hide results

    FAQ/Walkthrough by Haeravon

    Version: 1.01 | Updated: 11/18/14 | Search Guide | Bookmark Guide

    This guide is set at a width of 72 characters. For ease of use, make
    sure your browser is displaying all the numbers on the line below.
    |								       |
    |		     Icewind Dale Enhanced Edition		       |
    |								       |
    	"Beating Icewind Dale Enhanced Edition in 457 Easy Steps!"
    Version 1.01
    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
    "ICEWIND DALE" in the title, or I'll end up deleting it as junk.
    Guide Information
    This FAQ was made in Notepad, and is best viewed in a simple text
    editor. The default text is Lucida Console at size 10 font, but any
    fixed-width font will work... if not with the intended aesthetics
    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.
    Supporting HaeravonFAQs
    Now, I know this is a not-for-profit FAQ, but FAQ writing is time
    consuming work. If you wanted to show your appreciation for this FAQ 
    and/or support for future FAQs by donating to my PayPal account, that
    would be an above-and-beyond gesture. If every person who downloaded
    my FAQs donated a penny... well, it would help out immensely (not
    really, since it won't even cover PayPal's fees, and in fact, very, very
    few people out of my 3,600,000 hits donate anything-it's hyperbolic
    speech, people). Now, without any more PBS-style solicitation...
    Alternatively, you can use the PayPal button on my webpage, at
    HaeravonFAQs on Facebook
    If you liked this FAQ, if you like talking about video games, if you
    think sunshine was for people who were born before they had the good
    sense to invent pixels, then you're not alone. Check out my Facebook
    page at (www.facebook.com/HaeravonFAQs) for mindless video game
    chatter, information about updates and upcoming FAQs, or for just a
    more direct connection to yours truly, so you can tell me in person
    about all the mistakes, typos, and other imperfections you've found.
    HaeravonFAQs on Youtube
    Text just doesn't cut it for you? You ever wish you could watch Haeravon
    play, and hear his soothing voice as he enlightened you with gaming
    wisdom? Your wish has been granted. Check out the HaeravonFAQs Youtube
    channel at http://www.youtube.com/user/HaeravonFAQs for video
    walkthroughs and gameplay videos.
    Yeah, there's a website, of course there's a website. You KNEW there
    would be a website eventually. If the meagre pickings of Facebook
    doesn't do it for you, if you want full articles, stories, opinion
    pieces, reviews, and even more in-depth gaming information provided by
    Haeravon and fellow contributors (die-hard nerds, one and all) check
    out Haeravon.com, a gaming community that really is made for-and by-
    Table of Contents
    >>>>>>>>>>>>>>GAMEPLAY INFORMATION<<<<<<<<<<<<<<
    I. Introduction 			{INT001}
    	1. Using this FAQ		{INT002}
    	2. Play-Throughs		{INT003}
    	3. Party Roster and EXP		{INT004}
    	4. Experience Cap		{INT005}
    	5. Items			{INT006}
    	  5.1 Item Fishing		{INT007}
    	6. Traps			{INT008}
    	7. Active Pause			{INT009}
    	8. Difficulty Settings		{INT010}
    	9. Enhanced Edition Note	{INT011}
    	10. Quests/Rewards		{INT012}
    	11. HoF Mode			{INT013}
    	  11.1 HoF Tips			{INT014}
    	  11.2 Gear Runs and Exporting	{INT015}
    II. 2nd Edition Dungeon and Dragons	{DND001}
        Mechanics (character Creation)
    	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 Class Kits		{DND016}
    	  4.4 Barbarian			{DND017}
    	  4.3 Bard			{DND018}
    	  4.5 Blade			{DND019}
    	  4.6 Jester			{DND020}
    	  4.7 Skald 			{DND021}
    	  4.8 Cleric			{DND022}
    	  4.9 Priest of Talos		{DND023}
    	  4.10 Priest of Helm		{DND024}
    	  4.11 Priest of Lathander	{DND025}
    	  4.12 Priest of Tyr		{DND026}
    	  4.13 Preist of Tempus		{DND027}
    	  4.14 Cleric/Ranger		{DND028}
    	  4.15 Druid			{DND029}
    	  4.16 Totemic Druid		{DND030}
    	  4.17 Shapeshift		{DND031}
    	  4.18 Avenger			{DND032}
    	  4.19 Fighter			{DND033}
    	  4.20 Berserker		{DND034}
    	  4.21 Wizard Slayer		{DND035}
    	  4.22 Kensai			{DND036}
    	  4.23 Dwarven Defender		{DND037}
    	  4.24 Fighter/Cleric		{DND038}
    	  4.25 Fighter/Druid		{DND039}
    	  4.26 Fighter/Mage		{DND040}
    	  4.27 Fighter/Mage/Cleric	{DND041}
    	  4.28 Fighter/Mage/Thief	{DND042}
    	  4.29 Fighter/Thief		{DND043}
    	  4.30 Mage			{DND044}
    	  4.31 Mage/Cleric		{DND045}
    	  4.32 Mage/Thief		{DND046}
    	  4.33 Monk			{DND047}
    	  4.34 Dark Moon Monk		{DND048}
    	  4.35 Sun Soul Monk		{DND049}
    	  4.36 Paladin			{DND050}
    	  4.37 Cavalier			{DND051}
    	  4.38 Inquisitor		{DND052}
    	  4.39 Undead Hunter		{DND053}
    	  4.40 Blackguard		{DND054}
    	  4.41 Ranger			{DND055}
         	  4.42 Archer			{DND056}
    	  4.43 Stalker			{DND057}
    	  4.44 Beast Master		{DND058}
    	  4.45 Sorcerer			{DND059}
    	  4.46 Dragon Disciple		{DND060}
    	  4.47 Thief			{DND061}
     	  4.48 Assassin			{DND062}
    	  4.49 Bounty Hunter		{DND063}
    	  4.50 Swashbuckler		{DND064}
    	  4.51 Shadowdancer		{DND065}
    	  4.12 Thief/Cleric		{DND066}
    	  4.53 Wild Mage		{DND067}
    	  4.54 Wild Surge Table		{DND068}
    	5. Alignment			{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 Suggested Abilities 	{DND077}
    	      by Class
    	7. Hitpoints			{DND078}
    	8. THAC0 and Armor Class	{DND079}
    	  8.1 THAC0 by Class/Level	{DND080}
    	  8.2 Armor Class Modifiers by	{DND081}
     	      Weapon Type
    	9. Saving Throws		{DND082}
    	10. Weapon Proficiencies	{DND083}
    	  10.1 Weapon Proficiencies by 	{DND084}
    	  10.2 Weapon Proficiency Perks	{DND085}
    	      by Rank
    	  10.3 Fighting Style Perks by	{DND086}
    	  10.3 Proficiency Selection by	{DND087}
    	11. Lore			{DND088}
    	  11.1 Lore by Class/Level	{DND089}
    	12. Mage Spells (Scrolls)	{DND090}
    	13. Thieving Skills		{DND091}
    	  13.1 Pick Pockets		{DND092}
    	  13.2 Open Locks		{DND093}
    	  13.3 Find Traps		{DND094}
    	  13.4 Move Silently/Hide in	{DND095}
    	  13.5 Detect Illusion		{DND096}
    	  13.6 Set Traps		{DND097}
    III. Spell Tactics			{SPT001}
    	1. Cleric Spell Alignment	{SPT002}
    	   Restrictrions		{SPT003|
    	2. Healing Spells		{SPT004}
    	3. Summoning Spells		{SPT005}
    	4. 1st-Level Cleric Spells	{SPT006}
    	5. 2nd-Level Cleric Spells	{SPT007}
    	6. 3rd-Level Cleric Spells	{SPT008}
    	7. 4th-Level Cleric Spells	{SPT009}
    	8. 5th-Level Cleric Spells	{SPT010}
    	9. 6th-Level Cleric Spells	{SPT011}
    	10. 7th-Level Cleric Spells	{SPT012}
    	11. 1st-Level Druid Spells	{SPT013}
    	12. 2nd-Level Druid Spells	{SPT014}
    	13. 3rd-Level Druid Spells	{SPT015}
    	14. 4th-Level Druid Spells	{SPT016}
    	15. 5th-Level Druid Spells	{SPT017}
    	16. 6th-Level Druid Spells	{SPT018}
    	17. 7th-Level Druid Spells	{SPT019}
    	18. 1st-Level Mage Spells	{SPT020}
    	19. 2nd-Level Mage Spells	{SPT021}
    	20. 3rd-Level Mage Spells	{SPT022}
    	21. 4th-Level Mage Spells	{SPT023}
    	22. 5th-Level Mage Spells	{SPT024}
    	23. 6th-Level Mage Spells	{SPT025}
    	24. 7th-Level Mage Spells	{SPT026}
    	25. 8th-Level Mage Spells	{SPT027}
    	26. 9th-Level Mage Spells	{SPT028}
    	27. Spell Buff Order		{SPT029}
    	28. Buff Combo: General Buffing	{SPT030}
    	29: Buff Combo: Spell Buff to	{SPT031}
    	    the Max!
    	30. Buff Combo: The Quick Buff	{SPT032}
    IV. My Party				{PTY001}
    	1. Multi-Class Versus Dual-Class{PTY002}
    	2. My (legit) Starting Stats	{PTY003}
    	3. Ilnathias 'Icefang'		{PTY004}
    	4. Amirule Alteslay		{PTY005}
    	5. Kaelinalia			{PTY006}
    	6. Nauzhir the Red		{PTY007}
    	7. Eraithul			{PTY008}
    	8. Syrenil 'Softstep'		{PTY009}
    	10 Heart of Fury Max Stats	{PTY010}
    >>>>>>>>>>>>>>>>MAIN WALKTHROUGH<<<<<<<<<<<<<<<<
    V. Prologue: Easthaven
    	1. Sequence #1			{WLK001}
    	   Questing Easthaven
    		(26 Steps)
    	2. Sequence #2			{WLK002}
    	   Kuldahar Pass
    		(9 Steps)
    VI. Chapter 1: Kuldahar
    	1. Sequence #1			{WLK003}
    	   Questing Kuldahar
    		(13 Steps)
    	2. Sequence #2			{WLK004}
    	   Vale of Shadows
    		(13 Steps)
    	3. Sequence #3			{WLK005}
    	   Kresselack's Tomb
    		(25 Steps)
    	4. Sequence #4			{WLK006}
    	   Temple of the Forgotten God
    		(9 Steps)
    VII. Chapter 2: Dragon's Eye
    	1. Sequence #1			{WLK007}
    	   Lizard Man Caves
    		(9 Steps)
    	2. Sequence #2			{WLK008}
    	   Talonite Caves
    		(9 Steps)
    	3. Sequence #3			{WLK009}
    	   Presio's Domain
    		(8 Steps)
    	4. Sequence #4			{WLK010}
    	   Eldathyn Temple
    		(9 Steps)
    	5. Sequence #5			{WLK011}
    	   Yxunomei's Stronghold
    		(13 Steps)
    VIII. Chapter 3: The Severed Hand
    	1. Sequence #1			{WLK012}
    	   The Sacked Levels
    		(17 Steps)
    	2. Sequence #2			{WLK013}
    	   Towers of the Seldarine
    		(25 Steps)
    IX. Chapter 4: Dorn's Deep
    	1. Sequence #1			{WLK014}
    	   Dorn's Deep Caverns			
    		(9 Steps)
    	2. Sequence #2			{WLK015}
    	   Upper Dorn's Deep
    		(9 Steps)
    	3. Sequence #3			{WLK016}
    	   Dorn's Deep Catacombs
    		(10 Steps)
    X. Chapter 5: Wyrm's Tooth
    	1. Sequence #1			{WLK017}
    		(15 Steps)
    	2. Sequence #2			{WLK018}
    	   Joril's Domain
    		(12 Steps)
    XI. Chapter 6: Lower Dorn's Deep
    	1. Sequence #1			{WLK019}
    	   Marketh's Domain
    		(11 Steps)
    	2. Sequence #2			{WLK020}
    	   Malavon's Sanctuary
    		(9 Steps)
    	3. Sequence #3			{WLK021}
    	   Saving Swirfneblin from
    	   Shikata the Salamander
    		(11 Steps)
    	4. Sequence #4			{WLK022}
    	   Maiden Ilmadia and Poquelin
    		(10 Steps)
    	5. Sequence #5			{WLK023}
    	   The Power of Crenshinabon
    		(9 Steps)
    XII. Heart of Winter					
    	1. Sequence #1			{WLK024}
    		(19 Steps)
    	2. Sequence #2			{WLK025}
    	   The Burial Isle
    		(20 Steps)
    	3. Sequence #3			{WLK026}
    		(25 Steps)
    	4. Sequence #4			{WLK027}
    	   Sea of Moving Ice
    		(20 Steps)
    XIII. Trials of the Luremaster
    	1. Sequence #1			{WLK028}
    		(18 Steps)
    	2. Sequence #2			{WLK029}
    		(23 Steps)
    	3. Sequence #3			{WLK030}
    	   Castle Maluradek
    		(23 Steps)
    	4. Sequence #4			{WLK031}
    		(19 Steps)
    	Total Walkthrough: 457 Steps
    XIV. Items				{ITM001}
    	1. Finding Recorded Items in 	{ITM002}
    	   the Walkthrough
    	2. Item List			{ITM003}
    	3. Item Description		{ITM004}
    	4. Jester's Bag of Holding	{ITM005}
    XV. List of Mage Spells			{SPL001}
    	1. 1st-Level Mage Spells	{SPL002}
    	2. 2nd-Level Mage Spells	{SPL003}
    	3. 3rd-Level Mage Spells	{SPL004}
    	4. 4th-Level Mage Spells	{SPL005}
    	5. 5th-Level Mage Spells	{SPL006}
    	6. 6th-Level Mage Spells	{SPL007}
    	7. 7th-Level Mage Spells	{SPL008}
    	8. 8th-Level Mage Spells	{SPL009}
    	9. 9th-Level Mage Spells	{SPL010}
    XVI. Contact Other Plane		{COP001}
    	1. Prologue			{COP002}
    	2. Chapter 1			{COP003}
    	3. Chapter 2			{COP004}
    	4. Chapter 3			{COP005}
    	5. Chapter 4			{COP006}
    	6. Chapter 5			{COP007}
    	7. Chapter 6			{COP008}
    	8. Heart of Winter		{COP009}
    XVII. Experience List			{EXP001}
    XVIII. Updates/Thanks			{UPD001}
    |								       |
    |			 Introduction {INT001}			       |
    |								       |
    Another day, another Enhanced Edition. When I initally started writing
    FAQs, it was with the dream of writing about some of my favorite Black
    Isle and Bioware RPGs in mind. Although this isn't all I would limit
    myself to (the golden age of RPGs was glorious, indeed, but the present
    day isn't half as bad as whiners would have you believe) it was my
    primary focus. After sharpening my writing skills somewhat, I made
    what are arguably my most popular FAQs-for the Baldur's Gate games.
    I had no clue at the time that the Enhanced Editions were going to be
    created, but my timing was fortunate, indeed. Most other writers for
    these games had long since faded into the mists, and my FAQs were
    still fresh when the Enhanced Editions came out. That being the case,
    I saw my opportunity to be the voice (as far as FAQs go) for these
    old games... a second chance at writing about them when they're
    popular. It's not quite as good as if I had been on the FAQ-writing
    scene back when the games originally released, but it's as close as I
    was going to get. 2014 was pretty much devoted to writing and updating
    Enhanced Edition FAQs for the two Baldur's Gate games, and at the
    beginning of November, it was made clear that this trend would contine,
    when Overhaul Games released the Icewind Dale Enhanced Edition.
    Icewind Dale holds a special place in my heart-this is the first FAQ
    I ever wrote. It's also the first game I bought at full price, with my
    own money, back when I was 15. Needless to say, my original guide wasn't
    very good in its first form, and has changed so much in the last several
    version updates so as to be almost unrecognizable. Version 1.03 was
    perhaps the most massive update I've ever done. In fact, "update" isn't
    really a fair word; "rewrite" would be more accurate. Either way, this
    guide was updated with a superior, uber-power-gamey party relatively
    recently, and as such, I found myself in a good position to start
    working on an Enhanced Edition version of the guide. So... welcome to
    Haeravon's "Beating Icewind Dale: Enhanced Edition in 457 Easy Steps!"
    My guides are notoriously power-gamey, and this one is no different.
    If you want a casual playthrough... it's simple enough. A diverse
    party with a few Fighters, a Cleric, a Mage, and a Thief will get you
    through just fine. What fun is that, though? This guide aims to create
    the strongest possible party-one that can tackle the ultimate
    difficulty-Heart of Fury mode. The mightiest characters you can create
    in Icewind Dale are triple-classed characters. They're not the most
    diverse bunch, but they are the most powerful, and they work fine
    whether you want to play a casual playthrough, or if you want to go
    all the way through Heart of Fury mode... you'll just have to accept
    that most of your multi-class Mages won't be very Magey after only one
    playthrough. My critiques of classes, races, and builds will ultimately
    be based around their viability in Heart of Fury mode. But... the
    walkthrough should be helpful to you regardless of your party
    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.
    Play-Throughs 							{INT003}
    Prior to the Enhanced Edition, I had completed a total of twelve
    playthroughs of the normal game, the first seven were those around which
    the guide was written, whereas playthroughs 8-12 were gear grinds so I
    could make the ultimate Heart of Fury party (the triple-class party the
    guide currently is based around). The twelveth and final playthrough was
    done in Heart of Fury mode with my uber party.
    On the first playthrough I only went to Yxunomei. For the second, I
    played through  the entire game (most of the guide is a compilation of
    the 1st and 2nd playthrough). The reason for this is simple, I didn't
    have HoW until halfway through the first play through. I decided to
    start over with the same party (and gear) after installing HoW to make
    sure I didn't miss anything. Up until Yxunomei on the 1st play through,
    I went through the game the same way every other player did. By the 2nd
    playthrough, I had  two chances at the same loot for the first half of
    the game. This gave me some specialized loot that I wouldn't have
    obtained in one play-but most of this loot was inconsequential (seeing
    as how it's from the first half of the game.) In the end, nothing I had
    by the end of the game the first time was any better than anybody else
    could get in one play through. I did a third, fourth, and fifth
    playthroughs with my party to further fact-check and to provide more
    examples of what loot might be found. I wont pretend that loot I found
    is from one play through, but I will denote when loot deviates from one
    play to the next. Bottom line, at the end of the guide you can see what
    items I found and how far my characters got. I noted alternative drops
    by noting (2nd Play), (3rd Play), (4th Play), or (5th Play) and the
    items that were different.
    The sixth playthrough was done eighteen months later during the first
    reorganization of the guide. Since rewriting the guide was more
    complicated than simply breaking up each area into smaller Sequences of
    Events, I simply recreated my original party (having had the insight to
    export them after originally creating them) and played through the game
    yet again with a fresh party. This also ensured that I had a pure party
    with only one games' worth of drops and experience to take on to Heart
    of Winter. On that note, however, I played the game on the hardest
    difficulty to maximize experience gains (and to test the waters in case
    of a Heart of Fury run), and spent a much longer time leveling up my
    characters in the third level of Dragon's Eye to make the slightly more
    potent Fighter 12 dual-class on my Fighter/Thief and Fighter/Mage 
    instead of the traditional Fighter 9 dual-class.
    The seventh playthrough for this guide saw me starting over with a new,
    ultra power-gamey party. It was around this playthrough that the guide
    was fully revised for a second time, in an attempt to bring it up to the
    standards set by my Baldur's Gate 1 and Baldur's Gate 2 guides. It's
    also the first time I bothered to actively 'item fish'-or hunt for the
    best of the random item drops. Since this involved some save/loading, I
    found multiple of instances of new gear that I had never found before.
    This is denoted during the guide with the (7th Play) notation in front
    of the item found. If I found multiple new items, they were noted as
    (7-x Play), (7-xx Play), etc.
    Finally, for the Enhanced Edition, new items found are denoted in
    the same fashion as the 7th playthrough items, above, save with the tag
    "EE-x Play".
    Party Roster and EXP 						{INT004}
    Keep in mind, characters lower on the party roster will receive less
    experience than characters towards the top. When Icewind Dale has to
    round experience, it gives the left over to the first character(s). This
    tends not to be an issue later in the game, as higher, even numbers tend
    to round easier. It's not much of a difference. At 200,000 experience,
    the difference between the first and last character's EXP was 603.
    Experience Cap/Level Cap					{INT005}
    The experience cap for all single-classed characters in the Icewind Dale
    Enhanced Edition is 8,000,000. On top of that, however, the game has a
    hard level cap of 30. For dual-classed characters, the experience cap is
    8,000,000 total-if you hit level 29 as a Fighter (5,250,000 EXP), you
    will only have 2,750,000 EXP left your character can attain. You will
    need to plan dual-classed characters around a 8,000,000 EXP cap.
    For all multi-classed characters, the experience caps can be much
    higher-but the same level cap of 30 is in place... albeit for each
    class. For example, a Fighter/Thief can get a total of 11,000,000
    experience, but they will stop progressing as a Thief at level 30.
    The experience caps for each class are listed below:
    			|Enhanced Edition|
    			|Experience Caps |
    Barbarian		|    8,000,000	 |
    Bard			|    8,000,000	 |
    Cleric			|    8,000,000	 |
    Cleric/Mage		|   15,000,000	 |
    Cleric/Ranger		|   13,200,000	 |
    Cleric/Thief		|    9,900,000	 |
    Druid			|    8,000,000	 |
    Fighter			|    8,000,000	 |
    Fighter/Cleric		|   11,000,000	 |
    Fighter/Druid		|   11,000,000	 |
    Fighter/Mage		|   15,000,000	 |
    Fighter/Mage/Cleric	|   22,500,000	 |
    Fighter/Mage/Thief	|   22,500,000 	 |
    Fighter/Thief		|   11,000,000 	 |
    Mage			|    8,000,000	 |
    Mage/Thief		|   15,000,000	 |
    Monk			|    8,000,000	 |
    Paladin			|    8,000,000	 |
    Ranger			|    8,000,000	 |
    Sorcerer		|    8,000,000	 |
    Thief			|    8,000,000	 |
    Items 								{INT006}
    I'll list items found in containers-bookshelves, chests, environmental
    bodies, etc. in the ***ITEMS*** section, 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). Some items in chests may be variable,
    between patches items certainly change, but also different play throughs
    can yield different results in the same container. Gold is always
    variable, so I'll just give the gold I found, this should give a general
    idea of what amount of gold you'll find, if not the exact amount. Also,
    enemies drop different items in different play throughs. For example,
    in one game an orc named Uligar dropped The Merry Short Horn, in another
    he dropped a shield called Stoutward. The armored skeleton Therik 
    dropped a Ring of the Warrior first time through, and a Phase Dagger on
    the second. I'll record what I found, but you shouldn't be surprised if
    you find something different. If you are not playing HoW you WILL find
    different items.
    In the Enhanced Edition you can highlight interactable objects in the
    environment by holding down the 'tab' key.
    Item Fishing							{INT007}
    It's like fishing-but for items! Also, beer, water, boats, and hooks are
    optional (if somebody sends in a picture of them fishing for items on
    Icewind Dale while really fishing... well, then I'll love them forever.)
    Anyways, if you read above you know that item drops in Icewind Dale are
    very random. Sometimes, the difference between one random drop and
    another can be rather outstanding-the difference between a weapon that
    you'll use for half the game, or a scroll you'll never care about, for
    example, or a weapon that is a great improvement for one of your
    characters, or one that you'll never use. If you could but just find a
    way to get all the good loot when it really mattered... Good news! You
    can! Items are random-but they're randomly generated when you enter an
    area (AR####) where the container or creature carrying the item is
    located. All you have to do is save before entering the area, go in,
    see if the item in question is the one you want, and if not, reload. I
    call this process Item Fishing (call it Item Grinding if that suits you
    better). When there's a great disparity in item quality, I'll note it
    within the ***ITEM FISHING*** section. This will typically be noted
    BEFORE you enter the area where the item can be found (there's no point
    in letting you know AFTER you enter the area, and hence lock the drop,
    is there?) Again, I won't do this for every random drop (there are far
    too many), but only the ones I find significant.
    Traps 								{INT008}
    I list the location of traps in a section similar to the items section.
    Except it's wisely called ***TRAPS***. I didn't bother recording what
    sort of trap it was, I intended to disarm traps I come across, and
    frankly, it's just too much of a bother determining the sort of trap.
    If you think you can figure out how to use traps to cause collateral
    damage, that's fine with me, I'll point as many out to you as I found.
    Active Pause							{INT009}
    You can pause the game any time by pressing the 'space bar' button.
    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 Baldur's Gate, they'll also use the same system.
    Difficulty Settings						{INT010}
    Difficulty settings have always been more interesting in Icewind Dale
    than Baldur's Gate, for a few reasons... mostly because it was more
    rewarding (Experience Point wise) to play on a harder difficulty. So
    it remains, but the lower difficulties now also give more Experience.
    The lowest difficulty is... well, for players who want to play a
    combat-focused RPG without having to focus on the combat, or any
    character progression. There's really no point to it except to sleep
    your way through the game. To each their own.
    On the other hand, Insane difficulty warrants some explanation, too.
    Not only does it make enemies twice as dangerous, but it also changes
    some encounters, usually by adding more enemies to make those fights
    more challenging. I encourage the more skilled and more couragous of
    my readers to adjust difficulty settings up to take advantage of
    certain scenarios (lucrative foes that are pretty easy to kill, or to
    improve quest rewards), but be warned-if you enter a new area with
    the difficulty setting on Insane, you'll have to deal with those Insane
    level encounters, even if you later set the difficulty back down.
    Granted, the foes won't be as strong as they were on Insane difficulty,
    but they'll still spawn. Looking at it more optimistically, you could
    view this as yet another way to score more Experience.
    INSANE (far right): Mosnters do 100% more damage, and characters
    		    receive 100% more XP. Some encounters are changed.
    HARD (middle-right): Monsters do 50% more damage, and characters
    		     receive 50% more XP.
    CORE (middle): No damage or XP modifiers.
    EASY (middle-left): All Hit Points rolls are maximum, characters
    		    cannot permanently die, and all spells are learned
    		    automatically. Monsters do 25% less damage and
    	            characters receive 50% more XP.
    STORY MODE (far left): Characters are invulnerable, almost always hit
    	 	       their targets, and receive 100% more XP.
    Enhanced Edition Notes						{INT011}
    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.
    Quests/Rewards							{INT012}
    When you get a quest reward, I'll note this under the ***REWARD***
    section. Some of these are story-line and therefore obligatory. Others
    are optional. Either way, the experience gained from completing quests
    tends to be well worth the bother. So long as you follow the Sequence of
    Events, you shouldn't miss any of the quest rewards. Whether you choose
    to actually complete a quest in a rewarding fashion is another story.
    HoF Mode 							{INT013}
    Heart of Fury Mode is essentially the 'ultra hard' difficulty for the
    game which gives monsters massive amounts of Hit Points and better
    combat stats (lower Armor Class, higher THAC0, etc). On the plus side,
    they give much more experience (you can expect 2060 experience from
    Goblins in Easthaven at the beginning of the game.) When you activate
    Heart of Fury mode the game is also set to the hardest difficulty
    setting-Insane difficulty. By itself, Insane difficulty causes monsters
    to deal more damage, and it adds new monsters to the game, which you
    won't see on normal difficulty. Since the two are activated together,
    I don't bother noting what's unique to Heart of Fury, and what comes
    from Insane difficulty-I only focus on Heart of Fury mode, which is the
    hardest difficulty and encompasses Insane difficulty anyways. If you 
    want to get more out of Icewind Dale, play Heart of Fury mode, but be
    prepared for a struggle. You should at least have gone through the game
    once (including Heart of Winter) before starting Heart of Fury mode...
    and ideally, you should have performed several runs through the game to
    get the best loot drops possible, painstakingly ensuring that you get
    the best gear in the game before tackling Heart of Fury... including
    several copies of normally unique loot. I will note changes to enemies
    and tactics in Heart of Fury mode under the ***HoF*** heading.
    Activating HoF mode used to be somewhat of a chore... or at least, it
    took more work than it does in the Enhanced Edition. Now you need just
    click the "Heart of Fury Mode" button in the Options/Gameplay menu.
    HoF Tips							{INT014}
    Here is a list of (hopefully) helpful tips and tricks for making it
    through Heart of Fury Mode.
      -->	Don't bother trying HoF mode until you've beaten the game at
    	least once. This includes the Heart of Winter expansion, where
    	you can score several Gauntlets of Ogre Power, as well as other
    	potent items.
      -->	Play very strong characters. Each character should be able to
    	stand up for themselves in combat, and really, this excludes the
    	use of my Thief/Mage (who has hence been replaced by a
    	Fighter/Mage/Thief). Also, make use of multi-or-dual classed
    	characters. You should ideally be over 3,000,000 experience by
    	the time you start Heart of Fury mode, and playing a character
    	who is going to max out at level 30 any	time soon is a waste.
     -->	Have very good gear, including multiple copies of otherwise
    	'unique' gear. This makes multiple play-throughs necessary,
    	unless you harvest the best gear from a play-through by 
    	exporting your Heart of Fury party individually equipped to the
    	max from another playthrough.
      -->	Dispense with spells that have a Hit Dice or Hit Point
    	thresholds. Monsters have ridiculous hit points in Heart of
    	Fury mode, and spells like Power Word: Kill are useless.
      -->	Don't rely on damaging spells either. A 10d6 Fireball is much
    	less useful than a Chaos spell. Disabling enemies is far more
    	effective than damaging them. Spells like Slow, Confusion,
    	Chaos, Greater Command, and Symbol of Hopelessness are your
    	best friends.
     --> 	Buffs will save your life in Heart of Fury mode-the difference
    	between an unbuffed party and a buffed one is rather radical,
    	especially if you follow my advice and are set up to make the
    	most of spells like Haste, Stoneskin, Righteous Wrath of the
    	Faithful, and Draw Upon Holy Might.
      -->	Don't rely on archers as much in Heart of Fury. A hasted, high
    	level Fighter with grand mastery will take a while to put down
    	weak enemies. In the realm of missiles, this translates to a lot
    	of ammunition-honestly it's just a pain to bother running back
    	to town to get more arrows, which you'll need to do almost
    	constantly. The exception? If you find a returning weapon, or
    	otherwise unlimited source of ammunition.
      -->	Take it slow, when possible. Enemies won't go down quickly in
    	Heart of Fury, and a few enemies can be a handful. This is
    	especially annoying when we start dealing with mages, Trolls,
    	and enemies with damaging auras, like Salamanders.
      -->	Give Mages special attention. With our saves, the chances of a
    	Cleric blasting us with a spell are miniscule, but most
    	offensive Mage spells will hurt regardless of whether you save
    	or not. The first time you get blasted by a 40-damage MagiC
    	Missile or a 120 damage Cone of Cold, you'll get the point.
      -->	Play good characters. You'll be able to wear the Shimmering
    	Sash, which will give you a three-point Armor Class boost. It
    	matters. You'll also be able to use Three White Doves and the
    	Blessed Helm of Lathander.
      -->	Play Humans, Elves, or Half-Elves. If you dual-class, you'll
    	have to play Humans, if you multi-class, choose Elves or Half-
    	Elves. I don't care if you don't like Elves, or if you think
    	it's retarded to play a fantasy game as Human-use Dalekeeper to
    	change your avatar and pretend you're the chosen race. All these
    	races can wear the Wailing of Virgins cloak, and Elves and
    	Half-Elves can use the Argent Shield. Gnomes and Halfings can
    	wear the Trusted Defender helm-but Blessed Helm of Lathander is
    	a decent compromise, and with the other two items... it's a much
    	better option.
      -->	Enemies like to go after presumed 'weak links'. This typically
    	means your Fighter/Mage or Fighter/Thief/Mage. Punish them for
    	their presumption by boosting said characters with Stoneskin. At
    	17th level, our Fighter/Thief/Mage can negate a dozen attacks
    	with a fourth-level spell. Enemies hit harder, not more, in
    	Heart of Fury mode, and making strong enemies (who think they're
    	being sneaky by attacking the Mage) waste attacks is good fun. 
      -->	To get ready for Heart of Fury mode, you will need to do six
    	runs through the main game to get all of the best Mage scrolls.
    	This also allows you to get multiple copies of some of the best
    	loot in the game, like the Shimmering Sash, the Blessed Helm of
    	Lathander, The Argent Shield, the Black Wolf Talisman, and so
      -->	Undead are cheese in Heart of Fury mode-provided you have a
    	high-level Cleric. The developers boosted the Hit Points of
    	undead... but unfortunately for them, the Cleric ability 'Turn
    	Undead' doesn't check Hit Points-it checks Hit Dice. A high-
    	level Cleric will be able to walk into a horde of undead and
    	destroy them all in a single round. This even works on some of
    	the stronger types of undead, like Greater Mummies, and it will
    	vastly improve your killing rate and make life easier for you
    	through the whole game. In fact, about half the enemies in the
    	game are undead! If you've built a party like mine-with five
    	Fighter/Mage/Clerics, you can have them cast Invisbility on
    	themselves, and walk around undetected, smiting every foe in
    	the level. It's a mindless but devastatingly effective tactic.
      -->	Again, praising my own party: Having five Fighter/Mage/Clerics
    	means I can start out any fight against troublesome living foes
    	with massive spell-assaults. Not much can survive five Symbols
    	of Hopelessness... flavor with Chaos or Slow, to taste. Also,
    	the ability to cast spells like Stoneskin and Heal with almost
    	every party member really makes it difficult for foes to melee
    	me to death. It's as potent of a combination as you can get.
    Gear Runs and Exporting						{INT015}
    If you're playing through Icewind Dale casually, it's a pretty simple
    little game-if you make some dual-classed characters with high
    attributes, you should have no trouble cutting your way through the
    game. In this case, multiple playthroughs are-like in Baldur's Gate-
    anathema. But unlike Baldur's Gate, Icewind Dale has Heart of Fury mode,
    which doesn't just give us great incentive-but actually requires us-to
    do multiple playthroughs. Once we realize this barrier of cheese has now
    been broken by neccessity, we should hold no reservations about playing
    through the game multiple times. Get as far through the game as you
    wish (if you can score the Blessed Helm of Lathander from the end of
    Dorn's Deep, that's grand), go to the character record screen by
    pressing 'R', then click the 'export' button. Name the exported
    character something sensible, exit to the game's main menu, click the
    'single player' button, then 'new game' and once you're in the character
    generation screen click the 'import' button and select your exported
    character. You'll keep everything except containers (gem bags, scroll
    cases, and potion bags), your level, experience, Hit Points, equipment,
    and so forth. If you want to be cheap, you can simply equip each of your
    characters fully with all the premium gear before you export, which will
    allow you to get a fully-equipped Heart of Fury party in one
    playthrough, which is much more convenient time-wise (but you'll always
    have to live with being a filthy cheater!)
    |								       |
    |		2nd Edition Dungeons and Dragons Mechanics	       |
    |		       (Character Creation) {DND001}		       |
    Below are some simple suggestions for creating characters in Icewind
    Dale. Even if you're a veteran of 2nd Edition AD&D, you should probably
    familiarize yourself with this section, as not everything made its way
    from the books into this game... and this section will tell you how to
    make a super-awesome power-gamey party, which is entirely not the point
    of the pen and paper game.
    Composition 							{DND002}
    You need a Thief, you need a Cleric, and you need a Fighter. In the 2nd
    Edition system, dual-classing with human characters allowed you to get
    multi-functional characters. You can be 'hardcore' and play with less 
    than six characters (A Fighter/Mage, Fighter/Thief, and Fighter/Cleric 
    dual combo would be more than sufficient.) The game is easy on the 
    normal setting, it can be made even easier by using certain tactics 
    (I.E. Fighter/Mage dual with Tenser's, Stoneskin, Haste, Mirror Image, 
    and Greater Invisibility and a Ring of Free Action can win any fight.) 
    If you plan to attempt Heart of Fury mode, however, composition becomes
    much more strict-I'd suggest only dual-class (Fighter/Clerics,
    Fighter/Mages, and a Fighter/Thief) or multi-class (Fighter/Mage/Cleric,
    Fighter/Mage/Thief) characters, for maximum potency. You will be
    spending a long time leveling up dual-classers, however, and multi-
    classed characters are vulnerable early on. Since I am very power-gamey,
    I've made a six-character triple-class party, five Fighter/Mage/Clerics,
    and one Fighter/Mage/Thief. It's the strongest party in the game, I
    think, and you don't really have to spend any time grinding, which is
    an extra bonus. If you're willing to load up premium gear on each
    character before exporting at the end of your first playthrough, you'll
    be able to tackle Heart of Fury mode on your second playthrough...
    although you will be a cheater-cheater pumpkin-eater, but it's your
    call: time (multiple playthroughs) or cheating (export duping).
    Gender 								{DND003}
    Gender in no way affects the game... except for Llew's reaction late in
    the game. The biggest draw for having a mixed gender party-there are
    only so many portraits to go around. Unless you import your own. Get 
    your hands on some Icewind Dale 2 portraits-some of them are rather 
    nice. Also, they fit with the other generic portraits better.
    Race 								{DND004}
    Humans can dual class, nobody else can. The other races (particularly
    Half-Elves) get the best multi-class options, and Elves and Half-Elves
    can equip the best shield in the game-the Argent Shield. Gnomes and
    Halflings can wear a very good (but not the best) helmet. I make
    every character a Half-Elf, since everybody is going to be a triple-
    classed character.
    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 |   |   |   |   |
    Cleric/Thief		| d |   |   | x |   |   | 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). In the Baldur's Gate series, I wasn't too fond of
    playing a Human, given party compositions making my preferred choices of
    protagonist a multi-class character. In Icewind Dale, you get to create
    six characters, giving you more freedom to create whatever you wish.
    Humans can be any class in the game-so if you wanted to run a badass
    Inquisitor or a Monk, Human is your only choice. Also, Humans are the
    only race in the game who can dual-class, which can be some of the
    strongest characters in the game... provided you pick power combos.
    Nine (or twelve) levels of Fighter before dual-classing into anything
    else will get you a stronger character. Dual-classing is absurdly
    time-consuming, however, and multi-class characters have almost all
    the strengths, with none of the downsides, and they can triple-class.
    So... while there are perks to Humans in Icewind Dale, the Half-Elf
    or Elf's ability to triple-class is just too much to overcome... unless
    you never plan to mess around with Heart of Fury mode, in which case...
    none of this really matters all that much. It's also worth noting that
    Humans can't use the Argent Shield, a very potent shield that only
    Elves and Half-Elves can use... but if you plan to dual-wield, it's not
    a big deal.
    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 penalty is harmful. Plus, while
    they can triple-class as a Fighter/Mage/Thief, they can't triple-class
    as a Fighter/Mage/Cleric, which is exclusive to the Half-Elf. If you're
    going to go with a potent triple-class combo, why not keep your
    Constitution high and play a Half-Elf?
    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... Half-Elves are the rulers of Icewind Dale... because
    triple-classing is king, and nobody does it as well as a Half-Elf.
    Seems that being a half-breed who doesn't fit in anywhere leaves one
    more capable of multi-classing... or rather, less capable of focusing
    on a single profession. Considering that Icewind Dale has a level cap,
    and not an experience cap (like Baldur's Gate), a triple-class character
    who can hit level 30 in three classes vastly out-classes (literally!)
    a single-class character who can only hit 30th-level in one. So, for
    the uber-powerful triple-class Fighter/Mage/Cleric, Half-Elves are
    really your only option.
    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. The only thing
    Gnomes have going for them is the fact that they can wear the 'Helm of
    the Trusted Defender', which is a pretty great bit of armor, but not so
    great that it makes the Gnome superior to a dual-classed Human or
    triple-classed Elf or Half-Elf.
    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,
    single-classed Thieves are a waste of a character, and since Icewind
    Dale has a level cap-not an experience cap-any multi-class Thief will
    end up with more skill points than they know what to do with... so why
    stick with a Halfing when an Elf or Half-Elf triple-class Thief will
    make a more useful character?
    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}
    I love Dwarves... who doesn't? And what's not to love? They're just
    great. Gruff, drunken, bearded brawlers with no-nosense attitudes and
    serious creative aptitude. Sadly, Icewind Dale doesn't do them many
    favors. They can't triple-class, they can't be Mages, they don't get
    much in the way of race-exclusive gear... about the only thing they've
    got going for them, gameplay-wise, is the ability to use the Dwarven
    Defender class. If you're considering a casual playthrough, consider
    adding a Dwarven Defender to make the most out of the Dwarf... but if
    you want to make a Heart of Fury mode run, you don't need a Dwarf in
    your party.
    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}
    The Half-Orc makes its Icewind Dale debut! Half-Orcs are the
    quintessential warriors of the game, if for no other reason than that
    juicy Strength and Constitution bonus. A multi-class Fighter/Cleric
    Half-Orc sounds like a great character for any party to me... I mean,
    any party not considering a Heart of Fury mode run. You get the deal,
    though-for Heart of Fury mode, it's triple-class or bust, ideally with
    the ability to buff oneself with Stoneskin, so... the Half-Orc just has
    no place in my party.
    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}
    Nothing determines more about your character than their class, their
    profession, their job, their role. While I don't suggest too much
    diversity in the class department, I will at least cover all the
    possible classes here... albeit jokingly and mockingly. If you plan to
    make a serious attempt at Heart of Fury mode, you just need to ignore
    most of the classes in the game and stick with Fighter-based dual-or-
    multi-class combos.
    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 lose weapon and armor proficiencies, skills, spells, THAC0,
    and even saves.
    You now begin advancing as your second class, following all its rules.
    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
    Your weapon proficiency ranks are not additive, however-the highest
    rank attained is kept. So, say you started out a Fighter and became
    Specialized (two ranks) in Katanas before dual-classing, then
    dual-classed into a Thief, where you again became Proficient (one
    rank) in Katanas. Once you regain your Fighter abilities, you will
    not become a Master (three ranks) in Katanas-you will again be
    Specialized. If you had spent that Thief weapon proficiency rank in
    a weapon class you didn't invest in as a Fighter, however, you'd keep
    that rank upon regaining your Fighter skills. Also, once you regain
    your Fighter skills, you'd regain their potential to advance to the
    rank of Grand Master, regardless what your current class was. You do
    not, however, gain the ability to use weapons prohibited by one of
    your classes-a Fighter/Druid could never use an Axe, for example.
    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, and THAC0, 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. Also, since you can get 8,000,000 experience in Icewind
    Dale Enhanced Edition, there's no real danger of failing to overcome
    your first class' level with your second class unless you just utterly
    lack common sense.
    Speaking of not having any common sense, you should always start as a
    single-class Fighter whenever you plan to involve a Fighter in a dual-
    class. I mean, you only get the Hit Points of the class you start out
    with (up until level nine)... why pass up the Fighter's supreme d10?
    Besides, dropping a spell-casting class to pick up anything else is
    tricky-the whole point of being a spell-caster is to cast spells,
    without which you're pretty much capable of nothing. A Fighter who
    loses Fighter levels will at least be protected by Hit Points. Also,
    you should always try to pick a spell-casting class second (the class
    you dual-class into). Spell-progression is determined by your level,
    and to a much greater extent than almost anything any other class has
    (a Fighter is done with uber Hit Points by level nine, and THAC0 by
    level twenty, and a Thief will have all the Find/Remove Traps skill
    score they need in a handful of levels). The best idea of all, of
    course (which incorporates the other two notes above) is to find out
    how much experience it takes to reach 30th level in your second class,
    then get to as high of a level in the previous class before dual-
    classing, for maximum power-gaminess.
    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.
    Class Kits							{DND016}
    The Icewind Dale Enhanced Edition now benefits from class kits, which
    were originally exclusive to Baldur's Gate 2... until Overhaul Games
    came around and started monkeying around with everything. 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 specialization.
    |Barbarian		   |					{DND017}
      --> 	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
    The Barbarian is essentially a Fighter with a few changes. I'm sure you
    can read the 'Class Features' above, right? They're faster, can't wear
    heavy armor, and they can't rise above 'Specialized' rank in any weapon
    proficiency. The first two don't really matter, the speed boost isn't
    significant or terribly useful, there are plenty of lighter suits of
    armor that are pretty protective, and the Barbarian does get a few
    defensive perks that make up for the worse Armor Class. The proficiency
    limitation is a pretty big deal, however, as Grand Mastery in a weapon
    skill is a great thing. To make up for this they get the Rage ability,
    which boosts the Barbarian's Strength, Constitution, and Save vs.
    Spells, and gives them a slew of useful immunities... at the cost of an
    Armor Class penalty. That's not too shabby, but the duration-a mere
    five rounds-kind of sucks. All in all, the Fighter and Barbarian are
    probably more or less equal in potency, which for a casual playthrough
    is fine. If you plan to take on Heart of Fury mode, however, this class
    isn't very capable.
    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
    30	5,500,000	9d10+63
    |Bard			   |					{DND018}
      --> 	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 to play any song form his repertoir:
    	1st level: Can play "The Ballad of the Three Heroes." All allies
    	within 30 ft. gain +1 to hit, +1 to damage, and +1 to all their
    	Saving Throws.
       	3rd level: Can play "The Tale of Curran Strongheart." All allies
    	within 30 ft. gain immunity to spell effects for as long as the
    	song lasts, and any fear effects currently on them are removed.
     	5th level: Can play "Tymora's Melody." All allies within 30 ft.
    	gain +1 to luck, +3 to Saving Throws, +10 to lore, and a +10%
    	bonus to all of their thieving skills.
    	7th level: Can play "The Song of Kaudies." All allies within
    	30 ft. have a 50% chance to shrug off the effects of spells such
    	as Silence, Shout, Great Shout, Command, Greater Command, or any
    	other sound-based attack.
    	9th level: Can play "The Siren's Yearning." All enemies within
    	30 ft. must save vs. Spell or become enthralled, unable to take
    	action until 1 round passes or they take damage.
    	11th level: Can play "War Chant of the Sith." All allies within
    	30 ft. gain a +2 bonus to Armor Class, +10% resistance to
    	slashing, piercing, crushing, and missile damage, and the
    	ability to regenerate 2 Hit Point per round.
      -->	Alignment restricted to any neutral.
      --> 	Hit die: d6
    Bards are rogues with a flair for the dramatic. They sing, they dance,
    they cast spells... they just aren't as good at the whole Thiefy thing.
    Still, they suck in Icewind Dale for a variety of reasons, all of which
    I will expose by comparing them to a Fighter/Mage multi-class (comparing
    them to a dual-class perhaps isn't fair...) A Fighter/Mage will have
    more Hit Points, better THAC0, better weapon proficiencies, more Hit
    Points, and ultimately a superior selection of Mage spells... Although
    for some reason in Icewind Dale, the Bard can cast up to 8th-level
    spells, instead of the normal maximum of 6th-level. The one ability they
    get that's unique to them is the Bard Song... and it is without
    exception pretty lack-luster. At almost every level, their song is
    out-performed by a Mage or Cleric spell of the same level, so... why
    Level	EXP		HP	Spells		Pick Pockets
    1	n/a		1d6			15%
    2	1,250		2d6	1		20%
    3	2,500		3d6	2		25%
    4	5,000		4d6	2/1		30%
    5	10,000		5d6	3/1		35%
    6	20,000		6d6	3/2		40%
    7	40,000		7d6	3/2/1		45%
    8	70,000		8d6	3/3/1		50%
    9	110,000		9d6	3/3/2		55%
    10	160,000		9d6+2	3/3/2/1		60%
    11	220,000		9d6+4	3/3/3/1		65%
    18	1,760,000	9d6+18	4/4/4/3/3/2	99% (max at level 18)
    30	4,400,000	9d6+42	6/6/6/6/5/5/5/1 99%
    Blade								{DND019}
    On paper, their abilities seem pretty good, but they have a very short
    duration and Offensive Spin doesn't stack with Haste (which a serious
    Heart of Fury mode party will have in effect almost all the time).
    Defensive Spin can, in a casual playthrough, be almost overwhelming,
    and Armor Class is always important, but its limitations will make it
    rather unappealing in Heart of Fury mode-namely the fact that it roots
    you in place and again, only lasts four rounds. We've already made the
    standard Bard vs. Fighter/Mage comparisons, and they're all true with
    the Blade, too. You might wonder if Tenser's plus Offensive/Defensive
    Spin combo makes a difference, and the answer, sadly, is no. You can't
    use either ability while under the effects of Tenser's, so... a
    Fighter/Mage is still a far superior character than a Blade.
      --> 	May play 3 slots in Two-Weapon Style.
      --> 	May use the Offensive Spin and Defensive Spin abilities once per
         	day. Gains one ues each level at level 1 an additional use each
    	every 4 levels thereafter.
    OFFENSIVE SPIN: During the next 4 rounds, the Blade's movement rate
    doubles and he 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 4 rounds, the Blade is rooted to the
    spot and gains a +1 bonus to Armor Class per level, up to a maximum of
      -->	can play "The Ballad of Three Heroes."
      --> 	Only has one half normal Lore value.
      --> 	Only has one half normal Pick Pockets score.
      -->	Cannot play "The Tale of Curran Strongheart," "Tymora's Melody,"
    	"The Song of Kaudies," "The Siren's Yearning," and "War Chant of
    Jester								{DND020}
    Debuffs are king in Heart of Fury mode, since enemies have so many
    Hit Points: It's far better to disable than damage. Still, this kit is
    just terrible. Its sole ability is a Bard Song which initially Confuses,
    then slows, and finally, at 20th-level, knocks foes unconscious. Doesn't
    seem bad, but 20th level? And foes get a save bonus to resist this
    effect throughout the game? Any Mage with access to Slow, Confusion,
    or Chaos will have a better debuff at their disposal than this class...
    and that's not a good thing, considering this is the Jester's entire
    purpose. The fact that a Jester can keep this ability up for as long
    as they wish is kind of nice, but it's useless against every undead
    critter in the game (and there are alot of them). You'll get far more
    mileage out of a triple-classer, who can debuff better, and brawl when
    debuffing doesn't work.
      --> 	When the Jester plays his song, 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.
      -->	Cannot play "The Ballad of Three Heroes," "The Tale of Curran
    	Strongheart," "Tymora's Melody," "The Song of Kaudies," "The
    	Siren's Yearning," and "War Chant of Sith."
    Skald								{DND021}
    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 their Bard Song is by
    far the best in the game, perhaps being one of the best single buffs in
    the game. If you have to play a Bard, play a Skald-at least then they
    can provide a fairly significant boost to the rest of your party...
    although why their song doesn't upgrade until 15th-level is a mystery,
    to me.
      --> 	+1 to hit and +1 to damage rolls.
      --> 	The Skald's song has the following effects:
    	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.
      -->	Cannot play "The Ballad of Three Heroes," "The Tale of Curran
    	Strongheart," "Tymora's Melody," "The Song of Kaudies," "The
    	Siren's Yearning," and "War Chant of Sith."
    |Cleric			   |					{DND022}
      --> 	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
    The Cleric is a spell caster who is more melee-capable, with mostly
    defensive, healing, and status-affecting spells. They might not have
    the sheer versatility of a Mage, but they've got a number of great
    spells. You'll need healing, disease and poison curing, and the extra
    spell-power is nice. In fact, in Heart of Fury mode, Heal and
    Symbol, Hopelessness are necessities. Clerics also gain the ability to
    'Turn Undead'. Essentially this ability pits the Cleric's level against
    an undead creature's Hit Dice, and the better the Cleric compares, the
    more likely they'll be able to turn-or even outright destroy-undead.
    This is a passive ability, so if you were... say... under the effects
    of an Invisibility spell, you could walk right into a horde of undead
    and obliterate them without anyone ever being any wiser. Despite all
    that, however, I don't suggest making a single-classed Cleric-or any
    single-classed characters, for that matter, even if the Cleric is one
    of the more capable single-class options. They're even better when
    multi-classed... save for the fact that their weapon restrictions
    must be respected.
    Note: Clerics may be restricted from certain spells, depending upon
    their alignments. See [SPT002] for more information. Or... just follow
    my advice-play a good-aligned Cleric.
    Level	EXP		HP	Spells		Special
    						Turn Undead	
    1	n/a		1d8	1		Lv1
    2	1,500		2d8	2		Lv2
    3	3,000		3d8	2/1		Lv3
    4	6,000		4d8	3/2		Lv4
    5	13,000		5d8	3/3/1		Lv5
    6	27,500		6d8	3/3/2		Lv6
    7	55,000		7d8	3/3/2/1		Lv7
    8	110,000		8d8	3/3/3/2		Lv8
    9	225,000 	9d8	4/4/3/2/1	LV9
    30	4,950,000	9d8+42	9/9/9/9/9/9/8   LV30
    Priest of Talos							{DND023}
    The Priest of Talos sucks. Why? Lightning Bolt is a mediocre direct-
    damage dealing spell which is of almost no use in Heart of Fury mode,
    and little enough use in the main game... except again one type of
    enemy, but there are other ways to smite them. Storm Shield is a nice
    spell, but the Cleric has other defensive spells they can use... The
    alignment restriction also forces them to give up some really great gear
    and possibly the Heal spell, as well. Pass.
      --> 	May cast Lightning bolt once per day. Gains one use at level 1
    	and an additional use every 5 levels thereafter.
      --> 	May cast Storm Shield once per day. Gains one use at level 
    	and an additional use every 10 level thereafter.
    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 neutral evil, chaotic evil, and chaotic
    Priest of Helm							{DND024}
    A decent Cleric kit in Baldur's Gate 2, the Priest of Helm is less
    interesting in Icewind Dale. Less critters will use illusions against
    you, making True Sight less useful, and Seeking Sword is a very, very
    poor substitute for Tenser's or Fighter levels.
      --> 	May cast True Sight once per day. Gains one use at level 1 and
    	an additional use every 5 level thereafter.
      --> 	May cast Seeking Sword once per day. Gains one use at level 1
    	and an additional use every 10 levels thereafter.
    SEEKING SWORD: This spell creates a sword in the Cleric's hand that 
    cannot be dropped or unequipped. The sword enchanted as a +4 weapon and
    provides a +4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to
    any target it hits. The weapon sets the Cleric's number of attacks per
    round to 3 and lasts for 1 round per level. While it's equipped, the
    wielder cannot cast further spells.
      --> 	Alignment restricted to lawful good, lawful neutral,
    	lawful evil, and true neutral.
    Priest of Lathander						{DND025}
    A decent Cleric kit-certainly superior to the base Cleric. Hold Undead
    is a pretty useless spell, but Boon of Lathander is a nice, long-lasting
      --> 	May cast Hold Undead once per day. Gains one use at level 1 and
    	an additional use every 5 levels thereafter.
      --> 	May cast Boon of Lathander once per day. Gains one use at level
    	1 and an additional use every 10 levels thereafter.
    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 lawful good, neutral good, chaotic good,
    	and true neutral.
    Priest of Tyr							{DND026}
    Both of the Priest of Tyr's abilities are worth some explanation.
    Exaltation, despite being listed as a 1st-level spell, is otherwise
    inaccessible to Clerics... so it's not like you're just getting the
    use of some junk spell you'd have access to anyways. This spell cures
    a target of the following effects: Fear, sleep, feeblemind,
    unconscious, intoxication, berserk and confusion. That's alot of nasty
    effects that are, fortunately, pretty uncommon in Icewind Dale. Still,
    not a bad ability to have access to at will. The second ability, 
    Divine Favor, is explained in the kit description; a +1 bonus to hit
    and damage rolls for every three levels of the caster. What they don't
    tell you is that this bonus caps at +6 (18th level). It's still a
    hefty bonus... but that duration... two rounds is in the realm of
    "blink and you'll miss it". A decent kit, but Boon of Lathander seems
    more useful as a constant combat buff.
      -->	May cast Exaltation once per day every 5 levels of the
    	caster (starts at 1st level with one use).
      -->	May cast Divine Favor once per day every 10 levels of the
    	caster (starts at 1st level with one use).
    DIVINE FAVOR: This spell grants the caster a +1 bonus to hit and damage
    rolls every 3 levels of the caster. The spell lasts for 2 rounds.
      -->	Alignment restricted to lawful good, neutral good, or lawful
    Priest of Tempus						{DND027}
    Holy Power is a decent buff that tries to make a Fighter out of a
    Cleric-and it does an alright job... save it doesn't give more attacks
    per round. Chaos of Battle is a bit more interesting, however... With
    a huge radius (60 ft.) it boosts all allies and hinders all foes for
    one turn per cast, randomly affecting various stats (postively for
    allies, negatively for enemies)... but again, there's some disclosure
    we need to get out of the way. First, it maxes out at magnittue of
    5 (25 for Hit Points), and when it says it affects "saves", it really
    means "a Saving Throw"... not all Saving Throws. This is, of course,
    all random, too, but it lasts a decent bit of time (longer than most
    fights, that's for sure) and whatever the boost is, it can be pretty
    helpful, so... it's not a bad ability.
      --> 	May cast Holy Power once per day. Gains one use at level 1 and
    	an additional use every 5 levels thereafter.
      --> 	May cast Chaos of Battle once per day. Gains one use at level
    	1 and an additional use every 10 levels thereafter.
    CHAOS OF BATTLE: Chaos of Battle applies bonuses to all allies and
    penalties to all enemies within a 60-ft. radius of the caster. The spell
    lasts 1 turn and will randomly affect the targets' Armor Class, Hit
    Points, THAC0, saves, or luck. The magnitude of this effect starts at
    1 (5 for Hit Points) and will improve by 1 (5 for Hit Points) every
    6 levels of the caster.
      -->	Alignment restricted to chaotic alignments or true neutral.
    |Cleric/Ranger		   |					{DND028}
    Well... the Cleric/Ranger has been improved for the Enhanced Edition,
    but they're still not as powerful in Icewind Dale as they are in
    Baldur's Gate. In vanilla Icewind Dale, the Cleric/Ranger could select
    from both their Druidic (Ranger) spells AND their Cleric spells. They
    didn't get more spells, just a wider selection of spells, which is
    pretty cool. In Baldur's Gate, this double-dipping was unlimited... in
    Icewind Dale, they only get up to 6th-level spells. Good news, though!
    The Druid's spell selection is greatly improved in the Enhanced Edition!
    No, they didn't replace the lame Icewind Dale version of Insect Plague
    with the badass Baldur's Gate 2 version, but they did add some other
    spells-namely Iron Skins. What's Iron Skins, you ask? Only the Druidic
    version of Stoneskin, the best defensive spell in the game. This
    vastly improves the standing of the Cleric/Ranger, as they can almost
    compete with the Fighter/Mage in melee. Sadly... there's no real good
    reason to play a Cleric/Ranger instead of a Fighter/Mage/Cleric, so
    one doesn't make it into my Heart of Fury party... if only they would
    have changed Insect Plague...
    Note: Clerics may be restricted from certain spells, depending upon
    their alignments. See [SPT002] for more information. Or... just follow
    my advice-play a good-aligned Cleric.
    |Druid			   |					{DND029}
      --> 	May only wear non-metallic armor
      --> 	May only equip bucklers and non-metallic shields.
      --> 	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.
      --> 	5th level: May Shapeshift into a winter wolf once per day.
      --> 	7th level: May Shapeshift into a boring beetle once per day.
      --> 	9th level: Becomes immune to poison. May shapeshift into a
    	polar bear once per day.
      --> 	11th level: May Shapeshift into a fire elemental once per day.
      --> 	13th level: May Shapeshift into an earth elemental once per day.
      --> 	15th level: Gains the Timeless Body ability, becoming immune to
    	fatigue. May Shapeshift into a water elemental once per day.
      -->	Alignment resticted to true neutral.
      --> 	Hit Die: d8
    Prime Requisites for Dual-Classing: Wisdom, Charisma
    Druids are a lot like Clerics, but instead of worshiping gods they are
    typically animists and get their power from nature itself. How does that
    matter? It doesn't really. Their spells are more nature-focused, and
    honestly... well, in most respects they're worthy of contempt when it
    comes to divine spells. They gain access to the mighty Heal spell, as
    well as the potent 5th-level spell Insect Plague... however, one must
    keep in mind that unlike the Baldur's Gate 2 Insect Plague, the Icewind
    Dale version is not party friendly, and is a static, area-of-effect 
    spell that only harms creatures within the swarm. All in all, a Druid
    is just not as good as a Cleric, as they don't get all the wonderful
    buffs the Cleric does, nor can they employ the Invisosmite tactic, not
    to mention slower late-game level progression (especially that level
    13-14 hump) and limited armor selection... Another downside is the fact
    that Druids cannot be good-aligned, which prevents them from using the
    Shimmering Sash, and prevents them from benefiting from the 'Righteous
    Wrath of the Faithful' uber-buff, which depends on alignment conformity.
    For the Enhanced Edition they have been gifted with the Iron Skins
    spell from Baldur's Gate 2, which vastly improves their survivability.
    They also scored a bunch of winter-themed and elemental transformations,
    which are neat, if not very useful. They're still nowhere near as
    useful as a Cleric... or better yet, a Cleric/Ranger, who gets access
    to Ironskins without having to put up with the metal-allergy the Druid
    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	1,800,000	9d8+12	6/6/6/6/4/2/1
    30	5,175,000	9d8+42	9/9/9/9/9/9/8
    Totemic Druid							{DND030}
    You can summon weak monsters, but you can't shapeshift into weak
    monsters. Huzzah. Seriously, if you looked at this kit's ability and
    thought anything other than "Wow, a 10 HD companion! That'll totally
    be obsolete by 11th level!", then there's just no hope for you.
      -->	May use the Summon Spirit Animal ability once per day. Gains
    	one use at level 1 and an additional use every 5 levels
    SUMMON SPIRIT ANIMAL: The Totemic Druid summons a special spirit animal
    (spirit bear, spirit wolf, spirit lion, spirit snake) to aid him for 6
    turns. The spirit animal has 1 HD at level 1, 3 HD at levle 3, 5 HD at
    level 5, 7 HD at level 7, and 10 HD at level 10.
      --> 	Cannot Shapeshift.
    Shapeshifter							{DND031}
    Before judging this kit, it would be nice to know what it actually
    does... so... here goes. Turning into a Werewolf sets your Strength to
    19, and your Dexterity to 16. It lowers your Armor Class to 1 (plus
    Dexterity), and gives you two attacks per round, with a 1d6 claw
    weapon. Your saves, Hit Points, and THAC0 are unaffected. You don't get
    immunity to non-magical weapons (which you should), nor do you get
    any regeneration. You do, however, get a measly 20% magic resistance.
    Simply put, you're the weakest Werewolf on the block, and pretty much
    every Fighter in your party would beat the crap out of you... which is
    bad, because in Werewolf form you can't cast anything. Ouch. Well...
    maybe the Greater Werewolf is better, right? Oh, indeed it is. Your
    Strength is set to 21 and your Dexterity is set to 20. Your Armor
    Class drops to a base -6 (don't get too excited-you don't have any
    armor, remember?) and you get a whopping three attacks per round,
    dealing a base 1d10 damage. You also are now 50% resistant to fire,
    cold, electricity, acid, magical fire, magical cold, and have 40%
    magic resistance. Better... but your THAC0, Armor Class and Hit Points
    are all going to be laughably worse than the Fighters in your party...
    and you still have no immunity to non-magic weapons, nor any
    regeneration to speak of. All in all, you'd be much, much better off
    playing a Fighter/Druid or Cleric/Ranger, where you can use weapons,
    wear some armor, and keep your spell-casting abilities, all while
    probably having significantly superior combat stats to the Greater
      --> 	May shapeshift into the form of a Werewolf once per day. Gains
    	one use at level 1 and an additional use every 2 levels
      --> 	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								{DND032}
    Ah, this kit giveth, and this kit, it taketh away. You gain access to
    some very decent Mage spells (Chaos, ftw), but you lose two points of
    Strength and Constitution. It sounds bad, but Druids suck in melee
    anyways, and you could always just shapeshift or strap on some Gauntlets
    of Ogre Power. The Constitution doesn't hurt either, as the highest
    bonus they could get is a +2 with a Constitution score of 16 anyways.
    As for the armor restriction... well... one suit of sucky light armor
    sucks a little more than another, still not a big deal. The kit-specific
    shapeshifts suck, though... and why do you get them twice-once at level
    7, and again at level 19? I checked in-game, too... it really does just
    give you a second copy of each shapeshift. Eh... ultimately not a bad
    kit... in a world where such a statement isn't already invalidated by
    the suck of a single-class Druid, anyways.
      -->  	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.
      --> 	7th level: May shapeshift into the form of a sword spider, baby
    	wyvern, or lesser fire salamander besides the normal
    	shapeshifting abilities.
      --> 	19th level: May shapeshift into the form of a sword spider, baby
    	wyvern, or lesser fire salamander besides the normal
    	shapeshifting abilities.
      --> 	May not wear heavier armor than leather.
      --> 	Incurs a -2 penalty to Strength and Constitution.
    |Fighter		   |					{DND033}
      --> 	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 Fighter is the white-bread character of the game. They fight-it's
    in their name, and they're not subtle. Focus on a weapon type, and
    give them the biggest, heaviest armor they can find, and send them to
    slaughter your foes. Easy-peasy. However, picking a Fighter is somewhat
    of a waste, considering most of the benefits of a Fighter can be
    obtained by level nine. What the Fighter is, then, is the ultimate
    dual-or-multi-class option, and we'll leave it at that. Of course...
    if you plan to dual-class, you might as well look at some of those
    Fighter kits...
    Note that when you start out as a Fighter, then later dual-class into
    something else, upon regaining your Fighter abilities, you will regain
    their weapon proficiency selection. A Fighter/Thief dual-class, for
    example, would eventually regain the ability to invest points into
    non-Thief weapon skills. Not only that, a dual-class Fighter who
    regains their Fighter abilities will regain their old potential, too,
    including the ability to attain the rank of Grand Master (five ranks)
    in a weapon skill. Need any more reasons to pick Fighter as the base
    class for a dual-class combo?
    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
    30	5,500,000	9d10+63
    Berserker							{DND034}
    The Berserker is essentially a Fighter with the Enrage ability...
    which is nearly identical to the Barbarian's Rage. They don't get some
    of the Barbarian's other perks-faster speed, damage resistance, and
    immunity to backstab, for example-but they also don't suffer any of
    the Barbarian's weaknesses-lack of Grand Mastery and inability to wear
    heavy armor. In my opinion, this is favorable to the Berserker. Their
    Enrage ability lasts longer than Range (twice as long, actually) and
    its weaknesses-the need to keep track of Hit Points and post-Enrage
    fatigue-are negligible. Fatigue wears off after a few rounds, so you
    can safely use it frequently and just enjoy the bonus. In fact, since
    you can just dual-class out of being a Berserker, there's no good
    reason why you shouldn't play a Berserker instead of a Fighter...
    unless you care about ranged weapons. But even that limitation only
    affects bows and crossbows-you can still use thrown weapons without
    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. Gains one use at level 1
    	and an additional use every 4 levels thereafter.
    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							{DND035}
    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
    not 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. And... well, there just aren't that many Mages in this game.
    Critters that cast spells? Sure, but nothing in the league of Baldur's
    Gate 2 Mages.
      --> 	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								{DND036}
    I've never been a fan of the Kensai class in the Baldur's Gate series,
    but since you can create a full party in Icewind Dale, you don't have
    to build around specific recruitable allies... so maybe the Kensai
    works better in this game? Well... if you've been paying attention, you
    know that my goal is to make a Heart of Fury mode party, and that
    pretty much demands triple-class power-houses. You can't select kits
    when multi-classing, however, so... let's look at a single-class Kensai.
    Their bonuses are pretty damn good: +2 base Armor Class, +1 to hit and
    damage rolls every 3 levels (up to a maximum of +10 at 30th level),
    -1 Speed Factor every 4 levels, and the Kai ability (max damage from
    all attacks in the next ten seconds.) ...Pretty good stuff. The
    downsides, of course, are pretty heavy: no armor, no missile weapons,
    no bracers/gauntlets (so you can't get "bracers of defense").
    Might be fine on a normal playthrough-the Kensai's low Armor Class
    can be supplemented somewhat with accesories, but they're always going
    to be a defensive liability. In Heart of Fury mode, where enemies
    will have many more Hit Points than in the normal game, the Kensai is
    likely to get cut to pieces before their superior offense makes much of
    an impact. There are some potential solutions, however. Dual-classing
    into a Druid would get the Kensai Barkskin and Iron Skins, which would
    signficantly improve their Armor Class standing, and make them a much
    more melee-competent Druid. The only problem with this are the
    dual-classing requirements for the Druid, which are Wisdom AND
    Charisma... and there's no way you're getting high enough stats in
    those two attributes to have a good Strength (which also must be
    high to dual class), Dexterity, and Constitution... even if you use
    Intelligence as a dump stat. If you don't mind playing a strong, wise,
    beautiful idiot, however... well, the Kensai/Druid build is actually
    pretty strong.
    Note that the Kensai's armor exemption really does mean ALL armor, even
    armor which isn't encumbering enough to block spells such as Elven
    Chainmail of the Hand or even the Shadowed Robe.
      -->	+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. Gains one use at level 1
    	and an additional use every 4 levels thereafter.
    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						{DND037}
    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. 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
    periodof 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 or elemental attacks, which are less common than
    physical damage, but they do occur... at least they throw in a +2 bonus
    to Saving Throws, whatever small measure that is. I'm also concerned
    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. Gains one use at level 1,
    	one use at level 4, and an additional use every 4 levels 
    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		   |					{DND038}
    You'll have a better Fighter than a straight Cleric, or a weaker Fighter
    with Clerical spells, depending on how you view it. My original Icewind
    Dale party included two such (dual-class) characters, until I decided
    to create a Heart of Fury party. The Fighter is good, the Cleric is
    good, but you know what else is pretty awesome? A Mage. So... why not
    make a Fighter/Mage/Cleric?
    Note: Clerics may be restricted from certain spells, depending upon
    their alignments. See [SPT002] for more information. Or... just follow
    my advice-play a good-aligned Cleric.
    |Fighter/Druid		   |					{DND039}
    This combination works almost exactly like the Fighter/Cleric, except
    that you will of course have Druid spells intead of Clerical ones, and
    you will have the Druid weapon selection, which includes Scimitars, but
    doesn't allow Hammers, Maces, and Flails. The difference, then, is
    obviously the spells. Clerics get all the good spell-buffs, but both
    classes get the ultimate healing spell, Heal. Symbol of Hopelessness is
    an awesome debuff for the Cleric (the best debuff in the game, in fact)
    and Creeping Doom is the best summoning spell. Having at least one of
    each isn't a bad idea. The biggest downside is that a Druid is more
    vulnerable than a Cleric-which makes regaining your Fighter levels
    somewhat more difficult. Also, since a Fighter/Druid must be True
    Neutral, it'll prevent you from using any good-aligned gear like the
    Shimmering Sash. For dual-classing, one must keep in mind the Druid's
    high stat requirements-namely Wisdom and Charisma. The more points you
    spend on these, the less you'll have to boost Strength, Dexterity, and
    Constitution. Still... the thought of starting out with a Fighter kit,
    and dual-classing into a Druid sounds pretty cool, and you can always
    boost yourself with Barkskin and Ironskins. A decent combo, but a
    Fighter/Mage/Cleric is going to make a easier to play, stronger
    character in the long run.
    |Fighter/Mage		   |					{DND040}
    My favorite class, and one of the strongest in the game. You can't
    wear armor and cast spells at the same time, 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,
    while various robes are another. Your Armor Class in Icewind Dale can
    approach Fighter-esque levels with a bit of pampering, and if you
    dual-class as a Fighter to beef up before switching to a Mage, you'll
    get an awesome hybrid character, able to tangle in melee, fire at a
    range, or cast all the Mage spells you need. Sounds pretty good, right?
    It should, but that's not all. In this game, the Mage spell Tenser's
    Transformation is absolutely broken. Apparently the developers didn't
    take into account the fact that the only characters who might use that
    spell aren't single-classed Mages. When a dual-or-multi-class Mage
    uses it, they gain all the same benefits-lowered THAC0, doubled Hit
    Points, and an extra attack per round. Take a Fighter/Mage dual who
    started with at least nine levels of Fighter, and you can end up with
    a 300 Hit Point monster capable of shredding everything the game can
    throw at you, and if you spell-buff before casting Tenser's, you'll
    be nearly invincible.
    |Fighter/Mage/Cleric	   |					{DND041}
    Ah, the triple-classer. With an experience cap of 22,500,000, this
    character can gain more experience than any other character save the
    Fighter/Mage/Thief (with whom they tie), and built correctly, they will
    end up with 154 Hit Points, full spell progression as both a Mage and a
    Cleric, and due to the very generous gear in Icewind Dale, fighteresque-
    level Armor Class. If you thought the Fighter/Mage was good... well,
    you were right, but this is even better-a Tenser's abusing powerhouse
    who can also self-heal. The only downside? Multi-classing doesn't allow
    you to attain Grand Mastery in a weapon proficiency. The ease-of-use
    over a power-gamey dual-class character, however, and the versatility
    makes up for it.
    Note: Clerics may be restricted from certain spells, depending upon
    their alignments. See [SPT002] for more information. Or... just follow
    my advice-play a good-aligned Cleric.
    |Fighter/Mage/Thief	   |					{DND042}
    The Fighter/Mage/Thief acts just like the super power-gamey
    Fighter/Mage/Cleric... except instead of being able to fling out Cleric
    spells, you can use Thief skills. All in all, the Fighter/Mage/Cleric
    is stronger, but you need at least one Fighter/Mage/Thief to find and
    disarm traps... the sneaking doesn't hurt either. 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. Plus, you'll have the option to jump on
    other spell-casters with pre-emptive backstabs, whereas the Fighter/Mage
    |Fighter/Thief		   |					{DND043}
    This class easily matches 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 a good bit more useful than a Ranger. Sure,
    the Ranger will have higher Hit Points and some minor Druid spells, but
    a Fighter/Thief is just as good in combat, especially since they can
    backstab. Start out as a single-classed Fighter, then switch to Thief
    for all the Thieving skills you'll ever need on a phenomonal Fighter...
    plus Backstabs! Of course, the Fighter/Mage/Thief gets all those perks,
    plus the ability to buff/debuff with magic.
    |Mage			   |					{DND044}
      --> 	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
    Ah, the Mage... a versatile spell caster, your proverbial glass cannon.
    They can't wear armor, and they have access to a poor selection of
    weapons. On the other hand, they don't really need them. As long as you
    can keep them from getting hurt, they can lay waste to your enemies
    with their spells. Anything from damaging spells like Fireballs, to 
    support spells like Haste, or simple fight-winners, like Confusion and
    Chaos, it's the Mages' domain. They're even the best class to use
    against other Mages, what with spells like Dispel Magic, Spell Immunity,
    Breach, and True Sight. A single-classed Mage is somewhat vulnerable,
    but a combination Fighter/Mage is strong in melee and in magic! And if
    you use the Mage levels to cast Tenser's Transformation with Fighter
    levels boosting you... well... you break the game. Speaking of breaking
    the game, you can also choose to be a Specialist Mage. Essentially you
    get an additional spell per spell level, at the cost of not being able
    to cast spells of the opposition school. In vanilla Icewind Dale, the
    Conjurer was an excellent Specialist Mage, but in the patched (Heart of
    Winter) version of the game, they switched the Conjurer's opposition
    school from Divination to Invocation, making this not worth the
    trouble... and of course, since the Enhanced Edition includes Heart of
    Winter, the more severe Conjurer restrictions apply to this version of
    the game, as well.
    Specialist	School			Opposition School
    Abjurer		Abjuration		Alteration
    Transmuter	Alteration		Abjuration, Necromancy
    Conjurer	Conjuration/Summoning	Invocation
    Diviner		Divination		Conjuration/Summoning
    Enchanter	Enchantment/Charm	Invocation
    Illusionist	Illusion		Necromancy
    Invoker		Invocation		Enchantment/Charm,
    Necromancer	Necromancy		Illusion
    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	4/4/4/4/4/1
    11	375,000		9d4+2	5/5/5/4/4/2
    30	7,500,000	9d4+21	7/7/7/7/7/7/7/6/6
    |Mage/Cleric		   |					{DND045}
    This class is honestly a waste, compared to the Fighter/Mage/Cleric.
    Sure, they'll get the same Armor Class as a Fighter, but their THAC0,
    Hit Points, and weapon proficiencies will be worse. So why pick this
    when you can be a Fighter/Mage/Cleric?
    Note: Clerics may be restricted from certain spells, depending upon
    their alignments. See [SPT002] for more information. Or... just follow
    my advice-play a good-aligned Cleric.
    |Mage/Thief		   |					{DND046}
    At first, I advocated using a Mage/Thief as a decent way to gain a party
    Mage and the thieving skills we'll need to survive... it required an
    obscenely long grind-session to achieve without leaving my party
    vulnerable to traps, but it seemed like a good compromise considering
    the experience cap in vanilla Icewind Dale. Anyhow, once I installed
    Heart of Winter, my 1,800,000 experience cap was raised to 8,000,000,
    and experience stopped being an issue, and I switched to a 
    Fighter/Mage/Thief. The benefits of a Fighter/Mage/Thief over the
    Mage/Thief are numerous-lower THAC0, more Hit Points, better weapon
    proficiencies, and the ability to use Long Bows and wear helmets. That
    being the case, this has become my solution for my party's Thief
    problem. Having a good archer and extra spell-caster is a welcome bonus.
    |Monk			   |					{DND047}
      --> 	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 weapons or armor, they simply go around
    pummeling everything with their fists, and at this they excel. All is
    not roses for the Monk, however. Due to the fact that they can't harm
    foes that are immune to non-magical weapons until they hit 9th level,
    they'll be at a disadvantage to every warrior in your party, most of
    whom will be able to secure a magical weapon at 4th level, at the
    latest. They could always use one of the Thief-proficiency weapons
    allowed to them, but since they can't rise above the rank of Proficient,
    it's a severe handicap. Slow start aside, by the time they hit 15th
    level, their unarmed attacks count as +3 weapons, and they can ignore
    conventional weapons for the rest of the game.
    They also have great innate defensive abilities-a 30th level Monk with
    18 Dexterity will have a base -8 Armor Class, and they start scoring
    Magic Resistance at 14th level (up to a maximum of 78%). Their Hit
    Points are only mediocre, however, and without defensive spells like
    Stoneskin or Iron Skins, they're not really hardy enough to tackle
    Heart of Fury mode. Also, their offense can be a little suspect. While
    they get a great number of attacks per round, one should keep in mind
    that they do not have the ability to naturally obtain exceptional
    Strength scores, nor do they benefit from weapon proficiencies. They'll
    need Guantlets of Ogre Power... which are fortunately plentiful later
    in the game. As for their special abilities... the Lay on Hands healing
    varies from paltry to decent, as you level up, and their Stunning Fist
    and Quivering Palm abilities impose no Saving Throw penalty, so the
    odds of them working when you need them to are pretty low. Immunity to
    Poison and disease is nice, but the faster movement speed will likely
    get them into trouble just as much as it'll get them out of it, and by
    the time they become immune to non-magical weapons, everything will have
    magical weapons. They also get some useless Thief skills-Hide in
    Shadows and Move Silently are decent... save the fact that the Monk
    can't backstab, and Find Traps is a waste of points, since they can't
    actually disarm any traps they find. All in all, the Monk performs
    about as well as a Fighter in most situations... at least, once their
    level hits the double-digit mark.
    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
    30	8,000,000	9d8+42
    Dark Moon Monk							{DND048}
    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. They're handy defensive abilities...
    even if you can get a belt that gives you Blur continuously... eh...
    in the long run you're trading a weak healing ability and Stunning
    Blow for two cold damage per attack and some low-level defensive
    illusions... It's a wash, really.
      --> 	+10% to Detect Illusion
      -->	May invest points into the Detect Illusion skill.
      --> 	May cast Frozen Fist once per day. Gains one use at level 1 and
    	an additional use every 4 levels thereafter.
    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							{DND049}
    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.
    They also have a Sun Soulray (low damage attack, but extra damage
    against undead, which is more useful against them than Stunning Blow
    and Quivering Palm), 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		   |					{DND050}
      --> 	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.
    Paladins make great party leaders due to their high minimum charisma
    (17). Still... When it comes to the choice between NPC reactions and
    having a superior character like a Fighter/Cleric or Fighter/Druid dual-
    class, or a Fighter/Mage/Cleric multi-class... well, it's really hard to
    sell the Paladin, isn't it? Fortunately, the Paladin class has some
    very nice kits that might be worth a look...
    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
    30	6,600,000	9d10+63 5/5/5/5/3/1
    Cavalier							{DND051}
    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 and Demons often, but when you do, they're
    worth having bonuses against. 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. It's a nice kit,
    to be sure, but there are superior Paladin kits out there.
      --> 	+3 bonus to hit and damage rolls against demons, devils, dragons
    	and wyverns.
      --> 	May cast Remove Fear once per day per level.
      --> 	Immune to charm, fear, poison, and morale failure.
      --> 	20% resistance to fire and acid.
      --> 	May not use missile weapons (both missile and thrown).
    Inquisitor							{DND052}
    In Baldur's Gate 2, this was easily the best Paladin kit in the game...
    and generous as they are, Bioware gave you an Inquisitor buddy to take
    with you on your travels. Not so in Icewind Dale, on both counts. Spell
    combat just isn't as deep in Icewind Dale as it was in Baldur's Gate 2,
    and you'll rarely come up against foes sneaky enough to actually use
    many spell-defenses... and certainly not often enough to require an
    Inquisitor, whose abilities are centered around taking down the defenses
    of Mages. Not a bad kit, by any means, but you'll probably get more
    use out of an Undead Hunter.
      --> 	May cast Dispel Magic once per day. Gains one use at level 1
    	and an additional use every 4 levels thereafter. The spell is
    	cast at Speed Factor 1 and acts at twice the Inquisitor's
    	character level.
      --> 	May cast True Sight once per day. Gains one use at level 1 and
    	an additional use every 4 levels thereafter.
      --> 	Immune to hold and charm.
      --> 	May not Turn Undead.
      --> 	May not use the Lay on Hands ability.
      -->	May not use the Cure Disease ability.
      --> 	May not cast priest spells.
    Undead Hunter							{DND053}
    The Undead Hunter is a great kit for one ability alone-the +3 bonus to
    hit and damage against Undead. Undead creatures liberally litter the
    land of Icewind Dale, for some reason-about half of your foes will be
    some undead critter of some sort. This ability is superior to the
    Ranger's 'Racial Enemy' simply because they don't need to choose between
    Cadaverous Undead, Skeletal Undead, and Spectral Undead-they can smite
    them all. The immunity to hold is nice, too, but levle drain never
    happens, so it's pretty useless. All those perks, and you only lose a
    weak healing ability? Score.
      --> 	+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							{DND054}
    A collection of hits and misses, the Blackguard was more useful in
    Baldur's Gate (due to the immunity to level drain) than in Icewind Dale,
    where the undead are less greedy. Immunity to fear is nice, though.
    Absorb Health is an offensive version of Lay on Hands, ruined by three
    things-first, the healing amount sucks. Second, any potential victim
    gets a saving throw (at no penalty) to negate the effect. Third, it
    can't affect constructs, demons, or undead... about half the game's
    menu. Poison Weapon is... alright, since they increased the duration
    to five rounds. +12 damage per hit per round for up to five rounds is
    nothing to turn your nose up at. Finally, their Aura of Despair... how
    can you hate an ability that hinders nearby foes? The 20th level version
    is actually pretty potent, imposing a -4 penalty to hit, damage, and
    Armor Class. Unfortunately, it's less of an "aura" than a single-use
    spell that affects nearby enemies, and its range is rather limited.
    The class overall has more hits than misses, but it doesn't provide
    anything outstanding.
      --> 	Immune to level drain and fear.
      --> 	May turn 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. Gains one use at
    	level 1, one use at level 5, and an additional use every
    	5 levels thereafter.
    POISON WEAPON: Each successful hit within the next five rounds 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			   |					{DND055}
      --> 	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, and the Druid
    spells are a long time in coming, but it's somewhat nice to be able to
    cast Heal and Iron Skins, if you reach obscene experience levels. Or,
    you could just make a Cleric/Ranger and have the best of both worlds
    (albeit with a worse selection of weapons) or make a Fighter/Mage/Thief
    and keep the combat-aptitude, hardiness and stealth, and get a better
    selection of spells.
    The Ranger also has a 'Racial Enemy'-essentially a class of foe against
    which the Ranger excels. You must select one of the following during
    character creation: Cadaverous Undead, Giants, Goblins, Lizard Men,
    Orcs, Salamanders, Skeletal Undead, Spectral Undead, Spiders, Trolls,
    Umber Hulks, Yuan-Ti. Against this class of foe you'll gain a +4 bonus
    to attack and damage rolls. Of these critters, Goblins, Orcs, Lizard
    Men, Spiders and Yuan-Ti are all pretty weak, in the grand scheme of
    things. Most of your fights with them will occur in the first half of
    the game.
    Giants are quite powerful, and relatively plentiful, and you'll be
    fighting them sporadically throughout the game. Salamanders, Trolls,
    and Umber Hulks are fairly powerful (especially the latter two), but
    they, to, are uncommon throughout the game as a whole, appearing in
    numbers only in a few, obnoxious areas. Trolls are probably the most
    troublesome, but not for any reason that +4 bonus to attack rolls
    would resolve. Undead comprise half the game's foes, but they are split
    into three sub-groups, to balance things out. Cadaverous Undead and
    Skeletal Undead are both good choices (Spectral Undead are somewhat
    less common)... so... my suggestions? Cadaverous Undead, Skeletal
    Undead, or Giants.
    Level	EXP		HP	Spells		Stealth
    1	n/a		1d10			15%
    2	2,000		2d10			20%
    3	4,000		3d10			27%
    4	8,000		4d10			33%
    5	16,000		5d10			40%
    6	32,000		6d10			47%
    7	64,000		7d10			55%
    8	125,000		8d10	1		62%
    9	300,000		9d10	2		70%
    14	1,800,000	9d10+15 3/2/2		99% (max at level 13)
    30	6,600,000	9d10+63 5/5/5/5/3/1	99%
    Archer								{DND056}
    Now this is a kit. Take something and do it VERY well. The bonuses to
    hit and damage with arrows can reach as high as +8, which is just
    absurd. As for their disadvantages... if you're focused around ranged
    attacks, do you really care if you can wear heavy armor, anyways? Same
    goes with their melee limitations-nobody complains about a Mage having
    crappy weapon limitations, so why complain that an ARCHER can't melee
    as well? Charm ability sucks, too, so no big loss. On top of that
    amazing attack and damage bonus, you have Called Shot, which applies
    some decent bonuses to your ranged attacks, and it only gets better
    with level.
    So... is the Archer kit the go-to Ranger kit? Sure, if you like ranged
    combat. Ranged combat was always over-powered for the normal Icewind
    Dale playthrough... but my caveat-the word "normal"-should have the
    smarter readers worrying. Yes, if you play throught he normal game,
    the Archer is obscenely over-powered. But, in Heart of Fury mode, when
    enemies have tons of health, you'll burn through arrows at an
    unacceptable pace. Even if you load up on ammunition-full inventory and
    all-you'll find yourself running low far too often (even with the
    expanded Enhanced Edition stacks!) and this problem only gets worse
    when tackling enemies immune to non-magical arrows. It really is a
    serious handicap. You can always use a thrown weapon, but since the
    Archer cannot become more than Proficienct (one rank) in such weapons,
    it's not an ideal way to play... compared to the firepower of a Long
    Bow, anyways. Be wary of this limitation when playing an Archer.
      --> 	+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. Gains one use at
    	level 4 and an additional use every 4 levels thereafter.
    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								{DND057}
    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 Hide and
    Move Silently 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 once in a while... but
    not too often to be much of a highlight. 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
      -->	If 3E Sneak Attack is enabled, may sneak attack instead of
    	backstab for increased damage.
    	Level 1-7: +1d6
    	Level 8-15: +2d6
    	Level 16-23: +3d6
     	Level 24-30: +4d6
      -->	If 3E Sneak Attack is enabled, may deal crippling strikes
    	upon successful sneak attacks. Crippling strikes last for 1 turn
    	and have the following effects:
    	Level 10-17: -1 to target's hit and damage rolls
    	Level 18-25: -2 to target's hit and damage rolls
    	Level 26-30: -3 to target's hit and damage rolls
      --> 	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							{DND058}
    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		   |					{DND059}
      --> 	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
    Icewind Dale'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. Fortunately, Icewind Dale is NOT Baldur's Gate.
    Enemy Mages aren't as sophisticated in this game, and you won't
    really need more than a handful of spells to get by, making the
    Sorcerer a pretty decent class. On top of that, spell scrolls are
    quite rare-at least, for the good spells-so picking a Sorcerer (who
    doesn't need to scribe spells from scrolls) just means you can have
    the spells you really want on your Sorcerer, and allow another Mage
    to use the scrolls. Pretty nifty. Of course, it should go without
    saying that a single-class spell-caster of any sort is not ideal for
    Heart of Fury mode, as they'll be singled out relentlessly by your
    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
    30	7,500,000	9d4+31  5/5/5/5/5/5/5/4/4  6/6/6/6/6/6/6/6/6
    						   (max at level 20)
    Dragon Disciple							{DND060}
    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 one of
    their biggest limitations? The number of spells per level they can cast.
    So, any class kit that proposes to reduce the number of spells the
    Sorcerer can cast 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
    level? 100% Fire Resistance, +4 Armor Class, +2 Constitution, and an
    8d8 breath weapon. First, you can get Fire Resistance from all sorts of
    sources... such as spells. Armor Class shouldn't be very important for
    a Mage, who belongs out of melee combat... but it can also be improved
    by spells... 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? No. None of
    those abilities are. You'd be better off with one more spell per level
    than you would with any of those perks. Stick to the normal Sorcerer.
      --> 	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			   |					{DND061}
      --> 	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 Backstab ability for increased damage.
       	Level 1-4: x2
    	Level 5-8: x3
    	Level 9-12: x4
    	Level 13+: x5
      -->	If 3E Sneak Attack is enabled, may sneak attack instead of
    	backstab for increased damage.
    	Level 1-3: +1d6
    	Level 4-7: +2d6
    	Level 8-11: +3d6
     	Improves by +1d6 every 4 levels, up to +8d6 at level 30.
      -->	If 3E Sneak Attack is enabled, may deal crippling strikes
    	upon successful sneak attacks. Crippling strikes last for 1 turn
    	and have the following effects:
    	Level 5-8: -1 to target's hit and damage rolls.
    	Level 9-12: -2 to target's hit and damage rolls.
    	Level 13-16: -3 to target's hit and damage rolls.
    	Improves by -1 every 4 levels, up to -7 at level 30.
      --> 	May use Set Snare ability once per day. Gains one use at level 1
    	and an additional use every 5 levels thereafter.
    SET SNARE: Set a trap in the chosen location when no hostile creatures
    are in sight. Traps grow more powerful with the Thief's level and can
    only be triggered by enemies.
    	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.
      -->	7th level: Gains the Evasion ability
    EVASION: At 7th level, thieves gain the power to evade effects that
    would normally hurt other characters. Whenever a thief is hit by a
    spell that can be evaded (Fireball, Lightning Bolt, etc.), the thief
    is allowed a saving throw vs. breath to completely avoid the effects of
    the spell. If the saving throw is failed, then the spell works normally,
    including a save for half damage if the spell allows for it. Evasion
    improves as the thief goes up in level, giving him bonuses to save vs.
    breath (for Evasion purposes only). Keep in mind that theives cannot
    evade their own effects, so mage/thieves should think twice before
    throwing a fireball at their feet. Furthermore, a helpless thief
    (i.e. under the effects of Hold Person) cannot use Evasion.
      -->	Alignment restricted to any except lawful good.
      -->	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, hide from
    enemies, detect illusions and set traps. 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 Multiplier', which can do up to five times
    normal damage.
    Or... if you're playing with 3E sneak attack rules active, you'll
    get a number d6 rolls added to your damage when you backstab. Depending
    on the Thief, this may be beneficial to you-a single-class Thief is
    almost always going to get more damage out of the 3E rules than the
    normal 2E rules (the +d6 damage bonus instead of the multiplier).
    A multi-or-dual-classed Thief, however, with Strength bonuses and
    superior weapon proficiencies will want that damage multiplier. Just
    do the math-every d6 of sneak attack damage is worth about 3.5 points
    of damage on average. Add that to your median damage for one hit
    (found on your character sheet), and that's the damage output you
    should expect from a sneak attack. On the other hand, for backstabs
    just take your median damage and multiply it by your backstab
    multiplier. Whichever of the two is higher, you should use.
    New to Icewind Dale is the Evasion ability-another 3E innovation. This
    is actually a pretty nice ability-giving the Thief survivability
    against area-of-effect attacks... mostly spells. You won't be suffering
    too many of these in Icewind Dale, but it's a welcome boost, nontheless.
    Basically, any effect that can be avoided or have its damage reduced
    grants the Thief another saving throw to avoid the damage entirely.
    Granted their save vs. breath weapon is horrible, but supposedly they
    get bonuses as they level up, and... well, don't look a gift save in
    the mouth?
    Thieves 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. You can find out more about Thief
    Abilities in [DND091].
    Level	EXP		HP	Backstab
    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
    18	1,760,000	9d6+18	x5 (max at level 13)	
    30	4,400,000	9d6+42	x5
    Assassin							{DND062}
    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 21 will take a hefty 2,420,000 Experience Points, but
    that's still enough to dual-class into something better. Still, this
    is incredibly power-gamey, and it'll be a long time before you hit
    level 22 to get your Thief skills back... Overkill for normal mode, for
    sure, and backstabs aren't really great in Heart of Fury mode, so...
    it's hard to recommend this kit for either.
      --> 	+1 bonus to hit and damage rolls.
      --> 	Backstab ability reaches x7 multiplier instead of capping at x5.
     	Level 17-20: x6
    	Level 21-30: x7
      -->	If 3E Sneak Attack is enabled, may sneak attack instead of
    	backstab for increased damage.
    	Level 1-2: +1d6
    	Level 3-5: +2d6
    	Level 6-8: +3d6
     	Improves by +1d6 every 3 levels, up to 11d6 at level 30.
      -->	If 3E Sneak Attack is enabled, may deal crippling strikes
    	upon successful sneak attacks. Crippling strikes last for 1 turn
    	and have the following effects:
    	Level 3-5: -1 to target's hit and damage rolls.
    	Level 6-8: -2 to target's hit and damage rolls.
    	Level 9-11: -3 to target's hit and damage rolls.
    	Improves by -1 every 3 levels, up to -10 at level 30.
      --> 	May use Poison Weapon ability once per day. Gains one use at
    	level 1 and an additional use every 4 levels thereafter.
    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							{DND063}
    The Bounty Hunter kit is designed around one ability-Set Snare... did
    I mention that I'm not a fan of setting traps? You can only set a
    limited number of them per day, and the damage/special effects of each
    trap isn't anything special. At the best, you're doing 4d8+5 damage
    with a chance to hold the victim if they fail a save vs. spell (at a
    -1 penalty). Later levels, the damage is replaced by lame ass spell
    effects. After 21st level, your special snares are Mazing foes, which
    just removes them from combat for a period of time based on their
    Intelligence score. Wee. At the highest levels, you'd be lucky to get
    ten trap uses a day... this class is just full of suck.
      --> 	+15% bonus to Set Traps.
      --> 	May luse Set Special Snare ability once per day in addition to
    	the normal Thief's Set Snare. Gains one use at level 1 and an
    	additional use every 5 levels thereafter.
    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 Otilukeyou're '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							{DND064}
    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, 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.
    Although a dual-classed Swashbuckler/Fighter still has merits-first,
    you can attain Grand Mastery when you switch to Fighter, second you
    keep those lovely Armor Class, attack and damage bonuses. Whether that's
    worth the lower Hit Points, the loss of backstab, and the sheer
    inconvenience of waiting to regain your Swashbuckler bonuses after
    dual-classing is up to you... In my mind, it fails in the same way the
    Assassin does-it's strong, but a multi-class character is arguably as
    strong or stronger in Heart of Fury mode, and the dual-class option is
    too much work for normal difficulty play
      --> 	+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 backstab.
      -->	May not perform sneak attacks or crippling strikes.
    Shadowdancer							{DND065}
    The Shadowdancer has its merits... 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.
    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. 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.
    It's a fair enough compromise, and the kit certainly has enough to offer
    to consider it a valid dual-class option, however... with, as usual,
    some caveats. The entire point of the Shadowdancer is tactical
    backstabs. In Heart of Fury mode, backstabbing loses some of its
    potency, simply because of the relative strength of the foes you'll
    be fighting. In normal mode, a timely backstab can be a fight winner.
    In Heart of Fury mode, that same backstab is just going to chop off a
    chunk of Hit Points-it's not likely to make as huge of an impact in
    any given fight. Sustained, brutal, reliable offense is the key, not
    one-shot bursts that can't take anything down. On the plus side, the
    Shadowdancer maxes its backstab at level 13... compared to the
    Assassin's required 21 levels to do the same. Granted, the Shadowdancer
    caps at x4, and the Assassin caps at x4, but for a normal mode run, the
    Shadowdancer's backstab is more convenient, and backstabs in general
    are more useful. So, for a normal-mode dual-class character, it's a
    decent kit. For anything else... not so much.
      -->	+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. Gains one use at level 5
    	and an additional use every 5 levels thereafter.
    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 1-4: x1 (no multiplier)
    	Level 5-8: x2
    	Level 9-12: x3
    	Level 13+ x4
      -->	If 3E Sneak Attack is enabled, may sneak attack instead of
    	backstab for increased damage.
    	Level 1-5: +1d6
    	Level 6-11: +2d6
    	Level 12-17: +3d6
     	Improves by +1d6 every 5 levels, up to 6d6 at level 30.
      -->	If 3E Sneak Attack is enabled, may deal crippling strikes
    	upon successful sneak attacks. Crippling strikes last for 1 turn
    	and have the following effects:
    	Level 6-11: -1 to target's hit and damage rolls.
    	Level 12-17: -2 to target's hit and damage rolls.
    	Level 18-23: -3 to target's hit and damage rolls.
    	Level 24-29: -4 to target's hit and damage rolls.
    	Level 30: -5 to target's hit and damage rolls.
      -->	May only distribute 20 skill points per level (30 at level 1)
    	among thieving skills.
      -->	May not use Set Snare ability.
    |Thief/Cleric		   |					{DND066}
    Well, might as well mention it eh? The Thief/Cleric is an odd, and at
    odds 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' kind of 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 Fighter.
    Note: Clerics may be restricted from certain spells, depending upon
    their alignments. See [SPT002] for more information. Or... just follow
    my advice-play a good-aligned Cleric.
    |Wild Mage		   |					{DND067}
      -->	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 [DND068].
    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.
    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
    30	7,500,000	9d4+21  5/5/5/5/5/5/5/4/4
    Wild Surge Table						{DND068}
    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 							{DND069}
    Some equipment cannot be used by some alignments, and if you're a
    Cleric, your alignment will determine what spells you can cast. Also,
    a few dialogue options differ depending on your alignment (which I try
    to note as much as possible throughout the guide). There is, however,
    a clear consensus in terms of power-make a party full of good-aligned
    characters. One of the best Maces in the game cannot be used by evil
    characters, and the best belt in the game requires you to be good-
    aligned. Both of these are items that make it onto my characters in
    Heart of Fury mode, so they are not to be discarded lightly. Also, an
    evil Cleric cannot cast Heal-a huge prohibition. Good Clerics lose out
    on Harm and Destruction, nice spells, but not essentials like Heal.
    Neutral Clerics cannot cast many of the higher level alignment-based
    spells (but they can cast all the lower-level spells from either
    alignment. See [SPT002] for more information on restricted Cleric
    spells. Another spell, 'Righteous Wrath of the Faithful' is one of the
    best party-buffs in the entire game, and it gives massive bonuses if
    your entire party is of the same alignment. My suggestion? Make all your
    characters Neutral Good. It'll pay off in the long run.
    Abilities 							{DND070}
    You can reroll your attributes and modify them, so why wouldn't you? My
    friend and I are perhaps a little too anal with this process, but it's
    not that difficult to make a killer party if you're not vain. Charisma
    is a good dump stat, you don't need more than three points for anybody
    but your party leader. If you have a Paladin, problem solved (they have
    a minimum Charisma of 17.) EVERYBODY should have 18 dexterity. If you
    don't, you're wasting precious Armor Class (Dwarves can only naturally
    get a 17, but with luck you might find a potion to raise it, Gloves of
    Dexterity, or Kaylessa's Gloves.) EVERYBODY should have at LEAST a
    16 Constitution. If you are a Fighter (single, dual, or multi classed)
    you should have an 18. That's extra Hit Points, and Hit Points are good
    for live-staying. Most characters should ideally have an 18 Strength.
    Unless you're making a straight Mage, or an archer, then who cares. This
    affects how much loot (in weight) you can carry. A Fighter (single,
    dual, multi) or any fighting class (Paladin, Ranger) should have
    exceptional Strength of at least 18(91). 18 Strength gives you +1 THAC0,
    and +2 damage. 18(91)-18(99) gives you +2 THAC0, +5 damage.  That's not
    big, it's huge. If you are lucky enough to get 18(00) Strength, that's
    +3 THAC0, +6 damage. Very desirable for a Fighter. Intelligence only
    matters for Mages. If you have a Mage, they need an 18 Intelligence.
    Period. If not, it's a great dump stat. Wisdom is most useful for
    Clerics, Druids, and Paladins, the former should have an 18, the latter
    will get by with the minimum of 14. Charisma is only important to Bards,
    and even then, I have my doubts as to how crucial it is under Icewind
    Dale's rules. One character should have good Charisma, and this should
    be your party leader.
    Note: These tables were all created based on information in the game's
    .2da files.
    Strength							{DND071}
    If you're a Fighter (single, multi, or dual class) or a fighter type, 
    you can get exceptional strength, which is a percentile bonus in 
    parentheses after the strength score. For example, 18(01-00) denotes a 
    strength of 18 with an exceptional range of 1% to 100%. A single-class 
    Fighter should try for as much Strength as possible. Ideally anything 
    from 18(91) and up is fantastic, as it provides a +2 THAC0 and a +5 
    damage bonus. If you are a Cleric, you might as well try for an 18 so 
    you can melee well. Regardless, any fighting class needs an 18 in 
    Strength. A Mage or a Thief that doesn't intend to melee can use this as
    a dump stat. If you're making a multi-class character, don't sweat the 
    exceptional Strength. The higher, the better, but getting high scores in 
    your other abilities is more important. Weight is somewhat important...
    as it'll reduce your trips to town if you can just carry more. Also, if
    your Strength isn't high enough, you wont be able to wear some heavier
    armor. Your bash % is your chance of forcing a door or chest; it's not 
    honest. Save/reload won't get you into a chest. Some chests/doors just 
    have a threshold you must reach, and your Strength will never be a 
    replacement for the knock spell or good old-fashioned lock picking Just
    make sure that you get an 18 at least if you ever intend to melee.
    In the expansion, Heart of Winter, you can get your hands on (or rather,
    in) several sets of Gauntlets of Ogre Power, which will raise your
    Strength to 18(00). There's also the Girdle of Stromnos in the main
    game which raises your Strength to 19, but there's another belt which
    would be better to wear... especially considering that the difference
    between 18(00) Strength and 19 Strength is one point of damage. That
    said, both such items are fairly far into the game. If you are 
    fortunate enough to start out with 18(00) Strength, you can just go
    ahead and wear the Gauntlets of Weapon Expertise, which give +1 THAC0
    and +2 Damage.
    		| 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. There are a few items that increase
    your Dexterity, like Kaylessa's Gloves. These won't always drop in a
    game, and one point really isn't much. It's best to just have an 18
    Dexterity naturally.
    			| 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
    are a Thief, of course. See [DND091] for more information.
    Constitution							{DND073}
    This gives you Hit Points. Hit points are good. Note that in the
    'Hit Points per Level' column there are two rows of numbers listed-
    the ones on the left-the lower numbers-are the Hit Points gained by
    non-Fighters per level. The ones on the right are the Hit Points gained
    by Fighters (single, multi, and dual-classed). Both only get these
    bonuses from levels one-to-nine. 
    		| 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   |  	0  	|   0	|
    		|  16   | 	+1  	|   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 Mage
    spell you'll be able to cast. 'Max Spells per Level' is the maximum
    number of different spells you can have in your spell book per spell
    level. These factors 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 level
    maximum or 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 have plenty of Identify spells to make
    this 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. Otherwise, it's a dump 
    stat. For Clerics and Druids you don't have a spell level maximum for a 
    low wisdom in 2nd edition, 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. If you're a triple-classed Fighter/Mage/Cleric, you have
    tons of attributes you need to focus on, and of them, Wisdom is
    probably the least important. A few extra 1st-4th level spells and some
    Lore is not a big deal.
    		| 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. To get the
    best discounts, make sure to have your character with the highest
    Charisma as party leader when interacting with the shopkeeper.
    			| 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  |
    Suggested Attributes by Class					{DND077}
    Bard			10~	18	16	13~	10~	18
    Cleric			18	18	16	10~	18	10~
    Cleric/Mage		18	18	16	18	10+	10~
    Cleric/Ranger		18(xx)	18	18	10~	18~	10~ 
    Cleric/Thief		18	18	16	10~	18	10~
    Druid			18	18	16	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+  good luck
    Fighter/Mage/Thief	18(xx)	18	18	18	10~	10~
    Fighter/Thief		18(91+)	18	18	10~	10~	10~
    Mage			10~	18	16	18	10~	10~
    Mage/Thief		10~	18	16	18	10~	10~
    Paladin			18(91+)	18	18	10~	13~	17~
    Ranger			18(91+)	18	18	10~	14~	10~
    Thief			10~	18	16	10~	10~	10~
    Hit Points 							{DND078}
    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
    level cap in Icewind Dale, nine levels of Fighter will have virtually no
    effect on your second class' progression.
    THAC0 and Armor Class 						{DND079}
    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, 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*						{DND080}
    *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 Druids.
      -->	Rogue includes Bards.
      -->	Warrior includes Paladins and Rangers.
    Multi-class characters use the best THAC0 progression of either of
    their classes-Fighter/Mages use the Fighter's THAC0 progression, and
    Cleric/Thieves use the Thieve'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				{DND081}
    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. Oh, and remember, in 2nd Edition AD&D, a negative
    number reduces your Armor Class, hence making your more difficult to
    hit, and a positive number increases your Armor Class, which is a bad
    thing. So in the example above, the Leather Armor actually has a
    two point penalty to Armor Class against piercing objects, whereas the
    Studded Leather Armor has a two point bonus vs. slashing and a one
    point bonus vs. piercing, despite them both sharing the same base
    Armor Class.
    |    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							{DND082}
    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	|
      -->	Priest includes Druids.
      -->	Rogue includes Bards.
      -->	Warrior includes Barbarians, Paladins, and Rangers.
    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.
    Weapon Proficiencies 						{DND083}
    Your skill at handling a type of weapon is represented by Weapon
    Proficiencies, which can range from Unproficient (zero ranks) to
    Grand Master (five ranks). The more ranks you spend in a specific
    weapon class, the more bonuses you get... typically in the form of
    THAC0, Damage, attacks per round, and speed factor bonuses (when you
    attack in each round). Non-Fighters can become Proficient (one rank)
    in a weapon type, non-Fighter warriors (Rangers/Paladins) and
    multi-classed Fighter can become specialized (Two Ranks) and single
    class Fighters can attain the rank of Grand Mastery... which confers
    some pretty sweet bonuses. Various kits may have specific strengths
    and weakness, as well-for example, the Dwarven Defender (Fighter kit)
    can attain High Mastery (four ranks) in axes and warhammers.
    Weapon Proficiencies by Class/Level				{DND084}
     		   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				{DND085}
    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      |
     -->	Single and dual-classed Fighters can attain Grand Mastery.
     -->	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					{DND086}
    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					{DND087}
    Below you'll find listed the different weapon types in Icewind Dale, and
    the classes who can use them. Note that there is an important difference
    between Clerics/Druids and Mages/Thieves. Mages/Thieves are unskilled
    in the use of many weapons simply due to a lack of martial prowess
    (presumably swinging a club takes special training that swinging a staff
    doesn't take..? And please, tell me why a Thief can use bows, but not
    crossbows? Factually speaking, weren't crossbows easier to use than
    bows? And why can Bards use EVERYTHING? I mean, nobody really believes
    singing is really much of a career, hence they'd presumably have plenty
    of time to learn other things... but... seriously? Anyways, if you're a
    full-time Mage or Thief, apparently you just can't be bothered to learn
    how to use most weapons. Clerics and Druids, however, suffer from
    religious prohibition, not lack of melee prowess. Smashing a critter's
    skull with a hammer is just more dignified and less bloody than stabbing
    somebody. Really, that's the explanation 2nd Edition AD&D gives. Druids,
    however, don't have any qualms about cutting and stabbing, they just
    don't like metal... unless it's a scimitar or a dagger, which is somehow
    okay, whereas an axe is not. Why is this distinction important? Well, a
    dual-or-multi-classed Mage/Rogue can use the better weapon selection of
    whatever other class they have. A dual-or-multi-classed Cleric or Druid,
    however, cannot. Their religious restrictions apply regardless of their
    martial prowess. Therefore, a Fighter/Mage has a more diverse weapon
    selection than a Fighter/Cleric or Fighter/Druid. Wizards and Rogues use
    the BEST weapon selection they have access to-theirs is additive.
    Clerics and Druids can ONLY use the weapons not restricted by their
    class, regardless of what other classes they may have.
    			|   |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.
    Lore								{DND088}
    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. 
    Note: For multi-classed characters, only the class that gives you the
    MOST Lore actually counts. For example, at Fighter 10/Mage 11/Cleric 10,
    my Lore was 43-three points per level from Mage (33) plus ten points for
    18 Intelligence.
    Lore by Class/Level						 {DND89}
    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
    Mage Spells (Scrolls) 						{CHR090}
    Mages get new spells from scrolls. To use this handy function, right
    click on the scroll, and select the button 'Write Magic'. If you have an
    18 Intelligence, you have an 85% chance to scribe the scroll, if you
    fail, the scroll is lost forever. This is a save and reload heavy event.
    It's a downright wicked 15% fail rate. If you get an item that improves
    your Intelligence, you don't have to worry (also mods and sliding the
    difficulty slider down will make this automatic.) You do NOT want to
    lose scrolls, some spells only show up one time a play through. With an
    18 Intelligence, you can learn 18 spells per spell level. Again,
    increasing your Intelligence removes this barrier, but for 1st-3rd
    level spells, some discretion should be taken. There aren't a whole lot
    more than 18 spells in a spell level, but you don't want to risk not
    being able to cast something yummy like Slow. Of course, you could
    always use a potion to increase your Intelligence and scribe scrolls
    Also, Specialist Mages are extra focused in one spell school at the
    expense of others. This means you get one extra spell per spell level
    (HUGE BOON), but you cannot learn or cast spells from an opposed spell
    school. Without HoW, becoming a Conjurer limits high-level divination
    spells. The best divination spell in the game (there aren't very many,
    either) is the 1st level Identify-which a Conjurer has access to. What,
    then, do they lose? The 5th level spell Contact Other Plane, which is
    actually a rather interesting spell. After HoW, they realized this is a
    tremendous advantage, and made the restricted spell school Invocation
    instead. Which is a much more severe penalty. At the end of the day, if
    you have HoW installed, you probably just want to go normal Mage. Since
    I'm multi-classing this playthrough, it's not a problem for me.
    Thieving Skills							{DND091}
    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
    	o=========o     |     |     |     |     |     |Set Traps
    	|Dexterity|     |     |     |     |     |     |     |
            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 |
    Note: All Thief skill have a maximum score of 250... not including
    Dexterity and racial bonuses.
    Pick Pockets							{DND092}
    Pick Pockets allows you to... pick the pockets of NPCs-as long as they
    are not hostile. In practical terms, this means that the developers hid
    a variety of items in the inventories of unsuspecting neutral or
    friendly characters in the game, and without this skill, you'd have to
    kill them to get the gear they have. Of course, even with this skill if
    you fail to pick their pockets, they'll turn hostile. Since turning
    quest-giving NPCs hostile can break the game, it's not a good idea. On
    the other hand, if you save/load enough, you can steal any item... so
    long as you have a high enough Pick Pockets score, or failing that,
    patience. Below is a list of the more interesting items you can pick
    pocket in this game:
      -->	Amulet of Metaspell Influence
    	Kuldahar, Chapter 1
    	You can steal this amulet from Orrick (AR2102).
      -->	Amulet of Protection +1
    	Wyrm's Tooth, Chapter 5
    	Steal this out-dated item from Vera (AR7001).
      -->	Necklace of Missiles
    	Kuldahar, Chapter 1
    	Snatch this nearly useless necklace from Oswald (AR2108).
      -->	Ring of Free Action
    	Kuldahar, Chapter 1
    	You can steal this ring from Orrick (AR2102).
      -->	Ring of Free Action
    	Kuldahar, Chapter 1
    	You can steal this ring from Arundel (AR2112).
      --> 	Ring of Free Action
    	Lonelywood [HEART OF WINTER]
    	You can steal several of these rings from Purvis (AR9110) over
    	the course of the Heart of winter expansion-every time he buries
    	another body, he'll have another one of these rings. That's
    	three, in total, that you can steal.
      -->	Ring of Free Action
    	Castle Maluradek [TRIALS OF THE LUREMASTER]
    	You can steal this ring from Harald, who is in the north-western
    	tower (AR9704).
      -->	Ring of Greater Resistance
    	Lonelywood [HEART OF WINTER]
    	Snipe this worthy ring from Kieran (AR9101).
      -->	Ring of Protection +2
    	Kuldahar, Chapter 1
    	You can steal this ring from Oswald (AR2108).
    Open Locks							{DND093}
    This skill allows you to open locked chests, doors, or other objects.
    Of course, a character with a high Strength score might be able to do
    the same thing with brute force, and the 2nd-level Mage spell, Knock,
    works on all locked objects this skill will work on... making it another
    not-so-necessary skill.
    Find Traps							{DND094}
    Traps positively suck in this game (and in most games on the Infinity
    Engine). Clerics can cast the 2nd-level spell 'Find Traps', but they
    can never remove them. Some traps are just annoyances-they occupy some
    tile or container, and can just be avoided or ignored... at least, if
    you don't care about forfeiting the loot therein, and you have more
    faith in your party's AI than I do. Then again, some traps just span
    entire hallways, or are placed in front of foes. A Thief with this skill
    is mandatory to deal with these issues... although nobody said it had to
    be a single-class Thief. Get this skill up to 100% as soon as possible-
    it's the most important, and indeed, only essential Thief skill.
    Move Silently/Hide in Shadows					{DND095}
    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 the Enhanced Edition (following the lead
    of Baldur's Gate 2) they were split up... presumably to make you spend
    twice as many points to do the same thing. 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-f 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
    Heart of Fury mode, however, enemies will have many, many more Hit
    Points, so while it's still a good first strike, it'll rarely resolve
    fights on its own.
    Detect Illusion							{DND096}
    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. Also, in Icewind Dale, not too many foes
    will use invisibility or other forms of illusion, so... you can
    probably find better skills to spend points on.
    Set Traps							{DND097}
    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.
    |								       |
    |		          Spell Tactics {SPT001}		       |
    |								       |
    This section was added into the Icewind Dale FAQ because it seemed
    like a worthy addition to the Baldur's Gate 2 FAQ... and really, who
    wants to skim through the walkthrough for information on the best spells
    in the game when a kind FAQ-writer could just condense the information
    and put it in it's own conspicuous section? Nobody, that's who. So,
    here I'll discuss the spells: which are good, which are bad, and why.
    To help you out and minimize how much you need to read, however, I'll
    put an * next to the spells I find the most useful. Who wants to read
    all that crap anyways? Just assume I know what I'm talking about and
    read the marked spells and you'll be fine. If that's too much work for
    you, however, I've also listed the top spells by level under the
    ***TOP SPELLS*** heading, with very, very brief descriptions of why the
    spells are good.
    Cleric Spell Alignment Restrictrions				{SPT002}
    Some Clerical spells require the caster to be of a specific alignment.
    Prohibited spells simply do not appear in the Cleric's spellbook, so
    unless you happen to play multiple Clerics of different alignments, you
    might not notice the prohibited spells at all... Fortunately, you have
    this handy-dandy guide! Prohibited spells are listed below, by the
    alignment they are prohibited to:
    Good-Aligned Clerics Prohibited Spells
    1st-Level: Cause Light Wounds
    2nd-Level: Cause Moderate Wounds
    3rd-Level: Cause Disease
    	   Cause Medium Wounds
    	   Cure Disease
    	   Unholy Blight
    4th-Level: Blood Rage
    	   Cause Serious Wounds
               Cloud of Pestilience
    5th-Level: Cause Serious Wounds
    	   Mass Cause Light Wounds
    	   Slay Living
    6th-Level: Harm
    7th-Level: Destruction
    	   Energy Drain
    	   Unholy Word
    Neutral-Aligned Clerics Prohibited Spells
    4th-Level: Cloud of Pestilence
    5th-Level: Cause Serious Wounds
    	   Mass Cause Light Wounds
    6th-Level: Harm
    7th-Level: Destruction
    	   Energy Drain
    	   Greater Shield of Lathander
    	   Holy Word
    	   Unholy Word
    Evil-Aligned Clerics Prohibited Spells
    3rd-Level: Favor of Ilmater
    	   Holy Smite
    5th-Level: Cure Serious Wounds
    	   Mass Cure Light Wounds
    	   Raise Dead
    	   Shield of Lathander
    6th-Level: Heal
    7th-Level: Greater Restoration
    	   Greater Shield of Lathander
    	   Holy Word
    Good-aligned Clerics suffer the most early on... but most of the
    spells they can't cast are crappy "Cause Wounds" spells. Some of these
    damage-dealers become pretty potent later on, but again, debuffs are
    more useful than damaging spells, so Symbol, Hopelessness is better than
    Harm, Destruction and Wither anyways. Neutral characters make off like
    bandits early on, getting the best of both worlds... but later on,
    they start missing out on exclusive spells from both the evil and good
    side of things. Last and least, the evil Cleric... yeah, they get a
    pretty nasty instant-death spell, Destruction, which forces a save at a
    -4 penalty... but the cost is high: they don't get access to the Heal
    spell, which is practically mandatory for Heart of Fury mode. On top
    of this, they can't wear the Shimmering Sash or use Three White Doves.
    My suggestion? Go with good-aligned Clerics. Heal is a must-have,
    and Symbol, Hopelessness is a good spell to stuff your 7th-level spell
    slots with. The neutral Cleric doesn't get anything great, and they
    also lose out on the Shimmering Sash and Three White Doves.
    Healing Spells							{SPT003}
    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
    depends by spell-level. Cure Moderate Wounds is clearly better than
    Cure Light Wounds, but the competition for 1st-level Cleric spells is
    much less intense than for 2nd-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 Moderate Wounds, as I'd rather have Resist Fire/Cold, Slow
    Poison, and Silence 15' Radius. 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/Druid. I have one or two
    Entropy Shields, and fill up the rest with Heal. Another fun thing to
    note about healing spells of all sorts is how much they speed up
    resting times. If you set the options to 'Heal Party on Rest', you'll
    use up healing spells during a successful (uninterrupted) rest, rather
    than waste eight hours for every Hit Point of damage you've sustained.
    It doesn't affect story or anything, but some of my dual-class parties
    looked really stupid with years of game time passed... compared to the
    more sensible 147 days my multi-class party took.
    Summoning Spells						{SPT004}
    All summoning spells in this game are horribly nerfed, especially the
    low-level ones. First, from a tactical stand-point, most of the things
    you can summon will always be far, far inferior to what you're fighting.
    Second, the numbers are rarely honest in the spell descriptions. Summon
    Shadow and Animate Dead promise far more critters than they actually
    deliver (I've never recieved more than three per casting), and second,
    there's a cap on the maximum number of critters you can conjure. Six
    total summons, and you can go no further. This means, in effect, that
    the only summons remotely worth considering are the most individually
    powerful ones-like Summon Elementals, Creeping Doom, Summon Monster VII,
    and so on. Keep this in mind when you're looking over summoning spells.
    1st-Level Cleric Spells						{SPT005}
    ***TOP SPELLS***
    Bless: Minor, short-lasting party buff.
    Command: Causes one foe to sleep for one round, with no save.
    Cure Light Wounds: Heals 8 Hit Points.
    Curse: Minor, short-lasting debuff.
    Remove Fear: cures and prevents fear effects for one turn.
    Bless is a humble little buff that could see plenty of action. It gives
    all allies in a 25-foot radius a +1 bonus to saves versus fear effects
    and a +1 bonus to THAC0. The only downside? It lasts only six rounds,
    so it won't be a spell I constantly use later on. It stacks with Prayer
    and Recitation.
    Cause Light Wounds [NEUTRAL] [EVIL]
    Deals 8 points of damage on touch. Doesn't affect undead, constructs,
    or extraplanar creatures.
    Puts a foe to sleep for one round with no save. It might seem paltry,
    but if you can knock out that Ogre for one round, you've done yourself
    a big favor. Obviously it becomes obsolete later on, and will not work
    against undead, but for when you need it, it's dependable.
    *Cure Light Wounds
    Heals 8 Hit Points.
    Like Bless, but the opposite, it lowers enemy THAC0 and saves by one
    point in a 25-foot radius. Again, at six rounds, it's duration means
    it will not be an enduring debuff, but it's handy at first.
    Detect Evil
    Shows you who the bad guys are. Of course, my definition of evil is a
    little more flexible (it's probably that atheism thing, makes it so I
    don't have any foundation for personal morality). Anybody who attacks
    you, or has really good gear is 'evil' in my book, and worthy of
    smiting. The little red rings under their feet usually do a good enough
    job of telling you who is bad, and who isn't.
    Magic Stone
    You enchant a small pebble, which can be slung at a foe, dealing 3-12
    damage (6-24 if the target it undead). It's considered a +1 weapon for
    determining what it can strike.
    Protection from Evil
    A handy little personal buff that gives the target +2 bonus to Saves and
    Armor Class and protects them from charm effects, like Charm Person or
    Domination. There's a superior buff down the line for the whole party,
    which makes this woefully obsolete.
    *Remove Fear
    Removes all fear effects in a 30-foot radius and prevents them recurring
    for the duration of the spell, which is one turn (10 rounds). A handy,
    low-level, always-effective defense against fear, always keep one ready.
    Gives the priest temporary immunity to prosecution by foes, during
    which time he can heal/buff himself (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 Heal spell. Why waste two rounds doing
    what can be done in one?
    2nd-level Cleric Spells						{SPT006}
    ***TOP SPELLS***
    Cure Moderate Wounds: Heals 11 Hit Points.
    Draw Upon Holy Might: Boosts Strength, Dexterity, and Constitution.
    Hold Person: Paralyzes one living, humanoid foe.
    Resist Fire/Cold: 50% Resistance to Fire and Cold.
    Silence 15' Radius: Shuts up spell-casters.
    Bestows the effects of Bless and heals 1-8 Hit Points. Since it only
    effects one creature, I don't bother with it.
    Cause Moderate Wounds [NEUTRAL] [EVIL]
    Deals 11 points of damage on touch. Doesn't affect undead, constructs,
    or extraplanar creatures.
    Grants allies +1 THAC0, +1 damage, and +1 Saves, imposes a -1 penalty
    to enemy THAC0, damage, and Saves. Slows the movement speed of the
    caster by 50% and prevents them from casting spells. Not cumulative with
    other Chants. My multi-classers have better things to do than chant in
    a fight.
    *Cure Moderate Wounds
    Heals 11 Hit Points.
    *Draw Upon Holy Might
    For one turn it raises the Strength, Dexterity, and Constitution of the
    caster by one point per three levels. Since all of my front-line
    Fighters are multi-classed Clerics, they will be able to boost all their
    combat stats to 25 with this spell... which in effect will give them
    +2 Armor Class, +25 Hit Points (which double with Tenser's) and gives
    them the awesome benefits of raising their Strength from 18/91+ to 25,
    namely +5 THAC0 and +7 damage. There are only a few more potent buffs
    in the entire game, and unlike most, this gets stronger as I level.
    Sure, the duration is kind of ass, but the benefits are worth the
    Find Traps
    Detects traps in a very close range. This spell doesn't disarm them,
    however, so it's often rather pointless.
    *Hold Person
    An effective, low-level spell that paralyzes human, demihuman, or
    humanoid foes man-size or smaller. While this doesn't affect most 
    enemies (undead, large foes, and non-humanoids make up most critters
    in the game), it's still a decent low-level debuff. You're more likely
    to see it cast at you, however. It affects one target, and all
    immediately adjacent characters, and is negated by a successful Save.
    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/Cold
    A handy spell that gives the target 50% resistance to cold and fire and
    lasts one round per level. It's not absolute defense, but it's a simple
    low-level spell that adequetly defends against the most common elements
    in the game.
    *Silence 15' Radius
    Silences all foes in a generous 15' radius who fail to make a Save vs.
    Spells. Used in bulk, it can neuter enemy spell-casters with a high
    chance of success-and a spell-caster without spells is just a blood-
    filled sheath for your swords.
    Slow Poison
    This spell is the only answer you need to poisonous foes-at least in
    Baldur's Gate. In Icewind Dale, the spell simply doesn't work on the
    most virulent of poisons-such as that employed by Phase Spiders and
    Wyverns, for example. That being the case, I really can't suggest
    bothering with it. Just use the 4th-level Neutralize Poison, instead.
    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. It might come in handy early on... but by the time my Clerics
    are level three (and hence, can cast this spell) they already have
    enchanted weapons. By the time they are 13th level (at the end of
    Heart of Winter, or so) they already have +3 or +4 weapons that are
    far superior.
    3rd-Level Cleric Spells						{SPT007}
    ***TOP SPELLS***
    Cure Disease: Stops diseases from killing you.
    Dispel Magic: Removes buffs/debuffs from foes/friends, ideally.
    Holy Smite: Hurts evil people.
    Prayer: Buffs allies, debuffs foes.
    Remove Paralysis: Cures Paralysis in an area effect.
    Animate Dead
    Thit spell summons weak undead, either Zombies or Skeletons, to do your
    bidding. The line 'The caster can animate one skeleton or one zombie for
    each experience level he has reached) is bunk. You'll summon three
    critters when you cast this, and you can only have up to six. Six of
    the weakest critters in the game.
    Cause Disease [NEUTRAL] [EVIL]
    Touch a victim and you'll inflict a disease that saps 5-20 points of
    Strength, which lingers for eight hours. Undead, constructs, and
    extraexplanar creatures are unaffected... which is most of the foes in
    the game. It's not a terrible spell, but if you want to take a bad-guy
    out of the fight, why not just use Hold Person?
    Circle of Bones [NEUTRAL] [EVIL]
    Conjures a barrier of bones that harms all adjacent characters, dealing
    1d6 crushing and 1d6 slashing damage. You cannot move during the spells'
    three round duration. I'm not impressed by 6d6 damage, nor the whole
    not moving thing.
    *Cure Disease
    Diseases suck, and while the main things that cause them-Histachi,
    Mummies, and Wraith Spiders-are all low-level monsters, you probably
    would rather be able to treat those diseases rather than... you know,
    die. Always keep one handy on each character who can cast it.
    *Dispel Magic
    Sometimes enemies cast bad spells that need to go-like buffs on their
    allies, or debuffs on you. Chaos can win a fight for you, or end a fight
    against you... unless you dispel it. Fortunately, you won't be facing
    many intelligent spell-casters, so the need to use this is much less
    frequent than in the Baldur's Gate games. I still keep one handy at all
    times on every spell-casting character.
    Removes the effects of fear, sleep, feeblemindedness, unconsciousness,
    intoxication, as well as berserk and confused states of mind. It also
    prevents them from occuring again for the one turn (10 round) duration
    of the spell. Dispel Magic or Remove Fear works better for most of
    these, and affects a whole party. By the time you're likely to encounter
    Feeblemind, you can probably cast Heal, which is superior.
    Glyph of Warding
    This spell creates a magical trap that-if triggered by an enemy-deals
    1-4 damage per level to the unfortunate creature. Downside? The enemy
    can save to negate all damage.
    *Holy Smite [GOOD] [NEUTRAL]
    Deals 1d6 damage per two levels of the caster (maximum 5d6, save for
    half) to any evil creatures in the area of effect. If your entire party
    is good-or-neutral-aligned, it'll be a party-friendly spell.
    Unfortunately, the game is rather strict with what is considered evil.
    Invisibility Purge
    Reveals invisible or hidden creatures in sight. This spell can be
    handy on very rare occassions, but I never tend to bother with it.
    There just aren't many creatures that use those spells/abilities.
    Miscast Magic
    Forces a creatures to save at -2 or suffer an 80% spell-casting failure
    rate. I prefer Silence 15' Radius, as it has a larger range and 100%
    spell-casting failure.
    An essential Cleric buff, it lasts one round per level and gives all
    allies in a 60-foot radius a +1 bonus to THAC0, damage, and saves,
    while all enemies suffer a -1 penalty to the same. It stacks with Bless
    and Recitation. I tend to keep one on every Cleric, and cast it nearly
    every fight.
    Protection from Fire 
    Makes the Cleric 80% resistant to fire. It can come in handy in a few
    cases, but I prefer the utility of Resist Fire/Cold.
    Remove Curse
    Curses do happen-usually through putting on cursed gear, or being
    subjected to spells. The latter will go away on its own, the former
    will not. Honestly, however, I never use this spell. Just Identify gear
    beforehand and you'll be fine.
    *Remove Paralysis
    Lots of foes cause paralysis in the game, and letting it go uncountered
    is a good way to die. The spell's description is, again, bogus, but in
    our favor. It doesn't remove paralysis from one character-it's an area-
    of-effect spell. While I can't put my finger on how wide the area is,
    I'd guess at least 20-foot radius. Always keep one handy on every
    character who can cast it.
    Rigid Thinking
    Like Confusion, but it only affects one character and has no save
    penalty. Which is to say, it's like Confusion, but worse in every way.
    Strength of One 
    Gives the entire party 18/76 Strength... which is a downgrade for me.
    I don't want to debuff my party, so I don't cast this spell. 
    Unholy Blight [NEUTRAL] [EVIL]
    The opposite of Holy Smite, Unholy Blight deals 1d6 damage per two
    levels of the caster (max 5d6, save for half) to all good creatures in
    the area of effect. In addition, if they fail to save they suffer -2
    THAC0, damage, and Saves for a paltry three rounds. Almost nothing you
    will fight in this game will be good-aligned. This spell is garbage.
    4th-Level Cleric Spells						{SPT008}
    ***TOP SPELLS***
    Cure Serious Wounds: Heals 17 Hit Points.
    Defensive Harmony: Gives all allies +4 Armor Class.
    Free Action: Protects against paralysis without negating Haste.
    Neutralize Poison: Cure poison.
    Protection from Evil 10' Radius: Long-lasting party buff.
    Recitation: Party buff/foe debuff that stacks with Prayer.
    Blood Rage [NEUTRAL] [CHAOTIC]
    Targets friendlies and makes them go berserk. While berserk, they are
    immune to charm, sleep, fear, hold, stunning, confusion, emotion,
    symbol spells, and the like. The also gain +2 THAC0, +3 damage, +2
    Strength, +10 Hit Points, and improved movement speed. While berserk,
    your ally may well attack you, neutral characters, or otherwises just
    attack things that need not be attacked. Also, you can't see their Hit
    Points during the spell's duration, and they are fatigued when the
    spell ends. Since this spell is antithetical to tactics, I give it a
    frowny face of shame. :(
    Cause Serious Wounds [NEUTRAL] [EVIL]
    Deals 17 points of damage on touch. Doesn't affect undead, constructs,
    or extraplanar creatures.
    Cloak of Fear
    Causes the caster to radiate fear, forcing all nearby creatures to save
    vs. spell or flee in panic for 2-16 rounds. I'd just use Horror,
    personally, much better range.
    Cloud of Pestilence [EVIL]
    Creates a pestilental mist with a 20-foot radius. Everybody who enters
    (save undead and the caster, who are immune) must save or suffer three
    points of damage and are blinded. The blindness lasts a turn after
    leaving the cloud.
    *Cure Serious Wounds
    Heals 17 Hit Points.
    *Defensive Harmony
    This spell gives all allies in a 10-foot radius a +4 bonus to Armor
    class. The only downside? It only lasts six rounds. Use it as one of
    the last buffs before entering combat.
    *Free Action
    Gives the target immunity to mobility hampering effects like Grease,
    Web, or Slow and negates the effects of Paralysis and Hold spells. Best
    of all, it lasts one turn (10 rounds) per level-a high level Cleric
    will keep this spell active for quite a while, indeed. Even better than
    the best of all, it will NOT negate Haste! When Haste is involved, the
    rules of good-better-best can be broken. If you want to be immune to
    Hold, Paralysis, and those other mean effects, but keep your Haste, this
    is an option for high-level Clerics.
    Mental Domination
    Possibly the best charm-type spell in the game, this spell imposes a -2
    save on the subject. I still never bother with it, as by this time my
    Mages are chucking out better debuffs.
    *Neutralize Poison
    It's like the 2nd-level spell 'Slow Poison', except it actually works on
    all poisons... so why not use this, instead?
    Poison [EVIL]
    Deals twenty damage over twenty seconds on touch, provided the target
    fails to save. Little damage, over a bit of time, forcing you to touch
    the foe, and it can be negated by a save. Neutral and good characters
    aren't missing out on much.
    *Protection from Evil 10' Radius
    Gives all allies within ten feet of the caster +2 Armor Class, +2 to
    saves, and immunity to charm-based spells. Best of all, it lasts a
    whopping turn per level. I keep one on every character who can cast it,
    and tend to have it cast at all times. There's no good reason why you
    shouldn't use it.
    Protection From Lightning
    Makes a touched creature immune to lightning. You'll only likely face
    lightning attacks at the beginning of the game (via spells like Static
    Charge). You never really need to cast this.
    A truly great Clerical buff, it's Prayer on 'roids. Gives all allies in
    a 60-foot radius a +2 bonus to THAC0 and saves, while all enemies take
    a -2 penalty to the same. Prayer and Recitation work in tandem, too, so
    I tend to use them in tandem. I always keep one prepared on each and
    every Cleric.
    Unfailing Endurance
    Restores 36 hours worth of fatigue-which should just about cure most
    cases of fatigue. Of course, you could always just rest. If this was an
    area-of-effect spell, it might be useful, but it's not, so it's not.
    5th-Level Cleric Spells						{SPT009}
    ***TOP SPELLS***
    Chaotic Commands: Protected against mind-affecting effects.
    Cure Critical Wounds: Heals 27 Hit Points.
    Flame Strike: Deals 6-48 damage in a 5-foot radius. Troll killer.
    Greater Command: Knocks many creatures unconscious.
    Righteous Wrath of the Faithful: Massive buffs if same alignment.
    Slay Living: Kills target touched if they fail to save.
    Cause Critical Wounds [NEUTRAL] [EVIL]
    Deals 27 points of damage on touch. Doesn't affect undead, constructs,
    or extraplanar creatures.
    Champion's Strength [GOOD] [NEUTRAL]
    The Cleric bestows the strength of their god and gives it to a target,
    raising their Strength to 20-23 for one turn (10 rounds). The caster
    is fatigued and cannot cast any other spells until this spell wears
    off. What a load of shit. Why is Draw Upon Holy Might, a 2nd-level
    spell, superior to a 5th-level spell? It's absurd. My party full of
    triple-classers laugh at this spell.
    *Chaotic Commands
    Makes a creature immune to magical commands-in effect, to mind-affecting
    effects. It's one of the better Clerical protections in Baldur's Gate 2,
    where such spells are thrown around liberally. In Icewind Dale... it's
    still pretty nice. If you have a choice, go with Mind Blank, as it lasts
    longer, but there's still no reason to ignore this spell if you only
    have so many Mind Blanks. Either one will do the job wonderfully.
    *Cure Critical Wounds [GOOD] [NEUTRAL]
    Heals 27 Hit Points. The first healing spell that evil Clerics cannot
    cast... the future doesn't look good for evil folks.
    *Flame Strike
    Deals 6-48 fire damage to all foes in a five-foot radius, save for half.
    It's a fair Troll killer, if you have too many 5th-level spell slots.
    *Greater Command
    Like the 1st-level spell Command, but it works for one round per level,
    has a 20-foot radius, and the enemy can save against it. I tend to
    deploy it in bulk, where it pretty much ends fights before they begin.
    A good Cleric debuff, just be cautious, as it's not party friendly.
    Magic Resistance
    Gives a target 2% Magic Resistance per level of the caster (up to 40%)-
    but it can be dispelled. Go figure. It's a decent spell that I just
    never seem to use. My Magic Resistance gets fair enough without it, and
    other spells can protect me from mind affecting effects, the elements,
    and low-level damaging spells... if only there was a way to protect
    against Dispel Magic.
    Raise Dead [GOOD] [NEUTRAL]
    Revives a fallen ally with one Hit Point. If I lose a character, I
    reload. I haven't used this spell since the first time I played the
    game. It's... mostly due to laziness, really. It's a chore picking up
    and re-equipping a dead character's gear, and all things considered,
    I'd rather just reload when a character dies. Seems like less work.
    *Righteous Wrath of the Faithful
    The best Clerical party buff, it gives all allies a +1 bonus to THAC0,
    Saves, and +1-8 Hit Points... but for characters of the same alignment
    it goes NUTS. It gives like-minded folks +2 THAC0, +2 damage, +2 saves,
    and an extra attack per round. It's a huge, huge motivator for you to
    make all your characters the same alignment. Haste will not stack with
    it, but it will stack with Haste, oddly enough, so buff with Haste
    first, then with Righteous Wrath of the Faithful. I use this for every
    big fight in the game.
    Shield of Lathander [GOOD] [NEUTRAL]
    Makes a non-evil target immune to damage for two rounds. Not much time,
    but absolute immunity is pretty nice... still, 5th-level spells are kind
    of busy, and there's a superior version later on.
    *Slay Living [NEUTRAL] [EVIL]
    A living creature touched must save vs. death or die. If they save, they
    still take 2d8+1 points of damage. Like Finger of Death, but you need to
    touch the target to cast it, and with no save penalty... still a decent
    spell for the Cleric, though. Alas, you must be neutral or evil to
    cast it... I'd rather just be good-aligned and take advantage of some
    of the good-only gear in the game, and since all my characters are
    triple-classed Mages, they can just use the somewhate superior Finger
    of Death if they need to deadify anything.
    Undead Ward
    Attempts to turn all undead moving within twenty feet of the caster, as
    if they were turned by the caster's Turn Undead ability. The area of the
    spell's effect is static, and the spell lasts a turn. I never bother
    turning unead-I don't see the point.
    6th-Level Cleric Spells						{SPT010}
    ***TOP SPELLS***
    Entropy Shield: Best personal buff for Clerics.
    Heal: Fully heals target.
    Blade Barrier
    Deals 8d8 damage to adjacent foes (save for half). The spell prevents
    the caster from moving and only lasts two rounds. Yeah, it's a joke in
    this game.
    *Entropy Shield
    The best personal buff in the game for a Cleric, this wonderful spell
    gives the caster a whopping +6 bonus to Armor Class and 50% resistance
    to the elements. It also give them a +2 bonus to their Saves and
    immunity to missile attacks. Freakin' awesome.
    Reduces touched foe to 1-4 Hit Points. This spell does not affect
    undead, constructs, or extraplanar creatures... half of the foes in the
    game, and many of the meaningful ones. Save negates. I fail to see how
    this is any better than Slay Living.
    Heals a character fully and cures blindness, disease, and feeblemind.
    It's the ultimate healing spell, and will be used very often in Heart of
    Fury mode. Seriously, a single Heal can turn a fight around. A Cleric
    who can't cast heal isn't much of a Cleric at all... sorry evil folks.
    Spiritual Wrath
    A party-unfriendly attack that lets out four bolts of energy in a cross
    pattern, centered on the caster. Each bolt deals 6-42 damage, save for
    half. Characters of the same alignment (good, neutral, evil) are
    unaffected... another reason to be good, I suppose, but the damage is
    just too paltry to worry about.
    7th-Level Cleric Spells						{SPT011}
    ***TOP SPELLS***
    Destruction: Destroys touched target unless they save at -4.
    Greater Shield of Lathander: 100% Magic Resistance and damage immunity.
    Impervious Sanctity of the Mind: Prevents mind affecting effects.
    Symbol of Hopelessness: Awesome debuff, huge range, save at -2.
    Like the Mage spell of the same name, it... well, confuses all foes in a
    20-foot radius, who must save at -2 to avoid the effects. Symbol of
    Hopelessness is a MUCH better Clerical debuff, so let's move on, shall
    *Destruction [EVIL]
    Destroys touched target, literally blasts them into chunks if the spell
    is to be believed. The target saves at -4, and if successful, they still
    take 8d6 (8-48) damage. It's the best death spell in the game.
    *Greater Shield of Lathander [GOOD]
    Gives the target 100% Magic Resistance and makes them immune to damage,
    it's a whopping protective spell, but only lasts three rounds. Best used
    by one character to buy time for the rest of the characters to buff
    up... like during the final battle of the main game, for instance.
    Holy Word [GOOD]
    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. As long as you're not in Heart of Fury mode. If you want
    to smite strong foes, you'll need to look elsewhere.
    *Impervious Sanctity of the Mind
    Protects the caster from Charm, Command, Confusion, Domination, Fear,
    Feeblemind, Hold, Sleep, and psionics. Didn't Chaotic Commands do the
    same thing? Whatever, they both last one turn a level, use whichever you
    Resurrection [GOOD]
    Supposedly the ultimate healing spell, it revives and fully restores one
    dead character. I don't let my characters die, and reload if they do, so
    I never feel compelled to use it. There's no fight so difficult in this
    game that losing a character should seem acceptable-it's sloppy gameplay
    and/or bad luck.
    *Symbol of Hopelessness
    One of the best debuffs in the entire game-it's party friendly, has a
    whopping 60-foot radius, and enemies who fail to save (at -2 no less)
    stand in place idly for the duration of the spell-two turns (20 rounds).
    You will use this constantly in Heart of Fury mode. If you intend to
    win, anyways.
    Symbol of Pain
    They can't all be winners. This spell has the same huge 60-foot radius
    as Symbol of Hopelessness, but no save penalty. Creatures that do fail
    to save suffer a -4 THAC0 penalty, -2 Dexterity, and -2 Armor Class.
    I'd take the two turns of standing around waiting to die than 2-20 turns
    of combat impediments any day.
    Unholy Word [EVIL]
    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.
    	|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						{SPT012}
    ***TOP SPELLS***
    Bless: Minor, short-lasting party buff.
    Cure Light Wounds: Heals 8 Hit Points.
    Curse: Minor, short-lasting debuff.
    Entangle: Holds enemies in place.
    Remove Fear: cures and prevents fear effects for one turn.
    Sunscorch: Deals 1d6 + level damage to one foe and blinds.
    Bless is a humble little buff that could see plenty of action. It gives
    all allies in a 25-foot radius a +1 bonus to saves versus fear effects
    and a +1 bonus to THAC0. The only downside? It lasts only six rounds,
    so it won't be a spell I constantly use later on. It stacks with Prayer
    and Recitation.
    *Cure Light Wounds
    Heals 8 Hit Points.
    Like Bless, but the opposite, it lowers enemy THAC0 and saves by one
    point in a 25-foot radius. Again, at six rounds, it's duration means
    it will not be an enduring debuff, but it's handy at first.
    Detect Evil
    Shows you who the bad guys are. Of course, my definition of evil is a
    little more flexible (it's probably that atheism thing, makes it so I
    don't have any foundation for personal morality). Anybody who attacks
    you, or has really good gear is 'evil' in my book, and worthy of
    smiting. The little red rings under their feet usually do a good enough
    job of telling you who is bad, and who isn't.
    In Baldur's Gate this was an extremely effective (and often abused, for
    my part) Druid spell (I love Jaheira!) It only had one 'charge', and
    even though foes caught could still attack, if they didn't have ranged
    weapons they could be easily shot down by my archers. It was my low-
    level Ogre strategy. In Icewind Dale, however, it doesn't work the same.
    Instead of having a one-shot effect, it now acts like Web, continually
    affecting creatures within each round. Yeah, it was broken in Baldur's
    Gate, but that's why the love occured. Also, in Icewind Dale I have
    much less ranged presence, due to them being overly stingy with magical
    arrows. It's still a handy spell in a pinch.
    Protection from Evil
    A handy little personal buff that gives the target +2 bonus to Saves and
    Armor Class and protects them from charm effects, like Charm Person or
    Domination. There's a superior buff down the line for the whole party,
    which makes this woefully obsolete.
    *Remove Fear
    Removes all fear effects in a 30-foot radius and prevents them recurring
    for the duration of the spell, which is one turn (10 rounds). A handy,
    low-level, always-effective defense against fear, always keep one ready.
    Creates a magical club that counts as a +1 weapon and deals 2-8 damage.
    This spell becomes useless the second you get a magical weapon.
    A pretty handy little mini Flame Strike spell, it deals 1d6 +1 damage
    per caster level to a target in sight. Against undead it deals 1d6 + 2
    damage per caster level to a target. Either case, it has a chance to
    blind foes for three rounds. Damage is halved by a successful save.
    It's one of the best 1st-level damage dealing spells in the game.
    2nd-level Druid Spells						{SPT013}
    ***TOP SPELLS***
    Barkskin: Decent armor substitute.
    Cure Moderate Wounds: Heals 11 Hit Points. Yeah, it's a slow level.
    Alicorn Lance
    Fires a silvery unicorn horn (an alicorn) at an enemy, dealing 3d6
    damage (save for half). After it hits, the target suffers a -2 Armor
    Class Penalty for three rounds.
    Grants a target an Armor Class of six, which improves (decreases) by
    one for ever four levels of the caster... Armor Class 5 at 4th level,
    Armor Class 4 at 8th, 3 at 12th, 2 at 16th, 1 at 20th, 0 at 24th, and
    -1 at 28th. It's... a pretty useful defensive spell, really, although
    it doesn't stack with any actual armor you might be wearing. I tend to
    be unfavorably disposed towards spells that serve as armor... unless
    they ENHANCE the Armor Class I've already got in some way. Why cast it
    if you can wear it? Still, for a low-level Druid... well, they might as
    well memorize something...
    Beast Claw
    Gives the caster 18/72 Strength (a downgrade for most sane players)
    and allows the caster to deal 2d4 + Strength damage per hit. Best of
    all, it counts as a +2 weapon for determining what it can hurt.
    Charm Person or Mammal
    Like the 1st-level Mage spell, it makes another creatures your friend.'
    It has a somewhat broader range of targets it can effect, however, but
    is entirely negated by a successful saving throw.
    Find Traps
    Detects traps in a very close range. This spell doesn't disarm them,
    however, so it's often rather pointless.
    Flame Blade
    This spell allows the caster to create a flaming blade, which can be
    wielded as if it were a Scimitar. It deals 1d4 +4 damage base, dealing
    +2 damage to creatures vulnerable to fire (including undead) or -2
    damage to creatures resistant to fire. It is one of the only conjured
    weapons that does not, in itself, count as a magical weapon for what
    it can hit.
    Creates a 'clump' of magical berries that heal for 5 Hit Points. These
    berries last one day per caster level. One casting, one clump. This
    spell is essentially a weak healing potion factory, but five Hit Points
    will not a battle win. I just don't see the point-not when every other
    healing spell does more.
    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!
    3rd-Level Druid Spells						{SPT014}
    ***TOP SPELLS***
    Call Lightning: Random lightning damage outdoors.
    Storm Shell: 50% resistance to fire, cold, and electricity.
    *Call Lightning
    This spell can only be cast outdoors (over half the game is indoors!),
    and calls down lightning on one foe, dealing 1d8 damage plus another
    1d8 per level to that target (save for half). After picking the intial
    target, the spell will randomly hit other foes within sight of the
    caster for the spell's duration. It's not a great spell, but... well,
    compared to the other 3rd-level Druid spells...
    This hilariously mediocre spell creates a magical rainstorm that deals
    2d3 damage to all cold and fire dwelling creatures per round. Cool, so
    it's party friendly, right? Not really... all creatures in the storm
    have a 50% chance per round of being struck by lightning for 2d6 damage.
    Flame spells and effects like Flame Blade, Shroud of Flame and 
    Salamander auras are extinguished by this spell. To make it even more
    laughable, the spell only lasts two rounds. Two rounds!
    Hold Animal
    Like Hold Person, but it only works on animals-and only normal animals,
    like, uh... I suppose there are some bears in this game? You will never
    need to use this spell.
    Invisibility Purge
    Reveals invisible or hidden creatures in sight. This spell can be
    handy on very rare occassions, but I never tend to bother with it.
    There just aren't many creatures that use those spells/abilities.
    Mold Touch
    Another stupid spell, it's like Flame Shroud, except with... mold. The
    caster touches a foe and they make a save, if they fail, they take
    damage over the next four rounds (1st round 4d6, 2nd round 3d6, 3rd
    round 2d6, 4th round 1d6, for a total of 10d6 damage). If they succeed,
    they take less damage (1st round 2d6, 2nd round 1d6, 3rd round 1d6,
    total 4d6). The nearest creature within ten feet after the first round
    must then also save or the spell restarts with them, and so on, until
    the spell runs out of victims. Ugh, seriously, why not just use a
    Sunscorch? It deal guaranteed damage and you don't need to wait for it
    to work.
    Moonlight is dangerous-just look at this weapon. It functions like a +4
    weapon for determining what it can hit and deals 1d12 +4 damage...
    although you get no Strength bonuses. On the plus side, it deals an
    extra 1d12 versus undead and causes struck foes to suffer spell failure
    in the next round. By the time you can cast it, you'll probably have
    a moderately enchanted weapon to use against foes, however, and if not,
    you'll be able to conjure a better weapon before you need to worry about
    hitting critters that are immune to anything save +3 weapons or better.
    Protection from Fire 
    Makes the Druid 80% resistant to fire. It can come in handy in a few
    cases, especially since the Druid cannot cast Resist Fire/Cold for some
    Spike Growth
    Another area-of-effect damage-per-round spell, it deals 1d4 piercing
    and 1d4 slashing damage to all creatures in the 15-foot radius area of
    effect each round, for one turn (10 rounds).
    *Storm Shell
    It's like Resist Fire/Cold, but it gives the caster 50% resistance to
    electricity, too! It only lasts a turn (10 rounds), however, so use it
    4th-Level Druid Spells						{SPT015}
    ***TOP SPELLS***
    Cure Serious Wounds: Heals 17 Hit Points.
    Produce Fire: Decent damage, managable radius, Troll-killer.
    Star Metal Cudgel: Creates a +2 (counts as +4) Club.
    Animal Summoning I
    Like Monster Summoning, but with animals. This spell summons up to six
    animals of four Hit Dice (32 Hit Points) or less:
    Black Bear
    *Cure Serious Wounds
    Heals 17 Hit Points.
    Giant Insect
    Because one summoning spell wasn't enough-here's another. This one
    enlarges nearby bugs and allows you to control them. Neat.
    Bombardier Beetle
    Boring Beetle
    *Produce Fire
    Deals 1-4 damage per level in a 6-foot radius, small, but at least
    you're not likely to hurt party members if you aim right. It's actually
    a decent direct-damage spell that will serve as a good Troll killer.
    Protection From Lightning
    Makes a touched creature immune to lightning. You'll only likely face
    lightning attacks at the beginning of the game (via spells like Static
    Charge)... and the Druid has Storm Shell, which has less resistance, but
    greater utility.
    Smashing Wave
    Creates a five-foot wide wave that smashing into enemies along a linear
    path, dealing 4d10 points of crushing damage (save for half). Foes that
    fail to save also have a 25% chance of being stunned for two rounds and
    a 5% chance of being knocked unconscious for a round.
    *Star Metal Cudgel
    A decent weapon conjuring spell that creates a +2 Club that acts as if
    it were +4 for determining what it can harm. It uses the Club
    proficiency, adds Strength modifiers, and in all other respects acts
    like a normal weapon. It does 2d6 damage against undead, elementals,
    golems and extraplanar foes-many enemies in the game. It's possible
    that this will be superior to any Club, Dagger, or Scimitar you find by
    the time you can cast it.
    Static Charge
    Call Lightning-for indoors. It generates a static charge around a random
    creature in the area of effect, and after the particularly long casting
    time, that creature takes 2-16 damage plus an additional 1-8 for each
    level of the caster. The game says the charge goes off once every turn
    (10 rounds)... which is useless, because most fights are over by then.
    If you use it at all, use it for the massive damage up front.
    Thorn Spray
    Blasts a cone of thorns at foes, dealing 2d10 damage to all critters
    in the area-of-effect (save for half). The game gives two areas for the
    cone-in the description it's 30-foot long by 60-foot wide, while above
    it in the stats it's listed as 30-foot long by 25-foot wide. Looking at
    the spell on screen, the former seems more accurate.
    Wall of Moonlight
    Moonlight is dangerous-and hates bad people. You create a wall of
    blue-white force that deals 2d10 damage to evil creatures passing 
    through-or 5d10 to evil undead. A creature can only be affected once by
    the wall. Again the game is very picky about what counts as evil and
    what doesn't.
    5th-Level Druid Spells						{SPT016}
    ***TOP SPELLS***
    Cure Critical Wounds: Heals 27 Hit Points.
    Insect Plague: Conjures a swarm of bugs that makes casting impossible.
    Animal Rage
    Makes one animal ferocious-and remember, humans are animals too, so this
    buff works on party members. The recepient will gain a Strength score
    of 19, +20 Hit Points, +20% movement speed, and +2 to all Saves. The
    downside? The character goes berserk-in a party friendly sort of way-
    when enemies are on screen... and there's a 15% chance per round they
    go berserk in an unfriendly way. I like being in control of my own
    characters, thanks, and considering how strong they can be, a 15% chance
    to have one turn on me is a very bad thing.
    Animal Summoning II
    Like Animal Summoning, but it summons six creatures with 8 Hit Dice or
    less (64 Hit Points):
    Cave Bear
    Dire Wolf
    *Cure Critical Wounds [GOOD] [NEUTRAL]
    Heals 27 Hit Points.
    *Insect Plague
    Now this is more like it-Insect Plague creates a 'cloud' type area of
    effect spell... except the cloud isn't made of fire, death or vapors,
    it's made of insects, of course. Characters with under two Hit Dice
    flee immediately, while ones with less than five must save, but most
    characters will be unaffected. The swarm also deals one point of damage
    every round. The real benefit of this spell, however, is that anything
    caught within it will not be able to cast spells while within, making
    it a decent no-spell zone (without disrupting any buffs you may
    already have in place!) Just make sure you buff before hand, have Remove
    Fear on, and cast away. It doesn't need to be party-friendly if you're
    immune to most of the effects.
    Spike Stones
    Another static area-of-effect spell. Druids just love these stupid
    spells... anyways, it makes rocks pointy. And stepping on pointy rocks
    is ouchy (stepping on a d4 is a much more familiar hazard in my
    house...) All characters in the 15-foot radius are of effect take
    2d4 piercing damage each round and must save vs. spell or have their
    movement rate reduced by 30%.
    6th-Level Druid Spells						{SPT017}
    ***TOP SPELLS***
    Conjure Fire Elemental: Conjures a decently strong elemental.
    Entropy Shield: Best personal buff for Druids.
    Heal: Fully heals target.
    Animal Summoning III
    Summons up to four animals with 16 Hit Dice (128 Hit Points) or less:
    Dire Wolf
    Polar Bear
    Winter Wolf
    *Conjure Fire Elemental
    Superior to the Mage version, this spell has a 65% chance to summon a
    12 Hit Dice elemental, a 20% chance of summoning a 16 Hit Dice
    elemental, a 10% chance of summoning and 20 Hit Dice elemental, and a
    5% chance to summon a 24 Hit Dice elemental. All in all, it's a decent
    summoning spell.
    *Entropy Shield
    The best personal buff in the game for a Druid, this wonderful spell
    gives the caster a whopping +6 bonus to Armor Class and 50% resistance
    to the elements. It also give them a +2 bonus to their Saves and
    immunity to missile attacks. Freakin' awesome.
    Fire Seeds
    This spell just reeks of ass. It conjures up four grenade-like missiles,
    which then can be equipped into quick-item slots and thrown at foes.
    Each one deals a mighty 2-16 damage to everything within a five-foot
    radius-creatures struck get no save, but those taking splash damage can
    save for half. Seriously, Sunscorch, a 1st-level spell, is better than
    this for a high-level Druid! I just don't get these developers some
    times... I'd still call it assy if it was a 3rd-level spell, but it's
    rubbing elbows with Heal and Entropy Shield! Mind-boggling...
    Heals a character fully and cures blindness, disease, and feeblemind.
    It's the ultimate healing spell, and will be used very often in Heart of
    Fury mode. Seriously, a single Heal can turn a fight around.
    Sol's Searing Orb
    A direct-damage fire spell that deals 6d12 (6-72) damage to a target and
    blinds them for 1d6 rounds. If the target saves, they take half damage
    and are not blinded. Does double damage to undead, which would be the
    only critters worth using it on.
    Another stupid, unpredictable Druid spell-this class is just awful in
    most 2nd-Edition games... Anyways, you can direct this spell in a line
    upon casting, after which it goes haywire, randomly moving on its own.
    Anything hit by it-friend or foe-takes 2d8 crushing damage and 2d8
    slashing damage, and if they fail their save are stunned for two rounds.
    This spell instantly kills any creatures with two Hit Dice (16 Hit
    Points) or less... but so do most good farts. It'll hit up to eight
    targets before dissipating.
    7th-Level Druid Spells						{SPT018}
    ***TOP SPELLS***
    Creeping Doom: Summons vicious swarms of insects to attack.
    Impervious Sanctity of the Mind: Prevents mind affecting effects.
    Conjure Earth Elemental
    Superior to the Mage version, this spell has a 65% chance to summon a
    12 Hit Dice elemental, a 20% chance of summoning a 16 Hit Dice
    elemental, a 10% chance of summoning and 20 Hit Dice elemental, and a
    5% chance to summon a 24 Hit Dice elemental. All in all, it's a decent
    summoning spell. Unforunately, it's the same level as the best
    summoning spell in the game, so I can't see why anybody would bother
    memorizing this when they can memorize...
    *Creeping Doom
    ...Creeping Doom, the best summoning spell in the game. It does have
    some downsides-each one has individually poor Armor Class and no
    elemental resistances, and their THAC0 is pretty bad, but each swarm has
    150 Hit Points and deals 4d10 damage per hit. You'll also summon several
    of them each cast. Summon them, buff them up, and send them to go
    massacre things.
    Moves the party to California, over the San Andreas fault... just for a
    few minutes, but long enough. Nah, seriously, it causes an earthquake
    that affects the whole screen... but it's party friendly! It only deals
    4d10+2 damage, but forces targets to save vs. death or be knocked prone
    for three rounds. Here's the kicker though-large creatures and anything
    with ten Hit Dice or more are unaffected. That's pretty much everything
    in Heart of Fury mode. What assy-ass-ass.
    Fire Storm
    The Druid's delayed version of Fireball. It deals 2-16 +1 damage per
    level damage (32-46 max) to everything within a 25-foot radius area.
    Save for half damage. Even for a class with such lack-luster offensive
    spells, that damage, with no save penalty, isn't worth a 7th-level spell
    *Impervious Sanctity of the Mind
    Protects the caster from Charm, Command, Confusion, Domination, Fear,
    Feeblemind, Hold, Sleep, and psionics. Druids don't get Chaotic Commands
    like Clerics do, so this is a much-needed defense.
    Mist of Eldath
    Heals everything in a 10-foot radius for 25 Hit Points and cures them
    of diseases and poisons. Interesting... but plenty of lesser spells do
    the job just as well or better.
    Summons two Shambling Mounds-relatively hardy monsters thanks to their
    resistances, although they're not terribly well-protected by Hit Points.
    It's a decent summon, but I'd rather go with Creeping Doom.
    Creates a dazzling light in a 15-foot radius that lasts four rounds.
    Creatures in the area of effect must save vs. spells or be blinded for
    1-3 rounds. Undead or fungi take 8-48 damage (save for half). Totally
    nerfed, compared to the Baldur's Gate 2 version of the spell, which had
    a chance to instantly kill any undead it struck. Ah well.
    1st-Level Mage Spells						{SPT019}
    ***TOP SPELLS***
    Burning Hands: Kills Trolls dead-like.
    Chromatic Orb: Fair damage and debilitations.
    Friends: Raises Charisma for questiness.
    Identify: Identifies magical stuff.
    Magic Missile: Dependable, level-scaling damage.
    Shield: Blocks Magic Missiles.
    This spell lowers your Armor Class to six (as if you were wearing Scale
    Mail), and lasts a whopping nine hours. Unfortunately, Mage-friendly
    armor abounds in this game, so this spell becomes entirely obsolete
    fairly quickly.
    *Burning Hands
    This spell, if properly deployed, shoots a jet of flames in a short
    arc in front of the caster, potentially harming several foes. The only
    great use for this is dispatching Trolls.
    Charm Person
    Turns one 'bidpedal human, demihuman, or humanoid of man-size or
    smaller' into an ally. We'll be fighting many creatures that do not
    meet this description, and many undead. By the time you actually find
    human foes worth using this on, you'll have access to better spells.
    Okay, that's not true, since some of the first foes you fight fit
    this description... but Sleep will prove much more effective at the
    beginning of the game, and both become obsolete shortly thereafter.
    Chill Touch
    Deals a paltry 1d4 damage and bestows a -1 THAC0 modifier for an hour.
    Against undead, it does neither of the above effects, but causes them to
    panic for 1d4 +1 turns per level of the caster. Why is beyond me. This
    is, however, a touch spell... ideally you don't want to be in melee
    casting spells. I don't care to hinder or frighten one foe, in melee,
    dependant upon a melee attack, with no save penalty.
    *Chromatic Orb
    One of the more interesting 1st-level Mage spells, Chromatic Orb changes
    the damage type and side effect by level, as follows:
    		| Level	|Damage | 	 Effect		|
    		|  1st	|  1-4	|   Blindness/1 round	|
    		|  2nd	|  1-6	|         Pain		|
    		|  3rd	|  1-8	|     Burns Victim	|
    		|  4th	| 1-10	|   Blindness/4 turns	|
    		|5th-6th| 1-12	|    Stuns/3 rounds	|
    		|7th-9th| 2-16	|  Paralysis/13 rounds	|
    As you can see, some of the effects are quite good, and although there's
    no save penalty, the chance to debilitate a foe might make this spell
    worth more than the brute damage of Magic Missile.
    Color Spray
    A cone spell that affects one-to-six creatures, it gets stronger the
    more powerful the caster is in relation to the targets, although
    anything with 5+ Hit Dice are entitled to save against it. In essence,
    you can use this spell to pick on weaker creatures, which have no hope
    of saving. Its effects vary-from knocking creatures weaker than the
    caster unconscious, to blinding stronger foes, or stunning foes of the
    same strength. I don't even bother with this, since most of the early
    foes are undead, the range of the spell puts the caster in danger, and
    it has no save penalty.
    This spell raises the caster's Charisma by 5. All my characters have a
    base Charisma of 10, so this won't effect store prices... but there are
    some dialogue options it will allow me to succeed at. You won't need it
    prepared all the time, but it has its uses...
    It's like a party-unfriendly Slow spell without the combat penalties and
    a laughable range. I never use this spell.
    Just because a spell is 1st-level, doesn't mean it's useless-and
    Identify just might be the most useful 1st-level spell in the game. Find
    a piece of magical gear that you want to know more about? Bam. Identify
    it. It saves money, prevents you from strapping on a cursed loincloth
    of manhood biting, and just generally makes life better. It's one of
    those good things in life.
    Highlights your enemies with a healthy orange glow. You'll never need
    it. Foes have big red rings under their feet, and all Elves and Dwarves
    have it by default.
    Larloch's Minor Drain
    A humble little spell that steals 1d4 Hit Points from the enemy and
    gives them to the caster. Once meaningful damage in combat starts to be
    measured in two digits, however, this spell is obsolete.
    *Magic Missile
    The humble, but ever-useful Magic Missile is one of the most iconic
    spells out there. It's a handy direct damage dealer that allows you
    to cast it at a range (hence, safely), it's unerring (no attack rolls
    needed), there's no save for damage, and it deals 1d4+1 points of
    damage. For every two extra levels of experience you get another
    missile-hence, another 1d4+1 damage (two at 3rd-level, three at
    5th-level, four at 7th-level, and finally five at 9th-level. That's
    10-25 damage in a pinch-not terrible, but in Heart of Fury mode, where
    every enemy will have more Hit Points than Godzilla, it won't make much
    of an impact.
    Protection from Evil
    A simple buff that forces evil foes to attack at -2 THAC0 against the
    protected character and gives them a +2 Save bonus against... anything
    that causes saving throws originating from an evil source. There is a
    much, much better area-of-effect version of this spell that the Cleric
    can cast.
    Like Armor, it boosts the Armor Class of the caster-setting it to four
    against normal attacks, and two against missiles. The biggest draw about
    it, however, is that it blocks all Magic Missile spells, which can be
    quite harrowing in Heart of Fury mode... making it the ONLY 1st-level
    spell you'll cast in Heart of Fury for combat purposes... unless you
    decide to be all special and cast Globe of Invulnerability or something.
    Shocking Grasp
    This spell is another touch damage-dealer... save it deals useless
    electrical damage instead of useful fire damage. It's somewhat useful
    against a very, very rare creature-the Shambler-but you won't encounter
    them until very late in the game.
    The low-level party spell of choice, this spell puts creatures with
    less than 4+3 Hit Dice to sleep (4d8+3 Hit Points). It's gold against
    the initial Orcs, Goblins, and Ogres you face, but useless against the
    undead that follow, and obsolete thereafter.
    2nd-Level Mage Spells						{SPT020}
    ***TOP SPELLS***
    Aganazzar's Scorcher: Line-effect Troll-killer.
    Blur: Potent defensive buff.
    Invisibility: Fool-proof sneaking.
    Knock: Unlocks things.
    Melf-s Acid Arrow: Persistent damage Troll-killer.
    Mirror Image: Another potent defensive buff.
    Web: Stops enemies from moving.
    *Aganazzar's Scorcher
    Shoots out a jet of fire, dealing 3-18 points of damage to the target,
    and 2-16 to anybody in the path of the flames otherwise. It's a decent
    Troll-killer, if you line it up right.
    A deceptively potent little spell, Blindness... well, blinds its target
    (save negates), and for a whopping eight hours. While blinded, creatures
    suffer a -4 penalty to Armor Class and THAC0. It's like the Slow spell
    from next level, except it doesn't slow, effects only one foe, and has
    no save penalty. Can you wait a level?
    A useful Mage buff, it effectively lowers your Armor Class by three and
    gives you a +1 bonus to your Saves. The Shimmering Sash permanently
    duplicates this effect while worn, but until you have six of them, this
    spell is worth keeping in your spellbooks.
    Cat's Grace
    This spell boosts a target's Dexterity by a number of points depending
    upon your class (1d8 for Thief, 1d6 for a Fighter or a Mage, and 1d4 for
    a Cleric). This spell sucks, however, since it won't raise your
    Dexterity over 20, and since all your characters started with 18
    Dexterity, you won't be getting much of a benefit from this spell...
    Summons a weak magical staff with minor life-leeching on the first hit.
    Single-class Mages should avoid combat, dual-or-multi-class Mages will
    have access to far superior weaponry.
    Detect Evil
    Detects Evil creatures and characters. Don't worry about it, this game
    is not subtle-evil people typically don't have complex schemes. You'll
    know they're bad when they attack you.
    Note: The Mage scrolls of Detect Evil in the game incorrectly list the
    spell as a 1st-level spell, although it's really a 2nd-level spell.
    Don't believe me? Scribe it and see which page it ends up on. At first
    I thought the developers may have accidently just copied the Cleric
    version of the spell for the Mage, but this is not the case-the two
    have different descriptive texts. This is apparently just a typo. 
    Detect Invisibility
    Very rarely does this spell come in handy-it'll remove the invisibility
    from sneaking or invisible characters.
    Ghoul Touch
    A melee Mage spell that attempts to paralyze creatures for six rounds...
    since it has no save penalty, why not just use Chromatic Orb, instead?
    No save penalty, but it deals damage and is a ranged effect.
    Makes enemies in the area of effect run about all scared-like. No save
    penalty, and there aren't a whole lot of living foes to use this on
    before you'll gain access to better debuffs.
    Makes you Invisible, good for sneaking, so you can spot enemies, or run
    to random loot objects and item fish, or so you can disarm traps near
    foes without alerting them. This spell is frequently useful throughout
    the game.
    Don't have a Thief with good Open Locks? Don't worry, you will...
    eventually. In the meantime, this 2nd-level Mage spell automagically
    unlocks locked objects. Obsolete once you get a Thief to do it for you.
    A single-target buff that only lasts three rounds... I really don't see
    the point. It bestows a +1 bonus to Saves, Attack Rolls, thieving
    skills and the like. Doesn't Prayer do the same thing, for the whole
    party, for one round per level, and inflict the opposite on foes?
    Rhetorical question... it does.
    *Melf's Acid Arrow
    A reliable damage-dealer, you shoot out a bolt of acid that deals 2-8
    points of acid damage. For every three levels of the caster the spell
    will linger another round (presumably up to a max of ten rounds at level
    30). That's 20-80 damage... granted over a long time... but it's an
    excellent Troll killer, since if the Troll isn't killed by the damage
    outright, it'll likely get killed by it on a subsequent round.
    *Mirror Image
    Another fantastic Mage buff, this spell creates several duplicate
    mirages of the Mage, confusing foes in combat into striking the wrong
    target. On its own, it'll buy the Mage some time (with any luck), but
    with a multi-class character sporting, say... an Armor Class of -20
    or so and Stoneskin, it'll make you all but immortal.
    Protection from Petrification
    Protects you from petrification gazes. Guess what? I haven't encountered
    a single Basilisk, Cocatrice, or Medusa in the entire game. The only
    thing that petrifies you are... perhaps friendly fire from an enchanted
    weapon (how could you prepare for that?) and a cursed ring. You'll never
    need this spell.
    Resist Fear
    Removes fear effects in a 30-foot radius and prevents them from occuring
    again for an hour. Clerics get Remove Fear at level one, which doesn't
    use up a precious 2nd-level spell slot.
    Snilloc's Snowball Swarm
    Creates a burst of snowballs that deal 1-3 cold damage per level, up to
    a maximum of 8-24 damage at 8th-level. Against fiery foes it deals 1-6
    damage per level... presumably to a maximum of 8-36 at 8th-level. Note
    that the name of the game is ICEwind Dale. Many foes in this game are
    going to be... somewhat less than 'who gives a crap' towards cold
    damage, and brute force is folly in Heart of Fury mode... at least as
    far as spells are concerned.
    Stinking Cloud
    A decent area-of-effect debuff, it'll force creatures inside to save or
    fall unconscious for a round... where they can save again, or stay
    unciousious, and so on. It doesn't affect undead, however, so there's
    the possibility of using a Stinking Cloud/Animate dead combo... except
    that Animate Dead isn't up to snuff in this game, and many of the
    creatures you will be fighting are undead.
    Increases the target's Strength up to 18/00. This is a marginal bonus
    for my party, and not worth the effort.
    Like Stinking Cloud, it disables all foes in its radius, allowing them a
    save each round to avoid the effects of the Web. The plus side, however,
    is that it effects undead. Also, Rings of Free Action are easily the
    most plentiful magical rings in the game-you can get two of them right
    near the beginning of the game, in fact! This allows you to use what I
    call the multi-Web combo. Cast several Webs in one place (ideally a
    bottle-neck) and laugh as foes get stuck. And by laugh, I mean attack
    them with your characters wearing Rings of Free Action, who will be
    unaffected by the Web. It's hardly even fair, and it's my low-level
    tactic of choice.
    3rd-Level Mage Spells						{SPT021}
    ***TOP SPELLS***
    Dispel Magic: Removes buffs/debuffs from foes/friends, ideally.
    Flame Arrow: High damage output, Troll-killer.
    Haste: Turns your party into death incarnate.
    Slow: Great debuff that neuters melee foes.
    Dire Charm
    Like Charm Person, but more Dire! Really, besides lasting longer I don't
    think this spell even does anything different.
    *Dispel Magic
    Sometimes enemies cast bad spells that need to go-like buffs on their
    allies, or debuffs on you. Chaos can win a fight for you, or end a fight
    against you... unless you dispel it. Fortunately, you won't be facing
    many intelligent spell-casters, so the need to use this is much less
    frequent than in the Baldur's Gate games. I still keep one handy at all
    times on every spell-casting character.
    The iconic Fireball is the noob's spell of choice! It deals 1-6 damage
    per level up to a maximum of 10-60 damage in a 20-foot radius, and
    allows a save for half damage. This spell is at best mediocre, for
    several reasons. First, many foes will just survive it. Instead of
    using this spell-why not a debuff like Slow, or Web, or Silence 15'
    Radius (to just name spells around the same level), which will severely
    hamper an enemy? Second, it's not party-friendly, so unlike Slow and
    Chaos (to name the best debuffs) you shouldn't use it while engaged.
    Third, in Heart of Fury foes have too many Hit Points to even bother
    with 10-60 damage. Finally... that damage tends to get shaved down a
    lot by saves and rolls. Don't drool over the 60 damage, the dice average
    is 35, and on a succesful save, that's a measly 17 damage. There are far,
    far better 3rd-level spells to memorize. And no, it's not a signifantly
    superior Troll-killer than Melf's Acid Arrow, since it's not party
    *Flame Arrow
    This spell conjures up a fiery arrow-one for every five experience
    levels (up to six at level thirty). Each does 1-6 points of Piercing
    Damage unfailingly, and another 4-24 fire damage (save vs. Spells for
    half). So against a single target, the damage potential is 30-180, with
    a guaranteed 3-18 damage per arrow (barring resistances). If you need
    to use a direct-damage dealer, use this instead of Fireball. It is,
    of course, an excellent Troll-killer, is party friendly, and has more
    damage potential and higher guaranteed damage return... at least, once
    you're higher level. This spell is extraordinarily brutal when the
    computers casts it in Heart of Fury mode... as in one-hit kill kind of
    Ghost Armor
    Gives a base Armor Class of three (like Plate Mail), but only lasts
    one round per level. By the time you get this, you'll soon be getting
    armor of the more permanent variety that is just as good.
    Honestly, it's the ultimate Mage buff, the buff to end all buffs. Most
    fights in normal difficulty can be resolved with a simple Haste spell,
    and many fights in Heart of Fury mode cannot be resolved without it.
    Haste doubles your attack speed and movement speed for 3 rounds + 1
    round/level. After the spell is over, however, fatigue will set in,
    making multiple uses of Haste without resting dangerous. Of course, if
    you cast Dispel Magic before the spell wears off... no fatigue for you!
    It's even more potent when paired with other buffs-particularly the
    awesome Clerical spell Righteous Wrath of the Faithful. The two are not
    friends, however, since the latter increases the number of attacks you
    get too. If you cast Righteous Wrath of the Faithful first, Haste will
    have no effect. If you cast Haste first... well, the goodness
    multiplies, and the enemies die horribly. It's a good thing.
    Hold Person
    Paralyzes 1-4 humans, demihumans, or humanoids in a very close area of
    effect. It's a good spell... save for the fact that it has no save
    penalty, crappy radius, and almost every foe in the game is not affected
    by it. Also, Clerics get the same spell as a 2nd-level spell... so just
    use theirs, instead.
    Deals 5-30 damage to one creature and forces them to save vs. spells
    or be stunned for 1-4 rounds. Am I missing something, or is this not
    significantly better than Chromatic Orb? It's not, really, and not worth
    a 3rd-level spell slot. Also, I need to hammer this home; ice = bad.
    Icy creatures probably don't mind the cold too much, and what are we
    likely to find in ICEwind Dale? Glaciers, tundra, snow, ice, cold, and
    things that like to live there?
    Lance of Disruption
    A line effect that deals 5d4 +2 damage/level (up to a maximum of 30)
    against all critters in its path, allowing a save vs. spells for half
    damage. I hate to say it, but even Fireball is better.
    Lightning Bolt
    Like Fireball... but in a line, and it bounces off crap and can
    potentially hit a foe several times. Does the same 1-6 damage per level
    as Fireball, and allows the same save for half, but is inherently more
    interesting. Although, fire damage is better, and honestly, I just have
    no luck (skill?) with this spell. I'm more of a danger to myself than
    Monster Summoning I
    Summons 2-6 1st level monsters that serve your every command. Where do
    they come from? Where do they go? Nobody knows! They're really only good
    for fodder, and this is true for most monster summoning spells. The
    spell will summon a number of the same type of creatures (randomly
    determined each time you cast the spell), it will not mix and match.
    The creatures summoned are as follows:
    Fire Beetle
    Goblin (archer)
    Goblin (melee)
    This spell is utterly pointless-I have not encountered a single foe
    who will use any of the spells or effects this spell protects against.
    Plus, you can just find a cloak that permantly bestows the effects of
    this spell, if it really mattered.
    Protection from Normal Missiles
    A spell the enemy will use to great effect that you, sadly, cannot
    usually find much use for. Why? Most foes will either have magical
    arrows (surprisingly early in the game, in fact), and there just aren't
    too many archers in the game once you get this spell. In fact, after
    the Severed Hand, there are very, very few indeed, and they tend not to
    be very threatening. You, however, will always be trying to preserve
    what few magical arrows you have.
    Skull Trap
    Sets an exploding skull trap that deals 1-6 damage per level of the
    caster to all foes in a 10-foot radius. You could use it to set a trap,
    but I prefer to just use bottlenecks and debuffs, personally. You tend
    to affect more foes, more reliably, and more severely that way.
    Can I heap enough praise upon this almighty debuff? Probably, and since
    it seems possible, I'll actually bother. It affects all foes in a
    generous 20-foot radius, imposes a -4 penalty on their save against the
    effects, and if it works, it'll slow their attack and movement values to
    half their normal rates. It also inflicts a +4 penalty to their Armor
    Class and a -4 penalty to their THAC0. Simply put, it's the anti-Haste;
    as good of a debuff as Haste is a buff. Any melee-foes affected by this
    spell are dead. Harmless, neutered, and capable of only patomiming
    desperately in slow motion before you indulge the reaper and finish
    them off. It's an excellent spell that you should abuse from the moment
    you get it until the moment you finish the game in Heart of Fury mode.
    Vampiric Touch
    Like Larloch's Minor Drain, but a touch attack. It attempts to steal
    1-6 Hit Points per two levels (up to 6-36 at 12th-level) and heal you
    the corresponding amount. Mages. Stay. Out. Of. Combat. Plus, with
    spells like Dispel Magic, Haste, and Slow... why would you ever bother
    with this?
    4th-Level Mage Spells						{SPT022}
    ***TOP SPELLS***
    Emotion: Courage: A long-lasting, potent buff.
    Emotion: Hope: A long-lasting, somewhat more potent buff.
    Greater Malison: Makes all subsequent debuffs more potent.
    Improved Invisibility: Good defensive buff, protects against spells.
    Stoneskin: The ultimate physical buff.
    Although it's aped by its 5th-level counter-part, Chaos, Confusion is
    a decent debuff when you get it. All foes within a 30-foot radius area
    must save at a -2 or either go berserk, stand confused, or wander about
    aimlessly for the duration of the spell. One of these spells can all but
    end all resistance in a single casting. It's only limitation? As an
    Enchantment/Charm, it will not work on undead, automata, or other
    un-thinking creatures.
    Dimension Door
    Teleports the caster to any place within their sight range. Really?
    Can't you just walk? I'm sure there's supposed to be some strategic
    merit to this spell (there sure as hell is in pen-and-paper Dungeons and
    Dragons) but in this game, it's just a waste of a 4th-level spell slot.
    *Emotion: Courage
    The lesser of the two Emotion buffs, it's still a very good buff to
    cast. It gives every ally in a 10-foot radius +1 THAC0, +3 damage,
    +5 Hit Points, and nullifies any fear effects that might be on them.
    It also lasts a hefty five turns (50 rounds), which makes it one of my
    choice long-term buffs that I tend to keep constantly applied to my
    Emotion: Fear
    An Emotion debuff, it's not nearly as good as its brother buffs. It
    causes fear within foes in a 10-foot radius, who will stand around
    addled for the (5 round) duration of the spell. This spell is clearly
    inferior to Confusion in every way, and I have to wonder if it's even
    any better than the 2nd-level Mage spell, Horror.
    *Emotion: Hope
    The superior Emotion spell, it gives all allies in a 10-foot radius
    +2 THAC0, +2 Saves, and +2 damage for five turns (50 rounds). It stacks
    with Emotion: Courage... so despite this one being superior, I see no
    reason why we shouldn't keep both on our party as much as possible.
    Emotion: Hopelessness
    This spell works just like Emotion: Fear, save it lasts twice as long,
    and isn't party friendly. Absolutely inferior to Confusion.
    *Greater Malison
    Imposes a -2 penalty to the saves of all foes within a 30-foot radius.
    This spell is harmless enough on its own, but when it precedes a vicious
    spell-assault, it makes every other spell that much more likely to
    succeed. With a party full of spell-casters, I can always find a
    character to throw this out... on the other hand, with a party full of
    spell-casters, one has to wonder if they'd all just be better off trying
    to cast a debilitative spell.
    Ice Storm
    3-30 damage is nothing to get excited about, and cold damage is bad.
    *Improved Invisibility
    Like Invisibility, but improved! How is it improved? When you take an
    action, you only become quasi-visibile. Foes can attack you (but they
    cannot target you with spells), but you retain some great defensive
    bonuses, namely a +4 bonus to Armor Class and a +4 bonus to Saves. In
    Icewind Dale, most foes just don't have an answer to the Invisibility,
    and it especially confounds spell-casters. Then again, most foes are
    very unsophisticated spell-casters, and will just target other
    characters with cloud-effect spells, area of effect offensive spells
    like Cone of Cold, or area debuffs. It's always possible for a critter
    to toss out a Dispel Magic or Invisibility Purge, too, although these
    spells seem to be rarely prepared. A party full of characters with
    Improved Invisibility can therefore become almost immune to magic.
    Minor Globe of Invulnerability
    This is a mediocre spell until Heart of Fury, where you'll come to
    respect the damage output of offensive spells. In the main game, you
    never really need to fear 1st-3rd level enemy spells (the most common
    spell you'll have thrown at you is Hold Person). In Heart of Fury,
    however, a single Magic Missile or Flame Arrow can all but kill a
    character. This spell prevents that... or at least forces them to dig
    higher level spells out of their spell-books.
    Monster Summoning II
    Summons 1-6 2nd-level creatures.
    Bombardier Beetle
    Goblin Elite (archer)
    Goblin Elite (melee)
    Lizard Man
    Mordenkainen's Force Missiles
    One of many attempts throughout gaming to recreate an uber version of
    Magic Missile. Everybody loves Magic Missile, and frankly, it's an
    over-powered spell for its level, but not so over-powered that it breaks
    the game. If you were to take that spell and actually scale it by level,
    it would break the game before too long. So comprimises are made, and
    this is the result. You create a variable number of missiles-one at
    7th-level, up to seven at 25th-level. Each missile unerringly deals
    2d4 points of damage to one target, then bursts in a 5-foot radius,
    dealing one point of damage per level of the caster. So assuming the
    damage per level scales up until level twenty-five at least, the
    potential damage output of this spell is 2-8 +25 damage per missile,
    or 14-56 +175 damage. Of course, the enemy can make a save (at no
    penalty) to outright negate all the bonus damage. I'd rather stick with
    a high-level Flame Arrow, myself. At least half the fire damage is
    Otiluke's Resilient Sphere
    Traps a friend or foe in a sphere that makes them immune to damage, but
    also incapable of affecting the outside world. It's best used as a
    debuff to knock a foe out of a fight temporarily. There's no save
    penalty, however, so I'd rather just cast Chaos, which can potentially
    take a whole host of creatures out of the fight... and still allow me to
    damage them.
    Remove Curse
    Curses do happen-usually through putting on cursed gear, or being
    subjected to spells. The latter will go away on its own, the former
    will not. Honestly, however, I never use this spell. Just Identify gear
    beforehand and you'll be fine.
    Shadow Monsters
    Summons a bunch of shadow critters of any level between one and the
    level of the caster until the level of the caster has been reached.
    In other words, it summons a menagerie of beasts relative to the
    caster's level. These critters have 20% of the normal Hit Points of
    the creature, but are otherwise full strength. Despite how random this
    seems, there are only eight monsters that can be summoned:
    Goblin (1st-level)
    Goblin (2nd-level)
    Goblin (3rd-level)
    Lizard Man (3rd-level)
    Lizard Man (4th-level)
    Lizard Man (5th-level)
    Troll (6th-level)
    Troll (7th-level)
    Troll (8th-level)
    Clearly, you will never see a 10th-level monster like the spell's
    description claims. Honestly, I don't see how this summoning spell is
    really much superior to any of the others.
    Deafens creatures in a cone area-of-effect for 2d6 rounds and deals 4d6
    damage. The deafness can be negated by a saving throw, and the damage
    cut in half. If you smell something weak, it's this spell.
    Spirit Armor
    The last of the armor spells, this one grants the caster incoporeal
    armor with an Armor Class of one that gives him a +3 bonus to save vs.
    magical attacks and deals 2d4 damage to the caster at the end of the
    spell, which lasts three turns (30 rounds). It's a fair spell, but
    again, we'll find armor to surpass it.
    The best defensive spells against physical attacks in the game-it
    creates numerous barriers that harmlessly deflect any and all physical
    attacks, regardless of damage or enchantment. The caster gains a number
    of these barrier equal to 1d4 +1 per/2 levels... up to a maximum of
    19 'skins' at level 30. Nineteen attacks utterly negated and ignored.
    Best of all, it casts very quickly, hinders the caster in no way, and
    lasts... pretty much until the next time you rest. The game even tells
    you how bad-ass this spell is 'Arguably one of the best defensive spells
    ever...' Arguably? There is no argument! Again, this spell was designed
    for Mages-put it on a Fighter/Mage multi-or-dual-class with a naturally
    high Armor Class and other spell buffs-and you're almost invincible.
    It's a must-have spell.
    Vitrolic Sphere
    An acid sphere that deals 1d4 damage per level of the caster to a single
    target (up to a maximum of 12d4). Targets within five feet also take
    1d4 splash damage per five levels of the caster. The main target will
    continue to take damage every round-2d4 less damage per round than the
    previous round. For example, if the initial damage as 12d4, they'd take
    10d4 the next round, 8d4 the round thereafter, and so on. Only the
    initial damage is guaranteed, the lingering damage and the splash damage
    can both be negated by saving throws. Number crunching time! Only 12-48
    damage is guaranteed with a possible one-foe maximum of 42-168. It's
    twice as potent as Melf's Acid Arrow (and over a shorter time), but
    it's also a very competitive 4th-level spell. I just can't see ever
    using it when I could be casting one of the Emotions, Stoneskin, or
    Improved Invisibility.
    5th-Level Mage Spells						{SPT023}
    ***TOP SPELLS***
    Chaos: Ultimate Mage debuff, Confusion on 'roids.
    Contact Other Plane: Ask a spirit questions.
    Lower Resistance: Drops target's Magic Resistance
    The best Mage debuff in the game, and easily the best 5th-level spell,
    it works like Confusion, but forces foes to save a -4. Use it against
    any and all living foes to win fights outright.
    This spell instantly slays any foes with less than 4+1 Hit Dice
    (33 Hit Points) with no save, and any creature above that mark, but with
    few than 6 Hit Dice (48 Hit Points) must save or die. Everybody else
    must save or take 1-10 damage per round that they remain in the cloud.
    It's a poor spell for us, since it's party unfriendly, but several foes
    will use this spell-and for our multi-class party, we might even see
    this spell before we're 7th level, and hence, before we're immune to the
    death effect. Undead are immune, another fact you can expect the
    computer to take advantage of.
    Cone of Cold
    Ice = bad. Anyways, this spell deals 2-5 damage per caster level
    (presumably to a max of 60-150 damage at level 30) in a rather large
    cone area of effect. When the computer deploys this in Heart of Fury
    mode, it can wipe out an entire party. For us, however, it's just
    another mediocre damage dealer.
    Conjure Earth Elemental
    Conjures a fairly strong Earth Elemental to fight for you. I'd consider
    this an improvement over summoning weaker monsters via Monster Summoning
    Conjure Fire Elemental
    Conjures a fairly strong Fire Elemental to fight for you. I'd consider
    this an improvement over summoning weaker monsters via Monster Summoning
    Conjure Water Elemental
    Conjures a fairly strong Water Elemental to fight for you. I'd consider
    this an improvement over summoning weaker monsters via Monster Summoning
    *Contact Other Plane
    A... fairly interesting spell, actually. Use it to summon a 'Planar
    Spirit' who will answer one question for you. The questions you can ask
    vary by chapter (and include Heart of Winter, but not Trials of the
    Luremaster). Typically you can ask about plot points (where will I find
    such and such bad guy), treasure, or even more vague questions. The
    Planar Spirit answers truthfully, if obscurely, so it tends not to be
    much help, although it is interesting to summon at the start of every
    chapter to see what's up. It is, on at least one occassion, genuinely
    useful, as you can ask the name of a certain demon, which allows you
    to defeat it. Note that you must know about a subject to ask a question
    about it. If you do not know who Jhonen is, and what his troubles are,
    you cannot ask about them. Detailed information about this spell can be
    found in [COP001]-yeah, that's right, this spell gets its own section.
    Demi-shadow Monsters
    Like Shadow Monsters, but the summoned critters haver 40% of their
    health. The monsters shown below may be summoned in addition to the ones
    from Shadow Monsters:
    Goblin Elite (1st-level)
    Goblin Elite (2nd-level)
    Goblin Elite (3rd-level)
    Tough Lizard Man (5th-level)
    Tough Lizard Man (6th-level)
    Tough Lizard Man (7th-level)
    Verbeeg (6th-level)
    Verbeeg (7th-level)
    Verbeeg (8th-level)
    Like Charm, but it affects more creatures, and... well, DOMINATE sounds
    cooler than 'charm'. It also imposes a -2 save, so it's not entirely
    useless... alas, I'd always rather cast Chaos.
    A rather damning spell that turns the target into a conservative-a
    gibbering idiot. It effectively takes a character out of any fight,
    since they cannot be controlled. Of course, Domination takes them out
    of the fight... and lets YOU control them. Isn't that better? And Chaos
    takes many foes out of a fight at a -4 save. Is that better still?
    Hold Monster
    Like Hold Person, but without that stupid 'person' requirement. It
    holds pretty much any living critter. It's still bafflingly under-
    powered compared to mighty Chaos.
    *Lower Resistance
    Some foes in this game have a rather absurdly high Magic Resistance
    (one foe has so much, he's really outright immune to magic). My ideal
    solution is to simply buff up and smite them with weapons of death-
    making, but for the more magically inclined (and inefficient) among us,
    this option exists. It'll strip 30% +1% per level of the caster of the
    target's Magic Resistance-up to 60% for a max-level Mage. This is
    pretty damn potent, and two of them eradicates the Magic Resistance of
    anything, Drow, Demon, or Dragon. You know... I never understood this
    about spells... why would a creature who is immune to magic (however
    that happens in the first place-MAGIC SHIELD!) NOT be immune to magic
    which makes them less immune to magic? Beats me...
    Monster Summoning III
    You know the drill... this spell summons 1-4 3rd-level critters:
    Boring Beetle
    Huge Spider
    Neo Orog
    Tough Lizard Man
    Shroud of Flame
    Causes a creature to burst into flame, taking 2d6 damage per round
    (the duration is half the caster's level). Any creature within 10 feet
    also takes 1d4 damage from the flames per round. Anybody hit by the
    victim of the spell risk 'contracting' the shroud themselves. The spell
    dissipates if the target and caster are no longer in the same area...
    This spell, is therefore obviously very risky to employ, as you have
    a good chance of taking fire damage, or even contracting the spell
    yourself... and the whole spell can be negated by a single save vs.
    Summon Shadow
    This spell is, like Animate Dead, a lying, rat-bastard phony-fraud. It
    says you summon one Shadow per three levels of the caster. What it
    doesn't say is that the maximum you'll get per casting is three Shadows,
    and that the party has a cap of six summons at a time. If you were
    expecting a small army of Shadows, you will be disappointed.
    Like Fireball-but centered on the caster. It deals a maximum of 15d6
    damage (15-90 damage), with a save for half damage. The biggest problem
    with this spell is that the caster has to be the focal point-ideally
    charging on ahead away from the rest of the party to make the most of
    this spell. Again, I'd rather just use Chaos.
    6th-Level Mage Spells						{SPT024}
    ***TOP SPELLS***
    Disintegrate: Obliterates one foe.
    Flesh to Stone: Petrifies one foe.
    Globe of Invulnerability: Makes you immune to 1st-4th level spells.
    Tenser's Transformation: Ultimate buff that makes you godly.
    Antimagic Shell
    Makes the caster immune to magic! Yay! But it also means they are
    unaffected by buffs. Not yay. My party is nothing without magic, and
    this spell really hinders more than it helps.
    Chain Lightning
    Strikes a target with a 1-6 damage per level bolt of lightning (maximum
    of 12-72 damage), then jumps off to surrounding creatures. Each jump
    deals 1d6 less damage than the originals. All creatures can save for
    half damage. Unpredictable and not party-friendly = no thanks.
    Darts of Bone
    Creates nine magical darts that can be thrown. Mages should NOT rely on
    their THAC0 to determine spell efficacy, and on top of that, the darts
    aren't really all that strong-they do 1d4 damage and if hit, the target
    must save vs. death or take another 2d6 damage and lose three Strength
    for... five rounds. Again, I'd rather take the quicker, guaranteed damage
    of Flame Arrow.
    Death Fog
    When a critter enters, it is slowed by 50% and takes scaling damage
    each round: 1st round-4 damage, 2nd round-8 damage, 3rd+ rounds-16
    damage. They also must save vs. death of lose two Strength and two
    Dexterity for that round. Again, wasn't Chaos a more effective debuff
    than this?
    Death Spell
    This spell attempts to 'snuff out the lives of creatures in the area of
    effect.' How do you snuff a life, exactly? I sense most of these death
    spells take the existence of a soul as a given. In any event, this spell
    is best used to kill a host of weaker creatures, or a few moderately
    powerful ones. The strongest thing it works on to my recollection are
    Umber Hulks, and even then, you'll be lucky to kill even a few. It's
    just nowhere near as potent as it was in Baldur's Gate 2, and hence, I
    rarely find myself bothering with this spell.
    Finally, a single-target death-dealer! Targets who fails to save are
    disintegrated, gone, dust. There's no save penalty, but it only needs
    to work once... This spell works on undead creatures, too. Unlike in
    Baldur's Gate 2, this spell has no chance of destroying the gear of
    the character targeted.
    *Flesh to Stone
    Turns a creature to stone unless they save, it's like Disintegrate...
    but... well, the opposite. Same gameplay effects, though. They fail to
    save, and they are no more. Again, unlike Baldur's Gate 2, their gear
    is not lost when petrified.
    *Globe of Invulnerability
    Like Minor Globe of Invulnerability, but it also protects against 4th-
    level spells. And it doesn't use up a precious 4th-level spell slot.
    If push comes to shove, I'd go with this spell.
    Invisible Stalker
    Summons an... Invisible Stalker! In all honesty, the Conjure Elemental
    spells are all stronger. The only perk of this spell is that it lasts
    two hours, and you can scout around with your summon.
    Lich Touch
    Another lame touch-attack, it deals 1-10 damage and forces the target
    to save vs paralyzation or be paralyzed. The caster also gains immunity
    to paralysis and fear while the spell is active... but we have better
    ways to do that.
    Monster Summoning IV
    Summons 1-3 4th-level monsters:
    Otiluke's Freezing Sphere
    Ice = bad. Deals 3-6 cold damage per level of the caster (up to 30-180
    damage at level 30). A single save negates all damage.
    Power Word: Silence
    The target is silenced for two rounds, no save. Seems like a decent Mage
    frustrater, and it is, but its duration is suspect, and it doesn't
    necessarily overcome Magic Resistance.
    Like Shadow Monsters and Demishadow Monsters, but again, stronger
    versions will be summoned. The monsters shown below may be summoned in
    addition to the ones from Shadow Monsters and Demi-Shadow Monsters:
    Troll (6th-level)
    Troll (7th-level)
    Troll (8th-level)
    Umber Hulk (8th-level)
    Umber Hulk (9th-level)
    Soul Eater
    Deals 3d8 (3-24) damage to all living creatures in a 10-foot radius.
    If anything dies, the caster gains +1 Strength, Dexterity, and
    Constitution for one turn (ten rounds), and the dead is reanimated as
    a skeleton. Poor damage that doesn't affect undead, has little chance
    to kill, and if it does gives minor, short-term buffs to the caster
    and summons a weak undead. Yay...
    Stone to Flesh
    If your characters are turned to stone... you can de-stone them. It's
    worth noting that there is no Disintegration reversal spell out there.
    Of course, the computer probably never has this spell prepared, so for
    you, Flesh to Stone is still a guaranteed killer.
    *Tenser's Transformation
    It's the best single-character buff in the game. On its own, it turns a
    Mage into a fighting machine by lowering the THAC0 to Fighter-esque
    levels, doubling their Hit Points, giving them an extra attack per
    round, giving them a +2 damage bonus, and granting a -4 bonus to Armor
    Class. On a multi-or-dual-classed character it improves their already
    great Armor Class, adds to their already great damage, doubles their
    higher Hit Points, and turns an already good melee Fighter into an
    unstoppable engine of destruction. If that character is spell-buffed
    beforehand... well... you can turn a modest Fighter 12/Mage 13/Cleric 13
    character into a 200 Hit Point juggernaut with a -24 Armor Class, a -7
    THAC0, four attacks per round, and Saving Throws that vary from -5 to
    -8... and mind you, this is with a mere 3,000,000 experience out of the
    possible 22,500,000 experince that character can gain! What more needs
    to be said? Buffs making your party unbelievably strong, Tenser's
    makes a dual-or-multi-class Fighter/Mage a game-breaker, and together...
    It's pretty much what this entire party build of mine is designed to
    Trollish Fortitude
    Causes the caster to regenerate five Hit Points a round for two turns
    (20 rounds). That's 100 Hit Points of gradual healing. It's the best
    healing a Mage gets... but frankly, I'd just stick with Heal.
    7th-Level Mage Spells						{SPT025}
    ***TOP SPELLS***
    Acid Storm: Persistent acid damage.
    Finger of Death: You point, they die.
    Prismatic Spray: Damages, kills, petrifies, or causes insanity.
    *Acid Storm
    All creatures caught in the spell take 1-4 damage (during the first
    three rounds), 1-6 (for the next three) and 1-8 (for every round
    thereafter). Best deal is, they take this damage even AFTER they leave
    the storm until the spell ends. Outside of the storm they are entitled
    to a save vs. spells for half damage (for that round). This is an
    excellent Troll-killer, just as long as you ensure all Trolls are hit
    by it at some point. Combined with bottlenecking... it can be great fun.
    *Finger of Death
    The ultimate death spell, targets save or die, and even if they pass the
    save, they take 3-17 damage. I love it.
    Malavon's Rage
    This spell is only useful for its namesake. It functions like Sunburst,
    dealing area of effect damage (20-80 points) centered on the caster.
    Mass Invisibility
    Like the 2nd-level spell Invisibility, but with a 30-foot radius. It has
    a few, very few, select uses.
    Monster Summoning V
    Summons 1-3 5th-level monsters:
    Giant Spider
    Ju-ju Zombie
    Mordenkainen's Sword
    Summons a sword that acts as if it were wielded by a Fighter of half
    the level of the caster. Counts as a +2 weapon and deals 5-30 damage
    per hit. Unfortunately, the sword is not autonomous in Icewind Dale like
    it is in Baldur's Gate 2-it replaces your equipped weapon, and even
    though it can be used to attack anything in sight, it's still less
    effective than just using your normal weapons, or casting another spell.
    Power Word: Stun
    Stuns targets depending upon their Hit Points, as follows:
    	|  Hit Points	|     Stun Duration	|
    	|     < 31	|      4-16 rounds	|
    	|    31 - 60	|       2-8 rounds	|
    	|    61 - 90	|       1-4 rounds	|
    	|     > 90	|      Unaffected	|
    It allows no save, but Magic Resistance applies. In Heart of Fury mode,
    everything will have more than 90 Hit Points, making this spell purely
    a lower-difficulty spell.
    *Prismatic Spray
    Creates 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.
    Seven Eyes
    Creates seven eyes that float around the caster, each can be used once,
    either defensively or offensively, but afterwards the eye will lose its
    power. The spell lasts for two turns (20 rounds). Once cast, access the
    special abilities of each eye via the Special Abilities Button.
    |  Eye of  |Defense: Protects against mental attacks		       |
    | the Mind |Offense: Charm Person				       |
    |  Eye of  |Defense: Deflects one physical attack (like Stoneskin)     |
    |the Sword |Offense: Magic Missile (5 missiles)			       |
    |  Eye of  |Defense: Absorbs one elemental attack		       |
    | the Mage |Offense: Lightning Bolt (4d8 damage)		       |
    |  Eye of  |Defense: Prevents one poisoning effect		       |
    |  Venom   |Offense: Poisons a creature, 30 damage over 30 seconds     |
    |  Eye of  |Defense: Blocks one instant-death magic attack	       |
    |the Spirit|Offense: Ray of Enfeeblement			       |
    |  Eye of  |Defense: Stops stunning, deafness, blindess, silence effect|
    |Fortitude |Offensse: Shout					       |
    |  Eye of  |Defense: Blocks on petrification attack 		       |
    |  Stone   |Offense: Hold Person				       |
    Draws the breath out of all creatures in a 10-foot radius and lasts for
    four rounds. If a creature does not save, it suffers a -4 penalty to
    Armor Class, -4 THAC0, -6 Dexterity, loses one attack per round, moves
    at half speed, and suffers 4d8 damage per round. If the target saves,
    they take 2d8 damage for one round. Effects fade if the creature moves
    out of the area of effect. It is not party friendly, imposes no save
    penalty... and it really just sounds like a half-assed Slow spell.
    8th-Level Mage Spells						{SPT026}
    ***TOP SPELLS***
    Mind Blank: Protects against mind affecting effects.
    Power Word: Blind: Blinds foes, no save, party friendly.
    Abi-Dalzim's Horrid Wilting
    Perhaps no spell has suffered more in Icewind Dale than poor Horrid
    Wilting. In Baldur's Gate 2, it was a party friendly super smiter. In
    Icewind Dale... well, it's not party friendly, so it's not safe to use.
    It deals 1d8 damage per level of the caster (30-240 damage), allowing a
    save for half damage. Watery foes are instantly slain if they fail to
    save. On normal difficulty it's still a decent first-strike spell,
    but in Heart of Fury, you'll only use it to knock out a few, select
    Greater Shout
    Like shout, but shoutier. It deals 2d4 damage to the caster and they
    must save vs. spell or fall unconscious for a turn (10 rounds). That's
    one hell of a tax, but is it worth it? Anything caught in it's path
    with fewer than 5 Hit Dice (40 Hit Points) is instantly slain.
    Anything else must save vs. spell or they are stunned for two rounds,
    deafened for four rounds, and suffer 4d12 (4-48) damage. If they save,
    they are merely stunned for one round, defeaned for two rounds, and
    take 2d12 (2-24) damage. I'd say... it's not worth it.
    Incediary Cloud
    Lasts for five rounds, of which it is harmless for two rounds. On the
    third round it ignites, dealing 1-2 damage per level of the caster
    (up to 30-60 damage). The second round it deals 1-4 damage per level
    of the caster (30-120 damage). Finally, on the third round after
    ignition it drops back to 1-2 damage per level of the caster, for a
    total of 90-240 damage (save vs. spell for half). Unless you use
    multi-Web or Slow, the effect is likely to be minimal. In all honesty,
    I prefer Acid Storm.
    Iron Body
    A half-assed Tenser's mixed with a half-assed Stoneskin! The result:
    horrible. The caster becomes immune to electricity, 50% resistant to
    fire, 25% resistant to crushing damage, and becomes immune to spells
    that require respiration (Suffocate, Cloudkill, etc) or affects the
    physiology. Also, their Strength is boosted to 25 and they deal 2d4
    damage + Strength bonuses with their fists. On the other hand, it
    disables spells and you move at 25% normal speed. Why not just use
    freakin' Tenser's?
    *Mind Blank
    Protects you from all mind-affecting effects-Charm, Command, Domination,
    Fear, Feeblemind, and the like. Not terribly common in this game, but
    against Umber Hulks and debuffing enemy spell-casters, it's wonderful.
    And it lasts an entire day! My entire party keeps one prepared, just
    because they can.
    Monster Summoning VI
    Summons 1-3 6th-level monsters:
    Carrion Crawler
    Phase Spider
    Frost Salamander
    Yuan-ti Elite
    *Power Word: Blind
    Blinds all enemies in a 10-foot radius. No save, no Hit Point
    thresholds, lasts for one turn (10 rounds). A pretty handy debuff for
    a Mage.
    9th-Level Mage Spells						{SPT027}
    ***TOP SPELL***
    Monster Summoing VII: Summons moderately tough monsters.
    *Monster Summoning VII
    The winner of the 9th-level spell content by default, this spell summons
    1-2 7th or 8th level monsters. I told you 9th-level spells weren't
    very impressive in Icewind Dale. Where the hell is Time Stop, Meteor
    Swarm, or Wish?
    Boneguard Skeleton
    Umber Hulk
    Power Word: Kill
    Kills targets depending upon their Hit Points-one creature with up to
    60 Hit Points, or multiple creatures with fewer than 30, up to a maximum
    of 120 Hit Points worth. It uses current Hit Points to determine, not
    maximum, so strong wounded foes can be affected... but again, in Heart
    of Fury, this spell will have little to no effect.
    Spell Buff Order						{SPT029}
    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.
    Since I went through such great effort to advocate a specific party
    build for this guide, I'll use this party as a basis for my buffing
    strategies. If you don't like my party, devise your own damn buffing
    strategy, and for that matter, write your own damn guide, if you know
    better. With a party consisting of five Fighter/Mage/Clerics and a
    Fighter/Mage/Thief, you can bet that buffing is absolutely essential.
    Buff Combo: General Buffing					{SPT030}
    As I said earlier, I have six Mages and five Clerics in my party, so
    spell-buffing is essential before every big fight. My party is really
    built around the buff-they're capable of annhilating anything if buffed
    properly. If they're not, they're a little on the weak side. Since
    buffing is essential, knowing what you're doing is important. In harder
    difficulties, buffs are required all the time. This strategy, then,
    includes the better, longer-lasting buffs that are worth having on all
    the time. Notably absent from this list are spells that result in
    fatigue-namely Haste and Righteous Wrath of the Faithful. They're
    superior buffs, but since you need to rest after their effects wear off,
    they're not useful for general buffing. If you find these buffs
    insufficient to see yourself through an area, repeat rounds #3-#5, as
    buffs wear off. Obviously as you continue to level up, you'll be able
    to prepare more of these spells, and they'll each last longer. There's
    really no such thing as a dead level when you're a triple-classer.
    Round #1: Stoneskin
           (Stoneskin is one of the longest-lasting buffs in the game, so
    	it should ALWAYS go first.)
    Round #2: Mirror Image
           (At three rounds per level, this is another great defensive Mage
    	buff that will last for a long time.)
    Round #3: Prayer, Recitation, Emotion: Hope, Emotion: Courage,
    	  Protection from Evil 10' Radius
           (All of these are party buffs which-thanks to my great number of
    	spell-casters-can be applied in a single round. Most of them
    	only last one round per level, but that's still a good bit of
    	time, especially if you rush.)
    Round #4: Entropy Shield
           (A great Cleric-only buff. It too lasts one round per level.)
    Round #5: Draw Upon Holy Might
           (Lasting only one turn-ten rounds-this is the last buff I apply.
    	I might not care to use this due to its duration, but the
    	benefits it gives to THAC0, damage, and Hit Points make it a
    	wonderful buff.)
    Buff Combo: Spell Buff to the Max!				{SPT031}
    You'll see this phrase use 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. Pretty much every time I mention the need
    to buff in the guide, I intend for you to use this. You only really need
    the General Buff for Heart of Fury mode, where most every encounter is
    potentially threatening. You spell buff to the max for big encounters.
    Round #1: Stoneskin
           (Stoneskin is one of the longest-lasting buffs in the game, so
    	it should ALWAYS go first.)
    Round #2: Mirror Image
           (At three rounds per level, this is another great defensive Mage
    	buff that will last for a long time.)
    Round #3: Prayer, Recitation, Emotion: Hope, Emotion: Courage,
    	  Protection from Evil 10' Radius
           (All of these are party buffs which-thanks to my great number of
    	spell-casters-can be applied in a single round. Most of them
    	only last one round per level, but that's still a good bit of
    	time, especially if you rush.)
    Round #4: Entropy Shield, Haste
           (A great Cleric-only buff. It too lasts one round per level.
    	Haste also goes on now, which lasts three rounds plus one round
    	per level. It needs to proceed Righteous Wrath of the Faithful
    	for their effects to stack-and you want them to stack.)
    Round #5: Draw Upon Holy Might
           (Lasting only one turn-ten rounds-this buff just needs to go now,
    	as further buffing will prevent me from buffing further.)
    Round #6: Tenser's Transformation, Righteous Wrath of the Faithful
           (Some-but not all-of my characters cast Tenser's Transformation,
    	the uber-buff of the game. The downside? They cannot cast
    	anything else during its effects. I don't want to deprive my
    	party of healers, so at most three of my Fighter/Mage/Clerics
    	and my Fighter/Mage/Thief use this spell-which leaves me two
    	potential healers/rebuffers. One of them casts Righteous Wrath
    	of the Faithful.
    Buff Combo: The Quick Buff					{SPT032}
    Sometimes, the enemy will bring nasty, nasty Dispel Magic to bear-like
    in the final fight of the game. When pre-emptive spell-buffing is
    impossible, the quick buff is needed.
    Round #1: Greater Shield of Lathander
           (At least one character gets this spell up and tries to make
    	themselves a target. It's a wonderful Cleric spell that will
    	make you immune to damage for three rounds-three rounds will
    	have to do.
    Round #2: Prayer, Recitation, Emotion: Hope, Emotion: Courage,
    	  Protection from Evil 10' Radius, Haste
           (These spells are all multi-target and have a decent duration.
    	They might not be the strongest personal buffs, but since each
    	spell can benefit the whole party, they go now, and all
    	together, they are a tremendous benefit.)
    Round #3: Stoneskin, Righteous Wrath of the Faithful
           (If you can spare a third round, get up Stoneskins, the best
    	physical defense, and be sure to hit everybody with a Righteous
    	Wrath of the Faithful, as it's one of the best offensive buffs
    	in the game.)
    |								       |
    |			    My Party {PTY001}			       |
    |								       |
    Yes, I play lots of D&D, and yes, I wrote a biography for each of them.
    I am aware I have no life. With that out of the way, the reason I
    decided to make this party is simple. In the original game, dual-
    classing was the way to go. With a mere 250,000 experience you could get
    most of the Fighter bonuses without losing too much from the second
    class you dual-classed into. With the Heart of Winter expansion
    installed, however, multi-classed character take over due to their
    absurdly high experience cap. The big debate (going on in my head...
    I'm not insane, it's called an inner monologue) was between dual-and-
    multi-classed characters... so I'll describe the two options and reveal
    why, in the end, I went with multi-classed characters after six
    playthroughs and three versions of the guide based on dual-classed
    Multi-Class Versus Dual-Class					{PTY002}
    The idea behind dual-classing is simple-get as many Fighter levels as
    possible (up to 20th level), then switch to your secondary class...
    usually Cleric or Mage. This makes an uber-strong spell-caster who can
    use more weapons, has Grand Mastery, more Hit Points, a better THAC0,
    and (in the case of the Fighter/Mage) better armor selection than a
    single-class Cleric or Mage... or it makes a Fighter who can cast
    Cleric or Mage spells, depending on how you want to view it.
    There is one huge downside, however. To pull this off, you will have to
    grind quite a long time... or else play through the game with a bunch
    of weak spell-casters until they get their Fighter abilities back.
    I found out that even I have my limits-power gameyness is not worth the
    time it takes to min/max a Fighter/Mage or Fighter/Cleric hybrid. You'll
    need to get 3,000,000 Experience Points to hit 20th level as a Fighter
    (when THAC0 caps at 1), which requires an absurd about of grinding...
    or playing through the game with weak hybrid characters who won't come
    into their own until they've surpassed their Fighter level with their
    caster class level. Sure, you can dual-class at 9th level, but this
    will result in worse THAC0, fewer saves, and less Hit Points. But before
    I cast my power-gamey badge into the fire, let's look at the multi-class
    alternative. What exactly are the differences between dual-and-multi
    class characters, taken to the extreme?
    A Fighter/Mage/Cleric multi-class will have the same armor selection
    and the same THAC0 as either the Fighter/Mage or Fighter/Cleric dual-
    classes. A big difference is that the dual-classers can Grand Master
    in weapons, while multi-classed Fighters can only Specialize in weapons.
    The difference here is simple-a Specialized character will get +1 to
    THAC0 and +2 to damage, with three attacks every two rounds. A character
    with Grand Mastery will get +3 THAC0 and +5 damage, with two attacks
    per round. On the other hand, the multi-classed character will not have
    to waste time grinding-ever. I cannot over-emphasize how much more
    gamer-friendly that makes this party. But we're talking about power
    comparisons-a Fighter/Mage/Cleric will get fully developed Clerical
    spells... like the ability to cast Heal, Symbol of Hopelessness,
    Entropy Shield, and Righteous Wrath of the Faithful. They also get
    all the great Mage buffs-Mirror Image, Haste, Emotion: Courage, Emotion:
    Hope, Stoneskin, Improved Invisibility, and the absolutely game-breaking
    Tenser's Transformation. A dual-classed character, of course, can only
    have one spell class (and keep the great Fighter perks, anyways.) The
    sheer versatility means one important thing-each Fighter/Mage/Cleric can
    buff more than any dual-classed character, and ALL your multi-classed
    characters will have the ability to cast Heal OR go into an insanely
    powerful bout of Tenser's Transformation. In my mind, this tactical
    versatility makes up for the lack of Grand Mastery. Besides that, the
    only other downside to multi-classing is the maximum Hit Points-
    the dual-classed Fighter/Cleric and Fighter/Mage will have more Hit
    Points: 179 for the Fighter/Cleric or 162 for the Fighter/Mage. The
    multi-class Fighter/Mage/Cleric will end up with 154.
    Anyways, versatility is my excuse for multi-classing, and convenience.
    Below I'll detail the characters I played through the game with. These
    new, 7th-playthrough characters are VERY power-gamey, designed with
    Heart of Fury in mind. If you're a more casual gamer and only want to
    go through the game on normal difficulty one time, these characters
    will never really come into their own... which is not to say they aren't
    capable of getting you through the game, not at all (the game is cake),
    but your triple-classed Fighter/Mage/Clerics will, for the most part,
    play more like Fighter/Clerics. You just won't come across enough
    copies of spell scrolls and-just as importantly-not enough suits of
    Mage-friendly armor to allow for armored casting. Of course, on the
    plus side, if you ever come to your senses and decide to put on big
    boy (or girl) pants and make a serious HOF run, you'll have a party
    capable of going the distance.
    |		     My (legit) Starting Stats		       {PTY003}|
    |      Characters	|  STR  |  DEX  |  CON  |  INT  |  WIS  | CHA  |
    |Ilnathias 'Icefang'	| 18/97	|  18	|  18	|  18	|  10	|  10  |
    |Amirule Alteslay	| 18/98	|  18	|  18	|  18	|  10	|  10  |
    |Kaelinalia		| 18/95	|  18	|  18	|  18	|  10	|  10  |
    |Nauzhir the Red	| 18/96	|  18	|  18	|  18	|  10	|  10  |
    |Eraithul		| 18/98	|  18	|  18	|  18	|  10	|  10  |
    |Syrenil "Softstep"	| 18/99	|  18	|  18	|  18	|  10	|  10  |
      -->	All characters should be good aligned so they can equip the
    	Shimmering Sash and Three White Doves.
      -->	All Fighter/Mage/Clerics MUST be Half-Elves. Half-Elves and
    	Elves will be able to use The Argent Shield, the best shield in
    	the game.
      -->	All characters should be of the same alignment to make the most
    	of the Clerical spell 'Righteous Wrath of the Faithful'.
      -->	Gender is unimportant, but nobody wants a sausage-fest.
    	Besides, there are only so many good portraits and voices to
    	go around.
      -->	Spread out your proficiencies-all your Clerics should be
    	Specialized in Maces, but for their secondary weapon,
    	alternate between Flails and Hammers. It would be a shame if
    	you found a +3 Flail or Hammer you couldn't use because you
    	didn't have any points in the proficiency.
      -->	Keep in mind that most of your characters will NOT be Mages
    	in any real sense of the word on the first playthrough. You
    	will get enough spell scrolls during the game to make one
    	character fully useable as a Mage, while another will get a
    	mediocore spellbook full of duplicates. That being the case,
    	do not be afraid to don heavy armor on your neglected
    	characters, as you really aren't losing anything by not having
    	access to Mage spells. Only through multiple playthroughs will
    	you get enough scrolls for everybody to be a worthwhile Mage
    	AND good armor that allows you to cast spells.
      -->	If you are worried about the fact that five of our characters
    	will basically be gameplay clones of each other... just pretend
    	this is Final Fantasy VIII. Yeah, all our characters magically
    	grew up in the same orphanage as each other, but then they used
    	too many GFs and got amnesia. Damn. But then they all just so
    	happened to reunite and save the world! What a coincidence! Oh,
    	yeah, spoilers alert. Don't worry, the game sucks anyways.
      -->	You're in Icewind Dale, so make up some characters with
    	appropriatly 'frosty' names. See my "Ilnathias 'Icefang'"?
    	Pure class. You know it's cold where he lives, and that he's a
    	badass. Do NOT make Drizzt Do'Urden, however. That is lame,
    	and anachronistic. Besides, 'Drizzt' backwards is 'Tzzird',
    	which sounds like Snoop Dog saying 'turd'. No poop-named ebonics
    	Dark Elves. You have an imagination, use it.
    Ilnathias 'Icefang'
    Neutral Good
    Half-Elven Male Fighter/Mage/Cleric				{PTY004}
    Hit Points:	11
    Strength:	18/97
    Dexterity:	18
    Constitution:	18
    Intelligence:	18
    Wisdom:		10
    Charisma:	10
    Maces:		**
    Hammers:	**
      (or Flails)
      (or Clubs)
    Amirule Alteslay
    Neutral Good
    Half-Elven Female Fighter/Mage/Cleric				{PTY005}
    Hit Points:	11
    Strength:	18/98
    Dexterity:	18
    Constitution:	18
    Intelligence:	18
    Wisdom:		10
    Charisma:	10
    Maces:		**
    Hammers:	**
      (or Flails)
      (or Clubs)
    Neutral Good
    Half-Elven Female Fighter/Mage/Cleric				{PTY006}
    Hit Points:	11
    Strength:	18/95
    Dexterity:	18
    Constitution:	18
    Intelligence:	18
    Wisdom:		10
    Charisma:	10
    Maces:		**
    Hammers:	**
      (or Flails)
      (or Clubs)
    Nauzhir the Red
    Neutral Good
    Half-Elven Male Fighter/Mage/Cleric				{PTY007}
    Hit Points:	11
    Strength:	18/96
    Dexterity:	18
    Constitution:	18
    Intelligence:	18
    Wisdom:		10
    Charisma:	10
    Maces:		**
    Hammers:	**
      (or Flails)
      (or Clubs)
    Neutral Good
    Half-Elven Male Fighter/Mage/Cleric				{PTY008}
    Hit Points:	11
    Strength:	18/98
    Dexterity:	18
    Constitution:	18
    Intelligence:	18
    Wisdom:		10
    Charisma:	10
    Maces:		**
    Hammers:	**
      (or Flails)
      (or Clubs)
    Syrinel "Softstep" 
    Neutral Good
    Half-Elven Male Fighter/Mage/Thief				{PTY009}
    Hit Points:	10
    Strength:	18/99
    Dexterity:	18
    Constitution:	18
    Intelligence:	18
    Wisdom:		10
    Charisma:	10
    Bows:		**
    Large Swords:	**
    Heart of Fury Max Stats						{PTY010}
    Here are how my characters will look when I head into Heart of Fury mode
    with them-this is after six runs through the game to get them all the
    best gear, full spell-books, and enough experience to max them all out
    at levels 30/30/30. In addition to the gear listed, each character also
    has a Ring of Free Action, a Ring of Fire Resistance, Boots of
    Grounding, Boots of the North, two Three White Doves (for use against
    Undead and demons) a Fire Flail +3 (for Trolls).
    Ilnathias 'Icefang'
    Fighter 30/Mage 30/Cleric 30
    Experience: 7500000/7500000/7500000
    Hit points: 164
    Armor Class: -14
    Paralyze/Poison/Death:	-1 (-3)
    Rod/Staff/Wand:		0  (-3)
    Petrify/Polymorph:	1  (-3)
    Breath Weapon:		0  (-4)
    Spells:			-1 (-5)
    Weapon:  Morning Star +4: Defender (THAC0: -8)
    Offhand: Morning Star +4: Defender (THAC0: -6)
    Armor:   Robe of the Watcher
    Gloves:  Gauntlets of Weapon Expertise
    Helm:	 Blessed Helm of Lathander
    Amulet:	 Black Wolf Charm
    Ring 1:	 Ring of Protection +2
    Ring 2:	 Ring of Free Action
    Cloak:	 Wailing of Virgins
    Boots:	 Boots of the Fox
    Belt:	 Shimmering Sash
    Amirule Alteslay
    Fighter 30/Mage 30/Cleric 30
    Experience: 7500000/7500000/7500000
    Hit points: 164
    Armor Class: -14
    Paralyze/Poison/Death:	-1 (-3)
    Rod/Staff/Wand:		0  (-3)
    Petrify/Polymorph:	1  (-3)
    Breath Weapon:		0  (-4)
    Spells:			-1 (-5)
    Weapon:  Morning Star +4: Defender (THAC0: -8)
    Offhand: Morning Star +4: Defender (THAC0: -6)
    Armor:   Robe of the Watcher
    Gloves:  Gauntlets of Weapon Expertise
    Helm:	 Blessed Helm of Lathander
    Amulet:	 Black Wolf Charm
    Ring 1:	 Ring of Protection +2
    Ring 2:	 Ring of Free Action
    Cloak:	 Wailing of Virgins
    Boots:	 Boots of the Fox
    Belt:	 Shimmering Sash
    Fighter 30/Mage 30/Cleric 30
    Experience: 7500000/7500000/7500000
    Hit points: 164
    Armor Class: -14
    Paralyze/Poison/Death:	-1 (-3)
    Rod/Staff/Wand:		0  (-3)
    Petrify/Polymorph:	1  (-3)
    Breath Weapon:		0  (-4)
    Spells:			-1 (-5)
    Weapon:  Morning Star +4: Defender (THAC0: -8)
    Offhand: Morning Star +4: Defender (THAC0: -6)
    Armor:   Robe of the Watcher
    Gloves:  Gauntlets of Weapon Expertise
    Helm:	 Blessed Helm of Lathander
    Amulet:	 Black Wolf Charm
    Ring 1:	 Ring of Protection +2
    Ring 2:	 Ring of Free Action
    Cloak:	 Wailing of Virgins
    Boots:	 Boots of the Fox
    Belt:	 Shimmering Sash
    Nauzhir the Red
    Fighter 30/Mage 30/Cleric 30
    Experience: 7500000/7500000/7500000
    Hit points: 164
    Armor Class: -14
    Paralyze/Poison/Death:	-1 (-3)
    Rod/Staff/Wand:		0  (-3)
    Petrify/Polymorph:	1  (-3)
    Breath Weapon:		0  (-4)
    Spells:			-1 (-5)
    Weapon:  Morning Star +4: Defender (THAC0: -8)
    Offhand: Morning Star +4: Defender (THAC0: -6)
    Armor:   Robe of the Watcher
    Gloves:  Gauntlets of Weapon Expertise
    Helm:	 Blessed Helm of Lathander
    Amulet:	 Black Wolf Charm
    Ring 1:	 Ring of Protection +2
    Ring 2:	 Ring of Free Action
    Cloak:	 Wailing of Virgins
    Boots:	 Boots of the Fox
    Belt:	 Shimmering Sash
    Fighter 30/Mage 30/Cleric 30
    Experience: 7500000/7500000/7500000
    Hit points: 164
    Armor Class: -14
    Paralyze/Poison/Death:	-1 (-3)
    Rod/Staff/Wand:		0  (-3)
    Petrify/Polymorph:	1  (-3)
    Breath Weapon:		0  (-4)
    Spells:			-1 (-5)
    Weapon:  Morning Star +4: Defender (THAC0: -8)
    Offhand: Morning Star +4: Defender (THAC0: -6)
    Armor:   Robe of the Watcher
    Gloves:  Gauntlets of Weapon Expertise
    Helm:	 Blessed Helm of Lathander
    Amulet:	 Black Wolf Charm
    Ring 1:	 Ring of Protection +2
    Ring 2:	 Ring of Free Action
    Cloak:	 Wailing of Virgins
    Boots:	 Boots of the Fox
    Belt:	 Shimmering Sash
    Syrenil 'Softstep'
    Fighter 30/Mage 30/Thief 30
    Experience: 7500000/7500000/7500000
    Hit points: 164
    Armor Class: -13
    Paralyze/Poison/Death:	0  (-3)
    Rod/Staff/Wand:		0  (-3)
    Petrify/Polymorph:	1  (-3)
    Breath Weapon:		0  (-4)
    Spells:			-1 (-5)
    Weapon:  Lover (THAC0: -8)
    	 Long Sword of Action +4 (THAC0: -8)
    Armor:   Robe of the Watcher
    Gloves:  Gauntlets of Weapon Expertise
    Helm:	 Blessed Helm of Lathander
    Amulet:	 Black Wolf Charm
    Shield:  The Argent Shield +2
    Ring 1:	 Ring of Protection +2
    Ring 2:	 Ring of Free Action
    Cloak:	 Wailing of Virgins
    Boots:	 Boots of the Fox
    Belt:	 Shimmering Sash
    This party will be very weak on the outset for the simple fact that as
    triple-classed characters their level progression will be very slow.
    A single-classed party will be at least one level higher during the
    sensitive lower-level phases of the game. There's a huge difference
    between a triple-classed Fighter/Mage/Cleric with 4000 experience and a
    single-classed Fighter with 4000 experience... about a four-fold
    difference in Hit Points, to be exact. Mid-way through the game,
    however, when both characters have around 400,000 experience, the
    tables will have turned. Our multi-classed character is now a
    Fighter 8/Mage 9/Cleric 8. The multi-classer will have over 80 Hit
    Points, but a Fighter with the same experience will be level 9 and
    enjoying 126 Hit Points (all Hit Point figures here assume a base 18
    Constitution and max Hit Points per level). Still, the Fighter used to
    have +300% more Hit Points, but now only has +50% more, and the ratio
    is going to keep dwindling (although the single-classed Fighter, and
    hence, the dual-class Fighter, will always have more). In exchange, the
    Fighter/Mage/Cleric is able to cast 5th-level Mage and Cleric spells.
    The Fighter might be a brutal combat butcher, but the multi-classer is
    a versatile and sophisticated strategic surgeon, and one Righteous Wrath
    of the Faithful spell does more to help your party-and one Chaos does
    more to hinder the enemy-than anything a Fighter could hope to do all
    fight, much less in one round. You'll just have to pamper them at the
    beginning-if they get hurt, withdraw them and heal them. They won't have
    the Hit Points to throw around at the beginning of the game. By mid-game
    their spells are making up for their lack of Hit Points, and towards the
    end you won't be feeling any multi-class blues at all.
    |			   Prologue: Easthaven			       |
    |								       |
    |			   Questing Easthaven 			       |
    |								       |
    Sequence of Events:						{WLK001}
    		1) Welcome to Easthaven
    		2) Booze Blocking Basement Beetles
    		3) Pest Pulverization
    		4) Into Easthaven
    		5) Hrothgar's House
    		6) Day-Dreaming Jhonen
    		7) Temple of Tempus
    		8) Aspel's Wolf Problem
    		9) Warehouse Wolf Reward
    		10) The Blue Lady
    		11) Truth or Not-So-Truth
    		12) Elisa's Reward
    		13) Pelt Pocketing
    		14) Keeping Jed Off the Wagon
    		15) In the Inn
    		16) Pomab's Emporium
    		17) Initial Equips
    		18) Finding Fish
    		19) Leaving Easthaven
    		20) Into the Orc Caves
    		21) Orc Eradication 101
    		22) The First Big Fight
    		23) Even More Orcs
    		24) Ogre and Orcs
    		25) Caravan Down
    		26) Errands and Exit
    Winter's Cradle Tavern (AR1006)/ Cellar (AR1015)
    1) Your adventure begins, as do all good adventures, in a tavern. 
    Hrothgar will speak to the party briefly, then leave. He does the 
    typical nice guy sheriff routine-welcome, but watch your ass while in 
    my town. You can talk to Hildreth Highhammer (x=800, y=500) about the 
    expedition if you wish, or any of the townspersons for that matter. In
    fact, if you talk to normal townsfolk enough you'll get briefed on just
    about every quest we'll tackle in town.
    2) Talk to Grisella (x=590, y=320) north of the bar, and ask for some
    spirits. Get her to tell you about her beetle problem, and agree to help
    remedy the situation. Oh boy! Our first quest! 
    Note: It doesn't matter how you get this quest-be nice, be greedy,
    whatever. There is a global variable "Grisella_Cash" that pops up if
    you demand more money... but it doesn't seem to do anything at all.
    3) Head down the stairs (x=900, y=300) to the cellar, where you'll find
    four Beetles. Unlike most foes in this game, they won't fight back, so
    if you want to be desperate and scrounge for extra experience points,
    just raise the difficulty before bashing them... eventually. Yay, you
    survived your totally non-threatening combat tutorial. The developers
    are now confident that you have a pulse. Head back upstairs and talk to
    Grisella to claim your reward.
    (Because you bashed the bottle-bogarting basement beetles)
    EXP	1200
    Gold	5
    Note: I figure I might as well say it now, for you greedy folks out
    there. Raising the difficulty DOES increase the quest experience you
    gain. I knew this before I had Infinity Explorer, but by taking a quick
    gander you can see it at work indisputably. Complete this quest and the
    following occurs: AddXPVar("Level_1_Easy",14978"). Note that the 'Easy'
    in the variable doesn't refer to the game difficulty, but the quest
    difficulty. Since most of the quests in Easthaven require little in the
    way of combat, if you want to maximize your experience gains, you might
    as well raise the difficulty before turning in experience rewards. This
    is a good idea throughout the game, in fact. Monsters also give more
    experience points on harder difficulties, but that actually does require
    a bit more effort on our part. Do what you will. All experience rewards
    listed for quests will be those gained on the normal difficulty setting,
    but you can expect up to twice as much if you set the difficulty to
    the max setting.
    Easthaven (AR1000)
    4) The town of Easthaven and... well, it's a dump. Like all games of
    this type, there are plenty of little quests to do to get us in the RPG
    spirit, and places to explore... and of course, shopping. Being
    unarmored and wielding Quarter Staves is not the path to success,
    people. We'll get to shopping shortly. First, however, head into
    Hrothgar's House, (x=2000, y=350) past the Fishmonger's (which we need
    not bother with yet).
    Hrothgar's House (AR1004)
    5) The obvious thing to do here is, of course, talk to Hrothgar. He'll
    invite you on the expedition south, and you can accept a quest to search
    for an overdue caravan. The Fishmonger also has some interest in this
    caravan, but since we won't get anything out of talking to him now, we
    can just wait to bother with the Fishmonger. You can steal a few things
    from Hrothgar's house, but be careful and save. Hrothgar going hostile
    ends the main quest, so be sure not to save the game unless you succeed.
    (x=320, y=420) Short Bow, Arrows x20
    (x=370, y=550) Scribbled Note
    6) Head south from Hrothgar's House to find a 'Townsperson' standing
    around (x=1450, y=1030). Talk to this Jhonen, and listen to him
    complain about his dreams. Be nice to him and offer to help, and stay
    honest with him on this quest. Not because you're good people, but
    because a super awesome sword *MIGHT* depend on how you handle this
    quest. Or maybe not, how would I know?
    Temple of Tempus (AR1001)
    7) Now, let's get more story out of the way by visting the Temple of
    Tempus, to the west (x=550, y=550). Inside the temple you can speak to
    Everard about Jarrod's Stone, and to Accalia about Tempus in general.
    The former is relevent to the story... or it will be, eventually. The
    latter is just mindless Forgotten Realms flavor... you know, for
    immersion, or something. Everard will also allow you to peruse temple
    services. There aren't many temples throughout the game, but they
    all work the same way, so I might as well explain them here. You can
    buy various healing spells-he is a Cleric, after all-but if you're
    cautious, and have your own Clerics, you should never need to pay for
    your healing. Seriously, if somebody dies, I just reload and try
    again. Anywho... you can also donate money to the temple, but doing so
    doesn't seem to raise your reputation in Icewind Dale, so why bother?
    Everard also sells some goodies-mostly potions and scrolls, but also
    a Potion Bag and Scroll Case, which might be working picking up, for
    inventory management purposes. Lastly, the temple will also identify
    unidentified magical items for you... but you're better off using
    the Mage spell "Identify" instead. It's 100 gold each time you pay to
    have something identified, and that'll add up to a massive amount of
    cash in the long run. If you want some goodies without paying for it,
    however, you can also two potions of healing from Everard.
    8) Exit the temple and head south and you'll eventually happen upon
    Aspel the Scrimshander (x=770, y=1810). He'll ask you to get rid of a
    Wolf that broke into his house. Head to the locked door (x=1120, y=1720)
    and either pick the lock or bash the door open, then head inside.
    Scrimshander's Workshop (AR1010)
    9) Once inside you'll immediately be attacked by the feral Wolf. Smite
    it-unlike the Beetles earlier it'll fight back, but that doesn't mean
    it's much of a threat. Once done, head outside and tell Aspel that his
    Wolf problem has been resolved for a quest reward.
    (For whuppin' the wild Wolf in the workshop)
    EXP	1200
    Gold	25
    Item	Aspel's Dagger*1
    *1: Apsel's Dagger is a non-magical dagger that gives a +1 bonus to
    THAC0. It's pretty standard fare to find such petty weapons near the
    beginning of the game.
    10) Continue south-west to reach the shore, along which you'll find a
    'Strange Blue-Skinned Woman' (x=150, y=2630). Could it be, perhaps, the
    woman from Jhonen's dream? Of course it is, how often do blue-skinned
    women just wander around the beach? She'll give you a sword that 
    belonged to one of Jhonen's ancestors and ask you to return it to him. 
    11) Time to humor her and resolve this quest. Go talk to Jhonen and tell
    him you discovered the reason for his dreams. You'll get one of two
    options-either lie and tell him that the Elisia-the blue-skinned lady-
    is trying to kill him and that the cure is to give up all his worldly
    possessions (sounds like religion!), or you can tell him the truth and
    hand over the broken useless blade. I strongly suggest the latter path.
    Being good is its own reward, surely, but even better than that, it'll
    endow you with a real reward later.
    (For lying to Jhonen)
    EXP	1200
    Item	Knucklehead Trout x3 (sell for 25gp each), Dagger. Not to
    	mention you can sell the Shattered Blade of Aihonen for 75gp.
    (For telling Jhonen the truth)
    EXP 	1200
    12) Now you can go back to Elisia. If you chose to lie, you can continue 
    to do so and get more rewards. If you actually told Jhonen the truth,
    you'll get the same monetary reward, plus some experience for being a
    good person.
    (For lying to Elisia)
    Item	Pearl (sell for 100gp)
    (For telling Elisia you delivered the blade of Aihonen to Johnen)
    EXP	1200
    Item	Pearl (sell for 100gp)
    House (AR1013)
    13) Head into the house across from Aspel's Warehouse (x=310, y=1850)
    and open the box at (x=400, y=150) for a Winter Wolf Pelt. This former
    puppy sells for 250 gold... or you could hold onto it for now, as it
    can be turned into a magical item later. Granted, you can get more of
    them in the future, and by the time you can really afford to craft said
    magical item, you will have more of them... and the magical item isn't
    very good anyways, but do what you will. Anywho, let's head over to Old
    Jed's House (x=1980, y=1220).
    (x=400, y=150) Winter Wolf Pelt
    Old Jed's House (AR1009)
    14) Really the only thing to do is talk to Old Jed (x=360, y=280). He'll 
    ask you to buy him some wine from Pomab's. Agree to help his raging
    alcoholism and gain even more incentive to visit Pomab's Emporium. I'll
    list the quest reward, below, for when you return with Jed's hooch.
    Now, for one last stop before we go shopping head to the Snowdrift Inn
    (x=3200, y=1300).
    (For helping Old Jeb stay off the wagon)
    EXP	1200
    Gold	6
    Snowdrift Inn (AR1008)
    15) You can chat to the enthusiastic Quimby (x=550, y=640, and rent a
    room if you're hurt. You can also find an 'Elf' (x=550, y=230) named
    Erevain Blacksheaf, who complains about the weather. Elves-a race of
    pansies if I ever saw one. Best of all, you can score a little bit of
    extra loot for your imminent shopping spree. Once done, go visit Pomab's
    (x=720, y=230) Skydrop Gem
    (x=1030, y=480) 13 gold 
    Pomab's Emporium (AR1007)/(AR1016)
    16) Pomab (x=790, y=500) will sell you the basic gear you'll need, and 
    he's a real charmer besides. You'll probably have no qualms about 
    robbing his bookshelves upstairs (x=1000, y=500). Splint Mail is a
    really good purchase for your fighters at this point in the game, and
    anybody who can wear a Helmet should. Depending on your play style, you
    might also be interested in a variety of other items. With a high
    Dexterity, Splint Mail, and a Shield, your Armor Class could be -1. Not
    bad at this level. Make sure to buy some wine for Old Jed, and sell off
    the loot you've found. If you're playing Heart of Winter, you'll want to
    pick up any storage devices you can grab. They'll help keep your
    inventory clean, trust me.
    ***ITEMS*** (AR1016)
    (x=450, y=200) Tchazar Gem x6, High Quality Dagger
    (x=350, y=150) Potion of Healing, Scroll of Sleep*1,
    	       Scroll of Chromatic Orb
    *1: This spell will prove very handy against the orcs and goblins you'll
    fight later. As a general rule of thumb, I give all scrolls to Syrenil
    first, since she's my dedicated archer and doesn't wear much armor,
    she's the most suited to taking up the role of party Mage.
    17) For a point of reference, this is how my party is decked out when
    they leave Pomab's Emporium:
    Ilnathias 'Icefang':	Splint Mail Armor
    			Large Shield
    Amirule Alteslay:	Splint Mail Armor
    			Morning Star
    			Medium Shield
    Kaelinalia:		Splint Mail Armor
    			Morning Star
    			Small Shield
    Nauzhir the Red		Chain Mail Armor
    Eraithul		Chain Mail Armor
    Syrenil 'Softstep'	Studded Leather Armor
    			Composite Long Bow
    			Arrows x400
    The first five characters-the Fighter/Mage/Clerics, all will serve duty
    as front-line Fighters, while Syrenil 'Softstep' will stay back as an
    archer. For now, our spell-power is so low that we're better off just
    wearing heavy armor. Later on in the game we'll find Bracers of Defense,
    Mage Robes, and Elven Chain Mail that will allow us to cast our Mage
    spells while remaining well-defended.
    18) Head south across the bridge. A scared boy (Damien) will tell you 
    about monsters in the town. Agree to help him get his catch back and 
    head south to find some Goblins. They think they're sneaky and want you
    to walk east to reach them, where they'll take great pleasure in
    shooting at you. I just shoot down their archers and wait for their
    melee Goblins to come to me. They'll drop a variety of sellable loot,
    and the Goblin Elite will drop a Knucklehead Trout, as well as something
    random, 1st play he gave me a suit of Scale Mail Armor, 2nd play he gave
    me a High Quality Morning Star, and 3rd play he gave me a Potion of
    Healing, and on yet another playthrough I got a High Quality Dagger...
    bottom line, you'll get something of the sort. Give the fish back to the
    boy to complete the quest... Or you could also keep the fish and sell it
    yourself for 25 gold.
    (Give Damien the remains of his fish)
    EXP	1200
    Orc Caves, Exterior (AR1200)
    19) Now, it's time to go looking for that missing caravan, meaning now
    I have to do the obligatory 'leaving the area' tutorial. Go back to
    where you killed the Goblins and proceed to the eastern edge of the
    map. Move your cursor near the edge of the map and the icon will change
    to a travel wheel. Click on it, and boom-you're in another area. Cool,
    eh? Make sure you have enough ammunition for a few fights.
    20) From where you appear head north and west. There will be some Wolves
    to kill, and behind them some caravan carts outside of a cave
    (x=200, y=250). Smite an Orc near the entrance to the cave and continue
    on it... Somehow, I don't think things are looking good for this
    In the original game, the Orc you encounter outside of the cave didn't
    put up a fight. Instead, it ran back into the cave. It got some spine
    for the Enhanced Edition, it seems. Or suicidal tendencies, rather.
    Orc Caves, Interior (AR1201)
    21) When you enter you'll be accosted by some Orcs. You're going to be
    fighting a few of them in here, and they come in three flavors-axe
    wielding warriors, archers, and shaman. All are pretty weak, but low
    level rules apply. My multi-class Fighter/Mage/Clerics have all of
    11 Hit Points right now, which is just two good hits away from death.
    Battles are more luck than tactics right now, so just keep an eye on
    your Hit Points and withdraw wounded characters. If you get sqeamish
    about the number of foes you encounter at any given time, you can win
    most fights by simply casting a "Sleep" spell. Might as well use it
    while it works-you really won't get too many opportunities.
    22) Continue north from the entrance and smite a handful of Orcs at a
    fork in the path before exploring to the west, considering north is a
    dead-end. The western path opens into a large chamber, with quite a few
    Orcs milling around. I think it's safe to call this the first real fight
    in the game, even though it's still not difficult. You'll find an Orc
    Shaman here who will try to cast some buffs on his buddies, and/or
    debuffs on you. He's really nothing more than a nuisance, making him one
    of the few spell-casters you can afford to ignore. Slay them all, loot,
    and explore to the south to find a crate with some toys inside.
    (x=2170, y=1570) Fire Agate Gem, Lynx Eye Gem, 
    		 Scroll of Protection from Petrification*1
    *1: Mage scrolls are handy little devices that allow you to cast the 
    spell on the scroll without using spell slots. On the other hand, if you
    scribe the scroll into a spellbook, that spell is added permenantly into
    your repertoire, and can be cast as many times as it's memorized. Save
    ALL mage scrolls you get. They're invaluable, especially with so many
    hungry Mages greedily eyeing every scroll we find.
    23) From the large room you're in, explore to the north-west to find a
    lone Orc standing at a fork in the tunnel. Slay it, then explore to the
    east to find another Orc Shaman and some cronies to kill. Backtrack and
    explore the northern-most of the two western options to find three Orcs
    guarding a chest. Make the Orcs dead, and the chest yours.
    (x=450, y=650) 97 gold, Silver Necklace, ~Ring of Lesser Resistance*1
    	       (3rd Play: Fire Dagger +1*2)
    	       (4th Play: Girdle of Beatification*3)
    	       (7th Play: Quiet Boots*4)
    	       (7-x Play: Ring of Protection +1*5)
    Note: Items in the ***ITEMS*** section that have the ~ symbol in front
    of them are random loot. When alternatives have been found, they'll be
    listed below the item list, along the with the playthrough in which they
    were found. In the above list the ~Ring of Lesser Resistance is the
    random item I originally found. 7th Play: Quiet Boots means that on my
    7th playthrough of the game I found Quiet BOots instead of the Ring of
    Lesser Resistance.
    *1: This guy gives a +2 bonus on all saves versus spells. Put it on one
    of your front-line characters, who are more likely to suffer from
    hostile magic.
    *2: This Dagger gives you a +2 bonus to THAC0 and has a +15% chance of
    dealing 1d4 fire damage. Any and all weapons that deal fire damage
    should be kept, as they make keeping Trolls down easier... at least, if
    you don't want to buy Arrows of Fire for the purpose.
    *3: A belt that gives its wearer the benefit of a Bless spell, namely
    a +1 bonus to THAC0.
    *4: These humble boots give a +7% bonus to Stealth. Eh... I'd rather
    have the ring, but there's no harm in throwing them on Syrenil.
    *5: This ring gives you a +1 bonus to Armor Class and Saves. Pretty
    decent for our level, but we'll find (steal) a superior ring later on.
    24) Backtrack to the fork again and head down the south-western path.
    Kill some Orcs, and continue traveling south-west, then south, as the
    path changes. Orcs need death, and eventually you'll reach another large
    chamber to the south. Here you'll find your first truly threatening
    creature-an Ogre. If you've leveled by now, your superior Hit Points
    will serve you well, as Ogres pack quite a punch. Don't let injured
    characters tangle with the Ogre, withdrawing them as necessary. The
    Orcs are just distractions-take down the Ogre first, then mop up. Use
    spells like Sleep or Command to put the Ogre out of the fight. Once
    everything is dead, loot-the Ogre will drop the note 'Caravan Contract',
    and a Potion of Healing. There's also a chest with your name on it to
    the east.
    In Insane difficulty or Heart of Fury mode, you'll find three
    additional Ogres here. For a fresh party, spells are essential here...
    and a great deal of luck. Without Sleep, Entangle, or Command: Die,
    you've got little chance of winning on Insane difficulty, as these
    Ogres are probably going to kill you in one hit. On the other hand,
    strong parties replaying this area, or in Heart of Fury mode have
    nothing to fear. Each of the extra Ogres will drop a Winter Wolf Pelt,
    along with some token coinage.
    (x=1500, y=1800) Winter Wolf Pelt, 43 gold, Scroll of Horror
    Fishmonger's House (AR1005)
    25) Well, that was fun. Head back to town, sell off your booty, and go
    visit the Fishmonger (Gaspar), who lives between Hrogthgar and the
    Winter's Cradle Inn at (x=2470, y=400). Show him evidence of the
    caravan's demise and you'll get yourself some more quest experience.
    Time to report to Hrothgar.
    (For showing Gaspar evidence of the caravan's demise)
    EXP	1200
    Gold	25
    26) Talk to Hrothgar and tell him the fate of the caravan. In return,
    he'll kindly send you on another mission-to pick up supplies for the
    expedition from Pomab's Emporium. Hurray. So... head over to Pomab's
    Emporium and talk to Pomab, give him the 'Supply List' list for some
    more experience. Go back to Hrothgar to leave Easthaven.
    (For telling Hrothgar about the caravan)
    EXP	2400
    Item	Supply List
    (For giving the shopping list to Pomab)
    EXP	1200
    |								       |
    |			     Kuldahar Pass 			       |
    |								       |
    It's a short-lived expedition, as one might expect. Enroute to Kuldahar
    our group is attacked by Frost Giants. Predictably, everybody save our
    humble batch of protagonists finds themselves buried under an avalanche.
    I suppose in this part of the world, it's more of an occupational
    hazard, really. Still, we're not a terribly impressive bunch yet-the
    best hope for Kuldahar will never arrive. We just have to hope that
    whatever happens, we are allowed to hone ourselves against weak foes,
    and somehow continue to gradually increase our might against
    escalatingly more powerful enemies before encountering whatever is
    behind Kuldahar's troubles. But what are the odds of THAT happening?
    Kuldahar Pass, South (AR2000)
    Sequence of Events:						{WLK002}
    		1) Post Avalanche Hermit
    		2) Goblin Genocide
    		3) Huge Ogre Headache
    		4) More Monster Mayhem
    		5) Beetle Cave Beatdown
    		6) Goblin Marshal Migrane
    		7) Orc-Occupied Mill
    		8) Out of the Closet
    		9) Goblin Tower
    1) After a cutscene a Hermit will come speak with you. He'll point you 
    in the direction of Kuldahar and warn you of Goblins. There are indeed
    plenty of Goblins about, but they really pose no threat and warrant no
    special strategy to beat. We could make right for Kuldahar as soon as
    possible, but why skip out on any loot and experience? As with the Orc
    caves, if you find some tough opposition, a Sleep spell should clear
    things up.
    2) Head east along a road, and at a fork you'll find some Goblins
    waiting. Chop them down and head along the northern road and find more
    Goblins. To the east you'll find a ruined farmhouse and... even more
    Goblins. Loot the barrel near the farmhouse for a Potion of Healing
    and continue east to find a river bed bridged by two... well, bridges.
    The northern bridge is a small, unimpressive wooden structure that
    leads to a mill, while the southern bridge is... well, small, stone,
    and unimpressive, and it'll take you to Kuldahar. Along the way-Goblins,
    Goblins everywhere! Kill whatever Goblins you find, loot, and collect
    yourself on the road on the western side of the river bed.
    The enemies haven't changed, only their number. You can expect there
    to be more Goblins around than usual. Particularly, there will be quite
    a few Goblin Marshals stomping about.
    (x=2180, y=1300) Potion of Healing
    Ghereg's Tower (AR2003)
    3) Head north along the road and follow it when it turns west-kill
    whatever Goblins dare to stand in your way-and you'll eventually come
    across a tower (x=1720, y=750). Inside of this tower is an ogre named
    Ghereg (x=300, y=320) who has a headache. If you've got a Druid in
    your party, you can tell Ghereg about a recipe that'll cure his
    headache... if not, we'll have to avoid provoking Ghereg for now until
    we can learn a remedy for his headache from an NPC Druid, which we'll
    be able to do shortly. Why help an Ogre? Quest experience, of course!
    (For giving Ghereg your headache cure)
    EXP	1200
    Kuldahar Pass, North (AR2001)
    4) Continue around Ghereg's Tower along the path until you find an
    area transition along the north of the map (x=1500, y=100). In this area
    you'll find a bunch of Goblins (many of which are archers) preying upon
    some beetles. Against a party packing this much martial prowess, they
    really don't stand a chance, but if you want to pretend that there are
    some tactics involved, casting a Sleep spell will simplify matters. When
    all the goblins are dead enter the cave at (x=1200, y=200).
    Kuldahar Pass, Beetle Cave (AR2002)
    5) Inside are some beetles munching on some goblins. You can easily 
    dispose of them one at a time, as they won't attack unless you attack
    them... so... if you have ranged weapons, and want to turn up the
    difficulty to score some extra experience... well, I won't tell if you
    won't. They're worth 1240 Experience Points each on Heart of Fury mode.
    Once you're done, search the goblin bodies (x=150, y=330) and
    (x=505, y=405) for some gold, nine Arrows +1, and a Jasper Gem. Now
    leave the cave (x=200, y=500) and head back to Kuldahar Pass
    (x=200, y=950) (AR2000).
    6) Return to the northern (wooden) bridge to the east and cross it.
    Put down any Goblins that are still alive around the mill and talk to
    a Goblin Marshal (x=3400, y=470), if you wish. He's got much the same
    problem as poor Ghereg. Too bad nobody cares about goblins and ogres,
    right? Loot a barrel (x=3000, y=670) for a Potion of Healing before
    entering the door behind the talkative Goblin Marshal (x=3250, y=400).
    (x=3000, y=670) Potion of Healing 
    ***ITEM FISHING***
    It's not too important, but in the Mill you'll encounter an Orc named
    Uligar, who can drop-among other things-the shield Stoutward. It's not
    a game-changing item, but it is one of the better shields you'll be able
    to get for a while. Quick-Save before entering, kill Uligar, and if he
    drops a shield, you're gold. If not, reload and try, try again. You can
    also score Glimglam's Cloak, which is another decent low-level
    protection item.
    Mill (AR2004)
    7) Inside the mill (AR2004) an orc named Uligar will demand tribute. 
    You can pay him 50 gold to avoid a fight, or just kill him and his crew. 
    By far the easier choice is killing him. Uligar and his cronies have 
    assorted loot, including a Scroll of Blur and a random item drop-I've
    found the following; 
    (1st Play: The Merry Shorthorn*1)
    (2nd Play: Stoutward*2)
    (4th Play: Wand of Trap Detection*3)
    (6th Play: Applebane*4)
    (7th Play: Glimglam's Cloak*5)
    There are some stairs down at (x=340, y=160.)
    *1: This Bardic toy allows its user to cast Bless once per day. Any
    Cleric can do the same.
    *2: Stoutward gives a +2 armor class bonus, but no missile bonus. Still,
    a full-time Armor Class bonus of two is nice for now. I put it on my
    third Fighter/Cleric-Ceyalya. In my mind, her 3rd-place position in the
    party means she shouldn't be leading the party often, and hence, is
    less likely to be targeted by missiles. Better shields will go to my
    1st-and-2nd position Fighter/Clerics, as I find them.
    *3: This toy could have come in handy on an early playthough. If you
    don't have a Thief-or a sketchy Find Traps score-this could be a very
    handy item indeed. At the end of the day, it replicates a 2nd level
    Cleric spell once a day, or a Thief skill you should already be raising.
    I wouldn't rely on this drop, as I found it only one time in seven runs
    through this area. Besides, it doesn't disarm the traps, merely lets you
    know where they are. Not quite enough, really.
    *4: A simple +1 Dagger with a 'cute' story. Nothing remarkable about it
    at all. By the way, despite my own diminuative stature, I hate
    *5: This Cloak gives a +1 bonus to Armor Class and Saving Throws... not
    a bad item at this stage in the game.
    Mill, Basement (AR2005)
    8) In the cellar (AR2005) there are several goblins to kill and loot to 
    be had. Once the orgy of killing and looting is over, open the door at 
    (x=850, y=150) to find a little boy named Jermsy (x=850, y=130). As long 
    as the goblins outside are dead, you'll get experience for talking to 
    him. Unless of course, you find it hilarious that his family died. Then 
    you get nothing. And shame on you. Getting Jermsy to leave the closet 
    completes the quest.
    (For rescuing Jermsy)
    EXP	2400
    (x=520, y=220) Throwing Axe x6
    (x=290, y=150) Sunstone Gem x3
    (x=375, y=125) 15 gold
    Mill, Tower (AR2006)
    9) Now head up a ladder (x=250, y=400) to get to the mill tower, where
    you'll find a few more goblins to kill. Once they're dead, you're done
    with Kuldahar pass for now. Exit the mill and head to the east of the
    map. The area transition to Kuldahar is well, anywhere along the
    eastern edge of the map, but for the sake of argument, let's say it's
    across that fancy stone bridge to the south (x=3830, y=1200).
    |			  Chapter 1: Kuldahar			       |
    |								       |
    |		           Questing Kuldahar			       |
    |								       |
    Well, there's no way to get back to Easthaven until spring. I mean,
    logically, the snow would melt and the avalanche wouldn't be blocking
    our way, right? Makes sense. Unfortunately this is a video game, and in
    video games it doesn't matter how many DAYS pass-the sun revolves around
    quest progress. Still, pretend with me for a moment, would you? In the
    mean time, until weather changes and the passes clear *winkwink*, we
    might as well hang around Kuldahar. And since its survival is now our
    survival, we might as well see about the troubles around here. I mean,
    how much trouble could an isolated tundra village be involved in?
    Kuldahar (AR2100)
    Sequence of Events:						{WLK003}
    		1) Nate-A Most Wondeful Name!
    		2) Gerth's Equipment Shoppe
    		3) Orrick's Tower
    		4) Arriving at Arundel's
    		5) Arundel's Ogre Asprin
    		6) Mirek's Missing Heirloom
    		7) Hjollder's House
    		8) Garnet-Giving Gal
    		9) Root Cellar Tavern 
    		10) Evening Shade Inn
    		11) Conlan's House
    		12) Oswald's Airship
    		13) Temple of Ilmater
    1) To the east is a kid (x=550, y=2000), who has an oddly sexy name.
    Talk to Nate, this handsome, intriguing, Cadillac of children, and
    he'll tell you about Arundel, and suggest that you should talk to him.
    We'll explore the town as we go, and fortunately for Nate, Arundel's
    House is nearby, so we'll be seeing him soon. First things first,
    however, head into the building at (x=1000, y=1800)
    Gerth's Equipment Shoppe (AR2113)
    2) Inside is Gerth (x=370, y=170), who else? He runs the general store,
    and will offer to buy 'historically significant' items from you. This
    is, however, primarily a junk shop, where you can sell gems, jewelry,
    and odd items that have no apparent function. He also sells some bardic
    instruments, but as I have no bard, I have no interest in them. You may,
    however, want to consider buying the Gem Bag, if you didn't buy one
    Bardic Horn of Valhalla
    This horn summons 2-4 berserkers to fight for you. They're full of
    weak-sauce, however, and are little more than distractions.
    Lyre of Progression
    Allows the bard to memorize two additional 2nd-level spells and one
    extra 3rd-level spell. This is actually one of the better Bardic aids
    in the game, as 2nd-and-3rd-level spells are pretty useful.
    Orrick's Tower (AR2101)/(AR2102)
    3) When you're done looking at the junk in Gerth's shop, head north
    along the path to find a tower (x=350, y=800). Inside, on the first
    level, you will find Weenog, a 'tame' Goblin who serves the master of
    the tower. The Mage who owns this tower-Orrick-is through the door at
    (x=380, y=300). Talk to Orrick (x=360, y=180) and ask about his work,
    eventually accepting to keep an eye out for any Elven ruins you might
    just happen to stumble across. What do you think, are the odds of that
    ever happening? 
    He's not just a mindless quest-giver, however, he also sells stuff-Magey
    stuff, in fact. He'll be your source of Mage Scrolls and other magical
    trinkets throughout most of the game. Right now, however, I'm broke, so
    I won't be buying anything, even though I'll tempt you by listing the
    decent items he has for sale right now. He will update his inventory as
    you advance through the game, so it pays to check back at the beginning
    of every chapter... don't worry, I'll let you know when there's shopping
    to be done.
    He can also turn some monster bits into magical items, provided you've
    got enough cash, and you bring him enough monster bits. We haven't
    found any of the bits we need yet, save a Winter Wolf Pelt, and that's
    not enough to craft anything, but it's worth pointing out. Don't worry,
    I'll let you know what goodies you can have Orrick craft as we find
    Finally, before leaving, there are a few trinkets we can grab now.
    I already said I was broke, but this doesn't stop me from stealing from
    Orrick, who has an Amulet of Metaspell Influence*1 and a Ring of Free
    Action*2. My Fighter/Mage/Thief, Syrenil, has a 35% Pick Pockets score
    right now, so this will take some save/loading to do... but hey, magical
    gear is worth a little bother.
    Clasp of Bron's Cloak
    This simple item grants its wearer a 5% resistance to Piercing,
    Slashing, and Missile attacks-physical damage, in other words. 5% is not
    a huge bonus-on a normal game, against most foes, it means you'll be
    taking one less point of damage from attacks. Really, 5% equals one
    point of damage reduced out of twenty. It's... a petty little accessory,
    but if you have the coin to spare, it... well, it's decoration, really.
    Girdle of Gond
    A belt that adds +10 to Open Locks and +5 to Find/Remove Traps. It's a
    fair toy for any Thief, but Syrenil will not really benefit it for long
    (100% Find/Remove Traps is all I need, and when she hits 3rd level as a
    Mage she'll have Knock). Save your money.
    Robe of Enfusing
    This robe gives a two point Armor Class bonus, +5% Magic Resistance,
    and allows you to memorize one additional 1st-level Mage spell. Seems
    good, and it's decent, but we'll find better. It stacks with other
    protection items, and can be worn with Bracers of Defense.
    Scarab of Goodwill
    You can use this to cast Friends (normally a Mage spell) once per day,
    but it can only be used by Clerics. At this point in the game, it'll
    set you back about 7000 gold. For a 1st-level Mage spell. Once per day.
    That can only be used by Clerics. On the other hand, you can just buy
    the spell Friends for about 120 gold. Does the same thing, for a sliver
    of the price.
    Bag of Holding
    Do I need to even describe how awesome this item is? You find loot,
    and you put it in. An indispensible inventory managment item. Its
    cost is fairly hefty, but it's worth grabbing as soon as you can, as
    it'll allow you to accumulate more loot before having to return to
    |Mage Spells|
    1st-Charm Person
    1st-Chromatic Orb
    1st-Color Spray
    1st-Expeditious Retreat
    1st-Find Familiar
    1st-Magic Missile
    2nd-Agannazar's Scorcher
    2nd-Cat's Grace
    2nd-Detect Invisibility
    2nd-Melf's Acid Arrow
    2nd-Mirror Image
    2nd-Power Word, Sleep
    2nd-Ray of Enfeeblement
    *1: A simple little amulet that will give us one extra 2nd-level Mage
    spell slot. It'll outgrow its usefulness eventually, but in the mean
    time, an extra 2nd-level Mage spell won't hurt. Besides, it's not like
    you PAID for it or anything.
    *2: This ring prevents you from being paralyzed, either from a Hold
    Person spell, Web spell, or from a critter's attack. We'll be fighting
    foes who can paralyze you sooner than you think. I put this on my party
    leader-the first into the fight is most likely to be affected by these
    effects. Good news, we'll get another one of these rings shortly, which
    can go on my second Fighter/Cleric, Amirule.
    The Bag of Holding is new the Enhanced Edition... at least, it's new
    to Orrick. Also, he's got new spells.
    Arundel's House (AR2112)
    4) Leave Orrick's Tower and head south, past Gerth's Equipment Shoppe,
    to find Arundel's House at (x=1400, y=2150). Within this tree-abode
    you'll find, Arundel (x=300, y=250), of course. Chat with him a bit to
    learn about the town and its troubles. Apparently the 'Great Oak' in
    town is a judgemental prick plant, and is allergic to some evil presence
    in the mountains. As the tree gets sick, the warmth it provides fades;
    this is a problem in an arctic environment... although if the stupid
    tree were to die, at least there would be plenty of fire wood on hand!
    Still, I don't want to have to chop wood, do you? No? Good. That means
    we need to search out this evil and stop it. Eventually Arundel will
    send you off on a quest to investigate the Vale of Shadows, which is our
    next major quest... once we're done playing around in Kuldahar. Talk to
    Arundel again and tell him about the ogre in the pass (if you didn't
    already give him a cure, courtesy of a PC Druid) to learn about an
    herbal remedy that may help poor Ghereg.
    Before I run off to medicate an Ogre, however, pick pocket another Ring
    of Free Action from Arundel. Now both of my leading characters have one.
    5) Now, this might be a little inconvenient, but you can return to the
    Ogre with the headache in Kuldahar Pass. We'll never really have an
    excuse to return there for any other reason, and there's no good reason
    to put this off (after all, we could use the levels), so head there at
    your leisure. Tell Ghereg the recipe Arundel related to you for some
    quest experience. Now we're done with Kuldahar Pass... No really, this
    time I mean it. Return to Kuldahar.
    (For giving Ghereg Arundel's headache cure)
    EXP	1200
    6) Continue east, then north over a wooden bridge. There's a house to
    the north-west (x=2000, y=1600) that contains absolutely nothing
    interesting. Carry on to the east, past a statue of Archdruid Tolben,
    and north past another house (x=3000, y=1800) which is entirely
    uninteresting, to reach a snow-covered wooden bridge, near which you'll
    be pestered by a 'Frightened Townsperson' named Mirek. He'll approach
    and say he's being chased by Yetis*. Sure enough, two Yetis will appear
    that need some death. They're more formidible than Goblins, but they
    should still fail to pose any real challenge. After the Yetis are dead
    talk to Mirek. He'll tell you about the Vale and ask you to recover a
    family heirloom that his brother Silas was carrying.
    *Yeti Pelts are good stuff early on in the game. Refrain from selling
    them until you have a full inventory, as prices go down as you dilute
    the market. Selling off sixteen Yeti Pelts in one go will earn you more 
    money. You can also turn those Yeti Hides in to Orrick, who will craft
    Yeti Hide Armor +1* for you if you bring him ten pelts... and you pay
    2500 gold. Don't worry, we'll be fighting more Yeti soon.
    The Yetis here have been replaced with Tundra Yetis. Presumably a
    slightly more powerful version? They die just as well.
    *1: It might be tempting to craft yourself a suit of magical armor for
    the sake of novelty... but this armor isn't really worth it. It's as
    protective as Chain Mail, and it can be worn by Thieves (albeit with
    penalties), but... well, penalties aside, it's just a suit of Hide
    Armor +1 with +15% cold resistance. You'll find better soon enough,
    might as well save your money.
    Hjollder's House (AR2109)
    7) Now, to loot some houses that are actually interesting... well, kind
    of. Over at (x=2750, y=1250) will be a house containing the barbarian
    Hjollder (x=280, y=150)-instigator of the Heart of Winter expansion. Of
    course, at this point in the game he does little more than to tell us
    about his problems, and if we offer to help him out, he'll tell us how
    much we suck (there's a level requirement for Heart of Winter, kids).
    Before you go, however, there is a bit of looting you can do-be sure to
    grab the Sling +1 from the closet near Hjollder. Just click on the
    closet and wait-your party members should squeeze their way over to it
    eventually. Honest.
    (x=300, y=100) Sling +1, Bullets x20, 40 gold
    House (AR2016)
    8) The house at (x=2200, y=900) has a Mummy's Tea on the bookshelf at
    (x=300, y=100). In this house I also talked to the townsperson inside
    about Kresselack, and ultimately obtained a Garnet Gem out of the
    conversation. Score.
    (x=300, y=100) Mummy's Tea
    Root Cellar Tavern (AR2111)
    9) After looting the houses of Kuldahar, head to the Root Cellar Tavern
    (x=2030, y=850). There are a number of folks to chat with in here.
    Whitcomb will get you liquor and Lysan will talk about the troubles of
    the town. Amelia is the questy sort, however. Talk to Amelia about
    getting a room. She'll tell you about the mysterious circumstances under
    which the new owner of The Evening Shade, a halfling by the name of
    Aldwin, came to own the establishment. We'll have to be sure to bring
    that up when we head over to the inn, won't we? Also note that you
    can talk to any random townsperson to learn about the troubles of
    Kuldahar. People going missing, evil weather, that old rag. If you talk
    to one with a Paladin, and ask about temples, you can champion the cause
    of Ilmater for some experience.
    (For pushing Ilmater to the peasants)
    EXP	1200
    The Evening Shade (AR2114)/(AR2115)
    10) Speaking of the Inn, head over to The Evening Shade Inn
    (x=1200, y=500), where you cand find the new proprietor-Aldwin-at
    (x=370, y=300). He'll be charging three times the average rate for
    rooms, and will insist that his claim to the store is legitimate. Hmm...
    There's searching to be done. Take the stairs at (x=50, y=150) and loot
    around until you find Eidan's Legacy Ring (x=320, y=380). Once you have
    the ring, you have some options. When you confront Aldwin, you can force
    him to confess to the elders, or you can blackmail him into giving you a
    free room whenever you want it. It's nice to get a free place to rest
    in town, but with a party full of Fighter/Mage/Clerics, I always have
    some healing, so I'll rarely need much rest. Still, you don't get any
    less experience either way, so there's really no reason not to
    blackmail him and save yourself a few coins down the road.
    ***ITEMS*** (AR2115)
    (x=250, y=180) Studded Necklace with Zios Gems
    (x=320, y=280) Eidan's Legacy Ring
    (For forcing Aldwin to confess)
    EXP	3225
    (For blackmailing Aldwin) 
    EXP	3225
    Misc	Free Noble Room
    Conlan's House (AR2103)
    11) It's time to head to the blacksmith's shop, which is at
    (x=1480, y=400). Inside, Conlan-the blacksmith-will whine about his son,
    and say some rather pessimistic things, overall. You can offer to find
    his son, but this is a good distance off. In any case, sell any junk
    you've been collecting from the Goblins. He's got some nice equipment
    for sale, but almost all of it is well out of our budget... but that
    doesn't mean I won't discuss his goodies! Note that Conlan, unlike
    Orrick, will NOT update his stock... ever. This is a good thing, because
    his better items are quite expensive. You can also try to nab Conlan's
    Hammer from his chest, but if you don't have a good Open Locks score or
    the Knock spell, you're probably out of luck.
    Ammo Belt
    A cheap, but useful item, if you've got characters who use missile
    weapons, it'll really help with inventory management. Just stick
    ammunition inside (particularly magical ammunition that you less
    likely to use reguarly) to keep your inventory clean.
    Daisy +3
    Comparable to The Black Bow-it's a Crossbow that gives +3 damage, +5
    THAC0. There's one draw-back to Crossbows, however, that this weapon
    doesn't address-their low rate of fire compared to bows. Some Crossbows
    you'll find will give extra attacks per round, hence resolving this
    issue, but this one will not.
    Evil Spider Crusher of Doom +2
    How can you argue with a weapon named 'Evil Spider Crusher of Doom'?
    It sounds like a freakin' Diablo weapon! Anyways, it's a weapon that
    gives a bonus versus spiders. Spiders shouldn't be too much trouble,
    but at least this weapon has a base +2 enhancement bonus.
    Faith Killer +2
    A +2 Axe that gives +5% Magic Resistance and has a 5% chance to cast
    Dispel Magic on targets you strike... very similar to Bala's Axe from
    Baldur's Gate 1. There are better solutions for enemy spell-casters,
    Fayr's Halberd +3
    Another plain +3 weapon, if you're married to Halberds, it might be
    worth a look, but you can find better.
    Giant Killer +1, +4 vs Giants
    A +1 Sling that is +4 against Giants. There are a number of giants in
    the game (Verbeegs, Ettins, Frost Giants, Fire Giants), but the best
    way to deal with them is NOT by chucking rocks, even +4 rocks. Hitting
    them with a highly enchanted melee weapon in the hand of a Grand Master
    is a better idea.
    Hellpick +3
    Hellpick is a very expensive +3 Hammer, with absolutely nothing special
    about it save an improved Speed Factor. Unfortunately, you can purchase
    The Giving Star AND The Love of Black Bess for the same price.
    Helm of the Trusted Defender
    What can you say? This helmet rocks. It gives a +3 Armor Class bonus
    and makes the wearer immune to Sleep and fatigue. The only problem?
    It can only be worn by Gnomes and Halflings. I might have made
    concessions for Heart of Fury by advocating an all-good party so I
    could gather the Shimmering Sash, but I won't do so here. Yes, it is
    a very nice helmet, but a multi-class Half-Elf has better class choices
    than a Halfling or a Gnome.
    Lonesome Road +3
    A +3 two-handed Axe that boosts your Constitution by one point. It's a
    decent weapon, really, but again, two-handed weapons aren't great for
    front-line Fighters, as it deprives them of the use of a shield. Note
    that Lonesome Road is the name of a Fallout: New Vegas DLC, made by
    Obsidian (the revived, post-Interplay version of Black Isle). Just
    showing off the anachronism of this guide.
    Pig's Eye +4
    This racist weapon is yet another item that is more powerful versus
    a certain enemy-in this case, Orcs. Don't scoff, they won't all be as
    weak as the ones we've already dispatched. On the other hand, it's a
    very expensive weapon, and we'll find a comparable one-not a single
    coin wasted.
    Pikeman's End +3
    A simple +3 two-handed sword. You'll find a highly enchanted two-handed
    sword (or rather, a few of them) along the way, so you don't need to
    spend money here.
    Reliance +4
    Reliance is a simple +4 Dagger. If you're using Daggers on a Mage or
    Thief-they don't warrant you spending tens of thousands of gold on
    their melee weapons. If it's for, say, a Fighter/Druid, then you may
    have a case, but you'll find tons of daggers.
    The Black Bow +3
    This bow gives a +3 damage bonus and a +4 THAC0 bonus, making it a 
    pretty potent weapon. Still, you'll find plenty of potent Long Bows
    throughout the game. This bow really needed to be a Short Bow, to even
    warrant a serious look at it.
    The Blade of Bael +3
    Nothing special about it, it's just a very, very expensive +3 Bastard
    The Giving Star
    Probably the best weapon being sold by Conlan, all things considered.
    It's about half the price of many of the other weapons, has a +3
    enhancement bonus, and has a 10% chance to cast Cure Light Wounds on
    the wielder (that's you) and increasing your Strength by one.
    Unfortunately it can't be used by Good characters, so I won't be buying
    The Love of Black Bess +3
    How can you hate a +3 Mace? Sure, it has a 10% chance to cause foes
    to lose 4 points of Luck-whatever the hell that means, but it's dirt
    cheap compared to most of the other weapons! Really, it costs 1/3 as
    much as The Giving Star. It's hard to argue against a +3 weapon for
    7000~ gold.
    The Lucky Scimitar +2
    Magical Scimitars aren't very common in this game, and any Fighter/Druid
    eagerly desires such weapons. A plus for this weapon is that it is dirt-
    cheap, comparitively speaking, so it might be worth purchasing if you
    decide not to go with Daggers. It's a +2 weapon that bestows the effects
    of the Luck spell unto the wielder-which grants a +1 bonus to saves and
    attack rolls. Not bad.
    The Spear of White Ash +3
    This Spear is a +3 weapon that has a 5% chance to deal 1d6 extra
    damage. The +3 part is pretty nice, but the 1d6 damage... eh... What
    ever. I'd rather have a shield on my front-line characters, which means
    spears are out.
    The Staff of Eron +3
    A simple +3 Quarter Staff, at a premium price. Who would be using
    Staves, anwyays? Mages? Their melee prowess doesn't warrant the price,
    and Druids? They're better off with a Shield.
    The Sword of Myrloch Vale
    A +3 Long Sword that boosts your Lore. I can't really think of anything
    good to say about a Lore boost, really, but a +3 weapon really speaks
    for itself. Sadly, by the time you have tens of thosands of gold at
    hand, you'll have already found (or will soon find) better.
    Tombsweeper +3
    Tombsweeper is a decent +3 blunt weapon that can be used by any of
    our Fighter/Mage/Clerics. It suffers from too much competition, however.
    Both The Love of Black Bess and The Giving Star are cheaper, and better.
    Trollslayer +1, +4 vs Trolls
    I try to stay away from weapons that gain most of their power against
    only one specific foe (unless that weapon kills said foes outright, and
    said enemies are half of the creatures in the game), but Trolls can be
    very annoying, and this weapon is... well... an ideal way to deal with
    them. Your only other options? Have potions of Fiery Burning, use
    spells, or hopefully use a weapon that deals fire or acid damage, which
    you would have needed to have found. If all else fails, keep this sword
    in mind.
    (x=350, y=100) 110 gold, Conlan's Hammer*1
    *1: It's only a +1 War Hammer that improves the wielder's THAC0 and
    damage when fighting iron golems. Still, it can hit ANY creature that
    requires a magic weapon to keep, making it a useful tool at any level.
    There are much better weapons out there, but Conlan's Hammer is still
    worth holding onto.
    Oswald's Airship (AR2108)
    12) Our last stop is Oswald's Airship (x=3100, y=400), east of Conlan's
    House. Oswald (x=400, y=150) is rather strange, but he'll sell you a
    variety of potions. Of particular interest are Potions of Invisibility
    and Potions of Giant Strength. If you have money burning a hole in your
    inventory (which you don't) you'd do well to stock up on these. Most
    importantly, Oswald has a good number of items to pick pocket. These
    include two Oils of Fiery Burning, a Potion of Firebreath, a Necklace of
    Missiles*1, and  a Ring of Protection +2*2.
    *1: This unassuming piece of jewelry allows you to cast a weak (6d6)
    Fireball-a great asset for a low-level party. You'll never really need
    it, and it only has one charge left (so it doesn't sell for shit,
    *2: The Ring of Protection +2 is something that's going to be useful
    the rest of the game, and while there might not be a placement issue to
    worry about yet, it'll come in handy on the characters who can't wear
    armor (mages). For now, just stick it on your party leader, where it can
    remain until you find some magical armor to replace it with. Daisy-chain
    it down the party as you find magical armor.
    Temple of Ilmater (AR2107)
    13) Now head south down near the statue of Archdruid Tolben, then east
    to find a snow-covered bridge. Head north along the dried up river-bank
    to find the Temple of Ilmater, (x=2800, y=700), outside of which is the
    painfully boring Brother Ferg. Inside you'll find Ferg's brother...
    Brother Gus. Talk to Sister Calliana (x=220, y=250), who is the only
    remotely interesting character here. Question her about being the
    "acting" head of the temple, and she'll tell you that both of her
    senior priests-Revered Mother Egenia and Brother Poquelin-have gone
    missing in recent weeks. Oh well, missing townsfolk, missing priests,
    we'll get to these easily-lost villagers later. Despite her temporary
    status, Sister Calliana provides temple services identical to those
    provided by the Temple of Tempus back in Easthaven. Use them as needed.
    Yay. Now that I've covered all of the places in this town...
    We're done with Kuldahar for now! We've plundered what we could from
    this little afterthought of a town, recieved some quests, and gained
    access to free lodging. It's time to travel to the Vale of Shadows,
    which can be accessed by exiting from the eastern edge of the map
    (x=3830, y=1700).
    |								       |
    |		          The Vale of Shadows		 	       |
    |								       |
    Finally, we're done with the prologue, and really, Kuldahar was just as
    much of a tutorial as Easthaven was. This game starts out slow, but we
    are finally looking at our first bit of real adventuring, with dungeons,
    treasure, monsters and all that...
    Vale of Shadows (AR3000)
    Sequence of Events:						{WLK004}
    		1) To the Northern Tomb
    		2) Skeletons and Zombies
    		3) Trap Cherry!
    		4) To the Southern Tomb
    		5) Ghouls and Ghasts
    		6) Grabbing the Gate Key
    		7) Yeti Chief Slaughter Fest
    		8) The Yeti Cave
    		9) Yet Another Tomb...
    		10) Therik's Tomb
    		11) Snatching the Sanctum Key
    		12) Town Run!
    		13) To Kresselack's Tomb
    Tomb (AR3401)
    1) Dark, windy, snowy, fun. Head directly east, ignoring a fork to the
    south, and into the tomb at (x=1800, y=200). You'll encounter some
    Lesser Shadows along the way, but fear not-they're no big deal. If they
    hit you, they'll bestow 'Bad Luck' on you, which will go away on its
    own after a few rounds. Inside the tomb you'll encounter some Skeletons
    and Zombies, petty undead that should pose no threat. The Skeletons
    will drop weapons-occassionally 'High Quality' versions, notable by
    their healthy green hue. These weapons function the same as their normal
    counterparts, but they have a +1 THAC0 bonus. If you find a High Quality
    version of a weapon you like, be sure to equip it.
    There's even more glory for my triple-classers in Heart of Fury mode,
    as they possess the ultimate cheap tactic if ever there was a cheap
    tactic. Even weak monsters in the Vale of Shadows are fairly tough in
    Heart of Fury mode, but there's a trick we can-and should-employ. Cast
    Invisibility on any Cleric, turn off party AI, then activate their
    seldom-used 'Turn Undead' ability. The monsters in Heart of Fury have
    been boosted, sure, but not enough to make them immune to smiting by a
    high-level Cleric. It's an instant-death effect which, if you're a high
    enough level (Clerics level 20+, or go home) should annihilate most
    undead passively, quickly, and easily from here until... well, past
    Dragon's Eye. I will merrily refer to this tactic as... Invisosmite!
    Note that the invisibility part of it is optional-if you have a party
    like mine, activating the 'Turn Undead' ability on all five triple-
    classed characters and walking around is enough to turn my party into a
    moving instrument of death. It does, however, work to make you
    completely invulnerable while you smite-even if most undead won't be
    able to withstand you for longer than a round anyways.
    2) Loot the skeleton on the wall (x=780, y=650), then continue up the
    stairs to the west. Here you'll find the first quasi-dangerous foe in
    the game (save that Ogre, if you were under-leveled), a Carrion Crawler.
    Its attacks can paralyze you, and since it attacks quickly and has some
    Skeletons supporting it, a paralyzed character can be in some real
    trouble. Engage it with the two characters protected by Rings of Free
    Action. Once the Carrion Crawler is dead, mop up the Skeletons.
    (x=780, y=650) Studded Leather Armor, Antidote (Cursed)*1, 
    	       Potion of Agility, Scroll of Luck
    *1: You will occassionally come across potions that look different from
    'normal' versions of that potion. If in the item description it says the
    potion looks 'murky' or 'oddly colored' or some such, don't drink it.
    It's either cursed, spoiled, or fake-either way, it's detrimental to 
    your health.
    3) To the east, a fork. First explore to the east to find a trap that
    needs to be disarmed. Why does it need to be disarmed? To make this tomb
    safe for the children! Now explore up the northern fork, where another
    trap lurks at the entrance to the tunnel. Disarm it and explore north
    until you find another skeleton that can be looted.
    (x=940, y=130) Shortbow, Arrows x5, Scroll of Stinking Cloud*1
    (x=990, y=450)
    (x=620, y=380)
    *1: Stinking Cloud is a fairly nice spell for debilitating groups of 
    enemies. Alas, most of your enemies are undead, and won't be affected by
    it. In any case, with the Rings of Free Action I prefer Web, since I
    won't be harmed by its effects.
    4) Exit the tomb and backtrack to the west until you reach the fork
    again. At it, head south until you encounter some Yeti. We killed them
    just fine in Kuldahar, and there's no reason you should have more
    trouble killing these ones than those. Continue south along a narrow
    path until you reach another fork. Head east, the north. Smite some more
    Lesser Shadows, then continue east to find another Tomb (x=1200, y=400).
    Note: Resting outside in the Vale of Shadows might result in you being
    ambushed by Yeti. This isn't necessarily a bad thing, if you want to
    score some (relatively) easy Experience Points, and some Yeti Pelts.
    Tomb (AR3101)
    5) Immediately inside the tomb you'll be attacked by some Skeletons and
    a Ghast. Ghasts and Ghouls are rather unfriendly due to their ability to
    paralyze your party members. In the Gold Box D&D games, this set you up
    for a coup'de'grace. Fortunately, you're not a one hit kill while
    paralyzed in Icewind Dale, but you will be hit by every enemy attack.
    Being paralyzed can allow the enemy to quickly tear a character to
    ribbons, and is best avoided. If possible, characters with Rings of 
    Free Action should draw the attention of Ghouls and Ghasts to prevent 
    their paralyzation from working.
    6) Grab the Gate Key from the golden statue to the north (x=350, y=450)
    and cautiously explore the level. In the tunnel west of the golden
    statue room are three traps waiting for you, and beyond them more undead
    (including a Ghoul). To the east of the golden statue room there's a
    trap that triggered at around (x=950, y=500) that I couldn't detect
    even with Find Traps at 90%-so it's probably beyond the means of fresh
    parties to detect. It summons some Lesser Shadows for you to kill,  so
    it's probably worth tripping anyways. Turn the undead back into bits
    of bone and ectoplasm, loot the sarcophagus in the north-eastern corner
    of the level, and head back out into the Vale.
    (x=350, y=450) Gate Key, Scroll of Identify, Potion of Healing,
    	       Scroll of Remove Fear
    (x=260, y=330) Leather Armor +1, Scroll of Cure Light Wounds
    (x=770, y=150) Potion of Healing, 21 gold, Scroll of Grease,
    	       Scroll of Strength, ~Huge Long Bow*1, Potion of Genius
    	       (3rd Play: Halberd of Sparks +1*2)
    	       (4th Play: Flawless Two Handed Sword)
    	       (7th Play: Finest Long Sword)
    (x=300, y=720)
    (x=230, y=630)
    (x=170, y=540)
    (x=950, y=500)
    *1: A +3 damage bow. Unfortunately it lowers your Armor Class by 1, but 
    if you're a pure archer, who cares, right? Of course, if you have a 
    Composite Long Bow already, you've got +2 damage and +1 THAC0. This bow
    isn't worth the trade off.
    *2: It's a +1 Halberd with a 15% chance to deal an extra 1d10 electrical
    7) Back-track to the last fork and explore to the west, following it as
    it switch-backs to the east, until you finally reach yet another fork.
    This time, explore to the north. Some Yetis are standing around waiting
    for somebody to kill them. Oblige, then continue east to reach the
    center of the map, a large platform dominated by a statue of a robed
    figure. The prayers of statues are as effectual as the prayers of
    people are-even more so, because they can hold the pose longer and
    statues don't commit sins by liking things. It's the truth. We should
    all endeavor to be more like statues, those blessed things (you can
    start by giving me all your worldly possessions-those things just lead
    to trouble). Anyways, more Yetis can be found around here, to the west.
    You'll also find a ramp leading south, which you should take. Kill more
    Yetis as you explore down the ramp, then to the east. In front of a
    cave you'll find the Yeti Chieftan, a slightly tougher Yeti. Kill it and
    loot it for two interesting items-Mirek's Family Heirloom, and a Long
    Sword +1 (7th Play: I found a Morning Star +1*1, which is all the more
    agreeable to my new party. You can also find a Short Bow +1 here, for
    what it's worth. In the Enhanced Edition I found a War Hammer +1.)
    *1: Pretty simple weapon, it's got a +1 enhancement, which is better
    than anything else I have. Like with shields and armor, I'll equip the
    leader of my party with the finest gear I find, and daisy-chain down the
    roster until everybody is uber.
    Yeti Cave (AR3001)
    8) Now, there's a cave nearby (x=2000, y=1300)... I know you want to get
    back to town and turn in that amulet, but it can wait. There's really
    no good reason to explore this cave now, since we'll be coming back here
    later to resolve a quest... but there's good loot inside we'd be well
    served by picking up now. Wait. That IS a good reason. Anyways, inside
    kill all the Yeti you find (there should be five of them) and loot the
    crates to the north. This will get you some nice items, and enough Yeti
    Pelts to fill an inventory. Lots of Clericy stuff here, eh?
    (x=390, y=390) Mace +1*1, Chainmail, Potion of Agility
    (x=370, y=410) Gold Necklace, 12 gold, Potion of Fire Resistance,
    	       Gnomish Tools*2
    (x=340, y=440) Fire Agate Gem, Turquiose Gem, Zircon Gem,
    	       Moonstone Gem, Potion of Freedom
    (x=310, y=420) Potion oif Healing x2, Potion of Genius, 
    	       Scroll of Glyph of Warding, Scroll of Prayer
    *1: Another +1 blunt weapon, another Fighter/Mage/Cleric is happy.
    *2: These tools are new to the Enhanced Edition... and they kind of
    seem questy, no? You should probably hold onto them. If only there
    were any Gnomes we knew in town...
    Tomb (AR3201)
    9) Return to the large platform with the praying figure and explore to
    the north. There's another tomb up here, if you still have the inventory
    space for some adventuring. Kill some Lesser Shadows along the way and
    enter the tomb at (x=2600, y=400). Once inisde, you'll be accosted by a
    number of Skeletons and a Ghoul. None of which should be able to phase
    you... at least, if the Ghoul is nice and attacks party members equiped
    with a Ring of Free Action. Smite until you're the only things standing,
    then loot. Once done, head north. There's a trap in the doorway that
    needs to be disarmed, and another trap by the sarcophagus that I
    couldn't detect. It summons a number of skeletons in the niches around
    the sarcophagus, so again, there's no real problem in triggering it.
    This is not the same trap as the trap ON the sarcophagus itself, mind
    (x=180, y=580) Scroll of Find Traps, Scroll of Chant
    (x=780, y=460) Potion of Healing, Mummy's Tea
    (x=850, y=320) 35 gold, Gold Ring, Bastard Sword, Scroll of Infravision,
    	       Scroll of Protection from Evil, Potion of Infravision,
    	       Chainmail +1*1
    (x=600, y=550)
    (x=850, y=320)
    ***ITEM FISHING***
    Now, we'll have a chance to fish for another item shortly. This one
    isn't terribly impressive, but it's not hard to get, either. In the
    next Step we'll be traveling to a tomb, wherein we'll encounter a
    Skeleton named Therik, who has random loot drops. I suggest you quick-
    save before entering the tomb, kill and loot Therik, and if you get a
    magical ring, keep it. If not, reload and try again.
    *1: This armor is no better than Splint Mail, so you don't need to 
    bother wearing it. It sells well, however.
    Tomb (AR3301)
    10) Backtrack all the way to the fork that led us up to the center of
    the level and explore the virgin path to the east. You'll shortly find
    the entrance to yet another tomb (x=3400, y=1400). Once you enter you'll
    be accosted by a skeleton warrior by the name of Therik. You can leave
    peacefully (if you have the Gate Key, you'll have to give it up in order
    to leave). Or you can kill him. Yeah... let's kill him! He drops random
    loot, as follows:
    (1st Play: Ring of the Warrior*1)
    (2nd Play: Phase Dagger*2)
    (5th Play: Finest Halberd*3)
    (7th Play: Potion of Action Transference*4)
    (7-X Play: Flawless Two Handed Axe*5)
    I suggest trying to get the Ring of the Warrior from him, as it's a
    niftly little ring that increases the wearer's THAC0 by one. It's not
    game-breaking, but since you can't stack Rings of Protection, you'll
    probably be able to find a home for it for a long time.
    *1: This is a tough one. All my fighters (the first five characters)
    have the same strength modifier, and THAC0. But, Syrenil, my archer,
    gets two-and-a-half attacks per round. Who will benefit more from this,
    a character with one attack per round, or one with more?
    *2: A cruddy little dagger with no enhancement bonus. It has a 15%
    chance to phase enemies... but the only thing really exceptional about
    this weapon is that it actually makes Applebane seem not so bad.
    *3: This nice little Halberd gives a +2 bonus to THAC0 and +10%
    Slashing Resistance. I'd still stick with the Halberd of Sparks +1,
    if you have it.
    *4: One of several potions that will permanently alter your stats if you
    drink it. Many of them are win-lose propositions-you gain +1 into one
    attributes, but suffer a -1 penalty to another. This particularly vile
    concoction causes you to gain a point of Charisma at the expense of one
    point of Dexterity. It might as well be filled with goat piss.
    *5: +2 THAC0, nothing else special about it. Who uses two-handed axes
    11) Beyond Therik you'll find a large number of Skeletons across the
    bridge. If you need a strategy, bottleneck them on the bridge with two
    Fighters  and let the rest of your characters use ranged attacks to
    decimate them. On the eastern side of the bridge you cand find a Ghoul
    lurking around near some coffers to the east. Continue east (disarming
    a trap along the way) and head down some stairs when you run out of
    east. Along the stairs you'll get the pleasure of dispatching a variety
    of undead, including Skeletons, a Ghast, and some Zombies. In the room
    with the ring of sarcophagi at the bottom and the ajoining room to the
    south we'll complete our undead collection by dispatching another Ghoul
    and some Lesser Shades. Loot-be sure to grab the Sanctum Key*2-and
    (x=1550, y=300) Long Sword, 9 gold, Helmet.
    (x=1910, y=800) 14 gold, Dagger +1*1, Scroll of Color Spray, 
    		Potion of Strength
    (x=1640, y=550) 6 gold, Scroll of Invisibility*2
    (x=1800, y=1250) Sanctum Key*3, 26 gold, Broken Armor, 
    		 Scroll of Chill Touch, Potion of Insulation
    (x=1800, y=350)
    (x=1800, y=1250)
    *1: A very minor upgrade to Aspel's Dagger... but since it's magical,
    it'll put you in the game against the many, many critters that require
    magical weapons to harm.
    *2: Sneaking might not be fool-proof (especially at our low level and
    with my focus on thieving skills being directed to Find Traps), but
    Invisibility is. We'll be using this spell for some of our more
    complicated Item Fishing runs.
    *3: The Sanctum Key opens the east (x=1600, y=1350) and west 
    (x=900, y=1150) doors in Kresselack's Tomb (AR3501).
    12) We've got one last tomb to raid-and it just so happens to be a
    rather long one. This is a great time to head back to town, sell off
    Yeti Pelts and other junk, buy more arrows, and generally resupply.
    While in town I make sure to find Mirek, who's in front of the potter's
    house (x=2090, y=1710). Give him the heirloom and he'll thank you. More
    importantly, he'll reward you. Also, take those Gnomish Tools back to
    Oswald in town. He'll inquire about them, as they might help him repair
    his airship... and he's willing to trade potions in exchange for them...
    or you could ask for gold, instead, but even Oswald will tell you that
    he's got less gold than potions. Heck, if you really want gold, take
    the potions and sell them. All together they're worth 240 gold, which
    is better than the brute 150 gold Oswald will give you. Once you're
    ready return to the Vale and backtrack to the tomb where we met Therik.
    (For returning Mirek's heirloom)
    EXP	2400
    Item	Sling +1
    (For giving Oswald the Gnomish Tools)
    Gold	150
    Item	Potion of Healing x2
    	Potion of Invisibility
    	Potion of Heroism
    13) From Therik's Tomb head north and dispatch any (and many) Lesser
    Shadows along the way. The path will terminate at a grand doorway
    leading to the largest tomb (x=3300, y=400) of all-that of Kresselack.
    I expect that even the most casual of gamers have well over 5,000
    experience per character by now, and if you've been adjusting the
    difficulty sliders, it's possible to have over 10,000. In any event,
    we should all be at least level two with whatever characters we have.
    You should also have the Sanctum Key, and at least two +1 melee weapons
    if you've been following this guide. Anyways, when you're done staring
    at the huge doorway in redundant awe of the wealth the living waste on
    the dead (how many hungy kids could have been fed with the money wasted
    on this tomb?), head inside.
    |								       |
    |		           Kresselack's Tomb		 	       |
    |								       |
    If you've been talking to townsfolk in Kuldahar, you've probably heard
    of Kresselack the Black Wolf. A badass warlord who made life just a
    little more unbearable in this winter wonderland, 'a whole legion of
    soldiers, shamans, and priests under his banner.' Yeah, that guy. As we
    all already know, the rich, powerful, and morally flawed (the thing that
    tends to lead to one becoming rich and powerful) have the biggest houses
    and best stuff in life. So too, in death. We should expect the tomb of
    the Warlord Kresseleck, then, to be the largest, wealthiest, most well-
    guarded tomb in the Vale of Shadows. And so it is. But that's good news
    for us adventurers with sticky fingers.
    Kresselack's Tomb (AR3501)
    Sequence of Events:						{WLK005}
    		1) Smashing Skeletons
    		2) South-Western Trap-and-Treasure
    		3) South-Eastern Trap-and-Treasure
    		4) Weak Wight
    		5) Ghoul Fight
    		6) Mytos the Bone Dancer
    		7) Return to Sender
    		8) Cheap Sleep
    		9) Mummy Madness and the Masoleum Key
    		10) Cheap Traps and Skeletal Chaps
    		11) Kresselack's Masoleum
    		12) Skeletal Mage and Friends
    		13) Undead Furnishings
    		14) Plain Foes, Plain Key
    		15) Black Wolf Talisman
    		16) Kresselack's Court
    		17) Incorporeal Undead Crypt
    		18) Corporeal Undead Crypt
    		19) The Last Guardians
    		20) A Distinguished Voice in the Vale
    		21) The Priestess of Auril
    		22) Kresselack's Promise
    		23) Lysan's Belongings
    		24) After the Heartstone Gem
    		25) Shopping Spree!
    1) Open the door at the end of the eastern passage (x=1250, y=1500).
    to find a large central room dominated by glowing green vats that look
    entirely unhealthy. You'll be accosted by a number of Skeletons and 
    Tattered Skeletons within, and although it may be tempting to run in and
    smite things, let them come to you, as a pair of Skeleton Archers and
    Temple Guardians await further into the room, and there's no need to
    engage everything at once, is there? I mean, it's not like you should
    have any trouble dispatching these pathetic undead... and really, why
    are Skeleton guardians so prevelant? Sure, they've got no upkeep, but
    they are woefully weak. Seriously, who is going to be put down by
    Skeletons? A peasant? Sure, so peasants won't be raiding your forbidden
    tomb, but is that really worth the effort? Is that who you are REALLY
    trying to keep out? No! It's adventurers, who will chew up and spit out
    your hordes of poorly placed weak Skeleton 'guardians'. Why not pool
    your money and get ONE REALLY BADASS guardian? Or at least a door
    blocking the entrance into your crypt. Sure, undead are creepy, but
    that's about it. Oh well.
    A tomb full of undead, with no living monsters, and nary a Dispel Magic
    or Detect Invisibility in sight... you know what that means...
    Invisosmite the whole damn place! Anything that is immune to Invisosmite
    will be much weaker without legions of skeletons around them.
    2) Now, we have five paths before us-north, west, south-west, south-
    east, and east. let's tackle the two southern paths first, since they're
    the least bother. Search for traps before going down the south-western
    tunnel, as there's a nasty Flame Arrow trap waiting. Once it's been
    neutralized, explore to the south-west to find a room guarded by petty
    undead. Smite them, and loot the (trapped) chest (x=310, y=1530).
    (x=310, y=1530) 8 gold, Necklace, Scroll of Entangle
    (x=800, y=1410)
    (x=310, y=1530)
    3) Repeat the process for the south-eastern tunnel. You know the drill-
    trap in the tunnel, undead (including a Ghoul) in the room beyond,
    trapped treasure... etc. I'm not being critical, if you simplify enough,
    that's what all dungeons are. If only traps gave you experience in this
    game, like in Baldur's Gate 2... traps almost seem like a reward in that
    game, but in this game (and in Baldur's Gate 1) they're just chores.
    (x=1570, y=1940) 5 gold, Turquiose Gem.
    (x=1600, y=2000) Long Sword +1, Potion of Healing x2, Mummy's Tea x2
    (x=1570, y=1940)
    (x=1400, y=1580)
    4) After looting the southern rooms head through the doors west of the 
    central room (x900, y=1150). Beyond, we'll find more baddies-Zombies
    in the first room, Tattered Skeletons in the room beyond, and a Wight.
    Icewind Dale really takes it easy on us with Wights, which aren't nearly
    as bad as they should be (i.e., no level-drain. Unfortunately Baldur's
    Gate 2 is nowhere near as nice...) Wights do, however, require magical
    weapons to hit. At this point, my first two character (Ilnathias and
    Amirule) have +1 weapons, so even though I can't touch them with missile
    weapons, my front-liners can. And touch him they shall. Hard. With death
    sauce. Loot the trapped sarcophagus to find the Priest's Key, which
    we'll need soon enough.
    (x=450, y=1030) Priest's Key*1, Potion of Healing, 
    		Potion of Infravision, Gauntlets of Weapon Skill*2
    (x=450, y=1030)
    *1: The Priest's Key opens the northern door (x=1400, y=930).
    *2: Gauntlets of Weapon Skill are another +1 THAC0 item, which I also
    give to Syrenil. Again, it's all about the extra attacks per round.
    5) Now head through the eastern door (x=1600, y=1350), beyond which
    several Ghouls with bad attitudes await. A scuffle ensues, and we all
    get lunch detention. They're still full of weak-sauce, but Ghouls are
    still more worthy as guardians. Ghouls can mess people up. If I had an
    undead-ridden tomb, I'd have it filled with Ghouls (I can't afford
    Ghasts after eight years of Bush.)
    (x=1800, y=1370) Potion of Strength, Ring, 5 gold, Scroll of Armor,
    		 Short Bow +1*1
    (x=2000, y=1530) Holy Symbol of Myrkul*2, War Hammer, Splint Mail*3,
    		 Scroll of Larloch's Minor Drain, Potion of Genius,
    		 Scroll of Burning Hands*4
    *1: This Short Bow +1 was a weapon I initially equiped on Syrenil-the
    old 1st-playthrough Syrenil, before she became a Fighter/Mage/Thief.
    She was at the time a Thief/Mage dual-class character, which I thought,
    short-sightedly enough-was good enough. Little did I know that Short
    Bows are quite rare in Icewind Dale, and laughably enough, this ended
    being the first-and only-magical Short Bow I found. Moral of the story?
    Short Bows suck!
    *2: This opens the door at (x=1400, y=930).
    *3: A free suit of Splint Mail? Score. I know it's pretty obvious-this
    is my fifth-such suit of armor, and it replaces the Chain Mail on my
    fifth Fighter/Mage/Cleric... well, let's just say I've been surprised
    before at what I need to tell people in these guides.
    *4: The Scroll of Burning Hands will come in... handy... later when
    you're fighting Trolls.
    6) After I'm done lootin' and pollutin', I enter the large door north of
    the central room (x=1400, y=930). You'll be greeted by the Bone Dancer
    Mytos. If you try to reason with Mytos (pick the following dialogue
    option: "Mytos, I am trying to be reasonable here. I cannot in good
    conscience leave until I have investigated this tomb fully. Can we come
    to some understanding?") and you'll recieve a quest reward. Man, they're
    really pushing this "good" thing. You can lie to yourself and pretend
    you are trying to weasel out of a fight, if that's your preference.
    Of course I said you can *try* to reason with Mytos. A fight here is
    inevitable. Fortunately, it's also easy. Stay on top of Mytos, nobody 
    needs him casting spells (especially not Hold Person, which he'll get
    to once he's done buffing!) When he dies-again-he'll leave behind a
    Black Opal Gem, and a War Hammer +1*1. (During my 7th playthrough, one
    of the Temple Guardians also dropped a Battle Axe +1. Score.)
    Note: Some of the stronger foes in here have a random chance of
    dropping +1 weapons, typically Skeleton Archers (which can drop magical
    arrows, bullets, or bolts, as well as Short Bows +1) and Temple
    Guardians, which are fond of melee weapons (I've found +1 Morning Stars
    and Battle Axes). The lesser foes may also drop high quality weapons, of
    (For trying to reason with Mytos)
    EXP	3225
    *1: It's a magical blunt weapon, but it's weaker than the Morning
    Star +1 and the Mace +1 I found earlier, but a magical weapon is a
    magical weapon. Put it on a character specialized in Hammers.
    7) North of this room you'll find a group of Skeletons and a monster 
    called 'Myrkul's Sending'. There's a trap in front of the group, so let 
    them come to you. Myrkul's Sending is just a big shadow that can only be 
    hurt by magical weapons, which you should have plenty of by now. It'll
    drop you a Ring of Shadows*1.
    (x=1800, y=420)
    *1: This is a nice ring, giving a 15% bonus to stealth and 
    non-detection. For now, I'll give it to my Fighter/Mage/Thief, Syrenil,
    as she's more likely to sneak about. You know, because she's the only
    character in my party who actually CAN sneak about.
    8) Bactrack to the room Mytos was in, and you'll notice that we have
    two tunnels to explore-one to the north-west, and one to the north-east.
    Explore to the north-west first, as the north-eastern path will lead us
    to our destination, and we can't have that. Soon the tunnel will turn
    south-west, where it'll terminate in a small chamber guarded by two
    Skeleton Archers. Be wary of the open sarcophagus that you can loot,
    as there's a trap on it that I couldn't detect even with a 110% in Find
    Traps, so I doubt it's meant to be found. Just take one party member up
    to it so they all don't get hit by the incapacitating trap, then quickly
    smite the Skeletons that appear with the rest of the party.
    (x=820, y=700) Protection from Fire Scroll, Scroll of Haste*1, 
    	       Short Bow +1, 39 gold
    (x=820, y=700)
    *1: Haste is simply fantastic, and the fact that they give this scroll
    to you so early is surely folly. From the time you can cast 3rd-level 
    Mage spells, you'll probably always have one prepared. If you like 
    winning, that is. Possibly the most essential of party buffs, it'll
    transform our mediocore triple-classers into melee-machines, and you'll
    be using it for the rest of the game. Just be wary of the fatigue period
    that follows its use, if you use it too much and get too fatigued, the
    game will force all your attack rolls to be 1-3. No joke. So be sure to
    get some rest after a Haste or two.
    9) It's the north-east's turn to feel the bitter sting of our looting.
    Disarm the trap on the way down the tunnel (x=2200, y=850) if you don't 
    want to make the Skeleton Archer's jobs any easier, then smite them.
    Near where the Skeleton Archers were there is a secret door
    (x=1900, y=1100), beyond which you'll find a Mummy. It can only be hit
    by magical weapons, and if it hits you, chances are he'll inflict you
    with a diease called 'Mummy Rot'. This disease is lethal over time, and
    at this point in the game you probably only have two options as far as
    curing it goes; you can use a Mummy's Tea, or go to the Temple of
    Ilmater in town and pay for them to cast Cure Disease. Have your front-
    liner with the best (lowest) Armor Class draw the Mummy's attention and
    hope for the best. If you can nail it on the hardest difficulty (save
    Heart of Fury mode, of course) this critter is worth a whopping 6000
    experience-a huge boost at this point in the game (1000 experience per
    character!) Equipping any Arrows +1 that Skeleton Archers occassionally
    drop will help out immensely. Once the Mummy is dead, loot the chamber
    it was guarding.
    (x=1880, y=1040) Gold Ring, Gold Necklace, 14 gold, 
    		 Scroll of Blindness*1, Scroll of Aid
    (x=1900, y=980) Mage Robe of Cold Resistance, Potion of Genius,
    		Scroll of Knock*2, Mausoleum Key*3, Scroll of Resist
    		Fear, ~Diseased Halberd +1*4
    		(3rd Play: Giant Halberd*5)
    	        (4th Play: Finest Light Crossbow*6)
    		(7th Play: Finest Heavy Crossbow*7)
    (x=2200, y=850)
    *1: Blindness is a decent spell, if used against strong melee types, 
    it can all but take them out of the fight. Of course, it is in every way
    inferior to Slow, and Web or Stinking Cloud are probably better 2nd-
    level spells, but Blindness has no potential colateral damage.
    *2: Knock is a wonderful spell, automatically opening any locked chest,
    door, or whatever... Provided it can be opened without a specific item,
    that is. Since my party will have good thieves, I probably wont need
    this spell, but it's a handy one to have regardless. Especially while
    I wait to boost my Open Locks skill score to an acceptable level.
    *3: This key opens the doors at (x=1300, y=700) and (x=850, y=1300) on
    the Mausoleum level (AR3502), so do hang on to it.
    *4: A +1 Halberd with a 10% chance to inflict a disease upon the
    target. I'd still stick with the Halberd of Sparks +1, if I had to make
    the choice.
    *5: This wretched polearm deals a whopping 2d8 damage, but imposes a
    -1 penalty to your THAC0 and a -2 penalty to Armor Class.
    *6: A Light Cross Bow with a +4 THAC0 bonus.
    *7: If you made your Fighter/Mage/Thief specialize in Cross Bows instead
    of Bows, then this is an obvious improvement over whatever else you may
    have, what with its +2 damage bonus and +4 THAC0 bonus.
    10) From the secret Mummy room, head east, then go up a tunnel to the
    north. You'll have to deal with two Skeleton Archers at the the end,
    and again these ones are defended by a trap (x=2300, y=950). The tunnel
    will now turn south, and-again-more Skeleton Archers down the tunnel,
    with a trap in front (x=2450, y=1100), and Temple Guardians behind them.
    At the end of this tunnel, however, you'll find a door (x=2200, y=1320)
    leading to the Mausoleum. Make sure you're in tip-top shape before
    heading on, as it only gets rougher from here. Note that this is a great
    time to head back to town if you're starting to get overencumbered.
    ***ITEM FISHING***
    There's another wildly variable bit of random loot coming up, although
    it's no simple matter to obtain it. In the Mausoleum there's a 
    sarcophagus that can be looted for some very nice items. My favorite?
    The Reinforced Large Shield +1. To get it, however, you'll have to
    endure an ambush by Tattered Skeletons, run through Skeleton Archers,
    deal with a Skeleton Mage and a handful of Imbued Wights. Not as easy
    as smacking around Therik. The way to do this? Save your game here,
    before ever going down into the Mausoleum. Not a quick-save, either,
    make a hard save. Then, go down into the Mausoleum, make a quick-save,
    and send a character on a suicide mission to see what the sarcophagus
    at (x=650, y=830) has inside of it. The item will, of course, be
    unidentified, but if it's a Large Shield, you can bet it'll be the
    Reinforced Large Shield +1 that we're looking for. If the item isn't a
    Large Shield, reload your hard save from the level before, go back down,
    quick-save, and check again. When it IS a Large Shield, reload your
    quick-save (anybody checking the contents of the sarcophagus probably
    won't survive the trip), and go through the level as normal. As long as
    you confirm that the item in the sarcophagus is the item you want, it'll
    remain so (remember, item drops are locked when you first enter the
    area within which the level is dropped). If you have a Mage who can
    cast Invisibility, then you've simplified matters quite a bit, as you
    can just cast Invisibility, check the contents of the sarcophagus,
    reload if it's not what you want, or return to your party and kick some
    ass if it is. In any event, we'll use this trick again to farm for
    (x=2300, y=950)
    (x=2450, y=1100)
    Kresselack's Tomb, Mausoleum (AR3502)
    11) After going through the door (x=1800, y=1200) (Where? Oh!) in front
    of you, you'll enter a large, pillared room. When you step anywhere near
    the first pair of pillars a trap will trigger and you'll be ambushed by
    a number of Tattered Skeletons and Skeleton Archers. I let a character
    with stealth sneak into the room, trigger the Tattered Skeletons and
    lure them into the first room where I can slay them without provoking
    the archers. Don't sweat the location of this trap too much-it's not
    detectable, and it's always going to go off. It's another one of THOSE.
    12) After you kill all the skeletons that appear in the pillared room, 
    make sure you're in good shape and head forward to engage the archers. 
    There's a titanic battle ahead that can be rough even for a well built 
    party. My options here are pretty limited-I don't have enough ranged
    power to go shot-for-shot against a host of Skeleton Archers, and I
    don't have any great area-of-effect damaging spells to use against them.
    My solution? Lead with my best Armor Class and let them get a cheap shot
    off, then retreat, luring them with me. Once they're off the stairs I
    attack and smite them in melee. When the skeletons on top of the stairs
    are dead (there are some melee-types behind the archers that should be
    lured down and destroyed as well) I sneak forward with Syrenil. As soon
    as I get the Skeletal Mage in sight, I concentrate my fire on him.
    Syrenil should be able to interrupt his spells (he likes to start
    things out with Stinking Cloud-which his undead buddies are immune to)
    and shoot him down by herself. He will also follow up with charm Person
    and Lightning Bolt if you give him the chance... which... would not be
    a good idea. Once he's smote it's time to mop up the rest of the
    critters in this level, which include Imbued Wights. They require
    magical weapons to hit and will start out fights with a Magic Missile
    spell-which is absolutely brutal in Heart of Fury Mode-and somewhat
    annoying at these humble levels even out of Heart of Fury mode. A humble
    Shield spell cast by any of my front-liners, will, however, block the
    effect. To the west are some Temple Guardians, but they require no
    special consideration. After all the undead are redead, loot around the
    place, including the open sarcophagus. The Skeletal Mage itself will
    leave behind a gem and Bracers of Defense AC 8*1.
    The Invisosmite strikes back!
    Note from Lee:
    Dispatching the various archers and other skeletons is relatively easy
    if you follow the instructions and lure them to you 1-2 at a time. Then,
    use the center pillar to block yourself from sight of the Mage, and
    continue to draw the other skeletons down to the party until you don't
    see any more of them; then move on to the Mage.
    I position my party just below the bottom edge of the staircase
    (grouped to the south), and cast area-effect spells as far into the
    room as I can (should be a bit behind the center pillar). This should
    trigger the Mage, who will cast a Stinking Cloud at the party - if your
    timing is right, you can move out of the effect area and go up the
    northern section of stairs (gathering to the north and then going up
    south should also work). Magic Missile the Mage, then move back to
    tackle the first of the Tattered Skeletons. Entangle holds off the
    Imbued Wights while I deal with the last of the Skeletons (Web will
    not - they're somehow immune). The area effect spells should keep the
    Mage occupied, and he's cake once his guards are gone.
    (x=650, y=830) ~Wand of Sleep, Scroll of Agannazar's Scorcher*2, 
    	       Potion of Insight, ~Massive War Hammer*3, Mummy's Tea x3,
    	       Scroll of Cure Moderate Wounds
    	       (2nd Play: Wand of Magic Missiles, Static Dagger +1*4)
    	       (3rd Play: Reinforced Large Shield +1*5)
    	       (7th Play: Dazer*6)
    *1: Bracers of Defense are useful tools for characters who cannot wear
    armor, namely Mages. When I dual-class, they'll most likely be stuck
    with Bracers like these... but hopefully a little more potent. For now,
    these can just go on Syrenil, but I'd prefer to keep the Gauntlets of
    Weapon Skill on, instead. She attacks far more frequently than she is
    *2: Just like Burning Hands, Agannazar's Scorcher is good for taking 
    down Trolls. You can also toast a couple of them in a line, if you 
    position yourself well.
    *3: +2 damage in exchange for -2 THAC0? No thanks. It'll sell well
    *4: A +1 Dagger with a 50% chance to deal 1d3 electrical damage.
    *5: Easily the best item you can find at this point in the game, it
    gives a +2 bonus to Armor Class, an extra +1 bonus versus Missile 
    Weapons, and +10% Slashing Resistance. You could easily find yourself
    carrying this shield around for a long, long time. Unfortunately, it's
    not a guaranteed drop, nor is it terribly easy to save/load. It is
    possible, however, and if you have a single power-gamey bone in your
    body, you'll make the effort.
    *6: A +1 Club with a 5% chance to stun targets. Not bad, but not great,
    either. It could go on a needy Fighter/Mage/Cleric.
    The Skeletal Mage seems more difficult to interrupt in the Enhanced
    Edition, but with my limited options, the tactics are still the same.
    Do your best to interrupt him with missile attacks, and if he gets
    off a spell, regroup as well as you can. If you killed most the
    Skeletons, Stinking Cloud is just a nuisance. If the rest of your
    party moves out of sight, the charmed character will just stand
    there, and Lightning Bolt, while painful, shouldn't outright kill
    any characters who are at full health.
    13) Once again we stand amidst the smashed and broken bodies of our
    foes. Once again, we've got five paths we can take, at least in theory.
    To continue on, we'll need to get the doors to the west open. The lever
    (x=930, y=900) on the pillar near the elevated triangular area certainly
    has a role to play. Alas, it's locked (a locked lever?) so we'll have
    to go key hunting. First, let's rule out some of our options. To the
    north and south you'll find more chambers (one in each direction), each
    beyond a pair of green, glowing vats (green, creepy, glowing vats are an
    essential furnishing for all undead.) To the south-west you'll find
    Tattered Skeletons and another Imbued Wight. To the north you'll find an
    unguarded sarcophagus, warded by a pair of traps.
    (x=1400, y=580) Ring
    (x=1400, y=540) 2 gold
    (x=1550, y=550) 15 gold
    (x=1550, y=520) 7 gold
    (x=2180, y=860) Agni Mani Necklace
    (x=1200, y=180) 31 gold, Potion of Regeneration, Morning Star +1*1,
    		Scroll of Silence 15' Radius, Wand of Armory*2
    (x=1100, y=350)
    (x=1100, y=250)
    *1: Another Fighter/Mage/Cleric is satisfied.
    *2: The Wand of Armory can be used to cast Shield or Ghost Armor on the
    user. It has a finite number of charges (twenty-four charges, as it
    were), and you should never really need to cast either spell. Sells
    good, though.
    14) Now we only have TWO paths to search. Go through the door to the
    north-east (x=1300, y=700) first. Beyond the door you'll find more
    Skeletons-what else? Slaughter them like the trash mobs they are, then
    loot the coffers for some goodies. When you're done, open the door at
    (x=1900, y=500) smite some Zombies, and loot the shelf at
    (x=1450, y=450), upon which rests a Plain Key*1. We'll need this key
    to fully explore the area south-east of the large, central room.
    (x=1450, y=450) Plain Key*1, Scroll of Slow Poison
    *1: The Plain Key opens the door at (x=1000, y=1800).
    15) Three down, one to go. Head through the door at (x=850, y=1300) and
    smash some Skeletons beyond. Ignore the gate (x=1000, y=1800) to the
    south and round up Skeletons around the corner, then loot the coffers.
    Once you're done smiting and looting (pretend you're a crusader!) Open
    the gate we ignored earlier, but be wary, as three traps await just
    beyond the gate. Disarm the traps (carefully) and destroy some Temple
    Guardians beyond. Explore to the north-west, smite some Ghasts, and
    loot the skeleton at (x=580, y=1730), where you can score a Black Wolf
    Talisman*1, a great item that somebody will be wearing for the rest of
    the game. Seriously. It's good stuff. Anyways, head to the central
    chamber and activate the lever (x=930, y=900), then head to the next
    level (x=250, y=600).
    (x=1080, y=1450) 40 gold
    (x=1070, y=1400) Sling +1
    (x=1200, y=1600) Skull
    (x=1350, y=1550) 2 gold
    (x=1350, y=1500) Fire Agate Gem, Katana +1
    (x=1500, y=1520) 6 gold
    (x=1500, y=1480) 4 gold
    (x=1750, y=1570) Blood Stone Amulet
    (x=1750, y=1530) Bracers
    (x=580, y=1730) Black Wolf Talisman*1, Scroll of Hold Person
    (x=1000, y=1900)
    (x=960, y=1900)
    (x=940, y=1900)
    *1: As a quest item, it allows you to pull the lever at (x=930, y=900)
    and continue to Kresselack's Court (AR3503). As an item, it gives a
    +1 bonus to Armor Class, +10 Hit Points, +10% Cold Resistance, and
    +1 to Save vs. Breath. It stacks with any and all other magical gear.
    I can't think of a better amulet to wear in the entire game.
    This item is new to the Enhanced Edition. Katanas weren't in the
    original game, so they needed to sneak one in somewhere. Good news for
    folks who wanted to use such a weapon, they put it in the game pretty
    early. Also, the Black Wolf Talisman seems kind of buggy in this
    version of the game-sometimes it just seems to stop working. At least,
    the Hit Point boost does. Re-equipping it makes it work again,
    Kresselack's Tomb, Court (AR3503)
    16) Another big fight in here, involving Spectral Guards, Tattered
    Skeletons, Temple Guardians, and Skeletons. Fortunately there are no
    spell casters. Stay put and let the baddies come to you. You've got
    enough on your plate at the entrance, and the situation will only get
    worse if you provoke the entire level. Once the dust settles, be sure to
    loot around in case any of the bigger baddies dropped a magical weapon
    and/or assorted high quality weapons, which aren't very special anymore.
    Once all the initial foes are dead, I creep around the rest of this room
    with my archers and shoot the odd undead down.
    Return of the Invisosmite!
    17) The game is throwing us a curve ball here-we just smote large group
    of foes-but this time we only have THREE places to explore! Sneaky.
    Since the western path leads to our objective, you should already be
    able to guess that it's the last place we'll be exploring. Head north
    first and you'll find a room occupied by Shadows and a Mummy (again,
    worth a hefty bit of experience if you take them out in harder
    difficulties). Try to lure the enemies out of the room to you, as there
    are traps in the doorway. Once you're done killing, loot the sarcophagi.
    (x=2100, y=420) 32 gold, Scroll of Ghoul Touch, ~Scroll of Hold Person,
    		Scroll of Silence 15' Radius
    		(EE-x Play: High Quality Long Sword)
    (x=2500, y=350) Bloodstone Gem x2, 23 gold, Scroll of Shocking Grasp,
    		Potion of Strength, Potion of Healing
    (x=2700, y=550) Ancient Armor, Potion of Strength, Helmet, 
    		Mummy's Tea x2, Scroll of Cure Moderate Wounds
    (x=2300, y=650)
    (x=2300, y=630)
    18) Now head to the southern room where you'll encounter a Mummy, a pair
    of Imbued Wights, and a pair of 'Chosen Zombies', all of which require
    magical weapons to harm (there are also some normal Zombies here
    serving as filler. And, as usual, there are some traps in the doorway,
    so if you rush on in, you're probably not coming back out. Lure the
    enemies out piecemeal and deal with them seperately. Save your 'L'
    button the strain.
    (x=1250, y=1670) Scroll of Color Spray, Scroll of Magic Missile*1,
    		 Potion of Healing x2, Scroll of Cure Light Wounds
    (x=1450, y=1850) Skydrop Gem, Jasper Gem, Andar Gem, 19 gold, 
    		 Scroll of Shield, Potion of Stone Form.
    (x=1760, y=1920) Composite Long Bow, 25 gold, Scroll of Chant
    (x=1600, y=1650)
    (x=1600, y=1680)
    *1: Magic Missile is a wonderful little spell. Long after the other 1st
    level spells have faded into obscurity, Magic Missile lives on. It's
    a handy little spell that-once a Mage reaches 9th level, can inflict
    10-25 damage on a single foe. It's a little late in the game to recieve
    such a basic spell, but better late than never.
    19) All that remains is to explore to the west of the intial chamber.
    There you will find plenty of Spectral Knights, Skeleton Archers, and a
    Skeletal Mage. Again, life is easier if you lure some of them out and
    deal with them piecemeal. Why so much hostility? Well, they said you
    look like dorks. There... now we're justified. The Skeletal Mage has
    Bracers of Defense AC 8 and a gem. When the fighting is over, all that's
    left is to enter the final door (x=900, y=700).
    20) Beyond you'll find Kresselack himself. All his minions are dead,
    why not him? Enjoy the fantastic voice acting of the late Tony Jay
    (aka, the Lieutenant from Fallout, the Elder God from the Legacy of
    Kain series, and many, many other roles.) This conversation is an
    excerise in the illusion of choice-there isn't any. It only ends one
    way. Kresselack, due to his misguided attempts at immortality, is bound
    to his crypt for all eternity. Unfortunately, a Priestess of Auril has
    been lurking around, and would like nothing more than to desecrate
    Kresselack's tomb and Kresselack himself says it best "I do not wish
    to spend eternity in a cold, lightless hell". Kill the Priestess of
    Auril for him and he'll answer your questions about the evil in
    Kuldahar. Why would a ghost care where it spent its after life? What,
    is he going to trip and stub his toe? He's incorporeal! Why should
    warmth matter? Maybe he likes to read? Whatever the case, that's what
    we must do.
    "I ravaged the lands and brought all who opposed me under my rule. I
    built a kingdom upon the corpses of my enemies, and I reveled in the
    glories of war." ...oh Tony Jay, you were too awesome for this world.
    Except that you weren't because you were here, but you were still pretty
    Yeti Cave  (AR3001)
    21) Remember that cave near the Yeti Chieftan we killed a while ago?
    The one with all the cool Cleric stuff? Sure you do. That's where we'll
    find our bad Priestess of Auril. Head back out into the Vale of Shadows
    and enter the Yeti Cave (x=2000, y=1300). On the ridge to the north,
    where the crates lie, is where we'll find our Priestess, who happens to
    be none other than Lysan the tavern wench. Talk to her, and call her
    out-nothing she says should make you believe there will be a peaceful
    resolution to this (even if we weren't sent here to kill her anyways).
    Listen to her hair-brained schemes, and a fight ensues thereafter. She
    will summon some Yetis to help her-but we've long since been too strong
    for them to be more than a bother-and that's exactly what they are.
    Lysan is the real threat. As a Cleric, her first ambition is to hit us
    with a Hold Person spell, which will make those Yetis seem much more
    formidable. Fortunately, she should target your front-liners to no
    effect (those Rings of Free Action save the day again!) Just make sure
    your other party members aren't too close and try to shoot Lysan to
    interrupt her spells. Don't rush up to her, however-she's on a narrow
    ledge, and you're better off engaging the Yetis on open ground. After
    absorbing her spells, she'll come down to engage you. If you hit her
    with some Hold Person or Silence 15' Radius (five Fighter/Mage/Clerics
    means I can chuck five of them at her in one round) you'll significantly
    reduce the threat she poses. She's not too tough, and once she's dead,
    the Yetis are child's play. Once she dies, a Lesser Shadow will show up
    and thank you for freeing it from Lysan's curse. Hurray! But since it
    didn't give us any experience, I hate it forever. Anyways, loot Lysan
    for a Morning Star +1... by now you should be able to find a home for it
    22) Head back to Kresselack and inform him about your altercation with
    the Priestess of Lysan. In return the evil spectral warlord will... fail
    to uphold his end of the bargain. Sucker! What did you expect? He's not
    a nice fellow (and you did kill all his buddies.) It's all good though,
    as we'll recieve the largest experience reward of the game so far for
    helping him (big, big temptation to turn up the difficulty here.) Plus
    he'll allow us to raid his sarcophagus, which will get us several worthy
    items-like our first suit of Plate Mail Armor.
    (For telling Kresselack that you dealt with Lysan)
    EXP	13000
    Misc	You get to raid Kresselack's sarcophagus
    (x=350, y=510) 53 gold, Potion of Healing, ~Flaming Short Sword +1*1,
    	       Kresselack's Sword*2, Plate Mail Armor*3, Helmet*3
    	       (3rd Play: Fine Long Sword +1*4)
                   (4th Play: Giant Two-Handed Sword*5)
    	       (7th Play: Phasing Bastard Sword +1*6)
    *1: The Flaming Short Sword is a mediocore weapon, but since it deals
    fire damage, you should keep it handy. Trolls are annoying, and it's
    much easier to switch to a flaming weapon (or one that deals acid
    damage) than it is to rely on your spells to put one down.
    *2: A simple +1 Two-Handed Sword.
    *3: A normal suit of Plate Mail Armor and a normal Helmet,
    statistically, but blackened, awesome armor aesthetically. Oh yeah, I
    dig it. Why am I so excited about heavy armor that won't allow me to
    cast any Mage spells? Well... with the multi-class party, most of my
    Mages simply won't have any spells to cast on the first playthrough.
    That being the case, their inability to cast Mage spells in heavy armor
    seems rather moot. As I said earlier, it'll take several playthroughs to
    collect all the gear we need to be a Heart of Fury uber party... and
    that includes spells. Fortunately, as we play we'll collect great
    armor like Elven Chainmail of the Hand +3 and Watcher's Robes.
    *4: A +1 Long Sword that has an additional +1 bonus to THAC0.
    *5: This Two Handed Sword deals +4 damage, but has a -1 THAC0 penalty.
    The damage/THAC0 trade-off isn't that bad, really, but since it's not
    magical, I don't even consider it. We'll be needing enchanted arms to
    hurt plenty of critters.
    *6: A +1 Bastard Sword that has a 15% chance of phasing an enemy. What
    good that does, I have no idea.
    23) Once that's over with, head back to Kuldahar. If you talk to 
    whitcomb at the Root Cellar Inn about Lysan, you can convince him to 
    give you her belongings. These include a Scroll of Cure Serious Wounds, 
    a Scroll of Cure Critical Wounds, a Protection from Fire Scroll, and 
    the Mantle of the Coming Storm*1. Now go report to Arundel.
    *1: This cloak gives a +1 bonus to Armor Class, as well as a +1 bonus on
    saves versus paralyzation, and +30% resistance to fire and cold.
    Unfortunately, it will not work with other magical protection. I give
    this to my Kaelinalia, as she doesn't have a Ring of Free Action, and
    she's normally third in line for defensive items like this, so it'll
    be a while before she has to pass it on due to wearing some magical
    24) After Arundel hears about the Vale and Kresselack, he'll send you on 
    a new errand-this time to find the Heartstone Gem. Since this seems to 
    be a sure-fire way to find where the evil is, it makes one wonder why he
    didn't just send you after the Heartstone Gem in the first place. But...
    I guess the Vale of Shadows DID need to be dealt with. In any case, more
    experience for everybody, and a new quest to tackle. All of my
    characters are level five or higher (everybody should have at least
    10000 experience), and magical weapons abound, so we should feel pretty
    good about moving on to the next area. And if you don't, you really
    don't have many options. Although there is some merit in exporting all
    your characters, starting a new game, and quickly playing through
    things again (the more Black Wolf Talimans we have, the better!) If
    you're not incompetent or a pussy, it's time to head on to the Temple of
    the Forgotten God...
    (For reporting Arundel about the Vale of Shadows)
    EXP	10350
    25) But first, it's time to go shopping! Wee! Sell off all the junk
    you found in Kresselacks Tomb. For me, this means pretty much every
    potion that's not a Potion of Healing or a Mummy's Tea, all gems and
    jewelry, all Clerical Scrolls, all high quality weapons, and all Yeti
    Pelts. Also sell off all those junk keys you found. I found less than
    350 gold during my exploration of Kresselack's Tomb, but made over 7000
    gold by selling off all the non-magical junk I picked up. If you sell
    off magical arms and armor you found, you stand to make quite a bit
    more. Personally, I prefer to save them so I can sell them in bulk
    later. It's not a bad idea to stash them all in a container in the
    Evening Shade Inn, our adventuring hub. This newfound money (just over
    10,000 gold in total) allows me to buy The Love of Black Bess from
    Conlan, should I so desire. Of course, I can always buy some of the
    spells or magical items from Orrick too, and considering that he
    rotates his inventory, his items take priority. When you're ready, exit
    Kuldahar from any edge and travel to the Temple of the Forgotten God.
    |								       |
    |		      Temple of the Forgotten God		       |
    |								       |
    Well, the Vale of Shadows was a bust, Kresselack doesn't know anything,
    and the troubles there were caused by Lysan, an evil Priestess of Auril.
    Still, a lesser evil was destroyed, and it WAS a threat to Kuldahar-just
    not the threat we're looking for, apparently. Somebody really hates this
    place. So, Arundel sent us off on another mission, to recover the
    Heartstone Gem, which will let him divine the true source of Kuldahar's
    woes. Apparently he realized (eventually) that wandering around the
    tundra aimlessly wasn't going to yield results. So, off to the Temple
    of the Forgotten God we go! Be wary, however, there's a bit of a
    difficulty spike here. Thankfully, this area is relatively short.
    Temple of the Forgotten God, Exterior (AR3600)
    Sequence of Events:						{WLK006}
    		1) Giving Red-Toe a Black Eye
    		2) Temple of the Chore Foes
    		3) Long Bow Fishing
    		4) Looting the Library
    		5) The Eastern Areas
    		6) Looting Level 2
    		7) Final Resistance
    		8) The Heiststone Gem
    		9) To Dragon's Eye!
    1) Head north and you'll encounter a Verbeeg-a lesser type of Giant-
    who will tell you that something is amiss ahead. Apparently the priests
    here are under attack by 'bad priests... with hurtful magic.' Any chance
    that the enemy of our enemy is our friend is true? No, of course not,
    it never is. Anyways, you can pick a fight with this Verbeeg if you
    want... You know, for his shield. Not that anybody would be cheap enough
    to have not bought a Large Shield for all their shield-bearing
    characters by now, of course not... Heh...
    ***ITEM FISHING***
    You've done a few of these now, so I assume you understand how this
    works. Save now, enter the Temple of the Forgotten God, Level 1, sneak
    or fight your way over to a chest to the west of where you enter to find
    a chest (x=480, y=1700). The item you're looking for here is the
    Longbow +2: Defender. It's certainly the best weapon we've had a chance
    to get our hands on so far. There's technically another item we could
    try to get at (x=500, y=1400), but the odds of finding both this bow and
    something good in the other chest is slim. The bow is the real catch, I
    suggest just accepting whatever the other chest drops. This process is
    complicated somewhat by the fact that there's another, weaker Long Bow
    we can find from this chest-the Long Bow +1: Protector. It's pretty
    much the same thing... but +1. Still, my Fighter/Mage/Thief can sneak
    past the baddies, check the contents, cast Identify on the bow to make
    sure it's the right one, and either reload your quick-save at the
    entrance and proceed back normally, or sneak back... and proceed
    Temple of the Forgotten God, Level 1 (AR3601)
    2) Upon entering you'll be accosted by an acolyte, who blames you for a
    crime you weren't party to. No matter what you say, the paranoid priest
    attacks. He's initially unaided, but some Verbeeg will come to his aid
    shortly, so be sure to put the Acolyte down quickly. This area is
    populated by two new types of enemies, Verbeeg and Acolytes. Verbeeg are
    tough foes, and they do more damage than any creature you've fought so
    far. The fact that they all drop Halberds and Large Shields and give a
    pathetic 420 experience makes them even more laborious to defeat.
    Acolytes can only make matters worse by casting spells to incapacitate
    or immobilize your party members. They also can cast Static Charge,
    which can do some wretched electrical damage, which our triple-classed
    characters simply can't afford to sustain. So, the reasons why this
    place sucks; 1) the enemies are relatively strong, 2) they drop crap
    loot, and 3) they're not worth much experience. This place will be a
    chore, but at least it'll be over soon.
    3) Once all the baddies in the first room (we can affectionately call it
    the 'fountain' room) head north to where the Acolyte was, then head
    west. Follow the tunnel south, until you find another tunnel parallel
    to the last one. You'll probably have to smite some Verbeeg along the
    way-damned vermin that they are. All along the western side of this
    hallway you'll find rooms worth looting. The southern room, in
    particular, has a chest that can yield the Long Bow +2: Defender*1,
    a superior weapon at this point of the game. In the room north of it
    you can also find items of varying quality. The northern-most of the
    three western rooms contains two cabinets that can be looted, and...
    well, not every container can give us uber gear, right?
    (x=480, y=1700) ~Scroll of Ghost Armor, Potion of Stone Form
    		(2nd Play: Longbow +2: Defender*1)
    		(3rd Play: Medium Shield +1)
    		(4th Play: Scroll of Protection from Fire)
    		(5th Play: Scroll of Web)
    		(6th Play: Scroll of Flame Arrow)
    		(7th Play: Light Crossbow +1)
    		(7-X Play: Scroll of Hold Person)
    		(7-XX Play: Short Bow +1)
    		(7-XXX Play: Long Bow +1 Protector*2)
    (x=500, y=1400) ~Amulet of Protection +1*3
    		(2nd Play: Badge of the Brave*4)
    		(3rd Play: Boots of Moander*5)
    		(4th Play: Ring of Missile Deflection*6)
    		(5th Play: Black Knight*7)
    		(7th Play: Studded Neclace with Zios Gems)
    		(7-X Play: Boots of the Many Paths*8)
    (x=350, y=1150) Potion of Infravision
    (x=250, y=1200) Potion of Healing
    *1: +2 damage, +3 THAC0, +2 Armor Class, +2 Save vs. Spells... Yeah,
    this is a pretty sweet bow. It's good enough that I'm not even
    considering shelling out gold for the Black Bow anymore. I put this
    on my Fighter/Mage/Thief, Syrenil... because she's the only one who can
    use it.
    *2: This Long Bow grants a +1 bonus to damage, +2 THAC0, and a +1 bonus
    to Armor Class. It decent, but it's only a pale imitation of the Long
    Bow +2: Defender.
    *3: This can go on any character not wearing magical armor... which
    should be anybody (it's not compatible with the Mantle of the Coming
    Storm, however.)
    *4: A crappy amulet that allows the wearer to cast Emotion Control:
    Courage once per day. It's used to negate fear, as infrequent of an
    effect as that is in this game.
    *5: Boots of Moander give the wearer immunity to Entangle. If you
    already have Rings of Free Action, you're already immune, and if not...
    this is one of the few places where you'll actually find foes who use
    *6: This ring gives the wearer 10% Missile Resistance.
    *7: Everybody likes summoning items, right? Sure you do. This chess
    piece summons a 'warrior-like ally to attack enemies'. You don't get to
    control this ally, however, so its use is pretty limited.
    *8: Simple boots that allow the user to cast Blur once per day. These
    will become patently useless when we get the Shimmering Sash, shortly.
    4) Now explore the large room at the northern end of this tunnel, within
    which you can find two Acolytes and another Verbeeg. Pay special
    attention to the Acolytes, as their spells can be more dangerous than
    the Verbeeg's melee.
    (x=700, y=900) History of the Drow
    (x=660, y=800) History of the Drow
    (x=600, y=750) History of the North
    (x=580, y=700) History of the North
    (x=400, y=650) History of the North II
    (x=330, y=650) Scroll of Skull Trap, Scroll of Protection from Fire
    (x=200, y=700) History of the North I
    Note from Lee:
    I position the party in the northern-most of the three side rooms, with
    the weaker characters against the back wall and stronger, melee-types
    in front. Then I send one character up to trigger the encounter in the
    larger room, and draw the combatants back to me. The reason for this is
    that once the engagement begins, some enemies will come up the hallway
    from the south; by fortifying myself in this room I can take on whatever
    they throw at me and not have to worry about protecting my rear or my
    The Scroll of Protection from Fire is new to the Enhanced Edition.
    5) Return to the fountain room and explore to the east this time. Follow
    the tunnel south, and when you reach a room, loot the barrels in the
    corner for some junk. Head north through two rooms, slay another Acolyte
    and Verbeeg, and head down the stairs to the west-mind the trap on one
    of the steps (x=1200, y=360). You'll find the entrance to the next level
    at (x=800, y=400).
    (x=2400, y=2420) Potion of Healing (cursed)
    (x=1200, y=360)
    ***ITEM FISHING***
    The next area has three chests that drop random loot-yep, they added a
    whole new chest full of random goodies for the Enhanced Edition. The
    loot in the vanilla game was kind of 'meh', but the new random loot
    can actually be pretty good-certainly worth fishing for. Just a few
    problems-you won't get by without a fight, as there's at least one
    Acolyte and some Verbeeg along the way, plus more depending on what
    chests you go after. Oh, and also traps. The go-to prize is in the
    chest at (x=1480, y=1700), which can contain a bunch of goodies,
    including a Large Shield +1 of Missile Deflection, which... well, if
    you have five Fighter/Mage/Clerics who need shields, you'll get alot of
    use out of this one. The other chests are less impressive-the one at
    (x=1900, y=1580) contains weapons, which my Cleric-heavy party has
    little use for, and the one at (x=1400, y=700) contains alot of junk
    light armor.
    Temple of the Forgotten God, Level 2 (AR3602)
    6) From where you arrive head north and smite a Verbeeg. To the east
    are some stairs. For our part, we're going to employ the good old creep-
    and-snipe, as there are many Acolytes ahead just waiting to make your
    life hard. While they're easy to shoot down, you also risk stepping on
    traps and drawing more attention if you rush up to them. Shoot down one
    Acolyte just beyond the stairs, then continue forward until you reach
    a large chamber. Shortly into this chamber you'll find a trap at
    (x=1150, y=1300). Disarm it, shoot down an Acolyte to the east, then
    loot the rooms to the north and south (the southern room has a trap
    running across it (x=1400, y=1600). When you're done looting, continue
    to the east to find two more rooms (north and south) to loot. The
    northern room is guarded by an Acolyte, and the southern by a Verbeeg.
    Kill them both and loot the chests in the rooms they were guarding for
    some random-and possibly quite decent-goodies. Head eastward some
    more, disarm another trap (x=2000, y=1050). One more fight remains.
    (x=970, y=810)	 Potion of Healing, Wakizashi
    (x=1480, y=1700) 153 gold, ~Large Shield +1 of Missile Deflection*1
    		 (EE-x Play: Helmet of Charm Protection*2
    		 (EE-x Play: Chain Mail +1)
    		 (EE-x Play: Plate Mail +1)
    (x=1900, y=1580) Potion of Strength, ~Charged Battle Axe +2*3
    		 (2nd Play: Peasant's Reward +2*4)
    		 (3rd Play: Bastard Sword +1)
    		 (6th Play: Flaming Bastard Sword +1*5)
    	  	 (7th Play: The Snow Maiden's Reaver +2*6)
    (x=1400, y=700) ~Studded Leather Armor +1
    		(3rd Play: Shadowed Studded Leather +1*7)
    		(4th Play: Short Sword of Lesser Phasing +1*8)
    		(5th Play: Reinforced Leather +1*9)
    (x=1150, y=1300)
    (x=1400, y=1600)
    (x=2000, y=1050)
    *1: +2 Armor Class, +4 vs. missile attacks, +10% Missile Resistance...
    it's... actually a very nice shield. Better than the Reinforced Large
    Shield +1. If you've got alot of hungry hands that need shields, you
    probably won't be replacing this one all that soon, so... consider
    grabbing it.
    *2: Eh, it's hard to turn your nose up at magical helmets, since we
    have so much mundane crap on our heads. Still, Charm is uncommon in
    this game, so don't expect to get too much use out of this helmet.
    *3: Talk about an improvement. Charged weapons are great. This one has
    a 50% chance to do 1d3 electrical damage, and more importantly, a 15%
    chance to stun when it hits. Also, it's a +2 weapon. You never know when
    you'll run into a monster that needs +2 or better weapons to hit... It's
    sooner than you'd think...
    *4: A humble +2 Halberd with a unique name.
    *5: Another fire-damage dealing weapon, another reminder to hold on to
    these weapons. Otherwise it's a +1 Bastard Sword with a 25% chance to
    deal 2d3 fire damage, superb against Trolls. 
    *6: This Bastard Sword has a +2 enhancement bonus and has a 2% chance
    to turn targets into solid ice-it's like petrification, but instead of
    stone... yeah, you get it. Also, all the damage it deals is cold damage-
    no physical. It's an interesting weapon, to say the least, but most
    undead are immune to cold damage, and as you've seen, there are tons of
    undead in the game.
    *7: +1 Studded Leather Armor that gives you a +15% bonus to Stealth
    and +5% Magic Resistance. It's not terrible, but since it won't allow
    me to cast Mage spells, it's not worth wearing.
    *8: This +1 Short Sword always deals an extra 1d2 cold damage and has a
    10% chance to phase foes.
    *9: +1 Studded Leather with 35% Crushing Resistance.
    The Wakizashi is new to the game, for what it's worth. Why add a
    non-magical version of a new weapon to a random chest? Doesn't make much
    sense, especially when they've already given us a magical Katana...
    All the loot in the chest at (x=1480, y=1700) is new, too, except for
    the gold, of course.
    7) Three Verbeeg and two Acolytes block your path, and one of the
    Acolytes can (and will certainly try) to cast Hold Person, while the
    other casts Entangle. This can make this fight messy. If you have
    Web*1 and a Mage who can cast it (you should, if you have a
    Fighter/Mage/Thief comparable to Syrenil) sneak forward and cast the
    spell just in front of them. Remember, if you can't see them, they can't
    see you. Cast multiple copies of the spell if you can, and shoot down
    anything affected, and engage with the characters protected by the Rings
    of Free Action... Or you could just advance on the enemies with the two
    characters protected by Rings of Free Action, provoking the Acolytes to
    waste their first (and most dangerous) round of spells, then lead the
    foes back to your party. Then again, you can also pelt them with
    Silence 15' Radii to prevent the Acolytes from casting anything in the
    first place. When victory is yours, continue past the dead and go
    through a door at (x=3400, y=600) and to the next area (x=3600, y=50).
    *1: Web can be purchased from Orrick, for about 240 gold.
    Temple of the Forgotten God, Shrine of the Heartstone Gem (AR3603)
    8) Hurrah, you made it! Unfortunately, you're the second invader to 
    break into this place. The Heartstone Gem has already been stolen. Boo. 
    Take the poison from the body of the Talonite and make a walk of shame
    through back through the temple and return to Kuldahar.
    9) Once you're back in town, report to Arundel. He'll use his super
    Druid powers to... give you another quest. This time you get to play
    around in the belly of a dormant volcano. Onward! To the Dragon's Eye!
    Oh, uh... and be sure to sell off junk and restock on ammuntion before
    you go...
    Note: After you head to Dragon's Eye, Chapter 1 is over and Chapter 2
    will begin. If you want any of Orrick's items from earlier, buy them
    now, as he'll change his inventory once Chapter 2 starts. If you're
    going to buy anything, you might as well buy spell scrolls. The more
    scrolls you have, the more spells your Mages will have.
    (For... err... well, failing to recover the Heartstone Gem)
    EXP	19500
    |			 Chapter 2: Dragon's Eye		       |
    |								       |
    |			    Lizard Man Caves			       |
    |								       |
    Sequence of Events:						{WLK007}
    		1) More Than a Day Later...
    		2) New Stock From Orrick
    		3) Reptile Rumble
    		4) Lizard Man Loop
    		5) Beetle Buttholes
    		6) Cross-Stream Spider Spanking
    		7) Arachnid-Eaten Erevain
    		8) Reptile Regicide!
    		9) Freeing the Food
    Dragon's Eye, Exterior (AR4000)
    1) Barely a day away my ass. 72 hours is NOT one day. In any case, when 
    you arrive you'll have to deal with some Ice Trolls. After verbeeg, 
    these guys are a blessing. Especially since they're more ice than Troll.
    Anything that doesn't get back up after I put it down doesn't bother me.
    The only noteworthy thing about them is the fact that they require
    magical weapons to hurt them. The entrance to the Dragon's Eye is at
    (x=500, y=200). But first...
    ***ITEM FISHING***
    There's big incentive to go item fishing in (AR4001), as we can 
    potentially get one of two great items-a Potion of Magic Resistance or
    Boots of the Fox. The imbiber of the Potion of Magic Resistance will
    gain a permenant +5% bonus to Magic Resistance-and that's a very, very
    good thing, whereas the Boots of the Fox are the best boots in the game,
    due to their Armor Class bonus. This is another dungeon where casting
    Invisibility, checking the container of interest (x=3100, y=500)-in this
    case a giant snake statue-comes in handy. On the other hand, you'll
    have to fight a group of Lizardmen when you enter the area, quick-save,
    use invisibility and check what random loot is dropping, and then reload
    the quick-save if it's something good (boots or a potion), or reload
    the hard-save and try again, so it can be a bit of a bother. There's
    also a chest at (x=600, y=850) that will drop a random assortment of
    blunt weapons. It's much easier to fish for these items, but they're
    also much less impressive overall, so... fish for the boots or the
    potion, and take whatever weapon you get.
    2) Now that we traveled to Dragon's Eye, we can... return to Kuldahar
    and see what new goodies Orrick has in stock! Well, you don't have to,
    and you probably can't buy too much of it anyways, but since he just
    increased his stock I figure I might as well discuss it now.
    Jasper's Ring of Shocking Grasp
    You'll be able to use Shocking Grasp four times per day with this ring.
    Shocking Grasp isn't a great spell, and it certainly doesn't warrant
    20000~ gold.
    Pemby's Wand of Many Missiles
    This wand is more of a ranged weapon than a wand in the traditional
    sense. Instead of being a charge-bearing item, it casts a single
    Magic Missile on any target you use it on, with unlimited charges.
    It's nothing we can't already do better with bows, however.
    Rogue's Cowl
    An interesting little hood, it gives a +2 bonus to your Armor Class,
    increases your Stealth by +10%, and allows you to cast Blindness and
    Color Spray each once per day. It can only be used by Thieves and
    Rangers, however, and it doesn't protect against critical hits.
    Shimmering Sash
    The best item Orrick sells, the Shimmering Sash puts its wearer under
    the constant effect of the Blur spell. "Well!" Huffs a noob insolently,
    "How good can a 2nd-level Mage spell be?". Silly noob, the Blur spell
    grants its target a +3 bonus to Armor Class and a +1 bonus to all Saves.
    Having that effect on all the time is pretty awesome. Awesome enough
    that I'd rather wear this Sash than anything else in Heart of Fury mode.
    No joke. This is THE item to put around your waist in Icewind Dale. The
    only downside? Only good characters can wear it. But all your characters
    are good-aligned already, right..?
    Wand of Freezing Death
    This wand allows you to cast three different ice spells-Snilloc's
    Snowball Swarm, Icelance, or Ice storm.
    |Mage Spells|
    1st-Charm Person
    1st-Chromatic Orb
    1st-Color Spray
    1st-Detect Illusion
    1st-Magic Missile
    2nd-Agannazar's Scorcher
    2nd-Detect Evil
    2nd-Know Alignment
    2nd-Melf's Acid Arrow
    2nd-Mirror Image
    2nd-Snilloc's Snowball Swarm
    3rd-Dire Charm
    3rd-Dispel Magic
    3rd-Dispel Magic
    3rd-Hold Person
    3rd-Invisibility 10' Radius
    3rd-Lance of Disruption
    3rd-Lightning Bolt
    4th-Emotion: Fear
    4th-Enhancted Weapon
    4th-Minor Sequencer*1
    4th-Monster Summoning II
    4th-Mordenkainen's Force Missiles
    4th-Spirit Armor
    4th-Vitrolic Sphere
    5th-Contact Other Plane*2
    5th-Phantom Blade
    *1: This neat spell allows you to create a trigger that instantly casts
    two spells of 2nd level or lower. Just cast the spell, set the two
    spells you want to have 'sequenced', and it'll stay forever... or at
    least, until used. Nice ways to make use of this spell are by chaining
    Blur and Mirror Image, for quick buffs, or two Magic Missile spells for
    blasting baddies. It takes up a 4th level spell slot, though, and that's
    kind of lame... although, you can set the trigger, then unmemorize the
    spell, but that's kind ofa hassle. Oh, if only there were a superior
    version of the spell, taking up a less important spell level... perhaps
    allowing you to sequence more, higher level spells?
    *2: Note that this is the first time you have access to the spell
    'Contact Other Plane'. As I've mentioned elsewhere in this guide, this
    spell summons a 'Planar Spirit', who will answer one question every time
    you cast the spell. The questions possible change every chapter, and
    depending upon what you know. Typically you can ask about specific NPCs,
    the location of quest elements, and treasure. It's more interesting than
    useful, in most cases, but it does give a bit of backstory that you
    otherwise wouldn't have. I will not be providing this information in
    the walkthrough... simply because with this walkthrough it's not
    necessary. Also, even though you can get the spell here, that doesn't
    mean you'll necessarily be able to cast a 5th-level spell yet. I know
    that for my triple-classers, 5th-level spells are still a bit off.
    Anyways, if you want to know more about this spell, check out [COP001].
    In the original game, Orrick's stock didn't increase every chapter-it
    shifted. All the goodies from the first chapter were replaced by the
    successive one. This wasn't usually that big of a deal, since most of
    what Orrick sold sucked anyways... but it's nice that you've now got
    an unlimited amount of time to buy what you want. Also, Orrick sells
    new scrolls for spells that just didn't exist in the original game.
    Lizard Man Caves (AR4001)
    3) This level is infested with Lizardmen, which after Verbeeg... well,
    Lizardmen can do some serious damage (they were fond of hitting my
    characters for sixteen damage, for some reason) but they just don't have
    the staying power to make them as dangerous. They do, however, come in
    greater numbers, and give much less Experience Points, making them even
    less rewarding and hence, more tedious. You'll have to skirmish with a
    group at the outset. Most of them will drop gold, but you can also find
    Flaming Oil on them. Be especially wary of the Lizardmen Shaman
    throughout this area, as some of them will cast Hold Person (we know how
    that sucks from experience) and Static Charge, which can deal pretty
    brutal damage to one party member (on Insane difficulty, I've had this
    spell deal 92 damage to one of my characters before.) Fortunately, we're
    now higher level, so we have more spell options. Using Web then
    attacking with the characters wearing Rings of Free Action can win most
    fights (it's a tactic we'll be employing a bit from here on out). Best
    of all, Lizardmen are susceptible to Sleep (or at least the green ones
    are), unlike the undead and Verbeeg we have been fighting. You can also
    combine Stinking Cloud and Animate Dead to good effect-your summoned
    undead will be immune to the effects of the Stinking Cloud, whereas
    living foes will not be. Hold Person also works well. Use your spells to
    good effect, as our triple-classers aren't very well protected by either
    Armor Class or Hit Points yet, and their offensive capabilities are on
    the weak side.
    4) Now, let's go on a murderous little loop. First, head north from the
    entrance to find a small chamber with two chests in it. East of this
    chamber you'll find a tunnel going north, looping around east, down
    south, and finally back west to where you started. Along the way you'll
    fight three small band of Lizardmen. Explore, kill, loot. Fun! Resist
    the urge to cross the bridge to the south-don't consider any southern-
    exploration, just go back to the beginning of the level.
    (x=500, y=850) 85 gold, Dagger, Waterstar Gem, Antidote x15, 
    	       Scroll of Protection from Normal Missiles
    (x=600, y=850) 97 gold, Oil of Speed, ~High Quality Bolts x20*1,
    	       ~Bolts x20*1, ~Lesser Static Star +1*2)
    	       (EE-x Play: Morning Star of Confusion +1*3)
    	       (EE-x Play: Sanctified War Hammer +1*4)
    	       (EE-x Play: Mace +1)
    	       (EE-x Play: War Hammer +1)
    *1: The ammunition in this chest is random. It can vary between Bolts,
    Bullets, Arrows, and Darts, mundane, high quality, or magical.
    *2: This is a pretty nice Morning Star for this point in the game; it's
    a +1 weapon that has a 50% chance to deal +1d3 electrical damage, and
    an additional 10% chance to stun targets for 3 seconds. The only
    downside? ...we really need to be looking at getting +2 weapons now.
    There's a foe coming up that'll be immune to anything less. Still,
    it's better than what any of my characters are using currently, so I'm
    not going to turn my nose up at it.
    *3: A +1 Morning Star that has a 10% chance to confuse foes for one
    round. Not a bad weapon, by any means, but I prefer the Lesser Static
    Star +1.
    *4: This War Hammer +1 allows your Cleric to cast one additional
    1st-level Clerical spell.
    The random blunt weapons in the chest at (x=600, y=850) are new to the
    Enhanced Edition.
    5) Once you're back where you started... explore to the south! You all
    saw that coming. Anyways, kill another band of Lizardmen and continue
    your formerly forbidden southern ways. Beyond the Lizardmen you'll find
    Bombardier Beetles-real pains in the ass if ever there were personified
    ass-pains. When they engage in melee, they'll emit a cloud of acid in
    a radius around themselves which does... well, mediocore damage, but
    when there are several of them at once (which there often are) it can
    start to add up. Also, their acid clouds can paralyze and deafen
    you. Joy! These things just suck, really. Try to shoot them to death
    before you get close, and if that fails, lead with one character
    wearing a Ring of Free Action, weather the acid, retreat with your
    wounded bait, and kill them with the rest of your party.
    In Heart of Fury, the Bombardier Beetles are even more annoying. This is
    solely due to their higher Hit Points, which means they can fully take
    advantage of any stunned characters, and are just hard to put away
    quickly. Actually, it's not much harder than my first run-through was,
    but with a great Armor Class, top-notch saves, and over 100 Hit Points
    on every character, it doesn't seem like  this should still be such a
    brutal fight. Also, there are a lot more Sword Spiders around in Heart
    of Fury mode, ready to take advantage of you should your characters
    falter against the Bombardier Beetles.
    Bombardier Beetles still suck in the Enhanced Edition, but they seem
    to suck just a little less-Rings of Free Action now prevent their acid
    cloud's stun effect.
    6) You're now more or less in the south-western corner of the map. Time
    to explore to the east. You'll shortly come across some Wraith Spiders.
    They can disease you (lowers your Strength temporarily), and they are
    immune to non-magical weapons. Still, they're not very tough (and they
    are worth 2800 experience points each on Insane difficulty!) Head east-
    there are two paths-one leads over a bridge, the other leads... well, to
    a stream. Beyond the uncrossable stream are more spiders-including a
    Sword Spider. The Sword Spider is no joke-it attacks fast, and can
    quickly decimate a lightly armored character. Of course, the spiders
    are across the water, and very, very stupid. They tend to just stand
    there and allow you to shoot them to death. It's just a simple (and
    cheap) way of kill these bugs without them being able to respond. And
    isn't that what strategy is really all about?
    7) Now that the spiders are all dead, head east across the bridge. You
    will probably provoke some Phase Spiders as you head east-you'll just
    have to put on your big-boy pants and fight them fairly (they wouldn't
    be bothered by something as simple as a stream, anyways). If you get
    poisoned by them, you must cast a Slow Poison spell or use an Antidote
    immediately-it's pretty lethal if not cured. Once they're dead, explore
    south to reach the stream we confounded the unphasing spiders at
    earlier. Here you'll find the remains of Erevain-the Elf we met at the
    Snowdrift Inn, back in Easthaven. Don't feel bad, however. He had suck
    in his very DNA.
    (x=1900, y=2300) Erevain's Broad Sword +2*1, Chain Mail, Medium Shield, 
    		 Arrows x11, Long Bow, 81 gold, Erevain's Journal*2,
    		 Arrows of Fire x11*3, Acid Arrows x9*3
    *1: Erevain's Broad Sword is a +2 specimen that also grants a +2 bonus
    on saves versus wands and 10% acid resistance. It's a decent weapon
    that I'll put on my Fighter/Mage/Thief, for those rare instances when
    I want to try out a backstab.
    *2: This is the journal of the elf at the inn in Easthaven, if you
    remember. Xan, of course, is a sucky character you can recruit in
    Baldur's Gate. If Erevain was anything like his cousin, we're better off
    without him. Almost makes me want to play Baldur's Gate and feed Xan to
    a Sword Spider too... Ahh... Irony.
    *3: For the love of Zeus, do NOT use these arrows frivolously. We'll
    have to deal with Trolls shortly, and unless you have a bunch of
    flaming weapons stashed away some where, these are great ways to deal
    with downed Trolls-and make sure they stay down.
    8) Backtrack to the entrance again, and from there head east. Go back to
    the bridge to the south we ignored earlier and with great trepidation,
    cross it. Trepidation optional. You'll probably have to smack around
    some Lizard Men along the way. Continue south-east until you come to a
    fork. Now, we're going to provoke a rather large fight, so let's prepare
    a bit, shall we? First, memorize as many Web spells as you can. Then,
    leave your party beyond the narrow tunnel west of the fork (if this
    screams 'bottleneck' to you... well, then you're probably
    schizophrenic.) Once that's done, I take my party leader-Ilnathias-alone
    up the northern fork. You'll find yourself in the court of the Lizard
    Man King. I could go into some depth about this conversation, except
    that the conversation lacks any. It's hard to be diplomatic when the
    other side regards you as food. Anyways, a fight ensues. Don't stick
    around-run back to your party, leading as many of the reptiles as you
    can. When they approach, cast Web at the far end of the bottleneck
    (multiple Webs in the same area stack, and it's very unlikely that
    anything will continually save against two or three spells at once.)
    Attack in melee with the two characters wearing the wonderful, wonderful
    Rings of Free Action and have the others shoot/sling them down. How well
    does this strategy work? Me = no damage, they = dead. Pretty good, I'd
    say. If the Shaman try to be clever by standing back and casting spells,
    hit them with Silence 15' Radius spells. Amongst the general loot is a
    magical dagger, Spinesheath*1, but that's not all. Return to the chamber
    that USED to house the Lizard Man King's court and loot the snake statue
    for some nice loot.
    Same principles apply to the Lizardman King in Heart of Fury mode, try
    to bottleneck and you'll be fine. Heck, a simple Haste is all you need.
    I used a Symbol of Hopelessness just for funsies and it pretty much won
    the fight outright. By the way, spamming five Symbols of Hopelessness
    should win just about every Heart of Fury fight against living foes-
    we'll be doing it a lot.
    (x=3100, y=500) Star Diopside Gem x8, 88 gold, Scroll of Detect Evil,
    		Scroll of Fireball*2, ~Ring of Resistance*3,
    		Antidote x2, Scroll of Summon Monster I
    		(2nd Play: Robe of Enfusing*4)
    		(3rd Play: Potion of Magical Resistance*5)
    		(4th Play: Ring of Intelligence*6)
    		(7th Play: Boots of the Fox*7)
    		(7-X Play: Shield Ring*8)
    *1: Spinesheath is a great backstabber. Although it only has a +1 to
    damage, its +5 THAC0 more than makes up for it. I keep it on my
    Fighter/Mage/Thief for now, even though I don't ever really intend to
    use it. Mostly I just like the name. Spinesheath. It really just says it
    all, doesn't it? Syrenil will keep this handy for when she needs to
    make backstabs-an admittably rare occurance.
    *2: Fireball. Need I say more? Probably not, but I will anyways. This is
    THE offensive spell for a Mage. Learn it, love it. Honestly, I tend to
    just use buffs most of the time-a Haste or Slow spell will probably have
    more of an effect on more fights than Fireball, but it's iconic, man.
    *3: +10% bonus to fire and slashing attacks? Put it on anybody who gets
    hit alot... generally meaning start with the leading party members.
    *4: Remember this? Orrick was trying to sell us one. Here you have a
    chance to get it for free. It's not a worthy drop, however. We'll find
    much better Mage armor later on.
    *5: How can you say no to 5% permanent magic resistance?
    *6: +1 to Intelligence, -1 to Constitution. Eh, no thanks.
    *7: These boots give a +1 bonus to Armor Class, and increase your speed
    by 40%. We'll find Boots of Speed later which double your speed, but
    it's the Armor Class that makes the difference here. Being fast is fine
    and all, but Haste does that just as well, and as long as you're just a
    little faster than your foes-that's what really matters. On the other
    hand, neither these boots nor the BOots of Speed are compatible with
    Rings of Free Action... but at least you'll still get the Armor Class
    bonus from these (and there is an alternative we can use later that
    will give us a limited protection from paralysis will allowing us to
    keep our speed boosts). It should be obvious, but worth noting, that
    these boots will not interfere with any other magical protection you
    may have.
    *8: This ring puts the wearer under the constant effects of the Shield
    spell... which is very nice. Unfortunately the ring can only be worn
    by single-classed Mages, Mage/Clerics, or Mage/Theives. Of course, since
    this item can't be used by the best Fighter-combos in the game, we need
    not pay attention to it.
    9) Well, we just commited reptiliregicide and scored some decent loot.
    All things considered, we've done pretty good. But, his highness
    mentioned that they've been eating some villagers... we should probably,
    you know, go look for them, or something. He also mentioned someone
    called 'Yxunomei'. I'm sure we'll never hear about it again, though.
    Anyways, backtrack to the bottleneck. This time, explore to the south,
    where you'll find a bridge to the east, and another... well, not-bridge
    to the south. Elegant, aren't I? It's what happens when one graduates
    from Stewart County High School, in Dover, Tennessee. Ignore the bridge
    and continue south to find... more Lizard Men. There are two Shaman with
    this band, and one of them will surely try to cast Hold Person. Lead
    with your two ring-bearers while the rest of your party attacks the
    archers with ranged weapons (casting a Web spell into the thick of
    combat can take the pressure off your melee combatants.) Continue south
    and kill all the reptiles you find. In a slave corral in the south-
    eastern corner of the level, a little girl will initiate dialogue with
    you and thank you for saving the villagers. You'll get a huge quest
    reward. Huzzah! It's time to leave this level behind (x=3500, y=2300). 
    (For killing the Lizard King and saving the villagers and merchants)
    EXP	30000
    |								       |
    |			    Talonite Caves			       |
    |								       |
    Sequence of Events:						{WLK008}
    		1) Video Game 'Logic'
    		2) Tackling Trolls
    		3) Saving Sheemish
    		4) Talonite and Troll Take-Down
    		5) Saving Mother Egenia
    		6) Foiling Phasing Foes
    		7) Trolls, Spiders, and Beetles
    		8) More Bombardier Beetle Bastards
    		9) Spiral Troll Time-Waster
    Talonite Caves (AR4002)
    1) Now, if you've played some video games before, you understand how
    invariable they tend to be about certain issues. So let me throw this
    out, as a consciousness-raiser. We never found Conlan's son, did we?
    A sensible person would say "Lizards ate 'em" and move on with their
    lives, but this is a video game-surely we would have found a trace-a
    half-eaten corpse, a distinctive item on top of some reptile poop, a
    sad message scratched into the dirt, or perhaps just a second-hand
    heads-up from another villager... but nothing. That means-by video game
    logic-that he's still out there. And so he is, but there's a time limit
    on finding him in this level, so don't leave, don't rest, and generally,
    don't dick around. We'll set our sights on finding Conlan's son before
    we bother with anything else.
    2) You're immediately confronted by two Lizardmen-kill them, and then
    head west and slaughter any scaley things that stand in your way.
    Continue following the path when it turns south-west, and when it forks
    again, it's time to change strategy a bit. I've been mentioning it most
    of the walkthrough, but the time has come-Trolls await us. To the south
    another split awaits. To the south is a wooden bridge; to the east, our
    destination; and to the west is a large chamber with an equally large
    number of Trolls. My tactics are simple. Sneak ahead slowly with your
    Fighter/Mage/Thief and cast Web (or several Webs) just outside of their
    sight radius (there's one Troll conveniently placed at the mouth of the
    cavern that makes a great target), then engage them with your characters
    protected by Rings of Free Action. Good news! There's apparently a bug
    tied to Trolls! If you kill them in a mundane fashion while they're
    caught up in a Web spell, they lose their regeneration and they STAY
    down! It doesn't work all the time, but it works most of the time, and
    it's a great way to take them down. In fact, anything that inhibits
    their mobility-the stun effects from weapons, Web, Hold Monster, and
    even Slow spells-can be used to kill Trolls without having to meet the
    typical fire/acid requirement. If more is required, break out flaming
    weapons, use fire spells such as Burning Hands, Agannazar's Scorcher,
    Melf's Acid Arrow, or Fireball. Smoke 'em if you've got 'em! The Flaming
    Oil that the Lizard Men were dropping works, too, but they're also worth
    some gold. Finally, you also have Arrows of Fire and Acid Arrows-it only
    takes one to make sure a downed Troll stays down. Explore the entire
    cavern after the intial Trolls are dead-there are bound to be straggling
    Trolls hiding in the depths, and some Wraith Spiders.
    In Heart of Fury you'll find more Trolls than in the normal game. Take
    it slow unless you feel like fighting a half dozen Trolls all at once.
    3) Once the Trolls have been tamed, backtrack to the bridge and promptly
    ignore it. I now explore the tunnels to the east of the bridge, where a
    trio of Lizard Man Shaman await. I hit them with a volley of Silence 15'
    Radius before moving in for the kill. Beyond are some Wraith Spiders,
    and here melee takes over. Continue east, then south-east, then west
    until you find some kids. Conlan's son is at roughly (x=950, y=1330),
    although they'll all simply be called 'Captive Villager'. Talk to him
    and tell him that you've cleared the way for him, and he'll run off.
    Whew. Now that Sheemish is saved we can continue through the level
    (For rescuing Conlan's son, Sheemish)
    EXP	24000
    Misc	Conlan's Hammer*
    *When you get back to town and talk to Sheemish, he'll give you the key
    to the chest in the store. Or you could just cast Knock on the chest and
    steal it. Either way.
    4) There was a path east of the entrance we ignored near the beginning
    of the level-and for good reason. It heads to the next area, and we've
    still got plenty of map to explore over to the west. Cross the bridge to
    the south-west that we ignored in the previous Steps. More Trolls and
    Wraith Spiders. Eventually the path will turn sharply to the south, and
    note the rock-strewn corner-it's a great natural bottleneck-the kind we
    use to turn large fights into the sites of resounding victories. And so
    it will be. I leave most of my party in the corner and sneak south with
    Syrenil. The southern pass will lead to a large chamber where you'll
    find a large, stepped structure, on top of which is a Talonite Priest
    and some Trolls. I play it safe and get the Talonite's attention
    (nothing says "Hello!" like an arrow to the face!) and run back to my
    party. The following ensues-Talonites and Trolls attack up the narrow
    corner. With any luck, the Talonites will start by casting spells (again
    with the Hold Person, be sure you're leading with your ring bearers and
    they'll laugh it off). This gums up the works, and allows you to place
    a humble Web spell in the corner. Shoot Webbed foes down or blast them
    with spells, and if anybody makes it through, have your Fighters at the
    end of the bottleneck to greet them. My ring-bearers took some damage,
    but a win is a win. Search the Talonites after the fight-one of them
    should drop a "Holy Chaos! Deck*1".
    Note: If you're finding this fight difficult, and losing some faith
    in the multi-class party... well, good new-this is the most difficult
    fight in the game for this group. It's all uphill from here. We will
    never again will our melee offense, spell arsenals, and survivability
    be this limited... plus, a great grinding opportunity is coming up,
    and Trolls just kind of suck. Especially when you don't have that many
    ways of dealing fire damage.
    I start out by backstabbing one of the Talonites, then running back to
    my party who takes up their customary position in the tunnel to the
    north. Once the horde of Trolls and Talonites show up (probably 
    bolstered by Prayer and Recitation) my melee fighters step up and stop
    them. A Haste, a few Incediary Clouds, and Symbols of Hopelessness end
    the fight.
    *1: A deck of cards that can be equipped in a quick-item slot. It has
    13 uses, and "casts a random beneifical spell centered on the user."
    Limited use and random are two things I don't like my items to have,
    but... eh, why not keep them handy?
    5) Explore to the south where you provoked the Talonites. There are
    bound to be some Trolls straggling around, so smite them. You'll find
    Mother Egenia of Ilmater is at (x=1220, y=1960). Talk to her for
    rewards. She'll reveal that she-unlike that pussy Arundel-decided to
    be more active about thwarting this evil. She roamed out into the
    mountains and allowed herself to be abducted. Doesn't that sound a lot
    more Druidic than Arundel, sitting in a house worrying about the world?
    They got their roles reversed! Mother Egenia will stay behind and heal
    (at a price) until you slay the evil. Yay... She'll also watch over you
    while you rest and make sure you don't get attacked, which can be
    useful. You can find the villagers you saved in the tunnels to the east,
    but they have nothing interesting to say.
    (For saving Egenia and numerous villagers from the Talonites)
    EXP	36000
    6) Backtrack to the beginning of the level. It's now time to explore
    the previously unexplored tunnels to the east. Kill any Lizard Men you
    see until you find a fork, at which you'll have to deal with more pesky
    Phase Spiders. Again, creep forward slowly and try to lure the critters
    back to you, as down the southern path is a chamber full of baddies we'd
    be better off handling without Phase Spiders around.
    7) Once the Phase Spiders are dead, creep forward with your party to
    provoke the critters in the southern room, where you'll find Sword
    Spiders, Bombardier Beetles, and-worst of all-Trolls. This is obviously
    a cheap attempt to combine the attack speed of the Sword Spiders and the
    Bombardier Beetle's ability to stun, and if it works-you're probably
    going to lose a character (which for me means a reload). I engage with
    my ring-bearers and bottleneck the foes at the fork, while Syrenil casts
    a web. My melee combatants attack the Sword Spiders (who will be immune
    to Web). I know we're abusing this strategy, but that's because... well,
    it works.
    8) Clear whatever opposition presents itself and ignore the southern
    chamber for now. We just killed whatever we could because... well, we
    want to explore the northern tunnels, and the assfaces to the south
    would have attacked us when we walked past. Continue east up the
    northern tunnel and you'll encounter some Bombardier Beetles-yeah,
    that's right, more of these fuckers. Get used to it, this tunnel is
    crawling with them, although the game sees fit to throw a few Boring
    Beetles at you, too. Emphasis on the 'boring', these things are weaker
    than Bombardier Beetles. No stun, to acid, they're probably just there
    to draw your fire from Bombardier Beetles, the real threat. Crush
    beetles as you head east, then south. At the end of this loathsome path
    you'll find the body of a dead... well, a dead person, anyways.
    (x=3530, y=1300) 108 gold, Battle Axe +2: Defender*1, Long Sword of 
    Confusion +2*2.
    *1: A +2 Battle Axe with a two point bonus to Armor Class, the armor
    bonus stacks with other protections as well. This is a wonderful
    weapon, really. It's just a shame my triple-class party doesn't have
    any real use for it.
    *2: Instead of stunning enemies, you confuse them. I hand this off to
    my Fighter/Mage/Thief.
    9) Backtrack again to the last fork. It's time to explore the southern
    chamber where we fought our last big battle. If you don't remember where
    this is... lay off the drugs. Continue south and murder any Trolls,
    Spiders, or whatnot you find-stupid stragglers. In the chamber south of
    this one you'll find a spiraling tunnel-and affront to natural cavern
    geology if ever there was one. This serves but one purpose-to waste more
    of your time, and to squeeze a few more Trolls into the level.
    The next area is at (x=2900, y=2100).
    ***ITEM FISHING***
    There's quite a disparity in the loot that can drop next level, from
    a single magical bolt, to the best Cross Bow you've seen so far. If
    you are desperately searching for Cross Bows... well, then bad news-
    this isn't an easy run. You'll have several (rather large) scripted
    battles, traps, and then a major fight with a necromancer and her
    undead minions before you get a shot at the treasure. It's more trouble
    than it's worth, really. If you want to try, the rewarding container is
    at (x=3170, y=1900).
    |								       |
    |		             Presio's Domain			       |
    |								       |
    Sequence of Events:						{WLK009}
    		1) Welcoming Party
    		2) The Great Big Grind
    		3) Everybody Hates Kuldahar
    		4) Blast Skeletons Suck
    		5) The Final Horde
    		6) Battling Over the Bridge
    		7) Pacifying Presio
    		8) Follow the Yellow Trap Road
    Presio's Domain (AR4003)
    1) Good riddance trolls, hello undead. As soon as you enter the level 
    an Undead Lieutenant will open dialogue with you. As usual, regardless
    of what you say, a fight ensues. This can be a pretty rough, if not 
    straight-forward, fight with the Undead Lieutenant and its legion of
    Cold Wights. Cold Wights are immune to non-magical weapons, so your
    archery isn't going to be much use. My multi-classed party has two
    saving graces, however. First, I have hit 5th level as a Mage on my
    characters, so now the ultimate combat buff-Haste-comes into play.
    Second, Holy Smite works wonders on the undead here. Sure, its damage
    is pretty low right now, but if you get a small horde of Cold Wights
    around you, one Holy Smite can deal modest damage to all of them
    (plus a chance of blinding!). Use the two spells every time the Undead
    Lieutenant summons a host of Cold Wights. My triple-classers just
    aren't explosive enough melee combatants to chop them all down easily
    without spells. And why should they be? They've got two spell-casting
    classes for a reason. Use spells. Prayer and Draw Upon Holy Might also
    Note: If you scored The Snow Maiden's Reaver earlier, now is not the
    time to be using it. It will not harm undead, much less undead critters
    named something as revealing as 'Cold Wight'.
    Oh glorious Invisosmite! Hallowed art thou name! If you prepare by
    making the entire party Invisible before heading down, a team of very,
    very high-level Clerics (level 20 wasn't good enough, but level 30 was)
    can simply walk through the level and leisurely smite all the Cold
    Wights here... except for the Undead Lieutenants. Oh, but it is wondrous
    to kill all its minions throughout the level, then just walk around and
    giggle at its idle threats...
    Note from Lee:
    Because I have a different party makeup - just single and two-class
    multi's - I am probably one or two levels higher and was able to defeat
    the entire group of enemies in a straight melee fight while suffering
    only minor damage. It's important to note that I am NOT playing HoF.
    2) I'm nearing some potentially difficult battles ahead, and the time
    has come for me to dual-class. I simply cannot go much further without
    spells. Cold Wights are easy to kill and plentiful, and they give 1400
    experience per kill (2800 in Insane difficulty!). Now I just rest and
    spawn baddies until I'm leveled enough to continue on. Grind to taste.
    If you don't have dual-classers, and you're following the new multi-
    class 7th-playthrough party, you obviously don't need to grind here,
    although grinding until you're at least 7th-level will make you immune
    to the whole instant death effect of Cloudkill, a spell that will be
    used by a few foes quite shortly.
    Note from Lee:
    After only minor grinding (3 sessions) my entire party is at least
    Level 7 in all classes. I return to Kuldahar to sell off stuff and buy
    some spells so my Mages are fully equipped, as suggested by our author
    in the next step.
    3) Do as much leveling as you care to do-or continue playing to score
    some choice gear. Be sure to head to town and re-equip your characters
    to suit their new roles, if necessary, and pick up some Mage spells for
    your new Mages, if you want them to be able to do anything. Either way,
    you're ready to continue on, no? There are two staples of this level-
    undead, and traps. Traps, everywhere. Well, not quite everywhere, yet,
    but they'll become more numerous shortly. We've got two paths we can
    follow, either east, along a wooden path, or south. Head east along the
    planks where you'll meet another Undead Lieutenant. This time the
    necromancer controlling it reveals that they are working the 'will of
    Talona and our blessed ally, Yxunomei'. *gasp* It's that name again!
    Who knew? The necromancer also reveals that it didn't freeze the passes,
    the 'Old Enemy' did. Apparently this 'Old Enemy' is the bugger we are
    looking for, and again, the enemy of our enemy is not our friend. It
    will, however, reveal that Lysan was not part of their little group.
    These guys like reptiles, and reptiles don't like cold. At this point
    one has to wonder if there's anybody out there who doesn't have it in
    for Kuldahar. Anyways, the Lieutenant grows tired of answering your
    questions and attacks, along with another horde of Cold Wights.
    4) Continue south and you'll find more Cold Wights, along with another
    Undead Lieutentant (this one isn't talkative like the last two were).
    Continue south and you'll encounter some Blast Skeletons. These things
    suck-they do nothing but try to engage the party, and if you hit them,
    they'll explode in a Snilloc's Snowball Swarm. Shoot them before they
    get near your party. These bastards aren't even worth any experience.
    5) Now turn west until you find some wooden planks, along which are
    some traps (x=1190, y=1440), (x=900, y=1540), and (x=1420, y=1350).
    Continue west until you find a fork-being weary to watch out for lurking
    Blast Skeletons and Cold Wight stragglers. You'll eventually come to a
    fork in the path-a planked route to the north-west which leads to some
    Blast Skeletons and another trap (x=700, y=1270), and eventually back
    north to the beginning of the level-and a path to the south-west, where
    we'll find an Undead Lieutenant again. He'll talk shit and summon
    another horde of Cold Wights to harass you.
    (x=700, y=1270)
    (x=900, y=1540)
    (x=1190, y=1440)
    (x=1420, y=1350)
    6) Continue south over the broken bodies of the undead you smote then
    follow some wooden planks to the east. Another trap awaits to annoy you
    at (x=1400, y=2100). Keep going until you reach a bridge. Deal with
    any Blast Skeletons you find and endure the Undead Lieutenant one more
    time. He won't have any Cold Wights left to throw at you this time.
    Cross the bridge and disarm the trap at the far (eastern) end 
    (x=2450, y=2250). Traps abound to the north-east, but first, head over
    to the building due east of the bridge, where we face more active
    (x=1400, y=2100)
    (x=2450, y=2250)
    7) Inside this round structure is a Mage named Presio, some Poison 
    Zombies, and Imbued Wights. Imbued Wights are old friends of ours, but
    Poison Zombies are new. They're not nearly as resistant to missile
    weapons as Skeletons are (they only ignore 20% of piercing/missile
    damage), but as their name implies, they can poison you. Never fear,
    however, this poison is very weak and short lasting, so it doesn't
    really warrant your attention. Prepare with whatever spells you have-a
    Web at the door can slow foes down, and if you have any 5th-level Mages
    or better, it's time to test out that Haste. Sneaking forward with
    Syrenil and launching a pre-emptive Fireball also is fun, but failing
    that, I just head forward with a character to lure the enemies within
    outside. I wait with my party to the west of the arch leading to the
    structure. Again, this arch makes a suitable target for Web. when
    Presio shows herself, I give her the attention of all my archers. The
    fewer spells she casts, the better. She's fond of casting Cloudkill,
    a smart choice considering her undead minions will be immune to it.
    Don't play her game and end up in a melee with her minions while stuck
    in a Cloudkill spell. If you engage the Poison Zombies in the arch where
    you cast your Web, she'll tend to cast a Cloudkill there. If that
    happens, retreat around the corner and chop down any Poison Zombies
    coming out of the structure. She'll also cast Haste, Protection from
    Normal Arrows (which is no fun) and offensive spells. With the multi-
    class party, just make sure you avoid the Cloukill spell at all costs,
    as it will likely result in instant death if you're 6th level or lower.
    Just remember, she tends to cast the spell at the archway leading to
    her dwelling, so if you run in with a character under the effects of a
    Shield spell to absorb the Magic Missiles from the Cold Wights, then
    retreat, she'll cast the spell harmlessly at the entrance. Just let her
    undead waddle out and confront you, put them down with melee aggression
    (boosted by Haste) then wait for the Cloudkill to wear off. Of course,
    grinding around here a bit will prevent this. When Presio falls, she'll
    leave behind 226 gold, a Hammer Flail +2*1, Presio's Dagger*2, a Deep
    Red Ioun Stone*3 and the Necromancer's Robe*4. Before you go crazy
    looting, there are several  traps that need to be disarmed, so scan
    In Heart of Fury Mode Presio is accompanied by another Mage, blandly
    named 'Presio's Apprentice', and by a warrior named... 'Warrior'. More
    troublesome, however, are the Imbued Wights, just waiting to blast you
    with Magic Missile. Three Wights shooting five missile each, each doing
    eight through ten damage per hit... that adds up to about 120-150
    damage... let's just say that's damage we don't need to start a fight
    with, and I wouldn't rely on magic resistance. Unfortunately for Presio
    and her goons... Invisosmite! Heh, heh.. yeah, this was where
    Invisosmite was born, actually. I was goofing around (goofing around is
    a technical term for 'strategizing', just like the Republican term
    'legitimate rape' is slang for 'quit lying and have your God-given baby,
    you filthy slut') and trying to probe Presio's stronghold with a Cleric
    to see if any of the undead were placed foolishly close enough to the
    edge to be susceptible to some smiting. Then my brain started working,
    and I decided that since everything in this game is pathetically
    incapable of detecting Invisible foes that I should try going Invisible
    and just walk in and see what exploded. The answer? For a high-level
    Cleric-every undead should die, just leaving Presio, her apprentice,
    and... Warrior. They just don't stand a chance against a Heart of Fury
    party without their undead meat-shields. Presio doesn't have too many
    new tricks, but once she resorts to lower end spells is when you
    actually have to worry-again, Magic Missile deals some wretched damage.
    The Warrior will drop some Bolts +1 and a suit of Plate Mail +1, while
    Presio's Apprentice will drop a Mage Robe of Fire Resistance and Bracers
    of Defense A.C. 8.
    Note from Lee:
    While not in HoF mode, I did get Presio's Apprentice and his minions
    coming at me from the north-east. I keep my archers near the east end of
    the bridge and start the encounter at the arch, then retreat and wait
    for the Apprentice and all the other baddies to show up. I can easily
    take them all out by letting them come to me, and then enter the round
    building once everything is dead. I move my lead character to the arch
    and trigger Presio's poison fart cloud, wait it out, then go after him
    in force - he dies rather easily.
    (x=3170, y=1900) Skull x3, Oil of Speed (cursed), Potion of Absorption,
    		 ~Heavy Crossbow of Speed*5.
    		 (2nd Play: Heavy Crossbow of Defense +2*6)
    		 (3rd Play: Arrow of Translocation x1)
    		 (4th Play: Trainquil Bolt x1)
    		 (6th Play: Giant Killer*7)
    		 (7th Play: Bren Muller's Crossbow*8)
    		 (7-X Play: Long Bow +2: Protector*9)
    (x=3350, y=1920) 428 gold, Aquarmarine Gem x3, Silver Ring, 
    		 Presio's War Journal, Scroll of Haste*10
    (x=3390, y=2000) Bottle of Wine, Scroll of Skull Trap,
    		 Scroll of Vampiric Touch, Scroll of Confusion*11,
    	 	 Potion of Agility
    (x=3300, y=2000)
    (x=3150, y=2000)
    (x=3170, y=1900)
    (x=3350, y=1920)
    *1: A +2 Flail that has a 15% chance to stun, It's a pretty awesome
    weapon for this point of the game. I'm sure you can find a home for it
    on some Fighter/Mage/Cleric or another.
    *2: This +2 Dagger has a chance to poison foes when struck, although
    they are entitled to make a Save vs. Death to avoid it. It's a decent
    weapon, although whether it's superior to Spinesheath or not is
    debatable. An extra point of damage and poison, or three more points of
    THAC0? If this helps, Presio's Dagger can keep Trolls down.
    *3: This little gem floats around your head (taking up your helmet slot)
    and gives a +1 bonus to Dexterity while equipped. Sadly, if you've got
    a base Dexterity score of 18, a one point bonus won't help much.
    *4: These robes drop your Armor Class to 6, give +3% Magic Resistance,
    and impart a +3 bonus to your saves versus paralysis/poison/death magic.
    These certainly make Orrick's Robes of Infusing seem like a big waste
    of money, and they're easily the best bit of Mage armor we've found.
    I put them on Eraithul-my 5th-place Fighter/Mage/Cleric. He's wearing
    Scale Mail anyways, and being so far back in the roster, isn't likely
    to get better hand-me-down armor in a while.
    *5: +4 THAC0 and +4 damage, and two attacks a round. Win. This is the
    best Cross Bow you'll find for a long, long time.
    *6: +4 THAC0 and +4 damage, +1 bonus to Armor Class, and +10% Missile
    Resistance. But it doesn't address the problem of a Crossbow's
    inherent slow rate of fire. Not so win.
    *7: There are many ways to deal with Giants in this game... well...
    okay, the best way to deal with them is by casting Haste and chopping
    them up. Slinging 1d4+4 damage stones at them is not a superior way to
    take them down compared to, say, a high Strength Fighter with Grand
    Mastery. This sling is a +1 Sling that counts as a +4 weapon versus
    *8: This uniquely-named crossbow gives a +2 bonus to damage and a +5
    bonus to THAC0. Sadly, at one attack per round, it's not really worth
    *9: +3 THAC0, +2 damage, 15% resistance to missile damage, and 5%
    Magic Resistance. Sure, the Magic Resistance is nice, and the combat
    stats are identical to the Long Bow +2: Defender, but I'd rather have
    the +2 Armor Class, instead.
    *10: Now two of my characters can have Haste. Huzzah.
    *11: This spell is a great debuff. It forces foes to save (with a -2
    penalty!) or become confused, all but taking them out of the fight.
    Sure, Chaos is a better spell, but until you get it, this is the go-to
    The Deep Red Ioun Stone is new to the Enhanced Edition... as if Presio
    didn't drop enough quality loot already!
    8) Nothing left to do now but head to the next level... But this is more
    of a chore than you might expect. You're unlikely to encounter any
    significant number of undead, but as you make your way north-east from
    the structure, you'll run across traps galore. There's simply nothing
    else you can do but creep along with your Thief and detect them all.
    It's not the first-and it won't be the last-time I wished we earned
    experience from disarming traps... The entrance to the next level can
    be found at (x=3400, y=350).
    (x=3000, y=1700)
    (x=3200, y=1600)
    (x=3000, y=1250)
    (x=3050, y=950)
    (x=2950, y=750)
    (x=3100, y=750)
    (x=3200, y=650)
    (x=3050, y=550)
    (x=3400, y=420)
    ***ITEM FISHING***
    There are a few random weapons on the next level-two in one chest, in
    fact. Most of the weapons therein are more interesting than game-
    changing, and few will be useful for terribly long. There's a great
    mid-level Flail and a few interesting Daggers. The only problem? You'll
    have to go through a bit of bother to get to it. I honestly wouldn't
    bother, but if you wish to try, the container in question is at
    (x-2650, y=800).
    |								       |
    |		            Eldathyn Temple			       |
    |								       |
    Sequence of Events:						{WLK010}
    		1) A Dream of Albion
    		2) Geelo the Librarian
    		3) Sharra the Healer
    		4) Your Carpets Don't Match Your Faith
    		5) Pulverizing Phoney Pacifists
    		6) The High Summoner
    		7) The High Ritualist
    		8) Adventurer's Gotta Stick Together
    		9) Into Yxunomei's Lair
    Eldathyn Temple (AR4004)
    1) From where you appear head north, then east, and you'll be greeted by
    a priest named Albion. He insists that he and his fellows follow Eldath,
    a pacifistic religion, and he will invite you to seek the aid of their
    healer, named Sharra. Sure... play along.
    Note: If you had a Paladin in your party, they would sniff out Albion
    and his laughable ruse the first time he talked to you, immediately
    provoking a fight. Also, if you have an Intelligence of 16 or greater
    you can talk to Albion a second time and ask him about the Heartstone
    Gem. He'll slip up and mention the Temple of the Forgotten God, blowing
    his cover.
    2) Go through the door at (x=830, y=1330) to find Geelo the Librarian
    (x=900, y=1180). He'll give you access to the books in this room (the
    northern room is restricted). Ask about the Kuldahar abductions and
    the Heartstone Gem, to no avail, and best of all, purchase some spell
    scrolls from him. He sells scrolls of Blur, Flame Arrow, Monster
    Summoning I, Lightning Bolt, and Ice Storm. Buy what you will. You can
    loot the books here, too, but they're pretty bogus. Note that picking
    the locked door to the forbidden library (x=750, y=1100) will provoke
    the Eldathyns. In fact, if you try to pick the locks of ANY locked door
    it will provoke them. Not very good pacifists, eh?
    Note: If you have an Intelligence of 13 or higher you can trick Geelo
    into visiting with Albion, which will allow you to pick the lock to the
    doot at (x=750, y=1100) and take a gander at the incriminating bookshelf
    at (x=650, y=950). If you do this, the next time you talk to Albion you
    can call him out.
    |Mage Scrolls|
    3rd-Flame Arrow
    3rd-Melf's Minute Meteors
    3rd-Monster Summoning I
    3rd-Lightning Bolt
    4th-Ice Storm
    4th-Polymorph Self
    (x=1000, y=1230) The Folly of Fury
    (x=850, y=1100) Great Pottery of Lurien, Tending Ivy
    (x=1200, y=1110) Fish on the Sea of Fallen Stars
    The Melf's Minute Meteors and Polymorph Self scrolls are new to the
    Enhanced Edition.
    3) Well, that was lame. Go through the large door at (x=1000, y=1450),
    then through another, smaller door (x=1550, y=1400), beyond which you'll
    find Sharra the Healer (x=1720, y=1320). She'll... well, let you rest
    safely, and she'll heal you (for a price). She also has a lot of nothing
    to say about Kuldahar and the Heartstone Gem. Speaking about a lot of
    nothing, if you explore to the north-west you can find two rooms, the
    doors to which are at (x=1000, y=500) and (x=1350, y=400), both of which
    contain bookshelves.
    (x=1100, y=200) Animals Are Your Friend, On Non-Violence
    (x=1000, y=350) History of the North I, History of the North II,
    		History of the North III
    4) From Sharra's room head south-east and explore a room, the door to
    which is at (x=1440, y=1880), which contains a bookshelf with some
    useless loot on it. Yay. Continue to the south-east to find an exotic
    rug. You'll get the following floating text:
    "This rug is of extremely high quality and appears to be of foreign
    design. The recurring symbol in the pattern is that of a golden carp."
    Apparently this is something worth noting, although how an expensive
    rug seems out of place compared to the rest of the crazy going on here-
    the fact that these fools claim to be pacifists when surrounded by
    legions of undead, Talonites, Trolls, and Lizard Men for example-is
    beyond me.
    (x=1600, y=1800) Philosophy of Kara-Tur,
    	         The Ballad of Daen Winterbrush*1
    *1: A book that can only be used by Bards-just equip it in your
    quick-item slot and give it a click. Doing so will summon up the Spirit
    of Daen Winterbrush, who doesn't have much to say right now. If you
    don't have a Bard, don't fret-we'll find a helpful NPC Bard who will
    help us out with this quest a bit later on. Either way, it'll be quite
    a long time before we can really do anything of use with this... but
    keep the book handy in the meantime.
    'The Ballad of Daen Winterbrush' wasn't in the original game, and hence,
    neither were any of the subsequent parts of the quest related to this
    5) Well, this dog won't hunt, my friend! We need to go talk to Albion
    about his... his... his 'rug'! Confront him about it, and well, he's
    apparently as bored with this paper-thin facade of absurdity as we are.
    He'll babble about reptiles being the 'master race', and mention Sseth
    and Yxunomei-his princess. *gasp*! It's that name again! Double-damn!
    Anyways, Albion and his 'Eldathyns' will attack. It's a good idea to
    cast a Web just beyond the large doorway to the north-east, as plenty
    of foes will be coming down that way, including Eldathyns and Yuan-Ti.
    The only exceptions are Albion, who is quite vulnerable all alone
    standing against our party, and Geelo the Librarian, who will pop out
    to cast some Mage spells. Yuan-Ti and Yuan-Ti Elite are just mediocre
    foes that either fight in melee, or use bows. They aren't bothered by
    Holy Smite, so we can ignore that spell again. Slow and Confusion,
    however, are both great spells to use against Yuan-ti, which we'll be
    fighting a good number of in this and the next level. With a few Web
    spells here, you should have no trouble luring all your foolish foes to
    their doom. If you have a high enough level Mage, now is a great time to
    cast Confusion on the foes-on its own, or in conjunction with the Webs
    (which tends to cause baddies to cluster together, making for more fun
    with spells like Confusion). Learn to cast Confusion on anything and
    everything that's not undead or a construct, it's a wonderful spell,
    and we'll be abusing it (and spells like it) for the rest of the game.
    Loot Albion to obtain Albion's Key*1. Geelo will drop Bracers of
    Defense A.C. 6*2, and two Potions of Invisibility. While we're nearby,
    we might as well loot the forbidden library beyond the door at
    (x=750, y=1100)-unless any Eldathyns have any objections... what? No?
    Good then.
    (x=650, y=950) Secret Societies, Scroll of Summon Monster I, 
    	       Scroll of Flame Arrow, Potion of Mind Focusing,
    	       Potion of Perception
    (For exposing Albion and his cohorts)
    EXP	24000-
    *1: Albion's key opens the locked doors throughout this level, although
    you don't NEED it to actually unlock any of them. They can all be
    unlocked via Pick Locks, or with the Knock spell.
    *2: Bracers that reduce your Armor Class as if you were wearing armor.
    The good news is that anybody can wear them. These are ideal for Mages,
    Thieves, Druids, and other armor-challenged characters. These are, at
    least, a viable replacement for one of my lower-ranked characters, who
    are unlikely to get any hand-me-down armor any time soon.
    6) Now, there's one annoying thing we should deal with now that we've
    got the whole level against us. Every so often some rat-bastard called
    'The High Summoner' will work his magic and summon some foes to hound
    us. Since he'll occassionally summon Trolls to bother us, I make it
    a priority to hunt him down quickly. I'm not made of Arrows of Fire,
    dammit! Return to the evil carpet and go east through a door at
    (x=1720, y=2200). Continue east, then north into a room with steps
    leading down the east. Kill whatever Yuan-ti you find here before you
    go through the door at (x=2920, y=1800) to find the High Summoner
    (x=3070, y=1930). He'll speak to you a bit and make some empty threats.
    Teach him some manners and rejoice-no more pain in the ass summoned
    critters bothering you. Loot his body for The Summoner's Staff +3*1.
    The one big change in this part of the level is the addition of several
    Yuan-ti Mages in the eastern part of the level. These critters will also
    show up on Insane difficulty (when you activate Heart of Fury mode it
    raises the difficulty to Insane by default, but again, Insane difficulty
    and Heart of Fury mode are NOT the same thing, I just refuse to bother
    with the differences, since if you're playing Heart of Fury-the hardest
    difficulty in the game-you're also playing on Insane difficulty.)
    The Yuan-ti Mages will cast Stoneskin on the first round and Protection
    from Normal Missiles on the second, no matter where in the level you
    are. Once they're done buffing, they'll come after you. They're fond
    of using spells like Charm Person, Feeblemind, Vitrolic Sphere, and
    Magic Missile. They're not well protected from mind-affecting effects,
    however. Symbol of Hopelessness puts them in their place.
    Note from Lee:
    The Yuan-Ti Mages also appear for me (I'm not in HoF mode), so I would
    suggest advancing carefully no matter what difficulty you're playing.
    Also, I have had Yuan-Ti and Trolls come down the hallway from the north
    to attack the party from the rear. This fight can get out of hand fairly
    quickly if you're not careful. I Haste the party and run thru the first
    area as quickly as possible to get to the High Summoner. Once he's dead
    I go back and kill off the critters I left behind.
    *1: A Quarter Staff +3 that can expend charges to cast Flame Arrow,
    Monster Summoning IV, and Invisible Stalker. It's... decent enough, if
    you have somebody who can use it.
    The Summoner's Staff +3 is new to Icewind Dale.
    7) Leave the High Summoner's room and head north, smiting any Yuan-ti
    you come across. Loot the statue at (x=3330, y=850) and some pillows
    (x=2850, y=1000) for some goodies, then continue west through some
    large doors to find the High Ritualist, merrily sitting down to dine
    with his fellow Yuan-ti. Can snakes even sit? Oh well. Another battle,
    another dose of Confusion, and this fight is over. Loot the small room
    beyond the door at (x=2500, y=1000) for some good loot for a change,
    then loot the statue at (x=2420, y=440).
    (x=3330, y=850) 119 gold, Oil of Fiery Burning, Antidote (cursed),
    		Blur Deck*1.
    (x=2850, y-1000) Potion of Stone Giant Strength, Potion of Strength.
    (x-2650, y=800) ~Studded Leather +2: Shadowed*2, ~Corrosive Hammer +2*3,
    		Potion of Mind Focusing, Potion of Stone Form,
    		Arrows +1 x20.
    		(2nd Play: The Mace of Weal and Woe*4, Mage Dagger +2*5)
    		(3rd Play: Selune's Promise*6, Fire Dagger +2*7)
    		(4th Play: Ol'Withery*8, Corrosive Hammer +2)
    		(5th Play: Corrosive Hammer +2, Life Dagger +2*9)
    		(6th Play: Fire Dagger +2, Fast Flail +2*10)
    		(7th Play: Peacekeeper*11)
    		(EE-x Play: The Flaming Fists of Lin Mei*12)
    (x=2420, y=450) Oil of the Serpent's Scales, 252 gold, 
    		Potion of Hill Giant Strength
    *1: The Blur Deck lets you cast Blur on yourself. Obviously this boon
    would be wasted on characters who can already cast the spell. It's
    decent for a little while, and can serve any of your front-liners as
    a decent buff. Once everybody obtains a Shimmering Sash, however, you
    obviously won't need it.
    *2: Like the Studded Leather +1: Shadowed, but better. I don't have any
    use for this suit of armor, either.
    *3: A +2 War Hammer that has a 30% chance to deal 1d4 Acid Damage. This
    is win for two reasons-first, acid kills Trolls. Second, it's a +2
    *4: Although is has an interesting sounding name, it's only a +1 Mace
    that's +2 against Lawful creatures. I'd rather just have a +2 weapon
    that's +2 all the time... To help it, this Mace also gives a +1 bonus to
    all Saves and has a 13% chance of cursing targets. It's superior to
    those old Morning Stars +1, at least. You cannot use this weapon if your
    alignment is lawful.
    *5: Another Mage Dagger, as a +2 variety, it grants a bonus 1st and
    2nd level Mage spell.
    *6: This stupid weapon is a +1 Mace that acts as a +3 weapon versus
    Spectral Undead. It also has a 2% chance to cause 'Morale Failure' in
    the wielder, making the weapon a complete waste.
    *7: It's a +2 Dagger, that has a 50% chance to deal 1d4 fire damage,
    which makes it an effective anti-Troll weapon.
    *8: An interesting +2 Dagger that has a 2% chance of casting Finger of
    Death on the target. It's a low chance, indeed, but it's still at least
    some extra damage, and possibly instant death.
    *9: A humble +2 Dagger that has a 15% chance to heal its wielder for
    1d6 Hit Points upon attacking. It also grants a +5 bonus to your
    maximum Hit Points.
    *10: Certainly the best bludgeoning weapon we've found thus far. It's a
    +2 weapon that gives its wielder an extra attack per round.
    *11: This is the first +3 weapon you can find all game-too bad it's a
    *12: These bracers grant the wearer a +2 bonus to THAC0 while attacking
    with their fists, a 25% chance to deal 1d2 fire damage, and they also
    allow the wearer to cast Burning Hands once per day. It's a much-needed
    Monk upgrade, and it allows them to kill Trolls. What's not to like?
    The Monk bracers are new to the game... and we all knew these were
    coming, right? They had to throw Monk-specific gear into the game
    eventually. Took them long enough...
    8) From the banquet room, if you head south-west you'll find yourself
    knocking on the northern door leading to the room where Sharra the
    Healer was (x=1800, y=1200). Of course, this room wasn't interesting
    the first time we were here, so why bother going there again? Go through
    a northern door to the west of the banquet room (x=1900, y=440) and
    then through another, still-closed door (x=1650, y=500). Beyond you'll
    find a foursome of adventurers. Their leader, Marchon of Waterdeep, will
    tell you about the sorry story that led to them being captured. Play
    nice, and when you get a chance, have them watch over you while you
    sleep. It's free rest! The real perk, however, isn't their sad story or
    their watchfulness, but their gear. I mean, they're in a room full of
    corpses, probably presumed dead with the rest of their caravan, and who
    is going to tell anybody otherwise? Attack and kill them-they shouldn't
    pose too much of a problem to a well-rested party who gets the jump on
    them. They'll leave behind the following loot;
    Marchon of Waterdeep-Plate Mail Armor, a Large Shield, a Flaming Long
    		     Sword +2*1, and 121 gold.
    Cristiana Knight-Plate Mail Armor, a Potion of Extra Healing, a Medium
    		 Shield, a Morning Star +1, and 78 gold.
    Iholikan Quinval-Chain Mail +1, Long Bow, Arrows of Fire x20, a Long
    		 Sword +1, Arrows +2 x20, Arrows x40, and 54 gold.
    Reise Coppersky-Mage Dagger +2*2, and 102 gold.
    The only downside to killing them? If they're dead, you won't be able
    to return to them when you need to sleep. You can still go back to
    (AR4003) to rest, but there's a chance you'll have to deal with Cold
    Wights, who love to interrupt your sleep. It's not all bad, though. You
    could probably use the extra experience.
    *1: This is a +2 Long Sword that deals 1d3 fire damage with every hit,
    no 50% crap. It also gives a +10% bonus to Fire Resistance. Very nice,
    and absolutely wonderful against Trolls... except by now, you're pretty
    much done dealing with Trolls. At least, for a while.
    *2: This Dagger gives an Armor Class bonus of +1 and allows you to
    memorize one additional 1st and 2nd level Mage spell. Oh. And it's got
    a +2 enhancement bonus.
    9) Return to the High Summoner's room and head south into some
    unexplored rooms. Turn east and continue into a room with a brazier,
    and with some trepidation, go through the door at (x=3400, y=2450).
    Now would be an excellent time to restock, sell off junk, and all that
    ***ITEM FISHING***
    There are a few items that can be fished for in the next area-even one
    chest that randomly gives you nothing good at all! No fun. On the other
    hand, the best item you can fish for is one of two shields than can
    drop. You'd have to run through traps, Yuan-ti, and generally it would
    be quite a hassle, so I don't bother. The container that might stiff
    you is at (x=450, y=200), whereas the shields can be found within the
    container at (x=1350, y=400).
    |								       |
    |		          Yxunomei's Stronghold		               |
    |								       |
    Sequence of Events:						{WLK011}
    		1) What an Odd Little Girl...
    		2) Treasure Time!
    		3) Tunnel Tackling Tactics
    		4) The Messenger of Sseth
    		5) Another Tunnel Segement
    		6) An Honest Torture Chamber
    		7) The High Torturer
    		8) Yuan-ti Priest Ring
    		9) The High Baptist
    		10) The Last Line of Defense
    		11) Pantry Raid!
    		12) Confronting Yxunomei
    		13) Trouble in Kuldahar
    Yxunomei's Stronghold (AR4005)
    1) When you arrive, you'll be greeted by an 'Odd Little Girl;, who will
    ramble chaotic nonesense before vanishing. She'll be doing this
    throughout the level, so get used to it. Head north and you'll encounter
    a band of Yuan-ti, the Odd Little Girl will warn you to turn back, and
    a fight will ensue. Focus missile fire on the Yuan-ti Priest to disrupt
    it, or shut it up with Silence 15' Radius. Once it's dead, engage and
    cut down the Yuan-ti Elite. Pay special attention to archers, as they'll
    readily drop Arrows +1. Continue north a bit further and the Odd Little
    Girl will babble at you again. Three times in one Step? Good grief...
    2) The quick way to the end of the level is to simply follow the winding
    path, opening doors after each segment. Yes, yes, it's a snake motif,
    I get it. But what fun is that? Go through the door north of where the
    Odd Little Girl last appeared (x=600, y=1350). Disarm a trap on the
    stairs beyond (x=500, y=1200) and go through another door to the north
    (x=500, y=1000). Beyond you'll encounter a Yuan-ti Priest and some
    melee Yuan-ti. Shut up the Priest, and slice up the melee fighters.
    Go through another door to the west (x=330, y=750), beyond which you'll
    find another, similar group of baddies. Handle them the same way, then
    head north to find a room full of treasure. Well, it's about time!
    Stupid snake-ridden dungeon... Oh, and be wary of traps.
    (x=300, y=200) Black Opal x2, Scroll of Non-Detection, 124 gold,
    (x=450, y=200) Tchazar Gem x5, Potion of Fire Resistance
    	       (2nd Play: In addition to the previous, I found the
    	       Short Sword 'Spell Diver'*1)
    	       (3rd Play: Instead of 'Spell Diver' I found a
    	       Bastard Sword of Action +1*2)
    	       (4th Play: The Sword of Days*3)
    	       (6th Play: Intercession*4)
    	       (7th Play: Bastard Sword +2: Life Giver*5)
    (x=500, y=400) Potion of Healing x3, Pearl Necklace, 303 gold
    (x=650, y=200) Scroll of Protection From Cold
    (x=500, y=1200)
    (x=300, y=200)
    (x=450, y=200)
    *1: This +2 Short Sword is cast as a Mage-killer, as it has a 50%
    chance to 'nullify the target's ability to cast spells for two rounds.'
    I think death is the best Mage-killer, and Short Swords aren't terribly
    good for that in my party.
    *2: A Bastard Sword +1 that grants an additional attack per round. It's 
    a decent weapon, but we're looking for +2 or better weapons by now.
    *3: A Short Sword +3 that gives immunity to Haste and Slow, and has a
    25% chance to slow the target. Haste is essential to my battle plan, and
    few enemies cast Slow. I don't bother.
    *4: A Long Sword +1 that gives a +2 bonus to AC. We've already found a 
    better Battle Axe, and since it's not +2, it's really not up to snuff.
    *5: A +2 Bastard Sword with a 5% chance to heal the user for 1d10
    points of damage.
    3) Now for our tunnel-tackling tactic. Have your Thief sneak, then open
    the door to the south (x=1000, y=1700). The Odd Little Girl will pester
    you again. When she's done, run back with your Thief and hide again,
    without provoking the Yuan-ti beyond. Each tunnel typically has Yuan-ti
    and traps in them, so rushing in after the Yuan-ti is likely to end
    with you suffering severely. If you're quick, you can head into the
    tunnel with a sneaking character, detect the traps, disarm them, and
    run back before becoming visible. Once the traps are disarmed in front
    of the Yuan-ti, run in and slaughter them all. In the next particular
    tunnel segment are there Yuan-ti Elite archers and a trap at
    (x=1020, y=1840). There's another trap beyond the offending Yuan-ti at
    (x=1340, y=2100).
    (x=1020, y=1840)
    (x=1340, y=2100)
    Note from Lee:
    I use a slightly different tactic for these tunnel segments - I open the 
    door(s) and draw the Yuan-Ti back to the party in the 'safe' area, or 
    missile them to death from a distance. Once they're all dead, I can go 
    in and disarm traps at my leisure.
    4) The next move should be obvious-go through the south-west door at
    (x=1100, y=2120), beyond which a great number of Yuan-ti lie. Host
    of Yuan-ti to the south... door they have to go through to get to us...
    are you thinking what I'm thinking? If you're weighing your desire to
    take a piss versus your laziness at having to get up to do so, then
    you are! Also, this is a great place to use our lovely Web-bottleneck
    trick. Be warned, however, that many of the baddies beyond brought bows,
    so more than a few will be happy enough just sitting back taking pot-
    shots. Throwing a Confusion at them won't help their aim any. Don't
    expect the Web-strategy to be a fight-winner here, just use it to kill
    the melee Yuan-ti before casting Haste (once the Web ends) rushing in,
    and chopping the remaining archers down. Pay special attention to the
    High Archer-he fires +2 Arrows and is quite lethal... at least, if you
    ignore him to chase other prey. Of your manifold means of murdering the
    meanies, pick whichever one appeals to you the most, then loot the
    room. The High Archer will drop as many as twenty Arrows +2 and the
    Messenger of Sseth +1*1. If he drops fewer +2 Arrows, check your face;
    they may be there.
    Note: Do not waste Arrows +2, you will need them shortly against a
    powerful foe. Yuan-ti can be killed just as well with normal arrows,
    but the enemy at the end of this area requires +2 weapons to hit.
    (x=750, y=2300) 569 gold, Arrows +1 x35
    (x=900, y=2450) 239 gold, Arrows +2 x18
    (x=1000, y=2600) 320 gold, Potions of Extra Healing x8
    *1: This bow gives +1 damage and +2 THAC0, so it's not much of an
    improvement over any old Composite Long Bow. It is, however, incredibly
    fast, with both a low Speed Factor and more attacks per round. I prefer
    the Longbow +2: Defender, but this bow is pretty good, nontheless.
    5) You should be getting into the swing of things by now-another room
    cleared, which means next we've got another hallway segment to tackle.
    Again, I open the door at (x=1420, y=2000), and disarm the two traps
    immediately beyond at (x=1520, y=2080) and (x=1540, y=2140). There's not
    much chance you'll get bothered by any Yuan-ti whle doing this, although
    there are three more Yuan-ti Elite archers at the end of the passage.
    Once these two traps are destroyed, take the snakes down. There is
    another trap at (x=2000, y=1880), but it shouldn't affect the fighting
    (x=1520, y=2080)
    (x=1540, y=2140)
    (x=2000, y=1880)
    6) When the tunnel snakes are smote (that sounds a little perverted,
    doesn't it?) go through a door to the south (x=1900, y=2200). Beyond the
    door are more Yuan-ti (surprise!) and some creatures known as Histachii,
    which are significantly weaker than the Yuan-ti you have been fighting,
    although they can disease you (which inflicts damage over time) and they
    are immune to non-magical weapons. Continue east, then take the fork
    north and dispatch two Yuan-ti Elite archers and steal their lovely
    enchanted arrows. Backtrack and continue to the east, where you'll find
    a torture chamber, and perhaps a few more Yuan-ti waiting to die. Loot
    the room and activate the switch near one of the bookshelves
    (x=3420, y=2000). Egad! A secret passage in an honest torture chamber?!
    (x=2900, y=2200) Scroll of Ghost Shield
    (x=3250, y=2000) Scroll of Dimension Door, Potion of Genius
    7) Backtrack to the west where you'll find our newly-uncovered secret
    passage going east. Inside is The High Torturer (I'll bet they have a
    High Shit-Shoveler down here somewhere, too.) The High Torturer suffers
    from vision problems-which you think would affect his job security a
    bit. Maybe they have him locked away here to keep him out of the way?
    Anyways, you can pretend to be a student if you wish, but a fight is
    inevitable. He's jointed by two melee Yuan-ti Elites. Cut them down and
    loot The High Torturer for a Ring of Pain Amplification*1. Isn't that
    something a torturee wears, and not a torturer? Maybe he's just holding
    it until he's got another victim, or maybe he's just a masochist?
    Anyways, one of the High Torturer's guards will also drop something-a
    Halberd +1: Defender*2
    In Heart of Fury mode the High Torturer will be accompanied by a pair
    of Yuan-ti Champions, instead of Yuan-ti Elites.
    (x=3100, y=2500) 520 gold, Oil of the Serpent's Scales x2,
    		 Moonstone Gem, Throwing Axe +2*3, 
    		 Scroll of Mirror Image*3, Scroll of Icelance
    *1: This ring reduces your Slashing, Piercing, and Crushing resistances
    by -20%. It's... obviously not in your best interests to wear it. It's
    also cursed, so unless you have access to Remove Curse, don't play with
    *2: A +1 specimen that gives its wielder a +1 bonus to Armor Class and
    10% resistance ot Piercing and Slashing attacks. Would be a pretty
    good weapon, if it weren't +1... and a Halberd.
    *3: A returning Throwing Axe. A good reason to specialize in Axes, I
    think, as it allows one to wield a shield and have a ranged option. Of
    course, this is an umimpressive option in Heart of Fury mode, although
    it's great for more casual games.
    *4: We could have bought one of these from Orrick, and really, there's
    no reason not to. Foes aren't really able to take down your buffs with
    True Sight in this game, and Mirror Image is an essential buff.
    The Halberd +1: Defender is new to the Enhanced Edition, as is the
    Scroll of Icelance.
    8) It's time to go north through a door at (x=2000, y=1800), typical
    tunnel tactics apply... except this time, they're throwing you a curve-
    ball. No Yuan-ti await you. Just two traps near the northern door
    (x=2100, y=1350), (x=2000, y=1320). How dare they shake things up!
    Well, if they're shaking things up, then so will I-we'll do the tunnel
    AND its room in one Step! Go through the door at (x=1830, y=1500) and
    scout ahead with a Thief. You will find a large group of Yuan-ti Priests
    in this room, and it might be wise to get the spell-drop on them. I hit
    them with a Confusion spell before charging with my party. There are
    also three Yuan-ti Elite archers with the priests. Slaughter the snakes
    and loot the throne for its goodies, considerably improved for the
    Enhanced Edition.
    (x=1200, y=850) Pearl Necklace, Studded Leather Armor +2,
    	        Darkened Glory +2*1
    (x=2100, y=1350)
    (x=2000, y=1320)
    *1: A +2 Katana with an extra 5% chance to score a critical hit, and
    it curses foes with each critical hit. If you decided to go for
    Katanas, this weapon is a timely find, indeed.
    Katanas didn't exist in the vanilla game, so of course Darkened Glory +2
    is new.
    9) Backtrack into the hallway and go through the northern door at 
    (x=2000, y=1250), where you'll find... another unguarded hallway
    segment. Well, damn... Disarm the traps at (x=1920, y=1020) and
    (x=2020, y=900)  before going through the south-eastern door
    (x=2250, y=1050). A small host of Yuan-ti and Histachii will come
    pouring out, in desperate need  of smiting. Histachii aren't very potent
    in melee, but they can inflict diseases, which will be fatal over time.
    Another good reason to have a bunch of Clerics around-Cure Disease will
    fix you right up. Continue to the south-east until you come across "The
    High Baptist." He-however-has his eyesight (a necessary function for
    somebody who dunks others in water, I suppose) and is quick to attack,
    along with a number of Captive Villagers... whom are presumably the High
    Baptist's thralls. Ignore the entralled villagers and go after the High
    Baptist, who'll cast spells if you let him... plus, you'll lose a point
    of reputation if you kill the villagers. Once the High Baptist dead, the
    villagers will come to their senses. Talk to one of them for an
    Experience reward.
    (x=1920, y=1020)
    (x=2020, y=900)
    (For saving the Captive Villagers)
    EXP	10350
    The quest with the Captive Villagers wasn't in the original game. The
    High Baptist was there, but the villagers weren't.
    10) Return to the tunnels again and go through the doorway to the north-
    east (x=2100, y=850). The next tunnel segment must be where all the
    critters from the previous two tunnels fled. At the end of this tunnel
    you'll find two lines of Yuan-ti guarding the door to the east-seven
    Yuan-ti Elites and two Yuan-ti Priests. They also have plenty of traps
    in front of-and among-them which should make melee seem like an
    undesirable proposition. Worst of all, they know they're in a good
    defensive spot, and they're not budging. How dare they remain wisely
    stationary instead of persuing me to their demise! To deal with such
    defiance I typically employ the following strategy-cast Invisibility
    with your Fighter/Mage/Thief (on your Fighter/Mage/Thief) and safely
    head up to the Yuan-ti and disarm all the traps, with them none the
    wiser (be sure AI is off, less your character attack and blow your
    cover). Now that the traps have been disarmed, hit them with a
    pre-emptive spell assault, including spells like Confusion, Slow, or
    good old Web. Once done, rush up and smite them.
    (x=2470, y=700)
    (x=2500, y=800)
    (x=2530, y=700)
    (x=2600, y=900)
    (x=2700, y=800)
    (x=2780, y=700)
    Note from Lee:
    I don't know why, but for me they did chase me back into the room and 
    allowed me to slaughter them all in the doorway. No spell-buffing or
    offensive magic required...
    11) Well, that was fun. One last room to explore before we see what lies
    beyond the door those Yuan-ti were so fervently guarding. Go through the
    door to the north (x=2300, y=600) and smite a smattering of Yuan-ti.
    I dare say we've found the kitchen. Go through the door to the west
    (x=1400, y=400) and annhilate a few more Yuan-ti and claim the loot in
    the chests as your own.
    (x=1350, y=400) 76 gold, Potion of Freedom, ~The Red Knight's Shield*1
    		(3rd play: The Bitch Queen's Envoy*2)
    (x=1000, y=300) Potion of Fortitude, 110 gold.
    (x=1050, y=250) Potion of Healing x3, Baleful Mail*3
    *1: A +3 Medium Shield. It doesn't give any bonuses versus Missile
    Weapons, but it's base +4 bonus to Armor Class still makes the best
    shield we've seen by far. I put it on my party leader to boost his
    Armor Class to a hefty -12. I'm stacking the deck on purpose.
    *2: This shield is inferior to the Red Knights' Shield, but still 
    superior to anything else you've found.
    *3: Essentially +2 Chain Mail Armor that protects from a host of common
    mind-affecting effects, such as Dire Charm, Charm Person, Confusion,
    Command, and Rigid Thinking. Of course, since it can't be worn by good
    characters, it won't find a home on my party. On the bright side, it
    sold for 5700 gold.
    12) Now you're all ready to head east into the final room of this
    area...  but before you do, I highly suggest you go to town, sell off
    any loot  you may have found, and generally make space in your
    inventory. The most prolific fight of the game thus far awaits beyond
    this door. Make sure  everybody has a +2 or better weapon. Everybody
    that needs to be attacking, anyways. Syrenil readies some of those
    Arrows +2. My multi-class party's stats are as follows at the moment:
    Ilnathias 'Icefang'
    Fighter 7/Mage 7/Cleric 7
    Experience: 80381/80381/80381
    Hit points: 81
    Armor Class: -12
    Weapon:  Fast Flail +2 (THAC0: 8)
    Armor:   Plate Mail Armor
    Gloves:  Gauntlets of Weapon Skill
    Helm:	 Helmet
    Amulet:	 Black Wolf Charm
    Shield:  The Red Knight's Shield
    Ring:	 Ring of Free Action
    	 Ring of Protection +2
    Boots:	 Boots of the Fox
    Belt:	 Shimmering Sash
    Amirule Alteslay
    Fighter 7/Mage 7/Cleric 7
    Experience: 80368/80368/80368
    Hit points: 71
    Armor Class: -4
    Weapon:  Conlan's Hammer +1, +5 vs Iron Golems (THAC0: 9)
    Armor:   Plate Mail Armor (Kressaleck's)
    Helm:	 Helmet (Kresselack's)
    Shield:  Large Shield +1 of Missile Deflection
    Ring:	 Ring of Free Action
    	 Ring of the Warrior
    Fighter 7/Mage 7/Cleric 7
    Experience: 80275/80275/80275
    Hit points: 71
    Armor Class: -3
    Weapon:  The Love of Black Bess +3 (THAC0: 8)
    Armor:   Plate Mail
    Helm:	 Helmet
    Shield:  Reinforced Large Shield +1
    Nauzhir the Red
    Fighter 7/Mage 7/Cleric 7
    Experience: 80250/80250/80250
    Hit points: 71
    Armor Class: -1
    Weapon:  Hammer Flail +2 (THAC0: 9)
    Armor: 	 Splint Mail
    Helm:	 Helmet
    Shield:  Large Shield
    Fighter 7/Mage 7/Cleric 7
    Experience: 80161/80161/80161
    Hit points: 71
    Armor Class: -2
    Weapon:  Lesser Static Star +1 (THAC0: 10)
    Armor:	 Splint Mail
    Helm:	 Helmet
    Shield:  Stoutward +1
    Syrenil 'Softstep'
    Fighter 7/Mage 7/Thief 7
    Experience: 80083/80083/80083
    Hit points: 73
    Armor Class: 0
    Weapon:  Long Bow +2: Defender (THAC0: 7)
    Armor:   Necromancer's Robe
    Helm:	 Deep Red Ioun Stone
    Amulet:	 Amulet of Metaspell Influence
    Ring:	 Ring of Shadows
    Everybody needs a +2 weapon in order to be able to meaningfully
    contribute to the fight ahead... which means poor Eraithul is simply out
    of luck. Before I go through the door to the east (x=2750, y=700) I cast
    Invisibility on Syrenil-we need to level the field a bit before we
    charge on in. Open the door, head east, and disarm the traps at
    (x=3000, y=600), (x=3200, y=650), and (x=3200, y=800). Syrenil retreats
    and rejoins my party in the hallway outside of the door. Now I  buff my
    party as much as I can-Draw Upon Holy Might, Prayer, Recitation, Bless,
    Haste, and personal buffs like Blur and Mirror Image, with what
    characters who have them. These buffs lower the THAC0s of my entire
    party by a solid four points-not counting the additional bonuses of
    having higher Strength, Dexterity, and Constiution that my Clerics also
    Now that I'm buffed, I take Ilnathias and lead him into the room, with
    the rest of my party about half a screen behind him. He'll talk to the
    'Odd Little Girl' and, after some banter, she'll turn into Yxunomei-a
    Marilith. The reason I've been stacking his Armor Class is simple-he's
    going to lead the charge against Yxunomei. My other four Clerics cast
    Silence 15' Radius on/near the Yuan-ti behind Yxunomei, then Amirule and
    Kaelinalia join the fray. Nauzhir and Eraithul cast more spells or
    engage some of the Yuan-ti, while Syrenil casts Confusion, then starts
    shooting Yxunomei with Arrows +2. If the Yuan-ti Priests get any spells
    off, they'll typically target Ilnathias, and if he's the only one who
    is targeted by Dispel Magic, Hold Person, or other debuffs, we're gold.
    He's immune to the latter, and can endure the former better. Yxunomei
    is also fond of casting Cloudkill, but by now we should have leveled
    past it being fatal, although it can still be a nuisance. Yxunomei
    should go down in 4-5 rounds or so, and once she does, mop up her
    Yuan-ti. Be wary of a Yuna-Ti Mage that'll show up from the hallway
    behind us-a bad surprise spell can spoil the fight for us.
    Once all the snakes are dead, loot the room and leave. You're done in
    Dragon's Eye, and for the first time in the game you've actually
    succeessfully accomplished a task that Arundel has given you. Huzzah!
    It's time to return to Kuldahar and let the good news flow.
    I can honestly say I was disappointed with this battle in Heart of Fury
    mode. My tactics? I equipped my Fighter/Mage/Thief with Arrows +2 and
    cast Haste on the party. I then simply waltzed in and smote her. The
    only difference in this fight is that some Yuan-ti Mages appear behind
    you once you've caught Yxunomei's attention. You can simply double-back,
    dispatch them with the full might of your Heart of Fury party, and deal
    with Yxunomei however you please. Actually using Heart of Fury tactics
    like Symbol of Hopelessness and Tenser's would make this even more
    Note from Lee:
    I move the party into the north-west corner of the "room" (the hallway
    segment) and engage with just the party leader. Once the conversation
    is thru, I run back to the party and wait - Yxunomei will come into the
    room and actually be in front of her minions. Bad move bitch... Once
    she's dead, I go immediately after the Yuan-Ti Mages that show up (who
    are in front of the party, thanks to my position in the hallway), then
    mop up the rest... I did this without spell-buffing, but I really don't
    recommend trying it without buffs unless/until you've done this fight a 
    few times and know what to expect.
    (For slaying Yxunomei and recovering the Heartstone Gem)
    EXP	13000
    Item	The Heartstone Gem
    (x=2830, y=500) 2467 gold, Emeralds x2
    (x=2850, y=450) Skull x5
    (x=2850, y=400) Jasper Gem x3, Iol Gem x1, Shandon Gem x2, Garnet x1,
    		Belt of Stones*1
    (x=2950, y=300) Dead Man's Face*2
    (x=3050, y=300) Translocation Arrows x5, Hammer Arrows +1 x20, 
    		Confusion Arrows +3 x20
    (x=3200, y=250) 625 gold
    (x=3300, y=250) Potion of Heroism x3, Potion of Hill Giant Strength,
    		Star Diopside Gem
    (x=3000, y=600)
    (x=3200, y=650)
    (x=3200, y=800)
    (x=2830, y=500)
    (x=2850, y=400)
    (x=3050, y=300)
    (x=3300, y=250)
    *1: A cursed belt that lowers your Strength to 6. Probably should
    refrain from putting this around your waist...
    *2: This item, like all great Armor Class boosting gear, goes on my
    party leader. The trickle-down effect works for Armor Class in Icewind
    Dale... unlike the trickle-down effect in the American economy. Unlike
    the people with all the money in America, in Icewind Dale the person
    with all the armor takes all the hits. They don't hide their excessive
    Armor Class in off-shore bank accounts and let the rest of the group
    get the shit kicked out of them.
    Kuldahar (AR2100)
    13) When you get back, you'll notice things are amiss. Maybe it's the 
    air? Maybe it's the giant Orogs all over the place? Probably the Orogs. 
    Kill them on your way to Arundel's. After the first bit of dialogue, 
    follow Arundel upstairs to trigger the second part. Story unfolds, and 
    you are given the quest to find Larrel in the Severed Hand. He'll leave 
    behind a Staff of Nature's Wrath*1. It sells for a bit, if nothing else. 
    Speaking of which, be sure to sell off all the junk you have accumlated, 
    buy spell scrolls as they interest you (having a Mage who can cast 
    Haste, Slow, Confusion, and Dispel Magic will put you in good shape for 
    a while.)
    *1: In all the time it took Arundel to become an Arch Druid, the best
    weapon he was able to get his hands on was this? It's a +1 Quarter Staff
    that allows you to cast Entangle or Flame Strike. It's probably better
    off as kindling, but at least it's self-lighting.
    |			Chapter 3: The Severed Hand		       |
    |								       |
    |			     The Sacked Levels			       |
    |								       |
    Arundel is dead, and let's be honest-our track-record thus far has been
    somewhat spotty. We set out from Easthaven as humble mercenaries looking
    to tag along and earn some cash, and now we're the sole survivors of our
    expedition, involved in some cosmic struggle between two evil beings of
    immense power. We are all that stands between Kuldahar and oblivion.
    Dramatic, huh? We're lost without Arundel to tell us where to go,
    however, so we need to find this Larrel and hope the Heartstone Gem
    points us in the right direction. 
    The Severed Hand, Exterior (AR5000)
    Sequence of Events:						{WLK012}
    		1) Larrel Versus Squirrel
    		2) Shadows in the Severed Hand
    		3) Traps, Bottlenecks, and Baddies
    		4) Two Handed Sword Ambush
    		5) Another Ambush
    		6) Morning Star Ambush
    		7) Shadowed Worg Ambush
    		8) Teaching the Dead
    		9) Misery's Herald and Goblin Marksmen
    		10) Clearing Out Archers
    		11) Shield Ambush
    		12) Smiting Skeletons
    		13) Clockwise, to the Elevator
    		14) Serrated Skeleton Slaying
    		15) Short Sword Looting
    		16) Severed Soul Shadowed Stuff
    		17) To the Towers of the Seldarine
    1) Five days and one chapter introduction later and here we are. Larrel
    makes an appearance, accuses a Squirrel of treachery before launching a
    Fireball at it, and wanders off muttering to himself. That looks
    promising. There's not much else to do but enter the Severed Hand
    (x=300, y=200).
    ***ITEM FISHING***
    More item fishing for you! There's going to be a lot of it here, and
    much of it can be quite lucrative. The first thing I should point out is
    that on the currently unreachable eastern half of (AR5001) you can find
    one of the best suits of armor in the game-Shadowed Plate Mail. A 
    Severed Soul will randomly drop one shadowed item (another interesting
    drop is the Shadowed Robe). The bad news? Since you have to go through
    the western half of (AR5001) and through several other areas before you
    can circle back around to reach the eastern half of (AR5001), the item
    will be locked well before you have a chance to find out what it is.
    Being such a pain in the ass, you're better off just ignoring it, taking
    what you get, and moving on. There are other suits of armor that are
    just as good and-more importantly-static drops. Anyways, enough teasing
    you about loot drops that you might not get, to focus on items that can
    reasonably be fished for. On the first level of the Severed Hand you can
    score some pretty sweet Two Handed Swords. Kresselack's is beyond out-
    dated by now. There are two swords that are worth keeping an eye out
    for, either the Two Handed Sword +2: Hammering, or the Two Handed
    Sword +2: Defender. The former has a chance to stun, while the latter
    does all the good things we've come to expect from Defender weapons-
    bonus to Armor Class and resistances. Both can be found at
    (x=450, y=1550).
    The Severed Hand, Level 1 (West) (AR5001)
    2) Once inside you'll be attacked by Shadowed Orcs... which are like
    normal Orcs, but stronger and undead. They come in a number of
    varieties-Orc Grunts, Orc Archers, Orc Shaman, Goblin Grunts, Goblin
    Archers, Goblin Marskmen... all Shadowed, of course. Anyways, this fight
    shouldn't pose much of a problem to you, just keep an eye on your party
    members and make sure they don't run into an ambush or over traps. A
    fair warning now-pretty much everything in this place is undead, which
    means no enchantment spells. You can just forget about Confusion,
    Emotion, and such spells. Melee is king in this dungeon (or rather,
    physical damage). The best your Mages can do here is spell-buff... but
    considering how much Haste improves our damage out-put, it's not an
    unworthy task. Also... all our Mages can also fight! No dead weight in
    multi-class land.
    Almost everything in this place is undead-seriously, for the rest of
    this Chapter, Invisosmite is the only tactic you'll need. There are a
    few times where you'll get forced into a fight upon reaching a new
    level, but for the most part, if you keep your party invisible and your
    'Turn Undead' ability active on your Clerics, you'll be able to just
    walk through this place. Life is good when you've got Invisosmite on
    your side. I will record normal tactics for those of you who do not
    have Invisosmite capabilities (how could you NOT have a Cleric?), or
    more likely, for those of you who feel that the tactic is cheap (if it
    plays, it stays, for me), and I will not keep reminding you about
    Invisosmite-you know the drill by now-just remember that in lieu of
    normal tactics... Invisosmite!
    Note from Lee:
    Upon entering, I cast a Web at (x=1180, y=1580), another Web at
    (x=970, y=1500), and a Sleep on the asshole at (x=850, y=1380). This
    effectively removes all resistance and allows me to pick off the various
    enemies with missile fire.
    3) From the entrance, head south, where you can pass over some rubble
    and into a room guarded by three traps (locations below). In this room
    are more Orcs who would love to do nothing more than bottleneck you in
    the entrance to the room. Too bad they're full of weak sauce. Smite
    them and head into the room they were guarding-there are a few archers
    and an Orc Shaman, but nothing that should seriously trouble you. Ignore
    the stairs at (x=1600, y=2050) and loot the urn at (x=1250, y=1820)
    before heading into the room to the west.
    (x=1250, y=1820) Star Diopside Gem, Potion of Heroism
    (x=1300, y=1730)
    (x=1300, y=1690)
    (x=1250, y=1670)
    4) Some puny Goblins will try to halt your entry into this room-laugh at
    them and continue around to the north-west. When you approach the
    lootable rubble at (x=450, y=1550) you'll be ambushed by a band of Orcs,
    who sneakily appear from nowhere. This group includes two Orc Shaman,
    Orc Archers, Orc Grunts, and two Shadowed Ogres who will come from the
    north. You can, of course, trigger this 'ambush' with a sneaking or
    invisible character, and then simply fight the battle normally. This
    advice should be common sense by now, but be sure to focus on the stupid
    Shaman, first. You don't need them throwing out Hold Person spells. Be
    sure to loot the rubble at (x=450, y=1550), as it contains some random-
    and often rather valuable-loot.
    (x=450, y=1550)	~Two Handed Sword +2: Hammering*1
    		(6th Play: Battle Axe +2)
    		(7th Play: Two Handed Sword +2: Defender*2)
    (x=800, y=1600) 50 gold
    *1: A +2 Two Handed Sword with a chance to stun. Definately an upgrade 
    over Kresselack's.
    *2: We know how awesome Defender weapons are, and this is no exception.
    It's a +2 Two Handed Sword that gives a +1 bonus to Armor Class and a
    +10% bonus to Slashing Resistance. Fantastic.
    5) From the ambush room continue north until you run across another pack
    of Orcs-an Orc Shaman leading a handful of Orc Archers. If all this
    seems painfully easy to you now... it's because it is. Really, these
    Orcs and Goblins are chumps. Head east a bit and you'll find some
    Goblins (Archers and Grunts) to the south-west, along the northern part
    of the room where we entered. Once all the shadowed beasties are dead,
    find the ramp up at (x=1200, y=500)
    (x=920, y=2050) Potion of Extra Healing, Waterstar Gem, 
    		Elixer of Health
    (x=800, y=650) Scroll of Emotion: Hopelessness*1
    (x=620, y=950) 50 gold, Potion of Healing
    ***ITEM FISHING***
    Another great weapon lies on the next level, and it's fairly easy to
    get, too. At (x=1550, y=400) you have a chance to score a Sanctified
    Morning Star +3. It's a blunt weapon with a +3 enhancement that adds
    some bonus Cleric spells... what more could you ask for? When you
    approach the container where this mace is... uh... contained, you'll
    probably trigger an ambush. Be sure to use Invisibility.
    *1: This is another great 4th-level debuff for the Mage, although it's
    inferior to Confusion.
    The Severed Hand, Level 2 (West) (AR5002)
    6) Once you reach this level, cast Invisibility on a character (or
    sneak) and head south to reach the circular walkway connecting the rooms
    of the level to the central tree-stairs. Get used to the layout-we'll
    be going up and down this stupid tower quite a bit in the next couple
    of Steps... Anyways, once outside the room with the ramp, head east,
    then north into another room. Surprise! Ambush. Orc Shaman, Goblin
    Warriors, Goblin Marksmen... all standing around stupidly with nothing
    to attack. With the rest of your party, you can now exit the ramp
    room and launch a little ambush of your own-as many Goblins appeared
    in the hallway to the south (as well as in the room where your sneaky
    character is). Mop up the opposition, working your way to the room
    where you triggered the ambush. Once everything is dead, do be sure
    to loot the rubble, as the debris at (x=1550, y=400) tends to drop
    rather good Morning Stars. Also, there's a chance that One of the
    Orc Shaman will drop a Ring of Dwarven Bone*1, for what little that's
    (x=1550, y=400) ~Sanctified Morning Star +3*2
    		(3rd Play: Morning Star of Lesser Phasing*3)
    (x=1830, y=400) 119 gold, Potion of Agility, Potion of Stone Form, 
    		Scroll of Animate Dead
    *1: This ring gives its wearer +1 Strength (up to a maximum of 18/00).
    It can't be worn by good characters, however, and considering that this
    is only a marginal increase over what I already have, it's not worth
    losing out on the Shimmering Sash.
    *2: One of the better Mace-proficiency drops in the game, it's a +3
    Morning Star that allows the wielder to memorize two additional 1st
    level Cleric spells. It's nowhere near as good as the Morning Star +4:
    Defender, but it's a good weapon to use in the meantime.
    *3: A +2 Morning Star that has a +15% chance to phase an enemy, and a
    +25% chance to deal 1d3 cold damage. I'd rather have the Sanctified
    Morning Star +3.
    7) Head south around the outer hallway circling the level. You'll
    probably be provoked by some Goblins and an Orc Shaman near a ramp
    at (x=500, y=900). Smite them and continue until you find a 'Shadowed
    Goblin Trainer' to the west at (x=500, y=1450). He's got some Goblin
    buddies to deal with, and he'll also summon up a horde of Shadow Worgs,
    in case you weren't sick of ambushes already. When the trainer dies,
    he'll leave behind the Jester's Bag of Holding*1. Emphasis more on the
    Jester's, less on the Bag of Holding, so don't get too excited.
    *1: A minorly useful accessory that produces various items. Mostly junk,
    but sometimes you can get magical arrows and whatnot. For more detailed
    information, go see [MSC002]. If you plan to have a devoted archer in
    your party, this item is the only way to keep yourself well-stocked in
    magical ammunition... well, the only legitimate way. You'll just have
    to save/load farm Arrows +1.
    8) From the room where you encountered the Shadowed Goblin Trainer head
    south into another room-this one is also cluttered with Goblins that
    didn't figure out how to die correctly the first time. Give them proper
    instruction and see that it sticks this time. There are bound to be
    stragglers to the west-plenty of Marksmen, which are, next to Shaman and
    their Hold Person spells, perhaps the most dangerous of the Orcs and
    Goblins here... which isn't saying much. If you would have taken the
    stairs up (instead of the ramp) to reach this level, you arrive at
    (x=1700, y=2100). It's easier to reach that lovely Sanctified Morning
    Star +3 from the ramp, however. Again, we have two options for pursuing
    the next level-stairs at (x=1400, y=1300), and a ramp at (x=500, y=900).
    Both paths are somewhat annoying, as they put us under archer fire,
    but the ramp this time leads to an ancillary little area where we can
    pick up some loot, whereas the stairs actually advance us through the
    level... so let's go climb that ramp, shall we?
    (x=900, y=1760) Potion of Healing, Potion of Genius,
    		Scroll of Emotion: Courage*1
    *1: This spell gives a bonus of +1 THAC0, +3 damage, and +5 temporary
    Hit Points. Better yet, it has a range of 10 feet and lasts 5 turns.
    That is certainly long enough to last any encounter. I find it inferior
    to Emotion: Hope, but since the two stack with each other (and not
    with themselves), for the biggest fights it's worth keeping one of each
    ***ITEM FISHING***
    The best items that can be fished for next level occurs up the stairs,
    not the ramp. Some undead have a chance to drop a variety of items,
    and over at (x=600, y=1250) you can fish for a shield. The game is
    usually pretty generous about dropping a Shield of the Hand, which is
    the best item I've pulled out of the rubble there, and is the second
    best shield you could have found by now (and I have no shortage of
    characters looking for a shield). If you do decide to go after it,
    you'll need to do Steps #10 and #11 first, then backtrack to do Step #9.
    I don't usually bother worrying about the other items I can get from
    the undead-they're not too great, especially since the Serrated Bone
    Blade is arguably not any better than the Two Handed Swords we were
    able to find back on level one.
    The Severed Hand, Level 3 (Exterior) (AR5003)
    9) As I indicated, there are Goblin Marksmen on the exterior ring and
    the interior ring of this level, so either way you went up, you'd be
    under fire by little yellow assholes. On softer difficulties, you can
    simply park a sturdy Fighter in the line of fire while your archer
    greets their archers with the universal hello of arrows through the
    face. On Heart of Fury mode, however, it's less trouble to simply go up
    either the ramp or the stairs, clear out the archers, then go hit the
    other side. After all, WE don't have infinite ammo like some rat-
    bastard computer does. From the ramp head east and dispatch a handful of
    Goblins. Continue east and you should notice a passage to the south.
    Sneak/cast Invisibility on a character and send them out into the
    exterior ring of this level, circling around counter-clockwise until
    you approach some treasure at (x=700, y=980), where you'll be ambushed
    yet again by two Orc Shaman, a host of Orc Grunts, and two Ogres. One
    Ogre may drop the axe Guktok's Chopper*1, and an Orc Shaman might drop
    the Ring of Dwarven Bone if it wasn't dropped earlier. I've also found
    a spear called Puny's Poker +3*2. Grab the loot they were guarding, then
    head back down the ramp (x=800, y=600).
    (x=700, y=980) Misery's Herald*3
    *1: A +2 Battle Axe, +4 vs. Dwarves. You really won't be fighting
    Dwarves in this game (I struggle to think of any such fights, in fact),
    so if a +2 Battle Axe doesn't sell you... well, then sell this.
    *2: Just a +3 Spear with a back-story that makes promises the weapon
    ultimately doesn't live up to.
    *3: Misery's Herald is a +3 Flail, +4 versus Elves, which will come in
    handy very shortly. It also has a 10% chance to inflict Horror when it
    hits as well. It's a decent weapon for this stage of the game.
    The Severed Hand, Level 3 (Interior) (AR5003)
    10) Take the stairs on level two (x=1400, y=1300) up to level three to
    reach the interior ring of the level. If you didn't deal with the Goblin
    Marksmen earlier... well, they're right in front of you now. Avoid the
    paths leading to the exterior of the level for now and just do a sweep
    of the area, smiting any Goblins you come across. Once done, regroup at
    the stairs. We want to go south-west first, but a trio of oddly-shaped
    traps blocks our progress. Disarm them, and get ready to trigger yet
    another freaking ambush.
    (x=930, y=1450)
    (x=980, y=1490)
    (x=1040, y=1500)
    11) After the traps have been dealt with, take your sneaky-type
    character (or expend another Invisibility) and cross the bridge to
    the south-west. Head up clockwise to find some rubble at
    (x=600, y=1250). When you get near it, the undead beehive will burst,
    and we'll be rushed by Armored Skeletons (big melee types) and a Burning
    Skeleton (they like to lob fireball-type effects at you, and should
    be given some serious smite-priority). Pulverize the undead, then claim
    the treasure they were rattling their bones about... typically some kind
    of shield or another.
    The Armored Skeletons and Bladed Skeletons can be pretty rough in melee,
    but the Burning Skeletons are the real threat, able to deal scores of
    damage to multiple party members at once. Buffing with Resist Fire/Cold
    and Entropy Shield should make all our melee characters immune to them,
    however. Also be sure to take out Shattered Souls with some priority.
    They don't do excessive damage, but their ability to hit unerringly is
    much more concerning than any enemy that has to actually make a to hit
    (x=600, y=1250) ~Great Shield +3*1
    		(4th Play: Shield of the Hand*2)
    		(6th Play: Small Shield +1. The game obviously hates me
    		on this play-through)
    *1: This is a +4 Armor Class shield with a number of 15% resistances. 
    Unfortunately it imposes a -2 THAC0 penalty. All things considered,
    I'd rather fish for a better shield, or just ignore this one. Better
    shields will be coming that don't negatively impact our combat
    *2: This shield has a respectable +3 bonus to Armor Class, with an
    additional +1 bonus vs. Missile Weapons. It's the second best shield
    we've found so far, and it goes to my 2nd-rank character (Amirule) as a
    result. She passes down the Reinforced Large shield +1, and so on...
    12) Now that we've secured our position on this level a bit (and
    perhaps plucked a decent new shield out of the rubble), it's time to
    explore this area counter-clockwise. Stay along the southern edge of
    the area and head east. At about six o'clock you'll find some more
    Armored Skeletons, a Burning Skeleton, and a Bladed Skeleton (a meaner
    melee baddy). The fireball-chucker still takes priority, if you can
    manage it. North of here are some stairs (x=1300, y=1600), which you
    should do your best to ignore for now.
    13) Continue counter-clockwise until you come to a door at about 
    (x=2400, y=1700). Politely ask the magical door fairy to open the door 
    for you, and when nothing happens, just do it yourself (you can still 
    pretend magical fairies heard you and helped open the door, if you 
    wish.) Beyond the door-a room! Within the room-more undead! Four Bladed 
    Skeletons, not too bad. Let them come out to you, then smash them. Be 
    wary walking through the door-pathfinding likes to send your characters 
    on a round-about route which will inevitably lead them over traps. Once 
    you're safely inside the room, explore to the north-west to find an 
    elevator (x=2000, y=1400). We'll be using it soon enough, but for now, 
    content yourself with disarming another trio of traps just west of the 
    (x=1920, y=1350)
    (x=1900, y=1390)
    (x=1900, y=1440)
    Note from Lee:
    The "magical door fairy"... I literally had to stop for the better part 
    of a minute and wait to stop laughing at this.
    14) Open another door (x=2600, y=1450) and scout ahead if you have the
    desire. Along the northern end of the room beyond you'll encounter a
    Burning Skeleton-assholishly placed in front so as to blast you with
    a fireball, a pair of Shattered Souls (immune to non-magical weapons,
    uses Larloch's Minor Drain constantly, either to damage you, or to heal
    other undead), three Bladed Skeletons, and a Serrated Skeleton-a unique
    Bladed Skeleton. I lead with Ilnathias, who has protected himself with
    Protection from Fire (a third-level Cleric spell). He charges the
    Burning Skeleton and takes only minimal damage from it. Once engaged,
    the rest of my party shows up. The Serrated Skeleton will drop some
    random goodies for us, as follows:
    (1st Play: Bone Talisman*1)
    (4th Play: Bone Marrow Belt*2)
    (6th Play: Serrated Bone Blade*3)
    (7th Play: Bone Kris of Black Ichor*4)
    *1: This sorry little amulet allows the wearer to cast Vampire Touch
    five times. I wipe my ass with this thing.
    *2: +1 Armor Class, -2 Charisma, 50% Slashing Resistance, -15% Crushing
    Resistance. This belt definitely can come in handy against the right
    foes. It's another item that can't be used by good characters, and I
    still maintain that the Shimmering Sash is superior.
    *3: A Two-Handed Sword +3 is nothing to balk at, especially when it
    has a 20% chance to do +1d10 cold damage. Maybe the game doesn't hate
    me on this play-through, after all.
    *4: A +2 Dagger that has a 20% chance to poison critters hit by it.
    ***ITEM FISHING***
    I feel silly even mentioning this, but you can fish for some Short
    Swords on the next level at (x=2650, y=1850). Short Swords are not
    spectacular weapons in Icewind Dale, and these ones are nothing to get
    excited about.
    The Severed Hand, Level 2 (East) (AR5002)
    15) Return to the smaller room to the south and hop on the elevator at
    (x=2000, y=1400). Once you reach the eastern end of level two, you'll
    find yourself under attack by some Armored Skeletons and Shattered
    Souls. Try to keep a leash on your characters and deal with the foes
    immediately at hand, as there are several more Shattered Souls to the
    east that aren't initially involved in the fight, and the fewer of them
    you have pelting you with Larloch's, the better. Once the first group of
    foes are dead, bring your message of smite to the east. Loot the
    furniture and yawn at the Short Swords therein. North of the elevator
    you'll find a bridge leading to some stairs down (x=1800, y=1300), and
    north still you'll find a room with more baddies to pound. Once you're
    done ruining some undead, head down the stairs.
    (x=2650, y=1850) ~Some Lesser God's Promise*1
    		 (3rd Play: Short Sword of Action +2*2)
    *1: A +2 Short Sword that has a 5% chance to heal the wieder for 1d6
    *2: This Short Sword does little besides its +2 enhancement bonus-it
    adds one measely point to Dexterity.
    ***ITEM FISHING***
    Down here is where you can finally get a shot at the Shadowed gear I
    mentioned earlier. If you're lucky, you'll score some Shadowed Plate
    Mail or a Shadowed Robe. If not... well, the drop was locked when you
    first entered this level. Although the variability in the quality of
    the drops here are very, very high, I don't suggest fishing for better
    gear here. First, it's a pain in the ass to make 'runs' through the
    several area transitions enroute to this drop. Second, there are plenty
    of other drops along the way that are worth fishing for-and not worth
    negating just because of a bad drop here. In any event, the Shadowed
    items are dropped by a 'Severed Soul', a unique Shattered Soul that is
    otherwise unremarkable. There's also a variable Cross Bow loot at
    (x=2650, y=1150) which, again, is already locked.
    The Severed Hand, Level 1 (East) (AR5001)
    16) As soon as you enter this level, you'll be pestered by several
    Bladed Skeletons and a Severed Soul. The latter is noteworthy solely
    because it can drop two great pieces of armor-not just for this point
    in the game, but armor that you could very well be wearing until the
    end of the game. First is Shadowed Plate Mail-it's supposed to be
    Plate Mail with a 'Blur' effect on it (at least, according to its
    description.) Fortunately, however, instead of just having the armor
    apply Blur, they compensate by making it ordinary Plate Mail Armor...
    with a three point Armor Class bonus. Essentially, it counts as Plate
    Mail +3-with a base Armor Class of 0, it's one of the more protective
    suits of armor in the game. The second of these great bits of armor you
    can (possibly) get is the Shadowed Robe, which gives its wearer an
    Armor Class of four and 15% Magic Resistance. Certainly better than
    the Necromancer's Robes Presio dropped us. All the junk this Severed
    Soul has dropped me can be found at the end of this paragraph. After
    dispatching our welcoming party (and celebrating/lamenting the Severed
    Soul's drop) head east, where you'll find two rooms crawling with
    Bladed Skeletons and Shattered Souls.
    (1st Play: Shadowed Cloak*1)
    (3rd Play: Shadowed Plate +3*2)
    (5th Play: Shadowed Robe*3)
    (6th Play: Shadowed Boots*4)
    (x=2650, y=1150) ~Heavy Crossbow of Accuracy*5
    		 (6th Play: Light Crossbow of Speed*6)
    		 (7th Play: Light Crossbow of Defense*7)
    *1: This cloak gives you stealth +10%. It goes on Syrenil, the only
    character in my party who can wear it.
    *2: Too bad I didn't get this armor in one of the first play throughs.
    If you are lucky enough to get your hands on this armor... it's better
    than the Mythril Field Plate +2 you'll find later. In fact... I'll go
    so far as to say this is the best armor in the game. Bathed-In-Blood
    has a better Armor Class, but it's only one point better, and the
    +3 AC vs. missiles that this armor gives more than makes up for it.
    *3: Robes with an Armor Class of four (one point worse than Plate Mail)
    and +15% Magic Resistance. In the entire game, only the Robe of the
    Watcher is better.
    *4: Boots that give a +1 bonus to Armor Class and +15% to Move Silently
    aren't bad (especially not for Syrenil), but I can't help but wish I
    had found the armor or robes instead.
    *5: This bow gives +2 damage and +7 THAC0. Normally, I'm crazy about the
    THAC0, but I already have a +4 damage +4 THAC0 bow. The bottom line is
    the old bow gives an extra attack around. I'd say another attack gives
    me an extra chance to hit each round, and that's just fine. We'll find
    more of these as a guaranteed drops later, so there's no need to fish
    for it here.
    *6: A fairly nice little crossbow, it's not quite what I'm looking for,
    but with its +2 damage and +4 THAC0, and it's two attacks per round,
    it's better than the Heavy Crossbow of Accuracy that drops here.
    *7: At +4 THAC0, +2 Damage, +1 Armor Class, and +10% Missile Resistance,
    it's the best Light Cross Bow we've found all game.
    17) Leave the northern of the two rooms east of the stairs and explore
    to the north to find some more undead. Kill them and loot the debris
    at (x=2500, y=850) to find a 'Piece of Broken Machinery'. This seems
    kind of questy, doesn't it? It should, and it is. Hold on to it. Now,
    believe it or not we're done with the main tower portion of the Severed
    Hand. Unfortunately for us, this place was built by Elves, so they've
    got towers branching off their freakin' towers. Head back up the stairs
    (x=1700, y=1350) to level two, then take the elevator (x=2100, y=1500)
    up to level three, and finally take the stairs (x=1300, y=1600) up to
    level four.
    (x=2500, y=850) Piece of Broken Machinery*1
    *1: A quest item you'll need. Keep it in your inventory at all times.
    This is the first of four pieces.
    |								       |
    |			Towers of the Seldarine			       |
    |								       |
    Sequence of Events:						{WLK013}
    		1) No Man's Land
    		2) Telanis the Bard
    		3) Sehriya's Inn
    		4) Bladesinger Lethias
    		5) Lehland the Merchant
    		6) Larrel-Yoda in Labelas Tower
    		7) Denaini the Dead Devotee
    		8) Elves and War Hammers
    		9) Elven Chain Mail of the Hand
    		10) Final Fights in Solonor Tower
    		11) Denaini's Rewards
    		12) Elven Long Bow Ambush
    		13) Interrupting Elven Officers
    		14) Exterminating Elven Officers
    		15) Valestis' Empty Arboretum
    		16) Kaylessa's Request
    		17) No Weak Links
    		18) Exterminating More Elves
    		19) Wraith Spiders on the Roof
    		20) Walkway Battle
    		21) Final Fights in Labelas Tower
    		22) Kaylessa's Release
    		23) Checking Out Books
    		24) Repairing the Astrolabe
    		25) The Den of Evil
    The Severed Hand, Level 4 (AR5004)
    1) This area is fairly tame, and it seems to be as far as the Orcs and
    Goblins advanced within the Hand. Everything below us-Orcs and Goblins-
    everything above us-Elves. Unlike the 'no man's land' between two
    forces, however, this level is... well, safe. It seems the bonds of
    death have frozen this conflict in stasis. There are a number of NPCs
    to talk to here, but first, the layout of the level. This level, like
    all the lower levels aspired to be, consists of an inner ring. A huge
    tree dominates the center of the level, where stairs and the elevator
    can be found. Along the outside of the level are rooms, connected by
    the circular hallway. Unlike the lower levels, however, this level is
    fairly intact, and at each cardinal direction you'll find stairs leading
    to a tower, each named after a member of the Elven pantheon... well,
    technically there are two towers to the north, but since Sehanine Tower
    doesn't exist anymore, we'll just consider north as being the sole
    province of Corellon Tower, while Sheverash Tower is to the east, to the
    south you'll find Solonor Tower, and to the west lies Labelas Tower.
    2) From the stairs where you arrived, head south-west and open a door
    at (x=850, y=1380). In the room beyond you'll find what apparently used
    to be a fest-hall, where some Shadowed Elves can be found drinking and
    carrying on... at least, until you enter to the room. You can also find
    Telanis, an Elven Bard (x=380, y=1500)..' or rather, singer
    EXTRAORDINARE, MASTER of the eight-string mandolin... and so forth. Get
    him to sing you some songs and he'll tell you a tale about the Dwarves
    and the Elves, their alliance against the 'dark horde', and the eventual
    falling out of the two sides when Orcs showed up with Dwarven-forged
    weapons. He'll also sing about Larrel, who apparently founded the  Hand.
    Yay... backstory. If only we could find somebody who would tell us the
    story without resorting to prose. Loot and leave.
    (x=700, y=1300) Potion of Healing, Potion of Clarity
    (x=920, y=1500) Potion of Insight, Potion of Insulation
    (x=1300, y=1670) Potion of Absorption, Potion of Mind Focusing
    3) Explore counter-clockwise. Through the door at (x=1750, y=1600) you
    can find another, seedier, and yet somehow less interesting watering
    hole. Past it, there's a door at (x=2050, y=950), beyond which you'll
    find Sehriya (x=2270, y=820), still diligently running this little inn
    and waiting in vain for her mother. She seems oblivious to the fact that
    she's dead, much less the fact that her mother is never coming back.
    This is fortunate for us, as she'll let us rest here. Undead don't need
    their creature comforts, but we sure do!
    (x=2220, y=950) 50 gold, Scroll of Cone of Cold*1, Potion of Healing,
    		Potion of Cold Resistance
    *1: A fair offensive spell, you probably don't have anything better to
    fill up your 5th level spell slots with. Like with Fireball, you have to
    be careful of friendly fire... Or rather, friendly ice.
    4) Continue around the level counter-clockwise and open another door at
    (x=1470, y=700), beyond which you can find a room with a lootable table
    (x=1300, y=380). Outside the room you'll find Lethias (x=1270, y=800),
    a rather touchy Elven spirit who enjoys quoting Spock in his free time.
    Talk to him if you wish, but don't be rude, and don't say you're here to
    loot the Hand, or he'll attack. Why is that a bad thing? Well, because
    he's freakin' invincible. Seriously, he doesn't die. Pick dialogue
    option #1 repeatedly and he will tell you, finally, what happened in the
    Hand of the Seldarine. Long story short-the Elves got their asses
    kicked, and as a final fall-back plan they decided to unleash the
    combined powers of their stored artifacts to kill as many invaders as
    possible and, in the same stroke, deny them the use of said artifacts.
    The only other thing of interest he'll tell you is that Larrel had
    locked himself atop Labelas Tower. Before you run off, however, talk to
    Telanis again. If you still have 'The Ballad of Daen Winterbrush' in
    your inventory, you'll have the option to ask Telanis to perform the
    ballad for you. Having a healthy bit of pride in his 'work', Telanis
    will readily agree. This summons the 'Spirit of Daen Winterbrush', who
    whines about his blade before vanishing. Seems like we'll have to keep
    an eye out for this weapon, eh? Again, it'll be quite a while still.
    (x=1300, y=380) Scroll of Emotion: Hope*1, Potion of Clarity,
    		Berduskan Black Brew, Potion of Strength
    *1: Another nice emotion spell, this one gives +2 THAC0, damage, and
    saves. I'd suggest keeping this spell handy for big fights as well, to
    be used in tandem with Emotion: Courage. It push comes to shove,
    however, I'd prefer this spell over Emotion: Courage.
    5) To the west you'll find the door (x=900, y=950) leading to the final
    room to explore. In the room beyond you'll find Lehland (x=660, y=820),
    who fancies himself a merchant. He, too, doesn't seem to understand
    that he is quite dead, and that most of his merchandise has long since
    been ruined. He'll tell you of the various towers which we'll be
    exploring shortly, and he does have a few things to sell-containers and 
    ammunition, mainly, as well as the following:
    Elven Sewn Boots
    Boots with +5% Cold Resistance.
    Elven Sewn Cloak
    The +5% Cold Resistance this cloak bestows will keep you warm.
    Elven Sewn Gloves
    Simple gloves that give a +5% bonus to Cold Resistance.
    The Dire Old Lute of Pellon Kay
    A lute that a Bard can use to cast Dire Charm. It's an awful lot of
    gold to spend to be able to cast a mediocre 3rd-level spell.
    Labelas Tower, Level 1 (AR5101)
    6) Now, we've come here seeking Larrel, right? So it only makes sense
    that we give Labelas Tower a try first. It's the western tower, the
    one nearest to the stairs and, conveniently enough, our present
    location. So why not give it a look-see? Head west and exit the area
    at (x=200, y=1200). What you'll find beyond is not encouraging. Larrel
    has apparently blown up the tower, and he is in the middle of cackling
    about it Yoda-style when you enter. Well, this path is a bust.
    Solonor Tower, Level 1 (AR5201)
    7) Head back to the fourth level of the Hand (x=200, y=800) and enter
    Solonor Tower (x=1500, y=2000). In this level you'll find Denaini
    wandering about. Talk to her, and don't pick a fight-it's not lucrative
    in the long run (but at least she CAN be killed, unlike Lethias.) She'll
    tell you some more about Larrel and the fall of the Hand. Apparently
    Solonor Tower-or at least this level of it-was a shrine to the Elven
    gods, where the Elves here spent their free time praying and whatnot.
    Seems to me that somebody should have spent less time praying, and more
    time fortifying. Anyways, we can, then, assume that this is the priest's
    tower, and we should be prepared to deal with Clerics. Remember, THEY
    can still use mind-affecting spells on us, even if WE can't use them.
    She'll also mention needing some holy water to purify the pools, and
    will also ask us to knock off her fellow priests in the tower above.
    Apparently Larrel cast some Mythal in a last-ditch effort to save the
    Hand, and the result are the Shadowed undead that still lurk its halls-
    Elves and Orcs (and Goblins and Ogres) alike. Most went mad due to the
    effects of the Mythal, hence, we'll be fighting hosts of barmy Elves.
    Mythals... sounds like the kind of stuff that Orrick would be interested
    in, no? Yep, we've got plenty of quests to keep in mind. Anyhow, the
    stairs to level two are at (x=300, y=900).
    ***ITEM FISHING***
    Next level you can fish for enchanted War Hammers of various quality.
    Smash the Clerics and Acolytes guarding the level and loot the container
    at (x=800, y=550) for a shot at these weapons. The best of them do not
    compare well to the Sanctified Morning Star +3, but the War Hammer of
    Sparks +2 is still a pretty good weapon in its own right.
    Solonor Tower, Level 2 (AR5202)
    8) On this level youll find groups of hostile Elven Clerics and Elven
    Acolytes. The former are actually dangerous, as they'll cast spells,
    while the latter are weak melee types. Don't be surprised if they throw
    Mental Domination, Cloak of Fear, Rigid Thinking, and Miscast Magic at
    you, and they will also buff their allies with spells like Prayer and
    Recitation. They should thus be given special priority for arrow-face-
    interation, and of course, Silence 15' Radii. When all is still, head up
    the stairs at (x=300, y=900).
    (x=800, y=550) Chrysoberyl Gem, Potion of Healing,
    	       ~Sanctified War Hammer +2*1
    	       (3rd Play: War Hammer of Sparks +2*2)
    	       (7th Play: War Hammer +2*3)
    (x=300, y=600) 50 gold, Potion of Hill Giant Strength
    *1: This isn't as good as the Sanctified Morning Star +3 I found
    earlier, or The Giving Star/The Love of Black Bess, but it's still a
    decent alternative, if you've thrown some proficiency points into
    *2: The best of the War Hammers you can get here-this specimen has a
    +2 enhancement bonus, a 50% chance to deal +1d3 electrical damage, and
    a 10% chance to stun targets.
    *3: A humble +2 War Hammer that always does one point of electrical
    Damage. Veterans of Baldur's Gate should be familiar with weapons like
    this-being a virtual clone of the War Hammer +2 'Ashideena'.
    ***ITEM FISHING***
    I've been somewhat wishy-washy about doing a whole lot of work for
    some items, but the next level presents a rare opportunity. Not only
    is there an absolutely fantastic item to get-it's rather easy to do!
    Sure, you're going to have to fight for it, but it's a simple as
    saving, checking, and reloading until you get what you want. On the
    next level, in the container at (x=670, y=420) you have a chance to
    score a suit of Elven Chain Mail of the Hand +3. It's got a base Armor
    Class of 2, and it doesn't prevent Mages from casting spells or Thieves
    from sneaking (although it does impose some penalties to Thief
    skills)-it's the ideal armor for my triple-classed spell-casters. There
    is absolutely no reason you shouldn't walk out of the next level with
    this armor.
    Solonor Tower, Level 3 (AR5203)
    9) Upon reaching this level you'll find an Elven Priest apparently in
    the middle of a service. That's one of the things that really bothers
    me about religion, folks. I remember, as a kid, going to Catholic
    services and being absolutely bored out of my mind... and I know what
    the trade-off is supposed to be-eternal life in heaven, but it's
    honestly not the myth of hellfire that scares me, it's this-the thought
    of being dead, in an afterlife, stuck in a church service for all
    eternity. Yes, mass in Catholic church was so boring, it made the
    thought of going to hell less fearsome than going to heaven. Anyways,
    there are Clerics and Acolytes here, as well as a Priest leading the
    service. The Clerics and Priests should be, again, a priority, as
    they'll cast bad magic at you. Throw Silence 15' Radius around liberally
    to shut them, up, then smash them. When the priest falls he'll drop a
    holy symbol, of which I've found the following: 
    (1st Play: Symbol of Labelas Enoreth*1)
    (7th Play: Symbol of Shevarash*2)
    (7-x Play: Symbol of Corellon Latheran*3)
    (7-xx Play: Symbol of Solonor Thelandira*4)
    Once you're done, go up the stairs at (x=900, y=800). You should be all
    smiles about your new suit of Elven Chain Mail of the Hand +3.
    Note from Lee:
    Two Web spells and an Entangle ends this fight... at least for them.
    I have not spell-bufffed for any fight so far in the game, using the
    simple strategy of immobilizing my enemies and shooting them to death
    from a distance, and/or drawing them to me to be chopped into bits. As
    I had to go thru this excercise 5 times to get the Elven Chain Mail of
    the Hand +3, I am certain it works, but I must reiterate that this 
    strategy is NOT for the faint of heart, and can lead to some serious 
    damage if the fight is not micro-managed well. It is also NOT usable at 
    all for HoF mode.
    (x=700, y=820) Waterstar Gem, Potion of Heroism
    (x=650, y=700) Oil of Speed (cursed), 
    	       Scroll of Minor Globe of Invulnerability*5
    (x=670, y=420) Piece of Broken Machinery*6, 68 gold, Potion of Defense,
    	       ~Potion of Strength Transference*7
    	       (3rd play: Elven Chain Mail of the Hand +3*8)
    	       (4th play: Ring of Strength*9)
    *1: This amulet gives a +1 bonus to intelligence. There's no reason to
    wear this amulet all the time, but if I hit the 18 spell limit for one
    of my Mages, I'll wear this amulet while I scribe scrolls to give
    myself temporary unlimited spells/level.
    *2: A humble necklace that grants its wearer Infravision. I don't see
    the point.
    *3: The best amulet that drops here, it'll give the wearer a +2 bonus
    to THAC0. All things considered, I'd rather keep the Black Wolf
    *4: Like the Symbol of Corellon Latheran, this amulet gives a +2 bonus
    to THAC0... but only for ranged weapons.
    *5: This spell protects the caster from all 1st-3rd level spells. It has
    it's uses, but enemies will soon start throwing more powerful spells
    your way.
    *6: Another piece of machinery you'll need to finish up your business
    in the Hand. Again, keep ahold of it. It's the second of four pieces.
    *7: Another attribute-swapping potion, this time you'll lose a point of
    Strength and gain a point of Dexterity. We can score plenty of Guantlets
    of Ogre Power in the Heart of Winter expansion, making Strength a non-
    issue attribute, so this actually isn't a bad trade-off... if you plan
    to harvest these (and of course, only use them once you have Gauntlets
    of Ogre Power to cover your Strength loss!) But that's simply too much
    grinding, even for me. You'd need six of these potions to increase your
    Dexterity to 24 (assuming, of course, a base of 18), which would lower
    your Armor Class by a whopping two points.
    *8: With a base Armor Class of two and +20% Cold Resistance, this may
    well be the best armor you've found all game... at least, if you didn't
    find Shadowed Plate Mail Armor earlier. The fact that it can be worn
    by dual-or-multi-classed Mages while allowing them to retain their
    spell-casting abilities is beyond awesome (not to mention Thieves).
    I gleefully put this armor on my Ilnathias, my party leader. He hands
    his Ring of Protection +2 down to Amirule for now.
    *9: +1 Strength, -1 Dexterity. Not a terrible item, in the vanilla
    version of this game its Strength bonus capped at 18/00, for whatever
    reason. In the Enhanced Edition, it not properly raises your Strength
    to 19 (if you had a Strength score of 18, before). This makes it much
    more useful, even if it does cost you one point of Armor Class.
    Solonor Tower, Level 4 (AR5204)
    10) Go through the door at (x=520, y=650) to find... more doors! Through
    the door at (x=700, y=700) you'll find two Acolytes and a Cleric that
    are in need of some urgent smiting. Once smote, loot the room and grab
    the Barrel of Holy Water, another item that should seem questy. I would
    comment on the long odds of us finding a quest-item in the middle of a
    frozen wasteland, but finding holy water in a priestly tower seems
    rather... well, sensible. Now open the door at (x=450, y=550) to find
    another room with two Acolytes and a Cleric. Once you're done killing
    them, you've cleared the level. Loot the rest of the rooms and when
    you're done, head back to level one of Solonor Tower.
    (x=730, y=800) Scroll of Cure Serious Wounds, 
    	       Scroll of Emotion: Courage, Barrel of Holy Water*1,
    	       Potion of Fire Resistance, Potion of Insight
    (x=900, y=800) Scroll of Flame Strike, Elixer of Health, 
    	       Symbol of Sehanine Moonbow*2
    (x=260, y=500) Potion of Regeneration, Scroll of Remove Curse,
    	       Ring of Sanctuary*3
    (x=950, y=200) Potion of Purification, Potion of Perception, 
    	       Scroll of Remove Paralysis
    (x=830, y=300) Shandon Gem, Potion of Absorption, 
    	       Scroll of Protection from Fire
    (x=1070, y=550) Scroll of Flame Strike, Potion of Mind Focusing
    *1: Denaini mentioned needing some Holy Water, right? You should
    probably keep your hands on this until we get a chance to take it down
    to her.
    *2: This amulet has five charges of Find Traps and five charges of
    Know Alignment. We already have a Thief, and any low-level Cleric can
    cast Know Alignment.
    *3: This useless ring can be used to cast Sanctuary five times.
    11) Talk to Denaini again and tell her the good news-you've killed all
    her friends and she's now the only undead sentient being trapped in a
    hellish afterlife. Talk to her again and hand over the holy water we
    found. You'll get a much larger experience reward for completing this
    quest. At least her pathetic existence won't be quite as bleaks now.
    Isn't that an awful lot of holy water? How did we get that down here?
    Oh well, time to move on to another tower!
    (For killing the crazed occupants of Solonor Tower)
    EXP	24000
    Item	Edley's Sling*1
    (For bringing Denaini some Holy Water)
    EXP	52500
    Item	Sune's Laurel of Favor*2
    *1: A +2 damage, +3 THAC0 sling. This'll do well on any of my Clerics,
    even if I can't think of a single instance of when I actually bothered
    to use a Sling.
    *2: This Laurel gives a +1 bonus to armor class and a +1 bonus to
    Charisma. Since it doesn't give critical hit protection, it won't do for
    a dedicated fighter. 
    ***ITEM FISHING***
    You can fish for some Long Bows on the first level of Corellon Tower.
    The container at (x=930, y=350) is our target, and by now you should be
    prepared for the inevitable ambush that comes with it. The best of the
    bows ahead is the Long Bow of Action +2.
    Corellon Tower, Level 1 (AR5301)
    12) Return to level four of the Hand and head over to Corellon Tower
    (x=2000, y=500). There is an Elven Officer at (x=640, y=300). As you
    approach him, a number of Swordsmen and Archers will appear, as well as
    a Wizard at (x=260, y=460). I buff my party and head into the room,
    which will soon be full of hostile Elves... all save Syrenil, who is
    a bit too much of a liability to send in. I move as much of my party
    as possible to where the Mage will appear, and send one Cleric to
    provoke the Officer. When his stooges appear, I smite the Mage, and
    engage in a straight melee. Syrenil will join the fray when the Elves
    are all safely engaged with my Clerics. After the Mage is down, I
    largely just let the AI clean up the rest-there's not much these Elves
    can do against a spell-buffed party without spell support. Loot and
    head up the stairs at (x=800, y=1000).
    Keep a Dispel Magic ready in case the Elves Haste themselves, and do
    your best to shoot down any enemy Mages they have. A single Flame Arrow
    spell from one of their Mages can hit for a ludicrious 120 damage.
    Still, with all the enemies around, it can be damn near impossible to
    safely close on an enemy spell caster. The least you can do is fling a
    Silence 15' Radius and hope for the best. Casting a Globe of
    Invulnerability on your characters will limit the number of offensive
    spells they can bring to bear on you.
    Note from Lee:
    Again, two pre-emptive Webs and an Entangle into the room puts the 
    entire enemy force at a serious disadvantage. Wait by the door and they 
    will eventually all come to you. The nice thing about this tactic is 
    that the enemy Mage is outside the fog of war for most of the initial 
    stages of the battle, making for a very easy time of it. The Mage casts 
    Slow first (or at least he did for me), but Rings of Free Action allows 
    me to simply go in and hack him to death while the rest of the party 
    waits outside until the spell wears off.
    (x=930, y=350) ~Composite Long Bow of the Hand*1
    	       (3rd play: Long Bow of Action +2*2)
    	       (6th play: Long Bow of Marksmanship*3)
    *1: A simple +2 damage, +2 THAC0 Long Bow.
    *2: The Long Bow of Action +2 gives a +2 bonus to damage and a +3 bonus
    to THAC0, as well as a decent +1 bonus to Dexterity. If this raises your
    Dexterity from 18 to 19, you'll get a +1 THAC0 bonus while using missile
    weapons. You'll have a shot at another, better, bow later, and the Long
    Bow +2: Defender is certainly better, but if you've got a lot of hungry
    archers to feed...
    *3: +3 THAC0, +2 damage. Nothing to write home about.
    Corellon Tower, Level 2 (AR5302)
    13) This level plays out much like the one above, through a doorway to
    the north three Officers stand around a table, planning for a war that
    has already been lost. When you enter the room, reinforcements will
    appear, this time including a Cleric and a Wizard to the west and
    east, respectively. Again, pay especial attention to the spellcasters,
    giving the Wizard priority over the Cleric. Once you're victorious,
    the stairs to the third level are at (x=800, y=1000).
    Again, take out the Mage first. I cast a Haste spell, walked in and
    killed the Mage, then just let the fight go. This is where having an
    Armor Class of -15 and a THAC0 of -7 on most of my party really comes in
    handy. No weak links means the enemy has to earn every bit of damage.
    One of my characters does get pretty banged up, but it's nothing a
    Heal spell can't fix.
    Note from Lee:
    I actually took some damage in this fight, from "friendly fire". I added
    a Spike Growth to the normal pre-emptive Web + Entangle strategy, got 
    caught in my own Web, and took damage from the 'spikes'. Not one enemy 
    laid a single hit on me though...
    (x=390, y=550) Scroll of Otiluke's Resilient Sphere*1, 50 gold,
    	       Scroll of Cloudkill*2, Oil of Fiery Burning	
    (x=870, y=600) Scroll of Icelance, Scroll of Stoneskin*3, Ziose Gem,
    	       Morohanotsurugi +3*4
    (x=910, y=500) Piece of Broken Machinery*5
    *1: Otiluke's Resilient Sphere is a spell I never tend to bother with.
    Sure, it essentially removes an enemy from the fight for a while, but
    as a 4th level spell with no save penalty, you might as well use
    Confusion. Confusion has a save penalty, an area of effect, and a longer
    duration. If you want to use a spell to remove enemies from the fight,
    use Confusion.
    *2: A decent 5th level spell, it kills weaker creatures outright... but
    by this point, you really won't be fighting any enemies that are that
    weak. It's useful in combination with several Web spells, as it'll
    keep a creature stuck in the effect for a long time. This is my advice
    for all cloud spells, like Death Fog, Icendiary Cloud, Malavon's
    Corrosive Fog-use them only in conjunction with Web, or not at all.
    *3: This is THE defensive spell for a Mage. It blocks a number of
    physical attacks regardless of how strong the attacks are. Essentially
    it makes you immune to the next 1d4+1/2 levels attacks. This doesn't
    protect against spells, but in conjunction with Mirror Image and Blur,
    your Mage will be very difficult to hurt. Obviously a must-have for all
    of our aspiring juggernauts. Cherish it, and scribe it wisely, you
    won't find another until the Trials of the Luremaster dungeon pack.
    *4: Well, that's a mouthful, eh? Morohu-whatever the hell-is a +3
    cursed Wakizashi that deals 1d8+3 damage to the wielder with every hit.
    Sounds pretty awful.
    *5: Another quest item you need to keep your hands on. This is the third
    of the four pieces we've found.
    ***ITEM FISHING***
    We've fished for a lot of items, and found plenty of good items, but
    hasn't this game been a little light on Long Swords? Yeah, they're a
    staple. Sure, we found a Long Sword of Confusion +2 earlier, but
    otherwise it's been pretty lean. On the third level of Corellon Tower
    you'll get a chance to fish for Long Swords in the container at
    (x=850, y=500). The best of these swords is the Long Sword of the Hand,
    which is a +3 weapon.
    The Moroblahblah is new to Icewind Dale, courtesy of the Enhanced
    Edition. Huzzah, for more cursed crap we'll never use!
    Corellon Tower, Level 3 (AR5303)
    14) This level is a change of pace-down tempo, at that. The only foes
    you'll face are a handful of seperated Elven Officers. They don't have
    spells, and they don't have numbers, so they shouldn't pose any threat
    to you. Just head around the level, killing and looting. When you're
    done, the stairs up are at (x=500, y=900).
    (x=870, y=620) Scroll of Remove Curse
    (x=850, y=500) Potion of Storm Giant Strength, 
    	       ~Long Sword of Action +2*1, Arrows of the Hand x40
    	       (3rd Play: Long Sword of the Hand*2)
    	       (7th Play: Life's Gift*3)
    (x=570, y=330) Waterstar Gem, Potion of Agility, Berduskan Black Brew
    (x=500, y=450) 50 gold, Potion of Freedom,
    	       Scroll of Protection from Lightning
    *1: A Long Sword that gives a +1 bonus to dexterity. Unfortunately, a
    19 dexterity doesn't give any Armor Class bonus, so this sword is
    inferior to the Flaming Long Sword +2.
    *2: The Long Sword of the Hand is a simple +3 Long Sword... which makes
    it the best weapon you can score on this level.
    *3: A Long Sword +2 that has a 15% chance to heal the wielder 1d3 points
    of damage.
    Corellon Tower, Level 4 (AR5304)
    15) At the top of the tower you'll meet Valestis, who'll ask you to find 
    him some "seeds that can flourish in the harshest of places", some 
    "pure water", and any "small animals seeking a new home." Unlike the
    holy water that Denaini wanted, none of these things are terribly close
    to the Severed Hand, so we'll be a while in fulfilling his desires.
    Anyhow, that's all for Corellon Tower. Head back down to the main level.
    ***ITEM FISHING***
    If you thought the Elven Chainmail of the Hand +3 was good... you were
    right. But there's even BETTER armor we can get on the first level of
    Sheverash Tower (AR5401). On that level is a character called Kaylessa
    who will give us a quest. Once it's done, she'll give us one piece
    of Kaylessa gear-either her Gloves, Ring, Bow, or Armor. This item
    requires us to go through all of Sheverash Tower and most of Labelas
    Tower to complete her quest, so obviously it's not something we can
    fish for, right? Wrong. Make a hard save before you enter Sheverash
    Tower, then make a quick save within Sheverash Tower. Kill Kaylessa and
    loot her. She'll drop Boots of Speed and one of the Kaylessa items
    above. What she drops now is what she'll give you at the end of her
    quest, so make sure she's got the armor, then reload your quick save.
    If she doesn't have the armor, reload your hard save and try again.
    Again, there is no reason you shouldn't leave with her armor.
    Sheverash Tower, Level 1 (AR5401)
    16) Explore to the east now and enter the final tower that's still
    standing, Sheverash Tower (x=2600, y=1200). In this level you'll find
    the spirit of Kaylessa, weapon master of the Hand. She has a Piece of
    Broken Machinery, which, of course, you need. She'll ask you to kill
    what's left of her men before she hands the treasure over. Didn't we
    just do something like this? Oh well. She'll reveal that Larrel is now
    a Baelnorn, an Elven Lich-like creature. I didn't think Lichdom was a
    race-specific thing, but whatever. Let Elves have their own fancy names
    for undead abominations. Apparently the Larrel we've seen is just a
    projection-a figment of Larrel. She'll also reveal one last bit of
    information-that Larrel's astrolabe is broken. How fixing this astrolabe
    will help is currently a mystery, but we know it must be done! You can
    unlock the doors and fight the Ogre and Orcs if you wish. The stairs up
    are at (x=400, y=800).
    (x=400, y=200) 80 gold
    Sheverash Tower, Level 2 (AR5402)
    17) There are a number of Swordsmen and Archers on this level. Having so
    many capable Fighters really comes in handy here. The only thing that
    can be tricky about this area is the tendency .for some of the Elven
    Archers to shoot at your weaker party members... of course, a properly
    built party doesn't have much of a weak-spot, which helps. Spell buff
    before you go upstairs and everything is fine. When everything is dead,
    the ramp up is at (x=500, y=200).
    After the Mages in Correlon's Tower, this should be a breeze. Again,
    I can't help but expose the fact that even my 'weakest' character, my
    Fighter/Mage/Thief, has an Armor Class of -15 and comparable Hit Points
    to my melee characters. There's really no weakness for the archers to
    exploit, and thus, no real strategy involved in this fight.
    Sheverash Tower, Level 3 (AR5403)
    18) More Archers and Swordsmen, they again will make a concerted effort
    to attack any weak links (especially the two Swordsmen to the west.)
    Syrenil casts Invisibility on herself before the party heads upstairs,
    and keeps quiet while the Elves an the rest of my party start fighting.
    This prevents her from being targeted, and, when the foes are safely
    engaging my Clerics, this fight is all but won. There are stairs up at
    (x=300, y=600) and a passage at (x=100, y=500). Head up the stairs
    (x=650, y=250) Scroll of Beltyn's Burning Blood*1, Shandon Gem, 50 gold
    (x=800, y=530) Scroll of Fireshield (Red)*2, Arrows of the Hand x40
    *1: This spell deals 3-12 damage to a creature per round and each round
    it lasts it has a chance to drive the target berserk. Lasting one round
    per two levels as a Mage, that's a pretty good chance to take effect.
    Unfortunately, it doesn't work on undead or extraplanar creatures, which
    comprise many of the bosses and well over half the foes in the game.
    *2: Another spell that's new to the Enhanced Edition, making its way
    from Baldur's Gate 2 to Icewind Dale. The Red varient of this spell
    gives the caster 50% resistance to fire and deals 1d8+2 damage to
    melee attackers. Not a bad cast, but there are plenty of superior 4th
    level Mage spells.
    Fireshield (Red) is new to Icewind Dale.
    Sheverash Tower, Roof (AR5404)
    19) On top of the tower are three doors (x=200, y=450), (x=450, y=500),
    and (x=650, y=600). Behind each of the doors are several Wraith Spiders,
    which should be easy experience at this point in the game. Kill them,
    loot, and return to level three and exit the western edge of the map at
    (x=100, y=500).
    Note from Lee:
    Opening any door will open all three, so you'll have a pant-load of
    spiders to deal with all at once. Not that they're all that difficult
    to kill, but it's still best to know what's going to happen...
    (x=700, y=470) Scroll of Teleport Field*1, 
    	       Hippogriff Riders of the Hand, 30 gold. 
    *1: Another new spell for the Enhanced Edition, this spell is fairly
    useless, compared to all the other excellent 4th level Mage spells.
    Teleport Field is new to Icewind Dale.
    Walkway between Sheverash Tower and Labelas Tower (AR5502)
    20) On the walkway you'll find three Swordsmen, two Archers, a Cleric 
    and a Wizard. I have my Fighter/Mage/Thief sneak up while the rest of my 
    party engages. I take out the Wizard with a backstab, my two characters
    with Rings of Free Action lead the assault, while the rest of my
    Fighter/Mage/Clerics cast Silence 15' Radius at the Cleric. Then the
    melee mop-up begins. Once they're all dead, exit to the next area
    (x=50, y=400).
    Again with the Mages. I Haste and simply blitz past the Swordsmen and
    kill the Mage, then the Cleric. Then I just let the AI take over and 
    mop up.
    ***ITEM FISHING***
    The next level has a good bit of suck on it, but there is a decent
    Quarter Staff you can fish for. Find the Staff of the Hand in the
    container at (x=330, y=320).
    Labelas Tower, Level 4 (AR5104)
    21) When you reach this level, don't move. The door to the north will
    open on its own, and beyond there are two Swordsmen, a Cleric, and a
    Wizard. This Wizard is fond of Hasting his allies, casting Ice Storm,
    and even Confusion, which is a very dangerous spell. There are also more
    Wizards in the other rooms which might show up when you start with the
    violence. My strategy? I Haste up, rush the Mage and quickly kill him.
    When the other Mages show up I have all my Fighter/Mage/Clerics cast
    Silence 15' Radii on them, then I mop up in melee. When you've crushed
    your opposition, loot around, as there are some rather good Mage scrolls
    Still with the Haste in effect from before, I run in and again focus
    on the Mages. Thankfully they're more focused on buffing themselves
    and their allies than they are on unleashing offensive magic, at least
    at first. Put them down quickly and you'll have no troubles.
    Note from Lee:
    Okay, so I actually buffed for this fight; first time in the game. This
    fight can be rough if you're not prepared, as the Mages will cause you 
    no end of grief if they manage to get spells off. Unfortunately, there
    is no way to pre-emptively Web, Entangle, or otherwise impede them
    without getting caught in your own area of effect, so Haste and charge
    it is...
    (x=330, y=320) Diary of Evayne*1, ~Robe of the Hand*2, 50 gold, 
    	       Scroll of Secret Word, Scroll of Remove Magic,
    	       Potion of Clarity
    	       (6th Play: Dagger +2)
    	       (7th Play: Staff of the Hand*3)
    (x=1000, y=450) Clear Ioun Stone*4,
    	        Scroll of Protection from Normal Missiles,
    		Potion of Heroism, Potion of Invisibility
    (x=200, y=460) Scroll of Improved Invisibility*5,
    	       Scroll of Greater Malison*6, Potion of Genius
    *1: Evayne is the daughter of Larrel, as you will discover by reading
    this journal. It does little but to provide more backstory, and inform
    you that Evayne ran off to Dorn's Deep. There's a good dose of quest
    experience involved in finding out more about Evayne, quite a bit
    later on. Keep it handy for when we meet Larrel.
    *2: A humble +3 Quarter Staff. I have no characters that are restricted
    enough that they have to resort to using this weapon.
    *3: These robes have a laughable Armor Class of nine, impose a -2
    penalty to Dexterity, and give +40% Cold, Fire, and Electrical
    Resistance. If you have a character who can benefit from this, you're
    not doing something right.
    *4: Another Ioun Stone! I love these things, even though they have a
    history of sucking in the Infinity Engine games. This little gem gives
    its orbitee a 5% bonus to their Magic Resistance. Better than a
    normal helmet, I suppose.
    *5: This spell is an invaluable defensive measure. Invisibility is good
    and all, but even after you make yourself known the -4 penalty on attack
    rolls enemies suffer and the +4 bonus on saves you recieve are a good
    reason to use this spell. on top of all of that, while invisible you
    cannot be targeted by spells, even after you've acted. You can still be
    hurt by area effect spells, however.
    *6: Greater Malison lowers the saves of enemies by 2. This is a great
    first strike spell that makes all other spells work more often. Hitting
    the enemy with two Greater Malisons from two Mages using Improved
    Invisibility is a good start to a fight. Afterward, everything else is
    much more likely to succeed, especially Slow, Confusion, Symbol of
    Hopelessness, and all that good stuff.
    The Scrolls of Secret Word and Remove Magic are new to Icewind Dale,
    as is the Clear Ioun Stone.
    22) Now, we've crushed the last of Kaylessa's former soldiers in the
    tower. Continuing will take us to Larrel... but why bother without the
    piece of the astrolabe? Head back down to the first level of Sheverash
    Tower and tell her about killing her friends. Kaylessa will thank you,
    and asks one last favor of you... You guessed it, she wants to die in
    battle as well. One would think her energy could be better wasted on
    Orcs and Goblins, but hey, I guess we're conventient. Kill her, and put
    the last resident of Sheverash Tower to rest. Kaylessa will drop a
    Broken Piece of Machinery*1, some Boots of Speed*2 and a variety of...
    er... Kaylessa gear, as follows:
    (1st Play: Kaylessa's Gloves*3)
    (3rd Play: Kaylessa's Bow*4)
    (6th Play: Kaylessa's Ring*5)
    (7th Play: Kaylessa's Armor +3*6)
    (For putting Kaylessa's soldiers to rest)
    EXP	52500
    *1: The fourth and final piece of machinery we need for Larrel's
    *2: Boots of Speed are nice little items that double the wearer's speed.
    The problem is, this is a good benefit for ANY character, deciding who
    gets to use them is tricky business. All things considered, however,
    I'd rather have the Boots of the Fox. I'll trade the lesser speed bonus
    for a bonus to Armor Class. Ilnathias-who has been getting spoiled,
    has more than enough Armor Class to afford handing off the Boots of the
    Fox. This will also ensure that the character with the best defenses
    is always in the lead-and hence, always the primary target.
    *3: The only characters that will benefit from having 19 Dexterity are
    archers, and particularly Thieves. You won't get an Armor Class boost
    from 19 Dexterity, but you will get a +1 bonus to your THAC0 with
    ranged weapons. Thieves will also get a bonus to their thieving skills,
    for what that's worth.
    *4: A +3 Long Bow that gives a +1 bonus to Dexterity. It's a great bow
    for any archer, although whether it's better than the Long Bow +2:
    Defender or not is open to debate. The latter deals less damage, and
    possibly less THAC0 due to the former's Dexterity bonus, but it's hard
    to argue against a +2 Armor Class bonus and +2 Save vs. Spells.
    *5: This ring that adds 15% to Hide in Shadows, and is only usable by
    Rangers. I have no Rangers, and even if I did, I'd still be inclined to
    say this ring is garbage.
    *6: Kaylessa's Armor +3 looks identical to Elven Chainmail of the
    Hand... which is because it IS identical to it! Well, in all the ways
    that matter, anyways. It also gives you a +1 bonus to Dexterity, which
    won't improve your Armor Class if it raises to 19, but it will give you
    a +1 THAC0 bonus with missile weapons. Getting one party-friendly suit
    of Elven Chainmail in this place is wonderful. Getting two is insane.
    I put this on Syrenil for two reasons-first, she's one of the few Mages
    that actually has spells to cast. Second, the +1 Dexterity bonus will
    actually help her out. Sure, her Thief skills suffer, but not enough
    to matter.
    Labelas Tower, Level 5 (AR5102)
    23) Now, backtrack up Sheverash Tower, then cross to Labelas Tower, and
    head up the stairs up are at (x=900, y=800). On this library level
    you'll find Custhantos. He cannot be convinced that he is dead and the
    Hand has fallen, but he will give you a variety of books. Of particular
    interest, of course, is the book Mythal Theory*1. The stairs up are at
    (x=700, y=700). 
    *1: This is the tome that Orrick so desperately wants. Next time you're
    in Kuldahar, be sure to give it to him. Hopefully, once he has this book
    he can get the hell out of Icewind Dale. Don't worry, you'll be reminded
    again when we officially return to Kuldahar, once we're done in the
    Labelas Tower, Level 6 (AR5103)
    24) On top of this tower you'll find Larrel, Gelarith (x=500, y=400),
    and the broken astrolabe. Larrel is not in any condition to help you
    with the Heartstone Gem, so talk to Gelarith instead. If you haven't
    figured it out already, you'll have to find the missing pieces of the
    astrolabe in order to fix it. You should already have all four pieces
    of machinery, so hand them over (be sure to turn the difficulty up for
    a huge series of quest rewards!)
    (For giving Gelarith the piece you found on an undead shadow)
    EXP	35000
    (For giving Gelarith the piece you found in in Solonor Tower)
    EXP	24000
    (For giving Gelarith the piece you found in the war room)
    EXP	35000
    (For giving Gelarith the piece you obtained from Kaylessa)
    EXP	24000
    25) After you give him all these pieces, you can talk to Larrel. He'll
    tell you about the fall of the Hand if you wish (which gives him plenty
    of opportunity to vent his racism against everything that's not an Elf,
    especially Dwarves). About why repairing the astrolabe restored him:
    apparently he was turned into a Baelnorn as punishment by the god
    Labelas Enoreth until his people were laid to rest in the Hand-a task
    that repairing the astrolabe somehow necessitated. Of course, by his own
    admission Larrel doesn't regret using 'the most ancient of elven magic
    with carelessness', nor did he repent of his racism, so I have to
    question what the point of keeping him here all this time was-if
    punishing him didn't change his opinions, why bother? Talk to Larrel
    again and tell him about the Evayne's Journal, which will prompt more
    racism from him. If ONLY we could find some EVIDENCE about his
    daughter's fate? Wouldn't THAT be a most UNLIKELY coincidence? Anyways,
    get Larrel to use the Heartstone Gem to find the evil plaguing the
    north. Your next destination is Dorn's Deep-surprise of surprises-and
    Larrel is nice enough to send you there with magic. Too bad we can never
    learn such teleportation magic.
    (For giving Larrel the Heartstone Gem)
    EXP	54000
    |			 Chapter 4: Dorn's Deep			       |
    |								       |
    |			   Dorn's Deep Caverns 			       |
    |								       |
    We stormed the Severed Hand, completed our objective, and Kuldahar
    didn't end up full of Orogs... so I suppose you could call this our most
    successful mission thus far. Of course, our quest is now following the
    narrative thread of the distant past. Larrel blames the Dwarves of 
    Dorn's Deep for providing weapons that turned the tide in the battle
    against the Elves, although the falling out between the two races
    probably had more of a strategic impact than any weapons did. Whatever
    the case, Larrel blames the Dwarves of Dorn's Deep for many evils. It
    just so turns out that the Heartstone Gem revealed that the evil that
    threatens Kuldahar lies within Dorn's Deep? Coincidence? We'll find out.
    Dorn's Deep, Exterior (AR6000)
    Sequence of Events:						{WLK014}
    		1) Even More New Stock From Orrick
    		2) Down into the Darkness
    		3) Myconid Murder Madness!
    		4) Orc Cave
    		5) Orog Cave
    		6) Banter with Bandoth
    		7) More Myconid Mayhem!
    		8) Ettin Cave
    		9) Down, Down to Dwarven Town...
    1) Even though we have some business in Kuldahar, the next chapter
    doesn't begin until we travel to Dorn's Deep, so get Larrel to send you
    there, and promptly head back to Kuldahar. Go pay Orrick a visit (after
    selling off whatever other crap you've been carrying around) and give
    him the book Mythal Theory you obtained in the Severed Hand. He also
    sells a few new items.
    Note: In my first playthrough of the Enhanced Edition, Orrick didn't
    upgrade his stock when he was supposed to. Reloading a hard save before
    I talked to Larrel fixed this problem.
    Mantle of Hell's Furnace
    A cloak that allows its wearer to cast Agannazar's Scorcher, Burning
    Hands, or Charm Elemental Kin. I can't really recommend shelling out
    over ten thousand gold for an item that allows you to cast two low
    level Mage spells and a spell that's only useful against very rare
    Ogi-Luc's Great Robe
    This robe looks pretty nifty at a glance-it lowers your Armor Class to
    a base of four and gives you 18/99 Strength and +2 Constitution. Score!
    Except it can only be used by a single-classed Mage. I suppose this is
    built-in Tenser's support for the single-classed Mage, but it can't
    compete with the doubled Hit Points, native high Strength and weapon
    proficiencies that our dual-or-multi-classed characters will have.
    |Mage Spells|
    3rd-Hold Undead
    3rd-Minor Spell Deflection
    3rd-Protection From Cold
    3rd-Protection From Fire
    3rd-Remove Magic
    3rd-Spell Thrust
    4th-Far Sight
    4th-Fireshield (Blue)
    4th-Fireshield (Red)
    4th-Ice Storm
    4th-Polymorph Other
    4th-Secret Word
    4th-Shadow Monsters
    4th-Spider Spawn
    4th-Teleport Shield
    4th-Wizard Eye
    5th-Demi-Shadow Monsters
    5th-Hold Monster
    5th-Protection From Acid
    5th-Protection From Electricity
    5th-Shadow Door
    5th-Shroud of Flame
    (For retrieving the Mythal Theory book for Orrick)
    EXP	24000
    Item	Girdle of Labelas*1
    Item	Mithran's Cloak*2
    Item	The Elfbone Ring of Khan-Hai*3
    *1: Grants the wearer Freedom of Action and lets them cast Haste 1/day.
    Unfortunately, it's a belt, and the Shimmering Sash is going to win
    this little competition.
    *2: A nice cloak that gives a +3 bonus to Armor Class and a +2 bonus to
    Saves. Of course, if you're having trouble finding room for Rings of
    Protection +2 you might not have much use for this cloak. Ultimately the
    Wailing of Virgins wins out in Heart of Fury mode, as its own Armor
    Class modifiers are comparable, and its immunity to fear-based effects
    like Emotion: Hopelessness and Symbol of Hopelessness make up for the
    lack of saves. Best of all, it (unlike this cloak) can be worn with any
    sort of armor. This ultimately goes to Amirule, who is now wearing
    Kresselack's Plate Mail Armor and Helmet, and wielding the Shield of
    the Hand for a total Armor class of -7. Amirule, for her part, passes
    down the Ring of Protection +2 down to Nauzhir the Red. Kaelinalia will
    find a good suit of enchanted armor soon enough.
    *3: This humble-seeming ring gives its wearer a very welcome +2 bonus to
    the Paralysis, Poison, and Death Magic Save, and outright immunity to
    Finger of Death and Death Spell. I don't really recall having to worry
    about those two spells very often, but the save is something that will
    be tested rather frequently.
    2) When you're done shopping in Kuldahar, head back to Dorn's Deep. From 
    where you arrive head south-west, then west. A Neo Orog will initiate 
    dialogue and politely tell you that you're trespassing, and now you're 
    going to get a slight case of death. Kill him, and all his buddies, 
    hence putting doubt into their claims of land ownership. Continue until 
    you find a cave entrance at (x=500, y=100).
    Hate to say it, but we'll actually have to fight for a bit in this
    chapter. Living creatures means no Invisosmite... All chapters can't be
    as laughably easy as the last one was... don't worry though, we will see
    more Invisosmite in this chapter.
    Dorn's Deep, Caverns (AR6001)
    3) Once you enter, head south-east to reach a large cavern with lambent
    blue mushrooms (not the ledge leading east above this). Here you'll
    find Blue Myconids, mushroom-men that will typically start fights by
    shooting spores at you. These spores are like the acid sprayed by the
    Bombardier Beetles-they can stun you, and tastelessly ignore your Rings
    of Free Action. Just spell buff up and hope that they don't stun any
    characters... or more realistically, that when they do stun somebody,
    your other characters can cover them. Your goal here is to head east
    through the cavern smiting Blue Myconids so they can't trouble you
    later. Think about it, a narrow walk-way, with unreachable fungus-men
    shooting stunning spores at you? It's a nuisance, one you can avoid by
    simply killing them now.
    Orc Cave (AR6009)
    4) If you can halt your Myconid murder spree long enough, there's a
    cave at (x=1550, y=450) that your mushroom massacre will take you past.
    Inside are some Orc Elites, which are painfully laughable compared to
    the Orcs you fought in the Severed Hand, if that's possible.
    Neo Orog Cave (AR6008)
    5) Exit the cave and switch back from Orc-obliteration mode to Myconid-
    murder mode again and continue east until... well, you can't go east
    any further. Now backtrack to the entrance and take the elevated ledge
    to the east we ignored at the outset. Another cave awaits at
    (x=2100, y=200). Inside are more Neo Orogs, slightly less pathetic foes
    than the Orcs were, but still no match for us. Smite them and leave.
    Bandoth's Tower (AR6014)
    6) Exit the Orog cave and continue east until you find an odd building
    (x=3050, y=600). Within you'll find Bandoth (x=500, y=500). Since he's
    not outright hostile, we might as well talk to him. You'll quickly
    discover that, while he's not outright hostile, he's very close to it.
    Pick dialogue option #1 three times and you'll be able to ask him some
    questions. You can ask about Evayne (he's not helpful), the layout of
    Dorn's Deep and the fate of it's Dwarven inhabitants (Orogs on the
    upper levels, undead on the lower levels) and he'll also offer to tell
    you how to get there if you perform a service for him-namely to find
    the Razorvine Extract he sent his apprentice out to find. Agree to do
    his little job, then talk to him again and pick dialogue options #1,
    #5, and #1 to barter with him. He'll sell you a variety of potions and
    some rather rare scrolls... even though you probably won't use them, you
    might want to buy them for the sake of spell-book completionism.
    |Mage Scrolls|
    5th-Conjure Fire Elemental
    5th-Conjure Earth Elemental
    5th-Conjure Water Elemental
    5th-Conjure Air Elemental
    5th-Summon Shadow
    7) Once you're done bandying empty words and bartering with Bandoth,
    leave his tower and return to the entrance. Descend back down to the
    Myconid chamber, but explore south instead of east. Again, there are
    two paths running parallel to each other down here. Along the eastern-
    most path you'll find Ettins, and along the lower, blue-mushroom-lined
    path are more Blue Myconids. Allowing Myconids to stun us from below
    while we deal with Ettins is not a smart tactic, so head down the
    western, lower path first and murderify your way east. When the
    mushrooms cease and the path turns north, you'll meet another Ettin.
    Chop it down and enter some caves to the north (x=2000, y=2000)
    Ettin Cave (AR6007)
    8) There's a quartet of Ettins in here, so you might want to Haste and 
    use some offensive magic (Slow and Confusion come to mind.) Ettins are
    big, and can hit fairly hard, but they're simple melee creatures. Their
    high amount of Hit Points won't save them, and their Armor Class doesn't
    do them any favors. I had no trouble with them. Once you're done 
    toppling the Ettins, admire their skull art and loot the skeletal
    remains at (x=700, y=550).
    Predictably, there are more Ettins here than usual, but they don't have
    any tricks up their sleeves. With everything having so many extra
    Hit Points, Ettins don't seem very special anymore, in fact they seem
    underpowered, if anything.
    (x=700, y=550) Container of Razorvine Extract*1.
    *1: This is what Bandoth wants. Notice the Planescape: Torment 
    reference in the item description. Who knows how Mourns-for-Trees got
    ahold of-and subsequently lost-this stuff.
    9) Return to Bandoth and tell him about the fate of his apprentice.
    Not surprisingly he seems more upset about having to find another
    lackey than anything else. He will, however, tell us how to reach
    the lower regions of Dorn's Deep. Head back to the Myconid/Ettin
    split, and this time explore the previously ignored elevated (eastern)
    path. Explore it eastwards and smite whatever Ettins shows their
    faces. You'll pass over the Ettin cave we previously explored, after
    which head south-east to find the bridge that leads to Dorn's Deep
    (x=3500, y=1700).
    (For returning Bandoth's Razorvine Extract)
    EXP	42000
    |								       |
    |			   Upper Dorn's Deep 			       |
    |								       |
    Sequence of Events:						{WLK015}
    		1) Dorn's Deep Welcoming Party
    		2) Mithril Field Plate +2
    		3) Drow and Orog Elimination
    		4) A Most Unusual Umber Hulk
    		5) Killing Krilag
    		6) Clearing Out the Cave
    		7) To the Puzzle Level
    		8) Dwarven Riddles
    		9) Under the Puzzle
    Dorn's Deep (AR6002)
    1) This area opens up into a big fight. Some Drow, some Orogs, some 
    Orc Archers, and a pair of Phase Spiders, whose express purpose seems to
    be disrupting your rear characters (in most parties Mages and archers).
    You'll be blocked on the bridge by a number of Orogs and Drow, while two
    Drow Sorcerers and Orc Archers shoot at you from the sides. Here,
    finally, is where my multi-class party excels. We've closed the Hit
    Point gap that single-classed characters have enjoyed a great deal, and
    our versatility makes this fight easy. I fully spell-buff with Prayer,
    Draw Upon Holy Might, Recitation, Haste, Protection from Evil 10'
    Radius, and personal buffs. Then I head out onto the bridge and try to
    hit the two Drow Sorcerers with Silence 15' Radius. Drow have innate
    magic resistance, so drop two on each side to increase your chances of
    neutralizing the Mages. A Confusion and Slow spell thrown into the mix
    can only help you out further. Once they're dead, loot. The Drow you'll
    be facing in this level typically carry magical weapons-Long Swords +1
    will be pretty standard fare. If you haven't saturated the market for
    them by now, you can stand to earn a pretty penny or two by selling them
    off in bulk. The Orogs here often carry High-Quality weapons, for what
    it's worth.
    This battle isn't very different in the higher difficulties. A Symbol of
    Hopelessness or two on either side is enough to disrupt the archers, and
    hopefully take down one of the Mages. If that doesn't work, there's
    always missile fire. For the rest of the level, the rules we learned in
    the Severed Hand apply: pay the Mages special attention and they won't
    abuse you with any bad spells.
    2) Good news? That was the roughest fight this level of Dorn's Deep
    has to offer. Bad news? Well, it's pretty much a cake-walk from here
    on out. Cross the bridge and explore to the east, where you'll find a
    room filled with sarcophagi, occupied by Orcs and Orogs. Destroy them
    and continue north, then east, to reach a forge, which is guarded by
    two Drow Vanguards wielding Light Cross Bows and firing Bolts of
    Biting (if you see the poisoned icon, this is why. These bolts will
    deliver a total of thirty points of poison damage if you get hit by
    them and fail to save), a Drow Sorcerer, and two Drow Spellswords,
    who fail to contribute meaningfully. Lead with your best Armor Class
    and try to shoot down the Drow Sorcerer, while your melee characters
    try to engage the Drow Vanguards. When they're dead, loot them for their
    magical gear, and grab the loot on the floor near the forge at
    (x=2395, y=640).
    (x=2395, y=640) Mithral Field Plate Armor +2*1, Axe of Caged Souls*2,
    		Heavy Cross Bow of Accuracy*3, Bolt of Biting x10,
    		Bolt of Lightning x10, Scroll of Spider Spawn
    *1: With a base Armor Class of 0, this is tied for the most defensive
    armor we've found. Of course, Shadowed Plate Mail Armor has a +3 bonus
    versus Missile Weapons, as well, making it superior. Still, there's not
    much chance you can't find a home for this armor-it's superior to
    Plate Mail Armor and a Ring of Protection +2, which is what most of
    my character have been stuck with. This goes on Kaelinalia, which-
    along with the Reinforced Large Shield +1-brings her Armor Class down
    to -6.
    *2: A +3 Battle Axe that acts as a +5 weapon versus Cadaverous Undead.
    A +3 weapon is still nothing to shake a stick at, and Cadaverous Undead
    aren't terribly uncommon. Unfortunately it's a Battle Axe, so I have no
    use for it.
    *3: We found one of these in the Severed Hand. It's still too slow for
    for consideration as a proper ranged weapon.
    The Scroll of Spider Spawn is new to Icewind Dale.
    3) Now kill your way down to the south-west. Ignore the northern room
    with the large circular table in the center of the room for now and
    continue on until you reach an Orog-occupied room dominated by an
    incredibly long table. In a sarcophagus-filled room to the west you'll
    get the privelage of slaughtering more Orogs and Orcs. From the long-
    table room head north into a room with three Drow Spellswords and two
    Drow Vanguards, who guard the entrance to some caves (x=600, y=800),
    which is where we should head next.
    There will be an extra group of Dark Elves in the round table room in
    Heart of Fury Mode, consisting of two Drow Vanguards, three Drow
    Spellswords, and a Drow Sorcerer. Letting yourself get clogged fighting
    the Spellswords in the doorway gives the Sorcerer a great opportunity
    to cause mischief, but a pre-emptive spell-assault is likely to have...
    less than ideal effects. Going invisible and surrounding the Sorcerer so
    as to gink him early isn't a bad idea.
    ***ITEM FISHING***
    The next level presents us with the opportunity to score a few pretty
    good Battle Axes, including a +3 Battle Axe that has a chance to slow
    foes, and a +2 Battle Axe that has a chance to stun and deal electrical
    damage. You'll have to sneak past Orogs and Ettins, and go through
    pretty much the whole level. Good news though-there are no foes near
    the goodies (x=690, y=1940), so fighting only has to occur if you screw
    Krilag's Cave (AR6003)
    4) Advance a short distance until you come across an Umber Hulk at
    (x=1800, y=700) who claims to be a transformed red wizard named Saablic
    Tan. Since he can speak (and since his name IS Saablic Tan on the
    dialogue box) we should regard his story as plausible. He apparently
    bred the Orogs in these caverns (and here I thought Orogs were a mix
    of Orc and Ogre-shows how much I know!), and that he was apparently not
    a nice master, which results in them being not so nice in return, now
    that they have the upper hand. He wants you to kill the leader of these
    Orogs, a brute named Krilag. Krilag isn't just the leader of these
    Orogs (without whom the rest would scatter), he's also 'one of six'.
    What this means, however, we do not yet know. Saablic Tan will promise
    us more information after we return with Krilag's badge.
    5) Now, I know I tend to like to procrastinate, but Krilag is awfully
    close to us. From Saablic Tan, head south-east until you come to a fork
    in the path. Ignore the southern path for now and keep going south-east.
    Kill a few Orog guards along the way down and eventually you'll reach
    a large chamber filled with the gentle glow of campfire. Inside is
    Krilag, who wastes your time by talking to you. We all know how this
    has to go down. Pick a fight (as if you could do anything else) and
    crush Krilag and his cronies. If you expected them to put up much of a
    fight... you were expecting too much. When Krilag dies, loot his body
    for some goodies, including the Cairn Blade*1, the 'Note to Krilag'*2,
    and Krilag's Badge*3.
    *1: A +4 Two Handed Sword.
    *2: This interesting bit of correspondance mentions the transfer of
    reponsibilities of magical affairs from Saablic Tan to one 'Malavon'.
    Apparently Krilag inherited Saablic's 'badge of lieutenancy' when
    Saablic Tan was deposed. The writer also informs Krilag (and hence us)
    that these badges function as keys, and will grant its holder an
    audience with the 'RBP' who wrote this letter. Well, we would VERY much
    like to meet the leader of this little band. It also mentions the will
    of 'Ilmater', and lists the next nearest peer as one 'Kreg Frostbeard',
    who is holed up somewhere in Wyrm's Tooth. Interesting stuff...
    *3: Krilag's Badge. As the letter suggested, this is important. Very
    important. This is the item Saablic Tan wants. Note that you need to
    hold onto this item for a pretty long time in order to use it to
    progress the story later. Do not drop this item, as it will disappear
    in earlier versions of the game, and nobody likes a show stopper. Even
    in later versions, dropping it or misplacing it means you'll have to
    track it down. Save yourself the trouble now and make a nice cozy spot
    for it in your inventory.
    (For retrieving Kirlag's Badge)
    EXP	35000 
    6) Return to Saablic Tan and show him Krilag's Badge. He'll tell you
    what you already know-that if you go 'in search of him' you'll need each
    of the six badges. He'll then wander off-none of that pussy 'put me out
    of my misery' crap like those Elf sissies in the Severed Hand. Now to
    explore the rest of this level. From Saablic Tan we can go four
    directions. If you take the northern path to the west, you'll come to
    a dead end. If you take the southern path to the west, you'll come to
    another fork. Dammit! Continue south, then south-west to find a chamber
    full of Orogs. Kill them and turn north, exploring a new tunnel. You'll
    come to yet another fork. To the west-Ettins. Destroy a trio of them
    and advance to the west until you come to another fork, at which head
    south until you find a corpse with some loot nearby (x=690, y=1940).
    The only real difference in Heart of Fury mode is the number of Neo
    Orog Generals you'll fight en route to Krilag. Krilag himself, and his
    entourage are nothing special.
    (For eliminating the Orog chieftan for Saablic Tan)
    (x=690, y=1940) Kalabac's Journal*1, Battle Axe +3: Fatigue*2,
    		Symbol of Clan Battlehammer*3
    		(4th Play: Charged Battle Axe +2*4)
    		(7th Play: Life Halberd +2*5)
    		(7-X Play: Poisonous Battle Axe +2*6)
    *1: The journal of some poor fool who got killed by the nearby Ettins
    after following Bandoth's advice. He'll mention a puzzle ahead that
    we'll have to solve to get to the Cemetery and the Forge.
    *2: Probably the best Battle Axe we've found so far-it's a +3 specimen
    with a 20% chance to to slow targets. Remember, a slowed melee foe is
    all but dead. We'll also find one of these in the Heart of Winter 
    expansion, where it's a guaranteed drop.
    *3: This items seems kind of questy, no? Just a random symbol lying
    around... I'm sure it belongs somewhere. In case you didn't know,
    this is just one of many references to one of R.A. Salvatore's
    characters, Bruenor Battlehammer. What's it for, then? Well, bring it
    to Conlan and he'll babble about it being "unfocused". Clearly, it's
    supposed to upgrade another Clan Battlehammer item. Our trusty old
    Stoutward just so happens to be such an item. Give Conlan 1000 gold,
    and a day to work, and he'll upgrade Stoutward for you. The upgraded
    Stoutward boasts the same Armor Class bonus, as well as a +1 bonus to
    Strength and +10 Maximum Hit Points.
    *4: We could have found one of these earlier... it's still a nice
    *5: A +2 Halberd that has a 10% chance to heal the wielder for 1d6
    Hit Points. It seem painfully under-powered now.
    *6: This +2 Battle Axe has a 25% chance to poison targets.
    The Symbol of Clan Battlehammer is new to Icewind Dale.
    7) Return to Dorn's Deep, backtrack to the long table room and from it
    head east. Head north at the circular room before the forge room to find
    a room with a large circular table, lined with statues. One of the
    statues has its hammer down-an obvious lever (which is dubiously
    locked). Ignore it, as we can't do anything with it now. The secret door
    Bandoth told us about is at (x=1600, y=450). Before you go down, note
    the symbols on the dart-board like table. They MIGHT come in handy
    Puzzle Level (AR6010)
    8) The floor of the room is set up like a giant dwarven dartboard-just
    like the table on the level above! Except that the symbols aren't
    uniform. Stepping on the wrong symbol will trigger a trap and generally
    cause you some pain. The correct symbols are the ones on the table in
    the room above. Your goal is to make it to the center of the dart-board
    by only stepping on tiles with the correct symbols. After stepping on
    the correct tile for that row, the entire row will be disarmed. So,
    step as follows:
    1) The hammer and anvil (x=900, y=400)
    2) the crossed objects (not the swords) (x=600, y=750)
    3) the co-centric circles (x=550, y=530)
    Once you've solved all three, head upstairs and pull the hammer-lever
    at (x=1680, y=540), and head back through the secret door. You can now
    go down the stairs at (x=800, y=600.)
    (For solving the dwarven riddle and pulling the lever)
    EXP	56000
    Puzzle Interior (AR6011)
    9) You're now beneath the puzzle level. Marvel at the wonderful
    mechanics of the Dwarven puzzle! Eh... really, there's not much to see
    here, the exit is at (x=600, y=450), and there's a trap on the floor
    near the dead body.
    (x=470, y=440) Dver's Note*1
    (x=400, y=450)
    *1: This note only mentions the mental intrusions that seems to be
    affecting various creatures in the Dale, and points out Krilag's Cave
    behind the prison cells in Dorn's Deep... you know, in case you were
    too simple to find Krilag earlier.
    |								       |
    |			  Dorn's Deep Catcombs			       |
    |								       |
    Sequence of Events:						{WLK016}
    		1) The Dead Forge
    		2) Tiers of the Dead
    		3) North-western Grave Robbing
    		4) Central Grave Robbing
    		5) Taking Down Terikan
    		6) Finding the Phylactery
    		7) Losing the Lich
    		8) The Live Forge
    		9) Looting the Hall of Heroes
    		10) To Wyrm's Tooth
    Dead Forge (AR6004)
    1) You've arrived at a dead forge, and we all know how Dwarves are
    about their forges. It's like Wal-Mart and church combined! Except
    Dwarven forge-workers probably get paid more than Wal-Mart employees,
    and unlike churches, forges can be useful. Find the spirit of Norlinor
    at (x=1420, y=770), aho will ask you whether you want to desecrate its 
    remains. It's a trick question! Pretend that you don't, or the ghost
    won't talk to you anymore. You can talk to it about the collapse of
    Dwarven-Elven relations, but the real point of interest is that a
    Necromancer named Terikan has taken up residence in the Tiers of the
    Dead. You know how this works-touchy undead has its dead ancestors
    bothered by some well-meaning necromancer... it wants us to put a stop
    to Terikan and relight the forge here. Why Dwarves would tie their
    afterlife to the functioning of a forge is beyond me-it would be like
    me going on a Zombie rampage whenever anybody turned off my holy PC.
    Anyways, the Dwarves of Dorn's Deep faced a two-fold threat. Not only
    the Orc hordes, but the Battle of the Dead-dead awakened by a Negative
    Energy Vortice that just so happens to be buried below Dorn's Deep,
    which is what drew Terikan. Unlike Larrel, Norlinor believes that the
    armament of the Orc hordes was a deliberate attempt by some agent to
    foster mistrust between the Dwarves and Elves. Whatever the case, it
    certainly led to the downfall of both races. Anyways, time to deal with
    Terikan and his undead. To destroy Terikan, we'll have to do more than
    deal with his physical shell-we'll need to destroy Terikan's phylactery.
    To do so, we have to 'remove it from this plane'. Coincidence of
    coincidences, we can do this by entering the vortice Terikan came here
    to master-all we have to do is grab his phylactery and enter the tomb of
    Jamoth. You can also pester Norlinor for healing services, if you for
    some reason don't have a party full of Clerics. There are three arches
    at (x=1100, y=700), (x=1500, y=600), and (x=1800, y=700). I pick the
    first of the choices, since it'll put me at a flank and in a good
    position to disable any traps I might face.
    ***ITEM FISHING***
    There is an awful amount of item fishing that can be done in the next
    level. There are plenty of traps guarding things, and undead-although
    they are weak and easily smote. The trouble, then, is just the sheer
    number of items in the next level, all of which will be locked once you
    enter. There's a great Short sword and Long Sword on the next level
    (x=670, y=600), some Daggers at (x=950, y=1500), and best of all, a
    chance to score the Reinforced Large Shield +2 at (x=1250, y=1500). The
    Reinforced Large Shield +2 location also occassionally yields a War
    Hammer +3. If you use any of the weapons above, you might want to
    fish for some of these items... I don't find anything save the
    Reinforced Large Shield +2 and the War Hammer +3: Lifegiver terribly
    intriguing, however. As for the shield... we'll also find two Large
    Shields +1, +4 vs. Missiles in the next level, and the best shield of
    the game can easily be purchased at the beginning of Heart of Winter,
    so you really don't need to break your back fishing here.
    Tiers of the Dead (AR6005)
    2) As soon as you enter you'll be assaulted by some undead you could've
    beaten back in the Vale of Shadows. Be sure you have party AI off, as
    traps abound, and you don't need your characters chasing off any undead.
    There's one trap to the east at (x=850, y=1570). Disarm it... just
    because it's near at hand. First, we'll explore the weatern tier.
    Invisosmite? Yeah... Invisosmite.
    (x=850, y=1570)
    There used to be a bug in this area, where the Ghouls and Ghasts on
    this level were mistakenly categorized as monsters-not undead. This
    mean that Turn Undead wouldn't work on them, but mind-affected effects
    would. Overhaul Games fixed this error for the Enhanced Edition. Kudos.
    3) Head north and shoot down any undead you see. Go up some stairs
    and disarm a trap at (x=600, y=950). There are more traps on the larger
    stairs to the north, traps on a number of the sarcophagi, and plenty of
    looting to do, so get to it.
    (x=630, y=600) Dagger +1
    (x=670, y=600) ~Bastard Sword +2: Conflagration*1
    	       (3rd Play: Hold Fast*2)
    	       (6th Play: Short Sword of Shadows +3*3)
    (x=550, y=850) Halberd
    (x=500, y=900) ~Bullets of Fire +2 x10
    	       (7th Play: Bolt of Lightning x20)
    (x=450, y=970) War Hammer +1
    (x=400, y=1050) Two Handed Sword, Two Handed Sword +1
    (x=400, y=1150) Large Shield +1, +4 vs. Missiles*4
    (x=450, y=1150) Buckler, ~Static Darts +3 x10
    		(7th Play: Bolt of Lightning x10)
    (x=600, y=950)
    (x=620, y=750)
    (x=700, y=600)
    (x=450, y=970)
    (x=400, y=1050)
    (x=450, y=1150)
    *1: An obnoxious weapon, it's a +2 Bastard Sword that has a 10%
    chance to unleash a 5d6 damage Fireball. If you like the idea of having
    a party-unfriendly Fireball blasting the wielder, their companions, and
    NPCs one-in-ten hits, then this is the piece of garbage for you.
    *2: This is a +3 Long Sword that has a 15% chance of casting Hold
    Person, gives a +1 bonus to Armor Class, and 15% slashing resistance.
    *3: The Short Sword of Shadows +3 is actually a pretty good Short
    Sword. It has a +3 enhancement, gives a +2 bonus to Armor Class, and a
    15% bonus to stealth. You'll have a chance to score another one of
    these in the next room.
    *4: A wonderful shield that gives a +2 bonus to Armor Class and a +5
    bonus versus Missile Weapons. If you've still been carrying around
    Stoutward, it's time to retire it. Best of all, it's a static drop-
    you'll always get one here.
    4) Now backtrack to where you entered the level and explore to the
    south-east. Mop up any undead on the large bridge lined with sarcophagi,
    search and disarm any traps on said sarcophagi, and loot them.
    (x=950, y=1500) Large Shield +1, +4 vs. Missiles*1, ~Chaos Dagger +3*2,
    		~Static Darts x10
    		(4th play: Mage Dagger +3*3)
    (x=1000, y=1400) Battle Axe
    (x=1000, y=1350) Warhammer, Small Shield +1
    (x=1200, y=1550) Battle Axe
    (x=1250, y=1500) ~War Hammer +3: Lifegiver*4
    		 (3rd play: Reinforced Large Shield +2*5)
    		 (6th play: Large Shield of Strength +1*6)
    (x=950, y=1500)
    (x=1250, y=1500)
    *1: Another one! At the very least we have two of these shields (both
    of which are guaranteed drops) and either the Red Knight's Shield or
    the Bitch Queen's Envoy. With any luck we also have the Reinforced
    Large Shield +1 and the Shield of the Hand, so all the melee-types
    have good shields.
    *2: A +3 Dagger that has a 20% chance to disease targets. Why is
    disease chaotic? Your guess is as good as mine.
    *3: A +3 Dagger that gives its wielder a bonus 1st, 2nd, and 3rd level
    Mage spell, as well as +20% resistance to fire. It sounds awfully
    tempting, but here, finally, is my issue with these daggers. Mages
    should NOT be in melee combat, and if they are, they should at least
    use reach weapons, like Quarter Staves. Switching out between weapons
    will cause you to lose memorized spells that depend upon the weapon.
    *4: With a +3 enhancement bonus, this is one of the better War Hammers
    we've come across thus far. It has a 20% chance to heal its wielder for
    1d4 Hit Points.
    *5: One of the best shields in the game-this particular shield gives a
    +3 bonus to Armor Class with an additional +1 bonus versus Missile
    Weapons. In addition it grants 15% Fire Resistance and 15% Crushing
    *6: This shield gives a +2 bonus to Armor Class and a +1 bonus versus
    Missile Weapons. It also gives a +1 bonus to Strength (maxes out at
    18/00, as most +1 Strength items seem to in this game...) It also
    bestows 10% resistances to Slashing and Piercing weapons. This is
    actually a considerable alternative for the Large Shield +1, +4 vs.
    Missiles or the Shield of the Hand. The bonus to Strength, while less
    than it should be, will give all my front-liners a +1 bonus to damage
    and THAC0.
    5) Once you're done looting go upstairs, where you'll find our Lich
    guarded by a variety of undead. Haste will help, but more than that,
    focus on the Lich. The rest of the undead aren't nearly as dangerous
    as the Lich's spells. Once it goes down you'll get 10000 experience.
    Don't celebrate too much, however, as he'll keep respawning
    periodically, but with no reward for subsequent killings. Disarm traps
    and loot the sarcophagi-especially be sure to grab Terikan's Key from
    the sarcrophagus at (x=1400, y=600), or you're not going anywhere.
    When done, open the door at (x=1600, y=450) and go up the stairs beyond.
    Our friendly Lich will be joined by two Greater Mummies this time 
    around. The spells they hurl at you are not to be taken lightly, and
    they should be occupied in melee, as well as the Lich. Spell-buff your
    party, and this time include at least three characters with Greater
    Shield of Lathander. This will buy them enough time to engage-one to
    each spell caster. Once the three are occupied, bring up your other
    three party members and try to take down the Lich quickly, then move
    from Greater Mummy to Greater Mummy.
    Note from Lee:
    Here's a neat trick - go apeshit on the Lich with all but one character,
    and send that party member to get the key. When the Lich is dead and 
    you have the key, go immediately to the next area (x=1600, y=450). 
    Ignore everything else, just kill the Lich and get the hell out. As long 
    as you don't advance into the next area (stay by where you entered), you 
    can rest (if needed) and then return to kill off whatever is left. 
    Here's what's neat: the Lich will not respawn once you've left his area, 
    nor will his minions. While this area can be ground (grinded?) for some
    experience, it's a very dangerous place to do it, and I absolutely do
    not recommend it.
    (x=920, y=1500) 
    (x=1300, y=1400) Inferno Arrows +2 x10
    (x=1100, y=860) Arrows of Piercing x10
    (x=1220, y=850) ~Scarab of Defense*1
    		(4th Play: White Bishop*2)
    		(7th Play: Ring of the Protector +2*3)
    (x=1600, y=1030) Short Sword +1
    (x=1300, y=600) Long Sword
    (x=1400, y=600) Terikan's Key*4
    (x=1370, y=530) Heavy Cross Bow of Accuracy*5
    (x=1450, y=500) Bullets of Fire +2 x10
    (x=1220, y=850)
    *1: A humble little amulet that gives a +2 bonus to saves versus
    Petrification and Polymorph.
    *2: Like the Black Knight chess piece we found earlier, this White
    Bishop summons a 'priest-like ally to heal the party. According to the
    description, this ally will 'heal injured party members until they are
    at full health, or when the Bishop no longer has any spells to cast.'
    I have five Clerics in my party-one area where I will never need help
    is the healing department.
    *3: This ring gives a +2 bonus to Armor Class and a +10% bonus to Magic
    Resistance. For my money, it's no better than a Ring of Protection +2... 
    but it's not any worse, either. Of course, you can find the latter by 
    the dozen, but this is a very rare find, indeed.
    *4: You'll need this key to open the door at (x=1400, y=600), which
    leads to the Hall of Heroes.
    *5: Yet another one. You now could have as many as three of these
    Hall of Heroes (AR6006)
    6) Things are calm for now, but we know that stupid Lich is around
    here somewhere. There's also plenty of tombs to loot... but we need to
    smite that Lich, first, so we can get some peace. Head forward and
    ignore all the tombs on either side of the hall. Dead ahead you'll find
    the Lich again, with an armed retinue. Kill them and, once Terikan is
    down, go through the door at (x=750, y=900). Disarm the traps in this
    tomb and loot their respective containers. Terikan's Phylactery is
    at (x=440, y=980).
    There will be more Greater Mummies hiding in tombs in Heart of Fury
    mode. It doesn't matter, a lone Greater Mummy is little threat on any
    (x=440, y=980) Terikan's Phylactery*1
    (x=500, y=1050) Terikan's Journal*2, Scroll of Domination, 
    		Scroll of Chaos*3, Scroll of Antimagic Shell*4
    (x=440, y=980)
    (x=500, y=1050)
    *1: You can't destroy the Lich without its phylactery. Never fear,
    however, you won't be holding onto it for long.
    *2: A journal detailing the schemes of Terikan. It also mentions trying
    to get the door to Wyrm's Tooth open... but unfortunately, it seems that
    this cannot be done with the forge in its current state.
    *3: This lovely spell is just like the Confusion spell, but it imposes
    a -4 save penalty on all foes within its area of effect. We'll get 
    plenty of spells to compete for 4th-level spell slots, but 5th-level 
    spells worth anything are rare. This should be your Mage debuff of 
    choice for the rest of forever.
    *4: A potentially useful defensive spell for our fighting Mages. It
    completely protects one from magic, but makes one unable to use any
    oneself. Against foes that are magically strong, but physically weak,
    it's worth a consideration.
    7) With the Phylactery in hand head to Jamoth's tomb, which is beyond
    the door at (x=1700, y=1100). As soon as you cross the threshold, you'll
    gain an experience reward for destroying the Lich. Wee! Now you can
    search the rest of the Hall of Heroes without being interrupted
    constantly. Loot the tomb you're currently in, then enter the tomb
    behind the door at (x=1000, y=1100) and loot hte sarchopagus at
    (x=770, y=1250). Before you bother looting anything else, let's return
    to Norlinor for a quest reward (don't worry, there's meaning to my
    madness). Exit the Hall of Heroes at (x=2000, y=1700).
    (For taking Terikan's phylactery into Jamoth's tomb)
    EXP	52500
    (x=1950, y=870) Scroll of Monster Summoning III, Potion of Infravision,
    	        Red Potion, Benorg's Truth +3*1
    (x=770, y=1250) Reznath's Journal*2
    *1: A very, very nice axe, indeed. This +3 weapon gives its wielder a
    +1 bonus to Armor Class and has a 10% chance to stun foes.
    *2: Earlier Porlinor suggested that a traitor in their midsts must have
    been selling weapons to the Orcs-a matter of individual greed and
    treachery, rather than a matter of Dwarven policy as a whole. This
    journal, then, seems to be a confession. You'll need to take it in order
    to score the best helmet in the game.
    Instead of Benorg's Truth +3, there used to be another Axe of Caged
    Souls +3. While the latter is nice, the former is better... and it
    didn't really make much sense for there to be two of them so close
    to each other. Hurray for variety!
    Live Forge (AR6013)
    8) Return to the forge and you'll find that the dead forge has become
    a live forge again. Head down the stairs and Norlinor will talk to you
    again-thanking you allowing its brothers to sleep again. He'll also
    tell you that the key to the door in the Hall of Heroes leading to
    Wyrm's Tooth can now be found in the forge (x=1360, y=1130).
    (x=1360, y=1130) Forge Key*1, The Celebrant's Blade
    (For restoring the forge to working order, allowing the Dwarves to rest)
    EXP	84000
    *1: This opens the door at (x=500, y400) in the Hall of Heroes (AR6006).
    We'll need this key to continue with the game and head to Wyrm's Tooth.
    *2: A Battle Axe +4.
    9) Now that we have the Forge Key, return to the Hall of Heroes and
    loot the rest of the tombs. There are traps to be wary of, but by now,
    searching for traps before you stick your hands in sarcophagi should be
    a standard procedure for you. Behind the door at (x=1220, y=1320) you'll
    find a Greater Mummy, so be sure to explore that tomb in force and
    smite it before it gets off any nasty spells. Next go through the door
    leading to Gaznak's tomb (x=1450, y=850), wherein you'll find his
    sarcophagus (x=1660, y=720), which contains the Blessed Helm of
    Lathander-the best helmet in the game. Over at (x=1200, y=700) you'll
    find the door leading to Evayne's tomb-her statue (x=1050, y=700) stands
    out like a sore thumb in a Dwarven tomb (look at the knockers on her!
    Larrel should have bred more.) Loot the container in Evayne's tomb
    (x=1450, y=470) to find Evayne's Journal.
    Note: The Blessed Helm of Lathander will not appear in the sarchopagus
    at (x=1660, y=720) until you grab Reznath's Journal and leave the level,
    which is why we looted in a somewhat odd way. See? I told you there was
    meaning to my madness.
    (x=2200, y=1070) ~Short Sword of Shadows +3
    		 (3rd Play: Hold Fast)
    		 (6th play: Bastard Sword +2: Conflaguration)
    (x=1200, y=1660) Mail of Life*1
    (x=1000, y=1440) Owain's Lullabye*2, Braith's Journal*3
    (x=1650, y=730) Scroll of Spell Thrust, Potion of Insulation
    (x=1660, y=720) Blessed Helm of Lathander*4
    (x=1450, y=470) Journal of Evayne*5
    (x=280, y=800) Genek's Journal*6
    (x=2200, y=1070)
    (x=1200, y=1660)
    (x=1550, y=750)
    *1: It's possible that this is still a decent suit of armor for us to
    wear, with a base Armor Class of two. It also gives +10 Hit Points and
    allows the wearer to regenerate one Hit Point at the pathetically
    slow rate of one Hit Point per turn. A suit of Plate Mail Armor and a
    Ring of Protection +2 is still a better combo.
    *2: Another Bardic instrument. I don't have any use for Bards, and
    hence, I don't have any use for this item. It can be used to cast a
    10d4+10 damage Cone of Cold.
    *3: The loot this journal refers to is The Celebrant's Blade +4, which
    we should already have obtained.
    *4: The best helmet in the game-it gives a two point bonus to Armor
    Class and allows the wearer to cast Cure Moderate Wounds, Neutralize
    Poison, and Remove Paralysis once per day. Remove Paralysis, as you
    may know, is an area-of-effect spell that frees allies from the effects
    of paralysis, hold, web, etc. This helmet allows you to dispense with
    the use of Rings of Free Action... at least, if you have several of
    them so paralyzed allies can be aided by another character wearing these
    helmets. A party of six such characters has nothing to fear... when it
    comes to poison and paralysis, at least. Of course, using this item as
    your protection from paralysis means you will not be able to use the
    multi-web tactic. This helmet can save a character from an unfortunate
    Hold Person spell or from a Ghast, but not constant exposure to such
    effects. To be fair, however, I never use that tactic after Dragon's
    Maw anyways. It's a beginner tactic, when our buffs and Hit Points
    are limited, but we have plenty of 2nd-level Mage spell to throw about.
    Now that we're higher level, I find that just throwing out a Slow or
    Chaos spell ends fights just as well-and it allows us to buff with
    *5: This journal recounts Evayne's misplaced hope in Elven-Dwarven
    reconciliation, that the tide may be turned against the Orc hordes.
    Larrel would like to see this, and know that his daughter wasn't killed
    by the Dwarves of Dorn's Deep, don't you think?
    *6: Another journal that talks about the treasure in the furnance, and
    about Terikan's phylactery. In case you didn't already figure this
    stuff out.
    The Scroll of Spell Thrust and Genek's Journal weren't in the
    original game.
    10) Only two tombs remain at the end of the hall. When you explore that
    far you'll be attacked by two Bronze Sentries, rough melee foes that
    guard the door to Wyrm's Tooth. They require +2 weapons to hit, and can
    do some pretty mean damage, especially to characters with a sub-par
    Armor Class. Haste is helpful, as are Emotion spells, Prayer, Draw Upon
    Holy Might, Recitation... you should know what works by now. When
    they're down, you're done with Dorn's Deep. Go through the door
    (x=500, y=400) to reach Wyrm's Tooth.
    Now there are four Bronze Sentries, and they pack a whallop. They are
    able to quickly cut down any one of my characters... if I'm foolish
    enough to attack without spell-buffs. I'm not, and you're not. 
    Stoneskin really shines in this fight, as negating initial damage until
    one or two of them are dead removes most of the threat from this
    |			Chapter 5: Wyrm's Tooth			       |
    |								       |
    |			    Glacial Aquarium 			       |
    |								       |
    We fought our way through Dorn's Deep, and although we didn't discover
    the source of the evil that plagues Kuldahar, we at least have an
    interesting lead. Orogs and Drow were set here to guard this location
    from intrusion, and set up the Orog Krilag as the Lieutenant in charge.
    There are apparently six of these 'Lieutenants', and what purpose they
    serve, we do not yet know. However, if they're all as wretched as
    Krilag, we are dealing with some organized evil here. The next of these
    lieutenants is in the Wyrm's Tooth Glacier, some being going by the name
    of Kreg Frostbeard. Since we have no other leads, we might as well
    track down this character.
    Wyrm's Tooth, Glacier (AR7005)
    Sequence of Events:						{WLK017}
    		1) Trolls of Two Colds
    		2) The Upper Entrance
    		3) The Lower Entrance
    		4) Yeticide
    		5) Town Run!
    		6) Kerish's Emancipation Assassination
    		7) Visiting Vera and Exploring the Aquarium
    		8) The warm Room
    		9) More R.A. Rip-Offs
    		10) A Quick Course in Dwarven Engineering
    		11) Kerish's Key
    		12) Slaying the Slave Leader 
    		13) Freeing the Slaves
    		14) Clearing the Aquarium
    		15) To the Frost Giant Caves
    1) As soon as you appear in the Glacier you'll be attacked by Greater
    Ice Trolls and Snow Trolls. The former are like the Ice Trolls we fought
    earlier, while the latter are more of the annoying bastards that can
    only be killed for good with fire, acid, or poison. There's not much
    strategy involved here, just put them down with melee and missile
    attacks, and in the case of the Snow Trolls, keep them down with fire,
    acid, or poison. Almost everything in this place will drop gems of some
    sort, if you still need money. After the Severed Hand and Dorn's Deep,
    however, I have no need of money. Seriously, I had over 200,000 gold at
    this point.
    Note from Lee:
    The Flaming Long Sword +2 is the best possible weapon in the game for
    this section. While it has been easily surpassed by better swords as
    far as magic bonuses, it kills Trolls and makes them stay killed. Why
    waste arrows of fire, acid, etc, if you don't have to?
    2) Continue south-east, then south, smiting Snow Trolls and Greater Ice 
    Trolls as you go. Eventually you'll come to a chasm bridged by a... 
    bridge. When you get near the bridge you'll get the following floating 
    "The bridge is in poor shape and may collapse. You cannot cross it."
    Nothing we can do here yet. Go up the stairs to the east and cross a
    large, more sturdy stone bridge. Smite an Ettin and turn your gaze to
    the north, where an odd building awaits (x=1900, y=1300). We'll explore
    this building shortly, but first I want to clear the rest of the
    exterior and perhaps find a way back through town that doesn't require
    me to go through Dorn's Deep again.
    There will be several Ettins here in Heart of Fury mode, instead of just
    3) Head across another stone bridge to the east, then head south, 
    disposing of Trolls as you go. Travel south-west down some stairs, and 
    follow the path as it turns west. You'll find yourself under the central
    platform that led to the building above, and Trolls abound. Good news!
    You can reach the building from here too, through the doors at
    (x=2000, y=2200), (x=2150, y=2200) and (x=2300, y=2200). Ignore these
    doors, too, and backtrack up to the north.
    4) From the bridge we crossed earlier, head north up a short flight of
    stairs. Eventually you'll come to some more prominent stairs heading
    west. Ignore the unexplored north for now and head up the stairs to the
    west, then up some more stairs to the north. Atop these stairs you
    should encounter some Glacial Yetis. By now, anything that actually
    stays dead when we put it down is a welcome change. Go up some more
    stairs to the west and kill every overly hairy critter you find, be it
    Yeti, Glacial Yeti, or Yeti Chieftain, then head back east. Now head
    up to the unexplored northern passage to find an area transition at
    (x=3600, y=200).
    Crossroads (AR7000)
    5) Good news! You're done with Chapter 5 already! No, seriously, if you
    go into the cave at (x=1100, y=600) Chapter 6 will start. But, we came
    to this stupid glacier seeking some lieutenant named Kreg Frostbeard.
    We know there are six of them, and we know their badges serve as some
    kind of key, so let's not bother skipping to Chapter 6 yet. We can't
    open the gate at (x=600, y=200) yet, so don't bother. Instead, exit the
    area at (x=1100, y=10) to reach the world map. Huzzah! We can sell off
    all the loot we've accumulated. Return to Kuldahar if you wish and sell
    off your goodies. Unfortunately, Orrick doesn't have anything new for us
    and there's really not much to do here in town. We could also visit
    Larrel and give him Evayne's diary, but we'll find more stuff to turn
    in there at the end of the chapter, so let's just wait on it. Once
    you're done, return to Wyrm's Tooth and enter the building we ignored
    so fervently (x=1900, y=1300).
    Frozen Aquarium (AR7001)
    6) When you enter you'll be accosted by some Frost Salamanders. If you
    say you want nothing, they'll kick you out... but at least they didn't
    attack! Say you want to see their leader, Kerish (x=3400, y=1000) and
    they'll take you to him. This paranoid Frost Salamander seems a bit on
    edge about what we can only guess is 'oppressive executive oversight'.
    He seems to think we work for Marketh (how else would we get here
    unscathed?) He'll also tell you that the old leader, Kreg Frostbeard,
    has been replaced by his son, Joril. I guess one anonymous lieutenant
    is just as good as another-this information doesn't change our plans.
    Finally, ask him why there are corpses strewn all over the place... you
    may have noticed them when you were cleansing the glacier outside of
    Trolls. Apparently some slaves managed to escape and fled to a room on 
    the level below-a room that became too hot for the frosty critters here 
    to withstand. I suppose something room temperature would be too hot for 
    arctic beings. In any event, the homocidal frost creatures can't get 
    down there, but the slaves can't get away, as the exit to the surface 
    is locked, and Trolls are patrolling the glacier (err... or rather,
    they  were). It occurs to Kerish that you, being a fleshy, warm-blooded,
    humanoid-type creature, can get at the slaves. Or rather, their leader. 
    Most of the slaves can be starved out, but their leader has made Kerish 
    look foolish. Without their leader, the slaves are helpless and will 
    soon break, so Kerish wants you to find this leader and slay them. Take 
    it into consideration for now.
    If you start any fights in this area, just keep in mind that the Frost
    Salamanders now have a lot more staying power, which means a group of
    them will deal a good bit of cold damage over the course of a battle.
    Also be extra wary of Winter Wolves, whose frozen breath will deal more
    damage now. If you have Boots of the North, now is a good time to strap
    them on. 50% Cold Resistance will serve you much better than the Boots
    of the Fox will... at least in this chapter. Of course, you can always
    just use Resist Fire/Cold and Entropy Shield for absolute protection.
    7) This is one of the rarest of occurances in this game-we actually have
    a choice-two ways to resolve things, one of which we can pick! I know,
    it should be a staple of RPGs, but it's surprisingly light in most
    games. You can actually find the slave leader now-and despite what
    Kerish said, it's not a 'HE' it's a 'SHE'. Vera is at (x=220, y=1250),
    although she's not too talkative right now. Why should she be? For all
    she knows, we could be working for the Frost Trolls, who she admits to
    be hiding from. After all, how the hell else would we make it here?
    Despite her unhelpfulness, you can snatch an Amulet of Protection +1
    from her, and if you talk to her and ask her to trust you, you'll be
    able to get some experience shortly. Besides wasting time talking to
    Vera, there's not much to do up here. Be careful when walking around, as
    Salamanders have cold auras that will damage you if you're too close.
    Anyways, when you're done messing around, head down the stairs at
    (x=2350, y=2400).
    Warm Room (AR7003)
    8) This is where those pesky quasi-hairless apes fled! You can find
    Gareth at (x=1420, y=300), who will tell you about their harrowing
    escape from the Frost Salamanders who had enslaved them. This used to
    be some odd aquarium before it froze over, and if you're wondering who
    would build an aquarium in a glacier... well, we must assume that these
    tanks were once heated, right? Apparently a slave named Vera managed to
    sneak into a control room and turn on some of the surviving heating
    devices (she's sneaky, see, which is why she has a Thief character
    sprite.) This room was reheated, and the slaves fled here before the 
    Frost Salamanders could block the area off; now they're at an impasse. 
    When you get the option, say "Gareth, I have seen Vera", which you can 
    do since you talked to her. This will net you some experience. Anyways, 
    continue asking about their troubles and he'll explain the problem: the 
    Frost Salamanders can't get to them, but the slaves can't escape, or get 
    food and water. The good news? They've found a way out, but they need a 
    key, which they suspect is possessed by Kerish. So we have our conflict 
    of interests, do we kill Kerish for his key and free the slaves, or do 
    we kill the leader of the slaves for Kerish?
    (For telling the slaves that Vera is still alive)
    EXP	60000
    (x=1330, y=300) Note to Kerish
    *1: Just a friendly letter from Joril to Kerish, reminding him of who
    is boss. No wonder we didn't see any Frost Salamanders outside...
    9) While we decide, head to the western side of the level, where you can
    find Soth (x=100, y=330). He just so happens to be from a village near
    Auckney, which is, of course, another reference to an R.A. Salvatore
    book. Compare this exerpt from 'Spine of the World'...:
    "Like Auckney itself, a village of two hundred people that rarely showed
    up on any maps..."
    ...to which Soth says:
    "I hail from a small village outside of Auckney... Auckney's located at
    the other end of the Spine of the World mountains. Anyway, my village is
    a small place. I don't think it's made it on the maps yet..."
    If Auckney, with 200 people, is big enough that he refers to it as a
    reference for where his village is, his village must be absolutely
    tiny. Anyways, it's just shameless pandering to people who have read
    Forgotten Realms books. If Elminster can be in Baldur's Gate, why not
    a dozen R.A. Salvatore tie-ins in Icewind Dale? Why make a game based
    off the Forgotten Realms if you're not going to use its locations and
    characters? Then again, why make something of your own if you're going
    to marry it to somebody else's story? Anyways, enough of that, I've
    ranted enough.
    10) Anyways, Soth fancies himself a scholar, and if you ask him what
    he's doing here, he'll tell you that in his research he discovered that
    this complex was a temple dedicated to Dugmaren Brightmantle, a somewhat
    silly Dwarven god who is rightfully disdained for inspiring people to
    build aquariums in glaciers. Finally, ask about the books here, and
    wonder of wonders-there's a book here that just so happens to detail
    Dwarven engineering! And by Dwarven engineering, they mean 'repairing
    rope bridges that no Dwarf would be caught dead crossing.' Ask about
    learning to repair the bridge by reading the books here and you'll gain
    a juicy experience reward and an Engineering Manual, which you should
    keep your hands on.
    (For recieving a book on how to fix the Wyrm's Tooth bridge)
    EXP	112500
    11) Head back up to the aquarium and ask Kerish for the key the slaves
    need. Either option will work, he's so paranoid about who you work for
    that he apparently has no will to contest you in this matter. When you
    have it, you'll gain some experience. Now that you've gone this far, the
    time has come to make a choice. To help Kerish or the slaves? It doesn't
    really matter, the experience rewards are the same. If get the key, kill
    Vera, then try to recover the slaves you'll get 200,000 experience. If
    you get the key, kill Vera, then free the slaves anyways, you'll get
    200,000 experience. Finally, if you get the key, free the slaves, then
    talk to Vera, you'll get... 200,000 experience. The only difference?
    Vera drops Leather Armor +2, a Dagger +2, and an Amulet of Protection +1
    (if you didn't steal it previously). If you free the slaves at any
    point, you'll have to (get to) fight all the critters in the aquarium,
    which are collectively worth a bit of experience, and Kerish will drop
    the Spear of Kerish. So do what you will, although for my money, I'd
    rather kill everything in the aquarium.
    (For receiving the key from Kerish)
    EXP	60000
    12) If you want to help Kerish, go talk to Vera and get her to admit
    that she's the leader of the slaves, then kill her. She'll drop some
    Leather Armor +2, a Dagger +2, and an Amulet of Protection +1 if you
    didn't steal it already. Return to Kerish and tell him you killed
    Vera for some quest experience. Now, if you want to free the slaves-or
    if you sided with Kerish and want to enslave them again, head back
    down the the Warm Room (AR7003).
    (For killing Vera, the leader of the slaves)
    EXP	80000
    13) Whether you're helping the slaves or not, it's time to talk to
    Gareth. If you give him the key you got from Kerish (which you can do
    whether you killed Vera or not, earlier) the slaves will gleefully
    flee and you'll get some quest experience and all the creatures in the
    aquarium will turn hostile (again, even if you killed Vera earlier). If
    you tell the slaves to get back to their life of toil and degredation,
    Gareth proudly proclaims they'd rather die. Which they will facilitate
    by attacking you. One way or another, there will no slaves left in this
    room when you're done.
    14) Now, we're ready to make our brave showdown with Kerish. If you're
    a pussy and sided with him... well, just walk up and tell him the slaves
    are no more for some experience. Otherwise, spell-buff in the Warm Room
    before heading up the stairs (x=500, y=100), where the slaughter will
    begin immediately. If you boost all your Clerics will Resist Fire/Cold
    you'll reduce the damage you take from the cold the enemies will use
    in various forms-either the cold aura from the Frost Salamanders, or
    the breath of the Winter Wolves. Slaughter your way through the level-
    once spell-buffed brute force should make clearing the level a simple
    endeavor, and if you're getting too beat up, just return to the Warm
    Room, rest, rebuff, and return. You have two goals here-talk to Vera
    and tell her you freed the slaves for some juicy experience, and kill
    Kerish. Of course, be sure to loot Kerish for his spear*1, a Potion of
    Life Transference*2, the gems most critters drop, and the Winter Wolf
    (For emancipating the slaves... from life)
    EXP	60000
    (For giving Gareth the key to exit)
    EXP	60000
    ***REWARD*** (GOOD)
    (For freeing the slaves and putting Vera's mind at ease)
    EXP	80000
    *1: A +3 Spear that gives the wearer +10% Fire Resistance and a 5%
    chance of dealing 1d6 cold damage.
    *2: This potion raises your Strength by one, at the cost of one point
    of Constitution. Ten Hit Points... or the benefits of having 19
    Strength? For this party, which has so many ways of buffing themselves,
    drinking this potion might just be worth the trade-off.
    *3: Remember that Orrick needed some of these to make some magical
    trinket for us? We finally have enough pelts for the task. Head back
    to town and give Orrick 3500 gold, five Winter Wolf Pelts, and three
    days to work, and you'll get the Cloak of the Winter Wolf in return.
    This garment, besides looking snazzy, gives a +1 bonus to Armor Class
    vs crushing attacks, +10% Cold Resistance, and immunity to Winter Wolf
    breath attacks. Yeah, not really that good. It can, however, be worn
    with other magical protective items, so I'm sure you can find a home
    for it on somebody, and 3500 gold should be chump change by now.
    Note from Lee:
    You can also, of course, take the 'kill everything' route: kill Vera, 
    kill the slaves, return to Kerish for the lesser experience, and then 
    kill him and his minions anyway to make up the difference. Your call...
    15) Well, that little problem has been resolved one way or the other.
    Now it's time to leave the aquarium and return to the rope bridge we
    couldn't cross earlier. When you get near it you'll get an experience
    reward and the bridge will be repaired:
    "The bridge is in poor shape but you manage to repair it using the
    engineering manual."
    That engineering manual must have contained lumber and rope, eh? Cross
    the bridge and enter the cave at (x=350, y=2250).
    (For repairing the bridge)
    EXP	60000
    |								       |
    |			    Joril's Domain			       |
    |								       |
    Sequence of Events:						{WLK018}
    		1) Winter Wolf Welcome
    		2) White Wyrm Loot
    		3) Tricking Joril
    		4) Frost Giant Five Finger Discount
    		5) Delaying Davin's Dinner Date
    		6) Fighting Frostbite
    		7) Clearing the Way
    		8) Kontik's Revenge
    		9) Troll Trashing
    		10) Freeing the Slaves... Again
    		11) Killing Joril
    		12) To Lower Dorn's Deep 
    Frost Giant Caves (AR7004)
    9) Upon entering, you'll be immediately set upon by some Winter Wolves.
    We've dealt with them by now-they're not too much of a threat. Hasting
    up and casting Resist Fire/Cold is a good idea, since their breath
    weapons can score some cheap damage, and there are a good number of
    them here. There's a cave to the north at (x=3400, y=2100), but we'll 
    ignore it for now.
    I didn't find this area any more challenging to my Heart of Fury party
    than it was to my original play-through party. The Winter Wolves can do
    some cheap damage, but the Frost Giants aren't very powerful-at least
    not compared to the Bronze Sentries we fought earlier. Keep Haste on and
    you'll be fine.
    2) Continue west until you come to a wider chamber. In a cubby to the
    north-east you'll find some 'White Wyrms'. Whether these are supposed to
    be adult White Dragons before Bioware/Black Isle had the balls to make a
    REAL Dragon later, or whether they're supposed to be adolscent Dragons
    is anybody's guess, although if it's the latter, they should be called
    'Wyrmlings'. In my fantasy lexicon, a Wyrm isn't just another word for
    Dragon-a Wyrm is a very large, very old Dragon, specifically. Yes, it
    matters! Anyways, one of these creatures is called 'Frostbite', and will
    talk to you a bit-although it's not too interesting. Don't tell it to
    stop eating people, or it'll take offense at you. We'll let the things
    live for now, but do be sure to loot their nests for some... rather
    nice loot, really. See? What Dragon would let you steal from it? A
    young, stupid one, or something that's not really a Dragon! Continue
    west from their nest and loot a shrine. What a generous chamber this is!
    (x=2800, y=1970) 246 gold, Fire Agate Gem x2, Skydrop Gem x1, 
    		 Iol Gem x2, Moonstone Gem x1, Star Diopside Gem x1,
    		 Diamond x2, Pearl x1
    (x=2870, y=1900) 300 gold, Gold Ring, Fire Opal Ring, 
    		 Mythril Field Plate Armor +2*1, Broken Armor, 
    		 Long Bow of Marksmanship*2, The Cittern of War*3
    (x=1900, y=1950) Potion of Power, Potion of Healing x2, Red Potion,
    		 Gauntlets of Infernal Damnation*4, Ring of Holiness*5,
    		 Scroll of Symbol of Pain, Ninjato
    *1: Holy hot damn! Another one!
    *2: Doesn't this bow seem familiar? I could swear this thing was in
    Baldur's Gate... anyways, it's a +3 THAC0 bow that deals +2 damage.
    We've certainly found better bows a long time ago.
    *3: Another Bardic toy-it casts Emotion: Courage on the user. Couldn't
    a Bard cast that spell on their own by now?
    *4 The name pretty much says it all. When worn, the wearer is engulfed 
    in a Shroud of Flame.
    *5: This baby grants an extra spell slot from 1st-4th level. I put this
    on my party leader, out of sheer favoritism. I figure if I play the
    game through six times, everybody will get a shot at one of these rings,
    The Ninjato is new to Icewind Dale. Why are they adding a mundane
    weapon this late in the game? I don't know... for the lulz?
    3) Leave this room via a western passage along the south-western edge
    of the area. This passage is blocked by two gigantic... uh... giants.
    You can talk to them, but they prove unhelpful and rather easily-
    provoked. Continue past them until you come across Joril-this new
    lieutenant we've heard about. He is, like all giants easy to pick a
    fight with. It'll probably come to that eventually, but there are more
    lucrative ways to interact with him. For example, you can get him to
    hand over his badge if you have a Charisma of 12 or more... or, if you
    pick dialogue options #1, #2, #3, #1, #1, #1. This nets you a great deal
    of experience. After this you can ask him how he killed his father-
    apparently Joril struck a deal with the Wyrms we met earlier, and in
    return, he's been feeding the creatures slaves. Are these slaves good
    for ANYTHING save feeding the creatures in the glacier? Once you end the
    conversation with Joril you'll get ANOTHER experience reward. That's
    right, it's a two-for, one reward for tricking him, and other for
    getting the badge. Score.
    Note: If you have a Paladin in your party, they will demand the release
    of the slaves after Joril mentions the 'sacrifices'. This will net you
    an experience reward, but it will, obviously, expose you. Apparently
    whomever Joril thinks you represent aren't big into liberation.
    (For tricking Joril)
    EXP	80000
    (For obtaining Joril's badge)
    EXP	80000
    (For revealing yourself to Joril)
    EXP	180000
    4) Now, we have the badge, but there's more we can do here-and there's
    no need to pick a fight with Joril just yet. We have the run of the 
    place, so why not explore? He DID mention some slaves, right? Who wants 
    to bet they'd rather be freed than eaten by some Wyrms? Continue west 
    and you'll come to the chamber where the giants keep kip. There's plenty 
    of looting to be done, and we might as well do it now since we don't 
    have to fight for it. Head north through the chamber and grab everything 
    that's not bolted down.
    (x=150, y=1750)	Potion of Healing x2, Potion of Heroism,
    		Scroll of Raise Dead
    (x=600, y=1820) Potion of Insulation, Potion of Invisibility.
    (x=300, y=1350) Potion of Fortitude, Potion of Genius,
    		wand of the Heavens, Scroll of Insect Plague
    (x=1420, y=1250) Potion of Master Thievery, Potion of Mind Focusing
    (x=300, y=900) Potion of Cold Resistance, Potion of Fire Breath, 
    	       Scroll of Spike Stones, Dagger of Venom*1
    (x=400, y=650) Potion of Clarity, Potion of Cloud Giant Strength,
    	       Cloak of Protection +2*2, Scroll of Champion's Strength
    (x=430, y=630) Potion of Absorption, Potion of Agility, 
    	       Leather Armor +2, Dagger +2: Longtooth*3
    (x=1100, y=550) Oil of Speed, Elixer of Health, Blur Deck*4,
    		Scimitar +3: Frostbrand*5
    (x=900, y=1100) Potion of Invulnerability, Potion of Magic Shielding,
    		Darts of Stunning x13
    *1: The Dagger of Venom is a decent weapon, I just dont have any use
    for it. It would have needed to have made an appearance much sooner.
    It's a +2 weapon that has a chance to poison an enemy for six points
    of damage per round.
    *2: I find it hard to wear this, what with all the magical armor I have.
    If you really need a ring slot empty, you can replace a Ring of
    Protection +2 with this cloak. Honestly, however, Mithran's Cloak is
    *3: Another decent weapon I don't have room for. A dagger with 1d6 base
    damage... Eh, Dagger of venom is still better.
    *4: Can it really hurt to have another? Sure, it'll become useless when
    we all have Shimmering Sashes... or when all my Mages can cast Blur,
    but it can go on one of the heavy armor wearers in the mean time.
    *5: Did you really think you'd get through Icewind Dale without finding
    Drizzt's future scimitar? It's better than the Flaming Longsword +2, at
    least. It's a +3 Scimitar that gives its wielder +50% Fire Resistance.
    Note from Lee:
    The Wand of the Heavens is one of my all-time favorite items, calling
    a 6d8 flamestrike on a single target at a range of 120 ft (save for
    half damage).
    5) When you hit the northen edge of the chamber turn east. You'll find
    another tunnel to ignore at (x=1800, y=700), we're more interested in
    what lies south of here. Speaking of which, you'll find a Frost Giant
    elegantly named Gorg at (x=2150, y=1150). He'll just tell you what you
    already know-he guards the slaves, the slaves get fed to Frostbite.
    More interestingly, Davin is over at (x=1670, y=1400). It's great that
    all the slaves in this game have one concise leader and no conflicting
    opinions. Talk to him and assure him you don't serve the giants and he
    will gab about the giant skeleton to the east (which, if you've followed
    this guide, you haven't seen yet), the giants, and the cavern. Now that
    I've covered the boring stuff, ask him what he's doing here (just in
    case he hasn't assumed we're complete morons yet.) He'll tell you what
    you already know-they're slaves, and they're being eaten-before asking 
    you to go kill the higher rung on the food chain.
    6) Backtrack to the generous chamber where you found Frostbite and his
    fellow Wyrms earlier. Talk to Frostbite and tell it that the whole
    eating people thing is over... or just attack it. It's fairly tough in
    melee combat compared to most foes we've been fighting, but leading with
    my well-protected party leader he doesn't have a chance to do much
    before he's chopped down. Then just deal with his fellow Wyrms, which
    are a good bit weaker than Frostbite.
    7) Return to Davin and tell him the beast is dead for an obscenely huge
    experience reward. It's hard to be evil in video games when developers
    keep giving us such incentive for helping people. Anyways, their dinner
    buddies might be dead, but these slaves are still stuck in a glacier
    full of Frost Giants who are none-too-friendly. Fortunately, Davin knows
    of two ways out of here-through the Giant's domain, or through some
    small tunnels (the two tunnels we ignored thus far!). So, either kill
    all the giants, or clear the 'hazards' that might be in the as-of-yet
    unexplored tunnels. Since it gives us a reasonable excuse to explore 
    the unexplored, let's do the latter...
    (For killing Frostbite, saving Davin and the other slaves)
    EXP	420000
    8) Go through the tunnel at (x=1800, y=700) and kill the Yetis you'll
    find yourself in the midst of. Once they're all dead, spell-buff as
    much as you can-Prayer, Draw Upon Holy Might, Recitation, Haste,
    Emotion: Hope, Emotion: Courage, Protection from Evil 10' Radius, and
    all that good stuff, then continue south until you find Kontik
    (x=2630, y=1600) and the Black Ice Knights who accompany her. She's
    another nutter who worships Auril, and has come seeking revenge for
    killing Lysan earlier. There are so many ways to win this fight... pelt
    her with a barrage of Greater Command, or even Silence 15' Radius. My
    favorite tactic? Just rush her with your fully-buffed party and watch
    her explode into a pathetic pile of gore. Her Black Ice Knights are more
    of a threat than she is (although I suppose she could be more of a
    threat if she actually got any spells off). Interesting note, did you
    know she has an Intelligence score of 20? Why, I can't say, it certainly
    isn't an attribute that helps in combat in 2nd Edition. When all is
    still, loot her for a random gem, a Robe of the Evil Archmagi*1, a Ring
    of Protection +2*2, Kontik's Ring of Wizardry*3, Breath of Auril*4, and
    a random weapon, as follows:
    (1st Play: Static Short Sword +3*5)
    (3rd Play: Two Handed Sword +3: Bane*6)
    (6th Play: Long Sword +3: Enforcer*7)
    (7th Play: Bastard Sword of Greater Phasing*8)
    (x=2500, y=1550) Scroll of Chain Lightning*9, Barrel of Pure Water*10,
    		 Scroll of Globe of Invulnerabiltiy*11
    		 Potion of Mirrored Eyes
    (x=2390, y=1650) Scroll of Otiluke's Freezing Sphere*12,
    	         Scroll of Fireshield (Blue)*13,
        		 Potion of Regeneration, Potion of Stone Form,
    		 Potion of Storm Giant Strength
    Note from Lee:
    I keep the party situated to the north, in the ex-Yeti area, and draw
    the Black Ice Knights up to me to die 1-2 at a time. Once they're gone,
    I go after Auril, who is now alone and defenseless. Also, because I am
    out of the range of enemies, I can save in between battles. Again, no 
    buffs are required (although Haste can't hurt); I took almost no damage 
    at all in this fight...
    *1: Veterans of Baldur's Gate know of these things-they give the same
    Armor Class as Chain Mail, +5% Magic Resistance, and a +1 bonus to
    Saves. Unfortunately, I'm more on the good side of things, so I have
    no use for these robes.
    *2: Another one. We already don't have enough room for these things.
    *3: This. Is. Nice. Doubles 1st and 2nd level spells, and increases cold
    damage you deal by 15%. Who cares about the cold damage, doubled spells
    makes this awesome. I give this to Syrenil, since she's been my utility
    Mage throughout the game-casting Identify, Burning Hands, Mirror Image,
    and Knock. Eventually my Mages will get up to seven 1st and 2nd Mage
    spells, which is enough without this ring.
    *4: A +3 Dagger that gives a +1 Intelligence bonus, a -1 Charisma
    penalty, 100% Cold Resistance, -50% Fire Resistance, and allows the
    user to cast Cone of Cold twice per day.
    *5: A +3 Short Sword that always does a 1d4 electrical damage and gives
    the wearer a +1 bonus to Armor Class.
    *6: This sword is a +3 specimen that has a 25% chance to inflict foes
    with disease and gives the wielder +10% Magic Resistance.
    *7: A would-be 'mage' sword, obviously designed to be used by the
    enterprising Fighter/Mage. It's a +3 Long Sword with 5% Magic Resistance
    and bonus 1st and 2nd spell slots. Unfortunately, I'd rather have
    something like a defending weapon or an action weapon on a Fighter/Mage
    (armor class and bonus attacks are always welcome) and 1st and 2nd
    level spell slots aren't exactly mind-blowing. In any event, none of
    my melee Fighters can use this, and Syrenil will find better... should
    she deign to use a melee weapon, anyways.
    *8: A +3 Bastard Sword that has a 15% chase of phasing foes.
    *9: This is a nifty-if not party friendly-6th level offensive spell.
    For added shock (pun intended) you can light up groups of enemies before
    wading in with your melee fighters. This goes to my Fighter/Mage/Thief.
    *10: Valestis over at the Severed Hand would love to get this for the
    Arboretum. Keep it handy.
    *11: This spell blocks all 1st-4th level Mage spells. While not
    terribly useful now, in Heart of Fury you'll regret it every time you
    let a Mage cast Magic Missile, Melf's Acid Arrow, or Flame Arrow.
    *12: A single-target direct-damage spell. It deals 3-6 points of damage
    to a target per level of the caster, although it risks missing entirely
    on a successful save. You'll be fighting tons of fire critters shortly,
    but this spell, like all damage-dealing spells, fails in Heart of Fury
    *13: Like the red version of the spell, except this one protects
    against cold damage (50% resistance) and deals 1d8+2 cold damage to
    melee attackers.
    Fireshield (Blue) is new to Icewind Dale.
    9) We're not done yet. Head north from Kontik's camp, through the bones
    of the quite-dead giant wyrm, and continue north, then east, and
    finally south. There are gobs of Trolls (Greater Ice Trolls and Snow
    Trolls), so have something firey or acidey on hand to keep the latter
    down. Once all the Trolls have been smote, you can exit to the
    beginning of the level at (x=3400, y=1600) or return back to the slave
    camp (x=2100, y=700).
    10) Return to the slave pens. You can report to Davin for a journal
    update, if you wish, but it's time to deal with Gorg. Either provoke
    him in conversation, or just manually attack him. Either way, once he's
    dead talk to Gavin for another suitably huge quest reward. Now, there's
    only one bit of unfinished business left here-time to deal with Joril.
    (For clearing a path for Davin and the slaves to escape)
    EXP	180000
    11) Bring yourself before Joril again and spell-buff to the max. Not
    because he's terribly dangerous, but there are lots of Winter Wolves
    and Frost Giants around, and routing them all will be much easier with
    some buffs. Talk to Joril and casually mention that you're here to
    kill his face, and a fight begins. After they're dead, you can kill the
    two guards you passed and take the others out at your leisure. When
    Joril dies he'll drop a Black Opal Gem x1, Chain Mail +2, Joril's Axe*1,
    a random weapon, which will be listed at the end of this paragraph, and,
    if you already didn't have it, his badge. Note that you will still get
    an experience reward for claiming his badge, even if you didn't trick it
    off of him earlier.
    Note from Lee:
    Instead of returning to Joril and then backtracking, I simply head north 
    and continue counter-clockwise, killing giants as I go. I'll eventually 
    reach Joril, but he's just another giant as far as I'm concerned.
    (1st Play: Redemption*2)
    (3rd Play: Fire Flail +3*3)
    (6th Play: Giant's Sleep*4)
    *1: Joril's Axe is a +3 specimen that gives a +1 bonus to Constitution
    and a -1 penalty to Dexterity. If you're that big, I guess agility
    isn't too important.
    *2: A +4 War Hammer that dispels Charm and Dire Charm effects on
    creatures hit. Honest, I prefer Dispel Magic, myself.
    *3: It would be absolutely wonderful if you could score this weapon
    here, as it's a +3 Flail that has a 50% chance of dealing +2d6 Fire
    Damage... the best Troll-killer weapon my party can use. If not, you
    won't get a chance to get another one of these until Trials of the
    Luremaster... where it's a guaranteed drop.
    *4: Despite its name, it's just a +3 War Hammer.
    12) Joril might be dead, but there's still plenty of killing to do.
    Explore the cavern to the west where the Frost Giants lurk and go on a
    massive quest of giant destruction. Kill them and take their loot... and
    their little dogs, too. You're finally done in Wyrm's Tooth. Return to
    town and sell off all the goodies you've found (I know I'm overly
    stocked on gems and Winter Wolf pelts... even though I don't need the
    money anymore.) Then head to the Severed Hand. We should finally talk to
    Larrel and Valestis. The former should know about his daughter's demise,
    and the latter will want that Barrel of Pure Water we found in Wyrm's
    Tooth to restore the Arboretum. Both will result in a good bit of
    experience for us. Once our party is rested, their inventories empty,
    and enjoying a good bit of quest experience, it's time to travel to
    Wyrm's Tooth on the world map, which will put us back in (AR7000). Go
    into the tunnel we ignored earlier at (x=1100, y=600). Once you do,
    Chapter 5 is over and Chapter 6 begins. Now, to let everybody know how
    things are going, here are my party stats at the end of Chapter 5. Note
    that my average Armor Class went from -2 before I fought Yxunomei to
    -7 now. Nice.
    (For restoring water to the Arboretum)
    EXP	120000
    (For giving Evayne's diary from Dorn's Deep to Larrel)
    EXP	56000
    Ilnathias 'Icefang'
    Fighter 9/Mage 10/Cleric 9
    Experience: 324937/324937/324937
    Hit points: 102
    Armor Class: -11
    Weapon:  Fast Flail +2 (THAC0: 5)
    Armor:   Elven Chainmail of the Hand +3
    Gloves:  Gauntlets of Weapon Skill
    Helm:	 Blessed Helm of Lathander
    Amulet:	 Black Wolf Charm
    Shield:  Shield of the Hand
    Ring:	 Ring of the Warrior
    Boots:	 Boots of Speed
    Belt:	 Shimmering Sash
    Amirule Alteslay
    Fighter 9/Mage 10/Cleric 9
    Experience: 324921/324921/324921
    Hit points: 92
    Armor Class: -9
    Weapon:  Misery's Herald (THAC0: 4)
    Armor:   Plate Mail Armor (Kresselack's)
    Helm:	 Dead Man's Face
    Shield:  Reinforced Large Shield +2
    Ring:	 Ring of Free Action
    Cloak:	 Mithran's Cloak
    Boots:	 Boots of Speed
    Fighter 9/Mage 10/Cleric 9
    Experience: 324777/324777/324777
    Hit points: 92
    Armor Class: -7
    Weapon:  The Love of Black Bess +3 (THAC0: 6)
    Armor:   Mithril Field Plate Armor +2
    Helm:	 Sune's Laurel of Favor
    Shield:  Shield of the Hand
    Ring:	 Ring of Free Action
    	 Ring of Holiness
    Nauzhir the Red
    Fighter 9/Mage 10/Cleric 9
    Experience: 324752/324752/324752
    Hit points: 92
    Armor Class: -8
    Weapon:  Fire Flail +3 (THAC0: 6)
    Armor:   Mithril Field Plate Armor +2
    Helm:	 Helmet
    Shield:  The Red Knight's Shield +3
    Fighter 9/Mage 10/Cleric 9
    Experience: 324578/324578/324578
    Hit points: 92
    Armor Class: -6
    Weapon:  Sanctified Morning Star +3 (THAC0: 6)
    Armor:   Shadowed Plate +3
    Helm:	 Clear Ioun Stone
    Shield:  Large Shield +1, +4 vs. Missiles
    Syrenil 'Softstep'
    Fighter 9/Mage 10/Thief 11
    Experience: 324490/324490/324490
    Hit points: 94
    Armor Class: -4
    Weapon:  Long Bow +2: Defender (THAC0: 5)
    	 Flaming Long Sword +2 (THAC0: 7)
    Armor:   Kaylessa's Chainmail Armor
    Helm:	 Rogue's Cowl
    Amulet:	 Amulet of Metaspell Influence
    Ring:	 Kontik's Ring of Wizardry
    	 Ring of Shadows
    |		       Chapter 6: Lower Dorn's Deep		       |
    |								       |
    |			     Marketh's Domain			       |
    |								       |
    We've claimed another badge and smote another monstrous lieutenant. But
    for all that, it doesn't really feel like we've made any progress, does
    it? Sure, we cleared out the Wyrm's Tooth glacier, but at the end of the
    day, we still only have a few more notes and another name-'Marketh'-to
    go on. Still, we know that there are at least four more lieutenants out
    there, so we've got our work cut out for us.
    Smelter (AR8001)
    Sequence of Events:						{WLK019}
    		1) The Voice of Durdel Anatha
    		2) Smithing Salamander and Sentries
    		3) Meeting Mutilated Midgets
    		4) Killing Kelly & Co.
    		5) Smiting Seth
    		6) Silencing Shriekers
    		7) Fleezum
    		8) Battered Ginafae
    		9) Thieves and Potatoes
    		10) Flozum
    		11) Meeting Marketh
    1) The lower level of Dorn's Deep-this must be where the Dwarves
    retreated after their original home was overrun by Orcs and undead.
    Judging from the current residents, however, it didn't do them much
    good. As soon as you arrive in the area you'll be bothered by an
    animated suit of armor called "The Voice of Durdel Anatha," who serves
    the "Revered Brother Poquelin". Remember that name? He was one of the
    priests of Ilmater who vanished after a brief stay in Kuldahar. The
    Voice also claims to be a Paladin of Torm... despite all the critters
    about him and his own undead state. Question him about Poquelin, and
    avoid provoking a fight to learn more about what's going on around
    here... and the Voice's long-winded backstory (surprise, surprise,
    he's connected to the events at the Hand of the Seldarine and Dorn's
    Deep.) Simply put, he made promises he couldn't live up to, and in
    death he's still bound to fulfill those promises. Still, he's faithful
    to his god, and since Poquelin is a priest of Ilmater, part of the
    "holy triad" to which he's bound, he's taking orders from Poquelin.
    Blindly, of course, like all religious folks. We can't help him now,
    and his blind faith forces him to fight us. He's got staying power,
    but he's not too dangerous, offensively. Smack him around until he
    collapses and move on. No sense pointlessly battering on a suit of
    armor that'll just reanimate eventually.
    Note: Durdel Anatha will show up occassionally throughout Lower Dorn's
    Deep. You'll have to put him down quite a few times.
    The voice of Durdel Anatha was cut from the original Icewind Dale,
    and has been restored in the Enhanced Edition.
    2) As you might expect from all the lava, Salamanders abound (the good
    old fire ones, not the ice freaks from before). Also you'll be playing 
    with Tarnished Sentries, golems that enjoy throwing axes at you, and 
    aren't fooled by stealth. Don't worry, though. They're nowhere near as 
    tough as the Bronze Sentries were, earlier. I start out the level by 
    buffing, adding Resist Fire/Cold to my normal slew of spells to reduce 
    the passive fire damage that Salamanders will do as I fight them. There
    are plenty of critters to the east (before the bridges) to the west
    (near the smelters) and to the north (near an elevator). Clear those
    out first, head back up to the glacier and rest, then return back down
    here, ready to explore... after smacking down the Voice again, of
    3) If you talk to any of the Svirneblin they'll mention Marketh.
    Surprise of surprises, we seem to have ended up near his domain. From
    the entrance platform head south-east until you find some mine tracks.
    At a cart head north to find a tower-but don't dally around, as archers
    within will be assholes and shoot at you. They don't need an attack roll
    to do it, either-you stand near the tower, you'll take damage. Over at
    (x=3380, y=2080) you'll find a 'Slave Girl' named Fengla. Talk to her
    and she'll give you the key to the tower behind us. Now that we can pay
    those friendly archers a visit, let's do so (x=2950, y=1850). You might
    want to spell-buff a bit before going in, however.
    Tower (AR8002)/(AR8014)
    4) Inside the tower are a number of archers, whom are quite capable of
    causing me harm, despite my Armor Class. A Hold Monster fixes things, as
    does a Chaos spell, but it's a little too tight for a Greater Command.
    Once they're dead, their leader, "Kelly" has Full Plate Armor +1*1,
    while all of the archers have Arrows of Piercing. The slave girl who
    gave you the key will show up and thank you for freeing her and you'll
    get an experience reward. Go through the door at (x=200, y=200) to find
    the room where these guards slept. Kudos to you, you've found a safe
    haven here, and can rest freely and safely.
    You can expect to take more damage this time around, and the archers
    within can be pretty lethal once you enter the tower, but I didn't
    require a strategy any more refined than a simple Haste spell.
    (For capturing the watchtower and freeing Fengla)
    EXP	80000
    *1: With an Armor Class of 0, it's just as good as Mithril Field
    Plate +2, although it weighs half as much, if that's an issue for you.
    5) Exit the tower (x=450, y=400) and head east, you'll see an innocent
    little ramp running north, then north-west. Follow it until you reach a
    tiled platorm. Save your game, for we've an opportunity to score
    ourselves some loot if we use some tactics and have just a bit of luck.
    Up some stairs to the north you'll find the entrance to Marketh's
    Palace... but he's got a little Halfling Thief named Seth guarding the
    door (x=3100, y=680). If he spots you, he'll ask you some questions
    about some papers. To satsify him, you have several options. First, pick
    dialogue option #1. Then, if you're a Halfling you can play the kin
    card. Most sane people, however, will have to resort to saying they
    worked for the Kraken Society (not the dumb dialogue option with "the
    good old "Kraken Days.") which requires a Charisma score of thirteen or
    higher (the 'Friends' spell can boost this). Answer three questions:
    1) Purple, 2) Marketh, 3) Ilmater, and he'll let you pass and run away.
    If you mess up, he'll summon some Thieves to attack you, and run away.
    It's that 'run away' bit we must avoid, and there are many ways to
    do this. I'll list a few: 1) Cast several Web spells just outside of
    his sight range and kill him with missiles/spells. 2) A well-placed
    backstab. 3) Cast Invisibility 10' Radius around your entire party,
    surround him, and force-attack him. When he dies he'll drop Studded
    Leather Armor +2, Small Shield +1, The Salamander's Tongue*1, and
    Gauntlets of Elven Might*2. Once he goes hostile, a host of Thieves will
    attack, so be prepared for backstabs.
    Note: If you don't kill Seth here, he'll show up again when you confront
    I didn't find these thieves to be nearly as lethal as I feared. Sure,
    you can get hit for 80 damage by a sneak attack, but compared to the
    Fire Giants later on... it's not that threatening.
    *1: A +3 Dagger that give +10% Fire Resistance, a +3 bonus to Saves vs.
    Poison, have a 20% chance to deal +1d4 fire damage, and puts the wearer
    under the effects of Non-Detection.
    *2: These would almost be decent... they can only be used by dual-or-
    multi-classed Fighters, and they set your Strength at 18/51 regardless
    of what your real strength is. Otherwise, +1 Armor Class and saves is
    good business. I did find a way around this restriction. If you equip
    them on a character who is also wearing the Girdle of Stromnos-making
    sure to equip the girdle second-your Strength will be set to 19. We'll
    find the Girdle of Stromnos a bit later on.
    There used to be a bug with Seth-if you were too skilled at murder,
    and managed to kill the little bastard before he could talk, the game
    would freeze. He now always seems to get his conversation started...
    and even if he doesn't the game no longer locks up. So... kill Seth
    as you wish!
    Old Dorn's Palace, Antechamber (AR8005)
    6) It would seem like the natural thing to do would be to go into the
    palace in front of which Seth stood. And this time, the natural thing
    to do is the right thing to do. Spell-buff up and head inside
    (x=3200, y=600). Dispose of The Voice of Durdel Anatha, who has followed
    you here, then continue to the north-east. You'll eventually come across
    and oddly out-of-place garden, where two Gnomes toil in front of some
    statue. They're surrounded by Shriekers (big, stupid, loud mushrooms)
    and Myconids (quiet, mobile, stupid mushroom-men). Practice a bit of
    fungicide, then turn your attention to the Gnomes. Talk to Callard at
    (x=1550, y=900) and ask him about the sculpture. He'll make a joke and
    give you a 'Portrait of Marketh', drawn by one of Marketh's goons named
    Flozem. Right. Once that's done head through the doorway at
    (x=1600, y=300).
    ***ITEM FISHING***
    It's been a while since we've done this, hasn't it? One might even
    think I had forgotten. Not so! Most of the drops in the last two
    walkthrough sequences were static, and when they weren't your options
    sucked. Anyways, the next area contains some of the best Morning Stars
    in the game-and hence, some of the best blunt weapons in the game. Plus,
    it's a really easy run to make, if you go with a character who has a
    decent Armor Class. Open the door at (x=700, y=750) and search the chest
    at (x=320, y=820).
    The Shriekers used to summon a variety of foes to bother you, including
    Boneguard Skeletons, Blind Minotaurs, and Salamanders. It was therefore
    imperative that you exterminate them quickly. Now... well, now they
    just bounce around all stupid and impotent.
    Old Dorn's Palace, Level 1 (AR8006)
    7) There are thieves sneaking around here, with only one goal-to 
    backstab your party. I send my Ilnathias first, to draw them out. The
    Thieves don't really have an answer for a -13 Armor Class. Beyond the
    doors at (x=700, y=700) is Fleezum-the guy in the red armor. Talking to
    him will result in a fight, which is just fine. He's a powerful Fighter,
    but he's only one powerful Fighter against a party. When he dies, he'll
    drop 44 gold, a helmet,  Bathed-In-Blood*1, a Large Shield +1 and a Long
    Sword +1.
    (x=320, y=820) Short Sword, Bastard Sword, Mace,
    	       ~Star-Forged War Hammer +4*2
    	       (3rd Play: Sanctified War Hammer +3) 
    	       (4th Play: Static Star +3*3)
    	       (6th Play: Morning Star +4: Defender*4)
    	       (7th Play: Morning Star of the Gods*5)
    (x=400, y=650) Potion of Cloud Giant Strength x2, Potion of Agility,
    	       Oil of Speed
    *1: This is one of the most protective suits of armor in the game, with
    a base Armor Class of -1. I put it on Amirule, who gives Mithran's
    Cloak to Eraithul, who ditches the Ring of Protection +2.
    *2: A +4 War Hammer with 10% magic resistance and +2 save versus spells.
    *3: A +3 Morning Star that has a 15% chance to inflict slow and a 25%
    chance to deal 2d3 electrical damage.
    *4: It took a while, but here it is. A +4 Morning Star that gives +2 to
    Armor Class, +15% magic resistance, and 20% Slashing and Piercing
    Resistance. A highly enchanted weapon with great defensive bonuses, too?
    Yes please. One of my Fighter/Mage/Clerics is set for the rest of
    the game.
    *5: Despite its epic name, this is a +3 Morning Star that gives a +1
    bonus to Armor Class, a +1 bonus to Wisdom, and allows the user to
    memorize two additional first level spells and one additional second
    level spell. It's still nice, but it's only marginally better than
    the Sanctified Morning Star +3 we found back in the Severed Hand.
    8) Leave Fleezum's room and head south-east to find the door to
    Ginafae's room (x=950, y=1100). Talk to Ginafae (x=700, y=1190) and ask
    about her face. She will give you the cliche excuse given by battered
    women everywhere. If you promise not to kill her boyfriend, she'll tell
    you about about Poquelin, who is apparently the ring-leader of this
    whole operation. She'll babble on about the lieutenant's badges, an
    invisible barrier in a fallen temple, and how it's somehow not Marketh's
    fault that he does bad things... it... it's the evil temptation that
    MAKES him! She will also talk about how she came to be here-she'll ring
    out that name 'Malavon' again, who is apparently her brother, and some
    'Maiden Ilmadia'. She can't leave, however, due to some spells placed on
    her by her brother. If only there were some way to remove them... 
    Anyways, she'll throw a tantrum if we kill her boyfriend, and there is
    a quest reward for us if we help her out. We'll take her position...
    into consideration.
    9) Well, that was annoying. Cross the hallway to the north to find 
    another door (x=1300, y=700), beyond which lies a mess hall. You can 
    expect some more Thieves here (they're usually not in rooms, which is 
    why I note these ones). I know if I had to defend anything, it would be 
    the food. Seriously, that's not a joke. Fat people are like that. Open 
    another door at (x=1700, y=700) to find the kitchen. Inside is a 
    useless cook and a table we can loot (x=1800, y=700), for a Sack of
    Potatoes. Potatoes? Yes, we'll need them for a quest in a while.
    (x=1800, y=700) Sack of Potatoes*1
    *1: A quest item. You know the drill, keep them on hand until somebody
    just so happens to ask for them.
    10) Leave the kitchen and cross the hall again, this time to the south.
    Kill whatever Thieves show up and open the door at (x=1500, y=1200). In
    this room you'll find Flozum, Fleezum's brother. He's a bit nicer, and
    there's an obscure bit of experience you can earn here if you happen to
    have a Bard in your party. In which case, talk to Fleezum, ask about the
    portrait he drew, and tell him he has talent. Based upon the opinion of
    a single stranger mysteriously breaking into his room in the heart of
    a fortified palace full of guards displaying a portrait last in the
    hands of one of his boss's rebellious slaves, he'll decide to give up
    his position as a well-paid goon working for a power-player in an evil
    organization to doodle. Makes sense to me. Most of us, however, have the
    good senes to NOT bring a Bard with us, and since this option won't come
    up, we'll have no choice but to kill Flozum. To be fair, at least Flozum
    will drop all his goodies for you if you convince him to go. He'll also
    do so when you kill him. Either way, once he's gone, loot his belongings
    to score the Girdle of Stromnos*1, a Long Sword +1, a Large Shield +1, a
    Helmet, and a suit of Plate Mail. once you're done with this level, head
    up the stairs at (x=2200, y=1000).
    Note: If you don't kill Fleezum and Flozum, they may arrive to assist
    Marketh in the next level.
    (For convincing Fleezum to become an artist)
    EXP	60000
    (x=1400, y=1200) Potion of Clarity x2, Potion of Insight
    (x=1550, y=1300) Potion of Insulation
    *1: One of the few Strength-boosting items in this game worth a damn,
    since it'll actually raise your Strength to 19. Its life-span is short
    amongst my party, however, as I'll be switching it out for Shimmering
    Sashes as I complete playthroughs. In the meantime, however, combining
    this girdle with the Guantlets of Elven Might is a good move in the
    absence of multiple Shimmering Sashes.
    ***ITEM FISHING***
    Not too much in the next level... except one of the best Daggers in the
    game. It's not hard to find-you'll need need to sneak over to the chest
    in Marketh' room (x=1260, y=200). The item you're after? The Mage
    Dagger +4, which is a great defensive weapon (oxymoron?), and gives some
    bonus spells to boot. There are a few other weapons I could give my
    Fighter/Mage/Thief instead, but this isn't a terrible option. I wouldn't
    bother making the switch from ranged to melee until Heart of Fury mode,
    Old Dorn's Palace, Level 2 (AR8007)
    11) THere's only one character of interest on this level-Marketh
    (x=1370, y=300)-and all the loot is in Marketh's room. As much as I
    hate to say it, this is justifiably a one-step area. There are plenty of
    Thieves around waiting to backstab you, but they're horribly weak and
    not terribly capable of hitting my party. Slaughter them to taste, but
    make your way to Marketh. He'll talk to you when he spots you, and this
    encounter trends towards a different outcome than we're used to. He
    realizes that he's got no chance against us in a fair fight, and will
    try to weasel out of one at all costs. Nearly everything you say will
    end up with him trying to strike a deal with you, so as to save his own
    hide. I normally prefer to indulge my lust for smiting people on these
    games, but letting him go has a number of advantages. First, if you
    fight him, he'll summon a Kraken Society Mage to help him-not a
    terribly worrisome foe, but in Heart of Fury mode... well, you read. Big
    incentive to save yourself the headache and just avoid this fight on
    Heart of Fury. Second, he'll give you all his gear if the person
    speaking to him is intelligent enough to ask for it (Intelligence score
    of 14 or higher required), which removes any monetary incentive to kill
    him. Third, if we don't kill him here, we can complete a quest for
    Ginafae for considerably more experience than Marketh or the Kraken
    Society Mages will give us. The only way to really mess this up (besides
    talking to Marketh with a moron) is to do so with a Paladin (same
    thing?) The Paladin will not take kindly to Marketh's story of how he
    came to work for Poquelin. If you do fight him, you'll find out that he
    goes down without too much trouble. He will be joined by Fleezum, 
    Flozum, and Seth, if they are still alive. The Kraken Society Mage will
    spell-buff a bit before making his way to the scene-giving you plenty of
    time to fishing off Marketh and his other allies. Hit him with Dispel
    Magic, Silence 15' Radius, or other debuffs like Chaos or Greater
    Command before cutting him down. We all know what Fleezum, Flozum, and
    Seth drop-Marketh will leave behind a 201 gold, Marketh's Badge*1, Black
    Dragon Scale*2, Ring of the Gorgon*3, the scimitar Valiant +3*4 and a
    Wakizashi +1. The Kraken Society Mage will drop 50 gold, a Robe of
    Enfusing, a Static Dagger +1*5, and Bracers of Defense A.C. 6. The only
    downside to letting Marketh go (besides the knowledge that you let him
    live) is the fact that you won't get the Kraken Society Mage's gear, but
    it's all garbage anyways. If you let Marketh go and demand his loot
    he'll give you the Black Dragon Scale, Valiant +2, and his Wakizashi +1.
    He'll then ask to keep his ring-he's gaming you. It's a cursed ring
    (I suppose he's hoping you'll put it on without identifying it?) that'll
    turn you to stone. If you make him give up his ring, he'll also snatch
    500 gold from you.
    So, long story short, talk to him, let him go, but make him hand over
    his gear. If you kill Marketh, Ginafae will refuse to talk to you-and
    if you blame her for it, she'll commit suicide. 
    There's even more incentive to play nice with Marketh this time around.
    He'll bring in four Kraken Society Mages who are fond of dropping Horrid
    Wilting on the party, and all of them come to play with Stoneskin ready.
    Either play nice and let Marketh go or be ready to blast the arriving
    Mages with several Dispel Magics. If you do decide to fight, I suggest
    running back to the stairs after talking to Marketh, where one of the
    Mages will be waiting-alone. You can jump on him and quickly cut him
    down, then kill Marketh. Afterwards, just wait for the other three to
    show up and hit them with Dispel Magics before training your archers on
    them. Hopefully you can disrupt their spells, if not, it can quickly
    become a very touchy battle, as one bad Cone of Cold can wipe out
    several characters. Another option is to cast Invisibility on the rest
    of the party, then have them cast Antimagic Shell on themselves. Let the
    Mages blow through some of their spells on the protected party Mages,
    then bring forth the rest of the party, hitting the Mage with Dispel
    Magic before running in. Don't be fooled into thinking that you can just
    cut down the Kraken Society Mages with cheaply protected spellcasters-
    they'll Tenser's after they burst through enough spells, and Antimagic
    Shell will cancel out your own magical protections, including the Blur
    effect of the Shimmering Sash. Another cheap, though admittedly
    effective tactic is to use hit-and-run tactics from the stairs.
    (For retrieving Marketh's badge)
    EXP	150000
    (x=1570, y=420) Potion of Freedom
    (x=1600, y=300) Potion of Explosions
    (x=1550, y=250) Golem Building Book*6
    (x=1250, y=240) Potion of Stone Form
    (x=1260, y=200) Potion of Invulnerability,
    		~Studded Leather Armor of Resistance +3*7
    		(3rd Play: Short Sword of Health +4*8)
    		(7th Play: Mage Dagger +4*9)
    (x=1180, y=310) Potion of Mirrored Eyes, Potion of Master Thievery
    *1: Another badge-keep it in your inventory.
    *2: Sleek black armor with a base Armor Class of four, +25% Acid
    Resistance, and +2 Save vs. Spells. Unfotunately, it's not Mage-
    friendly, so I have no use for it.
    *3: This cursed ring turns its wearer to stone. It's just Marketh's
    parting shot for dissolving his position of power.
    *4: A +2 Scimitar that gives an extra attack a round. It's a decent
    weapon for a Druid.
    *5: This horribly out-dated Dagger is merely a +1 weapon with a 50%
    chance to deal 1d3 electrical damage.
    *6: An amazingly convenient book. If we ever happen to encounter Iron
    Golems, we should be able to mess around with them. What are the odds
    of that happening, though?
    *6: +3 Studded Leather Armor with a slew of resistances-15% Resistance
    to Piercing, Slashing, Fire, Electrical and a +2 Save vs. Spells.
    *7: A +4 Short Sword with a 15% chance to heal the wielder for 1d6
    *8: Honestly, it's not a bad Dagger at all, especially not for a
    dual-or-multi-class Mage. It's a +4 Dagger that gives a bonus 1st, 2nd,
    or 3rd level Mage spell, a +2 bonus to Armor Class, +3 Save vs. Spells,
    and +15% Magical Resistance. Quite possibly the best Dagger in the game.
    Malavon is now a proper two-weapon fighter. Too bad his off-hand is
    so sucky. Also, the Golem Building Book was restored to the game by the
    Enhanced Edition.
    |								       |
    |			   Malavon's Sanctuary			       |
    |								       |
    Sequence of Events:						{WLK020}
    		1) Malavon's Slums
    		2) Pale Justice
    		3) Some Useful Spells...
    		4) Eliminating Umber Hulks
    		5) Simulacrum Smite
    		6) Murdering Malavon
    		7) Searching the Sanctuary
    		8) Gifting Ginifae
    		9) Norl's Workshop
    Slums (AR8009)
    1) We're done with Marketh now, one way or another, and it's time to go
    after Malavon. Go back to the antechamber-the room with the Shriekers-
    and go through the door at (x=1000, y=500). Spell-buffing before you get
    here isn't a bad idea, as you'll find this area is crawling with Blind
    Minotaurs and umber Hulks, both of which are moderately mean in melee.
    The latter can also cause Confusion, which makes them some of the most
    threatening critters we've faced thus far. Again, I hate gloating
    (I love it!), but having five Clerics-each with the ability to cast
    Chaotic Commands-comes in handy, as this spell will nullify their
    Confusion gazes. Seriously. You're going to need protection of some
    sort-the Enhanced Edition for Icewind Dale went way overboard with the
    potency of Umber Hulk gazes-previously (and in Baldur's Gate 2) they
    could only target one character, and typically only did so once-the
    first time they saw a target. Now it's an ambient effect that can hit
    your entire party, and will continuously recast. Might be more
    faithful to the pen-and-paper rules, but... ouch. Disarm the trap ahead
    (x=2050, y=2600) and smite some more baddies to the east (which is just
    a dead end).
    (x=2050, y=2600)
    2) Now head west and smite more baddies. There's an exit back to the
    smelter level at (x=500, y=2800), which you should ignore. From this
    exit, however, head north and disarm yet another chalk-eye trap on the
    ground (x=1300, y=2170). If you wander near the houses to the west of
    this trap, an Umber Hulk will burst through the wall and attack. Put
    it down and continue north, over the chalk eye, putting down Umber
    Hulks and Blind Minotaurs until you find a glass-roofed structure
    running along the northern end of the level.
    There used to be another Umber Hulk ambush west of Malavon's Dome.
    Inside one of the buildings you could find a corpse, which could be
    looted for an unassuming Long Sword. If you looked at its stats,
    however, it would be identified as Pale Justice-a Holy Avenger with
    some pretty sweet stats. A Paladin-only weapon, it wasn't the best
    Long Sword in the game, but it was still pretty good. Alas, I couldn't
    get this ambush to trigger in the Enhanced Edition... perhaps you need
    a Paladin in your party?
    3) Head east from the ambush houses and continue smiting our drab-
    pallete foes. Ignore the stairs at (x=1900, y=1100) and continue smiting
    your way east. When you reach a dead-end, turn south to find another
    innocent-seeming buildings. Loot some containers (x=2270, y=1750) to the
    west to score some spell scrolls, then head east and... loot some more
    containers (x=3060, y=1700) for more scrolls! It's about time we started
    building our 7th-level spells up. Anyways, head back to the stairs we
    ignored earlier and enter Malavon's Sanctuary.
    (x=2270, y=1750) Scroll of Mordenkainen's Sword,
    		 Scroll of Power Word: Stun*1
    (x=3060, y=1700) Scroll of Spell Turning, Scroll of Summon Monster V,
    		 Scroll of Power Word: Silence*2 
    *1: This will be my description for pretty much ALL Power Word spells-
    it allows no save, but has a Hit Point threshold. Any creature with 91+
    Hit Points is unaffected by this spell, which means against many
    critters it WILL work unfailingly. On Heart of Fury mode, however,
    everything will have too many Hit Points to be effected-and when they
    have few enough Hit Points, they'll be quickly dead. For that reason,
    I don't put too much stake into Power Word spells.
    *2: And... the exception to the Power Word spell rule. This spell just
    works, and silences a foe for two rounds. Two rounds isn't a long time,
    but with six Mages, we can potentially daisy-chain them to continually
    nerf a spell-caster.
    The Scroll of Spell Turning is new to Icewind Dale.
    Malavon's Dome (AR8010)
    4) You'll be greeted by a pair of Umber Hulks as soon as you enter, so
    be prepared for some immediate Confusion gazes. Another Umber Hulk can
    be found if you explore to the west, along with plenty of Blind
    Swirfneblins who have nothing of interest to say. In fact, this level
    is just like the level upon which we found Marketh-lots of boring, save
    for the boss. Head east from where you entered and park your party in
    the next circular room over. Cast your longer-lasting buffs (Emotion
    spells, Protection from Evil 10' Radius, Mirror Image, Blur, Stoneskin,
    etc.) Once done, head forward with your most well-protected party
    member (this is, of course, Ilnathias for me).
    5) Malavon is at (x=1700, y=470), and when he spots you, he'll begin a
    pleasant conversation. He's got a bunch of Svirfneblin slaves gathered
    around and a pair of Iron Golems, and he's not afraid to let the latter
    play hopscotch on the former. It should become quite apparent that
    Malavon is quite nutters. If you play good, he'll demand you drop your
    weapons... after which he'll sic his Golems on you anyways. If you don't
    capitulate, he'll sic his Golems on you. Bottom line? He'll sic his
    Golems on you. Iron Golems use a Cloudkill effect before attacking-
    which will kill most of-if not all-the Swirfneblins. Malavon is very,
    very easy to defeat for one reason-his combat is incredibly scripted.
    The game anticipates, almost REQUIRES, that you run into the room
    Malavon is in. Of course, with Cloudkills why would any sane person
    do that? When Malavon goes hostile lure the two Iron Golems and the
    four Umber Hulks that attack back to the west and dismantle them there
    with your party (note that the Iron Golems require +3 weapons to hit, so
    have any archers shoot at the Umber Hulks, instead). Once they're dead,
    I sneak with Syrenil through the Cloudkills to a safe spot and calmly
    shoot Malavon down-he's full of weaksauce, an will only take a couple of
    arrows (he only has 33 Hit Points-which is a joke.) ...Or, if you swiped
    the Golem Building Book from Marketh's room, you can turn Malavon's
    Golems against him... provided your character isn't a complete
    imbecile (Intelligence matters-so initiate contact with Malavon with a
    Mage). Give Malavon two words: Kalam, Stam, and the Golems will
    dispatch him and his Umber Hulks. Score.
    (For turning Malavon's Golems against him)
    EXP	45000
    Malavon's golem situation was cut in the original game... but the
    dialogue options remained in the game files. It was restored for the
    Enhanced Edition.
    6) Didn't think it was that easy, did you? You're right. Once Malavon
    dies-Malavon will appear! Right in the midst of your party in the
    circular room west of where the first Malavon started. He'll
    congratulate you for knocking off his simulacrum before ranting a bit
    about his awesome victory over Saablic Tan (the Umber Hulk we killed
    Krilag for). After that exposition, he'll attack. Again, Malavon counts
    on you having rushed into the room to the east to tackle the Iron
    Golems. He's fond of casting Malavon's Corrosive Fog into that room-
    which of course, does nothing (my Fighter/Mage/Thief keeps her head
    down and gets clear of cloud effects). He's also fond of other area of
    effect spells, like Death Fog, Cloudkill, and Web, but our fully buffed
    party is just too resilient to fall for such tricks. He'll also
    Dimension Door around, meaning any area's he's spell-nuked won't be the
    least bit interesting for us to remain in. I suppose his tactic is
    casting Web and allowing his cloud spells to damage paralyzed party
    members, and if you didn't kill his Simulacrum last, there might be
    Umber Hulks and Iron Giants left to complicate things?-I wouldn't know,
    it never works. Once he appears, immediately send all your party members
    to attack him. Cast a Haste if you don't have one already and pummel
    Malavon to death. Again, he'll Dimension Door around a lot, so if you
    see him vanish and sense your retarded party members might rush through
    Webs and cloud spells. reign them in. You can afford to play cat-and
    mouse with him. Why don't we start out with a spell-barrage against
    him? You know, Silence 15' Radius, Greater Command, Chaos, and all those
    wonderful debuffs? His Magic Resistance is 86% base, and he's wearing
    Robes of the Watcher, which gives another +10%. He is, for all intents
    and purposes, immune to magic. On the plus side, he only has 60 Hit
    Points, his Armor Class is crap, and his Stoneskin won't last forever.
    Attack him in the room where he appears until he flees and goes on a
    tantrum-using Dimension Door to get about the level, where he'll
    unleash Web/Cloudkill combos. If he shows his face again, attack him.
    If left to his own devices, he may end up in his personal chambers
    south of his throne room, where he'll summon a few monsters, then wait
    for you. If you avoid chasing him, this fight is cheese. Let him drain
    himself, attack him only when he comes to you, and after he's spent
    head over in force to put him down. Note that the room where we killed
    simulacrum Malavon's golems and Umber Hulks, and where we chase off
    the real Malavon, is not immune to being targeted by Malavon by his
    Web/cloud attack combo-but if he targets it, he'll have to show up and
    make a target of himself.
    First things first, we're smart enough NOT to run into the room with
    Malavon and his Golems, right? Lure them out to you, and you can
    usually destroy the golems and the Umber Hulks before even bringing
    Malavon into the fight. Malavon himself isn't even spell buffed, and his
    first form dies with ease. Once the real Malavon shows up, he runs
    pretty much like he did in the normal game, albeit with a lot more 
    Hit Points. He will have a mage named Ilair show up, as well as a host
    of Invisible Stalkers, which were more annoying than threatening. I
    pummeled Malavon as soon as his second form showed up, and when he
    Dimension Doors away, I promptly focus all of my attacks on Ilair. Once
    she dies, I focus on Invisible Stalkers and wait for Malavon to show up
    again. I do not allow my party to chase him through his complex. Ilair
    will drop a Ring of Free Action and Robes of the Evil Archmagi. That's
    pretty much the best strategy for this fight-stay in the room just
    west of Malavon's throne room, do not chase him around.
    7) The Malavons are dead and his level is ready for some hardcore
    lootin'! You get 11000 experience for killing the fake Malavon, 50000
    experience for killing the real Malavon, and 337500 experience for
    picking up his badge (or double that if you switch to Insane difficulty
    before picking it up!) The fake Malavon drops a Robe of the Evil
    Archmagi, the real Malavon drops the Robe of the Watcher*1, Malavon's
    Badge*2, Fire Kiss*3, and a Scroll of Malavon's Rage*4. Be absolutely
    sure to loot the room south of where Malavon's Simulacrum was, as it
    contains a host of useful spells (including the game-breaking Tenser's
    (For retrieving Malavon's badge)
    EXP	337500
    (x=2000, y=300) Potion of Holy Transference*5
    		(7th Play: Ring of Aura Transfusion*6)
    		(7-X Play: Ring of Reckless Action*7)
    (x=2100, y=700) Scroll of Simulacrum, Scroll of Death Fog,
    		Scroll of Death Spell*8, Scroll of Disintigrate*9,
    		Scroll of Shades
    (x=2160, y=730) Potion of Absorption x2, Potion of Cold Resistance x2, 
    		Potion of Defense, Scroll of Incendiary Cloud,
    		Scroll of Chain Contingency, Scroll of Power Word, Kill
    (x=2180, y=770) Amulet of Dark Flesh*10, Scroll of Finger of Death*11,
    		Scroll of Mass Invisibility*12, Potion of Genius,
    		Potion of Firebreath x2
    (x=2170, y=830) Potion of Invisibility x2, Potion of Invulnerability, 
    		Scroll of Tenser's Transformation*13, 
    		Scroll of Flesh to Stone, Seeds*14,
    		Scroll of Absolute Immunity
    (x=1900, y=830) Potion of Magic Shielding x2, Potion of Magic Shielding,
    		Oil of Null Effect*15, Scroll of Emotion: Hope,
    		Scroll of Summon Monster Summoning VII*16,
    		Scroll of Cacofiend
    *1: Now this is better. It has a base Armor Class of three, 10% Magic
    Resistance, +2 Saves vs. Spells, Non-Detection, and Immunity to Umber
    Hulk Gazes. Best of all, you can wear other protection items with them
    (like Rings of Protection +2.) It's my dream to put one of these on my
    entire party, since it's the most protective armor (all other things
    considered) that allows us to cast Mage spells. This could go on
    anybody, but anticipating multiple playthroughs, I first try to discard
    any heavy armor I still have. Anybody who already has Elven Chainmail
    or the Shadowed Robes doesn't need to upgrade yet.
    *2: Another badge. We know what to do with these by now-no, I will NOT
    stop reminding you.
    *3: A +3 Dagger that has a 5% chance to inflict the target with Shroud
    of Flame. We've found better by now.
    *4: An area of effect spell centered on the caster that damages
    everything in its path-friend or foe alike. Damage spells suck in Heart
    of Fury, and party-unfriendly ones suck even more.
    *5: Another stat-changing potion, this one gives a +2 bonus to Wisdom
    at the cost of -1 Dexterity. We do not need to lose Armor Class to gain
    a few Clerical spells.
    *6: A rather interesting ring, indeed, it gives the wearer 'Increased
    Regeneration' at the cost of -5% Magic Resistance and -2 Saves vs.
    Spells. Those are harsh penalties, but they can be overcome. First,
    being a triple-classer means all our saves are pretty good by default.
    A high level Mage can look forward to a base Save vs. Spells of four.
    The Robe of the Watcher-which all my characters will eventually wear-
    entirely negates the downsides of this ring, and in full Heart of Fury
    gear, even with this ring my Save vs. Spells will be two, and our Magic
    Resistance will be 45%. It's worth considering as a secondary ring. With
    any spell-buffing, our saves will all be well into the negative,
    anyways. Of course, you need not wear this ring all the time. Switch
    it out as necessity demands with a Ring of the Warrior, a Ring of
    Fire Resistance, or a Ring of Free Action.
    *7: Another intresting ring, this device gives a bonus attack per round
    at the cost of two points of Armor Class.
    *8: This spell instantly kills a number of creatures in the area of
    the spell-the weaker the critters, the more are slain. I haven't really
    found this spell to be terribly effective in this game, and I rarely
    bother to use it.
    *9: Another instant-death spell, but this can actually work on big foes.
    Be careful using it, it can destroy items in that monsters' inventory.
    You probably want to avoid using it unless you KNOW the monster doesn't
    have any items to pick up. Since it doesn't have a save penalty, you're
    better off using other spells.
    *10: The Amulet of Dark Flesh is another cursed object that will
    paralyze and disease the wearer. These lieutenants seem to be of the
    persuasion that if you can't beat 'em... leave cursed items around and
    hope they put it on.
    *11: Finger of Death is probably my favorite spell ever. I'm not sure
    why, but I sure love it in paper and pencil play. The target saves, or
    it dies, simple as that. No Hit Point maximum, no destruction of 
    equipment, and hey, even if they succeed, they still take 3-17 damage.
    *12: Like Invisibility, but in a 30-foot radius. Even if it dispels
    after attacking, it's still a great first-strike spell, since unlike in
    Baldur's Gate 2, critters in this game are woefully incapable of
    dealing with invisibility.
    *13: Tenser's Transformation is a great spell for a Mage to beef up
    their combat stats. It gives the caster an extra attack per round, a +4
    bonus to Armor Class, a +2 damage bonus, doubles their Hit Points, and
    lower their THAC0. Those bonuses are pretty good, but if your 'Mage' is
    a dual-or-multi-class Mage,
    *14: Ginafae needs this to free herself from Malavon's spells.
    *15: More stuff that'll help Valestis restore the Arboretum in the
    Severed Hand.
    *16: Probably the best monster summoning spell in the game... for a
    Mage, anyways. It'll be a while before I can even cast it, but it does
    have it's place in my spell books... mostly because 9th level spells are
    pretty awful in this game.
    The Scrolls of Simulacrum, Chain Contingency, Absolute Immunity, and
    Cacofiend are new to Icewind Dale.
    8) Let's finally finish up Marketh's realm by giving Ginafae the Oil of
    Null Effect we just found. I will assume you remember where she is...
    and if not, scroll up and get your remembering on. If you killed Marketh
    she is inconsolable, and if he's still around (you didn't talk to him
    yet) she elects to stick around and wait for him. Given the way he
    talked about her... oh well, it's her problem not ours. I find it odd
    that Malavon would cast spells on his sister, but couldn't be bothered
    to put in a contingency in case he died... oh well. Give her the potion
    for some quest experience.
    (For setting Ginafae free)
    EXP	80000
    Norl's Workshop (AR8015)
    9) Two down, two to go. Now, to prove there was some method to this
    madness. We killed Marketh first, then Malavon-the former to get an
    item we need that'll invite us to complete some quests in as-of-yet
    unexplored areas, and the latter to get ahold of his awesome spells
    and Robe... and also, you know, because he was kind of on the way. Leave
    Marketh's Palace and return to the smelter level. Head south-west
    across the bridges leading away from Marketh's palace and go north to
    find... another bridge we haven't explored yet! Cross it and crush three
    Tarnished Sentries before entering a house at (x=2330, y=600). Inside
    you'll find Norl-a gem cutter in the 'employ' of Marketh. He'll tell
    you about Marketh, and more importantly, Marketh's master, who is
    apparently some priest of Ilmater named Poquelin. What's the point of
    coming here? None, I'm just covering my bases so it doesn't look like
    I'm skipping things.
    Note: In the item files of the game there's a 'Copy of Marketh's Ring',
    which according to the description was created by "Norl, a hobbled gem
    cutter in Dorn's Deep". What this ring was supposed to do is anyone's
    guess, although the ring this is a copy of is presumably his Ring of
    the Gorgon. Perhaps we could have used it to trick somebody into putting
    the cursed ring on? It does seem like the encounter with Marketh was a
    little simple, doesn't it? Perhaps this ring is the remnant of a much
    more sophisticated story that was cut, like Malavon's Golems and the
    Voice of Durdel Anatha. Lots of cuts in this chapter...
    |								       |
    |	    Saving Swirfneblin from Shikata the Salamander	       |
    |								       |
    Sequence of Events:						{WLK021}
    		1) Potatoes in the Pit
    		2) The Red Light Trail
    		3) Umber Hulk Ambush
    		4) Bothered by Beorn
    		5) He Who Brought Down the Hand
    		6) Dirty... err... Dainty Llew
    		7) Orrick or Nym?
    		8) Beorn's Request
    		9) Guello's Salamander Overseers
    		10) Slaying Shikata the Salamander
    		11) Tying Up Loose Ends
    The Pit (AR8003)
    1) Leave Norl's Worshop, cross the bridge back to the south-west, and
    head north-west. It's time to head down the elevator at (x=800, y=700).
    As soon as you make it to the bottom you'll be harassed by a taciturn
    Gnome named Tarnelm. Ensure him you're not there to pick on him and
    he'll he'll tell you about some Salamanders, a priest named Beorn, and
    tell you to go make yourself useful by getting him and his buddies some
    food. He'll suggest you look in Marketh's Palace or in Malavon's
    Sanctuary. Tell him Malavon is a deader, and he'll offer to show you
    the secret hideout of the Swirfneblin here-again, if you get some food
    for them. Talk to him again and give him the potatoes we found in
    Marketh's Palace for an experience reward. See? That's why we did that
    (For giving Tarnelm the potatoes)
    EXP	80000
    2) Once he's fed, he immediately shows his insolence by asking for more
    help! Lazy welfare-addict socialist scum! Apparently some Umber Hulks
    of Malavon's are looking for the Swirfneblin encampment, and they'll
    find it sooner or later. Tarnelm wants you to head to the north-eastern
    tunnels, where your presence will provoke the Umber Hulks. Once you've
    smote them, you can follow some red lights in the tunnels to the
    Swirfneblin Camp. If you find his story about the Umber Hulks not being
    able to detect red light very well to be a bit far fetched, then you're
    probably an under-educated boob who thinks the world is less than
    10,000 years old. It's not. Some bioluminescent deep-water fish emit
    red light-which naturally does not occur at such depths. Hence, many
    organisms dwelling at such depths cannot see red light, nor the creature
    emiting said light. The predators, on the other hand, are not so
    handicapped, and this allows the predator to see the prey (especially
    if the prey, too, is red, like some shrimp) without alerting the prey to
    its presence. I'm not sure that such a phenomenon would occur naturally
    underground-cave dwelling creatures tend to lose their eyesight
    altogether, since stone and earth simply shut out light, whereas water
    absorbs it in gradiations that vary by depth. More plausibly Umber Hulks
    should be blind, and use echolocation, vibration detection, or smell to
    find prey. I'm not going into wavelights and all that, do some reading
    yourselves. You can also ask Tarnelm about Maiden Ilmadia, which will
    let you bluff a Fire Giant later. Anyways, it's time to be beetle bait!
    3) Head south and you'll encounter a Rhinoceros Beetle-now that's one
    huge freakin' bug! It's all looks, though. Smash it and pick up its
    Rhino Beetle Shell. Unlike all the Umber Hulk Hide we've been ignoring,
    this is actually useful. Continue east and smite another Rhinoceros
    Beetle and some Umber Hulks. Go north and kill a third Rhinoceros Beetle
    before turning east again. This terrain is awfully sucky, and it's hard
    to see what's going on, but make your way to roughly (x=2000, y=800)
    and wait. While you wait, consider spell-buffing, as a fair-sized horde
    of Hulks will pop out of the walls to the north. Put them down, then
    exit through any one of the tunnels... why not... oh... (x=2200, y=700)?
    Lower Dorn's Deep, Svirfneblin Sanctuary (AR8004)
    4) When you enter this area, a Svirfneblin named Beorn will talk to 
    you. Throw Tarnelm's name out and insist that you're not here to hurt
    anybody (although if I have to keep saying that...) He'll ask you to
    meet him in the temple later so you can discuss 'something of grave
    importance'. Let me guess... they've finally decided to stop being
    useless and are going to stand up for themselves, right? If only...
    5) The Drow merchant, Nym, is at (x=380, y=1240), and although he's of
    a vile race of ebon-skinned xenophobes... he sells good stuff! Ah damn,
    being raised in a capitalistic society has clearly eroded my values...
    Anyways, if you want to chat with him, he'll admit he stole and sold the
    artifacts made by the Elves of the Hand of the Seldarine and the Dwarves
    of Dorn's deep to the Goblins. You can get angry at him, but it's a
    better idea to shop first, as he sells all kinds of goodies. The Voice
    of Durdel Anatha would love to hear this noews, however... but in the
    meantime, I buy all the scrolls, Mystery of the Dead, Illian's Hunting
    Helm, Silver Bracers of Kedl, 'A Cage of Exotic Birds*1' and 'A Cage of
    Illian's Hunting Helm
    Not as good as the Blessed Helm of Lathander... but what is? It gives
    a +2 bonus to Armor Class and protects against Critical Hits. Surely
    you can find a head to put this on.
    Mystery of the Dead
    One of the better shields in the game, it gives a +3 bonus to Armor
    Class a +1 bonus vs. Missile Weapons, and the bearer is immune to Finger
    of Death and Power Word: Kill. Few characters will ever cast those
    spells, so I wouldn't worry about it. I buy this shield and give it to
    Kaelinalia, who hands her Large Shield +1, +4 vs. Missile Weapons to
    Nauzhir the Red.
    Silver Bracers of Kedl
    These were created for the original game, and were in the game files,
    but they were never actually put in the game. They finally see the
    light of day in the Enhanced Edition and... well, they're the best
    defensive gloves in the game. They out-compete the Armor Class of the
    Robe of the Watcher, and of course, you can sneak and cast spells
    unhindered with these on. Still... the Robe of the Watcher is superior,
    given the bonus to Save vs. Spell and Magic Resistance that it has.
    I've got alot of hungry, aspiring Mages, however, so these will
    certainly find a home. Combined with the Robe of Enfusing (sold by
    Orrick) and it's a pretty awesome defensive combo.
    Solem's Duty +3
    The best Katana we've found so far... and one of the better weapons
    in the game. Its +3 enchantment bonus is pretty good, but it acts as a
    +5 weapon versus extra planar critters... which are uncommon, but
    usually pretty strong. This Katana also makes you immune to confusion
    and has a 3% chance to decapitate foes when on hit. It's also very,
    very expensive, but if you use Katanas, you'll find the gold.
    Staff of Moradin's Breath
    This is a +2 Quarter Staff that can be used to cast Resurrect. I don't
    let my characters die, and +2 is quite out-dated by now.
    Viol of the Hollow Men
    Another Bardic device, this one summons 1d4 Shadows once per day. And
    this item has an absurdly long description.
    |Mage Scrolls|
    5th-Minor Spell Turning
    5th-Spell Shield
    6th-Carrion Summons
    6th-Invisible Stalker
    6th-Invisible Stalker
    6th-Invisible Stalker
    6th-Lich Touch
    6th-Lich Touch
    6th-Monster Summoning IV
    6th-Stone to Flesh
    6th-Summon Nishruu
    6th-Wyvern Call
    7th-Acid Storm
    7th-Delayed Blast Fireball
    7th-Prismatic Spray
    7th-Ruby Ray of Reversal
    7th-Sphere of Chaos
    8th-Monster Summoning VI
    8th-Monster Summoning VI
    8th-Mind Blank
    8th-Mind Blank
    *1: Both of these items can be given to Valestis in the Severed Hand.
    We finally have all the items required to restore the Arboretum. We're
    just buying Experience Points here, folks.
    Solem's Duty, the Silver Bracers of Kedl, Illian's Hunting Helm, and
    a whole bunch of spells are new to Icewind Dale... or at least, the
    Enhanced Edition.
    6) At (x=1630, y=1330) you'll find Dirty/Dainty Llew. Talk to him with
    the prettiest, femaleist creature in your party, as he... well, he likes
    the boobies and we'll get a discount for it. A discount on what, you
    ask? Ask him if he can make something out of those Rhinoceros Beetle
    Shells we found earlier. If you talk to him with a female protagonist
    with a Charisma of 16 or higher it'll cost 5000 gold. If you talk to him
    with a female protagonist with a Charisma of 15 or lower it'll cost 9000
    gold. Finally, if you talk to him with a male protagonist (no matter how
    effeminate, charismatic, or Elven) it'll cost 10000 gold. Either way,
    it takes three days. You can also buy potions from him. If you want to
    quickly pass the time, you can rest in the house at (x=950, y=900).
    Come back after enough time has passed and he'll give you the rather
    unimpressive Rhino Beetle Shield*1. Sucks? You're right. But we can
    fix it.
    Umber Hulk Plate
    Simple armor, it has a base Armor Class of two and gives a +1 bonus
    vs. Slashing Weapons. By now we found plenty of armor that's better
    than this.
    *1: +1 Armor Class and a +1 bonus vs. Missile Weapons. It's not a
    very impressive shield at this point.
    7) There are two people capable of upgrading our crappy shield, Nym and
    Talk to Nym and ask if he can enchant your shield-and good news,
    he can! For the low, low price of 30,000 gold. If you complain about
    the price he'll offer to throw in an enchanted dagger*1 for 33,000 gold
    total (the dagger isn't worth it). If you tell him to keep the Dagger,
    he'll lower his price for just the shield to 28,000 gold. Accept, and
    in another three days you'll have your newly enchanted shield*2.
    Take the shield back to Orrick and he'll offer to upgrade it for you.
    Since you've found the Mythal book for him (and you certainly did if
    you've been following this guide) he'll knock the price down to 15,000
    gold... which is presumably just materials. Wait three days and he'll
    give you a significantly improved shield*3.
    *1: Nym's Dagger is a +2 Dagger with absolutely nothing intesting
    about it. Paying an extra 3,000 gold for this item is a waste.
    *2: A shield with +3 Armor Class, +1 versus missiles, and 15% Fire
    *3: Orrick's shield is definitely the way to go, sporting a +4 Armor
    Class and a +1 bonus vs. missile attacks. Yeah, fire resistance is
    nice enough, but more critters will use physical attacks than fire.
    8) When you're done buying, selling, sleeping, and whatnot, head to
    (x=1430, y=500) to talk to Beorn. He'll ask you to save their priest
    Guello, and protect them from some Umber Hulks. Agree to do it, then
    leave this camp and ascend the elevator. Once back in the smelter level
    head over to the south-eastern corner of the map and exit at
    (x=3400, y=2400).
    Mines (AR8008)
    9) When you arrive you'll be harrassed by some Salamanders. Smite them
    and continue east until you find Guello-who will talk at you. He'll
    be a brainiac and inform you that the Salamanders here are hostile.
    Good tip! Tell him about Beorn's mission and note-Beorn said that Guello
    was captured by Seth, while Guello says he was captured by some of
    Malavon's Umber Hulks. Oh well, let's not pay too much attention to it.
    He'll insist you slay Shikata-the Salamander king before he can leave.
    10) Fair enough, our goal now is to clear the level of Salamanders. Do
    so. Back track to the west and head east along an elevated ledge along
    the southern-most edge of the level. When you reach an area exit at
    (x=2400, y=1050) turn north, then follow the tracks back west, smiting
    Salamanders as you go. Shikata is at (x=1220, y=600), and when he spots
    you he'll have some token, pointless dialogue. Provoke him and let him
    come to you. Buffing will help, but he's not all that tough. Kerish
    will drop the spear Slayer*1 when he falls.
    I didn't find this area particularly challenging-Symbols of Hopelessness
    immobilized plenty of the Salamanders, after which I took them out as
    I pleased.
    *1: Our first +5 weapon... at least if you're been following my guide.
    There's nothing terribly exceptional about it otherwise.
    11) Talk to Guello and tell him the good news, and he'll return to the
    Swirfneblin camp at the next convenient opportunity. Return there as
    well and talk to Guello to score an experience reward. Now, we're almost
    done here, believe it or not. This is a good time to head back to
    Kuldahar and sell off any and all loot rotting in your inventory, buy
    any spells and potions you might need, and turn in the crap you've
    collected for Valestis' Arboretum. We'll soon be deprived of the
    freedom to roam about as we please.
    (For saving Guello and his people)
    EXP	80000
    (For bringing the seeds to the Arboretum)
    EXP	150000
    (For bringing squirrels to the Arboretum)
    EXP	84000
    (For bringing birds to the Arboretum)
    EXP	84000
    ***ITEM FISHING***
    There are a number of items that can be fished for in the next area
    (AR8011), including one of the best swords in the game (x=1800, y=2100)
    and the best Cross Bow in the game (x=1880, y=2100). 
    |								       |
    |	    		Maiden Ilmadia and Poquelin		       |
    |								       |
    Sequence of Events:						{WLK022}
    		1) Elemental Extermination
    		2) Fire Giant Fight
    		3) One... Dark... Hearted... Bitch
    		4) Durdel Anatha's Long-Awaited Rest
    		5) Boneguard Bashing
    		6) Brother Perdiem's Idle Threats
    		7) Iconoclasm
    		8) Redemption
    		9) Intered in the Trinity
    		10) Showdown with Poquelin
    Fire Lake (AR8011)
    1) It's finally time to go find this Maiden Ilmadia. I have a good
    feeling about her, I mean, virgins are always honorable and pure, right?
    Return to Lower Dorn's Deep and head back to where you killed Shikata
    and go through the exit at (x=2020, y=900). Spell-buff before you enter,
    as a fight awaits us. When you enter, a Salamander will warn you against
    trying to close some portals that are letting elemental critters in.
    Anything you say provokes it, and just as well. Kill Salamanders and
    elementals as you head east, then south, then back west. Ignore the
    passage at (x=2000, y=600).
    2) A Fire Giant (x=1400, y=800) will come to chat with you. If you ask
    about Maiden Ilmadia (possible if you asked Tarnelm about her earlier)
    or say you're lost you'll avoid a fight... but there's no real reason
    to avoid one. We can bypass all the Fire Giants on the way to Maiden
    Ilmadia, but we're in a better position to kill them here. I spell-buff
    to the max and take the Fire Giants on-Prayer, Draw Upon Holy Might,
    Recitation, Righteous Wrath of the Faithful, Emotion: Courage, Emotion:
    Hope, Protection from Evil 10' Radius, Defensive Harmony, and Haste-all
    of which can be popped out in three rounds. This decreases the Armor
    Class and THAC0 of my entire party by seven-translation: turns them all
    into unstoppable phenoms. If you do want to talk to Maiden Ilmadia,
    however, head on down there after talking to the Fire Giant.
    Note: Make sure you cast Haste BEFORE casting Righteous Wrath of the
    Faithful. Haste will not stack with Righteous Wrath of the Faithful,
    but Righteous Wrath of the Faithful will stack with Haste... it doesn't
    make a whole lot of sense, but it works.
    Note from Lee:
    Keep the party east of the bridges, somewhere around (x=2400, y=1250),
    and let the Fire Giants come to you. They can only cross the bridges
    one at a time, making them easier to deal with. Even so, this is an
    ugly fight... Plus, everything and everyone in both this and the next
    step will eventually make it's way up to you, including Bitch Ilmadia.
    3) You'll find Maiden Ilmadia in the south-east portion of the map, at
    (x=1880, y=2150). You can chit-chat with her for a bit, and listen to
    her schemes, but ultimately a fight ensues. If you can take down Fire
    Giants, you can kill Maiden Ilmadia (which is good, because if you're
    fighting one, you'll shortly be fighting the other!), and there's really
    no strategy involved. Everything here is melee-oriented and living,
    making them vulnerable to a whole slew of spells (or my mighty spell-
    buffing tactic, above.) When Maiden Ilmadia falls, she'll leave behind
    85 gold, an Oil of Speed, Maiden Ilmadia's Badge*1, Black Swan Armor*2,
    Alamion +3*3, and The Argent Shield*4.
    Let's be honest here; Fire Giants do wretched damage, sometimes in the
    range of 90 points per hit. Fully spell-buffing is mandatory... or at
    least Stoneskin, Haste, and Mirror Image, to give your front-liners some
    staying power. I avoid Tensers for this fight, as it's likely I will
    need to withdraw wounded characters and cast Heal and Stoneskin. Maiden
    Ilmadia is no less lethal, and this time she comes with a pair of Priest
    -Mages of Vhaeraun. These two typically fight very well-for Clerics-and
    they come into the fight spell-buffed with Stoneskin. Fortunately they
    won't show up until after most of the fighting is done. They'll probably
    be the last two you kill, and if you're expedient you can be ready for
    them. I pick a fight as soon as I enter the level and hold my ground. As
    the enemies come from the south hit them with periodic Symbols of
    Hopelessness. This does take away from my front-line presence, but it's
    a necessary evil in this case. Hopefully some of the Fire Giants will be
    immobilized and gum up the works, allowing you to deal with the front-
    runners, while blasting any newcomers with more Symbols of Hopelessness.
    For this fight I even cast Summon Monster VII near the area where I
    focus my Symbols of Hopelessness (typically behind the Fire Giants I am
    actively engaging). This will draw some fire from me, slow down new
    enemies, and allow my monsters to attack helpless enemies. For what it's
    worth, the Priest-Mages of Vhaeraun drop Mage Robes of Cold Resistance
    and Sanctified Morning Stars +3.
    (For retrieving Maiden Ilmadia's badge)
    EXP	225000
    (x=1800, y=2100) ~Two Handed Axe of Greater Phasing +2*5
    		 (3rd Play: Cancerous Bastard Sword +4*6)
    		 (4th Play: Bastard Sword +3: Defender*3*7)
    		 (5th Play: Star Forged Halberd +3*8)
    		 (6th Play: Two Handed Sword +4: Backbiter*9)
    		 (7th Play: Doom Halberd +3*10)
    (x=1880, y=2100) ~Repeating Heavy Cross Bow*11
    		 (6th Play: Reinforced Heavy Crossbow*12)
    		 (7th Play: Repeating Light Crossbow*13)
    (x=1970, y=2080) Elixer of Health x2, Potion of Magic Shielding
    *1: Another badge. Again, hold onto it. This makes five out of six.
    *2: I don't know why, but I just love this armor. It's got a base
    Armor Class of one, gives a +1 bonus to Charisma, and gives +10%
    Resistance to Fire, Cold, Electrical, and Acid damage. Unfortunately,
    it's not Mage-friendly and you can't use protection gear with it, so it
    doesn't make it on anybody.
    *3: She really didn't like Salamanders, for how much she otherwise
    seemed fine with fiery critters. This is a +3 Long Sword that acts as a
    +5 weapon vs. Salamanders, gives +10% Fire Resistance, and a -5% penalty
    to Cold Resistance.
    *4: This is the best shield in the game, granting a +3 bonus to Armor
    Class and +25% Magic Resistance. Unfortunately, you need to be an Elf or
    Half-Elf to use it... hey! My whole party is comprised of Half-Elves!
    Score. I give it to Ilnathias and pass down all the sheilds,
    accordingly. Now everybody has a +3 Armor Class Shield (or better),
    and all my Large Shields +1, +4 vs. Missile are now gone.
    *5: Well, there also has to be one shitty weapon in the bunch, and
    this has to be the worst of the lot. It's a mere +2 weapon that has a
    15% chance to phase targets and a 25% chance to deal +1d4 cold damage.
    *6: A +4 Bastard Sword that has a 15% chance to infect the target with
    disease. It cannot be wielded by good-aligned characters. Eat me.
    *7: A +3 Bastard Sword that gives a two-point bonus to Armor Class a
    +10% resistance bonus to Crushing, Slashing, Piercing, and Missile
    attacks, and a +1 bonus on Saving Throws. One of the best one-handed
    swords in the game.
    *8: One of the better Halberds in the main game, it's a +3 weapon that
    adds one point to Dexterity and gives a 5% resistance bonus to Slashing
    and Piercing. Also it has a 15% chance to stun targets. Not bad.
    *9: A +4 Two Handed Sword that deals an additional 1d6 piercing damage.
    Unfortunately it has a 25% chance to hit the wielder for 1d4 piercing
    damage, making it more of a pain in the ass than anything else. Perhaps
    even literally!
    *10: A +3 Halberd that has a 50% chance to deal +2d3 fire damage and a
    15% chance to stun. All in all, I'd take this Halberd over the Star-
    Forged Halberd +3.
    *11: +5 THAC0 and damage, three attacks per round. This is the best
    Cross Bow you can find.
    *12: +7 Damage and +4 THAC0, but it only has two attacks per round.
    It's not as good as the Repeating Heavy Crossbow, but it's still an
    improvement over the Heavy Crossbow of Accuracy.
    *13: This crossbow deals +3 damage and +5 THAC0, and has three attacks
    per round. All things considered, why wouldn't you grab the Repeating
    Heavy Crossbow instead?
    Temple of Ilmater (AR8012)
    4) Only one place left to explore. We could have come here earlier, but
    there was no real need to until now. Head to the northern part of the
    level and exit at (x=2000, y=600). Once you enter this area you'll be
    beset by a horde of Boneguard Skeletons-so be prepared for a scuffle.
    Nearby is Brother Harken (x=1700, y=1250), who will initiate dialogue
    with you when you get within sight. After he recites the names of some
    pieces of armor, he'll reveal that he's controlling 'The Voice of Durdel
    Anatha'. Tell him to kindly knock it off, and he'll rant a bit before
    eloquently asking you to die. Our animated armor buddy will show up
    shortly and commence to initiate dialogue with you. Tell him about Nym,
    and, sensing your truth (and hearing Harken's spaz-fest) he'll decide
    that he's free, and ask that you carry his remains back to one of the
    temples of the Trinity for burial... the only one of which we have
    access to is in Kuldahar.
    (For freeing The Voice of Durdel Anatha)
    EXP	225000
    5) Now that we don't have to worry about The Voice anymore, we might
    as well mop up the deadites here before heading back to town, right?
    The Boneguard Skeletons are just melee critters, but there are an awful
    lot of them. Best option? Long-lasting defensive buffs and elbow grease.
    Here's how this level works-in the north-western corner of the area
    you'll find The Idol (x=920, y=580), destroying it will destroy all the
    undead on the level and free all the captive priests. However, it's a
    bit of a task to rush it with a low-level party, and there's good
    experience that can be farmed if we exterminate all the undead, but this
    requires some caution, as we shall see. Kill all the undead around 
    Brother Harken (x=1700, y=1250), Brother Adson (x=950, y=1430), Sister
    Bethla (x=1660, y=700) andSister Incylia (x=460, y=1000), while trying
    to avoid Brother Perdiem (x=1160, y=1000), as he's surrounded by
    Greater Mummies, and we don't need to draw their attention while
    Boneguard Skeletons are lurking around. Once they're dead, however, it's
    time to move on.
    There are just too many enemies here to bother contending with them all.
    The Boneguard Skeletons may not be the direst of threats, but their
    Hit Points will keep them in your way. This allows the Greater Mummies
    to really tear you apart with their spells, and a character struck by
    Symbol of Hopelessness can be quickly torn to shreds by the Boneguard
    Skeletons. There are two solutions I have used to get through this area
    in Heart of Fury mode: 1) Before entering this area Haste, and protect
    your party members with Stoneskin and Greater Invisibility. Then rush
    into the level, past all the enemies, and directly attack the Idol. Once
    the Idol is destroyed, so are all the undead. 2) Invisosmite! Yeah, I
    know, Invisosmite has really lowered the bar when it comes to strategy,
    and made this guide so much cheaper... but dammit, it works! 
    6) Now find Brother Perdiem (x=1060, y=1000), who will iniate dialogue
    with you. You'll get some extra lines if your speaking protagonist is a
    Cleric or a Paladin where you can dispute the teachings of Ilmater, but
    it doesn't make a bit of difference. He ends up threatening you. Ignore
    him and note the Greater Mummies nearby. They can be a pain, as they'll
    cast Symbol of Hopelessness (the best Clerical debuff in the game),
    Symbol of Pain, and Flame Strike. I hit them with two Silence 15' Radius
    spells (hopefully if one misses, the other will work). If they're both
    silenced, they'll have no choice but to engage in melee. Once they're
    dead, it's time to deal with The Idol.
    7) The Idol (x=920, y=580) is protected by four Greater Mummies and five
    Zombie Lords. Fortunately, we cleared out the rest of the level, so...
    it's not as bad as it could be. This is one instance where fishing for
    extra experience just isn't a smart idea, as allowing several Greater
    Mummies pelting you with Clerical spells is a good way to get killed.
    Rushing the Idol is the way to go... but it's not helpless. It'll cast
    a number of assy spells, including Finger of Death, Sol's Searing Orb,
    Flesh to Stone, and Power Word: Kill. Another reason to focus on it-the
    longer you mess around, the more chances it has to smite you with its
    spells. Rush the Idol and smash it-it isn't very hardy. Just hope it
    breaks before you do.
    8) Once the Idol is destroyed, you can talk to all the freed priests
    here, although most of them aren't any more interesting now than they
    were before. Talk to Brother Perdiem, however, and he'll tell you about
    how he came to be here, and more importantly, about Poquelin. He'll
    also heal you, and unlike every other Cleric we've saved, he'll do it
    for free! Get yourself healed up, rest, and enjoy your quest experience.
    When you're done, head north-west to find the various locks that require
    those badges you've been collecting to open. You SHOULD have all six of
    them. I have been reminding you at every turn about them. Anyways, it's
    on you now if you've lost one. I wash my hands of it. Place all the
    badges in the locks, as follows, from west to east:
    	|(x=750, y=450) |        Marketh's Badge	|
    	|(x=780, y=450) |        Malavon's Badge	|
    	|(x=830, y=450) |    Maiden Ilmadia's Badge	|
    	|(x=800, y=450) |        Krilag's Badge		|
    	|(x=850, y=450) |	  Joril's Badge		|
    	|(x=870, y=430)	|    Brother Perdiem's Badge	|
    (For retrieving Brother Perdiem's badge)
    EXP	150000
    9) Before you continue on, however, better make sure you're done with
    every side quest, your inventory is cleared out, and you've purchased
    everything in Kuldahar that you want. You won't be going back once you
    move against Poquelin. Fortunately, we've got a dead Paladin to give us
    and excuse to head back to town. Return to Kuldahar, enter the Temple
    of Ilmater, talk to Sister Calliana, and hand over The Voice's remains
    for a huge experience reward.
    (For intering The Voice of Durdel Anatha in the Temple of Ilmater)
    EXP	630000
    Item	Armor of Pennance (Rangers and Thieves)
    	Cloak of Burdened Spirits (Bards and Druids)
    	Glory of Suffering (Warriors and Clerics)
    	Robes of Agony (Mages)
    Don't get too excited about these items, though... they all kind of
    suck, in their own way.
    You should also be warned that the final boss in the game is quite a
    bit more challenging than he used to be. This is your last opportunity
    to grind. It might be tedious, but cobbling together a few extra levels
    will go a long way... especially for the triple-classers. An extra 6th
    level spell slot means an extra Heal spell, or perhaps access to
    Tenser's Transformation. Consider stocking up on Antidote potions and
    Mummy's Tea potions, as well.
    10) When you're ready, ascend the stairs at (x=900, y=300). If you go up
    those stairs, you wont be returning to Kuldahar this game. Make your
    final preparations before you go. Upstairs is Poquelin. In typical
    villianous fashion, he'll reveal all his plans before attacking. This
    silly exhibition is just the developers giggling about tying everything
    together, as if their story had been complicated enough to warrant a
    full disclosure. For my tastes, I find it rather silly and self-
    indulgent. Why would Poquelin even mention a bit player like Accalia,
    anyways? Somebody was really proud of this story... or they wanted to
    make Poquelin look like a super tool (they succeeded). Anyways, once
    Poquelin is done recapping the entire story unnecessarily, he'll attack.
    A number of monsters will continue to spawn to defend him (pretty much
    everything you've fought in Lower Dorns Deep), while he casts spells.
    Fortunately, he's not all that aggressive. Keep on Poquelin, and this
    fight will be quick. Frankly, he simply cannot withstand a spell-buffed
    party-he lasted all of about three seconds against my party when I
    rushed him, fully-buffed. Seriously, the battle transcript is below:
    Ilnathias 'Icefang'- Attacks Revered Brother Poquelin
    Kaelinalia- Attacks Revered Brother Poquelin
    Nauzhir the Red- Attacks Revered Brother Poquelin
    Amirule Alteslay- Attacks Revered Brother Poquelin
    Eraithul- Attacks Revered Brother Poquelin
    Syrenil 'Softstep'- Attacks Revered Brother Poquelin
    Syrenil 'Softstep'- Attack Roll 6 + 10 = 16 : Hit
    Revered Brother Poquelin- Takes 16 missile damage from Syrenil
    Syrenil 'Softstep- Attack Roll 9 + 10 = 19 : Hit
    Revered Brother Poquelin- Takes 18 missile damage from Syrenil
    Revered Brother Poquelin- Spell Disrupted
    Ilnathias 'Icefang'- Attack Roll 13 + 7 = 20 : Hit
    Revered Brother Poquelin- Takes 25 crushing damage from Ilnathias
    Syrenil 'Softstep'- Attack Roll 6 + 10 = 16 : Hit
    Black Bear- Death
    Revered Brother Poquelin- Takes 16 missile damage from Syrenil
    Black Bear- Death
    Cat- Death
    Cat- Death
    Chicken- Death
    Wolf- Death
    Chicken- Death
    Syrenil 'Softstep'- Attack Roll 17 + 10 = 27 : Hit
    Bronze Sentry- Attacks Syrenil 'Softstep'
    Revered Brother Poquelin- Takes 16 missile damage from Syrenil
    Revered Brother Poquelin- Heavenly Inferno
    Ilnathias 'Icefang'- Attack Roll 10 + 7 = 17 Hit
    Revered Brother Poquelin- Takes 27 crushign damage from Ilnathias
    Kaelinalia- Attack Roll 3 + 5 = 8 : Miss
    Bronze Sentry- Attacks Eraithul
    Revered Brother Poquelin- Takes 16 missile damage from Syrenil
    Nauzhir the Red- Critical Hit
    Nauzhir the Red- Attack Roll 20 + 6 = 26 : Hit
    Ilnathias 'Icefang'- Takes 5 fire damage from Revered Brother Poquelin
    Ilnathias 'Icefang'- Takes 12 fire damage from Revered Brother Poquelin
    Revered Brother Poquelin- Takes 44 crushing damage from Nauzhir the Red
    Eraithul- Attack Roll 5 + 5 = 10 : Hit
    Eraithul- Takes 9 fire damage from Revered Brother Poquelin (1 damage
    Eraithul- Takes 12 fire damage from Revered Brother Poquelin (2 damage
    Revered Brother Poquelin- Takes 23 crushing damage from Eraithul
    Kaelinalia- Takes 17 fire damage from Revered Brother Poquelin (3 damage
    Kaelinalia- Save Vs Spell : 5
    Nauzhir the Red- Save Vs Spell : 11
    Amirule Alteslay- Save Vs Spell : 2
    Syrenil 'Softstep'- Evades effects from Heavenly Inferno
    So... against such puny opposition, how can I even suggest a
    sophisticated strategy? I can't. It's a buff-and-rush affair. When the
    fight is over (don't blink!), so is chapter 6.
    I spell-buff to the max and treat Poquelin just like The Idol on the
    level before. I turn the party AI off and rush him. He goes down
    disappointingly quickly.
    Note from Lee:
    Well, that was disappointing... I was really expecting to have to put
    up with more of a fight. What a pussy...
    |								       |
    |			The Power of Crenshinibon		       |
    |								       |
    We've chased down these mysterious lieutenants that were inhabiting
    Dorn's Deep and found nothing short of an evil empire thriving in the
    ruins of Lower Dorn's Deep! Our previous failures and half-measures have
    been overturned by our competence in our last several battles-taking
    down several potent foes instrumental to this evil operation. Finally,
    we challenged the ring-leader, a phony priest called Poquelin-who was,
    in fact, a demonic rival of Yxunomei's. Although we defeated him in
    Dorn's Deep, it seems that he's been massing his forces around
    Easthaven, of all places, the forces we crushed in Lower Dorn's Deep
    were just reserves (or rather, according to Maiden Ilmadia, rearguards
    that were supposed to prevent any attacks from Dark Elves. He's got one
    last trick up his sleeve-the artifact Crenshinibon. If his boasts are to
    be believed, this artifact is a weapon of greater potency than the
    entire operation we dismantled in Lower Dorn's Deep. R.A. Salvatore
    readers can giggle with nerdiness, but for me, it's just another eye
    Easthaven (AR1100)
    Sequence of Events:						{WLK023}
    		1) Return to Easthaven
    		2) The Restored Blade of Aihonen
    		3) Old Jed's Hideout
    		4) Saving the Citizens of Easthaven
    		5) Reuniting with Everard
    		6) Spritual Men, Always Concerned With the Material...
    		7) Final Rest
    		8) Pummeling Pompous Pomab
    		9) Battle Against Belhifet
    1) After the chapter ends, you'll appear in Easthaven. If you're not too
    beat up, make use of the remaining spell buffs you have by exploring
    the town. The enemies you'll face in this area? Cyclops. They're big,
    but they're actually considerably weaker than the Fire Giants we killed
    earlier, so they should pose no trouble.
    I was still spell-buffed after my disturbingly short battle with
    Poquelin, and it was a minor thing to run about slaying Cyclops.
    2) First thing to do is head south along the road-you'll notice most
    buildings are destroyed, which simplifies things for us. I think
    Easthaven looks better this way. Near the shore at (x=330, y=2530)
    you'll find Jhonen. He'll tell you about what happened, and suggest you
    find Everard, who might know a way into the crystal tower. If you gave
    him the sword back at the beginning of the game, you'll also get a
    special present. Remember when I told you to do the right thing for
    Jhonen? Yeah, this is why.
    (For recieving the Restored Blade of Aihonen from Jhonen)
    EXP	280000
    ITEM	Restored Blade of Aihonen*1
    *1: This +1 Long Sword is +5 within 'a dragon's flight of Lac 
    Dinneshere'. So, while in chapter 6, you've got a +5 Long Sword that
    give you +5 Hit Points and 25% fire and cold resistance. This is an
    ideal weapon for Syrenil, especially on the first playthrough. Also, on
    subsequent plays, the sword remains +5 throughout the game. Hey, a
    dragon's flight is apparently a good distance!
    Winter's Cradle Tavern (AR1106)
    3) Head back north and when the trail turns east, follow it. Kill more
    Cyclops along the way until you reach the Winter's Cradle Tavern, where
    you'll find a Cyclops threatening somebody through the door. Kill it,
    and investigate (x=2920, y=400). Once inside, head downstairs
    (x=700, y=270) to find Old Jed, who-unlike those mindless sober people-
    had the sense to hide himself in the cellar of the tavern. He'll babble
    a bit about the giants and captive villagers before passing out. On the
    plus side, you can rest here, so if you... heh... were beat up while
    fighting Poquelin... maybe you fell asleep at the keyboard?
    4) Leave the tavern and continue following the trail south, smite some
    Cyclops, and cross a bridge to find the townsfolk. If you talk to any
    of the 'named' townsfolk, like Grisella, they'll tell you to talk to
    Everard, who seems to be the only competent one left. Talk to any other
    anonymous 'Townsperson' and pick dialogue option #1 repeatedly and
    they'll tell you more about what happened. The crystal tower appeared
    out of nowhere, Cyclops came and smashed everything up, Everard's been
    tortured (perhaps there's something in the temple they want?), and
    Jhonen, Old Jed, and Pomab are missing. Well... we've already accounted
    for two of the three... As a parting gift, you'll be given some potions
    for rescuing them. Score.
    (For rescuing the Easthaven villagers)
    Items	Elixer of Health x3
    	Potion of Regeneration
    	Potion of Storm Giant Strength
    5) Now talk to Everard, who will refuse to help the villagers. Instead,
    he insists that he must help you get into the tower. Apparently our old
    friend is trying to break the glyphs on Jerrod's Stone. You do remember
    that the thing isn't just a grisly ornament, the kind of death-
    glorifying fetishes commonly found festering in religious institutions-
    it's a sealed portal to the hells, right? Apparently Poquelin's 'army'
    here is as of now immaterial, he'll need to open that portal to bring
    his schemes to fruition. Everard is a little over dramatic about it
    "All Faerun will be destroyed..." Sure, because if we fail here, one
    demon is going to open a portal and destroy the world. Khelben, Simbul,
    Elminster-they're all chumps without us. Give me a break. Anyhow,
    Everard will tell you how to get into the crystal tower-the equivilent
    of 'abra cadabra'-and you'll get another massive experience reward.
    (For learning how to enter Cryshal-Tirith)
    EXP	280000
    Cryshal-Tirith, Level 1 (AR1101)
    6) Cleverly (and obviously) enough, Poquelin build his tower right on
    top of the Temple of Tempus. If only he had been smart enough to make
    it inaccessible... anyways, enter the tower at (x=700, y=600). After you
    enter, Everard will come in and try to force the wards leading to
    Jerrod's Stone, leaving you to search for an alternate route. Note that
    Everard can heal you... but he wont do it for free. I guess some things
    are more important than saving the world. Pssh. Religious people. The
    stairs up are at (x=500, y=400).
    Cryshal-Tirith, Level 2 (AR1102)
    7) The final resting room of the game... and nothing else special about
    it. Make sure you have all your spell-buffs prepared now, distribute
    potions, and all that fun stuff. When you're ready to move on, the exit
    is at (x=100, y=800).
    Cryshal-Tirith, Level 3 (AR1103)
    8) Here you'll find Pomab, who is apparently in league with Poquelin.
    He'll spout off with villianous cliches like Poquelin did-it must be a
    requirement in this game, but combat is inevitable. This is a rather
    unconventional fight, as Pomab will split into many duplicates, and
    you'll have to deal with Crystal Sentries. Pomab will shoot Lighting
    Bolts at you, and the Crystal Sentries reanimate if you kill them.
    Haste your party, and send them after Pomab. If only there was a way
    to find out which one was the REAL Pomab... oh wait, there is! If you
    attack the wrong one, in the display window it'll say 'False Pomab'.
    If it's the right one, it'll just say Pomab, as follows:
    Eraithul- Attacks False Pomab
    Eraithul- Attacks Pomab
    Simple as pie-turn off party AI, target the right one, and hack him
    down. He'll leave behind 58 gold and a Wand of Lightning Bolt. Rest on
    the level below if you need to, the ladder up is at (x=670, y=300).
    Really, I didn't find this fight any more challenging than before. A
    Hasted, well-buffed party just stormed in and eventually cut down the
    right Pomab.
    Cryshal-Tirith, Level 4/Jerrod's Stone Chamber (AR1104)/(AR1105)
    9) In this room is the crystal shard (Crenshinibon) and a mirror you can
    go through (x=200, y=230). Don't bother spell-buffing, as you'll be
    dispelled before the final fight begins. Make sure you are fully rested,
    you have whatever potions you might need in quick item slots, and in
    general, that you are ready to go. Everybody must have a +3 weapon or
    better in order to play. Once you're commited, you'll appear in front of
    Poquelin again, who gleefully opens Jerrod's Stone. You know... he just
    doesn't sound that imposing. I think it's his lisp. Anyways, Everard
    will interrupt the little ceremony, announce that he was mentally
    molested by Tempus, and re-enact Jerrod's sacrifice. Yay, he had a
    crystalizing moment, and our story comes full circle. With the portal
    now closed again, it's up to us to stop Poquelin and make good on
    Everard's sacrifice. Not because we like Everard, mind you. We don't.
    But because... um... [Insert motivational speech here].
    Poquelin is understandably annoyed, and will take his true form-as the
    demon Belhifet. He'll start out with a Dispel Magic, just to ensure
    you weren't cheating, and summon two Iron Golems to help him out. This
    fight has been made considerably more difficult by the Enhanced Edition.
    Belhifet was always pretty tought... at least, on paper, but he's an
    absolute menace now. He can inflict poison and disease on hit, and
    has a fear aura, and he's also pretty unpredictable in combat-he seems
    to randomly attack party members. Sometimes he'lls doggedly pursue one,
    other times he'll switch focus for no good reason. There's not much
    margin for error with my party.
    As soon as the battle starts it's imperative that my character with
    Stoneskin (Ilnathias) casts Stoneskin, as it's the only way to slow
    Belhifet down. Another Cleric casts Remove Fear, while my active Mage
    (Syrenil) casts Haste. If any characters are affected by Belhifet's
    fear aura, you might as well reload. I wait until the Iron Golems
    engage and release their poison breath. This is a one-off deal, they
    won't do it again in the fight. Once done, I retreat from the center
    of the map to the southern edge, enduring traps as I go. I leave
    Ilnathias up front, hopefully enticing Belhifet and the Iron Golems,
    while the rest of my party tries to buff-Prayer, Recitation, Righteous
    Wrath of the Faithful, and Entropy Shield, if possible. You really only
    get one round, and you'll be lucky to get most of those spells off.
    After that, my entire party attacks one of the Iron Golems. You simply
    cannot afford to have them hitting you during this battle. Fortunately
    they die fairly quickly, after which we focus on Belhifet. He's going
    to take alot of punishment before he falls-retreat with injured
    characters and heal as necessary (if you have the Heal spell here,
    that's a real plus, if not, injured characters can casts some buffs.)
    If you get poisoned, drink an Antidote. Belhifet is fond of teleporting
    away if he's taking too much abuse. Don't chase him-use this time to
    heal and cure diseases/poison and buff. When he returns, continue
    pummeling him, and he should fall. Lastly, contrary to my usually
    sentiments about this matter... if a character should fall in battle,
    don't worry too much. There's no game left after this fight, you need
    only eke out a victory... it doesn't need to be a graceful victory.
    Once Belhifet falls, the main game is over. Start a new Heart of Winter
    game and import your old party. My final stats for this playthrough are
    listed below, and after that, the walkthrough for Heart of Winter.
    Victory will be even more difficult to earn in this time. Belhifet
    comes to play with two Cornuguns as well as his normal two Iron Golems.
    None of the four are much of a threat compared to Belhifet, however, as
    he will tear down your spell buffs with his attacks, and no single 
    character will last long against him. Our goal is to get as many buffs
    up as possible, while staying alive. The way to do this is somewhat
    simple-have one character cast Greater Shield of Lathander and attack-
    hopefully drawing all the attention. Meanwhile, in the precious little
    time we have, buff with Prayer, Recitation, Protection from Evil 10'
    Radius, Haste, and Righteous Wrath of the Faithful, all of which can be
    done in one round. If you're feeling frisky, try to get off a quick
    Stoneskin, then attack with your main party, taking the attention-
    grabber back and buffing a little (at least Stoneskin, although if you
    had good aim, most of the previous buffs might be working on them, too.)
    Attack the Iron Golems first-don't even bother with missile weapons, as
    only the Coruguns will be injured by anything less than a +3 weapon.
    Once Belhifet starts picking on a character, quickly remove them from
    combat. Belhifet will give chase, and the rest of your party may merrily
    continue to kill their target. Turn off party AI and focus on one enemy
    at a time. Once the Iron Golems fall, focus on the Cornuguns until only
    Belhifet is left. Draw away wounded party members, have them Heal
    themselves, and return them to the fight once successful. Keep casting
    Hastes with your Fighter/Mage/Thief as they fall away-she really has
    nothing better to do. Once all of his minions were gone, Belhifet died
    very quickly, indeed. Again, you'll want to avoid Tensers for this
    fight, as the need to heal and rebuff takes precedence over the combat
    boosts given by Tensers. You can always provoke a second round of
    buffing by applying another Greater Shield of Lathander, but it's not
    always easy to get your foes to focus on the protected character once
    the fighting has begun.
    Ilnathias 'Icefang'
    Fighter 10/Mage 11/Cleric 11
    Experience: 716056/716056/716056
    Hit points: 106
    Armor Class: -13
    Weapon:  Morning Star +4: Defender (THAC0: 2)
    Armor:   Elven Chainmail of the Hand +3
    Gloves:  Gauntlets of Weapon Skill
    Helm:	 Blessed Helm of Lathander
    Amulet:	 Black Wolf Charm
    Shield:  The Argent shield
    Ring:	 Ring of the Warrior
    	 Ring of Holiness
    Boots:	 Boots of Speed
    Belt:	 Shimmering Sash
    Amirule Alteslay
    Fighter 10/Mage 11/Cleric 11
    Experience: 716040/716040/716040
    Hit points: 96
    Armor Class: -12
    Weapon:  Conlan's Hammer +1, +5 vs. Iron Golems (THAC0: 4)
    Armor:   Full Plate Mail
    Gloves:  Gauntlets of Elven Might
    Helm:	 Dead Man's Face
    Amulet:	 Symbol of Corellon Larethian
    Shield:  Reinforced Large Shield +2
    Ring:	 Ring of Free Action
    Cloak:	 Mithran's Cloak
    Boots:	 Boots of the Fox
    Belt:	 Girdle of Stromnos
    Fighter 10/Mage 11/Cleric 11
    Experience: 715856/715856/715856
    Hit points: 96
    Armor Class: -11
    Weapon:  The Love of Black Bess +3 (THAC0: 5)
    Armor:   Robe of Enfusing
    Gloves:	 Silver Bracers of Kedl
    Helm:	 Sune's Laurel of Favor
    Shield:  Orrick's Rhino Beetle Shield +3
    Ring:	 Ring of Protection +2
    	 Ring of Free Action
    Nauzhir the Red
    Fighter 10/Mage 11/Cleric 11
    Experience: 715831/715831/715831
    Hit points: 96
    Armor Class: -9
    Weapon:  Fire Flail +3 (THAC0: 5)
    Armor:   Bathed-in-Blood
    Helm:	 Helmet
    Shield:  The Red Knight's Shield
    Fighter 10/Mage 11/Cleric 11
    Experience: 715624/715624/715624
    Hit points: 96
    Armor Class: -8
    Weapon:  Sanctified War Hammer +3 (THAC0: 5)
    Armor: 	 Kaylessa's Armor +3
    Helm:	 Illian's Hunting Helm
    Amulet:	 Amulet of Metaspell Influence
    Shield:  Myster of the Dead
    Cloak:	 Cloak of the Winter Wolf
    Syrenil 'Softstep'
    Fighter 10/Mage 11/Thief 12
    Experience: 715535/715535/715535
    Hit points: 98
    Armor Class: -6
    Weapon:  Long Bow +2: Defender (THAC0: 4)
    Armor:	 Robes of the Watcher
    Helmet:  Rogue's Cowl
    Amulet:	 Symbol of Labelas Enoreth
    Ring:	 Ring of Shadows
    	 Kontik's Ring of Wizardry
    Cloak:	 Cloak of Protection +2
    |			     Heart of Winter			       |
    |								       |
    |    			       Lonelywood 			       |
    |								       |
    Sequence of Events:						{WLK024}
    		1) Hjollder's Quest
    		2) Whining Rawleigh
    		3) House-Broken Hailee
    		4) Emmerich Hawk's House
    		5) Purvis's House (aka Ring of Free Action dispenser)
    		6) Tybald Dunn's House
    		7) Trading Secrets with Hailee
    		8) Recovering Roald Tunnelfist
    		9) A Mysterious Halfling Man...
    		10) Easily Done Ambere Dunn
    		11) Moaning Murdaugh
    		12) Kieran Nye the Magic Guy
    		13) Looting the Upper Level
    		14) Sending Hailee Home
    		15) Temple of Waukeen
    		16) Healing the Dunn Family
    		17) Bullshit Baldemar
    		18) The Three D's
    		19) Boring Boat Men
    Lonelywood, Exterior (AR9100)
    1) You'll appear in the town of Lonelywood, and have to suffer through a
    conversation with the barbarian Hjollder. You might remember his bit-
    role in Kuldahar. He'll tell you that Jerrod has returned... or rather,
    he's inhabiting the body of Wylfdene, who was-and is again-a tribal
    king. This revenant is apparently inciting a war between the barbarians
    and Ten-Towns, but Hjollder, being the priestly sort that he is, has
    found no justification from Tempus. And without some violent space ghost
    telling you to kill people, war is just honorless butchery with no
    higher purpose. Point of the conversation: you need to travel to
    Hengorot in an attempt to stop the impending war. What, do you think,
    are the odds that you'll be able to do this without crawling through
    dungeons and engaging in some honorless butchery of your own? None, I
    Note: Once you begin Heart of Winter, you'll notice that most of your
    gold is gone. I ended the main game with 327,743 gold, and started the
    expansion with 15,979 gold. Don't worry, we'll earn more.
    Note from Lee:
    You also lose any Bags of Holding, Potion Cases, and Spell Cases you
    had, including all the items that may have been therein contained.
    2) The first steps in this expansion should be pretty obvious-brand new
    town around us, we might as well explore it, right? Head east into a
    small corral to find find Rawleigh Gallaway, who will bitch about being
    stuck due to the barbarian threat. Chat him up and he'll tell you where
    the barbarians are, updating your world map.
    3) Head north to find Hailee Dunn (x=1770, y=2200), who complains that
    her brother fell down the well. She's too afraid to be lowered down to
    get him, so you'll have to get some rope from her dad. Eh... Don't
    worry, there's no rush. 
    Note: If you're evil-aligned, you can show some tough love and refuse
    to play along with Hailee's little game (pick any dialogue option, then
    #3 and #3).
    Emmerich Hawk's House (AR9104)
    4) From the well, head to the east to find Emmerich Hawk's house
    (x=3000, y=2250). Inside, you can talk to Mr. Hawk, who will tell you
    where the barbarians are, relate a story about his falling out of favor
    with the 'Forest Father', Silvanus, due to his inability to stop three
    brothers who are over-hunting, his encounter with a rather unfriendly
    sounding wolf, and he'll sell you bows and ammunition... although
    nothing better than what you should already have (the few interesting
    things he sells are listed below). The most interesting thing about
    Emmerich, however, is that he has some very interesting gear on his
    person-none of which you can steal. If you try to attack him, however,
    he'll hide in shadows and vanish-so you need to kill him quickly (Haste
    works wonders). If you kill him, he'll drop a Finest Longsword,
    Confusion Arrows x20, Arrows of Piercing x20, Inferno Arrows x20, a
    Shadowed Cloak, Bracers of Archery, a Long Bow +4: Hammer, and 100 gold.
    This is, however, an inopportune time to kill him (unless you just
    started the expansion to get these items). These characters have quests
    for us to do, and all that. Don't worry, I'll remind you before the
    expansion is over to come back and kill them.
    Ammo Belt
    Storage items don't export with you, so you'll need to pick up another
    one of these.
    Storm Bow +3
    A +3 damage, +2 THAC0 bow that allows the user to cast Storm Shell once
    per day. We found better back in the Temple of the Forgotten God.
    Gravedigger's Shack (AR9110)
    5) Leave Emmerick's house and backtrack to the west. Ignore the Temple
    of Waukeen (the building north-east of Emmerich Hawk's house) and the
    Whistling Gallows Inn (north-east of the temple), and instead enter
    Purvis' House (x3350, y=1300) north of Emmerich Hawk's house. Inside,
    you will, of course, find Purvis. If you talk to him, he'll just dully
    ask if you need a hole dug for a latrine. Yeah... I remind myself to 
    remain suspicious of him-a dumb character in town who looks like a 
    rogue, and carries a Ring of Free Action on him? I don't buy it. Oh! By 
    the way, Purvis has all kinds of other good gear on him, but killing
    him for it might be a  bit of a spoiler. You can, however, nab a Ring
    of Free Action from him now, if you don't want to wait.
    Purvis used to be somewhat of a Ring of Free Action dispenser. At
    various points throughout the Heart of Winter expansion, you could rob
    him for another Ring of Free Action-for a total of four of them. Now
    he has only one.
    Tybald Dunn's House (AR9105)
    6) Leave Purvis' house and head north to find Tybald Dunn's house
    (x=2800, y=400). I guess we better pull that kid out of the well, right?
    Head inside and talk to him. Surprise! He has no son. His daughter is a
    lying sack of crap. He also doesn't seem too fond of this Baldemar
    character-Lonelywood's council representative (as close to a mayor as
    you'll find around here). Apparently Baldemar's the one to see around
    here... but first, let's help Tybald get his life on track, shall we?
    (x=750, y=250) Boots of the North*1
    *1: I'd keep these in your inventory if you plan to make a Heart of
    Fury run. There are a few occassions where reducing the cold damage
    you take will be more useful than the extra point of Armor Class given
    by the Boots of the Fox... like when we're fighting hordes of Cold
    Wights, or Frost Salamanders and Winter Wolves...
    7) Armed with the knowledge needed to thwart little Hailee's tale, head
    back to the well and confront the little girl. She throws a tantrum at
    being exposed, but at least you get some experience from the whole
    affair. You can talk to her some more and find out that Purvis has only
    been in town a couple of weeks... suspicious enough timing... and that
    the owner of the inn bought it for some 'magic mirror' which he can
    walk through. Trading Hailee a secret for a secret can lead to some
    rather amusing dialogue. Anyhow, now that we have a secret, let's go to
    the tavern we ignored earlier-since we have an excuse and all.
    (For exposing Hailee's tale)
    EXP	15000
    (For learning a secret)
    EXP 	15000
    Whistling Gallows Inn, Downstairs (AR9101)
    8) Head north from the well to find the Whistling Gallows Inn
    (x=2250, y=1150). Lovely name. At (x=980, y=420) you'll find a Dwarf 
    named Roald Tunnelfist, who had a run-in with the barbarians we're 
    intersted in. He, too, will update your map, if it wasn't updated
    9) At (x=830, y=430) you'll find a 'Halfling Man' named Hobart
    Stubbletoes, who seems to know who you are already. Experienced gamers
    know that's never a good sign. If you agree to go with him, he'll take
    you away to start the Trials of the Luremaster expansion-which I do not
    intend to do at the moment.
    10) Wandering around is the drunkard Ambere Dunn, wife of Tybald and 
    mother of Hailee-neither of which she is fond of. You can sleep with her
    for a reputation loss by promising to take her away from here... and/or
    you can convince her to quit taking her family for granted by repeatedly
    selecting dialogue option #1-you'll need 13+ Charisma to get the right
    dialogue option to appear, but a humble Friends spell takes care of that
    for my pretty-challenged party.
    (For bringing the Dunn family closer again)
    EXP	15000
    11) Now that we're done with that... let's continue chatting up the
    drunkards in this tavern. At (x=750, y=420) you can find Murdaugh, who
    you can-with a little gold-coerce into singing a tale about love lost
    and his abandoned quest for the Glacier Rose. I'm sure this will NEVER
    turn up. He's another guy from Auckney, too. If the game puts another
    character from that town here, it'll constitute a massive depopulation
    of the place. He will also ramble on about nearly everything remotely
    interesting, as Bards tend to do.
    12) Finally, there's the owner of this inn. Kieran Nye wanders behind
    the bar. Ask Nye what the deal is about the mirror, and he'll ask you to
    keep quiet, revealing that he's a former Hosttower Mage from Luskan-not
    the friendliest bunch of people. He'll offer you access to premium
    magical gear to keep your mouth shut, too. Take him up on his offer and
    peruse his wares. Considering that I'm playing a party full of Mages,
    it would be a good idea for me to buy as many spells as possible, when
    I have the coin... Lastly, you can steal a Ring of Greater Resistance*1
    from Kieran. Once you're done shopping, loot the rooms to the south-west 
    for some of Kiernan's gear. Make sure to go through the secret door
    'mirror' at (x=350, y=600).
    Dagger of Safe Harbor +3
    This +3 Dagger casts Otiluke's Resilient Sphere on the caster once per
    day. Honestly, you're better off with Stoneskin.
    Jamison's Sling +4
    A simple +4 Sling-a definite improvement over anything in the main game.
    Scarlet/Blue Ioun Stone
    An Ioun Stone that gives a +1 bonus to Intelligence. If you don't have
    an Intelligence-boosting item, and you've got a lot of Mages that could
    benefit (for scribing purposes) by having a higher Intelligence... well,
    this might be a useful item. I wouldn't wear it in combat, though.
    Thrym Extract
    When consumed, the imbiber must save vs death at -4. If successful, 
    their Cold Resistence is set to 100% for four rounds; if they fail to 
    save, they take 8d6 damage. Somehow this just doesn't seem worth the
    gamble... Thrym Extract Roulette anyone?
    Zilzanzer's Magnificent Dart +1
    1d3+2 damage per dart, wielder can throw up to 5 darts/round. Useless.
    Xainlaphar's Flying Skull
    Exploding skulls cause 4d8 damage to all within 5' (save for half)
    |Mage Spells|
    1st-Chromatic Orb
    1st-Expeditious Retreat
    1st-Find Familar
    1st-Magic Missile
    1st-Magic Missile
    1st-Reflected Image
    2nd-Know Alignment
    2nd-Melf's Acid Arrow
    2nd-Melf's Acid Arrow
    2nd-Stinking Cloud
    3rd-Detect Illusion
    3rd-Dispel Magic
    3rd-Invisibility 10' Radius
    3rd-Lance of Disruption
    3rd-Lance of Disruption
    3rd-Lighnting Bolt
    3rd-Melf's Minute Meteors
    3rd-Minor Spell Deflection
    3rd-Protection from Normal Missiles
    3rd-Remove Magic
    3rd-Spell Thrust
    4th-Enchanted Weapon
    4th-Fireshield (Blue)
    4th-Fireshield (Red)
    4th-Lower Resistance
    4th-Lower Resistance
    4th-Minor Globe of Invulnerability
    4th-Minor Sequencer
    4th-Secret Word
    4th-Teleport Field
    4th-Wizard Eye
    5th-Conjure Air Elemental
    5th-Conjure Earth Elemental
    5th-Conjure Fire Elemental
    5th-Conjure Water Elemental
    5th-Contact Other Plane
    5th-Lower Resistance
    5th-Phantom Blade
    5th-Protection From Normal Weapons
    5th-Shadow Door
    6th-Pierce Magic
    6th-Protection From Magic Energy
    6th-Trollish Fortitude
    6th-True Sight
    7th-Control Undead
    7th-Delayed Blast Fireball
    7th-Protection From The Elements
    7th-Ruby Ray of Reversal
    7th-Seven Eyes
    7th-Seven Eyes
    7th-Spell Sequencer*2
    7th-Sphere of Chaos
    7th-Warding Whip
    8th-Abi-Dalzim's Horrid Wilting
    8th-Bigby's Clenched Fist
    8th-Symbol, Death
    8th-Symbol, Fear
    8th-Symbol, Stun
    (x=300, y=600) Robe of the Neutral Archmagi*3
    (x=450, y=480) Scroll of Seven Eyes
    *1: If you thought its lesser versions were good, feast your eyes on
    this beauty. With an Armor Class bonus of two, +25% Crushing Resistance,
    and +3 saves vs. spells, it's a truly potent defensive measure for any
    character. Unfortunately, it can't be worn with other defensive
    measures, but it sure gives the Ring of Protection +2 a run for its
    money. At the end of the day, however, I'd rather have +2 all saves than
    +3 save vs. spells and 25% Crushing Resistance-Stoneskin gives me all
    the physical defenses I really need, but spells... I could stand to
    improve against them.
    *2: Our earlier dream has come true! What? You remember, when I wished
    there was a superior version of Minor Spell Sequencer? It was all
    melodramatic, and stuff. Whatever. This spell is superior to Minor
    Spell Sequencer in every way. 7th level spells suck, so you don't have
    to worry about using up a spell slot for this spell. Also, this allows
    you to sequence three spells of 4th level or lower. The uses are many,
    but here are some suggestions: Sequencer some area buffs, like Haste,
    Emotion, Courage, and Emotion, Hope. Or personal buffs-Stoneskin, Blur,
    and Mirror Image. The offensive potential is vastly expanded, too.
    Three Flame Arrows or Mordenkainen's Force Missiles can be absolutely
    devastating, if cast by a high level Mage. It's good stuff, but on a
    normal playthrough, you'll probably never need it.
    *3: Like the evil robes we've found, but for more flakey characters.
    I have no use for this one, either.
    Kieran now sells alot more scrolls, too many for me to bother
    Whistling Gallows Inn, Upstairs (AR9102)
    13) Now head up the stairs at (x=1100, y=200). Here you can find
    yourself a bit of loot if you look around. If nothing else the Rogue
    Stone will sell for a good bit of coin. Once you're done here, leave
    the tavern.
    (x=1100, y=970) Rogue Stone, Translocation Arrows x5
    (x=480, y=480) 1 gold
    (x=600, y=750) Traveler's Robe
    (x=350, y=550) Tainted Oil of Speed
    14) Our next stop is the Temple of Waukeen (x=2300 y=1850), but first,
    find Hailee by the well again and talk to her. Tell her to go home,
    and convince her... using one of any numerous means. If you told her the
    bear, fish, or barbarian story earlier, you can use those to get her to
    go home. If she told you her secret, you can tell her that Kieran is
    looking for her. If you're evil you can just threat to throw her down
    the well. Finally, if you convinced her mother to go home, you can get
    Hailee to head back, too. Anyways, once the brat is gone you'll gain
    some experience. Now, onward, to the Temple of Waukeen!
    (For convincing Hailee to go home)
    EXP	15000
    Temple of Waukeen (AR9103)
    15) Inside the temple you'll find a Halfling named Quinn Silverfinger
    (x=330, y=480). Quinn apparently doesn't like Baldemar, either. Sure.
    Mention Tybald Dunn and his business woes to get some good news for
    Tybald. Go through the two curtains to reach the back room and open a
    secret door at (x=800, y=200) to get at a trapped treasure chest beyond.
    Note that you can also buy some pretty premium gear-if you've got a lot
    of gold on you. Quinn buys everything-if you need to do some selling-
    this is the place to do it. Also note that although you can't steal
    anything from Quinn, he does have a Morning Star +4: Defender in his
    Amaunator's Legacy +3
    This +3 Bastard Sword deals an additional 2d4+3 Fire Damage versus
    Undead, has a 5% chance to cast Beltyn's Burning Blood per hit, and
    casts Sunray once per day. Not a bad weapon, I just have no use for it.
    Flail of Mae
    A +4 Flail that has a 5% chance of casting Flesh to Stone on targets.
    Not as important as Three White Doves, but if you have the gold...
    well, I certainly know that I have several characters that would view
    this as an upgrade, even if only a relatively short-term one.
    Inconsequence +3
    A +3 War Hammer that acts as +4 versus Good and Evil creatures. Because
    neutrality is cool.
    Kinetic Spear +2
    This +2 Spear has a 5% chance of casting Lance of Disruption on the
    Three White Doves +3
    A wonderful Mace, it's a +3 weapon that deals double damage against
    outsiders and undead... which is a fair number of foes in this game.
    Not only that, it has a chance to destroy undead each hit (depending on
    their hit dice) and a flat 5% chance to destroy outsiders. It would be
    a good idea to grab this weapon if you ever plan to tackle Heart of
    Fury mode-or better yet, grab five. In fact, it's a big reason why I
    suggested that you specialize in Maces. Of course... we could always
    use Invisosmite instead. I still stand by Maces, however-you know how
    badass the Morning Star +4: Defender is.
    Waukeen's Defender +2
    The second best shield in the game, right behind The Argent Shield-or
    the best you can do if you're not an Elf or Half-Elf. It gives a +3
    bonus to Armor Class (but only +2 vs. missiles), +10% Magic Resistance,
    and +2 to all saves. The only reason I put the Argent shield above this
    is pure math. Each number on a d20 is equal to about 5%-and saves roll
    a d20. Ergo, +2 saves is equal to about 10% Magic Resistance. 20% Magic
    Resistance on Waukeen's Defender < 25% Magic Resistance on The Argent
    Shield. Also, my saves are pretty good already (especially after spell
    buffing), and they'll only get better as I level up more. I'd rather
    have a good Magic Resistance AND very low saves, rather than just very,
    very low saves. Two lines of defense, and all that, and you can always
    roll a one on saves.
    Sarutobi's Stone Breakers
    More Monk bracers... it's been a while since we found our last ones,
    hasn't it? These armguards give a much needed +1 bonus to Strength
    (if your Monk had an 18 Strength, you now have a 19, which is a HUGE
    boost), a +2 bonus to damage (on top of that Strength boost) and +2d6
    damage when you score a critical hit. The fire damage is nice for
    trolls, but otherwise... these are a clear improvement. Unless, of
    course, they don't bump you from 18 to 19 Strength.
    (x=800, y=200) 1500 gold, Diamond x3, Emerald x2, Quinn's Fancy Sling*1
    (x=800, y=200)
    *1: Fresh into the game and we're already finding weapons that put the
    ones in the original game to shame. Let's hope this keeps up. This is a
    +3 damage, +5 THAC0 sling.
    Sarutobi's Stone Breakers are new to Icewind Dale.
    16) Now, we've managed to get Tybald's wife and daughter to return home,
    and we scouted out some new business opportunities for him... so let's
    return to his house to give him the good news. Good news for every one,
    in fact. More business for Tybald, moving somewhere else for Ambere,
    and the prospects of an unbroken family for Hailee-and all it took was
    six nosey strangers talking to people!
    (For changing Tyblad's fortunes)
    EXP	20000
    Baldemar's House (AR9106)/(AR9107)
    17) From Tybald's house head west to Baldemar's house (x=1550, y=700). 
    Inside you can find his irritable wife, Arden Thurlow, who has a rather 
    low opinion of her husband, and the house she lives in. When you're done 
    messing around downstairs, head up the stairs at (x=500, y=500). You'll 
    find Baldemar at (x=700, y=350), he doesn't have much to say, and what 
    he does say is riddled with holes. Grab his letter and leave.
    ***ITEMS*** (AR9106)
    (x=530, y=200) Elixir of Health x4
    ***ITEMS*** (AR9107)
    (x=400, y=270) Council Letter*1
    *1: Correspondance from one 'KT' in Targos-sounds like the 'civilized'
    folks of Ten Towns were up to no good...
    Three D's House (AR9108)
    18) Exit Baldemar's House and continue west to find the abode of the
    three D's (x=350, y=400)-Digby, Dolan, and Doogal, to be exact. These
    three hunters/trappers are the boys who have been angering Emmerich
    Hawk. As one might expect, they're none too bright. Nothing we can do
    about them now, I'm sure they'll be alright in a little while.
    Thom Farold's House (AR9109)
    19) Along the western end of the map, by some boats, you'll find Young
    Ned. Nephew of Old Jed. He'll tell you about the nearby boat, and about
    the 'three D's' who are causing trouble for Emmerich. Well... that was
    fun, now for something more interesting-if only slightly. Head east and
    head up a ladder at (x=1070, y=1550) to reach Thom Farold's house.
    Speaking of whom, talk to Thom (x=500, y=350) and he'll talk about...
    his boats, and the barbarian threat. Bleh. at least there's some loot
    to score here. Anyhow, leave the house (x=400, y=600) after you're done
    looting. Yay. Now that you've played around in Lonelywood, it's time to
    leave. Exit the town on its eastern side. (x=3800, y=1400) will do.
    (x=400, y=270) Bottle of Wine
    (x=480, y=180) Pearl, Light Crossbow, Bolt +2 x40
    |								       |
    |    			   The Burial Isle			       |
    |								       |
    Sequence of Events:						{WLK025}
    		1) Barbarian Camp
    		2) Angaar's Assassination Avoidance
    		3) Baldemar's Confession
    		4) Digby Bites the Dust
    		5) Barrow Wight Burial Isle Welcom
    		6) Undead Mashing and a Mysterious Tower
    		7) Terminal Necromancer Edion
    		8) Skaldar's the Spirit Shaman
    		9) The Polar Bear Spirit
    		10) Barrow Break-in
    		11) Barrow Lootin'
    		12) Vexing Thoughts
    		13) Drowned Dead and Wailing Virgins
    		14) Bunch of Bad-Ass Battle Axes
    		15) Desecration Displayed
    		16) One More Barrow Battle
    		17) Helping Hjollder
    		18) Werewolf Attack!
    		19) werewolf Identified
    		20) Shopping Before the Gloomfrost
    Barbarian Camp (AR9200)
    1) Once you reach the barbarian camp a barbarian named Angaar will
    speak to you. Ask him for an audience with Wylfdene and one will be
    granted... eventually. When you're done being escorted over to Hengorot,
    talk to Wylfdene and ask about him being blessed and guided by Jerrod
    for some experience. If you stick to your guns and try and press for
    peace, you'll be further rewarded. It's all for nothing, however, as
    Wylfdene suspects you of being an assassin-like the last "delegate" from
    Ten Towns was. Insist you know nothing of an assassin, and Wylfdene
    settles for calling you a spy, instead. Just as Wylfdene is preparing to
    make a very big mistake by attacking a party of well-armed folks such as
    ourselves, Hjollder steps in. He doesn't do much good, but he does get
    you out of Hengorot without a fight.
    (For learning of Wylfdene's bonding with the spirit of Jerrod)
    EXP	84000
    (For trying to reason with Wylfdene)
    EXP	84000
    (For learning of an assassination plot against Wylfdene)
    EXP	84000
    2) Not much further, however. Once you're back outside, Angaar tells
    you that he was ordered to kill you. Ask about Hjollder for some 
    experience, and avoid a fight for yet more experience (you'll need a
    Charisma score of 14 or higher to pull this off-again, Friends will do
    the trick). Well, that leaves us with one thing to do, I guess. Time to
    head for this cheerily-named Burial Isle. Talk to Angaar again and ask
    him some questions to get more information out of him. Note that as a
    party we've gained a total of 416,000 experience, or 69,000~ experience
    per member without doing a bit of fighting. It seems that-despite the
    warning at the beginning of the expansion-the designers wanted to buff
    your party up before throwing anything at you. Still not enough, you
    say? Very well. Head back to Baldemar's House (AR9106)/(AR9107) in
    (For gaining information from Angaar about Hjollder's banishment)
    EXP	42000
    (For convincing Angaar not to do battle with you)
    EXP	42000
    (For gaining information from Angaar about the assassination attempt)
    EXP	42000
    (For gaining information from Angaar about Wylfdene)
    EXP	42000
    3) Confront Baldemar about the assassination plot and threaten to 
    expose him. Keep pressuring him until he admits to it, and details the
    plot. Threaten him into going straight for a rather ridiculous 
    experience reward.
    (For uncovering the plot and convincing Baldemar to come clean)
    EXP	420000
    4) Now go talk to Purvis outside at (x=3550, y=1700), who will reveal he
    just buried Digby. Hmm... Go talk to Emmerich and he'll tell you that
    Digby was probably killed by the same wolf that attacked him earlier. Oh
    well, there's not much we can do for poor Digby right now. The remaining
    two D's blame Emmerich, of course, for not letting them trap. Head over
    to Young Ned and ask him to take you to Burial Isle.
    Burial Isle (AR9300)
    5) The two most prevelant foes here are Barrow Wights and Ghost Shaman.
    The former are melee meat shields with a decent Armor Class and
    medicore Hit Points and THAC0. They move quite fast (as if they were
    always Hasted), and they'll use this speed to harass party members you
    really wish they wouldn't (archers and Mages, for example.) While their
    THAC0 isn't too great, it's not bad enough that they won't hit Armor
    Classes in the -5~ range too often to sustain. Against your better
    Armor Clases, however, they'll need very high rolls, indeed. The latter
    can cast a few spells and aren't too shabby in melee, either. As spell
    casters, they should always be your first targets. A number of these
    creatures lie in wait to the north of you-relatively spread out. This
    means that wherever you go, you'll likely suffer attacks from the flank.
    In all honesty, my multi-class party chugs a bit against these things.
    Their Hit Points and Armor Classes are decent, where they suffer is on
    offense. They have about six fewer Fighter levels than a single-classed
    Fighter would have... which means fewer attacks per round and a six
    point difference in THAC0. This is quite a slow-down, so to even the
    odds, we have to rely on the strengths of our party-which means spell-
    buffing. This is not a low-level adventure, so we'll need to spell-buff
    at nearly every opportunity. On the plus side, however, the single-
    classers only have a few more levels of dominance before they hit the
    level twenty power plateau (after which Fighters will gain no more 
    THAC0), whereas the multi-classers will only continue to close the gap.
    Keep Haste up at all times and don't draw in more enemies than you can
    handle-same rules as always, really. Again, this is another instance in
    which Three White Doves shines, as it'll greatly hasten the smiting
    process. In fact, in some of the larger fights, I can't imagine 
    winning without Three White Doves. It's an immense help to outright
    destroy enemies when they're this stong, and even with a small chance
    to work, I'd say half the undead here fall to instant-death, rather than
    outright damage. In this inital fight, there will be another Ghost
    Shaman and more Barrow Wights.
    6) After the initial batch of undead are redead, you may be able to loot
    them for junk arms and armor (the Broken Armor can sell pretty well, if
    you sell it in bulk), and Winter Wolf Pelts, which also should be sold
    in bulk. Now, there's an entrance to the barrows that tunnel beneath the
    island at (x=3050, y=1900), but since it's where we are supposed to
    go... yeah, we'll be ignoring it for now. Continue west along the
    southern edge of the map and dispatch another group of deaders. Continue
    west until You find a tower at (x=550, y=2300). Mysterious! let's
    explore,  shall we?
    Note from Lee:
    I expend no special effort to re-endeaden (who are you to tell me it's
    not a real word?) the Wights and Shaman - missile fire when I first
    encounter them, and melee after they close on the party. I do not move 
    up to engage, but rather let them come to me, which they will do quite
    Edion's Tower (AR9301)
    7) The only thing of note within this tower is the wizard Edion Caradoc 
    (x=300, y=320). He'll say he's dying, but seeing as he still has some 
    time left, he might as well do business with you. As he's a wizard, you 
    can expect him to sell objects of the magey variety. The armor that the 
    Barrow Wights drop will sell for a bit-especially if you sell in bulk. 
    The items of interest will be discussed below. He also sells an 
    impressive selection of Mage spells. When you're done 'shopping', as it 
    were, head back out into the island.
    Bracers of Blasting
    Allows the wearer to cast Shout and Great Shout once per day, but has a
    10% chance to explode when using Great Shout, doing 4-40 damage to the
    wearer. Great Shout sucks, and so do these bracers.
    Sure, it allows you to cast Whirlwind, but the best thing it does is it
    gives you a +1 bonus to Armor Class-and it stacks with other items. Of
    course, if you have other gear from the original game (Rogue's Cowl or
    Blessed Helm of Lathander) you can safely skip on this item.
    Cynicism +4
    A +4 Long Sword that can cast Find Traps and Knock once per day. If you
    don't have a Thief... shame on you. This sword isn't capable of
    replacing one. There are better swords we'll find later, for free.
    Edion's Ring of Wizardry
    Doubling 5th level spells sounds like a good idea, and really, you can
    never have enough Chaos spells, and Hold Monster and Lower Resistance
    are good, too. Still... I wish it were 3rd or 4th level spells instead.
    Most enemies so far have been undead, and 5th level spells aren't really
    Girdle of Ogre Blood
    You'd think that this item would give you Strength... like Gauntlets of
    Ogre Power, but no, it makes you regenerate. Maybe they got Ogres and
    Trolls confused? Anyways, if you haven't made multiple play-throughs of
    the main game, you can still make use of this belt. Just give it to a
    front-liner. The ability to summon Ogres is a small perk.
    The Shield of the Revenant +2
    By now you've likely found better shields. If not, it's a potential
    upgrade from a Large Shield +1, +4 vs. Missiles.
    Ulcaster Academy Ring
    The spells this ring grants aren't all that useful, and +2 Save vs.
    Spells isn't a huge benefit. Oh, and the fact that it can only be worn
    by single-classed Mages only makes it completely useless. Of course,
    everybody who played the first Baldur's Gate knows what Ulcaster was...
    a low level dungeon where we all learned how to be frustrated at game
    mechanics and shitty path-finding. And then we went to the Firewine
    |Mage Spells|
    2nd-Agannazar's Scorcher
    2nd-Cat's Grace
    2nd-Mirror Image
    2nd-Ray of Enfeeblement
    3rd-Hold Undead
    3rd-Minor Spell Deflection
    3rd-Protection From Cold
    3rd-Protection From Fire
    4th-Dimension Door
    4th-Mordenkainen's Force Missiles
    4th-Polymorph Other
    4th-Polymorph Self
    4th-Spider Spawn
    4th-Vitrolic Sphere
    5th-Cone of Cold
    5th-Protection From Acid
    5th-Protection From Cold
    5th-Minor Spell Turning
    5th-Spell Shield
    6th-Carrion Summons
    6th-Darts of Bone
    6th-Improved Haste
    6th-Soul Eater
    6th-Spell Deflection
    6th-Summon Nishruu
    6th-Wyvern Call
    7th-Project Image
    7th-Summon Djinni
    7th-Summon Efreeti
    7th-Summon Hakeashar
    8th-Great Shout
    8th-Iron Body
    8th-Pierce Shield
    8th-Power Word, Blind
    8th-Protection From Energy
    8th-Spell Trigger*1
    9th-Bigby's Crushing Hand
    9th-Black Blade of Disaster
    9th-Energy Drain
    9th-Meteor Swarm
    9th-Monster Summoning VII
    9th-Power Word, Kill
    9th-Wail of the Banshee
    *1: The king of sequencer spells, Spell Trigger allows you to chain
    three spells of 6th level or lower. The uses for it are even more
    varied than Spell Sequencer. Mix and match Breach, Pierce Magic, and
    Lower Resistance to strip foes of buffs and leave them vulnerable to
    further spell assaults, or combine ever more powerful offensive spells,
    like Chain Lightning or Otiluke's Freezing Sphere. Possibly the best
    of all, however, is the ability to create a 'super buff' trigger,
    consisting of Stoneskin, Tenser's Transformation, and, say, Fireshield
    or Improved Invisibility.
    Edion's selection of spells has been considerably expanded, too.
    8) From the tower back-track to the east, then head north along the 
    western edge of the map. Find another entrance to the barrows at 
    (x=1550, y=1750) and from them head west to encounter some Drowned Dead. 
    They've got a good bit more Hit Points than the Barrow Wights we've been 
    slaying. Continue to the north along the shore and cross a bridge to 
    find an undead Shaman named Skaldar. You can ask him about Edion-who the 
    spirit claims is more dead than alive, and Hjollder-whose location is 
    unknown to the Skaldar, but he mentions another 'tainted outsider to the 
    north-east'. He will also talk about some 'foreign spirit' which 
    possessed one of their chieftans. Certainly these barbarians wouldn't 
    view Jerrod as a 'foreign spirit', right? If you promise to leave, you 
    can avoid a fight-but these critters only exist to die. Avoid a fight, 
    initially, then spell-buff and line up your party members so that each 
    one of them is facing one of the Ghost Shaman. Each one of my 
    characters-when spell-buffed-should be able to go one-on-one with these 
    creatures and prevent them from casting spells. They should all falter 
    within a few rounds. 
    Note from Lee:
    I had a Shaman and three Wights attack from the south-east while I was
    engaged in this fight. Not totally surprised by this, but thought it
    was worth mentioning... Again, I used no special tactics here, and I
    didn't even bother to spell-buff.
    9) Now head north-east across the wooden platform where we smote the
    Shaman, then cross another bridge to the north. Afterwards, head west
    to find another tower-this one abandoned-guarded by some Drowned Dead.
    Kill them and head back east. Over at (x=2800, y=850) you'll find a
    Polar Bear Spirit, who demands that you leave the island, as you
    apparently upset the dead. As long as you agree to leave it'll leave you
    alone. Whether or not you actually leave is another story. If you openly
    defy the bear, he'll summon some Wolf Spirits and Black Bear Spirits.
    Be sure to cast Remove Fear before provoking it, as the enemy can use
    fear effects. Other than that, however, just be sure to pay especial
    attention to the Polar Bear Spirit, as it's rather strong, actually.
    Still, a cautious, spell-buffed party should be able to take it down
    without too much trouble.
    I didn't find this fight too much more difficult in Heart of Fury mode,
    just keep on eye on characters as they engage the Polar Bear Spirit, as
    he can whittle them to near-death in two or three hits.
    Note from Lee:
    Haste + Resist Fear and this fight was over before it started.
    10) Continue south beneath a ruined gate, where you'll find more Barrow
    Wights, Ghost Shaman, and Drowned Dead. It should be a simple enough
    matter to spell-buff and smite them. Once they're dead, rest up and
    head into the nearby barrow at (x=1950, y=1100).
    Barrows (AR9400)
    11) As soon as you enter you'll be harassed by some Barrow Wights and
    other assorted undead. Wailing Virgins are new-they can use War Cry to
    Haste Barrow Wights (as if they weren't fast enough already), Lament-
    which will deal a good bit of magic damage in an area of effect, and
    Mournful Wail, which acts like a Symbol of Hopelessness (with a much
    shorter duration than the spell as cast by the Greater Mummies had,
    thankfully). Needless to say, make them dead first-although this task
    is made more difficult by the fact that they are 50% resistant to
    crushing damage. After everything near where you entered is dead, loot
    the nearby urns and sarcophagi, which are both east and west of you. Be
    wary of traps.
    (x=2450, y=780) Horn Coral Gem x12, 153 gold
    (x=2550, y=750) Svian's Club*1, 525 gold
    (x=2580, y=820) Broken Armor, Elixer of Health, 
    	        Scroll of Protection from Cold
    (x=1700, y=750) Blood Iron*2, 318 gold
    (x=1680, y=850) Cloak of Displacement*3, Winter Wolf Pelt
    (x=1870, y=750) Battle Axe +1, Chain Mail +1, Arrows +2 x21,
    		Water Opal x4
    (x=2450, y=780)
    (x=2550, y=750)
    (x=1700, y=750)
    *1: Ah, a rare +5 weapon. It would be a consideration for nearly any of
    my Fighter/Mage/Clerics, save one minor detail-I have no proficiencies
    in Clubs. Yeah, it's a shame, but I long since hedged my bets on Maces,
    Flails, and Hammers, which are much more abudant and of higher quality
    throughout most of the game.
    *2: A +4 Short Sword that heals the wielder for three Hit Points every
    hit. Not bad, but I have no use for it.
    *3: One of the best items you can put in your cloak slot in the entire
    game. The saves and Armor Class bonus versus missiles are just
    wonderful. My party leader will get this one, and pass it down when we
    find better.
    12) From where you entered head east (by this, you can guess that our
    objective is to the west). If you cross a bridge you'll find an exit
    out to the surface (x=3700, y=700), which will take us north of where
    our Polar Bear Spirit was. That's no fun, so instead, head down some
    stairs to the south before the bridge, then head east to find Vexing
    Thoughts (x=3070, y=1150). Vexing Thoughts will claim to be a Glabrezu
    commander of the si... yeah, a demon. You can try to dominate it by
    saying "I shall command you, Vexing Thoughts!", which will get you Vexed
    Armor*1. Of course, the demon gave up a little too easily, didn't it?
    If you put the armor on now, the character wearing it will die and turn
    into the Demon 'Chalimandren', which will attack. Not so fun. There is
    a way to outwit this demon, however. Talk to it, but do NOT try to
    dominate it. Once you're done and know who Vexing Thoughts is, you can
    cast 'Contact Other Plane' and ask the Planar Spirit what the true name
    of the demon that calls itself Vexing Thoughts is. The spirit will tell
    you the name and vanish. Talk to Vexing Thoughts again and the unhappy
    demon will be bound to serve you, and you'll get the Vexed Armor*2.
    Finally, there's a third option. Talk to it, then say farwell without
    trying to dominate it. Talk to it again and it'll ask if you want to
    enter into its service. Question it about this, and it'll tell you that
    you will need to kill an innocent to gain its powers. There are a number
    of villagers in Lonelywood that have really good gear (Emmerich, Quinn,
    and Kieran come to mind). It's worth killing them just for that gear,
    but if you can also appease Vexing Thoughts... why not? Of course, we'll
    need to wait a while to do this, as there are still some rather
    lucrative quests involved with some of those characters, and I still
    have to do some shopping before this expansion is over. Still, for the
    sake of organization, I'll finish this option up here. Once you've
    killed your innocents, return to Vexing Thoughts and he'll turn into
    the Vexed Armor*3. Do whatever suits you best, but this armor really
    isn't that great for a party full of Mages. I get the 2nd version of
    the armor, which I fully intend to sell.
    *1: With an Armor Class of one, 100% cold resistance, and a +2 bonus to
    Constitution, this armor is pretty enticing. Of course, when you put it
    on and die it'll seem somewhat less useful.
    *2: Same stats as above... but all Chalimandren's base are belong to us.
    Bound by his name, he can't hurt us and the armor functions the way it
    should-uncursed, wearable, non-fatal protective gear. Coolies. Also, it
    can be used to cast Fire Storm 1/day, and it can summon Chalimdandren
    one time-and one time only.
    *3: Like the suit above, except tainted by your vile misdeeds.
    13) From where Vexing Thoughts is/was, head south down some more stairs
    until you cannot go south any further. To your east you'll find an exit
    out of the barrow at (x=3730, y=1900). Head west from this exit and
    scatter any undead you find until you find some stairs leading south.
    At the bottom of these stairs you'll find a new combo-Wailing Virgins
    and Drowned Dead. Smite them and head west along the bottom of the
    map until you find another, larger, more diverse group of undead in
    need of dismantling. Once they're no longer a threat, continue west to
    find some loot.
    (x=1730, y=1950) Jade Ring, High Quality Battle Axe, Small Shield +1,
    (x=1530, y=1980) High Quality Bastard Sword, 309 gold
    14) To the west is another bridge, beyond which... more of the same
    undead we've been smashing. Try not to let them bottleneck you on the
    bridge and you'll be fine. Kill them, and any stragglers near the
    stairs to the west, then loot another sarcophagus and urns just north
    of the western edge of the bridge.
    (x=1270, y=2000) Scroll of Heal x2, Yeti Pelt, Inferno Arrows +2 x12
    (x=1250, y=1950) Young Rage*1, 740 gold
    (x=1180, y=1900) Battle Axe +3: Fatigue*2, Fire Darts +2 x20
    (x=1270, y=2000)
    (x=1250, y=1950)
    *1: This +5 weapon is nerfed by the fact that it has a 5% chance per
    hit of causing the wielder to go berserk.
    *2: Yup, another one. Been a while since we've had a shot at one of
    15) Now head up the stairs to the west to reach the western edge of the 
    map, where you'll find the tomb of Wylfdene. It's guarded by  a spirit 
    named Mebdinga (x=550, y=1920), who will initiate dialogue when you 
    approach. You already know what she's going to say, though. Some tainted 
    thing infested Wylfdene's body, and this desecration threw all the 
    undead here into a state. She wants you to leave, and if you don't (or 
    ask too many questions) she'll attack, along with three other Wailing 
    Virgins. Pretend like you're leaving to get your party into better 
    position, then talk to her again to provoke her. Once they're no more, 
    loot Wyldene's Tribal Insignia from his sarcophagus. This MIGHT just 
    come in handy sooner or later.
    (x=450, y=1800) Wylfdene's Tribal Insignia*1, 735 gold
    *1: Certainly a quest item, you should probably hold onto it.
    16) Backtrack to the east, cross the bridge, and continue east until
    you find some stairs leading north at (x=2400, y=2100). They're not the 
    stairs we took down here originally, but they're pretty close. Once up 
    the stairs, turn north-west and head up a long wooden ramp. To the west 
    is yet another bridge, with some Drowned Dead guarding the other side. 
    Rush the bridge and try to take down the Wailing Virgin up some stairs 
    beyond the bridge, as she'll just make life miserable for you if you 
    don't. West of the bridge you'll find another sarcophagus and urn combo 
    for you to loot (both of which are trapped).
    (x=200, y=1350) 325 gold
    (x=270, y=1370) Scroll of Holy Smite, Scroll of Blade Barrier,
    		Moonbar Gem x6, 169 gold
    (x=200, y=1350)
    (x=270, y=1370)
    Note from Lee:
    I found a Wailing Virgin on the near side of the bridge as well, at 
    about (x=1700, y=1400)... Bitch!
    17) Once you're done looting, head up the nearby stairs to the north,
    then exit the barrows at (x=300, y=600). Up top, on this isolated little
    island you'll find Hjollder. You'll get a huge quest reward for finding
    him... which is fine, considering it actually feels like we've done
    something for it this time. Tell him that you suspect that Wylfdene is
    not a nice guy, and Hjollder will tell you to find proof. Good news!
    We already have it! Show him Wylfdene's Tribal Insignia and you'll get
    another huge experience reward. He'll tell you to go find the Gloomfrost
    Seer and then whisk himself away. Huzzah! We're done on this stupid
    island. Make your way back through the barrow (you'll probably have to
    fight some respawns on the way back) and sell or buy any junk from Edion
    you might wish to be rid of (or possess), then talk to Young Ned 
    (x=2830, y=2440) to return to Lonelywood.
    (For finding Hjollder)
    EXP	280000
    (For giving Wylfdene's insignia to Hjollder as proof)
    EXP	420000
    18) Now, there are some more things to do back in Lonelywood before we
    rush off to the Gloomfrost. Find Purvis again (x=3680, y=1720) and talk
    to him to discover that another of the three D's is d-d-down. This time
    it's Dolan. It's time to finish off this murder mystery, and that means
    we should go talk to the sole survivor of the three D's. 
    Note: I've had this quest glitch out on me before, where Kieran simply
    would not have the dialogue option pertaining to Emmerich's cure. It
    sucks, because that's a lot of experience to lose out on, but it's not
    a significant loss otherwise. Also note, however, that after you tell
    Emmerich about the curse he will not sell you anything until the quest
    has been resolved. I can only think of one possible reason why this
    occured... if you wander around outside of the Whistling Gallows Inn at
    night you'll be attacked by a Greater Werewolf. If you kill it (instead
    of just injuring it and driving it off) the quest will hang. At least,
    that's my hypothesis. If you avoid wandering around at night and hence
    avoid the Greater Werewolf entirely, the quest should proceed normally.
    Note from Lee:
    If you do encounter the Greater Werewolf, simply engage until the point
    where it turns back into a regular wolf, then let it run away. This will
    also allow the rest of the quest to continue normally.
    19) Head to the three... er... Doogal's house and talk to the sole
    survivor. He'll tell you about the attack, most interestingly pointing
    out that the 'wolf' that attacked him was immune to his non-magical
    weapon. Now head to Emmerich's house (x=3000, y=2250) and talk to him. 
    First, tell him about Doogal's story, and he'll counter by telling you 
    that Doogal apparently tried to buy an enchanted blade from Kieran. 
    Return to the inn (x=2250, y=1150) and pay Kieran a visit. He'll tell
    you that he sent Doogal away, since he didn't have any such item. Well, 
    that was a waste of time. Talk to Emmerich again and tell him what 
    Kieran told you. Reason with him that he *MIGHT* be the Werewolf that's 
    killing the three D's. He'll come to the painfully obvious realization 
    that he's probably the murderer. Do not attack him afterwards, instead, 
    offer to help him remove his curse. So... back to Kieran again. Ask for
    a way to cure Emmerich and he'll give you an amulet 'Selune's Caress' 
    which will prevent Emmerich from transforming or spreading the curse. 
    Give it to Emmerich and you'll get another huge experience reward. Whew.
    (For discovering Emmerich is the Werewolf)
    EXP	420000
    (For halting Emmerich's lycanthropy)
    EXP	420000
    20) Now sell of anything and everything that Edion wouldn't buy, which
    gets me enough money to purchase Three White Doves, Waukeen's Defender,
    and the Flail of Mae. I'm not well-equipped enough to use Three White
    Doves exclusively as an alternate weapon (after several playthroughs, 
    I'll use the Morning Star +4: Defender as my main weapon, and switch to 
    Three White Doves whenever undead show up), but it does let me retire 
    any and all weapons with less than a +3 enhancement. Once the shopping
    is out of the way, it's time to move on to Gloomfrost.
    |								       |
    |    			      Gloomfrost			       |
    |								       |
    Sequence of Events:						{WLK026}
    		1) Gloomfrost Campsite
    		2) Tiernan's Sundered Shield
    		3) Face-Eating Canines
    		4) Glacier Yeti Ambush
    		5) An Ambush of Our Own!
    		6) Snow Troll Smackdown
    		7) Out of the Snow, Into the Ice
    		8) Bugs in the Ice
    		9) Winding Through Remorhazes
    		10) Blind Smith, Black Mirror
    		11) The Singing Blade of Aihonen
    		12) The Sundered Shield of Tiernon
    		13) The Ice Rose
    		14) Tiernon's Master Craft
    		15) Last Minute Shopping
    		16) Ice Golem Sentry Smiting
    		17) Luring and Ambushes
    		18) Forks and Traps
    		19) Final Golem Resistance
    		20) Seeking the Seer
    		21) Wylfdene's Reflection
    		22) Wasting the Wyrm Tribe
    		23) Kieran's Old Accomplices
    		24) Putting Down Purvis
    		25) Final Preparations
    Gloomfrost, Glacier (AR9500)
    1) The exterior of Gloomfrost is a pretty big step backwards in terms
    of challenge. You'll be fighting the same enemies you fought back in
    Wyrm's Tooth, for the most part. Polar Bears, Glacial Yetis, Snow
    Trolls, Frost Salamanders, winter Wolves, and the odd Frost Giant...
    none of which really warrant any explanation anymore, do they? From
    where you appear head north and kill some Polar Bears. Continue north
    until you come to a fork in the path-you can either go south-west, or up
    to the north a bit you'll find a larger path to the west. It's a non-
    choice, however. Both paths lead to the same area. Crush some Frost
    Salamanders and search a campsite for some useless treasure.
    (x=2400, y=820) Flaming Oil x3
    2) From the campsite, head south along the western-most path (the
    eastern path is a dead end that has a pair of Frost Salamanders waiting
    to die). Along the path you'll find some Snow Trolls-you know how these
    stupid things work. By now, I've found enough copies of Melf's Acid
    Arrow that any of my four-light armor wearing characters can take them
    down. Continue south until there's another fork-the smaller path to the
    north-east looks deceptively like a dead end, but it's not. It's just
    hiding behind other terrain. Stupid fixed-camera isometric view-point!
    Anyways, you'll find Tiernon's Sundered Shield*1 at (x=3200, y=1595).
    (x=3200, y=1595) Tiernon's Sundered Shield*1
    *1: This odd shield gives an Armor Class bonus of two versus all
    physical attacks except crushing attacks... and a 3% resistance to all
    physical damage save crushing attacks. As it stands, is not a very 
    useful item, but you should keep it anyway.
    3) Backtrack to the fork and head down a path to the south-west. Follow
    the winding trail west, then north, then back south again. On this
    larger, southern-running track you'll find quite a few Winter Wolves,
    apparently the pets of a nearby Frost Giant. And by pets, I mean like
    Pit Bulls, because they're doing their best to eat the Frost Giant's
    face. I honestly don't know why people keep those stupid things as pets.
    It's like keeping a Tiger Shark in your swimming pool. This is not a
    debate, if you have vicious animals like that in your house, you are
    stupid, and I read Dreaming Demon and laugh every time somebody gets
    mauled by those animals.
    4) Backtrack to the north again, and head west along a smaller,
    elevated path parallel to the Frost Giant/Winter Wolf path. Follow it
    south and kill some Glacier Yetis who will show up when you reach a
    north/south split in the path. They try to overcome their suck by
    flanking you, but you can either not be a wuss and smack them around
    with your superior badness, or just backtrack and fight them head-on.
    The northern-path is a dead-end, so follow the southern-path, which
    splits again into a southern dead-end, and a viable path to the south-
    5) Now, the south-western path will turn west, then split near a Frost
    Giant. This is yet another illusion of choice, the path to the west
    just turns north, and loops back to where the first path to the north
    leads... but it DOES provide us the chance to bottleneck our foes for
    once. Kill the Frost Giant here and send half you party west, then
    north, and leave them where the path bends east. Take the other half of
    your party and head up the first, more eastern northern path to find a
    group of Winter Wolves. Lure them with your eastern party down to the
    path, then flank them with your western party. Or, just kill them, it
    really doesn't matter.
    6) Once they're dead, continue north-west from where the Winter Wolves
    were to find yet another split, and it's yet another bogus choice. To
    the west are some Snow Trolls hovering around a dead Polar Bear, to the
    north you'll find an even larger collection of Snow Trolls. There are
    several false caves around, but after you've dispatched the Trolls, your
    path lies to the east.
    7) They're running out of places on this map, so don't worry, it's
    almost over. From the winding paths where you smote nearly a dozen Snow
    Trolls head east, then north, then west a bit to find some more Frost
    Salamanders at another freakin' fork. Never fear, however, it's a truly
    phony fork. The west is a dead-end, so head north, then east. Kill some
    Glacier Yetis, continue east, switch-back west, then north-east to find
    the entrance to the next area (x=1250, y=350), finally.
    Gloomfrost, Ice Caves (AR9501)
    8) Once inside, head east until the path turns south-east, then south.
    Notice the holes in the ice? Looks like it was melted, not mined, right?
    You'll find out why soon enough, when you're attacked by a Remorhaz,
    a Dungeons and Dragon's staple. Essentially, it's a big ass bug-like
    creature with a really hot ass. They've got plenty of Hit Points, but
    their Armor Class is some of the worst we've seen amongst new foes in
    this expansion, and their THAC0 is rather mediocre. If they hit,
    however, it can hurt a lot (they deal 6d6 Crushing Damage and have a 
    5% chance to deal a whopping 10d10 fire damage on each hit-which can
    instantly kill any of my characters), so try to bring them down as
    quickly as possible. If you face multiple Remorhazes at once, focus on
    bringing them down one at a time. Remorhazes are the only foes in this
    level, and I really can't recommend wasting offensive spells on them-
    they are 75% resistant to magic. Just spell-buff and chop them down.
    It's blunt tactics at its worst, but it's what works. The only trick
    they have is to ambush you, so take it slow, and consider keeping a
    sneaking character behind the party to make sure you don't have any
    Remorhazes sneaking up on you.
    I must admit, I thought Remorhazes would be much more trouble in Heart
    of Fury mode than they actually are. That is, I expected them to nearly
    kill one of my fighters in one hit, instead they take two or three, and
    that's hardly anything new, is it?
    9) From where you first encountered some Remorhazes, turn west, killing
    bugs as you go. Then head south and follow the next tunnel to the east,
    where two Remorhazes will ambush you from behind, and another will come
    up the tunnel in an attempt to flank you. Continue east, then kill some
    more Remorhazes to the south. Turn west, and... yeah, you get it. Ignore
    the false cave at the end of this tunnel, but spell-buff here before you
    head south. Once buffed, go south and lure the Remorhazes to the north.
    They're big, you're small, you can bottleneck them easily before they
    can enter the chamber with the false cave-it's a better option than
    running into their chamber and getting flanked. When all the immediately
    visible Remorhazes have been lured north and slain, head into the
    southern room they were occupying-with the spiral ice formation and the
    Remorhaz egg clutch. Another Remorhaz will show up and attack from the
    northern room we vacated-but on its own, it's no match for us. Find a
    tunnel heading east out of the the south-eastern edge of this room and 
    follow it. Smite two Remorhazes insolently blocking your path, then 
    continue along the path as it turns north and destroy another four bugs.
    10) From the last four Remorhazes, head north, then follow the tunnel
    as it turns east, then north, then west. There are now two paths open
    before you-an area transition to the north (x=2600, y=50), or the forge
    of the 'Blind Dwarven Smith' (x=3280, y=620). He'll warn you not to harm
    the Seer, and tell you that she forsaw her death due to you. Pick
    whatever dialogue options you want, and he'll offer to craft a mirror 
    for you, which will allow you to gain  access to the Seer... of course, 
    being blind and all, he'll need your help with the project. Since it's 
    necessary to continue on with the game, agree to help him and you'll get 
    a 'Mirror of Black Ice*1'. Score. There's more he can do for you, 
    however, which we'll discuss in the next several steps.
    Note: If you talk to him with a Dwarven character, you'll have heard of
    Tiernon before-a famous Dwarven smith of the Hearthstone clan. Likewise,
    if you're a Bard you'll also be able to identify him. Either way, you'll
    earn a small experience reward for it.
    (For identifying Tiernon)
    EXP	26250
    *1: Nobody should have an attention span this short, but really, keep
    this in your inventory. You'll be needing it soon.
    11) If you have it in your inventory, Tiernon will sniff out the Blade
    of Aihonen when you try to end the conversation. He'll inform you that
    its singing is off-apparently he hears something we don't. Must be that
    whole sensory compensation due to sensory deprevation thing. He'll beat
    it back into shape and you'll obtain the Singing Blade of Aihonen*1.
    *1: This blade still is +1, +5 anytime you're anywhere in the game, but
    it now provides +30% resistance to fire and cold, +10 to maximum Hit
    Points, and it allows the user to cast Cure Critical Wounds three times
    per day and can grant a +3 bonus to Strength once per day. The best
    sword we've found so far is now even better.
    12) Now, this next item should be obvious-we found the old guy's shield
    out in the snow! Talk to him and ask about the dented shield you found
    and he'll repair it for you, giving you back the Sundered Shield of
    Tiernon*1 when he's done... although it's a good bit less sundered...
    Isn't it odd how the name changes from Tiernon's Sundered Shield to
    Sundered Shield of Tiernon? Continuity issues, Black Isle?
    *1: Now this is better. It gives an Armor Class bonus of three and +10%
    resistance to all physical attacks. Also, it allows the wielder to
    give themselves a +2 Armor Class bonus and +15% resistance to physical
    attacks once per day. I'd rather have the permanent magic resistance
    from the Argent Shield, however, as Stoneskin is superior physical
    resistance to whatever this shield provides. Still, I daresay it is
    superior to the Reinforced Large Shield +2.
    13) The next request is pretty obvious-if he can make a mirror, why not
    a rose? Because one is a flat plane and the other is a complicated,
    multi-layered, delicate flower! Nah, seriously, he's fine with it, just
    lend him your eyes and he'll give you 'The Ice Rose*1'.
    *1: Murdaugh will absolutely love to get his hands on this, don't you
    think? Of course, if you don't get your hands on it, you'll never be
    able to give it to him right?
    14) One more item left to get-you can now ask about his eyes, and ask
    what he's doing in the Gloomfrost. You shouldn't be surprised to learn
    that they're taking another play from the R.A. Salvatore playbook.
    According to him, Dwarven smiths eventually have a 'calling' in their
    career, a quasi-religious experience where they hit the pinnacle of
    their craft. For R.A. Salvatore's purpose, this was when Bruenor made
    Aegis-Fang for Wulfgar, and luckily enough for us, with our help Tiernon
    will hit his apex by making us a weapon of our choice. You can make one
    of the following five weapons:
    Hand of the Gloomfrost
    A +4 Two Handed Sword that gives its wielder +10% Fire Resistance,
    +10% Cold Resistance, allows the wielder to cast Storm Shell once per
    day and has a 5% chance to cast Suffocate on foes (as the 7th-level Mage
    spell). This is the best Two Handed Sword in the game.
    Kiss of the Gloomfrost
    A +4 Long Sword that gives its wielder +10% Fire Resistance, +10% Cold
    Resistance, allows the wielder to cast Storm Shell once per day and has
    a 5% chance to deal 2-12 Cold Damage. There are several superior Long
    Swords in the game.
    Fist of the Gloomfrost
    A +4 Mace that gives its wielder +10% Fire Resistance, +10% Cold
    Resistance, allows the wielder to cast Storm Shell once per day and has
    a 5% chance to deal an additional 1-10 Bludgeoning Damage. It's not the
    best Mace in the game, but it's better than many of the weapons my poor
    Fighter/Mage/Clerics are still stuck with. I replace the Flail of Mae
    with this weapon, as its petrifaction effect is making me rather
    uncomfortable. Nobody wants to lose loot due to it.
    Fang of the Gloomfrost
    A +4 Dagger that gives its wielder +10% Fire Resistance, +10% Cold
    Resistance, and it allows the wielder to cast Storm Shell and Anti-Magic
    Shell each once per day. I'd stick with the Mage Dagger +4.
    Tongue of the Gloomfrost
    A +4 Halberd that gives its wielder +10% Fire Resistance, +10% Cold
    Resistance, allows the wielder to cast Storm Shell once per day and has
    a 3% chance to cast Cone of Cold on the target. All things considered,
    I'd rather have the Hand of the Gloomfrost-it's random spell doesn't
    have any potential for friendly fire.
    If you are a Dwarf, you can make all the weapons above, plus the
    additional weapon:
    Blood of the Gloomfrost
    A +4 War Hammer that gives its wielder +10% Fire Resistance, +10% Cold
    Resistance, allows the wielder to cast Storm Shell once per day and has
    a 5% chance of healing the user for 2-12 damage. It's a decent weapon
    for my party... but I don't have any Dwarves, and Fist of the
    Gloomfrost is superior.
    Finally, if you are a Druid, you can make the following weapon:
    Talon of the Gloomfrost
    A +4 Scimitar that gives its wielder +10% Fire Resistance, +10% Cold
    Resistance, allows the wielder to cast Storm Shell once per day and has
    a 15% chance of entangling the target.
    (For aiding Tiernon in creating his life's work)
    EXP	80000
    Item	Gloomfrost Weapon
    15) Finally, you can make purchases from Tiernon. The more interesting
    items he sells are listed below. Once you're done shopping, exit via
    the northern boundary at (x=2600, y=50).
    2H Axe of Greater Phasing +2
    Nobody likes Two Handed Axes, and this +2 version is painfully mediocre
    by now, even with its +15% chance of phasing targets and +25% chance to
    deal +1d4 Cold Damage.
    Battle Axe +2: Defender
    We found one of these in the Dragon's Eye-and now we have access to
    another. Of course, we've outgrown this by now, right?
    Boots of the North
    We might want six pairs of these for Heart of Fury mode... of course,
    if you plan to play through things six times, you'll get all of these
    boots you need for free... but having them now will give some of your
    characters extra things to wear for the initial playthroughs.
    Full Plate Mail +1
    Another great suit of armor, we found one earlier, but a suit of armor
    with a base Armor Class of 0 should always be worth mentioning. My
    party, however, has no use for it.
    Guantlets of Valor
    These Guantlets come with a handful (pun intended) of immunities, and
    have a 12% chance to stun your foes can cause them to take 3d6 extra
    Scimitar +3: Frostbrand
    Yeah, another repeat, he's got alot of these... maybe for players who
    imported characters into the game without playing through the main game?
    In any event, if you need Scimitars, this is one of the better ones in
    the game.
    Short Sword +2: 'The Whistling Sword'
    Another Baldur's Gate cross-over! It's just a crappy nostalgic weapon.
    Throwing Axe +2
    Another weapon we've previously found (and probably sold), it's still
    a decent ranged weapon with infinite ammo for single-classed Fighter-
    Varscona +2
    Don't look now, it's another Baldur's Gate 1 weapon! In fact, it's the
    best sword from that game-our old friend carried by Grey Wolf. You know,
    "None cross Grey Wolf and live!"? He was picking on a Bard, who was
    carving an image of Ellesime, the Elven queen from Baldur's Gate 2?
    Ah, I'm just showing off my gaming knowledge. This weapon is ass, save
    for the nostalgia.
    War Hammer of Phasing +3
    Perhaps the only weapon worthy of purchasing for my party-it's a +3
    War Hammer that has a 15% chance to phase the target and a 25% chance
    to deal +1d4 Cold Damage. It's possibly a successor weapon to Misery's
    Winter King's Plate
    An interesting suit of armor that has a base Armor Class of three, it
    also gives a +25% resistance bonus to cold and fire. It can also be worn
    in tandem with other magical protections! Unfortunately, it doesn't
    allow Mage spells, so it's not really worth a long-term investment.
    Note from Lee:
    You can pickpocket Tiernon for an item called 'Tiernon's Hearthstone',
    which, if you're a Dwarf, allows you to Resist Fire and Cold 1x/day, 
    cast Burning Hands 1/day, and nullify the effects of fatigue 3x/day. If 
    you do this, and then talk to him again, he'll call you out for 
    pickpocketing him, but allow you to keep the Hearthstone anyway.
    Seer's Domain (AR9502)
    16) Here you'll find Ice Golem Sentries, which aren't as lethal as they
    might seem. They have a better Armor Class and THAC0 than Remorhazes,
    but less Hit Points and they deal considerably less damage (a mere
    1d10+9 damage, which is nothing compared to the absurd damage of a
    Remorhaz). Their only saving graces are the fact that they can attack
    faster and have a 10% chance to stun when they hit-which can be very
    problematic... unless you're sporting Rings of Free Action. Anyways,
    from where you appear head east, then turn south, then south-west.
    Disarm a trap at (x=1300, y=1150) and continue south-west to find your
    first trio of Ice Golem Sentries. Smite them, get your feet wet, this
    level will be like the last-lots of walking and killing and little 
    The Ice Golem Sentries are still a pain. They take more abuse than the
    Remorhazes did, and if they stun you, things can go bad quickly. I'd
    suggest not getting involved in fights with more than three of them at
    once, and if you get into a situation where you have to-spell buff. My
    characters-when fully buffed-have an Armor Class of -23. It makes a
    Note from Lee:
    This is an awesome place to grind for experience - at 14000 each, the
    Ice Golem Sentries will respawn 2-3 at a time seemingly forever...
    (x=1300, y=1150)
    17) Ignore the lame and empty room to the south and continue to the
    west. When the path turns south again, cautiously head into the room,
    as there are a number of Ice Golem Sentries around that would love to
    swarm you if you give them the chance. Try to lure them back north and
    smite them. When done, continue south and disarm the trap at
    (x=450, y=2000). Just south of the trap there's another ambush waiting.
    We can pull off tricks we've abandoned since the Severed Hand again-
    namely sneaking forward, triggering ambushes, and luring baddies back
    to the party to be destroyed on our own terms.
    (x=450, y=2000)
    18) Once the ice is inanimate again, turn east and explore until the
    tunnel forks. First, let's deal with the northern fork. Disarm a trap at
    (x=1100, y=2500) and lure two Ice Golem Sentries down from the northern
    room and smite them. Now continue east to find... another fork! Don't
    worry, it's a phoney fork, as both paths lead up the same way. There
    are traps in both, and an Ice Golem Sentry in the eastern path. Either
    (or both) way(s) you go, disarm, destroy and you'll wind up in a
    larger chamber to the north, where three more Ice Golem Sentries
    (x=1100, y=2500)
    (x=1800, y=2180)
    (x=2550, y=1750)
    (x=2400, y=2050)
    (x=2300, y=1500)
    19) Once this room is safe, spell-buff and head to the south-east,
    where you'll find another large chamber, inside of which are several
    Ice Golem Sentries. There's another perfect bottle-neck opportunity
    that you should take advantage of, and with spell-buffs you should
    wipe the floor with this host of Golems. Once they're dismantled, enter
    the room in force. You'll find a rather out-of-place Remorhaz in a
    cubby. Smite it, disarm a trap (x=3580, y=2080), and head north along
    the eastern side of the area, follow the tunnel north-west, disarm
    another trap (x=3150, y=1300), and continue along, killing the last
    few Golems in the level.
    Note from Lee:
    The Remorhaz dropped an amulet called 'Kossuth's Blood', which reduces
    spell casting time by 2 and increases damage from fire attacks by a
    whopping 20%. Not bad for killing a Remorhaz that can't defend itself.
    I replace the Amulet of Metaspell Influence that my main Mage was still
    wearing; at level 16, he has more than enough low level spells, and the
    ability to cast faster far outweighs the extra spells.
    (x=3580, y=2080)
    (x=3150, y=1300)
    20) At (x=2700, y=200) you'll find your way blocked by some ice. Of
    course, with the Mirror of Black Ice handy a doorway will reveal itself.
    Continue past and find the Seer (x=3250, y=320). She will initiate
    dialogue, and tell you a bit of what you already know-she's been here
    hiding from you, as you are the harbinger of her imminent demise. Of
    course, that makes no sense. If fate is really fate, it's immutable,
    and it would have been just as pointless hiding here as it would be
    living a full, comfortable life of her choosing. Or better yet, if you
    could forsee your own death, why not jump into a volcano, just to test
    it out? I know, there's lots of bad things that can happen to one short
    of death... but still. There's bound to be better places to wait for it
    than a freakin' bug-and-golem infested glacier. Anyways, enough ranting!
    She'll also tell you that the mirror you used to get here will force
    whatever is possessing Wylfdene to assume her true form. Yeah, I know
    she said she hid here to prevent the thing possessing Wylfdene from
    finding her, but she knows WE herald her doom, so hiding serves no
    purpose-this natural fortress is nothing but a self-inflicted prison.
    She'll then to proceed to babble about the bogus special sense women
    don't have (if you talked to her with a female protagonist, anyways).
    It's all just a weak analogy to express that there's no reasoning with
    the creature behind Wylfdene, which we know by now is (or was) dead,
    is proud (vain), is female, and very, very angry. After she has given
    you the mirror (and you gained the first experience reward listed below)
    try to reason her into overcoming her fear (dialogue options #1, #1, and
    #1) to get another, equally awesome experience reward. Afterwards, you
    can test out her visions by questioning her further, whereupon she'll
    vaguely talk about female characters from the main game, and will make
    another rare Planescape: Torment reference (if you don't own the game,
    buy it. If you haven't played it yet, you're an incomplete human being.
    You have an awesome RPG-shaped hole in your heart, and only Planescape:
    Torment can fill it.) When she's done babbling, she'll teleport you out
    of this level and back to the Gloomfrost exterior, which saves some
    time... or she can take you to Tiernon, if you must talk to him again.
    (For learning Wylfdene's weakness)
    EXP	280000
    (For trying to reason with the Seer)
    EXP	280000
    Hengerot (AR9201)
    21) Fight the urge to return to Lonelywood right now-there's nothing new
    going on there. Instead, head to the Barbarian Camp again and talk to
    Angaar (x=650, y=420). It's not too hard to convince him to grant you a
    second audience with Wylfdene. Get the possessor of Wylfdene to look
    into the mirror for some quest experience. The Seer shows up and gets
    herself killed, (note that Wylfdene curses Aihonen... if you are astute,
    you'll remember that Aihonen died fighting a Dragon) after which all
    hell breaks loose, as the Wyrm Tribe Warriors go hostile and attack.
    Never fear, however, as the Elk Tribe and Bear Tribe will help you fight
    off the Wyrm Tribe. Kill the Wyrm Tribe Warriors and loot the Seer for
    a cloak*1.
    (For exposing Wylfdene and revealing the dragon queen Icasaracht)
    EXP	84000
    *1: The Wailing of Virgins is the best cloak in the game, bar none. It
    gives a +4 bonus to Armor Class versus Crushing, Piercing, and Missile
    attacks, and a +2 bonus versus Slashing attacks. It also makes the
    wearer immune to fear-based effects, Emotion: Hopelessness and Symbol
    of Hopelessness-wretched spells that come up later on in the main game,
    as I'm sure we all remember. It also lets the wearer cast Cloak of Fear
    once per day... which is... who cares? Still, the Armor Class bonus and
    spell immunities make it the best thing to wear in Heart of Fury mode.
    It's a cursed item, but why would you ever want to take it off anyways?
    Barbarian Camp (AR9200)
    22) When you're done in Hengorot, head outside (x=750, y=900) to
    continue the fight. Once all the Wyrm Tribe Warriors are dead you'll
    get some experience for helping the Elk tribe win out. Outside of
    Hengorot you can find Beornen (x=3220, y=620), who will tell you about
    this wyrm-of course earning you some juicy experience-and will offer to
    take you wherever the Wyrm went. Decline for now, and loot the area,
    instead, as it has plenty of decent loot just waiting to be claimed.
    Hjollder is over at (x=1150, y=550), and he'll tell you were he thinks
    the wyrm's spirit fled. Always with the virgins, isn't it? One would
    think they'd just put out to avoid this sacrifice nonsense. Anyways
    decline his offer to go after the Dragon, too. We need to return to
    Lonelywood, first. In fact, head over to Lonelywood now!
    (x=3400, y=1000) Halberd of Sparks +1*1
    (x=3290, y=1290) ~Ogrien's Scale*2
    		 (7th Play: Cloak of Invisibility*3)
    		 (EE-x Play: Belt of Bones*4)
    (x=700, y=2450) Reinforced Large Shield +1, Studded Leather Armor
    (x=360, y=1570) Potion of Regeneration, Ring of Protection +2
    (x=320, y=1180) Warhammer +2, Studded Leather Armor +2, 
    		Potion of Extra Healing, High Quality Long Sword
    (x=420, y=800) Potion of Healing, Elixer of Health
    (x=1900, y=900) Potion of Strength
    (x=1940, y=900) Potion of Magic Shielding, Potion of Fortitude
    (For learning the identity of Icasaracht, the Dragon matriarch)
    EXP	120000
    (For helping the tribe of the Elk prevail)
    EXP	300000
    *1: Didn't we find one of these at the beginning of the game? Garbage!
    Why am I commenting on it? One of life's great mysteries...
    *2: Another suit of armor that is deceptively lack-luster. With an 
    Armor Class of two, it's nearly as good as the Black Swan armor. Of
    course, it's ability-Animal Rage 3/day-is pretty lame, but it can be
    worn along with protective items. At the end of the day, if you were
    intrigued by the Winter King's Plate, you might be intrigued by this
    armor. It's one point of Armor Class versus 25% resistance to cold and
    *3: It lets you use Invisibility three times per day. Frankly, however,
    it's more a novelty item than a constant defensive item. I have a
    Fighter/Mage/Thief who can sneak just fine, and six Mages, all of whom
    will be able to just cast Invisibility. I have no need of this cloak.
    *4: This belt casts two spells that have long-since stopped being
    useful-Circle of Bones and Animate Dead. Both can be cast once per
    23) Go visit the Whistling Gallows Inn one last time. Give Murdaugh the
    Glacier Rose you found for a whopping experience reward. What nice folks
    we are! Once that's done, talk to Kieran, rest, and spell-buff heavily
    before you leave in the inn. Once outside, you'll be bothered by a
    wizard named Vaarglan, who will ask if you seen a former collegue of
    his. If you rat Kieran out, some mercs will Dimension Door in and go
    assault the inn-although things won't turn out in their favor. If you
    play dumb or outright provoke them, you'll get the pleasure of killing
    them yourself. More importantly, you'll get all their loot if you kill
    them yourself... and they will give you the best single-battle drop of
    loot in the game, as you can see below. How do I deal with them? Besides
    spell-buffing to the max before leaving, once I'm outside and I've
    picked a fight, I have Syrenil cast Chaos, Ilnathias casts Slow, and
    my other four Fighter/Mage/Clerics all cast Silence 15' Radius. After
    that, I target Vaarglan, then Alpheus. After those two are dead, I
    simple step on the remaining mercs. Enjoy the great haul of loot, and if
    that's not good enough, go talk to Kieran, who will thank you for
    standing up for him.
    Mercenary Warrior: Full Plate +1, Large Shield +1, Long Sword of 
    Action +4*1, Gauntlets of Weapon Expertise*2, 74 gold.
    Mercenary Warrior: Full Plate +1, Gauntlets of Ogre Power*3, Battle
    Axe +3: Fatigue +3*4, 32 gold.
    Priestess of Shar: Shadowed Plate Mail Armor*5, Fast Flail +2*6,
    42 gold.
    Mercenary Thief: Short Sword of Backstabbing*7, Boots of Stealth*8,
    Studded Leather +4: Shadowed*9, 99 gold.
    Vaarglan: Robe of the Neutral Archmagi, Ring of Free Action*10, 
    Golden Girdle*11, Ring of Protection +2, Barrier Amulet*12, Wand of
    Paralyzation, Scroll of Emotion: Hope, 113 gold.
    Alpheus: Mage Robe of Fire Resistance, Bracers of Defense A.C. 6, Amulet 
    of Metaspell Influence*13, Staff of Besieging +2*14, Potion of Magic
    Shielding, Potion of Extra Healing x2.
    Another battle that didn't turn out as bad as I thought it might. I
    spell-buffed in the tavern, and on the first round shot out five
    Symbols of Hopelessness.
    (For giving Murdaugh a Glacier Rose)
    EXP	630000
    (For protecting Kieran from Hosttower assassins)
    EXP	630000
    *1: The best Long Sword in the game. This sword is a +4 weapon that
    grants an extra attack per round, a +1 Armor Class bonus, and 15% 
    slashing resistance.
    *2: +1 THAC0 and +2 damage is pretty damn awesome. In fact, they're the
    best gauntlets in the game, as their bonus is patently superior to the
    +1 THAC0, +1 damage I'll get from the Gauntlets of Ogre Power (see
    below). There IS an alternative setup to my equipment, more offensively-
    oriented. Instead of using the Shimmering Sash and these gauntlets
    (which gives me +1 THAC0, +2 damage, +3 Armor Class, and +1 to all
    Saves), you can use these paired with the Girdle of Stromnos (which
    would give you +2 THAC0, +4 damage). I prefer the defensive route,
    *3: Gauntlets that raise your strength 18/00. If you're lucky (or
    patient) you can just roll a character with a natural 18/00 Strength...
    but my patience has its limits, and I could only be bothered to spend
    so many hours generating these characters. As it stands, they all have
    Strength scores of 18/91+, so they'll only get a +1 THAC0, +1 damage
    bonus from these gauntlets... inferior to the Gauntlets of Weapon
    Expertise, above. Still, I have lots of Fighters to equip, so these
    will certainly find themselves a home.
    *4: A third one! This game loves Battle Axes... but not as much as
    Icewind Dale 2 does...
    *5: If you didn't find one in the Severed Hand, or if you just want
    another, it's never a bad thing to have 0 Armor Class armor with a +3
    bonus Armor Class modifier against missiles.
    *6: We had a chance to score this much, much earlier in the game. It's
    a +2 weapon, so it's undesirable now, but it's still almost enticing,
    since it gives an extra attack per round.
    *7: It's really just a +3 Short Sword with a speed factor of 0. By now
    I've sold better weapons.
    *8: The Shadowed Boots are better, but we were really hoping for better
    drops than that. These are still decent to put on your Thief, if they've
    been getting cold feet.
    *9: It has a better Armor Class bonus than the Black Dragon Scale,
    +30% Stealth, and 20% resistance to piercing, slashing, fire, and
    electricity... it doesn't look as cool, nor does it have the +2 Saves
    versus Spells, but I still dub this the ultimate Thief armor.
    *10: The fourth such ring you could have found by now.
    *11: Certainly you can find somebody to put this on?
    *12: It might seem useful at first glance-an amulet that allows its
    wearer to cast Stoneskin and Minor Globe of Invulnerability, but since
    it can only be used by a Mage (who can just cast the spells themselves)
    it's really not worth using.
    *13: Again, I have plenty of empty amulet slots, so this can certainly
    find a home somewhere.
    *14: A +2 Quarterstaff that allows the user to cast Dispel Magic and
    Lower Resistance once per day. It's a nice enough weapon, I just don't
    have any use for it, even just for its once-per-day abilities.
    They drop a few new items-namely the Staff of Besieging +2 and the
    Scroll of Emotion: Hope, but otherwise, they are unchanged. Same
    strategy worked, too.
    24) One more loose end to tie up-you should have noticed that Purvis is
    gone. Where oh where could he have gone... why not look in Baldemar's
    house (x=1550, y=700) for no particular reason? Inside, you'll notice 
    that Arden Thurlow-Baldemar's wife-is dead. Yikes! Head upstairs and 
    enter Baldemar's room. You'll discover that Baldemar is equally dead-no, 
    wait, maybe even a little bit MORE dead than his wife. Dead isn't an
    absolute, there are levels. Anyways, Purvis will appear in the corner
    and monologue the tiresome way all would-be villians in this game do.
    They just love their expose. Anyways, apparently Purvis was the REAL
    assassin sent to take care of Wylfdene, but Baldemare is a moron and
    sent some random stranger, instead. Once the one-eyed dolt botched the
    job, the barbarians got wise to potential assassination attempts and
    increased security... making the job all but impossible for him. Once
    we got rid of Wylfdene, however, his job was done-the only thing left to
    do was get rid of everybody who might know better-Baldemar, for
    instance... and you. He'll promise you'll meet again and run off. Hmm...
    Leave Baldemar's house, and once you're back outside Purvis will show
    up and attack. He wasn't joking, eh? No special tactics apply, Purvis
    is a push-over. Kill him and loot him for some Boots of Stealth, a
    Cloak of Non-Detection, a Ring of Free Action (if you didn't steal it
    off him earlier), a Short Sword of Backstabbing, an Oil of Speed, and
    87 gold. None of his gear is terribly great anymore, but it'll sell
    25) Last chance to do whatever else you care to do in this expansion; 
    this typically means-shopping! Sell whatever items you want to get rid 
    of, buy anything and everything you want (and can afford)... or, just 
    keep all that loot you have stashed. If you start a second playthrough 
    of the game, it's going to waste all your money-but not your loot. If 
    you want to have plenty of cash at the beginning of your second run-just
    sell off accumulated loot at the beginning of the next game. Finally,
    before you go, one more thing of interest. You're now done questing in
    this expansion, there's no returning to town after you leave... so if
    you want some of that awesome loot the NPCs in Lonelywood have, now's 
    the time to kill them and take it. Don't worry about the reputation hit, 
    because it doesn't really matter too much at this point in the game, 
    does it?. The interesting NPCs are as follows, in case you forgot when 
    I mentioned this earlier:
    Emmerich Hawk (AR9104): He's troublesome to kill, as he'll hide on you
    and vanish, and he can be pretty brutal with that bow of his (especially
    on harder difficulties!) surround him with as many melee Fighters as
    possible, spell-buff to the max, then attack him. He's not terribly
    well-protected by Hit Points or Armor Class, you just have to finish
    him off quickly before he runs. With any luck, he'll drop almost
    immediately. When he dies he'll leave behind a Finest Long Sword,
    Confusion Arrows x20, Arrows of Piercing x20, Inferno Arrows x20, a
    Shadowed Cloak*1, Bracers of Archery*2, a Long Bow +4: Hammer*3, and 100
    gold. Yeah... it's all about that bow.
    Quinn Silverfinger (AR9103): Quinn is much easier to smite, just walk up
    and smash him. Once he's dead, help yourself to his Bullets +2 x40,
    Sling +1, Morning Star +4: Defender*4, and 100 gold.
    Kieran Nye (AR9101): The only trouble with him is that you'll have to
    decimate the entire bar to get his loot-which isn't too much trouble,
    considering some of the other characters also have drops worth getting.
    Just go after Kieran, first, as his spells make him the top threat. When
    he falls, loot him for a Ring of Greater Resistance (if you didn't
    steal it, earlier), a Mage Dagger +4*5, a Potion of Extra Healing, and
    54 gold. I really don't suggest looting him, as the gains are relatively
    minor. Plus, if you kill Hobart (a consequence of starting a fight with
    Kieran or the other patrons) you won't be able to start the Trials of
    the Luremaster dungeon pack this playthrough.
    Murdaugh (AR9101): You'll have to dispatch him along with Kieran, in the
    Whistline Gallows Inn. He drops a Long Sword of Action +2.
    Roald Tunnelfist (AR9101): Another bar patron, he drops a Battle Axe +2:
    Defender, Chain Mail +2, and 16 gold.
    Hobart Stubbletoes (AR9101): The fourth and final barfly that you must
    swat, the instigator of the 'Trials of the Luremaster' dungeon pack. He
    will drop a Light Crossbow of Speed*6, Leather Armor +1, Gauntlets of
    Dexterity*7, and a Short Sword +2: 'The Whistling Sword'.
    *1: We could have found one of these in the Severed Hand. It gives a
    +15% bonus to stealth.
    *2: Bracers that give a +2 bonus to THAC0 with ranged weapons. Syrenil
    will gleefully strap these.
    *3: By far the best bow in the game-it's a +4 bow (with +5 THAC0),
    gives the user four attacks per round, and an Armor Class bonus of
    *4: We need five of these wonderful, wonderful weapons-and we can get
    two per game. This is the second such item we had a chance to get to
    get, and I must whole-heartedly insist that you grab it. Amirule will
    happily wield this weapon, making my two front-liners truly fearsome
    *5: Another Mage Dagger +4. It's a pretty awesome weapon, but really,
    Syrenil has since found a supreme Long Bow and Long Sword, along with
    an upgraded Blade of Aihonen... this seems somewhat less special now.
    *6: A +1 damage, +3 THAC0 Light Crossbow that gives an extra attack
    per round. It's nothing compared to the Repeating Heavy Crossbow we
    could have found earlier.
    *7: One of the most wonderful defensive items in the Baldur's Gate
    games... in Icewind Dale, all my characters already have an 18
    Dexterity, ergo, this item is just a novelty.
    Anyways, kill who you want to kill, loot what you want to loot. When
    you're ready, return to the Barbarian Camp and talk to Hjollder or
    Beornen and go to the Sea of Moving Ice.
    We still have a whole dungeon pack to deal with-Trials of the
    Luremaster, which can be started by talking to Hobart. If you head off
    to the Sea of Moving Ice, you won't get a chance to start it this
    expansion. I struggled for a bit as to where to put this expansion in
    the guide, as chronologically now is the ideal time to start it. On the
    other hand, it involves a significant detour from the Heart of Winter
    expansion, and worse yet, it's not a terribly common expansion, as far
    as I know. The first time I encountered it was when I purchased the
    Dungeons and Dragons Anthology released by Atari, and it was certainly
    released after Heart of Winter. Since it breaks up the Heart of Winter
    expansion, and since some gamers may not even have the game, I've
    decided to simply finish up the Heart of Winter expansion, export my
    party at the end of it, restart Heart of Winter, and immediately talk to
    Hobart. If you want to start it now, go ahead and skip to [WLK028], if
    not, you can just do what I did and come back after Heart of Winter.
    There's not much significant loot at the end of Heart of Winter, so
    players finishing off that expansion won't really have an edge over 
    those who don't. On the other hand, Trials of Luremaster is brimming
    with loot, and it was certainly designed as a greater challenge than
    Heart of Winter... probably due to the chronology of their release
    dates. You wouldn't release a lower-level expansion AFTER a higher one,
    right? Anyways, continuity, challenge, and convenience for the common
    gamer are the reasons I'm citing for putting the Trials of the
    Luremaster expansion later in the guide.
    |								       |
    |    			    Sea of Moving Ice			       |
    |								       |
    Sequence of Events:						{WLK027}
    		1) Barbarian Camp on the Ice
    		2) Troll Horde Tactics
    		3) Wrecked Ship Rewards
    		4) Bergclaw Bears and Golem Guards
    		5) Wasting the Wintery Welcoming Party
    		6) More Switchback Fun
    		7) Loot, and the Next Level
    		8) Into the Field of Bones
    		9) Troll Finale
    		10) Bone Scavenger Nest
    		11) More Bone Bastards
    		12) One Big Dead Wyrm...
    		13) Xactile's Shrine
    		14) Teamwork Tandem
    		15) Traps, Traps, Traps, and the Southern Rooms
    		16) Picking a Fight
    		17) Slaying the Stragglers
    		18) Pulverizing the Prince
    		19) The Great Big Spell-Buff
    		20) Showdown with Icasaracht
    Tribe of the Great Wyrm Island (AR9600)
    1) You'll arrive in a humble camp set up on an island-I hope you weren't
    expecting civilization or anything. You can talk to Beornen
    (x=520, y=2230). He'll tell you a bit of useless information about
    Icasaracht, and will refuse to take you back to the mainland or heal
    you, if you ask. What a useless prick. Jorn is at (x=750, y=1820),
    although he's hardly any more useful. He will, at least, heal you if
    you ask (for a price, of course)... but if you come back to camp with
    boo-boos, he'll start healing you for free if you just stand around.
    I guess you have to pay for the pleasure of talking to him, then?
    Whatever, lots of useless, greedy barbarians, little information, no
    way back. Sounds fun. Loot the camp and take the stock of Flaming Oil
    as a sign-there's Trolls ahead.
    Note from Lee:
    I still carry the Flaming Long Sword +2 to deal with Trolls. At this
    point in the game they aren't much of a threat, and this thing, while
    all but useless in other battles, really does the job versus Trolls.
    (x=600, y=1900) Flaming Oil x4
    (x=580, y=1950) Flaming Oil x5
    2) Head north, then east, and as soon as you make your way through a
    narrow pass you'll be harrassed by Trolls-Greater Ice Trolls and more
    obnoxiously, Greater Snow Trolls. The latter, of course, take fire to
    keep down. My prefered tactic here is just to use Melf's Acid Arrow-as
    many of them as it takes. I have plenty of Mages. They drop minor
    garbage-Winter Wolf Pelts, gems... skulls? You have no way to sell
    anything anymore, so why bother picking anything up unless you plan to
    sell in during another playthrough-the implication here, of course, is
    that it should be expensive. There are plenty more Trolls to the east-
    including Scrags, which are aquatic Trolls that fortunately do not
    require special tactics to keep down. I suggest luring them all back
    through the natural bottleneck to the west, as there really are quite a 
    few, and they can get out of hand if you let them swarm you. I use 
    Syrenil for this purpose-running around throughout the level-alone-and 
    leading Trolls back to the party. Once I've got a sizeable horde in the 
    bottleneck I hit them with Slow, which makes melee easier and, again, 
    Trolls affected with movement-affecting effects like Slow or Web tend 
    to stay down if you kill them in melee, regardless of whether they 
    normally require fire or acid or not.
    The bottle-neck lure is, in Heart of Fury, somewhat more essential.
    Of course, with higher level characters I have no qualms about throwing
    around Incendiary Clouds to make sure Trolls that fall stay dead, and
    Trolls that are waiting in the bottleneck suffer for it.
    3) Once you've exterminated as many Trolls via bottleneck as you care
    to, explore to the eastern edge of the level, then turn south and follow
    the path around to a wrecked ship guarded by Scrags. They take no
    special action to destroy, so smite them and loot the ship.
    (x=1800, y=1700) Namji's Robe*1
    *1: A robe with an Armor Class of five and surprisingly fast
    regeneration of one Hit Point per round. Since it's not as protective
    as the Robe of the Watcher, and it can only be worn by single-classed
    Mages, it's useless to me.
    4) Backtrack to the bottleneck and from it head north, staying as far
    west as you are able. Eventually you'll find a ramp to the south, where
    you'll encounter several Bergclaws-uh... bear-like critters. Return back
    up the ramp and continue up some stairs to the north-east, where you'll
    find a door guarded by two Ice Golem Sentries. When you get near the
    door, they'll attack, so set your party up in a favorable way before
    provoking them. Once they're dead, enter the doorway at (x=1100, y=400). 
    I spell-buff before entering... just in case there's a mob of bad guys 
    on the other side.
    From here on out, you might as well ditch the Boots of the Fox and wear
    Boots of the North, instead. Many, many creatures from this point on
    until the end of the expansion will be doing cold damage, and cutting
    that in half will help a lot. Or, again, there's always Resist Fire/Cold
    and Entropy Shield.
    Arctic Caverns (AR9601)
    5) As soon as you enter you'll be attacked by a vertiable menagerie of
    arctic enemies. This encounter will pretty much set the tone for the
    rest of the level... everything icey and lame lives here, including
    Greater Snow Trolls, Greater Ice Trolls. New-comers include Bone
    Scavangers (Wyvern-like foes) and Berg Yetis... which are like normal
    Yetis, except tougher and they have a cold breath weapon.
    Note from Lee:
    Once again, I don't bother buffing or applying an special tactics. My 
    party is simply too powerful for these foes, and I take them all out in
    straight melee.
    6) Once you've wasted the wintery welcoming party, continue to the
    west. My strategy for this place is really quite simple-I spell-buff
    with my longest-lasting, non-fatiguing spells, and proceed to walk
    through the level crushing everything in my path. These buffs include
    Prayer, Draw Upon Holy Might, Recitation, Protection from Evil 10'
    Radius, Emotion: Hope and Emotion: Courage. If a large number of foes
    present themselves, I use Slow to help out... and of course to cheaply
    kill Snow Trolls. Round a corner to the south and smite another large
    collection of baddies.
    7) Continue east, kill another group of arctic misfits, then turn
    south again-this is the expansion where the developers coil the levels
    as much as possible to waste your time and fit plenty of lame encounters
    into each map. At this second turn, however, you'll find a corpse you
    can loot. Huzzah! Loot, continue west, cross a bridge, and exit to the
    next level at (x=200, y=1100). Again, spell-buff before you enter the
    next level, in case-against all odds-the inhabitants of the next area
    turn out to be uninterested in tea and cookies.
    (x=1370, y=920) Cloak of Invisibilty*1, Flaming Oil x7
    		(7th-Play: Ogrien's Scale)
    *1: Yeah... this container pretty much has the same stuff in it as one
    we found in the Barbarian Camp. Two shots at the same loot-if only any
    of it were any good.
    Note from Lee:
    I rested here just before entering the next area (one of my multi-class
    Mages gained a level and need to memorize spells), and was attacked by
    four Sahuagin. They died so easily they almost aren't worth mentioning,
    but what's the point of a FAQ if you don't tell people what can happen?
    Field of Bones (AR9602)
    8) You'll face some pretty stiff resistance once you enter the level.
    Spell buffing will make this fight easier, but the real annoying
    elements, again, are the Snow Trolls interspersed amongst the foes,
    which require especial fire-or-acid attention in order to keep down.
    Then there are the Water Kin Elementals, which you'll have to kill with
    spells or missiles, as you can't approach them in melee. As far as new
    enemies are concerned... they're not too bad. They can do a good bit of
    damage if they hit (cold damage, by the way), but they're otherwise
    unimpressive. My advice? Keep a leash on your characters, don't let
    them advance freely through the level-drawing the attention of every
    critter they can. Kill what's in front of you, then advance, and let the
    enemies come to you-luring a mob of Greater Snow Trolls will just cause
    you grief.
    9) After the initial baddies are dead-including the Water Kin Elemental
    in the pool to the west, head south to find... more freakin' Trolls. 
    Further south are more Scrags and another pool with a Water Kin
    Elemental within. Waste them, then continue east and head onto a narrow
    ledge crossing a chasm. Some Trolls will harass you from the south-
    eliminate them and continue east, across the chasm. I suggest leading
    with one well-protected character wearing Boots of the North and leaving
    the rest of your party on the western side of the void.
    10) On the eastern side of the crevice you'll encounter a few new foes-
    Cold Bones, which are just normal get-in-the way skeletons, and Frozen
    Bones/Iced Bones, which can be pains in the ass. They can cast a variety
    of cold spells-Snilloc's Snowball Swarm, Icelance, and Ice Storm. If you
    haven't guessed already, the sole goal of this place is to pummel you
    into submission with as much cold elemental damage as possible, and at
    this, they excel. Take their initial spells (you really don't have much
    of a choice in it), lure them across the bridge spanning the hole, and
    eliminate them. Once all is still head across the gap with your party
    and destroy any Bone Scavengers around. Once they're all dead-good
    news! There's plenty of goodies to loot amongst the remains in their
    The undead here can be obnoxious, what with their constant use of cold 
    spells. Anything that hurts you without having to make a 'to hit' roll
    is not healthy for you. Fortunately there's relatively few of them
    around, and Three White Doves helps to make them fewer. Also, cold
    spells are easily negated with our Clerical buffs.
    (x=3150, y=1100) 524 gold
    (x=2700, y=900) Wand of Lightning, Scroll of Absolute Immunity,
    		Scroll of Spell Trap
    (x=3150, y=700) Chain Mail +2, Amulet of Protection +1, 1000 gold
    (x=3400, y=1020) King's Tears, Emerald
    The Scrolls of Absolute Immunity and Spell Trap are new to Icewind Dale.
    11) From the Bone Scavenger nest, head south to find-more undead. Deal
    with them in whichever way you find the least painful, but keep your
    looting glasses on, as there are more goodies hidden amongst the remains
    nearby. In the south-eastern corner of the map you'll find the third-
    and final-Water Kin Elemental in this level.
    (x=3250, y=1710) Potion of Hill Giant Strength, Potion of Heroism,
    		 Ancient Armor
    (x=2900, y=1600) Potion of Magic Blocking, Ring of Protection +2,
    		 Ring of Infravision
    *1: Gives the wearer Infravision... which makes things glow orange. This
    is not a dark game, so I can't see why you'd ever need this.
    12) From the final Water Kin Elemental's pond, head south-west and
    destroy another collection of Cold Bones and Frozen Bones. Cross a
    narrow path to the north-west to find the remains of a very large, and
    hopefully very dead dragon. Explore to the north of the dragon's head
    first and smite some Bone Scavengers. Once they're dead, search the
    rib-cage to score some premium loot.
    (x=1600, y=1700) Mithral Field Plate Armor +2, Cloak of Protection +2,
    		 Gauntlets of Ogre Power*1, Large Shield +1, Bastard
    		 Sword +1, +3 vs. Shapeshifters*2
    *1: A second pair of these gauntlets. Ilnathias has the superior
    Gauntlets of Weapon Expertise, Amirule is still using the Guantlets of
    Elven Might/Girdle of Stromnos combo, and Kaelinalia has the first pair.
    So, surprisingly, these get passed all the way down to Nauzhir.
    *2: How many Werewolves and Dopplegangers are there in this game? Yeah,
    like one. How many superior +4/+5 swords have we found? More than one.
    How many characters do we have that can use them? One. By process of
    elmination, this is identified as a hunk of crap. Scientifically, even.
    13) Now explore south of the dragon skull to find a Sahuagin priestss
    named Xactile wandering around, guarded by some Boneguard Skeletons.
    Wonder of wonders, she's not hostile! Talk to her and she'll identify
    this place as the 'Field of Bones', where the dead are laid to rest.
    She claims to be a priestss of Sekolah, but he seems more on the Myrkul 
    side of things... She'll tell you were Icasarcht is, and ask you not to 
    pursue her-not for the dragon's sake, but for the sake of her former 
    people, who guard Icasaracht. Well, at least it's not more damned 
    Trolls. She won't force the issue, however, and will actually heal you; 
    for a price. At least this makes sense, though, unlike those asshole 
    barbarians. Loot her (trapped) altar and head bravely onward to the next 
    level (x=600, y=2100).
    (x=1000, y=2220) ~Ring of the Will-o-Wisp*1
    		 (7th-Play: Mourner's Armor*2)
    (x=1000, y=2220)
    *1: This unimpressive ring allows you to shoot out 'a spray of
    electrical motes' that deals 4-16 damage to 'everything in their path'.
    I can honestly say I never even bothered to use this stupid ring.
    *2: I love Lamellar armor... Chain Mail, Plate Mail, even the Lorica
    Segmentata (Roman-style Banded Armor) are all staples of the fantasy
    genre, poor Lamellar labors in anonymity, even though it was vastly
    superior to Scale Mail and even Chain Mail in terms of protectivity,
    maintenance, and affordablity. Anyways, this armor it interesting, if
    not useful-it's got a base Armor Class of four-which is hardly passable
    for Fighter armor anymore (if indeed it ever was). Also, it's cursed,
    but it's one of those 'Wailing of virgins' type deals-if you're wearing
    it, you probably want to be wearing it-it's not a 'gotcha!' curse. while
    equipped, it gives the wearer +25 Hit Points... but it also hides your
    Hit Point total. It also gives a +75% resistance to Missile weapons and
    immunity to pain. It can be worn by Thieves (albeit, at a -25% penalty
    to their Thief abilities, but at this point in the game, you probably
    have enough points to survive it), but you do not retain your Mage
    spells with this armor. Even if you retained your spells, the hidden Hit
    Points are a killer. I simply refuse to micro-manage that much.
    Sahuagin Lair (AR9603)
    14) As soon as you enter this level you'll be attacked by some hulking
    Umber Hulk-like critters known as Vodyanoi-fish people. They're nothing
    special. A Sahuagin behind them will shoot at you while you melee the
    Vodyanoi, and another Sahuagin will cast low level Clerical spells-do
    not give in to your violent urges and attack them, as they are protected
    by traps. Disarm them, THEN let violence reign. There is a similar
    encounter in the room to the north-a trap lurks at the arches to the
    north, and a Water Kin Elemental in a pool beyond, so don't rush on in.
    Ilnathias presents himself as a target just south of the arches, while
    Syrenil shoots down the Sahuagin, the elemental, then disarms the trap.
    Teamwork! Continue north through another room and you'll get yet another
    similar encounter-traps at the arches, Vodyanoi lead in melee, a
    Sahuagin hangs back and casts spells/shoots at you. This time, however,
    you can loot some objects to the north-east which seem to be where the
    Sahuagin process their fiery bolts. On that note, Sahuagin will drop
    their mundane weapons, Bolts, Bolts of Sekolah's Fire (3d6 fire damage
    for three rounds), and possibly some gems or jewelry-all garbage that
    serves only to clutter up your inventory.
    (x=1700, y=630) Bolt of Sekolah's Fire x2
    (x=1870, y=680) Bolt of Sekolah's Fire x3
    (x=1980, y=720) Bolt of Sekolah's Fire x2
    (x=1650, y=1420)
    (x=1750, y=1240)
    (x=1700, y=940) 
    15) The only way we can go now are through the arches to the west-each
    arch is trapped, of course, so do yourself a favor and disarm the traps
    under each arch... you know, while you're not being harassed and all.
    Once done, head to the west, where the level opens up a bit. Running
    north-west are three paths, each guarded by Ice Golem Sentries and
    trapped. The Golems are, for now, non-hostile, so we'll ignore them
    for the moment. To the south-west are two more rooms set up like
    the first three chambers we cleared-Vodyanoi, Sahuagin, another Water
    Kin Elemental, and traps in the arches, of course. You know how to deal
    with these by now. Once those rooms are cleared, disarm the traps
    under the Golems... or at least all the ones you can reach.
    (x=1450, y=1260)
    (x=1520, y=1100)
    (x=1400, y=920)
    (x=1300, y=1000)
    (x=1220, y=930)
    (x=1200, y=1345)
    (x=1150, y=1100)
    (x=1000, y=1220)
    (x=920, y=1260)
    (x=900, y=1180)
    16) Time to evict these stupid, lazy, fat Golems, for the dire offense
    of being in our way! It's one of the rare instances in an Infnity
    Engine game where you have to start a fight with a neutral foe in order
    to proceed. Since the ball's in our court, we might as well spell-buff
    up. I then have Syrenil take some pot-shots at the middle Golem, while
    she and the rest of my party stand back in the room where we entered.
    The Golems, predictably, attack, as well as a host of Sahuagin hidden
    behind them in the north-western part of the level. They try to come
    through the arch and naturally bottleneck themselves in front of the
    room. I show off my party's might a bit here by hitting them with
    multiple Greater Commands, Chaos, and Slow. A few Sahuagin will break
    off and enter the room from the room to the north, but by the time they
    reach my party most of the Sahuagin are incapacitated. I slaughter the
    few who miraculously managed to save, then tend to those who didn't.
    Once done scraping scales off your boots, there are some more Water
    Kin Elementals that manifested since you provoked the Golems. I deal
    with them the traditional way-Ilnathias standing around dumbly getting
    attacked to no avail, with Syrenil behind him shooting the critters
    Note from Lee:
    Instead of the room where we entered, I move into the room just went of
    that (as there is only one entrance) and bottleneck the golii, etc, in
    the archway to (x=1200, y=1300). This prevents them from flanking me, 
    and allows me to simply kill them one at a time...
    A funny little bug can occur in the Enhanced Edition... these Water Kin
    Elementals can now move through the floor, instead of being confined
    to their pools. Kind of silly, but at least when it happens my melee
    characters can get at them.
    17) You're not done yet-chances are you didn't lure everything in the
    level eastward in the last Step. After taking care of the two Water
    Kin Elementals near the northern and southern Golem-guarded paths I
    advance with Ilnathias up the center path (after disarming the trap,
    of course) where he'll encounter a batch of Sahuagin Elite Guards and
    another Water Kin Elemental. They'll shoot uselessly at him, he
    retreats and lures the Sahuagin Elite Guards back to the first room,
    where we dismantle them in detail-I don't get bottlenecked, I am the
    bottlenecker! Once done, it's a simple issue to shoot down the Water
    Kin Elemental. Sahuagin Elite Guards drop Shark Skin Armor*1 and
    Spears +1, in addition to the typical Sahuagin crap.
    *1: Base Armor Class of eight, +10% Fire and Acid Resistance, -1 penalty
    to Dexterity.
    18) One more encounter awaits. There are three more traps behind where
    the Golems were, and north-west of the pool/paths the Golems were
    guarding is a semi-circular ring of Sahuagin, Sahuagin Elite Guards,
    and a Sahuagin Prince. They WANT us to come to them, and while we
    could avoid bottlenecking ourselves by splitting the party up and
    taking different paths, I prefer to simply hit them with a pre-emptive
    spell-barrage. First, Syrenil makes herself Invisible and disarms the
    traps impeding our progress. Once that's done, I sneak up with Syrenil,
    mark the locations of the enemies, and target the ground in front of
    them with Greater Command and Chaos spells, then I charge in and
    massacre them gleefully. All but two of them fall asleep, which makes
    the process of elimination that much easier. Once they're dead, loot
    them for some goodies, especially their prince, who will drop Coral
    Plate Armor*1, a Cloak of Protection +1, a Plain Key*2, and a Spear.
    Loot the urns along the wall and enjoy that oh-so-pointless bit of
    end-game loot.
    (x=1000, y=550) Debian's Rod of Smiting*3
    (x=820, y=520) The Icon of Power*4 
    (x=720, y=600) Lover*5
    (x=630, y=570) Pestilent Dawn*6
    (x=470, y=670) Sceptre of Tyranny*7
    (x=360, y=850) The Unstrung Harp*8
    (x=1050, y=550) Scroll of Spellstrike, Scroll of Wish,
    	        Scroll of Time Stop*9
    (x=1100, y=900)
    (x=900, y=900)
    (x=850, y=1100)
    *1: Armor Class three, +15% Fire and Acid Resistance, -2 to Dexterity.
    It's a good bit inferior to normal Plate Mail, much less the enchanted
    gear on most of my characters.
    *2: Another quest item. You might want to hold onto it for a few
    moments, yes?
    *3: A +3 Club that deals extra damage against Golems and outsiders.
    Golems aren't too troublesome, and the fact that you only have a 5%
    chance to deal extra damage makes it less useful than other weapons
    we've already found... like Three White Doves, which has a 5% chance
    of destroying such foes outright!
    *4: A +3 Halberd with the ability to cast Symbol of Pain 3/day. There
    are better Halberds out there, and I don't care about them, either.
    *5: Lover is a +4 Dagger that returns to the wielder's hand. Fair
    enough, we found a Battle Axe that does the same thing a long time
    ago... but this is a +4 ranged weapon, not a mere +2 weapon. The biggest
    problem with ranged weapons was, of course, the limited ammo. The Long 
    Bow +4: Hammer is far, far superior in most every category, but to its
    credit, Lover does Piercing damage, while bows do Missile damage, which
    is more frequently resisted. I used to keep the Long Bow +4: Hammer as
    my primary ranged weapon, but not having to worry about ammo, and being
    able to strike with a +4 weapon every shot is just too great of a bonus,
    upon later consideration. Sure, it slows me down and deals less damage,
    but on the plus side, I can now strap a shield on Syrenil.
    *6: Pestilent Dawn is a +4 Morning Star that has a 25% chance to inflict
    disease and makes the wielder immune to disease. It could have
    potentially found a home in my party, but alas, good characters cannot
    use it. Just as well, Three White Doves is better anyways.
    *7: Sceptre of Tyranny is a pretty neat Club. Its +4 enchantment bonus
    is powerful, and being immune to fear is always good. Unfortunately I
    don't have any club-users in my party.
    *8: Bards are pretty useless, and this forces you to have a good-aligned
    Bard with 13+ Wisdom. What do you get in return? The ability to cast
    Heal once per day. By now, my Clerics can do this more often, and many
    other things besides.
    *9: The king of all 9th level spells, Time Stop is an incredibly potent
    cast. It gives the caster three rounds to do whatever they wish-land
    some cheap attacks, spell buff, or launch some offensive spells. Three
    free rounds can see you cause alot of mischief... especially if you
    combine this spell with pre-prepared Spell Triggers/Sequencers. It's
    not of much use to us now, but it'll make my triple-class party even
    more absurdly over-powered for Heart of Fury mode.
    The scrolls in the vase at (x=1050, y=550) are new to the Icewind Dale.
    Mmm... Time Stop...
    19 The doors to Icasaracht's lair are at (x=1400, y=450), but before we
    enter, activate the object at (x=1200, y=750)-which will explode in a 
    Snilloc's Snowball Swarm effect.  Apparently this was a preservation
    ward that kept a young dragon body fresh. There was another one on the
    other side of the level, but it's curiously already been deactivated...
    Oh well, no time to think. Now it's time for the most intense spell-
    buffing session yet. I cast the following spells-Resist Fire/Cold and
    Entropy Shield, and Draw Upon Holy Might on all my Clerics and Prayer,
    Recitation, Emotion: Hope and Emotion: Courage, Protection from Evil 10'
    Radius, Haste, and Righteous Wrath of the Faithful on the rest of the
    party. In addition, Ilnathias takes his place as a super-phenom by using
    my oft-mention by as-of-yet seldom-seen super-combo. He'll cast
    Stoneskin and Tenser's Transformation. Unfortunately, he's the only
    character I have that's equipped to do it... still, it only takes one.
    Once I'm fully buffed, Head through the doors to get this over with.
    (For destroying the preservation ward)
    EXP	10000
    Icasaracht's Lair (AR9604)
    20) You'll be confronted by Icasaracht the dragon-certainly getting
    big dragons on the Infinity Engine was the crowning glory of Bioware.
    Unlike in Baldur's Gate 2, however, here they take the role here they
    deserve: the end boss. The dragon will talk about its motives if you 
    let it, but a fight is inevitable. Now for some notes about dragon-
    fighting. Unlike in Baldur's Gate 2, Icasaracht doesn't have dragon
    fear, so you don't need to buff with Remove Fear. Also unlike Baldur's
    Gate 2, Wing Buffet here isn't quite as annoying-it'll deal a bit of
    damage and can stun you briefly, but it's far less effective here. Then,
    of course, there's the dragon breath, which can do some pretty brutal
    damage in an area-of-effect. By now we have items and buffs to protect
    us from cold, and her breath weapon is, of course, cold damage. Most
    of all, however, dragons are brutal in combat, and can whittle down a
    single character somewhat quickly. If, however, you spell-buffed as I
    advised earlier, her breath weapon will do marginal damage, and with
    the Armor Class of my party ranging from -12 to -24, there was only so
    much she could do in melee... especially since Ilnathias for the first
    time in the game saw fit to break out the almighty Tenser's, and was
    protected by Stoneskin. There's only one hair in the ointment-she'll
    be assisted by a number of Sahuagin-paltry, on their own, but if any of
    them cast Dispel Magic, Icasaracht will become much more dangerous.
    Still, on the normal difficulty it's simple enough to just run up and
    smite her with my fully-buffed party. When she dies, pat yourself on the
    back and... well, you're not quite done yet.
    She's a sneaky dragon, and if you talked to her, you'll remember that
    she has been trying to play the immortality ticket. If you destroyed
    the preservation device in the previous Step, she obviously doesn't
    have a body to go to, but she does has a Soul Gem, where her spirit
    retreated to after you smote her physical form-and there are still
    Sahuagin milling about. Her Soul Gem needs to be destroyed, but first,
    if you're ambitious, crush the Sahuagin facing you, which include
    Sahuagin Royal Guards, Sahuagin Underpriestesses, and a Sahuagin King.
    Retreat to the eastern edge of the level (where you entered) so you
    can kill them without having to subject yourself to the spells the
    Soul Gem will cast. When the King falls, spare a moment to run over
    and loot him, as he'll drop a Cloak of Displacement, Gauntlets of Ogre
    Power, Bolts +2 x5, Coral Plate Armor, a Heavy Crossbow +1, a Spear +1,
    and a Pearl. The Sahuagin Royal Guards drop Shark Skin and Coral Armor
    and normal Sahuagin junk. (This gear isn't included in my final party
    stats, since I recorded it prior to the fight with Icasaracht, but it
    will sure be nice to have on the next playthrough (honestly, it doesn't
    make sense to record gear you won't have before you face the final boss
    of the game, does it?) Lastly, be sure to loot Icasaracht's corpse for
    some White Dragon Scales. Anyways, once the Sahuagin are dead focus on
    the Soul Gem. Vodyanoi will continue to harass you from time to time,
    but they're really only checking to make sure you haven't fallen asleep.
    Unless you are very unlucky or you barely got past Icasaracht, this is
    no fight at all. It'll cast annoying debuffs on your like Chaos, Horror,
    Dire Charm, Blindness, Slow, Stinking Cloud, and Feeblemind, and once
    most of those are depleted, it'll resort to Snilloc's Snowball Swarm,
    Ice Storm, Acid Storm, and Shroud of Flame. After that, it has nothing
    else it can throw at you. Once it's smote, the doors out will open and
    you'll get a nice beefy experience reward (which is also not recorded in
    my final stats). If you plan to tackle another playthrough or the Trials
    of the Luremaster dungeon pack, now is a good time to export all your
    characters. Once you're done, head out the doors (x=2250, y=1250) and
    end the game.
    You need to spell-buff to the max before entering the chamber with
    Icasaracht-that should be no surprise. Still, even with a titanic party
    there's only one saving grace in this fight-the Tenser's combo. The fact
    that all of our triple-classers can use Improved Invisibility, Mirror
    Image, Haste, Stoneskin, and Tenser's gives them the defenses needed to
    survive against Icasaracht, who will kill even the strongest of Fighters
    with stunning speed. As soon as the chatter ends, engage Icasarcht. Once
    her Sahuagin show up, have all your Clerics hit them with Symbols of
    Hopelessness and hope for the best. They are not much of a threat by
    themselves, but if they dispel my spell buffs, I'm toast, so I need to
    really make sure to get the Underpriestesses down. If they are thwarted,
    there should be no problem killing Icasaracht, who just doesn't have an
    answer for the Tenser's combo. If your spell buffs are stripped, make
    sure to get another Stoneskin up at least, and perhaps recast Tenser's
    if things aren't out of hand. Once the dragon falls head over to the orb
    as usual-almost every time I've done this fight my Symbols of
    Hopelessness dominate the Sahuagin, taking them out of the fight in
    short order. Once Icasaracht falls, and the Sahuagin are disabled, it's
    a small matter to run up and destroy Icasaracht's Soul Stone.
    Note from Lee:
    Okay, so I spell-buffed this time, pretty much as described above. The
    fight itself was disappointing though - after having fought "real"
    dragons in the Baldur's Gate series, this thing was really no more
    challenging than anything else in the game. He went down in about four
    rounds, and the Soul Gem in another four - really not all that tough.
    I simply ignored everything except those two targets, and it was over
    before I knew it.
    (For saving the northern lands from the threat of Icasaracht)
    EXP	500000
    Ilnathias 'Icefang'
    Fighter 14/Mage 13/Cleric 14
    Experience: 1371279/1371279/1371279
    Hit points: 114
    Armor Class: -13
    Weapon:  Morning Star +4: Defender (THAC0: -1)
    Armor:   Elven Chainmail of the Hand +3
    Gloves:  Gauntlets of Weapon Expertise
    Helm:	 Blessed Helm of Lathander
    Amulet:	 Black Wolf Charm
    Shield:  The Argent shield
    Ring:	 Ring of the Warrior
    	 Ring of Holiness
    Cloak:	 Wailing of Virgins
    Boots:	 Boots of the Fox
    Belt:	 Shimmering Sash
    Amirule Alteslay
    Fighter 13/Mage 13/Cleric 14
    Experience: 1371264/1371264/1371264
    Hit points: 104
    Armor Class: -14
    Weapon:  Morning Star +4: Defender (THAC0: -2)
    Armor:   Full Plate Mail
    Gloves:  Gauntlets of Elven Might
    Helm:	 Dead Man's Face
    Amulet:	 Symbol of Corellon Larethian
    Shield:  Waukeen's Defender +2
    Ring:	 Ring of Free Action
    Cloak:	 Cloak of Displacement
    Boots:	 Boots of the Fox
    Belt:	 Girdle of Stromnos
    Fighter 13/Mage 13/Cleric 14
    Experience: 1371040/1371040/1371040
    Hit points: 104
    Armor Class: -11
    Weapon:  Fist of the Gloomfrost +4 (THAC0: 1)
    Armor:   Robe of Enfusing
    Gloves:  Silver Bracers of Kedl
    Helm:	 Sune's Laurel of Favor
    Shield:  Orrick's Rhino Beetle Shield +3
    Ring:	 Ring of Protection +2
    	 Ring of Free Action
    Cloak:	 Cloak of Displacement
    Boots:   Boots of the North
    Belt:	 Golden Girdle
    Nauzhir the Red
    Fighter 13/Mage 13/Cleric 14
    Experience: 1371015/1371015/1371015
    Hit points: 104
    Armor Class: -9
    Weapon:  Three White Doves (THAC0: 2)
    Helm:	 Helmet
    Armor:   Bathed-In-Blood +4
    Shield:  The Red Knight's Shield +3
    Ring:	 Ring of Free Action
    Boots:	 Boots of the North
    Fighter 13/Mage 13/Cleric 14
    Experience: 1370774/1370774/1370774
    Hit points: 104
    Armor Class: -8
    Weapon:  Sanctified Morning Star +3 (THAC0: 1)
    Armor:	 Kaylessa's Armor +3
    Gloves:	 Gauntlets of Ogre Power
    Helm:	 Illian's Hunting Helm
    Amulet:	 Amulet of Metaspell Influence
    Shield:	 Mystery of the Dead +3
    Ring:	 Ring of Free Action
    Cloak:	 Cloak of the Winter Wolf
    Syrenil 'Softstep'
    Fighter 13/Mage 13/Cleric 14
    Experience: 1184477/1184477/1184477
    Hit points: 104
    Armor Class: -8
    Weapon:  Lover +4 (THAC0: 0)
    	 Long Sword of Action +4 (THAC0: 0)
    Armor:	 Robe of the Watcher
    Gloves:	 Gauntlets of Weapon Skill
    Helm:	 Rogue's Cowl
    Amulet:	 Symbol of Labelas Enoreth
    Shield:	 Reinforced Large Shield +2
    Ring:	 Kontik's Ring of Wizardry
    	 Ring of Shadows
    Cloak:	 Cloak of Protection +2
    Boots:	 Boots of Stealth
    |			Trials of the Luremaster		       |
    |								       |
    |    			       Courtyard			       |
    |								       |
    Sequence of Events:						{WLK027}
    		1) Hobart's Grand Adventure
    		2) Halfling Schemes and Harpy Screams 
    		3) Haggling with Hobart
    		4) Breaking Up the Baddie Battle
    		5) Riddle of the Luremaster
    		6) Improving Your Lexicon
    		7) Beetles and Mirage Stairs
    		8) The Eastern Walls
    		9) Killing the Harpy Queen
    		10) Unfriendly Competition
    		11) The Western Walls
    		12) Wyvern Eradication
    		13) Test of Intelligence
    		14) Harald the Fallen
    		15) Test of Strength
    		16) Test of Perseverence
    		17) Test of Luck
    		18) To the Catacombs
    1) As I mentioned above, I completed Heart of Winter in its entirity,
    exported my part after defeating Icasaracht, and restarted Heart of
    Winter. So... if you're following this guide, you're either at the end
    of Heart of Winter, before going out to the Sea of Moving Ice, or you've
    already beaten Heart of Winter and restarted (like me!). Either way,
    we're in Lonelywood again, and our goal is now the same-head over to the
    Whistling Gallows Inn (x=2250, y=1150) (AR9101) and talk to the
    'Halfling Man' (x=830, y=430) named Hobart Stubbletoes. He's got a great
    little adventure for you to go on-although he's sketchy on the details.
    Agree to go with him and he'll cast a 'Teleport Without Error' (wish we
    had that...) and you'll be whisked away with magic sauce.
    Note: For those of you who are restarting Heart of Winter, as nature
    certainly did not intend, there's no crime against talking to Quinn and
    buying some choice items... say, Waukeen's Defender and another Three
    White Doves? This can be done handily by selling off all the gear we
    found at the end of Heart of Winter. Stealing another Ring of Greater
    Resistance from Kieran, grabbing Quinn's Fancy Sling, and other quick
    stops before visiting the Whistling Gallows Inn are also worthy of
    consideration. I did NOT do this, myself, however. It's some odd
    gaming purity thing I have... Despite the fact that I started this
    expansion over again, I wanted all my gear and experience to have come
    soley from one run through the game. There's no reason why you shouldn't
    loot up, however.
    Castle Maluradek, Courtyard (AR9700)
    2) You'll reappear quite far from the climes of Icewind Dale. Apparently
    this castle Hobart wants us to explore is in the Anauroch... a very
    large desert. So, from snow to sand we go. No matter what you say, he'll
    end up insulting your intelligence and wandering off. We should follow
    him-but before you do, you'll be attacked by Harpies and Fiendish
    Harpies. They're somewhat potent in melee, but we all know our
    mythology, right? Well, apparently Black Isle didn't want to code Charm
    effects into their song, so instead they cause fear. Cast Remove Fear
    quickly and smite them. Fiendish Harpies are a bit tougher, but their
    combat stats can't really compare to yours. They also can cause disease,
    so keep an eye out for it. Once they're dead, head into the house at
    (x=1450, y=850).
    Hobart's Shack (AR9715)
    3) Talk to Hobart (x=260, y=160), who says little of interest. He is,
    however, our one and only merchant in this expansion, so let's see what
    he's got, eh?
    Bag of Holding
    Once upon a time, the Bag of Holding in Icewind Dale was unique to
    the Luremaster expansion. Now that Orrick sells one, it's less
    impressive. It's still a welcome item in the expansions, however.
    I wouldn't suggest buying it, however... We'll find one for free soon
    enough. But, if you feel like you might just want to horde loot beyond
    the capacity of one Bag of Holding, it's only 6000~ gold.
    Bracers of Icelandic Pearl
    These bracers are only usable by Mages-which restricts nobody in my
    party. Too bad they're just Bracers of Defense A.C. 6 with a few once-
    per-day spells attached (none of which I bother using, by the way). They
    also impose a -2 Dexterity penalty, so all things considered, they're
    LESS protective than humble Bracers of Defense A.C. 6.
    Cloak of Protection +2
    Noteworthy only for being uncommon, I haven't been able to find a home
    for cloaks like this for a long while now.
    Gauntlets of Ogre Power
    In case you didn't get enough in Heart of Winter... have another one!
    It'll give me minor bonuses to THAC0 and damage, but it's better than
    nothing. Of course, this would be our fourth pair... so there's a good
    chance you won't be able to make much use of it.
    Golden Girdle
    If you don't have belts on some characters, you might as well buy this.
    It's not a great item, but something is better than nothing.
    Short Bow of Ebullience
    Remember how I told you that Short Bows suck? I stand by that. This is
    one of the very few decent Short Bows in the game, and damn, does it
    come late. On my first, niave, uninformed guide party, I had Syrenil
    cast as a Thief/Mage dual-class. The best bow she got all game was a
    laughable Short Bow +1. Compared to that, this +3 specimen seems
    inspired... even with the -2 Constitution penalty and -50% Fire
    Resistance penalty. Of course, it also has a 25% chance to deal +2d3
    fire damage, makes an extra shot per round, and gives the user +30% Cold
    Resistance, so it's not all bad. It aspires to be a decent Troll-killer,
    but by now I've discarded all ammo-using weapons and settled for
    Lover... or I just stack arrows and use the Long Bow +4: Hammer, which
    is vastly superior.
    Skullflail +4
    One of the few decent items Hobart sells-the Skullflail is a +4 Flail
    that always deals +1d4 piercing damage, and has a 10% chance to deal an
    additional +1d6 piercing damage. It's not amazing, but at least it
    doesn't have any gimps.
    4) Buy what you will and leave-it's time to explore the courtyard-which
    we'll explore... almost at random. You'll find Harpies around, and
    Wyverns. The former cause fear, and the latter poison you. With an over-
    abundance of Clerics, neither should be much of an issue. Good news!
    They are not friends. North-west of Hobart's shack you'll find a group
    of the two critters fighting it out. Aid them in their attempts to kill
    each other. Once they're dead, talk to the 'Spectral Figure' at
    (x=800, y=400).
    5) 'Lo and behold, 'tis the Luremaster! Why does he have that name? He
    didn't lure us here. Shouldn't Hobart be the Luremaster? Whatever, he
    melodramatically announces himself as your adversary... freakin'
    Bards... Anyways, he tells you that you must enter the 'lure' and prove
    yourselves worthy of 'bearing the mantles of heroes'. Oh... I get it-
    this place is the lure, and he's the master of it-hence, the Luremaster.
    Oooooh... Anyways, if you succeed, you get to leave, if you fail,
    well... Then you can still export and do something else! Loser
    Luremaster-game mechanics fail is fail. Anyways, before letting you go
    he'll give you a riddle, which you don't need to interperate, because
    you long since gave up any autonomy by reading this FAQ. Still, to humor
    us both:
    "North, east, south, and west,
     In towers four the purgatives rest.
     Feed them where the spirits nest,
     Or forever here remain, our guest.
     The sun rises, the earth warms,
     Four men lie cold, yet no one mourns.
     "Leave them be!" the mad lord warns,
     and from my work their praise is shorn."
    6) So.. there are four towers around that we need to explore, and deal
    with the 'purgatives' within. Purgative... hmm... 
    Purgative: adjective, 1) that purges; purging 2) causing bowel
    movements- n. a substance that purges; specif., a cathartic.
    Hey! I learned a new word. So, we have to 'feed' some purgatives
    (clearly the noun form), in some towers 'where the spirits rest'... a
    play on purgatory? Kill some purging agents-guardians-in some towers.
    Well, that wasn't too hard, was it? So let's get on it.
    7) First, I choose to explore the eastern side of the level. Head east
    of Hobart's shack to find some pesky beetles-including some Bombardier
    Beetles, Boring Beetles, and a Rhinoceros Beetle-easy prey by now. Smash
    them, then head up the stairs. They look broken, but should you stand
    near the ruined planks long enough, you'll see through the illusion and
    be allowed to proceed-don't worry, this kind of thing doesn't happen
    elsewhere in the expansion. Head up the stairs (x=1900, y=600) to reach
    the eastern walls.
    Castle Maluradek, Eastern Walls (AR9710)
    8) Yes, the walls are a seperate area, hence, a location seperator.
    I know, it's lame. Kill a pair of Fiendish Harpies to the south-east,
    then note the two towers at either end of the wall, the northern tower
    is at (x=100, y=100), and the southern tower is at (x=800, y=900). Head
    into the northern tower, first. Cast Remove Fear before you do, however-
    you know, just in case.
    North-Eastern Tower (AR9706)
    9) In this tower you'll find the Harpy Queen. I wonder how Harpies
    reproduce? No, no, I don't. Anyways, she'll talk at you, but a fight is
    inevitable. My strategy here is quite simple-all five of my Clerics cast
    Symbols of Hopelessness in the middle of the room. Once out, I ignore
    the affected Harpies and run up to the Harpy Queen. If she's affected-
    great. If not-she's my target anyways. She knows a variety of Mage
    spells (up to 5th level, in fact) and will not hesistate to use them.
    Typically she employs Stoneskin, but she's not above throwing out a
    Dispel Magic to ruin your Symbols of Hopelessness (and spell buffs).
    Also, her spells are really the most direct threat to us in any
    difficulty. Once she's down, it's really just a matter of mopping up
    any Harpies unaffected by the Symbols, then slaughtering the ones that
    were. Once the birds are plucked, loot the Harpy Queen for Chautog's
    Thinker*1, a Ring of Greater Resistance, and three Potions of Extra
    Healing. Before leaving, activate the lever at (x=270, y=430).
    *1: A fairly interesting helmet, actually. It gives a +1 bonus to
    Armor Class, a +1 bonus to Intelligence, and imposes a useless -2
    penalty to Charisma. It's not the Blessed Helm of Lathander, but it is
    an alternative to the Dead Man's Face. Since I have nowhere near enough
    good helmets for everybody, it'll find itself a home. Also, since it's
    a moderately useful item that increases Intelligence, I keep it handy
    for when I need to scribe those 19th 2nd-and-4th-level spells.
    South-Eastern Tower (AR9708)
    10) Now it's time to explore the south-eastern tower. Again, we might
    just find things within that aren't friendly, so rest up if you're
    injured. Don't bother spell-buffing, however. Head inside and you'll
    be pestered by one Criek of Bane. Again, the conversation is
    inconsequential, since it'll result in a fight anyways. Criek is a 
    Cleric, joined by a Djinni, Shelhai, a Fighter with a weapon that can
    stun you, and Adaran Runeshadow-a Mage. The first thing Criek will
    ALWAYS do is cast Dispel Magic. You cannot stop him-or at least, I've
    never been able to. So, avoid the buffing, and just take the Dispel
    Magic from him. Once it's cast, I respond with five Symbols of 
    Hopelessness from my Clerics, and Chaos from Syrenil. Once you're done
    schooling them in matters of magic, cut down any and all foes who aren't
    affected (if any), then massacre the ones who are. Flip the lever at
    (x=270, y=440) and loot the dead for a wonderful haul of loot:
    Criek of Bane: Ring of Greater Resistance, Fire Flail +3*1, Bag of
    	       Holding*2, 231 gold.
    Djinni: Wind of Heaven*3.
    Shelhai: Full Plate Mail +1, Gauntlets of Ogre Power, Fire Opal Ring,
    	 Ring of Free Action, Ninjato +1, King's Tears, Charged Battle
    	 Axe +2, 800 gold.
    Adaran Runeshadow: Robe of the Evil Archmagi, Golden Girdle, Boots of
    		   Grounding*4, Cloak of Scintillating Colors*5, Ring
    		   of Fire Resistance*6, Ring of Protection +2, The
    		   Genie's Flask, Wand of Fire, Staff of the Hanged
    		   Men's Glee*7, 1230 gold.
    (x=440, y=660)
    *1: We could have found one of these earlier, if Joril was being nice.
    Chances are, however, he wasn't. This is a guaranteed drop of the best
    Troll-killer my Clerics can get their hands on.
    *2: Another Bag of Holding! Score! This one comes with some loot inside-
    as follows: Potion of Holy Transference, Potion of Invulnerability,
    Mummy's Tea x4, Philter of Purification x2, Wand of Fear, Antidote,
    Scroll of Neutralize Poison, Scroll of Raise Dead, Scroll of Symbol of
    Pain, Potion of Regeneration, Potion of Explosions, Flaiming Oil x4.
    *3: The best Scimitar in the game, Druids rejoice! This is a +4 weapon,
    which acts as a +5 versus Elementals. It also makes the wielder immune
    to Cloudkill, Death Fog, Stinking Cloud, Cloud of Pestilence, and
    Malavon's Corrosive Fog.
    *4: Boots that give +50% resistance to electricity, a rather rare form
    of attack. Everard had a pair of these, but it wasn't worth killing him
    to get them, and these aren't worth wearing, really.
    *5: The second-best cloak in the game... after Wailing of Virgins. It
    gives a brute +3 bonus to Armor Class and can be worn with any other
    form of magical protections. But, let's go for a direct comparison-there
    are four Armor Class categories-crushing, missile, piercing, and
    slashing. This cloak gives +3 to them all. Wailing of Virgins gives +4,
    +4, +4 and +2. Crunch the numbers and Scintillating Cloak give +12
    amongst all the Armor Class types, whereas Wailing of Virgins
    gives +14. Also, it protects against fear and Hopelessness, making it
    the clear winner. If only the Scintillating Cloak added to saves, I
    would marry it...
    *6: A humble ring that gives +40% Fire Resistance. There are a number of
    foes who use fire in the game, and although they're not a prevelent as
    cold-using foes, it's still nice to have rings like this around. Once
    my triple-classers gain more levels, they really won't need Kontik's
    Ring of Wizardry or Rings of Holiness anymore, which will make keeping
    this ring equipped at all times a interesting idea... that or the Ring
    of the Warrior.
    *7: Given all the other great loot I had found on these guys, I was
    looking at this unidentified staff thinking... Staff of Power!... no
    such luck, it's a simple +1 Quarter Staff that allows you to cast
    Animate Dead three times per day, and bestows a -2 Charisma penalty on
    its user.
    Castle Maluradek, Western Walls (AR9709)
    11) Two levers flipped, now it's time to head back out onto the wall
    (x=350, y=300), and down the stairs to the courtyard (x=400, y=800).
    Make your way to the western part of the level (your odds of fighting
    Wyverns and/or Harpies along the way? Pretty high.) and up some stairs
    (x=650, y=1100) to reach the western wall. There are some Wyverns up
    here, near the southern tower. Dispose of them, then note the two
    towers-the southern tower (x=770, y=1000) and the northern tower
    (x=100, y=100).
    South-Western Tower (AR9702)
    12) I choose to explore the southern tower first this time... why?
    Because thar's fightin' to be dun! This tower is full of Wyverns led by
    a Wyvern Matron. There was a Harpy Queen, why not a Wyvern Matron? A
    series of Symbols of Hopelessness can finish this fight before it really
    ever starts. Since it's a straight melee fight, it's the easiest fight
    we've... uh... fought. Kill the critters and flip the lever at
    (x=570, y=320)... but behold, we're not done yet. Stairs await at
    (x=300, y=500). Possibly because of the levers we flipped earlier? Yeah,
    that's right, we're going to have to backtrack to the east when we're
    done here... but there was no avoiding it. Anyways, head downstairs.
    South-Western Tower Test (AR9701)
    13 From where you arrive, head to the north to find the Luremaster
    (x=600, y=200). Talk to him and he'll ask you a riddle, which is so
    simple ever *I* figured it out:
    "Of the elements I am born,
     My gift brings both love and scorn.
     My touch can feel either hot or cold,
     Yet I am not meant for a man to hold."
    Answer: Wind
    Answer correctly and you'll recieve 'The Tale of Sir Giles'*1, which...
    just seems like one of those questy items you should hold on to, right?
    You'll also get a pretty nice experience reward.
    (For answering the Luremaster's riddle correctly)
    EXP	120000
    *1: You should probably read this, as it details the feats of Sir Giles
    against the dragon Aehirglass. This is kind of important information,
    as in, the entire backstory to this place is built on it. Note that Sir
    Giles fought with a Mace, and Lord Maluradek was a sissy.
    North-Western Tower (AR9704)
    14) Head back out onto the western wall and up into the northern tower.
    Inside you'll find Harald wandering about. Before bothering with him,
    grab the loot on the ground (x=440, y=450), which just happens to be a
    'Holy Symbol of Helm'*1-another questy-seeming item. Harald isn't
    terribly interesting, and if you talk to him he'll tell you about his
    fall from grace when he and his buddies came here for glory and loot...
    or was it when he proved to be a coward? Either way, he wants you to
    kill him, since life sucks now. You don't actually have to kill him-and
    doing so costs you reputation. On the other hand, he's got some rather
    exquisite loot... if you kill him you'll score some Mithral Field Plate
    Armor +2, a Golden Girdle, Boots of Grounding*1, Gauntlets of Weapon
    Expertise*2, a Ring of Free Action, a Morning Star +4: Defender and
    91 gold. Do what you will-he's not part of any quest or anything. Once
    you're done, flip the lever at (x=300, y=500), then head down the stairs
    at (x=580, y=320).
    *1: Yes, it is indeed a quest item. Keep it.
    *2: These pass Amirule over, since she's still using the Gauntlets of
    Elven Might/Girdle of Stromnos combo (and will for the rest of this
    playthrough), and find themselves in the possession of Kaelinalia.
    Lucky girl.
    *3: Again, Kaelinalia ends up with this one. Amirule already got one
    when we killed Quinn in Lonelywood. Funny, how two of these awesome
    weapons have required us to shed innocent blood. Oh well.
    North-Western Tower Test (AR9703)
    15) Here you'll find the Luremaster skulking in the corner again at
    (x=600, y=200). No stupid riddles this time-he's more direct now. To
    prove you're worthy heroes, you'll have to prove yourself in the
    crucible of combat. He'll summon some Animated Plate to attack you.
    Put them down and the Luremaster will reward you with 'The Tale of Sir
    Erris'*1, and another quest reward. Joy. You can loot the vanquished
    Animated Plates for Plate Mail Armor +1 and a variety of +1 weapons.
    Now to leave the tower, return to the courtyard, and head to the eastern
    (For proving yourself in the crucible of combat)
    EXP	120000
    *1: The thing to note here is that Sir Erris fought with a 'mighty axe'.
    South-Eastern Tower Test (AR9707)
    16) Return to the southern tower on the eastern wall, where we fought
    Criek and company. Wonder of wonders, there are now stairs accessible
    at (x=660, y=330). Down here you'll find the Luremaster at
    (x=480, y=340). Talk to him and you'll be rewarded with another damn
    combat trial. Endurance is now the name of the game, and you'll have
    to fight a number of plant-critters-Red Myconids, Mustard Jellies, and
    a Shambler. Shamblers really, really suck-they've got tons of Hit
    Points and they're immune to bludgeoning damage, effectively making
    my Clerics incapable of harming them in melee. They take full damage
    from acid and cold, which means using Vitrolic Sphere, Melf's Acid
    Arrow, or Otiluke's Freezing Sphere isn't a bad idea, but they're
    immune to fire and electricity. Syrenil can also hurt them with Lover
    or arrows, against which it generously only resists half damage. The
    best option we have against them is to just use death magic-I've found
    that Finger of Death works well enough, and it'll do even better when
    employed en masse, after the Shambler is perhaps weakened with Greater
    Malison. Failing all of that, however, the humble Magic Missile spell
    deals damage quite reliably, and since it's a 1st level spell, you can
    afford to prepare quite a few of them on each Mage. Once everything is
    dead, the Luremaster shows up again and rewards you with experience and 
    'The Tale of Sir Zierkki'*1. Yay. Now leave this tower and explore the
    northern tower-the former abode of the Harpy Queen.
    Using death spells is just not an option in Heart of Fury mode-due to
    the absurdly boosted Saves foes have. Yeah, you can still use
    debilitators, but not death spells. Whatever. The best tactic for Heart
    of Fury mode? I just use multiple Magic Missile spells, preferably
    chained together with Sequencers or even Spell Triggers. Your entire
    party blasting a Shambler with Magic Missile spells will take it down
    very quickly.
    (For persevering against plants)
    EXP	120000
    *1: Again, the thing to note here is the weapon. This time it's a spear.
    In the vanilla game, Shamblers were weak against electricity. Not so
    in the Enhanced Edition. Fortuately, they added all kinds of Sequencer
    spells to the game, so we can now dominate these critters with massive
    barrages of magic. All in all, tackling Shambers has become easier in
    the Enhanced Edition.
    North-Eastern Tower Test (AR9705)
    17) Go down the stairs at (x=700, y=350) and you'll be harassed by the
    Luremaster. No combat or riddles this time-here it's a guessing game.
    Pick the right chest or get hurt. You can't disarm the traps on the
    chest (indeed, trying will only result in pain), so you'll just have to
    guess. Oh, if only you had a way to know which chest was the right
    chest! Eh, I couldn't find any way of telling, but save-loading works
    just fine. The correct chest contains 'The Tale of Sir Geddian'*1, and
    any of the chests can contain a random magic (+1 enchanted) or mundane
    blunt weapon of some sort. No quest reward here, but at least we're done
    in these stupid towers.
    (x=320, y=520)
    (x=370, y=470)
    (x=370, y=600)
    (x=450, y=450)
    (x=530, y=530)
    (x=500, y=600)
    *1: The weapon this time is a sword.
    Temple of Helm (AR9713)
    18) Return to the courtyard and enter the building under the stairs that
    lead to the eastern wall (x=1750, y=550). Inside you'll find a number of
    Sword Spiders and Phase Spiders. Kill them and loot the books on the
    altar at (x=640, y=260) to find the 'Manuscript of the High Watcher',
    which provides more backstory detailing the fall of Castle Maluradek.
    Yeah, it's all enthralling stuff. Activate the dish on the altar
    (x=620, y=240) and put the Holy Symbol of Helm we found earlier in it.
    The symbol of Helm will appear on the wall behind you, and stairs will
    open up under the altar. Well, since we have no other options, let's
    explore under the chapel! Exit this area at (x=600, y=290).
    |								       |
    |    			       Catacombs			       |
    |								       |
    Sequence of Events:						{WLK029}
    		1) Traps, Secret Doors, and Obnoxious Undead
    		2) Teleports From the Crypt
    		3) Sniping the Silver Key
    		4) Back to the South
    		5) Eastern Eradication
    		6) Traps and Treasure
    		7) Western Wipeout
    		8) Earning the Electrum Key
    		9) Operation Corridor Freedom
    		10) Say Hello to Mister Trappy!
    		11) Clearing the Junction Room
    		12) Mummy Massacre
    		13) Pilfering Platinum and Grabbing Gold
    		14) Crypt Things in the Center
    		15) Back to the Beginning
    		16) Pick a Door, Any Door
    		17) A Generous Sarcophagus
    		18) Coffer Caper
    		19) Traps, Secret Doors, and... Jellies?
    		20) You Are Not A God
    		21) Bagging the Bronze Key
    		22) Abra-Kadabra, A New Passage
    		23) Putting the Shades to Rest
    Catacombs (AR9714)
    1) Behold! Catacombs. This place looks more like a Planescape: Torment
    level than anywhere else in the game. Also, it's full of undead. Fun.
    Traps and secret doors abound, so this is one of those levels that gives
    FAQ-writers headaches. Following me closely will keep you from getting
    fouled by traps and ambushes (there's a particularly obnoxious type of
    undead in this level that will wreck havoc on you, strategically), and
    it'll also keep you from walking around this level like an asshole,
    looking for secret doors you missed-which is what I had to do the first
    time I played this expansion. Anyways, head east, disarm and loot a
    sarcophagus, and then head north.
    (x=700, y=1850) Broken Armor, Broken Shield, Heavy Crossbow of Accuracy,
    		Bolts +2 x20
    (x=850, y=1720) Sunstone Gem x2
    (x=850, y=1670) 87 gold
    (x=700, y=1850)
    2) The first of our secret doors lie in this room-one on the northern
    wall (x=330, y=1500) and one on the eastern wall (x=660, y=1500). Go
    north first, dispatch a Boneguard Skeleton, and loot some coffers. Once
    done, backtrack and explore beyond the eastern secret door. You'll find
    some new foes, Crypt Things and Revenants, which both bear explaining
    in greater detail:
    Crypt Things
    Crypt Things are dangerous for one ability-they can teleport a character
    to a random spot on the level. This is a bad thing for many obvious
    reasons, the chief one being that one character on their own is much
    more vulnerable than they are in a group. Otherwise, Crypt Things are
    pathetic in melee and they aren't overly well protected by Hit Points or
    Armor Class. You can try to rush them-they'll attempt to teleport foes
    on sight. If you survive their attempts (you get a saving throw against
    the effect), you should be in the clear. For a more sophisticated
    approach, however... you can pull a strategy from the Heart of Fury
    playbook. If you've been reading the Heart of Fury notes, you've seen
    the work "Invisosmite!" by now. The strategy is simple: cast
    Invisibility on a Cleric, and while invisible, activate your "Turn
    Undead" ability. If the Crypt Things can't see you, they can't teleport
    you, and even one of my 15th level Clerics was able to destroy them with
    "Turn Undead".
    Revenants are moderately powerful melee foes who for some reason do not
    count as undead. This means you can't kill them with "Turn Undead", as,
    of course, they're apparently not undead. You can affect them with mind-
    affecting effects, however, including Symbol, Hopelessness and Chaos.
    Like Trolls, they can't be killed conventionally-you can put them down
    with brute force, but to keep them down, you'll have to use fire. Last
    of all, they can stun foes when they hit.
    Tactics in Heart of Fury mode are pretty much the same as in normal
    mode... use Invisosmite! on any undead you see, and kill Revenants
    with steel and fire, perhaps softening up groups with a Symbol,
    (x=350, y=1250) Scroll of Disintegrate
    (x=350, y=1270) 47 gold
    (x=350, y=1300) Moonbar Gem x3
    (x=550, y=850) Copper Key
    *1: Seems kinda questy. You should probably hold onto it.
    Oh, the changes... There are quite a few. First off, Crypt Things used
    to count as 'monsters', not as 'undead', meaning Invisosmite! didn't
    work on them. Now that it does, they're all but helpless, whereas they
    used to be supremely dangerous foes. Revenants have seen more changes,
    however. Even their sprite is different! They used to look like Cold
    Wights, now they look like Ghasts. They can now stun, and like Trolls,
    they need the kiss of fire to keep down. In the vanilla game, they
    were just kind of glitchy. Fire-or anything else-wouldn't necessarily
    keep them down. Sometimes when you "killed" them, they would die,
    sometimes they wouldn't. If they refused to die, and just fell down into
    an unconsious state, you'd just have to run away, save, reload, and try
    again. Or use death spells, like Finger of Death. Making your way
    through this place has been massively simplified due to the changes in
    the Enhanced Edition.
    3) Once you've put down the threats in this room, head through the door
    to the west. If they didn't bother you earlier, you'll find a Crypt
    Thing here, as well as several Blast Skeletons. Up to the north you'll
    find some Boneguard Skeletons and another Crypt Thing. Dispose of them
    and loot the sarcophagus at (x=400, y=450) to score a Silver Key.
    (x=400, y=450) Silver Key*1
    *1: You know the drill, hold onto this gaudy thing until we find out
    where it goes.
    4) Now it's time to explore to the south. Backtrack to the first room
    we were in and go through the doorway to the south to find a room with
    lootable coffers and a pair of secret doors-one to the south at
    (x=950, y=