you'll be assaulted by\na mixed group of Shadow Creatures and Shadow Fiends, so move characters\nvulnerable to level drain to the back of the party and have them use\nranged weapons for now. Once the Shadows are defeated, head to the east,\nleaving the cavern marked as the 'Crystal Chamber' and continue into\nthe one marked as the 'Shadow Cavern'. Alorgoth will taunt you before\nrunning to the south-dispatch some more Shadows, and when all is\nclear... it's time to spell-buff. Heal up, wait for any Blindness to\nwear off-but don't rest. That'll just spawn more Shadows. Apply your\nDragon-fight buffs, including Remove Fear, summons, Haste, and personal\nbuffs-all that good stuff. When you're ready to go, follow Alorgoth\nto the south-west.\n&lt;----------------------------------------------------------------------&gt;\n19) You'll find Alorgoth (x=540, y=1280) and Yxtrazzal (x=480, y=1150)\nwaiting for you. Alorgoth and Rasaad will exchange words before Alorgoth\ntells Yxtrazzal to reveal her true form-that of a Shadow Dragon. The\nportal back to the prime will vanish, trapping us here. Since we can't\nretreat, we might as well fight, right? Ignore Alorgoth for this fight,\nsince he can't be killed. He's not all that dangerous, anyways. Neither\nis Yxtrazzal, for that matter. In fact, she might be the weakest Dragon\nwe've fought since... the last Shadow Dragon, back in Umar Hills. Being\nfully buffed, all I had to do is pop up some Greater Whirlwind Attacks\nand pummel her to death. When Yxtrazzal falls (don't blink) the Shadow\nPlane-or at least the part of it you're in-will start to collapse.\nEndure more chatter and convince Rasaad not to be a retard and throw\nhis life away, then loot Yxtrazzal for some Shadow Dragon Scales, a\nBlack Opal, a Scroll of Shadow Door, the Wheel of Obliteration and \n3272 gold. Grab the Wheel of Obliteration and equip it in a quick item\nslot. Alorgoth will throw a tantrum, letting you know that the Wheel is\nimportant. Return to where the portal to the Prime used to be (south\nof the crystal cluster in the Crystal Chamber) and use it to reopen the\nportal. Don't go through, however-I know the damage, screen-shaking,\nand Meteor Swarm effects tell you to get out of here quick-like, but\nyou need to witness Alorgoth's demise-and talk Rasaad out of another\nbout of stupidity-before you'll be whisked back automatically.\n&lt;----------------------------------------------------------------------&gt;\n20) Back in the prime, dispatch whatever baddies you left behind, and\nBentaxe will talk to you again (if you let him fight with you). He'll\noffer you a reward for all you've done, and won't take no for an\nanswer. His reward-7500 gold-is... well, generous, but unnecessary now.\nCertainly the gear we pulled off the Sharrans will sell for several\ntimes more. Ah well. Rasaad will also speak to you, putting some\nresolution on his vendetta and triggering another quest reward. Loot\nthe dead around where the portal stood for junk you might wish to sell\nor drink-the only bit of intersting loot is another Pellan's Shield +2\ndropped by the Sharran Crusader. Aside from that, you can have Cespenar\nturn the Shadow Dragon Scales you found into... Shadow Dragon Scale\narmor. You know, the same armor that was obsolete at the end of Shadows\nof Amn? Anyways, Rasaad's journey is finally over.\n\n***REWARD***\n(For allowing Bentaxe to seek vengeance against the Sharrans)\nGold\t7500\n\n***REWARD***\n(For defeating Alorgoth)\nEXP\t20000\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t                 Sendai \t\t               |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK066}\n\t\t1) Woodcutter's Welcome\n\t\t2) Ambushed Outside of the Enclave\n\t\t3) Ambushed Again\n\t\t4) Woodcutter's Ruse\n\t\t5) Forcing Your Way Through\n\t\t6) Sacking the Guard Room\n\t\t7) North Tunnels\n\t\t8) South Tunnels\n\t\t9) Staging Our Own Ambushes\n\t\t10) Odamaron's Lair\n\t\t11) Diaytha's Challenge\n\t\t12) Diaytha's Demise\n\t\t13) Dueling Captain Egeissag\n\t\t14) Murdering Mithykyl the Mind Flayer\n\t\t15) Crafting With Cespenar, VIII\n\t\t16) Showdown With Sendai\n\t\t17) Talking to Ourselves\n\t\t18) Doubting Doubt\n\nWoodcutter's Cabin (AR6111)\no======================================================================o\n1) When you arrive you'll see a Woodcutter (x=1800, y=1450) with two\nenchanted axes and Elven Chain Mail. A quick 'Detect Evil' reveals that\nthere are an awful lot of evil and magic resistant animals about! If you\ntalk to the Woodcutter he'll tell you he saw some Dark Elves in the\nsouth-western corner of the forest, and implore you to go see. First,\nloot his house for various goodies, including the Rune of Clangeddin,\nwhich upgrades the Runehammer. Woodcutting must be awfully lucrative\naround these parts!\n\nNote: Try to avoid pissing off the Woodcutter or... well, those evil\nlittle animals and the humble woodcutter will reveal that all is not as\nit seems. I know, surprise, surprise, but if you provoke him now, you\nwon't be able to trigger the encounter in Step #4.\n\n***ITEMS***\n(x=600, y=400) 3 gold\n(x=500, y=330) Arrows +3 x20, Bolts +3 x20, Bullets +3 x20, \n  \t       Long Sword +3, Medium Shield +2, Rune of Clangeddin\n(x=550, y=250) Potions of Superior Healing x5\n(x=500, y=200) 1 gold\n(x=150, y=200) 102 gold\n\nSendai's Enclave, Exterior (AR6100)\no======================================================================o\n2) Take his advice and go north from his cabin and note a pair of\nhastily-erected gravestones in the north-eastern corner of the area\nwhich were apparently designed to look old. From there you need to go\nwest, then south. I send Jaheira over there alone, with the Shield of\nBalduran equipped and Chaotic Commands in place. My reasons become\nabundantly clear once a pair of Umber Hulk Elders (with enough Hit Dice\nto be immune to Death Spell) a pair of Drow, and a Hive Mother appear.\nJaheira quickly runs back to the party, and the Umber Hulk Elders and\nDrow will follow her to their demise. Once they're cut down Jaheira\nheads back south and kills the Hive Mother by herself. I loot the Drow\nfor their Elven Chain +1, their Katanas +2, and some Potions before I\nhead back to the Woodcutter.\n\nNote: Since most of the Drow will drop Elven Chain +1, I will no longer\nrecord individual instances of it in the Items Section of the guide. It\nmight have been rare enough to note in Shadows of Amn, but it has now\nlargely become mandatory armor for the rank-and-file of Throne of Bhaal.\n&lt;----------------------------------------------------------------------&gt;\n3) This time he tells us that he heard some voices over by the graves\nto the north. Alright, so head back up there. Again I lead with Jaheira\nbearing the Shield of Balduran by a short distance. A pair of Gauth will\nshow up along with five Drow. I attack the Drow in the front-middle \nfirst, to prevent him from casting spells while the Gauth pointlessly \nattack Jaheira. They should prove no trouble, and two of them will\ndrop the same gear as the other two did earlier, while two of them\nwill drop some Bolts +1, Bolts +3, Elven Chain +1, and Heavy Cross\nBows +3, along with Antidotes, which the game is trying to give you\nplenty of (hint!).\n&lt;----------------------------------------------------------------------&gt;\n4) Before I talk to the Woodcutter again I do some light spell-buffing\n(Stoneskin, and Haste). Once you survive another ambush he'll get tired\nof the disguise and attack you, and the various animals nearby will turn\ninto Drow as well. My protagonist immediately starts casting Time Stop,\nwhile the rest of the party charges the Drow Wizard to the east to\nquickly kill him. The Drow Warriors need to be respected here, as they\ncan use a variety of abilities, some can backstab (if we can dual-and-\nmulti-class, why can't they?) and\/or use attacks like Kai, Called Shot,\nSmite, and worst of all, Greater Whirlwind Attack. Once the Drow Wizard\nto the east meets his messy demise the rest of my part surges west to\nmeet the Drow Warriors advancing. My protagonist finishes his Time Stop\nand begins a series of Greater Whirlwind attacks which outright kill\nthree Drow Warriors, leaving only mop-up to be done once the sequence\nends. I don't have the 9th level spell slots to do that often, but since\nI can move on Sendai after this fight at my leisure, I decide to smite\nthese Drow with excessive force. Once they're all dead the entrance to\nSendai's Enclave will reveal itself. Go up there and dispose of the\nthree Drow Warriors outside. I just want you to note that the Drow\nWarrior captain took almost 150 damage to kill, and with high magic\nresistance and access to the same feats that we've been using all along,\nwe need to take these upcoming fights more seriously. Fire Giants were\nbad news, sure, but Fire Giants didn't use Greater Whirlwind Attacks.\n\nNote From Lee:\nMake sure to take the party all the way around in front of the cabin, as\nthere are a couple of asshole Drow with ranged weapons that will appear\nto the north. By moving to the front of the cabin, the party will be out\nof their range, at least initially, and you can focus on the Drow Wizard\nwithout suffering any damage from missiles.\n\nI place Edwin in the cabin doorway, which acts as a natural shield for\nall attacks from the north and west. Jaheira and Anomen take positions\nnear the \"deer\" at (x=2000, y=1600), and my protagonist, Keldorn, and\nSarevok surround the Woodcutter. Once the Woodcutter and his \"animals\"\nturn hostile, Edwin, Jaheira and Anomen kill the Drow Wizard (nee deer),\nwhile the others take out the Woodcutter. After that (1-2 rounds), I can\nslay the rest easily, keeping Edwin back out of harms way. I didn't even\nneed to spell-buff for this fight, although I can see how using some\nsimple buffs couldn't hurt...\n\n***REWARD***\n(For killing the Drow Captain and opening the way to Sendai's Enclave)\nEXP\t10000 (each character)\n\nSendai's Enclave, Entry Tunnels (AR6101)\no======================================================================o\n5) Enter Sendai's Enclave at (x=1500, y=100) after disarming the trap\nin front. Inside, Haste your party and continue down the stairs to the\nnorth-east. You'll have to cut your way through a throng of Myconids,\nwho will be joined in time by various Spiders and Umber Hulks, so keep\non your toes and be wary of the poison and confusion flying your way.\nContinue killing Umber Hulks and Spiders as you head north-east, until\nyou reach a platform containing six Drow and two Umber Hulk Elders.\nThese Drow aren't as potent as the group we just faced, massacre them,\nloot and look around. There are three platforms adjacent to this one,\nthe one to the north-west contains two doors we can't access, and the\none to the south-east is... well... facing south, so it can't really\nhave a door, given the 2D-Isometric perspective. Since our choice is\nmade for us, we need to continue onward, to the north-east\n(x=2900, y=700). Make sure to spell-buff, first.\n\n***TRAPS***\n(x=1400, y=150)\n\nGuard Room (AR6109)\no======================================================================o\n6) In this area you'll be assaulted by about a dozen Drow, including\na Drow Priestess and a Drow named Thelynn'ss. Other Drow have \ncapabilities beyond the norm that go unmarked, as some of the Drow are\nMages, some will use Called Shot and other abilities. Imoen and my\nprotagonist both cast a Time Stop, while I summon a Deva and an\nElemental Prince in the middle of the room to distract the Drow and\ndraw them together. Imoen goes first, and although the Drow have\nmagic resistance two still perish under her onslaught of Horrid Wiltings\nand Comet, and many more are injured. Shortly afterward, my protagonist\ngoes, uses Greater Whirlwinds, and kills no less than five Drow,\nincluding Thelynn'ss, thus removing their greatest threat. After that,\nit's all mop up. They'll drop the same loot we've come to expect from\nthese Drow-valuable, but not worth wearing. Thelynn'ss will drop an\nAmulet of Cheetah Speed, which I can't find a home for, since every\ncharacter is already wearing better, and the Drow Guard's Key, which we\nneed to proceed. As you go to leave you'll be treated by a cutscene\nshowing that Sendai is rather busy at the moment, and not fully \nappraised of just what doom approaches her. She sets loose some slaves\nin the north tunnels and her pets in the south, which she thinks\nsufficient to stop us. This far into the game and we're still being\nunderestimated? Ah well. Take your pick, slaves or pets. Then when\nyou're done killing what you chose, head into the other tunnels and\nkill the other creatures, too. Unless you're too good to bother getting\nall that experience and exploring.\n\n***REWARD***\n(For obtaining the Drow Guard's Key and forcing Sendai to respond)\nEXP\t5000 (each character)\n\nNorth Tunnels (AR6102)\no======================================================================o\n7) Enter the north tunnels at (x=2370, y=550) where you'll witness a\nSlavemaster encouraging some slaves to attack. In this case, it's some\nDerro Berserkers, and what you have here is essentially another\nendurance trial. Kill the Derro Berserkers and keep advancing, as they\nwill respawn endlessly. Eventually the Derro Berserkers will be joined\nby Derro who use Crossbows, and about halfway through, Orogs will show\nup. Keep moving, killing, and chasing the Slavemaster. At the end of the\ntunnels he'll be waiting for you with a trio of Umber Hulks. Once the\nSlavemaster dies, everything else will stop re-spawning and you can\nsafely loot the massive amounts of dead lying around... if you for\nsome reason still need any money. The Slavemaster will drop a pair of\nBattle Axes of Mauletar +2, Plate of the Dark +1, two Potions of Extra\nHealing, an Oil of Speed, a Potion of Invulnerability, and a Potion of\nStorm Giant Strength... lots of Baldur's Gate 1 items returning late in\nBaldur's Gate 2. Each Orog will forfeit a suit of Plate Mail +1, a Two\nHanded Sword +2, a Helmet, and two bits of random loot (some coins, a\ngem, a scroll, a potion, or some jewelry). Derro Berserkers leave behind\na suit of Chain Mail, a Helmet, some loot, and a Drow Halberd +3.\nFinally, the Derro leave us some Bolts, Bolts +1, Chain Mail, a Short\nSword +2, a Light Cross Bow +1 (or a Heavy Cross Bow +1), and some loot.\nNow, to prove a point I went far out of my way, wasted a lot of time and\neffort, and discovered that the loot I obtained just in this room was\nworth about 200,000 gold. Heck, with a high Charisma and reputation,\neach Orog's gear sold for 4,400 gold. What's the point, you ask? Money\nisn't an issue anymore in this this game after this... and really, it\nshouldn't have been since Throne of Bhaal started. Even late-arrivers to\nthe game shouldn't have any serious concerns about Cespenar's upgrade\ncosts, which is really the only thing left to spend money on anyways.\n\nNote: On my last playthrough, I spell-buffed before entering the North\nTunnels, then as soon as I was in, sent my party to kill the initial\nDerro we encountered... all save my protagonist, who ran down the tunnel\nignoring all the enemies and triggering the Slavemaster's appearance.\nI kept going until at the end of the tunnel the Slavemaster showed up\nand decided to stand his ground. Then I used a Greater Whirlwind attack,\nran up, and smote him. After he was dead, I ran back to my party, since\nall the enemies were after my protagonist (and let's face it, he's\nstrong, but not that strong). Once I regrouped, I turned to face the\nmassive horde of enemies tailing my protagonist. A Time stop\/triple \nHorrid Wilting combo all but ended the fight.\n\nSouth Tunnels (AR6103)\no======================================================================o\n8) Now I backtrack to the previous area and enter the south tunnels\n(x=2620, y=450). The monsters in this area are finite, so they won't\nstress your endurance too much, but other threats abound. What else\nwould a Drow keep as pets but Spiders, and Spiders mean poison. I lead\nwith my protagonist, who is immune to poison via the Ring of Gaxx, \nKeldorn\/Korgan, who are sporting the Ring of Anti-Venom, and Jaheira,\nwho is innately immune to poison, being a high-level Druid and all. If\nyou still have the Periapt of Proof Against Poiston, you can always\nthrow that on antoher character, as well. In classic Baldur's Gate\nstyle, where there's a spider lair, there are web traps. As long as you\nstay on the path, however, you'll be safe. The one unique creature in\nthis place is the spider Lashar'ra, whose poison can kill instantly.\nHowever unlikely this is, her poison still does something along the\nlines of 16 damage per second on a successful save, so only engage with\ncharacters who are immune to poison. Lashar'ra can also use a variety of\nclerical abilities: I've seen it use Heal on itself several times in one\nfight, and it can also cast Summon Spiders. Lastly, it has a Vortex Web\nability similar to what Vortex spiders have, which can slow characters.\nAll in all, this route is a little easier than the northern tunnels if\nyou have the right equipment. Exit to the next area at (x=2800, y=100).\n\n***TRAPS***\n(x=700, y=550)\n(x=850, y=500)\n(x=900, y=640)\n(x=900, y=900)\n(x=1100, y=500)\n(x=1300, y=700)\n(x=1480, y=600)\n(x=1800, y=1300)\n\nSendai's Enclave, Hub (AR6104)\no======================================================================o\n9) Head north-east until you reach a platform with four bridges\nextending off of it, one continues to the north-east, another lead to\nthe north-west, yet another extends to the south-east (which just leads\nback to the north tunnels)... and finally, of course, is the path back\nto the south-west leading back the way we came. In this area we'll find\nsome monsters milling about, to the north-west are two groups of eight\nDrow, and to the north-east are two Umber Hulks and two Umber Hulk\nElders. The best thing about this area is the fact that we can sneak up\non these enemies! It's been a while, I know, but I assume we still know\nhow to mark their location and hit them with area-of effect spells like\nHorrid Wilting and Incendiary Cloud.\n\nOdamaron's Lair (AR6110)\no======================================================================o\n10) I head north-west first, into the building at (x=950, y=700). Once\ninside, I refrain from taking the obvious approach and running to the\ncenter of the room, as there are a pair of traps which block the stairs\nup. Instead, I scan for traps, disarm them with an invisible character,\nand bring the Lich Odamaron into view. He'll put up some spell-buffs\nand begin to cast True Sight, wasting his first turn. As soon as the\ntraps are removed I quickly charge with my protagonist and a Cleric,\nwho both immediately set off a Sunray, which should outright kill the\nLich, or at least bring victory within easy grasp. I thank Odamaron for\nplaying and loot his body for the Eye of Tyr, a Drow Wardstone, and \nthe Heart of the Damned. Two upgrade components from one critter? Not \nbad. Loot the pipe near the stairs where you entered to score the\nSkull of the Lich. Make that three upgrade components. As you leave,\nyou'll get another cutscene involving Sendai, who is informed of just\nwho, exactly, is assaulting her. That makes her react a little more\nrespectfully, and she sends her priestess, Diaytha to stop you after\nshe... uh... relieves her Guard Captain of command.\n\nNote From Lee:\nI don't know if I just got lucky, or if this is a sound strategy, but\nI simply waited at the entrance and let him cast his Time Stop and\nother shit. Once he's done with that, he moves forward to engage and I\ncut him down in 1-2 rounds. Anomen was stunned during the assault, but\nother than that I suffered no damage or other impairment.\n\n***ITEMS***\n(x=800, y=100) Potions of Superior Healing x2, Skull of the Lich,\n\t       Potions of Extra Healing x3, Potion of Master Thievery\n(x=250, y=200) Arrows +3 x20, Bolts +3 x40, Bullets +4 x40\n(x=220, y=600) Sphene Gem, Tchazar Gem\n\n***TRAPS***\n(x=750, y=280)\n(x=800, y=280)\n(x=800, y=100)\n\n***REWARD***\n(For forcing Sendai to send Diaytha to halt your advance)\nEXP\t5000 (each character)\n\nSendai's Enclave, Antechamber (AR6105)\no======================================================================o\n11) Now head to the north-east (x=2550, y=600), where you'll find\nDiaytha. Despite what Sendai says, she seems utterly content to<\/pre>\n\n\n\n<pre id=\"faqspan-46\" class=\"wp-block-preformatted\">underestimate you, since you're not Drow. And hey, why not, it's not\nlike we've killed scores of Drow and all but obliterated an entire Drow\ncity. Anyways, she challenges you to meet her in Ogremach's chamber, and\nif you defeat him, she'll deign to confront you. We might as well,\nsince it's the only way we can go. Go through the door to the south-east\nto find Ogremach, Prince of Earth. I prefer to lure him and his Greater\nEarth Elementals out, since the room is trapped. Also, we can bottleneck\nthem at the door and impose a severe disadvantage upon them. Ogremach\nis nothing special, he'll use Stoneskin and Earthquake, has a lot of\nHit Points, and is immune to crushing weapons, but he's just a melee \nenemy that the party can gang up on and kill. I engage him with my\nprotagonist first, who is protected by Stoneskin and hence should come\nout of the fight fairly unscathed. Just be sure to withdraw characters\nas he injures them, as he can deal an awful lot of damage very quickly.\nStill, it's nothing that can't be blocked by Stoneskin, and a few\nGreater Whirlwind Attacks should suffice to put him down.\n\n***ITEMS***\n(x=1200, y=1000)\n&lt;----------------------------------------------------------------------&gt;\n12) With Ogremach dead, the door to the north-west opens. After\nspell-buffing, I send my protagonist (and his simulacrum) up first to\nmeet Diaytha, who is joined by a Vampire, a Demon Knight, an Abishai,\nand a Hive Mother. I lead with the simulacrum, and I don't bring\nDiaytha into sight. She has some things to say, but won't address a\nsummon. The rest of her group, however, will respond, and my simulacrum\nuses Greater Whirlwind(s) to quickly cut down the Vampire, Demonknight,\nand Abishai. If he dies, so be it, it's just a simulacrum. Now my\nprotagonist withdraws, who was just there to spot for the simulacrum\nanyways. Jaheira puts on the Shield of Balduran and leads the second\ncharge into the room. Diaytha speaks, and Jaheira heads straight for\nthe Hive Mother to occupy it, while the rest of the party falls upon\nDiaytha, who would have taken great delight in hitting us with a\nCreeping Doom if we gave her the chance. My party then cuts down the\nHive Mother. Another variant of this, which is more proactive, involves\nmy protagonist bringing Diaytha into sight while spotting for his\nsimulacrum. She talks, my protagonist retreats into the hallway before\nthe room and casts Time Stop, while my expendable simulacrum cuts down\nthe rabble. Diaytha should hit the simulacrum with her Insect Plague,\nwhich is too far away to spread to the rest of the party. My protagonist\ncompletes his Time Stop and proceeds to cut down both Diaytha and the\nHive Mother with Greater Whirlwinds. The Demonknight drops a Two Handed\nSword +1, and Diaytha leaves us a suit of useless Drow Full Plate +5,\nand the Darksteel Shield +4, which goes on Jaheira since Anomen\/Viconia\nboth have worse saves, and hence are using the Shield of the Order +4.\nBig surprise, another tough-talking mortal who was no match for us.\nHead through the door at (x=900, y=500).\n\nArena (AR6106)\no======================================================================o\n13) In this area you'll be confronted by another foolish mortal, \nCaptain Egeissag, who hasn't learned from Diaytha's mistake. Nearby is\nyour friendly Spectator buddy that we met in the Sahuagin city. The \nSpectator seems somewhat certain that we'll squash Egeissag into 'so \nmuch mush', and will suggest to Egeissag that he challenge the\nprotagonist to a one-on-one fight so he can claim credit for defeating \nthe infamous Bhaalspawn all by himself. Egeissag-suffering from a lapse \nof sanity-seems to think this is a good idea. If we refuse, we can just\nsmash Egeissag the old fashioned way, but we'll have to deal with his\narchers, which are in unreachable locations. I'd rather not bother\ngetting into a shooting match with a bunch of Drow I can't reach, so\nI accept. Whoever loses dies, along with all of their allies in the\nroom. The Spectator's True Sight will decidedly work against us, and\nCaptain Egeissag is a high enough level Fighter that he can use some\nabilities. Still, with Stoneskin on he can't touch me, and with\nGreater Whirlwind, I can certainly touch him. By the way, did you know\nthat Egeissag backwards is Gassiege? I don't get it, but what a crappy\nname. He dies in one round, Hardiness didn't help him much. After he\ndies, his Drow archers follow suit, and the Spectator complains about\nDrow summoning him for their moronic tasks. He'll thank you again for\nfreeing him from the Sahuagin city and kindly ask that you wait for it\nto leave before you collapse the roof to this place. Another Sendai-\ncutscene ensues. She sends out her only standing ally left, Mithykyl\nthe Mind Flayer. Loot Captain Egeissag for some Drow crap that will just\nturn to dust shortly, two Potions of Superior Healing, and the Bowstring\nof Gond, with which we can upgrade a variety of weapons\n\nIllithid Chambers (AR6107)\no======================================================================o\n14) Head out the door at (x=1000, y=400) and smite an Ulitharid and an\nUmber Hulk when you arrive. Time to switch to typical Mind Flayer\ntactics. Chaotic Commands on the protagonist, ranged weapons for\neverybody else... or hit-and-run backstab bonanza, whichever you prefer.\nThrough the door to the south-east (x=600, y=750) you'll find a Vampiric\nIllithid waiting for you to come along and smite it. Through the doors\nto the north-east (x=600, y=500) and (x=750, y=400) you'll find\nMithykyl, some Ulitharid buddies, and some Umber Hulk pets. They're not\nstrong or numerous enough to really give you much challenge. I retreat\ninto the first room and bottleneck them in the door way with my\nprotagonist while the rest of the party shoots away. Good tactics never\nneed to change. For my evil party, this place is a breeze. My\nFighter\/Mage\/Thief is sporting an Armor Class of -11 (-14 with Blur),\nand she is, quite frankly, nearly untouchable by these critters.\n\n***ITEMS***\n(x=600, y=600) Garnet, Bloodstone Amulet, Potion of Insight, \n\t       Bolt +2 x40, Arrows of Ice x40, Bullets +3 x30, \n\t       Liquid Mercury\n&lt;----------------------------------------------------------------------&gt;\n15) The fight with Sendai is imminent, but before we go confront her,\nthere are some items we should make. We've obtained the Eye of Tyr,\nthe Skull of the Lich, the Heart of the Damned, the Bowstring of Gond,\nand Liquid Mercury. With those items in hand I will upgrade three\nitems I've been using for a while now, and with the Liquid Mercury I'll\nfinally create a worthy off-hand weapon for my protagonist:\n\nAngurvadal +5\n-------------\n(10000 gold)\n(Angurvadal +4)\n(Liquid Mercury)\n\nNow this is more like it. It raises your Strength to 22 and protects\nyou from level drain when equipped. For Fighter\/Thieves and other\ntwo-weapon Fighters, this is the protection from level drain you've\nbeen waiting for. Late, sure, but here, nonetheless. Angurvadal +5\nfunctions as a weaker Crom Faeyr, its bonuses make it appealing as an\noff-hand weapon more than anything else. My evil protagonist doesn't\nneed the Strength boost, having a natural 22 Strength, but I'll still\nkeep the weapon handy for when level-draining foes show up. Besides,\nuntil I obtain and upgraded Hindo's Doom, there's really not anything\nbetter to put in my off-hand.\n\nCarsomyr +6\n-----------\n(5000 gold)\n(Carsomyr +5)\n(Eye of Tyr)\n\nThere's no real brain-work to be done here, this upgrade takes the best\nPaladin weapon in the game and makes it just a little bit better. One\nmight say, it doesn't seem fair, Carsomyr was already godly before. And\nthey're right. It's not fair. But it's not fair in a way that benefits\nus. Keldorn cries tears of righteous fury for all evil critters in his\npath, I'm sure.\n\nDarkfire Bow +5\n---------------\n(5000 gold)\n(Bowstring of Gond)\n(Darkfire Bow +4)\n\nSupposedly the best Short Bow in the game... I prefer the Short Bow of\nGesen, myself. Less THAC0, more damage, and it doesn't use up the\nBowstring of Gond, which is the most competed-over component in the\ngame.\n\nFiretooth +5\n------------\n(5000 gold)\n(Bowstring of Gond)\n(Firetooth +4)\n\nNow this is better. The Bowstring of Gond doesn't make Firetooth much\nbetter, but unlike its competitors-Darkfire and Taralash-Firetooth is\nalready a weapon that's good enough to be used. I don't think that\nDarkfire or Taralash beat the competition even with the Bowstring of\nGond, so why bother using it on weapons that aren't up to snuff when\nI can use it on a great weapon like Firetooth and make it greater?\n\nPurifier +5\n-----------\n(5000 gold)\n(Eye of Tyr)\n(Purifier +4)\n\nThis weapon is really, really trying to be Carsomyr, and with the\nupgrade... it actually comes close. If you're a Paladin married to a\nshield, this is the best you can get, and really, it's not bad. 30%\nmagic resistance, Dispel Magic twice\/day, Mass Cure once\/day, and\n+5 damage versus Chaotic Evil foes immitates Carsomyr... Only Carsomyr\nDispels Magic each hit, has 50% magic resistance, and gets up to a +6\nenchantment. It makes a respectable attempt... Still, Carsomyr it is\nnot.\n\nRunehammer +5\n-------------\n(5000 gold)\n(Runehammer +4)\n(Rune of Clangeddin)\n\nThe Runehammer +5 gains the ability to raise your Strength to 22 once\nper day (I don't see why this couldn't have been a permanent effect),\nprotects you from fear, casts Mass Cure once per day, and deals two\nmore points of damage to undead. Best of all, it goes up to a +5\nenchantment.\n\nSpectral Brand +5\n-----------------\n(5000 gold)\n(Skull of the Lich)\n(Spectral Brand +4)\n\nAn instrument of unholy death it may well be, but I put it in the hands\nof my Druid, nonetheless. Jaheira can't really ask for a better weapon,\nwhich is good, because there's not one out there for her. It now gives\nher Negative Plane Protection while equipped and can boost her THAC0\nby ten for three rounds. The +5 enchantment and extra cold damage \nhelps, too.\n\nSword of Mask +5\n----------------\n(5000 gold)\n(Heart of the Damned)\n(Sword of Mask +4)\n\nWell, this is the best Short Sword in the game, and big surprise, it's\nnot too impressive. Sure the the Entanglement for four rounds is nice,\nbut compared to other common debilitating weapons, it just doesn't stack\nup. Also the 15% chance to level drain seems decent at first, but think\nof the level most enemies are now. Think of how many hits that would\ntake to significantly weaken them, much less kill them? I mean, Axe of\nthe Unyielding and the Ravager have a 10% chance to KILL, and Flail of\nthe Ages has a 33% chance to Slow an enemy. Entangled enemies can still\nfight back. Dead ones cannot, and slowed ones are at a severe\ndisadvantage. If you're not sold on this, there's another weapon we'll\nfind that can be upgraded with the Heart of the Damned.\n\nTaralash +5\n-----------\n(5000 gold)\n(Bowstring of Gond)\n(Taralash +4)\n\nAnother bow upgrade which fails to impress me. I still prefer the\nMana Bow's magic resistance to Taralash's increased movement rate.\nI prefer it so much, that like the Gesen Bow, I'm willing to accept a\n+4 weapon over a +5 weapon. There's better uses for the Bowstring of\nGond.\n\nWell, that's one heaping helping of new gear, including as many\nessential and potent upgrades as we've received at once since the\nbeginning of the game. With this new arsenal, how could Sendai possibly\nhope to stand against us? Okay, a few +1 bonuses to attack and damage\naren't going to change the game, but a little encouragement can go a\nlong way. Rest up and head back to Sendai's Enclave, now substantially\nbetter equipped than we were when we left.\n\nSendai's Sanctum (AR6108)\no======================================================================o\n16) Spell-buff as much as possible and head through the door at\n(x=1100, y=100). Sendai is, of course, not happy to see you, but at\nleast she prepared a surprise for you. You don't get to just fight\nSendai herself, you get to fight a number of statue-Sendai of varying\nclasses before the real Sendai shows up. They come at you one at a\ntime (fortunately) and every time you kill one some Drow will show up\nat the western exit. And not the weaker Drow, but Drow with spells,\nHardiness, Greater Whirlwind, and all that other bad news. The key is\npreparation-have as many instances of Breach and Pierce Magic as you \ncan get. When Sendai's statues put up defenses, rip them down and kill \nthem. You'll also need plenty of True Sight spells. The biggest task \nyou have to accomplish to to stem the flow of Drow from the west, which \ncan be accomplished by summoning a Deva and an Elemental Prince and\nusing them to hold off the Drow. One won't last an entire fight,\nhowever, so Jaheira prepares two. While the summons hold the west,\nthe party focuses their full and undivided attention on Sendai. In\nthis fight it's a good idea to keep some characters firing at a range,\nsince the pedestals upon which Sendai's statues stand can only be\nassailed by a few characters at once. Don't just click to attack Sendai\nand expect your mindless party members to make space for each other,\neither. The first two Sendai statues are spell casters (watch out for\nInsect Plague from the first, and a Time Stop combo including Meteor\nSwarm and Gate from the second), while the third is a Thief. Next you\nhave to face a Berserker, then another spell caster who'll try to break\nup the party with Symbol spells, a Fighter, then another Thief. Once\nthey're all dead Sendai herself will show up. She can summon Invisible\nStalkers to harass you, and if she's under pressure she'll 'twist her\nonyx ring' to teleport away. This is when Edwin\/Imoen use a Time Stop to\ndebuff her and hit the room with some offensive spells, and my\nprotagonist does his best to follow up with a Time Stop\/Greater\nWhirlwind sequence of his own. Stay on top of Sendai, and when she dies,\nthe fight ends.\n\n***REWARD***\n(For defeating Sendai)\nEXP\t40000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n17) Once you stand victorious you'll be whisked away to deal with the\nSolar again. Now you'll deal with your present, not your past. Gee,\nI wonder what our next topic will be? The Solar will continue with its\nvagueries, you'll counsel yourself, and when you're done learning\nnothing you'll get some experience and another part of the Pocket Plane\nwill open up. Finally you'll be returned to Sendai's Enclave to do the\nbest part of any battle-the looting! You'll get more Katanas +2 and\nPotions of Superior Healing than you can shake a stick at, along with\nDrow crap, Onyx Rings, Gold Rings, and other various potions as they\nsuited Sendai's statues. Sendai herself drops a lot of Drow crap, but\nof interest she'll leave behind a Wand of Cursing, Wong Feis' Ioun\nStone, and Studded Leather of Thorns +6. The Ioun Stone actually seems\nlike it might be worth using, as its Armor Class bonus, +15 Hit Points,\nand regeneration are awfully enticing, even though it doesn't protect\nagainst critical hits. Still... one untimely critical hit can affect a\nnegatively battle more than its bonuses witll benefit us. The Armor of\nThorns is quite obsolete compared to the White Dragon Scale, however.\nGo through the portal at (x=650, y=600) to teleport to the forest\noutside of Sendai's Enclave. The Bhaalspawn left to hunt are getting\nthinner by the day. Before we pick on Abazigal, however, let's head back\nto the Pocket Plane to finish the next challenge.\n\n***REWARD***\n(For enduring more revelations)\nEXP\t10000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n18) Head south into the new challenge area, where you'll confront \nyourself again. This time, the aspect of you that needs to be overcome\nis doubt. Doubt kept you humble, innocent, and away from the taint. Of\ncourse, it also kept you weak, naive, and vulnerable. To have doubt \nnow is to sacrifice everything we've gained, and jeopardize our future\nambitions, be they greedy or benevolent Once you deny doubt, one way\nor the other, it'll turn into a Slayer and attack. Put it down and\nthis challenge is over.\n\n***REWARD***\n(For overcoming your doubt)\nEXP\t30000 (protagonist)\nEXP\t25000 (each character, save the protagonist)\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t                Abazigal \t\t               |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK067}\n\t\t1) Draconis\n\t\t2) Abazigal's Lair\n\t\t3) Breath Potion\n\t\t4) Olhydra, Prince of Water\n\t\t5) Moribund Monk's Mission\n\t\t6) Eyeball Extermination\n\t\t7) Iycanth's Request\n\t\t8) Retrieving the Eyestalk\n\t\t9) Violence Always Solves Everything\n\t\t10) Role Reversal\n\t\t11) Earning Experience\n\t\t12) Fll'Yissetat's Lair\n\t\t13) Showdown With Abazigal\n\t\t14) There Can Be Only One\n\t\t15) Crafting With Cespenar IX\n\t\t16) Fending Off the Favored\n\nAbazigal's Lair, Exterior (AR6000)\no======================================================================o\n1) Leave the forest outside of Sendai's Enclave by the means most \nconvenient to you and travel to Abazigal's Lair. I spell-buff fully,\nincluding summons, Remove Fear, all that good stuff, then I move forward\nto meet Draconis (x=780, y=880), Abazigal's son (also our nephew!) and\nthe first guardian we'll need to dispose of. I approach with only my\nprotagonist while the rest of my party waits off-screen, as Draconis'\nfirst several acts will be to cast Stoneskin, Haste, Symbol: Fear,\nMislead, and let loose a Horrid Wilting which I really don't need to\ncatch my party in. After his first assault is over my protagonist uses\nthe Gem of Seeing, Imoen\/Edwin uses Breach, and I attack Draconis in\nearnest, summons and all. I ignore the Invisible Stalkers he summons,\nand when he puts up his first Protection from Magical Weapon Imoen\/Edwin\nhits him with another Breach, after which the party should finish him\noff.\n\nAfter defeating his humanoid form, he'll taunt us and transform into a\nDragon. Edwin\/Imoen immediately cast a Time Stop and hit Draconis with\ntwo Pierce Magics and a Breach, which should remove his defenses \n(necessary, because he's one of the few foes in the game who uses Spell\nImmunity: Abjuration). Then my melee Fighters run up and try and hit him\nwith as many Greater Whirlwinds as possible. Draconis is an odd sort of\nDragon, as he uses Wing Buffet fairly often, along with Remove Magic.\nHe's also fond of going invisible, so he needs to be kept honest with\nconstant True Sight spells. Hit him when and where you can. When he\nbecomes 'Badly Injured' my protagonist ideally tries to get off his Time\nStop\/Greater Whirlwind sequence to put Draconis down. The evil party has\na much harder time with this fight than the good party, thanks to\nKeldorn's ability to quickly use True Sight whenever needed, whereas the\nevil party has to spend a good bit of time casting (fortunately in the\nEnhanced Edition, the Gems of Seeing really help)... Also, there's no\nhope of a Time Stop\/Greater Whirlwind sequence near the end to seal the\ndeal-you'll just have to stay on him, expend a whole lot of True Sights,\nand hope for the best. When he falls, loot his body for Tzu-Zan's\nBracers, which can only be used by Monks. Of course, my\nFighter\/Mage\/Thief could also use them with the 'Use Any Item'\nability... but I prefer the Wondrous Gloves... Also grab Draconis' Head,\nwhich we'll need to get into Abazigal's Lair. Pretty gruesome key, don't\nyou think? Thank Michael Bell for his voice work with Draconis and enter\nAbazigal's Lair (x=500, y=700).\n\n***ENHANCED EDITION***\nDue to my troubles with Draconis in the original version of the game,\nand the increased tenacity of Dragons in the Enhanced Edition in\ngeneral, I worried about the fight with Draconis the whole time I worked\non the guide. When I got to him, however, my evil party flattened him in\na laughably short amount of time. The differences that might explain\nthis, besides luck? I had Dorn instead of Haer'Dalis, which meant a\nmuch greater melee presence. Also, my Gems of Seeing kept him from\nbeing able to run away and cause mischief. I know it wasn't a vorpal\nhit, however, as my protagonist landed the last hit. Later trials went\nwell, too, so I doubt it was a fluke-my evil party is just stronger in\nthe Enhanced Edition.\n\nAbazigal's Lair (AR6001)\no======================================================================o\n2) As soon as you enter the area, have your Thief detect traps, as you\nare literally standing on one, and any movement forward with any \ncharacter save the unfortunate front-character (party position slot #4)\nwill result in it triggering. This problem is intensified by the fact\nthat you'll be attacked by a Greater Werewyvern and some Lesser Earth\nElementals, the former of which can cause trouble for a single,\nunsupported Fighter. When the Greater Werewyvern dies, loot its body\nfor a Scroll of Stone to Flesh and an 'Empty Breath Potion Flask'.\nGiven the unusual drops, we should assume they're meant for something.\n\n***TRAPS***\n(x=1070, y=900)\n(x=660, y=280)\n\nFrost Salamander Cave (AR6008) and Breath Potion Room (AR6012)\no======================================================================o\n3) There are four hot-springs in this room which can be explored, and\nsince Abazigal locked his doors, these underwater tunnels are indeed\nour only work-around. Most of them can't be traversed yet, since we\njust can't hold our breath long enough, so head into the spring at\n(x=300, y=600) to surface in a room full of Frost Salamanders (AR6008).\nKill them and exit at the south-western end of the cavern (x=200, y=800)\nto reach a rather well-furnished room occupied by a pair of Bone Fiends.\nSmash them and loot the room before activating the pool at \n(x=300, y=450) to obtain the Breath Potion.\n\nNote From Lee:\nThe entrance to the chamber (where you first appear to fight the Frost\nSalamandars) is a great place to grind for experience. Resting triggers\nthree of the buggers, and they aren't nearly as hard to kill as their\n9000 XP each would seem to indicate.\n\n***ITEMS***\n(x=420, y=150) Arrows +3 x40, Bolts +3 x40, Bullets +3 x40\n(x=500, y=250) Scroll of Stone to Flesh\n(x=600, y=200) Arrows x120, Bolts x120, Bullets x120, Darts x120\n\n***TRAPS***\n(x=420, y=150)\n\nKuo-Toa Chambers (AR6002)\no======================================================================o\n4) Return to the first chamber and investigate the hot springs. Two of\nthem still require us to obtain a rope so we can navigate them, so,\ndespite the illusion of choice, the only way we can proceed is to head\ninto the spring at (x=900, y=750). When you surface, you'll be\nconfronted by a mob of Kuo-Toa Archers and Warriors that foolishly\ncharge through a narrow tunnel. I equip many of my characters with\nranged weapons just so they can participate. Hitting the Kuo-Toa with\narea-of-effect spells doesn't hurt, either, although they are resistant\nto Horrid Wilting, so go with Comet, if you have the option. Why are\nfish-men resistant to dehydration? You'd think that they'd be\nparticulary susceptible to Horrid Wilting... Ah well. In the room to the\nwest is a Kuo-Toa Priest and two Greater Water Elementals (which\nresemble Water Weirds more than anything else). You can't attack the\nWater Elementals in melee, so I just bring forth my protagonist\n(protected by Stoneskin to serve as a target) and let my ranged\nattackers safely take the elementals down. To the north you'll find a\nKuo-Toa Captain and two more Greater Water Elementals. From here, head\nwest to confront another Kuo-Toa Priest, two Greater Water Elementals,\nand  Olhydra, who can decimate characters at close-range (especially\nwith its aura), but unlike the Greater Water Elementals it doesn't seem\nto have a ranged option. For it's lack of foresight, I shoot it to death\nfrom a safe distance.\n&lt;----------------------------------------------------------------------&gt;\n5) Now head to the east and dispatch a Kuo-Toa Whip guarding a Monk.\nPick\/Knock the locked door and approach to coax him to initiate \ndialogue with you. He'll tell you that Abazigal's caverns are connected\nby underground tunnels (I think we knew that already...) and that we\nneed a rope to explore the longer, darker, more convoluted tunnels.\nFortunately, the Monk just so happened to be able to hide a rope which\nis long enough to allow you to navigate through the tunnels. How did\nhe hide a rope that must be scores of feet long? Don't think about it\ntoo much. Not only that, but he'll tell you that he brought a 'Scroll\nof Reversal' with him which serves a two-fold purpose. First, a she-\nDragon is geased to serve Abazigal and the scroll can free it. Second,\nthe scroll will dispel the wards keeping Abazigal's sanctuary sealed.\nWithout this most fortuitous encounter, we'd have had no way to\nreach Abazigal's chamber, much less breach it. The Scroll, however,\nwas taken from him and (he can hide a huge bundle of rope, but not a\npiece of paper?) and likely lies within the dungeon somewhere. After\ntelling you all that, the Monk dies and the game makes certain to note\nthat healing him was impossible and his death most permanent. As \nopposed to all the other deaths in this game that we took for granted\nas permanent? He'll leave behind Hindo's Hand when he dies, so be sure\nto pick it up.\n\nCavern of Iycanth the Mad (AR6003)\no======================================================================o\n6) Return to the main chamber and go into the northernmost of the two\nunexplored springs (x=600, y=650). In this cavern you'll find a host\nof eyeball enemies milling around. Seekers cast low-level spells like\nMagic Missile, Aganazzar's Scorcher, Melf's Acid Arrow, and Flame\nArrow, and Eagle Eyes shoot missiles at you, which appear to be \nnormal missiles but are, in fact, magical. Neither one can overcome\nthe Cloak of Mirroring, however, and we know what that means-my\nprotagonist sweeps the area while the helpless enemies attack to no\navail. Sentinels summon low-level enemies, and Vigilants... I have no \nidea, float around and make magical effects appear on you?\n&lt;----------------------------------------------------------------------&gt;\n7) Continue to the north until you run across Iycanth the Mad, who is\nwell deserving of the title. If you're nice and direct and ask him for\nthe Scroll of Reversal, he'll tell you that around here adventurers\nwork for their scrolls of reversal, and ask you to retrieve the\neyestalk of an invading Gauth he chased away a few days ago. You can\ncertainly choose the violent route, but in this instance it's far more\namusing and rewarding to go along with it. Say that this task is\nbeneath you (being an uber-powered Bhaalspawn and all) and he'll\nsuggest sub-contracting the job to the three petrified adventurers\nnearby. First I'll discuss the violent, unimaginative route \n(Steps #8-9), then I'll deal with the preferable route.\n\nGauth's Chamber (AR6011)\no======================================================================o\n8) Go through the hot spring at (x=1100, y=700) to encounter the Gauth\nand his Kobold companions-or were they Elder Orbs? Unfortunately, they\nwere Elder Orbs, and there's no real chance to force them to attack a\nspecific party member, like Jaheira. Instead, cast Death Ward on\neverybody and Haste the party up and try and destroy the Elder Orbs as\nfast as possible. Using a Time Stop\/Greater Whirlwind sequence may help,\ntoo (my protagonist regularly was able to kill two Elder Orbs in one\nsequence, Stoneskins and all, and sometimes he was able to nail three,\nif he scored a vorpal hit with the Axe of the Unyielding). At our level\nwe can come through this with no casualties, so long as we have just a \nlittle luck and are rather aggressive. Once they're dead loot the Gauth \nfor its eyestalk.\n&lt;----------------------------------------------------------------------&gt;\n9) Return to the previous area and go through the hot spring at\n(x=500, y=800) to reach Iycanth the Mad. If you chased him away with\nhostility before, he'll immediately turn hostile and summon allies. If\nyou were nice, however, you can talk to him and commence hostilities,\nwhich is in every way preferable since you can then choose who to\napproach him with. Having him focus on my protagonist is far more\nuseful than having him pick on my 5th and 6th party slot characters.\nHe'll summon an Eagle Eye, a Sentinel, a Gorgon Eye, an Eye of the\nDead, and an Eye of the Beholder. The Eye of the Dead summons various\nweak undead to bother you, while the Eye of the Beholder acts... just\nlike a Beholder. The Gorgon Eye shoots out ranged attacks that can\naffect the whole party with Flesh to Stone, although it has to hit the\ncharacter it's attacking to force the rest of the party to save against\nthe effect (save vs. spells). If it focuses on the character wearing \nthe Cloak of Mirroring, however, its attacks will be utterly \nineffectual. My plan for this fight? I move my Mages from the back of\nthe party to the front, so they're nowhere near the enemies when the\nfight starts and so my most well protected characters (my protagonist\nwith the Cloak of Mirroring and Jaheira with the Shield of Balduran\nand a -11 Armor Class) are in the back of the party roster-and hence\nnear where the enemies will spawn. Edwin\/Imoen then casts Time Stop and\nproceeds to blast the enemies with as many Comets as possible, and\nHorrid Wilting, which together should destroy all of the eyeball\nmonsters, and leave Iycanth alone and vulnerable, if not dead. Why\nbother building up an elaborate strategy if you can just blast the\nenemies into oblivion? Iycanth will leave behind the Scroll of Reversal\nwhen he dies.\n&lt;----------------------------------------------------------------------&gt;\n10) On the other hand, for a more amusing and rewarding experience use a\nScroll of Stone to Flesh on one of the petrified adventurers to free\nthem all. Bondari, Tim Goldenhand, and Nanoc the Barbarian are now at\nyour service, and you find yourself taking the opposite role you've\nbeen accustomed to occupying these two games-you're now the mysterious\nquest-giver, and they, the eager, power-hungry adventurers looking to\nmake a name for themselves. I cheese this up as much as possible,\nallowing my protagonist to make grand, sweeping narrative strokes as\nhe sends these out-matched adventurers on what is truly a minor little\nfetch-quest. I offer them 100 gold for the task, at which they can\nbarely contain their excitement to get under way. Several days later,\nthey return, scheming as I'm sure we so often have schemed. They\nsuppose (correctly) that, being a powerful quest-giving character, we \nmust have good loot, and perhaps it would be more rewarding to just kill\nus for our stuff than complete the quest. Of course, their innovative\ntactics of Magic Missile, backstab, and attack are not nearly enough\nto take on our super-Bhaalspawn protagonist, who turns into the Slayer\nand kills them all. Bondari, realizing that this was not such a good\nidea promptly reloads the game and decides to just give us the the\nGauth's Eyestalk we sent them after... as well as the Bronze\nPantalettes. After that, they depart, ending what is perhaps the most\namusing RPG segment outside of Summoner's (PS1) idle-title cutscene.\n&lt;----------------------------------------------------------------------&gt;\n11) Take the Gauth's Eyestalk to go through the hot spring at\n(x=500, y=800) to reach Iycanth the Mad. Talk to him and give him his\nGauth's Eyestalk for a suitable reward (far more experience than if\nyou had just kill the Gauth and Elder Orbs yourself (which you can\nstill do, by the way). You can also fiddle around with some eggs\n(x=440, y=400), which will spit out various eye minions (Eye of the\nBeholder, Eye of the Dead, or a Gorgon Eye). You can summon up ten\nenemies in this way, and since each one gives either 12,000 or 15,000\nexperience, it's a good 120,000+ experience. What's more, you can now\ndispose of Iycanth, and you can do so on your own terms. I approach\nwith my protagonist, who is more or less invulnerable to whatever the\neyeballs can throw at him. Imoen\/Edwin casts Time Stop and hits the\nenemies with several Comets and\/or Horrid Wilting spells to decimate\nthe hostiles (see Step #9 for more information). Between the eyeball\neggs, Iycanth and his minions, and the Elder Orbs, we can earn ourselves\na hefty 250,000~ experience, not including what we gained from giving\nIycanth the Gauth Eyestalk. Now that's some experience!\n\n***ITEMS***\n(x=500, y=300) Andar Gem, Potion of Superior Healing\n(x=600, y=250) Scroll of Stone to Flesh, Juggernaut Golem Page\n\n***REWARD***\n(For giving Iycanth the Gauth's Eyestalk)\nEXP\t30000 (each character)\nItem\tScroll of Reversal\n\nFll'Yissetat's Lair (AR6004)\no======================================================================o\n12) Exit the level at (x=1250, y=1800) and go into the hot spring at \n(x=600, y=850) to reach Fll'Yissetat, the Green Dragon Abazigal has\ngeased into guarding his chambers. Use the Scroll of Reversal to free\nthe Dragon for some experience, or kill it. Better yet, do both by\nfreeing her, then telling her to show you some respect afterwards.\nStandard Dragon fight rules apply-if you spell-buff before you get too\nclose. If you spell-buff nearby, she-like Saladrex-will attack. She\nfights alot like Nizidramanii'yt did back in Shadows of Amn-keep an eye\nout for Plant Growth (which acts like Entangle) and Creeping Doom. Also,\nshe uses a rather potent acid breath weapon with the area-of-effect of\nSaladrex's fiery breath. Prepare some Protection from the Elements\nspells to protect your weaker party members and prevent her from one-\nshotting them with her breath weapon. Keep up the pressure and use a\nfew Greater Whirlwind attacks and she'll fall easily enough. She'll\nleave behind Abazigal's Wardstone and The Specter's Ring (aka: Ring of\nImproved Invisibility).\n\n***REWARD***\n(For using the Scroll of Reversal to free Fll'Yissetat)\nEXP\t10000 (each character)\n\nAbazigal's Lair (AR6005)\no======================================================================o\n13) Head over to Abazigal's Lair (x=100, y=1000). Before we even\nconsider attacking Abazigal, scout around the room and note where the\nFrost Salamanders are. Our first order of business is to hunt them down\nand kill them. My good protagonist attacks them in melee with ranged\nsupport while my evil protagonist just does hit-and-run backstabs. Kill\nall of Abazigal's minions without bringing him into view. Since he's\nlocated in the middle of the level, this isn't very difficult to do.\nOnce all his minions are dead, I position myself along the southern edge\nof the area and cast my longer-lasting spell-buffs (Blur, Stoneskin,\nIron Skin, Remove Fear, and the obligatory Haste). You should also\nconsider preparing up and casting as many instances of Protection from\nElectricity (a 5th-level Mage spell) as you can-or if you find yourself\nshort of Breach spells, settle for Protection from the Elements instead\n(7th-level Mage spell). The former is preferable due to its duration-at\none turn per level, there's no chance of it ending before you're done\nwith Abazigal... although the one round per level on Protection from the\nElements might suffice. After clearing out his minions and buffing, I\ntake my party north (leading with my protagonist) and engage Abazigal\n(after the obligatory shit-talking). Protected by Stoneskin, my party\ncan gang up on Abazigal and take him down without my protagonist\nsuffering any damage. Like Draconis, after his biped form dies he'll\nturn into a Dragon and attack. Now I summon allies and attack Abazigal\nin earnest. The reason we attacked from the south instead of charging\nfrom the east where we entered is simple-when he Wing Buffets, I don't\nwant him to knock my characters into the narrow entrance area. He can\nblock that entire area with his body, and fighting a Dragon without room\nto maneuver is not a good idea. He starts out with Improved Haste,\nRighteous Magic, Spell Turning, and Armor of Faith active. Imoen\/Edwin\nstart out with a Time Stop sequence, followed by Pierce Magic, Breach,\nand Lower Resistance to remove as many of his defenses as possible and\nopen him to further spell abuse. Still, it's most likely going to be\nmelee that wins the day, and with a full compliment of summons and all\nmy warriors using Greater Whirlwind Attack, it's only a matter of time\nbefore he goes down. My protagonist withdraws once Abazigal hits\n'Injured' status or lower and begins his own Time Stop sequence with the\ngoal of smashing Abazigal with Greater Whirlwind Attacks. When he falls,\nhe will, like Sendai, proclaim himself victorious in death and you'll be\nwhisked away to your Pocket Plane. Since we killed Abazigal second,\nwe'll be treated to a cutscene showing Balthazar turning on Melissan,\nthus spelling out our next target.\n\n***REWARD***\n(For defeating Abazigal)\nEXP\t40000 (each character)\n\n***REWARD***\n(For... watching Balthazar imprison Melissan?)\nEXP\t4000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n14) This time the Solar speaks to you about the remaining part of the\nprophecy, but fortunately it summons Yaga-Shura to tell us about the\nFive. The Five, Sarevok, and ourselves presumably controlled the most\nof Bhaal's essence, and the more of our siblings that died and 'returned\nto the source' as it were, the closer Bhaal's resurrection came. Now\nthere are just two of us left-ourselves and Balthazar, and a reckoning\nis inevitable. We get more experience for just listening to the speech,\nand when its done, we're returned to Abazigal's Lair, to loot as we\nwill. Abazigal will leave behind Gram the Sword of Grief +5, the\nFlail Head (Electric), and Blue Dragon Scales. Once you've gathered\nthese items, head through the portal at (x=800, y=400) to exit \nAbazigal's Lair. Elminster will show up and tell us-at length-that we\nneed to get inside Balthazar's monastery and bring the fight to him,\nbefore he brings the fight to us, and that Saemon Havarian, our old\nfriend, might just be our key.\n\n***REWARD***\n(For enduring even more revelations)\nEXP\t10000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n15) Of course, before we return to Amkethran, however, let's pay\nCespenar another visit:\n\nBlue Dragon Plate\n-----------------\n(5000 gold)\n(Blue Dragon Scale)\n\nThere's not much to say about this armor, it's essentially the same\nthing as Red Dragon Scale, with the same Armor Class bonus, and the\nsame restrictions (no sneaking, no spells.) There's only two \ndifferences, instead of 50% fire resistance you get 90% lightning\nresistance. Fire is arguably more common than lightning, but even more \nprevalent in Throne of Bhaal are death spells, Horrid Wilting, and\nstatus-effecting spells, so the difference is rather moot. The other\ndifference? It's blue, not red. Let your aesthetics be your guide. By\nthe way, is it just me, or is making armor out of your brother's hide-\ndragon or not-just a little creepy?\n\nFlail of the Ages +5\n--------------------\n(5000 gold)\n(Flail Head (Electrical))\n(Flail of the Ages +4)\n\nThe awesome get awesomer... more awesome? Either way, this last head\nexceeds all our expectations by not just adding another head and \nboosting the Flail of the Ages to a +5 weapon, it also increases all\nthe elemental damage by a point as well. 1d6 +5, +4 elemental damage\n(10-16 damage) becomes 1d6 +6, +10 elemental damage (17-22 damage).\nNot only that, but the Flail of the Ages +5 now adds a cherished +5%\nto Magic Resistance and gives the user Free Action, freeing up the \nneed for Edventar's Gift. Truly, it's hard to imagine a better weapon\nfor a Cleric... or a Fighter, or anybody, for that matter. This might\njust be the best one-handed weapon in the game, but if you refuse to\nchoose between the Flail of the Ages and Axe of the Unyielding, just\nuse both.\n\nGram the Sword of Grief +5\n--------------------------\n(5000 gold)\n(Gram the Sword of Grief +5)\n(Heart of the Damned)\n\nNow this is more like it. It gives a chance to drain a level every hit\n(not the 15% chance like the Short Sword of Mask +5) with a save of\n-5. In effect, that's about a 25% chance to drain a level, which is\nblatantly superior to the Short Sword of Mask. Call me crazy, too, but\nI prefer the 2d12 poison damage over the Entanglement any day. Lastly,\nMagic Resistance is always nice, and something to keep an eye out for,\nespecially in big magic battles that characterize Throne of Bhaal.\nUnfortunately, the Ravager +6 is by far the best two-handed weapon in\nthe game, and Gram, as much as it tries, just can't compete. Against\nenemies immune to vorpal effects, (think bosses) it might be better to \ntry and weaken them with this weapon, then fish for the one-hit kill \nthat will never come. Still, it's a better weapon than the Short Sword\nof Mask, and hence a better use for the Heart of the Damned.\n\nHindo's Doom +4\n---------------\n(5000 gold)\n(Hindo's Doom)\n(Hindo's Hand)\n\nYou really can't argue that Hindo's Doom is a fine weapon, although its\nmerits lie mostly with its defensive properties, as a +4 Katana with\nno bonus damage doesn't impress anybody anymore. On the other hand, its\n10% magic resistance and immunity to death magic is worth looking at.\nSince it's a defensive weapon, this means one thing-it's worth looking \nat in the off-hand, as our main-hand weapon (which receives most of our\nattacks per round) is dominated by great offensive weapons like Axe of\nthe Unyielding and Flail of the Ages. I compare this weapon to\nAngurvadal, the leading competitor for my off-hand... if your Strength\nscore is already 22, like my evil protagonist, it's hard to argue\nagainst Hindo's Doom.\n\nJuggernaut Golem Manual\n-----------------------\n(15000 gold)\n(Juggernaut Golem Page)\n(Stone Golem Manual*)\n\nThe final upgrade for the Golem Manual, and this time it actually is an\nupgrade, although it's still a mixed blessing. First, since I ignored\nthe Stone Golem 'upgrade' earlier, I saved myself 10,000 gold, since\nthe manual can skip upgrades. The Juggernaut Golem itself is a fair bit\nmore potent than the Clay Golem, as a look at its stats will clearly\nindicate. It also absorbs hits for the summoner, like Stoneskin does,\nand this is the contentious point for this summon. For a Mage like\nEdwin or Imoen, it works fine-they won't be getting hit much anyways.\nBut I had been using the manual with my Fighter\/Mage, who was able to\nuse Vhailor's Helm to create a simulacrum which could in turn summon\nanother Golem. Cheap, but effective. But after absorbing five hits the\nGolem will vanish, and its long been my strategy to absorb punishment\nwith my protagonist. This effectively reduces the Golem's lifespan,\nsince my protagonist is likely to sustain five hits rather quickly in\nmost fights. Of course, I can still do the double-summon and send my\nGolems up first and let them go out the good old-fashioned way; by\ntaking damage or after 10 rounds. It's a change of strategy, sure, and\nit's not an entirely helpful one, but the combat stats on the upgraded\nGolem should more than make up for this potential defect. On the plus\nside, Iron Golems take up a huge amount of space and can block enemy\nadvances, they're resistant to damage, deal a tremendous 8d8, +2d6\ndamage (10-60 damage) and can stun enemies, and with a THAC0 of -1,\nthey might even land a hit or two.\n&lt;----------------------------------------------------------------------&gt;\n16) Now, as is normal for our post-Cespenar session, it's time to\ncomplete the test that was opened up for us. I send my party down into \nthe new south-eastern chamber, where Cyric will meet us. The current\nLord of Murder wants to check up on the potential competition, and at\nlength he decides that a 'test' isn't out of bounds for this place.\nHe'll tell you to prepare, and prepare I shall. I give my protagonist\nthe Gargoyle Boots for this fight and spell-buffs himself as much as he\ncan, while the rest of the party hides on the stairs to the north-west.\nThree 'Favored of Cyric' will appear and attack, and they're high level\nassassins who can go invisible constantly and cut down strong Fighters\nwith astonishing speed. They should, however, attack my protagonist.\nHe's compelled to attack when he can and keep up Stoneskin constantly.\nThe rest of the party attacks and should be able to slay them, now\nthat they're focused on my protagonist. When the last one dies, you'll\nget the typical experience reward.\n\n***REWARD***\n(For overcoming your father's successor)\nEXP\t30000 (protagonist)\nEXP\t25000 (each character, save the protagonist)\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t              Balthazar \t\t               |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK068}\n\t\t1) Big Metal Unit\n\t\t2) Saemon's Snare\n\t\t2) The Direct Route\n\t\t3) Faheed and Majira\n\t\t5) Showdown with Balthazar\n\t\t6) Amelyssan the Usurper\n\t\t7) Potential\n\nKerrick's Smithy (AR5502)\no======================================================================o\n1) Return to Amkethran. First thing we should do is head to Kerrick's\nSmithy (x=3050, y=850) and talk to Kerrick. If you have the Golden\nPantaloons, the Silver Pantaloons, and the Bronze Pantalettes he'll\nput them through the Pantaloon Ergo-Magical Transmogrifier and make a\nset of Power Pantaloon Battle Armor-or the Big Metal Unit. This 'armor'\nbestows an Armor Class of -10, and by installing the Big Metal Rod\n(acts as a Bow or Crossbow, for determining who can use it) allows the\nwearer of the armor to use a variety of ammunition. Of course, it makes\nyou look and move like a big freaky Adamantite Golem. Anyways, use it\nor not, the most important thing about this Step in the guide is the\nfact that I can now combine the two files that comprise this FAQ. What,\nyou didn't think I had the Walk-though and the Indexes on the same file\nwhile I wrote this, did you? Silly goose, I'm far too lazy to scroll up\nand down every time I kill a new monster or find a new item that needs\nto be recorded. Anyways, it's a solemn moment that indicates to me that\nthis FAQ is almost done, and I just thought I'd share it with my future\nreaders. You're welcome.\n\nThere are three ways to enter the Monastery, which I'll detail below.\nThe only way to do all three is to follow Saemon's route first,\nthen leave the Monastery grounds and kill all the Mercenaries and\nMonks that spawn, then go get the key to the Graveyard from Jaheed and\nMajira. Of course, there's no need to do this unless you're in\ndesperate need of experience, but still.\n&lt;----------------------------------------------------------------------&gt;\n2) Perhaps the least appealing way to reach Balthazar is via Saemon \nHavarian. Enter the Smuggler's Cave at (x=2800, y=700) and talk to \nSaemon. If you decide to work with him you'll find that his master \nplan is to use some outfits he found to disguise yourselves. With the \ndisguises and Saemon's knowledge of what to say, you should be able to \nconvince the guards to let you in. His other route is to refer you to \nFaheed and Majira (see Step #4, below.) Agree to follow Saemon's plan \nand he will indeed get you inside the gate. Once inside the Monastery \ngrounds, however, it'll be revealed that Saemon was collaborating with \nBalthazar. Like earlier in the game we were to be drugged by Saemon and\ndelivered to our enemies. Unfortunately for Balthazar, however, he \nearned the ire of Saemon, who chose to not drug us this time. This time\nSaemon's shifty nature works in our favor, and he leaves us-quite in \ncommand of our senses and dangerous-to fight two Fighters, a Monk, and \ntwo Mages. It sounds like it could be rough, but a single Time Stop \nSequence ends all effective resistance, as Imoen\/Edwin blasts the Mages\nto death with Comets and\/or Horrid Wilting, and the survivors are mopped\nup by our melee Fighters. Enter the Monastery at (x=1450, y=400) or\nleave the Monastery grounds (x=400, y=900).\n&lt;----------------------------------------------------------------------&gt;\n3) If you walk right up to the gates (or leave the grounds after\nSaemon sneaks you in) you'll have to fight hordes of Monks and \nMercenaries. They might seem endless, but they're not, and if you \nsurvive their damage and Quivering Palms, it's a good way to net some \nlate game experience. Since I'm still only at 7,000,000 experience\npoints, I welcome every bit of experience I can get as I near the end of\nthe game. One of the many corpses can be looted for a Monastery Gate \nKey, which can now be simply breached (x=800, y=1300).\n\nFaheed and Majira's House (AR5508)\no======================================================================o\n4)  Go talk to Zakee Rafeha in his tavern and ask if he knows a way into\nthe Monastery, and he'll refer you to a pair of adventurers named Faheed\nand Majira. They live at the house at (x=3400, y=250), and if you talk \nto them they'll admit to having a key with which you can gain access \ninto the Monastery. Either tell them you're looking to kill Balthazar or\nkill them and take the key. Their loot and experience is a perk, but\nit's not so great that there's any real impetus to kill them. When they\nleave the house (or this life), you can safely loot the house. Like it\nmatters anymore. Leave Faheed and Majira's House (Khalid and Jaheira?)\nand enter the Graveyard at (x=1900, y=800). Go up the ladder and through\nthe casket at (x=800, y=200). Note that characters with a low Dexterity\nmight fail to climb the ladder and take some damage. Just keep trying\nand they'll get up there eventually.\n\n***ITEMS***\n(x=200, y=200) 120 gold\n(x=520, y=220) Rogue Stone, Emerald, Diamond x2, Pearl x3,\n\t       Plate Mail +1\n\nBalthazar's Monastery (AR5505)\no======================================================================o\n5) Once in Balthazar's Monastery, spell-buff up. You'll be fighting\nlots of Monks just dying to hit you with Quivering Palm, so be \nprepared and keep your characters with low saves safe. Throwing around\nsome Death Ward spells can't hurt. Balthazar will exchange words with\nyou, pointing out Melissan as the mastermind of the conspiracy that<\/pre>\n\n\n\n<pre id=\"faqspan-47\" class=\"wp-block-preformatted\">formed the Five-and apparently destroyed it. Balthazar, however, is a\ndifferent sort of Bhaalspawn. His intent is to destroy the rest of the\nBhaalspawn, then kill himself, thus preventing the taint of Bhaal from\never returning. Naturally, a fight ensues. Balthazar has a host of\nabilities, but I use a Greater Whirlwind Attack with all my Fighters and\nrush him, which is sufficient to kill him. It's an incredibly\nuninspiring fight. The only things you need to watch out for is his\nLunar Stance, which can lower your saves and make it much more likely\nthat you'll get nailed by a Quivering Palm. Other than that, just focus\non Balthazar himself and ignore his cronies.\n\n***REWARD***\n(For defeating Balthazar)\nEXP\t40000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n6) Again you'll be returned to the Pocket Plane for another session with\nyour Solar. This time it will summon up Melissan and expose the plans of\nthe puppet master herself. She'll reveal herself to be Amelyssan the\nBlackhearted, High Matriarch and Deathstalker of Bhaal. During the Time\nof Troubles Bhaal came to her, his greatest mortal servant, and \nentrusted her with the rites that would resurrect Bhaal when the time\ncame. Of course, the downside of being an evil deity is that your\nservants work for the cause itself, out of fear, and most of all-for\npower. Melissan has decided to take that power for herself, the more\nBhaalspawn that died, the more power she had at her disposal. She led\nthe Bhaalspawn to Saradush, where they were destroyed by Yaga-Shura,\nthen she set us upon the Five, whom we killed one by one. All that\nremains for us to do is dismiss our Pocket Plane and confront Melissan\nat the Throne of Blood.\n\n***REWARD***\n(For enduring the Solar one final time)\nEXP\t10000 (each character)\n&lt;----------------------------------------------------------------------&gt;\n7) You'll find yourself back in Balthazar's Monastery. You can loot his\nbody for a Garnet, two King's Tears, an Emerald, three Diamonds, and\n204 gold. Wee. Return to the Pocket Plane and head to the east, where\nthe last test begins. You'll encounter the Ravager, the representation\nof your powers. It can summon Bone Blades, which can-in their numbers-\nbe more damaging than The Ravager itself. Use Hardiness, Stoneskins,\nIron Skin, Armor of Faith and anything else that'll protect you, as\nthis is a straight melee fight. Comet and Horrid Wilting might get rid\nof some of the Bone Blades, but they'll just return. Use Greater\nWhirlwind Attacks and keep on top of The Ravager and it'll fall,\neventually. Your last love-talk will occur, and all that's left is\nto rest up and prepare for the final fight. There's no finesse involved,\nit's going to be a pure endurance struggle against multiple rounds of\nfoes. Buffs should be your primary focus-prepare plenty of Stoneskins,\nIron Skins, and other defensive and debuffing spells. When you're\nready, exit the Pocket Plane at (x=2000, y=1000). If you want to go\nlevel some more, by all means, go somewhere hostile and rest. Other\nthan reaching the experience cap, however, there's nothing left to do.\n\n***REWARD***\n(For realizing your potential)\nEXP\t30000 (protagonist)\nEXP\t25000 (each character, save the protagonist)\n\no======================================================================o\n|\t\t\t\tChapter 10\t\t\t       |\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t              Throne of Bhaal \t\t               |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nSequence of Events:\t\t\t\t\t\t{WLK069}\n\t\t1) Melissan I\n\t\t2) Yan-C-Bin\n\t\t3) Melissan II\n\t\t4) Cyronax\n\t\t5) Melissan III\n\t\t6) Infernal Females\n\t\t7) To the Victor go the Spoils\n\n1) As soon as we arrive in the Throne of Bhaal, Melissan will be there\nto welcome us. She'll throw up a Stoneskin and summon a pair of Bone\nFiends. I expend no special effort or resources on this fight, my\nparty rushes Melissan and beats her around until she flees. At which\npoint Melissan will retreat to absorb more of Bhaal's essence and a path \nwill appear to the south-west. Things will work like this for this \nentire level-defeat Melissan, then a part of the level will open up, \nguarded by some enemies. Kill them, cut off the pool that supplies her\nwith power, and fight Melissan again. After each Melissan fight and\neach pool fight, heal up as necessary. She'll return stronger every\nfight. She ignores elemental damage (at least from weapons), can't\nbe killed by vorpal hits (what a crappy end-boss that would be...),\nand resists about half of the physical damage she sustains. She's also\ngot an impressive collection of spells, can do knockback attacks (like\na Dragon's Wing Buffet) and is pretty dangerous in melee, too. Still,\nwith overwhelming force she can be subdued, and by now many of my\nFighters have nearly a dozen Greater Whirlwind Attacks, and my\nClerics can cast several Heal spells each. It will come in handy.\n&lt;----------------------------------------------------------------------&gt;\n2) To the south-west you'll find Yan-C-Bin, Elemental Prince of Air,\nwho will summon some Vampiric Wraiths and Greater Air Elementals.\nThere's not too much in the way of tactics involved here: Use your\ncharacters protected from level drains to focus on the Vampiric\nWraiths, then smite the rest of the elementals in melee. Once everything\nis dead, activate the pool at (x=600, y=1400). \n&lt;----------------------------------------------------------------------&gt;\n3) Melissan will show up again, this time she'll summon a Shadow Slayer\nto aid her, as well as some Bone Fiends. Since she's nastier this time\naround, I use a Greater Whirlwind with my Fighters to put the hurt on\nher, withdrawing wounded characters as necessary. With any luck, she'll\nfocus on my protagonist, who is healing at six Hit Points per round and\nis therefore unlikely to need healing.\n&lt;----------------------------------------------------------------------&gt;\n4) Now the pool to the south-east opens up, which is guarded by another\nElemental Prince-Cyronax, Elemental Prince of Ice. He'll summon up some\nBlizzard Trolls and Frost Salamanders. Again, it's a straight melee,\nand I try to use my protagonist to soak up as much damage as he can\nto avoid having to use healing magic. This is one of the few fights\nwhere offensive spells will pay off, and hitting Cyronax and his\ncronies with a Comet might be a good idea. Before the next round of\ncombat I expend my first spell-buffs, Protection from Evil 10' Radius,\nHaste, and Stoneskin\/Iron Skin.\n&lt;----------------------------------------------------------------------&gt;\n5) Activate the next pool (x=2000, y=1400) to bring Melissan back. I\nhave Imoen\/Edwin use the Staff of the Magi to go invisible (thankfully\nthe Shadow Slayers cannot see invisible creatures) and immediately send\nthe rest of my party to the north. Melissan will summon several Shadow\nSlayers, which I ignore. I focus on Melissan-who will teleport to the\nnorth behind the beam of energy-and try to hit her as much as possible.\nHer goal is to cast a Time Stop and wreak havoc on the party by\nsummoning demons, casting Storm of Vengeance, or just attacking (perhaps\nmixed with a Power Word: Kill). In my experience, if she gets off this\nTime Stop, you might as well reload. After I'm sure she's been\ninterrupted (I'm alive after a few moments) I use Greater Whirlwind\nAttacks with all my Fighters and quickly pummel her until she flees.\n&lt;----------------------------------------------------------------------&gt;\n6) Now head to the north-east to encounter a powerful group of enemies,\nincluding an Alu-Fiend, a Succubus, a pair of Mariliths, and a Fallen\nSolar. I summon a Juggernaut Golem near them to draw their attention\nwhile the rest of my party quickly crosses and attacks the Solar with\nthe sole intention of killing her before she gets off Creeping Doom.\nThen I focus on the Alu-Fiend and Succubus, who will try and Charm our\nparty members ceaselessly. I ignore the Mariliths and endure their\nabuse for now, as they're just the lesser of the evils. Once everything\nelse is dead they get my attention. I spell-buff to the max, summon\nsome monsters to the south near where Melissan will spawn and hit the\nfinal pool (x=2000, y=450).\n&lt;----------------------------------------------------------------------&gt;\n7) Melissan shows up for the last time and grudgingly acknowledges that\nyou've exceeded even her expectations. This is the last round, and\nI found this fight to be much easier than the last-perhaps because I\npoured resources into it this time. As soon as she appears Imoen\/Edwin\nhits her with Breach, and all my Fighters (including my simulacrum)\nuse Greater Whirlwind Attack. Under such pressure there's little she \ncan do but die. After she falls the Solar will show up and tell her that\nthe gods have decreed this contest is over. Melissan will ultimately\nfail to control the stolen Bhaalspawn essences within her and will \ncollapse. Imoen now must make a choice-and she willingly gives up her \nBhaalspawn taint, leaving us with the entire share of Bhaal's power. Now\nwe must choose our destiny-we can either give up the taint which will be\ndestroyed along with Melissan and live out our lives as a mortal being,\nor we can keep the power, and ascend to godhood.\n\nWatch the end movie we've earned and read the character bios for the \nparty members we finished the game with. The Baldur's Gate saga is over.\n\n\t\tEVIL PARTY STATS: END OF CHAPTER 10\no======================================================================o\nDorn\nBlackguard 33\nExperience: 7658476\nHit Points: 152\nArmor Class: -8\n\nParalyze\/Poison\/Death:\t0 (-1)\nRod\/Staff\/Wand:\t\t2 (-1)\nPetrify\/Polymorph:\t1 (-1)\nBreath Weapon:\t\t1 (-1)\nSpells:\t\t\t3 (-1)\n\nWeapon Proficiencies\nBastard Sword\t\t++\nLong Sword\t\t+\nTwo Handed Sword\t++\nSpear\t\t\t++\nHalberd\t\t\t++\nCross Bow\t\t++\nTwo-Handed Weapon Style\t++\nSword and Shield Style\t++\n\nArmor: Shuruppak's Plate\nGloves:\tGauntlets of Extraordinary Specialization\nHelmet:\tHelm of the Noble +1\nAmulet:\tKaligun's Amulet of Magic Resistance\nWeapon:\tRavager +6 (THAC0: -11)\n\tGram the Sword of Grief +5 (THAC0: -10)\n\tFiretooth +5 (THAC0: -11)\nShield:\t...\nRing 1:\tRing of Duplication\nRing 2:\tRing of Earth Control\nCloak:\tCloak of the Lich\nBoots:\tThe Paws of the Cheetah\nBelt:\tGirdle of Fortitude\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\tHorn of Blasting\n&lt;----------------------------------------------------------------------&gt;\nKorgan\nBerserker 38\nExperience: 7537756\nHit Points: 202\nArmor Class: -11\n\nParalyze\/Poison\/Death:\t-2 (-2)\nRod\/Staff\/Wand:\t\t-2 (-2)\nPetrify\/Polymorph:\t0 (-2)\nBreath Weapon:\t\t0 (-2)\nSpells:\t\t\t-1 (-2)\n\nWeapon Proficiencies\nAxe\t\t\t+++++\nWar Hammer\t\t+++++\nMace\t\t\t+++\nTwo-Weapon Style\t+++\n\nArmor:\tSilver Dragon Scale\nGloves:\tThe Brawling Hands\nHelmet:\tEyes of the Beholder\nAmulet: Periapt of Proof Against Poison\nWeapon:\tIlbratha +1 (THAC0: -6)\n\tAxe of the Unyielding +5 (THAC0: -14)\n\tRunehammer +5 (THAC0: -14)\nShield:\tCrom Faeyr +5 (THAC0: -12)\nRing 1: Ring of Regeneration\nRing 2:\tThe Guard's Ring +2\nCloak:\tCloak of the Sewers\nBoots:\tThe Paws of the Cheetah\nBelt:\tDestroyer of the Hills\nMisc 1:\t...\nMisc 2:\tHorn of Silence\nMisc 3:\t...\n&lt;----------------------------------------------------------------------&gt;\nJaheira\nFighter 23\/Druid 20\nExperience: 3781012\/3781012\nHit Points: 112\nArmor Class: -13\n\nParalyze\/Poison\/Death:\t1 (-1)\nRod\/Staff\/Wand:\t\t4 (-1)\nPetrify\/Polymorph:\t3 (-1)\nBreath Weapon:\t\t3 (-1)\nSpells:\t\t\t0 (-6)\n\nWeapon Proficiencies\nScimitar\t\t++\nDagger\t\t\t++\nClub\t\t\t++\nQuarter Staff\t\t++\nSling\t\t\t+\nSword and Shield Style\t++\n\nArmor:\tEnkidu's Full Plate +3\nGloves:\tLegacy of the Masters\nHelmet:\tHelm of Balduran\nAmulet:\tHarper Pin\nWeapon:\tFiretooth +3 (THAC0: -10)\t\n\tSpectral Brand +5 (THAC0: -12)\nShield:\tKazrah's Shield +4\nRing 1:\tRing of Regeneration\nRing 2: Heartwood Ring\nCloak:\tCloak of the Dark Moon\nBoots:\tThe Paws of the Cheetah\nBelt:\tGirdle of Fire Giant Strength\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\t...\n&lt;----------------------------------------------------------------------&gt;\nViconia\nCleric 39\nExperience: 7504233\nHit Points: 115\nArmor Class: -13\n\nParalyze\/Poison\/Death:\t-2 (-4)\nRod\/Staff\/Wand:\t\t2 (-4)\nPetrify\/Polymorph:\t1 (-4)\nBreath Weapon:\t\t4 (-4)\nSpells:\t\t\t3 (-4)\n\nWeapon Proficiencies\nWar Hammer\t\t+\nClub\t\t\t+\nFlail\t\t\t+\nMace\t\t\t+\nQuarterstaff\t\t+\nSling\t\t\t+\nTwo-Handed Weapon Style\t+\nSword and Shield Style\t+\nSingle Weapon Style\t+\nTwo Weapon Style\t+\n\nArmor:\tSilver Dragon Scale\nGloves:\tXarrnous' Second Sword Arm\nHelmet:\tThe Visage\nAmulet:\tAmulet of Power\nWeapon:\tFlail of Ages +5 (THAC0: -5)\n\tSling of Arvoreen +4 (THAC0: -10)\nShield:\tShield of the Order +4\nRing 1:\tRing of Fire Control\nRing 2:\tHoly Symbol of Talos\nCloak:\tThe Spirit's Shield +2\nBoots:\tSenses of the Cat\nBelt:\tGirdle of Stone Giant Strength\nMisc 1:\tCollar Bell\nMisc 2:\t...\nMisc 3:\tBlack Spider Figurine\n&lt;----------------------------------------------------------------------&gt;\nProtagonist\nFighter 18\/Mage 16\/Thief 21\nExperience: 2577053\/2577053\/2577053\nHit Points: 149\nArmor Class: -11\n\nParalyze\/Poison\/Death:\t-1 (-4)\nRod\/Staff\/Wand:\t\t0 (-4)\nPetrify\/Polymorph:\t0 (-4)\nBreath Weapon:\t\t0 (-4)\nSpells:\t\t\t1 (-4)\n\nWeapon Proficiencies\nBastard Sword\t\t+\nLong Sword\t\t++\nKatana\t\t\t++\nDagger\t\t\t++\nTwo Weapon Style\t+++\n\nArmor:\tAslyferund Elven Chain +5\nGloves:\tWondrous Gloves\nHelmet:\tVhailor's Helm\nAmulet:\tAmulet of the Master Harper\nWeapon:\tDagger of the Star +5 (THAC0: -8)\n\tThe Answerer +4 (THAC0: -8)\nShield:\tHindo's Doom +4 (THAC0: -5)\nRing 1:\tRing of Gaxx\nRing 2:\tRing of Acuity\nCloak:\tCloak of Mirroring\nBoots:\tThe Paws of the Cheetah\nBelt:\tElves' Bane\nMisc 1:\tJuggernaut Golem Manual\nMisc 2:\tGem of Seeing\nMisc 3: Wand of Spell Striking\n&lt;----------------------------------------------------------------------&gt;\nEdwin\nConjurer 30\nExperience: 7606627\nHit Points: 82\nArmor Class: -2\n\nParalyze\/Poison\/Death:\t0 (-8)\nRod\/Staff\/Wand:\t\t-5 (-8)\nPetrify\/Polymorph:\t-1 (-6)\nBreath Weapon:\t\t-6 (-13)\nSpells:\t\t\t2 (-6)\n\nWeapon Proficiencies\nDagger\t\t\t+\nQuarter Staff\t\t+\nDart\t\t\t+\nSling\t\t\t+\n\nArmor:\tRobe of Vecna\nGloves:\tBracers of Defense A.C. 3\nHelmet:\tCirclet of Netheril\nAmulet:\tEdwin's Amulet\nWeapon:\tStaff of the Magi (THAC0: 12)\n\tCrimson Dart +3 (THAC0: 10)\nShield:\t...\nRing 1:\tReaching Ring\nRing 2:\tThe Warder's Signet +3\nCloak:\tCloak of Displacement\nBoots:\tThe Paws of the Cheetah\nBelt:\tBelt of Inertial Barrier\nMisc 1:\tBook of Infinite Spells\nMisc 2:\tGem of Seeing\nMisc 3:\tEfreeti Bottle\n&lt;----------------------------------------------------------------------&gt;\nLots of changes... many of which were covered in the last explanation,\nbut some that weren't. My protagonist gained the 'Use Any Item' high\nlevel ability, which allowed her to equip a few items she otherwise\ncouldn't have-namely the Wondrous Gloves and the Amulet of the Master\nHarper. This allowed her to pass on the Amulet of Power to Viconia.\nViconia, for her part, benefited a good bit from the Silver Dragon\nScale, as it allowed her to also wear the Spirit's Shield +2, dropping\nher Saving Throws and Armor Class to awfully good places. Korgan swapped\nout his Red Dragon Scale for the second suit of Silver Dragon Scale and\nreached an Armor Class of -10... a good bit lower than his Armor Class\nwas in my vanilla game. Dorn and Jaheira made do with the old suits of\narmor-but both benefited from new Enhanced Edition Cloaks. My\nprotagonist ended up using Dagger of the Star +5, The Answerer +4 and\nHindo's Doom +4 as 'main' weapons, but I kept Daystar and Angurvadal +5\non hand in case I needed to damage undead or become immune to level\ndrain, respectively. With Runehammer +4 (Korgan) the Spectral Blade +5\n(Jaheira), the Mace of Disruption +2 (Viconia) and Dorn's natural\nimmunity to level drain, everybody in my evil party save Edwin had\nprotection from negative energy. Also, with the addition of the two\nGems of Seeing, most fights were quite a bit easier in the Enhanced\nEdition, since that many more characters could use True Sight at will.\nAll in all, the evil party got a good bit stronger in the Enhanced\nEdition, what with new toys, and Dorn.\n\n\t\tGOOD PARTY STATS: END OF CHAPTER 10\no======================================================================o\nKeldorn\nInquisitor 31\nExperience: 6952303\nArmor Class: -8\n\nParalyze\/Poison\/Death:\t-1 (-2)\nRod\/Staff\/Wand:\t\t1 (-2)\nPetrify\/Polymorph:\t0 (-2)\nBreath Weapon:\t\t0 (-2)\nSpells:\t\t\t2 (-2)\n\nWeapon Proficiencies\nBastard Sword\t\t++\nLong Sword\t\t++\nTwo Handed Sword\t++\nWar Hammer\t\t++\nHalberd\t\t\t++\nCross Bow\t\t++\nTwo Handed Weapon Style ++\n\nArmor:\tEnkidu's Full Plate +3\nGloves:\tThe Brawling Hands\nHelmet:\tHelm of Glory\nAmulet:\tAmulet of Seldarine\nWeapon:\tCarsomyr +6 (THAC0: -11)\n\tRas +2 (THAC0: -7)\n\tFiretooth +5 (THAC0: -12)\nShield:\t...\nRing 1:\tRing of Regeneration\nRing 2:\tRing of Earth Control\nCloak:\tNymph Cloak\nBoots:\tBoots of Speed\nBelt:\tGirdle of Fire Strength\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\t...\n&lt;----------------------------------------------------------------------&gt;\nJaheira\nFighter 22\/Druid 19\nExperience: 3724742\/3724742\nArmor Class: -11\n\nParalyze\/Poison\/Death:\t-1 (-3)\nRod\/Staff\/Wand:\t\t2 (-3)\nPetrify\/Polymorph:\t3 (-1)\nBreath Weapon:\t\t1 (-3)\nSpells:\t\t\t0 (-6)\n\nWeapon Proficiencies\nScimitar\t\t++\nDagger\t\t\t++\nClub\t\t\t++\nQuarter Staff\t\t++\nSling\t\t\t+\nSword and Shield Style\t++\n\nArmor:\tShuruppak's Plate\nGloves:\tGauntlets of Weapon Expertise\nHelmet:\tHelmet of Defense\nAmulet:\tHarper Pin\nWeapon:\tSpectral Brand +5 (THAC0: -9)\n\tFire Tooth +3 (THAC0: -6)\nShield:\tDarksteel Sheild +4\nRing 1:\tRing of Regeneration\nRing 2: Heartwood Ring\nCloak:\tCloak of Displacement\nBoots:\tBoots of Speed\nBelt:\tGirdle of Hill Stone Strength\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\tBlack Spider Figurine\n&lt;----------------------------------------------------------------------&gt;\nAnomen\nCleric 38\/Fighter 7 (Inactive)\nExperience: 6910186\/64000\nArmor Class: -8\n\nParalyze\/Poison\/Death:\t0 (-1)\nRod\/Staff\/Wand:\t\t4 (-1)\nPetrify\/Polymorph:\t3 (-1)\nBreath Weapon:\t\t6 (-1)\nSpells:\t\t\t5 (-1)\n\nWeapon Proficiencies\nWar Hammer\t\t++\nMace\t\t\t++\nFlail\t\t\t++\nClub\t\t\t++\nQuarter Staff\t\t+\nSling\t\t\t++\nSword and Shield Style\t++\n\nArmor:\tRed Dragon Scale\nGloves:\tGauntlets of Weapon Skill\nHelmet:\tHelm of Balduran\nAmulet:\tSensate Amulet\nWeapon:\tCrom Faeyr (THAC0: -9)\n\tRunehammer +5 (THAC0: -5)\nShield:\tSheild of the Order +4\nRing 1:\tRing of Free Action\nRing 2:\tHoly Symbol of Lathander\nCloak:\tCloak of Sewers\nBoots:\tGargoyle Boots\nBelt:\tGirdle of Bluntness\nMisc 1:\t...\nMisc 2:\t...\nMisc 3:\tSilver Horn of Valhalla\n&lt;----------------------------------------------------------------------&gt;\nProtagonist\nFighter 23\/Mage 20\nExperience: 3772991\/3772991\nArmor Class: -9\n\nWeapon Proficiencies\nLong Sword\t\t++\nAxe\t\t\t++\nKatana\t\t\t++\nFlail\t\t\t++\nTwo Weapon Style\t+++\n\nParalyze\/Poison\/Death:\t-1 (-4)\nRod\/Staff\/Wand:\t\t1 (-4)\nPetrify\/Polymorph:\t0 (-4)\nBreath Weapon:\t\t0 (-4)\nSpells:\t\t\t2 (-4)\n\nArmor:\tAslyferund Elven Chain +5\nGloves:\tGauntlets of Extraordinary Specialization\nHelmet:\tVhailor's Helm\nAmulet:\tAmulet of Power\nWeapon:\tAxe of the Unyielding +5 (THAC0: -10)\n\tDaystar +4 (THAC0: -8)\nShield:\tFlail of Ages +5 (THAC0: -8)\nRing 1:\tRing of Gaxx\nRing 2:\tRing of Acuity\nCloak:\tCloak of Mirroring\nBoots:\tBoots of Speed\nBelt:\tGolden Girdle\nMisc 1:\t...\nMisc 2: Wand of Spell Striking\nMisc 3:\tJuggernaut Golem Manual\n&lt;----------------------------------------------------------------------&gt;\nMinsc\nRanger 31\nExperience: 6967195\nArmor Class: -5\n\nWeapon Proficiencies\nTwo Handed Sword\t++\nSpear\t\t\t++\nHalberd\t\t\t++\nMace\t\t\t++\nQuarter Staff\t\t++\nLong Bow\t\t++\nTwo Handed Weapon Style ++\nTwo Weapon Style\t++\n\nParalyze\/Poison\/Death:\t1 (-2)\nRod\/Staff\/Wand:\t\t3 (-2)\nPetrify\/Polymorph:\t2 (-2)\nBreath Weapon:\t\t2 (-2)\nSpells:\t\t\t4 (-2)\n\nArmor:\tWhite Dragon Scale\nGloves:\tBracers of Archery\nHelmet:\tHelmet of Defense\nAmulet:\tKaligun's Amulet of Magic Resistance\nWeapon: Ravager +6 (THAC0: -10)\n\tPsion's Blade +5 (THAC0: -9)\n\tMana Bow +4 (THAC0: -10)\nShield:\t...\nRing 1:\tRing of Fire Resistance\nRing 2:\tRing of Fire Control\nCloak:\tMontolio's Cloak\nBoots:\tBoots of Speed\nBelt:\tGirdle of Bluntness\nMisc 1:\tBoo\nMisc 2:\tHorn of Silence\nMisc 3:\tBook of Infinite Spells\n&lt;----------------------------------------------------------------------&gt;\nImoen\nMage 27\/Thief 7 (Inactive)\nExperience: 6559836\/40000\nArmor Class: -7\n\nParalyze\/Poison\/Death:\t7 (-3)\nRod\/Staff\/Wand:\t\t2 (-3)\nPetrify\/Polymorph:\t4 (-3)\nBreath Weapon:\t\t1 (-8)\nSpells:\t\t\t3 (-3)\n\nWeapon Proficiencies\nLong Sword\t\t+\nDagger\t\t\t+\nQuarter Staff\t\t+\nShort Bow\t\t+\nDart\t\t\t+\nSling\t\t\t+\nTwo Handed Weapon Style +\n\nArmor:\tRobe of Vecna\nGloves:\tBracers of Defense A.C. 3\nHelmet:\tCirclet of Netheril\nAmulet: Amulet of the Master Harper\nWeapon:\tStaff of the Magi (THAC0: 8)\n\tShort Bow of Gesen (THAC0: 6)\nShield:\t...\nRing 1:\tRing of Protection +3\nRing 2:\tRing of Wizardry\nCloak:\tCloak of Reflection\nBoots:\tBoots of Speed\nBelt:\tBelt of Inertial Barrier\nMisc 1:\t...\nMisc 2:\tWand of Spell Striking\nMisc 3:\tEfreeti Bottle\n&lt;----------------------------------------------------------------------&gt;\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\t       Items {ITM000}\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nBelow is a list of the various rare or unique items you can find in the \ngame. If the item has a name or is otherwise unusual you'll find it in\nthe section below, regardless of its quality. Therefore I'll record\nnamed items of dubious quality (Halberd +2: 'Suryris' Blade') , but \nmagical items of the same quality may not be recorded (Halberd +2). \nPerhaps I just like to think that the developers had a reason for\nnaming the item?\n\nFinding Recorded Items in the Walkthrough\t\t\t{ITM001}\n&lt;----------------------------------------------------------------------&gt;\nYou can simply do a search of the item's name to find the item's \nlocation in the FAQ, or you can search the area number listed by the \nitem. It must be stressed that the latter method can be tedious, as \ndifferent events occur in areas at different times in the game. For\nexample, by looking at the location of the Cloak of Displacement you\nmight be tempted to make a quick journey over to Trademeet to obtain it.\nOf course, you might not be aware that you need to complete several\nquests in order to gain access to the merchant who sells it. Combine \nthis with the fact that I don't necessarily list the area number of\nplaces I visit on subsequent visits, and it can be rather difficult to\nfind an item with just the area number. On the other hand, searching for\nthe name could prove fruitless as well if the full name is broken up by\na line change in the Walkthrough. This can be overcome by searching for\na key word in the name (i.e. 'Unyielding' in the Axe of the Unyielding.)\nOf course, even this isn't fool proof, as some items that appear \nmultiple times or are otherwise unworthy of comment (especially\nunexceptional items in stores) won't be mentioned in the Walkthrough, or\non the other hand might be mentioned several times, thus making it\ndifficult to find the actual part of the FAQ where the item is acquired,\nas opposed to where it's just mentioned. Then you have cases such as the\naforementioned Cloak of Displacement, where the key word 'Displacement'\nappears as a spell that may be mentioned without any connection to the\nitem. It's not a perfect system by any means, but having an index\ndedicated to the items is better than nothing at all, even with all its\nflaws. Of course if you actually read the Walkthrough you'll get \neverything worth getting, so you really have no *real* reason to gripe,\ndo you?\n\nIn the 'Found' section, items marked with -------- indicate that these\nitems are not found, they are crafted, reforged, or upgraded. In this\ncase, their components are listed below them in parentheses (excluding\nmundane components such as gems, scrolls, etc.) Finding all the \ncomponents of an item should be sufficient enough information for the \npurposes of this FAQ. Items with (varies) in the 'Found' section \ntypically refer to items obtained from random encounters. Since these \nencounters can occur in a variety of locations, I just leave them open-\nended, rather than putting the location where I personally found them. \nThis way, you'll at least know at a glance that they aren't in a \nspecific area. Other, traditional objects with genuine locations will \nbe listed in alphabetical order, and multiple items of the same sort \nwill be listed by lowest to highest area number, for organizational \npurposes.\n\nItem List (Alphabetical)\t\tItem Type\tFound\t{ITM002}\no======================================================================o\n\n\to===o\n\t|(*)|\n        o===o\n\n[Protagonist]'s Tankard\t\t\tMiscellaneous\t(OH6100)\n\n\to===o\n\t|(A)|\n        o===o\n\nAbyssal Blade*\t\t\t\tTwo-Handed Sword(OH5120)\nAbyssal Blade*\t\t\t\tTwo-Handed Sword(OH5120)\nAbyssal Blade*\t\t\t\tTwo-Handed Sword(OH5200)\nAdoy's Belt\t\t\t\tBelt\t\t(AR4500)\nAdoy's Belt\t\t\t\tBelt\t\t(OH6000)\nAdjatha The Drinker +2\t\t\tLong Sword\t(AR0516)\nAeger's Hide +3\t\t\t\tArmor\t\t(AR0702)\nAlbruin +1\t\t\t\tBastard Sword\t(AR2100)\nAmmo Belt\t\t\t\tMiscellaneous\t(AR3001)\nAmulet of 5% Magic Resistance\t\tAmulet\t\t(AR0205)\nAmulet of 5% Magic Resistance\t\tAmulet\t\t(OH6460)\nAmulet of Cheetah Speed\t\t\tAmulet\t\t(AR6109)\nAmulet of Power\t\t\t\tAmulet\t\t(AR0329)\nAmulet of Seldarine\t\t\tAmulet\t\t(AR2803)\nAmulet of Spell Warding\t\t\tAmulet\t\t(AR2101)\nAmulet of the Master Harper\t\tAmulet\t\t(AR5204)\nAngurvadal +4\t\t\t\tLong Sword\t(AR3022)\nAngurvadal +5\t\t\t\tLong Sword\t--------\n  (Angurvadal +4)\t\t\tLong Sword\t(AR3022)\n  (Liquid Mercury)\t\t\tComponent\t(AR6107)\nAnkheg Plate Mail\t\t\tArmor\t\t--------\n  (Ankheg Shell)\t\t\tComponent\t(AR1200)\nArbane's Sword +2\t\t\tShort Sword\t(AR0045)\nArdulia's Fall +1\t\t\tMace\t\t(AR0904)\nArla's Dragonbane +3\t\t\tSling\t\t(AR1401)\nArmor of Faith +3\t\t\tArmor\t\t(AR0901)\nArmor of the Deep Night +4\t\tArmor\t\t(AR0702)\nArmor of the Hart +3\t\t\tArmor\t\t(AR2402)\nArmor of the Viper +5\t\t\tArmor\t\t(AR2207)\nAshen Scales +2\t\t\t\tArmor\t\t(AR0803)\nAshideena +2\t\t\t\tWar Hammer\t(AR0204)\nAslyferund Elven Chain +5\t\tArmor\t\t--------\n  (Bladesinger Chain +4)\t\tArmor\t\t(AR2807)\nAxe of Hrothgar +3\t\t\tAxe\t\t(AR0406)\nAxe of the Unyielding +3\t\tAxe\t\t(AR3017)\nAxe of the Unyielding +5\t\tAxe\t\t--------\n  (Axe of the Unyielding +3)\t\tAxe\t\t(AR3017)\n  (Baalor's Claw)\t\t\tComponent\t(AR5204)\nAzlaer's Harp\t\t\t\tMiscellaneous\t(AR0523)\nAzuredge +3\t\t\t\tAxe\t\t(AR0406)\n\n*Depending on how you complete Dorn's quest in Resurrection Gorge,\nthe Abyssal Blade will take on additional powers. The one found in\n(OH5200) is the original version.\n\n\to===o\n\t|(B)|\n        o===o\n\nBackbiter +3\t\t\t\tSpear\t\t(AR2100)\nBag of Holding\t\t\t\tMiscellaneous\t(AR1512)\nBag of Holding\t\t\t\tMiscellaneous \t(AR5011)\nBag of Plenty +1\t\t\tAmmunition\t(AR5204)\nBag of Plenty +2\t\t\tAmmunition\t(AR5204)\n  (Bag of Plenty +1)\t\t\tAmmunition\t(AR5204)\nBatalista's Passport\t\t\tRing\t\t(AR1201)\nBatalista's Passport\t\t\tRing\t\t(AR5011)\nBattle Axe of Mauletar +2\t\tAxe\t\t(AR0420)\nBattle Axe of Mauletar +2\t\tAxe\t\t(AR6102)\nBattle Axe of Mauletar +2\t\tAxe\t\t(AR6102)\nBelm +2\t\t\t\t\tScimitar\t(AR1905)\nBelt of Inertial Barrier\t\tBelt\t\t(AR2000)\nBelt of Minor Invulnerability\t\tBelt\t\t(OH4000)\nBig Metal Unit\t\t\t\tArmor\t\t--------\n  (Bronze Pantalettes)\t\t\tComponent\t(AR6003)\n  (Golden Pantaloons)\t\t\tComponent\t(AR0602)\n  (Silver Pantaloons)\t\t\tComponent\t(AR0400)\nBlack Spider Figurine\t\t\tMiscellaneous\t(AR0804)\nBlackblood +3\t\t\t\tClub\t\t(AR2000)\nBlackmist +4\t\t\t\tHalberd\t\t(AR2201)\nBlackrazor\t\t\t\tLong Sword\t(AR2903)\nBlade of Roses +3\t\t\tLong Sword \t(AR0406)\nBlade of Searing +3\t\t\tBastard Sword\t(AR2202)\nBladesinger Chain +4\t\t\tArmor\t\t(AR2807)\nBlessed Bracers\t\t\t\tGloves\t\t--------\n  (Paladin's Bracers)\t\t\tGloves\t\t(AR3001)\nBlue Dragon Plate\t\t\tArmor\t\t--------\n  (Blue Dragon Scales)\t\t\tComponent\t(AR6005)\nBone Club +2, +3 vs. Undead\t\tClub\t\t(AR1506)\nBoneblade +4\t\t\t\tDagger\t\t(AR2206)\nBook of Infinite Spells*\t\tMiscellaneous\t(AR1605)\nBoomerang Dagger +2\t\t\tDagger\t\t(AR0514)\nBoots of Elvenkind\t\t\tBoots\t\t(AR2808)\nBoots of Etherealness\t\t\tBoots\t\t(AR2300)\nBorok's Fist +2\t\t\t\tWar Hammer\t(AR0702)\nBow of Arvoreen +2\t\t\tShort Bow\t(AR1401)\nBow of Arvoreen +2\t\t\tShort Bow\t(AR4500)\nBracers of Binding\t\t\tGloves\t\t(AR2200)\nBracers of Blinding Strike\t\tGloves\t\t(AR2402)\nBracers of Defense A.C. 3\t\tGloves\t\t(AR0702)\nBracers of Defense A.C. 4\t\tGloves\t\t(AR0702)\nBracers of Defense A.C. 4\t\tGloves\t\t(AR2100)\nBronze Horn of Valhalla\t\t\tMiscellaneous\t--------\n  (Silver Horn of Valhalla)\t\tMiscellaneous\t(AR0528)\nBronze Ioun Stone\t\t\tHelmet\t\t(AR5006)\nBrooch of the Vagrant Blades\t\tAmulet\t\t(OH4000)\n\n*More information on this item can be found under its entry in the\nbelow, [ITM004].\t\t\n\n\to===o\n\t|(C)|\n        o===o\n\nCarsomyr +5\t\t\t\tTwo Handed Sword(AR1203)\nCarsomyr +6\t\t\t\tTwo Handed Sword--------\n  (Carsomyr +5)\t\t\t\tTwo Handed Sword(AR1203)\n  (Eye of Tyr)\t\t\t\tComponent\t(AR6110)\nCase of Plenty +1\t\t\tAmmunition\t(AR3001)\nCase of Plenty +2\t\t\tAmmunition\t--------\n  (Case of Plenty +1)\t\t\tAmmunition\t(AR3001)\nCelestial Fury +3\t\t\tKatana\t\t(AR0907)\nChaos Blade\t\t\t\tShort Sword\t(AR0705)\nChaos Blade\t\t\t\tShort Sword\t(AR4500)\nCirclet of Netheril\t\t\tHelmet\t\t--------\n  (Bronze Ioun Stone)\t\t\tHelmet\t\t(AR5006)\n  (Circlet of Netheril)\t\t\tComponent\t(AR3016)\nClay Golem Manual\t\t\tMiscellaneous\t--------\n  (Clay Golem Page)\t\t\tComponent\t(AR3017)\n  (Golem Manual)\t\t\tMiscellaneous\t(AR3001)\nCleric's Staff +3\t\t\tQuarter Staff\t(AR0904)\nCleric's Staff +3\t\t\tQuarter Staff   (AR1513)\nCleric's Staff +3\t\t\tQuarter Staff\t(AR1604)\nCleric's Staff +3\t\t\tQuarter Staff\t(AR1901)\nCleric's Staff +3\t\t\tQuarter Staff\t(AR1902)\nCleric's Staff +3\t\t\tQuarter Staff\t(AR3005)\nCleric's Staff +3\t\t\tQuarter Staff\t(AR3015)\nCleric's Staff +3 (up to three)\t\tQuarter Staff\t(AR4500)\nCleric's Staff +3 (up to four)\t\tQuarter Staff\t(AR5003)\nCleric's Staff +3\t\t\tQuarter Staff\t(AR5202)\nCleric's Staff +3 \t\t\tQuarter Staff\t(OH5400)\nCleric's Staff +3\t\t\tQuarter Staff\t(OH5500)\nCloak of Atonoment\t\t\tCloak\t\t(AR4500)\nCloak of Atonement\t\t\tCloak\t\t(OH4101)\nCloak of Bravery\t\t\tCloak\t\t(AR2901)\nCloak of Displacement\t\t\tCloak\t\t(AR2000)\nCloak of Dragomir\t\t\tCloak\t\t(AR4500)\nCloak of Dragomir\t\t\tCloak\t\t(OH7000)\nCloak of Elvenkind\t\t\tCloak\t\t(AR2802)\nCloak of Mirroring\t\t\tCloak\t\t(AR2300)\nCloak of Reflection\t\t\tCloak\t\t(AR1511)\nCloak of the Dark Moon\t\t\tCloak\t\t(OH4210)\nCloak of the High Forest\t\tCloak\t\t(AR2009)\nCloak of the High Forest\t\tCloak\t\t(AR4500)\nCloak of the Lich\t\t\tCloak\t\t(OH6460)\nCloak of the Sewers\t\t\tCloak\t\t(AR0701)\nCloak of the Shield\t\t\tCloak\t\t(AR0516)\nCloak of the Shield\t\t\tCloak\t\t(AR1203)\nCloak of the Stars\t\t\tCloak\t\t(AR1404)\nCloak of Unerring Strikes\t\tCloak\t\t(OH4010)\nClub of Detonation +3\t\t\tClub\t\t(AR3019)\nClub of Detonation +5\t\t\tClub\t\t--------\n  (Club of Detonation +3)\t\tClub\t\t(AR3019)\nCollar Bell\t\t\t\tMiscellaneous\t(OH6100)\nCorthala Family Armor\t\t\tArmor\t\t(AR1101)\nCorthala Family Armor\t\t\tArmor\t\t(AR4500)\nCorthala Family Blade\t\t\tKatana\t\t(AR1101)\nCorthala Family Blade\t\t\tKatana\t\t(AR4500)\nCowl of the Stars\t\t\tCloak\t\t(OH4010)\nCrimson Chain +5\t\t\tArmor\t\t(AR0702)\nCrimson Dart +3\t\t\t\tDart\t\t(AR3001)\nCrossbow of Affliction +4\t\tCrossbow\t(AR2210)\nCursed Berserking Sword +3\t\tTwo Handed Sword(AR0712)\nCutthroat +4\t\t\t\tShort Sword\t(AR0809)\n\n\to===o\n\t|(D)|\n        o===o\n\nDagger of the Star +4\t\t\tDagger\t\t(AR3027)\nDagger of the Star +5\t\t\tDagger\t\t--------\n  (Dagger of the Star +4)\t\tDagger\t\t(AR3027)\nDagger of Venom +2\t\t\tDagger\t\t(OH6300)\nDak'kon's Zerth Blade +2\t\tKatana\t\t(AR0702)\nDark Elven Chain +1\t\t\tArmor\t\t(varies)\nDarkfire Bow +4\t\t\t\tShort Bow\t(AR5500)\nDarkfire Bow +5\t\t\t\tShort Bow\t--------\n  (Bowstring of Gond)\t\t\tComponent\t(AR6106)\n  (Darkfire Bow +4)\t\t\tShort Bow\t(AR5500)\nDarkmail +3\t\t\t\tArmor\t\t(AR1404)\nDarksteel Shield +4\t\t\tShield\t\t(AR6105)\nDaystar\t\t\t\t\tLong Sword\t(AR0087)\nDeck of Many Things*\t\t\tMiscellaneous\t(AR3015)\nDefender of Easthaven +3\t\tFlail\t\t(AR0406)\nDelryn Family Shield\t\t\tShield\t\t(AR0604)\nDelryn Family Shield\t\t\tShield\t\t(AR4500)\nDelver's Plate +2\t\t\tArmor\t\t(AR1202)\nDestroyer of the Hills\t\t\tBelt\t\t(AR0603)\nDestroyer of the Hills\t\t\tBelt\t\t(AR0904)\nDestroyer of the Hills\t\t\tBelt\t\t(AR1604)\nDestroyer of the Hills\t\t\tBelt\t\t(OH6460)\nDiscipliner\t\t\t\tRing\t\t(AR2100)\nDoomplate +3\t\t\t\tArmor\t\t(AR1512)\nDragon Helm\t\t\t\tHelmet\t\t(AR1202)\nDragon Scale Shield +2\t\t\tShield\t\t(AR1202)\nDragon's Bane +3\t\t\tHalberd\t\t(AR0205)\nDragon's Breath +4\t\t\tHalberd\t\t(AR1200)\nDrow Adamantine Chain +5\t\tArmor\t\t(varies)\nDrow Crossbow of Speed\t\t\tCrossbow\t(varies)\nDrow Elven Chain +3\t\t\tArmor\t\t(varies)\nDrow Flail +3\t\t\t\tFlail\t\t(varies)\nDrow Full Plate +5\t\t\tArmor\t\t(varies)\nDrow Halberd +3\t\t\t\tHalberd\t\t(varies)\nDrow Lance +3\t\t\t\tSpear\t\t(varies)\nDrow Longsword +3\t\t\tLong Sword\t(varies)\nDrow Piwafwi Cloak\t\t\tCloak\t\t(AR2205)\nDrow Scimitar +3\t\t\tScimitar\t(varies)\nDrow Shield +3\t\t\t\tShield\t\t(varies)\nDruid's Ring\t\t\t\tRing\t\t(AR0319)\nDruid's Ring\t\t\t\tRing\t\t(AR0702)\nDruid's Ring\t\t\t\tRing\t\t(AR1010)\nDruid's Ring\t\t\t\tRing\t\t(AR2008)\nDruid's Ring\t\t\t\tRing\t\t(AR5004)\nDruid's Ring\t\t\t\tRing\t\t(AR5202)\nDruid's Ring\t\t\t\tRing\t\t(AR5503)\nDruid's Ring\t\t\t\tRing\t\t(OH6460)\nDuskblade +2\t\t\t\tHalberd\t\t(AR1404)\nDusty Rose Ioun Stone\t\t\tHelmet\t\t(AR1512)\nDwarven Thrower +3\t\t\tWar Hammer      (AR2000)\n\n*More information on this item can be found under its entry in the\nbelow, [ITM005].\n\n\to===o\n\t|(E)|\n        o===o\n\nEdventar's Gift\t\t\t\tRing\t\t(AR1513)\nEdventar's Gift\t\t\t\tRing\t\t(OH7300)\nEfreeti Bottle\t\t\t\tMiscellaneous\t(AR2000)\nElven Chain Mail\t\t\tArmor\t\t(AR2011)\/\n\t\t\t\t\t\t\t(AR2012)\nElven Chain Mail\t\t\tArmor\t\t(AR2808)\nElven Chain Mail\t\t\tArmor\t\t(AR4500)\nElven Chain Mail +1\t\t\tArmor\t\t(AR0329)\nElven Chain Mail +1 (up to three)\tArmor\t\t(AR2500)\nElven Chain Mail +1\t\t\tArmor\t\t(AR5500)\nElven Chain Mail +1 (numerous)\t\tArmor\t\t(AR61xx)\nElven Court Bow\t+3\t\t\tLong Bow\t(AR1303)\nElves' Bane\t\t\t\tBelt\t\t(AR0607)\nElve's Bane\t\t\t\tBelt\t\t(OH6460)\nEnkindu's Full Plate +3\t\t\tArmor\t\t(AR5504)\nEntropy +2\t\t\t\tShort Sword\t(AR0705)\nEntropy +2\t\t\t\tShort Sword\t(AR4500)\nErinne Sling +4\t\t\t\tSling\t\t(AR3019)\nErinne Sling +5\t\t\t\tSling\t\t--------\n  (Erinne Sling +4)  \t\t\tSling\t\t(AR3019)\nEverard's Morning Star +2\t\tMorning Star\t(AR0406)\n\n\to===o\n\t|(F)|\n        o===o\n\nFirecam Full-Plate Armor\t\tArmor\t\t(AR0701)\nFirecam Full-Plate Armor\t\tArmor\t\t(AR4500)\nFire Tooth +3\t\t\t\tDagger\t\t(AR2200)\nFiretooth +4\t\t\t\tCrossbow\t(AR3000)\nFiretooth +5\t\t\t\tCrossbow\t--------\n  (Bowstring of Gond)\t\t\tComponent\t(AR6106)\n  (Firetooth +4)\t\t\tCrossbow\t(AR3000)\nFlail of Ages\t\t\t\tFlail\t\t--------\n  (Flail Head (Acid))\t\t\tComponent       (AR1303)\n  (Flail Head (Cold))\t\t\tComponent\t(AR1302)\n  (Flail Head (Fire))\t\t\tComponent       (AR1303)\nFlail of Ages +2\t\t\tFlail\t\t--------\n  (Flail Head (Acid))\t\t\tComponent       (AR1303)\n  (Flail Head (Cold))\t\t\tComponent\t(AR1302)\n  (Flail Head (Fire)) \t\t\tComponent       (AR1303)\nFlail of Ages +3\t\t\tFlail\t\t--------\n  (Flail Head (Acid))\t\t\tComponent       (AR1303)\n  (Flail Head (Cold))\t\t\tComponent\t(AR1302)\n  (Flail Head (Fire))\t\t\tComponent       (AR1303)\nFlail of the Ages +4 \t\t\tFlail\t\t--------\n  (Flail Head (Poison))\t\t\tComponent\t(AR3016)\n  (Flail of the Ages +3)\t\tFlail\t\t--------\nFlail of the Ages +5 \t\t\tFlail\t\t--------\n  (Flail Head (Electricity))\t\tComponent\t(AR6005)\n  (Flail of the Ages +4) \t\tFlail\t\t--------\nFlame of the North +2\t\t\tTwo Handed Sword(AR1514)\nFlasher Launcher\t\t\tCrossbow\t(AR1000)\nFlasher Launcher\t\t\tCrossbow \t(AR4500)\nFoebane +3\t\t\t\tBastard Sword\t(AR3001)\nFoebane +5\t\t\t\tBastard Sword\t--------\n  (Foebane +3)\t\t\t\tBastard Sword\t(AR3001)\n  (Fflar's Scabbard)\t\t\tComponent\t(AR5007)\nFortress Shield +3\t\t\tShield\t\t(AR0702)\nFrostreaver +3\t\t\t\tAxe\t\t(AR1303)\n\n\to===o\n\t|(G)|\n        o===o\n\nGargoyle Boots\t\t\t\tBoots\t\t(AR5504)\nGauntlets of Aln Zekk\t\t\tGloves\t\t(AR4500)\nGauntlets of Aln Zekk\t\t\tGloves\t\t(OH4101)\nGauntlets of Crushing\t\t\tGloves\t\t(AR2300)\nGauntlets of Extraordinary Spec.\tGloves\t\t(AR3019)\nGem of Seeing\t\t\t\tMiscellaneous\t(AR4500)\nGem of Seeing\t\t\t\tMiscellaneous\t(OH4101)\nGem Bag\t\t\t\t\tMiscellaneous\t(AR0302)\nGem Bag\t\t\t\t\tMiscellaneous\t(AR0312)\nGem Bag\t\t\t\t\tMiscellaneous\t(AR0500)\nGem Bag\t\t\t\t\tMiscellaneous\t(AR0702)\nGem Bag\t\t\t\t\tMiscellaneous \t(AR1100)\nGem Bag\t\t\t\t\tMiscellaneous\t(AR3000)\nGem Bag\t\t\t\t\tMiscellaneous\t(AR6400)\nGiant Hair Crossbow +3\t\t\tCrossbow\t(AR0702)\nGift of Peace\t\t\t\tHelmet\t\t(AR0412)\nGift of Peace\t\t\t\tHelmet\t\t(AR0907)\nGift of Peace\t\t\t\tHelmet\t\t(OH6460)\nGirdle of Fortitude\t\t\tBelt\t\t(AR0202)\nGirdle of Fire Giant Strength\t\tBelt\t\t(AR5201)\nGirdle of Frost Giant Strength\t\tBelt\t\t(AR2402)\nGirdle of Hill Giant Strength\t\tBelt\t\t(AR0702)\nGirdle of Hill Giant Strength\t\tBelt\t\t(OH7300)\nGirdle of Stone Giant Strength\t\tBelt\t\t(AR2801)\nGlasses of Identification\t\tMiscellaneous\t(AR0312)\nGlasses of Identification\t\tMiscellaneous\t(AR5504)\nGlasses of Identification*\t\tMiscellaneous\t--------\nGlimmering Bands\t\t\tGloves\t\t(AR2000)\nGlimmering Bands\t\t\tGloves\t\t(AR4500)\nGloves of Healing\t\t\tGloves\t\t(AR0903)\nGloves of Pickpocketing\t\t\tGloves\t\t(AR0406)\nGnasher +2\t\t\t\tClub\t\t(AR1900)\nGolden Girdle of Urnst\t\t\tBelt\t\t(AR0411)\nGolden Girdle of Urnst\t\t\tBelt\t\t(OH6460)\nGolden Ioun Stone\t\t\tHelmet\t\t(AR5011)\nGolden Lion Figurine\t\t\tMiscellaneous\t(AR2000)\nGolem Manual\t\t\t\tMiscellaneous\t(AR3001)\nGorgon Plate +4\t\t\t\tArmor\t\t(AR2201)\nGram the Sword of Grief +5\t\tTwo Handed Sword(AR6005)\nGram the Sword of Grief +5\t\tTwo Handed Sword--------\n  (Gram the Sword of Grief +5)\t\tTwo Handed Sword(AR6005)\n  (Heart of the Damned)\t\t\tComponent\t(AR6110)\nGrandmaster's Armor +6\t\t\tArmor\t\t(AR5002)\nGreenstone Amulet\t\t\tAmulet\t\t(AR2101)\n\n*You can obtain another pair of Glasses of Identification by casting\nLimited Wish and asking for the ability to \"see all as it really is.\"\nThe caster will need a Wisdom score of 11+ to be able to make this wish.\n\n\to===o\n\t|(H)|\n        o===o\n\nHallowed Redeemer +2\t\t\tTwo Handed Sword(AR0701)\nHallowed Redeemer +2\t\t\tTwo Handed Sword(AR4500)\nHalycon +1\t\t\t\tSpear\t\t(AR0802)\nHammer of Thunderbolts +3\t\tWarhammer\t(AR0711)\nHandmaiden's Mace\t\t\tMace\t\t(varies)\nHands of Takkok\t\t\t\tGloves\t\t(AR0411)\nHangard's Axe +2\t\t\tAxe\t\t(AR0701)\nHarbinger +3\t\t\t\tTwo Handed Sword(AR2200)\nHarmonium Halberd +3\t\t\tHalberd\t\t(AR0702)\nHarp of Discord\t\t\t\tMiscellaneous\t(AR0705)\nHarp of Pandemonium\t\t\tMiscellaneous\t(AR0702)\nHarper Pin\t\t\t\tAmulet\t\t(varies)\nHawksight +2\t\t\t\tScimitar\t(OH4010)\nHeadband of the Devout\t\t\tHelmet\t\t(OH4210)\nHeart of the Golem +2\t\t\tDagger\t\t(AR0308)\nHeart of the Golem +2\t\t\tDagger\t\t(OH6300)\nHeartseeker +3\t\t\t\tLong Bow\t(AR0702)\nHeartseeker +3\t\t\t\tLong Bow\t(AR1202)\nHeartwood Ring\t\t\t\tRing\t\t--------\n  (Nymph's Tear)\t\t\tComponent\t(AR5202)\n  (Oaken Ring)\t\t\t\tComponent\t(AR5500)\nHeavy Crossbow of Searing +1\t\tCrossbow\t(AR0702)\nHelm of Balduran\t\t\tHelmet\t\t(AR0602)\nHelm of Brilliance\t\t\tHelmet\t\t(AR0702)\nHelm of Charm Protection\t\tHelmet\t\t(AR0024)\nHelm of Charm Protection\t\tHelmet\t\t(AR0024)\nHelm of Charm Protection\t\tHelmet\t\t(AR0308)\nHelm of Charm Protection\t\tHelmet\t\t(AR0701)\nHelm of Charm Protection\t\tHelmet\t\t(AR0902)\nHelm of Charm Protection\t\tHelmet\t\t(AR0907)\nHelm of Charm Protection\t\tHelmet\t\t(AR1303)\nHelm of Charm Protection\t\tHelmet\t\t(OH4220)\nHelm of Charm Protection\t\tHelmet\t\t(OH6460)\nHelm of the Noble +1\t\t\tHelmet\t\t(AR0024)\nHelm of the Noble +1\t\t\tHelmet\t\t(AR0901)\nHelm of the Noble +1\t\t\tHelmet\t\t(OH5300)\nHelm of the Rock\t\t\tHelmet\t\t(AR3016)\nHelm of the Rock\t\t\tHelmet\t\t--------\n  (Helm of the Rock)\t\t\tHelmet\t\t(AR3016)\n  (Horn)\t\t\t\tComponent\t(AR3016)\n  (Horn)\t\t\t\tComponent\t(AR3016)\nHelmet of Infravision\t\t\tHelmet\t\t(AR0602)\nHelmet of Infravision\t\t\tHelmet\t\t(OH5400)\nHelmet of Infravision\t\t\tHelmet\t\t(OH5500)\nHindo's Doom +3\t\t\t\tKatana\t\t(AR3024)\nHindo's Doom +4\t\t\t\tKatana\t\t--------\n  (Hindo's Doom +3)\t\t\tKatana\t\t(AR3024)\n  (Hindo's Hand)\t\t\tComponent\t(AR6002)\nHojar's Fame\t\t\t\tAxe\t\t(OH4000)\nHoly Long Sword of Tyr +3 (numerous)\tLong Sword\t(OH5400)\nHoly Long Sword of Tyr +3 (numerous)\tLong Sword\t(OH5500)\nHoly Symbol of Helm\t\t\tRing\t\t(varies)\nHoly Symbol of Lathander\t\tRing\t\t(varies)\nHoly Symbol of Talos\t\t\tRing\t\t(varies)\nHonorary Ring of Sune\t\t\tRing\t\t(AR0901)\nHorn of Blasting\t\t\tMiscellaneous\t(AR1202)\nHorn of Silence\t\t\t\tMiscellaneous\t(AR1515)\nHuman Flesh +5\t\t\t\tArmor\t\t(AR1100)\n  (Blood of a Silver Dragon)\t\tComponent\t(AR2102)\n  (Shirt Made of Human Flesh\t\tComponent\t(AR0502)\n\n\to===o\n\t|(I)|\n        o===o\n\nIce Star +4\t\t\t\tMorning Star\t(AR5002)\nIlbratha +1\t\t\t\tShort Sword\t(AR1103)\nImpaler +3\t\t\t\tSpear\t\t(AR2300)\nImproved Cloak of Protection +2\t\tCloak\t\t--------\n  (Cloak of Protection +2)\t\tCloak\t\t(AR2300)\nIr'revrykal +5\t\t\t\tTwo-Handed Sword(AR3022)\nIron Horn of Valhalla\t\t\tMiscellaneous\t--------\n  (Bronze Horn of Valhalla)\t\tMiscellaneous\t--------\nIxil's Nail +4\t\t\t\tSpear\t\t(AR3025)\nIxil's Spike +2\t\t\t\tDagger\t\t(AR3016)\nIxil's Spike +6\t\t\t\t(Spear)\t\t--------\n  (Ixil's Nail +4)\t\t\tSpear\t\t(AR3025)\n  (Ixil's Spike +2)\t\t\tDagger\t\t(AR3016)\n\n\to===o\n\t|(J)|\n        o===o\n\nJansen AdventureWear\t\t\tArmor\t\t(AR1000)\nJansen AdventureWear\t\t\tArmor\t\t(AR4500)\nJansen Specroscopes\t\t\tHelmet\t\t(AR1000)\nJansen Specroscopes\t\t\tHelmet\t\t(AR4500)\nJansen Techno-Gloves\t\t\tGloves\t\t(AR1000)\nJansen Techno-Gloves\t\t\tGloves\t\t(AR4500)\nJerrod's Mace +2\t\t\tMace\t\t(AR0406)\nJester's Chain +4\t\t\tArmor\t\t(AR1514)\nJhor the Bleeder +2\t\t\tBastard Sword   (AR2100)\nJoril's Dagger +3\t\t\tTwo Handed Sword(AR0406)\nJuggernaut Golem Manual\t\t\tMiscellaneous\t--------\n  (Juggernaut Golem Page)\t\tComponent\t(AR6003)\n  (Stone Golem Manual)\t\t\tMiscellaneous   --------\n\n\to===o\n\t|(K)|\n        o===o\n\nK'logarath +4\t\t\t\tAxe\t\t(AR5504)\nKachiko's Wakizashi +3\t\t\tWakizashi\t(AR0406)\nKaligun's Amulet of Magic Resistance\tAmulet\t\t(AR2200)\nKarajah's Life and Death +3\t\tArmor\t\t(AR0702)\nKazrah's Shield +4\t\t\tShield\t\t(OH6460)\nKondar +1\t\t\t\tBastard Sword   (AR0406)\nKundane +2\t\t\t\tShort Sword\t(AR0516)\n\n\to===o\n\t|(L)|\n        o===o\n\nLavender Ioun Stone\t\t\tHelmet\t\t(AR5002)\nLegacy of the Masters\t\t\tGloves\t\t(AR0808)\nLilarcor +3\t\t\t\tTwo Handed Sword(AR0404)\nLupine Sling +2\t\t\t\tSling\t\t(OH4000)\n\n\to===o\n\t|(M)|\n        o===o\n\nMace of Disruption +1\t\t\tMace\t\t(AR0801)\nMace of Disruption +2\t\t\tMace\t\t--------\n  (Illithium Ore)\t\t\tComponent\t(AR0529)\n  (Mace of Disruption +1)\t\tMace\t\t(AR0801)\nMail of the Dead +2\t\t\tArmor\t\t(AR0602)\nMalakar +2\t\t\t\tKatana\t\t(AR1514)\nMalla's Soul Stone\t\t\tHelmet\t\t(AR5509)\nMana Bow +4\t\t\t\tLong Bow\t(AR2602)\nMartial Staff +3\t\t\tQuarter Staff   (AR0400)\nMartial Staff +3\t\t\tQuarter Staff   (AR2000)\nMartial Staff +3\t\t\tQuarter Staff\t(OH5500)\nMauler's Arm +2\t\t\t\tMace\t\t(AR0406)\nMelodic Chain +3\t\t\tArmor\t\t(AR0516)\nMercykiller Ring\t\t\tRing\t\t(AR0702)\nMetaspell Influence Amulet\t\tAmulet\t\t(AR0602)\nMethild's Harp\t\t\t\tMiscellaneous\t(AR2400)\nMontolio's Cloak\t\t\tCloak\t\t--------\n  (Montolio's Clasp)\t\t\tComponent\t(AR3022)\n  (Montolio's Cloak)\t\t\tComponent\t(AR5500)\nMoon Dog Figurine\t\t\tMiscellaneous\t(AR1401)\nMoonlight Walkers\t\t\tBoots\t\t(AR2000)\nMoonlight Walkers\t\t\tBoots\t\t(AR4500)\n\n\to===o\n\t|(N)|\n        o===o\n\nNamarra +2\t\t\t\tLong Sword\t(AR0806)\nNeb's Nasty Cutter +2\t\t\tDagger\t\t(AR0529)\nNecaradan's Crossbow +3\t\t\tCrossbow\t(AR2102)\nNecklace of Form Stability\t\tAmulet\t\t(AR0704)\nNecklace of Missiles\t\t\tAmulet\t\t(AR2015)\nNeera's Staff +1\t\t\tQuarter Staff\t(AR4500)\nNeera's Staff +1\t\t\tQuarter Staff\t(OH6000)\nNight Walkers\t\t\t\tBoots\t\t(OH4210)\nNymph Cloak\t\t\t\tCloak\t\t(AR0302)\n\n\to===o\n\t|(O)|\n        o===o\n\nObsidian Ioun Stone\t\t\tHelmet\t\t(AR6400)\nOrc Leather +3\t\t\t\tArmor\t\t(AR1301)\nOx-Tail Belt\t\t\t\tBelt\t\t(OH4000)\n\n\to===o\n\t|(P)|\n        o===o\n\nPaladin's Bracers\t\t\tGloves\t\t(AR3001)\nPale Green Ioun Stone\t\t\tHelmet\t\t(AR0804)\nPearly White Ioun Stone\t\t\tHelmet\t\t(AR1401)\nPellan's Shield +2\t\t\tShield\t\t(AR3015)\nPellan's Shield +2\t\t\tShield\t\t(OH4220)\nPellan's Shield +2\t\t\tShield\t\t(OH4290)\nPeriapt of Life Protection\t\tAmulet\t\t(AR0902)\nPeriapt of Life Protection\t\tAmulet\t\t(OH7100)\nPeriapt of Proof Against Poison\t\tAmulet\t\t(AR1902)\nPeridan +2\t\t\t\tLong Sword\t(AR1202)\nPixie Prick +3\t\t\t\tDagger\t\t(AR0516)\nPlate of Balduran\t\t\tArmor\t\t(AR0702)\nPlate of the Dark +1\t\t\tArmor\t\t(AR6102)\nPlate of the Dark +1\t\t\tArmor\t\t(OH4210)\nPlate of the Dark +1\t\t\tArmor\t\t(OH6300)\nPotion Case\t\t\t\tMiscellaneous\t(AR3000)\nPotion Case\t\t\t\tMiscellaneous\t(AR5011)\nPotion Case\t\t\t\tMiscellaneous\t(AR5503)\nPotion Case\t\t\t\tMiscellaneous\t(AR6400)\nPride of the Leigon +2\t\t\tArmor\t\t(AR0903)\nProtector of the Second +2\t\tArmor\t\t(AR0420)\nPsion's Blade +5\t\t\tTwo Handed Sword(AR5201)\nPurifier +4\t\t\t\tBastard Sword\t(AR3008)\nPurifier +5\t\t\t\tBastard Sword\t--------\n  (Eye of Tyr)\t\t\t\tComponent\t(AR6110)\n  (Purifier +4)\t\t\t\tBastard Sword\t(AR3008)\n\n\to===o\n\t|(Q)|\n        o===o\n\nQuiver of Plenty +1\t\t\tAmmunition\t(AR3001)\nQuiver of Plenty +2\t\t\tAmmunition\t--------\n  (Quiver of Plenty +1)\t\t\tAmmunition\t(AR3001)\n\n\to===o\n\t|(R)|\n        o===o\n\nRancor +1\t\t\t\tTwo-Handed Sword(AR0900)\nRas +2\t\t\t\t\tLong Sword\t(AR2000)\nRashad's Talon +2\t\t\tScimitar\t(AR2014)\nRashad's Talon +2\t\t\tScimitar\t(OH7200)\nRavager +4\t\t\t\tHalberd\t\t(AR5204)\nRavager +6\t\t\t\tHalberd\t\t--------\n  (Ravager +4)\t\t\t\tHalberd\t\t(AR5204)\n  (Serpent Staff)\t\t\tQuarter Staff\t(AR3019)\nReaching Ring\t\t\t\tRing\t\t(AR0308)\nReaching Ring\t\t\t\tRing\t\t(AR0411)\nRed Dragon Scale\t\t\tArmor\t\t--------\n  (Red Dragon Scales)\t\t\tComponent\t(AR1203)\nReflection Shield +1\t\t\tShield\t\t(AR0702)\nRifthome Axe +3\t\t\t\tAxe\t\t(AR0300)\nRing of Acuity\t\t\t\tRing\t\t(AR0410)\nRing of Air Control\t\t\tRing\t\t(AR0702)\nRing of Anti-Venom\t\t\tRing\t\t(AR5509)\nRing of Danger Sense\t\t\tRing\t\t(AR0413)\nRing of Djinni Summoning\t\tRing\t\t(AR0329)\nRing of Duplication\t\t\tRing\t\t(OH4000)\nRing of Earth Control\t\t\tRing\t\t(AR1302)\nRing of Fire Control\t\t\tRing\t\t(AR2400)\nRing of Gaxx\t\t\t\tRing\t\t(AR0331)\nRing of Human Influence\t\t\tRing\t\t(AR0607)\nRing of Lock Picks\t\t\tRing\t\t(AR0329)\nRing of Regeneration\t\t\tRing\t\t(AR0702)\nRing of Regeneration\t\t\tRing\t\t(AR1512)\nRing of Regeneration\t\t\tRing\t\t(OH6460)\nRing of Spell Turning\t\t\tRing\t\t(AR2201)\nRing of the Ram\t\t\t\tRing\t\t(AR0412)\nRipper +2\t\t\t\tLong Bow\t(AR0411)\nRobe of Goodman Hayes\t\t\tArmor\t\t(AR4500)\nRobe of Goodman Hayes\t\t\tArmor\t\t(OH6200)\nRobe of Invocation\t\t\tArmor\t\t(OH6300)\nRobe of the Evil Archmagi\t\tArmor\t\t(AR2200)\nRobe of the Evil Archmagi\t\tArmor\t\t(AR2902)\nRobe of the Evil Archmagi\t\tArmor\t\t(AR5011)\nRobe of the Evil Archmagi\t\tArmor\t\t(OH7300)\nRobe of the Good Archmagi\t\tArmor\t\t(AR2001)\nRobe of the Good Archmagi\t\tArmor\t\t(AR3015)\nRobe of the Good Archmagi\t\tArmor\t\t(AR5011)\nRobe of the Neutral Archmagi\t\tArmor\t\t(OH6300)\nRobe of the Neutral Archmagi\t\tArmor\t\t(AR5011)\nRobe of Vecna\t\t\t\tArmor\t\t(AR0702)\nRod of Absorption\t\t\tMiscellaneous\t(AR2100)\nRod of Lordly Might\t\t\tMiscellaneous\t(AR2300)\nRod of Lordly Might\t\t\tMiscellaneous\t(AR2300)\nRod of Resurrection\t\t\tMiscellaneous\t(AR0702)\nRod of Resurrection\t\t\tMiscellaneous\t(AR0705)\nRod of Resurrection\t\t\tMiscellaneous\t(AR6400)\nRod of Reversal\t\t\t\tMiscellaneous\t(AR5504)\nRod of Smiting\t\t\t\tQuarterstaff\t(AR2200)\nRod of Terror\t\t\t\tQuarterstaff\t(AR0087)\nRoranach's Horn\t\t\t\tHelmet\t\t(AR5002)\nRunehammer +4\t\t\t\tWar Hammer\t(AR5203)\nRunehammer +5\t\t\t\tWar Hammer\t--------\n  (Runehammer +4)\t\t\tWar Hammer\t(AR5203)\n  (Rune of Clangeddin)\t\t\tComponent\t(AR6111)\n\n\to===o\n\t|(S)|\n        o===o\n\nSandthief's Ring\t\t\tRing\t\t(AR0087)\nSandthief's Ring\t\t\tRing\t\t(AR0712)\nSandthief's Ring\t\t\tRing\t\t(OH6460)\nSaving Grace +3\t\t\t\tShield\t\t(AR0203)\nScarlet Ninja-To +3\t\t\tNinja-To\t(AR0406)\nScroll Case\t\t\t\tMiscellaneous\t(AR0300)\nScroll Case\t\t\t\tMiscellaneous\t(AR0406)\nScroll Case\t\t\t\tMiscellaneous\t(AR0700)\nScroll Case\t\t\t\tMiscellaneous\t(AR0702)\nScroll Case\t\t\t\tMiscellaneous\t(AR2000)\nScroll Case\t\t\t\tMiscellaneous\t(AR5011)\nScroll Case\t\t\t\tMiscellaneous\t(AR5503)\nScroll Case\t\t\t\tMiscellaneous\t(AR6400)\nSensate Amulet\t\t\t\tAmulet\t\t(AR0702)\nSenses of the Cat\t\t\tBoots\t\t(AR0507)\nSentinel +4\t\t\t\tShield\t\t(AR2200)\nSerpent Staff\t\t\t\tQuarter Staff\t(AR3019)\nShadow Armor\t\t\t\tArmor\t\t(AR0301)\nShadow Dragon Scale\t\t\tArmor\t\t--------\n  (Shadow Dragon Scales)\t\tComponent\t(AR1402)\nShadow Dragon Scale\t\t\tArmor\t\t--------\n  (Shadow Dragon Scales)\t\tComponent\t(OH4230)\nShatki Figurine\t\t\t\tMiscellaneous\t(AR5014)\nShield Amulet\t\t\t\tAmulet\t\t(AR1301)\nShield of Balduran\t\t\tShield\t\t(AR0702)\nShield of Harmony +2\t\t\tShield\t\t(AR2000)\/\n\t\t\t\t\t\t\t(AR2007)\nShield of the Falling Stars +1 \t\tShield\t\t(AR0412)\nShield of the Lost +2\t\t\tShield\t\t(AR1100)\nShield of the Order +4\t\t\tShield\t\t(AR5203)\nShort Bow of Gesen\t\t\tShort Bow\t--------\n  (Gesen Bow Shaft)\t\t\tComponent\t(AR0503)\n  (Gesen Bow String)\t\t\tComponent\t(AR1514)\nShort Sword of Mask +4\t\t\tShort Sword\t(AR3000)\nShort Sword of Mask +5\t\t\tShort Sword\t--------\n  (Heart of the Damned)\t\t\tComponent\t(AR6110)\n  (Short Sword of Mask +4)\t\tShort Sword\t(AR3000)\nShurrupak's Plate\t\t\tArmor\t\t(AR5203)\nSilver Dragon Scale\t\t\tArmor\t\t--------\n  (Silver Dragon Scales)\t\tComponent\t(OH5500)\nSilver Dragon Scale\t\t\tArmor\t\t--------\n  (Silver Dragon Scales)\t\tComponent\t(OH5500)\nSilver Horn of Valhalla\t\t\tMiscellaneous\t(AR0528)\nSilver Ioun Stone\t\t\tHelmet\t\t(AR5501)\nSilver Sword\t\t\t\tTwo Handed Sword--------\n  (Silver Blade)\t\t\tComponent\t(AR1600)\n  (Silver Hilt)\t\t\t\tComponent\t(AR0700)\nSkin of the Ghoul +4\t\t\tArmor\t\t(AR0206)\nSkullcrusher +3\t\t\t\tMace\t\t(AR2100)\nSkull of Death\t\t\t\tHelmet\t\t(AR2100)\nSling of Arvoreen +4\t\t\tSling\t\t(AR2101)\nSling of Everard +5\t\t\tSling\t\t(AR0406)\nSling of Seeking +1\t\t\tSling\t\t(AR0406)\nSoulreaver +4\t\t\t\tTwo Handed Sword(AR2402)\nSpear of Kuldahar +3\t\t\tSpear\t\t(AR0406)\nSpear of the Unicorn +2\t\t\tSpear\t\t(AR1904)\nSpear of Withering +4\t\t\tSpear\t\t(AR2200)\nSpectral Brand +4\t\t\tScimitar\t(AR3015)\nSpectral Brand +5\t\t\tScimitar\t--------\n  (Skull of the Lich)\t\t\tComponent\t(AR6110)\n  (Spectral Brand +4)\t\t\tScimitar\t(AR3015)\nStaff Mace +2\t\t\t\tQuarter Staff\t(AR0702)\nStaff Mace +2\t\t\t\tQuarter Staff   (AR0801)\nStaff Mace +2\t\t\t\tQuarter Staff\t(AR0904)\nStaff Mace +2\t\t\t\tQuarter Staff   (AR1604)\nStaff of Air +2\t\t\t\tQuarter Staff\t(AR0516)\nStaff of Arundel\t\t\tQuarter Staff   (AR0406)\nStaff of Command\t\t\tQuarter Staff\t(AR2400)\nStaff of Curing\t\t\t\tQuarter Staff\t(AR0811)\nStaff of Earth +2\t\t\tQuarter Staff   (AR2200)\nStaff of Fire +2\t\t\tQuarter Staff\t(AR0412)\nStaff of Rynn +4\t\t\tQuarter Staff\t(AR0702)\nStaff of Striking +3\t\t\tQuarter Staff\t(AR0902)\nStaff of Striking +3\t\t\tQuarter Staff\t(AR1303)\nStaff of Striking +3\t\t\tQuarter Staff   (AR2000)\nStaff of Striking +3\t\t\tQuarter Staff\t(OH6300)\nStaff of the High Forest +2\t\tQuarter Staff   (AR2009)\nStaff of the High Forest +2\t\tQuarter Staff   (AR4500)\nStaff of the Magi\t\t\tQuarter Staff\t(AR1008)\nStaff of the Ram +4\t\t\tQuarter Staff\t(AR3018)\nStaff of the Ram +6\t\t\tQuarter Staff\t--------\n  (Roranach's Horn)\t\t\tHelmet\t\t(AR5002)\n  (Staff of the Ram +4)\t\t\tQuarter Staff\t(AR3018)\nStaff of the Woodlands +4\t\tQuarter Staff\t(AR2805)\nStaff of Thunder and Lightning +2\tQuarter Staff   (AR1515)\nStaff of Thunder and Lightning\t+2\tQuarter Staff\t(AR1901)<\/pre>\n\n\n\n<pre id=\"faqspan-48\" class=\"wp-block-preformatted\">Staff Spear +2\t\t\t\tQuarter Staff\t(AR0300)\nStaff Spear +2\t\t\t\tQuarter Staff   (AR0500)\nStaff Spear +2\t\t\t\tQuarter Staff   (AR0902)\nStaff Spear +2\t\t\t\tQuarter Staff   (AR2015)\nStiletto of Demarchess +2\t\tDagger\t\t(AR0411)\nStone Golem Manual\t\t\tMiscellaneous\t--------\n  (Clay Golem Manual)\t\t\tMiscellaneous   --------\n  (Stone Golem Page)\t\t\tComponent\t(AR5204)\nStonefire +3\t\t\t\tAxe\t\t(AR0406)\nStorm Star +3\t\t\t\tMace\t\t(AR3017)\nStorm Star +5\t\t\t\tMace\t\t--------\n  (Starfall Ore)\t\t\tComponent\t(AR5014)\n  (Storm Star +3)\t\t\tMace\t\t(AR3017)\nStrong Arm +2\t\t\t\tLong Bow\t(AR0702)\nStudded Leather of Thorns +6\t\tArmor\t\t(AR6108)\nSuryris' Blade +2\t\t\tHalberd\t\t(AR0702)\nSuryris' Blade +2\t\t\tHalberd\t\t(AR3001)\nSuryris' Blade +2\t\t\tHalberd\t\t(OH4120)\nSuryris' Blade +2\t\t\tHalberd\t\t(varies)\nSword of Arvoreen +2\t\t\tShort Sword\t(AR1401)\nSword of Arvoreen +2\t\t\tShort Sword\t(AR4500)\nSword of Balduran\t\t\tLong Sword\t(AR0702)\nSword of Chaos +2\t\t\tTwo Handed Sword(AR0601)\nSword of Flame +1\t\t\tLong Sword\t(AR0604)\nSword of Flame +1\t\t\tLong Sword\t(AR0702)\nSylvan Chain +2\t\t\t\tArmor\t\t(AR4000)\n\n\to===o\n\t|(T)|\n        o===o\n\nT'rahcie's Plate +5\t\t\tArmor\t\t(AR0702)\nTalos' Gift\t\t\t\tBoots\t\t(AR0902)\nTalos' Gift\t\t\t\tBoots\t\t(AR1303)\nTalos' Gift\t\t\t\tBoots\t\t(AR1514)\nTansheron's Bow +3\t\t\tShort Bow\t(AR2000)\nTaralash +4\t\t\t\tLong Bow\t(AR3019)\nTaralash +5\t\t\t\tLong Bow\t--------\n  (Bowstring of Gond)\t\t\tComponent\t(AR6106)\n  (Taralash +4)\t\t\t\tLong Bow\t(AR3019)\nThayan Circlet\t\t\t\tHelmet\t\t(OH6500)\nThe Answerer +4\t\t\t\tLong Sword\t(AR6300)\nThe Army Scythe +1\t\t\tCrossbow\t(AR0406)\nThe Brawling Hands\t\t\tGloves\t\t(AR0206)\nThe Brick +2\t\t\t\tWar Hammer\t(OH6200)\nThe Burning Earth +1\t\t\tLong Sword\t(AR1900)\nThe Dale's Protector\t\t\tGloves\t\t(AR1904)\nThe Equalizer\t\t\t\tLong Sword\t--------\n  (Blade of the Equalizer)\t\tComponent\t(AR2101)\n  (Hilt of the Equalizer)\t\tComponent\t(AR2400)\n  (Pommel Jewel of the Equalizer)\tComponent\t(AR0602)\nThe Frost's Embrace\t\t\tBoots\t\t(AR1514)\nThe Grave Binder +2\t\t\tDagger\t\t(OH6300)\nThe Guard's Ring +2*\t\t\tRing\t\t(AR0307) or\n\t\t\t\t\t\t\t(AR0329)\nThe Guard's Ring +2\t\t\tRing\t\t(AR1901)\nThe Guard's Ring +2\t\t\tRing\t\t(AR2902)\nThe Guide +2\t\t\t\tCrossbow\t(AR0202)\nThe Jade Fang\t\t\t\tDagger\t\t(OH7100)\nThe Jester's Folly\t\t\tRing\t\t(AR2210)\nThe Kneecapper +1\t\t\tWar Hammer\t(AR1303)\nThe Night's Gift +5 \t\t\tArmor\t\t(AR1104)\nThe Paws of the Cheetah\t\t\tBoots\t\t(AR0516)\nThe Paws of the Cheetah\t\t\tBoots\t\t(AR1514)\nThe Paws of the Cheetah\t\t\tBoots\t\t(AR4000)\nThe Paws of the Cheetah\t\t\tBoots\t\t(AR5003)\nThe Paws of the Cheetah\t\t\tBoots\t\t(AR5011)\nThe Root of the Problem\t\t\tClub\t\t(AR1901)\nThe Shadow's Blade +3\t\t\tShort Sword\t(AR0306)\nThe Specter's Ring\t\t\tRing\t\t(AR6004)\nThe Spirit's Shield +2\t\t\tCloak\t\t(AR2300)\nThe Sleeper +2\t\t\t\tMorning Star\t(AR0406)\nThe Victor\t\t\t\tRing\t\t(AR0702)\nThe Visage\t\t\t\tHelmet\t\t(OH5120)\nThe Warder's Signet +3\t\t\tRing\t\t(varies)\nThe Whistling Sword +2\t\t\tShort Sword\t(AR0702)\nThe Whistling Sword +2\t\t\tShort Sword\t(AR5003)\nThe Whistling Sword +2\t\t\tShort Sword\t(AR5013)\nThe Whistling Sword +2\t\t\tShort Sword\t(AR5013)\nThe Whistling Sword +2\t\t\tShort Sword\t(AR6400)\nThieves' Hood\t\t\t\tHelmet\t\t--------\n  (Thieves' Hood)\t\t\tHelmet\t\t(AR3012)\/\n\t\t\t\t\t\t\t(AR3013)\n  (Ring of Invisibility)\t\tRing\t\t(AR0087)\n  (Ring of Invisibility)\t\tRing\t\t(AR0712)\nTopsider's Crutch\t\t\tRing\t\t(OH6460)\nTopsider's Crutch\t\t\tRing\t\t(OH7300)\nTuigan Bow +1\t\t\t\tShort Bow\t(AR0406)\nTunic of Blindeye\t\t\tArmor\t\t(OH6300)\nTzu-Zan's Bracers\t\t\tGloves\t\t(AR6000)\n\n*Both of these rings can be obtained from Aran Linvail under very\ndifferent circumstances, depending on whether you side with BOdhi or\nwith Gaelan Bayle. In the former case you'll enter (AR0329), in the\nlatter, (AR0307). Both are the same area insomuch as they use the same\nmap-the former is just the 'hostile' version, while the latter is the\n'peaceful' version. The Lower Tombs (Bodhi's lair) does the same thing\nbetween Chapters 3 and 6, being (AR8001) in the former, and (AR8008) in\nthe latter.\n\n\to===o\n\t|(U)|\n        o===o\n\nUsuno's Blade +4\t\t\tScimitar\t(AR3001)\n\n\to===o\n\t|(V)|\n        o===o\n\nVhailor's Helm\t\t\t\tHelmet\t\t(AR0702)\n\n\to===o\n\t|(W)|\n        o===o\n\nWand of Cursing\t\t\t\tMiscellaneous\t(AR3016)\nWand of Cursing\t\t\t\tMiscellaneous\t(AR3021)\nWand of Cursing\t\t\t\tMiscellaneous\t(AR6108)\nWand of Spell Striking\t\t\tMiscellaneous \t(AR3005)\nWand of Spell Striking\t\t\tMiscellaneous \t(AR3014)\nWand of Spell Striking\t\t\tMiscellaneous \t(AR3016)\nWand of Spell Striking\t\t\tMiscellaneous\t(AR3017)\nWand of Spell Striking\t\t\tMiscellaneous\t(OH6300)\nWand of Wonder*\t\t\t\tMiscellaneous\t(AR0711)\nWand of Wonder*\t\t\t\tMiscellaneous\t(OH6460)\nWarblade +4\t\t\t\tTwo Handed Sword(AR0702)\nWater's Edge +3\t\t\t\tScimitar\t(AR2209)\nWater's Edge +3\t\t\t\tScimitar\t(OH5120)\nWave +4\t\t\t\t\tHalberd\t\t--------\n  (Wave Blade)\t\t\t\tComponent\t(AR2300)\n  (Wave Shaft)\t\t\t\tComponent\t(AR0516)\nWhispers of Silence\t\t\tCloak\t\t(AR0712)\nWhite Dragon Scale\t\t\tArmor\t\t--------\n  (White Dragon Scales)\t\t\tComponent\t(AR3014)\nWild Sling +1\t\t\t\tSling\t\t(OH6100)\nWondrous Gloves\t\t\t\tGloves\t\t--------\n  (Bard's Gloves)\t\t\tGloves\t\t(AR3011)\nWong Fei's Ioun Stone\t\t\tHelmet\t\t(AR6108)\nWooden Horse Necklace\t\t\tAmulet\t\t(OH6100)\nWorn Whispers\t\t\t\tBoots\t\t(AR0303)\nWorn Whispers\t\t\t\tBoots\t\t(OH7300)\nWyvern's Tail +2\t\t\tMorning Star\t(AR0701)\n\n*More information on this item can be found under its entry in the\nbelow, [ITM006].\n\n\to===o\n\t|(X)|\n        o===o\n\nXarrnous' Second Sword Arm\t\tGloves\t\t(AR0516)\nXarrnous' Second Sword Arm\t\tGloves\t\t(OH6460)\n\n\to===o\n\t|(Y)|\n        o===o\n\nYoshimo's Katana +1\t\t\tKatana\t\t(AR0603)\nYamato +4\t\t\t\tScimitar\t(AR5003)\n\nItem Descriptions\t\t\t\t\t\t{ITM003}\no======================================================================o\nBelow I have added the descriptions of every item mentioned above, their\nstats taken directly from the descriptive text of the game. (Whether the\nstats listed by the game matches what the item actually does is another\nstory!)\n\n\to===o\n\t|(*)|\n        o===o\n\n[Protagonist]'s Tankard\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tRestore 2d8 Hit Points three times per day\n\nWeight: 3\n\n\to===o\n\t|(A)|\n        o===o\n\nAbyssal Blade\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tDexterity: +1\n\tIntelligence: -1\n\nCombat Abilities:\n  --&gt;\t+5 slashing damage vs. good-aligned opponents\n\nTHAC0: +3\nDamage:\t1d10+3, +1d4 fire damage\nDamage Type: Slashing\nSpeed Factor: 7\nProficiency Type: Two-Handed Sword\nType: Two-handed\nRequires: 14 Strength\n\nWeight:\t9\n\nAbyssal Blade\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tDexterity: +1\n\tIntelligence: -1\n\nCombat Abilities:\n  --&gt;\t+5 slashing damage vs. good-aligned opponents\n  --&gt;\t+5 slashing damage vs. devils\n\nTHAC0: +3\nDamage:\t1d10+3, +1d4 fire damage\nDamage Type: Slashing\nSpeed Factor: 7\nProficiency Type: Two-Handed Sword\nType: Two-handed\nRequires: 14 Strength\n\nWeight:\t9\n\nAbyssal Blade\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tDexterity: +1\n  --&gt;\tIntelligence: -1\n\nCombat Abilities:\n  --&gt;\t+5 slashing damage vs. good-aligned opponents\n  --&gt;\t+5 slashing damage vs. devils\n  --&gt;\t+5 slashing damage vs. demons\n\nTHAC0: +3\nDamage:\t1d10+3, +1d4 fire damage\nDamage Type: Slashing\nSpeed Factor: 7\nProficiency Type: Two-Handed Sword\nType: Two-handed\nRequires: 14 Strength\n\nWeight:\t9\n\nAdoy's Belt\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tSave vs. Petrification\/Polymorph: +5\n\nWeight: 2\n\nAdjatha The Drinker +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tImmunity to charm and domination spells\n\nCombat Abilities:\n  --&gt;\tEach hit heals the wielder 1 Hit Point\n\nTHAC0: +2\nDamage:\t1d8+2 (slashing)\nSpeed Factor: 3\nProficiency Type: Long Sword\nType: One-handed\nRequires: 6 Strength\n\nWeight:\t3\n\nAeger's Hide +3\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCold Resistance +15%\n  --&gt;\tFire Resistance +15%\n  --&gt;\tAcid Resistance +15%\n  --&gt; \tImmunity to confusion\n\nArmor Class: 3 (5 vs. piercing and missile)\nRequires: 6 Strength\n\nWeight: 35\n\nAlbruin +1\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tImmunity to poison\n\nCharge Abilities:\n  --&gt;\tDetect Invsibility once per day\n\nTHAC0: +1\nDamage:\t2d4+3 (slashing)\nSpeed Factor: 7\nProficiency Type: Bastard Sword\nType: One-handed\nRequires: 11 Strength\n\nWeight: 8\n\nAmulet of 5% Magic Resistance\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tMagic Resistance: +5%\n\nWeight: 3\n\nAmulet of Cheetah Speed\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tMovement rate increased by 2 (base is 10)\n\nCharge Abilities:\n  --&gt;\tImproved Haste once per day\n\tDuration: 23 rounds\n\tArea of Effect: The user\n\nWeight: 2\n\nAmulet of Power\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tVocalize\n  --&gt;\tMagic Resistance: +5%\n  --&gt;\tImmunity to level drain\n  --&gt;\tDecrease spellcasting time by 1\n\nWeight: 3\n\nAmulet of Seldarine\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tSaving Throws: +1\n  --&gt;\tMagic Resistance: +10%\n\nWeight: 3\n\nAmulet of Spell Warding\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tSave vs. Spell: +2\n\nWeight: 3\n\nAmulet of the Master Harper\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilites:\n  --&gt;\tArmor Class: +3\n  --&gt;\tOpen Locks: +20%\n  --&gt;\tFind Traps: +20%\n  --&gt;\tImmunity to silence\n\nWeight: 3\n\nAngurvadal +4\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tSet Strength to 22 once per day\n\tDuration: 1 turn\n\tArea of Effect: The user\n\nTHAC0: +4\nDamage:\t1d8+4, +1 fire damage\nDamage Type: Slashing\nSpeed Factor: 1\nProficiency Type: Long Sword\nType: One-Handed\nRequires: 6 Strength\n\nWeight:\t2\n\nAngurvadal +5\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tStrength: 22\n  --&gt;\tImmunity to level drain\n\nTHAC0: +5\nDamage:\t1d8+5, 1d4+1 fire damage\nDamage Type: Slashing\nSpeed Factor: 0\nProficiency Type: Long Sword\nType: One-Handed\nRequires: 6 Strength\n\nWeight:\t2\n\nAnkheg Plate Mail\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: 1 (-2 vs. slashing, 0 vs. piercing and missile)\nRequires: 8 Strength\n\nWeight:\t25\n\nArbane's Sword +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tImmunity to hold and paralysis\n\nCharge Abilities:\n  --&gt;\tHaste once per day\n\tDuration: 2 round\n\nTHAC0: +2\nDamage:\t1d6+2 (piercing)\nSpeed Factor: 1\nProficiency Type: Short Sword\nType: One-handed\nRequires: 5 Strength\n\nWeight:\t2\n\nArdulia's Fall +1\n&lt;----------------------------------------------------------------------&gt;\nCombat Ability:\n  --&gt;\tHit target must save vs. Spell at +3 or be slowed for 2 rounds\n\nTHAC0: +1\nDamage: 1d6+2 (crushing)\nSpeed Factor: 6\nProficiency Type: Mace\nType: One-handed\nRequires: 10 Strength\n\nWeight:\t8\n\nArla's Dragonbane +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage:\t+3 (missile)\nSpeed Factor: 3\nProficiency Type: Sling\nType: One-handed\nRequires: 3 Strength\n\nWeight:\t0\n\nArmor of Faith +3\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities: \n  --&gt;\tSaving Throws: +1\n\nArmor Class: 1 (-1 vs. crushing, 0 vs. piercing and missile)\nRequires: 8 Strength\n\nWeight:\t15\n\nArmor of the Deep Night +4\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: 3 (1 vs. slashing, 2 vs. piercing and missile)\nRequires: 6 Strength\n\nWeight: 7\n\nArmor of the Hart +3\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: -2 (-6 vs. slashing, -5 vs. piercing and missile)\nRequires: 15 Strength\n\nWeight:\t45\n\nArmor of the Viper +5\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tSave vs. Death: -2\nArmor Class: 2 (0 vs. slashing, 1 vs. piercing and missile)\nRequires: 6 Strength\n\nWeight:\t6\n\nAshen Scales +2\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: 2 (0 vs. crushing, 1 vs. piercing and missile)\nRequires: 9 Strength\n\nWeight:\t18\n\nAshideena +2\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +2\nDamage:\t1d4+3, +1 electrical damage\nDamage Type: Crushing\nSpeed Factor: 2\nProficiency Type: War Hammer\nType: One-handed\nRequires: 9 Strength\n\nWeight:\t5\n\nAslyferund Elven Chain +5\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tImmunity to normal weapons\n\nArmor Class: 0 (-2 vs. slashing, 2 vs. crushing)\nRequires: 5 Strength\n\nWeight:\t15\n\nAxe of Hrothgar +3\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCharisma: +1\n  --&gt;\tWisdom: +1\n\nTHAC0: +3\nDamage:\t1d8+3 (slashing)\nSpeed Factor: 4\nProficiency Type: Axe\nType: One-handed\nRequires: 10 Strength\n\nWeight:\t5\n\nAxe of the Unyielding +3\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +1\n  --&gt;\tRegenerate 1 HP\/round\n\nTHAC0: +3 bonus\nDamage:\t1d8+3 (slashing)\nSpeed Factor: 4\nProficiency Type: Axe\nType: One-handed\nRequires: 10 Strength\n\nWeight:\t7\n\nAxe of the Unyielding +5\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +1\n  --&gt;\tConstitution: +1\n  --&gt;\tRegenerate 1 HP\/round\n\nCombat Abilities:\n  --&gt;\t10% change of decapitating foe with each successful attack\n\t(Save vs. Death at -4 negates)\n\nTHAC0: +5\nDamage:\t1d8+5 (slashing)\nSpeed Factor: 2\nProficiency Type: Axe\nType: One-handed\nRequires: 10 Strength\n\nWeight:\t5\n\nAzlaer's Harp\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tDispel Fear\n\tRange: 25 ft.\n\tArea of Effect: 30-ft. radius\n\nWeight: 6\n\nAzuredge +3\n&lt;----------------------------------------------------------------------&gt;\nCombat Ability: \n  --&gt;\tReturns to the wielder's hand when thrown\n  --&gt;\tUndead must save vs. Death at -4 or be utterly destroyed\n\nDamage: 1d6, +4 vs. undead\nDamage Type (melee): Slashing\nDamage Type (thrown): Missile\nSpeed Factor: 1\nProficiency Type: Axe\nType: One-handed\nRequires: 4 Strength\n\nWeight:\t2\n\n\to===o\n\t|(B)|\n        o===o\n\nBackbiter +3\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tMay only be removed with a Remove Curse spell\n\nCombat Abilities:\n  --&gt;\t3 points of damage (piercing) inflicted to the wielder upon\n\tevery successful hit\n\nTHAC0: +3\nDamage:\t1d6+3 (piercing)\nSpeed Factor: 6\nProficiency Type: Spear\nType: Two-handed\nRequires: 5 Strength\n\nWeight:\t5\n\nBag of Plenty +1\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tUnlimited +1 sling bullets\n\nWeight: 0\n\nBag of Plenty +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tUnlimited +2 sling bullets\n\nWeight: 0\n\nBatalista's Passport\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tFire Resistance: +40%\n\nWeight: 0\n\nBattle Axe of Mauletar +2\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +2\nDamage:\t1d8+2 (slashing)\nSpeed Factor: 5\nProficiency Type: Axe\nType: One-handed\nRequires: 10 Strength\n\nWeight:\t7\n\nBelm +2\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t1 extra attack per round\n\nTHAC0: +2\nDamage:\t1d8+2 (slashing)\nSpeed Factor: 0\nProficiency Type: Scimitar\/Wakizashi\/Ninja-To\nType: One-handed\nRequires: 10 Strength\n\nWeight:\t3\n\nBelt of Inertial Barrier\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities: \n  --&gt;\tSave vs. Breath: +5\n  --&gt;\tResistance to Missile Damage: +25%\n  --&gt;\tResistance to Magic Damage: +50%\n\nWeight: 2\n\nBelt of Minor Invulnerability\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tEach time the wearer is hit, there is a 5% chance of her\n\treceiving a temporary Minor Globe of Invulnerability that lasts\n\tfor two turns.\n\nCharge Abilities:\n  --&gt;\tMinor Globe of Invulnerability once per day\n\tSpecial: User is immune to 1st-, 2nd-, and 3rd-level spells\n\tDuration: 2 turns\n\nWeight: 2\n\nBig Metal Unit\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tImmunity to backstab\n  --&gt;\tMagic Resistance: +5%\n  --&gt;\tSpellcasting, stealth, and thieving abilities disabled\n\nArmor Class: -10 (-14 vs. slashing, -13 vs. piercing and missile)\nRequires: 15 Strength\n\nWeight: 45\n\nBlack Spider Figurine\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tSummon Kitthix once per day\n\tRange: 20 ft.\n\tDuration: 1 hour\n\tThe spider can phase during combat. It can also use its Web\n\tTangle ability, which sprays a stream of webbing at one target.\n\tIf the target fails its Save vs. Spell at -2, it will be held by\n\tthe webbing for 2 rounds. Kitthix's melee attack inflicts 1d8\n\tdamage (piercing), occurs 3\/2 times per round, and is poisonous\n\t(Save vs. Poison at -1 negates).\n\nWeight: 0\n\nBlackblood +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage:\t1d6+3, +3 acid damage\nDamage Type: Crushing\nSpeed Factor: 4\nProficiency Type: Club\nType: One-handed\nRequires: 5 Strength\n\nWeight:\t3\n\nBlackmist +4\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tBlindness three times per day (Save vs. Spell negates)\n\tDuration: 2 hours\n\tArea of Effect: 10-ft. radius\n\nTHAC0: +4\nDamage:\t1d10+4 (piercing)\nSpeed Factor: 5\nProficiency Type: Halberd\nType: Two-handed\nRequires: 13 Strength\n\nWeight: 10\n\nBlackrazor\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tRegenerate: 1 HP every 5 seconds\n  --&gt;\tImmunity to charm and fear\n\nCombat Abilities:\n  --&gt;\tWith every hit, it has a 15% chance of draining 4 levels from\n\tthe target and healing the wielder by 20 Hit Points as well as\n\tHasting her for 20 seconds as well as increasing her Strength by\n\t3 points for 20 seconds.\n\nTHAC0: +3\nDamage:\t1d8+3 (Slashing)\nSpeed Factor: 2\nProficiency Type: Long Sword\nType: One-handed\nRequires: 6 Strength\n\nWeight:\t4\n\nBlade of Roses +3\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCharisma: +2\n\nTHAC0: +3\nDamage:\t2d4+3 (slashing)\nSpeed Factor: 2\nProficiency Type: Long Sword\nType: One-handed\nRequires: 6 Strength\n\nWeight:\t3\n\nBlade of Searing +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage:\t2d4+3, +1 fire damage\nDamage Type: Slashing\nSpeed Factor: 5\nProficiency Type: Bastard Sword\nType: One-handed\nRequires: 11 Strength\n\nWeight:\t5\n\nBladesinger Chain +4\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: 1 (-1 vs. slashing, 3 vs. crushing)\nRequires: 5 Strength\n\nWeight:\t15\n\nBlessed Bracers\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tHit Points: +10\n\nCharge Abilities:\n  --&gt;\tCure Critical Wounds once perday\n\tSpecial: Heals 27 Hit Points\n\tArea of Effect: 1 creature\n \n  --&gt;\tResurrection once per day\n\tSpecial: Raised target is fully healed\n\tRange: Unlimited\n\tArea of Effect: 1 creature\n\nWeight: 1\n\nBlue Dragon Plate\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tElectrical Resistance: +90%\n\nArmor Class: -1 (-5 vs. slashing, -4 vs. piercing and missile)\nRequires: 15 Strength\n\nWeight:\t20\n\nBone Club +2, +3 vs. Undead\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +2, +3 vs. Undead\nDamage:\t1d6+2, +3 vs. Undead\nDamage Type: Crushing\nSpeed Factor: 4\nProficiency Type: Club\nType: One-handed\nRequires: 5 Strength\n\nWeight:\t3\n\nBoneblade +4\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +4\nDamage:\t1d4+4 (piercing)\nSpeed Factor: 0\nProficiency Type: Dagger\nType: One-handed\nRequires: 3 Strength\n\nWeight:\t1\n\nBorok's Fist +2\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +2\nDamage:\t1d4+3, +1 electrical damage\nDamage Type: Crushing\nSpeed Factor: 2\nProficiency Type: War Hammer\nType: One-handed\nRequires: 9 Strength\n\nWeight: 5\n\nBoomerang Dagger +2\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tReturns to the wielder's hand when thrown.\n\nTHAC0: +3\nDamage:\t2d4+2 (missile)\nSpeed Factor: 1\nProficiency Type: Dagger\nType: One-handed\nRequires: 3 Strength\n\nWeight:\t1\n\nBoots of Elvenkind\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tMove Silently: +30%\n\nWeight: 3\n\nBoots of Etherealness\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tEtherealness once per day\n\tSpecial: Wearer is immune to normal weapons. Spells may still be\n\tcast, and weapons may still be used.\n\tDuration: 5 rounds\n\nWeight: 3\n\nBow of Arvoreen +2\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +2\nSpeed Factor: 6\nProficiency Type: Shortbow\nType: Two-handed\nRequires: 6 Strength\n\nWeight:\t2\n\nBracers of Binding\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCasting failure: 75%\n  --&gt;\tMay only be removed with a Remove Curse spell\n\nTHAC0: -5\nDamage: -5\n\nWeight: 1\n\nBracers of Blinding Strike\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tImproved Haste once per day\n \tDuration: 20 seconds\n\tArea of Effect: The user\n\nWeight: 2\n\nBracers of Defense AC 3\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: 3\n\nWeight: 2\n\nBracers of Defense AC 4\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: 4\n\nWeight: 2\n\nBronze Horn of Valhalla\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tSummon 7th-level warrior once per day\n\tDuration: 1 turn\n\nWeight: 1\n\nBronze Ioun Stone\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCan memorize one extra 7th-level wizard spell\n\nWeight: 2\n\nBrooch of the Vagrant Blades\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tReflects magic missiles back at the attacker\n\nWeight: 0\n\n\to===o\n\t|(C)|\n        o===o\n\nCarsomyr +5\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tMagic Resistance: 50%\n\nCombat Abilities:\n  --&gt;\tDispel Magic at level 30 on each hit\n\nCharge Abilities:\n  --&gt;\tDispel Magic at level 15 three times per day\n\tRange: 40 ft.\n\tArea of Effect: 30-ft. radius\n\nTHAC0: +5\nDamage:\t1d12+5, +5 extra vs. chaotic evil\nDamage Type: Slashing\nSpeed Factor: 5\nProficiency Type: Two-Handed Sword\nType: Two-handed\nRequires: 14 Strength\n\nWeight:\t7\n\nCarsomyr +6\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tMagic Resistance: 50%\n\nCombat Abilities:\n  --&gt;\tDispel Magic at level 30 whenever the sword strikes an opponent\n\nCharge Abilities:\n  --&gt;\tDispel Magic at level 15 three times per day\n\tRange: 40 ft.\n\tArea of Effect: 30-ft. radius\n\nTHAC0: +6\nDamage:\t1d12+6, +6 extra vs. chaotic evil\nDamage Type: Slashing\nSpeed Factor: 4\nProficiency Type: Two-Handed Sword\nType: Two-handed\nRequires: 14 Strength\n\nWeight:\t6\n\nCase of Plenty +1\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tUnlimited +1 bolts\n\nWeight: 0\n\nCase of Plenty +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tUnlimited +2 bolts\n\nWeight: 0\n\nCelestial Fury +3\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tBooming Thunder: Hit target must save vs. Spell or be stunned\n\tfor 1 round\n  --&gt;\tShocking Blow: 5% chance of an extra 20 electrical damage to\n\thit target.\n\nCharge Abilities:\n  --&gt;\tLightning Strike Once per day\n\tDamage: 10d6 electrical (Save vs. Spell for half)\n\tRange: 50 ft.\n\tArea of Effect: 1 creature\n\n  --&gt;\tBlindness once per day (Save vs. Spell negates)\n\tRange: 40 ft.\n\tDuration: 2 rounds\n\tArea of Effect: 1 creature\n\nTHAC0: +3\nDamage:\t1d10 +3 (slashing)\nSpeed Factor: 1\nProficiency Type: Katana\nType: One-handed\nRequires: 6 Strength\n\nWeight:\t3\n\nChaos Blade\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tHit target loses 2 points of Dexterity per hit for 5 rounds\n\nTHAC0: +2\nDamage:\t1d6+2 (piercing)\nSpeed Factor: 1\nProficiency Type: Short Sword\nType: One-handed\nRequires: 4 Strength\n\nWeight:\t2\n\nCirclet of Netheril\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tHit Points: +10\n  --&gt; Can memorize one extra 7th- and 8th-level wizard spell\n\nWeight: 1\n\nClay Golem Manual\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tSummon Clay Golem once per day\n\tRange: 30 ft.\n\tDuration: 1 turn\n\nRequires: 16 Intelligence\n\nWeight: 5\n\nCleric's Staff +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage:\t1d6+3 (crushing)\nSpeed Factor: 1\nProficiency Type: Quarter Staff\nType: Two-handed\nRequires: 5 Strength\n\nWeight:\t3\n\nCloak of Atonement\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities (50 charges):\n  --&gt;\tOn use, this cloak can reduce the wearer's Constitution score by\n\tone point for the next 8 hours in order to perform one of the\n\tfollowing functions:\n\t  30% chance to cast Armor of Faith\n\t  25% chance to cast Chant\n\t  20% chance to cast Chaotic Commands\n \t  15% chance to cast Death Ward\n\t  10% chance to cast Shield of the Archons\n\nWeight: 3\n\nCloak of Bravery\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tImmunity to fear and panic.\n\nWeight: 3\n\nCloak of Displacement\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +4 vs. missile attacks\n  --&gt;\tSave vs. Death: +2\n  --&gt;\tSave vs. Breath: +2\n  --&gt;\tSave vs. Wand: +2\n\nWeight:\t3\n\nCloak of Dragomir\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tAllows a vampire to travel outside during the day and in full\n\tview of the sun, albeit with the following penalties:\n\n\tStrengh: -6\n\tDexterity: -4\n\tIntelligence: -2\n\tWisdom: -2\n\tCharisma: -4\n\nWearable only by vampires.\n\nWeight: 4\n\nCloak of Elvenkind\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tHide in Shadows: +50%\n\nWeight: 3\n\nCloak of Mirroring\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tDeflects all spell damage. This includes offensive spells like\n\tMagic Missile, but not disabling (non-damage) spells such as\n\tHold Person.\n\nWeight: 3\n\nCloak of Reflection\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt; \tElectrical Resistance: 100%\n  --&gt; \tReflects all electrical damage back to the source\n\nWeight: 3\n\nCloak of the Dark Moon\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +2\n  --&gt;\tSaving Throws: +2 at night\n  --&gt;\tImmunity to blindness\n\nCharge Abilities:\n  --&gt;\tProtection from Magical Energy 3 times per day\n \tArea of Effect: The wearer\n\tDuration: 4 hours\n\nWeight: 3\n\nCloak of the High Forest\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +1\n  --&gt;\tSaving Throw: +1\n\nWeight:\t3\n\nCloak of the Lich\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCold Resistance: 50%\n  --&gt;\tElectrical Reistance: 50%\n  --&gt;\tImmunity to death effects\n\nWeight: 3\n\nCloak of the Sewers\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +1\n\nCharge Abilities:\n  --&gt;\tPolymorph Self once per day\n  --&gt;\tTthe wearer can change into a rat, a troll, or a mustard jelly.\n\nWeight: 3\n\nCloak of the Shield\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tArmor Class: +5 vs. missile weapons, +1 vs melee weapons\n\tDuration: 1 turn\n\nWeight: 4\n\nCloak of the Stars\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tCreate six +5 darts once per day\n\nWeight: 3\n\nCloak of Unerring Strikes\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tTHAC0: +2 with off-hand\n\nWeight: 3\n\nClub of Detonation +3\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t20% chance target will take an additional 10 points of fire\n\tdamage with each successful attack\n  --&gt;\t7% chance a 30-ft. radius fireball will automatically detonate\n\twith each successful attack (5d6 fire damage, Save vs. Spell\n\tfor half)\n\nTHAC0: +3\nDamage:\t1d6+3, +3 fire damage\nDamage Type: Crushing\nSpeed Factor: 4\nProficiency Type: Club\nType: One-handed\nRequires: 5 Strength\n\nWeight:\t3\n\nClub of Detonation +5\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t30% chance target will take an additional 15 points of fire\n\tdamage with each successful attack\n  --&gt;\t5% chance a 30-ft. radius fireball will automatically detonate\n\twith each successful attack (10d6 fire damage, Save vs. Spell\n\tfor half)\n\nTHAC0: +5\nDamage:\t1d6+5, +5 fire damage\nDamage Type: Crushing\nSpeed Factor: 4\nProficiency Type: Club\nType: One-handed\nRequires: 5 Strength\n\nWeight:\t1\n\nCollar Bell\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tThree times a day, the bell can wake everyone from sleep in a\n\t30-ft. radius. Anyone who fails a Saving Throw vs. Spell becomes\n\tdeaf for one turn.\n\nWeight: 1\n\nCorthala Family Armor\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tImmunity to charm\n  --&gt;  \tFire Resistance: +25%\n  --&gt;\tAcid Resistance: +25%\n  --&gt;\tMagic Damage Resistance: +25%\n\nArmor Class: 2 (0 vs. slashing, 4 vs. crushing)\n\nWeight:\t9\n\nCorthala Family Blade\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +2 vs. slashing attacks\n\nCombat Abilities:\n  --&gt;\tHit target suffers 2 points of additional bleeding damage per\n\tround for 2 rounds\n\nTHAC0: +2\nDamage:\t1d10+2 (slashing)\nSpeed Factor: 2\nProficiency Type: Katana\nType: One-handed\n\nWeight: 4\n\nCowl of the Stars\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tMelf's Minute Meteors once per day as a wizard of the same level\n\tas the wearer\n\nWeight: 3\n\nCrimson Chain +5\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: 0 (-2 vs. slashing, 2 vs. crushing)\nRequires: 8 Strength\n\nWeight:\t7\n\nCrimson Dart +3\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tReturns to the wielder's hand when thrown\n\nTHAC0: +3\nDamage:\t1d3+3 (missile)\nSpeed Factor: 0\nProficiency Type: Dart\nType: One-handed\n\nWeight:\t0\n\nCrossbow of Affliction +4\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tStrength: -2\n\nTHAC0: +4\nDamage:\t+4 (missile)\nSpeed Factor: 6\nProficiency Type: Crossbow\nType: Two-handed\n\nWeight:\t9\n\nCursed Berserking Sword +3\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCauses the wielder to go berserk\n  --&gt;\tMay only be removed with a Remove Curse spell\n\nTHAC0: +3\nDamage:\t1d10+3 (slashing)\nSpeed Factor: 10\nProficiency Type: Two Handed Sword\nType: Two-handed\nRequires: 14 Strength\n\nWeight:\t15\n\nCutthroat +4\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +4\nDamage:\t1d6+4 (piercing)\nSpeed Factor: 1\nProficiency Type: Short Sword\nType: One-handed\nRequires: 5 Strength\n\nWeight:\t2\n\n\to===o\n\t|(D)|\n        o===o\n\nDagger of the Star +4\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities: \n  --&gt;\t5% chance of making the user go invisible for 1 turn after each\n\tsuccessful attack\n\nTHAC0: +4\nDamage:\t1d4+4 (piercing)\nSpeed Factor: 0\nProficiency Type: Dagger\nType: One-handed\nRequires: 3 Strength\n\nWeight:\t1\n\nDagger of the Star +5\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities: \n  --&gt;\t15% chance of making the user go invisible for 1 turn after\n\teach successful attack\n  --&gt;\tStar Bolt: Each successful hit has a 5% chance of causing an\n\textra 1d8 fire and 1d8 electrical damage\n\nTHAC0: +5\nDamage:\t1d4+5 (piercing)\nSpeed Factor: 0\nProficiency Type: Dagger\nType: One-handed\nRequires: 3 Strength\n\nWeight:\t1\n\nDagger of Venom +2\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tHit target suffers 1 point of poison damage per second for 15\n\tseconds (Save vs. Poison negates)\n\nTHAC0: +2\nDamage:\t1d4+2 (piercing)\nSpeed Factor: 0\nProficiency Type: Dagger\nType: One-handed\nRequires: 3 Strength\n\nWeight:\t2\n\nDak'kon's Zerth Blade +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +1\n  --&gt;\tCan memorize one extra 1st-, 2nd-, 3rd-, and 4th-level wizrd\n\tspell\n\nTHAC0: +2\nDamage:\t1d10+2 (slashing)\nSpeed Factor: 2\nProficiency Type: Katana\nType: One-handed\nRequires: 6 Strength\n\nWeight:\t4\n\nDark Elven Chain +1\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: 4 (2 vs. slashing, 6 vs. crushing)\nRequires: 5 Strength\n\nWeight:\t8\n\nDarkfire Bow +4\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCold Resistance: +5%\n  --&gt;\tFire Resistance: +5%\n\nCharge Abilities:\n  --&gt;\tImproved Haste once per day\n\tDuration: 23 rounds\n\tArea of Effect: The user\n\nTHAC0: +4\nSpeed Factor: 2\nProficiency Type: Shortbow\nRequires: 3 Strength\n\nWeight:\t1\n\nDarkfire Bow +5\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCold Resistance: +5%\n  --&gt;\tFire Resistance: +5%\n\nCharge Abilities:\n  --&gt;\tImproved Haste once per day\n\tDuration: 23 rounds\n\tArea of Effect: The user\n\nTHAC0: +5\nSpeed Factor: 1\nProficiency Type: Shortbow\nRequires: 3 Strength\n\nWeight:\t1\n\nDarkmail +3\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tFire Resistance: +20%\n\nArmor Class: 2 (0 vs. slashing, 4 vs. crushing)\nRequires: 8 Strength\n\nWeight:\t9\n\nDarksteel Shield +4\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCold Resistance: +10%\n  --&gt;\tFire Resistance: +10%\n  --&gt;\tAcid Resistance: +10%\n  --&gt;\tPoison Resistance: +10%\n\nArmor Class: +5\nRequires: 15 Strength\n\nWeight:\t8\n\nDaystar\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tSunray once per day\n\tDamage: 3d6 (Save vs. Spell or be blinded for 1 turn)\n\tUndead: An additional 1d6 points of damage per level of caster\n\t(Save vs. Spell or be destroyed)\n\tRange: 20 ft.\n\tArea of Effect: 20-ft. radius\n\nTHAC0: +2, +4 vs. evil creatures\nDamage:\t1d8+2, +4 vs. evil creatures, does double damage against undead\nDamage Type: Slashing\nSpeed Factor: 3\nProficiency Type: Long Sword\nType: One-handed\nRequires: 6 Strength\n\nWeight:\t2\n\nDefender of Easthaven +3\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +1\n  --&gt;\t+20% resistance to slashing, piercing, and crushing damage\n\nTHAC0: +2\nDamage:\t1d6+4 (crushing)\nSpeed Factor: 5\nProficiency Type: Flail\/Morningstar\nType: One-Handed\nRequires: 13 Strength\n\nWeight: 12\n\nDelyrn Family Shield\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +2\n  --&gt;\tFire Resistance: +30%\n  --&gt;\tCold Resistance: +30%\n\nCharge Abilities:\n  --&gt;\tProtection From Normal Missiles three times per day\n\tDuration: 1 hour\n\tArea of Effect: The wearer\n\nWeight: 7\n\nDelver's Plate +2\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: 1 (-2 vs. slashing)\nRequires: 12 Strength\n\nWeight:\t25\n\nDestroyer of the Hills\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +4 vs. crushing attacks\n\nWeight:\t2\n\nDiscipliner\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tIntelligence and Wisdom scores are set to 3\n  --&gt;\tMay only be removed with a Remove Curse spell\n\nWeight: 0\n\nDoomplate +3\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: 0 (-3 vs. slashing)\nRequires: 12 Strength\n\nWeight: 27\n\nDragon Helm\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCold Resistance: 25%\n  --&gt; \tFire Resistance: 25%\n  --&gt;\tElectrical Resistance: 25%\n\nWeight:\t2\n\nDragon Scale Shield +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +3\n  --&gt;\tCold Resistance: 25%\n  --&gt; \tFire Resistance: 25%\n  --&gt;\tElectrical Resistance: 25%\n\nRequires: 12 Strength\n\nWeight:\t5\n\nDragon's Breath +4\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +4\nDamage:\t1d10, +1 cold damage, +1 fire damage, +1 electrical damage,\n\t+1 acid damage, +1 poison damage\nDamage Type: Piercing\nSpeed Factor: 5\nProficiency Type: Halberd\nType: Two-handed\nRequires: 13 Strength\n\nWeight:\t12\n\nDragon's Bane +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage:\t1d10+3, +6 vs. dragons\nDamage Type: Piercing\nSpeed Factor: 9\nProficiency Type: Halberd\nType: Two-handed\nRequires: 13 Strength\n\nWeight:\t12\n\nDrow Adamantine Chain +5\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: 0 (-4 vs. crushing)\nRequires: 5 Strength\n\nWeight:\t12\n\nDrow Crossbow of Speed\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t1 extra attack per round\n\nTHAC0: +3\nDamage:\t+3 (missile)\nSpeed Factor: 1\nProficiency Type: Type Crossbow\nType: Two-Handed\nRequires: 8 Strength\n\nWeight:\t5\n\nDrow Elven Chain +3\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tMagic Resistance: +5%\n  --&gt;\tImproves casting time by 1\n\nArmor Class: 2 (0 vs. slashing, 4 vs. crushing)\nRequires: 5 Strength\n\nWeight:\t12\n\nDrow Flail +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage:\t1d6 +4 (crushing)\nSpeed Factor: 4\nProficiency Type: Flail\/Morningstar\nType: One-Handed\nRequires: 13 Strength\n\nWeight:\t15\n\nDrow Full Plate +5\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: -4 (-7 vs. slashing, piercing, and missile)\nRequires: 15 Strength\n\nWeight:\t70\n\nDrow Halberd +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage:\t1d10+3 (piercing)\nSpeed Factor: 6\nProficiency Type: Halberd\nType: Two-Handed\nRequires: 13 Strength\n\nWeight:\t15\n\nDrow Lance +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage:\t1d6+3 (piercing)\nSpeed Factor: 3\nProficiency Type: Spear\nType: Two-Handed\nRequires: 5 Strength\n\nWeight:\t5\n\nDrow Longsword +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage:\t1d8+3 (Slashing)\nSpeed Factor: 2\nProficiency Type: Long Sword\nType: One-Handed\nRequires: 6 Strength\n\nWeight:\t4\n\nDrow Piwafwi Cloak\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tHide in Shadows: +75%\n  --&gt;\tMove Silently: +75%\n  --&gt;\tSave vs. Breath: +6\n\nWeight: 3\n\nDrow Scimitar +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage:\t1d8+3 (slashing)\nSpeed Factor: 2\nProficiency Type: Scimitar\/Wakizashi\/Ninja-To\nType: One-handed\nRequires: 10 Strength\n\nWeight:\t3\n\nDrow Shield +3\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +4\nRequires: 12 Strength\n\nWeight:\t7\n\nDruid's Ring\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tCharm animal (Save vs. Wands negates)\n \tRange: 30 ft.\n\tDuration: 2 hours\n\tArea of Effect: 1 animal\n\nWeight: 0\n\nDuskblade +2\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +2\nDamage:\t1d10+2, +2 points of cold damage\nDamage Type: Piercing\nSpeed Factor: 7\nProficiency Type: Halberd\nType: Two-Handed\nRequires: 13 Strength\n\nWeight:\t12\n\nDusty Rose Ioun Stone\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +1\n\nWeight:\t2\n\nDwarven Thrower +3\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tReturns to the wielder's hand when thrown\nTHAC0: +3\nDamage:\t2d4+3, +8 extra vs. giants and ogres\nDamage Type (melee): Crushing\nDamage Type (thrown): Missile\nSpeed Factor: 1\nProficiency Type: War Hammer\nType: One-Handed\nRequires: 9 Strength\n\nWeight:\t4\n\n\to===o\n\t|(E)|\n        o===o\n\nEdventar's Gift\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities: \n  --&gt;\tThe wearer is immune to everything, magical and otherwise, that\n\taffects mobility in any way. This includes Haste and Slow\n\tspells.\n\nWeight: 0\n\nEfreeti Bottle\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities: \n  --&gt;\tSummon Efreeti once per day\n\tRange: 20 ft.\n\tDuration: 1 turn\n\nWeight: 0\n\nElven Chain Mail\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: 5 (3 vs. slashing, 7 vs. crushing)\nRequires: 5 Strength\n\nWeight:\t7\n\nElven Chain Mail +1\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: 4 (2 vs. slashing, 6 vs. crushing)\nRequires: 5 Strength\n\nWeight:\t8\n\nElven Court Bow +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +4\nSpeed Factor: 4\nProficiency Type: Longbow\nType: Two-handed\nRequires: 6 Strength\n\nWeight:\t2\n\nElves' Bane\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +3 vs. missile and piercing attacks\n\nWeight:\t2\n\nEnkindu's Full Plate +3\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tMagic Resistance: +5%\n  --&gt;\tImmunity to backstab\n\nArmor Class: -2 (-6 vs. slashing, -5 vs. piercing and missile)\nRequires: 15 Strength\n\nWeight:\t45\n\nEntropy +2\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tHit target must save vs. Poison or suffer 3 points of poison\n\tdamage.\n\nTHAC0: +2\nDamage: 1d6+2 (piercing)\nSpeed Factor: 1\nProficiency Type: Short Sword\nType: One-handed\nRequires: 4 Strength\n\nWeight:\t2\n\nErinne Sling +4\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities: Can create 5 +4 bullets once\/day\n\nTHAC0: +4\nDamage:\t+4 (missile)\nSpeed Factor: 0\nProficiency Type: Sling\nType: One-handed\nRequires: 3 Strength\n\nWeight:\t0\n\nErinne Sling +5\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities: Can create 5 +4 bullets once\/day\n\nTHAC0: +5\nDamage:\t+5 (missile)\nSpeed Factor: 0\nProficiency Type: Sling\nType: One-handed\nRequires: 3 Strength\n\nWeight:\t0\n\nEverard's Morning Star +2\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t50% chance per hit of making targeted spellcaster lose one spell\n\tfrom memory.\n\nTHAC0: +2\nDamage:\t2d4+2 (crushing)\n\nSpeed Factor: 5\nProficiency Type: Flail\/Morning Star\nType: One-handed\nRequires: 11 Strength\n\nWeight:\t9\n\n\to===o\n\t|(F)|\n        o===o\n\nFirecam Full-Plate Armor\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: 0\n\nWeight:\t70\n\nFire Tooth +3\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tReturns to the wielder's hand when thrown\n\nTHAC0: +3\nDamage:\t2d4+3, +1d2 fire damage\nSpeed Factor: 1\nProficiency Type: Dagger\nType: One-handed\nRequires: 3 Strength\n\nWeight:\t1\n\nFiretooth +4\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tWhen no bolts are eqiupped, the crossbow fires +2 Fire Bolts\n\tthat do 1d8+4 (missile), +2 fire damage\n\nTHAC0: +6 bonus (+4 crossbow, +2 Fire Bolt)\nDamage:\t1d8+4, +2 Fire damage\nSpeed Factor: 1\nProficiency Type: Crossbow\nType: Two-handed\nRequires: 8 Strength\n\nWeight:\t5\n\nFiretooth +5\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tWhen no bolts are eqiupped, the crossbow fires +2 Fire Bolts\n\tthat receive +7 to hit and deal 1d8+5 missile +2 fire damage\n\nTHAC0: +7 bonus (+5 crossbow, +2 Fire Bolt)\nDamage:\t1d8+5, +2 Fire damage\nSpeed Factor: 1\nProficiency Type: Crossbow\nType: Two-handed\nRequires: 8 Strength\n\nWeight:\t5\n\nFlail of Ages (One Head)\n&lt;----------------------------------------------------------------------&gt;\nDamage:\t1d6+2, +1 Acid, or +1 Cold, or +1 Fire Damage\nDamage Type: Crushing\nSpeed Factor: 6\nProficiency Type: Flail\/Morning Start\nType: One-handed\nRequires: 13 Strength\n\nWeight:\t10\n\nFlail of Ages +2 (Two Heads)\n&lt;----------------------------------------------------------------------&gt;\nDamage:\t1d6+3, +1 Acid Damage, +1 Cold Damage or\n\t       +1 Acid Damage, +1 Fire Damage or\n               +1 Cold Damage, +1 Fire Damage\nDamage Type: Crushing\nSpeed Factor: 7\nProficiency Type: Flail\/Morning Start\nType: One-handed\nRequires: 13 Strength\n\nWeight:\t10\n\nFlail of Ages +3 (Three Heads) [Best SoA version]\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t33% chance of slowing target for 20 seconds\n\nTHAC0: +3\nDamage: 1d6+4, +1 Acid Damage, +1 Cold Damage, +1 Fire Damage\nSpeed Factor: 4\nProficiency Type: Flail\/Morningstar\nType: One-handed\nRequires: 13 Strength\n\nWeight:\t10\n\nFlail of the Ages +4 (Four Heads)\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities: \n  --&gt;\t33% chance with each hit that the target will be slowed for 20\n\tseconds\n\nTHAC0: +4\nDamage:\t1d6+5, +1 Fire Damage, +1 Cold Damage, +1 Acid Damage,\n\t       +1 Poison Damage\nSpeed Factor: 3\nProficiency Type: Flail\/Morningstar\nType: One-handed\nRequires: 13 Strength\n\nWeight:\t9\n\nFlail of the Ages +5 (Five Heads) [Best ToB version]\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tMagic Resistance: +5%\n  --&gt;\tFree Action\n\nCombat Abilities: \n  --&gt;\t33% chance with each hit that the target will be slowed for 20\n\tseconds\n\nTHAC0: +5\nDamage:\t1d6+6, +2 Fire Damage, +2 Cold Damage, +2 Acid Damage,\n\t       +2 Poison Damage, +2 electrical damage\nSpeed Factor: 2\nProficiency Type: Flail\/Morningstar\nType: One-handed\nRequires: 13 Strength\n\nWeight:\t8\n\nFlame of the North +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tMagic Resistance: +10%\n\nTHAC0: +2\nDamage:\t1d10+2, +4 extra vs. chaotic evil\nDamage Type: Slashing\nSpeed Factor: 8\nProficiency Type: Two-Handed Sword\nType: Two-handed<\/pre>\n\n\n\n<pre id=\"faqspan-49\" class=\"wp-block-preformatted\">Requires: 14 Strength\n\nWeight:\t10\n\nFlasher Launcher\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +1\nSpeed Factor: 3\nProficiency Type: Crossbow\nType: Two-handed\nRequires: 8 Strength\n\nWeight:\t10\n\nFoebane +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage:\t2d4+3, +6 damage vs. undead, shapeshifters, and all extra-planar\n\tbeings (demons, planetars, etc.)\nDamage Type: Slashing\nSpeed Factor: 5\nProficiency Type: Bastard Sword\nType: One-handed\nRequires: 11 Strength\n\nWeight:\t7\n\nFoebane +5\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tSaving Throws: +1\n\nCombat Abilities:\n  --&gt;\tEach successful hit casts Larloch's Minor Drain on the target\n\t(no save)\n\nTHAC0: +5\nDamage:\t2d4+5, +6 damage vs. undead, shapeshifters, and all extra-planar\n\tbeings (demons, planetars, etc.)\nDamage Type: Slashing\nSpeed Factor: 3\nProficiency Type: Bastard Sword\nType: One-handed\nRequires: 11 Strength\n\nWeight:\t5\n\nFortress Shield +3\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class +4, an additional +8 vs. missile attacks\n\nRequires: 15 Strength\n\nWeight: 3\n\nFrostreaver +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage:\t1d8+3, +1 cold damage, +1 acid damage\nDamage Type: Slashing\nSpeed Factor: 4\nProficiency Type: Axe\nType: One-handed\nRequires: 10 Strength\n\nWeight:\t7\n\n\to===o\n\t|(G)|\n        o===o\n\nGargoyle Boots\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tImmunity to backstab\n\nCharge Abilities:\n  --&gt;\tStoneskin twice per day (2 skins per use)\n\tDuration: 12 hours\n\tArea of Effect: The user\n\nWeight: 1\n\nGauntlets of Aln Zekk\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t+3 damage when attacking with fists\n  --&gt;\t15% chance of inflicting 1d10 cold damage with each successful\n\tattack\n\nWeight: 2\n\nGauntlets of Crushing\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tTHAC0: +4 bonus when attacking with fists\n  --&gt;\tDamage: +4 bonus when attacking with fists\n\nWeight: 2\n\nGauntlets of Extraordinary Specialization\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tExtra 1\/2 attack per round\n \nTHAC0: +1\nDamage: +2\n\nWeight:\t1\n\nGiant Hair Crossbow +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage:\t+5 (missile)\nSpeed Factor: 7\nProficiency Type: Crossbow\nType: Two-handed\nRequires: 15 Strength\n\nWeight:\t11\n\nGift of Peace\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tSaving Throws: +1\n  --&gt;\tCold Resistance: +20%\n  --&gt;\tFire Resistance: +20%\n  --&gt;\tElectrical Resistance: +20%\n  --&gt;\tProtects against critical hits\n\nWeight:\t3\n\nGirdle of Fortitude\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tConstitution: 18\n\tDuration: 8 hours\n\nWeight:\t2\n\nGirdle of Fire Giant Strength\n&lt;----------------------------------------------------------------------&gt;\n  --&gt;\tStrength: 22\n\nWeight: 2\n\nGirdle of Frost Giant Strength\n&lt;----------------------------------------------------------------------&gt;\n  --&gt;\tStrength: 21\n\nWeight: 2\n\nGirdle of Hill Giant Strength\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tStrength: 19\n\nWeight: 2\n\nGirdle of Stone Giant Strength\n&lt;----------------------------------------------------------------------&gt;\n  --&gt;\tStrength: 20\n\nWeight: 2\n\nGlasses of Identification\n&lt;----------------------------------------------------------------------&gt;\n  --&gt;\tIdentify three times per day\n\nWeight: 0\n\nGlimmering Bands\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tTHAC0: +2\n\nWeight: 1\n\nGloves of Healing\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tHeal up to 10 Hit Points of damage and any poison effects, once\n\tper day\n\nWeight: 2\n\nGloves of Pickpocketing\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tPick Pockets: +20%\n\nWeight: 2\n\nGnasher +2\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +2\nDamage:\t1d6+2, slivers add 2 points of piercing damage each round for\n\t4 rounds\nDamage Type: Crushing\nSpeed Factor: 4\nProficiency Type: Club\nType: One-handed\nRequires: 5 Strength\n\nWeight:\t3\n\nGolem Manual\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tSummon Flesh Golem once per day\n\tRange: 30 ft.\n\tDuration: 1 turn\n\nRequires: 16 Intelligence\n\nWeight: 5\n\nGolden Girdle of Urnst\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +3 vs. slashing weapons\n\nWeight:\t2\n\nGolden Ioun Stone\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tIntelligence: +1\n\nWeight: 2\n\nGolden Lion Figurine\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tSummon Joolon once per day\n\tRange: 20 ft.\n\tDuration: 1 hour\n\tJoloon attacks twice per round at 1d12+2 (piercing)\n\nWeight: 0\n\nGorgon Plate +4\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tFire Resistance: +15%\n  --&gt;\tAcid Resistance: +15%\n\nArmor Class: -1 (-7 vs. slashing)\nRequires: 12 Strength\n\nWeight: 30\n\nGram the Sword of Grief +5\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t10% Chance of inflicting 2d12 poison damage with each hit\n\nTHAC0: +5\nDamage:\t1d10+5 (slashing)\nSpeed Factor: 5\nProficiency Type: Two-Handed Sword\nType: Two-handed\nRequires: 14 Strength\n\nWeight:\t9\n\nGram the Sword of Grief +5\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t10% Chance of inflicting 2d12 poison damage with each hit\n  --&gt;\tEach hit target must save vs. Death (with a -5 penalty) or lose\n\t1 level\n\nTHAC0: +5\nDamage:\t1d10+5 (slashing)\nSpeed Factor: 5\nProficiency Type: Two-Handed Sword\nType: Two-handed\nRequires: 14 Strength\n\nWeight:\t9\n\nGrandmaster's Armor +6\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tDoubles movement rate\n\nArmor Class: 1 (-1 vs. slashing, 0 vs. piercing and missile)\nRequires: 6 Strength\n\nWeight:\t5\n\nGreenstone Amulet\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tImmunity to charm, confusion, fear, domination, ESP, Detect\n\tAlignment, hold, stun, psionics, sleep, and feeblemind.\n\tDuration: 1 turn\n\nWeight: 1\n\n\to===o\n\t|(H)|\n        o===o\n\nHalycon +1\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +1\nDamage:\t1d6+1, +1 electrical damage\nDamage Type: Piercing\nSpeed Factor: 5\nProficiency Type: Spear\nType: Two-handed\nRequires: 5 Strength\n\nWeight:\t3\n\nHallowed Redeemer +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities: 5 points of magic damage to any who deal out any\ndamage to the wielder.\n\nTHAC0: +2\nDamage: 1d10+2 (slashing)\nSpeed Factor: 8\nProficiency Type: Two Handed Sword\nType: Two-handed\n\nWeight:\t8\n\nHammer of Thunderbolts +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage:\t2d4+3 (crushing)\nSpeed Factor: 1\nProficiency Type: Warhammer\nType: One-Handed\nRequires: 18 Strength\n\nWeight:\t4\n\nHandmaiden's Mace\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tHit target must save vs. Poison or suffer 2 points of damage per\n\tround for 1 turn\n\nTHAC0: +2 bonus\nDamage:\t1d6+3 (crushing)\nSpeed Factor: 6\nProficiency Type: Mace\nType: One-handed\n\nWeight:\t8\n\nHands of Takkok\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tStrength: 18\/00\n\nWeight: 2\n\nHangard's Axe +2\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tReturns to the wielder's hand when thrown\n\t\nTHAC0: +2\nDamage: 1d6 +2\nDamage Type (melee): Slashing\nDamage Type (thrown): Missile\nSpeed Factor: 2\nProficiency Type: Axe\nType: One-handed\nRequires: 4 Strength\n\nWeight:\t3\n\nHarbinger +3\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tFireball: 5% chance per hit that a 10d6 fireball explodes,\n\tcentered on the target\n  --&gt;\tFlesh to Stone: All struck ogres must save vs. Spell or be\n\tturned to stone\n\nTHAC0: +3\nDamage:\t1d10+3 (slashing)\nSpeed Factor: 7\nProficiency Type: Two Handed Sword\nType: Two-handed\n\nWeight:\t10\n\nHarmonium Halberd +3\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tStrength: +1\n  --&gt;\tIntelligence: -1\n  --&gt;\tWisdom: -1\n\nTHAC0: +3\nDamage:\t1d10+3 (piercing)\nSpeed Factor: 9\nProficiency Type: Halberd\nType: Two-handed\nRequires: 11 Strength\n\nWeight:\t12\n\nHarp of Discord\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tConfusion three times per day (Save vs. Spell negates)\n\tDuration: 1 turn\n\tArea of Effect: All within listening range save the bard and\n\tfellow party members\n\nWeight: 6\n\nHarp of Pandemonium\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tPandemonium three times per day\n\tSpecial: Enemies must save vs. Spell or be tossed away from the\n\tBard as well as confused for 3 rounds\n\nWeight: 6\n\nHarper Pin\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tSave vs. Spell: +5\n  --&gt;\tElectrical Resistance: 100%\n  --&gt;\tNon-Detection\n  --&gt;\tImmune to Magic Missile\n\nWeight: 0\n\nHawksight +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tDexterity: +1\n\nTHAC0: +2\nDamage: 1d8+2 (slashing)\nSpeed Factor: 3\nProficiency Type: Scimitar\/Wakizashi\/Ninjato\nType: One-handed\nRequires: 10 Strength\n\nWeight: 3\n\nHeadband of the Devout\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tBless\n  --&gt;\tImmunity to confusion\n\nCharge Abilities:\n  --&gt;\tRighteous Magic once per day\n  --&gt;\tUser receives +10 Hit Points and +3 Strength (up to 25), and\n\tinflicts maximum damage for each successful hit\n\tDuration: 1 turn\n\nWeight: 1\n\nHeart of the Golem +2\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +2\nDamage:\t1d4+2 (piercing)\nSpeed Factor: 0\nProficiency Type: Dagger\nType: One-handed\nRequires: 3 Strength\n\nWeight:\t1\n\nHeartseeker +3\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tAim: +7 to hit once per day\n \tDuration: 9 seconds\n\nTHAC0: +4\nDamage:\t+2\nSpeed Factor: 4\nProficiency Type: Longbow\nType: Two-handed\nRequires: 18 Strength\n\nWeight:\t7\n\nHeartwood Ring\n&lt;----------------------------------------------------------------------&gt;\n  --&gt;\tCan memorize one additional 6th- and 7th- level Druid Spell.\n\nWeight: 1\n\nHeavy Crossbow of Searing +1\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +1\nDamage:\t+3 (missile), +2 fire damage\nSpeed Factor: 9\nProficiency Type: Crossbow\nType: Two-handed\nRequires: 12 Strength\n\nWeight: 10\n\nHelm of Balduran\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tTHAC0: +1\n  --&gt;\tArmor Class: +1\n  --&gt;\tSaving Throws: +1\n  --&gt;\tHit Points: +5\n  --&gt;\tProtects against critical hits\n\nWeight: 1\n\nHelm of Brilliance\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tFire Resistance: +40%\n  --&gt;\tProtects against critical Hits\n\nCharge Abilities:\n  --&gt;\tFireball once per day\n  \tDamage: 6d6 fire (Save vs. Wand for half)\n\tRange: 90 ft.\n\tArea: 30-ft. radius\n\n  --&gt;\tPrismatic Spray once per day\n\tEffects vary as per the 7th-Level wizard spell\n\n  --&gt;\tSunray once per day\n\tDamage: 3d6 magic (Save vs. Spell or be blinded for 1 turn)\n\tUndead: An additional 1d6 points of fire damage per level of\n\tcaster (Save vs. Spell or be destroyed)\n\tRange: 20 ft.\n\tArea: 20-ft. radius\n\nWeight:\t2\n\nHelm of Charm Protection\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tProtects against critical Hits\n  --&gt;\tWearer is immune to charm\n\nWeight: 4\n\nHelm of the Noble +1\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +1\n  --&gt;\tCharisma: +1\n  --&gt; \tProtects Against Critical Hits\n\nWeight:\t2\n\nHelm of the Rock\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCold Resistance: +25%\n  --&gt;\tFire Resistance: +25%\n  --&gt;\tAcid Resistance: +25%\n  --&gt;\tElectrical Resistance: +25%\n  --&gt;\tPoison Resistance: +25%\n\nWeight: 2\n\nHelm of the Rock\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCold Resistance: +25%\n  --&gt;\tFire Resistance: +25%\n  --&gt;\tAcid Resistance: +25%\n  --&gt;\tElectrical Resistance: +25%\n  --&gt;\tPoison Resistance: +25%\n\nCharge Abilities:\n  --&gt;\tAura of Command three times per day (Save vs. Spell at -2\n\tnegates)\n\tSpecial: Target flees in terror\n\tRange: 40 ft.\n\tDuration: 5 rounds\n\tArea of Effect: 1 creature\n\nWeight: 2\n\nHelmet of Infravision\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tInfravision up to 120 ft.\n  --&gt;\tProtects against critical hits\n\nWeight: 3\n\nHindo's Doom +3\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tLesser Restoration once per day\n\tSpecial: Reverses any previous level drain\n\tRange: Touch\n\tArea of Effect: 1 creature\n\nTHAC0: +3\nDamage:\t1d10+3 (slashing)\nSpeed Factor: 1\nProficiency Type: Katana\nType: One-handed\nRequires: 6 Strength\n\nWeight:\t3\n\nHindo's Doom +4\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tMagic Resistance: +10%\n  --&gt;\tImmunity to all forms of death magic\n\nCharge Abilities:\n  --&gt;\tGreater Restoration once per day\n\tSpecial: Reverses any previous level drain; cures feeblemind,\n\tconfusion, berserk, disease, and poison; and fully heals the\n\ttarget\n\tRange: Touch\n\tArea of Effect: 1 creature\n\nTHAC0: +4\nDamage:\t1d10+4 (slashing)\nSpeed Factor: 0\nProficiency Type: Katana\nType: One-handed\nRequires: 6 Strength\n\nWeight:\t2\n\nHojar's Fame +1\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t25% chance of each hit inflicting an additional 1d8 points of\n\tfire damage\n\nTHAC0: +1\nDamage: 1d8+1 (slashing)\nSpeed Factor: 6\nProficiency Type: Axe\nType: One-handed\nRequires: 10 Strength\n\nWeight: 7\n\nHoly Long Sword of Tyr +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage: 1d8+3, +6 extra vs. chaotic evil\nDamage Type: Slashing\nSpeed Factor: 2\nProficiency Type: Long Sword\nType: One-Handed\nRequires: 6 Strength\n\nWeight: 2\n\nHoly Symbol of Helm\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tStrength: +1\n  --&gt;\tMagic Resistance: +5%\n  --&gt;\tCan memorize one extra 6th- and 7th-level Cleric spell\n\nWeight: 0\n\nHoly Symbol of Lathander\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tStrength: +1\n  --&gt;\tMagic Resistance: +5%\n  --&gt;\tCan memorize one extra 6th- and 7th-level Cleric spell\n\nWeight: 0\n\nHoly Symbol of Talos\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tStrength: +1\n  --&gt;\tMagic Resistance: +5%\n  --&gt;\tCan memorize one extra 6th- and 7th-level Cleric spell\n\nWeight: 0\n\nHonorary Ring of Sune\n&lt;----------------------------------------------------------------------&gt;\n  --&gt;\tCan memorize one extra divine spell of each level from 1st to\n\t4th\n\nWeight: 0\n\nHorn of Blasting\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tSonic Wave once per day\n\tDamage: 2d10 crushing (Save vs. Death for half)\n\tSpecial: Stun for 2 rounds (Save vs. Paralyzation negates)\n\tArea of Effect: All in area\n\nWeight: 3\n\nHorn of Silence\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tSilence once per day (Save vs. Breath negates)\n\tDuration: 1 turn\n\tArea of Effect: All in area\n\nWeight: 3\n\nHuman Flesh +5\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tMagic Resistance: 20%\n  --&gt;\tSaving Throws: +4\n\nArmor Class: 3 (5 vs. piercing and missile)\nRequires: 3 Strength\n\nWeight:\t5\n\n\to===o\n\t|(I)|\n        o===o\n\nIce Star +4\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tFire Resistance: +20%\n\nTHAC0: +4\nDamage: 2d4+4, +1d4 cold damage\nDamage Type: Crushing\nSpeed Factor: 3\nProficiency Type: Flail\/Morningstar\nType: One-handed\nRequires: 11 Strength\n\nWeight:\t8\n\nIlbratha +1\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tMirror Image once per day\n\tDuration: 1 turn\n\nTHAC0: +1\nDamage:\t1d6+1 (piercing)\nSpeed Factor: 2\nProficiency Type: Short Sword\nType: One-handed\nRequires: 5 Strength\n\nWeight:\t2\n\nImpaler +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage: 1d6+13 (piercing)\nSpeed Factor: 3\nProficiency Type: Spear\nType: Two-handed\nRequires: 5 Strength\n\nWeight:\t3\n\nImproved Cloak of Protection +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +2\n  --&gt;\tSaving Throws: +2\n\nCharge Abilities:\n  --&gt;\tImproved Haste once per day\n\tDuration: 23 rounds\n\tArea of Effect: The user\n\n  --&gt;\tImproved Invisibility once per day\n\tDuration: 23 rounds\n\tArea of Effect: The user\n\nWeight: 3\n\nIr'revrykal +5\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tImmunity to Charm\n\nCombat Abilities:\n  --&gt;\t50% chance to Dispel Magic on each hit\n\nTHAC0: +5\nDamage:\t1d10+5, +5 extra vs. good creatures\nDamage Type: Slashing\nSpeed Factor: 5\nProficiency Type: Two-Handed Sword\nType: Two-handed\nRequires: 14 Strength\n\nWeight: 10\n\nIron Horn of Valhalla\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tSummon 9th-level warrior once per day\n\tDuration: 1 turn\n\nWeight: 1\n\nIxil's Nail +4\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +4\nDamage:\t1d6+4\nSpeed Factor: 6\nProficiency Type: Spear\nType: Two-handed\nRequires: 5 Strength\n\nWeight:\t5\n\nIxil's Spike\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +2\nDamage:\t1d4+2 (piercing)\nSpeed Factor: 0\nProficiency Type: Dagger\nType: One-handed\nRequires: 3 Strength\n\nWeight:\t1\n\nIxil's Spike +6\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tFree Action\n\nCombat Abilities:\n  --&gt;\tHit target must save vs. Paralyzation or be pinned for 3 rounds,\n\ttaking an additional 1d6+5 damage each round\n\nTHAC0: +6\nDamage:\t1d6+6 (piercing)\nSpeed Factor: 2\nProficiency Type: Spear\nType: Two-handed\nRequires: 5 Strength\n\nWeight:\t5\n\n\to===o\n\t|(J)|\n        o===o\n\nJansen AdventureWear\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tPhysical Damage Resistance: +25%\n\nArmor Class: 9 (4 vs. missile)\n\nWeight: 3\n\nNote: Dryclean only\n\nJansen Spectroscopes\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tFind Traps: +25%\n  --&gt;\tDetect Illusions: +20%\n  --&gt;\tImmunity to Blindness\n\nCharge Abilities:\n  --&gt;\tDetect Invisibility once per day\n\tArea of Effect: 30-ft. radius\n\nWeight: 0\n\nJansen Techno-Gloves\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tOpen Locks: +20%\n  --&gt;\tPick Pockets: +20%\n\nWeight: 0\n\nJerrod's Mace +2\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +2, +5 vs. demons\nDamage:\t1d6+3, +5 vs. demons\nDamage Type: Crushing\nSpeed Factor: 5\nProficiency Type: Mace\nType: One-handed\n\nWeight:\t7\n\nJester's Chain +4\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: 1 (-1 vs. slashing, -3 vs. crushing)\nRequires: 8 Strength\n\nWeight:\t8\n\nJhor the Bleeder +2\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t2 extra damage every round until 10 Hit Points of damage done\n\nTHAC0: +2\nDamage:\t2d4+2 (slashing)\nSpeed Factor: 6\nProficiency Type: Bastard Sword\nType: One-handed\nRequires: 11 Strength\n\nWeight:\t7\n\nJoril's Dagger +3\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities: \n  --&gt;\t25% chance of each hit confusing an opponent for 3 rounds (Save\n\tvs. Spell to negate)\n\nTHAC0: +3\nDamage:\t1d10+3, +1 cold damage\nDamage Type: Slashing\nSpeed Factor: 7\nProficiency Type: Two-Handed Sword\nType: Two-handed\nRequires: 13 Strength\n\nWeight:\t10\n\nJuggernaut Golem Manual\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tSummon Juggernaut once per day\n\tThis spell causes an iron golem to appear at the caster's side\n\tfor 1 turn. The golem serves two purposes: First, it will attack\n\tany enemies it can see. Second, the golem acts as a magical\n\tshield for the wizard, absorbing all melee damage inflicted on\n\tthe caster for up to five blows. If the caster is struck five\n\ttimes, the golem is dispelled.\n\tRange: 30 ft.\n\tDuration: 1 turn\n\nJuggernaut Golem:\n  --&gt;\tHit Points: 99\n  --&gt;\tArmor Class: -2, requires +2 or better weapons to hit\n  --&gt;\tTHAC0: -1, fists act as +2 weapons\n  --&gt;\tDamage: 8d8 crushing, +2d6 crushing and stunned for 2 rounds\n\tif target fails save vs. Spell\n  --&gt;\tAttacks twice per round\n\nRequires: 16 Intelligence\n\nWeight: 5\n\n\to===o\n\t|(K)|\n        o===o\n\nK'logarath +4\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities: \n  --&gt;\tReturn's to the wielder's hand when thrown\n  --&gt;\tHit target must save vs. Death or be knocked down and take 2d6\n\textra damage\n\nTHAC0: +4\nDamage:\t1d6+4\nDamage Type (melee): Slashing\nDamage Type (thrown): Missile\nSpeed Factor: 0\nProficiency Type: Axe\nType: One-handed\nRequires: 4 Strength\n\nWeight:\t1\n\nKachiko's Wakizashi +3\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tDrains 2 points of target's Wisdom for 2 rounds on each hit.\n\t(Save vs. Death to negate)\n\nTHAC0: +3\nDamage:\t1d8+3 (piercing)\nSpeed Factor: 0\nProficiency Type: Scimitar\/Wakizashi\/Ninja-To\nType: One-handed\nRequires: 5 Strength\n\nWeight:\t2\n\nKaligun's Amulet of Magic Resistance\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tMagic Resistance: +10%\n\nWeight: 3\n\nKarajah's Life and Death +3\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: 5 (7 vs. piercing and missile)\nRequires: 3 Strength\n\nWeight: 4\n\nKazrah's Shield +4\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities (once per day):\n  --&gt;\tChain Lightning\n\nEquipped Abilities:\n  --&gt;\tArmor Class: +5\n\nRequires: 12 Strength\n\nWeight: 5\n\nKondar +1\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +1, +3 vs. shapeshifters\nDamage:\t2d4 +1, +3 vs. shapeshifters\nDamage Type: Slashing\nSpeed Factor: 7\nProficiency Type: Bastard Sword\nType: One-handed\nRequires: 11 Strength\n\nWeight:\t8\n\nKundane +2\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +2\nDamage:\t1d6+2 (piercing)\nSpeed Factor: 0\nProficiency Type: Short Sword\nType: One-handed\nRequires: 5 Strength\n\nWeight:\t2\n\n\to===o\n\t|(L)|\n        o===o\n\nLavender Ioun Stone\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +1\n  --&gt;\tSave vs. Death: +4\n\nWeight: 2\n\nLegacy of the Masters\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tTHAC0: +1\n  --&gt;\tDamage:\t+2\n\nWeight:\t1\n\nLilarcor\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tImmunity to charm\n  --&gt;\tImmunity to confusion\n\nTHAC0: +3\nDamage: 1d10+3 (slashing)\nSpeed Factor: 8\nProficiency Type: Two-handed Sword\nType: Two-handed\nRequires: 14 Strength\n\nWeight:\t10\n\nLupine Sling +2\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t15% chance of inflicting disease on hit target\n\nTHAC0: +2\nDamage: +2 (missile)\nSpeed Factor: 4\nProficiency Type: Sling\nType: One-handed\nRequires: 3 Strength\n\nWeight: 0\n\n\to===o\n\t|(M)|\n        o===o\n\nMace of Disruption +1\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tUndead must save vs. Death at -4 or be utterly destroyed\n\nTHAC0: +1\nDamage:\t1d6+2, 2d6+4 vs. undead\nDamage Type: Crushing\nSpeed Factor: 6\nProficiency Type: Mace\nType: One-Handed\nRequires: 10 Strength\n\nWeight:\t8\n\nMace of Disruption +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tImmunity to level drain\n\nCombat Abilities:\n  --&gt;\tUndead must save vs. Death at -4 or be utterly destroyed\n\nTHAC0: +2 (strikes as a +5 weapon)\nDamage:\t1d6+3, 2d6+4 vs. undead\nDamage Type: Crushing\nSpeed Factor: 6\nProficiency Type: Mace\nType: One-Handed\nRequires: 10 Strength\n\nWeight:\t8\n\nMail of the Dead +2\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: 3 (1 vs. slashing, 5 vs. crushing)\nRequires: 8 Strength\n\nWeight:\t10\n\nMalakar +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +2 vs. slashing weapons\n\nTHAC0: +2\nDamage:\t1d10+2 (slashing)\nSpeed Factor: 2\nProficiency Type: Katana\nType: One-handed\nRequires: 6 Strength\n\nWeight:\t4\n\nMalla's Soul Stone\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tDexterity: +1\n  --&gt;\tConstitution: +1\n\nCharge Abilities:\n  --&gt;\tNeutralize Poison once per day\n\tSpecial: Heals 10 Hit Points and cures poison, disease,\n\tdeafness, and blindness\n\tRange: 10 ft.\n\tArea of Effect: 1 creature\n\nWeight: 2\n\nMana Bow +4\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tMagic Damage Resistance: +20%\n\nTHAC0: +4\nSpeed Factor: 3\nProficiency Type: Longbow\nType: Two-handed\nRequires: 6 Strength\n\nWeight:\t2\n\nMartial Staff +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3 bonus\nDamage:\t1d6+3 (crushing)\nSpeed Factor: 1\nProficiency Type: Quarter Staff\nType: Two-handed\nRequires: 5 Strength\n\nWeight:\t4\n\nMauler's Arm +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Ability:\n  --&gt;\tStrength: 18\n\nTHAC0: +2\nDamage:\t1d6+3 (crushing)\nSpeed Factor: 5\nProficiency Type: Mace\nType: One-Handed\n\nWeight:\t7\n\nMelodic Chain +3\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: 2 (0 vs. slashing, 4 vs. crushing)\nRequires: 5 Strength\n\nWeight:\t12\n\nMercykiller Ring\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tMove Silently: +20%\n  --&gt;\tHide in Shadows: +20%\n  --&gt;\tSet Traps: +20%\n\nWeight: 0\n\nMetaspell Influence Amulet\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCan memorize one extra 2nd-level wizard spell\n\nWeight: 1\n\nMethild's Harp\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tDispel hold-like effects three times per day\n\tRange: 25 ft.\n\tArea of Effect: 1 creature\n\nWeight: 6\n\nMontolio's Cloak\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +1\n  --&gt;\tSaving Throws: +1\n  --&gt;\tTHAC0: +2 bonus with off hand\n\nWeight: 3\n\nMoon Dog Figurine\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tSummon Cerebus once per day\n\tRange: 20 ft.\n\tDuration: 1 hour\n\nCerebus has the following innate powers:\n  --&gt;\tHealing Lick (3\/day): Heals 8 Hit Points and cures disease,\n\tdeafness, blindness, and poison\n  --&gt;\tImproved Invisibility (1\/day): As per the spell\n  --&gt;\tMirror Image (3\/day): As per the spell\n  --&gt;\tMoon Dog Howl (1\/day): Damages and instills fear in enemies who\n\tare evil while also dispelling fear and casting Protection from\n\tEvil on party members\n  --&gt;\tMoon Dog Sight (3\/day): The moon dog can see through (and\n\ttherefore dispel) all forms of illusion and invisiblity,\n\tdetecting traps and evil in the vicinity\n\nWeight: 0\n\nMoonlight Walkers\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +2\n\nWeight: 1\n\n\to===o\n\t|(N)|\n        o===o\n\nNamarra +2\n&lt;----------------------------------------------------------------------&gt;\nSpecial Abilities:\n  --&gt;\tSilence 15' Radius three times per day (Save vs. Spell at -5\n\tto negate)\n\tDuration: 1 turn\n \nTHAC0: +2\nDamage:\t1d8+4 (slashing)\nSpeed Factor: 3\nProficiency Type: Long Sword\nType: One-handed\nRequires: 6 Strength\n\nWeight:\t3\n\nNeb's Nasty Cutter +2\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tTarget must Save vs. Poison or suffer 2 points of damage per\n\tsecond for 10 seconds\n\nTHAC0: +2\nDamage:\t1d4+2 (piercing)\nSpeed Factor: 0\nProficiency Type: Dagger\nType: One-handed\n\nWeight:\t1\n\nNecaradan's Crossbow +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3 bonus\nDamage:\t+3 (missile)\nSpeed Factor: 2\nProficiency Type: Crossbow\nType: Two-handed\nRequires: 8 Strength\n\nWeight:\t5\n\nNecklace of Form Stability\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tSave vs. Polymorph: +5\n\nWeight: 3\n\nNecklace of Missiles\n&lt;----------------------------------------------------------------------&gt;\nMissile Blast:\n Range: 50 ft\n Area of effect: 30 ft. radius\n Damage: 6d6 (save vs. spell for half)\n\nNeera's Staff +1\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tWhen the staff strikes a target, there is a 10% chance that\n\teither the target or the wielder will take 1 point of fire\n\tdamage.\n\nTHAC0: +1\nDamage: 1d6+1 (crushing)\nSpeed Factor: 3\nProficiency Type: Quarterstaff\nType: Two-handed\nRequires: 5 Strength\n\nWeight: 4\n\nNight Walkers\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tMovement rate increased by 2 (base it 100\n  --&gt;\tImmunity to Web, Grease, and Entangle\n\nCharge Abilities:\n  --&gt;\tShadow Door three times per day\n  \tDuration: 9 rounds\n\nWeight: 3\n\nNymph Cloak\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCharisma: +2\n\nCharge Abilities:\n  --&gt;\tCharm Creature (Save vs. Breath negates)\n\tRange: Touch\n\tDuration: 12 hours\n\tArea of Effect: 1 creature\n\nWeight:\t3\n\n\to===o\n\t|(O)|\n        o===o\n\nObsidian Ioun Stone\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tConstitution: +1\n\nWeight: 2\n\nOrc Leather +3\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCharisma: -1\n  --&gt;\t+10% resistance to missile damage\n\nArmor Class: 4 (2 vs. slashing, 3 vs. piercing and missile\nRequires: 6 Strength\n\nWeight: 7\n\nOx-Tail Belt\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +4 vs. missile attacks\n  --&gt;\tCharisma: -2\n\nWeight: 2\n\n\to===o\n\t|(P)|\n        o===o\n\nPaladin's Bracers\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tHit Points: +10\n\nWeight:\t\t\t1\n\nPale Green Ioun Stone\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tTHAC0: +1\n  --&gt;\tHit Points: +10%\n\nWeight:\t2\n\nPearly White Ioun Stone\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tRegenerate 2 Hit Points per turn\n\nWeight:\t2\n\nPellan's Shield +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +3, an extra +1 vs. missile attacks\n\nRequires: 10 Strength\n\nWeight: 4\n\nPeriapt of Life Protection\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tSave vs. Death: +3\n\nWeight: 3\n\nPeriapt of Proof Against Poison\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tImmunity to poison\n\nCharge Abilities:\n  --&gt;\tCure Poison once per day\n\tRange: Touch\n\tArea of Effect: 1 creature\n\nWeight: 1\n\nPeridan +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tImmunity to Fear\n  --&gt;\tRegenerate 1 Hit Point every 1 turn\n\nCharge Abilities:\n  --&gt;\tDetect Invisibility once per day\n\nTHAC0: +2\nDamage:\t1d10+2, double damage against dragons\nDamage Type: Slashing\nSpeed Factor: 3\nProficiency Type: Long Sword\nType: One-handed\nRequires: 6 Strength\n\nWeight:\t3\n\nPixie Prick +3\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities: \n  --&gt;\tHit target must save vs. Poison or fall asleep for 2 rounds\n\nTHAC0: +3\nDamage:\t1d4+3 (piercing)\nSpeed Factor: 0\nProficiency Type: Dagger\nType: One-handed\nRequires: 3 Strength\n\nWeight:\t1\n\nPlate of Balduran\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tHit Points: +4\n  --&gt;\tCharisma: +1\n\nArmor Class: -1 (-5 vs. slashing, -4 vs. piercing and missile)\nRequires: 15 Strength\n\nWeight: 50\n\nPlate of the Dark +1\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: 0 (-4 vs. slashing, -3 vs. piercing and missile)\nRequires: 15 Strength\n\nWeight: 35\n\nPride of the Leigon +2\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: -1 (-5 vs. slashing, -4 vs. piercing and missile)\nRequires: 15 Strength\n\nWeight:\t45\n\nProtector of the Second +2\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: 6 (8 vs. piercing and missile)\nRequires: 4 Strength\n\nWeight:\t5\n\nPsion's Blade +5\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tImmunity to confusion and all psionic attacks\n\nTHAC0: +5\nDamage:\t1d10+5 (slashing)\nSpeed Factor: 5\nProficiency Type: Two-Handed Sword\nType: Two-handed\nRequires: 14 Strength\n\nWeight:\t9\n\nPurifier +4\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tMagic Resistance: +20%\n\nTHAC0: +4\nDamage:\t2d4+4, +4 extra vs. chaotic evil\nDamage Type: Slashing\nSpeed Factor: 4\nProficiency Type: Bastard Sword\nType: One-handed\nRequires: 11 Strength\n\nWeight:\t6\n\nPurifier +5\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tMagic Resistance: +30%\n\nCharge Abilities:\n  --&gt;\tDispel Magic at level 20 twice per day\n\tRange: 40 ft.\n\tArea of Effet: 30-ft. radius\n\n  --&gt;\tMass Cure once per day\n\tSpecial: Heals party members 1d8+20 Hit Points\n\tArea of Effect: 30-ft. radius\n\nTHAC0: +5\nDamage:\t2d4+5, +5 extra vs. chaotic evil\nDamage Type: Slashing\nSpeed Factor: 3\nProficiency Type: Bastard Sword\nType: One-handed\nRequires: 11 Strength\n\nWeight:\t5\n\n\to===o\n\t|(Q)|\n        o===o\n\nQuiver of Plenty +1\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilies:\n  --&gt;\tUnlimited +1 arrows\n\nWeight: 0\n\nQuiver of Plenty +2\n&lt;----------------------------------------------------------------------&gt;\n  --&gt;\tUnlimited +2 arrows\n\nWeight: 0\n\n\to===o\n\t|(R)|\n        o===o\n\nRancor +1\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tWhen Dorn holds this blade, any death that it causes has a\n\tchance to grant Dorn an increase of +1 to his to-hit rolls for\n\t24 hours.\n\nTHAC0: +1, +2 if it has slain someone within the past 24 hours\nDamage:\t1d10+1 (slashing)\nSpeed Factor: 9\nProficiency Type: Two-Handed Sword\nType: Two-handed\nRequires: 14 Strength\n\nWeight:\t12\n\nRas +2\n&lt;----------------------------------------------------------------------&gt;\nSpecial Abilities: \n  --&gt; \tDancing sword can attack on its own for 4 rounds\n\nTHAC0: +2\nDamage:\t1d8+2 (slashing)\nSpeed Factor: 3\nProficiency Type: Long Sword\nType: One-handed\nRequires: 6 Strength\n\nWeight:\t3\n\nRashad's Talon +2\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +2 bonus\nDamage:\t1d8+2 (slashing)\nSpeed Factor: 3\nProficiency Type: Scimitar\/Wakizashi\/Ninja-To\nType: One-handed\nRequires: 10 Strength\n\nWeight:\t4\n\nRavager +4\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tCloak of Fear twice per day\n\tSpecial: Affected enemies flee in terror for 4 round (Save vs.\n\tSpell negates)\n\tRange: 0\n\tDuration: Instant\n\tArea of Effect: 30-ft. radius\n\nTHAC0: +4\nDamage:\t1d10+4 (piercing)\nSpeed Factor: 5\nProficiency Type: Halberd\nType: Two-handed\nRequires: 13 Strength\n\nWeight:\t12\n\nRavager +6\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tCloak of Fear three times per day\n\tSpecial: Affected enemies flee in terror for 4 round (Save vs.\n\tSpell negates)\n\tRange: 0\n\tDuration: Instant\n\tArea of Effect: 30-ft. radius\n\nCombat Abilities:\n  --&gt;\tHit target must save vs. Poison or suffer 3d6 points of poison\n\tdamage\n  --&gt;\t10% chance of decapitating opponent with each successful attack\n\nTHAC0: +6\nDamage:\t1d10+6 (piercing)\nSpeed Factor: 3\nProficiency Type: Halberd\nType: Two-handed\nRequires: 13 Strength\n\nWeight:\t10\n\nReaching Ring\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCan memorize one extra 5th-level spell, one extra 6th-level\n\tspell, and one extra 7th-level spell\n\nWeight: 0\n\nRed Dragon Scale\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tFire Resistance: +50%\n\nArmor Class: -1 (-4 vs. slashing, -2 vs. piercing and missile)\nRequires: 8 Strength\n\nWeight:\t30\n\nReflection Shield +1\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +2\n  --&gt;\tReflects missiles back at their user\n\nRequires: 4 Strength\n\nWeight: 3\n\nRifthome Axe +3\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tReturns to the wielder's hand when thrown\n\nTHAC0: +3\nDamage:\t1d6+3\nDamage Type (melee): Slashing\nDamage Type (thrown): Missile\nSpeed Factor: 1\nProficiency Type: Axe\nType: One-handed\nRequires: 4 Strength\n\nWeight:\t2\n\nRing of Acuity\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tThe wearer can memorize 2 extra 2nd-level spells, 1 extra\n\t3rd-level spell and 1 extra 4th-level spell.\n\nWeight: 0\n\nRing of Air Control\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tCharm Air Elemental once per day (Save vs. Spell at +2 negates)\n\tRange: Touch\n\tDuration: 45 seconds\n\tArea of Effect: 1 air elemental\n\n  --&gt;\tImproved Invisibility once per day\n\tRange: Touch\n\tDuration: 1 turn\n\tArea of Effect: 1 creature\n\nWeight: 0\n\nRing of Anti-Venom\n&lt;----------------------------------------------------------------------&gt;\nWearer is immune to all poison.\n\nRing of Danger Sense\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tDetect Traps: +25%\n\nWeight: 0\n\nRing of Djinni Summoning\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities: \n  --&gt;\tSummon Djinni once per day\n\tRange: 20 ft.\n\tDuration: 1 turn\n\nWeight: 0\n\nRing of Duplication\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +1 vs. missile attacks\n  --&gt;\tHide In Shadows: +10%\n\nCharge Abilities:\n  --&gt;\tMirror Image three times per day\n \tDuration: 18 rounds\n\nWeight: 0\n\nRing of Earth Control\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +1\n\nCharge Abilities:\n  --&gt;\tCharm Earth Elemental once per day (Save vs. Spell at\n\t+2 negates)\n \tRange: Touch\n\tDuration: 45 seconds\n\tArea of Effect: 1 earth elemental\n\n  --&gt;\tStone to Flesh once per day\n\tRange: Touch\n\tArea of Effect: 1 creature\n\nWeight: 0\n\nRing of Fire Control\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tFire Resistance: +50%\n\nCharge Abilities:\n  --&gt;\tCharm Fire Elemental once per day (Save vs. Spell at +2 negates)\n\tRange: Touch\n\tDuration: 45 seconds\n\tArea of Effect: 1 fire elemental\n\n  --&gt;\tBurning Hands once per day\n  \tDamage: 1d3+2 fire\n  \tRange: 5 ft.\n  \tArea of Effect: The caster\n\n  --&gt;\tFlamestrike once per day\n  \tDamage:\t6d8 fire (Save vs. Spell for half)\n \tRange: Visual range of the user\n  \tArea: 1 creature\n\nWeight: 0\n\nRing of Gaxx\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +2\n  --&gt;\tSaving Throws: +2\n  --&gt;\tMagic Resistance: +10%\n  --&gt;\tRegenerate 1 Hit Point every 3 seconds\n  --&gt;\tImmunity to disease and poison\n\nCharge Abilities:\n  --&gt;\tInvisibility once per day\n\tDuration: 12 hours\n\tArea of Effect: The wearer\n\n  --&gt;\tImproved Haste three times per day\n\tDuration: 10 seconds\n\tArea of Effect: The wearer\n\nWeight: 0\n\nRing of Human Influence\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCharisma: 18\n\nCharge Abilities:\n  --&gt;\tCharm Person once per day (Save vs. Spell at +3 negates)\n\tRange: 60 ft.\n\tDuration: 100 seconds\n  \tArea of Effect: 1 creature\n\nWeight: 0\n\nRing of Lock Picks\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tPick Locks: +25%\n\nWeight: 0\n\nRing of Regeneration\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities\n  --&gt;\tRegenerate 1 Hit Point per round\n\nWeight: 0\n\nRing of Spell Turning\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tMinor Spell Turning once per day\n\tSpecial: Rebounds spells of 4th level or lower cast directly at\n\tthe user\n\tDuration: 15 rounds or until 4 spell levels have been rebounded\n\nWeight: 0\n\nRing of the Ram\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tRam once per day\n\tDamage: 5d6 magic\n\tSpecial: Pushes target away from user\n\tRange: 60 ft.\n\tArea of Effect: 1 creature\n\nWeight: 0\n\nRipper +2\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +2\nDamage:\t+2 (missile)\nSpeed Factor: 5\nProficiency Type: Longbow\nType: Two-handed\nRequires: 18 Strength\n\nWeight:\t8\n\nRobe of Goodman Hayes\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tPermanent Chaos Shield on wearer\n  --&gt;\tArmor Class: -1 penalty\n\nWeight: 3\n\nRobe of Invocation\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tFire Resistance: +20%\n  --&gt;\tCold Resistance: +20%\n  --&gt;\tAcid Resistance: +20%\n  --&gt;\tElectrical Resistance: +20%\n\nWeight: 6\n\nRobe of the Evil Archmagi\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: 5\n  --&gt;\tSaving Throws: +1\n  --&gt;\tMagic Resistance: +5%\n\nWeight: 6\n\nRobe of the Good Archmagi\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: 5\n  --&gt;\tSaving Throws: +1\n  --&gt;\tMagic Resistance: +5%\n\nWeight: 6\n\nRobe of the Neutral Archmagi\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: 5\n  --&gt;\tSaving Throws: +1\n  --&gt;\tMagic Resistance: +5%\n\nWeight: 6\n\nRobe of Vecna\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: 5\n  --&gt;\tMagic Resistance: +10%\n  --&gt;\tImproves casting speed by 4\n\nWeight: 3\n\nRod of Absorption\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tSpell Absorption\n\tDuration: 4 rounds\n\tArea of Effect: The user\n\nWeight: 3\n\nRod of Lordly Might\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tThis rod may transform into any of the following weapons when\n\tused. Each weapon many also change back into the rod at will.\n\nMace +2\n Special: Target must Save vs. Spell at +5 or panic for 4 rounds\n THAC0: +2\n Damage: 1d6+2 (crushing)\n\nFlaming Long Sword +1\n Special: Target must Save vs. Spell at +5 or be held for 5 rounds\n THAC0: +1\n Damage: 1d8+1 (slashing)\n\nSpear +3\n Special: Target must Save vs. Spell at +6 or take 2d4 points of magical\n\t  damage\n THAC0: +3\n Damage: 1d6+3 (piercing)\n\nWeight: 5\n\nRod of Resurrection\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tResurrection\n\tSpecial: Raised target is fully healed\n\tRange: Unlimited\n\tArea of Effect: 1 creature\n\nWeight: 3\n\nRod of Reversal\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tRuby Ray of Reversal\n\tSpecial: Removes one spell protection from the target\n\tArea of Effect: 1 creature\n\nWeight: 5\n\nRod of Smiting\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tStruck golems must save vs. Death or be destroyed\n\nTHAC0: +3\nDamage:\t1d8+3, +10 vs. golems\nDamage Type: Crushing\nSpeed Factor: 1\nProficiency Type: Quarterstaff\nType: Two-handed\n\nWeight:\t3\n\nRod of Terror\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tTarget must save vs. Spell at +4 or flee in terror for 4 rounds\n  --&gt;\t20% chance per use of the wielder losing 1 point of Charisma\n\tpermanently\n\nTHAC0: +3\nDamage:\t1d6+3 (crushing)\nSpeed Factor: 1\nProficiency Type: Quarterstaff\nType: Two-handed\n\nWeight:\t3\n\nRoranach's Horn\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCrushing Resistance: +50%\n\nWeight: 1\n\nRunehammer +4\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tNegative Plane Protection\n\nCombat Abilities:\n  --&gt;\tUndead take an extra 2d4+4 crushing damage and must save vs.\n\tDeath at -4 or be utterly destroyed\n\nTHAC0: +4\nDamage:\t2d4+4 (crushing)\nSpeed Factor: 0\nProficiency Type: War Hammer\nType: One-handed\nRequires: 16 Strength\n\nWeight:\t3\n\nRunehammer +5\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tNegative Plane Protection\n  --&gt;\tImmunity to Fear\n\nCharge Abilities:\n  --&gt;\tFire Giant Strength once per day\n\tStrength: 22\n\tDuration: 1 turn\n\tArea of Effect: The user\n\n  --&gt;\tMass Cure once per day\n\tSpecial: Heals party members 1d8+20 Hit Points\n\tArea of Effect: 30-ft. radius\n\nCombat Abilities:\n  --&gt;\tUndead take an extra 2d4+5 crushing damage and must save vs.\n\tDeath at -4 or be utterly destroyed\n\nTHAC0: +5\nDamage:\t2d4+5 (crushing)\nSpeed Factor: 0\nProficiency Type: War Hammer\nType: One-handed\nRequires: 16 Strength\n\nWeight:\t2\n\n\to===o\n\t|(S)|\n        o===o\n<\/pre>\n\n\n\n<pre id=\"faqspan-50\" class=\"wp-block-preformatted\">Sandthief's Ring\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tInvisibility once per day\n\tDuration: 12 hours\n\tArea of Effect: The wearer\n\nWeight: 0\n\nSaving Grace +3\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class Bonus: +4\n\nRequires: 12 Strength\n\nWeight:\t5\n\nScarlet Ninja-To +3\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tOne extra attack per round\n  --&gt;\tTarget must save vs. Death or take 6 points of poison damage per\n\tround for 2 rounds\n\nTHAC0: +3\nDamage:\t1d8+3 (slashing)\nSpeed Factor: 1\nProficiency Type: Scimitar\/Wakizashi\/Ninja-To\nType: One-handed\nRequires: 6 Strength\n\nWeight:\t2\n\nSensate Amulet\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCharisma: +2\n  --&gt;\tHit Points: +5\n  --&gt;\tProtection from Evil\n\nWeight: 3\n\nSenses of the Cat\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class Bonus: +5 vs. missile attacks\n\nWeight:\t4\n\nSentinel +4\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +5\nRequires: 12 Strength\n\nWeight:\t3\n\nSerpent Staff\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t50% chance of poisoning opponents with every successful attack.\n\tThe poison lasts for 1 round and does 2 HP of damage\/second\n\tunless the target makes a save vs death.\n\nTHAC0: +2\nDamage:\t1d6+2 (crushing)\nSpeed Factor: 1\nProficiency Type: Quarterstaff\nType: One-handed\nRequires: 5 Strength\n\nWeight:\t3\n\nShadow Armor\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tHide In Shadows: +15%\n\nArmor Class: 4 (2 vs. slashing, 3 vs. piercing and missile)\nRequires: 6 Strength\n\nWeight:\t8\n\nShadow Dragon Scale\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tAcid Resistance: +50%\n\nArmor Class: 1 (-1 vs. slashing, 0 vs. piercing and missile)\nRequires: 6 Strength\n\nWeight:\t10\n\nShakti Figurine\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tTransform once per day\n\tArmor Class: Set to -5\n\tSpecial: User is hasted and can attack twice per round with a\n\t+4 short sword as if possessing 2 proficiency slots in short\n\tsword\n\tDuration: 4 round\n\nWeight: 1\n\nShield Amulet\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tShield\n\tArmor Class: 4, +2 bonus vs. missile\n\tArea of Effect: The wearer\n\tDuration: 1 hour\n\nWeight: 1\n\nShield of Balduran\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +4\n  --&gt;\tStrength: -1\n\nCombat Abilities:\n  --&gt;\tReflects beholder rays\n\nRequires: 12 Strength\n\nWeight: 4\n\nShield of Harmony +2\n&lt;----------------------------------------------------------------------&gt;\n  --&gt;\tArmor Class: +3\n  --&gt;\tImmunity to charm, confusion, domination, and hold\n\nRequires: 4 Strength\n\nWeight:\t2\n\nShield of the Falling Stars +1\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +2, an extra +4 vs. missle attacks\n\nRequires: 15 Strength\n\nWeight:\t12\n\nShield of the Lost +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +3\n  --&gt;\tMagic Resistance: +5%\n\nRequires: 12 Strength\n\nWeight:\t5\n\nShield of the Order +4\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +5\n  --&gt;\tSaving Throws: +1\n\nRequires: 9 Strength\n\nWeight: 8\n\nShort Bow of Gesen\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tElectrical Resistance: +20%\n\nCombat Abilities:\n  --&gt;\tWhen no arrows are equipped, the bow fires +4 missiles that deal\n\t2 piercing and 1d8 electrical damage\n\nTHAC0: +4\nDamage:\t+22 piercing, )1d8 electrical\nSpeed Factor: 4\nProficiency Type: Short Bow\nType: Two-handed\nRequires: 3 Strength\n\nWeight:\t2\n\nShort Sword of Mask +4\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t15% chance per hit that opponent is entangled for 4 rounds\n\nTHAC0: +4\nDamage:\t1d6+4 (piercing)\nSpeed Factor: 0\nProficiency Type: Short Sword\nType: One-handed\nRequires: 5 Strength\n\nWeight:\t2\n\nShort Sword of Mask +5\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t15% chance with every hit to drain 1 level from opponent\n  --&gt;\t15% chance per hit that opponent is entangled for 4 rounds\n\nTHAC0: +5\nDamage:\t1d6+5 (piercing)\nSpeed Factor: 0\nProficiency Type: Short Sword\nType: One-handed\nRequires: 5 Strength\n\nWeight:\t2\n\nShuruppak's Plate\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tDexterity: +1\n  --&gt;\tFire Resistance: +20%\n\nArmor Class: -2 (-6 vs. slashing, -5 vs. piercing and missile)\nRequires: 12 Strength\n\nWeight:\t15\n\nSilver Dragon Scale\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCharisma: +2\n  --&gt;\tMagic Resistance: +15%\n  --&gt;\tMovement rate increased by 3\n\nCombat Abilities:\n  --&gt;\tHeals wearer 2 Hit Points each time damage is taken\n\nArmor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile)\nRequires: 8 Strength\n\nWeight: 15\n\nSilver Horn of Valhalla\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tSummon 5th-level warrior once per day\n\tDuration: 1 turn\n\nWeight: 1\n\nSilver Sword\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t25% chance per hit that target must save vs. Death at -2 or die\n\nTHAC0: +3\nDamage:\t1d10+3 (slashing)\nSpeed Factor: 10\nProficiency Type: Two-Handed Sword\nType: Two-handed\nRequires: 14 Strength\n\nWeight:\t15\n\nSilver Ioun Stone\n&lt;----------------------------------------------------------------------&gt;\n  +1 to Wisdom when equipped.\n\nSkin of the Ghoul +4\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities: \n  --&gt;\tSave vs. Death: +3\n\nArmor Class: 4 (6 vs. piercing and missile)\nRequires: 3 Strength\n\nWeight:\t4\n\nSkullcrusher +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage:\t1d6+4, +2 extra vs. humanoids\nDamage Type: Crushing\nSpeed Factor: 4\nProficiency Type: Mace\nType: One-handed\nRequires: 10 Strength\n\nWeight:\t6\n\nSkull of Death\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tDeath Spell\n\tSlays creatures with fewer than 8 Hit Dice\n\tRange: 50 ft.\n\tArea of Effect: 30-ft. radius\n\nWeight: 2\n\nSling of Arvoreen +4\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tSonic Boom once per day (Save vs. Spell or be stunned for\n\t3 rounds)\n\tArea of Effect: 30-ft. radius\n\t\t\nTHAC0: +4\nDamage:\t+4 (missile)\nSpeed Factor: 2\nProficiency Type: Sling\nType: One-handed\nRequires: 3 Strength\n\nWeight:\t0\n\nSling of Everard +5\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tWhen no bullets are equipped, the sling fires +5 bullets that\n\treceive +5 to hit and deal 1d4+2 missile damage\n\nTHAC0: +5 bonus\nDamage:\t+2 (missile)\nSpeed Factor: 0\nProficiency Type: Sling\nType: One-handed\nRequires: 3 Strength\n\nWeight:\t0\n\nSling of Seeking +1\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tWhen no bullets are equipped, the sling fires +1 bullets that\n\treceive +2 to hit and deal 1d4+2 missile damage.\n\nTHAC0: +2\nDamage:\t+2 (missile damage)\nSpeed Factor: 4\nProficiency Type: Sling\nType: One-handed\nRequires: 3 Strength\n\nWeight:\t0\n\nSoul Reaver +4\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tEach hit makes the target receive a cumulative 2 point penalty\n\tto their THAC0 for 2 turns\n\nTHAC0: +4\nDamage:\t1d10+4 (slashing)\nSpeed Factor: 6\nProficiency Type: Two-Handed Sword\nType: Two-handed\nRequires: 14 Strength\n\nWeight:\t10\n\nSpear of Kuldahar +3\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tHit Points: +8\n\nTHAC0: +3\nDamage: 1d6+3 (piercing)\nSpeed Factor: 3\nProficiency Type: Spear\nType: Two-handed\nRequires: 5 Strength\n\nWeight: 3\n\nSpear of the Unicorn +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities: \n  --&gt;\tImmunity to charm and hold\n  --&gt;\tSave vs. Death: +3\n\nTHAC0: +2\nDamage:\t1d6+2 (piercing)\nSpeed Factor: 4\nProficiency Type: Spear\nType: Two-handed\nRequires: 5 Strength\n\nWeight:\t3\n\nSpear of Withering +4\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +4\nDamage:\t1d6+4, +4 poison damage\nDamage Type: Piercing\nSpeed Factor: 6\nProficiency Type: Spear\nType: Two-handed\nRequires: 5 Strength\n\nWeight:\t5\n\nSpectral Brand +4\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tSummon Spectral Blade once per day\n\tThis dancing sword fights on behalf of the one who wields\n\tSpectral Brand for 4 rounds, attacking once per round and doing\n\t1d8+3 slashing damage with each hit\n\nTHAC0: +4\nDamage:\t1d8+4, +1d4 cold damage\nDamage Type: Slashing\nSpeed Factor: 1\nProficiency Type: Scimitar\/Wakizashi\/Ninja-To\nType: One-handed\nRequires: 8 Strength\n\nWeight:\t2\n\nSpectral Brand +5\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tNegative Plane Protection\n\nCharge Abilities:\n  --&gt;\tArmor Piercing Strike once per day\n\tSpecial: +10 THAC0 bonus\n\tDuration: 3 rounds\n\n  --&gt;\tSummon Spectral Blade once per day\n\tThis dancing sword fights on behalf of the one who wields\n\tSpectral Brand for 4 rounds, attacking once per round and doing\n\t1d8+3 slashing damage with each hit\n\nTHAC0: +5\nDamage:\t1d8+5, +1d6 cold damage\nDamage Type: Slashing\nSpeed Factor: 1\nProficiency Type: Scimitar\/Wakizashi\/Ninja-To\nType: One-handed\nRequires: 8 Strength\n\nWeight:\t2\n\nStaff Mace +2\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +2\nDamage: 2d4+2 (crushing)\nSpeed Factor: 2\nProficiency Type: Quarter Staff\nType: One-handed\nRequires: 5 Strength\n\nWeight: 4\n\nStaff of Air +2\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities: \n  --&gt;\tStruck air elementals save vs. Spell or be destroyed\n\nCharge Abilities:\n  --&gt;\tSummon 8-HD Lesser Air Elemental once per day\n  \tRange: 20 ft.\n\tDuration: 1 hour\n\n  --&gt;\tSleep Cloud (Save vs. Death negates)\n\tRange: 40 ft.\n\tDuration: 3 round\n\nTHAC0: +2\nDamage: 1d6+2 (crushing)\nSpeed Factor: 1\nProficiency Type: Quarter Staff\nType: Two-handed\nRequires: 5 Strength\t\n\nWeight:\t3\n\nStaff of Arundel\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities: \n  --&gt;\tCold Resistance: +10%\n  --&gt;\tFire Resistance: +10%\n  --&gt;\tCan memorize one extra 5th- and one extra 6th-level spell\n\nTHAC0: +3\nDamage:\t1d6+3 (crushing)\nSpeed Factor: 0\nType: 2-handed\nRequires: 9 Dexterity\n\nWeight:\t3\t\n\nStaff of Command\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tDomination (no save)\n\tRange: 40 ft.\n\tDuration: 12 hours\n\tArea of Effect: 1 creature\n\nTHAC0: +2\nDamage:\t1d6+2 (crushing)\nSpeed Factor: 1\nProficiency Type: Quarter Staff\nType: Two-handed\nRequires: 5 Strength\n\nWeight:\t3\n\nStaff of Curing\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +2\n\nCharge Abilities:\n  --&gt;\tCure\n\tSpecial: Heals 3d6+3 Hit Points and cures disease and poison.\n\tRange: Touch\n\tArea of Effect: 1 creature\n\nTHAC0: +1\nDamage:\t1d6+1 (crushing)\nSpeed Factor: 4\nProficiency Type: Quarter Staff\nType: Two-handed\nRequires: 5 Strength\n\nWeight:\t4\n\nStaff of Earth +2\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tStruck earth elementals save vs. Spells or be destroyed\n\nCharge Abilities:\n  --&gt;\tSummons 8-HD Lesser Earth Elemental\n\tRange: 20 ft.\n\tDuration: 1 hour\n\n  --&gt;\tStone to Flesh\n\tSpecial: Revert effects of a petrification attack\n\tRange: Touch\n\nTHAC0: +2\nDamage:\t1d6+2 (crushing)\nSpeed Factor: 1\nProficiency Type: Quarter Staff\nType: Two-handed\nRequires: 5 Strength\n\nWeight:\t3\n\nStaff of Fire +2\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tStruck fire elementals must save vs. Spell or be destroyed\n\nCharge Abilities:\n  --&gt;\tSummon 8-HD Lesser Fire Elemental\n\tRange: 20 ft.\n\tDuration: 1 hour\n\n  --&gt;\tFireshield (Red)\n\tFire Resistance: +50%\n\tSpecial: Any who strike the user within a 5-ft. radius suffers\n\t1d8+2 fire damage\n\tDuration: 13 rounds\n\tArea of Effect: The user\n\nTHAC0: +2\nDamage:\t1d6+2 (crushing)\nSpeed Factor: 1\nProficiency Type: Quarter Staff\nType: Two-handed\nRequires: 5 Strength\t\t\n\nWeight:\t3\n\nStaff of Rynn +4\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +4\nDamage: 1d6+4 (crushing)\nSpeed Factor: 1\nProficiency Type: Quarter Staff\nType: Two-handed\nRequires: 5 Strength\n\nWeight: 3\n\nStaff of Striking +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage:\t1d6+9 (crushing)\nSpeed Factor: 1\nProficiency Type: Quarter Staff\nType: Two-handed\nRequires: 5 Strength\n\nWeight:\t4\n\nStaff of the High Forest +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tRegenerate 1 Hit Point every 2 rounds\n\nTHAC0: +2\nDamage:\t1d6+2 (crushing)\nSpeed Factor: 2\nProficiency Type: Quarterstaff\nType: Two-handed\n\nWeight:\t3\n\nStaff of the Magi\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +2\n  --&gt;\tSaving Throws: +2\n  --&gt;\tInvisibility\n  --&gt;\tImmunity to Charm\n  --&gt;\tProtection from Evil\n\nCombat Abilities:\n  --&gt;\tDispel Magic at level 30 on each hit\n\nCharge Abilities:\n  --&gt;  \tFireball-Lightning Bolt three times per day\n\tFireball: 10d6 fire damage to all in a 30-ft. radius (Save vs.\n\tSpell for half)\n\tLightning: 10d6 electrical damage to all in its path (Save vs.\n\tSpell for half)\n\tRange: 150 ft.\n\n  --&gt;\tSpell Trap once per day\n\tDuration: 8 hours or until 30 spell level have been trapped\n\tArea of Effect: The user\n\nTHAC0: +1 (strikes as a +5 weapon)\nDamage:\t1d6+1 (crushing)\nSpeed Factor: 4\nType: Two-handed\nRequires: 5 Strength\n\nWeight:\t4\n\nStaff of the Ram +4\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t10% Chance opponent is knocked back and stunned (large creatures\n\tsuch as dragons or giants will not be knocked back or stunned)\n\nTHAC0: +4\nDamage:\t1d6+10 (crushing)\nSpeed Factor: 1\nProficiency Type: Quarterstaff\nType: Two-handed\nRequires: 5 Strength\n\nWeight:\t3\n\nStaff of the Ram +6\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t15% Chance opponent is knocked back and stunned (large creatures\n\tsuch as dragons or giants will not be knocked back or stunned)\n\nTHAC0: +6\nDamage:\t1d6+12, +1d4 piercing\nDamage Type: Crushing\nSpeed Factor: 1\nProficiency Type: Quarterstaff\nType: Two-handed\nRequires: 5 Strength\n\nWeight:\t2\n\nStaff of the Woodlands +4\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tBarkskin: Armor Class set to 3\n  --&gt;\tSave vs. Death: +1\n  --&gt;\tSave vs. Wand: +1\n  --&gt;\tSave vs. Polymorph: +1\n  --&gt;\tSave vs. Breath: +1\n\nCharge Abilities:\n  --&gt;\tSummon 8-HD Shambling Mound\n  \tRange: 40 ft.\n\tDuration: 100 Seconds\n\n  --&gt;\tEnhanced Charm Animal (Save vs. Spell at -4 negates)\n\tRange: 40 ft.\n\tDuration: 1 hour\n\nTHAC0: +4\nDamage:\t1d6+4 (crushing)\nSpeed Factor: 1\nType: Two-handed\nRequires: 5 Strength\n\nWeight:\t2\n\nStaff of Thunder and Lightning +2\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tThunderclap: 10% chance of stunning hit target for 2 rounds\n\t(Save vs. Spell negates)\n\nCharge Abilities:\n  --&gt;\tLightning Bolt\n\tDamage: 10d6 electrical (Save vs. Spells for half)\n\tArea of Effect: Path of bolt\n\tRange: 25 ft.\n\n  --&gt;\tCall Lightning\n \tDamage: 3d8 electrical per strike\n \tRange: 80 ft.\n\nTHAC0: +2\nDamage:\t1d6+2 (crushing)\nSpeed Factor: 4\nProficiency Type: Quarter Staff\nType: Two-handed\nRequires: 5 Strength\n\nWeight: 4\n\nStaff Spear +2\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +2\nDamage:\t1d8+3 (piercing)\nSpeed Factor: 4\nProficiency Type: Quarterstaff\nType: Two-handed\nRequires: 5 Strength\n\nWeight:\t4\n\nStiletto of Demarchess +3\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t20% chance per hit that the target must save vs. Death or be\n\theld for 2 rounds\n\nTHAC0: +2\nDamage:\t1d4+2 (piercing)\nSpeed Factor: 0\nProficiency Type: Dagger\nType: One-handed\nRequires: 3 Strength\n\nWeight:\t1\n\nStone Golem Manual\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tSummon Stone Golem once per day\n\tRange: 30 ft.\n\tDuration: 1 turn\n\nRequires: 16 Intelligence\n\nWeight: 5\n\nStonefire +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage:\t1d8+3, +2 fire damage\nDamage Type: Slashing\nSpeed Factor: 4\nProficiency Type: Axe\nType: One-handed\nRequires: 10 Strength\n\nWeight:\t7\n\nStorm Star +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage:\t1d6+4, +1d6 electrical damage\nDamage Type: Crushing\nSpeed Factor: 4\nProficiency Type: Mace\nType: One-handed\nRequires: 10 Strength\n\nWeight:\t6\n\nStorm Star +5\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tElectrical Resistance: +20%\n\nCombat Abilities:\n  --&gt;\t5% chance of casting Chain Lightning on target with each\n\tsuccessful attack (10d6 electrical damage to all in path; Save\n\tvs. Spell for half)\n\nTHAC0: +5\nDamage:\t1d6+6, +1d6 electrical damage\nDamage Type: Crushing\n Speed Factor: 2\nProficiency Type: Mace\nType: One-handed\nRequires: 10 Strength\n\nWeight:\t4\n\nStrong Arm +2\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage:\t+3 (missile)\nSpeed Factor: 4\nProficiency Type: Longbow\nType: Two-handed\nRequires: 19 Strength\n\nWeight:\t7\n\nStudded Leather of Thorns +6\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tThorn Damage: Any opponent within 6 ft. that successfully hits\n\tthe wearer suffers 1d4 point of fire damage\n\nArmor Class: 1 (-1 vs. slashing, 0 vs. piercing and missile)\nRequires: 6 Strength\n\nWeight:\t5\n\nSuryris' Blade +2\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +2\nDamage:\t1d10+2 (slashing or piercing, whichever is better)\nSpeed Factor: 7\nProficiency Type: Halberd\nType: Two-Handed\nRequires: 13 Strength\n\nWeight: 12\n\nSword of Arvoreen +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tImmune to slow and stun\n\nCombat Abilities:\n  --&gt;\tTarget must save vs. Wand or have movement rate slowed by 2 for\n\t45 seconds\n\nTHAC0: +2\nDamage:\t1d6+2 (piercing)\nSpeed Factor: 1\nProficiency Type: Short Sword\nType: One-handed\n\nWeight:\t3\n\nSword of Balduran\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tMagic Resisance: +10%\n  --&gt;\tLore: +10%\n\nTHAC0: +2\nDamage: 1d8+2 (slashing)\nSpeed Factor: 3\nProficiency Type: Long Sword\nType: One-handed\nRequires: 5 Strength\n\nWeight:\t3\n\nSword of Chaos +2\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tEach hit drains 1 Hit Point from the target and transfers it to\n\tthe wielder. This will not heal beyond the wielder's maximum.\n\nTHAC0: +2\nDamage: 1d10+2 (slashing)\nSpeed Factor: 8\nProficiency Type: Two-handed Sword\nType: Two-handed\nRequires: 14 Strength\n\nWeight: 10\n\nSword of Flame +1\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +1\nDamage:\t1d8+1, +1 fire damage\nDamage Type: Slashing\nSpeed Factor: 4\nProficiency Type: Long Sword\nType: One-handed\nRequires: 6 Strength\n\nWeight: 4\n\nSylvan Chain +2\n&lt;----------------------------------------------------------------------&gt;\nArmor Class: 3 (1 vs. slashing, 5 vs. crushing)\nRequires: 5 Strength\n\nWeight:\t10\n\n\to===o\n\t|(T)|\n        o===o\n\nT'rahcie's Plate +5\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tConstitution: -2\n  --&gt;\tCharisma: -5\n  --&gt;\tMay only be removed with a Remove Curse spell\n\nArmor Class: -2 (-5 vs. slashing)\nRequires: 12 Strength\n\nWeight:\t35\n\nTalos' Gift\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilties:\n  --&gt;\tElectricity Resistance: +50%\n\nWeight: 4\n\nTansheron's Bow +3\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tWhen no arrows are equipped, the bow fires +3 arrows that \n\trecieve +3 to hit and deal 1d6 missile damage\n\nTHAC0: +3\nSpeed Factor: 3\nProficiency Type: Short Bow\nType: Two-handed\nRequires: 6 Strength\n\nWeight:\t2\n\nTaralash +4\n&lt;----------------------------------------------------------------------&gt;\nEquipped Ability:\n  --&gt;\tMovement rate increased by 2 (base is 10)\n\nTHAC0: +4\nSpeed Factor: 3\nProficiency Type: Longbow\nType: Two-handed\nRequires: 6 Strength\n\nWeight:\t2\n\nTaralash +5\n&lt;----------------------------------------------------------------------&gt;\nEquipped Ability:\n  --&gt;\tMovement rate increased by 2 (base is 10)\n\nTHAC0: +6\nSpeed Factor: 2\nProficiency Type: Longbow\nType: Two-handed\nRequires: 6 Strength\n\nWeight:\t1\n\nThayan Circlet\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\t+15% probability that a wild surge will have a positive effect\n\nWeight: 1\n\nThe Answerer +4\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tEach hit lowers the target's Magic Resistance by 15% for 4\n\trounds\n  --&gt;\tEach hit penalizes the target's Armor Class by 2 for 4 rounds\n\nTHAC0: +4\nDamage:\t1d8+4 (slashing)\nSpeed Factor: 9\nProficiency Type: Long Sword\nType: One-Handed\nRequires: 6 Strength\n\nWeight:\t2\n\nThe Army Scythe +1\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t1 extra attack per round\n\nTHAC0: +1\nDamage:\t+1\nSpeed Factor: 3\nProficiency Type: Crossbow\nType: Two-handed\nRequires: 8 Strength\n\nWeight: 5\n\nThe Brawling Hands\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tDexterity: 18\n\nWeight: 2\n\nThe Brick +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tAura of Wild Magic: 10% chance that a spell cast within 10 ft.\n\tof the wielder (by friend or foe alike) will be affected by a\n\twild surge\n\nCombat Abilities:\n  --&gt;\tReturns to the wielder's hand when thrown\n  --&gt;\tTarget must save vs. Spells or take 1d12 magical damage and\n\tsuffer 100% spellcasting failure for the round\n\nTHAC0: +2\nDamage: 1d4+3\nDamage Type (melee): Crushing\nDamage Type (thrown): Missile\nSpeed Factor: 2\nProficiency Type: War Hammer\nType: One-handed\nRequires: 9 Strength\n\nWeight: 4\n\nThe Burning Earth +1\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +1, +2 vs. regenerating creatures, +3 vs. cold-using creatures,\n       +4 vs. undead\nDamage:\t1d8+1, +2 vs. regenerating creatures, +3 vs. cold-using\n\tcreatures, +4 vs. undead\nDamage Type: Slashing\nSpeed Factor: 3\nProficiency Type: Long Sword\nType: One-handed\nRequires: 6 Strength\n\nWeight:\t4\n\nThe Dale's Protector\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tTHAC0: +2 with missile weapons\n\nWeight: 2\n\nThe Equalizer\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tImmunity to charm and confusion\n\nCombat Abilities:\n  --&gt;\tStrikes as a +3 weapon\n\nTHAC0 &amp; Damage:\nvs. True Neutral: +0 to hit, 1d8 damage\nvs. Chaotic Neutral, Lawful Neutral: +1 to hit, 1d8+2 damage\nvs. Neutral Good, Neutral Evil: +2 to hit, 1d8+4 damage\nvs. Other Alignments: +3 to hit, 1d8+6 damage\nDamage Type: Slashing\nSpeed Factor: 3\nProficiency Type: Long Sword\nType: One-Handed\nRequires: 6 Strength\n\nWeight:\t3\n\nThe Frost's Embrace\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCold Resistance: +50%\n\nWeight:\t4\n\nThe Grave Binder +2\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +2\nDamage:\t1d6+2 (piercing)\nSpeed Factor: 0\nProficiency Type: Dagger\nType: One-handed\nRequires: 3 Strength\n\nWeight:\t2\n\nThe Guard's Ring +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +2\n  --&gt;\tSaving Throws: +2\n\nWeight: 0\n\nThe Guide +2\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +5\nDamage:\t+2\nSpeed Factor: 7\nProficiency Type: Crossbow\nType: Two-handed\nRequires: 12 Strength\n\nWeight:\t10\n\nThe Jade Fang\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t5% chance of stunning hit target for 10 seconds\n  --&gt;\tEach successful hit heals the wielder for 1 HP\n\nTHAC0: +3\nDamage: 1d4+3 (piercing)\nSpeed Factor: 0\nProficiency Type: Dagger\nType: One-handed\nRequires: 3 Strength\n\nWeight: 1\n\nThe Jester's Folly\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tDexterity: -50%\n  --&gt;\tStealth: -50%\n  --&gt;\t75% chance of spellcasting failure\n  --&gt;\tMay only be removed with a Remove Curse spell\n\nWeight: 0\n\nThe Kneecapper +1\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +1, +4 vs. giant humanoids\nDamage:\t1d4+2, +5 vs. giant humanoids\nDamage Type: Crushing\nSpeed Factor: 2\nProficiency Type: War Hammer\nType: One-handed\nRequires: 10 Strength\n\nWeight:\t8\n\nThe Night's Gift +5\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities: \n  --&gt;\tHide in Shadows: +20%\n\nArmor Class: 3 (5 vs. piercing and missile)\nRequires: 3 Strength\n\nWeight:\t5\n\nThe Paws of the Cheetah\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tDoubles movement rate\n\nWeight: 4\n\nThe Root of the Problem\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +1 bonus, +3 vs. unnatural creatures\nDamage:\t1d6 +1, +3 vs. unnatural creatures, +1 acid\nDamage Type: Crushing\nSpeed Factor: 3\nProficiency Type: Club\nType: One-handed\nRequires: 5 Strength\n\nWeight:\t3\n\nThe Shadow's Blade +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage: 1d6+3 (piercing)\nSpeed Factor: 0\nProficiency Type: Short Sword\nRequires: 5 Strength\n\nWeight: 3\n\nThe Sleeper +2\n&lt;----------------------------------------------------------------------&gt;\nCombat Ability: \n  --&gt;\tAny human or demi-human, excluding elves, hit by the Sleeper\n\tmust save vs. poison with a +4 bonus or fall asleep for 3\n\trounds.\n\nTHAC0: +2\nDamage: 2d4+2 (crushing)\nSpeed Factor: 5\nProficiency Type: Flail\/Morningstar\nType: One-Handed\nRequires: 11 Strength\n\nWeight:\t9\n\nThe Specter's Ring\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tImproved Invisibility once per day\n\tDuration: 12 hours\n\tArea of Effect: The user\n\nWeight: 0\n\nThe Spirit's Shield +2\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +2\n  --&gt;\tSaving Throws: +2\n\nWeight: 3\n\nThe Victor\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tDamage: 2d6\n\tRange: 100 ft.\n\tArea of Effect: 1 creature\n\nWeight: 0\n\nThe Visage\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tTHAC0: +1\n  --&gt;\tSaving Throws: +1\n  --&gt;\tImmunity to feeblemind, confusion, fear, and charm\n  --&gt;\tProtects against critical hits\n\nCharge Abilities:\n  --&gt;\tDomination once per day (Save vs. Spell at -2 negates)\n\tDuration: 8 rounds\n\n  --&gt;\tBreathe Acid once per day\n\tDamage: 6d6 acid (Save vs. Breath for half)\n\tTarget must save vs. Death at -4 or fall unconscious for 2\n\trounds\n\nWeight: 1\n\nThe Warder's Signet +3\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +3\n  --&gt;\tSaving Throws: +3\n\nWeight: 0\n\nThe Whistling Sword +2\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +2\nDamage:\t1d6+2 (piercing)\nSpeed Factor: 1\nProficiency Type: Short Sword\nType: One-handed\nRequires: 5 Strength\n\nWeight: 2\n\nThieves' Hood\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tImmunity to backstab and poison\n\nCharge Abilities;\n  --&gt;\tTrue Sight three times per day\n\tDuration: 1 turn\n\nWeight: 2\n\nTopsider's Crutch\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tInfravision up to 120 ft.\n\nWeight: 0\n\nTuigan Bow +1\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t3 shots per round\n\nTHAC0: +1\nDamage:\t+1 (missile)\nSpeed Factor: 5\nProficiency Type: Short Bow\nType: Two-handed\nRequires: 6 Strength\n\nWeight:\t2\n\nTunic of Blindeye\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tWildzone once per day\n\tAll spells cast within a 30-ft. radius are treated as Wild\n\tSurges for 1 turn (Save vs. Spell negates)\n\nEquipped Abilities:\n  --&gt;\tMovement rate increased by 2 (base is 10)\n\tMagic Damage Resistance: -25%\n\nWeight: 3\n\nTzu-Zan's Bracers\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +1\n  --&gt;\tHit Points: +15\n\nWeight: 1\n\n\to===o\n\t|(U)|\n        o===o\n\nUsuno's Blade +4\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t10% chance of inflicting 2d10 electrical damage with each hit\n\t(Save vs. Spell for half)\n\nTHAC0: +4\nDamage:\t1d8+4 (slashing)\nSpeed Factor: 0\nProficiency Type: Scimitar\/Wakizashi\/Ninja-To\nType: One-handed\nRequires: 5 Strength\n\nWeight:\t1\n\n\to===o\n\t|(V)|\n        o===o\n\nVhailor's Helm\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt; \tArmor Class: +1\n\nCharge Abilities:\n  --&gt;\tSimulacrum once per day\n \tDuration: 16 rounds\n\nWeight:\t2\n\n\to===o\n\t|(W)|\n        o===o\n\nWand of Cursing\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tCast Blindness, Deafness, and Silence (Save vs. Spell negates\n\tall effects)\n\tDuration: 1 turn\n\tArea of Effect: 1 creature\n\nWeight: 1\n\nWand of Spell Striking\n&lt;----------------------------------------------------------------------&gt;\nCharge Abilities:\n  --&gt;\tBreach\n\tSpecial: Dispels all specific and combat protections on target\n\tRange: 40 ft.\n\tArea of Effect: 1 creature\n\n  --&gt;\tPierce Magic\n\tSpecial: Lowers target's Magic Resistance by 20% for 2 turns\n\tand removes one spell protection from target\n\tRange: 40 ft.\n\tArea of Effect: 1 creature\n\nWeight: 1\n\nWarblade +4\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +4\nDamage: 1d12+4 (slashing)\nSpeed Factor: 6\nProficiency Type: Two-Handed Sword\nType: Two-handed\nRequires: 14 Strength\n\nWeight:\t11\n\nWater's Edge +3\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +3\nDamage:\t1d8+3 (slashing)\nSpeed Factor: 4\nProficiency Type: Scimitar\/Wakizashi\/Ninja-To\nType: One-handed\nRequires: 8 Strength\n\nWeight:\t3\n\nWave +4\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\t15% chance of draining victim of water (+15 cold damage)\n  --&gt;\tSlays fire elementals, efreet, and salamanders\n\nTHAC0: +4\nDamage:\t1d10+4 (piercing)\nSpeed Factor: 5\nProficiency Type: Halberd\nType: Two-handed\nRequires: 13 Strength\n\nWeight:\t12\n\nWhispers of Silence\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tWhile hidden or invisible, the wearer is non-detectable by\n\tmagical means such as Detect Invisibility and scrying\n\nWeight:\t3\n\nWhite Dragon Scale\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tCold Resistance: +50%\n\nCharge Abilities:\n  --&gt;\tCone of Cold three times per day\n\tDamage: 10d4 cold (Save vs. Spell for half)\n\nArmor Class: -2 (-3 vs. piercing and missile, -4 vs. crushing)\nRequires: 8 Strength\n\nWeight:\t15\n\nWild Sling\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tTarget must save vs. Spell or suffer 100% chance of wild surge\n\tfor 1 round\n\nTHAC0: +1\nDamage: +1 (missile)\nSpeed Factor: 4\nProficiency Type: Sling\nType: One-handed\nRequires: 3 Strength\n\nWeight: 1\n\nWondrous Gloves\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +1\n  --&gt;\tTHAC0: +1\n  --&gt;\tCan memorize one 2nd-, 3rd-, and 4th-level wizard spell\n\nWeight:\t1\n\nWong Fei's Ioun Stone\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +1\n  --&gt;\tHit Points: +15\n  --&gt; \tRegenerate 1 Hit Point\/round\n\nWeight: 1\n\nWooden Horse Necklace\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +2\n  --&gt;\tSaving Throws: +2\n\nWeight: 1\n\nWorn Whispers\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tMove Silently: +20%\n  --&gt;\tHide in Shadows: +15%\n\nWeight:\t4\n\nWyvern's Tail +2\n&lt;----------------------------------------------------------------------&gt;\nCombat Abilities:\n  --&gt;\tHit target must save vs. Poison or take 5 Hit Points of poison\n\tdamage\n\nTHAC0: +2\nDamage:\t2d4+2 (crushing)\nSpeed Factor: 5\nProficiency Type: Flail\/Morning Star\nType: One-handed\nRequires: 11 Strength\n\nWeight:\t9\n\n\to===o\n\t|(X)|\n        o===o\n\nXarrnous' Second Sword Arm\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tTHAC0: +1\n\nWeight: 2\n\n\to===o\n\t|(Y)|\n        o===o\n\nYamato +4\n&lt;----------------------------------------------------------------------&gt;\nEquipped Abilities:\n  --&gt;\tArmor Class: +1\n\nTHAC0: +4\nDamage:\t1d8+4 (piercing)\nSpeed Factor: 0\nProficiency Type: Scimitar\/Wakizashi\/Ninja-To\nType: One-handed\nRequires: 5 Strength\n\nWeight:\t1\n\nYoshimo's Katana +1\n&lt;----------------------------------------------------------------------&gt;\nTHAC0: +1\nDamage: 1d10+1 (slashing)\nSpeed Factor: 3\nProficiency Type: Katana\nType: One-handed\nRequires: 6 Strength\n\nWeight: 5\n\nBook of Infinite Spells\t\t\t\t\t\t{ITM004}\no======================================================================o\nThe Book of Infinite Spells is an item that will allow any character to\ncast one spell, once per day. The spell they can cast is determined by\nwhat page the book is flipped to. It starts out with Fireball, but the\nbook can be flipped to other spells. The catch is that you can never\nflip back to previous spells, and if you reach the last page of the \nbook you're stuck with that spell. You cannot scribe scrolls from the\nspells in the book.\n\nSo to sum it up, you can infinitely cast one spell, once per day and you\ncan change the spell that you can cast a finite number of times. The\nspells are chosen at random from a list of the following:\n\nStart Spell\t\tRandom Spells\t\t\tEnd Spell\n&lt;----------------------------------------------------------------------&gt;\n\t\t\tBurning Hands\n\t\t\tFarsight\n\t\t\tFireball\n\t\t\tInvisibility\nFireball ------&gt;\tLightning Bolt\t\t------&gt;\tBurning Hands\n\t\t\tProtection from Evil\n\t\t\tSpell Turning\n\t\t\tStinking Cloud\n\t\t\tTrue Seeing\n\t\t\tWyvern Call\n\nThe number of times you can change the page are random as well as the\nspell it changes to. However, the spell 'Burning Hands' seems to always\nbe the last spell in the book, unless it just happened to turn to that\nspell in all my tests by chance.\n\nAs far as I'm concerned, there are several good ways to use this book.\nFirst, using it as-is with Fireball provides a ranged option to a\ncharacter that might not already have one. Popping out a Fireball is\nalways useful, even though its potency declines as enemies become\nstronger. Turning to Spell Turning and using the book as a defensive\nitem is also a consideration. Then there's the obvious benefit of having\nanother character with the ability to cast True Sight once per day. This\nis probably the best use of the book, especially if you don't have\nKeldorn in your party. By later levels, Invisibility is a parlor trick-\nand few characters will get any real benefit out of having such an\nability at their finger tips, especially when the Ring of Air Control\nallows you to do the same thing with Improved Invisibility. Finally\nthere's Wyvern Call. I'm generally favorably disposed towards summoning\nitems, but it's really unnecessary considering that there are other,\nbetter items that summon creatures to your side. Wyverns will cease\nbeing a threat to your enemies sooner than you'd like, and it's just\na poorly matched reusable ability compared to Fireball, Spell Turning, \nand True Sight.\n\nDeck of Many Things\t\t\t\t\t\t{ITM005}\no======================================================================o\nThe Deck of Many Things is one of those double-edged magical items, as\nmany Dungeons and Dragons players will know. You can draw a card from\nthe deck, and will gain various bonuses or suffer various... setbacks...\ndepending on what you draw. After so many draws the Deck vanishes to\ngo wreck mischief elsewhere. In this case, Bioware wisely decided to\ncreate their own alternative deck so as to control the cards. We get\nthree draws before the Deck vanishes, so we should make the most of\neach draw, right?\n\nOf course, things are more complicated than that. Depending on our\nfirst draws, our latter draws will have different cards available.\nIf you pick cards the game considers 'bad' on the first or second draw, \nbetter cards will be available during later draws. Since most of the \ncards we can pick the first time suck anyways, we should sacrifice the\nfirst draw to get significant draws the second and third time. There\nare six different possibilities each time you draw from the Deck,\ndepending upon your previous draws.\n\no======================================================================o\n|                  Deck of Many Things: First Draw\t\t       |\no===============o======================================================o\n|Draw\t\t|Effect\t\t\t\t\t\t       |\no===============o======================================================o\n|Donjon*        |User is Imprisoned unless they save versus death.     |\n|---------------|------------------------------------------------------|\n|Euryale\t|User's Saving Throws are permanently worsened by one. |\n|---------------|------------------------------------------------------|\n|Flames\t\t|Summons a Balor and four Fire Elementals, which       |\n|\t\t|attack the party. All of these creatures are a bit    |\n|\t\t|stronger than normal. 94,000 Experience Points.       |\n|---------------|------------------------------------------------------|\n|Gem\t\t|User gains a Rogue Stone, a King's Tear Gem,          |\n|\t\t|a Star Sapphire, an Emerald, and a Diamond.\t       |\n|---------------|------------------------------------------------------|\n|Jester\t\t|User gains 50,000 Experience Points.\t\t       |\n|---------------|------------------------------------------------------|\n|Ruin*\t\t|Party loses all its gold.\t\t\t       |\no===============o======================================================o\n*Indicates that this is considered a 'bad' draw by the game.\n\no======================================================================o\n|                 Deck of Many Things: Second Draw                     |\n|                     (No Previous Bad Draws)                          |\no===============o======================================================o\n|Draw\t\t|Effect\t\t\t\t\t\t       |\no===============o======================================================o\n|Knight\t\t|Four Demonknights show up and attack the party.       |\n|\t\t|64,000 Experience Points.\t\t\t       |\n|---------------|------------------------------------------------------|\n|Magician*\t|User is Polymorphed into a rabbit (can be dispelled). |\n|---------------|------------------------------------------------------|\n|Rogue\t\t|Charms user to turn hostile, can't be dispelled.      |\n|---------------|------------------------------------------------------|\n|Sun\t\t|Party gains 300,000 Experience Points.\t\t       |\n|---------------|------------------------------------------------------|\n|Vizer\t\t|User is protected by a Mantle spell for 24 hours.     |\n|---------------|------------------------------------------------------|\n|Void*\t\t|User must save versus death or be disintegrated.      |\no===============o======================================================o\n*Indicates that this is considered a 'bad' draw by the game.\n\no======================================================================o\n|                 Deck of Many Things: Second Draw                     |\n|                       (Previous Bad Draw)                            |\no===============o======================================================o\n|Draw\t\t|Effect\t\t\t\t\t\t       |\no===============o======================================================o\n|Key\t\t|User gains The Warder's Signet +3.\t\t       |\n|---------------|------------------------------------------------------|\n|Rogue\t\t|Charms user to turn hostile, can't be dispelled.      |\n|---------------|------------------------------------------------------|\n|Star\t\t|User gains a bonus to one attribute, depending on     |\n|\t\t|their class.                                          |\n|---------------|------------------------------------------------------|\n|Sun\t\t|Party gains 300,000 Experience Points.\t\t       |\n|---------------|------------------------------------------------------|\n|Vizer\t\t|User is protected by a Mantle spell for 24 hours.     |\n|---------------|------------------------------------------------------|\n|Void*\t\t|User must save versus death or be disintegrated.      |\no===============o======================================================o\n*Indicates that this is considered a 'bad' draw by the game.\n\no======================================================================o\n|                 Deck of Many Things: Third Draw                      |\n|                     (No Previous Bad Draws)                          |\no===============o======================================================o\n|Draw\t\t|Effect\t\t\t\t\t\t       |\no===============o======================================================o\n|Comet\t\t|User permanently gains +5% Fire Resistance.\t       |\n|---------------|------------------------------------------------------|\n|Erinyes\t|User gains +1 bonus to all attributes for 24 hours.   |\n|---------------|------------------------------------------------------|\n|Fool\t\t|User is Confused and their Wisdom drops to 3. The     |\n|\t\t|Confusion can be dispelled, and the Wisdom can be     |\n|\t\t|restored with Remove Curse.\t\t\t       |\n|---------------|------------------------------------------------------|\n|Moon\t\t|User gains +10 Hit Points permanently.                |\n|---------------|------------------------------------------------------|\n|Skull\t\t|A 'Death Shade' shows up and attacks the user. The    |\n|\t\t|rest of the party cannot harm the Death Shade.        |\n|\t\t|20,000 Experience Points.\t\t\t       |\n|---------------|------------------------------------------------------|\n|Talon\t\t|User and all party members within 10 feet of user are |\n|\t\t|blinded. Can be cured with Remove Curse. \t       |\no======================================================================o\n\no======================================================================o\n|                 Deck of Many Things: Third Draw                      |\n|                       (Previous Bad Draw)                            |\no===============o======================================================o\n|Draw\t\t|Effect\t\t\t\t\t\t       |\no===============o======================================================o\n|Comet\t\t|User permanently gains +5% Fire Resistance.\t       |\n|---------------|------------------------------------------------------|\n|Erinyes\t|User gains +1 bonus to all attributes for 24 hours.   |\n|---------------|------------------------------------------------------|\n|Fool\t\t|User is Confused and their Wisdom drops to 3. The     |\n|\t\t|Confusion can be dispelled, and the Wisdom can be     |\n|\t\t|restored with Remove Curse.\t\t\t       |\n|---------------|------------------------------------------------------|\n|Moon\t\t|User gains +10 Hit Points permanently.                |\n|---------------|------------------------------------------------------|\n|Skull\t\t|A 'Death Shade' shows up and attacks the user. The    |\n|\t\t|rest of the party cannot harm the Death Shade.        |\n|\t\t|20,000 Experience Points.\t\t\t       |\n|---------------|------------------------------------------------------|\n|Throne\t\t|Party gains 1,000,000 Experience Points.\t       |\no======================================================================o\n\nAs you can see, getting a bad draw early allows you to get the 'KEY'\ncard or the 'STAR' card on the second Draw, and\/or the 'THRONE' card on \nthe third draw. As far as I'm concerned, there are two good options:\nFirst have a Mage cast Spell Immunity: Abjuration, and then draw the\n'DONJON' card on the first draw.\n\nGive the deck to a character who needs an attribute boost and have them\ndraw until they get the 'STAR' card. This is a good idea for a \ncharacter like Minsc, ???????, and Korgan-characters with 18\/xx\nStrength, who will benefit from having their Strength raised to 19.\nThis will free up a Strength-boosting item. Of course, you can't\nmicromanage this bonus-it's assigned based on the character's class. For\ndual-or-multi-classed characters, their spell-casting class, if any,\nseems to take precedence (my Fighter\/Mage gains a bonus to Intelligence,\nnot Strength, for example.) Also, there are quite a few Strength\nboosting items in the game, enough that wasting the attribute point on\na character probably isn't the best way to go.\n\nIf you don't need or want the stat-boost, go for the 'KEY' card,\ninstead. The Warder's Signet +3 can't be used by too many characters, as\neven the Fighter\/Mages, Thieves, Bards, Druids, and other armor-light\nclasses now have magical armor of some sort. Mages, however, are wearing\nthe Robes of Vecna, and for Edwin, he has nothing better to put on his\nfinger. Honestly though, every Mage can benefit from the Armor Class,\nbut particularly the saves. Imoen\/Nalia can switch out this ring and\nthe Ring of Danger Sense when the need arises.\n\nOn the third draw, either draw until you get the 'MOON' card or the\n'THRONE' card. Let's be honest, 1,000,000 experience is nice, really\nnice, but there are plenty of ways to gain experience. The +10\nHit Points, however, you can't really duplicate. Down the line you'll\nprobably wish you had the Hit Points, rather than the experience points.\n\nWand of Wonder\t\t\t\t\t\t\t{ITM006}\no======================================================================o\nThe Wand of Wonder is a silly little item that has long since plagued\nDungeon Master's Guides everywhere. Apparently Bioware couldn't resist\nafflicting us with this scourge in a video game, as well. For all \nintents and purposes, the Wand of Wonder acts as a normal wand with 50\ncharges. Unfortunately, the exact effect the wand will have is random.\nSometimes it'll cast a buff like Stoneskin or Haste, and other times\nit'll cast Flesh to Stone or Fireball. It also randomly just makes the\nuser glitter and creates a 'stun' effect under the target similar to the\nstun effect of Celestial Fury... nothing actually happens, however, it\njust makes pretty spell effects. Since none of the effects go above 6th\nlevel in effect, and everything this wand does can be easily and safely\ndone another way, it really serves no purpose but to make some Dungeons\nand Dragons players giggle at its inclusion. Here's a list of the\nfollowing effects I've noticed:\n<\/pre>\n\n\n\n<pre id=\"faqspan-51\" class=\"wp-block-preformatted\">1) Fireball (area effect targeted on selected character)\n2) Flesh to Stone\n3) Haste (single character, not an area effect)\n4) Lightning Bolt\n5) Lights (no effect, just creates a 'stun' spell effect under target)\n6) Stinking Cloud (area effect targeted on selected character)\n7) Stoneskin\n8) Strength (temporarily raises Strength by 4 points)\n9) Web (area effect targeted on selected character)\n\nSo, by looking at the effects you have a 1-in-3 chance of actually doing\nsomething beneficial for the character targeted, a 1-in-9 chance to\npetrify them, a 2-in-9 chance of damaging them, a 2-in-9 chance of\nhitting them with a debilitating spells like Web or Stinking Cloud,\nand a 1-in-9 chance of doing nothing. Of course, if you do something\nother than use the Wand of Wonder, you'll probably fare much better,\nbut if you must use it, the odds are clear: point it at somebody you\ndon't like.\n\nCrafted Items\t\t\t\t\t\t\t{ITM007}\no======================================================================o\nBelow is a list of all the items in the game (both Shadows of Amn and\nThrone of Bhaal) that can be created, upgraded, or reforged by a\ncraftsperson. Cromwell is your go-to guy in Shadows of Amn, and he can\nbe found in the Docks District, in his home, while Cespenar will do the\nwork in Throne of Bhaal. There's also a Shopkeeper (x=1880, y=2070) in\nWaukeen's Promenade (AR0700) who will upgrade the Silver Horn of\nValhalla. Many of the best items in the game must be created in this\nfashion, requiring you to find multiple components and pay to have an\nitem created. Some items are assembled as part of some quest or another,\nnot by Cromwell or Cespenar (Flail of Ages +3, Human Flesh +5). You\ncan typically spot these items out by their conspicuous lack of a gold\npiece cost.\n\nAngurvadal +5\t\n&lt;----------------------------------------------------------------------&gt;\n  \t(10000 gold)\n\t(Angurvadal +4)\t(AR3022)\n  \t(Liquid Mercury) (AR6107)\n\nAnkheg Plate Mail\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n\t(Ankheg Shell) (AR1200)\n\nAslyferund Elven Chain +5\n&lt;----------------------------------------------------------------------&gt;\n\t(40000 gold)\n\t(Bladesinger Chain +4) (AR2807)\n\t(Scroll of Protection from Normal Weapons)\n\nAxe of the Unyielding +5\n&lt;----------------------------------------------------------------------&gt;\n \t(5000 gold)\n\t(Axe of the Unyielding +3) (AR3017)\n  \t(Baalor's Claw) (AR5204)\n\nBag of Plenty +2\n&lt;----------------------------------------------------------------------&gt;\n\t(10000 gold)\n\t(Bag of Plenty +1) (AR5204)\n\t(Kings Tears)\n\nBlessed Bracers\n&lt;----------------------------------------------------------------------&gt;\n\t(10000 gold)\n\t(Paladin's Bracers) (AR3001)\n\nBlue Dragon Plate\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n\t(Blue Dragon Scales) (AR6005)\n\nBronze Horn of Valhalla\n&lt;----------------------------------------------------------------------&gt;\n\t(2000 gold)\n\t(Diamond)\n\t(Silver Horn of Valhalla) (AR0528)\n\nCarsomyr +6\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n\t(Carsomyr +5) (AR1203)\n  \t(Eye of Tyr) (AR6110)\n\nCase of Plenty +2\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n\t(Case of Plenty +1) (AR3001)\n\nCirclet of Netheril\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n\t(Circlet of Netheril) (AR3016)\n\t(Bronze Ioun Stone) (AR5006)\n\nClay Golem Manual\t\t\t\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n \t(Clay Golem Page) (AR3017)\n\t(Golem Manual) (AR3001)\n\nCrom Faeyr\n&lt;----------------------------------------------------------------------&gt;\n\t(10000 gold)\n\t(Hammer of Thunderbolts) (AR0711)\n\t(Hands of Takkok) (AR0411)\n\t(Girdle of Frost Giant Strength) (AR2402)\n\t(Crom Faeyr Scroll) (AR1402)\n\nClub of Detonation +5\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n\t(Club of Detonation +3) (AR3019)\n\t(Ring of Fire Resistance) (AR1201) or (AR5011)\n\nDagger of the Star +5\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n\t(Dagger of the Star +4) (AR3027)\n\t(Star Sapphire x5)\n\nDarkfire Bow +5\t\n&lt;----------------------------------------------------------------------&gt;\n  \t(5000 gold)\n\t(Bowstring of Gond) (AR6106)\n  \t(Darkfire Bow +4) (AR5500)\n\nErinne Sling +5\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n\t(Erinne Sling +4) (AR3019)\n\nFiretooth +5\n&lt;----------------------------------------------------------------------&gt;\n  \t(5000 gold)\n\t(Bowstring of Gond) (AR6106)\n  \t(Firetooth +4) (AR3000)\n\nFlail of the Ages +3\n&lt;----------------------------------------------------------------------&gt;\n\t(Flail Head (Acid)) (AR1303)\n\t(Flail Head (Cold)) (AR1302)\n\t(Flail Head (Fire)) (AR1303)\n\nFlail of the Ages +4\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n\t(Flail Head (Poison)) (AR3016)\n\t(Flail of the Ages +3)\n\nFlail of the Ages +5 \n&lt;----------------------------------------------------------------------&gt;\n  \t(5000 gold)\n\t(Flail Head (Electricity)) (AR6005)\n  \t(Flail of the Ages +4)\n\nFoebane +5\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n\t(Fflar's Scabbard) (AR5007)\n\t(Foebane +3) (AR3001)\n\nGram the Sword of Grief +5\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n\t(Gram the Sword of Grief +5) (AR6005)\n  \t(Heart of the Damned) (AR6110)\n\nHeartwood Ring\n&lt;----------------------------------------------------------------------&gt;\n \t(5000 gold)\n\t(Nymph's Tear) (AR5202)\n\t(Oaken Ring) (AR5500)\n\nHelm of the Rock\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n\t(Helm of the Rock) (AR3016)\n\t(Horn) (AR3016)\n\t(Horn) (AR3016)\n\nHindo's Doom +4\t\t\n&lt;----------------------------------------------------------------------&gt;\n  \t(5000 gold)\n\t(Hindo's Doom +3) (AR3024)\n  \t(Hindo's Hand) (AR6002)\n\nHuman Flesh +5\n&lt;----------------------------------------------------------------------&gt;\n\t(Blood of a Silver Dragon) (AR2102)\n\t(Shirt Made of Human Flesh) (AR1100)\n\nImproved Cloak of Protection +2\n&lt;----------------------------------------------------------------------&gt;\n \t(20000 gold)\n\t(Cloak of Protection +2) (AR2300)\n\t(Scroll of Improved Haste)\n\t(Scroll of Invisibility)\n\nIron Horn of Valhalla\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n\t(Beljuril)\n\t(Bronze Horn of Valhalla)\n\nIxil's Spike +6\n&lt;----------------------------------------------------------------------&gt;\n \t (5000 gold)\n\t (Ixil's Nail +4) (AR3025)\n \t (Ixil's Spike +2) (AR3016)\n\nJuggernaut Golem Manual\t\n&lt;----------------------------------------------------------------------&gt;\n\t(15000 gold)\n  \t(Juggernaut Golem Page) (AR6003)\n  \t(Stone Golem Manual)\n\nMace of Disruption +2\n&lt;----------------------------------------------------------------------&gt;\n\t(7500 gold)\n\t(Illithium Ore)\t(AR0529)\n\t(Mace of Disruption +1) (AR0801)\n\nMontolio's Cloak\n&lt;----------------------------------------------------------------------&gt;\n  \t(5000 gold)\n\t(Montolio's Clasp) (AR3022)\n  \t(Montolio's Cloak) (AR5500)\n\nPurifier +5\t\n&lt;----------------------------------------------------------------------&gt;\n  \t(5000 gold)\n\t(Eye of Tyr) (AR6110)\n  \t(Purifier +4) (AR3008)\n\nQuiver of Plenty +2\n&lt;----------------------------------------------------------------------&gt;\n\t(10000 gold)\n\t(Quiver of Plenty +1) (AR3001)\n\t(Rogue Stone)\n\nRavager +6\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n\t(Ravager +4) (AR5204)\n\t(Serpent Staff)\t(AR3019)\n\nRed Dragon Scale\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n\t(Red Dragon Scales) (AR1203)\n\nShadow Dragon Scale\t\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n\t(Shadow Dragon Scales) (AR1402)\/(OH4230)\n\nShort Bow of Gesen \n&lt;----------------------------------------------------------------------&gt;\n\t(7500 gold)\n\t(Gesen Bow Shaft) (AR0503)\n\t(Gesen Bow String) (AR1514)\n\nShort Sword of Mask +5\n&lt;----------------------------------------------------------------------&gt;\n  \t(5000 gold)\n\t(Heart of the Damned) (AR6110)\n  \t(Short Sword of Mask +4) (AR3000)\n\nSilver Dragon Scale\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n\t(Silver Dragon Scales) (OH5500)\/(OH5500)\n\nSilver Sword \n&lt;----------------------------------------------------------------------&gt;\n\t(7500 gold)\n\t(Silver Blade) (AR1600)\n\t(Silver Hilt) (AR0700)\n\nSpectral Brand +5\n&lt;----------------------------------------------------------------------&gt;\n  \t(5000 gold)\n\t(Skull of the Lich) (AR6110)\n  \t(Spectral Brand +4) (AR3015)\n\nStaff of the Ram +6\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n\t(Roranach's Horn) (AR5002)\n\t(Staff of the Ram +4) (AR3018)\n\nStone Golem Manual\n&lt;----------------------------------------------------------------------&gt;\n\t(10000 gold)\n\t(Clay Golem Manual)\n\t(Stone Golem Page) (AR5204)\n\nStorm Star +5\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n \t(Starfall Ore) (AR5014)\n\t(Storm Star +3) (AR3017)\n\nTaralash +5\n&lt;----------------------------------------------------------------------&gt;\n  \t(5000 gold)\n\t(Bowstring of Gond) (AR6106)\n  \t(Taralash +4) (AR3019)\n\nThe Equalizer \n&lt;----------------------------------------------------------------------&gt;\n\t(7500 gold)\n\t(Blade of the Equalizer) (AR2101)\n\t(Hilt of the Equalizer)\t(AR2400)\n\t(Pommel Jewel of the Equalizer) (AR0602)\n\nThieves' Hood\n&lt;----------------------------------------------------------------------&gt;\n\t(10000 gold)\n\t(Thieves' Hood) (AR3012)\/(AR3013)\n\t(Ring of Invisibility) (AR0087) or (AR0712)\n\t(Antidote)\n\nWave +4 \n&lt;----------------------------------------------------------------------&gt;\n\t(7500 gold)\n\t(Wave Blade) (AR2300)\n\t(Wave Shaft) (AR0516)\n\nWhite Dragon Scale\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n\t(White Dragon Scales) (AR3014)\t\n\nWondrous Gloves\n&lt;----------------------------------------------------------------------&gt;\n\t(5000 gold)\n\t(Bard's Gloves) (AR3011)\n\t(Diamond)\n\t(Emerald)\n\t(Rogue Stone)\n\t(Star Sapphire)\n\t\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t               List of Mage Spells {SPL000}\t \t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nBelow is a list of all the Mage spells in the game... or at least all of\nthe spells I was able to find. This is for referential purposes, and\nsince divine spells are all automatically learned (or obtained through\npurchasing select feats) I feel no real need to include them. You want\na full list of Cleric\/Druid spells? Look at a Cleric\/Druid, \nrespectively. Spells gained via epic feats won't be included, since\nthey can't be missed. I've also provided a handy-dandy checklist, if \nyou care to use it. Haer'Dalis has been excused from this list because\nhe can only go up to 6th level spells, scrolls of which you should find\nin abundance. Characters who have their checklist marked with a -----\nindicates that this spell is prohibited by their Mage specialization.\nYou ever notice how almost all the recruitable Mages in this game have\nfive-letter names? Oh, and by the way, PRTGN stands for 'Protagonist',\nin case you have an arcane spell-caster of your own.\n\n1st Level Mage Spells\t\t\t\t\t\t{SPL001}\no======================================================================o\n\n\t\t\t\to===================================o\n\t\t\t\t|AERIE|EDWIN|IMOEN| JAN |NALIA|PRTGN|\n\t\t\t\to===================================o\nArmor\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nBlindness\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nBurning Hands\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nCharm Person\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nChill Touch\t\t\t|     |     |     |-----|     |     |\n\t\t\t\t|-----------------------------------|\nChromatic Orb\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nColor Spray\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nFind Familiar\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nFriends\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nGrease\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nIdentify\t\t\t|     |-----|     |     |     |     |\n\t\t\t\t|-----------------------------------|\nInfravision\t\t\t|     |-----|     |     |     |     |\n\t\t\t\t|-----------------------------------|\nLarloch's Minor Drain\t\t|     |     |     |-----|     |     |\n\t\t\t\t|-----------------------------------|\nMagic Missile\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nProtection from Evil\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nProtection from Petrification\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nReflected Image\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nShield\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nShocking Grasp\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSleep\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSpook\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\to===================================o\n\n2nd Level Mage Spells\t\t\t\t\t\t{SPL002}\no======================================================================o\n\n\t\t\t\to===================================o\n\t\t\t\t|AERIE|EDWIN|IMOEN| JAN |NALIA|PRTGN|\n\t\t\t\to===================================o\nAganazzar's Scorcher\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nBlur\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nDeafness\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nDetect Evil\t\t\t|     |-----|     |     |     |     |\n\t\t\t\t|-----------------------------------|\nDetect Invisibility\t\t|     |-----|     |     |     |     |\n\t\t\t\t|-----------------------------------|\nGhoul Touch\t\t\t|     |     |     |-----|     |     |\n\t\t\t\t|-----------------------------------|\nGlitterdust\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nHorror\t\t\t\t|     |     |     |-----|     |     |\n\t\t\t\t|-----------------------------------|\nInvisibility\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nKnock\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nKnow Alignment\t\t\t|     |-----|     |     |     |     |\n\t\t\t\t|-----------------------------------|\nLuck\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nMelf's Acid Arrow\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nMirror Image\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nPower Word Sleep\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nRay of Enfeeblement\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nResist Fear\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nStinking Cloud\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nStrength\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nVocalize\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nWeb\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\to===================================o\n\n3rd Level Mage Spells\t\t\t\t\t\t{SPL003}\no======================================================================o\n\n\t\t\t\to===================================o\n\t\t\t\t|AERIE|EDWIN|IMOEN| JAN |NALIA|PRTGN|\n\t\t\t\to===================================o\nClairvoyance\t\t\t|     |-----|     |     |     |     |\n\t\t\t\t|-----------------------------------|\nDetect Illusion\t\t\t|     |-----|     |     |     |     |\n\t\t\t\t|-----------------------------------|\nDire Charm\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nDispel Magic\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nFireball\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nFlame Arrow\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nGhost Armor\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nHaste\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nHold Person\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nHold Undead\t\t\t|     |     |     |-----|     |     |\n\t\t\t\t|-----------------------------------|\nInvisibility 10' Radius\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nLightning Bolt\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nMelf's Minute Meteors\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nMinor Spell Deflection\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nMonster Summoning I\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nNon Detection\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nProtection from Cold\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nProtection from Fire\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nProtection from Normal Missiles\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nRemove Curse\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nRemove Magic\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSkull Trap\t\t\t|     |     |     |-----|     |     |\n\t\t\t\t|-----------------------------------|\nSlow\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSpell Thrust\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nVampiric Touch\t\t\t|     |     |     |-----|     |     |\n\t\t\t\to===================================o\n\n4th Level Mage Spells\t\t\t\t\t\t{SPL004}\no======================================================================o\n\n\t\t\t\to===================================o\n\t\t\t\t|AERIE|EDWIN|IMOEN| JAN |NALIA|PRTGN|\n\t\t\t\to===================================o\nConfusion\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nContagion\t\t\t|     |     |     |-----|     |     |\n\t\t\t\t|-----------------------------------|\nEmotion\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nEnchanted Weapon\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nFarsight\t\t\t|     |-----|     |     |     |     |\n\t\t\t\t|-----------------------------------|\nFireshield (Blue)\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nFireshield (Red)\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nGreater Malison\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nIce Storm\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nImproved Invisibility\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nMinor Globe of Invulnerability\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nMinor Sequencer\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nMonster Summoning II\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nOtiluke's Resilient Sphere\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nPolymorph Other\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nPolymorph Self\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSecret Word\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSpider Spawn\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSpirit Armor\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nStoneskin\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nTeleport Field\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nWizard Eye\t\t\t|     |-----|     |     |     |     |\n\t\t\t\to===================================o\n\n5th Level Mage Spells       \t\t\t\t\t{SPL005}\no======================================================================o\n\t\t\t      \t\n\t\t\t\to===================================o\n\t\t\t\t|AERIE|EDWIN|IMOEN| JAN |NALIA|PRTGN|\n\t\t\t\to===================================o\nAnimate Dead\t\t\t|     |     |     |-----|     |     |\n\t\t\t\t|-----------------------------------|\nBreach\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nChaos\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nCloudkill\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nCone of Cold\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nConjure Lesser Air Elemental\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nConjure Lesser Earth Elemental\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nConjure Lesser Fire Elemental\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nDomination\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nFeeblemind\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nHold Monster\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nLower Resistance\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nMinor Spell Turning\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nMonster Summoning III\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nOracle\t\t\t\t|     |-----|     |     |     |     |\n\t\t\t\t|-----------------------------------|\nPhantom Blade\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nProtection from Acid\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nProtection from Electricity\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nProtection from Normal Weapons\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nShadow Door\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSpell Immunity\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSpell Shield\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSunfire\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\to===================================o\n\n6th Level Mage Spells\t\t\t\t\t\t{SPL006}\no======================================================================o\n\n\t\t\t\to===================================o\n\t\t\t\t|AERIE|EDWIN|IMOEN| JAN |NALIA|PRTGN|\n\t\t\t\to===================================o\nCarrion Summons\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nChain Lightning\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nConjure Air Elemental\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nConjure Earth Elemental\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nConjure Fire Elemental\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nContingency\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nDeath Fog\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nDeath Spell\t\t\t|     |     |     |-----|     |     |\n\t\t\t\t|-----------------------------------|\nDisintegrate\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nFlesh to Stone\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nGlobe of Invulnerability\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nImproved Haste\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nInvisible Stalker\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nMislead\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nPierce Magic\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nPower Word Silence\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nProtection from Magic Energy\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nProtection from Magical Weapons\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSpell Deflection\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nStone to Flesh\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSummon Nishruu\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nTenser's Transformation\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nTrue Sight\t\t\t|     |-----|     |     |     |     |\n\t\t\t\t|-----------------------------------|\nWyvern Call\t\t\t|     |     |     |     |     |     |\n\t\t\t\to===================================o\n\n7th Level Mage Spells\t\t\t\t\t\t{SPL007}\no======================================================================o\n\n\t\t\t\to===================================o\n\t\t\t\t|AERIE|EDWIN|IMOEN| JAN |NALIA|PRTGN|\n\t\t\t\to===================================o\nCacofiend\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nControl Undead\t\t\t|     |     |     |-----|     |     |\n\t\t\t\t|-----------------------------------|\nDelayed Blast Fireball\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nFinger of Death\t\t\t|     |     |     |-----|     |     |\n\t\t\t\t|-----------------------------------|\nKhelben's Warding Whip\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nLimited Wish\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nMantle\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nMass Invisibility\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nMordenkainen's Sword\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nPower Word Stun\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nPrismatic Spray\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nProjected Image\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nProtection From The Elements\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nRuby Ray of Reversal\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSpell Sequencer\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSpell Turning\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSphere of Chaos\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSummon Djinni\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSummon Efreeti\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSummon Hakeashar\t\t|     |     |     |     |     |     |\n\t\t\t\to===================================o\n\n8th Level Mage Spells\t\t\t\t\t\t{SPL008}\no======================================================================o\n\n\t\t\t\to===================================o\n\t\t\t\t|AERIE|EDWIN|IMOEN| JAN |NALIA|PRTGN|\n\t\t\t\to===================================o\nAbi-Dalzim's Horrid Wilting\t|     |     |     |-----|     |     |\n\t\t\t\t|-----------------------------------|\nBigby's Clenched Fist\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nImproved Mantle\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nIncendiary Cloud\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nMaze\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nPierce Shield\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nPower Word Blind\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nProtection from Energy\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSimulacrum\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSpell Trigger\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSummon Fiend\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSymbol: Death\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSymbol: Fear\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSymbol: Stun\t\t\t|     |     |     |     |     |     |\n\t\t\t\to===================================o\n\n9th Level Mage Spells\t\t\t\t\t\t{SPL009}\no======================================================================o\n\n\t\t\t\to===================================o\n\t\t\t\t|AERIE|EDWIN|IMOEN| JAN |NALIA|PRTGN|\n\t\t\t\to===================================o\nAbsolute Immunity\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nBigby's Crushing Hand\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nBlack Blade of Disaster\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nChain Contingency\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nEnergy Drain\t\t\t|     |     |     |-----|     |     |\n\t\t\t\t|-----------------------------------|\nFreedom\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nGate\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nImprisonment\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nMeteor Swarm\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nPower Word Kill\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nShapechange\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSpell Trap\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nSpellstrike\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nTime Stop\t\t\t|     |     |     |     |     |     |\n\t\t\t\t|-----------------------------------|\nWail of the Banshee\t\t|     |     |     |-----|     |     |\n\t\t\t\t|-----------------------------------|\nWish\t\t\t\t|     |     |     |     |     |     |\n\t\t\t\to===================================o\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\tExperience List {EXP000}\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nThis is a list of the experience rewards given by different characters\nand creatures when slain. It is not a complete list, I didn't go around\nkilling every NPC to record how much experience they give. However, if\nyou killed somebody while following the instructions of this guide, they\nshould be listed... unless I forgot to add them. In any case, it's not\na big deal.\n\n\to===o\n\t|(A)|\n        o===o\n\nAawill\t\t\t\t\t7000\nAbishai\t\t\t\t\t12000\nAdalon\t\t\t\t\t54000\nAdamantite Golem\t\t\t25000\nAdherent\t\t\t\t6000\nAdsaan\t\t\t\t\t15000\nAdventurer\t\t\t\t270, 350, 400\nAerial Servant\t\t\t\t9000\nAesgareth\t\t\t\t21000\nAir Mephit\t\t\t\t420\nAir Elemental\t\t\t\t7000\nAkae\t\t\t\t\t8000\nAlcha Diagott\t\t\t\t22000\nAldun Forgecaster\t\t\t5000\nAlhoon\t\t\t\t\t10000\nAlibakkar Guard\t\t\t\t174\nAlnarow\t\t\t\t\t4000\nAlu-Fiend\t\t\t\t9000\nAma\t\t\t\t\t2000\nAmalas\t\t\t\t\t1800\nAmeralis Zauviir\t\t\t23000\nAminah\t\t\t\t\t10000\nAmnish Bodyguard\t\t\t700\nAmphitheater Guard\t\t\t4000\nAnarg\t\t\t\t\t9000\nAnath\t\t\t\t\t2200\nAnkheg\t\t\t\t\t974\nAnguiliian\t\t\t\t3000\nAncan\t\t\t\t\t2000\nAngelo\t\t\t\t\t12000\nAnishai\t\t\t\t\t2000\nAnti-Paladin\t\t\t\t7000\nAran Linvail\t\t\t\t17000\nAranthis\t\t\t\t9000\nArcher\t\t\t\t\t2000, 5000\nArdic Sentele\t\t\t\t550\nArkanis Gath\t\t\t\t1400\nArledrian\t\t\t\t800\nAssassin\t\t\t\t14, 270, 750, 900, 1000, 2000,\n\t\t\t\t\t4000, 6000, 7000\nAurumach Rilmani\t\t\t27000\nAzamantes\t\t\t\t25000\n\n\to===o\n\t|(B)|\n        o===o\n\nBaby Wyvern\t\t\t\t450, 6000\nBaldwin\t\t\t\t\t10000\nBalor\t\t\t\t\t26000, 46000\nBalthazar\t\t\t\t40000\nBandit\t\t\t\t\t650, 974, 1400, 2500\nBanshee\t\t\t\t\t4000\nBaragh\t\t\t\t\t974\nBarl\t\t\t\t\t5000\nBaron Metrich\t\t\t\t3650\nBaron Ployer\t\t\t\t6000\nBaron Thelokassyil\t\t\t974\nBeastmaster\t\t\t\t2000\nBeholder\t\t\t\t9000, 14000\nBentaxe Foekiller\t\t\t4000\nBerena Elkan\t\t\t\t12500\nBerenn\t\t\t\t\t40500\nBessen\t\t\t\t\t2500\nBig Mordin\t\t\t\t1400\nBilqis\t\t\t\t\t10000\nBlack Bear\t\t\t\t174, 200\nBlack Reaver\t\t\t\t5000\nBlizzard Troll\t\t\t\t5000\nBloated Spider\t\t\t\t1200\nBodhi\t\t\t\t\t91000\nBollard Firejaw\t\t\t\t1400\nBone Blade\t\t\t\t2500\nBone Fiend\t\t\t\t12000, 22000\nBone Golem\t\t\t\t18000\nBooter\t\t\t\t\t1400\nBorinall\t\t\t\t100\nBorok Tosst\t\t\t\t7000\nBouncer\t\t\t\t\t14, 3500\nBounty Hunter\t\t\t\t1400, 4000, 6000, 11000\nBoz\t\t\t\t\t6000\nBrain Golem\t\t\t\t10000\nBraitenbach\t\t\t\t18000\nBregg\t\t\t\t\t4000\nBrennan Risling\t\t\t\t4000\nBride\t\t\t\t\t15\nBride's Brother\t\t\t\t15\nBrother Pol\t\t\t\t18000\nBrown Bear\t\t\t\t420\nBurich\t\t\t\t\t2000\n\n\to===o\n\t|(C)|\n        o===o\n\nCaehan\t\t\t\t\t1400\nCambion\t\t\t\t\t6000, 12000\nCaptain\t\t\t\t\t1800, 5000, 7500\nCaptain Alyittyl\t\t\t3000\nCaptain Egeissag\t\t\t20000\nCaptain Erelon\t\t\t\t10000\nCaptain Haegan\t\t\t\t580\nCarras\t\t\t\t\t500\nCarrion Crawler\t\t\t\t420, 974\nCarston\t\t\t\t\t6000\nCatimis\t\t\t\t\t3000\nCelestial Hound\t\t\t\t1500\nChak\t\t\t\t\t6000\nChalinthra\t\t\t\t12000\nChandrilla\t\t\t\t4000\nChaos\t\t\t\t\t12000\nChieftain DigDag\t\t\t2000\nChild Spirit\t\t\t\t1500\nChinchilla\t\t\t\t18000\nChremy\t\t\t\t\t1100\nChromatic Demon\t\t\t\t55000\nChrost\t\t\t\t\t3000\nClay Golem\t\t\t\t5000, 8000\nCleric\t\t\t\t\t120, 2000\nCleric of Lathander\t\t\t5400\nCleric of Talos\t\t\t\t1400\nCless Ironeye\t\t\t\t3000\nCohrvale\t\t\t\t6000\nCommoner\t\t\t\t24, 150\nConster\t\t\t\t\t6000\nCopper Coronet Guard\t\t\t14, 1000, 2000\nCornugon\t\t\t\t10000, 20000\nCorrupted Ankheg\t\t\t1500\nCotirso\t\t\t\t\t2000\nCrimson Death\t\t\t\t9000\nCrusader\t\t\t\t8000, 10000\nCulak\t\t\t\t\t22000\nCyronax\t\t\t\t\t56000\n\n\to===o\n\t|(D)|\n        o===o\n\nDace Sontan\t\t\t\t8500\nDamien\t\t\t\t\t4000\nDalok\t\t\t\t\t3000\t\nDalton\t\t\t\t\t2000\nDangerous Moose\t\t\t\t975\nDanys Ten-Teeth\t\t\t\t21000\nDark Moon Monk\t\t\t\t3000, 12000, 13000, 15000, 16000\nDarsidian Moor\t\t\t\t1400\nDawnbringer Alvanna\t\t\t480\nDawnmaster Kreel\t\t\t680\nDeath Tyrant\t\t\t\t14000\nDedral\t\t\t\t\t10000\nDeepstone Dwarf\t\t\t\t4000\nDegardan\t\t\t\t8500\nDeirex\t\t\t\t\t22000\nDel\t\t\t\t\t8500\nDemi-Lich\t\t\t\t55000\nDemonknight\t\t\t\t16000\nDemon Wraith\t\t\t\t25000\nDerg the Orc\t\t\t\t14\nDeril\t\t\t\t\t26000\nDermin Courtierdale\t\t\t5000\nDerro\t\t\t\t\t12000\nDerro Berserker\t\t\t\t12000\nDesharik\t\t\t\t11000\nDevil Shade\t\t\t\t9000\nDiaytha\t\t\t\t\t14000\nDire Wolf\t\t\t\t124, 175\nDirector\t\t\t\t10000\nDiseased Gibberling\t\t\t50\nDoa\t\t\t\t\t5000\nDola Fadoon\t\t\t\t5000\nDolrassa\t\t\t\t58000 \nDoorman\t\t\t\t\t15\nDoppleganger\t\t\t\t420\nDracandros\t\t\t\t8000\nDraconis\t\t\t\t61000\nDragomir the Red\t\t\t11000\nDragon\t\t\t\t\t22000, 62000\nDraug Fea\t\t\t\t7000\nDread Wolf\t\t\t\t650\nDrow\t\t\t\t\t650, 750, 974, 1274, 3000, 4000,\n\t\t\t\t\t4500, 5000, 6000, 7000, 8000, \n\t\t\t\t\t9000, 10000, 11000, 12000\nDrow Bartender\t\t\t\t650\nDrow Patron\t\t\t\t150\nDrow Priestess\t\t\t\t2000, 4000, 5000, 6000\nDrow Servant\t\t\t\t10000, 11000\nDrow Torturer\t\t\t\t6000, 7000, 9000\nDrow Warrior\t\t\t\t4000, 6000, 7500\nDrow Wizard\t\t\t\t1400, 6000\nDruid\t\t\t\t\t2000, 10000\nDrush\t\t\t\t\t650\nDuergar\t\t\t\t\t370, 420\nDuergar Sapper\t\t\t\t6000\nDunbar\t\t\t\t\t650\nDunbar the Fifth\t\t\t100\nDurst\t\t\t\t\t14500\nDust Mephits\t\t\t\t420\nDwarf\t\t\t\t\t1400\n\n\to===o\n\t|(E)|\n        o===o\n\nEagle Eye\t\t\t\t6000\nEarth Elemental\t\t\t\t6000\nEmbarl\t\t\t\t\t750\nEfreeti\t\t\t\t\t8000\nEgg Guard\t\t\t\t100\nEldarin\t\t\t\t\t480\nElder Orb\t\t\t\t14000\nElemental Lich\t\t\t\t22000\nEler Had\t\t\t\t12500\nElite Fire Giant\t\t\t26000\nElite Guard\t\t\t\t2200, 12000\nElite Guard Captain\t\t\t2500\nElite Orc\t\t\t\t650\nElite Orog\t\t\t\t850, 6000\nEllesime\t\t\t\t12000\nElven Warrior\t\t\t\t2000\nEntu\t\t\t\t\t5000\nErtof Dand\t\t\t\t2500\nEscaped Clone\t\t\t\t1250\nEnslaved Genie\t\t\t\t11000\nErinyes\t\t\t\t\t15000\nErrard\t\t\t\t\t20000\nEttercap\t\t\t\t650\nEttin\t\t\t\t\t5000\nExecutioner\t\t\t\t9000\nEye of the Beholder\t\t\t15000\nEye of the Dead\t\t\t\t12000\n\n\to===o\n\t|(F)|\n        o===o\n\nFaafirah\t\t\t\t5000\nFadell Ironeye\t\t\t\t12000\nFael\t\t\t\t\t200\nFaheed\t\t\t\t\t12000\nFalahar\t\t\t\t\t12000\nFaldorn\t\t\t\t\t14000\nFallen Paladin\t\t\t\t2000\nFallen Solar\t\t\t\t32000\nFanatic\t\t\t\t\t1000, 1700, 2000\nFavored of Cyric\t\t\t25000\nFeldrak Feldrak'i\t\t\t12000\nFell Ghast\t\t\t\t850\nFemale Thrall\t\t\t\t2000\nFenuku\t\t\t\t\t2000\nFerric Ironblade\t\t\t8000\nFerrumach Rilmani\t\t\t8000\nFighter\t\t\t\t\t2000, 6000, 6500, 8000, 10000,\n\t\t\t\t\t15000\nFighter of Tyr\t\t\t\t9000\nFire Elemental\t\t\t\t6000, 12000\nFire Giant\t\t\t\t8000, 16000\nFire Mephit\t\t\t\t420\nFire Salamander\t\t\t\t3500\nFire Troll\t\t\t\t3000\nFirkraag\t\t\t\t64000\nFisherman\t\t\t\t150\nFission Slime\t\t\t\t64\nFlaming Skull\t\t\t\t9000, 11000\nFlayan the Orc\t\t\t\t14\nFledgling Vampire\t\t\t8500\nFlesh Golem\t\t\t\t2000\nFll'Yissetat\t\t\t\t60000\nFrennedan\t\t\t\t3000\nFront\t\t\t\t\t500\nFrost Salamander\t\t\t9000\n\n\to===o\n\t|(G)|\n        o===o\n\nGaal\t\t\t\t\t14000\nGaelan Bayle\t\t\t\t1300\nGallchobhair\t\t\t\t7200\nGalvarey\t\t\t\t4000\nGalvena\t\t\t\t\t4000\nGarfunkle\t\t\t\t24000\nGarock\t\t\t\t\t10000\nGauth\t\t\t\t\t9000\nGerg\t\t\t\t\t34\nGeld Quickblade\t\t\t\t3000\nGellal\t\t\t\t\t14500\nGenie\t\t\t\t\t5000\nGhast\t\t\t\t\t650\nGhaunadaur Priest Leader\t\t10000\nGhaunadaur Priest\t\t\t7000\nGhell Rando\t\t\t\t8000\nGhostly Monk\t\t\t\t10000\nGhostly Priest\t\t\t\t22000\nGhoul Lord\t\t\t\t3000\nGiant Lynx\t\t\t\t174\nGiant Spider\t\t\t\t450\nGiant Troll\t\t\t\t1400\nGiaus\t\t\t\t\t4000\nGibberling\t\t\t\t14, 34\nGish\t\t\t\t\t2000\nGithyanki\t\t\t\t2000, 3000, 5000\nGlabrezu\t\t\t\t12000, 12500, 20000, 24000\nGladiator\t\t\t\t14\nGnoll\t\t\t\t\t34, 400\nGnoll Captain\t\t\t\t120, 350\nGnoll Elite\t\t\t\t65, 5000\nGoblin\t\t\t\t\t20, 60\nGoblin Commando\t\t\t\t34\nGolin\t\t\t\t\t1650\nGont of Riatavin\t\t\t7000\nGoon\t\t\t\t\t164\nGorch\t\t\t\t\t14\nGorgon Eye\t\t\t\t12000\nGorvin\t\t\t\t\t444\nGoxxa the Alhoon\t\t\t10000\nGracien\t\t\t\t\t3500\nGrae\t\t\t\t\t1400\nGraican\t\t\t\t\t9500\nGray Ooze\t\t\t\t274\nGreater Air Elemental\t\t\t11000\nGreater Earth Elemental\t\t\t10000\nGreater Fire Elemental\t\t\t10000\nGreater Water Elementals\t\t10000\nGreater Ghoul\t\t\t\t2000\nGreater Lacedon\t\t\t\t1800\nGreater Mummy\t\t\t\t8000, 12000\nGreater Otyugh\t\t\t\t8000\nGreater Shade Wolf\t\t\t650\nGreater Werewyvern\t\t\t15000\nGreater Wolfwere\t\t\t15000\nGreater Wraith\t\t\t\t8000\nGreater Wyvern \t\t\t\t5500\nGreater Yuan-ti\t\t\t\t5000\nGreen Slime\t\t\t\t64\nGrimwarder\t\t\t\t4000\nGrimward Archer\t\t\t\t4000\nGrizzly Bear\t\t\t\t1150\nGromnir Il-Khan\t\t\t\t22500\nGuild Contact\t\t\t\t1400\nGuard\t\t\t\t\t750, 975, 1000, 1250, 2000,\n\t\t\t\t\t3500, 4000, 5000, 6000, 8500\nGuard Captain\t\t\t\t6000, 7500, 16000\nGuardian\t\t\t\t8000, 10000\nGuardian Golem\t\t\t\t13000\nGuardian of Air\t\t\t\t12000\nGuardian of the Source\t\t\t4000\nGuardian Terpfen\t\t\t2000\nGul Dukeem\t\t\t\t9000\n\n\to===o\n\t|(H)|\n        o===o\n\nHalfling Warrior\t\t\t1000\nHammerhelm\t\t\t\t8000\nHandmaiden of Loloth\t\t\t5000\nHandmaiden of Lolth\t\t\t6000\nHareishan\t\t\t\t8500\nHarper\t\t\t\t\t3000, 3500\nHaz\t\t\t\t \t8000\nHectan\t\t\t\t\t14\nHelmite Sentry\t\t\t\t900\nHendak\t\t\t\t\t420\nHerath\t\t\t\t\t3000\nHeretic Guard\t\t\t\t4000\nHeretic Monk\t\t\t\t3000\nHigh Priestess Tlyysixxous\t\t5000\nHindra Jae'llat\t\t\t\t14000\nHive Mother\t\t\t\t50000\nHobgoblin Archer\t\t\t34\nHobgoblin Captain\t\t\t420\nHobgoblin Elite\t\t\t\t94\nHobgoblin Shaman\t\t\t34\nHobgoblin Warrior\t\t\t34\nHobgoblin Wizard\t\t\t34\nHojar Bootcut\t\t\t\t2000\nHokkney of Tyr\t\t\t\t2000\nHuge Spider\t\t\t\t270\nHuman\t\t\t\t\t650, 1400\nHuntley\t\t\t\t\t480\nHurgis Baltezan\t\t\t\t3500\n\n\to===o\n\t|(I)|\n        o===o\n\nIce Golem\t\t\t\t13000, 25000\nIce Mephit\t\t\t\t420\nIce Mist\t\t\t\t8000\nIce Salamander\t\t\t\t3000\nIce Troll\t\t\t\t174\nIhtafeer\t\t\t\t15000\nIko\t\t\t\t\t3000\nIl-Khan Battle Mage\t\t\t21500\nIl-Khan Soldier\t\t\t\t1400, 12000, 12300, 12500\nIllasera\t\t\t\t10000\nIlmryn\t\t\t\t\t974\nIlyich\t\t\t\t\t520\nImix\t\t\t\t\t50000\nImp\t\t\t\t\t240, 1400, 7500\nInsane Dwarf Warrior\t\t\t1750\nInquisitor Murundhi\t\t\t19000\nInvisible Stalker\t\t\t3000\nIron Golem\t\t\t\t13000\nIst'tar Jae'llat\t\t\t16000\nIxthezzys\t\t\t\t61000 \nIycanth the Mad\t\t\t\t20000\n\n\to===o\n\t|(J)|\n        o===o\n\nJaden\t\t\t\t\t4000\nJae'llat Guard\t\t\t\t6000\nJamis Tombelthen\t\t\t10000\nJalaal\t\t\t\t\t3000\nJalin Tax\t\t\t\t6000\nJarden\t\t\t\t\t2500\nJassar\t\t\t\t\t20000\nJaylos\t\t\t\t\t1400\nJiang Dai\t\t\t\t7000\nJolstead\t\t\t\t2000\nJon Irenicus\t\t\t\t12000\nJuggernaut Golem\t\t\t16000\n\n\to===o\n\t|(K)|\n        o===o\n\nKa'rashur\t\t\t\t46000\nKail\t\t\t\t\t3000\nKalah\t\t\t\t\t2000\nKangaxx the Demi-Lich\t\t\t55000\nKaol\t\t\t\t\t8000\nKarthis al-Hezzar\t\t\t1000\nKarun the Black\t\t\t\t21500\nKayardi\t\t\t\t\t6000\nKelner\t\t\t\t\t2000\nKeno\t\t\t\t\t13000\nKetta\t\t\t\t\t8500\nKhan Zahraa\t\t\t\t5000\nKi Chin Sang\t\t\t\t13000\nKiller Mimic\t\t\t\t3000, 5000\nKing Ixilthetocal\t\t\t4000\nKiser Jhaeri\t\t\t\t6500\nKnight\t\t\t\t\t2000\nKnight of the Order\t\t\t4000\nKobold\t\t\t\t\t6, 400\nKobold Captain\t\t\t\t14\nKobold Commando\t\t\t\t14, 34, 124\nKobold Shaman\t\t\t\t64, 270\nKobold Witch Doctor\t\t\t14, 64\nKorkorran \t\t\t\t25000\nKoshi\t\t\t\t\t9000\nKruin\t\t\t\t\t8000\nKuo-Toa\tArcher\t\t\t\t5000\nKuo-Toa Captain\t\t\t\t4000, 6000\nKuo-Toa Lieutenant\t\t\t1400\nKuo-Toa Monitor\t\t\t\t1400\nKuo-Toa Priest\t\t\t\t2000, 4000\nKuo-Toa Prince\t\t\t\t4000\nKuo-Toa Warrior\t\t\t\t174, 1000, 5000\nKuo-Toa Whip\t\t\t\t420, 2500\nKuo-Toa Wizard\t\t\t\t2000\nKyland Lind\t\t\t\t4000\n\n\to===o\n\t|(L)|\n        o===o\n\nLacedon\t\t\t\t\t1000\nLady Lilith Lurraxol\t\t\t4000\nLaen Torg\t\t\t\t4000\nLagole Gon\t\t\t\t26000\nLanfear\t\t\t\t\t8000\nLashar'ra\t\t\t\t18700\nLassal\t\t\t\t\t11500\nLavok\t\t\t\t\t28750\nLayene\t\t\t\t\t4000\nLea'liyl\t\t\t\t16000\nLegdoril\t\t\t\t6000\nLemp Coldhearth\t\t\t\t9000\nLennah\t\t\t\t\t3000\nLeopard\t\t\t\t\t270\nLesser Air Elemental\t\t\t3000\nLesser Clay Golem\t\t\t2000\nLesser Demon Lord\t\t\t26000\nLesser Earth Elemental\t\t\t2000\nLesser Fire Elemental\t\t\t2000\nLich\t\t\t\t\t22000\nLightning Mephit\t\t\t420\nLieutenant Cleric\t\t\t25000\nLieutenant Fighter\t\t\t25000\nLieutenant Mage\t\t\t\t25000\nLieutenant Thief\t\t\t25000\nLizard Man\t\t\t\t270\nLlynis\t\t\t\t\t650\nLonk the Sane\t\t\t\t20000\nLord Igen Tombelthen\t\t\t6000\nLord Keltaar Argrim\t\t\t1974\nLord Roenal\t\t\t\t12000\nLord Skarmaen Alibakkar\t\t\t2000\nLurraxol Guard\t\t\t\t174\n\n\to===o\n\t|(M)|\n        o===o\n\nMad Cleric\t\t\t\t750\nMadman Aganalo\t\t\t\t6000\nMadulf\t\t\t\t\t1750\nMae'Var\t\t\t\t\t14000\nMagma Mephit\t\t\t\t420\nMage\t\t\t\t\t620, 974, 1000, 2000, 6000, \n\t\t\t\t\t7000, 7200, 8000, 10000, 11000,\n\t\t\t\t\t14000, 15000, 20000\nMagic Golem\t\t\t\t8000\nMahar\t\t\t\t\t6000\nMaharajah\t\t\t\t15000\nMajira\t\t\t\t\t12000\nMalacazar\t\t\t\t3500\nMan-at-Arms\t\t\t\t2000\nMarilith\t\t\t\t23000\nMaster of Thralls\t\t\t16000\nMaster Verthan\t\t\t\t2000\nMaster Wraith\t\t\t\t30500\nMatron Mother Ardulace\t\t\t16000\nMatron's Guard\t\t\t\t4000\nMaurezhi\t\t\t\t6000\nMeems Dugdeep\t\t\t\t12000\nMeferan\t\t\t\t\t6000\nMekrath\t\t\t\t\t14000\nMencar Pebblecrusher\t\t\t10000\nMephit Portal\t\t\t\t5000\nMercenary\t\t\t\t1000, 1500, 2000, 3000, 4000, \n\t\t\t\t\t5000, 6000, 8000, 11000\nMercenary Captain\t\t\t11000\nMerchant\t\t\t\t5000, 7000\nMeredath\t\t\t\t8500\nMerlinious\t\t\t\t6000\nMetrich Footman\t\t\t\t3400\nMetrich Yeoman\t\t\t\t2650\nMilitia Guard\t\t\t\t500, 650\nMind Flayer\t\t\t\t9000\nMing-hua Dai\t\t\t\t8000\nMinotaur\t\t\t\t1000, 1400, 3000\nMirnielle Santele\t\t\t14\nMistress Ada\t\t\t\t1650\nMist Horror\t\t\t\t3000\nMist Mephit\t\t\t\t420\nMithykyl\t\t\t\t19000\nMogadish\t\t\t\t14000\nMonk\t\t\t\t\t10000, 23000\nMook\t\t\t\t\t500\nMorning Knight\t\t\t\t4000\nMountain Bear\t\t\t\t650\nMountain Lion\t\t\t\t270\nMugger\t\t\t\t\t20, 1000\nMummy\t\t\t\t\t3000\nMurderer\t\t\t\t1400\nMustard Jelly\t\t\t\t2000\nMutated Gibberling\t\t\t14\nMutated Spider\t\t\t\t9000\nMyconid\t\t\t\t\t420\nMyconid King\t\t\t\t1200\n\n\to===o\n\t|(N)|\n        o===o\n\nN'ashtar\t\t\t\t4000\nNaiman Alore\t\t\t\t22000\nNalmissra\t\t\t\t25000\nNabassu\t\t\t\t\t16000\nNan Kung Chi\t\t\t\t16000\nNeb\t\t\t\t\t3500\nNecre\t\t\t\t\t11000\nNevaziah\t\t\t\t8000\nNilthiri\t\t\t\t10000\nNishruu\t\t\t\t\t1000\nNizidramanii'yt\t\t\t\t52000\nNoble Djinni\t\t\t\t10000\nNoble Efreeti\t\t\t\t11000\nNyalee\t\t\t\t\t2700\nNym Khalazza\t\t\t\t1800\nNymph\t\t\t\t\t650, 2400\n\n\to===o\n\t|(O)|\n        o===o\n\nOchre Jelly\t\t\t\t270\nOdamaron\t\t\t\t22000\nOdren\t\t\t\t\t10000\nOfficer Dirth\t\t\t\t3200\nOgre\t\t\t\t\t270, 5000, 6000, 10000\nOgremach\t\t\t\t56000\nOgre Berserker\t\t\t\t424\nOgre Mage\t\t\t\t650, 750, 5000\nOgrillon\t\t\t\t174\nOlaf Rassmusen\t\t\t\t6000\nOlhydra\t\t\t\t\t27000\nOnvo\t\t\t\t\t2000\nOoze Mephit\t\t\t\t420\nOrc\t\t\t\t\t94, 150, 500, 650, 2000\nOrc Archer\t\t\t\t34, 174, 1000, 6000\nOrc Mage\t\t\t\t1000\nOrog\t\t\t\t\t174, 600, 650, 1200\nOrog Leader\t\t\t\t174\nOtyugh\t\t\t\t\t650, 5000\nOverseer Akuda\t\t\t\t7000\nOverseer Azmadi\t\t\t\t7000\n\n\to===o\n\t|(P)|\n        o===o\n\nPai'Na\t\t\t\t\t4000\nPaladin of Tyr\t\t\t\t10000\nPanther\t\t\t\t\t420\nParisa\t\t\t\t\t8500\nParty Member\/Protagonist Clone\t\t650\nPeasant\t\t\t\t\t974\nPerth the Adept\t\t\t\t20000\nPhaere\t\t\t\t\t12000\nPhase Spider\t\t\t\t1400\nPhlydian\t\t\t\t19500\nPhreya\t\t\t\t\t20000\nPirate\t\t\t\t\t500, 650, 974, 4000, 6000\nPirate Captain\t\t\t\t6000\nPirate Leader\t\t\t\t3400\nPirate Mage\t\t\t\t3000\nPit Fiend\t\t\t\t9000, 28000\nPitch\t\t\t\t\t420\nPitre\t\t\t\t\t6000\nPlanetar\t\t\t\t20000, 30000\nPlath Rededge\t\t\t\t3500\nPoison Mist\t\t\t\t3500\nPooky\t\t\t\t\t4000\nPrebek\t\t\t\t\t2500\nPriest\t\t\t\t\t22000\nPriest of Cyric\t\t\t\t1400, 2000, 12000\nPriest of Helm\t\t\t\t680\nPriest of Mask\t\t\t\t2000\nPriest of Tyr\t\t\t\t8000, 10000\nPriestess\t\t\t\t8000\nPriestess of Lolth\t\t\t2000\nPriestess of Sekolah\t\t\t2000\nPrince Villynaty\t\t\t2000\nPrison Captain\t\t\t\t3000, 5000, 6000\nProtagonist Alter-Ego\t\t\t15000\n\n\to===o\n\t|(Q)|\n        o===o\n\nQilue\t\t\t\t\t4000\nQuasit\t\t\t\t\t2000, 3000, 6000\n\n\to===o\n\t|(R)|\n        o===o\n\nRaamilat\t\t\t\t16000\nRabi'ah\t\t\t\t\t10000\nRabid Dog\t\t\t\t34\nRadiant Mephit\t\t\t\t420\nRaevilin Strathi\t\t\t20000\nRaevilin Strathi Chunk\t\t\t974\nRaffiyah\t\t\t\t18000\nRajah\t\t\t\t\t7000\nRaksasha\t\t\t\t3000\nRaissa\t\t\t\t\t14\nRanger\t\t\t\t\t3200, 5000\nRayic Gethras\t\t\t\t9000\nRebel\t\t\t\t\t174, 2000, 3000\nRed Wizard\t\t\t\t3500, 4000, 5000, 8000, 9000\nRejiek Hidesman\t\t\t\t14\nRelonar\t\t\t\t\t4000\nRengaard\t\t\t\t6000\nReti\t\t\t\t\t1250\nRevanek\t\t\t\t\t6000\nReviane\t\t\t\t\t3500\nRex\t\t\t\t\t34\nReyna\t\t\t\t\t2000\nReynald de Chatillon\t\t\t5000\nRikkon\t\t\t\t\t175\nRilloa Jae'llat\t\t\t\t8000\nRiti\t\t\t\t\t8000\nRitual Guard\t\t\t\t5000\nRock\t\t\t\t\t15000\nRoenal Guard\t\t\t\t1250, 2000, 8000\nRover\t\t\t\t\t34\nRoyal High Priestess Senityili\t\t5000\nRuffian\t\t\t\t\t25\nRuffian Captain\t\t\t\t1000\nRuhk\t\t\t\t\t7000\nRuhk Transmuter\t\t\t\t7000\nRune Assassins\t\t\t\t4500\n\n\to===o\n\t|(S)|\n        o===o\n\nSaadat\t\t\t\t\t3000\nSaerk Farrahd\t\t\t\t9000\nSahana\t\t\t\t\t4000\nSahuagin\t\t\t\t174, 2000, 3000\nSahuagin Baron\t\t\t\t974\nSahuagin Baronial Guard\t\t\t270\nSahuagin Chieftain\t\t\t420\nSahuagin Priestess\t\t\t650\nSahuagin Prince\t\t\t\t2000\nSahuagin Royal Guard\t\t\t3000\nSaladrex\t\t\t\t64000\nSalamander\t\t\t\t2000\nSalia\t\t\t\t\t8500\nSamia\t\t\t\t\t9000\nSanasha\t\t\t\t\t2500\nSand Golem\t\t\t\t14000\nScrooloose\t\t\t\t1950\nSea Troll\t\t\t\t1400\nSea Zombie\t\t\t\t420\nSea Zombie Lord\t\t\t\t6000\nSeeker\t\t\t\t\t6000\nSemaj\t\t\t\t\t12000\nSendai\t\t\t\t\t6000, 12000, 14000, 15000, \n\t\t\t\t\t16000, 18000\nSenior Armagaran Vulova\t\t\t14\nSentinel\t\t\t\t6000\nSephos\t\t\t\t\t19000\nSergeant Natula\t\t\t\t8000\nShade Lich\t\t\t\t22000\nShade Lord\t\t\t\t25000\nShade Wolf\t\t\t\t500\nShadow\t\t\t\t\t420, 450, 620\nShadow Creature\t\t\t\t3000\nShadow Druid\t\t\t\t974, 2000, 4000\nShadow Fiend\t\t\t\t2000\nShadow Guard\t\t\t\t7000\nShadow Jailor\t\t\t\t620\nShadow Patrick\t\t\t\t7000\nShadow Thief\t\t\t\t14, 140, 250, 750, 1200, 1400, \n\t\t\t\t\t1700, 2400, 3000, 8000\nShagbag\t\t\t\t\t4000\nShambling Mound\t\t\t\t16000\nShangalar\t\t\t\t50000\nShani\t\t\t\t\t20000\nShapeshifters (Posing as Party Members)\t3000\nSharran Assassin\t\t\t6000, 18000\nSharran Bridge Guard\t\t\t6000\nSharran\tCrusader\t\t\t6000, 14500\nSharran Gate Guard\t\t\t6000\nSharran Guard\t\t\t\t6000\nSharran Guard Ovidiu\t\t\t8000\nSharran Mercenary\t\t\t8000, 12400, 12500\nSharran Monk\t\t\t\t7000, 16000\nSharran Overseer\t\t\t2000, 7000\nSharran Overseer Razvan\t\t\t10000\nSharran Priest\t\t\t\t5000, 6000, 15000\nSharran Sorcerer\t\t\t6000, 15000\nSharran Sorceress\t\t\t7000\nSharran Warrior\t\t\t\t4000\nShield Knight\t\t\t\t4800\nShyressa\t\t\t\t10500\nSimbja\t\t\t\t\t5000\nSimon\t\t\t\t\t2000\nSimyaz\t\t\t\t\t8000\nSion\t\t\t\t\t6000\nSir Greshal\t\t\t\t1600\nSister Garlena\t\t\t\t10000\nSixscar\t\t\t\t\t10000\nSkeleton\t\t\t\t64, 150, 974, 2000\nSkeleton Archer\t\t\t\t500, 750\nSkeleton Assassin\t\t\t6000\nSkeleton Mage\t\t\t\t7200\nSkeleton Priest\t\t\t\t10000\nSkeleton Warrior\t\t\t1150, 2200, 4000, 10000\nSlave\t\t\t\t\t750, 1274\nSlave Boy\t\t\t\t74\nSlave Girl\t\t\t\t74\nSlave Leader\t\t\t\t1274\nSlave Wraith\t\t\t\t5000\nSlaver\t\t\t\t\t86, 110, 480, 724\nSlaver Guard\t\t\t\t134, 164, 420\nSlaver Wizard\t\t\t\t480\nSlavemaster\t\t\t\t9000\nSlayer\t\t\t\t\t25000\nSmaeluv Orcslicer\t\t\t4000\nSmall Spider\t\t\t\t100, 300\nSmoke Mephit\t\t\t\t420\nSolaufein\t\t\t\t6000\nSondal\t\t\t\t\t974\nSorcerous Amin\t\t\t\t8000\nSorcerous Amon\t\t\t\t6000\nSorsha\t\t\t\t\t2000\nSparky\t\t\t\t\t34\nSpeaking Snake\t\t\t\t420\nSpectator\t\t\t \t4000\nSpectral Harpist\t\t\t9000\nSpectral Troll\t\t\t\t3500\nSpectre\t\t\t\t\t3000\nSpellhaunt\t\t\t\t2000\nSpelljammer Drow\t\t\t7000\nSpider\t\t\t\t\t10, 2000\nSpirit Troll\t\t\t\t8000, 12000\nSpore Colony\t\t\t\t420\nSpot\t\t\t\t\t34\nSpotted Lion\t\t\t\t974\nSquire Haldi\t\t\t\t680\nStalman\t\t\t\t\t8000\nStatue\t\t\t\t\t1000, 20000\nSteam Mephit\t\t\t\t420\nStone Golem\t\t\t\t8000\nStorm Knight\t\t\t\t4000\nStrachan Fireblade\t\t\t474\nSuccubus\t\t\t\t14000\nSukayna\t\t\t\t\t10000\nSummerhigh\t\t\t\t2000\nSuna Seni\t\t\t\t4480\nSuneer\t\t\t\t\t16000\nSvirfneblin\t\t\t\t1250\nSvirfneblin Leader\t\t\t4000\nSwamp Horror\t\t\t\t7000\nSword Spider\t\t\t\t1250, 2000\nSzordrin\t\t\t\t4000\n\n\to===o\n\t|(T)|\n        o===o\n\nT'lassus of the Bones\t\t\t12000\nTabitha\t\t\t\t\t650\nTaddaus\t\t\t\t\t14000\nTahazzar\t\t\t\t46000\nTaibela\t\t\t\t\t8000\nTallus\t\t\t\t\t6000\nTalon Nirkhas\t\t\t\t600\nTalon Zogas\t\t\t\t400\nTamile\t\t\t\t\t1500\nTamoko\t\t\t\t\t6000\nTamorlin\t\t\t\t974\nTanar'ri\t\t\t\t10000\nTanova\t\t\t\t\t8500, 10000\nTarnor the Hatchetman\t\t\t8000\nTazok\t\t\t\t\t6000\nTerrece\t\t\t\t\t5000\nTethyrian Archer\t\t\t3500\nTethyrian Battlemage\t\t\t4000\nTethyrian Captain\t\t\t7300\nTethyrian Pikeman\t\t\t5000\nThaxll'ssillyia\t\t\t\t45000\nThayan Fighter\t\t\t\t2500\nThayan Knight\t\t\t\t5000, 8000, 14000<\/pre>\n\n\n\n<pre id=\"faqspan-52\" class=\"wp-block-preformatted\">Thayan Mercenary\t\t\t975, 1400, 2000, 3500\nThe Elder Brain\t\t\t\t10000\nThe Huntress\t\t\t\t20000\nThe Ravager\t\t\t\t50000\nThelynn'ss\t\t\t\t15000\nThenry\t\t\t\t\t3500\nTheshal\t\t\t\t\t1050\nTheyeredahl\t\t\t\t15000\nThief\t\t\t\t\t2000, 4000, 10000\nThrall\t\t\t\t\t2000, 3000\nThrall Fighter\t\t\t\t650\nThrall Leader\t\t\t\t1400\nThug\t\t\t\t\t200, 324, 444\nTi'Vael\t\t\t\t\t1400\nTibbit\t\t\t\t\t6000\nTiefling\t\t\t\t14000, 16000, 18000\nTogan\t\t\t\t\t5000\nTolgerias\t\t\t\t18000\nTombelthen Soldiers\t\t\t650\nToop the Brave\t\t\t\t6000\nTorchadahl\t\t\t\t15000\nTorGal\t\t\t\t\t15000\nTraggor the Hammer\t\t\t2500\nTreadsoft\t\t\t\t1500\nTreya\t\t\t\t\t4000\nTroll\t\t\t\t\t700, 1400, 2400\nTroll Cook\t\t\t\t1400\nTurg\t\t\t\t\t2500\nTurmish Leader\t\t\t\t4000\nTurmish Sorceress\t\t\t4000\nTurmish Thief\t\t\t\t4000\nTurmish Thug\t\t\t\t650\nTyrian\t\t\t\t\t4000\n\n\to===o\n\t|(U)|\n        o===o\n\nUlitharid\t\t\t\t11000, 19000\nUlvaryl \t\t\t\t8000\nUmar\t\t\t\t\t4000\nUmber Hulk\t\t\t\t1000, 4000, 10000\nUmber Hulk Elder\t\t\t18000\nUmolex\t\t\t\t\t22000\nUncle Lester\t\t\t\t1000\nUnseeing Eye\t\t\t\t30000\n\n\to===o\n\t|(V)|\n        o===o\n\nVadek\t\t\t\t\t8000\nValen\t\t\t\t\t8500\nValeria\t\t\t\t\t12000\nVampire\t\t\t\t\t8500, 9000, 10500, 12500, 14500\nVampiric Illithid\t\t\t14000\nVampiric Mist\t\t\t\t1000\nVampiric Wraith\t\t\t\t9000\nVampyre\t\t\t\t\t2000\nVaxall\t\t\t\t\t14000\nVelithuu\t\t\t\t28000\nVicross\t\t\t\t\t20000\nVigil Knight\t\t\t\t10000, 15000\nVigilant\t\t\t\t7500\nVilhelm\t\t\t\t\t6000\nVithal\t\t\t\t\t20000\nVongoethe\t\t\t\t25000\nVortex Spider\t\t\t\t2700\nVulova Wizard\t\t\t\t2600\n\n\to===o\n\t|(W)|\n        o===o\n\nWandering Horror\t\t\t5000\nWagner\t\t\t\t\t1400\nWarden\t\t\t\t\t10000\nWarden Thrall\t\t\t\t1400\nWarlock\t\t\t\t\t4000\nWarrior\t\t\t\t\t650\nWedding Guest\t\t\t\t15, 325\nWeimin Min\t\t\t\t9000\nWerewolf\t\t\t\t420\nWight\t\t\t\t\t174\nWild Dog\t\t\t\t34\nWild Tiger\t\t\t\t650\nWinter Wolf\t\t\t\t974\nWolf\t\t\t\t\t65\nWolfwere\t\t\t\t420, 1400\nWraith\t\t\t\t\t2000\nWraith Sarevok\t\t\t\t20000\nWraith Spider\t\t\t\t1400\nWurn\t\t\t\t\t2500\nWyvern\t\t\t\t\t4000\nWyvern Cultist\t\t\t\t4000, 6000\n\n\to===o\n\t|(X)|\n        o===o\n\nXachrimos\t\t\t\t8500\nXei Win Toh\t\t\t\t28000\n\n\to===o\n\t|(Y)|\n        o===o\n\nY-Tossi\t\t\t\t\t23000\nYaga-Shura\t\t\t\t30000\nYaga-Shura Elite\t\t\t6000\nYaga-Shura Mage\t\t\t\t2000, 14000\nYaga-Shura Officer\t\t\t1400\nYaga-Shura Soldier\t\t\t650, 2000\nYan-C-Bin\t\t\t\t56000\nYarrow\t\t\t\t\t650\nYi Kwon\t\t\t\t\t10000\nYi Niu\t\t\t\t\t2000\nYochlol\t\t\t\t\t11000, 19000\nYuan-Ti\t\t\t\t\t1500, 3000\nYuan-Ti Elite\t\t\t\t13000\nYuan-Ti Mage\t\t\t\t7000, 9000\nYxtrazzal\t\t\t\t22000\n\n\to===o\n\t|(Z)|\n        o===o\n\nZara\t\t\t\t\t175\nZombie\t\t\t\t\t974\nZorl\t\t\t\t\t2000\nZyntris\t\t\t\t\t1200\n\no======================================================================o\n|\t\t\t\t\t\t\t\t       |\n|\t\t\tUpdates\/Thanks {UPD001}\t\t\t       |\n|\t\t\t\t\t\t\t\t       |\no======================================================================o\nVersion 1.00 Information: Completed 6\/18\/2011, (1,710,047 bytes)\n\nVersion 1.01 Notes\no======================================================================o\nWell, it's been about a year since I originally released this FAQ\n(it was finished 6\/18\/2011, but it didn't make it onto Gamefaqs.com\nuntil 6\/20\/2011), and I've been working on an update for this game for\nnearly as long. In the meantime, I've finished up my Witcher FAQ,\nand updated nearly every other FAQ... my inability to focus on a single\nproject has delayed this much-needed update, which is not to say that\nthe update from version 1.00 to version 1.01 hasn't been a bit of work\njust by itself. Version 1.00 was a pretty hefty 1.61mb-making it the\nlargest FAQ I wrote (even topping the behemoth Fallout 3 FAQ, weighing\nin at a none-too-modest 1.48mb). Version 1.01 is, by comparison 1.89mb,\nmarking a difference of about .28mb... which makes the update to this\nFAQ about the size of some of the Character Creation guides I wrote.\nSimply put, my largest FAQ deserved-and got-my largest single update.\nIt takes time to play through this game two more times, proof-read\neverything again, and graduate from college in the meantime. As a plus,\nthe amount of time it took to do all this work allowed me to compile\nmore feedback (most notably from Lee Kadel, who did a great deal of\nunsolicited work which greatly benefited this guide, and for that, he\nhas my thanks)... which of course, took more time to test, and\nimplement. Last but not least, while preparing to start working on a\nPlanescape: Torment FAQ, I came across Infinity Explorer, which allows\none to see... pretty much everything you could care to see about how the\ngame works. This prompted me to sift through files and learn in greater\ndetail how various global variables work-namely the Bardic Playhouse,\nand converting an ally from Chaotic Evil to Chaotic Good.. and it was\nall I could do to stop myself from posting the attributes and statistics\nof various monsters in the game... mostly because I couldn't decide what\nenemies to record, what ones to omit, and I didn't want to bother\ncalculating their THAC0. Anyways, it's been over a year of sporadic\nwork, but here it finally is. Enjoy.\n\nNote (11\/22\/2012): Sadly, my v1.01 update for Baldur's Gate 2 is no\nlonger my largest single update to any FAQ. My first guide-an Icewind\nDale walkthrough was... well, compared to my later FAQs, it wasn't\nreally up to the same standards. So I gave it a shiney new v1.03 update,\nessentially rewriting it. As of the time of this note, my Icewide Dale\nFAQ has gone from 347,138 bytes in v1.02 to over 1,000,000 bytes in\nv1.03. Yeah, it changed a lot.\n\nEnhanced Edition Version 1.01 Notes\no======================================================================o\nAfter the game released, I started working on the Baldur's Gate 2\nEnhanced Edition v1.01, and as of 1\/20\/2014 it was finally ready to\npost. There are a few things to note, however.\n\nFirst, I only played through the game with the evil party, as of v1.01.\nI don't really think much of Neera or Rasaad, so I decided to keep the\ngood party intact. That being the case, I figured I'd get more out of an\nevil party playthrough, as it would include Dorn and allow me to change\nevil party strategies, which previously made us of Haer'Dalis. That\nbeing the case, the good party stat benchmarks are a little out of\ndate. For v1.02 I'll do a good party playthrough (which should go much\nfaster, since I won't have to change as much) and chance the stat\nbenchmarks with the new Enhanced Edition gear.\n\nGiven my history with the Enhanced Edition for the first game, however,\nI won't be working on v1.02 immediately. Given the massive number of\nbugs in the BG2EE, I'll be waiting for a patch to come out, then I can\nmake changes based on the patch as well as update the good party stats\nand tactics.\n\nOn that note, a few bugs to mention. Watcher's Keep was inaccessible for\nme during my evil party playthrough. I assumed there was now a level\nor story progression requirement in the Enhanced Edition, since my good\nprotagonist (imported from the vanilla version of BG2) was able to\naccess Watcher's Keep in Shadows of Amn, whereas my evil protagonist\nhad to wait until Throne of Bhaal. It now seems that this is, in fact,\na bug. I could apply a hotfix for it but... well, I figured I'd wait\nfor Overhaul Games to get things patched, rather than refer a fix to all\nmy readers and still tell them to head to Watcher's Keep in Shadows of\nAmn. Instead, I have now omitted mention of going to Watcher's Keep in\nShadows of Amn. If they allow access to it again, I'll restore mentions.\n\nAlso, bugs I personally experienced was Neera's Throne of Bhaal quest not\ntriggering after completing Hexxat's Throne of Bhaal quest. I had\nmultiple saves, so it was no real issue for me to reload an older save\nto record Neera's quest before I had completed Hexxats. If you plan to\ndo both quests, however, do Neera's first, to avoid this bother. Silly\nme, trying to do character quests in alphabetical order.\n\nOther bugs I encountered was Dorn repeatedly say the same thing\nrepeatedly during the assassination of Bollard Firejaw, Hexxat\npermanently turning into mist form, True Sight not revealing Xachrimos\n(hence my suggestion to just use the Wand of Glitterdust, which actually\ndoes work), spell effects remaining after Rasaad's quest, \n\no======================================================================o\nVersion 1.00 to 1.01 changes: (7\/23\/2012) (1,985,102 bytes)\n\n  o=o\tFixed more typos, merged or split Steps when necessary, made\n\tsome of my charts look more pretty, and in general just made a\n\tbunch of grammatical, cosmetic, and compositional changes that\n\tnobody really cares about.\n\n  o=o\tFinally fixed the incorrect usage of the term 'NPC' throughout\n\tthe guide. The words 'allies', 'characters', and 'recruitable'\n\thave spread in its place. In any event, the term NPC now\n\trightfully only refers to Non-Player Characters, whereas the\n\tterm PC now refers to characters that go places and attack\n\tthings when you click some buttons... although to be fair, the\n\tgame's own 2DA files refers to recruitable characters as NPCs...\n\n  o=o\tAdded the 'List of Mage Spells' section to provide a checklist\n\tfor the Mage spells in the game.\n\n  o=o\tCarried over my evil character from v1.02 of the Baldur's Gate\n\tFAQ, adding more in-depth evil-party strategies.\n\n  o=o\tUpdated the 'Limited Wish' section of my FAQ by adding the\n\tfull range of wish options, and by including the Wisdom\n\trequirements the caster will need to access those wishes.\n\n  o=o\tAdded the 'Spell Tactics' section, as requested.\n\n  o=o\tUpdated and improved the 'My Protagonists' section to include\n\tthe evil protagonist Fighter\/Mage\/Thief, and included more\n\tinformation, namely on where to allocate starting proficiencies\n\tand Thief skills.\n\n  o=o\tAdded various party stat benchmarks throughout the guide, so you\n\tcould see my party strength and equipment loadouts at various\n\tpoints throughout the game. These occur at the end of Chapters\n\t3, 5, 7, and 10... generally after a significant amount of loot\n\tand experience has been accumulated.\n\n  o=o\tAdded the weapon 'Foebane +3' and its upgraded version to\n\tnumerous sections of the FAQ. Sorry for its omission earlier,\n\tit didn't drop for me during the v1.00 playthrough, and it took\n\tanother playthrough to find it, and hence, comment on it.\n\n  o=o\tExpanded the Bardic Playhouse section... it's easily the most\n\tcomplicated of all the class-specific quests in the game, and\n\tthis time, I just used Infinity Explorer to look into the\n\tdialogue files, which allowed me to see all the rewards,\n\ttriggers, and variables that change during the quest.\n\n  o=o\tAdded information about changing ???????'s alignment in Throne\n\tof Bhaal. This was another little addition made possible by\n\tusing Infinity Explorer to see the global variables change.\n\n  o=o\tAdded a new infinite experience trick to the Saradush section\n\tof the walkthrough (begining of Throne of Bhaal).\n\n  o=o\tMade numerous changes and added alternative strategies as\n\tsuggested by Lee Kadel. \n\no======================================================================o\nVersion 1.01 to 1.02 changes: (11\/22\/2012) (2,049,566 bytes)\n\n  o=o\tFixed more typos throughout the guide. It's a never-ending task,\n\tbut I'm only human. Except on Tuesdays.\n\n  o=o\tEdited Steps as I felt necessary, either by changing wording to\n\timprove coherence, or by adding information to improve\n\tstructure.\n\n  o=o\tMade many more changes, as suggested by Lee Kadel, particularly\n\tin Throne of Bhaal.\n\n  o=o\tFinally got around to recording the number of Steps in the\n\tguide, to continue with my theme of \"Beating (insert game name)\n\tin (insert number here) Easy Steps!\". It's catchy, and you'll\n\tbe seeing it again in my Icewind Dale and Planescape: Torment\n\tFAQs.\n\n  o=o\tSplit the former [WLK003] (now [WLK004]) into three sequences-\n\t[WLK003] 'Random Encounters in Athkatla' now segregates various\n\trandom encounters into its own section, for easier perusal, and\n\t[WLK005] 'Jammin' with Jan' segregates Jan's quests into their\n\town section. [WLK004] now deals solely with recruiting Korgan,\n\tViconia, and Jan.\n\n  o=o\tSplit the former [WLK007] (now [WLK008]) into two Sequences, the\n\tnew [WLK010] 'Honor and\tFamily' now details Keldorn and Anomen's\n\tfamily troubles seperately from the Unseeing Eye quest.\n\n  o=o\tAdded the 'Spell Buff Order' section (and subsections) to help\n\tpeople apply the right buffs, at the right time, against the\n\tright foes. No lefties allowed.\n\n  o=o\tChanged many directional references in the guide to more\n\taccurately match the map layout. This usually means 'north'\n\thas become 'north-east'. Yeah, the game is designed on a\n\tdiagonal axis, and I was lazy when I intially wrote it...\n\tI thought constantly saying 'north-east', 'south-west' would\n\tget cumbersome for the reader. According to feedback, it's\n\tmore cumbersome when the guide is vague.\n\n  o=o\tUpdated the conversation with Yakman, providing more accurate\n\tinformation about his dialogue options.\n\n  o=o\tExplained in much greater detail how the Deck of Many Things\n\tencounter with Aesgareth works (hint: the odds do NOT favor\n\tyou!)\n\n  o=o\tAdded the 'Saving Throws' section.\n\n  o=o\tUpdated the Abilities tables, to make them more presentable and\n\tfactual.\n\n  o=o\tAdded a few notes to the 'Class' section.\n\n  o=o\tAdded tables to the 'Thief Abilities' section, detailing the\n\teffects the character's race and Dexterity have on Thief skills.\n\no======================================================================o\nVersion 1.02 to 1.03 changes: (2\/17\/2013) (2,263,039 bytes)\n\n  o=o\tNumerous changes made by Lee Kadel, whose notes now litter\n\tthis document, providing alternate strategies, notes on\n\tvariable encounters and loot, or just the odd comment. He also\n\twent through the guide and spell-checked it, something I can\n\tjust not be bothered to do. Finally, he added his own party\n\tstats (though not in as great of detail) at my regular\n\tbenchmarks. Quite a bit of work, really, this update is\n\tanalogous to v1.04 of my Baldur's Gate 1 FAQ, both of which\n\tshould be considered Lee updates.\n\n  o=o\tChanged various information in the '2nd Edition Dungeons and\n\tDragons Mechanics' (Character Creation) section of the guide,\n\tmost of which were improvements made during the Baldur's Gate\n\tEnhanced Edition guide that I shamelessly copied and pasted\n\there.\n\n  o=o \tTook another addition from my Enhanced Edition guide and copied\n\tit here-the Class Kits in the 'Classes' section of the guide now\n\thave search keys, as do Thief skills, Epic Feats, and Starting\n\tSpell Suggestions.\n\n  o=o\tAdded the Wild Mage class and the Wild Surge table.\n\n  o=o\tAdded the 'Fighting Style Perks by Rank' section.\n\n  o=o\tAdded the 'Proficiency Selection by Class' section.\n\n  o=o\tAdded information about permanent attribute gains and losses\n\tfound throughout the guide to the 'Abilities' section.\n\n  o=o\tUpdated and expanded the 'Characters' section of the guide,\n\tmatching similar changes I made to the recently-released\n\tEnhanced Edition FAQ for the first game.\n\n  o=o\tExpanded the 'Spell Tactics' section. Now every spell in the\n\tgame has it merits (or lack thereof) discussed.\n\n  o=o\tChanged some loot descriptions to make them more readable.\n\n  o=o\tBroke up overly-long text-walls in the walkthrough. Paragraphs\n\tare good.\n\n  o=o\tMade a note in the guide about potential experience loss\n\t(instead of permanent attribute loss) in Spellhold.\n\nMinor v1.03 changes: (3\/8\/2013) (2,266,113 bytes)\n\n  o=o\tEdited all the boring crap at the top of the guide that nobody\n\treads anyways.\n\n  o=o\tAdding the 'Healing Spells' section to 'Spell Tactics'.\n\n  o=o\tCorrected numerous typos... like switching lets with let's,\n\tdehabilitate with debilitate, weild with wield, and other stupid\n\tbrain-dead quirks I have.\n\no======================================================================o\nEnhanced Edition Version 1.01 Changes (1\/20\/2014) (2,596,938 bytes)\n\n  o=o\tMade more changes to the '2nd Edition Dungeons and Dragons\n\tMechanics' section, again shamelessly copy\/pasting from the\n\tBGEE onto this guide... and making changes to remove obvious\n\tBGEE statements, like 'in the sequel'. This also included\n\tsome changes to various mechanics that have changed for the\n\tBG2EE (differences in spell-selection during character\n\tcreation, for example).\n\n  o=o\tShortened the aforementioned section by nearly a third.\n\tCombined the 'Epic Feats' into class-specific headings. I think\n\tthe guide is better this way-you really didn't need a direct\n\tsearch tag for each Epic Feat, and overall, the index was just\n\ttoo long. It adds a bit of repetition to the guide, but, eh,\n\tyou'll live.\n\n  o=o\tAdded the new characters in the Enhanced Edition-Dorn, Hexxat,\n\tNeera, and Rasaad, and updated the evil party build. So long,\n\tHaer'Dalis, you are now utterly obsolete.\n\n  o=o\tRemoved the 'Romancing' entries in the 'Characters' section of\n\tthe guide. I no longer feel that they're worthwhile additions,\n\tand frankly, I am unwilling to do the work required to make them\n\tso.\n\n  o=o\tChanged the 'Spell Tactics' section to match the Enhanced\n\tEdition spell lists. Namely, Find Familiar has been changed,\n\tHarper's Call has been added to the Druid spell list, and\n\tEnergy Blades has been added to the Cleric spell list.\n\n  o=o\tUpdated the walkthrough to note changes made in the Enhanced\n\tEdition.\n\n  o=o\tChanged item names and descriptions to match the Enhanced\n\tEdition name and format versions.\n\n  o=o\tRemoved Hit Point records from the party stats, as it's just\n\ttoo much of a pain in the ass to try and make sense of what\n\tthe game does to Hit Points during the import process-you\n\talways seem to end up with too many, or too few, and I was\n\twasting too much time trying to figure it out.\n\n  o=o\tRemoved Lee's party benchmarks, as they're obsolete for this\n\tversion of the guide. Also removed unnecessary comments about\n\tvariable drops.\n\n  o=o\tRemoved mention of going to Watcher's Keep before Throne of\n\tBhaal-in the Enhanced Edition Watcher's Keep seems to have a\n\tlevel\/story progress requirement. Or a bug. Whichever you\n\tprefer.\n\n  o=o\tReworked [WLK004] to try and include Dorn in a timely and\n\torganic fashion to the guide. You now visit the Temple District\n\tearlier in the guide in order to recruit Dorn.\n\n  o=o\tAdded a list of Mage Spells sold at every vendor, a change made\n\tin the original BGEE guide that made its way into the BG2EE\n\tguide.\n\n  o=o\tRemoved mention of Haer'Dalis in many evil party strategies,\n\tas he's now been replaced with Dorn.\n\n  o=o\tAdded a note about how strongholds work at the end of [WLK006].\n\n  o=o\tFinally went and delved into how the Thieve's Guild generates\n\tprofits, and added an in-depth table showing rate of return as\n\trisk increases. Nobody will probably read it, but the guide\n\tlooks more professional because it's there.\n\n  o=o\tUpdated the golem encounters in the Planar Sphere's engine\n\troom [WLK016] so that they're actually factual. Also added some\n\thigh-level info, since it's not unlikely that an evil party\n\tmight encounter a pair of Iron Golems here.\n\n  o=o\tAdded a note detailing the creation of the Bronze Horn of\n\tValhalla and the Iron Horn of Valhalla to [WLK020].\n\n  o=o\tChanged the area number (AR####) of the Shadow Thief Guild.\n\tIf you side with Bodhi, the area is (AR0329). If not, it's\n\t(AR0307). You can obtain The Guard's Ring +2 in either location,\n\tbut since you can't side with both Bodhi and Gaelan Bayle,\n\tyou'll only encounter one of the two areas.\n\n  o=o\tAdded a detailed combat strategy for Tanova [WLK025].\n\n  o=o\tSplit the portal monster encounters in [WLK027] into three\n\tSteps, instead of the previous one.\n\n  o=o\tSplit the tome monster encounters in [WLK027] into three Steps,\n\tinstead of the previous one.\n\n  o=o\tAdded notes about stealing from the Sahuagin King [WLK028] in a\n\tmore timely manner.\n\n  o=o\tSpaced out Step #18 in [WKL028] to make it more readable.\n\tParagraphs are good.\n\n  o=o\tSplit up the Soul Cage encounter in [WLK029] into five Steps,\n\tinstead of the previous one.\n\n  o=o\tAdded a more detailed description of the fight with Qilue\n\t[WLK032].\n\n  o=o\tImproved the description of the fight with Kangaxx the Demilich\n\t[WLK035].\n\n  o=o\tChanged the quest rewards for the Ser Sarles quest [WLK037].\n\tThey are now actually factual.\n\n  o=o\tAdded the character quests of Dorn [WLK045]\/[WLK062], Hexxat\n\t[WLK046]\/[WLK063], Neera [WLK047]\/[WLK064], and Rasaad\n\t[WLK048]\/[WLK065].\n\n  o=o\tChanged the description of the fight with Nizidramanii'yt to\n\tinclude more Enhanced Edition-friendly tactics.\n\n  o=o\tCut the explanations after the 'Good Party Stat' benchmarks.\n\tAs of v1.01 I did not do a good party playthrough, hence the\n\tequipment loadouts are all from the vanilla game. Since the\n\tgood party roster doesn't change for the Enhanced Edition, I\n\tleft the benchmarks, since out-dated information is better\n\tthan nothing. Still, I've omitted the explanations for now.\n\tThey'll be back for v1.02, when I can give more detailed,\n\tup-to-date Enhanced Edition information.\n\no======================================================================o\nEnhanced Edition Version 1.02 Changes (3\/9\/2014) (2,622,086 bytes)\n\n  o=o\tAdded the 'Videos' section to the Introduction.\n\n  o=o\tAdded a number of gameplay video links to the guide.\n\n  o=o\tRestored mention of exploring Watcher's Keep during Shadows\n\tof Amn, since you no longer have to wait until Throne of Bhaal\n\tto be able to do so in the Enhanced Edition.\n\n  o=o\tRestored Hit Points to the party stat benchmarks.\n\n  o=o\tAdded a note explaining what happens when Imoen suffers mortal\n\tdamage in Irenicus' dungeon.\n\n  o=o\tImproved the tactics for the battle with the bandits in the\n\tTemple District sewers. Also, added exact NPC levels to the\n\tencounter's description.\n\n  o=o\tTweaked the descriptive text of the Celestial Fury fight,\n\tadding better tactics and exact NPC levels.\n\n  o=o\tAdded an alternative solution for dealing with Glaicus in the\n\tde'Arnise Keep. Thanks to Peter Maasz for pointing this out.\n\n  o=o\tImproved dialogue recommendations for dealing with Phaere, so\n\tthe walkthrough now actually guides you through her conversation\n\twith your chastity intact. Thanks to Peter Maasz for pointing\n\tout the original dialogue suggestions were incorrect.\n\n  o=o\tChanged the Summoning Circle Step of Dorn's questline, so the\n\tfull range of options are now included. Steps #17 and #18 were\n\tcombined, and mention of siding with Ur-Gothoz (hence gaining\n\tThe Visage) is now in the guide. Thanks to Tomasz Murawski for\n\tthis information.\n\n  o=o\tChanged the stats and description of the Wooden Horse Necklace.\n\tAlso, since it no longer stacks with other magical protection,\n\tit has been discarded from Korgan's stats in the party stat\n\tbenchmarks.\n\n  o=o\tAdded NPC levels to a few of the NPCs in the Twisted Rune.\n\n  o=o\tBroke up the final fight with Irenicus into more paragraphs,\n\tfor easier reading.\n\n  o=o\tAdded NPC levels, improved strategy, and a note concerning some\n\todd NPC stats for the Gromnir Il-Khan fight.\n\nMinor Update: 6\/15\/2014\n\n  o=o\tAdded another encounter for the soul trapping device in the\n\tUnderdark-Gont of Riatavin. Thanks to Cloud20987 for this\n\tone.\n\n  o=o\tAdded an alternative solution for dealing with Raevilin Strathi\n\t(one of the captives in the soul trapping device in the\n\tUnderdark). Apparently he can be healed, for which he'll give\n\tthe party a quest reward, and the Bastard Sword Albruin +1.\n\tAlmateria was kind enough to pass this information along to me.\n\tThe sword, Albruin +1, was of course added to the guide as\n\twell.\n\nSpecial Thanks\no======================================================================o\n\n  o=o\tMy girlfriend, for putting up with me for all these years and\n\tallowing me to waste so much time working on these games. Even\n\tbetter, since she's played through many of these games herself,\n\tshe's often been able to proof-read my guides and offer advice\n\tbased on her own gameplay experience. Could a guy ask for a\n\tbetter girlfriend? No. For all you guys out there who have\n\tsettled for some snippy bitch who hates your gaming-dump her\n\tand find someone better. You can find a girl who loves you AND\n\tloves to game, if you bother to look.\n\n  o=o\tLee Kadel, for putting more work into this guide than any sane\n\tperson would. What started with him bugging me about a...\n\tbug... in Baldur's Gate 2 has, over time, led to scores of\n\tE-mails. These E-mails have prompted several version updates,\n\tbased upon his astute suggestions and resulted in these guides\n\tbecoming truly gold-standard works. Every FAQ-writer should be\n\tso lucky to have a contributor like Lee.\n\n o=o\tDmitry Jemerov, the creator of Infinity Explorer. This program\n\treveals the game's inner workings, which in turn allows me to\n\twrite a more detailed, more accurate guide. I mostly used this\n\tprogram to view dialogue files to understand what variables were\n\tbeing checked by the game during conversations... but its\n\tusefulness (and uses) are boundless.\n\n  o=o\tAaron O'Neil, the creator of Shadow Keeper. His mods have been\n\ta blessing for the Infinity Engine games, including Gate Keeper\n\t(Baldur's Gate) and Dale Keeper (Icewind Dale). I used Shadow\n\tKeeper more extensively than his other mods-again for\n\tcosmetic reasons, but also to check global variables, which\n\thelped me troubleshoot a couple of bugs.\n\n  o=o\tMisty Mouse, for pointing out the fact that the Cleric\/Ranger\n\thas access to Druidic spells, making them vastly superior to\n\tFighter\/Clerics.\n\n  o=o\tCloud20987, for pointing out I missed Gont of Riatavin in the\n\tsoul-trapping device in the Underdark.\n\n  o=o\tAlmateria, for passing on the information about healing\n\tRaevilin Strathi.\n\n  o=o\tOverhaul Games, for bringing attention back to a classic RPG\n\tand giving me a second chance at writing a guide for this great\n\tgame when it was somewhat fresh.\n\n  o=o\tBeamdog, for making the process of downloading my first digital\n\tgame quick, easy, and painless. Fast download speed, easy\n\tinstallation, and the ability to play offline. If only I could\n\ttransfer the game from my laptop to my internetless desktop...\n\tstill, I have no real complaints about their service.\n\n  o=o\tAll the folks on the HaeravonFAQs Facebook page, who kept me\n\tup to date on this game's troubled development cycle and\n\trelease. Their feedback, questions, and simple acknowledgements\n\tgave me extra incentive to get to work on this guide immediately\n\tafter launching the BGEE v1.04 guide. Also thanks to all the\n\tpeople who donated to HaeravonFAQs-your donations led to the\n\tcreation of this guide. Lastly, thanks to everybody who e-mailed\n\tme asking if I would be writing this guide-I must have\n\trecieved a score of e-mails within the first several days after\n\tthis game released asking if I would write a BG2EE guide. The\n\tfeedback really left me no other choice. How could I ignore such\n\tdemand? No. I'm still not writing a Fallout: New Vegas\n\twalkthrough.\n\n  o=o\tTomasz Murawski, for telling me about the option of assisting\n\tUr-Gothoz during Dorn's questline, and hence, the swanky helmet\n\tyou can gain from doing so.\n\n  o=o\tPeter Maasz, for pointing out an alternative way to deal with\t\n\tGlaicus in the de'Arnise Keep, as well as for letting me know\n\tmy dialogue suggestions for Phaere were bogus.<\/pre>\n","protected":false},"excerpt":{"rendered":"<p>Complete Walkthrough (Step-by-Step Strategy Guide) of\u00a0Baldur&#8217;s Gate II: Enhanced Edition Table of Contents o======================================================================o &gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;GAMEPLAY INFORMATION&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt; I. Introduction {INT001} 1.&hellip;<\/p>\n","protected":false},"author":45,"featured_media":1264,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/revolutionarena.com\/pt-br\/wp-content\/uploads\/sites\/2\/2024\/11\/Baldurs-Gate-II-Enhanced-Edition.jpg","fifu_image_alt":"","footnotes":""},"categories":[2,3,4,35,5,6,7,12],"tags":[],"class_list":["post-1262","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-games","category-guides-and-walkthroughs","category-highlights","category-mobile","category-nintendo","category-pc","category-playstation","category-xbox"],"_links":{"self":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/1262","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/users\/45"}],"replies":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/comments?post=1262"}],"version-history":[{"count":1,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/1262\/revisions"}],"predecessor-version":[{"id":1263,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/1262\/revisions\/1263"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/media\/1264"}],"wp:attachment":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/media?parent=1262"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/categories?post=1262"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/tags?post=1262"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}