Guide Dragon Age Origin
Rasaad's Journey, Part II |o======================================================================oSequence of Events: {WLK065}1) Sharran Ambush2) The Deepstone Clan's Woes3) Thwarting Ovidiu's Ambush4) Frontal Assault5) Liberating the Lumber Camp6) Cuddy's Kitchen Caper7) Meems' Mighty Mixture8) The Welcoming Party9) Mercs and Monks10) Jassar and Sephos11) Alorgoth's Chambers12) Kitchen Raid13) Down to the Mines14) Overseer Azmadi and Haldorr Deepstone15) Alternate Access and Haralt Deepstone16) Unleash the Dwarves of War!17) Portal Run18) Shadow Smiting19) The Wheel of Obliteration20) End of the JourneyAmbush Site (OH4290)o======================================================================o1) Rasaad's quest begins much like Dorn's with a good old fashionedambush as you traverse the World Map. The ambush party includes aSharran Sorcerer, a Sharran Assassin, a Sharran Monk, and a SharranCrusader. As usual, the Mage should be your first priority, but notethat the Crusader can cast Clerical spells, and the Assassin in thiscase is really quite obnoxious with the whole Potions of Invisibility/backstab thing. Annoying enough that you might want to use a True Sightto keep him honest. Once they're dead, Rasaad will talk-the time todeal with Alorgoth has come, since he's clearly not going to leaveRasaad alone. If you've got Viconia in your party, she'll now take theopportunity to depart forever, rather than fight her coreligionists,so if you've got a mind to do Rasaad's quest, you'll need to leaveViconia behind in the Pocket Plane before you get started. Heh. Hopeyou have a back-up Cleric. For my evil Party, Jaheira had hit thatmagic 6,000,000 experience mark by now, making her a... passablesubstitute for Viconia. Just need to hope I don't need to cast RemoveParalysis, Remove Fear, or Restoration. Anywho, loot your foes beforeleaving-the Sharran Crusader will drop a suit of Full Plate Mail, aCloak of Protection +1, a Helmet, Pellan's Shield +2 and a MorningStar +3. The Sharran Assassin will drop a variable number of Potions ofSuperior Healing and Potions of Invisibility, a Torn Map and a ShortSword +3. The Sharran Monk will drop a Potion of Extra Healing x3, aPotion of Fire Giant Strength and a Potion of Magic Protection. Finally,the Sharran Sorcerer will drop an Adventurer's Robe, a Potion of ExtraHealing, two Potions of Invisiblity, a Quarterstaff +1 and twenty Dartsof Stunning. Picking up the Torn Map will update our World Map,providing us with our next destination... the Deepstone Clanhold.Note: From my experience with Rasaad's questline, it's full of bugs.Namely, Rasaad's banters sometimes just don't make sense. This mighthave to do with the fact that I didn't include Rasaad as a full timeparty member, but he just picked odd times to start talking about YagaShura. Sometimes he'll say what he's supposed to say, sometimes hewon't... just follow the walkthrough and ignore Rasaad and you'll befine... and when all else fails, picking dialogue option #1 to keepRasaad in line and happy.Deepstone Clanhold, Exterior (OH4200)o======================================================================o2) If you thought that, after Dorn and Hexxat's quests, no new areaswould be added to the already-cluttered Throne of Bhaal World Map...well, you were wrong. As soon as you enter this area you'll be pesteredby a Dwarf named Lemp Coldhearth, who'll ask what your business here is.Play nice and insist you're no friend of the Sharran and he'll take youto the west to talk to Meems Dugdeep, leader of the Deepstone clan...such as it is. Apparently these Dwarves dug into something that drew theattention of the Sharrans-when will Dwarves learn that digging leads totrouble? Anyways, most of the clan was killed or enslaved, the lattergroup now works in the mines or in the forests. There are three ways toget into the Deepstone Clanhold-first is a direct assault on the gates,second is by helping the Dwarves blast into the mines. The third optioninvolves freeing the Dwarves in the lumber camp and riding some logsdown-river and past the Sharran bridge guards. If you provoked LempColdhearth when you entered, Meems and company will be hostile as well,which eliminates the blasting option... but not the river option.Options are great and all... unless you have to write about them. Thenyou have two options-write several different walkthroughs to cover allthe possibilities or... well, be lazy. I'm going for lazy this time.My favorite approach is the direct approach, but honestly, you canpenetrate the Deepstone Clanhold all three ways if you cared to. Theblasting and log-riding routes force you to fight fewer foes, but thatmeans less experience and goodies, unless you backtrack... and sincethe front door is so much more straight-forward, that's how I'llcover it... with a few notes to help out folks going different ways.Don't worry, we need not make our decision just yet.***ITEMS***(x=900, y=2350) Battle Axe +1, Throwing Axe x40(x=750, y=2510) 47 gold(x=750, y=2530) Arrows x40, Arrow of Piercing x20(x=710, y=2500) Potion of Extra Healing x2, Elixir of Health x2,Potion of Clarity, Potion of Invulnerability,Potion of Magic Shielding<---------------------------------------------------------------------->3) First, head east from Meems' camp to find a road running to thenorth-east. Follow it a short distance until you find a stone circlesurrounded by four obelisks. Don't approach too close, however, as Dwarfnamed Rolf Hammersparks (x=2980, y=2080) awaits you. If you approachhim, he'll either warn you about an ambush or-if you get too close-theambush will succeed. Instead, circle around the obelisks to the north(you should find a path running south-west to the stonework) and leavemost of your party east of the tree at (x=3050, y=1620). Approach withonly one warrior, moving to the edge of the stonework to trigger Rolf'swarning. Annoyed that Rolf spilled the beans, the leader of theambuscade-one 'Sharran Guard Ovidiu' will show up and approach thestonework and curse the Dwarf. Attack him with the warrior whoapproached Rolf, while the rest of your party attacks the rest of theambushers, up north. The Sharran Guards are all armed with bows, whichthey prefer to use-sadly, you're already within melee reach. Ovidiu iseven more of a bastard, however, being armed with a Composite Longbow +3and ten Arrows of Detonation, which he would have lovingly pelted youwith, if he had the chance. Aside from that, Ovidiu will drop twentyArrows +2, Plate Mail +1, a Bastard Sword +2, two Potions of SuperiorHealing, two Oils of Speed, a Helmet, and an Intricate Key, which willopen the way to the Deepstone Clanhold. All his guards came equippedwith Splint Mail, a Helmet, twenty Arrows +1, a Potion of SuperiorHealing, two Potions of Extra Healing, an Oil of Speed, a CompositeLongbow +1 and a Bastard Sword +1. If Rolf survived the attack he'llwander back to Meems' camp without so much as a 'thank you'. Jerk.<---------------------------------------------------------------------->4) From the stonework, follow a path to the north-west a short distanceto reach the bridge leading across the river. On it are a pair of wussySharran Bridge Guards who make the mistake of challenging you. Dispatchthem, then loot them each for a suit of Chain Mail +3, a Helmet, twoScimitars +1, and three Potions of Superior Healing before continuingacross the bridge. You might want to pop on a Haste a few personal buffsbefore crossing, but if you're willing to use a Time Stop/Horrid Wiltingcombo, you shouldn't need any buffs. Across the bridge and through somewar-worn barricades you'll find five Sharran Gate Guards, a warriornamed Tallus, a Sharran Overseer, and a Sharran Sorcerer. Upon spottingthe party, one of the guards will raise the alarm, while the Sorcererorders the gate to be sealed. Too bad we already have the key, eh?Anywho, pick on the Sorcerer first, as Mages are almost always themost dangerous enemies on the field. Tallus seems capable of causingsome green explosion which does moderate damage and can knock foesunconsious, but aside from his possession of 'Meems's Special Grog'there's nothing special about him to indicate he should have any suchpowers... Anyways, when your foes are all dead, get to looting. Talluswill drom the aforementioned grog-another ingredient for Meems' bomb-asuit of Hide Armor, a pair of Battle Axes, two Potions of SuperiorHealing and two Potions of Extra Healing. The Sorcerer leaves behind aa Mage Robe of Fire Resistance, a Ring of the Princes +1, five Potionsof Superior Healing and a Quarter Staff. Finally, each of the GateGuards drop a suit of Plate Mail, a Helmet, a Large Shield, a Potion ofSuperior Healing, a Potion of Extra Healing and a Long Sword +1. Wecould open the gates and walk right on in to the Dwarven Clanhold, butwe've still got some Dwarves to save, so... head back across thebridge.<---------------------------------------------------------------------->5) North of the bridge you'll find the 'Lumber Camp'. When you approachthe Sharran in charge-Sharran Overseer Razvan (x=2550, y=800)-will wastesome time talking before hostilities inevitably break out. She's joinedby a Sharran Priest, who'll cast some mid-level buffs before summoningan Aerial Servant, then trying to cast Hold Person, some SharranOverseers, who are wussies, and some Sharran Mercenaries, who... areactually quite brutal in melee combat. This fight-as are most fights inRasaad's questline-can be easily won with a Time Stop/Horrid Wiltingcombo. It's a tactic I'll use often during this quest, because of thenumber of foes involved in many fights, and because... well, it's justreally effective. This fight isn't too bad even without spells, however.Just keep an eye on your warriors in case those Sharran Mercenariesscore some cheap hits. They can hit very lower Armor Classes with onlymoderate attack rolls, and they deal some mean damage. The SharranMercenaries each drop a suit of Full Plate Mail, a Helmet, a LargeShield +2, a Battle Axe +3, three Potions of Superior Healing, and atainted Oil of Speed. Sharran Overseer Razvan will leave behind a Potionof Superior Healing, a Potion of Extra Healing and a Potion ofExplosions-the latter is one of the ingredients for Meems' bomb. TheSharran Overseers each carried a suit of Leather Armor, a Potion ofExtra Healing, and a Club, while the Sharran Priest forfeits a suit ofSplint Mail, a Medium Shield, a Potion of Extra Healing and a Mace +1.<---------------------------------------------------------------------->6) After the fight (before you even get around to looting, in fact)you'll be bothered by the leader of the lumberjack Dwarves-CuddyDugdeep. Exchange pleasantries and state you're in the process ofliberating the Dwarves (dialogue option #1) and he'll question yourmeans of infiltration. If you pick dialogue option #3, he'll take hissurvivors back to camp, considering the frontal approach too dangerous.Pick dialogue options #1 or #2 and he will-if you play along andquestion him (dialogue option #1 repeatedly)-suggest riding some logsdownstream, bypassing the guards and slipping into a secret entrance...one the rest of the Dwarves apparently don't know about, or theywouldn't be trying to blast their way into the mines. If you go alongwith this, you'll sneak into the Kitchen of the Clanhold (OH4210), whereyou'll meet two more Dwarves-Fillis and Killis. Those names sounds awfulJ.R.R Tolkein... whatever, talk them into manning up and fighting theSharrans and you'll be presented with two more options-just go bust someheads, or ask for their advice and they'll suggest using the dumbwaiterto get down into the mines, where many more Dwarves await liberation-andvengeance. Doing this will take you down into the mines (OH4220), whereyou'll be immediately confronted by a Sharran Overseer and three DarkMoon Monks, who are all wussies... except for the Monk's QuiveringPalm ability, which can kill characters outright. From here you cankeep assaulting the mines, or use the dumbwaiter to return to thesurface. From the kitchen, find a secret door at (x=1070, y=1800) whichwill lead you back outside (x=1200, y=1900), should you need egress.Then again, if you decline Cuddy's offer to ride down the river, he'llhead over to Meems' camp, and you'll lose the opportunity to sneak inthis way. You can always leave and then come back in via an alternateroute, if you feel so inclined. In any event, Step #7 will assume youturned down Cuddy, or you left after snaeking inside. As I said before,I prefer the front door, even though riding the river is the onlyroute that gives an experience reward... paltry as it is.***REWARD***(For sneaking into the Dwarven Clanhold with Cuddy)EXP 1000 (each character)<---------------------------------------------------------------------->7) Turn down Cuddy, or return to the camp after breaching the Clanholdand loot the Sharrans. Search around camp and you'll find the third andfinal ingredient Meems needs-some Rock Salt. Now that you have allthree ingredients, return to Meems (x=1120, y=2500). Pick dialogueoption #1 twice to get blasting. You-and a rather large contingent ofDwarves-will find yourselves in the south-eastern corner of the mines(OH4220), in a tunnel marked 'Tunnel Under River'. From here you canstart murdering Sharrans, or sneak back outside and use the front door,if you wish. Step #8 and on will cover this unimaginative approach,regardless of what you did beforehand.***ITEMS***(x=2470, y=630) Rock Salt(x=2500, y=620) Arrows +1 x40Deepstone Clanhold (OH4210)o======================================================================o8) Walk right up to the gates (x=1000, y=1000) and head on inside.You'll be greeted by a welcoming party of two Dark Moon Monks, twoSharran Guards, a Sharran Mercenary and a Sharran Priest. If you arelucky, you won't be bothered while you put down these six, but there'sa good chance another Sharran Mercenary will open the doors to thenorth-west (x=1950, y=1250) and join the fray. If that's not annoyingenough, your presence in the Clanhold will soon be detected by a groupof Sharran Assassins led by one Danys Ten-Teeth, who are fond of usingPotions of Invisibility and the 'Poison Weapon' ability. I found theinitial group weak enough to kill with a straight melee assault-nobuffing required. For the Assassins, I put Stoneskin on whatevercharacter could cast it, and used a Gem of Seeing to keep them honest.If you manage to kill the first group without them opening the door...well, open the door and kill the Mercenary outside, but stay in thefirst chamber and let the Assassins come to you. Once they're all dead,get to looting-you know what they drop by now, magical arms and armor,and a variety of potions. The only interesting drop is the Suryris'sBlade +2... which is just an old Baldur's Gate 1 Halberd. Yeah, I'mgetting lazy with the drops here, but it's taking up more space than thedescriptive text, and it's just as accurate at this point in the game totell you that the miscellaneous magical gear is worth selling, andnothing else, and the potions are... well, I don't need to botherpointing out why potions are useful, do I? Don't worry, I'll still pointout the good stuff, but from here on out, you can sift through thegarbage on your own.<---------------------------------------------------------------------->9) Apply some personal buffs and Haste before going through the doors tothe north-west. In the hall beyond you'll find a pair of SharranMercenaries led by Torchadahl. In the barracks to the north-east(more specifically, through the door at (x=2030, y=850)) are anotherpair of Sharran Mercenaries led by Theyeredahl, who might join thefight. About a half-dozen Dark Moon Monks led by Braitenbach WILL joinfrom the north-west. Be wary for Quivering Palm and withdraw and healwounded characters as necessary... and perhaps consider blasting themwith a Horrid Wilting (or three) if they group up. Once they're dead,get to looting-the only item worth noting is another Plate of theDark +1, which was worn by Torchadahl. Loot the barracks whereTheyeredahl are/were for some minore goodies before advancing.***ITEMS***(x=1920, y=600) Scroll of Protection From Poison, Battle Axe +1,Scroll of Protection From Acid(x=2180, y=640) Bastard Sword +1, Arrows +2 x20, Arrows of Piercing x20,Bullet +1 x5(x=2320, y=730) Plate Mail +1, Large Shield +1, Iol Gem,Scroll of Color Spray, Potion of Extra Healing,Potion of Frost Giant Strength, 217 gold***TRAPS***(x=1920, y=600)<---------------------------------------------------------------------->10) Continue north-west the reach the end of the hall, then turnnorth-east to find Jassar (x=1770, y=500) and Sephos (x=1820, y=520)guarding a door (x=1850, y=450). These two are a pair of buttholes ina straight fight... or at least Sephos is. He's a high-levelFighter/Mage who uses some of our own tricks-namely buffing up andmaking a nuisance of himself in melee combat. You'll need to use TrueSight and Breach to get through his defenses. Other than that, he alsohas a Wand of Paralyzation, which he'll use to cause more mischief.There are a number of ways to make this fight less annoying-likestarting with a backstab, or just using a Time Stop/Horrid Wiltingcombo. Just start the casting out of their sight and you'll be fine.Aside from the Wand of Paralyzation (which only has three charges),they drop nothing interesting.<---------------------------------------------------------------------->11) Unlock the door they were guarding-no special key is required,just... pick the lock. In the room beyond you'll find Shani, who'llchatter a bit before attacking. If you try to bluff your way throughthe conversation, she'll call to non-existant guards before vanishing...but what fun is that? If you pick a fight, she'll start out with aSpell Trigger and a Chain Contingency, putting up a bunch of buffsincluding Globe of Invulnerability, Protection From Energy, SpellTurning, Stoneskin, True Sight, and Protection From Magical Weapons.Then she'll cast Time Stop, during which time she'll used ImprovedAlacrity, Dragon's Breath, Web, then a series of Magic Missiles. Afterthat, she'll summon a Mordenkainen's Sword, then she'll cast a pair ofHorrid Wiltings. Ouch. Of course, my fully-buffed protagonist can bemade immune to everything she can throw at me. A True Sight, a fewBreaches, and she's gone. Loot her for a Potion of Extra Healing, aScroll of Spell Strike, two Potions of Invisiblity, and a Dagger +1.Hrm. Not much of a reward for killing three high-level foes, is it?Never fear-loot the room for the real goodies. The two journals heredon't really provide any useful information, so onto the real stuff.The Night Walkers increase the wearer's speed a bit, and also makethe wearer immune to Web, Entangle, and Grease... effects that wewill encounter... oh... once more in the entire game? They also allowthe wearer to cast Shadow Door three times per day, but consideringhow often enemies will use True Sight, it's not much of a defenseanymore. The Headband of the Devout is actually pretty nifty-itbestows a constant Bless effect on the wearer, giving them a +1 bonusto attack and damage. It also make them immune to Confusion, andallows them to use Righteous Magic once per day, which will give them+10 Hit Points, +3 Strength, and maximize damage dealt for one turn,which is a pretty lengthy bit of time for max damage. On the negativeside, it can only be used by a Monk... or a Thief with the 'Use AnyItem' high-level ability. Sadly, I think Vhailor's Helm is better, soI really don't have a use for it. Last and certainly not least is theCloak of the Dark Moon, which gives a +2 bonus to Armor Class (andstacks with other protection items), give a +2 bonus to Saving Throws...but only at night, makes the wearer immune to Blindess-an annoyancewe'll have to deal with shortly, but not something that's commonthroughout Throne of Bhaal. It also allows the user to cast the potentdefensive spell Protection From Magical Energy three times per day,lasting four hours per casting. Yeah, this cloak is pretty awesome.So who gets it? My top choices are Dorn/Keldorn, or Jaheira. In theformer case... do I really need the Nymph Cloak anymore? The days ofreaction checks and appeasing merchants is past, and both of them couldreally use the Armor Class. On the other hand, Jaheira's saves areworse, Dorn/Keldorn both have weapons with reach that can help keepthem out of the worst of melee combat, and... well, the Cleric rule.Protect your Cleric so they can protect others. I give it to thecharacter with half a dozen Heal spells. Plus, if you did Neera'squest, Keldorn/Dorn should already be wearing the cloak of the Lich.***ITEMS***(x=1820, y=130) Alorgoth's Journal, Scroll of Protection From Undead,Scroll of Protection From Acid(x=1635, y=130) Journal of Boldcam Deepstone(x=1650, y=150) Night Walkers, Headband of the Devout,Cloak of the Dark Moon, Sisters of Light and Darkness<---------------------------------------------------------------------->12) Leave Alorgoth's Quarters and return to the hall. Enter a hallway tothe south-west, which quickly forks. Turn north-west and open a door at(x=1200, y=1150) to find a room occupied by Taddaus (x=800, y=980),a Sharran Priestling, and a pair of anonymous Dwarves led by one namedFiddich (x=880, y=910). Kill Taddaus and Fiddich will speak to you.Pick dialogue option #1 to gain some new allies in the fight againstthe Sharrans-mostly useless now that this level is all but cleared-orpick dialogue option #2 to send them back to Meems' camp. The realdeal is dialogue options #3 followed by #1, which will get Fiddich torun down the entire level for you... which again is kind of wasted bythis approach, but it does get you a nice experience reward. In thedining room to the south-west you'll find Phyllidus, a weakling Monkwho serves only to try to call non-existant guards on you. Also, ifyou're curious, this is where Danys Ten-Teeth and her Sharran Assassinsstarted out. Finall for the east, the Kitchen lies through the door at(x=1050, y=1650). If you didn't sneak in with Cuddy, Killis and Filliswill be quite a bit less helpful. Also, you won't be able to use thedumbwaiter. You can, however, find and use the secret door(x=1100, y=1800) to sneak back out, should you need to... but if youdidn't sneak in with Cuddy, you won't able able to use this route tosneak back in. Makes no sense...***ITEMS***(x=450, y=1550) Potion of Extra Healing x2, Antidote x3,Potion of Clarity***REWARD***(For getting directions from Fiddich)EXP 3000 (each character)<---------------------------------------------------------------------->13) Return north-east to the hall again. Now it's time to head to thenorth-western end of the hall and explore up there. Go through thenorth-eastern-most door to find Inquisitor Murundhi (x=1180, y=400).Murder him and loot the room, then head into the room to the south-westfor more lootage. Finally, head down the stairs to the north-west(x=300, y=700) to reach the mines.***ITEMS***(x=1150, y=300) Scroll of Identify, Cursed Scroll of Clumsiness,Scroll of Protection From Acid,Scroll of Power Word: Stun(x=1200, y=250) Throwing Axe x10, 7 gold(x=800, y=450) Scroll of Charm Person, 9 gold***TRAPS***(x=1150, y=300)Deepstone Mines (OH4220)o======================================================================o14) Immediately upon reaching this level you'll encounter OverseerAzmadi (x=2070, y=430) who, along with two Dark moon Monks watches overtwo nameless Deepstone Dwarves led by Haldorr Deepstone (x=2040, y=400).Rasaad ruins all hopes of avoiding a fight... and why would you want to?Butcher the Sharrans and Haldorr will speak to you. It doesn't matterwhat you say-they'll end up wandering off. Loot Azmadi for a Helmet ofCharm Protection, amongst other magical junk and potions. If you wantto trigger some chatter from Rasaad, head over to the glowing purplepit to the north-west.***ITEMS***(x=880, y=550) Shadow Gem<---------------------------------------------------------------------->15) Continue south and you'll be attacked by a trio of Dark Moon Monksand a Sharran Overseer... provided you didnt sneak in Cuddy and use thedumbwaiter to get down to the mines. Also, some Sharran Guards mightcome join the fun from the south-west if you didn't blast your way inwith Meems. One of said guards will drop a 'Holding Pen Key', whichisn't actually necessary. Now, for some things to do. Over at(x=2500, y=1250) which you can ride up to the Kitchen, if you wish...but again, without sneaking in with Cuddy, you won't be able to rideit back down. Lame. Continue to the south-west and you'll find a trioof Deepstone Dwarves along with their leader, Haralt Deepstone(x=1770, y=1200). Talk to him and you'll end up freeing him, whetheryou have the 'Holding Pen Key' or not. South of their cage you'll findthe 'Tunnel Under River', which, if you helped Meems make her bomb youcan use to escape the mines. For obvious reasons you can't do so ifyou didn't help out.<---------------------------------------------------------------------->16) Well, all that was fun. Continue south-west until you reach a bridgecrossing a chasm. Cross it to the north-west to find a large host ofSharrans including nine Sharran Overseers, a Sharran Monk, a SharranSorceress, and their leader, Overseer Akuda (x=530, y=1180). When youapproach she'll harass a group of Dwarves led by Bentaxe Foekiller(x=620, y=1050). Don't let their numbers fool you-these guys areweaklings, as their experience values will show after Akuda talks to youand the fighting starts. Go after the Sorceress first-Mage and all-thenwipe out the rest. Akuda can cast some Clerical spells, but she's stillnot much of a threat. After the fight, Bentaxe will talk to you. Hewants revenge on the Sharrans, and won't settle for being sidelined.Pick dialogue option #3 repeatedly to do so and he'll turn violent.After he's dead, his more reasonable kinsman, Halnur Farcutter willtalk to you and accept your decision to send the Dwarves away... Or youcould just let them tag along, but they do get in the way... not tomention they prevent you from saving and resting. In the end, it'smore rewarding to let the Dwarves tag along, however.<---------------------------------------------------------------------->17) Dwarves or no, continue into another chamber to the north-east,which has little of interest inside. The chamber to the west, however,has a bit more going on. Alorgoth awaits us at (x=440, y=720), guardedby a Sharran Sorcerer, a Sharran Crusader, six Shadow Guards, andYxtrazzal. Approach and Alorgoth will speak to you-feigning ignoranceof Rasaad in an attempt to provoke him. Naturally, a fight ensues, butAlorgoth and Yxtrazzal don't stick around. This fight is one of aseries of fights we'll have to survive, so I try to avoid taking toomuch damage-something the Shadow Guards can certainly inflict,especially with a Sorcerer behind them. I have Edwin/Imoen hit themwith a Time Stop/Horrid Wilting Combo, which should kill a few of them,and weaken the rest. After a short while, several Shadow Creatureswill come through the portal to the Shadow Plane that Alorgoth created(x=400, y=600). Your goal is to make your way through this portal-theenemies don't matter, as the Shadow Creatures will continue to spawn.They're not too rough in a fight, but they can drain levels, causefear, and blind characters... the perfect nuisance monsters. Clear theway as much as possible-a single Sunray will take out many ShadowCreatures-and when you've got an opening, bolt for the portal.***ITEMS***(x=1220, y=700) Shadow Gem x2Shadow Plane (OH4230)o======================================================================o18) As soon are you arrive in the Shadow Plane you'll be assaulted bya mixed group of Shadow Creatures and Shadow Fiends, so move charactersvulnerable to level drain to the back of the party and have them useranged weapons for now. Once the Shadows are defeated, head to the east,leaving the cavern marked as the 'Crystal Chamber' and continue intothe one marked as the 'Shadow Cavern'. Alorgoth will taunt you beforerunning to the south-dispatch some more Shadows, and when all isclear... it's time to spell-buff. Heal up, wait for any Blindness towear off-but don't rest. That'll just spawn more Shadows. Apply yourDragon-fight buffs, including Remove Fear, summons, Haste, and personalbuffs-all that good stuff. When you're ready to go, follow Alorgothto the south-west.<---------------------------------------------------------------------->19) You'll find Alorgoth (x=540, y=1280) and Yxtrazzal (x=480, y=1150)waiting for you. Alorgoth and Rasaad will exchange words before Alorgothtells Yxtrazzal to reveal her true form-that of a Shadow Dragon. Theportal back to the prime will vanish, trapping us here. Since we can'tretreat, we might as well fight, right? Ignore Alorgoth for this fight,since he can't be killed. He's not all that dangerous, anyways. Neitheris Yxtrazzal, for that matter. In fact, she might be the weakest Dragonwe've fought since... the last Shadow Dragon, back in Umar Hills. Beingfully buffed, all I had to do is pop up some Greater Whirlwind Attacksand pummel her to death. When Yxtrazzal falls (don't blink) the ShadowPlane-or at least the part of it you're in-will start to collapse.Endure more chatter and convince Rasaad not to be a retard and throwhis life away, then loot Yxtrazzal for some Shadow Dragon Scales, aBlack Opal, a Scroll of Shadow Door, the Wheel of Obliteration and3272 gold. Grab the Wheel of Obliteration and equip it in a quick itemslot. Alorgoth will throw a tantrum, letting you know that the Wheel isimportant. Return to where the portal to the Prime used to be (southof the crystal cluster in the Crystal Chamber) and use it to reopen theportal. Don't go through, however-I know the damage, screen-shaking,and Meteor Swarm effects tell you to get out of here quick-like, butyou need to witness Alorgoth's demise-and talk Rasaad out of anotherbout of stupidity-before you'll be whisked back automatically.<---------------------------------------------------------------------->20) Back in the prime, dispatch whatever baddies you left behind, andBentaxe will talk to you again (if you let him fight with you). He'lloffer you a reward for all you've done, and won't take no for ananswer. His reward-7500 gold-is... well, generous, but unnecessary now.Certainly the gear we pulled off the Sharrans will sell for severaltimes more. Ah well. Rasaad will also speak to you, putting someresolution on his vendetta and triggering another quest reward. Lootthe dead around where the portal stood for junk you might wish to sellor drink-the only bit of intersting loot is another Pellan's Shield +2dropped by the Sharran Crusader. Aside from that, you can have Cespenarturn the Shadow Dragon Scales you found into... Shadow Dragon Scalearmor. You know, the same armor that was obsolete at the end of Shadowsof Amn? Anyways, Rasaad's journey is finally over.***REWARD***(For allowing Bentaxe to seek vengeance against the Sharrans)Gold 7500***REWARD***(For defeating Alorgoth)EXP 20000o======================================================================o| Sendai |o======================================================================oSequence of Events: {WLK066}1) Woodcutter's Welcome2) Ambushed Outside of the Enclave3) Ambushed Again4) Woodcutter's Ruse5) Forcing Your Way Through6) Sacking the Guard Room7) North Tunnels8) South Tunnels9) Staging Our Own Ambushes10) Odamaron's Lair11) Diaytha's Challenge12) Diaytha's Demise13) Dueling Captain Egeissag14) Murdering Mithykyl the Mind Flayer15) Crafting With Cespenar, VIII16) Showdown With Sendai17) Talking to Ourselves18) Doubting DoubtWoodcutter's Cabin (AR6111)o======================================================================o1) When you arrive you'll see a Woodcutter (x=1800, y=1450) with twoenchanted axes and Elven Chain Mail. A quick 'Detect Evil' reveals thatthere are an awful lot of evil and magic resistant animals about! If youtalk to the Woodcutter he'll tell you he saw some Dark Elves in thesouth-western corner of the forest, and implore you to go see. First,loot his house for various goodies, including the Rune of Clangeddin,which upgrades the Runehammer. Woodcutting must be awfully lucrativearound these parts!Note: Try to avoid pissing off the Woodcutter or... well, those evillittle animals and the humble woodcutter will reveal that all is not asit seems. I know, surprise, surprise, but if you provoke him now, youwon't be able to trigger the encounter in Step #4.***ITEMS***(x=600, y=400) 3 gold(x=500, y=330) Arrows +3 x20, Bolts +3 x20, Bullets +3 x20,Long Sword +3, Medium Shield +2, Rune of Clangeddin(x=550, y=250) Potions of Superior Healing x5(x=500, y=200) 1 gold(x=150, y=200) 102 goldSendai's Enclave, Exterior (AR6100)o======================================================================o2) Take his advice and go north from his cabin and note a pair ofhastily-erected gravestones in the north-eastern corner of the areawhich were apparently designed to look old. From there you need to gowest, then south. I send Jaheira over there alone, with the Shield ofBalduran equipped and Chaotic Commands in place. My reasons becomeabundantly clear once a pair of Umber Hulk Elders (with enough Hit Diceto be immune to Death Spell) a pair of Drow, and a Hive Mother appear.Jaheira quickly runs back to the party, and the Umber Hulk Elders andDrow will follow her to their demise. Once they're cut down Jaheiraheads back south and kills the Hive Mother by herself. I loot the Drowfor their Elven Chain +1, their Katanas +2, and some Potions before Ihead back to the Woodcutter.Note: Since most of the Drow will drop Elven Chain +1, I will no longerrecord individual instances of it in the Items Section of the guide. Itmight have been rare enough to note in Shadows of Amn, but it has nowlargely become mandatory armor for the rank-and-file of Throne of Bhaal.<---------------------------------------------------------------------->3) This time he tells us that he heard some voices over by the gravesto the north. Alright, so head back up there. Again I lead with Jaheirabearing the Shield of Balduran by a short distance. A pair of Gauth willshow up along with five Drow. I attack the Drow in the front-middlefirst, to prevent him from casting spells while the Gauth pointlesslyattack Jaheira. They should prove no trouble, and two of them willdrop the same gear as the other two did earlier, while two of themwill drop some Bolts +1, Bolts +3, Elven Chain +1, and Heavy CrossBows +3, along with Antidotes, which the game is trying to give youplenty of (hint!).<---------------------------------------------------------------------->4) Before I talk to the Woodcutter again I do some light spell-buffing(Stoneskin, and Haste). Once you survive another ambush he'll get tiredof the disguise and attack you, and the various animals nearby will turninto Drow as well. My protagonist immediately starts casting Time Stop,while the rest of the party charges the Drow Wizard to the east toquickly kill him. The Drow Warriors need to be respected here, as theycan use a variety of abilities, some can backstab (if we can dual-and-multi-class, why can't they?) and/or use attacks like Kai, Called Shot,Smite, and worst of all, Greater Whirlwind Attack. Once the Drow Wizardto the east meets his messy demise the rest of my part surges west tomeet the Drow Warriors advancing. My protagonist finishes his Time Stopand begins a series of Greater Whirlwind attacks which outright killthree Drow Warriors, leaving only mop-up to be done once the sequenceends. I don't have the 9th level spell slots to do that often, but sinceI can move on Sendai after this fight at my leisure, I decide to smitethese Drow with excessive force. Once they're all dead the entrance toSendai's Enclave will reveal itself. Go up there and dispose of thethree Drow Warriors outside. I just want you to note that the DrowWarrior captain took almost 150 damage to kill, and with high magicresistance and access to the same feats that we've been using all along,we need to take these upcoming fights more seriously. Fire Giants werebad news, sure, but Fire Giants didn't use Greater Whirlwind Attacks.Note From Lee:Make sure to take the party all the way around in front of the cabin, asthere are a couple of asshole Drow with ranged weapons that will appearto the north. By moving to the front of the cabin, the party will be outof their range, at least initially, and you can focus on the Drow Wizardwithout suffering any damage from missiles.I place Edwin in the cabin doorway, which acts as a natural shield forall attacks from the north and west. Jaheira and Anomen take positionsnear the "deer" at (x=2000, y=1600), and my protagonist, Keldorn, andSarevok surround the Woodcutter. Once the Woodcutter and his "animals"turn hostile, Edwin, Jaheira and Anomen kill the Drow Wizard (nee deer),while the others take out the Woodcutter. After that (1-2 rounds), I canslay the rest easily, keeping Edwin back out of harms way. I didn't evenneed to spell-buff for this fight, although I can see how using somesimple buffs couldn't hurt...***REWARD***(For killing the Drow Captain and opening the way to Sendai's Enclave)EXP 10000 (each character)Sendai's Enclave, Entry Tunnels (AR6101)o======================================================================o5) Enter Sendai's Enclave at (x=1500, y=100) after disarming the trapin front. Inside, Haste your party and continue down the stairs to thenorth-east. You'll have to cut your way through a throng of Myconids,who will be joined in time by various Spiders and Umber Hulks, so keepon your toes and be wary of the poison and confusion flying your way.Continue killing Umber Hulks and Spiders as you head north-east, untilyou reach a platform containing six Drow and two Umber Hulk Elders.These Drow aren't as potent as the group we just faced, massacre them,loot and look around. There are three platforms adjacent to this one,the one to the north-west contains two doors we can't access, and theone to the south-east is... well... facing south, so it can't reallyhave a door, given the 2D-Isometric perspective. Since our choice ismade for us, we need to continue onward, to the north-east(x=2900, y=700). Make sure to spell-buff, first.***TRAPS***(x=1400, y=150)Guard Room (AR6109)o======================================================================o6) In this area you'll be assaulted by about a dozen Drow, includinga Drow Priestess and a Drow named Thelynn'ss. Other Drow havecapabilities beyond the norm that go unmarked, as some of the Drow areMages, some will use Called Shot and other abilities. Imoen and myprotagonist both cast a Time Stop, while I summon a Deva and anElemental Prince in the middle of the room to distract the Drow anddraw them together. Imoen goes first, and although the Drow havemagic resistance two still perish under her onslaught of Horrid Wiltingsand Comet, and many more are injured. Shortly afterward, my protagonistgoes, uses Greater Whirlwinds, and kills no less than five Drow,including Thelynn'ss, thus removing their greatest threat. After that,it's all mop up. They'll drop the same loot we've come to expect fromthese Drow-valuable, but not worth wearing. Thelynn'ss will drop anAmulet of Cheetah Speed, which I can't find a home for, since everycharacter is already wearing better, and the Drow Guard's Key, which weneed to proceed. As you go to leave you'll be treated by a cutsceneshowing that Sendai is rather busy at the moment, and not fullyappraised of just what doom approaches her. She sets loose some slavesin the north tunnels and her pets in the south, which she thinkssufficient to stop us. This far into the game and we're still beingunderestimated? Ah well. Take your pick, slaves or pets. Then whenyou're done killing what you chose, head into the other tunnels andkill the other creatures, too. Unless you're too good to bother gettingall that experience and exploring.***REWARD***(For obtaining the Drow Guard's Key and forcing Sendai to respond)EXP 5000 (each character)North Tunnels (AR6102)o======================================================================o7) Enter the north tunnels at (x=2370, y=550) where you'll witness aSlavemaster encouraging some slaves to attack. In this case, it's someDerro Berserkers, and what you have here is essentially anotherendurance trial. Kill the Derro Berserkers and keep advancing, as theywill respawn endlessly. Eventually the Derro Berserkers will be joinedby Derro who use Crossbows, and about halfway through, Orogs will showup. Keep moving, killing, and chasing the Slavemaster. At the end of thetunnels he'll be waiting for you with a trio of Umber Hulks. Once theSlavemaster dies, everything else will stop re-spawning and you cansafely loot the massive amounts of dead lying around... if you forsome reason still need any money. The Slavemaster will drop a pair ofBattle Axes of Mauletar +2, Plate of the Dark +1, two Potions of ExtraHealing, an Oil of Speed, a Potion of Invulnerability, and a Potion ofStorm Giant Strength... lots of Baldur's Gate 1 items returning late inBaldur's Gate 2. Each Orog will forfeit a suit of Plate Mail +1, a TwoHanded Sword +2, a Helmet, and two bits of random loot (some coins, agem, a scroll, a potion, or some jewelry). Derro Berserkers leave behinda suit of Chain Mail, a Helmet, some loot, and a Drow Halberd +3.Finally, the Derro leave us some Bolts, Bolts +1, Chain Mail, a ShortSword +2, a Light Cross Bow +1 (or a Heavy Cross Bow +1), and some loot.Now, to prove a point I went far out of my way, wasted a lot of time andeffort, and discovered that the loot I obtained just in this room wasworth about 200,000 gold. Heck, with a high Charisma and reputation,each Orog's gear sold for 4,400 gold. What's the point, you ask? Moneyisn't an issue anymore in this this game after this... and really, itshouldn't have been since Throne of Bhaal started. Even late-arrivers tothe game shouldn't have any serious concerns about Cespenar's upgradecosts, which is really the only thing left to spend money on anyways.Note: On my last playthrough, I spell-buffed before entering the NorthTunnels, then as soon as I was in, sent my party to kill the initialDerro we encountered... all save my protagonist, who ran down the tunnelignoring all the enemies and triggering the Slavemaster's appearance.I kept going until at the end of the tunnel the Slavemaster showed upand decided to stand his ground. Then I used a Greater Whirlwind attack,ran up, and smote him. After he was dead, I ran back to my party, sinceall the enemies were after my protagonist (and let's face it, he'sstrong, but not that strong). Once I regrouped, I turned to face themassive horde of enemies tailing my protagonist. A Time stop/tripleHorrid Wilting combo all but ended the fight.South Tunnels (AR6103)o======================================================================o8) Now I backtrack to the previous area and enter the south tunnels(x=2620, y=450). The monsters in this area are finite, so they won'tstress your endurance too much, but other threats abound. What elsewould a Drow keep as pets but Spiders, and Spiders mean poison. I leadwith my protagonist, who is immune to poison via the Ring of Gaxx,Keldorn/Korgan, who are sporting the Ring of Anti-Venom, and Jaheira,who is innately immune to poison, being a high-level Druid and all. Ifyou still have the Periapt of Proof Against Poiston, you can alwaysthrow that on antoher character, as well. In classic Baldur's Gatestyle, where there's a spider lair, there are web traps. As long as youstay on the path, however, you'll be safe. The one unique creature inthis place is the spider Lashar'ra, whose poison can kill instantly.However unlikely this is, her poison still does something along thelines of 16 damage per second on a successful save, so only engage withcharacters who are immune to poison. Lashar'ra can also use a variety ofclerical abilities: I've seen it use Heal on itself several times in onefight, and it can also cast Summon Spiders. Lastly, it has a Vortex Webability similar to what Vortex spiders have, which can slow characters.All in all, this route is a little easier than the northern tunnels ifyou have the right equipment. Exit to the next area at (x=2800, y=100).***TRAPS***(x=700, y=550)(x=850, y=500)(x=900, y=640)(x=900, y=900)(x=1100, y=500)(x=1300, y=700)(x=1480, y=600)(x=1800, y=1300)Sendai's Enclave, Hub (AR6104)o======================================================================o9) Head north-east until you reach a platform with four bridgesextending off of it, one continues to the north-east, another lead tothe north-west, yet another extends to the south-east (which just leadsback to the north tunnels)... and finally, of course, is the path backto the south-west leading back the way we came. In this area we'll findsome monsters milling about, to the north-west are two groups of eightDrow, and to the north-east are two Umber Hulks and two Umber HulkElders. The best thing about this area is the fact that we can sneak upon these enemies! It's been a while, I know, but I assume we still knowhow to mark their location and hit them with area-of effect spells likeHorrid Wilting and Incendiary Cloud.Odamaron's Lair (AR6110)o======================================================================o10) I head north-west first, into the building at (x=950, y=700). Onceinside, I refrain from taking the obvious approach and running to thecenter of the room, as there are a pair of traps which block the stairsup. Instead, I scan for traps, disarm them with an invisible character,and bring the Lich Odamaron into view. He'll put up some spell-buffsand begin to cast True Sight, wasting his first turn. As soon as thetraps are removed I quickly charge with my protagonist and a Cleric,who both immediately set off a Sunray, which should outright kill theLich, or at least bring victory within easy grasp. I thank Odamaron forplaying and loot his body for the Eye of Tyr, a Drow Wardstone, andthe Heart of the Damned. Two upgrade components from one critter? Notbad. Loot the pipe near the stairs where you entered to score theSkull of the Lich. Make that three upgrade components. As you leave,you'll get another cutscene involving Sendai, who is informed of justwho, exactly, is assaulting her. That makes her react a little morerespectfully, and she sends her priestess, Diaytha to stop you aftershe... uh... relieves her Guard Captain of command.Note From Lee:I don't know if I just got lucky, or if this is a sound strategy, butI simply waited at the entrance and let him cast his Time Stop andother shit. Once he's done with that, he moves forward to engage and Icut him down in 1-2 rounds. Anomen was stunned during the assault, butother than that I suffered no damage or other impairment.***ITEMS***(x=800, y=100) Potions of Superior Healing x2, Skull of the Lich,Potions of Extra Healing x3, Potion of Master Thievery(x=250, y=200) Arrows +3 x20, Bolts +3 x40, Bullets +4 x40(x=220, y=600) Sphene Gem, Tchazar Gem***TRAPS***(x=750, y=280)(x=800, y=280)(x=800, y=100)***REWARD***(For forcing Sendai to send Diaytha to halt your advance)EXP 5000 (each character)Sendai's Enclave, Antechamber (AR6105)o======================================================================o11) Now head to the north-east (x=2550, y=600), where you'll findDiaytha. Despite what Sendai says, she seems utterly content tounderestimate you, since you're not Drow. And hey, why not, it's notlike we've killed scores of Drow and all but obliterated an entire Drowcity. Anyways, she challenges you to meet her in Ogremach's chamber, andif you defeat him, she'll deign to confront you. We might as well,since it's the only way we can go. Go through the door to the south-eastto find Ogremach, Prince of Earth. I prefer to lure him and his GreaterEarth Elementals out, since the room is trapped. Also, we can bottleneckthem at the door and impose a severe disadvantage upon them. Ogremachis nothing special, he'll use Stoneskin and Earthquake, has a lot ofHit Points, and is immune to crushing weapons, but he's just a meleeenemy that the party can gang up on and kill. I engage him with myprotagonist first, who is protected by Stoneskin and hence should comeout of the fight fairly unscathed. Just be sure to withdraw charactersas he injures them, as he can deal an awful lot of damage very quickly.Still, it's nothing that can't be blocked by Stoneskin, and a fewGreater Whirlwind Attacks should suffice to put him down.***ITEMS***(x=1200, y=1000)<---------------------------------------------------------------------->12) With Ogremach dead, the door to the north-west opens. Afterspell-buffing, I send my protagonist (and his simulacrum) up first tomeet Diaytha, who is joined by a Vampire, a Demon Knight, an Abishai,and a Hive Mother. I lead with the simulacrum, and I don't bringDiaytha into sight. She has some things to say, but won't address asummon. The rest of her group, however, will respond, and my simulacrumuses Greater Whirlwind(s) to quickly cut down the Vampire, Demonknight,and Abishai. If he dies, so be it, it's just a simulacrum. Now myprotagonist withdraws, who was just there to spot for the simulacrumanyways. Jaheira puts on the Shield of Balduran and leads the secondcharge into the room. Diaytha speaks, and Jaheira heads straight forthe Hive Mother to occupy it, while the rest of the party falls uponDiaytha, who would have taken great delight in hitting us with aCreeping Doom if we gave her the chance. My party then cuts down theHive Mother. Another variant of this, which is more proactive, involvesmy protagonist bringing Diaytha into sight while spotting for hissimulacrum. She talks, my protagonist retreats into the hallway beforethe room and casts Time Stop, while my expendable simulacrum cuts downthe rabble. Diaytha should hit the simulacrum with her Insect Plague,which is too far away to spread to the rest of the party. My protagonistcompletes his Time Stop and proceeds to cut down both Diaytha and theHive Mother with Greater Whirlwinds. The Demonknight drops a Two HandedSword +1, and Diaytha leaves us a suit of useless Drow Full Plate +5,and the Darksteel Shield +4, which goes on Jaheira since Anomen/Viconiaboth have worse saves, and hence are using the Shield of the Order +4.Big surprise, another tough-talking mortal who was no match for us.Head through the door at (x=900, y=500).Arena (AR6106)o======================================================================o13) In this area you'll be confronted by another foolish mortal,Captain Egeissag, who hasn't learned from Diaytha's mistake. Nearby isyour friendly Spectator buddy that we met in the Sahuagin city. TheSpectator seems somewhat certain that we'll squash Egeissag into 'somuch mush', and will suggest to Egeissag that he challenge theprotagonist to a one-on-one fight so he can claim credit for defeatingthe infamous Bhaalspawn all by himself. Egeissag-suffering from a lapseof sanity-seems to think this is a good idea. If we refuse, we can justsmash Egeissag the old fashioned way, but we'll have to deal with hisarchers, which are in unreachable locations. I'd rather not bothergetting into a shooting match with a bunch of Drow I can't reach, soI accept. Whoever loses dies, along with all of their allies in theroom. The Spectator's True Sight will decidedly work against us, andCaptain Egeissag is a high enough level Fighter that he can use someabilities. Still, with Stoneskin on he can't touch me, and withGreater Whirlwind, I can certainly touch him. By the way, did you knowthat Egeissag backwards is Gassiege? I don't get it, but what a crappyname. He dies in one round, Hardiness didn't help him much. After hedies, his Drow archers follow suit, and the Spectator complains aboutDrow summoning him for their moronic tasks. He'll thank you again forfreeing him from the Sahuagin city and kindly ask that you wait for itto leave before you collapse the roof to this place. Another Sendai-cutscene ensues. She sends out her only standing ally left, Mithykylthe Mind Flayer. Loot Captain Egeissag for some Drow crap that will justturn to dust shortly, two Potions of Superior Healing, and the Bowstringof Gond, with which we can upgrade a variety of weaponsIllithid Chambers (AR6107)o======================================================================o14) Head out the door at (x=1000, y=400) and smite an Ulitharid and anUmber Hulk when you arrive. Time to switch to typical Mind Flayertactics. Chaotic Commands on the protagonist, ranged weapons foreverybody else... or hit-and-run backstab bonanza, whichever you prefer.Through the door to the south-east (x=600, y=750) you'll find a VampiricIllithid waiting for you to come along and smite it. Through the doorsto the north-east (x=600, y=500) and (x=750, y=400) you'll findMithykyl, some Ulitharid buddies, and some Umber Hulk pets. They're notstrong or numerous enough to really give you much challenge. I retreatinto the first room and bottleneck them in the door way with myprotagonist while the rest of the party shoots away. Good tactics neverneed to change. For my evil party, this place is a breeze. MyFighter/Mage/Thief is sporting an Armor Class of -11 (-14 with Blur),and she is, quite frankly, nearly untouchable by these critters.***ITEMS***(x=600, y=600) Garnet, Bloodstone Amulet, Potion of Insight,Bolt +2 x40, Arrows of Ice x40, Bullets +3 x30,Liquid Mercury<---------------------------------------------------------------------->15) The fight with Sendai is imminent, but before we go confront her,there are some items we should make. We've obtained the Eye of Tyr,the Skull of the Lich, the Heart of the Damned, the Bowstring of Gond,and Liquid Mercury. With those items in hand I will upgrade threeitems I've been using for a while now, and with the Liquid Mercury I'llfinally create a worthy off-hand weapon for my protagonist:Angurvadal +5-------------(10000 gold)(Angurvadal +4)(Liquid Mercury)Now this is more like it. It raises your Strength to 22 and protectsyou from level drain when equipped. For Fighter/Thieves and othertwo-weapon Fighters, this is the protection from level drain you'vebeen waiting for. Late, sure, but here, nonetheless. Angurvadal +5functions as a weaker Crom Faeyr, its bonuses make it appealing as anoff-hand weapon more than anything else. My evil protagonist doesn'tneed the Strength boost, having a natural 22 Strength, but I'll stillkeep the weapon handy for when level-draining foes show up. Besides,until I obtain and upgraded Hindo's Doom, there's really not anythingbetter to put in my off-hand.Carsomyr +6-----------(5000 gold)(Carsomyr +5)(Eye of Tyr)There's no real brain-work to be done here, this upgrade takes the bestPaladin weapon in the game and makes it just a little bit better. Onemight say, it doesn't seem fair, Carsomyr was already godly before. Andthey're right. It's not fair. But it's not fair in a way that benefitsus. Keldorn cries tears of righteous fury for all evil critters in hispath, I'm sure.Darkfire Bow +5---------------(5000 gold)(Bowstring of Gond)(Darkfire Bow +4)Supposedly the best Short Bow in the game... I prefer the Short Bow ofGesen, myself. Less THAC0, more damage, and it doesn't use up theBowstring of Gond, which is the most competed-over component in thegame.Firetooth +5------------(5000 gold)(Bowstring of Gond)(Firetooth +4)Now this is better. The Bowstring of Gond doesn't make Firetooth muchbetter, but unlike its competitors-Darkfire and Taralash-Firetooth isalready a weapon that's good enough to be used. I don't think thatDarkfire or Taralash beat the competition even with the Bowstring ofGond, so why bother using it on weapons that aren't up to snuff whenI can use it on a great weapon like Firetooth and make it greater?Purifier +5-----------(5000 gold)(Eye of Tyr)(Purifier +4)This weapon is really, really trying to be Carsomyr, and with theupgrade... it actually comes close. If you're a Paladin married to ashield, this is the best you can get, and really, it's not bad. 30%magic resistance, Dispel Magic twice/day, Mass Cure once/day, and+5 damage versus Chaotic Evil foes immitates Carsomyr... Only CarsomyrDispels Magic each hit, has 50% magic resistance, and gets up to a +6enchantment. It makes a respectable attempt... Still, Carsomyr it isnot.Runehammer +5-------------(5000 gold)(Runehammer +4)(Rune of Clangeddin)The Runehammer +5 gains the ability to raise your Strength to 22 onceper day (I don't see why this couldn't have been a permanent effect),protects you from fear, casts Mass Cure once per day, and deals twomore points of damage to undead. Best of all, it goes up to a +5enchantment.Spectral Brand +5-----------------(5000 gold)(Skull of the Lich)(Spectral Brand +4)An instrument of unholy death it may well be, but I put it in the handsof my Druid, nonetheless. Jaheira can't really ask for a better weapon,which is good, because there's not one out there for her. It now givesher Negative Plane Protection while equipped and can boost her THAC0by ten for three rounds. The +5 enchantment and extra cold damagehelps, too.Sword of Mask +5----------------(5000 gold)(Heart of the Damned)(Sword of Mask +4)Well, this is the best Short Sword in the game, and big surprise, it'snot too impressive. Sure the the Entanglement for four rounds is nice,but compared to other common debilitating weapons, it just doesn't stackup. Also the 15% chance to level drain seems decent at first, but thinkof the level most enemies are now. Think of how many hits that wouldtake to significantly weaken them, much less kill them? I mean, Axe ofthe Unyielding and the Ravager have a 10% chance to KILL, and Flail ofthe Ages has a 33% chance to Slow an enemy. Entangled enemies can stillfight back. Dead ones cannot, and slowed ones are at a severedisadvantage. If you're not sold on this, there's another weapon we'llfind that can be upgraded with the Heart of the Damned.Taralash +5-----------(5000 gold)(Bowstring of Gond)(Taralash +4)Another bow upgrade which fails to impress me. I still prefer theMana Bow's magic resistance to Taralash's increased movement rate.I prefer it so much, that like the Gesen Bow, I'm willing to accept a+4 weapon over a +5 weapon. There's better uses for the Bowstring ofGond.Well, that's one heaping helping of new gear, including as manyessential and potent upgrades as we've received at once since thebeginning of the game. With this new arsenal, how could Sendai possiblyhope to stand against us? Okay, a few +1 bonuses to attack and damagearen't going to change the game, but a little encouragement can go along way. Rest up and head back to Sendai's Enclave, now substantiallybetter equipped than we were when we left.Sendai's Sanctum (AR6108)o======================================================================o16) Spell-buff as much as possible and head through the door at(x=1100, y=100). Sendai is, of course, not happy to see you, but atleast she prepared a surprise for you. You don't get to just fightSendai herself, you get to fight a number of statue-Sendai of varyingclasses before the real Sendai shows up. They come at you one at atime (fortunately) and every time you kill one some Drow will show upat the western exit. And not the weaker Drow, but Drow with spells,Hardiness, Greater Whirlwind, and all that other bad news. The key ispreparation-have as many instances of Breach and Pierce Magic as youcan get. When Sendai's statues put up defenses, rip them down and killthem. You'll also need plenty of True Sight spells. The biggest taskyou have to accomplish to to stem the flow of Drow from the west, whichcan be accomplished by summoning a Deva and an Elemental Prince andusing them to hold off the Drow. One won't last an entire fight,however, so Jaheira prepares two. While the summons hold the west,the party focuses their full and undivided attention on Sendai. Inthis fight it's a good idea to keep some characters firing at a range,since the pedestals upon which Sendai's statues stand can only beassailed by a few characters at once. Don't just click to attack Sendaiand expect your mindless party members to make space for each other,either. The first two Sendai statues are spell casters (watch out forInsect Plague from the first, and a Time Stop combo including MeteorSwarm and Gate from the second), while the third is a Thief. Next youhave to face a Berserker, then another spell caster who'll try to breakup the party with Symbol spells, a Fighter, then another Thief. Oncethey're all dead Sendai herself will show up. She can summon InvisibleStalkers to harass you, and if she's under pressure she'll 'twist heronyx ring' to teleport away. This is when Edwin/Imoen use a Time Stop todebuff her and hit the room with some offensive spells, and myprotagonist does his best to follow up with a Time Stop/GreaterWhirlwind sequence of his own. Stay on top of Sendai, and when she dies,the fight ends.***REWARD***(For defeating Sendai)EXP 40000 (each character)<---------------------------------------------------------------------->17) Once you stand victorious you'll be whisked away to deal with theSolar again. Now you'll deal with your present, not your past. Gee,I wonder what our next topic will be? The Solar will continue with itsvagueries, you'll counsel yourself, and when you're done learningnothing you'll get some experience and another part of the Pocket Planewill open up. Finally you'll be returned to Sendai's Enclave to do thebest part of any battle-the looting! You'll get more Katanas +2 andPotions of Superior Healing than you can shake a stick at, along withDrow crap, Onyx Rings, Gold Rings, and other various potions as theysuited Sendai's statues. Sendai herself drops a lot of Drow crap, butof interest she'll leave behind a Wand of Cursing, Wong Feis' IounStone, and Studded Leather of Thorns +6. The Ioun Stone actually seemslike it might be worth using, as its Armor Class bonus, +15 Hit Points,and regeneration are awfully enticing, even though it doesn't protectagainst critical hits. Still... one untimely critical hit can affect anegatively battle more than its bonuses witll benefit us. The Armor ofThorns is quite obsolete compared to the White Dragon Scale, however.Go through the portal at (x=650, y=600) to teleport to the forestoutside of Sendai's Enclave. The Bhaalspawn left to hunt are gettingthinner by the day. Before we pick on Abazigal, however, let's head backto the Pocket Plane to finish the next challenge.***REWARD***(For enduring more revelations)EXP 10000 (each character)<---------------------------------------------------------------------->18) Head south into the new challenge area, where you'll confrontyourself again. This time, the aspect of you that needs to be overcomeis doubt. Doubt kept you humble, innocent, and away from the taint. Ofcourse, it also kept you weak, naive, and vulnerable. To have doubtnow is to sacrifice everything we've gained, and jeopardize our futureambitions, be they greedy or benevolent Once you deny doubt, one wayor the other, it'll turn into a Slayer and attack. Put it down andthis challenge is over.***REWARD***(For overcoming your doubt)EXP 30000 (protagonist)EXP 25000 (each character, save the protagonist)o======================================================================o| Abazigal |o======================================================================oSequence of Events: {WLK067}1) Draconis2) Abazigal's Lair3) Breath Potion4) Olhydra, Prince of Water5) Moribund Monk's Mission6) Eyeball Extermination7) Iycanth's Request8) Retrieving the Eyestalk9) Violence Always Solves Everything10) Role Reversal11) Earning Experience12) Fll'Yissetat's Lair13) Showdown With Abazigal14) There Can Be Only One15) Crafting With Cespenar IX16) Fending Off the FavoredAbazigal's Lair, Exterior (AR6000)o======================================================================o1) Leave the forest outside of Sendai's Enclave by the means mostconvenient to you and travel to Abazigal's Lair. I spell-buff fully,including summons, Remove Fear, all that good stuff, then I move forwardto meet Draconis (x=780, y=880), Abazigal's son (also our nephew!) andthe first guardian we'll need to dispose of. I approach with only myprotagonist while the rest of my party waits off-screen, as Draconis'first several acts will be to cast Stoneskin, Haste, Symbol: Fear,Mislead, and let loose a Horrid Wilting which I really don't need tocatch my party in. After his first assault is over my protagonist usesthe Gem of Seeing, Imoen/Edwin uses Breach, and I attack Draconis inearnest, summons and all. I ignore the Invisible Stalkers he summons,and when he puts up his first Protection from Magical Weapon Imoen/Edwinhits him with another Breach, after which the party should finish himoff.After defeating his humanoid form, he'll taunt us and transform into aDragon. Edwin/Imoen immediately cast a Time Stop and hit Draconis withtwo Pierce Magics and a Breach, which should remove his defenses(necessary, because he's one of the few foes in the game who uses SpellImmunity: Abjuration). Then my melee Fighters run up and try and hit himwith as many Greater Whirlwinds as possible. Draconis is an odd sort ofDragon, as he uses Wing Buffet fairly often, along with Remove Magic.He's also fond of going invisible, so he needs to be kept honest withconstant True Sight spells. Hit him when and where you can. When hebecomes 'Badly Injured' my protagonist ideally tries to get off his TimeStop/Greater Whirlwind sequence to put Draconis down. The evil party hasa much harder time with this fight than the good party, thanks toKeldorn's ability to quickly use True Sight whenever needed, whereas theevil party has to spend a good bit of time casting (fortunately in theEnhanced Edition, the Gems of Seeing really help)... Also, there's nohope of a Time Stop/Greater Whirlwind sequence near the end to seal thedeal-you'll just have to stay on him, expend a whole lot of True Sights,and hope for the best. When he falls, loot his body for Tzu-Zan'sBracers, which can only be used by Monks. Of course, myFighter/Mage/Thief could also use them with the 'Use Any Item'ability... but I prefer the Wondrous Gloves... Also grab Draconis' Head,which we'll need to get into Abazigal's Lair. Pretty gruesome key, don'tyou think? Thank Michael Bell for his voice work with Draconis and enterAbazigal's Lair (x=500, y=700).***ENHANCED EDITION***Due to my troubles with Draconis in the original version of the game,and the increased tenacity of Dragons in the Enhanced Edition ingeneral, I worried about the fight with Draconis the whole time I workedon the guide. When I got to him, however, my evil party flattened him ina laughably short amount of time. The differences that might explainthis, besides luck? I had Dorn instead of Haer'Dalis, which meant amuch greater melee presence. Also, my Gems of Seeing kept him frombeing able to run away and cause mischief. I know it wasn't a vorpalhit, however, as my protagonist landed the last hit. Later trials wentwell, too, so I doubt it was a fluke-my evil party is just stronger inthe Enhanced Edition.Abazigal's Lair (AR6001)o======================================================================o2) As soon as you enter the area, have your Thief detect traps, as youare literally standing on one, and any movement forward with anycharacter save the unfortunate front-character (party position slot #4)will result in it triggering. This problem is intensified by the factthat you'll be attacked by a Greater Werewyvern and some Lesser EarthElementals, the former of which can cause trouble for a single,unsupported Fighter. When the Greater Werewyvern dies, loot its bodyfor a Scroll of Stone to Flesh and an 'Empty Breath Potion Flask'.Given the unusual drops, we should assume they're meant for something.***TRAPS***(x=1070, y=900)(x=660, y=280)Frost Salamander Cave (AR6008) and Breath Potion Room (AR6012)o======================================================================o3) There are four hot-springs in this room which can be explored, andsince Abazigal locked his doors, these underwater tunnels are indeedour only work-around. Most of them can't be traversed yet, since wejust can't hold our breath long enough, so head into the spring at(x=300, y=600) to surface in a room full of Frost Salamanders (AR6008).Kill them and exit at the south-western end of the cavern (x=200, y=800)to reach a rather well-furnished room occupied by a pair of Bone Fiends.Smash them and loot the room before activating the pool at(x=300, y=450) to obtain the Breath Potion.Note From Lee:The entrance to the chamber (where you first appear to fight the FrostSalamandars) is a great place to grind for experience. Resting triggersthree of the buggers, and they aren't nearly as hard to kill as their9000 XP each would seem to indicate.***ITEMS***(x=420, y=150) Arrows +3 x40, Bolts +3 x40, Bullets +3 x40(x=500, y=250) Scroll of Stone to Flesh(x=600, y=200) Arrows x120, Bolts x120, Bullets x120, Darts x120***TRAPS***(x=420, y=150)Kuo-Toa Chambers (AR6002)o======================================================================o4) Return to the first chamber and investigate the hot springs. Two ofthem still require us to obtain a rope so we can navigate them, so,despite the illusion of choice, the only way we can proceed is to headinto the spring at (x=900, y=750). When you surface, you'll beconfronted by a mob of Kuo-Toa Archers and Warriors that foolishlycharge through a narrow tunnel. I equip many of my characters withranged weapons just so they can participate. Hitting the Kuo-Toa witharea-of-effect spells doesn't hurt, either, although they are resistantto Horrid Wilting, so go with Comet, if you have the option. Why arefish-men resistant to dehydration? You'd think that they'd beparticulary susceptible to Horrid Wilting... Ah well. In the room to thewest is a Kuo-Toa Priest and two Greater Water Elementals (whichresemble Water Weirds more than anything else). You can't attack theWater Elementals in melee, so I just bring forth my protagonist(protected by Stoneskin to serve as a target) and let my rangedattackers safely take the elementals down. To the north you'll find aKuo-Toa Captain and two more Greater Water Elementals. From here, headwest to confront another Kuo-Toa Priest, two Greater Water Elementals,and Olhydra, who can decimate characters at close-range (especiallywith its aura), but unlike the Greater Water Elementals it doesn't seemto have a ranged option. For it's lack of foresight, I shoot it to deathfrom a safe distance.<---------------------------------------------------------------------->5) Now head to the east and dispatch a Kuo-Toa Whip guarding a Monk.Pick/Knock the locked door and approach to coax him to initiatedialogue with you. He'll tell you that Abazigal's caverns are connectedby underground tunnels (I think we knew that already...) and that weneed a rope to explore the longer, darker, more convoluted tunnels.Fortunately, the Monk just so happened to be able to hide a rope whichis long enough to allow you to navigate through the tunnels. How didhe hide a rope that must be scores of feet long? Don't think about ittoo much. Not only that, but he'll tell you that he brought a 'Scrollof Reversal' with him which serves a two-fold purpose. First, a she-Dragon is geased to serve Abazigal and the scroll can free it. Second,the scroll will dispel the wards keeping Abazigal's sanctuary sealed.Without this most fortuitous encounter, we'd have had no way toreach Abazigal's chamber, much less breach it. The Scroll, however,was taken from him and (he can hide a huge bundle of rope, but not apiece of paper?) and likely lies within the dungeon somewhere. Aftertelling you all that, the Monk dies and the game makes certain to notethat healing him was impossible and his death most permanent. Asopposed to all the other deaths in this game that we took for grantedas permanent? He'll leave behind Hindo's Hand when he dies, so be sureto pick it up.Cavern of Iycanth the Mad (AR6003)o======================================================================o6) Return to the main chamber and go into the northernmost of the twounexplored springs (x=600, y=650). In this cavern you'll find a hostof eyeball enemies milling around. Seekers cast low-level spells likeMagic Missile, Aganazzar's Scorcher, Melf's Acid Arrow, and FlameArrow, and Eagle Eyes shoot missiles at you, which appear to benormal missiles but are, in fact, magical. Neither one can overcomethe Cloak of Mirroring, however, and we know what that means-myprotagonist sweeps the area while the helpless enemies attack to noavail. Sentinels summon low-level enemies, and Vigilants... I have noidea, float around and make magical effects appear on you?<---------------------------------------------------------------------->7) Continue to the north until you run across Iycanth the Mad, who iswell deserving of the title. If you're nice and direct and ask him forthe Scroll of Reversal, he'll tell you that around here adventurerswork for their scrolls of reversal, and ask you to retrieve theeyestalk of an invading Gauth he chased away a few days ago. You cancertainly choose the violent route, but in this instance it's far moreamusing and rewarding to go along with it. Say that this task isbeneath you (being an uber-powered Bhaalspawn and all) and he'llsuggest sub-contracting the job to the three petrified adventurersnearby. First I'll discuss the violent, unimaginative route(Steps #8-9), then I'll deal with the preferable route.Gauth's Chamber (AR6011)o======================================================================o8) Go through the hot spring at (x=1100, y=700) to encounter the Gauthand his Kobold companions-or were they Elder Orbs? Unfortunately, theywere Elder Orbs, and there's no real chance to force them to attack aspecific party member, like Jaheira. Instead, cast Death Ward oneverybody and Haste the party up and try and destroy the Elder Orbs asfast as possible. Using a Time Stop/Greater Whirlwind sequence may help,too (my protagonist regularly was able to kill two Elder Orbs in onesequence, Stoneskins and all, and sometimes he was able to nail three,if he scored a vorpal hit with the Axe of the Unyielding). At our levelwe can come through this with no casualties, so long as we have just alittle luck and are rather aggressive. Once they're dead loot the Gauthfor its eyestalk.<---------------------------------------------------------------------->9) Return to the previous area and go through the hot spring at(x=500, y=800) to reach Iycanth the Mad. If you chased him away withhostility before, he'll immediately turn hostile and summon allies. Ifyou were nice, however, you can talk to him and commence hostilities,which is in every way preferable since you can then choose who toapproach him with. Having him focus on my protagonist is far moreuseful than having him pick on my 5th and 6th party slot characters.He'll summon an Eagle Eye, a Sentinel, a Gorgon Eye, an Eye of theDead, and an Eye of the Beholder. The Eye of the Dead summons variousweak undead to bother you, while the Eye of the Beholder acts... justlike a Beholder. The Gorgon Eye shoots out ranged attacks that canaffect the whole party with Flesh to Stone, although it has to hit thecharacter it's attacking to force the rest of the party to save againstthe effect (save vs. spells). If it focuses on the character wearingthe Cloak of Mirroring, however, its attacks will be utterlyineffectual. My plan for this fight? I move my Mages from the back ofthe party to the front, so they're nowhere near the enemies when thefight starts and so my most well protected characters (my protagonistwith the Cloak of Mirroring and Jaheira with the Shield of Balduranand a -11 Armor Class) are in the back of the party roster-and hencenear where the enemies will spawn. Edwin/Imoen then casts Time Stop andproceeds to blast the enemies with as many Comets as possible, andHorrid Wilting, which together should destroy all of the eyeballmonsters, and leave Iycanth alone and vulnerable, if not dead. Whybother building up an elaborate strategy if you can just blast theenemies into oblivion? Iycanth will leave behind the Scroll of Reversalwhen he dies.<---------------------------------------------------------------------->10) On the other hand, for a more amusing and rewarding experience use aScroll of Stone to Flesh on one of the petrified adventurers to freethem all. Bondari, Tim Goldenhand, and Nanoc the Barbarian are now atyour service, and you find yourself taking the opposite role you'vebeen accustomed to occupying these two games-you're now the mysteriousquest-giver, and they, the eager, power-hungry adventurers looking tomake a name for themselves. I cheese this up as much as possible,allowing my protagonist to make grand, sweeping narrative strokes ashe sends these out-matched adventurers on what is truly a minor littlefetch-quest. I offer them 100 gold for the task, at which they canbarely contain their excitement to get under way. Several days later,they return, scheming as I'm sure we so often have schemed. Theysuppose (correctly) that, being a powerful quest-giving character, wemust have good loot, and perhaps it would be more rewarding to just killus for our stuff than complete the quest. Of course, their innovativetactics of Magic Missile, backstab, and attack are not nearly enoughto take on our super-Bhaalspawn protagonist, who turns into the Slayerand kills them all. Bondari, realizing that this was not such a goodidea promptly reloads the game and decides to just give us the theGauth's Eyestalk we sent them after... as well as the BronzePantalettes. After that, they depart, ending what is perhaps the mostamusing RPG segment outside of Summoner's (PS1) idle-title cutscene.<---------------------------------------------------------------------->11) Take the Gauth's Eyestalk to go through the hot spring at(x=500, y=800) to reach Iycanth the Mad. Talk to him and give him hisGauth's Eyestalk for a suitable reward (far more experience than ifyou had just kill the Gauth and Elder Orbs yourself (which you canstill do, by the way). You can also fiddle around with some eggs(x=440, y=400), which will spit out various eye minions (Eye of theBeholder, Eye of the Dead, or a Gorgon Eye). You can summon up tenenemies in this way, and since each one gives either 12,000 or 15,000experience, it's a good 120,000+ experience. What's more, you can nowdispose of Iycanth, and you can do so on your own terms. I approachwith my protagonist, who is more or less invulnerable to whatever theeyeballs can throw at him. Imoen/Edwin casts Time Stop and hits theenemies with several Comets and/or Horrid Wilting spells to decimatethe hostiles (see Step #9 for more information). Between the eyeballeggs, Iycanth and his minions, and the Elder Orbs, we can earn ourselvesa hefty 250,000~ experience, not including what we gained from givingIycanth the Gauth Eyestalk. Now that's some experience!***ITEMS***(x=500, y=300) Andar Gem, Potion of Superior Healing(x=600, y=250) Scroll of Stone to Flesh, Juggernaut Golem Page***REWARD***(For giving Iycanth the Gauth's Eyestalk)EXP 30000 (each character)Item Scroll of ReversalFll'Yissetat's Lair (AR6004)o======================================================================o12) Exit the level at (x=1250, y=1800) and go into the hot spring at(x=600, y=850) to reach Fll'Yissetat, the Green Dragon Abazigal hasgeased into guarding his chambers. Use the Scroll of Reversal to freethe Dragon for some experience, or kill it. Better yet, do both byfreeing her, then telling her to show you some respect afterwards.Standard Dragon fight rules apply-if you spell-buff before you get tooclose. If you spell-buff nearby, she-like Saladrex-will attack. Shefights alot like Nizidramanii'yt did back in Shadows of Amn-keep an eyeout for Plant Growth (which acts like Entangle) and Creeping Doom. Also,she uses a rather potent acid breath weapon with the area-of-effect ofSaladrex's fiery breath. Prepare some Protection from the Elementsspells to protect your weaker party members and prevent her from one-shotting them with her breath weapon. Keep up the pressure and use afew Greater Whirlwind attacks and she'll fall easily enough. She'llleave behind Abazigal's Wardstone and The Specter's Ring (aka: Ring ofImproved Invisibility).***REWARD***(For using the Scroll of Reversal to free Fll'Yissetat)EXP 10000 (each character)Abazigal's Lair (AR6005)o======================================================================o13) Head over to Abazigal's Lair (x=100, y=1000). Before we evenconsider attacking Abazigal, scout around the room and note where theFrost Salamanders are. Our first order of business is to hunt them downand kill them. My good protagonist attacks them in melee with rangedsupport while my evil protagonist just does hit-and-run backstabs. Killall of Abazigal's minions without bringing him into view. Since he'slocated in the middle of the level, this isn't very difficult to do.Once all his minions are dead, I position myself along the southern edgeof the area and cast my longer-lasting spell-buffs (Blur, Stoneskin,Iron Skin, Remove Fear, and the obligatory Haste). You should alsoconsider preparing up and casting as many instances of Protection fromElectricity (a 5th-level Mage spell) as you can-or if you find yourselfshort of Breach spells, settle for Protection from the Elements instead(7th-level Mage spell). The former is preferable due to its duration-atone turn per level, there's no chance of it ending before you're donewith Abazigal... although the one round per level on Protection from theElements might suffice. After clearing out his minions and buffing, Itake my party north (leading with my protagonist) and engage Abazigal(after the obligatory shit-talking). Protected by Stoneskin, my partycan gang up on Abazigal and take him down without my protagonistsuffering any damage. Like Draconis, after his biped form dies he'llturn into a Dragon and attack. Now I summon allies and attack Abazigalin earnest. The reason we attacked from the south instead of chargingfrom the east where we entered is simple-when he Wing Buffets, I don'twant him to knock my characters into the narrow entrance area. He canblock that entire area with his body, and fighting a Dragon without roomto maneuver is not a good idea. He starts out with Improved Haste,Righteous Magic, Spell Turning, and Armor of Faith active. Imoen/Edwinstart out with a Time Stop sequence, followed by Pierce Magic, Breach,and Lower Resistance to remove as many of his defenses as possible andopen him to further spell abuse. Still, it's most likely going to bemelee that wins the day, and with a full compliment of summons and allmy warriors using Greater Whirlwind Attack, it's only a matter of timebefore he goes down. My protagonist withdraws once Abazigal hits'Injured' status or lower and begins his own Time Stop sequence with thegoal of smashing Abazigal with Greater Whirlwind Attacks. When he falls,he will, like Sendai, proclaim himself victorious in death and you'll bewhisked away to your Pocket Plane. Since we killed Abazigal second,we'll be treated to a cutscene showing Balthazar turning on Melissan,thus spelling out our next target.***REWARD***(For defeating Abazigal)EXP 40000 (each character)***REWARD***(For... watching Balthazar imprison Melissan?)EXP 4000 (each character)<---------------------------------------------------------------------->14) This time the Solar speaks to you about the remaining part of theprophecy, but fortunately it summons Yaga-Shura to tell us about theFive. The Five, Sarevok, and ourselves presumably controlled the mostof Bhaal's essence, and the more of our siblings that died and 'returnedto the source' as it were, the closer Bhaal's resurrection came. Nowthere are just two of us left-ourselves and Balthazar, and a reckoningis inevitable. We get more experience for just listening to the speech,and when its done, we're returned to Abazigal's Lair, to loot as wewill. Abazigal will leave behind Gram the Sword of Grief +5, theFlail Head (Electric), and Blue Dragon Scales. Once you've gatheredthese items, head through the portal at (x=800, y=400) to exitAbazigal's Lair. Elminster will show up and tell us-at length-that weneed to get inside Balthazar's monastery and bring the fight to him,before he brings the fight to us, and that Saemon Havarian, our oldfriend, might just be our key.***REWARD***(For enduring even more revelations)EXP 10000 (each character)<---------------------------------------------------------------------->15) Of course, before we return to Amkethran, however, let's payCespenar another visit:Blue Dragon Plate-----------------(5000 gold)(Blue Dragon Scale)There's not much to say about this armor, it's essentially the samething as Red Dragon Scale, with the same Armor Class bonus, and thesame restrictions (no sneaking, no spells.) There's only twodifferences, instead of 50% fire resistance you get 90% lightningresistance. Fire is arguably more common than lightning, but even moreprevalent in Throne of Bhaal are death spells, Horrid Wilting, andstatus-effecting spells, so the difference is rather moot. The otherdifference? It's blue, not red. Let your aesthetics be your guide. Bythe way, is it just me, or is making armor out of your brother's hide-dragon or not-just a little creepy?Flail of the Ages +5--------------------(5000 gold)(Flail Head (Electrical))(Flail of the Ages +4)The awesome get awesomer... more awesome? Either way, this last headexceeds all our expectations by not just adding another head andboosting the Flail of the Ages to a +5 weapon, it also increases allthe elemental damage by a point as well. 1d6 +5, +4 elemental damage(10-16 damage) becomes 1d6 +6, +10 elemental damage (17-22 damage).Not only that, but the Flail of the Ages +5 now adds a cherished +5%to Magic Resistance and gives the user Free Action, freeing up theneed for Edventar's Gift. Truly, it's hard to imagine a better weaponfor a Cleric... or a Fighter, or anybody, for that matter. This mightjust be the best one-handed weapon in the game, but if you refuse tochoose between the Flail of the Ages and Axe of the Unyielding, justuse both.Gram the Sword of Grief +5--------------------------(5000 gold)(Gram the Sword of Grief +5)(Heart of the Damned)Now this is more like it. It gives a chance to drain a level every hit(not the 15% chance like the Short Sword of Mask +5) with a save of-5. In effect, that's about a 25% chance to drain a level, which isblatantly superior to the Short Sword of Mask. Call me crazy, too, butI prefer the 2d12 poison damage over the Entanglement any day. Lastly,Magic Resistance is always nice, and something to keep an eye out for,especially in big magic battles that characterize Throne of Bhaal.Unfortunately, the Ravager +6 is by far the best two-handed weapon inthe game, and Gram, as much as it tries, just can't compete. Againstenemies immune to vorpal effects, (think bosses) it might be better totry and weaken them with this weapon, then fish for the one-hit killthat will never come. Still, it's a better weapon than the Short Swordof Mask, and hence a better use for the Heart of the Damned.Hindo's Doom +4---------------(5000 gold)(Hindo's Doom)(Hindo's Hand)You really can't argue that Hindo's Doom is a fine weapon, although itsmerits lie mostly with its defensive properties, as a +4 Katana withno bonus damage doesn't impress anybody anymore. On the other hand, its10% magic resistance and immunity to death magic is worth looking at.Since it's a defensive weapon, this means one thing-it's worth lookingat in the off-hand, as our main-hand weapon (which receives most of ourattacks per round) is dominated by great offensive weapons like Axe ofthe Unyielding and Flail of the Ages. I compare this weapon toAngurvadal, the leading competitor for my off-hand... if your Strengthscore is already 22, like my evil protagonist, it's hard to argueagainst Hindo's Doom.Juggernaut Golem Manual-----------------------(15000 gold)(Juggernaut Golem Page)(Stone Golem Manual*)The final upgrade for the Golem Manual, and this time it actually is anupgrade, although it's still a mixed blessing. First, since I ignoredthe Stone Golem 'upgrade' earlier, I saved myself 10,000 gold, sincethe manual can skip upgrades. The Juggernaut Golem itself is a fair bitmore potent than the Clay Golem, as a look at its stats will clearlyindicate. It also absorbs hits for the summoner, like Stoneskin does,and this is the contentious point for this summon. For a Mage likeEdwin or Imoen, it works fine-they won't be getting hit much anyways.But I had been using the manual with my Fighter/Mage, who was able touse Vhailor's Helm to create a simulacrum which could in turn summonanother Golem. Cheap, but effective. But after absorbing five hits theGolem will vanish, and its long been my strategy to absorb punishmentwith my protagonist. This effectively reduces the Golem's lifespan,since my protagonist is likely to sustain five hits rather quickly inmost fights. Of course, I can still do the double-summon and send myGolems up first and let them go out the good old-fashioned way; bytaking damage or after 10 rounds. It's a change of strategy, sure, andit's not an entirely helpful one, but the combat stats on the upgradedGolem should more than make up for this potential defect. On the plusside, Iron Golems take up a huge amount of space and can block enemyadvances, they're resistant to damage, deal a tremendous 8d8, +2d6damage (10-60 damage) and can stun enemies, and with a THAC0 of -1,they might even land a hit or two.<---------------------------------------------------------------------->16) Now, as is normal for our post-Cespenar session, it's time tocomplete the test that was opened up for us. I send my party down intothe new south-eastern chamber, where Cyric will meet us. The currentLord of Murder wants to check up on the potential competition, and atlength he decides that a 'test' isn't out of bounds for this place.He'll tell you to prepare, and prepare I shall. I give my protagonistthe Gargoyle Boots for this fight and spell-buffs himself as much as hecan, while the rest of the party hides on the stairs to the north-west.Three 'Favored of Cyric' will appear and attack, and they're high levelassassins who can go invisible constantly and cut down strong Fighterswith astonishing speed. They should, however, attack my protagonist.He's compelled to attack when he can and keep up Stoneskin constantly.The rest of the party attacks and should be able to slay them, nowthat they're focused on my protagonist. When the last one dies, you'llget the typical experience reward.***REWARD***(For overcoming your father's successor)EXP 30000 (protagonist)EXP 25000 (each character, save the protagonist)o======================================================================o| Balthazar |o======================================================================oSequence of Events: {WLK068}1) Big Metal Unit2) Saemon's Snare2) The Direct Route3) Faheed and Majira5) Showdown with Balthazar6) Amelyssan the Usurper7) PotentialKerrick's Smithy (AR5502)o======================================================================o1) Return to Amkethran. First thing we should do is head to Kerrick'sSmithy (x=3050, y=850) and talk to Kerrick. If you have the GoldenPantaloons, the Silver Pantaloons, and the Bronze Pantalettes he'llput them through the Pantaloon Ergo-Magical Transmogrifier and make aset of Power Pantaloon Battle Armor-or the Big Metal Unit. This 'armor'bestows an Armor Class of -10, and by installing the Big Metal Rod(acts as a Bow or Crossbow, for determining who can use it) allows thewearer of the armor to use a variety of ammunition. Of course, it makesyou look and move like a big freaky Adamantite Golem. Anyways, use itor not, the most important thing about this Step in the guide is thefact that I can now combine the two files that comprise this FAQ. What,you didn't think I had the Walk-though and the Indexes on the same filewhile I wrote this, did you? Silly goose, I'm far too lazy to scroll upand down every time I kill a new monster or find a new item that needsto be recorded. Anyways, it's a solemn moment that indicates to me thatthis FAQ is almost done, and I just thought I'd share it with my futurereaders. You're welcome.There are three ways to enter the Monastery, which I'll detail below.The only way to do all three is to follow Saemon's route first,then leave the Monastery grounds and kill all the Mercenaries andMonks that spawn, then go get the key to the Graveyard from Jaheed andMajira. Of course, there's no need to do this unless you're indesperate need of experience, but still.<---------------------------------------------------------------------->2) Perhaps the least appealing way to reach Balthazar is via SaemonHavarian. Enter the Smuggler's Cave at (x=2800, y=700) and talk toSaemon. If you decide to work with him you'll find that his masterplan is to use some outfits he found to disguise yourselves. With thedisguises and Saemon's knowledge of what to say, you should be able toconvince the guards to let you in. His other route is to refer you toFaheed and Majira (see Step #4, below.) Agree to follow Saemon's planand he will indeed get you inside the gate. Once inside the Monasterygrounds, however, it'll be revealed that Saemon was collaborating withBalthazar. Like earlier in the game we were to be drugged by Saemon anddelivered to our enemies. Unfortunately for Balthazar, however, heearned the ire of Saemon, who chose to not drug us this time. This timeSaemon's shifty nature works in our favor, and he leaves us-quite incommand of our senses and dangerous-to fight two Fighters, a Monk, andtwo Mages. It sounds like it could be rough, but a single Time StopSequence ends all effective resistance, as Imoen/Edwin blasts the Magesto death with Comets and/or Horrid Wilting, and the survivors are moppedup by our melee Fighters. Enter the Monastery at (x=1450, y=400) orleave the Monastery grounds (x=400, y=900).<---------------------------------------------------------------------->3) If you walk right up to the gates (or leave the grounds afterSaemon sneaks you in) you'll have to fight hordes of Monks andMercenaries. They might seem endless, but they're not, and if yousurvive their damage and Quivering Palms, it's a good way to net somelate game experience. Since I'm still only at 7,000,000 experiencepoints, I welcome every bit of experience I can get as I near the end ofthe game. One of the many corpses can be looted for a Monastery GateKey, which can now be simply breached (x=800, y=1300).Faheed and Majira's House (AR5508)o======================================================================o4) Go talk to Zakee Rafeha in his tavern and ask if he knows a way intothe Monastery, and he'll refer you to a pair of adventurers named Faheedand Majira. They live at the house at (x=3400, y=250), and if you talkto them they'll admit to having a key with which you can gain accessinto the Monastery. Either tell them you're looking to kill Balthazar orkill them and take the key. Their loot and experience is a perk, butit's not so great that there's any real impetus to kill them. When theyleave the house (or this life), you can safely loot the house. Like itmatters anymore. Leave Faheed and Majira's House (Khalid and Jaheira?)and enter the Graveyard at (x=1900, y=800). Go up the ladder and throughthe casket at (x=800, y=200). Note that characters with a low Dexteritymight fail to climb the ladder and take some damage. Just keep tryingand they'll get up there eventually.***ITEMS***(x=200, y=200) 120 gold(x=520, y=220) Rogue Stone, Emerald, Diamond x2, Pearl x3,Plate Mail +1Balthazar's Monastery (AR5505)o======================================================================o5) Once in Balthazar's Monastery, spell-buff up. You'll be fightinglots of Monks just dying to hit you with Quivering Palm, so beprepared and keep your characters with low saves safe. Throwing aroundsome Death Ward spells can't hurt. Balthazar will exchange words withyou, pointing out Melissan as the mastermind of the conspiracy thatformed the Five-and apparently destroyed it. Balthazar, however, is adifferent sort of Bhaalspawn. His intent is to destroy the rest of theBhaalspawn, then kill himself, thus preventing the taint of Bhaal fromever returning. Naturally, a fight ensues. Balthazar has a host ofabilities, but I use a Greater Whirlwind Attack with all my Fighters andrush him, which is sufficient to kill him. It's an incrediblyuninspiring fight. The only things you need to watch out for is hisLunar Stance, which can lower your saves and make it much more likelythat you'll get nailed by a Quivering Palm. Other than that, just focuson Balthazar himself and ignore his cronies.***REWARD***(For defeating Balthazar)EXP 40000 (each character)<---------------------------------------------------------------------->6) Again you'll be returned to the Pocket Plane for another session withyour Solar. This time it will summon up Melissan and expose the plans ofthe puppet master herself. She'll reveal herself to be Amelyssan theBlackhearted, High Matriarch and Deathstalker of Bhaal. During the Timeof Troubles Bhaal came to her, his greatest mortal servant, andentrusted her with the rites that would resurrect Bhaal when the timecame. Of course, the downside of being an evil deity is that yourservants work for the cause itself, out of fear, and most of all-forpower. Melissan has decided to take that power for herself, the moreBhaalspawn that died, the more power she had at her disposal. She ledthe Bhaalspawn to Saradush, where they were destroyed by Yaga-Shura,then she set us upon the Five, whom we killed one by one. All thatremains for us to do is dismiss our Pocket Plane and confront Melissanat the Throne of Blood.***REWARD***(For enduring the Solar one final time)EXP 10000 (each character)<---------------------------------------------------------------------->7) You'll find yourself back in Balthazar's Monastery. You can loot hisbody for a Garnet, two King's Tears, an Emerald, three Diamonds, and204 gold. Wee. Return to the Pocket Plane and head to the east, wherethe last test begins. You'll encounter the Ravager, the representationof your powers. It can summon Bone Blades, which can-in their numbers-be more damaging than The Ravager itself. Use Hardiness, Stoneskins,Iron Skin, Armor of Faith and anything else that'll protect you, asthis is a straight melee fight. Comet and Horrid Wilting might get ridof some of the Bone Blades, but they'll just return. Use GreaterWhirlwind Attacks and keep on top of The Ravager and it'll fall,eventually. Your last love-talk will occur, and all that's left isto rest up and prepare for the final fight. There's no finesse involved,it's going to be a pure endurance struggle against multiple rounds offoes. Buffs should be your primary focus-prepare plenty of Stoneskins,Iron Skins, and other defensive and debuffing spells. When you'reready, exit the Pocket Plane at (x=2000, y=1000). If you want to golevel some more, by all means, go somewhere hostile and rest. Otherthan reaching the experience cap, however, there's nothing left to do.***REWARD***(For realizing your potential)EXP 30000 (protagonist)EXP 25000 (each character, save the protagonist)o======================================================================o| Chapter 10 |o======================================================================o| Throne of Bhaal |o======================================================================oSequence of Events: {WLK069}1) Melissan I2) Yan-C-Bin3) Melissan II4) Cyronax5) Melissan III6) Infernal Females7) To the Victor go the Spoils1) As soon as we arrive in the Throne of Bhaal, Melissan will be thereto welcome us. She'll throw up a Stoneskin and summon a pair of BoneFiends. I expend no special effort or resources on this fight, myparty rushes Melissan and beats her around until she flees. At whichpoint Melissan will retreat to absorb more of Bhaal's essence and a pathwill appear to the south-west. Things will work like this for thisentire level-defeat Melissan, then a part of the level will open up,guarded by some enemies. Kill them, cut off the pool that supplies herwith power, and fight Melissan again. After each Melissan fight andeach pool fight, heal up as necessary. She'll return stronger everyfight. She ignores elemental damage (at least from weapons), can'tbe killed by vorpal hits (what a crappy end-boss that would be...),and resists about half of the physical damage she sustains. She's alsogot an impressive collection of spells, can do knockback attacks (likea Dragon's Wing Buffet) and is pretty dangerous in melee, too. Still,with overwhelming force she can be subdued, and by now many of myFighters have nearly a dozen Greater Whirlwind Attacks, and myClerics can cast several Heal spells each. It will come in handy.<---------------------------------------------------------------------->2) To the south-west you'll find Yan-C-Bin, Elemental Prince of Air,who will summon some Vampiric Wraiths and Greater Air Elementals.There's not too much in the way of tactics involved here: Use yourcharacters protected from level drains to focus on the VampiricWraiths, then smite the rest of the elementals in melee. Once everythingis dead, activate the pool at (x=600, y=1400).<---------------------------------------------------------------------->3) Melissan will show up again, this time she'll summon a Shadow Slayerto aid her, as well as some Bone Fiends. Since she's nastier this timearound, I use a Greater Whirlwind with my Fighters to put the hurt onher, withdrawing wounded characters as necessary. With any luck, she'llfocus on my protagonist, who is healing at six Hit Points per round andis therefore unlikely to need healing.<---------------------------------------------------------------------->4) Now the pool to the south-east opens up, which is guarded by anotherElemental Prince-Cyronax, Elemental Prince of Ice. He'll summon up someBlizzard Trolls and Frost Salamanders. Again, it's a straight melee,and I try to use my protagonist to soak up as much damage as he canto avoid having to use healing magic. This is one of the few fightswhere offensive spells will pay off, and hitting Cyronax and hiscronies with a Comet might be a good idea. Before the next round ofcombat I expend my first spell-buffs, Protection from Evil 10' Radius,Haste, and Stoneskin/Iron Skin.<---------------------------------------------------------------------->5) Activate the next pool (x=2000, y=1400) to bring Melissan back. Ihave Imoen/Edwin use the Staff of the Magi to go invisible (thankfullythe Shadow Slayers cannot see invisible creatures) and immediately sendthe rest of my party to the north. Melissan will summon several ShadowSlayers, which I ignore. I focus on Melissan-who will teleport to thenorth behind the beam of energy-and try to hit her as much as possible.Her goal is to cast a Time Stop and wreak havoc on the party bysummoning demons, casting Storm of Vengeance, or just attacking (perhapsmixed with a Power Word: Kill). In my experience, if she gets off thisTime Stop, you might as well reload. After I'm sure she's beeninterrupted (I'm alive after a few moments) I use Greater WhirlwindAttacks with all my Fighters and quickly pummel her until she flees.<---------------------------------------------------------------------->6) Now head to the north-east to encounter a powerful group of enemies,including an Alu-Fiend, a Succubus, a pair of Mariliths, and a FallenSolar. I summon a Juggernaut Golem near them to draw their attentionwhile the rest of my party quickly crosses and attacks the Solar withthe sole intention of killing her before she gets off Creeping Doom.Then I focus on the Alu-Fiend and Succubus, who will try and Charm ourparty members ceaselessly. I ignore the Mariliths and endure theirabuse for now, as they're just the lesser of the evils. Once everythingelse is dead they get my attention. I spell-buff to the max, summonsome monsters to the south near where Melissan will spawn and hit thefinal pool (x=2000, y=450).<---------------------------------------------------------------------->7) Melissan shows up for the last time and grudgingly acknowledges thatyou've exceeded even her expectations. This is the last round, andI found this fight to be much easier than the last-perhaps because Ipoured resources into it this time. As soon as she appears Imoen/Edwinhits her with Breach, and all my Fighters (including my simulacrum)use Greater Whirlwind Attack. Under such pressure there's little shecan do but die. After she falls the Solar will show up and tell her thatthe gods have decreed this contest is over. Melissan will ultimatelyfail to control the stolen Bhaalspawn essences within her and willcollapse. Imoen now must make a choice-and she willingly gives up herBhaalspawn taint, leaving us with the entire share of Bhaal's power. Nowwe must choose our destiny-we can either give up the taint which will bedestroyed along with Melissan and live out our lives as a mortal being,or we can keep the power, and ascend to godhood.Watch the end movie we've earned and read the character bios for theparty members we finished the game with. The Baldur's Gate saga is over.EVIL PARTY STATS: END OF CHAPTER 10o======================================================================oDornBlackguard 33Experience: 7658476Hit Points: 152Armor Class: -8Paralyze/Poison/Death: 0 (-1)Rod/Staff/Wand: 2 (-1)Petrify/Polymorph: 1 (-1)Breath Weapon: 1 (-1)Spells: 3 (-1)Weapon ProficienciesBastard Sword ++Long Sword +Two Handed Sword ++Spear ++Halberd ++Cross Bow ++Two-Handed Weapon Style ++Sword and Shield Style ++Armor: Shuruppak's PlateGloves: Gauntlets of Extraordinary SpecializationHelmet: Helm of the Noble +1Amulet: Kaligun's Amulet of Magic ResistanceWeapon: Ravager +6 (THAC0: -11)Gram the Sword of Grief +5 (THAC0: -10)Firetooth +5 (THAC0: -11)Shield: ...Ring 1: Ring of DuplicationRing 2: Ring of Earth ControlCloak: Cloak of the LichBoots: The Paws of the CheetahBelt: Girdle of FortitudeMisc 1: ...Misc 2: ...Misc 3: Horn of Blasting<---------------------------------------------------------------------->KorganBerserker 38Experience: 7537756Hit Points: 202Armor Class: -11Paralyze/Poison/Death: -2 (-2)Rod/Staff/Wand: -2 (-2)Petrify/Polymorph: 0 (-2)Breath Weapon: 0 (-2)Spells: -1 (-2)Weapon ProficienciesAxe +++++War Hammer +++++Mace +++Two-Weapon Style +++Armor: Silver Dragon ScaleGloves: The Brawling HandsHelmet: Eyes of the BeholderAmulet: Periapt of Proof Against PoisonWeapon: Ilbratha +1 (THAC0: -6)Axe of the Unyielding +5 (THAC0: -14)Runehammer +5 (THAC0: -14)Shield: Crom Faeyr +5 (THAC0: -12)Ring 1: Ring of RegenerationRing 2: The Guard's Ring +2Cloak: Cloak of the SewersBoots: The Paws of the CheetahBelt: Destroyer of the HillsMisc 1: ...Misc 2: Horn of SilenceMisc 3: ...<---------------------------------------------------------------------->JaheiraFighter 23/Druid 20Experience: 3781012/3781012Hit Points: 112Armor Class: -13Paralyze/Poison/Death: 1 (-1)Rod/Staff/Wand: 4 (-1)Petrify/Polymorph: 3 (-1)Breath Weapon: 3 (-1)Spells: 0 (-6)Weapon ProficienciesScimitar ++Dagger ++Club ++Quarter Staff ++Sling +Sword and Shield Style ++Armor: Enkidu's Full Plate +3Gloves: Legacy of the MastersHelmet: Helm of BalduranAmulet: Harper PinWeapon: Firetooth +3 (THAC0: -10)Spectral Brand +5 (THAC0: -12)Shield: Kazrah's Shield +4Ring 1: Ring of RegenerationRing 2: Heartwood RingCloak: Cloak of the Dark MoonBoots: The Paws of the CheetahBelt: Girdle of Fire Giant StrengthMisc 1: ...Misc 2: ...Misc 3: ...<---------------------------------------------------------------------->ViconiaCleric 39Experience: 7504233Hit Points: 115Armor Class: -13Paralyze/Poison/Death: -2 (-4)Rod/Staff/Wand: 2 (-4)Petrify/Polymorph: 1 (-4)Breath Weapon: 4 (-4)Spells: 3 (-4)Weapon ProficienciesWar Hammer +Club +Flail +Mace +Quarterstaff +Sling +Two-Handed Weapon Style +Sword and Shield Style +Single Weapon Style +Two Weapon Style +Armor: Silver Dragon ScaleGloves: Xarrnous' Second Sword ArmHelmet: The VisageAmulet: Amulet of PowerWeapon: Flail of Ages +5 (THAC0: -5)Sling of Arvoreen +4 (THAC0: -10)Shield: Shield of the Order +4Ring 1: Ring of Fire ControlRing 2: Holy Symbol of TalosCloak: The Spirit's Shield +2Boots: Senses of the CatBelt: Girdle of Stone Giant StrengthMisc 1: Collar BellMisc 2: ...Misc 3: Black Spider Figurine<---------------------------------------------------------------------->ProtagonistFighter 18/Mage 16/Thief 21Experience: 2577053/2577053/2577053Hit Points: 149Armor Class: -11Paralyze/Poison/Death: -1 (-4)Rod/Staff/Wand: 0 (-4)Petrify/Polymorph: 0 (-4)Breath Weapon: 0 (-4)Spells: 1 (-4)Weapon ProficienciesBastard Sword +Long Sword ++Katana ++Dagger ++Two Weapon Style +++Armor: Aslyferund Elven Chain +5Gloves: Wondrous GlovesHelmet: Vhailor's HelmAmulet: Amulet of the Master HarperWeapon: Dagger of the Star +5 (THAC0: -8)The Answerer +4 (THAC0: -8)Shield: Hindo's Doom +4 (THAC0: -5)Ring 1: Ring of GaxxRing 2: Ring of AcuityCloak: Cloak of MirroringBoots: The Paws of the CheetahBelt: Elves' BaneMisc 1: Juggernaut Golem ManualMisc 2: Gem of SeeingMisc 3: Wand of Spell Striking<---------------------------------------------------------------------->EdwinConjurer 30Experience: 7606627Hit Points: 82Armor Class: -2Paralyze/Poison/Death: 0 (-8)Rod/Staff/Wand: -5 (-8)Petrify/Polymorph: -1 (-6)Breath Weapon: -6 (-13)Spells: 2 (-6)Weapon ProficienciesDagger +Quarter Staff +Dart +Sling +Armor: Robe of VecnaGloves: Bracers of Defense A.C. 3Helmet: Circlet of NetherilAmulet: Edwin's AmuletWeapon: Staff of the Magi (THAC0: 12)Crimson Dart +3 (THAC0: 10)Shield: ...Ring 1: Reaching RingRing 2: The Warder's Signet +3Cloak: Cloak of DisplacementBoots: The Paws of the CheetahBelt: Belt of Inertial BarrierMisc 1: Book of Infinite SpellsMisc 2: Gem of SeeingMisc 3: Efreeti Bottle<---------------------------------------------------------------------->Lots of changes... many of which were covered in the last explanation,but some that weren't. My protagonist gained the 'Use Any Item' highlevel ability, which allowed her to equip a few items she otherwisecouldn't have-namely the Wondrous Gloves and the Amulet of the MasterHarper. This allowed her to pass on the Amulet of Power to Viconia.Viconia, for her part, benefited a good bit from the Silver DragonScale, as it allowed her to also wear the Spirit's Shield +2, droppingher Saving Throws and Armor Class to awfully good places. Korgan swappedout his Red Dragon Scale for the second suit of Silver Dragon Scale andreached an Armor Class of -10... a good bit lower than his Armor Classwas in my vanilla game. Dorn and Jaheira made do with the old suits ofarmor-but both benefited from new Enhanced Edition Cloaks. Myprotagonist ended up using Dagger of the Star +5, The Answerer +4 andHindo's Doom +4 as 'main' weapons, but I kept Daystar and Angurvadal +5on hand in case I needed to damage undead or become immune to leveldrain, respectively. With Runehammer +4 (Korgan) the Spectral Blade +5(Jaheira), the Mace of Disruption +2 (Viconia) and Dorn's naturalimmunity to level drain, everybody in my evil party save Edwin hadprotection from negative energy. Also, with the addition of the twoGems of Seeing, most fights were quite a bit easier in the EnhancedEdition, since that many more characters could use True Sight at will.All in all, the evil party got a good bit stronger in the EnhancedEdition, what with new toys, and Dorn.GOOD PARTY STATS: END OF CHAPTER 10o======================================================================oKeldornInquisitor 31Experience: 6952303Armor Class: -8Paralyze/Poison/Death: -1 (-2)Rod/Staff/Wand: 1 (-2)Petrify/Polymorph: 0 (-2)Breath Weapon: 0 (-2)Spells: 2 (-2)Weapon ProficienciesBastard Sword ++Long Sword ++Two Handed Sword ++War Hammer ++Halberd ++Cross Bow ++Two Handed Weapon Style ++Armor: Enkidu's Full Plate +3Gloves: The Brawling HandsHelmet: Helm of GloryAmulet: Amulet of SeldarineWeapon: Carsomyr +6 (THAC0: -11)Ras +2 (THAC0: -7)Firetooth +5 (THAC0: -12)Shield: ...Ring 1: Ring of RegenerationRing 2: Ring of Earth ControlCloak: Nymph CloakBoots: Boots of SpeedBelt: Girdle of Fire StrengthMisc 1: ...Misc 2: ...Misc 3: ...<---------------------------------------------------------------------->JaheiraFighter 22/Druid 19Experience: 3724742/3724742Armor Class: -11Paralyze/Poison/Death: -1 (-3)Rod/Staff/Wand: 2 (-3)Petrify/Polymorph: 3 (-1)Breath Weapon: 1 (-3)Spells: 0 (-6)Weapon ProficienciesScimitar ++Dagger ++Club ++Quarter Staff ++Sling +Sword and Shield Style ++Armor: Shuruppak's PlateGloves: Gauntlets of Weapon ExpertiseHelmet: Helmet of DefenseAmulet: Harper PinWeapon: Spectral Brand +5 (THAC0: -9)Fire Tooth +3 (THAC0: -6)Shield: Darksteel Sheild +4Ring 1: Ring of RegenerationRing 2: Heartwood RingCloak: Cloak of DisplacementBoots: Boots of SpeedBelt: Girdle of Hill Stone StrengthMisc 1: ...Misc 2: ...Misc 3: Black Spider Figurine<---------------------------------------------------------------------->AnomenCleric 38/Fighter 7 (Inactive)Experience: 6910186/64000Armor Class: -8Paralyze/Poison/Death: 0 (-1)Rod/Staff/Wand: 4 (-1)Petrify/Polymorph: 3 (-1)Breath Weapon: 6 (-1)Spells: 5 (-1)Weapon ProficienciesWar Hammer ++Mace ++Flail ++Club ++Quarter Staff +Sling ++Sword and Shield Style ++Armor: Red Dragon ScaleGloves: Gauntlets of Weapon SkillHelmet: Helm of BalduranAmulet: Sensate AmuletWeapon: Crom Faeyr (THAC0: -9)Runehammer +5 (THAC0: -5)Shield: Sheild of the Order +4Ring 1: Ring of Free ActionRing 2: Holy Symbol of LathanderCloak: Cloak of SewersBoots: Gargoyle BootsBelt: Girdle of BluntnessMisc 1: ...Misc 2: ...Misc 3: Silver Horn of Valhalla<---------------------------------------------------------------------->ProtagonistFighter 23/Mage 20Experience: 3772991/3772991Armor Class: -9Weapon ProficienciesLong Sword ++Axe ++Katana ++Flail ++Two Weapon Style +++Paralyze/Poison/Death: -1 (-4)Rod/Staff/Wand: 1 (-4)Petrify/Polymorph: 0 (-4)Breath Weapon: 0 (-4)Spells: 2 (-4)Armor: Aslyferund Elven Chain +5Gloves: Gauntlets of Extraordinary SpecializationHelmet: Vhailor's HelmAmulet: Amulet of PowerWeapon: Axe of the Unyielding +5 (THAC0: -10)Daystar +4 (THAC0: -8)Shield: Flail of Ages +5 (THAC0: -8)Ring 1: Ring of GaxxRing 2: Ring of AcuityCloak: Cloak of MirroringBoots: Boots of SpeedBelt: Golden GirdleMisc 1: ...Misc 2: Wand of Spell StrikingMisc 3: Juggernaut Golem Manual<---------------------------------------------------------------------->MinscRanger 31Experience: 6967195Armor Class: -5Weapon ProficienciesTwo Handed Sword ++Spear ++Halberd ++Mace ++Quarter Staff ++Long Bow ++Two Handed Weapon Style ++Two Weapon Style ++Paralyze/Poison/Death: 1 (-2)Rod/Staff/Wand: 3 (-2)Petrify/Polymorph: 2 (-2)Breath Weapon: 2 (-2)Spells: 4 (-2)Armor: White Dragon ScaleGloves: Bracers of ArcheryHelmet: Helmet of DefenseAmulet: Kaligun's Amulet of Magic ResistanceWeapon: Ravager +6 (THAC0: -10)Psion's Blade +5 (THAC0: -9)Mana Bow +4 (THAC0: -10)Shield: ...Ring 1: Ring of Fire ResistanceRing 2: Ring of Fire ControlCloak: Montolio's CloakBoots: Boots of SpeedBelt: Girdle of BluntnessMisc 1: BooMisc 2: Horn of SilenceMisc 3: Book of Infinite Spells<---------------------------------------------------------------------->ImoenMage 27/Thief 7 (Inactive)Experience: 6559836/40000Armor Class: -7Paralyze/Poison/Death: 7 (-3)Rod/Staff/Wand: 2 (-3)Petrify/Polymorph: 4 (-3)Breath Weapon: 1 (-8)Spells: 3 (-3)Weapon ProficienciesLong Sword +Dagger +Quarter Staff +Short Bow +Dart +Sling +Two Handed Weapon Style +Armor: Robe of VecnaGloves: Bracers of Defense A.C. 3Helmet: Circlet of NetherilAmulet: Amulet of the Master HarperWeapon: Staff of the Magi (THAC0: 8)Short Bow of Gesen (THAC0: 6)Shield: ...Ring 1: Ring of Protection +3Ring 2: Ring of WizardryCloak: Cloak of ReflectionBoots: Boots of SpeedBelt: Belt of Inertial BarrierMisc 1: ...Misc 2: Wand of Spell StrikingMisc 3: Efreeti Bottle Items {ITM000} |o======================================================================oBelow is a list of the various rare or unique items you can find in the game. If the item has a name or is otherwise unusual you'll find it inthe section below, regardless of its quality. Therefore I'll recordnamed items of dubious quality (Halberd +2: 'Suryris' Blade') , but magical items of the same quality may not be recorded (Halberd +2). Perhaps I just like to think that the developers had a reason fornaming the item?Finding Recorded Items in the Walkthrough {ITM001}<---------------------------------------------------------------------->You can simply do a search of the item's name to find the item's location in the FAQ, or you can search the area number listed by the item. It must be stressed that the latter method can be tedious, as different events occur in areas at different times in the game. Forexample, by looking at the location of the Cloak of Displacement youmight be tempted to make a quick journey over to Trademeet to obtain it.Of course, you might not be aware that you need to complete severalquests in order to gain access to the merchant who sells it. Combine this with the fact that I don't necessarily list the area number ofplaces I visit on subsequent visits, and it can be rather difficult tofind an item with just the area number. On the other hand, searching forthe name could prove fruitless as well if the full name is broken up bya line change in the Walkthrough. This can be overcome by searching fora key word in the name (i.e. 'Unyielding' in the Axe of the Unyielding.)Of course, even this isn't fool proof, as some items that appear multiple times or are otherwise unworthy of comment (especiallyunexceptional items in stores) won't be mentioned in the Walkthrough, oron the other hand might be mentioned several times, thus making itdifficult to find the actual part of the FAQ where the item is acquired,as opposed to where it's just mentioned. Then you have cases such as theaforementioned Cloak of Displacement, where the key word 'Displacement'appears as a spell that may be mentioned without any connection to theitem. It's not a perfect system by any means, but having an indexdedicated to the items is better than nothing at all, even with all itsflaws. Of course if you actually read the Walkthrough you'll get everything worth getting, so you really have no *real* reason to gripe,do you?In the 'Found' section, items marked with -------- indicate that theseitems are not found, they are crafted, reforged, or upgraded. In thiscase, their components are listed below them in parentheses (excludingmundane components such as gems, scrolls, etc.) Finding all the components of an item should be sufficient enough information for the purposes of this FAQ. Items with (varies) in the 'Found' section typically refer to items obtained from random encounters. Since these encounters can occur in a variety of locations, I just leave them open-ended, rather than putting the location where I personally found them. This way, you'll at least know at a glance that they aren't in a specific area. Other, traditional objects with genuine locations will be listed in alphabetical order, and multiple items of the same sort will be listed by lowest to highest area number, for organizational purposes.Item List (Alphabetical) Item Type Found {ITM002}o======================================================================oo===o|(*)| o===o[Protagonist]'s Tankard Miscellaneous (OH6100)o===o|(A)| o===oAbyssal Blade* Two-Handed Sword(OH5120)Abyssal Blade* Two-Handed Sword(OH5120)Abyssal Blade* Two-Handed Sword(OH5200)Adoy's Belt Belt (AR4500)Adoy's Belt Belt (OH6000)Adjatha The Drinker +2 Long Sword (AR0516)Aeger's Hide +3 Armor (AR0702)Ammo Belt Miscellaneous (AR3001)Amulet of 5% Magic Resistance Amulet (AR0205)Amulet of 5% Magic Resistance Amulet (OH6460)Amulet of Cheetah Speed Amulet (AR6109)Amulet of Power Amulet (AR0329)Amulet of Seldarine Amulet (AR2803)Amulet of Spell Warding Amulet (AR2101)Amulet of the Master Harper Amulet (AR5204)Angurvadal +4 Long Sword (AR3022)Angurvadal +5 Long Sword -------- (Angurvadal +4) Long Sword (AR3022) (Liquid Mercury) Component (AR6107)Ankheg Plate Mail Armor -------- (Ankheg Shell) Component (AR1200)Arbane's Sword +2 Short Sword (AR0045)Ardulia's Fall +1 Mace (AR0904)Arla's Dragonbane +3 Sling (AR1401)Armor of Faith +3 Armor (AR0901)Armor of the Deep Night +4 Armor (AR0702)Armor of the Hart +3 Armor (AR2402)Armor of the Viper +5 Armor (AR2207)Ashen Scales +2 Armor (AR0803)Ashideena +2 War Hammer (AR0204)Aslyferund Elven Chain +5 Armor -------- (Bladesinger Chain +4) Armor (AR2807)Axe of Hrothgar +3 Axe (AR0406)Axe of the Unyielding +3 Axe (AR3017)Axe of the Unyielding +5 Axe -------- (Axe of the Unyielding +3) Axe (AR3017) (Baalor's Claw) Component (AR5204)Azlaer's Harp Miscellaneous (AR0523)Azuredge +3 Axe (AR0406)*Depending on how you complete Dorn's quest in Resurrection Gorge,the Abyssal Blade will take on additional powers. The one found in(OH5200) is the original version.o===o|(B)| o===oBackbiter +3 Spear (AR2100)Bag of Holding Miscellaneous (AR1512)Bag of Holding Miscellaneous (AR5011)Bag of Plenty +1 Ammunition (AR5204)Bag of Plenty +2 Ammunition (AR5204) (Bag of Plenty +1) Ammunition (AR5204)Batalista's Passport Ring (AR1201)Batalista's Passport Ring (AR5011)Battle Axe of Mauletar +2 Axe (AR0420)Battle Axe of Mauletar +2 Axe (AR6102)Battle Axe of Mauletar +2 Axe (AR6102)Belm +2 Scimitar (AR1905)Belt of Inertial Barrier Belt (AR2000)Belt of Minor Invulnerability Belt (OH4000)Big Metal Unit Armor -------- (Bronze Pantalettes) Component (AR6003) (Golden Pantaloons) Component (AR0602) (Silver Pantaloons) Component (AR0400)Black Spider Figurine Miscellaneous (AR0804)Blackblood +3 Club (AR2000)Blackmist +4 Halberd (AR2201)Blackrazor Long Sword (AR2903)Blade of Roses +3 Long Sword (AR0406)Blade of Searing +3 Bastard Sword (AR2202)Bladesinger Chain +4 Armor (AR2807)Blessed Bracers Gloves -------- (Paladin's Bracers) Gloves (AR3001)Blue Dragon Plate Armor -------- (Blue Dragon Scales) Component (AR6005)Bone Club +2, +3 vs. Undead Club (AR1506)Boneblade +4 Dagger (AR2206)Book of Infinite Spells* Miscellaneous (AR1605)Boomerang Dagger +2 Dagger (AR0514)Boots of Elvenkind Boots (AR2808)Boots of Etherealness Boots (AR2300)Borok's Fist +2 War Hammer (AR0702)Bow of Arvoreen +2 Short Bow (AR1401)Bow of Arvoreen +2 Short Bow (AR4500)Bracers of Binding Gloves (AR2200)Bracers of Blinding Strike Gloves (AR2402)Bracers of Defense A.C. 3 Gloves (AR0702)Bracers of Defense A.C. 4 Gloves (AR0702)Bracers of Defense A.C. 4 Gloves (AR2100)Bronze Horn of Valhalla Miscellaneous -------- (Silver Horn of Valhalla) Miscellaneous (AR0528)Bronze Ioun Stone Helmet (AR5006)Brooch of the Vagrant Blades Amulet (OH4000)*More information on this item can be found under its entry in thebelow, [ITM004].o===o|(C)| o===oCarsomyr +5 Two Handed Sword(AR1203)Carsomyr +6 Two Handed Sword-------- (Carsomyr +5) Two Handed Sword(AR1203) (Eye of Tyr) Component (AR6110)Case of Plenty +1 Ammunition (AR3001)Case of Plenty +2 Ammunition -------- (Case of Plenty +1) Ammunition (AR3001)Celestial Fury +3 Katana (AR0907)Chaos Blade Short Sword (AR0705)Chaos Blade Short Sword (AR4500)Circlet of Netheril Helmet -------- (Bronze Ioun Stone) Helmet (AR5006) (Circlet of Netheril) Component (AR3016)Clay Golem Manual Miscellaneous -------- (Clay Golem Page) Component (AR3017) (Golem Manual) Miscellaneous (AR3001)Cleric's Staff +3 Quarter Staff (AR0904)Cleric's Staff +3 Quarter Staff (AR1513)Cleric's Staff +3 Quarter Staff (AR1604)Cleric's Staff +3 Quarter Staff (AR1901)Cleric's Staff +3 Quarter Staff (AR1902)Cleric's Staff +3 Quarter Staff (AR3005)Cleric's Staff +3 Quarter Staff (AR3015)Cleric's Staff +3 (up to three) Quarter Staff (AR4500)Cleric's Staff +3 (up to four) Quarter Staff (AR5003)Cleric's Staff +3 Quarter Staff (AR5202)Cleric's Staff +3 Quarter Staff (OH5400)Cleric's Staff +3 Quarter Staff (OH5500)Cloak of Atonoment Cloak (AR4500)Cloak of Atonement Cloak (OH4101)Cloak of Bravery Cloak (AR2901)Cloak of Displacement Cloak (AR2000)Cloak of Dragomir Cloak (AR4500)Cloak of Dragomir Cloak (OH7000)Cloak of Elvenkind Cloak (AR2802)Cloak of Mirroring Cloak (AR2300)Cloak of Reflection Cloak (AR1511)Cloak of the Dark Moon Cloak (OH4210)Cloak of the High Forest Cloak (AR2009)Cloak of the High Forest Cloak (AR4500)Cloak of the Lich Cloak (OH6460)Cloak of the Sewers Cloak (AR0701)Cloak of the Shield Cloak (AR0516)Cloak of the Shield Cloak (AR1203)Cloak of the Stars Cloak (AR1404)Cloak of Unerring Strikes Cloak (OH4010)Club of Detonation +3 Club (AR3019)Club of Detonation +5 Club -------- (Club of Detonation +3) Club (AR3019)Collar Bell Miscellaneous (OH6100)Corthala Family Armor Armor (AR1101)Corthala Family Armor Armor (AR4500)Corthala Family Blade Katana (AR1101)Corthala Family Blade Katana (AR4500)Cowl of the Stars Cloak (OH4010)Crimson Chain +5 Armor (AR0702)Crimson Dart +3 Dart (AR3001)Crossbow of Affliction +4 Crossbow (AR2210)Cursed Berserking Sword +3 Two Handed Sword(AR0712)Cutthroat +4 Short Sword (AR0809)o===o|(D)| o===oDagger of the Star +4 Dagger (AR3027)Dagger of the Star +5 Dagger -------- (Dagger of the Star +4) Dagger (AR3027)Dagger of Venom +2 Dagger (OH6300)Dak'kon's Zerth Blade +2 Katana (AR0702)Dark Elven Chain +1 Armor (varies)Darkfire Bow +4 Short Bow (AR5500)Darkfire Bow +5 Short Bow -------- (Bowstring of Gond) Component (AR6106) (Darkfire Bow +4) Short Bow (AR5500)Darkmail +3 Armor (AR1404)Darksteel Shield +4 Shield (AR6105)Daystar Long Sword (AR0087)Deck of Many Things* Miscellaneous (AR3015)Defender of Easthaven +3 Flail (AR0406)Delryn Family Shield Shield (AR0604)Delryn Family Shield Shield (AR4500)Delver's Plate +2 Armor (AR1202)Destroyer of the Hills Belt (AR0603)Destroyer of the Hills Belt (AR0904)Destroyer of the Hills Belt (AR1604)Destroyer of the Hills Belt (OH6460)Discipliner Ring (AR2100)Doomplate +3 Armor (AR1512)Dragon Helm Helmet (AR1202)Dragon Scale Shield +2 Shield (AR1202)Dragon's Bane +3 Halberd (AR0205)Dragon's Breath +4 Halberd (AR1200)Drow Adamantine Chain +5 Armor (varies)Drow Crossbow of Speed Crossbow (varies)Drow Elven Chain +3 Armor (varies)Drow Flail +3 Flail (varies)Drow Full Plate +5 Armor (varies)Drow Halberd +3 Halberd (varies)Drow Lance +3 Spear (varies)Drow Longsword +3 Long Sword (varies)Drow Piwafwi Cloak Cloak (AR2205)Drow Scimitar +3 Scimitar (varies)Drow Shield +3 Shield (varies)Druid's Ring Ring (AR0319)Druid's Ring Ring (AR0702)Druid's Ring Ring (AR1010)Druid's Ring Ring (AR2008)Druid's Ring Ring (AR5004)Druid's Ring Ring (AR5202)Druid's Ring Ring (AR5503)Druid's Ring Ring (OH6460)Duskblade +2 Halberd (AR1404)Dusty Rose Ioun Stone Helmet (AR1512)Dwarven Thrower +3 War Hammer (AR2000)*More information on this item can be found under its entry in thebelow, [ITM005].o===o|(E)| o===oEdventar's Gift Ring (AR1513)Edventar's Gift Ring (OH7300)Efreeti Bottle Miscellaneous (AR2000)Elven Chain Mail Armor (AR2011)/(AR2012)Elven Chain Mail Armor (AR2808)Elven Chain Mail Armor (AR4500)Elven Chain Mail +1 Armor (AR0329)Elven Chain Mail +1 (up to three) Armor (AR2500)Elven Chain Mail +1 Armor (AR5500)Elven Chain Mail +1 (numerous) Armor (AR61xx)Elven Court Bow +3 Long Bow (AR1303)Elves' Bane Belt (AR0607)Elve's Bane Belt (OH6460)Enkindu's Full Plate +3 Armor (AR5504)Entropy +2 Short Sword (AR0705)Entropy +2 Short Sword (AR4500)Erinne Sling +4 Sling (AR3019)Erinne Sling +5 Sling -------- (Erinne Sling +4) Sling (AR3019)Everard's Morning Star +2 Morning Star (AR0406)o===o|(F)| o===oFirecam Full-Plate Armor Armor (AR0701)Firecam Full-Plate Armor Armor (AR4500)Fire Tooth +3 Dagger (AR2200)Firetooth +4 Crossbow (AR3000)Firetooth +5 Crossbow -------- (Bowstring of Gond) Component (AR6106) (Firetooth +4) Crossbow (AR3000)Flail of Ages Flail -------- (Flail Head (Acid)) Component (AR1303) (Flail Head (Cold)) Component (AR1302) (Flail Head (Fire)) Component (AR1303)Flail of Ages +2 Flail -------- (Flail Head (Acid)) Component (AR1303) (Flail Head (Cold)) Component (AR1302) (Flail Head (Fire)) Component (AR1303)Flail of Ages +3 Flail -------- (Flail Head (Acid)) Component (AR1303) (Flail Head (Cold)) Component (AR1302) (Flail Head (Fire)) Component (AR1303)Flail of the Ages +4 Flail -------- (Flail Head (Poison)) Component (AR3016) (Flail of the Ages +3) Flail --------Flail of the Ages +5 Flail -------- (Flail Head (Electricity)) Component (AR6005) (Flail of the Ages +4) Flail --------Flame of the North +2 Two Handed Sword(AR1514)Flasher Launcher Crossbow (AR1000)Flasher Launcher Crossbow (AR4500)Foebane +3 Bastard Sword (AR3001)Foebane +5 Bastard Sword -------- (Foebane +3) Bastard Sword (AR3001) (Fflar's Scabbard) Component (AR5007)Fortress Shield +3 Shield (AR0702)Frostreaver +3 Axe (AR1303)o===o|(G)| o===oGargoyle Boots Boots (AR5504)Gauntlets of Aln Zekk Gloves (AR4500)Gauntlets of Aln Zekk Gloves (OH4101)Gauntlets of Crushing Gloves (AR2300)Gauntlets of Extraordinary Spec. Gloves (AR3019)Gem of Seeing Miscellaneous (AR4500)Gem of Seeing Miscellaneous (OH4101)Gem Bag Miscellaneous (AR0302)Gem Bag Miscellaneous (AR0312)Gem Bag Miscellaneous (AR0500)Gem Bag Miscellaneous (AR0702)Gem Bag Miscellaneous (AR1100)Gem Bag Miscellaneous (AR3000)Gem Bag Miscellaneous (AR6400)Giant Hair Crossbow +3 Crossbow (AR0702)Gift of Peace Helmet (AR0412)Gift of Peace Helmet (AR0907)Gift of Peace Helmet (OH6460)Girdle of Fortitude Belt (AR0202)Girdle of Fire Giant Strength Belt (AR5201)Girdle of Frost Giant Strength Belt (AR2402)Girdle of Hill Giant Strength Belt (AR0702)Girdle of Hill Giant Strength Belt (OH7300)Girdle of Stone Giant Strength Belt (AR2801)Glasses of Identification Miscellaneous (AR0312)Glasses of Identification Miscellaneous (AR5504)Glasses of Identification* Miscellaneous --------Glimmering Bands Gloves (AR2000)Glimmering Bands Gloves (AR4500)Gloves of Healing Gloves (AR0903)Gloves of Pickpocketing Gloves (AR0406)Gnasher +2 Club (AR1900)Golden Girdle of Urnst Belt (AR0411)Golden Girdle of Urnst Belt (OH6460)Golden Ioun Stone Helmet (AR5011)Golden Lion Figurine Miscellaneous (AR2000)Golem Manual Miscellaneous (AR3001)Gorgon Plate +4 Armor (AR2201)Gram the Sword of Grief +5 Two Handed Sword(AR6005)Gram the Sword of Grief +5 Two Handed Sword-------- (Gram the Sword of Grief +5) Two Handed Sword(AR6005) (Heart of the Damned) Component (AR6110)Grandmaster's Armor +6 Armor (AR5002)Greenstone Amulet Amulet (AR2101)*You can obtain another pair of Glasses of Identification by castingLimited Wish and asking for the ability to "see all as it really is."The caster will need a Wisdom score of 11+ to be able to make this wish.o===o|(H)| o===oHallowed Redeemer +2 Two Handed Sword(AR0701)Hallowed Redeemer +2 Two Handed Sword(AR4500)Halycon +1 Spear (AR0802)Hammer of Thunderbolts +3 Warhammer (AR0711)Handmaiden's Mace Mace (varies)Hands of Takkok Gloves (AR0411)Hangard's Axe +2 Axe (AR0701)Harbinger +3 Two Handed Sword(AR2200)Harmonium Halberd +3 Halberd (AR0702)Harp of Discord Miscellaneous (AR0705)Harp of Pandemonium Miscellaneous (AR0702)Harper Pin Amulet (varies)Hawksight +2 Scimitar (OH4010)Headband of the Devout Helmet (OH4210)Heart of the Golem +2 Dagger (AR0308)Heart of the Golem +2 Dagger (OH6300)Heartseeker +3 Long Bow (AR0702)Heartseeker +3 Long Bow (AR1202)Heartwood Ring Ring -------- (Nymph's Tear) Component (AR5202) (Oaken Ring) Component (AR5500)Heavy Crossbow of Searing +1 Crossbow (AR0702)Helm of Balduran Helmet (AR0602)Helm of Brilliance Helmet (AR0702)Helm of Charm Protection Helmet (AR0024)Helm of Charm Protection Helmet (AR0024)Helm of Charm Protection Helmet (AR0308)Helm of Charm Protection Helmet (AR0701)Helm of Charm Protection Helmet (AR0902)Helm of Charm Protection Helmet (AR0907)Helm of Charm Protection Helmet (AR1303)Helm of Charm Protection Helmet (OH4220)Helm of Charm Protection Helmet (OH6460)Helm of the Noble +1 Helmet (AR0024)Helm of the Noble +1 Helmet (AR0901)Helm of the Noble +1 Helmet (OH5300)Helm of the Rock Helmet (AR3016)Helm of the Rock Helmet -------- (Helm of the Rock) Helmet (AR3016) (Horn) Component (AR3016) (Horn) Component (AR3016)Helmet of Infravision Helmet (AR0602)Helmet of Infravision Helmet (OH5400)Helmet of Infravision Helmet (OH5500)Hindo's Doom +3 Katana (AR3024)Hindo's Doom +4 Katana -------- (Hindo's Doom +3) Katana (AR3024) (Hindo's Hand) Component (AR6002)Hojar's Fame Axe (OH4000)Holy Long Sword of Tyr +3 (numerous) Long Sword (OH5400)Holy Long Sword of Tyr +3 (numerous) Long Sword (OH5500)Holy Symbol of Helm Ring (varies)Holy Symbol of Lathander Ring (varies)Holy Symbol of Talos Ring (varies)Honorary Ring of Sune Ring (AR0901)Horn of Blasting Miscellaneous (AR1202)Horn of Silence Miscellaneous (AR1515)Human Flesh +5 Armor (AR1100) (Blood of a Silver Dragon) Component (AR2102) (Shirt Made of Human Flesh Component (AR0502)o===o|(I)| o===oIce Star +4 Morning Star (AR5002)Ilbratha +1 Short Sword (AR1103)Impaler +3 Spear (AR2300)Improved Cloak of Protection +2 Cloak -------- (Cloak of Protection +2) Cloak (AR2300)Ir'revrykal +5 Two-Handed Sword(AR3022)Iron Horn of Valhalla Miscellaneous -------- (Bronze Horn of Valhalla) Miscellaneous --------Ixil's Nail +4 Spear (AR3025)Ixil's Spike +2 Dagger (AR3016)Ixil's Spike +6 (Spear) -------- (Ixil's Nail +4) Spear (AR3025) (Ixil's Spike +2) Dagger (AR3016)o===o|(J)| o===oJansen AdventureWear Armor (AR1000)Jansen AdventureWear Armor (AR4500)Jansen Specroscopes Helmet (AR1000)Jansen Specroscopes Helmet (AR4500)Jansen Techno-Gloves Gloves (AR1000)Jansen Techno-Gloves Gloves (AR4500)Jerrod's Mace +2 Mace (AR0406)Jester's Chain +4 Armor (AR1514)Jhor the Bleeder +2 Bastard Sword (AR2100)Joril's Dagger +3 Two Handed Sword(AR0406)Juggernaut Golem Manual Miscellaneous -------- (Juggernaut Golem Page) Component (AR6003) (Stone Golem Manual) Miscellaneous --------o===o|(K)| o===oK'logarath +4 Axe (AR5504)Kachiko's Wakizashi +3 Wakizashi (AR0406)Kaligun's Amulet of Magic Resistance Amulet (AR2200)Karajah's Life and Death +3 Armor (AR0702)Kazrah's Shield +4 Shield (OH6460)Kondar +1 Bastard Sword (AR0406)Kundane +2 Short Sword (AR0516)o===o|(L)| o===oLavender Ioun Stone Helmet (AR5002)Legacy of the Masters Gloves (AR0808)Lilarcor +3 Two Handed Sword(AR0404)Lupine Sling +2 Sling (OH4000)o===o|(M)| o===oMace of Disruption +1 Mace (AR0801)Mace of Disruption +2 Mace -------- (Illithium Ore) Component (AR0529) (Mace of Disruption +1) Mace (AR0801)Mail of the Dead +2 Armor (AR0602)Malakar +2 Katana (AR1514)Malla's Soul Stone Helmet (AR5509)Mana Bow +4 Long Bow (AR2602)Martial Staff +3 Quarter Staff (AR0400)Martial Staff +3 Quarter Staff (AR2000)Martial Staff +3 Quarter Staff (OH5500)Mauler's Arm +2 Mace (AR0406)Melodic Chain +3 Armor (AR0516)Mercykiller Ring Ring (AR0702)Metaspell Influence Amulet Amulet (AR0602)Methild's Harp Miscellaneous (AR2400)Montolio's Cloak Cloak -------- (Montolio's Clasp) Component (AR3022) (Montolio's Cloak) Component (AR5500)Moon Dog Figurine Miscellaneous (AR1401)Moonlight Walkers Boots (AR2000)Moonlight Walkers Boots (AR4500)o===o|(N)| o===oNamarra +2 Long Sword (AR0806)Neb's Nasty Cutter +2 Dagger (AR0529)Necaradan's Crossbow +3 Crossbow (AR2102)Necklace of Form Stability Amulet (AR0704)Necklace of Missiles Amulet (AR2015)Neera's Staff +1 Quarter Staff (AR4500)Neera's Staff +1 Quarter Staff (OH6000)Night Walkers Boots (OH4210)Nymph Cloak Cloak (AR0302)o===o|(O)| o===oObsidian Ioun Stone Helmet (AR6400)Orc Leather +3 Armor (AR1301)Ox-Tail Belt Belt (OH4000)o===o|(P)| o===oPaladin's Bracers Gloves (AR3001)Pale Green Ioun Stone Helmet (AR0804)Pearly White Ioun Stone Helmet (AR1401)Pellan's Shield +2 Shield (AR3015)Pellan's Shield +2 Shield (OH4220)Pellan's Shield +2 Shield (OH4290)Periapt of Life Protection Amulet (AR0902)Periapt of Life Protection Amulet (OH7100)Periapt of Proof Against Poison Amulet (AR1902)Peridan +2 Long Sword (AR1202)Pixie Prick +3 Dagger (AR0516)Plate of Balduran Armor (AR0702)Plate of the Dark +1 Armor (AR6102)Plate of the Dark +1 Armor (OH4210)Plate of the Dark +1 Armor (OH6300)Potion Case Miscellaneous (AR3000)Potion Case Miscellaneous (AR5011)Potion Case Miscellaneous (AR5503)Potion Case Miscellaneous (AR6400)Pride of the Leigon +2 Armor (AR0903)Protector of the Second +2 Armor (AR0420)Psion's Blade +5 Two Handed Sword(AR5201)Purifier +4 Bastard Sword (AR3008)Purifier +5 Bastard Sword -------- (Eye of Tyr) Component (AR6110) (Purifier +4) Bastard Sword (AR3008)o===o|(Q)| o===oQuiver of Plenty +1 Ammunition (AR3001)Quiver of Plenty +2 Ammunition -------- (Quiver of Plenty +1) Ammunition (AR3001)o===o|(R)| o===oRancor +1 Two-Handed Sword(AR0900)Ras +2 Long Sword (AR2000)Rashad's Talon +2 Scimitar (AR2014)Rashad's Talon +2 Scimitar (OH7200)Ravager +4 Halberd (AR5204)Ravager +6 Halberd -------- (Ravager +4) Halberd (AR5204) (Serpent Staff) Quarter Staff (AR3019)Reaching Ring Ring (AR0308)Reaching Ring Ring (AR0411)Red Dragon Scale Armor -------- (Red Dragon Scales) Component (AR1203)Reflection Shield +1 Shield (AR0702)Rifthome Axe +3 Axe (AR0300)Ring of Acuity Ring (AR0410)Ring of Air Control Ring (AR0702)Ring of Anti-Venom Ring (AR5509)Ring of Danger Sense Ring (AR0413)Ring of Djinni Summoning Ring (AR0329)Ring of Duplication Ring (OH4000)Ring of Earth Control Ring (AR1302)Ring of Fire Control Ring (AR2400)Ring of Gaxx Ring (AR0331)Ring of Human Influence Ring (AR0607)Ring of Lock Picks Ring (AR0329)Ring of Regeneration Ring (AR0702)Ring of Regeneration Ring (AR1512)Ring of Regeneration Ring (OH6460)Ring of Spell Turning Ring (AR2201)Ring of the Ram Ring (AR0412)Ripper +2 Long Bow (AR0411)Robe of Goodman Hayes Armor (AR4500)Robe of Goodman Hayes Armor (OH6200)Robe of Invocation Armor (OH6300)Robe of the Evil Archmagi Armor (AR2200)Robe of the Evil Archmagi Armor (AR2902)Robe of the Evil Archmagi Armor (AR5011)Robe of the Evil Archmagi Armor (OH7300)Robe of the Good Archmagi Armor (AR2001)Robe of the Good Archmagi Armor (AR3015)Robe of the Good Archmagi Armor (AR5011)Robe of the Neutral Archmagi Armor (OH6300)Robe of the Neutral Archmagi Armor (AR5011)Robe of Vecna Armor (AR0702)Rod of Absorption Miscellaneous (AR2100)Rod of Lordly Might Miscellaneous (AR2300)Rod of Lordly Might Miscellaneous (AR2300)Rod of Resurrection Miscellaneous (AR0702)Rod of Resurrection Miscellaneous (AR0705)Rod of Resurrection Miscellaneous (AR6400)Rod of Reversal Miscellaneous (AR5504)Rod of Smiting Quarterstaff (AR2200)Rod of Terror Quarterstaff (AR0087)Roranach's Horn Helmet (AR5002)Runehammer +4 War Hammer (AR5203)Runehammer +5 War Hammer -------- (Runehammer +4) War Hammer (AR5203) (Rune of Clangeddin) Component (AR6111)o===o|(S)| o===oSandthief's Ring Ring (AR0087)Sandthief's Ring Ring (AR0712)Sandthief's Ring Ring (OH6460)Saving Grace +3 Shield (AR0203)Scarlet Ninja-To +3 Ninja-To (AR0406)Scroll Case Miscellaneous (AR0300)Scroll Case Miscellaneous (AR0406)Scroll Case Miscellaneous (AR0700)Scroll Case Miscellaneous (AR0702)Scroll Case Miscellaneous (AR2000)Scroll Case Miscellaneous (AR5011)Scroll Case Miscellaneous (AR5503)Scroll Case Miscellaneous (AR6400)Sensate Amulet Amulet (AR0702)Senses of the Cat Boots (AR0507)Sentinel +4 Shield (AR2200)Serpent Staff Quarter Staff (AR3019)Shadow Armor Armor (AR0301)Shadow Dragon Scale Armor -------- (Shadow Dragon Scales) Component (AR1402)Shadow Dragon Scale Armor -------- (Shadow Dragon Scales) Component (OH4230)Shatki Figurine Miscellaneous (AR5014)Shield Amulet Amulet (AR1301)Shield of Balduran Shield (AR0702)Shield of Harmony +2 Shield (AR2000)/(AR2007)Shield of the Falling Stars +1 Shield (AR0412)Shield of the Lost +2 Shield (AR1100)Shield of the Order +4 Shield (AR5203)Short Bow of Gesen Short Bow -------- (Gesen Bow Shaft) Component (AR0503) (Gesen Bow String) Component (AR1514)Short Sword of Mask +4 Short Sword (AR3000)Short Sword of Mask +5 Short Sword -------- (Heart of the Damned) Component (AR6110) (Short Sword of Mask +4) Short Sword (AR3000)Shurrupak's Plate Armor (AR5203)Silver Dragon Scale Armor -------- (Silver Dragon Scales) Component (OH5500)Silver Dragon Scale Armor -------- (Silver Dragon Scales) Component (OH5500)Silver Horn of Valhalla Miscellaneous (AR0528)Silver Ioun Stone Helmet (AR5501)Silver Sword Two Handed Sword-------- (Silver Blade) Component (AR1600) (Silver Hilt) Component (AR0700)Skin of the Ghoul +4 Armor (AR0206)Skullcrusher +3 Mace (AR2100)Skull of Death Helmet (AR2100)Sling of Arvoreen +4 Sling (AR2101)Sling of Everard +5 Sling (AR0406)Sling of Seeking +1 Sling (AR0406)Soulreaver +4 Two Handed Sword(AR2402)Spear of Kuldahar +3 Spear (AR0406)Spear of the Unicorn +2 Spear (AR1904)Spear of Withering +4 Spear (AR2200)Spectral Brand +4 Scimitar (AR3015)Spectral Brand +5 Scimitar -------- (Skull of the Lich) Component (AR6110) (Spectral Brand +4) Scimitar (AR3015)Staff Mace +2 Quarter Staff (AR0702)Staff Mace +2 Quarter Staff (AR0801)Staff Mace +2 Quarter Staff (AR0904)Staff Mace +2 Quarter Staff (AR1604)Staff of Air +2 Quarter Staff (AR0516)Staff of Arundel Quarter Staff (AR0406)Staff of Command Quarter Staff (AR2400)Staff of Curing Quarter Staff (AR0811)Staff of Earth +2 Quarter Staff (AR2200)Staff of Fire +2 Quarter Staff (AR0412)Staff of Rynn +4 Quarter Staff (AR0702)Staff of Striking +3 Quarter Staff (AR0902)Staff of Striking +3 Quarter Staff (AR1303)Staff of Striking +3 Quarter Staff (AR2000)Staff of Striking +3 Quarter Staff (OH6300)Staff of the High Forest +2 Quarter Staff (AR2009)Staff of the High Forest +2 Quarter Staff (AR4500)Staff of the Magi Quarter Staff (AR1008)Staff of the Ram +4 Quarter Staff (AR3018)Staff of the Ram +6 Quarter Staff -------- (Roranach's Horn) Helmet (AR5002) (Staff of the Ram +4) Quarter Staff (AR3018)Staff of the Woodlands +4 Quarter Staff (AR2805)Staff of Thunder and Lightning +2 Quarter Staff (AR1515)Staff of Thunder and Lightning +2 Quarter Staff (AR1901)Staff Spear +2 Quarter Staff (AR0300)Staff Spear +2 Quarter Staff (AR0500)Staff Spear +2 Quarter Staff (AR0902)Staff Spear +2 Quarter Staff (AR2015)Stiletto of Demarchess +2 Dagger (AR0411)Stone Golem Manual Miscellaneous -------- (Clay Golem Manual) Miscellaneous -------- (Stone Golem Page) Component (AR5204)Stonefire +3 Axe (AR0406)Storm Star +3 Mace (AR3017)Storm Star +5 Mace -------- (Starfall Ore) Component (AR5014) (Storm Star +3) Mace (AR3017)Strong Arm +2 Long Bow (AR0702)Studded Leather of Thorns +6 Armor (AR6108)Suryris' Blade +2 Halberd (AR0702)Suryris' Blade +2 Halberd (AR3001)Suryris' Blade +2 Halberd (OH4120)Suryris' Blade +2 Halberd (varies)Sword of Arvoreen +2 Short Sword (AR1401)Sword of Arvoreen +2 Short Sword (AR4500)Sword of Balduran Long Sword (AR0702)Sword of Chaos +2 Two Handed Sword(AR0601)Sword of Flame +1 Long Sword (AR0604)Sword of Flame +1 Long Sword (AR0702)Sylvan Chain +2 Armor (AR4000)o===o|(T)| o===oT'rahcie's Plate +5 Armor (AR0702)Talos' Gift Boots (AR0902)Talos' Gift Boots (AR1303)Talos' Gift Boots (AR1514)Tansheron's Bow +3 Short Bow (AR2000)Taralash +4 Long Bow (AR3019)Taralash +5 Long Bow -------- (Bowstring of Gond) Component (AR6106) (Taralash +4) Long Bow (AR3019)Thayan Circlet Helmet (OH6500)The Answerer +4 Long Sword (AR6300)The Army Scythe +1 Crossbow (AR0406)The Brawling Hands Gloves (AR0206)The Brick +2 War Hammer (OH6200)The Burning Earth +1 Long Sword (AR1900)The Dale's Protector Gloves (AR1904)The Equalizer Long Sword -------- (Blade of the Equalizer) Component (AR2101) (Hilt of the Equalizer) Component (AR2400) (Pommel Jewel of the Equalizer) Component (AR0602)The Frost's Embrace Boots (AR1514)The Grave Binder +2 Dagger (OH6300)The Guard's Ring +2* Ring (AR0307) or(AR0329)The Guard's Ring +2 Ring (AR1901)The Guard's Ring +2 Ring (AR2902)The Guide +2 Crossbow (AR0202)The Jade Fang Dagger (OH7100)The Jester's Folly Ring (AR2210)The Kneecapper +1 War Hammer (AR1303)The Night's Gift +5 Armor (AR1104)The Paws of the Cheetah Boots (AR0516)The Paws of the Cheetah Boots (AR1514)The Paws of the Cheetah Boots (AR4000)The Paws of the Cheetah Boots (AR5003)The Paws of the Cheetah Boots (AR5011)The Root of the Problem Club (AR1901)The Shadow's Blade +3 Short Sword (AR0306)The Specter's Ring Ring (AR6004)The Spirit's Shield +2 Cloak (AR2300)The Sleeper +2 Morning Star (AR0406)The Victor Ring (AR0702)The Visage Helmet (OH5120)The Warder's Signet +3 Ring (varies)The Whistling Sword +2 Short Sword (AR0702)The Whistling Sword +2 Short Sword (AR5003)The Whistling Sword +2 Short Sword (AR5013)The Whistling Sword +2 Short Sword (AR5013)The Whistling Sword +2 Short Sword (AR6400)Thieves' Hood Helmet -------- (Thieves' Hood) Helmet (AR3012)/(AR3013) (Ring of Invisibility) Ring (AR0087) (Ring of Invisibility) Ring (AR0712)Topsider's Crutch Ring (OH6460)Topsider's Crutch Ring (OH7300)Tuigan Bow +1 Short Bow (AR0406)Tunic of Blindeye Armor (OH6300)Tzu-Zan's Bracers Gloves (AR6000)*Both of these rings can be obtained from Aran Linvail under verydifferent circumstances, depending on whether you side with BOdhi orwith Gaelan Bayle. In the former case you'll enter (AR0329), in thelatter, (AR0307). Both are the same area insomuch as they use the samemap-the former is just the 'hostile' version, while the latter is the'peaceful' version. The Lower Tombs (Bodhi's lair) does the same thingbetween Chapters 3 and 6, being (AR8001) in the former, and (AR8008) inthe latter.o===o|(U)| o===oUsuno's Blade +4 Scimitar (AR3001)o===o|(V)| o===oVhailor's Helm Helmet (AR0702)o===o|(W)| o===oWand of Cursing Miscellaneous (AR3016)Wand of Cursing Miscellaneous (AR3021)Wand of Cursing Miscellaneous (AR6108)Wand of Spell Striking Miscellaneous (AR3005)Wand of Spell Striking Miscellaneous (AR3014)Wand of Spell Striking Miscellaneous (AR3016)Wand of Spell Striking Miscellaneous (AR3017)Wand of Spell Striking Miscellaneous (OH6300)Wand of Wonder* Miscellaneous (AR0711)Wand of Wonder* Miscellaneous (OH6460)Warblade +4 Two Handed Sword(AR0702)Water's Edge +3 Scimitar (AR2209)Water's Edge +3 Scimitar (OH5120)Wave +4 Halberd -------- (Wave Blade) Component (AR2300) (Wave Shaft) Component (AR0516)Whispers of Silence Cloak (AR0712)White Dragon Scale Armor -------- (White Dragon Scales) Component (AR3014)Wild Sling +1 Sling (OH6100)Wondrous Gloves Gloves -------- (Bard's Gloves) Gloves (AR3011)Wong Fei's Ioun Stone Helmet (AR6108)Wooden Horse Necklace Amulet (OH6100)Worn Whispers Boots (AR0303)Worn Whispers Boots (OH7300)Wyvern's Tail +2 Morning Star (AR0701)*More information on this item can be found under its entry in thebelow, [ITM006].o===o|(X)| o===oXarrnous' Second Sword Arm Gloves (AR0516)Xarrnous' Second Sword Arm Gloves (OH6460)o===o|(Y)| o===oYoshimo's Katana +1 Katana (AR0603)Yamato +4 Scimitar (AR5003)
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