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Guide and Walkthrough by Haeravon

Version: v1.02 | Updated: 03/09/2014
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|								       |
| 	            Baldur's Gate 2: Enhanced Edition	 	       |
|								       |
     "Beating Baldur's Gate 2: Enhanced Edition in 1202 Easy Steps!"

Version 1.02
Written by: Nathan Garvin (Haeravon)
Edited by: Lee Kadel (original guide v1.03)
Email: Theendbringer (at) Hotmail (dot) com.
If you're going to email me about this guide, make sure you put
"BALDURS GATE 2" in the title, or I'll probably end up deleting it as 
junk. It would also be nice if you put "ENHANCED EDITION" somewhere in
your title, too, so I can tell which guide you're talking about.

Guide Information
This FAQ was made in Notepad, and is best viewed in a simple text
editor. The default text is Lucida Console at size 10 font, but any
fixed-width font will work... if not with the intended aesthetics

Note that this is an incredibly large FAQ, and depending on your 
computer, internet speed, and the restlessness of computer gremlins,
you may have to refresh this file several times to get the whole thing
to load. Look for the ***END OF FILE*** line at the bottom to ensure
you've got the whole thing.

I have no affiliation with Bioware, Black Isle, Interplay, Atari,
Wizards of the Coast, Beamdog, Overhaul Games or any other parties
involved with this game. This is a not-for-profit fan-made guide. If
you wish to post, mirror, or quote this guide, feel free to do so.
Credit would make me happy, an email would make me feel good. Let
your conscience be your guide, just like all good people.

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walkthroughs and gameplay videos.

Table of Contents
>>>>>>>>>>>>>>GAMEPLAY INFORMATION<<<<<<<<<<<<<<

I. Introduction				{INT001}
	1. Using this FAQ		{INT002}
	2. Items			{INT003}
	3. Rewards			{INT004}
	4. Traps			{INT005}
	5. Videos			{INT006}
	5. Active Pause			{INT007}
	6. Scaling Enemies		{INT008}
	7. Difficulty Settings		{INT009}
	8. Enhanced Edition Notes	{INT010}
	9. Console Commands		{INT011}
II. 2nd Edition Dungeon and Dragons
    Mechanics (Character Creation)	{DND001}
	1. Composition			{DND002}
	2. Gender			{DND003}
	3. Race				{DND004}
	  3.1 Class Restrictions by Race{DND005}
	  3.2 Human			{DND006}
	  3.3 Elf			{DND007}
  	  3.4 Half-Elf			{DND008}
	  3.5 Gnome			{DND009}
	  3.6 Halfling			{DND010}
	  3.7 Dwarf			{DND011}
	  3.8 Half-Orc			{DND012}
	4. Class			{DND013}
	  4.1 Dual-Classing		{DND014}
	  4.2 Multi-Classing		{DND015}
	  4.3 Dual-and-Multi-Classing in{DND016}
	      Baldur's Gate 2	
	  4.4 Class Kits		{DND017}
	  4.5 Barbarian			{DND018}
	  4.5 Bard			{DND019}
	  4.6 Blade			{DND020}
	  4.7 Jester			{DND021}
	  4.8 Skald			{DND022}
	  4.9 Cleric			{DND023}
	  4.10 Priest of Talos		{DND024}
	  4.11 Priest of Helm		{DND025}
	  4.12 Priest of Lathander	{DND026}
	  4.13 Cleric/Ranger		{DND027}
	  4.14 Druid			{DND028}
	  4.15 Totemic Druid		{DND029}
	  4.16 Shapeshifter		{DND030}
	  4.17 Avenger			{DND031}
	  4.18 Fighter			{DND032}
	  4.19 Berserker		{DND033}
	  4.20 Wizard Slayer		{DND034}
	  4.21 Kensai			{DND035}
	  4.22 Dwarven Defender		{DND036}
	  4.23 Fighter/Cleric		{DND037}
	  4.24 Fighter/Druid		{DND038}
	  4.25 Fighter/Mage		{DND039}
	  4.26 Fighter/Mage/Cleric	{DND040}
	  4.27 Fighter/Mage/Thief 	{DND041}
	  4.28 Fighter/Thief		{DND042}
	  4.29 Mage			{DND043}
	  4.30 Mage/Cleric		{DND044}
	  4.31 Mage/Thief		{DND045}
	  4.32 Monk			{DND046}
	  4.33 Dark Moon Monk		{DND047}
	  4.34 Sun Soul Monk		{DND048}
	  4.35 Paladin			{DND049}
	  4.36 Cavalier			{DND050}
	  4.37 Inquisitor		{DND051}
	  4.38 Undead Hunter		{DND052}
	  4.39 Blackguard		{DND053}
	  4.40 Ranger			{DND054}
          4.41 Archer			{DND055}
	  4.42 Stalker			{DND056}
	  4.43 Beast Master		{DND057}
	  4.44 Sorcerer			{DND058}
	  4.45 Dragon Disciple		{DND059}
	  4.46 Thief			{DND060}
	  4.47 Assassin			{DND061}
	  4.48 Bounty Hunter		{DND062}
   	  4.49 Swashbuckler		{DND063}
	  4.50 Shadowdancer		{DND064}
	  4.51 Thief/Cleric		{DND065}
	  4.52 Wild Mage		{DND066}
	  4.53 Wild Surge Table		{DND067}
	5. Alignment			{DND068}
	  5.1 Reputation Effects	{DND069}
	6. Abilities			{DND070}
	  6.1 Strength			{DND071}
	  6.2 Dexterity			{DND072}
	  6.3 Constitution		{DND073}
	  6.4 Intelligence		{DND074}
	  6.5 Wisdom			{DND075}
	  6.6 Charisma			{DND076}
	  6.7 Improving Your Abilities	{DND077}
	  6.8 Suggested Abilities by	{DND078}
	7. Skills			{DND079}
	  7.1 Weapon Proficiencies by	{DND080}
	  7.2 Weapon Proficiency Perks 	{DND081}
	      by Rank
	  7.3 Fighting Style Perks	{DND082}
	      by Rank
	  7.4 Proficiency Selection by	{DND083}
	8. Thieving Skills		{DND084}
	  8.1 Pick Pockets		{DND085)
	  8.2 Open Locks		{DND086}
	  8.3 Find/Remove Traps		{DND087}
	  8.4 Move Silently/Hide in	{DND088}
	  8.5 Detect Illusion		{DND089}
	  8.6 Set Traps			{DND090}
	9. Hit points			{DND091}
	10. THAC0 and Armor Class	{DND092}
	  10.1 THAC0 by Class/Level	{DND093}
	  10.2 Armor Class Modifiers by	{DND094}
 	       Weapon Type
	11. Saving Throws		{DND095}
	12. Starting Spell Selection	{DND096}
	  12.1 1st-Level Spells		{DND097}
	  12.2 2nd-Level Spells		{DND098}
	  12.3 3rd-Level Spells		{DND099}
	  12.4 4th-Level Spells		{DND100}
	13. Lore			{DND101}
	  13.1 Lore by Class/Level	{DND102}
	14. Experience Point (EXP Cap)	{DND103}
	15 Epic Feats by Class		{DND104}
	  15.1 Warrior Feats		{DND105}
	  15.2 Wizard Feats		{DND106}
	  15.3 Priest Feats		{DND107}
	  15.4 Rogue Feats		{DND108}
	16. My Protagonists		{DND109}
	  16.1 The Fighter/Mage		{DND110}
	  16.2 The Fighter/Mage/Thief	{DND111}
	  16.3 Importing your Character {DND112}
	       from Baldur's Gate 1
III. Characters				{CHR001}
	1. Character Starting Stats	{CHR002}
	2. Aerie			{CHR003}
	3. Anomen			{CHR004}
	4. Cernd			{CHR005}
	5. Dorn				{CHR006}
	6. Edwin			{CHR007}
	7. Haer'Dalis			{CHR008}
	8. Hexxat			{CHR009}
	9. Imoen			{CHR010}
	10. Jaheira			{CHR011}
	11. Jan				{CHR012}
	12. Keldorn			{CHR013}
	13. Korgan			{CHR014}
	14. Mazzy			{CHR015}
	15. Minsc			{CHR016}
	16. Nalia			{CHR017}
	17. Neera			{CHR018}
	18. Rasaad			{CHR019}
	19. ???????			{CHR020}
	20. Valygar			{CHR021}
	21. Viconia			{CHR022}
	22. Yoshimo			{CHR023}
	23. Table of Character 		{CHR024}
	24. Chart of Characters by Role {CHR025}
	25. Suggested Parties by Role	{CHR026}
	26. Good Party versus Evil Party{CHR027}
	27. Character Builds and Weapon {CHR028}
IV. Spell Tactics			{SPT001}
	1. Healing Spells		{SPT002}
	2. 1st Level Cleric Spells	{SPT003}
	3. 2nd Level Cleric Spells	{SPT004}
	4. 3rd Level Cleric Spells	{SPT005}
	5. 4th Level Cleric Spells	{SPT006}
	6. 5th Level Cleric Spells	{SPT007}
	7. 6th Level Cleric Spells	{SPT008}
	8. 7th Level Cleric Spells	{SPT009}
	9. 1st Level Druid Spells	{SPT010}
	10. 2nd Level Druid Spells	{SPT011}
	11. 3rd Level Druid Spells	{SPT012}
	12. 4th Level Druid Spells	{SPT013}
	13. 5th Level Druid Spells	{SPT014}
	14. 6th Level Druid Spells	{SPT015}
	15. 7th Level Druid Spells	{SPT016}
	16. 1st Level Arcane Spells	{SPT017}
	17. 2nd Level Arcane Spells	{SPT018}
	18. 3rd Level Arcane Spells	{SPT019}
	19. 4th Level Arcane Spells	{SPT020}
	20. 5th Level Arcane Spells	{SPT021}
	21. 6th Level Arcane Spells	{SPT022}
	22. 7th Level Arcane Spells	{SPT023}
	23. 8th Level Arcane Spells	{SPT024}
	24. 9th Level Arcane Spells	{SPT025}
	25. Spell Buff Order		{SPT026}
	26. Buff Combo: Spell Buff to	{SPT027}
	    the Max!
	27. Buff Combo: Dragons and	{SPT028}
	28. Buff Combo: Illithids	{SPT029}
	29. Buff Combo: Liches,		{SPT030}
	    Beholders, and other pesky
	30. Buff Combo: The Throne of	{SPT031}
	    Bhaal General Buff
V. General Tips				{TIP000}

>>>>>>>>>>>>>>>>MAIN WALKTHROUGH<<<<<<<<<<<<<<<<
VI. Chapter 1
	1. Sequence #1			{WLK001}
		Escape from Irenicus'
		(30 Steps)
VII. Chapter 2
	1. Sequence #1			{WLK002}
		Five Finger Discounts	
		(14 Steps)
	2. Sequence #2			{WLK003}
		Random Encounters in
		(10 Steps)
	3. Sequence #3			{WLK004}
		Recruiting Anomen, Dorn,
		Hexxat, Korgan, Viconia,
		and Jan
		(17 Steps)
	4. Sequence #4			{WLK005}
		Jammin' with Jan
		(Jan's Family Quest)
		(8 Steps)
	5. Sequence #5			{WLK006}
		Mae'Var's Guildhall
		(Recruiting Edwin)
		(24 Steps)
	6. Sequence #6			{WLK007}
		Thieves' Guild Quests
		(5 Steps)
	7. Sequence #7			{WLK008}
		The Book of Kaza and the
		Nether Scroll (Securing
		Korgan and Edwin)
		(27 Steps)
	8. Sequence #8			{WLK009}
		Unseeing Eye Quest
		(Recruiting Anomen and
		Keldorn, Securing 
		(28 Steps)
	9. Sequence #9			{WLK010}
		Family and Honor
		(Keldorn and Anomen's
		Family Quests)
		(14 Steps)
	10. Sequence #10		{WLK011}
		Cleric Temple Quests
		(6 Steps)
	11. Sequence #11		{WLK012}
		Astral Prison Quest 
		(Recruiting and Securing 
		(22 Steps)
	13. Sequence #12		{WLK013}
		Bard's Playhouse Quests
		(9 Steps)
	12. Sequence #13		{WLK014}
		Obtaining Celestial Fury
		(2 Steps)	
	14. Sequence #14		{WLK015}
		Circus Tent Quest
		(Recruiting and
		Securing Aerie)
		(8 Steps)
	15. Sequence #15		{WLK016}
		Planar Sphere Quest 
		(Recruiting and Securing 
		(27 Steps)
	16. Sequence #16
		Mage Stronghold Quests	{WLK017}
		(13 Steps)
	17. Sequence #17		{WLK018}
		de'Arnise Keep
		(Recruiting and Securing
		(17 Steps)
	18. Sequence #18		{WLK019}
		Fighter Stronghold
		Quests (Optional) and
		Nalia's Quest
		(15 Steps)
	19. Sequence #19		{WLK020}
		The Skinner Murders
		(22 Steps)
	20. Sequence #20		{WLK021}
		Umar Hills (Part I)
		(Recruiting and Securing
		Mazzy, Mazzy's Family
		(21 Steps)
	21. Sequence #21		{WLK022}
		Trademeet (Recruiting
		and Securing Cernd,
		Cernd's Family Quest)
		(39 Steps)
	22. Sequence #22		{WLK023}
		Druid Grove Quests
		(5 Steps)
VIII. Chapter 3
	1. Sequence #1			{WLK024}
		Siding with Bodhi
		(17 Steps)
	2. Sequence #2			{WLK025}
		Siding with Gaelan Bayle
		(26 Steps)
	[End of Chapter 3 Stats]
IX. Chapter 4
	1. Sequence #1			{WLK026}
		(14 Steps)
	2. Sequence #2			{WLK027}
		Spellhold Dungeon
		(38 Steps)
	3. Sequence #4			{WLK028}
		To the Underdark
		(19 Steps)
X. Chapter 5
	1. Sequence #1			{WLK029}
		Exploring the Underdark
		(23 Steps)
	2. Sequence #2			{WLK030}
		Illithid City
		(18 Steps)
	3. Sequence #3			{WLK031}
		Beholder Den
		(7 Steps)	
	4. Sequence #4			{WLK032}
		Ust Natha
		(44 Steps)
	5. Sequence #5			{WLK033}
		Escaping the Underdark
		(7 Steps)
	[End of Chapter 5 Stats]
XI. Chapter 6
	1. Sequence #1			{WLK034}
		Settling into Surface
		Life/Romancing Jaheira
		(Baron Ployer's Curse)
		(The Harper Hold Quests)
		(28 Steps)
	2. Sequence #2			{WLK035}
		Kangaxx the Demilich
		and The Twisted Rune
		(8 Steps)
	3. Sequence #3			{WLK036}
		Slavers in the Slums
		(Copper Coronet Quest)
		(Slaver Stockade Quest)
		(22 Steps)
	4. Sequence #4			{WLK037}
		Clerical Competition
		(Sir Sarles' Quest)
		(Dawn Ring Quest)
		(Fallen Paladins Quest)
		(23 Steps)
	5. Sequence #5			{WLK038}
		Umar Hills (Part II)
		(14 Steps)
	6. Sequence #6			{WLK039}
		Ranger Stronghold Quests
		(13 Steps)
	7. Sequence #7			{WLK040}
		(37 Steps)
	8. Sequence #8			{WLK041}
		Paladin Stronghold
		(9 Steps)
	9. Sequence #9			{WLK042}
		Illithid's Under
		Athkatla (Obtaining
		Crom Faeyr)
		(5 Steps)
	10. Sequence #10		{WLK043}
		Limited Wish Quests
		(14 Steps)
	11. Sequence #11		{WLK044}
		Exploring Outside of
		Athkatla (North Forest,
		Small Teeth Pass,
		Forest of Tethir)
		(12 Steps)
	12. Sequence #12		{WLK045}
		Dorn's Bloody Path
		(Part I)
		(17 Steps)
	13. Sequence #13		{WLK046}
		Hexxat's Request
		(Part I)
		(30 Steps)
	14. Sequence #14		{WLK047}
		Neera's Hidden Refuge
		(30 Steps)
	15. Sequence #15		{WLK048}
		Rasaad's Journey
		(Part I)
		(20 Steps)
	16. Sequence #16		{WLK049}
		Showdown with Bodhi
		(13 Steps)
XII. Chapter 7
	1. Sequence #1			{WLK050}
		(20 Steps)
	2. Sequence #2			{WLK051}
		(18 Steps)
	[End of Chapter 7 Stats]
	1. Sequence #1			{WLK052)
		The Prophecy Begins
		(8 Steps)
	2. Sequence #2			{WLK053}
		(25 Steps)
	3. Sequence #3			{WLK054}
		Gromnir Il-Khan
		(20 Steps)
	4. Sequence #4			{WLK055}
		Watcher's Keep, First
		(15 Steps)
	5. Sequence #5			{WLK056}
		Watcher's Keep, Second
		(13 Steps)
	6. Sequence #6			{WLK057}
		Watcher's Keep, Third
		(18 Steps)
	7. Sequence #7			{WLK058}
		Watcher's Keep, Fourth
		(17 Steps)
	8. Sequence #8			{WLK059}
		Watcher's Keep, Fifth
		(15 Steps)
	9. Sequence #9			{WLK060}
		(21 Steps)
XIV. Chapter 9
	1. Sequence #1			{WLK061}
		(15 Steps)
	2. Sequence #2			{WLK062}
		Dorn's Blood Path
		(Part II)
		(9 Steps)
	3. Sequence #3			{WLK063}
		Hexxat's Request
		(Part II)
		(17 Steps)
	4. Sequence #4			{WLK064}
		Destroying the Order of
		Eight Staves
		(12 Steps)
	5. Sequence #5			{WLK065}
		Rasaad's Journey
		(Part II)
		(20 Steps)
	6. Sequence #6			{WLK066}
		(18 Steps)
	7. Sequence #7			{WLK067}
		(16 Steps)
	8. Sequence #8			{WLK068}
		(7 Steps)
XV. Chapter 10
	1. Sequence #1			{WLK069}
		Throne of Bhaal
		(7 Steps)
	[End of Chapter 10 Stats]

	Total Walkthrough: 1202 Steps

XVI. Walkthrough Videos
	1. Temple District Sewer Fight	{VID001}
	2. Celestial Fury		{VID002}
	3. Twisted Rune			{VID003}
	4. Kangaxx the Demilich		{VID004}
	5. Shadow Dragon		{VID005}
	6. Firkraag			{VID006}
	7. Ur-Gothoz and Azothet	{VID007}
	8. Nizidramanii'yt		{VID008}
	9. Irenicus in Suldanessellar	{VID009}
	10. Irenicus in Hell		{VID010}
	11. Gromnir Il-Khan		{VID011}
	12. Chromatic Demon		{VID012}
	13. Tahazzar			{VID013}
	14. Ka'rushur			{VID014}
	15. Demon Wraith		{VID015}
	16. Saladrex			{VID016}
	17. Mind Key			{VID017}
	18. Test of Courage		{VID018}
	19. Heart Key			{VID019}
	20. Demogorgon			{VID020}
	21. Lunia			{VID021}
	22. Vicross and Szass Tam	{VID022}

XVI. Items				{ITM000}
	1. Finding Recorded Items in 	{ITM001}
	   the Walkthrough
	2. Item List			{ITM002}
	3. Item Description		{ITM003}
	4. Book of Infinite Spells	{ITM004}
	5. Deck of Many Things		{ITM005}
	6. Wand of Wonder		{ITM006}
	7. Crafted Items		{ITM007}
XVII. List of Mage Spells		{SPL000}
	1. 1st-Level Mage Spells	{SPL001}
	2. 2nd-Level Mage Spells	{SPL002}
	3. 3rd-Level Mage Spells	{SPL003}
	4. 4th-Level Mage Spells	{SPL004}
	5. 5th-Level Mage Spells	{SPL005}
	6. 6th-Level Mage Spells	{SPL006}
	7. 7th-Level Mage Spells	{SPL007}
	8. 8th-Level Mage Spells	{SPL008}
	9. 9th-Level Mage Spells	{SPL009}
XIII. Experience List			{EXP000}
XIX. Updates/Thanks			{UPD000}

*Note: When searching for items in the FAQ, be sure to include the
{} brackets. When I reference other parts of the FAQ outside of the
index, I put them in [] brackets, so as to make general searches using 
the index more efficient. For example, when I tell you in the Characters
section of the FAQ to look at the Walkthrough to find more information
on an Character quest, I'll refer to that section as [WLK###], when it
should be understood to search for {WLK###}. This is an organizational
scheme used to prevent you from having to scroll through several
referential brackets in order to find what you're looking for, as I
reference other parts of the FAQ much more frequently in this guide
than I do in other FAQs I have written. 

|								       |
|			Introduction {INT001}			       |
|								       |
Whew. It seems like I devoted most of 2013 to the Baldur's Gate: 
Enhanced Edition guide, going through no fewer than four versions of
that guide in one year. I cranked out v1.04 just a few days after the
release of Baldur's Gate 2: Enhanced Edition, and the same day that
version of the BGEE guide went up, I downloaded and started work on
the BG2EE guide. As with the previous guide, I massively converted my
original Baldur's Gate 2 guide into an Enhanced Edition version, using
the same basic layout, but making changes wherever necessary. As for
the game itself... What can you really say about Baldur's Gate 2? It's
everything the first game was, but more, bigger, better. All things
considered, the two Baldur's Gate games (and their expansions) are
probably my favorite RPGs. I can't honestly think of a better gaming
experience than that which beings in candlekeep, and ends at the Throne
of Bhaal. So, download yourself the BG2EE, import your character from
the BGEE, get ready to fight the worst foes 2nd Edition Dungeons and
Dragons has to offer... and collect some really epic loot along the
way. Most of all, however, enjoy the HaeravonFAQs guide "Beating
Baldur's Gate 2: Enhanced Edition in 1202 Steps" of varying length,
complexity, and importance!

Using this FAQ							{INT002}
Below I will list some of my quirks, organizational methods, and various
other tidbits that will help you navigate this guide. For starters,
during the main FAQ I'll break up the various chapters and 
organizational components of the guide with a large heading:

|								       |
|		              Large Heading  			       |
|								       |

During the FAQ, I'll break up different areas with a thick line:

Thick line

Multiple parts of a mission in the same area will be broken up with a 
thin line. This breaks up the missions into a series of steps, and 
limits how much unbroken text you'll have to read at once. Nobody likes

Thin line

Of course, I reserve the right to break my own rules during the FAQ..
mostly due to being scatter-brained and working on the FAQ in shifts
over the course of time. Life and all. So cut me some slack. Besides,
this organizational scheme is mostly for consistency and ease-of-use.

Sequence of Events						
Unlike some of my other guides, this FAQ does hold your hand through the
game. As I go through areas I will list what I do sequentially. To help
streamline the guide and make your life easier, I've included a list of
steps at the beginning of each section, so you can see in what order I
am about to do things. Each different Sequence of Events is separated by
a large heading, while each step is divided by a thick line (if we
travel to a different area) or a thin line (if we don't.)

Items 								{INT003}
I'll list items found in containers-bookshelves, chests, environmental
bodies, etc.-in the ***ITEMS*** category, I'll also list the (x=, x=)
coordinates the container is found at. The container could be quite
large, but I try to find areas in the 100s or at least the 10s if
possible. For example, I wont give you (x=1996, y=217) when I could give
the coordinates (x=2000, y=200). I'm not going to be as thorough in this
FAQ as I am in others-there's no reason for me to go around telling you 
every crate that has a handful of gold in it-but I will typically be 
more thorough in dungeons and what-not. If it's important, I'll record 
it; if not, I'll ignore it. Largely this means you'll be free (and 
expected) to go about towns looting as your heart desires. Just be 
careful about stealing... the watch doesn't like it. If you open a lock
with your Thief skills you'll get 400, 950, or 1550 experience per 
lock, which is the only real incentive to use a Thief rather than to use
a Knock spell.

Note that much of the loot you'll find throughout the game is random.
Gold coin values will almost certainly be different from game to game,
but it's also possible that you'll find different gems or jewelry in
some containers (for example, in Irenicus' Dungeon I found a Tchazar Gem
on one playthrough, and a Laeral's Tear Necklace on another-a huge value
difference.) Don't be surprised if what you find is somewhat different
from what is listed-there's a bit of randomness involved. The major
items should be the same (you'll always find the Pommel Gem to the
Equalizer in the same area, for example), so don't sweat the small
stuff. The biggest problem the randomness causes is when I tell you one
scroll will drop and you get another, but still, many of the better
scrolls are static loot, dropped from enemies, or bought from stores,
so you shouldn't find (or miss) anything game-breaking.

Rewards								{INT004}
When you complete a quest, or otherwise gain some story award, I will
list it in the ***REWARDS*** section in the appropriate step in the FAQ.
I won't go out of my way to label the start and end of quests, as some
quests have long stretches of game in between their assignment and 
completion. I will tell you to go activate the quest (even if you don't
need to activate it to complete it), but I typically include the reward
upon the quest's conclusion, occasionally requiring you to go back to
the assigner on your own.

Traps 								{INT005}
I'll list the location of traps in a section similar to the items
section, except it's wisely called ***TRAPS***. I didn't bother
recording what sort of trap it was, I intended to disarm traps I come
across, and frankly, it's just too much of a bother determining the sort
of trap. If you think you can figure out how to use traps to cause
collateral damage, that's fine with me, I'll point as many out to you as
I found. Note that in Baldur's Gate 2 you get experience for disarming
traps, either 1750, 2750, or 3250 experience per trap.

Videos								{INT006}
Videos have been provided for some of the larger, more difficult, or
more interesting encounters in the game... you know, because a picture
is worth a thousand words, so a gameplay movie has to be worth millions!
You'll find links to videos throughout the walkthrough under the heading
***VIDEO***. The videos are relevent to the Step they are found in. You
can also find a list of all the videos in the guide in the index, and
use search keys to find a specific video in the walkthrough. The tactics
in the videos are the same as those provided in the walkthrough.

Active Pause							{INT007}
You can pause the game any time by pressing the 'space bar' button. In
the original game, the game would not remained paused in your inventory
screen (which was just Bioware's idea of being hardasses.) In the
Enhanced Edition, they rightfully allowed the game to remained paused
in your inventory screen (like in Baldur's Gate 2). Anyways, you'll use
this option often to reorganize during battles, select new targets...
you know, make tactical decisions. It's not just helpful, it's vital. If
you plan to play any other old school Black Isle games, like Planescape
or Icewind Dale, they'll also use the same system.

Scaling Enemies							{INT008}
I'll tell you what enemies I faced on the way through the game, but
keep in mind that as you progress in levels, some encounters might scale
in difficulty-either by adding more enemies, stronger versions of the
enemies that normally appear in the area, or both. If you want to be
absolutely sure that you'll fight what I fought when I fought it, do
the quests exactly in the same order I do them. It shouldn't make a huge
difference, as most 'random' or variable encounters aren't terribly
difficult. Sure, having to fight a Lich instead of a group of normal
undead, some Beholders where there were formerly Gauth, or Adamantine
Golems when you would have fought Stone Golems at lower levels kinda
sucks, but at higher levels, you'll ideally have better gear and
characters more suited for the challenges ahead. Just be aware that your
encounters might not exactly match mine, but the set battles with unique
characters should remain static.

Difficulty Settings						{INT009}
There are five difficulty settings as follows:

INSANE (far right): Hit Point rolls are random, characters can
		    permanently die, scribing spells can fail, enemies
		    do 200% normal damage.

HARD (middle-right): Hit Point rolls are random, characters can
		     permanently die, scribing spells can fail, enemies
		     do 150% normal damage.

CORE RULES (middle): Normal rules. Hit Point rolls are random,
		     characters can permanently die, scribing spells can
		     fail, enemies do 100% normal damage.

NORMAL (middle-left): All Hit Point rolls are maxed, characters cannot
		      permanently die, all spells are automatically
		      learned, enemies do 75% normal damage.

NOVICE (far left): All Hit Point rolls are maxed, characters cannot
		   permanently die, all spells are automatically
		   learned, enemies do 50% normal damage.

My suggestion? Play the game under CORE RULES, but when you level up
or scribe scrolls, switch to NORMAL. Look, I don't know about you, but
in the original game I always save/loaded to get maximum Hit Points per
level and to ensure I always succeeded at scribing scrolls. Manipulating
the difficulty settings just saves time, and life is too short (as is my
patience) to waste it save/loading Baldur's Gate.

Enhanced Edition Notes						{INT010}
I will admit, I am too much of a fan to resist pointing out story/event
changes throughout the guide as I notice them. These changes (usually
inconsequential stuff) will be noted under the ***ENHANCED EDITION***
heading. This is just me showing off what knowledge I have of the game
and is entirely useless fluff... But, it interests me, so it's in
there. It may contain spoilers (although I've tried to keep them fairly
minor) but if you want to play it safe, just ignore them. I've also
started to use them to discuss various changes between Enhanced Edition
patches, as well.

Console Commands						{INT011}
In a game the size of Baldur's Gate 2, there's bound to be bugs. Rather
than let them ruin your day, you might want to try entering console
commands to set things right. I'm not going to provide any commands-you
can look up fixes found by people smarter than myself, but if you need
to get the console working you can do so by editing the Baldur.ini
file, which is found (for Windows users) in the following folder:

Documents/Baldur's Gate II - Enhanced Edition

All you have to do is open said file in Notepad and copy/paste the
following line:

'Program Options',	'Debug Mode',	'1'

The tab-spaces are necessary between each item, and the preceeding
option line... just let the other options be your guide. Place that
line at the bottom of the file, just below the last option, but before
all the ',',

Once in the game, hit (control + space) to bring up the console
command entry bar.

And of course, be smart-make a safety version of Baldur.ini, and play
around with the console commands on a disposable save game.

|								       |
|              2nd Edition Dungeons and Dragons Mechanics	       |
|		      (Character Creation) {DND001}		       |
Below are some suggestions for character creation in Baldur's Gate 2,
Along with a number of tables, charts, and rules used by the game. 
Either blindly follow my lead or read up on the section below and make
your own choices. I'll give opinions and brute facts, but I won't be 
rating anything. Feel free to make your own-informed-decisions.

Composition 							{DND002}
Unlike in Icewind Dale, you only create one character-the protagonist.
This means your character will need some help on their journey through
Baldur's Gate 2. In any Dungeons and Dragons game you need a Cleric,
Fighter, Mage, and a Thief, the four 'base' classes. No matter what
character you make, you NEED one representative of each of those four
base classes in your party. A party without a front line, spell buffs,
healing, and trap finding is a party that is probably losing.

Gender 								{DND003}
Gender is pretty irrelevant, the only time I can think of where it comes
into play is during romances. If you're male you can't romance Anomen
(even though I wonder about him sometimes...) and if you're female you
can't romance Aerie, and so on. If you want romances, and you don't want 
to use a mod to remove limitations, I'd suggest not playing a Dwarf, 
Gnome, Halfling, or Half-Orc. No promises any of the in-game PCs will 
go for that kind of fling.

Race 								{DND004}
There are more pronounced differences between the races in the Enhanced
Edition, but the big restrictions are still what they were in the
original. Humans can dual-class, everybody else cannot. All the other
races can multi-class (to varying degrees), but Humans cannot. I
STRONGLY advocate either dual-classing as a Human, or multi-classing.
Class restriction by race are shown on the table below.

Class Restrictions by Race					{DND005}
			|   |Elf
			|   |   |Half-Elf
			|   |   |   |Gnome*
			|   |   |   |   |Halfling
			|   |   |   |   |   |Dwarf
			|   |   |   |   |   |   |Half-Orc
Barbarian		| x | x | x | x | x | x | x |
Bard			| x |   | x |   |   |   |   |
Cleric			| x | x | x | x | x | x | x |
Cleric/Mage		| d |   | x | x |   |   |   |
Cleric/Ranger		| d |   | x |   |   |   | x |
Cleric/Thief		| d |   |   | x |   |   |   |
Druid			| x |   | x |   |   |   |   |
Fighter			| x | x | x | x | x | x | x |
Fighter/Cleric		| d |   | x | x |   | x | x |
Fighter/Druid		| d |   | x |   |   |   |   |
Fighter/Mage		| d | x | x | x |   |   |   |
Fighter/Mage/Cleric	|   |   | x |   |   |   |   |
Fighter/Mage/Thief	|   | x | x |   |   |   |   |
Fighter/Thief		| d | x | x | x | x | x | x |
Mage			| x | x | x | x |   |   |   |
Mage/Thief		| d | x | x | x |   |   |   |
Monk			| x |   |   |   |   |   |   |
Paladin			| x |   |   |   |   |   |   |
Ranger			| x | x | x |   |   |   |   |
Sorcerer		| x | x | x |   |   |   |   |
Thief			| x | x | x | x | x | x | x |

* = Instead of a Mage, they are always an Illusionist.
x = Race/Class combo is allowed.
d = Can dual class, not multi-class.

Human								{DND006}
Humans are the vanilla race of the fantasy genre. I'll bet most of my
readers are Human (the rest are whatever race Anne Coulter belongs to-
the reptilians), which begs the question... why play it? Doesn't it
just inject a bit of mundanity into a fantasy setting? And why would you
do that? Whatever, the only thing special about Humans is that they can
(and should) dual-class. Oh, and they can be every class in the game.
So if you're really hard up for a Monk, Paladin, or some types of
specialist Mage... well... this is your only option.

Humans have the following traits:
  -->	Thief Skills: +15% Pick Pockets, +10% Open Locks,
	+5% Find Traps, +10% Move Silently, +5% Hide in Shadows.

Elf								{DND007}
Everybody hates Elves these days. Probably because of Orlando Bloom.
Anyways, Elves have some solid multi-class options, and are decent
characters all around. The Dexterity bonus is nice... but it's not
nearly as helpful as the Constitution bonus is harmful. Still,
considering all the stat boosts you'll find in the game, it's not a big

Elves have the following traits:
  --> 	90% resistance against charm and sleep magics.

  --> 	Infravision.

  --> 	+1 THAC0 bonus with bows, short swords, and long swords.

  -->	Thief Skills: +20% Pick Pockets, +5% Open Locks,
	+5% Find Traps, +15% Move Silently, +15% Hide in Shadows.

  --> 	+1 Dexterity, -1 Constitution.

Half-Elf							{DND008}
The bastard off-spring created by Humans and Elves... nobody seems to
care that an Elf boning a Human is just kind of... weird. I mean, how
much older is the Elf, on average? It would make for great a fantasy
Maury show... They've got a few bonuses that Humans don't have-stuff
you won't really miss-but they trade the ability to dual-class for the
most extensive multi-class options in the game. They're a great choice
for any protagonist.

Half-Elves have the following traits:
  --> 	30% resistance against charm and sleep magics.

  --> 	Infravision.

  -->	Thief Skills: +25% Pick Pockets, +10% Open Locks,
	+5% Find Traps, +10% Move Silently, +10% Hide in Shadows.

Gnome								{DND009}
Gnomes are retarded and everybody should hate them. They're nothing but
incompetent Dwarves without any of the cool Dwarfiness. Gnomes have
one advantage over Dwarves-they can become Mages. But... since they
default to Illusionists, it's not so great of a bonus.

Gnomes have the following traits:
  --> 	+2 bonus to Saving Throws vs. Rod/Staff/Wand and vs. Spell
	with additional bonuses based on Constitution.

  --> 	Infravision.

  -->	Thief Skills: +15% Pick Pockets, +15% Open Locks,
	+15% Find Traps, +15% Move Silently, +10% Hide in Shadows,
	+10% Detect Illusion, +5% Set Traps.

  --> 	+1 Intelligence, -1 Wisdom.

Halfling							{DND010}
If you wanted my opinion on Halfings... well... look at my opinion
about Gnomes. It's not a short person thing, I'm not too tall myself,
but... their class options suck and their racial traits just aren't
very good. Honestly, I've always hated Halflings. They seem like a
waste of a race, and in my gaming sessions, I've never been able to find
a use for them. What are they, always? Wandering thieves and pranksters.
Almost without variation. Who always plays them? The annoying kid who
just wanted to be a pain in the ass and slow things down. On the plus
side, Halflings arguably make the best Thieves in the game, starting
out with whopping skill points bonuses into what are the most useful
Theiving skills, and that Dexterity bonus doesn't hurt, either. Still,
with the level cap in Baldur's Gate 2, even a triple-classed Thief will
earn more skill points than they know what to do with.

Halflings have the following traits:
  --> 	+2 bonus to Saving Throws vs. Paralyzation/Poison/Death, vs
    	Rod/Staff/Wand, and vs. Spell, with additional bonuses based
	on Constitution.

  --> 	+1 THAC0 bonus with slings.

  -->	Thief Skills: +20% Pick Pockets, +15% Open Locks,
	+10% Find Traps, +20% Move Silently, +20% Hide in Shadows.

  --> 	+1 Dexterity, -1 Strength, -1 Wisdom.

Dwarf								{DND011}
Now Dwarves are where it's at. Who doesn't love Dwarves? They're always
awesome. Nothing's better than a heavily-armed, ill-tempered, hairy,
drunk demi-human. Fortunately for you, the game does a decent job in
supplying you Dwarves to tag along with-leave the Dwarfing to your
allies and pick stronger multi-or-dual-class options, instead.

Dwarves have the following traits:
  --> 	+2 bonus to Saving Throws vs. Paralyzation/Poison/Death, vs.
     	Rod/Staff/Wand, and vs. Spell, with additional bonuses based on	

  --> 	Infravision.

  -->	Thief Skills: +15% Pick Pockets, +20% Open Locks,
	+20% Find Traps, +10% Move Silently, +5% Hide in Shadows,
	+5% Detect Illusion, +10% Set Traps.

  --> 	+1 Constitution, -1 Dexterity, -2 Charisma.

Half-Orc							{DND012}
Not much to say about this class-they have the same appeal as Dwarves
in my book. Fugly warriors that almost always seem to fall into a well-
trod stereotype. In this, they excel, and if you plan to make any
single-class warrior type, go with a Half-Orc. You won't miss that

Half-Orcs have the following traits:
  --> 	+1 Strength, +1 Constitution, -2 Intelligence.

  -->	Thief Skills: +15% Pick Pockets, +10% Open Locks,
	+5% Find Traps, +10% Move Silently, +5% Hide in Shadows.

Class								{DND013}
Since you can recruit a character that pretty much covers whatever you
may lack, you have the freedom to create a character that plays how you
want. Versatility and power are my goals in character creation, and that
pretty much cries out for dual-or-multi classing. Also, if the
developers were so kind as to provide you with a recruitable ally with
their own unique voice, portrait, history, and statistics, why bother
making a similar character? Since dual-or-multi class characters are
invariably stronger in Baldur's Gate 2, they are what I suggest. You
simply get stronger, more versatile characters if you dual-or-multi-

A Fighter/Mage is arguably the strongest class in the game by the end of
Baldur's Gate 2. Magic in Baldur's Gate is incredibly important and
deep, and controlling a protagonist who cannot cast spells seems
rather..  blasphemous. And if you can destroy any foe in melee combat as
well, all the better. Alternatively there's the Fighter/Mage/Thief, who
isn't as much of a Fighter or Mage, but you don't have to rely upon a
recruitable Thief to do your trapfinding. There's also the
Fighter/Cleric, but the spell buffs a Mage can cast are more powerful,
and a Mage wont be limited to blunt weapons like a Cleric. If you're at
all interested in making a Fighter/Cleric, try a Ranger/Cleric instead.
Pretty much the same thing in terms of weapon selection, and Hit Points,
but they'll also get Druidic spells, in addition to their Clerical
spells. This means Insect Plague, Elemental Summoning, and Iron Skins...
it's something to get excited about, trust me, I've never played as a 
Fighter/Mage/Cleric, but... it certainly sounds interesting. In the end
I feel a Fighter/Mage is a great protagonist, a great play, and
certainly a good choice to write a guide around. For the evil party
play-through (Version 1.02 of the original Baldur's Gate 1 guide) I
created a Fighter/Mage/Thief so I could use many of the strategies with
which I am familiar, but also because of how desperately the evil party
needs a Thief in Baldur's Gate 2. For the record, Hexxat alleviates the
need for a Thief somewhat, but in my mind, she's just nowhere near as
strong as a Fighter/Mage/Thief protagonist. My girlfriend's choice was
much the same, except she used a Fighter as her protagonist and created
a Fighter/Mage/Thief sidekick in the sequel to overcome the crippling
Thief-shortage. It might be cheap, but it's better than dragging around

Dual-Classing							{DND014}
To dual-class you must be a Human, and you must be at least 2nd level in
the class you started out as to dual-class. You must have a 15 in the 
prime requisites of your current class, and 17 in the prime requisites 
of the class you want to change to. The prime requisities for each of 
the four base classes are as follows:

Cleric:		Wisdom
Druid:		Wisdom, Charisma
Fighter:	Strength
Mage: 		Intelligence
Ranger:		Strength, Dexterity, Wisdom
Thief:		Dexterity

Once you dual-class the experience of your previous class will be capped
at the minimum required to meet the last level you attained, and it will
go inactive. You can no longer gain levels in this class, or use any of
the class abilities. The only thing you keep from that class are the Hit
Points, you temporarily lose weapon and armor proficiencies, skills,
spells, THAC0, and even saves.

You now begin advancing as your second class, following all its rules.
You pick new proficiencies, and spells or thief abilities, if
applicable. For example, if you were a Fighter and dual-classed into a
Mage, you would be bound by the weapon and armor restrictions of the
Mage. You'd have the saves, THAC0, proficiencies, and spells of a 1st
level Mage, but you'd have your Fighter Hit Points. Once your level in
your new class exceeds your level in your old class, your old class
becomes active again. You cannot gain experience in your old class, but
you gain back any previously attained abilties, weapon and armor
proficiencies, skills, spells, THAC0, and saves, if they are better than
what you have now. Keep in mind that proficiencies are not cumulative.
For example, take the following case. Start out with a level one Fighter
and you'll get four weapon proficiencies to spend-you can spend up to
two points (become Specialized) in any one weapon class or fighting
style. Let's say the proficienies were allocated as follows:

Long Sword		++
Two-Weapon Style	++

At level two, the character dual-classes to a Thief. They temporarily
lose those proficiencies, but being a brand-spanking almost new Thief,
they get two points to distrubte. Let's say it goes as follows:

Katana			+
Short Sword		+

Once the newly dualed Thief becomes level three, they'll get their
Fighter stats back... at least until their Thief THAC0 and Saving Throws
surpass whatever their Fighter level gave. Their proficiencies now look
like this:

Katana			+
Long Sword		++
Short Sword		+
Two-Weapon Style	++

So, when dual-classing, do NOT overlap proficiencies. Any overlap
results in wasted points. On the other hand, one of the bonuses you
will retain while dual-classing is Weapon Proficiency progression-a
Fighter/Thief dual-class will, for example, still be able to attain
Grand Mastery, a Ranger/Cleric can attain Specialization, and so on.

A good tactic is to start out as a Thief and gain their Find Traps
skill, get it as high as you need, and then dual-class into something
more useful, like a Fighter or Mage. This gets you the essential Thief
skill without having to waste an entire character on a class that,
frankly, isn't great on its own. Another option is to make a Fighter,
get up to a high level and attain its high Hit Points, THAC0, and maybe
even Grand Mastery, then dual-class into something else to retain those
excellent combat stats to make a more 'hardy' version of that class.
The experience gained by the first class does count towards your total
experience, and hence towards the experience cap. If you dual-class a
character, be sure to dual class early enough so you have enough 
experience left to exceed your previous classes' level with your new
class. If you never exceed your first class with your second, it will
never become active, making the whole process a waste and stunting your
character. This is obviously more of a preparatory tactic for the 
sequel, as you will not gain enough experience to get the most out of
dual-classing for some combos in the first game. If you want to make a
dual-class Fighter or an Assassin/Fighter, you'll have to play through
this game as a single-classed character. For characters like Imoen,
dual class away, but for your main character I do not suggest
dual-classing until the sequel.

Multi-Classing							{DND015}
Mutli-classing is a bit simpler than dual-classing. Most races besides
Human can multi-class into something, but Half-Elves are by far the
most versatile multi-classers. Whereas dual-classing means dropping one
class in favor of another, only to gain the benefits of the previous 
class back after you exceed its level with the second class, multi-
classing means pursuing both classes simultaneously. You get the better
choice of THAC0 and saves between the classes, meaning a Fighter/Mage
would use their better Fighter THAC0 instead of their worse Mage THAC0 
or some composite. Hit points, however, are a composite, essentially
halving the dice rolls of both classes and giving them to you. If a 
Fighter/Thief levels up in both classes, they get a maximum of eight
Hit Points (10 + 6 = 16/2 = 8.) Note, however, that if you are a Fighter
multi-class, you get the highest benefit of your Constitution, meaning
a Fighter/Cleric with a Constitution score of 18 would get a +4 bonus to
their Hit Points per composite level, instead of only +2 as a single-
classed character would. Triple-class characters work the same way,
except their Hit Points per class/level is split three ways. For
example a Fighter/Mage/Thief only receives six Hit Points per composite
level (10 + 6 + 4 = 20/3 = 6.67~, always rounded down = 6).

Experience is split evenly between the two (or three) classes, which can
level up independently. This results in a slower rate of leveling than
a single-classed character. Multi-classed characters typically make up
for it with versatility, being able to effectively combine multiple
class abilities to maximum effect. After all, a Thief who can hide in
shadows and backstab with a Fighter's THAC0 and higher weapon
proficiencies is better than just a Thief, and a Fighter who can use
Mage spells to spell buff themselves with Mirror Image, Haste,
Stoneskin, and Improved Invisibility will be MUCH more effective than
just a Fighter. Multi-classed characters must abide by the restrictions
of BOTH classes. A Fighter/Mage could wear Fighter armor, but not cast
spells while so doing. A Fighter/Cleric could not use Swords or Bows.
A Thief/Cleric could sneak, but not in heavy armor, and so on. But on
the plus side, a high level multi-classed character will be able to pick
epic feats from both trees. A Fighter/Thief could spend all their epic
feats on Whirlwind and Greater Whirlwind, for example, if they so
wished, instead of having to pick between the two (i.e. Thief feats on
Thief levels, Fighter feats on Fighter levels.) This gives them
another massive benefit over dual-classed characters.

Dual-and-Multi-Classing in Baldur's Gate 2			{DND016}
There is one significant advantage to multi-classing over dual-classing
in Baldur's Gate 2, namely in the selection of Epic Level Feats. Upon
reaching a certain experience threshold (and every level thereafter)
you'll get to pick a feat, many of which are phenomonally strong. If
you dual-class, you'll never again level up with your dormant class,
meaning you'll never get these feats. A dual-class Fighter/Thief might
have all the perks of a Fighter, and unimpeded progresion in thieving
skills as well, but they will never get the Epic Fighter feats. A
multi-classed Fighter/Thief will, however. Of course another thing to
keep in mind with multi-classing is that you will not get as many of
these feats for each class as a single-classed or dual-classed
character will. It's a fair balancing act I think, and a good
addition to a game that ultimately penalizes single-classed characters
too harshly. Consider yourself duly warned-if your 'uber' Fighter/Thief
turns out to be a sissy late in the sequel because you can't get
Greater Whirlwind Attack(s)... it's on you.

Class Kits							{DND017}
In Baldur's Gate 2 most single-classes have 'kits' which are basically
variants of the normal class. These include everything from shape
shifting Druids, combat-focused Bards, Paladins skilled at thwarting
Mages, sword saint Fighters, and Rangers who are truly dedicated 
archers. For the most part the kit functions like the normal class, with
a few advantages and disadvantages thrown in. Note that you cannot 
multi-class with a kit, but you can start out with a kit or 
specialization and then dual class into a class without a kit or

|Barbarian		   |					{DND018}
  --> 	May not wear armor heavier than splint mail.

  --> 	May not exceed Specialization (two slots) with any weapon class.

  --> 	May achieve Specialization (two slots) in any fighting style and
     	allocate three slots in Two-Weapon Style.

  --> 	Moves 2 points faster than other characters.

  --> 	Immune to Backstab.

  --> 	May use the Rage ability once per day every 4 levels (starts at
	1st level with one use).

RAGE: The enraged status lasts for five rounds and provides a +4 bonus
to Strength and Constitution, a -2 penalty to Armor Class and a +2 bonus
to Saving Throws vs. Spell, as well as immunity to all Charm, Hold,
Fear, Maze, Stun, Sleep, Confusion, and Level Drain spells.

  --> 	11th level: Gains 10% resistance to crushing, slashing,
	piercing, and missile damage. An additional 5% is gained at
	level 15 and 19.

  --> 	Hit Dice: d12
A Barbarian certainly looks like a viable choice for any warrior, but
keep in mind that they aren't great on defense, as they can't use the
heaviest armor in the game. It doesn't help that one of their key
abilities actually lowers their Armor Class further, so don't rely on
them to 'hold the line', although the extra Hit Points gained from
raging will certainly help, even more so considering that Overhaul Games
had to good sense to actually give them the d12 Hit Dice they were
supposed to have had in the original Baldur's Gate 2. Their rage ability
raises their Strength and Constitution by 4 points, which is HUGE, but
since it lasts only five rounds... well... you'll need to burn through
a lot of them just to finish a fight, while a normal Fighter could do
just fine with potions of giant Strength, and later on in a sequel that
Strength superiority will be rendered less impressive. Girdles of Giant
Strength means any Fighter can enjoy being part of the high-Strength
club... all the time... with no fatigue. All things considered, it might
be better to just get a Fighter with Grand Mastery. They keep those
combat bonuses all the time, and can wear heavier armor. Unless you're
really into role-playing a baba, I can't really recommend them over a
Fighter, even though they move faster and gain some resistances to
slashing, piercing, crushing, and missile damage. Of course, if you're
patient and you get your hands on some sweet White Dragon Scale armor
those Armor Class woes will become a thing of the past...

Level	EXP		HP
1	n/a		1d10
2	2,000		2d10
3	4,000		3d10
4	8,000		4d10
5	16,000		5d10
6	32,000		6d10
7	64,000		7d10
8	125,000		8d10
9	250,000		9d10
10	500,000 	9d10+3
11	750,000	  	9d10+6
12	1,000,000 	9d10+9
13	1,250,000 	9d10+12
14	1,500,000 	9d10+15
15	1,750,000 	9d10+18
16	2,000,000 	9d10+21
17	2,250,000 	9d10+24
18	2,500,000 	9d10+27
19*	2,750,000 	9d10+30
40	8,000,000	9d10+93

|Bard			   |					{DND019}
  --> 	May not wear armor heavier than chain mail. (Spells canont be
	cast while wearing armor.)

  --> 	May not equip shields larger than bucklers.

  --> 	May only become Proficient (one slot) in any weapon class.

  --> 	May only become Proficient (one slot) in any fighting style.

  --> 	Thieving abilities: Pick Pockets.

  -->	Increased Lore score.

  -->	May cast arcane spells starting at 2nd level.

  --> 	May use Bard Song ability. While active, the Bard Song has the
     	following effects:
	Restore Morale to its average value
	Remove Fear
	Protection From Fear

  -->	Alignment restricted to any neutral.

  --> 	Hit die: d6
Bards were a good class in Baldur's Gate 1, mixing light armor with
a decent spell selection that went all the way up to 4th level spells,
providing extra spell power in a pinch. However, they'll reach their
spellcasting zenith in Baldur's Gate, and while 4th level spells might
have stacked up well against 5th level Mage spells in Baldur's Gate 1,
a Bard with 6th level spells will be unimpressive against 9th level Mage
spells in Baldur's Gate 2. They're segregated more than ever into a 
support roll, able to cast buffs like Haste and and a few defensive 
spells to keep them handy, but they'll never contribute to a fight as 
much as a Fighter, Cleric, or Mage will. The game does say they are 
jacks-of-all-trades, masters of none, and they mean it... but by now 
specialization is paying big dividends to single-classed characters, and
multi-and-dual-classed characters are excelling in two or more fields. 
Simply put, a Fighter/Thief and Fighter/Mage... or especially a 
Fighter/Mage/Thief just leave the Bard far behind. You can grab the 
Enhanced Bard Song feat when you get access to epic feats and make the 
Bard that much more effective at what they do best: supporting the 
party. While it's an impressive ability, it's poor compensation when you
look at a Fighter/Mage who can Time Stop and use Greater Whirlwinds.

Level	EXP		HP	Spells		Pick Pockets
1	n/a		1d6			40%
2	1,250		2d6	1		45%
3	2,500		3d6	2		50%
4	5,000		4d6	2/1		55%
5	10,000		5d6	3/1		60%
6	20,000		6d6	3/2		65%
7	40,000		7d6	3/2/1		70%
8	70,000		8d6	3/3/1		75%
9	110,000		9d6	3/3/2		80%
10	160,000		9d6+2	3/3/2/1		85%
11	220,000		9d6+4	3/3/3/1		90%
12	440,000		9d6+6	3/3/3/2		95%
13	660,000		9d6+8	3/3/3/2/1	100%
14	880,000		9d6+10	3/3/3/3/1	100%
15	1,100,000	9d6+12	4/3/3/3/2	100%
16	1,320,000	9d6+14	4/3/3/3/2/1	100%
17	1,540,000	9d6+16	4/4/3/3/3/1	100%
18	1,760,000	9d6+18	4/4/4/3/3/2	100%
19	1,980,000	9d6+20	4/4/4/4/3/2	100%
20	2,200,000	9d6+22	4/4/4/4/4/3	100%
21	2,420,000	9d6+24	5/4/4/4/4/3	100%
22	2,640,000	9d6+26	5/5/4/4/4/3	100%
23*	2,860,000	9d6+28	5/5/5/4/4/4	100%
40	8,000,000	9d6+62  5/5/5/5/5/5
			       (max at level 38)(max at level 14)

Blade								{DND020}
A Blade might seem like a good idea on paper, as it gets Offensive Spin
and Defensive Spin, but think about it. Offensive Spin doesn't stack
with Haste, so it's really only giving you a +1 bonus to attack and +2 
damage, which will not make a you a competitive front-liner, even if the
max damage is nice. Defensive Spin might not go past -10, but for a Bard
that's still a pretty hefty benefit. Your Bard song sucks anyways, and
you can just grab Enhanced Bard Song to break even with the best a 
normal Bard has to offer. Pick Pockets can be raised with potions, and
won't be a huge issue, and Lore is pretty useless anyways. Keep in mind
that these benefits are largely going to be redundant by the time you
reach Throne of Bhaal, your -10 Armor Class isn't going to protect you
much, and Offensive Spin will not compete with Whirlwinds. A Bard is 
better off casting defensive spells and using Enhanced Bard Song, making
this kit rather useless.

  --> 	May play 3 slots in Two-Weapon Style.

  --> 	May use the Offensive Spin and Defensive Spin abilities once per
     	day per 4 levels.

OFFENSIVE SPIN: During the next 24 seconds, the Blade's movement rate
doubles and she gains a +2 bonus to hit and damage rolls as well as an
extra attack per round. All attacks deal maximum damage for the
duration. Offensive spin may not be used in conjunction with the Haste
or Improved Haste spells.

DEFENSIVE SPIN: During the next 24 seconds, the Blade is rooted to the
spot and gains a +1 bonus to Armor Class per level, up to a maximum of

  --> 	Only has one half normal Lore value.

  --> 	Only has one half normal Pick Pockets score.
Jester								{DND021}
The Jester has been improved somewhat in the Enhanced Edition, and it
might have been kind of cute-seeming in the first game. You might have
looked at it and determined that most of its abilities would be out of
reach until the sequel, where this class would 'mature'. Granted, it
does stack effects as you level up-adding a chance to Slow and later,
knock foes unconscious to the base confusion effect, but there are a
few things to consider. First, all the saves made against these effects
are at a +2 bonus. That might have cut it in the first game, when saves
were generally high, but we're dealing with bigger, badder, better foes
in this game. Any foes of substance will generally resist the effects,
and really, you're going to be counting on the brute 5% fail rate
(rolling a natural one on a d20 roll-a critical failure) for each
such effect. On the other hand, any Mage can use Chaos or Slow to do
much the same thing-except they don't need to be standing near the foes,
and their spells actually impose a -4 save penalty, which has a much
better chance of working. Even a Jester itself would be better off just
casting spells than performing their bardsong, which makes me wonder...
why not pick a kit that actually adds something else?

  --> 	Jester's song does not help allies. Instead, every opponent
	within 30 feet must save once per round to avoid falling under
	its effects:

	1st level: Enemies must save vs. Spell with a +2 bonus or be
	be confused

   	15th level: Enemies must save vs. Spell with a +2 bonus or be
	confused, and must save vs. Spell or be slowed.

	20th level: Enemies must save vs. Spell with a +2 bonus or be
	confused, must save vs. Spell at +2 or be knocked unconsious,
	and must save vs. Spell or be slowed.

  --> 	None.

Skald								{DND022}
Now if you want a melee handy Bard, this is the way to go. +1 to hit and
damage all the time beats a Blade's offering. And what about their Bard
song? That looks a lot like... wait... it IS Enhanced Bard Song! They 
already get it! Pick Pockets isn't necessary anyways, so don't worry
about having a low value there. You can always use potions when you need

  --> 	+1 to hit and +1 to damage rolls.

  --> 	The Skald's song is different from the typical Bard's and varies
     	with level:
	1st: Grants allies a +2 to hit and damage rolls, and a +2 bonus
	to AC.
	15th: Grants allies a +4 to hit and damage rolls, a +4 bonus
	to AC, and immunity to fear.

	20th: Grants allies a +4 to hit and damage rolls, a +4 bonus
	to AC, and immunity to fear, stun, and confusion.

  --> 	Only has one quarter the normal Pick Pockets score.

|Cleric			   |					{DND023}
  --> 	May wear helmets.
  --> 	May wear any armor.

  --> 	May only use non-bladed, non-piercing weapons (war hammer, club,
     	flail, mace, quarterstaff, sling).

  --> 	May only become Proficient (one slot) in any weapon class.

  --> 	May only become Proficient (on slot) in any weapon fight style.

  --> 	May Turn Undead.

  --> 	May cast priest spells.

  --> 	Hit Die: d8

Prime Requisite for Dual-Classing: Wisdom
Clerics are essential to any party, being good buffers and healers, and
while generally not as good at dealing damage, ripping through spell
defenses, and debuffing as a Mage, there are instances in which they
shine. They get great spells against undead, namely Sunray, which is
your best chance of taking down Liches. They also get good offensive 
spells such as Greater Command, Holy Smite, and Finger of Death, not
to mention their defensive spells like Death Ward, Chaotic Commands, 
Defensive Harmony, Protection from Evil 10' Radius, and Dispel Magic.
And yes, they get healing Spells such as Heal and Restoration, both of
which are indispensable. They can also typically hold a battle line,
being able to equip shields and plate armor, even if they can't hold
up quite as well as Fighters. When you hit epic levels you can get some
really awesome abilities, such as the defensive Globe of Blades, Aura of
Flaming Death, and Summon Deva abilities, which further improves their
defensive capabilities. Frankly, however, it's a poor choice for a main
character. Firstly, it seems silly for the child of a dead god to be 
worshiping another deity, especially with so much potential... but
really, Anomen already beat us to the punch, being a dual-classed
Fighter/Cleric. And no main character can equal Viconia's natural
resistance to magic. Don't worry, the game already has plenty of great
recruitable Clerics. Clerics also get the ability to turn undead, but
it's not too great of an ability. Big things won't be affected, and
little things can just be smote. Unlike most classes there is no reason
to not pick a Cleric kit... they're all beneficial with no downside.
When a Cleric hits 25th level they gain a holy symbol from their deity,
which gives them +1 to Strength, 5% magic resistance, and allows them to
memorize another 6th and 7th level spell. For Clerics with high
Strength, this can put them over the top, letting them go around without
having to worry about Girdles of Giant Strength and the like
(read: Anomen).

Level	EXP		HP	Spells
1	n/a		1d8	1
2	1,500		2d8	2
3	3,000		3d8	2/1
4	6,000		4d8	3/2
5	13,000		5d8	3/3/1
6	27,500		6d8	3/3/2
7	55,000		7d8	3/3/2/1	
8	110,000		8d8	3/3/3/2/1
9	225,000		9d8	4/4/3/2/1
10	450,000		9d8+2	4/4/3/3/2
11	675,000		9d8+4	5/4/4/3/2/1
12	900,000		9d8+6	6/5/5/3/2/2
13	1,125,000	9d8+8	6/6/6/4/2/2
14	1,350,000	9d8+10	6/6/6/5/3/2/1
15	1,575,000	9d8+12	6/6/6/6/4/2/1
16	1,800,000	9d8+14	7/7/7/6/4/2/1
17	2,025,000	9d8+16	8/8/8/8/5/3/2
18	2,250,000	9d8+18	9/9/8/8/6/4/2
19	2,475,000	9d8+20	9/9/8/8/6/4/2
20	2,700,000	9d8+22	9/9/9/8/7/5/2
21*	2,925,000	9d8+24	9/9/9/9/8/6/2
25	3,825,000	9d8+32	9/9/9/9/9/7/3 <-- Holy Symbol Obtained
40	8,000,000	9d8+62	9/9/9/9/9/8/7
				(max at level 38)

Holy Symbol: When a character reaches 25th level as a Cleric, they
will receive a unique 'ring'. This Holy Symbol differs in name based
upon alignment, evil characters will have a Holy Symbol of Talos, good
characters will receive a Holy Symbol of Lathander, and neutral
characters obtain a Holy Symbol of Helm. Regardless of which one they
get, they're all alignment-conditional Cleric-only items with the same
properties. If you're a multi-classed character you won't reach this
total until you max your experience, but single-classed Clerics should
obtain this Holy Symbol early in Throne of Bhaal. Each one gives a
+1 bonus to Strength, 5% Magic Resistance, and a bonus 6th and 7th
level spell slot.

Priest of Talos							{DND024}
Lightning Bolt isn't a great spell, but Storm Shield provide some
interesting bonuses to your resistances, at least. Once per day per ten
levels of the caster means... once or twice, in Shadows of Amn.. but at 
least it lasts a long time.

  --> 	May cast Lightning bolt once per day per 5 levels of the caster
     	(starts at 1st level with one use.)

  --> 	May cast 'Storm Shield' once per day per 10 levels of the caster 
     	(starts at 1st level with one use), as detailed below.

STORM SHIELD: This spell lasts 1 round per level of the caster. It
protects the caster from lightning, fire, cold, and normal missiles.

  --> 	Alignment restricted to evil.

Priest of Helm							{DND025}
The Priest of Helm may be the best variant, especially for evil parties.
Having some extra True Sight spells cannot be underestimated. Seeking
Sword is a little lame, but it does give you a +4 weapon, allowing you
to hit things like Kangaxx the Demilich and many demons. Its damage
doesn't stand up, but it does give you three attacks per round, even
though it takes away your ability to cast spells for its duration, which

  --> 	May cast True Sight once per day per 5 levels (starts at 1st
	level with one use).

  --> 	May cast Seeking Sword once per day per 10 levels (starts at 1st
     	level with one use), as detailed below.

SEEKING SWORD: This spell creates a sword in the Cleric's hand (that 
cannot be dropped or unequipped). The sword is +4 for purposes of 
determining what it can hit (but this bonus does not apply to attack or
damage rolls), and it deals out 2d4 damage to any target it hits. The
weapon sets the number of attacks of the Cleric to 3. It lasts for 1
round per level of the caster. When equipped the wielder cannot cast
further spells.

  --> 	Alignment restricted to neutral.

Priest of Lathander						{DND026}
Another good Cleric kit, if you really don't like undead, this is worth
a glance. Hold Undead is decent at stopping some undead, but it probably
won't work terribly often. The Boon of Lathander, however, is a very
nice ability, making the Cleric more potent for its fairly lengthy
duration. There are few enough good ways to make yourself immune to
level drain in Shadows of Amn... unless you're a Mage of some sort, or
better yet, a multi-or-dual-classed Mage who can take on undead while
protected. Having this kit and the Boon of Lathander ability will give
you a character fully capable of taking the fight to Vampires, Wraiths,
and various Mists without flinching.

  --> 	May cast Hold Undead once per day for every 5 levels of the
	caster (starts at 1st level with one use).

  --> 	May cast Boon of Lathander for every 10 levels of the caster,
     	(starts at 1st level with one use), as detailed below.

BOON OF LATHANDER: This spell lasts for 1 round per level of the 
caster. It gives the caster a +1 bonus to attack and damage rolls, a +1
bonus to all Saving Throws, and 1 extra attack per round. It also
protects the recipient from level drain.

  --> 	Alignment restricted to good.

|Cleric/Ranger		   |					{DND027}
Alright, full disclosure: I was completely wrong about the
Cleric/Ranger multi-class, and everything that I'm going to say below
has been revised based on better research. All of this information is
due to the e-mail I got from Rick Taylor, who tipped me off to the
merits of this class combo. Now that I got that shameful admission out
of the way, the Cleric/Ranger is very similar to the Fighter/Cleric.
You'll essentially get a stronger, healthier, more melee-competent
Cleric with a slower spell selection. But the Ranger/Cleric has one
huge bonus over its Fighter/Cleric counterpart: they'll get the full
selection of Drudic spells each level as well as all the Cleric spells.
Granted, there's a lot of overlap, but you'll have all the combat perks
and spells of a Fighter/Cleric, with the addition of spells like Insect
Plague and Iron Skins... the latter of which is a huge contribution to
the character's defenses, being essentially the Cleric version of
Stoneskin. You'll get more spells than a Fighter/Cleric, you'll get
much better fighting abilities (better Hit Points, THAC0, and feats)
than a Cleric, and as compared to a Druid you'll have faster spell
progression AND better fighting abilities. Not to mention you can also
sneak (if you wear light armor) and you will start out specialized in
the Two Weapon Style, if you're interested in taking full advantage of
your awesome melee prowess by wielding, say, Flail of Ages and Crom
Faeyr. This is the best class to pick if you want to combine fighting
prowess and divine spells... which is to say, if you want divine spells
at all, you'll be doing yourself a huge favor by playing a 

|Druid			   |					{DND028}
  --> 	May not wear armor heavier than studded leather.

  --> 	May not equip shields larger than bucklers.

  --> 	May only use the following weapons: scimitar, dagger, club,
	spear, quarterstaff, dart, sling.

  --> 	May only become proficient (one slot) in any weapon class.

  --> 	May only become proficient (one slot) in any fighting style.

  --> 	May cast druidic spells.

  --> 	7th level: May Shapeshift into a wolf, black bear, or brown bear
     	once per day.

  --> 	15th level: Becomes immune to poison.

  --> 	18th level: Gains 10% resistance to cold, fire, electricity and
     	acid, gains a further 10% resistance at levels 21 and 24.

  -->	Alignment resticted to true neutral.

  --> 	Hit Die: d8

Prime Requisite for Dual-Classing: Wisdom, Charisma
Druids, well... let me be frank. Druids suck. They gain their own set of
divine spells, but most of them are wholly inferior to the Cleric's
spell selection. In addition they're not able to wear heavy armor or use
most weapons... even the Cleric's own limited martial selection will be
welcome after seeing the Druid, unless you just like Clubs and Quarter
Staffs. They can use Scimitars, but with their crappy Armor Class, that
is just asking for trouble. They get some buggy shapeshifting abilities
that let you transform into monsters that aren't very strong in a sad
attempt to counter their lack of martial prowess. Is that going to make
up for it when a Cleric can use things like Crom Faeyr and Flail of the
Ages, along with enchanted shields and armor which bring their Armor
Class down to Fighter-esque levels? No, it's not. A Druid can, however,
wear unconventional armors, such as Ankheg Plate Mail, Red Dragon Scale,
and Shadow Dragon Scale, since these are not made out of metal.
Unfortunately this only brings them to the doorstep of combat-
effectiveness, as they still cannot use a shield like Clerics can. The
only reasonable counter to this is to load them up with defensive
equipment to bring their Armor Class up to snuff, or better yet, to
make them specialize in Spears, of which several useful specimens
exist in both Shadows of Amn and Throne of Bhaal, although in my mind,
Spears are decidedly weaker than Halberds over the course of both the
main game and the expansion. And of course the fact that they won't
get Whirlwind makes them patently inferior to any warrior, but at
least they can-eventually-become useful enough in combat not to scoff
at... even though a Shielded Cleric with Flail of the Ages or Crom Faeyr
well out-classes an unshielded Druid, even with Ixil's Nail. On the
other hand, a Druid is a pretty good class to dual-or-multi class with,
as a Fighter's martial selection will do wonders to ease the Druid's
Armor Class woes. Unfortunately, Jaheira already exists, so why bother?
At least they get immunity to poison and 10% resistance to cold, fire,
electricity and acid (up to 30% at level 24), which somewhat offsets
their defensive deficiencies. I feel compelled to point out the Druid's
erratic experience spikes, and the massive boost to their spells they
get if they do manage to climb those hurdles and reach levels 13, 14,
and 15. Sometimes I think all classes should be like that, every level
takes twice as much as the previous level, but each time you level up
you get dramatically stronger. What's the difference between an 14th
and 15th level Thief? Not much. What's the difference between a 14th
and 15th level Druid? Well. Look for yourself.

Level	EXP		HP	Spells
1	n/a		1d8	1
2	2,000		2d8	2
3	4,000		3d8	2/1
4	7,500		4d8	3/2
5	12,500		5d8	3/3/1
6	20,000		6d8	3/3/2
7	35,000		7d8	3/3/2/1
8	60,000		8d8	3/3/3/2
9	90,000		9d8	4/4/3/2/1
10	125,000		9d8+2	4/4/3/3/2
11	200,000		9d8+4	5/4/4/3/2/1
12	300,000		9d8+6	6/5/5/3/2/2
13	750,000		9d8+8	6/6/6/4/2/2
14*	1,500,000	9d8+10	6/6/6/5/3/2/1
15	3,000,000	9d8+12	6/6/6/6/6/6/6
31	8,000,000	9d8+44	9/9/9/9/9/7/7
				(max at level 25)

Totemic Druid							{DND029}
You can summon weak monsters, but you can't shapeshift into weak
monsters. Huzzah.

  --> 	May summon a special spirit animal (spirit bear, spirit wolf,
     	spirit lion, spirit snake) once per day ever 5 levels. The
	Totemic Druid can call a 1 HD animal at level 1, a 3 HD animal
	at level 3, a 5 HD animal aat level 5, a 7 HD animal at level
	10, and a 10 HD animal at level 10.

  --> 	Cannot Shapeshift.

Shapeshifter							{DND030}
You can become a Werewolf, and eventually a Greater Werewolf, which
is... well... everything to this kit. Unfortunately in the original
Baldur's Gate 2 this class was nerfed-the Werewolf you got was nowhere
near where it should have been... even still, if it wasn't nerfed, it
would be nowhere near as strong as it would need to be to compete.
Things honestly didn't look good for the Shapeshifter in the first
Enhanced Edition game-Overhaul Games didn't fix anything with the
Shapeshifter... meaning you weren't even getting the better version of
an obsolete shapeshift. Simply put, even if the Greater Werewolf was as
strong of a transformation as it was an enemy, it would still be
out-competed by pretty much any late-game Fighter. And by late-game I
mean towards the end of Shadows of Amn-this class is pathetically
under-powered in Throne of Bhaal.

  --> 	May shapeshift into the form of a Werewolf once per day for
	every 2 levels (starts at 1st level with one use).

  --> 	At 13th level gains the ability to change into a Greater
	Werewolf once per day.

  --> 	May not wear any armor.

  --> 	No other shapeshifting abilities due to the effort required in
     	maintaining balance in his primary forms.

Avenger								{DND031}
Well, I'll admit that Improved Invisibility, Chaos, and Chain Lightning
are all good additions, but the shapechanges are worthless. And losing
the Strength and Constitution? The Constitution isn't bad for a single-
classed Druid as they can't exceed a +2 bonus at 16 anyways, but the
Strength? That hurts. It's not a like a Druid was going to be very
strong anyways, so the loss of one point of to hit and damage isn't
very severe, and nothing a Giant Strength item can't fix, and losing
access to Studded Leather Armor is, well, annoying, but there's not a
huge difference between one sucky suit of armor and the next anyways. 
It's rather hard to critique this subclass at all, given the whole 
feeling of 'who cares' when talking about the Druid in general... Still,
while the 4th, 5th, and 6th level all spells are decent, Improved
Invisibility can be duplicated by a Ring of Air Control, Chaos will
have to compete with Insect Plague, and Chain Lightning is a mediocore
damage-dealer. At the end of the day, you're probably better off being
able to wear better armor than being able to cast Improved Invisibility,
which is easily duplicated and will be quickly dispelled later in the
game, and there are plenty of Mages to cast Chaos-but only Druids can
cast Insect Plague, so why not stick to what they're good at? This class
is essentially a dubious defensive trade-off in return for a spell you
won't need to memorize and an okay damage-dealer. It has its good
points, sure, and is clearly the least-offensive Druid kit... but at the
end of the day you're still stuck with playing a Druid.

  --> 	May shapechange into the form of a sword spider, baby wyvern,
	and fire salamander besides the normal shapeshifting abilities.

  -->  	Six mage spells are added to his repertoire, all the way up to
      	6th level.
	These are listed below:
	1st level: Chromatic Orb.
	2nd level: Web.
	3rd level: Lightning Bolt.
	4th level: Improved Invisibility.
	5th level: Chaos.
	6th level: Chain Lightning.

  --> 	May not wear heavier armor than leather.

  --> 	Incurs a -2 penalty to Strength and Constitution.

|Fighter		   |					{DND032}
  --> 	May wear helmets.

  --> 	May wear any armor and use any weapon.

  --> 	May achieve Grand Mastery (five slots) with any weapon class.

  --> 	May achieve Specialization (two slots) in any fighting style and
     	allocate three slots in Two-Weapon Style.

  --> 	Hit Die: d10

Prime Requisite for Dual-Classing: Strength
The best perk of a Fighter is that they can gain Grand Master in a 
weapon. This allows them to do the most damage, wear the best armor,
and generally outclass every other character in melee combat. The 
Barbarian might have rage, but the perks of picking a Fighter don't
last merely 5 rounds. The Fighter is also the safe, if dull choice, as
there's not much strategy involved in playing one. You pick a weapon,
you put as many points as you can in it, and you hold the line. That
said, this is a great dual-or-multi class option, and Fighters only get
stronger with Throne of Bhaal, which gives them access to Greater
Whirlwind, the feat that makes them better at what they do best: hitting

Level	EXP		HP
1	n/a		1d10
2	2,000		2d10
3	4,000		3d10
4	8,000		4d10
5	16,000		5d10
6	32,000		6d10
7	64,000		7d10
8	125,000		8d10
9	250,000		9d10
10	500,000 	9d10+3
11	750,000	  	9d10+6
12	1,000,000 	9d10+9
13	1,250,000 	9d10+12
14	1,500,000 	9d10+15
15	1,750,000 	9d10+18
16	2,000,000 	9d10+21
17	2,250,000 	9d10+24
18	2,500,000 	9d10+27
19*	2,750,000 	9d10+30
40	8,000,000	9d10+93

Berserker							{DND033}
If you want to be like your pal Minsc, this is the way to go. Rage is
a decent ability that gives you a bonus to hit and damage, but imposes
an Armor Class penalty. One turn is a fairly long time, and since you
get many of them, you'll be able to keep yourself juiced up. I think
every Fighter should have a ranged option, however, and not being able
to specialize in ranged weapons... well, you could always use a Throwing
Axe or something similar. It's a decent kit, although even with Korgan
 I hardly ever used the abilities it provides. Again, not because it's
not good, but because I was wary of the Hit Point loss at the end.
I never felt it absolutely necessary to have those bonuses at the
potential risk of having a character come down from Rage and die. Also
note the penalties after you exit Rage-it's not a free ride. Still, all
things considered it adds a little extra potential to the Fighter with
no significant downsides. I give it a pass, especially since the list of
immunities while enraged has increased a good deal in the Enhanced
Edition. Immunity to imprisonment, stun, and level drain? Yes please.
Pop this ability on every time you have to fight some stupid undead who
wants to drain your levels, and your tank can go fisticuffs with the
creatures and draw their attention away from your less drain-resistant
characters... you know, like a tank? Since this class makes a great
single-class option, it should be no surprise that it would also make a
great dual-class base. A Berserker/Thief, Berserker/Mage, or
Berserker/Cleric certainly wouldn't be hurt by the ability to Rage.

Note that you gain 15 'temporary' Hit Points when you use enrage.
Temporary is not the same as free. If you lose any of these Hit Points,
you'll suffer when you come out of Rage, this just allows you to weather
a little more damage before you die while in Rage. Be sure to have a
Cleric handy to heal a Rage-using Berserker if their Hit Points are low.
Nothing sucks more than having a character fall over dead after winning
a tough fight. Right Aec'Letec? Asshole.

  --> 	May use Rage ability once per day every four levels.

RAGE: The enraged state lasts for 1 turn. While enraged, a Berserker
gains a bonus of +2 to his attack and damage rolls as well as his Armor
Class, and becomes immune to charm, confusion, fear, feeblemind, hold,
maze, imprisonment, level drain, maze, stun, and sleep. The Berserker
also gains 15 temporary Hit Points which are taken away at the end of
his berserk spree, possibly killing him.

  --> 	Becomes winded after berserking: -2 penalty to Armor Class,
	to-hit rolls and damage rolls.

  --> 	May not Specialize in ranged weapons.

Wizard Slayer							{DND034}
The Wizard Slayer is good against spell casters, but weak against
everything else. Their lack of the ability to use any magical equipment
save weapons and armor might actually make them more vulnerable to Mages
than a straight Fighter! And they do mean ANY magical items except 
armor. Fortunately this allows them to wear Helmets and use Shields, but
no Cloaks, Rings, Bracers, Girdles or Necklaces. Honestly, an Inquisitor
Paladin kit is a MUCH better Mage-killer than this class could ever
aspire to be. Being able to drop a True Sight or Dispel Magic at will
absolutely confounds most Mages, especially with their quick cast times.
If you want a Mage-buster, do that instead. The Inquisitor suffers no
significant drawbacks and gets-for my money-better abilities in return.

  --> 	Each successful hit bestows a 10% cumulative chance of spell
     	failure on the target.

  --> 	1% Magic Resistance per level.

  --> 	May not use any magic items except for weapons and armor.

Kensai								{DND035}
Again, I prefer all my characters to have a ranged option, and this 
class takes some of the better options away from my characters. Granted
a Two Weapon Style Fighter will probably not use a ranged weapon very
much, but there are more severe problems than that. A +2 bonus to Armor
Class does not counter the lack of wearing any armor at all, and the
fact that you can't wear gauntlets or bracers means you can't even shore
up your defenses with Bracers of Defense. Sure, there are plenty of
items that increase your Armor Class marginally, but the Kensai is going
to be chewed up in combat nonetheless. Its bonuses are good, but in my
mind I just don't think the bonuses to hit and damage and a few rounds
of the 'kai' ability make up for the total lack of armor. And of course,
if you're throwing every scrap of Armor Class lowering gear on the
Kensai, every other character who needs it will suffer, too. They just
drag the whole party down with their suck. I almost hate to say it, but
the Berserker, Inquisitor, or even a plain Fighter will be stronger, all
things considered. In fact, I'd even rather play a Skald through both
games than play a Kensai. At least the Skald could temper their inferior
offense with magic and a great Bard Song. But wait... maybe I'm missing
something... right, this is the Enhanced Edition! One of the big draws
of any Fighter is their ability to dual-class, right? But in the
original guides, I wanted continuity, which meant I couldn't (for
obvious reasons) start as a Kensai in Baldur's Gate 1, then dual-class
in Baldur's Gate 2. Of course, I could have made my own Kensai in
Baldur's Gate 2 and dual-classed... but what fun is that? I wanted to
go through BOTH games with the SAME character. Now you can have your
Kensai and eat it too. If you were thinking about dual-classing with a
Fighter as your base class, it might not be a terrible idea to get some
of those Kensai bonuses. A Kensai/Mage or Kensai/Thief isn't a terrible
idea, and in the sequel you can cover up your Armor Class woes a bit by
getting some of the superior Bracers of Defense the game offers. I still
don't find the dual-class option nearly as appealing as a multi-class
one, but the bonuses gained by a Kensai will make a superior character
base to dual with. After all, a dual-class Kensai/Mage will have
defensive buffs to help them out, and a dual-class Kensai/Thief
shouldn't be expected to hold the line anyways. A single-class Kensai,
however, is garbage.

Note that the Kensai's armor exemption really does mean ALL armor, even
armor which isn't encumbering enough to block spells such as Bladesinger
Chain. There is one exception though.. the Big Metal Unit near the end
of the sequel, which will bestow upon the character a phenomenal armor
class, if you can make it to the end of Throne of Bhaal, anyways. By
then you're pretty much done with the game though.

  -->	+2 bonus to Armor Class.

  --> 	+1 to hit and damage rolls every 3 levels.

  --> 	-1 bonus to Speed Factor every 4 levels.

  --> 	May use the Kai ability once per day ever 4 level (starting at
	1st level with one use).

KAI: All successful attacks within the next 10 seconds deal maximum

  --> 	May not wear any armor.

  --> 	May not use missile weapons.

  -->	May not wear gauntlets or bracers.

Dwarven Defender						{DND036}
The only class the Human can't play, the Dwarven Defender, as its name
subtly implies, requires a Dwarven protagonist. As you might expect,
this class is all about fitting into cliches and defense. What do
Dwarves fight with? Axes and War Hammers. So what are the only two
weapons the Dwarven Defender can attain High Mastery (four ranks) with?
Axe and War Hammers, of course. Fair enough, one of the best weapons
in the game is a War Hammer, which can be obtained almost right out of
Candlekeep, and whilest good magical axes are scarce, they're not
non-existent. Not being able to Grand Master in any weapons might hurt
in the long-run (and when it comes to character creation, this is a
long-run kind of guide), but many other classes get away with worse
restrictions-it all depends on what other abilities they bring to the
table. On this account the Dwarven Defender does alright. Their
Defensive Stance seems great-the 50% resistance to physical damage,
especially, but one turn is ten rounds, which isn't the longest period
of time, especially when they're moving at half speed. Also, mind that
the resistance is to 'physical damage'. This will not help a bit against
spells, which will be much more of a concern in the sequel, but at least
they throw in a +2 bonus to Saving Throws, whatever small measure that
is. I'm also concernted about the movement speed issue, which might make
tactical withdrawals (not retreats!) for healing less likely to end in
preserving the life of the Dwarven Defender... an ironic disadvantage,
to be sure. More mouth-watering to gamers will be the brute 5% damage
reduction gain every 5th level (maximum 20% at 20th level) and the d12
Hit Dice per level... but wait... this sounds awfully familiar, doesn't
it? Pretty much identical bonuses to what the Barbarian gets. Good thing
the Dwarven Defender has better proficiency selection and can wear
heavier armor, making them the superior choice in my book. The Dwarven
Defender might be one of those rare kits which is actually better than
the base class-but it still pales in comparison with some of the better
dual-and-multi-class combinations out there. Surely no character who
can cast Stoneskin will care a bit about any of the Dwarven Defender's

  -->	May use Defensive Stance once per day every 4 levels (starts at
	1st level with one use).

DEFENSIVE STANCE: For 1 turn, the Dwarven Defender gains +50% resistance
to all forms of physical damage, a +2 bonus to Saving Throws, and a 50%
movement rate penalty.

  -->	Gains 5% resistance to crushing, slashing, piercing, and missile
	damage every 5 levels to a maximum of 20% at level 20.

  -->	Hit Dice: d12

  -->	Race restricted to Dwarf.

  -->	May not exceed High Mastery (four slots) in axes and war

  -->	May not exceed Specialization (two slots) in any other weapon.

|Fighter/Cleric		   |					{DND037}
An interesting combination with slightly higher fighting skills than
the Cleric and some defensive buffs to supplement the Fighter. Frankly,
however, a Cleric doesn't have as good of a defensive spell selection as
a Mage, and by itself a Cleric is already a pretty stout Fighter. Sure
it helps to add more attacks and damage, but it's just not quite as
potent as the Fighter/Mage. For one, you don't get Time Stop. But at
least neither of your classes are hurt by wearing heavy armor, so you
don't need the spell buffs quite so much. A very good thing about this
combination is they will get both the Fighter and Cleric feats. Having
a strong melee Fighter who can go up in combat with an Aura of Flaming
Death, a Globe of Blades, and then use Greater Whirlwind Attacks is a
thing of beauty. Especially if they can retreat from combat and use Heal
on themselves before jumping right back into the fray. They can't
decimate enemies quite as well as a Fighter/Mage, but they can certainly
make an impact. Unfortunately you'll be regulated to a few types of
weapon because of the Cleric. You can either go with Flail of the Ages
or Crom Faeyr and use the Sword and Shield Style, or go with both using
the Two Weapon Style and really lay waste to enemies. Note that with
this combo you will still get enough experience to get your holy symbol
at level 25. Nice.

|Fighter/Druid		   |					{DND038}
This combination works almost exactly like the Fighter/Cleric, except
that you will of course have Druid spells instead of Clerical ones, and
you will have the Druid weapon selection, which includes Scimitars, but
doesn't allow War Hammer, Maces, and Flails. The game provides you with
a perfectly fine recruitable Fighter/Druid in Jaheira, so I don't know
why you'd ever need to make your own. Note that as a Fighter/Druid
you'll still get enough experience to get the really good Druid levels,
making this combo in every way preferable to a single-classed Druid.

|Fighter/Mage		   |					{DND039}
My favorite class, and possibly the strongest in the game. You can't
wear armor and cast spells, but that's hardly an issue in this game,
where you have many ways to improve your Armor Class without having to
wear armor. Bracers of Defense are one, obvious way, but in this game
you will also get your hands on Elven Chain Mail, which allows you to
cast spells while wearing it. With the better weapons and combat styles
of Baldur's Gate 2 I drop any and all pretenses of being an archer and
go for the Two Weapon Style. Thanks to my Fighter levels, I can afford
to do this, and the amazing defensive spells a Mage has keeps me safer
than a single-classed Fighter, armor be damned. The best thing of all is
that a Fighter/Mage can access both Fighter and Mage feats, allowing
them to pull off Time Stops and Greater Whirlwinds in unison. This is a
versatile character who can debuff and cast offensive spells at enemies,
or go toe-to-toe with most anything in melee combat once fully spell
buffed. It almost makes you feel sorry for the single-classed Mages and
Fighters you'll slaughter. Almost.

|Fighter/Mage/Cleric	   |					{DND040}
An interesting option, this class combines the power of two strong
spell casters with the solid backing of the Fighter class. Keep in mind
that your progression will be horribly slow with a triple class
character, meaning you'll always be one or two spell levels below a
single-classed character. This class actually has a slightly better hit
point range than the Fighter/Mage, but worse weapon selection and the
same lack of armor. I feel this class might be a bit too much, honestly.
Not as in over-powered, but you're only one character, with one action
a round just like everybody else. Even having such variety there's only
so much you can actually DO in a given span of time. It's probably best
to do fewer things better. I mean, are you ever going to actually get
out a significant number of Cleric and Mage spells, and then still have
a battle left to fight? It's a good concept, but this class might just
be trying to do too much at once. As for weapons and tactics, you're 
probably better off trying to do what the Fighter/Mage does, but with
Cleric-allowed weapons. Note that with this build you will not get 9th
level spells, negating the whole Time Stop tactic that the Fighter/Mage
can employ. Also, you won't get access to any of the Mage feats, like
Comet and the bonus 6th, 7th, and 8th level spell slots.

|Fighter/Mage/Thief	   |					{DND041}
This class suffers from many of the problems the Fighter/Mage/Cleric
suffers from, but to a lesser degree. Firstly, most Thief skills are
only useful out of combat, or as telling first strikes. It's not another
host of spells you're trying to cast in a finite window of time, meaning
the Thief actually enhances the Fighter and the Mage. Also, the Thief is
capable of using a much greater selection of weapons than the Cleric,
allowing you to diversify your weapons and tactics much more. A 
Fighter/Mage/Thief in essence works like a combination of the
Fighter/Mage and Fighter/Thief. Go in with Two Weapon Style, attempt to
score backstabs, and use defensive spells to compensate for your lack of
armor. A Fighter/Mage/Thief will not get 9th level Mage spells. Also,
a Fighter/Mage/Thief will not gain any of the Mage feats. No Comet,
no extra 6th, 7th, and 8th level spells slots. For the evil party,
making your protagonist a Fighter/Mage/Thief is the best solution to the
distinct lack of recruitable Thieves in the game. You'll be able to pull
off many of the Fighter/Mage tricks (uber spell-buffing in order to
become nearly invulnerable to enemy spell casters) and handle all the 
thieving requirements your party will need. You won't be able to pull
off the devastating Greater Whirlwind/Timestop combo, but being able
to spell-buff and perform Greater Whirlwind attacks is still quite

|Fighter/Thief		   |					{DND042}
As you may have learned in Baldur's Gate 1, the Fighter/Thief was a
potent combo, easily matching a Ranger's skill with weapons while
having the same quirks. Some important differences remain, a
Fighter/Thief can disable traps and backstab, while a Ranger cannot. 
This makes a Fighter/Thief in my eyes every bit more powerful than a
Ranger. Sure, the Ranger will have higher Hit Points and some minor
Druid spells, but a Fighter/Thief can access both the the Fighter and
the Thief feats. Things only get better for the Fighter/Thief in 
Baldur's Gate 2 as their backstab reaches a mighty x5 and a deeper melee
system allows them to abuse it to its fullest advantage. Going for a
Fighter/Thief with the Two Weapon Style is a very fun thing to do in
this game.

|Mage			   |					{DND043}
  --> 	May not wear any armor.

  --> 	May only use the following weapons: dagger, quarterstaff, dart,

  --> 	May only become Proficient (one slot) in any weapon class.

  --> 	May only become Proficient (one slot) in any fighting style.

  --> 	May cast arcane spells.

  --> 	Hit Die: d4

Prime Requisite for Dual-Classing: Intelligence
Firstly I just want to say that there is no reason to make a single
classed Mage protagonist. Edwin out-guns you. Period. If you must make a
Mage, make a Fighter/Mage or Fighter/Mage/Thief, which increases your
options immensely. Other than that, if you make a Mage, make a Conjurer.
They get an extra spell per day per spell level and lose a handful of
spells that aren't even all that good. The best ones I can think of are
Identify-which can be replicated with items that have unlimited uses,
and True Sight, which is more of a significant loss. Still, if you
have Jaheira and Anomen/Viconia in your group you have two other casters
who can provide that spell, not to mention the possibility of Keldorn,
and the Book of Infinite Spells. If you must make a Mage, start out as
something else first. A Fighter can get to level 8 and dual-class into
a Mage without wasting a single experience level of the Mage, giving you
a high hit point Mage who can use Bows, Swords, or whatever your little
heart desires. A Thief can get to level 9 before dual-classing into a
Mage, again without using a single level. This negates the need for a
Thief at all, as you can build a Mage who can Find/Remove Traps on his
own, as well as having a few more Hit Points and the ability to use Short
Bows. It is MUCH better to dual-class into a Mage than to go straight
Mage. Note that if you dual-class into a Mage you cannot legitimately
dual-class into a Conjurer, or any other type of Specialist. This
perplexes me to no end, as it was entirely possible to do this in
Baldur's Gate 1. If you want to do this, you'll have to cheat with a
save game editor like Shadow Keeper. Oh, and don't bother playing a
Wild Mage. All their spells have a chance to do something bonkers, and
a Mage will be casting a lot of spells through the game. Why shoot
yourself in the foot?

Specialist	School			Opposition School
Abjurer		Abjuration		Alteration
Conjurer	Conjuration/Summoning	Divination
Diviner		Divination		Conjuration
Enchanter	Enchantment/Charm	Invocation
Illusionist	Illusion		Necromancy
Invoker		Invocation		Enchantment
Necromancer	Necromancy		Illusion
Transmuter	Alteration		Abjuration

Level	EXP		HP	Spells
1	n/a		1d4	1
2	2,500		2d4	2
3	5,000		3d4	2/1
4	10,000		4d4	3/2
5	20,000		5d4	4/2/1
6	40,000		6d4	4/2/2
7	60,000		7d4	4/3/2/1
8	90,000		8d4	4/3/3/2
9	135,000 	9d4	4/3/3/2/1
10	250,000 	9d4+1   4/4/3/2/2
11	375,000 	9d4+2   4/4/4/3/3
12	750,000  	9d4+3   4/4/4/4/4/1
13	1,125,000	9d4+4   5/5/5/4/4/2
14	1,500,000	9d4+5   5/5/5/4/4/2/1
15	1,875,000	9d4+6   5/5/5/5/5/2/1
16	2,250,000	9d4+7   5/5/5/5/5/3/2/1
17*	2,625,000	9d4+8	5/5/5/5/5/3/3/2
31	7,875,000	9d4+22  5/5/5/5/5/5/5/5/4
				(max at level 34)

|Mage/Cleric		   |					{DND044}
Not only do you have an ally who fits this role, I'm not entirely
convinced it's a role worth fitting. It's a good thing to have a 
character who can pump out Horrid Wiltings, Time Stops, Hastes, Finger
of Death, and other great Mage spells and then to be able to heal up the
party after the fight is over... that's nice. But I remain doubtful
whether the two spell types rolled into one character is terribly
practical in combat-again, they might have more spell selection, but
they still can only cast one spell at a time. Having four characters who
can cast one type of magic well is going to work out better than having
two who can cast both poorly. Despite being a Cleric, being hampered by
a lack of armor, as slower progression, and worse Hit Points will all
but eliminate them from a combat role. On the other hand, adding some
powerful defensive Mage spells to mingle with the epic level Cleric 
spells is a devastating combination. Your THAC0 will be lower than a
Fighter, and your AC will suffer from lack of armor. If you're willing 
to invest Bladesinger Chain to this character and deal with the poor 
weapon selection and slow proficiency progression, you may at least be 
able to stand up in combat... but why pick two spell casting classes if
that's what you want to do?

|Mage/Thief		   |					{DND045}
I find it hard to imagine any case in which a Mage/Thief would be
particularly useful, especially compared to a Fighter/Mage or
Fighter/Thief. Being able to use Bows is fine and all, but Mages should
have something better to do in most combats than shoot things. And you
never need to hide if you have Invisibility. Imoen has it right, this is
best done as a dual-class option for the sake of versatility. There's
nothing wrong with getting a Mage with some Thief abilities, especially
since you get get plenty of ranks into Find Traps while sacrificing no
potential Mage levels. You can get to 9th level as a Thief (110,000
experience) and dual-class into a Mage and reach the maximum level of
31 (7,875,000 experience) for maximum effect. Frankly, if you're even 
going to bother making a Mage as your main character, I'd suggest doing 
this. At least then you can dispense with having a Thief altogether. And
you'd have extra Hit Points and THAC0 to boot. You lose nothing and gain
a great deal.

|Monk			   |					{DND046}
  --> 	May not wear any armor.

  --> 	May only use weapons available to the Thief class (except two-

  --> 	May only become Proficient (one slot) in any weapon class.

  --> 	May only become Proficient (one slot) in Single Weapon Style and
     	may not put slots into any other style.

  --> 	Moves 2 points faster than other characters. Movement rate
	further improves by 1 every 5 levels.

  --> 	May make 1 unarmed attack per round. An additional 1/2 attack
	per round is gained every 3 levels. Damage dealt by unarmed
	attacks increases with level as follows:
	Level 1-2: 1d6
	Level 3-5: 1d8
	Level 6-8: 1d10
	Level 9-14: 1d12
	Level 15+: 1d20

  --> 	At level 9, unarmed attacks are treated as a +1 magical weapon
	and gain a +1 bonus to hit and damage rolls. This enchantment
	improves to +2 at level 12, +3 at level 15, and +4 at level 25.

  --> 	Receives a +2 bonus to Saving Throws vs. Spell.

  --> 	Deflect Missiles: +1 bonus to AC vs. missile attacks every 3

  --> 	Starts with an Armor Class of 9 at 1st level and gains an
     	additional +1 bonus every 2 levels.

  --> 	May use Stunning Blow ability once per day every 4 levels.

STUNNING BLOW: All successful attacks within the next round force
the victim to save or be stunned. This special ability automatically
modifies normal attacks, no targeting needs to be done.

  --> 	5th level: Becomes immune to all diseases and cannot be slowed
	or hasted.

  --> 	7th level: May use Lay on Hands ability to heal 2 Hit Points per

  --> 	8th level: Gains a -1 bonus to Speed Factor.

  --> 	9th level: Gains a +1 bonus to all Saving Throws and becomes
     	immune to Charm.

  --> 	11th level: Becomes immune to poison.

  --> 	12th level: Gains another -1 bonus to Speed Factory.

  --> 	13th level: May use the Quivering Palm ability once per day.

QUIVERING PALM: The next successful attack forces the opponent to save
or die. This special ability automatically modifies normal attacks, no
targeting needs to be done.

  --> 	14th level: Gains 3% Magic Resistance per level (starting with
	42% at 14th level).

  --> 	20th level: Becomes immune to non-magical weapons.

  -->	Alignment restricted to lawful.

  --> 	Hit Die: d8
Ah, the Monk. There's nothing that frees a player from thought quite as
much as this class. They're easy to roll up and they can only be Humans,
which is easily the white-bread choice of the game. They don't require a
big investment of equipment, and there are no choices to make as to how
they progress. A Monk needs no gear, they simply go around pummeling
everything with their fists, and at this they excel. The one problem is
the fact that they can never control the upgrades to their unarmed
attacks. They gain damage, speed, and magical enhancement bonuses as
they level, but this is typically well behind the weapons the rest of
the party will have access to. For example, you can't even hit anything
that requires a +4 or better weapon to hit until level 25. That's a HUGE
handicap, although you can learn to use Thief weapons, but you'll never
be better at fighting with them than a single-classed Thief, and that's
not what you played a Monk for, is it? If you can handle not being able
to attack creatures that require magical weapons to hit, the Monk is
actually a very solid choice of character. They're fast, they're strong,
and they just get better as they level up. At level 20 they'll have a
base Armor Class of -1. With a good Dexterity score, some Bracers of
Armor, and a protection item, this could potentially take their Armor
Class very low. Add that to the fact that they get +1 to all saves,
+2 to saves versus spells, and up to 78% magic resistance and you have
a very good defensive character. On top of this they gain extra bonuses
against missiles, up to a presumed +6 to Armor Class at level 18. They
can't be hasted, however, but with their speed and high number of
attacks they'll be hitting more often than most anybody else anyways.
Oh, yeah, and a Monk gains access to warrior feats, meaning they get
Whirlwind Attack. This is a good thing. Last and not least, Monks can
sneak. Sure, they can Detect Traps, but they can't do anything about
them, which makes me wonder... why bother spending points in it?

Level	EXP		HP
1	n/a		1d8
2	1,500		2d8
3	3,000		3d8
4	6,000		4d8
5	13,000		5d8
6	27,500		6d8
7	55,000		7d8
8	110,000		8d8
9	225,000		9d8
10	450,000		9d8+2
11	675,000		9d8+4
12	900,000		9d8+6
13	1,125,000	9d8+8
14	1,350,000	9d8+10
15	1,575,000	9d8+12
16	1,800,000	9d8+14
17	2,025,000	9d8+16
18	2,250,000	9d8+18
19	2,475,000	9d8+20
20	2,700,000	9d8+22
21*	2,925,000	9d8+24
40	8,000,000	9d8+62

Dark Moon Monk							{DND047}
Once upon a time, just having the Monk was good enough... then Overhaul
Games had to add new classes, force me to stir from my lair, and
comment on two more freakin' Monk kits... *sigh*... okay, let's get this
over with... The changes aren't very big, essentially you're
restricted to one set alignment (Lawful Evil) and you trade your
unimpressive Lay On Hands and Stunning Blow abilities for a bunch of
low-level spell-like abilities. Since these include Blur and Blindness,
however, it's not really a bad trade-off. Sure, Frozen Fist probably
isn't as good Stunning Blow (although with no save penalty, it'll
rarely be a primary debilitation attack anymore anyways) but you can't
poo-poo Blur and Mirror Image. These themselves will grow increasingly
more obsolete as the game goes on, however, as more and more foes will
come ready with True Sight to tear down your illusions So... you're
giving up Stunning Blow and Lay on Hands for two points of cold damage
per attack for one round per level. Trying to decide what's better, when
paired with Greater Whirlwind... stunning, or extra cold damage... Eh.
It's really a wash.

  --> 	Perception: +2 bonus to Saving Throws vs. Illusion spells.

  --> 	May cast Frozen Fist once per day ever four levels (starts at
	1st level with one use).

FROZEN FIST: When this ability is activated, the Dark Moon Monk's fists
are wreathed in a frosty shell. For one round per level, the Dark Moon
Monk's unarmed attacks deal an additional 2 cold damage per successful

  --> 	1st level: May cast Blindness once per day.

  --> 	3rd level: May cast Blur once per day.

  --> 	7th level: May cast Vampiric Touch once per day.

  --> 	11th level: May cast Mirror Image once per day.

  --> 	Alignment restricted to lawful evil.

  --> 	May not use Lay on Hands ability.

  --> 	May not use Stunning Blow ability.

Sun Soul Monk							{DND048}
I really want to call this class a piece of shit, and settle into
redundant mockery... but, you know what? It's actually pretty good.
I know, I'm shocked, too. It trades off Stunning Blow and Quivering
Palm in return for a bunch of flamey-sunny abilities, which are probably
worth the trade off... you know, since neither Quiver Palm nor Stunning
Blow have Save penalties. The staple ability is, in my eyes, Flaming
Fists, which adds 2d6 fire damage to the Monk's attacks, and once
leveled, lasts for several rounds. Far more reliable than Stunning Blow.
It'll only get better when your Monk starts performing Whirlwind
Attacks-that +2d6 damage doesn't seem like much, but when you're getting
ten attacks per round, it adds up. They also have a Sun Soulray (low
damage attack), Greater Sun (Fireshield (Red)), and Sun Soulbeam, an
area-of-effect, moderately damaging attack that for some stupid reason
must succeed at an attack roll. Sure, the abilities aren't overwhelming,
and it's debatable whether it's better than the Monk... but it's less
useless than the Dark Moon Monk. At the very least, the Sun Soul Monk
was designed with abilities that extend past 11th level.

  --> 	2nd level: May cast Sun Soulray once per day.

SUN SOULRAY: The Sun Soul Monk projects a blast of light from her open
palm, dealing 1d8 damage every 2 levels to a maximum of 5d8. This
ability does an additional 6 damage vs. undead.

  --> 	5th level: May cast Flaming Fists once per day.

FLAMING FISTS: The Sun Soul Monk channels her inner light into her
unarmed attacks, turning her fists into flaming weapons that deal an
additional 2d6 fire damage per hit for the next round. The duration
increases to 2 rounds at level 9, 3 rounds at level 12, 4 rounds at
level 15, and 5 rounds at level 25. This special ability automatically
modifies normal attacks. No weapon-switching needs to be done.

  --> 	6th level: Gains an additional use of Sun Soulray.

  --> 	8th level: May cast Greater Sun once per day.

GREATER SUN: The Sun Soul Monk wreathes herself in flames that act as a
Fireshield (Red), granting the Monk 50% Fire Resistance and protecting
her from attacks made within a 5-ft. radius. An opponent that hits the
Monk with any weapons or spells within this radius suffers 1d8+2 points
of fire damage.

  --> 	10th level: Gains an additional use of Sun Soulray.

  --> 	13th level: May cast Soul Sunbeam once per day.

SUN SOULBEAM: The Sun Soul Monk emits a dazzling burst of light that
strikes at all other creatures within a 30-ft. radius. The Sun Soulbeam
does not automatically hit all targets, but makes a melee attack using
the Monk's current THAC0 (+3 to hit vs. undead). Struck creatures
suffer 9d6 points of damage (9d6+3 if undead), unless they save vs.
Spell for half. In addition, all creatures except the Monk must save
vs. Spell or be blinded for 10 turns.

  --> 	15th level: Gains an additional use of Sun Soulray.

  --> 	Alignment restricted to lawful good.

  --> 	May not use Stunning Blow ability.

  --> 	May not use Quivering Palm ability.

|Paladin		   |					{DND049}
  --> 	May wear helmets.

  --> 	May wear any armor and use any weapon.

  --> 	May not exceed Specialization (two slots) in any weapon class.

  --> 	May achieve Specialization (two slots) in any fighting style and
     	allocate three slots in Two Weapon Style.

  --> 	May use Lay on Hands ability once per day to heal a target for
     	2 Hit Points per level of the Paladin.

  --> 	May cast Detect Evil once per day per level (starts at 1st level
     	with 3 uses).

  --> 	May cast Protection from Evil once per day per level (starts at
     	1st level with one use).

  --> 	May Turn Undead as a Cleric two levels lower, starting at
	level 3.

  --> 	May cast priest spells starting at level 9.

  --> 	Receives a +2 bonus to all Saving Throws.

  -->	Alignment restricted to lawful good.

  --> 	Hit Die: d10
Paladins are holy warriors, and as such they gain a slew of abilities
to help them combat evil. They aren't as combat savvy as Fighters, only
being able to buy two ranks in any weapon proficiency, and they cannot
multi or dual class. In exchange you'll get the ability to lay on hands
(heal a character 2 Hit Points per level), detect evil (useful for
telling which NPCs are bad or not and detecting enemies on the map
before you even scout), protection from evil, and they can turn undead
as if they were a Cleric two levels lower than their paladin level.
Paladin's make great party leaders due to their high minimum Charisma
(17). In Baldur's Gate 2 you might as well get proficiency points in
Two Handed Swords, because the best sword in the game is such a weapon,
and it's only for Paladins. Frankly though, since Keldorn is on the
scene there's really no reason to make your own Paladin.

Level	EXP	HP		Spells
1	n/a		1d10
2	2,250		2d10
3	4,500		3d10
4	9,000		4d10
5	18,000		5d10
6	36,000		6d10
7	75,000		7d10
8	150,000		8d10
9	300,000		9d10	1
10	600,000		9d10+3	2
11	900,000		9d10+6	2/1
12	1,200,000	9d10+9	2/2
13	1,500,000	9d10+12	2/2/1
14	1,800,000	9d10+15	3/2/1
15	2,100,000	9d10+18	3/2/1/1
16	2,400,000	9d10+21	3/3/2/1
17*	2,700,000	9d10+24	3/3/3/1
34	7,800,000	9d10+75	3/3/3/3
				(max at level 20)

Cavalier							{DND050}
This is a pretty nice kit, even given the lack of missile weapons.
Having immunity to fear, charm, and poison are all very nice abilities,
and getting +3 bonus to hit versus Demons and Dragons is great too. You
might not come across Dragons much, but Demons are fairly common, and 
you're going to want every bonus you can get against them. Having 
Remove Fear once per day per level essentially means that at any time 
this character can get your party back in line, which is almost as good
as having a party that's immune to fear as well! It certainly means that
your Clerics and Mages don't have to focus so much on keeping fear
effects subdued. A very nice kit indeed.

  --> 	+3 bonus to hit and damage rolls against all fiendish and
     	draconic creatures.

  --> 	May cast Remove Fear once per day per level.

  --> 	Immune to fear and morale failure.

  --> 	Immune to charm, fear, poison, and morale failure.

  --> 	20% resistance to fire and acid.

  --> 	May not use missile weapons.

Inquisitor							{DND051}
This is probably the best kit in the game, and certainly the best of the
Paladin kits, even though the other two aren't bad. Being able to cast
Dispel Magic at TWICE your Paladin level means Inquisitors will rip 
through spell defenses, and will be able to do it often. True Sight is a
fairly high level debuff, and a very good one. No more can creatures get
away with Improved Invisibility, Shadow Door, Mirror Image, or anything
of the sort, and they will try. This frees up spell casters to prepare
other spells. The disadvantages might seem bad, but you can get plenty
of healing elsewhere without Lay on Hands, and the turn undead and
Paladin priest spells are both weak anyways. Would you trade a handful
of low level Priest spells for two very powerful, very useful, mid level
spells? I would. This is the class Keldorn is, and it's one of the 
reasons he's so good.

  --> 	May cast Dispel Magic once per day per 4 levels (starts at 1st
     	level with one use). The spell is cast at Speed Factor 1 and
	acts at twice the Inquisitor's character level.

  --> 	May cast True Sight once per day per 4 levels (starts at 1st
	level with one use).

  --> 	Immune to hold and charm.

  --> 	May not Turn Undead.

  --> 	May not use Lay on Hands ability.

  --> 	May not cast priest spells.

Undead Hunter							{DND052}
Being immune to level drain is nice, but there are spells that do the
same... granted, there are spells that do the same things that the other
kits do... but +3 to attack and damage versus undead can't compete with
the massive debuffs that the Inquisitor has, nor the slew of resistances
that the Cavalier has. And what's the strongest undead anyways? A Lich.
+3 to attack and damage isn't going to help you kill a Lich as much as
disabling its defensive spells will. Frankly, the Inquisitor is a
better Undead Hunter than the Undead Hunter when it comes to big game
hunting! The Undead Hunter will, however, excel against Vampires.
Still, undead are quite common, so picking up this kit certainly is
better than playing a vanilla Paladin.

  --> 	+3 bonus to hit and +3 to damage rolls against undead creatures.

  --> 	Immune to hold and level drain.

  --> 	May not use Lay on Hands ability.

Blackguard							{DND053}
Holy crap! A new kit! The Blackguard is actually a pretty decent kit,
taking the Cavalier's nice immunity level drain and adding immunity
to fear. They also have the ability to steal health from foes-similar to
the Lay on Hands ability... but evil! Yeah, it's pretty uninspiring,
especially since it allows a Save vs. Spell at no save to negate it.
Poison weapon really just deals an extra twelve damage-again, making it
a lack-luster bonus. On the other hand, the Aura of Despair ability can
get pretty damn good-essentially acting like the Skald's Bard Song...
but in reverse. All in all, it's an interesting possibility for the
evil party, with a good pair of immunities and a wonderful debuff. Does
this class compare to an Inquisitor? No, it doesn't, but that's not
really fair.

  --> 	Immune to level drain and fear.

  --> 	May Rebuke Undead as Paladin of the same level.

  --> 	May use Absorb Health ability once per day.

ABSORB HEALTH: Deals 2 points of damage per level to an enemy, healing
the Blackguard the same number of Hit Points. A successful Saving Throw
vs. Spell negates the effect.

  --> 	May use Poison Weapon ability once per day every 5 level
	(starting at 1st level with one use).

POISON WEAPON: Each successful hit within the next round will inject
poison into the target, dealing an extra 2 points of damage per second
with no Saving Throw (for a total of 12 points of damage). Moreover, if
the target fails a Saving Throw vs. Poison, he will suffer 1 additional
point of damage per round for 4 rounds thereafter.

  --> 	May use Aura of Despair ability once per day starting at 3rd
	level, with effects that improve based on level:

	3rd level: Bestows nearby enemies with a -1 penalty to hit and
	damage rolls and a -1 penalty to Armor Class.

	6th level: Bestows nearby enemies with a -2 penalty to hit and
	damage rolls and a -2 penalty to Armor Class.

	15th level: Bestows nearby enemies with a -4 penalty to hit and
	damage rolls and a -4 penalty to Armor Class, causes Fear in
	enemies of level 8 or below.

	20th level: Bestows nearby enemies with a -4 penalty to hit and
	damage rolls and a -4 penalty to Armor Class, causes Fear in
	enemies of level 18 or below.

  --> 	Alignment restricted to evil.

  --> 	May not cast Detect Evil.

  --> 	May not cast Protection from Evil.

  -->	 May not use Lay on Hands ability.

|Ranger			   |					{DND054}
  --> 	May wear helmets.

  --> 	May wear any armor and use any weapon.

  --> 	May not exceed Specialization (two slots) in any weapon class.

  --> 	May achieve Specialization (two slots) in any fighting style.

  --> 	Begins Specialized (two slots) in Two-Weapon Style and may place
     	a third slot into it.

  --> 	May select a racial enemy, which grants a +4 bonus to hit and
     	damage rolls against the selected enemy race.

  --> 	May use Charm Animal ability once per day every 2 levels (starts
     	at 1st level with one use).

  --> 	May Hide in Shadows while wearing no armor, leather armor, or
     	studded leather armor.

  --> 	May cast druidic spells starting at level 8.

  -->	Alignment restricted to good.

  --> 	Hit Die: d10

Prime Requisites for Dual-Classing: Strength, Dexterity, Wisdom
Rangers are defenders of the wilderness, hunters, scouts, and 
outdoorsmen. They can only get two ranks in a weapon proficiency, but
in compensation they can use stealth, charm animals, and eventually
cast druid spells. The stealth ability can only be used in light armor,
Leather, Studded Leather, or Hide, but it makes them invaluable for
scouting ahead of the party. Being strong enough to fight their way out
of trouble helps too. The charm animal ability sucks, but once in a
while if you want to play with it and charm a bear or something... eh...
they'll still turn hostile on you when it's over, so why bother? The
druid spells are a long time in coming, but adding Armor of Faith,
Slow Poison, Dispel Magic, and some basic healing spells can't hurt.
Last but not least, the Ranger has a racial enemy they can choose,
against which they'll deal +4 damage. A decent boost, but there's alot
of foes-what do you pick? As far as I'm concerned, picking something
dangerous as well as common is a good choice, but also picking foes
the damage will actually help against is better, still. Dragons,
Liches, Mind Flayers, Beholders, Vampires, and Demons are all fair
enough choices, but the first two are too uncommony, against the next
three I've developed strategies against that, honestly, +4 damage
wouldn't really do much to make any more likely do succeed. In my
mind, the Demonic/Fell category is the best one to choose-they're
common, dangerous foes against which brute damage will be much more

Level	EXP		HP	Spells		Stealth
1	n/a		1d10			15%
2	2,250		2d10			20%
3	4,500		3d10			27%
4	9,000		4d10			33%
5	18,000		5d10			40%
6	36,000		6d10			47%
7	75,000		7d10			55%
8	150,000		8d10	1		62%
9	300,000		9d10	2		70%
10	600,000		9d10+3	2/1		78%
11	900,000		9d10+6	2/2		86%
12	1,200,000	9d10+9	2/2/1		94%
13	1,500,000	9d10+12	3/2/1		99%
14	1,800,000	9d10+15	3/2/2		99%
15	2,100,000	9d10+18	3/3/2		99%
16	2,400,000	9d10+21	3/3/3		99%
17*	2,700,000	9d10+24	3/3/3		99%
34	7,800,000	9d10+75	3/3/3		99%
			       (max at level 16)(max at level 13)

Archer								{DND055}
Now this is a kit. Take something and do it VERY well. The bonuses to
hit and damage with arrows eventually increase to +6 at level 18, and
by the end of Throne of Bhaal it's up to +9, which is a HUGE bonus to
your rolls. Somebody who is specialized in bows to that extent isn't
going to want to use metal armor anyways, and besides, you're a Ranger,
you want to be able to sneak. The lack of proficiency with melee 
weapons hurts though, as that costs us half an attack if we ever need to
get into melee. Keep in mind one tiny little problem. There are no +4
Arrows, so you'll never be able to hit anything that requires a +4 or
better weapon to hit with most bows. Also, +3 Arrows aren't unlimited.
The best unlimited ammo you get are +2 Arrows, and by Throne of Bhaal
many things won't be bothered by those. In big fights against powerful
enemies, your Archer isn't going to be able to contribute, at least not
against the main event. Balors, Greater Wolfweres, Greater Mummies, Pit
Fiends, and some Vampires will all be out of your league. There are a
few exceptions, however-there are two Short Bows in this game that
generate their own ammo-Tansheron's Bow +3 and the Gesen Bow +4.
Obviously the latter is superior, providing unlimited ammo that counts
as +4 for determining what it can hit. Also, since this class improves
all missile weapons, you could always use a Sling or throwing weapon
instead. In the latter case, there are plenty of good throwing Axes
throughout both games, even a +4 specimen in Throne of Bhaal. The only
problem? You will only be able to become proficient with throwing
weapons, and you will not attack particularly fast with them... at least,
not compared to bows. Still, as an anodyne for our suffering Overhaul
Games decided to fix the Called Shot ability-it's now cumulative,
meaning the higher you level the more your arrows do. Previously the
Called Shot ability only did whatever your level plateau indicated,
instead of keeping the bonuses you had at lower levels. It's a big
improvement. If you're planning on making an Archer, I'd suggest
focusing on Shortbows, as the only two bows that generate their own
ammunition (which strike as +3 and +4 weapons) are Shortbows. Simply
put, Shortbows can harm foes that Longbows can't, and one such bow can
be obtained fairly early in the game, making Longbows obsolete
throughout the game.

  --> 	+1 to hit and damage rolls with any missile weapon for every 3

  -->	May achieve Grandmastery (5 slots) in longbows, shortbows, and

  -->	May use Called Shot ability once per day every 4 levels.

CALLED SHOT: All successful ranged attacks within the next 10 seconds
have the following cumulative effects besides normal damage, according
to the level of the Archer:

	4th level: -1 penalty to target's THAC0.

	8th level: -1 penalty to target's Saving Throws vs. Spell.

	12th level: -1 penalty to the target's Strength score.

	16th level: +2 bonus to damage roll.
  --> 	May not wear any metal armor.

  --> 	May only become proficient (one slot) with melee weapons.

  -->	May not use Charm Animal ability.

Stalker								{DND056}
The 'may not wear armor greater than studded leather' disadvantage isn't
too bad, as that's the highest grade of armor I tend to throw on a 
Ranger anyways, so let's look at the advantages. +20% to Stealth is
nice, but there's always a chance of failure, and considering how many
levels you can get... well... any Ranger is going to be good at stealth,
eventually, making the bonus Stealth incredibly short-sighted. The
backstab modifier is very nice, as it allows a Ranger to play like a
Thief. Haste is a good spell for any character to have, and Minor Spell
Deflection might come in handy. It won't save the Ranger from
Imprisonment or Horrid Wilting, but it will stop Disintegrate and Finger
of Death, and a whole host of other annoying low level spells (like 
Charm, Chaos, and Hold Person). This kit might just be better than the
normal Ranger, but it's really just a poor substitute for a Fighter/Mage
or Fighter/Thief, both of which will be far, far superior.

  --> 	+20% to Move Silently and Hide in Shadows.

  --> 	May use Backstab ability, although for a lower damage multiplier
     	than Thieves:
	Level 1-8: x2
	Level 9-16: x3
	Level 17+: x4

  --> 	12th Level: May memorize 3 Mage spells: Haste, Protection From
     	Normal Missiles and Minor Spell Deflection.

  --> 	May not wear armor heavier than studded leather.

Beast Master							{DND057}
And again with the suck. Who wants to play a Ranger that is more like a
Druid? Druids suck, and Animal Summoning sucks. Don't even give this kit
a glance, it's not worth your attention.

  --> 	+15% to Move Silently and Hide in Shadows.

  -->	May use Find Familiar ability to summon a Psuedo Dragon (if
	lawful or neutral good) or Fairy Dragon (if chaotic good)

  --> 	8th level: May cast Animal Summoning I

  --> 	10th level: May cast Animal Summoning II.

  --> 	12th level: May cast Animal Summoning III.

  -->  	May not use any metal weapons (for example: swords, halberds,
	war hammers, or morning stars).

  --> 	May not wear armor heavier than studded leather.

|Sorcerer		   |					{DND058}
  --> 	May not wear any armor.

  --> 	May only use the following weapons: dagger, quarterstaff, dart,

  --> 	May only become Proficient (one slot) in any weapon class.

  --> 	May not place any slots in any fighting style.

  --> 	May cast arcane spells.

  --> 	May not scribe spells into their spellbooks as Mages do. Instead,
     	Sorcerers learn a small number of spells at each level, which
	they can cast daily without memorization.

  --> 	Hit Die: d4
If you're familiar with 3rd Edition Sorcerers, you'll be familiar with
Baldur's Gate 2's Sorcerer, they're just alike. That said, I never liked
Sorcerers. They function like Mages, except they can only know a handful
of spells, from which they can cast any of their known spells without
having to memorize them, although they are still limited to a maximum
number of spells per day. Ultimately a Sorcerer can know only several
spells of each spell level, and for many spell levels that's fine. 
Chances are you won't find too many more 9th level spells, at least
not ones you'll use often. On the other hand this takes down their
tactical flexibility a great deal. You either know the spell, or you
don't, there's no learning it from a scroll or preparing it for a big
fight when needed. They do get one more spell per day per spell level
than a normal Mage, but what do they have that Edwin doesn't have? He
gets two spells per day per spell level over a normal Mage AND has 
tactical flexibility. On the other hand, when you get right down to it,
there are only a handful of spells each level that get used frequently,
and not having to choose the exact number of each to prepare can be

Level	EXP		HP	Spells (Known)	   Spells (Cast)
1	n/a		1d4	2		   3
2	2,500		2d4	2	    	   4
3	5,000		3d4	3		   5
4	10,000		4d4	3/1		   6/3
5	20,000		5d4	4/2		   6/4
6	40,000		6d4	4/2/1		   6/5/3
7	60,000		7d4	5/3/2		   6/6/4
8	90,000		8d4	5/3/2/1		   6/6/5/3
9	135,000 	9d4	5/4/3/2		   6/6/6/4
10	250,000 	9d4+1   5/4/3/2/1	   6/6/6/5/3
11	375,000 	9d4+2   5/5/4/3/2	   6/6/6/6/4
12	750,000  	9d4+3   5/5/4/3/2/1	   6/6/6/6/5/3
13	1,125,000	9d4+4   5/5/4/4/3/2   	   6/6/6/6/6/4
14	1,500,000	9d4+5 	5/5/4/4/3/2/1	   6/6/6/6/6/5/3
15	1,875,000	9d4+6 	5/5/4/4/4/3/2      6/6/6/6/6/6/4
16	2,250,000	9d4+7 	5/5/4/4/4/3/2/1    6/6/6/6/6/6/5/3
17*	2,625,000	9d4+8	5/5/4/4/4/3/3/2	   6/6/6/6/6/6/6/4
31	7,875,000	9d4+22  5/5/5/5/5/5/5/4/4  6/6/6/6/6/6/6/6/6
						   (max at level 20)

Dragon Disciple							{DND059}
Oh my... where to even begin? Well, lets start out with the obvious.
What is the primary role of a Sorcerer? Casting spells. What's their
biggest limitation? The number of spells per level they know. If there
is any one problem with the Sorcerer, it's that their spells per day
limit their tactical flexibility. Their biggest perk is the ability to
be able to cast any of their known spells at will, up until their number
of spells castable per level per day. So, any class kit that proposes
to reduce the number of spells the Sorcerer can know absolutely must
provide outstanding benefits to compensate... preferably ones that
amplify in other ways the magical prowess of the class. Is that the
case, then, with the Dragon Disciple? Of course not. What do you get in
return for shearing off one spell known per day? 100% Fire Resistance,
+4 Armor Class, +2 Constitution, and an 8d8 breath weapon. First, you
can get Fire Resistance from all sorts of sources, but since we're
talking about Sorcerers, lets assume they could get them from spells-
spells they would have the flexibility to learn if you had just picked
a normal Sorcerer, or better yet, a REAL Mage. Armor Class shouldn't be
very important for a Mage, who belongs out of melee combat... but it can
also be improved by spells... again, more spells known, more defensive
spells available. Third, why the hell do you need the Constitution
bonus? Start out with a sixteen, the Sorcerer can't get more than +2
Hit Points per level anyways. Lastly... a once per day 8d8 damage
breath weapon? Fireball will deal comparable damage, why not use that?
Not saying it's not beneficial, but is it really worth the loss of
spells? Heck, you can find a book that will allow you to cast a Fireball
(amongst other spells) once per day, and that item is rarely useful, so
how often do you think you'll need to call upon your inferior breath
weapon? The best perk this class adds is the superior d6 Hit Dice.
18 extra Hit Points is not bogus, but the rest of this class's perks
are replacable with spells... spells you would know if you weren't this
class! Worse still, almost all the bonuses of this class are defensive,
and defensive boosts that a Mage doesn't really need. I say, just be a
normal Sorceror, or better yet, a Specialist Mage, or best of all, just
recruit Edwin.

  --> 	1st level: +1 bonus to AC.

  --> 	3rd level: May use Breath Weapon once per day.

BREATH WEAPON: The Dragon Disciple breathes a gout of flame up to 30 ft.
long, inflicting 3d8 points of fire damage on all creatures caught
within the 140 degree cone.

  --> 	4th level: Gains 25% innate Fire Resistance.

  --> 	5th level: +1 bonus to AC and Constitution.

  --> 	6th level: Breath Weapon damage increases to 4d8.

  --> 	8th level: Innate Fire Resistance rises to 50%.

  --> 	9th level: Breath Weapon damage increases to 5d8.

  --> 	10th level: +1 bonus to AC.

  --> 	12th level: Innate Fire Resistance rises to 75%.

  --> 	12th level: Breath Weapon damage increases to 6d8.

  --> 	15th level: +1 bonus to AC and Constitution.

  --> 	15th level: Breath Weapon damage increases to 7d8.

  --> 	16th level: Innate Fire Resistance rises to 100%.

  --> 	18th level: Breath Weapon damage increases to 8d8.

  --> 	20th level: +1 bonus to AC.

  --> 	Hit Dice: d6

  --> May cast one fewer spell per level per day.

|Thief			   |					{DND060}
  --> 	May not wear armor heavier than studded leather.

  --> 	May not equip shields larger than bucklers.

  --> 	May only use the following weapons: long sword, short sword,
     	katana, scimitar, dagger, club, quarterstaff, crossbow,
	shortbow, dart, sling.

  --> 	May only become Proficient (one slot) in any weapon class.

  --> 	May only become Proficient (one slot) in any fighting style.

  --> 	May distribute 25 points per level (40 at level 1) in thieving
     	abilities: Open Locks, Pick Pockets, Find/Disarm Traps, Move
     	Silently, Hide in Shadows, Detect Illusions, Set Traps.

  --> 	May use Set Snare ability once per day every 5 levels (starts at
     	1st level with one use).

	1st Level: Deals 2d8+5 missile damage.

	11th Level: Deals 2d8+5 missile damage and additional deals
	2d6 poison damager per round for the next 3 rounds.

	16th Level: Deals 3d8+5 missile damage and 4d8+2 fire damage.

	21st Level: Deals 3d8+5 missile damage and 20 poison damage
	with no save, slays target if a Save vs. Death with a +4
	bonus is failed.

  --> 	May use Backstab ability for increased damage.
   	Level 1-4: x2
	Level 5-8: x3
	Level 9-12: x4
	Level 13+: x5

  -->	Hit Die: d6

Prime Requisites for Dual-Classing: Dexterity
The Thief isn't as combat savvy as the Cleric, and they don't have
spells. What's the draw then? Their thieving abilities. These allow them
to pick pockets, find and disarm traps, open locked objects, and hide
from enemies. Of these skills, one is essential, so some character or
another with thieving abilities is required in any party. As for combat,
they can only wear the lightest armors, but they do have access to a 
variety of weapons. Most importantly, as they gain levels they get the
ability to 'backstab'. If they are hidden and attack an enemy they
multiply the damage they deal by their backstab modifier. They are a
waste of a class on their own, but it is a great dual or multi class
option, as it gives any class the ability to be more lethal by
backstabbing... and if you make your own, you don't have to drag around
a character to do the thieving for you. A Fighter/Thief is a potent
combination, and so is a Fighter/Mage/Thief. For more information on
Thief abilities, see [DND084].
Level	EXP		HP		Backstab Multiplier
1	n/a		1d6		x2
2	1,250		2d6		x2
3	2,500		3d6		x2
4	5,000		4d6		x2
5	10,000		5d6		x3
6	20,000		6d6		x3
7	40,000		7d6		x3
8	70,000		8d6		x3
9	110,000		9d6		x4
10	160,000		9d6+2		x4
11	220,000		9d6+4		x4
12	440,000		9d6+6		x4
13	660,000		9d6+8		x5
14	880,000		9d6+10		x5
15	1,100,000	9d6+12		x5
16	1,320,000	9d6+14		x5
17	1,540,000	9d6+16		x5
19	1,760,000	9d6+18		x5
20	1,980,000	9d6+20		x5
21	2,200,000	9d6+22		x5
22	2,420,000	9d6+24		x5
23	2,640,000	9d6+26		x5
24*	2,860,000	9d6+28		x5
40	8,000,000	9d6+62		x5
				 (max at level 13)

Assassin							{DND061}
You'll be slower with your Thief skills progression, but that seems a
worthy trade for the x7 backstab multiplier! +1 to hit and damage is
nice too, but it's totally out-shadowed by the backstab. This is a great
class to dual-class into a Fighter with. Get your Thief skills in place
and enjoy your bonus THAC0, damage, and backstab multiplier. There is
nothing preventing you from poisoning your weapon before you backstab,
either, although the poison is by itself fairly weak, any little bit
helps, especially with such a resounding first strike. The only problem
is you need to make it fairly far as a Thief to get that juicy x7 
multiplier. Thankfully, however, the Thief is the lowest class to raise.
Getting to level 13 will only take 660,000 experience, leaving enough
left over for you to reach level 37 as a Fighter, which is more than
enough. It'll be a long time hitting level 14 to get your Thief skills
back... probably not a thing a new player wants to attempt. But 
worthwhile if you pull it off.

  --> 	+1 bonus to hit and damage rolls.

  --> 	Backstab ability reaches x7 multiplier instead of capping at x5.

  --> 	May use Poison Weapon ability once per day ever 4 levels.

POISON WEAPON: Each successful hit within the next round will inject
poison into the target, dealing an extra 2 points of damage per second
with no Saving Throw (for a total of 12 points of damage). Moreover, if
the target fails a Saving Throw vs. Poison, he will suffer 1 additional
point of damage per round for 4 rounds thereafter.

  --> 	May only distribute 15 skill points per level among thieving

Bounty Hunter							{DND062}
Some changes were made to this kit in recent patches, so let's take a
look... the first two traps are somewhat decent, although 3d8+5 damage
and Slow isn't nothing to go crazy over, either. After that, though,
the traps just get worse. I'd rather have the slow at a -4 Save than
Hold at -1-a slowed enemy is so crippled they might as well be
defenseless. By level 16, this class is a joke. Otiluke's Resilient
Sphere just removes a foe from combat for a short while, and Maze?
Pretty much the same thing, for a period of time that varies based on
Intelligence. Is this kit supposed to compare in any way to the
Assassin, Swashbuckler, or Shadowdancer? Because it fails. I can't see
how any of these would be terribly useful against most foes in Baldur's
Gate 2, and getting sixteen levels in a class just so you can use a less
reliable version of Otiluke's Reslient Sphere-a 4th level Mage spell
just seems incredibly stupid. Hell, I'd rather have the normal Thief's
21st level trap than the Bounty Hunter's; 3d8+25 damage with Save vs.
Death or die is much better than freakin' Maze. Point is, this kit is
full of suck. Someone, somewhere, is laughing at if you if you pick
this kit.

  --> 	+15% bonus to Set Traps.

  --> 	May luse Set Special Snare ability once per day every 5 levels
	(starts at 1st level with one use) in addition to the normal
	Thief's Set Snare.

SET SPECIAL SNARE: Set a trap in the chosen location when no hostile
creatures are in sight. Traps grow more powerful with the Bounty
Hunter's level and can only be triggered by enemies.
	1st level: Deals 3d8+5 missile damage and slows target for 5
	rounds is a Save vs. Spell with a -4 penalty is failed.

	11th Level: Deals 4d8+5 missile damage and holds target for 5
	rounds if a Save vs. Spell with a -1 penalty is failed.

	16th Level: The trap erects an Otiluke's Resilient Sphere around
	the target for 7 rounds if a Saving Throw is failed.
	21st Level: The trap mazes the target.

  --> 	May only distribute 20 skill points per level among thieving

Swashbuckler							{DND063}
This is at least a legitimate attempt to make a character who is not a
Fighter actually able to fight. The bonus to Armor Class and attack and
damage are both pretty good, and almost overcome the handicap a Thief
suffers against a Fighter in armor and THAC0. The ability to specialize
is very welcome, especially in the Two Weapon Style. The only down sides
are the fact that the Thief loses the backstab ability, and for all its
trying, a Fighter it is not. Namely they're still losing sorely in the
Hit Point department. This makes me wonder one thing. Why not make a
Fighter/Thief instead of a Swashbuckler? You'll have the better THAC0 of
a Fighter, better Hit Points than a Thief, the ability to specialize in
weapons, including all the Fighter weapons, and you get to keep your
backstab. It's a nice offer, but frankly multi-classing still wins.

  --> 	+1 bonus to Armor Class at 1st level, plus an additional
	+1 bonus every 5 levels.

  --> 	+1 bonus to hit and damage rolls every 5 levels.

  --> 	May Specialize (two slots) in any melee weapon available to

  --> 	May place 3 slots into Two-Weapon Style.

  --> 	May not use Backstab ability.

Shadowdancer							{DND064}
The Shadowdancer once had its merits, but I now consider well and
truly nerfed by Overhaul Games. First, however, let me just point out
that I consider it a waste to make a single-classed Thief for any
reason, no matter what the kit. The point of having a Thief is, first
and foremost, to get that necessary Find Traps skill into your party.
Fortunately, you can multi-class and dual-class to make the best of
having a Thief. Not that a Thief is terrible, but a Fighter/Thief or
Mage/Thief (or best yet, a Fighter/Mage/Thief!) is much better than
a single-classed Thief. The draw of mixing a Shadowdancer into a
dual-classed kit is, of course, its superior back-stabbing abilities,
thanks to its Hide in Plain Sight ability-so good it had to be ripped
out of 3rd Edition (except for the Assassin and Ranger, who just get
screwed here). What does it do? Lets you hide... in plain sight!
Normally if a foe spots you, you can't hide. I know, this ability is a
little lame because you can always run around a corner or cast
invisibility... so a multi-class Thief who can cast Mage spells need
not worry, nor does any Thief equipped with The Paws of the Cheetah,
and ignoring the fact that invisibility items are common as dirt in this
game, it's a good ability. They also get Shadowstep once for every
five levels, which acts like a non-combative Time Stop, allowing
you to move for one round while everything else is frozen... which is
actually a pretty good tactical ability. Need to get behind that Mage
in the midst of a group of guards before they can expose your
invisibility, and want to get back out in one piece after attacking?
Here you go. The downsides to this kit always limited the benefits,
but less so before than now. The folks at Overhaul Games apparently
realized that a Shadowdancer with good Hide in Shadows and Move
Silenty could essentially backstab foes at will thanks to Hide in
Plain sight, and responded with putting a cooldown timer (about one
round) on the Stealth skill after using Backstab. Worse still, they
nerfed the Shadowdancer's short-term Backstab multiplier in favor of
long-term gains, which is not what we want as a potential dual-class.
Previously you could obtain a x3 multiplier by the time you hit 9th
level, but the same bonus now requires an 18th level Shadowdancer.
You'd have to exceed that level with a second class to get your original
bonuses back, and that is simply impractical, even if you're rather
power-gamey (by comparison, an Assassin would enjoy a x7 backstab at
a lower level, plus a flat +1 bonus to attack and damage). Put those
two together and you've got a class that can't quite backstab with
impunity, and doesn't even recieve a backstab damage bonus until 9th

  -->	+10% bonus to Hide in Shadows and Move Silently.
  -->	Hide in Plain Sight: A Shadowdancer may Hide in Shadows even
	while being observed.

  -->	May cast Shadowstep once per day every 5 levels.

SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while
others are frozen in time. The Shadowdancer cannot attack or cast spells
while in the Shadow Plane:

  -->	Slippery Mind: +1 bonus to Saving Throws.

  -->	Alignment restricted to any non-lawful.

  -->	May use Backstab ability, although for a lower damage mutliplier
	than Thieves:
	Level 1-8: x1 (no multiplier)
	Level 9-17: x2
	Level 18-24: x3
	Level 25+ x4

  -->	May only distribute 20 skill points per level (30 at level 1)
	among thieving skills.

  -->	May not use Set Snare ability.

|Thief/Cleric		   |					{DND065}
Well, might as well mention it eh? The Thief/Cleric is an odd, and at
odds with itself character. You won't be wearing any heavy armor if you 
want to keep your Thief skills, but you can certainly wear light armor 
with no problem. Of course, you're stuck with the Cleric's selection of 
weapons, but you'll be able to use all the Thief skills, including 
backstab. Honestly the Mage spells seem a better fit for a Thief, which 
is more of a stay back out of the way kinda class, as opposed to the 
Cleric, which is often a decently armored character who can stand up in 
combat. This might be an interesting dual-class, provided you don't care 
that your Cleric won't be as tough as if you had dual-classed with a 

|Wild Mage		   |					{DND066}
  -->	May memorize one additional spell per level.
  --> 	May cast the 1st level spell Nahal's Reckless Dweomer.

  --> 	May cast the 2nd level spell Chaos Shield (included in spellbook
     	for free).

  --> 	May cast the 7th level spell Improved Chaos Shield (included in
     	spellbook for free).

  -->	Upon casting a spell, there is a 5% chance of incurring in a 
     	Wild Surge.

WILD SURGE: A Wild Surge generates a completely random magical effect
from the spell being cast. Its effects may be either beneficial or
detrimental to the Wild Mage and her allies.

  -->	Casting level varies slightly whenever she casts a spell--
	anywhere between five levels lower and five levels higher than
	the WildMage's true level.

  -->	Hit Die: d4
You take a normal specialist Mage, remove their prohibited school, and
add massive randonmess to everything they do, and you've got the Wild
Mage. I know that when I cast spells, I always find myself wistfully
wishing that I had a chance to change my gender or cast a Fireball on
myself. Seriously though, the odds of having Wild Magic doing something
beneficial actually isn't that low. Having it do the RIGHT beneficial
thing to the right target, however, is rather uncommon. You're
essentially trading the known penalty of a prohibited spell school for
the random 5% chance to... well... check out the table below [DND069].
Suffice to say, I don't find randomness helpful when it comes to my
Mages. We already have to deal with targeting, Magic Resistance, Saving
Throws, and the possibility of getting interrupted by damage. Magic is
busy enough already. On top of that, every spell they DO successfully
cast without triggering a Magic Surge also fluctuates by up to five
levels (plus or minus) the caster's level. At level one, this doesn't
matter much-you really only stand to gain, but as you level up, this
adds serious uncertainty to the duration and damage of many spells. All
in all, what does a Wild Mage have over a Conjurer? Identify, True
Sight, and massive randomness to everything they do, that's what.

Wild Mage
Level	EXP		HP	Spells
1	n/a		1d4	1
2	2,500		2d4	2
3	5,000		3d4	2/1
4	10,000		4d4	3/2
5	20,000		5d4	4/2/1
6	40,000		6d4	4/2/2
7	60,000		7d4	4/3/2/1
8	90,000		8d4	4/3/3/2
9	135,000 	9d4	4/3/3/2/1
10	250,000 	9d4+1   4/4/3/2/2
11	375,000 	9d4+2   4/4/4/3/3
12	750,000  	9d4+3   4/4/4/4/4/1
13	1,125,000	9d4+4   5/5/5/4/4/2
14	1,500,000	9d4+5   5/5/5/4/4/2/1
15	1,875,000	9d4+6   5/5/5/5/5/2/1
16	2,250,000	9d4+7   5/5/5/5/5/3/2/1
17*	2,625,000	9d4+8	5/5/5/5/5/3/3/2
31	7,875,000	9d4+22  5/5/5/5/5/5/5/5/4
				(max at level 34)

Wild Surge Table						{DND067}
This table was taken straight from the Throne of Bhaal manual.

|Roll|                        Wild Surge Effect              	       |
|  1 | Repulsion field centred on the caster			       |
|  2 | Wild colour changes upon the caster			       |
|  3 | Squirrels appear around caster				       |
|  4 | The caster becomes itchy					       |
|  5 | The caster glows						       |
|  6 | A fireball centres on the caster				       |
|  7 | The caster’s sex is changed				       |
|  8 | The caster’s colour changes				       |
|  9 | Every one in the area changes direction			       |
| 10 | Explosion centred on caster				       |
| 11 | Entangle spell centred on caster				       |
| 12 | Slow spell centred on target				       |
| 13 | Target polymorphed into a wolf				       |
| 14 | Caster held						       |
| 15 | Caster hasted						       |
| 16 | Caster changed into a squirrel				       |
| 17 | Gold on the caster is destroyed				       |
| 18 | Target weakened						       |
| 19 | Sunfire spell centred on caster				       |
| 20 | Movement rate lowered on target				       |
| 21 | Fireball centred on caster				       |
| 22 | Caster held as per the spell Hold Person			       |
| 23 | Fear spell centred on target				       |
| 24 | Roll twice more. Both effects apply			       |
| 25 | Entire area explored					       |
| 26 | Globe of invulnerability centred on target		       |
| 27 | Silence 15 foot radius centred on caster			       |
| 28 | Caster dizzy						       |
| 29 | Target invisible						       |
| 30 | Pretty sparkles! No other effect				       |
| 31 | Caster is spell’s target					       |
| 32 | Caster becomes invisible					       |
| 33 | Colour spray from caster					       |
| 34 | Birds appear around the caster				       |
| 35 | Fireball centred on caster. No damage done		       |
| 36 | Gems created on caster					       |
| 37 | Combat music starts					       |
| 38 | Goodberries created on caster				       |
| 39 | Fireball flies toward target				       |
| 40 | Charges drained on area effect around target		       |
| 41 | Random treasure created on caster			       |
| 42 | Caster is combat ready (+2 THACO +2 Damage)		       |
| 43 | Teleport field spell centred on caster			       |
| 44 | Teleport field spell centred on target			       |
| 45 | Area effect hiccups centred on target			       |
| 46 | All doors in area of effect open. If there are no doors, then   |
|    | roll twice and use both effects				       |
| 47 | Caster polymorphs into wolf				       |
| 48 | Change target randomly					       |
| 49 | Caster recuperates as if he rested			       |
| 50 | Monsters summoned by target				       |
| 51 | Start snowing if outside, otherwise roll twice more	       |
| 52 | Loud noise. Target must save or be stunned		       |
| 53 | Target’s hit points doubled				       |
| 54 | Summon demon to attack target				       |
| 55 | Spell fired but with squealing noise			       |
| 56 | Spell goes off but duration is halved			       |
| 57 | Strange visual effect, but the spell fizzles		       |
| 58 | Projectile speed halved					       |
| 59 | All weapons in the area glow			 	       |
| 60 | No saving throw is allowed against the spell		       |
| 61 | Target is held as per the Hold Person spell		       |
| 62 | Detect magic spell centred on target			       |
| 63 | Roll 4 more times. All effects happen			       |
| 64 | Slow spell centred on target				       |
| 65 | Instead of the chosen spell, a different spell of the same level|
|    | goes off							       |
| 66 | Lightning bolt spell cast at target			       |
| 67 | Target strengthened					       |
| 68 | Heal centred on the target				       |
| 69 | Entangle target						       |
| 70 | Caster weakened						       |
| 71 | Fireball spell centred on target				       |
| 72 | Flesh to stone on target					       |
| 73 | Spell fired. Caster also recuperated as if rested	       |
| 74 | Heal spell centred on caster				       |
| 75 | Target dizzy						       |
| 76 | Sunfire centred on target (caster unaffected)		       |
| 77 | Target held						       |
| 78 | Target blinded						       |
| 79 | Target charmed						       |
| 80 | Gems created on target					       |
| 81 | Target’s movement rate reduced				       |
| 82 | Random treasure created on target			       |
| 83 | Target polymorphed into squirrel				       |
| 84 | Silence 15 foot radius centred on target			       |
| 85 | Target’s sex changed					       |
| 86 | Fake explosion (no damage) centred on target		       |
| 87 | Stinking cloud centred on target				       |
| 88 | Cow falls from sky on the target				       |
| 89 | Target dizzy						       |
| 90 | Spell has 60 foot radius at target (change projectile)	       |
| 91 | Target itchy						       |
| 92 | Casters hit points doubled				       |
| 93 | Target held						       |
| 94 | Target hastened						       |
| 95 | Destroy all gold on target				       |
| 96 | Spell casts at double effectiveness			       |
| 97 | Spell cast, -4 to target’s saving throw			       |
| 98 | Target’s colour changed					       |
| 99 | Spell cast at double level				       |
|100 | Spell casts normally					       |

Alignment							{DND068}
The alignment of your protagonist only matters so much in the first
game. In the sequel the allies you choose will react to your alignment
more, so you should try to choose party members who have an alignment
similar to yours. Where alignment really matters is between your NPCs.
Evil characters will react poorly to good characters, and vise-verse,
and in some instances violence may erupt between two allies. This is
less of a problem in the first game than in the sequel, but spare
yourself the aggravation and choose party members of like alignment.
If your protagonist is good-aligned, choose good or neutral characters.
If your protagonist is evil-aligned, choose evil or neutral characters.
If your protagonist is neutral, pick either good, or evil, but not

Another reason for having some continuity of alignment within your
party is your reputation. Good characters will be happy with a high 
reputation and unhappy with a low reputation, while evil characters
will be happy with a low reputation and unhappy with a high reputation.
At a neutral reputation, nobody is happy. If your reputation gets too
high (19+), your evil characters will disband. If your reputation gets
too low (2-) your good characters will disband. Since a high reputation
will earn you discounts at shops, it's always a good idea to keep your
alignment in the teens, at least. Discounts are good, and you can't
really afford to be pure 'evil' anyways, as a reputation of 1 will earn
you some pretty serious harassment by groups of Cowled Wizards and
Knights of the Heart. That's right, even evil characters will want to
keep their reputation reasonable... fairly high, even, for the purpose
of purchasing items. Speaking of reputation and alignment, your starting
reputation varies depending upon your protagonist's alignment, as

		|   Alignment	|   Starting	|
		|	  	|  Reputation	|
		|  Lawful Good	|      12	|
		| Neutral Good	|      11	|
		| Chaotic Good	|      11	|
		|Lawful Neutral	|      10	|
		| True Neutral	|      10	|
		|Chaotic Neutral|      10	|
		|  Lawful Evil	|       9	|
		| Neutral Evil	|	9	|
		| Chaotic Evil	|	8	|

Reputation Effects						{DND069}
These are derived from the manual... save that the manual misprints the
required donation at reputation values of 13 and 14 as 200 gold and
500 gold. They should be 1200 gold and 1500 gold, respectively.
|Reputation|Item Cost|Donation Required|        Additional Effects     |
|    20    |  -50%   |       --        |+4 Reaction Adjustment	       |
|    19    |  -40%   |       --        |+3 Reaction Adjustment	       |
|    18    |  -30%   |       --        |+3 Reaction Adjustment	       |
|    17    |  -20%   |      5000       |+2 Reaction Adjustment	       |
|    16    |  -10%   |      2500       |+2 Reaction Adjustment	       |
|    15    |  -10%   |      2000       |+1 Reaction Adjustment	       |
|    14    |  base   |      1500       |+1 Reaction Adjustment	       |
|    13    |  base   |      1200       |N/A			       |
|    12    |  base   |       900       |N/A			       |
|    11    |  base   |       700       |N/A			       |
|    10    |  base   |       500       |N/A			       |
|     9    |  +10%   |       400       |N/A			       |
|     8    |  +20%   |       300       |N/A			       |
|     7    |  +20%   |       200       |-1 Reaction Adjustment	       |
|     6    |  +30%   |       400       |-2 Reaction Adjustment         |
|     5    |  +40%   |       500       |-3 Reaction Adjustment         |
|     4    |  +50%   |      1000       |-4 Reaction Adjustment         |
|     3    | +100%   |      1000       |-5 Reaction Adjustment*        |
|     2    |will not |      1200       |-6 Reaction Adjustment*        |
|     1    |  sell   |      1500       |-7 Reaction Adjustment*        |

*Indicates that at this reputation you may get attacked by Cowled 
Wizards and Knights of the Heart. This is not a good thing, and you 
should try to ensure that your reputation stays above this mark.

Item Cost: The rate of increase or decrease of the cost of items in a
store. It's funny, you'd think a thieves guild or dark elves would 
reward a low reputation, or simply not know about your reputation at 
all. Either way, the principle is simple, the higher your reputation, 
the cheaper things will be.

Donation Required: Give money to churches, and your reputation
increases. Why we assume that churches morally benefit humanity, I will
never be able to understand. It reminds me of watching the 700 Club
when I was bored, listening to these predators telling desperately
poor people that they can afford to give money to 'Jesus'... anyways,
in a world with good and evil deities (as opposed to reality, which just
has evil ones) wouldn't giving money to an evil diety like Umberlee
lower your reputation? Evidently not. Even if you give money to sexist,
jealous, petty gods who delight in killing humans, your reputation
improves. Talk about art imitating reality..

Abilities							{DND070}
Your abilities define what your character is good at. I prefer to call
them attributes, so if I mess up and refer to them as attributes later,
well, I'm talking about abilities. You have six abilities, and you can
re-roll them until you get what you want... or close to it. Take
advantage of it, get comfortable, and get rolling. Before that, let me
explain them a bit, so you know what to shoot for.

Strength							{DND071}
Strength is important for many reasons-obvious reasons. The stronger
you are, the more likely you are to deal effective blows, and the more
damage you deal in combat. To hit and damage bonuses are good things,
and higher carry weight can reduce annoying trips back to town. Also,
your Strength limits what arms and armor you can equip. For that
reason any and all characters who wish to compete in melee should
strive for an 18 Strength. Period. Mages can afford to use this as a
dump-stat, but even Thieves and Bards are going to want to have enough
Strength to wear some armor, wield swords and bows, and whatnot.
Warrior types (Barbarians, Fighters, Paladins, Rangers, single, multi,
or dual-classed) will automatically get exceptional Strength if they
start out with a Strength score of 18. This is a randomly generated
percentile from 1-100, commonly known as exceptional Strength. While
it becomes moot when you get the Manual of Gainful Exercise (thus
bypassing exceptional Strength altogether an boosting your Strength by
a point-ideally from 18 to 19), for single-classed warriors starting
out with a high exceptional Strength should be something to shoot for.
I mean, a Fighter only needs three attributes at 18, which is easy
enough to do. For multi-classed Warrior, however, don't sweat the
exceptional Strength percentile. It's more important to get 18's in
your Strength, Dexterity, Constitution, and whatever other attribute
your class would be aided by (Intelligence for Fighter/Mages, Wisdom for
Fighter/Clerics, etc.).

		| Score  |THAC0|Damage|Weight|Bash%|
		|    3   | -3  |  -1  |   5  |  3  |
		|    4   | -2  |  -1  |  15  |  4  |
		|    5   | -2  |  -1  |  15  |  4  |
		|    6   | -1  |   0  |  30  |  6  |
		|    7   | -1  |   0  |  30  |  6  |
		|    8   |  0  |   0  |  50  |  8  |
		|    9   |  0  |   0  |  50  |  8  |
		|   10   |  0  |   0  |  70  | 10  |
		|   11   |  0  |   0  |  70  | 10  |
		|   12   |  0  |   0  |  90  | 12  |
		|   13   |  0  |   0  |  90  | 12  |
		|   14   |  0  |   0  | 120  | 14  |
		|   15   |  0  |   0  | 120  | 14  |
		|   16   |  0  |  +1  | 150  | 16  |
		|   17   | +1  |  +1  | 170  | 18  |
		|   18   | +1  |  +2  | 200  | 20  |
		|18/01-50| +1  |  +3  | 220  | 25  |
		|18/51-75| +2  |  +3  | 250  | 30  |
		|18/76-90| +2  |  +4  | 280  | 35  |
		|18/91-99| +2  |  +5  | 320  | 40  |
		| 18/00  | +3  |  +6  | 400  | 45  |
		|   19	 | +3  |  +7  | 500  | 50  |
		|   20	 | +3  |  +8  | 600  | 55  |
		|   21   | +4  |  +9  | 700  | 60  |
		|   22   | +4  |  +10 | 800  | 65  |
		|   23   | +5  |  +11 | 1000 | 70  |
		|   24   | +6  |  +12 | 1200 | 75  |
		|   25   | +7  |  +14 | 1600 | 80  |

Dexterity							{DND072}
This affects your Armor Class and your THAC0 adjustment for missile 
weapons. EVERY character should get an 18 Dexterity for the wonderful 
-4 Armor Class modifier. Period. Anybody else find it odd that the
highest bonus a PC can legitimately have (18, -4) is only two points of
Armor Class shy of the Armor Class bonus gained by the fastest critters
in 2nd Edition (25, -6)? Ah, 2nd Edition was funny...

			| Score |Missile| Armor |
			|	|Adjust.| Class |
			|   0	|  -20	|  +5	|
			|   1	|  -6	|  +5	|
			|   2   |  -4	|  +5	|
			|   3   |  -3   |  +4	|
			|   4   |  -2   |  +3	|
			|   5   |  -1   |  +2	|
			|   6   |   0   |  +1	|
			|   7   |   0   |   0	|
			|   8   |   0   |   0	|
			|   9   |   0   |   0	|
			|  10   |   0   |   0	|
			|  11   |   0   |   0	|
			|  12   |   0   |   0	|
			|  13   |   0   |   0	|
			|  14   |   0   |   0	|
			|  15   |   0   |  -1	|
			|  16   |  +1   |  -2	|
			|  17   |  +2   |  -3	|
			|  18   |  +2   |  -4	|
			|  19	|  +3   |  -4	|
			|  20	|  +3   |  -4	|
			|  21   |  +4   |  -5	|
			|  22   |  +4   |  -5	|
			|  23   |  +4   |  -5	|
			|  24   |  +5   |  -6	|
			|  25   |  +5   |  -6	|

Note: Your Dexterity will also affect your Thief abilities... if you
have any, of course. See [DND084] for more information.

Constitution							{DND073}
This attribute gives you Hit Points. Hit points are good. At 16, you 
gain a +2 bonus to Hit Points gained per level, which for non-warriors 
is the highest bonus possible. The number to the right lists the bonus 
for warriors (Fighters, Paladins, Rangers, and their kits), which is +4
at 18. All warriors should have an 18 Constitutuion, but non-warriors
only really need a 15. Once they get the Manual of Gainful exercise,
they'll raise to 16, and be good to go.

		| Score |Hit Points per |Regen. |
		|	|     Level	| Rate	|
		|   1	|      -3	|   0	|
		|   2	|      -2	|   0	|
		|   3   |      -2	|   0	|
		|   4   |      -1  	|   0	|
		|   5   |      -1  	|   0	|
		|   6   |      -1  	|   0	|
		|   7   |       0  	|   0	|
		|   8   |       0  	|   0	|
		|   9   |       0  	|   0	|
		|  10   |       0  	|   0	|
		|  11   |       0  	|   0	|
		|  12   |       0  	|   0	|
		|  13   |  	0  	|   0	|
		|  14   |  	0  	|   0	|
		|  15   |  	+1  	|   0	|
		|  16   | 	+2  	|   0	|
		|  17   |     +2/+3	|   0	|
		|  18   |     +2/+4	|   0	|
		|  19	|     +2/+5	|   0	|
		|  20	|     +2/+5	|  60	|
		|  21   |     +2/+6	|  50   |
		|  22   |     +2/+6	|  40   |
		|  23   |     +2/+6	|  30   |
		|  24   |     +2/+7	|  20   |
		|  25   |     +2/+7	|  10   |

Note: In the Regeneration Rate column, what the hell do those numbers
mean? Well, they're a measure of the time it takes to regenerate a lost
Hit Point... but not REAL time, no, that would be too simple-it's the
number of game-time seconds it takes to regenerate a lost Hit Point.
So for a Constitution score of 20, it takes 60 seconds-one minute-of
game-time to recover one Hit Point. One minute of game-time is 2.5
seconds of real time, so our rate of time-lapse difference is
60/2.5 = 24:1. This makes sense, doesn't it? It means that one hour
spent playing in real-time is one day of game-time. So divide all those
numbers by 24, and that's how many seconds it takes to recover a lost
Hit Point.

Intelligence							{DND074}
If you're a Mage, get an 18, if not, it's a dump stat. By 'dump stat',
I mean lower it to 10 or so to put the excess points in other attributes
you actually need. 'Max Spell Level' refers to the highest level of
spell you'll be able to cast if you're a Mage. Note that if you're a
triple class Mage, you only need a 15 Intelligence as you'll never be
able to memorize 9th level spells anyways (the tome will raise your
intelligence high enough to cast 8th level spells.) 'Max Spells per
Spell Level' is the maximum number of different spells you can have in
your spell book per level. This will never be a deciding factor as you
can simply drink a potion to temporarily allow you to scribe more spells
than your spells per level allowance. In fact, you can just use potions
in a timely manner to scribe all the spells you wish, allowing you to
have as low of an Intelligence as you please regardless of your natural
'Max Spell Levle or 'Max Spells per Spell Level'. Still, it's just more
convenient to have the natural Intelligence instead of having to rely on
potions all the time and scribing spells all at once. If you fail at
scribing a scroll, simply reload until you succeed. Lore is your ability
to identify magical  items. You'll legitimately never get high enough to
identify everything, so you'll always need the Identify spell, making
lore a non-issue. 

	|	| Learn	|  Max	|Max Spells per |	|
	| Score	| Spell	| Spell	|  Spell Level  | Lore	|
	|	|Chance	| Level	|		|	|
	|   0	|   0%	|   -	|	-	|  -20	|
	|   1	|   0%	|   -   |	-	|  -20	|
	|   2	|   0%	|   -	|	-	|  -20	|
	|   3   |   0%	|   -   |       -       |  -20	|
	|   4   |   0%	|   -   |       -       |  -20	|
	|   5   |   0%	|   -   |       -       |  -20	|
	|   6   |   0%	|   -   |       -       |  -20	|
	|   7   |   0%	|   -   |       -       |  -10	|
	|   8   |   0%	|   -   |       -       |  -10	|
	|   9   |   0%	|  4th  |       6       |  -10	|
	|  10   |  35%	|  5th  |       7       |   0 	|
	|  11   |  40%	|  5th  |       7       |   0 	|
	|  12   |  45%	|  6th  |       7       |   0 	|
	|  13   |  50%	|  6th  |       9       |   0 	|
	|  14   |  55%	|  7th  |       9       |   0 	|
	|  15   |  60%	|  7th  |      11       |  +3 	|
	|  16   |  65%	|  8th  |      11       |  +5 	|
	|  17   |  75%	|  8th  |      14       |  +7 	|
	|  18   |  85%	|  9th  |      18       |  +10	|
	|  19	|  95%	|  9th  |      All      |  +12	|
	|  20	|  96%	|  9th  |      All      |  +15	|
	|  21   |  97%	|  9th  |      All      |  +20	|
	|  22   |  98%	|  9th  |      All      |  +25	|
	|  23   |  99%	|  9th  |      All      |  +30	|
	|  24   | 100%	|  9th  |      All      |  +35	|
	|  25   | 100%	|  9th  |      All      |  +40	|

Wisdom								{DND075}
If you're a Cleric or a Druid, you want an 18. If you're a Mage, you 
might want at least a 14 to use the Wish spell effectively in Baldur's 
Gate 2. Otherwise, it's a dump stat. For Clerics and Druids you don't 
have a spell level maximum for a low Wisdom in 2nd Wdition, but higher
Wisdom nets you bonus spells. Definitely a draw for single class
characters, but if you simply cannot spread your points out enough to
get a great Wisdom, it's not that big of a deal. And keep in mind, there
are three tomes in the game that add a 1 point bonus to this stat. The
bonus spells are listed by level, at 17 you'd get 2 first level spells,
2 second level spells, and 1 third level spell. 

		| Score | Bonus Spells  | Lore  |
		|   3   |-              |  -20	|
		|   4   |-              |  -20	|
		|   5   |-              |  -20	|
		|   6   |-              |  -20	|
		|   7   |-              |  -10	|
		|   8   |-              |  -10	|
		|   9   |0              |  -10	|
		|  10   |0              |   0 	|
		|  11   |0              |   0 	|
		|  12   |0              |   0 	|
		|  13   |1              |   0 	|
		|  14   |2              |   0 	|
		|  15   |2/1            |  +3 	|
		|  16   |2/2            |  +5 	|
		|  17   |2/2/1          |  +7 	|
		|  18   |2/2/1/1        |  +10	|
		|  19	|3/2/1/2        |  +12	|
		|  20	|3/3/1/3        |  +15	|
		|  21   |3/3/2/3/1      |  +20	|
		|  22   |3/3/2/4/2      |  +25	|
		|  23   |3/3/2/4/4      |  +30	|
		|  24   |3/3/2/4/4/2    |  +35	|
		|  25   |3/3/2/4/4/3/1  |  +40	|

Charisma							{DND076}
Charisma affects NPC reactions to you and determines shop
prices. Rarely you'll get a better reward for having a higher Charisma.
It's a dump stat for everybody except Bards, who should get an 18 in it,
and Paladins, who don't really have much of a choice when it comes to
Charisma. To get the best discounts, make sure to have your character
with the highest Charisma as party leader when interacting with the

			| Score  |Reaction|
			|    3   |   -5   | 
			|    4   |   -4   |
			|    5   |   -3   |
			|    6   |   -2   |
			|    7   |   -1   |
			|    8   |    0   |
			|    9   |    0   |
			|   10   |    0   |
			|   11   |    0   |
			|   12   |    0   |
			|   13   |   +1   |
			|   14   |   +2   |
			|   15   |   +3   |
			|   16   |   +4   |
			|   17   |   +4   |
			|   18   |   +5   |
			|   19	 |   +8   |
			|   20	 |   +9   |
			|   21   |   +10  |
			|   22   |   +11  |
			|   23   |   +12  |
			|   24   |   +13  |
			|   25   |   +14  |

Increasing Your Abilities					{DND077}
In Baldur's Gate 1 there were lovely little books that increased an
attribute by one when read... no such luck for Baldur's Gate 2, but
even though you won't be reading your way to superiority, there are
some ways to improve your attributes in Baldur's Gate 2, which I will
list below. Most of them are kind of questy, so if you're skittish about
***SPOILERS*** you might want to stop reading. Oh, and this list only
includes permanent attribute increases, and, in a few instances,
potentially unavoidable losses.

  -->	After being captured by Irenicus in Spellhold, during the
	Candlekeep dream sequence immediately after losing your soul,
	you'll have to talk to a Demon at the entrance to the
	Candlekeep Library. This Demon will require an attribute
	sacrifice. It's a quest in the main story, and there is no way
	to avoid this loss, so just pick the least harmful loss you can.
Attribute LOSS:	[Dexterity -1]	  or
		[Constitution -1] or 
		[Intelligence -1] or
		[Wisdom -1]

  -->	After defeating Irenicus in Suldanesselar you will arrive in
	Hell, where you must complete several tests. If you pick the
	evil path during the Test of Fear, you will gain Constitution.

Attribute GAIN:	[Constitution +2]

  -->	After defeating Irenicus in Suldanesselar you will arrive in
	Hell, where you must complete several tests. If you pick the
	good path during the Test of Selfishness, you will lose

Attribute LOSS:	[Dexterity -1]

  -->	After defeating Irenicus in Suldanesselar you will arrive in
	Hell, where you must complete several tests. If you pick the
	evil path during the Test of Wrath, you will gain Strength, or,
	if you pick the good path during the Test of Wrath you will gain
	Wisdom and Charisma.

Attribute GAIN:	[Strength +2]	or
		[Wisdom +1] and [Charisma +1]

  -->	With the Deck of Many Things, if you draw the 'Star' card, that
	character will gain on attribute point, depending upon their

	(Note: For multi-classed combos, the Fighter class is
	considered secondary to every other class. A Fighter/Thief will
	gain Dexterity, a Fighter/Mage will gain Intelligence, and a
	Fighter/Cleric will gain Wisdom.)

Attribute GAIN: [Strength +1]     (Warriors)      or
		[Desterity +1]    (Bard/Thief)    or
		[Intelligence +1] (Mage)          or
		[Wisdom +1]       (Cleric/Druid) 

  -->	In Watcher's Keep you will find the Machine of Lum the Mad.
	If you input the following code: Circle, Blue, Long, you will
	gain Intelligence.

Attribute GAIN: [Intelligence +1]

  -->	In Watcher's Keep you will find the Machine of Lum the Mad.
	If you input the following code: Circle, Red, Long, you will
	gain Constitution.

Attribute GAIN: [Constitution +1]

  -->	In Watcher's Keep you will find the Machine of Lum the Mad.
	If you input the following code: Circle, Square, Triangle, you
	will gain Wisdom.

Attribute GAIN: [Wisdom +1]

  -->	In Watcher's Keep you will find the Machine of Lum the Mad.
	If you input the following code: Square, Blue, Short you will
	gain Dexterity.

Attribute GAIN: [Dexterity +1]

  -->	In Watcher's Keep you will find the Machine of Lum the Mad.
	If you input the following code: Square, Short, Medium, you will
	gain Strength.

Attribute GAIN: [Strength +1]

Suggested Abilities by Class					{DND078}
Below are the starting abilities I would suggest rolling for each class
at a minimum, ignoring racial modifiers and class modifiers. All classes
include their kits-an Inquisitor needs the same abilities as a Paladin,
a Skald needs the same abilities as a Bard, etc. This list is not set
in stone-especially for dual-class combos. An Assassin/Fighter, for
example, need not worry about warrior-esque Constitution (17+) if they
plan to gain more than ten levels as an Assassin, early dual-classing
Mages need not worry about high Intelligence, etc. Note that it is
possible-but extremely time-consuming-to surpass even some of the
tougher suggestions here-I've rolled up a Fighter/Mage with the
suggested stats below plus four points to spare before. Three 18's is
easily attainable if you roll a bit, four 18's is difficult-but possible
if you're willing to spend... an hour or so. Anything more, and... good
luck. I know, I know, who wants to spend all day rolling up a character?
But if you plan to play both Baldur's Gate games with one character,
that's a lot of time in itself... might as well make sure you've got a
character who's up to snuff before you start, I say.

Barbarian		18(91+) 18	18	10~	10~	10~
Bard			10~	18	15	13~	10~	18
Cleric			18	18	15	10~	18	10~
Cleric/Mage		18	18	15	18	18	10~
Cleric/Ranger		18(xx)	18	18	10~	18~	10~
Cleric/Thief		18	18	15	10~	18	10~
Druid			18	18	15	10~	18	15~
Fighter			18(91+)	18	18	10~	10~	10~
Fighter/Cleric		18(xx)	18	18	10~	18	10~
Fighter/Druid		18(xx)	18	18	10~	18	15~
Fighter/Mage		18(xx)	18	18	18	10~	10~
Fighter/Mage/Cleric	18(xx)	18	18	18	10~	10~
Fighter/Mage/Thief	18(xx)	18	18	18	10~	10~
Fighter/Thief		18(91+)	18	18	10~	10~	10~
Mage			10~	18	15	18	10~	10~
Mage/Thief		10~	18	15	18	10~	10~
Monk			18	18	15	10~	10~	10~
Paladin			18(91+)	18	18	10~	13~	17~
Ranger			18(91+)	18	18	10~	14~	10~
Sorcerer		10~	18	15	18	10~	10~
Thief			10~	18	15	10~	10~	10~
Wild Mage		10~	18	16	18	10~	10~

Skills								{DND079}
You have a selection of skills... or rather, weapon proficiencies to
choose from, which has been greatly expanded from the first game. By
expanded I of course mean separated, so you simply need more points now
to achieve the same thing. For example, Large Swords has been broken up
into Two Handed Sword, Long Swords, Scimitars, and Bastard Swords. I'll
list some suggestions by class for what weapons you might want to look
out for, and hence, what kinds of proficiencies you want to buy.

Weapon Proficiencies by Class/Level				{DND080}
 		   1  2  3  4  5  6  7  8  9  10 11 12	
Warrior		   4  -  1  -  -  1  -  -  1  -  -  1  ...+1/3 levels
Wizard		   1  -  -  -  -  1  -  -  -  -  -  1  ...+1/6 levels
Priest		   2  -  -  1  -  -  -  1  -  -  -  1  ...+1/4 levels
Rogue		   2  -  -  1  -  -  -  1  -  -  -  1  ...+1/4 levels

 -->	Priest includes Druids and Monks.

 -->	Rogue includes Bards.

 -->	Warrior includes Barbarians, Paladins and Rangers.

 -->	Wizard includes Sorcerers.

Weapon Proficiency Perks by Rank				{DND081}
These are the bonuses you gain by spending proficiency ranks in a weapon
type, taken straight from the screen.

|     Level	| Ranks	|To Hit	|Damage	| Attacks/Round	| Speed Factor |
|  Proficient	|   1	|  +0	|  +0	|       1	|      +0      |
|  Specialized  |   2	|  +1	|  +2	|      3/2	|      +0      |
|    Master     |   3	|  +3	|  +3	|      3/2	|      +0      |
|  High Master	|   4	|  +3	|  +4	|      3/2	|      +1      |
| Grand Master	|   5	|  +3	|  +5	|       2	|      +3      |

 -->	Bards, Clerics, Druids, Mages, and Thieves can only reach the
	rank of Proficient.

 -->	Paladins, Rangers, and multi-classed Fighters can only reach the
	rank of Specialized.

 --> 	The bonus attacks per round only applies to melee weapons.

 -->	Non-warriors (Barbarians, Fighters, Paladins, Rangers, multi,
	single, or dual-classed) do not gain bonus attacks per round,
	according to the game text. Of course... outside of the afore-
	mentioned warriors, only the Swashbuckler (Thief kit) can
	become Specialized in a weapon class, so it's mostly a moot
	point, anyways.

Fighting Style Perks by Rank					{DND082}
Of course, there's more to proficiencies than just the weapon classes-
there's also fighting styles! They don't give stock bonuses like
weapon class proficiencies, and they aren't weapon specific-instead,
they potentially affect bonuses derived from fighting with a variety
of weapons. Here it doesn't matter what you use, so much as how you use
it. All fighting styles have two ranks, save Two-Weapon Style, which has
three ranks. In the case of the latter, you're not gaining bonuses so
much as you're eliminating penalties-being able to fight with two
weapons simultaneously is enough of a benefit.

Two-Handed: This fighting style allows the character to use a two-handed
----------- weapon and receive special bonuses.

  Proficient (1 rank): The wielder gets a +1 bonus to damage rolls, a -2
  bonus to Speed Factor, and the ability to score critical hits on a
  roll of 19 or 20 (instead of just 20) when using a two-handed weapon.

  Specialized (2 ranks): The wielder gets a further -2 bonus to Speed

Sword and Shield: Anyone can pick up a shield and get its basic
----------------- protection bonuses, but by spending slots on this
		  fighting style, an adventurer can maximize the
		  benefits received.

  Proficient (1 rank): The wielder gets a -2 bonus to AC against missile

  Specialized (2 ranks): The wielder gets a -4 bonus to AC against
  missile weapons.

Single-Weapon: This fighting style is for characters who do not wish to
-------------- use a shield but want some bonuses when using a one-
	       handed weapon.

  Proficient (1 rank): The wielder gets a -1 bonus to AC and inflicts
  critical damage on an attack roll of 19 or 20.

  Specailized (2 ranks): The wielder gets a -2 bonus to AC and inflicts
  critical damage on an attack roll of 19 or 20.

Two-Weapon: This fighting style allows the character to use two weapons
----------- at the same time with fewer penalties. A character wielding
	    two weapons without a slot in this fighter style would incur
	    a -4 penalty to attack rolls with the main weapon and a -8
	    penalty with the off-hand weapon.

  Proficient (1 rank): The wielder's penalties are reduced to -2 with
  the main weapon an -6 with the off-hand weapon.

  Specialized (2 ranks): The wielder's penalties are reduced to 0 with
  the main weapon and -4 with the off-hand weapon.

  Master (3 ranks): The wielder's penalties are reduced to 0 with the
  main weapon and -2 with the off-hand weapon.

Proficiency Selection by Class					{DND083}
Below you'll find listed the different weapon types in the Enhanced
Edition of Baldur's Gate, and the classes who can use them. Remember
that in the case of multi-and-dual-classed characters, weapon
proficiencies are additive-you get the best selections of all your
classes... unless you're a Cleric or a Druid, then it's restrictive.
A Fighter/Mage gets all the proficiency options of a Fighter.
A Fighter/Druid is restricted to using Druid-allowed weapons.

			|   |Bard
			|   |   |Cleric
			|   |   |   |Druid
			|   |   |   |   |Fighter
			|   |   |   |   |   |Mage
			|   |   |   |   |   |   |Monk
			|   |   |   |   |   |   |   |Paladin
			|   |   |   |   |   |   |   |   |Ranger
			|   |   |   |   |   |   |   |   |   |Sorcerer
			|   |   |   |   |   |   |   |   |   |   |Thief
			|   |   |   |   |   |   |   |   |   |   |   |
Bastard Sword		| x | x |   |   | x |   |   | x | x |   |   |
Long Sword		| x | x |   |   | x |   | x | x | x |   | x |
Short Sword		| x | x |   |   | x |   | x | x | x |   | x |
Axe			| x | x |   |   | x |   |   | x | x |   |   |
Two-Handed Sword	| x | x |   |   | x |   |   | x | x |   |   |
Katana			| x | x |   |   | x |   | x | x | x |   | x |
Scimitar, etc.		| x | x |   | x | x |   | x | x | x |   | x |
Dagger			| x | x |   | x | x | x | x | x | x | x | x |
War Hammer		| x | x | x |   | x |   |   | x | x |   | x |
Club			| x | x | x | x | x |   | x | x | x |   | x |
Spear			| x | x |   | x | x |   |   | x | x |   |   |
Halberd			| x | x |   |   | x |   |   | x | x |   |   |
Flail			| x | x | x |   | x |   |   | x | x |   |   |
Mace			| x | x | x |   | x |   |   | x | x |   |   |
Quarterstaff		| x | x | x | x | x | x |   | x | x | x | x |
Crossbow		| x | x |   |   | x |   |   | x | x |   | x |
Longbow			| x | x |   |   | x |   |   | x | x |   |   |
Shortbow		| x | x |   |   | x |   |   | x | x |   | x |
Dart			| x | x |   | x	| x | x | x | x | x | x | x |
Sling			| x | x | x | x | x | x | x | x | x | x | x |
Two-Handed Weapon Style | x | x | x | x | x | x |   | x | x | x | x |
Sword and Shield Style	| x | x | x | x | x | x |   | x | x | x | x |
Single-Weapon Style	| x | x | x | x | x | x | x | x | x | x | x |
Two-Weapon Style	| x | x | x | x | x | x |   | x | x | x | x |

  --> 	The Blade (Bard kit) can Master (three ranks) in the Two-Weapon
	fighting style.

  -->	The Kensai (Fighter kit) cannot allocate any ranks into missile
	weapons of any kind-crossbow, longbow, shortbow, dart, or sling,
	nor can they put any ranks into the Sword and Shield fighting

  -->	The Berserker (Fighter kit) can only become Proficient
	(one rank) in missile weapons-crossbow, longbow, shortbow,
	dart, or sling.

  -->	The Dwarven Defender (Fighter Kit) can attain High Mastery
	(four ranks) in Axes and War Hammers.

  -->	The Dwarven Defender (Fighter Kit) cannot rise above the level
	of Specialized (two ranks) in any weapon class save Axes and
	War Hammers.

  -->	The Cavalier (Paladin kit) cannot allocate any ranks into
	missile weapons of any kind-crossbow, longbow, shortbow, dart,
	or sling.

  -->	The Ranger (and Ranger kits) can Master (three ranks) in the 
	Two-Weapon fighting style, and automatically start out
	Specialized (two ranks) in the Two-Weapon fighting style.

  -->	The Archer (Ranger kit) cannot rise above the level of
	Proficient (one rank) in any melee weapon class.

  -->	The Archer (Ranger kit) can attain the rank of Grand Mastery
	(five ranks) in missile weapons.

  -->	The Beast Master (Ranger kit) cannot allocate any ranks into
	any metal weapons. They can only allocate ranks into the
	following weapon classes: club, quarterstaff, crossbow, longbow,
	shortbow, dart, sling, and the fighting styles.

  -->	The Swashbuckler (Thief kit) can Specialize in all the weapon
	classes a Thief can allocate ranks into, and they can attain
	Mastery (three ranks) in the Two-Weapon fighting style.

Thieving Skills							{DND084}
In case you're wondering where to allocate your Thief ability points,
I'll cover that here. In general though, you'll want to shoot for Find
Traps. Once you have 100% Find Traps, you can move onto other things.
Find Traps is the only thing that Thieves can do that a spell cannot.
Below are tables detailing how a character's race and Dexterity affects
their Thief skills.

		|Pick Pockets
		|     |Open Locks
		|     |	    |Find Traps
  		|     |     |     |Move Silently
  		|     |	    |	  |	|Hide in Shadows
		|     |     |     |     |     |Detect Illusion
  o=============o     |     |     |     |     |     |Set Traps
  |    Race	|     |     |     |     |     |     |     |
  Human		| +15 |	+10 | +5  | +10	| +5  |  0  |  0  |
  Dwarf		| +15 |	+20 | +20 | +10	| +5  | +5  | +10 |
  Elf		| +20 | +5  | +5  | +25 | +15 |  0  |  0  |
  Gnome		| +15 | +15 | +15 | +15 | +10 | +10 | +5  |
  Half-Elf	| +25 | +10 | +5  | +10	| +10 |  0  |  0  |
  Halfling	| +20 | +15 | +10 | +20 | +20 |  0  |  0  |
  Half-Orc	| +15 | +10 | +5  | +10	| +5  |  0  |  0  |

		  |Pick Pockets
		  |     |Open Locks
		  |     |     |Find Traps
  		  |     |     |     |Move Silently
  		  |     |     |	    |	  |Hide in Shadows
		  |     |     |     |     |     |Detect Illusion
		  |     |     |     |     |     |     |Set Traps
		  |     |     |     |     |     |     |     |
        9	  | -15	| -10 | -10 | -20 | -10 |  -  | -10 |
	10	  | -10	| -5  | -10 | -15 | -5  |  -  | -10 |
	11	  | -5	|  -  |	-5  | -10 |  -  |  -  | -5  |
	12	  |  -	|  -  |  -  | -5  |  -  |  -  |  -  |
	13-15	  |  -	|  -  |  -  |  -  |  -  |  -  |  -  |
	16	  |  -	| +5  |  -  |  -  |  -  |  -  |  -  |
	17	  | +5	| +10 |  -  | +5  | +5  |  -  |  -  |
	18	  | +10	| +15 | +5  | +10 | +10 |  -  | +5  |
	19	  | +15	| +20 | +10 | +15 | +15 |  -  | +10 |
	20	  | +20	| +25 | +15 | +18 | +18 |  -  | +15 |
	21	  | +25	| +30 | +20 | +20 | +20 |  -  | +20 |
	22	  | +30	| +35 | +25 | +23 | +23 |  -  | +25 |
	23	  | +35	| +40 | +30 | +25 | +25 |  -  | +30 |
	24	  | +40	| +45 | +35 | +40 | +30 |  -  | +35 |
	25	  | +45	| +50 | +40 | +35 | +35 |  -  | +40 |

Pick Pockets							{DND085}
Picking pockets is a pretty big deal in Baldur's Gate 2-certainly more
important than in the first game. In particular, stealing from shops
is the best way to score a full arsenal of spell-scrolls for your Mages
to scribe. There are also a number of arms and armor you can steal
early on that'll make life much, much easier. It's not necessary, but
it helps.

Open Locks							{DND086}
You can use Open Locks to... well... open locks. Of course, once you get
the knock spell you won't need this anymore. Sure, it's nice to have
a Thief who can pick locks without having to use up 2nd-level spell 
slots, but it's not essential. You can ignore this skill unless you are
just overflowing with points to spend.

Find/Remove Traps						{DND087}
This is the essential Thief skill. Clerics can find traps with a spell,
but they can't disarm them. To safely eliminate traps, you need a Thief
with this skill, and traps can be a problem in this game. In fact, this
skill is really the reason you need a Thief in your party at all. No
matter who you have, get their Find Traps to 100% before you do anything

Move Silently/Hide in Shadows					{DND088}
These skills work together to serve the same purpose-to keep enemies
from detecting you. In the original game, these skills were lumped up
into one skill, 'Stealth'. In Baldur's Gate 2 the skills were split to
make you waste extra points, and so the Enhanced Edition follows suit.
Still, they're practically the same thing-getting one is a waste of
time, so they'll be discussed in tandem. If you enter into Stealth mode,
you can move about undetected by foes and, if you're a Thief, backstab
enemies for heavy damage. This is pretty much the one combat upside to
being a Thief, and it's deceptively good. Seriously, if you have a Thief
with a good strength score, a magic weapon, and a good backstab
multiplier, you could end up doing well over 50 damage in a hit.
Considering that the most powerful enemies in this game will be lucky
to push 200 Hit Points, that's good stuff. For a combat-focused Thief,
this should be a priority... after Find Traps. You should aspire to get
these skills both up to 100, but keep in mind that later on in the game
any sneakiness will draw a True Sight counter, making it much less

Detect Illusion							{DND089}
You can use this ability to dispel illusions as if you were using
True Sight. To activate it, just detect traps and if your score is
high enough those bad illusions will vanish. Of course, we have many
characters who can use True Sight, and while you're busy detecting
illusions, you can't attack.

Set Traps							{DND090}
This ability allows you to.. wait for it.. set traps. Traps are static
and can't be set during combat, which vastly limits their effectiveness.
I assume this score makes you more likely to succeed at setting your
traps, but honestly, I don't care enough to play around with it. Most
traps deal 2d8+5/3d8+5 damage, which is fair enough, but for all the
trouble it takes to set a trap and lure a foe onto it, you're probably
better off just using a bow.

Hit points 							{DND091}
You run out of Hit Points, and you die. These are important. 
Multi-classing averages your Hit Points/level across your classes.
For example, take the Fighter/Mage:

Fighter (Hit Die: d10) + Mage (Hit Die: d4) = 14
Hit Points per Level: 14/Number of Classes: 2 = 7
Therefore the Fighter/Mage would have a maximum of 7 Hit Points per
level, or 5 for each Fighter level and 2 for each Mage level... plus
any relevant Constitution bonuses.

A multi-classed character will still get bonus Hit Points for having a
Fighter class and a high Constitution, but a dual-class character can
start out 9 levels of Fighter, get all 9d10+36 Hit Points,and dual-class
into something else. This is in every way favorable, and given the
experience cap in Baldur's Gate 2, nine levels of Fighter will have
virtually no effect on your second class' progression.

THAC0 and Armor Class 						{DND092}
THAC0 is an acronym for 'To Hit Armor Class 0'. This is the roll on a
d20 (a 20 sided dice) that you'd need to hit somebody with an Armor
Class of 0. Statistically, each point is a 5% chance to hit Armor
Class 0, and a roll of 20 is ALWAYS a hit, and a roll of 1 is ALWAYS a
miss, regardless of your THAC0/their Armor Class. Fighters get a lower
THAC0 quicker (hence a better chance to hit) than other classes, and
Mages have the worst THAC0 progression. A lower THAC0 and lower Armor
Class are better-which seems counter intuitive, but that's 2nd Edition
for you. (Nostalgia for a moment here.) Having a negative Armor Class
essentially raises the enemies' THAC0. For instance, if my Paladin has a
base THAC0 of 5 (-2 with all her proficiencies, Strength, the bonus on
the weapon, etc), and my Ranger/Cleric has an Armor Class of -13, my
Paladin would need an 11 on a d20 to hit her (-2 +13 = 11). That's a
55% chance to miss-a 45% chance to hit. So, for a general rule, lower
THAC0 and lower Armor Class are good. Unless the enemy has them. Then
it's not so good.

THAC0 by Class/Level*						{DND093}
*This is taken straight from the 2nd Edition Dungeons and Dragon's
Players Handbook.		

 	1  2  3	 4  5  6  7  8  9  10 11 12 13 14 15 16 17 18 19 20
Warrior 20 19 18 17 16 15 14 13 12 11 10 9  8  7  6  5  4  3  2  1 
Wizard	20 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15 15 15 14 14
Priest	20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8  8
Rogue   20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11
+Priest includes Monks and Druids.

  -->	Warrior includes Barbarians, Paladins and Rangers.

  -->	Wizard includes Sorcerers.

  -->	Priest includes Druids and Monks.

  -->	Rogue includes Bards

Multi-class characters use the best THAC0 progression of either of
their classes-Fighter/Mages use the Fighter's THAC0 progression, and
the Cleric/Thief use the Thief's THAC0 progression.

Dual-class characters use the THAC0 of their active class if they
haven't regained their bonuses from the previous (inactive class). If
they have, they use whichever gives them the best THAC0.

Armor Class Modifiers by Weapon Type				{DND094}
Different armor types are strong against different attack types. It
might seem like information overload, but keep it in mind when picking
between various types of armor. A suit of Leather Armor +3 versus a
suit of Studded Leather Armor +2 might both give the same armor class,
but because of the modifiers the Studded Leather is by far the better
choice. It comes up.

|    Armor	|   Slashing    |   Piercing    |  Bludgeoning	|
| Leather Armor	|	0	|      +2	| 	0	|
|Studded Leather|      -2	|      -1	|	0	|
|  Chain Mail	|      -2	|	0	|      +2	|
|  Splint Mail  | 	0	|      -1	|      -2	|
|  Plate Mail	|      -3	|	0	|	0	|
|  Full Plate	|      -4	|      -3	|	0	|

Saving Throws							{DND095}
There are some things that speed and armor just can't protect against.
This typically means magic, in some form or another, and really, a
Fireball doesn't care about your Plate Mail Armor. An enchantment can't
be blocked by a shield, and being fleet of foot won't stop a Lich from
using vile necromancy to rip the soul from your body. Nope, for that,
we resort to Saving Throws, needlessly sorted into five categories that
aren't always as self-explanatory as they seem to be. When your
character is forced to making a saving throw check against something,
they 'roll' a d20 and must exceed their Saving Throw. So like Armor
Class, the lower the better.

			|	|Petrification/Polymorph
			|	|	|Breath Weapon
			|	|	|	|Spells
Warrior		o=======o=======o=======o=======o=======o
  Level 1-2	|   14	|   16	|   15	|   17	|   17	|
  Level 3-4	|   13	|   15	|   14	|   16	|   16	|
  Level 5-6	|   11	|   13	|   12	|   13	|   14	|
  Level 7-8	|   10	|   12	|   11	|   12	|   13  |
  Level 9-10	|    8	|   10	|    9	|    9	|   11	|
  Level 11-12	|    7	|    9	|    8	|    8  |   10	|
  Level 13-14	|    5	|    7	|    6  |    5	|    8	|
  Level 15-16	|    4	|    6	|    5	|    4	|    7	|
  Level 17+	|    3	|    5	|    4	|    4	|    6	|
Wizard		|-------|-------|-------|-------|-------|
  Level 1-5	|   14	|   11	|   13	|   15	|   12	|
  Level 6-10	|   13	|    9	|   11	|   13	|   10	|
  Level 11-15	|   11	|    7	|    9	|   11	|    8	|
  Level 16-20	|   10	|    5	|    7	|    9	|    6	|
  Level 21+	|   8	|    3	|    5  |    7	|    4  |
Priest		|-------|-------|-------|-------|-------|
  Level 1-3	|   10	|   14	|   13  |   16  |   15	|
  Level 4-6	|    9  |   13	|   12	|   15	|   14	|
  Level 7-9     |    7	|   11	|   10	|   13	|   12	|
  Level 10-12	|    6	|   10	|    9	|   12	|   11	|
  Level 13-15	|    5	|    9	|    8	|   11	|   10	|
  Level 16-18	|    4	|    8	|    7	|   10	|    9	|
  Level 19+	|    2	|    6	|    5	|    8	|    7	|
Rogue		|-------|-------|-------|-------|-------|
  Level 1-4	|   13	|   14	|   12	|   16  |   15	|
  Level 5-8	|   12	|   12	|   11	|   15	|   13	|
  Level 9-12	|   11	|   10	|   10	|   14	|   11	|
  Level 13-16	|   10	|    8	|    9	|   13	|    9  |
  Level 17-20	|    9	|    6	|    8	|   12	|    7	|
  Level 21	|    8	|    4	|    7	|   11	|    5	|
Monk		|-------|-------|-------|-------|-------|
  Level 1-3	|   10	|   14	|   13  |   16  |   13	|
  Level 4-6	|    9  |   13	|   12	|   15	|   12	|
  Level 7-8     |    7	|   11	|   10	|   13	|   10	|
  Level 9	|    6  |   10  |    9  |   12  |    9  |
  Level 11-12	|    5	|    9	|    8	|   11	|    8	|
  Level 13-15	|    4	|    8	|    7	|   10	|    7	|
  Level 16-18	|    3	|    7	|    6	|    5	|    6	|
  Level 19+	|    1	|    5	|    4	|    7	|    4	|

 -->	Warrior includes Barbarians, Paladins, and Rangers.

 -->	Priest includes Druids.

 -->	Rogue includes Bards.

Note: Multi-classed characters take the lowest Saving Throws offered by
any of their classes. For example, a high level Fighter/Mage uses the
better Fighter Saving Throws versus Paralysis/Poison/Death, and the
better Mage Saving Throws versus Rod/Staff/Wand.

Starting Spell Selection					{DND096}
If you starting over as a Bard, Mage, or Sorcerer, you'll get to choose
what spells your character has in their spellbook... essentially what
spells your character knows and can choose to prepare and, eventually,
cast. If you imported from the first game, you'll get to keep the
spells you previously learned, which is a big improvement over the
original game. For newbies, however, the number of spells you'll get by
level are as follows, in the next several sections below you'll find
suggested spell picks by level:

Bard		        | 6 | 5 | 4 | - |
Mage			| 5 | 4 | 3 | 2 |
Mage (multi-class)	| 5 | 3 | 3 | - |
Mage (triple-class)	| 5 | 3 | 2 | - |
Sorcerer		| 5 | 3 | 2 | - |
Specialist Mage*	| 6 | 5 | 4 | 3 |
Wild Mage*		| 6 | 5 | 4 | 3 |

*Wild Mages must pick the class-specific spells Nahal's Reckless
Dweomer (1st-Level) and Chaos Shield (2nd-Level). Specialist Mages
must chose at least one spell from their chosen spell-school per spell

1st Level Spells						{DND097}
Spell			       Priority	Description

Blindness			(5th) 	It'll out-last combat and 
					severely impair one creature in
					melee, which is good at low
					levels for bringing down tough
Burning Hands			(3rd)	You can use it to kill trolls,
					if need be.

Chromatic Orb			(4th) 	At 7th level and above (which
					nearly every spell caster
					starts out at or above) it deals
					some damage and has a small
					chance to take an enemy out.

Identify			(1st)	Lets you know what magical items

Magic Missile			(2nd)	Guaranteed 10-25 damage at 9th
					level, great for whittling down
					enemies and disrupting spells.

Sleep				(6th)	Not really a great spell
					anymore, as most critters who
					are actually dangerous are too
					strong to be affected by Sleep.
					Still, a few foes in the
					early-going might be hindered
					by it... and you really can't
					expect too much from 1st-Level

2nd Level Spells						{DND098}
Blur				(3rd)	Makes all attacks take a -3
					penalty and gives you a +1 bonus
					to your saves. A basic defensive
					spell you'll use a lot, 
					especially if you're a dual or
					multi class Mage.

Knock				(2nd)	Opens locked things and allows
					thieves to focus on other 
					skills. Absolutely essential.

Melf's Acid Arrow		(5th)   It can put trolls down for good
					and deals continuous damage that
					can disrupt spellcasters.

Mirror Image			(1st)	Not as strong as in Baldur's
					Gate, you can now be hit instead
					of an image. but it still gives
					enemies a much greater chance to
					hit an image.

Stinking Cloud			(4th)	Capable of incapacitating groups
					of enemies and setting them up 
					for missile attacks. It won't 
					win every fight like it did in 
					the first game, but it'll come 
					in handy once in a while.

3rd Level Spells						{DND099}
Dispel Magic			(1st)	Has a chance to dispel all spell
					effects on a creature, useful
					defensively or offensively.
					Tear down an enemies' buffs or
					remove debuffs from your party.
					You really need this spell.

Fireball			(4th)   Good for crowd control, and for
					blazing lots of trolls at once.
					Most enemies will survive this,
					so it's not the problem-solver
					like it was in the first game,
					but it's good for softening
					baddies up until you get Chain 
					Lightning and Horrid Wilting.

Haste				(2nd)	You get double the attacks and
					movement speed, essentially
					doubling your offensive power.
					It leaves you fatigued 
					afterwards, but it has enough
					duration to last most major 
					fights. This spell is one of the
					essential spell-buffs for this

Slow				(3rd)   Enemies save at a -4 penalty or
					they are reduced to half their
					attacks and movement speed, and
					suffer a -4 penalty on their
					attacks and Armor Class. This
					is a death sentence for a melee
					character, and used on a group
					of strong Fighters can have as
					detrimental an effect as Haste
					has a beneficial effect.

4th Level Spells						{DND100}
Greater Malison			(3rd)	Makes all enemies save at -4 for
					2 rounds/level. This should be
					used at the beginning of every
					big fight, making Confusion, 
					Chaos, Insect Plague, Finger of
					Death, and Vorpal effects all
					much more likely to succeed. An
					indispensable offensive debuff.

Improved Invisibility		(1st)	Enemies cannot target you with
					spells, and they take a -4
					penalty to attack rolls. You
					also get a +4 bonus to your
					saves. One of the best defensive
					spells in the game.

Stoneskin			(2nd)	One of the reasons you need
					Dispel Magic, this gives you
					(and enemies who can cast it)
					A number of 'skins' equal to
					one every two levels. Each skin
					essentially negates a melee or
					ranged attack. Stacked with
					Greater Invisibility, Blur, and
					Mirror Image and you can see how
					characters with defensive spells
					become hard to kill.

Lore								{DND101}
Lore is a minor statistic that rates your ability to identify unknown
magical items. Bards have the best lore, but the identify spell is the
great equalizer. So long as you get a high enough lore on a character
to identify minor items that you receive a lot of (such as ammunition)
you're fine. Lore is even more redundant in Baldur's Gate 2, as 1st
level Mage spells slink further back into obscurity. You even get
glasses that let you identify things a number of times per day near the
beginning of the game! 

Lore by Class/Level						{DND102}
Everybody Else	  1 Lore/Level 	
Mage		  3 Lore/Level
Thief		  3 Lore/Level
Bard		  10 Lore/Level

  -->	The Blade (Bard kit) only receives half the normal Lore per

Experience Points (EXP Cap)					{DND103}
You kill things, you complete quests, you earn Experience Points. You
gain Experience Points, you Level up, you gain Levels, you get stronger,
you can kill more stuff. Fun. In Shadows of Amn you have a maximum
experience cap of 2,950,000, which is pretty damn high. In Throne of
Bhaal they just say screw it and let you go wild, up to 8,000,000
experience points. This gives you nearly unrestricted level achievement
in this game... even I had to grind to hit the maximum, which is a
welcome change from the first game. Below is a list of the maximum
levels that can be achieved by the various classes with the two stated
experience caps. Note that once Throne of Bhaal is installed the
experience cap is moved to 8,000,000. Like in Tales of the Sword Coast
you do not actually have to reach the expansion to benefit from the
expanded experience cap.
			|Shadows of|Throne of |
			|    Amn   |  Bhaal   |
Barbarian		|    19    |    40    |
Bard			|    23    |    40    |
Cleric			|    21    |    40    |
Cleric/Mage		|  14/13   |  25/20   |
Cleric/Ranger		|  14/12   |  25/21   |
Cleric/Thief		|  14/16   |  25/28   |
Druid			|    14    |    31    |
Fighter			|    19    |    40    |
Fighter/Cleric		|  13/14   |  24/25   |
Fighter/Druid		|  13/13   |  24/21   |
Fighter/Mage		|  13/13   |  24/20   |
Fighter/Mage/Cleric	| 11/12/12 | 18/17/19 |
Fighter/Mage/Thief	| 11/12/14 | 18/17/22 |
Fighter/Thief		|  13/16   |  24/28   |
Mage			|    17    |    31    |
Mage/Thief		|  13/16   |  20/28   |
Monk			|    21    |    40    |
Paladin			|    17    |    40    |
Ranger			|    17    |    40    |
Sorcerer		|    17    |    31    |
Thief			|    24    |    40    |

Epic Feats by Class						{DND104}
When you reach around 3,000,000 experience, whether you're single, dual,
or multi-classed, you'll start earning 'High Level Abilities'. For most
single-classed characters, this is around 20th-level, which marks a
plateau known more commonly as 'Epic level'. Since many of these
abilities emulate 3rd Edition Feats (Baldur's Gate 2 came out near the
same time as 3rd Edition Dungeons and Dragons, but a 3rd Edition video
game wouldn't come until Neverwinter Nights) I prefer to call them
Epic Feats. Different classes-groups have their own selection of Epic
Feats to choose from-Warriors (including Rangers, Paladins, Barbarians,
Monks and of course, Fighters), Wizards (Mages-Specialist, normal, and
Wild-and Sorcerers), Priests (Druids and Clerics) and Rogues (Bards and
Thieves), including all relevant kits. All the Epic Feats in the game
are actually described below in the next section, organized by class.

Warrior (Fighters, Rangers, Paladins, Barbarians, Monks)
Critical Strike (requires Power Attack)
Greater Deathblow (requires Deathblow)
Greater Whirlwind Attack (requires Whirlwind Attack)
Power Attack
Resist Magic
Smite (requires Power Attack and Critical Strike)
Summon Deva (Paladins)
Summon Fallen Deva (Blackguards)
Track [Ranger only]
War Cry
Whirlwind Attack

Wizard (Mages, Sorcerers, Specialist Mages, Wild Mages)
Dragon's Breath
Energy Blades
Extra Level 6 Spell
Extra Level 7 Spell
Extra Level 8 Spell
Improved Alacrity
Summon Dark Planetar (evil Mages)
Summon Planetar (good, neutral Mages)

Priest (Clerics, Druids)
Aura of Flaming Death
Elemental Summoning
Elemental Transformation (fire) [Druid only]
Elemental Transformation (earth) [Druid only]
Energy Blades
Globe of Blades
Greater Elemental Summoning (requires Elemental Summoning) [Druid Only]
Mass Raise Dead
Storm of Vengeance
Summon Fallen Deva [evil and neutral Priests]
Summon Deva [good and neutral Priests]

Rogue (Bards, Theives)
Avoid Death
Enhanced Bard Song [Bard only]
Greater Evasion (requires Evasion)
Magic Flute [Bard only]
Scribe Scrolls (requires Use Any Item)
Set Spike Trap
Set Exploding Trap
Set Time Trap
Use Any Item

Warrior Feats							{DND105}

Critical Strike
Special Requirements: You must know the Power Attack. You can only
choose this ability once.

A high-level warrior's intimate knowledge of vital spots on opponents
allows him to, once per day, concentrate all of the attacks in one round
to strike a vital area every time. With this ability, every attack roll
made in the next round is a natural 20, a critical hit.

Huh. And here I thought that a warrior was ALWAYS concentrating his
attacks on vital areas? I guess most of the time they're just screwing
around trying to score flesh wounds. The best thing about it is that
it ensures you hit every time in the next round. The criticals are nice,
but sadly, many things are immune to critical hits.

The Deathblow ability allows the warrior to blow through the defenses of
any lesser creature. For the next 2 rounds, any creature of 8th level or
lower is instantly killed when struck by the warrior.

I just have one question here... By Throne of Bhaal, what, exactly, is
below 8th level? Almost nothing. And if it is you can kill it just fine
without using a feat. This is useless.

Greater Deathblow
Special Requirements: You must know the Deathblow ability.

Like Deathblow, this ability allows the warrior to vanquish lesser foes
with a single blow. When struck with a Greater Deathblow, any creature
of 12th level or lower is instantly killed. The ability lasts for 2

12th level is a little better than 8th, but still too low to make a
huge difference, even if it lasts twice as long.

Greater Whirlwind Attack
Special Requirements: You must know the Whirlwind Attack ability.

A more powerful version of the Whirlwind Attack, Greater Whirlwind 
Attack gives the Fighter the same bonuses without penalties. Their 
number of attacks per round are set to 10 for one round.

If you hit things with melee weapons, you need this feat. You need it
many times over. Period. Ten attacks a round? It almost makes up for
them nerfing grandmastery. In fact, it makes me wonder what the big deal
was with grandmastery if they were going to throw this monster in? It's
awesome enough for a Fighter, but think of what it can do for a 
Fighter/Mage who is using Time Stop? Absolutely magnificent. It's the 
combo of winners.

Calling upon hidden reserves of Strength during times of danger, a
warrior can use the Hardiness ability to gain 40% resistance to all
forms of physical damage The ability lasts for 1 round for every 2
levels of the warrior.

Well, if you don't have any other way to defend yourself, here you go.
It's great for single-classed Barbarians, Fighters, and Monks, none of
which can cast spells. When you hit level 40 it'll last some 20 rounds,
which is phenomenal. This means you only need to get it once, as it'll
last you pretty much an entire fight. If you're a Fighter/Mage,
Fighter/Cleric, Ranger/Cleric, Fighter/Druid, Fighter/Mage/Thief, or
otherwise have some means of putting up defenses, you really don't need
to waste a pick.

Power Attack
A Power Attack allows the warrior to strike blows so forceful that they
stun an opponent for 2 rounds if it fails its save vs. death at a -4 
penalty. The ability lasts for 2 rounds.

I suppose if you followed it up with a Whirlwind Attack... no really,
you can't Coup'de'Grace in Baldur's Gate 2, so stunning is useless. It
can delay an enemy, but wouldn't you rather use another Greater
Whirlwind instead? Why stun when you can kill?

Resist Magic
This ability allows the warrior to temporarily tap a great inner 
Strength and fight off the effects of malevolent magic. For 4 rounds the
warrior's magic resistance is set to 50 %. This is not cumulative with 
other forms of magic resistance so if the warrior already has 50 % magic
resistance or greater, the ability is useless.

The ability is useless. They got that right. Four rounds? That's 

Special Requirements: You must know the Power Attack and Critical Strike

With the Smite ability, the warrior gains the ability to strike a mighty
blow, knocking an opponent back for a considerable distance and stunning
the opponent for 1 round. All attacks made in the first round are
critical hits. The ability lasts for 2 rounds. Large creatures such as a
dragons or giants will not be knocked back or stunned.

This ability isn't terrible. At least it's always going to stun
applicable creatures, and if they're near a wall or boxed in, you can
attack in unison with other characters, potentially knocking a dangerous
foe back long enough for other Fighters to get ready to Whirlwind 
Attack. I still have to balk at wasting a total of three feats to get
this, however. I'd rather just hit them with more Whirlwind Attacks.
They can't do any damage to me if they're dead.

Summon Deva/Fallen Deva (Conjuration/Summoning)
Level: Quest 
Casting Time: 5
Range: 40 yards 
Area of Effect: Special
Duration: 4 rounds + 1 round/level
Saving Throw: None

This spell opens a celestial gate and calls forth an angelic Deva to 
fight at the caster's side until the spell expires or the Deva's 
earthly avatar is slain.

This spell opens an abyssal gate and calls forth a demonic Deva to fight
at the caster's side until the spell expires or the Deva's earthly 
avatar is slain.

For Paladins and Blackguards, this is a no-brainer. Instead of being
added to their list of Clerical spells as a 7th-levell spell (which
they couldn't cast anyways) they get this as a special ability, usable
a number of times per day equal to the number of times they selected
the feat. Why would you not want to give a warrior the ability to
summon such a potent ally, and thus spare your Clerics from having to
bother? It's just a great move for Dorn/Keldorn.

Tracking (Ranger only)
With an intimate knowledge of his surroundings and the creatures that
live within them, a Ranger can use the Tracking ability to give himself
a general idea of what creatures are in an area and which direction they
are. Red arrows at the edge of the screen will point in the general
direction of the creatures in the area.

Or you could just follow my guide. :)

War Cry
With a War Cry, the warrior emits a powerful and frightening yell that 
will leave all opponents in a 30' radius stunned with fear if they don't
make their save vs. spell.

Or... a Mage could cast Chaos, which takes enemies out of the fight and
saves at a -4. Then the Fighter can go use the Greater Whirlwind he
saved by not wasting his time with this feat. Everybody wins.

Whirlwind Attack
This ability allows the warrior to unleash a flurry of super-fast blows.
The ability sets one's number of attacks per round to 10 but one's THAC0
and damage suffer a -4 penalty. The whirlwind attack lasts for one 

Get it as a pre-requisite for Greater Whirlwind, and then ignore it. If
it weren't for Greater Whirlwind, this would be the go-to feat, even
with its penalties.

Wizard Feats							{DND106}

Comet (Any School)
Level: 10 
Casting Time: 9
Range: 90 yards 
Area of Effect: 30' radius
Duration: Instantaneous S
Saving Throw: None

A more powerful and specialized version of Meteor Swarm, a huge meteor
or comet strikes the earth damaging all enemies in its path and sending
out a powerful shockwave that knocks away all foes in the area of 
effect. Those knocked down must save vs. paralyzation or be stunned for
1D4 rounds. The comet itself does 10D10 damage This spell will not 
harm party members.

10d10 is a nice chunk of damage, and it has a good radius, and it
can stun and knock enemies down as well? This opens them up for further
abuse, or at least gets them off of you for a while, allowing you to
make a telling first strike followed by opportunistic warriors or
further spell abuse. Any Mage worth their spell-books should get this.
The best part is, however, it won't cause any collateral damage! It's
an upgrade over Horrid Wilting to be sure. What it might lack in damage
it makes up for in stunning and in not allowing the enemy to save for
half against what damage it does do.

Dragon's Breath (Any School)
Level: 10 
Casting Time: 3
Range: Visual range of caster 
Area of Effect: 30-foot radius
Duration: Instantaneous 
Saving Throw: Special

This spell causes a disembodied head of red dragon to appear and 
breathe fire with the Strength of an adult red dragon. In addition to 
the enormous 20D10 fireball, the force of the dragon's breath knocks an
opponent off their feet and away from the caster. The victim can save
vs. breath to take half damage and not be blown backwards. This spell
will not harm party members.

Well... one glaring problem is it's lack of a save penalty, meaning that
more likely than not they'll be taking half damage, or 10d10, instead of
20d10. Also, there's no chance to stun, so why not just pick Comet

Energy Blades (Any School)
Level: 10 
Casting Time: 3
Range: Special 
Area of Effect: Special
Duration: 4 turns 
Saving Throw: None

An energy blade is a discus made of pure energy. The disc gives +10 to 
THAC0, and when thrown does 1D4+5 missile damage as well as 1D10 
additional electrical damage This spell creates 1 energy disc per level 
of the caster and sets the caster's attacks to 9 as long as the discs 
are held.

This spell allows you to do 1d4+5 plus 1d10 electrical damage per blade
to one creature, or 7-19 damage per Energy Blade. Since you can fire off
nine blades in one round... That's 63-171 damage if you hit with each
attack, which you may just do thanks to the THAC0 bonus. Of course, you
are wasting time throwing things when you COULD be casting more spells,
but during a Time Stop sequence this will allow you to do some serious
damage to one creature. Of course, using a Spell Sequencer with three
Flame Arrows deals 60d6 damage (60-360 damage) with a minimum on a save
of 36d6 damage (36-216 damage) Or even look at the humble Magic Missile
with the same spell, which would do a happy 30-75 damage. The point?
It's not worth a feat. You'll have to get it anyways, but as a Mage,
I'd never bother wasting a 9th-level spell slot on it.

Extra Level (6, 7, 8) Spell
Choosing this ability allows the wizard to cast one additional Level 6,
7, or 8 spell.

There are three of these feats, one for 6th-level spells, one for 7th,
and one for 8th. They're no-brainers why would you not want another
Death Spell, Pierce Magic, or Horrid Wilting? 7th-level spells aren't
stellar... but since you need it to get an extra 8th-level spell. Oh,
also, most Mages won't have much choice but to get these, anyways.
Limited number of feats and all.

Improved Alacrity (Any School)
Level: 10 
Casting Time: 2
Range: Unlimited 
Area of Effect: Special
Duration: 2 Rounds 
Saving Throw: Special

Improved Alacrity essentially erases the pause between casting spells. 
When cast, the Mage can begin casting a new spell the instant his is 
finished casting his current spell. The effect lasts for 2 rounds.

Or you could just cast Time Stop. Longer effect, same results, and you
don't waste a feat. Or if you used the two together...

Summon Planetar/Dark Planetar (Any School)
Level: 10 
Casting Time: 5
Range: 40 yards 
Area of Effect: Special
Duration: 4 rounds + 1 round/level
Saving Throw: None

This spell opens a abyssal gate and calls forth a fallen Planetar to 
fight at the caster's side until the spell expires or the Planetar's 
avatar is slain.

This spell opens a celestial gate and calls forth a Planetar to fight at
the caster's side until the spell expires or the Planetar's avatar is 

A nice spell indeed, but frankly it doesn't equal a Time Stop, and it
can be done just as well by a Cleric or Paladin summoning a Deva.

Priest Feats							{DND107}

Elemental Summoning
Level: Quest 
Casting Time: 1 round
Range: 10 yards 
Area of Effect: Special
Duration: 10 rounds 
Saving Throw: None

Drawing power from the environment, this spell summons 2 16HD elementals
randomly chosen from earth, air or fire. The elementals stay for 10 
rounds and will obey the caster as long as they remain summoned. There 
is a 10% chance that a randomly chosen Elemental Prince will be summoned

The Elemental Princes rule over other elementals in their respective
planes. The Elemental Prince of Air is Chan. The Elemental Prince of
Earth is Sunnis. The Elemental Prince of Fire is Zaaman Rul.

Ten rounds for two 16HD elementals? Not worth it. But it is a pre-
requisite for another, better spell.

Elemental Transformation (Earth), (Fire)
Level: Quest 
Casting Time: 4
Range: 0 
Area of Effect: Caster
Duration: 5 turns 
Saving Throw: None

Harnessing the power of the earth, this powerful shapechange ability
allows the druid to become a 24HD earth elemental of immense Strength.
The elemental form has an AC of -5, a THAC0 of 2 and does 2D10 crushing
damage with its attacks. When the druid returns to human form, he is
also healed 3D10 damage

Harnessing the power of fire, this powerful shapechange ability allows
the druid to become a 24HD fire elemental of immense Strength. The
elemental form has an AC of -5, a THAC0 of 2 and does 1D10 normal and
1D10 fire damage with its attacks. When the druid returns to human form,
he is also healed 3D10 damage

A THAC0 of 2 is pretty good... unless you consider the fact that every
Fighter will surpass it with ease, especially when you include their
magical weapon bonuses, which you won't have. Also a -5 Armor Class is
not very good. If you're a single-classed Druid, you're beyond help 
already, and this isn't going to change things.

Energy Blades (Any School)
Level: 10 
Casting Time: 3
Range: Special 
Area of Effect: Special
Duration: 4 turns 
Saving Throw: None

An energy blade is a discus made of pure energy. The disc gives +10 to 
THAC0, and when thrown does 1D4+5 missile damage as well as 1D10 
additional electrical damage This spell creates 1 energy disc per level 
of the caster and sets the caster's attacks to 9 as long as the discs 
are held.

This spell allows you to do 1d4+5 plus 1d10 damage per blade to one
creature. This allows you to do a range of 7-19 damage per Energy Blade,
and fire off up to nine blades in one round... That's 63-171 damage if
you hit with each attack, which you may just do thanks to the THAC0
bonus. For a Mage, this spell is kind of a boner-it takes up a 9th-level
spell slot which could be used for Time Stop or Comet. For a Cleric,
with their better THAC0 and less potent 7th-level spells, it might be
worth casting once in a while... especially for Viconia, who isn't much
use in melee, anyways.

Globe of Blades (Evocation)
Level: Quest 
Casting Time: 9
Sphere: Guardian/Creation 
Area of Effect: Special
Range: 0 
Saving Throw: Special
Duration: 1 turn

The priest employs this spell to set up a globe of razor-sharp blades.
These whirl and flash around the caster, creating an impenetrable 
barrier. Any creature attempting to pass through the blade barrier 
suffers 10D10 points of damage Creatures within the area of the 
barrier when it is invoked are entitled to a saving throw vs. 
spell at -2. If this is successful, the blades are avoided and no 
damage is suffered. The barrier remains for ten rounds.

It's better than Blade Barrier, but it can't help but make me wish the
save was for half instead of none... Still, that gripe aside it's worth
grabbing. Just keep your companions out of the meat grinder. In
conjunction with Aura of Flaming Death it really makes it painful for
enemies to attack your Clerics. As well it should be.

Greater Elemental Summoning (Druid only)
Level: Quest 
Casting Time: 1 round
Range: 10 yards 
Area of Effect: Special
Duration: 10 rounds 
Saving Throw: None

Druids, having a more powerful link to the elements, can cast a stronger
version of Elemental Summoning. This spell can summon the Elemental 
Princes themselves, randomly chosen from earth, air or fire. The 
Elemental Princes stay for 10 rounds and will obey the caster as long as
they remain summoned.

Summoning the freakin' Elemental Princes themselves? That seems a bit
much, but if you can get it... You won't find better tanks in the entire
game, even if it's just for a turn. It's worth it.

Implosion (Evocation)
Level: Quest 
Casting Time: 9
Range: Visual range of caster 
Area of Effect: 1 creature
Duration: 2 Rounds 
Saving Throw: Special

This spell creates a rift in the earth beneath the target which implodes
and closes in upon itself, crushing and burning the target and holding 
it for 1 round. The spell does 10D10 fire damage and 10D10 blunt damage
The victim can save vs. spell for half damage

That's... not quite what the Implosion spell is meant to do, but okay.
It's like the Dragon's Breath spell, but it only affects one creature.
In other words, it's full of suck.

Mass Raise Dead (Necromancy)
Level: Quest 
Casting Time: 2
Sphere: Necromantic 
Area of Effect: Up to 5 party members
Range: Sight of the caster Saving Throw: Special
Duration: Permanent

A more powerful version of Raise Dead, this spell brings up to 5 party
members back to life and heals 3D10+1 per level of the caster points of
damage They can regain the rest of their Hit Points by natural healing
or curative magic. This spell restores life to dwarves, gnomes, 
half-elves, halflings, elves, half-orcs and humans.

What are your characters doing dead in the first place? Try harder. This
spell sucks. If only you could have been given a straight Mass Heal type
spell instead.

Storm of Vengeance
Level: Quest 
Casting Time: 8
Range: 90 Yards 
Area of Effect: 30 foot radius
Duration: 3 rounds 
Saving Throw: Special

Casting this spell causes the earth to shake and the heavens to boil 
with blood and energy. All enemies of the caster are stuck down by 
acidic rain, earthquakes and lightning.

All enemies of 6th level or lower are slain instantly. The survivors are
struck by acidic poisonous rain and lightning. The storm lasts for 3 
rounds. Each round, the victims suffer 1D6 electrical damage, 1D6 fire
damage and 1D6 acid damage They are also poisoned in the first round.

3d6 damage per round for three rounds? 9d6 damage? What a waste. If you
can't think of something better to pick, you need to be smacked about
the face and neck.

Summon Deva/Fallen Deva (Conjuration/Summoning)
Level: Quest 
Casting Time: 5
Range: 40 yards 
Area of Effect: Special
Duration: 4 rounds + 1 round/level
Saving Throw: None

This spell opens a celestial gate and calls forth an angelic Deva to 
fight at the caster's side until the spell expires or the Deva's 
earthly avatar is slain.

This spell opens an abyssal gate and calls forth a demonic Deva to fight
at the caster's side until the spell expires or the Deva's earthly 
avatar is slain.

There's less competition for high-end Cleric and Druid spells as
opposed to the high-level Mage spells that Summon Planetar will take up,
so I'd suggest getting a Deva instead if at all possible. After all,
wouldn't you rather give up a Sunray, Greater Restoration, or Finger
of Death rather than a Time Stop?

Rogue Feats							{DND108}

With Intelligence innate to the class, an experienced rogue has seen
enough potions in his or her adventuring career to simulate the creation
of one. With the Alchemy skill, the rogue can create one of eight types
of potions, once per day.

The potions a rogue can create are randomly chosen from the following 
1) Potion of Master Thievery
2) Potion of Perception
3) Potion of Extra Healing
4) Potion of Superior Healing
5) Potion of Regeneration
6) Antidote
7) Oil of Speed
8) Potion of Frost Giant Strength, only useable by thieves or bards

One, it's random, although I guess you could just wait around and stock
up. Still, these are all items you can buy from stores, and many of the
potions can be replicated with spells, or aren't very useful by the time
you get unlimited access to them anyways. The only interesting one, the
potion of Frost Giant Strength, can be permanently gained with girdles
on your main Fighters, and since it's only usable by thieves and bards,
it really only is useful on multi-class thieves.

Using every clever trick an experienced Thief has learned in countless
battles, this ability allows every strike in the next round to act as a
backstab, using the Thief's existing backstab modifier to determine

This is more like it. Every attack counts as a backstab? Obviously the
more Fighter you have backing this up, the better, and with Haste it
becomes truly devastating. This is a must-have for thieves. Bards... I'm
not sure what backstab modifier it's using, exactly. Keep in mind that
many big bad things in this game are, sadly, immune to backstabs.

Avoid Death
With a superhuman effort, a high-level rogue can avoid almost certain 
death. The effect lasts for 5 rounds and during this time the rogue 
gains a +5 bonus to save vs. death, his Hit Points are increased by 20 
and the rogue becomes immune to death magic for the duration of the 

Eh. I suppose. It only lasts for five rounds, so you really have to know
that those death effects are coming, and even then, why not just pop on
a Death Ward spell? It really would protect against, what? Poison? 
Negative Energy? If it lasted longer, it would be useful, but its
duration makes it iffy.

Enhanced Bard Song (Bard only)
This is a powerful aid to both the bard and to his allies. The song 
gives the bard himself a 10 point bonus to his AC and 10 % magic 
resistance bonus due to the power of the song. The song also gives his 
allies +4 to hit, +4 to damage, +4 to AC, immunity to Fear, Stun and 
Confusion, +5 % magic resistance and immunity to normal weapons. This 
ability replaces the current Bard Song.

A Bard in Baldur's Gate 2 is essentially a support character. And if
this isn't a superior support ability, I don't know what is. +4 to hit,
damage, and Armor Class is a VERY good thing. I can't imagine any reason
for any Bard to skip on this.

A rogue's natural sense of preservation becomes heightened with the use
of the Evasion ability. Evasion gives a +4 bonus to AC and +2 to all 
saving throws. The effect lasts for 3 rounds.

The best thing to say about it is that it's a requirement for Greater
Evasion. Other than that, it's about the equivalent of Improved 
Invisibility, but with much worse duration and no protection against

Greater Evasion
Special Requirements: You must know the Evasion ability.

A more powerful version of Evasion, this ability gives +6 to AC and +3 
to all saving throws. In addition, Greater Evasion allows the rogue to 
move so quickly that his movement rate is increased by 2 and normal 
missiles have no chance of striking him. Greater Evasion lasts for 5 

A little better, I guess. Better than Improved Invisibility in power,
but weaker still in duration and magic defense. It at least makes you
faster, and makes you immune to normal missiles. It'll help a Thief out
defensively, but if you've got spells as well, you probably won't need

Magic Flute (Bard only)
This ability creates a magic flute made of pure magical energy. When 
played, the flute can be used to cast the following spells:

Resist Fear (Party) - 1 charge
Globe of Invulnerability - 1 charge
Delayed Blast Fireball - 3 charges

The spell-like abilities on the Flute are used in the same way that a 
wand's powers are used. The Flute lasts for 1 day.

What ass. Really? Resist fear is a low-level spell, Globe of 
Invulnerability isn't going to protect you from anything in Throne of
Bhaal, and... well, Delayed Blast Fireballs are kinda nice, but it's not
worth sacrificing a feat over. Getting the bonus spell slots for a Mage
is one thing... it allows you to prepare any extra spell of that level,
and is a prerequisite for the 10th level spells, but this? Pass.

Scribe Scrolls
Special Requirements: You must know the Use Any Item ability

This ability allows a rogue to create low and mid-level spell scrolls. 
The scrolls that the rogue can create are randomly chosen from the 
following list:

1) Magic Missile 
2) Haste 
3) Fireball 
4) Dispel Magic 
5) Dire Charm
6) Invisibility
7) Cone of Cold
8) Monster Summoning II
9) Monster Summoning III

By Throne of Bhaal what use are half of these spells? Magic Missile, 
Dire Charm, Monster Summoning II and III are parlor tricks. Maybe back 
in Durlag's Tower this would have been handy, but not now. It doesn't do
anything a Cleric, Druid, or Mage can't do better and more readily.

Set Exploding Trap
This ability allows the rogue to set a powerful trap that unleashes a 
fireball which causes 10d6 damage (save vs. spells for half damage) and
will knock its victims off their feet.

I generally think traps are pretty useless. Are traps really going to
help you against Beholders, Dragons, and Liches? I doubt it. 10d6
damage? That's a fireball, a 3rd level spell. Don't waste your feat.

Set Spike Trap
This ability allows the rogue to set a powerful spring-loaded spike trap
that does 20D6 damage to the unsuspecting creature that sets it off.

Now this is a little better. 20d6 is hefty damage, and dealing that will
actually bother a powerful creature. If you want to do hit and run
tactics, this is an option.

Set Time Trap
This ability allows the rogue to set a magical trap that casts a weaker
version of the high level Time Stop spell. For 10 seconds, the flow of
time slows for all but the rogue. Often, a rogue will use this trap to
get behind an opponent for a free attack.

This is also an interesting ability. 10 seconds is just over one combat
round, during which time a Thief can hide in shadows, like the
description says, or if they're multi-classed they may... say... pop out
a Whirlwind Attack? Just a thought.

Use Any Item
Rogues take pride in their ability to adapt and make clever use of 
whatever is at hand. This ability is an extension of that basic skill. 
Once learned, the effect is permanent. The ability allows the rogue to 
use any item, even items that are typically restricted to one class. 
This allows the rogue to use everything from wands and scrolls to mighty
weapons that none but a Fighter could otherwise use. This ability is a 
prerequisite to the Scribe Scroll ability.

Well... you never know what is going to be class restricted, but if you
are a Fighter/Thief, you can already use those mighty weapons, and if
you're a Thief/Mage, you can already use those wands, right? Not always.
There are a few instances where this comes in handy, and Haer'Dalis
should always get it. For a Fighter/Thief or Fighter/Mage/Thief
protagonist, this is also a must-get. It'll allow you to use such gear
as Montolio's Cloak or Wondrous Gloves.

My Protagonists							{DND109}
I've played this game quite a few times, and have had many protagonists
over the years... but for these guides I've focused on the strongest,
most power-gamey characters out there, characters who are individually
powerful, unique, and fit well into various party setups. I first
started built this guide around a Fighter/Mage protagonist leading a
good party, but later added information for you evil folks out there.
The evil party was, by necessity, led by a Fighter/Mage/Thief

The Fighter/Mage						{DND110}
Half-Elf, Male
True Neutral

Strength:	18/74	(19)
Dexterity:	18	(19)
Constitution:	18	(19)
Intelligence:	18	(19)
Wisdom:		10	(13)
Charisma:	10	(11)

Starting Proficiencies:
Flail:			++
Katana:			+
Two-Weapon Style:	+++

At the end of this game, the Fighter/Mage is arguably the strongest
character there is. I don't argue it, but I'm sure somebody might. As
far as I'm concerned, it's as strong of a protagonist as you can get.
Since this is your protagonist-the only character whose creation you get
to determine-you might as well make sure they've got the best possible
attributes. The ideal is to start out maxed in Strength, Dexterity,
Constitution, and Intelligence... which I've done. This character is
further boosted by tomes obtained in the first game, and if you're
following through with me, yours will be, too. It gives us an extra
advantage that surely befits our protagonist's paternity, and starting
out with a 19 Strength really helps this character shine. The Dexterity
and Constitution give him the ability to survive better, since he will
not, for most of the game, have much in the way of armor. Intelligence
is more of a matter of simplicity, as with a 19 Intelligence our
Fighter/Mage will not be restricted by a maximum number of spell per
level, and only rarely by failure when scribing scrolls... the latter of
which can be negated just by shifting the difficulty down to normal or
by save/loading.

What does this character do, you ask? A Fighter/Mage is what it sounds
like, a hybrid of fighting power and magic. Seems cliche, and these
hybrid characters never work anymore... but go back to the turn of the
millenium, when 2nd Edition Dungeons and Dragons ruled the land... or
was so recently subverted that it was still fresh in one's mind, at
least. The Fighter/Mage really does get the best of both worlds, and
these are two domains made stupidly strong in Baldur's Gate 2. Weapons
have never been meaner, and melee attacks soundly leave missile attacks
in the dust in Baldur's Gate 2, generally having more potent effects
and requiring no specialized magical ammo to harm creatures. Also,
freed from the confines of Baldur's Gate 1's level cap, our warriors are
free to rack up multiple attacks per round and drop their THAC0s to
stupidly low numbers. Nothing kills quite so quickly or dependably as a
high-Strength melee character with a good weapon in this game.

But that's just one side of the coin. The other, of course, is magic. On
its own, a warrior would be largely incapable of bypassing the defenses
of many creatures in this game, or surviving their onslaughts. Stoneskin
has a way of nerfing a warrior's potency, and an Illithid-who kills by
draining Intelligence instead of chisling away Hit Points-is just a
threat a warrior isn't built to handle. The Fighter/Mage, however, is
equipped to handle anything. Depending on the foe, they can buff
themselves with the appropriate magics to make themselves resistant
(or out right immune) to attack in ways a warrior can only dream of-
armor be damned. Thus protected, they've got a better chance of cutting
or smashing their way through any opposition, whereas a single-classed
Mage or Fighter could not.

To say that their magic is purely defensive and in service to their
melee, however, is not accurate. Certainly spells like Stoneskin and
Blur protect and thus protected, the Fighter/Mage is able to endure and
destroy, but without spells like Dispel Magic and Breach they, like any
single-classed warrior, would be unable to harm certain foes at all.
When necessary, however, they can just outright play the Mage card.
Lobbing out a Chaos or Slow will hinder enemies more than anything any
warrior could hope to do in a single round, and while it's true that
most of the death-dealing will be done with the Fighter/Mage's weapons,
it's the magic that allows them the security (and deprives the enemy of
any) to do so.

The ultimate expression of the Fighter/Mage synthesis is realized late
in the game (as a multi-class character, no levels are redundant for the
Fighter/Mage, who is always improving in significant ways long after
single-classed warriors have stopped gaining anything but Hit Points)
with the Time Stop/Greater Whirlwind combo. A single-classed Mage with
Time Stop and Horrid Wilting is a brutal thing, as is a single-classed
warrior with Greater Whirlwind. But together, you get an attack of such
breath-taking potency that even late-game bosses have no choice but to
topple over and die in front of it. And of course, the Fighter/Mage can
always just mimic the tactics of either of their component classes, as
well, when it suits them. The Fighter/Mage is the most defensively and
offensively powerful character out there.

How to Use the Fighter/Mage Effectively:
To start out the game, he picks the spells he'll need to get him started
listed in [DND097]-[DND100]. For his proficiencies, he'll get three
ranks in Two Weapon Style to reduce two weapon penalties by as much as
possible. He'll also get two ranks into Flails... mostly because Flails
were great weapons in the first game, and one of the best weapons you
can get in Baldur's Gate 2 is a Flail-which is obtainable rather early.
Lastly, I had him become proficient in Katanas, as Celestial Fury-one
of the most potent weapons in Shadows of Amn-will be available early
on. Later on in the game he'll get another point into Katanas, and
start working on Axes. This will allow him to ditch Celestial Fury
sometime in Throne of Bhaal so he can equip the Axe of the Unyielding.
The entire Fighter/Mage potency thing I drooled over above depends on
two things-having the best weapons, and the right spells. I intend to
make sure it happens.

The Fighter/Mage/Thief						{DND111}
Elf, Female
Neutral Evil

Strength:	18/44	(19)
Dexterity:	19	(20)
Constitution:	17	(18)
Intelligence:	18	(19)
Wisdom:		10	(13)
Charisma:	10	(11)

Starting Proficiencies:
Katana			+
Long Sword:		++
Two-Weapon Style:	+++

The Fighter/Mage/Thief is a compromise-but not a bad one. The evil
party needs a Thief, so my typical Fighter/Mage combination puts on a
Thief hat. Simple as. Instead, however, of making a poor copy of my
Fighter/Mage and adding in some Thief, we should look at this class as
an opportunity, rather than as a burden. True, it's the Fighter in the
name that does the killing, and the Mage that allows it to happen, just
like with the Fighter/Mage, but the Thief's offerings are capable of
boosting the former. The idea here is simple-the best offensive benefit
added by a Thief is the backstabbing, so the Fighter/Mage/Thief should,
at every opportunity, strive to backstab. It's not easy to achieve in
Baldur's Gate 2, however, a game where nearly every Mage will gleefully
expose you with True Sight and some foes are just outright immune to
backstabs. Also, since my Fighter/Mage/Thief acts as the party tank and
specialized troubleshooter, it's difficult to work in a backstab when
you're drawing the attention... something going invisible would work
against, even if you could do so without being detected.

Our backstabbing abmitions will eventually become a reality, however,
when my evil protagonist obtains the Dagger of the Star +5, which has a
15% chance to turn the user invisible every time they hit a foe. A bit
of micromanagement, or simply keeping them behind foes to start with,
and you can rely on the massive x5 backstab bonus damage to occur. A
single such hit with a high-Strength evil protagonist will likely
seriously wound or even outright kill most foes in the game.

Additional tactical flexibility is made possible with the 'Use Any
Item' ability. Again, taking the glass-half-full approach, since the
Fighter/Mage/Thief is denied access to Mage epic feats, getting Thief
and Fighter, instead. This ability allows the Fighter/Mage/Thief to wear
items they would otherwise be prohibited from using, allowing them to
gear up in ways impossible to the Fighter/Mage. I'm not going to lie
and claim this makes the Fighter/Mage/Thief equal to the Fighter/Mage.
It doesn't. Spell selection and the ungodly Time Stop/Greater Whirlwind
combo will always be points in favor of the Fighter/Mage, but the
Fighter/Mage/Thief is potent in its own right.

How to Use the Fighter/Mage/Thief Effectively:
My Fighter/Mage/Thief will likewise pick what spells are best suited
towards a combat-active Mage's survival. There were a great number of
potent Long Swords in the first game, so she starts out Specialized
in them, mastered in Two-Weapon Style, and Proficient in Katanas. She
will, like the Fighter/Mage, aspire towards Celestial Fury and become
Specialized in Katanas as soon as she can. Unlike the Fighter/Mage,
however, she will not be using the Flail of the Ages-that belongs to
Viconia in the evil party. Korgan, instead of Viconia, will use Crom
Faeyr (she just has no business having 25 Strength with one attack
per round), first with a shield in Shadows of Amn, and in Throne of
Bhaal, after building up proficiencies, he'll dual-weild the Axe of
the Unyielding, meaning Axes are out in the long run. Instead, my evil
protagonist doubles-down on Long Swords and uses the Equalizer as her
off-hand weapon of choice throughout Shadows of Amn. Afterwards, she
focuses her energy on Daggers in anticipation of the mighty Dagger of
the Stars, which will turn her into a back-stabbing monster, and
switches out the Equalizer for Angurvadal when it becomes useful to do
so. Other weapons like The Answerer and Hindo's Doom also find their
way into my inventory, for use in certain situations. As a Thief, she
gets her Find Traps up to 100 so she can detect and disarm pretty much
any trap in the game. She also gets her Open Locks up to 100 to negate
the need for any Knock spells. Lastly, she starts to partition her
remaining points between Hide in Shadows and Move Silently until they
are both 100, in preparation for future backstabbing. In the meantime,
a lower score and Boots of Stealth will do just fine. As for Pick
Pockets... Haer'Dalis works just fine for that purpose... it's certainly
better than wasting my protagonist's pointson it.

Importing Your Character from Baldur's Gate 1			{DND112}
It's quite simple to import from Baldur's Gate 1. Just go to the 
directory in which your Baldur's Gate 1/2 games are saved. Find your 
Save folder in Baldur's Gate 1 and copy the desired save game (ideally 
the Final Save) and move it into the Save folder of your Baldur's Gate 2
game. For me, using Windows 7, these files were found in the following

Libraries/Documents/Baldur's Gate II - Enhanced Edition

You can also export your character from within Baldur's Gate 1 and
move the character file over from the Characters folder in Baldur's 
Gate 1 to the Characters file in Baldur's Gate 2. When in character
creation in Baldur's Gate 2 just click the 'Import' button and pick the
selected save/character. If these folders aren't in existence in your
Baldur's Gate 2 directory, just create them manually.

Amazingly enough, you can also import characters from good old vanilla
Baldur's Gate 2 to the Enhanced Edition. Just export the character
while playing Baldur's Gate 2 and copy the character files. These files
will be found in the 'characters' folder, named whatever you called the
export. There are two files you need to get, a .CHR file, and a .BIO
file. For example, if you export a character within Baldur's Gate 2
and name the export 'BOB', the files you'll want to get are BOB.CHR and
BOB.BIO. Just move them from the vanilla Baldur's Gate 2 'characters'
file and into the BG2EE 'characters' file, then start up BG2EE and
create a new character, selecting the 'import' option.

Note: When importing your character, the game will 'reroll' your
Hit Points in some cases. It's not fun when you import a character who
had 67 Hit Points at the end of the first game, only to find that for
the sequel you're starting out with 48 Hit Points. There is, however,
an easy work-around for this. Just set the game's difficulty down to
the lowest setting before importing your character to ensure your rolls
are maximized-hence setting them at their end of Baldur's Gate 1 values.

|								       |
|			   Characters {CHR001}			       |
|								       |
You'll notice that there are new friends and old to be recruited in
Baldur's Gate, but most of them, with the exception of Mazzy and ???????
can be found fairly early on in the game. You'll also notice that there
are fewer characters in Baldur's Gate 2. What they lack in numbers they
make up for in personality, an immeasurably favorable exchange. As there
are less characters there are less choices, but there are also fewer
dead-weight characters in this game. Even the characters from the first
game have typically been buffed up a bit.. and why not? Your main 
character certainly gained some attribute points over the course of the
first game, right?

Most characters have quests associated with recruiting and/or securing
them, but many also have some quests that need to be completed when
they are traveling with you. They are mentioned in brief in each 
character's description, mostly to point them out and let you know 
where to find them in the Walkthrough, since their inclusion can be 
somewhat... whimsical... at times. It made sense to me when I was 
writing, honest.

Character Starting Stats					{CHR002}
The starting attributes of recruitable characters can vary wildly
depending upon when you recruit them. Like in Baldur's Gate 1, they
will gain experience to scale to your level when you reruit them... to
an extent, anyways. The computer is never as smart about Hit Point rolls
or proficiency allocation as you will be, however, so try to get to
these characters early before the computer nerfs them too much.

Aerie								{CHR003}
Female, Elf, Cleric/Mage, Lawful Good
Str 10, Dex 17, Con 9, Int 16, Wis 16, Cha 14

Starting Proficiencies:
Club			+
Mace			+
Quarter Staff		+
Sling			+

Enter Aerie, both a divine and arcane spell caster as well as a possible
romantic interest for male protagonists. For reasons I've discussed
before, I don't really find her very useful. I'm tempted to say that
with some patience she could pay off, eventually, but I'm restrained
from such optimism with the following question: who would you replace
Aerie with in the good party? This depends, of course, on what role you
want her to play, either filling in for a Cleric, or a Mage. If you try
to fit her in as a Cleric (in place of Anomen), you're significantly
weakening the fighting ability of your party. Since Aerie has to play
by Mage rules (no heavy armor), she's not much for melee combat... and
I'm sure not taking defensive gear from my Fighter/Mage to accomodate
her. Her Dexterity means that, technically, she could be moderately
well-protected in combat, but her Constitution and Strength just ruin
her. She would, at best, be a much, much more vulnerable version of
Viconia (lighter armor, no Magic Resistance, lower Dexterity), but
honestly, Viconia is only in combat in the first place because of her
defensive performance, and even then, only with a Strength-boosting
item devoted to the cause. As a multi-class character Aerie will
develop too slowly to really serve as a stand-alone Cleric, much less
one that will need the THAC0 and Hit Points to handle melee combat. If
you want to her to replace Imoen, the problem is even more acute-then
you need a Thief for the party, on top of the fact that a multi-class
Mage is not sufficient for the party caster. It would be near the end
of the game before she got any 9th-level spells, and while I'll suffer
this downside for a Fighter/Mage, who can contribute mightily in melee,
I will not suffer it in what is supposed to be our dedicated party
Mage. Even Imoen is on the cusp of too slow for the position. Failing
that, we can insert her instead of Minsc, where she can contribute
mostly with buffs (since her low level will inhibit both her spell
selection and potency.) In place of Minsc's bow... eh... it's a wash,
really, but if you're at all attracted to dropping Minsc for ???????
at any point, dragging out Aerie is pointless. She certainly can't
compare with ???????'s melee prowess.

Recruiting Aerie:
You can find Aerie in the bewitched circus tent in Waukeen's Promenade
(AR0604). You'll need to go in and free her to recruit her, and defeat
Kalah and finish the Circus Tent quest to keep her-which really isn't
too much more of a requirement. This quest is located in the walkthrough
at [WLk015].

How to Use Aerie Effectively:
Aerie comes ready to go with Slings, which is fine. It' how she'll be
able to contribute to fights without casting spells. Of course, since
she's a mutli-class Cleric/Mage, if she's not casting a spell at any
given moment, she's not being used optimally. Her best use for most of
Shadows of Amn is as a buffer and healer... the equivilent in the evil
party is Haer'Dalis, save that unlike Haer'Dalis, her caster level will
be too low to bother with some spells. This does not, however, prevent
her from using True Sight, Breach, Haste, Slow, or Chaos... when she
eventually gets them. Her spell progression will be on par with the
Fighter/Mage's, and hence the easiest fit is to replace Minsc with her,
and use her as a poor man's Viconia. Give her a suitable melee weapon
(Flail of the Ages seems profoundly wasted on her), and supplement her
poor Armor Class with Stoneskin and Blur. She can always inherit the
Bracers of Defense A.C. 3 after you obtain Bladesinger Chain, which...
well, is something. Midway through Throne of Bhaal should could actually
get quite potent, once she can contribute with Horrid wilting, Sunray,
and Spell Triggers, and she will eventually get Time Stop if you were
careful to obtain all the scrolls you can find. For most of the game,
however, she is a buffer/debuffer and a healer, a secondary spell-caster
through and through.

Anomen								{CHR004}
Male, Human, Fighter/Cleric, Lawful Neutral
Str 18/52, Dex 10, Con 16, Int 10, Wis 12, Cha 13

Starting Proficiencies:
War Hammer		+
Mace			++
Sling			++
Sword and Shield Style	+

Anomen has several perks which makes him the best combat Cleric in the
game. First, he's a dual-classed Fighter, and while his dumbass didn't
stay a Fighter long enough (and didn't spend her proficiency points
wisely enough) to get the most out of it, he will have multiple
attacks per round and the ability to Specialize in weaponry. He's also
got a passable Constitution and a high Strength score, meaning you can
wait quite a while before handing him any Strength-boosting items.
Of course, at 25th-level he'll automatically get a Holy Symbol which
boosts his Strength, so really, you never need to concern yourself with
Strength. His Dexterity, however, is poor for a warrior, and while he
might benefit from The Brawling Hands, Korgan or Keldorn will benefit
more-both of them are worth neglecting a shield with, and hence, Anomen
will just have to make do with heavy armor and a shield. He can
technically fit into either party, provided you take his story quests
down the right (or wrong) route, but honestly, a good party playthrough
with Anomen is all I can stand. The thought of dragging him around with
me through every playthrough is enough to make me want to poke my eyes
out and chop off my hands. Not that he's a bad Cleric, he's not, he
just has a bit of a personality disfunction, and he wears on me... not
enough, however, that I avoided dragging him around with my evil party
for a while. Although I tout Anomen's melee prowess, he is, first and
foremost, a Cleric. A good one, too. He's not any worse for the position
than Viconia, save a few inconsequential extra spells due to Wisdom and
somewhat slower progression due to his Fighter levels, but nothing that
will be an issue down the road.

How to Use Anomen Effectively:
Anomen is pretty simple-get him some heavy armor and put a blunt weapon
in his hands. Fortunately for us, he knew he'd be dual-classing into a
Cleric some day, and hence, he avoided putting any ranks into edged
weapons. Huzzah. He really excels with either a Flail or a War Hammer,
however. Yeah, either the Flail of the Ages or Crom Faeyr, what else
would I be talking about? Either one would work for him, but I prefer
to give him Crom Faeyr and let my protagonist abuse the best two
one-handed weapons in the game. He also could potentially dual-wield,
but since this would critically deprive him of Armor Class (and take
half of forever for him to accumulate enough proficiencies to bother
with it), I don't suggest it.

Recruiting Anomen:
Anomen can be found in the Copper Coronet (AR0406) at (x=1530, y=1660).
In Anomen you'll find all the naive charm of Ajantis. Really, who sits
around in a sleazy bar in the slums asking people if they are courageous
and good? In any event, assure him that you are both and he'll offer to
join your quest. He seeks to prove his worth so he can join the Most 
Noble Order of the Radiant Heart, and with what this game has in store
for him, he'll get the chance to prove such many times over. 

Anomen's Quest:
After traveling with Anomen for a while, you'll have to deal with
Anomen's family quest. It's best if you prompt Anomen to stay virtuous
and ignore his father's request for revenge. It won't help his family
life, but it will allow him to join the Most Noble Order of the
Radiant Heart. If he fails at this, his often antagonistic relationship
with Keldorn will turn downright divisive. If you want both in your
party, you have to prevent Anomen from taking justice into his own 
hands, however unsatisfactory the results. You'll find this quest
described in full in [WLK010]. If Anomen stays on the right track and
joins the High Hall of the Radiant Heart his alignment will change to
Lawful Good and his Wisdom will increase from 12 to 16.

Cernd								{CHR005}
Male, Human, Shapeshifter, True Neutral
Str 13, Dex 9, Con 13, Int 12, Wis 18, Cha 15

Starting Proficiencies:
Scimitar		+
Dagger			+
Quarter Staff		+
Sling			+

I'm not even going to try to be partial here. Cernd sucks. His stats
suck, and his class sucks. Sure, he can shapeshift into a Werewolf, and
eventually a Greater Werewolf. Unless you've got a fix installed,
however, it's horribly nerfed, and even if you unnerf it, I still doubt
its potency compared to, say, a well-armed Jaheira. His spells are
fairly effective, but he's not going to cut it as your party's Cleric
(no Druid really can.) As a Werewolf he's serviceable so long as you're
committed to giving him nearly every Armor Class boosting item you get.
He can't wear armor, and a -2 Armor Class just doesn't cut it. Also keep
in mind he can't cast any Druid spells once he's committed to
shapeshifting. So what I want to ask is this; why take Cernd over
Jaheira? Jaheira can wear armor, which gives her a vastly improved Armor
Class without having to give her preferential treatment. A suit of Full
Plate Mail +1 and a Large Shield +2 is great early-game defense for her,
and it requires no real special investment of unique gear. Her THAC0
will be lower (or at least comparable) to Cernd's in werewolf form, and
she doesn't have to shapeshift to get these combat stats. Best of all,
she can cast spells while being combat-able. She won't get quite as many
Druid spells as Cernd, but her ability to obtain Greater Whirlwind
Attacks makes her far and away a better combatant by the end of the
game. There's just absolutely no good reason that I can think of to pick
Cernd over  Jaheira. At least he doesn't need stat-boosting items. You
might think he would, but since he's only combat-savvy as a werewolf, he
can just augment his stats by transforming. Eventually Cernd will be able
to get the Elemental Transformation ability, and really, to contribute in
a  fight he'll need it. Still, with a THAC0 of 2 and -5 Armor Class,
he'll still be eclipsed by all his party members and-more importantly-
his enemies. By the time Jaheira was ready to get her first high-level
ability, she had a THAC0 of 1 and a -8 Armor Class-without transforming
into anything. Not to mention she had more Hit Points than Cernd could
have hoped to attain, and she could still cast spells while maintaining
her good combat stats. On top of that, she can grab Whirlwind Attack and
further widen the gap between herself and Cernd.

How to Use Cernd Effectively:
Anything that can boost his Armor Class-Rings of Protection, the Cloak
of the Sewers, he's going to need it. He can't wear armor, and even if
he could, he can't bring it with him when he shapechanges, which is
where all his offense lies. Given his attributes, it's something he will
have to rely on pretty much all the time. In all honesty, though, he's
probably better off used as a casting Druid. His shapeshifting abilities
just aren't good enough to bother putting him in melee combat. Yeah,
his defenses get fairly good, but he'll never have the THAC0 to compete
with the game's best... or even mediocre, for that matter. As a caster,
he does alright... not that Druid spells are so good that the deserve
a dedicated caster. Melee is, and always will be, his core issue. I
refuse to waste a spot on my roster for a non-fighting Druid, and
shapechanged or not, Cernd just can't make a good show for himself in
combat. Even if you toss him a Strength-boosting item, White Dragon
Scale, and the Staff of the Ram +6, he won't be up to snuff. On the
other hand, as a Greater Werewolf, his Armor Class is decent, but his
melee prowess still leaves much to be desired. The sheer fact that he
can't hit creatures requiring a +3 weapon or better while shapeshifted
makes it a useless transformation in Throne of Bhaal, really.

Recruiting Cernd:
Cernd finds himself in a precarious position in Trademeet (AR2000),
where a group of hostile Druids have been attacking. Cernd, trying to
defuse the situation, becomes a scapegoat. On your word (and promise to
set things straight) Cernd will be released into your custody. Cernd's
primary interest is resolving the strife between Trademeet and the
nearby Druids, which is covered in [WLK022].

Cernd's Quest:
When you return to Athkatla with Cernd in your party (after dealing with
the Druids of Trademeet) he'll have to deal with the ghosts of the life
he left behind-namely the wife and child he abandoned. The only way you
can mess this up (besides simply not doing it) is to abandon him when
he confronts the antagonist of this quest. This quest is covered in
full in the Walkthrough [WLK022].

Dorn								{CHR006}
Male, Half-Orc, Blackguard, Neutral Evil
Str 19, Dex 16, Con 14, Int 10, Wis 15, Cha 16

Starting Proficiencies:
Crossbow		++
Two-Handed Sword	++
Two-Handed Weapon	++

Dorn returns from the first Enhanced Edition game, ready to resume his
role as the rightful leader of the evil party. He's got the most
Charisma of any evil character in the game, eeking out Viconia by a
point. What makes him stand out, however, are his physical stats. With
a natural 19 Strength he'll never need any Strength-boosting items.
His Dexterity is also passable... at the very least, he's doing better
than Keldorn, although his Constitution is just below anything useful.
On the plus side, the game is very generous with his Hit Point rolls,
so his low Constitution isn't as bad as it could be. All in all, he's a
sturdy addition to the evil party. The only threat to his position is
the evil party, at least in MY evil party, is ???????, who out-guns him
stat-wise... but that's something we need not worry about until Throne
of Bhaal.

How to Use Dorn Effectively:
Strap the heaviest armor you can find on him, give him some secondary
protection items, and put a Two-Handed Sword in his hands-Dorn is a
pretty simple creature. As a Blackguard he's immune to level drain,
which is a very handy trait indeed. Any time foes like Wights and
Vampires rear their heads, send in Dorn to occupy them. It really
simplifies such encounters early on, until you get the Amulet of Power.
He comes with all the proficiencies you need-in the early game he'll
make good use of the Sword of Chaos +2, and for ranged attacks he'll
be potent with the Firetooth +4 Crossbow. Two-Handed Swords aren't
his end-game future, however. He'll find superior Halberds before long,
even if he will end Shadows of Amn with the Silver Sword +3. In Throne
of Bhaal, however, Two-Handed Swords can't compete with the awesome
potency of the Ravager +6. The best Two-Handed Weapon in the game is
a Halberd, so Specialize in them as soon as you can.

Recruiting Dorn:
Dorn's dark shadow taints the Temple District (x=2550, y=3380), where
he waits, anticipating his latest murder in the name of his patron.
Offer to give him and hand and crash the wedding at the nearby High
Hall of the Radiant Heart (x=3330, y=3400) (OH500), where he aims to
kill Bollard Firejaw. Give him a hand, then promise more slaughter to
follow to keep him around. The rest of his quests are recorded in

Dorn's Quests:
Dorn's questline starts out with a pair of assassination missions,
which result in mandatory reputation loss and a few big fights. You'll
be ambushed when returning to town from the second one, after which
you'll suffer a visit by Azothet and then Ur-Gothoz. The next part of
Dorn's quest involves heading to Resurrection Gorge and resolving,
through combat, whether Dorn'll break free of Ur-Gothoz only to end up
in the service of Azothet, or whether he will break free from both and
lose his Blackguard status. In Throne of Bhaal, Dorn will find himself
placed on the Scroll of Retribution for his earlier actions, and in
short order, so will you. You'll have to assault Lunia-a heavenly plane,
to remove your names from the Scroll of Retribution... and perhaps pen
a few in their places...

Edwin								{CHR007}
Male, Human, Conjurer, Lawful Evil
Str 10, Dex 10, Con 16, Int 18, Wis 10, Cha 10

Starting Proficiencies:
Dagger			+
Quarter Staff		+

Edwin is a little stronger and wiser than in the first game, but he's
still the same glass-cannon he ever was. He is in no way a melee 
character, and his Dexterity ensures he'll never do well in ranged
combat either. He is, however, the best Mage in the game, and unlike
Clerics or Druids, I don't expect, nor do I require melee competence
form my Mages. Edwin is a Conjurer, the best specialist Mage there is,
and he gets several bonus spells per level. He is, quite simply, a
better Mage than anything you, or I, or anybody could roll up.

How to Use Edwin Effectively:
Have him learn to use Darts and he's all set. Really, being a Mage makes
it pretty easy when it comes to  proficiencies. The only downside to
Edwin is that he can't use Divination spells. As far as applicable uses
goes, this means he can't cast Detect Invisibility or True Sight. Still,
with Viconia and/or Jaheira in tow, they can handle our True Sight
needs. Still, he comes with a well-stocked spellbook, and what little
he lacks can be bolstered by some potion-assisted stealing sprees. He
really just is the best Mage in the game, from the moment you start
exploring the Docks District until the end of the game.

Recruiting Edwin:
You can find him in the Docks District of Athkatla, in Mae'Var's
Guildhall (AR0304)  at (x=850, y=350). To recruit him you need to do a
bit of work, however. Accept Renal Bloodscalp's mission to investigate
Mae'Var and do some work for both Mae'Var and Edwin, who will both give
you two missions. After the second Mae'Var mission he'll offer to help
you take Mae'Var down, allowing you to recruit him.

Edwin's Quest:
Even after taking down Mae'Var, Edwin's not in it for the game yet,
however, as you'll need to track down the Nether Scroll before he'll
stay for good. Fortunately this is near the same area (AR8002) you need
to  explore to find the Book of Kaza that Korgan wants. Once obtained...
well, Edwin will begin translating the damn thing, of course, which
leads to more trouble. Don't rat him out (but don't refrain from
teasing him), and if you help him overcome a fellow Red Wizard named
Degardan, he'll be yours for the rest of the game. This quest is fully
covered in [WLK008].

Haer'Dalis							{CHR008}
Human, Tiefling, Blade, Chaotic Neutral
Str 17, Dex 17, Con 9, Int 15, Wis 13, Cha 16

Starting Proficiencies:
Short Sword		++
Dagger			+
Dart			+
Two Weapon Style	++

Haer'Dalis is a poor compromise of a character that might just end up in
an evil party due to a simple lack of options. He's got a high enough
Strength to start out, but to do anything meaningful in combat, he's
going to need a Strength-boosting item. His Dexterity is passable, but
his class and Constitution both conspire-by depriving him of good armor
and Hit Points-to keep him off the front lines. At the end of the day he
might as well be viewed as a poor substitute for a Fighter/Mage, with
less potential Armor Class, Hit Points, THAC0, spell selection, and epic
level feats. Which is to say that he'll fit into that role about as well
as an elephant fits into a size-0 bikini. Add to this the fact that he
has about the most useless starting proficiencies of any recruitable
character, and we've got a serious... ah... 'fixer upper'. Although he
only gets up to 6th-level spells, this is good enough to get him some
essentials-Blur, Mirror Image, Dispel Magic, Haste, Stoneskin,
Fireshield, Breach, Chaos, Pierce Magic, and True Sight. This will help
make up for the fact that my Fighter/Mage/Thief protagonist doesn't
advance very quickly, and Edwin simply can't cast True Sight. By Throne
of Bhaal, however, Viconia has enough True Sight to make up for Edwin,
and my protagonist is now a high enough level that we can safely discard
Haer'Dalis for ???????, which what I intend to do.

How to Use Haer'Dalis Effectively:
My suggestion is you get him out of melee combat as soon as you get him.
He's going to have to level a bit, but once he does, give him a Crossbow
and keep him back as an archer/support Mage. Of course, while he might
not be able to contribute in combat himself, he always has his
bard-song, which at least allows him to do something. When he levels up,
have him become proficient in Two-Handed Swords first, and Halberds
later. In many fights later in the game, having an extra hand in combat
will be more useful than having a bard-song, even with the Enhanced Bard
Song feat. To this end, having a powerful weapon with reach will allow
him to deal damage without putting himself too much at risk... and did
I mention he'll make a great support Mage throughout Shadows of Amn?
His high level means he'll be a better buffer than pretty much anybody
else, so if you need a Haste or Dispel Magic, he's the one to go to.

Recruiting Haer'Dalis:
To get Haer'Dalis you'll have to rescue him from the Mage Mekrath, who
has a lair in the sewers (AR0705). You can either kill Mekrath, or help
him get a mirror back from a wayward imp. Once Haer'Dalis is reunited
with his misfit troupe back at the Five Flagons Inn (AR5010) they'll
attempt to planeshift away from their pursuers. Wouldn't you know it,
the bad guys show up and take them hostage. This forces you to complete
the Astral Prison quest, after which Haer'Dalis is yours for good. 

Hexxat ***SPOILERS***						{CHR009}
Female, Human, Thief, Neutral Evil
Str 14 (20), Dex 16 (20), Con 14, Int 12 (14), Wis 10 (12), Cha 14 (18)

Starting Proficiencies:
Dagger			+
Long Sword		+
Short Bow		+
Short Sword		+

Talking about Hexxat necessarily means spoilers. There is no way
around it-I can either preserve the integrity of the story, or I can
adequately discuss Hexxat's performance throughout the game. This
section is dedicated to the former, at expense of the latter. Spoilers
follow, so if you don't want them, don't read beyond this point.

Hexxat's stats seem... decent, I suppose. I mean... Okay, they kind of
suck. She aspires to be decent in Dexterity, but for a Thief, you really
want more. As for Strength and Constitution, her attributes are just
below anything useful. Of course, you'll also notice the more
desirably numbers in the parentheses. What gives? Well, Hexxat is a
Vampire-the 'Hexxat' you meet in the Copper Coronet is just a lure to
bring you to the real Hexxat. Her Vampirism gives her a number of
intriguing properties-immunity to poison, disease, energy drain and
mind-affecting effects. She also regenerates. Pretty sweet. Her
weaknesses are overcome by necessity with the inclusion of a few items,
which you obtain during her initial quest-a cloak that allows her to
travel around during the day, and a coffin conveniently placed in a
Bag of Holding. This makes Hexxat even more interesting, as she's much
weaker with the cloak on (she reverts to the lower stats given above
while wearing this cloak), so you should strive to act indoors or
during the night to make the best use of Hexxat. Even cooler, if you
carry her coffin around, she will return to it to recover if she should
die-just wait a bit (or rest) and she will return, good as new. This
give you a character who is capable of more... suicidal approaches. If
she falls during a fight-who cares? She'll be back. Unfortunately,
Hexxat-being a single-classed Thief with low Constitution-will never
be terribly hardy, which just makes her relative invulnerability more

At first look, it might seem like Hexxat is the answer to many of the
evil party's problems. Baldur's Gate 2 has always been rather sparse
when it came to potent Thieves. Imoen just barely cuts it for the good
party, but for the evil party, my only option was to have a Thief
protagonist. Granted, a Fighter/Mage/Thief, because a single-class
Thief just isn't powerful enough for me to consider as a long-term
party member. And therein lies the problem-Hexxat is a Thief-just a
Thief. No kit, no multi-class, and no dual-class. Hexxat tries awfully
hard to be a powerful single-class Thief, with a slew of Vampiric
bonuses, abilities, and immunities, and she comes close-so damn close-
to making it work. Sadly, I just don't think you can overcome the
weaknesses of a single-class Thief. Even with her stats, by Throne of
Bhaal Hexxat will be no better in melee combat than Viconia, and
when you compare the roster of my chosen evil party-Dorn, Korgan,
Jaheira, Viconia, and Edwin-you'll see that not only do most of those
characters fight as good or better than Hexxat, but they tend to be
able to do other things, too. 

How to Use Hexxat Effectively:
Hexxat will perform competently in both melee and ranged combat-get her
a Short Bow and use her as a spell-less Imoen, but keep in mind that
her fantastic Strength score should not be squandered at a range. She
just begs to be used as a first-strike back-stabber. Her most useful
asset in this regards is her disposability-if she should falter in an
assault, she'll be back. Keep her in light armor, and allow her
Dexterity to keep her somewhat safe. Her Hit Points will always suck,
however, and she will never aspire to more than one attack per round,
due to being a single-classed Thief, so don't expect her to tank much.
She starts out Proficient in Daggers so she can use the Dagger of the
Star in Throne of Bhaal, where she can really make use of her
devastating backstab attack.

Recruiting Hexxat:
You'll find a rather addled and single-minded creature named Hexxat in
the Copper Coronet (AR0406) at (x=600, y=1050). She wants to go to the
Tomb of Dragomir in the Graveyard District, and won't take 'no' for an
answer. She will, however, suffer as much delay as you care to put her
through. In Dragomir's Tomb you'll uncover the real Hexxat, at the
expense of the old one. No big loss.

Hexxat's Quest:
After the mandatory journey into Dragomir's Tomb to recruit the real
Hexxat, the rest of Hexxat's questline follows. Over the course of time
she'll be bothered by Cabrina, who bears the word of Hexxat's employer,
'L'. Cabrina will bring Hexxat missions, courtesy of 'L', which you can
begin as they come up by returning to the Graveyard District. Once you
go on such a mission, you're stuck with it until it's done. There's
really not much you can do to screw up Hexxat's questline, save by
refusing to do her missions or, well, dying, but that's pretty much the
whole game. Her Shadows of Amn quests can be found in [WLK046]. In
Throne of Bhaal her quests will start up again when you enter Zekee's
Tavern in Amkethran with Hexxat in your party. Cabrina will show up
again with a final task for Hexxat, for a reward that Hexxat negotiated
with 'L' ahead of time. Tackle another dungeon crawl similar to the
previous ones and when finished, Hexxat will get her reward. If you want
to keep her around, you'll need to talk her out of it, however.

Imoen								{CHR010}
Female, Human, Mage/Thief, Neutral Good
Str 9 (10), Dex 18 (19), Con 16, Int 17, Wis 11, Cha 16

Starting Proficiencies:
Dagger			+
Quarter Staff		+
Short Bow		+
Dart			+

Imoen makes it back for Baldur's Gate 2, and like in the first game
she's the first recruitable character you'll meet. She's a bit of a
chore to hang onto, however, as she'll need to be rescued shortly after
you escape, forcing parties who want her back to have to jump deep into
the story sooner than they might otherwise wish. I sure know I like to
fool around a lot before doing any major story stuff... just look at my
guide for Baldur's Gate 1. It took me forever to get to the Nashkel
Mines! Anyhow, Imoen has apparently made the same career move that we
made in the first game, and has become a Thief/Mage dual-class. This
allows her to fill both the Thief and Mage role for a good party,
although with less potency than Edwin by far. She starts out with the
ability to use Short Bows, which is good for us, but her Find Traps is
only 95%... not quite high enough for every trap in the game. It's
passable, and certainly better than dragging a Thief along, but if your
protagonist is a Thief (single, multi, or dual-classed) you might not be
too impressed with Imoen. Although she pales in comparison to Edwin,
Imoen allows me to play a Fighter/Mage, so as far as I'm concerned, she
is absolutely indispensible for the good party.

How to Use Imoen Effectively:
Imoen, unlike most Mages, can actually contribute to combat effectively
with Short Bows. Sadly, she will be absent for a large chunk of Shadows
of Amn, forcing you to drag along an understudy like Nalia or Yoshimo.
Once she's back, however, load her up with a Short Bow and she's good
to go. Once you get back to Athkatla you'll be able to assemble the
Short Bow of Gesen, which is a potent little item that will allow Imoen
to excel at a range throughout the rest of the game. As I said earlier,
her Find Traps score is only passable. Equipping a Ring of Danger Sense
on her (perhaps only when necessary) resolves that issue, however. Of
course, Imoen's not really a Thief, is she? She's a Mage. At that role,
she... well, she's better than Jan or Aerie. She pales in comparison to
Edwin, but who doesn't? Her progression will be slower (due to the fact
that she tends to miss out on half the experience in Shadows of Amn),
and she gets fewer spells per level than her red-robed counterpart. She
will never have the tactical versatility of Edwin, and it'll become
apparent when the evil party is smiting Umber Hulks with impunity thanks
to Edwin's Death Spells, and Imoen is... well, really wishing she had
more Death Spells, I imagine. You can save yourself some trouble by
storing spell scrolls you find early in the game, so that when reunited,
Imoen will be able to fill up her spellbook. This will go a long way
towards catching her up to speed. If you're very enterprising, drop
everybody else out of your party (save your romantic partner, to be
safe) and have Imoen scribe (and with Throne of Bhaal installed, erase
and rescribe multiple copies) spells, which will net a fair bit of

Recruiting Imoen:
Imoen joins you at the beginning of the game, springing you from your
cage in Irenicus' Dungeon. After escaping from Irenicus' Dungeon,
however, she'll be... well, the subject of the main story for a few
chapters. You'll have to raise money and take a leisure cruise by boat
to get her back, and that's just the beginning...

In Throne of Bhaal, Imoen will start developing Bhaalspawn abilities 
like we did during Baldur's Gate 1. Whatever Irenicus did to her, it 
apparently unlocked her innate Bhaalspawn powers. She'll develop her
powers two at a time, and inform you via banters about her changes.
First she'll develop the Cause Serious Wounds and Cure Serious Wounds
abilities. Next she'll gain the Neutralize Poison and Draw Upon Holy
Might abilities, and she'll get a one-point boost to her Strength and
Dexterity. Each time she gains new abilities, the party will gain 1000 

Jaheira								{CHR011}
Female, Half-elf, Fighter/Druid, True Neutral
Str 15, Dex 17, Con 17, Int 10, Wis 14, Cha 15

Starting Proficiencies:
Scimitar		+
Club			++
Quarter Staff		+
Sling			+
Sword and Shield Style	+

Another ally from the first game, and certainly one of the more
interesting females in gaming... at least as far as I'm concerned. She's
been given a considerable Dexterity boost in the sequel, taking her from
almost getting a bonus, to a +3 Armor Class bonus. This is a wonderful
change, and makes her a much more defensible character... and she's
going to need it in Baldur's Gate 2. In the first game you could control
her development from start to finish, allowing Jaheira to rack up a
respectable number of Hit Points. Not so in the sequel. If you obtained
the max roll for her Hit Points in the first game she'd have ended up
with 89 Hit Points. She'll start Baldur's Gate 2 with a measely 51 Hit
Points. Granted, she's a level lower in this game than she was by the
end of the first game, but even with another max Hit Point roll, she's
at 63 Hit Points out of a possible 89. This loss of 26 Hit Points
represents about a quarter of the total Hit Points she could normally
obtain, and is her single greatest liability. It's so bad, in fact,
that a high-level Jaheira will actually have fewer Hit Points than
Viconia, a Cleric who is notorious for her unimpressive Constitution
score-and unlike Viconia, Jaheira doesn't have Magic Resistance to
boost her defenses.

Unlike a single-classed Druid she can use Plate Armor and Shields, which
makes her in a different league altogether. She's comparable to a
Cleric, but without actual access to Cleric spells and with better
combat abilities. She does, however, gain access to Druid spells,
although her progression will be painfully slow. Once she gets access to
5th-level spells she can start throwing out Insect Plagues, which is THE
winning spell for most of Shadows of Amn, it'll do for you what Stinking
Cloud did in Baldur's Gate 1. And unlike a single-classed Druid, when
she's not casting Insect Plague she can contribute to the fight. She's
not strong enough to get bonuses in combat, and this paired with her
slower Fighter progression means she's in dire need of a Strength-
boosting item. Fortunately, one can be provided rather early in the
game, after which point Jaheira really has no downsides... aside from
the mediocre Hit Point rolls, anyways. She'll not only be one of your
best warriors, but a good healer... not to mention being the only
servicable Druid in the game.

How to Use Jaheira Effectively:
Get her a Strength-boosting item-like the Girdle of Hill Giant Strength-
from the Adventurer's Mart as soon as you have the scratch. It'll bump
her up from a mediocre warrior to a great one in short order. Of course,
her proficiencies also need some work. There are a few good Scimitars
in Shadows of Amn, but Daggers are really the power weapons for her, so
work on getting her Specialized in Daggers. Once you get toys such as
Boneblade +4 or Fire Tooth +3, she'll be all set, and one of the few
character adept at both ranged and melee combat, to boot. In Throne
of Bhaal you'll find an absolutely fantastic Scimitar, so as soon as
you're Specialized in Daggers, get her another rank in Scimitars.
Jaheira might require the investment of a choice item or two, but
not any moreso than Keldorn. In the evil party, however, it's not really
possible to favor Jaheira over Viconia, whose Strength concerns are
severe enough to prevent her from being armed and armored appropriately.
Jaheira will have to wait a good while to bring her Strength up to
snuff... but hey, it'll happen some day.

Recruiting Jaheira:
Jaheira can be found in Irenicus' dungeon (AR0602), in a cell
(x=3850, y=2650) in the same room you start out in.

Jaheira's Quest:
Jaheira has two quests associated with her. First is Baron Ployer's 
Curse, which is pretty simple; find and kill Baron Ployer before time 
runs out and Jaheira succumbs to his curse. The second quest is
longer and more complicated. While wandering around in Athkatla you'll
get a chance to rescue a man named Renfeld. Bring him to the Harper Hold
in the Docks District and leave him in the care of Rylock, who stands
near the door leading to the Harper Hold. Later, Xzar will ask you to
find a way into the Harper Hold and rescue Montaron. To convince Rylock
to let you in you'll need to do another quest for him-kill the monsters
being bred in 'Prebek's Home'. Afterwards you can gain entrance,
recover Montaron from the Harper Hold, and bring him back to Xzar.
After Xzar gets what he deserves, Jaheira will be summoned away from
the party for a while. Rest up, and when Jaheira returns your presence
will be requested at the Harper Hold. Join her, and deal with Galvarey
and his Harper buddies. After this, Jaheira will be naturally conflicted
over what happened-banters will pass and she'll be visited by other
Harpers, who will shake Jaheira's faith in the Harper cause. She'll
disband temporarily, but can be retrieved at the Harper Hold. Some
fights are mandatory, but others can be avoided if you keep your
reputation high enough (16 or greater). A high reputation will also
result in a greater quest reward when Jaheira's quest finally runs its
course. Both of these quests are covered in greater detail in [WLK034].

Jan								{CHR012}
Male, Gnome, Illusionist/Thief, Chaotic Neutral
Str 9, Dex 17, Con 15, Int 16, Wis 14, Cha 10

Starting Proficiencies:
Short Sword		+
Dagger			+
Quarter Staff		+
Cross Bow		+

Jan is, at best, a sub-par Mage who will never be able to cast
Necromantic spells such as Finger of Death or Horrid Wilting, and his
Intelligence doesn't do him any favors either. He is a potential
substitute for Imoen, and for an evil party, his blend of thieving and
magic might be the only option for an  otherwise Thief-less party.
Frankly, however, I prefer Imoen to him in every way. She'll become a
much better Mage (since she's a dual-classed Thief, and not
multi-classed like Jan) and she's got better Dexterity, Constitution,
and Intelligence. Heck, when playing a protagonist who has levels of
Thief I'd even prefer Aerie, who is less annoying and more versatile.
He's not a terrible character, really, but I'm rather adverse to having
a multi-class Mage as my primary party Mage. He could, in the evil
party, substitute for Haer'Dalis (with the same goal of getting
replaced by ???????), but this hardly gives us the ability to dispense
with the Fighter/Mage/Thief in the long run, and really, I have to
wonder how much difference there would be, gameplay wise. At the end of
the day, if it comes to hearing Jan talk about turnips, or hearing
Haer'Dalis call me raven, I'd rather take the fruity Bard.

How to Use Jan Effectively:
If you do play with Jan... well, he works much like Imoen. Get him Short
Bows and ignore his silly crossbow nonsense when he gets a proficiency
point to spend. Just keep in mind he is the weakest recruitable Mage the
game offers.

Recruiting Jan:
Jan can be found in the Government District of Athkatla (AR1000) at
(x=2730, y=1750). Trax, a representative of the Amnian Revenue and Tax
Board will show up and try to nab Jan for selling illegal merchandise.
You can either lie and cover for Jan and get some experience, or you can
sell Jan out for 100 gold. If you want him in your party you'll either
have to lie for him (not a hard thing to do, considering the experience
involved) or pay his 800 gold piece bail and suffer a net loss of 700
gold... but so annoying is Jan that the Prison Keeper will spot you 200
gold to get rid of him.

Jan's Quest:
After traveling with Jan for a while we'll be bothered by one of his
numerous relatives, Beeloo, who will tell Jan that a former love of his
is now staying at the Jansen family home. Go meet with this Lissa, and
you'll discover that her abusive husband has apparently injured their
daughter severely, and we need to get help. Jan stays behind and
refers us to his Uncle Gerhardt, who tells us to look for the 'Hidden'.
To find the 'Hidden' we need to go to the Government District, talk to
Lady Jysstev, then head into the sewers under the Copper Coronet. The
Hidden will promise to help us if we kill a pair of its pursuers. So
head to the Sea's Bounty, talk to The Thumb, then travel to the Five
Flagons Inn and kill a pair of Githyanki. Return to the Hidden to learn
that the girl has been healed, then return to the Jansen home to
witness an unhappy turn of events.

Keldorn								{CHR013}
Male, Human, Paladin (Inquisitor), Lawful Good
Str 17, Dex 9, Con 17, Int 12, Wis 16, Cha 18

Starting Proficiencies:
Long Sword		++
Two Handed Sword	++
Cross Bow		++

Somewhat weaker, but healthier, than Anomen, Keldorn has one glaring
weakness. His Dexterity is ass, and since he's built for Two Handed
Swords he won't be using a shield. Simply put, he absolutely requires
The Brawling Hands. His Strength is decent, but not stellar like Anomen,
Korgan, or Minsc, so he'll need some Strength-boosting item, eventually.
This is, admittedly a lot of equipment for a single character, so why
bother with him? Several reasons. First, his high Charisma makes him a
natural party leader, although on the flip side, his Paladinhood makes
him unusually liable to interrupt when you're trying to be naughty. Then
again, as an Inquisitor he has the innate ability to cast Dispel Magic
and True Sight, essential debuffs that make him very capable of taking
on enemy Mages. Having these abilities will make all Mage fights for
your party much easier, as he can easily dispel the buffs Mages rely on
the defend themselves when conventional spell casters may struggle, and
he'll certainly have access to True Sight much sooner than any Cleric or
Mage you'll recruit. And of course, he gets Carsomyr +5, a Holy Avenger,
that can only be used by Paladins. Short of making your protagonist a
Paladin, there's no other way to utilize this awesome weapon. Well, I
mean, you could make your own Inquisitor, but why? The game already
gives you one! With the admittedly hefty investment of The Brawling
Hands and a Girdle of Giant Strength, you'll get a great party leader
who can debuff at a whim and see through defensive illusions, is very
magic resistant, and can support the party with Cross Bow fire when
needed. The fact that he can select Summon Deva as an Epic Feat also
makes him more versatile, as it saves you from wasting a Cleric's
7th-level spell slot on the ability. Keldorn truly is win, and if you're
shooting for a good party, you won't find a better Mage-killing party

How to Use Keldorn Effectively:
Keep on rolling with the Two-Handed Swords, he has no reason to switch.
Crossbows are also golden, and really, Keldorn comes well-prepared with
good weapon proficiencies from the start. You might, however, want to
get him some ranks in Halberds, as there aren't many great Two-Handed
Swords in the early game, and you'll need a +3 weapon sooner than you
think. Once done, get him ranks in Two-Weapon Style to enhance his
primary weapon, and you're good to go. He really does need The Brawling
Hands, though, if you want him to survive in melee combat.

Recruiting Keldorn:
When you visit the Temple District of Athkatla, you'll be witness to a
theological debate of sorts. One shifty, lying, fantasy-peddling
bullshit dealer will do a better job at convincing the sheep that his
brand of nonsense is better than another, and the losing side will ask
you to investigate this 'cult'. Not getting into the atom-thin
difference between a cult and a religion here... you'll find Keldorn in
the sewers under this district (AR0701), sent to investigate the cult
before you. He'll join willingly enough, but he'll only stick around
for good if you see this cult off.

Keldorn's Quest:
When you arrive at the Government District with Keldorn in your party
he'll express his desire to go see his family. Indulge him, and you'll
find that all is not well at home, and you'll have to go around and
try and deal with his wife's infidelity. Keldorn will struggle with his
need to avenge his honor, and his love for his wife. Direct him on the
course that will make him the most content-reconciliation with his wife.
Don't, however, be so helpful as to free him from service so he can see
to his family affairs, he'll do just as well promising that this will
be his last expedition. For more information on this quest, see
section [WLK010] of the Walkthrough.

Korgan								{CHR014}
Male, Dwarf, Fighter (Berserker), Chaotic Evil
Str 18/77, Dex 15, Con 19, Int 12, Wis 9, Cha 7

Starting Proficiencies:
Axe			+++++
War Hammer		+

Ah Korgan... I guess instead of throwing Kagain into Baldur's Gate 2,
they decided to replace the whiny evil greed-Dwarf with a psychotic
evil murder-Dwarf. Korgan is not a nice guy, and if you provoke him in
banters he'll even turn hostile on you! Still, he's the best Fighter in
Shadows of Amn, as well a Dwarf should be, and if you can keep from
provoking him and complete his quest in the timely manner he'll be an
invaluable asset. He's strong enough, but not so strong that he couldn't
do with a good boost to his Strength, and he really needs The Brawling
Hands to bring his Armor Class up. His Strength score will allow you to
ignore him in favor of other characters, and his Hit Points are
typically high thanks to being a Dwarf with phenomenal Constitution.

How to Use Korgan Effectively:
He starts out with Grand Mastery in Axes. This isn't as great as Grand
Mastery is supposed to be, but it's still a very good thing to have. The
selection of Axes is slim until Throne of Bhaal, at which point one of
the best weapons in the game-the Axe of the Unyielding-is obtained.
Spend his proficiency points in War Hammers until he Grand Masters in 
those as well, allowing him to use Crom Faeyr. This takes care of any
Strength issues he may have had. Then have him learn the Two Weapon
Style. When you obtain the Axe of the Unyielding have him dual-wield it
with Crom Faeyr as an off-hand weapon to have a vorpal weapon with a
Strength of 25. There is simply no stronger combo in the game. He's one
of the simpler-seeming characters, but the weapons in the game dictates
a fairly radical shift in fighting style. Anything less than a total
offensive juggernaut is a waste of Korgan's potential, however, and it
is fun to see him shift from a modest (and well-defended) axe-and-shield
character to the Axe of the Unyielding/Crom Faeyr offensive phenom.

Recruiting Korgan:
You'll find Korgan in the Copper Coronet (AR0406) at (x=950, y=1870),
making him fairly easy to reach and recruit. Agree to help him track
down the Book of Kaza and he'll join up with you. If you delay, he will
of course go find others more interested in helping him out. It's not a
terribly hard quest, and it doesn't venture out of Athkatla. Best of all
it's in the same area Edwin's quest takes you, so you can handle both
jobs in one journey. 

Mazzy								{CHR015}
Female, Halfling, Fighter, Lawful Good
Str 15, Dex 18, Con 16, Int 10, Wis 13, Cha 14

Starting Proficiencies:
Short Sword:		+++
Short Bow		++++

First let me start out by saying that Mazzy is a perfectly fine
character. Her Strength sucks, but since most Fighters need 18(xx) or
more to be optimal, she's only a girdle of giant Strength away from
being potent. Her Dexterity is outstanding, and her Constitution is
very good as well. There are only three things that suck about Mazzy.
First, she's proficient in Short Swords and Short Bows. Short Bows are
what Thieves use to contribute to battles, not the weapon of a full-
fledged Fighter, and Short Swords... well, they tend to suck too. So
you're going to have to completely take her proficiencies in another
direction to make her strong. Sure, she's an investment, but who's not,
you say? The second problem is the fact that she's hidden in the Fallen
Temple of Amaunator in the Temple Ruins area (AR1401), which requires
you to trek all the way out to the Umar Hills and partially complete a
lengthy quest there. Certainly not ideal. But you have to do the same
with Valygar, you say? Sure, but Valygar's quest doesn't require you to
deal with a DRAGON. The last and most damning thing I have against Mazzy
is... well, the other good-or-neutral aligned characters you can
recruit. Mazzy might, with the investment of some levels (and new
proficiencies) and a girdle of giant Strength be a good Fighter, but is
she better than Keldorn with his Inquisitor kit, Anomen and his
dual-classed Cleric spells, or Jaheira and her... well, her Insect
Plague? No, she isn't. She might outcompete Minsc and Valygar
(especially if you're playing with a good or neutral Thief-protagonist),
but I never bring her along. I have considered using her as a 'good'
Korgan, but the amount of proficiencies it would take for her to be able
to use Axe of the Unyielding and Crom Faeyr as well as learn the Two
Weapon Style are just prohibitive, although you could start her out on
War Hammers early. By the time you actually obtain Crom Faeyr she'll
likely be at least specialized in their use, and Anomen can just use the
Flail of the Ages.

How to Use Mazzy Effectively:
Good question... one I've pondered a bit, myself. You really have two
options-make a poor man's attempt at Korgan, either weapon and shield
or two-weapon style. The latter is... probably just a pipe dream, as it
would require... oh... thirteen extra proficiencies to pull off. There
just aren't enough levels in the game for it, and it seems like a bit of
a waste to strap a shield on a character with such a good Armor Class,
though. The compromise? Have her use a superior mainhand weapon (Axe of
the Unyielding or Flail of the Ages) in her mainhand, and the Short
Sword of Mask in her offhand... or perhaps take the Short Sword of
Mask as a mainhand weapon (have her use a shield throughout Shadows of
Amn) while building up War Hammers and Two-Weapon Style, then switch to
a Short Sword of Mask/Crom Faeyr combo. It's not the ideal setup, but
it works. Still... it just makes me wish I was using a different

Mazzy's Quest:
Mazzy has a rather traditional and uninspired quest that'll pop up after
a few days of traveling with her. Her sister, Pala, has been poisoned,
and you need to return to Trademeet to hunt down the poisoner-and 
perhaps an antidote. For more information about this quest, refer to 

Minsc								{CHR016}
Male, Human, Ranger, Neutral Good
Str 18/93, Dex 16, Con 16, Int 8, Wis 6, Cha 9

Starting Proficiencies:
Two Handed Sword	++
Mace			++
Long Bow		++
Two Weapon Style	++

Our favorite miniature giant space hamster friend, and his Ranger 
sidekick Minsc! The fact that in Mass Effect 2 you can buy a Space
Hamster that, if interacted with responds with the same uncanny
Intelligence and sophistication as Boo merely goes to show how endearing
these characters are to have transcended time and space. That aside,
Minsc has improved a bit from the first game, as he now has a better
Dexterity and Constitution, making him a much sturdier character. He has
also, for some reason, become proficient in the Two Weapon Style, which
is a complete and utter waste for him. He's not protected enough for
protracted front-line action, so the thought of giving him a weapon
without reach is just silly. He's more of a secondary warrior, striking
with reach or ranged weapons, as needed. Anything that doesn't require
+3 weapons can be shot down with bows, and anything that requires a +3
or better weapon... well, just switch to an appropriately-enchanted
melee weapon and let Minsc at 'em. Of course, you could just ignore the
Ranger stealth outright, strap Minsc in heavy armor, and treat him like
a front-liner, but the good party has a busy enough front-line already,
so I'm fine with having him contribute at a range. The fact that he
doesn't need The Brawling Hands or any Strength-enhancing gear makes him
a good fit into the good party. He can still Berserk in this game,
raising his Strength to 20 and his Dexterity to 18, just make sure you
have the Hit Points for the endeavor, as he takes 15 damage when it ends
from his 'improved' Hit Point total. This should last long enough to
make a difference in most fights, but it should be viewed as wholly
inferior to, say, gulping a Potion of Giant Strength. The only real
questions about Minsc are, do you prefer Valygar (I don't) and will
you bench him in favor of ??????? in Throne of Bhaal?

How to Use Minsc Effectively:
Get him points in the Two-Handed Weapon style and let him learn how to
use Halberds so he can equip one of the best weapons in the game. He'll
find plenty of Two-Handed Swords to keep him occupied in the mean
time... usually hand-me-downs from Keldorn, but very good ones, 
nonetheless. He's also a decent archer, although ranged combat
rightfully takes a backseat to melee combat in this game. Keep him from
being the focus of enemy attacks and he'll serve you well as a
not-quite-front-line Fighter.

Recruiting Minsc:
Minsc can be found in Irenicus' dungeon (AR0602) in a cell
(x=4000, y=2750) in the same room you start out in.

Nalia								{CHR017}
Female, Human, Mage/Thief, Chaotic Good
Str 14, Dex 18, Con 16, Int 17, Wis 9, Cha 13

Starting Proficiencies:
Short Sword		+
Dagger			+
Quarter Staff		+
Short Bow		+

Nalia is bafflingly identical to Imoen, making me wonder if the only
reason she's included is to tide you over until you get Imoen back. She
has only four levels of Thief, and because of it she'll never be as good
as Imoen in combat or with Thief skills, but she does at least come with
a barely passable Find Traps skill. Anything I said about Imoen applies
for Nalia, really... But since you can recruit Imoen, why would you ever
care to recruit Nalia? Imoen is infinitely more connected to the main
story than Nalia, and while you have to do quests to get both of them,
Imoen's is mandatory. If Nalia were at least a romance option, then
there might be a purpose for her, but instead she's just a clone of
Imoen. Or if she was Neutral or Evil instead of a bleeding heart noble,
she could at least fit into Evil parties, but again, no such luck.

How to Use Nalia Effectively:
She'll use a Short Bow, and will serve a dual role as the party's
Thief/Mage. Just... get her a Short Bow, and eventually the Gesen
Bow... The only perk she has over Imoen is the fact that she will not
go on a main-story inspired hiatus which prevents her from gaining a
great deal of experience, and you need not save up spell scrolls for
her... just, scribe at will. Of course, her Find Traps score is hardly
sufficient, even with the Ring of Danger Sense, so she can barely even
serve in the capacity of a Thief.

Recruiting Nalia:
Nalia, like so many other characters, hangs out in the Copper Coronet
(AR0406). You don't even need to find her-she'll find you and
desperately try to induce you into helping her liberate her captured
family castle. Agree and do so, and she'll stick around for the rest
of the game. This quest is covered in [WLK018].

Nalia's Quest:
Nalia's quest begins after you rescue the de'Arnise Keep-although it
won't begin within the de'Arnise Keep. After wandering around with her
for a bit, a messenger will show up and tell her of some problems
arising with a funeral. Accompany her there and meet some of the more
unsavory nobles which presumably caused her to disparage her fellow
aristocracy. A little later, the trouble-maker from the funeral, Isaea
Roenall will show up and have Nalia arrested. Afterwards a man named
Khellor Ahmson will show up and point you in the direction of some
evidence that may incriminate Isaea. The rest of the quest involves
following obvious leads and talking to various characters in your
quest to find dirt on Isaea. When you do, head to the Council of Six
building and present the evidence to Corgeig Axehand and Nalia will be
returned to you. The full details of this quest can be found in 

Neera								{CHR018}
Female, Half-Elf, Wild Mage, Chaotic Neutral
Str 11, Dex 17, Con 14, Int 17, Wis 13, Cha 11

Starting Proficiencies:
Quarterstaff:			+
Sling:				+

Neera is a somewhat interesting addition to Baldur's Gate 2, being the
most potent good-aligned (well, neutral, but good enough) Mage you can
recruit. As a specialist Mage, her spell-power will prove superior to
Imoen's, and she suffers no prohibited spells, like Edwin. On the other
hand, as a Wild Mage she's got an innate 5% chance of spell failure,
which adds a good bit of randomness to her performance. Even in the
biggest fights in the game, however, it's unlikely that a Mage will cast
more than several spells before the matter is decided (not counting
spell-buffs), so there's a good chance her fickle magic won't affect
most fights. Her attributes aren't terribly impressive-her Dexterity
is good, and it will allow her to compete with ranged weapons handily
enough. On the other hand, you'll need to feed her Potions of Genius
to fill up her spellbook, and her Constitution is just a point away
from doing anything useful. Servicable, but Imoen's stats are superior.
Another point for Imoen-she'll provide the Thief skills you need. Neera
won't. The balancing act for me means taking Neera along with her extra
spell per day, and changing my Fighter/Mage into a Fighter/Mage/Thief
(hence losing Time Stop/Whirlwind combos), or keep Imoen, who can also
use the Gesen Bow, and has more Hit Points. With Neera's Wild Magic,
it's really difficult to sell her over Imoen.

How to Use Neera Effectively:
As a Mage, there's not much you need to do-put her in the Robes of
Vecna and give her some kind of ranged weapon for fights that don't
warrant spells, or clean-up operations. The best ranged weapon for a
Mage is ultimately the Dagger Fire Tooth +3. Since it's an even better
weapon for Jaheira, though, make do with Slings at first, then the
Boomerang Dagger +2, and finally the Crimson Dart +3. As a Specialist
Mage she can handle some redundancy in her spellbook, and as a Wild
Mage, she'll need it. Carry several copies of important debuffs, such
as Dispel Magic, Breach, and True Sight, to name the ones that win
fights most frequently.

Recruiting Neera:
Neera can be found in the Bridge District of Athkatla... but only after
talking to Lieutenant Aegisfield and getting started with the 'Skinner
Murders' questline. Essentially there are events that need to trigger
and resolve from the original game on the Bridge District so they do not
over-lap with Neera's quest, both of which occur in roughly the same
area-the northern part of the Bridge District. Anywho, once you've seen
the dead bodies as required by the Skinner Murders questline, return to
the Bridge District to witness Neera rescue a child named Mereth from
some Red Wizards, led by Lanneth. Leave the district and head anywhere
else in Athkatla and you'll be approached by Neera, who'll ask you to
help her with her red scare. Agree and she'll mark the Wild Forest on
your map. Head there (OH6000) and talk to Neera (x=1000, y=3530) to get
her to join up with you.

Neera's Quest:
Like most Enhanced Edition character quests, Neera's comes in two
more or less distinct stages. The first part of Neera's quest, after
making your way through the Wild Forest and into the Hidden Refuge,
revolves around a series of free-form quests involving Neera's misfit
Wild Mages. Whether you're herding cats or teaching Half-Orcs not to
hit, they tend to be fairly simple and highly variable in the quality
of their rewards. The more of these quests you do, however, the more
Wild Mages will survive later, which leads to more rewards. After those
quests, there are two tasks to complete-one is gather the materials for
the creation of a Talisman of the Hearthfire (the creation of which will
save yet another, yet unencountered Wild Mage). The other is to go
retrieve said Wild Mage, so obviously if you plan to save him, you'll
need to create the Talisman first.

When you do go after this rogue Wild Mage, Daxus, you'll encounter some
Red Wizard opposition. This 'rescue' operation ultimately ends up with
all the Wild Mages in captivity (with a few exceptions, depending upon
what quests you've done before). The next task is assaulting the Red
Wizard Enclave (OH6300), which involves a series of rather difficult
fights... unless you try to use subterfuge and dialogue whenever
possible. After you defeat Lanneth and save whatever Wild Mages are
still alive, the Wild Mages will disperse and Neera's quest with it.
In Throne of Bhaal a bird named Jerome will deliver a message to Neera
randomly upon entering an area. The Thayans are still hunting Wild
Mages, and if anything, their tactics have improved since we routed them
in Athkatla. Neera will suggest luring the Thayans into an ambush-she
gets more than she bargained for when Vicross-leader of the Order of the
Eight Staves-shows up. After defeating Vicross' minions, Vicross flees
back to Thay, dragging us with her. There you'll meet with Szass Tam,
who sends you to deal with Vicross in order to humiliate her master,
who is Tam's rival. All you have to do now is assault Vicross' estate,
kill her and her guards, and hope Szass Tam will keep his word after
the reason for your collaboration is gone...

Rasaad								{CHR019}
Male, Human, Sun Soul Monk, Lawful Good
Str 16, Dex 16, Con 14, Int 11, Wis 14, Cha 14

Starting Proficiencies:
Katana:			+
Scimitar		+
Dart			+
Sling			+

As some might have guessed, the much higher level cap of Baldur's
Gate 2 really allows Rasaad (and all Monks, really) to come into his
own. The paltry handful of levels in the first game just wasn't enough
to make a Monk into a decent killer. Now, however, their movement and
attack speed will keep going up, as will their damage, and their Armor
Class keeps going down... along with all the other perks of leveling
up. Most importantly, their fists start couting as magical weapons at
level 9, and in short order, at level 15, as +3 weapons. All of this
helps Rasaad, of course, but he's still a poor Monk, all things
considered. He gains no Hit Points from his Constitution, and meager
bonuses from Strength and Dexterity. Fortunately for him, stat-boosting
items are fairly common in this game, and with a few choice items-a
Girdle of Giant Strenth and Bracers of Armor, for example, any Monk can
become quite dangerous. Rasaad included. Rasaad's base Hit Points are
quite good, at least... I mean, considering he has no Constitution
helping him out-he's only a few points off the maximum.

How to Use Rasaad Effectively:
Rasaad's stats suck, and much of his combat prowess will be determined
solely by his level. Ironically, then, this Monk's effectiveness depends
upon the gear you give him. He'll absolutely need a Girdle of Giant
Strength if you want him to make any impact in melee. If you want him
to survive, invest him with a protection item and Bracers of Defense.
This alone can possibly drop his Armor Class to levels comparable, even
superior to, your best front-line fighters. If you continue to pamper
him by giving him items like the Cloak of the Sewers or a Dusty Rose
Ioun Stone will certainly help, but considering that his, Armor Class
will only get better with time, you can probably stick to more generic
items, saving stackable gear for more vulnerable characters, like Anomen
and Keldorn. Early on in the game you'll probably want to find him a
weapon to use-the Scarlet Ninja-To +3 works well. Once he hits
15th-level he can drop all pretenses of using anything but his fists.

Recruiting Rasaad:
In Trademeet (AR2000) you'll find Rasaad near the fountain dominating
the center of town. He'll get into a scuffle with two fellow Sun Soul
Monks before walking off. Discuss Rasaad's actions with the two Monks
he smacked around, then walk off. Rasaad will come find you, shortly,
asking for your help in infiltrating a new cult threatening his own.
Take him along and he's yours.

Rasaad's Quest:
After recruiting Rasaad, you'll need to take him to the City Gates
of Athkatla (AR0020), where a 'Cloaked Figure' will point you in the
right direction. After that, head to the Abandoned Amphitheater area
and make your way to the north-east to encounter Hammerhelm and his
Monk recruits. Either by violence or diplomacy, learn the location of
the Heretic Temple, then proceed there, fighting or talking your way
through a Sun Soul Monk ambush enroute. Once at the Heretic Temple,
make your way inside, where you can either complete the cult's
challenges or start fighting. Both result in a revelation about the
true nature of the Heretic Cult and a larger fight. In Throne of Bhaal
he'll be ambushed by a group of Sharrans. On one of their bodies you'll
recover a map that points out the Deepstone Dwarven Clanhold as the new
base of operations for Alorgoth. Head over there and find your way into
the Clanhold, defeat the Sharrans and chase Alorgoth into the depths
of the Shadow Plane itself.

???????								{CHR020}
Male, Human, Fighter (Deathbringer), Chaotic Evil
Str 18/00, Dex 17, Con 18, Int 17, Wis 10, Cha 15

Starting Proficiencies:
Two Handed Sword	+++++
Halberd			+
Cross Bow		+
Two Handed Weapon Style ++

??????? is the best Fighter in the game. Look at those stats! He
doesn't need any Strength-boosting items, The Brawling Hands, nothing
but a Two-Handed Sword and something to kill! That said, you don't get
him until Throne of Bhaal starts, which is too bad, because he would
have been great through Shadows of Amn. Note that you can change his
alignment over the course of the game by generally being trusting, kind,
and good to him, showing him a superior example, and all that good
stuff. Just keep that in mind if you're a good party, and want his
alignment to become more fitting. If you're playing an evil party...
well, just keep being the bastard you've always been, and have fun.

How to Use ??????? Effectively:
??????? starts out with Grandmastery in Two-Handed Swords, so give him
something suitable to use and build up his proficiency in Halberds.
Once he gets the Ravager, switch him over and keep on killing. It's as
easy of an equipment setup as there is.

Recruiting ???????:
After entering your Pocket Plane for the first time (a mandatory step
near the beginning of Throne of Bhaal) ??????? will appear and offer
to help you out... for part of your soul. An insubstantial part, as it
turns out, just enough to give ??????? what he wants without
inconveniencing (or threatening) you. Win-win, right? ??????? sure seems
to think so, and offers to join up. He can see the way the wind is
blowing, and is more than content to take some of the table-scraps from
your epic climb to power. Smart, smart man...

***Changing ???????'s Alignment***
Thanks to Infinity Explorer, I've been able to look into the data files
and see how all this works. That said, it's probably a good idea to
explain in more detail how to change ???????'s alignment. Over the
course of Throne of Bhaal, your new ally will chat with you, as all
companions in Baldur's Gate 2 do. If you say good things, show trust,
and express good morality, your behavior will rub off on ???????. Have
at least two positive alignment global variables while conducting the
third banter, and you can get ???????'s alignment to change to Chaotic
Good. Note that it's possible to be... less encouraging, and effect
???????'s alignment negatively, but this part of the guide is about
changing ???????'s alignment to fit into the good party, I'll ignore all
but the optimum responses. Also, I've kept the name of this character
replaced by question marks, but I've included some lines of dialogue in
full, below. The more astute of you may be able to figure out who this
character is by reading the following... so if you're an idiot, read on
with no fear. If you're smart, beware of spoilers. Or, just wait until
the beginning of Throne of Bhaal to bother with this at all.

|Banter #1|
??????? says:  "So. I yet remain at your side. I am surprised. But from
		your constant wary glances, it seems that you do not
		trust my presence, yet."

If you made ??????? take an oath in the Pocket Plane before joining you,
pick any option regarding the oath. When you get a chance to make
another response, pick "No, not really. You paid for what you did".
Afterwards, either say that "No. You're not the same man, are you?" or
"Perhaps. But I already took my revenge. Now you get the benefit of the
doubt." Either will improve ???????'s alignment. 

If you didn't make him take an oath, you'll get three different
dialogue options, all inconsequential. After he says "It eats away at
me, then, as to why you would agree to take me with you and not force
some form of compliance from me through an oath. I told you that oaths
had real power in our father's realm." you'll get another chance to
respond. Don't pick the response "I take you with me because you may be
of use. But I don't need an oath of servitude." Afterwards say either
"You paid for what you did. You're a new man, free to make new mistakes,
if you wish." or "You might. But everyone gets a second chance, ???????.
Even you."

|Banter #2|
??????? says:  "It appears the seeds that our sire sowed long ago are
		about to come to fruition. For good or ill, the issue
		will be finally resolved very soon."

Pick whatever dialogue option you wish-if you made him take the oath
before joining you, he'll mention the oath, otherwise he'll say the
more neutral term, 'usefulness'. Afterwards he'll ask what you intend
for him after it's all over.

You can pick one of three responses-and really, it doesn't matter what
you pick, but to make life easier on myself, if you pick "So? What about
it?" You'll get one of four choices to pick later. Pick "You'll be free
to go, as you wish.", then pick "Your destiny is your own to forge,
???????. Make the same mistakes, if you must." to improve ???????'s
alignment by one. In response to this he'll ask "And do you believe
that I have another choice?" Pick either "Another choice than being
evil? Always." or "It all depends on whether or not you want to end up
in the same place, ???????." to improve ???????'s alignment again.

|Banter #3|
??????? says:  "The end draws closer. We both know this to be true.
		Listen to a proposition, then, that I have given much
		thought to as of late."
Pick any option other than "I'm not interested in what you have to say."
and ??????? will comment on your alignment before rambling on, finally
getting to the point by suggesting that you take over as the new Lord
of Murder, claim your birthright... and allow ??????? to stand by your
side. He's canny enough to realize that if you can't wield godly power
yourself, you might as well bask in its favor. Pick option "I have
other plans, ???????. Forget it." and a whopping eight dialogue options
will pop up. Pick any option other than "It doesn't matter what happens
to me, ???????... you won't be involved, regardless." or "It's none of
your business, ???????." to get six more dialogue options. Don't pick
"There are better things than power, don't be a fool." or "I'm not
going to discuss this with you, as they don't go anywhere, and don't
pick "It don't know. But it doesn't have to be used for self-serving,
evil purposes."

That leaves us with "You can't take an empire with you when you die.
You should know that.", "There is much good that can be done with that
power. That is more important.", and "With that power comes great
responsibility." All three of these options will improve ???????'s
alignment by one. He'll respond by saying "After... after all you've
been through? With the taint in your soul, you still believe this?"
Respond "I do." If you have at least two positive alignment increases at
this time, ??????? will say "I believe your words may have merit,
<CHARNAME>. My own methods did not end well... and I have no desire to
return to the Abyss when I perish next." At this time, ???????'s
alignment will change to Chaotic Good and he'll say "Perhaps it is time
to rethink my views. I shall have to think on your words most

|Banter #4|
If you had at least one point towards changing ???????'s alignment for
the better and followed my advice during banter #3, you should get the
following for banter #4.

??????? says:  "I... have been considering your words. I have changed
		my outlook, and think perhaps it may be a good thing.
		I feel I must thank you."

You have three options-but they all result in the same responses from
???????... this is just a "hey, I'm a good guy now!" banter.

Valygar								{CHR021}
Male, Human, Ranger (Stalker), Neutral Good
Str 17, Dex 18, Con 16, Int 10, Wis 14, Cha 10

Starting Proficiencies:
Katana			++
Dagger			+
Spear			++
Long Bow		++
Two Weapon Style	++

Notice that his physical stats are identical to Yoshimo's... anyways,
Valgyar is a good Ranger, so you won't be using him in any legit evil
party. Also he's got the Stalker kit, which makes him good at back-
stabbing and gives him the ability to cast Haste, which is always handy.
There are few downsides with him, in fact, so few that he's a very
considerable substitute for Minsc if you're willing to invest an item
of Giant Strength in him. He comes built for two-weapon fighting, and
despite his need to stay in lighter armor, his Dexterity makes this
a real possibility. Nothing really bad to say about Valygar, really,
save his location kind of sucks... and he'll be waiting for gear for
a long time. Waiting for Katanas to open up, waiting for items of
Giant Strength... he needs a lot of gear set aside for other characters,
but he'll eventually get all he needs-and more-in Throne of Bhaal. I'm
also indisposed towards picking him over Minsc, who is, after all, an
old friend from Baldur's Gate 1.

How to Use Valygar Effectively:
See that 18 Dexterity? See those proficiencies? They give you good
incentive to actually follow through on the Two-Weapon Style
dual-Katanas thing. The only problem is, of course, that I've co-opted
Katanas for my protagonist, so what to do? Well, he's already got a
rank in Daggers. Get Specialized in Daggers, and Master in Two Weapon
Style. This will allow him to use whatever Daggers Jaheira isn't using
(she certainly doesn't need BOTH Boneblade +4 and Fire Tooth +3, if
Valygar is needy.) All in all, it's a great set-up. He'll have to use
second-rate Katanas for most of the game, but he'll survive well
enough-there are plenty of +2 Katanas that my protagonist will not have
any use for, like Malakar +2, Dak'kon's Zerth Blade, or hell, even his
own Corthala Family Blade. In Throne of Bhaal, my protagonist will hand
off Celestial Fury, which is a good upgrade for Valygar, and in the
long run he can aspire to dual-wielding the Dagger of The Star +5 and
Hindo's Doom +4. Give him the White Dragon Scale and he'll have a -6
Armor Class with nothing else equipped, and once Jaheira hands down her
Girdle of Hill Giant Strength, he'll be doing pretty well. He's not as
potent with the whole backstabbing thing as our Fighter/Mage/Thief
protagonist will be, and he's probably not even as lethal in melee as
Minsc or ??????? with the Ravager +6, but that doesn't mean he's a
waste of a character. If you prefer having another front-line melee
warrior with a backstab dynamic over Minsc's more traditional range and
reach approach, Valygar does that quite well.

Recruiting Valygar:
You can find him in the Umar Hills area (AR1100) in his house marked on
the map as 'Valygar's Cabin' (AR1101).  To keep him, you're going to
need to take him back to Athkatla and deal  with the Planar Sphere in
the Slums District [WLK016].

Viconia								{CHR022}
Female, Elf, Cleric, Neutral Evil
Str 10, Dex 19, Con 8, Int 16, Wis 18, Cha 14

Starting Proficiencies:
War Hammer		+
Mace			+
Sling			+

Our old Dark Elven gal-pal has become a bit wiser since the first
game... not wise enough to avoid nearly getting burnt to crisp by
bigots, but still... This will give her a few more low-leveled spells,
but otherwise not much has changed. She still has her great Dexterity
and her Magic Resistance keeping her safe, but in Baldur's Gate 2 Magic
Resistance is purely beneficial... no more will you resist healing and
spell buffs from your own party members. If anything, this makes Viconia
even more potent this time around. She does have two glaring weaknesses
however, and you should be able to spot them just by looking over her
attributes. Her Strength is abysmal for a character who'll be in melee
combat often-putting some Strength-boosting items on her is mandatory
before she can ever wear any armor worth talking about. Also her low
Hit Points offset her Dexterity and Magic Resistance quite a bit. In
the first game we could get her early enough to roll her Hit Points
ourselves-she ended the first game with 60 Hit Points for me, but she
will only start this one with 44, if you get to her as early as
possible. That's just pathetic. She even has fewer Hit Points than
Edwin! It's the most serious weakness she has, far more severe than her
Strength issue, which can be covered up with a Giant Strength band-aid.
On the plus side, you can give her the Girdle of Fortitude, or much
later on, Draw Upon Holy Might, although in the latter case she'll need
to be 24th level to make the most of that spell. As far as melee combat
goes, she will never be in the same league as  Jaheira or Anomen, but
with her Magic Resistance and Armor Class she can at least compete. Get
 her good armor, a good shield, and some Strength and she's a great
defensive character. She's also a romantic option this time aroud,
provided you can put up with her provocative stories, mood swings, and
general hatred of the fact that she's falling for you.

How to Use Viconia Effectively:
When you have a point to spend, get her a proficiency point in Flails so
she can use the Flail of the  Ages. A better weapon for her you will not
find, as Crom Faeyr is a bit  of a waste on her. Her high Charisma, good
defensive qualities, and ability to equip the Sensate Amulet all combine
to make her a decent party leader.

Recruiting Viconia:
Good old Viconia can be found in the Government District of Athkatla
(AR1000) at (x=1820, y=1080). Once again, she's gotten herself in 
trouble. In the first game you had to save her from a Flaming Fist
Mercenary, but in this game she's gotten captured by an angry mob. It
makes me wonder why she left your company after the first game... In any
event to recruit Viconia you'll have to save her. If you screw around 
too long she'll be burned alive and you'll have lost access to the best
evil Cleric in the game. Click on the logs next to her twice to set her
free. You'll have to fight three Fanatics-none of which are very strong-
for letting her go. Afterwards she'll ask to join up. If you take her
along you'll lose two points of reputation, just like in the first game,
but this is a minor penalty for such a good Cleric.

Yoshimo								{CHR023}
Male, Human, Thief (Bounty Hunter), True Neutral
Str 17, Dex 18, Con 16, Int 13, Wis 10, Cha 14

Starting Proficiencies:
Katana			+
Dagger			+
Short Bow		+
Single Weapon Style	+

Well, he's a Thief, and the lamest of the Thief Kits at that. He's got
good stats otherwise though, and his Find Traps skill starts out at 100,
which is all you'll ever really need. His Pick Pockets is only 25 
however, so to do some early game stealing you'll need to invest some
Potions of Master Thievery into him. Really, he'll have to chug them by 
the half dozen to do any stealing. He's also promising because you can 
dual-class him into a Fighter and make him significantly more useful. 
Alas, I wouldn't put too much stake in him, as he will not accompany to
the end of the game. Take him with you until you get Imoen back, but the
evil party is left bereft of a Thief still.

How to Use Yoshimo Effectively:
I wonder if there's really any point to this section? Yoshimo is...
well, I better keep up appearances, eh? As a single-classed Thief,
Yoshimo sucks. Fortunately, he's got a 17 Strength, and hence, is
capable of dual-classing into a Fighter, which is a far, far superior
build than continuing as a Thief. Given Yoshimo's short-term status,
however, you might not want to bother. You'll need him as a Thief, and
you probably won't get enough experience to make the dual-class option
pay off. Equip him with Short Bows and let him shoot at foes, disarm
traps, and generally act as a marginal character until you get Imoen

Recruiting Yoshimo:
After making your way to the second level of Irenicus' Dungeon (AR0603),
you'll run across Yoshimo, who is only too eager to join up with your
party and get the hell out of there.


You have been warned, if you don't want spoilers don't read ahead. 
Yoshimo is a promising Thief, at least if you dual-class him into a
Fighter. But he suffers from one crippling, inextricable, problem. He is
going to betray you if you take him to Spellhold, as Irenicus has geased
him. Without getting into it too deeply, one of two things happens to
Yoshimo. He attacks you at Spellhold and you're forced to kill him, or
if you leave him behind, he'll die upon sight of the party once they
return from Spellhold. I have heard of one way to get around this. You
MUST leave him behind in Athkatla instead of taking him to Spellhold.
When you come back you must talk to him BEFORE he can die and have him
rejoin your party. Then when he dies (and he will) you can simply raise
him. He has no more banters, and nobody will interact with him, but you
CAN keep Yoshimo with this exploit. Since it's clearly outside what the
creators of the game intended, I write him off as a dead man after
Spellhold, but if you're an evil party who is in desperate need of a
Thief, this is a way to keep Yoshimo. If you keep him alive you'll get a
character with great fighting stats and crappy proficiencies. Whether
you have a good or evil party, I'd suggest dual-classing him into a
Fighter and getting him as many ranks into Halberds and the Two Handed
Style as possible, allowing him to use the Ravager Halberd you'll
eventually get. In a good party he'd replace Minsc, and in the evil
party he'd fill a hole that otherwise needs to be plugged with a
protagonist Thief or player-created side-kick. He's certainly more
useful than Jan. In any event, if you bring Yoshimo along with you to
Spellhold, at least you'll get a ton of experience for it-eventually.

Table of Character Attributes					{CHR024}
For reference purposes, here's a list of the attributes of the
characters you may recruit in the game. It should help you compare their
strengths and weaknesses and plan for item distribution  accordingly.
I also threw in some useless 'averages', just because it  interested me,
and by deduction, every other sentient being in the universe.
		|  Str  |  Dex	|  Con  |  Int  |  Wis  |  Cha	| Total|
Aerie		|  10   |  17   |   9   |  16   |  16   |  14   |  82  |
Anomen		| 18/52 |  10   |  16   |  10   |  12   |  13   |  79  |
Cernd		|  13   |   9   |  13   |  12   |  18   |  15   |  80  |
Dorn		|  19	|  16	|  14	|  10	|  15	|  16	|  91  |
Edwin		|  10   |  10   |  16   |  18   |  10   |  10   |  74  |
Haer'Dalis	|  17   |  17   |   9   |  15   |  13   |  16   |  87  |
Hexxat		|  20	|  20	|  14	|  14	|  12	|  18	|  98  |
Imoen		|   9   |  18   |  16   |  17   |  11   |  16   |  87  |
Jaheira		|  15   |  17   |  17   |  10   |  14   |  15   |  88  |
Jan		|   9   |  17   |  15   |  16   |  14   |  10   |  81  |
Keldorn		|  17   |   9   |  17   |  12   |  16   |  18   |  89  |
Korgan		| 18/77 |  15   |  19   |  12   |   9   |   7   |  80  |
Mazzy		|  15   |  18   |  16   |  10   |  13   |  14   |  86  |
Minsc		| 18/93 |  16   |  16   |   8   |   6   |   9   |  73  |
Nalia		|  14   |  18   |  16   |  17   |   9   |  13   |  87  |
Neera		|  11	|  17	|  14	|  17	|  13	|  11	|  83  |
Rasaad		|  16	|  16	|  14	|  11	|  14	|  14	|  85  |
???????		| 18/00 |  17   |  18   |  17   |  10   |  15   |  95  |
Valygar		|  17   |  18   |  16   |  10   |  14   |  10   |  85  |
Viconia		|  10   |  19   |   8   |  16   |  18   |  14   |  85  |
Yoshimo		|  17   |  18   |  16   |  13   |  10   |  14   |  88  |
"Average" PC	| 14.81 | 15.81 | 14.71 | 13.38 | 12.71 | 13.43 | 84.86|

Note: The average result of a 3d6 dice roll is 10.5 (3.5 per d6).
Bioware and Overhaul Games were using some loaded dice to come up with
a lot of those attributes. Then again, if these were 'average'
characters, they wouldn't be worthy traveling companions, right? It's
also obvious that many of these characters are blatant archetypes, but
we all love  archetypes. Still, we don't get some of the randomness that
we saw in some of the Baldur's Gate 1 characters... or in real Dungeons
and  Dragons. The great thing about anomalies, however, is the
possibility to dual-class, and in Baldur's Gate 2 major
character-building is largely-and rightfully-over.

It also amuses me that the stats that Bioware and Overhaul games found
the least useful-Wisdom and Charisma-are the stats that I found the
least useful in my days as Dungeon Master. (If I bothered to average
out stats for Baldur's Gate 2 characters, you can bet I have
spreadsheets of old campaigns and characters of my own). Many
characters that are fun to play aren't nice (everybody likes to
play a jackass, from time to time) and/or they aren't wise. Crazy
characters... or more politely, dangerously uninhibited characters...
are often more fun to play than characters who are responsible,
cautious, and deliberate. I think these are universal traits that
most long-time players will discover if they bother to average out
their PC and NPC attributes.

I must also point out that the characters in Baldur's Gate 2 are
decidedly superior to the Baldur's Gate 1 characters, being close in
two of the six attributes, and a point on average superior in Strength,
Constitution, Wisdom, and Charisma, and having an average total of
84.86 compared to 80.79 in the last game. The main reason for this is
the fact that there are much fewer 'junk' characters in this game-higher
stakes require stronger allies. Only three of the potential allies in
this game have a total attribute spread of less than 80 points, while
eight of the twenty-nine recruitable characters in Baldur's Gate 1 had
less than 80 points. It also doesn't hurt that many of the Baldur's
Gate 1 characters who made it into the sequel have higher attributes in
the sequel.

Out of 29 characters in the first game, four had exceptional (18+)
Strength. Two of them made it into the sequel. In the sequel six out
of the 21 characters have exceptional Strength.

Out of twenty-one characters in this game, only four do not receive a
bonus to Armor Class from their Dexterity. Of the seventeen characters
who have a bonus to their Armor Class, seven of them have a +4 or
greater bonus to Armor Class.

No character in the game has a higher-than-useful Constitution (a Mage
with 17 or 18 Constitution, for example.) No characters receive a
penalty to their Hit Points from Constitution. Seven Characters do
not receive a bonus to their Hit Points from Constitution. Seven of the
seventeen characters in the game have a Constitution score of 16. All
of the Enhanced Edition characters have a 14 Constitution.

Seven of twenty-nine characters had a Charisma score of less than ten
in the first game. Only two have a Charisma of less than ten in this
game. Thirteen characters have a Charisma score of 14 of greater.
We're a pretty bunch, all around.

Chart of Characters by Role					{CHR025}
Below is a list of all the recruitable characters in the game and the
different roles they fill. This will list what roles-both in combat and
out-each character is best suited for. In addition, below this chart I
will explain the roles more in-depth, and include why some characters
meet certain qualifications whereas others do not.

		    |	|Mage
		    |	|   |Thief
		    |	|   |	|Leader
		    |	|   |	|   |The Brawling Hands
		    |	|   |	|   |   |Needs Giant Strength
		    |	|   |	|   |	|   |Good
		    |   |   |   |   |   |   |   |Neutral
                    |   |   |   |   |   |   |   |   |Evil
		    |   |   |   |   |   |   |   |   |
	            |   |   |   |   |   |   |   |   |
Aerie		|   | X | X |   |   |   |   | X |   |   |
Anomen		| X | X |   |   |   | X |   |   | X |   |
Cernd		|   | X |   |   |   |   |   |   | X |   |
Dorn		| X |   |   |   | X |   |   |   |   | X |
Edwin		|   |   | X |   |   |   |   |   |   | X |
Haer'Dalis	|   |   |   |   |   |   | X |   | X |   |
Hexxat		|   |   |   | X |   |   |   |   |   | X |
Imoen		|   |   | X | X |   |   |   | X |   |   |
Jaheira		| X | X |   |   | X |   | X |   | X |   |
Jan		|   |   | X | X |   |   |   |   | X |   |
Keldorn		| X |   |   |   | X | X | X | X |   |   |
Korgan		| X |   |   |   |   | X |   |   |   | X |
Mazzy		| X |   |   |   | X |   | X | X |   |   |
Minsc		| X |   |   |   |   |   |   | X |   |   |
Nalia		|   |   | X | X |   |   |   | X |   |   |
Neera		|   |   | X |   |   |   |   |   | X |   |
Rasaad		| X |   |   |   |   |   | X | X |   |   |
???????		| X |   |   |   | X |   |   |   |   | X |
Valygar		| X |   |   |   |   |   | X | X |   |   |
Viconia		| X | X |   |   | X |   | X |   |   | X |
Yoshimo		|   |   |   | X |   |   |   |   | X |   |

Fighter: Characters who can meet foes in melee combat with regular
success. These characters typically have decent Hit Points, a good
THAC0, and multiple attacks per round. Heavy armor for an exceptionally
low Armor Class is also a must. A Cleric is typically better at fitting
into this category than a Ranger or Thief, since they do not work as
well with heavy armor... and the main point of a Fighter is to tank.

A character who is a multi-class Cleric may not meet the criteria to be
a Fighter (such as Aerie) because she cannot wear heavy armor and get
into combat, and her lower Hit Points and THAC0 progression make her in
every way a less appealing combatant than, say, Viconia, who might not
be ideal, but is otherwise comparably superior. Although Cernd and
Haer'Dalis are weak in armor like Minsc and Valygar, the latter two have
better options with their proficiencies (such as specialization) a lower
THAC0, and better Hit Points. Most importantly, they will both get
Greater Whirlwind, where Cernd and Haer'Dalis do not, making them much
better at fitting into a Fighter role, despite their lack of heavy 
armor. Hexxat, despite her Strength, will not gain multiple melee
attacks per round, Specialization, or Whirlwind Attack, nor is she
overly well-protected by armor or Hit Points, making her a decidedly
poor Fighter, despite being a heavy-hitter.
Cleric: In order to meet this classification, a character must not only
be able to heal, but be able to cure poisons, diseases, restore drained
levels, and cast higher level Clerical spells. A Druid fits into this
category just fine in Baldur's Gate 2 thanks to the expanded variety of
healing spells. Clerics in Baldur's Gate 2 are pretty simple, if they
have the class, they work. In this regards, a Cleric is almost like a
Thief, it's almost useless on its own (and a poor choice for a main
character). You should pick what Cleric you want to use not because you
need one, but because of what other things in addition to Clerical
power the Cleric brings to the table.

Anomen has the benefits of a dual-classed Fighters THAC0 and Hit Points.
Jaheira is a multi-classed Fighter/Druid who can specialize in weapons
and learn Greater Whirlwind. Viconia has magic resistance and a great
Dexterity, making her a superior defensive character. Aerie, in
addition to her Clerical abilities can cast Mage spells, although she
suffers in weapon and armor selection.
Mage: The requirements for a Mage are much steeper in Baldur's Gate 2, a
Bard no longer cuts it... and a triple-class character might not either.
Ideally a Mage should be able to cast Finger of Death, Horrid Wilting, 
Spell Trigger, Time Stop, and Comet. If they can't cast those, they 
need not apply.

Edwin is the best pure Mage in the game, gaining an extra spell per
level (above what being a Conjurer gives him) with no downsides. You
really can't do better, yourself. Neera occupies the second spot, even
though I loathe Wild Mages, I can't argue that her extra spells per
day makes her superior to Imoen. Imoen/Nalia will satisfy your need for
a  Thief, as well as provide the third-most potent selection of Mage 
spells in the game. Aerie is multi-classed, which will slow her down, 
and overall she's not as good of a Mage as either Edwin or Imoen/Nalia, 
but since she's not a specialist she does place ahead of Jan, who cannot
cast Necromantic spells.
Thief: A Thief only needs to be able to find and disarm traps.
Everything else can be done another way. Thus, Bards and Rangers do not
qualify as Thieves, even though they can use some Thief skills.

A Thief is in all honesty a waste of a class. With dual-or-multi-
classing it's a valuable asset to be able to hide and backstab, but not
on its own. You'll notice that very few characters can actually fit this
role, the best of which are Hexxat and Yoshimo. Hexxat, as powerful as
she may be in some respects, is still a single-classed Thief, with all
the limitations that'll make her less appealing as the game goes on,
and Yoshimo, even though he can dual-class into a Fighter, he's not in
it for the long haul, This leaves us with with Jan, Imoen, or Nalia.
Imoen's prowess as the third best Mage in the game makes her a shoo-in
for a good party, but evil parties are left with Jan. He's serviceable,
and with a bow is a decent addition, probably better than Haer'Dalis,
in any event. The best thing an evil party can do, however, is to either
have a main character who is at least in part a Thief (Fighter/Thief, 
Fighter/Mage/Thief, etc), or was dual-classed from a Thief at one point.
Leader: Technically anybody can be a leader, but to be a good leader,
you need to have a high Charisma, and you need to be durable enough to
survive in the front. This narrows our selection down a bit, but with 
the Sensate Amulet and the Armor of Balduran, even a modest Charisma of,
say, 14 can get up to snuff. This role isn't a huge deal, as you can
simply switch out a character with low Charisma for one with higher
Charisma when you need to do some shopping. Of course, the Ring of
Human Influence makes this role available to anybody able to endure the
punishment of being in front-provided they've a ring slot to spare.
The Brawling Hands: This character needs The Brawling Hands to excel.
These are typically Fighters with a low Dexterity (and hence, a poor
Armor Class). Ideally almost every character could use these, but this
category is for otherwise decent characters who become much stronger by
equipping the gauntlets. This is not a category for characters who do
not fit into a fighting role, or characters who will still perform
poorly in combat with them. It's also not for characters who really
don't need these gauntlets to excel. If it's not lowering their Armor
Class by three or four points, they probably don't need it.
Giant Strength: These characters need a boost to their Strength to be at
peak efficiency, pretty much regulating this to Fighter-role characters.
Since there are multiple such items in the game, including the Hands of
Takkok, a Girdle of Hill Giant Strength, a Girdle of Stone Giant 
Strength, a Girdle of Frost Giant Strength, a Girdle of Fire Giant 
Strength, Crom Faeyr, Angurvadal, and the Runehammer, to name a few,
you have lots of opportunities to address this problem. Your goal should
always be to match the best benefits with the best warriors. Obviously
a character with two attacks a round will make better use of a higher
Strength than a character with one. Practically, however, most of these
items come later in Shadows of Amn or in Throne of Bhaal, so this guide
is more to give you an idea of who to equip the Girdle of Hill Giant
Strength and the Hands of Takkok on, rather than clue you in to who will
eventually need a Strength-boosting item.
Good: Characters of Good alignment. These characters can travel with
Neutral characters, but might fight with characters of Evil alignment
(especially Keldorn).
Neutral: Characters of Neutral alignment. Note neutrality is secondary
to Good and Evil. Chaotic and Lawful characters do not cause problems.
A Neutral character can travel with either Good or Evil characters,
although not without some friction.
Evil: Characters of Evil alignment. These characters can travel with
Neutral characters. but might provoke Good characters. This doesn't mean
all Evil characters will get along peachy, but it does mean that they
won't defect.

Suggested Parties by Role					{CHR026}
These are my suggestions for characters, based on their Strengths. The
order of the character DOES indicate how well I feel they'll fit their
role (i.e.: Keldorn is a better party leader than Viconia because he's
named first.) Although keep in mind this doesn't really rate their
overall usefulness (Korgan's brute Strength over Keldorn's Dispel Magic,
True Sight, and Holy Avenger) it just rates how well they fill a role.
Overall it's nothing to get your panties in a twist over. Somebody had 
to come first, and with how few characters there are and with the
variety of pros and cons they have it's mostly a matter of opinion.
Also, you'll obviously have to exclude a party member to make room for
your main character, although whom you exclude will pretty much be
resolved by what class your protagonist is.

Leader (1):	Keldorn, Dorn, Viconia, Jaheira, ???????, Mazzy
Fighter (2):	Korgan, Keldorn, ???????, Dorn, Jaheira, Minsc, Valygar, 
		Mazzy, Anomen, Viconia, Rasaad
Cleric (1):	Viconia, Anomen, Aerie, Cernd
Mage (1):	Edwin, Neera, Imoen, Nalia, Aerie, Jan
Thief (1):	Hexxat, Jan, Imoen, Nalia

Example Evil Party
Leader:		Dorn
Fighter:	Korgan
Fighter:	Jaheira/???????
Cleric:		Viconia
Mage:		Edwin
Thief:		Hexxat

Dorn is as good of a party leader as you can get-he's got more 
Charisma than Viconia, and he's a tried-and-true front-line warrior.
Korgan is probably the best Fighter in the game, and Jaheira, while
not seeming like much of a Fighter, has many benefits that make her
more appealing than any other character-Insect Plague, Iron Skins,
Greater Elemental Summoning... so what if it takes her three million
experience to mature in Throne of Bhaal? Better to take a while to
become great than settle for a character who isn't as good. Once you
get to Throne of Bhaal you can recruit ??????? and replace Dorn, if you
feel like it, since the two fight similarly and ??????? has superior
attributes. Viconia is just the only good Cleric option the evil party
has-just as well, as she's a damn good Cleric. She's not much of an
offensive character, but she's got great defensive characteristics,
including a high Dexterity and Magic Resistance. Edwin is by and far
the best Mage the game has to offer, leaving only the Thief... Hexxat
is as powerful as a single-class Thief as you can hope to get, but
that's still not good enough in my mind. Her slew of resistances and
high attributes just doesn't make up for the fact that she'll never
get enough attacks nor will she be physically sturdy enough to compete
with any of the warriors, nor can she cast spells like Jaheira and
Viconia can. The best option the evil party has is for a Thief-classed
protagonist, since  Imoen and Nalia are both Good-aligned.

Example Good Party
Leader:		Keldorn
Fighter:	Jaheira
Fighter:	Minsc/???????
Cleric:		Anomen
Mage:		Neera/Imoen/Nalia
Thief:		Imoen/Nalia

Keldorn is a great party leader, as his Paladin class ensures he's got a
good Charisma. Also he's relatively well-off in the Armor Class
department, although he needs The Brawling Hands to bring him up to
snuff, especially considering he won't be carrying a shield. His ability
to Dispel Magic and use True Sight makes him phenomenal for destroying
enemy Mages, and he's an overall great character. Jaheira can specialize
in weapons, wear heavy armor, and use a shield. With her improved
attributes she also has a good amount of Hit Points and Armor Class,
making her a good Fighter. She might not be as great as Keldorn and
Anomen, but her compliment of Druidic spells puts her well above any
competition she might have. Minsc is a secondary Fighter, and can be
substituted for Valygar, who serves much the same role. There are some
issues with Valygar that make me pick Minsc over him, however. He's a
good bit off the beaten path, whereas you get Minsc right in the first
dungeon. Oh, his lower Strength makes him more of a liability, too, and
the fact that he's built to fight with two katanas means he won't be
staying out of melee like Minsc (not to mention the competition he'll
provoke for other katana-users.) ??????? makes a good replacement for
Minsc, if you don't mind doing a little roleplaying to change ???????'s
alignment, and if you won't miss the stealth too much. Anomen is pretty
much the mandatory Good Cleric... there just isn't another one in the
game besides Jaheira, and it's always best to have two characters who
can heal. That's not to say he's baggage, mind you. His high Strength
and starting proficiencies means he'll be as deadly as... well, as most
Fighters, even if he won't have access to Whirlwind Attack. Stick Crom
Faeyr on him, or his holy symbol, and you've got a pretty damn strong
'Cleric'. Lastly, we have Imoen/Nalia, who are practically identical.
Again, the lack of a dedicated Thief makes one of them mandatory, as
well the fact that there's no Good Mage in the game. They fill dual-
roles, both of which the Good party desperately needs filled. And no,
I don't consider Jan a viable replacement. If you don't need a Thief...
well, I'd suggest you still stick with Imoen/Nalia, but even Aerie is a
better choice than Jan.

Good Party versus Evil Party					{CHR027}
Now, hopefully I've stated enough about your potential allies and their
relevence in a party to help you build up an idea of what to expect
from each party member-and in combining all the characters in the game,
what to then expect from your party as a whole. However, in case it
wasn't clear enough, I've made this section to cover the differences
between the parties so you'll know exactly what's going on. Note that
much of this information is found throughout the Walkthrough itself,
and in the character and party descriptions above. This is merely a
condensed and direct comparison of the strengths, weaknesses, and
resulting tactics covered above.

Party Composition
This shouldn't be so very complex. In my mind, the game decides who
you will travel with as soon as you pick your alignment-with a few
exceptions. First, let me reiterate. You get five party members plus
your protagonist, which is well shy of the total number of characters in
the game. However, since good and evil don't mix, you can only pick so
many to take with you. If you grab Keldorn, you're not travelling with
Korgan, Edwin, or Viconia, and so on. Throw in some useless allies like
Cernd and Jan, and consider that Nalia is just a cheap copy of Imoen,
and you've thinned the ranks. Then there are the dubious characters-
Haer'Dalis, Mazzy, and Aerie, who are hard to fit into a party for
various reasons-mostly because, although they're decent, they're just
over-matched. Yoshimo is a long-term bust (don't plan a party around
him) and that leaves us with only one real choice... do we bring along
Minsc or Valygar in the good party? Much, much later on in the game,
??????? joins up, at which point you must decide... ditch whatever extra
characters you're dragging along in the evil party (likely Haer'Dalis),
or in the good party ditch Minsc/Valygar, or tell ??????? to take a

The Protagonist
Ideally a protagonist is simply the strongest character on the screen
at any given time-a Fighter/Mage is really the way to go, in my
opinion. Being able to hold the front-line is good, but being able to
lend Mage support while you're at it is even better, and the
Time Stop/Greater Whirlwind tactic just isn't fair... In a good way!
As far as gear is concerned, a Fighter/Mage can soak up the attacks 
of enemy spellcasters (read: Liches) without getting scratched once
the Cloak of Mirroring is obtained. Ilithids are another foe that is
best handled almost exclusively by a Fighter/Mage. With good combat
stats, a decent Armor Class, and protective spells like Mirror Image
and Blur, there really is no better character for weathering psionics
and surviving Intelligence drain. Last but not least, our protagonist
Fighter/Mage can handle Vampires once the Amulet of Power is obtained.
This isn't quite as exclusive as the Illithid tactic, since other
classes (Clerics) can pick up the slack. Still, a Fighter/Mage is more
lethal in combat (better weapon selection and Greater Whirlwind Attack)
and has better defensive spells-all in all, it's the best anti-vampire
character you'll be able to easily build. That's three very dangerous
foes that can be completely negated by our protagonist. Of course,
they're not capable of handling everything-sometimes a Fighter is needed
for brute work, or a Mage is needed to caster higher-level spells (or
numerous low-level spells) that the Fighter/Mage just can't access-yet.
When you slap the Helm of Vhailor on a Fighter/Mage, all those perks
are doubled.

Life isn't so simple for the evil party, however. Imoen barely cuts it
as a Thief for the good party, but the evil party doesn't have access
to her. Yoshimo isn't in it for the long run, and Hexxat-potent as she
is-is still a single-class Thief. And no, I do not consider Jan a
serious option. How then, do we obtain those awesome perks of being a
Fighter/Mage and still introduce a decent Thief into the party? Easy,
make a Fighter/Mage/Thief instead. Is it as good as a Fighter/Mage? No,
your spell progression will be even more stunted, as will your Hit
Points and THAC0 progression, and you'll never get 9th-level Mage
spells (without cheating). On the other hand, all the tactics otherwise
fit seamlessly (save Time Stop/Greater Whirlwind, obviously), and the
Fighter/Mage/Thief gains a few very important benefits. First, being
able to create your own Thief is much better than borrowing an
recruitable Thief. Imoen can't upgrade her Thief skills any-but you
can. No stupid kits (Yoshimo), no annoying turnip-Gnomes (Jan), and no
dragging a single-classed Thief along (Hexxat). Second-and best of
all-is the backstabbing. Adding x5 damage to an already potent
Bhaalspawn almost ludicriously strong. Of course, many enemies will be
immune (no cheap-shots on that dragon!) but for most enemies... it'll
make you forget that you're playing what I view as the weaker of two

Jaheira is not an optional character in my mind. Not in Baldur's Gate,
or in Baldur's Gate 2. Since she's become even stronger in the sequel,
this is a no-brainer. Every party should have Jaheira. She can assist
the Clerics in healing and buffing, her Hit Points are some of the best
you'll find on a recruitable character, she has the THAC0 and armor to
compete in melee, and she's neutral-every party can have her (albeit,
with some friction.) Her Druid levels allow you to gain the benefits of
a Druid, without actually having to suffer the crappiness of an actual
Druid. And Insect Plague just wins... well... much of Shadows of Amn,
really. It's the go-to spell of the early-to-mid game. When Jaheira
levels up, her tactics change, but if anything she gets even stronger.
When she starts getting high level abilities, she'll be able to compete
with the best Fighters in the game with her Greater Whirlwind Attacks,
and if she learns Summon Elemental Prince she can call upon one of the
strongest summoning spells in the game. Finally, a high Armor Class and
Iron Skins makes her the closest thing to a Fighter/Mage the game offers
in terms of brute survivability.

As far as I'm concerned, this is a real easy choice. Keldorn can gain
access to a very powerful exclusive weapon and whatever he lacks in
attributes, he makes up for with True Sight and super-powered Dispel
Magic. An easy choice for the good party. Korgan is the best pure
Fighter in the game. Enough said, and an easy choice for the evil

Here you have some options-watch as I whittle them down. Cernd doesn't
count for much as a Cleric. Not that Druids can't compete... wait...
they really can't. Well, that's settled. That leaves us with Aerie,
Anomen, and Viconia, and when push comes to shove, Aerie clearly loses
the contest. Viconia and especially Anomen are decent Clerics, although
Viconia is the fastest-progessing Cleric thanks to her single-classed
status. Still, this is a matter of a marginal bit of experience, in
exchange for which Anomen has much higher Hit Points, lower THAC0, and
all the other perks of dual-classing as a Fighter. What they both can
do that Aerie cannot is participate in melee combat from the moment
you recruit them. Sure, Anomen's Dexterity sucks, and Viconia has
Hit Point and Strength issues, but a Girdle of Hill Giant Strength
fixes Viconia's problem, and Anomen can just strap on a shield. Aerie,
however, has to mind her Mage limitations, and offers no easy solution.
Aerie's slow progression kills whatever usefulness she might have had-
she's not a good candidate as either the party Mage or the party Cleric.
On the other hand, Viconia's Armor Class and magic resistance make her
a potent defensive character, and Anomen's Hit Points and Strength
make him a sturdy front-liner. Anomen for the good party, Viconia for
the evil party.

We have a variety of Mages to choose from, but let me expel two right
off the bat. Aerie's slow progression makes her less-than-ideal as
either the party Mage or Cleric. In particular, Edwin, Imoen, and
Nalia all out-progress her. Jan suffers from the same problem... and on
top of that, he's a specialist Mage whose class prohibits him from ever
casting any of a variety of potent Necromancy spells. No thanks. Now
that we're done with that, we have the aforementioned three. Edwin is
the evil party Mage pretty much by default. He'll cast more spells per
day than any Mage you can make, and this allows us to ignore his lack of
Identify and True Sight. On that note, since Edwin just has so much
more spell-power than the good-party candidates, the evil party will
make much more use of spell-assaults, especially in the early-going.
Having two-extra spell-slots per level and unimpeded progression as a
Mage just allows Edwin to throw out a Slow or Chaos spell just about any
time he wishes-not to mention other late-game greats like Horrid
Wilting, Comet, and debuffs like Breach and Pierce Magic. Our good-
party candidates on the other hand includes a pair of dual-classed
Thieves... practically clones, in fact. This makes me think Nalia only
exists to supply you with an Imoen while the real Imoen is out of
reach. So that being the case, why not just go with Imoen? She's a
bit stunted when compared to Edwin, and you'll really notice how many
more spells per day Edwin gets. Even with a Fighter/Mage on the good
party versus a Fighter/Mage/Thief on the evil party, Edwin tips the
spell-power balance towards the evil side. And of course, Imoen has
better Thief abilities, making her absolutely necessary for a good

True Sight
One main tactic in the game for breaching enemy defenses and keeping
them honest is to use True Sight. You'll do this quite early in the
game, and it'll be necessary until the end credits roll. How you do it,
however, depends on who you've brought along. In this regards, the good
party has a huge advantage in Keldorn. His Inquisitor kit allows him to
use True Sight very early in the game, and quite often. He's really all
you need to bust enemy illusions. Of course, Jaheira will also be able
to pitch in, as will our Clerics, Anomen/Viconia. All that's left are
our Mages, and here Edwin shows one of his few-yet conspicuous-
shortcomings. Edwin can never learn Divination spells, and for the
most part, who cares? Sadly, one of the few spells (and certainly the
most harmful for Baldur's Gate 2) prohibited is True Sight. That means
the standard evil party will have no Keldorn, and their Mage-despite
his staggering number of spell-slots, can never memorize True Sight.
This leaves True Sight entirely up to Viconia and Jaheira. It's a 
limitation, to be sure, but one that can be overcome.

Already touched upon in the Protagonist section is the issue of Thief
skills. The good party has Imoen, who is just good enough. The best
answer for the evil party is to have a Thief protagonist, but failing
that, Hexxat is as powerful of a single class Thief as you can hope

The Sixth Wheel
The sixth wheel is that extra character that sort of solidifies an area
already bolstered by other party members better suited to the role. For
the good party you can add one of two Rangers-Minsc or Valygar. Minsc is
my favorite choice, as... well, he doesn't need any Strength-boosting
gear, he's hilarious, and he was in the first game. Both have some bad
points, namely their absurd proficiencies. Both at least have Long Bows,
but they both also have two ranks wasted on Two Weapon Style. Neither
really has the Armor Class to pull it off, although Minsc's Two Handed
Sword specialization makes him more attractive, compared to Valygar's
Spear. My only guess is that, since Baldur's Gate 2 found itself
pressured by the release of 3rd Edition Dungeon and Dragons, the
developers decided to give both their Rangers Two Weapon Style. While
it's a feature of the class in 3rd Edition, in Baldur's Gate 2, it's
just a waste of points. Both can pull off stealth for scouting purposes,
both are decent warriors who will ideally contribute at a range, and
when proficiencies allow-with reach weapons that keep them out of direct
melee. Valygar can backstab (albeit poorly) and has a better Dexterity.
Misnc has better armor selection, and better Strength.

The Enhanced Edition has been very kind to the evil party. In the
original game, after Edwin, Jaheira, Korgan, and Viconia, the well was
really running dry. This often led to us choosing to drag along ???????
or Haer'Dalis. The latter is fair enough in Shadows of Amn, while the
former is a heavyweight Fighter in Throne of Bhaal... but this lack of
continuity always left something to be desired. Enter Dorn and Hexxat,
two new characters that serve a role the evil party have long since
needed. Dorn serves as a less potent Keldorn-he's a great party leader
and front-line warrior. He doesn't have the great Inquisitor abilities
like Keldorn, but his Blackguard abilities at least come in handy once
in a while. Hexxat is an evil Thief, as potent of a Thief as you can
hope for. How to choose between the two? Well, despite Hexxat's
potency, the qualifier in the above statement is 'Thief'. A single-class
Thief just isn't a great character, no matter how... unusual... they
are. On the other hand, if you drag Hexxat along, you can drop the
'Thief' from the Fighter/Mage/Thief and go with a more potent
Fighter/Mage. Overall, however, I think Dorn is the more powerful

Once you reach Throne of Bhaal, you can consider removing your 6th
wheel for ???????-unless, of course, you're using Hexxat as your
party Thief, in which case she's mandatory. ??????? has an edge on
Dorn in attributes, but the two are pretty close in potency. He does,
however, significantly out-class Minsc-Minsc's archery and stealth are
both becoming quite ineffective by Throne of Bhaal. Best of all,
depending on how you interact with ???????, his alignment can go either

Character Builds and Weapon Loadouts				{CHR028}
This is a section where I'll discuss some high-level tactics which will
become available for us once we start accumulating loot and levels.
Ideally, this is a section where I'll discuss various weapon load-outs
for various PCs. For most of the game, you'll use what you find, and
honestly your equipment will be more or less cobbled together 
haphazardly in the early-going through mid-game. The gear you'll equip
will be determined by opportunity and starting proficiencies, and this
is obviously not an ideal way to make it through the game. However, as
we play through the game, you'll be developing your characters to
obtain the proficiencies they'll need to equip some of the best weapons
in the game. To that end, this section will describe these weapons and
their various combinations in some detail. If you don't want to know
what awesome weapons we'll be finding in this game, don't read any
more. And as an aside, this isn't an elitist gear rant, putting the
right gear on the right character is indeed a great deal of the
strategy this game requires, but building a character to suit the gear
is more foreknowledge, and not quick-thinking or adaptive practice.
Spell-buffing and micro-management are much more important tools for
surviving the few challenging encounters in this game... and of course,
knowing what you're facing, and what will hurt what you're facing, and
sheer luck. In large part, using good gear is a matter of common sense.
Anybody with two brain-cells to rub together will realize that Crom
Faeyr is an awesome off-hand weapon for the Strength-boost alone, and
that Celestial Fury is an over-powered weapon for how easily it can be
obtained. These are-in all honesty-fairly obvious builds, but it doesn't
take a keen intellect to realize that vorpal weapons are meant to be
used in the main-hand, followed by debilitating weapons (like Flail
of the Ages), and defensive or boosting items (like Hindo's Doom, Crom
Faeyr, and Angurvadal) make great off-hand weapons.

Best of the Best Two-Fisted Fighter
Flail of the Ages + Axe of the Unyielding or
Flail of the Ages/Axe of the Unyielding + Hindo's Doom/Angurvadal
Suggested Characters: Korgan, Mazzy, Protagonist

Flail of the Ages is clearly the best one-handed non-edged weapon in
the game. At its best it deals 10 elemental damage per hit, gives its
user Free Action, +5% magic resistance, and has a 33% chance to Slow
without a save. On the other hand, you have Axe of the Unyielding,
which has a 10% chance to kill outright with no save, +1 Armor Class,
+1 Constitution, and a regeneration rate of three Hit Points per round.
Both offer considerable defensive bonuses-which can be obtained just as
well on the off-hand, so what we have is an offensive comparison. In
this case, it seems that the Flail of the Ages' 10 damage per hit and
33% chance to Slow an enemy out-competes even the vorpal property of
Axe of the Unyielding. For big fights, it's not like you can't just
switch over to the Axe of the Unyielding as a main-hand weapon after
the enemy has been Slowed. You can even combine the two as primary
weapons, and just use Angurvadal as your constant off-hand weapon for
the Strength and negative plane protection, or Hindo's Doom for the
magic resistance and Death Ward.

Crom Faeyr Cleric
Crom Faeyr
Suggested Characters: Anomen
Crom Faeyr is obviously a great weapon, for no better reason than the
fact that it boosts your Strength to a ludicrous 25. Of course, it
serves this role just fine as an off-hand weapon, but for lack of
options it'll work as a primary weapon as well. Especially if you
want to keep a shield and have other uses for the Flail of the Ages.
Sure, it doesn't provide any useful offensive or defensive bonuses
(by Throne of Bhaal, Trolls, Ogres, and Ettins will be the least of your
problems), but the sheer damage boost gained from having a 25 Strength
is more than most weapons give.

Flail of the Ages Cleric
Flail of the Ages
Suggested Characters: Anomen, Viconia

A better solution for equipping your Cleric is to use Flail of the Ages
and a shield. For Anomen, when he hits level 25 he'll get a Holy
Symbol which will boost his Strength from 18 to 19, with all the
awesome benefits that apply. Viconia will need some help-ideally the
Girdle of Hill Giant Strength, and with her Holy Symbol she'll go from
19 to 20 Strength.

Holy Avenger
Suggested Characters: Keldorn

Another simple weapon build. You see Carsomyr? If you had anybody who
could wield it, why would you not equip it? 50% magic resistance?
That's all the spell defense anybody could ever need, and the fact that
it casts Dispel Magic on targets means you can rip through enemy spell
casters. It's certainly one of the better reasons to drag Keldorn along,
and it makes creating your own Paladin a somewhat interesting

Perfect Swordsman
Angurvadal + Hindo's Doom (Spectral Brand + Hindo's Doom/Angurvadal)
Suggested Characters: Protagonist, Valygar

This build is especially useful if you're playing with Korgan and
Viconia, with the implications that you won't have access to Crom Faeyr,
the Axe of the Unyielding, or Flail of the Ages. The Perfect Swordsman
begins with points into Katanas, Long Swords, and Two Weapon Style.
They'll get Celestial Fury early on, and Namarra, Dak'kon's Zerth
Blade, and Malakar make decent early-to-mid game off-hand weapons. When
you reach the end of Shadows of Amn you'll add Daystar to your arsenal
(great against Undead) and the Equalizer, although Celestial Fury
remains the weapon to beat in Shadows of Amn. By the time you get to
Throne of Bhaal, however, Celestial Fury is losing its edge, and
replacements abound. Unfortunately, nothing really steps up to takes
its place, as there really aren't any great debilitating swords
(no vorpal one-handed swords, and nothing that forces a save at a
negative penalty.) In this case, I give Angurvadal the nod over other
weapons, like Hindo's Doom, simply because of the fire damage... Hindo's
Doom works just as well as an off-hand weapon. If you don't mind
depriving Jaheira of a great weapon, grab some proficiency points in
Scimitars. You can then use Belm through much of Shadows of Amn, and
when you reach Throne of Bhaal switch to the Spectral Brand as a main
hand weapon, which more or less removes the need for Angurvadal. If
you're using this build for your protagonist (with the implication
that you imported with a 19 Strength) you might as well just use Hindo's
Doom as your offhand weapon for the Magic Resistance. It's just an
idea, whether Angurvadal's 1d4 +1 fire damage and 22 Strength is better
than Spectral Brand's 1d6 cold damage... well, the two seem close enough
that one or the other doesn't make a huge difference.

Suggested Characters: Dorn, Haer'Dalis, Minsc, ???????, Valygar

The Ravager Halberd is easily one of the best weapons in the game... in
fact, it may be THE best two-handed weapon in the game. Of course, I
prefer Axe of the Unyielding in straight comparison (both are vorpal,
but the Axe of the Unyielding also boosts Armor Class, gives 
regeneration, and increases your Constitution.) Still, for a two-handed
weapon wielding character, you really can't get any better, unless 
you're a Paladin, and even then it's debatable. It is preferable to 
Psion's Blade and Gram, which is why most two-handed warriors shun Two 
Handed Swords for Halberds near the end of Shadows of Amn. The Silver 
Sword will see them through Shadows of Amn and a bit of Throne of Bhaal,
but this is the weapon to shoot for. A +6 Halberd with a 10% chance to
kill with no save? That's a no-brainer, and it's great for dedicated
two-handed weapon users like ???????, as well as weaker characters who
should distance themselves from the front-lines, but who shouldn't
avoid combat entirely.

Ixil's Spike/Staff of the Ram
Suggested Characters: Cernd, Protagonist

This is more of a compromise for a Druid than anything else. They can't
use shields, and they just aren't strong enough or well-defended enough
in melee combat to do well without some distance. Since they can't use
Halberds, this is the next best option. The Staff of the Ram can stun
and knockback, and deals 12 crushing damage and 1d4 piercing damage 
while Ixil's Spike can immobilize an enemy for three rounds, while doing
1d6 +5 damage each round. The Staff of the Ram seems the superior
offensive weapon, even though Ixil's Spike provides Free Action, and for
most of Shadows of Amn Spears are superior to Quarter Staffs... although
on the other hand, you can buy the Staff of Rynn +4 from the 
Adventurer's Mart at the beginning of the game...

The Bludgeoner
Flail of the Ages + Crom Faeyr
Suggested Characters: Anomen, Protagonist

This is an idea I've toyed around with, but I've never actually put into
action. In my mind, a Fighter/Cleric or Cleric/Ranger protagonist would
make a great candidate for this, but honestly, Anomen would work just as
well (although Viconia might not have the proficiencies to see this
through, and she's certainly not nearly a good enough Fighter for it.)
This build combines the awesome power of Crom Faeyr with the disabling
properties of the Flail of the Ages, which never loses its potency
throughout the game, indeed, it only gets stronger. This almost begs
for a multi-class Fighter/Cleric, who can take advantage of the extra
proficiencies, use Greater Whirlwind, and scrape together some defensive
items to make up for their lack of a shield. On top of this, a
Cleric/Ranger can add Iron Skins to their defenses, making them almost
comparable to a Fighter/Mage defensively. Eh... at least against
physical attacks, anyways.

Ultimate Assassin
Dagger of the Star + Angurvadal/Hindo's Doom
Suggested Characters: Protagonist, Hexxat, Valygar

There's only one real purpose to this build-to take advantage of the
Dagger of the Star's ability to bestow invisibility on its wielder In
the hands of a Thief (preferably a Fighter/Thief protagonist) it becomes
an awesome weapon of mass destruction, as backstabs will flow liberally.
The off-hand weapon in this case is merely a boosting or defensive item,
Angurvadal will boost your Strength, while Hindo's Doom will boost your
magic resistance, as the situation demands. In most situations,
Angurvadal will be the best choice, as the Strength boost will 
exponentially increase the damage done by the backstab.. although if
you're using this build on a protagonist, they may not NEED the 
Strength boost so much... especially if they're evil (secrets implied).

Vorpal Juggernaut
Axe of the Unyielding + Crom Faeyr
Suggested Characters: Korgan, Mazzy

One of the more obvious builds in the game, unless you're planning for
it early, it can be difficult to get the proficiencies for this build
to work in a timely manner. Korgan is by and far the easiest character
to fit into this build, as he's a Fighter (and hence will get lots of
proficiencies) and already starts out with Grand Mastery in Axes. Since
he already starts out Proficient in War Hammers, it almost feels like
the game is nudging us in the direction of this build. Gauntlets of
Dexterity will in large part cover his Armor Class woes, and Crom
Faeyr will give him all the Strength he needs. Axe of the Unyielding
further adds to his Armor Class, gives him regeneration, and best of
all gives him a vorpal weapon to attack with. Mazzy can fit into this
role as well, but she requires a lot more work. Get her one point into
War Hammers in Shadows of Amn and try and boost her Two Weapon Style.
When you get Crom Faeyr... you should probably just keep it as an off-
hand weapon, and have her use a Short Sword in her main hand. By
Throne of Bhaal, look to get her proficient with Axes, and then
continue to build up both Axes and War Hammers (favoring the former, as
it is, of course, her main weapon) and switch off to the upgraded Axe
of the Unyielding as soon as possible. It'll take her longer, but she
will get there, and she doesn't need The Brawling Hands like Korgan

|								       |
|			    Spell Tactics {SPT001}		       |
|								       |
This section was added by request, since I had provided detailed 
information on how to equip and build your characters, a similar section
was requested to discuss how to build up your spellbooks. I think that
what was desired were suggestions on what (and how many) spells to
memorize, so with that in mind, let me mention a few things about this
section. First, let it be known that most (if not all) of this
information can be found-sometimes in greater detail and always in
more pertinent form-in the Walkthrough. When you encounter enemies that
require certain spell tactics to defeat, they are laid out in detail
when you fight them. For example, when you deal with Illithids, you'll
know to have Chaotic Commands at the ready. This, in my mind, pretty
much covers everything you'll need to know, when you need to know it.
This section, then, is to provided detailed, general information about
the spells themselves so that all the information scattered throughout
the Walkthrough can be consulted here. Note, however, that I won't
bother suggesting how many spells to memorize, since this is really
subjective to the enemies at hand, and the caster in question.
Obviously Edwin will have luxuries that Imoen doesn't, and when fighting
a dragon they'll want a different spell-loadout than they will when
fighting a Lich.

Healing Spells							{SPT002}
I tend to have a subtractive, rather than additive view towards the
inclusion of healing spells in my spell-books. Healing spells are good,
nobody doubts that, but how many should you get? In my mind, it
varies by spell-level. Cure Serious Wounds is clearly better than
Cure Light Wounds, but the competition for 1st-level Cleric spells is
much less intense than for 4th-level spells. So, how do I determine what
to get? I get all the spells I want besides healing spells, then fill
up left-over slots with healing. Therefore, most of my 1st-level
Clerical spells tend to be Cure Light Wounds (with a token Remove Fear
on every caster, just in case) while on the other hand, I have almost
no Cure Serious Wounds, as I'd rather have Defensive Harmony, Protection
from Evil 10' Radius, and so on. The only healing spell unworthy of this
second-class status is Heal, which is the ultimate healing spell, and
really, one of the best things about a Cleric or a Druid. Too bad you
can't get that spell in this game, eh?

1st Level Cleric Spells						{SPT003}
Armor of Faith: Blocks 5% of damage per five levels.
Cure Light Wounds: Heals 8 Hit Points.
Remove Fear: cures and prevents fear effects for one turn.

*Armor of Faith
A simple defensive spell that will remain in your list of memorized
spells throughout both games... simply because good defensive Clerical
spells are so rare. This spell absorbs 5% of all damage the caster
would otherwise sustain from physical and magical attacks, and protects
against another 5% for every five levels of the Cleric. Which means...
up to 10% in this game. That doesn't sound like much-and it isn't-but
losing one point in ten of damage isn't horrible, and it has a decent
duration, too. By the time you hit Throne of Bhaal and your Clerics are
pushing 20th level, it'll be seriously reducing damage.

Bless gives all allies within a 30-foot radius a +1 bonus to attack
rolls and a +1 bonus to saves versus fear. I'll be honest, I rarely use
it, but it's not that bad of a spell. Your THAC0 won't be low enough to
ignore a +1 bonus... but its six-round duration is just lame. You have
better buffs to use.

You can attempt to make an enemy 'die' (go to sleep) for one round.
Anything under six Hit Dice (about 48 Hit Points) gets no save against
the effect, but anything with six Hit Dice or more are entitled to a
Saving Throw vs. Spells. This spell was useful in the first game, but
by now, pretty much everything you fight will have over six Hit Dice...
and besides, you have Greater Command, so why bother with this
under-powered spell?

*Cure Light Wounds
The essential healing spell, you'll probably want to keep several
instances of this spell ready at all times.

Detect Evil
It's.. not a great spell, and I wouldn't keep one prepared, but Ajantis
can use it as a special ability. It's got quite a range, and nearby
enemies will be detected as evil in your dialogue box. Want to know if
some Black Talons are currently lurking in Larswood, or want to know if
those humble-looking fishermen are up to no good? Give this spell a go.

This curse bestows a -2 penalty to saves and attack rolls upon a single
enemy. This is actually a decent spell to cast on tougher enemies, as
that -2 save penalty can end up paying off in a big way if the critter
then falls victim to some spell or weapon effect. Of course, Greater
Malison affects multiple creatures and bestows a -4 penalty to their
saves, making it a far superior cast.

Magic Stone
You enchant a small pebble, which flies out and hits a foe for... 1d4
damage. It counts a magical (+1) weapon, but otherwise gets no bonuses
to damage. Compare this to, say, Magic Missile and marvel at how much
this spell sucks.

Protection from Evil
A handy little personal buff that gives the target +2 bonus to Saves and
Armor Class... of course, when you've got Protection from Evil 10'
Radius, why would you ever bother with this?

*Remove Fear
Enemy Mages love using Horror. This spell prevents such magics from
working, and will counter it if you're affected by fear. Always keep
one prepared on each Cleric.

Gives the priest temporary immunity to prosecution by foes, during
which time he can heal/buff themselves (but they cannot affect other
creatures without ending the spell). I don't see the point. If you're
getting hurt, retreat and cast a healing spell. Why waste two rounds
doing what can be done in one?

Creates a +1 cudgel that deals 2d4 damage. You won't spend much of the
game with a permanent weapon worse than this, so why bother?

2nd Level Cleric Spells						{SPT004}
Draw Upon Holy Might: Boosts Strength, Dexterity, and Constitution.
Hold Person: Paralyzes one living, humanoid foe.
Resist Fire and Cold: 50% Resistance to Fire and Cold.
Silence 15' Radius: Shuts up spell-casters.
Slow Poison: Cures poison.

Bestows the effects of Bless and heals 1-8 Hit Points. Since it only
effects one creature, I don't bother with it.

Grants a target an Armor Class of six, which improves (decreases) by
one for ever four levels of the caster... This can effectively give you
an Armor Class that's comparable to Full Plate Mail at higher levels,
but by then, you've certainly found better, permanent, armor.

It affects a 30-foot radius, and gives your allies a one-point bonus to
attack rolls, damage rolls, and saves, and imposes a one-point penalty
to the same onto your enemies. A decent spell, even though it takes a
full round to cast... I'm almost never using my Clerics to buff in
combat, and the first-strikes are handled almost exclusively by my
Mages... and with a five-round duration, I tend to ignore the spell in
favor of Defensive Harmony and Protection from Evil 10' Radius.

*Draw Upon Holy Might
This is actually a decent spell for some Clerics... alright, it's
useful for Anomen (and possibly a protagonist with good attributes).
At first it won't give much of a bonus, but boosting Anomen's Strength
up to 19 is worthwhile up until he gets his hands on a permanent
Strength-boosting item. Once you're late in Shadows of Amn or Throne of
Bhaal, this spell will start adding serious points to Strength,
Dexterity, and Constitution (up to a +6 bonus at 18th level). This can
be a serious boost to a Cleric's combat prowess, and should not be

Find Traps
Detects traps in a very close range. This spell doesn't disarm them,
however, so it's rather pointless.

Flame Blade
This spell allows the caster to create a flaming blade, which the caster
is considered Proficient with. It deals 1d4 slashing damage, plus 1d2+4
fire damage. Despite being a magical blade of flame it does NOT count
as a magical weapon for determining what it can hit-makes sense to me.

*Hold Person
Another spell that should be good, that I just don't use. It affects
everybody within a 7.5-foot radius, but most often you'll be using this
on one character. It only affect man-sized humanoids, but fortunately,
they're common. No save penalty, and it only lasts 10 rounds... which is
long enough to kill them and then some, to be fair. Still, almost
anything I would use this on, I could just nail with Chaos or Greater
Command, instead.

Know Alignment
Like Detect Evil, except it detects... everything. Evil things glow red,
neutral things glow blue, and friendly things glow green... like those
little circles under your feet!

*Resist Fire and Cold
You won't fear the elements too often, but when dealing with fire or
cold happy foes, this spell can cut their damage in half. I wouldn't
keep it ready all the time, but it'll come in handy once in a while.

*Silence 15' Radius
Enemy Mage or Cleric getting you down? Not if they can't cast spells-
which is exactly what this little beauty does. It boasts a 15-foot
radius, a duration of two rounds per level, and forces the save to be
made at -5... which means it works often. It saw more use in the first
game, but now, uber-powerful Mages (like Liches) will probably have
Magic Resistance to avoid it. Failing that, almost every Mage with any
real power will have Vocalize, which counters this spell handily. This
makes it decidedly inferior to other Mage-bashing tactics, like Insect
Plague, which is nearly fool-proof... but it doesn't hurt to cast at
a group of casters. Cleric have little way to counter it, and forcing
a Mage to waste time casting Vocalize gives you another round to hit
them with another spell.

*Slow Poison
Slow Poison is being humble. This spell eradicates the effects of most
poisons in the game. Keep at least one handy on each Cleric all the

Spiritual Hammer
Conjures a magical hammer, which may be used as an implement of
righteous smiting. It counts as a +1 weapon from 1st-6th level, as a
+2 weapon from 7th-12th level, and a +3 weapon at 13th level and
beyond. You'll find more powerful weapons than this spell conjures. You
should never need to use it.

3rd Level Cleric Spells						{SPT005}
Cure Disease: Cures disease, blindness, and feeblemind.
Cure Medium Wounds: Heals 14 Hit Points.
Dispel Magic: Remove buffs/debuffs in an area.
Holy Smite: Deals 1d4 damage/level to evil creatures.
Protection from Fire: Grants 80% Resistance to Fire.
Remove Paralysis: Curse paralysis/hold effects.

Animate Dead
Ah... Animate Dead... this was a great spell in Baldur's Gate 1, but its
hour has passed. Skeleton Warriors are nothing special anymore, and
the Stinking Cloud/Animate Dead tactic has been surpassed by superior
spells. You'll find better minions who are stronger and can take more
abuse, so remove this spell from your spellbooks and move on.

*Cure Disease
Diseases suck. They function like Poison, but take much longer to deal
their damage, and tend to last much, much longer. Unless you're injured,
you rest, or travel across the world map, your chances of dying due to
disease are pretty low... But having to run back to a temple to get a
character cured is no good solution, and Mummies aren't uncommon in
this game. It's a good idea to always have one of these prepared.

*Cure Medium Wounds
This spell restores 14 Hit Points.

*Dispel Magic
Bad guys cast spells too-buffing themselves, or debuffing you. Just as
a Chaos spell can win a fight for you, if it's cast on you, it can also
result in casualties if the enemy gets one on you... unless you're wise
enough to keep a Dispel Magic handy. This spell is just wonderful, and
everybody who can cast it should always have one prepared.

Glyph of Warding
Creates a static 'trap' that explodes when an enemy comes close, dealing
1d4 damage/level to foes within range. This spell is party friendly, so
it should be used-not defensively, as the description suggests, but
offensively, like Fireball. Still, the Cleric has better 3rd-level
spells to cast, and the Mage has far, far superior damage-dealers.

*Holy Smite (Good characters Only)
One of the rare alignment-specific spells in Baldur's Gate, Holy Blight
deals 1d4 damage per level of the caster to all evil foes in a 20-ft.
radius. A fair number of enemies are actually neutral, which limits this
spell's effectiveness, but there are plenty of evil foes to bring holy
doom down upon. This spell is party-friendly... provided you're not
traveling around with evil folks.

Invisibility Purge
Like the Arcane spell 'Detect Invisibility' this spell will allow you
to detect-and therefore thwart-sneaking enemies. You're better off
springing for True Sight.

Miscast Magic
You'll see the enemy cast this spell a few times, but I never bother
with it. If the enemy fails at a Save vs. Spells (save at -2), they'll
suffer an 80% spell casting failure rate. Of course, Silence 15' Radius
can affect multiple foes, imposes a -5 save, and makes spell casting
100% impossible for affected creatures... and Insect Plague is superior
to Silence. This puts Miscast Magic pretty low on my list of anti-Mage

*Protection from Fire
Like the Resist Fire/Cold, but it protects you from 80% of fire
damage. Excellent in a few areas.

Remove Curse
You should NEVER need to cast this spell. It's grand purpose? Getting
icky cursed items out of your hands. This guide tells you what items
you're getting, and you should never equip unidentified items in the
first place.

*Remove Paralysis
Paralysis isn't a terribly uncommon affliction in Baldur's Gate 2, and
while it's not the main tactic the enemy will be using on you anymore,
it's still common enough that it's worth having one of these spells
prepared at all times.

Rigid Thinking
Another spell you'll more often see when it's cast on you than when you
actually waste the time to cast it-it affects one critter and inflicts
confusion. It lasts one turn, and can be negated by a simple Save vs.
Spells. Compare this to the 4th-level Arcane spell Confusion, and you'll
see what a butt-nutter this pansy version is.

Strength of One
Gives the entire party a Strength score of 18/75, and lasts for a turn.
It might seem nifty at first, but once you get the Gauntlets of Ogre
Power, or any of the other Strength-boosting items in the game, this
spell will actually hinder you in combat. For natural heavy-hitters like
Minsc or Korgan, this spell is a meagre bonus from the outset.

Unholy Blight
Like Holy Blight, but with different alignment effects. This spell
deals 1d4 damage per level of the caster to all good foes in the area
of effect (20-ft. radius). The spell deals half damage on a successful
save, but on a failed save, it also imposes a -2 penalty 'to all their
rolls' for four rounds. This spell is massively less useful than Holy
Blight, since most foes you'll fight are either neutral or evil...
Meaning few enemies will be affected by this spell at all.

Zone of Sweet Air
Dispels spells like Stinking Cloud or Cloudkill. Honestly, I tend to
be the Cloudkill/Stinking Cloud caster, the computer rarely uses such
spells... and if they do, I'm more than happy to cast Animate Dead and
let the computer trip over their own spells. I have never bothered with
this spell.

4th Level Cleric Spells						{SPT006}
Death Ward: Makes character immune to death magic.
Neutralize Poison: Cures poison, diease, blindness, deafness, and heals.
Protection from Evil 10' Radius: Long-lasting party buff.

Animal Summoning I
Low-level summoning spell suck in Baldur's Gate 2, where the quality of
the foes you'll be facing demands higher-quality minions. Think it
doesn't suck? You'll summon one or two of the following creatures when
you cast this spell-a Dire Wolf, or a War Dog. Yeah. Pass on it.

Cause Serious Wounds
Touch a bad-guy, and deal 17 damage to them. Seriously? There are many
better ways to deal 17 damage to a creature-ONE creature.

Cloak of Fear
This spell creates as three-foot radius fear effect centered on the
caster. I'm always dubious about spells that require the proximity of
the caster... but this spell has no effective radius (if your Cleric is
surrounded, maybe, but good luck getting the spell off) and imposes no
save penalty. Even worse, it only causes fear for four rounds. How is
this spell in any way comparable to the 2nd-level Arcane spell, Horror?

Cure Serious Wounds
A more potent version of Cure Light Wounds, it must compete with many
great 4th-level Cleric spells. At the end of the day, healing is just
not strong enough in this game to save you during a fight, the way the
'Heal' spell will. 17 Hit Points is just a band-aid, not a life-saver in
the heat of battle.

*Death Ward
Death Ward is a wonderful, indispensible, must-have spell for every
Cleric in Baldur's Gate 2. You will have lots od death-spells thrown
your way. Liches and Beholds are especially fond of throwing effects at
you like Disintegrate and Finger of Death. Want to ensure that a certain
character won't get offed by a certain enemy? This is the way to counter
such death-effects.

Defensive Harmony
This spell gives you a +2 bonus to Armor Class for ten rounds-the
perfect last preparation before a big fight. +2 Armor Class is the same
as 10% miss chance, and it affects the whole party. Kind of the opposite
of Death Ward, I use it frequently in the first game, but almost never
in Baldur's Gate 2. Armor Class can get quite low naturally in Baldur's
Gate 2, but by Throne of Bhaal, we're contending with foes who have
THAC0s of -10... which renders most Armor Class considerations moot.
It might be worth a cast once in a while in Shadows of Amn, but...
really, the duration just sucks so much I don't ever bother with it.

You could this spell... or you could simply sneak around with a Thief,
Ranger, or invisible character. You'll see more, and it wastes-at best-
a 2nd-level Arcane spell.

Free Action
This spell comes in handy any time you encounter Carrion Crawlers,
Ghouls, Ghasts, Greater Ghouls, or butthole Clerics who like to cast
Hold Person. Of course, it's just as easy to strap on a Ring of Free
Action and save yourself the 4th-level spell slot.

Holy Power
A weak attempt at Tenser's, save it allows the caster to keep their
spell casting powers. This spell is a mix of good and mediocrity. First,
one Hit Point per level will not a Fighter make. Second, while it grants
a massive bonus to combat prowess, it does not increase the Cleric's
attacks per round... again, 18/00 Strength and a good to hit does not a
Fighter make. On the other hand, it's still a welcome boost for those
melee-heavy fights where another competent warrior could tip the
balance... cast on a 7th-level Viconia, it raised her Hit Points from
52 to 59, dropped her THAC0 from a wretched 15 to a respectable 10,
and increased her damage range from 3-8 to 9-14. It duration means it
won't be worth casting all the time (like Protection from Evil 10'
Radius will be), but for big fights, it's worth considering. Hybrid
characters like a Fighter/Cleric will arguably make better use of it-
they already have the THAC0, but the Strength bonus helps, especially
with their superior attacks per round. Ultimately, this spell is decent
at times in the first game, but in Baldur's Gate 2, it'll be utterly
eclipsed by Draw Upon Holy Might.

Lesser Restoration
This spell will remove energy drain on the target, but will fatigue the
caster outright. Energy drain is quite common in this game, but you
don't usually need to keep this spell prepared, and my tactic for
dealing with energy draining foes tends to be... well, preventing any
energy drain in the first place. But, nothing is perfect, and you might
well find yourself in need of this spell. Still, it's not like disease
or poison, where somebody will die if it's not cured quickly, so you can
always just prepare it after you need it, cast it, and replace it with
something else when everybody is good to go.

Mental Domination
Like the Arcane spell Domination... but Clericy. It allows you to take
control of a critter and command it. I never bother with these spells,
as there's always a better debuff to cast.

Negative Plane Protection
This spell seems like it might be useful, save for a few sad facts.
First, it only affects one person. Second, it lasts for only five
rounds... which is absurd. If you need such protection, you're better
off casting the 7th-Level Mage spell Limited Wish, which will do the
same thing for the whole party.

*Neutralize Poison
Don't let the name fool you-this spell provides a suite of curative
effects. It cures poison, sure, but is also cures diseases, blindness,
deafness, and heals 10 Hit Points. Until you get access to the Heal
spell, it's the best panacea you've got, and it won't hurt to keep one
handy... as it cures a variety of afflictions.

Deals variable damage, but the target receives a Saving Throw vs. Poison
at no penalty to negate all effects, as follows:

		|Caster's Level	| Poison Damage |
		|    7th-9th	| 2d8 + 2/round	|
		|   10th-12th	| 3d8 + 3/round	|
		|   13th-14th	| 4d8 + 4/round	|
		|   15th-16th	| 6d8 + 5/round	|
		|     17th+	| 8d8 + 6/round	|

As you can see, its damage scales as you level, but it scales just slow
enough to be too weak to bother casting at every level. Really, 68-108
damage sounds like a lot, but since you need to reach 17th-Level to get
that damage, and it takes ten rounds for this spell to deal it... well,
it sounds less impressive, doesn't it?

*Protection from Evil 10' Radius
One of the best all-purpose buffs in the game, it always deserves a
4th-level spell slot. Enemies suffer a -2 penalty to attack rolls, and
your saves against spells and attacks made by such creatures receive
a +2 bonus. At a turn per level, this spell will last long enough for
any encounter... or perhaps several encounters.

Protection From Lightning
Makes the recpient entirely immune to lightning. It's handy in a few
instances where a Lightning Bolt trap can be used to cause collateral
damage, or where a hostile Mage is likely to fling such magic at you,
but otherwise it's forgettable.

5th Level Cleric Spells						{SPT007}
Chaotic Commands: Makes target immune to mind-affecting effects.
Flame Strike: 1d8 damage per level to target.
Greater Command: Puts to sleep all creatures in a 20-foot radius.
True Sight: Dispels illusion. Party-friendly.

Animal Summoning II
Just like Animal Summoning I, but with slightly stronger summons.
Still, it's competing against True Sight, Chaotic Commands, and Greater
Command. Far, far superior spells. You can summon either a Black Bear, a
Brown Bear, a Cave Bear, or a Jaguar. Wee.

Cause Critical Wounds
Deal 27 damage to a creature with a successful touch attack... or there
is Flame Strike, which deals 1d8 damage per level.

Champion's Strength
Another Clerical spell that boost the fighting abilities of a character.
This time, you cna choose the recepient, and the spell actually has a
passable duration of three rounds per level. When cast, it improves the
target's THAC0 by one point per three levels (up to a maximum of +6 at
18th level) and increases (or decreases) the target's Strength to 18/00.
The downside? Your Cleric can't cast spells while this spell's in
effect. Losing your Cleric's spell-casting abilities is NOT worth the
benefits this spell's bestows... not to mention the fact that, for much
of the game your warriors will have Strength scores in excess of 18/00.

*Chaotic Commands
Oh, Chaotic Commands, how I love you... this little spell makes the
target immune to... pretty much every mental effect out their. Hold,
Charm, Domination, Suggestion, Psionics, Confusion, all of it. Many
enemies use these attacks and spells, and so, this spell will come in
handy often. Best of all, it has a duration of one turn per level.
Always keep one handy.

Cure Critical Wounds
Heals for 27 Hit Points.

*Flame Strike
Target a critter and make 'em toasty, that's what this spell does. I
wouldn't compare it with any of the better Mage damage-dealers, but for
a Cleric... well, they just don't have much else like it. It deals 1d8
damage per level, allowing a save for half damage. If you've got some
free 5th-level spell slots, it might be worthwhile to give your Cleric
the extra firepower.

*Greater Command
Like Command, except it doesn't have a Hit Dice limit and affects all
creatures in a 20-foot radius, it's a great mind-affecting spell, but it
does have one problem-it is not party friendly. Aim with caution... and
if you can, use in conjunction with spells like Greater Malison.

Magic Resistance
Gives the caster 2% Magic Resistance per level, up to a maximum of 40%
at 20th level. Note that it does not RAISE your current Magic Resistance
to this amount, it SETS it to this amount, potentially even lowering it,
if it's higher (Viconia, for instance, has a base 50% Magic Resistance).
It might prove useful, but I don't consider it an essential buff. There
are, after all, better ways to shield the party from magic...

Mass Cure
Heals all allies within a 30-foot radius of the caster for 1d8+1 damage
per caster level. Honestly... the healing just isn't enough to bother
with. If you have scrapes and bruises, use a Ring of Regeneration. If
you need serious healing... well, use Heal.

Raise Dead
Revives a dead character... albeit, with one Hit Point. I have a better
idea-don't die.

Repulse Undead
Knocks undead back when they get too close... really, this is as much
of a hassle for you in combat as it is for your foe, as it'll disrupt
your attack formation and force you to go chasing enemies. If you think
it might be a way to counter energy draining foes, know now that it's
not. It acts in 'pulses', which often doesn't occur frequently enough to
outright prevent attacks... and of course, it does nothing to Liches, or
other undead that are just dandy with the idea of pelting you with
spells or other ranged attacks.

Righteous Magic
Yet ANOTHER I-wanna-be-a-warrior spell, this one gives one Hit Point
per level of the Cleric (up to a maximum of 20) and increases the
Cleric's Strength by one point per three levels (again, up to a maximum
of six points). It also makes all their attacks do maximum damage. It
has a healthy duration of one round per level, but there are still
issues... it doesn't address the Cleric's poor number of attacks per
round, and honestly, how much better is it than Draw Upon Holy Might?

Slay Living
Touch a living creature and make 'em dead. After casting, the Cleric has
three round (18 seconds) to touch a creature, at which time they must
Save vs. Spell or die... taking 2d6+9 damage on a successful save.
Honestly, I'm not a fan of the touching thing, and no save penalty
suck. I'd stick to Finger of Death.

*True Sight
An essential debuff, True Sight is the bane of all illusions, which
enemy Mages will use constantly. A party without True Sight is a party
that's ill-prepared to deal with many of the stronger creatures in the
game. Have one prepared at all times on every character able to cast

6th Level Cleric Spells						{SPT008}
Bolt of Glory: Deals variable damage based on target type. No save.
Heal: Fully heals target and cures a variety of status effects.

Aerial Servant
Conjures an Aerial Servant for the caster to control. As we should
remember from Baldur's Gate 1, Aerial Servants aren't terrible strong,
and really not worth a 6th-Level spell.

Animal Summoning III
The highest-level of all the Animal Summoning spells, it still sucks.
It'll have to compete against Heal, which is not really a good spell to
compete against. You can summon a Lion, a Winter Wolf, a Cave Bear, or
a Polar Bear.

Blade Barrier
Creates a wall of 'circling, razor-sharp blades' that 'create an
unpenetrable barrier'... except not, for the last part. Anything
(friend or foe) attempting to pass through the barrier (like, to make
a melee attack) suffers 8d8 points of damage. It's just not enough
damage, really, and the fact that your Cleric-who you might need to
heal poeple-might hurt your own party members... it really makes me
think it's not worth the bother.

*Bolt of Glory
Against a few, select, enemies, this spell is very useful. It only
affects one creature, but there's no save, and the damage is pretty
good. Against normal creatures or elementals it's not worth casting,
but against undead it'll deal 8d6 damage, and against demons it really
shines, dealing 10d6 damage. No save, no missing. Before you have wide
access to highly enchanted weapons, this can be a life-saver, and when
you just need a sure way to deal some damage, this is a great option.
Still, I wouldn't keep it prepared unless I knew for certain that I
would have to fight such creatures.

Conjure Animals
...essentially Animal Summoning IV. In fact, in Infinity Explorer, the
Animal Summoning spells are listed as 'ANISUM01', 'ANISUM02', etc.
This literally is 'ANISUM04', whereas Animal Summoning III is
'ANISUM03'... so, yeah, it's Animal Summoning IV. It allows you to
summon a Polar Bear or two. Really, really not worth the 6th-Level
spell slot.

False Dawn
Essentially an area-of-effect spell that only harms undead. 6d6 damage,
no save, and it confuses undead the following round. 6d6 just isn't
a whole lot of damage, even if the fact that this spell is party-
friendly helps. Another downside, although I rarely complain about it,
is that its casting time is horrible for the type of spell it is. It
doesn't matter anyways, the real reason you should ignore this spell
is Sunray, which is just far superior.

The opposite of Heal, it reduces a target's Hit Points to one. It does,
of course, require a touch attack to work, which makes me less inclined
to bother with it. But, in case you're enthralled with the damage
potential, I'll work some math to show you why you shouldn't bother with
this spell. First, and obviously, it takes a round to cast the spell.
Then you must make an attack with it to to work-that's two rounds to
do what Finger of Death attempts to do in one. Second, you must actually
hit a target unarmed for the spell to work. For most Clerics, it'll
be easier to overcome an enemy's Save vs. Spells with Finger of Death
than it will be to overcome their Armor Class with Harm.

This is the best healing spell in the game, and it really makes all
other healing spells obsolete. It fully cures any one creature
regardless of how much damage they've sustained and cures all diseases,
and a variety of other effects. Most of your 6th level Cleric/Druid
spell slots should be occupied by Heal spells.

Physical Mirror
Creates a barrier that reflects missile attacks back at the attacker...
while allowing you to make ranged attacks freely. Ranged attacks aren't
nearly as threatening in Baldur's Gate 2 as they were in the original
Baldur's Gate, so I really can't recommend taking this extra defensive
measure. Besides, it only lasts nine rounds... which is probably enough
to see out a fight, but seriously, ranged attacks are rarely a source
of serious danger by the time you get 6th-Level spells.

Sol's Searing Orb
The caster chucks a glowing orb of fiery not-niceness, which deals 6d6
damage and blinds the target for 1d6 rounds... if it hits. That's right,
it's another damage-dealer that requires a to-hit roll. Worse still,
the target can save for half damage (a successful save also negates the
blindness). That being the case, why would you ever use this stupid
spell? Harm deals much more damage, and gives no save. Flame Strike
deals more damage, is a ranged attack, and doesn't require an attack
roll. Oh, the spell deals more damage to undead and blinds them longer.
This spell still sucks.

Wondrous Recall
Allows you to recall two spent spells of 5th-Level or lower... which,
if used to recover important 4th-or-5th-level spells seems like it might
be useful, right? Sure, save one problem. It picks the spells you
recover randomly. So... unless you feel particularly lucky, this spell
is of minimal tactical value.

7th Level Cleric Spells						{SPT009}
Aura of Flaming Death: Protects and deals fire damage to attackers.
Elemental Blades: Throw numerous blades that deal 1d4+5, +1d10 damage.
Finger of Death: Enemy must save at -2 or die.
Greater Restoration: Cures status effects and fully heals target.
Summon Deva/Summon Fallen Deva: Summons a Deva to fight at your side.
Sunray: Undead in area take damage and must save or die.

*Aura of Flaming Death
An improved version of Fireshield, this spell grants a four-point bonus
to Armor Class, 90% resistance to fire damage, and deals 2d10+2 points
of damage to attackers. You should always keep one ready for big fights.

We all know about Confusion-as a 4th-Level Mage spell, it's pretty
awesome... or it was, in the first game... or something. As a 7th-Level
Cleric spell, however, it's a bit of a waste.

This spell might sound promising, just looking it over. It releases
three tremors of varying potency. The first deals 6d6 damage to all
creatures in a wide area (not party-friendly) and if they fail to save
at -6 they are knocked down for four rounds. The second does 3d6 damage
(save at -2), and the final deals 2d6 (normal save). So, three saves for
a total of 11d6 damage and a chance to knock down. The real damning
thing about this spell, save the fact that enemies get so many saves to
reduce damage, is the fact that it's not not party-friendly. I've never
had it deal spectacular damage, and worse still, there's a chance that
you'll provoke an Earth Elemental. At the end of the day, there are just
better 7th-Level spells to cast.

Elemental Summoning
Summons a pair of 16 Hit Dice elementals (of a random type) to fight
for you, with a 10% chance to summon an Elemental Prince. This spell is
a decent summoning spell, but it pales in comparison to Greater
Elemental Summoning. Alas for Clerics, only Druids get it.

*Energy Blades
Creates a number of energy blades which can be thrown at foes. Yes,
thrown. Still, this spell has the good sense to gives a +10 bonus to
THAC0 and each one deals 1d4+5 damage, as well as 1d10 additional
electrical damage. The Cleric gets one disc per level to throw, and can
throw nine per round. For a Cleric, this spell isn't nearly as bad as
it is for a Mage-a 7th-level Cleric spell just isn't as valuable as a
9th-level Mage spell. Also, Clerics have a lower base THAC0. Thinking
of Viconia with this spell, her high Dexterity would also help her out,
and since she's only got one melee attack per round anyways, she really
is increasing her attacking power with this spell. Assuming no misses,
the potential damage of this spell per round is 9d4+5 (36-81) plus 9d10
(9-90), or 45-171, which can't compete with Comet or Time Stop, but
does compare well with other 7th-level, damage-dealing Clerical spells.
I still consider it a tertiary consideration-after Aura of Flaming Death
and Sunray, if I still have a few empty spell slots, it's worth
preparing... even though it didn't perform as well in combat trials as
its description suggested it should, it was still superior to Viconia
with the Flail of the Ages or the Erinne Sling.

*Finger of Death
This spell instantly snuffs out the victim's life force. It's a killer,
and I love it. It imposes a -2 penalty on the victim's save, which
makes it a compotent killer, if not a spectacular one, but if you help
them along with Greater Malison, you actually stand a chance at
snuffing out baddies. Even if it fails, they still take 2d8+1 damage,
which isn't much, but it's better than nothing. I always have one
ready. After all, if you do not play, you cannot win.

Deals 2d8+1/level damage to everything in the 20-foot radius area of
effect, and lasts for four rounds. It... has a rare use, perhaps, but
unless you can keep foes in the area, it's of little value. Also, the
fact that it's not party-friendly doesn't help.

Gate is a summoning spell with serious liabilities. Unless you have a
Protection of Evil spell cast on your caster (and anybody else you don't
want the Pit Fiend to attack) the Pit Fiend will view them as fair game.
On one hand, you should be used to using Protection From Evil 10' Radius
frequently... but on the other hand, having a summon who will turn on
you if a Dispel Magic is tossed around doesn't strike me as a good
idea. Besides, there are plenty of other, superior summoning spells out
there. Ones not coated in liability sauce.
Globe of Blades
This spell deals 10d10 points of damage to creatures (friendly or not)
adjacent to the caster, and lasts a turn. In combination with Aura of
Flaming Death it can make attacking the caster very, very painful. Just
beware of friendly fire.

*Greater Restoration
This spell cures all level drain, corrects pretty much every status
effect, and full heals any character it's cast upon. It'll tire the
caster, but sometimes it's worth casting to bring severely damage
allies back from the brink.

Holy Word
Smites all creatures of evil alignment in the spell's 30-foot radius
area of effect, depending upon the target's level:

	|Target's Level	|	      Effect		|
	|     > 4	|	      Death		|
	|    4 - 7	|     Stunned for one turn	|
	|    8 - 11	|  Slowed for 1 turn with 75%   |
	|		|         spell failure		|
	|     < 12	| Deafness for 1 turn with 50%	|
	|		|         spell failure		|

As you can see, the spell's effects wane as the targets get stronger.
If your idea of a good time is to smite Goblins, then this is the
spell for you. If you want to smite strong foes, you'll need to look

Deals 10d10 fire and 10d10 bludgeoning damage to a single target over
the course of two rounds. Save for half. It's great damage... even if
it only affects one creatures and, with no save penalty you're probably
only going to deal 10d10 damage. This of course, makes me wonder how
much better this spell is than Flame Strike... probably not worth a
7th-Level spell slot.

Mass Raise Dead
Remember what I said about Raise Dead? Yeah, that plus extra. Don't suck
and you won't need this spell.

So... it gives the recepient regeneration of three Hit Points per second
over the course of one round per two levels. Wouldn't a Heal spell do
more, and more quickly? Rhetorical question. It would.

Like Raise Dead, except it fully heals the taget thus revived. Again,
don't suck and you won't die.

Shield of the Archons
Creates a shield that protects the caster from a number of spells equal
to half the caster's level... potentially blocking quite a few spells at
higher levels. Of course, it's not proof against area-of-effect spells,
so it's like conjuring a low-quality, temporary Cloak of Mirroring. It
might prove to be a useful defensive measure for some people, but I've
never bothered with it.

Storm of Vengeance
Instantly kills foes of 8th-Level or lower... which will not be worthy
foes by the time you get this spell. Against foes of higher quality, it
will deal 1d6 acid, 1d6 electrical, and 1d6 fire damage each round for
three rounds. A non-party-friendly spells that takes three rounds to
deal 9d6 damage? Yeah, it sucks. Oh, it has a chance to poison on the
first round. I don't care.

*Summon Deva/Summon Fallen Deva
Summons a Deva-a potent angel (or fallen angel) to fight for the caster.
Strong ally, good duration, no liabilities... yep, it's a great
summoning spell for the Cleric, alright. The Deva is hardy and strong,
and has a number of useful spells it can cast. Good stuff.

The ultimate anti-undead spell, it deals 1d6 points of damage per
caster level to undead within a 20-foot radius, and the undead must
save vs. spells or be destroyed. It's a great way to blast away
Liches... or any other undead creature in general. It's party friendly,
too. Once you get it, use it to cheap-shot any troublesome undead you
encounter. It also affects non-undead, but it's not worth wasting it
on such foes.

Symbol: Death
Inscribes a magical symbol that, when approached, causes all creatures
in the area to Save vs. Death or die. Unfortunately it doesn't work on
any foes with 60 Hit Points or more, so... yeah. I wipe my ass with this

Symbol: Fear
Another Symbol spell, when something enters the area of effect it
triggers, attempting to cause fear (save at -4). It, like all Symbol
spells are plagued by the fact that they're not party-friendly... but,
the range is decent, the save penalty good, and if you prepare with
Remove Fear, it might not be a terrible spell to cast.

Symbol: Stun
Everything within a 30-foot radius must save at -4 or be stunned for
two rounds, +1 round/3 levels of the caster. Keep in mind that the spell
is not party friendly.

Unholy Word
Unholy word acts exactly like Holy Word, but it only affects good
creatures. This spell is useless for the same reason that Unholy Blight
is useless-there just aren't many good foes in the game. Oh, and the
fact that even if there were good creatures worth smiting, this spell
would probably just tickle them, anyways.

	|Target's Level	|	      Effect		|
	|     > 4	|	      Death		|
	|    4 - 7	|     Stunned for one turn	|
	|    8 - 11	|  Slowed for 1 turn with 75%   |
	|		|         spell failure		|
	|     < 12	| Deafness for 1 turn with 50%	|
	|		|         spell failure		|

1st Level Druid Spells						{SPT010}
Armor of Faith: Blocks 5% of damage per five levels.
Cure Light Wounds: Heals 8 Hit Points.

*Armor of Faith
A simple defensive spell that will remain in your list of memorized
spells throughout both games... simply because good defensive Clerical
spells are so rare. This spell absorbs 5% of all damage the caster
would otherwise sustain from physical and magical attacks, and protects
against another 5% for every five levels of the Cleric. Which means...
up to 10% in this game. That doesn't sound like much-and it isn't-but
losing one point in ten of damage isn't horrible, and it has a decent
duration, too. By the time you hit Throne of Bhaal and your Clerics are
pushing 20th level, it'll be seriously reducing damage.

Bless gives all allies within a 30-foot radius a +1 bonus to attack
rolls and a +1 bonus to saves versus fear. I'll be honest, I rarely use
it, but it's not that bad of a spell. Your THAC0 won't be low enough to
ignore a +1 bonus... but its six-round duration is just lame. You have
better buffs to use.

*Cure Light Wounds
The essential healing spell, you'll probably want to keep several
instances of this spell ready at all times.

Detect Evil
It's... not a great spell, and I wouldn't keep one prepared, but Ajantis
can use it as a special ability. It's got quite a range, and nearby
enemies will be detected as evil in your dialogue box. Want to know if
some Black Talons are currently lurking in Larswood, or want to know if
those humble-looking fishermen are up to no good? Give this spell a go.

This curse bestows a -2 penalty to saves and attack rolls upon a single
enemy. This is actually a decent spell to cast on tougher enemies, as
that -2 save penalty can end up paying off in a big way if the critter
then falls victim to some spell or weapon effect. Of course, Greater
Malison affects multiple creatures and bestows a -4 penalty to their
saves, making it a far superior cast.

Like Stinking Cloud and Web, this spell is no longer terribly useful.
We have better spells to debilitate our foes with.

Creates a +1 cudgel that deals 2d4 damage. You won't spend much of the
game with a permanent weapon worse than this, so why bother?

2nd Level Druid Spells						{SPT011}
Resist Fire and Cold: 50% Resistance to Fire and Cold.
Slow Poison: Cures poison.

Grants a target an Armor Class of six, which improves (decreases) by
one for ever four levels of the caster... This can effectively give you
an Armor Class that's comparable to Full Plate Mail at higher levels,
but by then, you've certainly found better, permanent, armor.

Charm Person or Mammal
Like the Arcane spell, Charm Person, save it also can affect a few
quadrapeds, as well. It's utterly negatable by a single save at no
penalty, so I wouldn't bother with it.

Find Traps
Detects traps in a very close range. This spell doesn't disarm them,
however, so it's rather pointless.

Flame Blade
This spell allows the caster to create a flaming blade, which the caster
is considered Proficient with. It deals 1d4 slashing damage, plus 1d2+4
fire damage. Despite being a magical blade of flame it does NOT count
as a magical weapon for determining what it can hit-makes sense to me.

Good Berry
Creates five magical berries that each heal for one Hit Point. They
last forever, so it's like creating a weak healing potion to use...
just as long as you don't expect them to be worth anything in combat.
They take time to use in combat, and since they can only be consumed
one at a time... yeah, one Hit Point of healing per round will not win
you any fights. If for some reason you cannot rest, you could
conceivably give thirty of the weightless things to each party member...
but I can't think of a single instance where this is necessary. So,
no combat uses, takes forever to actually use them all, and there's no
point in time where you'd need to do it. Useless spell.

Know Alignment
Like Detect Evil, except it detects.. everything. Evil things glow red,
neutral things glow blue, and friendly things glow green.. like those
little circles under your feet!

*Resist Fire and Cold
You won't fear the elements too often, but when dealing with fire or
cold happy foes, this spell can cut their damage in half. I wouldn't
keep it ready all the time, but it'll come in handy once in a while.

*Slow Poison
Slow Poison is being humble. This spell eradicates the effects of most
poisons in the game. Keep at least one handy on each Cleric all the

3rd Level Druid Spells						{SPT012}
Cure Medium Wounds: Heals 14 Hit Points.
Dispel Magic: Remove buffs/debuffs in an area.
Protection from Fire: Grants 80% Resistance to Fire.

Call Lightning
This spell calls down lightning to randomly strike foes. Once per turn
you'll summon one bolt per four levels of the caster, each dealing
2d8 damage +1d8 per level of the caster. It sounds awesome enough-an
8th-level caster can call down two bolts a turn, each dealing 10d8
damage. Still, you can only target the first bolts, and what fight
lasts longer than a turn? None, really. Ultimately, I just find this
spell too damn random to bother with.

*Cure Disease
Diseases suck. They function like Poison, but take much longer to deal
their damage, and tend to last much, much longer. Unless you're injured,
you rest, or travel across the world map, your chances of dying due to
disease are pretty low... But having to run back to a temple to get a
character cured is no good solution, and Mummies aren't uncommon in
this game. It's a good idea to always have one of these prepared.

*Cure Medium Wounds
This spell restores 14 Hit Points.

*Dispel Magic
Bad guys cast spells too-buffing themselves, or debuffing you. Just as
a Chaos spell can win a fight for you, if it's cast on you, it can also
result in casualties if the enemy gets one on you... unless you're wise
enough to keep a Dispel Magic handy. This spell is just wonderful, and
everybody who can cast it should always have one prepared.

Hold Animal
Another hold spell-it only affects 'normal and giant-sized' animals,
pointedly exempting Wyverns and Ankhegs, for no good reason. That
leaves... what? Cave Bears? Who cares? This spell just doesn't have
enough potential targets to make it worthwhile, nor are the foes it
affects worth keeping it prepared.

Invisibility Purge
Like the Arcane spell 'Detect Invisibility' this spell will allow you
to detect-and therefore thwart-sneaking enemies. You're better off
springing for True Sight.

Miscast Magic
You'll see the enemy cast this spell a few times, but I never bother
with it. If the enemy fails at a Save vs. Spells (save at -2), they'll
suffer an 80% spell casting failure rate. Of course, Silence 15' Radius
can affect multiple foes, imposes a -5 save, and makes spell casting
100% impossible for affected creatures... and Insect Plague is superior
to Silence. This puts Miscast Magic pretty low on my list of anti-Mage

*Protection from Fire
Like the Resist Fire/Cold, but it protects you from 80% of fire
damage. Excellent in a few areas.

Rigid Thinking
Another spell you'll more often see when it's cast on you than when you
actually waste the time to cast it-it affects one critter and inflicts
confusion. It lasts one turn, and can be negated by a simple Save vs.
Spells. Compare this to the 4th-level Arcane spell Confusion, and you'll
see what a butt-nutter this pansy version is.

Strength of One
Gives the entire party a Strength score of 18/75, and lasts for a turn.
It might seem nifty at first, but once you get the Gauntlets of Ogre
Power, or any of the other Strength-boosting items in the game, this
spell will actually hinder you in combat. For natural heavy-hitters like
Minsc or Korgan, this spell is a meagre bonus from the outset.

Summon Insects
A very, very weak version of the absolutely devastating 5th-level Druid
spell, Insect Plague. A single target must Save vs. Breath Weapons
(at a -2 peanlty) or take one damage per two seconds of duration... why
such a weird number? I don't know-it deals three damage per round, for
seven rounds. More importantly, the target suffers a -2 penalty to THAC0
and Armor Class, and has a 50% spell-casting failure. Ultimately, I'd
rather use Animate Dead and/or Silence 15' Radius to deal with enemy
spells, and a Slow spell retards melee combat far more effectively.

4th Level Druid Spells						{SPT013}
Death Ward: Makes character immune to death magic.
Neutralize Poison: Cures poison, diease, blindness, deafness, and heals.

Animal Summoning
Low-level summoning spell suck in Baldur's Gate 2, where the quality of
the foes you'll be facing demands higher-quality minions. Think it
doesn't suck? You'll summon one or two of the following creatures when
you cast this spell-a Dire Wolf, or a War Dog. Yeah. Pass on it.

Call Woodland Beings
This spell might have been useful in the first game, but in Baldur's
Gate 2, it'll take more than the promise of a Confusion spell to make
me waste a spell slot on it.

Cause Serious Wounds
Touch a bad-guy, and deal 17 damage to them. Seriously? There are many
better ways to deal 17 damage to a creature-ONE creature.

Cloak of Fear
This spell creates as three-foot radius fear effect centered on the
caster. I'm always dubious about spells that require the proximity of
the caster... but this spell has no effective radius (if your Druid is
surrounded, maybe, but good luck getting the spell off) and imposes no
save penalty. Even worse, it only causes fear for four rounds. How is
this spell in any way comparable to the 2nd-level Arcane spell, Horror?

Cure Serious Wounds
A more potent version of Cure Light Wounds, it must compete with many
great 4th-level Druid spells. At the end of the day, healing is just
not strong enough in this game to save you during a fight, the way the
'Heal' spell will in the sequel. 17 Hit Points is just a band-aid to a
late-game warrior, not a life-saver in the heat of battle.

*Death Ward
Death Ward is a wonderful, indispensible, must-have spell for every
Cleric in Baldur's Gate 2. You will have lots od death-spells thrown
your way. Liches and Beholds are especially fond of throwing effects at
you like Disintegrate and Finger of Death. Want to ensure that a certain
character won't get offed by a certain enemy? This is the way to counter
such death-effects.

Defensive Harmony
This spell gives you a +2 bonus to Armor Class for ten rounds-the
perfect last preparation before a big fight. +2 Armor Class is the same
as 10% miss chance, and it affects the whole party. Kind of the opposite
of Death Ward, I use it frequently in the first game, but almost never
in Baldur's Gate 2. Armor Class can get quite low naturally in Baldur's
Gate 2, but by Throne of Bhaal, we're contending with foes who have
THAC0s of -10... which renders most Armor Class considerations moot.
It might be worth a cast once in a while in Shadows of Amn, but...
really, the duration just sucks so much I don't ever bother with it.

You could this spell... or you could simply sneak around with a Thief,
Ranger, or invisible character. You'll see more, and it wastes-at best-
a 2nd-level Arcane spell.

Negative Plane Protection
This spell seems like it might be useful, save for a few sad facts.
First, it only affects one person. Second, it lasts for only five
rounds... which is absurd. If you need such protection, you're better
off casting the 7th-Level Mage spell Limited Wish, which will do the
same thing for the whole party.

*Neutralize Poison
Don't let the name fool you-this spell provides a suite of curative
effects. It cures poison, sure, but is also cures diseases, blindness,
deafness, and heals 10 Hit Points. Until you get access to the Heal
spell, it's the best panacea you've got, and it won't hurt to keep one
handy... as it cures a variety of afflictions.

Deals variable damage, but the target receives a Saving Throw vs. Poison
at no penalty to negate all effects, as follows:

		|Caster's Level	| Poison Damage |
		|    7th-9th	| 2d8 + 2/round	|
		|   10th-12th	| 3d8 + 3/round	|
		|   13th-14th	| 4d8 + 4/round	|
		|   15th-16th	| 6d8 + 5/round	|
		|     17th+	| 8d8 + 6/round	|

The damage it deals is... passable, but I find little merit with spells
that have no save penalties. Also, that juicy damage that might be
enticing you isn't going to happen in this game. You'll have to weigh
it's merits on 2d8 + 2/round damage... or 22-36 damage over one turn,
to one creature, that's negated by a single save. Doesn't sound so epic
when you do the math, does it?

Protection From Lightning
Makes the recpient entirely immune to lightning. It's handy in a few
instances where a Lightning Bolt trap can be used to cause collateral
damage, or where a hostile Mage is likely to fling such magic at you,
but otherwise it's forgetable.

5th Level Druid Spells						{SPT014}
Chaotic Commands: Makes target immune to mind-affecting effects.
Insect Plague: Deals damage, prevents spell casting, causes panic.
Iron Skins: Creates a number of skins that prevent physical damage.
True Sight: Dispels illusion. Party-friendly.

Animal Summoning II
Just like Animal Summoning I, but with slightly stronger summons.
Still, it's competing against True Sight, Chaotic Commands, and Greater
Command. Far, far superior spells. You can summon either a Black Bear, a
Brown Bear, a Cave Bear, or a Jaguar. Wee.

Cause Critical Wounds
Deal 27 damage to a creature with a successful touch attack...
Seriously? This spell is nowhere near competition for awesome 5th-level
Druid spells like Chaotic Commands, Insect Plague, Iron Skins, or True

*Chaotic Commands
Oh, Chaotic Commands, how I love you... this little spell makes the
target immune to... pretty much every mental effect out their. Hold,
Charm, Domination, Suggestion, Psionics, Confusion, all of it. Many
enemies use these attacks and spells, and so, this spell will come in
handy often. Best of all, it has a duration of one turn per level.
Always keep one handy.

Cure Critical Wounds
Heals for 27 Hit Points.

Harper's Call
A new spell in the Enhanced Edition... and it's just a toned-down
version of Raise Dead. If one of my characters die during a fight, I
just reload and try again-there's no fight in the game so difficult
that it can't be won without loss. Anyways, not only is this a spell
I don't use, it's just not as good as Raise Dead, since it deals ten
damage to the caster, and all the target's ability scores take a
temporary five point hit. If you need to revive dead characters, use a
Cleric, not a Druid, as there are plenty of better 5th-level Druid
spells to cast.

*Insect Plague
One of the best reasons to include Jaheira is Insect Plague, and this
spell really just dominates Shadows of Amn. You target a single victim,
and after affecting them the plague will 'jump' to nearby enemies until
six are affected. The damage is a worthy consideration, as it deals one
point of damage every two seconds for the duration of the spell, but
the real reason to use it is that it prevents spell-casters who are
affected from casting spells. It only lasts six rounds, but this gives
you plenty of time to hit enemy Mages with Breach and take them down
with your fighters. It also has a chance to make enemies run around in
a panic, which can further break up groups of enemies. It's not
exaggeration to say that in Shadows of Amn, whenever a spell-caster
rears their ugly magic at you, Insect Plague can effectively handicap
them. Always keep one ready.

*Iron Skins
An indispensible defensive spell for the Druid, it's essentially the
Druidy version of Stoneskin. Since Stoneskin is one of the best
defensive spells in the game... well, this is a very good spell to
have. If only there was a multi-classed Druid somewhere who could take
this defensive spell into combat... perhaps a Fighter/Druid? That would
be grand...

Magic Resistance
Gives the caster 2% Magic Resistance per level, up to a maximum of 40%
at 20th level. Note that it does not RAISE your current Magic Resistance
to this amount, it SETS it to this amount, potentially even lowering it,
if it's higher (Viconia, for instance, has a base 50% Magic Resistance).
It might prove useful, but I don't consider it an essential buff. There
are, after all, better ways to shield the party from magic...

Mass Cure
Heals all allies within a 30-foot radius of the caster for 1d8+1 damage
per caster level. Honestly... the healing just isn't enough to bother
with. If you have scrapes and bruises, use a Ring of Regeneration. If
you need serious healing... well, use Heal.

Pixie Dust
Makes all allies in a 30-foot radius invisible, as per the Invisibility
spell. Invisibility sucks compared to its superior counterpart, the
aptly-named Improved Invisibility. Also... well, this is Baldur's
Gate 2. Just watch how fast enemy casters sniff you out and cast True

*True Sight
An essential debuff, True Sight is the bane of all illusions, which
enemy Mages will use constantly. A party without True Sight is a party
that's ill-prepared to deal with many of the stronger creatures in the
game. Have one prepared at all times on every character able to cast

6th Level Druid Spells						{SPT015}
Conjure Fire Elemental: Summons a 12, 16, or 24 Hit Dice Elemental.
Heal: Fully heals target and cures a variety of status effects.

Animal Summoning III
The highest-level of all the Animal Summoning spells, it still sucks.
It'll have to compete against Heal, which is not really a good spell to
compete against. You can summon a Lion, a Winter Wolf, a Cave Bear, or
a Polar Bear.

Conjure Animals
...essentially Animal Summoning IV. In fact, in Infinity Explorer, the
Animal Summoning spells are listed as 'ANISUM01', 'ANISUM02', etc.
This literally is 'ANISUM04', whereas Animal Summoning III is
'ANISUM03'... so, yeah, it's Animal Summoning IV. It allows you to
summon a Polar Bear or two. Really, really not worth the 6th-Level
spell slot.

*Conjure Fire Elemental
Druids gain access to this spell at 6th-Level, and it is in every way
superior to the Mage version. There's simply no chance that your
elemental is going to break from your control and run amok. Using the
5th-Level Mage spell might be necessary simply due to the fact that you
will get it earlier, but once you can pull this off, use it instead.
As for what it does... it summons a 12, 16, or 24 Hit Dice Elemental
to do your bidding. The big draw of an Elemental is that it's immune to
weapons that don't have an enhancement bonus of +2 or better.

Dolorous Decay
Slows the target automatically and, if the target fails at a Save vs.
Poison at -2, they'll suffer one point of damage per second until 50
points of damage have been inflicted. A Druid's 6th-level spell
selection isn't great, but slowing one creature and taking almost a
minute to deal a moderate amount of damage just isn't a good casting.

Fire Seeds
Creates four 'fire seeds', which will appear in the caster's inventory,
which can then be thrown at targets, dealing 2d8 damage per hit, and
allowing a save for half. Do I really need to go on ranting about why
this spell sucks? Yes, I do. 2d8 damage is sucky damage. No save
penalty sucks. The fact that you have to throw and hit targets sucks,
and you probably won't even be able to get all four out in a single
round sucks. Jaheira using the Fire Tooth +3 Dagger will do far
superior damage without wasting any spell slots.

The opposite of Heal, it reduces a target's Hit Points to one. It does,
of course, require a touch attack to work, which makes me less inclined
to bother with it. But, in case you're enthralled with the damage
potential, I'll work some math to show you why you shouldn't bother with
this spell. First, and obviously, it takes a round to cast the spell.
Then you must make an attack with it to to work-that's two rounds to
do what Finger of Death attempts to do in one. Second, you must actually
hit a target unarmed for the spell to work. For most Clerics, it'll
be easier to overcome an enemy's Save vs. Spells with Finger of Death
than it will be to overcome their Armor Class with Harm.

This is the best healing spell in the game, and it really makes all
other healing spells obsolete. It fully cures any one creature regardless
of how much damage they've sustained and cures all diseases, and a
variety of other effects. Most of your 6th level Cleric/Druid spell
slots should be occupied by Heal spells.

Physical Mirror
Creates a barrier that reflects missile attacks back at the attacker...
while allowing you to make ranged attacks freely. Ranged attacks aren't
nearly as threatening in Baldur's Gate 2 as they were in the original
Baldur's Gate, so I really can't recommend taking this extra defensive
measure. Besides, it only lasts nine rounds... which is probably enough
to see out a fight, but seriously, ranged attacks are rarely a source
of serious danger by the time you get 6th-Level spells.

Wondrous Recall
Allows you to recall two spent spells of 5th-Level or lower... which,
if used to recover important 4th-or-5th-level spells seems like it might
be useful, right? Sure, save one problem. It picks the spells you
recover randomly. So... unless you feel particularly lucky, this spell
is of minimal tactical value.

7th Level Druid Spells						{SPT016}
Aura of Flaming Death: Protects and deals fire damage to attackers.
Greater Elemental Summoning: Summons an Elemental Prince for one turn.

*Aura of Flaming Death
An improved version of Fireshield, this spell grants a four-point bonus
to Armor Class, 90% resistance to fire damage, and deals 2d10+2 points
of damage to attackers. You should always keep one ready for big fights.
Druids should think of this spell even more fondly than Clerics, since
they can combine it with Iron Skins for extra-potent defense.

We all know about Confusion-as a 4th-Level Mage spell, it's pretty
awesome... or it was, in the first game... or something. As a 7th-Level
Cleric spell, however, it's a bit of a waste.

Conjure Earth Elemental
Summons a 12, 16, or 24 Hit Dice Earth Elemental to fight for the Druid.
Something like this was fine last level, but there are far, far
superior things for a Druid to cast at 7th-level... like, why not 
summon an Elemental Prince, instead?

Creeping Doom
This spell is like Insect Plague on crack, but with two important
weaknesses... first, the 5th-level spell is a 5th-level spell, not a
7th-level spell. Second, it deals double the damage. Score! But it only
lasts half the time. Since the major benefit of Insect Plague was that
it interrupted spell-casters, wouldn't you, you know, want that effect
to last longer?

This spell might sound promising, just looking it over. It releases
three tremors of varying potency. The first deals 6d6 damage to all
creatures in a wide area (not party-friendly) and if they fail to save
at -6 they are knocked down for four rounds. The second does 3d6 damage
(save at -2), and the final deals 2d6 (normal save). So, three saves for
a total of 11d6 damage and a chance to knock down. The real damning
thing about this spell, save the fact that enemies get so many saves to
reduce damage, is the fact that it's not not party-friendly. I've never
had it deal spectacular damage, and worse still, there's a chance that
you'll provoke an Earth Elemental. At the end of the day, there are just
better 7th-Level spells to cast.

Elemental Summoning
Summons a pair of 16 Hit Dice elementals (of a random type) to fight
for you, with a 10% chance to summon an Elemental Prince. This spell is
a decent summoning spell, but it pales in comparison to Greater
Elemental Summoning.

Fire Storm
Deals 2d8+1/level damage to everything in the 20-foot radius area of
effect, and lasts for four rounds. It... has a rare use, perhaps, but
unless you can keep foes in the area, it's of little value. Also, the
fact that it's not party-friendly doesn't help.
Globe of Blades
This spell deals 10d10 points of damage to creatures (friendly or not)
adjacent to the caster, and lasts a turn. In combination with Aura of
Flaming Death it can make attacking the caster very, very painful. Just
beware of friendly fire.

*Greater Elemental Summoning
Possibly the best summoning spell in the game, it summons an Elemental
Prince. A great ally, indeed. It only lasts a turn, so only use it in
the most pressing of fights.

Nature's Beauty
Transforms the Druid into the ideal of beauty. Onlookers must Save vs.
Spell (at a +3 bonus) or die. If they pass the save, they are merely
blinded. It's party friendly, but you know... I really just don't think
blinding foes is worth a 7th-Level spell slot.

So... it gives the recepient regeneration of three Hit Points per second
over the course of one round per two levels. Wouldn't a Heal spell do
more, and more quickly? Rhetorical question. It would.

Shield of the Archons
Creates a shield that protects the caster from a number of spells equal
to half the caster's level... potentially blocking quite a few spells at
higher levels. Of course, it's not proof against area-of-effect spells,
so it's like conjuring a low-quality, temporary Cloak of Mirroring. It
might prove to be a useful defensive measure for some people, but I've
never bothered with it.

1st Level Arcane Spells						{SPT017}
Identify: Identifies magical items.
Magic Missile: Up to five bolts that unerringly deal 2-5 damage each.

A simple cast that drops your Armor Class to six (as if you were wearing
Scale Mail) and lasts for nine hours. Of course, when you realise you
can buy Bracers of Defense A.C. 3 right at the beginning of the game...
yeah, this spell's got nothing.

Like most low-level debuffs, this spell has seen the end of its
usefulness... this spell attempts to blind one enemy. If they fail to
save (at no penalty) they'll take a -4 penalty to attack rolls and to
their Armor Class. You're far better off with Slow.

Burning Hands
A simple offensive spell that deals 1d3+2 damage damage per caster
level, up to a maximum of 1d3+20. Unfortunately, it doesn't have much
range and isn't party friendly, so it can't be safely cast from behind
more sturdy characters. It might come in handy once in a while against
Trolls... but you can always just buy Arrows of Fire. instead.

Charm Person
This spell attempts to charm-or befriend-a neutral or hostile foes
(man-sized humanoids only), but whatever usefulness it might have once
had has been severely reduced in Baldur's Gate 2. Simply put, any debuff
without a save penalty is rarely worth casting.

Chill Touch
A horrible, horrible damage-dealer, for two reasons-first, the caster
has to touch the foes in order to deal the damage. Second, this requires
the caster to actually 'make a successful melee attack'. Two things
Mages are not built for-being where enemies can hit them, and trying to
hit foes in melee. On top of that, the 1d8 damage and no save penalty
side effect of a -2 THAC0 penalty is nothing special.

Chromatic Orb
Chromatic Orb is a handy little spell that deals damage and afflicts
an enemy with status effects. At fourth level the spell can blind, at
fifth it can stun for three rounds, and at seventh level it will
paralyze for 20 rounds. Of course, by that time you'll have better
disabling spells, and if you want to deal damage, the 10-25 damage
Magic Missile causes will probably be more reliable than a chance to

Color Spray
We should consider this spell like a debuff version of Burning Hands...
you emit a party unfriendly effect in an arc in front of you. Instead of
damage, however, it'll knock foes out (unless they save at no penalty,
or they have more than four Hit Dice) for five rounds. A few obvious
problems... Okay, one, really big problem. Nothing worth killing has
fewer than four Hit Dice.

Find Familiar
Ah... a very odd spell, indeed. We all know what Familiars are, they're
wizardry lore by now, so onto the spell. First, it can be cast only by
the Protagonist (that's the guy or gal you made at the beginning of this
mess) and you can only have one Familiar at a time. The spell lasts...
indefinitely, up until your Familiar dies, which is something you want
to avoid at all costs... but we'll get to that later. In essence, it's
a permanent summoning spell that creates a critter you completely
control. The type of creature is determined by your alignment, and they
vary widely in capabilities (and I dare say, quality.) Most have 24 Hit
Points, their Armor Class ranges from -2 to 6, and Magic Resistance is
likewise variable from 10% to 65%, having been upgraded a bit since the
first Enhanced Edition game. Some have spells they can use, others have
Thief abilities, while another has special melee attacks... but they are
all obsolete by now, if they ever were useful to begin with. So, what's
the point of casting this spell? The benefits are simple-you get a
7th-wheel who does whatever you tell it to do. Also, you get 1/2 of the
Familiar's Hit Points as a bonus to your Mage's Hit Points. Huzzah. Now
for the crippling downside. If your Familiar dies, you'll suffer damage
equal to half the Hit Points your Mage got out of the deal... not too
bad, right? Oh, and you also lose a point of Constitution permanently.
No big deal.

There is one redeeming quality to this spell, however-if you force-talk
to your familiar, you can put the critter in your pack. It'll take up
an inventory slot, but only weighs one pound, and is immune to harm
while safely stored away. In essence, it's worth learning this spell
with your protagonist, summoning a familiar for the bonus Hit Points,
then putting it safely away for the rest of eternity.

As requested, the stats of all the familiars are as follows, taken
right from the spell's description. I would comment on the famaliars,
but honestly, in Baldur's Gate 2 you should never have the things out
of your backpack, there's just no constructive use for them outside.
In the first game they occassionally could serve as bait or, at the
beginning of the game, as a legitimate summon, but in Baldur's Gate 2
they're just a Constitution loss waiting to happen.

  -->	Hit Points: 24
  -->	Armor Class: -2
  -->	Magic Resistance: 50%
  -->	Combat: 2 attacks per round at 13 THAC0 for 1d3 damage, save vs.
	Death or be rendered unconscious for 2 turns.
  -->	Special Abilities: Can cast Blur once per day. Regenerates
	1 HP/round. Immune to level drain, sleep, and petrification.

  -->	Hit Points: 24
  -->	Armor Class: 0
  -->	Magic Resistance: 50%
  -->	Combat: 2 attacks per round at 13 THAC0 for 1d3 damage
  -->	Special Abilities: Has 75% in Pick Pockets, 40% Hide in
	Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur
	once per day. Immune to level drain, sleep, and petrification.

  -->	Hit Points: 18
  -->	Armor Class: 2
  -->	Magic Resistance: 25%
  -->	Combat: 1 attack per round at 15 THAC0 for 1d6 damage
  -->	Special Abilities: Has 100% resistance to fire, cold, and
	electricity. Can cast Polymorph Self once per day. Regenerates
	1 HP/round.

  -->	Hit Points: 24
  -->	Armor Class: 1
  -->	Magic Resistance: 65%
  -->	Combat: 2 attacks per round at 13 THAC0 for 1d2 damage
  -->	Special Abilities: Has 50% in Detect Traps and 30% Hide in
	Shadows/Move Silently. Has 75% resistance to fire, cold and

It's resistant to elements, but with only twelve Hit Points, the Rabbit
can't really serve as a decoy like the Imp can. All the Rabbit can
really boast is 40% Find Traps, which will not be good enough for most
of the traps in the game. Oh, and 45% Magic Resistance, which is the
best of all the familiars.

  -->	Hit Points: 24
  -->	Armor Class: 6
  -->	Magic Resistance: 10%
  -->	Combat: 2 attacks per round at 13 THAC0 for 1d2 damage
  -->	Special Abilities: Has 100% resistance to fire and 50%
	resistance to slashing, piercing, and missile damage. Can cast
	Glitterdust once per day and Glass Dust twice per day.
	Regenerates 1 HP/round. Immune to level drain, sleep, and

CHAOTIC GOOD: Fairy Dragon
  -->	Hit Points: 24
  -->	Armor Class: 4
  -->	Magic Resistance: 32%
  -->	Combat: 2 attacks per round at 13 THAC0 for 1d2 damage
  -->	Special Abilities: Can cast Mirror Image and Invisibility 10'
	Radius once per day. Immune to level drain, sleep, and

  -->	Hit Points: 24
  -->	Armor Class: 0
  -->	Magic Resistance: 50%
  -->	Combat: 2 attacks per round at 13 THAC0 for 1d3 damage
  -->	Special Abilities: Has 30% in Pick Pockets and 99% in Move
	Silently/Hide In Shadows. Can cast Blur once per day. Immune
	to level drain, sleep, and petrification.

  -->	Hit Points: 24
  -->	Armor Class: 2
  -->	Magic Resistance: 25%
  -->	Combat: 3 attacks per round at 13 THAC0 for 1d6 damage
  -->	Special Abilities: Has 100% resistance to fire, cold, and
	electricity. Can cast Horror once per day, Regenerates
	1 HP/round.

This spell can be useful when shopping, as it raises your Charisma by
six points temporarily-long enough to lower prices. Keep in mind that
this spell doesn't seem to have an effect if your Charisma is over 20.

Much like Web and Stinking Cloud-superior 2nd-level spells-this is an
area-of-effect spell that hampers anything caught in the area... albeit,
after a Saving Throw to attempt to negate the effects. Those who fail
are forced to move quite slowly for the rest of the round, and must save
every round to avoid the movement impediment. This spell was hardly
a consideration in the first game, but in the sequel, it's far beyond

You'll always some of these spells prepared, as they... identify magical
items. Sure, having a high Lore skill can do the same, but most strong
magical items require a higher Lore score than you'll probably have...
and it's not worth playing a Bard just to identify crap. Combat use?
None. But it'll save you 100 gold that you would have wasted identifying
items at merchants. Considering how many magical items abound in the
game, this is a necessary money-saver.

Cast this spell, and the creature affected gains infravision, which in
this game makes creatures glow orange. Of course, if you have anybody
with infravision naturally, you can simply turn on the 'Group
Infravision' option and use it at will. It's not terribly useful
anyways, either naturally or as a spell, and at 10 turns, this spell's
duration isn't terribly enviable.

Larloch's Minor Drain
A mediocre damage-dealing spell, this spell deals a measely four points
of damage and heals the caster for the same amount. On the plus side,
it's got range and doesn't allow a save, so I find it superior to
Burning Hands or Chill Touch, at least. Heck, it's even comparable to
Magic Missile... up until Magic Missile starts getting additional
missiles. Since every Mage in this game will have multiple-missile
Magic Missiles... yeah, this spell is useless in Baldur's Gate 2.

*Magic Missile
The essential damage-dealing spell you'll use through most of the
game... it deals 1d4+1 points of damage, and while that sounds paltry-
and it is-it gains an additional missile at 3rd, 5th, 7th, and finally
9th level. On top of that it has a casting time of one, it always hits,
and allows no save. At 9th level, that's 10-25 damage per casting... not
bad for a 1st-level spell. Honestly, I rarely use this spell, but it
does come in handy during a few fights... chaining multiple copies of
this spell via sequencers, Spell Trigger, etc., can be quite potent.

Nahal's Reckless Dweomer
A Wild Mage-only spell, this spell gambles on the Mage's wild surge
ability, which this spell intentionally triggers after you select
another spell. The Wild Mage attempts to shape the energy into the
desired form... in other words, into the spell you tried to cast. The
odds of you casting the desired spell, however, are very slim-on the
normal table you have a 1% chance of casting a spell normally during a
wild surge. Of course, since you're not screwing up, you're
intentionally channeling wild magic, you add your level to the roll on
the wild surge chart... which means, presumably, you've got a chance to
cast the desired spell equal to 1% plus your level. Even near the end of
Baldur's Gate 2, you'll be lucky to get this spell to work when you need
it, much less to use it regularly. My suggestion? Don't bother with it.

Protection from Evil
A low-level buff that protects the recepient...against evil! Attacks
against the protected character are made at a -2 penalty, while saves
made by the protected character are made at a +2 bonus. You're better
off just letting a Cleric do this for the entire party with Protection
From Evil 10' Radius.

Protection from Petrification
Petrification attacks aren't an issue in Baldur's Gate 2... in fact,
I can't remember a single Basilisk in the entire game... you don't need
this spell.

Reflected Image
A poor man's Mirror Image, it give you one image that mimmics the
caster. Foes attacking the caster have a 50% chance to hit the image,
and a 50% chance to hit the caster... if the image is struck, it
vanishes. Sounds useful, but considering that Mirror Image does the
same thing-but with two-to-eight images, you're better off just

Like Armor, this spell drops your Armor Class. Unlike Shield, Armor,
however, this spell drops your Armor Class to four against melee
attacks, and two against missile attacks... that's a six or eight
point bonus. It also renders you immune to Magic Missiles! Score.
Unfortunately, it-like Armor-doesn't stack with whatever mundane armor
you may be wearing, and you'll have better permanent armor shortly into
the game.

Shocking Grasp
Another crappy 1st-level damage-dealer, it deals 1d8+1 point of damage
per level and the opponent has to be touched for the spell's damage to
be done. You miss, you wasted the spell. Me? I'd rather take the sure
damage of Magic Missile any day.

Sleep is one of the best low-level Mage spells in the game. It'll force
all critters within a 15-foot radius to save at -3 or fall asleep for
five rounds per level.. an insane amount of time, and more than enough
time to kill any and all affected critters. Against high-level enemies
(those with 4+3 Hit Dice or more) it's useless... which means despite
all its merits in the first game, it's useless now.

This spell causes one creature to Save versus Spells are run away scared
for the duration of the spell. The target suffers a -1 save penalty
against the effect for every two levels of the caster, up to -6 at 12th
level... which is actually pretty decent. What's not decent, however, is
the aforementioned duration, a mere three rounds. You have far better
debuffs to cast.

2nd Level Arcane Spells						{SPT018}
Blur: Gives caster bonus to Armor Class and Saving Throws.
Knock: Open locked containers/doors.
Mirror Image: Creates 2-8 illusory images which confound attackers.
Resist Fear: Removes fear effects in area.

Agannazar's Scorcher
This spell creates a 15 foot long jet of flames that deals 3-18 damage
to everything in its path. Technically, it's possible to hit several
foes in one cast, but this requires some good luck as to where the foes
place themselves. Frankly, there are many, many other 2nd-level spells
worth casting long before your need to settle for a mediocre damager
like Agannazar's Scorcher... for instance...

...Blur. One of the best defensive spells a Mage has to offer, this
spell forces enemies to suffer a -3 penalty to attack rolls, and gives
the Mage a +1 bonus to Saving Throws. At four rounds +2 rounds per
level, it should last an entire encounter once you hit higher levels.
Granted, for most of the first game it won't really be worth casting,
but once your Armor Class and level improves, it'll be a spell you'll
lean on heavily before any large encounter. It might seem over-shadowed
by spells like Improved Invisibility, but actually the game's AI
actually favors Blur. Why, you ask? If you're invisible, you will
provoke a True Sight from many enemy spell-casters... which of course,
dispels all your illusions. This is almost guaranteed in Throne of
Bhaal, to the point where Improved Invisiblity actually compromises
your defenses. Spells like Blur and Mirror Image, however, will not
provoke such a response.

Chaos Shield
This spell is a booster for Nahal's Reckless Dweomer, boosting your roll
on your magic surge table by 15. This turns your pathetic odds to...
well, still pathetic, but somewhat plausible. Still, a booster spell for
another spell that I don't consider worth the trouble, what do you think
my suggestion is?

This spell affects one creature and it attempts to deafen the foe, which
gives them a 50% chance of spell failure. Honestly, however, I'd rather
just let my Clerics cast Silence 15' Radius, which imposes a -5 save
penalty, is an area-of-effect spell, and outright prevents affected 
creatures from casting... which makes Silence 15' Radius superior in
every category, really. Even better still is Insect Plague, so you can
safely ignore this spell.

Detect Evil
It's... not a great spell, and I wouldn't keep one prepared, it might
prove interesting from time to time. If you follow my guide, however,
you will know who to attack and who to leave alone, alignment be damned.

Detect Invisibility
Why would you ever use this half-measure when you could cast True

Ghoul Touch
A thoroughly bad debuff, this spell attempts to paralyze a foe... as if
you were a Ghoul, see? Unfortunately, you need to touch an enemy for the
spell to work and it imposes no save penalty whatsoever.

Gold! Glitterdust creates a cloud of adhesive, glowing, golden particles
that cover foes in the area of effect if they fail a save with a -4
penalty. Affected creatures are blinded (-4 penalty to attack rolls,
Saving Throws, and Armor Class) and invisible creatures are revealed.
More good news? It's party-friendly! Unfortunately it only lasts four
rounds, and we need not ever consider 2nd-level spells when we've got
access to far superior debuffs like Slow and Chaos.

Horror was one of the most overly-abused trump cards the computer
employed in the first game... now it's more of a property than a spell
most foes will employ (ignoring Symbol: Fear, which is a superior
spell.) As for you, and this spell... it's day is done. You have better,
higher-level spells you can cast if you want to break up enemy groups.

An interesting spell... it makes the caster... well, invisible, of
course. It might seem somewhat useful, strategically, as your Mage
would be better able to get into position while invisible, no? Sure,
but remember that in Baldur's Gate 2 the computer has access to True
Sight, and many spell-casters will employ it to expose invisible or
sneaking characters. That being the case, it's probably not going to
prove interesting very often.

Another essential Mage spell that has absolutely no use in combat. You
need to unlock something? Use Knock. If you're blessed with a Thief of
any quality, you can skip on this spell, but considering the diminished
status of 2nd-level spells in Baldur's Gate 2, you really don't have
anything better to fill your spellbook up with.

Know Alignment
Want to know somebody's alignment? Cast this spell. Simple as. Of
course, why do you care anyways? If they're not evil, you don't need to
worry, and if you follow my guide, you'll know what to do without having
to pry into everybody's alignment.

This spell absolutely reeks with suckness. It gives a '5% bonus' to any
and all actions... whatever the hell that means. I have to assume,
however, that on a d20 system... 5% equals a +1 bonus. See? I can do
math. The real suck, however, is that it's a low-powered buff that only
affects one person, and lasts all of three rounds. It's hard to imagine
a more underwhelming buff.

Melf's Acid Arrow
It might have been an average damage-dealer in the first game, but now,
it just takes too long to do too little damage. Honestly, I prefer Magic
Missile, and I'd rather save my 2nd level spells slots for defense
(Mirror Image, Blur) or utility (Knock).

*Mirror Image
You conjure 2-8 images which mimic the caster and confuse enemies.
Attacks made against the caster have a chance of hitting the caster, or
a chance of hitting one of the images... presumably proportional to the
number of images you have. On it's own, it's a pretty good defensive
spell. Combined with Blur and Stoneskin, it makes a Mage nearly
invulnerable to melee attacks.

Power Word: Sleep
Introducing the Power Word spells-they allow no save, affect one
creature, and deal various forms of badness. The only defense against
them is being above their Hit Point threshold. In this case, the
threshold is twenty Hit Points. Everything with fewer Hit Points than
this is put to sleep-period. Undead, of course, are not affected... and
honestly, most foes in the game will be too powerful for this. 

Ray of Enfeeblement
Cast this bad ray at a creature and they must make a Saving Throw vs.
Spells (at no penalty) or have their Strength reduced to five for one
round per level. No penalty, one target? No thanks.

*Resist Fear
If an enemy gets off a Symbol: Fear spell, or you succumb to a dragon's
or demon's fear aura, it can easily end in a reload. If you have one of
these spells prepared, however, you have nothing to fear... or at least,
you need not fear fear. A great protective spell, I tend to just make my
Clerics prepare Remove Fear, as 2nd level Mage spell slots are more
precious, and 1st-level Cleric spells are much less so.

Stinking Cloud
Stinking Cloud creates nauseating clouds in a 15-yard radius that forces
enemies to save or be rendered helpless for 1d2 rounds. Lasting one
turn, this spell might not keep enemies down as long as Sleep, but it
has no Hit Dice limit. It used to be one of the best early debuffs in
the first Baldur's Gate, but it's far less useful in Baldur's Gate 2
as compared to higher-level spells.

This crappy spell sets the Strength score of the target up to 18/50...
or rather, sets it to 18/50, potentially lowering their Strength if it's
higher. For some characters with mediocre Strength-Jaheira and Keldorn,
come to mind-this spell might prove to be a useful buff, but it's really
unnecessary for most fights, and where it'll prove useful, Potions of
Giant Strength abound, and later on, you'll find many items that
improve your Strength while worn.

Allows the caster to cast spells without making use of its verbal
component... or in other words, you can cast spells silently. The
practical implications of this spell? It allows you to cast spells
while silenced. It only lasts a turn, however, and very few enemies
cast Silence. I have never found a use for this spell.

Web funcitons alot like Stinking Cloud-at least in its overall effect.
Creatures in the area-of-effect who fail their Saving Throw are
helpless. Good stuff. It's got a five yard per level radius (up to a
30 foot radius), lasts two turns per level, and imposes a -2 save
penalty. It can't, however, compare to higher level spells which we'll
have in abundance.

3rd Level Arcane Spells						{SPT019}
Dispel Magic: Removes buff/debuffs from all creatures in area.
Haste: Doubles movement speed, gives an extra attack per round.
Slow: Slows targets, massive penalties to attack rolls and Armor Class.

This spell removes the fog-of-war in any outdoor area, but it does not
show creatures, and it does not allow you to 'see' what's in the area,
exactly. Again, it just removes the fog-of-war... you know, all that
black crap that's everywhere in a new area? Instead of casting this
spell, why not just walk around? Seriously I can't think of a single
time where this spell is useful.

Detect Illusion
Detect Illusion dispells illusion spells of 3rd level or lower in a
20-foot radius... which means Invisibility, Mirror Image, Blur... the
weakest, but also fairly common illusion spells. Of course, many foes
also use Shadow Door, Mislead, Improved Invisibility, etc., which this
spell does nothing against. Just think instead of this, you could
prepared a shiney new Dispel Magic, which works on almost all spells.
Even better, you could go for True Sight, the REAL illusion-buster in
Baldur's Gate 2.

Dire Charm
Just like Charm Person, but with no save bonus for targets. There are
far more useful 3rd-level spells to prepare.

*Dispel Magic
Any time you fight spellcasters, they'll attempt to buff themselves and
hit you with debilitating spells. Dispel Magic should therefore be
memorized at least once by every spellcaster in the game, as it gives
you a chance to take down a protected Mage, or free your characters
from the effects of another spell. Dispel Magic is your magical safety
net, and every caster should have one prepared at all times.

Fireball has its uses, as might be expected from an iconic Mage spell.
The first time I played this game, I was much less refined in my
tactics, and was overjoyed by this brute force option. Still...
experience has taught me that buffs like Haste and debilitative spells
like Chaos are much better spells. That being the case, I rarely bother
using this spell.

Flame Arrow
A single-target damage-dealer that's far easier to control, and hence,
more useful than Fireball in some circumstances. It deals 4d6 fire
damage and 1d6 piercing damage, but the target can save for half the
fire damage. Like Magic Missile, you obtain another missile-for this
spell, once every 5th level-so that's two bolts at 10th level, three at
15th, four at 20th, and so on... This spell is like a beefier Magic
Missile, and it has the same usefulness. On its own, it's fairly weak,
but if you chain a few of them together with Spell Trigger, it can
become monstrously strong... It gets a place of honor in one fight
late in the game, but otherwise, it's ignorable.

Ghost Armor
Yeah, you knew there'd be more of these spells, didn't you? Like the
old 1st-level Armor spell, I consider these spells useless for
single-class Mages. They should be kept out of combat anyways, but for
multi-or-dual-class Mages? Well, let's be honest... you can get better
permanent armor than these spells provide. Ignore Armor, and ignore
Ghost Armor.

Haste is the best buff in the game, hands down. In every somewhat
difficult encounter, you should employ Haste. It just doubles your
offensive power. Literally, it gives an extra attack per round and
doubles you movement speed. Good stuff, indeed. Keep one ready on every
character who can cast it.

Hold Person
Just like the 2nd-level Cleric spell, this spell attempts to 'hold', or
paralyze a target, and also affects nearby targets in a 7.5-foot radius.
It only affect man-sized humanoids, but fortunately, they're common. No
save penalty, and it only lasts 10 rounds... which is long enough to
kill them and then some, to be fair. Still, almost anything I would use
this on, I could just use Chaos on instead. Bigger radius, save
penalty... Yeah, you don't need this spell.

Hold Undead
Just like Hold Person, but for undead, which are normally immune to
these types of spells. It affects all enemies in a 10-foot radius, which
is a decent radius, but it imposes no save penalty. There are better
ways to deal with undead.

Invisibility 10' Radius
Like Invisibility, but for everybody in an area! It's just as likely to
be dispelled with True Sight, and there's only one time in the entire
game where I suggest its use.

Lightning Bolt
This is an interesting damage-dealing alternative for enclosed spaces,
where you can try and bounce it off walls to deal outrageous damage.
Multiple hits will dispatch most enemies. It's a gimmick, however, and
I rarely ever use it, as I'm just not good at aiming it, and generally
find it unreliable.

Melf's Minute Meteors
This spell creates one globe per level of the caster, which can then be
thrown by said caster (with a +5 bonus to hit). Each 'meteor' that hits
deals 1d4+3 points of damage, plus three fire damage, and the caster can
hurl five such 'meteors' per round. Quick, somebody explain to me how,
exactly, this spell is superior to Magic Missile? More damage? Sure, a
bit, but it's a 3rd-level spell-I'm not using up a 3rd-level spell slot
for 7-10 damage instead of 2-5 per missile. Also, you have to actually
hit the target with all five missiles-attack rolls and all that, which
is something a Mage can't exactly count on, can they? I'll stick to
Magic Missile, myself.

Minor Spell Deflection
This spell absorbs a number of spells directed at the caster, up to four
spell levels worth... unless it's an area-of-effect spell, or a
stationary spell effect like Cloudkill or Web. Considering that many
spells you'll encounter in this game are area-of-effect spells... you
might as well just ignore this spell...

Monster Summoning I
If you think summoning one or two weak monsters will help you out,
you're in for a rough time... just ignore this useless spell.

This spell makes you immune to scrying attempts, spells like
Clairvoyance, Invisibility Purge, etc. You know how many foes will
use these spells? None. You will never need this spell.

Protection From Cold
Protection From Cold does just that-reduces the cold damage that comes
your way by 50%. You'll face cold attacks very rarely, so preparing a
3rd-level spell to do so is just a waste. Just use the 2nd-level Cleric
spell 'Resist Fire and Cold' instead.

Protection From Fire
Like Protection From Cold-it protects you against 50% of fire damage
that comes at you. Fire damage is more common than cold, but still,
I suggest the Cleric spell 'Resist Fire and Cold' instead.

Protection From Normal Missiles
Makes a target invulnerable to normal (non-magical) missiles for five
turns. This spell is pretty useless in this game. Any foe shooting
mundane missiles at you probably isn't much of a threat, and any foe
with magical missiles will ignore it.

Remove Curse
You pick up a shiny new ring and stupidly put it on your finger not
knowing what it is, and boom! Wertle-wertle-woo for you. Honestly,
that's really the only way to get cursed in this game, save for perhaps
short-term spells like Doom, and who cares about that anyways? You can
always go to a church to have curses removed, but this is cheaper. You
probably will never need to use this spell.

Remove Magic
Hailed as the 'combat version' of Dispel Magic, it functions exactly
the same way... save that it only removes buffs/debuffs on foes. This
might sound handy, and it is-if you have the extra 3rd-level spell
slots. On the other hand, it won't save you if you have debuffs
affecting your party, so it's got much less utility overall than Dispel
Magic, if you have any aim. I'll be honest, I've never found a need 
for this spell. General party-buffs amongst your foes are rare, and
there are better spells for taking down more potent, individual buffs.

Skull Trap
Create a... skull trap that explodes when enemies get too close to it,
dealing 1d6 points of damage per level to all critters in a 20-foot
radius. Honestly, I prefer Fireball. I can aim it, and decide what gets
hit, when. No need to lure foes into a trap with the hope that it'll
affect a good number of them.

This spell affects all enemies in a 30-foot radius, and any melee
character affected might as well be dead. It forces them to move and
attack at half the normal rate, and imposes a -4 penalty to attack rolls
and Armor Class. Enemies save against this effect at a -4 penalty.
When faced with a group of sturdy melee enemies, there's little better
to cast.

Spell Thrust
Removes a number of spell defenses, including Minor Spell Deflection,
Minor Globe of Invulnerability, Spell Immunity and Minor Spell Turning.
Spell Immunity can be particularly troublesome, since it can prevent
more sophisticated take-down tactics and debuffs, but it's a rare cast
by enemies in this game, and the other spells are much less fearsome.

Vampiric Touch
Deals 1d6 damage per every two caster levels (up to 6d6 damage), and
heals the caster for that amount. Unfortunately, it's a touch spell
(see the word 'touch' in the name?) so its utility for a single-classed
Mage is dubious, at best. 

4th Level Arcane Spells						{SPT020}
Confusion: Foes in area are confused unless they save at -2.
Greater Malison: Reduces saves by 2, softening up foes.
Improved Invisibility: Recepient can't be targeted by spells.
Minor Sequencer: Chain two spells of 2nd-level or lower.
Stoneskin: Negates physical attacks entirely.

Confusion is a great debilitating spell, but inferior to Chaos, which
outshines it in every way. Still, it forces all enemies in a 30-foot
radius to save at -2 or wander around, go berserk, or simply stand
there. Simply put, it breaks up all effective resistance and wins

A fourth-level debilitator with no save penalty? How well do you think
this spell is going to do? Ah well, let's get it over with... this spell
attempts to cause 'major disease and weakness' in a creature. The target
suffers a -2 penalty to Strength, Dexterity, and Charisma, and they
are slowed. One target. No save penalty. Compare this spell to, say,
Slow. Wouldn't you be better served by slowing a group of foes at a -4
save penalty? You would. Ignore this spell.

Emotion, Hopelessness
Like Confusion, but with no save, and enemies 'sleep' (lie down and
remain helpless) for the duration of the spell. If it weren't for the
lack of a save penalty, it would be a great spell.

Enchanted Weapon
Creates a +3 weapon that can be used by anybody-either a Mace, Axe,
Long Sword, or Short sword. Or... you could just get a permanent weapon.

Allows you to see an unexplored section of map, much like Clairvoyance.
Something else that reveals unexplored sections of map? Exploring it.
Save the spell-slot, just sneak around with a Thief or Ranger.

Fireshield (Blue)
An aggressive form of defense, this spell surrounds the caster with a
shield of 'ice flame'. Yeah, makes sense to me. The caster gains 50%
Cold Resistance and foes that strike in melee suffer 1d8+2 points of
damage per hit. It's decent damage, but a single-classed Mage really
can't accept the damage trade-off. A Fighter/Mage might be able to
handle the abuse, however, but where it really shines is combined with
Stoneskin, where you take no damage, and the enemy suffers for removing
each skin.

Fireshield (Red)
Same thing as Fireshield (Blue), save that Fireshield (Red) is... well,
actually a FIREshield. It grants 50% resistance to fire damage and deals
1d8+2 fire damage each time an enemy strikes you in melee.

*Greater Malison
Hit enemies with this before casting other spells that allow saves and
you'll stand a greater chance of affecting your enemies. If it's used
to soften up foes before hitting them with Chaos, Insect Plague, Finger
or Death, or a Vorpal weapon, it becomes downright unfair.

Ice Storm
A direct-damage dealing area of effect spell that allows no save. Sound
good? Here we go-it only deals 2d8 damage per round (lasting four
rounds) and is not party friendly. So... why cast something with less
damage potential than an 9th-level Mage's Fireball?

*Improved Invisibility
Another great defensive spell, it imposes a -4 penalty to the attack
rolls of enemies, and gives the caster a +4 bonus to saving throws. Best
of all, you can't be targeted with spells until the invisibility is
dispelled. It does, however, have one Achilles heel-the spell True
Sight, which will be employed against you if you've got an invisible
character. By Throne of Bhaal, this counter is so widespread that this
spell is all but useless... in the mean time, however, abuse it.

Minor Globe of Invulnerability
This spell makes you immune to 1st-3rd level spells... alas, since most
dangerous spells are now higher-level affairs, this is no longer the
defensive spell it used to be. Most foes will refrain from casting
such weak spells until they're out of superior spells... and if you
can't kill a Mage slinging Melf's Acid Arrows at you... well, you
deserve to lose.

*Minor Sequencer
This spell can be quite useful, as it allows the caster to chain two
spells of 2nd-level or lower together in one quick cast. Want to pelt a
foe with two Magic Missile spells in one round? Or instantly bring up a
Mirror Image and Blur? This is the way to do it. Best of all, you can
cast this spell, prepare the Sequencer, remove this spell, and the
spells you are chaining together, as well. The only limitation is that
you must have the spells you want to sequencer memorized at the time
you cast the sequencer. The only real limitation this spell has? Well,
you don't get it until awfully late in the game...

Monster Summoning II
Like the 3rd level spell, but it'll summon a few more Hit Dice of
monsters... still not enough to make it useful, however.

Otilukes's Resilient Sphere
I'll admit, I like the idea of this spell. Taking a foe out of a fight
long enough to deal with its buddies makes me feel all strategyful, and
stuff. But it's just not a good spell. Otiluke's Resilient Sphere
captures a single foe in a 'globe of shimmering force', which prevents
the trapped critter from affecting the outside world, and vice versa.
Still, it's a single creature, the spell has no save penalty, and it
only lasts a turn... granted, probably enough time to resolve any
fight... but... Slow, Confusion, or Chaos would all be superior casts.

Polymorph Other
Turns another foe into a Squirrel... still, it imposes no save
penalty and only affects a single target. It's more of a humorous
spell, than a serious tactical solution to any fight.

Polymorph Self
Allows the caster to assume the form of another creature, which you can
select from a short list of the following (as per the spell's in-game

Gnoll: wields a magical +1 halberd (+1 fire damage and strikes as an
       enchanted weapon +3)

Mustard Jelly: capable of slowing opponents (if they fail a Saving
               Throw when hit)

Ogre: capable of causing massive damage with its fists

Spider: causes poison when it hits an opponent.

You can also assume the form of a Brown Bear, Black Bear, or Wolf... but
these shapeshifts suck. Just ask any Druid. So, let's look at these in
depth, shall we?

First, you can change to any of these creatures at will-and back again-
for the entire duration of the spell, a passable one turn, plus three
rounds per level, so you can change your form as events necessitate.
Your statistics and attributes are affected by each form, which is not
mentioned by the spell, but which I will show below. Also, you cannot
cast spells while polymorphed-something to keep in mind, to be sure.
Your natural Armor Class may change, as well-magical protections will
still be counted, but armor will not. You can equip and unequip
clothing, jewelry, and armor at will, but not weapons.

Armor Class (Base): 2
Strength: 17
Dexterity: 17
Constitution 12

Mustard Jelly
Armor Class (Base): 4
Strength: 14
Dexterity: 9
Constitution 9
Cold Resistance: 50
Electrical Resistance: 100
Magic Resistance: 125
Magic Cold Resistance: 50
Slashing Resistance: 30
Crushing Resistance: 30
Piercing Resistance: 100
Missile Resistance: 85

Armor Class (Base): 5
Strength: 18/00
Dexterity: 9
Constitution 18

Armor Class (Base): 1
Strength: 16
Dexterity: 16
Constitution 9

So... there everything is, all pink and naked. Honestly, I don't see
the point in turning a Mage into a melee creature, especially one that's
likely to be rather weak compared to your mainstay warriors...
If anything, however, the Mustard Jelly is interesting for its
resistances, if nothing else. I never make use of this spell, but if
you feel like giving it a go... eh... it's your Mage's funeral.

Secret Word
Dispels one spell protection of 8th-level or lower, including Minor
Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Spell
Deflection, Spell Turning, and Spell Shield. It's... an option if you
don't want to use Spell Thrust, but there are far too many good
4th-level spells to bother with this.

Spider Spawn
Allows you to summon one (80%) or two (20%) spiders of types that vary
by level. At 8th-level or lower, you summon wussy Giant Spiders, at
9th-11th levels you'll summon Phase Spiders, and at 12th-level and
higher you'll summon Sword spiders. None of these creatures really have
the muscle you'll want in a summoned creature.

Spirit Armor
The strongest of the armor spells, this particular version creates an
intangible suit of armor that grants an Armor Class of one. It doesn't
stack with other armor, but it will stack with Dexterity bonuses,
magical protections, and shields. When the spell ends, it'll deal 2d4
points of damage to the caster. It's actually potentially very nice
armor, but honestly, it'll only drop the Armor Class of a well-equipped
Fighter/Mage by a few points.

The ultimate physical defensive spell, Stoneskin makes the caster
outright immune to physical damage. It'll absorb a number of attacks
equal to the number of 'skins' or layers it has. The caster has one
skin per two levels, which means a high-level Mage could ignore over
a dozen melee attacks. These skins last until absorbing (and negating)
attacks, or until its whopping 12-hour duration ends. On its own, it's
wonderful physical defense. Mixed with a good Armor Class, and other
defensive spells like Blur and Mirror Image, and it'll make the Mage
nearly invulnerable to melee damage. It's the best thing a Fighter/Mage
can cast in most fights, and really, you should keep one prepared at
all times... which essentially means it's my 4th-level spell of choice
for my Fighter/Mage. It's less useful on single-classed Mages, since
their Armor Class is inferior and they don't tend to be exposed to
physical assaults often, but it's still useful for them, as well.

Teleport Field
Randomly teleports all foes in the area of effect to... another spot in
the area of effect. I really can't think of a great use for this spell,
as the radius is actually rather small (it sure doesn't look like a
30-foot radius on screen, to me). I suppose indoors you could get lucky
and teleport a foe into another room, hence costing them... I don't
know, a round to walk back and continue attacking? Or perhaps you'll
teleport a vulnerable spell-caster closer to your hungry warriors.
Ultimately, it's just too random for me to bother with. Yes, random in
a way that Saving Throws are not. Shut up. At least with spells like
Horror, Slow, Confusion, or Chaos, I know that there's a good chance
at least one foe will be affected in a way that helps my cause.

Wizard Eye
Creates an invisible sensory organ that... essentially allows him to
spy around and explore the level. Like all other Mage-spy spells, why
not just explore? Why waste a 4th-level spell slot to do what a hidden
Ranger or Thief can do?

5th Level Arcane Spells						{SPT021}
Breach: Dispels all combat protections on a target.
Chaos: Foes in area are confused unless they save at -4.
Lower Resistance: Lowers targets Magic Resistance by 10% + 1%/level.
Spell Immunity: Makes caster immune to spells from one school.

Animate Dead
Just like the 3rd-Level Cleric spell of the same name, this spell
allows you to summon undead to fight for you. In Baldur's Gate 2, with
the level range you'll be dealing with, it pretty much means you'll be
summoning a Skeleton Warrior. A fairly beefy foe... in Baldur's Gate 1,
it's no longer much in the way of a threat to... much of anything,
really. The game has changed and victory now favors new tactics.

Dispels all 'specific and combat protections on a target creature',
including Shield, Protection Circle, Resist Fear, Protection From
Fire/Cold, Fireshield, Protection From Acid, Protection From
Electricity, Protection From Magic Energy, Protection from The Elements,
Protection From Energy, Protection From Normal Missiles, Protection From
Normal Weapons, Protection From Magic Weapons, Stoneskin, Armor, Ghost
Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle.
No save, no check, no magic resistance, it's just gone. That's alot of
spells, and you new gamers out there might not know the signifigance of
this spell... but that's what I'm here for, right? Almost every Mage in
Baldur's Gate 2 will, in combat, throw up a Stoneskin and/or Protection
from Magic Weapons. Since your warriors are probably the characters most
likely to chop down these Mages, these spells can effectively retard
their ability to harm the Mage, which in turn will allow said Mage to
make your life miserable by casting spells. This spell should be used
any time a Mage brings up one of those two spells, and really, it's just
essential to Mage take-down tactics in this game. Every Mage who can
cast it should have at least one prepared at any time, and potentially
a few more, if expecting Mage-heavy opposition. It is worth noting that
the only effective way to counter Breach is with Spell Immunity that
protects against Abjuration. Don't worry, however. You will almost
always be on the casting end of this spell.

This spell is one of the go-to debilitator for Baldur's Gate 2...
Forcing a save at -4 is just not fair. Otherwise it works just like
Confusion. Get used to hearing about this spell, as I'll be comparing
5th-level spells to it at every turn.

The only effective use of this spell that I can think of is in
conjunction with Animate Dead and Stinking Cloud. Your Skeleton Warriors
can simply distract enemies and cause them to take damage while they
remain within the Cloudkill. Still, at 1d10 damage per round, it's not a
great way to destroy enemies... not when you can just hit them with
Chaos, instead.

Cone of Cold
Creates a... cone of cold, dealing 1d4+1 damage per level to all
creatures in the area. Not party friendly, but what do you expect?
Creatures inside the area can save for half. It's not a bad damage
dealer, really, but it's not exceptional, either.

Conjure Lesser Air Elemental
Conjures an 8 Hit Dice Air Elemental to do the caster's whim until the
spell expires. Note that there are two problems with this spell. First,
an 8 Hit Dice Elemental is not the strongest of summoning spells in
the game, and will quickly become obsolete. Second, immediately after
casting the spell the caster becomes locked in a 'psychic contest' with
the elemental for three rounds, during which he attempts to establish
control. Three rounds of inactivity from your Mage is a terrible price
to pay for any spell, and on top of that there's a 15% chance your Mage
will not come out on top... that being the case, your summoned elemental
will... well, attack you. And isn't that kind of the opposite of what
you were going for? Ultimately, I really can't suggest such a spell when
Clerics and Druids get superior, less tempermental elemental summoning
spells. It still might be worth casting a few situtation early in the
game, as all elementals have one unique defensive property worth
considering... they are immune to mundane and +1 weapons. So... when
there are a bunch of foes who don't have the requisitie equipment to
play, these spells are essentially cheap ways to take them out. It's
a tactic that quickly stops bearing fruit, however, but since it's one
Edwin can potentially employ from the second you recruit him...

Conjure Lesser Earth Elemental
Conjures an 8 Hit Dice Earth Elemental to do the caster's whim until the
spell expires. Note that this spell has the same liabilities as Conjure
Lesser Air Elemental.

Conjure Lesser Fire Elemental
Conjures an 8 Hit Dice Fire Elemental to do the caster's whim until the
spell expires. Note that this spell has the same liabilities as Conjure
Lesser Air Elemental.

Control a creature's actions while affected by this spell. It's
essentially the same as any Charm spell, but it imposes a -2 penalty to
their Saving Throws. Oh, and it only lasts eight rounds. Again, I'd
rather disable an entire group of foes with Chaos (at a -4 save!) than
control one.

Cast this spell for stupid-making. It's like watching to Fox News! The
target saves at a -2 penalty and lasts indefinately-unless dispelled.
This spell lowers the target's Intelligence to three. On most foes, it's
nothing serious, but if you hit a Mage with it... well, they won't be
casting anything, will they? Still, I'd rather... you guessed it, just
use Chaos. A foe affected by Chaos is not going to cast anything, the
save penalty is -4, and it affects a group.

Hold Monster
Like Hold Person, but it affects pretty much any critter. It imposes a
-2 save penalty and affects any foes within a very small 7.5-foot area
of the target... which is, for all intents and purposes, adjacent. Chaos
is still superior.

*Lower Resistance
A fair spell that should see its way into your spellbook from time to
time... at least until you have access to Pierce Magic, but I digress...
Lower Resistance does exactly what its name implies-it lowers the Magic
Resistance of a foe by 10% + 1% per caster level. Even a mid-level
casting of this spell will knock off about 25% Magic Resistance, and
if you chain two of them and a Breach into a Spell Trigger... yeah, it's
worth using to soften up some of the bigger foes in the game.

Minor Spell Turning
I typically stay away from spell turning spells simply because... well,
I just don't find them all that useful, really. If you need real defense
against spells-the best defense is a good offense. Take them down
quickly with Breach and sharp, pointy things. Failing that, the next
best defense is an impenetrable defense, which this spell simply is not.
Rely on Spell Immunity and the Cloak of Mirroring and laugh as your
foes exhaust themselves trying to harm you-to no avail. This spell
doesn't contribute to either strategy, so I ignore it.

Monster Summoning III
Like the lower spells, but with stronger monsters. Still, not strong
enough to bother summoning. A single conjured elemental will certainly
be strong enough to finish off anything this spell summons.

Dispels all illusion/phantasm spells of 5th-level or lower in the area,
including Reflected Image, Invisibility, Mirror Image, Non-Detection,
Improved Invisibility, and Shadow Door. Party Friendly. It also has a
huge radius, and considering that the only spell this really leaves out
is Mislead... it seems like a good spell. And it is, but 5th-level
spells are absurdly good throughout the entire game-you're always going
to want Breach, and probably a few copies of it. 6th-level spells are
significantly less impressive, and one of them is True Sight, a superior
anti-illusion spell that has much less competition. Alas, Oracle, you
tried well, but just didn't make the cut.

Phantom Blade
Creates a... yeah, a phantom blade that acts a +3 weapon, which the
caster is automatically proficient with. It deals +10 damage to undead,
but is otherwise not noteworthy. A possibility for a Fighter/Mage, but
a single-classed Mage is wasting their time... and since you can get
your hands on permanent +3 weapons fairly early into the game, even
a combat-focused Mage can ignore this spell.

Protection From Acid
Confers complete invulnerability to acid. Fair enough, but you'll only
encounter acid-using foes a few times in the game, and only once or
twice are they potent enough to even consider this spell.

Protection From Electricity
Confers complete invulernability to electricity. Again, you will seldom
encounter electric damage, and... you know, I can only think of a
single enemy that uses electricity potently or exclusively enough for
this spell to be worth casting... and even then, it's near the end of
Throne of Bhaal, where you will doubtlessly have superior, more
all-encompassing elemental protection, like Protection From the

Shadow Door
This spell is essentially a 5th-level version of Improved Invisibility,
save with a longer duration. 4th-and-5th-level spells are highly
contested, but a Mage will certainly find it easier to spare a 4th-level
spell slot for Improved Invisibility than they will a 5th-level spell
slot for Shadow Door.

*Spell Immunity
This is the best spell-defense in the game. Enemies tend to use a
handful of tried-and-true spells to destroy your party, and it can
be pretty frustrating if you don't know how to protect against them.
Unwary players might fall victim to various Symbol spells when they
inadvertantly stumble upon their first Lich (speaking from painful
experience here.) But fear not, for this is the solution. When you
cast this spell you'll be prompted to choose what school to protect
against. The best ones are Abjuration (Breach, Imprisonment) Conjuration
(Symbol spells, Power Words), Necromancy (Horrid Wilting, Wail of the
Banshee, Finger of Death), and Transmutation (Flesh to Stone). If you
cast multiple instance of this spell, you can make yourself immune to
multiple spellschools. A character wearing the Cloak of Mirroring, with
three or four instances of Spell Immunity-Abjuration Conjuration,
Necromancy, and Transmutation-is virtually immune to anything an enemy
Mage can throw at them. Just sit back, wait for them to deplete their
arsenals, and then destroy them.

Spell Shield
This spell will protect you from one attempt to debuff your spell
protections, protecting against spells like Breach, Lower Resistance,
Pierce Magic, and Spell Thrust. If an enemy uses it, give them the
old try, try again treatment. It's rare that an enemy will use Breach
or other spell-strippers on you, however, so you probably won't need
this spell... and Spell Immunity (Abjuration) offers superior protection
against all these spells.

Like a Fireball centered around the caster, it deals 1d6 damage per
level (up to a maximum of 15d6 damage). A protected Mage might make use
of this spell, or perhaps a Fighter/Mage, but honestly, I'd rather just
use a Fireball. Puts the Mage-and his allies-at much less risk.

6th Level Arcane Spells						{SPT022}
Death Spell: Kills weaker monsters and summons, no save.
Pierce Magic: Dispels spell protections, lowers Magic Resistance.
True Sight: Dispels all enemy illusions in wide area for one turn.

Carrion Summons
Life just wouldn't be complete if we didn't start things out with a
crappy summoning spell, right? This spell summons one or two buffed-up
(but still weak) Carrion Crawlers to fight for you. Pass.

Chain Lightning
At 1d6 points of damage per two levels, it can get up to a hefty bit of
damage, but note that it won't be until 20th level that it matches
humble Fireball, and almost all enemies struck will only take half
damage from being hit by an arc, instead of the main blast-and many
will save against that to halve the damage yet again. Still, no
friendly fire, which means you can use it at will. Keep in mind,
however, that Horrid Wilting is vastly superior once you get access to
8th level spells, and breaking up a group of foes with Chaos is
probably better than dealing a bit of damage with Chain Lightning.
Still, until Pierce Magic becomes necessary you might as well fill up
your 6th level spell slots with something.

Conjure Air Elemental
Didn't we just do this spell? Blah. It's the same as the 5th-level
'lesser' version of the spell, but you've got a 60% chance of conjuring
a 12 Hit Dice elemental, a 35% chance of conjuring a 16 Hit Dice
elemental, and a 5% chance of conjuring a 24 Hit Dice elemental. Still,
three rounds wasted in a staring contest after summoning, and a 15%
chance it'll go berserk. There's also a good chance that, by the time
you can cast 6th-level spells, the novelty of immunity to +1 weapons
has worn off.

Conjure Earth Elemental
Same as the previous spell, but with Earth Elementals. Wee...

Conjure Fire Elemental
Yeah, yeah, we get it...

I personally don't use Contingency often, as I'd rather control when
my buffs kick in, and honestly, the 'responses' we can pick for the
Contingency's trigger aren't very great. Enemies use it frequently,
however, and it can be useful to pop on a Stoneskin, Mirror Image,
and Blur on when the caster is threatened. It allows you to prepare up
to 18 spell levels of spells, using no more than three spells, of up to
6th level. All the spells must target the caster, so this is purely a
defensive measure.

Death Fog
Conjures up an acidic fog, dealing eight points of acid damage per
round. It also has the added bonus of killing any and all summoned
creatures in the area, regardless of power or resistances. Score. Still,
cloud spells tend to suck, since it's never easy to get foes to hang
around in them... and I'm not fond of delayed gratification when it
comes to damage.

*Death Spell
Although it only affects creatures with 8 Hit Dice or less (by the book
rules, a Hit Dice for a monster is set at 1d8 Hit Points per die, or
up to 64 Hit Points) this actually manages to be a great early-to-mid
game spell. It won't kill many of the more dangerous foes we'll have to
fight, as the high quality adventurers (like the ones in the sewers
under Athkatla, and those in the slaver compound in the Temple District)
are simply higher than 8th level, it doesn't affect undead, and it's
probably wasted on grunts, guards, and other low-quality foes. But then,
what use does it have? First, it's an excellent way to dispatch
dangerous foes like Illithids, Trolls, and Umber Hulks, which are quite
strong and dangerous to engage in melee. Second, it dispatches summoned
creatures instantly, which can be useful against summon-happy Mages. If
you're playing a good party, you probably won't have access to it
terribly early, but Edwin can get it early, and often, and abusing it
is a great idea. As you get deeper into Shadows of Amn, however, it
becomes less useful as foes routinely become too powerful to be affected
by it.

You can instantly knock off a creature with this spell, and at first
it seems pretty great... but it's not. First, whatever gear the target
has can often be lost with it. Do you want to risk losing gear over this
spell? Second, it has no save penalty, so chances are it's not going to
be terribly effective. Don't waste your time, or worse, gear. Just wait
until you get access to 7th level's Finger of Death.

Flesh to Stone
Yeah, it might be novel to be on the afflicting end of petrification for
a change, but this isn't a great spell. First, no save penalty. Second,
gear is petrified with it... meaning you'll have to cure the
petrification if you want the petrified creature's gear. That being the
case, against many foes it's less of a death spell, and more of an
over-glorified Otiluke's Resilient Sphere.

Globe of Invulnerability
Like the 4th-level spell Minor Globe of Invulnerability, but less minor.
Tihs spell grants immunity to 1st-4th level spells. Honestly, many enemy
spell-casters you encounter throughout Shadows of Amn fall into two
categories-mediocre casters easily slain by Breach and physical attacks,
or overwhelmingly strong casters (like high-level Mages and Liches) who
probably will never bother with anything less than a 5th-level spell
until the fight is mostly decided. In either case, this spell isn't
useful. Sorry, kids. Baldur's Gate 2 is just a higher spell league. And
think, really, what 4th-level and lower spells are you really afraid of?
The best spells in those levels tend to be buffs, which are not what you
want to stop.

Improved Haste
Unlike Improved Invisibility, the 'Improved' part of this spell is
deceptive. As far as a personal buff goes, it actually does double the
attacks of the affected character each round. When you're getting four
attacks per round, doubling that can be... brutal. Unfortunately, it
doesn't affect the whole party like Haste does, making it a less
effective buff. Still, if a Fighter/Mage were to work it into a Spell
Trigger... it could be part of a great buffing sequence. As usual, Edwin
makes this spell handy by sheer abundance of spell-slots. He can
prepare enough to boost choice fighters before any significant battle...
for most fights, however, Haste is more than enough.

Invisibile Stalker
Yay... you get to summon another Baldur's Gate 1 critter for fight for
you. Too bad this is Baldur's Gate 2, and creatures from the first game
are a little less than fodder now.

Like Shadow Door, it gives you Improved Invisibility, but unlike the
former, it creates a little clone of you to fool enemies. I don't see
the point. True Sight still fixes matters.

*Pierce Magic
Remember when I said later enemies would have spell defenses as well as
magic resistance? Here is your answer to them. Pierce Magic lowers an
enemy's magic resistance by 1% per caster level and removes one of a
various group of spell defenses, like Spell Deflection, Spell Turning,
and Spell Immunity. Use it on dragons, and critters with too many
defenses before starting with Breach and other spell assaults. Later on
in the game, replace Lower Resistance with this spell.

Power Word: Silence
I would call this spell a poop-master, or something similar... but it's
actually a decent spell. Using it silences a character-no save, no Hit
Point threshold, and it lasts seven rounds... not an eternity, but still
longer than most fights tend to last. The downsides? It does allow Magic
Resistance, so you're probably not going to get it to work on a Lich.
Also, by looking at the spell lists of foes on Infinity Explorer, one
thing becomes abundantly clear-the developers anticipated the use of
silence effects to shut down Mages, and hence, nearly every Mage of
substance in the entire game has Vocalize prepared, ready to counter
this spell. The upside is the fact that they only tend to have one, so
if you could keep applying pressure-perhaps hit them with this spell,
then when they countered with Vocalize, hit them with Dispel Magic and
cast this spell again... but you're better off following other Mage
busting tactics. It's a good spell, and you might find it useful on
Clerics or the odd Mage who isn't protected, but most of the time you'll
want to use it, the computer will have a counter.

Protection from Magic Energy
This spell makes a Mage immune to non-elemental, magical damage, such
as the damage dealt by Magic Missile and Horrid Wilting. Yeah, we'll be
using it against the latter of the two. 6th-level spells are fairly
easy to give up, and this spell lasts a whopping turn per level, so
nobody should be terribly unhappy using up one 6th-level spell slot on
this. That said, it's mostly useful in Throne of Bhaal, when we might
encounter strong spell-casters who can cast Horrid Wilting, and either
the fight takes place where full party attendance is mandatory, or they
have strong enough allies that leading with a single character otherwise
protected by the Cloak of Mirroring is ill-advised. In most encounters
where you might need this spell, it's the third best option for dealing
with such attacks, the others being, of course 1) Killing the enemy
spell-caster before they can cast Horrid Wilting, 2) Leading with a
character wearing the Cloak of Mirroring, and hence immune to Horrid
Wilting. It's best used as a fairly complete magical-damage defense in
conjunction with the 7th-level 'Protection from the Elements'. Edwin
can, of course, skip both those spells and just prepare the 8th-level
'Protection from Energy', as he will likely have more 8th-level spell
slots than he needs. Still, this is an infrequent cast, at the very

Protection from Magical Weapons
Chances are you'll see the enemy use this more than you will. It makes
you immune to magical weapons for four rounds. A short time, but later
on almost all enemies will use magical weapons. Used by an enemy-
particularly an enemy who is naturally immune to weapons of low
enchantment, it makes them all but immune to physical attacks. Breach
still takes care of the problem, however. All in all, I'd rather just
use Stoneskin.

Spell Deflection
Another spell-defense I find wanting. Again, like Minor Spell Turning,
I find this spell rather low-down on my ways to deal with enemy magic,
the two leading options being, of course to 1) overwhelm the Mage
quickly, or 2) lead with a character well and truly protected against
magic... which calls for Spell Immunity, not Spell Deflection.

Stone to Flesh
A remedy for Flesh to Stone or other forms of petrification... I never
use Flesh to Stone offensively, and if a character is petrified, I tend
to reload, so I have no use for this spell.

Summon Nishruu
Summons a magical creature that feeds on magical energy, this minion is
interesting because of its properties... first, it is proof against
magic-actually healed by it, rather. On the other hand, it's not a
warrior, and stands no chance in melee combat. Its usage, then, is
obvious-it's an anti-Mage summon. Brought to bear on an enemy Mage,
it'll quite literally suck up their memorized spells. If it seems too
good to be true, a real Mage-slayer... well, that's because it is.
Despite being immune to magic damage, it is NOT immune to spells, and
a simple Death Spell will see it off. It's a spell most potent enemy
Mages have. Still, there are a few instances where this spell comes in
handy. Just note that the Nishruu sucks up charges from magical items
that targets may be carrying.

Tenser's Transformation
The ultimate god-maker in Icewind Dale, it can still be a powerful
spell in Baldur's Gate, but with one signficant difference. Spell-play
in Icewind Dale was rather stunted, compared to the rich strategic
options in Baldur's Gate 2. Icewind Dale was literally a spell-buffers
paradise, there was little in the way of counters, no sophisticated
spell-casters that required specialized take-down tactics, and nary a
single spell sequencer to keep things interesting. In that situation,
it was fine to buff up and then go nuts with Tenser's. Tenser's, in a
nutshell, tries to make a warrior out of a Mage. It is largely
unsuccessful for the same reason that the plethora of Cleric spells that
attempt the same are-it doesn't increase your attacks per round. That's
the reason why Viconia is never to be considered a true warrior, despite
her absurd Armor Class and Flail of the Ages, while Anomen, lazy,
clumsy, stupid Anomen can be.

...but of course, we have a solution, don't we? A Fighter/Mage already
has the attacks, the THAC0, the specialization, and 3/4 the Hit Points
of a true Fighter. Take what Tenser's does for a Mage-doubles the Hit
Points and boosts the Armor Class-and give that to a Fighter/Mage, and
we're talking about a whole different level of power-play here. My
late-game Fighter/Mage, when he applied Tenser's, went from 132 Hit
Points to 264, and from a -9 Armor Class to -13-the spell's maximum of
-10 be damned, apparently. This, of course, made him a juggernaut that
not even Korgan would compare to. Of course, it disables their Mage
spells while cast, so the Icewind Dale rules would have to apply-buff
first, then Tenser's. But in Baldur's Gate 2, I find myself requiring
my Fighter/Mage to keep the Mage part of his class. One Stoneskin might
not last him, especially since he becomes a late-game tank, and you
never know when you'll need a True Sight or Breach. Lastly... when it
comes down to it, Time Stop/Greater Whirlwing is a better tactic than
buffing and Tenser's... although I wouldn't say my Fighter/Mage/Thief
wouldn't find the latter tactic useful, especially since she's incapable
of the former... It's an interesting spell, to be sure, but not so
grand as to be worth negating the spell arsenal of a late-game Mage.

*True Sight
This spell instantly removes all hostile illusions within a large
radius of the caster. This removes Blur, Mirror Image, Shadow Door,
Mislead, and, of course, Improved Invisibility. It's absolutely
essential for defeating Mages, who will constantly cloak themselves and
wreck havoc upon your party-safely immune to spell reprisals until you
tackle their invisibility. Remember, you can't target enemies with
spells until you take down their invisibility, and even if you can see
them to attack them, you can't use Breach to take down their Fireshield,
Protection from Magical Weapons, and Stoneskin. You need True Sight like
you need Dispel Magic-every spell caster needs at least one, all the
time. Better safe than sorry.

Wyvern Call
Summons a Wyvern to fight for you... Wyverns are, of course, prequel
monsters, and hence, not up to snuff.

7th Level Arcane Spells						{SPT023}
Finger of Death: Kills foe unless they save at -2.
Limited Wish: Summon a Dao to grant a variety of wishes.
Spell Sequencer: Chain three spells of 4th level or lower.

Summons a powerful demon to go on a rampage... anybody, even your own
party, not protected by Protection from Evil will be at risk. It's a
lesser version of the Gate spell, and shares the same liability-if
a Dispel Magic drops your Protection from Evil, your cuddle little
Cacofiend will become... well, less cuddly and more summocidal. I'd
rather indulge in more reliable summons, myself.

Control Undead
Essentially charms several undead with no save allowed... if the undead
are undead three Hit Dice. What freakin' undead in this game will have
less than three Hit Dice, you ask? None. Otherwise, it allows a save at
no penalty. This spell is poop.

Delayed Blast Fireball
Delayed Blast Fireball can function as a magical trap of sorts... but
I prefer to just use it like Fireball and drop it right on foes. In that
role, its 15d6 damage easily surpasses Fireball's 10d6... but Horrid
Wilting is just around the corner, guys... if you're having trouble
filling up 7th-level spell slots, it might be worth a go, but I'd just
rather pack up some Fingers of Death, instead.

*Finger of Death
Speak of the devil! This spell instantly snuffs out the victim's life
force. It's a killer, and I love it. It imposes a -2 penalty on the
victim's save, which makes it a compotent killer, if not a spectacular
one, but if you help them along with Greater Malison, you actually stand
a chance at snuffing out baddies. Even if it fails, they still take
2d8+1 damage, which isn't much, but it's better than nothing. I always
have one ready. After all, if you do not play, you cannot win.

Khelben's Warding Whip
This debuffer lasts for three rounds and dispels one spell protection
up to 8th-level each round. The affected spells include Minor Spell
Turning, Minor globe of Invulnerability, Spell Immunity, Globe of
Invulnerability, Minor Spell Deflection, Spell Turning, Spell
Deflection, Spell Shield, and Spell Invulnerability. Spell
Invulnerability? What the shit is that? Oh right... it doesn't exist.
Ooops, Bioware. Frankly, in any situtation where I might want to cast
this, I find Pierce Magic more useful, instead. Who wants to wait three
rounds? And if a foe has a specific buff that bothers me, I'll
specifically counter it... and lower their Magic Resistance, too.

*Limited Wish
This spell has many uses, but mostly I use it to protect my entire party
from level drain. There are a few cases when it will be absolutely vital
to protect yourself in this manner, but it's nothing you need to keep a
constant slot tied up for. Also, a number of interesting effects can be
obtained by making 'one time only wishes', which are covered in the
walkthrough at [WLK043].

Protects the caster from all weapons with an enchantment bonus of less
than +3... but it only lasts for four rounds. You know, Stoneskin
protects against all weapons, and lasts eight hours. Why not just use
that, instead? If it wears down, cast another. Easy.

Mass Invisibility
Essentially a very potent party-wide spell-buff, with Edwin's sheer
amount of memorization capacity, the regular use of this spell becomes
a real option. It will give the benefits of Improved Invisibility to
everybody within a 30-foot radius, namely a four point bonus to Armor
Class and a four point bonus to Saving Throws. Huge, huge bonuses. The
only problem? By Throne of Bhaal, enemies regularly expect-and can
counter-your Illusion spells. And since a single True Sight can waste
this spell-buff, it's not something I use often.

Mordenkainen's Sword
Mordenkainen's Sword is a fairly useful spell that happens to find
itself fortunately placed in our books as a 7th-level spell. I don't
find it to be a game-breaking spell on its own, but since you really
only need so many 'Finger of Death' spells, it tends to find itself
prepared. With it, you summon a floating magical sword, which counts as
a +4 weapon and deals 5-20 damage. The enhancement bonus is pretty nice,
but the damage and duration (one round per level) aren't anything to get
worked up over, but the fact that it's nearly impossible to damage is.
It can be 'slain' by death effects, but it's nearly impossible to hit,
and immune to physical and elemental damage. This makes it an ideal
distraction, and you could certainly summon weaker things to draw the
attention of enemies. Just don't rely on it to deal too much damage,
it's THAC0 isn't very good.

Power Word: Stun
Stuns a creature for a variable duration depending upon their current
Hit Points, as follows:

		|  Hit Points   |   Duration    |
		|     > 29	|  4d4 rounds	|
		|    30 - 59	|  2d4 rounds	|
		|    60 - 89	|  1d4 rounds   |
		|      90+	|  unaffected	|

No save is otherwise allowed. The best way to use this spell is to
blast a foe with some dependable damage-dealer (a sequencered series
of Magic Missiles, or Horrid Wilting, for example) then follow up with
this spell. And that's exactly what the computer will try to do, quite
often, actually. Ultimately, it's a spell that the computer gets more
use out of. Liches with contingencies and natural immunities and
resistances can afford such tactics, while being immune to them, in
turn. Our party will get better mileage out of other tactics.

Prismatic Spray
Creats a long cone of prismatic light that has varying effects on all
caught within it, depending upon the color they were struck with. All
creatures with less than 8 Hit Dice (64 Hit Points) are blinded for 2-8
rounds regardless of whatever else happens:

	| Color	|		 Effects		|
	|  Red	|       20 damage (save for half)	|
	|Orange |	40 damage (save for half)	|
	|Yellow	|	80 damage (save for half)	|
	| Green	| Save vs. Poison or die, 20 damage on	|
	|	|            successful save		|
	| Blue	|Save vs. Petrification or be turned to |
	|	|                 stone			|
	|Indigo	|       Save vs. Wand or go insane	|

As you can see, the effects are highly variable, and the spell is not
party friendly, but if you're careful, it might be worth a gamble
against a group of foes. My experience with the spell, however, has
just been underwhelming. It's simply too random to be of much use in
most fights.

Project Image
Makes an illusory copy of the casting wizards, which can cast the same
spells and has the same Hit Points as the casting Mage... but it makes
the Mage immobile during the spell, so don't think you're getting to
double your fun from this spell. Also note the word 'illusory'. It's a
word that means 'True Sight will counter it', and so it shall be.

Protection from the Elements
A rare cast for me, but it has a very, very, important function. When
you have vulnerable characters with low Hit Points (like, say, Mages,
for example) and angry critters that cast mean spells or use breath
weapons, this spell is the answer. It confers 75% immunity to all
elemental attacks. 75% won't stop the hurt entirely, but it will prevent
devastating loss of Hit Points. The 8th-level spell 'Protection from
Energy' covers magical damage (like Horrid Wilting) too, but a 7th-level
spell-slot is easier to give up than an 8th-level spell slot... unless
your name is Edwin. Used in combination with the 6th-level spell
'Protection from Magic Energy' the two provide better protection than
the 8th-level 'Protection from Energy', and in all honesty, it's easier
to give up a 6th-and-7th-level spell than it is to give up an 8th-level

Ruby Ray of Reversal
Dispels one spell protection of any level, favoring the highest level
one if there are numerous. This includes the following spells: Minor
Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe of
Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield,
Spell Deflection, and Spell Trap. Really? Did we need this AND Khelben's
Warding Whip in the same level? I've got the same response to this one,
too; use Pierce Magic, instead.

*Spell Sequencer
Like Minor Sequencer, but it can queue up three spells of 4th level or
lower. This allows you to chain up three Flame Arrows to really hurt
something. Another good option for our Fighter/Mage is to chain
Improved Invisibility, Stoneskin, and Mirror Image. You can also chain
up a 'super slow', a Greater Malison and two Slow spells, when it just
needs to work. Still, we're not quite at the heavy tactical stage.
That, like all things good, must wait until level eight.

Spell Turning
ANOTHER one of these? Okay, to be fair, it's not a Spell Deflection-
it's Spell TURNING... which in this case does the same thing, except
negated spells are turned back on their caster. Save of course, area of
effect spells. Again, I don't find a use for it. Many of the more
dangerous casters (Liches) are likely to be immune to their own spells,
and it doesn't do one of the two better options for fighting Mages,
which, in case you forgot, are 1) kill them quickly, or 2) render a
character lastingly immune to their spells.

Sphere of Chaos
Magical effects run rampant in a spherical area for one turn. Every
round a foe is in the sphere they must save (at no penalty) or suffer
one of the following effects: polymorphed into a squirrel, confusion,
burst into flames, paralysis, disintegration, healed for 20 Hit Points,
randomly teleported a short distance, rendered unconscious, or Hasted.
Considering that one of the effects can cause the loss of equipment
(disintegration), one is useless (teleportation) and two are actually
beneficial to the enemy (healing and Haste), why would you ever cast

Summon Djinni
Summons a Djinn to fight for you. They have a selection of a few
offensive 1st-3rd level Mage spells, but nothing to get excited about,
and are sub-par melee combatants. All in all, you're better off
summoning an Efreeti instead. They're somewhat more hardy and have the
same spells.

Summon Efreeti
Like the previous spell, but the Efreeti has a few more Hit Points and
the same spell selection. Still, it's not a very powerful summon.

Summon Hakeashar
A more potent version of Summon Nishruu, the Hakeashar has more Hit
Points (92 versus 72) better THAC0, and immunity to non-magical weapons.
If you have the option, and the need, summon a Hakeashar instead, but
it still won't survive a Death Spell...

8th Level Arcane Spells						{SPT024}
Abi-Dalzim's Horrid Wilting: High-damage, party friendly, area effect.
Spell Trigger: Simultaneous cast up to three spells, 6th level or less.

*Abi-Dalzim's Horrid Wilting
This is one of the best damage-dealing spells of the game, made even
more useful for the fact that unlike Comet, it doesn't use up a precious
9th level spell slot, or a high level ability. Let's discuss, shall we?
It deals a whopping 1d8 damage per caster level, far outpacing the next
nearest damaging spell out there. It imposes a -2 penalty on the saves
of an enemy trying to mitigate the damage, further improving the odds
of it hurting extra. Lastly, it's party friendly. What more could you
ask for? Learn it, memorize it, use it, love it. It really shines
against various high-level Mages in Throne of Bhaal, who usually don't
have the spell defenses or Hit Points to survive too many of these.

Bigby's Clenched Fist
Summons a giant fist which will hinder and harm the target for several
rounds. First round it deals 3d6 damage with no save and holds the
target. Second round the foe can save at -2 to escape, or suffers 4d6
damage. Third round the target gets another save at no penalty, or
suffers 6d6 damage. The problems with this spell are simple to see-
first, it allows Magic Resistance, so if you think you're going to
confound any Liches, think again. Second, the saves aren't too
difficult, and once a save is made, the spell ends. Third, the damage
isn't great. I don't see why anybody wouldn't just use a Finger of
Death, instead. Kills if they fail a save at -2, and deals 2d8+1 damage
as a consolation prize if they survive.

Improved Mantle
Yeah... Improved means it protects against +3 weapon (but not +4 or
higher), not that it lasts longer. It doesn't. Four rounds is all you
get, and I still have the same remark-Stoneskin doesn't care if it's a
+3 or a +4 weapon, it just works. It lasts longer. Use Stoneskin,

Incendiary Cloud
Deals 1d4 points of damage per level of the caster per round to all
foes in the area for its one-turn duration. That damage is actually not
bad, and it can really add up if you can keep a foe in the area for a
while (perhaps with a summoned Fire Elemental, or a character protected
by Protection From Fire? This spell has merit, so I won't call it mean
names, but I won't get it an '*', either. It's no Horrid Wilting, and
it should lose out to Horrid Wilting every time.

You'll see this spell in action, oh yes... it's a favorite of enemy
Mages. Why? Well, it offers no save, and... well, it just works. The
affected creature is 'mazed' taken to an extra-dimensional maze for a
variable number of rounds depending on their Intelligence (presumably,
the dumber you are the more time it takes you to solve the Maze and

		| Intelligence  |   Duration    |
		|     > 3	|   2d4 turns	|
		|    3 - 5	|   1d4 turns	|
		|    6 - 8	|   5d4 rounds	|
		|    9 - 11	|   4d4 rounds	|
		|   12 - 14	|   3d4 rounds	|
		|   15 - 17	|   2d4 rounds	|
		|     18+	|   1d4 rounds	|

Cast on a dumbass like Anomen, this spell could last quite a while-
probably longer than a late-game fight will take to win-or lose. So,
it's strictly a way to pick on warriors too dumb to escape, essentially
removing them from the battlefield so you can deal with greater threats.
Still, there are superior ways to do this, and at the cost of an
8th-level spell slot... it's an awful lot to ask me to pass up on a
Spell Trigger or Horrid Wilting. I'm convinced the spell has strategic
merit, even though it'll work less often for you than the computer
(most of them have Magic Resistance, and most of your party will not,
you see), but I'm not convinced it ranks as one of the best 8th-level

Pierce Shield
Like Pierce Magic, but marginally better. Still, not enough better that
I'd waste an 8th level spell slot on it. It's got a few more spells it
can dispel, and reduces the enemy's magic resistance by another +10%.
On the other hand, Pierce Magic can be used with a Spell Trigger, so
why would you ever use Pierce Shield?

Power Word: Blind
Stun is 7th-level and blind is 8th? Oookay... Power Word Blind allows
no save and affects all creatures within a 10-foot radius of the target
foe, inflicting blindness upon them all... unless they have Magic
Resistance (which they will). It could prove useful against some
tougher melee foes, like Fire Giants... but I have to question how much
better it is for this than Slow or Chaos. Sure, they both allow saves...
but at a crippling penalty. And they don't take up an 8th-level
spell slot... Besides, a Fire Giant with a base THAC0 of 0 will be
hardly affected by a few point penalty to their THAC0, but Slow or
Chaos? Slow will reduce their number of attacks, and Chaos might prevent
them from attacking altogether. All in all, I'd say this spell just
doesn't bring enough to the table. Especially not with a six-round

Protection from Energy
A rare cast for me, but it has a very, very, important function. When
you have vulnerable characters with low Hit Points (like, say, Mages,
for example) and angry critters that cast mean spells or use breath
weapons, this spell is the answer. It confers 75% immunity to all
energy attacks-which in this case means elements or magic damage (like
Horrid Wilting). 75% won't stop the hurt entirely, but it will prevent
devastating loss of Hit Points. In practice, Edwin can use this spell
whenever he's at risk, but other Mages need to be more stingy-typically
resorting to the 7th-Level 'Protection from the Elements' to deal with
elemental damage, or the 6th-level 'Protection from Magic Energy'. It's
not as complete of a defense, but the instances where we might get hit
by both a Horrid Wilting and potent elemental attacks are rare. In
theory, every Mage could qualify for that sort of dual-threat, but such
Mages are rare until Throne of Bhaal, they typically start throwing out
Horrid Wilting long before they bother to cast elemental spells (all of
which are invariably lower-level attacks). Point of the matter is, if
they're casting elemental spells, they're doing so because they've
exhausted their initial spell barrages-and most Mages don't tend to last
more than a few rounds against me. Not boasting, I make it a point to
kill Mages first. It's a little thing we call 'strategy'.

A powerful spell that I tend to under-rate for one... or perhaps two
reasons... First, Vhailor's Helm allows you to create a Simulacrum once
per day, free of charge. It's a wonderful thing to be able to conjure up
a copy of an uber powerful Fighter/Mage, complete with his own buffs,
Greater Whirlwinds, and premium gear... but of course, if we have
Vhailor's Helm we've got no reason to waste an 8th-level spell slot,
too. As for our Mages, then, who might actually end up wanting to
prepare one... this spell has mixed results, really. As far as the
spell's description is concerned, it's supposed to create a Simulacrum
at 60% the caster's level. Take a level 28 Edwin, and cut him down to
60%... you get about a 16th-level Edwin. Fair enough, but it's not the
same league of potency by a long-shot. Your Simulacrum will be able to
cast a few Breaches, a Finger of Death or two, which can be pretty
useful, but not game-breaking. Imoen, on the other hand... well, I sense
a bug. Her Simulacrum comes packed with up to 9th-level spells, which
makes it very worthwhile for her to cast this spell. Why is her
Simulacrum so much stronger than anybody else's? I suspect it might be
because of her dual-classed status. Take my level 26 Imoen, who at 60%
should produce a Simulacrum of 15th level (rounded down)... or roughly
on par with Edwin's. This is not, in fact, what we see. But if we add
Imoen's seven dormant Thief levels into the equation, we get her
acting as a 33rd-level Mage for the purposes of this spell, 60% of which
is 19th-level (rounded down)-enough to cast 9th-level spells. I haven't
done an exhaustive trial on this idea, but it seems to fit. In any
event, Simulacrum's usefulness is highly variable. On a well-equipped
phenom like my Fighter/Mage, it's invaluable... as an item-accessed
spell. On your Mages, it might be worthwhile if you're very, very
high-leveled, and your name is Imoen.

*Spell Trigger
This spell is where you really get to play with your multi-spell
tactics. It allows you to chain up to three spells of sixth level or
less. Three Chain Lightnings is a pretty awesome combo, but my
favorite is my one-shot defense breaker. Typically consisting of two
Pierce Magic spells and a Breach, or a Pierce Magic, Breach, and Greater
Malison. Start out fights with powerful, well-protected enemies with
this combo to leave them open to both physical and magical attacks.
You'll learn to love it, and during Throne of Bhaal you should strive to
always have one ready to go.

Summon Fiend
This spell is just like Gate or Cacodemon, and has the same problem-
the summoned demon is too unpredictable, and with a single Dispel Magic
becomes a liability instead of an ally.

Symbol: Death
Inscribes a magical symbol that, when approached, causes all creatures
in the area to Save vs. Death or die. Unfortunately it doesn't work on
any foes with 60 Hit Points or more, so... yeah. I wipe my ass with this

Symbol: Fear
Another Symbol spell, when something enters the area of effect it
triggers, attempting to cause fear (save at -4). It, like all Symbol
spells are plagued by the fact that they're not party-friendly... but,
the range is decent, the save penalty good, and if you prepare with
Remove Fear, it might not be a terrible spell to cast... it just fails
for taking up an 8th-level spell slot.

Symbol: Stun
Everything within a 30-foot radius must save at -4 or be stunned for
two rounds, +1 round/3 levels of the caster. Keep in mind that the spell
is not party friendly.

9th Level Arcane Spells						{SPT025}
Comet: 1d10 damage, party-friendly, chance to stun and knock down foes.
Time Stop: Gives caster three free rounds to act.

Absolute Immunity
Might as well be called 'Ultimate Mantle', it protects against even +5
weapons... and it's a rare foe indeed who can penetrate that. Of course,
you know god-damn well what I'm going to say, don't you? Four round
duration, and we've been stopping weapons of all enhancement bonuses
since we first got Stoneskin. Stoneskin is king, and won't eat up a
9th-level spell slot.

Bigby's Crushing Hand
Oh Bigby's how you suck, let me count the ways... first, it has a
maximum damage of 9d10 damage to ONE foe, spread over the course of
three rounds. The spell gives them three chances to save, just like
Bigby's Clenched Fist, and if they manage, it negates all future
damage. First save is at -4, second is at -2, third is at no penalty.
Why in the hell would ever cast this when you could cast Comet?

Black Blade of Disaster
The only thing disasterous about this spell is that it happens to be a
9th-level spell. It counts as a +5 weapon, which you are a Grand Master
at wielding. It deals 2d12 damage per hit and every time it hits the
creature must save (at a generous +4) or be disintegrated... which is,
if anything, a liability in my eyes. Also, it has a 10% chance to drain
four levels from the target and heal the wielder (you!) for 20 Hit
Points. Sounds decent, but when you think of all the damage you could
do with a single Comet or all the mischief you can cause during a Time
Stop, and this spell seems pretty patry, indeed.

Chain Contigency
Releases three spells under preset conditions, all of which must be
8th-level or lower. Seems pretty awesome, but since it triggers
reactionarily, instead of voluntarily, the spells must all be defensive,
and the best defensive spells are 5th-level or lower. So... you really
don't need the power of this spell. Also, it's a 9th-level spell. You
need to be packing a whole lot of badass to make it into my list of
prepared 9th-level spells. Speaking of badass...

...10d10 damage marginally out-does Fireball, but this spell has three
great advantages that makes it the best damage-dealer in the game.
First, it offers no save against the damage. Second, it doesn't hurt
party members. Third, it has a chance to stun enemies for 1d4 rounds
and knock them down. It's great for dealing a good chunk of damage to
a lot of enemies, and breaking them up a bit so your fighters can get
some breathing room. While Horrid Wilting is potentially more damaging,
Comet's ability to change the course of a fight in a single cast make it
a better cast on a spell-for-spell basis.

Dragon's Breath
Another 9th-level damage dealer, this spell has the allure of dealing
a possible 20d10 damage to all foes in a 30-foot radius and knocking
them back. Of course, there is no save penalty for this spell, and a
save negates the knock-back. All in all, I'd rather use Comet, as in
all likelyhood they're going to do the same damage, and I'd prefer a
chance to Stun and knock down for 1d4 rounds, instead ofjust knocking
a foe away from me.

Energy Blades
Creates a number of energy blades which can be thrown at foes. Yes,
thrown. Still, this spell has the good sense to gives a +10 bonus to
THAC0 and each one deals 1d4+5 damage, as well as 1d10 additional
electrical damage. The Mage gets one disc per level to throw, and can
throw nine per round. Still, the fact that you must hit foes to do any
damage makes this spell of dubious worth in my eyes. Ultimately,
assuming no misses, the potential damage of this spell per round is
9d4+5 (36-81) plus 9d10 (9-90), or 45-171, which sounds fine and all...
but when you think of how much damage Comet could do if employed against
a group of enemies, plus the stun and knock-down... You know, I really
have to wonder if this spell is any better than a high-level Flame
Arrow. Think about it, at level 20 you'd get four arrows, each doing
5d6 damage. Thats 20-120 damage with no attack roll. Even if the foes
saves, they're still going to take 12-72 damage, barring any fire
resistance (which isn't a valid criticism, considering that much of
Energy Blade's damage is from equally-resistable electrical damage).
And you could link three Flame Arrows with a Spell Trigger! Why waste
a 9th-level spell slot doing what a 3rd-level spell can do almost as

Energy Drain
Take two levels from the enemy and laugh. No save allowed, and chances
are, the computer will not have a Cleric handy. Still, two level isn't
much, and a single casting of this spell won't seriously diminish any
foe, much less win fights like Comet or Time Stop can.

Counters Imprisonment or Maze. I tend to reload if a character is
Imprisoned, and Maze wears off. You never really have a reason to cast
this spell.

Gate is a summoning spell with serious liabilities. Unless you have a
Protection of Evil spell cast on the caster (and anybody else you don't
want the Pit Fiend to attack) the Pit Fiend will view them as fair game.
On one hand, you should be used to using Protection From Evil 10' Radius
frequently... but on the other hand, having a summon who will turn on
you if a Dispel Magic is tossed around doesn't strike me as a good
idea. Besides, there are plenty of other, superior summoning spells out
there. Ones not coated in liability sauce.

This spell sucks for the same reason Flesh to Stone sucks. It removes an
enemy from the fight, sure, but it also takes out their gear, too. If
you are confident that the foe has no equipment of value on them, by
all means, Imprison away, there's no saving throw, so it will probably
work... I mean, except for the fact that quite a few foes have Magic
Resistance. If you want to retrieve an Imrisoned creature later, you'll
have to go through the trouble of casting a Freedom spell, and I just
can't be bothered...

Improved Alacrity
Allows a Mage to cast spells more quickly. Normally, a Mage can only
cast one spell per round. With this spell, the Mage is presumably only
limited by casting time... which means you'll get variable mileage out
of this spell depending upon your chosen spells. Of course, the effect
only lasts two rounds... honestly, I'd stick to Time Stop. That gives
you three rounds to do whatever you wish... under normal speed rules,
of course.

Meteor Swarm
Despite the awesome-sounding name, this spell leaves a bit to be
desired in a damage-dealer. Everything-friend or foes-in a 30-foot
radius will take 4-40 damage if they are hit by one of the meteors.
Ultimately, this spell is capable of quite a bit of damage, but it's
also highly variable. Ultimately a factor of randomness I don't find
fitting for a 9th-level spell... not when Comet is guaranteed to do
twice as much damage to all foes in an area and not harm any of your
party members.

Power word: Kill
Kills one creature... unless their current Hit Points are higher than
60. Since this means pretty much every creature worth casting this on,
you can safely ignore it.

Like Polymorph Self, the caster can change freely into-and out of-a
variety of creatures. Namely, a Mind Flayer, Iron Golem, Greater
Wolfwere, Earth Elemental, Fire Elemental, or Giant Troll. By the time
you can do this, however, there is no real attraction to it. All the
Shapechange options are likely to be more vulnerable than your Mage was
(except perhaps the Iron Golem). In any event, you didn't make a Mage
so you could pummel things, did you? No, so stick to blasting things
with spells, buffing, and debuffing. It's what you're good at.

Spell Trap
I'll admit, Spell Trap is quite the hefty spell defense, absorbing up
to 30 spell levels... it could take a while for a mage to penetrate it.
On the other hand, it will be all but impossible for a Mage to ever
penetrate three or four Spell Immunities, and that's where the problem
lies. My Fighter/Mage will never have many 9th-level spell slots, and
I'd rather save the few I have for Time Stop, rather than waste them
on Spell Trap when I can just use a few 5th-level spell slots.

Dispels a number of spell protections including: Minor Spell Turning,
Minor Globe of Invulnerability, Spell Immunity, Globe of
Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield,
Spell Deflection, Spell Invulnerability, and Spell Trap. You know,
doesn't Pierce Magic do almost the same thing? Yeah, it doesn't take
down ALL of them, but the odds of a Mage having more than one or two
up at a time is uncommon, and this spell doesn't do anything to their
Magic Resistance. Again, I say stick to humble old 5th-level Pierce

Summon Planetar/Summon Dark Planetar
Summon a badass celestial minion to help you. These critters come loaded
with spells, both Druidic (like Insect Plague), Clerical (Heal, Cure
Disease, Globe of Blades) and Mage (Chaos, Haste). They also come
with a Silver Sword (not the Vorpal weapon we got from the Gith, just a
2d10+3 weapon) and the attacks, THAC0, Armor Class, Hit Points, and 
Strength to make an impression in melee. It's the strongest thing a
Mage can summon... shame, then, that I feel it's not worth a 9th-level
spell slot. I say leave the summoning to the Clerics and the Druids.
Let the Mages stick to Time Stop and Comet.

*Time Stop
This is probably the best spell in the game. When cast, you get three
rounds to do whatever you wish. If you cast spells, those spells will
all take effect when the Time Stop ends-not during it. If you want to
sequence spells, you'll need to be a little sneaky. If you cast one
spell closer to an enemy than another spell, the closer spell will
reach first, allowing you to thus chain spells that just need to work-
like Pierce Magic or Breach. Three favorite tactics of mine-and they
aren't complex, but they are effective-are as follows. First, just
using three Horrid Wiltings can obliterate enemy opposition, especially
low Hit Point enemy Mages, who can do little but die under the
onslaught. Second, use a Spell Trigger to blast an enemy with a
combination of spells that destroys their defenses, then use a Spell
Sequencer and Minor Sequencer to hit them with various damage-dealing
spells, like Flame Arrow, or Magic Missiles. Don't underestimate the
damage that five Magic Missiles can do on a single unlucky enemy... no
creature in the game can ignore 50-125 damage. Third, I just cast Time
Stop and have my Fighter/Mage use up three Greater Whirlwind attacks-
30 attacks-on a wretched victim.

Wail of the Banshee
Honestly, I can't remember ever using this spell, or having it used
against me. Perhaps it's the lack of a save penalty? Maybe by the time
I get it, in Throne of Bhaal or damn near it, I'm not worried about
killing off groups of weak enemies, and have better tools to do it with?
Why waste a 9th-level spell slot on it?

Wish... ah, Wish is a very peculiar spell, indeed. See, you are
attempting to bend cosmic forces to your whim, and apparently this
can't be done without some wretched Djinni (in place of the typical
asshole Dungeon Master) trying to distort your intentions while still
honoring your words. Deliberate misinterpretation, in other words.
The effectiveness of this spell depends solely on the caster's Wisdom
score, which will determine what effects you are able to choose from
after haggling with the Djinni. Without going into too much detail,
a good number of the options the spell presents are unfavorable, either
because they harm the party exclusively, or they harm both the party and
enemies, or they help both the party and enemies. Having a high Wisdom
gets your more favorable responses, but it doesn't remove any negative
ones. So... what you get after 'negotiating' are five options, randomly
chosen from the list of options appropriate for your Wisdom. Some are
quite good, like casting Breach on all foes in the area, or Improved
Haste on all allies, or casting a double-length Time Stop and Improved
Alacrity on the caster, Restoration on the party, or restoring the
party as if they had rested a full night, restored spells and all. You
also get the bad ones, of course, but you can chose any of the five
options you get. Odds are you won't get a terrible option on any
casting of the spell, but it's not guaranteed you'll get something good,
either. Ultimately, it's just far too random to bother using Wish. If
it comes through, it can really help the party, but most likely its
results will be mediocre. At the end of the day, I really can't justify
gambling with Wish when a guaranteed Time Stop can be prepared instead.

Spell Buff Order						{SPT026}
Now you know what spells to have, and why to have them, but apparently
this isn't enough for some people. Some people know who they are, but
I tolerate them because they're usually right when it comes to these
things. Anyhow, in this section we'll discuss what spells to use-when,
and in what order you should cast your buffs. What kind of lazy ass FAQ-
writer wouldn't put this information in the walkthrough, you know, when
you fight creatures that require buffing? Beats me, I made sure to put
it in the walkthrough, but here you'll find a stable, easy-to-find
location that discusses spell-buffing in more detail. I see the appeal,
I follow FAQs myself (on games I can't bother to learn everything about
myself or play twice-JRPGs, for example) and it's a pain in the ass to
have to scroll through a walkthrough to find the author's off-hand
comments on how to do something that should really be mentioned in its
own context.

Also note that many of these buff combos either require-or are vastly
improved by having-a multi-class Mage of some sort. In case you didn't
get it earlier, I have pushed the Fighter/Mage = Godly angle throughout
the guide. While it might not have been obvious in Baldur's Gate 1, it
will become quite obvious in Baldur's Gate 2. Your Fighter/Mage is your
combat tactician, the versatile crux upon which most-if not all-
sophisticated take-down strategies turn. A Fighter/Mage/Thief works
nearly as well, and Thief/Mages, Cleric/Mages, and Fighter/Cleric/Mages
are also passable. Any character who can fight and spell-buff with Mage
spells (many of which are exclusive to the caster). Sure, there are
other ways to win fights, but the buff combos using a Fighter/Mage or
Fighter/Mage/Thief are arguably the easiest way to go through the game.

Buff Combo: Spell Buff to the Max!				{SPT027}
Requires: 1) Two divine spell casters (Cleric/Druid)
	  2) Two arcane spell casters (Bard/Mage)
	  3) Summoning Items
	  4) Buffing items

You'll see this phrase used a few times throughout the guide-the phrase
came before the section, honest. This is the general spell-buffing you
will use in most major fights. It's name is rather deceptive, since all
other specific buff combos actually include using MORE spells, not less.
However, since this is the big, general buff combo, it'll bear the most

Round #1: Iron Skins/Stoneskin
       (These are the longest-lasting buffs in the game, so they should
	ALWAYS go first.)
Round #2: Blur/Protection from Evil 10' Radius
       (Again, two general buffs that last a long time. At 1 turn/level,
	Protection from Evil 10' Radius is more of a level-lasting buff
	than a fight-per-fight buff. Cast it when you start an area, and
	it should stick the whole time. Blur is more modest at 
	4 + 2 rounds/level, but it's a great Armor Class and Saving
	Throw booster.)
Round #3: Armor of Faith/Mirror Image
       (Now for more personal spell-buffs. Armor of Faith and Mirror
	Image are both decent personal buffs with durations of
	3 +1 rounds/level.)
Round #4: Summons
       (Use items, especially Vhailor's Helmet and whatever other
	trinkets you have, like the Black Spider Figurine, the Silver
	Horn of Valhalla, and the Efreeti Bottle. Later on in the game,
	the last three items are not worth the trouble. Summon  an
	Elemental Prince if you have them, and have Keldorn summon a
	Deva, or have Viconia summon a Fallen Deva.)
Round #5: Aura of Flaming Death/Dual Golem Manual/Haste/Item Buffs
       (Now we're on some serious time constaints-many of our summons
	will only last a turn, or ten rounds. My protagonist-who always
	wields the Golem Manual and Vhailor's Helm, now uses the former,
	and so does the Simulacrum we summoned last round. Your
	dedicated Mage (Edwin or Imoen) should cast the Haste
	immediately after the Golems appear, and the Divine spell-
	casters bring up Auras of Flaming Death. If you have the Short
	Sword Ilbratha and/or Rings of Air Control, now is the time to
	use them.)
Round #6: Final Buffing/Attack!
       (Buffing is pretty much over-it's time to start combat. If your
	Simulacrum is a Fighter/Mage or Fighter/Mage/Thief like mine,
	it might be a good idea to see what spells they have and pop
	out a Blur or Stoneskin, although I'm not nearly as concerned
	about their survival as any of my party members.)

Buff Combo: Dragons and Demons					{SPT028}
Requires: 1) Two divine spell casters (Cleric/Druid)
	  2) Two arcane spell casters (Bard/Mage)
	  3) Summoning Items
	  4) Buffing items

Dragons and Demons require a little extra work. The former employ
devasting breath weapons that can outright kill weaker party members.
They absolutely need protection. Against stupid fire-breathing Dragons
we can buff the whole party with cheap, long-lasting elemental spells,
but against other Dragons, it just takes too much time-putting up a
half-dozen 7th-level 'Protection from the Elements'... well, not really,
but I'm lazy, so I rarely tend to do it. It's just easier to cast a
Heal spell in the middle of combat. Right before combat, cast 'Remove
Fear' on your party and their summons. Dragon fear can end fights before
they begin. Some Demons also use fear, as well.

Round #1: Iron Skins/Stoneskin
Round #2: Blur/Protection from Evil 10' Radius
Round #3: Armor of Faith/Mirror Image
Round #4: Elemental Buffing
       (Dragons tend to use breath weapons, which are not your friend.
	To counter that, we need to defend ourselves from them. Against
	fire, you have an easy time, the 3rd-level spell 'Protection
	from Fire', or, at higher levels, 'Aura of Flaming Death'. The
	best all-purpose Mage buff is the 7th-level 'Protection from the
	Elements'. Sure, there's the 8th-level 'Protection from Energy',
	but 8th-level spells are precious, and it doesn't add and real
	protection against what we need it for. In higher-level fights,
	I tend to just have my Mages buff themselves with 'Protection
	from Energy', since they're the most vulnerable (and perhaps
	it's worthwhile to take an extra round out to protect Jaheira/
	Viconia, who are more vulnerable.)
Round #5: Summons
Round #6: Aura of Flaming Death/Dual Golem Manual/Haste/Item Buffs
Round #7: Final Buffing/Attack!
       (Again, have your Simulacrum buff themselves however they can,
	but there's a special buff necessary before combating Dragons
	and many demons-the humble 1st-leve 'Remove Fear'. Make sure it
	gets all your summons, too. They're absolutely useless if they
	are running around in fear-same with your party members.)

Buff Combo: Illithids						{SPT029}
Requires: 1) Fighter/Mage or Fighter/Mage/Thief who can cast 5th-level
	     Mage spells (9th-level Mage).
	  2) Divine Spell caster (Cleric/Druid) who can cast 5th-level
	     Cleric/Druid spells (8th-level Cleric/9th-level Druid)

Illithids are an odd sort of creature that requires different, less
generalized spell-buffing. First, I tend to keep most of my party back
in reserve, safely using missile weapons. The only character who engages
the Illithids in melee combat is my protagonist. Why? Illithids drain
Intelligence every time they hit, at least several points at a time.
Even my 19+ Intelligence Fighter/Mage can't weather a half dozen hits,
and box-of-rocks Intelligence warriors like Keldorn, Anomen, and Korgan
will only survive three or so. My entire strategy therefore becomes
about making one character as hard to hit as possible-the only character
that can do this well is a Mage combo. Blur, Greater Invisibility, 
Mirror Image, and Fighter-esque armor will make Illithids survivable...
as long as you protect yourself against their psionics, and have a
staunch offensive effort to keep combat short.

Round #1: Blur/Chaotic Commands
       (Chaotic Commands is absolutely essential for any character
	wishing to engage a Mind Flayer in melee. Fortunately, every
	divine spell-caster can use it, and it lasts one turn per level,
	so you'll probably only need to use it once. Of course, we all
	know about Blur and its Armor Class bonuses, as well as its
Round #2: Mirror Image
       (Take a breather this round and have your protagonist buff
	himself (or herself) with wonderful, wonderful Mirror Image.
	Illusion is the name of the game with this buff combo.)
Round #3: Greater Invisibility/Haste
       (Have your protagonist cast 'Greater Invisibility' on themselves,
	or use a Ring of Air Control. It'll lower their Armor Class, but
	note that the point is NOT to avoid becoming a target. Also,
	catch your entire party in Haste. A good offensive is the best
	defense, and all that. Seriously though. Dead Illithids aren't
	eating any brains.)
Round #4: Combat/Death Spell/Ranged Support
       (Scout out Illithid groups with your invisible Fighter/Mage, and
	use Death Spell to start out fights. Illithids usually come with
	Umber Hulks, and Death Spell will smite them unerringly. Once
	your Protagonist has safely engaged (oxymoron alert!) and
	absorbed the inevitable psionic assault Illithids begin fights
	with, having your Hasted party come up and shoot at anything
	attacking your baitagonist. If your protagonist is taking too
	many hits, withdraw and lure the Illithids around by running.
	Hopefully you'll be able to recover some Intelligence or shoot
	the Illithids down.

Alternatives: This strategy still floats if you don't have a multi-class
	Mage, but it'll take a specific set-up. First, take a strong
	Fighter (Keldorn or Korgan, for example) and cast Chaotic
	Commands on them. Make them use Ilbratha (for Mirror Image) and
	a Ring of Air Control (Greater Invisibility). It's the best you
	can do, just be very, very attentive to their Intelligence.

Buff Combo: Liches, Beholders, and other pesky Mages		{SPT030}
Requires: 1) Multi-class Mage who can cast 5th-level Mage spells,
	     ideally a Fighter/Mage or Fighter/Mage/Thief. 10th-or-11th-
	     level Mage is preferable.
	  2) Divine Spell caster (Cleric/Druid) who can cast 5th-level
	     Cleric/Druid spells (8th-level Cleric/9th-level Druid).
	     Note that a Cleric can cast all the required buffs, but
	     a Druid cannot.
	  3) The Cloak of Mirroring

The first time I played this game, nothing gave me more trouble than
Mages-especially Liches. It's a symptom of not knowing what quests to
do, what areas to explore, when, and what spells to use-all things that
this guide helps with! Of course, there are several good ways to take
down Mages-Insect Plague, the awesome 5th-level Druid spell, is one of
the easiest and simplest. Backstabbing Mages with a party Thief is also
possible (if not terribly easy, due to the prevelence of True Sight-any
Mage worth taking down this way is also usually capable of countering
it.) This buff combo isn't just for any Mages, though, but very, very
strong, well-prepared Mages we'll typically face. This buff combo is
great for taking down Liches and other uber-Mages, but you know the
saying, the high tide raises all boats... err... perhaps the wrong
saying, but the point is, if you can use it to kill Liches, you can use
it to kill anything the is dependent upon spells. This buff combo
REQUIRES a multi-class Mage, a melee competent one is a plus, but not
necessary. It's also  greatly simplified if you have the Cloak of
Mirroring-not a direct requirement-if you have a higher-level Mage
and/or are willing to rely on some luck-but it's a definate plus.

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

Buff Combo: The Throne of Bhaal General Buff			{SPT031}
This one is simpler than many of the other buffs-it's general buffing
for Throne of Bhaal, buffs you'll want to keep on for most fights. It's
like the spell buff to the max!, minus the max!

Round #1: Stoneskin/Iron Skins
       (You have no reason not to have these spells on all the time.
	It's the best defense against melee attacks in the entire game.
	It doesn't hurt that if you pair it with a good Armor Class, it
	only makes you more invulnerable.)
Round #2: Blur/Protection from Evil 10' Radius
       (More long-lasting buffs that will protect you.)
Round #3: Haste
       (The best spell-buff in the game. Haste makes all fights easier.)

|								       |
|			    General Tips {TIP000}		       |
|								       |
Save often. There is a lot of trial and error in this game. If you walk
into an encounter you weren't ready for, there's a good chance you can
lose characters. And of course, there is always just bad luck.
To find objects on the map that can be searched or interacted with hold
down the 'Tab' key. This will reveal doors, containers, your party's
Hit Points, and other useful information. Sure beats waving the mouse
cursor around madly, hoping to find a hidden bit of loot, ala vanilla
Baldur's Gate 1.
Lead with pretty. Take your character with the highest Charisma and make
them party leader. That way they will use their reaction adjustment to
influence people they talk to, getting you better reactions, rewards,
and prices. Paladins make great natural party leaders, as they are both
strong and have a high Charisma.
Lead with steel. Of course, pretty isn't the only consideration to make.
Your front line characters will be under fire more often than any other
characters. Put your most well protected allies up front, taking into
consideration Armor Class and Hit Points.
The Ring of Human Influence helps the 'lead with pretty, lead with
steel' rules above. Wearing it increases the wearer's Charisma to 18,
all but negating Charisma as a noteworthy attribute in any sense. Put
this ring (and a few other Charisma-boosting items) on a well-defended,
high Hit Point party leader, and you're all set.
Spread the wealth. Don't load up good gear all on one character, even
though it might be tempting to spoil your main character.
Diversify. This makes spreading the wealth easier. If everybody is
clamoring for long swords, you'll never have enough to go around. This
shouldn't be too hard, as most recruitable characters come tailor-made
to use specific weapons. You think Anomen was meant for anything other
than War Hammers and Maces, or that Korgan really wants to fight with
something other than a Battle Axe?
Travel with like-minded characters, or rather, characters of the same
(or similar) alignments. In Baldur's Gate 1 this was less of a problem,
but in Baldur's Gate 2 characters of different alignments could end up
fighting. Notoriously Viconia and Keldorn will not last together in a
party, and Aerie and Korgan cause problems as well.
Manipulate your reputation. Good parties will want to have a high
reputation just to keep folks happy, but evil parties will want the
discounts high reputations bring. Just don't go over 17 or you'll face
desertion. Go to temples to raise your reputation before major shopping
sprees. If it gets too high, go kill a peasant in a house.
Manipulate your Charisma. If it was a good enough tactic in Planescape:
Torment, it's good enough in Baldur's Gate 2. Equip the 'Ring of Human
Influence' on a Mage and make them your party leader. Then have them
cast the spell 'Friends' and equip whatever other Charisma-boosting
gear you have (like the 'Nymph Cloak'). You'll get a nice discount while
on your shopping spree with 25 Charisma.
Stealing might be bad for your soul, but it's good for your wallet. 
Steal early and steal often, there's no 'karma' meter in this game and
you only lose reputation if you get caught. By stealing you can get
yourself early access to moderately useful gear and much more useful
single-use items like scrolls, potions, and ammunition. It'll make
completing the early quests that much easier, allowing you to raise
legitimate gold you'll need to buy things from Deidre and Ribald. A
minimum Pick Pockets skill of 140% is suggested. Use Potions of Master
Thievery to this end, they last three hours, raise your skill by 40%
each, and are a much better alternative to spending points on the Pick
Pockets skill. It's not like those potions or that skill is useful for
anything else anyways.
Scout ahead. If you can find danger before it finds you, you can prepare
for it and get the drop on it. Difficult encounters can turn into snore
fests if you make a resounding first strike.
First strikes win fights. Mark enemy locations with a character who has
stealth, then at the edge of the fog of war-just before you can see the
enemy-target the area with an area of effect spell; Web, Stinking Cloud,
Entangle, Silence 15' Radius, Confusion, Horrid Wilting, whatever. It'll
make the encounter much easier if you start with a decisive magical
Haste is probably the most powerful spell buff in the game. You act
faster in combat, gain an extra attack per round, and your movement 
speed is doubled. It is, essentially, a way to vastly increase your 
offensive power for a short amount of time. Use it before every major 
Spell-buff before big fights. Any fight that sucks will suck less if you
cast Protection from Evil 10' Radius, Defensive Harmony, and Haste.
Insect Plague is THE spell to use for Shadows of Amn. The least it will
do is deal one damage every two seconds to enemies caught inside of it
and make spell casting impossible for them, with a save to see if they
run in fear as well. This destroys enemy spell casters, even whole
parties of adventurers, and it really makes having a Druid a good thing.
It only affects six enemies, but most fights don't involve many more
than that, and it only lasts six rounds, but that's longer than most
fights take. Use it and take down the spell casters and other 
vulnerable enemies, then you can deal with the survivors with ease. Oh,
and being invisible doesn't protect enemies from it. Score.
Hang on to +3 weapons! It doesn't matter what KIND of weapon it is,
only that it's of +3 or better enhancement. Many creatures are immune
to +2 or less weapons... well not many, but when one comes around it's
typically strong enough to cause problems, problems that might be more
than one character can handle. Any +3 weapon you can equip for, say, a
Balor will be one more character that can hurt it, regardless of whether
they are proficient or not. Being unproficient with a weapon that can
damage an enemy is infinitely better than being specialized with a
weapon that can't.
Conjuring Elementals is a good tactic to use early in the game, as you
will summon up a relatively potent ally who is immune to anything less
than a +2 weapon... which most foes early in Shadows of Amn are not
equipped to handle.
Summon Nishruu and Summon Hakeashar are also great choices for the Mage,
especially against other Mages, as these creatures are both immune to
magic. A timely summon Nishruu can make a Mage powerless as it sucks out
their memorized spells one by one, so long as the Mage doesn't have any
buddies able to harm it physically. Just be careful not to use this
spell against enemies that have magical gear on them, as the Nishruu/
Hakeashar will feast on magical items once it's done absorbing enemy
Depending on what class you are, you'll be offered a variety of guilds
or strongholds throughout the game. These are Mae'Vars Guildhall 
(Thieves), the de'Arnise Keep (Fighters), the Planar Sphere (Mages),
Cleric's Temple (Clerics), Five Flagons Playhouse (Bards), the Ranger
Cabin in Umar Hills (Rangers) and the Druid Grove (Druids).
Spell Immunity can, in conjunction with other spells, make a character
nearly impervious to magical attack. While there are just too many
different Spell Schools out there to protect against all of them, you
can at least block the spells that the enemy tends to use most often.
Using Spell Immunity: Conjuration blocks all Symbol and Power Word 
spells, Necromancy will protect against Finger of Death, Wail of the
Banshee, and Horrid Wilting, Alteration will negate Flesh to Stone and
Disintegrate, and Abjuration prevents the enemy from using Imprisonment.
Combined with Chaotic Commands, Death Ward, and similar spells, you can
really make it hard for enemy spell-casters to harm you. The best part 
is, although you have to cast the spell once per school, multiple
castings stack.
Dispel Magic is a low level spell that is vital to your survival. 
It's not party friendly, but removing Confusion from some party members 
is more important than keeping their Haste. It can also debuff enemies,
taking away defensive protections and offensive aids alike. Its
effectiveness increases or decreases depending on whether your level is
higher or lower than an enemies', but every spell-caster should always
keep one prepared. Multi-classed characters will likely have much less
luck with Dispel Magic than singled-classed characters, and Clerics
can expect to be a higher level than Mages with equal experience, but
since there's always a chance of success, it's worth using. Many
enemies will be around or below your experience level, but the odd Lich
and high level Mage might not be impressed with your Dispel Magic.
Keldorn's Inquisitor kit gives him the ability to Dispel Magic at twice
his actual level. Even at mid-levels, his Dispel Magic is more than a
match for the buffs and debuffs of most enemies!
Two common enemy defenses: Stoneskin and Protection from Magical
Weapons, can be overcome with Breach. This is preferable to Dispel Magic
because you won't remove your own spell-buffs and there's no chance of
failure... and as a 5th-level spell, it really only competes with Chaos.
Enemy Mages will commonly use spells like Mislead, Shadow Door, and
Improved Invisibility to buy themselves time and protection. Use True
Sight to instantly dispel these effects in an area. It's party-friendly,
and it'll also remove defensive illusions like Mirror Image.
More powerful Mages later on in the game will put up more effective
spell-defenses, like Spell Immunity: Abjuration and Spell Deflection,
which blocks Breach, as well as using Stoneskin, Protection from 
Magical Weapons, and Mantle. Use Pierce Magic before you use Breach,
either in tandem with another Mage, via a Spell Trigger, Time Stop, or
through a Wand of Spell Striking. Or failing that, on subsequent rounds.
Early in the game, strong enemy Mages can be a huge problem, when you
lack the stopping power to kill them quickly, the spell arsenals to take
down their defenses, the saves to resist their spells, or the Hit Points
to weather them. An effective tactic for when you know such a fight is
approaching is to scout the area and find the Mage in question, and then
summon as many creatures as possible (typically through the use of
infinitely rechargable summoning items) near the Mage. Keep your own
party out of sight and let your summons soak up the early offensive...
After all, if an enemy Wizard uses his Horrid Wilting on your summons,
they can't use it on your party.
If you're not using an infinite bag of holding mod, you'll need to find
somewhere to stash your loot. Strongholds are an ideal location-you
tend to earn money there, and it's hard to forget such things. Just be
sure not to stash anything in your strongholds until AFTER you have
obtained them. Many get 'repopulated' after the quests involving them,
and this includes the containers within. Mae'Var's Guildhall, the
de'Arnise Keep, and the Planar Sphere are all good choices.
Cluttered up with Mage spell scrolls? Have Throne of Bhaal installed?
No problem. You can erase known spells from your spell-book and rescribe
them. It gets useless extra copies of spells out of your inventory, and
it earns you experience. Just don't forget that other Mages that you
might want to recruit later will need those spells... so get your party
Mage(s), learn them all the spells they can, and then go ahead and
rescribe your scrolls for extra experience.
Stealth is not fool-proof. Enemy Mages will cast True Sight if they
suspect a sneaking foe nearby. Also, some enemies aren't fooled by
stealth due to extremely acute senses-Fell Cats and Fire Trolls will
'smell' you out, and Hive Mothers... well, they're a big ball of
eyeballs. Kinda hard to hide from that.

|			       Chapter 1			       |
|								       |
|		      Escape from Irenicus' Dungeon		       |
|								       |
Sequence of Events:						{WLK001}
		1) You Should Survive the Process
		2) Minsc
		3) Jaheira
		4) Gearing Up
		5) The Mephit Machine
		6) Aataqah's Game 
		7) Goblins
		8) Stasis Room
		9) Sewer Golem Room
		10) Relieving Rielev
		11) Tales Dead Tell
		12) The Sewage Chamber
		13) The Master's Room
		14) The Dryads Three Make a Plea
		15) The Master's Wife's Room
		16) The Library
		17) Ilyich
		18) Cambion Containment
		19) The Genie's Request
		20) Retrieving the Flask
		21) The Sword of Chaos
		22) Yoshimo
		23) Mephit Spawning Room
		24) Escaped Clone
		25) To the Wand Room
		26) The Wand Room
		27) The Vampire's Display
		28) The Smithy
		29) Freeing Frennedan
		30) Attacked by Assassins
Dungeon, Part 1 (AR0602)
1) You'll be approached by some Mage who will proceed to perform
'experiments' upon you. Not very nice ones either, judging from all the
fire and death cries your character makes. A Golem will eventually
arrive, drawing the man's attention and leading him away to deal with
'intruders'. Imoen will show up and spring you from your cage, joining
your party immediately afterwards. She'll tell you about some weapons
to the north-west before the game auto-saves and the camera pans to the
north-east to reveal two captured people.

Imoen doesn't start out too great in the way of spells. Have her
memorize some Magic Missiles and maybe a Chromatic Orb. It won't take
much more than brute force to get out of here. As for 2nd level spells,
get a Mirror Image, a Melf's Acid Arrow, and a Stinking Cloud. We won't
fight many large groups of enemies, and even when we do we don't have an
unlimited supply of ammunition to use on them, so Stinking Cloud isn't
too important just yet. Melf's is best against trolls and spell casters,
which won't be a problem for a while yet, but at least it contributes to
the fight. For 3rd level spells get Haste. It might be fun to Fireball
some baddies, but really, Haste is going to help you out more in a
fight. As for 4th level spells, we won't be letting Imoen get hit, so
don't bother with Fire Shield, and if we do let her get hit, Stoneskin
would be better anyways. Improved Invisibility can go on anyone, so keep
it handy to spell-buff your front line Fighter. You don't want to let
Imoen scribe any scrolls you find, as... it'll be a while before she can
put them to good use. Save them up for your main character, Edwin, or
failing that, for Imoen to use at a later date.

Note: If Imoen suffers mortal damage (if she's reduced to zero Hit
Points) she'll panic, disband, and flee the dungeon. Of course, since
you can't raise dead characters at this point in the game, anybody who
sustains fatal damage is out of the game for the rest of this dungeon,
but it's still something to be wary of. At least if Imoen starts
spazzing out, you'll know why.
2) Go over to the man at (x=4000, y=2750) to find your old friend Minsc.
The captivity really hasn't made him any saner... or more insane, for
that matter. Some things are beyond torture. You will eventually provoke
his wrath to the point where he breaks his 'permanently welded cell'. He
then accuses you of provoking him to unleash his berserker might. Uh,
yeah! Sure. Regardless of your intentions he thinks you're one clever
fellow and offers to join you. By all means take him along, you could
certainly use his Hit Points and Strength to get out of here. You can
always ditch him later if you're so inclined. Minsc is, if anything,
even more hilarious in the sequel. It's just another perk of bringing
him along.

(For 'encouraging' Minsc to escape from his cell)
EXP	3000
3) Over at (x=3850, y=2650) you'll find another cage with another former
traveling companion, the Harper agent Jaheira. She's just as hot-headed
and mouthy as ever, and will give you a run down of your story. The game
assumes, of course, that you actually traveled with her in the prequel.
It's possible to blow her off and leave her behind, but you might just
want her healing power for this dungeon, even if you don't plan to keep
her. Note that if you turn on her and leave her behind she will say some
rather disparaging things about you 'turning'. It is all too similar to
the way others of her ilk will look at you later... but now I'm
foreshadowing. To get her free go up to the room to the north-west and
search the table at (x=3050, y=2800). You'll find, along with many
weapons, a Jail Cell Key. Take the key and open the door.

(x=3050, y=2800) Long Sword, Short Sword, Quarter Staff, Mace, 
		 Battle Axe, Spear, Halberd, Jail Cell Key, 
		 War Hammer, Two Handed Sword, Katana

(For freeing Jaheira from her cage)
EXP 	3000

Have Jaheira get plenty of Cure Light Wounds. You can get Entangle, but
it by now has long since run its course as a useful spell. Armor of
Faith is a decent defensive spell that will cause Jaheira to ignore
10% of the damage she takes at her present level, and lasts long enough
to be considered as a good defensive buff. Bless can also provide a
temporary buff to your entire party's attack rolls, but I'd prefer Armor
of Faith. 2nd level is very slim pickings, as Barkskin does not stack
with armor. You'd be better off just wearing the Splint Mail. You 
should, however, always carry a Slow Poison on you, just in case. For 
3rd level spells, get a Dispel Magic-every spell caster who can cast
this spell should have one prepared-and a Cure Medium Wounds. Finally
come 4th level spells, of which you have the very nice Death Ward,
which has no applicable use just yet. For now either grab Defensive
Harmony, which is a good spell buff, or Cure Serious Wounds for extra
healing power.
4) Go back into the room where you found the Jail Cell Key. As
previously noted you can find weapons on the table at (x=3050, y=2800).
Equip your main character with whatever they're good at. Minsc gets the
Two Handed Sword, Jaheira suffers with a Quarter Staff for now. I set
Jaheira up as my front-liner, as she's got the Dexterity and the ability
to wear the heavier armor I need to succeed. Loot the chest for some
armor. I give Jaheira the Splint Mail, and I have Minsc don the Chain
Mail. For now getting through the place is more of a priority than
taking advantage of his ability to Sneak. Besides, he can always take it
off to scout ahead. Finally, the painting at (x=3130, y=2700) has stuff
behind it, but be sure to search for traps. This is your introduction to
traps in this game, and this one isn't very powerful or hard to disarm.
It is, however, a warning. It's the second room in the game, and there's
a trap. Oh yes, kiddies, there will be traps in this game, enough to
ruin your day if you don't bring about a Thief. The Dagger +1... eh...
well, it can go on Imoen, but it's really just a waste. If you stick it
on Jaheira you'll raise her THAC0 by one, but then she can use the Small
Shield to bring her Armor Class down. And of course, if you imported
your main character with the Golden Pantaloons in their inventory, you
will find those in here as well. You can talk to the Golem in this room
but it has little to say. The tunnel to the north leads to a door
(x=2420, y=2180) we can't open yet. There's also an annoying Smoke
Mephit down there, which isn't particularly dangerous, but it can blind
you temporarily.

(x=3000, y=2750) Helmet, Leather Armor, Studded Leather Armor, 
		 Small Shield, Buckler, Splint Mail, Chain Mail,
(x=3130, y=2700) Dagger +1, Potion of Healing x3, Golden Pantaloons

(x=3130, y=2700)
5) Head to the south-west. I'd suggest sneaking in with Minsc or Imoen,
as there is a machine in the middle of the room that creates Lightning
Mephits which shoot... well, lightning at you. Click on the machine's
controls at (x=2850, y=3050) twice to turn the machine off and stop it
from spawning more Mephits.

(For disabling the Lightning Mephit spawning machine)
EXP	2000
6) Continue up to the north-west to find a genie named Aataqah, who
initiates dialogue with you. If you blow him off he'll leave, if you
humor him he'll ask you to answer a hypothetical question. If you say
you'll push the button he'll summon an Ogre Mage for you to fight. If
you say you won't he'll summon four fearful Gibberlings. I prefer the
Ogre Mage path, as it at least gets you some experience... and you don't
have to chase down a bunch of stupid Gibberlings. He'll tell you to seek
out Rielev after you kill his monsters.
7) If you go north you'll find a tunnel leading to the east, with a
Goblin guarding it. The passage ends in a locked door (x=2150, y=1900)
we can't open. Typical. So head west instead to find some Goblins. Most
of them will carry Battle Axes, but a few will sit back and fire arrows
at you, leaving behind Composite Long Bows when they die. How is a
Goblin firing a Composite Long Bow? Who knows. It's as good an excuse as
any to get yourself some Bows and Arrows though. I put a bow on Minsc
so he has a ranged option. Continue heading up the passage until you
come to two doors, one to the north-east (x=900, y=2200) and one to the
south-west (x=600, y=2400).
8) In the south-western room you'll find a number of containment vats,
inside of which are various creatures both living and dead. There's
nothing you can do with them just yet, but there are two Mephits you can
actively make more dead. Once they're done loot the room. The Short Bow
goes to Imoen so she can participate effectively in combat, and the
Quarter Staff +1 goes to Jaheira.

(x=670, y=2700) Arrows x5, Short Bow, 1 gold
(x=820, y=3050) Bullets x5
(x=1050, y=3000) Quarter Staff +1

(x=1050, y=3000)
9) Through the north-eastern door you'll find a Radiant Mephit which
needs to be put down. You'll also find a Sewage Golem (x=1070, y=2050)
you can't interact with yet. You can, however, loot the room. Jaheira
will be much better off with the Medium Shield and the Scimitar. My
protagonist scribes Flame Arrow immediately, but I save the Scroll of
Dispel Magic for later.

(x=1050, y=2100) War Hammer, Medium Shield, Scimitar, Long Sword +1
(x=900, y=2000) Arrows x4
(x=900, y=1950) Potion of Healing, Scroll of Flame Arrow
(x=1200, y=2100) Scimitar, Potion of Extra Healing x3, Spear,
		 Scroll of Dispel Magic
10) Now head up to the north-west, then follow the tunnel to the north-
east. You'll pass a door (x=520, y=2000) with two Lesser Clay Golems
inside. Again, you can't bother them now, but they will become hostile
towards you later in the level if you let them live, so it's a good idea
to just bump them off now... Unlike the other Clay Golems you'll fight
later on, these ones can be hurt by non-magical and non-blunt weapons.
Head north-east some more. You'll come under attack by some Goblins at
the first intersection to the north-west. Kill them, and then continue
north-east through a door (x=1020, y=1750). Inside you'll find another
vat, inside of which is a... creature... called Rielev (x=1170, y=1500).
Talk to him to find out a bit about Rielev and his master. He'll mention
the master being 'cast out' and 'one of us no longer'. He'll also
mention something being taken. Offer to release him from his torment
and he'll tell you to take some power crystals, with which you can talk
to other experiments and possibly find out how to escape.

(x=1250, y=1600) Activation Stone
(x=1280, y=1400) Potion of Extra Healing x2, Sling, Bullet x8, Halberd,
		 War Hammer

(For relieving Rielev from his torment)
EXP	1000
Item	Energy Cells
11) Head back to the room with the stasis vats and talk to the various 
beings, the 'Tortured Ones' (x=400, y=2500), (x=450, y=2900), 
(x=750, y=2700), (x=1200, y=3100), to learn that-if nothing else, your
captor can inspire some pretty fanatical devotion. If you go back to the
Sewer Golem room you can activate it with that Activation Stone you
found and get it to open the door to the sewage chamber, which causes it
to merrily run off and open the doors at (x=2420, y=2150), 
(x=2220, y=1700), and (x=2150, y=1900).

(For activating the Sewage Golem)
EXP	3000
12) Head through any of the aforementioned doors to reach the Sewage
Chamber, the simplest way is to go through the door north of where you
met Aataqah. In the Sewage Chamber you'll find an Otyugh, something I
honestly expected to find in the sewers in Baldur's Gate 1, but was
nonetheless thrilled to find in the sequel. It can't fit through
the doors, so if you have a Thief main character you can sneak, run in,
backstab it, and run back out for an easy time. It's not too rough in
any event. When it dies grab the Wand of Frost Key and loot the room.
Minsc enjoys having a Helmet of Infravision again. Go through the door
to the north-east (x=2800, y=1700).

(x=2700, y=1720) Oil of Speed, Splint Mail, Potion of Healing x2
(x=2750, y=1800) Potion of Healing x2, Light Crossbow, Bolt x10,
		 Scroll of Vocalize
(x=2900, y=1870) Potion of Healing x3, Helmet of Infravision, 
		 Scroll of Clairvoyance

(x=2750, y=1800)
13) Head north-east through another door (x=3500, y=1250), killing some
Goblins as you go. You'll find an oddly lavish room - a welcome, if
ominous change from the dungeons behind you. The game will even warn you
of the traps ahead, so get to disarming and looting. The Air Elemental
Statue will get us into another area. It's good to have our Helm of
Balduran back, too. This time it goes on Jaheira, as my main character
will soon find a better helmet to see him through the game. My main
character does, however, retain the Metaspell Influence Amulet. In
the room to the north-west you'll find some Goblins and two lootable
containers. There's also a portal (x=3000, y=550) we need to find a key

(x=3550, y=900) Scroll of Chromatic Orb, Helm of Balduran
(x=3600, y=880) Wand of Lightning Key, Scroll of Burning Hands
(x=3780, y=900) Air Elemental Statue
(x=3930, y=970) Metaspell Influence Amulet
(x=320, y=820) Scroll of Fireball
(x=3340, y=800) Bullets x20, Scroll of Armor

(x=3700, y=1000)
(x=3550, y=900)
(x=3930, y=970)
14) Venture south-east to find three Dryads, Elyme, Ulene, and Cania,
who will beg you to help them escape by taking their acorns to the Fairy
Queen. They'll also give you the name of your tormentor, Irenicus. 
Their acorns are held by a mean creature named Ilyich, the clan chief 
of the master's duergar slaves. They'll also promise to tell you how to 
escape if you free them. All in good time. First head past them to the 
15) You'll find a very nice circular room that is covered with traps.
When you set foot in the room an alarm will sound, summoning the two
Lesser Clay Golems from before, who will-eventually-make their way to
you and attack for entering the 'chambers of the the master's wife'...
unless, of course, you killed them earlier. The Portal Key opens the
portal in the room north of the room where we found the Helm of
Balduran. My main character enjoys the Bracers of Defense, as would any
Mage hurting for Armor Class. And be sure to grab the Pommel Jewel of
the Equalizer! You're going to want that weapon. Now that we're done
here head back to the Sewage Chamber and go north-west through the door
at (x=2220, y=1700).

(x=3100, y=2300) Portal Key
(x=3060, y=2220) Potion of Extra Healing, Bracers of Defense A.C. 8,
		 Pommel Jewel of the Equalizer
(x=3160, y=2460) Scroll of Dire Charm
(x=3000, y=2370) Potion of Master Thievery, Scroll of Summon Monster I

(x=3400, y=2300)
(x=3400, y=2350)
(x=3300, y=2250)
(x=3140, y=2300) 
(x=3100, y=2300)
(x=3060, y=2220)
(x=3160, y=2460) 
16) You'll find a room with... more Goblins, and a Dust Mephit. There
are also lots of bookshelves to loot, which I will note ignoring all the 
useless books on the shelves.

(x=950, y=750) Agna Mani Necklace
(x=850, y=850) Potion of Healing x5, Scroll of Larloch's Minor Drain
(x=1100, y=800) Scroll of Know Alignment
(x=1500, y=800) Oil of Speed
(x=1650, y=950) Potion of Extra Healing
17) Go north-west and follow the passage around to get to a large room
with Duergar milling about. Further in you'll find Ilyich, who will not
spare much dialogue before attacking. He's got some crossbowmen and a
Mage with him. Either use a Haste and set upon them, shooting the Mage
down to size, or use a Stinking Cloud. Either way, a simple spell should
see you through this fight with ease. Most of the duergar don't have
anything interesting on them, but Ilyich will drop a suit of Leather
Armor, a Medium Shield, Bullets x40, Acorns, Mail of the Dead +2, Battle
Axe, Sling, and 87 gold. Jaheira slaps on the Mail of the Dead +2.
During the looting you should find enough weapons and armor to pretty
much equip everybody the way you want. Especially be sure to strap those
Helmets on, you don't want to suffer from critical hits. You could give
Jaheira  that Club, but I want to pretend she doesn't even have any
proficiency points in Clubs at all.

(x=1240, y=400) Throwing Axe x5, Potion of Extra Healing x2
(x=1530, y=250) Chain Mail, Helmet, Medium Shield, Battle Axe, 
		Two Handed Sword, Scroll of Grease
(x=1780, y=400) Throwing Dagger x20, Dart x30
(x=1850, y=500) War Hammer, Leather Armor, Helmet, Small Shield,
		Quarter Staff, Flail, Sling, Bullet x40, Scimitar
(x=1900, y=600) Bastard Sword, Long Sword, Short Sword, Arrows x6,
		Short Bow, Potion of Extra Healing x2, Club, Flail,
		Morning Star
18) Head down a tunnel to the south-east and go past a door at 
(x=1960, y=260). Disarm the trap in the tunnel south-east and continue
on until you find a room with an odd machine in it and a Cambion 
(x=2600, y=1040), who is inside some sort of magical barrier. If you
activate the machine (x=2350, y=1000) you can take down the Cambion's
barrier, allowing him to attack you... and allowing you to attack him.
Before you do so encircle the Cambion and caste some defensive spell
buffs and Haste. He shouldn't be too much of a problem, but why not
start out prepared? When it's dead loot the Cambion for a suit of Chain
Mail, a Bastard Sword +1, and 146 gold. Now go back up the hallway 
and through the door at (x=1960, y=260), which we can access thanks to
our possession of the Air Elemental Statue.

(x=2300, y=500)

The Elemental Plane of Air (AR0601)
19) Travel north-west and you'll meet a pack of Mephits. I always found
this encounter annoying... but it might be just because I find Mephits 
annoying in general. To the west are two more Mephits and a container
for you to loot. north-west of the entrance ramp you'll find a large
circular area with more Mephits. Spell buffing is suggested, Haste in
particular, and a pre-emptive Fireball wouldn't hurt, either. Go up
another ramp to the west to find the proverbial genie bottle at
(x=300, y=550). Activate it to get Irenicus' Genie to show up. He will
offer to give you an item that used to belong to you if you free him
from his bonds, which you can do by finding the real flask the Genie 
is bound to, a twin of the one here. He'll mention one of the possible
locations as one of Irenicus' Dryad concubines. See where this is going?
Time to head back to the Dryads.

(x=200, y=1220) Scroll of Conjure Air Elemental
20) Bring the Dryads their acorns and they'll tell you that you must 
travel up to the next level of the complex using portals... perhaps the
one we found north of Irenicus' room? (That or the one east of the
prisons, it doesn't really matter.) Talk to them again and ask for the
Genie's flask and they'll simply give it to you. Now head back to the
door leading to the genie.

(For talking to the Dryads after recovering their acorns from Ilyich)
EXP	9500
21) Now return to the Genie and give him his flask for a hefty
experience reward and the Sword of Chaos-Sarevok's sword from Baldur's
Gate 1... or what's left of it, anyways. Even though most of it's power
died with Sarevok, it's still a Two Handed Sword +2, and perfect for
Minsc. Now head back to the main level of the dungeon and go through a
portal, either the one at (x=3000, y=550) or (x=3900, y=2400).

(For freeing the Genie)
EXP	15000
Item	Sword of Chaos +2

Dungeon, Part 2 (AR0603)
22) When you appear you'll instantly be approached by Yoshimo, who asks
to join your party. Regardless of your end goals as far as party
composition is concerned, I suggest you take him along. It'll... open up
options when you get out of this dungeon, and if you don't have a Thief
as a main character, you'll need him for a while. He'll tell you about
some room with portals to the east that continuously spawn enemies, and
beyond that is a room with mounted wands.

(x=320, y=2880) Scroll of Hold Person
23) Go through the door to the north-east at (x=880, y=2800) to find a
room with Mephits and Mephit Portals. Our favorite! Ignore the Mephits
and concentrate on the portals, which will simply spew out more Mephits
as you kill them. The Scroll of Protection from Normal Weapons is
interesting, as from time to time you'll fight monsters that can't harm
you, lacking in magical weapons and all. It's not an indispensable 
spell, and soon loses its potency, but it is a defensive option for when
we get 5th level spells. As you head to the east Jaheira will make a
most unfortunate discovery. Unfortunate for her. Now that Khalid is out
of the picture, the Jaheira romance opens up. Of course, you must be
careful not to say anything disparaging about her dead husband at this
crucial first step. Go through the door to the north at (x=1120, y=2350)
and continue up a tunnel to the north-west.

(x=900, y=2650) Gold Ring, 4 gold
(x=800, y=2650) Tchazar Gem, Cursed Scroll of Weakness
(x=1050, y=2530) Potion of Extra Healing, Arrow of Detonation,
		 Wand of Cloudkill Key
(x=1350, y=2580) 2 gold, 8 gold, Bolt +1 x3
(x=1400, y=2500) Wand of Summoning Key,
		 Scroll of Protection from Normal Weapons
(x=1250, y=2350) Wand of Fire Key, Bastard Sword, Arrow x5
24) You'll come to another room with stasis vats, where you'll find an
Assassin and an Escaped Clone fighting. The clone will typically win 
this fight and, after a short dialogue, will go hostile on you too, 
apparently being another one of Irenicus' concubines. She'll cast some
spells-starting out with Mirror Image and Minr Spell Turning to protect
herself, after which she'll start shooting out Magic Missile spells and
a Lightning Bolt before finally ending with some Monster Summoning II
spells. She'll recast Mirror Image if you take them down (even if you
don't, actually) but she has no interest in attacking physically
whatsoever. If you simply direct all your characters to attack her,
she should go down without too much fuss. Loot her body for the Wand of
Missiles Key.

(x=750, y=2170) Pearl Necklace, Arrows x7
(x=180, y=2150) Scroll of Fireball, 1 Gold

In the original version of the game, the 'escaped clone' was merely an
Elf model character. In the Enhanced Edition, it has been replaced by
the unique avatar of the character the clone is meant to immitate.
I suppose Irenicus cloned her clothes, too? He's got skills, that guy.
25) Go back to the Mephit Spawning Room and through another door at 
(x=1300, y=2220). You'll find another Assassin fighting a losing battle
against Mephits, and north-west of that another group of Goblins. Who
are these assassins that are so incompetent they can't even kill a
Mephit, and how are they troubling Irenicus so? It is a question for
somebody wiser than I. Go through the door at (x=550, y=1400) and cross
a bridge, disarming the trap as you go.

(x=720, y=1300)
26) You'll come into a room with a colorful mosaic floor, which an 
Assassin will try to cross to get at a Duergar with a crossbow. You'll
see what happens, and why this is not a good idea. Strike the Duergar
down with missile weapons and spells. This is the wand trap room, and
it's beyond time we used those wand keys. Don't bother trying to disarm
the traps in the middle of the room, as you'll just get hurt, instead
play with the pillars to the north to deactivate the traps across the
floor. You'll get a wand for each trap you disarm, as noted below, but
these wands only have one charge each and aren't good for much besides
selling. Search the statue at the far eastern end of the room to get
ahold of a Ring of the Princes +1. I put this on my main character...
it's going to be some time before they get themselves some armor. Now
go through a door to the north-west (x=1320, y=600).
(x=2000, y=350) Ring of the Princes +1
|    Traps	|Deactivated At:|	     Reward		|
|(x=1200, y=920)|(x=950, y=900)	|	Wand of Missiles	|
|(x=1300, y=820)|(x=1180, y=700)| 	 Wand of Frost		|
|(x=1400, y=750)|(x=1290, y=650)|	 Wand of Fire		|	
|(x=1500, y=650)|(x=1420, y=550)|  Wand of Monster Summoning I	|
|(x=1700, y=620)|(x=1520, y=500)|       Wand of Lightning	|
|(x=1900, y=600)|(x=1630, y=400)|	Wand of Cloudkill	|
27) You'll arrive on the scene just in time to see a Vampire named 
Ulvaryl go to town on some more Assassins, this time declaring 
themselves as Shadow Thieves. She'll then turn into mist and disappear.
Great, Irenicus has Vampires on his side. Who wants to bet those will
become a pain in the ass sooner or later? If you are very quick and a
little lucky you can attack Ulvaryl while she's focusing on the Shadow
Thieves. If you kill her you'll get a nice bit of experience
(8000 experience total), and you might as well try. She won't attack the
party and only leaves if she kills all the Shadow Thieves. She's also
not immune to non-magical weapons as she should be. Anyways, once that's
done with there are three tunnels in the wand room leading south to
explore. The western one gets you out of here in short order, but go
down the eastern passages for some loot, starting with the eastern-most
passage, then the middle passage, and finally the western passage.
28) Go down the tunnel until you come to a smithy with Goblins inside.
To the east you'll find some Duergar. Focus your missile fire on the
Mage and wipe the Duergar out. In this room you'll find some things
worth looting. The Destroyer of the Hills (aka: Girdle of Bluntness) is
a nice little toy, and it'll go good on any character who needs to go
toe to toe with Giants, Golems, and any other enemy that deals
bludgeoning damage. I prefer to put it on Anomen, Viconia, or Korgan, as
they typically wield blunt weapons which are effective against Clay
Golems. Still, it'll go just as well on Jaheira for now. When you're
done, go down the middle tunnel.

(x=3500, y=850) Dagger, Potion of Extra Healing x2, 
		Scroll of Charm Person, 100 gold
(x=3600, y=680) Mace, Potion of Healing x3, Chain Mail, 
		Destroyer of the Hills
(x=3600, y=700) Arrows x40, Bolt x20, Splint Mail
(x=3380, y=630) Heavy Crossbow, Bolts x20, Bolts +1 x7, Short Bow,
		Arrows x40
29) Go into a room to the south and somebody named Frennedan will ask
you to release him from his glass prison. If you decline him he'll turn
into a little boy and ask you. Something obviously isn't right with our
friend Frennedan. Unfortunately there's loot back there we want, so you
should open the door to his cell anyways. He'll follow you around for a
while if you let him, but he'll turn into a Doppleganger and attack you
given time. If you refuse to let him accompany you out he'll attack
sooner rather than later. Once that's done let's head out of this
dungeon once and for all.

(x=2220, y=1350) Key to Frennedan's Room, Potion of Healing x5,
		 Scroll of Knock
(x=2250, y=1400) Scroll of Protection from Electricity, 
		 Potion of Firebreath
(x=2500, y=1200) Elixir of Health x4, Scroll of Invisibility
(x=2820, y=1420) Scroll of Color Spray, 101 gold
(x=2850, y=1450) Bolt +1 x4, Scroll of Blindness
(x=2850, y=1500) Arrows +1 x4
(x=2800, y=1540) Curse Scroll of Foolishness, Oil of Speed,
		 Scroll of Blur
(x=2700, y=1600) Bullets +1 x5, Potion of Extra Healing x2

(x=2220, y=1350)
(x=2500, y=1200)
(x=2800, y=1540) 
30) You'll come across a trio of Assassins, who will not listen to
whatever you say and attack. The one who initiates dialogue will cast
some spells to boost two others who are hidden when the battle starts.
When they're dead continue south-east through the room and down some
stairs into a sewer. Now would be a good time to take everything off
Imoen you want to keep. Head north-east past all the dead Shadow Thieves
until you find an area transition at (x=3400, y=1300).

(For escaping from Irenicus' Dungeon)
EXP	34500 (each character)

|			       Chapter 2			       |
|								       |
|			 Five Finger Discounts			       |
|								       |
Sequence of Events:						{WLK002}
		1) Imoen and Irenicus Incarcerated
		2) Gooooooooal!
		3) Lady Beth
		4) Gaelan Bayle's Offer
		5) Gaelan Bayle and An Introduction to Larceny
		6) Shorekeep Stealing
		7) Cohrvale and Bregg
		8) Robbing Galoomp the Bookkeeper
		9) Armor Courtesy of Arnolinus
		10) Robbing Lady Yuth
		11) Deidre's Selection
		12) Ripping Off Ribald's Ring of Regeneration
		13) To the Copper Coronet
		14) A Note on Random Encounters

1) Now Chapter 2 has begun... You'll be treated to a cutscene announcing
your arrival on the scene of the battle between the Shadow Thieves and
Irenicus. Irenicus promptly smites a group of impudent Shadow Thieves
and a group of Mages when they appear. Eventually, however, more will
gate in and Irenicus concedes to be taken by them... so long as they
take Imoen as well, who cast spells at Irenicus during the fighting.
You'd think that these Mages would be happy to receive any aid they
could against Irenicus, but they probably just wanted to subdue him,
whatever the cost. So it seems that although interrupted, Irenicus has
managed to have Imoen taken from you. If you want her in your party,
you'll have to go and get her back. Jaheira insightfully points out that
Irenicus most likely wants to be pursued, and indeed going after Imoen
is the way to advance the main story. Chapter 2 is, however, dedicated
towards assembling your party, much as the beginning of Baldur's
Gate 1 was. Who you want in your party will directly determine what
quests need to be done and how long it'll take you to get to Imoen. Of
course, if you don't want Imoen in your party then there's no rush to go
get her. Still, there are things to do before we even rush off after
party members... Before we even explore the Promenade we now stand in,
in fact! In the mean time be sure not to cast any Mage spells out in the
city. You can cast any Priest or Druid spells you wish, and you can cast
anything if you're indoors, but as we've seen the Cowled Wizards do not
take kindly to arcane magic being practiced without a license.
2) We now have an immediate goal: to raise enough money to effect the
release of Imoen... or get assistance in reaching Irenicus, the two
goals seem to be one and the same. First though, we need to assemble our
parties. Most party members come with quests that need to be resolved
before they'll remain in the party, and most of these quests involve
killing things and crawling through dungeons... you know, the kind of
activities that generally end in us earning money. We can kill two birds
with one stone! The first party members we should look for are Anomen
and Keldorn for good parties, and Dorn, Hexxat, Korgan, Edwin, and
Viconia for evil parties. Viconia needs only to be found before she'll
join, but the other four all have quests that need to be done... but
nothing so extreme that we can't handle it. Other characters like Nalia,
Valygar, Cernd, Haer'Dalis, and Mazzy require quests that are either
difficult or far-off, and should be recruited only after the previously
mentioned characters are recruited... if you even want them at all.
Before we head off to the Copper Coronet however, let's go get some
loot, spells and experience.

Waukeen's Promenade (AR0700)
3) Over at (x=3080, y=1080) you'll find Lady Beth, who will help you
get your bearings if you talk to her. She'll tell you about some guild
war, apparently between Irenicus (or someone tied to Irenicus) and the
Shadow Thieves, name the wizards that took Imoen away as the Cowled
Wizards, and mention that you might be able to find out how to get a
license to practice magic in the city if you visit the Government
District. She'll also name your location as Athkatla, the capital city
of Amn.

Slums District (AR0400)
4) Head south-west to exit the Promenade by clicking anywhere on the
edge of the map. Travel to the Slums District, as it's the only place
you have access to as of yet. As soon as you arrive you'll be met by a
rogue named Gaelan Bayle, who will tease you with information as to
Imoen's location. He'll escort you back to his house and promise you aid
in rescuing Imoen and finding the Mage Irenicus... for a price of 20,000
gold. He'll then direct you to his nephew Brus, who will lead you to the
Copper Coronet, where you should be able to find work; work which will
allow you to raise the money you need to pay for the assistance offered
by Gaelen's friends.

Note that with the beginning of Chapter 2 you'll start getting dreams
involving Imoen and Irenicus when you rest. They are part of the story
and there's no wrong way to go about them, just try to appreciate the
lessons Irenicus is trying to teach you. Or not.

Gaelan Bayle's House (AR0311)/(AR0312)
5) Stealing is the name of the game. Okay, not really, it's Baldur's 
Gate 2, but in the sequel you can score yourself a lot of cash by simply
stealing. In the first game you could steal... what? Some Large 
Shields +1, a Ring of Free Action, and a few spell scrolls? In this game
you can get a lot more mileage out of stealing, but with one important
note: You need a VERY high Pick Pockets score to pull it off. Poor,
stupid Yoshimo has only a 25%, which is not going to get us anything.
Head up the stairs at (x=150, y=350). Upstairs you'll find Arledrian 
(x=530, y=360), who will sell you various things. Namely he sells
Potions of Master Thievery. Sell off all the crap from Irenicus' 
Dungeon with any value-like gems, jewels, cursed scrolls, armor, and
bows... and those stupid one-charge wands. This gets me a total of 3500
gold, which I immediately use to buy all the Potions of Master Thievery
he has (three). Now if you have your own Thief character, you might not
need as many (this is one of the areas where my evil Fighter/Mage/Thief
protagonist shines), but Yoshimo chugs all three (and the one we found
in Irenicus' dungeon) to bring his Pick Pockets up to 185%. Now we're in
business. You need at least 100% to steal... anything, really, in this
game, and about 140% to expect to succeed once in a while. At 180%+ you
can steal with relative impunity, although you'll still get caught from
time to time, so save often. 

Keep in mind when stealing you won't be able to sell fenced goods to
honest merchants, so don't steal EVERYTHING hoping to sell it back and
make a profit. Besides, the fact that you always have a chance to get
caught makes stealing minor items more of a pain in the ass than it's
worth. If you DO want to steal for unlimited cash flow-rejoice! Not all
merchants are honest! A variety of fences exist, including the fence at
the Shadow Thief guild, Gorch, in Mae'Var's Guildhall, and Roger the
Fence, in the Sewers under the Temple District, just to name a few off
the top of my head. There are a few specific items that are worth
stealing and reselling (due to their high sell price), which we'll get
to later. For now, steal things that you will not want to sell back...
Potions and ammo you will use, Scrolls you will scribe, and items you
will equip. If you don't have the unlimited ammo stacks mod activated,
it's still worthwhile to steal a good bit of ammo, you'll just have to
store them in a container of some sort until you need them. Arrows and
Bullets +2 are good for hitting magical beasties and Arrows of Acid are
great against Trolls... they will save you lots of trouble if you get
them. I also steal the Scimitar +1 for Jaheira to use, a Composite Long
Bow +1 for Minsc, a Short Bow +1 for Yoshimo, a pair of Katanas +1 for
my main character, the Glasses of Identification, and the Gem Bag. The
Glasses of Identification will make preparing Identify spells optional,
as you can just use these to identify your loot, albeit three times per

I wouldn't consider it a requirement to steal for this game... but it
sure does make life easier in the short run. If you weren't supposed to
steal and this was akin to cheating I have the following questions to
ask: 1) Why would you have a Pick Pockets skill in the first place if
you weren't supposed to use it? 2) Why would you be able to steal from
Vendors? 3) Why would you be able to use multiple Potions of Master
Thievery to boost your Pick Pockets skill so high?

If you plan on stealing-and this guide will assume that you did-you will
need to steal only what you plan to equip or scribe immediately, or you
will need to find a place to store your excess loot (like Arrows +2,
Bolts +2, Bullets +2, extra scrolls, potions, etc). The Copper Coronet
makes a fine place to do so, as well as all the strongholds you can
acquire. Just make sure you don't store loot in a future stronghold
before you actually control it. Some areas (particularly thinking of
Mae'Var's Guildhall here) restock their containers once after you gain
control of them.

|Mage Spells|
4th-Improved Invisibility

When you're done stealing from Arledrian's shop you can steal from him
personally to receive a Potion of Invisibility, a Potion of Extra
Healing, and 29 gold. If you've got an exceptionally high Pick Pocket 
skill (over 120 will make the process easier) you can steal from Gaelan
Bayle to receive two Potions of Invisibility, two Potions of Extra 
Healing, Bolts x20, and Bolts +1 x10. Also be sure to loot before you
leave. When all that is done leave the building. We've important things
to do before Yoshimo's Potions of Master Thievery wear off.

(x=350, y=200) Chain Mail, Battle Axe
(x=670, y=250) Silver Necklace

(x=300, y=250) Wand of Magic Missiles, Pearl Necklace, Moonstone Gem,
	       110 gold
(x=400, y=150) Aquamarine Gem, Throwing Dagger x10, Dart +1 x10,
	       History of Amn
(x=500, y=250) Water Opal, Tchazar Gem, Horn Coral Gem

***TRAPS*** (AR0312)
(x=300, y=250)
(x=400, y=150)
(x=500, y=250)

In the first game, near the release of the BG2EE, Overhaul Games
decided to put in minimum Pick Pocket scores to steal certain items,
typically the rarer, more valuable items. Such a mechanic returns in
BG2EE, but it doesn't seem to limit our stealing excursions any. Yoshimo
with three Potions of Master Theivery was still able to steal all the
same goodies in the Enhanced Edition that I suggested stealing in the
old version of Baldur's Gate 2. In fact, stealing from within a shop
interface doesn't seem to be restricted-only when you manually steal
from NPCs via the general game screen. If you attempt to steal with too
low a Pick Pockets score you'll see the text: "The target has no items
that can be stolen by a cut-purse of your skill." 
Slums District (AR0400)
6) When you exit you'll be approached by Brus, who will tell you about
a quest and offer to take you to the edge of the district, or to the
nearest tavern (Copper Coronet). Decline and walk down to the south
until you find a female storekeep (x=3500, y=1980) who will be our
second target. Steal a Sling +2 and a suit of Full Plate Mail for 
Jaheira and a suit of Studded Leather Armor +2 for Yoshimo. Note that
she will only be around at night time. Also note that along the way you
can loot the wall at precisely (x=3345, y=1660) to obtain some random
loot-once I scored a Scroll of Protection from Magic Energy, another
time I got a Flamedance Ring.

(x=3345, y=1660) Scroll of Protection from Magic Energy
7) Continue south-west to find two ruffians named Cohrvale and Bregg.
They're somewhat sturdy, but not sturdy enough to cause you trouble.
Bregg leaves behind a suit of Studded Leather Armor, a Short Sword, and
10 gold. Cohrvale will drop a suit of Chain Mail Armor, a Helmet, a
Medium Shield, a Battle Axe, and 41 gold. Wee. At least they give good
experience. Head to an area transition and go back to the Promenade.

Waukeen's Promenade (AR0700)
8) When you get to the Promenade hit 'M' to bring up your map and look
for the marker labeled 'Spell Store'. It's time to do some more... ah...
shopping. Yeah... You'll find Galoomp the Bookkeeper at (x=3330, y=300),
who will sell a variety of scrolls. Of course, I have no intention of
actually buying any of them. Steal as many as you wish, but keep in mind
the more you steal the better off Imoen's and Edwin's spell arsenals
will be. Once you've stolen your heart's content (for me this was
everything) there's another tactic to employ. If you have ToB installed
(and since you're playing the Enhanced Edition, you've got it installed)
you can erase spells from your spell book and rescribe them... earning
yourself a good bit of experience. The primary goal isn't to 
significantly level up your party-there are better ways to do that-but
to get Jaheira to 9th level as a Druid. To better your chances of 
accomplishing this kick out any characters you can besides her and your
main character so the experience is only split two ways. On my game she
needed about 11,000 experience... after dividing that between her
classes and the rest of the party it meant earning about 110,000
experience from spells, which seems like a lot until you think about
the fact that you can earn 5000 from a single scroll. In any event,
you should consider picking up the following spells: Blur, Chaos,
Cloudkill, Confusion, Dispel Magic, Flame Arrow, Fireball, Friends,
Greater Malison, Haste, Improved Invisibility, Knock, Magic Missile,
Mirror Image, Slow. A full list of Galoomp's spells can be found

|Mage Spells| Galoomp the Bookeeper
1st-Burning Hands
1st-Charm Person
1st-Chill Touch
1st-Chromatic Orb
1st-Color Spray
1st-Detect Evil
1st-Larloch's Minor Drain
1st-Magic Missile
1st-Protection from Evil
1st-Protection from Petrification
1st-Shocking Grasp
2nd-Agannazar's Scorcher
2nd-Detect Invisibility
2nd-Ghoul Touch
2nd-Know Alignment
2nd-Melf's Acid Arrow
2nd-Mirror Image
2nd-Resist Fear
2nd-Stinking Cloud
3rd-Dire Charm
3rd-Dispel Magic
3rd-Flame Arrow
3rd-Ghost Armor
3rd-Hold Person
3rd-Lightning Bolt
3rd-Melf's Minute Meteors
3rd-Monster Summoning I
3rd-Protection From Normal Missiles
3rd-Remove Curse
3rd-Skull Trap
3rd-Vampiric Touch
4th-Greater Malison
4th-Improved Invisibility
4th-Minor Globe of Invulnerability
4th-Monster Summoning II
4th-Otiluke's Resilient Sphere
4th-Polymorph Other
4th-Polymorph Self
4th-Spirit Armor
4th-Wizard Eye
5th-Animate Dead
5th-Cone of Cold
5th-Enchanted Weapon
5th-Hold Monster
5th-Monster Summoning III
5th-Shadow Door

You should ideally have many of these if you are a Mage yourself, but
keep in mind you've got allies to think about. And the experience always
helps. What good are spell scrolls going to do on an NPC merchant 
anyways? Hell, you might as well make the most of your Potions of
Master Thievery Speaking of which, another merchant named Hes 
(x=330, y=320) is just to the west, but he doesn't have must of anything
worth stealing. You could nip some Plate Mail from him, but that's 
really not necessary. Especially not with so many other fine merchants
around to steal from. There's a Weaponsmith marked on your map on the 
other end of the Promenade, but all he sells of interest are Arrows +2 
and Bullets +2.

Armorer/Fletcher (AR0706)
9) Head over to the shop marked Armorer/Fletcher on your map
(x=1770, y=1200). Inside you'll find Arnolinus (x=420 y=350) the
armorer, and Perter (x=620, y=230) the Fletcher. Perter only has 
Arrows +2, but Arnolinus has two suits of Full Plate Mail, a Large 
Shield +2, a Medium Shield +2, and a Small Shield +2 which will all go a
long way to making our party more formidable. When you've taken what you
want from him, head over to the Adventurer's Mart (x=2200, y=1600), 
which has much richer pickings.

Adventurer's Mart (AR0702)
10) Lots of interesting things to see, I know, but first head to the
back of the store to find Lady Yuth (x=180, y=410). She sells more
scrolls which you should certainly steal. I know this is a bit of a long
and tedious process, but it is immeasurably helpful to get access to as
many spells as possible. She'll also tell you to see somebody named
Corneil of the Cowled Wizards in the Government District if you want to
acquire a license to use magic. She's got a few spells that Galoomp
didn't have, that would be well worth your while to obtain, namely
Lower Resistance and Stoneskin.

|Mage Spells| Lady Yuth
1st-Burning Hands
1st-Chill Touch
1st-Color Spray
1st-Detect Evil
1st-Larloch's Minor Drain
1st-Protection from Evil
1st-Shocking Grasp
2nd-Agannazar's Scorcher
2nd-Detect Invisibility
2nd-Ghoul Touch
2nd-Know Alignment
2nd-Melf's Acid Arrow
2nd-Mirror Image
2nd-Ray of Enfeeblement
2nd-Resist Fear
2nd-Stinking Cloud
3rd-Dispel Magic
3rd-Flame Arrow
3rd-Ghost Armor
3rd-Hold Person
3rd-Melf's Minute Meteors
3rd-Monster Summoning I
3rd-Protection From Normal Missiles
3rd-Remove Curse
3rd-Skull Trap
3rd-Vampiric Touch
4th-Improved Invisibility
4th-Minor Globe of Invulnerability
5th-Lower Resistance
5th-Protection From Normal Weapons
7th-Limited Wish
8th-Symbol, Death
8th-Symbol, Stun

When you're done perusing her spells explore the rest of the
Adventurer's Mart. We should have all the spells we need for now... or
at least all the spells we can get our hands on for free.
11) At (x=500, y=460) you'll find Deidre; a bonus merchant that shipped
with the Collector's Edition of the game before finally being patched
into the later versions of the vanilla game. She, and her Icewind Dale
counter-part Joluv, come standard in the Enhanced Edition. She sells a
variety of wonderful items we can only dream of for the moment,
described below:

Dak'kon's Zerth Blade
This is a +2 Katana that was expressly designed to be used by a 
Fighter/Mage... after all, that's what Dak'kon was in Planescape: 
Torment. It bestows a +1 bonus to Armor Class and gives an additional
1st, 2nd, 3rd, and 4th level spell. It's not as good as Dak'kons blade
eventually could get, but it's still a nice off-hand weapon for any
Fighter/Mage, even if it does become obsolete fairly quickly. Unless
you've found yourself an over-abundance of money, I wouldn't bother with
it, although it does serve as a decent off-hand weapon until you get the

Sensate Amulet
An amulet that gives you permanent protection from evil, +5 Hit Points,
and +2 Charisma. This really works well on Viconia, who has a pretty
good Charisma and thus can serve as a party leader. If anything the hit 
points and protection from evil will do any Cleric good.

Vhailor's Helm
One of the best items Deidre sells and possibly the best helmet in the
entire game. It gives you a one-point Armor Class bonus and allows you
to cast simulacrum once per day. Simulacrum creates a duplicate of the
character casting the spell, who is at about half the creator's
level. Be that as it may they still have access to all of the 
creator's items, including the Cloak of Mirroring, weapons, and armor-
even summoning items! That's right, you can create a simulacrum via
Vhailor's Helm, then use the simulacrum itself to summon an ally. The
Efreeti Bottle and Golem Book come readily to mind. This is a good item
to put on any character, as duplicating a high level Fighter with
plenty of Greater Whirlwinds and a vorpal weapon or a high level Cleric
and their Auras of Flaming Death has obvious benefits. It really gets
out of hand when it's on a multi-classed character, however. Duplicating
a Fighter/Cleric capable of popping out Auras of Flaming Death and
Greater Whirlwinds is an obvious improvement over the scenarios
mentioned above, as is getting two Fighter/Thieves. If each of the
Fighter/Thieves are wielding the Dagger of the Star they can both
unleash backstabbing destruction on your foes. It really gets fun with
the Fighter/Mage, where you'll get two characters who can spell-buff
themselves to nigh-invulnerability and then go after enemies with
Greater Whirlwind attacks. The tactics might be somewhat blunt and
repetitive, but it's also brutally effective.

Plate of Balduran
It's armor with an Armor Class of -1, it gives +4 Hit Points, and +1 to
Charisma. Need I say more? Keldorn would love this. Granted, its -1
Armor Class doesn't make it much better than Full Plate Mail +1 (which
we'll find/steal in abundance, don't you doubt), especially for the
price... But if you have tons of money just burning through your pockets
later on, it might be something to consider. Also keep in mind that this
item sells for quite a bundle-in fact, it's one of the highest-selling
items in the main game. You have to buy it, of course, to be able to
steal/sell it to a fence, but once you do, you'll be able to easily
steal/sell grind for unlimited cash.

Mercykiller Ring
A ring that improves your Set Snares, Hide in Shadows, and Move Silently
abilities by 20%. Not essential, but still nice.

Robe of Vecna
Possibly the best item sold by Deidre, it lowers casting speed by 4,
making most spells cast instantaneously. It cannot be over-stated how
much it helps to be able to get off a spell before the enemy can,
particularly a debuff or defensive spell. Oftentimes the tempo (and
outcome) of a battle is set by who gets the first spell off. It makes
casting every spell that much more effective. It also has an Armor Class
of 5 and 10% magic resistance, giving it some practical defensive 
implications as well. For Edwin and Imoen, there is no better robe in
the game.

Shield of Balduran
It imparts a penalty to Strength, but for, say, Jaheira, that's a minor
concern, since it won't lower her combat effectiveness any. With an
Armor Class bonus of four it's a pretty solid shield on its own, but it
really shines because it reflects Beholder rays, turning one of the most
fearsome monsters in the game into push-overs. It'll come in very handy
for the Unseeing Eye quest, and should probably be the first item we

As you can see these items run between 10,000 and 40,000 gold, making
them well out of our price-range for now. You can't even steal them,
either! Oh well. It's something to work towards, at least.
12) At (x=600, y=700) you'll find Ribald Barterman, owner of the
Adventurer's Mart. It's interesting that he allows so many other
merchants to ply their trade in his establishment... in any case, he's
got some good items on him, like a reasonably priced Sling +2, a Short
Bow +2, several interesting suits of armor that could go well on any
light-armor wearing character, the Fortress Shield +3, the Reflection
Shield +1, Bracers of Defense A.C. 3, Potions of Master Thievery,
Scrolls of Breach, a Girdle of Hill Giant Strength, the Ring of Air
Control, and plenty of magical ammunition. Depending on who you get in
your party, some or all of those items should interest you, but
specifically every party should plan on getting the two shields, the
Girdle of Hill Giant Strength, and the Ring of Air Control. There are
also various blunt weapons that would go well on Anomen or Viconia, but
we have much more important things to buy by far. When you're done 
gawking at all the things you can't afford, pick pocket Ribald to obtain
a Ring of Regeneration. I don't usually invest this item into any one
character, especially not at this point in the game when there are so
few rings to go around. Give it to whomever is hurt to get some passive
healing. It'll cut down on healing spells expended and rest times 
required. Even though its rate of healing is so slow that it won't turn
a battle in your favor, it will make exploration that much simpler. 

|Mage Spells| Ribald Barterman
3rd-Melf's Minute Meteors
4th-Enchanted Weapon
4th-Secret Word

Fortress Shield +3
With a +7 bonus versus missile weapons and an Armor Class bonus of four
this is a far superior version of the Large Shield +1, +4 vs Missiles
from the first game. It's a superior shield, and we'll use it a long
time... at least until we reach Throne of Bhaal. A defensive item that
you can get this early that'll keep that long is a good investment

Reflection Shield +1
While not as powerful as the Fortress Shield +3, it'll come in very
handy once in a while.

Girdle of Hill Giant Strength
Another item that will last us a long time, through the entirety of
Shadows of Amn at least. No matter who you include in your party, there
is always somebody who will benefit from having a higher Strength.
Keldorn, Jaheira, and Viconia are all especially in need of this item.

Ring of Air Control
While seeming somewhat lack-luster, there is no underestimating the
defensive implications of an item that allows you to cast Improved
Invisibility once per day. Put it on a Thief main character to allow
them to get out of trouble or to get another backstab ready. Or put it
on an character with a poor Armor Class to give them a boost for big
combats. It'll become obsolete later in Shadows of Amn, and especially
in Throne of Bhaal, as there will almost always be an enemy ready to
tear down illusions with True Sight.

Scroll of Breach
Just look at all the defenses that this spell takes down. It is your
primary debuffing spell against... well, most anything. You can always
use a Dispel Magic to do much of the same, but this is a more definite
means of leaving an enemy open to attack, without risking your own spell

Bracers of Defense A.C. 3
Equal to a suit of Plate Mail, these bracers are good for every class
that is normally deprived armor, especially Monks and Mages. If you are
a Fighter/Mage, however, it becomes especially vital. Mages are well 
defended by keeping their distance, but you're going to want to get into
combat-and survive. These allow you to do so admirably, and will be your
armor for most of the game.
13) We still have one more thieving target ahead before these potions
wear off, but before we get to him, it's time to start forming our
party. There are still a few other merchants around that have various
things to steal, but we should have obtained all we really need. Most of
the random merchants hanging around will sell-at best-a few +1 weapons
and some +2 ammunition. Granted the latter can be nice, but it's not
essential at this point. Just remain open to future stealing sprees,
but don't waste the Potions of Master Thievery, they're not (to my
knowledge) easy to come by until you complete the Mage's Stronghold.
Since non-Mages can't even obtain this quest it really means you should
try and get the most out of your Potions of Master Thievery. To that
end, let's not dawdle and waste the potions we already have in effect.
Our next goal is the Copper Coronet, in the Slums. So travel to the
Slums District (AR0400) and enter the Copper Coronet at
(x=2490, y=2270)... but before we get there, there's something I
should mention...
14) As veterans of Baldur's Gate 1 will remember, going from area to
area was always a little risky, but in Athkatla there's a guild war
going on between the Shadow Thieves and another upstart guild that just
happens to have plenty of Vampires to throw around. In the next few
event sequences I will make a note of various random encounters that
can be had-either by just setting foot outside at the wrong hour
(usually night) or while traveling between districts. Mind you that
depending on your nocturnal activities it might take a long time to see
all these, if you ever do. They're not very important, I just feel it's
better to record them than not. If you don't care to read them and just
want to get on with it (I can't help but think about Monty Python's
'Holy Grail' when I read that...) skip to [WLK004]-which is where I'll
cover the Copper Coronet and our future party-building plans. Just
don't whine to me later when you get snarfed by a Vampire and don't
know why.

|								       |
|	  	    Random Encounters in Athkatla		       |
|								       |
Sequence of Events:						{WLK003}
		1) Arbane's Sword
		2) Helping Harpers
		3) Xzar's Quest
		4) Hareishan's Warning
		5) Salia and the Shadow Thieves
		6) Parisa's Persuasion
		7) Tanova's Inquiry
		8) Sansuki's Salvation
		9) Slaver Smite
		10) Delon's Plea

Enroute in Athkatla I (AR0045)
1) Every time you travel between areas in Athkatla you run the chance
of encountering Slavers (among other things). In this particular 
encounter one is named Suna Seni and another is named Eldarin. 
Immediately focus your fire on the female wizard, and then focus on Suna
Seni when she goes down. They can be rough on a new party, but brute 
force and attacking the spellcasters first should be more than enough to
win. Loot the Slaver Mage for a Scroll of Minor Globe of 
Invulnerability, a Scroll of Vampiric Touch, a Scroll of Domination, a 
Scroll of Shocking Grasp, a Scroll of Magic Missile, and a Scroll of 
Flame Arrow. Loot the Slaver Cleric for a Necklace, a Potion of Frost 
Giant Strength, a Potion of Stone Giant Strength, and a Mace +1. Suna 
Seni has a suit of Leather Armor, a Scroll of Charm Person, and Arbane's
Sword +2. The Slaver with the bow has a Silver Necklace, Arrows +1 x20,
a Composite Long Bow, and 65 gold. Finally Eldarin drops a Bloodstone 
Amulet, a suit of Plate Mail +1, Arrows +1 x40, a Composite Long Bow,
and 623 gold.

Arbane's Sword is a fair little short sword that offers immunity to hold
person and allows a character to use haste for two rounds once per day.
It's not spectacular, but you might as well hold onto it, seeing as how
having any +2 weapons will be a good thing for a while.

Enroute in Athkatla II (AR0045)
2) It seems like a good time to mention another random encounter you
might run into while traveling between districts... You know, since
we're on this topic. A group of three Thugs and a Mage will be found
near a wounded man. They decide to kill the witnesses (you) and a fight
ensues. They are woefully out-classed, and when they die the injured man
(Renfeld) asks for your help. Agree to take him to his friends' house
in the Docks District. Don't waste much time getting there.. just long
enough to loot the bodies. The Mage will drop a Scroll of Strength, a
Scroll of Chill Touch, a Scroll of Power Word Sleep, a Scroll of Haste,
a Scroll of Ghost Armor, a Scroll of Ghoul Touch, and a Scroll of
Summon Monster I. One of the Thugs will leave behind a Bluestone
Necklace, a Potion of Genius, a Potion of Defense, and two Daggers +1.
Another will drop three Potions of Extra Healing and 85 gold, and the
last Thug will leave behind an Oil of Speed, a Potion of Insight, and
67 gold.

Docks District (AR0300)
3) Go to the Galvery Estate in the south-western corner of the area and
talk to Rylock (x=1450, y=2950). Give Renfeld to Rylock for some coins
and experience. When you head back up north you'll be approached by your
old friend Xzar, who names the people you just dealt with as Harpers,
and asks for your assistance in going inside and retrieving Montaron.
Agree to do it or not, either way, it's something we'll be postponing
for a long, long time. If you must forge ahead with it sooner, it's
covered in [WLK034], Steps #18-21.

(For Bringing Renfeld to Rylock)
EXP	14550
Gold	125
4) A vampire named Hareishan will destroy a trio of Shadow Thieves.
Wait, wasn't there a Mage in the Cloakwood Mines named Hareishan? I'm
sure it's just a coincidence. She'll tell you to bugger off, mentioning
that until you choose your side the Mistress doesn't want you to come to
harm. Sure. Loot the dead Shadow Thieves for a suit of Leather Armor, a
Black Opal, a Water Opal, a Scroll of Contingency, a Note, a Short
Sword, and 173 gold. Another will have a suit of Leather Armor, a Sphene
Gem, a Bloodstone Amulet, a Scroll of Spell Thrust, a Dagger, a Scroll
of Stoneskin, and a Short Sword. The last one will leave behind a suit
of Leather Armor, a Pearl Necklace, a Dagger, a Short Sword, and 94
gold. Not a bad bit of loot considering we didn't lift a finger.
5) If you go out at night you might just see a vampire named Salia
talking to two Shadow Thieves, obviously trying to lure them into the
new guild. Unfortunately they notice you and attack while Salia slips
away. When they die loot them. One has a suit of Leather Armor, a Gold
Necklace, a Sphene Gem, a Scroll of Disintegrate, a Note, a Short Sword,
and 68 gold. The other has a suit of Chain Mail, a Pearl, a Garnet, a
Scroll of Find Familiar, a Scroll of Minor Spell Turning, and a Bastard
6) You'll find a Vampire named Parisa trying to convince a Shadow Thief
to come join the new guild. When they refuse, she uses Dire Charm to
settle matters, and then threatens you before running off. You can kill
the charmed Shadow Thief for some experience if you wish.
7) At night you may be questioned by a vampire named Tanova. At any
early point in the game, you'd be well served by saying you do NOT work
with the Shadow Thieves, as other responses will provoke Tanova into
attacking. Vampires are bad enough, but Tanova requires +3 weapons to
hit, and for a low-level party, that's just too much to overcome.
8) A Shadow Thief named Sansuki will approach and ask for help, but
before anything useful can be communicated the source of his woes will
arrive. A Vampire named Del and two subordinate Vampires will show up 
and warn you to stay uninvolved. Again, it's best if you simply let the
Vampires have Sansuki, as your odds against a handful of Vampires
aren't very good. Sorry Sansuki. If you do bother to help him out, all
he will do is thank you, and walk away. Really not worth the hassle.
9) In the Slums of Athkatla you might come across a Slave being
escorted by a pair of Slaver Guards outside the Copper Coronet. The 
slave will beg for aid and if you kill his guards you'll get a little 
experience reward. Inside the Copper Coronet, you can talk to the
proprietor of the establishment named Lehtinan (x=400, y=1220) and ask
him about the obvious slave escort from his tavern. He'll play stupid,
and Anomen suggests we smite him right away. Somebody certainly doesn't
believe in a trial-by-jury. Lawful Neutral my ass. What's extra funny
is that later on Anomen will suggest that we should leave a slave in his
cage... so Anomen believes we should kill slave-masters, but keep unruly
slaves enslaved. Does this guy have two brain cells to rub together? 
Anyways, we'll deal with this slavery issue much, much, much later...
well, not so much later if we're an evil party, but otherwise, my muches

(For freeing the slave)
EXP	5500
10) This isn't a guild-related meeting, but if you have Minsc in your
party after enough time has passed, you'll be approached by a little boy
named Delon. He'll tell you-well, Minsc, rather-about the troubles of
his village Imnesvale in the Umar Hills. He'll mark the area on your map
and tell you to go to Imnesvale and talk to Minister Lloyd. This starts
the Umar Hills quest, which is a very rewarding -yet far too difficult
for us now-quest. Needless to say, I'll be putting it off for a while.

|								       |
|	                With Friends Like These....		       |
|      (Recruiting Anomen, Dorn, Korgan, Hexxat, Viconia and Jan)      |
Sequence of Events:						{WLK004}
		1) Amalas' Challenge
		2) Nalia in Need
		3) Korgan's Quest
		4) Joluv's Wares
		5) Be Ye Friend, or Foe?
		6) Helping Hexxat
		7) Buying from Bernard
		8) Guild War Worries
		9) Viconia at Stake
		10) Jan Jansen's Gibberish
		11) Good ol' Garrick
		12) The Wages of Faith is Stupidity
		13) Oisig's Request
		14) Soliciting Sir Sarles
		15) Shadow Thief Sonnet
		16) Priestly Paternity
		17) Dealing with Dorn

Now that we're at the Copper Coronet it feels like a good time to
talk about what our immediate and future goals are. We know we need to
raise 20,000 gold to get Imoen back and to strike at Irenicus, and while
we're raising the money we might as well recruit the allies we'll need
to succeed. This is where the 'good' and 'evil' parties make a serious
departure, as who you recruit affects what quests you need to do to keep
them. For example, if you don't want Keldorn there's really no reason
to go do the Unseeing Eye quest yet, and if you don't care to recruit
Valygar you have no reason to enter the Planar Sphere. That said, no
matter who you wish to recruit you should recruit them before going
after Imoen and Irenicus, as you'll want a full compliment before
heading out on that lengthy rescue/revenge mission.

For the purposes of providing you-the reader-with this information I
will complete most of the character-related quests before heading off
after Imoen. These quests are often necessary to recruit and secure
characters, as many will be willing to stick around with you for any
length of time (and rescuing will take plenty of time, don't doubt)
only if you attend to their personal matters, first. This will comprise
about half of the quests that can be performed in and around Athkatla,
and if you're in a rush to get Imoen back, this is not a great path to
take, as the more quests you do before going after Imoen, the fewer
you'll have left to do after you get her back.

If you want to follow in the direct footsteps of this FAQ and recruit
all the characters in the game (whether you intend to use them or not),
then by all means, follow me in the order in which I plan to progress.
A more practical way of playing the game is to just recruit the
characters you wish to take with you and head off after Imoen. The
evil party or a good party who doesn't intend to keep Imoen round,
however, obviously doesn't need to refrain from completing as many
quests as possible. This leaves two ways of going about things in the
early part of Baldur's Gate 2-or at least two ways I'll acknowledge,
anyways. Obviously you're free to jump around as you see fit, but for
those who want their hands held more, you can either follow the guide
chronologically completing the quests in the order I complete them,
picking up and dropping characters as necessary to complete their
quests, or you can do so selectively, only picking up the characters
you want to keep. Decide who you want in your party and make those
characters a priority, whatever else you want to do, as the longer
you delay in making contact with your eventual core party members,
the higher level they'll be when you recruit them. The more levels you
give the computer to roll up, the lower their Hit Points will be.
Simple as. Below is a list of the characters and their related quests
which will take up the next part of the FAQ:

|WLK### |              Objectives               |   Suggested For...   |
|WLK004 | Recruit Anomen, Korgan, Hexxat,       | Everybody	       |
|	| Viconia, Jan, and Dorn.		|		       |
|WLK005 | Jan's Quest.			        | Stupid People	       |
|WLK006 | Mae'Var's Guildhall (Recruit Edwin),	| Evil Parties,        |
|	| Obtain the Thieves' Guild.		| Thief Protagonists   |
|	|					| People Who Want Easy |
|	|					| Money		       |
|WLK007 | Thieves' Guild Quests			| Thief Protagonists   |
|WLK008 | The Book of Kaza (Secure Korgan)      | Evil Parties         |
|       | The Nether Scroll (Secure Edwin),     |                      |
|	| Obtain the Pale Green Ioun Stone	|		       |
|WLK009 | The Unseeing Eye (Recruit and Secure  | Good Parties,        |
|       | Keldorn), Obtain the Gauntlets of     | Slow People,         |
|       | Dexterity, Kill the Bandits in the    | Cleric Protagonists, |
|       | Sewers, Obtain the Cloak of the	| Ambitious Parties    |
|       | Sewers, Obtain Saving Grace +3,	|                      |
|	| Obtain the Cleric's Stronghold	|		       |
|WLK010 | Keldorn and Anomen family quests.	| Good Parties with    |
|	|					| Keldorn and Anomen,  |
|	|					| People who like quest|
|	|					| experience.	       |
|WLK011 | Cleric's Stronghold Quests            | Cleric Protagonists  |
|WLK012 | Astral Prison (Recruit and Secure     | Impatient People,    |
|       | Haer'Dalis), Obtain the Boots of      | People Who Like      |
|       | Speed, Obtain the Wave Shaft,         | Halberds, Bards      |
|	| Obtain the Bardic Playhouse		|                      |
|WLK013 | Bardic Playhouse Quests		| Bard Protagonists    |
|WLK014 | Obtain Celestial Fury			| People Who Like      |
|       |                                       | Katanas              |
|WLK015 | The Circus Tent (Recruit and Secure	| Good Parties,	       |
|       | Aerie), Obtain the Ring of Human 	| Ugly People          |
|	| Influence				|		       |
|WLK016 | The Planar Sphere (Recruit and        | Good Parties,	       |
|	| Secure Valygar), Obtain the Hands of  | Weak People, 	       |
|	| Takkok, Obtain the Ring of Acuity,    | Mage Protagonists    |
|	| Obtain the Ring of Danger Sense,	|		       |
|	| Obtain the Mage Stronghold		|		       |
|WLK017 | Mage Stronghold Quests		| Mage Protagonists    |
|WLK018 | The de'Arnise Keep (Recruit and	| Good Parties,        |
|	| Secure Nalia), Obtain the Flail of the| Fighter Protagonists,|
|	| Ages, Obtain the Ring of Earth	| People Who Like      |
|	| Control, Obtain the Battle Axe +3,    | Flails, People Who   |
|	| Frostreaver				| Like Axes	       |
|WLK019 | Fighter Stronghold Quests, 	        | Fighter Protagonists,|
|	| Nalia Quests				| People Who Like      |
|	|					| Clones	       |
|WLK020 | The Skinner Murders, Obtain the Boots | Completionists       |
|	| of Avoidance				| 		       |
|WLK021 | The Umar Hills, Part I (Recruit and	| Good Parties	       |
|	| Secure Mazzy)				|		       |
|WLK022 | Trademeet (Recruit and Secure Cernd)	| Druid Protagonists,  |
|       | Obtain the Druid Grove, Obtain the	| People Who Don't Mind|
|	| Cloak of Displacement, Obtain the Belt| Stealing	       |
|	| of Inertial Barrier, Obtain 		|                      |
|	| Tansheron's Bow +3, Obtain the Dwarven|                      |
|	| Thrower +3, Obtain Belm +2		|                      |
|WLK023 | Druid Grove Quests			| Druid Protagonists   |
|WLK025	| (Recruit and Secure Rasaad)		| Monkeys	       |
|WLK043 | Limited Wish Quests, obtain the	| Enterprising Evil    |
|	| Boomerang Dagger +2, Obtain a second	| Parties with an      |
|	| pair of Glasses of Idenfication, 	| Edwin who can Cast   |
|	| Obtain a suit of Full Plate Mail +2	| 7th Level Spells     |
|WLK045 | Dorn's Quests				| Evil Parties, People |
|	|					| Who Like Helmets     |
|WLK046	| Hexxat's Quests			| Evil Parties,	       |
|	|					| Pack Rats,	       |
|	|					| Necrophiliac Lesbians|
|WLK047 | Neera's Quests			| Good Parties	       |
|WLK048	| Rasaad's Quests			| Good Parties, Monkies|
|WLK055*| Watcher's Keep (Level 1 only)		| Greedy parties who   |
|	| Obtain Quiver of Plenty, Case of	| want to score some   |
|	| Plenty, Ammo Belt, Crimson Dart +3,	| Throne of Bhaal loot |
|	| Golem Manual				| early.	       |

*These two quests occur much later in the walkthrough, as they are not
completed until much later in the guide. First, we're simply not strong
enough to make it through more than the first level of Watcher's Keep
until near the end of Shadows of Amn... but I postpone it until we're
established in Throne of Bhaal, when it's easiest to explore in both
terms of party experience and story progression. Also, although I
strongly advocate at least partial exploration of the first level of
Watcher's Keep as our last endeavor before heading off to pursue
Irenicus and rescue Imoen I decided not to break up Watcher's Keep into
seperate parts in the Walkthrough for simple continuity... as opposed to
Umar Hills, which I broke up in order to lump all our recruiting quests
into the pre-Chapter 4 portion of the guide. A good party should head to
Watcher's Keep to obtain a few choice items while completing as few
quests as possible, whereas an evil party can-and is benefited by-
exploring the entire first level. This leads to the Limited Wish quest,
which is ignored entirely by the good party on the grounds that they
will simply not have enough experience to cast that spell before going
after Imoen, and the Limited Wish quests cannot otherwise be completed
again until Chapter 6, hence its chronological placement in the guide
until the good party can complete it.

To make life simpler, again, you can just follow the guide sequentially-
no matter what alignment your party will be. There's no reason an evil
party can't just leave Keldorn behind and do the Unseeing Eye quest, and
there's no reason a good party can't play with Korgan/Edwin long enough
to get their specific quests (the Book of Kaza and the Nether Scroll,
respectively) out of the way. If you want to just follow the guide-it's
okay. Imoen ends up fine. If, however, you really, really don't want to
do anything extraneous in this game, bewlow you'll find my suggestions
of what each party should do at the minimum:

--GOOD--	--EVIL--
[WLK004]	[WLK004]
[WLK006]	[WLk006]
[WLK009]	[WLK008]
[WLK010]	[WLK009]
[WLK014]	[WLK014]

Go recruit what characters you wish in whatever order you wish, after
which we'll have more than enough money to pick our poison and go after
Imoen. If you recruit characters you do not wish to keep, disband them
and send them back to the Copper Coronet when possible. I wouldn't
suggest doing this in two circumstances. Firstly, don't disband a
character you haven't secured. For example, don't send Korgan off before
completing the Book of Kaza quest, and don't send Valygar away before
completing the Planar Sphere. Also don't disband characters you want to
romance, as this will likely kill the romance. If you want to play with
good characters or otherwise don't care to recruit and secure Korgan and
Edwin skip to [WLK009]. For now, however, let's explore the Copper
Coronet and deal with-or at least acknowledge-all the minor events
within. Keep in mind that you'll need to pick and choose what characters
you want to take along with you here-we already have Minsc, Jaheira,
and Yoshimo, and stand to gain as many as six more during this
Sequence of Events. Jaheira, Minsc, Yoshimo, Anomen, and Viconia all
have no quests attached to them-at least no immediate ones-if that helps
in choosing.

Copper Coronet (AR0406)
1) At (x=1100, y=1880) you'll find Amalas. If you talk to him he'll try
to provoke you into a fight. If you fight him, you'll get to go one on
one with Amalas, who shouldn't be too tough as long as you have some
levels of Fighter. Jaheira won't approve of your antics, however. If you
decline and have Minsc in your party Minsc is riled to attack Amalas.
Overall it's more profitable to duel Amalas.

(For beating Amalas in a duel)
EXP	9500
2) You'll find a woman named Nalia in the tavern... or rather she'll
find you. As soon as you're in sight she'll come initiate dialogue, 
hopelessly aristocratic and asking for help. Her quest takes you out of
Athkatla and is somewhat difficult, but to keep her happy you'll have to
do it. If it wasn't for this and the fact that she is practically a
clone of Imoen I'd consider taking her along. We'll deal with her and
her quest later. Much later.
3) Over at (x=950, y=1870) you'll find Korgan. Talk to him if you want
the best evil Fighter in the game on your side. Agree to help him find
the Book of Kaza and he'll join with you. We won't delay too long,
however, as we don't want Korgan to grow impatient and leave. We'll
get to his quest shortly, so if you're following along chronologically,
it's best to pick him up now. Good parties can ignore him, as you wish.
4) At (x=1350, y=1750) you'll find Joluv, another one of the 'bonus
merchants' from the vanilla game which have long since become staples.
Deidre sold Planescape: Torment inspired items, and Joluv sells Icewind
Dale inspired items. Overall, Deidre's gear is probably better, as
you'll be using some of it for the rest of the game, whereas Joluv's
collection of weapons-while great for Shadows of Amn-doesn't have quite
the same longetivity. Still, there's some good loot to be grabbed if
you've got the coin.

Defender of Easthaven +3
This weapon is actually a consideration because it was buffed up for
the Enhanced Edition. It gives a +1 bonus to Armor Class and 20%
resistance to physical damage, making it a nifty offhand consideration
for the good protagonist. Sure, the Flail of Ages is free, and just
as good, but if you've got the money and don't want to do Nalia's
quest before chasing Imoen, this is a great Shadows of Amn weapon.

Joril's Dagger +3
An opportunity to score a +3 Two-Handed Sword before going after Imoen.
Not a terrible weapon for Dorn or Keldorn, but we'll find better, and
it's unlikely you'll ever need more than one good Two-Handed Sword.
You'd have to be sitting on a ton of cash to make this weapon worth
picking up.

Scarlet Ninja-To +3
I originally wrote this weapon off because it's a Monk-only weapon,
and frankly... who cares about making a Monk protagonist? Since Rasaad
is around in the Enhanced Edition, however, it might be worth picking
up for him. He'll benefit from the increased attack speed, and it'll
allow him to harm enemies that require +3 or better weapons sooner than
leveling will.

Sling of Everard +5
This Sling provides its own ammunition, +5 bullets at that. Even though
it's damage is a little low, you'd be foolish to pass this weapon up
5) Anomen is at (x=1530, y=1660) and will ask you some really stupid
questions when you talk to him... kinda reminds us of Ajantis in his 
naivete. Instead of "Halt! Be ye friend or foe?" We have this dork
asking if we're brave and if we're on the side of good. For the good
party, he's our Cleric of choice and should be recruited, but he will
also play nice with evil folks... but the evil party doesn't need him,
and there are quite a few bad guys left to recruit. If you get him to
join, give him some better armor and a shield (some of the goodies we
stole from Arnolinus will work fine). It also might be a good idea to
shift the Helm of Balduran to him, considering that his Dexterity is
6) Hiding in a corner at (x=600, y=1050) you'll find Hexxat, who will
talk to you if you get too close. She seems... not quite all there,
and Bernard's interjections certainly don't make her sound any more
normal. She wants to go tomb robbing in the Graveyard District,
alluding to 'great treasure' in Dragomir's Tomb. Agree to go and she'll
join up. Every day you delay she'll complain and threaten to leave,
but just pick dialogue option #1 repeatedly and you'll convince her to
stay. As far as I can tell, this quest has no real time limit, so you
can just drag her around for now, if you want, or come back later, as
you wish. You'll notice that she's inferior to Yoshimo in pretty much
every way-still, her quest is worth doing, and Yoshimo is just dead
weight. Take off his bow and give it to her, they'll have almost the
same-limited-impact in combat. If you want to bring Hexxat along, I'd
suggest doing her quest immediately after scouring the rest of the
Graveyard District trying to appease Edwin and Korgan [WLK008]. Her
quests will be covered in [WLK046], for when you wish to do them.
7) There are plenty of things to do in the Copper Coronet still, but all
of these quests can wait until later. You can go buy (steal) some things
from the bartender Bernard. He'll sell better things later in the game,
but until then we can at least nab a Sword of Flame +1, which will help
with Nalia's quest a good bit, and a Scroll Case, which will help with
the endless task of inventory management. Note that Bernard is
ridiculously hard to steal from, often requiring a Pick Pockets of 180+
to succeed. Now that we're done in here for now let's head over to the
Government District.

|Mage Spells| Bernard
1st-Charm Person
1st-Color Spray
1st-Burning Hands
1st-Chill Touch
1st-Chromatic Orb
1st-Detect Evil
1st-Larloch's Minor Drain
2nd-Agannazar's Scorcher
2nd-Ghoul Touch
3rd-Dire Charm
3rd-Ghost Armor
3rd-Ghost Touch
3rd-Protection from Normal Missiles
3rd-Skull Trap
3rd-Vampiric Touch

Note: If you want to be a little ahead of the curve, you can complete
the Copper Coronet Quest now (see [WLK036] for complete coverage). The
main reason to do this is to get Bernard to sell you better loot,
including the Sling of Seeking +2, and the Battle Axe +3, Stonefire,
among other things. And yes, all of these can be stolen, so you don't
even need money if you've got some Potions of Master Thievery. This is
by no means necessary... but that loot Bernard has for sale/steal will
benefit you a lot more now than it will later. When playing with an
evil party, I typically tackle the Copper Coronet after securing Edwin
and Korgan (after [WLK008]). With a good party, I feel no real hurry to
grab the Battle Axe +3, Stonefire, and hence I don't bother with this
quest until its sequential location in the walkthrough.

Government District (AR1000)
8) If you arrive in the Government District at night you'll find some
Amnish Soldiers in the northern central part of the district. They'll
question you about your identity and mention a guild war going on in
the streets between the Shadow Thieves and a new guild... presumably a
continuation of the fight that allowed your egress from Irenicus'
9) Head south-west to find a mob of citizens around a familiar dark 
elf. Viconia (x=1820, y=1080) has landed herself in trouble again, and 
is standing on the wrong end of an angry mob. More specifically the side
that's standing on a pile of logs and is about to be burned alive.. And
this isn't a spectator sport. Screw around too long and the mob will
burn her alive. Click next to her to free her, Which will provoke the
mob and force you to waste three Fanatics, who are push-overs anyways.
One Fanatic has a suit of Plate Mail Armor, and another has two Potions
of Extra Healing. It might not be much, but they should leave behind
enough to improve some of the armor you're wearing, and give Viconia
some rudimentary equipment.
10) From here travel south-east to find a Gnome named Jan Jansen
(x=2730, y=1750). He'll describe himself as a part-time adventurer/part
time turnip salesman. Right. Don't blow him off and he'll try to sell
you a 'Flasher Master Bruiser Mate'. Shortly thereafter a man named Trax
will show up to apprehend Jan for the illegal sale of illegal items in 
an illegal manner. Whatever you do, do NOT goad Trax into summoning the
guard down on you.. it's a fight we don't need to fight, especially not
with the reputation loss involved. If you cover for Jan you'll get some
experience. If you turn him in you'll get 100 gold from Trax. Of course,
to bail out Jan later you'll need to pay 800 gold, so it's a net loss to
do this. Get Jan on your side and do what you will with him. If you
keep him in your party you'll eventually have to deal with a quest
that pops up. Of all the PC quests, Jan's is perhaps the most disruptive
for this Walkthrough, undoubtedly due to the fact that he is recruited
so early in the game as it'll take you to many areas that I don't intend
to cover for a long time. I  suppose I could have restructured the FAQ
to make Jan a better fit... but overall I find it best to cover each
character's quests in-or immediately after-the section where they
are recruited for organizations' sake. This really only negatively
effects Jan, as most characters have the good sense to have less
troublesome quests, and at the end of the day... it's Jan. I can't be
bothered to make things more convenient for a character I never play and
whose worth I seriously doubt. The next Sequence of Events [WLK005]
will cover with Jan's quest, but before we get to that, we've got more
characters to recruit.

(For covering for Jan and prevent him from being sent to jail by Trax)
EXP	8500

(For recruiting Jan into the party)
EXP	11500

Note from Lee: you can accept Jan into the party, drop pretty much
anyone to do it, get the experience, then re-accept the dropped person
back into the party and drop Jan for free experience without actually
having to put up with Jan and his crap.
11) This is just an aside, but over in the south-eastern corner of the
map you can find a lady knight named Lady Irlana (x=3000, y=3600), who 
is being wooed by Garrick-presumably our Garrick from Baldur's Gate 1. 
Of course, he seems to have lost his edge and is being fed flattering 
lines by one Cyrando. It's a debacle, of course, but an amusing one,
nonetheless. Once you're done messing around, head off to the Temple
District, where we can recruit the party leaders for both the good and
evil parties-Keldorn and Dorn, respectively.

Temple District (AR0900)
12) Head south-east of the Temple of Lathander to find a man named Gaal
(x=3250, y=1820) preaching to a group of below-average intellects who
think invisible critters will make life better for them if they do
unnatural and harmful things to themselves that otherwise make no sense
and if anybody else asked them to undergo such hardships for a reward
that may not be forth-coming they'd tell them to go... *ahem*...
anyways, he'll try and convince people to join his cult. Dawn Master
Kreel argues against Gaal with mixed success. One con-man doesn't like
another huckster cutting in on his business it seems. After the
conversation is over Gaal lures the foolish away and High Watcher
Oisig will come to the party, saying he wishes to hire you as
mercenaries in the service of Helm. The everseeing eye versus the
unseeing eye? Now that's fun religion there. Eh, I'll bite. Head into
the temple at (x=2050, y=1000).

Note: If you're evil, Stormherald Nallabir will give you the quest,
demanding that you serve as a vassal of Talos' wrath. If you're good
High Mornmaster Arval will be the quest-giver.

Temple of Helm (AR0901)
13) Go inside the Temple of Helm to find High Watcher Oisig again
(x=700, y=570). He'll ask you to put an end to this cult, as blindness
is offensive to his vigilant god. He'll also tell you that they hide in
the sewers somewhere, and that a warrior named Keldorn is looking into
things as well, and you should seek his aid. He's certainly right on
that last statement. Sir Donalus (x=880, y=460) sells a variety of armor
and shields, all of which are fairly nice. You can't steal them, and
they're nothing you shouldn't already have stolen from Arnolinus, so
don't bother.

(x=350, y=200) Helmet, Chain Mail, 2 gold
(x=400, y=110) 1 gold 
(x=1220, y=770) 1 gold
(x=1350, y=820) 1 gold
14) Over at (x=700, y=700) you will find Guardian Telwyn, who will ask 
you to do a job. He wants you to recruit an artist by the name of Sir 
Sarles to create a work of art which will bring glory to Helm. Of 
course, it can't be too expensive, and Sarles is refusing to work in 
anything other than pure illithium, a very valuable substance. Sir 
Sarles can be found in the Government District at the Jysstev estate.
It's just another little quest to do when we get around to it. 

Note: You used to be able to steal the Helm of the Noble +1 from
Guardian Telwyn-a future quest reward. Sadly, this is one of the few
items that seems to be affected by the new minimum Pick Pockets score
requirment-my evil protagonist couldn't snipe this item no matter how
many Potions of Master Thievery she chugged. For the record, she had a
base Pick Pockets score of 100.
15) If it's night out, you'll find a riddling Shadow Thief at
(x=2250, y=1220). He's clearly not all right in the head, and his
riddles use the guild war as subject matter. Clearly, he's seen too much
of this Vampire menace which threatens the Shadow Thieves. When his
poetry runs out, he'll run off, cackling. He'll be fine.
16) Head over to the sewers at (x=2550, y=2620). You'll find a prophet
near the sewer who will spout nonsense about his non-god. You'll also
see a woman named Miranda accost a priest of Talos named Talon Nirkhas
until the 'daughter', Lanie, spills the beans. Oops. If you talk to her
she'll accuse you as well. You can pay her 100 gold if you wish, but
there's no real point to this encounter.
17) You'll find Dorn skulking around outside the High Hall of the
Radiant Heart (x=2550, y=3380). He got his revenge back in the first
game, and now is pretty much going around killing people at the behest
of his master, the demon Ur-Gothoz. His target for the moment is a
priest named Bollard Firejaw, of the Order of the Golden Lions.
Fortunately, Dorn is willing to join up with us, as his task will be
easier with our help, and likewise ours with his... at least, if you're
the evil party. The good party has another, arguably better party leader
to pick up, and need not bother with Dorn. You will lose some reputation
for taking Dorn along with you, just like you did with Viconia, and
doing his quest will only lose you more... the evil party is going to
end up really hurting when it comes to reputation. Just remember to drop
some gold at a temple every once in a while to keep yourself in the
middle range of things-you don't want the law coming down on you. We can
do this quest now... but Dorn is patient enough, and I'd rather finish
up recruiting Edwin and securing both Edwin and Korgan. This is a good
task for both parties, even if the good party has no interest in keeping
Korgan and Edwin around, as it's worth a good bit of experience and
gold-the latter of which we'll need to get a very important item for
[WLK009]. So, skip ahead to [WLK006] if you don't care about Jan and his
nonsense. The evil party can pursue Dorn's quest after securing Edwin
and Korgan [WLK008]. His quests will be discussed in [WLK045].

|								       |
|	  	            Jammin' With Jan			       |
|								       |
Sequence of Events:						{WLK005}
		1) Jan's Lost Love
		2) The Daughter's Sickness of the Mind
		3) Uncle Gerhardt's Help
		4) Finding the Hidden
		5) The Hidden
		6) Thumb's Up
		7) Hunting the Hunters
		8) The Mother's Sickness of the Mind

1) Now, if you travel with Jan for a while you'll get a visit from a
relative of his named Beeloo Jansen, who tells Jan that he recently
escaped from prison and that some lady named 'Lissa' is staying at the
Jansen family home. After Beeloo leaves, Jan will elaborate-Lissa is
his childhood friend and former love interest that never panned out.
She married another Gnome named Vaelag, a far more serious and
successful criminal than Jan. Agree to help him out and follow him 
back to his house in the Slums District (AR0400) (x=3550, y=1350).

The Jansen Home (AR0401)/(AR0402)/(AR0403)
2) Jan will provide a bad example for his cousin's twins and talk to
his mother, who fills him in a bit on the Lissa situation. She 
apparently brought her daughter with her, and she has a problem, of
course. Her daughter has taken ill, but instead of a physical ailment
she apparently has some kind of mental impairment, possibly due to her
father's prevailing abuse. Jan will tell us to talk to Uncle Gerhardt
in the basement, while he leaves the party to stay by Lissa's side.

(x=320, y=220) 1 gold
(x=250, y=200) Elixir of Health
(x=720, y=320) Potion of Freedom
(x=480, y=220) 3 gold
(x=440, y=220) 1 gold
(x=400, y=210) 1 gold
(x=200, y=400) 1 gold
(x=700, y=390) Short Sword, History of Durpar and Var, 5 gold
(x=270, y=250) Scroll of Identify
(x=150, y=250) Potion of Extra Healing
(x=200, y=370) tainted Antidote
3) Head downstairs and talk to Uncle Gerhardt (x=650, y=350). Wade
through his circular dialogue and he'll tell you that you need to seek
out something called 'The Hidden'. A lady named Jysstev can point you
in the right direction, her estate can be found in the Government
District of Athkatla. Seems like we're not done with the Government
District right now after all.

(For talking to Uncle Gerhardt)
EXP	3300

Jysstev Estate (AR1006)
4) Return to the Government District and enter the Jysstev Estate 
(x=2900, y=2900). You'll find Lady Jysstev wandering around within.
Talk to her and ask her about 'The Hidden' and she'll arrange a meeting
with you and tell you to go to the sewers under the Copper Coronet.
Now, with a good-aligned protagonist, I don't bother with the Copper
Coronet and its quests yet, and I certainly don't have a reason to
drag Jan along with me long enough to start this quest. On the other
hand, as an evil party I deal with the Copper Coronet early to get
some better loot. For more information on dealing with the Copper
Coronet (in part, or in its entirety) see [WLK036].

(For getting Lady Jysstev to arrange a meeting with the 'Hidden One')
EXP	8900

Sewers (AR0404)
5) Head to the Copper Coronet in the Slums District and talk to
Lehtinan to gain access to his back rooms. Once you've obtained this
access you can safely head to the back of the Copper Coronet. There's
a secret door at (x=2150, y=900) that leads to the sewers 
(x=2070, y=670) in question. Again, if you decided to take Jan along
with you-and hence this quest became obligatory and led you into
these sewers-refer to [WLK036] for everything you might encounter along
the way. You'll find Hidden at (x=1070, y=2230), who will agree to heal
Lissa's daughter if you deal with two 'creatures of evil intent' that 
are chasing him. To uncover them we'll need to go talk to the 
proprietor of the Sea's Bounty in the Docks District (AR0300).

Sea's Bounty (AR0313)
6) By the time Jan's quest occurs we'll hopefully have already explored
the Docks District-at least crudely (as covered in the next Sequence
of Events). So, without elaborating further head over to the Sea's
Bounty (x=2100, y=2100). Be sure to leave Jaheira outside to avoid
starting another time-sensitive quest, Baron Ployer's Curse. Inside
the Sea's Bounty you'll find The Thumb, the proprietor we're looking
for. Talk to him and pick dialogue option #2 to get him to tell you
that the folks you're looking for are in the Five Flagon's Inn in the
Bridge District, in a room on the second floor.

Five Flagons Inn, Second Level (AR5011)
7) So, head over to the Bridge District (AR0500) and into the Five
Flagons Inn (x=3200, y=2000). Go up the stairs at (x=600, y=300) to find
two Githyanki, which can be rather strong for a very low-leveled, 
under-staffed party. Return to the Hidden and he'll tell you that the
girl is healed before revealing itself to be an Illithid. It'll leave
without incident, and we'll be free to return to the Jansen home.

(For performing the task of the Hidden)
EXP	17500
8) Once home, you'll find all is not well. Being the useless bitch that
she is, Lissa will thank Jan for helping her daughter before telling us
that Vaelag is downstairs. When Jan goes to investigate the turn of 
events, follow. Vaelag demands Lissa's return, makes some threats, and
Lissa only bothers to thank Jan briefly before leaving with Vaelag. Jan
will attempt to procure from us a promise of aid in the future, if he
discovers that Vaelag has continued to be abusive. Dude, let the bitch

(For saving Lissa's daughter)
EXP	15500

|								       |
|		       Mae'Var's Guildhall Quests		       |
|			   (Recruiting Edwin)			       |
Sequence of Events:						{WLK006}
		1) Independent Practice
		2) Submit to Cyric!
		3) Thieve's Guild Fence
		4) Infinite Money Exploit
		5) Meeting Mister Bloodscalp
		6) Robbing Gorth
		7) Mae'Var's First Assignment
		8) Temple Thieving
		9) Referred to the Red Wizard
		10) Thieving Tests
		11) Edwin's First Task
		12) Mephit Murdering
		13) Golem Grinding
		14) Rayic Gethras
		15) Edwin's Second Task
		16) Marcus' Documents
		17) Mae'Var's Last Task
		18) Embarl's Loyalty
		19) Edwin's Evidence
		20) Reporting to Renal
		21) Purging Mae'Var's Guildhall
		22) Making Mae'Var Meet His Maker
		23) Renal's Reward 
		24) Valen's Offer

Docks District (AR0300)
1) When you arrive in the Docks District you'll get a confession from
Yoshimo (if he's still with you, anyways). He'll tell you that he got
caught practicing his trade in the city by the Shadow Thieves, and was
supposed to report to Renal Bloodscalp. He hints that there might a
reward involved for completing the independent mission he was supposed
to get started on. We might as well, right? Even if you don't have
Yoshimo around, you might as well go pay the Shadow Thieve's a visit.
2) Head to the south-west and go down some stairs. You'll be approached
by a Mad Cleric who will demand that you embrace Cyric. If you decline
he'll attack you. When he dies he'll drop an Onyx Ring, a Jasper Gem, a
Quarter Staff, and 20 gold.

Shadow Thief Guildhall (AR0305)/(AR0306)
3) Over at (x=1350, y=980) you'll find a Shadow Thief, who will welcome
you inside being as you're a friend of Gaelan and all. Righty-o. Head
inside the door at (x=1330, y=900). At (x=950, y=790) you'll find a 
Black Market Thief. You can sell stolen goods to her, which is an
invaluable service. You can buy (steal) a variety of scrolls from her if
you wish, including Fireshield (Blue), which is a great defensive spell,
especially for a Fighter/Mage. After all, a Mage who doesn't get
attacked in combat isn't likely to put the shield to full effect. Head
up the stairs at (x=200, y=350).

|Mage Spells| Black Market Thief
1st-Detect Invisibility
1st-Protection from Petrification
2nd-Know Alignment
3rd-Dispel Magic
3rd-Flame Arrow
4th-Fireshield (Blue)
4th-Improved Invisibility
4th-Minor Globe of Invulnerability
4th-Monster Summoning II
5th-Ice Storm

(x=850, y=800) Potion of Healing x2, Potion of Invisibility,
	       Potion of Master Thievery 
(x=900, y=750) 1 gold
(x=950, y=700) Dagger, Long Sword
(x=1100, y=700) 3 gold
(x=750, y=620) Tchazar Gem, 234 gold
(x=900, y=570) Moonstone Gem, 39 gold
(x=1150, y=630) Waterstar Gem, Zircon Gem, 26 gold, Dagger
(x=350, y=470) Dagger, Bastard Sword
(x=200, y=400) Iol Gem
4) Note that you can sell stolen goods to the Black Market Thief, and
you can also steal from her. Can you see the cyclic flow of money at
work here? Sell her anything valuable you want, steal it back, sell it
again, repeat until satisfied. This works best with a very expensive
item, as you'll always have a chance to get caught, and stealing
multiple cheaper items will get frustrating. On the other hand,
sell/stealing the Plate of Balduran will see you with enough money to
buy anything you want in short order. Because you can buy/sell/steal
from her in an infinite loop, I prefer to sell her all the items I
accumulate in the game. This is practical, in case you sell anything you
later want or need, as you can just steal it back. It sure beats having
to rebuy loot from Ribald. And, of course, it also helps to favor one
merchant since you'll always remember who you sold your stuff to. Keep
in mind, however, that as you sell more items to one merchant, the less
they'll pay for that item in the future. There's a rather generous cut-
off point, but if you want to maximize your profits, sell in bulk. On
that note, this level of the Thieves' guild has plenty of containers
within which you can store your accumulated loot. No wonder I pick this
spot as my mercantile headquarters, eh? And just one more note, although
I preach the merits of infinite money, on these walkthroughs I did not
practice them. I could pretend the reason had something to do with
gaming purity, but as you've noticed if you've been reading along, I'm
quite content to use my theiving skills to rob merchants blind. No,
the reason is much more practical. Good loot equals stronger characters,
and stronger characters influence what quests we can do, and when. For
the sheer sake of organization, not using any infinite money tricks
allows the economy of the game to influence (to some degree) what order
we do quests. Do the Thieves' Guild quests first, get some money, buy
the Shield of Balduran, do the Unseeing Eye Quest, get some more money,
and so forth.
5) You'll find Renal Bloodscalp at (x=820, y=530). Yoshimo and Renal
will trade barbs for a bit before Renal decides that he is more
interested in you than Yoshimo. Long story short Renal wants you to
investigate a guild leader he suspects of treachery by the name of
Mae'Var. If you're a Thief he'll also offer you to take up the guild in
Mae'Var's place if you find something and are forced to... remove
Mae'Var. Agree and leave via the exit at (x=100, y=600) to get directly
outside. Head to Mae'Var's Guild (x=3050, y=2500). If you want to do
some 'shopping' along the way, you can find a Halfling merchant named
Ikert at (x=1920, y=2420)... although the best thing he sells is another
Scroll Case.

(x=300, y=500) 1 gold
(x=350, y=650) Garnet Gem, Diamond
(x=400, y=480) Potion of Extra Healing x5, Potion of Fire Resistance x2
(x=800, y=770) Pearl x3, 350 gold
(x=970, y=650) Jasper Gem, 39 gold
(x=1190, y=725) Light Crossbow, Bolt x60, Bolt +1 x2
(x=400, y=270) Dagger, Studded Leather Armor, Lynx Eye Gem,
	       De'Tranion's Balor Ale 
(x=470, y=250) Potion of Extra Healing x5, Potion of Agility
(x=600, y=250) 3 gold*
(x=750, y=330) Iol Gem, 217 gold

*I also found a Scroll of Pierce Magic here. Talk about variability!

(x=970, y=650)
(x=470, y=250)

Mae'Var's Guildhall (AR0321)/(AR0322)/(AR0323)/(AR0324)
6) Over at (x=430, y=580) you'll find Gorch, who will try to peddle you
some wares. Tell him you're here to see Mae'Var and he'll give you the
go-ahead to go into the guild in the back. Gorch is the latest in a long
line of merchants we need to rob, and if you weren't messing around your
Potions of Master Thievery should still be in effect. In particular grab
the Maces +2, and some Bullets +2. We'll be needing some +2 weapons
sooner rather than later. Also grab a Sling +2 and a Short Bow +2. You
know, since stealing is cheaper than buying them from Ribald. Also,
since it's 'free', steal the Leather Armor +3 if you still need some
light armor for somebody. Also nab the Ring of the Princes +1, the Nymph
Cloak, the Bracers of Defense A.C. 6, Potions of Master Thievery (to
keep our stock up!), and the Rogue Stone. We'll out-grow this gear, but
we can always sell it back to the Black Market Thief in Renal's Guild.
Even if you're not really into stealing, you should rob Gorch. As a
friendly warning, he's not long for this world, and anything you don't
steal from him will go to waste.

|Mage Spells| Gorch

Yoshimo happily accepts the Short Bow +2 and I give the Sling +2 to
Viconia, who is less potent in melee combat than Jaheira. Anomen or
Viconia gain the Mace +2, while the Nymph Cloak goes to your preferred
party leader. I give Korgan the Ring of Protection, as his Armor Class
is horrible right now. The Nymph Cloak goes on your party leader, either
Dorn or Keldorn. Also, the Bracers of Defense A.C. 6 are an improvement
for my main character. Head down the stairs at (x=400, y=400).

(x=350, y=420) 190 gold
(x=500, y=500) Tainted Oil of Speed, 8 gold
(x=600, y=600) Scroll of Strength
(x=600, y=200) Sunstone Gem
(x=700, y=150) Quarter Staff, 12 gold
(x=650, y=500) Scroll of Minor Globe of Invulnerability

Note: Do not sell the Rogue Stone you just stole. It's pretty, sure,
but it'll give us access to an area from which we can obtain the
most powerful staff in the game-a real treat for your Mages. It will be
a while yet, and you'll find several other Rogue Stones while you
travel, but as a respectable FAQ-writer it seems important to warn you
now, rather than have you send me unhappy E-mails because you can't
get an item that really should not be missed.

Note from Lee:
Gorch is a dumbass - I stole/sold/restole/resold the Bracers AC6, the
Rogue Stone, and as many Maces +2 as I could hold over and over and over
and over and over and over and over and over and over and over and over
and ended up with over 200k in gold - well more than enough to pick up
some extremely nice items from Dierdre. Of course having this much cash
triggers Valen and Brus earlier than "normal", but it doesn't really
affect the storyline (provided I don't visit the graveyard at night).
7) You'll find Mae'Var at (x=970, y=300). If you thought Renal was 
ambiguously hostile, you'll find that Mae'Var is much less ambiguous. 
He'll give you a job to go steal a religious item from a church, either
the temple of Lathander or the temple of Talos depending on your 
alignment. Head off to the Temple District.

(x=400, y=650) Skydrop Gem
(x=400, y=850) 5 gold
(x=500, y=800) 16 gold
(x=630, y=700) Turquoise Gem
(x=630, y=680) 1 gold
(x=1000, y=400) Dagger, Small Shield, 5 gold
(x=740, y=240) Dagger, 4 gold

Temple District (AR0900)/(AR0902)/(AR0904)
8) Enter either the Temple of Lathander (AR0902) (x=2850, y=1500) or the
Temple of Talos (AR0904) (x=1900, y=2200). Either way you'll need to
wait until night for the temples to clear out. When you have either the
Statuette of Lathander or the Necklace of Talos head back to Mae'Var.

(x=1250, y=1500) 99 gold
(x=1400, y=1450) Sunstone Gem, Statuette of Lathander
(x=1350, y=1450) Sunstone Gem
(x=1400, y=1450) Lynx Eye Gem
(x=1800, y=950) Potion of Extra Healing x2
(x=750, y=600) Potion of Extra Healing x2
(x=470, y=850) Jade Ring, 23 gold
(x=320, y=750) Scroll of Protection from Poison

(x=1500, y=360) Potion of Extra Healing x2, Antidote
(x=1650, y=400) Potion of Extra Healing x5, Wand of the Heavens,
		210 gold
(x=700, y=1000) Potion of Insight, Necklace of Talos
(x=500, y=300) Scroll of Protection from Cold, 
	       Potion of Storm Giant Strength
(x=400, y=250) Bloodstone Gem, Potion of Insulation
(x=250, y=250) Bloodstone Amulet, Antidote x2, 6 gold

Mae'Var's Guildhall (AR0321)/(AR0322)/(AR0323)/(AR0324)
9) Mae'Var will brush aside your act of skulduggery and you'll get a
nice experience reward. He then decides he's too busy for you and refers
you to his right hand man, a 'bloody good spellcaster' named Edwin. Oh
boy. Head back upstairs and take the stairs to the second level (AR0323)
at (x=1100, y=400).

(For returning to Mae'Var with your stolen artifact)
EXP	29500
10) Upstairs you'll find a room to the east that has a bunch of locked
doors and safes designed to test your Thief skills. If you still have
Potions of Master Thievery active you should definitely pick these
locks. Altogether they give a good bit of experience (14750 experience,
to be exact) and loot. The ones on the north wall are trapped as well,
further boosting the experience you'll get. when you're done looting
head up the stairs at (x=1000, y=500) to reach (AR0324).

(x=300, y=490) Antidote, Pearl Necklace
(x=400, y=460) 22 gold
(x=600, y=200) History of the Drow, 1 gold
(x=600, y=790) Skydrop Gem, Zircon Gem
(x=500, y=600) 10 gold
(x=550, y=600) 20 gold
(x=600, y=550) 30 gold
(x=630, y=500) 40 gold
(x=650, y=500) 50 gold
(x=700, y=450) 60 gold
(x=770, y=400) 70 gold
(x=900, y=500) 2 gold
(x=900, y=300) 80 gold
(x=950, y=300) 90 gold
(x=1000, y=250) Potion of Master Thievery x3, Waterstar Gem,
		Ziose Gem, 300 gold
(x=1050, y=250) Emerald, 100 gold
(x=1050, y=300) Potion of Perception
(x=1110, y=330) Rogue Stone
(x=1170, y=300) Lynx Eye Gem, Fire Agate Gem
(x=1200, y=350) Short Sword +2, Buckler +1, Studded Leather Armor +1

(x=1050, y=250)
(x=1050, y=300)
(x=1110, y=330)
(x=1170, y=300)
(x=1200, y=350)
11) Edwin is over at (x=850, y=350), and he's as haughty as ever. He
wants you to kill a Cowled Wizard by the name of Rayic Gethras. Seeing
as how we're not getting along with the Cowled Wizards, knocking off one
of their members is a welcome job. Leave Mae'Var's Guildhall and enter
Rayic Gethras' house (AR0315) to the west (x=1500, y=2220).

(x=1050, y=420) Bastard Sword +1, 35 gold
(x=1020, y=250) Dagger, 19 gold
(x=820, y=260) Fire Agate Gem, 63 gold
(x=500, y=370) Bastard Sword, 13 gold 
(x=670, y=750) Potion of Healing x2
(x=370, y=550) Gold Ring
(x=330, y=500) Spear +1

Rayic Gethras' House (AR0315)/(AR0316)/(AR0317)
12) Inside you'll find two Fire Mephits, two Magma Mephits, and two Ice
Mephits. These require no special tactics to bring down. Loot the room
and make sure you're rested and prepared before you head up the stairs
at (x=150, y=350). Haste and Protection from Evil 10' Radius is probably
a good idea, as is Defensive Harmony. Equip whatever +2 weapons you
have. For me this means those Maces +2 I stole, and Bullets +2 and
Arrows +2 where available. Resting in this house was where I encountered
my first dream, by the way.

(x=500, y=250) History of the Red Ravens,
	       Scroll of Protection from Magical Energy
(x=440, y=150) Scroll of Clairvoyance, Cursed Scroll of Weakness

(x=440, y=150)
13) Upstairs you'll find much more worthy foes than Mephits. Two Stone
Golems-which are fairly rough at this stage in the game-await you. They
aren't push-overs in melee, they have the ability to slow party members,
and they can only be hurt by +2 weapons. With all the gear we've been
stealing, however, they fall readily enough, especially with us being
spell-buffed. Dorn, especially, makes an impact with the Sword of
Chaos +2. Before I loot this level I head upstairs while my spell buffs
hold (x=400, y=700).

(x=400, y=270) 115 gold
14) Rayic Gethras isn't much for talking, and he goes hostile after just
a bit of chatter. By now Jaheira has hit 9th level as a Druid, and has
an Insect Plague prepared just for this fight, she casts it as soon as
she can. As soon as combat starts Rayic will let loose with a Spell
Trigger, protecting himself with Protection from Magical Weapons and
Protection from Normal Missiles. He'll also get a Globe of 
Invulnerability and a Stoneskin up. He is, safe to say, one rough 
customer at our level. However, if Jaheira gets her Insect Plague off
he will be unable to cast spells for a few precious rounds... long
enough for my party to whittle through his Stoneskin and for his
Protection from Magical Weapons to wear off. His first move is to cast
Symbol, Fear, which will pretty much be game over if he doesn't get hit
with an Insect Plague, or even if he does, if he affects your whole
party. One way around this is to just head up with the main character
and Jaheira. My main character attacks and Jaheira stays back and casts
her spell. If he gets his Symbol, Fear off, the rest of the party can
then jump in when Insect Plague has rendered him helpless and beat him
down. Another way to get around it is to just cast Remove Fear. Either
way, When he dies Rayic Gethras will leave behind Bracers of Defense
A.C. 7, a Scroll of Charm Person, a Quarter Staff +2, and 40 gold. Rob
his house and leave.

(x=250, y=500) Scroll of Mislead, 1 gold
(x=550, y=400) Wand of Fire, 220 gold

(x=250, y=500)
(x=550, y=400)
15) Head back to Mae'Var's Guildhall and talk to Edwin. Next he'll ask
you to get some documents from a merchant named Marcus at the Sea's
Bounty. Head back outside and enter the Sea's Bounty (AR0313) 
(x=2100, y=2100). Whatever you do, do not bring Jaheira in with you. It
starts a quest we really have no need to complete just yet.

(For reporting in to Edwin after killing Rayic Gethras)
EXP	20000

Sea's Bounty (AR0313)/(AR0314)
16) You'll find Marcus at (x=530, y=430), and there are many ways to
deal with him. If you're fast and strong enough you can simply snap his
neck without raising a fuss. You can pay him 250 gold... or negotiate
down to 200 for the documents. Lastly, you can threaten him for them. Of
course you can always try to pick his pockets, but with Yoshimo that
means he's going to have to use some Potions of Master Thievery to
succeed. Report back to Edwin and he'll inform you that you have one 
last task to complete, this time from Mae'Var.

(For bringing Marcus' documents to Edwin)
EXP	10000
17) Go downstairs and pay Mae'Var a visit. He'll give you one last 
mission; head back to the Sea's Bounty and kill a traitor named Embarl,
bringing back his dagger as proof. This time enter the door at 
(x=2250, y=2050) to reach the upper level of the Sea's Bounty.
18) You'll find Embarl at (x=580, y=320). You again have multiple 
choices. First you can just kill him and grab his Leather Armor, Potion
of Invisibility, Elixir of Health, Embarl's Dagger and 36 gold. Or you
could just let Embarl go in exchange for his dagger. Either way take the
dagger back to Mae'Var and you'll get rewarded, albeit dismissively.
He'll tell you to go see if Edwin has any use for you.

(For bringing Embarl's Dagger to Mae'Var)
EXP	18750
19) Edwin guesses that you're not here as an obedient recruit for 
Mae'Var and offers to help you find the hard evidence that Renal wants.
He will offer his magical services to you now, along with the key to the
strongbox in Mae'Var's suite. If you're playing an evil party you should
happily accept Edwin into your party. For all Edwin's potency, he does
have some rather glaring omissions from his spellbook. Have him scribe
Blur, Knock, Invisibility, Stinking Cloud, Dispel Magic, Slow, Improved 
Invisibility, Stoneskin, Greater Malison, and Confusion to bring him up 
to speed. Head downstairs and open the cabinet at (x=500, y=300) to find
Mae'var's Letter and Worn Whispers (aka Boots of Stealth). Yoshimo or
my protagonist puts the boots on by default. With the evidence in hand
head off to tell Renal.
20) Renal will be delighted to see you, even more-so when you give him
evidence of Mae'Var's treachery. You'll get a hefty experience reward,
and one last mission from Renal Bloodscalp; go kill Mae'Var. With

(For bringing Renal proof of Mae'Var's treachery)
EXP	48250
21) I suggest spell-buffing before returning to Mae'Var's Guildhall, as
all the Shadow Thieves within are now hostile. They are fond of getting
backstabs, and will use Potions of Invisibility and Oils of Speed to
buff themselves in Combat. I've had Zyntris deal 82 damage with a single
attack before, which is well more than ridiculous. Needless to say, keep
unprotected characters safe... perhaps even outside. It only takes one
bad backstab to ruin your day. One tactic you can use to blunt the
offensive of the Thieves is as follows: head inside with one protected
character. In this case I used my protagonist spell-buffed with
Stoneskin, Blur, and Mirror Image. The Thieves directed their lethal
backstabs at them to no avail, then I brought in the rest of my fighters
to take them down, leaving my weaker characters (like Edwin) outside.
Head up the levels clearing out Shadow Thieves as you go. It's possible
to repeat the process above on the next floor, as well.

Note from Lee:
I recommend going up the exterior stairs and entering on the third floor
(x=3425, y=2150), then working your way down. There are no attackers on
the third floor at all, and you enter the second floor in a
strategically superior position. Plus you don't have the problem of new
attackers coming at you from both the floors above and the floors below.
If you have at least two characters equipped with ranged weapons, you
won't even need spells (or buffs) to clear the second floor. By standing
at the foot of the stairs, if you do happen to get into trouble, you're
poised to go back up and regroup (or ambush and take out attackers one
at a time if they follow). Same with moving down from the second to the
first floor, and again down to the lower level. I got thru this without
spell buffing at all, although I did take some damage in the final fight
with Mae'Var.
22) Once the upper levels are clear head down into the cellar to
confront Mae'Var. Mae'Var has some Assassins with him and a Priest of
Cyric, but for all that, this is a very easy fight. You have two options
to win this fight hassle free. Use Edwin to conjure a Lesser Fire
Elemental, which will be immune to their weapons. Then just let the
elemental kill them all on its own. Or you can use Jaheira's Insect
Plague to eliminate their spell casting and send many of them fleeing.
Or do both to ensure a complete rout. Loot Mae'Var for Shadow Armor
(great for Yoshimo!), Arrows x40, a Scroll of Oracle, a Pearl, a Sphene
Gem, a Water Opal, a Horn Coral Gem, a Short Sword, a Composite Long
Bow, and 769 gold. In one of the cells you'll find a prisoner named
Kamuzu (x=600, y=500). Do what you will with him, but if you're nice, he
might just come back and lend you a hand one day... When you're done go
report to Renal.
23) You'll get your reward all right. Each character will receive
45500 experience and the party gets a huge sum of gold... so much so
that you should be close to what Gaelan requires (if so, see Step #22,
next). If you're a Thief you'll also be offered ownership of Mae'Var's
Guildhall, if not, or if you turn down the offer, you'll get 'The
Shadow's Blade +3'. You can play with your guild if you wish, but time
is of the essence. Before we deal with it we should secure Korgan and
Edwin's loyalty [WLK008]. Since, however, you may or may not be
recruiting the individuals in question, it's my organizational method to
include the guild/stronghold quests immediately after completing the
quest where you obtain said guild/stronghold. Skip about as you please.

Note: You can only have one stronghold at once... which only matters if
you are a multi-class character, since the strongholds are only offered
to specific classes. If you decide you want a certain stronghold, turn
down other offers you recieve beforehand.

(For reporting to Renal after killing Mae'Var)
EXP	45500 (each character)
Gold	10500
Item	The Shadow's Blade +3*

*You'll only get this item if refuse the guildmaster position, or your
protagonist is not a Thief (and hence, unqualified).
24) The following encounter will occur now that we have so much money-
15,000+ to be precise, and after the reward we just received, it's very
likely you'll have this amount. When you leave the building a woman
named Valen will show up and talk to you. She's got a better offer for
you, or so she says, and asks you to meet her Mistress in the Graveyard
after sundown. Brus will show up shortly thereafter and tell you that
Gaelan wants to sweeten the deal before you meet your new contact. Looks
like both sides are very keen on what we're doing. You might see other
altercations between the two guilds traveling around at night like the
encounter you had with Hareishan, and another later encounter you might
have with another vampire named Salia. If you pay Gaelan a visit he'll
tell you that the bosses have changed their minds and decided that
15,000 gold is enough for their aid. How curious. Anyways, both sides
want our money-and our allegience, but I'm not yet ready to make any
such decisons. There are two ways to avoid seeing Valen's mistress, who
waits for us in the Graveyard district-our next destination. First,
spend some of that money we got until we're under 15000 gold, or second,
just go to the Graveyard during the day. Simple enough. Resting up for
our run into the Graveyard triggers my second Irenicus dream. The good
party can keep Korgan and Edwin around if you want the expereince for
completing their quests (covered in [WLK008]). If not, drop them off and
head to The Adventurer's Mart and buy the Sheild of Balduran from
Deidre-it'll come in handy during the Unseeing Eye quest [WLK009], which
is their goal.

|								       |
|			  Thieves' Guild Quests			       |
|								       |
Sequence of Events:						{WLK007}
		1) Introduction to the Guild Hall
		2) Rattell the Fence
		3) Jariel the Taskmaster
		4) Ama's Revenge
		5) Whodunit?

Your Guildhall (AR0321)/(AR0322)/(AR0323)/(AR0324)
1) If you are playing a Thief (single, multi, or dual-classed), or if
you have the Multiple Strongholds mod installed, you will be offered
Mae'Var's Guildhall following his timely demise. It's a good way to make
money, and it offers you a few more things to do, but nothing too
extravagant. This section of the FAQ will cover this guildhall, to be
pursued when you have the time and inclination.
2) First things first. You'll find a man named Rattell (x=430, y=570)
standing where Gorch was, who is willing to fence goods for you. He
doesn't have the selection Gorch does, but he does have some interesting
scrolls you can pick up. Or at least Invisibility ,10' Radius, which
will come in handy once in a while.

|Mage Spells| Rattell the Fence
1st-Magic Missile
1st-Protection From Evil
1st-Shocking Grasp
2nd-Melf's Acid Arrow
2nd-Mirror Image
2nd-Resist Fear
2nd-Stinking Cloud
3rd-Invisibility, 10' Radius
3rd-Hold Person
3rd-Lightning Bolt
3rd-Monster Summoning I
3rd-Protection From Normal Missiles
5th-Animate Dead
5th-Cone of Cold
5th-Monster Summoning III
5th-Shadow Door
3) The thing to do in the Thieves' Guild is to talk to Jariel
(x=720, y=320), who will give you the run-down of how this works. You 
have a stable of thieves and you can direct them to do a variety of jobs
with varying degrees of risk. The riskier the job the more money it 
makes, but the more likely they'll get put in prison. If a Thief gets 
put in jail you'll have to bail them out, which costs you money. See the
gamble involved herein? All of these success and fail rates are handled
with dice rolls under the hood and you'll get news of their successes
roughly every week. Pick settings you like and if they aren't bringing
you a profit change them as needed. You must pay your dues to Renal,
however, so keep in mind depending on the prowess of your thieves and
Renal's humor you might actually lose money. This typically only happens
if a few of your thieves get caught and you don't bail them out, 
reducing the operatives you have on the field and thus the potential
income they might bring. Going with low-risk jobs typically gets you
more than enough to pay Renal and keep some pocket change, as well.
When you need to pay Renal a Thief named Joster (x=700, y=290) will show
up, at which point you really need to pay him off. 

Note: Unlike most events in this game that seem random but aren't, this
one actually is. After you change the variables of each Thief's mission,
a simple random number is rolled and checked against the difficulty of
the mission. It's a simple 100-scale percentile roll, and oddly enough,
it's checked immediately after you give your orders-not when they come
back. Anyways, the more difficult the mission, the less likely they are
to succeed... which typically involves you paying a bribe to get that
Thief back in action. If you play it safe and pick the lowest difficulty
options every time you'll make the least money... but you'll be almost
guaranteed success. Performing low-risk missions, I typically made a
steady income of 1600 gold per five days. Joster will ask for between
300 and 1000 gold every time dues are... well, due. The amount of money
you'll make depends not only on the risk of the missions you send your
Thieves on, but also on how diligent you are about checking up on your
guild and ensuring your rogues are working. Renal will collect his dues
even if your rogues are standing idle. If you fail to pay Renal's
representative in time, you'll lose your guild. If you lose your guild,
you can go pay Renal 4000 gold to get it back.

That's just the basics, though, for those of you who don't want to
delve too deeply into things. For those that do, here's the full
details. Each Thief has a number of variables you can set-a 'safe'
option and a 'risky' option. Risky options return more money, but
incur a higher rate of potential incarceration. With no risky options,
their rate of success is 90%. With one risky option, the rate of
success is 80%, with two, it's 65%, and finally with three it drops down
to 50%. If one of your rogues is caught during their mission, they
obviously won't generate any profit, and to have them handy later,
you'll actually have to pay up. Depending on their potential profits
as the risk goes up, and the cost of bailing them out, some rogues
will make you much more money, over a long-term period, with riskier
tasks. To factor their long-term profitability based on risk, I
simple simulated ten 'runs' with each rogue and added up the money
they'd make each time at a certain risk-factor (risk 0 is no risky
choices, risk 1 is one risky choice, and so on). From this total I
subtracted an amount based on how likely they were to be incarcerated-
for example, after ten runs at 'Risk 3' Hanz could potentially make
you 9000 gold... but with a 50% incarceration rate, that drops to
about 4500 gold for a ten-run span. With a 100 gold bribe per capture,
that drops us to 4000 gold total-or an average of 400 gold per run at
the highest risk. This value is noted in the 'Average' row on the
table below.

	| Rogue	|Risk 0	|Risk 1	|Risk 2 |Risk 3 | Bribe |
	|	|  10%	|  20%	|  35%	|  50%	|	|
	|Hanz	|  200	|  400  |  600	|  900	|  100	|
	|Average|  170  |  300	|  355	|  400	|-------|
	|Goshan	|  200	|  300	|  500	|  750	|  200	|
	|Average|  160	|  200	|  255	|  275	|-------|
	|Kretor |  250	|  500	|  750	| 1000	|   50	|
	|Average|  220  |  390	|  470  |  475	|-------|
	|Morsa	|  100	|  250	|  500  |  750	|  250	|
	|Average|   65	|  175	|  237.5|  250	|-------|
	|Varia  |  150	|  300	|  500  |  800	|  300	|
	|Average|  105	|  180	|  220	|  250	|-------|
	|Total	|  900	| 1750	| 2850	| 4200	|-------|
	|Average|  720	| 1245	| 1537.5| 1650	|-------|

As you can see from the chart above, not all rogues are made the same.
Different jobs, different crimes, different penalties. Kretor is the
king when it comes to profit, while Varia and Morsa kinda suck. A trend
that is univeral, however, is that there is a huge leap in profit if
you pick one risky element for each rogue. In the long run, you earn
more money as risk increases, but I tend to neglect to do this simply
because it's extra clicky work getting them all out of prison. Still,
at risk factor one (not to be confused with warp factor one) you'll
make nearly twice as much as with no risk. The rate of return falls off
sharply thereafter-with risk factor two you'll make about 20% more than
with risk factor one, and with maximum risk, the return is only
marginally better (less than 10%).
4) You will also find Lathan (x=600, y=270), who will tell you when
problems arise that require your personal attention. You'll be told that
there is nothing at this time that requires your attention, only to 
have somebody named Ama show up and ask you to serve as a decoy contact
for a politician who is causing the guild trouble. If you freed Kamuzu
from Mae'Var's Prison he'll show up and warn you about Ama, saying she
was... close... to Mae'Var, and she is not to be trusted. Good to know.
Let's deal with this little problem then, shall we? When you arrive at
Waukeen's Promenade you'll find Ama, who will implore you to wait.
Eventually a man named Sir Greshal will arrive and Ama will spring her
ambush. A number of Muggers will pop out and fight in a similar fashion
as the Shadow Thieves. Still, one Insect Plague should win this fight
in short order. When Sir Greshal dies he'll leave behind a suit of
Splint Mail, a Small Shield, a Bloodstone Gem, a Mace +1, and 21 gold.
On Ama you'll find a suit of Studded Leather Armor, Potions of
Invisibility x2, a Potion of Extra Healing, a Horn coral Gem, Poisoned
Throwing Daggers x20, a Dagger, and 340 gold. 
5) Go back to Lathan, who will apologize for his lapse in security. If
you kick him out you will-as he warns-not be able to complete the rest
of the guild quests. I grudgingly keep him aboard. You will be told that
Kretor has been paying his dues to you out of his own pocket, as one of
the pickpockets underneath him has been skimming the profits. Apparently
they know who it is, but aren't coming forward with the information as
they don't trust you yet. You'll have several options to deal with the
situation. Let Kretor deal with it himself. Kill them all. Randomly
kill one of them. Or dock all of their pay. If you dock all their pay
the guilty one will turn up dead, and everything is resolved. That's it
for the SHadow Thief guild... you can still collect your money and
assign missions, but the quests are over. Seems kind of underdeveloped,
doesn't it? Especially compared to some of the other guilds... oh well.

|								       |
|		  The Book of Kaza and the Nether Scroll 	       |
|			(Securing Korgan and Edwin)		       |
Sequence of Events:						{WLK008}
		1) Edwin's Ambition
		2) Adoptor-Seeking Arenthis
		3) Wellyn's Rest
		4) Tomb (AR0810)
		5) Uncle Lester's Revenge
		6) Tomb (AR0812)
		7) Stein and Company
		8) Tomb (AR0813)
		9) Tomb (AR0807)
		10) Buried Alive
		11) Sethle's Confession
		12) Tomb (AR0805)
		13) Tomb (AR0806)
		14) The Lower Tombs
		15) Spider Central
		16) Pai'Na's Den
		17) Finishing the Lower Tombs
		18) I Hate Level Drain, I
		19) To the Split
		20) Sarcophagi Skeleton
		21) Nevaziah
		22) Sniped by Shagbag!
		23) Shagbag Strikes Again
		24) Korgan's Revenge
		25) Edwin's Translation
		26) Edwin's Transformation
		27) Edwin's Tracker

Graveyard District (AR0800)
1) When you arrive Edwin will mention the Nether Scroll-which Edwin is
sure lies in the lower tombs in Athkatla. This is the first area in the
game we'll explore in a traditional fashion... you know, going around,
exploring all the places, collecting quests, and otherwise doing
adventure-y type things, in contrast to briefly running through like we
have been doing.
2) Over at (x=1450, y=1920) you will find Arenthis, a priest of
Lathander and his charge Risa (x=1470, y=1970). He'll ask you to find a
caretaker for Risa. Fortunately, just such a thing exists right here in
the Graveyard District. Over at (x=920, y=820) you'll find Kamir, a
Paladin mourning the loss of his adopted son, Stefan, who was killed by
bandits in Kamir's absence. If only there were SOME way he could, I
don't know, get another orphan? After all, if at first you don't
succeed, try, try again. Suggest Risa to Kamir and you'll get an
experience reward. Wait a while for Kamir to get over to Arenthis and
Risa and you'll get a bit more experience.

(For finding a adoptive parent for Risa)
EXP	12250 + 3000

Arenthis and Risa have been moved for the Enhanced Edition. They used
to be standing over at (x=2350, y=1880) and (x=920, y=820), near the
Tomb of Dragomir... which of course, didn't exist in the original game.
Or rather, it existed, but it wasn't important.
3) Head north-west to find some Halfling 'Mourners' at about
(x=1620, y=1730). They are Wellyn's parents, whose ghost will be here at
night. There are ways to get this quest now without having to advance
the story (namely by being too poor to pay for the help of Valen's
mistress), and I'll mention the quest here just to complete the
Graveyard District. At night you'll find Wellyn wandering around his
grave-or rather, he'll find you and initiate dialogue. He'll tell you
that he was killed by a Thief, and he needs his bear, Littleman, so he
can rest. The Thief is one 'Llynis', who spends most his time at the
Copper Coronet. To reach Llynis you'll have to get access to the back
rooms, which you can achieve by talking to Lehtinan (x=400, y=1220) and
selecting dialogue options #1, #2, #2, and #1 (among other options).
Llynis is at (x=660, y=550), and you can talk him into giving you the
bear... but why not just kill the bastard? Regardless of how you do it,
get Littleman back and give it to Wellyn. If you wait until day and talk
to Wellyn's parents you'll get some more experience for your trouble,
but no reputation increase... the kind of reward you think such a good
deed would warrant... ah well.

(For giving Wellyn his bear, Littleman, so he can rest in peace)
EXP	15500

(For talking to Wellyn's parents)
EXP	5000

Tomb (AR0810)
4) Anyways, now that the Halflings are gone, continue into the tomb at
(x=1450, y=1850). Inside are two Skeleton Warriors... nothing as
terrible as the ones in Baldur's Gate 1, however. They won't hit you
much, and aren't immune to non-magical weapons. They do, however, still
have Two Handed Swords +1, which will sell well.

(x=450, y=400) 29 gold
5) Exit the tomb and head north-west to find a scared peasant named
Nevin, who begs you to help put down his dead uncle Lester. Uncle
Lester will show up and the two will argue. Note that the voice of Uncle
Lester is the same actor who does Harold, from the Fallout series. Uncle
Lester will then attack Nevin, and you can jump in to save him, if you

(For saving Nevin from Uncle Lester)
EXP	6500

Tomb (AR0812)
6) Ignore the tombs at (x=900, y=1650) and (x=650, y=1800) as they are
ways to get to where we're going, and it should not be explored before
we're done with the rest of the graveyard. Instead go into a tomb at
(x=1350, y=1200). Korgan grabs the Battle Axe +2.

(x=400, y=350) Battle Axe +2
(x=350, y=300) Bloodstone Amulet, 1 gold

(x=400, y=350)
7) Near the middle of the level, at night, you can find Stein 
(x=1720, y=1050) near the Crypt at (x=1670, y=1000). Talk to him, and
pick option #2 to question his activities. If you threaten to put him
down, he'll summon two of his buddies. They're weak, and really don't
drop anything of value.

Tomb (AR0813)
8) Go up some stairs and into another tomb (x=1670, y=1000) to find two
Shadow Fiends and a Mummy. Everybody has magical weapons by now, so 
this isn't a hard fight, just watch out for the Mummy's ability to
disease you and the Shadow Fiend's paralysis. Both of which can be 
cleared up easily enough with Clerical spells, but in the middle of a
fight it can be annoying.

(x=400, y=350) Gold Ring, Skydrop Gem

Tomb (AR0807)
9) At (x=2250, y=1100) you'll find another tomb, this one has two
nobles standing outside of it by the name of Arthur (x=2240, y=1200) and
Maggie (x=2150, y=1150) who will reminisce over their deceased butler
Jeeves. Go inside, loot, and leave.

(x=400, y=350) 34 gold
10) Go up some stairs to the north-west and you'll get the following

"Nearby you see an open grave. A chill runs up your spine as you hear a
sound emit from it. You shake your head and continue walking. The sound
is clearer now. You are not imagining it. Muffled cries for help are
coming from the grave."

Click at (x=1000, y=670) to help the poor soul. The man in the grave,
Tirdir, will talk to you, thanking you for rescuing him. He'll tell you
that some men held him hostage and buried him alive when they received
the ransom money they asked for. He'll tell you one of the men wore a
bright red shirt, and give you a piece of it to help in your search and
he'll tell you that the Gravekeeper spoke to this red-garbed man. Edwin
will complain about doing something as useless as helping a peasant
out... Wait... Red clothes? Nah, couldn't be.. Anyways, if you want to
finish this quest now, you'll need to skip over to [WLK020],
Steps 10-12.

(Rescue Tirdir from his grave)
EXP	6500
11) Speaking of a Gravekeeper... Over at (x=1550, y=400) you'll find
Sethle  the gravekeeper. Talk to him and threaten him a bit and he'll
eventually capitulate and spill the beans, telling you that the man in
red you're looking for can be found in the Bridge District.

Tomb (AR0805)
12) Go in the tomb near Sethle at (x=1450, y=400). Inside you'll find
two Mummies and a Skeleton Warrior. Give the Mummies priority, because
again, they can cause disease. Pummel them, loot, and leave.

(x=450, y=400) Silver Necklace, Scroll of Identify, 6 gold

Tomb (AR0806)
13) Head over to the tomb at (x=750, y=850) where you'll find the Crypt
King. He's got a lot of Hit Points and can dish out some serious damage
He's immune to non-magical weapons but thankfully he's got a fairly low
Armor Class. It wouldn't be a bad idea to Haste up and use some Clerical
spell-buffs before taking him on, as at this point he'll likely do some
damage to your characters. He also likes to start things off by casting
Horror, so counter with Remove Fear. He's not hard in the grand scheme
of things, but when the best of my characters is boasting a -4 Armor
Class he can do a lot of damage. When he dies he'll leave behind a
Helmet, a Garnet, and Namarra +2. Namarra is a Long Sword +2 that can
cast Silence 15' Radius three times per day. Not only is a +2 weapon an
improvement over my Fighter/Mages' Katana +1, but it also serves a
useful purpose in being able to foil enemy spell casters. It's not a
great weapon by itself, but its ability to cast Silence 15' Radius means
it might be a good idea to keep it on hand long after it's melee
usefulness has been eclipsed by more powerful weapons.

(x=400, y=350) 9 gold*
(x=350, y=300) Ziose Gem*, Scroll of Summon Efreet*

*In a later playthrough, these containers yielded three scrolls-a Scroll
of Mislead, a Scroll of Flesh to Stone, and a Scroll of Abi-Dalzim's
Horrid Wilting.

Lower Tombs (AR0801)
14) Now it's time to get down to the Lower Tombs. I prefer taking the
entrance marked on your map at (x=2600, y=850). You'll have to be 
careful down here, as there are a fair number of traps. In the cavernous
chamber immediately to the west are a variety spiders and Ettercaps. You
should view Ettercaps as much more severe threats at this point. Swords
Spiders can't really do much more than harass you, but Ettercaps can
poison you, which is much more annoying. Work your way around to the
south and  Korgan will tell you that you're close to the tombs he's
interested in. These tombs can be found by taking the area exit at
(x=2700, y=3300), but we should finish off (AR0801) before we head to

(x=3550, y=1900) 
15) North from the exit to (AR0802) you'll find another exit. When you
approach a Sword Spider, Phase Spider, and Wraith Spider will show up.
Kill them and spell-buff before before you head to the ominous web-dome
to the north (x=2400, y=1400).

Pai'Na's Den (AR0804)
16) Once you arrive you'll be bothered by a Dark Elf named Pai'Na in a
place reminiscent of where you fought Centeol in the first game. She'll
summon a host of weak little spiders to help her, which a Fireball will
kill admirably. I hit her with Namarra's Silence 15' Radius ability and
chop her down. Insect Plague also works well, and it's just as good at
killing her Spiders as it is for stopping her spells. Have some Slow
Poison spells ready, as her Spiders do some outright stupid poison
damage. When Pai'Na dies she'll leave behind a Black Spider Figurine and
a Quarterstaff. The spider summoned by the figurine isn't terribly 
strong, but having anything that can distract enemies is good. Loot her
web for some more toys, namely the Pale Green Ioun Stone. It won't
protect you from critical hits and it doesn't give you an Armor Class
bonus, but it's still a nice item to put in your helmet slot. Put it on
a character that struggles with Hit Points and THAC0, but otherwise has
a good Armor Class. Also, since it does not protect you from critical 
hits it should go on a more... secondary Fighter. Viconia stands out as
the best choice for this item, but Jaheira is a good choice as well. In
the latter instance she can pass off the Helm of Balduran to a stronger
Fighter. The Scroll of Spell Immunity is also rather useful in certain
situations. For example, if you know an enemy is going to try something
sneaky like cast an Imprisonment spell you can use this spell to become
immune to Abjuration spells, or if you know an enemy is going to hit you
with death spells you can become immune to Necromancy. You can even
prepare multiple instances of the spell to become immune to multiple 
schools of magic... In fact, this spell is the back-bone of my anti-
Lich strategy, and is perhaps the best defensive spell against magic in
the entire game. Paired with the Cloak of Mirroring, you can-for all
intents and purposes-become immune to enemy spells... or at least all
the ones that matter.

(x=600, y=380) Pale Green Ioun Stone, Scroll of Spider Spawn,
	       Scroll of Spell Immunity

Note from Lee: in my case, the Pale Green Ioun Stone goes on Edwin. My
party is very well protected, due to having steal/sold over 300k worth
of items to Gorch in Mae'Var's Guildhall and then purchasing all of the
best weapons and armor available at this point in the game. Since Edwin
cannot wear a helmet, and I don't want to lose the critical hit safety
on the rest of the party, it's the best choice.
17) Head back out to (AR0801) and continue west to find some more 
spiders, traps, and loot. You'll also find entrances to the outside, and
to the north you'll find a door you can't open yet. As for the scroll of
Horrid Wilting we'll find; Horrid Wilting is one of the best direct
damage-dealing spells in the game for several reasons. Firstly, it
simply out-powers spells like Fireball (10d6 versus 20d8). Secondly it's
not fire damage, so fewer creatures are immune to its effects. And
lastly, and most importantly, it won't affect party members. Since you
can throw it into combat with impunity it'll become one of your most
effective weapons... just as soon as you can cast 8th level spells. Save
it for Imoen or Edwin to scribe later. You definitely don't want to have
a character learn it who you won't play with, and being a multi-classed
Mage, my main character isn't going to be able to cast it for a long,
long time. When you're done looting head over to (AR0802).

(x=1100, y=3000) Scroll of Ray of Enfeeblement, 
		 Scroll of Minor Spell Deflection, Wooden Stake,
		 Arrows x80, Throwing Axes x30, Bolts x80
(x=900, y=3570) Scroll of Abi Dalzim's Horrid Wilting, Gold Ring,
		Scroll of Color Spray, Scroll of Protection from Fire
(x=420, y=3350) Bluestone Necklace

(x=1100, y=3000)
(x=1150, y=3150)
(x=900, y=3570)
(x=750, y=3700)

Southern Dungeons (AR0802)
18) This room sucks. Ahead of you is a mosaic of a person's bust, on top
of which are several traps. If you go forward too far you'll provoke an
attack by assorted undead, the worst of which are Wights, which can
cause level drain. I must say that I HATE level drain, it's just a pain 
in the ass to cure, and it annoys me nearly as much as losing one of my
characters. The best defense against level-draining foes at this point
in the game is... well, Dorn. He's immune, which is a wonderful thing.
Just let him run up and draw the fire, while you use whatever ranged
weapons you have to assist. The good party, however, has to just rely
on ranged attacks and spells, as we do not yet have gear that grants us
immunity-and Negative Plane Protection just has a laughably short
duration. Failing that, rely on spell buffs like Blur and Mirror Image,
but keep in mind that while Stoneskin might negate damage, it won't
negate the level drain. Using summons as decoys works well, too, for
obvious reasons. There is also a Vampyre in the far corner which, while
not as strong as a normal Vampire can still level drain, and three
freaking levels a hit at that! So long as you don't go too far forward
you shouldn't draw it into your fight while the Wights are still alive.
Lead with Dorn or use summons as decoys while you pelt it at a range.
You can also use what I'll call our 'vampire Strategy': Have a Cleric
cast Chaotic Commands (a 5th level spell) and Negative Plane Protection
(4th level) on a Fighter. I typically choose my main character, who can
spell buff with additional magics. Then I engage with my main character
while the rest of my party lets loose with magical ammunition. Note,
this is also my strategy for dealing with Illithids, and once I obtain
the Amulet of Power I can dispense with Negative Plane Protection when
fighting level-draining foes.

(x=960, y=260) Pearl Necklace, Scroll of Protection from Electricity,
	       Bullets +1 x40, Darts +1 x40, 100 gold

(x=820, y=490)
(x=870, y=450) 
(x=900, y=530)
(x=1050, y=650)
19) Opposite where the Vampyre came from you'll find a secret door
(x=900, y=800). Head through it to find some Mummies. Further down the
hallway you'll find Shadows, a Shadow Fiend, and Wraiths. Thankfully,
no Wights. Continue on until you come to a fork, one path leading east
and another leading south.

(x=530, y=1300) Silver Necklace, Fire Agate Gem, Onyx Ring, 
		Arrows +1 x40, 70 gold.
20) To the east you'll find a trap in front of the sarcophagus at 
(x=820, y=1320). Disarm the trap and activate the sarcophagus to open
it. A Skeleton Warrior will appear, which can then be lured back to the
open area where you fought the Wraiths and easily dispatched. Search it
Halycon +1.

(x=820, y=1400) 
21) Continue further down the eastern tunnel to find a group of Mummies
and Ghasts. Fireball and Holy Smite work well to hinder them before
engaging, just don't catch party members in them. You'll eventually find
a Lich named Nevaziah if Edwin is in your party. Edwin demands the
Nether Scroll, Nevaziah declines, and a battle ensues. Nevaziah,
although a Lich of sorts, isn't nearly as dangerous as a true Lich. Get
on top of him with your Fighters, Edwin for his part interrupts him as
often as possible with Magic Missiles. A True Sight spell will keep most
of his mischief at bay, or at least prevent him from getting respite via
Shadow Door and protection with Mirror Image. When he falls Edwin will
claim his Nether Scroll. He's not quite done with the Nether Scroll just
yet, but it'll take him time to read and interprate it. Now Edwin is
satisfied, go back to where the path split and head south.

(x=2070, y=1250) Dagger +1
(x=2100, y=1200) Silver Ring, Moon bar Gem, Wand of Fear, 
		 Scroll of Reflected Image, Bolts +1 x40

(For claiming the Nether Scroll)
EXP	11750
22) Disarm the slew of traps on your way south until you come to an
open room where a Mummy, declaring itself to be a student of Nevaziah,
will attack the party for defiling the tomb and stealing the Book of
Kaza. Unfortunately it seems Korgan's old buddies have beat us here, and
Korgan is beside himself with rage. Search the tomb and leave. Korgan 
wants to go to Pimlico's and try to head off Shagbag and his crew.
Onward, to the Temple District.

(x=1230, y=2130) Throwing Axe x10, Composite Long Bow, Arrows +1 x8
(x=870, y=2370) Potion of Defense, 110 gold

(x=300, y=1600)
(x=450, y=1800)
(x=700, y=2060)

Pimlico's Estate (AR0905)
23) Pimlico's Estate is north-east of the Temple of Lathander 
(x=4300, y=1000), so head on over. Unfortunately, Pimlico is indeed
dead when you arrive, although why Korgan's crew would kill their boss
is a mystery (although people who would travel around with Korgan can't
be very nice folk.) He suggests finding them at the Copper Coronet,
where they are off celebrating. Loot Pimlico's Estate for some meager
treasure and head off to the Slums District.

(x=550, y=250) History of Tethyr, 2 gold
(x=750, y=110) Oil of Speed, 20 gold
(x=450, y=420) Tchazar Gem, 7 gold*
(x=350, y=470) Potion of Extra Healing x2, Dart of Wounding x1
(x=220, y=550) Greenstone Ring, 134 gold

*As a random treasure here, I've also obtained a Scroll of Pierce
Magic, instead of some pocket change.

(x=220, y=550)

(For discovering Pimlico's fate)
EXP	8750

Slums District (AR0400)
24) Go to the Copper Coronet and head up the stairs to the roof to find
Shagbag (x=2020, y=1730) and company. Korgan and him will exchange
pleasantries, after which cheeky hostility verily doth ensue. I hit
them with two Silence 15' Radius (one from Namarra and one from Viconia)
to ensure that their Cleric doesn't cause any trouble. I also summon
Kitthix next to him, which will hopefully distract a few of them.
Jaheira gets off an Insect Plague and the fight is well in hand. I loot
Shagbag for a suit of Chain Mail, a Helmet, a Medium Shield, the Book of
Kaza, a Short Sword, and 250 gold. Scrooloose has a suit of Chain Mail,
a Helmet, a Medium Shield, a Short Sword, and 200 gold. The Cleric has
a Quarter Staff and 49 gold, while the two Goons each have a suit of
Chain Mail, a Helmet, a Medium Shield, a Short Sword, and 100 gold. 
Korgan is now yours to keep for as long as you want him. He will ask the
party to go see to some business he is interested in with some fellow
named Madeen in the Government District, but unless you flat-out deny
him he'll stick around... even if you let time pass. Frankly at this
point in the game I could care less about Madeen, or Korgan's image,
for that matter. Oh, and the Book of Kaza is simply something you can

(For locating Shagbag and his posse)
EXP	5000

I now head over to a merchant and sell my accumulated wealth, bringing
me over 30,000 gold. I can now buy most anything I want, but considering
what's coming up next... it's time to get the Shield of Balduran from
Deidre in the Adventurer's Mart. I also get the Bracers of Defense
A.C. 3 more or less because it's the only other item I can afford. I put
the Shield of Balduran on Jaheira, as her Strength is a useless 15, and
she won't lose a thing by dropping down to 14. The Bracers go to my main
character, of course. This brings his Armor Class down to an acceptable
-2. Next up is the Unseeing Eye quest, but we really should let the
Edwin's business with the Nether scroll come to a conclusion, first.
If you're feeling frisky, however, skip on ahead to deal with other
quests while you wait for Edwin to complete his research. The remaining
Steps in this Sequence will cover the rest of Edwin's quest in a safe
setting where we can advance time at a whim-in the Copper Coronet. Of
course, you can use any inn/stronghold, as long as you can rest and
pass the time quickly.
25) Once in the Copper Coronet, go and rest for a few days, at which
point Edwin will exclaim that he has translated the Nether Scroll. He
will get a good chunk of experience before letting you continue on. Note
that in  between resting be sure to check on your Thieves' Guild lest
you lose it. Pursuing the Thieves' Guild quests is another alternative
to just frittering away time resting.

(For Edwin translating the Nether Scroll)
EXP	50000 (Edwin only)
26) Rest another day and Edwin will discover a spell of transformation
in the Nether Scroll, which he thinks is akin to the transformation of a
Mage into a Lich. He of course, being an ambitious Red Wizard of Thay,
has no qualms about becoming an undead monster if it means gaining 
eternal life and the powers of a Lich. Unfortunately Edwin's spell 
doesn't go quite to plan, and you end up with... Edwina.
27) This next step takes some time, so sit back, rest up, and have fun
watching your comrades taunt Edwin. To my knowledge Yoshimo is the first
and only character to actually refer to Edwin as 'Edwina'. Eventually a
Mage by the name of Degardan will show up and inquire about Edwin, who
is apparently not in good standing back home. The surprises never end...
Don't sell Edwin out or he'll turn hostile and there's no getting him
back. Wait some more and Degardan will show up again, spotting Edwina
for who she is. He'll dispel Edwin's unfortunate change of state,
after which a fight ensues. Degardan is fairly rough, but if you have
Breach and True Sight ready you'll be much better off. Degardan starts
out with a Spell Trigger unleashing a Stoneskin and Protection from
Magical Weapons. Again, you best friend is Insect Plague, along with
True Sight to keep him honest. When Degardan dies he'll leave behind two
Potions of Extra Healing, a Wand of Monster Summoning, a Scroll of Death
Spell, a Small Shield +1, a Quarter Staff +2, and 73 gold. Now we're
done with Edwin and Korgan for good.

As mentioned earlier in the guide, now is the ideal time for evil
parties to start appeasing Dorn and Hexxat with some opportune
questage. Dorn should get priority, as his actually has a time limit.
Dorn's quests are covered in [WLK045], while Hexxat's are covered in
[WLK046]. After you're done with those quests, feel free to join the
good party in their next objective-The Unseeing Eye quest, which will
score us some indispensible loot for both parties.

|								       |
|		          The Unseeing Eye Quest		       |
|	             (Recruiting and Securing Keldorn)	      	       |
Sequence of Events:						{WLK009}
		1) Ahh... Kobolds
		2) Cloak of the Sewers
		3) Roger the Fence
		4) Roger's Troll Problem
		5) Oozes, Slimes, and Jellies
		6) Keldorn
		7) Axing the Hatchetman
		8) The Old Tunnels
		9) The Gas Room
		10) Gaal's Request
		11) Looting the Cult
		12) Sassar's Request
		13) I Hate Level Drain, II
		14) The Lower Reaches
		15) Yuan-Ti Tunnel
		16) The Guardian's Riddles
		17) Guathicide and an Old Friend
		18) The Diseased Ones
		19) Empathetic Manifestation
		20) Tad's Secret Tunnel
		21) Ghoul Town
		22) The Brawling Hands
		23) Looting the Pit of the Faithless
		24) The Blind Priests
		25) End of the Unseeing Eye
		26) Destroying the Rift Device
		27) Collapse of the Cult
		28) Balance Restored

If you're the good party, you should have recruited Anomen, and kept
Minsc, Jaheira, and Yoshimo on board, and you're coming here right
from [WLK006], at the least. If you don't have the Shield of Balduran
(dealing with the Shadow Thieves should have provided us with plenty
of money) you might want to get it before continuing with this quest.
If you're the evil party, or you're following along chronologically, a
refrsher might be in course-we're investigating a mysterious new cult
that's causing the 'legitimate' religions above some concern. Enter the
sewers in the Temple District, for the sake of making my life easier,
use the entrance at (x=2550, y=2630).

Sewers (AR0701)
1) Head south-west to where the path splits and deal with a Green Slime.
There are tunnels leading north-west, south, and south-west. Now is a
good time to get back into the practice of scouting ahead, so as to not
run into dangerous encounters unprepared. To the north-west is a fight
with a group of adventurers we don't want to have just yet, so spell-
buff and head south-west. Be wary as you adventure around for groups of
Kobolds. Like in Baldur's Gate 1 these little reptiles seem drawn to
sewers, and while not dangerous on their own they can whittle down
health and be annoying. The exception is with Kobold Shamans. For some
reason my party is inclined to fail their saves against Hold Person
spells, even though by my level the odds should favor me...
2) Ahead you'll find a group of Kobolds, including Kobold Commandos.
More importantly you'll find a Raksasha standing in a depression, who 
has fair Hit Points, a good Armor Class, spell resistance, and immunity
to non-magical weapons. For all that, however, he's really just a tank
who'll cause trouble only if the spell-casting Kobolds nearby-the
Witch Doctor and Shaman-get spells off. If you start the fight out with
a Fireball and exterminate whatever Kobolds are left this allows you to
focus on the Raksasha without fear of spells like Hold Person. Keep in
mind that the enemies here have few answers to a creature who is immune 
to non-magical weapons, like say, a Fire Elemental? When the Raksasha
dies it'll drop a Long Sword and the Cloak of the Sewers. This is one of
those items that gives you a bonus to Armor Class regardless of whatever
other magical protections you have on... needless to say, it's something
you'll probably wear through the rest of the game. Give it to a front
liner with a lower Armor Class, like Korgan or Anomen (or Keldorn, when
we get him!), or a secondary Fighter who can't wear heavy armor. One of
the Kobolds will also drop a Short Sword +1.

(x=1230, y=1450) Scroll of Conjure Earth Elemental, 3 Gold, 
		 Dart of Wounding x20, Arros +2 x20, Bolts +2 x20,
		 Bullets +2 x20
3) From the center of the level (where the Raksasha was) head south to
find Roger the Fence (x=1690, y=2300) who will sell you stuff... and of
course, he'll buy things, too, including stolen merchandise. He'll also
tell you about a Sea Troll wandering about the sewers, and will pay you
500 gold to get rid of it. You can also buy (steal) a variety of potions
from him, including a host of Potions of Giant Strength, Potions of
Master Thievery, potions of Magic Shielding and Magic Blocking.
4) Go north-west until you find a Otyugh, which isn't too tough despite
the fact it can disease and slow you. Nearby you'll also find Roger's
Sea Troll. Beat it up and use a spell like Burning Hands, Melf's Acid
Arrow, Aganazzar's Scorcher, Fireball, Flame Arrow, or something similar
to  deal the last blow when it falls after reaching the 'Near Death'
status. If you stole a Sword of Flame you could use that, or some of
those Arrows of Fire you got from the Kobold Commandos. Return to Roger
to claim your reward.

(For killing Roger's Sea Troll)
EXP	9500
Gold	500

Note from Lee:
In 6 times playing thru this game, I've only once found an Otyugh here.
5) Head north from where you fought the Otyugh to find a chamber with 
an Ooze Mephit, Green Slimes, and an Ochre Jelly. All you really have to
worry about here is the Stinking Cloud the Mephit will unleash at the
beginning of the fight.

Note from Lee:
As above, I only found these foes here once.
6) Continue north to find Keldorn, who promptly slays a Zombie and then
addresses the party. Since the only reason we're here this early in the
game is to recruit Keldorn, you might as well bring him along. If you
are an evil party and don't care to recruit Keldorn, then by all means
ignore him. I can't imagine why any good party wouldn't want a warrior
of Keldorn's caliber on their side, however. He comes pretty well
equipped with a Two Handed Sword +2 that deals 5 points of magic damage
to an attacker every time Keldorn is hit and a special suit of Full 
Plate Armor +1 with Free Action. Note that when taking damage his sword
emulates a Fireshield: Blue, which stupidly counts as casting a spell
and can get you in trouble with the Cowled Wizards. Just something to
keep in mind when you get to the surface. Anyways, with or without 
Keldorn work your way around to the east. It's time to confront the 
enemies north-west of where we entered. Ignore the secret door at 
(x=1100, y=500), as it leads us to where Haer'Dalis is kept. If you want
him as part of your party, go to [WLK012]. As for me, I prefer to 
complete the Unseeing Eye quest and lock-in Keldorn, first.
7) Scout ahead to find a group of adventurers consisting of the
following folks: Rengaard, Gallchobhair, Gaius, Tarnor the Hatchetman,
Draug Fea and Zorl. They're a pretty diverse bunch, equal to any
adventuring party you could cobble together early in the game, with
plenty of fighting power and spells. What's worse is at this point in
the game they're likely higher leveled and better equipped: Rengaard is
a Fighter/Cleric (level 12/11), Gallcobhair is an 11th-level Fighter,
Gaius is a 14th-level Abjurer (specialist Mage), Tarnor the Hatchetman
is a 13th-level Fighter, Draug Fea is a 12th-level Fighter, and Zorl
is a 12-level Cleric. My evil party had about 450,000 experience per
character at this time, ranging from about 8th-11th level. Clearly,
in a direct confrontation I'm out-matched...

...So we'll just have to out-smart them. Head up to the group with one
character to trigger  Tarnor the Hatchetman to demand you pay 1000 gold
to pass. Decline his generous offer and quickly run back to your party.
If a few of the enemies followed you, spell buff and try to take them
out piecemeal. More likely they'll bunch up to spell-buff, which suits
me just fine.

Creep forward with a hidden character to map their location. Watch out
for Gaius, as he's easily the most dangerous character there. Not only
can he cast high level spells, but he'll use True Sight if he even
suspects an invisible or hidden character nearby. Once they are marked
spell buff your party and cast as many Chaos spells at the edge of their
group as you can (without bringing them into sight). Slow and Greater
Command are also worthy spells, in the absence of Chaos.

After the first round of spells is off, I summon Kitthix with the Black
Spider Figurine (any summon will work, however) and lead with some
fodder. The whole point of this is to get the enemy to focus on the
summon-right behind it will be Jaheira and my other spell casters. Once
Jaheira spots an enemy-any enemy-she'll cast Insect Plague on her
target, while my Mages hit the enemy with another round of debilitative
spells. If Jaheira were to get hit by Tarnor or Gallchobhair's ranged
attacks, it would disrupt her Insect Plague, and probably result in a
reload. A little summoned bait goes a long way in this fight by making
that unlikely to occur.

The Insect Plague will, of course, prevent the enemy from casting spells
and possibly cause them to  panic. With a little luck you can debilitate
the dwarves with Chaos and Slow, then focus on killing their spell
casters. First I target Gaius, and when he falls, I work my way through
the rest of the spell-casters (Zorl and Rengaard). All the while, Edwin
keeps the baddies pacified with Chaos and Slow spells, rendering them
completely unable to respond in any meaningful way. When they die
they'll leave behind the following loot:

Draug Fea: Plate Mail +1, Helmet of Charm Protection, Small Shield +2,
Wyvern's Tail +2, Scroll of Improved Mantle, Laeral's Tear Necklace and
119 gold.

Gaius: Scroll of Warding Whip and 34 gold.

Gallchobhair: Full Plate Mail, Arrows x40, Silver Necklace x2, Jade
Ring, Composite Longbow and a Long Sword.

Rengaard: Plate Mail, Garnet and a War Hammer.

Tarnor the Hatchetman: Full Plate Mail +1, Small Shield +2, Elixir of
Health, Gold Necklace, Hangard's Axe +2 and 119 gold.

Zorl: Plate Mail, Large Shield, Skydrop Gem, Mace and 19 gold.

Now that's a haul! The Full Plate Mail +1 can go on just about
anybody... except Keldorn, who has better already. I put the Helmet of
Charm Protection on Jaheira and if you kept Korgan, Hangard's Axe is a
great ranged weapon. Most of the other items I can't find a use for, but
they will at least get us a good hunk of gold. Anyhow, head over to the
exit to the Old Tunnels (x=100, y=400).

Note: Bioware recycled a few names between the two Baldur's Gate games,
either as fan-service, or simply because they're lazy. Zorl was the
name of one of the Merchant League owners in Baldur's Gate, there was
a bandit named 'Ioin Gallchobhair' in the first game, and Tarnor was a
petrified Dwarven hero encountered in Durlag's Tower. You tend to
notice these things after playing through the game a dozen times.

Note from Lee:
I split up my party into three groups for this encounter, each
consisting of a fighter-type and a spell caster; send one around and
approach from the west, another around and approach from the east, and
the third straight up the middle from the south - this will prevent
their area spells from affecting more than two characters at a time. 
It may take a try or two before you can get them all situated as close
as possible without starting the encounter, but once you do, spell buff
to the max and save. I normally initiate the encounter from the middle,
but it really depends on where your strongest fighter is. At any rate,
start the encounter and cast disabling spells from the sides
(Chaos, etc) while casting a Fireball or similar high impact spell from
the center. While this is going on, use your ranged weapons to start
dealing out damage, even if it's minor. Once that round of spells is
complete, repeat the process with a Breach or two to take down their
defenses, and have Jaheira throw out an Insect Plague. After that, swap
out ranged for melee weapons and let them come to you; they will have to
split up, and they are much easier to defeat in smaller groups than all
at once.

Haeravon Plays: Baldur's Gate 2 Enhanced Edition - 
Temple District Sewer Fight {VID001}


Old Tunnels/Upper Reaches (AR0202)
8) To the south-west is an Otyugh and a locked door (x=2770, y=500)
which we can't open yet. So head down a tunnel to the south-east and
kill a few  Shadows. You'll come to a room with some alcoves, and
south-west of this room is a chasm bridged by makeshift bridges with
more Shadows inside. Disarm the trap and some Ettercaps will appear.

Note from Lee:
To the south-west, I normally encounter either a Carrion Crawler or an
Otyugh at about (x=2760,y=650). After killing it, continue south to the
window at the end of the passage to cause the two Shadows to come around
and meet you in the hallway. This is a good time to use the hallway
combat strategy - while they are moving thru the dungeon to get to you,
you have plenty of time to arrange the party to put the three strongest
fighters in front. They can usually take out both enemies by themselves,
but a spell or two can't hurt. Either way, kill them both before heading
back north and then east to continue this step in the Ettercap room.
I use the doorway strategy here - get my strongest fighters in the
doorway with ranged weapons backing them up, then run across, disable
the trap, and run back to safety before the Ettercaps can catch my
thief - the Ettercaps are easy for 2-3 fighters who only have to fight
1-2 at a time. Have a couple Antidotes ready for after the fight.

(x=3300, y=920)
9) Continue south-west until you find a door (x=3100, y=1750) that
leads to a room with a valve in the middle (x=2950, y=1920). Only take
your Thief inside. As soon as you approach the center two Vampiric Mists
will show up and a Cloudkill spell will trigger. Go pick the door out
and lead the Vampiric Mists to the rest of your party where they can be
smote in detail. These critters are pains in the ass, as they can drain
levels from you. To make matters worse, while they'll start out fights
in a fairly straight-forward manner, once they take a bit of damage,
they'll go invisible and try and seek out the weakest, least-defended
member of your party (for me this is typically Imoen/Edwin). They'll
even try to do this if said party member is on the other side of the
level, or even in another sub-area! What assholes. At this point in the
game your best bet is to have them attack a character protected by
Blur, Mirror Image, and Improved Invisibility, and hopefully they'll go
down without managing to drain any levels. Shooting at them with
enchanted missiles and popping out a few Magic Missile spells before
they reach the party is also a good idea. The Enhanced Edition evil
party, however, has a better way of dealing with things-just send in
Dorn and have him cut down the Vampiric Wraiths. He'll take some damage
from the Cloudkill, sure, but it probably won't be too rough on him,
and overall, it's less hassle.

Note from Lee:
If you have a spare Potion of Mastery Thievery handy, I recommend
drinking it before sending your thief in. Once, I got stuck in here and
Yoshimo couldn't pick the lock to get back out (useless idiot).
Equipping a Restoration Scroll or two isn't a bad idea either, just in
10) Continue south-west into a room where you'll find Gaal and a couple
of his guards (x=2500, y=2170) from whom you'll learn that the Unseeing
Eye is a Beholder. For the record, for all of you folks out there who
don't know much about AD&D, a Beholder is a floating orb of a monster
with numerous eye stalks that cast spells and a large central eye that
negates magic. Some Beholders will intentionally blind their largest eye
so they can learn to cast spells. Some even become Liches of a sort,
which is just a mix of two types of bad. Such a thing might be strong,
but it certainly is no god... Still, it's bad news. Ask to do a service
for the Unseeing Eye and Gaal will tell you to go seek an artifact that
the Unseeing Eye cannot locate himself. He'll give you a key to open a
door back the way you came and tell you the artifact you're looking for
is a part of a rod.
11) Behind the door Gaal is near you'll find a huge pit surrounded by
some rather organic looking walls. To the north you can see a cultist
fail his ocular deprivation initiation. You'll also find Tad 
(x=1520, y=2020) over by the pit where the faithless are thrown. Other
than that there's some looting to be done. When you've taken all there
is to take, head back to the hallway leading to the sewers and travel
south-west to find a door at (x=2770, y=500).

Note from Lee:
I usually just send in Yoshimo to loot the area - his PoMT should still
be active from the previous encounter. After all, what's the point of
dragging the entire party thru here if you really don't need to?

(x=2050, y=2200) Ziose Gem, Bullets +1 x40, Darts +1 x40 
(x=1800, y=2350) Scroll of Protection from Normal Missiles, 
		 Scroll of Slow, 980 gold
(x=1170, y=1670) Scroll of Animate Dead, Scroll of Cone of Cold, 
	  	 130 gold
(x=1300, y=1350) Arrows of Ice x40, Bolts of Biting x40, 73 gold
(x=1520, y=1200) Scroll of Cloudkill
(x=1700, y=1140) Arrows of Piercing x20, 57 gold
(x=2050, y=1100) Moonstone Gem, Darts of Wounding x30, 109 gold
(x=2200, y=1120) Scroll of Non-Detection, Andar Gem, Skydrop Gem, 
		 24 gold
12) Go through the door, down a trapped tunnel, and into another room to
find a man named Sassar (x=2000, y=520). He and his fellows were former
worshipers of the Unseeing Eye, but they left once they learned the
depth of the Beholder's evil. He'll also tell you that the Beholder came
here for the sole purpose of acquiring the artifact you've been sent to
retrieve, with which it could wreak terrible destruction. If you were to
retrieve the half of the rod the Beholder wants, however, you could use 
it to slay the Unseeing Eye. Once you find the missing half of the rod
Sassar will tell you where the Unseeing Eye keeps its half, leaving our
primary objective unchanged as of yet. Sassar will warn you not to 
tamper with the sarcophagus in the middle of the room (x=1700, y=500),
and it's sound advice. We've no need to tangle with a Lich yet. To the
north-east you'll find two more former cultists who have little to say
and two chests you can loot.

(x=2320, y=270) Bolts +2 x40, 26 gold
(x=2100, y=220) Scroll of Lower Resistance, 1 gold

(x=2450, y=550)
13) Head south-west to find a trapped tunnel with some Shadows and
Wraiths lurking around. Yeah, more damned undead that can level drain.
Just lead with your best Armor Class and try not to engage them all at
once... if for no other reason than to prevent having to cast a
Restoration. Or lead with Dorn. Damn, the evil party has it easy. Go
past a secret door (x=900, y=1100) that we can't open yet to find some
stairs (x=100, y=1400). Into the breach, and all that rot.

(x=1200, y=1100)

Lower Reaches (AR0204)
14) Walk forward a ways to trigger an ambush by some Huge Spiders, which
are sword-fodder by now. Keep heading north until you find a statue
that 'appears to be screaming'. Disarm the trap to trigger a Wandering
Horror and two Sword Spiders to pop up. The Wandering Horror can stun
opponents and cause fear, as well as cast Death Fog, and really, the
enemy strategy in this encounter is just a simple tactic that was
common-place in the first game. The Wandering Horror disables a party-
member (or several), and the Sword Spiders quickly pick off helpless
victims. It can still work, although with a stronger Baldur's Gate 2
party it's much less likely to succeed, especially if you use Remove
Fear. If you click on the statue around the lootable portion you'll get
some pop-up text telling you that 'The mouth of this statue seems to be
screaming', which will respawn this encounter. You can trigger this
encounter a total of five times, if you want to grind for extra
experience. Considering that the Wandering Horror gives 5000 EXP and the
Sword Spiders each give you 2000 EXP, you can get 9000 EXP per
encounter... or a total of 45000 EXP if you keep respawning it. It's a
nice hunk of experience, especially early in the game. Once they're
dead loot the statue for some scrolls and gems before heading to the

(x=1280, y=2500) Scroll of Vampiric Touch, Scroll of Hold Undead, 
		 Scroll of Enchanted Weapon,
		 Scroll of Tenser's Transformation, Star Diopside Gem,
		 Shandon Gem, Aquamarine Gem, Garnet Gem

(x=1280, y=2500) 
15) Continue down a passage to the south-east to find some Mutated
Gibberlings, followed by a group of Yuan-Ti later on. Yuan-Ti aren't
tough on their own, but they tend to come in groups including a Yuan-Ti
Mage. Of these you only need to worry about the Mage, as it'll typically
start out battles with a Stoneskin, and likes to pop on another
Stoneskin when its Hit Points fall to 50%. It will also cast Chaos,
which as we know from experience can win a fight by itself. It's last
line of defense is to employ Shadow Door. This fight gives Keldorn a
lot of opportunity to show his worth, as he can cast an awesomely
powerful Dispel Magic (to counter the Chaos) and True Sight to negate
Shadow Door. There's not a lot the Yuan-Ti Mage can do that Keldorn
can't simply counter.

(x=3100, y=2670)

Note from Lee:
I have run into Ghasts and Mummies here instead of the Yuan-Ti on a
couple of occasions.
16) Head eastward onto a structure, taking care to disarm the trapped
first step. Activate the... uh... roof? (x=3300, y=2300) and you'll be
forced to answer some riddles by a Guardian.

"The bridge has fallen and ends in death. Call forth the name to 
summon the path. What is the bridge?"

Answer: Life is my answer.

"You are not alone on the bridge. Call forth the name to summon the
path. It travels with you, and through it you travel, and yet it does
leave you behind. Who is with you?"

Answer: Time is my answer.

"The Bridge is not stable, and the end changes place. Call for the name
to summon the path. Choose the most difficult step on the bridge."

Answer: The current one, for it alone is my choice.

Once you answer the last riddle the bridge will mend itself and you'll
be able to move onward. You'll also get some juicy quest experience.

(For answering the guardian's riddles)
EXP	42250
17) Go across the bridge with only the character bearing the Shield of
Balduran, if you have it. At this level you should be facing some
Gauths, who are like Beholders... but much weaker. They have the power
to cast Lightning Bolts,  Cause Serious Wounds, Slow, and Paralyze, all
of which will be reflected back at them by the Shield of Balduran. You
need only stand there and  let them kill themselves. Thank them for
playing and loot the coffer on  the wall of the bridge structure to find
your old friend, Ashideena +2. How it got from Basillus, to you, to all
the way down here, and back to you is probably quite a story. Regardless
of the unlikelihood of this reunion, Viconia takes back her old weapon,
even if just for a little while... unless she's using Mauler's Arm +2,
of course. You'll find some Shadows and Shadow Fiends  along the path to
the north, as well as a trap over a bridge spanning  some water.

(x=3720, y=2470) Ashideena +2, Scroll of Identify

(x=3400, y=1500)

Note: If you're doing things out of order, you may run into more trouble
here than is mentioned. Enemies level up with you, and while the
standard low-level encounter is a Gauth or two, if you're a higher level
you may run afoul of several Beholders, as well as Gauth. Still, with
the Shield of Balduran there's nothing they can do to you, but it's 
something to be wary of.

Note from Lee:
I end up having the Shadows and Shodow Fiends rush me almost every time
before I ever get done with the Gauths. For this reason, I leave the
rest of the party way behind (west of the raised platform) and draw them
back to me, then kill them.
18) Around this city over the water you'll find its inhabitants, morose
'diseased ones'. They speak of duty, and immortality, and of hating that
which sustains them. The most important one is at (x=2430, y=930) who
will pretty bluntly tell you everything. They were put here to guard
something - what, why, and by whom they cannot remember, but they have
apparently been too successful and guarded it for too long. So much so
that they no longer care to guard their charge and hate the one who put
them here and gave them the curse of immortality. Enter the temple
behind him (x=2300, y=800).

Ancient Temple (AR0203)
19) Inside you'll find an Empathetic Manifestation (x=600, y=500), a 
demon created by the hate of the diseased ones outside. Since it's a
creature born of malice and hate, it cannot be harmed in the 
conventional sense, as it only feeds off of such aggression. Instead, 
kill it by casting all the healing spells you can muster and an Avatar
will appear. It will tell you that it is the remains of a god reduced in
power, set to guard a device that is not as dangerous as it once had 
been. Over time the 'diseased ones', the followers of this god grew to
hate their duty and their god, eventually the loss of faith caused this
god to fade, and the demon to form, which simply compounded problems.
Now to the part where this ties with our quest: The Avatar will tell you
that those who sent you to seek this device intend to kill you, and that
the Avatar would prefer to gain both pieces of the artifact so he can
destroy it. Your job is to instill faith in his servants by telling them
they are to be released, go steal the other half of the rod from the
Unseeing Eye and use it to kill it, then bring the rod back to the faded
god in order to destroy it. When you leave the chatty diseased one will
question you about the device. He seems unimpressed, whatever you say.
Head back up to sewers.

(x=270, y=170) Scroll of Skull Trap, Scroll of Cure Serious Wounds x2,
	       Moonbar Gem, Black Opal
20) As you approach Sassar will tell you how to retrieve the second half
of the rod, telling you to go speak to a friend in the cult and say
'the eye is blind'. You will then be shown how to get to the Beholder's
lair without being slain by its minions. Note that if you do give the
rod to Gaal he WILL turn on you. You'll then have to fight the cultists
and the Unseeing Eye itself. While this is a fight that can be won, it's
easier and more rewarding to go speak to Tad instead. Talk to him and
say the password and he'll show you the secret passage to reach the cave
at the back of the Beholder's lair. Exit the area at (x=1450, y=2100).
Be ready, as you won't be coming back this way once you go down.

(For giving Gaal the artifact)
EXP	75000

Ghoul Town (AR0201)
21) Ignore the ominous dead bodies when you arrive and head north-west
to find a group of Ghasts and Mummies, two creatures that shouldn't be
too troublesome. Kill the Ghasts first. A Mummy's disease can harm you,
but getting paralyzed can be deadly in a close encounter like this.
Ahead of you will be a Zombie, who will run off to tell the 'mayor'
about your presence. More Ghasts and Mummies will be on the bridge to
the north-east. I suggest you lure them to more open ground rather than
fight them in the natural bottleneck of the bridges, where a paralyzed
character will quickly be overwhelmed. Once they're dead head into the
cavern at (x=900, y=1100).

(x=1350, y=1610) 1 gold

Undead City (AR0206)
22 Across a bridge you'll encounter two Zombies and a Ghoul Lord. Lead
with Keldorn, as he can't be paralyzed while he's in his basic armor.
Over to the north-east you'll find Theshal, the 'mayor' of this undead
city. He'll beg you to leave, as the smell of food drives them crazy. It
doesn't matter what you ask him, the conversation will end with Theshal
going berserk and attacking. Other than Theshal and the previously
mentioned undead are Shadow Fiends, Skeleton Warriors, as well as more 
Ghoul Lords, Ghasts, and Mummies. So long as you don't lure them all to
you at once, you should be fine. when Theshal dies he'll drop Skin of
the Ghoul +4, which is excellent armor for Minsc, Yoshimo, or hell, even
Viconia what with her low Strength and all. And best of all, it's free!
Take that, Adventurer's Mart. Also loot the pile of bones over at
(x=600, y=460) to find, among other things, The Brawling Hands (aka:
Gauntlets of Dexterity.) Slap these on Keldorn or Korgan and they'll do
wonders for their Armor Class. With an Armor Class of 0 Keldorn was
taking a beating, but now that he's at -4 he's in much better shape to
hold up the front line. Korgan was doing a little better, seeing as his
Dexterity isn't quite as bad and he uses a shield. Overall this little
area did wonders for our Armor Class. Leave this area and continue
across some more bridges to the north-east. You'll encounter one last
group of Ghasts and Mummies before you find the entrance to the Pit of
the Faithless (x=2200, y=700).

(x=600, y=460) The Brawling Hands, Scroll of Dire Charm, 6 gold
(x=1350, y=620) Scroll of Friends, Arrows of Fire x30, 
		Bolts of Lightning x30

The Pit of the Faithless (AR0205)
23) With the Shield of Balduran this level is extremely easy. Scout
forward with a hidden character to mark the locations of the enemies and
send Jaheira ahead by herself (or whoever has the Shield). Between her
martial prowess and the Shield of Balduran she should have no trouble
killing all the beasties on her own. Be sure to grab Dragon's Bane +3,
if for no other reason than the fact that it's a +3 weapon. Do NOT loot
the Unseeing Eye's stash (x=3000, y=1500) until you're ready to face the
critter (see Step #25). It will show up when you steal its half of the
Rift Device... and we have another encounter to deal with, first.

(x=800, y=600) 9 gold
(x=300, y=1000) Conjure Lesser Fire Elemental, Aquamarine Gem, 
		Bolts +1 x40
(x=2000, y=300) Scroll of Protection from Acid, Zircon Gem, Iol Gem,
		Dragon's Bane +3, Arrows +1 x40
(x=1800, y=330) Skydrop Gem, Dart +1 x40
(x=2350, y=1110) Gold Ring, Throwing Axe x40, Throwing Dagger x40
(x=1300, y=2300) Scroll of Secret Word, Bloodstone Gem, Andar Gem,
		 326 gold
24) Near (x=1720, y=1320) you'll find a group of Blind Priests. Needless
to say that no matter how strong your Shield of Balduran bearer is, they
don't want to be facing six Clerics. We'll use the same tactic against
them we used on the adventurers in the sewer. Spell buff, then hit them
will disabling magic, especially focusing on anti-magic spells such as
Silence 15' Radius, although you can never go wrong with a Chaos spell.
When they come after you, have Jaheira do her thing. An Insect Plague
spell can just about win this fight on its own. After three Silence 15'
Radius spells, a Slow, and an Insect Plague they go down without even
scratching my party. How can blind people cast spells anyways? I
wouldn't call this out normally... but don't we use Improved
Invisibility (and similar spells) because it makes casters unable to
target us with spells? You know... because they can't see us? Oh well...
25) When you're done looting and killing head over to the Unseeing Eye's
stash (x=3000, y=1500) and search the pulsating organ to find the 'Rift
Device Part', the second half of the artifact you're looking for. The
two pieces will fuse together and you'll be prompted to equip it into a
quick item slot immediately. I put it on Jaheira and go back down the
tunnel. You'll find the Unseeing Eye, who will start the fight by
spell-buffing itself with defensive magic. With the Shield of Balduran
this isn't too tough of a fight, but with the Rift Device Jaheira is
able to simply blast it once, bringing it to 'Near Death' status. The
rest of the party moves up and quickly subdues the Beholder, which drops
an Amulet of 5% Magic Resistance. Throw it on a character with crappy
saves versus spells-it usually goes on one of my Clerics until they get
the Sensate Amulet, after which it'll go to the party leader
(Dorn/Keldorn). It's a nice enough amulet for now, but it'll get
eclipsed soon enough by better things. Exit the level at 
(x=1800, y=2100).

(x=3000, y=1500) Rift Device Part, 227 gold

(For reassembling the Rift Device)
EXP	26250
Item	Rift Device
26) You'll surface back in the sewers just south-west of Sassar, head
back down the stairs and return to the faded god's temple. Talk to
the diseased one outside and tell him that you're here to destroy the
device. He won't believe his trials are nearly over, and will decide he
must see this for himself. The diseased ones will gather into the 
temple, where you can convince them to call out the name of their faded
god. He'll appear and destroy the device, and the diseased ones will
finally have their rest. You'll be rewarded with some experience and the
Saving Grace +3, an excellent shield for Korgan or Anomen. The Unseeing
Eye quest nears its completion... all that is left is to deal with Gaal
and whatever followers remain loyal to their dead 'god'.

(For returning the Rift Device to Amaunator's Avatar)
EXP	47250
Item	Saving Grace +3

Note from Lee:
This is when I get the Yuan-Ti party, heading up the path to the east
on the way back to the temple.
27) Head back to the room just south-west of the Vampric Mist-occupied
gas chamber-the antechamber to the cult complex. Two hostile Elite
Guards will run off when you approach, leaving you with a company of
three neutral Elite Guards and the Elite Guard Captain. Camp your party
out at the back of this room, behind the guards, and send one character
into the complext to find Gaal-for the good party I send Keldorn, and
for the evil party I send my protagonist. He's in his room trying to
keep his cult together (x=1900, y=2300). Largely failing at this, he
decides to take his frustrations out on you. Gaal himself can be
problematic, but he fortunately decides to focus on offensive spells
rather than debilitative ones. Any defenses he can pop up are easy prey
to Keldorn's Dispel Magic and True Sight, while my evil protagonist
just decides to start the fight out with a good old fashioned sneak
attack. His Elite Guards have a bit more staying power, being plate-
armored Fighters. They, however, should have no spell support-a single
Chaos spell can put this fight away, and spells like Slow, and Insect
Plague make the encounter even more lop-sided. The Elite Guards will
all drop suits of Plate Mail and  plenty of Bolts. The Elite Guard
Captain has The Guide +2 (aka: Heavy Crossbow of Accuracy) and Bracers
of Defense A.C. 7 in addition to his normal gear. Gaal will drop a
Girdle of Fortitude, a Silver Necklace, and a Quarter Staff. The Girdle
of Fortitude would have gone great on Shar-Teel, but as she's not in
this game, Dorn will benefit from it just as well. I don't know why it
couldn't be a constant effect... it doesn't affect game balance compared
to, say, The Brawling Hands or Girdles of Giant Strength. Still, it can
be used to bring a character's Hit Points up to snuff for eight hours,
which is plenty of time. Keldorn/Dorn accepts The Guide +2, as he's
really the only one in any position to use it. You can now wander around
the cult complex and try to chase down any remaining cultists. They'll
wander around briefly before disappearing-making good their escape, or
falling into the pit to join their god? Your call-they did have their
eyes out, though.

This fight changed a bit for the Enhanced Edition... it seems to make
less sense now, so maybe they'll change it back? Whatever, originally
you met Gaal and his buddies all in the ante-chamber. The biggest
difficulty here was the location, as it forced you to go through a
bottleneck to reach this room. A good spot to stand and fight, if you
are the cultists. Also, being the exit... well, it made more sense for
Gaal to be here imploring his underlings to stick around, instead of
sitting in his room screaming at the walls.
28) Head back up to the surface and return to the Temple of Helm. Tell
High Watcher Oisig about your triumph and claim your reward. If you are
a Cleric you'll also be offered a position as one of Helm's priests...
Of course, I believe your alignment also affects what temple will accept
you. If you're Good you end up in the Temple of Lathander, if you're
Evil you end up in the Temple of Talos, and if  you're Neutral you'll
get accepted into the Temple of Helm. I'll admit I'm not certain if
completing the Unseeing Eye quest is enough to get accepted into the
Temple of Talos or Lathander, you may also have to complete the quest
involving Sir Sarles. If you want to play around with your new Cleric
Guild, I'll include that section next. If not, or if you're not a
Cleric, sell off loot and let's get ready to recruit Haer'Dalis. In
any event Keldorn is yours. Keldorn will have some family issues that
pop up when you head to the Government District, and Anomen will
likewise have to deal with family troubles when enough time passes.
We'll discuss those matters to finish up the next Sequence of Events
[WLK010], even if they occur later. If you don't have Anomen or Keldorn,
feel free to skip to [WLK011] for the Cleric Stronghold quests, or
[WLK012] for the Astral Prison Quest.

(For destroying the Cult of the Unseeing Eye)
EXP	45740 (each character)
Gold	7000*/8000
Item	Ardulia's Fall +1*

*You'll get these rewards if your protagonist is not a Cleric, of if
you already have another stronghold.

|								       |
|			   Honor and Family			       |
|                  (Keldorn and Anomen's Family Quests)		       |
Sequence of Events:						{WLK010}
		1) Keldorn the Cuckold
		2) Rekindling the Love
		3) Anomen's Family Trouble
		4) Sins of the Father
		5) Storming Saerk's Estate
		6) Anomen's Revenge
		7) Light of His Father's Eye
		8) Anomen the Unworthy
		9) Atonement for Two
		10) Breaking the Chain
		11) Bureaucracy is the Price we Pay for Impartiality...
		12) Anomen the Knight
		13) Maria's Murderer Unmasked
		14) Anomen's Inner Demons

Firecam Estate (AR1003)
1) Head over to the Government District, where we can pick up the
quest. First, however, if you have a party including Keldorn, you'll
have to deal with him. Once you arrive he'll talk about his family
living near here. Agree to go with him and head over to the house at 
(x=1550, y=1950). It's blatantly marked on your map as the Firecam
Estate... you can't miss it. Keldorn will even tell you when he's near
it. Once inside, Keldorn will have a chat with a maid before bringing
out his wife and kids. Once Lady Maria starts talking, things start
going downhill. Apparently Keldorn is a bit of a workaholic, and it
hasn't been good for his marriage. His wife will tell him that she's
been seeing a man by the name of Sir William of Thorpe. Keldorn will
send his wife away and speak to you. Don't pick the option goading him
to consult the courts, instead advise confronting William. If Keldorn
goes to the courts, he'll tell you to meet him at the Radiant Heart
building in the Temple District in three hours. His wife will be
imprisoned and William will be hanged. But what's the fun in that?
Instead, head over to Waukeen's Promenade.

(x=920, y=360) Bullet +1 x2
(x=850, y=450) 20 Gold
(x=350, y=350) Pearl Necklace, Gold x35

Mithrest Inn (AR0704)
2) Head over to (x=3020, y=420) to find the Mithrest Inn. Sir William
is at (x=350, y=450). When you get close he and Keldorn will talk. Pick
option #1 or #3 and head back to the Firecam estate and talk to Lady
Maria. She'll talk with Keldorn and the two will apparently make up. At
this point you really can't mess this up. You'll get an experience
reward for whatever option you pick and-if you let Keldorn go, he'll be
back at his house after a while, ready to be recruited.

(For allowing Keldorn to return to his wife and family)
EXP	15500
3) And since we're dealing with one party member's family problems, I'll
include Anomen's here too... for organizational purposes, see? After
traveling with Anomen for a while you'll be approached by a man named
Terl, who will tell Anomen that his sister was murdered and he is
requested home by his father. So, off we go to the Government District
of Athkatla, where we'll find the Delryn Estate at (x=4300, y=2200).

Delryn Estate (AR1001)
4) Go talk to Cor Delryn at (x=600, y=240) with Anomen (he won't talk to
other characters), and listen with bemusement as Cor and Anomen work
together to air the Delryn family's dirty laundry. Of course Anomen's
dad is an abusive drunk, you saw that coming. Everything about Anomen
just screams inadequacy and daddy issues... which is probably why he
reacts so poorly to Keldorn's tendency to portray himself as a father
figure for the rest of the party. Anyways, the drunkard blames some
Calimshite named Saerk, who is obviously the traditional Delryn family
nemesis. At least, of this generation. Cor blames Anomen for the death
of Moira, after all, even though he proclaims himself the man of the
house, the blame should fall on Anomen for not being omniscient and
preventing Moira's murder. If only Anomen hadn't driven his mother to
an early grave and caused his father to drink away all the family's
prestige and wealth! How dare he go out and try and join the Most Noble
Order of the Radiant Heart! The shame... To further cinch his spot as
father of the year, Cor demands that Anomen seek out and kill Saerk and
his son as retribution. Stepping outside the law is surely going to
impress the Order, but at least Anomen has the sense to speak with you
about it. If Keldorn is around he'll argue that the law must be upheld,
while pretty much everybody else will advocate a more direct and sure
solution. For Anomen to coexist with Keldorn, you need to keep him on
the straight and narrow, unless the Paladin's chastising finally gets
under Anomen's skin. Anomen's already feisty enough, allowing him to
fail his knighthood will make Keldorn unbearable and result in a broken
good party... which we don't need. Still, for the sake of being a
completionist, I'll include both paths, starting with the vengeful route
(Steps #5-#9). The suggested good paths are described in Steps #10-#12.
If you romanced Anomen and took the good path, the story continues in
Steps #13-#14.

(x=450, y=400) 1 gold
(x=350, y=450) Skydrop Gem
(x=220, y=550) Flamedance Ring

Estate of Saerk Farrahd (AR0505)
5) Advocate Anomen to take revenge by picking options #1 or #3 and
continue to convince him that his vows to the Order are less important
than his family. He'll tell his father that he's going to kill Saerk,
and Cor will conveniently procure a key which will gain us entry into
the Estate of Saerk Farrahd, which can be found in the Bridge District
at (x=2050, y=1850). Inside you'll have to fight you way through some
Guards, who aren't much of a threat to anybody. Go through secret doors
at (x=1000, y=1300) and (x=770, y=1200) to score some loot, and head to
the north-east to penetrate deeper into the estate.

(x=1200, y=1380) 7 gold
(x=1250, y=1400) Greenstone Ring, 1 gold
(x=570, y=1170) 2 gold
(x=450, y=1250) Sunstone Gem
(x=220, y=1150) 6 gold
(x=370, y=1050) History of the Dragon Coast, 7 gold
(x=350, y=950) 4 gold
6) When you head to the north-east a cutscene will occur where Anomen
confronts the Farrahd family, including Saerk, his son Yusef, and his
startled daughter Surayah. While Saerk won't admit to killing Moira, he
certainly doesn't present himself favorably at all, and he's downright
delighted that Anomen-the son of his enemy-has barged into his house
and presented himself to be killed with justifiable self-defense. His
son is no better, and the two practically drool over the opportunity to
kill Anomen and hence grind their heel further into the defeated Cor.
Anomen, however, jumps the gun and kills Surayah in revenge for Moira.
Keldorn is aghast and you lose two points of reputation, and of course,
a fight ensues between your party and the surviving Farrahds. Saerk
casts spells, and Guards are summoned from either side to present 
missile fire upon the party, but this fight can be entirely won by a 
simple Insect Plague. After being defeated, Yusef will teleport away, 
and you can easily mop up the rest of the Guards. Saerk Farrahd will 
leave behind a suit of Full Plate Mail, Bullets +1 x10, two Potions of
Extra Healing, a Potion of Fire Giant Strength, a Scroll of Tenser's
Transformation, a Morning Star +1, a Sling +1, and 455 gold. Surayah
will also leave behind some trinkets, and one of the guards dropped me
a Bastard Sword +1 and a suit of Plate Mail Armor. The rest of the 
Guards will, of course, drop some Arrows and low-quality loot. Before
we go, we might as well loot the other half of the house. It's not like
some burglary is going to really be bothersome after Anomen's slaying.

(x=2400, y=750) History of Tethyr, History of Waterdeep,
		Potion of Invisibility, Potion of Master Thievery x2
(x=1800, y=720) Elixir of Health x3, Antidote x4
(x=1540, y=400) 1 gold
(x=1330, y=330) 4 gold
(x=1700, y=400) Tiger Cowrie Shell Necklace
(x=1670, y=570) Star Sapphire, Ruby Ring, 1250 gold
(x=1800, y=500) Composite Long Bow, Long Bow, Short Bow, Arrows x40
(x=1850, y=450) War Hammer, Bastard Sword, Two Handed Sword, Flail +1

(x=1670, y=570)
7) After smiting Saerk and dealing a grievous blow to the Farrahd family
for which Yusef has rightfully promised revenge, return to the Delryn
Estate and report to Cor. Cor is proud of Anomen, for a change, for
doing what Cor wasn't man enough to do himself and ending his rivalry
with Saerk. The little fish always thrives in the absence of
competition, eh?

(For killing Saerk Farrahd and avenging Moira)
EXP	10500

High Hall of the Radiant Heart (AR0903)
8) After some time passes a Paladin named Sir Ryan Trawl will show up
and greet Anomen. The time has come for him to return to the High Hall
and be judged in Helm's light for his deeds and Strength of arms. If
only it were just the latter, eh? Head over to the Temple District and
enter the High Hall of the Radiant Heart (x=3300, y=3350) and watch a
cutscene describing Anomen's judgment by the Order. It's... pretty
harsh, but Anomen's actions only acknowledge the fact that he had no
business being here. Anomen leaves in disgrace and you get a small
experience reward. Outside Anomen will complain bitterly at his
treatment, and even entertain the idea of returning to the High Hall to
seek vengeance against those who judged him unworthy. How very knightly
of him. If you encourage him to further wrong-doing, he'll leave the 
party and attack, blaming you for leading him down this path. Pick
options #1, #2, and #1 to calm the broken shell of a man that was
Anomen down, and convince him to continue with you. Keldorn will have
two more banters if they're kept in the same party before Anomen 
decides to take his frustrations with the Order out on Keldorn. To
denote his new change in outlook, Anomen's alignment shifts to Chaotic

(For watching Anomen's expulsion from the Order)
EXP	5000
9) During the next few banters Anomen will struggle with his rejection
and eventually come to the conclusion that he is now free of the Order-
free to indulge his vices. If your protagonist is female and you have
been romancing Anomen, you will become his drug of choice. All is not
well, however. Eventually, a messenger will come and give Anomen a note
from his father, stating that two workers actually killed his sister.
Cor continues to be a rat-bastard by thanking Anomen for killing Saerk
and family, as it has been a great boon to business, but having a wanton
murderer in the family might be bad for business. After being disowned,
Anomen will leave the party, ominously saying that he's going to atone
for himself, and his father. Head back to the Government District to
find Anomen ready to confront-and kill-his father. Either let him
continue with his murder-suicide, or talk him down. Afterwards, if he's
still alive, he'll rejoin the party. 
10) On the other hand, if you are a good friend and convince Anomen to
go down the path of good (options 2, 2, 2), he'll listen to reason and
decide not to be petty and vengeful like his father wishes. After all,
if she was really murdered, wouldn't somebody have investigated? He'll
go inform his father of his decision, who will of course be angry. Angry
enough, even to disown Anomen. Anomen bears it in stride, and suggests
we go to the Council of Six building and talk with one Bylanna Ianulin,
the magistrate who can get something done about this. While we're
dealing with this, let's go see what Madeen and his master wants, and
get our magic license see [WLK016], below, Steps 1-3. In this case, the
good party's activities mesh well with our next goal of finding Valygar,
but since you don't necessarily have to be good to be traveling around
with Anomen (and hence, doing Anomen's family quest) we'll keep the
two discreetly separate.

(For guiding Anomen to uphold his vows to the Order)
EXP	10500

Council of Six Building (AR1002)
11) Make your way over to the Council of Six building (x=3150, y=900),
inside of which you'll find Bylanna (x=530, y=600). The bureaucratic
process is predictably frustrating, as there is no real evidence to
link Saerk to the murders. Anomen swallows his pride and comforts
himself with petty thoughts of post-life divine retribution for Saerk
and decides to put all this mess behind him.

(For attempting to go through the proper legal channels)
EXP	7500

High Hall of the Radiant Heart (AR0903)
12) Again, some time will pass and eventually Sir Ryan Trawl will come
fetch Anomen to have his worth judged by the Prelate of the Order of
the Most Radiant Heart. So head on over there. Since Anomen wasn't in
the business of slaughtering innocent girls with this approach, he's
accepted into the Order. Really though, one has to think how near a 
miss this was-a bit of bad advice from a traveling companion and he'd
have been expelled... But I guess that's life, right? Talk to Sir Ryan
Trawl, who allows Anomen to continue traveling with you. Everybody
wins, it seems. Anomen's alignment shifts to Lawful Good, his Wisdom
increases from 12 to 16, and whatever friction was between him and
Keldorn now fades. Apparently Keldorn doesn't rankle Anomen so much now
that they're brothers in arms of the Order-instead of the shining
example of all Anomen aspires to be-or failed to be, if you did this
the bad way. Oh, and Anomen becomes 'Sir Anomen'. What a douche. Now
most players can continue on with life and happily ignore Anomen, but
if you are romancing him, the story has a few twists left, which I will
detail in the following steps. Again, the following will only occur if
you are romancing Anomen and he was knighted by the Order-meaning no

(For watching Anomen's knighthood)
EXP	10000
EXP	50000 (Anomen)
13) After some time passes, and your romance with Anomen becomes more...
intimate... in nature, Anomen will be approached by Terl, the bearer of
Anomen-related news in this game. Terl will pass on a note from
Bylanna Ianulin, which Anomen will read aloud for our benefit.
Apparently Saerk WAS responsible for hiring those who murdered Anomen's
sister, and when Anomen's father found out he attempted-and failed-to
take justice into his own hands. Now without any family whatsoever,
Anomen decides his vows to the Order mean little, and paranoid that
Saerk's wealth will prevent him from being brought to justice, feels
compelled to rectify his earlier inaction by taking vengeance on Saerk.
He will, of course, attempt to blame you for advising him to leave
justice to the law, but with some apologizing he'll forgive you, and
leave the party to be decidedly un-knightly.

Estate of Saerk Farrahd (AR0505)
14) So, head over to the Estate of Saerk Farrahd, in the Bridge District
at (x=2050, y=1850). Inside, Anomen is apparently on steroids, as he
will have dispatched all the guards in the place single-handedly, and
at the moment is already confronting Saerk. After some dialogue, Anomen
will notice you and question your intent. Tell him that you're here to
stop him, then tell him either option #1 or #3. This will prompt him to
doubt his current course of action, and contemplate his inner demons.
Next pick option #1, or #2 to reassure him that you'll be by his side.
Anomen will concede to do the right thing, then moralize Saerk, who will
of course suddenly discover that he has a conscience. It's so
predictable, it hurts, I know. You might as well loot the place before
you go... especially all the Guards Anomen killed along the way. Good
thing for Anomen the Order doesn't care that he murdered a dozen
nameless Guards, so long as he left Saerk unmolested.

|								       |
|			   Cleric Temple Quests			       |
|								       |
Sequence of Events:						{WLK011}
		1) A Note on Petitioners
		2) Glinden the Cuckold
		3) Ti'Vael the Dueler
		4) Rania the Faithless
		5) Cotirso the Malcontent
		6) Peace of the Gods

Note from Lee:
I was given the Sir Sarles and Dawn Ring quests here (WLK037), before
any of the Temple Quests started. While I didn't have some of the
magical items needed to follow the guide exactly (most notably the
Amulet of Power), I was more than powerful enough to complete these
quests without sustaining any real damage (thanks again to having
stole/sold stuff to Gorch and buying all the awesome weaponry). I also
do the Copper Coronet quests here (WLK036) to get Bernard to sell better
stuff. There's a lot of time to kill waiting for the Temple quests, and
this is a great way to use the time.

1) No matter what temple you end up in, most of the quests run the same
way. You've got to see petitioners and help them resolve their problems.
Just like in real life, people can't help but go to ostentatious 
buildings dedicated to invisible beings to talk to folks who claim to
hear these invisible beings in order to find guidance and advice. Unlike
in real life, however, these gods grant spells and manifest themselves,
so they might actually have some clout. Your job is to answer the 
petitioners that come to you in a way that best represents your deity
Of these quests, the priest of Talos has it easiest. You always advise
folks to kill or destroy. Priests of Talos will also be bothered by
Inspector Ardis, as a legal response to the less-than-lawful responses
you give to your petitioners. Dealing with him-and double-crossing the
folks who came to you for advice-is definately the greedy, evil,
chaotic, Talosy thing to do, and it nets you extra cash. Just head over
to the government district after each petitioner carries out your advice
to tell him about the crimes you advocated. If you're a priest of Helm,
look for such giveaways as the words 'duty'. Priests of Lathander need
to be on the lookout for the nicest path, promoting forgiveness,
renewal, and reconciliation. You'll get your 'results' in every few
days. You'll know you made the right choice if you get an experience
reward for your answer, so save/loading is a fine way to get through
2) Your first petitioner will be a merchant named Glinden, whose wife is
cheating on him. As a neutral character I tell him to remind his wife of
their vows. As an evil character I tell him to kill his wife and her
lover, and as a good character I tell him to forgive his wife and let
her come to her senses. In a few days return to the temple and you'll
be updated on the results, and rewarded for a correct response.

(For telling your petitioner to follow the will of your god)
EXP	20000
Gold	200 (Talos only)
3) Next you'll be visited by a Dwarf named Ti'Vael, who killed a man in
a duel when he could have spared him. As a neutral character I tell him
to turn himself in and let the courts decide. As an evil character I 
tell him to kill the witnesses, and when he returns, I kill him myself
and turn him in for the reward. As a good character I suggest he pay
restitution to the family for their loss.

(For telling your petitioner to follow the will of your god)
EXP	20000
Gold	500 (Talos only)
4) A woman named Rania will approach and admit she's losing faith in
the church, and needs some reassurance. As a neutral character I 
helpfully remind her of her duty to the church, and as an evil character
I simply attack her. As a good character I tell her that it's fine for
her to take her time to think about it. Imagine that... by Bioware's
standards, a Cleric telling somebody that doubt is fine is considered
good, and killing a heretic is evil. Think about it, religious folks.
Where does your religion stand?

(For dealing with the heretic appropriately)
EXP	20000
5) A man named Cotirso will approach, angry about your position and
determined to win it from you with a duel. If you're good turn down the
duel, if you're evil kill him. Neutral characters should deflect the
duel until Byron can come, then duel Cotirso once formally challenged.

(For dealing with the upstart appropriately)
EXP	20000
6) Now you've a task to perform that has nothing to do with hearing
whiny petitioners. The Talosites plan to attack the priests of
Lathander. It's obvious what you must do if you're aligned with either
of those two factions, but if you're neutral you must defend the priests
of Lathander from the Talonites without allowing them to destroy each
other. Once you've killed who needs to be killed you'll get a larger
experience reward, and your temple quests are completed.

(For settling the score)
EXP	35000
Gold	1000

|								       |
|			The Astral Prison Quest			       |
|		  (Recruiting and Securing Haer'Dalis)		       |
Sequence of Events:						{WLK012}
		1) Enroute in Athkatla III
		2) Bridge District Blues
		3) Five Flagons
		4) The Playhouse
		5) Raelis'Shai's Request
		6) Durlag's... err... Mekrath's Tower!
		7) Mekrath's Mission
		8) Bad Imp! No Mirror!
		9) Rescuing Haer'Dalis
		10) Astral Abduction
		11) The Astral Prison
		12) Talking to Tagget
		13) Astral Prison Chamber (AR0520)
		14) Astral Prison Chamber (AR0521)
		15) Thrashing Thralls
		16) Astral Prison Chamber (AR0517)
		17) The Master's Pet
		18) The Master of Thralls
		19) Astral Prison Chamber (AR0518)
		20) Astral Prison Chamber (AR0519)
		21) The Warden
		22) Rescuing the Sigil Troupe

Now we have access to Keldorn, Dorn, Korgan, and Edwin, the 'core'
allies who have quests that must be resolved before you can keep them.
The other characters I generally view as optional or less-than-ideal in
some way. For most players, this should satisfy your need for party-
making, as Anomen is a better Cleric than Aerie, Edwin is a better Mage,
Dorn is the best choice for leader of the evil party, and Korgan and
Keldorn make up the best recruitable warriors for the evil and good
parties, respectively. Of course, if you need to fill another party
space, or you'd prefer Valygar over Minsc, or you don't really care to
go rescue Imoen, there are still plenty of things to do and characters
to recruit. Haer'Dalis is the next I'd recruit, as this will also give
us the peace of mind of completing another part of the sewers. I sell
off all my accumulated wealth and with the money raised from the
Unseeing Eye quest I buy Vhailor's Helm from Deidre. This allows me to
pop out a second character once a day, a summon that will only get
stronger as I do. If you don't care to buy this item, get another useful
item... you can't go wrong with a Girdle of Hill Giant Strength. This
will allow Jaheira to really take off as a Fighter, and will allow
Viconia to wear heavier armor and shields. When you've purchased what
you want, head over to the Bridge District (AR0500). If you want Keldorn
and Anomen in your party, keep them around. Just like with Korgan and
Edwin there are still mini-quests to do with them first. If anything it
gives us incentive to delay going after Imoen until those are done.

Enroute in Athkatla III (AR0046)
1) On my way to the Bridge District I was attack by Slaves and several
Orogs. one Slaver had some Arrows +1 and a Short Sword +1, but otherwise
there's not much reason to go looking for this encounter.

Bridge District (AR0500)
2) When you arrive you'll be bothered by Lieutenant Aegisfield, who will
tell you that there is a murderer about preying on paupers. Skinning
them alive in fact. He'll warn you not go looking for trouble, but will
mention two witnesses, Old Rampah and Rose, which makes it just that
much harder to stay out of trouble. It's a quest that... you guessed
it, we can delay for later.

Five Flagons Inn, Main Floor (AR5009)
3) Head south-west until you find a door at (x=3190, y=2000), which
leads to the Five Flagons. Inside you can find numerous patrons-most of
which don't have anything interesting to say. Samuel Thunderburp
(x=350, y=410) will chat about the affairs of the day-the war between 
the thieves guilds, the murderer on the bridge district, and about the
Cowled Wizards' prison. Head down the stairs at (x=100, y=700).

Five Flagons Inn, Basement (AR5010)
4) Once downstairs you'll be bothered by a Receptionist, who will tell
you the next show is about to start. Donate five gold for a ticket-or
not-and head in to witness the Sigil Troupe's... er... lacking 
performance. Biff the Understudy bungles his lines (and really, how
could somebody named Biff be expected to do anything right?) to the
derision of the patrons. Raelis Shai will show up an apologize, and ask
for any who know of those who are skilled in sword and adventure to ask
such individuals to come speak to her. Swords? Adventure? Hey! That's
5) You can find Raelis Shai at (x=1320, y=250), near the rest of the
actors. She'll tell you that their usual 'Rodrigo' the tiefling named
Haer'Dalis, has been kidnapped by a Amnish wizard. Mekrath, by name,
he can be reached through the sewers-the very same sewers we were just
exploring while pursuing the Unseeing Eye quest. The best reward they
can offer-besides encouraging you to pillage Mekrath's lair-is 300 gold,
600 if you bring back Haer'Dalis' gem. Head back to the Temple District
and head back into the sewers.

(x=250, y=1100) 101 gold
(x=1450, y=170) 34 gold
(x=1650, y=320) 34 gold, Scroll of Protection from Energy
(x=1770, y=715) Bloodstone Gem, Flamedance Ring
(x=1730, y=830) Scroll of Ghost Armor, Scroll of Confusion,
		Scroll of Stoneskin

Mekrath's Lair (AR0705)
6) You'll pass a secret door at (x=1100, y=500) that leads to a Secret 
Entrance (x=1200, y=150). Upstairs you'll find.. Durlag's Tower! Not 
really, but it sure looks like it, right? There are a bunch of Mephits 
to smite and in a room to the east you'll find a Salamander, an Ice 
Salamander, and a Yuan-Ti Mage. Of these three, you only need to worry 
about the Mage.

Note from Lee:
Lure the Salamanders out one at a time and deal with them in the main
(half-circle) room. The Yuan-ti Mage will only follow you out as far as
the first small room off the main room, but a Dispel Magic or two, along
with a Greater Malison into that room will weaken him nicely. After he's
sufficiently de-buffed, send in your Hasted fighters to... well... kill

(x=600, y=550) Scroll of Contingency 
(x=600, y=450) Scroll of Spell Deflection
(x=1200, y=700) Chyrsoberyl Gem, Necklace of Form Stability, Gold Ring
(x=1300, y=700) Silver Necklace, Gold Necklace, 89 gold
(x=1450, y=550) Oil of Speed, Scroll of Carrion Summons, 400 gold
(x=1400, y=140) Portal Gem, Harp of Discord, Laeral's Tear Necklace
(x=600, y=800) Scroll of Ghoul Touch, 63 gold
(x=500, y=770) Potion of Invulnerability, Potion of Stone Form,
  	       Potion of Genius, Scroll of Aganazzar's Scorcher
(x=220, y=280) 17 gold

(x=1200, y=700) 
(x=1300, y=700)
(x=1450, y=550)
(x=1250, y=200)
(x=1400, y=140)
(x=500, y=770)
7) Up at (x=950, y=160) you'll find Haer'Dalis, who doesn't have much
to say just yet. Mekrath is over at (x=200, y=350), and he's none too
friendly. Pick options #1, #2, #2, and #1 to opt to go on a mission to
recover a magic mirror from a wayward imp in exchange for Haer'Dalis.
Why turn down a quest, right? If you decide you don't want to be
peaceful, Mekrath is easy to provoke. He'll start up with Stoneskin and
Protection from Normal Weapons-which is pretty useless. Then he'll cast
an Animate Dead followed by more protections, such as Mislead. He can
cast some pretty powerful spells, including Finger of Death and Maze.
Haste up your party and hit him with a Dispel Magic and get on top of
him early to prevent him from causing you trouble. Use True Sight if you
have it when he uses Mislead and Shadow Door. To this end, Keldorn makes
this fight laughable, as his high-level Dispel Magic and True Sight are
just too much for Mekrath. Given the nature of the narrow hallway, it's
probably best to lead with a hasted melee character or two, and just
make the rest of the party stand band and use ranged-preferably magical
-weapons. When he falls, Mekrath will leave behind two Potions of Extra
Healing, a Gold Necklace, a Mage Robe of Fire Resistance, a Quarter
Staff +1, and 25 gold. The object near Mekrath (x=150, y=250) cannot
be opened until Mekrath is dead or gone... if you kill him, loot it
now. If not, wait until you've recovered his dumb mirror.

(x=150, y=250) Potion of Mind Focusing, Potion of Genius, 
	       Wand of Cloudkill, Rod of Resurrection
8) Head back down to the sewers and head east then south to find the Imp
(x=2520, y=2140), who thankfully isn't very talkative or friendly. It'll
come with a Lesser Earth Elemental-which can only be hit by magical
weapons. Kill it, and the Imp-which can cast a few minor spells, and
grab 'Mekrath's Mirror' when it dies. Return it to Mekrath for some
juicy experience.

(For returning Mekrath's Mirror)
EXP	18750
9) Once Mekrath is gone, or once he has his mirror back and teleports
away Haer'Dalis will be freed and will speak with you. Accept him into
your party if you wish, or turn him away. Now that Dorn is around for
the Enhanced Edition, Haer'Dalis' stock has dropped drastically. Either
way, your goal now is to collect Haer'Dalis' gem from the alter at
(x=1400, y=140), which is just as simple as going over and grabbing it.
It's a wonder he couldn't do it himself, eh? Good thing though, as
there's some loot worth keeping (and selling) along with it. Once
you're done head back to the Bridge District.

Note: After having traversed the Bridge District once, you'll find a
new encounter near the northern end of the area-one we need not deal
with just yet. A Mage named Lonneth lurks near where you'll arrive when
traveling to the Bridge District (x=3930, y=330). To avoid the proximity
based encounter she's part of, just head south-east around a building
complext marked on the map as the 'Balthis Estate'. This is just another
encounter we'll get back to later.
10) Find your favorite group of ill-bred thespians again in the Five 
Flagons. You can extract an extra 1200 gold from Raelis Shai if you hold
out on her, but going for more will provoke a fight. If you just hand
it over, you'll get the gold you previously agreed upon, as well as 
700 gold and some experience. Haer'Dalis will explain what the Portal
Gem is while Raelis Shai messes with the gem, eventually spilling that
they're planning to move to another plane. During this process of 
finding a new stage, you'll be asked to fend off some unwelcome visitors
that will come through the portals they're summoning up. Agree to help
them and fight off two Quasits, a Lesser Fire Elemental, and a Shadow
Fiend. Eventually a Bounty Hunter will show up and whisk your chums 
away. Looks like you're going to have to go through that ominous planar
portal (x=900, y=450) and save them. Note that if you do not help them
fend off the extra-planar invaders, you will not see what became of
them, and there will be no portal for you to enter through. It might be
a good idea to spell-buff before going through the portal.

(For returning the Portal Gem to the Sigil Troupe)
Gold	300 + 700 or 1200
EXP	21250

Astral Prison (AR0516)
11) When you make it through the portal, a person named Aawill will
be yelling at a thrall named Tagget. Once you are noticed, Aawill will
turn his attention onto you, and a fight ensues thereafter. Send a
strong Fighter to occupy Aawill and his bounty hunters, while the rest
of your party focuses their attention on the Yuan-ti behind the party,
who is easily the most dangerous single opponent there (it's capable of
casting Figner of Death among other spells). Take his spell defenses
down as he raises him and kill him quickly. The rest are just melee
Fighters, and no serious threat to you.
12) Tagget will talk to you after the fight, telling you that the only
way out of here is by killing a creature known as the Warden. Of course,
it's not that simple, as the warden has a number of Thralls kept as
slaves. Heading east and killing the Master of Thralls will free the
thralls and make besting the Warden much easier. Loot the bodies-the
powerful Yuan-ti to the west will drop a Cloak of the Shield, Bracers of
Defense A.C. 8, a Scroll of Death Spell, a Scroll of Chain Lightning,
Quarter Staff, 25 gold. The other Yuan-ti will drop a suit of Chain
Mail Armor and a Wand of the Heavens. One of the humanoid Bounty Hunters
will drop Studded Leather Armor, a Small Shield +1, Pixie Prick +3, and
The Paws of the Cheetah (aka: Boots of Speed). The other two humanoid
Bounty Hunters each have a suit of Leather Armor +1, some Arrows of Fire
and Arrows of Ice, a Long Bow, and a Long Sword. Finally Aawill leaves
behind Melodic Chain +3, two Potions of Extra Healing, a Scroll of
Tenser's Transformation, a Scroll of Flesh to Stone, and a Two-Handed
Sword +1. Wow. First things first, the spell scrolls should be given to
Edwin or saved for Imoen. The Paws of the Cheetah should go on a front-
line Fighter-either Keldorn or Korgan (Dorn's Armor Class deficiency
makes him a less than ideal candidate). Since my Fighter/Mage and
Fighter/Mage/Thief protagonists are arguably the strongest characters in
the party when spell buffed and good at countering nearly every threat,
the boots go to them in my game. I keep the Pixie Prick +3 on hand-not
only is it a good weapon for Jaheira once she becomes Proficient in
Daggers, but... since I'm short of +3 weapons, it's worth keeping around
regardless. Finally we have the Melodic Chain +3, which is useful if
you're going to keep Haer'Dalis around. You know, he might need armor
and all, and you won't find anything better for a Bard to wear for a
very long time.

Astral Prison Chamber (AR0520)
13) To the north are two pulsating flesh nodes that will transport
characters to a chamber if they're caught by the opening diaphragm.
Yeah. I'd suggest you go ahead and explore these when you find them just
to get them out of the way, but the ones to the north (x=1550, y=1450)
and (x=1500, y=1300) are close enough to the Warden that you could
provoke some unwanted attention by exploring them. In the first one
you'll find two Prison Captains and four Minotaurs, which are little
more than an experience bank by now. One Prison Captain will drop a
Two-Handed Sword +1 and Bracers of Defense A.C. 8, and the other will
drop a Long Sword +1.

Astral Prison Chamber (AR0521)
14) In the second chamber (x=1500, y=1300) you'll find three Prison 
Captains, a Stone Golem, and a Clay Golem. Two of the Prison Captains 
will immediately start out with spell-buffs, and you need to get on them
quick with an Insect Plague to make this go smoothly... well, as
smoothly as it can go. As we know from experience Clay Golems and Stone
Golems require special attention that makes this precarious fight even
more bothersome. Also consider that provoking the Warden is almost a 
certainty by going up here, which is something I can do without. When 
they die the Prison Captains will drop the following loot; a Ring of 
the Princes +1, a Mace +1, a Long Sword +1 and a Wand of Fire. Nice,
but not worth the trouble. Oh, and if you exit this chamber, and I'm
sure you'll want to do eventually, you'll appear next to the Warden.
The bad part is, once you kill the Warden you can't go visit these
chambers anymore.
15) So instead, let's head over to the east where you'll find a Thrall
Leader who will talk only long enough to let you know you're in for a
fight. Focus on the spell-caster in the back, as she's the only one who
can cause you any real trouble, then kill the other two. They'll all
drop Thrall Collars and the Thrall Leader will drop a Medium Shield +1.
Ignore the 'brazier' (x=2500, y=1900) in the center of the room for now
and continue east until you find a opening fleshy-valve in the center of
the hallway east.

(x=2300, y=1800) Arrows of Biting x40, Arrows x160, Bolts x120,
		 Bullets x120, Darts x80, 1 gold

Astral Prison Chamber (AR0517)
16) You can avoid these chambers by running across the fleshy part at
the right time, but chances are somebody will get caught, and it's just
better to take care of them-besides, we like experience and loot, don't
we? I spell buff my Fighter/Mage and send him in alone-include a Chaotic
Commands in addition to his normal buffs. Inside are some Githyanki, 
including one Gish, three Warriors, and a Knight. They'll all start out
by hitting you with psionics, followed by going invisible before 
unleashing a second round of psionics. Getting knocked unconscious by
the psionic attacks would not be a good thing, hence the Chaotic 
Commands. Once the two rounds of psionics is done, send in the rest of
the party. The Knight and Warriors drop Plate Mail Armor and Two-Handed
Swords (and possibly a Potion of Extra Healing), while the Gish will
leave behind... a bunch of Darts.

(x=300, y=400) Bullets x80, Bolt x80, Arrows x80, Darts x80, 
	       Throwing Daggers x40
17) Leave the chamber and continue east, where you'll find a Yuan-ti 
Mage, a Salamander, and an Ice Salamander. To the north there are two
more troublesome Thralls and a Wyvern who will likely bother you while
you attempt to kill the snake-bodied bastards. It's a good time as any
to use an Insect Plague and hopefully neutralize one group or the other,
just don't let either have the freedom to cast spells. Once they're
dead loot the Female Thrall for a suit of Chain Mail Armor, Xarrnous'
Second Sword Arm (aka: Gauntlets of Weapon Skill), a Ring of the 
Princes +1, a Medium Shield, Kundane +2, and a Thrall Collar. The Thrall
will leave behind Bracers of Defense A.C. 8, a Wand of Lightning, a
Potion of Extra Healing and a Thrall Collar. Who do the Gauntlets go
to? Well, Korgan/Keldorn has The Brawling Hands, and Jaheira/Viconia has
a Girdle of Hill Giant Strength, so just give them to the Fighter with
highest (worst) THAC0 until there's better to be had.
18) Now we turn north-west for a change, where the Master of Thralls
will threaten us before summoning some Air Elementals. Be spell buffed
and keep in mind that you need +2 or better weapons to hit the Air 
Elementals. As for the Master of Thralls, just be wary of his ability
to paralyze you and his 'death gaze'-the former can paralyze several
characters at once, so have a Remove Paralysis handy, or lead with one
character to suffer while the rest of the party hangs back, charging
after the paralysis gaze hits. It's just one of those fights that can
be a pain in the ass, or a breeze, depending on how things start out.
When he dies, pick up the Staff of Air +2 and the Mastery Orb that he
leaves behind.

(x=3000, y=950) Moonstone Gem, Dart of Stunning x40

Astral Prison Chamber (AR0518)
19) The Warden lies to the west-behind several more pulsating flesh-node
chambers. The first (x=2250, y=1100) contains four Wolfweres and a 
Greater Wolfwere. I'd suggest focusing on the Greater Wolfwere first-
he's not anywhere near as strong as the Loup Garou of Baldur's Gate 1,
but he's still the toughest enemy in this area.

Astral Prison Chamber (AR0519)
20) The next chamber (x=1940, y=1020) contains two Efreeti and a Noble
Efreeti, who can be pretty damn annoying. Another situation where my
Fighter/Mage handles it himself-this time with the added benefit of a
Protection from Fire spell. With that little number, there's just not
much they can do, even though their Flame Arrow spells will strip you
of Mirror Images rather quickly. Once dead, they might go into a Gaseous
Form, during which time they're immune to damage.
21) Now to deal with the Warden. Go down to the 'brazier' near the
Githyanki chamber (x=2500, y=1900) and activate it to destroy the Orb.
If you just rush in and take on the Warden, his pack consists of three
Thralls, three Warden Thralls, a Salamander, an Ice Salamander, a
Yuan-ti Mage, and of course, the Warden himself. Destroy the Mastery
Orb, the Thralls will turn on the Warden, and making this fight much 
easier. Of course, if you have to fight all six of the Thralls, you've
got some serious spell power to worry about. First thing to do is hit
them all with a Dispel Magic, as the Warden and most of the Mages will
put up defenses to make themselves annoying. Immediately afterwards, 
have Jaheira hit them with an Insect Plague. If the Thralls are already
neutralized, it should only take one-targeting in the Yuan-ti Mage-to
make this fight a cinch. If the Thralls are still hostile, it merely
takes two to (hopefully) neutralize their magic. Have everybody run in
and focus on the Warden, and use Keldorn to keep him honest-that and
Breach-which will be your best friend for tearing down his spell buffs
without dispelling the Insect Plague. The Warden likes to start out with
Symbol, Stun, and he can also cast Horrid Wilting. After that, him and
a few of his Thralls are fond of Finger of Death, which can make a
reload mandatory by itself. It's highly recommended you destroy the
Mastery Orb, although I'll be honest, the most challenging thing about
this fight are the stupid flesh chambers. After they're dead Tagget will
come and tell you the obvious. The Warden Thralls have Long Swords +1,
and one of the Thralls (the Cleric) has a Warhammer +1. The Warden has
three Star Sapphires, two Emeralds, the Wave Shaft (like the Equalizer,
part of an artifact weapon), Adjatha the Drinker +2 (a worthy compliment
for Namarra +2), the Planar Prison Cell Key, and 2577 gold.

(For destroying the Mastery Orb)
EXP	24750

(For defeating the Warden and freeing the Thralls)
EXP	5000

(x=1250, y=1150) Bolts of Lightning x40, Bullet +1 x40, 
		Throwing Dagger x30, Throwing Axe x40, 1 gold
22) Head over to the north-west, where Raelis Shai will thank you for
saving them-and you'll get a hefty experience reward. Haer'Dalis will
elect to stay behind and explore the Prime, and if you're a Bard
Raelis'Shai will offer you the deed to the playhouse. Either way, you'll
appear back in the playhouse below the Five Flagons, where Haer'Dalis
will offer to join you for good. The next section will cover the
playhouse, if it interests you.

If you don't want to (or can't) do the Bard's quest, there's still
plenty to do. We still can recruit Cernd, Mazzy, Nalia, and Valygar.
Valygar and Mazzy require us to tread to the Umar Hills, Cernd requires
us to tread all the way to Trademeet, and Nalia necessitates a visit to
the De'Arnise Keep. Of course, if you want to keep your rural virginity
intact for this game, we can still recruit Aerie [WLK015]. Before any of
that, however, let's go off and grab one wonderful weapon that's now
well within our ability to obtain-the katana Celestial Fury [WLK014].

(For freeing the Sigil Troupe from the Astral Prison)
EXP	44000 (each character, including Haer'Dalis)

|								       |
|			Bardic Playhouse Quests			       |
|								       |
Sequence of Events:						{WLK013}
		1) New Ownership
		2) The Lead Actress
		3) More Actress Drama
		4) Zaren's Improvisation
		5) More Improvisation
		6) The Turmish Curse
		7) The Missing Score
		8) Bothered by Barbarians
		9) The Show Must Go On.. Or Not.

Note from Lee:
I try not to leave the city confines until all the various stronghold
quests are complete, so I do the last part of [WLK037] here (the Fallen
Paladin quest). It takes damn near forever for these stupid actors and
directors to get this play going.

Five Flagons Inn, Basement (AR5010)
1) Samuel Thunderburp will show up and discuss the running of the 
playhouse with you, after which he'll send in Higgold, who will tell 
you that it'll take a week to get some actors, and six weeks for 
rehearsals, after which the playhouse will start making a profit. Keep
in mind that this quest takes place over a long length of game-time.
Every so often you'll get bothered by a runner who will tell you that
something has come up and you're needed at the playhouse. Do other
things between each event, or just rest repeatedly to pass the time.
Once some time has passed a boy named Meck will bother you, telling you 
that Higgold has the actors. Keep in mind that your decisions do affect
the quality of the play-a higher-quality play will net you a greater
reward at the end of the quest. Essentially, all your decisions either
have no effect on play-quality, a small effect (+1 or -1 to the global
variable 'playquality') or a significant effect (+2 or -2 to
'playquality'). The higher the 'playquality' variable, the better the
reward at the end of the quest.
2) Return to Higgold and he'll give you the first task right off-picking
a lead actress. There's also some mention of a curse on the play you're
performing. Choose either Iltheia (a pompous but experienced elf) or
Jenna (a naive and less experienced human actress.) Pick whomever you
wish and then comes the hard part-funding the play. You can pay as
little as 1000 gold, or as much as 10,000. The better the funds, the
better the advertisement, props, and costumes, and generally the better
reviews you'll get and the more money you'll receive later.
3) After a while you'll get another visit from Meck calling you to visit
the playhouse and deal with another crisis.

If you made Iltheia the lead:
Iltheia is complaining about her lack of recognition-basically, the
pompous twat wants more money. Jenna just wants to see something done.
You can pay Iltheia more (100 gold does nothing for the play's
quality, 500 increases the play's quality, and refusing to pay her
more decreases the play's quality), threaten to kick her out of the
play (which decreases the play's quality), give the job to Jenna,
instead (decreases the quality of the play) or tell the women to solve
the problem themselves (which significantly decreases the quality of
the play).

If you made Jenna the lead:
Iltheia is upstaging Jenna, and wants a bigger role. You can capitulate
and let Iltheia have the lead (which increases the quality of the
play), tell Iltheia to stop screwing around and just play her role as
it was meant to be (which also increases wthe quality of the play),
expand Ilthea's role (decreases the quality of the play), or tell
them to fix it themselves (which significantly decreases the quality
of the play).

(For letting Iltheia expand her role)
EXP	6750

(For threatening to fire Iltheia)
EXP	6750

(For putting Iltheia/Jenna into the leading role)
EXP 	6750

(For promising to pay Iltheia more)
EXP	11500

(For regulating Iltheia to her role)
EXP	15750
4) A few days later you'll be summoned again. This time Zeran thinks
he's too good to follow the script. Damn actors and their disobedience!
Zeran will defend himself, saying he can make the play better. Either
let him change the script (significantly improves the quality of the
play), tell Higgold the rest of the actors will have to keep up with
improvisation (slightly improves the quality of the play), or tell
Zeran to cut it out (decreases the quality of the play).

(Allow Zaren to improvise)
EXP	11500

(Allow Zaren to change the script)
EXP	15750
5) Let some more time pass and Higgold will again send for you. This
time ALL the actors are 'in a state'. Apparently they all have ideas on
things to change with the script, and something needs to be done one way
or another. If you tell them to trust in Zaren, and your Charisma is
less than 17, you will decrease the quality of the play, If you tell
them to trust in Zaren and your Charisma is 17 or greater, the quality
of the play will increase. Same goes if you tell them there will be
no changes-your Charisma determines the outcome. If you bribe them with
500 gold, you'll increase the quality of the play. If you rewrite
the play yourself with a Charisma of less than 16, the quality of the
play will decrease. If you rewrite the play with a Charisma of 16 or 17,
the quality of the play will remain the same. If your Charisma is 18 or
higher, you will increase the quality of the play by rewriting it
yourself. Finally, if you threaten to fire everybody, the quality of
the play will take a HUGE hit.

(Pay the actors 500 gold to stop whining)
EXP	11500

(Don't allow the changes, with a Charisma score of 17+)
EXP	11500

(Allow the changes, with a Charisma score of 17+)
EXP	11500

(Rewrite the play yourself)
EXP	11500
6) Meck will bug you again after a while, and this time it sounds like
something serious is taking place. Head back to Higgold and he'll tell
you about some 'hauntings' and other strange events going on. He'll
bring in Shvanana, a priest who'll promise to stave off the 'curse' for
a mere 1000 gold. You can pay the 1000 gold for your actors' peace of
mind (increases play quality), try and get the price lowered to 500
(if you have a Charisma score of 17 or higher, but this will not
increase play quality), realize that you've got Clerics too (will not
increase play quality), and just get them to do it, or you can tell
Shvanana to shove off (which will significantly reduce the play's
quality). Finally, if you legitimately do not have 1000 gold, you can
tell Higgold you cannot afford Shavanna-if your Charisma is 18 or
higher, you'll increase play-quality by doing this, if it's less than
18, you'll significantly reduce the play's quality this way.

(Have less than 1000 gold, and a Charisma score of 18 or higher)
EXP	11500

(Pay Shavanana)
EXP	11500
7) Again time will pass, and again you'll be summoned-this time
something is wrong with the music. Again, you have options. You can get
Balmitance to do it for 500 gold (which greatly improves the quality of
the play), you can get Marcus to improve the music and get him to
rewrite the score (which significantly decreases the quality of the
play), or you can get Marcus to play and rewrite the score yourself.
This last approach will save you some money, but your Intelligence
will determine the outcome. If your Intelligence is less than 14, you
will significantly reduce the quality of the play. If your Intelligence
is 14 or 15, you will slightly reduce the quality of the play. If your
Intelligence is 16 or 17, the quality of the play won't be harmed at
all. If your Intelligence is 18, the quality of the play will slightly
improve. If your Intelligence is above 18, the quality of the play
will significantly improve.

(Hire the harpist Balmitance)
EXP	15500

(Rewrite the score yourself, with an Intelligence of 16 or 17)
EXP	6500

(Rewrite the score yourself, with an Intelligence of 18)
EXP	11500

(Rewrite the score yourself, with an Intelligence of 19+)
EXP	15500
8) More time passes and Meck returns, this time claiming 'barbarians'
have taken over the playhouse. This time you'll find Higgold outside of
the playhouse (so resting in the Five Flagons won't work to advance this
next plot point.) Head inside to confront the Turmish who are refusing
to let the play take place. A fight ensues, but it's nothing
spectacular. Kill them, and loot them for the following goodies: The
Turmish Leader will leave behind Studded Leather Armor +2, a Two-Handed
Sword +1, a Helmet, and 37 gold. The Turmish Thief drops a Short
Sword +2, and Leather Armor +1, and a Light Crossbow, and a Scroll of
Identify. The two Turmish Thugs will each cough up a suit of Studded
Leather Armor, a Helmet, some Arrows, a Short Bow, a Bastard Sword, and
some minor wealth. Finally the Turmish Sorceress leaves behind a Quarter
Staff, Bracers of Defense A.C. 7, and 40 gold.

(For removing the Turmish barbarians)
EXP	15500
9) Wait for a day, then return to the playhouse at Meck's request to 
go see the dress rehearsal. Watch the monster you've created, then go
waste another week doing... whatever. What are the odds that things
won't go smoothly, do you think? After a while Meck will return, and
Higgold tells you that some councilman is there, and that Zaren is too
ill to perform-you'll have to fill his shoes. If you cancel, your
playhouse is as good as wasted (Samuel Thunderburp will pay you 5000
gold to compensate you for the playhouse). I'll assume you'll play the
part, however, as it's much more lucrative for you to do so. 

Best dialogue responses
  Scene #1 (with Karenina): #2, #1, #1
  Scene #2 (with Karenina): #1, #2
  Scene #3 (with Marcus):   #1, #2, #1, #2
  Scene #4 (Monologue):     #1

First, you'll get an experience reward depending upon your performance
in the play:

(For refusing to perform)
Gold	5000


(For putting on a poor performance of the Turmish play)
EXP	19500


(For putting on a good performance of the Turmish play)
EXP	35500


(For putting on a great performance of the Turmish play)
EXP	49500
ITEM	Azlaer's Harp

Then you'll get another reward depending upon the quality of the
play, itself. This depends upon the choices you made throughout the

(These are all the choices that seemed 'bad' to me.)
Leading Actress:	Iltheia
Funding:		Nothing
Jenna vs. Iltheia	Nothing
Improvisation:		Don't allow any changes
Script Change:		Call their bluff on walking out
Curse:			Nothing
Music:			Marcus performs and rewrites score	

(These are all the choices that seemed 'good' to me. When all else 
failed, I simply followed the experience point rewards. After all,
getting more experience for a course of action has to mean something
good, right?)

Leading Actress:	Jenna
Funding:		10,000 gold
Jenna vs. Iltheia	Force Iltheia to stick to her role
Improvisation:		Allowed Zaren to change the script
Script Change:		Rewrite the script myself (w/high Charisma)
Curse:			Hire Shvanana for 1000 gold
Music:			Rewrite the score myself (w/high Intelligence)

(For establishing an average playhouse)
EXP	19500
Gold	1000


(For establishing a good playhouse)
EXP	29500


(For establishing a great playhouse)
EXP	50000

Finally, after completing the play, you'll get crowd feedback-one
moron peasant always likes it, and the other three following the first
will have varied reactions. For all that, however, this can only
really end two ways. Either the play goes on, or it doesn't. Typically
the play only flops if you had a very poor play quality, or if your
protagonist refused to act at all on opening night. If that's the
case, you'll get 5000 gold as consolation from Samuel Thunderburp. If
the play goes on, no matter the quality, Higgold will offer to buy the
playhouse off of you for 10,000 gold. If you accept, you'll get a lump
sum and get to go on with your merry life. If you refuse, you'll get
weekly proceeds from the playhouse, like the De'Arnise Keep.

|								       |
|		       Obtaining Celestial Fury			       |
|								       |
Sequence of Events:						{WLK014}
		1) Glabrezu and Friends
		2) Obtaining Celestial Fury

Guarded Compound (AR0906)
1) Go to the Temple District and head over to the 'Guarded Compound' to
the east (x=4200, y=2100). Spell-buff before you head in, and make sure
you have some +2 weapons at the ready. Inside you'll be welcomed by Sion
and Ketta, who will discuss how they will endeavor in the future to 
better ward the door. Either pick a fight or pretend you came here by
accident, either way they'll teleport away. If you go north-east towards
the stairs some enemies will gate in, including an Efreeti, two
Ettercaps, an Ogre Berserker, an a Nishruu on one side, and a Glabrezu
on the other. The Glabrezu and Efreeti are the two somewhat worrisome
enemies, and the two sides will happily attack the other. The Glabrezu's
victory is a foregone conclusion, since none of the other enemies have
the +2 weapons needed to harm the Glabrezu. Trigger their appearance
then retreat, allowing the Efreeti to cast its Fireball and Flame Strike
on the Glabrezu before hitting it with a Dispel Magic or Breach and
stepping in to put them down. If you're in good condition, continue
upstairs. If you're injured or your spellbuffs have worn off, retreat
and recover before continuing to the upper level (x=1000, y=500).

(x=550, y=950) Acid Arrows x4
(x=450, y=1000) Bloodstone Gem, 15 gold
(x=400, y=1050) Morning Star +2, 38 gold
(x=300, y=1100) Moonstone Gem
(x=200, y=1150) Iol Gem, 8 gold
(x=150, y=1200) Bloodstone Ring
(x=750, y=1250) Scroll of Mislead
(x=730, y=1250) Andar Gem
(x=670, y=1300) 1 gold
(x=620, y=1500) Silver Necklace
(x=1650, y=620) 15 gold
(x=1650, y=200) 38 gold

(x=400, y=1050)

Guarded Compound, Upstairs (AR0907)
2) Upstairs you'll find a rough party consisting of Sion (14th-level
Abjurer), Stalman (16th-level Cleric), Koshi (16th-level Kensai), an
Orog named Olaf Rassmusen (17th-level Fighter), a Minotaur named Maferan
(17th-level Fighter) and Ketta (19th-level Thief). Like the bandits
we fought in the sewers under the Temple District a while back, they've
got a well-balanced party, they'll start out with some spell buffs
(particularly Stalman), and they will use potions to beef themselves up
before combat. Ketta begins hidden, and will use Potions of Invisibility
to hide with the sole goal of hitting you with as many backstabs as she
can. In a break with tradition, however, the most dangerous foe here
is Koshi-due only to the fact that he's weilding Celestial Fury-the
prize we're after. It has the ability to stun foes every strike, and
with such potent warriors at his side, a stunned party member can find
themselves in trouble quickly... which isn't to say that Sion and
Stalman aren't as dangerous as spell casters tend to be, they've just
got an extraordinary warrior with one of the best weapons in Shadows of
Amn to measure up to. On top of that you've got traps near the stairs
that will keep you from advancing. Once again, I find myself facing
superior opposition-only a massive spell assault will win the day at
my level. I'm nearing 650,000 experience with my evil party, which
hasn't translated to much in the way of levels, but my gear as improved
considerably since fighting the bandits in the sewers.

Turn off your party AI if it's on, as this fight requires some micro-
management. I send Keldorn up by the pillar and hit them all with a
pre-emptive Dispel Magic just to frustrate their early efforts. My Mages
begin tossing out Chaos spells to hopefully debilitate a few of the
warriors, while Anomen/Viconia cast True Sight, to thwart Ketta. The
fight-winner, however, will be Insect Plague, and Jaheira immediately
sets herself to casting said spell, with Stalman as the target. My
warriors wait in place, mindful of the traps at their feet. After the
first round of spells go off, my Thief (either Yoshimo, for the good
party, or my evil protagonist) search for and disarm the traps nearby,
while Edwin casts another Chaos. Once done, I focus on taking out Sion
first, then Stalman, while continuing to use my Mages to throw out Slow
and Chaos spells to neutralize the enemy warriors. If Sion and Stalman
go down without much of a fuss, there's a very good chance you'll win
this fight. After the spell-casters, focus on whatever warriors remain
able to fight back (those not panicked by the Insect Plague or confused
by Chaos), favoring Ketta and Koshi if at all possible. When they fall,
loot them to reap the following rewards:

Ketta: Leather Armor +3, Short Sword +2, Potion of Invisibility and
140 gold.

Koshi: Celestial Fury +3, Katana +1, Potion of Extra Healing x2, Oil of
Speed, Helmet and 120 gold.

Meferan: Full Plate Mail +1, Gift of Peace, Large Shield +2,
Battle Axe +2 and Potion of Extra Healing x3.

Olaf Rassmusen: Full Plate Mail +1, Helmet of Charm Protection,
Two-Handed Sword +2 and Potion of Extra Healing x3.

Sion: Adventurer's Robe and 75 gold.

Stalman: Plate Mail +1, Mace +2 and 20 gold.

For the second time in the game we've disposed of a rival group and
gained-in one battle-loot comparable to what we found in the entire
first game. With the two suits of Full Plate Mail +1, everybody in your
party wanting for good magical heavy armor should be satisfied, and the
Large Shield +2 is sure to help a bunch, not to mention the two magical
helmets. For all that, however, the real prize is Celestial Fury +3, a
+3 Katana with a chance to stun enemies and a chance to deal 20 extra
lightning damage. A katana-wielding character is now set for a long,
long time. Jaheira (in the good party) or Viconia (in the evil party)
wears the Gift of Peace (aka: Helmet of Defense). They both have decent
Armor Class, but the bonus to their saving throws is a welcome boost for
characters that I rely on to reverse debuffs on my other party members.
Of course, the resistances don't hurt, either. In any case, I prefer the
protection from critical hits and other bonuses given by the Gift of
Peace to the Hit Points and THAC0 bonus given by the Pale Green Ioun
Stone, which goes to Haer'Dalis, Edwin, or some other character who
can't wear a helmet and needs some protection. Don't be afraid to rob
the place now that you've overcome its owners.

(x=1330, y=350) Bullet +1 x8
(x=1530, y=400) 56 gold
(x=1700, y=400) 9 gold
(x=1670, y=570) Wand of Fear, Arrows of Fire x4, 666 gold
(x=1800, y=500) Potion of Insight, Spear +3
(x=1850, y=450) Spear +3
(x=2350, y=700) History of the North, History of the North, 4 gold
(x=2400, y=750) History of the Vast, History of the Unicorn Run,
		History of the North, Skydrop Gem
(x=1250, y=1400) Sling +2, Bullets +2 x10
(x=1200, y=1370) Last March of the Giant, History of the Moonsea
(x=570, y=1170) Wand of Paralyzation, Arrows +1 x9, 
		Arrows of Piercing x8
(x=450, y=1250) Asp's Nest x7, Bolt +2 x10, Bolt of Lightning x20
(x=220, y=1150) Wand of Frost, Dart of Wounding x10
(x=370, y=1050) Scroll of Shocking Grasp, 2 gold

(x=1100, y=540) 
(x=1000, y=590)
(x=680, y=800)
(x=600, y=890)
(x=1850, y=450)
(x=570, y=1170) 
(x=450, y=1250)
(x=220, y=1150)

Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Celestial Fury {VID002}


|								       |
|			  The Circus Tent Quest			       |
|        		    (Recruiting Aerie)			       |
Sequence of Events:						{WLK015}
		1) There's Something Foul Afoot...
		2) Genie Riddles
		3) Into the Circus Tent
		4) Aerie the Ogre
		5) Aerie the Elf
		6) Werewolves and Shadows
		7) Kalah's Chamber
		8) Back to Reality

Waukeen's Promenade (AR0700)
1) Head over to Waukeen's Promenade and make your way to the Circus Tent
area in the center of the map. At (x=2800, y=1550) you'll find a young
boy named Giran, who will complain that his mother went inside the tent
and never came out. What kind of mother leaves her son behind to go see
a circus act? Talk to the guard by the entrance to the circus tent 
(x=2970, y=1570) and he'll tell you that something bad happened in the
tent-and he'll suggest evil magic is involved. Nobody has come out save
one of the animal trainers, and nobody sent in after the disturbance
has returned. Ask for permission to enter and he'll move out of the way
sure enough. Over at (x=2700, y=1920) you'll find Fearghus, whom-as the
first half of his name suggests-is terrified of what happened in the
circus tent. His story seems to confirm some bad magic as the cause, and
some 'special performance' as a possible catalyst. Head into the tent at
(x=2950, y=1500).

Circus Tent, Exterior (AR0600)
2) As soon as you enter a Genie will bother you with some riddles.
Haven't we done this before? Anyways, answer the  riddles so that you
can cross the bridge and see some 'Kalah' creature, which apparently you
need/want to do. Or so the Genie assumes.

"A princess is as old as the prince will be when the princess is twice
as old as the prince was when the princess' age was half the sum of 
their present age. Which of the following, then, could be true?"

Answer: The prince is 30 and the princess is 40.

If you answer the first riddle correctly you'll get a decent experience
reward. If not, the nice Genie will give you a second, less math-
intensive riddle.

"The poorest have it, the richest need it, but if either was to eat it
they would certainly perish. Tell me what it is!"

Answer: Nothing.

If you bomb both tries the Genie will turn hostile and attack, 
immediately starting out with Stoneskin and various other defensive
spells. Offensively, he's fond of turning a character to stone before
attacking in melee. Still, it's more rewarding (and safer) to just 
answer the Genie's riddle.

(For answering the Genie's riddle)
EXP	19500 (first riddle) or 14500 (second riddle)
3) You can now cross the bridge and enter a large domed structure 
(x=1300, y=1500). If you head around the sides of the building you'll 
find some Shadows and Werewolves. You won't get any experience for 
killing the latter, and when they die you'll get some 'illusion 
dispelled' text, and they'll turn back into people. All things 
considered, it might not be worth it to kill them.

Circus Tent (AR0604)
4) When you arrive on this level you'll be approached by an Ogre named
Aerie. Being the super-sleuth that you all are, I'm sure by now you
realize Aerie isn't really an Ogre. She claims to be a member of a race
of winged elves who works at the circus with her uncle, Quayle. It 
couldn't possibly be... nah... anyways, she tells you that somehow Kalah
has created this place, affecting everybody with illusions-deadly
illusions. She'll ask you to free her, which involves getting a sword
that's a key from some commoners who aren't common. Over at
(x=250, y=500) you can find a 'spider', who turns out to be Hannah, 
Giran's mother. She'll give you a bit of information for talking to her.
5) Up at (x=750, y=280) you'll find a pair of 'Peasants' who'll attack
you. As you strike them they'll turn into 'Orcs'. Kill them and take
'The Ogre's Sword' off of one of them. Take the 'sword' back to Aerie
and give it to her (refusing to give it to her provokes her into
attacking.) Give her the key and free her, however, and you'll get a
reward, as well as a new party member, if you're so inclined. Aerie's 
one of the worst Mages in the game-certainly below Edwin, Imoen, and
Nalia, and she won't get along with Korgan. Anyways, continue on past a
'Pleasure Slave' who has little interesting to say, and enter the next
area at (x=1050, y=400).

(For restoring Aerie to her true form)
EXP	18500

Circus Tent, Tower (AR0605)
6) This level is fairly uninteresting, being populated by some Shadows
and Werewolves. There are two vases to loot, but frankly, it might be
best to head up to the next level and leave the illusions at peace. As
you ascend the stairs a Genie will bother you and simply annoy you by
asking if you wish to proceed.

(x=930, y=400) Scroll of Protection from Petrification, 
	       Scroll of Dispel Magic
(x=830, y=350) Scroll of Web

Circus Tent, Kalah's Chambers (AR0606)
7) At the top of the tower you'll find Kalah, who starts out the
conversation fairly threateningly. Quayle (the Ooze in the corner) will
talk to you and tell you not to acknowledge the illusions by attacking
them, or they'll become quite real to you. Simple enough, Haste up and
rush Kalah, who dies extraordinarily quickly (I swear, 47 Hit Points
of damage was all he could take, which was just two hits from my main
character.) After Kalah dies you'll be whisked away to the inside of a
rather normal-looking circus tent. 

Circus Tent (AR0607)
8) Kalah, now forced back into his real form of a rather pathetic Gnome
illusionist, tosses out a few insults and whines a bit before dying.
Aerie and Quayle talk a bit before Quayle decides Aerie needs to
experience life outside of the circus. Take Aerie with you-or not
(she'll remain here for you if you decline)-and loot Kalah's corpse for
Elve's Band (aka: Girdle of Piercing, which is great for characters
like Dorn or Keldorn who come under missile fire a lot and don't have a
shield to protect them), a Ring of Human Influence (makes any character
fit to lead the party, pretty-wise), 20 Bullets, a Garnet, a Flail, a
Scroll of Identify, a Scroll of Infravision, a Scroll of Magic Missile,
a Scroll of Stinking Cloud, a Scroll of Stoneskin, a Sling and 724 gold.
Talk to Hannah (x=100, y=300) and she'll thank you and you'll get a
downright meager experience reward. Go outside and talk to Giran and
you'll get the rest of the reward... which still isn't very much. Ah
well, at least now we have Aerie at our disposal. For me, I take this
literally and leave her behind. Anyways, now it's time to leave
Athkatla in search of new party members. At this time I set my eyes on
recruiting Valygar, which also includes taking care of the Planar
Sphere... and marginally exploring the Umar Hills dungeons to dig out
Mazzy. This means heading over to the Government District, and after
all this adventuring we'll probably have to deal with Keldorn's family
crisis. If so, consult [WLK010].

(For rescuing Giran's mother from the circus tent)
EXP	500 + 2500

|								       |
|		      The Planar Sphere Quest			       |
|		  (Recruiting and Securing Valygar)		       |
Sequence of Events:						{WLK016}
		1) Madeen's Message
		2) Magic License
		3) Tolgerias' Request
		4) Valygar's House	
		5) Another Call for Heroes
		6) A Note on Over-World Travel
		7) Trouble in Umar Hills
		8) Finding the Fugitive
		9) Valygar's Cabin
		10) Into the Sphere
		11) The Golem's Arm
		12) Solamnic Knights
		13) Sahuagin Room
		14) Cannibalistic Halflings
		15) Golem Room
		16) Furnace Room
		17) Finishing the Golem
		18) Subduing Lavok
		19) Garden Room
		20) Lizard Man Room
		21) The Lower Planes
		22) The Rune Room
		23) Tolgerias' Reckoning
		24) Fire Room
		25) Ice Room
		26) Engine Room
		27) Returning Home

Government District (AR1000)
1) Now head over to the Government District, where stupid cuckold
Paladins will no longer bother us with their marital problems.
Over by the Council of Six building you'll find Madeen, who will tell
you that he's a representative of one of the leaders of the Cowled
Wizards. Sounds like just the guy we need to talk to about this Imoen
thing! Agree to meet with his master, a wizard named Tolgerias, and head
inside the aforementioned Council of Six building (x=3150, y=900).

Council of Six Building (AR1002)
2) There are lots of people here to talk to, although only two have
anything worth listening to. Just follow the robes-you have Corneil at
(x=580, y=800) who you can talk to about that whole bothersome magic
license business. If you pay a ghastly 5000 gold, you'll be able to
sling spells about within city limits. This isn't a license to kill, of
course, but by now we have the money for it (or at least, you should).
No more worrying about the Cowled Wizards when we cast Haste, and no
more relying solely on Insect Plague to win fights!... well, not really.
3) As for our quest at hand, we can find Tolgerias at (x=770, y=770).
He'll promise you magical trinkets, money, and information about Imoen
in return for your agreement to help him with some matters. Accept and
he'll tell you that a man named Valygar Corthala has slain some Cowled
Wizards, and Tolgerias needs you to track him down. First things first,
let's rule out his presence in Athkatla before we go running off to the 
Umar Hills. Head to the docks district and enter the house at 
(x=2450, y=1150), constructively called 'Valygar's Home' on your map. 
Outside of the house at (x=1270, y=1130)

Valygar's House (AR0325)/(AR0326)
4) In Valygar's house, at (x=500, y=280) you'll find Hervo. Tell him
you're a friend of Valygar's and ask about what happened with the Cowled
Wizards. He'll let slip a comment about the Umar Hills, and about 
Valygar being a formerly gifted scout of sorcerous ancestry. In case you
somehow haven't gathered what's up, loot around the house and upstairs
to find a Corthala Tax Notice, which clearly mentions a cabin in the
Umar Hills. Yeah, yeah, we get it. Off we go!

***ITEMS*** (AR0325)
(x=400, y=300) Zios Gem Studded Necklace, 8 gold
(x=550, y=150) Potion of Insight, 10 gold
(x=300, y=270) 12 gold

***ITEMS*** (AR0326)
(x=400, y=150) Bloodstone Ring, History of Dambrath
(x=300, y=250) Bloodstone Gem, Dagger, Corthala Tax Notice, 23 gold

City Gates (AR0020)
5) Head over to the City Gates (AR0020) where you'll find a man named 
Flydian (x=480, y=680). He'll ask you if you can come to Trademeet and 
meet with one Lord Logan Coprith to discuss resolving that town's 
problems. Since it has to do with recruiting Cernd and Rasaad we'll pick
up the location of Trademeet now and agree to help him. Continue on to
the gate, where you'll see a corrupt Soldier get bribed by a ne'er-do-
well. Oh well, such is life. Exit the city at (x=1100, y=300).
6) Now, a note on the overworld map. Just like in Baldur's Gate 1, you
can get ambushed on your way between areas. To my knowledge, none of
these encounters are anywhere near as threatening as in Baldur's Gate 1.
By now, you're just beyond the ken of simple bandits. Areas are further
apart and more significant now-no more trawling through half-empty 
forests for a handful of simple encounters. I know, I miss it too. You
also don't need to search the corner of every area to make sure you find
every place-most of the game areas you'll get through quests and talking
to NPCs, not random discovery. Right now we should have three areas on
the map for our perusal: Umar Hills, Trademeet, and Watcher's Keep. The
latter we won't discuss for a good long time, but if you wish to scope
it out early nobody will blame you-as long as you go there to shop, and
don't seriously think you're ready to clear it out. I will admit, I did
head over there to grab the Potion Case sold by Sister Garlena. Hauling
my potions around with me was just becoming a chore.

Umar Hills (AR1100)
7) When you arrive you'll find Minister Lloyd trying to calm down a
group of irate and scared townsfolk. You'll hear mention of everything
from Ogres, to Wolves, and the witch Umar herself. Over at 
(x=4380, y=3200) Nelleck, who will talk a bit about the murders, and
over to the west are three merchants-Elence Fielding (x=3580, y=2880),
Beherant Diir (x=3450, y=2900), and Min Mining (x=3450, y=2990) who have
more to say on the matter, and a little worth buying (or stealing).
8) As fascinating as all this Umar witch business and people turned
inside out nonsense is, it's not what we're here for yet. Head up,
over, and around the Umar Inn to the east, cross a steam, then cross
another one to the north. Dispose of the local wildlife and head up some
natural stone steps. You'll be intercepted by a trio of Rangers, who
seek to prevent you from finding Valygar. Tell them you mean no harm or
kill them. They give good experience for only a little bit of trouble,
although they don't really drop anything fantastic.

Valygar's Cabin (AR1101)
9) Head up into Valygar's Cabin (x=1400, y=550) and search the back room
to find the elusive Valygar himself. He'll tell you that the Cowled
Wizards lied to you, that they wanted him to get inside a giant Planar
Sphere that appeared in Athkatla some time ago. Apparently the sphere is
owned by his ancestor Lavok, who parasitically inhabits the bodies of
his relatives to keep himself alive. The Cowled Wizards want to get
inside the sphere, and apparently Valygar's body is the key. When he
refused to help them (and really, who wouldn't?) they attacked him.
Naturally he's been on the run ever since. In traditional form for this
guide, let's discuss the less-than-ideal options for dealing with this
situation. First, you can kill Valygar and take his body back to
Tolgerias. So long as you don't try and hold out for more money, he will
more or less live up to his bargain. Of course, there are consequences
to this action that make it less than ideal. First, if Keldorn is in
your party he'll abandon you for attacking Valygar (this can be solved
by simply not having Keldorn in your party at the time). More
importantly you'll never get access to the Planar Sphere if you give
away Valygar's body, which means you'll never get some great items...
like the Hands of Takkok, and hence, Crom Faeyr. You can also kill
Valygar and take his body into the Planar Sphere yourself, which works
just fine. Of course, we came here to recruit Valygar, so I'll assume
you'll take him along... or at least you'll find your way into the
Planar Sphere, with Valygar alive or not. You can always let him tag
along just long enough to open the sphere, then drop him off and
continue on without him.

(x=130, y=370) Scroll of Infravision
(x=250, y=140) Rainbow Obsidian Necklace, Arrows +1 x10, Arrows x40
(x=350, y=100) Katana, Composite Long Bow, Spear +1

(For convincing Valygar to join you)
EXP	9500

(For giving Valygar's body to Tolgerias)
EXP	11250
Reputation -1
Gold	500
Item	Ring of the Ram
10) With Valygar (or pieces of him) in tow, head back to the Slums
District of Athkatla (AR0400). Head to the northern part of the level,
and when you get near the sphere Valygar will speak a bit. Go through
the doorway at (x=670, y=700) to reach the exterior of the sphere and
enter it at (x=200, y=600). Once the door is open you can safely disband
Valygar and continue on without him.

The Planar Sphere (AR0411)
11) Through the locked door at (x=3100, y=2500) you'll find a room with
a Steam Mephit and a scrying pool. Interesting, but not very useful. Go
through the doors to the west to find a circular room with a Clay Golem
inside. Clay Golems tend to haste themselves before engaging, they hit
hard, and require magical blunt weapons to harm. If you stole a Mace +2
from Gorch back at Mae'Var's Guild Hall you should be fine, just be sure
to equip your Fighters with them before provoking the Golem. It's worth
noting that-while incapable of actually dealing damage to the golem-
Celestial Fury can stun it, which makes taking it down much easier.
Once you've got the Planar Key, activate the north-western door to
initiate planar travel and gain access to the rest of the sphere. Now
the only way out is to clear the Planar Sphere.

(x=2300, y=2750) Coal, Scroll of Conjure Lesser Air Elemental,
		 Scroll of Minor Spell Turning, Bullets +2 x40
(x=2250, y=2750) Scroll of Polymorph Other, Bolts +2 x40
(x=2150, y=2800) Golem Arm, Planar Key, Scroll of Breach, Arrows x120
		 Bolt x120, Bullet x120, Dart x120
(x=2150, y=2850) Scroll of Haste, Emerald, Arrows +2 x40

(For activating the Planar Sphere)
EXP	17500
12) Head through the doors to the north-west where you'll find three
Solamnic Knights led by one Reyna, who will initiate dialogue with you.
Yay, crossover from Dragonlance. Who cares. They'll tell you about some
'cannibalistic Halflings' ahead that apparently caused the Solamnic 
Knights some trouble. Talk to the other two knights-Ancan will talk of
'fish that walk as men' to the north and Onvo will mention a 'damaged
Golem' past the 'bone room.' 

(x=2400, y=2200) Scroll of Warding Whip, Golden Necklace, 
		 Throwing Axe x40
13) In the room to the north you'll find two Sahuagin, two Sahuagin
Priestesses, two Sahuagin Baronial Guards, and a Sahuagin Baron. It's
another fight that Insect Plague wins with ease. Even without Insect
Plague, they're just not much of a challenge, despite their Clerical
debuffs and poisoned bolts. Aside from Paralytic Bolts and Bolts of
Biting, the Baron will drop of a Cloak of Protection +1.
14) Head through the door to the south-west, where you'll find some of
the Halflings that the Solamnic Knights mentioned. The Halfling Warriors
aren't much of a threat, and each carry a Morning Star, a suit of Chain
Mail Armor, and a Helmet. Ahead you'll find four more Halfling Warriors
standing in front of a land bridge-behind them is another, more powerful
runt named Togan. When you come into view, Togan will retreat, and 
beyond the bridge will join up with Kayardi, Entu, and Mogadish. This
can be a rough fight, as you probably won't be able to stop Mogadish
from getting off a Symbol, Stun. The best advice I can give? Lead with a
summon and hope Mogadish targets it with the Symbol, Stun. Have Keldorn
hit the enemies with a Dispel Magic to take down their spell buffs (if
you have him) and use Jaheira to cast Insect Plague. Mages should cast
Chaos and Clerics should try out Greater Command. The more enemies you
can incapacitate the better your chances of survival. You can also 
absorb the Symbol, Stun with a Spell Immunity (Conjuration), and a 
capable Mage can actually weather the entire group of cannibal Halflings
well enough (with the aid of Stoneskin, Improved Invisibility, and Blur)
to provide the rest of your group with enough cover to get out the spell
assault I've listed above. If you don't have Keldorn use Edwin to debuff
the enemies with Breach after a round or two of Chaos spells. Once
Mogadish and Kayardi are vulnerable go after them, as they're the real
threats. After they're dead, loot them for the following goodies:

Togan: Chain Mail, Helmet, Arrows x40, Flail and Ripper +2.

Entu: Chain Mail, Hands of Takkok (aka: Gauntlets of Ogre Power), Coal
and a Mace.

Mogadish: Chain Mail and a Club.

Ripper +2 will go great on Minsc (or any archer capable of using
Composite Long Bows), as it's easily the best bow we've found yet. The
Hands of Takkok are the real prize, however. The evil party should hand
them over to Viconia, so she can dispense with the Mauler +2 when it
becomes obsolete, while Anomen makes a good choice for the good party
(provided that Jaheira has the Girdle of Hill Giant Strength). Although
these gauntlets were great in the first game, in the sequel they're just
one extra girdle of Giant Strength away from becoming unnecessary. Never
fear, however-even after they stop being a direct boon for anybody, keep
them around. They'll find a way to contribute greatly to boosting a
character's Strength later on in the game.
15) Go through the door at (x=400, y=1550) to find a pair of Sword
Spiders and a pair of Ettercaps. There's more to do in this room, but
since you don't have the poor Golem's head, you'll have to continue 

(x=500, y=1450) Golem Building Book, Coal, Emerald, Dart of Wounding x40

(x=880, y=1300)
16) Through the northern door you'll find another group of Halflings,
including a pair of Halfling Warriors, a Mage named Taibela and another
spellcaster named Necre. This fight isn't nearly as hard as the last
Halfling fight, as Necre and Taibela aren't as well protected. Keldorn
tears down their spell effects, and the rest of my party simply destroys
them. Necre will leave behind the Stiletto of Demarchess +2, for what
it's worth. In this room you'll find three furnaces (x=500, y=500),
(x=700, y=700), and (x=300, y=700). Put a piece of coal into each one-a
Fire Elemental will show up after you light each one up.

(x=800, y=650)
(x=1120, y=550)
17) Go east to find a gear room occupied by a pair of Stone Golems. Kill
them and grab the Golem Head-we can now return to the Golem room and fix
the Golem (x=300, y=1300). Once the Golem is free it'll declare that 
there is an intruder and head to the east. Follow it, where it'll open a
previously locked door (Irenicus' Dungeon much?). Continue following it
east through a rune room and into a room occupied by an Elder Orb. After
the Elder Orb makes a defiant-but-futile-statement, it'll attack the
Golem. Try your best to get the last hit on the Elder Orb for a juicy
experience reward, which is fairly risk-free considering the Elder Orb
won't focus on you with the Golem around. Head through the door at 
(x=3000, y=600) to reach the 'Navigator's Room'. Time to pay Valygar's
ancestor a visit.

(x=1620, y=500) Golem Head, Coal, Tchazar Gem x10, 
		Arrows of Piercing x40
(x=2440, y=580) Scroll of Spell Thrust, Diamond x2, Moonbar Gem x3,
		Scroll of Breach, Throwing Daggers x40

(For repairing the Golem)
EXP	23500

Navigator's Room (AR0410)
18) Before heading through the door ahead of you, spell buff-at the very
least cast Haste. Lavok is pretty unhappy that you caused the Planar 
Sphere to move and ruined his 'escape.' If Valygar is with you he'll 
have some words with Lavok, who will mention something about your 
intrusion causing the sphere to leap back to his own dimension. 
Afterwards a fight ensues. Just get on Lavok early and hit him with a
Breach and Insect Plague to tear down his spell defenses and render him
helpless, then pummel him into submission. After Lavok loses, he'll
mention that some being had possessed him, and asks one boon of you-or
Valygar-that he be allowed to see the sky one last time. In return he'll
tell you how to return home. To get back, you just need to go get 
yourself the heart of a powerful demon. Might be pretty hard trapped in
this sphere, but fortunately the sphere warped back to some lower plane
when you entered. You might have stopped Lavok, but you're not out of
the woods yet! Or sphere, rather.

Garden (AR0419)
19) First go through the door to the west and exit the area
(x=100, y=550) to find a garden area, occupied by two Spore Colonies and
the Myconids they'll summon.

(x=900, y=450) Quarter Staff +1, Sling +2, Bullet +1 x40,
	       Potion of Extra Healing x10, 150 gold

Lizard Man Room (AR420)
20) Head back to the Navigator's Room and go north, exiting the map at
(x=500, y=50) to find a triangular room occupied by four Lizard Men.
Not very epic, but we might as well grab the loot, right?

(x=500, y=250) Battle Axe +2, Protector of the Second +2, Ninja-To +1,
	       Dart +1 x60, Bolt of Lightning x40, 350 gold

Lower Plane (AR0414)
21) Okay, enough picking on pansy enemies and grabbing easy loot. Head
back to where you entered the Planar Sphere and head outside
(x=3400, y=3100) to reach... well, no place good. This level is
populated by Fire Mephits, Imps, Maurezhi, Quasits, Salamanders, and
the odd powerful Tanar'ri. The latter are the only real threats,
especially the unique Lea'liyl. Spell-buff to the max before engaging
them, send summons first to provide extra targets, and hope their
'death gaze' doesn't paralyze anybody... Yeah, that's right, they're
like Aec'Letec from the first game, except their Death Gaze doesn't turn
you into a Ghoul and perma-kill characters. Keeping Remove Paralysis
handy comes highly recommended. Lea'liyl is at (x=1920, y=1340), another
Tanar'ri is at (x=1100, y=2050) and the last is at (x=2150, y=1750). The
last is probably the easiest to deal with, as it won't summon
reinforcements, but if you're brave you can test all three, as they each
give good experience. Besides their 'death gaze' they're fond of using
Vampiric Touch and Silence 15' Radius, and when all else fails, they're
fairly strong melee combatants, at least at this point in the game. Kill
one, kill two, or kill them all, but get a sweet, sweet Demon Heart and
head back into the Planar Sphere.

Note from Lee:
Didn't even have to spell buff much here. Double-hasted the party and
rushed the Tanar'ri - they went down pretty easily, and mopping up their
"reinforcements" was a breeze. I had a plethora of Healing Potions, so
getting back to full strength after each was easy. Once they were all
dead, I rested back inside the sphere.
22) Now return to the rune room. To activate the runes, touch the 
northern one first (x=1500, y=1120), then the southern one 
(x=1300, y=1500), then the eastern one (x=1600, y=1370), and finally the
western one (x=1200, y=1220). The door south will open, allowing you to
head to the lower level (x=1700, y=1800).

The Planar Sphere, Lower Level (AR0412)
23) Go through the door to the north-east to find Tolgerias and a
companion Cowled Wizard. You know the whole 'screwing them over' thing
that you're doing? Yeah, they're not fans. Naturally, a fight ensues,
and it would be wise of us to be careful, being rather low-leveled and
all. Their strategy is as follows. Besides the requisite spell-buffing
they'll do (Stoneskin to start, True Sight if you try to be sneaky, and
other defensive buffs like Mirror Image if the fight draws out) their
main goal is for Tolgerias to hit you with a Horrid Wilting (nearly
fatal to any character at this level) followed by Power Word: Kill,
which will almost certainly kill any one character who survived the
Horrid Wilting due to the damage they just sustained. Afterwards,
Tolgerias will cast several Power Word: Stun spells, while his Mage
buddy summons critters to take advantage of any characters who might be
stunned. Tolgerias's stunning will, of course, be more effective by the
virtue of the damage done by his Horrid Wilting. It's a simple scheme,
but it can be brutal. An easy way to blunt their offense? Mark their
locations with an invisible or sneaking character, then summon
something near them (making good use of replenishable summon items like
the Black Spider Figurine.) Tolgerias will then be obligated to use his
Horrid Wilting on your summon. Afterwards, Haste up, and rush Tolgerias.
Use Jaheira to cast Insect Plague, then get a Mage to try and take down
his defenses with Breach. If you manage to hit them with Insect Plague
at this point, the fight is probably over, and his subordinate Mage is
much less capable of causing party-destroying mischief. Once they're
dead, loot Tolgerias for a Ring of the Ram, an Angel Skin Ring, and a
Quarterstaff. Not very epic loot for such a potent opponent, eh? Ah
24) To the north-east you'll find a 'fire room'. That's right, it's the 
elemental part of the planar sphere. Inside is a Greater Fire Elemental,
an Efreeti, two Salamanders, two Fire Mephits, a Magma Mephit, and a 
Smoke Mephit. I suggest luring them out if possible-why risk traps and
the bottleneck of a doorway if you don't have to?

(x=1900, y=930) Scroll of Globe of Invulnerability, 
		Scroll of Spirit Armor, 
		Sheild of the Falling Stars +1, Staff of Fire +2,
		Arrows of Fire x40

(x=1650, y=940)
(x=2100, y=870)
25) Through the door to the north-or rather, the large chunk of ice
that serves as a door-you'll find three Ice Salamanders, three Ice 
Mephits, and a Troll. Remember to use fire or acid to finish the Troll
off once you've put it down. Again, luring some of them out is probably
going to make your life a little easier.

(x=700, y=550) Scroll of Otiluke's Resilient Sphere, Gift of Peace

(x=700, y=760)
(x=550, y=500)

Engine Room (AR0413)
26) Now to get to the Engine Room. You can reach the Engine Room via a
door north of the fire room (x=1700, y=300), or north of the ice room
(x=1100, y=50). In the engine room you'll encounter two groups of
Golems-one that appears along the northern end of the western walkway,
and one that appears near the engine in the center of the area. Both
groups consist of a Clay Golem and a pair of Stone Golems. Use the
narrow walkways to ensure you're only attacked by one Golem at once if
possible, and be sure to get all the magical blunt weapons you can on
the Clay Golem. Another Clay Golem guards the treasure stash along
the eastern walkway. Grab the Ring of Danger Sense (which will bring
Imoen and Nalia up to snuff when it comes to detecting traps) and the
largest cash payout we've had yet in this game. Dump your hard-won Demon
Heart in the power core (x=800, y=800) to get a nice experience reward
for your effort.

Note: If you're a higher level, you'll encounter an Iron Golem along
with the three lesser Golems. Yikes. Fortunately the Iron Golem is
just too big to move around much, and will likely block off the lesser
Golems that accompany it. You'll need +3 weapons to hurt an Iron Golem,
but by now you should have a few of the following: Celestial Fury,
Dragon's Bane, Stonefire, Pixie Prick, and/or Blade of Roses... which
doesn't make taking down an Iron Golem easy, but since it can't move
around, hit and run tactics will suffice. This is another event where
my protagonist excels-against a foe that can casually pummel my party
members for 40+ damage a hit, Stoneskin, Improved Invisibility, Blur,
and Mirror Image go a long way.

(x=1200, y=350) Ring of Danger Sense, Bloodstone Amulet, Black Opal x3,
		Ziose Gem x2, King's Tears, 6666 gold

(x=1200, y=350) 

(For powering up the Planar Sphere)
EXP	45500
27) Return to Lavok and either choose to let him die here, or take him
with you outside. It is MUCH more rewarding to take him outside, but
either way he'll give you the Planar Sphere when you're done (so long
as you're a Mage and haven't taken another stronghold yet.) Valygar
will talk with you once Lavok dies and ask to remain with you. He's now
yours for the rest of the game. Loot Lavok and grab his Ring of Acuity
before heading off on our next quest.

(For letting Lavok die on his home plane)
EXP	45500 (each character)

Next up is to recruit and secure Nalia, which will also nab us the 
Fighter's Stronghold. Before that, however, I'll cover the Mage 
Stronghold quests (messing around with your new Planar Sphere.) Also,
since I've accumulated 34,000 gold over the last several quests, it's
time to go spend some of it. Since the end of my time here in Athkatla
is approaching, I buy what I really need before chasing off after 
Irenicus-including Bracers of Defense A.C. 3, the Fortress Shield +3,
and the Ring of Air Control. Sure, I'd like to get my hands on the Robe
of Vecna, the Sensate Amulet, and the Reflection Shield, but I have the
cheaper defensive items, and that'll do for now.

|								       |
|		        Mage's Stronghold Quest			       |
|								       |
Sequence of Events:						{WLK017}
		1) Working With the Enemy
		2) Slaying the Solamnic Knights
		3) Sanctuary for the Solamnic Knights
		4) Sending the Solamnic Knights Home
		5) The First Task
		6) The Second Task
		7) The Third Task
		8) Graduation
		9) Assault of Argrim's Anti-Magic Fanatics
		10) A Bad Day for Hanj...
		11) Gossip
		12) Imprisoning Argrim
		13) Potion Payout

Planar Sphere (AR0411)
1) Return to the Planar Sphere, where Reyna of the Solamnic Knights will
ask you to return her and her companions home. After she leaves, a
Cowled Wizard named Teos shows up, ready to offer you a deal. Because of
your seizure of the Planar Sphere (and subsequent smiting of Tolgerias)
the Cowled Wizards have decided to take you seriously. They'll allow you
to operate the sphere, and in return you do some mercenary work in
situations in which they cannot act. He will offer to look into Imoen
for you, but by now you should realize that this is always a dead end.
And of course, you might be working for the Cowled Wizards, but it won't
change how the cowled Wizards treat you in the city (you'll still get in
trouble if you cast spells in the city without a license, for example.)
If you ask him about the Solamnic Knights, he'll tell you to just kill
them and be done with it-or failing that, go ask Ribald at the 
Adventurer's Mart or the knights or the Most Noble Order of the Radiant 
2) Well, first things first, we can just kill the Solamnic Knights. They
give 2000 experience each and drop mundane gear, so it's not much of a
solution. For a REAL reward, look into either going with the Most Noble 
Order of the Radiant Heart or Ribald instead.

High Hall of the Radiant Heart (AR0903)
3) Head over to the Temple District and go to the south-eastern corner
to find the 'High Hall of the Radiant Heart' (x=3300, y=3400). Find
Prelate Wessalen (x=350, y=590) and talk to him about it. He'll offer to
allow them to stay here-not exactly what they wanted, but a bunch of
stupid paladins should be happy enough hanging around with a bunch of
other stupid paladins, right? Go back to the Planar Sphere and tell
Reyna that she can shack up with the Radiant Heart, and she'll resolve
herself to make the best of it. It's a start-45000 experience beats 
6000 any day, but we can do better... if you have some money.

(For getting the Solamnic Knights to join the Radiant Heart)
EXP	45000
4) Travel to the Adventurer's Mart and talk to Ribald. He'll say he
knows a wizard who can help get the Solamnic Knights back-for a fee.
9000 gold, in fact. Yes, that's a lot of gold, but this crazy FAQ 
writer must have something in mind if I think this is the best way to
resolve the quest. Just have some faith. Or better yet, keep reading
and you'll have knowledge, which is infinitely better than faith. You'll
be told that this Mage whose services you just procured will be at your
Planar Sphere in a day. So head on over to the Planar Sphere and rest
for a while-chances are you'll be bothered by Teos before your Mage will
show up, but that's fine (see Step #5). After a while, Khollynnus Paac
will show up and offer to take them away. Before they go, you'll be 
given a Golden Girdle as a gift, as well as an experience reward. 9000
gold sound a little steep for a Golden Girdle? Maybe, but these things
don't grow on trees, and gold is only as useful as what you buy with it.
It's better to ante up the gold now than wish you had a girdle later on,
when you've got plenty of money and nothing to spend it on. It'll 

EXP	45000
Item	Golden Girdle
5) About a day after claiming the Planar Sphere and speaking with Teos 
the first time, he'll show up again and promptly unload three 
apprentices on you-Morul, Larz, and Nara. You know they're disposable
because of their short names. Right Teos? After the introductions are
over you'll be whisked away to the Golem room, where the apprentices
will discuss what their first task-the enchantment of a magical item-
should be. You have the following options:

Dagger of [Character Name] (250 gold)
The Wand of the Apprenti (1000 gold)
Ring of the Princes +1 (2000 gold)

Now, this is pretty much going to be the model for all your apprentice
missions-they'll ask you what they should create, and you'll pay them 
to make the item. Some items are more difficult than the others and you
can always follow the cost to determine the difficulty. There's a brute
percentage chance whether each object will be successfully created by
your apprentices (so save before you assign and reload if you don't get
anything out of it!) However, magic is dangerous business-there's a
chance that one or more of your apprentices will die trying to make
these items. And by 'chance' I mean pre-determined outcome. The goal of
this exercise is to get all your apprentices out of their training
alive-at least, you'll get the best experience reward at the end if all
three are still breathing. That said, it's also an opportunity to get
yourself some loot, so we'll need to balance our greed for equipment
with our greed for experience points. Also, keep in mind that if you
lose an apprentice in an earlier step, you'll have no chance of getting
any of the better gear later... and of course, you'll forfeit the
experience at the end. Trying to make the Ring of Protection will
always get Larz killed, so go for something else instead. None of the
items are very powerful, so there's not much point in paying a lot of
money for one or getting anybody killed over it. I suggest going for the
Dagger this time around, as it's the least expensive item.
6) After completing the first item, they'll next move on to scrolls.
These are your options:

Scroll of Mislead (250 gold)
Scroll of Horrid Wilting (1000 gold)
Scroll of Meteor Swarm (2500 gold)

The Scroll of Mislead and the Scroll of Horrid Wilting are both doable,
and the latter is one nice spell, indeed. Going for the Scroll of Meteor
Swarm will always result in Nara's demise... although it IS possible to
actually get it. Still, it's not a great spell, so go for a lesser
scroll, instead.

Note from Lee:
While waiting for these stuipd apprentices to complete their work, I go
off and do the Skinner Murders [WLK020] here.
7) The final test is a serious enchantment, your apprentices want to
tackle one of the following options:

Robe of the Apprenti (250 gold)
Reaching Ring (3000 gold)
Staff of Power (10000 gold)

There's no way to get everybody out of this alive, unless you tell them
not to even try. If you're willing to get Larz killed (or Nara, if Larz
is already dead, or Morul, if both are already dead) you can score the
Robe of the Apprenti, which gives you an Armor Class of 3... but it's
nothing that Bracers of Defense can't do, and it's certainly not better
than the Robe of Vecna. Going for the Reaching Ring will get at least
both Nara and Larz killed, but again, there's a chance you'll actually
get a Reaching Ring out of this (which gives a bonus 5th, 6th, and 7th
level spell). The Staff of Power, however, is a pipe-dream. This one is
actually kind of tricky... 50000 experience is pretty nice, but then
again, so is the Reaching Ring. If you've got a Mage-heavy party, it
might be worthwhile to go for it. Still, there are plenty of good rings
out there, so it's not like there's any real chance of somebody's finger
getting cold. We'll find another one of these rings, and it's debatable
whether this ring is better than the ring of Acuity (a bonus 5th-level
spell is a good thing, but so are bonus 3rd and 4th level spells...
6th and 7th... not so much). Then again, 50000 experience is child's
play come Throne of Bhaal.
8) About a day and a half after the completion of the last task (add on
the normal four days wait if you told them to skip the last craft) Teos
will show up. If you've got any apprentices left they'll have a rather
silly graduation ceremony, and you'll get a reward if all three are
still alive. By now you've gotten a crappy wand or a crappy dagger, and
a Scroll of Mislead or Horrid Wilting. At a cost of 500-2000 gold, it's
not a bad trade just for the items (especially if you scored yourself a
Scroll of Horrid Wilting!) but the experience really makes this worth-

(For successfully mentoring all three apprentices)
EXP	50000
9) About two days after the graduation ceremony you'll be approached by
a Sergeant Natula, who will tell you that Teos needs to see you in the
Planar Sphere immediately. After returning Teos will gate in and ask
you why the hell you asked for him. Uh... Sergeant Natula and a group of
buddies will show up and attack, while Teos bravely flees. None of them
are spell-casters, which means they're all but helpless once you start
dishing out spell-buffs, and as usual a single Insect Plague or Chaos
spell will have this fight well under way. Sergeant Natula will drop a
suit of Full Plate Mail Armor and Alnarow will drop some Potions of
Invisibility, but the rest of what you'll get is junk. At least they're
worth a good  bit of experience. After the fighting is over Teos will
return and sheepishly explain his departure. He'll also say that one
Lord Ketlaar Argrim is a fanatic opposed to magic, and will conveniently
have a rune of imprisonment on hand that will trap Argrim for eternity.
How nice. Question him about it and he'll admit that Argrim was
'encouraged' to find you. Time to pay Argrim a visit at the Crooked
10) When I enter the City Gate District this time, I find a merchant
being hassled by a ne'er do well named Hanj. If you encourage Hanj to
kill the merchant, he'll wuss out and leave, if you let the merchant be
bullied, Hanj will have a good day. If you help the merchant and run 
Hanj off he'll offer you a discount. You can only buy from the merchant
if you help him out, and after you're done shopping he'll leave. He
sells Arrows +2, Bullets +2, Potions of Hill Giant Strength, and a 
variety of interesting scrolls. If you have a Pick Pockets skill of
180~ or so, you can steal from him pretty much at whim. I am only too
happy to rob him of thousands of gold (and experience points) worth of
wares. A bad day for Hanj is not a bad day for me.

|Mage Scrolls| Merchant
1st-Find Familiar
2nd-Power Word, Sleep
2nd-Ray of Enfeeblement
3rd-Minor Spell Deflection
3rd-Protection From Fire
5th-Conjure Lesser Fire Elemental
5th-Lower Resistance
5th-Protection From Normal Weapons
6th-Chain Lightning
6th-Spell Deflection

Crooked Crane, Downstairs (AR0021)
11) Enter the Crooked Crane at (x=220, y=450). Do NOT enter the secret
door you may or may not discover at (x=500, y=150), as a messy death is 
all that awaits you there. Once you enter some dink named Rilmi will 
babble about Aulava and Tiiro are breaking up. It's really something I
don't care to deal with right now. Head upstairs at (x=100, y=500)

Crooked Crane, Upstairs (AR0022)
12) Once you get upstairs you'll see the drama of Aulava and Tiiro play
out. *Sigh* I guess we have no choice. Tell them what you think and 
they'll stay together-or not. In the next room you'll find Lord Ketlaar
Argrim (x=300, y=450). He'll claim to recognize you for the magical
abominations that you are. It doesn't matter what you say, a fight
ensues. Equip the 'Rune of Imprisonment' into your quick-item slot, and
use it on Argrim. Your character will get close to him and take their
sweet ass time casting the spell. Once the deed is done and Argrim is
imprisoned, mop up his guards and head back to the Planar Sphere. Report
to Teos and you'll get your reward. Teos will also tell you one
pertinent word regarding Imoen: Spellhold.

(For killing Argrim)
EXP	7500

(For imprisoning Argrim)
EXP	7500
13) If you successfully imprisoned Argrim, Morul will return and ask if
he can stay in the Planar Sphere. In return he'll brew you potions every
week. It's not quite as nice as cash, but it's something. He'll make
batches of five potions, which he'll randomly give you when they're 
ready. The batches are random, but the potions within are not. Here's a
list of the various batches I've encountered:

Potion of Genius
Potion of Invulnerability
Potion of Frost Giant Strength
Potion of Regeneration
Potion of Stone Form

Potion of Master Thievery
Potion of Perception
Tainted Potion of Invulnerability
Potion of Insight
Potion of Extra Healing

Elixir of Health
Potion of Fire Resistance
Oil of Speed
Potion of Genius
Potion of Genius

Potion of Defense
Potion of Cold Resistance
Potion of Agility
Potion of Firebreath
Empty Potion Bottle

|								       |
|		             de'Arnise Keep			       |
|		     (Recruiting and Securing Nalia)		       |
Sequence of Events:						{WLK018}
		1) Nalia's Plea
		2) The Palisade
		3) Being a Servant Sucks
		4) Deliberating with Daleson
		5) Flail Head (Cold)
		6) Clearing the Level
		7) Lowering the Drawbridge
		8) Splitting Trolls
		9) Flail Head (Acid)
		10) Lady Delcia Caan
		11) The Golem Chamber
		12) Dog Stew
		13) The Flail of the Ages
		14) Dog Food and Ultimate Weapons-Check
		15) Umber Hulk Melee
		16) Feeding Time
		17) TorGar the Troll

Copper Coronet (AR0406)
1) Now it's time to recruit and secure Nalia-the Imoen clone. Head back
to the Copper Coronet and hear her out this time. She'll complain that
her home is under attack, and these ungrateful common folk won't do
anything to help. And after all she's done for the poor, too! You'd
think that they'd be more grateful that she was giving back her father's
tax money-tax money generated by noble land-owners preying on their
serfs-but still! You can take her with you to the keep, or send her on
ahead and meet up with her there. I almost always send her ahead and
complete the quest without her in my party, but for this playthrough
I'll make an exception and take her along. In my 'good' party she takes
the place of Yoshimo, and with the Ring of Danger Sense, she'll serve
well enough in his place for now. Before you exit the city, you may
wish to get Nalia some fire-based spells if you take her along. She
comes with Burning Hands, Melf's Acid Arrow, and Flame Arrow, but
getting her Fireball might not be a bad idea either. If you have
some money lying around, you might consider heading over to Watcher's
Keep. The Firetooth +4 Crossbow is expensive, but it is incomparably
effective at clearing the de'Arnise Keep. Also note that Bernard in the
Copper Coronet sells all the Arrows of Fire and Arrows of Acid you'll
ever need (400 or so of each.) Although at 20-25 gold pieces per arrow
(750-1000~ per 40) it might be easier on your finances to steal them.
Then again, if you've done the Copper Coronet quests you could just arm
Korgan with Stonefire +3, which does the job of putting down Trolls
just fine.

de'Arnise Keep, Exterior (AR1300)
2) When you arrive, Nalia will notice a palisade to the west and assume
the worst. The crucified corpses in front of the keep don't help ease
her mind either, I'm sure. Now she'll tell you what scourge has befallen
the keep: Trolls and 'snake creatures' have attacked. Head over to the
west to find the palisade, since there's no way we're getting in the
front gates. You'll find Captain Arat at (x=670, y=3330), who will tell
you about what happened here in full detail. He confirms the Trolls,
Yuan-ti, and 'tunneling beasts', and tell you that the secret side
entrance is the only way in. He'll also mention that if you get the
drawbridge down he'll lead his men to the attack, which will hopefully
distract some of the enemy. Then he'll give you 20 Arrows of Fire and
send you off on your way. Head north-east to find a secret door at
(x=1300, y=2700).

de'Arnise Keep, Servants Quarters (AR1302)
3) Upon entering the keep Nalia will tell you to find Daleson, then
lower the drawbridge. Sure. Continue through some rooms until you find a
secret door at (x=600, y=1400). In the next room you'll find a Troll
abusing a servant, who is promptly mulched when you enter. Oh well,
can't save everybody, right? Kill the Troll and once it is 'dead' it'll
fall down and be 'Near Death'. During this time use fire or acid to
kill it-either a Arrow of Fire, Arrow of Acid, Burning Hands, Melf's
Acid Arrow, Agannazer's Scorcher, Fireball, Flame Strike, and so forth.
I know we've met a Troll or two before by now, but this place is
crawling with them, so knowing how to deal with them is essential.

(x=530, y=1550) Potion of Extra Healing x5, 
		Scroll of Agannazar's Scorcher, Bullet x120, Dart x80,
		1 gold
(x=350, y=1550) Potion of Defense, Arrows +2 x20, Heavy Crossbow,
		Bolt +2 x20, Bolt of Lightning x20, Light Crossbow +1
(x=850, y=1250) Scroll of Protection from Normal Weapons, Bullet +2 x4,
		Throwing Axe x20, Throwing Dagger x60
(x=800, y=1380) Scroll of Identify, Bolt of Lightning x6, Bolt +2 x10,
		Bolt x40, Bullet x40, Bullet +1 x10, Dart +1 x20
(x=950, y=1450) Scroll of Simulacrum, Bullet x10, Bullet +2 x2, 
		Dart +1 x9
(x=1000, y=1400) Bloodstone Gem, 12 gold
4) Go through the secret door at (x=700, y=1200) to find Daleson. Well,
that was easy. Watch as Nalia desperately tries to act chummy with the
commoner, then defends her aunt's noble status in a turn. Ahh...
Hypocrisy... They'll mention some flail that Nalia's father never got
reassembled, and talk about the 'cellar', where Lord de'Arnise was
apparently taken.

(x=700, y=1140) Composite Long Bow, Long Bow, Long Bow +1, Arrows x120,
		Arrows of Acid x12, Arrows of Fire x10, Bolt x120,
		Bolt +1 x20, Throwing Axe x40
(x=500, y=1000) Spear, Quarter Staff, Quarter Staff +1, Spear +1,
		Halberd, Arrows of Fire x40, Bolts of Biting x40,
		Bullet +2 x40, Dart of Wounding x40
5) We still have no need to barge into the middle of the level. Go
through two secret doors, one at (x=400, y=950), and the other at
(x=370, y=720). You're now in a forge room, which will come in handy
later. Loot the chest and continue through yet another pair of secret 
doors at(x=650, y=400) and (x=720, y=350) to reach a room with some
animal statues inside. Loot one of the lions (x=950, y=200) for a 
Flail Head (Cold), as well as a Ring of Earth Control. I put the latter
on Keldorn, since it can be worn with magical armor and Keldorn doesn't
have a shield to boost his Armor Class. As for the Flail Head? Keep it
handy. It's not worth forging yet, but it will be shortly.

(x=550, y=400) Scroll of Find Familiar, 37 gold
(x=950, y=200) Ring of Earth Control, Flail Head (Cold), 810 gold
6) Now this might seem rather unceremonious, but backtrack and clear out
the entire level... Yeah, I'm being lazy, but this level isn't that
interesting anyways. In the middle of the level you can expect to find
several Trolls, whom can be bottle-necked quite nicely by simply not
going down to them. Make sure to grab the Star Sapphire from the latrine
and head out into the courtyard via one of the two entrances
(x=2000, y=1200)/(x=1600, y=1300).

Note from Lee:
I do this with just my main character, Keldorn, and Yoshimo - I have all
the melee power I need with my character and Keldorn, and Yoshimo brings
up the rear with Arrows of Fire to finish off the Trolls after melee
(and to disable the trap at (x=1420, y=1370)). The rest of the party
stays safely back in Daleson's Room. Moving clockwise from the door at
(x=625, y=1025) I can clear the level cleanly, then reassemble the party
to move on with Step 7.

(x=1420, y=1370) Dagger +2, 450 gold
(x=1790, y=680) Dart of Stunning, 1 gold
(x=1765, y=505) Star Sapphire 
(x=1320, y=420) Silver Necklace, 1 gold
(x=1250, y=370) Silver Ring
(x=1170, y=320) Arrows x40
(x=1250, y=240) Bolts x40
(x=1420, y=250) Bullets x30
(x=1520, y=520) Scroll of Protection from Normal Weapons,
		Scroll of Breach

(x=1420, y=1370) 
7) Once outside kill Rover, Rex, Spot, and Sparky and collect their
delicious Dog Meat. Daleson said that to feed the burrowing creatures in
the cellar he made some dog meat stew, requiring... exactly four dogs.
Convenient, that. There's also an Otyugh around and some trolls as you
make your way up the walls. The wheel that operates the drawbridge is at
(x=2850, y=1850). Activate it to lower the drawbridge and get some
reinforcements-and better yet, some experience. Head back down to the
ground level of the courtyard and kill some Yuan-ti and Trolls that
have appeared to do battle with some de'Arnise Guards-guards armed with
Arrows of Fire, I might add. Go back up the stairs and head through the
door at (x=2450, y=1200) to get to the roof, where you can find more
foes to slay. Up here you'll find a door (x=1770, y=1200) leading to the
upper level of the de'Arise Keep.

(For lowering the drawbridge)
EXP	29750

de'Arnise Keep, Upper Level (AR1303)
8) You'll appear in a room surrounding a Yuan-ti Mage, who also has some
Trolls nearby. If you jump on the Yuan-ti, this fight'll be over in a
pinch. Nalia will tell you to find her aunt's room, as there is a
secret passage (surprise...) to the 'cellar' there. One of the Trolls
here will split into two mini-trolls as you fight it, which is silly.
Grab the Keep Key from the bookshelf (x=1600, y=1380) before exploring
the rest of this level.

(x=1600, y=1380) Scroll of Conjure Lesser Earth Elemental, Keep Key,
		 Bolt +1 x20
(x=1700, y=1550) Scroll of Minor Spell Turning
9) Go through a door to the north-east and circle up and around counter-
clockwise. Head into the room beyond the door at (x=1550, y=650),
wherein Nalia will speak and mention the curious lack of bodies lying
around. In this room you'll find a secret door to the south at
(x=1500, y=800) which will lead to another secret door (x=1370, y=1400).
Go through a trapped and locked door (x=1250, y=1350) to find Glaicus.
Nalia claims he's been charmed, and sure enough, if you hit him with
a Dispel Magic he'll come to his senses. He'll implore you to kill the
leader of the Trolls-a brute named TorGal-before mentioning that Lord
de'Arnise was trying to reassemble a magical flail that 'had powers of
flame and acid and the like'... Probably the same device Daleson was
talking about. Lastly, Glaicus will give you the Flail Head (Acid)
before mentioning a secret forge on the lower level. Glaicus then makes
a sorry excuse and runs off. Wuss! Somebody should re-charm him so that
he does his job! Anyways, if you're the more violent type you can
always just kill Glaicus. He's fairly strong, but a Slow spell really
takes the bite out of him. Once he dies, loot him for a suit of Full
Plate Mail, two Potions of Extra Healing, a Flail Head (Acid), a
Two-Handed Sword, and 20 gold.

(x=1990, y=1090) 16 gold
(x=2100, y=770) Silver Necklace, Fire Agate Ring, Arrow x80, Bolt x80,
		Throwing Axe x50, Throwing Dagger x40
(x=1670, y=770) Dart x60, Bullet x80
(x=1200, y=520) Wand of Frost
(x=1200, y=1370) Scroll of Spell Thrust, Arrows of Acid x20,
		 Bolt of Lightning x20, 57 gold
(x=1200, y=1400) Andar Gem, Bullet +2 x40, Dart of Stunning x20

(x=1200, y=520)
(x=1250, y=1350)

(For freeing Glaicus)
EXP	22550
10) Backtrack to the hallways around the perimeter of the level and
continue counter-clockwise. You can go up some stairs (x=1200, y=300)
to the roof and kill some more Yuan-ti if you wish, but there's no
point to it besides the experience in it. Continue through a room with
a fountain and enter a room (x=570, y=1200) containing Lady Delcia Caan
(you'll need the 'Keep Key' we found in Step #8 to gain entry to her
room). She's worse than the Trolls, but you'll suffer a large reputation
hit if you kill her, so just endure her uselessness. There's a room to
the south (x=1300, y=1700) you can loot, but to continue on you'll need
to search Lady Delcia Caan's room.

(x=1400, y=1500) Scroll of Detect Illusion, Sunstone Gem,
		 Arrows of Piercing x20
11) In Lady Delcia Caan's room you'll find a secret door at
(x=850, y=1050). Go through another secret door at (x=900, y=850) to 
find a room lined with Golems. At my modest level (about 960,000
experience per character) there were two Flesh Golems, two Stone Golems,
one Clay Golem, and one Iron Golem. This is much more than I wish to be
facing at this time, so we'll have to be... sneaky.

For the sake of convenience, let's list the Golems by their location,
numbering them by where they stand. #1 is the Golem (whatever type it
may be) closest to the secret door, and #6 is the Golem closest to the
statues. The Golems activate (and attack) when you mess with the statues
are the far end of the room-namely, certain Golems get touchy when you
molest certain loot. If you grab Frostreaver +3, Golems #6 and #4 will
attack. If you fondle the Kneecapper +1, Golems #1 and #2 will become
irate. If you 'borrow' the Elven Court Bow +3, Golems #3 and #5 will
attempt to kindly convince you to desist. Since #3 is the Iron Golem,
this is the group to watch out for. Finally, if you just want to have a
closer look at that Flail Head (Fire)... well, the Golems don't give a
crap about the most potent artifact they guard. Lazy Golems! It should
be pretty obvious how we can handle this encounter simply-take one
magical item at a time (saving that bow for last) to provoke the
Golems, and dispatch them piecemeal. Or... you could just manually
attack a Golem without bothering with its loot first. The attacked
Golem will fight back, of course, but you can simply slaughter them one
at a time this way.

In any event, the big threat here is the Iron Golem. I suggest killing
off its buddies, then provoking it. Once done, run back out the door
where the Iron Golem can't reach you. Sure it's not very brave, but
that's not the point here. The Iron Golem requires +3 weapons to hit,
and thankfully I've kept the Dragon Bane +3 Halberd. Keldorn/Dorn equips
it, then attacks the Iron Golem, which simply cannot reach him to
retaliate. It'll take half of forever to kill it, but it'll die
eventually. Failing that, Celestial Fury and Stonefire +3, can be used
to harm it-you'll just have to withdraw injured characters to heal them.

Now, for the loot we've just acquired... The bow is great for Minsc, the
War Hammer should be kept on hand just for occasions when a highly
enchanted weapon is needed (by the way, Trolls count as giants, so slap
it on Anomen for now), and the Frostreaver +3 will do wonders for
Korgan. It was a generous room, indeed. There is another secret door at
(x=1100, y=850) and stairs down at (x=1250, y=900), but before you go
there are a few things you may want to do. Head back to the Servant's
Quarters by heading back down the stairs at (x=2200, y=900) to complete
a few tasks that'll make your life easier.

(x=350, y=500) Warhammer +1, +4 vs. Giantkin, Flail Head (Fire)
(x=450, y=450) Elven Court Bow +3
(x=570, y=370) Battle Axe +3, Frostreaver
12) Back in the Servants Quarters (AR1302), activate the kitchen 
(x=2050, y=700) four times to scrape all the Dog Meat into a cauldron 
and make a stew. The game gives away the fact that the burrowing 
beasties below are Umber Hulks, but at least now you have something to 
distract them... and some experience. 

(For making Dog Meat stew)
EXP	11500
13) Now head over to the forge (x=400, y=500) and activate it. You
should have all three Flail Heads in your inventory and ready to go. 
Once activated you'll get an experience reward, and the best flail in 
the game. It's a +3 weapon that deals an extra point of acid, cold, and 
fire damage, and it has a chance to slow creatures when striking. The 
only downside is I don't really have a character who has the 
Flail/Morningstar proficiency right now. Still, it's a great weapon for
Viconia or Anomen, when they become proficient. Anyways, at least we 
have it, and once we can use it well-watch out, game!

(For reconstructing the Flail of the Ages)
EXP	22350
14) Dog food and ultimate weapons-check, now it's time to return to the
upper level (AR1303). Head up the stairs at (x=2300, y=900) to get
there, then head back to where we slaughtered the Golems. Go through a
secret door at (x=1100, y=850), then down the stairs at (x=1250, y=900).

de'Arnise Keep, 'Cellar' (AR1301)
15) Loot this room, then head south-east and kill the Trolls in the
next... not-torture chamber. Before going through the next door, I spell
buff my protagonist to the fullest, but I include Chaotic Commands to
his normal defenses. Beyond the door you'll find several Umber Hulks,
who typically like to start out combat with confusion gazes. This can
really break up an attack, and having my main character with Celestial
Fury, Dorn, Korgan or Keldorn out of the fight (or worse, attacking my
own party!) can really make things go bad fast. A fully spell-buffed
Fighter/Mage, however, just waltzes in and endures their attacks. After
the first round of gaze attacks, the rest of my party walks in and puts
the beasts down. A lower-leveled party (like one trying to score loot
early or trying to secure Nalia) might want to try and lure them out one
at a time. If you want a non-violent solution to this issue, however,
see Step #16.

(x=880, y=250) Shield Amulet, Scroll of Identify, Arrows x80,
	       Arrows of Fire x10, Bolts x80, Bullets x80,
	       Throwing Daggers x30, Darts x100
(x=1080, y=150) Arrows x80, Bolts x80, 12 gold
(x=980, y=500) Dart of Wounding x20, Arrows of Fire x40,
	       Arrows of Acid x40, 1 gold
(x=1150, y=550) 6 gold

(x=880, y=250) 
16) Remember that dog food we made earlier? If you want to avoid
fighting the Umber Hulks (or if you just want to score some extra
experience) you'll need to be sneaky. Take a sneaking Thief and go
through the door at (x=1550, y=750). To the south-west you'll find two
tunnels. Go through the open door leading to the northern of the two
tunnels, then enter a cell that has been clearly tunneled into. If you
search the tunnel you'll find some 'dog bones'. This is the game going
*hint-hint*. Put the dog stew we brewed earlier here (x=650, y=1100) and
you'll get some experience. None of the other cells are worth exploring,
and you should probably vacate the area before the Umber Hulks arrive.
You can kill them later, if you wish. Regardless of how you handle the
Umber Hulks, however, regroup in the room they once occupied.

(x=1750, y=720) Scroll of Infravision, Orc Leather +3
(x=1900, y=750) Bolt of Biting x40, Bolt +2 x40, 9 gold
(x=2070, y=900) Bullet +2 x40, Bullet +1 x40, 1 gold
(x=1900, y=1000) Scroll of Mordenkainen's Sword, Throwing Axe x40,
		 Dart +1 x60

(For luring the Umber Hulks)
EXP	18750

In the original version of the game, you could plant the dog food in
the tunnel after killing the Umber Hulks... which didn't really make
much sense, since... I mean, what was it luring? In the Enhanced Edition
you must plant the dog food before killing the Umber Hulks. At least, if
you want to gain any experience.
17) Before you head through the door to the north-east, spell buff to
the max. I know, two straight battles in which I told you all to spell
buff, I must be mad. Once you're ready go through with just one
character (for me this was my Fighter/Mage, who is my one-man problem
solver/tank.) At (x=2500, y=440) you'll find TorGal, the top Troll.
He'll spill some interesting information before attacking, not all of
which will make much sense. He'll come with friends, which can present
a bit of a problem at higher levels, but at my current, modest, level
he had only a pair of Giant Trolls with him. I ran back to the Umber
Hulk room and when the first Troll crossed the threshold I met them,
bottle-necking them at the door. After they're dead, search the room
they were in to find Nalia's dad, who is rather dead. After you make
your way out of the keep you'll get a rather hefty quest reward, in
both experience and gold. This gives my Viconia just enough experience
to hit level 12, and hence, get a proficiency point to spend into
Flails. Better late than never, right?

(x=2600, y=350) Scroll of Feeblemind, Bloodstone Gem x5,
		Bloodstone Amulet, Moonbar Gem, Water Opal, 2126 gold

(For clearing the de'Arnise Keep)
EXP	45500 (each character)
Gold	10650

If you're a Fighter, Nalia will pester you about her problems, saying
that she's betrothed to a snooty noble named Isaea Roenall. Now that her
father is dead she's set to marry this noble and fall into a life of
quiet servitude. Of course, she has a scheme-take control of the
de'Arnise Keep and she'll be safe from the unwanted marriage. Sounds 
like a win-win, you get control of a fortress, and she doesn't have to
marry an arrogant lordling. The missions pertaining to the de'Arnise
Keep will be discussed in the next Sequence of Events. It will also
include the Nalia-specific quests, since I traveled around with her for
a little while. It seems like a good enough place to include them, and
as far as this FAQ is concerned, I won't bother separating the two. 
(Even though the two are indeed separate. Just keep Nalia around while
you do the Fighter's Guild quests to replicate the section below.)

In the original game, the de'Arnise Keep was the only stronghold that
could be obtained along with another stronghold. Now if you have
another stronghold, you cannot obtain the de'Arnise Keep.

|								       |
|		       Fighter's Stronghold Quests		       |
|		  						       |
Sequence of Events:						{WLK019}
		1) The Regent of de'Arnise
		2) Bandit Problems and Pushy Merchants
		3) Philosophical Ponderings
		4) Temple of Tempus
		5) Lord de'Arnise's Funeral
		6) Isaea Roenal's Power Play
		7) Lord Roenal's Power Play
		8) Barg Blathering
		9) Dirth's Dirge
		10) The Roenal Estate
		11) Initiating Isaea's Investigation
		12) Her Lord's Blessing
		13) An Easy Mark
		14) Financing the Flood
		15) Winning the War
De'Arnise Keep (AR1302)
1) After accepting to lead the keep you'll be taken to see the Major 
Domo. He'll talk to you about day to day functions of the keep, taxes,
and other terribly interesting things. You'll be told that you'll be
making about 500 gold pieces a week, and that every couple of weeks you
should check in. And of course, you'll be summoned when big things need
your attention. One bit of good news, however, is the fact that Lady
Delcia Caan will not be staying. Anyways, check back every time you get
the message 'gold has been placed in your keep'. Chances are you'll have
some task you can perform. Like most strongholds, you can trigger most
quests by simply resting in your keep, but some require you to be 
outside. I'll try and let you know, but if you just go around and
adventure like normal and just check back every time you make money,
you'll be fine.

You can also talk to the Major Domo about quickly raising taxes at the
expense of the commoners. This will net you an instant 1000 gold each
time you do it, but it'll piss of the peasantry, and as time goes on
your own staff will begin resigning. Spoiled serfs, this is why you 
don't treat them well, they get all indignant and free-willed for later
tyrants! Thanks Lord de'Arnise. Extort money like this nine times, and
your peasants will revolt and you'll lose the de'Arnise Keep-
permanently. Also Nalia isn't too proud of how you ran things, and will
leave your party, too. So let's try and balance our greed in the short
term with our greed in the long term, hmm? Talk to the Major Domo and
select option #4 "Tell me how things fare." and he'll tell you the
general disposition of the peasants, which typically increases the more
benevolent things you do, and drops the more cruel things you do. 
Following the experience rewards is usually the best option, but there
are some things you can do that'll make the peasants love or hate you
more regardless (typically involving you spending money to help
somebody for no reward.)
2) After about a week the Major Domo will tell you that a merchant
named Tolmas Bendelia is demanding to see you. Apparently his caravan
was waylaid by bandits when passing through the region and he is none
too happy about it. First, actually choose to see him. Doing nothing is
almost always the worst solution. He'll storm in and as a merchant he
naturally wants restitution. If you don't please him he threatens to 
never travel through these lands again and to foreclose on every farm
he holds a debt for. To protect against more bandit threats, the Major
Domo says you'll have to hire mercenaries-you've lost too many guards to
the Trolls to clear out the bandits with your own men. It'll cost you
either 500 gold, or 250 for more.. delayed results. As for the merchant
your options seem numerous, but boil down to a few simple things.
Either compensate the merchant for his caravan fully (1000 gold), 
partially (500 gold), or not at all. Or you can buy your farmer's debt
off of him (1000 gold). Lastly, you can have him executed for being such
an ingrate. The real experience-earner is the mercenaries, where you
have the option to pay 500 gold for adequate forces (the best option)
250 gold, or nothing. You get bonus experience for having the merchant

(For hiring adequate mercenaries)
EXP	15000

(For having the merchant executed and hiring adequate mercenaries)
EXP	15500
3) In time talk to the Major Domo and he'll tell you that Captain
Cernick wishes to see you. He'll tell you that a guard named Lastin has
been caught red-handed stealing from the manor, and Cernick is unsure of
how to deal with him. He's an ineffectual pansy who wants to make you
make all the hard decisions. The Major Domo warns you that people who
oppose your rule are watching, so be a careful judge. Yeah, yeah..
If you ask Cernick about the precedence he'll mention that in the past
one of the servants was stealing tax money-and was executed. Let Lastin
have his say and he'll give you the sob story about his wife getting
sick and him needing medicine to heal her. Medicine he could not ever
afford on his salary. Ah, how many times have I heard this in my
philosophy classes? Stealing is wrong, but stealing to save a life might
be less wrong? Bad Bioware, for throwing elementary philosophical
prime examples at us. If you execute Lastin you'll get no reward, so
it's probably not the right thing to do, right? You can also fire 
Lastin, pardon him, or pay for his wife's medicine. Let thy experience
reward be thy guide. Paying for his wife's medicine doesn't get you
anything extra, but it is good for your soul. Eh... but since that
probably doesn't exist, do what you wish.

(For firing Lastin)